Silent Hill 2 Walkthrough Copyright 2001 By Spiderjeru (Rob Brown) Contact: Spiderjeru@hotmail.com +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This FAQ could not have been written without the folks on the message boards; otherwise I never would have figured out where to steer that damn boat. Thanks to everybody. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fog surrounds you on every side. You grip the trigger of your 9- millimeter tightly and peer futilely ahead of you into the murk. Every step echoes like the beating of your heart. You freeze with terror as the radio in your pocket starts to emit a steady stream of white noise: it grows louder with every step you take. Suddenly out of the fog a hideous skinned creature skitters toward you, and you jump off of your couch with a yell... ...it's time to clean out your trousers again. Thanks, Silent Hill 2. And thanks to Konami for creating a game so claustrophobically frightening I soiled myself three times in my first play through. So you're here, reading this FAQ, assumptively because you have the game and something has got you stuck in a bad place. That's cool: but be aware, this game is MUCH more fun if you work through everything on your own. That said, on with the FAQ. My first time through I played with combat set to normal and puzzle set to hard. The puzzle solutions for this FAQ will be in hard, with normal to follow at a later date. ======================================================================= Contents: Tips Walkthrough 1. Intro, or How I Got My First Weapon 2. The Mean Streets of Silent Hill Part 1 3. Apartment Shopping in A Bad Part of Town, Part 1 4. Apartment Shopping in A Bad Part of Town, Part 2 (Up Blue Creek Without a Paddle) 5. How Not to Shoot Your Friends in the Neck, Bars, And Bowling 6. Hospital: Where the Fan and the Fecal Material Collide 7. Hospital: There's Something About Maria 8. Mean Streets of Silent Hill Part 2 9. History! How we love thee! 10.Silent Hill Prison Blues 11.Labyrinth, sans David Bowie 12.Row, Row, Row Your Boat 13.Hotel: Can I Get a Shout Out to The Shining? (AS TIME PERMITS) Endings: How to Get Them The Silent Hill Story: My Take How to Get the Rocket Launcher Tips: --Ammo is more common than in any other survival horror game I've played; that said, don't be afraid to use it. You may run low on health items several times, but ammo shouldn't be problem. Use ammo rather than taking the chance of getting hit. --Watch James' head. It is the key to solving your ammo and health problems, and exploring Silent Hill's streets in particular can lead to a massive hoard of health and ammo. When James looks somewhere other than where his feet are pointed, there's either an enemy around or an item to be found-or both. --Explore the streets often; dead ends, places it doesn't make sense to go; places you've already been. Items like to hide in spots like this. --In combat, your goal is to knock the enemy down. James has a surefire ability to kill a monster once it is on the ground; walk up to it without the R2 button depressed, and hit x. He'll kick the bad guy, saving you TONS of ammo. Get good at this; it is definitely key to conserving bullets. --Enemy strategies: The first guys you encounter are "sprayers." They did more damage to me than any other enemy. They attack in two forms; standing up, they spray brown mist at you, which has a pretty good distance. On the ground, they skitter around rapidly and bite your ankles. The best strategy for melee is to wait til they spray, and then run in and whale on them until they hit the dirt. Then quickly dispatch them with a kick to the head. With ammo weapons, hit them three times in a row quickly, then kick em. The second enemy you'll encounter is "four legs." These guys also have a spray attack, and they use the top set of legs to kick you. They're super easy: whale on them with something hard or shoot them three times with the handgun and they'll hit the dirt. Apply a swift kick, and they're toast. Bugs. I hate bugs. They are nigh impossible to hit with a melee weapon, and wasting ammo on them is pointless. You can kick them, but this isn't Tekken and James isn't much at swinging his feet. Fortunately they're not too common and they won't attack with the light off. Nurses. They're armed and ugly; they have more reach than most of the monsters and do some serious damage. Best bet is to follow the usual model, but avoid using melee weapons entirely. Three fast shots one right after the other will put them down and have them ready for a kicking. Finally, there's the "gurneys." They attack by standing up and grabbing your head. Use whatever big gun you prefer, and use it a lot: three shots from your trusty boomstick should knock 'em down, and the kick works on them just like everyone else. 1. Intro, or How I Got My First Weapon +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 5 Health Drinks: Up stairs on Southwest side of Lindsey Loading dock door East side of Lindsey near Vachss Loading dock door just north of Vachss Fenced area w/save point (2) 1 First Aid Kits: Table near flowershop Other Stuff: Memorial Plaque near corner of Lindsey and Katz Radio Plank with Nails +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once you're done washing your hands, grab the map off of the front seat of the blue car there at the start. Nothing else to see here: begin the long walk to the graveyard by going down the path to the west of the starting point. Trudge your way on down until you get to the cemetery. When the movie ends, continue west going past the church. Follow the path, you're being herded. Eventually, you will emerge near the flower shop in everyone's favorite creepy town, Silent Hill. First things first. Snag the first aid kit off of the table near the flower shop, and head toward the blood trail at the corner of Lindsey Street. Follow the 'shadow' and grab the health drinks on the right side of the street. In my experience, health items are going to be a lot more important to you than ammo; when the need arises, bust out the weaponry rather than taking the risk of getting damaged. Of course, you're going to need some weaponry first; take the alley (Vachss) to the right and keep on trucking. A little ways down on the right is a fenced in area with a save point and two health drinks. Save points are red squares in SH2, use them as necessary. Once you've saved if you feel the need, continue down the alley to the dirt road. Keep going until you hear the radio; if you played the first one, you know what to expect here. Hit action to climb through the gate at the end of the road, and after the movie grab your first weapon, the plank with nails. Apply some loving strokes to the enemy here, and then head back out of the alley. 2. The Mean Streets of Silent Hill, Part 1 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3 Health Drinks: East side of southern section of Martin Up steps on North side of Sanders West side of the Martin St. Dead End 3 First Aid Kits: In happy burger parking lot behind dumpster At Sports Injury Clinic west side of Neely Lucky Jade Restaurant on Neely 1 Hgun bullets: Lucky Jade Restaurant on Neely Other Stuff: Notes on Combat +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Huzzah! Silent Hill is now awash in enemies. Most can be avoided. This would be a good time to explore where you can and grab some first aid kits and health drinks. There are only a few areas of note; there's a guy surrounded by notes in the northern area of Neely Street; reading the six notes will give you some combat pointers and add them to your memo list. There's a camper in the southwest corner of the map; inside is a save point and a note directing you to Neely's bar. Head there, and there's a cryptic message for you on the inside wall. Read it, and it's added to your memos. Also here is a save point and a map to the apartments and the key. Creepy. There is a historical marker on Lindsey street; it is somewhat deteriorated, but gives you the first hint at why Silent Hill is the creepy spot you know and love. It also is added to your memos. The big item you need here is on Martin Street. A corpse there has the key to the Woodside Apartments; grab it and head there when you're done exploring. The gate is on the north side of the street near the locked door. 3. Apartment Shopping in a Bad Part of Town, Part 1 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4 Health Drinks: Planter in first lobby Room 202 Kitchen Room 209 Kitchen Room 303 Kitchen 1 First Aid Kits: Room 303 Living Room 7 Hgun Bullets: Room 210 x2 North Staircase 3rd floor landing 3rd Floor Laundry Room 303 Bedroom Room 101 Room 104 Other Stuff: Flash Light Handgun Key to Room 202 Note on Clock Puzzle Clock Key Courtyard Key Fire Escape Key Juice Cans Old Man Coin Magazine Serpent Coin Sightseeing Brochure +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Grab the apartment map on the left of the door you enter and the Health Drink on the planter in front of the entryway. There is a save point off to the right: if you suck at combat, this would be a good time to use it. Up the steps to the second floor. Immediately to the right is a laundry room and garbage chute; something is stuck in the chute, but we can't do anything about it yet. Head down the hall to room 205. In this room is a dress with a flashlight in the front; grabbing the flashlight will trigger a fight with a four- legged creature, but do it anyway. The light will let you inspect items and the map in the dark. Head down to room 210 and grab the two sets of Hgun bullets; they'll come in handy. Nothing more to see here for the moment; head up to the third floor. See that key? We need it. Make a grab for it...oh well. Head over to room 301 for the handgun. Aaah-much better. Back down the steps. On the second floor again, head to room 208 and grab the key to room 202. There is also a note on the upcoming puzzle on the desk. Where next? 202, of course. In this room, grab the health drink from the kitchen and the clock key from the hole in the wall. Time to solve a puzzle. Head back to 208. See those scratches on the wall? Harry, Mildred, Scott. Hours, minutes, seconds. You got it...use the clock key and then change the time on the clock to 9:10, as indicated by the scratches. NOTE: I've done this three times with the same number, so it seems to be nonrandom. If it is random somehow, examine the scratches and set the clock accordingly. When the clock clicks, you got it. Hit triangle to back out, and push the clock to reveal a secret passage. Through the passage is room 209. There's a health drink in the kitchen and a save point in the living room. Head out the front door and toward the staircase: on the third floor landing there are some HG bullets off camera. Sneaky, sneaky. Head through the third floor door. Your destination is room 307. Go there, and enjoy the weirdness. Grab the Courtyard key when you get a chance, and get out of there. Down the hall and round the corner is the Fire Escape key from earlier. Snag it, and grab the Hgun bullets from the laundry room while you're down there. Room 303 holds a nice little set of pick-me-ups. There's a health drink in the kitchen, a first aid kit in the living room, and Hgun bullets in the bedroom. You'll have to fight to pick up the goodies, but it's worth it. Having grabbed the stuff, head down the rightmost stairs to the first floor. Grab the juice cans at the end of the hall near room 107, and head out the front door. Head toward the door you entered at the beginning of the apartments and go back up to the 2nd floor laundry room. Use the juice cans to dislodge the garbage stuck there and head back outside. To the right of the door is a foggy alley: head down there to pick up your prize, the Old Man Coin. There is also a magazine here that will figure into a little something later...it gets copied to your memo screen. Head into the first room you entered and down the hall. Use the courtyard key there. Not much to do in the courtyard: head up the steps to the pool. There are three sprayers around a carriage in the pool: in the carriage is something you need. The best thing to do is drop into the pool, run around the sprayers, and grab the serpent coin out of the carriage. Then run up the steps out of the pool and carefully make you way back to the steps down to the courtyard. The other door in the courtyard leads you to a couple of rooms. There isn't much space in the hall, and several sprayers are lurking about. Pop them with the handgun and then give them a swift kick. Head south to room 101 and grab the handgun bullets out of the corner. Murder victim in the refrigerator...mmm mmm good. Open the door to meet a new buddy, then head out of the room and down the hall to room 104. Dispatch the bad guy and then grab the Handgun bullets. Make sure to check out the sightseeing brochure on the desk; it gets added to your memo collection. Unlock the door to the stairs to the north, and head up to the second floor. Weave your way back through the clock passage and around to the locked door near room 201: use the fire escape key, and make the jump over to Blue Creek Apartments. 4. Apartment Shopping in a Bad Part of Town, Part 2 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 Health Drinks: Kitchen in room with safe 1 First Aid Kits: 1st Floor Laundry room 6 Hgun Bullets: In safe x4 Room 109 on couch Room 208 on chair Other Stuff: Wallet with Note Prisoner Coin Knife with blood Lyne House Key White Chrism *2nd run-through Room 105 Apartment Stairway Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here in the first room you enter it's time for a quick bathroom break. Grab the wallet from the toilet. On it is a random number (normal) or set of symbols (hard). The symbols are roman numerals; V is five, X is ten. To get the combination, add the roman numerals and any other numbers in each set. So, VV5 >> 6 << X5 >> XX would translate to 5+5+5 (15) >> 6 << 10+5 (15) >> 20 Turn the dial left to the first number, right to the second, left to the third, and right to the fourth. Inside are four boxes of Handgun bullets. There is a health drink in the kitchen. Leave the room and head down the hall to the stairwell. Grab the map on the floor and head back the way you came to room 209; nobody is home, but they left you a note-the key to their apartment is downstairs. Down the stairs, truck it to room 109. The hall is full of roach enemies: turning off the light will prevent them from attacking, but it can make the doors hard to see. Do whatever works for you. In room 109 take the handgun bullets from the couch and head through the white door near the teddy bear to make yet another friend. After the scene, grab the prisoner coin from the desk and make your way to room 105. There is a save point down the hall in this room, and one of the best puzzles I've ever seen in a video game. The riddle is a real doozy-but I won't go into the rationale for why coins go where they do. The hard solution is empty space, man, empty space, snake, woman. The normal solution will be here as soon as I play the game on normal again...sorry. Your reward for the puzzle is the Lyne House key; take it back up to the room with note (209) and use it. Head out the balcony in this room to 208. There's a box of handgun bullets on the chair here, and a save point on the wall. The Apartment Staircase Key is on the bed; grab it and save. Bad things are about to happen. Head back through the Lyne's house and to the staircase across from room 208. Use the key, and let the fun begin. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS: PYRAMID HEAD (BIG KNIFE) This guy has three attacks, one of which sometimes varies. His first attack happens when you get too close: he'll choke you and lift you off the floor. His second attack happens when you are running past him: he'll swipe at you with the big sword, causing a bit of damage. His big attack is a one-shot kill; he raises his sword over his head and whacks it back down. Get hit with that and it's curtains. The best strategy here is to run around the room. Whenever Pyramid Head winds up for the big slam shot, run to another corner where you can keep an eye on him. Don't bother shooting at him; it's a waste of ammo. Run, run, run. Eventually a horn will sound-for those of you who played Silent Hill it will be familiar-and he'll start to leave. Here's where he gets really dangerous. If he's taking a swipe at you around the time the horn sounds, he will rotate to make the sword hit you. Be prepared, and stay out of range. Once the horn goes off, back away and let him get out. If you chase him, he'll attack you until you back off. Don't pick a fight, let him go. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once Pyramid Head leaves, go down the no-longer flooded stairwell and out to the alley. 5. How Not to Shoot Your Friends in the Neck, Bars and Bowling +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3 Health Drinks: Rosewater Park (East Side) Rosewater Park (Near riverside) Pete's Bowl-O-Rama Parking Lot 3 First Aid Kits: By cones in Alley Near Historical Society Boat Ramp Heaven's Night Strip Club in Chair Hgun Bullets: Up steps left of arch in alley x2 Rosewater park (East Side) x2 Rosewater park on bench (East Side) Nathan Lane dead end Lane 4 from left at Pete's Bowl-O-Rama Other Stuff: Memorial Plaque (Center of riverside walkway) Patrick Chester Statue (East Rosewater Park) Steel Pipe Map to Pete's +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ So you've whacked Pyramid Head, your last obstacle on the way to Rosewater Park. As you head down this alley, there are a couple of things to pick up. Near the cones at the end of the alley is a first aid kit. After grabbing that, head on down the alley and say hello to one of your friends. Just past the big arch, head up the stairs to the left for a couple of Hgun bullets, and then make your way straight to Rosewater Park. Meander around on you way to the next checkpoint, which is the part of the park closest to the river. There are three HG bullets and two health drinks in the area before the cutscene; they don't have much in the way of landmarks, but watch James' head and you should find them. Time to pick up your partner. A couple of notes on the lady following you around; she seems to have chronic Magnetic Neck disease, an ailment usually only found in Counterstrike players. Basically, firing a bullet in her general direction will cause said bullet to pop directly through her neck, resulting in the disappointing and unpopular Game Over ending. Monsters will attack her, and she will take damage from Melee weapons as well, but you main danger is shooting her in the neck. Don't, it's impolite. Now that you have Maria in tow its time to head through the other side of the park and out to West Silent Hill. Your next stop is the Texxon Parking lot. See that smoking car? Looks just like mine...cept for the steel pipe stuck in the hood. Pull that out. It's a pretty decent melee weapon with hella reach, and it'll come in handy soon. Get trucking along the road out of town. You'll be attacked a couple of times along the way by four legs that catapult over the railing beside the road-see the caution on whacking Maria above. As you pass the Historical Society snag the first aid kit near the boat ramp. Head along the road west and north until you find out why this isn't a one-way trip to the Hotel. There's a down- on-his-luck gentleman here who has kindly seen fit to leave behind some Hgun bullets and a map along with his mortal remains; grab the stuff and head where the map tells you-Pete's Bowl-O- Rama. Head into Pete's and watch a couple of scenes; before you head back out grab the Hgun bullets at the end of lane 4 (from the left). Back outside, there's a health drink in Pete's lot. Head toward the back along the east side of the building and through the fence in back of Pete's. The rear entrance to Heaven's Night is back here; with a little help from Maria's utility belt you'll be inside in no time. Nothing much to see in Heaven's Night; looks like that scene from the intro didn't make the cut (sigh). In the club upstairs, there's a first aid kit in the chair. Head out and down the street. Next Stop: The hospital. Yep; just wouldn't be Silent Hill without a seriously messed up house of healing. 6. Hospital: Where the Fan and the Fecal Material Collide +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4 Health Drinks: Reception Office Room M3 Room M6 Room S11 First Aid Kits: Examining Room 3 Top Right of Map on Floor 3 Hgun Bullets: Second Floor on Stool through double doors Room M3 Shot Shells: Room M2 Room M6 Doctor's Lounge Other Stuff: Purple Bull Key Examination Room Key Bent Needle Shotgun Lapis Eye Key Roof Key Suicide Diary Hair Elevator Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Don't wanna be here Don't wanna be here Don't wanna be here...too bad. Since you're going to be here for quite a while, grab the map beside the door. Head for the reception office, where you can find a note on some patients, a save point, and a health drink. This room also links to the document room; go there for the purple bull key and a note that explains a lot more than you might think about the weirdness that is Silent Hill... Head up the steps to the second floor. In the Men's Locker room grab the key to the examination room downstairs from some bloody clothes in one of the lockers. Then head over to the women's locker room for the Shotgun-gotta love the big boomstick-and touch the teddy bear there to get the bent needle. Before going through the double doors, head back down to the area on the first floor near the reception room and use the key on the examination room. In the doctor's lounge you can grab some shotgun shells and get a hint about the combination for the door: It has to do with making letters on a keypad: the letters don't stand for numerals, they stand for the letter you make with your hand while hitting the numbers. So on a pad, which looks like this: 1 2 3 4 5 6 7 8 9 To make a 'T' you hit 1, 3, 2, 8. Got it? Good. Back to the second floor, and through the big double doors. On the stool as you enter are some Hgun bullets. In Examining room three, check the typewriter to get a code-write it down, you'll need it in a sec. There's a first aid kit in here as well. In room M2, grab the boomstick shells and the Lapis Eye Key. There are some more items in the 'M' rooms-check above for the list. When you're done here, roll off to the third floor. In the top right corner of the map you can snag a first aid kit. Grab it, and head through the doors toward the S rooms. In S14, you'll see a box that someone REALLY wants to keep closed. You gonna let them do that to you? Heck no. Use the Lapis Eye key, the Purple Bull key, and punch the number from the typewriter that you found earlier...still one lock. Not to worry; we'll get that number in a sec. There's some writing on the wall here; if you can figure out its significance, by all means let me know. In S11, you can snag a health drink and use the save point if you wish. Head down to room S3 to let Maria have a siesta (would you sleep here? Are you nuts?) and grab the roof key off the table. Head to the stairs and run up on the roof; there's a diary up here, but depending on the ending you want it may be best not to read it...more on that later. At any rate, when you're done here try to leave by the stairs; no dice. Walk over near the fence between the buildings where your ride to the Special Treament Room awaits. After you brush yourself off-and clean out your shorts if necessary-Check the rooms behind you that you previously could not reach. One of them will have a bloodstain on the wall; check it for the number of the final lock on that box back in S14. Head there and put in the number to receive your not-so-handsome reward. Then head to the shower room and combine the hook and hair and hit use near the drain to fish out the elevator key-no more up and down those damn steps!! Run to the elevator and send it to the first floor. In room C2 you'll find the little girl you were looking for-but she's got something up her sleeve. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS FIGHT: Leg Guys There are three leg guys in this room, all waiting to wrap their tootsies around you neck. Your best bet is to unload on them with the handgun. It doesn't do as much damage as the shotgun, but you can walk around while you fire it, allowing you more movement away from the stinky feet. They take quite a few shots; if you run out of Handgun bullets go with the shotgun. After you kill the first two a third will appear. Fill him full of lead and you're done here. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 7. Hospital Part Deux: There's Something About Maria +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2 Health Drinks: Room C1 Room M4 3 First Aid Kits: Room C2 Room M6 3rd Floor Storeroom 3 Ampoules: Room S11 3rd Floor Storeroom Quiz Box x2 4 Hgun Bullets: Room C1 Room M6 Room S11 3rd Floor Storeroom Shotgun Shells: Hall after feet guys Room M4 3rd Floor Storeroom Basement Storeroom 3rd Floor Storeroom Quiz Box x5 Other Stuff: Dry Cell Battery Basement Storeroom Key Copper Ring Lead Ring Map w/Notes Lobby Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Welcome to Bad Silent Hill: If you played the first one you'll remember the switch between bad and worse. In SH2 it's not so played up, but this hospital is definitely not the one you entered earlier. Things have changed. Walk out into the hall and grab the shells; there's a save point here should you feel the need. There's a First aid kit in room C2 and a health drink and Hgun bullets in C1, so if you need a minor resupply you should head there first. Head up to the 2nd floor. Room M4 had a health drink and some more shells; M6 has bullets and a first aid kit. There's a note on the bed; check it out and then take the dry cell battery and the basement storeroom key from the recess in the wall. The third floor comes next, naturally. Hit room S11 for Hgun bullets, an Ampoule, and a note about the door with the lady painted on it. The storeroom has some more bullets, some shells and a first aid kit. After you've looted the joint head to the steps. There's a save point here if you feel so inclined; otherwise head straight down to the basement. There are some shells here as well as a shelf to move; move it and after the cut scene head down the ladder you've uncovered for the copper ring. Head all the way back up to the third floor, and take the elevator to the second floor- surprise! Time for a quick quiz of your Silent Hill 2 knowledge. You're probably carrying all the documents needed to research the questions on you, but if you must cheat... The answers seem to be the same no matter what: Lakeside Amusement Park, the first guy who committed the murders, and Nathan Road. The number I've gotten in three straight playthroughs is 313. Head back up to the third floor storeroom to claim you prize. Enter the number on the pad and you'll get five shotgun shell boxes and two ampoules...a sweet stash indeed. Answer wrong...err, I dunno what happens. Sorry. Anyway you need Maria's help down on the 2nd floor. Take her into the dayroom there, and she'll help you open the box; inside is the lead ring. Put the two rings on the hand of the third floor stairwell 3d painting and the door will open...head down the steps. Start walking down this hall. What's that behind Maria? Start RUNNING down this hall. Make it to the elevator... Ah well. Just wasn't destined to work out. Before leaving the hospital, you'll need to head to the director's room for the notes on the map there and the key to the lobby. Use the lobby save point if you want; it might be a while before you see another one. 8. The Mean Streets of Silent Hill, Part 2 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 12 Health Drinks: End of Rendell St. north side Northwest corner of Rendell and Munson Southeast corner of Munson and Saul x2 Near Grand Market on Neely St. Another Near Grand Market on Neely St. Big Jay's on Neely St. Up Stairs on SW Corner of Munson and Katz Blue Creek alley dead end Texxon Lot in front of truck x2 Texxon Lot loading door 5 First Aid Kits: End of Rendell St. North Side Outside Camper Saul St. Across from Happy Burger on Neely Behind Fence near Katz dead end Katz dead end north side 3 Ampoules: End of Rendell St. south side Behind fence Katz dead end Rosewater park west side 15 Hgun Bullets: End of Rendell St. south side Behind fence north side Rendell St. South dead end of Munson x2 Near paper dispensers Saul St. x2 Grand Marker corner of Neely and Katz Near Bar Neely NE corner of Sanders/Neely Flower Shop parking lot x2 Dock door east Lindsey Up stairs SW corner of Munson and Katz Corner of Munson and Nathan Texxon Lot in front of truck Texxon Lot loading door 13 Shot Shells: Carroll St. In front of semi NW corner of Rendell and Munson Behind fence north side of Rendell St. x2 Near Camper Saul St. x2 Up stairs on SWcorner of Sanders and Lindsey x2 Flower shop lot Rosewater park entry x2 Rosewater Park (east side) x2 6 Rifle Shells: Behind Fence N. Rendell St. Another Behind Fence N. Rendell St. Big Jay's, Neely St. Happy Burger lot Another in Happy Burger Lot Dead guy at Nathan Lane dead end Other Stuff: Note in Bar Neely Letter and Wrench Statue with dirt behind it Bronze Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Yee Haw...let the item hunt begin. This next section after the hospital is the most profitable for item hunters; grabbing most or all of the items here will let you run through the rest of the game with no problems at all. Your main objective here is to head through the Saul Street tunnel and toward the area where the game began. You need the letter and wrench three houses north of the corner of Sanders and Lindsey on the West Side. After that, head toward the Woodside apartments...there's a door there that you can now go through to get to the northern end of West Silent Hill. Back to the park-you're looking for the statue of what looks like a nun. Behind that statue is a patch of dirt; examine it and dig there. Use the wrench on the box you uncover and you'll have a bronze key; take that key to the historical society and you're in. It's a lot of walking, and you might as well have some fun on the way...grab lots of items. There are also a couple of things to see; In Bar Neely there's another message on the wall to read. 9. History! How we Love thee! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 First Aid Kits: Prison entry desk 1 Hgun Bullets: Side room in first prison hall Other Stuff: Black chalice *2nd time through Spiral Writing Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Stocked up, visited everything you want to? We won't be back. From here on out it's a one way trip. There's a save point in the first room here; make use of it in case you want to go back to town. The next room has a couple of noteworthy paintings. The pyramid head painting (Misty Day: Remains of Judgment) is pretty cool, and you can read the card for the missing painting. See that big hole in the wall? It's a long way down from here..keep on goin'. The prison starts here, as you can tell from the document on the table. There's a first aid kit on the back side of the desk; grab it and make your way through the halls here. There's no map, so you just have to tough it out; the only noteworthy item here is a side room with a couple more portraits to check out and some Hgun bullets. Keep going until you see a big hole. You're kidding, right? Nope. Take the Nestea plunge. When you get up on the bottom, you find that jumping wasn't such a good idea after all. There's nothing here, and you cant get back up...bugger. Not to worry; there's a door here. Whip out a melee weapon and start plugging away at the wall. One of the walls here will sound different; hit it again to reveal a door. Head down this hall and you will find a locked grate and a door with a key behind it. You need that key: grab it-and your flashlight goes out...doh. Use the battery and realize that turning on the light may not have been such a good idea after all! The trick is to move over to the keypad next to the locked door before turning on the light; hit the examine button the second the light comes back on. You'll notice three numbers have a shine to them from use; those three make up the combination. You'll have to figure out what order they go in: keep trying until the door opens, spending as little time as possible in the room with the light on...stupid roaches. Use the key on the grate, then follow the holes and halls until you wind up in the Prison cafeteria. 10. Silent Hill Prison Blues +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3 Health Drinks: Cafeteria x2 Large room before grate 2 First Aid Kits: Third room from top of first hall Large room before grate 1 Ampoules: Large room before grate 3 Hgun Bullets: Desk in first prison hall Desk in far right prison hall Rifle room 1 Shot Shells: Rifle room 3 Rifle Shells: Rifle room x2 Rear of right central block Other Stuff: Tablet of 'Gluttonous Pig' Tablet of 'Seductress' Wax Doll Tablet of 'Oppressor' Horseshoe Lighter Hunting Rifle +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After saying hello to one of your friends, grab the two health drinks and the Tablet of 'Gluttonous Pig' out of the cafeteria and head for the hall. The first desk you pass has some Hgun Bullets; the second has the map of this area. Grab that map and head for the central cellblock of the prison. In the shower on the top right of this area, take the Tablet of 'Seductress' and head back to the hallway. Make your way to the lower cellblock. Down here in the fifth cell from the door you can grab some Hgun bullets; in the second door from the end is an item you'll need, the wax doll. This guy has some freaky reading material as well... Out the other side of the lower cellblock is another hallway. In the central block here there are some rifle shells; dispatch the bad guy and grab them. Your next stop is the Upper Cell block. Head through the door here. The first cell has three paintings for you to look at; it's kind of tricky to see the second one, keep trying. In the fourth cell from the end is the Tablet of 'Oppressor', the last piece of a semi-puzzle we need to solve. Head back out the way you came in and head toward the large open space at the far right of the map. In the center of this area is a gallows. Three slots, three tablets...you do the math. No particular order here; just use them all and you'll hear a scream. Nothing happened? But as you try to leave, you'll notice there's a horseshoe on the door...you'll need it in a second. Head back through the hall and out through the upper prison block to the first hall you entered. There is a first aid kit in the third room from the top; grab it and head for the pass through to the left hall in the second room from the top. On this side of the room where you found the first aid kit you'll find a lighter. Grab it. There's a save point in one of the restrooms here, and something fun in the other; visit both. Before heading through the grate and out of the prison area, go into the big room on the far left of the map. In here, there's a magazine to read and some health items; a health drink, a first aid kit, and an ampoule. Cool...but what you really want is in the small room connected to this room. In there you'll pick up some Hgun bullets, some Shotgun shells, two sets of rifle shells, and the Hunting Rifle itself...sweet. Head out to the grate and open it up. There's a crawlspace in the floor that needs a handle; you've got the pieces, time to combine them. Combine the lighter, the wax doll, and the horseshoe and then hit use to construct a makeshift handle. Open that trapdoor and jump on through. Follow the halls and holes to get to the elevator; take the stuff you find there and enjoy the long, long ride. 11. Labyrinth, sans David Bowie +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 First Aid Kits: Hall after hanged man puzzle 1 Ampoules: Graveyard 3 Hgun Bullets: In labyrinth upper level Dodge to ladder behind Pyramid Head x2 5 Shot Shells: Room with Great Knife Graveyard x3 First Eddie Room 2 Rifle Shells: Room with Great Knife First Eddie Room Other Stuff: Great Knife Wire Cutters Handcuff Key +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ There's a Save point in the first room here; feel free to use it if you'd like. The hall ahead contains three notable areas; the door sealed off by wire, a single ladder down, and a hallway connecting two ladders down. You don't have to head down the paired ladders, but you should anyway. It'll be good for you. Pick one and go down it; there's lots of bad noise down here, and one of your old pals from the apartment. There's a recessed room in between the two ladders; dodge Pyramid Head and duck in there. Pyramid head thinks he's so tough...time to steal his crap. Grab the Shotgun shells, the rifle shells, and the useless-but-cool-looking Great Knife and head back out and up the ladders...whew. Maneuver your way through the halls and down the single ladder. On the other side you'll find a strange rotating head-cube thingy. Turn the cube so that the yellow eyes are facing you, and turn around...ah ha! The cube controls the room behind you! Turn the yellow eyes upside down, and you'll find a passage down. Head down their to find out what we're going for here; don't know about you, but that's motivation enough for me. Grab the wire cutters from the sparking electrical box and head to the doorway blocked by wires near where you entered the labyrinth. Use the cutters there and head into the maze. This area is pretty simple and straightforward: move along the upper level til you find a ladder, go down; move along the lower level til you find a ladder; go up. Lather, rinse, repeat. Keep moving through here. On your way you'll find a set of Hgun Bullets. After a couple of ups and downs you'll run into an area with Pyramid Head packing a spear and headed toward you. You can dodge through the circular hall and around him for two Hgun bullets up the ladder, or bypass him entirely-the ladder closest to the one you came in on leads you to where you're going. It's up to you. You'll emerge into an area with a newspaper clipping and a save point; you might want to use it, there's a tricky fight coming up. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS FIGHT: Super Gurney Boy This guy is an enemy you'll encounter a couple of times later on; however, he has significantly more health than the regular version. He attacks by closing in and lifting up on his legs so he can chew on your head through the slit in the gurney; besides being fricking disgusting in does some decent damage. 7 shotgun shells will drop him; try to stay out of his range and for god's sake don't let him get you trapped in a corner; you can get stuck and not have time to fire or run...bad stuff. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Further down this hall you'll find another nice puzzle; almost as good as the coin one. There are two rooms significant to this puzzle; one contains several hanging criminals, the other their nooses. On the wall of the room with the nooses is a letter from the innocent man as well as a warning about pulling the nooses. On the face of each hanged man in the other room is his crime. You can probably solve this one, but if not... ...the innocent man is the counterfeiter. Find him in the room with the hanged men, and pull the noose that corresponds to the one he was hanged with in the other room. Head back to the room with the hanged men to find that you have freed him, and released the handcuff key in the process. Use the handcuff key on the cuffs holding the valve to the bars and head on through. There's a first aid kit in this hall, and in the graveyard beyond you can find an ampoule and three sets of shells. Head for the grave in the corner of the room; jump in again and it's time for fun with Eddie. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS FIGHT: Crazy Eddie Eddie has two attacks; his revolver and his fists. If you use a gun, so will Eddie; melee weapons will make him use his fists. Give yourself a hand by equipping a melee weapon. His fist is strong, but not nearly as strong as the revolver. The great knife can be useful here, but it will take a good sense of timing to prevent the shot being cancelled by taking damage. Break out whatever melee weapon you're most comfortable with and beat Eddie's ass with it. Eventually he'll run from the room; take this time alone to heal and grab the shotgun and rifle shells from the floor. When you enter the next room you'll fight Eddie again; same rules apply, but his time he'll occasionally go and hide behind one of the hanging meat thingies. Beat him up good, and you're done here. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Can't grab Eddie's gun...oh well. Head out the doors to find yourself at the boat dock. Time for a three-hour tour. There's a save point on the dock should you feel so inclined. 12. Row, Row, Row your Boat +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Jump in the row boat tied at the end of the pier. Now this is confusing, and bugged me for a long time. I rowed about for around an hour with no clear destination...arg. There is a better way. Turn the boat until you see a bright light: that's where we're headed. Line it up and row like a madman. Eventually the game will take over and you'll find yourself on the dock of the Lake Side hotel. 13. Hotel: Can I get a Shout Out for the Shining? +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 12 Health Drinks: Reading room (nice hotel) Right side of floor 2 hall (nice hotel) Employee Elevator Room x2 Kitchen (nice hotel) x3 Bar Venus (nasty hotel) x5 3 First Aid Kits: Cloak Room Boiler Room Kitchen (nasty hotel) 2 Ampoules: Near 2nd Floor Elevator (nasty hotel) x2 7 Hgun bullets: 1st Floor open room in grey area x3 Cloak Room x2 Desk outside Cloak Room x2 6 Shot Shells: Cloak room x2 Reading Room (nice hotel) x2 Kitchen (nasty hotel) x2 8 Rifle Shells: 1st Floor open room in grey area Right side of floor 2 hall (nice hotel) Employee Lounge x2 Kitchen (nasty hotel) x2 Hall across from ladies room (nasty hotel)x2 Other Stuff: Little Mermaid Music Box Fish Key Key to 204 Elevator Key Snow White Music box Videotape Can Opener Bar Key Light Bulb Thinner Cinderella Music box Key to Room 312 *Crimson Book 2nd time through Rust Colored Egg Blood Colored Egg +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fresh off the boat, grab the little mermaid box off of the fountain out here and head inside. There's a map to your left; it's a bit vague, but we'll find a replacement later. For now head to the lakeshore restaurant. Take the fish key from the plate here, and head over to the piano for a cutscene...very interesting. Now get out of the restaurant and move toward the employee area that's greyed out on your map. A couple of bad guys live here; dispatch them and head for the open door. In here there are three boxes of Hgun bullets and some rifle shells. Our next stop is the lobby. Doesn't look like anyone's home in reception, but they left a note about a certain videotape it would be nice to find. Inside the reception are, help yourself to the Key to Room 312. Get up those steps and head to the 2nd floor Cloak Room. In here you'll find a first aid kit, two boxes each of shotgun and Hgun rounds, and the briefcase that the fish key goes to. Hrm...inside the briefcase is the key to 204. Before heading there, grab the Hgun bullets off of the desk in the hall, and hightail it to the Reading Room. In here are a couple more Shotgun shells and a health drink. Now head to Room 204. Grab the elevator key off of the desk and take the passage to room 202. In here, check out the photo on the bed...dammit. If someone hadn't marked through it, you'd have the combination to the briefcase in this room...ah well. Head through the door here to unlock it. On the other side of the lobby from this area snag the health drink and the rifle shells from the hall tables and head for the employee elevator room. In here there are two health drinks and a save point. Get on the elevator for some bad news; checking out the buttons will let you know that the elevator has a maximum load of one person-and no stuff. Not a bit. Dump everything you have in the cabinet next to the elevator, and once you feel completely defenseless use the button to head down to the first floor. There's a hotel map upgrade here that fills in the grey areas. Head for the pantry first; since you have no light you'll have to check the map near the office door. In the pantry take the Snow White Box and make your way to the employee lounge, where some disgruntled fellow has left two boxes of rifle rounds for you. Now for the big moment; head for the office and grab the videotape and can opener out of the safe. Head through the blue door and down the steps. There are enemies around here; and you can't do anything but dodge them, so do that. In the boiler room you'll find a first aid kit and a Bar Key; take both and head for the kitchen. There are three health drinks in here; there's also a can that needs opening; get to it for a light bulb. Use the door in the kitchen to get into the Bar Venus. Using the light bulb here will allow you to use the bar key on the door; in the hallway outside the bar grab the thinner from the elevator and head up the steps. Time to pick up your stuff; no fun being all naked. Near the elevator room where your stuff is a couple of baddies have stage an ambush; pick and roll to dodge them. Grab your stuff and burst back into the hall-and they're gone. Wussies. Make your way all the way around to room 202 and use the thinner on the photo for the briefcase combo. Dial it in to get the Cinderella box. With all three boxes in tow, head to the lobby and the music box there. The three boxes need to go in slots corresponding to the hints from the Grimm (not Disney) versions of their fairytales (Bravo to the designers for that nice piece of work). The answers: 'Twas shameful that greed did stain her shoe with blood.' Cinderella, refers to her sister that destroyed the first glass slipper 'Even so, I still want to believe she was happy.' Little Mermaid-in the real version, she gets turned into sea foam at the end 'Beauty, both a blessing and a curse thou be.' Snow White...duh. Stick the boxes in the slots they belong to and some tunes will start playing; you'll also get the key to the third floor. Run up the steps to the second floor, and take the steps to the grate on the third floor. Unlock it, and get yourself to Room 312. Time to find out what this is all about. Pop the video in the player... ...well now you know. And guess what? The hotel just got a little bit nastier...and a whole lot weirder. Head down the stairs first. There are two things to do in the Reading room here: listen to the message, or don't. It's on the radio: check the endings section (assuming I ever get it up) for info on why you might not want to listen. The Crimson Ceremony book is in here after your first time through as well. In the 2nd floor hall, something weird is going on. Room send you to other rooms when you go through the doors, and it can get confusing. Here's the breakdown: 207 to 204 204 to 207 202 to 219 Near room 219 you can find two boxes of Hgun bullets. 220 to 207 212 to 202 That's all the warp rooms; that said the only one you need to go to is room 202 to warp to room 219: after that head to the elevator on this floor. There are two ampoules by the elevator: grab 'em and head to the basement. Head to the Bar Venus and take the five health drinks. The kitchen lets you rearm with two boxes each of rifle and shotgun shells and a first aid kit. Out the door and to the staircase; watch the scene here and then head out the door you came in and up the stairs--hooray for paradoxes!! Across from the ladies' room in the first floor hall you can snag the last two sets of rifle shells. In the big room with all the save points, save the game and get ready for the final lap. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS FIGHT: PYRAMID HEAD BROTHERS Okay, without utterly spoiling the coolness of this scene all I can tell you is this; they're just like all the other Pyramids you've met so far, which is to say bullets slow them but don't stop them. Run. A lot. This section is long, but just run and make sure that when you notice they're not chasing you turn around to get a good view...cool. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ See those things that aren't moving in the middle of the room? Get the eggs that they're holding and stick them in the door notches. Head through here and you'll bind yourself in the hotel area where you first entered. Head outside, and you'll realize you're not in Kansas anymore. There's only one path here; follow it and get ready. The boss will go unnamed for now; no reason to spoil it for the folks at home. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ BOSS FIGHT: YOU KNOW WHOM This boss has two attacks (one of which I've never seen, but my little bro swears to it and thus I'm putting it in.) The attack I know about for sure is a swarm of butterfly shapes that slow you down and do some damage. The other attack (I haven't seen this one) is the tentacle attack, where she whacks you with her tentacles...or something. Whatever. No need to see that one, and you probably won't get hit at all: stay back, run like hell from the butterfly thingies, turn around, fire the hunting rifle once or twice. Reload on the item screen, not in the game. This boss is easy on normal level-as for hard combat mode I'll let you know when I get through again. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ One last thing to do (think Sniper Wolf in MGS) and congratulations! You've finished Silent Hill 2. There are five endings; Leave, In Water, Maria, Rebirth, and Dog. In the next couple of days I'll try to get an update out with the skinny on how to get all those.