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 SILENT HILL 2 HD
S I L E N T H I L L 2
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TABLE OF CONTENTS................................................[SH2_B00]
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1. UPDATES.....................................................[SH2_B01]
2. FREQUENTLY ASKED QUESTIONS..................................[SH2_B02]
3. PROLOGUE....................................................[SH2_B03]
4. CHARACTERS..................................................[SH2_B04]
5. ENEMIES.....................................................[SH2_B05]
6. WEAPONS AND SUPPLIES........................................[SH2_B06]
7. CONTROLS....................................................[SH2_B07]
8. WALKTHROUGH.................................................[SH2_B08]
01 // West South Vale........................[bfw_01]
02 // Baldwin Mansion........................[bfw_02]
03 // Blue Creek Apartments..................[bfw_03]
PUZZLES:
i. Gravestone Memorial....................[bpz_01]
9. SPEED WALKTHROUGH...........................................[SH2_B09]
10. RANKING.....................................................[SH2_B10]
11. ITEM LIST...................................................[SH2_B11]
12. SAVE POINT LOCATIONS........................................[SH2_B12]
13. MEMOS.......................................................[SH2_B13]
14. CREDITS.....................................................[SH2_B14]
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[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.
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1. U P D A T E S [SH2_B01]
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MOST RECENT UPDATES:
[12/31/2019] - New Year's Eve - 62 KB [FINAL]
Refresh update carried over from my walkthrough after its most recent
update. The walkthrough has been rewritten since then and now contains
subheadings for more precise navigation.
[09/03/2004] - 44 KB
Rewrote the entire FAQ. Most importantly the walkthrough now points out
health and ammo items. Upgraded the layout in the process.
[05/20/2003] - 25 KB
Updates on the controls, walkthrough and speed walkthrough.
[05/11/2003]
Updates on the item list and the FAQs section.
[04/25/2003]
One minor update in the credits section.
[04/10/2003]
Added the speed walkthrough to this FAQ.
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2. F R E Q U E N T L Y A S K E D Q U E S T I O N S [SH2_B02]
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Q: What is this FAQ for?
A: It is for the sub scenario called "Born From a Wish" in the Greatest
Hits/Director's Cut version of Silent Hill 2, first released as "Silent
Hill 2: Restless Dreams" on Xbox.
Q: What is the full list of versions this scenario is included in?
A: All these releases:
- 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
- Silent Hill 2 (PC)
- Silent Hill 2 HD (Silent Hill HD Collection)
Q: Is this sub scenario really worth the upgrade from the standard
version?
A: That's really up to the player to decide. It's not much content, with a
scenario that only lasts around an hour on your first attempt. But it
offers an interesting insight into Maria's character and thus more of
the game's overall story. I'd recommend it for fans of the series.
Q: How do I solve the gravestone puzzle?
A: Insert the white and black boards as is and turn the red board 90
degrees to the right.
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3. P R O L O G U E [SH2_B03]
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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.
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4. C H A R A C T E R S [SH2_B04]
==========================================================================
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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.
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5. E N E M I E S [SH2_B05]
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--------------------------------------------------------------------------
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.
Also may be known as "Patient Demons" or "Straitjackets".
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
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):
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.
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6. W E A P O N S A N D S U P P L I E S [SH2_B06]
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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.
Legend
______________________
|Weapons: | ______________________
|R - Revolver | |Weapons Chart | R |CC |
|CC - Chinese Cleaver | |--------------|---|---|
| | |Lying Figure |VE | E |
|VE - Very Effective | |Creeper |VE |NE |
|E - Effective | |Mannequin |VE | E |
|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.
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.
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7. C O N T R O L S [SH2_B07]
==========================================================================
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Refer to the table below for a full list of controls and functions while
playing the sub scenario of Silent Hill 2.
CONTROL | FUNCTION
-----------------------------|--------------------------------------------
D-Pad | Menu navigation
Left Analog Stick | Character movement, menu navigation
START | Open inventory, Skip scene
SELECT | Pause game
X | Accept, Examine, Attack, Stomp or Kick
Square | Run, Guard
Circle | Cancel, Exit menu/puzzle
Triangle | Cancel, Quick Map
L1 | Sidestep left
R1 | Sidestep right
R2 | Ready weapon
L2 | Position camera behind character
L2 + Right Analog Stick | Look in all forward directions
L1 + R1 | Turn 180 degrees
Start + Select + L1 + R1 | Soft Reset
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8. W A L K T H R O U G H [SH2_B08]
==========================================================================
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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 [bfw_01]
==-=--=====----==-=-----=-=-====-----==-====----==-===--==-===----=-==---=
"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 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. First there's lots of
items to find, but if you're just interested in getting to the goal then
skip ahead to North Munson Street listed below.
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 also blocked off, 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 cracked-open 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 in the
yard. 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 [bfw_02]
--=-=====---=-=-====--=-=-=====----=-=-=----=--=====--=-=-=====---==-==-=-
"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, ignore the Mannequin and pass through the
near right door to the balcony. Grab the WHITE BOARD on the floor 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.
PUZZLE: GRAVESTONE MEMORIAL (ABOVE FIREPLACE) [bpz_01]
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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:
[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 at least 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:
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 and also the calendar by the door for
interesting comments 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 clearly 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, but 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 [bfw_03]
====--=-====---=-=-====---=-=-====----=-=---=====---=-=-===---=-=-====----
"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, shortly before discovering
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.
--------------------------------------------------------------------------
==========================================================================
9. S P E E D W A L K T H R O U G H [SH2_B09]
==========================================================================
--------------------------------------------------------------------------
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.
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 or save points, 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.
[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 on Carroll, left on Rendell, left on
Munson and slip through the door along the right wall past Katz and the
side road by the apartments
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 the 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 gravestone puzzle
--------------------------------------------------------------------------
-Insert 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 second
door on the right
-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 other door and enter room 105 ahead
-Grab the WHITE LIQUID on the desk and exit back to the alley outside
-Re-enter 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.
--------------------------------------------------------------------------
==========================================================================
10. R A N K I N G [SH2_B10]
==========================================================================
--------------------------------------------------------------------------
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 scenario
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 firearm
Defeated Enemy By Fighting How many enemies you killed by melee
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 scenario on Hard in under
20 minutes without any saves while collecting 30+ items and defeating 15
enemies each through shooting and fighting. The Creeper hallway can be
tricky so why not a 30 points damage cap. Although if we're really setting
a challenge, push for 0 or as close to it as possible.
--------------------------------------------------------------------------
==========================================================================
11. I T E M L I S T [SH2_B11]
==========================================================================
--------------------------------------------------------------------------
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, Baldwin Mansion 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Black Board
Location: | On the ground by the gravestone at the top of the fireplace,
| Baldwin Mansion.
Description:| "Black metal board with square holes
| punched into it. Found in mansion's</pre><pre id="faqspan-2">
| 2nd floor garden."
Purpose: | One of the three boards needed to solve the Gravestone
| Memorial puzzle.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Matches
Location: | On the nightstand in the Kid's Room, Baldwin Mansion 2F.
Description:| "Only 2 or 3 matches are left.
| Found in Kid's Room."
Purpose: | Lights the candle on the table in the attic, Baldwin
| Mansion.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Red Board
Location: | On the ground by the gravestone at the top of the fireplace,
| Baldwin Mansion.
Description:| "Red metal board with square holes
| punched into it. Found in mansion's
| 2nd floor garden."
Purpose: | One of the three boards needed to solve the Gravestone
| Memorial puzzle.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | White Board
Location: | On the floor of the northern balcony above the Entrance
| Hall, 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 Gravestone
| Memorial puzzle.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | White Liquid
Location: | On the secretarial desk in room 105, Blue Creek Apartments
| 1F.
Description:| "Small bottle filled with an unknown
| white liquid.
| The label reads 'I deny thee'."
Purpose: | Leave for Ernest in the Study, Baldwin Mansion 1F.
--------------------------------------------------------------------------
m a p s
---===-=====----=-=====---=-====---=====-=-======--==--=====---======---==
--------------------------------------------------------------------------
Map: | Baldwin House Map
Location: | On the short shelf in the Living Room, Baldwin Mansion 1F.
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.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
12. S A V E P O I N T L O C A T I O N S [SH2_B12]
==========================================================================
--------------------------------------------------------------------------
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
===============
1. On the wall by the south door in the Living Room 1F.
2. On the wall by the stairway door outside the Service Room on 1F.
Blue Creek Apartments
=====================
3. On the wall at the end of the short hallway in room 105 1F.
--------------------------------------------------------------------------
==========================================================================
13. M E M O S [SH2_B13]
==========================================================================
--------------------------------------------------------------------------
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
=================
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, 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, Baldwin Mansion 2F.
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, Baldwin Mansion 1F.
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, Baldwin Mansion
2F.
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, 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, 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
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
14. C R E D I T S [SH2_B14]
==========================================================================
--------------------------------------------------------------------------
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 to GameFAQs, IGN and all other web sites for hosting this FAQ.
- Thanks to everyone who gives this FAQ a good rating. It is much
appreciated.