____ _ _ _____ _ _ _______ _ _ _ _ _ ___ / ___|| || | | ___|| \ | ||__ __| | | | || || | | | / _ \ | |__ | || | | |___ | \ | | | | | | | || || | | | |_| | | \__ \ | || | | ___|| \| | | | | |__| || || | | | / / \ || || | | | | |\ | | | | __ || || | | | / / ___/ || || |___ | |___ | | \ | | | | | | || || |___ | |___ / /__ |____/ |_||_____||_____||_| \_| |_| |_| |_||_||_____||_____| |_____| SILENT HILL 2 SILENT HILL 2 GREATEST HITS SILENT HILL 2: DIRECTOR'S CUT SILENT HILL 2: RESTLESS DREAMS SILENT HILL 2: INNER FEARS SILENT HILL 2: SAIGO NO UTA A definitive guide to everything about Silent Hill 2. ==---------------------------------------------------------------== || || || S I L E N T H I L L 2 F A Q / W A L K T H R O U G H || || ------------------------------------------------------ || || © Copyright 2002-2019 by Andrew Haffenden aka Conquerer || || || || Silent Hill is a registered trademark of Konami Computer || || Entertainment Tokyo, Inc. © 1999 2001 Konami Computer || || Entertainment Tokyo, Inc. Konami is a registered || || trademark of Konami Corporation. All rights reserved. || || || ||====================---------=====---------====================|| || || || Silent Hill 2 || || || || Developer: KCET (Team Silent) || || Publisher: Konami || || Platform: PlayStation 2/Xbox/PC || || Genre: Adventure || || Origin: Japan || || Number of Players: 1 || || Original Release Date: September 24, 2001 || || ESRB Rating: "M" for Mature || || || ||====================---------=====---------====================|| || || || This FAQ/Walkthrough covers all content from: || || || || - Silent Hill 2 || || - Silent Hill 2 (Greatest Hits) || || - Silent Hill 2: Director's Cut || || - Silent Hill 2: Restless Dreams || || - Silent Hill 2: Inner Fears || || - Silent Hill 2: Saigo no Uta || || || || For the sake of conveniency within this FAQ, "Greatest || || Hits/Director's Cut" wherever mentioned refers to all || || versions listed above except the original release. These || || additional releases all contain the same extra content. || || || || Note that while this FAQ covers all the games on all || || platforms, button inputs will generally only be listed || || for the more common PS2 versions. For other platforms || || you will have to sub in your own button inputs. || || || ||====================---------=====---------====================|| || || || S P O I L E R F O R E W A R N I N G || || || || Most of this FAQ is free of major spoilers, only touching || || on minor aspects as they pertain to gameplay. Sections || || towards the end, particularly the plot analysis and any || || other obvious sections may contain spoilers. Read those || || sections at your own risk. || || || ||====================---------=====---------====================|| || || || W A N T T O R A T E T H I S F A Q ? || || || || If you feel that this FAQ has helped you in any way and || || you wish to thank me, feel free to do so by appropriately || || rating it wherever possible. Thank you. || || || ==---------------------------------------------------------------== "Now I lay me down to sleep, I pray the Lord my soul to keep. If I should die before I wake, I pray the Lord my soul to take." S I L E N T H I L L 2 |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| TABLE OF CONTENTS.................................................[SH2_00] -------------------------------------------------------------------------- MAIN 1. INTRODUCTION.................................................[SH2_01] 2. UPDATES......................................................[SH2_02] 3. FREQUENTLY ASKED QUESTIONS...................................[SH2_03] 4. PLAYING THE GAME.............................................[SH2_04] 01 // Menus...................................[SH2_P01] 02 // Game Basics.............................[SH2_P02] 03 // Combat Strategies.......................[SH2_P03] 04 // Items...................................[SH2_P04] 05 // Health System...........................[SH2_P05] 5. CONTROLS.....................................................[SH2_05] 6. DIFFICULTY SETTINGS..........................................[SH2_06] MAIN SCENARIO: "LETTER FROM SILENT HEAVEN" 7. PROLOGUE.....................................................[SH2_07] 8. CHARACTERS...................................................[SH2_08] 9. ENEMIES......................................................[SH2_09] 10. WEAPONS AND SUPPLIES.........................................[SH2_10] 11. WALKTHROUGH..................................................[SH2_11] 01 // East South Vale.........................[SH2_W01] 02 // Wood Side Apartments....................[SH2_W02] 03 // Blue Creek Apartments...................[SH2_W03] 04 // West South Vale.........................[SH2_W04] 05 // Brookhaven Hospital.....................[SH2_W05] 06 // Nightmare Hospital......................[SH2_W06] 07 // Dark South Vale.........................[SH2_W07] 08 // Silent Hill Historical Society..........[SH2_W08] 09 // Toluca Prison...........................[SH2_W09] 10 // Labyrinth...............................[SH2_W10] 11 // Toluca Lake.............................[SH2_W11) 12 // Lake View Hotel.........................[SH2_W12] 13 // Nightmare Hotel.........................[SH2_W13] 12. SPEED WALKTHROUGH............................................[SH2_12] 13. ENDINGS......................................................[SH2_13] 14. EXTRAS AND SECRETS...........................................[SH2_14] 15. 10-STAR RANKING GUIDE........................................[SH2_15] 16. ITEM LIST....................................................[SH2_16] 17. SAVE POINT LOCATIONS.........................................[SH2_17] 18. MEMOS........................................................[SH2_18] SUB SCENARIO: "BORN FROM A WISH" (Greatest Hits/Director's Cut versions) 19. PROLOGUE.....................................................[SH2_19] 20. CHARACTERS...................................................[SH2_20] 21. ENEMIES......................................................[SH2_21] 22. WEAPONS AND SUPPLIES.........................................[SH2_22] 23. WALKTHROUGH..................................................[SH2_23] 01 // West South Vale.........................[SH2_S01] 02 // Baldwin Mansion.........................[SH2_S02] 03 // Blue Creek Apartments...................[SH2_S03] 24. SPEED WALKTHROUGH............................................[SH2_24] 25. RANKING......................................................[SH2_25] 26. ITEM LIST....................................................[SH2_26] 27. SAVE POINT LOCATIONS.........................................[SH2_27] 28. MEMOS........................................................[SH2_28] ADDENDUM 29. COOL AND SCARY THINGS........................................[SH2_29] 30. PLOT ANALYSIS................................................[SH2_30] 31. MY PERSONAL REVIEW...........................................[SH2_31] CONCLUSION 32. CREDITS......................................................[SH2_32] -------------------------------------------------------------------------- [SEARCH:] Press CTRL/CMD + F to bring up the Search menu. Copy the code from the Table of Contents above for the section you would like to visit. "The door that wakes in darkness, opening into nightmares." -------------------------------------------------------------------------- ========================================================================== M A I N ========================================================================== ========================================================================== 1. I N T R O D U C T I O N ========================================================================== -------------------------------------------------------------------------- INTRODUCTION......................................................[SH2_01] Welcome to my Silent Hill 2 FAQ/Walkthrough, serving as a definitive guide to everything about Silent Hill 2. This was my first full guide for any game that I first began as a teenager, and a ton of work has gone into not only creating but especially maintaining it over almost two decades now. Because of this in addition to it covering my favourite game of all-time, it has always remained very dear to me and is the FAQ I'm most proud and fond of, while truly the best of my work in all honesty. This FAQ is arguably more of a super document of Silent Hill 2, containing not only extremely detailed walkthroughs for both scenarios but countless other in-depth sections, including speed walkthroughs, full item lists, a complete roster of memos and notes, a summary of the prologue and all characters, and a roster of enemies with strategies for dealing with each. Additionally you can find a section devoted to game basics, tips and strategies for playing the game, an in-depth 10-star ranking guide, a full plot analysis that closely analyzes each character and the town, and even a fun list of trivia or "cool and scary things" to find in the game, stemming from a series of my topics on the Silent Hill 2 GameFAQs message board around the game's release. I've made an effort to keep this entire document fully up to date over the years, including most recently in 2019 after delaying it for years due to lack of time. This included heavy editing and reorganization of the entire document from beginning to end, including the full walkthroughs, bosses, all riddle analyses and solutions, and literally everything else, such as entirely rewriting the plot analysis while going into much more depth, because this game simply warrants it. But most importantly of all, the walkthroughs have been heavily modified and divided into several sub sections with clear headings to make it very simple and straightforward for the reader to find exactly what they're looking for. This is something I'd wanted to do for a long time, so I'm glad it's finally done and I can say I'm very satisfied with the final state of this FAQ after all these years. And that's about it. This FAQ has become quite enormous in size with lots to navigate through, so be sure to refer to the Table of Contents and section codes above to find exactly what you're looking for. Cheers. - Conquerer -------------------------------------------------------------------------- ========================================================================== 2. U P D A T E S ========================================================================== -------------------------------------------------------------------------- UPDATES...........................................................[SH2_02] Most Recent Updates: [10/07/2019] - 802 KB [FINAL] More than a full decade since I last updated this document, I have heavily edited, rewritten or reorganized literally every single section, something I've had on my mind for a long time now. The plot analysis has been completely rewritten and bolstered from scratch as perhaps the biggest change, but the main idea of the update was mostly to modernize the walkthrough, including sub headings to allow for very clear and precise navigation, while heavily editing it and the entire document to a state that I'm completely happy with after all these years. And I am. This FAQ is now completely finished. For real. It's been a whirlwind of a ride and I'm proud of my work over all the years. Thank you all. Cheers. [08/30/2008] - 712 KB It's been almost four years since I've formally added a new update in here, although honestly I made a bunch of minor updates throughout 2005 and maybe even 2006. To be honest, I wouldn't quite say I'm "done" with this FAQ as there's still some cleaning up and revisions I'd like to do, but it's been so long since the last update and it's hard for me to find time to work on it anymore beyond basic editing. But since 2004 I've added over 200 KB of text, and while it's been too long for me to know exactly what has been changed, that certainly includes a lot of new content and complete sections that have been rewritten, making this version much more in-depth and superior than the last. Either way, I figured it was best to just submit this version that I've had on my hard drive for years and get it off my conscience already. If there ever is another update it may not be for a long time. But until then, this is honestly the most comprehensive guide on this game that I've seen out there, so it should suffice. [12/31/2004] - New Year's Eve - 478 KB Corrected many errors (mostly typos) that still inhabited the FAQ. Surely there are still others but this document is quite massive and hard to maintain now. Also added quotes before each walkthrough section to give it some flair. [11/11/2004] - Remembrance Day - 475 KB More fine-comb editing throughout the FAQ. [10/12/2004] - 474 KB Basic editing throughout the FAQ, added some CAST. [08/25/2004] - 471 KB Major update. Changed the layout of the FAQ, rewrote the entire walkthrough with ammo, health, and enemies now pointed out. Added a 10-star ranking guide in the ranking section, a plot analysis, many more CAST, and updated and edited the entire rest of the FAQ. Over 200 KB of text added. [08/23/2003] - 257 KB Revisions made to the CAST section. -------------------------------------------------------------------------- ========================================================================== 3. F R E Q U E N T L Y A S K E D Q U E S T I O N S ========================================================================== -------------------------------------------------------------------------- FREQUENTLY ASKED QUESTIONS........................................[SH2_03] General Frequently Asked Questions ---------------------------------- Q: How many versions are there of Silent Hill 2 and what are the differences? A: Many, but it mainly boils down to two: the original version and the extra content version which is known by many different names. This version contains an extra short scenario with Maria as a playable character with new weapons and a new area to explore, plus a new ending for the main scenario and apparently enhanced lighting and graphics, however minimal the difference may be. Q: What are the different versions of Silent Hill 2? A: Refer to the chart and its legend below as there are different names for them depending on the platform and region. North America Europe Japan NTSC-U/C PAL NTSC-J ---------------------------------------------------------------------- PS2: Silent Hill 2 NEC NEC NEC Silent Hill 2 (Special 2 Disc Set) x NEC x Silent Hill 2 (Greatest Hits) EC x x Silent Hill 2: Director’s Cut (Platinum) x EC x Silent Hill 2: Saigo no Uta x x EC ---------------------------------------------------------------------- Xbox: Silent Hill 2: Restless Dreams EC x x Silent Hill 2: Inner Fears x EC x Silent Hill 2: Saigo no Uta x x EC ---------------------------------------------------------------------- PC: Silent Hill 2 EC x x Silent Hill 2: Director’s Cut x EC x ---------------------------------------------------------------------- EC = extra content NEC = no extra content x = version does not exist All versions of Silent Hill 2 on Xbox and PC regardless of the title have the extra content, but there was no PC release at all in Japan. To clarify the PS2 versions, the original release is simply titled "Silent Hill 2" in all regions, with Europe receiving an exclusive "Special 2 Disc Set" with the base game, a "Making of Silent Hill 2" DVD and some art inserts, all wrapped up in a special folding-case. The game disc does not include any extras, nor does the standard PAL release with a regular case (but similar cover art) and just the game disc, which released at a later time. In Europe, the extras version was branded as "Director's Cut" and is only available as a Platinum release. In North America, the extras version came in the form of a Greatest Hits release with the exact same covert art and standard title (but the back describes the extras). In Japan, the extras version was released as "Saigo no Uta" ("Poem of the Last Moment" or "The Final Song"), which was later repackaged in two platinum-like formats, "Konami The Best" and "Konami Dendo Collection", but with the exact same content. If you are ever confused which versions have the extras, simply remember any subtitle at all (Director's Cut, Restless Dreams, Inner Fears, Saigo no Uta) means it has everything. The only exceptions to this are the non-subtitled Greatest Hits PS2 version and PC version in North America which include all extras. Q: So just tell me straight, what version should I get to have everything? A: PS2: Greatest Hits for NA, Director's Cut for EU, Saigo no Uta for JP. Xbox: Restless Dreams for NA, Inner Fears for EU, Saigo no Uta for JP. PC: Silent Hill 2 for NA, Director's Cut for EU. Q: Which version is included in "The Silent Hill Collection" PS2 release? A: The original sadly, so no extras or Maria sub scenario. Q: How is the version in the Silent Hill HD Collection? A: Not very good. It does have all the extras, but overall it's a buggy mess with poorly redone visual details, horribly enlarged CG movies, many music, looping and sound effect issues, and regular frame rate slowdowns. And even though the new voice track is optional, it's absolutely dreadful. It is nice to otherwise see the game in higher resolution, but it comes at quite the cost of other drawbacks that certainly do hurt the experience. I would avoid this version as your first experience at all costs (SH3 as well, which is much worse), unless it is truly your only option to play the game. And if so, do understand that you are playing the clear worst version of the game, so judge the experience and overall game within that limitation. Q: Which version provides the best experience today? A: I would say the Silent Hill 2: Enhanced Edition for PC, which is a series of free-to-download mods to install alongside the base PC version, which you must already have. These mods work to enhance and preserve all aspects of the game in a more high-definition future, with some seriously impressive work by hardcore Silent Hill 2 fans. Google it to find more information. If this version is not an option for you, I'd simply recommend the original PS2 releases, which are incredibly polished compared to all others and come straight from the original development team, exactly as they were intended to be played. The only single drawback is being held back by PS2 resolution. Q: How long does it take to beat this game the first time? A: On average about 8 hours, ranging from 6-10 for most players depending on your play speed, commitment to exploration and ability to solve puzzles. It took me about 8h40m my first time around and I explored a fair bit, but I've heard of a few others taking over 10 hours. Q: How long does it take to beat Maria's sub scenario? A: Probably around an hour your first time. It's fairly short. It can even be completed in less than 10 minutes if you know exactly what you're doing on subsequent playthroughs. Q: Who is on the cover of the game? A: Angela's face features on all North American versions (specifically from the mirror room scene) while it's Laura's eyes in the narrow window in the European versions. Meanwhile Japan's original release features the Nine Red Squares near the game's end but Saigo no Uta features James and Maria along with some Nurses and Mannequins in the PS2 release while the Japanese Xbox version uses a close-up of Maria lying on the Heaven's Night stage. Q: How many endings are in this game? A: In the original version there are five. In the extras version, there are six, along with a new scenario where the ending is always the same. Q: Is it worth it to play the first Silent Hill if I like this game? A: Absolutely. It may take some getting used to the blocky graphics and rougher controls, but SH1 is a must for any SH2 or horror fan. Keep in mind it may be pricey to find in physical PS1 form as it's a game still held very highly in terms of significance and value. But it can also be found for cheap on PSN for PS3 and can also be transferred and played on PS Vita. Q: Can I load my original version file of SH2 in the Greatest Hits/Director's Cut version? A: Well, you can load your file and the game will recognize everything in the file such as endings received, total time, items unlocked, etc. However you cannot load and continue a game currently in progress. So yes, you can load the data itself to keep your endings and extra items, but you will have to start a new game to keep the file going. Q: How do I load my data from the original version while playing the Greatest Hits/Director's Cut version? A: If your memory card is inserted into slot 1 of your PS2, it will recognize it by default. Just start a New Game, which should be highlighted in yellow. FAQ/Walkthrough Frequently Asked Questions ------------------------------------------ Q: I noticed that several times in the FAQ you mention Greatest Hits/Director's Cut version only. Does that mean only those two versions specifically and not others like Restless Dreams, Inner Fears, etc.? A: It means all extras versions. Greatest Hits, Director's Cut, Restless Dreams, Inner Fears and Saigo no Uta, plus the PC version. Greatest Hits/Director's Cut are simply the most common versions and it's more convenient to list them than all versions every single time. Q: What do you mean by "examine"? A: Go up to whatever is mentioned and press X (or A). However, if mentioned in the context of your inventory, find the item mentioned and select the "Examine" option in the inventory menu. Q: I am playing on Xbox/PC and I keep seeing "press X" in your walkthrough but it seems to be the wrong instruction for me. Is this for PS2 only? A: The walkthrough is specifically written for the PS2 version, yes, but everything beyond button inputs applies to all versions. If playing on Xbox, press A instead of X, and on PC press whatever your action button is set to, which is the space bar by default. Q: I can't find a certain item. Can you help me? A: Check the Item List in this FAQ, although every item location and where used is also clearly described in the walkthrough. Q: I can't solve a certain puzzle. Can you help me? A: You will find every puzzle thoroughly explained for each difficulty in the walkthrough. Q: I need to find the nearest save point. Can you help me? A: Check the Save Point Locations section of this FAQ. Q: Do you ever describe where ammo or health items are in the walkthrough? A: Yes. All the necessary health and ammo items are pointed out, plus even stuff out of your way will often be mentioned if it interests you. Q: I'm not too great at this game and I die pretty easily. Do you have any tips for me to get better? A: Read the "Playing The Game" section of this FAQ for a whole ton of tips and strategies to help you throughout. I guarantee you will become a better player if you give it a good read and apply some of those techniques. Additionally, check out the Enemies section for strategies and recommended weapons for dealing with each specific enemy. Q: I noticed a few times that you said you need to beat the game to unlock something. Does this mean the entire game -- both scenarios? A: No, it just means the main scenario. Whenever referring to the sub scenario, I'll specifically address it. Q: Why do you call the patient/straitjacket creatures Lying Figures? They're not always lying on the ground. A: That's the creature's official name by Team Silent, the developer of the game. Whenever I say Lying Figure, I'm referring to the creature by its name, regardless of its position. Specific Locational or General Gameplay Questions ------------------------------------------------- Q: Where is my health bar? How am I supposed to know when to heal? A: Instead of a health bar, you have a status screen in your inventory that is a screenshot of your in-game position. Depending on your health, it may be tinted green (good health), clear (okay), or red (bad), with varying levels of static. Use this screen to judge when it's time to heal, along with the vibration of your controller warning that you are low. Q: Why does the game look so grainy? Is there any way to fix it? A: That's a very intentional noise filter to imitate the visual look of an old horror film. You have to beat the game at least once to unlock the ability to turn it off via Noise Effect in the Extra Options. Q: Where's the exit of the washroom at the beginning of the game? A: Just to the right and behind James' initial position by the mirror. Move around the corner to exit. Q: I found a memo that's partially-illegible. Is there any way I can read the full contents? A: It was perhaps intended as an unlockable but not properly implemented into the game. The full versions can however be read in the Memos section of this FAQ alongside their original versions. Q: I can see a Handgun in a shopping cart in room 301 of Wood Side Apartments but I can't pick it up... why not? A: You must have the Flashlight and it must be on (press Circle or B) since James' vision is limited in dark areas. If you don't have the Flashlight, grab it from the mannequin in room 205 on 2F. Q: When I try to enter room 109 in Blue Creek Apartments, the door won't open but it's not locked and I need to get in there. What's wrong? A: You need to see Eddie in room 101 1F of the north Wood Side Apartment building (first accessed from the Courtyard). If you remember seeing him there and the door still won't open, perhaps you died or loaded your game from previously, so you must see him again. It's a bit of a silly reason, but meeting Eddie is required to advance the game. Q: I'm in the apartments and can't find the Old Man Coin, but I have the others. Where is it? A: It's stuck inside the garbage chute on the second floor of Wood Side. To knock it loose, you'll need the Canned Juice that's in front of room 107 1F. Once you've got it, stand in front of the chute on 2F, enter your inventory and use the Canned Juice. Now head back down to 1F, exit back through the lobby doors and you'll find the coin amongst the loose garbage at the bottom of the chute around the corner to James' left. Q: I only have three coins for the coin puzzle in the apartments. Where are the other two? A: There are only three. You must place them in the appropriate slots as explained in the riddle. Q: I heard some whispers in room 209 2F of Blue Creek Apartments. What do they say? A: The whispers are hard to understand but most of the sentence is decipherable. From what I can make out, it says: "See my dead wife, come home, load some laundry to escape me, and take two crimes to the (undecipherable)'s face." The undecipherable name sounds something like "Timson". This still stands as an unexplained mystery and this is only my own interpretation. Q: I'm in the hospital and can't read the bloody code on the wall in the Special Treatment Room cell on 3F. Can you help me? A: The numbers are random each time, so scroll down to that section of the walkthrough and you'll find a very detailed guide to get through it. It's called the "Louise Puzzle". Q: I'm playing on PC and no numbers appear for the typewriter code. What am I supposed to do? A: Well, my best advice would be to reinstall the game. First, copy the save data folder and put it somewhere else, then reinstall it. Once this is done, paste the save folder back where it should be (or just the save files) and load up the game and try it again. If this doesn't work then you'll have to do it the old fashion way: keep guessing combinations until it opens. Have fun. Q: I entered an elevator by accident and can't get out on the same floor. Is it possible to do so? A: Yep. Just like a real elevator, press the open doors button with the arrows facing outward (<>). Q: Help! I'm trapped in a well! What do I do? A: Search the brickwork inch by inch to find an area that's "different", then whack it with the Steel Pipe or Wooden Plank until it breaks (two to three whacks). From where you land in the well, the "different" spot is approximately 135 degrees to the left (3/8ths of a full turn). If you can't find it, just keep hitting X (or A) while slightly moving to the next part and you will eventually find the different description. Q: I'm stuck in a cell in the prison -- it won't open! What do I do? A: Keep trying to open the cell door. You weren't that determined to get out, were you? Q: What is that invisible monster in the prison and what is it saying? A: It's just an invisible unknown creature. It sounds like it's saying "ritual". Perhaps irrelevant, it also sounds like "are you sure" said backwards. But do go ahead and aim and shoot at the thing and it will take damage, scream and eventually die. You can even whack it with the Steel Pipe. Q: I found a locked briefcase and a picture of its code in the hotel, but the code is covered with marker. What do I do here? A: The code is random every time, so you'll need to use the paint Thinner to erase the ink. If you don't have it, the Thinner is in the open elevator on B1F. Q: I missed the music box outside the hotel and now I can't get back outside. The entrance doors won't open, so what am I supposed to do? A: That's because you're trying the wrong entrance. The main entrance in the Lobby is not where you entered from and won't open. You entered from the back entrance at the south of your map. You'll always be able to go back and get it if you missed it. Q: An alarm keeps going off when I try to enter the employee elevator in the hotel. What do I do? A: Check the elevator panel and you'll notice a note on weight allowance. Examine the nearby shelf and put all your items in it and you will be able to use the elevator. Q: I can't put my stuff on the shelf by the employee elevator in the hotel. What gives? A: You need to read that weight allowance note on the elevator panel first for James to know he needs to use it. Q: Why are there two hotel maps? A: One is for guests and the other is for employees. The guests map doesn't cover employee-only areas and the employees map does, along with everything else. So the guest map becomes obsolete and is replaced by the employee map. Q: I can't find the Dog Key. Where is it? A: First, you need to receive the In Water, Leave, and Maria endings in the same file, or just the Rebirth ending. Make sure this file is loaded up and start a New Game. When you're exiting Rosewater Park for the first time, keep going straight and you should enter an open lot with a doghouse with the key inside it. If it's not there, you don't have the required endings in your file or you haven't loaded or saved properly. The open lot is just west of Jack's Inn. Q: How do I know which endings I've received in my file if I don't remember or I'm unsure? A: Go to the save/load menu and use the D-Pad by pressing left or right until a bunch of letters show up at the right of the column where your play time normally is. Each letter represents an ending you've received: L = Leave M = Maria W = In Water R = Rebirth D = Dog U = UFO (Greatest Hits/Director's Cut only) X = Born From A Wish (Greatest Hits/Director's Cut only) So if one or more of these are not showing up, you have not received that or those endings yet in your current save file. Q: How do you unlock the Blue Gem? A: You must have the Greatest Hits/Director's Cut version. Beat the main and sub scenarios in the same file. Then play the main scenario after loading that file and it will be on the ground by one of the stalls in the opening washroom. Q: I heard that you can make James perform a battle cry with the Chainsaw. How can I do this? A: Kill a few enemies with the Chainsaw, then stand over a corpse and simply wait without pressing anything (the Chainsaw should not be idling). He should do it in around 10 seconds. Q: What is this "New Game Plus"? A: It doesn't have an official name in SH2, but it works the same way. Once you beat the game once, New Game becomes highlighted in yellow in the main menu. By selecting this, you are continuing your save file and can obtain unlocked extras, whereas starting a normal New Game without a memory card or a completed save file, you'll be starting a brand new game without any extras and you won't be continuing your file to unlock more extras and keep your clear stats. Q: What's a "grate floor"? A: Think of a fence with metal strips holding it together, but situated on the ground. So you can walk on it but also see through it. Q: Can you run up steep staircases any faster without slowing down? A: Yes, there is an exploit where you can keep James' 100% speed rather than him taking a few quick steps and slowing down before repeating. To do this, run along the side wall of the staircase at a 50-60 degree angle. Once you find the sweet spot, he'll run at a consistent speed. Again this only works for steep staircases like at the end of the game. Another alternative is strafing sideways up stairs. These are only small tricks mostly unnecessary but may help with speed runs or if you're a bit impatient. Q: Which song plays in the credits for each ending? A: Leave - Overdose Delusion Maria - Promise In Water - Angel's Thanatos Rebirth - The Reverse Will Born From A Wish (Maria Sub Scenario) - Love Psalm The Dog and UFO endings aren't on the official soundtrack but can be found online if you desire. Q: I heard someone talking during The Reverse Will, the song that plays in the Rebirth ending credits, but I couldn't understand it. What is being said? A: It's Laura's prayer from the 2001 Tokyo Game Show trailer of Silent Hill 2, playing in reverse and repeated in jumbled excerpts. This is what Laura says in full: "Now I lay me down to sleep, I pray the Lord my soul to keep. If I should die before I wake, I pray the Lord my soul to take." This is presumed to be a prayer said before putting the children to bed in the orphanage Laura stayed in. Q: What is this "Baldwin Mansion" place in the walkthrough? I didn't find that area. A: That's the walkthrough for the Born From A Wish sub scenario in the Greatest Hits/Director's Cut version. The Baldwin Mansion is a playable area in this scenario only. Q: I saw some clips in the opening movie that I didn't see in the game. Did I miss something? A: No. They are deleted scenes that didn't make the final cut or they exist purely for the opening movie. -------------------------------------------------------------------------- ========================================================================== 4. P L A Y I N G T H E G A M E ========================================================================== -------------------------------------------------------------------------- PLAYING THE GAME..................................................[SH2_04] This section deals with all aspects of playing the game. If you're a newcomer or could use some tips, this is the right place for you. Take a look through the specific sections below to familiarize yourself with the game and improve your combat skills and strategies. 00 // Contents ----------------------- 01 // Menus 02 // Game Basics 03 // Combat Strategies 04 // Items 05 // Health System 01 // m e n u s [SH2_P01] ===-=-=====----=-=-----=-=====--====-=-======-===---=========----=-====-== This section deals with the various menus in the game, including their functions and how to navigate them. ========= Main Menu ========= Opening Movie ------------- Upon loading up the game, an opening movie that serves as a trailer or teaser will begin to play. It'll also play if you stay idle on the main menu for a while. Initially, there will only be dialogue at the beginning and end, with music playing through the rest of the movie, but completing the game will fill in all the dialogue at various parts of the movie. You may also notice a few scenes which aren't featured in the game itself, which are either deleted scenes or intended strictly for this opening. New Game -------- Obviously this is how you start a New game, and initially it will be written in white like the rest of the main menu options. Once you beat the game at least once, it'll now be highlighted in yellow, indicating you will be able to carry over any unlockables into the next game, serving as a modern day New Game Plus equivalent. As long as your memory card that has a completed game file is inserted in the first slot, it'll automatically recognize it and have this option highlighted. Load ---- Use this option to access the Load menu and view all your save files. If this option does not appear on the menu, you don't have any save files on your memory card. Once in the Load menu, your most recent save file will be highlighted, ready for you to select and load. You can also use the Continue option in the main menu to load the most recent save. Continue -------- This option continues from your most recent save and is only available if you have a save on your memory card. To load an older save, use the Load function and locate it. If your latest save is a completed file, using this function will load your Ranking card (as will loading it manually). Use the yellow-highlighted New Game to continue your save file. Option ------ Indeed called Option, this leads to the Options menu where you can change a bunch of different settings. Refer to the Options Menu below for more details about what can be changed. ============== Save/Load Menu ============== This is the red menu that is used to save and load your game, although technically they are two separate menus for saving and loading, respectively. Beyond that, they operate in the same manner. By using the left and right directional buttons you can toggle what display is shown on the right-hand side. Originally it shows play time of the current game, but toggling further you can view the total play time of your entire file and a list of each ending you have received in your save file. These endings are identified by single letters as follows: L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO (Greatest Hits/Director's Cut version only) X - Born From A Wish (Greatest Hits/Director's Cut version only) If you don't see the corresponding letter show up here, you have not received that ending in your current save file. Saving and Loading ------------------ In order to save during the game you'll need to find a save point. These are red square sheets of paper found mostly on walls or tables throughout the game. Examine them to access the Save menu and save your game. To load, use the Load option from the main menu to access the Load menu and choose your file, or simply use the Continue option to load the most recent save file. When playing subsequent playthroughs, always make sure your memory card is inserted and that New Game is highlighted in yellow before starting a New Game to continue your file. That way you will keep all unlockables. ============ Options Menu ============ The normal Options menu where most standard settings can be changed. Refer to below for specific details. Option Selections Brightness Level Level 0, Level 1, Level 2, Level 3, Level 4, Level 5, Level 6, Level 7 Screen Position X & Y Coordinates Button Config Type 1, Type 2, Type 3, Type 4, Type 5, Type 6 Control Type 3D Type, 2D Type Vibration Off, Soft, Normal, Hard Auto Load Off, On Language English, French, German, Italian, Spanish, Japanese Subtitles Off, On Sound Speaker, Headphone, Monaural BGM Volume ||||||||||||||| (1-15) SE Volume ||||||||||||||| (1-15) Extra Options ------------- This "secret" menu is accessed by pressing L1 or R1 in the Options menu. The following is what can be changed. Option Selections Weapon Control Normal, Switch Map Zoom In, Zoom Out Blood Color Normal, Green, Violet, Black Walk/Run Control Normal, Reverse View Control Normal, Switch Bullet Adjust* x1, x2, x3 Noise Effect* Off, On [Note]: The game must be completed once to unlock the Bullet Adjust and Noise Effect options, which are normally set to x1 and On by default. Bullet Adjust x2 and x3 are unlocked once the option is available. ============== Inventory Menu ============== The Inventory menu is where you can view all the items in your possession during gameplay. It is accessed via the Start button and is an extremely helpful menu with many options. Here you can equip and reload weapons, examine, combine and use items, view your health status in the top left screen, use health items, and also visit the Options menu, Memo menu, and view your Map. For a better understanding of the Inventory menu, its layout and functions, refer to the text image below and the descriptions below that. _______________________________________________ | _____________ | | ----Status--- --Equipment-- |---Command---|| | |¯¯¯¯¯¯¯¯¯¯¯| | || | | | Equipped |---Use-------|| | | In-Game | Weapon | Examine || | | Screen | | || | |___________| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | _________ | | | | | | Item Item | Item | Item Item | | | | | | |_________| | |Item Name | | Item Description. Usually what it is and | | where it was found. | | | | ---Option---- ----Memo----- -----Map----- | |_______________________________________________| Status ------ The top left corner of the menu is an in-game screen that displays your current health status. Depending on your condition, it may be tinted with colour and show static, or simply look clear. Refer to the Health System section of Playing the Game below for more details on interpreting your health. Equipment --------- The weapon you currently have equipped will sit under the Equipment title. If you don't have a weapon equipped, move the cursor over one and select "Equip" from the Command box in the top right. Command ------- Use this menu to perform a number of actions for weapons and items. For weapons, equip, unequip and reload. For items, examine, combine and use them here once they are highlighted with the cursor. Option ------ Select this to access the Options and Extra Options menus to change various settings. Refer to the Options menus above for what settings can be changed. Memo ---- This option allows you to access the Memo menu for a full roster of all the memos you've found throughout the game for quick reference. Memos can be informative to read but also vital to solving puzzles or understanding where to go, so be sure to check through them in this menu whenever necessary. Refer to the Memos section of this FAQ for a full listing of every memo in the game. Keep in mind that not every note is a memo and James won't record if it it's on the more minor side. These additional notes, however, can also be found in the Memos section of this FAQ. Map --- Selecting this option displays the map of the area you're currently in, if you have it. The map is one of the most useful tools in the entire game and should be referenced very often to keep on top of your surroundings. It will tell you where you have and haven't been, pointing out unlocked, locked, or broken-locked doors, points of interest, save points, and so on. To avoid accessing the inventory first, simply press Triangle during gameplay to directly access the map. For more information, refer to "Using Maps" under Game Basics below. 02 // g a m e b a s i c s [SH2_P02] --=--=====---=-=====-=====---=-============---==--====-=-====-----===-==== This section explains the basics of the game, including general concepts and features to get you started. ====== Camera ====== This is a survival horror game and with that comes many untraditional camera angles. Unlike the fixed cameras of Resident Evil, the Silent Hill games give you a little more control. In most areas you can hold the L2 button to focus the camera so that it looks ahead of James, allowing you to see things a little more clearly. You won't always have this option since certain areas are more crafted to prevent you from seeing things -- remember that sometimes the greatest fear is what you cannot see -- but most of the time L2 will be a huge friend of yours. Additionally, keep an eye out for camera shifts which may point out certain items or environmental details. ========== Using Maps ========== Ah, the map -- such an invaluable tool. Throughout the game you'll usually find a map for each area you visit. Maps are usually found at the entrance or close by, offering you a chance to get a sense of your surroundings early on. For one area without an official map, James will draw his own as you advance through the area, keeping your Flashlight on so that he can see and keep it updated. The map truly is your best friend, guiding you on your journey as James marks everything down as he goes. Using a red marker, locked doors are solid lines, unlocked doors are arrows on both sides of a door, inaccessible doorways or blocked off roads or paths are squiggly lines, while save points are filled-in red squares and other points of interest are question marks, circles or underlined locations. As for James, he is represented by the green arrow, pointing towards the direction he faces. To quickly check your map while playing the game, press Triangle. In dark areas, the Flashlight must be on for James to be able to see it (or find a bright spot under a light). Don't ever be ashamed if you're checking your map countless times in any area, as it's an extremely helpful tool to get your bearings and understand where to go next. It's also extremely helpful for anyone using the walkthrough, as I'll often refer to compass directions for where to go, which is more universal than left and right. ============================== Using the Radio and Flashlight ============================== In Silent Hill 2, you will receive a Radio and Flashlight whether you like it or not, but both are also extremely invaluable tools. The Radio will emit static to warn you of nearby enemy threats, becoming louder the closer they are. This can also attract enemies so you may consider turning it off in the Inventory menu if you wish to sneak around. The Flashlight is also a vital tool that you will absolutely need to see and use items in dark locations. Along with your Radio it can also attract enemy attention, so feel free to turn it off to lower your profile. Rather than using the Inventory menu option, toggle the Flashlight on and off by pressing the Circle button during gameplay. If you can't seem to pick up an item, make sure your Flashlight is turned on. ============= Game Concepts ============= Running ------- Yeah, you may not feel so tough running away all the time, but it's truly the most logical solution a lot of the time, especially in larger, more open environments like the streets of Silent Hill. The less often you're in combat, the less you're likely to take damage. If you get a sense that you can get by an enemy without engaging them, take the opportunity to do so. Ammo Conservation ----------------- This is a very important aspect of all survival horror, where you don't want to go around Rambo style, shooting everything in sight. Compared to other games in the genre there is actually a fair bit of ammo in this game, so you don't need to get too crazy with, but try to avoid using ammo in cases where you can just run past an enemy or there's nothing else to be gained from killing it. Further, be sure to kick enemies when they fall to the ground to finish them off, rather than wasting further ammo or letting them get back up. Melee Weapons ------------- Although firearms are easier and generally more fun to use, melee weapons deliver a moderate amount of damage and will never run out of ammo or break. If you're ever running a little low on ammo, consider switching to a melee weapon at least for a while to stock back up. The best overall melee weapon in the game is the Steep Pipe, with moderate power and good range. The Wooden Plank is quite weak with more limited range, and the Great Knife while extremely powerful is very slow and hard to use. The unlockable Chainsaw is also powerful but a bit slow to use. Searching Areas --------------- A very common theme of Silent Hill 2 is searching for items, including key items, weapons and supplies. You'll need to keep a sharp eye to find certain items since they may not be right in your face for you to see, and they don't quite flash either. Be sure to check every door you come across to see if there are any items inside, and pay attention to where James' head is facing since he will stare down items when they're nearby. Do keep in mind he also stares at Maria and enemies, so don't get too hung up on that. Checking Doors -------------- While many doors will always be unlocked and accessible, you will come across many that will either be locked or have a broken lock. Locked implies it can be unlocked either through finding and using the key, or finding another path and unlocking from the other side. Broken locks imply you will not be able to pass through at any point. These doors are denoted by red squiggly lines on James' map after checking, while locked doors are solid red lines, usually with an arrow indicating which side they're locked from. Additionally, some doors without broken locks just simply won't open due to being blocked or jammed and are denoted the same way. Memos ----- Memos are normally known as small notes, usually reminders, but they play a much larger role than that in Silent Hill. Any relevant document or note found in the game will be recorded by James, including puzzle riddles and interesting newspaper articles. After collecting them, you can view your memos by choosing the Memo option in your inventory. Refer to the Memos section of this FAQ for all memos found in the game in addition to smaller notes. Codes ----- On your journey you'll find several codes that you'll need for keypads and other types of locks. Once you find codes in memos, they'll always be available for you to reference in the Memo section of your inventory. Even so, a small notepad and pen can be helpful to jot down codes as you'll be finding them fairly regularly. Nightmare Areas --------------- In certain areas of the game you will go through transformations to the Otherworld, which change the appearance of the area around you, sometimes including the creatures. You'll also encounter many more enemies in Nightmare areas and they tend to be more aggressive and stronger than normal, and they also tend to respawn more often. Although the layout of Nightmare areas is generally the same, the state of certain areas can be completely different, including different doors unlocked, locked, and inaccessible, as well as new and different areas that didn't exist in the normal world. At the same time, new items are found around these Nightmare areas. ========== Soft Reset ========== Soft reset is a function used to reset the game to the main menu rather than being forced to reset the console entirely. To do this during gameplay, press and hold Start + Select + L1 + R1 all at the same time. This way you can quickly load a previous save or start a new game if you weren't happy with your current session. 03 // c o m b a t s t r a t e g i e s [SH2_P03] =-====--=-=====--=----=-======--=-=====---===-====----=====---=-=-====---- This section is all about the battlefield, including fighting strategies and general tips. For full details on strategies and recommended weapons for each individual enemy, refer to the Enemies section of this FAQ corresponding to the appropriate scenario. Targeting Enemies ----------------- Silent Hill 2 utilizes an auto-aim or lock-on targeting system. When near and enemy, hold R2 to aim at them and raise your weapon (firearm or melee). Then you'll be able to press or hold X to swing or fire. If too far from an enemy, your weapon will still raise but you won't be locked on. Additionally, you can change Weapon Control to reverse so that you can press R2 to raise your weapon and press it again to lower it after done shooting or swinging, but I recommend keeping this the default. Shooting/Fighting Enemies ------------------------- This is fairly standard, however how quickly you are able to get in consecutive bullets or swings will affect how quickly enemies will go down. Sometimes an inopportune reload will turn a three hit kill into five or six hits, and even halting fire for even a second can up the amount of bullets or swings required to down the enemy. To kill enemies the most efficiently with the Handgun, always hold X to fire bullets continuously until they have dropped, and be sure to reload in the inventory after each kill or two, or at least be aware of your clip's ammo count. Fighting Multiple Enemies ------------------------- You will often traverse hallways and rooms with multiple enemies and even enemy types moving at their own pace all around you, so it'll be important to manage them accordingly. The Handgun works best for the three most standard enemies (Lying Figure, Mannequin, Nurse), providing moderate power but also movement will firing that helps distance you from enemies behind while preventing an enemy ahead from attacking. Sometimes things will be too much for the Handgun to properly manage, so don't hesitate to pull out the Shotgun for a quick kill or two and settle things down before switching back. And always stay on top of your clip capacity, counting off as you fire and regularly reloading in your inventory to prevent any surprise reloads in front of enemies. Melee weapons won't bode very well in rooms with several enemies, unless they're well separated. And if you don't have the ammo to spare, the best option will always be to just run away and stay out of trouble. Kicking Enemies --------------- Kicking is a crucial part of Silent Hill 2's combat. Once you beat down an enemy with a melee weapon or knock it down with bullets, most of the time you will need to kick it to kill it for good. Otherwise it may just get right back up again and keep attacking you. It is usually possible to keep firing at an enemy while it's on the ground to kill it, but it can also just as well get back up during this and it's really a waste of ammo anyway, so be sure to kick every enemy you knock down. Sometimes enemies may die before a kick is necessary, but if the radio is still emitting static, go for the kick. Pushing Enemies --------------- This is a fairly unique and more subtle feature to Silent Hill 2. Normally in most games when you run into an enemy, they act as a brick wall and completely impede your progress, preventing you from slipping by between them and a wall or some other object. But in Silent Hill 2, running into an enemy will slightly push them in whichever direction you're going. If you wish to slip past an enemy in a narrow corridor, run at the gap between them and the wall and you should start to push your way through. This is mostly effective on Lying Figures and especially Mannequins, which aren't very aggressive enemies, so you can often get by without taking damage if quick enough. You're more likely to take damage with Nurses, but this can still be a helpful escape strategy, especially if you're surrounded by multiple enemies, which we'll go into more detail below. Surrounded ---------- Yeah, you've gone and done it -- you are completely surrounded. What next? There are a few methods at your disposal here, depending on the enemies and what weapons you have. One very popular method is to bust out the Shotgun if you have it and blast away at whatever's on one side. With such a wide blast, it's not rare that you'll knock down two or three enemies at the same time, creating a hole you can escape from. Without ammo and late in the game, a swipe from the Great Knife can also accomplish something similar, although it is fairly slow and not as reliable. That leaves another great option which is always available to you -- just push your way out. Focus on any potential small gap between two enemies or an enemy and a wall and run at it. Slowly but surely James should begin pushing the enemy slightly out of the way, creating an escape. Even if there are two enemies close to each other and there's only a small gap, you'll be surprised at how effective this method can be. Escaping Grapple Attacks ------------------------ Certain enemies have grab attacks which hold your character in place as you take damage. The longer these enemies hold you like this, the more damage will be inflicted. To escape these attacks more quickly, mash the shoulder and directional buttons on your controller. That includes the D-Pad arrows plus L1, R1, L2 and R2. Switching Walk/Run Control -------------------------- Normally the analog stick will make your character walk ahead, and to run you must hold the Square button as well. This is rather redundant and can be changed in the Extra Options menu. You will be running for the majority of the game, with no real use of specifically walking. So if you wish to run without holding Square, which I highly recommend, press L1 or R1 in the Options menu to access the Extra Options. There, change Walk/Run Control to Reverse. Further, if you ever do wish to walk for whatever reason, hold Square while moving to do so. Strafing -------- With 3D Control (tank controls), the player has the ability to strafe and sidestep left and right with L1 and R1. With normal Walk/Run Control, the character will sidestep in the direction pressed, while holding Square and L1 or R1 will strafe at a rate of speed equal to running. Be sure to switch Walk/Run Control so that you can avoid holding Square not only to run but also to strafe instead of sidestep without Square. Experiment with strafing while playing to get a good feel for it and you may realize how helpful it can be in escaping close quarter encounters. Further, while you can't strafe while shooting, you can sidestep. So do keep that in mind to stay out of danger when in rooms with multiple enemies or while being approached. Reloading --------- Badly timed reloads can really throw you off and help enemies deliver a good smacking. This is especially the case in boss fights where you'll be using a lot of ammo at once. To combat this, take note of how many bullets your weapon can hold in each clip, regularly count as you fire in your head, and enter your inventory to manually reload whenever necessary. Find the weapon you're currently using or its ammo and select the "Reload" option in the right-hand Command box. If playing on Beginner you may not have to worry about this as your guns will always automatically reload when you lower them. Fighting Bosses --------------- In Silent Hill 2 you will encounter and fight several unique bosses, all requiring different approaches. Firearms will almost always be your preferred method of combatting bosses, so do your best to conserve ammo during regularly gameplay and build up a good stock of ammo to give you a better chance in boss fights. Quick coordination is also very important, so get a good sense of character movement and be sure to experiment with strafing to maneuver around bosses efficiently. 04 // i t e m s [SH2_P04] ==--=-====--=-=====--==-----=-======--=-=======--====-====-=------==-====- Throughout your journey in Silent Hill you will find and use many items. This section covers all the different ways you can do so. ============= Finding Items ============= Finding items in Silent Hill 2 is generally no problem, but if you're not comprehensive you may just miss that one key item you need to advance. All it takes is to miss one small room, an item in a far corner, or having your Flashlight off to miss an item you normally might've seen. Plus even if you see an item in the dark you won't be able to grab it if the Flashlight is off. Do always remain attentive and further, take note of things such as suggestive camera angles or changes and that your character will also turn their head towards any nearby items (as well as enemies and Maria for James, so learn to discount these moments). =========== Using Items =========== Normally this should be common sense, but there's different ways to use certain items. Some items like keys will be used automatically upon checking doors, while other items will require use from your inventory, and some absolutely must be combined with others first. Refer to below for for specific details. Keys ---- Around half of the key items you'll find will be keys, so you'll get used to dealing with them very quickly. Door keys are the most common and simply require walking up to the door where used and pressing X to unlock it, upon which it will have no more use and leave your inventory. As for other keys such as for padlocks, you must use these keys from your inventory while standing in front of the corresponding goal. Sometimes when an area requires two keys you can save time by combining them in your inventory and then using them, but this is not mandatory. For more details, view Combining Items below. Other Key Items --------------- This includes any item crucial to advancing that isn't a key, such as a square plate, a ring, a coin, and so on. Unlike most keys, these items must be used from your inventory while standing in front where you want to use them. When using multiple items in one spot, combining and then using them will save time (and is required on rare occasion), but isn't always necessary. Read Combining Items below for more details. Combining Items --------------- Combining items is a new feature in Silent Hill 2 and can be used in two different ways. One is literally combining items together to make some form of mixture with them all, and the other is simply to use multiple items at the same with without actually merging them (such as using two keys together for the same box). While the latter is not required where applicable, it does save you from monotonous menu navigation. While being a good time saver, combining multiple items together will actually be compulsory on two occasions during the game, so it's important to understand how to do it. First, stand in front your your target and enter your inventory. Find the first item you plan to use, select it and choose "Combine" in the Command prompt. Press Triangle or Circle to exit the Command prompt, find the next item and do the same. You'll notice small green icons in the bottom right of your inventory indicating which items are included in your concoction so far. Once the final item has been combined, select the "Use" option in the Command prompt. 05 // h e a l t h s y s t e m [SH2_P05] -=-=====---=-=====---=-----===---=====--======--=-=====----=--====-======= This section deals with all things health-related, including the health status display, health supplies and healing. Health Status ------------- In the top left corner of the Inventory menu is a small real time screenshot that displays your health status. It can be tinted a certain colour and contain static to indicate your current status. Refer to below for what it all means. Green Tint: Excellent Clear: Good Clear with minor static: Okay Clear with major static: Bad Faint Red Tint with static: Very Bad Colourful Red Tint with static: Close to Death Additionally, your controller will serve as a warning by vibrating once you reach red status. Health Supplies --------------- Over the course of the game you will find different types of health items to recover your status. Health Drinks are the most common and are found in high frequency, while First-Aid Kits are still quite common and Ampoules are very rare. These items recover a quarter, half, and your full health, respectively. Refer to the Weapons and Supplies section of this FAQ for each scenario for more details on these items. Recovering Health ----------------- After taking enough damage from enemies, play it safe and recover your health from your inventory. For the most part you can take quite a beating before you're truly under the threat of death, but do stay on top of it by checking the status screen in your inventory, and do pay attention to your controller if it's vibrating -- it serves as a warning that your health is getting low, and the stronger you feel it the closer you are to death. To recover health, enter your inventory and scroll to your health items (Health Drink, First-Aid Kit, Ampoule). Select the one appropriate for your current status and "Use" it from the Command prompt, using more than one if needed. For heavier wounds, consider using a combination of First-Aid Kits and Health Drinks for efficiency. Also keep in mind that each time you enter and exit your inventory, the screen will fade in and out while the action is still going on, so do be sure to escape from enemies first before entering your inventory to prevent any surprise hits while you can't quite see your character yet. -------------------------------------------------------------------------- ========================================================================== 5. C O N T R O L S ========================================================================== -------------------------------------------------------------------------- CONTROLS..........................................................[SH2_05] Refer to the table below for a full list of controls and functions, while below we'll go into detail about control types and other control options that can be adjusted. Control | Function -------------------------------------------------------------------------- D-Pad | Menu navigation Left Analog Stick | Character movement, menu navigation START | Open inventory, Accept, Skip scene SELECT | Pause game X | Accept, Examine, Attack, Stomp or Kick Square | Run, Guard Circle | Cancel, Exit menu/puzzle, Toggle | Flashlight ON/OFF Triangle | Cancel, Quick Map L1 | Sidestep left R1 | Sidestep right R2 | Ready weapon L2 | Position camera behind character L2 + Right Analog Stick | Look in all forward directions L1 + R1 | Turn 180 degrees Start + Select + L1 + R1 | Soft Reset ============ Control Type ============ There are two types of control in Silent Hill 2 that dictate how you control your character: 3D and 2D. Refer to below for a full description of both and set your desired style in the Options menu. 3D Type ------- 3D is the default control type and also what's more widely known as tank controls. With this type, where your character is facing is always of prime importance to how you move around. Pushing the left analog stick forward will move your character in the direction they are facing, no matter where the camera itself is facing and regardless of any camera change. Holding left and right all the way will actually stop your character and turn them on the spot somewhat like a tank, but to actually turn you must keep forward momentum while slighting turning left or right, while holding down will back your character step backward. To turn around or make very sharp turns, you must generally stop, turn your character and head in the new direction. However you can quickly turn your character around with a press of L1 and R1 at the same time while standing still. Use this to your advantage to speed things up when you want to change your direction. 3D default control type of Silent Hill 2 and I recommend you stick with it since the game is mostly built around it. But if you're finding it a bit too difficult to adapt to, try 2D, described below. 2D Type ------- 2D works with a whole lot more freedom than 3D, allowing you to move your character instantly in whatever direction you push the analog stick, in correspondence to where the camera is currently facing. Because movement is now completely free, there is no need for strafing or quick turn options. Why would anyone not use this type of control instead? Because it is dependent on where the camera faces, and every time the angle changes you will have to change your directional input. This can become rather annoying and unsettling since there are a lot of camera angle changes and it can really throw you off, especially in moments of panic. Feel free to give it a try and see if it's for you, especially if tank controls are too foreign for you, but for most people I recommend just sticking with the default 3D control. ============= Extra Options ============= To access the Extra Options, first you must go to the Options menu and press either L1 or R1. It's somewhat hidden but not much of a secret as it's mentioned in the instruction booklet. In this menu you'll be able to adjust a whole bunch of control related options, along with a few extra features. Keep in mind a few of the extra features are only unlocked upon beating the game. Weapon Control -------------- Normally you must hold R2 to raise your weapon and press X to swing or fire. Switching this however, turns it to a toggle mode where you'll only need to press R2 to raise your weapon and press it again to lower it. I recommend leaving this one as is but if it interests you, go ahead and try it out. Map --- Here you can change how the map is displayed by default every time you open it up in-game. Normally it always starts zoomed in on your current location, however switching it to Zoomed Out will display the whole area upon opening your map, where you can then press X to manually zoom in. This is probably best left on the default Zoom In, since you'll mostly be using the map for your more immediate surroundings. You can always use the analog stick to move around the map and manual zoom out anyway. Blood Color ----------- Normally blood will be coloured in a natural red, but if you want to play around for kicks and giggles you can change it to green, violet or black right here. I'd suggest keeping red for your first playthrough to keep things serious and as intended, but feel free to have fun on additional runs. Walk/Run Control ---------------- This is a very relevant control option as it affects whether you will be required to hold Square to run, and you will be running a hell of a lot. Normally you will only walk by moving the analog stick, while holding Square will let you run. But switched to Reverse, you will now run with the analog stick on its own, while also holding Square will now allow you to walk. I highly, highly recommend changing this to Reverse since it'll speed things up and avoid you having to hold Square for 90% or more of the game. This option also affects strafing/sidestepping. Normally you will sidestep with L1/R1 and hold Square while doing so to strafe. With Reverse, you will strafe with L1/R1 and must hold Square to sidestep, unless you're aiming in which you can only ever sidestep. View Control ------------ This option controls how the camera is positioned with L2. You'll normally have to hold L2 to center the camera behind your character and continue directing it ahead, since it will either return to where it was or find a new position aiming at your character rather than ahead. With this option switched, simply press L2 will keep the camera aiming ahead, while pressing it ahead will return to focusing on where you area. I'd probably just keep this at default and see how often you're using L2 and if it's worth it to you to change, but personally I don't mind just holding it in cases where I want to see ahead. Bullet Adjust ------------- The game must first be completed once to unlock this option, whereby you'll be able to adjust the bullet count to x2 or x3. This doubles or triples the amount of ammo you'll receive from every ammo pickup found in the game. Instead of 10 Handgun Bullets, you'll get 20 or 30. For Shotgun Shells it'll increase from 6 to 12 or 18, and Rifle Shells from 4 to 8 or 12. It's a great reward for beating the game as it'll allow you to more or less shelve melee weapons on later playthroughs, making the game easier in the process. It's also essentially required to achieve a 10-star ranking, giving you enough ammo to kill so many enemies by shooting. Noise Effect ------------ You may notice that during gameplay the screen looks quite grainy or "noisy" rather than clear and smooth, almost as if you're watching an old film. This is the Noise Effect set to on, providing a visual look similar to an old horror movie to help set the atmosphere. Once you beat the game once, you'll unlock the option to turn it off in this Extra Options menu. Honestly, while a cool little niche, even as a huge horror fan I have to say I much prefer the effect turned off cause the graphics look a lot better that way. If you like it, great, keep it on, but it can always be turned off here once unlocked. -------------------------------------------------------------------------- ========================================================================== 6. D I F F I C U L T Y S E T T I N G S ========================================================================== -------------------------------------------------------------------------- DIFFICULTY SETTINGS...............................................[SH2_06] Before starting a new game in the main scenario of Silent Hill 2 you will be prompted to choose two different difficultly levels: Action Level and Riddle Level (or only Action Level in the sub scenario). Obviously tailoring your experience, refer to below for full details of what each difficulty level entails. ============ Action Level ============ Beginner -------- This selection is only intended for those completely new or foreign to the survival horror genre. It is impossible to die outside of one special attack during the first boss fight and enemies will drop to the ground after only one or two hits from your weakest weapons, usually dying without a finishing kick. Enemies will not respawn, you will escape all grapple attacks without player interaction, and bosses will be very quick and simple exercises. Reloading is also done automatically whenever your guns are lowered, only ever requiring a reload if emptying a full clip all in one go. The D-Pad is used to control the boat in the Toluca Lake boat stage. Easy ---- A step up from Beginner but still player-friendly. Enemies fall to the ground after two or three hits and a finishing quick is usually required. Bosses are at half their usual strengths and speeds while enemies will respawn on a very limited basis. The player is responsible for escaping grapple attacks more quickly and must reload manually either in-game or the inventory. The D-Pad is used to control the boat in the boat stage. Normal ------ The way the game is meant to be played. Enemies fall to the ground after three or four hits and almost always require a finishing kick. Bosses are at their normal speeds and strengths while enemies tend to respawn in certain areas. The player must escape grapple attacks more quickly on their own and must reload manually in-game or in the inventory. The D-Pad is used to control the boat stage. Hard ---- The hardest difficulty option available. Enemies fall to the ground after four or five hits and almost always require a finishing quick. Bosses are at double their strengths and certain sub sections may require alternate strategies to successfully complete, while enemies regularly respawn and exist in higher numbers. The player is responsible for escaping grapple attacks more quickly and must reload manually either in-game or the inventory. The player will regularly trip and bump into walls while moving at full speed, and aiming will be slightly less accurate than normal. Both analog sticks are required to operate the boat in the boat stage. ============ Riddle Level ============ Easy ---- All puzzles are very simplified and straightforward. Solutions are regularly spelled out to you or are at least very clear, and sometimes puzzles are avoided by being giving the solution right from the start. A decent way to start and familiarize yourself with the puzzles if you find riddles intimidating, but shouldn't pose any real challenge. Normal ------ Moderate puzzles with a share of difficulty in deciphering, but mostly fair and relatively clear. Not much outside knowledge is needed to decipher riddles but still helps. Some aspects may be extremely clear while others may require a deeper examination. Recommended for your first time through the game if you don't mind using your brain a bit. Hard ---- Difficult puzzles that often require deeper thinking and an open mind. Certain aspects will be clear while others may be downright confusing. Knowledge of certain popular works will generally go a long way but can always be quickly researched if need be. Each riddle will likely require a few thorough readings to acquire a good understanding. Recommended for players who have have either already completed Normal, or are very eager for some mind-bending riddles. But be careful what you wish for. Extra ----- Unlocked upon completing Easy, Normal and Hard Riddle Levels, puzzles are of extreme difficulty and riddles will require multiple reads and a very open mind to understand. Some parts will be clear while others will almost always be extremely confusing, vague or almost nonsensical. Deeper knowledge of certain fairy tales is a must, along with a general idea of other literature and concepts. Be sure to examine any items involved as they may offer subtle hints corresponding to their riddles. It'll be fairly common to have a good understanding of most of a riddle but be stumped by one or two parts, sometimes seemingly unaddressed at first glace. Once unlocked, you will still never see the "Extra" option in the Riddle selection menu, however you will enter this level upon selecting "Hard". After saving the game you will see "Extra" Riddle Level listed in your save file if you met the requirements. Additionally, the next time you play on Hard it will be Hard, and then Extra after that, continuing to alternate in this fashion. Suggested Action and Riddle Levels ================================== For most newcomers to the Silent Hill series but those familiar with survival horror, obscure camera angle and tank controls, I'd recommend Normal and Normal since they're both quite reasonable. Those unfamiliar or not so comfortable with this game stay may want to consider Easy Action Level, while your Riddle Level depends on how intellectual you think you are. Most people should be okay on Normal, but riddles aren't quite your thing then Easy shouldn't provide any real speed bumps. Even those who have already played one or more Silent Hill games, I'd still suggest going with Normal and Normal, which feels most natural. If you're a veteran of survival horror and enjoy a challenge, go ahead and try Hard Action Level because it's not too crazy, but do prepare for some alternate strategies to get past certain areas, and be sure to save often. Only if you intellectually-adept would I recommend Hard Riddle Level, but don't let me dissuade you if you're considering it. Just prepare for a deep analysis of most puzzles. As for Extra Riddle Level, by the time you actually unlock it you might as well give it a go and see how you manage, but don't expect it to be a smooth ride at all. But hey, that's what adventures are for. -------------------------------------------------------------------------- ========================================================================== M A I N S C E N A R I O ========================================================================== ========================================================================== 7. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- PROLOGUE..........................................................[SH2_07] James Sunderland receives a letter from his late wife Mary who died three years ago. Carrying her handwriting and name, the letter reads: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well, I'm alone there now... In our "special place"... Waiting for you... Arriving near Silent Hill, James stops at a rest stop on the observation deck that overlooks the town. After composing himself in front of the washroom mirror, he steps outside and gazes across the lake as he thinks over the letter. "A dead person can't write a letter", James tells himself, trying to fight the emotion with logic. But the thought of seeing his dear wife again ultimately overcomes his sense of reason. He thinks over what their "special place" could be, remembering Rosewater Park overlooking Toluca Lake. He recalls a time the two of them spent the whole day there, staring into the water. "Could Mary really be there?", James asks himself one final time. "Is she really alive... waiting for me? The road tunnel ahead is blocked off, so James will have to set off to his "special place" on foot. It's time to go to Silent Hill. -------------------------------------------------------------------------- ========================================================================== 8. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- CHARACTERS........................................................[SH2_08] On James' journey through the town of Silent Hill he'll encounter a few other people trapped in their own problems of circumstance. This selection goes over their character profiles and backgrounds. For in-depth analyses of each character once you have completed the game (to avoid heavy spoilers), visit the Plot Analysis section of this FAQ. James Sunderland ---------------- Age: 29 The main character of Silent Hill 2, James has brown eyes and blonde hair. Normally he works as a clerk for a small company and mostly keeps to himself. He is also fairly quiet and doesn't like to talk about himself. He is known to have a short temper and isn't much for humour. James was a loving husband until his wife Mary was stricken with a rare and fatal disease with no chance of survival. Three years later he receives a letter from Mary, beckoning him to their sanctuary of memories, the town of Silent Hill. While James occasionally shows emotion and also naivety, he is still a very hard character to read. But over the course of the game you may start to notice patterns in his behaviour that help explain who he is. Mary Shepherd-Sunderland ------------------------ Age: 25 James' sweet and loving late wife who died three years ago, Mary had brown hair and hazel eyes. Originally a cheerful and kind person, her rare disease completely transformed her character (understandably) into one of anger, despair, and bipolarity. In her sickbed she cried that she didn't want to die, yet at the same point she hoped for death. She told James to abandon her because she became ugly and useless, but she also wanted him at her side until the very end. The disease naturally brought out the worst of her character, but inside she was always a truly loving and caring person, counterbalancing James from his more surly nature. Three years after her death from the unknown disease, James receives a letter from Mary, calling him to their "special place" in the town of Silent Hill. Defying logic and reason, emotion wins out and he visits the town in search of his sweetheart. Angela Orosco ------------- Age: 19 Of brown hair and brown eyes, Angela is a very lost and confused soul. James initially meets this young lady in the graveyard on the way to Silent Hill, where she explains that she's looking for her mother. Lacking confidence, she trembles and easily gets confused while talking to James. Coming from a troubled childhood, Angela ran away from home before her father brought her back. Still unable to cope with issues at home, she ran away again but this time wandered off to the town of Silent Hill. On his journey and piece by piece, James will uncover her tragic story. Eddie Dombrowski ---------------- Age: 23 James initially finds Eddie in a rather precarious situation inside the apartments, puking his guts out into a toilet. Eddie has blonde hair, grey eyes, and is overweight. His regular job was working part-time as a gas station attendant, but he reveals to James that he's not from Silent Hill. In several encounters, Eddie is very deflective in trying to avoid any responsibility for events occurring around him. While he may sound truthful during the first meeting, James will slowly uncover the trail of lies and deceit during Eddie's descent into madness. Laura ----- Age: 8 This young little girl clearly holds a sharp grudge against James, yet he has no idea who she is. Having blonde hair and blue eyes, Laura grew up in an orphanage without siblings or parents. She is restless, doesn't stay put, and has no problem traversing Silent Hill's dangerous streets on her own. She continues to create speed bumps for James and behaves very much like a little brat, but perhaps she knows something we don't. After all, she reveals she knew Mary, which certainly makes James want to talk to her despite being very elusive. Maria ----- Age: 25 Very much the enigma of Silent Hill 2, James meets Maria in Rosewater Park while initially confusing her for Mary, but within reason. Maria could be the twin sister of Mary in terms of looks, but she is much less reserved in terms of her dress and behaviour. A natural brunette, Maria has blue eyes and dyed blonde hair with red tips. Without telling James directly, she appears to be an exotic dancer who worked at Heaven's Night. Maria can be cheerful and positive but also a sarcastic tease, having a wilder and naughtier side. Upon meeting James in the park, Maria decides to accompany and help him find his wife, but there's certainly something very strange about her. Although James doesn't catch it, she knows his name without him telling her, and she may know even more than she lets on. -------------------------------------------------------------------------- ========================================================================== 9. E N E M I E S ========================================================================== -------------------------------------------------------------------------- ENEMIES...........................................................[SH2_09] There are a variety of enemy creatures in the game that have unique appearances, attacks, and behaviours. This section dives into all these details and offers fighting strategies to help you with each and every interaction. All creature names are official by Team Silent. Lying Figure ------------ Appearance: A lustrous humanoid creature with its arms wrapped in its own flesh, as if wearing a straitjacket. Found in both the standing and prone stance (the latter from which its name is derived), and able to crawl at high speeds. Also may be known as "Patient Demons" or "Straitjackets". Location(s): East South Vale, Wood Side Apartments, Blue Creek Apartments, West South Vale, Silent Hill Historical Society, Toluca Prison, Labyrinth, Nightmare Hotel. Attacks: When standing, the creature will spit out a yellow acid-like substance that briefly stuns James and inflicts mild damage. When scrambling on the ground at high speeds, it may dart into James and inflict light damage that way. Suggested Weapon(s): Handgun, Steel Pipe, Wooden Plank. Strategy: This is the first and most common creature James will encounter, and it's generally not much of a threat. The Wooden Plank is fairly effective right out of the gate, although a bit slow, while the Steel Pipe is the most effective melee weapon. Quickly approach and whack these enemies before they even get a chance to attack, then kick them while on the ground. Alternatively you can wait just outside of their spit range for them to attack, then go in for a beatdown once they shoot and miss. While the Pipe's thrust attack provides good range, the overhead downward swing offers the most power (press X tightly to perform). The same swing for the Plank is also more effective. The Handgun is the most efficient way to kill them, however dependent on how much ammo you have. Just fire away from a moderate distance and they'll drop in about three hits. Always quickly kick them or else they might scramble away and/or get back up. The Shotgun is overkill to be honest, but feel free to blast them if you have the ammo, or if you're surrounded by a few of them. Creeper ------- Appearance: A very large cockroach with six extremities. About the size of a shoe and recognized with a tone of yellow. Location(s): East South Vale, Wood Side Apartments, Blue Creek Apartments, Dark South Vale, Historical Society. Attacks: Just one, which is running up to James' foot and biting it. Inflicts minimal damage. Suggested Weapon(s): Handgun. Strategy: The presence of a Creeper is always heard by a buzzing/cricket sound. The best strategy for dealing with them is usually the cold shoulder. Just ignore them and move on, since they generally aren't very aggressive and won't go out of their way to follow you. If proving burdensome, just whip out the Handgun and take a shot or two to kill one. Usually this will kill them but sometimes an additional kick may be necessary. Alternatively, you can also crush them with the heel of your shoe if you time it right while running over them. This can be a bit tough to get right and you may receive a few bites in the process, so it's not quite recommended. Mannequin --------- Appearance: Essentially the bottom portion of two fashion dummies sewn together at the midsection. Thus a mannequin with four legs, no chest, neck, or head, although its top "legs" behave like arms (with no feet or hands at their ends). Mannequins stand completely frozen until activated by a nearby presence. Location(s): Wood Side Apartments, Blue Creek Apartments, West South Vale, Brookhaven Hospital, Nightmare Hospital, Dark South Vale, Lake View Hotel. Attacks: At very close range only, they will whack James with one of their upper "legs", inflicting light to medium damage. Suggested Weapon(s): Handgun, Steel Pipe, Wooden Plank. Strategy: Mannequins are truly pathetic creatures that have very little combat sense. Not only do they have one attack, they'll often be standing in a standby state, only activating when you move near them. Do be careful because they seem to throw swing themselves into this active state and can flukily hit you this way without trying. During this activation stage or even after, the player can also push their way past Mannequins, usually avoiding any damage whatsoever as they are often slow to attack. Since they don't have much defense, the Wooden Plank works fairly well, while the Steel Pipe will replaces it as the de facto melee choice once acquired. Simply whack them before they can attack and stomp them to death. Otherwise, the Handgun is a very efficient manner to deal with them, requiring about three shots before a kick on Normal. The Shotgun works as overkill, knocking them down in one shot if you can spare the ammo, but the Handgun should suffice every time, unless going for quick kills. Bubble Head Nurse ----------------- Appearance: A nurse in uniform with a very short and suggestive miniskirt as well as a low-cut top with tasty cleavage, however with a demon's "bubble" head covering its own. For some, the face just isn't enough to overcome the attractive features of this creature. All nurses carry pipes similar to James' Steel Pipe. Location(s): Brookhaven Hospital, Nightmare Hospital, Dark South Vale. Attacks: Either a swipe or a slightly more powerful thrust with their pipe. Nurses have lightning reflexes so these attacks happen in a hurry. Suggested Weapons(s): Handgun, Shotgun. Strategy: These naughty Nurses are only found inside Brookhaven Hospital and on the nearby streets in the middle section of the game. Bubble Heads carry steel pipes very similar to James', so you'll want to avoid getting too close. That essentially rules out melee weapons, but if you have to, the Steel Pipe's forward thrust and downward swing are your best best. Otherwise, the Handgun handles them optimally, downing them in three shots from a moderate distance on Normal. Alternatively, the Shotgun will knock them down in one blast and can be very helpful for dealing with two or more Nurses together. Always be sure to kick them once down for the kill. Additionally, Nurses may commit friendly-fire if another stands between you two, which can be funny to see. Be careful though, bad boy, as you may be next. Mandarin -------- Appearance: A creature with very thick, padded arms with lips at their ends. Wears robes similar to Pyramid Head and hangs from beneath wire or mesh floors. Also known as "Underhangers". Location(s): Dark South Vale, Labyrinth, Nightmare Hotel. Attacks: After climbing to your position beneath the grating, they'll shoot tendrils from their arms to briefly stun and lightly damage James. Suggested Weapon(s): Shotgun. Strategy: Mandarins are only found under grating or mesh floors and there's only a handful of them found in the game. Further, you can easily run past them all without any real interaction, which is the best strategy since stopping leaves you open to attack. If you do wish to kill a Mandarin, the Shotgun works best. Move in close, blast away, and the Mandarin will fall to its death in the darkness below. The Handgun can also work but it's a bit weaker and takes more time. Abstract Daddy -------------- Appearance: A large, bulky creature that appears to be merged with a bed frame, complete with two feet and two arms underneath and the body and head above. This creature is highly suggests the image of rape, with one person on top of another on a bed frame. Location(s): Lake View Hotel (Boss: Labyrinth). Attacks: Its only attack is to grab and pull James under its bed frame in an effort to strange him, inflicting considerable damage. Mash the shoulder and directional buttons to escape more quickly. Suggested Weapon(s): Shotgun. Strategy: Other than the boss fight, you'll only encounter up four of these creatures in the entire game and only in two rooms, so they won't pose an extended threat. And while they are bulky and slow, they can inflict heavy damage so always aim to take them out asap. As soon as you hear their presence, grab your Shotgun and blast away. Two shots on Normal should knock them down, sometimes requiring a kick to finish off. There's really no other substitute for the Shotgun here -- it will always be your best bet. Refer to the Walkthrough for the boss fight strategy. Red Pyramid Thing ----------------- Appearance: A shocking creature wearing a red pyramid helmet over its head. Wears a messy butcher's apron, white gloves, black boots, and wield a large, great knife (later a spear). Often referred to as "Pyramid Head" by James. Location(s): Wood Side Apartments, Blue Creek Apartments, Brookhaven Hospital, Nightmare Hospital, Labyrinth, Nightmare Hotel. Attacks: During the first fight, he may either swipe you with his Great Knife, inflicting moderate damage, deliver an overhead executioner's swing which will insta-kill you, or grab and attempt to strangle you with his bare hands. In later interactions he will thrust his spear into James (or Maria in the hospital), inflicting moderate damage. Recommended Weapons(s): Handgun, Hunting Rifle. Strategy: This bizarre pyramid-headed creature is literally James' worst nightmare. He is completely invulnerable to all your attacks, but you can manage to slow him down by shooting or swinging at him. James encounters this beast on multiple occasions and each one of them is usually very different. For boss encounters, refer to the strategies in the Walkthrough. If you ever run into him during regular gameplay, just turn around and run the other way since you will not be able to kill him. -------------------------------------------------------------------------- ========================================================================== 10. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- WEAPONS AND SUPPLIES..............................................[SH2_10] There are several weapons found throughout the town, each with its own characteristics and abilities. Health and ammo supplies are also found at a more common rate, but are just important as anything else. This section deals with all and weapons and supplies found in Silent Hill 2. w e a p o n s ==-=-=-=====---=-=----=-=======-======--====-===-==------=-=======--=-==== There are a total of eight weapons to find in the main scenario of Silent Hill 2, but just six on your first playthrough. This includes three melee weapons and three firearms, all with differing power and handling, along with one extra melee weapon and one extra hybrid type of weapon. Refer to the chart below to get a sense of how effective each weapon is on each enemy type. Refer to the legend below to understand all the designations. From a quick glance, you can see that the best firearms are generally the Handgun and Shotgun, while the best melee weapon is the Steel Pipe. View below for a description of each weapon in detail. __________________________________________________ |Weapons Chart |WP |HG |SP |SG |HR |GK | C |HS | |------------------|---|---|---|---|---|---|---|---| |Lying Figure | E |VE |VE |VE | E | E | E | E | |Creeper |NE |VE |NE |NE |N/A|N/A|NE |NE | |Mannequin | E |VE |VE |VE | E | E | E | E | |Bubble Head Nurse |NE |VE | E |VE | E | E |NE | E | |Mandarin |NE | E |NE |VE |NE | E |NE |NE | |Abstract Daddy |NE |NE |NE |VE | E |NE |NE | E | |Red Pyramid Thing |NE | E |NE | E |VE | E |NE | E | '--------------------------------------------------' Legend _____________________ |Weapons: | |WP - Wooden Plank | |HG - Handgun | |SP - Steel Pipe | |SG - Shotgun | |HR - Hunting Rifle | |GK - Great Knife | |C - Chainsaw* | |HS - Hyper Spray* | | | |VE - Very Effective | |E - Effective | |NE - Not Effective | |N/A - Not Applicable | | | |* - Extra Weapon | ‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ ============= Melee Weapons ============= These weapons are meant for hand combat and will never break. To use a melee weapon once equipped, approach your enemy, hold R2 to raise the weapon and press X to deliver a blow. The PS2 controller makes use of pressure-sensitive buttons. A regular X press or light hold will perform a standard attack while a tighter press or hold will deliver a more powerful attack. In other versions without pressure-sensitive buttons, these attacks are initiated by a regular press or a hold, respectively. Wooden Plank ------------ "Wooden Plank with nails at one end. Not very powerful, but easy to use." This is the first weapon James acquires and stands as the weakest in the entire game. It is a two-by-four plank of wood about three feet long with nails at one end. It is only usable at extreme close range and only inflicts fairly light damage. Keep a sharp eye for enemy reactions to avoid attacks while you're up close with them. Or better yet, try to approach enemies from behind to prevent any potential attack. Hold R2 to ready the plank and press X to swing across. To perform a slightly more powerful overhead downward swing, press or hold X tightly instead. James will acquire the Wooden Plank in a brief cutscene inside the small tunnel construction site at the north end of Vachss Road in East South Vale, not far from the beginning of the game. Steel Pipe ---------- "3-foot long steel pipe. Not very destructive, but good range." A long shaft of bonded steel with reasonable power and long range for a melee weapon. The Steel Pipe is in every way better than the Wooden Plank, so immediately switch over upon acquiring it. Hold R2 to ready the pipe and press X to forward thrust. Press X tightly to invoke a more powerful overhead downward swing. A third attack is available only on Hard Action Level, which is a very quick over-shoulder swing that James can even do while walking. To perform this swing, hold R2 and Square, then press or hold X while moving or standing still. James can find the Steep Pipe stuck in the hood of the running car at the Texxon Gas Station on Nathan Avenue in West South Vale, after leaving Rosewater Park. Great Knife ----------- "Massive weapon wielded by Pyramid Head. Hard to use, but lethal." During the earlier portion of the game, Pyramid Head will wield this enormous knife and can use it to inflict massive damage upon you. However you have the option to steal this from his lair in the Labyrinth later in the game. The Great Knife is an incredible large and heavy blade that is very slow and cumbersome to use, but delivers devastating power and can knock down and sometimes kill almost anything in one hit. However, due to its weight, James must drag it behind him while moving, making it fairly impractical beyond brief uses. Ready the Great Knife with R2, then press X to swing it across rather clumsily. Press X tightly to perform an executioner-style overhead downward swing. This is the single most powerful attack that James can deliver (beyond the unlockable Green Hyper Spray), but it takes a fair amount of time to set up. Due to its slow speed, you may find it helpful to use the Hyper Spray (any colour) once it's unlocked to freeze enemies in place before attacking them this way. The Great Knife can be found on the table in the center of Pyramid Head's lair inside the Labyrinth. Chainsaw -------- "Gas-powered chainsaw. Extremely high attack power." This weapon is unlocked upon completing the game the first time, upon which it can be found very early on in a New Game Plus. It's a bit hefty and hard to use, but it can deliver punishing blows and kill enemies in single hits. To start the thing up, hold R2, then press X to saw back and forth at head level. A tighter X press will instead perform a more powerful forward thrust attack. Despite the great power, it can be hard to use this thing cause it must be started up each time and James swings it fairly slowly, so do keep all this in mind when attacking enemies, and consider using the Hyper Spray to freeze enemies before trying, if having difficulty. An interesting bonus feature of the Chainsaw is James' battle cry. Kill a few enemies with the Chainsaw and stand over an enemy corpse without touching any buttons on the controller and James will scream out soon enough. In a New Game Plus, the Chainsaw is available stabbed into the stacked logs across from the Silent Hill Ranch in the East South Vale, towards the end of the very lengthy path that starts off the game. You'll even hear it running before you arrive. Hyper Spray ----------- "Suspicious spray can. Effect unknown." James can only find this mysterious can of aerosol spray in a New Game Plus after unlocking it. The Hyper Spray is normally not necessarily a weapon, but rather freezes enemies in place, allowing them to be attacked with other methods. Enemies will be frozen for around 10 seconds, giving you time to do whatever you want with them -- go ahead and try to Great Knife, or just run on by. You may notice James cover his mouth while using this thing, and that's because it's harmful and even slightly damages him each time it's used. To use the Hyper Spray, hold R2 to ready it, then press or hold X to spray ahead. Most commonly coming in a white colour, the Hyper Spray can also be unlocked in three more colours, with green serving as the most lethal. With this colour, the Hyper Spray will kill immediately whatever it hits. To unlock the better sprays, you'll need to focus on getting a very good score in the Ranking screen at the end of the game. Visit the Extras section to learn more about these colours and the 10-Star Ranking Guide on how to improve your ranking. Once unlocked by completing the game on Normal or Hard Action Level, you will always find the Hyper Spray on the table inside the camper trailer at the south side of the Saul and Harris Street intersection in East South Vale. It can be obtained during daytime or nighttime. ======== Firearms ======== Firearms are the meat and potatoes of Silent Hill 2 and more effective than melee weapons, but ammo is limited. Each firearm comes loaded with one full clip, and you'll need to collect ammo at a steady rate to keep using them. To use a firearm, hold R2 to aim it and press X to shoot. Holding X will fire continuously if the weapon allows it. If near an enemy, simply holding X will auto-target and shoot, but it's good to get in the habit of regularly using R2. Additionally, firearms will be reloaded by James once the clip becomes empty, or you can pre-empt this by entering your inventory and reloading manual, saving game time. Each firearm is different in speed, power, and versatility. Read more below. Handgun ------- "Full clip holds 10 bullets. Light handgun. Not much stopping power, but easy to use." An M92F Beretta pistol that holds ten bullets in each clip. Handgun Bullet pickups normally contain ten bullets and are found near everywhere so you'll be able to use this thing a lot, however I recommend building up a decent stock before you officially start using it. Hold R2 to aim and press X to fire a single shot. Hold X to fire continuously at your enemy. In all honesty, the Handgun is the best overall weapon in the game, with great consistency, reliability and decent power. Therefore you should be using it more than anything else. The Handgun will be found in the shopping cart in room 301 of Wood Side Apartments. First, the Flashlight must be acquired so James can see and pick it up. Shotgun ------- "Maximum capacity 6 shots. Tough to use, but can attack opponents in a group." A pump-action Shotgun with a wide blast radius. The Shotgun has a maximum capacity of six shells and must be pumped after each shot. Shell pickups normal contain six shells and are found at a fairly frequent rate, allowing to you use the Shotgun a moderate amount. Hold R2 to aim the Shotgun and press X to deliver a blast. Due to its power and manual pump, it has a fairly slow firing rate, but it'll knock down most enemies in one blast if close enough. Touching on that, always get in close to deliver the most power, since the Shotgun has a wide blast radius that narrows the closer you are to your target. Be sure to stockpile Shotgun ammo for boss fights and tougher enemies, saving the Handgun for easier threats. James can find the Shotgun in the open locker inside the Women's Locker Room on the second floor of of Brookhaven Hospital. Hunting Rifle ------------- "Maximum capacity 4 shots. Takes a long time between shots, but each shot is very powerful." The Hunting Rifle is very precise and more suited for long range encounters. Further, it is very slow for James to lift, take aim and fire, so consider other options like the Shotgun or Handgun at closer range. The Rifle holds four bullets per clip while Rifle Shell pickups also contain just four bullets, plus they're quite scarce, so do use your Rifle ammo wisely. Consider saving the Rifle for boss encounters only, especially the final two at the end, since it's not very effective on regular enemies anyway despite its great power. Hold R2 to aim the weapon and press X to shoot, with long gaps between shots for James to set his aim. The Hunting Rifle can be found sitting on the gun rack in the armoury room of the warden's office in Toluca Prison. s u p p l i e s --=-=====---=-========---=-========--===-====--=----==-======---=-=------- Throughout the game you'll find health and ammo supplies to help you continue your journey in the cryptic town. Although they're quite abundant, they're extremely important and you should pick up every one you can find. Try to conserve ammo by stockpiling until you have a decent amount, and always make sure you're not wasting health supplies by using strong health items on minor wounds. Below are all the supplies found in Silent Hill 2. Refer to the legend just below to understand the number figures. _________________________________ |Health Item Chart |HD |FAK |AMP | |------------------|----|----|----| |Availability | 5 | 3 | 1 | |Health Restored |25% |50% |100%| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ______________________________ |Ammo Chart |HB |SS |RS | |------------------|---|---|---| |Availability | 5 | 3 | 2 | |Power | 3 | 5 | 5 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend ______________________ |Ammo/Health | |HD - Health Drink | |FAK - First-Aid Kit | |AMP - Ampoule | |HB - Handgun Bullets | |SS - Shotgun Shells | |RS - Rifle Shells | | | |Availability | |1 - Scarce | |2 - Semi-Rare | |3 - Moderate | |4 - Common | |5 - Very Common | | | |Health Restored | |25%-100% | | | |Power | |1 - Very Low | |2 - Low | |3 - Okay | |4 - High | |5 - Very High | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ =============== Health Supplies =============== You'll find three different types of health supplies throughout the game, each with its unique healing abilities and availability. Health Drink ------------ "Restores energy by providing nourishment. Effects are fairly mild." Health Drinks are the most common supply you will found, nearly everywhere throughout the game. They recover about a quarter of your health and are good for minor wounds, although they can be combined to take care of more serious damage. First-Aid Kit ------------- "Restores energy by healing wounds. Effects are moderate." Not as common as Health Drinks but still quite available, First-Aid Kits are ideal for almost any wound and recover about half of your health. If your status is in the red, consider using one, and feel free to mix with Health Drinks if even more heavily damaged, rather than using two and wasting a bit of the second one, unless seriously damaged. In that case, also consider using an Ampoule. Ampoule ------- "Restores energy by relieving pain. Effects are powerful." These things are super rare, but they recover all your health no matter what condition you're in, so use them wisely. If your status is in the red zone but not that bad consider using a First-Aid Kit and possibly a Health Drink if still not in the green. Only if you're deep in the red and feeling heavy vibration from your controller should you consider an Ampoule. =================== Ammunition Supplies =================== There are three different ammo supply pickups in Silent Hill 2, normally holding the same amount of ammo that their respective firearms hold. The Bullet Adjust option can multiply this, however. Handgun Bullets --------------- "Bullets for a handgun." Each pack normally holds 10 bullets and is found in high frequency, so don't be afraid to use the Handgun a lot. Just don't go wasting it if not threatened. When low on ammo, consider switching to a melee weapon. Shotgun Shells -------------- "Ammunition for a shotgun." Not found as often as Handgun Bullets, these do become somewhat common past around halfway once you've had the Shotgun for a while. Each pack normally contains six shells, each of which packs a tremendous amount of power, especially at close range. Generally save this ammo for tougher enemies or packs of multiple enemies in the same room. Rifle Shells ------------ "Ammunition for a hunting rifle." Rifle Shells are somewhat rare and you won't begin to find them until quite late in the game after acquiring the Hunting Rifle. Normally each pack contains just four bullets as well, so you'll want to be careful with your consumption. Do consider saving them only for boss fights, especially since the Rifle isn't very effective against regular enemies due to its slow speed and handling. -------------------------------------------------------------------------- ========================================================================== 11. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- WALKTHROUGH.......................................................[SH2_11] This is the walkthrough for the "Letter From Silent Heaven" main scenario of Silent Hill 2 with James, available in all versions of Silent Hill 2. To play this scenario in the original version, simply select New Game from the main menu. In the Greatest Hits/Director's Cut version, select New Game and choose "Main Scenario: LETTER FROM SILENT HEAVEN". Choose your difficulty levels and play. Recommendations Before you Start -------------------------------- I highly recommend that you change Walk/Run Control to Reverse. Normally you must hold Square to run while also pushing the analog stick, but changing this option to Reverse allows you to run just by using the analog stick without any other buttons, which is much more simplified and convenient. You'll be running for the majority of the game and it's never really necessary to walk, so you'll be saving yourself a lot of hassle. And if you do ever wish to walk with the Reverse option, just hold Square while moving. To change this, visit the Options menu and press L1 or R1 to access the Extra Options menu. Then change Walk/Run Control from Normal to Reverse. Additionally, if you want to experience Silent Hill 2 at its best, especially your first time, I highly recommend playing it at night with the lights off, loud or at least moderate volume, and all by yourself. It is a horror game after all and this will allow you to soak up the atmosphere at its fullest. Further, a good surround sound system and sub woofer or headphones will really help place you in the environment and bring out the sound, which is recognized to be among the best in the genre. You may find all this a bit intimidating and that's understandable as the game can be somewhat terrifying, but this is the purest way to experience the game and get the most out of it. If you can handle it, I guarantee you will be happy you played it this way. [NOTE]: This walkthrough was written while playing on Normal Action Level. Therefore enemy locations and numbers may vary on other difficulties, although item locations will always be the same. All riddles and puzzles will be thoroughly explained for all difficulties, as well as tips for each boss fight. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like "X" come up often. If playing on Xbox or PC, keep in mind your button inputs will be different. All items, weapons, supplies, maps and save points will be written in CAPITALS. ________ / LEGEND \ /__________\__________________________________________________ | | | New Area | | ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= | | | | Sub Section of Area | | ------------------- | | | | Mandatory Puzzle | | ------------------------------------------------- | | | | ------------------------------------------------- | | | | Optional Puzzle | | +++++++++++++++++++++++++++++++++++++++++++++++++ | | | | +++++++++++++++++++++++++++++++++++++++++++++++++ | | | | Boss | | ====----====----====---===---====----====----==== | | | | ====----====----====---===---====----====----==== | |______________________________________________________________| 01 // e a s t s o u t h v a l e [SH2_W01] ==---=-=-=====---==-==---=-====---=-=-=====----=-=-=-====--=-======---===- "In my restless dreams, I see that town. Silent Hill." Roadside Reststop ----------------- Joining our main character, James Sunderland, in a roadside restroom, you will notice two items in your starting inventory: LETTER FROM MARY and PHOTO OF MARY. [NOTE ON THESE ITEMS]: Whether you do, do not, or how much you examine these two items may influence the outcome of the ending you'll receive at the end of the game, amongst other factors. That means reading the letter and looking more closely at the photo via the "Examine" option. I suggest just forgetting about it and playing normally, but feel free to read more in the Endings section of this FAQ, although I suggest waiting to complete the game to avoid any minor spoilers with the ending titles. There's nothing of interest inside the washroom, so head around the corner where the camera is facing to exit to outside. Observation Deck ---------------- On the desolate and foggy observation deck, James takes a moment to set the stage and explain why he's come to Silent Hill. He believes his wife Mary must be waiting for him at Rosewater Park, deeper into town. After the cutscene, run over to the open driver's door of the blue car and grab the MAP OF SILENT HILL from the driver's seat. Looks like leaving the door wide open is of no concern to James... To the west is a blocked off road tunnel, but there's a staircase on the north side by the white van, right beside the "Toluca Lake" sign. Descend it to begin your adventure. Foggy Trail ----------- Follow the trailer wherever it leads, trying to ignore the sounds of hungry dogs following you. Terrifying though, isn't it? You will soon reach a well that has a red square sheet of paper inside it, which is the first SAVE POINT. You'll find many more of these over the game. To save, approach and examine them. It's too early to save anyway, so continue to and through the steel gate at the end of the path. Graveyard --------- Follow the path into a graveyard ahead. Near the graves, James meets a confused and young, dark-haired woman in a cutscene and asks her for directions to Silent Hill. Afterwards, head past her and through the northwest gate in the corner, to the left of the coast. Path into Town -------------- Keep moving down the linear path as you continue to soak in the game's very deliberate early pacing. Move along the fenced-off area and through the gate in the roofed hallway to hit the beginning of Wiltse Road, which takes you all the way into town. Sanders and Lindsey Street -------------------------- When you reach Sanders Street, you're now very much in Silent Hill. If you head to the other side of the road and east past the Flower Shop, you'll find a FIRST-AID KIT on the table. Now head west back the other way towards Lindsey Street. At the Lindsey/Sanders Street intersection, James spots blood streaks on the road while a disturbing creature disappears into the fog to the north. First, grab the HEALTH DRINK on the mini staircase at the southwest corner of this intersection, then head north to see what that thing was. You'll find Katz Street blocked off with caution tape ahead, so continue along the east side of the road where you'll find a HEALTH DRINK sitting by the garage door before Vachss Road. Just ahead in front of Vachss you'll notice more blood streaks on the ground leading down the narrow road, but first grab another HEALTH DRINK by the garage door on the north side, just past the road opening. Vachss Road: Finding the Radio ------------------------------ Now head east down Vachss to follow the blood streaks, where you'll find a fence-enclosed area with two more HEALTH DRINKS and a SAVE POINT inside. Continue down Vachss, through the partially opened gate, and you'll start to hear radio static once you reach a bunch of planks in front of a small tunnel. Enter it to check it out. James finds a RADIO inside before noticing the first enemy of the game emerge from the shadows: a Lying Figure. James grabs a WOODEN PLANK from the barricade, so get ready to beat it down while avoiding its acid spit attack. This enemy dies upon dropping, but in the future you'll need to kick most enemies to finish them off. Leave back through the planks for another brief cutscene. [NOTE ON RADIO]: The Radio is a helpful tool that will emit static each time an enemy is nearby, warning you of their presence. You can turn it off in the inventory menu if you wish as it can also alert enemies to your presence, but I suggest just keeping it on as it hardly makes a difference and is fairly helpful in keeping you alert anyway. Now head back to Lindsey Street, where you may hear and see a few Lying Figures walking around, so be careful or feel free to practice your plank-wielding skills on them. North of the Katz and Lindsey intersection on the west side, you'll find a stone monument that's partially-legible if you're interested in lore, but it's not too important. You'll also find that the caution tape blocking Katz Street is now cut, allowing you to head deeper into town. But who did that now...? Figuring Out a Way to the Park ------------------------------ All right, so now we need to figure out how to get to Rosewater Park at the northwest corner of your map, but it won't be so easy. The north ends of Neely and Lindsey Street are blocked, and the west end of Katz Street is blocked off by a large construction sheet wall with a locked door, but there is also a locked gate near that spot that leads to an apartment building, so we may be able to find a way through. There is a natural solution to figure out where to go which we will follow, but if you wish to take a shortcut, you can skip or speed read through the next few paragraphs to locate the next key you need. Your next step is the check out Saul Street, so head that way now. Coming from Lindsey, you can find a HEALTH DRINK past halfway down the south section of Martin Street (between Katz and Sanders), which is essentially an alleyway. You'll also probably encounter an annoying roach there called a Creeper, plus more Lying Figures roaming about. Also be sure to grab the FIRST-AID KIT at the east side of the Happy Burger restaurant on the way to Saul Street. Camper Trailer and Neely's Bar ------------------------------ Once at Saul, you'll notice it's also blocked off with a large construction sheet with a locked door, but there's an accessible camper trailer very close to it. Enter it to find a memo on the couch saying, "I'll wait at 'BAR Neely's'", which becomes your next destination. There's also a SAVE POINT on the bed. Exit the trailer through the left door and head to Neely's Bar at the northeast corner of Neely and Sanders Street. The front door to Neely's won't open, but there is a side door along Neely Street you can slip through. Inside, you'll find a map on the counter with some places of interest. James notices a question mark at the north end of Martin Street and circles that spot on his own map, so that's your next destination. Before leaving, have a look at the paper-covered window for a strange message. To the North End of Martin Street --------------------------------- Outside the bar, head north up Neely, east down Katz and move all the way to the north end of Martin Street, past any Lying Figures and Creepers on the way. A bit north up Martin, you'll find a HEALTH DRINK by the left fence. Continue ahead, and if you want a surprise, run right beside the white van ahead. At the north end, move off the road to the left to find a corpse along the wooden fence. Examine it to find the APARTMENT GATE KEY. Finding the Apartment Building ------------------------------ If you open your inventory and examine the key there, James will notice it's the key for "Wood Side Apartment". Checking your map, Wood Side is at the west end of Katz Street, which is exactly where we pointed out a locked gate in front of a large building, so head there. On the way, you may want to head north up Neely Street to find a corpse and six scattered memos providing some tips on dealing with monsters, plus it's a pretty cool read. Do be sure to kill the nearby Lying Figures before reading, or just keep track of them, as the game will continue normally while reading small notes like this when you can still see James. At the northwest corner of Katz and Neely in the open area under the roof, grab the FIRST-AID KIT and a pack of HANDGUN BULLETS. Don't worry, you didn't miss the Handgun; you're just getting a head start on ammo. Continue west until you reach the gate on the north sidewalk where the camera angle changes, and head through it using the APARTMENT GATE KEY. There's one entrance here, and if you head east inside here, you'll find another entrance but it's locked for now, so enter Wood Side via the double doors right by the gate. 02 // w o o d s i d e a p a r t m e n t s [SH2_W02] ---===-=-=====-=--=-===-=-=-=-======--====--=-==-=====----=-=-===---==-=== "You too, huh. Something just brought you here, right?" Lobby ----- Just inside, you'll find the MAP OF THE APT BLDG on the left wall bulletin board. There's also a SAVE POINT pinned on the right wall, and a HEALTH DRINK on the small brickwork by the stairs. There's a door leading to the courtyard ahead, but it's locked, so head up the staircase and through the door to the second floor hallway. Second Floor: Finding a Light Source ------------------------------------ It's very dark in these hallways (you can't even view the map unless under a spotlight), so let's look for a light source as the first order of business. First, note the small laundry room by the stairwell, where James will notice a piece of garbage stuck in the garbage chute. Can't do anything yet but keep it in mind for later. To the west you'll find the end door and room 202 are locked, and in 208 to the north is a large grandfather clock you can't open and an interesting riddle in the living room, but it looks like we can't do anything here yet. Instead, make your way east past a Lying Figure and enter room 205. Inside the dark room, you'll notice a bright light coming from a fashion dummy, and upon further examination you may recognize those clothes... Grab the FLASHLIGHT from the dummy and watch your new light source splash ahead and awaken a new enemy, a Mannequin, deeper in the room. It's not near the exit door so you can quickly exit and avoid confrontation, but they're not tough enemies anyway. [NOTE ON FLASHLIGHT]: Now that you have a light source, you'll be able to check the map whenever you want, just as long as the Flashlight is on. Press Circle to toggle it on and off, but do make sure it is on in order to grab items in dark places. Also, with the Flashlight and Radio off, you can blend into the environment a bit more and avoid enemy confrontation if you aren't too loud otherwise, so keep that in mind. But generally the Flashlight is an invaluable tool that you'll want to use the majority of the time to see. To finish off the floor for now, check out room 210 for some ammo. Inside you'll find two boxes of HANDGUN BULLETS -- one on the small living room table by the Lying Figure and one on the corner table in the right bedroom. Leave when done. West Third Floor: Finding the Handgun ------------------------------------- Now it's time to find a gun to use that ammo. Done on 2F for now, head up to 3F via the west stairwell since the eastern one won't open. In the hall up here, a set of bars prevents you from moving east, but you'll see a key on the floor right under the light. Reach for it for a rude surprise. Dammit... You can't reach it now, so forget about it and enter room 301 down the hall. Inside you will find a HANDGUN in the shopping cart in the living room. Note that you need the Flashlight and to have it on to pick it up (grab it from 205 if you haven't yet). Although it may be tempting, I suggest you keep using the Wooden Plank for now as you stock up on ammo, saving it for a bit later. Before leaving, take a moment to notice that someone must've put this Handgun to good use. Remembering a few unknown things on the second floor, head back there now. Making Sense of the Clock Room ------------------------------ Now with the Flashlight and Handgun to your name, head back towards room 208 to check out that clock room in further detail. Once you hit the hallway fork, a scream will stop James in his tracks. With rising tension and radio static, take a look past the bars at the north end of the hallway. This nightmare is just beginning. Shrug it off and enter room 208 to hear more static blasting in there. Instead of the Radio, it's coming from the TV. Head over to it and examine the chair there for a shocking sight... Noticing the camera angle change, grab the newly appearing KEY TO ROOM 202 from the shelf. Through the doorway by the shelf, you'll find a grandfather clock with a riddle on the side regarding how to move it. It's firmly locked in place for now and the glass faceplate won't open either, but you did just get a new key. Exit 208 and pass any Lying Figures on your way to 202, using the KEY TO ROOM 202 to get inside. Inside 202, grab the HEALTH DRINK on the kitchenette counter. Through the open doorway in the living room is a butterfly-infested bedroom with a hole in the wall that's seeping green liquid. Sounds enticing, right? James thinks he can see something inside, so reach inside to find the CLOCK KEY. Perfect, just what we need. Remembering the grandfather clock, head back to room 208 and enter the small clock room by the shelf. Use the CLOCK KEY on the clock face to open it up. You can now directly move the hands of the clock, but first we'll need to solve a puzzle. c l o c k p u z z l e -------------------------------------------------------------------------- There are several clues in this apartment on how to solve this puzzle, including this small clock room and the living room. Firstly, there's a note on the right side of the clock that says: "The scars from the past shall remove the nail that stops Time." The idea is to push the clock out of the way to see what is behind it, but it won't move, so you'll need to find more clues. Directly opposite the clock on the other wall, you'll find the "scars from the past" that the riddle alludes to. The names Henry, Mildred and Scott are etched in the wall alongside directional arrows, which appear to correspond to the three hands of the clock. But which ones? It looks like we could still use more information. Lastly, in the living room of the apartment you'll find a memo by the phone on the small table along the wall. This memo is different depending on your riddle level: EASY: "Three different sizes, time on the run. Three young men circlin' round the sun. Henry is short and very, very slow, Scott can't stop, he's always on the go." "Three different sizes" refers to the three hands of the clock -- hour, minute, second -- which are of different lengths and thicknesses. It also likens the hands to men, giving the names Henry and Scott. Henry is clearly the hour hand, which is the shortest hand and moves the slowest. Scott must be the second hand which is always on the go as it ticks around the clock face. There is no mention of the minute hand, but it must be Mildred, the only remaining name from the scars. There's also a subtler way to tell the names of the clock hands, which confirms Mildred's identity. Notice anything about the first letters of each name of the scratches on the wall? (H) Henry - (H) Hours (M) Mildred - (M) Minutes (S) Scott - (S) Seconds So that makes things very clear. But what of the arrows beside each name etched in the wall? They must represent the direction the corresponding hands face on the clock. You'll have to estimate the approximate number each arrow would be facing on the clock. Upon doing so, you should be left with this: Henry (hour hand): facing 9 (9 hours) Mildred (minute hand): facing 2 (10 minutes) Scott (second hand): facing 3 (15 seconds) And there's your solution. You must set the clock to 9:10 and 15 seconds. You'll notice you cannot move the second hand, but it's already locked in place at 15 seconds. So go ahead and move the fat, short hand to 9 and the longer hand to 2 and you'll hear a clank. That is the scars from the past removing the nail that stops time. For the record, any time between 9:07 and 9:13 should work, so don't worry if it's not exact. NORMAL/HARD/EXTRA: "Three needles stand of three different heights. The fat, the tall and the thin. From slow to fast they move to the right. Scott rests not on three, but fifteen." "Three needles stand of three different heights" describes the three hands of the clock. "The fat, the tall and the thin" -- hour, minute and second hands. "From slow to fast they move to the right" describes the order the hands will appear on the clock face from left to right. That means the slow hour hand will be furthest left, the faster minute hand to its right, and the even faster second hand to the right of both. Further, the riddle concludes by telling us that "Scott rests not on three, but fifteen." This means that Scott represents the second hand, just like the Easy puzzle. When the second hand sits over the 3 on a clock face, it actually means 15 seconds. You'll also notice that the second hand already sits at 15 seconds on this clock and cannot be manipulated, so we can move past this one. Unlike the Easy mode riddle, you're not told any other names in memo, but you'll still find the names on the wall along with directional arrows. Even if you can't deduce that the first letter of each name indicates which hand it represents (H/M/S), you can use the hint in the riddle that the hour, minute and second hands move from left to right. Therefore, you should be left with this: Henry: facing 9 (furthest left, therefore hour hand) = 9 hours Mildred: facing 2 (right of hour hand, therefore minute hand) = 10 minutes Scott: facing 3 (furthest right, therefore second hand) = 15 seconds So there we go, it's the same solution as the Easy riddle. Again, you can't move the second hand but it's already set on 15 seconds. Simply use the D-pad to set the clock to 9:10 (anywhere within the range of 9:07 to 9:13 will work) and you'll hear the clank that is the nail of time being removed. You can now push the clock and move on. For future reference, no matter what Riddle Level you're playing, the answer to this puzzle is always 9:10. -------------------------------------------------------------------------- Now that you're done with the clock, move to the ride side and push it to reveal a hole in the wall. Pass through it to find yourself in room 209. Enter the living room to find a SAVE POINT on the pushcart and a HEALTH DRINK on the kitchenette counter. Exit the room through the front door. Now on the other side of the hallway bars, head north and enter the stairwell through the blue door. The 1F door below is locked, so move up the stairs and take the HANDGUN BULLETS on the ledge at the top. Pass through the door up here to the 3F corridor. The Rest of the Third Floor --------------------------- Checking your map, you're now at the north end of 3F, which you couldn't access before. Head south down the hall and enter room 307 for a very scarring moment and close call. Afterwards, grab the COURTYARD KEY in the closet and exit the room. Continue past the Lying Figure to reach the south hall. Heading west, you'll find the FIRE ESCAPE KEY on the ground near the bars, which is the key the little girl kicked away earlier. Just hope she doesn't come out of nowhere again and tackle James. Take the HANDGUN BULLETS on the floor in the nearby open laundry room and consider grabbing some worthwhile health and ammo from room 303. Inside 303, ignore the right room that has a Lying Figure and nothing else inside. Instead, grab the FIRST-AID KIT on the small cabinet on the left side of the living room. A pack of HANDGUN BULLETS is on the bed in the left room and a HEALTH DRINK on the fallen fridge in the kitchenette. Leave the room before the Lying Figure finds you, and head all the way to the east side of the floor. East Entrance Stairwell ----------------------- All the other rooms up here are inaccessible, so enter the stairwell and run down past the blocked 2F door to the first floor lobby. You'll find the door leading to the northeast 1F wing broken off, so head up the hallway. All the rooms here are locked, but you'll find a pack of CANNED JUICE of all things in front of 107 at the far end. Well... ok then. You can't drink the juice but maybe you can use it for something else. Anything coming to mind? Finished here, head back to the lobby and exit through the double doors after unlocking them. The Garbage Chute ----------------- Checking your map, if you head west you'll reach the west entrance where you first accessed the apartments. Remembering some unfinished business there, head over there and you may notice the bottom of the garbage chute to the right of that entrance. Keep that in mind as you re-enter the west entrance and head back up to the laundry room on the second floor right by the stairs. The garbage is still stuck in the chute, so take a look at your inventory to see if you have anything useful. How about that random six pack of juice you just picked up? It's fairly heavy and doesn't seem to have any other use, so give it a go. Use the CANNED JUICE from your inventory while in front of the chute to chuck it down, knocking the garbage loose. Remembering the bottom of the chute outside, head back down to the lobby via the stairwell, exit the double doors and move around the right corner to the business end of the chute. Investigate the splattered garbage to find a COIN [OLD MAN] and a very interesting memo. Take note of the names in here as one in particular will help you out much later on in an optional puzzle for some goodies. Courtyard --------- With that done, you should also have two keys that you collected in the last while: one for the 1F courtyard and one for the 2F fire escape. Head back inside the west end lobby and pass through the 1F door by the stairs, using the COURTYARD KEY to get through. Now is a fairly good time to equip and start using the Handgun if you haven't already. If you're comfortable with the Wooden Plank, by all means keep using it and save your ammo, but in trickier situations with multiple enemies, the Handgun will be helpful. Just don't lose yourself and go full Rambo, ok? On your map, you may notice a large open rectangle in this area, which is a pool. Follow the short path and take James' left to and up the stairs to enter the pool area. Hearing the warning static and footsteps of multiple creatures, you'll notice the pool has been drained and that there are three Lying Figures inside along with a baby carriage in the middle. The tricky part: we need what's in that carriage. To make things easier, you can shoot them from above, but you'll need to jump down in the pool to finish them off (without wasting ammo). On Normal it shouldn't be too difficult to just run in, quickly get it and leave, but on Hard you'll likely want to lure them to one side of the pool from above first, then jump in. Either way, grab the COIN [SNAKE] from the carriage and head up the steps to the left to exit the pool. Exit the pool compound and head back towards the east. You came from the south before, so now follow the east path and enter the north wing through the door there. First Floor North Wing ---------------------- In the hallway, head south past the Lying Figure and enter room 101. Inside, you should hear someone vomiting, so you're not alone here. Give the place a good look around to find a bloody fridge with a pair of legs poking out in the kitchenette, and a pack of HANDGUN BULLETS in the far right corner of the living room. Now move through the closed door on the left side of the room to enter the washroom and meet Eddie, the source of that beautiful sound. [NOTE ON SEEING EDDIE]: Although no key items are procured here, you must meet Eddie in this room or else you won't be able to advance past a certain door that just won't open in the next area After James leaves the washroom in the cutscene, you can re-enter to find another room past the washroom that contains a football and posters that may provide more context to some remarks later in the game. When finished, exit back to the hallway. The only other open room here is 101, where you'll find a Lying Figure and HANDGUN BULLETS on a chair. There's also an interesting tourist pamphlet on the cabinet that's worth a read. Leave the room when done. Fire Escape: Time to Leave Wood Side ------------------------------------ All that's left here is the north stairwell door, which you'll unlock upon investigating, but there's nothing new through there since you should be done checking the whole Wood Side Apartment building. You should still have a key left though, so it's time to see what's behind that fire escape door on 2F. It doesn't matter how you get there, but you have two route options: use the north stairwell here to reach 2F and pass through room 209 and 208 via the clock hole; or head back to the courtyard, re-enter the southwest lobby and head up to 2F that way. Go for whichever but the latter should be quicker. Either way, head to the west end of 2F and investigate the blue end door to use the FIRE ESCAPE KEY. Instead of a fire escape, it looks like another building was built next door and we can enter another apartment through a window right here. Pretty sure that's a massive fire code violation, but we have bigger concerns right now. Pass through the window into the unknown apartment, leaving Wood Side. 03 // b l u e c r e e k a p a r t m e n t s [SH2_W03] ===-=-=====---=-====----=-====-=-=-=-=======---=====--=-=-=------===-----= "But... You’re the same as me. It’s easier just to run. Besides, it’s what we deserve." Room 203 -------- Through the window, you'll find yourself in a bedroom of room 203 of Blue Creek Apartments. It's a different apartment building, so you'll need to find another map. There's nothing in the bedroom, so move ahead to the washroom. If you check the toilet, James says there's something in there. Oh dear... Prepare yourself and stick your hand into the unknown. Hey, it's not even the first time James has done this so far. James finds a wallet in the toilet bowl with a memo inside, containing arrows and numbers (and possibly roman numerals or letters depending on your difficulty level). If you head into the living room of the apartment, you'll find a locked safe on a chair. It appears that this is the combination to the safe, so get ready to solve a puzzle. s a f e c o m b i n a t i o n p u z z l e ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ First of all, this puzzle is optional, so if you really don't want to bother with it you can just move on. However, there's a whole bunch of ammo inside and it's quite a simple puzzle, so I recommend you go for it. The combination is random each time so you will get your own unique code, but it'll follow the format of four numbers separated by three sections of arrows like so: ## >> ## << ## >> ## Now, depending on your riddle level you will see either all numbers or some combination of numbers with roman numerals or letters. Refer to the difficulty levels below for each solution. As for the safe and inputting the code, it works the same way on all difficulty levels so let me clarify. You must rotate the safe dial in any direction to the first number, then rotate right to the second number, then left to the third number, then right to the final number upon which the safe will open. What may confuse you here is that the dial counts down when you turn right and up when you turn left, but that's exactly as it would in real life. If you find it confusing, just remember that the arrows mean for you to press that direction until you reach the correct number, regardless of how it's turning. So that means: go to first number, press right until second number, press left until third number, press right until fourth number and it'll open. The highest number on the dial is 20 so you won't see a number (or numeral or letter) that adds up to more than that. Refer to your corresponding riddle level below for interpreting your code. EASY/NORMAL: Here you will get the simplest code with plain old numbers. Let's grab a random code to demonstrate: 15 >> 08 << 12 >> 06. If this were your code, you would turn the dial in any direction to 15. Then you would turn the dial right until 8. Next, you'd turn the dial left until 12. Finally, you'd turn the dial right and stop at 6, at which point the safe would open. HARD: Now you'll get a code with some normal numbers and roman numerals mixed in, but it's super simple. The only two numerals that will appear here are V (5) and X (10), however they can be used on their own, in multiples, or mixed with regular numbers. Therefore you may see VV, XV or XX. VV is 5 + 5 = 10; XV is 10 + 5 = 15; and XX is 10 + 10 = 20. Normally 10 would be just be X, but in this case the goal is always to add numerals together so you may see VV instead. You may also see numerals mixed with regular numbers, for example: X5, VV2 or XV4. X5 would be 10 + 5 = 15; VV2 would be 5 + 5 + 2 = 12; and XV4 would be 10 + 5 + 4 = 19. Taking this into account, here's an example code: 9 >> 6 << VV1 >> X0. If this were your code, you would turn the dial in any direction to 9. Next, you'd turn the dial right until you reached 6. Then you'd turn the dial left until you reached 11 (5 + 5 + 1 = 11). Finally, you'd turn the dial right and stop at 10 (10 + 0 = 10) and the safe would open. EXTRA: Combinations on this level tend to look like shockers at first, but it's quite simple to understand. This time the combination in the memo will be composed of numbers and letters. Each of the four numbers can only be either a number or a letter, not combined together, which makes things easier. There's no real in-game clue as to what the letters mean, however you may or may not have some general understanding of different numbering systems of the world. Normally we use the decimal or base-10 system, which only uses numbers 0-9 for counting, with multiple digits used together for figures above 9. Another system is the hexadecimal or base-16 system, which uses 0-9 as well, but also A, B, C, D, E and F to represent 10, 11, 12, 13, 14, and 15. But let's move on to the most relevant numbering system here, which is vigesimal or base-20. This method is similar to hexadecimal with 0-9 plus A-F for 10-15, however it extends further with G-J representing 16-19. It stops there, thus with a finite number of 20 different symbols for number representation (and thus "base-20"). This is the numbering system that is used for the combination in this puzzle, however it further extends with K representing 20, the highest number on the dial. While numbers 0 through 9 still exist normally, numbers 10 through 20 will be replaced with letters a through k. Basically we can simplify it by taking each letter's position in the alphabet (1-26) and adding 9 to it to determine what the letter represents. Nothing past k (11 + 9) matters and will not be seen in this puzzle since the dial top out at 20. Therefore we can determine all the possible numbers and letters that can appear and what each of them represent like so: 0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k 10 11 12 13 14 15 16 17 18 19 20 For example, c is the third letter in the alphabet (3 + 9 = 12) and i is the ninth letter (9 + 9 = 18). All right, let's now make up a code: 3 >> j << 4 << b. If this were your code, you would turn the dial in any direction to 3. Next, you'd turn the dial to the right until you reached 19 (10 + 9 = 19). Next, you'd turn the dial to the left until you reached 4. Finally, you'd turn the dial to the right and stop at 11 (2 + 9 = 11) and the safe would open. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the safe is open, you'll find four boxes of HANDGUN BULLETS. Damn right -- that's the reward a man gets for sticking his hand in a scummy toilet without even questioning it. Anyway, in the nearby kitchenette is a HEALTH DRINK as well. Leave the now empty room. Second Floor ------------ Out in the hall, ignore the Lying Figure to your left. You won't find any other open rooms here, but you will find a note on the locked door to room 209. It tells you that the key for that room is in one of the apartments near the stairwell on the first floor, so that's your destination. Look for the glowing "EXIT" sign on the roof to locate the blue stairwell door. Inside, look to James' left with the Flashlight on to find the MAP OF THE WEST APT. BLDG. If you try to move up the stairs to 3F, you'll find it's blocked off. You may notice that the map does cover the third floor, but you will not be able to access it. Anyway, head down the stairs and through the door right there to the first floor hallway. First Floor: Finding the Key to Room 209 ---------------------------------------- The sound of a Creeper is heard roaming the 1F hallway -- if it comes near you, shoot it. Move left and inside the laundry room there for a FIRST-AID KIT on a washing machine. There are two unlocked rooms on this floor (105 and 109) and both are near the staircase, as the earlier note described. Room 105 won't do you any good right now since you'll only find an odd desk that looks like a riddle that you're not ready for (you'll still need another coin for it). So enter room 109 just north of the stairwell, ignoring the still Mannequin ahead. [NOTE ON ROOM 109]: If the door to room 109 will not open no matter how hard James tries, you need to see Eddie in room 101 of Wood Side Apartments first. You'll need to go back through the window in room 203 of Blue Creek and through the first floor courtyard to get there. Inside 109, find the couch ahead of James and grab the HANDGUN BULLETS sitting on it. There's nothing else useful in this main section of the apartment, but you'll notice a vibrant white door near the couch which is unlocked. Take a moment to acknowledge the visual metaphor of it and the boarded up black door right beside it, along with the teddy bear on the floor. Interesting. Pass through the white door for a cutscene and to be properly introduced to Angela. Here you will receive ANGELA'S KNIFE from her and then she'll leave the room. [NOTE ON ANGELA'S KNIFE]: If you enter your inventory to take a look at the knife, you'll notice the "Examine" function. If you ever examine this knife, especially on multiple occasions, it may influence the outcome of the ending you'll receive at the end of the game. I suggest you play as you would normally, but more can be read in the Endings section upon completing the game. Once Angela leaves, grab the COIN [PRISONER] sitting on the nightstand. If you have a good eye, you may spot something in the middle of the floor in the room. It's a ripped photo, which reveals a bit more about Angela's character if you can decipher the message along with her behaviour. More will be revealed in time anyway. Moving on, exit the room and the apartment altogether. Remembering the other unlocked room on this floor, enter room 105. The key for room 209 wasn't in 109, so it must be in here. Noticing a strange-looking secretarial desk in the living room, examine it. It's time for another puzzle. o l d c o i n p u z z l e -------------------------------------------------------------------------- Examining the desk, you'll find an engraving of a riddle, which is different for each riddle level, and five circular slots, approximately one-inch wide. The slots are around the same size of the three coins you have, so it appears that you'll be inserting those three coins into certain slots in correspondence to the riddle engraved in the desk. Although there are five slots, there are only three coins, so don't worry about that. To get a better understating of just what the riddle on the desk is saying, enter your inventory and examine each coin. You'll notice the following images on the coins: Old Man - an old man Snake - a snake Prisoner - a woman These three coins correspond to the references in the engraved riddle on the desk, which differs per your riddle level and generally gets more difficult to understand the higher you go. Refer to below for each solution. To insert a coin into a slot, enter your inventory while standing in front of the desk and use one. You will then be able to select a slot to put the coin in. To remove an inserted coin, examine the desk, skip the riddle to get the view of the five holes, and then you will be able to select a coin to remove. EASY: "To the right is the lady. To the left is the old one. In the center crawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done." Solution: OLD MAN, Empty, SNAKE, Empty, PRISONER This couldn't be any simpler. The first line, "To the right is the lady", explains that the Prisoner, who is a woman as shown on the coin and the only woman here, sits in the right end slot. The next line, "To the left is the old one", clearly states that the Old Man sits in the left end slot. Lastly, "In the center crawls the other" explains that the Snake, the only one remaining and a creature that naturally crawls, sits in the middle slot. The rest of the riddle just explains that only three coins are needed for this puzzle, not five. Now that you have the solution, put the COIN [OLD MAN] in the left end slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the right end slot. NORMAL: "Three bright coins in five holes be At one end sits the Seducer of she The wind from behind the woman doth play The Formless One, Null, lies furthest from they The Old One beside the Serpent sits not. Tis to the Prisoner's left that he doth rot" Solution: Empty, OLD MAN, PRISONER, Empty, SNAKE The first line, "Three bright coins in five holes be", simply describes that three coins fit into the five slots and no more are needed. "At one end sits the seducer of she" tells us that the seducer of "she" sits at one of the two end slots. The seducer in this case would be the Snake, seducing Eve to eat the apple in the Garden of Eden. So the Snake sits at one of the two end slots. The next line, "The wind from behind the woman doth play" describes which end the Snake sits at. If you take at look at the Prisoner coin (which is the woman), you'll notice that she faces to the right. If the woman is causing the wind and is behind the Snake, she has to be on the Snake's left. If she were at the right, it wouldn't make sense because she would be facing the opposite direction and therefore be in front of the Snake. Moreover, the wind could be interpreted as a slot in itself, in between the Snake and the Prisoner, although exactly which slots these two would represent isn't in stone just yet. "The formless one, null, lies furthest from they" signifies that the slot furthest from the Prisoner and Snake is empty (formless). This has to be the leftmost slot as the Snake has already locked into the right end slot, in order for the right-facing woman to play the wind behind it. "The old one beside the serpent sits not" states that the Old Man doesn't sit immediately left of the Snake, which we've already interpreted as the slot that occupies the wind the woman is playing anyway. Further, "Tis to the prisoner's left that he doth rot" explains the rest. So the Old Man sits in the slot to the left of the Prisoner, and to the right of the formless one (empty) that occupies the left end slot. Now that you have the solution, place the COIN [OLD MAN] in the second slot, the COIN [PRISONER] in the middle slot, and the COIN [SNAKE] in the fifth slot. HARD: "First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to the throne Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady Man and Woman seeing all Heedless to the Raven's call Silent and Hidden the two may be They be not there for you to see Return them to whence they would be And blessing shall descend on thee I speak thus with the North Star behind me The birth of the sun is the start of the story" Solution: Empty, OLD MAN, Empty, SNAKE, PRISONER This riddle plays out a little differently and like a story, listing all the slots in order as it goes. Whether the first slot lies on the left or right we'll have to wait for the end to find out, so we'll keep the order in mind as numbers until then. "First lies the seat of He who is Peerless; Silent and empty, heartless and fearless" explains that the first slot is empty. Silent, empty, heartless, fearless -- this cannot be the Old Man, Prisoner or Snake. They all have hearts for one, the humans likely have fears, perhaps the snake cannot be silent, and none of them are empty. Therefore the first slot is empty and not a coin. "Beside him sits one who knows The place of the servant is next to the throne" is somewhat difficult to interpret. "One who knows" seems to signify an Old Man, who has come to know because of his age. The entire sentence together eliminates the Snake, which under normal thinking could not possibly know where a servant belongs. Further, the Prisoner isn't likely to know this either as they are locked away, but either way this appears to fit the Old Man the best so far. "Dozens of feet, yet not a single toe" clarifies that there is no human (but possibly the Snake) between the second and fourth slots -- "feet" being a unit of measure and "toe" simply serving as a pun. "The One that is Hidden beside him doth go" applies to the same slot, being hidden and beside "him" (Old Man). So the third slot is the "One that is Hidden" and not a coin. "Seducer of dreams, creature of Hades" may be somewhat misleading, as the creature of Hades should be a three-headed dog named Cerberus. However Hades has been portrayed while holding or accompanied by snakes in various portraits. Further, "Seducer of dreams" could signify the Snake in the Garden of Eden, seducing Eve to eat the apple. The Snake could also be interpreted as the only "creature" in this riddle, amongst men and women as humans, and silent, hidden ones. Therefore, the Snake appears to take the fourth slot. The meaning of "Lying further from Man and closer to Lady" is rather clear in placing the Snake relative to the (Old) Man and Lady (Prisoner). At the moment, the Old Man sits at the second slot and the Snake in the fourth. Taking this into account, the Prisoner can't be placed in the first or third slots, which would make her closer to the Man or equal distance to the Man and the Snake, and not correct. These two slots are already taken anyway by silent and hidden ones as we're about to shortly confirm, but if placed in the fifth slot, the Prisoner (Lady) is now closer to the Snake and further from Man as described. It also follows the format so far of listing every slot in order. "Man and Woman seeing all Heedless to the Raven's call" tells us that between the man (Old Man) and woman (Prisoner), they must see all five slots, perhaps directly. With the arrangement we currently have, this works out. The Prisoner sees the Snake's slot and her own, and the Old Man sees the two slots on his sides and his own. Man and Woman see all. The riddle goes on, stating that "Silent and Hidden the two may be They be not there for you to see". This confirms that the two slots mentioned earlier as being empty are in fact empty -- the first slot, which is "silent", and the middle slot, which is "hidden". While we've only determined slot numbers so far, we don't yet know if the first slot starts on the left or right, so we turn to the final paragraph to clarify. "I speak thus with the North Star behind me; The birth of the sun is the start of the story". If the author speaks with the North Star behind them, then they'd be facing the south. And the birth of the sun? Well, it rises from the east every day. If facing south, the east is to the left. So the start of the story, the first slot, is on the left. Now that you have the solution, put the COIN [OLD MAN] in the second slot, the COIN [SNAKE] in the fourth slot, and the COIN [PRISONER] in the fifth slot. EXTRA: "Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid When thrice in falling they intone The Happiness shall be thy own The first note be not by the Horned One rung Though it be there that all sins be sprung The Bringer of Life and the Bringer of Shame The sins of the latter be ever more tame Though coming in the Aged One's wake The Formless One's soul in fear doth quake The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" Solution: OLD MAN, Empty, SNAKE, PRISONER, Empty This riddle is very complex and requires very deep examining and thinking. The sentence, "Our souls must by their sinful weight; Descend to earth with lightness lost" seems to imply that the sins become greater as they descend to the earth. The next verse clarifies how that pertains to the coins. "To 'right' the sins that they hath laid" means that the more sinful one is, the farther to the right of the five holes they belong. "When thrice in falling they intone The Happiness shall be thy own" just implies that three (thrice) coins fit into the five slots and that you shall be happy once you place them correctly and receive the prize. "The first note be not by the Horned One rung though it be there that all sins be sprung" determines that the Snake does not hold the first slot, however it is because of the Snake that "all sins be sprung". The key here is the Snake being represented as the Devil, the "Horned One", and the first sin. To connect the Devil (Horned One) to the Snake, there is what James describes as a crescent moon on the back of the Snake coin if you examine it, which can also appear to be a horn. Elaborating on the first sin, in the Garden of Eden with Adam and Eve, the Devil took the form of a snake to seduce Eve to eat the apple, and from there sprung all sins -- that's the context. "The Bringer of Life and the Bringer of Shame; the sins of the latter be ever more tame" says that the Snake, the Bringer of Shame, is less sinful (more tame) than the Prisoner (woman), the Bringer of Life. Women give birth to children and thus life, furthered by an image of eggs on the back of the Prisoner coin. Additionally, in the Garden of Eden, Adam and Eve walked naked and felt no shame, until the snake convinced Eve to eat the apple. After this, Adam and Eve covered themselves up with fig leaves, ashamed of their nakedness but also for disobeying their God and sinning. Thus, the Snake is the Bringer of Shame. The word "latter" in this case signifies the second of two things mentioned, so the sins of the Bringer of Shame (Snake) are lesser than the Bringer of Life (Woman/Prisoner). Therefore the Snake lies farther right than the Prisoner. "Though coming in the Aged One's wake the Formless One's soul in fear doth quake" mentions that there is an empty slot beside the Old Man, but we don't yet know where and on which side either will be placed. One could think being in the wake of (behind) the Aged One (Old Man), similar to being in the wake behind a ship passing through the water, puts the Formless One (empty slot) behind the Old Man. In the coin photo, the Old Man faces to the right, which would put the Formless One to its left in that case. However, as we'll shortly find out, this doesn't work, so perhaps it's simply referring to the Formless One attending the wake of the Old Man. A wake is a social gathering associated with death, usually held before a funeral, and serves as a celebration of the life of the dead. Further, there is a gravestone located on the back of the Old Man coin, signifying death, so this fits. Even more to the point, the verse signifies that the Formless One is trembling in fear of the Old Man. Why? Well, perhaps because he's looking at a dead man. One could suggest even further that the Formless One is fearful because he is full of more sin than the Old Man, possibly placing him to his right, but we'll wait before we lock that in. "The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated" states that the Old Man is the least sinful of them all, with all his lusts lessened. This is furthered by the idea of him being dead with the gravestone on the back of the coin. No longer alive, he is silent, his hungers satisfied and his lusts dwindled, and thus it is impossible for him to sin any more. So that situates the Old Man at the left end as the least sinful and an empty slot (the Formless One quaking in fear) beside him. Otherwise, we know that the Snake will be farther left than the Prisoner since it is less sinful, but we don't know in which slots they fit just yet. So onto the final verse. "For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" states that a new person fits in the right end slot since they are the most serious and greatest sinner of them all. Although it is a "he", it cannot be the Old Man who is already the least sinful. Further it cannot be the Snake or the Prisoner (woman), nor the Formless One who is already situated beside the Old Man at the left. Thus the fifth and final slot is empty. Now we have the first, second, and fifth slots set into stone, leaving only the third and fourth slots left for the Snake and Prisoner. But the Snake is less sinful than the Prisoner, and therefore the Snake will sit at the third slot and the Prisoner at the fourth slot just beside it. Now that you have the solution, put the COIN [OLD MAN] in the first slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the fourth slot. -------------------------------------------------------------------------- Once you've solved the old coin puzzle, the secretarial desk will open, revealing the LYNE HOUSE KEY inside. Directly behind you opposite the desk you will also find a small path that leads to a SAVE POINT on the wall. Now with the key to room 209, exit the room and head back up to 2F via the stairwell. Getting the Exit Stairway Key ----------------------------- Enter room 209, using the LYNE HOUSE KEY. Inside the apartment, you may hear some whispers, but that's not important right now. Move out to the balcony from the living room, which connects to room 208. In 208, grab the HANDGUN BULLETS on the chair and take the APARTMENT STAIRWAY KEY on the envelope on the bed. Using the SAVE POINT on the wall in the bedroom is recommended because a boss fight is coming up very shortly. Cross back over to room 209 and exit to the hallway from there. The locked stairway is at the north end of this floor, so head north, past the Mannequin, and access the stairway with the APARTMENT STAIRWAY KEY. In the stairway, it's not a pretty sight. The door becomes jammed behind you and you'll have to endure a short battle with Pyramid Head. b o s s : r e d p y r a m i d t h i n g =====-----=====-----=====-----=====----=====-----=====-----=====-----===== [NOTE ON USING HANDGUN]: First of all, let me mention that you do not have to fire off a single shot in this boss fight, however it will take noticeably longer if you don't. While bullets don't appear to damage Pyramid Head directly, they do slow him down, making his attacks easier to avoid, and also cause him to leave more quickly. That said, you may not have a ton of ammo to use here. It takes around 40 bullets on Normal to end the battle in well under a minute, so it's very much your call to make if you have that ammo to spend. Be aware that Pyramid Head's movement will be much faster if you don't shoot him, giving him more opportunities to move across the room and swipe at you, but either way it's a relatively simple fight. --- Since Pyramid Head can't be eliminated, the idea here is to avoid his attacks and stay alive until he leaves. Whether using the Handgun or not, you'll accomplish this by running to the opposite corner of the room each time he comes near you. Pyramid Head wields a massive Great Knife which he drags behind him, limiting his speed a fair bit. So as long as you move quickly and carefully you should be able to avoid any attack. So starting off, let Pyramid Head approach you. If using the Handgun to end the battle more quickly, always be firing at him when he's out of range. You'll hear a loud PING as the bullet hits his pyramid helmet -- why James is shooting that we'll never know. Either way, once Pyramid Head gets close enough to you, he should stop short, swing and miss. Use this as an opportunity to run past him to the far end corner opposite the one by the door. Continue firing away from there as he's out of the shot, or just patiently wait for him to come back this way. This time, Pyramid Head may or may not stop short when he swings, so once he gets a bit close to you, dart along the wall back to the first corner. As you run by, he'll either swing at you (and likely miss), or you'll be too quick and he'll just turn and start following you back. Soon enough, Pyramid Head will stop trying to swipe at you in each corner and instead he'll try to perform an executioner-style overhead swing, which will indeed kill you on contact. You'll notice when Pyramid Head starts to do this attack because he'll stop a decent distance away from you and start winding his knife arm back. When you see him do this, quickly get the hell out of there and go back to the other corner. While this attack is more dangerous, it's much easier to avoid since it takes so long to land. Do be wary that he may abort the swing sometimes to deliver a normal swipe, so do maintain your distance. Additionally, always reload in the inventory if using the Handgun to save time. Keep in mind that this battle is generally a bit more intense at the beginning when Pyramid Head mostly tries to swipe at you with the quicker attack, while things slow down with the executioner swing shortly after. If you ever find he's moving a bit too quickly for you, feel free to pump some bullets into him accordingly [PYRAMID HEAD'S ATTACKS]: As we've already discussed, the first of Pyramid Head's attacks is a standard swipe, which inflicts moderate damage. This is performed mostly at the beginning and is harder to avoid than the others due to its speed, but still shouldn't be a bother if you're quick. His second Great Knife attack is an overhead executioner swing, which as previously mentioned is a one-hit kill. No matter what your health status, you will die if it hits you. It will even kill you if it catches you on the upswing from the floor, so do be careful when running past. That said, since this attack is so slow it's very easy to avoid as long as you run out of the way. However the accuracy of this attack increases at the very end of the battle when the siren sounds, especially on Hard, so always run past as quickly as possible. Pyramid Head's final attack is a strangling grapple while lifting James with his hand, but this will only happen if you run directly into or near him. If he does grab you, mash the shoulder and directional buttons to escape more quickly. --- Should you be able to survive, the end of the battle will soon be signified by a siren going off in the distance, to which Pyramid Head responds by moving down the water-filled staircase and leaving through the exit door. He's got other business to attend to. Do not follow him to the stairs as he will not hesitate to turn around and slay you if within range. No worth risking it with the battle already won. Do be aware that once the siren sounds, Pyramid Head's accuracy with his executioner swing increases dramatically, especially on Hard. It is just too easy to be caught off guard and killed this way if you're in a bad position as the siren sounds. Do consider firing some bullets into him as you sense the end of the battle nearing to combat this, and try to spend a bit more time on the left side so you don't have to run past him once the siren does go off. If out of ammo or not firing at him however, try to move as quickly as possible to get past him, and if you have lots of space between you and him do consider moving a bit closer to bait an attack, then get out of the way and use his attack recovery time to get to the other side safely. Additionally, switching to 2D control (free movement) and just running around wildly in a very unpredictable manner (and not in the same spot) can confuse him and cause him to just abort the swing, so consider that. To sum it up, this fight can contrastingly be somewhat long or very short, depending on if you shoot Pyramid Head or not. On all action levels the battle can end in less than one minute if you shoot Pyramid Head but can last up to five minutes on Hard if you don't, and around three on Normal. If you have the ammo and use it, great. If not or if you don't want to waste it, just try to hang in there. =====-----=====-----=====-----=====-----=====-----=====-----=====-----===== Once Pyramid Head decides to go for a swim in the staircase, he'll descend to the bottom and leave through the exit door, draining the staircase. Now you can also descend the staircase and leave the apartment building. Yes, the same place the pyramid dude went cause we have no other options. 04 // w e s t s o u t h v a l e [SH2_W04] --=-===-=--====---======-=-=====-=--=====--=-=-==------=-===---===---=-=-- "My name... is Maria. I don’t look like a ghost. Do I?" Back Alley ---------- With no trace of Pyramid Head, move down the stairs and towards the fence ahead for a FIRST-AID KIT on the right. Spin around and follow the path around the corner for another brief cutscene. Afterwards you can find two boxes of HANDGUN BULLETS up the set of stairs along the left wall ahead. Continue down the path to finally reach Rosewater Park. Rosewater Park: A Special Place ------------------------------- You can just skip straight to the waterfront if you wish, but up the left stairs you can find two boxes of HANDGUN BULLETS at the end of the path. Down the other stairs there is a HEALTH DRINK on the left bench. Move down the stairs there and up the other stairs to the right to find HANDGUN BULLETS on the bench near the gazebo. Continue north to the waterfront, finding a HEALTH DRINK by the railing to the right. Head down the other way to meet... Mary? No, a seductive lady named... Maria. Well, this is interesting. With her help, James realizes his "special place" might instead be the Lake View Hotel. Maria joins James to find it. [NOTE ON MARIA]: You are now responsible for keeping Maria alive for the next portion of the game. Do try your best to keep enemies from attacking her, and be careful not to accidentally shoot her yourself during combat or it'll be Game Over. Additionally, how much damage she takes and how much time you spend with her may influence the outcome of the ending you receive at the end of the game. I suggest you play as you normally would, but feel free to get more information in the Endings section of this FAQ upon completing the game. Now with sexy Maria accompanying you, head west to the other side of the park, past an interesting stone monument which you may want to check out. Head up the left stairway by the end of the waterfront path and continue south past any openings. Just past the right building you'll find a Mannequin guarding a HEALTH DRINK. Continue ahead to Nathan Avenue. Nathan Avenue: Finding a Route to the Lake View Hotel ----------------------------------------------------- Before heading west, you can find a SAVE POINT on the car in the nearby parking lot of Jack's Inn. But now our goal is to follow Nathan to the west and see how far we can get. Past a few enemies, find the Texxon Gas station near Carroll Street. Hearing an engine running, take the STEEL PIPE from the running car to shut it up. This new weapon is a great upgrade from the Wooden Plank, offering much more power and range, so do give it a try. You can also find two HEALTH DRINKS and a pack of HANDGUN BULLETS in front of the delivery truck a little south in the gas station lot. Just west of the truck by the garage door are more HANDGUN BULLETS and another HEALTH DRINK. Carroll Street is blocked off to the south so we can only continue west. All right, what you want to do here is reach the hotel to the north, at the top of your map, ideally taking Nathan Avenue west all the way to Sandford Street. However, you'll find that the bridge just past the Historical Society is wrecked. Looking around the bridge, however, you'll find a map near a corpse which serves as a clue. A few points of interest are crossed off on this map, but Pete's-Bowl-O-Rama is circled, so that's your next destination. If up by the west bridge, do be sure to grab the HANDGUN BULLETS near the corpse, as well as the FIRST-AID KIT in the Silent Hill Historical Society parking lot. As a side note while traversing Nathan, you may notice the shocking phenomenon of Mannequins flying out of nowhere and landing near the road edges. Things are certainly escalating... Anyway, the entry doors for Pete's are on the north side. Grab the HEALTH DRINK by the grass patch just in front and enter the bowling alley. Maria will stay outside since she hates bowling. Too bad for her because she'll be missing a jolly ol' good time! Pete's Bowl-O-Rama ------------------ Head through the left door in here to enjoy a cutscene of Eddie and the little brat from earlier. Where did Eddie get that pizza from though? Still in a side room, continue through the door at the other end and move deeper into the main room to talk to Eddie. Unfortunately the little girl slips away, but James at least learns her name is Laura while harassing Eddie's pizza-eating. Once she leaves, you can find HANDGUN BULLETS at the end of the third alley from the right. Head through the same double doors as Laura and leave the joint altogether. Chasing Laura ------------- With Maria gone, head east and she'll come running back to inform you where Laura went. If you go too far east, Maria will correct you because she ran around the building. So take a right through the building's side parking lot, around the next corner at the back and through the gate at the far end. Head upward until Maria shows you the gap Laura squeezed through. Unable to fit, Maria points to the nearby side door. Try it to find it's locked, but Maria conveniently pulls out three keys from erotic positions on her body to unlock it, keeping James' full and undivided attention. Head through the mystery door. Heaven's Night -------------- Inside the building, move up the stairs to James' right. At the top, you can learn about James' drinking habits if you examine the stacked coloured crates of liquor. Continue on and pass through the green door on James' right, down the hallway. Taking in this room, you are very much inside a strip club called Heaven's Night, although no action is going down tonight. Maria did have the keys to the back door though... Looks like James is in for a hell of a treat. Grab the FIRST-AID KIT on the chair of the second table you see in the room, but sadly that's it in here. You can eye the stripper pole on the stage and imagine your wildest fantasies with Maria, but unfortunately she appears to be off-duty today. Exit Heaven's Night through the grey front door. Carroll Street -------------- Outside, head down the stairs past Maria at the bottom and continue ahead to Carroll Street, now on the other side of the blockade. Head south and Maria will soon spot Laura enter a building on the right. Follow her and enter Brookhaven Hospital around the right corner. 05 // b r o o k h a v e n h o s p i t a l [SH2_W05] ==-=-=-======--=-=-======---=-----==---=====-=-=---=--==----=====---==-=== "I was friends with Mary... We met at the hospital. It was last year..." First Floor Lobby ----------------- Take the MAP OF THE HOSPITAL on the notice board to James' left and enter the nearby Reception Office to check in. On the desk you'll find a SAVE POINT and a memo on three mental patients, as well as a HEALTH DRINK on the desk by Maria. Head through the door beside her to the Document Room to find a memo and the "PURPLE BULL" KEY on the desk. Exit both rooms to the main hall. Upon further investigation, you'll find that the Examination Room and Doctor's Lounge are locked -- expect to come back here later. Find the unlocked stairwell by the locked double doors and head up to 2F, arriving in the employee wing. Second Floor Employee Wing -------------------------- Up on 2F, you'll encounter new enemies called Bubble Head Nurses, fully-dressed in provocative uniforms and quite curvy. Although they may be sexy, don't let that drive you to your death. Nurses are very effective killing machines and inflict quite a bit of damage with their steel pipes, not to mention their aggression levels. If you've been using mostly melee weapons so far, switching to the Handgun is a must for these seductresses. Take out the Nurses if they come near you, and enter the Women's Locker Room around the corner, a natural primary destination for a man such as James. Inside, examine the teddy James stares at to find a BENT NEEDLE inside it. In the open locker beside it is a SHOTGUN. Work here must've been pretty rough for these nurses... While it's a very powerful weapon, it isn't yet necessary to start using it, so keep the Handgun equipped and build up some Shotgun ammo for now. Exit the room and enter the Men's Locker Room on the other side of the hall. The only item of interest in here is the bloody white lab coat hanging from the top of the last locker on James' right, which contains the EXAMINATION ROOM KEY inside the pocket. Remember the locked room downstairs? Return to 1F and use the EXAMINATION ROOM KEY to unlock and enter the Examination Room. First Floor Examination Room and Doctor's Lounge ------------------------------------------------ You won't find anything in the small Examination Room, but you can pass through the other door to the Doctor's Lounge, which you couldn't access earlier either. In the Doctor's Lounge, take the SHOTGUN SHELLS in the sink and examine the whiteboard by the far door in the room. There's a memo written on the whiteboard telling you the code for the 3rd floor patient wing. On Easy and Normal Riddle Level, the memo simply tells you that the code is 7335, but on Hard and Extra it will explain that the code is a "T", referring to the position of the numbers on the keypad which you'll soon see. You're done here, so exit the room through the door beside the whiteboard, unlocking it first, and head back up to 2F. Second Floor Patient Wing ------------------------- Head through the double doors near the stairwell and get the HANDGUN BULLETS on one of the stools in front of you. Start down the hall with Maria, entering Examining Room 3 on the right. Take the FIRST-AID KIT on the bed and find the typewriter on the back desk. There's no paper in it, but James can read the imprint in the carbon paper, which contains an important code. It's random every time, so take note and remember it for later. Exit the room. Enter room M2 farther down the hall to find the "LAPIS EYE" KEY in the small nightstand drawer and some SHOTGUN SHELLS on top. Exit the room and enter the neighbouring room M3. Inside, you'll find a HEALTH DRINK and HANDGUN BULLETS, as well as a Bubble Head Nurse. Back out in the hall, if you move past the two Nurses and enter room M6, you'll find SHOTGUN SHELLS by Maria and a HEALTH DRINK by the Bubble Head in the room. That covers 2F, so exit back to the employee wing and head up to 3F via the stairwell. Third Floor Employee Wing ------------------------- There is a FIRST-AID KIT by the inoperable elevator here, but you'll have to get past two Nurses if interesting. The Special Treatment Room is locked, as are the double doors by the stairwell, but you'll find a keypad beside the doors. On Easy/Normal Riddle Levels, this really isn't a puzzle as you already found the code, but it's a bit trickier on Hard/Extra. 3 f p a t i e n t w i n g p u z z l e -------------------------------------------------------------------------- The solution to this puzzle is always on the whiteboard in the Doctor's Lounge. On Easy/Normal you're simply told the code but on Hard/Extra you'll have to solve a little riddle to decipher the code. EASY/NORMAL: "3rd floor patient wing hall - 7335" There you go, just enter the code to unlock the doors. HARD/EXTRA: "The pin number this month is 'T'. Last month it was 'X' and before that it was 'Z.' But what are they going to do next month? That's all they can express with 4 numbers. Anyway does the door to the Patient Wing really need to have its combination changed this often?" So the code was a Z, then an X, and now it's a T... How do you get a number from that? Well, simple. How do you draw a T? Naturally, you'd first draw the top from left to right, then the bottom from top to bottom. Some may do it differently, perhaps from top to bottom and then the left to right top, but the people who work at this hospital operate the first way, as we're about to find out. Again, how does this relate to numbers? Well, look at the keypad and imagine how you'd draw a T on it. You would do so like this: 1 2 3 1--2--3 | 4 5 6 4 5 6 | 7 8 9 7 8 9 The keypad uses a 4-digit code, so following our drawing format described above, we would start at 1 and cross over to 3. Then we'd move to 2 and drop down to 8. 1328. That's the code. If there's any confusion as to why it's not 1238, especially from that diagram, just think about it. When you draw the T, you move from 1 to 3, passing through the 2 without actually stopping there. Only then do you go to the 2 and continue down to the 8. This is also why 5 is not a part of the code since it's only passed through. Again, someone could also draw the T from 2 to 8 and then 1 to 3, but these folks at Brookhaven do it the first way. Although it doesn't matter, if you're curious about the codes from the last months, they likely would've been 1937 (X) and 1379 (Z), again using the same principle of drawing point to point. --- Keep in mind that this code is always the same for the corresponding Riddle Levels. It will always be 7335 on Easy/Normal and always 1328 on Hard/Extra. So once you know the code you can even skip the Examination Room Key since there's no need to go read the whiteboard. -------------------------------------------------------------------------- Third Floor Patient Wing ------------------------ Now enter the patient wing through the newly unlocked double doors and head down the hallway. The first open room in the hallway is S3, so head inside. Here, Maria looks a little tired so James suggests she gets some rest on the comfy bed. Once this happens, Maria will not be able to accompany James for the next part of the game, but she is not needed and this way she won't take any damage from enemies. Feel free to investigate her lying on the bed for brief bits of dialogue. [NOTE ON MARIA IN ROOM S3]: How often you check up on Maria in this room, talk with her and generally how much time you spend in there with her may affect the outcome of the ending you receive at the end of the game. I suggest you play as you normally would, but more information is available in the Endings section of this FAQ. I'd recommend beating the game at least once before checking that section to avoid any spoilers. To the Rooftop -------------- With Maria resting, take the ROOF KEY on the nightstand and leave the room. To access the roof, return to the employee wing and take the stairwell up one more floor. Moving through the door to outside, it's now dark outside and a tad eerie up here. If you take a gander at the ground you may notice a turquoise notebook cover and scattered papers in the corner, which make up a suicidal diary likely left by a patient here. [NOTE ON SUICIDAL DIARY]: Whether you do or do not read this diary may ever so slightly influence the outcome of the ending you receive at the end of the game. It's likely extremely minimal and I suggest you read it your first time anyway, but feel free to read more about this in the Endings section after completing the game at least once. After checking the diary or at least that general area, you may notice that the roof door won't open anymore... Head over near the fence between the door and the Elevator Control Room and you'll hear metal scraping concrete... Uh oh. Brace yourself and enjoy the ride because there's no escape here. Special Treatment Room ---------------------- James awakens in the wreckage of the third floor Special Treatment Room, which was locked from the outside earlier. So the big old pyramid actually did us a favour, thanks dude! Your health will be critical though so be sure to use some health items. Enter the patient cell with the wheel trail leading to it, which is the only one that opens. In the claustrophobic padded cell, examine the bloody wall to view a sloppily-written note and four-digit code. It may be hard to decipher, but examining it will add it to your Memo menu for quick reference, and we'll get to it later. Leave the cell and the main room itself, unlocking it on the way out. Third Floor: Making Sense of the Codes and Keys ----------------------------------------------- Avoid the Nurse if you didn't kill it earlier and re-enter the patient wing to continue checking there. Inside the Shower Room is a suspicious green liquid leading into the shower drain where an item hides, but the Bent Needle isn't long enough so we can't reach in there yet. Continuing down the hall, you'll find a SAVE POINT on the wall inside S11 and a HEALTH DRINK on the tipped-over nightstand. Consider saving since a boss fight is coming up. At the very end of the hall past two Mannequins, room S14 holds a mysterious box, but we'll need to find a way to release all its locks to see what's inside. " l o u i s e " b o x p u z z l e -------------------------------------------------------------------------- Examining the box, it has two key locks and two combination locks keeping it closed. When you acquired the "Purple Bull" Key in the Document Room, there was a note that said it was probably for "that box". Additionally, the "Lapis Eye" Key has a blue center described by James as being "lapis lazuli", which is a deep-blue rock known for its unique colour. On the box you may notice some blue tape, matching the two together. So there we go. To speed things up, combine and use the "PURPLE BULL" KEY and "LAPIS EYE" KEY from your inventory (or use them separately, doesn't matter). That takes care of the two key locks, with two combination locks remaining. If you remember, the bloody wall code had a message written under it that began with "Tern tern tern the numbers", implying it's for a turning lock. So input that code into the turning lock on the left, referring to the memo with the same title in the Memo section of your inventory to see it again. You also found another code on the "Imprint on carbon paper" memo in Examining Room 3, also now found in that Memo section. On Easy/Normal Riddle Levels, this memo mentions "the button key doesnt scare me", so go ahead and input the code into the button lock on the right. On Hard/Extra Riddle Levels it doesn't specify, but it's obvious enough through the process of elimination. Once all four locks have been released, the box will open. Deciphering the Bloody Wall Code -------------------------------- Now, the bloody wall code is extremely notorious for being difficult to read due to how messy it is. Unfortunately the code is random every time so this is going to be up to you to solve exactly what the numbers are, but I can give you some tips to do that. My first word of advice would be to look at the code and write down all the possibilities that each number could be to give you some solutions to try. Fives can look like sixes or even just random lines, sevens can look like twos, threes or nines, and ones can look like bent lines. But really, fives and sevens are the most troublesome so consider trying those out if your numbers are in the ballpark of looking like them -- remember, the code was written by a psychotic mental patient at the end of the day. Note that although the code is randomly selected, there is only one way a number in each specific column can look. So a five as the third number will always look the same in that column, but it will look different than the fives that can appear in the other columns. Therefore this code should become easier to decipher the more you play, and you may see troubling codes like 5757 appear more than once. [EXAMPLE CODE]: Since this is such a troublesome part of the game for many people, let me attempt to show you a potential code, what your process should be, and what the final code is. Although hard to accurately represent with text, this is what a potential code could look like, taken straight from an actual playthrough: _ _____ / \ / \ ____ \_| | | \ / _/ \___| / _ / \__| / / / \ / | _ \ / \ / \__/ Ok so what the hell is that? With my experience in helping people over the years with this, my first guess at this code upon seeing it was 7996. However, I'd prepare for it to be wrong by guessing alternatives for each number. First Number: Looks like a 7 but the way it starts to curve at the bottom may suggest a 2. Doesn't look like any other number so we can be confident it's one of those two. Second Number: Looks like a 9, but there is that weird spot where it kind of crosses onto itself twice. The top of it in-game is somewhat faded so maybe there's an outside chance it's a 4? It can't be an 8 since the bottom doesn't match, nor anything else. Third Number: Looks like a 9, but the circle part at the top of very narrow, so maybe it could possibly be a 7, but nothing else fits. Fourth Number: This looks like a 50/50 between 5 and 6 but nothing else fits. Ok, so now we're left with two possibilities for each number, but we can narrow it down further by delaying the suggestions that look like more of a reach. I said the second number has an outside chance of being a 4, but it really looks like a 9. Same thing for the third number being a 7 since it looks a lot more like a 9. So we can lock in the middle 9s to start things off and only come back if it doesn't work out. That leaves us with either a 2 or 7 for the first number and a 5 or 6 for the last number and thus four potential codes: 2995, 2996, 7995, 7996. Trying these codes, 7996 is correct, which was also my initial guess since I've seen that 7 and 6 many times before. But if these codes were all wrong, I'd bring back the potential 4 and 7 for the two middle numbers and try some more combinations until the lock would open. This is the process. Follow it and you will eventually get the code right. But to be as helpful as I can, refer to below for a few more codes, including some of the most troubling numbers of them all -- 5s and 7s. Remember, the numbers that can appear in each specific column will always appear the same way in that column. Therefore between the code above and the four below, you can see every possible rendition of the 5 and 7 for each column. / _____ ___ / | / | / \ /___ | / | | / __ / | | |\__ \ | |_ / / _| / |___|_ | \ / / | \ /____ / / | \__/ / / \_/ |___ | 5 4 6 7 1 6 2 2 ____ ____ ____ _____ __ | / / / / / | __ / | / / / |___| /__ | /__ / / \ \ /_ \ | \ / / / | |__| |__ /// / / / / _ \ \_/ 3 7 7 7 9 5 5 5 Note the 5 in the first code looks like a series of sharp lines, while the 7 in the same code looks a bit like a 3. Note the 7 directly below that one is identical because it's in the same column, following what we've explained above. The 3777 and 9555 codes demonstrate how different each number can look in each column, with the 5s in particular the most extreme and messy by design. --- One last note for the lost souls who are trying to decipher the code from the third person view without examining the wall, press X for the close-up view. Yes, I've interacted with people who didn't know this before, so just putting it out there. Again, my best advice to is just write down the code as it appears and keep guessing possible numbers for each digit. Some will appear obvious so you can more or less lock them in, but keep experimenting with the hard to read ones and try a bunch of potential combinations. With enough effort or trial and error, you will decipher the code correctly. Just hang in there. -------------------------------------------------------------------------- Inside the box is a PIECE OF HAIR. Really? That's our reward for unlocking four locks and deciphering a messy code written in someone's blood? It could help us in the Shower Room though... Head over there and combine and use the BENT NEEDLE and PIECE OF HAIR (they must be combined for this to work) while standing over the drain. James will pull out the ELEVATOR KEY. If you examine the key in your inventory, it says "Patient wing elevator" on the tag, so this should work on the elevator in this very hallway rather than the other one. Exit the room and enter the elevator down the hall, using the newly-acquired ELEVATOR KEY. There's no need to go to the second floor since we've already explored there, but you may remember the 1F patient wing was locked earlier. So examine the panel and head down to the first floor. First Floor Patient Wing ------------------------ Down here, enter room C3 to get the SHOTGUN SHELLS on the left nightstand and the HANDGUN BULLETS on the floor to the right. Leave the room and enter C2. In the back of the room you will find Laura playing with some teddy bears. James is finally able to get some information from her this time, but she tricks the fartfaced James and locks him in Examining Room 2, where another threat appears. Perhaps as a note to James, maybe "snotty little brat" wasn't the appropriate phrase to use in that moment. b o s s : f l e s h l i p s =====-----=====-----=====-----=====----=====-----=====-----=====-----===== The tricky thing about this boss fight is not only fighting one Flesh Lip, but two at the same time, and a total of three by the end. At the start, equip the mighty Shotgun, which you hopefully haven't been using yet and have lots of ammo for, and fire once or twice while both Flesh Lips are a distance away. When they come close, run to the other side of the small room and repeat. There's really not much room here to get very far away, so it's important to use the space wisely and always be moving any time one of them is near you. If you're too slow, accounting for recovery time after shooting, you'll be grabbed by one of the hanging monsters and strangled, but fortunately not to death unless you're very low on health. Additionally, strafing to the side with L1/R1 can be helpful to get away in a pinch rather than running towards the Flesh Lips. Note that when using the Shotgun, James needs to aim the gun up at the creatures first in order to hit them, and this takes a moment. If you quickly ready and fire right away, you won't hit anything. You must account for this after every shot as James lowers the Shotgun to pump it as well. Just wait for him to raise it up and then fire the next shot. [FLESH LIPS' ATTACKS:] The Flesh Lip monsters have two attacks. One is the strangulation attack, whereby one of the creatures will grab and lift you with its feet to do so. Wiggle the shoulder and movement buttons to escape this attack more quickly and prevent further damage. The other attack is a forward thrusting kick, which is not nearly as dangerous. You may be surprised at the range of this attack, but as long as you're shooting them you should be fine. You will be at risk of a kicking if you perform an in-game reload as you're approached, so be sure to reload in the inventory instead. Sometimes the Flesh Lips can even kick each other, buying you more time to get away and get in a clean shot or two. --- As the battle goes on and you continue to hit the creatures with your Shotgun Shells, one creature will die and it will become easier to kill the other on its own. Once the second Flesh Lip is killed however, a third one will drop from the roof and join the party. If you're low on Shotgun Shells, or even if you want to try something else, switch to the Handgun for the last one. It will take more ammo but it's easy enough to kill a solo Flesh Lip, plus you can sidestep while firing so you don't remain in one place. Once the third Flesh Lip is killed, the screen will blur and the battle will be over. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== A strange cutscene will play as James appears to be wheeled outside on a gurney to the sound of familiar whispers. 06 // n i g h t m a r e h o s p i t a l [SH2_W06] ==-=---======-=-=---=-===-----=-=-========------===-=-=----==-=-====---==- "All you care about is that dead wife of yours!" Garden ------ After the transition to the first nightmare world in the game, James finds himself outside in the first floor Garden of the hospital, which is much smaller than on the map. But just how did he get here, and where is the gurney, or was there even one? With too many questions in your head, pass through the double doors beside you to re-enter the hospital. I suggest switching back to the Handgun for now after the boss fight, although the Shotgun can certainly help for quick kills or gang ups. First Floor ----------- Get the SHOTGUN SHELLS in the corner and use the SAVE POINT on the fence if you wish, then pass through the double doors to the patient wing. After taking in the beautiful redecorating, you can find a FIRST-AID KIT along with a Bubble Head Nurse in room C2. Enter C1 with your Handgun blazing to pop the Nurse who may surprise you right by the entry door, then you can grab the HEALTH DRINK on the left and HANDGUN BULLETS to the right. Exit the room and use the elevator to head up to 2F since there's nothing else open down here. Second Floor ------------ In room M4 there's two Nurses guarding a HEALTH DRINK and SHOTGUN SHELLS -- you decide if it's worth it. Enter M6 past the Bubble Head in the hallway and take the HANDGUN BULLETS to the left and FIRST-AID KIT by the camera. Further right is a memo that explains a ring is in the "basement's basement", while there's a DRY CELL BATTERY and the BASEMENT STOREROOM KEY on the small ledge above the eerie reaching arms. Leave the room. The employee wing double doors down the hall won't open, so you can't get to the basement just yet. If you check the Day Room by the double doors, you'll find a knocked over fridge which James can't open. Remember that for later and take the elevator up to 3F. Third Floor ----------- Arriving on the third floor, you'll notice an extremely odd-looking locked door with two hands sticking out of it... You can't do anything about it now, so move on. Out in the hall, there are Nurses to the left and right. Take the right and enter room S11. Grab the HANDGUN BULLETS and the AMPOULE on the stand and read the memo on the bed, which explains the odd stairwell door. Exit the room and enter room S3 down the hall, past the two Bubble Heads if they're there again. Inside S3, Maria is no longer here, but she's left her medication on the nightstand and some eerie, deep breathing is heard on the soundtrack. Exit the room and enter the employee wing through the nearby double doors. Watch out for the Nurses in the corridor and enter the Storeroom. Inside, grab the FIRST-AID KIT, SHOTGUN SHELLS, and HANDGUN BULLETS on the shelf at the back of the room. Exit the Storeroom and enter the stairwell by the double doors. The Basement's Basement ----------------------- It's time to go check out the basement. Just inside the stairwell is a SAVE POINT on the pillar. Start down the stairs, and you'll notice that the 2F and 1F doors won't open on the way. Continue to the bottom of the stairs, where you'll hear a freaky screeching sound. Try to ignore it and go through the door down there, using the BASEMENT STOREROOM KEY. Once inside the basement Storeroom, get the SHOTGUN SHELLS on the floor by the wreckage and take a look at the shelf in view by the wall. You'll notice bloody handprints on it, so examine it and push it aside. This reveals a ladder to down below, which must be the "basement's basement". Try to move down the ladder for Maria to burst in and berate you for things that aren't your fault. She will now accompany you again for the next portion of the game, so do protect her as you did before. Go down the ladder with Maria to the basement's basement. Take the COPPER RING in the middle of the floor and go back up the ladder, exiting the room altogether. If you remember, there was a fridge James couldn't open by himself on 2F, so maybe Maria can help. To get back there, we'll first need to go all the way up to 3F, then use the elevator in the patient wing to descend to 2F. Trick or Treat? --------------- Once the elevator starts its descent, a strange radio broadcast emits from somewhere. As crazy as it sounds, a game show host asks three questions, specifically to James Sunderland, during one hell of a long elevator ride down just one floor. Listen carefully to the questions and see if you can figure them out. The announcer informs you to go to the third floor Storeroom to claim your prizes. Since you'll just now hit the second floor, leave that for later and return to the Day Room in the patient wing. With Maria's help, open the fallen fridge to get a LEAD RING inside. It's nasty enough that Maria instantly offers it to James after picking it up, so that's nice of her. Now that we have two rings, we can prepare to leave the hospital, but we also have yet to claim our Trick or Treat prizes. Return to the elevator and head back up to 3F. You may remember the weird-looking door with protruding hands on it right right by the elevator here, but if you want to collect your prizes for the Trick or Treat announcement in the elevator, head to the employee wing and enter the Storeroom. Kill the Nurse outside first to make things easier when you pass through again. Inside the Storeroom, there will be some supplies on the shelf if you didn't grab them earlier, but most importantly, there will be a big blue mystery box on the counter. Examine it and prepare to lock in your answers. t r i c k o r t r e a t b o x ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ On the top of the Trick or Treat box is a panel with nine buttons, which appears as so: 1 2 3 Q1 o o o Q2 o o o Q3 o o o In order to claim your prize, you must answer the three multiple choice questions correctly by pressing one button for each question on the box. If you answer correctly, the box will open and you can take your prizes. If you answer incorrectly however, spray will come down from the roof and bring you to critical health. So you better be sure. The three questions were given to you on the elevator ride to 2F with Maria. These questions and answers are always the same, no matter what riddle level you're on, so let's go through them, straight from the host's mouth: 1. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love. The question is: What is the name of this amusement park? One, Fantasy Land. Two, Silent Hill Amusement Park. Three, Lakeside Amusement Park. 2. Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe. Torn flesh, smashed bones, splattered blood, and finally... What a terrible tragedy. What a gruesome end to such innocent lives. What was the name of the murderer who committed this vile act? One, Walter Sullivan. Two, Scott Fairbanks. Three, Eric Gein. 3. South of the lake is a deserted old neighborhood called South Vale. From there to Paleville, the central resort area northwest of the lake, there's only one road you can take. Just one road, no more. The third and final question is: What is the name of that road? One, Bachman Road. Two, Rendell Street. Three, Nathan Avenue. Now that you know the questions, you have the ability to answer them all entirely by yourself. Check your map for the answers to 1 and 3 and read the "Article about murder incident" in the Memo section of your inventory for the answer to 2. But we can also go over the answers together just to be sure: 1. The name of Silent Hill's amusement park. Where could you find that? Check your map and find the map of Silent Hill by scrolling up or down. Looking at the full large map, check the top just beside the Lake View Hotel to find the answer: Lakeside Amusement Park. 2. The killer of the two kids. Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage chute? Enter your inventory and go to the Memo section. The name of the memo is "Article about murder incident". If you read the memo, it gives you the answer, which is Walter Sullivan. 3. The name of the road that goes from South Vale to Paleville. Check your map of Silent Hill again for the answer. Looking at South Vale south of the lake, the road at the top of that area is called Nathan Avenue. If you follow it west, it connects to Sandford Street, which moves north to Paleville. So the answer is Nathan Avenue. Now that you have the answers, you can solve the puzzle. On the top row of the mystery box panel, press 3. On the middle row, press 1. And on the bottom row, press 3. The box will open. You should be very happy with the contents. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the Trick or Treat box is open, collect the five boxes of SHOTGUN SHELLS and the two AMPOULES. Pretty damn good reward, I'd say. Now that we're done here, it's time to leave this hellhole. Leave the room and consider saving in the employee wing stairwell, since there's an upcoming section which could catch you off guard. Escaping the Nightmare Hospital ------------------------------- Now head to the strange door right beside the elevator in the patient wing of 3F. If you examine it, you'll see there's a woman painted on the door with 3D hands, ready to be used in some way. Although it's simple enough to just guess what to do here, the only real hint was mentioned in the room S11 memo about the "Lady of the Door". While praising this woman, the author writes "Like bloated and ugly corpses their sins she devours them". If you examine the two rings you acquired in your inventory, the lead one has a "disgusting, bloated" face on it while the copper one has a spider, which can also be interpreted as ugly perhaps. So go ahead and combine and use the COPPER RING and LEAD RING on the door (combining is optional but faster) to unlock it. Head through the creepy door and move down the stairs to find a memo on the ground. Read it to learn about the key to the museum and continue down to the bottom of the stairwell. Pass through the door. Pyramid Head in the Basement Hallway ------------------------------------ In a tight basement hallway, make your way around the first corner. You may hear a noise, and shortly, Pyramid Head will appear from behind you and Maria, which is definitely terrible news. He'll chase you as you run the pathway, poking Maria (closest to him) with his new spear on the way. If you're not fast enough, Maria may die here and it will be Game Over. If you're playing on Normal Action Level or lower, this is fairly simple so don't fret too much here. Just run at all times and follow the odd hallway as it keeps turning in new directions, all the way to the elevator at the end, at which point you'll be safe. Pyramid Head will probably hit Maria once or twice as she follows behind you, but she's a strong gal so she'll live. [NOTE ON HARD ACTION LEVEL]: Hard Action Level is a different story. On this difficulty level, James stumbles and falls into walls when running, and this will slow you down quite a lot. When you slow down, Maria slows down, and she will be open to attacks. Beyond that, it's already difficult enough as Pyramid Head is much faster on Hard and will do more damage to Maria. It may sometimes be possible to have a near flawless run and make it to the elevator before Maria dies, but don't count on this since it's extremely difficult. Instead you will have to slow down Pyramid Head by attacking him. The best method here is to equip the Handgun and fire a clip into Pyramid Head once he appears. Be careful not to hit Maria though, since she might sometimes step right into the line of fire. If she gets hit once, she's dead and it's Game Over. So once our buddy Pyramid Head appears, move towards him and unload a full Handgun clip into him. You'll notice his motions immediately begin to slow and he won't attack Maria for a while. This allows you to start running the hallway, but don't expect that to be enough. Once you reach the fenced-window area, move to the other side of it and wait for Pyramid Head to come into sight, then fire another full clip at him through the fence. Now you can run the rest of the hallway. Once you head around the next corner and see Maria following behind as you run down the long straight hallway, you're in the clear. Just run straight to the elevator for a cutscene. As an alternative to the Handgun method, using the Steel Pipe also works, but it does require a lot more time and effort. Right when Pyramid Head appears, whack him once. Step back and whack him again when he moves towards you. Rinse and repeat, staying close enough to Pyramid Head to get in your whacks after few seconds. Once you reach the fenced-window area you can finally run for it. I definitely recommend the Handgun method, but if you don't have the ammo to spare then this will work if you keep to it. Hospital Lobby -------------- Once you get near the elevator, a cutscene will play. After all the events, the elevator will travel up to the first floor. This appears to be the other elevator in the employee wings and lobby that we had not accessed yet. Back in lobby, only the Director's Room is open so enter it. Inside on the desk, James finds a map that reveals the location of a letter and a wrench on Lindsey Street, which James marks on his own map. Why this letter and wrench are important, you'll have to wait to find out. But for now, that location on Lindsey is our next destination. You'll get the HOSPITAL LOBBY KEY after reading the memo. After the short cutscene that follows, exit the room and find the lobby doors where there's also a SAVE POINT on the right side. Exit the hospital through the lobby doors, using the HOSPITAL LOBBY KEY. 07 // d a r k s o u t h v a l e [SH2_W07] ---==-======---=-==-----=-===----=======-=-=-====-=----=-=====---==--=-=== "Mary... What... What should I do? Are you... really waiting somewhere for me? Or is this your way of taking..." West South Vale: Finding a Route to the East -------------------------------------------- Back out in the streets, it's now dark and you'll find a whole new resupply of items around town on your way to Lindsey Street and the park. Head south down Carroll Street past a threesome of Nurses. You can find an AMPOULE and HANDGUN BULLETS at the west end of Rendell Street on the south side, and a HEALTH DRINK and FIRST-AID KIT behind the station wagon on the other side of the road. Head east on Rendell past some Nurses and get the two boxes of SHOTGUN SHELLS and the RIFLE SHELLS in the dirt area on the north side of the road, near another Bubble Head Nurse. Farther east are more RIFLE SHELLS and some HANDGUN BULLETS. Don't freak out about not having a Rifle just yet. It won't be for a while that we actually get it, and certainly not in the streets. Continue east on the north side of the road and grab the HEALTH DRINK and SHOTGUN SHELLS at the far end of the construction sheet. Head southeast towards Saul Street via Munson Street. Ignore or kill any Nurses on the way, and get the two boxes of HANDGUN BULLETS by the blocked off Munson Street in the corner of the map, along with the two HEALTH DRINKS by the door around the corner on Saul Street. Move east on Saul to find and pass through a gate. There will be new monsters called Mandarins under the grating in this area. There are a total of three and although they move at moderate speed, they're easy to get by. Run down the path, dodging the gaps in the grating on both sides as well as the Mandarins, and go through the gate at the end of the path after unlocking it (your Flashlight must be on to unlock the gate). East South Vale: Finding the Letter and Wrench ---------------------------------------------- You can find and enter the camper trailer from earlier on in the game just ahead, but there's only the same SAVE POINT inside. Outside by the front of the trailer is a FIRST-AID KIT, and two boxes of SHOTGUN SHELLS by the nearby car. Continue east on Saul Street, travelling on the south side of the road, and get the two packs of HANDGUN BULLETS by the newspaper stands there. Near the corner of Saul and Neely Street is a FIRST-AID KIT in front of a shop. Checking your map first, make your way to Happy Burger for RIFLE SHELLS on the west side of the restaurant by the sign, and more RIFLE SHELLS on the east side of the building in the parking lot. Rifle Shells are fairly rare in this game, and while you don't even have the Rifle yet I'd strongly advise not skipping these and others. Get the HANDGUN BULLETS in front of Neely's Bar to the north, and enter Neely's Bar from the side door on Neely Street to find a new message on the far wall... [NOTE ON WALL MESSAGE]: It may ever so slightly influence the outcome of the ending received at the end of the game to read this message, but it's definitely worth the viewing. Refer to the Endings section for more information once you've completed the game. When you're done in Neely's Bar, exit and head east on Sanders Street, past the Mannequins and Bubble Head Nurses. Move north around the corner and up Lindsey Street. Find the second house to the north past Gonzale's Mexican Restaurant, and on the front porch of the house you will find the letter and WRENCH. Note the wide angle camera change to find the house if you're having trouble. In the letter we are finally told just what we are looking for and why we need the wrench. There is a key to the "society", the Silent Hill Historical Society, in box a buried behind the praying woman statue in the park, and we will need a wrench to open it. You may also remember the broken English note in the hospital stairwell that said the same thing, minus the wrench. So our next destination is Rosewater Park. Finding Your Way Back to the Park --------------------------------- Continue north up Lindsey Street to Katz Street, and get the HANDGUN BULLETS at the Cafe Texan door on the corner. You can also find more HANDGUN BULLETS by a garage door just before Vachss Road to the northeast. Start west on Katz and pick up the HEALTH DRINK and RIFLE SHELLS by Big Jay's on Katz/Neely by the Neely Street entrance. HANDGUN BULLETS are found at the southwest corner of the Katz/Neely intersection. Head west past some enemies and go through the now unlocked gate past the apartments -- "The door that wakes in darkness, opening into nightmares". Looks like that door wasn't lying after all, but the second part of it doesn't sound very promising... Continue west from the gate to Munson Street. If interested in supplies, there's HANDGUN BULLETS and a HEALTH DRINK up the stairs on the southwest corner of Katz/Munson, plus a FIRST-AID KIT and AMPOULE in the open fenced area at the southwest end of Katz, and another FIRST-AID KIT across the road by the fire hydrant on the north side there. Now head north up Munson past some Nurses. There's a HEALTH DRINK in the little road above Blue Creek and HANDGUN BULLETS at the right side of the Nathan/Munson intersection to the north. Head west on Nathan Avenue until you reach the entrance to Rosewater Park. Return to Rosewater Park ------------------------ Take the left path moving north into the park and get the two packs of SHOTGUN SHELLS in the left concrete area. Go to the right side of the path and move north until you see some steps on the right. Move down the steps and down the next steps ahead of you to the left. Follow the path forward and around the corner to James' left. Move behind the praying woman statue that both memos described. First, examine the ground where you can see dirt to dig and reveal a tin box, bolted shut. Use the WRENCH from your inventory to open the tin box and take the OLD BRONZE KEY inside. Now head back up the path you came and exit Rosewater Park to Nathan Avenue. Heading to the Historical Society --------------------------------- Now we got the key, so let's go to the museum. Head west on Nathan Avenue all the way to the Silent Hill Historical Society. It's quite a distance away but keep on trucking past all the enemies you see. If you want some RIFLE SHELLS, head to the west end of the road where the wrecked bridge is, past the museum and right by the corpse we found in the daytime. Once in the museum parking lot, watch out for the Nurse to the right. If you didn't get it during the daytime, there will be a First-Aid Kit by the fence. Head over to the entrance at the left and enter the museum, using the OLD BRONZE KEY. 08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y [SH2_W08] ====----=-======---=-=-----==-=====-=----=-=-=======---=-=-====--=-==-==== "'Misty day, remains of the Judgment' It's him...." The Museum ---------- Once inside the museum, you can find a SAVE POINT on the left counter. Deeper in the room are some paintings, one in particular of our good friend, Pyramid Head. After admiring the artwork in the first room, move through the double doors by the paintings. You'll find more paintings in the second room -- one about Brookhaven Hospital, the director of the old hospital, and one with a strange deep hole. A strange moaning noise is heard in the distance, almost like a loud fog horn, which seems to be coming from the large hole in the wall here. Underneath the Historical Society --------------------------------- Investigate the hole to find that it has a descending pathway inside, leading to an unknown area. Follow the path -- it's a long one. Through the end door, you'll find a memo dated from 1820 on the desk! Move around the pillar to get the FIRST-AID KIT sitting there, then leave through the other door. Ignore the Lying Figure and take a left down the hallway. Take a right to meet another Lying Figure, and if interested in some ammo and more historical paintings, go through the door on the right side of the wall. Grab the HANDGUN BULLETS on the table and take a look at the three ominous paintings and their captions. Leave the room and exit the hallway through the right end door, past the Lying Figure. You are now in a room with a deep hole. It appears to be identical to the painting you saw earlier... Examine the hole and decide to jump down. Why wouldn't you? Stuck in a Well --------------- After diving down the hole, you'll find yourself trapped at the bottom of a well. Don't piss your pants just yet, or maybe just a little bit. Search every inch of brickwork until you find an area that James comments is different and he may be able to break it. The "different" area is approximately 135 degrees to the left from where you start. For those unfamiliar with degrees, that's a quarter turn to the left, and then half a quarter turn (an eighth turn). If you do it right, it's not too difficult to find on your first try, but just search the nearby area if you missed it. Take out your Steel Pipe or Wooden Plank, preferably the pipe, and whack the different area until it breaks. Bricks will fall and a door will be revealed. Exit the well. Sewer ----- Now in a sewer, follow the path past a Lying Figure until you reach two doors on concrete floor and go through the right one. Just ahead you'll find a locked floor gate, so pass through the right door. Take the SPIRAL-WRITING KEY on the ground of the small room, and suddenly your Flashlight will die. If you remember from the hospital, you did actually find a battery there. Enter your inventory and use the DRY CELL BATTERY to give life back to your flashlight. Once you replace the battery, you'll notice that the room is filled with Creepers! Trying the leave the room, the door is locked! Quickly examine the keypad by the door. r o a c h t r a p -------------------------------------------------------------------------- The entire keypad is slightly illuminated, but if you look closely you will see that two or three numbers are brighter than the others. This must be because they were pressed more recently, clearing some of the dust and dirt away, and thus making them the numbers of the code. To find the correct code, you'll need to try different combinations with the highlighted numbers until the door unlocks. If the inputted code is incorrect, you'll hear a buzzing sound. If it is correct, you'll hear a distinct beep and the door will unlock. Before trying any codes, consider first writing down all possible combinations from the numbers you have, then cross them off as you try them (or just do it in your head if able). The maximum number of possible combinations will always be six; no more, no less. For example, if your numbers are 3, 6, 8, try 368, 386, 638, 683, 836 and 863. The door will unlock with one of those combinations. If your numbers are 6 and 9, then try 669, 699, 696, 996, 966 and 969. The door will unlock with one of those combinations. Do be on top of your health here since the Creepers may attack you between guesses, and keep trying to check the panel as quickly as possible to minimize your vulnerability. As already mentioned, there are always only six possible combinations, so simply find out what they are and try them one by one and the door will eventually unlock. -------------------------------------------------------------------------- After you have unlocked the door, exit the room. Go to the locked floor gate and use the newly-acquired SPIRAL-WRITING KEY to open it. Jump down the hole. Don't even question it. 09 // t o l u c a p r i s o n [SH2_W09] ===---=-=====----=-====---==-===---=-=-=====---=-=-=====---=-====----=-=-- "Killin' a person ain't no big deal. Just put the gun to their head... pow!" Cafeteria --------- James finds himself in an ancient-looking cafeteria after submerging down the hole. Surprisingly enough, Eddie is down here as well but he doesn't stick around very long. There's a HEALTH DRINK on the table behind you to the right and another HEALTH DRINK farther back. On the pushcart at the back of the room is the TABLET OF "GLUTTONOUS PIG". Lastly, there's a SAVE POINT on a pillar near the back of the room. Exit the cafeteria through the double doors when you're done. West Corridor ------------- Since you currently don't have a map, turn left and run forward down the hall. Grab the HANDGUN BULLETS on the first desk on the left side of the hall by the open gate and the MAP OF THE PRISON on the next desk down the hall. You may notice the halls feel a bit longer than the map portrays, so keep that in mind. Head south from the map and go through the first door on James' left to the shower room, which is the area on your map with six smaller rooms. Inside, take the north path past a Lying Figure around the corner, and enter the last doorway on the right into the open shower. Take the TABLET OF "THE SEDUCTRESS" on the floor and exit the shower room altogether -- the other Lying Figure heard in the area will probably be near the door by the time you reach it, so watch out. South Cellblock --------------- Checking your map, you'll notice two cellblocks in the south. There's a gate blocking the southernmost one, so head down the hall and enter the upper south cellblock through the single door. A Lying Figure occupies the second cell from the west, as does another one in a cell farther down -- just stay clear so they don't spray you. None of the closed cell doors in here will open, however there are some that are already open. In the fifth cell down you'll find HANDGUN BULLETS. Ignore the Lying Figure in the sixth cell and move inside the ninth cell near the end. Here you'll find scattered books on the bed and floor, but more importantly, grab the WAX DOLL on the bed which appears to be glowing. Exit through the east door to the eastern side of the prison. East Corridor ------------- Take the HANDGUN BULLETS on the first desk to the north, then move through the double doors on the left side. Kill the Lying Figure just inside before it attacks, get the RIFLE SHELLS on the shelf and exit the room. Through the other double doors across the hall is what appears to be a large courtyard on your map. In the center, you'll find a scaffold with three square depressions in its base and three nooses up top. We only have two tablets so far so we'll need to find the last one before we can do anything here. From the eastern corridor, continue north and enter the lower north cellblock, past the Lying Figure if it's in your way. North Cellblock --------------- Unlike the last block, you can actually enter a few closed cells in this one. Just inside the first cell, you'll find three very peculiar paintings which will likely provide more questions than answers, but one of them might add some context to an event later in the game. Enter the seventh cell down the block and take the TABLET OF "THE OPPRESSOR" on the bed. Now we have all three so we can head back to the courtyard. Try to exit the cell to find that it won't open! Keep your pants on and give it a few more tries before James pops it open. Perhaps it was a hidden message though? Courtyard --------- Remembering the scaffold now that you have all three tablets, return to the east corridor and enter the large courtyard. Try not to wet yourself from the creepy horse noises out here and step in front of the three square indentations on the front side of the scaffold in the center of the area. Combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS" and the TABLET OF "THE OPPRESSOR". Afterwards, you'll hear a loud and brutal scream, signifying a hanging. After all, this is a scaffold for executions. You may even have noticed two pyramid-headed figures etched on the front plate, and if you've been paying attention to the lore from the start of the Historical Society you may have realized this is costume of the town's executioners from the Civil War days. Interesting... Anyway, so that's all you get, a scream? Well, thanks then? When you head back to the double doors to re-enter the prison, you'll now find a HORSESHOE has been placed on the left door. You know, that kind of explains all the horse noises out here, but did the horse put it here itself? Too many questions. Grab it and head back inside. To the Northwest Corridor ------------------------- Continuing where we left off before, re-enter the lower cellblock in the north and pass through it to the west corridor. There, go through the door just in front of you to the right. Inside the glass visiting room, get the FIRST-AID KID on the counter. On the other side you can see a brass Zippo lighter, so we'll be sure to get that next. Exit the room and enter the next visiting room to the north, which has been completely trashed. Pass through the other door to enter the northwest corridor, the civilian and visitor side of the prison. Remembering the lighter, enter the next visiting room now that you're on the other side and grab the LIGHTER on the counter. Exit back to the hall. Exit the room and enter the women's washroom with the pink sign on the door down the hall. Knock on the closed stall door to the right a few times and head towards the exit. If nothing happens, try it again since it's a cool but optional little event. Exit the room and enter the men's washroom to the left to find a SAVE POINT above one of the urinals. Exit when done your restroom break. Warden's Office --------------- Back in the hall, head through the right end door by the gate, which appears to be the warden's office. Inside, kill the Lying Figure and collect the items around the room. There's a FIRST-AID KIT on the television, an AMPOULE on the nearby sink and a HEALTH DRINK by the far door. Also be sure to read the very interesting gossip magazine on the desk, and examine the left shelf for a hidden diary as well. Finished in the first room, go through the far door where the health drink was. Take the HANDGUN BULLETS in front of you in the stand and grab the SHOTGUN SHELLS and RIFLE SHELLS in the cabinet to James' right. Then take the beautiful HUNTING RIFLE off the gun rack and the RIFLE SHELLS on the lower box. Although slow and not very practical for normal enemies anyway, the Rifle is very powerful and its shells should be saved for late in the game, particularly the final bosses. When you see Nine Red Squares, you'll know it's time to use it. You can see another Hunting Rifle above, but its barrel is busted. Exit this room and the warden's office altogether, past the Lying Figure if it's there again. Outside, head through the right gate. Escape from Prison ------------------ On the floor ahead, you can see a rusty, white escape hatch, but the handle is missing so it cannot be opened as is. There is no other escape from the prison, so this thing is your only chance. Check your inventory for any items you can use, and you might require quite the imagination here. Combine and use the WAX DOLL, HORSESHOE and LIGHTER (this time you must combine these items rather than use them separately). James will place the horseshoe as the hatch handle, then melt the wax with the lighter and let it cool to lock the horseshoe in place in the little slot. Voila, new hatch handle. Open the hatch and jump down to see what's below. Deeper into the Abyss: Hole after Hole -------------------------------------- Now in the basement of the prison, turn around and go through the double doors at the end of the hall. Now in a foul-smelling morgue with "fresh" corpses lying around, James will make some funny comments if you examine certain holes and the stretcher corpse. Move through the double doors on the other side of the room and here we go, another hole. Jump! Down here, walk forward and open the door there to find yet another hole. This is escalating rather quickly. Since it's become rather standard just to jump, go ahead and do so. In the next area you'll find a large elevator. Move inside to one of the far end corners and it will automatically start its descent, which will be a very long one. While descending, grab the HANDGUN BULLETS, RIFLE SHELLS, FIRST-AID KIT and SHOTGUN SHELLS in the different corners of the elevator. It'll take a while but the elevator will eventually stop and its doors will open. Do you realize how far down James is right now? He ran down one very long, descending hallway, jumped down five holes of unknown depths, and just now descended a full minute-long elevator ride. It certainly feels like a one-way trip to a hellish place. Exit the elevator and use the SAVE POINT along the wall if you wish. Then pass through the light brown down to enter the beginning of the Labyrinth. 10 // l a b y r i n t h [SH2_W10] -======---=-====-----==-====----=-=====----=-==----=-=====---====-=-=-===- "James honey... Did something happen to you? After we got separated in that long hallway?" Welcome to the beginning of a potentially very confusing maze of hallways and ladders. Hold onto your butts, pay close attention, and you just may make it through this one. First Pathway ------------- As you can see, the doorway directly across from the entrance to the Labyrinth is blocked by wires, and a ladder is visible behind it. Your goal is to find a tool to cut the wires. Since there is no official map for this maze of an area, James will have to draw his own as he goes. The Flashlight must be on so that James can see and draw the map, however. Head left to encounter two Lying Figures walking around. Consider killing them now to make it easier when you come back later. Pyramid Head's Lair ------------------- If you're interested in a new weapon (I'd say it's worth it even if it's not super practical) then take the left path and go down the northeast ladder on the map, or the one directly across from it (they both lead to the same area). Be careful down here because Pyramid patrols the outer walkway! This appears to be his lair. If you do bump into him, just turn around and head the other way since the path forms a full circle. Anyway, head out into the outward path and circle around until you find the short path leading inward, and pass through the door to the center room. Find the ominous GREAT KNIFE on the bloody table, as well as the two packs of SHOTGUN SHELLS beside it. If you want to try out the Great Knife, do note that it's extremely slow to swing due to its size and weight, and James must drag it behind him while moving so it's not very practical. But it is a pretty cool novelty to steal Pyramid Head's most noteworthy weapon. Nothing else is in here but scenery. Brace yourself, exit the room and head back up one of the ladders to the main area you came from. Getting the Wire Cutters ------------------------ Now follow the west path around the corner and this time follow the path to another ladder, ignoring the right path. Move down the ladder and blast the two Lying Figures out of your way down here. Head up the other ladder in the watery corridor to find a weird box with a bunch of faces on it. Move around to the other side to examine it. t h e b o x o f f a c e s -------------------------------------------------------------------------- When you first attempt this puzzle, you'll likely find yourself totally confused as to just what the hell you're doing, but it starts to make sense as you learn it and observe things closely. Firstly, looking at the odd cube in the center of the room, it contains several faces of different colours and can be rotated in almost any direction. You also may or may not notice a doorway along the indentation in the wall behind it that leads to a boxy, metallic room with door outlines all around it. If there is no doorway there, move the box around and it should appear. The doorway may also disappear if you move the box. After investigating the cube in the main room and the large metallic room, you'll notice that whatever you do to the cube, the same thing is done to the metallic room. If you turn the cube 90 degrees to the right, the room will turn 90 degrees to the right exactly like the cube. This is where the positions of the doors come into play. Normally the doorways are dead ends unless they are positioned in the right spots. The idea of this puzzle is to create a doorway on the other side of the room, directly opposite the entrance, while also keeping a doorway that allows you to enter the room itself. So you will need to think ahead and locate two doorways directly across from each other in the large metallic room and find a way to line those up with the entrance and exit, using the box of faces in the other room. If you cannot see any potential solutions on the walls or floor, flip the box up or down accordingly to see what else there is. Easy/Normal Riddle Level have preset solutions that will work every time, while Hard/Extra is randomized, but the box still operates in the exact same fashion. Do take note that you cannot make certain movements on the cube due to the axis it rotates from. The yellow and green faces can face any direction (left, right, up, down), while the red and blue faces can only face up or down due to the axis. Take this into account when figuring out a solution. EASY/NORMAL: Here there is always the same potential solution that works both ways. Inside the metallic room you will see two doorways across from each other. Go to the box and turn it accordingly to line those doorways up to the entrance and exit. Those solutions are: 1. Green-eyed upside-down face 2. Yellow-eyed upside-down face Each of these faces represents one of the doorways and they are on opposite sides, thus they work interchangeably. Once you turn the box to one of these faces, a doorway will open up at the entrance and exit of the room on the other side. You're finished here. HARD/EXTRA: On Hard and Extra, the solution is randomly selected each time, so you'll have to use the manual method by searching for a spot in the metallic room with two doorways on opposite sides. Rotate the box in correspondence to these two doorways so that they align with the entrance and the exit on the opposite side. If you can't see any workable solutions on the walls or floor then rotate the room accordingly and check again. Once you align two doors properly, you'll notice the doorway and staircase at the other side of the metallic room. If you want to go for the hit or miss method, feel free to do so. There are twelve possible faces on the cube and if you try them all you'll eventually come up with the solution that puts a doorway and staircase at the other end of the metallic room. Refer to below for all possible solutions. The colour of each face is stated, along with all the possible directions each one can... face. Yellow Eyes - up, down, right, left Red Eyes - up, down Green Eyes - up, down, right, left Blue Eyes - up, down -------------------------------------------------------------------------- Once the two doorways are opened up in the metallic room, head down the staircase at the other end. Get ready for quite the surprise down here... Looks like we'll have to find another way to the other side. Head back up the staircase to the box of faces and you should now hear electrical sounds and notice sparks coming from the breaker box by the ladder. Take the convenient WIRE CUTTER stabbed into it, which will help us cut the wires from earlier. Head back down the ladder and up the other one at the end. Cutting the Wires ----------------- Follow the path and take a left around the corner, then move forward to the wall and around the left corner to meet the doorway blocked by wires. Use the WIRE CUTTER from your inventory and move down the ladder. First Watery Corridor and Upper Hallway --------------------------------------- Follow the watery corridor past the Lying Figure and move up the ladder down the first right path. Follow the hallway to the right and down another ladder. Yes, there will be a lot more of this kind of navigation. Hang in there. Second Watery Corridor and Upper Hallway ---------------------------------------- This room is shaped like a square with an angled corner, leading to another opening and ladder at the opposite corner from where you start. Take either path past any Lying Figures and move up the ladder. Quickly blast the Lying Figure in front of you up here and follow the corridor. Take the right path, move left around the fence (ignoring the Lying Figure to the right), and go down the ladder at the end of the pathway. Third Watery Corridor and Upper Hallway --------------------------------------- Watch out for the Lying Figure just offscreen, and follow the path around the corner. Take the first left, move past another Lying Figure, and go up the ladder at the end. Quickly eliminate the two Lying Figures in front of you and get the HANDGUN BULLETS by the ladder you came up. Move down the hallway and go down yet another ladder at the end on the right. Just a little bit more... Fourth Watery Corridor and Upper Hallway ---------------------------------------- Down here, simply take the first left immediately ahead and go up the ladder there. If you choose to keep exploring down here instead, you can grab two packs of HANDGUN BULLETS up the other ladder in the more open area of the path which circles back onto itself, but be aware that Pyramid Head patrols the waterways here, albeit quite slowly. But anyway, up the first ladder on the left, we can take a break from the up and down madness and read a blood-soaked newspaper that's partially illegible. You may or may not be able to put it together that this article is quite relevant for a certain character, and we're about to delve even deeper into it. Be sure to use the SAVE POINT on the wall since a boss fight is just ahead. Pass through the door and equip the Shotgun if not using it already. Continue down the path, and you may notice many papers on the ground with today's date according to James. Nearing the door ahead, you'll hear a woman scream. James runs ahead and enters the right room. Inside, James finds himself in a very peculiar room with a lot of subliminal imagery, and notably Angela in the corner along with a creature called the Abstract Daddy. It's time for a boss fight. b o s s : a b s t r a c t d a d d y =====-----=====-----=====-----=====----=====-----=====-----=====-----===== First of all, this is a very small room without much space to avoid the enemy, so you might find yourself having trouble manipulating your character efficiently. If using 3D control (tank controls), be sure to utilize the strafe buttons to move side to side and avoid the Abstract Daddy along with regular forward movement. If still having difficulty, feel free to try 2D control to free up your movement in any direction, but normally I would recommend just keeping 3D if already using it. Right when the fight starts, back into the left corner and fire two Shotgun rounds at the creature. It's ideal to actually allow the creature to get somewhat close to you before firing the second shot, which knocks it down. This will give you more space to safely strafe and run along the right wall past it to the other corner. There, pump two more shots into it asap before it gets too close, and try to escape around it along the right wall or the left by Angela, whichever offers more room (again by strafing first). From here, just repeat the strategy, always allowing the creature to move deep into the far left corner before downing it to offer you as much time and space to get to the other corner and knock it down again there before it gets too close to you, since it's more crowded there. Don't bother shooting the creature when it's on the ground as it will inflict no damage and just allow it to sneak closer to you. Just repeat the strategy above and the battle will end rather quickly. [ABSTRACT DADDY'S ATTACKS]: The Abstract Daddy has one attack, which is lumbering and lifting its bed frame over James' head while mauling him. The range of this attack can be rather surprising, so stay as far away as possible. Even so, this is a very small room so don't be too bothered if he grabs you a couple times, but it is avoidable with the above strategy. If looking for an alternate strategy on Easy, you can pull out the Great Knife right away and end the battle with one executioner swing (while holding R2, press and hold X firmly to deliver this blow). I wouldn't recommend this on Normal or Hard though, since there just isn't enough room and the creature is very quick. On Normal, it should take eight Shotgun blasts to defeat the creature, or six on Easy and ten on Hard. So it's not a very difficult boss fight, although it can be hard to avoid getting hit since it's such a small room. Either way, a cutscene will play when the monster is defeated. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== You may already have had some idea about Angela's past, but things should be very clear by now, sadly. After the fight, Angela leaves the room and runs away. Do the same and move through the other door at the end of the hall. Unlocking the Handcuffed Gate ----------------------------- If you continue through the door at the end of this hallway, you'll find a pair of handcuffs attached to the lifting exit gate. So take the time to investigate the two rooms in this corridor. Upon examination, you will find one room with six corpses of men who were hanged and a room with six empty nooses that can be pulled down. It's time for another creative puzzle. f r e e t h e i n n o c e n t m a n -------------------------------------------------------------------------- The first thing you'll want to do is examine the two signs on the fence in the room with the six nooses. They should give you a clue as to what you have to do. The small sign is the same on all riddle levels and reads as follows: "Only the sinless one can help you here. Mistakenly pull on a criminal's rope and your reward will be returned to you in a shape most wondrously strange." Six men were hanged and their corpses remain in the first room, each with an identifying plate over his head. Five of them were guilty while one was actually innocent. In addition to the smaller instruction sign in the noose room, you will find an in-depth riddle on the larger sign beside it that is the key to solving the puzzle. The idea is to determine which of the six hanged men was actually innocent by deciphering the riddle. Then you must locate that man's corpse in the corpse room, using the identification cards on their front sides. Then you must note the location of that corpse in respect to the other men and move to the noose room, where you must pull the corresponding noose in the same position relative to the other nooses. Upon doing so, a key will appear in the corpse room in the place of the innocent man. The innocent man will be different on each riddle level, however it will always be the same on those individual riddle levels. Despite this, the positions of the corpses and thus the correct noose will be randomized each time. Depending on your riddle level, six of eight different criminals will appear in the corpse room. These are: Kidnapper - one who steals a human being Bodily Injurer - one who causes physical harm or injury Arsonist - one who maliciously sets fire to property Counterfeiter - one who copies with intent of forgery Thief - one who steals, especially by stealth Swindler - one who cheats or defrauds of money or property Embezzler - one who takes money for own use in violation of trust Murderer - one who brutally kills another The same six will always appear on each individual riddle level, but some will not appear in other riddle levels. Now we can move on to the meat of this puzzle, the riddle on the larger sign in the noose room. This will be different on each riddle level and will require its own deep examination for solving. Refer to below for the riddles and in-depth solutions. EASY: "He committed an evil crime. He turned a happy home into a pile of ash. For that, he should die. They also committed crimes. They tried to fraud and trick others. So their reward too is natural. Even he cannot be forgiven, My friend without his left hand. And so his death bothers me not. And what of him? He also is not sinless. There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt. His death was a tragedy. That is all I wish to say. It was neither justice nor retribution." "He turned a happy home into a pile of ash" is very clear. The arsonist is guilty. "They also committed crimes. They tried to fraud and trick others" describes three of the six accused men -- the counterfeiter, who tricks people with fake money or other items, the swindler, who defrauds of money or property, and the thief, who sneakily takes what is not his. They are all forms of fraud or trickery, and as described they are all guilty. "Even he cannot be forgiven, My friend without his hand. And so his death bothers me not" describes the bodily injurer, who causes harm or injury to another but not murder. So the bodily injurer is also guilty. Then there's the final accused man: "There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt." The kidnapper is the innocent man. NORMAL: "Dead men, dead men swinging in a tree How many dead men do you see? Tongue turned blue and face gone grey Watch them as they twist and sway The first one killed the butcher man Then cooked him in the frying pan Served him to his hungry guests And gave them seconds on request The next one with his smile and sweets Stole poor children off the streets To men who dressed unsavory He sold them into slavery Breaking into home at night The thief he had a nasty fright Filled his foolish head with ale Woke in the morn in the county jail The artist with his daunting skill Tried his hand at painting bills But caught in rain he was undone When the ink he'd use did start to run With promises of great return Taking gold he did not earn Bundled it up out of sight Quietly slipped off into night Three houses into ashes burned The sheriff with no place to turn Did spy a stranger to his town Locked him up and beat him down Dead men, dead men swinging in a tree How many dead men do you see? Six feet long and six men wide Round their necks the noose be tied" After a fantastic introduction, our first clue is found in the second paragraph. "The first one killed the butcher man" refers to the murderer, who is certainly guilty. The rest is a nice little verse with more details but we already have the answer. "The next one with his smile and sweets Stole poor children off the streets" obviously describes the kidnapper, so he's guilty too. "Breaking into a home at night The thief he had a nasty fright" is also painfully obvious, making the thief guilty. "The artist with his daunting skill Tried his hand at painting bills" explains that an artist made counterfeit money, making him the counterfeiter and therefore guilty. "Taking gold he did not earn" is the crime of embezzlement. Perhaps he worked at a bank with access to the gold in the vault. Either way, the embezzler is guilty. That leaves us with five guilty men but one more potential criminal, the arsonist. "Three houses into ashes burned; The sheriff with no place to turn Did spy a stranger to his town; Locked him up and beat him down". There is no proof that this poor man committed the crime and the sheriff only assumed he did. Therefore the arsonist is the innocent man. HARD: "I do not wish to die. But tomorrow I will climb the thirteen steps. Please someone - answer me, Why must I die come the morning? The man imprisoned beside me believed me. "Because they're all insane, that's why," he said. Of course I know his opinion will change nothing. "Now you know why I struck out at them," he muttered. The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true. But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true. The man who was hung today did not answer. "They'll kill me either way," he said. He was caught embezzling public money, so he hasn't any hope for mercy. The man who is always quietly smiling to himself said "I am happy for I will soon be with her." I do not wish to die. I long only to return home. But I know it is not to be. Though I have done nothing, this crime has been thrust upon me. Someone save me. This is not judgement. They are bloodthirsty and I am their sacrificial lamb!" Half of this riddle is very clear and half may take deeper examination. Let's go in order again, and note that the author appears to be one of the six accused men. The third paragraph, which describes the first accused man, is quite difficult to understand. The man imprisoned beside the author of this riddle told him the reason he'll die come the morning is "Because they're all insane, that's why. Now you know why I struck out at them". The key here is the word "struck", which means to hit sharply, as with the hand, fist, or some form of weapon. This seems to describe the bodily injurer, who must've attacked and injured one or more of the prison guards while already in jail for another crime, or perhaps he even refers to everyone in the outside world after attacking someone. Either way, the bodily injurer is guilty. "The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true." This next man sold "dreams" to people. Dreams that didn't come true. So he stole their money while giving promises of great return. This is the crime of swindling, so the swindler is guilty. "But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true." This clearly describes the kidnapper, who stole children, so he's guilty too. In the next paragraph, the answer is given to you. In the third line we're told, "He was caught embezzling public money so he hasn't any hope for mercy." Crystal clear -- the embezzler is guilty. "The man who is always quietly smiling to himself said 'I am happy for I will soon be with her.'" This paragraph while not exactly direct should still make some sense. This matches the description of a crazy murderer, likely who killed his wife or a woman close to him whom he now misses and can't wait to see again in Heaven. But perhaps he's going somewhere else... Why did he kill her if he can't wait to see her now? Well, ask the crazy murderer, not me. Either way, the murderer is guilty. The key to this riddle is in the last paragraphs, and we've already determined the five guilty men. "Though I have done nothing, this crime has been thrust upon me", says the author of the riddle, who is the sixth and final hanged man. But how do we identify this innocent man? What was the crime he was accused of? Check the face plates in the corpse room to find the only unaccounted-for criminal is the counterfeiter. By process of elimination, the counterfeiter is the sacrificial lamb and innocent man. EXTRA: "We may visit death upon the head of the sinner but to what avail? In the name of retribution, we took part in a bitter comedy this day. You, hanging as you do, by your neck, Unforgiven and cursed by all. Five of them committed crimes, six went out for a drink and were captured there. Only one of them was innocent, but they knew not that. The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void. The white bandages stained with crimson, The remains upon the scorched black earth, The whispered cries of the maiden. They are but a meaningless contract. They are also signs of guilt. But one of them was done without reason. It was done out of fear and a ripe imagination. Spinning alone at the end of a rope, it is nothing less than a disgrace to us all." The first five paragraphs serve as a set up, however the sixth paragraph, "The bloodstains remaining are proof of their guilt", hints that the evidence of the crimes proves the guilt of the corresponding accused, or perhaps it just hints at the bodily injurer and murder crimes. So let's continue. "The white bandages stained with crimson" brings two crimes to mind: bodily injury and murder. However bandages don't belong on a dead person as they will do nothing, so it has to be bodily injury. "The remains upon the scorched black earth" is very clearly describing the remains of a fire, which burns and turns things black. Arson. The next phrase, "The whispered cries of the maiden", describes an unmarried woman trying to scream, but all that comes out is a whimper or a whisper since she's terrified. If you've ever had a dream where you tried to scream but couldn't, you should be able to understand. This definitely describes the crime of kidnapping. "They are but a meaningless contract" is a bare sentence adding onto the three crimes already mentioned and its meaning is deep inside, so you really have to think about it. It may not even appear to be referring to one of the criminals at first glance and rather just back to the first three, but it is the only sentence that seems to tackle the following crime, so let's break it down. A contract is an agreement, but it is meaningless if you're not going to follow it. So far the unspoken crimes are thievery, murder, and swindling. Swindling is cheating or defrauding of money or property, and this phrase could be interpreted as breaking a contract, potentially to illegally obtain money or property through deception. So the swindler fits here. The next paragraph, "They are also signs of guilt", confirms our earlier suggestion that the evidence of the crimes indicates the guilt of the corresponding criminals. So the bodily injurer, arsonist, kidnapper and swindler are certainly guilty. The second last paragraph isn't that clear either, but it's a bit easier to follow. "But one of them was done without reason. It was done out of fear and a ripe imagination." Without reason, eh? We only have thievery and murder left. Can you steal something out of fear and a ripe imagination? I mean, who knows, but it doesn't really make sense, does it? But could you kill someone out of fear? Absolutely. An example would be self-defense. Elaborating, the ripe imagination could be from this person thinking they were going to be killed by the other, perhaps jumping to extreme conclusions to arrive there, so they thought it was kill or be killed. Either way, the answer here is murder, making the murderer guilty. Only five of the six men have been mentioned in this riddle, so what's this all about? What about the other guy? Well, we've determined which five men are guilty, so that leaves the final accused as the innocent man. The only unaccounted-for accused in the corpse room is the thief, who was never mentioned in the riddle, and thus he is the innocent man. --- Once you determine the innocent man, locate him in the corpse room. Full solutions are above, but for quick reference these are the innocent men for each riddle level: Easy: Kidnapper Normal: Arsonist Hard: Counterfeiter Extra: Thief Note the innocent man's position out of the six men by reading the face plates, then head over to the room with six empty nooses. Here, find the noose in the same position as the innocent man in the other room in respect to all the nooses. Then move up to it and press X to pull it down. Do not pull any other ropes as this will undo your answer. If you do pull the wrong one first by accident, just pull the correct one after. Now head back to the corpse room. If you pulled the correct noose in the other room, the innocent man will now be gone in this room and in his place will be the KEY OF THE PERSECUTED. If you pull an incorrect noose in the other room, there will be two Lying Figures in the corridor connecting the two rooms each time you do so. This would be your reward "in a shape most wondrously strange", as described on the sign in the noose room. If you don't kill them and pull another incorrect noose, a third Lying Figure will appear in the corridor, but that's the maximum number that will appear at once. Make sure you do the puzzle correctly the first time to avoid this. -------------------------------------------------------------------------- After picking up the key in place of the innocent man, exit the room and go through the door at the end of the corridor. Run to the lifting gate at the end of the corridor and use the KEY OF THE PERSECUTED in front of the handcuffs to uncuff them, then James will lift the gate. Beyond the Gate --------------- Pass under the lifted gate, move down the ladder and follow the path to the white door straight ahead since the gate down here is locked. Through the white door, a cutscene will play and James will shortly leave the room on his own. [NOTE ON TRYING TO RE-ENTER THIS ROOM]: If you try to re-enter this room and/or how much you try it may influence the outcome of the ending at the end of the game. I suggest you just play normally and move on, but feel free to check the Endings section of this FAQ for more information once you've completed the game at least once. After James leaves the room, the nearby gate is now open... Proceed through it and up the latter at the end of the corridor. Catacomb -------- Take the FIRST-AID KIT on the floor atop the ladder, then follow the corridor to enter a small catacomb. In here you'll find three boxes of SHOTGUN SHELLS -- one near the southwest corner, one in the southeast corner and one in the center to the north -- and an AMPOULE in the northwest corner. There's also a SAVE POINT on the grave to the east, which I recommend using since a tough boss fight is just ahead. If you examine the graves in this area, you'll notice a few familiar names. Remembering the Wood Side garbage chute article, Water Sullivan's name is etched in one of the graves. There's also a "Miriam K.", which is a different last name than Miriam (and Billy) Locane from the same article. Freakiest of all, there are also gravestones for Eddie Dombrowski, Angela Orosco, and James Sunderland himself. Further, you'll notice the dug grave in front of James' gravestone is quite deep, and you must jump into your own grave to advance through the game. Once in your own tomb, continue down the stairs and follow the long pathway. Move through the door at the end to meet up with Eddie in a meat freezer. His psychotic nature has escalated even more from the last time you met him, so it's time for another boss fight. Interesting that Eddie chose to jump down into James' grave rather than his own, by the way. b o s s : e d d i e =====-----=====-----=====-----=====----=====-----=====-----=====-----===== Unfortunately, Eddie has gone mad and you'll have to deal with him rather than running away. It's kill or be killed, so get started. This battle consists of fights in two rooms, first this small entryway and then it will progress into the larger main freezer. First Room ---------- There are a number of good weapons you can use in this first room, including the Shotgun and Hunting Rifle with their power, however on Normal and Hard the best method is clearly the Steel Pipe, which allows you to avoid being hit at all by Eddie if done right. With the Steel Pipe, use R2 and hold X tightly (to perform the overhead downward swing) right from the beginning to continuously bash Eddie over the head as he begins to rush you. He may look like he's about to hit you, but if done right he'll never get a chance as you'll be smacking him before he does so. This strategy is perfect for a no-hit performance on Normal and Hard, although Eddie moves slowly enough on Easy and Beginner that it throws off the timing a bit and you'll have to adjust your attack patterns. The other recommend strategy is the Great Knife because of its ultra power, requiring only one to three hits depending on your difficulty level. You can also perform just a single overhead executioner swing to send him to the next room in one hit (it may require an additional swipe on Hard). If on Beginner or Easy, go for a quick swipe finish him in this room, but try the overhead swing on Normal. I don't recommend this method on Hard since it's easy to get shot due to the weapon's slowness -- go with the pipe. Although melee weapons are honestly the way to go in this room, firearms can still be effective as well. The thing is though, Eddie will likely shoot you a few times due to his behaviour and the slow nature of the more powerful guns, along with the lower power of the Handgun. So do be ready to get in your heals in this case. With the Hunting Rifle, just start blasting him right away and you may be able to send him to the next room with a full clip or so. Always try to keep a distance away from him since the Rifle is very slow to use. With the Shotgun, getting a bit closer to Eddie to narrow the blast and maximize its power can be helpful. Eddie will also be more likely to punch you at this range rather than shoot you, but that's a good thing since it inflicts much less damage, and sets you up for another good shot. [EDDIE'S ATTACKS]: Eddie is a simple man and will either shoot you with his revolver, inflicting a lot of damage, or he will punch you at close range, doing minimal damage. The shots take around a quarter of your health away and are very powerful, while the punches really aren't that bad and only take a tenth or eighth of your health. So if you can position yourself near him so he attacks you that way rather than lethal shots, it's not a bad strategy. Again, I recommend the melee weapon strategies for Normal and above, but go ahead and try firearms for Beginner and Easy. Once Eddie takes enough damage, he will end the draw and run into the next room. Once he leaves, be sure to get the RIFLE SHELLS and the SHOTGUN SHELLS on the ground in this room. Reload all of your weapons if you need to and make sure your health status is strong. Then proceed to the second room. Second Room ----------- Now in the main section of the meat freezer, this room will start with another cutscene, delving deeper into Eddie's mindset. Then he will approach you and start the fight again. Note that there are giant racks of meat hanging from the roof in this larger room, so be sure to utilize them strategically to block potential shots from Eddie. Eddie will also behave the same way and use the same attacks in this room, but perhaps the more open space and cover allow for differing strategies. In this room, the Shotgun seems to work best. The Hunting Rifle can be effective with its longer range, but it's also very slow and Eddie will be more likely to shoot you while so far away. Instead, try to get all close and personal with Eddie and blast him with the Shotgun to deliver the most power. This way he will also try to punch you rather than use his revolver. After getting in a blast up close, try to quickly strafe away after so that he can't punch you, and if done right he'll swing and miss a lot of the time. Take the opportunity to blast him again, and whenever Eddie runs after you, keep using the strafing buttons to your advantage for an easier escape. Be sure to hide behind the meat racks and blast him when he comes near, or hide behind them to safely get away and then come back out and blast him if he's hanging around. Continue using this strategy. Another strategy that works fairly well is sneaking. Use some stealth and try to come up on Eddie from behind. Simply hide behind the meat racks so that Eddie loses track of you, then locate him through the racks and fire away. Alternately, if you do have the Great Knife it works quite well in this room too. You may take some hits due to its slow nature, but it's so powerful that it'll only take three swings to end the battle on Normal, or up to six on Hard. Using the first meat rack as cover, slice him through it on his initial approach. Track him as he keeps moving around after and get ready to swing early once he comes back. Feel free to reset on the other side of the meat rack or another one if it makes more sense due to his positioning. But either way, stand close enough to it so that he may punch the piece of meat instead of you from the other side. When Eddie starts hiding behind the meat racks, the fight is almost over and he knows it. At this point, one or two more good Shotgun blasts should kill him. The Shotgun is a little slow so this may make it difficult to hit him in this stage, so consider switching to the Handgun to finish him off with its faster firing speed and nimble handling. Find where he's hiding behind a piece of meat, let him run out and start firing away as you follow him from behind. Repeat this process until he dies. After taking enough damage, Eddie will fall to the ground and the fight will be over. But hey, he had it comin'! =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After the fight, head through one of the large doors on the opposite side from where you entered. 11 // t o l u c a l a k e [SH2_W11] ===---==-=====----=-===---=-=-=----======---===-=-=====---=-=====----=-=== "Mary... Did you really die three years ago...?" Boat Dock --------- So after all those holes, elevators and staircases, we somehow end up above ground right behind the Historical Society? Seems legit. Either way, we're very close to our goal. Continue along the dock to find a SAVE POINT on a barrel. Follow the dock around to the left to find a boat. Note the faint light in the distance and get in the boat. James will row away from the dock in a brief scene, but then you will take over. It is now entirely up to you to row yourself across Toluca Lake through the immense fog. Once in the boat, if you turn to the right you'll see a shining light through the fog, which seems to be a lighthouse. That is your destination. [NOTE ON BOAT CONTROLS]: On Beginner, Easy or Normal Action Level, the D-pad buttons will control the boat. Hold up to go forward and left and right to steer. Note that left and right will perform large turns while up/left and up/right will allow you to make minor adjustments while keeping forward momentum. Very simple. However on Hard, you must use both analog sticks to control the boat. To move forward, simultaneously turn the left stick counter-clockwise and the right stick clockwise. This essentially imitates the same motions that James performs while rowing the boat. To steer left, rotate both sticks clockwise simultaneously, or counter-clockwise to turn right. Note that while James may glance around and not quite look like he's rowing in some cases, the controls are always working. Rowing Across the Lake ---------------------- Now that you know how to control the boat, get moving. First, steer to the right until you spot the light ahead. If you overshoot it a bit, countersteer and keep the boat facing that light. Now head directly for it. At full speed you should reach your destination in about a minute, but maybe a bit longer if you're having to correct or having other struggles. Once you reach the light, James will dock the boat and step out onto the dock near the Lake View Hotel. Make sure you aim directly at the light as James will not dock if too far to the side. North Shore ----------- Finally, there she is: the great Lake View Hotel. From the dock, follow the path and head up the stairs to the courtyard of the hotel. Searching the area, you'll find the "LITTLE MERMAID" MUSIC BOX on the left fountain. Deeper into the courtyard, you'll find stairs and the back entrance of the Lake View Hotel. Take a deep breath and enter through the double doors. 12 // l a k e v i e w h o t e l [SH2_W12] ---==-=====--=-=-=====---=-=-=====-=--====-=-=-======--=-====---=----==--= "Waiting for you..." First Floor ----------- It's been a long ride but we've finally arrived at our special place. Just inside you'll find the HOTEL MAP (FOR GUESTS) on the bulletin board to James' left. He notices a message -- "Waiting for you..." -- written in the box of room 312 on the map, the room he and Mary stayed in three years ago... Could Mary really be here? As a side note, go ahead and examine the Letter From Mary in your inventory for a bit of a surprise. Additionally, now is a good time to switch over to the Shotgun for the remainder of the game, although feel free to use the Handgun on weaker enemies if low on ammo. "Lake Shore" Restaurant ----------------------- Enter the "Lake Shore" Restaurant from the hall and check over by the tables to grab the "FISH" KEY that someone was ready to eat. Head for the exit for a surprise cutscene. Turns out Laura is here and she's a lot more friendly this time. Laura hands James LAURA'S LETTER, adding more context to the story along with some questions. Laura hints at another letter but appears to have lost it, so she leaves in a panic to find it. With Laura gone, examine the piano for a funny little anecdote about Mary, then exit the room. Back in the hall, you'll hear something menacing moving towards you. There are two Abstract Daddy creatures out here and they're coming from James' left. Grab a hold of something, bite your lip, and blast away at the first one before it gets too close. Quickly kick it to finish it off and murder the other one as well. Thankfully they're not as tough as the earlier boss and only require two well-placed Shotgun blasts on Normal. Storeroom --------- Before entering the lobby, you'll find another unlocked room in the corridor, which is the Storeroom (unmarked grey area on your guest map). Inside, take out the Mannequins and enter the smaller room through the doorway at the end of the hall. Get the RIFLE SHELLS on the boxes and the three boxes of HANDGUN BULLETS on the shelf. You'll also notice toilet paper strewn on the floor. Hey, it's always good to know where the toilet paper is. Exit to the hall. Basement -------- Spotting the stairway leading down in the center of the hall, head down to the basement. Make your way right past the two Mannequins and grab the can of THINNER in the open elevator. You may notice the Venus Tears Bar is locked, so you can bet you'll be back here later. Now head back upstairs and enter the Lobby through one of the two large doors by the stairs. Lobby ----- Here you can find a SAVE POINT on a chair in the northwest corner. You may also notice a large music box player standing by the stairs, but we only have one of three music boxes for it now. Remember it for later. Head to the Reception desk to find a note on the counter about James' videotape that he left here years ago. It says the tape is in the first floor Office. You won't find an Office on your guest map, but there is a large empty space at the east -- it must be somewhere over there. Enter the small Reception through the single door by the counter and you'll notice something glinting in one of the key boxes. Examine it to get the KEY TO ROOM 312 (called KEY TO HOTEL ROOM 312 in your inventory). Well, that was easy... Are we ready to go there already? Second Floor Midwest Corridor ----------------------------- Now finished on 1F, head up to the second floor via the large staircase in the Lobby and move through the west doors to the small midwest corridor (or just take the slim staircase up from the previous hall). Out of curiosity, if you head up the slim staircase to 3F, you'll find a locked gate blocking your entry to the hallway. Looks like you won't be reaching room 312 anytime soon after all. Do listen intently for something subtle as you walk away from the gate if you do go up there. In the midwest 2F corridor, enter the Cloakroom to find a FIRST-AID KIT on the counter. Grab the two packs of SHOTGUN SHELLS and two packs of HANDGUN BULLETS on the shelves. You'll also find a locked briefcase on the counter by the wall, which is unlocked with the "FISH" KEY. Take the KEY TO HOTEL ROOM 204 inside and leave the room. Grab the two boxes of HANDGUN BULLETS on the small semi-circle table by the window at the end of the hall, then enter the Reading Room. Inside you'll find SHOTGUN SHELLS on the left shelf ahead, more SHOTGUN SHELLS on the shelf in the corner past the bookshelf, and a HEALTH DRINK on the table in the other corner. Exit the room. Second Floor West Wing ---------------------- Now head through the doors into the west corridor and take care of the two Abstract Daddies that come at you. Then enter room 204 with the KEY TO ROOM 204 (KEY TO HOTEL ROOM 204). Inside on the desk, take the EMPLOYEE ELEVATOR KEY. Keep looking around the room to find a hole in the wall that leads to the next room, 202. In 202 you will find a funny-looking briefcase that's locked, plus a ton of photographs on the bed as if straight out of a serial killer movie. Looks like it's time for another puzzle. t h e l o c k e d b r i e f c a s e -------------------------------------------------------------------------- As you can see, the locked briefcase requires a four-letter combination, and no, it's not Mary. The combination is random each time but it always makes up an actual word. You may notice there's only a certain selection of eight letters on each dial (from left to right): m e s p l a r n k x m l h v l k d u e e t p c a o o w t n i v r What you'll need to do here is spell the matching four-letter word that unlocks the briefcase. Examine the suspicious photos all over the bed and James will find one specifically of the briefcase's dial, but the combination is crossed out with black ink. If you check your inventory, you'll find a useful item. Use the THINNER to remove the ink on the photograph and reveal the combination. If you don't have it yet, it's in the open elevator in the basement. From playing this game several times, you'll notice a pattern in these random four-letter codes. It will usually be a dark, depressing or negative word, such as: damn dark dose down dull dust hell help kill lock lose love null over From the pattern, you should be able to sometimes determine the code yourself without even using the Thinner. You might also find it easy if you're good at arranging jumbled letters into words once you know the negative pattern. Once the combination is revealed, examine the case again and input the combination from the photo to open it. -------------------------------------------------------------------------- Once the case is open, grab the "CINDERELLA" MUSIC BOX inside. Now you have two music boxes, so you only need one more. Unlock and leave through 202's door and cross over to the mideast corridor from the lobby balcony. Second Floor Mideast Corridor ----------------------------- Grab the HEALTH DRINK on the semi-circle table to the left and the RIFLE SHELLS on the corner stand by the elevator. This isn't the employee elevator and it doesn't work anyway, but there is a greyed-out room on your guest map right here. Move to its door and enter with the EMPLOYEE ELEVATOR KEY. If you compare the first and second floor on your guest map, you are now above the greyed-out employee-only area on the first floor where the Office likely is, so taking the elevator in this room should lead right to it. First, use the SAVE POINT near the door if you need to, then get the two HEALTH DRINKS on the janitor cart. Figuring Out the Employee Elevator ---------------------------------- If you move inside the open employee elevator, an alarm will sound and you won't be able to use it. Check the panel in the elevator and James will find a note on weight allowance -- it explains that this elevator is only for one person. Even though James should classify as a single person, he is carrying a ton of heavy weapons and items, so perhaps that's what is causing the alarm. Back inside the room you will find a large shelf. After reading the weight allowance note, examine the shelf and James will comment that he could store his stuff inside it. When prompted, select "Yes" to put your items in the shelf. Now you must empty your entire inventory -- keeping even a single weapon or item will set the alarm off. Two exceptions to this are the Letter from Mary and Photo of Mary, which are seemingly light enough. On a related note, you might want to examine the Letter from Mary if you haven't since entering the hotel. [NOTE ON THE ELEVATOR AND SHELF]: You must enter the elevator, check the panel and read the note on weight allowance before you can use the shelf. Otherwise James won't understand what's the issue or realize why he needs to use the shelf. Once you've emptied your full inventory onto the shelf, head back in the small elevator. Only the 1 button works here, so use it to head down to our destination. First Floor Employee-Only Wing ------------------------------ Feeling a little vulnerable without any weapons, grab the HOTEL MAP (FOR EMPLOYEES) on the noticeboard just outside the elevator, which is a map of the entire hotel unlike your guest map. You can see the Office is directly connected to this hallway, so that's a good start. Before heading there, enter the Pantry in the southern part of the corridor. Inside, find and take the hard-to-see "SNOW WHITE" MUSIC BOX on the shelf to James' right. You may get a chuckle out of the apple beside the music box if you're familiar with the Snow White fairy tale, and we'll actually get into that fairly soon since you now have all three music boxes. Exit the room. Now enter the Office near the elevator. Find the open safe and take the VIDEOTAPE and CAN OPENER inside. Exit the room, and for more ammo enter the Employee Lounge just north and get the two packs of RIFLE SHELLS on the fridge. If you check the whiteboard in the room, James will comment that it was last updated one year ago... Interesting. Exit the room. The employee elevator won't budge anymore, so use the stairwell right by the Office to reach the basement and find another route. Employee Basement ----------------- Inside the corridor you'll notice your first threat since ditching your weapons, and you won't hear any static cause you don't have your Radio. It's a narrow corridor so you will need to push your way past the Mannequin -- run at the tiny gap between it and the wall to push it most efficiently and you should easily avoid being attacked. Past the first Mannequin, enter the Boiler Room to James' left. Here, take the FIRST-AID KID on the ground and the BAR KEY hanging on the other side of the boiler. Exit the room and prepare for your second session of Mannequin pushing. Once past, enter the Kitchen. In the Kitchen you'll find two HEALTH DRINKS on the back shelf and another HEALTH DRINK on the right kitchen counter. You can also find a large tin can at the corner of the counter. What's inside? Well, use the CAN OPENER you found in the Office to find out. Ah, it's light bulbs, of course! James will take a LIGHT BULB because why not? Continue through the other door here to enter the Venus Tears Bar. Since you have the key, head around the bar to the exit. James will comment that it's too dark to find the keyhole. You just don't realize how useful the Flashlight is until you don't have it anymore... But fear not, there is a lamp on the edge of the bar pointing right at the door. Approach it and insert the LIGHT BULB from your inventory, and voila, let there be light! Now exit the bar with the BAR KEY. Retrieving Your Items --------------------- Back in the guest portion of the hotel, you'll find yourself in a familiar place, the basement hall where you found the Thinner earlier. Your next task is to recollect your inventory so you can use the three music boxes in the Lobby. So head up the stairs to the first floor. The quickest way to the Employee Elevator Room is through the Lobby, up the stairs and through the east double doors. Once in the 2F mideast corridor, you'll be greeted by two menacing Mannequins looking for trouble. They heard you were pushing their buddies around back in the basement. Before things get too rowdy, enter the Employee Elevator Room and reclaim all your items by examining the large shelf. Ah... it feels nice to have weapons again. Exit the room, and sadly the Mannequins will be gone so you won't be able to get your revenge. Getting the Music Box Player Working ------------------------------------ Now that we collected all our stuff, we have the two original music boxes we found earlier plus the one from the Pantry in the basement. Pass back through to the Lobby and descend down the stairs to the large music box player. It's time to solve another puzzle. m u s i c b o x p u z z l e -------------------------------------------------------------------------- The idea of this puzzle is to make the large music box play music in the correct tune so that the turntable spins, revealing an item on the other side. If you make it play music as is, it will sound terribly out of tune because it requires six music boxes placed in the correct spots on the turntable, and three of them are missing. The other three are on the other side of the turntable, out of sight for the moment. If you examine the three open slots, you'll find an inscription written in each, differing per riddle level. What you need to do is read the inscriptions and solve the short riddles to correctly place the three music boxes in the correct slots. Refer to the riddles and their solutions for each difficulty below. EASY: All three slots contain the same inscription: "When the Lost One is returned the sour note shall turn sweet" There's no real puzzle here. These inscriptions just tell us that when the three music boxes are placed in the player, the music will play in tune. Therefore it doesn't matter which boxes go where. Place the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX and the "SNOW WHITE" MUSIC BOX in the three slots in any order. NORMAL: This time, each of the slots have different inscriptions which describe the corresponding character on each music box. In order from left to right, they read as follows: "Seat of the Princess who fled at midnight." "Seat of the Princess who awoke from death." "Seat of the Princess who spoke no words." This is a rather easy puzzle and only requires basic knowledge of the Cinderella, Snow White, and Little Mermaid fairy tales. Cinderella was the princess who fled at midnight, and she also left a shoe. It was her fairy godmother who turned her into a princess, allowing her to visit the ball where she met and danced with the prince. But she was warned that the spell would wear off at midnight. When the clock struck 12, she remembered this and rushed to her carriage as quickly as she could. Thus the "CINDERELLA" MUSIC BOX goes in the left slot. Which princess awoke from death? That would be Snow White. After she ate the poisoned apple from the Queen, she was put into a deep sleep thought to be death. However the Seven Dwarfs couldn't bear to hide her beauty and bury her. A prince then found her, and depending on the version of the story, a piece of the poison apple became dislodged during transit of her body, or it was the kiss of the prince that brought her back to life. So the "SNOW WHITE" MUSIC BOX goes in the middle slot. Lastly, the princess who spoke no words was certainly the Little Mermaid. A mermaid princess named Ariel, half woman and half fish, saved a prince from drowning and began to fall for him. A sea witch named Ursula offered her human legs in exchange for her voice, which she accepted in the name of love, and thus never spoke. Therefore the "LITTLE MERMAID" MUSIC BOX belongs in the right slot. HARD/EXTRA: This time the inscriptions delve a little deeper into each fairy tale. From left to right they read: "Twas shameful greed did stain her shoe with blood." "Even so, I still want to believe that she was happy." "Beauty - Both a blessing and a curse thou be." Let's look at the first one. The word "shoe" sort of gives it away here, but the part about blood may understandably raise an eyebrow. There are apparently over 3,000 versions of Cinderella and some are certainly more PG than others, but this one hearkens back to earlier versions of the fairy tale, which are much darker than the pop culture version. In all versions, Cinderella ultimately goes to the ball, dances with the prince, runs off when midnight strikes and loses her shoe. The prince then sets out to find out whose shoe it was, or rather who was the beautiful young lady he danced with, by getting all the young women he could find to try it on. This brings him to the house of Cinderella and her two step sisters. In the children's story, the first step sister's foot is much too long and the other's much too wide, leading to Cinderella trying it on with a perfect fit. Earlier versions of the fairy tale however, take a darker turn through this part of the story. The stepmother, desperate for one of her daughters to marry the prince, hacks off the first step sister's big toe for the slipper to fit. It does and she leaves with the prince, but some birds cry out that there's blood in the shoe, which is also too small, and that the right bride is still at home. Next, the stepmother hacks off the heel of the second step sister and the slipper fits her, but the birds warn the prince again. Upon returning to the home, Cinderella finally tries on the shoe and it fits perfectly without any gruesome modifications, since it's hers after all. As for how this applies to this riddle, it was indeed shameful the stepmother's greed for the prince's riches did stain Cinderella's shoe with blood. With that, the "CINDERELLA" MUSIC BOX belongs in the left slot. The second inscription is very vague, but upon deeper examination it describes the Little Mermaid. Ariel had the finest, most beautiful voice of all mermaids and humans. She saved a prince from drowning and began to fall for him. A sea witch offered her human legs in exchange for her voice so that she could be a human and have the prince return her love. Ariel accepted her offer and thus became a mute. She did end up living happily ever after with the prince but at the cost of losing her beautiful voice. Even though she's now a mute, I still want to believe that Ariel was happy. Therefore the "LITTLE MERMAID" MUSIC BOX sits in the middle slot. The last sentence refers to Snow White and how beautiful she was. The Queen, Snow White's stepmother, was so obsessed with her beauty and would always ask her mirror who was "the fairest of them all", to which the mirror would always reply that it was her. But as Snow White grew older and more beautiful, the mirror eventually told the Queen that it was in fact Snow White who was the most beautiful. And the mirror could not lie. Upon this, the Queen ordered a huntsman to kill Snow White, but he could not bear to kill such a beauty and agreed to let her run off into the forest, where she'd find her new home with the Seven Dwarfs. Still hearing her mirror reveal Snow White as the fairest and thus still alive, the Queen tracked her down and managed to feed her a poisoned apple. Snow White eats the apple and falls into a deep sleep. Assuming she is dead but unable to bury her and her beauty, the Seven Dwarfs place her in a glass casket. Soon a prince stumbles upon her and agrees to take the princess to her proper resting place. On the way while transporting her body, a prince's servant trips and this dislodges a piece of the poisoned apple inside Snow White, and thus she returns to life. In other versions this is more romanticized and it is the prince's kiss that brings her back to life, but either way the result is the same. The story goes on but that is the essential resolution and gives us the full context for this riddle. Beauty was both a blessing, as Snow White was so beautiful to everyone around her, and also a curse in that the Queen attempted to kill her. This puts the "SNOW WHITE" MUSIC BOX in the right slot. --- With the three music boxes in the correct locations, make the large music box play and it will do so in the correct tune, offering up a catchy little composition. The music box turntable will begin turning and then stop to reveal the other three music boxes that were inside it, along with a key on the middle box. If the music is still out of tune, you have the boxes in the wrong slots, so go back and figure it out. -------------------------------------------------------------------------- Finally Heading to Room 312 --------------------------- Take the HOTEL STAIRWAY KEY from the middle music box, and if you saw the gate blocking the third floor you'll know what this is for. It's time to head to the core of your special place. Head up the large stairway in the Lobby and through the west double doors. Then go up the slim staircase in the midwest hall and use the HOTEL STAIRWAY KEY to open the gate blocking the way. Now it's time. Approach room 312 and enter with the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312). If you missed the key, it's very easily found in a mailbox inside the Lobby's Reception. It's very quiet inside with nobody in sight. There's nothing really of note either, although there is a TV with a VCR beside it by the back window. Open your inventory and insert the VIDEOTAPE you found in the Office. Pay very close attention while watching this videotape as it reveals a very important event at the end. After the shocking revelation and a brief visit from Laura, a familiar voice begins emitting from James' radio. Just when I thought I was out, they pull me back in... Exit the room. 13 // n i g h t m a r e h o t e l [SH2_W13] =-=-======---==-=-=-----=-==-----==-====----=-====--=-=====----=-==--=---- "James. Where are you? I'm waiting. I'm waiting for you." Third Floor ----------- Out here you'll notice the hotel has taken a different form, all burnt and leaking water likely from the roof sprinklers or perhaps rain. If you've been paying very close attention, you may realize this is closer to the hotel's current state, rather than the earlier rendition mostly conjured from James' memory. You'll also notice your Flashlight won't work anymore, but we won't need it for the rest of the game. Anyway, there's a SAVE POINT down the hall on the door to room 313. Use the slim staircase to head back down to 2F once you're done in this mopey hallway of shattered memories. Second Floor ------------ If you check your map, you may notice some markings in a new purple marker rather than just the usual red. These purple markings work to show you which doors are inaccessible in the hotel's current state. Inside the Reading Room on 2F, you'll find a pair of headphones on the desk. Listen to them for an optional scene that helps fill in some of the gaps in the story. [NOTE ON CASSETTE RECORDING]: Examining the headphones and viewing the scene may affect the outcome of the ending received at the end of the game. I suggest just playing normally and watching the scene which is quite crucial in piecing together the timeline of the story, but feel free to read more information in the Endings section after completing the game at least once. Head over to the western 2F corridor when done here, and you may notice that certain doors in this hallway don't operate normally and will instead warp you to other doors in this hallway or the eastern 2F wing. The doors warp from and to the following: room 207 >> room 204 room 204 >> room 207 room 202 >> room 219 room 219 >> room 220 room 220 >> room 207 room 212 >> room 202 The idea here is to get to the east corridor of this floor, which is inaccessible through normal methods. The only door that will warp you there from this corridor is 202. So attempt to enter 202 to warp over to the east wing in front of 219. No rooms are actually open here and some will just warp you back, so don't bother with any more room doors. From the east corridor, get the two boxes of HANDGUN BULLETS on the window sill to James' left. Make your way south down the corridor and enter the next corridor to the west. In the small corridor, get the two AMPOULES on the semi-circle table by the elevator. The doors leading to the Lobby balcony won't open, but what do you know, the elevator now works. Step inside and ride down to the basement, which is the only button that works. Flooded Basement ---------------- As the elevator arrives and the doors open, you'll discover that the basement is completely flooded to about knee height. That may allow some Lying Figures to squirm through the water around you almost hidden, but just ignore and run past them, traversing as you normally would. Leave the elevator and enter the Venus Tears Bar on your left, past a sneaky Lying Figure underwater. In here you'll find five HEALTH DRINKS on the back ledge of the bar, mixed in with all the liquor bottles. Pass through the back door here to the Kitchen. There are two packs of SHOTGUN SHELLS on the counter to James' left and two packs of RIFLE SHELLS on the back shelf. Also by the fridge is a FIRST-AID KIT. Pass through the other door in the room to the employee hallway, and fortunately you'll have your weapons this time around. Navigate past the Lying Figure wandering through the water and enter the staircase through the blue door at the other end of the hallway. Suddenly in an unfamiliar place, James will meet Angela who eventually sets off and up the burning stairway. James can't follow her as the flames grow stronger, so the only thing you can do is leave through the door you entered. Now you find yourself in the real stairway, the one from your last visit down here. But what was that all about then? Well, you may notice that you yourself have already transferred from different-looking worlds to others. It appears that you experienced a brief overlap into Angela's world, offering you a look into what her sad nightmare is like. Anyway, move up the stairs and through the door at the top to the employee-only section of 1F. First Floor Employee-Only Wing ------------------------------ Once up here, you'll notice that the southern section of this area by the elevator is blocked off, but if you head around the staircase to the washroom area you'll find two AMPOULES on the heater. Find the path past the stairs that leads to the northeast and take it. Get the two packs of RIFLE SHELLS in the small alcove by the Manager's Office and continue following the path. Head through the door at the end and follow the unmapped grate path past two Mandarins, then go through the door at the end. In here you will find nine SAVE POINT squares on the far wall! Nine Red Squares. I think Team Silent is trying to tell you to save your game here. Just after this point are the final two bosses of the game, so I suggest you take the advice that the red squares are offering. Equip the Hunting Rifle and keep it ready for the rest of the game. Brace yourself, and head through the double doors in the middle of the room. Lobby ----- In a cutscene you'll be greeted by a familiar and ever-confusing face, accompanied by a duo of Pyramid Heads. I don't think this will end well... After a brief scene, it will be time for a boss fight. James finally knows the truth, and now it's time to end this. b o s s : p y r a m i d h e a d d u o =====-----=====-----=====-----=====----=====-----=====-----=====-----===== You've already fought one Pyramid Head, but two of them is a whole new story. It's perhaps not as difficult as it may seem, especially since you have a lot of space this time in the hotel Lobby, plus many more weapons to choose from. And do keep in mind that although there are technically two Pyramid Heads, they share the same health bar. Your first move is to dash to a corner, preferably the one farthest away from the duo. From there, use the Hunting Rifle to fire off two to four shots (depending on your action level) at whichever Pyramid Head James targets, but don't get greedy. Once they near you, strafe out of the way with L1 or R1 and continue to the next farthest corner and repeat. The best strategy for movement most of the time is strafing, while using the left stick only for minor adjustments while running sideways. Always hold L2 while firing at the Pyramid Heads to focus the camera on them and see how close they are. The Rifle is very slow to raise, fire and put down, so do take this into account to avoid attacks from the approaching Pyramid Heads. [PYRAMID HEAD DUO'S ATTACKS]: Both Pyramid Heads only have one attack, which is a stab or thrust of their long spears. Don't underestimate the range of this attack. Always leave adequate time and space to escape via strafing before one of them gets close enough to poke you. On Normal, you should be able to get off three shots in each corner most of the time before the Pyramid Heads reach you. On Hard you'll really need to maximize your efficiency but you should still be able to get off three if you place yourself well. Sometimes you may be fortunate enough to have the space to get off four shots, but be sure to play it safe. On the other hand, sometimes your positioning or the spacing of the Pyramid Heads might make it difficult and two shots may be all you can safely get, or even just one if it's really unideal. Do always be on top of where they are by holding L2 and gauge if it's safe to go for another shot or just leave. Note that when firing at one Pyramid Head, you'll get no reaction from your first shot, but the second shot will cause him to flinch backwards on Normal (third shot on Hard). While the other Pyramid Head will continue walking, this should buy you time to escape from the one you were shooting at. Thus, try to focus your aim on the Pyramid Head closer to you rather than the farther one (alternatively you can go for the other if he's closer to where you're trying to escape from). You may notice both Pyramid Heads flinch from attacking just one as you near the end of the battle. You can also trick the Pyramid Heads and bait their attacks. If one is close and you strafe towards him, he may try to stab you as you quickly strafe away and out of range. This is great for buying time to fire more shots or safely escape to the next corner. If you ever run out of ammo or want to try something else, switch to the Handgun rather than the Shotgun, which is too slow and more suited for close quarters. The Handgun lacks power but fires very quickly and has effective handling, so you'll be able to get off a lot more shots in each corner. You can even sidestep while firing, which also primes you for an escape. Another potential strategy that I only recommend for skilled players is the Great Knife. It's more of a fun or challenge strategy since the Hunting Rifle makes much more sense. But its overhead executioner swing can be very effective and inflict a lot of damage if timed correctly. It may also make them spin around with their spears, which is quite strange. Another method is to wait for them to get close enough, then perform the normal swing attack so that it hits one and bounces back to hit the other, and just repeat. This can certainly be a fun strategy to try out, but again it's really difficult to learn and I just recommend the Rifle strategy for everyone, at least the first time around. --- After around 25 Rifle shots on Normal and up to around 50 on Hard, the Pyramid Heads will stop in their tracks, then turn and head to the center of the room. There in a brief cutscene, they'll flip up their spears and stab the undersides of their heads to finish themselves off. This is because they have always had one purpose in the game and have finally accomplished it, as James hints just before the battle. Read more in the Plot Analysis section of this FAQ if interested, after finishing the game. =====-----=====-----=====-----=====----=====-----=====-----=====-----===== After the fight, the standing corpses of both Pyramid Heads occupy the center of the Lobby. You may also notice a familiar large marking on the floor from the first Silent Hill. Move up to the Pyramid Head remains and examine each to find a RUST-COLORED EGG and a SCARLET EGG in their hands. If you try to exit the Lobby through one of the two south doors, you'll find they're both locked and they each have an egg-shaped slot in them. Insert the RUST-COLORED EGG into one and the SCARLET EGG into the other to unlock both doors. It doesn't matter which one goes into which door, but they must both be inserted for either door to unlock. Before moving on, consider returning to the Nine Red Squares in the previous hall to save your game since there's just one fight left now. When ready, head through one of the now unlocked south doors. The two side hallways are fenced off here, so follow the corridor ahead and through the back entrance door, where you initially entered a more pleasant version of this hotel. Long Hallway ------------ You now find yourself in a long, misty hallway instead of outside. A recording of Mary speaking to James in the hospital will begin to play. Feel free to head to the other side of the hallway as the recording plays, but be sure to listen to it all before proceeding through the end door, as it's a very sad but also informative look into Mary's (and James') psyche before her death. [NOTE ON HALLWAY RECORDING]: Whether you listen to the full recording or just slip through the door at the end before it finishes may influence the outcome of the ending you'll receive at the end of the game. On your first time through I emphatically suggest listening to it in full, but once you've beaten the game at least once you can read more about it in the Endings section of this FAQ. Rainy Staircase --------------- Now you're actually outside in the rain, although in a very unfamiliar area. Step ahead and take the right path (James' left). Follow the stairs all the way up. Once at the top, the staircase will fall behind you. There's no heading back now. Head deeper into the room. Depending on the ending you're about to receive, there will be a very familiar figure either lying on the bed or standing in front of the open window. Approach her for a cutscene and the final boss. f i n a l b o s s : m a r y / m a r i a =====-----=====-----=====-----=====----=====-----=====-----=====-----===== This boss is actually a bit similar to the Flesh Lips in the hospital, but it moves much more quickly and has a much wider and more lethal array of attacks. The most effective weapon to use here will be the Hunting Rifle from a distance, offering a lot of damage from safety. Immediately turn around at the start and run into a far corner. Use the long range of the Rifle to call your shots as Mary/Maria draws closer, holding L2 to focus the camera on her. Sometimes you may be able to take three or four shots before she approaches or attacks, or maybe just one or two in other cases, so act quickly and don't get greedy. And do pay attention to Mary/Maria at all times since she will almost constantly unleash a moth-swarming attack that will get you if you're not running away from it early enough. [MARY/MARIA'S ATTACKS]: Mary/Maria has two different attacks. Her most common attack that she unleashes almost constantly is a cloud of black moths, telegraphed by a high-pitched screech. When this happens, a swarm of moths will zoom over and maul James in a stun-locked animation. To avoid this, as soon as you hear the screech, haul ass. The most effective way to do this is usually to strafe to one side since the swarm will be coming from in front of you. After a few seconds, the moths will disperse and you can relax, but this attack will happen on near repeat, sometimes within seconds, so stay alert. It's pretty simple to avoid the attack this way if you react to the screech, but if it does ever land, wiggle the shoulder and directional buttons to escape the moths more quickly. Fortunately, it doesn't do too much damage but do try your best to avoid it to get your chance to shoot. The other attack happens at close range. While hovering above, Mary/Maria will snatch James with a long black tail and attempt to strangle him. This attack can be very lethal and happen very suddenly, so try not to stay close enough to her to avoid it entirely if you can. If you notice her getting close, immediately strafe to the side to escape and head into another corner. Again, if you do get caught, wiggle the directional and shoulder buttons to escape more quickly. --- In order to defeat Mary/Maria, stay far away from her and use the Hunting Rifle's long range to hit her. If you can only get off two shots before she nears you or sends the moth swarm, that's fine. Take your two shots and get out of dodge. Also be sure to reload in the inventory to save time and avoid being open to attack. Additionally, be sure to watch out for the bed and the gap in the floor where the stairs were when strafing and running away from her attacks. Keep following the strategy above until she succumbs. It should take about 20 Rifle Shells on Normal and up to 50 on Hard. If you run out of Rifle Shells, switch over to the Handgun with its high versatility. It'll be weaker and you may have to stand closer to get your shots in, but use L1 and R1 to sidestep or just move backwards while firing to keep on the move and set up your escape. The Shotgun can also work well because of its power but it's also slow, so it may be difficult to get in close without taking serious damage. Once you shoot up Mary/Maria enough times, she'll fall to the ground in her frame. Move up to the helpless Mary/Maria and don't let that soft, sweet voice get to you -- it's time to finish her off and end this nightmare. Choose your weapon of choice and deliver the final blow. For dramatic effect I recommend the Great Knife's executioner swing (press X tightly to perform it). =====-----=====-----=====-----=====----=====-----=====-----=====-----===== The End ------- Congratulations, you have now beaten Silent Hill 2, one of the holy grails of the survival horror world. Enjoy your ending, a heartbreaking and absolutely beautifully-read letter, and the credits along with its own song depending on your ending. Remember that there are still four more endings to receive (five in the Greatest Hits/Director's Cut versions). Refer to the Endings section of this FAQ for details on how to acquire them all. If you have the Greatest Hits/Director's Cut version of the game, be sure to play the extra Sub Scenario with Maria, entitled "Born From A Wish". Select New Game from the main menu and choose the scenario accordingly. A full walkthrough for that scenario can be found deeper into this FAQ. You'll also see a Ranking screen judging your performance in many different ways at the very end, tallying up your score at the bottom in the form of large and small stars. For a full explanation of your ranking and how to even achieve a perfect score, visit the 10-Star Ranking Guide in this FAQ below. And that's it. Feel free to check out other sections below including the Speed Walkthrough for quick reference, the Extras and Secrets section for all unlockables and easter eggs, or the Plot Analysis for a thorough examination of a very intricate plot. -------------------------------------------------------------------------- ========================================================================== 12. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- SPEED WALKTHROUGH.................................................[SH2_12] This speed walkthrough is intended either for players who have beaten the game at least once (as a quick reference to speed up their play times), or for players who wish for only the bare minimum of instructions to make it through the game instead of the detailed explanations in the full walkthrough. My walkthroughs are normally extremely in-depth, so I get it if you just want the instructions and that's it. That said, boss strategies will be very concise and to the point, we won't bother mentioning most enemies, and it'll be up to you to keep yourself stocked up on ammo and health. This is mostly focused on speed so those things will be optional, but do make a judgment call and grab what you think you'll need, especially to survive boss fights. And do consider using Bullet Adjust in the Extra Options to maximize your ammo with each pickup and skip anything not directly on your path. The same thing goes for certain weapons. If you don't think you'll use them, go ahead and skip them. For the quickest time possible, you'll need to beat the game with the Dog Ending. This walkthrough will cover that as an option along with the normal ending route. Just be sure to pick up what you need and ignore what you don't for the ending you're going for. Lastly, you really shouldn't need to pick up any maps if going for pure speed, but I'll jot them don't for insurance. Pick them up if you feel they will help you. And since you'll be finding many codes, some of which will be random each time, a notepad and pen will help jot things down for quick reference. ____________________ | Legend | | | | New Area | | ---=-====---=--== | | | | ----------------- | | -Puzzle | | ----------------- | | | | +++++++++++++++++ | | -Optional Puzzle | | +++++++++++++++++ | | | | ***************** | | -Boss | | ***************** | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Note]: Cutscenes don't count towards your play time in the game clock, but I suggest still skipping them anyway to stay in the groove. If you wish to take a quick break, use Select to pause the game which also stops the game timer. All items, weapons and maps are in CAPITALS. 01 // e a s t s o u t h v a l e ----==-====---=-=-======---=-=----=-==-===-----=-=====---=-=-=====---===== -Leave the restroom, grab the MAP OF SILENT HILL from the car (required), and head down the steps to the left -Follow the path to the graveyard and enter -Run ahead to Angela, then exit through the door ahead to the right -(The CHAINSAW is available on the log ahead if playing a New Game Plus) -Follow the path through the next fence gate and continue to Sanders -Turn right towards the intersection and follow the "shadow" north -Turn right down Vachss and enter the construction site -James gets the RADIO and WOODEN PLANK -Quickly kill the Lying Figure and exit the construction site -Head back to Lindsey and take Katz to the left across the street -Head up the narrow Martin Street and grab the APARTMENT GATE KEY from the corpse at the end -Go back and turn right on Katz, taking it all the way to the apartment gate on the right side -Enter the compound with the APARTMENT GATE KEY and then the building itself 02 // w o o d s i d e a p a r t m e n t s ==---=-=====---=-=-=====----=-=-====---=--=====---=-=====---=-====---=-=== -(The MAP OF THE APT. BLDG is available on the left wall) -Enter the 2F hall and get the FLASHLIGHT from the dummy in room 205 -Run up to 3F and reach for the key by the bars -Get the HANDGUN (required) from the shopping cart in room 301 (Flashlight must be on) -Head right down the hall to the intersection where you'll hear a muffled scream -Enter room 208 up the hall and grab the KEY TO ROOM 202 on the left shelf -Head back down the hall, go right and enter 202 using the KEY TO ROOM 202 -Enter the right room and get the CLOCK KEY from the small hole in the wall -Re-enter 208 and move inside the small clock room to the left -------------------------------------------------------------------------- -Open the clock face with the CLOCK KEY and set the hands to 9:10 -------------------------------------------------------------------------- -Push the clock, move through to 209 and exit -Use the right stairwell to get to 3F -Enter 307 and take the COURTYARD KEY in the closet immediately after the cutscene -Exit and and grab the FIRE ESCAPE KEY on the floor around the right corner in the hall -Turn around and enter the east stairwell at the other end of the hall -Run down to 1F, enter the left hall and get the CANNED JUICE by the end door (107) -Exit through the lobby doors, head to James' right and re-enter the other lobby -Head to 2F and use the CANNED JUICE in the garbage chute in the open laundry room -Return to 1F and get the COIN [OLD MAN] from the garbage chute bottom around the corner to James' left -Re-enter the lobby and and enter the courtyard with the COURTYARD KEY -Jump in the pool and get the COIN [SNAKE] from the carriage, exit with the left steps -Enter the other building and meet Eddie in the washroom of 101 (required) -Run back to the main lobby, go up to 2F and use the FIRE ESCAPE KEY on the door at the end -Go through the window 03 // b l u e c r e e k a p a r t m e n t s ----=-=-----=======---==-====---==-=====---==-=====----=-====---=-====---= -(Grab the toilet memo for the safe code if interested, then examine the safe) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -Use the memo to solve the puzzle and get the ammo inside -Turn the dial to the first number -Turn the dial right to the second number -Turn the dial left to the third number -Turn the dial right to the fourth number -V means 5, X means 10, and any letter represents its number in the alphabet plus nine ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -(MAP OF THE WEST APT BLDG is available on the 2F stairwell floor) -Use the stairwell to access 1F and enter 109 -Go through the white door to meet Angela, James gets ANGELA'S KNIFE -Take the COIN [PRISONER] on the nightstand and enter room 105 -------------------------------------------------------------------------- -Solve the desk puzzle with your corresponding Riddle Level: -Easy: Old Man, Empty, Snake, Empty, Prisoner -Normal: Empty, Old Man, Prisoner, Empty, Snake -Hard: Empty, Old Man, Empty, Snake, Prisoner -Extra: Empty, Old Man, Empty, Snake, Prisoner -------------------------------------------------------------------------- -Take the LYNE HOUSE KEY from inside the desk and go back up to 2F -Enter 209 with the LYNE HOUSE KEY and cross over to 208 from the balcony -Take the APARTMENT STAIRWAY KEY and exit from 209 -Enter the stairwell at the left end with the APARTMENT STAIRWAY KEY ************************************************************************** -Survive the encounter with Pyramid Head and make him leave as quickly as possible -To do this, constantly fire the Handgun at him and run to the opposite corner when he gets close (the Handgun Bullets in the 203 safe may help here, or any other packs you find) -When the siren sounds, immediately run to the far corner and let Pyramid Head leave without any distractions ************************************************************************** -Move down the staircase and exit to outside once the water drains 04 // w e s t s o u t h v a l e ===--=-=====----=-====---=-=-======-----=-=----=-===-=====----====---=-=== -Run down the path to Rosewater Park, past Laura on the way -Head to the waterfront and meet Maria to the left -Continue along the waterfront and take the left path to exit towards Nathan Avenue -(If going for the Dog ending, grab the DOG KEY from the doghouse in the open yard across the street) -(The Steel Pipe can be found in the hood of the car at Texxon Gas -- it's recommended on Hard for a later boss fight) -Enter Pete's Bowl-O-Rama -Enter the left room and then the main room after the cutscene -Approach Eddie and then exit the bowling alley entirely to the right -Turn right to reunite with Maria -Take the next right all the way to the back of Pete's, then pass through the gate -Head upward to the end of the alley -Try the door Maria points to and enter after she unlocks it -Enter the main room up the stairs and exit through the other door -Run to the sidewalk and take a right -Enter the hospital on the right side after Maria points out Laura 05 // b r o o k h a v e n h o s p i t a l ----=-=-======---=-====----=-====------==-=======---=-=====-----==-====--- -(The MAP OF THE HOSPITAL is on the bulletin board) -Enter the Reception and get the "PURPLE BULL" KEY on the desk through the other door -Enter the stairwell from the hall and go up to 2F -Get the BENT NEEDLE and SHOTGUN (recommended) from the Women's Locker Room -(The EXAMINATION KEY in the Men's Locker Room is useless since the 3F door code is the same every time) -Enter the patient wing and get the code imprinted in the carbon paper inside Examining Room 3 -Enter room M2 and take the "LAPIS EYE" KEY from the nightstand -Re-enter the employee wing and head up to 3F via the stairwell -------------------------------------------------------------------------- -Enter the 3F patient wing by tapping in the code on the keypad -The code is 7335 on Easy/Normal and 1328 on Hard/Extra -------------------------------------------------------------------------- -Enter room S3 to drop off Maria and get the ROOF KEY from the nightstand -Use the ROOF KEY to access the ROOF KEY, run over to the messy diary and then to the fence near the roof door -Hearing screeches, run away from the fence to activate the cutscene earlier -Enter the second closest cell to the camera and jot down the code on the wall -Enter the patient wing and approach the box in S14 -------------------------------------------------------------------------- -Combine and use the "PURPLE BULL" KEY and "LAPIS EYE" KEY -Enter the code from the blue carbon paper in Examining Room 3 into the push-button lock -Enter the code from the bloody wall in the Special Treatment Room into the turning lock -------------------------------------------------------------------------- -Take the PIECE OF HAIR from the open box -Combine and use the BENT NEEDLE and PIECE OF HAIR to get the ELEVATOR KEY from the Shower Room drain -Enter the elevator in this hall with the ELEVATOR KEY and go down to 1F -Approach Laura in room C2 -Enter room C2 and meet Laura in the cutscene, where James will be lured to Examining Room 2 ************************************************************************** -Equip your Shotgun and start blasting away at the Flesh Lips -Keep on the move so they can't grab you, shooting them once or twice from each spot -Quickly kill the first two then finish off the final Flesh Lip once it drops down ************************************************************************** 06 // n i g h t m a r e h o s p i t a l =====---==-======---=-=-=====---==-====----=-=-=====----=-====---=-===--== -Re-enter the hospital through the double doors, then through the other door in the room -Take the elevator to 2F and enter room M6 -Take the DRY CELL BATTERY and BASEMENT STOREROOM KEY from the ledge -Head up to 3F via the elevator and enter the employee wing -Enter the stairwell and use the BASEMENT STOREROOM KEY to access the basement all the way at the bottom -Push the shelf and try to go down the ladder -Now with Maria, climb down the ladder and get the COPPER RING -Head back to 3F and enter the patient wing elevator -Go down to 2F, skip the radio show, and enter the Day Room -Examine the fallen fridge to get the LEAD RING with Maria's help -Take the elevator back up to 3F -(If you want all the extra ammo and health, enter the Storeroom in the employee wing) ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -For the first row of numbers, press 3 -For the second row of numbers, press 1 -For the third row of numbers, press 3 -If answered correctly, the box will open -If answered incorrectly, yellow spray will come from the roof and drop your health status to red ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -(Grab all the supplies and return to the patient wing) -Combine and use the COPPER RING and LEAD RING on the patient wing stairwell by the elevator -Run down and enter the basement from the stairwell -Follow the pathway as quickly as possible to the elevator at the end, ignoring Pyramid Head on Normal Action Level or lower -(On Hard Action Level, fire a full Handgun clip into Pyramid Head when he first appears, then run to the fenced-window area and shoot another clip into him through the fence, then run to the elevator) -Now on 1F, head left and enter the last door by the wall to the Director's Room -Take the HOSPITAL LOBBY KEY on the desk -Exit the hospital with the HOSPITAL LOBBY KEY 07 // d a r k s o u t h v a l e ---=-===----==-======---===-======--=--=-====-----===-=====---====---==-== -Head right down the street (Carroll), then left (Munson), right (Saul) and through the end gate -Run through the gate at the other end of the tunnel, dodging the gaps in the path -Run past the trailer on Saul, take a left (Neely), right (Sanders), then left (Lindsey) -Grab the WRENCH on the porch of the second house on the left of Lindsey -Continue up Lindsey, take a left (Katz) and pass through the now unlocked door at the end along (well past the Neely intersection) -Take a right (Munson) and then a left (Nathan) -Find and take the path along the right side of the road -Stay on the right of the entry path, take the first right down the stairs, the next left down the small steps, then left around the corner -Dig behind the praying woman statue, then use the WRENCH to get the OLD BRONZE KEY -Retrace your steps to leave the park to the streets (turn right from the statue, up the steps, right, up the stairs, then left all the way) -Take a right on Nathan and run all the way to the Silent Hill Historical Society -Enter with the OLD BRONZE KEY 08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y -----===-=====---=-=====----==-==-===---==-====-=-===-=-=-=-=======-=-=--- -Enter the second room through the door on the right -Find the hole in the wall and go through the door at the end of the long, descending hallway -Go through the next door, follow the hall to the left, take the right path and through the door past the Lying Figure -Jump down the hole into well -Turn around 135 degrees to the left and examine the well to find the different spot -Whack the bricks with the Pipe (or Plank) and go through the door -Move through the first door on the right and get the SPIRAL-WRITING KEY -Use the DRY CELL BATTERY from the inventory once your Flashlight battery dies -Examine the keypad in the bug-filled room -------------------------------------------------------------------------- -Two or three numbers will be slightly more illuminated on the keypad -Use them to solve the puzzle by trying each combination possible -There are always only six possible combinations -Example 1,2: 121, 122, 112, 211, 212, 221 1,2,3: 123, 132, 213, 231, 312, 321 -------------------------------------------------------------------------- -Exit the room once unlocked and use the SPIRAL-WRITING KEY to open the locked gate door on the floor and jump down the hole 09 // t o l u c a p r i s o n ===---=-=====---=-==----======--=-=-=====----==-==----====---=-===---===-- -Get the TABLET OF "GLUTTONOUS PIG" at the back of the room and enter the hall -(The MAP OF THE PRISON is available on a table down the hall to the left) -Enter the shower room along the right side of the hall -Take the north path and get the TABLET OF "THE SEDUCTRESS" in the open shower stall -Take a right and enter the upper south cellblock through the next door on the left -Get the WAX DOLL from the second last cell and exit the cellblock on the other side -Head up the hall and take the second door on the left to the lower north cellblock -Grab the TABLET OF "THE OPPRESSOR" from the seventh cell -Exit to the courtyard and combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS", and the TABLET OF "THE OPPRESSOR" on the front of the scaffold -Head back to the entrance and get the HORSESHOE on the door handle -Pass through the north cellblock, take a right and enter the second last door on the left to access the northwest corridor -Grab the LIGHTER from the next room on your left -If you want the HUNTING RIFLE (recommend for all endings except Dog), enter the warden's office at the right end of the hall before the intersection and grab it from the next room -Head through the gate in the hall and combine and use the WAX DOLL, HORSESHOE and LIGHTER on the hatch to make a handle -Open the hatch and jump down the hole -Pass through the prison morgue and jump down the hole -Open the door and jump down the next hole -Run deep into the elevator to start its one-minute-long descent -Enter the large elevator, moving deep inside to start it, for a minute -Enter the Labyrinth through the door ahead 10 // l a b y r i n t h =--=====---=-====----=-=====---=--======-----=-=====---=-=====-----=-===== -(If using the map, keep your Flashlight on so James can draw it) -(If you want Pyramid Head's old weapon, take a left, another left, go down the left ladder, take another left, another left, through the door and grab the GREAT KNIFE -- to continue, head back up that same ladder, take a right, ignore the next right and follow the path to and down the next ladder; skip the next instruction) -From the starting door, take a left, the second right and go down the ladder at the end -Move up the ladder at the other end and solve the box of faces puzzle -------------------------------------------------------------------------- -On Easy and Normal Riddle Level, rotate the cube until you get the right-side-up red face, then turn left or right to one of the three upside down faces -On Hard and Extra Riddle Level there is no set solution, so either take a look in the metallic room, find two doorways opposite each other and turn the cube to line them up, or try all the following combinations: Yellow Eyes - up, down, right, left Red Eyes - up, down Green Eyes - up, down, right, left Blue Eyes - up, down -------------------------------------------------------------------------- -After creating a passage, head through the cube room and down the stairs to meet Maria -Head back and grab the WIRE CUTTER from the electrical box -Head back down the ladder, up the other one, then take the first left and the next left to reach the wire door -Use the WIRE CUTTER to cut the wires and go down the ladder -Take the first right and go up the ladder -Take the right path and go down the ladder -Take a left and follow the path around the next two corners, then move down the opening there and up the ladder -Take a right at the intersection, the next left around the fence and go down the ladder -Follow the path, take the first left and go up the ladder -Move ahead and down the next ladder, then take the first left and go up the ladder there -Go through the door and down the hall to trigger the next boss fight ************************************************************************** -Blast the Abstract Daddy twice with the Shotgun and run to the other side of the room -Repeat this strategy, running to the other side each time, and the fight will end after six to 10 shots, depending on your difficulty -If having difficulty within the small room, consider trying 2D control ************************************************************************** -Exit the room and move through the next door for another puzzle involving the two rooms in the corridor -------------------------------------------------------------------------- -Enter the first room to check the locations of each hanged man, then run to the other room and pull the noose in the same position as the innocent man in the first room -The innocent men for each riddle level is: Easy: Kidnapper Normal: Arsonist Hard: Counterfeiter Extra: Thief -------------------------------------------------------------------------- -After pulling the correct noose, re-enter the first room and grab the KEY OF THE PERSECUTED the place of the innocent man's corpse -Head through the door at the end of the hall and use the KEY OF THE PERSECUTED to unlock the handcuffs attached to the gate -Go down the ladder and through the white door at the end of the path -Back in the corridor, move through the now open gate and up the ladder at the end of the path -Follow the path to the catacomb and enter the grave of one James Sunderland -Enter the room at the end of the path for another boss fight ************************************************************************** (First Room) -On Easy/Normal Action Level, fire away with the Hunting Rifle, or Shotgun from right up close -If you have the Great Knife, use it instead and swipe Eddie once or twice to send him to the next room -On Hard, use the Steel Pipe and hold R2 and X tightly to continuously perform overhead downward swings -- don't stop till he leaves (Second Room) -Use the longe range of the Hunting Rifle, or get in super close with the Shotgun, confusing Eddie first by running behind the meat racks -Another great method involves using the Great Knife -- wait behind the first meat rack, ready to perform an executioner swing, and start it up just as Eddie starts to come around to your side -- repeat a few more times as needed -After a while, Eddie will start to hide behind the meat racks, although the Great Knife strategy usually kills him before this -To finish the battle, quickly approach and blast him with the Shotgun, or the Handgun if you're finding him difficult to hit ************************************************************************** -Exit the freezer through one of the far large doors 11 // t o l u c a l a k e --==-=====---=-=-======---==-=====----==----==-=====----=-===---=-===--=-- -Run along the dock and step into the boat -Use the D-pad to move the boat on Normal Action Level or lower -(On Hard, Move the left analog stick counter-clockwise and the right stick clockwise simultaneously to move forward, both analog sticks counter-clockwise to turn right, and both sticks clockwise to turn left -Once in the boat, immediately start turning right and then directly towards the light through the fog -James will leave the boat and step onto the dock 12 // l a k e v i e w h o t e l ======---=-=-===----=-=-===---=-====---=-=-=====-=---=-=-=-======---===-=- -Run ahead into the courtyard and get the "LITTLE MERMAID" MUSIC BOX on the left fountain -Enter the Lake View Hotel through the double doors at the top of the nearby steps -(The HOTEL MAP (FOR GUESTS) is on the corkboard by the entrance) -Enter the restaurant at the right side of the hall -Get the "FISH" KEY on the set table and head for the exit for a cutscene where you'll receive LAURA'S LETTER -Head down to B1F and get the THINNER in the elevator -Go up to 2F and enter the Cloakroom (first door on your left in the short hallway) -Use the "FISH" KEY to open the briefcase on the counter and get the KEY TO HOTEL ROOM 204 -Enter the west wing at the left of the hall and enter room 204 with the KEY TO ROOM 204 (KEY TO HOTEL ROOM 204) -Take the EMPLOYEE ELEVATOR KEY on the desk and pass through the hole in the wall to room 202 -------------------------------------------------------------------------- -Use the THINNER to erase the ink on the photo on the bed -Enter the code from the photo into the locked briefcase beside the bed to open it up -------------------------------------------------------------------------- -Get the "CINDERELLA" MUSIC BOX from the now open briefcase, then exit the room -Return to the previous hall, pass through the doors ahead to the Lobby balcony, then through the other doors ahead -Enter the first room on the left -Step into the open elevator, check the panel to read the note on weight allowance, then examine the shelf and put all your items on it -Now head down to 1F in the elevator -(The HOTEL MAP (FOR EMPLOYEES) is available on the corkboard by the elevator) -Follow the right hall ahead and enter the last door on the left with the red light above it -Get the "SNOW WHITE" MUSIC BOX on the shelf to James' right and exit the room -Head back, take a right, go past the elevator and enter the Office through the first door on the left -Take the VIDEOTAPE and CAN OPENER from the open safe and enter the stairwell through the blue door across the Office -Head down to B1F, push past the Mannequin and enter the Boiler Room to the left -Grab the BAR KEY on the boiler, then follow the left hall outside and enter the Kitchen past the other Mannequin -Use the CAN OPENER to get a LIGHT BULB from the can on the counter -Enter the bar through the other door and insert the LIGHT BULB into the lamp on the bar edge near the exit door -Exit the bar with the BAR KEY, then return to the Employee Elevator Room on 2F (up the stairs to 1F, take the slim staircase to 2F, then pass through two doors to your left and take the left door in the end hall) -Retrieve all your items from the shelf and exit to the Lobby balcony on 2F -Move down the stairs to the large music box for another puzzle -------------------------------------------------------------------------- -Insert the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX and "SNOW WHITE" MUSIC BOX into the large player in the correct order as per your riddle level below -Easy - any box into any slot Normal - Left: Cinderella, Middle: Snow White, Right: Little Mermaid Hard/Extra - Left: Cinderella, Middle: Little Mermaid, Right: Snow White -Play the music box to turn the turntable -------------------------------------------------------------------------- -Take the HOTEL STAIRWAY KEY on the middle music box and get the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312) in the Reception mailbox -Run up to 3F and use the HOTEL STAIRWAY KEY to open the gate -Enter room 312 with the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312) and insert the VIDEOTAPE into the VCR by the TV -Exit the room 13 // n i g h t m a r e h o t e l ---=-====---=-======----==-====-----=-==----==-=----==-====---==-==----=== -(If you're aiming for the Dog ending and have the DOG KEY, use it to enter the Observation Room through the double doors to the right) -Head back down to 2F and enter the west wing through the right doors -Try to enter room 202 (last door on the right) to be transported to the east wing of 2F -Head through the end double doors and enter the elevator -Ride down to B1F and enter the flooded bar through the door ahead -Pass through to the Kitchen to the middle corridor -Follow the L path to and through the stairwell door -Exit the alternate stairway to be transported to a more familiar one -Head up to 1F, take a right, the next right and follow the path to and through the end door -Follow the grated path through the next door -Equip the Hunting Rifle and head through the doors for another boss fight ************************************************************************** -Immediately run to the farthest from the two Pyramid Heads and fire away, always holding L2 to see them clearly -Run to the next corner when they get close and repeat -You should be able to take off three to four shots on Easy, one or two on Normal, and one or maybe two on Hard Action Level -Try to not get greedy with too many shots early on, but as the fight progresses you'll be able to get in more shots due to slowing them down -As an alternate method if you have the Great Knife, prep it as the duo approach you and perform an executioner swing so that it hits the closer one just as it arrives; then once beside them you can try to swipe once or twice more, or unequip and run to another corner and repeat -Keep in mind it doesn't matter which Pyramid Head you're shooting as they share a health bar -After around 20 Rifle shots on Normal, or quite a few Great Knife swings, the battle should end ************************************************************************** -Get the RUST-COLORED EGG and SCARLET COLORED EGG from each Pyramid Head and insert them into the two doors in any order -Pass through one of the doors and then through the double doors -Run down the long hall and through the door at the end -Follow the pathway up the stairs, and to run at full speed with slowing down, run at an angle towards the wall but still up the stairs -Approach Mary/Maria at the top for the final boss ************************************************************************** -Immediately fire away with the Hunting Rifle, and strafe away and keep running as soon as the moth sounds off with a screech -Run (or keep strafing) away while holding L2 to focus on Mary/Maria, and unload more shells into her when the moths disperse, then repeat until she drops -An alternate method that actually works even better than the Rifle, if you have the skill for it, is the Great Knife -With the massive knife, ready it for an executioner swing (don't bother with other attacks) and perform it just as Mary/Maria enters your range -It'll only take a few of these overhead, downward swings to end the battle, although it'll be difficult on Hard so watch your health -Avoid getting too close to the creature to prevent the grapple attack -After taking enough damage, Mary/Maria will fall to the ground, losing all attacking capabilities -Shoot or deliver one more downward swing at her to finish the poor thing off and finish the game ************************************************************************** Congrats on your speed run through the game. You did a great job if you did under two hours, but even under three gets you the highest score for the play time category. The better you get at streamlining everything, the closer you can drop your time to an hour or so, even beyond that you go drop below 50 minutes if you get really good at it. But maybe that's better left for those who are really serious about speed running. Now that you've done a speed run and know the game well enough, why not go for a perfect 10-star ranking? Check out the 10-Star Ranking Guide in this FAQ to learn more details. Trust me, it's pretty fun and rewarding if this is your type of game, and you'll get a really cool reward for doing so. -------------------------------------------------------------------------- ========================================================================== 13. E N D I N G S ========================================================================== -------------------------------------------------------------------------- ENDINGS...........................................................[SH2_13] This section goes over the general requirements for each ending featured in the game. Keep in mind that the three main endings are not achieved through a black and white checklist, but rather a series of actions that will increase the outcome of receiving each specific ending. Therefore to ensure you get the desired ending, be vigilant and only perform actions for one specific ending while avoiding other actions meant for other endings if you can, and don't shy away from a little overkill by repeating certain actions to lock into your desired ending. Note that there will be a secret memo on the sewing machine table of room 205 of Wood Side Apartments in a New Game Plus, hinting at how to achieve another ending. We'll go over all requirements below, but feel free to read more in the Extras and Secrets section or the Memos themselves in the Memos section. ============ Leave Ending ============ To receive this ending, James must act as if he wants to survive and complete his journey while not showing too much focus or attention on Maria or the memory of Mary. This is the most likely ending you will achieve by playing the game normally or with a quick speed run. DO: -Recover your health as soon as it drops (stay green to be safe) -Listen to and follow Maria's directions the first time -Listen to the entire sickbed conversation of Mary and James in the hallway before the final boss DO NOT: -Examine Mary's photo or letter often -Examine Angela's knife -Go the wrong way and have Maria tell you twice where to go -Spend too much time with Maria or check on her in the hospital -Read the suicidal diary on the hospital rooftop -Read the new wall message to James inside Neely's Bar after the hospital -Try to re-enter Maria's cell through the door in the Labyrinth HOW TO INTENTIONALLY AVOID: -Never rush to heal, regularly stay in the clear zone with some static or in the red occasionally (not too often if you don't want to receive In Water) -Make Maria tell you directions twice by going the wrong way ============ Maria Ending ============ You will receive this ending if James shows a lot of attention and comfort towards Maria, thus developing a bond with her instead of holding onto Mary's memory. DO: -Listen to Maria's directions and protect her at all costs -Spend a fair bit of time with Maria before leaving her in room S3 of the hospital -Speak with Maria inside room S3 and come back to check on her a few times -Try to re-enter Maria's cell through the door in the Labyrinth DO NOT: -Examine Mary's photo or letter -Examine Angela's knife -Bump into Maria or allow her to take much (if any) damage -Go the wrong way and make Maria tell you anything twice -Read the suicidal diary on the hospital rooftop -Read the new wall message to James inside Neely's Bar after the hospital -Listen to the entire sickbed conversation of Mary and James in the hallway before the final boss HOW TO INTENTIONALLY AVOID: -Hit Maria with the Wooden Plank a few times but do not kill her -Bump into Maria often -Head east on Nathan Avenue to make Maria tell you where the hotel lies -Head west on Nathan Avenue after Pete's Bowl-O-Rama to make Maria tell you where Laura went -Examine the gap Laura slipped through behind Heaven's Night to make Maria tell you that you can't fit through there -Try to leave the hospital after entering to make Maria question you -Spend little time with Maria and drop her off in room S3 early =============== In Water Ending =============== In order to receive this ending, James must act in a suicidal or reckless manner while also keeping a strong attachment to Mary. DO: -Keep your stamina in the red zone as often as you can -Examine Mary's photo and letter often -Examine Angela's knife often -Go the wrong way to the hotel, away from Laura after Pete's, examine the wall gap Laura slips through, and try to leave the hospital prematurely to make Maria question you each time -Read the suicidal diary on the hospital rooftop -Read the new message to James on the wall of Neely's Bar after the hospital -Listen to the headphone recording in the second floor Reading Room of the hotel, after viewing the videotape -Listen to the entire sickbed conversation of Mary and James in the hallway before the final boss DO NOT: -Heal unless absolutely necessary -Show too much attention to Maria or check on her in the hospital -Try to re-enter Maria's cell through the door in the Labyrinth HOW TO INTENTIONALLY AVOID: -Heal regularly and don't spend any time at red status -Avoid any suicidal-related activity or behaviour ============== Rebirth Ending ============== To achieve the Rebirth ending, you must first complete the game once to unlock and collect four ceremonial items in a New Game Plus. The required items are as follows: -White Chrism: On the kitchenette counter in room 105 of Blue Creek Apartments -Book: Lost Memories: In the newspaper stand at the Texxon Gas Station in West South Vale (can be acquired at day or night) -Obsidian Goblet: Inside the smashed display case in the second exhibition room of the Silent Hill Historical Society -Book: Crimson Ceremony: On the bookshelf opposite the window in the Reading Room of the Nightmare Hotel Once all four items have been collected, complete the game normally by defeating the final two bosses and you will receive the Rebirth ending. Note that if you collect and use the Dog Key on the third floor of the hotel you will instead receive the Dog ending regardless of having the items in your inventory. ========== Dog Ending ========== To unlock this ending, you must first receive the three main endings (Leave, In Water, Maria) in the same save file, or just Rebirth. In a New Game Plus, find the Dog Key in the doghouse in the open lot across from the exit pathway of Rosewater Park in West South Vale. Then after you view the videotape in room 312 of the hotel, use the Dog Key to open the Observation Room in the third floor hallway. While Silent Hill 2 is a dark and serious game, this ending takes a different approach. Enjoy the images and credits song. ========== UFO Ending ========== Greatest Hits/Director's Cut versions only. Once you've beaten both the main and sub scenarios, you can pick up the Blue Gem in the restroom at the beginning of the main scenario. It's on the ground by the stalls at the opposite side of the exit. Once you have the Blue Gem, you must use it in the following three locations to receive the ending: -In the Garden outside Nightmare Hospital, immediately after defeating the Flesh Lips boss -Right in front of the boat on the south Toluca Lake dock, after defeating Eddie -In front of the window by the TV in room 312 of Lake View Hotel, before viewing the videotape The game will end prematurely inside room 312 upon using it for the third and final time. Enjoy another joke ending with a familiar face. ======================= Born From A Wish Ending ======================= Greatest Hits/Director's Cut versions only. Achieve this ending by simply completing Maria's sub scenario. The ending is always the same every time and thus it is automatic, but it still counts as an ending in the main scenario's ranking scene (as the final +1 of 4/4(+3)). -------------------------------------------------------------------------- ========================================================================== 14. E X T R A S A N D S E C R E T S ========================================================================== -------------------------------------------------------------------------- EXTRAS AND SECRETS................................................[SH2_14] Once you complete the main scenario of Silent Hill 2, you will you begin to unlock various extra items and weapons. Some will be unlocked after that first completion, while others will require more playthroughs. Read on below for full details. Additionally, this section covers other unlockable features as well as other secrets and easter eggs such as notable film references. e x t r a s ===--=---=-===-=--------=-=-===-=-=-====-=---=--=-=====----=-=-===---=-=== ============= New Game Plus ============= First of all, there is no official name for this feature in Silent Hill 2, but it's the equivalent of Next Fear, Extra New Game and A Brand-new Fear from the other Silent Hill games. Once you complete the game the first time, "New Game" will now be highlighted yellow, indicating a New Game will now be a New Game Plus. Only in a New Game Plus can you find any extras that you've unlocked, but it's really straightforward anyway since you only can start a New Game Plus as long as your memory card is inserted with your original completed file. Just be sure to not start a new game without a memory card and save over your other save. All of the following extras in this section can only be found in a New Game Plus. ================== Extra Riddle Level ================== For players who are up to the task of solving Silent Hill 2's most difficult riddles, this extra level is unlocked upon completing Easy, Normal and Hard Riddle Levels. There will never be an "Extra Riddle Level option in the difficulty select screen, but rather the next time you choose Hard it will instead be Extra. This can be verified by checking the bottom right of the save/load menu upon saving or loading your game. Further, once you complete Extra, the next "Hard" playthrough will be Hard, then Extra, and it will alternate like so each time. Why Team Silent chose to make Extra Riddle Level so obscure and potentially confusing, who knows, but if you had fun solving all the Hard riddles then you'll surely enjoy the new challenge here with some seriously difficult puzzles. Keep in mind only some of them are new, while others will be the same riddles as Hard. Refer to the walkthrough for solutions to all. ============= Bullet Adjust ============= Upon completion of the game, you will unlock the ability to adjust the bullet count from every ammo pickup to x2 or x3, along with the standard x1. This will allow you to use firearms more and reduce ammo conservation on repeated playthroughs. Once unlocked, set your bullet adjust in the Extra Options menu. ============ Noise Effect ============ On your first playthrough you may notice a rough, grainy look all over the screen, which is a filter intended as a throwback to old horror films. Upon completion of the game, visit the Extra Options menu to turn this off and experience the game at its crispest and clearest graphical fidelity. I personally always prefer this off as it brings out the more beautiful nature of the game's art design. ============= Extra Weapons ============= Just two extra weapons can be unlocked in Silent Hill 2, both only available in a New Game Plus. Chainsaw -------- The Chainsaw is unlocked after completing the game once. In a New Game Plus, find it stabbed into the stack of logs across from the Silent Hill Ranch along the long pathway into town. It'll actually be running while you find it, making it very difficult to miss. The Chainsaw is a very powerful weapon, killing enemies in one slice, but it's actually very awkward and slow to use. James must turn the thing off to run around and then back on to attack an enemy, adding more time that puts you in a bit of danger. Consider using the Hyper Spray to freeze enemies in place for a short period before using the Chainsaw, but you should be able to get a hang of it either way. Hold R2 to start it up and press X to perform a shoulder-level arc, or press X tightly for a forward thrust attack. After killing a few enemies, stand over an enemy corpse without touching the controller for James to perform a battle cry, straight out of Evil Dead. Hyper Spray ----------- The Hyper Spray is an extra weapon that can be used to immobilize enemies for a brief amount of time, convenient for using hard-to-use weapons safely such as the Chainsaw or Great Knife. To unlock, you must complete the game on Normal or Hard Action Level at least once, then it will be available in the camper trailer near the west end of Saul Street in East South Vale. James will cover his mouth when using the spray since it is a harmful substance and will even inflict self-damage over time. Additionally, James will have to stop and shake the can to refresh the spray every once in a while. Easy enough to unlock, there are four potential colour sprays that vary in the following ways mentioned below. The colour spray yours will have depends on the ranking you received in the previous game. Below are all the possible spray colours along with the required rankings for each one. 0-3.9/10 - Purple spray 4-7.9/10 - White spray 8-9.9/10 - Yellow spray 10/10 - Green spray Purple Spray: The weakest colour, it will still freeze all enemies but for a shorter time period. It can also knock down Lying Figures but will not harm them. Simply achieve a ranking below 4 stairs to unlock. White Spray: The most common Hyper Spray, requiring a fairly average ranking. The white spray will freeze most enemies and bosses for a brief period but will not harm them. Achieve a ranking between 4 and 7.9 stars to acquire this spray. Yellow Spray: The only real difference from the white spray is it will freeze enemies for a bit longer. Otherwise it will also freeze most enemies and bosses without harming them. Receive a ranking of 8-9.9 stars to unlock. Green Spray: This is the best Hyper Spray colour available. Other sprays only freeze enemies; this one kills all enemies and immediately ends boss fights, or advances to the next stage. To receive the green spray, you must achieve a perfect 10-star ranking. Read the 10-Star Ranking Guide in the Ranking section for more details. =========== Extra Items =========== There are a total of five unlockable extra items in the original version of Silent Hill 2 and six in the Greatest Hits/Director's Cut version. These extras are only obtainable in a New Game Plus. White Chrism ------------ One of four ceremonial items required in your inventory at the end of the game to receive the Rebirth ending. Unlocked after completing the game once. Located on the counter of the kitchenette in room 105 of Blue Creek Apartments. Book: "Lost Memories" --------------------- One of four ceremonial items required in your inventory at the end of the game to receive the Rebirth ending. Unlocked after completing the game once. Found inside the newspaper stand at the Texxon Gas Station, West South Vale. Obsidian Goblet --------------- One of four ceremonial items required in your inventory at the end of the game to receive the Rebirth ending. Unlocked after completing the game once. Found inside the smashed display case in the second exhibition room of the Silent Hill Historical Society. Book: "Crimson Ceremony" ------------------------ One of four ceremonial items required in your inventory at the end of the game to receive the Rebirth ending. Unlocked after completing the game once. Sits on the shelf behind the headphones in the Reading Room on the second floor of the Nightmare Hotel. Dog Key ------- Unlocked after receiving the Leave, Maria, and In Water endings, or just the Rebirth ending. In a New Game Plus with the required ending(s) in your file, the Dog Key can be found in the doghouse in the open yard just west of Jack's Inn. This secret key can be used to open the Observation Room on the third floor of the Nightmare Hotel, which will immediately end the game with the secret Dog ending. Blue Gem -------- Greatest Hits/Director's Cut version only. Unlocked after completing both the main and sub scenarios with James and Maria. After doing so, the Blue Gem is found on the floor along the back wall of the rest stop washroom at the beginning of the game. The Blue Gem can be used at the following three locations in the main scenario, upon which the game will end with the UFO ending: -In the Garden of the Nightmare Hospital, right after defeating the Flesh Lips boss creatures -Right in front of the boat on the Toluca Lake dock, after defeating Eddie -Near the window by the TV in room 312, Lake View Hotel, before watching the videotape s e c r e t s -=-===---=---=-====--=-=---===--=---===--=--=--=-====--=-----=----=-===--- ===================== Clue of Other Endings ===================== Upon completing the game once, a secret document can be found in the apartments that will provide clues on how to achieve one of the two remaining regular endings. A memo entitled "Searching for Another Conclusion" will be found on the sewing room table in room 205 of Wood Side Apartments (you must grab the Flashlight and have it on to read it). The memo will pertain to one of the other two main endings you haven't achieved, and upon achieving on of them, it will explain how to achieve the final of the three main endings. After receiving all three main endings, this memo will never appear again in the same save file. The memo basically tells you the requirements for the specific ending in an essay-type format, also mentioning what not to do. All three memos can be read in the Memos section of this FAQ, and the exact requirements for each ending can be found in the Endings section of this FAQ. ========================= Partially-Illegible Memos ========================= Throughout the game you may run into a few various memos that are partially illegible, blocking out full, multiple or partial words. Around the release of the game I remember hearing various rumours on how to unlock the full texts, such as completing all endings or difficulties, however in my experience this is not true. These memos are never fully readable in both the original and Greatest Hits/Director's Cut PS2 versions. I've also seen it said that they are readable in the Xbox and PC versions, but I don't believe this is true. The full memos have been found in the PC version's code, as the words are indeed there behind the blocks, but it doesn't appear that any version normally allows you to read them. However, due to the files in the PC version's code, we are able to fill in all the gaps to uncover the full content of each of them. To read these fully-legible memos, refer to the Memos section of this FAQ where they are listed alongside the originals. e a s t e r e g g s --==--======-----=-=-===-=-====---=-=-==--=-====-----=--=-====-==---=-=-== ========================= Jacob's Ladder References ========================= Jacob's Ladder is a 1990 film directed by Adrian Lyne. Team Silent revealed that this film had a strong influence on the development of the Silent Hill franchise, contributing to its atmosphere along with general environmental and enemy design, among other things. Team Silent have certainly acknowledged this with the first easter egg below, but there are many other aspects that can be traced as homage to Jacob's Ladder. I strongly recommend for any fan of Silent Hill 2 to watch this film. Not only will you easily be able to identify the references, it's actually a brilliant horror film with loads of atmosphere. I highly suggested just diving head first into the film before reading anything below as to not spoil your experience. Trust me, it's a fantastic film and you're essentially guaranteed to enjoy it if you like this game. Once you've viewed the film, read on below. Lyne House Key -------------- This is the key obtained from the old coin puzzle desk in room 105 of Blue Creek Apartments. It is very clearly named after the director of Jacob's Ladder, Adriane Lyne. The "Dear Tim" memo on the door to room 209, the door the Lyne House Key unlocks, may be another reference to the film, specifically its star Tim Robbins who plays Jacob Singer. Locked Horizontal Gate ---------------------- Outside the back of Blue Creek Apartments after the Pyramid Head boss fight, you'll find a stairway in the wall near the entrance of the park that has a locked horizontal gate above it that cannot be open, much like the scene in Jacob's Ladder where Jacob encounters a mesh covering over a stairway in the subway. The stairway area in the game looks much like that of a subway as well, possibly hinting at the scene even further. Normal to Nightmare Hospital Transition --------------------------------------- After the Flesh Lips boss fight, James witnesses a transformation and is transferred to the outside Garden. The cutscene plays out as if James is wheeled out on a gurney as we see the visuals of metal grating up on the roof with the sounds of wheels moving, together with Mary's whispering voice. While this is perhaps a subtle reference to Mary's hospitalization, it is clearly a reference to the insane asylum scene in Jacob's Ladder where Jacob is wheeled on a gurney in a very similar fashion. In the film, Jacob eyes the metal grating above him, seeing insane mental patients walking and sitting above. Monster Framing --------------- During the game we come across several different forms of monsters in cage-like framing, notably inside Pyramid Head's Labyrinth lair as well as the Misty day painting, the Flesh Lip creatures, and most importantly the final boss of the game, Mary/Maria. This cage framing, particular for Mary/Maria, appears to be a reference to Jacob's Ladder. In the Vietnam scene where Jacob is lifted up to the helicopter, he lies in a similar-looking stretcher and appears as helpless as Mary/Maria does before the very final blow delivered by James. Head Twitching -------------- The twitching heads of the Lying Figure and the Mary/Maria boss, as well as other game concept videos including Fukuro, were derived from the twitching heads in Jacob's Ladder. In the film we witness a man at the door with his head twitching in this fashion as well as a man without legs during the insane asylum scene with Jacob on the gurney. Maria ----- The whole concept of Maria is derived from Jezzie's character in Jacob's Ladder. In the film, Jezzie is manifestation entirely from Jacob's mind, perhaps even someone he worked with at the post office before Vietnam. Similarly to Maria and Mary, Jezzie she serves as a wilder, more attractive, sexual, and exciting woman than Jacob's ex-wife Sarah. James' Jacket ------------- Even James' jacket strongly resembles the mail jacket Jacob wears in the film. Instead of green, Jacob's jacket is blue, but otherwise carries a similar look, further with chest and shoulder patches. Perhaps James' jacket and green colour (and an American flag patch) is further derived from the military jacket worn by Jacob earlier in the film. =========================== David Lynch Film References =========================== David Lynch is a popular American film director mostly known for psychological thrillers with elements such as surrealism and dreamlike atmospheres, much like Silent Hill. Team Silent have revealed David Lynch's work to be a major inspiration for the Silent Hill series and several subtle references to his films and concepts can be found in the games. One interesting catch is that the portrait of the former director of Brookhaven Hospital, found in the Historical Society, bears a striking resemblance to a younger David Lynch, especially his very unique hair style. Perhaps this portrait is an effort to acknowledge his importance on the development of the series, but it's not the only one. In addition to the film below, David Lynch's TV series Twin Peaks is a known inspirational work of Silent Hill and similar themes can be found in all the games. Blue Velvet ----------- Blue Velvet is a 1986 film directed by David Lynch and one of many David Lynch films that inspired Silent Hill. With a keen eye, one can find multiple references to the film in the game. Firstly, the name Blue Creek Apartments is derived from both the title of the film, Blue Velvet, and the apartment in the film, Deep River Apartments. "Blue" from the title and "Creek" as a synonym of river. Additionally, the closet scene where James hides from Pyramid Head in Wood Side Apartments heavily draws from a similar scene in Blue Velvet. In the film, Jeffrey hides in the closet while sneakily observing Dorothy in her apartment when a visitor enters. Further, both James and Jeffrey witness a disturbing sexual assault while hiding in the closet, as Pyramid Head in some ways embodies the visitor in the film, Frank Booth, at least in this scene. ============ Street Names ============ Follow the lead of the first Silent Hill, the various street names in Silent Hill take after famous writers and authors of horror, mystery and thriller novels, who also in some way played a part in influencing the creators of Silent Hill. These authors include: Robert Nathan, David Wiltse, David Lindsay (although the street is spelled "Lindsey"), Andrew Vachss, David Martin, William Katz, Lawrence Sanders, Richard Neely, Thomas Harris, John Saul, Ronald Munson, Ruth Rendell, and Jonathan Carroll. The root of Carroll Street is usually attributed to Lewis Carroll, the author of Alice in Wonderland, however Team Silent have clarified the street gets its name from Jonathan Carroll. That said, Alice in Wonderland has also been listed as an inspirational work of Team Silent so both names work either way. -------------------------------------------------------------------------- ========================================================================== 15. 1 0 - S T A R R A N K I N G G U I D E ========================================================================== -------------------------------------------------------------------------- 10-STAR RANKING GUIDE.............................................[SH2_15] Upon completing the game, a ranking screen will appear after the credits. This screen lists a bunch of your stats and gives you a final grade out of 10, denoted by large and small stars, to tell you how well you did. This section explains the full ranking in detail and also serves as a guide in receiving a perfect 10-star ranking. 01 // t h e r a n k i n g s y s t e m ===----==----=-=-==-----=-=-====---=-=-=====--=--======---=-=-=====----=-- Action Level The Action Level you choose at the beginning of the game Riddle Level The Riddle Level you choose at the beginning of the game Ending Which ending you received this time Ending Clear How many of the endings you've received Saves How many times you saved your game Total Time The total game clock time Walking Distance The total distance you walked Running Distance The total distance you ran Items How many items you collected Defeated Enemy By Shooting How many enemies you killed by shooting Defeated Enemy By Fighting How many enemies you killed by fighting Boat Stage Time The amount of time it took you to complete the boat stage Boat Max Speed The max speed you reached in the boat stage Total Damage The total damage you received Your Rank Up to 10 large stars, or one to nine large stars and one to nine small stars 02 // a c h i e v i n g a 1 0 - s t a r r a n k i n g ==-=--=======---=-=-====---=-=-====---=-=-=--=====----=-=---=-=-===-=--=-= 1. Requirements 2. Difficulty Levels 3. Endings 4. Saves 5. Total Time 6. Items 7. Defeating Enemies 8. Boat Stage Time 9. Total Damage 10. Strategies 11. Puzzle Solutions This section serves as a guide to achieve a 10-star ranking, which is not that easy to do but certainly achievable. First you must understand the basics: When your rank is displayed, at the bottom there will be large stars along with small stars. Each large star is worth 1 and each small star is worth 0.1. So if you have seven large stars and five small stars, your ranking is 7.5/10, or 75/100. Our goal here will be to achieve a perfect 10/10. What is your reward for achieving a 10-star ranking, you ask? Well, beyond the satisfaction, you will also unlock the Green Hyper Spray, which can kill any enemy in the game in one spray, or end each boss fight in seconds. Refer to the Extras section for more details on this weapon. 01 // r e q u i r e m e n t s -------------------------------------------------------------------------- Action Level Hard Riddle Level Hard/Extra Ending Dog or Rebirth (Dog is quickest and easiest) Ending Clear 4/4(+1) - Original 4/4(+3) - Greatest Hits/Director's Cut Saves 0-2 Total Time Under 3 hours Walking Distance Doesn't Matter Running Distance Doesn't Matter Items Over 100(+7) - Original Over 100(+8) - Greatest Hits/Director's Cut Defeated Enemy By Shooting 75 or more Defeated Enemy By Fighting 75 or more Boat Stage Time Under 1m 20s Boat Max Speed Doesn't Matter Total Damage Under 500 pts Your Rank TEN LARGE GOLD STARS To clarify Ending Clear, the original release of Silent Hill 2 requires all four main endings plus the Dog ending for 4/4(+1), while the Greatest Hits/Director's Cut version also requires the UFO ending and the sub scenario to be completed for 4/4(+3). This version also has one more extra item to collect than the original (+8 instead of +7), which is the Blue Gem. I've also seen other sources suggest 150 items are required, however I have seen multiple 10-star ranking screens with 120-130 and the number is still highlighted. This really shouldn't be a problem anyway since you'll have to avoid a lot of items including valuable ammo to hit below 150. Additionally, I've also seen 10-star ranking screens with only +4 and +5 extra items rather than +7 or +8. These screens do not have the extra items number (the one in brackets) highlighted, but they still have the regular item number highlighted and most importantly the 10-star ranking. So it could be that +7/+8 is required to highlight the number without actually requiring all the items for the 10-star ranking itself. Either way, I'd suggest just playing it safe and getting the items anyway. MY STATS: Action Level Hard Riddle Level Extra Ending Dog Ending Clear 4/4(+3) Saves 2 Total Time 2h 25m 52s Walking Distance 1.15km Running Distance 11.35km Items 227(+8) Defeated Enemy By Shooting 88 Defeated Enemy By Fighting 96 Boat Stage Time 1m 02s 96 Boat Max Speed 3.64m/s Total Damage 385 pts Your Rank TEN LARGE GOLD STARS These are my personal stats for my first 10-star ranking, achieved on my second attempt. In my first real attempt, I ended up with a 9.9 after exceeding the maximum damage requirement. I was grabbed twice by the Abstract Daddy, which really frustrated me as it surely put me over, but the whole run had room for improvement and I did much better on the second attempt as seen here. For the record, I did attempt one practice run beforehand to familiarize myself with the run and attempt different strategies at a few tougher spots, but this was never a real attempt and I intentionally saved it at several key locations, removing a 10-star ranking as a possibility. Ultimately I did still end up with an 8.8, which was good for a practice run, and I certainly recommend trying this to ease yourself in rather than diving straight into the deep end. 02 // d i f f i c u l t y l e v e l s -------------------------------------------------------------------------- To achieve a perfect ranking you must play on Hard Action Level and either Hard or Extra Riddle level. Just to clarify, once you complete Easy, Normal and Hard Riddle Levels, you will unlock Extra. Extra will never appear in the main menu selection, but upon choosing Hard Riddle Level, it will actually be Extra. You can verify this in the bottom right of the save/load menu while hovering over your save file to read "Riddle: Extra". Upon completing on Extra, the next time you select Hard it will revert back to Hard, and then alternate between Extra and Hard each time. While it doesn't matter if you're on Hard or Extra for your ranking, you'll want to know your riddle level so you know what your puzzle solutions will be. If you're not sure which part of the cycle you're on, you can start a new game, save at the first save point (in a new save slot) and check it there. Then just start a fresh new game and go about your run. And while Hard Riddle Mode works just as well, it may be a little more rewarding to see the highest "Extra" Riddle Level listed on your ranking screen. 03 // e n d i n g s -------------------------------------------------------------------------- To achieve 10 stars, you must receive either the Dog or Rebirth Ending. I strongly suggest just going for the Dog ending because it will end the game prematurely and also prevent you from taking any damage from the final two bosses. But if you're up for the additional challenge, go for it to have those bragging rights on your ranking screen. Before attempting a 10-star ranking, you must have already achieved every ending, or at least every one except the one you are about to get. This includes Maria's sub scenario and the UFO ending in the Greatest Hits/ Director's Cut version. To verify which endings you have received in your game file, visit the save/load menu and press the left or right D-pad buttons to toggle the display at the right of the screen. Normally showing your current play time, switch until you see a display of letters side by side. Each letter corresponds to one ending: L - Leave M - Maria W - In Water R - Rebirth D - Dog U - UFO* X - Born From A Wish* * - Greatest Hits/Director's Cut version only Make sure you have all these endings before you go for a 10-star ranking, while also ensuring you are continue that file and not another one that may not have the needed endings. 04 // s a v e s -------------------------------------------------------------------------- You must save a maximum of twice, so it's important that you choose very wisely where you're going to do this. I strongly suggest the following two locations. -Nightmare Hospital employee wing stairwell on 3F, just before Pyramid Head in the basement hallway -In the Labyrinth catacomb, just before fighting Eddie Somewhere earlier in the hospital may also work in case you receive too much damage from the aggressive nurses there, and if you're unsure about the Abstract Daddy fight you could save just before it, although it's fairly straightforward to avoid or limit damage there with the strategy in this guide. If you feel better about the Abstract Daddy and Eddie fights but are concerned about the boat stage, you could instead save on the dock. Although I certainly recommend mastering that section so it becomes more or less a formality anyway, and Eddie perhaps offers the highest unpredictability of those three sections. Either way, choose the two spots that work best for you and stick to them. And be sure not to overwrite your first save with your second but rather use a new slot in case you want to revert back and try a section again without having to start all over. Note that the PC version not only allows you to manually save wherever you want but removes any save requirement from your ranking entirely. Thus you can save however many times you like and still achieve a 10-star ranking. But that's no fun, is it? 05 // t o t a l t i m e -------------------------------------------------------------------------- This should be the easiest part in achieving 10 stars, which is completing the game in under three hours. Assuming you're ready for a perfect ranking, you really should be able to hit at least 2h30m and that extra half hour just serves as an unneeded buffer. But keep in mind you can't simply run through the game since you need to kill at least 150 enemies (half with firearms, half by at least finishing with a kick). You'll also need to collect 100 regular items, although that shouldn't be a concern at all since there's so many items around. Read more in the sections below. 06 // i t e m s -------------------------------------------------------------------------- You must collect 100 items plus all seven extra items in the original version (100(+7)), plus the additional Blue Gem in the Greatest Hits/ Director's Cut version (100(+8)). All these extra items must first be unlocked, upon which they can be found in the following locations (in order): Blue Gem - Along the back wall in the restroom at the very beginning (Greatest Hits/Director's Cut version only). Chainsaw - Stabbed into the logs along the long path towards Silent Hill. Hyper Spray - On the table inside the camper trailer at the intersection of Saul and Harris in East South Vale (can be acquired at nighttime after the hospital for convenience). White Chrism - On the kitchenette counter in room 105 of Blue Creek Apartments. Dog Key - Inside the doghouse in the open lot directly across from the Rosewater Park exit pathway, West South Vale. Book: Lost Memories - In the newspaper stand at the Texxon Gas Station, West South Vale. Obsidian Goblet - In the smashed display case in the second exhibition room of the Silent Hill Historical Society. Book: Crimson Ceremony - On the shelf behind the headphones in the Reading Room on the second floor of the Nightmare Hotel. If going for the Dog ending, don't forget to head down to the second floor to grab the book: Crimson Ceremony before returning to the third floor to end the game. Also note that while using the Hyper Blaster in the first Silent Hill spoils your ranking, but the Hyper Spray and Chainsaw don't do the same here. The Chainsaw is too risky to use anyway, but the Hyper Spray can prove rather useful in some cases. Along with collecting all the required key items to progress through the game, you must also collect enough supplies not only achieve the minimum requirement, but more importantly to feed your hungry firearms as you go for 150 kills. Be sure to get any ammo pickup within reason because you may need it, while health is useless beyond a certain point because you can't take too much damage, and the minimum 100 item requirement will easily be met through key items and ammo pickups alone, and you should have no problem whatsoever passing 200 if you pick up whatever you see in your immediate surroundings. Either way, it's easy enough to pick things up along your way, but I leave it up to you. While you should already know the game well enough, one tip is that James will aim his head at any item nearby, so you can use this to your advantage. Do keep in mind that he also stares at Maria and enemies. 07 // d e f e a t i n g e n e m i e s --------------------------------------------------------------------------- This is one of the more difficult aspects of a 10-star ranking since you must kill a total of at least 150 enemies, thus exposing yourself to potential attacks very often. These 150 enemies include 75 that must be defeated purely with bullets, and 75 that must at least be finished by a kick. So you can relax and keep those melee weapons on the shelf, just as long as you wisely deliver a whole lot of kicks after knocking enemies down. "Shooting" vs "Fighting" Kills ------------------------------ To clarify, the most efficient way to kill by "fighting" is to shoot an enemy until it drops, then run up to it and kick it to death. Doesn't matter that you shot it since it was your foot that killed it before it could get back up. As for melee weapons, you will need to kill the first Lying Figure with one and they can be helpful for some boss strategies, but otherwise I suggest avoiding them completely as they expose you too much to potential enemy attacks. As for the "shooting" requirement, these enemies must die from bullets alone. Thus they will require more bullets than normal, with some enemies more resilient than others, and you may find some even getting a chance to stand back up and come at you again. And of course, even if you unload 10 bullets into an enemy, if it's still alive and you kick it, that will be a "fighting" kill. So do stay on top of which enemies you're killing by fighting and which by shooting. Only use the Handgun and Shotgun for shooting kills, leaving the slow Hunting Rifle for the final two bosses if going for the Rebirth ending. Again, avoid melee weapons on regular enemies entirely after your first kill since they put you in dangerous, avoidable positions. Don't worry, it's fine to enter the apartments with just that one kill since you'll meet many more enemies the rest of the way. Keeping Track of Kills ---------------------- Killing 75 enemies in each manner is not necessarily a walk in the park and you'll want to be sure you have enough by the end of the game, so I highly recommend grabbing a notepad and drawing a chart like so: fighting | shooting -----------|----------- | | | | | After clearing out a room, hallway, or grouping of enemies in the streets, press Select to pause the game (which stops the game clock) and jot down your kills. Be sure to use tally marks (|) so you can just keep adding them. General Walkthrough for Balancing Kills --------------------------------------- During the first half of the game until the end of the hospital, I recommend only using the Handgun. Lying Figures, Mannequins and Nurses will require four to five shots to knock down (rarely they may take three). Since you won't have much ammo in the apartments, focus more on fighting kills. Take your 4-5 shots, kick and move on, keeping track of your kills on a notepad. While building up your stock of ammo in the apartments, be sure to solve the safe puzzle in room 203 of Blue Creek. It only takes a moment and there's four boxes of Handgun Bullets inside. This will allow you to prepare for the streets and the rest of the game. After meeting Maria in the park is when you should officially start killing by shooting. Be sure to count off shots as you knock an enemy down and empty the rest of the clip while it's down. Once you reach 10 shots, enter your inventory and reload from there to avoid any ill-advised reloads. Immediately after exiting your inventory, hold R2 and X before the screen fully fades back in to continue firing at enemies before they get a chance to get back up. Trust me, if you're not on top of this then enemies will often stand back up and take more ammo to down. Most creatures should die before having to reload a second time, but there may be some occasions where an enemy just doesn't want to die. Try to keep your composure and don't stop shooting until the radio static fades or you can otherwise tell the creature is dead. The hospital is among the most dangerous areas of the game due to the aggressive Nurses, so it's a good spot to tone down the shooting kills and only go for them with solo Nurses, or as the final remaining enemy in a room. Otherwise, take the safe fighting kill and move on before a Nurse sneaks up on you. Always play it safe with Nurses and don't get close enough for them to whack you, and always be on top of your ammo count since they WILL whack you if you accidentally have to reload in front of them. Trust me, this will happen a lot if you're not fully on top of it! One wild card while in the hospital is Maria. If she gets beaten enough by Nurses or accidentally shot by you, it'll be Game Over. Always be careful when around her and consider dropping her off in room S3 immediately upon arriving at the hospital, and do everything you can before reuniting with her in the basement. While still in the hospital, it's very important to collect as many Shotgun Shells as possible for the upcoming streets, so be sure to do the Trick or Treat box puzzle for five boxes of shells. Exiting the hospital, you should have around 20 shooting kills and around 40-50 fighting kills, or some similar combination. This next segment on the night streets has a ton of enemies and is where you should get the most kills, especially by shooting, so don't rush your way through it. In my run I accumulated 56 shooting kills and 5 fighting kills in the dark streets alone. I would suggest going for at least 40 here, and feel free to go a bit out of your way to find more enemies while also collecting any ammo nearby. Shooting kills are much easier with the Shotgun than the Handgun since one good close range shot will knock down Lying Figures, Mannequins and Nurses. Once on the ground, take another blast. At this point enemies will often stand up, so blast them again once they do so and that should be it. If not, a fourth blast while down will certainly do the trick. The most important thing with the Shotgun is you MUST NOT shoot the enemy while it's in the process of standing back up. Enemies cannot take damage during this phase, and while it wastes your ammo, the worst part of it is it will leave you open for attack. Nurses will absolutely abuse you with this if you give them a chance, so don't forget it. The average Nurse or Mannequin out here in the streets will die in three to four close range blasts. You'll want to get in somewhat close to get a good spread for Nurses, but never too close since they're very quick and dangerous with their pipes. Mannequins however, are defenseless and pretty useless for a moment immediately after activating, so run up right to them and blast away to maximize power. In some cases you may kill enemies with just two shots, and you can almost tell this is going to happen depending on how close you are and how loud the contact sounds. You'll get a better hang of it as you go on and it'll be easier with Mannequins, but don't underestimate the danger of Nurses. They are lethal and perhaps the biggest threat to putting you over the damage requirement. Consider even approaching them from behind to potentially get two hit kills, if it's feasible. Once you hit the Historical Society it's good to have around 50-60 fighting kills and around 60-70 shooting kills. If you're still a bit away from that, you'll have plenty more opportunities ahead, but this puts you in a very safe place. At this point, focus slightly more on fighting kills if that's what you have fewer of, or perhaps you could lock in your shooting kills and then switch over to fighting kills for the rest of the way. I recommend killing at least a few extra enemies just in case your counts are slightly off or the game interpreted them differently than you thought. A good buffer is probably 5-10 extra enemies in each category, although you can see from my stats that I went way over that. You may consider avoiding combat once you're in the clear, but sometimes it can also be risky to run past an enemy that may attack you while doing so. Don't be afraid to get those insurance kills since time isn't a big concern, but go ahead and ignore enemies off your path once you're clearly good to go. Bullet Adjust ------------- One of your biggest concerns should be always making sure you have enough ammo to keep firing away with your toys. While I suggest getting every ammo pickup you find in your immediate surrounding, it probably won't be nearly enough under normal circumstances. But with Bullet Adjust set to x3, you will receive 30 bullets for every Handgun pickup and 18 and 12 for the Shotgun and Rifle. Instead of 40 Handgun Bullets from the apartments safe you'll get 120, and 90 Shotgun Shells from the Trick or Treat box in the hospital rather than 30. To be frank, I don't see how you can achieve a 10-star ranking without doing this, as even with so much ammo you may still run out or be forced into strictly fighting kills to conserve ammo at some points. 08 // b o a t s t a g e t i m e -------------------------------------------------------------------------- The requirement for the boat stage is to complete it in less than 1m20s, which requires a lot of skill and practice since you must use the analog sticks to control the boat on Hard. In a Hard practice run, save on the dock after defeating Eddie and make sure you totally have this down before you attempt a 10-star ranking. As a refresher, you must rotate both analog sticks at the same time to row the boat. Rotate the left stick counter-clockwise and right the stick clockwise to move forward, both sticks clockwise to turn left and both sticks counter-clockwise to turn right. Each stick controls the appropriate oar, so turning one faster than the other will also will also help you with fine tuning if you need to make a slight adjustment. Once you understand the controls, practice it for a while. Turn for the the light and head all the way towards it, then use Soft Reset (Start + Select + L1 + R1) to reset the game and load your save file again. Forget about time and just focus on controlling the boat in those first attempts. Once you've got a hang of it, now use a stopwatch to time yourself and aim for under 1m20s. Once you're under 1m20, don't stop there. Give yourself a buffer and see if you can get your time down to around 1m00. It's not fully necessary for the ranking, but you really don't want to cut it close here and it's really straightforward once you've nailed the boat controls. It should be all business in the boat. Get it and immediately turn to the right. Stop turning after two to three seconds and switch to forward movement, well before you can even see the light since the turning momentum will continue to carry you. If you wait until you see the light to stop turning, you'll likely overshoot it and have a big correction, so do anticipate the light coming into sight before it does. Give it enough practice until you get that transition from turning to going straight since it's the key factor to getting this right. From there, rotate the analog sticks at a fast enough rate to hit full speed and make any small adjustments as you need to. Do your best to disregard what James appears to be doing at any given time in the boat, as it can look like he stops rowing to look behind him while you change rowing inputs. Instead, rest assured that whatever action you are performing is working as intended even if James looks like he has stopped rowing. If you can do this in 1m05s or less, you're good to go and that's a great buffer. Keep in mind that when under pressure in your 10-star run without a save right at the dock to back you up, things can always go wrong and maybe you'll turn the boat too much and struggle with the corrections. This is why it's important to really be able to nail this stage with a time under 1m05s so that if you do have a bit of a slip up when it actually matters, you have those 15 seconds or so to deal with it. If you're having trouble with the controls and holding the controller, consider trying an alternate method: set the controller in your lap and use the inside of your palms to rotate the analog sticks. It may become tiring to keep using your thumbs and this can serve as an interesting alternative. Lastly, if you're really having trouble with this and can't hit under 1m20s regularly, you may consider saving here as your second allotted save, rather than my suggestion of right before the Eddie boss. I would stress to practice and practice the boat stage until you learn it right, but if it's just not clicking then consider it as an option. If this is your plan, do make sure you have a thorough understanding of the Eddie boss to prevent it from ruining your run instead, since it may be the most difficult interaction during the run 09 // t o t a l d a m a g e -------------------------------------------------------------------------- The damage requirement for 10 stars is receiving under 500 points of total damage. This is arguably the hardest part in achieving a 10-star ranking. Certain parts of the game, especially the hospital, can overwhelm you with aggressive enemies that can be hard to efficiently manage, and at least one boss fight may be difficult to avoid heavy damage, which is Eddie (and that's why it's recommended to save right before him). The Abstract Daddy fight can also be frustrating since it's a very tight room. For full boss strategies, refer to the Strategies section below. But enough with boss fights, let's talk about normal enemy damage. A single attack by Lying Figures, Mannequins and Nurses won't hurt you too much, but it can add up very quickly if you're taking hits every now and then. Attacks from these enemies will generally inflict around 10-15 points of damage, with Nurses at the highest end of that spectrum. You should be able to make it to the hospital without taking any damage, but it's not the end of the world if you do. Stay away from all enemies on the streets before the apartments and keep your distance when shooting enemies inside the apartments. There are two parts on the street where a Lying Figure will lunge out from under a vehicle: the white van on Martin Street and the Jeep Cherokee on Katz Street near Neely Street. Stay away from these vehicles by running along the walls near them. For the van, stay along the right wall while first passing and run back along the same wall. For the Jeep, hug the wall around the corner after moving under the low roof of the building right there, or just run around the vehicle itself. Health should never be a problem whatsoever since there's enough health to heal 500 points many times over, and if you need that many health items then you likely won't be meeting the requirement. Since a Health Drink recovers a quarter of your health and a First-Aid Kit half, 500 points of health works out to the equivalent of eight Health Drinks and six First-Aid Kits. Or 20 Health Drinks or 10 First-Aid Kits. So if you use more than that then you've likely gone over the requirement. Note that while Pyramid Head will knock you off the hospital rooftop and bring you to near death, this will not count towards your damage points. Therefore it is possible to beat the game with 0 damage points in a no hit run. 10 // s t r a t e g i e s -------------------------------------------------------------------------- ====== Bosses ====== Red Pyramid Thing ----------------- This fight is fairly simple and procedural until the very end, and you'll have the option of shooting Pyramid Head to end the battle more quickly or conserve your ammo and survive for five full minutes. To make the right decision, take a look at your ammo count and go from there. Do remember though that the chances of running out of Handgun ammo at some point later in the game are quite likely, even if you don't use any here. Therefore I do suggest saving your ammo, or only using it strategically to help you escape any dangerous situations. The strategy below will cover not shooting him but can easily be modified by just shooting him in each corner. Anyway, back into the corner and the start and just let Pyramid head approach you. He'll be too eager and swipe and miss you. Immediately dash to the other corner and wait for him there. This time, we won't miss you so before he gets a chance to swing, run back to the other corner. If fast enough, he'll swipe and miss you. Repeat this and Pyramid Head will soon stop trying to swipe you and instead perform his executioner swing for the rest of the battle. Now just wait for him to approach you in every corner and once he stops to lift the massive knife, sprint to the other corner and repeat. The only actual difficult part of this fight is the conclusion when the siren sounds, and only if you're in the unfortunate position between Pyramid Head and his stairway access by the door. If you're to his left or even already on your way in that corner, that's perfect. Just back into the far corner and let him leave. The reason why this part can be difficult is that Pyramid Head's executioner swing will have just about perfect accuracy once the siren sounds, as long as you're in range. Yes, even if he's already begun the swing, he'll be able to quickly pivot and kill you with it if you try to run by, unless you're lucky enough to get by before it lands. To counteract this, you may want to move towards Pyramid Head once the siren sounds, bait him into starting the executioner swing, then pull a quick turn and run back out of range, where you just came from (he'll probably kill you if you try running past instead). Then turn back around as it lands and run past him to the far corner and let him leave. Another option, which may help if he's too close to bait and step back from an attack, is switching to 2D control (if not using it already) and then running in a crazy back and forth squiggly motion. Not necessarily on the spot cause he may still hit you, but with exaggerated motions around the area. This can totally throw him off and make him abort the swing, allowing you to safely escape. Now, I should explain an interesting glitch that happened in this battle when I did a practice run. First, I stood in the corner and let him approach, but he didn't swipe at me and kept on coming. As I ran away, he went right past me towards the stairs. As I waited in the other corner, he didn't appear, so I looked more closely to see he was stuck on the stairway. This lasted for the entire battle and he left without taking a single swing at me. I did try to trigger this on another run but was never able to repeat it, so it might've been a rare glitch. Interesting, another glitch did occur in that same run in the hospital basement, which you can read under that strategy below. So while you can't count on this happening, do take note if it does and let the entire battle play out with him stuck in the corner. Flesh Lips ---------- This battle is quite simple and you shouldn't get hit even once if you move quickly. Stay in the farthest corner from the Lips and fire at them with the Shotgun. When they close in, dart to another corner and repeat. Always make sure your gun aims up before you shoot so you don't miss and remain completely open to attack. You also must take into account that you must lower the Shotgun before you can run away, which takes a good second or so after shooting, otherwise you may get a strangling. The creatures can also kick you from a farther distance, so pay attention tot hat as well. If you're shooting a Lip as it approaches, it isn't likely to kick unless it gets close, but the other one may go for a kick while you're distracted. Be smart and get away while you can. Always track where both Flesh Lips are. If you're shooting one and another is coming from the side, it'll approach at a higher speed since your shots won't be pushing it back, so get out of there while you have a chance. Therefore it's helpful to move into a corner so that both Lips are in front of you, allowing you to stay on top of them but also damage both with each shot. Taking one or two hits here isn't too bad, but you should be able to get through the fight hitless. Abstract Daddy -------------- This fight can be very frustrating because of the tiny room, so make sure you get enough practice and feel comfortable with it before going for your run. I suggest keeping 3D control and learning it that way, but if you're really struggling with the space you can try 2D. Always enter the battle with a fully-loaded Shotgun. Back into the corner behind you and blast the creature once. Let it come closer to you so that you have more space in the next corner, and blast it again before it reaches you, knocking it down. Strafe around it and run to the other corner. Repeat the same strategy by timing the second shot so that the creature falls closer to you and the corner that you're about to leave. After firing six shots and the creature drops down, start running to the other side and reload in your inventory while doing so. From here, it'll take two to four more good shots to kill the thing. Most of the time it'll take nine shots to kill the thing with fairly well-placed shots. It is possible to kill it in eight if your first shots are fairly close and second shots very close, but don't get too risky. It may also take 10 in some cases if your shots land at farther distances, so don't panic and stay focused. Never shoot the Abstract Daddy while it's getting up. It will do nothing but waste valuable time required to shoot the creature before it gets to you, messing up the first six shots strategy. This battle can be fairly difficult to execute perfectly each time, so receiving an attack isn't the end of the world as long as you mash the directional and shoulder buttons to escape the attack asap. But with the right practice, a no hit run of this boss is very doable and thus it's more practical to save after than before it. Eddie ----- Probably the hardest part in getting a 10-star ranking is beating Eddie without receiving too much damage. In the first room, always use the Steel Pipe which is guaranteed to be hitless if done right. Enter the battle with it equipped, and immediately at the start hold R2 and X, the latter very firmly, and James will continuously perform the overhead downward swing. Do not wait for him to even approach you the first time, but rather start swinging immediately and you'll hit him in time. Don't ever let go of the buttons since Eddie will keep running up, getting hit and knocked back, and running up for another beating. After 13 whacks, Eddie will bail to the next room. This room should be an automatic this way every time, so always grab the Steel Pipe before the hospital. The second room is where the battle becomes difficult and you're quite likely to take a decent amount of damage. Now there are two good strategies here: one more traditional one with the Shotgun that's easier to do but can have you take some damage, or the Great Knife which can get you through with only a couple or few hits taken, or even hitless if you're really lucky. With the Shotgun method, immediately strafe behind the right meat rack and wait for Eddie to approach you. Once he does, blast him from super close range. He may return a punch but this'll do minimum damage. Let Eddie walk away and then blast him again, leaving enough space so that you can blast him another time as he charges you. Repeat this strategy for a fairly safe passage through the fight with not too much damage, but feel free to try other methods of avoiding damage entirely. To avoid damage, only blast Eddie when he's not very close to you, giving you time to escape and hide after each shot. Go hide behind another meat rack and perform the same strategy -- shot him from in close but not too close and run away, hiding behind the meat racks. Once he starts to hide, just keep finding him and blasting him from that close-ish range and repeat. Now for the wild card strategy, the Great Knife. Equip the weapon before entering the second room, and immediately sidestep to your right behind the meat rack once the fight begins. Once in place, raise the knife and perform a regular across swipe as Eddie approaches and it should move through the meat rack and hit him. Immediately go for another swipe while he's likely on your left for another hit and he'll begin to approach you again from the front. Keep taking your swings, slicing both the meat rack and Eddie through it, and you may notice why this is a good position. You may witness Eddie approach you and go for a punch, hitting the meat rack instead of you, but this is hard to master and requires getting lucky. Keep getting in your attacks, staying in the same position but tracking him left and right as you swing. He may even calmly walk past you along the wall before turning around and coming in for an attack, but this is perfect since it gives you enough time to get in a swing. Fortunately this strategy can prevent Eddie from hiding at all since he takes damage so quickly without much time to process it, so the battle can end without having to move after the initial sidestep and just tracking him around your position. This strategy may overall require some luck and finding that sweet spot of a position, but if you get it right you can avoid damage or keep it down to one or two hits while killing Eddie in six swings. Even if he hits you three or four times that's really not bad after all is said and done. If you're going to try this method, I obviously recommend lots of practice beforehand. It's important to understand the damage during this battle since it can have a major effect on your total damage. A single shot from Eddie's revolver drains a quarter of your health, so do whatever you can to avoid this. Meanwhile a punch inflicts around 12 points, which is much better than being shot. I'd say the sweet spot for this fight is trying to receive less than 100 points, if the rest of your run isn't too bad. But obviously if you can do even better and limit it to 20-30 points or less, you'll give yourself a ton of breathing room for all other situations. Pyramid Head Duo ---------------- Keep in mind that that easiest way to a perfect ranking is getting the Dog ending, which bypasses the final two bosses. Therefore this boss is entirely optional and only for those going for Rebirth. Of course fighting these bosses will give you even less of a buffer to receive damage, so prepare for some hard work. There are two solid strategies for this fight that are very different. The first is the standard Hunting Rifle strategy, which takes around four to five minutes and about 50 shells. The other is the Great Knife wall bouncing strategy, which can take under a minute and eight double Great Knife swipes if done right, but is very difficult to perform and can be frustrating if it's not working for you. Let's start with the Rifle strategy, which is the same basic strategy you'll find in the walkthrough. Immediately strafe into the farthest corner from the Pyramid Heads, carefully out of their range as you do so. Always hold L2 to position the camera on them and focus your aim on the closer Pyramid Head since he'll be your greatest threat. You should be able to get off three clean shots and stun one of the creatures, but if you can only safely get off two this first time, that's fine. Strafe to the side and run to the corner with the most space available, and take this opportunity to reload in the inventory and keep counting off your shots. Take your three shots, dash to the next corner and repeat. Always strafe to keep sideways momentum, only using the left stick to make slight forward and backward adjustments while doing so. Note that each time you shoot one of them three times in a row, it will stagger, giving you ample time to escape, and possibly get in another shot before doing so. Strafe around the one that staggers to give you the needed buffer to escape each time. Sometimes you might even be able to get off four shots in each corner, which you can take advantage of by shooting the closer Pyramid Head with the three shells and the other with one, but not in that order. Instead, if you have the space of course, shoot the closer Pyramid Head twice, then switch targets with the left analog stick, shoot the other one once, then back to the other for the fourth shot, but as the third shot in the one Pyramid Head it will stagger, allowing you to escape. What this does is allow the better to end a little more quickly, taking one fewer shot each time you do it. Don't get too greedy and always stay on top of how close the closest Pyramid Head is. Repeat this strategy for the entire battle and they will both slow down towards the end, allowing you to consistently take four shots but also stagger from just two. This may allow you to fire five shot in each around, along with an inventory reload. Alternate each shot back and forth for even better spacing results. Eventually the battle will end after around 50 shells. [RISKIER GREAT KNIFE STRATEGY]: Now onto the difficult Great Knife strategy, which makes use of the only-on-Hard wall bouncing effect of melee weapons -- when you whack a wall, your weapon will bounce right off it, offering a double swing for anything in range. With this strategy, the idea is to bring them into one corner by the wall and slice them with the standard swipe attack, then have the knife bounce off and slice them again, staggering and preventing them from attacking. While you recover from your swing, the Pyramid Heads will also be recovering from your attack, leaving enough time to repeat the strategy over and over. Sounds like fun, eh? Well, it's not that easy, trust me. Sometimes you can get it right and end the battle in thirty seconds, but sometimes you can get your ass kicked and really piss yourself off. The most important thing here is setup -- remember that for now. Anyway, let's go through the strategy step by step. Firstly, you must quickly run to the corner, so never enter the battle with the knife equipped. You'll also want to choose which corner you're going to do this. It can be the first corner on your left or you may decide you want to buy more time and strafe around until you find one to your liking. And to clarify, we won't be using the corner itself, but rather the corner just puts us in a good position where the Pyramid Heads will approach generally from the front. What we'll actually be using will be the wall on our side, with the corner wall behind us. However you can't just go to any middle wall since the Pyramid Heads will approach you from the side, which totally won't work. The corner is also what prevents either Pyramid Head from getting behind you and ruining the strategy, which can still happen sometimes anyway but it's less likely than otherwise. So once set in your corner, equip the Great Knife and wait for your friends to arrive. Always hold L2 to focus the camera on them and have a sense of how far they are. Almost always, the lead Pyramid Head will be approach you from much closer and may smack you while out of your swiping range. This isn't too bad as it also allows the other to catch up so you can get the optimal setup, or you can consider delivering an executioner swing at the first one to prevent this entirely, also allowing the other to catch up. One way or another, wait for both Pyramid Heads to arrive. The creature that's closer should close in on you while the other goes around to reach your side. You may take a hit here while setting up but try not to fret too much while you wait for the other to come around. Once both close enough, stay parallel to the wall and perform a normal across swing, which may or may not hit the second Pyramid on your side on the forehand swing, but should on the way back as it bounces off the wall. The primary Pyramid Head right in front of you should always receive double hits, on the forehand and off the wall bounce, and if you have the perfect setup wherein the side Pyramid Head is actually a bit ahead of you by your side, he should take double hits as well. Sometimes the second Pyramid will get stuck behind the first Pyramid Head and stay in that position to try to attack you, which is great news. Even though you'll deal half damage like this (unless he's close enough to take damage anyway), there's no worry of him be able to hit you. Once you get your first successful double swing, it's important to keep holding X to continue your swings, but don't push it too hard to avoid performing the executioner swing (tight X hold performs that swing, while regular X press or light hold performs the regular swipe). Press X each time also works, but stay on top of your timing. Either way, after around eight double swings off the wall, the fight should end. Now, I could go on and on explaining the difficulties and frustrations of this strategy, especially if the second Pyramid Head takes a detour offscreen where he'll almost certainly sneak in behind you and screw it all up (thus you'll want to run away and reset as soon as you see him do this). But by now I think I've gotten the message across. It's a difficult one to pull off, and while it can be super rewarding and even cool to witness if you get it right, it's up to you to decide if the potential frustration is worth it. Especially when the Rifle strategy is pretty bulletproof for avoiding damage anyway. Since you likely won't be saving before this fight, I highly suggest the Rifle method, unless you're able to totally nail the Great Knife strategy. Mary/Maria ---------- Just like the last one, this battle is optional for a perfect ranking since you can end the game early with the Dog ending. If still up to the task and even more bragging rights, read on below. To be quite honest with you straight off the top, fighting this boss normally can be completely ridiculous to endure, likely making it the most frustrating part of your run. So you might want to reconsider and just go for the Dog ending, be warned. There is a catch however... if you use up all your ammo before the fight begins, there will be a secret 10 minute timer during the fight. All you have to do is run around the boss arena avoiding all attacks and the fight will end after 10 minutes, allowing you deliver the final blow. With this in mind, you may want to consider avoiding some ammo pickups so you spend less time wasting it at the end, but you'll need to do your calculations wisely. To be honest, even with ammo this fight will take around 10 minutes, so if damage is a concern you may just want to empty all your remaining ammo and take the easy way out. Either way, keep that in mind, but we'll continue ahead with normal strategies. If you're actually going to fight Mary/Maria, it's all about patience, patience, and more patience here, plus maybe a little bit of patience on the side. Most of your time will be spent either running from the fast-moving creature, or especially running from the near constant moth swarm attack, which you'll certainly grow to hate. While the Shotgun and Hunting Rifle are much more powerful, they're very slow to use here, so you may find yourself better off with the Handgun, which is my preferred strategy. Instead of running around for a minute just to get a gap for a single shot, you'll be able to take shots all the time while sidestepping away. It's weaker, yes, but shooting something is better than nothing. To start things off, always immediately start strafing around the arena in in large circle as soon as you hear the screech sound that indicates the moth swarm is coming. This will happen on a near permanent loop, so do try to hang in there. Always hold L2 to focus the camera on Mary/Maria and get a good sense of where she is, but do be mindful of the bed and the hole in the floor where the staircase was. Between moth attacks and a decent distance from Mary/Maria, hold R2 and start firing away while sidestepping in one direction. If too close, she may pick you up and inflict a lot of damage with her strangulation attack, so be careful. Once she nears you or the screeching moths come after you, start strafing around the room and go repeat this strategy once they begin to fly away. Note that some of your shots may miss her, which is simply due to the nature of both her moving along with James sidestepping, but it's wise to keep on the move to give you an escape plan and a head start. Remember the Handgun doesn't have the best range, so you might not be able to hit her at all past a certain point. Therefore being at a moderate distance while always on the move is important. One interesting tidbit is that Maria will never attack you herself while she's spitting out her moths or they're flying around towards you. And once she spits them out, you actually have a decent few seconds until they reach you to fire off two or three Handgun shots. She usually backs up each time she spits out the moths, which is great because it gives you more room and shots. You can get up to three or four depending on your timing if you can anticipate it. And while you should generally be able to avoid being hit by the moths by always being on the run (strafing around the arena), if you do trip up on the surroundings or just don't get away in time, a moth attack ain't so bad. Wiggle the shoulder and directional buttons to escape quickly, and use the new opportunity to fire away at Mary/Maria. Additionally, if you are ever pulled by her grapple, it does do a fair bit of damage but does also give you a chance to get in at least six or seven Handgun shots as she backs up. Either way, continue with the above strategy and she'll eventually drop, allowing you to finish her off. Now, looking at the Shotgun and Hunting Rifle strategies, we're dealing with the same things. These weapons do take a lot more time to fire and escape after, so you'll have to really get your time right and be disciplined enough to keep running around before attacking in many cases. Fairly regularly you may only be able to take just one and sometimes two shots. If you're already aiming when the moths start to come, you should be able to take off one shot, but strafe away after. One way or another Maria will eventually succumb to her injuries and drop. Honestly, I recommend the Handgun strategy well over the Shotgun and Rifle. It takes around 200 Handgun bullets and a lot of repetition, but at least you're able to get shots off all the time, and all those bullets do add up. After around 10 minutes with each strategy, Mary/Maria should fall to the ground. Quickly fire one more shot at her with your equipped weapon to finish the battle. ================ Other Strategies ================ Getting the Snake Coin ---------------------- Getting the Coin [Snake] in the Wood Side Apartments courtyard can be a tricky part to avoid damage since you'll have to jump into a pool with three Lying Figures. If you just jump straight in, it probably won't go well, but you can prevail with some more thought. You probably won't have much ammo at this point to kill by shooting, so what you want to do is lure all three Lying Figures to one side by standing at one of the corners atop the pool. Be sure to stand well clear of the edge to avoid their spitting spray. Then jump in from the middle and grab the coin from the side the creatures aren't on. It's probably safest to lure them to the right corner, then jump in and grab the coin by the left. But you can also lure them to the left corner and grab it from the right side, then still have enough time to run along the far wall of the pool and up the steps to safety. It's really not worth killing these enemies since they're quite bundled up and perhaps pose too much of a threat, especially since it's a bit early to start killing by shooting. Pyramid Head in the Hospital Basement ------------------------------------- This part can be a bit difficult at first but becomes rather easy once you've done it a few times and get a feel for it. My first recommended save point is is the 3F stairwell immediately before this, so if you use that you'll be able to do this with no pressure anyway. Remember that because you're on Hard Action Level, James will bump into walls while running at full speed, eating up valuable time and preventing us from just running through the corridor, since Maria will be killed if we attempt that. Therefore you must slow Pyramid Head down by emptying a clip into him at two recommended spots along the path. First, take a few steps around the corner corner to spawn our buddy. Make sure Maria is out of the way by the right wall and unload a full Handgun clip into him. Then turn around and start your way down the hallway. Enter your inventory to reload and once you reach the fenced-window, pass around to the other side of it and unload another full clip into Pyramid Head. This will be enough and now let you run to the elevator at the end with Maria alive. However if Maria does take more than one stabbing during all this process, you may want to move just a little farther and unload a few more shots in him. Either way, once you reach the final lengthy straight with Maria behind you, you're in the clear. Refer to below for a text map that will guide you through the entire hallway. The fenced-window area is the part where the hall pulls a U-turn and crosses right beside itself. Start ¯¯¯¯| | ____| | | |_____ |¯¯¯ Finish__________________| As an aside, a helpful glitch occurred at this part during a practice run of mine. I inadvertently pushed Maria as I ran ahead of her by the door and ran around the corner as usual. But then to my surprise, Pyramid Head walked around the corner first while I could not see Maria. I thought, all right then and began running down the hallway. Noticing Pyramid Head wasn't going after Maria but instead actually running after me, I continued the full length of the hallway. It looked like he slowed down to start walking during the final stretch and I triggered the end cutscene to move on. Thus, I completed the segment without attacking Pyramid Head once. I tried to manufacture this again on other playthroughs but I could never get it to work. Interestingly, I believe it occurred in the same run as the other glitch mentioned in the Pyramid Head apartment battle, so perhaps something with the file was just off. Either way, while it's unlikely for you to experience this, if it does happen just run the entire hallway without worrying about Maria. Ditching Maria in the Hospital ------------------------------ The combination of shooting so many enemies in the lethal hallways of the hospital and Maria dying from just one bullet is supremely dangerous. Maria generally steps away from James' sights, staying clear of combat, but sometimes she can step right into where you're trying to fire. To avoid playing with matches in the hospital, consider skipping straight from the first floor to the third to drop Maria off in room S3 right of the bat. Grab the Roof Key while you're in there and feel free to get knocked off the roof before visiting the second floor, it's up to you. In the Nightmare Hospital, be sure to grab everything you need before Maria rejoins you in the basement. Therefore you should only need to visit the 2F Day Room and 3F Storeroom (and connecting hallways) with her, after grabbing the ring in the basement of course. Maximizing Ammo Efficiency -------------------------- You may notice that enemies may take more bullets to kill if you shoot them at a slower pace or have to reload in between shots. Normally an enemy that may take four or five bullets to knock down may take, five, six, seven or sometimes even more if you have to stop to reload or even lower your gun for a brief moment. Therefore, always be on top of your ammo count as you shoot and try to always keep at least five bullets in your Handgun when you start shooting an enemy to ensure you have enough to down it in the very first go. That way you can consistently reload after every two regular fighting kills. Limiting James' Stumbles ------------------------ Since James will regularly run into walls at high speed while on Hard, consider adjusting your movement to compensate for it. This includes briefly letting go of the left stick just short of a door or corner wall and then pushing it again. You only need to let go very briefly, just as long as it breaks James' stride. Generally it's not a big deal but keep in mind it costs you a couple seconds every time it happens. More more importantly, some cases you may try to run past an enemy and then bump into a wall or door, only then to be completely exposed to an attack if the enemy is close enough. Normally this may not even cross your mind but it can totally catch you off guard, so consider getting into a good habit of breaking your stride near corners and doors to prevent any surprise tumbles and attacks. Screen Fade-In -------------- Surely if you're going for 10 stars you'll have noticed that every time you enter a new room or use your inventory the screen will go through a fade-in or fade-out transition, all while you still have control of your character and are open to attacks. Therefore, always move clear of enemies before entering your inventory, and be prepared to start shooting enemies immediately as you enter a room. There are several rooms and hallways in the hospital where this is imperative, along with a few Labyrinth hallways, so always be on your toes and ready to shoot. 11 // p u z z l e s o l u t i o n s -------------------------------------------------------------------------- Below you will find all the puzzle solutions for Hard and Extra for quick reference. Clock Face: Set the hands to 9:10. Safe combination: Turn to the first number, turn right to the second, left to third, right to the fourth. V means 5, X means 10, and any letters represent their numbered position in the alphabet plus 9. Old Coin Desk: Hard - Empty, Old Man, Prisoner, Empty, Snake Extra - Empty, Old Man, Empty, Snake, Prisoner 3F Hospital Wing Code: Easy/Normal - 7335 Hard/Extra - 1328 "Louise" Box: Combine and use the "Purple Bull" Key and "Lapis Eye" Key. Enter typewriter code on the push-button lock. Enter bloody wall code on the turning lock. Trick or Treat Box: Button order from top to bottom - 3, 1, 3 Roach Trap: Use the six possible combinations with the two or three illuminated numbers on the keypad to open the door. Box of Faces: Step into the metal room, opening it by turning the cube if it's not already open, and find two doorways exactly opposite each other. Turn the box of faces accordingly to put those two doorways in the position of the entrance and exit. Or simply use trial and error with the following face options and possible directions they can face: Yellow Eyes - up, down, right, left Red Eyes - up, down Green Eyes - up, down, right, left Blue Eyes - up, down Innocent Man: Hard - The Counterfeiter is innocent Extra - The Thief is innocent Briefcase: Use the Thinner on the photo on the bed and enter that code into the briefcase combination lock. Music Box: From left to right - Cinderella, Little Mermaid, Snow White -------------------------------------------------------------------------- ========================================================================== 16. I T E M L I S T ========================================================================== -------------------------------------------------------------------------- ITEM LIST.........................................................[SH2_16] Here you will find a complete roster of all the unique items found in the game for quick reference. This means weapons, all key items and maps. If there's a certain item you're looking for, or you wish to read its inventory description or understand what it's for, you can do that here. For a full roster of all the memos and notes found in the game, refer to the Memos section of this FAQ below. =========== Weapon Name =========== Great Knife Handgun Hunting Rifle Shotgun Steel Pipe Wooden Plank ================= Extra Weapon Name ================= Chainsaw Hyper Spray ========= Item Name ========= Angela's Knife Apartment Gate Key Apartment Stairway Key Bar Key Basement Storeroom Key Bent Needle Can Opener Canned Juice "Cinderella" Music Box Clock Key Coin [Old Man] Coin [Prisoner] Coin [Snake] Copper Ring Courtyard Key Dry Cell Battery Elevator Key Employee Elevator Key Examination Room Key Fire Escape Key "Fish" Key Flashlight Horseshoe Hospital Lobby Key Hotel Stairway Key Key of the Persecuted Key to Hotel Room 204 Key to Hotel Room 312 Key to Room 202 "Lapis Eye" Key Laura's Letter Lead Ring Letter from Mary Light Bulb Lighter "Little Mermaid" Music Box Lyne House Key Old Bronze Key Photo of Mary Piece of Hair "Purple Bull" Key Radio Roof Key Rust-Colored Egg Scarlet Egg "Snow White" Music Box Spiral-Writing Key Tablet of "Gluttonous Pig" Tablet of "The Oppressor" Tablet of "The Seductress" Thinner Videotape Wax Doll Wire Cutter Wrench =============== Extra Item Name =============== Blue Gem Book: "Crimson Ceremony" Book: "Lost Memories" Dog Key Obsidian Goblet White Chrism ======== Map Name ======== Hotel Map (for employees) Hotel Map (for guests) Map of Silent Hill Map of the Apt Bldg Map of the Hospital Map of the Labyrinth Map of the Prison Map of the West Apt. Bldg w e a p o n s -=-=====---=--======----===-====---=-======--==-======-----=-=====----=-== -------------------------------------------------------------------------- Weapon: | Great Knife Location: | On the table in Pyramid Head's lair, Labyrinth. Description:| "Massive weapon wielded by Pyramid Head. | Hard to use, but lethal." Notes: | The most powerful weapon in the game, but awkward to use. | So heavy that James must drag it behind him. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Handgun Location: | In the shopping cart in room 301 3F, Wood Side Apartments. Description:| "Full clip holds 10 bullets. Light handgun. | Not much stopping power, but easy to use." Notes: | An M92F Beretta pistol. The first firearm James acquires. | Best at close and medium range. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Hunting Rifle Location: | In the weapons lock-up just behind the warden's office 1F, | Toluca Prison. Description:| "Maximum capacity 4 shots. Takes a long time | between shots, but each shot is very powerful." Notes: | Powerful and extremely accurate. Best at long range. Lacks | in firing rate. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Shotgun Location: | In the open locker, Women's Locker Room 2F, Brookhaven | Hospital. Description:| "Maximum capacity 6 shots. Tough to use, | but can attack opponents in a group." Notes: | High stopping power but lacks a little in range. Best at | close range, great for its widespread blast. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Steel Pipe Location: | Stuck in a car's hood at Texxon Gas at the southeast of the | Nathan and Carroll intersection, West South Vale. Description:| "3-foot long steel pipe. | Not very destructive, but good range." Notes: | Far superior to the Wooden Plank. Good attack range and | power. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Wooden Plank Location: | Attached to the scaffolding of the construction site at the | north end of Vachss Road, East South Vale. Description:| "Wooden plank with nails on one end. | Not very powerful, but easy to use." Notes: | The first weapon James acquires. Weak, but okay at close | range. Take caution when using. -------------------------------------------------------------------------- e x t r a w e a p o n s -=-=====---=-=-=====---=-====---=-==-=====----=-====---=-====--==-=-====-- -------------------------------------------------------------------------- Weapon: | Chainsaw Location: | Stuck in a stack of logs across from the Silent Hill Ranch | on the East South Vale nature trail. Description:| "Gas-powered chainsaw. | Extremely high attack power." Available: | Only in a New Game Plus. Notes: | Powerful but hard to use. James needs to cut the power to | run and start it up again to attack. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Hyper Spray Location: | On the table in the camper trailer at the intersection of | Saul and Harris, East South Vale. Description:| "Suspicious spray can. | Effect unknown." Available: | Only in a New Game Plus, after completing Normal and Hard | Action Level. Notes: | Immobilizes enemies for a brief amount of time when sprayed. | May affect James' health after long use. Colour and power of | spray depends on ranking. -------------------------------------------------------------------------- i t e m s ---=-======----=-====----=-=====----=-===----=-===---===----====--======== -------------------------------------------------------------------------- Item: | Angela's Knife Location: | Acquired from Angela in the mirror room in room 109 1F, Blue | Creek Apartments. Description:| "Knife from Angela. I don't plan on | using this as a weapon." Examine: | "The blade is stained with something red." Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Gate Key Location: | On the ground right by the corpse at the north end of Martin | Street, East South Vale. Description:| "Old-looking key that I found in town." Purpose: | Unlocks the front gate of Wood Side Apartments on Katz | Street, East South Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Apartment Stairway Key Location: | On the bed in the open bedroom of room 208 2F, Blue Creek | Apartments, after crossing over from room 209. Description:| "Key to door that leads from the westside | apartment hall to the stairway." Examine: | "It says 'North stairway'." Purpose: | Unlocks the north stairwell on 2F of Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Bar Key Location: | Hanging from the boiler in the Boiler Room B1F, Lake View | Hotel. Description:| "Key to door which goes from hotel's underground | bar to hallway. Found it in boiler room." Purpose: | Unlocks the "Venus Tears" bar door on B1F from the inside, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Basement Storeroom Key Location: | On the ledge above the reaching arms in room M6 2F, | Nightmare Hospital. Description:| "It was inside the wall with that strange | painting. It's the key to the hospital | basement's storeroom." Purpose: | Unlocks the B1F Storeroom of the Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Bent Needle Location: | Stuck in the teddy bear in the Women's Locker Room 2F, | Brookhaven Hospital. Description:| "Rusty, bent needle. It was stuck in | the stuffed animal in the locker room." Purpose: | One of the two items needed to get the key in the drain in | the Shower Room 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Can Opener Location: | In the open safe in the Office 1F, Lake View Hotel. Description:| "Tool for opening cans." Purpose: | Opens the unmarked can on the counter in the Kitchen B1F, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Canned Juice Location: | Sitting in front of the door to room 107 1F, Wood Side | Apartments. Description:| "Six-pack of canned juice. | It was in the hallway on the 1st floor." Purpose: | Knocks the stuck garbage out of the garbage chute on 2F, | Wood Side Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Cinderella" Music Box Location: | Inside the locked suitcase in room 202 2F, Lake View Hotel. Description:| "Music box with figure from the | fairy tale, "Cinderella", attached. | Found inside trunk in room 202." Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Clock Key Location: | Inside the hole in the wall in the open bedroom of room 202 | 2F, Wood Side Apartments. Description:| "There's a small clock at the end of the key. | It was in a hole in the wall in room 202." Examine: | "Now that I think of it, there was a | big clock in room 208..." (after examining clock) Purpose: | Unlocks the face of the clock in room 208 2F, Wood Side | Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Old Man] Location: | At the bottom of the garbage chute in front of Wood Side | Apartments, after knocking the garbage loose. Description:| "Large coin imprinted with the face of an | old person. Took it out of the trash chute exit." Examine: | "It looks like an old man." | "The reverse side shows a gravestone." (Extra Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Prisoner] Location: | On the nightstand in the mirror room in room 109 1F, Blue | Creek Apartments. Description:| "Large coin imprinted with image of a prisoner. | Found it in the west apartment building." Examine: | "This prisoner looks like a woman." | "The reverse side shows an egg." (Extra Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Coin [Snake] Location: | In the baby carriage in the drained courtyard pool of Wood | Side Apartments. Description:| "Large coin imprinted with a snake. | I found it in that pool with no water." Examine: | "The reverse side of the coin is a crescent moon." (Extra | Riddle Level) Purpose: | One of the three coins needed to solve the Old Coin Puzzle | in room 105 1F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Copper Ring Location: | In the center of the floor down the ladder, after moving the | shelf in the Storeroom BF, Nightmare Hospital. Description:| "I found in the basement of the hospital. | It's engraved with a picture of a spider." Purpose: | One of the two rings needed to open the west stairwell door | on 3F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Courtyard Key Location: | In the closet where James hides in room 307 3F, Wood Side | Apartments. Description:| "Key to door which leads from the westside | stairway hall to the courtyard." Examine: | "It says 'courtyard'." Purpose: | Unlocks the courtyard door in the west lobby 1F, Wood Side | Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Dry Cell Battery Location: | On the ledge above the reaching arms in room M6 2F, | Nightmare Hospital. Description:| "Got it in the hospital room. | Just an ordinary dry cell battery" Examine: | "It looks like it's the same type | of battery as the flashlight." Purpose: | Replaces the old battery for the Flashlight when it dies. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Elevator Key Location: | In the shower drain in the Shower Room 3F, Brookhaven | Hospital (Bent Needle and Piece of Hair required). Description:| "'Patient wing elevator' is written on the tag. | It was stuck in the bath pipe." Purpose: | Unlocks the cover to call the patient wing elevator in | Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Employee Elevator Key Location: | On the desk in room 204 2F, Lake View Hotel. Description:| "The tag on it says: 'Employee elevator.' | Found it in room 204." Purpose: | Unlocks the Employee Elevator Room in the eastern 2F | corridor, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Examination Room Key Location: | In the bloody lab coat pocket in the Men's Locker Room 2F, | Brookhaven Hospital. Description:| "'Examination room' is written on the tag. | Found it in the pocket of the white lab jacket | in the men's locker room." Purpose: | Unlocks the Examination Room 1F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Fire Escape Key Location: | On the floor on the east side of the bars in the Wood Side | Apartments 3F corridor. Description:| "Key to door leading from hallway | to fire escape. Found in 3rd floor hall." Examine: | "The tag attached to it says | 'fire escape'. | I got my hand stepped on the first time | I tried to get this. I wonder what happened | to that kid...?" Purpose: | Unlocks the fire escape door at the west end of the Wood | Side Apartments 2F corridor. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Fish" Key Location: | On the plate on the set table in the Lake Shore Restaurant | 1F, Lake View Hotel. Description:| "Key with fish-shaped key holder. | It was on top of the restaurant table." Purpose: | Unlocks the briefcase in the Cloakroom 2F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Flashlight Location: | On the fashion dummy wearing Mary's clothes in room 205 2F, | Wood Side Apartments. Description:| "One-touch ON/OFF power switch. | Currently in breast pocket." (before viewing videotape) | "Is this thing broken? | Pressing the switch doesn't do anything." (after viewing | videotape) Purpose: | Illuminates your path and allows you to pick up items and | read your map in dark areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Horseshoe Location: | Hanging on the handle of the entrance door in the courtyard | of Toluca Prison, after inserting the three tablets. Description:| "Metal horseshoe. | It was hanging in the door of the square." Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hospital Lobby Key Location: | On the desk in the Director's Room 1F, Nightmare Hospital. Description:| "Found in the Director's office. | Key to hospital's front lobby." Purpose: | Unlocks the lobby doors on 1F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Hotel Stairway Key Location: | On the front music box in the large music box player in the | Lobby 1F, Lake View Hotel, after solving the Music Box | Puzzle. Description:| "Key to door from stairway to 3rd floor hall. | It was hidden inside the big music box in the lobby." Purpose: | Unlocks the gate blocking the 3F corridor from the stairs, | Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key of the Persecuted Location: | On the ground where the wrongfully hanged man was in the | corpse room, after pulling the correct noose in the noose | room, Labyrinth. Description:| "Key left by prisoner who was wrongly | executed." Purpose: | Unlocks the handcuffs locking the valve to the gate in the | Labyrinth. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Hotel Room 204 (Key to Room 204) Location: | Inside the briefcase in the Cloakroom 2F, Lake View Hotel. Description:| "Key to room number 204. | Took it from the bag inside the cloakroom." Purpose: | Unlocks room 204 2F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Hotel Room 312 (Key to Room 312) Location: | In one of the key boxes behind the Reception desk on 1F, | Lake View Hotel. Description:| "Key to room number 312 in the hotel. | It was lying behind the counter of the lobby | reception desk." Examine: | "Room 312 is the room Mary and | I stayed in three years ago." Purpose: | Unlocks room 312 3F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Key to Room 202 Location: | On the bookshelf in room 208 2F, Wood Side Apartments, after | acquiring the Handgun and trying to reach the key on 3F. Description:| "'202' is written on the top of the key. | Got it in room 208." Purpose: | Unlocks room 202 2F, Wood Side Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Lapis Eye" Key Location: | In the nightstand drawer in room M2 2F, Brookhaven Hospital. Description:| "An eye is carved into the top of the key. | The iris part is made of a lapis lazuli." Purpose: | One of the two keys needed to solve the "Louise" Puzzle in | room S14 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Laura's Letter Location: | Acquired from Laura in the Lake Shore Restaurant 1F, Lake | View Hotel. Description:| "Letter supposedly given to Laura by Mary." Purpose: | More information regarding Mary. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lead Ring Location: | Inside the fallen refrigerator in the Day Room 2F, Nightmare | Hospital (Maria needed to acquire). Description:| "Ring from the refrigerator. | It's engraved with a disgusting, bloated face." Purpose: | One of the two rings needed to open the west stairwell door | on 3F, Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Letter from Mary Location: | Held from the beginning of the scenario. Description:| "That's definitely Mary's name in her own | handwriting on the front of the envelope." Examine: | "There's nothing written on | the stationary." (after Eddie boss fight) | "There is nothing in the envelope." (after viewing | videotape) Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Light Bulb Location: | Inside the can on the counter of the Kitchen B1F, Lake View | Hotel. Description:| "Found inside can in kitchen of bar. | Normal light bulb." Purpose: | Inserts into the lamp on the counter of the "Venus Tears" | Bar on B1F, allowing James to see and unlock the door, Lake | View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lighter Location: | On the counter of the civilian side of the visiting room 1F, | Toluca Prison. Description:| "Metal lighter. | Looks like its flame is stronger than normal lighters." Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Little Mermaid" Music Box Location: | On the edge of the west water fountain in the back entrance | courtyard of the Lake View Hotel. Description:| "Music box with figure from the fairy | tale, 'The Little Mermaid', attached. | Found at the garden fountain." Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Lyne House Key Location: | Inside the secretarial desk in room 105 1F, Blue Creek | Apartments, available after solving the Old Coin Puzzle. Description:| "It was in the coin puzzle desk. | The tag on it says 'Lyne'." Examine: | "This must be the key mentioned in that note. | The one that says it was 'left with Uncle David'." (after | reading "Dear Tim" note on room 209's door) Purpose: | Unlocks room 209 2F, Blue Creek Apartments. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Old Bronze Key Location: | Inside the buried tin box behind the praying woman statue in | Rosewater Park, Dark South Vale (Wrench required to open). Description:| "Antique-looking bronze key. It was hidden | behind one of those statues lined up in the park." Purpose: | Unlocks the Silent Hill Historical Society in Dark South | Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Photo of Mary Location: | Held from the beginning of the scenario. Description:| "A photo from when she was still healthy." Purpose: | If examined, may change the outcome of the ending received | at the end of the game. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Piece of Hair Location: | Inside the "Louise" box in room S14 3F, Brookhaven Hospital, | accessible after opening the box. Description:| "Long brown hair. | It was in that 'box.'" Purpose: | One of the two items needed to get the key in the drain of | the Shower Room 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Purple Bull" Key Location: | Beside the typewriter on the desk in the Document Room 1F, | Brookhaven Hospital. Description:| "A bull is drawn on it in purple. | It was on the desk in the document room." Purpose: | One of the two keys needed to solve the "Louise" Puzzle in | room S14 3F, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Radio Location: | Inside the construction site at the north end of Vachss | Road, East South Vale. Description:| "Small portable radio. | Emits static when monsters are nearby." Purpose: | Helpful in highlighting nearby enemies. Can be turned on and | off. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Roof Key Location: | On the nightstand in room S3 3F, Brookhaven Hospital. Description:| "Key to roof of office wing. Got it in the | 3rd floor hospital room where Maria is resting." Purpose: | Unlocks the door to the roof, Brookhaven Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Rust-Colored Egg Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo | in the Lobby 1F, Nightmare Hotel. Description:| "It's about the size of a quail's egg. | Pyramid Head was holding it." Purpose: | Unlocks one of the Lobby 1F exit doors once both eggs are | inserted after the Pyramid Head Duo boss fight, Nightmare | Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Scarlet Egg Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo | in the Lobby 1F, Nightmare Hotel. Description:| "About the size of a quail's egg. | Pyramid Head was holding it." Purpose: | Unlocks one of the Lobby 1F exit doors once both eggs are | inserted after the Pyramid Head Duo boss fight, Nightmare | Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | "Snow White" Music Box Location: | On the shelf in the Pantry 1F, Lake View Hotel. Description:| "Music box with 'Snow White' | drawn on it. Found in pantry." Purpose: | One of the three music boxes needed to solve the Music Box | Puzzle in the Lobby 1F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Spiral-Writing Key Location: | On the ground in the roach trap room in the sewers area | beneath the Silent Hill Historical Society. Description:| "Key with slim, 3-inch long cylinder attached. | The cylinder is engraved with spiral writing." Examine: | "It says: ''Tis doubt which leadeth thee | to Purgatory.'" Purpose: | Unlocks the gate on the ground past the roach trap room in | the sewers area, underneath the Historical Society. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "Gluttonous Pig" Location: | On the table at the back of the Cafeteria 1F, Toluca Prison. Description:| "Metal tablet with 'Gluttonous Pig' drawn | on one side. Found it in the dining room." Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Oppressor" Location: | On the bed in the seventh cell from the east in the north | cellblock on 1F, Toluca Prison. Description:| "Metal tablet with 'The Oppressor' drawn | on one side. Found it in the cell." Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Tablet of "The Seductress" Location: | On the floor in the northeast shower in the shower room 1F, | Toluca Prison. Description:| "Metal tablet with 'Seductress' drawn | on one side. Found it in the shower room." Purpose: | One of the three tablets needed to insert into the scaffold | in the courtyard of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Thinner Location: | On the floor in the open elevator on B1F, Lake View Hotel. Description:| "Small can filled with thinner. | It was lying inside the elevator." Purpose: | Erases the black ink from the photo in room 202 2F, Lake | View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Videotape Location: | Inside the open safe in the Office 1F, Lake View Hotel. Description:| "Videotape I forgot at the hotel three years ago." Examine: | "'Silent Hill' is written on the label | in my handwriting. | This is definitely the videotape | I recorded back then." Purpose: | Insert into the VCR in room 312 3F, Lake View Hotel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wax Doll Location: | On the bed in the second cell from the east in the south | cellblock on 1F, Toluca Prison. Description:| "Doll carved from wax. | It was lying in the cell." Purpose: | One of the three items needed to create a handle for the | floor hatch in the civilian corridor on 1F, Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wire Cutter Location: | In the fuse box in the rotating cube room, after speaking to | Maria, Labyrinth. Description:| "Tool for cutting wires or electric cables." Purpose: | Cuts the wires blocking the doorway across from the entrance | of the Labyrinth. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Wrench Location: | On the porch of the second house north of Gonzale's Mexican | Restaurant on Lindsey Street, Dark South Vale. Description:| "I found this on the Lindsey street. | It's a tool used for turning nuts and bolts." Purpose: | Unscrews the bolts on the tin box behind the praying woman | statue in Rosewater Park, Dark South Vale. -------------------------------------------------------------------------- e x t r a i t e m s ===-=-====----=-====---=-==-======--=-=====--=-=-==-=----=-=-====--=-==--- -------------------------------------------------------------------------- Item: | Blue Gem Location: | On the ground along the back wall of the rest stop washroom | at the beginning of the game. Description:| "Maybe I could use it somewhere..." Available: | Greatest Hits/Director's Cut version only, only in a New | Game Plus after first completing both scenarios. Purpose: | Use in the Nightmare Hospital Garden, in front of the boat | on the Toluca Lake dock, and near the window of room 312 3F | in the Lake View Hotel, before watching the tape, to receive | the UFO Ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Book: "Crimson Ceremony" Location: | On the shelf behind the headphones on the desk in the | Reading Room 2F, Nightmare Hotel. Description:| "About some ancient god. | Author unknown." Available: | Only in a New Game Plus. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Book: "Lost Memories" Location: | In the newspaper stand at the Texxon Gas Station in West | South Vale. Description:| "A book about the history and legends | of this town and the surrounding area." Available: | Only in a New Game Plus. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Dog Key Location: | Inside the doghouse in the open lot directly across Nathan | Avenue when exiting Rosewater Park, just west of Jack's Inn, | West South Vale. Description:| "Found inside a dog house. | No idea where to use it." Available: | Only in a New Game Plus after receiving all three regular | endings or the Rebirth ending in the same file. Purpose: | Unlocks the Observation Room 3F, Nightmare Hotel, after | viewing the videotape. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Obsidian Goblet Location: | Inside the smashed display case in the second exhibition | room in the Silent Hill Historical Society. Description:| "Ancient-looking goblet carved from pure | obsidian. Found it in the old museum." Examine: | "A snake is carved into its stem." Available: | Only in a New Game Plus. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Chrism Location: | On the kitchenette counter of room 105 1F, Blue Creek | Apartments. Description:| "Glass bottle containing milky white anointing oil." Available: | Only in a New Game Plus. Purpose: | One of the four items required in your inventory at the end | of the game to receive the Rebirth ending. -------------------------------------------------------------------------- m a p s --=-=====---=-=====--====-====---==-======---=-====---=-=====----=-====--- -------------------------------------------------------------------------- Map: | Hotel Map (for employees) Location: | On the corkboard just outside the employee elevator on 1F, | Lake View Hotel. Covers: | Floors 1F, 2F, 3F and B1F of Lake View Hotel and Nightmare | Hotel, including the employee areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Hotel Map (for guests) Location: | On the corkboard just inside Lake View Hotel, 1F. Covers: | Floors 1F, 2F, 3F and B1F of Lake View Hotel and Nightmare | Hotel, excluding the employee areas. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of Silent Hill Location: | On the driver seat of James' open car on the Observation Deck. Covers: | The whole exterior of East and West South Vale and Paleville. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | On the left corkboard just inside the lobby 1F, Wood Side | Apartments. Covers: | Floors 1F, 2F and 3F of Wood Side Apartments, including the | courtyard linking the west and north wings. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Hospital Location: | On the bulletin board just inside Brookhaven Hospita1, 1F. Covers: | Floors 1F, 2F, 3F, BF and RF of Brookhaven Hospital and | Nightmare Hospital. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Labyrinth Location: | Drawn by James with his Flashlight on. Covers: | Only the areas of the Labyrinth that you explore, since James | draws the map as he goes. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Prison Location: | On the left table in the middle of the first hallway of | Toluca Prison, 1F. Covers: | Floors 1F and B1F of Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the West Apt. Bldg Location: | On the floor beside the door just inside the west stairwell on | 2F, Blue Creek Apartments. Covers: | Floors 1F, 2F and 3F of Blue Creek Apartments (although 3F is | never explored). -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 17. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- SAVE POINT LOCATIONS..............................................[SH2_17] Over the course of the game you'll come across several red square sheets on walls, tables and other objects. These are save points, allowing you to record your progress upon examining them. This section contains the location for each and every save point found in the game. East South Vale --------------- -At the bottom of the well just before the graveyard's main gates on the nature trail -On the table in the fenced lot on Vachss Road -On the bed inside the camper trailer at the west end of Saul Street Wood Side Apartments -------------------- -On the right wall just inside the west lobby entrance -On the pushcart by the kitchenette in room 209 2F Blue Creek Apartments --------------------- -On the wall at the end of the short hallway in room 105 1F -On the wall in the bedroom of room 208 2F, after crossing over from 209 West South Vale --------------- -On the trunk of the green car in the Jack's Inn parking lot Brookhaven Hospital ------------------- -On the desk in the Reception 1F -On the left wall in room S11 3F Nightmare Hospital ------------------ -On the lattice fence inside the far west hallway on 1F, after entering from the Garden -On the pillar in the employee wing stairwell on 3F -On the right wall by the exiting lobby doors on 1F Silent Hill Historical Society ------------------------------ -On the counter just inside the entrance Toluca Prison ------------- -On one of the pillars at the back of the cafeteria 1F -On the wall by the urinals in the men's washroom 1F Labyrinth --------- -On the wall by the entrance door to the Labyrinth, just after the long elevator ride -On the wall beside the door up the ladder, just before the Abstract Daddy boss fight -On one of the gravestones in the catacomb Toluca Lake ----------- -On the far lone barrel along the dock Lake View Hotel --------------- -On one of the chairs in the Lobby 1F -On the wall by the door in the Employee Elevator Room 2F Nightmare Hotel --------------- -On the door of room 313 3F -Nine Red Squares on the wall in the small room just north of the Lobby on 1F, right before the Pyramid Head Duo boss fight -------------------------------------------------------------------------- ========================================================================== 18. M E M O S ========================================================================== -------------------------------------------------------------------------- MEMOS.............................................................[SH2_18] During the game you will find several documents and notes of different kinds lying around, which are generally all attributed as "memos". Once found, these memos can be referenced in the Memo section of your inventory. Keep in mind that you will also find several notes of minor importance which do not appear in that menu. This section contains each and every memo found in the game in addition to all these minor notes, listed below in each category. ================= Table of Contents ================= Memos ----- Swamp Monument Memo next to corpse #1 Memo next to corpse #2 Memo next to corpse #3 Memo next to corpse #4 Memo next to corpse #5 Memo next to corpse #6 Newspaper from shop window Map found on bar Wall scratches "Three different sizes, time on the run." "Three needles stand of three different heights." Article about murder incident Sightseeing brochure Wallet in toilet bowl "Dear Tim" "To the right is the lady." "Three bright coins in five holes be" "First lies the seat of He" "Like coins in the hazy aether tossed" Map found near bridge Patient record Doctor's journal Number written on the whiteboard Whiteboard graffiti Imprint on carbon paper "Tern tern tern the numbers" "Louise" Diary from roof "The basement's basement." "She is an angel" "I took the direckters's key" "There's a letter and a wrench." "The key is in the park." Words written on the wall. Pyramid Head painting "Waterfront landscape" Painting 1, from cell Painting 2, from cell Painting 3, from cell Inscription on gallows Legend of the Lake Prison guard's diary Blood-soaked newspaper "Please someone save me" "Dead men, dead men" Condemned man's diary "Death upon the head of the sinner" Receptionist memo Photos from trunk Extra Memos ----------- "The Road to Tomorrow" "Choosing Death" "How to be a Happy Couple" Item Memos ---------- Letter from Mary Book: "Lost Memories" Laura's Letter Book: "Crimson Ceremony" Letter from Mary (full) Tape Transcripts ---------------- Videotape Notes ----- Bar Neely's "The door that wakes in darkness" Another Conclusion "The scars from the past" Rosewater Park stone Patrick Chester "In memory of the sixty seven who died" Jennifer Carroll East Lakeview Hotel billboard Historical Society billboard West Lakeview Hotel billboard Heaven's Night billboard Jacks Inn billboard Pete's Bowl-O-Rama billboard Heaven's Night neon sign Refrigerator note Joseph Historical Society plate Wiltse Coal Mine Brookhaven Hospital Prisoner note Banquet painting Skewering painting Toluca Prison Camp painting Counterfeiter Kidnapper Thief Bodily Injurer Arsonist Swindler Embezzler Murderer Notice! The Felon Walter Sullivan's Tombstone Miriam K.'s Tombstone James Sunderland's Tombstone Angela Orosco's Tombstone Eddie Dombrowski's Tombstone Toluca Lake dock wall Hotel Map note Venus tears plate Weight allowance note Music Box puzzle m e m o s ===---=-====---=-====---=-====---=-=====---===--=-=====---=-=====---=-=-== All of these memos can be found in the Memo menu of your inventory once you've read them. Some contain helpful information pertaining to puzzles while others may just be an interesting read of additional lore. -------------------------------------------------------------------------- Title: Swamp Monument Location: On the west sidewalk near the north end of Lindsey Street, East South Vale. Content: Remains of _____ Swamp The _____ers of land surroun____ __is monument was originally swamp, but was later fil____ Fr_____ng ago, t___________s nicknamed Blood Swamp because the _________ers poured the wat__ _sed to wash the ex__________ols in here. Perhaps it's fo_______________hat many pe________m to have s___ ________n the area. [Fully-legible version:] Remains of Blood Swamp The x meters of land surrounding this monument was originally swamp, but was later filled in. From long ago, the swamp was nicknamed Blood Swamp because the executioners poured the water used to wash the execution tools in here. Perhaps it's for that reason that many people seem to have seen ghosts in the area. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #1 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: I'm going to write everything that I've learned so far. Maybe that will help you out somehow. If you're reading this, it probably means I'm already dead. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #2 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: I saw those demons. They were there, I'm certain. But my friend says he didn't see anything. If that's true, does that mean that what I saw was an illusion? But whether that demon that ate human beings was real, or whether it was just some kind of hallucination that my mind dreamed up... one thing I know for sure is that I'm beyond all hope. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #3 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: It seems that they're attracted to light. That's why people who need light to see are their natural prey. They also react strongly to sound. If you want to go on living, you'd be better off just sitting in the dark and staying quiet. But even that probably won't save you. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #4 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: If you're going to try to fight them, the most important thing is to relax. It's dangerous to fire a gun while you're all crazy with fear. Take good aim, and then squeeze the trigger. And don't forget to finish them off. I think most of those creatures can be killed, even if they are tougher than people. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #5 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: Run away. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Memo next to corpse #6 Location: On the ground by the corpse at the north end of Neely Street, East South Vale. Content: Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! Run away! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Newspaper from shop window Location: On the paper on the inside of the window in Neely's Bar, Neely Street, East South Vale. Content: There was a HOLE here. It's gone now. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Map found on bar Location: On the bar inside Neely's Bar, Neely Street, East South Vale. Content: [map with "?" labelled at the top of Martin Street] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wall scratches Location: On the wall in the clock room, room 208 2F, Wood Side Apartments. Content: Henry Mildred Scott [each of the three names on the wall has a scratched line to the left of the name, pointing in a certain direction] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Three different sizes, time on the run." (Easy Riddle Level) Location: On the wall desk in the living room, room 208 2F, Wood Side Apartments. Content: Three different sizes, time on the run. Three young men circlin' round the sun. Henry is short and very, very slow, Scott can't stop, he's always on the go. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Three needles stand of three different heights." (Normal, Hard, Extra Riddle Level) Location: On the wall desk in the living room, room 208 2F, Wood Side Apartments. Content: Three needles stand of three different heights. The fat, the tall and the thin. From slow to fast they move to the right. Scott rests not on three, but fifteen. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Article about murder incident Location: At the bottom of the garbage chute just outside Wood Side Apartments, after knocking the garbage loose from 2F Content: The police announced today that Walter Sullivan, who was arrested on the 18th of this month for the brutal murder of Billy Locane and his sister Miriam, committed suicide in his jail cell early on the morning of the 22nd. According to the police statement, Sullivan used a soup spoon to stab himself in the neck, severing his carotid artery. By the time the guard discovered him, Sullivan was dead from blood loss, the spoon buried two inches in his neck. An old schoolmate of Walter Sullivan's from his hometown of Pleasant River said "He didn't look like the type of guy who would kill kids. But I do remember that just before they arrested him he was blurting out all sorts of strange stuff like 'He's trying to kill me. He's trying to punish me. The monster... the red devil. Forgive me. I did it, but it wasn't me!'." The schoolmate then added "I guess now that I think of it, he was kinda crazy." -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Sightseeing brochure Location: On the cabinet in room 104 1F, Wood Side Apartments. Content: Welcome to Silent Hill! Silent Hill, a quiet little lakeside resort town. We're happy to have you. Take some time out of your busy schedules and enjoy a nice restful vacation here. Row after row of quaint old houses, a gorgeous mountain landscape, and a lake which shows different sides of its beauty with the passing of the day, from sunrise to late afternoons to sunset. Silent Hill will move you and fill you with a feeling of deep peace. I hope your time here will be pleasant and your memories will last forever. Editor: Roger Widmark -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wallet in toilet bowl Location: Inside the toilet in the washroom of room 203 2F, Blue Creek Apartments. Content: # # >> # # << # # >> # # (# - number, roman numeral or letter, depending on riddle difficulty) -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Dear Tim" Location: Pinned on the door to room 209 2F, Blue Creek Apartments. Content: Dear Tim, I have to run an errand so I'm going out. I left the house key with Uncle David (You know where he lives, don't you? The key is in the room near the first floor staircase.). I'll be back as soon as I can, so please watch the place while I'm gone. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "To the right is the lady." (Easy Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Content: To the right is the lady. To the left is the old one. In the center crawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Three bright coins in five holes be" (Normal Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Content: Three bright coins in five holes be At one end sits the Seducer of she The wind from behind the woman doth play The Formless One, Null, lies furthest from they The Old One beside the Serpent sits not. Tis to the Prisoner's left that he doth rot -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "First lies the seat of He" (Hard Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Content: First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to the throne Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady Man and Woman seeing all Heedless to the Raven's call Silent and Hidden the two may be They be not there for you to see Return them to whence they would be And blessing shall descend on thee I speak thus with the North Star behind me The birth of the sun is the start of the story -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Like coins in the hazy aether tossed" (Extra Riddle Level) Location: Engraved in the secretarial desk in room 105 1F, Blue Creek Apartments. Content: Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid When thrice in falling they intone Then Happiness shall be thy own The first note be not by the Horned One rung Though it be there that all sins be sprung The Bringer of Life and the Bringer of Shame The sins of the latter be ever more tame Though coming in the Aged One's wake The Formless One's soul in fear doth quake The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Map found near bridge Location: On the ground by the corpse near the bridge at the northwest end of Nathan Avenue, West South Vale. Content: [map with circle around Pete's-Bowl-O-Rama] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Patient record Location: On the desk in the Reception Office 1F, Brookhaven Hospital. Content: [Jack Davis] He has attempted suicide three times in the past for reasons unknown. Although he is normally a model patient who follows doctor's and nurse's orders, he must be watched closely due to his past pattern of sudden and violent suicide attempts. [Joseph Barkin] His illness seems to be rooted in the fact that he believes he is guilty of causing his daughter's death. His symptoms suggest a psychotic break and paranoid delusions. Normally calm, but has a tendency towards violence when excited. [Joshua Lewis] History of hospitalization as well as numerous assault, battery and other violent offenses. He has a strong persecution complex and a tendency to solve things through violence. Extreme caution necessary. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Doctor's journal Location: On the desk in the Document Room 1F, Brookhaven Hospital. Content: The potential for this illness exists in all people and, under the right circumstances, any man or woman would be driven, like him, to "the other side." The "other side" perhaps may not be the best way to phrase it. After all, there is no wall between here and there. It lies on the borders where reality and unreality intersect. It is a place both close and distant. Some say it isn't even an illness. I cannot agree with them. I'm a doctor, not a philosopher or even a psychiatrist. But sometimes I have to ask myself this question. It's true that to us his imaginings are nothing but the inventions of a busy mind. But to him, there simply is no other reality. Furthermore he is happy there. So why, I ask myself, why in the name of healing him must we drag him painfully into the world of our own reality? (Something else is written by hand.) I got the key from Joseph. It's probably the key to that box. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Number written on the whiteboard (Easy, Normal Riddle Level) Location: On the whiteboard on the wall in the Doctor's Lounge 1F, Brookhaven Hospital. Content: 3rd floor patient wing hall - 7335 -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Whiteboard graffiti (Hard, Extra Riddle Level) Location: On the whiteboard on the wall in the Doctor's Lounge 1F, Brookhaven Hospital. Content: The pin number this month is "T". Last month it was "X" and before that it was "Z." But what are they going to do next month? That's all they can express with 4 numbers. Anyway does the door to the Patient Wing really need to have its combination changed this often? -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Imprint on carbon paper Location: In the typewriter on the desk in Examining Room 3 2F, Brookhaven Hospital. Content: [Easy/Normal Riddle Level] i know it i know the number of the box # # # # it cant help him anymore the button key doesnt scare me so nobody can stop who i am i don't know who i am is who i am is who i am is [# - number] [Hard/Extra Riddle Level] i know it the secret i'll give them something to deal with this demon shelter is of no use any more he is my instrument he must follow my orders yes, the box will be useless now i must not forget it # # # # that's good he is the lowest now i too will be free and he will serve me i am a genius no one can stop me one can stop me no one can stop me can stop can stop no no [# - number] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Louise" Location: Written on the wall in room S14 3F, Brookhaven Hospital. Content: Louise I'll take care of you four ever. It's my destiny! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Diary from roof Location: On the ground on the roof of Brookhaven Hospital. Content: May 9 Rain. Stared out the window all day. Peaceful here - nothing to do. Still not allowed to go outside. May 10 Still raining. Talked with the doctor a little. Would they have saved me if I didn't have a family to feed? I know I'm pathetic, weak. Not everyone can be strong. May 11 Rain again. The meds made me feel sick today. If I'm only better when I'm drugged, then who am I anyway? May 12 Rain as usual. I don't want to cause any more trouble for anyone, but I'm a bother either way. Can it really be a such a sin to run instead of fight? Some people may say so, but they don't have to live in my shoes. It may be selfish, but it's what I want. It's too hard like this. It's just too hard.... May 13 It's clear outside. The doctors told me I've been released - that I've got to go home. I ----------------- -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Tern tern tern the numbers" Location: On the wall inside the unlocked cell in the Special Treatment Room 3F, Brookhaven Hospital. Content: [random four-digit code on wall above writing] Tern tern tern the numbers better not forget them So I'll right them down here The other one, my secret name -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The basement's basement." Location: On the covered table in room M6 2F, Nightmare Hospital. Content: I was locked up inside the basement's basement. It was so small and dark and I was so afraid. I dropped my precious ring. But I will never, ever go back there. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "She is an angel" Location: On the bed in room S11 2F, Nightmare Hospital. Content: She is an angel no one knows only I can see the Lady of the Door they cannot walk along her Bridge of Thread they fall from the weight of their crimes. Like bloated and ugly corpses their sins she devours them sin and sinner alike she saves me she is an angel. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "I took the direckters's key" Location: On the ground in the patient wing stairwell, Nightmare Hospital. Content: I took the direckters's key - the one to the mooseum. I hid it behind the preying woman when I went out for the day trip. I picked it up but I did not steal it. I'm not a krimminal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "There's a letter and a wrench." Location: On the desk in the Director's Room 1F, Nightmare Hospital. Content: [map with something written on it] He who is not bold enough to be stared at from across the abyss is not bold enough to stare into it himself. The truth can only be learned by marching forward. Follow the map. There's a letter and a wrench. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The key is in the park." Location: On the porch of the second house north from Gonzale's Mexican Restaurant on Lindsey Street, Dark South Vale. Content: Or perhaps you are a fool. The truth usually betrays people. A part of that abyss is in the old society. The key to the society is in the park. At the foot of the praying woman, inside of the ground, inside of a box. To open it, I need a wrench. My patient buried it there. I knew, but did nothing. It made me uneasy to have such a thing near. I wasn't looking for the truth, I was looking for tranquility. I also saw that thing. I fled, but the museum was sealed as well. Now no one dares to approach that place. If you still do not wish to stop, James, I pray to the Lord to have mercy on your eternal soul. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Words written on the wall. Location: On the wall in Neely's Bar, Neely Street, Dark South Vale. Content: If you really want to see Mary, you should just die. But you might be heading to a different place than Mary, James. [Note: the above is what is captioned, however the following is the exact representation of the words on the wall.] If you ReaLly want to sEE Mary, you shOUld just DiE But You mIght be hEadiNg to A diffErent place than MARY, James. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Pyramid Head painting Location: On the wall in the first exhibition room, Silent Hill Historical Society. Content: [painting of Pyramid Head with hanged corpses] "Misty day, remains of the Judgment" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Waterfront landscape" Location: On the wall in the first exhibition room, Silent Hill Historical Society. Content: "Waterfront landscape" Allen Smith (Date of birth and death unknown) A scene of this area from long ago. From the style, it looks like it was done sometime around 1820. There were a lot fewer people then, and only a handful of buildings. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 1, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Content: Burning Man -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 2, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Content: Woman in Flight -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Painting 3, from cell. Location: Inside the first cell from the east in the north cellblock 1F, Toluca Prison. Content: 436 People at a Recital -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Inscription on gallows Location: On the front of the scaffold in the courtyard of Toluca Prison. Content: I give you blood to atone for the Three Sins. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Legend of the Lake Location: On the desk in the warden's office 1F, Toluca Prison. Content: Toluca Lake, the town's main tourist attraction. This clear, beautiful lake has another side as well. It may seem like just a typical ghost story that you might find in any number of old towns across the country. But in this case, the legend is true. On a fog-bound November day in 1918, the Little Baroness, a ship filled with tourists, failed to return to port. A newspaper article from back then simply says "It most likely sunk for some reason". Despite an extensive police search, not a single fragment of the ship nor any of the 14 bodies of passengers or crew has ever been recovered to this day. In 1939, an even stranger incident occurred. (There are many pages torn out.) Many corpses rest at the bottom of this lake. Their bony hands reach up towards the boats that pass overhead. Perhaps they reach for their comrades. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Prison guard's diary Location: In the bookshelf to the left of the desk in the warden's office 1F, Toluca Prison. Content: Prisoners do not feel remorse. In fact, they do not feel themselves to be villains at all. Even the most uneducated brute will use what little words he knows to justify himself. And such trifling dreams they have, flourishing even in the darkness. Prisoners, too, are no exception. No matter how foul nor loathsome one's own life and existence may be, human nature is abiding. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Blood-soaked newspaper Location: On the floor in the small room after the first maze section, just before the Abstract Daddy boss fight, in the Labyrinth. Content: The bo____f a man later identified as Thomas Oro_____Lumberjack, ag_ 39) was discovered in the ________________om lying fa______ The probable cause of dea____as multiple stab wounds to the front of the neck and the left side of the torso by a sharp edged weapon. The estimated____e of death was somewhere between 11:00 p.____nd 12:30 midnight. Due to signs of struggle in the room and the lack of a murder weapon, police are cons__ering this a homicide and have opened a murder investigation. Furthermore, given the fact that the cash in the room was untouched and Mr. Oro_____ad a history of drunkenness and violence, the polic______ect that t_____tive was not robbery____ _________ of crime o______ion. [Fully-legible version:] The body of a man later identified as Thomas Orosco, Lumberjack, age 39) was discovered in the middle of the room lying face up. The probable cause of death was multiple stab wounds to the front of the neck and the left side of the torso by a sharp edged weapon. The estimated time of death was somewhere between 11:00 p.m. and 12:30 midnight. Due to signs of struggle in the room and the lack of a murder weapon, police are considering this a homicide and have opened a murder investigation. Furthermore, given the fact that the cash in the room was untouched and Mr. Orosco had a history of drunkenness and violence, the police suspect that the motive was not robbery but some sort of crime of passion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Please someone save me" (Easy Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Content: He committed an evil crime. He turned a happy home into a pile of ash. For that, he should die. They also committed crimes. They tried to fraud and trick others. So their reward too is natural. Even he cannot be forgiven, My friend without his left hand. And so his death bothers me not. And what of him? He also is not sinless. There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt. His death was a tragedy. That is all I wish to say. It was neither justice nor retribution. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Dead men, dead men" (Normal Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Content: Dead men, dead men swinging in a tree How many dead men do you see? Tongue turned blue and face gone grey Watch them as they twist and sway The first one killed the butcher man Then cooked him in the frying pan Served him to his hungry guests And gave them seconds on request The next one with his smile and sweets Stole poor children off the streets To men who dressed unsavory He sold them into slavery Breaking into a home at night The thief he had a nasty fright Filled his foolish head with ale Woke in the morn in the county jail The artist with his daunting skill Tried his hand at painting bills But caught in rain he was undone When the ink he'd use did start to run With promises of great return Taking gold he did not earn Bundled it up out of sight Quietly slipped off into night Three houses into ashes burned The sheriff with no place to turn Did spy a stranger to his town Locked him up and beat him down Dead men, dead men swinging in a tree How many dead men do you see? Six feet long and six men wide Round their necks the noose be tied -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Condemned man's diary (Hard Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Content: I do not wish to die. But tomorrow I will climb the thirteen steps. Please someone - answer me, Why must I die come the morning? The man imprisoned beside me believed me. "Because they're all insane, that's why," he said. Of course I know his opinion will change nothing. "Now you know why I struck out at them," he muttered. The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true. But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true. The man who was hung today did not answer. "They'll kill me either way," he said. He was caught embezzling public money, so he hasn't any hope for mercy. The man who is always quietly smiling to himself said "I am happy for I will soon be with her." I do not wish to die. I long only to return home. But I know it is not to be. Though I have done nothing, this crime has been thrust upon me. Someone save me. This is not judgement. They are bloodthirsty and I am their sacrificial lamb! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Death upon the head of the sinner" (Extra Riddle Level) Location: On the fence in the room with the six nooses, Labyrinth. Content: We may visit death upon the head of the sinner but to what avail? In the name of retribution, we took part in a bitter comedy this day. You, hanging as you do, by your neck, Unforgiven and cursed by all. Five of them committed crimes, six went out for a drink and were captured there. Only one of them was innocent, but they knew not that. The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void. The white bandages stained with crimson, The remains upon the scorched black earth, The whispered cries of the maiden. They are but a meaningless contract. They are also signs of guilt. But one of them was done without reason. It was done out of fear and a ripe imagination. Spinning alone at the end of a rope, it is nothing less than a disgrace to us all. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Receptionist memo Location: On the Reception counter in the Lobby 1F, Lake View Hotel. Content: Mr. James Sunderland, The videotape you forgot here is being kept in the office on the 1st floor. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Photos of trunk Location: On the bed in room 202 2F, Lake View Hotel. Content: [random four-letter code word] -------------------------------------------------------------------------- e x t r a m e m o s =---=====--=-====---=-=====---=-====----=====--=-====-----=-=====---===-== These are secret memos that provide hints on achieving one of the main three endings of the game. Only one can appear at a time in a New Game Plus, corresponding to one of the main endings (or the only one) you have not yet received. Once all main endings have been achieved, none of these memos will ever appear again in your save file. Read more about them in the Extras & Secrets section. -------------------------------------------------------------------------- Title: "The Road to Tomorrow" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Content: "The Road to Tomorrow" The first step to a healthy life is to avoid illness. That may sound obvious, but it's also very important. Instead of working to heal yourself after you're sick, it's better to avoid getting sick in the first place. Also you have to maintain a positive, optimistic outlook on life. It's no use worrying over things that have happened in the past. You've got to get outside and play in the fresh air once in a while, instead of just sitting inside reading difficult books. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "How to be a Happy Couple" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Content: "How to be a Happy Couple" Do you really love her? In sickness and in health? If you truly love her, then you must act. It all depends on how hard you fight for her. Whatever happens, don't give up. Always try just one more time. Even though there may be hard times, never turn to another woman. And if it comes to it, you must be willing to protect her with your very life. After all, true love means a willingness to sacrifice. Be true to your heart and with luck, things will work out in the end. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Choosing Death" Location: On the sewing machine table in room 205 2F, Wood Side Apartments. Content: "Choosing Death" When life is filled with nothing but despair, some people choose to end it all. I once chose that path for myself as well. At the time I felt that I had no other choices. After I made my decision, it became the only thing binding me into this world. Sometimes I would cry to myself while thinking of the past, but mostly all I did was plan over and over again how and when I was going to kill myself. I did stupid, dangerous things. I figured it didn't matter since I was going to die anyway, so I went out of my way to invite disaster. I stopped taking to people and it didn't bother me even when friendships grew distant. -------------------------------------------------------------------------- i t e m m e m o s ---===--=-=====---==--=---====-------===---=-==-=====----====---=-===----- The memos in this section can be found in your inventory as items once they have been obtained, except for Mary's full letter, which is really the full version of the Letter from Mary that James starts off with. In order to read the content of these memos once they're in your inventory, highlight the item and select "Examine". The locations for the memos below are the locations of the items themselves. Other descriptions of certain memos upon examining or simply viewing in your inventory can be found in the Item List section. -------------------------------------------------------------------------- Title: Letter from Mary Location: In James's possession from the beginning of the game. Content: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our "special place"... Waiting for you... -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Book: "Lost Memories" Location: Inside the newspaper stand at the Texxon Gas Station, West South Vale (only in a New Game Plus). Content: The name comes from the legend of the people whose land was stolen from them. They called this place "The Place of the Silent Spirits." By "Spirits," they meant not only their dead relatives, but also the spirits that they believed inhabited the trees, rocks and water around them. According to legend, this was where the holiest ceremonies took place. But it was not the ancestors of those who now live in this town that first stole the land from these people. There were others who came before. In those days, this town went by another name. But that name is now hopelessly lost in the veils of time. All we know is that there was another name, and that for some reason the town was once abandoned by its residents. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Laura's Letter Location: Acquired from Laura in the Restaurant "Lake Shore" 1F, Lake View Hotel. Content: My dearest Laura, I'm leaving this letter with Rachel to give to you after I'm gone. I'm far away now. In a quiet, beautiful place. Please forgive me for not saying goodbye before I left. Be well, Laura. Don't be too hard on the sisters. And Laura, about James... I know you hate him because you think he isn't nice to me, but please give him a chance. It's true he may be a little surly sometimes, and he doesn't laugh much. But underneath he's really a sweet person. Laura... I love you like my very own daughter. If things had worked out differently, I was hoping to adopt you. Happy 8th birthday, Laura. Your friend forever, Mary -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Book: "Crimson Ceremony" Location: On the bookshelf behind the desk in the Reading Room 2F, Nightmare Hotel (only in a New Game Plus). Content: Speak. I am the Crimson One. The lies and the mist are not they but I. You all know that I am One. Yes, and the One is I. Believers hearken to me! Twenty score men and seven thousand beasts. Heed my words and speaketh them to all, that they shall ever be obeyed even under the light of the proud and merciless sun. I shall bring down bitter vengeance upon thee and thou shalt suffer my eternal wrath. The beauty of the withering flower and the last struggles of the dying man, they are my blessings. Thou shalt ever call upon me and all that is me in the place that is silent. Oh, proud fragrance of life which flies towards the heart. Oh Cup which brims with the whitest of wine, it is in thee that all begins. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Letter from Mary (full) Location: Acquired from Mary in the ending, after completing the game with one of the three main endings (letter is read by Mary). Content: In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our "special place"... Waiting for you... Waiting for you to come to see me. But you never do. And so I wait, wrapped in my cocoon of pain and loneliness. I know I've done a terrible thing to you. Something you'll never forgive me for. I wish I could change that, but I can't. I feel so pathetic and ugly laying here, waiting for you... Every day I stare up at the cracks in the ceiling and all I can think about is how unfair it all is... The doctor came today. He told me I could go home for a short stay. It's not that I'm getting better. It's just that this may be my last chance... I think you know what I mean... Even so, I'm glad to be coming home. I've missed you terribly. But I'm afraid James. I'm afraid you don't really want me to come home. Whenever you come see me, I can tell how hard it is on you... I don't know if you hate me or pity me... Or maybe I just disgust you.... I'm sorry about that. When I first learned that I was going to die, I just didn't want to accept it. I was so angry all the time and I struck out at everyone I loved most. Especially you, James. That's why I understand if you do hate me. But I want you to know this, James. I'll always love you. Even though our life together had to end like this, I still wouldn't trade it for the world. We had some wonderful years together. Well this letter has gone on too long so I'll say goodbye. I told the nurse to give this to you after I'm gone. That means that as you read this, I'm already dead. I can't tell you to remember me, but I can't bear for you to forget me. These last few years since I became ill...I'm so sorry for what I did to you, did to us... You've given me so much and I haven't been able to return a single thing. That's why I want you to live for yourself now. Do what's best for you, James. James... You made me happy. -------------------------------------------------------------------------- t a p e t r a n s c r i p t s ===-=-=====---=-===---=----=====----===-====--==---======---=-=====---==== This section includes material recorded onto tape, although there is only one item, which is James' Videotape from the hotel. The location listed below is the location of the item itself. -------------------------------------------------------------------------- Title: Videotape Location: Inside the open safe in the Office 1F, Lake View Hotel. Content: [Once the videotape is inserted into the VCR of room 312 of Lake View Hotel, the following plays] [Mary walks into the frame.] Mary: Are you taping again? C'mon... [She sits down in a chair by the window and looks outside.] Mary: I don't know why, but I just love it here. It's so peaceful. You know what I heard? This whole area used to be a sacred place. I think I can see why. It's too bad we have to leave... Please promise you'll take me again, James. [Mary starts to cough and puts her head dead as if she's embarrassed.] [Static erupts over the screen and the video image flickers. After a while we see Mary on her sick bed through the high volume of snow on the screen. It's hard to see through the static, but we see James approach her and lean over the bed for a moment. Suddenly, he snatches her pillow from underneath her head, while the video image flickers back and forth from other parts of the video. James smothers her as she flails about, struggling for her life. After a few moments, she stops moving and the video cuts to only static.] -------------------------------------------------------------------------- n o t e s =======---=-=====---=-=====---===-=====--=-====---=-====---=-=----===---== The following are small notes found throughout the game that will not be listed in the Memo menu of your inventory, but they are often provide interesting tidbits of information or lore, and are also captioned with the same blue-tinted font as memos. These notes don't actually have any titles in the game since there is no list to sift through them, but I've added appropriate titles to identify each. -------------------------------------------------------------------------- Title: Bar Neely's Location: On the couch inside the camper trailer at the Saul and Harris Street intersection, East South Vale. Content: I'll wait at "BAR Neely's" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The door that wakes in darkness" Location: Written on the construction sheet wall by the door at the west end of Katz Street, East South Vale. Content: The door that wakes in darkness, opening into nightmares. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Another Conclusion Location: On the sewing machine table in room 205 2F, Wood Side Apartments, along with the other extra memo (only available if not all three main endings have been achieved). Content: "Searching for Another Conclusion" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "The scars from the past" Location: Written on the right side of the clock in the clock room, room 208 2F, Wood Side Apartments. Content: The scars from the past shall remove the nail that stops Time. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Rosewater Park stone Location: To the right of the east entrance of Rosewater Park, West South Vale. Content: Rosewater Park -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Patrick Chester Location: Engraved in a monument on the east side of Rosewater Park, West South Vale. Content: Patrick Chester, son of Edward. He fought and died for the people, for liberty and for all of our tomorrows. His memory lives on. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: In memory of the sixty seven who died Location: Engraved in a monument along the lakefront of Rosewater Park, West South Vale. Content: In memory of the sixty seven who died of illness and now sleep beneath the lake. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Jennifer Carroll Location: Engraved in the praying woman monument at the west side of Rosewater Park, West South Vale. Content: Victim of persecution by t__________ans. Jenni___ Carroll lived with pride and honor. What happened here shall never be forgotten. [Fully-legible version:] Victim of persecution by the Christians Jennifer Carroll lived with pride and honor. What happened here shall never be forgotten. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: East Lakeview Hotel billboard Location: Behind the ripped section of fence on the north side of Nathan Avenue near Rosewater Park, West South Vale. Content: Lakeview Hotel -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Historical Society billboard Location: Along the north side of Nathan Avenue near Pete's Bowl-O-Rama, West South Vale. Content: Silent Hill Historical Society -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: West Lakeview Hotel billboard Location: Resting on the ground at the north side of Nathan Avenue near the destroyed bridge, West South Vale. Content: Lakeview Hotel -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Heaven's Night billboard Location: Along the south side of Nathan Avenue near the destroyed bridge, West South Vale. Content: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Jacks Inn billboard Location: Along the south side of Nathan Avenue near the Historical Society, West South Vale. Content: Jacks Inn -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Pete's Bowl-O-Rama billboard Location: Along the south side of Nathan Avenue near the Historical Society, West South Vale. Content: Pete's Bowl-O-Rama -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Heaven's Night neon sign Location: Inside on the wall by the front door to Heaven's Night, West South Vale. Content: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Refrigerator note Location: Posted on the mini fridge in the Doctor's Lounge 1F, Brookhaven Hospital. Content: Food only! Do not store drugs! -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Joseph Location: On the wall by the door to the unlocked cell in the Special Treatment Room 3F, Brookhaven Hospital. Content: If Joseph looks calm, he can be taken out of his cell. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Historical Society plate Location: On the wall just outside the entrance to the Silent Hill Historical Society, Dark South Vale. Content: Silent Hill Historical Society -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Wiltse Coal Mine Location: The caption under the missing painting in the first exhibition room of the Silent Hill Historical Society. Content: Wiltse Coal Mine -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Brookhaven Hospital Location: The caption under the painting of the hospital in the second exhibition room of the Silent Hill Historical Society. Content: Brookhaven Hospital(1880) This hospital was built in response to a great plague that followed a wave of immigration to this area. It was originally little more than a shack, but it gradually grew and grew. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Prisoner note Location: On the desk in the room at the bottom of the extremely long, descending hallway in the Silent Hill Historical Society. Content: September 11, 1820 Prisoner number: C-221 -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Banquet painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long, descending hallway, beneath the Silent Hill Historical Society. Content: Crimson and White Banquet for the Gods -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Skewering painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long, descending hallway, beneath the Silent Hill Historical Society. Content: Death by Skewering An execution at the prison. Death by Skewering or Strangling. To choose his death is the prisoner's last taste of freedom. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Toluca Prison Camp painting Location: On the wall in the room in the prison-esque hallway after moving through the room down the very long descending hallway, beneath the Silent Hill Historical Society. Content: Toluca Prison Camp Built during the Civil War. Later became Toluca Prison. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Book titles in prison cell Location: On the bed and floor in an open cell in the south cellblock of Toluca Prison 1F (different titles at head and foot of bed). Content: "Black Magic from the Abyss" "Resurrection of the Dead" "The Chronicle of Agrippa" "Manuscript of the Iron Rings" "On Sacrifice and the Art of Demon-Summoning" "Tome of the Seer" "The Feast of the Succubi" "The Fallen Angels of Mercy and Favor" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Counterfeiter Location: The caption over the face of the counterfeiter in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of counterfeiting. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Kidnapper Location: The caption over the face of the kidnapper in the room with the six standing corpses, Labyrinth (always present). Content: This man was hung for the crime of kidnapping. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Thief Location: The caption over the face of the thief in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of thievery. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Bodily Injurer Location: The caption over the face of the bodily injurer in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of bodily injury. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Arsonist Location: The caption over the face of the arsonist in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of arson. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Swindler Location: The caption over the face of the swindler in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of swindling. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Embezzler Location: The caption over the face of the embezzler in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of embezzlement. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Murderer Location: The caption over the face of the murderer in the room with the six standing corpses, Labyrinth (if present). Content: This man was hung for the crime of murder. Justice and revenge have been served. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Notice! Location: On the fence in the room with the six nooses, Labyrinth. Content: Only the sinless one can help you here. Mistakenly pull on a criminal's rope and your reward will be returned to you in a shape most wondrously strange. [Note: the above is what is captioned, however the message seen on the sign in the game is completely different.] NOTICE! Pull ye but once on a rope's trayed end Go and return and the error be mended Beware thee though the punishment sended [Note: "trayed" is a typo and should read "strayed"] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: The Felon Location: Inscribed on a tombstone in the catacomb, Labyrinth. Content: This felon drank one last bottle of ale before he was executed and laid here to his eternal rest. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Walter Sullivan's Tombstone Location: Inscribed on a tombstone in the catacomb, Labyrinth. Content: Walter Sullivan -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Miriam K.'s Tombstone Location: Inscribed on a tombstone in the catacomb, Labyrinth. Content: Miriam K. -"Traitor" -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: James' Tombstone Location: Inscribed on the tombstone of the open grave in the catacomb, Labyrinth. Content: James Sunderland -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Angela's Tombstone Location: Inscribed on the tombstone of the left dirt-filled grave in the catacomb, Labyrinth. Content: Angela Orosco -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Eddie's Tombstone Location: Inscribed on the tombstone of the right dirt-filled grave in the catacomb, Labyrinth. Content: Eddie Dombrowski -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Toluca Lake dock wall Location: Written in large letters on the Toluca Lake dock wall. Content: WARNING KEEP OFF -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Hotel Map note Location: Written on the guest map, found on the corkboard in the back hallway 1F, just inside Lake View Hotel. Content: [written in handwriting inside the box of room 312 on the map] Waiting for you... -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title Venus tears plate Location: On the wall by the entrance door of the Venus Tears bar on B1F, Lake View Hotel. Content: Venus tears -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title Weight allowance note Location: Posted on the panel inside the elevator in the Employee Elevator Room 2F, Lake View Hotel. Content: Weight allowance: one person -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title Heater note Location: On the back of the small circular heater in the Employee Lounge 1F, Lake View Hotel (only viewable with the Flashlight on a second trip to the basement). Content: "I'm Johnny, one hot guy." -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Music Box puzzle Location: Inscribed in the three slots of the large music box player in the Lobby 1F, Lake View Hotel. Content: [Easy Riddle Level] When the Lost One is returned the sour note shall turn sweet. [Note: all three slots say the above] [Normal Riddle Level] Seat of the Princess [left slot] who fled at midnight. Seat of the Princess [middle slot] who awoke from Death. Seat of the Princess [right slot] who spoke no words. [Hard/Extra Riddle Level] Twas shameful greed did stain [left slot] her shoe with blood. Even so, I still want to believe [middle slot] that she was happy. Beauty - Both a blessing [right slot] and a curse thou be. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== S U B S C E N A R I O ========================================================================== ========================================================================== 19. P R O L O G U E ========================================================================== -------------------------------------------------------------------------- PROLOGUE..........................................................[SH2_19] Maria awakens in Heaven's Night to discover that she's the only one left in town, as far as the eye can see. "Everyone's gone... Is it because of those monsters?", she asks herself She ponders if it's worth fighting or if she'd rather the monsters get her. "I don't have any reason to go on living," she tells herself. "But I'm scared to die. I'm so afraid of pain." "I want to find somebody", she declares. "But is there anyone left alive?" Maria prepares to set out on her adventure to find another soul in the town of Silent Hill. -------------------------------------------------------------------------- ========================================================================== 20. C H A R A C T E R S ========================================================================== -------------------------------------------------------------------------- CHARACTERS........................................................[SH2_20] This is a short scenario that only contains two characters, but it also allows use to get a more in-depth understanding of Maria and her origin, along with an entirely new character. Maria ----- Evidently, Maria worked at Heaven's Night as a dancer up until a disaster seemingly hit the town. All alone upon waking, she is desperate to find another human face. In this scenario we really get to witness a more emotional and fearful side of Maria, along with the truth behind her origin and purpose. After deciding to fight, Maria sets off into town in an effort to find another human. She brings a loaded revolver, and if one were to check the chamber they'd realize what she was truly contemplating before her journey. Ernest Baldwin -------------- The owner of the Baldwin Mansion on Munson Street, Ernest is the first person Maria comes across Silent Hill. Although Ernest hides behind doors and we don't get to meet him face to face, we get the sense that he is highly-educated and intellectual. This becomes more apparent as Maria progresses through the mansion, but she also uncovers the heartbreaking tragedy of his young daughter Amy. He reveals that he's never been the same since then. Otherwise, Ernest mostly remains rather matter-of-fact until he realizes that he and Maria share something in common, upon which he requests a favour and offers some words of wisdom before Maria learns his hidden truth. -------------------------------------------------------------------------- ========================================================================== 21. E N E M I E S ========================================================================== -------------------------------------------------------------------------- ENEMIES...........................................................[SH2_21] There's nothing new about the creatures in Maria's sub scenario, however we're dealing with a different environment and a new arsenal. Fighting strategies and recommended weapons in this new quest can be found within. Lying Figure ------------ Appearance: A lustrous humanoid creature with its arms wrapped in its own flesh, as if wearing a straitjacket. Found in both the standing and prone stance (the latter from which its name is derived), and able to crawl at high speeds. Location(s): West South Vale, Baldwin Mansion, Blue Creek Apartments. Attacks: When standing, the creature will spit out a yellow acid-like substance that briefly stuns Maria and inflicts mild damage. When scrambling on the ground at high speeds, it may dart into Maria and inflict light damage that way. Suggested Weapon(s): Revolver, Chinese Cleaver. Strategy: One of the two main enemies Maria will encounter, Lying Figures are not much of a threat but still probably the more dangerous of the three enemies in the scenario. While the Chinese Cleaver can work well on them, especially since you can swing while running, the Revolver is the best bet to shoot them from a distance, without fearing an acid attack. Two or three bullets should do the trick, but be sure finish them off with a kick once on the ground. Creeper ------- Appearance: A very large cockroach with six extremities. About the size of a shoe and recognized with a tone of yellow. Location(s): Baldwin Mansion, Blue Creek Apartments. Attacks: Just one, which is running up to James' foot and biting it. Inflicts minimal damage. Suggested Weapon(s): Revolver. Strategy: The presence of a Creeper is always heard by a buzzing/cricket sound. The best strategy is often to just leave them alone or run past, but they can be a bother in narrow corridors. In this case, one or two quick Revolver shots will take care of them easily. Otherwise, you can also attempt to crunch them with Maria's heal by running over them with the right timing, although this can be difficult to achieve and get you bitten. Mannequin --------- Appearance: Essentially the bottom portion of two fashion dummies sewn together at the hip. Thus a mannequin with four legs, no chest, neck, or head, although its top "legs" behave like arms. Location(s): West South Vale, Baldwin Mansion, Blue Creek Apartments. Attacks: At very close range only, they will whack Maria with one of their upper "legs", inflicting light to medium damage. Suggested Weapon(s): Revolver, Chinese Cleaver. Strategy: Mannequins are truly pathetic creatures that you can easily run past without fighting, but the Revolver will easily knock them down in two to three shots. And since they're very slow-to-react creatures, the Chinese Cleaver is also very helpful, allowing you to run up and whack them until they drop, without much fear in receiving an attack. Also feel free to whack the while running into them with the Cleaver, and always finish them off with a kick once down. -------------------------------------------------------------------------- ========================================================================== 22. W E A P O N S A N D S U P P L I E S ========================================================================== -------------------------------------------------------------------------- WEAPONS AND SUPPLIES..............................................[SH2_22] In this section we'll go over the new weapons and new and old supplies to help Maria along her brief journey. w e a p o n s --=-======----=------=====--====---==-===---===-----============---==-==== There are only two new weapons in this scenario but both are new to the game. Maria's journey is very much short enough that those two weapons will do you just fine, and you will leave Heaven's Night with both in-hand. Refer to the chart below for the effectiveness of each weapon on the three enemies in the scenario. ______________________ |Weapons Chart | R |CC | |--------------|---|---| |Lying Figure |VE | E | |Creeper |VE |NE | |Mannequin |VE | E | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend ______________________ |Weapons: | |R - Revolver | |CC - Chinese Cleaver | | | |VE - Very Effective | |E - Effective | |NE - Not Effective | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Revolver -------- "Max load 10 bullets. Easy to use but not much power." The one and only firearm in the scenario but quite powerful and efficient, slightly more so than the Handgun in the main scenario. It also has the same capacity despite being a Revolver probably unlikely to hold more than six bullets, but we'll let it slide. Hold R2 to aim and press X to fire. Although you'll only start with one bullet in the chamber, you'll find quite a lot of ammo pickups so don't feel you have to conserve it. The Revolver is carried by Maria from the beginning of the scenario. Chinese Cleaver --------------- "Square-bladed knife. Ugly, but powerful and easy to use." The only melee weapon for Maria, this one is quite fun to use. It does have limited range due to its size, but it's still quite powerful for a melee weapon and has two attacks. Hold R2 to raise the Cleaver and press X for a sideways swipe, or press X tightly for a downward slice. Since you can run and swing at the same time, an incredible strategy with the Cleaver is to hold R2 to target an enemy and smack it as you continuously run around it, leaving it unprepared to deal with the drive-by smacking. The Chinese Cleaver can be found stabbed into the Heaven's Night bar at the beginning of the game and you won't be able to leave without it. s u p p l i e s ====---===-====---=-=====--===-======---==--=======---=-======---=-======= Below are all the supplies in the sub scenario of Silent Hill 2. Refer to the chart and legend below for a general sense of how common and effective each item is, or more detailed descriptions below. _______________________________ |Supply Chart |HD |FAK | RB | |----------------|----|----|----| |Availability | 5 | 3 | 5 | |Health Restored |25% |50% |N/A | |Power |N/A |N/A | 3 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Legend _______________________ |Ammo/Health | |HD - Health Drink | |FAK - First-Aid Kit | |RB - Revolver Bullets | | | |Availability | |1 - Scarce | |2 - Semi-Rare | |3 - Moderate | |4 - Common | |5 - Very Common | | | |Health Restored | |25%-50% | | | |Power | |1 - Very Low | |2 - Low | |3 - Okay | |4 - High | |5 - Very High | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Health Drink ------------ "Restores energy by providing nourishment. Effects are fairly mild." Health Drinks are also very common in Maria's scenario and are helpful to heal minor wounds. They will heal a quarter of your health so wait for a few hits to maximize their potential, or use a First-Aid Kit if more seriously injured. First-Aid Kit ------------- "Restores energy by healing wounds. Effects are moderate." Almost as common as Health Drinks, First-Aid Kits recover half of your health and are the most effective healing item available in Maria's scenario. If you feel the controller vibrating, representing Maria's beating heart, it's probably time to use a First-Aid Kit. Otherwise, defer to Health Drinks for smaller wounds. Revolver Bullets ---------------- "Bullets for revolver." The only ammo pickup in the scenario, a pack of Revolver Bullets contains 10 bullets. Don't be afraid to use them as you wish since enemies aren't much of a threat anyway and it's a short scenario with plenty of ammo. -------------------------------------------------------------------------- ========================================================================== 23. W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- WALKTHROUGH.......................................................[SH2_23] This is the walkthrough for the Born From A Wish sub scenario of Silent Hill 2 with Maria, only available in the Greatest Hits/Director's Cut versions. To play this scenario, select New Game from the main menu and choose "Sub Scenario: BORN FROM A WISH". Choose your difficulty level and play. It is highly recommended that you complete the main scenario before attempting this one to avoid spoilers and to get a better understanding of each. [NOTE]: This walkthrough was written while playing on Normal Action Level. Therefore enemy locations and numbers may vary on other difficulties, although item locations will always be the same. This walkthrough was also written with the Playstation 2 version in mind, thus you will see PS2 button inputs like "X" come up often. If playing on Xbox or PC, keep in mind your button inputs will be different. All items, weapons, supplies, maps and save points will be written in CAPITALS. ________ / LEGEND \ /__________\__________________________________________________ | | | New Area | | ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= | | | | Sub Section of Area | | ------------------- | | | | Puzzle | | ------------------------------------------------- | | | | ------------------------------------------------- | |______________________________________________________________| 01 // w e s t s o u t h v a l e [SH2_S01] ==-=--=====----==-=-----=-=-====-----==-====----==-===--==-===----=-==---= "I want to find somebody. I don't like being alone... But... but is there anyone left alive?" Heaven's Night -------------- Starting things off, Maria holds a REVOLVER in her hand, which will be her main weapon for this scenario. You can also see what she was truly contemplating by checking how much ammo is inside it from your inventory. Collect the two packs of REVOLVER BULLETS on the shelf to Maria's right and two HEALTH DRINKS by the door. Leave the room and enter the front of the club through the green door to Maria's left. Find the CHINESE CLEAVER stabbed into the bar and a FIRST-AID KIT on the chair beside it. The Chinese Cleaver will serve as Maria's only melee weapon in this scenario and is quite effective. Although ammo conservation is hardly necessary here, give the Cleaver a shot. Leave Heaven's Night through the front door. Carroll Street -------------- Run down the steps to start your journey on Carroll Street. Now your objective here is to find another human, so you may want to head to Rosewater Park to meet a familiar friend, but Carroll Street is blocked off to the north and there's no other way to get there just yet, so we'll have to explore the town and see what we can find. Avoid the Mannequin by the green car and continue south. Grab the HEALTH DRINK on the step of the semi on the left side of the road. Maria isn't interested in the hospital, so continue south to Rendell Street past two Lying Figures. Rendell Street -------------- On Rendell, you can find a pack of REVOLVER BULLETS on the rear bumper of the station wagon at the west end. Since the road is blocked off here, head back east and continue that way. If you stay on the north side you may notice a Lying Figure on the roof of a building by a fence, which poses no threat to you but is interesting nonetheless. Just past the building on the north side are two HEALTH DRINKS just in front of the delivery truck. Munson and Katz Street ---------------------- Once you reach Munson Street, you'll only find a Mannequin to the south and a gate on Saul Street that won't open, so head north up Munson past two Lying Figures. East Katz Street is blocked off like Saul with another locked door along the massive construction sheet, however to the west you can find a FIRST-AID KIT on the small brick wall by the 4x4 halfway down the north side of Katz. Farther down at the southwest end you can also find two boxes of REVOLVER BULLETS inside a fenced area with two Mannequins chilling out nearby. Back on Munson, a little north are two Mannequins along with a lot of blood splattered on the ground in various places. There are also REVOLVER BULLETS a bit farther north by the front left wheel of the green car at the right side of the road. Continuing north, you can find more REVOLVER BULLETS and a FIRST-AID KIT inside the back of the pickup truck in the opening at the east side of the road. North End of Munson ------------------- Just north from there, a Mannequin and Lying Figure stand by another blood patch and a slightly opened door. Just to the north you'll find the road blocked by a large construction sheet, with two packs of REVOLVER BULLETS under the Jack's Inn sign on the left side of the road. But since there's nowhere else to go, that door on the east side looks like your best bet to find somebody. Head through the inviting door to confront two more Lying Figures to Maria's left. Quickly run past them and the mysterious corpse on the ground to enter what looks to be a mansion through the double doors up the steps. 02 // b a l d w i n m a n s i o n [SH2_S02] --=-=====---=-=-====--=-=-=====----=-=-=----=--=====--=-=-=====---==-==-=- "But how can you say that it is this town that is insane? Perhaps it is we who are insane. Both of us... hopelessly insane." Entrance Hall and Living Room ----------------------------- Pass through the double doors around the table since nothing else here is open. In the Living Room you'll find the BALDWIN HOUSE MAP on the short bookshelf to Maria's left. There's also two packs of REVOLVER BULLETS and a FIRST-AID KIT on the coffee table by the blocked off fireplace and a SAVE POINT on the far right wall beside the door. Check your newfound map and enter the staircase to the north. Second Floor ------------ Get the two boxes of REVOLVER BULLETS on the stand in the corner on your way up the stairs. At the top, try the door to the Lounge on the right. It'll be slammed as you try and it appears there is someone else here... After pestering him enough, he reveals his name is Ernest Baldwin, but he won't open the door and wants to be left alone. Move on through the south door to find a Mannequin ahead. Ignore it for now and go through the door on your right to the balcony. Grab the WHITE BOARD on the floor by the window and re-enter the hall. Past the Mannequin is a HEALTH DRINK on the corner stand, and through the other door on the next balcony is a locked door, so head back to the stairway hall. Ernie still won't open up so head back down the stairs. You'll hear a thump and light footsteps on the way. Investigating the Fireplace --------------------------- After the ruckus you will notice the "Do not use" board blocking the fireplace has fallen. Check inside it and climb up the ladder. Up here, grab the RED BOARD and BLACK BOARD near the gravestone. Examine the gravestone and get ready to solve a puzzle. a c a c i a k e y p u z z l e -------------------------------------------------------------------------- Upon examining the gravestone, an epitaph reads: "Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain." Under the inscription is a large square depression around the size of the three boards you now have, and a key that won't budge under that. "When the boards cover all; All sadness too will be covered" implies that you must insert the boards into the depression to release the key, however there's a catch. Checking the boards in your inventory, you'll notice they each have square holes punched through them at different locations on each one, and there's a blue background on the square depression of the gravestone, which you will notice through the board holes if you place them in the depression. So what you have to do is find a way to insert all three boards so that the blue background is entirely covered. You will find that each board has four rows and four columns where a hole can potentially be, and when standing upright they look like so: White Board Black Board Red Board ________________ ________________ ________________ | | | | | | | [] [] | | [] [] [] | | [] [] | | | | | | | | [] [] | | | | [] [] | | | | | | | | | | [] [] | | [] | | | | | | | | [] [] | | [] | | [] | |________________| |________________| |________________| [NOTE]: If you'd like to get crafty and try a fun way to solve this puzzle on your own, use three equal-sized pieces of square paper (sticky notes work well as they are already squares) and cut the matching holes into them as per the three boards you have. Be sure to mark each paper by its board colour and also identify where the top of the board is. Once that is done, simply lay the "boards" on top of each other and figure out a combination that covers all the holes. If you'd rather just do it in your mind, which is very much doable as well, continue reading below. --- The first board you insert into the depression must go in straight up, but the next two boards you insert can go in either straight up (as is), 90 degrees to the left, 90 degrees to the right, or 180 degrees (upside down). Feel free to reference the boards above and find a solution that works by manipulating the boards in your mind. Do yourself a favour and keep one board upright, but even if you find a solution with no boards upright, all you have to do is shift each board accordingly so that one of them faces upright and that one you will insert first. If you get what I mean, your solution actually won't change at all, but rather just the way you're looking at it. One way to wrap your mind around it is to look at the holes as numbers, or even coordinates. With this perspective, the White Board has holes at (1,1) (1,2) (2,2) (2,4) (4,1) and (4,4) while standing upright. If we put the Black Board on top of it as is, it will cover up the holes at (1,1) (2,2) (2,4) and (4,4), thus leaving only (1,2) and (4,1) exposed. No new holes will be made either as the White Board covers the other holes in the Black Board. Now if we put the Red Board in as is, it will cover (4,1) but not (1,2). However if we rotate it 90 degrees left first, it will cover both (1,2) and (4,1), and thus it is a potential solution that will work every time. You can visualize it here: White Board Black Board Red Board AS IS AS IS 90 DEGREES LEFT ________________ ________________ ________________ | | | | | | | [] [] | | [] [] [] | | [] [] | | | | | | | | [] [] | | | | [] | | | | | | | | | | [] [] | | [] [] | | | | | | | | [] [] | | [] | | [] | |________________| |________________| |________________| As you can see, every hole in each of the boards will be covered by at least one of the other boards. This is the only arrangement of the boards that works as a solution, however the entire arrangement can be shifted and work in another form. That is, if you put the Red Board in first as is, then the White and Black Boards just have to be shifted 90 degrees to the right. The boards will sit on top of each other and block the same holes, just all shifted 90 degrees to the right. So the order you insert them really doesn't matter, just as long as the White and Black Boards go in the same way. Either way, you have the solution to the puzzle in its most simplified form: 1. Insert the WHITE BOARD as is. 2. Insert the BLACK BOARD as is. 3. Insert the RED BOARD 90 degrees to the left. -------------------------------------------------------------------------- After inserting the three boards correctly, the ACACIA KEY will come loose. Descend back down the ladder and return to the second floor via the stairs. Ernest still won't open up so enter the southern balcony from the next hall and head through the other door with the ACACIA KEY. Kid's Room and Attic -------------------- Now in the southern 2F hallway, enter the Kid's Room through the second door. Take the MATCHES on the nightstand beside the bed, and examine the stuffed animals along the dresser for an interesting comment from Maria. Exit the room and continue down the hall to and through another unlocked door at the end. Inside the attic, start up the stairs to hear some voices, but you'll find no one up here. It's also too dark for Maria to see anything if you try to examine anything, but luckily there's a candle by the stairs. Approach the candle from the stairs side and use the MATCHES from your inventory. Now with a light source, investigate the far left to find a BIRTHDAY CARD under the chair. Head back down the stairs towards the door, and on the way you'll hear a young girl's voice, giving you some instructions. Do as she wishes and head back to Ernest in the Lounge, passing a new Mannequin and Lying Figure on the way. Beyond the Lounge ----------------- Upon checking the Lounge door, Maria will enter and find that Ernest has vanished. In here you can find two HEALTH DRINKS in the open cabinet by the door, a FIRST-AID KIT on the stand in the opposite corner, and a book on Acacia on the coffee table that Ernest may have been reading. Move through the other door in the room to a new hallway where you'll find a few annoying Creepers scrambling about, plus a Mannequin around the far corner. Feel free to unlock the door leading to the previous hall by the door you came through, and pass through the only other open door here into another stairway. Make your way to the bottom, past a Lying Figure, and go through the door beside the stairway. Southern First Floor -------------------- Start your way down this absurdly long hallway and pick up the REVOLVER BULLETS on the left side a way's down. Continue to the end and enter the Service Room. Inside, grab the REVOLVER BULLETS on the garbage container and two HEALTH DRINKS on the counter, then exit through the other door. Now in another connecting room, there's a SAVE POINT on the wall next to a locked stairway. Move through the other unlocked door here to encounter another Lying Figure face-to-face. There's also a Mannequin around the corner to the Study, but we can leave it in peace. Note that the northeast door in this hallway that leads back to the Living Room can be unlocked, but it's not necessary to return there. Enter the Study and read the "Lost Memories" book on the table, which you may also recognize from the main scenario if you've attempted a secondary playthrough (although this is a different excerpt of the same book). Check the door at the back of the room to find Ernest's new hiding place. After a somber conversation, Maria slips the BIRTHDAY CARD under the door. Ernest then asks Maria for a favour. There's a bottle of white liquid somewhere in the apartment next door that he must have, but he cannot get it himself. He'll unlock the stairway in the nearby hall for you to get there. Heading to the Apartments ------------------------- Leave the Study and re-enter the small connecting room before the Service Room. The stairway door is now mysteriously unlocked, so Ernest found a way to do it sneakily. Move through the door, down the stairs and pass through the door at the end of the small hallway. Now in a Creeper-infested hallway judging by the sounds, examine the plate on the floor in the corner for an interesting message about Amy. Head down the hallway and consider shooting the Creepers to avoid them bothering you any further. Move up the staircase at the end of the hall and follow the path to a doorway. Exit the mansion to outside. Back Alley ---------- Watch out for the Mannequin straight ahead and shrug off the spray-painted advice on the wall, which came a bit too late. Head through the large open doorway and enter the apartments in the next yard, avoiding the patrolling Lying Figure. 03 // b l u e c r e e k a p a r t m e n t s [SH2_S03] ====--=-====---=-=-====---=-=-====----=-=---=====---=-=-===---=-=-====---- "In the apartment next door, there is a bottle containing a white liquid. I must have it." Stairwell --------- Once inside the familiar apartment building, if you want it you can find the MAP OF THE APT BLDG on the floor by the 2F stairwell door, right where James finds it in the main scenario (so is Maria stealing it first?). The item you're looking for is on the first floor, so head through the door directly across from where you entered. First Floor ----------- Ignore the Lying Figures patrolling the hall and enter room 105 to the left. Just inside on the fancy-looking desk you'll find the WHITE LIQUID that Ernest is looking for. There's also a FIRST-AID KIT and HEALTH DRINK on the kitchenette counters, plus a SAVE POINT through the open doorway in the main room. Leave the room and re-enter the stairwell. Feel free to explore 2F if you wish, but you'll only find enemies. Return to the apartment's backyard and re-enter the mansion. Return to Baldwin Mansion ------------------------- Slip past the fresh Lying Figure in the hallway, down the stairs and through the door at the far end of the Creeper hallway. Then move up the stairway and through the door back to the first floor. Now head through the western door here and enter the Study for the last time. Approach and examine Ernest's door for a long cutscene. Maria leaves the WHITE LIQUID for him on the nearby table, then opens the door after the long conversation to discover the real truth about him. The End ------- Congratulations on beating the Born From A Wish scenario. Enjoy the short ending as Maria begins to understand her purpose, along with the credits, another great song by Akira Yamaoka, and your end ranking screen with some stats. -------------------------------------------------------------------------- ========================================================================== 24. S P E E D W A L K T H R O U G H ========================================================================== -------------------------------------------------------------------------- SPEED WALKTHROUGH.................................................[SH2_24] This speed walkthrough is intended either for players who have beaten this scenario at least once (as a quick reference to speed up their play times), or for players who wish for only the bare minimum of instructions to make it through the game instead of the detailed explanations in the full walkthrough. My walkthroughs are normally extremely in-depth, so I get it if you just want the instructions and that's it. That said, it'll be up to you to stock up on any ammo and health you may need, although it is a very short scenario and you really shouldn't need much of anything to make it through. Additionally, this walkthrough won't address most enemies, but you should be running straight past them in all cases anyway. You also don't need to pick up any maps if you have an idea where to go or are just following the walkthrough, but feel free to grab them if they help. ____________________ | Legend | | | | New Area | | ---=-====---=--== | | | | ----------------- | | -Puzzle | | ----------------- | | | | Area Return | | ----------- | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Note]: Cutscenes do not count towards the in-game clock, but it's recommend that you skip them to stay focused. If you do need to take a quick break, the Select button will pause the game and the clock. All items, weapons and maps are in CAPITALS. 01 // w e s t s o u t h v a l e ---=-=====----=-====---=-====----=-=----==-======--=-===---=-=-===---=-=== -Exit the room and go through the green door to the left -Get the CHINESE CLEAVER (required) from the bar counter and leave Heaven's Night through the next door -Run to the road and take a right (Carroll), a left (Rendell), another left (Munson) and slip through the door along the right wall near the street end 02 // b a l d w i n m a n s i o n =====--=-=-=====-=---=-=-=----==-====----=--====---====---=-=-=======--=-- -Go through the double doors to the Living Room -(The BALDWIN HOUSE MAP is available on the small bookshelf in here) -Enter the stairway to the left and meet Ernest behind the right door at the top -Go through the next door to the left and immediate right door to grab the WHITE BOARD on the balcony -Return to the stairs and go back down to the Living Room -Climb up the ladder in the now open fireplace -Get the RED BOARD and the BLACK BOARD and solve the grave puzzle -------------------------------------------------------------------------- -Use the boards in the following order: -Put in the WHITE BOARD as is -Put in the BLACK BOARD as is -Put in the RED BOARD 90 degrees to the left -------------------------------------------------------------------------- -Take the ACACIA KEY and go back down the ladder, then back up to 2F via the stairs -Pass through to the next hallway and move through the far right door -Use the ACACIA KEY to pass through the door on the balcony -Enter the second room in the hall, the Kid's Room, and get the MATCHES on the table -Continue to the end of the hall and through the door -Use the MATCHES on the candle up the stairs and grab the BIRTHDAY CARD under the attic chair -Return back through the previous hallways and enter the Lounge where Ernest was -Exit through the other door and enter the stairway through the right door -Run down the stairs and through the door to the right at the bottom, right beside the stairs -Pass through the next two rooms at the end of the super long hallway and enter the Study through the first door ahead -Try the other door in the room to give the BIRTHDAY CARD to Ernest -Exit the room, go back through the door to your right and through the door beside the save point to the now-unlocked stairway -Follow the path down the stairs and up the next stairway -Exit the mansion at the end of the hallway -Enter Blue Creek Apartments next door 03 // b l u e c r e e k a p a r t m e n t s ===--==-====-=---==-==----=--=-=======---=-=-====---=-=-=----=-====---==== -Pass through the door ahead and enter room 105 through the door straight ahead -Grab the WHITE LIQUID on the desk and exit back to the alley outside -Reenter the mansion next door Baldwin Mansion Return ---------------------- -Follow all the hallways and stairways until you reach the same save point, then take the farthest door back to the Study hall -Enter the Study through the closest door and try the other door again to leave the WHITE LIQUID for Ernest and complete the scenario It may take some tries, but you should eventually be able to beat this scenario in around 10 minutes, and if you really want to push it you can aim for seven or six minutes, which really isn't that difficult if you streamline your process. -------------------------------------------------------------------------- ========================================================================== 25. R A N K I N G ========================================================================== -------------------------------------------------------------------------- RANKING...........................................................[SH2_25] Just like the main scenario, you will see a ranking screen after each completion of Maria's sub scenario. Since it's a very brief scenario without many areas to attribute a ranking, you'll only see a few stats and no ranking out of stars like the main scenario. Each category is explained below. Action Level The Action Level you choose at the beginning of the game Saves How many times you saved your game Total Time The total game clock time Walking Distance The total distance you walked Running Distance The total distance you ran Items How many items you collected Defeated Enemy By Shooting How many enemies you killed by shooting Defeated Enemy By Fighting How many enemies you killed by fighting Total Damage The total damage you received Although there is no 10-star ranking to achieve in this scenario, feel free to set your own challenge. Try to beat the game on Hard in under 30 minutes without any saves or damage taken, while collecting say 30 items and defeating 20 enemies each through shooting and fighting. If up for even more of a challenge, try doing all that in less than 20 minutes. -------------------------------------------------------------------------- ========================================================================== 26. I T E M L I S T ========================================================================== -------------------------------------------------------------------------- ITEM LIST.........................................................[SH2_26] This section covers every single weapon, item and map found in the sub scenario of Silent Hill 2, providing locations, uses, and descriptions for all. For a roster of all the memos, refer to the Memos section for this scenario below. =========== Weapon Name =========== Chinese Cleaver Revolver ========= Item Name ========= Acacia Key Birthday Card Black Board Matches Red Board White Board White Liquid ======== Map Name ======== Baldwin House Map Map of the Apt Bldg Map of West South Vale w e a p o n s ==-=---=-====---=-===--=-===---=-====----===-===---===-=-====----==---=-== -------------------------------------------------------------------------- Weapon: | Chinese Cleaver Location: | Stabbed into the bar counter in the front of Heaven's Night. Description:| "Square-bladed knife. | Ugly, but powerful and easy to use." Notes: | Powerful melee weapon that inflicts a good amount of damage. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Weapon: | Revolver Location: | Maria's own weapon that she starts off with. Description:| "Max load 10 bullets. | Easy to use but not much power." Notes: | Moderate stopping power. Great for both close and medium | range, indoors and outdoors. -------------------------------------------------------------------------- i t e m s -------===----=-=-=======---===-=====---==-=====--===-====-----==---==-=-- -------------------------------------------------------------------------- Item: | Acacia Key Location: | Stuck in the gravestone of Amy Baldwin at the top of the | fireplace, Baldwin Mansion. Description:| "Engraved with an Acacia flower. | Found embedded in stone slab." Purpose: | Unlocks the door on the south 2F balcony above the Entrance | Hall, Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Birthday Card Location: | Under the chair in the Baldwin Mansion attic (must light the | candle with Matches to pick up). Description:| "Birthday Card and Present from | Amy (contents unknown)" Purpose: | Leave for Ernest in the Study 1F, Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Black Board Location: | On the ground by the gravestone at the top of the fireplace, | Baldwin Mansion 2F. Description:| "Black metal board with square holes | punched into it. Found in mansion's | 2nd floor garden." Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Matches Location: | On the nightstand in the Kid's Room 2F, Baldwin Mansion. Description:| "Only 2 or 3 matches are left. | Found in Kid's Room." Purpose: | Lights the candle on the table in the attic, Baldwin | Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | Red Board Location: | On the ground by the gravestone at the top of the fireplace, | Baldwin Mansion 2F. Description:| "Red metal board with square holes | punched into it. Found in mansion's | 2nd floor garden." Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Board Location: | On the ground by the gravestone at the top of the fireplace, | Baldwin Mansion 2F. Description:| "White metal board with square holes | punched into it. Found in 2nd floor | Entrance Hall." Purpose: | One of the three boards needed to solve the Acacia Puzzle. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Item: | White Liquid Location: | On the secretarial desk in room 105 1F, Blue Creek | Apartments. Description:| "Small bottle filled with an unknown | white liquid. | The label reads 'I deny thee'." Purpose: | Leave for Ernest in the Study 1F, Baldwin Mansion. -------------------------------------------------------------------------- m a p s ---===-=====----=-=====---=-====---=====-=-======--==--=====---======---== -------------------------------------------------------------------------- Map: | Baldwin House Map Location: | On the short shelf in the Living Room 1F, Baldwin Mansion. Covers: | Floors 1F and 2F of the Baldwin Mansion. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of the Apt Bldg Location: | On the floor beside the door just inside the west stairwell on | 2F, Blue Creek Apartments. Covers: | Floors 1F, 2F and 3F of Blue Creek Apartments (although 3F | cannot be explored). -------------------------------------------------------------------------- -------------------------------------------------------------------------- Map: | Map of West South Vale Location: | Held from the beginning of the scenario. Covers: | The whole exterior of West South Vale. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 27. S A V E P O I N T L O C A T I O N S ========================================================================== -------------------------------------------------------------------------- SAVE POINT LOCATIONS..............................................[SH2_27] Just like the main scenario you will come across a few red square sheets that you can examine to save your progress. There are only three of these in the short sub scenario, located in the following areas: Baldwin Mansion --------------- -On the wall by the south door in the Living Room 1F -On the wall by the stairway door outside the Service Room on 1F Blue Creek Apartments --------------------- -On the wall at the end of the short hallway in room 105 1F -------------------------------------------------------------------------- ========================================================================== 28. M E M O S ========================================================================== -------------------------------------------------------------------------- MEMOS.............................................................[SH2_28] Maria will find several documents and notes of differing importance throughout her scenario. The more important documents will be categorized as memos and can be found for reference in the Memo section of your inventory, although the smaller notes will not. Additionally you will acquire a few items that can be examined for a memo; we'll call these Item Memos. Either way, every memo and note found in the scenario can be read below. ================= Table of Contents ================= Memos ----- Inner Garden Tombstone Plant Encyclopedia: Acacia "Lost Memories" Item Memos ---------- White Board Black Board Red Board Birthday Card Notes ----- Heaven's Night neon sign Plate on the floor Haunted Mansion Warning m e m o s ===---=-====---=-====---=-====---=-=====---===--=-=====---=-=====---=-=-== All of these memos can be found in the Memo menu of your inventory once you've read them. They usually contain useful information or hints about puzzles. -------------------------------------------------------------------------- Title: Inner Garden Tombstone Location: Engraved in the tombstone in the garden, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Content: Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Plant Encyclopedia: Acacia Location: On the coffee table inside the Lounge 2F, Baldwin Mansion. Content: Acacia A genus of evergreen trees of the mimosa tribe of the pea family. Its tiny flowers are yellow or white and grow in clusters. Common varieties include the "gum tree". The Acacia Tree is a potent symbol in many religions across the World. In Christianity it represents eternal life and morality. In ancient Egypt it represented purity and rebirth, while in ancient Babylonia it was thought of as the tree of the Goddess Ishtar and was a symbol of Life. It was also a holy tree to the Ancient Jews who built the sacred Ark of the Covenenant from it and for whom it signified a peaceful death and a release from grief. [Note: In the last paragraph, the word "Covenenant" is a spelling error; it should read "Covenant"] -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: "Lost Memories" Location: On the table in the Study 1F, Baldwin Mansion. Content: "Lost Memories" I have the strongest trust - you may even call it faith - in the miracle called "Ressurection of the Dead". Upon the hill where the light descended, the Beast intoned his song. With words of blood, drops of mist and the vessel of night, the grave become an open field. The people wept in fear and joy at the reunion, but my faith in the salvation of Xuchilpaba did not waver. It is also spoken of in the ancient legends. The original worshippers did not believe that death was the end but that it was simply the path by which the deceased returned to nature. They also believed the process was reversible. (There's something imprinted towards the bottom of the page.) Blood = Red, Mist = White, Night = Black [Note: In the first paragraph, the word "Ressurection" is a spelling error; it should read "Resurrection"] -------------------------------------------------------------------------- i t e m m e m o s ---===--=-=====---==--=---====-------===---=-==-=====----====---=-===----- These memos can be read by examining the respective item from your inventory after acquiring it. The locations for the memos below are the locations of the items themselves. -------------------------------------------------------------------------- Title: White Board Location: On the floor of the north Entrance Hall balcony 2F, Baldwin Mansion. Content: [written on back of board] When the White Breath is found, I shall dedicate this thing. Oh Spirit of the Mist, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Black Board Location: On the ground by the garden gravestone, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Content: [written on back of board] When the Dark Grail is found, I shall dedicate this thing. You who deny Death, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Red Board Location: On the ground by the garden gravestone, up the ladder from the fireplace in the Living Room 1F, Baldwin Mansion. Content: [written on back of board] When the Crimson Words are found, I shall dedicate this thing. Oh you Gods deep in slumber, Grant us fortune eternal. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Birthday Card Location: Under the chair in the attic, Baldwin Mansion (the candle must be lit with the Matches to find it). Content: TO MY DEAREST DADDY HAPPY BIRTHDAY! FROM AMY BALDWIN -------------------------------------------------------------------------- n o t e s =======---=-=====---=-=====---===-=====--=-====---=-====---=-=----===---== The following are only small notes that won't be listed in the Memo menu of your inventory upon finding, but they're still fairly interesting notes or pieces of lore, captioned with the same blue tint font as memos. They do not have their own titles, however I've added them here to identify them. -------------------------------------------------------------------------- Title: Heaven's Night neon sign Location: Inside on the wall by the front door to Heaven's Night, West South Vale. Content: Heaven's Night -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Plate on the floor Location: On the floor in the roach-infested hallway down the 1F southern stairway. Content: Amy Baldwin She was loved too much by God. Seven years was not enough time. -------------------------------------------------------------------------- -------------------------------------------------------------------------- Title: Haunted Mansion Warning Location: Spray painted in red on the exterior wall of the Baldwin Mansion, in the yard connecting to Blue Creek Apartments, West South Vale. Content: Keep out of Haunted Mansion -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== A D D E N D U M ========================================================================== ========================================================================== 29. C O O L A N D S C A R Y T H I N G S ========================================================================== -------------------------------------------------------------------------- COOL AND SCARY THINGS.............................................[SH2_29] With its admittedly odd title, this section hearkens back to a series of topics I created on the Silent Hill 2 GameFAQs message board in 2002 to list and discuss a series of mildly interesting pieces of trivia or cool little visual or auditory findings throughout the game. As a 13-year-old at the time, the best title I could think of was "Cool and Scary things in Silent Hill 2," and the sentimental side of me while writing and continuing to edit this FAQ over the years has decided to keep that funny title to carry on the tradition that started in those topics, keeping the legacy of "CAST" (its short form) alive. The listing and discussion of these CAST continued over a total of 1500 posts spread across three full topics. This section serves as a summary of all my findings and others contributed by various users, plus anything else I've noted since then. While the large majority are of my own observations, several findings are from other users who posted and are too frequent to name, and also lost in the topics that are now gone from the boards but remain in spirit only here. So thank you to everyone who participated in those topics, which amounted to some of my best memories spent on those boards. So with that out of the way, the following section serves as long list of trivia with interesting little tidbits you can find, see, read or hear while playing the game. Some of them are more horror-related, including locating some hidden scares or other creepy findings, while many are funny and others are just fairly interesting. [Note]: * denotes a sound that can be heard a lot more clearly with headphones, a surround sound system, or perhaps just louder volume =====-----=====-----===== Letter From Silent Heaven =====-----=====-----===== =============== East South Vale =============== -There are posters of Maria for Heaven's Night inside on the wall by the exit of the rest stop washroom -There's a sign above the blocked Nathan Avenue tunnel on the Observation Deck that shows how far three areas are in miles -- PALE VILLE 10, OLD SILENT HILL 50, BRAHMS 265 (these distances are perhaps incorrect as Paleville should be no more than a few kilometers away and Old Silent Hill no more than 3-5) -The white van by the stairs is likely Eddie's -- he sits beside a white van with Laura in the opening movie (additional there's a Pete's Bowl-O-Rama sign above it on the deck, likely contributing to him going there later) -If you try to leave the Observation Deck without the Silent Hill map, James tells himself there's a map in the car (he can't advance without it) -There are two green posters that look like maps on the north side wall of Sanders Street, near the east dead-end -Mary says "James, why'd you kill me?" over the radio when James first finds it, although the transmission is muffled and filtered with static -The traffic lights on the streets are operational, as are the Walk/Don't Walk signals on the sidewalks -There's a "No Trespassing" sign on the Wood Side Apartments front gate, but James still enters ==================== Wood Side Apartments ==================== -In the southwest stairwell, the position of James' shadow shifts awkwardly when you walk near the wall by the 2F door -There are many small posters with red marker all over them near the 2F door in the southwest stairwell -The light reflection of James' Flashlight is visible in the windows on the stairwell doors -"DRAGON" is written on the wall in the laundry room on 2F -"HEAVY VIPER" is written on the wall near the 3F door in the southwest stairwell -The soundtrack of the 3F hallway includes very deep breathing, as if it's the hallway itself that's alive -Pyramid Head glows red on the other side of the bars on 2F by room 208 -You can dance in front of Pyramid Head by the 2F bars -- just stand by either wall and keep pressing the strafe buttons so you run back and forth to put on a little show -The corpse in the chair in room 208 2F is James' character model while the TV matches that from room 312 of the hotel -- perhaps foreshadowing -There is red glow coming from the kitchenette cabinet and the bedroom desk cabinet in room 202 2F -- the glow matches that of Pyramid Head -Green liquid seeps from the hole in the wall in the bedroom of room 202 2F -- it matches the liquid in the Shower Room 3F of Brookhaven Hospital -There is blood on the floor on the other side of the 2F bars by room 209, near where Pyramid Head was standing earlier -There is a painting of the "landscape of this area" with two skulls in it in the living room of room 307 3F -There is a magazine with a man on the cover on a table in room 303 3F -There is a painting of two guys on the wall in a bedroom of room 303 3F -Room 303 3F has two washrooms (one is inaccessible), as well as some other apartments -- must be some luxury apartments... -There is a face made out of garbage above the book in the "strange piece of trash" at the bottom of the garbage chute outside, after the Canned Juice is used -"TO HELL" is written on the wall next to each blue exit door in the north 1F wing, with an arrow pointing towards the door -In several spots in the north 1F wing, "ZoE" is written on the wall among other graffiti -- perhaps referring to "Zone of the Enders", another popular Konami series -The fridge legs in room 101 1F exactly match those of the corpses in the prison morgue later in the game -The first time you meet Eddie in room 101 1F, listen to the scene with headphones -- it sounds quite real and unpleasant* -When you cross over to Blue Creek Apartments from the emergency exit door on 2F, the sound of James' hands clasping onto the brickwork is oddly pleasant* ===================== Blue Creek Apartments ===================== -There is what looks exactly like a map of the United States on the wall when you enter the living room of room 203 2F from the bedroom -- it is just decay of the wall, but it matches the profile of the map profile quite shockingly -When James tries to open the same door in the stairwell that Maria enters Blue Creek from in the sub scenario, James explains he can't get the door to open, rather than it being locked or having a broken lock -There is a thick book on the floor in the kitchenette of room 109 1F -- perhaps a cooking book -There is dark green liquid on the floor of room 109 1F, possibly coming out of the teddy bear by the white door -In room 109 1F there are two partly identical but very contrasting doors beside each other -- a very clean and innocent white door, leading to the room where Angela lies on the floor, and a very dirty and unsettling, boarded off black door -- which seem to serve as a metaphor (perhaps Angela's life path was more of the black door but her innocent soul more closely identifies with the white door) -"Josa" is written on the wall with a drawing in red beside it, to the right of the white door in room 109 1F -When James enters the mirror room with Angela in room 109 1F, he leaves the door open (in the cutscene), but it's closed once Angela leaves, despite her never touching it -James looks very tall in the mirror room in room 109 1F -Angela always changes the subject when James ask certain questions -There is a picture on the ground in the middle of the mirror room in room 109 1F -- it's a picture of Angela, her mom, dad and brother, although her dad is ripped out of the picture and her brother is hard to see -There is a small map of the United States on the wall by the door of the mirror room in room 109 1F -There is a sideways smiley face in red above the save point in room 105 1F -You can sometimes hear a whispering voice in room 209 2F -- it seems so say the following: "see my dead wife, come home, load some laundry to escape me, and take two crimes to the (undecipherable)'s face"* -You can sometimes hear someone running near room 207 2F, by the puddle near the locked apartment stairway where you fight Pyramid Head* -You can also sometimes hear a doorknob turning near room 207 2F* =============== West South Vale =============== -If you head northwest on Nathan Avenue at either side of the road, you can witness flying Mannequins come out of nowhere and land on the road beside you -The bowling alleys appear to be shifting during the Eddie and Laura cutscene in Pete's Bowl-O-Rama, due to the jaggy effect of the graphics -Laura is doing somewhat of a sitting dance on the table where Eddie is sitting and eating pizza inside the bowling alley -Eddie literally takes forever to eat one slice of pizza -- the slice never changes size as he sits there and "eats" it -The lighting turns from a whiter consistency to slightly orange after exiting Pete's, hinting at late evening approaching (confirmed by the nighttime darkness after the hospital) -If you examine the wall gap Laura slipped through just before Heaven's Night, Maria will tell you that you can't make it through there -There is a small cupboard on the wall to the left of the stairs when you first enter Heaven's Night that looks like a map -If you examine the liquor bottles at the top of the stairs in Heaven's Night, James explains his drinking problem -Brookhaven Hospital isn't labelled on the map -A few signs on the fence by the hospital on Carroll Street say "PERMIT PERKING ONLY" -- apparently you need a permit if you're perky -One of the "NO PARKING ANY TIME" signs south of the hospital has a blue "S" spray painted over it -The sign above the hospital entrance incorrectly says "Blookhaven Hospital" -- perhaps this is because "l" and "r" have the same pronunciation in Japanese =================== Brookhaven Hospital =================== -If you try to leave the hospital, Maria will question James -After you exit most rooms with Maria, turn and face her with your Flashlight and she should have a huge shadow -All three patients in the patient record on the desk in the Reception 1F have the first initial "J", the same as James -A fun thing to do in the Document Room 1F is to move in front of Maria in the corner and strafe towards her -- James stares at her while she is continuously knocked back -The ambience of the 1F lobby, and some other hallways, makes the floor shake a lot if you're using a sub woofer (it goes MAD)* -You don't ever need to get the Examination Room Key, since the 3F patient wing code is always 7335 on Easy/Normal, and 1328 on Hard/Extra -If you examine the teddy bear in the Women's Locker Room 2F after James pricks himself, he says it's a normal stuffed animal, nothing else, however he won't take his eyes off it -There is a poster of a guy named Jack on the wall in the Women's Locker Room 2F -Some fantastic and creepy horror ambience begins playing in the 3F patient wing -There is a pile of bricks at the west end of the 3F patient wing -When you first go on the hospital rooftop, go to the diary and head back to the door, James will say that he can't open it no matter how hard he tries -- Pyramid Head comes from the opposite side, so for some unknown reason this door won't open -Pyramid Head comes from out of nowhere on the rooftop (unless he can fly) -- the stairwell door cannot be opened but he comes from the right, even though there are fences surrounding the entire roof -Examine the fence on the roof where Pyramid Head knocks you off -- it's old and rusty, and James comments that he could probably break it if he pushed hard -- no wonder it breaks -Examining the shoddy fence on the roof before Pyramid Head knocks you off is very auditorily-pleasing* -There is a ladder on RF near the fence but it has blocks of wood over it and cannot be used -Your DualShock controller will rumble upon being knocked off the rooftop since you'll have about 1 point of health remaining -You must fall off the roof of the hospital before it is possible to open the turning lock in room S14 3F -- even if you have the correct code (from playing ahead and reverting back), the lock won't open, and if you set the lock on the correct code and then fall off the roof, the last number on the lock magically changes to an incorrect number -There are thick tracks of gurney wheels leading into Joseph's cell in the Special Treatment Room 3F -- I take it he was a common patient in there -By reading the Reception memo and the note on the wall in S14, we can gather that the box contains a piece of Louise's hair -- Louise is the daughter of Joseph Barkin whose death he feels responsible for, and thus he wishes to preserve her memory "four ever" (unfortunately James tarnishes that memory by taking and using it) -James takes a few hairs out of the Louise box, but apparently he gets a "Piece of Hair" -Laura tells James that there's something she has to get, to which he responds, "Later, okay?" -- in other words, "How about no. Let's go" -After you beat the Flesh Lips boss, the sirens sound fantastic* ================== Nightmare Hospital ================== -In the Nightmare Hospital, everything is all bloody and blankets cover the walls and doors -The Garden is much smaller than it is on the hospital map -The creators of Silent Hill love big fans -- there is at least one in each game, including one here on 1F right after the Garden -If you stay in room C2 long enough, you can hear glass shattering* -You can see a speaker protruding from behind the strange covering above the door inside room S11 3F -When you enter room S3 3F when Maria is gone, you can hear breathing as if someone is watching you* -It sounds like there is a screeching pig in the basement corridor -When you move close enough to the fence in the basement, your map says you're on the other side of the fence -It's one hell of a long elevator ride when listening to the "Trick or Treat" game show -There is a hanging antique clock on the wall in the Director's Room 1F -The blinds are all messed up inside the Director's Room 1F, but when outside you can see that they're fine =============== Dark South Vale =============== -If you'd like to experience a bit of a GTA1/GTA2 theme, head back over to the stairs by Heaven's Night with the bird's eye camera, then lure the nearby nurse over and shoot her brains out from the unique perspective -There is a Chiropractic And Sports Injury Center beside THE DANCE COMPANY on Neely Street -- I take it the residents of Silent Hill aren't very good dancers -There is a store called Magical Envelopes on the north side of Sanders Street near where Martin intersects -- James' envelope with Mary's letter disappears late in the game, so perhaps it's a Magical Envelope (perhaps an easter egg by Team Silent) -The gate to the construction site tunnel where James acquired the Radio and killed the first monster is closed shut and has caution tape around it at nighttime -- perhaps an investigation of the incident was started? -There is something attached to the wall very close to the northwest corner of Katz and Martin Street that looks like just like a rusted Steel Pipe (there are more than one) -It looks like there is a First-Aid Kit by the broken-locked Wood Side Apartment gate at nighttime -There is graffiti of a skeleton with "Gun in your Hand" written on the wall by the northeast of the Katz and Munson Street intersection -There is a billboard for "Andy's Pizza" by the north parking lot near the east end of Nathan Avenue in West South Vale -- it says "Free Delivery" and the number is "000-0000" -- good luck getting that free delivery (although perhaps it worked out for Eddie?) -Carroll Street is named after Jennifer Carroll, the woman from the praying woman statue in the park -It looks like there are two very large green doors on the right, just inside Rosewater Park from the Nathan Avenue entrance -On your way to the Silent Hill Historical Society, you can position yourself so that you step with your left foot on the pavement and your right foot on the grass, alternating back and forth (this is a fun way to to kill the time)* -When you're travelling on the north side of the road to the Historical Society, the camera will change to face a Lake View Hotel billboard when you reach it -"Obedience or Die!" is written on the wall behind the fence on the north side of the road on the way to the Historical Society, about where Nathan Avenue starts to curve upward -There is a Lakeside Amusement Park billboard and a small Toluca Lake sign by the "n" in "Nathan Ave." (on your map) on the north side of the road -It says "KEEP THE NATURE" on the small Toluca Lake sign on the north side of Nathan Avenue (by the "n" in "Nathan Ave." on your map) -There is a billboard that says "YOUR AD" in large print by the "N" in "Nathan Ave." on your map, on the north side of the road -There is a billboard that says "Silent Hill Fresh Meats" along with a cow photo -- possibly the location of the Eddie boss fight? -There is a fallen Lake View Hotel sign near the end of Nathan Avenue by the broken bridge on the north side -There are Jack's Inn, Pete's Bowl-O-Rama, and Texxon Gas billboards on the south side of Nathan Avenue, near the Silent Hill Historical Society -There is a map of boat routes to the Lakeview Hotel near the Silent Hill Historical Society -- James takes his own boat and route shortly thereafter -The camera zooms in when you're around the entrance of the Silent Hill Historical Society, revealing great detail ============================== Silent Hill Historical Society ============================== -It looks like Pyramid Head's spear is almost sticking out in 3D fashion in the Misty day painting in the first exhibition room -You can hear the sound of a painting or something falling in the first exhibition room -There is a black & white photo of the Silent Hill 2 development team on the wall in the first exhibition room, to the left of the Waterfront landscape caption -The former director of Brookhaven Hospital looks a lot like David Lynch in the portrait in the second exhibition room -There is a strange loud moaning sound heard in the second museum room, almost like a foghorn but sounding more like a massive creature -- it gets louder and louder as you descend the hallway* -It takes 50 seconds to get from the top to the bottom of the very long, descending hallway from the second room of the museum -There is a note on the desk in the room at the end of the long, descending hallway that was last dated 1820 -The "different" brickwork in the well is easy to find, even on the first try -- just turn 135 degrees to the left and it'll be right ahead -You can break the "different" brickwork with the Hyper Spray -After you exit the well, James falls down into the lower water of the sewer -A weird sound is heard when you walk by the first door on the right after escaping the well* -James literally goes DOWN the hallway after using the Spiral-Writing Key, since the hole is actually a hallway flipped vertically ============= Toluca Prison ============= -There is painting of the cafeteria at the back of the cafeteria; perhaps a... self-portrait? -Toluca Prison is leaking from the roof, probably from Toluca Lake -There are two invisible monsters in Toluca Prison: one in the northern cellblock and one in the southern cellblock -- you can target and kill both, and they even let out human-like cries of pain -The invisible monsters in the prison repeatedly say, "ritual", which perhaps coincidentally is "are you sure" when played backwards* -Prison halls are much shorter than they are on the map, or at least compared to other buildings and their maps -Music fades away when you enter the second cell from the east in the south cellblock, starting up again when you exit it -There is a book by the name of "Black Magic from the Abyss" in the second cell from the east in the south cellblock -James can take quite the tumble off the courtyard scaffold -- onto his knees if falling forward or onto his back if backward -There are rather creepy sounds of a running horse in the dark courtyard; perhaps fittingly you find a horseshoe on the courtyard door handle* -If you knock on the closed stall door in the women's washroom and head to the exit, you may hear a loud and sudden crash -- it doesn't work every time, but it should work if you keep trying -There is a pop can on the warden's office desk that looks very much like a Health Drink -If you examine the documents on the warden's office desk, James comments, "They've got nothing to do with me" -- should they, James? -There is a busted-barrelled Rifle above the Hunting Rifle you take in the second room of the warden's office, along with a Shotgun above it -James can't find the stairs so he jumps down to B1F -James makes funny comments in the unmapped foul-smelling prison morgue -The corpses in the morgue must be many years old, yet they still have their skin -The legs of the corpses in the morgue are of the same model as the legs in the fridge in the apartment room you first meet Eddie -James doesn't even question jumping down all the holes and has no problem surviving whatever the drops may be -- perhaps he is a superhero -The sound effect of the broken-locked door beside the elevator before the long ride sounds fantastic* -Consider strafing in a circle around the elevator to keep busy during the long ride (tap and hold the buttons and try to avoid touching any walls) -The large elevator takes exactly one minute to descend to the bottom ========= Labyrinth ========= -If you stay by the ladders in the alcoves down in Pyramid Head's lair, Pyramid Head will simply walk by and won't attack you, even if you're shooting at him -- in fact, even if you stand on the path and attract his attention, including making him poke at you, he'll still walk on by once you move into the alcove -Pyramid Head has Shotgun Shells in his lair for some reason -- I guess he got tired of the Great Knife and wanted James' Shotgun -James' Flashlight reflects in the water of the Labyrinth -The number "208" can be seen on the door in the cell with Maria dead in the sickbed, which is the same room number as the apartment with James' character model sitting dead in front of a TV blaring static -James tells Maria, "There was blood everywhere" when she got stabbed in the elevator, but he didn't see any in our eyes -You can shoot at Maria through the cell bars but cannot hit her -Outside the Abstract Daddy boss room are papers on the ground, some from today's date according to James -You can see James' veins on his hands when pulling down the hanged men nooses -- additionally he maintains a very odd, precise, and careful look and motion all the way through -After entering the cell with Maria lying on the bed, James initially stands well clear left of the door before walking over to Maria -You can find Walter Sullivan's grave in the catacomb, along graves for James, Eddie and Angela -The ground in James' grave looks something like apple pie -It takes twenty seconds to get to the end of the "pie" hallway before you fight Eddie -It looks like James has a beard from some angles in the first room Eddie boss fight cutscene -The camera angle changes so many times in the Eddie boss fight cutscene in the first room, aiming to keep the player on edge -Eddie's revolver freakily sticks up in the air after he's dead =========== Toluca Lake =========== -After you kill Eddie and head out to the dock, James says he can't get either door to open if you try -The sound effect when trying the two large doors on the dock sounds fantastic* -So after running down a minute-long, descending hallway, jumping down five holes, and a minute-long elevator descent, James ends up at water level -- alrighty then -There's a sign on the shore by the dock regarding the prison that says: "WARNING PERSONS PROCURING OR CONCEALING ESCAPE OF PRISONERS ARE SUBJECT TO PROSECTION" =============== Lake View Hotel =============== -The sound effect of hotel double doors sounds somewhat like someone laughing (perhaps Laura) -If you investigate the piano in the Restaurant 1F, James will funnily comment that Mary played the piano but she wasn't very good -The "other letter" that Laura lost is almost certainly the full letter from Mary intended for James, read at the end of the game -Heavy breathing is heard inside the B1F elevator* -If you run quickly to the end of the west 2F corridor, only one Abstract Daddy will appear sometimes -When standing near the briefcase in the Cloakroom 2F, you can get a great view from the coat rack along the wall by the door, with some hangers partially blocking the view -A man can sometimes be heard sobbing in the west 2F corridor* -The Employee Elevator Key on the desk in room 204 2F is huge -Other than the one photo of the code, the photos on the bed in room 202 2F contain various game art and character headshots, including James, Mary and Laura -It is possible to put 30 items in the Employee Elevator shelf but no more (GH/DC version) -- the max is 29 in the original version -Despite being surrounded by all the food in the Pantry 1F, James doesn't want to eat -- after all that walking? C'mon! -James can comment on seven different things in the Pantry 1F -An interesting thing to note about the three music boxes is each of their locations: Little Mermaid on the water fountain in the courtyard (mermaids live in water of course); Cinderella in the briefcase with a photo of the combo on the bed beside it (the prince carried Cinderella's slipper on a pillow and also tried to find the right "fit" (like the code)); Snow White in the pantry right beside an apple (Snow White falls into a slumber after eating a poisoned apple) -James can find a schedule book on the whiteboard of the Employee Lounge on 1F that was last updated a year ago, like due to the hotel fire -On a second trip to the 1F employee wing but now with the Flashlight, James can read an additional note on the back of the small heater in the Employee Lounge that says, "I'm Johnny, one hot guy." -- a curtain hangs dangerously close to it, perhaps indicative of how the hotel burned -There's a collection of fishing lures on display by the exit of the Venus Tears bar in the basement -You can't read your map on 2F with the Flashlight off, but James must be blind because there's tons of light -If you go up to the 3F stairwell with the gate, you can hear Mary's faint voice exclaim, "James!" on the way down -Room 312 3F is the cleanest room in the entire hotel -- it looks like someone has been expecting you... -The TV in room 312 3F is huge but has quite a small screen, quite common for TVs from before the 1990s -James could've just left with Laura if he said "Okay" when Laura tells him "Let's get going already", but he decides to tell her the truth -The carpet texture in room 312 3F is very impressively-detailed -There is a clock on the wall in room 312 3F -You can interrupt the radio message subtitles in room 312 3F by examining the VCR, windows, or trying to open the washroom =============== Nightmare Hotel =============== -This version of the hotel appears to more accurately represent the current, burned state of the Lake View Hotel, as demonstrated in the "Burning Man" painting from the prison -After James' Flashlight battery dies, it will very briefly flash if you try to turn it on -The Health Drinks camouflage very well among the liquor bottles along the Venus Tears bar B1F -James appears to cross into Angela's world during the fiery staircase scene "You see it too? For me, it's always like this." -The stairs in the fiery staircase scene are incredibly steep -James tells Angela that he'd never kill himself in the fiery stairway cutscene, but he does just moments later in the In Water ending -You can continue to watch Angela walk up the fiery stairs until some flames cover your view -Despite hanging upside-down before the Pyramid Head Duo boss fight, Maria's hair remains in its normal state instead of falling downward -There is a faint "Mark of Samael" crest visible on the floor in the Lobby during the Pyramid Head Duo -There is a random "X" marked on the map in the Lobby during the Pyramid Head Duo -There are marks on the door through the right Lobby 1F door that make up what looks just like a face -During the final staircase, you can continuously run quickly up the stairs by running at an angle into the wall, rather than only a few quick steps at a time ============= Miscellaneous ============= -If James is tired and panting from running, go through a door and he won't be tired anymore -Eddie has a habit of saying, "I swear" -Maria's outfit is taken straight from what Christina Aguilera wore to the 1999 Teen Choice Awards -When Laura says "get" it sounds like "git" -Normally when wielding the Great Knife, James drags it behind him, struggling with it; however if you pick up an item while the knife is equipped, James effortlessly lifts the knife and holds it parallel to the ground as he picks the item up, then returns back to struggling with it afterwards (quite funny to witness) ===---====---=== Born From A Wish ===---====---=== =============== West South Vale =============== -Someone stuck gum in the backdoor lock inside Heaven's Night -If you try to leave Heaven's Night without the Cleaver, Maria will say that she's a little nervous with only the Revolver -A gleaming shine comes off the Chinese Cleaver while running on the streets, and from certain angles Maria can look like a crazed girlfriend or wife out for revenge -Unlike the main scenario, items can now be found on vehicles and even in the back of a pickup truck -There is a Lying Figure on the roof of a building on Rendell Street, halfway between Carroll and Munson -The corpse outside the Baldwin Mansion might be Ernest's, perhaps with him ending his life similarly to how Amy went =============== Baldwin Mansion =============== -The boarded off fireplace in the Living Room 1F says "Do not use" -There are two framed paintings of the red and black boards on the wall in the staircase connecting the Living Room to the second floor -- one up the first section of steps and the other across from the Lounge 1F, where Maria first meets Ernest -Maria jokingly asks Ernest if he's Ernest Hemingway, who died in 1961 (or perhaps she's serious and the name is just in her head, which poses another question of how she knew it) -The sound of the thump from the fireplace cover falling is heard when coming back down to 1F* -Footsteps are heard in the stairway after the fireplace cover falls* -Maria can walk through the leaves and branches of the trees in the garden up the fireplace ladder -If you examine the teddy among the stuffed animals in the Kid's Room, Maria will comment that Laura would love it since she loves bears, before catching herself and wondering who Laura even is -- this is because she is already acquiring Mary's memories -Maria will additionally comment that the fairy tales on the shelf by the closet seem familiar despite having never read them -The is a calendar from November of 10 years ago in the Kid's Room, informing us of the approximate date of Amy's death -The female voice of who is likely Ernest's wife during the attic voices is clearly the same voice actor as Maria -- Monica Horgan -Amy says "Give it... to my daddy..." when you try to leave the attic with the Birthday Card, telling you to give Ernest the birthday card that she never got to give him -Maria doesn't stop looking at the present from Amy to Ernest after leaving it in the Study, but she can't take it back -"Keep Out of Haunted Mansion" is spray painted on the outside wall of the mansion where it connects to Blue Creek Apartments, perhaps referring to the ghost of Ernest inside -When you return after acquiring the white liquid, you can see that Ernest took the gift and card from Amy -Once Maria opens Ernest's door in the Study, you can see the birthday card on the table next to a pair of gloves, possibly Amy's gift to her father -Through the help of Ernest "reminding" her, Maria begins to recall Mary's memories -Somehow Ernest knows about James, and that he's a bad man ===================== Blue Creek Apartments ===================== -Maria can steal James' map for Blue Creek Apartments -You can access the 2F stairwell from the Pyramid Head fight, but there's no water in it (this is Maria's escape route for the ending) -You can also access room 203, where Maria comments she doesn't know how to open the safe and that the toilet that James reaches into is "Disgusting..." -Maria comments that she can see the apartment next door from 203 but cannot cross over to Wood Side ============= Miscellaneous ============= -Since Maria doesn't find a radio like James, the static is replaced by what I'd call the "music of evil" whenever a monster is nearby -With no radio, creatures can be right in your face without noticing them as long as the camera permits it -There are only three different enemies in this scenario: Lying Figures, Mannequins, and Creepers -Maria says that she's never been so scared in her whole life in the Hospital's basement (main scenario), but she hasn't had much time to be scared in her whole life since she came into existence at the beginning of this scenario -Maria tosses her revolver right where Laura will be hanging about in the main scenario -- nice one, Maria -Only scenes with Maria are shown in the credits -------------------------------------------------------------------------- ========================================================================== 30. P L O T A N A L Y S I S ========================================================================== -------------------------------------------------------------------------- PLOT ANALYSIS.....................................................[SH2_30] If you've beaten Silent Hill 2 you've probably gotten a sense that its story is a heavy one. While one experience through it provides you with most of the key details and major plot points, it is one-hundred-percent not even close to being sufficient for anyone to fully digest the story and all its intricacies. Surely you've heard of the phrase, "just the tip of the iceberg". Have you also seen a photo of what an iceberg looks like both above and below the surface, with the top composing of 10% or less of its total mass, while the rest is hidden below? Forgive me if it sounds cheesy or cliche, but it's literally the perfect analogy to compare to Silent Hill 2's plot. You may have seen the tip of the iceberg above surface, but that is only the introduction to the plot. A starting point. In fact, there's more below the surface than will likely ever be fully understood or at least known with certainty due to the full information not being out there. Therefore at times we'll delve into theories or plausible explanations which, while not confirmed by Team Silent, do exist as strong possibilities or even likelihoods. However, even accounting for only what we know or what we can muster together through observation, there's still loads of mind-blowing truths and intricacies to uncover. And while there's an outrageous amount of detail and depth we could dive into, let's stay focused mostly on the town and each of the main characters of Silent Hill 2. You'll see what I mean about this whole iceberg thing in due time, that much is certain. Contents: I. Silent Hill............[PA_01] II. James..................[PA_02] III. Mary...................[PA_03] IV. Maria..................[PA_04] V. Laura..................[PA_05] VI. Angela.................[PA_06] VII. Eddie..................[PA_07] VIII. Pyramid Head...........[PA_08] IX. Born From A Wish.......[PA_09] I. S I L E N T H I L L [PA_01] -------------------------------------------------------------------------- Silent Hill is a small, peaceful and beautiful resort town on a large lake, or at least it's supposed to be. However it is known by its residents, while perhaps not so much its visitors, as a town with a dark history that holds many secrets and powers. Upon James' arrival to the town, he's immediately greeted by a thick, ominous fog. Shortly into his journey he meets a young woman named Angela in a graveyard who warns him to be careful. "This uh... this town... there's something... 'wrong' with it." But is it something wrong with the town or is it the minds of those who pass through it? Ernest provides an insightful glance into this question when asked by Maria in the sub scenario. "You want to be alone in this insane asylum?" "Yes, exactly. But how can you say that it is this town that is insane? Perhaps it is we who are insane. Both of us... hopelessly insane." What is certainly clear is that Silent Hill holds a soul-drawing power, able reach out to troubled minds. James meets Eddie puking in a toilet in the apartments, trying to explain what brought him here, but he can't quite explain it on his own. "I'm not even from this town. I just, I just..." "You too, huh. Something just brought you here, right?" "Umm... yeah. You could say that..." Deeper into his journey, Eddie finally realizes exactly what James was talking about. While opening up to his crimes in the meat freezer, he has finally become wise to the powers of the town. "You think it's okay to kill people? You need help, Eddie!" "Don't get all holy on me, James. This town called you, too. You and me are the same. We're not like other people. Don't you know that?" Silent Hill calls to those that bear the weight of their sins and crimes, giving discernible form their innermost thoughts, delusions, secrets and desires. It is a town that sends its guilty traversers down a pathway of judgment through the subconscious. It manifests their greatest delusions and fears as the ultimate test of will, mental strength, ability to atone for sins, willingness to forgive the self and to allow for personal growth. It offers the ultimate litmus test of one's psyche. But not everyone is able to survive it, many succumbing to their fragile but dangerous minds. The guilt is too great, the pain is too much, or the will is not strong enough. This journey is not for the mentally weak. But what is this path of judgment? It may take the form of providing roadblocks and challenges in uncovering or accepting the ultimate truth. Of our main four souls traversing the town, one witnesses monsters, another sees people laughing at and bullying them, another experiences their whole world burning around them, and one sees nothing out of the ordinary, holding no darkness in their mind. Whatever each person sees comes right from the inside. What is their past and what are their greatest fears and hidden truths? It is unique for each individual who sees a unique, crafted world relevant to one's self. We can read some insight into this phenomenon in one of the six scattered memos next to a corpse on north Neely Street. "I saw those demons. They were there, I'm certain. But my friend says he didn't see anything. If that's true, does that mean that what I saw was an illusion? But whether that demon that ate human beings was real, or whether it was just some kind of hallucination that my mind dreamed up... one thing I know for sure is that I'm beyond all hope." As he suspected, he did see an illusion, one manifested from his own mind. His friend did not hold the same darkness inside. Perhaps his was delivered in a different form or he did not bear the weight of any sin. But the last line ties back to what we explained before. "I'm beyond all hope." His corpse proves as much right beside the memo. He did not have the capacity to survive the test. But while different people are able to experience different things, they can experience some level of overlap with other sinners. James' witnesses Angela's burning world of despair in the hotel and Eddie's self-body-shaming meat freezer, while perhaps Eddie witnesses some of James' monsters in the apartments, among several other overlapping experiences. And what of the otherworld that James experiences in the hospital and hotel? Both areas undergo an extreme transformation, and while we'll uncover the hotel instead reaches a more truthful state, the hospital transformation perhaps represents reaching into the furthest depths of the subconscious. Upon arriving at the hospital, James discovers a doctor's memo on his patient's experience with this otherworld or "other side". "The potential for this illness exists in all people and, under the right circumstances, any man or woman would be driven, like him, to "the other side." The 'other side' perhaps may not be the best way to phrase it. After all, there is no wall between here and there. It lies on the borders where reality and unreality intersect. It is a place both close and distant. Some say it isn't even an illness. I cannot agree with them. I'm a doctor, not a philosopher or even a psychiatrist." As he says, each and every person is capable of reaching this other side, which has no borders or walls but is entered through the transformation of the world around one's self, which can happen in an instant depending on the mental state of the subject. It is a blending of reality and unreality, but impossible to specifically discern. But enough about the powers; how did Silent Hill become this way? For this we must dive into its history, and while we may not arrive at concrete answers, we're left with a lot of intrigue from a mysterious past. The Lost Memories book found at the Texxon Gas station (once unlocked) helps set the groundwork. "The name comes from the legend of the people whose land was stolen from them. They called this place 'The Place of the Silent Spirits.' By 'Spirits,' they meant not only their dead relatives, but also the spirits that they believed inhabited the trees, rocks and water around them. According to legend, this was where the holiest ceremonies took place. But it was not the ancestors of those who now live in this town that first stole the land from these people. There were others who came before. In those days, this town went by another name. But that name is now hopelessly lost in the veils of times. All we know is that there was another name, and that for some reason the town was once abandoned by its residents." Further, a gossip magazine in the prison dives into one of the town's deepest mysteries. "Toluca Lake, the town's main tourist attraction. This clear, beautiful lake has another side as well. It may seem like just a typical ghost story that you might find in any number of old towns across the country. But in this case, the legend is true. On a fog-bound November day in 1918, the Little Baroness, a ship filled with tourists, failed to return to port. A newspaper article from back then simply says 'It most likely sunk for some reason'. Despite an extensive police search, not a single fragment of the ship nor any of the 14 bodies of passengers or crew has ever been recovered to this day. In 1939, an even stranger incident occurred. (There are many pages torn out.) Many corpses rest at the bottom of this lake. Their bony hands reach up towards the boats that pass overhead. Perhaps they reach for their comrades." What was the "even stranger incident"? Perhaps it could have something to do with the Rosewater Park monument, "In memory of the sixty seven who died of illness and now sleep beneath the lake." Or maybe another folklore story entirely. More town lore can be found in the Silent Hill Historical Society, including the "Misty day, remains of the Judgment" painting, or others of the history of the Toluca Prison which was created as a POW camp in the civil war and carried out executions by pyramid-helmeted executioners, or the building of Brookhaven Hospital as the response to a great plague. Ultimately, while Silent Hill's history will forever be a mystery, it is perhaps the mixing of these energies from its dark past with the guilty souls of its traversers that bring form to their greatest nightmares and truths. II. J A M E S [PA_02] -------------------------------------------------------------------------- Where do we start with this intricately-woven character called James? Right from the beginning of course. The letter. "In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our 'special place'... Waiting for you..." This is the letter that beckons James to the town of Silent Hill, and thus the beginning of our story. But is it really? James explains that the letter is certainly written in Mary's handwriting; there's no mistaking it. But she died three years ago. Surely the post office isn't that behind, right? How could Mary have possibly written this letter to James if she were dead? Keep that question in your mind, because even if you've seen the ending you probably still don't understand this letter. We'll explain it all in due time. James ponders and believes Rosewater Park to be his and Mary's "special place". And upon arriving, he sees a female figure waiting along the pier. "Mary?" No. Maria. A near-identical twin of Mary, instead having the more desirable attributes of a woman in the eyes of James. This is not a coincidence, nor that she waits in their "special place". But first we must take a step back. As James ventures through Silent Hill, he comes across Neely's Bar where a conspicuous message is spray painted over some papers sticking to the window. "There was a HOLE here. It's gone now." On his pathway to the abyss, perhaps better identified as the Labyrinth, James comes across a series of holes that he submerges. Perhaps the message is referring to these holes. The first hole James descends leads into a well, but the very next hole holds a key revelation. After finding the Spiral-Writing Key and escaping the roach surprise in the nearby room, James uses the key to open a gate door... on the floor. Further, the hole itself is a vertical hallway. There are several doors placed horizontally along the wall, lights along the "roof", and floor tiles on the "floor". But everything is shifted and James jumps literally "down" the hallway. This is because James is not seeing reality. Further, have you ever examined the key that unlocks the gate to this "hallway"? The tag reads "'Tis doubt which leadeth thee to Purgatory." This nearly gives it away on its own. "Purgatory" is a condition or place of temporary punishment, suffering and atonement. It is James' doubt, questioning if Mary is really alive and waiting for him after the tragedy of Maria's death in the hospital, that leads him to this purgatory. James falls through several of these holes as if lured by his desire to be punished and to cleanse his soul of his sins. One can interpret these holes as the entryway into "the abyss" of the soul. James dives into his own subconscious, where his darkest fears, pains, secrets and truths lie. It is through this passage into the abyss that, despite jumping down a series of holes, a minute-long elevator descent and a long, descending pathway from the Historical Society, James arrives upon the surface of Toluca Lake immediately behind the museum, and completes the final leg of his journey inside his preserved memory of Lake View Hotel from three years ago, to uncover his deepest secret and truth. The videotape. And the words on the window in Neely's Bar? It seems that in Silent Hill, holes open up to lure those who hold darkness in their hearts. These holes provide passage deep into the abyss of the unconscious mind for those that bear the weight of their crimes. James fights through the worst of his inner subconscious in a type of civil war to uncover what he is hiding from himself. But what of the videotape and its truth? It is upon the shocking revelation of James witnessing himself smothering Mary with her own pillow that this meshed together world of memory and desire collapses, revealing the hotel in its true state: burnt from the fire from one year ago. But what fire? Inside a cell in Toluca Prison, James finds three very peculiar paintings, including one entitled, "Burning Man". It depicts a large, three-storey building on fire. If one were to compare this painting to an image of the Lake View Hotel's exterior, seen on multiple billboards in town, it's a spot-on match. Three storeys, with one triangular arch on the center of the roof and two on each side. Even the north shore dock is depicted, along with the familiar stairway leading into the courtyard, and another set of steps up to the rear entrance that James uses to enter the sanctuary of memories. Make no mistake -- this burning building is the Lake View Hotel. Perhaps the painting could be a fantasy or a prisoner's crazed imagination? But no. James comes across a whiteboard in Employee Lounge on the first floor. "There is a schedule book here. The date is from one year ago." It hasn't been updated since the hotel burned down exactly a year ago. If one were to come back here with the flashlight, an additional note can be found on the small circular heater in the corner by the window. Suspiciously it reads, "I'm Johnny, one hot guy." Just a cute little joke about a heater, or perhaps a glance into the cause of the fire one year ago? Notice the curtain drooping just above it... The schedule book, and perhaps the heater note, is only a tiny sprinkle of truth shining through James' false recreation of the past. "This place hasn't changed at all in three years..." James tells himself upon arriving on the hotel dock. You're right, James. It hasn't. You've made sure of that. Another revelation around arriving at the hotel involves Mary's letter. After killing Eddie in the meat freezer along the Toluca Lake dock, James feels the guilt of what he's done. While already desensitized from killing monsters, ending Eddie's life brings James sick to his stomach. "I... I killed a... a human being..." James slowly collapses to his knee, overlooking Eddie's lifeless body. "A human being..." After briefly mourning Eddie, James springs up and looks on with a thought running through his mind. "Mary... Did you really die three years ago?" Why does James ask himself this question at this precise moment? Did the action of killing another human being invoke some familiar feelings? Is his inner subconscious trying to tell him something? It is after this point that upon examining Mary's letter, which was readable for the entire game until now, James comments that the stationery inside is blank -- Mary's written words have disappeared entirely. This is where you can begin to ask yourself an important question. Did James actually receive a letter? Is that what really brought him to Silent Hill? And why is it that the videotape exists as it does? With a recording of James killing Mary at the end? Obviously this part was never recorded, but James witnesses it because the videotape represents his purest form of truth. The one thing that cannot be questioned. It is the form in which his subconscious hid his greatest secret. Examining the letter again after viewing the indicting videotape, even the paper has now disappeared, leaving just an envelope. James' lie has been fully-revealed at this point, and thus his false truths and delusions are cracking. And as we've already touched on, this is also the moment where the hotel is revealed in its true, burned form. This is also the point however, where James actually begins to accept and take responsibility for his actions. We realize for the first time that James has been struggling from an internal conflict all along. One side of him is running away from the truth, while the other is actively trying to uncover it. For the majority of the game his deluded side is winning the war, and while we start to see cracks in this delusion leading up to the hotel, it is the videotape that cannot be disputed. James realizes a truth that he hid from himself with a damaged, unstable, and repressed mind. He killed Mary. He is a murderer. In the prison, James comes across three tablets. "Gluttonous Pig", "The Seductress" and "The Oppressor". These three tablets represent Eddie, Angela and James. Eddie, the "Gluttonous Pig", is overweight and is found in the same, fitting place as the tablet -- the prison's cafeteria. "The Seductress" is a more difficult one to understand because it sounds more like Maria. But perhaps in some twisted and deluded way, Angela was an unwilling seductress to her father. Further, the tablet is found in an open shower in the shower room of the prison. The shower is a likely destination for any rape victim to cleanse away the wrongs done to them. Lastly, James is "The Oppressor", responsible for Mary's death. Fittingly, the tablet is found in a prison cell where upon attempting to leave (and only after taking it), its door jams and traps James for a few moments. In the very place a murderer belongs. This is not coincidental. Back to room 312, Laura enters the room, catching James in his most vulnerable state. He remains frozen in his cacophony of despair as the TV emits its static, despite Laura's friendly behaviour extending to the furthest point of her entire relationship with James. "So there you are, James. Did you get the letter? Did you find Mary? If not, let's get going already. Okay?" James doesn't take the opportunity to feed her any lies, but only the truth. And not without a heavy heart. "Laura... Mary's gone. She's dead." Laura steps back and calls him a liar, uncomfortable with hearing her dearest friend, the only person in her world that she meant anything to, is dead. James assures sure it isn't a lie. This is also where Laura is fully-exposed in her most vulnerable state, hanging onto James' every word as she hesitantly looks for the truth. "She... she died 'cause she was sick?" Yes, that is what James has been telling himself up until now and what he passed on to Laura in the restaurant downstairs. He could confirm the notion and leave the town with Laura. But he knows he can't hide from the truth anymore and treats Laura like an adult with his response. "No. I killed her." Not "she was very ill", "I didn't want her to suffer anymore", or "she's in a more peaceful place now". Just the truth, that he killed her. Against her will. Despite mustering the courage to tell her the truth, James cowers in shame as he breaks eye contact with Laura and shifts his head away. He can hardly bear to be himself in this moment. Laura launches a tirade, berating James for not caring about Mary and exclaiming that she hates him. Understandable. "She was always waiting for you... Why? Why..." James offers all he can, an apology. Both to her face before she leaves and then more sincerely again after she leaves the room. But despite James' acceptance of his hidden truth, his inner delusions are not going down without a fight. James' radio begins to crackle as he sits shamefully in front of the TV. It's not over yet. "James. Where are you? I'm waiting. I'm waiting for you." Please come to me. Do you hate me? Is that why you won't come? James looks more closely at the radio. "That voice..." Mary's voice grows more and more desperate in a (excuse the pun but it's just too fitting) hail-Mary attempt to get James back on the delusional trail. "James... James... Please hurry. Are you lost? I'm near. I'm waiting nearby, James. Please. I want to see you, James. Can't you hear me? James... Please, James... James... James... James..." This is not Mary, but just another vehicle of James' inner subconscious, trying to win the most important battle of his inner civil war. It's enough to push James further, but his alternate universe is already crumbling. Upon reaching the lobby of the burnt and leaky hotel, James witnesses a demonstration from the other side of his inner civil war. The side pushing for the truth. Pyramid Head. Maria cries out while hanging upside-down, tied to a bed frame, with a desperate plea not at all unlike Mary's cries on the radio. "James!" James has already witnessed Maria's death by Pyramid Head in the hospital basement, but behind the closing doors without any... closure, and simply found Maria's corpse in the Labyrinth cell without any explanation. But this time she's about to be executed right in front of him. No more skirting around it. One Pyramid Head wasn't enough for his good side to reveal the truth, so to combat the desperate plea of Mary's voice begging James to find her over the radio, James' inner desire for the truth ups the ante and doubles down with two Pyramid Heads, opting to execute Maria with a good, old-fashioned skewering straight from the civil war days of Silent Hill. And fittingly as a part of James' own civil war. "Stop! Leave her alone!! Leave us both the hell alone!" The lead Pyramid Head looks over its shoulder and waves the other one in. That's it, James won't accept it. He is still fighting within himself. So there will be no mercy. Time to kill this Maria creation right in front of his eyes. The spear pierces Maria's abdomen. Without a single whimper, her life fades away. James falls to his knees and finally overcomes his delusions. Perhaps even further vulnerable than after the videotape, he talks himself through the truth. This is the very peak of his emotional journey. His most significant moment of realization. "I was weak. That's why I needed you. Needed someone to punish me for my sins. But that's all over now... I know the truth. Now it's time to end this." Just who is he talking about? Maria? Pyramid Head? Perhaps it is both. The two sides fighting amongst themselves to both hide and reveal the ultimate truth, that James killed Mary. Each and every time Maria is killed, and even when he kills Eddie himself, James turns his mind to Mary, as if slowly but surely letting some of the truth slip into his conscious mind. And it is this scene where he fully and completely accepts it all. After briefly fighting the Pyramid Head twins and thus proving he has the mental strength to continue on his own to fight his biggest inner demon of them all, Maria, the Pyramid Heads have served their purpose. They have repeatedly reminded him of his crime by murdering Maria, his own creation of an idealized Mary. Because as shown time after time, Pyramid Head cannot actually kill Maria for good. Only James can do that. Once the Pyramid Heads realize James is finally capable of this task, they commit suicide. James now has the will to end this nightmare by himself. We thought Pyramid Head was a bad guy all along when all he was trying to do was and hold James responsible for his crimes. As amazing as it sounds, Pyramid Head is the real hero of Silent Hill 2. He is also entirely the creation of James, pushing for the truth. Furthering the idea that James has the mental capacity to kill Maria, Mary's letter (that was previously reduced to an empty envelope) finally disappears from James' inventory entirely during this final Pyramid Head encounter. It's nowhere to be found. Because it never existed. Not in James' hands anyhow, but we'll clarify where it came from soon enough. After climbing the rainy staircase and seeing a woman wearing those familiar pink and white clothes, James perhaps believes his new drive for the truth has rewarded him with his dear wife. Now this is where things can diverge depending on your ending, but we'll use a mix of the Leave and In Water endings, both of which feature Maria at the top. Refer to the Maria section for the other ending with Mary on the bed. "Mary!" he blurts out. The woman turns around, and while certainly bearing Mary's appearance in every way down to her eye colour and hair style, her body language suspiciously suggests it's not her. "When will you ever stop making that mistake? Mary's dead. You killed her." Maria. James has had enough of her games at this point, and he doesn't need to keep the illusion going. "Maria? It's you... But I don't need you anymore." This sets her off. Maria is the perfect recreation of Mary, created entirely in James' image. How can he not need her anymore? It doesn't make any sense to her. "But I can be yours... I'll be here for you forever. And I'll never yell at you or make you feel bad. That's what you wanted. I'm different than Mary... How can you throw me away?" We can hear the same desperation from the earlier radio call. But this time James is wise to his inner deception. "I understand now. It's time to end this nightmare. The problem is... you're not Mary." James has finally let go of this fantastical creation of his. He finally realizes how special his dear Mary was and even through his desire to create a more idealized version of her, he loved Mary for all her imperfections that made her who she was. In a sweet moment of realization, Mary is worth more to James than a million Marias. Simply just her memory on its own is worth fighting for rather than this "perfect" alternate creation of her. Mary is and always will be James' sweetheart. But Maria won't let James end his nightmare just like that. "You deserve to die too James." Maria transforms into a lethal demon, fittingly lying between a bed frame. Despite putting up a grand fight, James' unwavering mental strength overpowers Maria, and she falls helplessly to the ground. Utterly helpless, she turns to the soft, sweet, soothing voice of Mary -- James' greatest weakness -- and whispers desperately. A final hail-Mary. "James... James... James..." But it's too late, James has finally won the civil war. He doesn't need this "perfect" recreation of his wife. She is his greatest demon and he must destroy her. And he does so, ending his nightmare for good. James then transitions into a dreamlike state where he witnesses Mary's final breaths on her sickbed. This is not reality but instead a fantasy that James allows to play out in his head. It is the reward he gives himself for enduring this terrible journey. "Mary..." "James..." "Forgive me..." Mary, coughing on her sickbed, soothes her sweetheart's conscience. "I told you that I wanted to die, James. I wanted the pain to end." James holds onto that statement to explain his actions. "That's why I did it, honey. I just couldn't watch you suffer." He couldn't bear to see her like that, so he ended her pain for the better. But is that the truth, James? After all, now is your moment of inner acceptance and closure. James realizes this and is done telling lies. "No! That's not true... You also said that you didn't want to die. The truth is I hated you. I wanted you out of the way. I wanted my life back..." Mary stops him. "James... if that were true, then why do you look so sad?" You killed me and you're suffering for it. It's enough, James." In the Leave ending, Mary has one more thing to ask of James, handing him a letter. "James... Please... Please do something for me. Go on with your life." In her final moments in the In Water ending, Mary hands over the same letter. She begins to cough and shrieks out to James, her dear sweetheart, who holds her hand as she breathes her last breath and passes away. And now we have come a full circle... The letter. It opens with the same few paragraphs as the letter that brought James to Silent Hill. The letter that didn't really exist and slowly vanished as James uncovered the truth. James did not receive a letter from Mary. Mary did not die three years ago. These are the lies that he forced and tricked himself into believing were true. And to him they really were true, but deep down in his inner, unrepressed conscience was the truth all along. But Mary did write a letter, which is read in full during the ending, and it opens with the same few paragraphs as the initial letter James forced himself to believe he received. And despite this sweet little scene of James with Mary in her final moments where she hands him the letter, this is not real. This never happened. And therefore, James did not receive a letter. Ever... But he was meant to. At the appropriate time. So where did this letter come from? How has James recreated a letter he never received, down to the exact intricacies of its introduction, even if it stops there? First it's important to remember Mary's letter to Laura that James reads in the hotel restaurant. "My dearest Laura, I'm leaving this letter with Rachel to give to you after I'm gone." Further, Laura reveals that she took the letter from the locker of their shared nurse at the hospital, the very same Rachel. In the letter addressed to James, the one we're trying to discover the origin of, Mary writes: "I told the nurse to give this to you after I'm gone. That means that as you read this, I'm already dead." So Mary never intended on giving this to James directly. Additionally, do you remember when Laura explained there was another letter upon reading the letter to Laura? "Maybe you'll get it if you see the other letter. The one Mary... huh? I must have dropped it! I gotta find it!" That letter. That is the letter written to James. The very one read by Mary in the ending. Whether James will ever read this emotional and beautiful letter from his sweetheart depends on if Laura is able to find it, but considering she asks James in room 312 afterwards if he's found the letter, we can make the assumption that the letter has been forever lost, never to be read by James Sunderland. A sad reality. But we mustn't get sidetracked. How does James know the full introduction? There's a part in the full letter where Mary explains that her doctor told her she could go home for a short stay. Not because she was getting better but because she didn't have much time left. Thus Mary began writing the letter to James while still in the hospital. But she says she's waiting in Silent Hill... Is this true? Or perhaps she just means figuratively as in her "restless dreams"? While I have previously held the theory that Mary may have been granted a short stay at Brookhaven (yes, primarily a mental hospital but not beyond reason for a terminally-ill patient with Mary's behaviour), and there's certainly enough potential evidence and hints for a very enticing argument, it's ultimately the fact that the two letters (to James and Laura) must've been written at the same time that seems to undo the theory, along with the diary on the rooftop appearing a lot more suicidal (and thus unlikely hers) than Mary makes it known elsewhere. Because Mary writes to Laura while still in the same hospital as her, allowing Laura to steal both letters, she is believed to have stayed in St. Jerome's Hospital in South Ashfield (from Silent Hill 4), just outside of Silent Hill. Additionally, there is a nurse named Rachel referenced in Silent Hill 4, along with a Frank Sunderland as the superintendent of the nearby apartments, South Ashfield Heights, both hinting further at the connection. So perhaps we can settle on Mary being "alone there now" in Silent Hill only in her restless dreams and memories. From here we can make the conclusion that James arrived at the hospital to bring Mary home upon her release. Perhaps she wasn't quite ready for him and left her written letter on the nightstand beside her bed. Perhaps while Mary was gathering her things, James was able to take a quick peak at it and read only what he could see of the multi-page letter -- the first page introduction. "In my restless dreams, I see that town. Silent Hill." And thus, our riddle has found the beginning of its conclusion. From here, an unknown timeline plays out where James takes Mary home and smothers her to death in her sickbed. He suffers a traumatic inner conflict of fear, panic, regret, love and desperation. Perhaps he places Mary's lifeless body in the trunk of his car and drinks his immense depression and rainbow of emotions away (James reveals himself as a potential alcoholic if you examine some bottles in Heaven's Night) and ultimately manages to repress his recent, tragic memory into a condensed ball of delusion and hide it somewhere deep inside his subconscious. And thus his inner civl war begins and he covers up his tracks in his new alternate universe. He didn't kill Mary. She died three years ago. And suddenly he receives a letter in the mail with Mary's handwriting, conjured out of thin air from his memory of the first page of Mary's letter on her nightstand in the hospital. There is no letter, but he has forced himself to believe there actually is one. And of course there is... he's holding it in his very hand. It has her handwriting... this letter was sent by Mary. James is beckoned to Silent Hill ultimately by himself, not Mary. Perhaps considering suicide right then and there by driving straight off into Toluca Lake, James parks and takes a breather. He steps inside the nearby rest room and stares himself down in the mirror. Perhaps with some small recollection of feelings or thoughts from the tragedy he has since repressed, he reaches out and studies his hand. Is he questioning himself? "Is this reality?" Perhaps that is what he's thinking. But it's time to begin his journey. He steps outside, walks over to the edge of the observation deck and recounts the new timeline of events as Mary narrates the introduction of her letter to James. "In my restless dreams, I see that town. Silent Hill. You promised you'd take me there again someday. But you never did. Well I'm alone there now... In our 'special place'... Waiting for you..." It's much more tragic reading this time, isn't it? And you may wonder, what of Mary's body? After all I suggested he put her in the trunk of his car. But that would mean... That would mean Mary's body is in the trunk of his car during the very beginning of the story as she narrates the letter? Yes. Before you think I'm reaching here, Team Silent pose this question to the reader in their Book of "Lost Memories" that glosses over several important plot details. "The real reason James came to Silent Hill was to take his own life in a place of memories. If this is the case, could Mary's body be in the car!?" - Lost Memories, XI: Justice While not outright revealing it to be true, the suggestion alone is certainly provoking, along with everything else we've brought up here. Mary is right under James' nose right from the beginning. In the In Water ending he is able to drive into the water and kill himself with Mary in his arms, while we can only imagine what he does with her body in the Leave and Maria endings. And further, this is how he is able to attempt Mary's resurrection in the Rebirth ending, because he has her body all along, but doesn't realize it until defeating his greatest inner demon, Maria. We can even witness James carrying Mary's body in what looks like the prison in the opening cutscene. Perhaps he has retrieved her body from the car and is carrying her back to the center of Toluca Lake where he performs the ritual. We have challenged the prison and Labyrinth as not being reality, but the same can be said for most of James' journey as well, and perhaps he allows his delusions to continue in some form of another to perform what already feels like a deluded ritual. Or perhaps not... But either way, food for thought. As one final analysis of James' original delusion, why did he think Mary had died three years ago? Was it just a random timeline that he told himself? Well, perhaps there's a meaning behind it. While the precise details of Mary's death get lost in his memory repression, what he is recalling is what the doctor told him. We can hear this in the tape cassette recording with the headphones in the hotel Reading Room. "How long does she have?" "I'm afraid I'm not sure. 3 years at most... Perhaps 6 months... It's impossible to say with certainty." Through his delusional repression, he mixes up her having three years to live with her dying three years ago. Or perhaps he is simply recalling this event itself, which was three years ago. Maybe James even mentally jotted that date down as the beginning of the death of Mary. While she didn't actually die three years ago, the events were set into motion during that time period. In reality, she died very close to the start of the game, perhaps as much as one week ago but more likely no more than a single day or two. It is all very much fresh, albeit in the very back of James' mind. III. M A R Y [PA_03] -------------------------------------------------------------------------- The late wife of James Sunderland, Mary serves as the centerpiece of the story. Everything revolves around her. Some years ago, James and Mary vacationed in Silent Hill, where they absolutely adored and fell in love with the small tourist town. They spent a whole day together at the romantic park and particularly had a pleasant stay in the beautiful Lake View Hotel overlooking Toluca Lake. In James' videotape left in the hotel, we bear witness to these brighter days as Mary looks out of the window from room 312. "I don't know why, but I just love it here. It's so peaceful. You know what I heard? This whole area used to be a sacred place. I think I can see why. It's too bad we have to leave... Please promise you'll take me again, James. A series of coughs interrupt her pure bliss of admiring the town. The story begins to take a darker turn. Something is wrong with Mary. Back from their vacation, James takes Mary to the doctor where he receives shocking news. We can hear this scene play out with the headphones and tape player in the Reading Room of the hotel after viewing the videotape. "Mary's going to die...? You... you must be joking..." Mary's doctor tries to assert James, but he can only tell him the reality of the situation. "As her doctor, I promise I'll do what I can. But... there's still no effective treatment for her condition." An untreatable disease. James gathers himself and asks the inevitable question. "How long does she have?" "I'm afraid I'm not sure. 3 years at most... Perhaps 6 months... It's impossible to say with certainty." Three years of hospitalization pass as Mary fights the disease to the fullest extent that her doctor predicted was possible. Three long years... Not only for Mary, but also for James, taking over his life. It consumed him. Not that he had it any worse than Mary, a woman with a ticking internal clock edging closer and closer to death every day, but we cannot forget that it ruined James' life as well. It even extended into sexual frustrations, which we'll explain more in the Pyramid Head section below. But still, it took the biggest toll on Mary, who was normally a sweet, loving and caring woman with a soft, soothing voice. She was certainly the "better half" off the surly James. But her sickness changed everything. She became a different person, lashing out on her doctors, nurses, and even James. She explains as much in her letter. "Every day I stare up at the cracks in the ceiling and all I can think about is how unfair it all is..." --- "When I first learned that I was going to die, I just didn't want to accept it. I was so angry all the time and I struck out at everyone I loved most. Especially you, James." This is further demonstrated in the recording from the long hotel corridor after the two Pyramid Heads commit suicide. James brings flowers as he comes to visit Mary in the hospital, but it doesn't go so well. "What do you want, James?" "I, uh, I brought you some flowers." "Flowers? I don't want any damn flowers. Just go home already." "Mary, what are you saying?" James can hardly recognize this woman anymore. This isn't who he married. "Look! I'm disgusting! I don't deserve flowers. Between the disease and the drugs, I look like a monster. Well, what are you looking at? Get the hell out of here! Leave me alone already!" James plays the right hand and stays in the room, understanding his wife's damaged psyche. She continues her rant. "I'm no use to anyone. I'll be dead soon anyway. Maybe today, maybe tomorrow... It'd be easier if they'd just kill me. But I guess the hospital is making a nice profit off me. They want to keep me alive... Are you still here? I told you to go! Are you deaf?! Don't come back! This time James heeds her words. Even if he knows she doesn't mean it, perhaps he can't bear to see her like this. A moment passes and Mary's emotions reverse. "James... Wait... Please, don't go... Stay with me. Don't leave me alone. I didn't mean what I said. Please, James..." But it's too late, he's gone. Yet Mary continues her cries to James. "Tell me I'll be okay. Tell me I'm not going to die. Help me..." She isn't going to be okay. She is going to die. No one can help her. Mary's tragic reality. This scene demonstrates Mary's almost bipolar nature as she approached her death. Angry, she'd lash out, but scared and lonely she never wanted James to leave her side. But it ultimately proved too much for him to handle. Mary could sense it as well, and James took a long break from seeing her. Her letter certainly suggests as much. "Waiting for you... Waiting for you to come to see me. But you never do." Perhaps it was this "flowers" meeting that was the last one for a while, allowing Mary to develop her relationship with Laura in the same hospital as a much-needed friend. Mary's image of James wasn't too positive at this time and she likely revealed some of these more negative aspects to Laura, fueling her obvious grudge. As an orphan, the feeling of being unwanted was not unfamiliar to Laura, so it was very easy to hate him. Meanwhile, James never even heard of her up until the events of the game, likely because of the long break from visiting Mary. Because of this, a rift grew between James and Mary. And once it became time for her to go home, Mary was apprehensive. "But I'm afraid James. I'm afraid you don't really want me to come home. Whenever you come see me, I can tell how hard it is on you... I don't know if you hate me or pity me... Or maybe I just disgust you... I'm sorry about that." James reveals she was right in the Leave and In Water endings. "The truth is I hated you. I wanted you out of the way. I wanted my life back..." And thus the seed was planted. When he brought her home from the hospital, rather than waiting for her to die peacefully at home, he smothered her with her own pillow. With a guilty conscience, he repressed and hid everything away deep in his subconscious and concocted the letter (which did exist and was stolen from Rachel's locker by Laura before being eventually lost) to beckon him to Silent Hill. The place where he intended to commit suicide, together with Mary's body. But he couldn't do it. Thus he allowed the delusion to grow further and began to search for her. He regretted everything. IV. M A R I A [PA_04] -------------------------------------------------------------------------- Maria is very much the enigma of Silent Hill 2, perhaps serving as the third member of the love triangle between herself, James and Mary. Upon searching for Mary in their "special place", James arrives at Rosewater Park to find a woman standing along the pier. "Mary?" The woman turns around and smiles seductively. James realizes his mistake. "No... you're not." She finally speaks as James fascination grows. "Do I look like your girlfriend?" "No... my late wife. I can't believe it... You could be her twin. Your face, your voice... Just your hair and clothes are different." This is no coincidence. Maria is a near identical twin to Mary because she is James' creation. She is dressed more provocatively and is generally more attractive and sexual because she is an idealized Mary. James loved his wife, but he always had his inner fantasies. When putting his subconscious to the task, he rewarded himself with the version of Mary he wanted. But this is not Mary. With James fanboying over how identical she looks and sounds to his wife, she doesn't really want to hear it. She admires her nails with her back turned to James and finally rolls her eyes as she's heard enough. She interrupts him. "My name... is Maria." She is not Mary. She's better. Forget about that dead wife of yours already, James. But we begin to see Maria's earliest insecurity immediately afterward. She breaks eye contact with James in the middle of her next question. "I don't look like a ghost. Do I?" Playing through the Born From A Wish scenario may clear this part up. James is the first person Maria comes to see during her existence. She has conversations with Ernest Baldwin but learns the man is a ghost. Perhaps while James was so caught up with her looking like Mary, she recalled why she was created by James. She isn't a ghost, is she? She's really standing here talking to him, right? She takes it a step further make sure she really appears as a human to James. She grabs his hand and places it up by her breast. "See? Feel how warm I am?" She is convincing herself that she's real, but perhaps also reminding James that she isn't a ghost of Mary. She's a human composed of blood, bone, flesh, and certainly breast. "You're really not Mary..." "I told you... I'm Maria." Maria is glad to have gotten that out of the way. She certainly isn't Mary but rather the part of James that wants to forget and replace her entirely. She doesn't even like hearing the name Mary. As James apologizes and awkwardly begins to walk away after the interaction so far, Maria ask him where he's going. She doesn't want him to leave. "I'm looking for Mary. Have you seen her?" Again about Mary... While talking sense anyway, Maria has no problem reminding him that she's dead. "Didn't you say she died?" James explains he got a letter from her, that she was waiting in their "special place". Upon questioning the park, James thinks it could've been the hotel as well. "So, the hotel was your "special place", huh? I'll bet it was." Maria is toying with James here, revealing her more sexual nature. You had some good times in that hotel room, didn't you James? While James mopes about and starts to leave in the wrong direction, Maria points him the right way and he begins to leave. But he sets off without Maria, who begins to follow. "You're coming with me?" James asks her. Maria pulls the damsel in distress card, making James feel like a real jerk. "You were gonna just leave me? With all these monsters around? I'm all alone here. Everyone else is gone..." While Maria is very much working James to slowly make her way into his heart, she's already grown quite an attachment to him. It began even before she met him, recounting the Born From A Wish ending. Maria even resorts to reminding him about Mary, the name that already bothers her and she will grow to hate even more, to convince him to let her come with. She also takes a jab at him in the process. "I look like Mary, don't I? You loved her, right?" Or maybe you hated her..." What an ominous quote. It is our first glimpse that Maria knows a lot more than she lets on. It is because she shares Mary's memories and is slowly acquiring or "remembering" them. Perhaps she doesn't yet know the full truth between James and Mary, but she certainly knows something about the growing hatred and James' desire to get his life back during the hospital days, as hinted here. Interestingly, James simply responds rather matter-of-factly rather than questioning her. "Don't be ridiculous." James decides it's ok and Maria can accompany him on the way to the hotel. As an aside, you may have noticed James never tells this woman his name during this entire conversation or any other, but she knows it anyway, doesn't she? Of course she does. And what about that butterfly tattoo on the side of her belly? Well, a butterfly is a symbol of rebirth, isn't it? An ugly slug transfixed inside of a cocoon, waiting to be reborn as a beautiful butterfly... Does that not sound like Mary and Maria? Or perhaps Maria is more of an insufferable moth? After all, Mary/Maria uses a swarm of moths as a weapon in her final form. Perhaps the game asks the player to decide if the butterfly or moth imagery is more suitable, first teasing the player with a butterfly farm in room 202 of Wood Side after finding a fashion dummy wearing Mary's clothes in 205 of the very same hallway. But anyway, instead of finding a way to the hotel, James finds a map that leads them both to the bowling alley. But after following James thus far, she refuses to come in. "I'll wait here. I hate bowling." Obviously James is not here to play, so why does she say this? Because she senses Laura inside and she knows her limitations as James creation. Laura will not be able to see her and James may become aware of the illusion. It's best to play it safe. Once James comes back outside, Maria comes running to inform him where Laura went. Did Laura get spooked by Maria? No, she didn't even see her because she couldn't. She simply wasn't there. James and Maria chase after her and find a small gap between a building and a wall that Laura slipped by. Maria points James to the nearby door to get around. It's locked... But Maria brushes him aside and uses three different keys from her skirt, boots and cleavage to unlock it, much to James' adoring eyes. This isn't just any building. It's Heaven's Night, a gentleman's club, or most bluntly, a strip club. So Maria is a stripper... and she's not trying to hide it one bit. But what does that make of her origin? Wasn't she just created and only for James? Sure, but it doesn't mean she wasn't derived in some form from a real human being. One important but easy-to-miss detail is found in the washroom at the very beginning of the game. If one looks closely at the wall by the exit, there are posters of Maria that say "HEAVEN'S NIGHT" on them. It's rather unmistakable once you spot it -- it's definitely Maria. You may also remember the Lady Maria poster inside Heaven's Night in Silent Hill 3 (if played with a Silent Hill 2 save on your memory card). With all this information, we can gather that a dancer named Maria likely did work at Heaven's Night. Perhaps she even looked a lot like Maria does. Her image in James' creation could've been conjured up with that dancer in mind. But that would likely mean James must've visited Heaven's Night at some point, right? Possibly. Or perhaps all it took was those posters inside the washroom? As James and Maria continue into the hospital, Maria begins to feel tired and sits on the bed inside room S3. She pops a pill but insists it's just a hangover. But why does this happen here? Perhaps being in the confines of a hospital is negatively responding to the concoction of Mary's memories of her hospitalization within Maria's mind. James encourages her to lay down and rest while he looks for Laura. Perhaps Pyramid Head sees this as an opportunity to warn James about Maria. He smacks him with the blunt edge of his great knife, knocking James off the rooftop and through the roof back onto the third floor. Be careful, James... you are playing with fire. Stay away from Maria. In his pursuit of Laura, James gets tricked by the little girl and locked in an examining room with the Flesh Lips creatures. As described by Masahiro Ito, the creature designer, the large lips of these monsters represent Mary's vocal abuse of James during her hospitalization, while being constricted in a bed frame drives home the metaphor even further. And upon defeating these creatures, James witnesses a transformation to the otherworld. Sirens sound, the screen blurs and becomes wobbly before focusing on the roof. We hear gurney wheels and Mary's voice, "James..." as if we're being wheeled through the hospital. It is a brief insight into Mary's hospitalization. In this nightmare version of the hospital, Maria is now gone from her room on the third floor, but there are pill bottles to remind us she certainly was here. It also clearly invokes more images of Mary and her hospitalization. But why does Maria also require medication if she's James perfect recreation of his wife? Perhaps it is the one little concession his inner self allowed to hold the truth or even the real connection to Mary (after all, she is an improved Mary rather than simply any dream woman). Or maybe it's just his mind playing cruel tricks on him... This again. James doesn't find Maria until accessing the basement's basement, upon which she pops through the door and cries out to James. "James!" "Mary! Oh Maria it's you... I thought you were... Sorry..." Not the response Maria wanted... And she really doesn't like being called by that name. "Anyway, I'm glad you're alive..." Maria's anger grows and she screams at him. Here we go. "'Anyway'!? What do you mean 'Anyway'!? You don't sound very happy to see me. I was almost killed back there! Why didn't you try to save me? All you care about is that dead wife of yours! I've never been so scared in my whole life!" Again we see how much the mention of Mary bothers her, especially being mistaken for her again. But Maria wants James to feel guilty. "You couldn't care less about me, could you?" James doesn't exactly give the best response. "No, I just..." Without waiting for an answer that's not going to be good enough anyway, Maria forgives him and pulls in close as she blurts out. "Then stay with me! Don't ever leave me alone! You're supposed to take care of me!" Take care of you? Perhaps this is coming from her memories of Mary. The partial abandonment of James during her most difficult times, when her emotions were all over the place and she struck out at James, and he couldn't bear to see her like that and stopped visiting her for a while. Remember, "Stay with me. Don't leave me alone. Tell me I'll be okay. Tell me I'm not going to die. Help me..." Maria then changes the subject to Laura, growing evermore anxious to find her for some reason. "So what about Laura? Did you find her?" "Yeah, but she ran away." "We've got to find her!" James notices she's suddenly showing an odd attachment to her. "You really seem to care about her. Do you know her?" "I never met her before I just feel sorry for her. She's all alone... And for some reason... I feel like it's up to me to protect her." This is because Mary is gradually receiving or "remembering" all of Mary's memories. The attachment is growing because Laura was a very dear friend of Mary's, perhaps her best friend, and she wished to protect her. And to even adopt her if she weren't about to die. In the Born From A Wish scenario before having even the slightest hint of Laura's existence, if you examine the stuffed animals in Amy's bedroom of the Baldwin Mansion, Maria will comment that Laura would love them. Then she catches herself and thinks, who am I even talking about? Even as early as here her memories are starting to trickle into her expanding mind. They continue to develop further throughout James' adventure. Back to the hospital basement, perhaps her temper at the beginning of the conversation also comes from Mary, as she developed a type of bipolarity as demonstrated in the hallway recording with her and James. She's becoming more and more like Mary as time goes on, despite trying to replace her in James' heart. Further, Maria and James are growing more and more attached. What does that mean? Time for Pyramid Head to do something about it. And he does. While running for the elevator in the basement hallway, Pyramid Head appears from around the corner and chases them both. James slips through the closing doors, but Maria doesn't make it. She calls out for James to save her but it's too late. You had your warning earlier, James. Pyramid Head stabs the seductress. Maria is killed right in front of his eyes before the doors close to hide her body. James sits helplessly in a trance of despair as the elevator rides up to the first floor. What does this scene remind him of? Stepping outside the hospital, he talks to himself. "Maria's dead. I couldn't protect her. Once again, I couldn't do anything to help." Once again... the image of Mary dying from her disease as James could do nothing about it. But there's more to this one. What does he say next? "Mary... What... What should I do? Are you... really waiting somewhere for me? Or is this your way of taking..." James stops himself from going further, but taking what James? Taking revenge? This one is quite the revelation. Rather than Mary being the one for taking revenge, it is James' inner desire to accept the truth, represented by Pyramid Head in form. The basement scene played out exactly as that truthful part of James wanted it to. It both punished him for growing attached to Maria and reminded him that he killed Mary, to the point that he has to stop himself short of indicting himself with his own words. This thought is followed up even further with the new note on the wall inside Neely's Bar: "If you ReaLly want to sEE Mary, you shOUld just DiE But You mIght be hEadiNg to A diffErent place than MARY, James." Mary is dead. If you really want to see her, James, you should join her in death. But you probably won't find her in your version of death... Conjuring up images of Heaven and Hell. Did someone write this note to James? The same person who wrote the message about the abyss in the hospital and the letter addressed specifically to James by the wrench? Or is this just another one of his mind's fabrications to lead him towards the truth? After all, we just saw an early crack in the delusion once he left the hospital. Or could the hospital and wrench notes even be authored by Ernest Baldwin? A man who has made his strange knowledge of James known to Maria. And a man that knows about pain, loss and regret... And his own abyss. Perhaps he can't help but reach out to another self-tortured soul? Would this place Ernest as the former director of Brookhaven? Perhaps, and it could also potentially explain that nice, big mansion of his, couldn't it? It's all not a certainty, but a provoking line of thought, isn't it? But we move on and discover the hospital was not the end of Maria... Upon traversing through the Labyrinth, the abyss of his own mind, James comes across a mysterious prison cell. Maria sits on the other side, as if patiently waiting for him. What unfolds is perhaps the most fascinating scene in the entire game. Note that James finally doesn't mistake her for Mary in an interesting piece of irony with the way the scene unfolds. "You're alive! Maria...! I thought that thing killed you...! Are you hurt bad?" Maria remains calmly seated. "Not at all, silly." James doesn't understand. Why isn't she reacting? Does she not remember this? Just who is this woman sitting here? "...Maria? That thing... it stabbed you. There was blood everywhere." "Stabbed me? What do you mean?" "It chased us to the elevator. And then..." "James, what are you talking about?" "Just before! Don't you remember?" Did James imagine the scene entirely? Is Maria with a new body and mind that doesn't recall what James is talking about? Notice the tone of her voice. It doesn't sound like Maria at all. The soft, sweet, soothing voice of Mary is shining through... Further, an almost angelic halo of light emits from above her, a very intentional choice from the developers. This is the "sweetest" and "cutest" Maria has appeared thus far. The closest she's ever been to Mary in behaviour and appearance. But we're just getting started... "James honey... Did something happen to you? After we got separated in that long hallway? Are you confusing me with someone else?" So she does remember it? But what does she mean about confusing with someone else? ...Mary? Is that you? She chuckles and dismisses James' silliness, but her following monologue is the most striking of all. "You were always so forgetful... Remember that time in the hotel?" "Maria...?" "You said you took everything... But you forgot that videotape we made. I wonder if it's still there..." If we hadn't suspected it by now, Maria's powers have become very clear. She is inheriting the memories of Mary at an ever-increasing rate, now recalling an event from three years ago before Mary even fell sick. James, who hasn't spoken a word about this videotape, asks the appropriate question. "How do you know about that!" Aren't you Maria?" She suddenly snaps out of the all-loving and sweet Mary persona. "I'm not your Mary." Could've fooled me... Maria won't give James a straight answer as they go back and forth, ultimately settling with a mysterious statement that reveals her true intentions. Again, she's done with the Mary acting and speaks in her familiar seductive voice. "It doesn't matter who I am. I'm here for you, James. See? I'm real." She is whoever James wants her to be. She is the perfect lover, here for him and only him. And she's real, as she tries to convince him again while holding the flesh and bones of her hand to his face. Then things take a sexual turn. "Don't you want to touch me?" "I don't know..." "Come and get me. I can't do anything through these bars." The perfect dream girl James always desired waits right in front of him, offering herself up for sex. But with or without the bars, James clearly sounds like he's feeling guilty. "I don't know..." One side of him wants Maria badly; it's the side that created a more attractive and sexual version of his wife after all. But the other side knows it's not right. He's here to find Mary... Isn't it fitting that bars divide the room? The temptation of what he cannot have... Once James does reach the other side of the bars, Maria lies on the bed, but it's too late. She's been murdered. Is anything familiar about this scene? Maria lying dead in a narrow sickbed with James at her side? Her face bloodied and somewhat disfigured, not unlike Mary's by the end... There's even an IV stand at the foot of the bed... James' reminded himself of being unable to save Mary after Maria's first death in the hospital. Now we have the reminder in visual form. As an aside, note the room number on the white door. 208. The same room number in Wood Side Apartments where James finds the corpse (the same character model as his own) sitting directly in front of a bloodied TV blaring static. Does this scene look familiar? Or even the TV? It matches that of room 312 in the hotel. Perhaps this is the representation of James viewing the videotape in room 312, and his desire to blow his brains out after discovering the truth. Or simply a metaphor for the bullet of truth that is the videotape. Foreshadowing. And this scene with Maria... The other side of that videotape... Mary dead in her sickbed. Both visualized in a room 208. The truth is being sprinkled into James' delusional journey. But who killed Mary this time? Pyramid Head. Again. After all, it is Pyramid Head that stands just outside apartment room 208 with the symbolized corpse of James in front of the TV, and he's also seen roaming around the nearby watery corridors of the Labyrinth, which even hold the creature's very lair where James finds the Great Knife. Maria was never going to survive down here. To further drive home the 208 connection, what room was it where James acquires the key to the Blue Creek stairwell to fight Pyramid Head for the first time? 208 of course. How fitting for the bringer of judgment and truth to be connected to these images of truths in such a way. Indeed he is the same figure that first stands as a reflection of James behind the bars in Wood Side. If still having some doubts, remember that it was Pyramid Head that killed Maria in the hospital and he will do the very same in the hotel at the end of the game, this time with a twin. The only creature that has it out for Maria is Pyramid Head, who represents James trying to tell himself the truth. By repeatedly killing Maria through Pyramid Head as a vehicle, James is is not only trying to remind himself that he's a murderer who killed Mary, but is also fighting his biggest inner demon, Maria herself, who represents all the lies and delusions from his twisted mind. Like a game of devil and angel on his shoulder, Maria as the devil tries to pull James away from the truth and reinforce his own deception, while Pyramid Head as perhaps the most hilarious and ironic version of the angel you've ever seen in this scenario, fights to bring James back to the path of truth. The side of Maria is winning this battle all along until James views the videotape in the hotel to reveal his crime, but as we discussed in James' section, that side of his subconscious then kicks into overdrive with Mary's desperate calls from James' radio. The other side, Pyramid Head, responds by organizing the execution of Maria right in front of James. Not to kill off Maria because Pyramid Head is not capable of doing so, but as a final presentation of his good side fighting the bad. Each time Maria's been killed it's made James question himself, and now he finally realizes the meaning of it. "I was weak. That's why I needed you. Needed someone to punish me for my sins. But that's all over now... I know the truth. Now it's time to end this." As we discussed in James' section, this speaks of both Maria and Pyramid Head, the two sides of the inner civil war. He needed them both to remind him of the truth and punish him for his sins. The Pyramid Heads commit suicide once they realize they have served their purpose and believe James to be capable of ending his nightmare by climbing the rainy staircase to eliminate Maria. However, things take a complicated turn if James has shown enough comfort and attention to Maria, locking him into the Maria ending. Despite still accepting that he murdered Mary in this ending, he still wishes to believe in his delusion of Maria. He turns all his attention and desires to her, to the point that it is not Maria waiting for him as his final inner demon at the top of the rainy staircase, but Mary lying on the bed. In this ending, James doesn't sound very happy to finally see Mary. Instead it plays out like an awkward breakup scene. Mary explains that she's been waiting, upset that it took so long for James to find her. "Didn't you want to see me?" "Yes, I wanted to see you. Even an illusion of you... That's why I came here." And thus Maria, the illusion, was born. But Mary retorts and James offers his excuses. "That's not true, is it? You killed me..." "I couldn't watch you suffer." "Don't make excuses, James. I know I was a burden to you. You must have hated me. That's why you got rid of me." No point lying anymore, James humours her, providing an insight to those three years of Mary's hospitalization. "It's true... I may have had some of those feelings. It was a long three years... I was... tired." "And that's why you needed this 'Maria' person?" He didn't want Mary anymore. She was sick, ugly, pathetic and disgusting. He wanted to find someone new, to fall in love again, to act on his sexual desires, and start a new life. But this representation of Mary, who is in fact not actually real and just another creation in James' head to represent the more truthful Mary, wants to punish James. "James, do you really think I could ever forgive you for what you did?" And thus she transforms but cannot overcome James, who kills Mary for a second time, although again just an embodiment of his subconscious and memory of Mary. Next we see James standing along the Rosewater Park pier where he met Maria. Her voice is heard as she approaches him. "You killed Mary again?" "That wasn't Mary. Mary's gone." That was just something I..." Confirming what we've already discussed. His memory and representation of Mary playing out for some closure. But we can hear the extreme sorrow in his voice. He is not happy Mary is gone at all. But he is able to turn to the next best thing, as he realizes just who he's talking to. "Maria?" Offering support with her hand over his, Maria behaves the most delicately we've yet seen of her as James makes a proposal. "Maria." "What, James?" "I want you... I want you with me..." "Are you sure?" "C'mon. Let's get out of here." And so James chooses to be with Maria. Not necessarily because he'd rather her over Mary, but Mary's gone. He can't have her. But he can have his idealized version of her, and that's the next best thing. He asserts this when Maria questions him. "What about Mary?" "It's okay, I have you." Maria offers up a letter, which is Mary's final letter to James, and they both leave the park. Once they near James' car on the observation deck, Maria stops and lets out of series of coughs. James stops and eyes her, offering up a snarky and almost sinister comment. "You'd better do something about that cough..." And thus we have come a full circle. James has effectively learned nothing and is right back where he started, watching his loved one deteriorate from a disease. But this time his lover is a figment of his imagination. Oh, James... V. L A U R A [PA_05] -------------------------------------------------------------------------- At first glance in the apartments, this little girl comes off as little more than an ill-mannered brat, kicking an important key away from James' reach. It's not until their second meeting in the back alleyway to Rosewater Park that we understand that, while James has no idea who this little munchkin is, she certainly knows about him. Sitting atop a wall not unlike one out of Humpty-Dumpty, Laura smugly taunts James when he brings up the earlier incident. James lets it go and the conversation quickly escalates before ending with a crescendo of intrigue. "What's a little girl like you doing here anyway?" "Huh? Are you blind or something?" "What's that letter?" "None of your business. You didn't love Mary anyway." This back and forth makes a lot more sense upon viewing the whole story, doesn't it? Laura came to Silent Hill with the sole purpose of finding her dear friend Mary from the hospital. But why must James be blind? It's still a confusing quote since how is James to know any better when he's never met Laura before, but perhaps she think it's obvious why she's here: the same reason he is. And the letter? We can safely assume it's the very same one Laura gives to James in the hotel (or possibly the letter for James which she loses at some point before the hotel). But anyway, James has to wait a little longer to learn her intentions. A strange map guides James to Pete's Bowl-O-Rama where Eddie and Laura are already having a pizza party. We join them mid-conversation, but from their relationship here and a quick snapshot of them together from the game's opening cutscene, we can gather that they came to Silent Hill together, or met each other along the way and agreed to assist each other in some form. Laura pesters Eddie to learn what he's running from, but he doesn't reveal very much. With James entering the back room, we hear Eddie ask a question that confirms what we've already gathered. "Did ya find the lady you're looking for... What's her name... Mary?" By this point, James enters the room and scares Laura off, but the brief conversation with Eddie provides some insight, or rather questions. "Eddie! Let's go after her!" "Huh? Laura? But why...?" ...Because she's a little girl all alone in a town filled with monsters. "She said she was fine by herself... She said a fatso like me would just slow her down." So even Laura doesn't see why she'd need the help of an adult. And the thought of this does not even register with Eddie. Why is that? Perhaps you might ask yourself where he got the pizza from as well? Could it be that Laura, and even Eddie for that matter, isn't seeing the same town that James is? Once James finds the little rascal in the hospital, we get a clearer answer, but not before some background regarding Laura and Mary. "How do you know about Mary?" "What's the big deal?" "Why can't you just tell me?" "You gonna yell at me if I don't?" It seems Mary told Laura enough about James to know about his bad temper. We read as much in Mary's letter to Laura later in the hotel. Laura finally spills the beans after James assures her he won't yell at her. "I was friends with Mary... We met at the hospital. It was last year..." James calls her a liar while very much being a liar himself as he raises his voice, but quickly calms down. He thinks out loud that it doesn't make sense given Mary died well before that. But Laura is very much telling the truth. She met Mary one year ago in what's believed to be St. Jerome's Hospital in South Ashfield (from Silent Hill 4). She didn't even know who Mary was three years ago. James decides to be sensible and apologizes as the two make their way out of the hospital. But the following lines reveal a very important detail of Laura's Silent Hill, as James leads her out of the room. "We can talk about this later. This is no place for a kid. There are all sorts of strange things around here... I can't believe you haven't even gotten a scratch on you." "Why should I?" What are you talking about, James? Why should I have a scratch on me? This reveals that Laura does not see the monsters that roam around the streets and buildings. She doesn't see the rusty, bloody, dirty and disturbing imagery that James does. Because she holds no darkness in her heart. Laura was not drawn to Silent Hill from any crime or to serve as any punishment, but rather to find her friend Mary. Guilty of nothing more than being a little brat (and certainly not remorseful for it), her visit is completely innocent in nature. And thus her world is not affected accordingly like James, Eddie and Angela's. Because of this she couldn't possibly know of the dangerous situation she puts James in by locking him in the examining room down the hall. To her there are no creatures in there. What might there be instead? We don't really know since we don't get to see through her eyes. But nonetheless she is a smart girl and wishes to continue her pursuit of Mary on her own rather than be pushed around by the man that Mary told her some bad things about. So she fools him with the promise of a letter suspiciously deep inside of another room. A letter she does have and he will get to read. But not yet. James doesn't see Laura again for quite some time, and certainly not in the abyss like Eddie and Angela because there is nothing for her there. Instead, she likely takes the perfectly intact Nathan Avenue up to Sandford Street, from where she walks into the hotel. There, she surprises James at the press of piano keys in the hotel's restaurant. She comes out to have a friendly chat with her pal James. "You're here to find Mary, aren't you, James? Well... have you?" "No... is that why you're here, too?" "She's here, isn't she? If you know where she is, tell me! I'm tired of walking." Laura is running out of places to search for her friend, now at the end of the line in the hotel Mary stayed at three years ago. While eager to search on her own up until now, she's finally willing to cooperate with James. But he doesn't have the information she's looking for. "I wish I knew..." "But she said it in her letter..." James is sick of hearing about this letter. Is it even real? But yes, it is. Laura finally lets him read its full contents. "My dearest Laura, I'm leaving this letter with Rachel to give to you after I'm gone. I'm far away now. In a quiet, beautiful place. Please forgive me for not saying goodbye before I left. Be well, Laura. Don't be too hard on the sisters. And Laura, about James... I know you hate him because you think he isn't nice to me, but please give him a chance. It's true he may be a little surly sometimes, and he doesn't laugh much. But underneath he's really a sweet person. Laura... I love you like my very own daughter. If things had worked out differently, I was hoping to adopt you. Happy 8th birthday, Laura. Your friend forever, Mary" There's a lot of information to digest here, including some insight into Laura's background. We can deduce that Laura is an orphan from Mary hoping to adopt her, along with "Don't be too hard on the sisters." Not blood sisters, but those from her orphanage. It also helps explain her nature, a young girl roaming a large town all by herself, avoiding James and telling Eddie he's a gutless fatso that would only slow her down. She's used to watching out for herself without a mother and father to care for her. Her bratty nature of kicking the key away from James and laughing at him perhaps gives us an insight into what being hard on the sisters would be like. And further why she held such a grudge against James -- because Mary clearly told him enough to indicate his poor temper. We do not know why Laura required a stay in the hospital, but she did stay long enough to become close friends with Mary. But there is a very important date here, crucial to understanding the timeline of the game. Mary finishes the letter by wishing a happy 8th birthday to Laura. Luckily she's right here for James to clarify that. "Laura... How old are you?" "Um, I turned eight last week." As James gathers, then Mary couldn't have died three years ago... She couldn't have died more than a week or so ago. Already with some cracks showing, this letter completely dismantles the notion that Mary died three years ago. Laura listens to James processing this all out loud and offers her own insight. "Me and Mary talked a lot about Silent Hill. She even showed me all her pictures. She really wanted to come back. That's why I'm here." But unfortunately this isn't the "quiet, beautiful place" she was talking about. With the letter meant to reach Laura after Mary's death (instead of her stealing it from their nurse's locker), Mary puts a bright spin on her death. Perhaps she's even hinting at a burial in Silent Hill, who knows. But the letter is no more than a sincere goodbye to her dear friend. "Maybe you'll get it if you see the other letter... The one Mary.. huh? I must have dropped it!" And what of this letter? Simple. It's the letter Mary wrote for James and left with their nurse, the very same Rachel whose locker Laura broke into to steal both letters. As an aside, we've already established in James' section that this current form of the hotel is constructed from his memories rather than reality. But does Laura see the hotel the same way? Perhaps she does and perhaps she doesn't. She may simply be witnessing it in its burned, leaky form, just like Angela witnesses her world burning all the time despite James not becoming aware of it until the overlap near the very end. But perhaps there's another explanation. Could it be that the energy of James' reconstructed hotel is combining with Laura's pursuit to find her friend, fueled in some way by the photos and memories shared by Mary in the hospital? And therefore they could both see the hotel the same way? Worth a thought. As with James, it is not until the videotape is viewed in room 312 that Laura finally learns the truth about her friend. Laura discovers James frozen in his chair after the shocking videotape. She's ready to get going already and perhaps search elsewhere. But James knows he owes her the truth. Hardly able to muster the energy, he tries to explain what he now knows. "Laura... Mary's gone. She's dead." "Liar! That's a lie!" This won't be easy... Laura came all the way here to an unfamiliar town to find Mary. She wasn't just another person to her. She was everything. It's going to be hard for her to accept her death. And even worse to hear it straight from the mouth of her killer... "No, that's not true..." "She... she died 'cause she was sick?" "No. I killed her." The brutal truth. But she deserved to hear what happened to the only person in the world that cared for her. Her best friend. She outbursts in sadness and anger. And James deserves to hear every word of it. He knows it. "You killer! Why'd you do it?! I hate you!! I want her back! Give her back to me! I knew it! You didn't care about her! I hate you, James! I hate you! I hate you! I hate you! She was always waiting for you... Why? Why..." But it wasn't that simple, was it? He could never fully explain it to Laura. And in the end it wouldn't change a thing. He murdered her friend. Still struggling to accept the revelation himself, James doesn't have much left to offer Laura. "I'm sorry... The Mary you know isn't here." And thus Laura leaves, her adventure coming to a sad conclusion. Now alone in the room, James bears the weight of the pain he's caused her. "Laura, I'm sorry." The very last we see of Laura is in the Leave ending. As Mary narrates her letter, we witness Laura walking back through the graveyard along the nature trail to Silent Hill. She heads towards the observation deck. James follows from a distance behind, with the same destination in mind. After passing the graves, Laura even stops and turns towards James. She lets him take the lead and follows thereafter. Do these two have a future together? After all, Mary hoped to adopt her. Could it be that James takes it upon himself to care for the girl that Mary saw as her own daughter? Perhaps in some form to preserve her legacy as the mother she never got to be? Perhaps that is best left for the player to decide. VI. A N G E L A [PA_06] -------------------------------------------------------------------------- Angela is the first person James comes across on his journey, startling her as she overlooks some headstones in the graveyard. Although she may look and sound like an older adult (perhaps indicative of her emotional mileage), Angela is actually just a 19-year-old. And while she appears puzzled to hear that James is lost, she is very much a lost soul herself. Even the first few seconds of interaction set the tone for her troubled character as James takes her by surprise. "I, I'm sorry...I, I... I was just..." It's as if she feels she has to explain her actions. Like a child caught doing something wrong, or perhaps having to answer to strict authority. Is she used to being in this position? After James inquires for directions, Angela assists but warns him that there's something wrong with the town... it might be dangerous. But that won't stop James from continuing along the trail. His commitment catches Angela's interest as she asks him why. He keeps his answers on the vaguer side, not wanting to get too personal. "I'm looking for... someone." "Who, who, who is it?" "Someone... very important to me. I'd do anything if I could be with her again." This strikes close to home for Angela, who reveals that she's here for a very similar reason. "Me too. I'm looking for my mama... I mean my mother. It's been so long since I've seen her." I thought my father and brother were here, but I can't find them either..." These words alone provide us with a lot of information or at least thoughts about Angela's past. Notice she stresses how long it's been since she's seen her mother. It doesn't sound like days, weeks or even months... but more like years. She's also looking in a graveyard... Has her mother passed away? Further, she first refers to her as her "mama", a term generally used by children. A 19-year-old should have outgrown that term by now, and she catches and corrects herself in front of James. But has it been long enough that when she was last around she was calling her "mama"? This seems quite telling. What of her father and brother? Did she also think they were in the graveyard, or perhaps in the town itself? James and Angela exchange their good lucks and goodbyes, and James leaves the girl as he found her in the foggy graveyard. Their second meeting in the apartments carries a much darker tone as we are fed more details and observations about a very dark past. James finds Angela lying on the floor, holding a large knife as she stares into her reflection in a large mirror. James understands the delicacy of the situation and offers advice. "I don't know what you're planning... But there's always another way." Seemingly dazed and confused through her despair, she fires back. "Really? But... You're the same as me. It's easier just to run. Besides, it's what we deserve." "You're the same as me." A telling quote. James and Angela both came to Silent Hill to look for someone very dear to them. Perhaps she also senses some of the weight James' mind carries. The same weight that she carries herself that brought her to this town. She knows James is the same coward that she is. James denies it and Angela snaps out of it, apologizing for her behaviour. But James forgives her and changes the subject to her mother. Angela reveals she can't find her anywhere, but the conversation then takes an odd turn. "Did she live in this apartment building." "I don't know..." "So all you know is she lived in this town." "What did you say? How do you know that?" With Angela's voice portraying her confusion while almost demanding he explain himself, James tries to defuse her with reasonable logic. That this is where she's looking for her, so she must've lived in the town, right? But is she really even looking for anyone at all? It seems she just stumbled upon this room to contemplate taking her life. She told James she's looking for her mother, but does this look like someone on such a mission? James continues to ask Angela questions. If he was right about her living here or why she came to the town anyway, but Angela brushes him off and shifts the subject back to him and his search of Mary. She has no interest in providing him with any more answers that may lead to more questions. Questions she doesn't have the answers to. James reveals he's still looking too, but he takes the opportunity to show her a photo. Angela doesn't recognize Mary, and James gives her the news. "Anyway, she's dead. I don't know why I think she's here." "...She's dead?" James tries to explain but it's already too late. Angela is completely spooked by the thought of being around a man searching for his dead wife. Or perhaps there's another explanation for her reaction that we'll soon uncover... Angela insists she doesn't need James' help and tries to leave the room, but James shows concern for her and the knife. "What about that?" "Will you hold it for me? "Sure. No problem." "If I kept it... I'm not sure what I might do." But as James reaches for the knife, it triggers Angela. As if conjuring up an image from her past, she turns the knife on James and screams out, defending herself. "No!! I'm sorry... I've been bad... Please don't..." She puts the knife down and leaves the room. But again the interaction has left us with lots to think about. She realized (or thought) she had done something wrong ("I'm sorry") and admitted as much ("I've been bad") to defuse the situation, following up with a plea for no further retaliation ("Please don't). This is a clear indication that Angela has suffered from significant physical abuse, initially interpreting James as an attacker in this scenario. Before leaving the room however, there is a very telling clue that helps clarify Angela's past. In the center of the room there is a torn photograph of a family -- husband, wife and a daughter (there is also a son in the original photo but it's folded over his position). Note the tear separates the father from the mother and the daughter. Angela and her parents... From all that we've learned so far, it's fairly safe to say Angela was abused by her father. The full extent we are about to soon find out. The instruction booklet of the game also provides some more information regarding her past. It informs us that she ran away from home but her father dragged her back. She then ran away again and this time wandered to Silent Hill. This is the place in the timeline where James meets her in the graveyard and later this apartment. But clearly the physical abuse falls in line with her desire to run away from home. There's also no mention of her mother, whom she came here looking for. Again we're left thinking she must've passed away. A very interesting metaphor surrounding this room is at its entrance. Before entering the mirror room, take a look at the door and the other one beside it. One door is pure white and clean, while the other is black and boarded shut. Two complete opposite images. There's also a teddy bear on the floor by the boarded up black door. Perhaps this is a metaphor to indicate Angela's past, very much the black door. And perhaps her soul represents the innocent pure white of the door she passes through to, tragically, contemplate suicide. The poor soul. It's also interesting that Angela's mirror room is where the prisoner coin (which has a woman drawn on it) for the old coin puzzle is found. Angela, a prisoner of her own father. As James traverses holes in the Labyrinth, he also finds Angela on her own personal journey through her "abyss". But immediately before their third interaction, there is a blood-soaked newspaper on the ground which fills in more of her story. Normally it is partially-illegible, but the complete contents are as follows. "The body of a man later identified as Thomas Orosco (Lumberjack, age 39) was discovered in the middle of his room lying face up. The probable cause of death was multiple stab wounds to the front of the neck and the left side of the torso by a sharp edged weapon. The estimated time of death was somewhere between 11:00 p.m. and 12:30 midnight. Due to signs of struggle in the room and the lack of a murder weapon, police are considering this a homicide and have opened a murder investigation. Furthermore, given the fact that the cash in the room was untouched and Mr. Orosco had a history of drunkenness and violence, the police suspect that the motive was not robbery but some sort of crime of passion." Thomas Orosco. While Angela never tells us her last name, we can read her full name on a metaphorical tombstone in the catacomb at the end of the Labyrinth: Angela Orosco. So Angela's father was murdered. But the cash in the room wasn't touched and the police suspected it to be a crime of passion. A crime of revenge. Simply put, Angela murdered her father. Note that we have already seen her hold a knife and almost stab James with it. It is a weapon she is familiar with. Further, the blade of her knife is stained with red... Could this even be the very knife she used to kill him? The article does explain there was no murder weapon found at the scene... And when did this murder take place? If you examine any of the newspapers strewn across the next hallway, James comments that they're from today's date. We can safely assume the article we just read was from the same newspaper, implying the murder happened yesterday. After years of abuse, Angela couldn't take it anymore and acted out her revenge. She murdered her father at home and ran away to Silent Hill, arriving the next day. She repressed her darkest secret and convinced herself that she came to look for her mother. As James approaches the following room after the newspaper article, he hears Angela's voice cry out. "No daddy! Please! Don't!" Inside the room, Angela cowers in the corner as a disgusting creature stands to her side. The Abstract Daddy. Daddy...? Further, the room contains highly-suggestive sexual imagery. Many holes line the upper walls as pistons slide back forth through them. Like a penis thrusting into a vagina over and over. Even the creature is a bed frame, with one person in power on top of another, helpless. Rape. This room and this creature reveal the precise nature of Angela's past and her relationship with her father. He raped her, likely regularly. "Please! Don't!" she said from the hallway. About to perform the act again? But the paper said her father was dead... Well, through Silent Hill's powers James is able to see Mary (and Maria). It is not beyond reach to bring someone back from the dead in image and form. And that's all this is. This is not her father, but the image of him. But why does he appear as this disgusting creature? Well, keep in mind we are playing as James, who doesn't necessarily see the same Silent Hill as Angela. In fact, we'll soon understand exactly what she does see later in the hotel. But for now we can gather that she probably sees her father as she remembered him, and perhaps as James and Angela's worlds merge for a brief moment, James' mind conjures him up as a creature carrying the spirit of Angela's memories, and thus the image of rape. After James fights the creature (or Angela's "father"), Angela rushes over to kick his sad sack of a body, and finishes him off by smashing a TV over his body. James tries to calm her down. "Angela! Relax!" "Don't order me around!" This is the first time Angela has spoken this way. Finally she stands up for herself. Immediately after attacking her accuser, her mental state is certainly aggravated. But James is only here to defuse the situation, even though she isn't having any of it. "I'm not trying to order you." "So what do you want then?" Angela's poor, damaged mind sees James the same as her father. She knows what he wants. "Oh I see, you're trying to be nice to me, right? I know what you're up to. It's always the same. You're only after one thing." "No, that's not true at all." "You don't have to lie. Go ahead and say it. Or you could just force me. Beat me up like he always did." She continues to berate James, perhaps misassociating him with her father but maybe also seeing through his own illusory wall of deception. "You only care about yourself anyway. You disgusting pig. You make me sick." As James reaches out to comfort her, she keeps lashing out. "Don't touch me!! You make me sick!" But in this moment, things take an interesting turn. As if through their two worlds coming together, she has learned some of James' truth. That he holds something dark in his heart. "You said your wife Mary was dead, right?" "Yes, she was ill..." "Liar! I know about you... You didn't want her around anymore. You probably found someone else." She leaves the room, allowing James to ponder how ridiculous the claim is. But it is not. As James reveals at the end, he was sick of Mary and her disease. He wanted his life back. And someone else? Maria fits that description, doesn't she? Through the power of the town and perhaps a shared concoction of their memories, secrets and truths in this very room, Angela is wise to James' deception. But she continues to live through her own. The final interaction between these two takes place in the hotel. After viewing the videotape, James' recreation of the hotel straight from his memory starts to collapse, revealing the burnt, leaky hallways. But on the first floor he witnesses something profound from beyond the depths of his own subconscious. A burning, steep staircase like nothing James has seen before. Angela stands midway up the steps, staring at a twisted piece of sexualized art, perhaps as a metaphor of her past. With the fire surrounding them both, Angela turns and approaches James with excitement. "Mama! Mama, I was looking for you. Now you're the only one left. Maybe then... Maybe then I can rest." Not wanting to contribute any more to Angela's suffering but unsure how to respond, he backs away. Angela persists until she touches his face, which breaks her delusion. "Mama, why are you running away? You're not my Mama!" By now we can safely conclude that Angela's mother is dead. Angela didn't come to Silent Hill to search for her, but rather to escape the reality of her father's death by her own hand. Similarly to James' own delusion, she convinced herself this did not happen, that her mother didn't die and that she came here to find her. Perhaps back in the Labyrinth she saw the image of her father trying to rape her as a way of reminding herself of all wrongs he did to her, and thus give rise to the hatred in her heart. The hatred that pushed her to his murder. But James interrupts and prevents her from re-living this horror, allowing her delusional search of her mother to continue. So deep in this delusion, her desperation grows to the point that she sees James as her mother. Perhaps she really does see her in that moment, but upon closer look the illusion cannot stand. In some way it's almost like James repeatedly thinking he's found Mary before realizing it's just Maria. Angela initially shows disgust upon realizing it's James, but she feels guilt and apologizes before advancing the conversation. "Thank you for saving me... But I wish you hadn't. Even Mama said it... I deserved what happened." "No Angela, that's wrong!" "No. Don't pity me. I'm not worth it..." She deserved the rape and torture endured from her father? Is this from her mother's mouth, or perhaps through her twisted, guilty mind, the truth was lost in the abyss of her subconscious? Don't forget that James also misremembered certain things, including Mary dying three years ago when it was her sickness that began three years ago. But Angela convinced herself that she deserved everything. Perhaps because of something she caused... Or believed was her fault. After toying with James about healing her psychological wounds, she makes her next intentions clear. But James won't play any part in it. "James. Give me back that knife." "No... I, I won't." "Saving it for yourself?" "Me? No... I'd never kill myself..." Interestingly enough, James does kill himself moments later in the In Water ending if that is his desired path. Nonetheless, Angela is ready to end her nightmare. But there is no chance of a happy ending for her. She turns away and ascends the scorching staircase. James takes the opportunity to break the long silence by addressing the environment, giving us our very last glance into understanding Angela's world. "It's hot as hell in here." "You see it too? For me, it's always like this." And now we know what Silent Hill manifests from Angela's mind as her inner demons. While James sees menacing creatures representing his sexual desires and oppressed mind, Angela sees no monsters but rather her whole world on fire. With Pyramid Head, James' inner mind re-enacts the killing of Mary (through Maria) over and over to remind himself of his guilt. Angela re-enacts the rape and abuse thrust upon her by her father to remind her of her own truth. Further, she wants to experience the pain again because she thinks she deserves it. Both James and Angela's worlds seemed to overlap somewhat in their previous meeting, but here as both their delusions grow deeper and to their most desperate, their mutual energies flowing about perhaps allow James this brief look into Angela's world. And thus he can see the despair she has to endure at every waking moment in this town. Everything engulfed by fire. But why does Angela see fire? Perhaps this resembles how her mother died, in a house fire. And further having established the idea that Angela "deserved" what happened, perhaps she was the one responsible for the fire. This staircase scene could even be a glance into a recreation of her family home. We can also conclude that her brother was killed in this fire. "Now you're the only one left", Angela tells James while she perceives him as her mama. We already know she killed her father, so this explains the remaining brother that allows "mama" to be the only one left instead. It should now make a lot more sense why Angela is initially found in a graveyard while looking for her mama, father and brother. They are all dead. Does it also make more sense why Angela was spooked and tried to run away when James told her he was searching for his dead wife back in the apartments? It hit a little too close to home for her, didn't it? And so she ran from the truth as usual... It would make even more sense if her father blamed her for the fire, thus making her deserving of all the assault he threw upon her. But perhaps she didn't cause the fire. Maybe it was entirely the fault of Thomas Orosco, who had a history of drunkenness and violence as the paper article explained. It could've been through his own negligence that he caused his house to burn down one drunken night, killing his wife and son while leaving just him and his daughter alive. The one whom he then turned to satisfy his sexual desires. The one who took all the blame through his twisted delusions. Nothing was ever Thomas' fault. It was all the fault of his young daughter Angela. She had to be punished. And she believed everything. Already having made her intentions clear, Angela has no more purpose in this world. She climbs the staircase as the flames eventually swallow her up. She does not have a happy ending and does not survive Silent Hill. Her full story is certainly the most tragic of all told in Silent Hill 2. It wasn't her fault. VII. E D D I E [PA_07] -------------------------------------------------------------------------- While exploring Wood Side Apartments, James is introduced to Eddie in a very precarious situation. Upon entering room 101, James is welcomed by the sounds of someone puking in the washroom. But the most shocking thing about the room is the open bloody fridge inside the kitchenette, which has a pair of legs poking out. Did someone try to hide a body in there? When James checks on the man in the washroom, Eddie, he immediately gets defensive. "It wasn't me! I didn't do it!" "Do what?" "I didn't do anything. I, I swear! He was like this when I got here..." Eddie is clearly speaking about the dead man in the fridge, while being overly-defensive without James suggesting anything. Both men share their introductions before the situation grows even more awkward, and then James still has some questions. "Eddie, who's that dead guy in the kitchen?" "I didn't do it. I swear I didn't kill anybody." Going nowhere with the overly-defensive man puking in the toilet, James changes the subject. "You're not friends with that red, pyramid thing, are you?" "Red pyramid thing? I don't know what yer talkin' about. Honest. But I did see some weird-lookin' monsters. They scared the hell outta me, so I ran in here..." While this whole situation is certainly suspicious, Eddie sounds truthful that he doesn't know what James is talking about here. He hasn't seen Pyramid Head (and he has no reason to lie about it either). After all, the town manifests delusions differently for everyone. But Eddie does say he saw some monsters... perhaps he is running from his own inner demons, or possibly being near James overlapped their worlds and he saw James' disgusting creatures walking around? But that doesn't explain what happened in this room... James is still curious. "What happened here anyway?" "Uh I, I told ya I don't know. I'm not even from this town. I just, I just..." "You too, huh? Something just brought you here, right? "Umm... yeah. You could say that..." Silent Hill calls those who hold darkness in their hearts and minds. Eddie reveals here that he was lured to the town similarly to James and Angela. He holds dark secrets, but at this point he is very early in his personal journey. He very much appears afraid, running from something. James exchanges goodbyes with Eddie and leaves, but there's another room just past the washroom that provides some more context in understanding Eddie's past, although only subtle for now. On the wall in this room are several football posters, an actual football on the floor, and another poster of a woman with the title of "Physical Beauty". Eddie is overweight, unathletic and unattractive. These posters and objects are not coincidental but rather represent themes from Eddie's past that haunt him. James is experiencing a slight overlap into Eddie's world that allows him to see them, but we'll have to wait a while to learn more details. But let's take a step back. How did Eddie get to Silent Hill? In the opening movie of the game, there is one scene of Eddie sitting beside a white van, looking at a map with Laura at his side. This same white van is seen parked on the observation deck at the beginning of the game, right near the stairs. We can gather that this is Eddie's van that he used to get to Silent Hill, and along the way he met Laura and offered her a ride to their mutual destination. But did Eddie originally set out for the town or did something draw him there? Right above Eddie's parked van is a large sign for Pete's Bowl-O-Rama, which must've caught his attention as it's the next location we meet Eddie, along with Laura again at his side. She presses him for more information on why he came to the town, as he gobbles down a slice of never-ending pizza. "So what'd you do? Robbery? Murder?" "Nah, nothing like that." "Hah! You're just a gutless fatso!" "Whadda you have to say that for?" Obviously an incredibly rude comment by Laura, notice how it bothers Eddie? It seems like something he might've heard before. Yet he doesn't get overly angry at it but lets it slide. "I thought you said the cops were after you." "No, I just ran 'cause I was scared. I don't know what the cops are doing." Laura clearly thought Eddie was running away from a significant crime, but he just says he was scared. Although from our first meeting in the apartments, he doesn't appear very trustworthy. He is hiding something. "But if you did something bad, why don't you just say you were sorry? Well... I guess I run away a lots too." "It's no good. They wouldn't listen. Nobody will ever forgive me." Notice how this time as Laura again brings up the idea of doing something bad, Eddie doesn't deny that he did. Rather, he tells her nobody would listen or forgive him for what he's done. Laura was right, it was something serious. James eventually enters the room and spooks Laura away, but James tries to enlist Eddie's help to chase after her. Although Eddie would rather just sit there and continue eating his pizza, angering James. "This town is full of monsters! How can you sit there and eat pizza!? "She said she was fine by herself. She said a fatso like me would just slow her down." His tone reveals again that he was hurt by the fatso comment, something we can imagine Eddie might've dealt with most of his life. And while the pizza adds some fun humour to the scene, it's worth examining. Just where did he get that pizza from? In James' Silent Hill, the town is completely abandoned, with no sight of a human beyond the lost souls of Angela, Eddie and Laura, along with himself and Maria. But does Eddie see the town the same way? Perhaps being able to order a pizza tells us he doesn't. He may not even see monsters at all, only claiming to have seen some earlier while potentially experiencing an overlap with James' world. But in that case, just what is he running from? Their next interaction occurs near the beginning of the abyss, just inside the Toluca Prison. This stretch up until the end of the Labyrinth includes the greatest fears, secrets, truths and delusions of those who traverse it, taking them on a very personal, tailored journey through the deepest corners of their subconscious. While we meet Angela thick in the middle of hers down here, we instead meet Eddie fairly close to the beginning of his accelerated journey. The point where his delusions begin to grow even deeper and he finally chooses to fight rather than run. Once landing inside the prison cafeteria from a deep hole, James finds Eddie resting against the door next to a corpse with its blood splattered all over a table. Eddie stops James' flashlight from hitting his eyes, but otherwise hardly notices him as he remains in a trance state, recalling what just happened. "Killin' a person ain't no big deal. Just put the gun to their head... pow!" James is shocked by the revelation and begins questioning Eddie. "You... you killed him?" "B, but... it wasn't my fault!" Here we go again... We've heard this before. Nothing is his fault. "He, he made me do it!" "Calm down, Eddie. Tell me what happened." "That guy... he, he had it coming!" Every second, he's stalling. He doesn't have a valid reason. He rushes to fabricate a story as James intently waits for a proper explanation. "I didn't do anything. He just came after me! Besides, he was making fun of me with his eyes! Like that other one..." The other one? This wasn't even the first time? "Just for that you killed him?" "Whadda ya mean, 'Just for that?'" "Eddie, you can't just kill someone 'cause of the way they looked at you!" "Oh yeah? Why not? Till now, I always let people walk all over me. Just like that stupid dog. He had it coming, too!" "Eddie!!" This is escalating too quickly for James. He's witnessing the transformation of a poor, abused soul, now well on his way to becoming a psychopath -- even during this conversation alone. Until now he let people walk all over him. They called him a "gutless fatso" and bullied him about his looks and weight. Now he's finally decided to fight back by attacking his abusers. Perhaps a very disturbing commentary into the reality of bullying and how it affects its victims, Eddie has turned to revenge. Murder. And the dog? We'll come back to that in the final meeting. But Eddie realizes he's said too much and plays it off as he prepares to continue his journey in the abyss of his subconscious. "He he. I was just jokin', James. He was dead when I got here. Honest. Anyway, I gotta run." "You're going out there alone?" "Yeah." Eddie says "yeah" with almost an air of excitement. You're damn right I'm going out there. I'm a changed man and I've got a gun. Anyone bothers me, I'll just kill them. And thus Eddie continues down the dangerous path, completely consumed by revenge for his past horrors. Note the location of the "Gluttonous Pig" tablet in the back of the room, clearly representing Eddie. And fittingly in a cafeteria. A welcome place for an overweight person. Food will never laugh at you. Perhaps Eddie even used food to eat his sorrows away but it only amplified his problems, similarly to how James used alcohol to battle loneliness. The next time we come across Eddie he is severely deep into his delusion. He stands over multiple corpses in a walk-in freezer. James immediately understands the horror of what happened, while Eddie is very blunt. "Eddie! What are you doing!?" "What does it look like?" Finally, no more hiding, no more lying. Eddie wastes no time, progressing into a disturbing monologue that highlights all the verbal abuse he endured while growing up. "He always busted my balls. 'You fat, disgusting piece of shit! You make me sick!' 'Fat-ass, yer nothin' but a waste of skin!' 'You're so ugly, even your mama don't love you!' Well, maybe he was right. Maybe I am nothing but a fat, disgusting piece of shit. But ya know what? It doesn't matter if you're smart, dumb, ugly, pretty... It's all the same once yer dead! And a corpse can't laugh. From now on, if anyone makes fun of me... I'll kill 'em. Just like that." It's very clear. Eddie has snapped. He's no longer able to tolerate the bullying anymore. It has completely broken and consumed him. But who is the "He" that he begins his monologue with? His father? Or perhaps his biggest bully from school? And what of the five corpses in this room, or the one in the prison cafeteria? Eddie glances over them with a disgusting look as he recalls all the nasty insults dished out at him, making a clear implication. Rather than seeing sexualized monsters like James, Eddie sees people laughing at him. Mocking him, calling him fat, ugly, useless. Perhaps they do even appear as monsters laughing at him. Before, he ran from these encounters, but ever since entering his personal abyss, he's decided to face his greatest fears by killing them. Whether or not these are actual people is debatable. Masahiro Ito, the creature designer of Silent Hill 2, strongly implies that Eddie doesn't kill any humans during his journey. The same can likely be said about the creatures James faces on his own journey (or even Mary and Maria), or Angela and her father. But whether they are real people or not is hardly the point. Eddie has gone past the point of no return, clearly willing to murder to solve his problems. James doesn't realize the delicacy of Eddie's psyche and puts an honest question to him. But it's not what he wants to hear. James gets a direct glimpse into how Eddie's previous interactions might've escalated to their conclusions. Too scarred from his past, he assumes the worst of intentions. "Eddie, have you gone nuts?" "I knew it. You, too... You're just like 'em, James." "Hey, I didn't mean anything..." "Don't bother. I understand. You've been laughin' at me all along, haven't you? Ever since we first met. I'll kill you, James!" And thus James becomes Eddie's next target. James' concern for his mental state, questioning his sanity, was taken as him laughing at Eddie. He thought he was a fat, disgusting and pathetic human being all along, didn't he? He even made a point about him eating pizza back at Pete's... After a brief tussle in the first room, Eddie retreats to the larger meat freezer next door. James must face Eddie to reach the end of his own personal Labyrinth, and thus follows. Simply observe your surroundings in this room. A giant freezer with racks and racks of meat. Our first meeting with Eddie involved a refrigerator. Perhaps he even tried to see what food was inside before he was greeted with a pair of legs. Next he eats a pizza in the bowling alley, then is found in a prison cafeteria. And now a giant meat freezer. Further, take a closer look at the meat racks. Do they remind you of anything? Perhaps Eddie himself? The way the meat protrudes outward like Eddie's large gut... they even wear covers that strongly resemble Eddie's shorts, don't they? Eddie's cruel world, which James has overlapped into during this interaction, is constantly reminding him how fat and disgusting he is. He is the "Gluttonous Pig" after all. But further, it is this room that we finally get to fill in the gaps as to how Eddie ended up in Silent Hill. He continues where he left off with another sad and twisted monologue, hidden by the very meat racks that resemble him. "Do you know what it does to you, James? When you're hated, picked on, spit on, just 'cause of the way you look? After you've been laughed at your whole friggin' life? That's why I ran away after I killed the dog. Ran away like a scared little girl. Yeah, I killed that dog. It was fun. It tried to chew its own guts out! Finally died all curled up in a ball." There's the mention of the dog again. The one that had it coming. His sadistic, twisted inner side clearly came through as he watched it die in fascination. But why did he kill the dog? "Then 'He' came after me. I shot him, too. Right in the leg. He cried more than the dog! He's gonna have a hard time playing football on what's left of that knee." These few lines help us fill in a lot of information. Did Eddie just pick a random dog, kill it and have its owner come after him? No. He picked that dog. Because he knew what it meant to its owner. And he hated its owner. Remember that Eddie started his monologue in the previous room by saying "He always busted my balls", before launching into a series of quotes spoken to him over the years. It seems these nasty insults mostly came from one person with the constant mention of "He". But who is "He"? The clue about "playing football" ties all the way back to the football and posters in the apartment room he's found in. The posters and football that appear there through the forces of Eddie's mind as his world slightly overlaps with James', not unlike here again. Perhaps Eddie had dreams of playing football and tried out for his high school team. But being unathletic, he wasn't good enough to make the team. Perhaps another player and schoolmate could never let him live this down, constantly pointing out how pathetic and useless he was. How could someone as unattractive and unfit as Eddie even think he could make the team? "'Fat-ass, yer nothin' but a waste of skin. You're so ugly, even your mama don't love you!'" Others would also take part and laugh at him, female attention was constantly driven away, but it was this one bully that got the best of him. Working as a gas station attendant before arriving in Silent Hill, perhaps he was still unable to escape the reach of this bully and all the abuse of his past. He couldn't take it anymore. He stole his father's revolver and set out to get his revenge. He found the bully's house and saw his dog in the yard. Already filled with hatred, he convinced himself it was making fun of him with his eyes. So he shot the dog and felt the power he finally had over another being. He was fascinated by it. But then its owner, his bully, came running out. Eddie shot him in the knee. "He cried more than the dog! He's gonna have a hard time playing football on what's left of that knee." Now they'll both know what it's like to have their dreams crushed. To expand on that, there is one little touch in the football poster room in the apartment. One poster of a player has the word "RIP" spray painted in red beside it. Is this a poster of his bully himself? Perhaps a professional or minor league player? Rest in peace to his career? Perhaps it could be just any football poster but the RIP seems to be Eddie's way of laughing at his bully, whom he didn't kill, but surely took away his dreams of football. Killing a dog was one thing, but shooting another human brought Eddie back to reality. It terrified him. Rather than killing the bully, he ran away. After all, he was an ordinary human, not a cold-blooded killer. Yet. He jumped in his van and drove off, ultimately drawn to the place where people face the weight of their crimes. Silent Hill. Laura says she thought the cops were after him, and they almost certainly were. He likely implied as much with a previous statement to Laura on their way to Silent Hill. "Nobody will ever forgive me" for what I've done, he thought. Upon exploring the apartments, he stumbled upon a fridge. He was hungry and opened it up. What was inside? A pair of legs. His greatest comfort (food) had reminded him of his darkest secret. Legs of the bully he shot. We can interpret this however we want, but knowing that Silent Hill tailors the experience of those that bear the weight of their sins, it's not unreasonable that this was an early reflection of his mind trying to tell him the truth. To stop him from running. To turn himself in. Similarly, James finds a mannequin dummy wearing Mary's clothes, also in the apartments near the beginning of his journey. Ultimately a reminder of his crime. It shouldn't be there, but it is... So how does James witness the delusions of Eddie's mind? We've already established a few times that the different worlds of those traversing the town can overlap, as they obviously do on multiple occasions. Perhaps Angela's stairway of fire is the most obvious, along with the rape-themed room in the Labyrinth, while the meat freezer represents more of Eddie's world than James'. Perhaps this is why James can see the legs in the fridge that terrified Eddie into puking, and further the football and beauty posters in the next room. Eddie immediately asserts his innocence to James in the apartment washroom, and it's likely he's telling the truth. He probably didn't kill the guy (or the "legs" if that's all that's there). But there is still something about the image that he wants to force to the back of his mind. Forgotten, as if it never happened. He continues to run away from the truth until he's finally willing to embrace it down in the Labyrinth. Still in the meat freezer listening to Eddie's recounting of the dog he killed and the owner he shot, James interjects. "You think it's okay to kill people? You need help, Eddie!" "Don't get all holy on me, James. This town called you, too. You and me are the same. We're not like other people. Don't you know that?" Eddie knows James is a hypocrite. They both shared a moment in the apartments, revealing that something just brought them to the town. Eddie knows that he must also hold darkness inside if he's taking the same personal journey. "Don't get all holy on me, James. This town called you too." And he's right. James is suffering from his own delusions, and while Eddie has completely accepted everything and embraced his new world and behaviour by this point, James continues to lie to himself. Their final duel plays out and Eddie falls to the ground, succumbing to the injuries inflicted by James. The reality of the situation hits James quite hard. "Eddie? Eddie! I... I killed a... a human being... A human being..." As we suggested earlier, Eddie perhaps didn't kill a soul beyond the dog (and shooting but not killing its owner), making James the ultimate villain. He is the real murderer. It's perhaps not that black and white since Eddie became a delusional psychopath and tried to kill James, who only defended himself. But it's an interesting metaphor, isn't it? James is the ultimate villain, a hypocrite who called out his friend for killing others and proceeded to kill him. Thus the ultimate hypocrite as well. But it's also important to analyze how James fits into Eddie's delusion. Pyramid Head represents James' inner desire to accept the truth. The Abstract Daddy is perhaps Angela's equivalent. But what about Eddie? Who is his ultimate adversary, who despite what it appears to him, is only trying to help him reveal the truth? It's James. James is Eddie's Pyramid Head. The difference is that Eddie does not survive the encounter, the test of his ability to accept the truth and its consequences. He is too far gone, too far deluded. A lost cause. But Eddie has also played a similar role for James. The reality of him killing another human being leaves him in a state of despair and mourning, but immediately afterwards, James questions if he's hiding the truth from himself. "Mary... Did you really die three years ago?" And thus begins his path to the truth. Mary's words disappear from the letter. James views the videotape in room 312. The paper disappears from the envelope and the envelope disappears entirely after the Pyramid Heads execute Maria. And James ascends the rainy staircase to finish Maria himself, putting an end to his nightmare. In some form because of Eddie, James saw the dangers of falling too deep into one's own delusions. He began questioning his world and himself. And while there were other major factors as well, he saw exactly the path he couldn't let himself fall into. Eddie's mistake was a lesson learned for James. VIII. P Y R A M I D H E A D [PA_08] -------------------------------------------------------------------------- In order to uncover and comprehend the full plot of Silent Hill 2, it's crucially important to understand the role of James' ultimate adversary, Pyramid Head. But beware, while his intentions appear to challenge and stop James from completing his journey, this creature has a much more significant place in the story. And perhaps the notion that he is an adversary at all is far from the truth... Even the very first appearance of Pyramid Head stands as a metaphor for his place in the rest of the game. A muffled scream in the apartments guides James to a set of bars blocking a hallway, and on the other side stands the ominous creature. Black boots, white gloves, a butcher's gown, and a pyramid helmet over its head. Pyramid Head. Note that as James observes the creature, it stares back through the bars as if a reflection... This is not a coincidence. Inside the nearby room, a corpse sits in front of a TV blaring static. The corpse is the same character model as James, and to the observant eye the TV also looks very similar to the one in room 312. It serves as a foreshadowing metaphor of James' bullet of truth. The videotape. And it is no coincidence that this is just after the very first sighting of Pyramid Head and what he represents. But we'll get into this shortly. Our next meeting with the creature provides a disturbing insight into the sexual themes that are so interwoven throughout the plot. James walks in on Pyramid Head molesting two mannequins from behind. The mannequin bodies and limbs rub against one another, one lifts its legs over the other, perhaps invoking imagery of a lesbian or threesome fantasy. But more significantly, images of sexual assault and abuse. Pyramid Head controls the mannequins from the dominant position behind them, his crotch against their "bodies", and they drop dead. James even hides in the nearby closet to witness the voyeuristic scene unfold. Pyramid Head senses his presence, but is driven away by James' handgun fire. This sexual imagery is demonstrated even more directly at the end of Blue Creek Apartments. James again walks in on Pyramid Head pleasuring himself inside the exit stairwell. Pyramid Head pulls in a Lying Figure by its buttocks, forcing its face into his crotch as he moans out of unmistakable and disturbing sexual pleasure. In order to understand these sexual themes, what they mean and from where they're derived, we must take a step back. All the way back to Mary's hospitalization. Before facing Mary in her bed at the very end of the game while locked into the Maria ending, James provides us with the appropriate insight. "It was a long three years... I was... tired. Unable to be intimate and have sexual intercourse with his hospitalized wife, and perhaps losing any desire to do so as her body and face transformed into what even Mary described as a "monster", James sexual desires and frustrations increased. Every visit to the hospital to see Mary amplified his sexual urges. Nurses, perhaps among the most sexualized fantasies a man could imagine, surrounded him on each and every visit. Their high heels clicking underneath their sexy legs, covered by form-fitting, white leotards. Leading up underneath their short skirts that James wished were even shorter. But if he were lucky with the right angle while walking up the stairs, he could get just a glimpse of their white panties covering their most private of parts. He could only fantasize about slipping his hand underneath. Even in Mary's hospital room, perhaps James would be tempted. A young 20s nurse with beautiful blue eyes and a fit body, changing the bed sheets. Bent forward to lay the sheets would offer him a window to her bouncing breasts, and perhaps if he were the luckiest of boys, even a peak at a nipple with her bending further to tuck the sheets in. His imagination running wild, he'd turn and see Mary. The bubbles of her diseased, discoloured skin, so bad that she could hardly keep one of her eyes fully open towards the end. His dear wife... yet ugly, bloated, disgusting... a monster. Of course he was attracted to anyone and everyone else. Without trying to sound like an erotic romance novel with the above paragraphs, one has to truly put themselves in James' shoes and imagine what that might've been like to fully understand his frustrations. As a man, further who couldn't turn to his wife for sexual pleasure, his urges were uncontrollable. The more time that went on, the more extreme his urges became. Even walking behind a nurse in the hospital could get him going. Everything was a tease. This is an extremely important aspect to understand in the context of the game. It is for this reason that every creature in the game is extremely sexual in nature. The Lying Figure with its shiny, wet skin and curvy buttocks, its arms tied up in a straitjacket of its own skin, as if waiting to be taken advantage of from behind. It even crawls around on the ground, ready in submission for rear entry from above. The Mannequin... two "business" ends of a mannequin stacked on top of each other, only containing the vaginal sections and legs. While the breasts of a mannequin could perhaps be sexually stimulating, they aren't actual sexual organs and thus not fully necessary for sexual imagery. But just the idea of two vaginas and sets of legs on top of each other seems fairly direct and to the point. The Nurses are the most obvious of all. Low cut tops exposing their cleavage, extremely short miniskirts, way too short for any nurse to be wearing in a professional capacity. As sexually revealing as James wished they were in reality. Mandarins and the Flesh Lips creatures with their large, wet and sexual lips (perhaps more resembling a different kind of lips?). The Abstract Daddy, while perhaps merging from Angela's world, is a bed frame with one person on top of another, both covered with skin, merging them together as one. It clearly invokes the image of rape. Again, more connected to Angela's relationship with her father in taking the sexual imagery that far, but otherwise fitting in with the rest. And lastly, Pyramid Head himself. Rather than him taking on a sexual appearance, he resembles the alpha. Notices that he is attracted to and harasses the same enemies that James sees (Lying Figures, Mannequins, and additionally Nurses in pre-release trailers). If you thought at any point here that I was overplaying the sexual nature of this game, including James frustrations demonstrated above, you are mistaken. The imagery is extremely clear, particularly with Pyramid Head, and important in setting the tone and themes that comprise the game. Just as James wished he could act on his fantasies with nurses in Mary's hospital along with whatever other sexual urges he had, Pyramid Head acts on his urges entirely rent free. He is James without a leash. And he is a wild, sexual hunter. The alpha of all the sexual creatures. All the creatures in Silent Hill 2 visually represent James' sexual frustrations during Mary's hospitalization. Pyramid Head represents his inner desire to act on those same frustrations and desires. But the connection to James is even stronger than that. Notice that immediately upon leaving Maria in a patient room of the hospital, James gets knocked off the rooftop by Pyramid Head? Is this a warning? He's getting too close to Maria... an inner creation that is not real. And further, once he reunites with Maria and tries to escape the hospital through the basement, it is Pyramid Head that no longer warns James. He outright attacks and kills Maria. Pyramid Head is making his intentions clear. He does not like Maria. But why? In Maria's section, we've already established that she represents the delusions of James' mind. She is the perfect and improved recreation of Mary. But she is not real. She leads James on a path towards replacing Mary as James' love interest and preventing him from discovering the truth. She represents the deception of James' subconscious. Pyramid Head is the opposite. Despite appearing as everything a villain should look and behave like, he has James' best interests at heart. He represents James' desire for the truth and to be punished for this truth. Thus Pyramid Head warns James on the hospital rooftop for getting too close, and kills the seductress in the basement hallway. But alas, that is not the end of Maria. She reappears in the Labyrinth behind a set of bars while James aims to find her on the other side. But it's never going to work out down here, is it? After all, the Labyrinth holds Pyramid Head's lair. And thus James discovers her murdered on the other side of the cell. Was it Pyramid Head that killed her? Absolutely. Pyramid Head is not just killing her because they are adversaries, but more importantly to remind James that he killed Mary. The image of James watching over Maria's dead body on the narrow bed in the cell conjures up images of James killing Mary... again at her bedside. We don't see Pyramid Head again until after the videotape where James finally learns the truth. By this point though, Maria kicks into hyperdrive to extend James' delusion, parading as Mary's desperate voice over his radio. But on his way to her, Pyramid Head has one final test for James, and this time he brought a partner. There are two Pyramid Heads. And they have Maria hanging from a frame, waiting to be executed. It's almost straight out of the Misty day painting from the Historical Society, but keep that in mind as we'll get to it shortly. James demands they leave them both the hell alone, still consumed by his delusion that Mary is still alive. Perpetuated by Maria, her ultimate replacement. One Pyramid Head glances at the other. It's time. The other steps in and uses its spear to skewer Maria right in front of James. It's a final lesson demonstrating the balance of good vs evil in James' Silent Hill. The truth fighting the deception. After all, Pyramid Head is not James's greatest adversary, but his greatest watcher and protector. Guiding him through the deceptive grasp of his true ultimate adversary, Maria. As originally demonstrated in the very first appearance behind the bars in the apartments hallway, Pyramid Head is a reflection of James Sunderland. His desire to be punished and reminded of the truth, all while acting on the same sexual urges that consumed James over the last three years. James collapses to his knees after witnessing the latest execution of Maria and finally acknowledges what we've already suspected. "I was weak. That's why I needed you. Needed someone to punish me for my sins. But that's all over now... I know the truth. Now it's time to end this." This speaks of Maria just as much as Pyramid Head as both sides were needed to guide him to the truth. Perhaps relevant, consider the following quote: "In the absence of that which is not, that which is, is not." Effectively here, without bad how can you know what is good? And without good how can you know what is bad? James needed both sides of his subconscious to help him uncover the truth, since without the other side the truth or delusion would've been unchallenged. Once James has made his final realization and acceptance of the truth, the Pyramid Heads have served their purpose. They stick around a little longer to test James' will. His ability to fight back against his delusions, which he'll need to do to defeat his greatest demon, Maria. Once the Pyramid Heads see that James has learned and is mentally capable, they kill themselves with their spears. Their existence is no longer necessary. They have accomplished their ultimate goal. It is now all in James' hands. But we're still left with some questions. What is Pyramid Head's origin? Where did he come from? Can only James see him? To understand all this, we have to go all the way back to the civil war in the town of Silent Hill. Inside the Historical Society, James finds a large painting from the town's past. It depicts several hanging corpses, held within metal frames not at all unlike the Flesh Lips and Mary/Maria's final form. A man in a familiar butcher's gown, wearing a pyramid-shaped helmet and holding a spear, stares towards the viewer. Underneath, a caption. "Misty day, remains of the Judgment" This painting certainly comes off under the context of a mass execution. It's not the only association between Pyramid Head and execution either. Engraved into the gallows in the Toluca Prison courtyard is an image of a man hanging by a noose, flanked by two Pyramid Heads holding spears. This image itself essentially becomes recreated with Maria near the end of the game. For a little more context, there is a small room with some captioned paintings in a corridor underneath the Historical Society but before the start of the prison. One of them touches on the creation of the prison. "Toluca Prison Camp Built during the Civil War. Later became Toluca Prison." So Toluca Prison was built as a POW camp during the civil war. Another painting in the room shows two men wearing white robes and red hoods, to the caption of "Crimson and White Banquet for the Gods". As if the very inspiration for the eventual Pyramid Head garb and helmet. Another painting illustrates several corpses on skewers. "Death by Skewering An execution at the prison. Death by Skewering or Strangling. To choose his death is the prisoner's last taste of freedom." The idea of skewering also falls in line with spears that the Pyramid Heads hold in the Misty day painting and the prison gallows. With all this context, we can gather that the white robes and pyramid helmet were the guise of Silent Hill's executioners during the civil war. They carried out public executions of POWs at Toluca Prison Camp, where prisoners had the choice of hanging or skewering to end their lives. The Pyramid Head executioners represented the image of judgment in the town. How does all this fall into line with the Pyramid Head James sees? Does he exist to execute James? Well, not quite. But the image of an executioner represents punishment very appropriately, doesn't it? While visiting Silent Hill three years ago, James must've seen the "Misty day" painting on a trip to the Historical Society with Mary -- likely her idea, infatuated with the town and wanting to know more. The striking image of "judgment" stuck with James, and while needing a form and "face" to represent his desire for punishment and truth, he turned to this image. And thus Pyramid Head was manifested from James' memory of the painting as the ultimate symbol of judgment. And truth. While his image and history is very much a part of the town's past, "Pyramid Head" is entirely of James' creation, only for his eyes to see. Eddie specifically reveals he hasn't seen the thing in the apartments and the only character beyond James to interact with it in any form is Maria, another of his mind's manifestations. And it is for this very interaction between Pyramid Head and Maria, the repeated killing of James' greatest inner demon and delusion, that Pyramid Head primarily exists. To both combat James' denial of the truth and remind him of the murder of his wife. It's also of note that the hanging bodies in frames from the painting also contribute to the imagery of Mary/Maria's final form, along with the Flesh Lips. After all, every creature and manifestation comes from the depths of James' subconscious. A mash of memories, feelings, pains, desires, lies and truths. IX. B O R N F R O M A W I S H [PA_09] -------------------------------------------------------------------------- Already with a general understanding of Maria from the main scenario, Born From A Wish offers up a unique insight into her inception and how she came to understand and embrace her purpose. It also allows us to see a whole different range of emotions from who she later becomes, as she has yet to find herself. Ask yourself if you recognize this person as you progress through it. Maria explains her earliest thoughts and memories at the beginning of the scenario. "When I woke up, I was all alone." She was all alone because she awoke into existence in a version of the town manifested from James' delusions. And she is the centerpiece of it all. James' greatest desire and demon. But she doesn't know it yet. As we discussed in Maria's section, she takes the form of a dancer who worked at Heaven's Night, and perhaps she was partially created in the image of a dancer who really did work there. "Everyone's gone... Is it because of those monsters?" Why does she see monsters? Because she is wholly a part of James' manifestations. She sees creatures just as they see each other (in fact she is one herself, just in another form). And further, Maria doesn't see any creature that James doesn't see himself. Just Lying Figures, Mannequins and Creepers. "But I'm scared to die. I'm so afraid of pain." And thus begins the slowly-infiltrating presence of Mary's memories and persona. Maria is both a concoction of what Mary was and what James wished she was. An idealized Mary. "I want to find somebody. I don't like being alone..." Maria was created to serve as James' companion. Thus to her it's instinct to find another human. She simply doesn't yet know that it's James she's meant to find. Through her desire to find another soul, she discovers a mansion owned by Ernest Baldwin, whom she finds hiding behind a door on the second floor. She just wants to see another human face, but he refuses to open the door and would rather Maria leave him alone. His voice speaks that of a damaged soul. Maria asks if he knows about the monsters, to which he replies yes, but it's of no concern to him. Maria questions him further. "You want to be alone in this insane asylum?" "Yes, exactly." But the lingering thought of Maria's previous question bothers him. He addresses it. "But how can you say that it is this town that is insane? Perhaps it is we who are insane. Both of us... hopelessly insane." And we are left with a perfect summation of the town of Silent Hill. The town that manifests the delusions of those who bear the weight of their crimes. You can only blame yourself for what you see... But does Ernest see the same creatures? Likely not. He's demonstrated that he knows how the town works regardless, so he could simply just understand what Maria talks of. Further, he tells her they've got nothing to do with him. Because those creatures are instead of James' concern. Maria eventually leaves Ernest alone, allowing her to hear a thump and a series of steps coming from the living room. Inside, the fireplace cover has fallen, revealing a ladder. At the top of the ladder is a gravestone memorial, perhaps offering some early context into Ernest's story. The engraved epitaph on it reads: "Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain. The first paragraph clearly implies a lost loved one, leaving Ernest in his evident state of despair. While this epitaph also serves as a riddle in the scenario, it does hint at some hope... blessing of the Gods. By observing the board backgrounds you may understand what that means. Maria soon stumbles across a child's room which begins to tell more of the story. Everything in the room is covered with dust while a calendar from ten years ago hangs on the wall. Interestingly, a box of matches sits on the nightstand. As an aside, if Maria examines the stuffed animals on the dresser, she offers up some extremely interesting comments. "Oh is this a teddy bear? It's not very well-made, but it's sort of cute anyway. I bet Laura would love it. She loves bears. ..."Laura"?? Who am I talking about...?" Where is this coming from? Simple. Mary's memories are slowly slipping into her mind. Remember that Maria starts to show an attachment towards Laura while in the hospital with James later on, despite having never met her. And even further on in the Labyrinth she remembers the videotape that James left at the hotel three years ago. She is gradually becoming wise to her past and what her purpose is. But right now it's nothing more than a blip. In the nearby attic, Maria is disrupted by a ruckus of sounds and overlapping voices in a state of panic. "Oh no, she fell out the window!" "Call an ambulance!" "Don't move her!" "What happened?" But no one is in the attic. In fact, it's dark enough that Maria needs to light a candle up here with the matches she found in the child's room. Were those forgotten? The new light source reveals a wrapped present and birthday card hidden under a chair. It reads the following. "TO MY DEAREST DADDY HAPPY BIRTHDAY! FROM AMY BALDWIN" And we begin to understand just what happened here... As Maria attempts to leave, the voice of a young girl speaks out. "Give it... to my daddy..." The ghost of the girl remains in the place of her death, asking Maria to do what she wasn't able to: give her father his birthday gift. Upon returning to Ernest, he no longer waits in lounge but instead the study on the other side of the house. He wished to slip away and be left alone but Maria found him anyway, and she has some questions for him. "Do you know a little girl named Amy?" "Why do you ask me that?" "This letter, 'TO MY DEAREST DADDY'... It's from a girl named Amy Baldwin." And then it suddenly clicks. "You're 'DADDY'?" "Yes. Where did you find that?" "Up in the attic." And this time Ernest puts it all together. What happened on that day... "Oh... What a fool... Now... when it's too late, I finally understand why. Why she was there... Why she was holding that empty envelope when she... when she fell..." This helps us paint the picture a little more clearly. That Amy hid up in the attic to wrap his birthday present and card. But it was so dark up there and she forgot the matches in her room. Perhaps she needed some light to write "Daddy" on the envelope, or perhaps what makes the most sense of all, is that she heard her daddy coming up the steps to see what she was doing. She panicked, hid the present and card under the table and tried to escape through the window so that she didn't have to explain herself and ruin the surprise. But through her rushing panic, she slipped and fell out the window with the envelope still in her hand, and her father just caught the glimpse of her falling. She didn't survive... He never found the card or the present and always wondered why she was holding that empty envelope... Until today, thanks to Maria. Maria apologizes for erupting those memories from the past. "I'm sorry. I'm sorry I reminded you." "No need to apologize. You didn't remind me. I've never forgotten... Maria. Some things we forget and some things we can never forget." He asks for the letter he never got to see, and Maria slips it under the door. And then suddenly he realizes something... "Maria...? So you must be... That's why. That's why you could see me." "Huh?" "So perhaps that means that I can hope for a miracle as well?" "What do you mean?" Ernest clearly realizes that Maria isn't any normal human. The line about "That's why you could see me" is perhaps a translation mistake, perhaps more referring to interacting with him rather than seeing per se. But we'll have to wait a little longer to fully understand what' he's getting at. Ernest explains that there's a bottle of white liquid in the apartment next door that he'd like Maria to get for him. Because he can't. But why? White liquid... white chrism? This is a piece of the ritual to bring back the dead. One of the four ceremonial pieces James needs to perform the rebirth of Mary in the Rebirth ending. Ernest wants to try the same ritual.... You'll notice the familiar "Lost Memories" book on a table in the room, which further discusses the "Resurrection of the Dead" as Maria flips through it. The three boards that had to be inserted into the gravestone above the fireplace also contained images of the white chrism (white board), obsidian goblet (black board) and "Crimson Ceremony" book (red board). Notice anything about where the boards are located? The black and red boards are right beside the grave, within reach of ending his sadness. But the white board is across the mansion on a far away balcony... out of reach. It represents the final piece he was unable to obtain. And we've already witnessed the green "Lost Memories" book in his possession in this room. Maria has read the book and seen the written notes left by Ernest, now piecing together what he's attempting. "Ernest, do you really believe it will work?" "I don't know..." Uncertain, but truthful. And so Maria sets out to complete the final leg of Ernest's search for the last ceremonial item and returns it to him. Ernest offers thanks and enlightens her as to why he had her collect it. "That's the only item I couldn't get myself. By the time I found out about it, I could no longer leave this house. So long..." "Yes, but will..." "Maria, the Gods are here. You know it too. You were born in this town." Indeed, born from a wish. The wish of James Sunderland. But she fires back at the notion of Gods. "I'm not sure 'God' is the right word." "Do you believe in Fate?" "Not really." "That's fine then." But Maria wants to see the man's face. After doing what he wanted, the least he could do is offer a face-to-face conversation. But he won't open the door. "This is a dead end. There's nothing beyond here." "I know." But she doesn't understand what he truly means. She rewinds her thoughts to his previous question, provoking an intriguing direction for the conversation. "So... What if I had said I believed in Fate?" "That James, he's a bad man." "James...?" The name sounds familiar but Maria can't quite place it... She mulls it over until she's able to dive deep enough into her mind, full of someone else's memories waiting to be unlocked. "Y, yes... I know." "He's looking for the you that isn't you." The you that is Mary, not Maria. "Because he's kind." Maria says, almost asking herself. And then she realizes what is happening here. How does he know these things? "Do you... know something?" "Yes... Maria, you're..." Scared of his answer, she stops him. "Anyway that's just what you think. You don't really know anything. That's fine." It is this moment that Maria learns she was created by and for James. Up until now she was not necessarily bound by him, or didn't realize it. The thought that she's not just a normal, real human being and instead just an illusion of someone's lost mind frightens her, leading to her response above. Ernest doesn't challenge her further, but he has already planted the seed. And thus he's set Maria on her path. Maria takes the opportunity to open the door, revealing an empty room. As he said, "This is a dead end. There's nothing beyond here." Ernest is a ghost. Perhaps it is even his own body that lies just outside the entrance to his mansion, going the same way his daughter did but through suicide. Driven to the very end through his own suffering. Perhaps now we understand why he couldn't leave to acquire the white liquid, as he may be confined to just his house where the spirit of his memory is strong enough to withhold his alternate existence. But not elsewhere. But how does he know about James? Perhaps it is the energy in the air surrounding Maria. Through his supernatural state he can sense the connection to her creator and his intentions... That he is a "bad man", here to be punished. The empty room leaves an overbearing weight of sadness on Maria's face. In this moment she is well and truly alone, having failed her mission to find somebody. Maria leaves the mansion and passes through the apartment building to the alleyway leading to the park. The discovery of Ernest's truth has brought her to an extreme state of despair. She raises her revolver to her head. Perhaps she recalls Ernest's suggestion. That she exists purely for James. Is this what she wants? Is it worth it to go on and serve someone else? We continue to see Maria in her greatest moment of despair, showing a level of emotion and seriousness that we do not witness anywhere else. And then... her arm begins to lower, and she flicks the gun away. She has accepted her role. And she sets out towards Rosewater Park. To wait for her creator. The man that conjured up an idealized fantasy of his wife. The man that wants her. "James..." -------------------------------------------------------------------------- ========================================================================== 31. M Y P E R S O N A L R E V I E W ========================================================================== -------------------------------------------------------------------------- MY PERSONAL REVIEW................................................[SH2_31] "In my restless dreams, I see that town. Silent Hill." ------- "Survival Horror's holy grail." Silent Hill 2 is simply one of the most impactful forms of media I have ever come across; a perfect bundle of horror, sadness, beauty, adventure and wonder. Although the second game in its franchise, it is not a direct sequel and instead crafts its own unique, beautiful story without any obligation to satisfy any remaining questions from the first game. This provides the perfect blank canvas for a confident studio after the successful release of its first game to push for greatness. Described upon release as "The Scariest Game Ever", I expected horror. But I did not expect a whirlwind of emotions in a superbly-crafted story driven by twisted but subtle symbolism, nor to find meaning so far underneath the surface that theories are still being crafted today. But to be propelled so much further by its masterful atmosphere and more pressure-cooked and disturbing than in-your-face horror, along with both an incredibly ambient and musical soundtrack invoking feelings of loneliness and terror but also of beauty, and even having perhaps survival horror's most iconic villain to boot... Well, somehow it manages to reach levels never achieved by any other horror game before or since. Simply put, and we can say this now, years later with the genre having taken a quieter turn -- Silent Hill 2 is survival horror's holy grail and crowning achievement. Storyline - 10/10 This is the headliner of Silent Hill 2, a beautiful concoction of emotions and perhaps the most intricately-woven story ever put together in a video game. To tackle such mature themes as assault, rape, bullying, murder, loneliness, depression and suicide in such a beautiful yet tragic manner and without glorifying any of them is truly a lasting legacy of a game originating all the way back from 2001. The story begins as a slow burn, with its main character James revealing a letter he received from his wife Mary, calling on him to join her in Silent Hill. The problem is that Mary died three years. But as a man desperate to see his dear wife again, he lets emotion win over logic and sets out to find her in their favourite vacation town. And thus our great adventure begins. One aspect that separates the story and its characters from most is how much meaning is hidden below the surface. The importance of certain quotes may go over your head that first time, and even once you feel you have a good understand of the game you may yet uncover subtle symbolism or context hinting at a more sinister or complex explanation. The game's main villain is no different. While initially appearing as a menacing creature aiming to slice you into pieces (and while that still may remain true), this "monster" is so much more crucial to the telling and understanding of the plot than you might imagine. But we'll leave it at that. There is so much out there in this story for you to submerge your mind and fully take in for what it is and also what you can make of it. Gameplay - 8/10 Any fan of survival horror should be right at home here with atmospheric, obscure camera angles, tank controls (with an option for free movement), and your usual roster of firearms. But Silent Hill 2 goes a step further by offering more realistic and situational melee weapons, including a plank of wood with nails in it or a steel pipe. This also serves as a healthy reminder that your character is more grounded in reality as the everyman he is, rather than a superhero or military man. Gameplay mostly consists of searching various buildings and rooms, looking for keys to unlock doors or other objects that open up new routes or help you find more helpful items. You'll have to arm yourself and defeat enemies that pose a threat, but sometimes it's smarter to avoid combat and run past whatever you can. On the way you'll have plenty of puzzles and complex riddles to solve, more intricate than any other horror game, and multiple boss fights to test your skills with higher stakes. But also what makes Silent Hill 2's gameplay so great is that it gives you a full town to traverse, with James running through the moody, lonely streets to find his way to the "special place" of him and his wife. Perhaps a player not used to or as invested in the genre may feel the gameplay moves at a slower pace, which is generally true, but it is a style more attuned for players with an analytical eye and mind, who appreciate resource management and figuring out where the next destination is, as you are eventually guided to your end goal. Graphics - 9/10 While you may initially be somewhat confused as to why the screen looks so grainy, you will find that there is a noise filter (invoking old horror film themes) turned on by default until you complete the game once, upon which you can experience the graphics in their full glory. Although the grain does help set the mood, I personally prefer the clarity and beauty of the visuals with it off. What you'll likely find most impressive about the graphics is the visual detail at every corner of the town. Walls are caked in mud, grime, blood and graffiti. Roads may contain blood streaks to subtly guide the player, an occasional helpful note strewn about, and sometimes are blocked off entirely by large construction sheets mysteriously placed around town. Certain interiors meanwhile, focus more on disgusting, disturbing or degrading environments around the player, helping to achieve an unsettling mood. Silent Hill 2 combines standard, polygonal graphics with highly-crafted CG movies, providing characters with a larger canvas to express their emotions. Although the transition from CG to polygonal graphics is quite noticeable and makes you wish there were more of these fantastic cutscenes, the standard character models are also loaded with detail, such as fine textures on a sweater, a detailed tattoo, or a character's sweat layering into their clothes. It's these fine details that help Silent Hill 2 stand out as a visual treasure. Sound - 10/10 Surprising at every turn, Silent Hill 2 easily establishes itself as an industry leader in the sound department, both for sound effects and its beautifully-composed soundtrack by Akira Yamaoka. Just as the walls, floors and streets are lined with environmental detail, the sound design breathes incredible life into each area, sending chills up your spine. From heavy breathing in a narrow hallway, a mysterious crash behind a washroom stall door, a distant screech of an unknown source, or a muffled scream from somewhere, Silent Hill 2 uses all the right tools to make you uncomfortable as any horror game should aim to. While the voice acting is sometimes referred to as more on the amateur side since a more limited pool of English candidates in Japan was used, it brings an honest and believable appeal to each character. And I would simply never wish to replace the performances of Guy Cihi as James, a very broken and sad man, and certainly not Monica Horgan as Mary/Maria, who provides one of the most spectacular performances I've witnessed in gaming, particularly during a letter read in the ending that is beyond powerful. And then we move onto the music where the praise certainly won't stop. Silent Hill 2's soundtrack is the most amazing collection of music I've heard in any medium, balancing a mix of moody, sad and lonely pieces more ambient in nature with beautiful and pleasing melodies of guitar and piano that I will always be able to listen to and enjoy. Akira Yamaoka's work on Silent Hill 2, and the entire franchise for that matter, is absolutely masterful. Control - 8/10 How the player responds to the controls in Silent Hill 2 also depends on their experience inside the genre. By default, it makes use of 3D control, more commonly referred to as tank controls, where the character will normally move forward in the direction they face and must turn independently from the camera angle. However an option for 2D control offers more directional freedom should the player prefer it instead. Character movement and combat may feel somewhat sluggish when adapting to the game, but as with other aspects it helps remind us that James is just an ordinary guy. He probably doesn't get much exercise and he certainly doesn't have experience using powerful firearms or swinging pipes, and thus his accuracy and dexterity are far from perfect. Changing and obscure camera angles can complicate things, not allowing the player see forward in some cases, but these moments are generally picked very intentionally and the game design revolves around terrifying the player with what they can't see, thanks to the depths of the imagination. The camera however, is more forgiving than most games in the genre, allowing the player to center it and focus ahead in most situations. This is something to be taken advantage of by the player. Atmosphere - 10/10 As if we haven't given enough praise to this game already, we've reached another area where it excels completely off the charts. Together with the graphical and environmental details, sounds and music, other aspects like the immensely foggy town contribute to a incredibly unique and moody atmosphere, almost dreamlike at times but completely terrifying in others when it wants you to feel scared. The first few minutes of the game serve as a strong preview of what's to come. The player enters a nature trail through a forest on their way into town. While fog engulfs everything and limits the view, the player will hear sounds of rabid dogs and footsteps from behind the trees, as if being followed. The adventure has just begun at this point and the player is likely to already feel on edge. But wait until the game really wants you to feel fear. You may be minding your own business walking down a dark, narrow corridor when you'll hear a thump and some steps running away, someone sobbing behind a nearby door, or the sound of an enemy dragging a heavy weapon behind you. Or even worse, your flashlight may die at the most inopportune time or you may have to unload all your heavy gear to access a limited area without any weapons or tools. No matter the stage, Silent Hill 2 is very much in control of your emotions, making you feel fear when it wants you to, or perhaps sadness or even beauty at the right moments. For the ultimate experience, be sure to play all alone with the lights off at nighttime, and crank that volume. You'll be in for a hell of a ride. Replay Value - 9/10 With many achievable endings and unlockable weapons and items, Silent Hill 2 offers its players many reasons to keep on playing after the first adventure. The endings are certainly not about minor differences either, but rather completely different circumstances and fates for your character, with certain endings providing more insight in certain areas than others. If the story grabs you, and it most certainly will, you'll want to stick around for the whole show and witness each ending. In the original version of Silent Hill 2, there are five achievable endings along with various extra weapons and items. In newer releases including the Greatest Hits and Director's Cut versions, along with Restless Dreams, Inner Fears and Saigo no Uta, an extra ending will be achievable along with an entirely new scenario and Maria as a playable character. It is rather brief, requiring about an hour to complete the first time, but offers plenty of insight into understanding Maria's complex character and origin. You may also want to beat the game several times just to further your knowledge and understanding of the plot, since it's really not enough to get a full grasp that first time. And even after you do, you'll certainly find yourself learning more and more when you dive deeper into the plot through online reading and discussion. And if you're up for the challenge, push yourself and go for a 10-star ranking, a perfect score in the final ranking screen. If you enjoy the game enough, I certainly recommend it as it's quite the reward to see those 10 gold stars after all the hard work. Overall - 10/10 (not an average) It's difficult to truly explain how Silent Hill 2 makes me feel, but I can honestly say it transcends gaming. It becomes an experience -- something you do not forget. Something you continue to call back on, to uncover more of the plot and its hidden meanings. It is a masterful creation of adventure, horror and psychology. It is the definitive survival horror experience. -------------------------------------------------------------------------- ========================================================================== C O N C L U S I O N ========================================================================== ========================================================================== 32. C R E D I T S ========================================================================== -------------------------------------------------------------------------- CREDITS...........................................................[SH2_32] In this section I'd just like to thank some people that contributed to the making and hosting of this FAQ, along with some general thanks. - Thanks to Team Silent, KCET and Konami for developing and publishing one of the finest survival horror games of all-time. - Thanks more specifically to the "dream team" of Team Silent, primarily composed of Takayoshi Sato, Hiroyuki Owaku, Akira Yamaoka, Masahiro Ito, Masashi Tsuboyama and Akihiro Imamura for bringing the series to its highest peak with their work on Silent Hill 2. - Thanks to Akira Yamaoka for composing the most amazing soundtrack I've ever heard in a video game. - Thanks to CJayC for originally posting this FAQ on GameFAQs. - Thanks to Stephen NG for originally posting this FAQ on IGN. - Thanks to all other web sites for allowing this walkthrough to reach as many people as possible. - Thanks to dictionary.com as I almost always had it open as a reference while writing this FAQ over the years. - Thanks to silenthillchronicle.net and silenthillmemories.net for English translations of Team Silent's "Lost Memories" plot analysis book, which proved invaluable as a reference while writing my own plot analysis. - Thanks to everyone on the GameFAQs Silent Hill 2 message board for inspiring me to write this FAQ back in 2002. - Thanks to all those who participated and contributed to my "Cool and Scary things in Silent Hill 2" topics on the GameFAQs Silent Hill 2 message board back in 2002, that now live on through this FAQ. - Thanks to everyone who gives this FAQ a good rating. It is much appreciated. - Thanks to each and every user of this FAQ. It's been a long ride creating and updating it over the years and I'm very proud to be able to help as many players as possible with it. I can only hope it continues to be useful for new and returning players in the future. © COPYRIGHT 2002-2019 BY CONQUERER END OF FILE