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
A definitive guide to everything about Silent Hill 2.
"Now I lay me down to sleep, I pray the Lord my soul to keep.
If I should die before I wake, I pray the Lord my soul to take."
S I L E N T H I L L 2
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
TABLE OF CONTENTS.................................................[SH2_00]
--------------------------------------------------------------------------
MAIN
1. INTRODUCTION.................................................[SH2_01]
2. UPDATES......................................................[SH2_02]
3. FREQUENTLY ASKED QUESTIONS...................................[SH2_03]
4. PLAYING THE GAME.............................................[SH2_04]
01 // Menus...................................[ptg_01]
02 // Game Basics.............................[ptg_02]
03 // Combat Strategies.......................[ptg_03]
04 // Items...................................[ptg_04]
05 // Health System...........................[ptg_05]
5. CONTROLS.....................................................[SH2_05]
6. DIFFICULTY SETTINGS..........................................[SH2_06]
MAIN SCENARIO: "LETTER FROM SILENT HEAVEN"
7. PROLOGUE.....................................................[SH2_07]
8. CHARACTERS...................................................[SH2_08]
9. ENEMIES......................................................[SH2_09]
10. WEAPONS AND SUPPLIES.........................................[SH2_10]
11. WALKTHROUGH..................................................[SH2_11]
01 // East South Vale.........................[wlk_01]
02 // Wood Side Apartments....................[wlk_02]
03 // Blue Creek Apartments...................[wlk_03]
04 // West South Vale.........................[wlk_04]
05 // Brookhaven Hospital.....................[wlk_05]
06 // Nightmare Hospital......................[wlk_06]
07 // Dark South Vale.........................[wlk_07]
08 // Silent Hill Historical Society..........[wlk_08]
09 // Toluca Prison...........................[wlk_09]
10 // Labyrinth...............................[wlk_10]
11 // Toluca Lake.............................[wlk_11]
12 // Lake View Hotel.........................[wlk_12]
13 // Nightmare Hotel.........................[wlk_13]
PUZZLES:
i. Grandfather Clock.......................[puz_01]
ii. Safe Combination........................[puz_02]
iii. Old Coin Desk...........................[puz_03]
iv. Third Floor Patient Wing Keypad.........[puz_04]
v. "Louise" Box............................[puz_05]
vi. Trick or Treat Chest....................[puz_06]
vii. Trap Room Keypad........................[puz_07]
viii. Box of Faces............................[puz_08]
ix. Free the Innocent Man...................[puz_09]
x. Locked Briefcase........................[puz_10]
xi. Music Box Player........................[puz_11]
BOSS FIGHTS:
i. Apartment North Stairwell...............[bos_01]
ii. Hospital Examining Room 2...............[bos_02]
iii. Labyrinth Room..........................[bos_03]
iv. Labyrinth Meat Freezer..................[bos_04]
v. Hotel Lobby.............................[bos_05]
vi. Hotel Rainy Platform....................[bos_06]
12. SPEED WALKTHROUGH............................................[SH2_12]
13. ENDINGS......................................................[SH2_13]
14. UNLOCKABLES AND SECRETS......................................[SH2_14]
15. 10-STAR RANKING GUIDE........................................[SH2_15]
01 // Ranking Overview........................[tsr_01]
02 // Requirements............................[tsr_02]
03 // Difficulty Levels.......................[tsr_03]
04 // Ending..................................[tsr_04]
05 // Ending Clear............................[tsr_05]
06 // Saves...................................[tsr_06]
07 // Total Time..............................[tsr_07]
08 // Items...................................[tsr_08]
09 // Defeating Enemies.......................[tsr_09]
10 // Boat Stage Time.........................[tsr_10]
11 // Total Damage............................[tsr_11]
12 // Walkthrough.............................[tsr_12]
13 // Strategies..............................[tsr_13]
14 // Puzzle Solutions........................[tsr_14]
15 // Hyper Spray Upgrades....................[tsr_15]
16. ITEM LIST....................................................[SH2_16]
17. SAVE POINT LOCATIONS.........................................[SH2_17]
18. MEMOS........................................................[SH2_18]
SUB SCENARIO: "BORN FROM A WISH" (Greatest Hits/Director's Cut versions)
19. PROLOGUE.....................................................[SH2_19]
20. CHARACTERS...................................................[SH2_20]
21. ENEMIES......................................................[SH2_21]
22. WEAPONS AND SUPPLIES.........................................[SH2_22]
23. WALKTHROUGH..................................................[SH2_23]
01 // West South Vale.........................[bfw_01]
02 // Baldwin Mansion.........................[bfw_02]
03 // Blue Creek Apartments...................[bfw_03]
PUZZLES:
i. Gravestone Memorial.....................[bpz_01]
24. SPEED WALKTHROUGH............................................[SH2_24]
25. RANKING......................................................[SH2_25]
26. ITEM LIST....................................................[SH2_26]
27. SAVE POINT LOCATIONS.........................................[SH2_27]
28. MEMOS........................................................[SH2_28]
ADDENDUM
29. COOL AND SCARY THINGS........................................[SH2_29]
30. PLOT ANALYSIS................................................[SH2_30]
I. Silent Hill..............................[pa_01]
II. James....................................[pa_02]
III. Mary.....................................[pa_03]
IV. Maria....................................[pa_04]
V. Laura....................................[pa_05]
VI. Angela...................................[pa_06]
VII. Eddie....................................[pa_07]
VIII. Pyramid Head.............................[pa_08]
IX. Born From A Wish.........................[pa_09]
31. MY PERSONAL REVIEW...........................................[SH2_31]
[SEARCH]: Press CTRL/CMD + F to bring up the search menu. Copy the code
from the Table of Contents above for the section you would like to visit.
"The door that wakes in darkness,
opening into nightmares."
--------------------------------------------------------------------------
==========================================================================
M A I N
==========================================================================
==========================================================================
1. I N T R O D U C T I O N [SH2_01]
==========================================================================
--------------------------------------------------------------------------
Welcome to my Silent Hill 2 FAQ/Walkthrough, serving as a definitive guide
to everything about Silent Hill 2. This was my first full guide for any
game that I first began as a teenager, and a ton of work has gone into not
only creating but especially maintaining it over almost two decades now.
Because of this in addition to it covering my favourite game of all-time,
it has always remained very dear to me and is the FAQ I'm most proud and
fond of, while truly the best of my work in all honesty.
This FAQ is arguably more of a super document of Silent Hill 2, containing
not only extremely detailed walkthroughs for both scenarios but countless
other in-depth sections, including speed walkthroughs, full item lists, a
complete roster of memos and notes, a summary of the prologue and all
characters, and roster of enemies with strategies for dealing with each.
Additionally you can find a section devoted to game basics, tips and
strategies for playing the game, an in-depth 10-star ranking guide, a full
plot analysis that closely analyzes each character and the town, and even
a fun list of trivia or "cool and scary things" to find in the game,
stemming from a series of my topics on the Silent Hill 2 GameFAQs message
board around the game's release.
I've made an effort to keep this entire document fully up to date over the
years, including most recently in 2019 after delaying it for years due to
lack of time. This included heavy editing and reorganization of the entire
document from beginning to end, including the full walkthroughs, bosses,
all riddle analyses and solutions, and literally everything else, such as
entirely rewriting the plot analysis while going into much more depth,
because this game simply warrants it.
But most importantly of all, the walkthroughs have been heavily modified
and divided into several sub sections with clear subheadings and section
codes to make it very simple and straightforward for the reader to find
exactly what they're looking for. This is something I'd wanted to do for a
long time, so I'm glad it's finally done and I can say I'm very satisfied
with the final state of this FAQ after all these years.
Beyond that, my philosophy when writing walkthroughs is to be as detailed
as possible to avoid any confusion, while guiding the player as if I'm on
the journey with them, rather than just listing off instructions. Vague
and unclear guides are what originally led me to start writing my own
guides, and so I've focused on providing the best experience for the
reader where nothing is obscure whatsoever. Rest assured that this guide
is comprehensive in every way to benefit the player, which at the end of
the day should be the main goal of any guide.
And that's about it. This FAQ has become quite enormous in size with lots
to navigate through, so be sure to refer to the Table of Contents and
section codes above to find exactly what you're looking for.
Cheers.
- Conquerer
--------------------------------------------------------------------------
==========================================================================
2. U P D A T E S [SH2_02]
==========================================================================
--------------------------------------------------------------------------
MOST RECENT UPDATES:
[12/31/2019] - New Year's Eve - 885 KB [FINAL]
More than a full decade since I last updated this document, I have
heavily edited, rewritten or reorganized literally every single section,
something I've had on my mind for a long time now. The plot analysis has
been bolstered while completely rewritten from scratch as perhaps the
biggest change, and I've beefed up the 10-star ranking section while also
discovering the exact requirements which seem to have been wrongly
reported by everyone for years. But the main idea of the update was mostly
to modernize the walkthrough, including sub headings to allow for very
clear and precise navigation, while heavily editing it and the entire
document to a state that I'm completely happy with after all these years.
And I am. This FAQ is now completely finished. For real. It's been a
whirlwind of a ride and I'm proud of my work over all the years. Thank you
all. Cheers.
[08/30/2008] - 712 KB
It's been almost four years since I've formally added a new update in
here, although honestly I made a bunch of minor updates throughout 2005
and maybe even 2006. To be honest, I wouldn't quite say I'm "done" with
this FAQ as there's still some cleaning up and revisions I'd like to do,
but it's been so long since the last update and it's hard for me to find
time to work on it anymore beyond basic editing.
But since 2004 I've added over 200 KB of text, and while it's been too
long for me to know exactly what has been changed, that certainly includes
a lot of new content and complete sections that have been rewritten,
making this version much more in-depth and superior than the last. Either
way, I figured it was best to just submit this version that I've had on my
hard drive for years and get it off my conscience already. If there ever
is another update it may not be for a long time. But until then, this is
honestly the most comprehensive guide on this game that I've seen out
there, so it should suffice.
[12/31/2004] - New Year's Eve - 478 KB
Corrected many errors (mostly typos) that still inhabited the FAQ. Surely
there are still others but this document is quite massive and hard to
maintain now. Also added quotes before each walkthrough section to give it
some flair.
[11/11/2004] - Remembrance Day - 475 KB
More fine-comb editing throughout the FAQ.
[10/12/2004] - 474 KB
Basic editing throughout the FAQ, added some CAST.
[08/25/2004] - 471 KB
Major update. Changed the layout of the FAQ, rewrote the entire
walkthrough with ammo, health, and enemies now pointed out. Added a
10-star ranking guide in the ranking section, a plot analysis, many more
CAST, and updated and edited the entire rest of the FAQ. Over 200 KB of
text added.
[08/23/2003] - 257 KB
Revisions made to the CAST section.
--------------------------------------------------------------------------
==========================================================================
3. F R E Q U E N T L Y A S K E D Q U E S T I O N S [SH2_03]
==========================================================================
--------------------------------------------------------------------------
GENERAL FREQUENTLY ASKED QUESTIONS:
Q: How many versions are there of Silent Hill 2 and what are the
differences?
A: Many, but it mainly boils down to two: the original version and the
extra content version which is known by many different names. This
version contains an extra short scenario with Maria as a playable
character with new weapons and a new area to explore, plus a new
ending for the main scenario and apparently enhanced lighting and
graphics, however minimal the difference may be.
Q: What are the different versions of Silent Hill 2?
A: Refer to the chart and its legend below as there are different names
for them depending on the platform and region.
North America Europe Japan
NTSC-U/C PAL NTSC-J
----------------------------------------------------------------------
PS2:
Silent Hill 2 NEC NEC NEC
Silent Hill 2 (Special 2 Disc Set) x NEC x
Silent Hill 2 (Greatest Hits) EC x x
Silent Hill 2: Director's Cut (Platinum) x EC x
Silent Hill 2: Saigo no Uta x x EC
----------------------------------------------------------------------
Xbox:
Silent Hill 2: Restless Dreams EC x x
Silent Hill 2: Inner Fears x EC x
Silent Hill 2: Saigo no Uta x x EC
----------------------------------------------------------------------
PC:
Silent Hill 2 EC x x
Silent Hill 2: Director's Cut x EC x
----------------------------------------------------------------------
PS3:
Silent Hill 2 HD (HD Collection) EC EC EC
----------------------------------------------------------------------
Xbox 360:
Silent Hill 2 HD (HD Collection) EC EC x
----------------------------------------------------------------------
EC = extra content NEC = no extra content x = version does not exist
All versions of Silent Hill 2 on Xbox and PC regardless of the title
have the extra content, but there was no PC release at all in Japan.
To clarify the PS2 versions, the original release is simply titled
"Silent Hill 2" in all regions, with Europe receiving an exclusive
"Special 2 Disc Set" with the base game, a "Making of Silent Hill 2"
DVD and some art inserts, all wrapped up in a special folding-case. The
game disc does not include any extras, nor does the standard PAL
release with a regular case (but similar cover art) and just the game
disc, which released at a later time.
In Europe, the extras version was branded as "Director's Cut" and is
only available as a Platinum release. In North America, the extras
version came in the form of a Greatest Hits release with the exact
same covert art and standard title (but the back describes the extras).
In Japan, the extras version was released as "Saigo no Uta" ("Poem of
the Last Moment" or "The Final Song"), which was later repackaged in
two platinum-like formats, "Konami The Best" and "Konami Dendo
Collection", but with the exact same content.
Additionally, all versions of the HD Collection contain all extras in
every region, although the 360 version doesn't exist in Japan.
If you are ever confused which versions have the extras, simply
remember any subtitle at all (Director's Cut, Restless Dreams, Inner
Fears, Saigo no Uta, or even HD) means it has everything. The only
exceptions to this are the non-subtitled Greatest Hits PS2 version and
PC version in North America which include all extras.
Q: So just tell me straight, what version should I get to have everything?
A: PS2: Greatest Hits for NA, Director's Cut for EU, Saigo no Uta for JP.
Xbox: Restless Dreams for NA, Inner Fears for EU, Saigo no Uta for JP.
PC: Silent Hill 2 for NA, Director's Cut for EU.
Q: Which version is included in "The Silent Hill Collection" PS2 release?
A: The original sadly, so no extras or Maria sub scenario.
Q: How is the version in the Silent Hill HD Collection?
A: Not very good. It does have all the extras, but overall it's a buggy
mess with poorly redone visual details, horribly enlarged CG movies,
many music, looping and sound effect issues, and regular frame rate
slowdowns. And even though the new voice track is optional, it sounds
overproduced while completely missing nuances in the dialogue like the
original. Even the "Original Voices" track still replaces some small
roles like the elevator game show host, which was full of character and
layers of insanity but now reduced to a one-dimensional performance. It
is nice to otherwise see the game in higher resolution, but it comes at
quite the cost of other drawbacks that certainly do hurt the
experience. Especially as your first experience, I would avoid this
version at all costs (SH3 is even worse), unless it is truly your only
option to play the game. And if so, do understand that you are playing
the clear worst version of the game, so judge the experience and
overall game within that limitation since noticeable flaws may not
exist in the original. Otherwise, read below for a far superior way to
play this game in HD which I cannot recommend enough.
Q: Which version provides the best experience today?
A: Without a doubt the Silent Hill 2: Enhanced Edition for PC, which is a
series of free-to-download mods to install alongside the base PC
version, which you must already have. These mods work to enhance and
preserve all aspects of the game in a more high-definition future,
providing HD and 4K resolutions with some seriously impressive work by
hardcore Silent Hill 2 fans. Google it to find more information. If
not a PC gamer, I totally understand but neither was I. It works
fantastically well when connected to a TV via HDMI and can even be
played with a modern controller via USB. If this version is not an
option for you, I'd simply recommend the original PS2 releases, which
are incredibly polished compared to all others and come straight from
the original development team, exactly as they were intended to be
played. The only single drawback is being held back by PS2 resolution.
Q: How long does it take to beat this game the first time?
A: On average about 8 hours, ranging from 6-10 for most players depending
on your play speed, commitment to exploration and ability to solve
puzzles. It took me about 8h40m my first time around and I explored a
fair bit, but I've heard of a few others taking over 10 hours.
Q: How long does it take to beat Maria's sub scenario?
A: Probably around an hour your first time. It's fairly short. It can even
be completed in less than 10 minutes if you know exactly what you're
doing on subsequent playthroughs.
Q: Who is on the cover of the game?
A: Angela's face features on all North American versions (specifically
from the mirror room scene) while it's Laura's eyes in the narrow
window in the European versions. Meanwhile Japan's original release
features the Nine Red Squares near the game's end but Saigo no Uta
features James and Maria along with some Nurses and Mannequins in the
PS2 release while the Japanese Xbox version uses a close-up of Maria
lying on the Heaven's Night stage.
Q: How many endings are in this game?
A: In the original version there are five. In the extras version, there
are six, along with a new scenario where the ending is always the same.
Q: Is it worth it to play the first Silent Hill if I like this game?
A: Absolutely. It may take some getting used to the blocky graphics and
rougher controls, but SH1 is a must for any SH2 or horror fan. Keep in
mind it may be pricey to find in physical PS1 form as it's a game still
held very highly in terms of significance and value. But it can also be
found for cheap on PSN for PS3 and can also be transferred and played
on PS Vita.
Q: Can I load my original version file of SH2 in the Greatest
Hits/Director's Cut version?
A: Well, you can load your file and the game will recognize everything in
the file such as endings received, total time, items unlocked, etc.
However you cannot load and continue a game currently in progress. So
yes, you can load the data itself to keep your endings and extra items,
but you will have to start a new game to keep the file going.
Q: How do I load my data from the original version while playing the
Greatest Hits/Director's Cut version?
A: If your memory card is inserted into slot 1 of your PS2, it will
recognize it by default. Just start a New Game, which should be
highlighted in yellow.
FAQ/WALKTHROUGH FREQUENTLY ASKED QUESTIONS:
Q: I noticed that several times in the FAQ you mention Greatest
Hits/Director's Cut version only. Does that mean only those two
versions specifically and not others like Restless Dreams, Inner Fears,
etc.?
A: It means all extras versions. Greatest Hits, Director's Cut, Restless
Dreams, Inner Fears and Saigo no Uta, plus the PC version. Greatest
Hits/Director's Cut are simply the most common versions and it's more
convenient to list them than all versions every single time.
Q: What do you mean by "examine"?
A: Go up to whatever is mentioned and press X (or A). However, if
mentioned in the context of your inventory, find the item mentioned and
select the "Examine" option in the inventory menu.
Q: I am playing on Xbox/PC and I keep seeing "press X" in your walkthrough
but it seems to be the wrong instruction for me. Is this for PS2 only?
A: The walkthrough is specifically written for the PS2 version, yes, but
everything beyond button inputs applies to all versions. If playing on
Xbox, press A instead of X, and on PC press whatever your action button
is set to, which is the space bar by default.
Q: I can't find a certain item. Can you help me?
A: Check the Item List in this FAQ, although every item location and
where used is also clearly described in the walkthrough.
Q: I can't solve a certain puzzle. Can you help me?
A: You will find every puzzle thoroughly explained for each difficulty in
the walkthrough.
Q: I need to find the nearest save point. Can you help me?
A: Check the Save Point Locations section of this FAQ.
Q: Do you ever describe where ammo or health items are in the walkthrough?
A: Yes. All the necessary health and ammo items are pointed out, plus
even stuff out of your way will often be mentioned if it interests you.
Q: I'm not too great at this game and I die pretty easily. Do you have any
tips for me to get better?
A: Read the "Playing The Game" section of this FAQ for a whole ton of tips
and strategies to help you throughout. I guarantee you will become a
better player if you give it a good read and apply some of those
techniques. Additionally, check out the Enemies section for strategies
and recommended weapons for dealing with each specific enemy.
Q: I noticed a few times that you said you need to beat the game to unlock
something. Does this mean the entire game -- both scenarios?
A: No, it just means the main scenario. Whenever referring to the sub
scenario, I'll specifically address it.
Q: Why do you call the patient/straitjacket creatures Lying Figures?
They're not always lying on the ground.
A: That's the creature's official name by Team Silent, the developer of
the game. Whenever I say Lying Figure, I'm referring to the creature by
its name, regardless of its position.
SPECIFIC LOCATIONAL OR GENERAL GAMEPLAY QUESTIONS:
Q: Where is my health bar? How am I supposed to know when to heal?
A: Instead of a health bar, you have a status screen in your inventory
that is a screenshot of your in-game position. Depending on your
health, it may be tinted green (good health), clear (okay), or red
(bad), with varying levels of static. Use this screen to judge when
it's time to heal, along with the vibration of your controller
warning that you are low.
Q: Why does the game look so grainy? Is there any way to fix it?
A: That's a very intentional noise filter to imitate the visual look of
an old horror film. You have to beat the game at least once to unlock
the ability to turn it off via Noise Effect in the Extra Options.
Q: Where's the exit of the washroom at the beginning of the game?
A: Just to the right and behind James' initial position by the mirror.
Move around the corner to exit.
Q: I found a memo that's partially-illegible. Is there any way I can read
the full contents?
A: It was perhaps intended as an unlockable but not properly implemented
into the game. The full versions can however be read in the Memos
section of this FAQ alongside their original versions.
Q: I can see a Handgun in a shopping cart in room 301 of Wood Side
Apartments but I can't pick it up... why not?
A: You must have the Flashlight and it must be on (press Circle or B)
since James' vision is limited in dark areas. If you don't have the
Flashlight, grab it from the mannequin in room 205 on 2F.
Q: When I try to enter room 109 in Blue Creek Apartments, the door won't
open but it's not locked and I need to get in there. What's wrong?
A: You need to see Eddie in room 101 of the Wood Side Apartment 1F north
building (first accessed from the Courtyard). If you remember seeing
him there and the door still won't open, perhaps you died or loaded
your game from previously, so you must see him again. It's a bit of a
silly reason, but meeting Eddie is required to advance the game.
Q: I'm in the apartments and can't find the Old Man Coin, but I have the
others. Where is it?
A: It's stuck inside the garbage chute on the second floor of Wood Side.
To knock it loose, you'll need the Canned Juice that's in front of room
107 1F. Once you've got it, stand in front of the chute on 2F, enter
your inventory and use the Canned Juice. Now head back down to 1F, exit
back through the lobby doors and you'll find the coin amongst the loose
garbage at the bottom of the chute around the corner to James' left.
Q: I only have three coins for the coin puzzle in the apartments. Where
are the other two?
A: There are only three. You must place them in the appropriate slots as
explained in the riddle.
Q: I heard some whispers in room 209 2F of Blue Creek Apartments. What do
they say?
A: The whispers are hard to understand but most of the sentence is
decipherable. From what I can make out, it says: "See my dead wife,
come home, load some laundry to escape me, and take two crimes to the
(undecipherable)'s face." The undecipherable name sounds something like
"Timson". This still stands as an unexplained mystery and this is only
my own interpretation.
Q: I'm in the hospital and can't read the bloody code on the wall in the
Special Treatment Room cell on 3F. Can you help me?
A: The numbers are random each time, so scroll down to that section of the
walkthrough and you'll find a very detailed guide to get through it.
It's called the "Louise" Box puzzle.
Q: I'm playing on PC and no numbers appear for the typewriter code. What
am I supposed to do?
A: Well, my best advice would be to reinstall the game. First, copy the
save data folder and put it somewhere else, then reinstall it. Once
this is done, paste the save folder back where it should be (or just
the save files) and load up the game and try it again. If this doesn't
work then you'll have to do it the old fashion way: keep guessing
combinations until it opens. Have fun.
Q: I entered an elevator by accident and can't get out on the same floor.
Is it possible to do so?
A: Yep. Just like a real elevator, press the open doors button with the
arrows facing outward (<>) rather than the floor button.
Q: Help! I'm trapped in a well! What do I do?
A: Search the brickwork inch by inch to find an area that's "different",
then whack it with the Steel Pipe or Wooden Plank until it breaks (two
to three whacks). From where you land in the well, the "different" spot
is approximately 135 degrees to the left (3/8ths of a full turn). If
you can't find it, just keep hitting X (or A) while slightly moving to
the next part and you will eventually find the different description.
Q: I'm stuck in a cell in the prison -- it won't open! What do I do?
A: Keep trying to open the cell door. You weren't that determined to get
out, were you?
Q: What is that invisible monster in the prison and what is it saying?
A: It's just an invisible unknown creature. It sounds like it's saying
"ritual". Perhaps irrelevant, it also sounds like "are you sure"
said backwards. But do go ahead and aim and shoot at the thing and it
will take damage, scream and eventually die. You can even whack it with
the Steel Pipe.
Q: I found a locked briefcase and a picture of its code in the hotel, but
the code is covered with marker. What do I do here?
A: The code is random every time, so you'll need to use the paint Thinner
to erase the ink. If you don't have it, the Thinner is in the open
elevator on B1F.
Q: I missed the music box outside the hotel and now I can't get back
outside. The entrance doors won't open, so what am I supposed to do?
A: That's because you're trying the wrong entrance. The main entrance in
the Lobby is not where you entered from and won't open. You entered
from the back entrance at the south of your map. You'll always be able
to go back and get it if you missed it.
Q: An alarm keeps going off when I try to enter the employee elevator in
the hotel. What do I do?
A: Check the elevator panel and you'll notice a note on weight allowance.
Examine the nearby shelf and put all your items in it and you will be
able to use the elevator.
Q: I can't put my stuff on the shelf by the employee elevator in the
hotel. What gives?
A: You need to read that weight allowance note on the elevator panel first
for James to know he needs to use it.
Q: Why are there two hotel maps?
A: One is for guests and the other is for employees. The guests map
doesn't cover employee-only areas and the employees map does, along
with everything else. So the guest map becomes obsolete and is replaced
by the employee map.
Q: I can't find the Dog Key. Where is it?
A: First, you need to receive the In Water, Leave, and Maria endings in
the same file, or just the Rebirth ending. Make sure this file is
loaded up and start a New Game. When you're exiting Rosewater Park for
the first time, keep going straight and you should enter an open lot
with a doghouse with the key inside it. If it's not there, you don't
have the required endings in your file or you haven't loaded or saved
properly. The open lot is just west of Jack's Inn.
Q: How do I know which endings I've received in my file if I don't
remember or I'm unsure?
A: Go to the save/load menu and use the D-Pad by pressing left or right
until a bunch of letters show up at the right of the column where your
play time normally is. Each letter represents an ending you've
received:
L = Leave
M = Maria
W = In Water
R = Rebirth
D = Dog
U = UFO (Greatest Hits/Director's Cut only)
X = Born From A Wish (Greatest Hits/Director's Cut only)
So if one or more of these are not showing up, you have not received
that or those endings yet in your current save file.
Q: How do you unlock the Blue Gem?
A: You must have the Greatest Hits/Director's Cut version. Beat the main
and sub scenarios in the same file. Then play the main scenario after
loading that file and it will be on the ground by one of the stalls in
the opening washroom.
Q: Is the Purple Hyper Spray a myth? Does it actually exist?
A: I half wondered that myself at some point, since the internet seems to
believe it requires a ranking of under 4 stars. But while testing it I
personally verified it requires under 2 stars and can certainly confirm
that it exists. And surprisingly it's far better than the White and
Yellow sprays, perhaps as a reward for players who went through the
immense struggle of getting such a bad ranking to obtain it. If
interested in more details about it, refer to the Hyper Spray Upgrades
segment of the 10-Star Ranking Guide in this FAQ, including a quick Sub
2-Star Ranking Guide at the end.
Q: I heard that you can make James perform a battle cry with the Chainsaw.
How can I do this?
A: Kill a few enemies with the Chainsaw, then stand over a corpse and
simply wait without pressing anything (the Chainsaw should not be
idling). He should do it in around 10 seconds.
Q: What is this "New Game Plus"?
A: It doesn't have an official name in SH2, but it works the same way.
Once you beat the game once, New Game becomes highlighted in yellow in
the main menu. By selecting this, you are continuing your save file
and can obtain unlocked extras, whereas starting a normal New Game
without a memory card or a completed save file, you'll be starting a
brand new game without any extras and you won't be continuing your file
to unlock more extras and keep your clear stats.
Q: What's a "grate floor"?
A: Think of a fence with metal strips holding it together, but situated
on the ground. So you can walk on it but also see through it.
Q: Can you run up steep staircases any faster without slowing down?
A: Yes, there is an exploit where you can keep James' 100% speed rather
than him taking a few quick steps and slowing down before repeating. To
do this, run along the side wall of the staircase at a 50-60 degree
angle. Once you find the sweet spot, he'll run at a consistent speed.
Again this only works for steep staircases like at the end of the game.
Another alternative is strafing sideways up stairs. These are only
small tricks mostly unnecessary but may help with speed runs or if
you're a bit impatient.
Q: Which song plays in the credits for each ending?
A: Leave - Overdose Delusion
Maria - Promise
In Water - Angel's Thanatos
Rebirth - The Reverse Will
Born From A Wish (Maria Sub Scenario) - Love Psalm
The Dog and UFO endings aren't on the official soundtrack but can be
found online if you desire.
Q: I heard someone talking during The Reverse Will, the song that plays in
the Rebirth ending credits, but I couldn't understand it. What is being
said?
A: It's Laura's prayer from the 2001 Tokyo Game Show trailer of Silent
Hill 2, playing in reverse and repeated in jumbled excerpts. This is
what Laura says in full: "Now I lay me down to sleep, I pray the Lord
my soul to keep. If I should die before I wake, I pray the Lord my soul
to take." This is presumed to be a prayer said before putting the
children to bed in the orphanage Laura stayed in.
Q: What is this "Baldwin Mansion" place in the walkthrough? I didn't find
that area.
A: That's the walkthrough for the Born From A Wish sub scenario in the
Greatest Hits/Director's Cut version. The Baldwin Mansion is a playable
area in this scenario only.
Q: I saw some clips in the opening movie that I didn't see in the game.
Did I miss something?
A: No. They are deleted scenes that didn't make the final cut or they
exist purely for the opening movie.
--------------------------------------------------------------------------
==========================================================================
4. P L A Y I N G T H E G A M E [SH2_04]
==========================================================================
--------------------------------------------------------------------------
This section deals with all aspects of playing the game. If you're a
newcomer or could use some tips, this is the right place for you. Take a
look through the specific sections below to familiarize yourself with the
game and improve your combat skills and strategies.
00 // Contents
-----------------------
01 // Menus
02 // Game Basics
03 // Combat Strategies
04 // Items
05 // Health System
01 // m e n u s [ptg_01]
===-=-=====----=-=-----=-=====--====-=-======-===---=========----=-====-==
This section deals with the various menus in the game, including their
functions and how to navigate them.
=========
Main Menu
=========
Opening Movie
-------------
Upon loading up the game, an opening movie that serves as a trailer or
teaser will begin to play. It'll also play if you stay idle on the main
menu for a while. Initially, there will only be dialogue at the beginning
and end, with music playing through the rest of the movie, but completing
the game will fill in all the dialogue at various parts of the movie. You
may also notice a few scenes which aren't featured in the game itself,
which are either deleted scenes or intended strictly for this opening.
New Game
--------
Obviously this is how you start a New game, and initially it will be
written in white like the rest of the main menu options. Once you beat the
game at least once, it'll now be highlighted in yellow, indicating you
will be able to carry over any unlockables into the next game, serving as
a modern day New Game Plus equivalent. As long as your memory card that
has a completed game file is inserted in the first slot, it'll
automatically recognize it and have this option highlighted.
Load
----
Use this option to access the Load menu and view all your save files. If
this option does not appear on the menu, you don't have any save files on
your memory card. Once in the Load menu, your most recent save file will
be highlighted, ready for you to select and load. You can also use the
Continue option in the main menu to load the most recent save.
Continue
--------
This option continues from your most recent save and is only available if
you have a save on your memory card. To load an older save, use the Load
function and locate it. If your latest save is a completed file, using
this function will load your Ranking card (as will loading it manually).
Use the yellow-highlighted New Game to continue your save file.
Option
------
Indeed called Option, this leads to the Options menu where you can change
a bunch of different settings. Refer to the Options Menu below for more
details about what can be changed.
==============
Save/Load Menu
==============
This is the red menu that is used to save and load your game, although
technically they are two separate menus for saving and loading,
respectively. Beyond that, they operate in the same manner. By using the
left and right directional buttons you can toggle what display is shown on
the right-hand side. Originally it shows play time of the current game,
but toggling further you can view the total play time of your entire file
and a list of each ending you have received in your save file. These
endings are identified by single letters as follows:
L - Leave
M - Maria
W - In Water
R - Rebirth
D - Dog
U - UFO (Greatest Hits/Director's Cut version only)
X - Born From A Wish (Greatest Hits/Director's Cut version only)
If you don't see the corresponding letter show up here, you have not
received that ending in your current save file.
Saving and Loading
------------------
In order to save during the game you'll need to find a save point. These
are red square sheets of paper found mostly on walls or tables throughout
the game. Examine them to access the Save menu and save your game. To
load, use the Load option from the main menu to access the Load menu and
choose your file, or simply use the Continue option to load the most
recent save file.
When playing subsequent playthroughs, always make sure your memory card is
inserted and that New Game is highlighted in yellow before starting a New
Game to continue your file. If you have multiple files, I suggest always
loading your most recent Game Result save before starting a New Game to
ensure you keep everything that you've unlocked in that file.
============
Options Menu
============
The normal Options menu where most standard settings can be changed. Refer
to below for specific details.
OPTION SELECTIONS
Brightness Level Level 0, Level 1, Level 2, Level 3, Level 4, Level 5,
Level 6, Level 7
Screen Position X & Y Coordinates
Button Config Type 1, Type 2, Type 3, Type 4, Type 5, Type 6
Control Type 3D Type, 2D Type
Vibration Off, Soft, Normal, Hard
Auto Load Off, On
Language English, French, German, Italian, Spanish, Japanese
Subtitles Off, On
Sound Speaker, Headphone, Monaural
BGM Volume ||||||||||||||| (1-15)
SE Volume ||||||||||||||| (1-15)
Extra Options
-------------
This "secret" menu is accessed by pressing L1 or R1 in the Options menu.
The following is what can be changed.
OPTION SELECTIONS
Weapon Control Normal, Switch
Map Zoom In, Zoom Out
Blood Color Normal, Green, Violet, Black
Walk/Run Control Normal, Reverse
View Control Normal, Switch
Bullet Adjust* x1, x2, x3
Noise Effect* Off, On
[Note]: The game must be completed once to unlock the Bullet Adjust and
Noise Effect options, which are normally set to x1 and On by default.
Rather than requiring multiple runs, Bullet Adjust x2 and x3 are unlocked
once the option is available.
==============
Inventory Menu
==============
The Inventory menu is where you can view all the items in your possession
during gameplay. It is accessed via the Start button and is an extremely
helpful menu with many options. Here you can equip and reload weapons,
examine, combine and use items, view your health status in the top left
screen, use health items, and also visit the Options menu, Memo menu, and
view your Map. For a better understanding of the Inventory menu, its
layout and functions, refer to the text image below and the descriptions
below that.
_______________________________________________
| _____________ |
| ----Status--- --Equipment-- |---Command---||</pre><pre id="faqspan-2">
| |¯¯¯¯¯¯¯¯¯¯¯| | ||
| | Tinted | Equipped |---Use-------||
| | In-Game | Weapon | Examine ||
| | Screen | |_____________||
| |___________| |
| _________ |
| | | |
| Item Item | Item | Item Item |
| | | |
| |_________| |
| Item Name |
| Item Description. Usually what it is and |
| where it was found. |
| |
| ---Option---- ----Memo----- -----Map----- |
|_______________________________________________|
Status
------
The top left corner of the menu is an in-game screen that displays your
current health status. Depending on your condition, it may be tinted with
colour and show static, or simply look clear. Refer to the Health System
section of Playing the Game below for more details on interpreting your
health.
Equipment
---------
The weapon you currently have equipped will sit under the Equipment title.
If you don't have a weapon equipped, move the cursor over one and select
"Equip" from the Command box in the top right.
Command
-------
Use this menu to perform a number of actions for weapons and items. For
weapons, equip, unequip and reload. For items, examine, combine and use
them here once they are highlighted with the cursor.
Option
------
Select this to access the Options and Extra Options menus to change
various settings. Refer to the Options menus above for what settings can
be changed.
Memo
----
This option allows you to access the Memo menu for a full roster of all
the memos you've found throughout the game for quick reference. Memos can
be informative to read but also vital to solving puzzles or understanding
where to go, so be sure to check through them in this menu whenever
necessary. Refer to the Memos section of this FAQ for a full listing of
every memo in the game. Keep in mind that not every note is a memo and
James won't record if it it's on the more minor side. These additional
notes, however, can also be found in the Memos section of this FAQ.
Map
---
Selecting this option displays the map of the area you're currently in, if
you have it. The map is one of the most useful tools in the entire game
and should be referenced very often to keep on top of your surroundings.
It will tell you where you have and haven't been, pointing out unlocked,
locked, or broken-locked doors, points of interest, save points, and so
on. To avoid accessing the inventory first, simply press Triangle during
gameplay to directly access the map. For more information, refer to "Using
Maps" under Game Basics below.
02 // g a m e b a s i c s [ptg_02]
--=--=====---=-=====-=====---=-============---==--====-=-====-----===-====
This section explains the basics of the game, including general concepts
and features to get you started.
======
Camera
======
This is a survival horror game and with that comes many untraditional
camera angles. Unlike the fixed cameras of Resident Evil, the Silent Hill
games give you a little more control. In most areas you can hold the L2
button to focus the camera so that it looks ahead of James, allowing you
to see things a little more clearly. You won't always have this option
since certain areas are more crafted to prevent you from seeing things --
remember that sometimes the greatest fear is what you cannot see -- but
most of the time L2 will be a huge friend of yours. Additionally, keep an
eye out for camera shifts which may point out certain items or
environmental details.
==========
Using Maps
==========
Ah, the map -- such an invaluable tool. Throughout the game you'll usually
find a map for each area you visit. Maps are usually found at the entrance
or close by, offering you a chance to get a sense of your surroundings
early on. For one area without an official map, James will draw his own as
you advance through the area, keeping your Flashlight on so that he can
see and keep it updated.
The map truly is your best friend, guiding you on your journey as James
marks everything down as he goes. Using a red marker, locked doors are
solid lines, unlocked doors are arrows on both sides of a door,
inaccessible doorways or blocked off roads or paths are squiggly lines,
while save points are filled-in red squares and other points of interest
are question marks, circles or underlined locations. As for James, he is
represented by the green arrow, pointing towards the direction he faces.
To quickly check your map while playing the game, press Triangle. In dark
areas, the Flashlight must be on for James to be able to see it (or find
a bright spot under a light). Don't ever be ashamed if you're checking
your map countless times in any area, as it's an extremely helpful tool to
get your bearings and understand where to go next. It's also extremely
helpful for anyone using the walkthrough, as I'll often refer to compass
directions for where to go, which is more universal than left and right.
==============================
Using the Radio and Flashlight
==============================
In Silent Hill 2, you will receive a Radio and Flashlight whether you like
it or not, but both are also extremely invaluable tools. The Radio will
emit static to warn you of nearby enemy threats, becoming louder the
closer they are. This can also attract enemies so you may consider turning
it off in the Inventory menu if you wish to sneak around.
The Flashlight is also a vital tool that you will absolutely need to see
and use items in dark locations. Along with your Radio it can also attract
enemy attention, so feel free to turn it off to lower your profile. Rather
than using the Inventory menu option, toggle the Flashlight on and off by
pressing the Circle button during gameplay. If you can't seem to pick up
an item, make sure your Flashlight is turned on.
=============
Game Concepts
=============
Below we'll go over several principles and concepts regularly involved in
playing the game.
Running
-------
Yeah, you may not feel so tough running away all the time, but it's truly
the most logical solution a lot of the time, especially in larger, more
open environments like the streets of Silent Hill. The less often you're
in combat, the less you're likely to take damage. If you get a sense that
you can get by an enemy without engaging them, take the opportunity to do
so.
Ammo Conservation
-----------------
This is a very important aspect of all survival horror, where you don't
want to go around Rambo style, shooting everything in sight. Compared to
other games in the genre there is actually a fair bit of ammo in this
game, so you don't need to get too crazy with, but try to avoid using ammo
in cases where you can just run past an enemy or there's nothing else to
be gained from killing it. Further, be sure to kick enemies when they fall
to the ground to finish them off, rather than wasting further ammo or
letting them get back up.
Melee Weapons
-------------
Although firearms are easier and generally more fun to use, melee weapons
deliver a moderate amount of damage and will never run out of ammo or
break. If you're ever running a little low on ammo, consider switching to
a melee weapon at least for a while to stock back up. The best overall
melee weapon in the game is the Steep Pipe, with moderate power and good
range. The Wooden Plank is quite weak with more limited range, and the
Great Knife while extremely powerful is very slow and hard to use. The
unlockable Chainsaw is also powerful but a bit slow to use.
Searching Areas
---------------
A very common theme of Silent Hill 2 is searching for items, including
key items, weapons and supplies. You'll need to keep a sharp eye to find
certain items since they may not be right in your face for you to see,
and they don't quite flash either. Be sure to check every door you come
across to see if there are any items inside, and pay attention to where
James' head is facing since he will stare down items when they're nearby.
Do keep in mind he also stares at Maria and enemies, so don't get too hung
up on that.
Checking Doors
--------------
While many doors will always be unlocked and accessible, you will come
across many that will either be locked or have a broken lock. Locked
implies it can be unlocked either through finding and using the key, or
finding another path and unlocking from the other side. Broken locks imply
you will not be able to pass through at any point. These doors are denoted
by red squiggly lines on James' map after checking, while locked doors are
solid red lines, usually with an arrow indicating which side they're
locked from. Additionally, some doors without broken locks just simply
won't open due to being blocked or jammed and are denoted the same way.
Memos
-----
Memos are normally known as small notes, usually reminders, but they play
a much larger role than that in Silent Hill. Any relevant document or note
found in the game will be recorded by James, including puzzle riddles and
interesting newspaper articles. After collecting them, you can view your
memos by choosing the Memo option in your inventory. Refer to the Memos
section of this FAQ for all memos found in the game in addition to smaller
notes.
Codes
-----
On your journey you'll find several codes that you'll need for keypads and
other types of locks. Once you find codes in memos, they'll always be
available for you to reference in the Memo section of your inventory. Even
so, a small notepad and pen can be helpful to jot down codes as you'll be
finding them fairly regularly.
Nightmare Areas
---------------
In certain areas of the game you will go through transformations to the
Otherworld, which change the appearance of the area around you, sometimes
including the creatures. You'll also encounter many more enemies in
Nightmare areas and they tend to be more aggressive and stronger than
normal, and they also tend to respawn more often. Although the layout of
Nightmare areas is generally the same, the state of certain areas can be
completely different, including different doors unlocked, locked, and
inaccessible, as well as new and different areas that didn't exist in the
normal world. At the same time, new items are found around these Nightmare
areas.
==========
Soft Reset
==========
Soft reset is a function used to reset the game to the main menu rather
than being forced to reset the console entirely. To do this during
gameplay, press and hold Start + Select + L1 + R1 all at the same time.
This way you can quickly load a previous save or start a new game if you
weren't happy with your current session.
03 // c o m b a t s t r a t e g i e s [ptg_03]
=-====--=-=====--=----=-======--=-=====---===-====----=====---=-=-====----
This section is all about the battlefield, including fighting strategies
and general tips. For full details on strategies and recommended weapons
for each individual enemy, refer to the Enemies section of this FAQ
corresponding to the appropriate scenario.
Targeting Enemies
-----------------
Silent Hill 2 utilizes an auto-aim or lock-on targeting system. When near
and enemy, hold R2 to aim at them and raise your weapon (firearm or
melee). Then you'll be able to press or hold X to swing or fire. If too
far from an enemy, your weapon will still raise but you won't be locked
on. Additionally, you can change Weapon Control to reverse so that you can
press R2 to raise your weapon and press it again to lower it after done
shooting or swinging, but I recommend keeping this the default.
Shooting/Fighting Enemies
-------------------------
This is fairly standard, however how quickly you are able to get in
consecutive bullets or swings will affect how quickly enemies will go
down. Sometimes an inopportune reload will turn a three hit kill into five
or six hits, and even halting fire for even a second can up the amount of
bullets or swings required to down the enemy. To kill enemies the most
efficiently with the Handgun, always hold X to fire bullets continuously
until they have dropped, and be sure to reload in the inventory after each
kill or two, or at least be aware of your clip's ammo count.
Fighting Multiple Enemies
-------------------------
You will often traverse hallways and rooms with multiple enemies and even
enemy types moving at their own pace all around you, so it'll be important
to manage them accordingly. The Handgun works best for the three most
standard enemies (Lying Figure, Mannequin, Nurse), providing moderate
power but also movement will firing that helps distance you from enemies
behind while preventing an enemy ahead from attacking.
Sometimes things will be too much for the Handgun to properly manage, so
don't hesitate to pull out the Shotgun for a quick kill or two and settle
things down before switching back. And always stay on top of your clip
capacity, counting off as you fire and regularly reloading in your
inventory to prevent any surprise reloads in front of enemies.
Melee weapons won't bode very well in rooms with several enemies, unless
they're well separated. And if you don't have the ammo to spare, the best
option will always be to just run away and stay out of trouble.
Kicking Enemies
---------------
Kicking is a crucial part of Silent Hill 2's combat. Once you beat down
an enemy with a melee weapon or knock it down with bullets, most of the
time you will need to kick it to kill it for good. Otherwise it may just
get right back up again and keep attacking you. It is usually possible to
keep firing at an enemy while it's on the ground to kill it, but it can
also just as well get back up during this and it's really a waste of ammo
anyway, so be sure to kick every enemy you knock down. Sometimes enemies
may die before a kick is necessary, but if the radio is still emitting
static, go for the kick.
Pushing Enemies
---------------
This is a fairly unique and more subtle feature to Silent Hill 2. Normally
in most games when you run into an enemy, they act as a brick wall and
completely impede your progress, preventing you from slipping by between
them and a wall or some other object. But in Silent Hill 2, running into
an enemy will slightly push them in whichever direction you're going. If
you wish to slip past an enemy in a narrow corridor, run at the gap
between them and the wall and you should start to push your way through.
This is mostly effective on Lying Figures and especially Mannequins, which
aren't very aggressive enemies, so you can often get by without taking
damage if quick enough. You're more likely to take damage with Nurses, but
this can still be a helpful escape strategy, especially if you're
surrounded by multiple enemies, which we'll go into more detail below.
Surrounded
----------
Yeah, you've gone and done it -- you are completely surrounded. What next?
There are a few methods at your disposal here, depending on the enemies
and what weapons you have. One very popular method is to bust out the
Shotgun if you have it and blast away at whatever's on one side. With such
a wide blast, it's not rare that you'll knock down two or three enemies at
the same time, creating a hole you can escape from.
Without ammo and late in the game, a swipe from the Great Knife can also
accomplish something similar, although it is fairly slow and not as
reliable. That leaves another great option which is always available to
you -- just push your way out. Focus on any potential small gap between
two enemies or an enemy and a wall and run at it. Slowly but surely James
should begin pushing the enemy slightly out of the way, creating an
escape. Even if there are two enemies close to each other and there's only
a small gap, you'll be surprised at how effective this method can be.
Escaping Grapple Attacks
------------------------
Certain enemies have grab attacks which hold your character in place as
you take damage. The longer these enemies hold you like this, the more
damage will be inflicted. To escape these attacks more quickly, mash the
shoulder and directional buttons on your controller. That includes the
D-pad arrows plus L1, R1, L2 and R2.
Switching Walk/Run Control
--------------------------
Normally the analog stick will make your character walk ahead, and to run
you must hold the Square button as well. This is rather redundant and can
be changed in the Extra Options menu. You will be running for the majority
of the game, with no real use of specifically walking. So if you wish to
run without holding Square, which I highly recommend, press L1 or R1 in
the Options menu to access the Extra Options. There, change Walk/Run
Control to Reverse. Further, if you ever do wish to walk for whatever
reason, hold Square while moving to do so.
Strafing
--------
With 3D Control (tank controls), the player has the ability to strafe and
sidestep left and right with L1 and R1. With normal Walk/Run Control, the
character will sidestep in the direction pressed, while holding Square and
L1 or R1 will strafe at a rate of speed equal to running. Be sure to
switch Walk/Run Control so that you can avoid holding Square not only to
run but also to strafe instead of sidestep without Square.
Experiment with strafing while playing to get a good feel for it and you
may realize how helpful it can be in escaping close quarter encounters.
Further, while you can't strafe while shooting, you can sidestep. So do
keep that in mind to stay out of danger when in rooms with multiple
enemies or while being approached.
Reloading
---------
Badly timed reloads can really throw you off and help enemies deliver a
good smacking. This is especially the case in boss fights where you'll be
using a lot of ammo at once. To combat this, take note of how many bullets
your weapon can hold in each clip, regularly count as you fire in your
head, and enter your inventory to manually reload whenever necessary. Find
the weapon you're currently using or its ammo and select the "Reload"
option in the right-hand Command box. If playing on Beginner you may not
have to worry about this as your guns will always automatically reload
when you lower them.
Fighting Bosses
---------------
In Silent Hill 2 you will encounter and fight several unique bosses, all
requiring different approaches. Firearms will almost always be your
preferred method of combatting bosses, so do your best to conserve ammo
during regularly gameplay and build up a good stock of ammo to give you
a better chance in boss fights. Quick coordination is also very important,
so get a good sense of character movement and be sure to experiment with
strafing to maneuver around bosses efficiently.
04 // i t e m s [ptg_04]
==--=-====--=-=====--==-----=-======--=-=======--====-====-=------==-====-
Throughout your journey in Silent Hill you will find and use many items.
This section covers all the different ways you can do so.
=============
Finding Items
=============
Finding items in Silent Hill 2 is generally no problem, but if you're not
comprehensive you may just miss that one key item you need to advance.
All it takes is to miss one small room, an item in a far corner, or having
your Flashlight off to miss an item you normally might've seen. Plus even
if you see an item in the dark you won't be able to grab it if the
Flashlight is off. Do always remain attentive and further, take note of
things such as suggestive camera angles or changes and that your character
will also turn their head towards any nearby items (as well as enemies and
Maria for James, so learn to discount these moments).
===========
Using Items
===========
Normally this should be common sense, but there's different ways to use
certain items. Some items like keys will be used automatically upon
checking doors, while other items will require use from your inventory,
and some absolutely must be combined with others first. Refer to below for
for specific details.
Keys
----
Around half of the key items you'll find will be keys, so you'll get used
to dealing with them very quickly. Door keys are the most common and
simply require walking up to the door where used and pressing X to unlock
it, upon which it will have no more use and leave your inventory. As for
other keys such as for padlocks, you must use these keys from your
inventory while standing in front of the corresponding goal. Sometimes
when an area requires two keys you can save time by combining them in
your inventory and then using them, but this is not mandatory. For more
details, view Combining Items below.
Other Key Items
---------------
This includes any item crucial to advancing that isn't a key, such as a
square plate, a ring, a coin, and so on. Unlike most keys, these items
must be used from your inventory while standing in front where you want to
use them. When using multiple items in one spot, combining and then using
them will save time (and is required on rare occasion), but isn't always
necessary. Read Combining Items below for more details.
Combining Items
---------------
Combining items is a new feature in Silent Hill 2 and can be used in two
different ways. One is literally combining items together to make some
form of mixture with them all, and the other is simply to use multiple
items at the same with without actually merging them (such as using two
keys together for the same box). While the latter is not required where
applicable, it does save you from monotonous menu navigation. While being
a good time saver, combining multiple items together will actually be
compulsory on two occasions during the game, so it's important to
understand how to do it.
First, stand in front of your target and enter your inventory. Find the
first item you plan to use, select it and choose "Combine" in the Command
prompt. You'll see a small green icon of the item in the bottom right
indicating it being ready for a combination. You can now use the second
item if it's a two item combination, or combine the second and use the
third if using three items. Note that you can also combine the final item
and add its icon too, but it's not necessary. Once all but the final item
are combined, simply use the final item to close the loop.
Examining Items
---------------
Certain items in your inventory will have an additional "Examine" option,
which allows you to look more closely at it. Sometimes that includes a
close-up image or sometimes James may describe additional details that may
clue you in to where to use it. So if you acquire an item you're not quite
sure about, check if it has the Examine option to learn more information.
05 // h e a l t h s y s t e m [ptg_05]
-=-=====---=-=====---=-----===---=====--======--=-=====----=--====-=======
This section deals with all things health-related, including the health
status display, health supplies and healing.
Health Status
-------------
In the top left corner of the Inventory menu is a small real time
screenshot that displays your health status. It can be tinted a certain
colour and contain static to indicate your current status. Refer to below
for what it all means.
Green Tint: Excellent
Clear: Good
Clear with minor static: Okay
Clear with major static: Bad
Faint Red Tint with static: Very Bad
Colourful Red Tint with static: Close to Death
Additionally, your controller will serve as a warning by vibrating once
you reach red status.
Health Supplies
---------------
Over the course of the game you will find different types of health items
to recover your status. Health Drinks are the most common and are found in
high frequency, while First-Aid Kits are still quite common and Ampoules
are very rare. These items recover a quarter, half, and your full health,
respectively. Refer to the Weapons and Supplies section of this FAQ for
each scenario for more details on these items.
Recovering Health
-----------------
After taking enough damage from enemies, play it safe and recover your
health from your inventory. For the most part you can take quite a beating
before you're truly under the threat of death, but do stay on top of it by
checking the status screen in your inventory, and do pay attention to
your controller if it's vibrating -- it serves as a warning that your
health is getting low, and the stronger you feel it the closer you are to
death.
To recover health, enter your inventory and scroll to your health items
(Health Drink, First-Aid Kit, Ampoule). Select the one appropriate for
your current status and "Use" it from the Command prompt, using more than
one if needed. For heavier wounds, consider using a combination of
First-Aid Kits and Health Drinks for efficiency. Also keep in mind that
each time you enter and exit your inventory, the screen will fade in and
out while the action is still going on, so do be sure to escape from
enemies first before entering your inventory to prevent any surprise hits
while you can't quite see your character yet.
--------------------------------------------------------------------------
==========================================================================
5. C O N T R O L S [SH2_05]
==========================================================================
--------------------------------------------------------------------------
Refer to the table below for a full list of controls and functions, while
below we'll go into detail about control types and other control options
that can be adjusted.
CONTROL | FUNCTION
-----------------------------|--------------------------------------------
D-Pad | Menu navigation
Left Analog Stick | Character movement, Menu navigation
START | Open inventory, Skip scene
SELECT | Pause game
X | Accept, Examine, Attack, Stomp or Kick
Square | Run, Guard
Circle | Cancel, Exit menu/puzzle, Toggle
| Flashlight ON/OFF
Triangle | Cancel, Quick Map
L1 | Sidestep left
R1 | Sidestep right
R2 | Ready weapon
L2 | Position camera behind character
L2 + Right Analog Stick | Look in all forward directions
L1 + R1 | Turn 180 degrees
Start + Select + L1 + R1 | Soft Reset
============
Control Type
============
There are two types of control in Silent Hill 2 that dictate how you
control your character: 3D and 2D. Refer to below for a full description
of both and set your desired style in the Options menu.
3D Type
-------
3D is the default control type and also what's more widely known as tank
controls. With this type, where your character is facing is always of
prime importance to how you move around. Pushing the left analog stick
forward will move your character in the direction they are facing, no
matter where the camera itself is facing and regardless of any camera
change. Holding left and right all the way will actually stop your
character and turn them on the spot somewhat like a tank, but to actually
turn you must keep forward momentum while slighting turning left or right,
while holding down will back your character step backward.
To turn around or make very sharp turns, you must generally stop, turn
your character and head in the new direction. However you can quickly
turn your character around with a press of L1 and R1 at the same time
while standing still. Use this to your advantage to speed things up when
you want to change your direction. 3D default control type of Silent Hill
2 and I recommend you stick with it since the game is mostly built around
it. But if you're finding it a bit too difficult to adapt to, try 2D,
described below.
2D Type
-------
2D works with a whole lot more freedom than 3D, allowing you to move your
character instantly in whatever direction you push the analog stick, in
correspondence to where the camera is currently facing. Because movement
is now completely free, there is no need for strafing or quick turn
options. Why would anyone not use this type of control instead? Because
it is dependent on where the camera faces, and every time the angle
changes you will have to change your directional input. This can become
rather annoying and unsettling since there are a lot of camera angle
changes and it can really throw you off, especially in moments of panic.
Feel free to give it a try and see if it's for you, especially if tank
controls are too foreign for you, but for most people I recommend just
sticking with the default 3D control.
=============
Extra Options
=============
To access the Extra Options, first you must go to the Options menu and
press either L1 or R1. It's somewhat hidden but not much of a secret as
it's mentioned in the instruction booklet. In this menu you'll be able
to adjust a whole bunch of control related options, along with a few
extra features. Keep in mind a few of the extra features are only unlocked
upon beating the game.
Weapon Control
--------------
Normally you must hold R2 to raise your weapon and press X to swing or
fire. Switching this however, turns it to a toggle mode where you'll only
need to press R2 to raise your weapon and press it again to lower it. I
recommend leaving this one as is but if it interests you, go ahead and
try it out.
Map
---
Here you can change how the map is displayed by default every time you
open it up in-game. Normally it always starts zoomed in on your current
location, however switching it to Zoomed Out will display the whole area
upon opening your map, where you can then press X to manually zoom in.
This is probably best left on the default Zoom In, since you'll mostly be
using the map for your more immediate surroundings. You can always use the
analog stick to move around the map and manual zoom out anyway.
Blood Color
-----------
Normally blood will be coloured in a natural red, but if you want to play
around for kicks and giggles you can change it to green, violet or black
right here. I'd suggest keeping red for your first playthrough to keep
things serious and as intended, but feel free to have fun on additional
runs. Violet especially looks quite nice.
Walk/Run Control
----------------
This is a very relevant control option as it affects whether you will be
required to hold Square to run, and you will be running a hell of a lot.
Normally you will only walk by moving the analog stick, while holding
Square will let you run. But switched to Reverse, you will now run with
the analog stick on its own, while also holding Square will now allow you
to walk. I highly, highly recommend changing this to Reverse since it'll
speed things up and avoid you having to hold Square for 90% or more of
the game. This option also affects strafing/sidestepping. Normally you
will sidestep with L1/R1 and hold Square while doing so to strafe. With
Reverse, you will strafe with L1/R1 and must hold Square to sidestep,
unless you're aiming in which you can only ever sidestep.
View Control
------------
This option controls how the camera is positioned with L2. You'll
normally have to hold L2 to center the camera behind your character and
continue directing it ahead, since it will either return to where it was
or find a new position aiming at your character rather than ahead. With
this option switched, simply press L2 will keep the camera aiming ahead,
while pressing it ahead will return to focusing on where you area. I'd
probably just keep this at default and see how often you're using L2 and
if it's worth it to you to change, but personally I don't mind just
holding it in cases where I want to see ahead.
Bullet Adjust
-------------
The game must first be completed once to unlock this option, whereby
you'll be able to adjust the bullet count to x2 or x3. This doubles or
triples the amount of ammo you'll receive from every ammo pickup found
in the game. Instead of 10 Handgun Bullets, you'll get 20 or 30. For
Shotgun Shells it'll increase from 6 to 12 or 18, and Rifle Shells from 4
to 8 or 12. It's a great reward for beating the game as it'll allow you to
more or less shelve melee weapons on later playthroughs, making the game
easier in the process. It's also essentially required to achieve a 10-star
ranking, giving you enough ammo to kill so many enemies by shooting.
Noise Effect
------------
You may notice that during gameplay the screen looks quite grainy or
"noisy" rather than clear and smooth, almost as if you're watching an old
film. This is the Noise Effect set to on, providing a visual look similar
to an old horror movie to help set the atmosphere. Once you beat the game
once, you'll unlock the option to turn it off in this Extra Options menu.
Honestly, while a cool little niche, even as a huge horror fan I have to
say I much prefer the effect turned off cause the graphics look a lot
better that way. If you like it, great, keep it on, but it can always be
turned off here once unlocked.
--------------------------------------------------------------------------
==========================================================================
6. D I F F I C U L T Y S E T T I N G S [SH2_06]
==========================================================================
--------------------------------------------------------------------------
Before starting a new game in the main scenario of Silent Hill 2 you will
be prompted to choose two different difficultly levels: Action Level and
Riddle Level (or only Action Level in the sub scenario). Obviously
tailoring your experience, refer to below for full details of what each
difficulty level entails.
============
Action Level
============
Sets the difficulty level of combat and action, such as enemy speed,
power, health and general aggression.
Beginner
--------
This selection is only intended for those completely new or foreign to the
survival horror genre. It is impossible to die outside of one special
attack during the first boss fight and enemies will drop to the ground
after only one or two hits from your weakest weapons, usually dying
without a finishing kick. Enemies will not respawn, you will escape all
grapple attacks without player interaction, and bosses will be very
quick and simple exercises. Reloading is also done automatically whenever
your guns are lowered, only ever requiring a reload if emptying a full
clip all in one go. The D-pad or left analog stick is used to control the
boat in the Toluca Lake boat stage.
Easy
----
A step up from Beginner but still player-friendly. Enemies fall to the
ground after two or three hits and a finishing quick is usually required.
Bosses are at half their usual strengths and speeds while enemies will
respawn on a very limited basis. The player is responsible for escaping
grapple attacks more quickly and must reload manually either in-game or
the inventory. The D-pad or left analog stick is used to control the boat
in the boat stage.
Normal
------
The way the game is meant to be played. Enemies fall to the ground after
three or four hits and almost always require a finishing kick. Bosses
are at their normal speeds and strengths while enemies tend to respawn in
certain areas. The player must escape grapple attacks more quickly on
their own and must reload manually in-game or in the inventory. The D-pad
or left analog stick is used to control the boat stage.
Hard
----
The hardest difficulty option available. Enemies fall to the ground after
four or five hits and almost always require a finishing quick. Bosses are
at double their strengths and certain sub sections may require alternate
strategies to successfully complete, while enemies regularly respawn and
exist in higher numbers. The player is responsible for escaping grapple
attacks more quickly and must reload manually either in-game or the
inventory. The player will regularly trip and bump into walls while moving
at full speed, and aiming will be slightly less accurate than normal.
Both analog sticks are required to operate the boat in the boat stage.
============
Riddle Level
============
Sets the difficulty level of all puzzles and riddles, determining the
amount of analysis required and clarity of clues given. Note that some
puzzles will be the same on some levels (such as Easy/Normal or
Hard/Extra), while others will be completely tailored per each of the four
difficulties.
Easy
----
All puzzles are very simplified and straightforward. Solutions are
regularly spelled out to you or are at least very clear, and sometimes
puzzles are avoided by being giving the solution right from the start. A
decent way to start and familiarize yourself with the puzzles if you find
riddles intimidating, but shouldn't pose any real challenge.
Normal
------
Moderate puzzles with a share of difficulty in deciphering, but mostly
fair and relatively clear. Not much outside knowledge is needed to
decipher riddles but still helps. Some aspects may be extremely clear
while others may require a deeper examination. Recommended for your first
time through the game if you don't mind using your brain a bit.
Hard
----
Difficult puzzles that often require deeper thinking and an open mind.
Certain aspects will be clear while others may be downright confusing.
Knowledge of certain popular works will generally go a long way but can
always be quickly researched if need be. Each riddle will likely require a
few thorough readings to acquire a good understanding. Recommended for
players who have have either already completed Normal, or are very eager
for some mind-bending riddles. But be careful what you wish for.
Extra
-----
Unlocked upon completing Easy, Normal and Hard Riddle Levels, puzzles are
of extreme difficulty and riddles will require multiple reads and a very
open mind to understand. Some parts will be clear while others will almost
always be extremely confusing, vague or almost nonsensical. Deeper
knowledge of certain fairy tales is a must, along with a general idea of
other literature and concepts. Be sure to examine any items involved as
they may offer subtle hints corresponding to their riddles. It'll be
fairly common to have a good understanding of most of a riddle but be
stumped by one or two parts, sometimes seemingly unaddressed at first
glace.
Once unlocked, you will still never see the "Extra" option in the Riddle
selection menu, however you will enter this level upon selecting "Hard".
After saving the game you will see "Extra" Riddle Level listed in your
save file if you met the requirements. Additionally, the next time you
play on Hard it will be Hard, and then Extra after that, continuing to
alternate in this fashion.
Suggested Action and Riddle Levels
==================================
For most newcomers to the Silent Hill series but those familiar with
survival horror, obscure camera angle and tank controls, I'd recommend
Normal and Normal since they're both quite reasonable. Those unfamiliar
or not so comfortable with this game stay may want to consider Easy Action
Level, while your Riddle Level depends on how intellectual you think you
are. Most people should be okay on Normal, but riddles aren't quite your
thing then Easy shouldn't provide any real speed bumps. Even those who
have already played one or more Silent Hill games, I'd still suggest
going with Normal and Normal, which feels most natural.
If you're a veteran of survival horror and enjoy a challenge, go ahead and
try Hard Action Level because it's not too crazy, but do prepare for some
alternate strategies to get past certain areas, and be sure to save often.
Only if you intellectually-adept would I recommend Hard Riddle Level, but
don't let me dissuade you if you're considering it. Just prepare for a
deep analysis of most puzzles. As for Extra Riddle Level, by the time you
actually unlock it you might as well give it a go and see how you manage,
but don't expect it to be a smooth ride at all. But hey, that's what
adventures are for.
--------------------------------------------------------------------------
==========================================================================
M A I N S C E N A R I O
==========================================================================
==========================================================================
7. P R O L O G U E [SH2_07]
==========================================================================
--------------------------------------------------------------------------
James Sunderland receives a letter from his late wife Mary who died three
years ago. Carrying her handwriting and name, the letter reads:
In my restless dreams,
I see that town.
Silent Hill.
You promised you'd take me
there again someday.
But you never did.
Well I'm alone there now...
In our "special place"...
Waiting for you...
Arriving near Silent Hill, James stops at a rest stop on the observation
deck that overlooks the town. After composing himself in front of the
washroom mirror, he steps outside and gazes across the lake as he thinks
over the letter.
"A dead person can't write a letter", James tells himself, trying to fight
the emotion with logic. But the thought of seeing his dear wife again
ultimately overcomes his sense of reason.
He thinks over what their "special place" could be, remembering Rosewater
Park overlooking Toluca Lake. He recalls a time the two of them spent the
whole day there, staring into the water.
"Could Mary really be there?", James asks himself one final time. "Is she
really alive... waiting for me?"
The road tunnel ahead is blocked off, so James will have to set off to his
"special place" on foot. It's time to go to Silent Hill.
--------------------------------------------------------------------------
==========================================================================
8. C H A R A C T E R S [SH2_08]
==========================================================================
--------------------------------------------------------------------------
On James' journey through the town of Silent Hill he'll encounter a few
other people trapped in their own problems of circumstance. This selection
goes over their character profiles and backgrounds. For in-depth analyses
of each character once you have completed the game (to avoid heavy
spoilers), visit the Plot Analysis section of this FAQ.
James Sunderland
----------------
Age: 29
The main character of Silent Hill 2, James has yellowish-green eyes and
blonde hair. Normally he works as a clerk for a small company and mostly
keeps to himself. He is also fairly quiet and doesn't like to talk about
himself. He is known to have a short temper and isn't much for humour.
James was a loving husband until his wife Mary was stricken with a rare
and fatal disease with no chance of survival. Three years later he
receives a letter from Mary, beckoning him to their sanctuary of memories,
the town of Silent Hill.
While James occasionally shows emotion and also naivety, he is still a
very hard character to read. But over the course of the game you may
start to notice patterns in his behaviour that help explain that he's
rather caring in nature and has built up a lot of emotion regarding his
past with Mary. His desire to find his wife overcomes every single other
concern on his journey.
Mary Shepherd-Sunderland
------------------------
Age: 25
James' sweet and loving late wife who died three years ago, Mary had brown
hair and hazel eyes. Originally a cheerful and kind person, her rare
disease completely transformed her character (understandably) into one of
anger, despair, and bipolarity. In her sickbed she cried that she didn't
want to die, yet at the same point she hoped for death. She told James to
abandon her because she became ugly and useless, but she also wanted him
at her side until the very end.
The disease naturally brought out the worst of her character, but inside
she was always a truly loving and caring woman, counterbalancing James
from his more surly nature. Three years after her death from the unknown
disease, James receives a letter from Mary, calling him to their
"special place" in the town of Silent Hill. Defying logic and reason,
emotion wins out and he visits the town in search of his sweetheart.
Angela Orosco
-------------
Age: 19
Of brown hair and brown eyes, Angela is a very lost and confused soul.
James initially meets this teenager in a graveyard on the way to Silent
Hill, where she explains that she's looking for her mother. Lacking
confidence, she trembles and easily gets confused while talking to James.
Coming from a troubled childhood, Angela ran away from home before her
father brought her back. Still unable to cope with issues at home, she
ran away again but this time wandered off to the town of Silent Hill. On
James' journey and piece by piece, he will uncover her tragic story.
Eddie Dombrowski
----------------
Age: 23
James initially finds Eddie in a rather precarious situation inside the
apartments, puking his guts out into a toilet. Eddie has blonde hair,
grey eyes, and is overweight. His regular job was working part-time as a
gas station attendant, but he reveals to James that he's not from Silent
Hill. In several encounters, Eddie is very deflective in trying to avoid
any responsibility for events occurring around him. While he may sound
truthful during the first meeting, James will slowly uncover the trail of
lies and deceit during Eddie's descent into madness.
Laura
-----
Age: 8
This young little girl clearly holds a sharp grudge against James, yet he
has no idea who she is. Having blonde hair and blue eyes, Laura grew up in
an orphanage without siblings or parents. She is restless, runs from place
to place, and has no problem traversing Silent Hill's dangerous streets on
her own. She continues to create speed bumps for James and behaves very
much like a little brat, but perhaps she knows something we don't. After
all, she reveals she knew Mary, which certainly makes James want to talk
to her despite being very elusive.
Maria
-----
Age: 25
Very much the enigma of Silent Hill 2, James meets Maria in Rosewater
Park while initially confusing her for Mary, but within reason. Maria
could be the twin sister of Mary in terms of looks, but she is much less
reserved in terms of her dress and behaviour. A natural brunette, Maria
has blue eyes and dyed blonde hair with red tips. Without telling James
directly, she appears to be an exotic dancer who worked at Heaven's Night.
Maria can be cheerful and positive but also a sarcastic tease, having a
wilder and naughtier side.
Upon meeting James in the park, Maria decides to accompany and help him
find his wife, but there's certainly something very strange about her.
Although James doesn't catch it, she knows his name without him saying so,
and she may know even more than she lets on.
--------------------------------------------------------------------------
==========================================================================
9. E N E M I E S [SH2_09]
==========================================================================
--------------------------------------------------------------------------
There are a variety of enemy creatures in the game that have unique
appearances, attacks, and behaviours. This section dives into all these
details and offers fighting strategies to help you with each and every
interaction. All creature names are official by Team Silent.
Lying Figure
------------
Appearance:
A lustrous humanoid creature with its arms wrapped in its own flesh, as if
wearing a straitjacket. Found in both the standing and prone stance (the
latter from which its name is derived), and able to crawl at high speeds.
Also may be known as "Patient Demons" or "Straitjackets".
Location(s):
East South Vale, Wood Side Apartments, Blue Creek Apartments, West South
Vale, Silent Hill Historical Society, Toluca Prison, Labyrinth, Lake View
Hotel (backtracking only), Nightmare Hotel.
Attacks:
When standing, the creature will spit out a yellow acid-like substance
that briefly stuns James and inflicts mild damage. When scrambling on the
ground at high speeds, it may dart into James and inflict light damage
that way.
Strategy:
This is the first and most common creature James will encounter, and it's
generally not much of a threat. The Wooden Plank is fairly effective right
out of the gate, although a bit slow, while the Steel Pipe is the most
effective melee weapon. Quickly approach and whack these enemies before
they even get a chance to attack, then kick them while on the ground.
Alternatively you can wait just outside of their spit range for them to
attack, then go in for a beatdown once they shoot and miss. While the
Pipe's thrust attack provides good range, the overhead downward swing
offers the most power (press X tightly to perform). The same swing for the
Plank is also more effective.
The Handgun is the most efficient way to kill them, however dependent on
how much ammo you have. Just fire away from a moderate distance and
they'll drop in about three hits. Always quickly kick them or else they
might scramble away and/or get back up. The Shotgun is overkill to be
honest, but feel free to blast them if you have the ammo, or if you're
surrounded by a few of them.
Creeper
-------
Appearance:
A very large cockroach with six extremities. About the size of a shoe and
recognized with a tone of yellow.
Location(s):
East South Vale, Wood Side Apartments, Blue Creek Apartments, Dark South
Vale, Historical Society.
Attacks:
Just one, which is running up to James' foot and biting it. Inflicts
minimal damage.
Suggested Weapon(s):
Handgun.
Strategy:
The presence of a Creeper is always heard by a buzzing/cricket sound. The
best strategy for dealing with them is usually the cold shoulder. Just
ignore them and move on, since they generally aren't very aggressive and
won't go out of their way to follow you. If proving burdensome, just whip</pre><pre id="faqspan-3">
out the Handgun and take a shot or two to kill one. Usually this will kill
them but sometimes an additional kick may be necessary. Alternatively, you
can also crush them with the heel of your shoe if you time it right while
running over them. This can be a bit tough to get right and you may
receive a few bites in the process, so it's not quite recommended.
Mannequin
---------
Appearance:
Essentially the bottom portion of two fashion dummies sewn together at the
midsection. Thus a mannequin with four legs, no chest, neck, or head,
although its top "legs" behave like arms (with no feet or hands at their
ends). Mannequins stand completely frozen until activated by a nearby
presence.
Location(s):
Wood Side Apartments, Blue Creek Apartments, West South Vale, Brookhaven
Hospital, Nightmare Hospital, Dark South Vale, Lake View Hotel.
Attacks:
At very close range only, they will whack James with one of their upper
"legs", inflicting light to medium damage.
Strategy:
Mannequins are truly pathetic creatures that have very little combat
sense. Not only do they have one attack, they'll often be standing in a
standby state, only activating when you move near them. Do be careful
because they seem to throw swing themselves into this active state and
can flukily hit you this way without trying. During this activation stage
or even after, the player can also push their way past Mannequins, usually
avoiding any damage whatsoever as they are often slow to attack.
Since they don't have much defense, the Wooden Plank works fairly well,
while the Steel Pipe will replaces it as the de facto melee choice once
acquired. Simply whack them before they can attack and stomp them to
death. Otherwise, the Handgun is a very efficient manner to deal with
them, requiring about three shots before a kick on Normal. The Shotgun
works as overkill, knocking them down in one shot if you can spare the
ammo, but the Handgun should suffice every time, unless going for quick
kills.
Bubble Head Nurse
-----------------
Appearance:
A nurse in uniform with a very short and suggestive miniskirt as well as a
low-cut top with tasty cleavage, however with a demon's "bubble" head
covering its own. For some, the face just isn't enough to overcome the
attractive features of this creature. All nurses carry pipes similar to
James' Steel Pipe.
Location(s):
Brookhaven Hospital, Nightmare Hospital, Dark South Vale.
Attacks:
Either a swipe or a slightly more powerful thrust with their pipe. Nurses
have lightning reflexes so these attacks happen in a hurry.
Suggested Weapons(s):
Handgun, Shotgun.
Strategy:
These naughty Nurses are only found inside Brookhaven Hospital and on the
nearby streets in the middle section of the game. Bubble Heads carry steel
pipes very similar to James', so you'll want to avoid getting too close.
That essentially rules out melee weapons, but if you have to, the Steel
Pipe's forward thrust and downward swing are your best best. Otherwise,
the Handgun handles them optimally, downing them in three shots from a
moderate distance on Normal. Alternatively, the Shotgun will knock them
down in one blast and can be very helpful for dealing with two or more
Nurses together. Always be sure to kick them once down for the kill.
Additionally, Nurses may commit friendly-fire if another stands between
you two, which can be funny to see. Be careful though, bad boy, as you may
be next.
Mandarin
--------
Appearance:
A creature with very thick, padded arms with lips at their ends. Wears
robes similar to Pyramid Head and hangs from beneath wire or mesh floors.
Also known as "Underhangers".
Location(s):
Dark South Vale, Labyrinth, Nightmare Hotel.
Attacks:
After climbing to your position beneath the grating, they'll shoot
tendrils from their arms to briefly stun and lightly damage James.
Suggested Weapon(s):
Shotgun.
Strategy:
Mandarins are only found under grating or mesh floors and there's only a
handful of them found in the game. Further, you can easily run past them
all without any real interaction, which is the best strategy since
stopping leaves you open to attack. If you do wish to kill a Mandarin, the
Shotgun works best but it'll still take a few blasts. Move in close, blast
away and the Mandarin will fall to its death in the darkness below. The
Handgun can also work but it's a bit weaker and takes more time.
Abstract Daddy
--------------
Appearance:
A large, bulky creature that appears to be merged with a bed frame,
complete with two feet and two arms underneath and the body and head
above. This creature is highly suggests the image of rape, with one person
on top of another on a bed frame.
Location(s):
Lake View Hotel (Boss: Labyrinth).
Attacks:
Its only attack is to grab and pull James under its bed frame in an effort
to strange him, inflicting considerable damage. Mash the shoulder and
directional buttons to escape more quickly.
Suggested Weapon(s):
Shotgun.
Strategy:
Other than the boss fight, you'll only encounter up four of these
creatures in the entire game and only in two rooms, so they won't pose an
extended threat. And while they are bulky and slow, they can inflict heavy
damage so always aim to take them out asap. As soon as you hear their
presence, grab your Shotgun and blast away. Two shots on Normal should
knock them down, sometimes requiring a kick to finish off. There's really
no other substitute for the Shotgun here -- it will always be your best
bet. Refer to the Walkthrough for the boss fight strategy.
Red Pyramid Thing
-----------------
Appearance:
A shocking creature wearing a red pyramid helmet over its head. Wears a
messy butcher's apron, white gloves, black boots, and wield a large, great
knife (later a spear). Often referred to as "Pyramid Head" by James.
Location(s):
Wood Side Apartments, Blue Creek Apartments, Brookhaven Hospital,
Nightmare Hospital, Labyrinth, Nightmare Hotel.
Attacks:
During the first fight, he may either swipe you with his Great Knife,
inflicting moderate damage, deliver an overhead executioner's swing which
will insta-kill you, punch with his free hand, or grab and strangle you.
In later interactions he will thrust his spear into James (or Maria in the
hospital), inflicting moderate damage.
Suggested Weapons(s):
Handgun, Hunting Rifle.
Strategy:
This bizarre pyramid-headed creature is literally James' worst nightmare.
He is completely invulnerable to all your attacks, but you can manage to
slow him down by shooting or swinging at him. James encounters this beast
on multiple occasions and each one of them is usually very different. For
boss encounters and in the hospital basement, refer to the strategies in
the Walkthrough. Otherwise if found in any other situation, just turn
around and run the other way since you will not be able to kill him.
--------------------------------------------------------------------------
==========================================================================
10. W E A P O N S A N D S U P P L I E S [SH2_10]
==========================================================================
--------------------------------------------------------------------------
There are several weapons found throughout the town, each with its own
characteristics and abilities. Health and ammo supplies are also found at
a more common rate, but are just important as anything else. This section
deals with all and weapons and supplies found in Silent Hill 2.
w e a p o n s
==-=-=-=====---=-=----=-=======-======--====-===-==------=-=======--=-====
There are a total of eight weapons to find in the main scenario of Silent
Hill 2, but just six on your first playthrough. This includes three melee
weapons and three firearms, all with differing power and handling, along
with one extra melee weapon and one extra hybrid type of weapon.
Refer to the chart below to get a sense of how effective each weapon is on
each enemy type. Refer to the legend below to understand all the
designations. From a quick glance, you can see that the best firearms are
generally the Handgun and Shotgun, while the best melee weapon is the
Steel Pipe. View below for a description of each weapon in detail.
__________________________________________________
|Weapons Chart |WP |HG |SP |SG |HR |GK | C |HS |
|------------------|---|---|---|---|---|---|---|---|
|Lying Figure | E |VE |VE |VE | E | E | E | E |
|Creeper |NE |VE |NE |NE |N/A|N/A|NE |VE |
|Mannequin | E |VE |VE |VE | E | E | E | E |
|Bubble Head Nurse |NE |VE | E |VE | E | E |NE | E |
|Mandarin |NE | E |NE |VE |NE |NE |NE |NE |
|Abstract Daddy |NE |NE |NE |VE | E |NE |NE |NE |
|Red Pyramid Thing |NE | E |NE | E |VE | E |NE |NE |
'--------------------------------------------------'
=============
Melee Weapons
=============
These weapons are meant for hand combat and will never break. To use a
melee weapon once equipped, approach your enemy, hold R2 to raise the
weapon and press X to deliver a blow. The PS2 controller makes use of
pressure-sensitive buttons. A regular X press or light hold will perform
a standard attack while a tighter press or hold will deliver a more
powerful attack. In other versions without pressure-sensitive buttons,
these attacks are initiated by a regular press or a hold, respectively.
Wooden Plank
------------
"Wooden Plank with nails at one end.
Not very powerful, but easy to use."
This is the first weapon James acquires and stands as the weakest in the
entire game. It is a two-by-four plank of wood about three feet long with
nails at one end. It is only usable at extremely close range and only
inflicts fairly light damage. Keep a sharp eye for enemy reactions to
avoid attacks while you're up close with them. Or better yet, try to
approach enemies from behind to prevent any potential attack.
Hold R2 to ready the plank and press X to swing across. To perform a
slightly more powerful overhead downward swing, press or hold X tightly
instead. James will acquire the Wooden Plank in a brief cutscene inside
the small tunnel construction site at the north end of Vachss Road in East
South Vale, not far from the beginning of the game.
Steel Pipe
----------
"3-foot long steel pipe.
Not very destructive, but good range."
A long shaft of bonded steel with reasonable power and long range for a
melee weapon. The Steel Pipe is in every way better than the Wooden Plank,
so immediately switch over upon acquiring it. Hold R2 to ready the pipe
and press X to forward thrust. Press X tightly to invoke a more powerful
overhead downward swing. A third attack is available only on Hard Action
Level, which is a very quick over-shoulder swing that James can even do
while walking. To perform this swing, hold R2 and Square, then press or
hold X while moving or standing still.
James can find the Steep Pipe stuck in the hood of the running car at the
Texxon Gas Station on Nathan Avenue in West South Vale, after leaving
Rosewater Park.
Great Knife
-----------
"Massive weapon wielded by Pyramid Head.
Hard to use, but lethal."
During the earlier portion of the game, Pyramid Head will wield this
enormous knife and can use it to inflict massive damage upon you. However
you have the option to steal this from his lair in the Labyrinth later in
the game. The Great Knife is an incredible large and heavy blade that is
very slow and cumbersome to use, but delivers devastating power and can
knock down and sometimes kill almost anything in one hit. However, due to
its weight, James must drag it behind him while moving, making it fairly
impractical beyond brief uses.
Ready the Great Knife with R2, then press X to swing it across rather
clumsily. Press X tightly to perform an executioner-style overhead
downward swing. This is the single most powerful attack that James can
deliver (beyond the unlockable Green Hyper Spray), but it takes a fair
amount of time to set up. Due to its slow speed, you may find it helpful
to use the Hyper Spray (any colour) once it's unlocked to freeze enemies
in place before attacking them this way.
The Great Knife can be found on the table in the center of Pyramid Head's
lair inside the Labyrinth.
Chainsaw
--------
"Gas-powered chainsaw.
Extremely high attack power."
This weapon is unlocked upon completing the game the first time, upon
which it can be found very early on in a New Game Plus. It's a bit hefty
and hard to use, but it can deliver punishing blows and kill enemies in
single hits. To start the thing up, hold R2, then press X to saw back and
forth at head level. A tighter X press will instead perform a more
powerful forward thrust attack. Despite the great power, it can be hard to
use this thing cause it must be started up each time and James swings it
fairly slowly, so do keep all this in mind when attacking enemies, and
consider using the Hyper Spray to freeze enemies before trying, if having
difficulty.
An interesting bonus feature of the Chainsaw is James' battle cry. Kill a
few enemies with the Chainsaw and stand over an enemy corpse without
touching any buttons on the controller and James will scream out soon
enough. In a New Game Plus, the Chainsaw is available stabbed into the
stacked logs across from the Silent Hill Ranch in East South Vale, shortly
after the graveyard. You'll even hear it running before you arrive.
James can only find this mysterious can of aerosol spray in a New Game
Plus after unlocking it. The Hyper Spray is normally not necessarily a
weapon, but rather freezes enemies in place, allowing them to be attacked
with other methods. Enemies will be frozen for up to 10 seconds, giving you
time to do whatever you want with them. Go ahead and try the Great Knife,
or just run on by. You may notice James covers his mouth while using this
thing, and that's because it's harmful and even slightly damages him each
time it's used.
To use the Hyper Spray, hold R2 to ready it, then press or hold X to
spray ahead. Most commonly coming in a white colour, the Hyper Spray can
also be unlocked in three more colours, with green serving as the most
lethal. With this colour, the Hyper Spray will immediately kill whatever
it hits. To unlock the other sprays, you'll need to focus on improving (or
worsening) your score in the Ranking screen at the end of the game. Visit
the Unlockables and Secrets section to learn more about these colours and
the 10-Star Ranking Guide on how to improve your ranking, including a more
in-depth analysis of the spray and its colours at the very end.
The Hyper Spray can be unlocked after as few as one playthrough or as many
as three. This includes beating the game once on Hard Action Level,
beating it twice while at least once on Normal, or beating it three times
on any difficulty. Once unlocked, in a New Game Plus it is found on the
table inside the camper trailer on the south side of the Saul and Harris
Street intersection in East South Vale. It can be obtained during daytime
or nighttime.
========
Firearms
========
Firearms are the meat and potatoes of Silent Hill 2 and more effective
than melee weapons, but ammo is limited. Each firearm comes loaded with
one full clip, and you'll need to collect ammo at a steady rate to keep
using them. To use a firearm, hold R2 to aim it and press X to shoot.
Holding X will fire continuously if the weapon allows it. If near an
enemy, simply holding X will auto-target and shoot, but it's good to get
in the habit of regularly using R2.
Additionally, firearms will be reloaded by James once the clip becomes
empty, or you can pre-empt this by entering your inventory and reloading
manually, saving game time. Each firearm is different in speed, power, and
versatility, as described below in detail.
Handgun
-------
"Full clip holds 10 bullets. Light handgun.
Not much stopping power, but easy to use."
An M92F Beretta pistol that holds 10 bullets in each clip. Handgun Bullet
pickups normally contain ten bullets and are found near everywhere so
you'll be able to use this thing a lot, however I recommend building up
a decent stock before you officially start using it. Hold R2 to aim and
press X to fire a single shot. Hold X to fire continuously at your
enemy.
In all honesty, the Handgun is the best overall weapon in the game, with
great consistency, reliability and decent power. Therefore you should be
using it more than anything else. The Handgun will be found in the
shopping cart in room 301 of Wood Side Apartments. First, the Flashlight
must be acquired so James can see and pick it up.
Shotgun
-------
"Maximum capacity 6 shots. Tough to use,
but can attack opponents in a group."
A pump-action Shotgun with a wide blast radius. The Shotgun has a maximum
capacity of six shells and must be pumped after each shot. Shell pickups
normal contain six shells and are found at a fairly frequent rate,
allowing to you use the Shotgun a moderate amount. Hold R2 to aim the
Shotgun and press X to deliver a blast. Due to its power and manual pump,
it has a fairly slow firing rate, but it'll knock down most enemies in
one blast if close enough.
Touching on that, always get in close to deliver the most power, since
the Shotgun has a wide blast radius that narrows the closer you are to
your target. Be sure to stockpile Shotgun ammo for boss fights and tougher
enemies, saving the Handgun for easier threats. James can find the Shotgun
in the open locker inside the Women's Locker Room on the second floor of
of Brookhaven Hospital.
Hunting Rifle
-------------
"Maximum capacity 4 shots. Takes a long time
between shots, but each shot is very powerful."
The Hunting Rifle is very precise and more suited for long range
encounters. Further, it is very slow for James to lift, take aim and fire,
so consider other options like the Shotgun or Handgun at closer range.
The Rifle holds four bullets per clip while Rifle Shell pickups also
contain just four bullets, plus they're quite scarce, so do use your
Rifle ammo wisely. Consider saving the Rifle for boss encounters only,
especially the final two at the end, since it's not very effective on
regular enemies anyway despite its great power.
Hold R2 to aim the weapon and press X to shoot, with long gaps between
shots for James to set his aim. The Hunting Rifle can be found sitting on
the gun rack in the armoury room of the warden's office in Toluca Prison.
s u p p l i e s
--=-=====---=-========---=-========--===-====--=----==-======---=-=-------
Throughout the game you'll find health and ammo supplies to help you
continue your journey in the cryptic town. Although they're quite
abundant, they're extremely important and you should pick up every one you
can find.
Try to conserve ammo by stockpiling until you have a decent amount, and
always make sure you're not wasting health supplies by using strong health
items on minor wounds. Below are all the supplies found in Silent Hill 2.
Refer to the legend just below to understand the number figures.
===============
Health Supplies
===============
You'll find three different types of health supplies throughout the game,
each with its unique healing abilities and availability.
Health Drink
------------
"Restores energy by providing nourishment.
Effects are fairly mild."
Health Drinks are the most common supply you will found, nearly everywhere
throughout the game. They recover about a quarter of your health and are
good for minor wounds, although they can be combined to take care of more
serious damage.
First-Aid Kit
-------------
"Restores energy by healing wounds.
Effects are moderate."
Not as common as Health Drinks but still quite available, First-Aid Kits
are ideal for almost any wound and recover about half of your health. If
your status is in the red, consider using one, and feel free to mix with
Health Drinks if even more heavily damaged, rather than using two and
wasting a bit of the second one, unless seriously damaged. In that case,
also consider using an Ampoule.
Ampoule
-------
"Restores energy by relieving pain.
Effects are powerful."
These things are super rare, but they recover all your health no matter
what condition you're in, so use them wisely. If your status is in the
red zone but not that bad consider using a First-Aid Kit and possibly a
Health Drink if still not in the green. Only if you're deep in the red and
feeling heavy vibration from your controller should you consider an
Ampoule.
===================
Ammunition Supplies
===================
There are three different ammo supply pickups in Silent Hill 2, normally
holding the same amount of ammo that their respective firearms hold. The
Bullet Adjust option can multiply this, however.
Handgun Bullets
---------------
"Bullets for a handgun."
Each pack normally holds 10 bullets and is found in high frequency, so
don't be afraid to use the Handgun a lot. Just don't go wasting it if
not threatened. When low on ammo, consider switching to a melee weapon.
Shotgun Shells
--------------
"Ammunition for a shotgun."
Not found as often as Handgun Bullets, these do become somewhat common
past around halfway once you've had the Shotgun for a while. Each pack
normally contains six shells, each of which packs a tremendous amount of
power, especially at close range. Generally save this ammo for tougher
enemies or packs of multiple enemies in the same room.
Rifle Shells
------------
"Ammunition for a hunting rifle."
Rifle Shells are somewhat rare and you won't begin to find them until
quite late in the game after acquiring the Hunting Rifle. Normally each
pack contains just four bullets as well, so you'll want to be careful with
your consumption. Do consider saving them only for boss fights, especially
since the Rifle isn't very effective against regular enemies due to its
slow speed and handling.
--------------------------------------------------------------------------
==========================================================================
11. W A L K T H R O U G H [SH2_11]
==========================================================================
--------------------------------------------------------------------------
This is the walkthrough for the "Letter From Silent Heaven" main scenario
of Silent Hill 2 with James, available in all versions of Silent Hill 2.
To play this scenario in the original version, simply select New Game from
the main menu. In the Greatest Hits/Director's Cut version, select New
Game and choose "Main Scenario: LETTER FROM SILENT HEAVEN". Choose your
difficulty levels and play.
Recommendations Before You Start
--------------------------------
I highly recommend that you change Walk/Run Control to Reverse. Normally
you must hold Square to run while also pushing the analog stick, but
changing this option to Reverse allows you to run just by using the
analog stick without any other buttons, which is much more simplified and
convenient. To change this, visit the Options menu and press L1 or R1 to
access the Extra Options menu. Then change Walk/Run Control from Normal to
Reverse.
Additionally, if you want to experience Silent Hill 2 at its best,
especially your first time, I highly recommend playing it at night with
the lights off, loud or at least moderate volume, and all by yourself. It
is a horror game after all and this will allow you to soak up the
atmosphere at its fullest.
Further, a good surround sound system and sub woofer or headphones will
really help place you in the environment and bring out the sound, which is
recognized to be among the best in the genre. You may find all this a bit
intimidating and that's understandable as the game can be somewhat
terrifying, but this is the purest way to experience the game and get the
most out of it. If you can handle it, I guarantee you will be happy you
played it this way.
---
[NOTE]: This walkthrough was written while playing on Normal Action Level.
Therefore enemy locations and numbers may vary on other difficulties,
although item locations will always be the same. All riddles and puzzles
will be thoroughly explained for all difficulties, as well as tips for
each boss fight.
This walkthrough was also written with the Playstation 2 version in mind,
thus you will see PS2 button inputs like "X" come up often. If playing on
Xbox or PC, keep in mind your button inputs will be different.
All items, weapons, supplies, maps and save points will be written in
CAPITALS.
________
/ LEGEND \
/__________\__________________________________________________
| |
| New Area |
| ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= |
| |
| Sub Section of Area |
| ------------------- |
| |
| Mandatory Puzzle |
| ------------------------------------------------- |
| |
| ------------------------------------------------- |
| |
| Optional Puzzle |
| +++++++++++++++++++++++++++++++++++++++++++++++++ |
| |
| +++++++++++++++++++++++++++++++++++++++++++++++++ |
| |
| Boss |
| ************************************************* |
| |
| ************************************************* |
| |
| ================================================= |
| New Game Plus Item/Weapon |
| ================================================= |
|______________________________________________________________|
01 // e a s t s o u t h v a l e [wlk_01]
==---=-=-=====---==-==---=-====---=-=-=====----=-=-=-====--=-======---===-
"In my restless dreams, I see that town. Silent Hill."
Roadside Reststop
-----------------
Joining our main character James Sunderland in a roadside restroom, you
will notice two items in your starting inventory: LETTER FROM MARY and
PHOTO OF MARY. Leave the restroom around the corner.
[NOTE ON STARTING ITEMS]:
Whether you do, do not, or how much you examine these two items may
influence the outcome of the ending you'll receive at the end of the game,
amongst other factors. That means reading the letter and looking more
closely at the photo via the "Examine" option. I suggest just forgetting
about it and playing normally, but feel free to read more in the Endings
section of this FAQ, although I suggest waiting to complete the game to
avoid any minor spoilers with the ending titles.
NEW GAME PLUS ITEM: BLUE GEM (Greatest Hits/Director's Cut versions)
After completing the main scenario and sub scenario and then starting a
New Game Plus (New Game highlighted in yellow), the BLUE GEM will be found
on the floor by the stalls in the restroom. Only available in Greatest
Hits, Director's Cut, Restless Dreams, Inner Fears and Saigo no Uta
versions, along with PC and HD releases. Herein these versions will always
be referred to as "Greatest Hits/Director's Cut" as a collective.
Observation Deck
----------------
On the desolate and foggy observation deck, James takes a moment to set
the stage and explain why he's come to Silent Hill. He believes his wife
Mary must be waiting for him at Rosewater Park, deeper into town.
Head to the open door of the blue car and grab the MAP OF SILENT HILL on
the driver's seat. Looks like leaving the door wide open is of no concern
to James... To the west is a blocked off road tunnel, but there's a
staircase on the north side by the white van, right beside the "Toluca
Lake" sign. Descend it to begin your adventure.
Foggy Trail
-----------
Follow the trail wherever it leads, trying to ignore the sounds of hungry
dogs following you. Terrifying though, isn't it? You will soon reach a
well that has a red square sheet of paper inside it, which is the first
SAVE POINT. You'll find many more of these over the game. To save,
approach and examine them. It's too early to save anyway, so continue
through the steel gate at the end of the path.
Graveyard
---------
Follow the path into a graveyard ahead. Near the graves, James meets a
confused and young dark-haired woman in a cutscene and asks her for
directions to Silent Hill. Afterwards, head past her and through the
northwest gate in the corner, to the right of the nearby building.
Path into Town
--------------
Keep moving down the linear path as you continue to soak in the game's
very deliberate early pacing. Move along the fenced-off area and through
the gate in the roofed hallway to hit the beginning of Wiltse Road, which
takes you all the way into town.
After completing the game once, the CHAINSAW will be found in the pile of
logs across from the "Silent Hill Ranch" sign on your way into town. It'll
be running, making it very hard to miss.
Sanders and Lindsey Street
--------------------------
When you reach Sanders Street, you're now very much in Silent Hill. If you
head to the other side of the road and east past the Flower Shop, you'll
find a FIRST-AID KIT on the table. Now head west back the other way
towards Lindsey Street.
At the Lindsey/Sanders Street intersection, James spots blood streaks on
the road while a disturbing creature disappears into the fog to the north.
First, grab the HEALTH DRINK on the mini-staircase at the southwest corner
of this intersection, then head north to see what that thing was.
You'll find Katz Street blocked off with caution tape ahead, so continue
along the east side of the road where you'll find a HEALTH DRINK sitting
by the garage door before Vachss Road. Just ahead in front of Vachss
you'll notice more blood streaks on the ground leading down the narrow
road, but first grab another HEALTH DRINK by the garage door on the north
side, just past the road opening.
Vachss Road: Finding the Radio
------------------------------
Now head east down Vachss to follow the blood streaks, where you'll find
a fence-enclosed area with two more HEALTH DRINKS and a SAVE POINT inside.
Continue down Vachss, through the partially opened gate, and you'll start
to hear radio static once you reach a bunch of planks in front of a small
tunnel. Enter it to check it out.
James finds a RADIO inside before noticing the first enemy of the game
emerge from the shadows: a Lying Figure. James grabs a WOODEN PLANK from
the barricade, so get ready to beat it down while avoiding its acid spit
attack. This enemy dies upon dropping, but in the future you'll need to
kick most enemies to finish them off. Leave back through the planks for
another brief cutscene.
[NOTE ON RADIO]:
The Radio is a helpful tool that will emit static each time an enemy is
nearby, warning you of their presence. You can turn it off in the
inventory menu if you wish as it can also alert enemies to your presence,
but I suggest just keeping it on as it hardly makes a difference and is
fairly helpful in keeping you alert anyway.
Now head back to Lindsey Street, where you may hear and see a few Lying
Figures walking around, so be careful or feel free to practice your
plank-wielding skills on them.
North of the Katz and Lindsey intersection on the west side, you'll
find a stone monument that's partially-legible if you're interested in
lore, but it's not too important. You'll also find that the caution tape
blocking Katz Street is now cut, allowing you to head deeper into town.
But who did that now...?
Figuring Out a Way to the Park
------------------------------
All right, so now we need to figure out how to get to Rosewater Park at
the northwest corner of your map, but it won't be so easy. The north ends
of Neely and Lindsey Street are blocked, and the west end of Katz Street
is blocked off by a large construction sheet wall with a locked door, but
there is also a locked gate near that spot that leads to an apartment
building, so we may be able to find a way through. There is a natural
solution to figure out where to go which we will follow, but if you wish
to take a shortcut, you can skip or speed read through the next few
paragraphs to locate the next key you need.
Your next step is the check out Saul Street, so head that way now. Coming
from Lindsey, you can find a HEALTH DRINK past halfway down the south
section of Martin Street (between Katz and Sanders), which is essentially
an alleyway. You'll also probably encounter an annoying roach there called
a Creeper, plus more Lying Figures roaming about.
Still on the way to Saul, there's a HEALTH DRINK on the steps of the Post
Office to the east of Neely's Bar, while there's a FIRST-AID KIT at the
east side of the Happy Burger restaurant to the south.
Camper Trailer and Neely's Bar
------------------------------
Once at Saul, you'll notice it's also blocked off with a large
construction sheet with a locked door, but there's an accessible camper
trailer very close to it. Enter it to find a memo on the couch saying,
"I'll wait at 'BAR Neely's'", which becomes your next destination. There's
also a SAVE POINT on the bed.
After completing the game once on Hard Action Level, twice with at least
one clear on Normal, or three times on any difficulty, the HYPER SPRAY can
be found on the table inside the camper trailer.
The mysterious can of spray can freeze most enemies, allowing them to be
killed while defenseless, but depending on its colour may have other
benefits. The freezing power of the spray is also helpful for getting some
practice with the Chainsaw. The colour and effectiveness of the Hyper
Spray depends on your ranking in your previous run.
Read more about it in the Unlockables and Secrets section, while the Hyper
Spray Upgrades segment of the 10-Star Ranking Guide goes into full detail.
Exit the trailer through the left door and head to Neely's Bar at the
northeast corner of Neely and Sanders Street. You'll find a FIRST-AID KIT
on the way in front of the Chiropractic and Sports Injury Center at the
west side of Neely.
The front door to Neely's won't open, but there is a side door along Neely
Street you can slip through. Inside, you'll find a map on the counter with
some places of interest. James notices a question mark at the north end of
Martin Street and circles that spot on his own map, so that's your next
destination. Before leaving, have a look at the paper-covered window for
a strange message.
To the North End of Martin Street
---------------------------------
Outside the bar, head north up Neely, east down Katz and move all the way
to the north end of Martin Street, past any Lying Figures and Creepers on
the way. A bit north up Martin, you'll find a HEALTH DRINK by the left
fence. Continue ahead, and if you want a surprise, run right beside the
white van ahead. At the north end, move off the road to the left to find
a corpse along the wooden fence. Examine it to find the APARTMENT GATE
KEY.
Finding the Apartment Building
------------------------------
If you open your inventory and examine the key there, James will notice
it's the key for "Wood Side Apartment". Checking your map, Wood Side is
at the west end of Katz Street, which is exactly where we pointed out a
locked gate in front of a large building earlier, so head there.
On the way, you may want to head north up Neely Street to find a corpse
and six scattered memos providing some tips on dealing with monsters, plus
it's a pretty cool read. Do be sure to kill the nearby Lying Figures
before reading, or just keep track of them, as the game will continue
normally while reading small notes like this when you can still see James.
At the northwest corner of Katz and Neely in the open area under the roof,
grab the FIRST-AID KIT and a pack of HANDGUN BULLETS. Don't worry, you
didn't miss the Handgun; you're just getting a head start on ammo.
Continue west until you reach the gate on the north sidewalk where the
camera angle changes, and head through it using the APARTMENT GATE KEY.
There's one entrance here, and if you head east inside here, you'll
find another entrance but it's locked for now, so enter Wood Side via
the double doors right by the gate.
02 // w o o d s i d e a p a r t m e n t s [wlk_02]
---===-=-=====-=--=-===-=-=-=-======--====--=-==-=====----=-=-===---==-===
"You too, huh. Something just brought you here, right?"
Lobby
-----
Just inside, you'll find the MAP OF THE APT BLDG on the left wall bulletin
board. There's also a SAVE POINT pinned on the right wall and a HEALTH
DRINK on the small brickwork by the stairs. There's a door leading to the
courtyard ahead, but it's locked, so head up the staircase and through the
door to the second floor hallway.
Second Floor: Finding a Light Source
------------------------------------
It's very dark in these hallways (you can't even view the map unless
under a spotlight), so let's look for a light source as the first order of
business.
First, note the small laundry room by the stairwell, where James will
notice a piece of garbage stuck in the garbage chute. Can't do anything
yet but keep it in mind for later. To the west you'll find the end door
and room 202 are locked, and in 208 to the north is a large grandfather
clock you can't open and an interesting riddle in the living room, but it
looks like we can't do anything there yet. Instead, make your way east
past a Lying Figure and enter room 205.
Inside the dark room, you'll notice a bright light coming from a fashion
dummy, and upon further examination you may recognize those clothes...
Grab the FLASHLIGHT from the dummy and watch your new light source splash
ahead and awaken a new enemy, a Mannequin, deeper in the room. It's not
near the exit door so you can quickly exit and avoid confrontation, but
they're not tough enemies anyway.
[NOTE ON FLASHLIGHT]:
Now that you have a light source, you'll be able to check the map whenever
you want, just as long as the Flashlight is on. Press Circle to toggle it
on and off, but do make sure it is on in order to grab items in dark
places. Also, with the Flashlight and Radio off, you can blend into the
environment a bit more and avoid enemy confrontation if you aren't too
loud otherwise, so keep that in mind. But generally the Flashlight is an
invaluable tool that you'll want to use the majority of the time to see.
To finish off the floor for now, check out room 210 for some ammo. Inside
you'll find two boxes of HANDGUN BULLETS -- one on the small living room
table by the Lying Figure and one on the corner table in the right
bedroom.
West Third Floor: Finding the Handgun
-------------------------------------
Now it's time to find a gun to use that ammo. Done on 2F for now, head up
to 3F via the west stairwell since the eastern one won't open. In the hall
up here, a set of bars prevents you from moving east, but you'll see a key
on the floor right under the light. Reach for it for a rude surprise.
Dammit...
You can't reach it now, so forget about it and enter room 301 down the
hall. Inside you will find a HANDGUN in the shopping cart in the living
room. Note that you need the Flashlight and to have it on to pick it up
(grab it from 205 if you haven't yet). Although it may be tempting, I
suggest you keep using the Wooden Plank for now as you stock up on ammo,
saving it for a bit later.
Before leaving, take a moment to notice that someone must've put this
Handgun to good use. Remembering a few unknown things on the second
floor, head back there now.
Second Floor: Making Sense of the Clock Room
--------------------------------------------
Now with the Flashlight and Handgun to your name, head back towards room
208 to check out that clock room in further detail. Once you hit the
hallway fork, a scream from the north will stop James in his tracks. With
rising tension and radio static, take a look past the bars at the north
end of the hallway. This nightmare is just beginning.
Shrug it off and enter room 208 to hear more static blasting in there.
Instead of the Radio, it's coming from the TV. Head over to it and examine
the chair there for a shocking sight...
Noticing the camera angle change, grab the newly-appearing KEY TO ROOM 202
from the shelf. Through the doorway by the shelf, you'll find a
grandfather clock with a riddle on the side regarding how to move it. It's
firmly locked in place for now and the glass faceplate won't open either,
but you did just get a new key. Exit 208 and pass any Lying Figures on
your way to 202, using the KEY TO ROOM 202 to get inside.
Inside 202, grab the HEALTH DRINK on the kitchenette counter. Through the
open doorway in the living room is a butterfly-infested bedroom with a
hole in the wall that's seeping green liquid. Sounds enticing, right?
James thinks he can see something inside, so reach in to find the CLOCK
KEY. Perfect, just what we need.
Remembering the grandfather clock, head back to room 208 and enter the
small clock room by the shelf. Use the CLOCK KEY to open up the clock
face. You can now directly move the hands of the clock, but first we'll
need to solve a puzzle.
There are several clues in this apartment on how to solve this puzzle,
including this small clock room and the living room.
Firstly, there's a note on the right side of the clock that says:
"The scars from the past shall
remove the nail that stops Time."
The idea is to push the clock out of the way to see what is behind it, but
it won't move as is so you'll need to find more clues. Directly opposite
the clock on the other wall, you'll find the "scars from the past" that
the riddle alludes to. The names Henry, Mildred and Scott are etched in
the wall alongside directional arrows, which appear to correspond to the
three hands of the clock. But which ones? It looks like we could still use
more information.
Lastly, in the living room of the apartment you'll find a memo by the
phone on the small table along the wall. This memo is different depending
on your riddle level:
EASY:
"Three different sizes,
time on the run.
Three young men circlin'
round the sun.
Henry is short and
very, very slow,
Scott can't stop,
he's always on the go."
"Three different sizes" refers to the three hands of the clock -- hour,
minute, second -- which are of different lengths and thicknesses. It also
likens the hands to men, giving the names Henry and Scott.
Henry is clearly the hour hand, which is the shortest hand and moves the
slowest. Scott must be the second hand which is always on the go as it
ticks around the clock face. There is no mention of the minute hand, but
it must be Mildred, the only remaining name from the scars.
There's also a subtler way to tell the names of the clock hands, which
confirms Mildred's identity. Notice anything about the first letters of
each name of the scratches on the wall?
(H) Henry - (H) Hours
(M) Mildred - (M) Minutes
(S) Scott - (S) Seconds
So that makes things very clear. But what of the arrows beside each name
etched in the wall? They must represent the direction the corresponding
hands face on the clock. You'll have to estimate the approximate number
each arrow would be facing on the clock. Upon doing so, you should be left
with this:
And there's your solution. You must set the clock to 9:10 and 15 seconds.
You'll notice you cannot move the second hand, but it's already locked in
place at 15 seconds. So go ahead and move the fat, short hand to 9 and
the longer hand to 2 and you'll hear a clank. That is the scars from the
past removing the nail that stops time. For the record, any time between
9:07 and 9:13 should work, so don't worry if it's not exact.
NORMAL/HARD/EXTRA:
"Three needles stand of
three different heights.
The fat, the tall and the thin.
From slow to fast they
move to the right.
Scott rests not on three,
but fifteen."
"Three needles stand of three different heights" describes the three hands
of the clock. "The fat, the tall and the thin" -- hour, minute and second
hands.
"From slow to fast they move to the right" describes the order the hands
will appear on the clock face from left to right. That means the slow
hour hand will be farthest left, the faster minute hand to its right, and
the even faster second hand to the right of both.
Further, the riddle concludes by telling us that "Scott rests not on
three, but fifteen." This means that Scott represents the second hand,
just like the Easy puzzle. When the second hand sits over the 3 on a clock
face, it actually means 15 seconds. You'll also notice that the second
hand already sits at 15 seconds on this clock and cannot be manipulated,
so we can move past this one.
Unlike the Easy mode riddle, you're not told any other names in memo, but
you'll still find the names on the wall along with directional arrows.
Even if you can't deduce that the first letter of each name indicates
which hand it represents (H/M/S), you can use the hint in the riddle that
the hour, minute and second hands move from left to right. Therefore, you
should be left with this:
So there we go, it's the same solution as the Easy riddle. Again, you
can't move the second hand but it's already set on 15 seconds. Simply use
the D-pad to set the clock to 9:10 (anywhere within the range of 9:07 to
9:13 will work) and you'll hear the clank that is the nail of time being
removed.
You can now push the clock and move on. For future reference, the
solution to this puzzle is always 9:10 on all riddle levels.
Now push the clock from the right side to reveal a hole in the wall. Pass
through it to find yourself in room 209. Enter the living room to find a
SAVE POINT on the pushcart and a HEALTH DRINK on the kitchenette counter.
Exit the room through the front door.
Now on the other side of the hallway bars, head north and enter the
stairwell through the blue door. The 1F door below is locked, so move up
the stairs and take the HANDGUN BULLETS on the ledge at the top. Pass
through the door up there to the 3F corridor.
The Rest of the Third Floor
---------------------------
Checking your map, you're now at the north end of 3F, which you couldn't
access before. Head south down the hall and enter room 307 for a very
scarring image and close call. Afterwards, grab the COURTYARD KEY in the
closet and exit the room.
Continue past the Lying Figure to reach the south hall. Heading west,
you'll find the FIRE ESCAPE KEY on the ground near the bars, which is the
key the little girl kicked away earlier. Just hope she doesn't come out of
nowhere again and tackle James. Take the HANDGUN BULLETS on the floor in
the nearby open laundry room and consider grabbing some worthwhile health
and ammo from room 303.
Inside 303, ignore the right room that has a Lying Figure and nothing else
inside. Instead, grab the FIRST-AID KIT on the small cabinet on the left
side of the living room. A pack of HANDGUN BULLETS is on the bed in the
left room and a HEALTH DRINK is on the fallen fridge in the kitchenette.
Leave the room before the Lying Figure finds you, and head all the way to
the east side of the floor.
East Entrance Stairwell
-----------------------
All the other rooms up here are inaccessible, so enter the stairwell and</pre><pre id="faqspan-4">
run down past the blocked 2F door to the first floor lobby. You'll find
the door leading to the northeast 1F wing broken off, so head up the
hallway. All the rooms here are locked, but you'll find a pack of CANNED
JUICE of all things in front of 107 at the far end.
Well... ok then. You can't drink the juice but maybe you can use it for
something else. Anything coming to mind? Finished here, head back to the
lobby and exit through the double doors after unlocking them.
The Garbage Chute
-----------------
Checking your map, if you head west you'll reach the west entrance where
you first accessed the apartments, and you now have some new items to use
on your second go around. You may notice the bottom of the garbage chute
to the right of that entrance. Keep that in mind as you re-enter the west
entrance and head back up to the laundry room on the second floor right
by the stairs.
The garbage is still stuck in the chute, so take a look at your inventory
to see if you have anything useful. How about that random six pack of
juice you just picked up? It's fairly heavy and doesn't seem to have any
other use, so use the CANNED JUICE from your inventory to chuck it down,
knocking the garbage loose.
Remembering the business end of the chute outside, head back down to the
lobby and exit to find it around the right corner. Investigate the
splattered garbage to find a COIN [OLD MAN] and a very interesting
newspaper article. Take note of the names in here as one in particular
will help you out much later on in an optional puzzle for some goodies,
although you can always reference it in the Memo section of your
inventory.
Courtyard
---------
With that done, you should also have two keys that you collected in the
last while: one for the 1F courtyard and one for the 2F fire escape. Head
back inside the west end lobby and pass through the 1F door by the stairs,
using the COURTYARD KEY.
Now is a fairly good time to equip and start using the Handgun if you
haven't already. If you're comfortable with the Wooden Plank, by all means
keep using it and save your ammo, but in trickier situations with multiple
enemies, the Handgun will be helpful. Just don't go full Rambo, ok?
On your map, you may notice a large open rectangle in this area, which is
a pool. Follow the short path and take James' left to and up the stairs to
enter the pool area. Hearing the warning static and footsteps of multiple
creatures, you'll notice the pool has been drained and that there are
three Lying Figures inside along with a baby carriage in the middle. The
tricky part: we need what's in that carriage.
To make things easier, you can shoot them from above, but you'll need to
jump down in the pool to finish them off (without wasting ammo). On Normal
it shouldn't be too difficult to just run in, quickly get it and leave,
but on Hard you'll likely want to lure them to one side of the pool from
above first, then jump in. Either way, grab the COIN [SNAKE] from the
carriage and head up the steps to the left to exit the pool.
Exit the pool compound and head back towards the east. You came from the
south before, so now follow the east path and enter the north wing through
the door there.
First Floor North Wing
----------------------
Head south past the Lying Figure and enter room 101. Inside you should
hear someone vomiting, so you're not alone here. Give the place a good
look around to find a bloody fridge with a pair of legs poking out in the
kitchenette and a pack of HANDGUN BULLETS in the far right corner of the
living room. Now move through the closed door on the left side of the room
to enter the washroom and meet Eddie, the source of that beautiful sound.
[NOTE ON SEEING EDDIE]:
Although no key items are procured here, you must meet Eddie in this room
or else you won't be able to advance past a certain door that just won't
open in the next area.
After James leaves the washroom in the cutscene, you can re-enter to find
another room past the washroom that contains a football and posters that
may provide more context to some remarks later in the game. When finished,
exit back to the hallway.
The only other open room here is 101, where you'll find a Lying Figure and
HANDGUN BULLETS on a chair. There's also an interesting tourist pamphlet
on the cabinet that makes for an ironic read. Leave the room when done.
Fire Escape: Time to Leave Wood Side
------------------------------------
All that's left here is the north stairwell door, which you'll unlock upon
investigating, but there's nothing new through there since you should be
done checking the whole Wood Side Apartment building. You should still
have a key left though, so it's time to see what's behind that fire escape
door on 2F. It doesn't matter how you get there, but you have two route
options: use the north stairwell here to reach 2F and pass through room
209 and 208 via the clock hole; or head back to the courtyard, re-enter
the west lobby and head up to 2F that way. Go for whichever but the latter
should be quicker.
Either way, head to the west end of 2F and investigate the blue end door
to use the FIRE ESCAPE KEY. Instead of a fire escape, it looks like
another building was built next door and we can enter an apartment through
a window right here. Pretty sure that's a massive fire code violation, but
we have bigger concerns right now. Pass through the window into the
unknown apartment, leaving Wood Side.
03 // b l u e c r e e k a p a r t m e n t s [wlk_03]
===-=-=====---=-====----=-====-=-=-=-=======---=====--=-=-=------===-----=
"But... You're the same as me. It's easier just to run.
Besides, it's what we deserve."
Room 203
--------
Through the window, you'll find yourself in a bedroom of room 203 of Blue
Creek Apartments. It's a different apartment building, so you'll need to
find another map. There's nothing in the bedroom, so move ahead to the
washroom. If you check the toilet, James says there's something in there.
Oh dear... Prepare yourself and stick your hand into the unknown. Hey,
it's not even the first time James has done this so far.
James finds a wallet in the toilet bowl with a memo inside, containing
arrows and numbers (and possibly roman numerals or letters depending on
your difficulty level). If you head into the living room of the apartment,
you'll find a locked safe on a chair. It appears that this is the
combination to the safe, so get ready to solve a puzzle.
First of all, this puzzle is optional, so if you really don't want to
bother with it you can just move on. However, there's a whole bunch of
ammo inside and it's quite a simple puzzle.
The combination is random each time so you will get your own unique code,
but it'll follow the format of four numbers separated by three sections of
arrows like so:
## >> ## << ## >> ##
Now, depending on your riddle level you will see either all numbers or
some combination of numbers with roman numerals or letters. Refer to the
difficulty levels below for each solution.
As for the safe and inputting the code, it works the same way on all
difficulty levels so let me clarify. You must rotate the safe dial in any
direction to the first number, then rotate right to the second number,
then left to the third number, then right to the final number upon which
the safe will open without any additional input.
What may confuse you here is that the dial counts down when you turn right
and up when you turn left, but that's exactly as it would in real life. If
you find it confusing, just remember that the arrows mean for you to press
that direction until you reach the correct number, regardless of how it's
turning. So that means: go to first number, press right until second
number, press left until third number, press right until fourth number and
it'll open.
EASY/NORMAL:
Here you will get the simplest code with plain old numbers. Let's grab a
random code to demonstrate: 15 >> 08 << 12 >> 06. If this were your code,
you would turn the dial in any direction to 15. Then you would turn the
dial right until 8. Next, you'd turn the dial left until 12. Finally,
you'd turn the dial right and stop at 6, at which point the safe would
open.
HARD:
Now you'll get a code with some normal numbers and roman numerals mixed
in, but it's super simple. The only two numerals that will appear here are
V (5) and X (10), however they can be used on their own, in multiples, or
mixed with regular numbers.
Therefore you may see VV, XV or XX. VV is 5 + 5 = 10; XV is 10 + 5 = 15;
and XX is 10 + 10 = 20. Normally 10 would just be X, but in this case the
goal is always to add numerals together so you may see VV instead.
You may also see numerals mixed with regular numbers, for example: X5,
VV2 or XV4. X5 would be 10 + 5 = 15; VV2 would be 5 + 5 + 2 = 12; and XV4
would be 10 + 5 + 4 = 19.
Taking this into account, here's an example code: 9 >> 6 << VV1 >> X0. If
this were your code, you would turn the dial in any direction to 9. Next,
you'd turn the dial right until 6. Then you'd turn the dial left until
11 (5 + 5 + 1 = 11). Finally, you'd turn the dial right and stop at 10
(10 + 0 = 10) and the safe would open.
EXTRA:
Combinations on this level tend to look like shockers at first, but it's
quite simple to understand. This time the combination in the memo will be
composed of numbers and letters. Each of the four numbers can only be
either a number or a letter, not combined together, which makes things
easier.
There's no real in-game clue as to what the letters mean, however you may
or may not have some general understanding of different numbering systems
of the world. Normally we use the decimal or base-10 system, which only
uses numbers 0-9 for counting, with multiple digits used together for
figures above 9. Another system is the hexadecimal or base-16 system,
which uses 0-9 as well, but also A, B, C, D, E and F to represent 10, 11,
12, 13, 14, and 15.
The vigesimal or base-20 system takes this further by adding G-J to
represent 16-19. It stops there, thus with a finite number of 20 different
symbols for number representation (and thus "base-20"), but you can always
extrapolate this system to make use of the full alphabet. In our case we
only need to extend it one more letter for K to represent 20, the highest
number on the dial. And with that we have unlocked the key to the puzzle.
While numbers 0 through 9 still exist normally, numbers 10 through 20 will
be replaced with letters a through k (displayed in lowercase). Basically
we can simplify it by taking each letter's position in the alphabet (1-26)
and adding 9 to determine what each letter represents. Nothing past k
(11 + 9) matters and will not be seen in this puzzle since the dial tops
out at 20.
Therefore we can determine all the possible numbers and letters that can
appear and what each of them represent like so:
0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k
10 11 12 13 14 15 16 17 18 19 20
For example, c is the third letter of the alphabet (3 + 9 = 12) and i is
the ninth letter (9 + 9 = 18).
All right, let's now make up a code: 3 >> j << 4 << b. If this were your
code, you would turn the dial in any direction to 3. Next, you'd turn the
dial right to 19 (10 + 9 = 19). Next, you'd turn the dial left to 4.
Finally, you'd turn the dial right and stop at 11 (2 + 9 = 11), where the
safe would open.
Once the safe is open, you'll find four boxes of HANDGUN BULLETS inside.
Damn right -- that's the reward a man gets for sticking his hand in a
scummy toilet without even questioning it. Anyway, in the nearby
kitchenette is a HEALTH DRINK as well. Leave the now empty room.
Second Floor
------------
Out in the hall, ignore the Lying Figure to your left. You won't find any
other open rooms here, but you will find a note on the locked door to room
209. It tells you that the key for that room is in one of the apartments
near the stairwell on the first floor, so that's your destination. Look
for the glowing "EXIT" sign on the roof to locate the blue stairwell door.
Inside, look to James' left with the Flashlight on to find the MAP OF THE
WEST APT. BLDG.
Despite the map covering the third floor, the stairs up there are blocked
off and you cannot access it. Anyway, enter the first floor hallway
through the door just down the stairs.
First Floor: Finding the Key to Room 209
----------------------------------------
Note the sound of the nearby Creeper and shoot it if it comes near you.
Find the laundry room to the left for a FIRST-AID KIT on a washing
machine.
There are two unlocked rooms on this floor (105 and 109) and both are near
the staircase, as the earlier note described. Room 105 won't do you any
good right now since you'll only find an odd desk that looks like a
riddle that you're not ready for (you'll still need another coin for it).
So enter room 109 just north of the stairwell, ignoring the still
Mannequin ahead.
[NOTE ON ROOM 109]:
If the door to room 109 will not open no matter how hard James tries, you
need to see Eddie in room 101 of Wood Side Apartments first. You'll need
to go back through the window in room 203 of Blue Creek and through the
first floor courtyard to get there.
Inside 109, find the HANDGUN BULLETS sitting on the couch. There's nothing
else useful in this main section of the apartment, but you'll notice a
vibrant white door near the couch, which is unlocked. Take a moment to
acknowledge the visual metaphor of it and the boarded up black door right
beside it, along with the teddy bear on the floor. Interesting. Pass
through the white door for a cutscene and to be properly introduced to
Angela. Here you will receive ANGELA'S KNIFE from her and then she'll
leave the room.
[NOTE ON ANGELA'S KNIFE]:
If you enter your inventory to take a look at the knife, you'll notice the
"Examine" function. If you ever examine this knife, especially on
multiple occasions, it may influence the outcome of the ending you'll
receive at the end of the game. I suggest you play as you would normally,
but more can be read in the Endings section of this FAQ upon completing
the game.
Once Angela leaves, grab the COIN [PRISONER] sitting on the nightstand. If
you have a good eye, you may spot something in the middle of the floor in
the room. It's a ripped photo, which reveals a bit more about Angela's
character if you can decipher the message along with her behaviour. More
will be revealed in time anyway.
Exit the room and the apartment altogether. Remembering the other unlocked
room on this floor, enter room 105. The key for room 209 wasn't in 109, so
it must be in here. Noticing a strange-looking secretarial desk in the
living room, examine it. It's time for another puzzle.
PUZZLE: OLD COIN DESK (ROOM 105) [puz_03]
--------------------------------------------------------------------------
Examining the desk, you'll find an engraving of a riddle and five circular
slots approximately one-inch wide, similar in size to your three coins.
Therefore you must insert your three coins into the correct slots as
described in the riddle.
To get a better understating of how to coins correspond to the riddle,
enter your inventory and examine each coin. You'll notice the following
images on the coins:
Old Man - an old man
Snake - a snake
Prisoner - a woman
To insert a coin into a slot, stand in front of the desk and use one from
your inventory. You will then be able to select a slot to insert the coin.
To remove an inserted coin, examine the desk, skip the riddle to view the
five holes, and then you will be able to select a coin to remove.
How complex the riddle is depends on your riddle level. View all riddles
and their solutions below.
EASY:
"To the right is the lady.
To the left is the old one.
In the center crawls the other.
Now just two spaces remain,
But fear not for now,
The puzzle is done.
The puzzle is done."
This couldn't be any simpler. The first line, "To the right is the lady",
explains that the Prisoner, who is a woman as shown on the coin and the
only woman here, sits in the right end slot.
The next line, "To the left is the old one", clearly states that the Old
Man sits in the left end slot. Lastly, "In the center crawls the other"
explains that the Snake, the only one remaining and a creature that
naturally crawls, sits in the middle slot. The rest of the riddle just
explains that only three coins are needed for this puzzle, not five.
Now that you have the solution, put the COIN [OLD MAN] in the left end
slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the
right end slot as shown below.
The first line, "Three bright coins in five holes be", simply describes
that three coins fit into the five slots and no more are needed. "At one
end sits the seducer of she" tells us that the Snake sits in one of the
two end slots. It was the Snake who seduced Eve to eat the apple in the
Garden of Eden after all.
The next line, "The wind from behind the woman doth play", describes which
end the Snake sits at, and the Prisoner in relation to it. If you take a
look at the Prisoner coin (which is the woman), you'll notice that she
faces to the right. If the woman is causing the wind and is behind the
Snake, she has to be on the Snake's left. And to clarify the English, it's
the "wind from behind" that the woman is playing, not wind that is behind
the woman. Moreover, the wind could be interpreted as a slot in itself,
between the Snake and the Prisoner.
"The formless one, null, lies furthest from they" signifies that the slot
furthest from the Prisoner and Snake is empty (formless). This has to be
the leftmost slot as the Snake has already taken the right end slot in
order for the right-facing woman to play the wind behind it.
"The old one beside the serpent sits not" states that the Old Man doesn't
sit immediately left of the Snake, which we've already interpreted as the
slot that occupies the wind the woman is playing anyway.
"Tis to the prisoner's left that he doth rot" explains the rest. So the
Old Man sits in the slot to the left of the Prisoner, and thus to the
right of the formless one (empty) that occupies the left end slot.
Now that you have the solution, place the COIN [OLD MAN] in the second
slot, the COIN [PRISONER] in the middle slot, and the COIN [SNAKE] in the
fifth slot as shown below.
"First lies the seat of
He who is Peerless
Silent and empty,
heartless and fearless
Beside him sits one who knows
The place of the servant is
next to the throne
Dozens of feet,
yet not a single toe
The One that is Hidden
beside him doth go
Seducer of dreams,
creature of Hades
Lying further from
Man and closer to Lady
Man and Woman seeing all
Heedless to the Raven's call
Silent and Hidden the two may be
They be not there for you to see
Return them to whence
they would be
And blessing shall
descend on thee
I speak thus with
the North Star behind me
The birth of the sun is
the start of the story"
This riddle plays out a little differently and like a story, listing all
the slots in order as it goes. Whether the first slot lies on the left or
right we'll have to wait for the end to find out, so we'll keep the order
in mind as numbers until then.
"First lies the seat of He who is Peerless; Silent and empty, heartless
and fearless" explains that the first slot is empty. Silent, empty,
heartless, fearless -- this cannot be the Old Man, Prisoner or Snake. They
all have hearts for one, the humans likely have fears, perhaps the Snake
cannot be silent, and none of them are empty. Therefore the first slot is
empty and not a coin.
"Beside him sits one who knows The place of the servant is next to the
throne" is somewhat difficult to interpret. "One who knows" seems to
signify an Old Man, who has come to know because of his age. The entire
sentence together eliminates the Snake, which under normal thinking could
not possibly know where a servant belongs. Further, the Prisoner isn't
likely to know this either since she's locked away, so this appears to fit
the Old Man the best, putting him in the second slot.
"Dozens of feet, yet not a single toe" clarifies that there is no human
(but possibly the Snake) between the second and fourth slots -- "feet"
being a unit of measure and "toe" simply serving as a pun. "The One that
is Hidden beside him doth go" applies to the same slot, being hidden and
beside "him" (Old Man). So the third slot is the "One that is Hidden" and
not a coin.
"Seducer of dreams, creature of Hades" may be somewhat misleading, as the
creature of Hades should be a three-headed dog named Cerberus. However
Hades has been portrayed while holding or accompanied by snakes in various
portraits. Further, "Seducer of dreams" could signify the Snake in the
Garden of Eden, seducing Eve to eat the apple. The Snake could also be
interpreted as the only "creature" in this riddle, amongst men and women
as humans, and silent or hidden ones. Therefore, the Snake appears to take
the fourth slot.
The meaning of "Lying further from Man and closer to Lady" is rather
clear in placing the Snake relative to the (Old) Man and Lady (Prisoner).
At the moment, the Old Man sits in the second slot and the Snake in the
fourth. Taking this into account, the Prisoner can't be placed in the
first or third slots, which would make her closer to the Man or equal
distance to the Man and the Snake, and not correct. These two slots are
already taken anyway by silent and hidden ones as we're about to shortly
confirm, but if placed in the fifth slot, the Prisoner (Lady) is now
closer to the Snake and further from Man as described. It also follows the
format so far of listing every slot in order.
"Man and Woman seeing all Heedless to the Raven's call" tells us that
between the man (Old Man) and woman (Prisoner), they must see all five
slots, perhaps directly. With the arrangement we currently have, this
works out. The Prisoner sees the Snake's slot and her own, and the Old Man
sees the two slots on his sides and his own. Man and Woman see all.
The riddle goes on, stating that "Silent and Hidden the two may be They be
not there for you to see". This confirms that the two slots mentioned
earlier as being empty are in fact empty -- the first slot, which is
"silent", and the middle slot, which is "hidden".
While we've only determined slot numbers so far, we don't yet know if the
first slot starts on the left or right, so we turn to the final paragraph
to clarify. "I speak thus with the North Star behind me; The birth of the
sun is the start of the story". If the author speaks with the North Star
behind them, then they'd be facing the south. And the birth of the sun?
Well, it rises from the east every day. If facing south, the east is to
the left. So the start of the story, the first slot, is on the left.
Now that you have the solution, put the COIN [OLD MAN] in the second slot,
the COIN [SNAKE] in the fourth slot, and the COIN [PRISONER] in the fifth
slot as demonstrated below.
"Like coins in the hazy
aether tossed
Our souls must by
their sinful weight
Descend to earth
with lightness lost
To "right" the sins
that they hath laid
When thrice in falling they intone
The Happiness shall be thy own
The first note be not by
the Horned One rung
Though it be there that
all sins be sprung
The Bringer of Life and
the Bringer of Shame
The sins of the latter be
ever more tame
Though coming
in the Aged One's wake
The Formless One's soul
in fear doth quake
The Needless One, silent,
with hungers all sated
Is least then in sin
with his lusts all abated
For the gravest of sinners
His place be appointed
And if he be lucky
May his soul be anointed"
This riddle is very complex and requires very deep examining and thinking.
The sentence, "Our souls must by their sinful weight; Descend to earth
with lightness lost" seems to imply that the sins become greater as they
descend to the earth.
The next verse clarifies how that pertains to the coins. "To 'right' the
sins that they hath laid" serves as a pun, signifying that the more sinful
one is, the farther to the right of the five holes they belong.
"When thrice in falling they intone The Happiness shall be thy own" just
implies that three (thrice) coins fit into the five slots and that you
shall be happy once you place them correctly and receive the prize.
"The first note be not by the Horned One rung though it be there that all
sins be sprung" determines that the Snake does not hold the first slot,
however it is because of the Snake that "all sins be sprung". The key here
is the Snake being represented as the Devil, the "Horned One", and the
first sin. To connect the Devil (Horned One) to the Snake, there is what
James describes as a crescent moon on the back of the Snake coin if you
examine it, which can also appear to be a horn.
Elaborating on the first sin, in the Garden of Eden with Adam and Eve, the
Devil took the form of a Snake to seduce Eve to eat the apple, and from
there sprung all sins -- that's the context.
"The Bringer of Life and the Bringer of Shame; the sins of the latter be
ever more tame" says that the Snake, the Bringer of Shame, is less sinful
(more tame) than the Prisoner (woman), the Bringer of Life. Women give
birth to children and thus life, furthered by an image of eggs on the
back of the Prisoner coin.
Additionally, in the Garden of Eden, Adam and Eve walked naked and felt no
shame, until the snake convinced Eve to eat the apple. After this, Adam
and Eve covered themselves up with fig leaves, ashamed of their nakedness
but also for disobeying their God and sinning. Thus, the Snake is the
Bringer of Shame. The word "latter" in this case signifies the second of
two things mentioned, so the sins of the Bringer of Shame (Snake) are
lesser than the Bringer of Life (Woman/Prisoner). Therefore the Prisoner
lies farther right than the Snake.
"Though coming in the Aged One's wake the Formless One's soul in fear doth
quake" mentions that there is an empty slot beside the Old Man, but we
don't yet know where and on which side either will be placed. One could
think being in the wake of (behind) the Aged One (Old Man), similar to
being in the wake behind a ship passing through the water, puts the
Formless One (empty slot) behind the Old Man. In the coin photo, the Old
Man faces to the right, which would put the Formless One to its left in
that case.
However, as we'll shortly find out, this doesn't work, so perhaps it's
simply referring to the Formless One attending the wake of the Old Man. A
wake is a social gathering associated with death, usually held before a
funeral, and serves as a celebration of the life of the dead. Further,
there is a gravestone located on the back of the Old Man coin, signifying
death, so this fits. Even more to the point, the verse signifies that the
Formless One is trembling in fear of the Old Man. Why? Well, perhaps
because he's looking at a dead man. One could suggest even further that
the Formless One is fearful because he is more sinful than the Old Man,
possibly placing him to his right, but we'll wait before we lock that in.
"The Needless One, silent, with hungers all sated Is least then in sin
with his lusts all abated" states that the Old Man is the least sinful of
them all, with all his lusts removed. This is furthered by the idea of
him being dead with the gravestone on the back of the coin. No longer
alive, he is silent, his hungers satisfied and his lusts all gone, and
thus it is impossible for him to sin any more. So that situates the Old
Man at the left end as the least sinful and an empty slot (the Formless
One quaking in fear) beside him.
Otherwise, we know that the Snake will be farther left than the Prisoner
since it is less sinful, but we don't know in which slots they fit just
yet. So onto the final verse.
"For the gravest of sinners His place be appointed And if he be lucky May
his soul be anointed" states that a new person fits in the right end slot
since they are the most serious and greatest sinner of them all. Although
it is a "he", it cannot be the Old Man who is already the least sinful.
Further it cannot be the Snake or the Prisoner (woman), nor the Formless
One who is already situated beside the Old Man at the left. Thus the fifth
and final slot is empty.
Now we have the first, second, and fifth slots set into stone, leaving
only the third and fourth slots left for the Snake and Prisoner. The Snake
is less sinful than the Prisoner and therefore belongs in the third slot
with the Prisoner in the fourth beside it.
Now that you have the solution, put the COIN [OLD MAN] in the first slot,
the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the fourth
slot like below.
Once you've solved the old coin puzzle, the secretarial desk will open and
reveal the LYNE HOUSE KEY inside. Directly behind you opposite the desk
you will also find a small path that leads to a SAVE POINT on the wall.
After completing the game once, the WHITE CHRISM can be found on the
kitchenette counter of room 105. It is one of four extra items required to
receive the Rebirth ending. Read more about it in the Endings section.
Now with the key to room 209, exit the room and head back up to 2F via the
stairwell.
Second Floor: Getting the Exit Stairway Key
-------------------------------------------
Enter room 209 using the LYNE HOUSE KEY. Inside the apartment, you may
hear some whispers, but that's not important right now. Move out to the
balcony from the living room, which connects to room 208. In 208, grab the
HANDGUN BULLETS on the chair and take the APARTMENT STAIRWAY KEY on the
envelope on the bed. Using the SAVE POINT on the wall in the bedroom is
recommended because a boss fight is coming up very shortly.
Cross back over to room 209 and exit to the hallway from there. The locked
stairway is at the north end of this floor, so head past the Mannequin and
enter it with the APARTMENT STAIRWAY KEY.
In the stairway, it's not a pretty sight. The door becomes jammed behind
you and you'll have to endure a short battle with Pyramid Head.
BOSS: RED PYRAMID THING (NORTH STAIRWELL) [bos_01]
**************************************************************************
[NOTE ON USING HANDGUN]:
First of all, let me mention that you do not have to fire off a single
shot in this boss fight, however it will take noticeably longer if you
don't. While bullets don't appear to damage Pyramid Head directly, they
do slow him down, making his attacks easier to avoid, and also cause him
to leave more quickly. That said, it's an easy fight either way and if
you want to save 40 bullets rather than use them, consider the cat and
mouse game.
---
Since Pyramid Head can't be eliminated, the idea here is to avoid his
attacks and stay alive until he leaves. Whether using the Handgun or not,
you'll accomplish this by running to the opposite corner of the room each
time he comes near you. Pyramid Head wields a massive Great Knife which he
drags behind him, limiting his speed a fair bit. So long as you move
quickly and carefully you should be able to avoid any attack.
So starting off, let Pyramid Head approach you whether firing or not. When
he gets close he should stop short with a swing and miss. Use this as an
opportunity to run past him to the far end corner opposite the one by the
door.
Continue firing away from there as he's out of the shot, or just patiently
wait for him to come back this way. This time, Pyramid Head may or may not
stop short when he swings, so once he gets a bit close to you, dart along
the wall back to the first corner. As you run by, he'll either swing at
you (and likely miss), or you'll be too quick and he'll just turn and
start following you back.
Soon enough, Pyramid Head will stop trying to swipe at you in each corner
and instead he'll try to perform an executioner-style overhead swing,
which will indeed kill you on contact. While this attack is more
dangerous, it's much easier to avoid since it takes so long to land.
You'll notice when Pyramid Head starts to do this attack because he'll
stop a decent distance away from you and start winding his knife arm back.
When you see him do this, quickly get the hell out of there and go back to
the other corner.
[PYRAMID HEAD'S ATTACKS]:
As we've already discussed, the first of Pyramid Head's attacks is a
standard swipe, which inflicts moderate damage. This is performed mostly
at the beginning and is harder to avoid than the others due to its speed,
but still shouldn't be a bother if you're quick. If you ever wish to slow
him down, pump him with a few bullets.
His second Great Knife attack is an overhead executioner swing, which as
previously mentioned is a one-hit kill. No matter what your health status,
you will die if it hits you. It will even kill you if it catches you on
the upswing from the floor, so do be careful when running past. That said,
since this attack is so slow it's very easy to avoid as long as you run
out of the way. However the accuracy of this attack increases at the very
end of the battle when the siren sounds, especially on Hard, so always run
past as quickly as possible.
Lastly, Pyramid Head can punch you with his free hand if within range, or
perform a strangling grapple while lifting James with his hand, but this
will only happen if you run directly into or near him. If he does grab
you, mash the shoulder and directional buttons to escape more quickly.
---
Should you be able to survive, the end of the battle will soon be
signified by a siren sounding off in the distance, to which Pyramid Head
responds by moving down the water-filled staircase and leaving through the
exit door. He's got other business to attend to. Do not follow him to the
stairs as he will not hesitate to turn around and slay you if within
range. No worth risking it with the battle already won.
Do be aware that once the siren sounds, Pyramid Head's accuracy with his
executioner swing increases dramatically, especially on Hard. It is just
too easy to be caught off guard and killed this way if you're in a bad
position as the siren sounds. Do consider firing some bullets into him to
slow him down as you sense the end of the battle nearing to combat this,
and try to spend a bit more time on the left side so you don't have to run
past him once the siren does go off.
If out of ammo or not firing at him however, try to move as quickly as
possible to get past him, and if you have lots of space between you and
him, do consider moving a bit closer to bait an attack, then get out of
the way and use his attack recovery time to get to the other side safely.
Additionally, switching to 2D control (free movement) and just running
around wildly in a very unpredictable manner (and not in the same spot)
can confuse him and cause him to just abort the swing, so consider that.
To sum it up, this fight can contrastingly be somewhat long or very short,
depending on if you shoot Pyramid Head or not. On all action levels the
battle can end in less than one minute if you shoot Pyramid Head but can
last up to five minutes on Hard if you don't, and around three on Normal.
Once Pyramid Head decides to go for a swim in the staircase, he'll descend
to the bottom and leave through the exit door, draining the staircase. Now
you can also descend the staircase and leave the apartment building. Yes,
the same place the pyramid dude went cause we have no other options.
04 // w e s t s o u t h v a l e [wlk_04]
--=-===-=--====---======-=-=====-=--=====--=-=-==------=-===---===---=-=--
"My name... is Maria. I don't look like a ghost. Do I?"
Back Alley
----------
With no trace of Pyramid Head, move down the stairs and towards the fence
ahead for a FIRST-AID KIT on the right. Spin around and follow the path
around the corner for another brief cutscene.
Afterwards you can find two boxes of HANDGUN BULLETS up the set of stairs
along the left wall ahead. Continue down the path to finally reach
Rosewater Park.
Rosewater Park: A Special Place
-------------------------------
You can just skip straight to the waterfront if you wish, but up the left
stairs you can find two boxes of HANDGUN BULLETS at the end of the path.
Down the other stairs there is a HEALTH DRINK on the left bench. Move down
the stairs there and up the other stairs to the right to find HANDGUN
BULLETS on the bench near the gazebo.
Continue north to the waterfront, finding a HEALTH DRINK by the railing to
the right. Head down the other way to meet... Mary? No, a seductive lady
named... Maria. Well, this is interesting. With her help, James realizes
his "special place" might instead be the Lake View Hotel. Maria joins
James to find it.
[NOTE ON MARIA]:
You are now responsible for keeping Maria alive for the next portion of
the game. Do try your best to keep enemies from attacking her and be
careful not to accidentally shoot her yourself during combat or it'll be
Game Over. Additionally, how much damage she takes and how much time you
spend with her may influence the outcome of the ending you receive at the
end of the game. I suggest you play as you normally would, but feel free
to get more information in the Endings section of this FAQ upon completing
the game.
Now with sexy Maria accompanying you, head west to the other side of the
park, past an interesting stone monument which you may want to check out.
Head up the left stairway by the end of the waterfront path and continue
south past any openings. Just past the right building you'll find a
Mannequin guarding a HEALTH DRINK. Continue ahead to Nathan Avenue.
Nathan Avenue: Finding a Route to the Lake View Hotel
-----------------------------------------------------
Before heading west, you can find a SAVE POINT on the car in the nearby
parking lot of Jack's Inn. But now our goal is to follow Nathan to the
west and see how far we can get.
After achieving all three main endings or just the Rebirth ending, the
DOG KEY can be found in a doghouse in the small lot directly across the
road after leaving Rosewater Park, just west of Jack's Inn. If there is no
doghouse in the lot, you do not have the appropriate endings in your save
file. Using this key at the correct location will award the player with
the Dog ending.
Past a few enemies, find the Texxon Gas station near Carroll Street.
Hearing an engine running, take the STEEL PIPE from the running car to
shut it up. This new weapon is a great upgrade from the Wooden Plank,
offering much more power and range, so do give it a try.
After completing the game once, the BOOK: "LOST MEMORIES" can be found in
the open slot of the newspaper stand at Texxon Gas. It is one of four
extra items required to receive the Rebirth ending. Read more about it in
the Endings section.
You can also find two HEALTH DRINKS and a pack of HANDGUN BULLETS in front
of the delivery truck a little south in the gas station lot. Just west of
the truck by the garage door are more HANDGUN BULLETS and another HEALTH
DRINK. Carroll Street is blocked off to the south so we can only continue
west.
All right, what you want to do here is reach the hotel to the north, at
the top of your map, ideally taking Nathan Avenue west all the way to
Sandford Street. However, you'll find that the bridge just past the
Historical Society is wrecked. Looking around the bridge however, you'll
find a map near a corpse which serves as a clue. A few points of interest
are crossed off on this map, but Pete's-Bowl-O-Rama is circled, so that's
your next destination.
If up by the west bridge, do be sure to grab the HANDGUN BULLETS near the
corpse, as well as the FIRST-AID KIT in the Silent Hill Historical Society
parking lot. As a side note while traversing Nathan, you may notice the
shocking phenomenon of Mannequins flying out of nowhere and landing near
the road edges. Things are certainly escalating...
Anyway, the entry doors for Pete's are on the north side. Grab the HEALTH
DRINK by the grass patch just in front and enter the bowling alley. Maria
will stay outside since she hates bowling. Too bad for her because she'll
be missing a jolly ol' good time!
Pete's Bowl-O-Rama
------------------
Head through the left door in here to enjoy a cutscene of Eddie and the
little brat from earlier. Where did Eddie get that pizza from though?
Still in a side room, continue through the door at the other end and move
deeper into the main room to talk to Eddie.
Unfortunately the little girl slips away, but James at least learns her
name is Laura while harassing Eddie's pizza-eating. Once she leaves, you
can find HANDGUN BULLETS at the end of the third alley from the right.
Head through the same double doors as Laura and leave the joint
altogether.
Chasing Laura
-------------
With Maria gone, head east and she'll come running back to inform you
where Laura went. If you go too far east, Maria will correct you because
she ran around the building. So take a right through the building's side
parking lot, around the next corner at the back and through the gate at
the far end.
Head upward until Maria shows you the gap Laura squeezed through. Unable
to fit, Maria points to the nearby side door. Try it to find it's locked,
but Maria conveniently pulls out three keys from erotic positions on her
body to unlock it, keeping James' full and undivided attention. Head
through the mystery door.
Heaven's Night
--------------
Inside the building, move up the stairs to James' right. At the top, you
can learn about James' drinking habits if you examine the stacked crates
of liquor. Continue on and pass through the green door on James' right.
Taking in this room, you are very much inside a strip club called Heaven's
Night, although no action is going down tonight. Maria did have the keys
to the back door though... Looks like James is in for a hell of a treat.
Grab the FIRST-AID KIT on the chair of the second table you see in the
room, but sadly that's it in here. You can eye the stripper pole on the
stage and imagine your wildest fantasies with Maria, but unfortunately
she appears to be off-duty today. Exit Heaven's Night through the grey
front door.
Carroll Street
--------------
Outside, head down the stairs past Maria at the bottom and continue ahead
to Carroll Street, now on the other side of the blockade. Head south and
Maria will soon spot Laura enter a building on the right. Follow her and
enter Brookhaven Hospital around the right corner.
05 // b r o o k h a v e n h o s p i t a l [wlk_05]
==-=-=-======--=-=-======---=-----==---=====-=-=---=--==----=====---==-===
"I was friends with Mary... We met at the hospital.
It was last year..."
First Floor Lobby
-----------------
Take the MAP OF THE HOSPITAL on the noticeboard to James' left and enter
the nearby Reception Office to check in. On the desk you'll find a SAVE
POINT and a memo on three mental patients, as well as a HEALTH DRINK on
the desk by Maria. Head through the door beside her to the Document Room
to find a memo and the "PURPLE BULL" KEY on the desk. Exit both rooms to
the main hall.
Upon further investigation, you'll find that the Examination Room and
Doctor's Lounge are locked -- expect to come back here later. Find the
unlocked stairwell by the locked double doors and head up to 2F, arriving
in the employee wing.
Second Floor Employee Wing
--------------------------
Up on 2F, you'll encounter new enemies called Bubble Head Nurses,
fully-dressed in provocative uniforms and quite curvy. Although they may
be sexy, don't let that drive you to your death. Nurses are very effective
killing machines and inflict quite a bit of damage with their steel pipes,
not to mention their aggression levels. If you've been using mostly melee
weapons so far, switching to the Handgun is a must for these seductresses.
Take out the Nurses if they come near you, and enter the Women's Locker
Room around the corner, a natural primary destination for a man such as
James. Inside, examine the teddy James stares at to find a BENT NEEDLE
inside it. In the open locker beside it is a SHOTGUN. Work here must've
been pretty rough for these nurses... While it's a very powerful weapon,
it isn't yet necessary to start using it, so keep the Handgun equipped and
build up some Shotgun ammo for now. Exit the room and enter the Men's
Locker Room on the other side of the hall.
The only item of interest in here is the bloody white lab coat hanging
from the top of the last locker on James' right, which contains the
EXAMINATION ROOM KEY inside the pocket. Remember the locked room
downstairs? Return to 1F and use the EXAMINATION ROOM KEY to unlock and
enter the Examination Room.
First Floor Examination Room and Doctor's Lounge
------------------------------------------------
You won't find anything in the small Examination Room, but you can pass
through the other door to the Doctor's Lounge, which you couldn't access
earlier either.
In the Doctor's Lounge, take the SHOTGUN SHELLS in the sink and examine
the whiteboard by the far door in the room. There's a memo written on the
whiteboard telling you the code for the 3rd floor patient wing. On Easy
and Normal Riddle Level, the memo simply tells you that the code is 7335,
but on Hard and Extra it will explain that the code is a "T", referring to
the position of the numbers on the keypad which you'll soon see. You're
done here, so exit the room through the door beside the whiteboard,
unlocking it first, and head back up to 2F.
Second Floor Patient Wing
-------------------------
Head through the double doors near the stairwell and get the HANDGUN
BULLETS on one of the stools in front of you. Start down the hall with
Maria, entering Examining Room 3 on the right. Take the FIRST-AID KIT on
the bed and find the typewriter on the back desk. There's no paper in it,
but James can read the imprint in the carbon paper, which contains an
important code. It's random every time, so take note and remember it for
later. Exit the room.
Enter room M2 farther down the hall to find the "LAPIS EYE" KEY in the
small nightstand drawer and some SHOTGUN SHELLS on top. Exit the room and
enter the neighbouring room M3. Inside, you'll find a HEALTH DRINK and
HANDGUN BULLETS, as well as a Bubble Head Nurse. Back out in the hall, if
you move past the two Nurses and enter room M6, you'll find SHOTGUN SHELLS
by Maria and a HEALTH DRINK by the Bubble Head in the room. That covers
2F, so exit back to the employee wing and head up to 3F via the stairwell.
Third Floor Employee Wing
-------------------------
There is a FIRST-AID KIT by the inoperable elevator here, but you'll have</pre><pre id="faqspan-5">
to get past two Nurses if interested. The Special Treatment Room is
locked, as are the double doors by the stairwell, but you'll find a keypad
beside the doors. On Easy/Normal Riddle Levels, this really isn't a puzzle
as you likely found the code already, but it's a bit trickier on
Hard/Extra.
PUZZLE: THIRD FLOOR PATIENT WING KEYPAD [puz_04]
--------------------------------------------------------------------------
The solution to this puzzle is always on the whiteboard in the first floor
Doctor's Lounge. On Easy/Normal you're simply told the code but on
Hard/Extra you'll have to solve a little riddle to decipher the code.
EASY/NORMAL:
"3rd floor patient wing hall - 7335"
There you go, just enter the code to unlock the doors.
HARD/EXTRA:
"The pin number this month is
'T'. Last month it was 'X'
and before that it was 'Z.'
But what are they going to
do next month? That's all they
can express with 4 numbers.
Anyway does the door to the
Patient Wing really need to have
its combination changed this
often?"
So the code was a Z, then an X, and now it's a T... How do you get a
number from that? Well, simple. How do you draw a T? Naturally, you'd
first draw the top from left to right, then the bottom from top to bottom.
Some may do it differently, perhaps from top to bottom and then the left
to right top, but the people who work at this hospital operate the first
way, as we're about to find out.
Again, how does this relate to numbers? Well, look at the keypad and
imagine how you'd draw a T on it. You would do so like this:
1 2 3 1--2--3
|
4 5 6 4 5 6
|
7 8 9 7 8 9
The keypad uses a 4-digit code, so following our drawing format described
above, we would start at 1 and cross over to 3. Then we'd move to 2 and
drop down to 8. 1328. That's the code.
If there's any confusion as to why it's not 1238, especially from that
diagram, just think about it. When you draw the T, you move from 1 to 3,
passing through the 2 without actually stopping there. Only then do you go
to the 2 and continue down to the 8. This is also why 5 is not a part of
the code since it's only passed through. Again, someone could also draw
the T from 2 to 8 and then 1 to 3, but these folks at Brookhaven do it the
first way.
Although it doesn't matter, if you're curious about the codes from the
last months, they likely would've been 1937 (X) and 1379 (Z), again using
the same principle of drawing point to point.
---
Keep in mind that this code is always the same for the corresponding
Riddle Levels. It will always be 7335 on Easy/Normal and always 1328 on
Hard/Extra. So once you know the code you can even skip the Examination
Room Key since there's no need to go read the whiteboard, although you
can decide if the Shotgun Shells in the Doctor's Lounge are worth the
trip.
Third Floor Patient Wing: Nap Time in S3
----------------------------------------
Now enter the patient wing after inputting the code and head inside room
S3. In there, Maria looks a little tired and James suggests she gets some
rest on the comfy bed. Once this happens, Maria will not be able to
accompany James for the next part of the game, but she is not needed and
this way she won't take any damage from enemies.
Feel free to investigate her lying on the bed for brief bits of dialogue.
Take the ROOF KEY from the nightstand and leave Maria to rest. Note that
you can continue down the hall but you'll find a mystery box in the final
room that you're not quite ready for. We'll be back here soon anyway.
[NOTE ON MARIA IN ROOM S3]:
How often you check up on Maria in this room, talk with her and generally
how much time you spend with her in there may affect the outcome of the
ending you receive at the end of the game. I suggest you play as you
normally would, but more information is available in the Endings section
of this FAQ. I'd recommend beating the game at least once before checking
that section to avoid any spoilers.
To the Rooftop
--------------
To access the roof, return to the employee wing and take the stairwell up
one more floor. Through the RF door to outside, it's now dark and a tad
eerie up here. If you take a gander at the ground you may notice a
turquoise notebook cover and scattered papers in the corner, which make up
a suicidal diary likely left by a patient here.
[NOTE ON SUICIDAL DIARY]:
Whether you do or do not read this diary may slightly influence the
outcome of the ending you receive at the end of the game. It's likely of
minimal influence and I suggest you read it your first time anyway, but
feel free to read more about this in the Endings section after completing
the game at least once.
After checking the diary or at least that general area, you may notice
that the roof door won't open anymore... Head over near the fence between
the door and the Elevator Control Room and you'll hear metal scraping
concrete... The fence sounds like it's about to break too if you check
it... Uh oh. Brace yourself and enjoy the ride because there's no escape
here.
Third Floor Special Treatment Room
----------------------------------
James awakens in the wreckage of the third floor Special Treatment Room,
which was locked from the outside earlier. So the big old pyramid actually
did us a favour, thanks dude! Your health will be critical though so be
sure to use some health items.
Enter the patient cell with the wheel trail leading to it, which is the
only one that opens. In the claustrophobic padded cell, examine the bloody
wall to view a sloppily-written note and four-digit code. It may be hard
to decipher, but examining it will add it to your Memo menu for quick
reference, and we'll get to it later. Leave the cell and the main room
itself, unlocking the door on the way out.
Third Floor Patient Wing: Making Sense of Codes and Keys
--------------------------------------------------------
Avoid the Nurse if you didn't kill it earlier and re-enter the patient
wing to continue checking there. Inside the Shower Room is a suspicious
green liquid leading into the shower drain where an item hides, but the
Bent Needle isn't long enough so we can't reach in there yet.
Continuing down the hall, you'll find a SAVE POINT on the wall inside S11
and a HEALTH DRINK on the tipped-over nightstand. Consider saving since
a boss fight is coming up quite soon.
At the very end of the hall past two Mannequins, room S14 holds a
mysterious box, but we'll need to find a way to release all its locks to
see what's inside.
Examining the box, it has two key locks and two combination locks keeping
it closed. When you acquired the "Purple Bull" Key in the Document Room,
there was a note that said it was probably for "that box". Additionally,
the "Lapis Eye" Key has a blue center described by James as being "lapis
lazuli", which is a deep-blue rock known for its unique colour. On the box
you may notice some blue tape, matching the two together.
So there we go. To speed things up, combine and use the "PURPLE BULL" KEY
and "LAPIS EYE" KEY from your inventory (or use them separately, doesn't
matter). That takes care of the two key locks, with two combination locks
remaining.
If you remember, the bloody wall code had a message written under it that
began with "Tern tern tern the numbers", implying it's for a turning lock.
So input that code into the turning lock on the left, referring to the
memo with the same title in the Memo section of your inventory to see it
again.
You also found another code in the "Imprint on carbon paper" memo in
Examining Room 3, also now found in that Memo section. On Easy/Normal
Riddle Levels, this memo mentions "the button key doesnt scare me", so go
ahead and input the code into the button lock on the right. On Hard/Extra
Riddle Levels it doesn't specify, but it's obvious enough through the
process of elimination. Once all four locks have been released, the box
will open.
Deciphering the Bloody Wall Code
--------------------------------
Now, the bloody wall code is extremely notorious for being difficult to
read due to how messy it is. Unfortunately the code is random every time
so this is going to be up to you to solve exactly what the numbers are,
but I can give you some tips to do that.
My first word of advice would be to look at the code and write down all
the possibilities that each number could be to give you some solutions to
try. Fives can look like sixes or even just random lines, sevens can look
like twos, threes or nines, and ones can look like bent lines. But really,
fives and sevens are the most troublesome so consider trying those out if
your numbers are in the ballpark of looking like them -- remember, the
code was written by a psychotic mental patient at the end of the day.
Note that although the code is randomly selected, there is only one way a
number in each specific column can look. So a five as the third number
will always look the same in that column, but it will look different than
the fives that can appear in the other columns. Therefore this code should
become easier to decipher the more you play, and you may see troubling
codes like 5757 appear more than once.
[EXAMPLE CODE]:
Since this is such a troublesome part of the game for many people, let me
attempt to show you a potential code, what your process should be, and
what the final code is. Although hard to accurately represent with text,
this is what a potential code could look like, taken straight from an
actual playthrough:
Ok so what the hell is that? With my experience in helping people over the
years with this, my first guess at this code upon seeing it was 7996.
However, I'd prepare for it to be wrong by guessing alternatives for each
number.
First Number: Looks like a 7 but the way it starts to curve at the bottom
may suggest a 2. Doesn't look like any other number so we
can be confident it's one of those two.
Second Number: Looks like a 9, but there is that weird spot where it kind
of crosses onto itself twice. The top of it in-game is
somewhat faded so maybe there's an outside chance it's a 4?
It can't be an 8 since the bottom doesn't match, nor
anything else.
Third Number: Looks like a 9, but the circle part at the top is very
narrow, so maybe it could possibly be a 7, but nothing else
fits.
Fourth Number: This looks like a 50/50 between 5 and 6 but nothing else
fits.
Ok, so now we're left with two possibilities for each number, but we can
narrow it down further by delaying the suggestions that look like more of
a reach. I said the second number has an outside chance of being a 4, but
it really looks like a 9. Same thing for the third number being a 7 since
it looks a lot more like a 9. So we can lock in the middle 9s to start
things off and only come back if it doesn't work out.
That leaves us with either a 2 or 7 for the first number and a 5 or 6 for
the last number and thus four potential codes: 2995, 2996, 7995, 7996.
Trying these codes, 7996 is correct, which was also my initial guess
since I've seen that 7 and 6 many times before. But if these codes were
all wrong, I'd bring back the potential 4 and 7 for the two middle numbers
and try some more combinations until the lock would open. This is the
process. Follow it and you will eventually get the code right.
But to be as helpful as I can, refer to below for a few more codes,
including some of the most troubling numbers of them all -- 5s and 7s.
Remember, the numbers that can appear in each specific column will always
appear the same way in that column. Therefore between the code above and
the four below, you can see every possible rendition of the 5 and 7 for
each column.
Note the 5 in the first code looks like a series of sharp lines, while the
7 in the same code looks a bit like a 3. Note the 7 directly below that
one is identical because it's in the same column, following what we've
explained above. The 3777 and 9555 codes demonstrate how different each
number can look in each column, with the 5s in particular the most extreme
and messy by design. But perhaps the 7 has the biggest identity crisis in
general -- as shown, it can look like a 2 in the first column, a 9 in the
second, perhaps an actual 7 in the third and a 3 in the fourth. Go figure,
eh?
---
One last note for the lost souls who are trying to decipher the code from
the third person view without examining the wall, press X for the close-up
view. Yes, I've interacted with people who didn't know this before, so
just putting it out there.
Again, my best advice is to just write down the code as it appears and
keep guessing possible numbers for each digit. Some will appear obvious
so you can more or less lock them in, but keep experimenting with the
hard to read ones and try a bunch of potential combinations. With enough
effort or trial and error, you will decipher the code correctly. Just hang
in there.
Inside the box is a PIECE OF HAIR. Really? That's our reward for unlocking
four locks and deciphering a messy code written in someone's blood? It
could help us in the Shower Room though... Head over there and combine and
use the BENT NEEDLE and PIECE OF HAIR (they must be combined for this to
work) while standing over the drain. James will pull out the ELEVATOR KEY.
If you examine the key in your inventory, it says "Patient wing elevator"
on the tag, so this should work on the elevator in this very hallway
rather than the other one. Exit the room and enter the elevator down the
hall, using the newly-acquired ELEVATOR KEY. There's no need to go to the
second floor since we've already explored there, but you may remember the
1F patient wing was locked earlier. So examine the panel and head down to
the first floor.
First Floor Patient Wing
------------------------
Down here, enter room C3 to get SHOTGUN SHELLS on the left nightstand and
HANDGUN BULLETS on the floor to the right. Leave the room and enter C2,
where you'll find Laura playing with some teddy bears in the back. James
is finally able to get some information from her this time, but she tricks
the fartfaced James and locks him in Examining Room 2, where another
threat appears. Perhaps as a note to James, maybe "snotty little brat"
wasn't the appropriate phrase to use in that moment.
The tricky thing about this boss fight is not only fighting one Flesh Lip,
but two at the same time and a total of three by the end. At the start,
equip the mighty Shotgun, which you hopefully haven't been using yet and
have enough ammo for, and fire once or twice while both Flesh Lips are a
distance away. When they come close, run to the other side of the small
room and repeat. There's really not much room here to get very far away,
so it's important to use the space wisely and always be moving any time
one of them is near you.
If you're too slow, accounting for recovery time after shooting, you'll be
grabbed by one of the hanging monsters and strangled, but fortunately not
to death unless you're very low on health. Additionally, strafing to the
side with L1/R1 can be helpful to get away in a pinch rather than running
towards the Flesh Lips.
Note that when using the Shotgun, James needs to aim the gun up at the
creatures first in order to hit them, which takes a moment. If you quickly
ready and fire right away, you won't hit anything. You must account for
this after every shot as James lowers the Shotgun to pump it as well. Just
wait for him to raise it up and then fire the next shot.
As the battle goes on and you continue to hit the creatures with your
Shotgun Shells, one creature will die and it will become easier to kill
the other on its own. Once the second Flesh Lip is killed however, a third
one will drop from the roof and join the party. If you're low on Shotgun
Shells, or even if you want to try something else, switch to the Handgun
for the last one. It will take more ammo but it's easy enough to kill a
solo Flesh Lip, plus you can sidestep while firing so you don't remain in
one place.
Be aware that if you take too long to kill even one Flesh Lip, the third
may possibly join in and make things even crazier. So try to take care of
business efficiently to avoid this conundrum.
[FLESH LIPS' ATTACKS:]
The Flesh Lip monsters have two attacks. One is the strangulation attack,
whereby one of the creatures will grab and lift you with its feet to do
so. Wiggle the shoulder and movement buttons to escape this attack more
quickly and prevent further damage.
The other attack is a forward thrusting kick, which is not nearly as
dangerous. You may be surprised at the range of this attack, but as long
as you're shooting them you should be fine. You will be at risk of a
kicking if you perform an in-game reload as you're approached, so be sure
to reload in the inventory instead. Sometimes the Flesh Lips can even kick
each other, buying you more time to get away and get in a clean shot or
two.
---
Once the third Flesh Lip is killed, the screen will blur and the battle
will be over.
A strange cutscene will play as James appears to be wheeled outside on a
gurney to the sound of familiar whispers.
06 // n i g h t m a r e h o s p i t a l [wlk_06]
==-=---======-=-=---=-===-----=-=-========------===-=-=----==-=-====---==-
"All you care about is that dead wife of yours!"
Garden
------
After the transition to the first nightmare world in the game, James
finds himself outside in the first floor Garden of the hospital, which is
much smaller than on the map. But just how did he get here, and where is
the gurney, or was there even one? With too many questions in your head,
pass through the double doors beside you to re-enter the hospital.
I suggest switching back to the Handgun for now after the boss fight,
although the Shotgun can certainly help for quick kills or gang-ups.
First Floor
-----------
Get the SHOTGUN SHELLS in the corner and use the SAVE POINT on the fence
if you wish, then pass through the double doors to the patient wing. After
taking in the beautiful redecorating, you can find a FIRST-AID KIT along
with a Bubble Head Nurse in room C2.
Enter C1 with your Handgun blazing to pop the Nurse who may surprise you
right by the entry door, then you can grab the HEALTH DRINK on the left
and HANDGUN BULLETS to the right. Exit the room and use the elevator to
head up to 2F since there's nothing else open down here.
Second Floor
------------
In room M4 there's two Nurses guarding a HEALTH DRINK and SHOTGUN SHELLS
-- you decide if it's worth it. Enter M6 past the Bubble Head in the
hallway and take the HANDGUN BULLETS to the left and FIRST-AID KIT by the
camera. Farther right is a memo that explains a ring is in the "basement's
basement", while there's a DRY CELL BATTERY and the BASEMENT STOREROOM KEY
on the small ledge above the eerie reaching arms. Leave the room.
The employee wing double doors down the hall won't open, so you can't get
to the basement just yet. If you check the Day Room by the double doors,
you'll find a knocked over fridge which James can't open. Remember that
for later and take the elevator up to 3F.
Third Floor
-----------
Arriving on the third floor, you'll notice an extremely odd-looking
locked door with two hands sticking out of it... With nothing to use here
yet, remember it for later and move on.
Out in the hall, there are Nurses to the left and right. Take the right
and enter room S11. Grab the HANDGUN BULLETS and the AMPOULE on the stand
and read the memo on the bed, which explains the odd stairwell door. Exit
the room and enter room S3 down the hall, past the two Bubble Heads if
they're there again.
Inside S3, Maria is no longer here but she's left her medication on the
nightstand and some eerie, deep breathing is heard on the soundtrack. Exit
the room and enter the employee wing through the nearby double doors.
Watch out for the Nurses in the corridor and enter the Storeroom. Inside,
grab the FIRST-AID KIT, SHOTGUN SHELLS and HANDGUN BULLETS on the shelf at
the back of the room. Exit the Storeroom and enter the stairwell by the
double doors.
The Basement's Basement
-----------------------
It's time to go check out the basement. Just inside the stairwell is a
SAVE POINT on the pillar. Start down the stairs, and you'll notice that
the 2F and 1F doors won't open on the way. Continue to the bottom of the
stairs, where you'll hear a freaky screeching sound. Try to ignore it and
enter the basement with the BASEMENT STOREROOM KEY.
Once inside the basement Storeroom, get the SHOTGUN SHELLS on the floor by
the wreckage and take a look at the shelf in view by the wall. You'll
notice bloody handprints on it, so examine it and push it aside. This
reveals a ladder to down below, which must be the "basement's basement".
Try to move down the ladder for Maria to burst in and berate you for
things that aren't your fault. She will now accompany you again for the
next portion of the game, so do protect her as you did before.
Go down the ladder with Maria to the basement's basement. Take the COPPER
RING in the middle of the floor and go back up the ladder, exiting the
room altogether. If you remember, there was a fridge James couldn't open
by himself on 2F, so maybe Maria can help. To get back there, we'll first
need to go all the way up to 3F, then use the elevator in the patient
wing to descend to 2F.
Fallen Fridge and Trick or Treat?
---------------------------------
Once the elevator starts its descent, a strange radio broadcast emits from
somewhere. As crazy as it sounds, a game show host asks three questions,
specifically to James Sunderland, during one hell of a long elevator ride
down just one floor. Listen carefully to the questions and see if you can
figure them out. The announcer informs you to go to the third floor
Storeroom to claim your prizes.
Since you'll just now hit the second floor, leave that for later and
return to the Day Room in the patient wing. With Maria's help, open the
fallen fridge to get a LEAD RING inside. It's nasty enough that Maria
instantly offers it to James after picking it up, so that's nice of her.
Now that we have two rings, we can prepare to leave the hospital, but we
also have yet to claim our Trick or Treat prizes. Return to the elevator
and head back up to 3F.
You may remember the weird-looking door with protruding hands on it right
right by the elevator here, but if you want to collect your prizes for the
Trick or Treat announcement in the elevator, head to the employee wing and
enter the Storeroom. Kill the Nurse outside first to make things easier
when you pass through again.
Inside the Storeroom, there will be some supplies on the shelf if you
didn't grab them earlier, but most importantly there will be a big blue
mystery chest on the counter. Examine it and prepare to lock in your
answers.
PUZZLE: TRICK OR TREAT CHEST (3F STOREROOM) [puz_06]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
On the top of the Trick or Treat chest is a panel with nine buttons, which
appears as so:
1 2 3
Q1 o o o
Q2 o o o
Q3 o o o
In order to claim your prize, you must answer the three multiple choice
questions correctly by pressing one button for each question on the box.
If you answer correctly, the box will open and you can take your prizes.
If you answer incorrectly however, spray will come down from the roof to
inflict damage and the box will be permanently locked. Note that your
answers will be locked in once three answers are selected, so make sure
they're correct.
The three questions were given to you on the elevator ride to 2F with
Maria. These questions and answers are always the same, no matter what
riddle level you're on, so let's go through them, straight from the host's
mouth:
1. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea
cups. Silent Hill is home to a thrilling amusement park that both
children and adults love. The question is: What is the name of this
amusement park?
One, Fantasy Land.
Two, Silent Hill Amusement Park.
Three, Lakeside Amusement Park.
2. Silent Hill witnessed a gruesome murder a few years back. A brother and
sister were playing in the road when they were attacked and chopped
into pieces with an axe. Torn flesh, smashed bones, splattered blood,
and finally... What a terrible tragedy. What a gruesome end to such
innocent lives. What was the name of the murderer who committed this
vile act?
One, Walter Sullivan.
Two, Scott Fairbanks.
Three, Eric Gein.
3. South of the lake is a deserted old neighborhood called South Vale.
From there to Paleville, the central resort area northwest of the lake,
there's only one road you can take. Just one road, no more. The third
and final question is: What is the name of that road?
Now that you know the questions, you have the ability to answer them all
entirely by yourself. Check your map for the answers to 1 and 3 and read
the "Article about murder incident" in the Memo section of your inventory
for the answer to 2. But we can go over it together just to be sure:
1. The name of Silent Hill's amusement park. Where could you find that?
Check your map and find the map of Silent Hill by scrolling up or down.
Looking at the full large map, check the top just beside the Lake View
Hotel to find the answer: Lakeside Amusement Park.
2. The killer of the two kids. Do you remember reading an article about
this? At the bottom of the Wood Side Apartments garbage chute? Enter
your inventory and go to the Memo section. The name of the memo is
"Article about murder incident". Read it to find the murderer's name,
which is Walter Sullivan.
3. The name of the road that goes from South Vale to Paleville. Check your
map of Silent Hill again for the answer. Looking at South Vale south of
the lake, the road at the top of that area is called Nathan Avenue. If
you follow it west, it connects to Sandford Street, which moves north
to Paleville. So the answer is Nathan Avenue.
Now that you have the answers, you can solve the puzzle. Press the 3, 1
and 3 buttons like so:
1 2 3
Q1 o o x
Q2 x o o
Q3 o o x
You should be very happy with the contents inside.
Once the Trick or Treat chest is open, collect the five boxes of SHOTGUN
SHELLS and two AMPOULES inside. Pretty damn good reward, I'd say. Now that
we're done here, it's time to leave this hellhole. Leave the room and
consider saving in the employee wing stairwell, since there's an
upcoming section which could catch you off guard.
Escaping the Nightmare Hospital
-------------------------------
Now head to the strange door right beside the elevator in the patient
wing of 3F. If you examine it, you'll see there's a woman painted on the
door with 3D hands, ready to be used in some way.
Although it's simple enough to just guess what to do here, the only real
hint was mentioned in the room S11 memo about the "Lady of the Door".
While praising this woman, the author writes, "Like bloated and ugly
corpses their sins she devours them". If you examine the two rings you
acquired in your inventory, the lead one has a "disgusting, bloated" face
on it while the copper one has a spider, which can also be interpreted as
ugly perhaps. So go ahead and combine and use the COPPER RING and LEAD
RING on the door (combining is optional but faster) to unlock it.
Head through the creepy door and move down the stairs to find a memo on
the ground. Read it to learn about the key to the "mooseum" and continue
down to the bottom of the stairwell. Pass through the door.
Pyramid Head in the Basement Hallway
------------------------------------
In a tight basement hallway, make your way around the first corner. You
may hear a noise, and shortly, Pyramid Head will appear from behind you
and Maria, which is definitely terrible news. He'll chase you as you run
the pathway, poking Maria (closest to him) with his new spear on the way.
If you're not fast enough, Maria may die here and it will be Game Over.
If you're playing on Normal Action Level or lower, this is fairly simple
so don't fret too much here. Just run at all times and follow the odd
hallway as it keeps turning in new directions, all the way to the elevator
at the end, at which point you'll be safe. Pyramid Head will probably hit
Maria once or twice as she follows behind you, but she's a strong gal so
she'll live. Skip the following long note if on Normal or lower.
[NOTE ON HARD ACTION LEVEL]:
Hard Action Level is a different story. On this difficulty level, James
stumbles and falls into walls when running, and this will slow you down
quite a lot. When you slow down, Maria slows down and will be open to
attacks. Beyond that, it's already difficult enough as Pyramid Head is
much more aggressive on Hard and will do more damage to Maria. It may
sometimes be possible to have a near flawless run and make it to the
elevator before Maria dies, but don't count on this since it's extremely
difficult. Instead you will have to slow down Pyramid Head by attacking
him.
The best method here is to equip the Handgun and fire a clip into Pyramid
Head once he appears. Be careful not to hit Maria though, since she might
sometimes step right into the line of fire. If she gets hit once, she's
dead and it's Game Over.
So once our buddy Pyramid Head appears, move towards him and unload a full
Handgun clip into him. You'll notice his motions immediately begin to
slow and he won't attack Maria for a while. This allows you to start
running the hallway, but don't expect that to be enough.
Once you reach the fenced-window area, move to the other side of it and
wait for Pyramid Head to come into sight, then fire another full clip at
him through the fence. Now you can run the rest of the hallway. Once you
head around the next corner and see Maria following behind as you run down
the long straight hallway, you're in the clear. Just run straight to the
elevator for a cutscene. Refer to the diagram below for the route to the
elevator for quick reference.
As an alternative to the Handgun method, using the Steel Pipe also works,
but it does require a lot more time and effort. Right when Pyramid Head
appears, whack him once. Step back and whack him again when he moves
towards you. Rinse and repeat, staying close enough to Pyramid Head to get
in your whacks after few seconds. Once you reach the fenced-window area
you can finally run for it. I definitely recommend the Handgun method, but
if you don't have the ammo to spare then this will work if you keep to it.
Hospital Lobby
--------------
Once you get near the elevator, a cutscene will play. After all the
events, the elevator will travel up to the first floor. This appears to
be the other elevator in the employee wings and lobby that we had not yet
accessed. Back in the lobby, the front doors are locked and only the
Director's Room is open so enter it.
Inside on the desk, James finds a map that reveals the location of a
letter and a wrench on Lindsey Street, which he marks on his own map. Why
this letter and wrench are important, you'll have to wait to find out. But
for now, that location on Lindsey is our next destination.
You'll get the HOSPITAL LOBBY KEY after reading the memo. After the short
cutscene that follows, exit the room and find the lobby doors where
there's also a SAVE POINT on the right side. Exit the hospital through the
lobby doors using the HOSPITAL LOBBY KEY.
07 // d a r k s o u t h v a l e [wlk_07]
---==-======---=-==-----=-===----=======-=-=-====-=----=-=====---==--=-===
"Mary... What... What should I do? Are you... really waiting
somewhere for me? Or is this your way of taking..."
West South Vale: Finding a Route to the East
--------------------------------------------
Back out in the streets, it's now dark and you'll find a whole new
resupply of items around town on your way to Lindsey Street and the park,
which will appear alongside any supplies you may have missed earlier.
Head south down Carroll Street past a threesome of Nurses. You can find an
AMPOULE and HANDGUN BULLETS at the west end of Rendell Street on the south
side, and a HEALTH DRINK and FIRST-AID KIT behind the station wagon on the
other side of the road.
Head east on Rendell past some Nurses and get the two boxes of SHOTGUN
SHELLS and the RIFLE SHELLS in the dirt area on the north side of the
road, near another Bubble Head Nurse. Farther east are more RIFLE SHELLS
and some HANDGUN BULLETS. Don't freak out about not having a Rifle just
yet. It won't be for a while that we actually get it, and certainly not in
the streets.
Continue east on the north side of the road and grab the HEALTH DRINK and
SHOTGUN SHELLS at the far end of the construction sheet. Head southeast
towards Saul Street via Munson Street. Ignore or kill any Nurses on the
way, and get the two boxes of HANDGUN BULLETS by the blocked off Munson
Street in the corner of the map, along with the two HEALTH DRINKS by the
door around the corner on Saul Street. Move east on Saul to find and pass
through a gate.
There will be new monsters called Mandarins under the grating in this
area. There are a total of three and although they move at moderate speed,
they're easy to get by. Run down the path, dodging the gaps in the grating
on both sides as well as the Mandarins, and go through the gate at the end
of the path after unlocking it (your Flashlight must be on to unlock the
gate).
East South Vale: Finding the Letter and Wrench
----------------------------------------------
You can find and enter the camper trailer from earlier on in the game just
ahead, but there's only the same SAVE POINT inside. Outside by the front
of the trailer is a FIRST-AID KIT, and two boxes of SHOTGUN SHELLS by the
nearby car. Continue east on Saul Street, travelling on the south side of
the road, and get the two packs of HANDGUN BULLETS by the newspaper
stands there. There's also a FIRST-AID KIT in front of a shop on the
northwest corner of Saul and Neely Street.
Checking your map first, make your way to Happy Burger for RIFLE SHELLS on
the west side of the restaurant by the sign, and more RIFLE SHELLS on the
east side of the building in the parking lot. Rifle Shells are fairly rare
in this game, and while you don't even have the Rifle yet I'd strongly
advise not skipping these and others.
Get the HANDGUN BULLETS in front of Neely's Bar to the north, and enter
Neely's Bar from the side door on Neely Street to find a new message on
the far wall...
[NOTE ON WALL MESSAGE]:
It may ever so slightly influence the outcome of the ending received at
the end of the game to read this message, but it's definitely worth the
viewing. Refer to the Endings section for more information once you've
completed the game.
After Neely's Bar, head east on Sanders Street past the Mannequins and
Bubble Head Nurses. Move north around the corner and up Lindsey Street.
Find the second house to the north past Gonzale's Mexican Restaurant, and
on the front porch of the house you will find the letter and WRENCH. Note
the wide angle camera change to find the house if you're having trouble.
In the letter we are finally told just what we are looking for and why we
need the wrench. There is a key to the "society", the Silent Hill
Historical Society, in box a buried behind the praying woman statue in the
park, and we will need a wrench to open it. You may also remember the
broken English note in the hospital stairwell that said the same thing,
minus the wrench. So our next destination is Rosewater Park.
Finding Your Way Back to the Park
---------------------------------
Continue north up Lindsey Street to Katz Street, and get the HANDGUN
BULLETS at the Cafe Texan door on the corner. You can also find more
HANDGUN BULLETS by a garage door just before Vachss Road to the northeast.
Start west on Katz and pick up the HEALTH DRINK and RIFLE SHELLS by Big
Jay's on Katz/Neely by the Neely Street entrance. HANDGUN BULLETS are
found at the southwest corner of the Katz/Neely intersection.
Head west past some enemies and go through the now unlocked gate past the
apartments -- "The door that wakes in darkness, opening into nightmares".
Looks like that door wasn't lying after all, but the second part of it
doesn't sound very promising...
Continue west from the gate to Munson Street. If interested in supplies,
there's HANDGUN BULLETS and a HEALTH DRINK up the stairs on the southwest
corner of Katz/Munson, plus a FIRST-AID KIT and AMPOULE in the open fenced
area at the southwest end of Katz, and another FIRST-AID KIT across the
road by the fire hydrant on the north side there.
Now head north up Munson past some Nurses. There's a HEALTH DRINK in the
little road above Blue Creek and HANDGUN BULLETS at the right side of the
Nathan/Munson intersection to the north. Head west on Nathan Avenue until
you reach the entrance to Rosewater Park.
Return to Rosewater Park
------------------------
Take the left path moving north into the park and get the two packs of
SHOTGUN SHELLS in the left concrete area. Go to the right side of the path
and move north until you see some steps on the right. Follow down them and
the next steps and pathway, where you'll find the praying women statue
around the corner to James' left.
First, examine the ground behind it where you can see dirt to dig and
reveal a tin box, bolted shut. Use the WRENCH from your inventory to open
the tin box and take the OLD BRONZE KEY inside. Now head back up to the
main pathway, and if interested you can find some more items deeper into
the park, including an AMPOULE on a west ledge on the way to the
waterfront and two packs of SHOTGUN SHELLS at the northwest corner of the
east section of the park. When done, exit Rosewater Park to Nathan Avenue.
Heading to the Historical Society
---------------------------------
Now we got the key, so let's go to the museum. Head west on Nathan Avenue
all the way to the Silent Hill Historical Society. It's quite a distance
away but keep on trucking past all the enemies you see. If you want some
RIFLE SHELLS, head to the west end of the road where the wrecked bridge
is, past the museum and right by the corpse we found in the daytime.
Once in the museum parking lot, watch out for the Nurse to the right. If
you didn't get it during the daytime, there will be a First-Aid Kit by the
fence. Head over to the entrance at the left and enter the museum, using
the OLD BRONZE KEY.
08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y [wlk_08]
====----=-======---=-=-----==-=====-=----=-=-=======---=-=-====--=-==-====
"'Misty day, remains of the Judgment'
It's him...."
The Museum
----------
Once inside the museum, you can find a SAVE POINT on the left counter.
Deeper in the room are some paintings, one in particular of our good
friend Pyramid Head. After admiring the artwork in the first room, move
through the double doors by the paintings. You'll find more paintings in
the second room -- one about Brookhaven Hospital, the director of the old
hospital, and one with a strange deep hole.
After completing the game once, the OBSIDIAN GOBLET can be found in the
smashed display case in this second exhibition room. It is one of four
extra items required to receive the Rebirth ending. Read more about it in
the Endings section.
A strange moaning sound is heard in the distance from this second room,
almost like a loud fog horn, which seems to be coming from the large hole
in the wall here.
Underneath the Historical Society
---------------------------------
Investigate the hole to find that it has a descending pathway inside,
leading to an unknown area. Follow the path -- it's a long one. Through
the end door, you'll find a memo dated from 1820 on the desk! Move around
the pillar to get the FIRST-AID KIT sitting there, then leave through the
other door.
Ignore the Lying Figure and take a left down the hallway. Take a right to
meet another Lying Figure, and if interested in some ammo and more
historical paintings, go through the door on the right side of the wall.
Grab the HANDGUN BULLETS on the table and take a look at the three ominous
paintings and their captions. Leave the room and exit the hallway through
the right end door, past the Lying Figure.
You are now in a room with a deep hole. It appears to be identical to the
painting you saw earlier... Examine the hole and decide to jump down. Why
wouldn't you?
Stuck in a Well
---------------
After diving down the hole, you'll find yourself trapped at the bottom of
a well. Don't piss your pants just yet, or maybe just a little bit. Search
every foot of brickwork until you find an area that James comments is
different and he may be able to break it. The "different" area is
approximately 135 degrees to the left from where you start. For those
unfamiliar with degrees, that's a quarter turn to the left, plus another
half-quarter turn (an eighth turn). If you do it right, it's not too
difficult to find on your first try, but just search the nearby area if
you missed it.
Take out your Steel Pipe or Wooden Plank, preferably the stronger pipe,
and whack the different area until it breaks. Bricks will fall and a door
will be revealed. Exit the well.
Sewer
-----
Now in a sewer, follow the path past a Lying Figure until you reach two
doors on concrete floor and go through the right one. Just ahead you'll
find a locked floor gate, so pass through the right door. Take the
SPIRAL-WRITING KEY on the ground of the small room, and then all of a
sudden your Flashlight will fade out.
If you remember from the hospital, you did actually find a battery there.
Enter your inventory and use the DRY CELL BATTERY to give life back to
your Flashlight.
After replacing the battery, you'll notice that the room is filled with
Creepers! Trying to leave the room, the door is locked! Quickly examine
the keypad by the door.
The entire keypad is slightly illuminated, but if you look closely you
will see that two or three numbers are brighter than the others. This must
be because they were pressed more recently, clearing some of the dust and
dirt away, and thus making them the numbers of the code.
To find the correct code, you'll need to try different combinations with
the highlighted numbers until the door unlocks. If the inputted code is
incorrect, you'll hear a buzzing sound. If it is correct, you'll hear a
distinct beep and the door will unlock.
Before trying any codes, consider first writing down all possible
combinations from the numbers you have, then cross them off as you try
them (or just do it in your head if able). The maximum number of possible
combinations will always be six; no more, no less. Refer to below for an
example of illuminated numbers and their solutions:
Sample Numbers: Possible Codes:
3 6 8 368, 386, 638, 683, 836, 863
5 9 559, 595, 599, 955, 959, 995
As you can see there's always only six combinations. Apply the same
pattern to your illuminated numbers to uncover the potential codes.
Do be on top of your health here since the Creepers may attack you between
guesses, and keep trying to check the panel as quickly as possible to
minimize your vulnerability.
After unlocking the door, exit the room. Approach the locked floor gate
and use the newly-acquired SPIRAL-WRITING KEY to open it. Jump down the
hole which, yes, is actually a vertical hallway. Don't even question it.
09 // t o l u c a p r i s o n [wlk_09]
===---=-=====----=-====---==-===---=-=-=====---=-=-=====---=-====----=-=--
"Killin' a person ain't no big deal.
Just put the gun to their head... pow!"
Cafeteria
---------
James finds himself in an ancient-looking cafeteria after submerging down
the hole. Surprisingly enough, Eddie is down here as well but he doesn't
stick around very long.
There's a HEALTH DRINK on the table behind you to the right and another
HEALTH DRINK farther back. On the pushcart at the back of the room is the
TABLET OF "GLUTTONOUS PIG". Lastly, there's a SAVE POINT on a pillar near
the back of the room. Exit the cafeteria through the double doors when
you're done.
West Corridor
-------------
Since you currently don't have a map, turn left and run forward down the
hall. Grab the HANDGUN BULLETS on the first desk on the left side of the
hall by the open gate and the MAP OF THE PRISON on the next desk down the
hall. You may notice the halls feel a bit longer than the map portrays, so
keep that in mind.
Head south from the map and go through the first door on James' left to
the shower room, which is the area on your map with six smaller rooms.
Inside, take the north path past a Lying Figure around the corner and
enter the last doorway on the right into the open shower. Take the TABLET
OF "THE SEDUCTRESS" on the floor and exit the shower room altogether. The
other Lying Figure heard in the area will probably be near the door by the
time you reach it, so watch out.
South Cellblock
---------------
Checking your map, you'll notice two cellblocks in the south. There's a
gate blocking the southernmost one, so head down the hall and enter the
upper south cellblock through the single door. A Lying Figure occupies the
second cell from the west, as does another one in a cell farther down --
just stay clear so they don't spray you.
None of the closed cell doors in here will open, however there are some
that are already open. In the fifth cell down you'll find HANDGUN BULLETS.
Ignore the Lying Figure in the sixth cell and move inside the ninth cell
near the end. Here you'll find scattered books on the bed and floor, but
more importantly, grab the WAX DOLL on the bed which appears to be
glowing. Exit through the east door to the eastern side of the prison.
East Corridor
-------------
Take the HANDGUN BULLETS on the first desk to the north, then move through
the double doors on the left side. Kill the Lying Figure just inside
before it attacks, get the RIFLE SHELLS on the shelf and exit the room.
Through the other double doors across the hall is what appears to be a
large courtyard on your map. In the center, you'll find a scaffold with
three square depressions in its base and three nooses up top. We only have
two tablets so far so we'll need to find the last one before we can do
anything here. From the eastern corridor, continue north and enter the
lower north cellblock, past the Lying Figure if it's in your way.
North Cellblock
---------------
Unlike the last block, you can actually enter a few closed cells in this
one. Just inside the first cell, you'll find three very peculiar
paintings which will likely provide more questions than answers, but one
of them might add some context to an event later in the game.
Enter the seventh cell down the block and take the TABLET OF "THE
OPPRESSOR" on the bed. Now we have all three so we can head back to the
courtyard. Try to exit the cell to find that it won't open! Keep your
pants on and give it a few more tries before James pops it open. Perhaps
it was a hidden message though?
Courtyard
---------
Remembering the scaffold now that you have all three tablets, return to
the east corridor and enter the large courtyard. Try not to wet yourself
from the creepy horse noises out here and step in front of the three
square indentations on the front side of the scaffold in the center of
the area. Combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE
SEDUCTRESS" and the TABLET OF "THE OPPRESSOR".
Afterwards, you'll hear a loud and brutal scream, signifying a hanging.</pre><pre id="faqspan-6">
After all, this is a scaffold for executions. You may even have noticed
two pyramid-headed figures etched on the front plate, and if you've been
paying attention to the lore from the start of the Historical Society you
may have realized this is costume of the town's executioners from the
Civil War days. Interesting...
Anyway, so that's all you get, a scream? Well, thanks then? When you head
back to the double doors to re-enter the prison, you'll now find a
HORSESHOE has been placed on the left door. You know, that kind of
explains all the horse noises out here, but did the horse put it here
itself? Too many questions. Grab it and head back inside.
To the Northwest Corridor
-------------------------
Continuing where we left off before, re-enter the lower cellblock in the
north and pass through it to the west corridor after unlocking the end
door. There, go through the door just in front of you to the right. Inside
the glass-partitioned visiting room, get the FIRST-AID KIT on the counter.
On the other side you can see a brass Zippo lighter, so we'll be sure to
get that next.
Exit the room and enter the next visiting room to the north, which has
been completely trashed. Pass through the other door to enter the
northwest corridor, the civilian and visitor side of the prison.
Remembering the lighter, enter the next visiting room now that you're on
the other side and grab the LIGHTER on the counter. Exit back to the hall.
Exit the room and enter the women's washroom with the pink sign on the
door down the hall. Knock on the closed stall door to the right a few
times and head towards the exit. If nothing happens, try it again since
it's a cool but optional little event. Exit the room and enter the men's
washroom to the left to find a SAVE POINT above one of the urinals. Exit
when done your restroom break.
Warden's Office
---------------
Back in the hall, head through the right end door by the gate, which
appears to be the warden's office. Inside, kill the Lying Figure and
collect the items around the room. There's a FIRST-AID KIT on the
television, an AMPOULE on the nearby sink and a HEALTH DRINK by the far
door. Also be sure to read the very interesting gossip magazine on the
desk and examine the left shelf for a hidden diary as well.
Finished in the first room, go through the far door where the Health Drink
was. Take the HANDGUN BULLETS in front of you in the stand and grab the
SHOTGUN SHELLS and RIFLE SHELLS in the cabinet to James' right. Then take
the beautiful HUNTING RIFLE off the gun rack and the RIFLE SHELLS on the
lower box. Although slow and not very practical for normal enemies anyway,
the Rifle is very powerful and its shells should be saved for late in the
game, particularly the final bosses. When you see Nine Red Squares, you'll
know it's time to use it.
You can see another Hunting Rifle above, but its barrel is busted. Exit
this room and the warden's office altogether, past the Lying Figure if
it's there again. Outside, head through the right gate.
Escape from Prison
------------------
On the floor ahead is a rusty white escape hatch, but the handle is
missing so it cannot be opened as is. There is no other escape from the
prison, so this thing is your only chance. Check your inventory for any
items you can use, and you might require quite the imagination here.
Combine and use the WAX DOLL, HORSESHOE and LIGHTER. This time you must
combine these items rather than use them separately.
James will place the horseshoe as the hatch handle, then melt the wax with
the lighter and let it cool to lock the horseshoe in place in the little
slot. Voila, new hatch handle. Open the hatch and jump down to see what's
below.
Deeper into the Abyss: Hole after Hole
--------------------------------------
Now in the basement of the prison, turn around and go through the double
doors at the end of the hall. Now in a foul-smelling morgue with "fresh"
corpses lying around, James will make some funny comments if you examine
certain holes and the stretcher corpse. Move through the double doors on
the other side of the room and here we go, another hole. Jump!
Down here, walk forward and open the door there to find yet another hole.
This is escalating rather quickly. Since it's become standard just to
jump, go ahead and do so.
In the next area you'll find a large elevator. Move inside to one of the
far end corners and it will automatically start its descent, which will be
a very long one. While descending, grab the HANDGUN BULLETS, RIFLE SHELLS,
FIRST-AID KIT and SHOTGUN SHELLS in the different corners of the elevator.
It'll take a while but the elevator will eventually stop and its doors
will open.
Do you realize how far down James is right now? He ran down one very long,
descending hallway, jumped down five holes of unknown depths, and just now
descended a full minute-long elevator ride. It certainly feels like a
one-way trip to a hellish place.
Exit the elevator and use the SAVE POINT along the wall if you wish. Then
pass through the light brown down to enter the beginning of the Labyrinth.
10 // l a b y r i n t h [wlk_10]
-======---=-====-----==-====----=-=====----=-==----=-=====---====-=-=-===-
"James honey... Did something happen to you?
After we got separated in that long hallway?"
First Corridor
--------------
Welcome to the beginning of a potentially very confusing maze of hallways
and ladders. Hold onto your butts, pay close attention, and you just may
make it through this one.
As you can see, the doorway directly across from the entrance to the
Labyrinth is blocked by wires, and a ladder is visible behind it. Your
goal is to find a tool to cut the wires. Since there is no official map
for this maze of an area, James will have to draw his own as he goes. The
Flashlight must be on so that James can see and draw the map, however (and
you must have gotten the prison map to draw the map here for some reason).
Head left to encounter two Lying Figures walking around. Consider killing
them now to make it easier when you come back later.
Pyramid Head's Lair
-------------------
If you're interested in a new weapon (I'd say it's worth it even if it's
not super practical) then take the left path and go down the northeast
ladder on the map, or the one directly across from it (they both lead to
the same area). Be careful down here because Pyramid patrols the outer
walkway! This appears to be his lair. If you do bump into him, just turn
around and head the other way since the path forms a full circle.
Anyway, head out into the outward path and circle around until you find
the short path leading inward, and pass through the door to the center
room -- you can avoid Pyramid Head entirely by taking the upward path from
the left ladder or the downward path from the right ladder. Find the
ominous GREAT KNIFE on the bloody table in the center room, as well as two
packs of SHOTGUN SHELLS that Pyramid Head won't need.
If you want to try out the Great Knife, do note that it's extremely slow
to swing due to its size and weight, and James must drag it behind him
while moving so it's not very practical. But it is a pretty cool novelty
to steal Pyramid Head's most noteworthy weapon. Nothing else is in here
but scenery. Brace yourself, exit the room and head back up one of the
ladders to the main area you came from.
Getting the Wire Cutter
-----------------------
Now follow the west path around the corner and this time follow the path
to another ladder, ignoring the right path. Move down the ladder and blast
the two Lying Figures out of your way down here. Head up the other ladder
in the watery corridor to find a weird box with a bunch of faces on it.
Move around to the other side to examine it.
PUZZLE: BOX OF FACES (LABYRINTH) [puz_08]
--------------------------------------------------------------------------
Firstly, looking at the odd cube in the center of the room, it contains
several faces of different colours and can be rotated in almost any
direction. You also may or may not notice a doorway along the indentation
in the wall behind it that leads to a boxy, metallic room with door
outlines all around it. If there is no doorway there, move the box
around and it should appear. The doorway may also disappear if you move
the box.
After investigating the cube in the main room and the large metallic room,
you'll notice that whatever you do to the cube, the same thing is done to
the metallic room. If you turn the cube 90 degrees to the right, the room
will turn 90 degrees to the right exactly like the cube. This is where the
positions of the doors come into play. Normally the doorways are dead ends
unless they are positioned in the right spots.
The idea of this puzzle is to create a doorway on the other side of the
room, directly opposite the entrance, while also keeping the entrance
door to allow access. So you will need to think ahead and locate two
doorways directly across from each other in the large metallic room and
find a way to line those up with the entrance and exit, using the box of
faces in the other room. If you cannot see any potential solutions
on the walls or floor, flip it around so you can see what was on the roof.
Easy/Normal Riddle Level have preset solutions that will work every time,
while Hard/Extra is randomized, but the box still operates in the exact
same fashion. Do take note that you cannot make certain movements on the
cube due to the axis it rotates from. The yellow and green faces can face
any direction (left, right, up, down), while the red and blue faces can
only face up or down due to the axis. Take this into account when figuring
out a solution.
EASY/NORMAL:
Here there is always the same potential solution that works both ways.
Inside the metallic room, take a look around and find the two doorways
on opposite sides. Then go to the box and turn it accordingly to line
those doorways up to the entrance and exit. Those solutions are:
1. Green-eyed upside-down face
2. Yellow-eyed upside-down face
Each of these faces represents one of the doorways and they are on
opposite sides, thus they work interchangeably. Once you turn the box to
one of these faces, a doorway will open up at the entrance and exit of the
room on the other side. You're finished here.
HARD/EXTRA:
On Hard and Extra, the solution is randomly selected each time, so you'll
have to use the manual method by searching for a spot in the metallic room
with two doorways on opposite sides. Rotate the box in correspondence to
these two doorways so that they align with the entrance and the exit on
the opposite side.
It's hard to see the roof though, so if you can't see any potential
solution on the walls and floor, flip the box to see what was on top. Once
you align two doors properly, you'll notice the doorway and staircase at
the other side of the metallic room.
If you want to go for the hit or miss method, feel free to do so. There
are twelve possible faces on the cube and if you try them all you'll
eventually come up with the solution that puts a doorway and staircase at
the other end of the metallic room. Refer to below for all possible
solutions. The colour of each face is stated, along with all the possible
directions each one can... face.
Yellow eyes - up, down, right, left
Red eyes - up, down
Green eyes - up, down, right, left
Blue eyes - up, down
Once the two doorways are opened up in the metallic room, head down the
staircase at the other end. Get ready for quite the surprise down here...
Looks like we'll have to find another way to the other side.
Head back up the staircase to the box of faces and you should now hear
electrical sounds and notice sparks coming from the breaker box by the
ladder. Take the convenient WIRE CUTTER stabbed into it, which will help
us cut the wires from earlier. Head back down the ladder and up the other
one at the end.
Cutting the Wires
-----------------
Follow the path and take a left around the corner, then move forward to
the wall and around the left corner to meet the doorway blocked by wires.
Use the WIRE CUTTER from your inventory and move down the ladder.
First Watery Corridor and Upper Hallway
---------------------------------------
Follow the watery corridor past the Lying Figure and move up the ladder
down the first right path. Follow the hallway to the right and down
another ladder. Yes, there will be a lot more of this kind of navigation.
Hang in there.
Second Watery Corridor and Upper Hallway
----------------------------------------
This room is shaped like a square with an angled corner, leading to
another opening and ladder at the opposite corner from where you start.
Take either path past any Lying Figures and move up the other ladder.
Quickly blast the Lying Figure in front of you up here and follow the
corridor. Take the right path, move left around the fence (ignoring the
Lying Figure to the right), and go down the ladder at the end of the
pathway.
Third Watery Corridor and Upper Hallway
---------------------------------------
Watch out for the Lying Figure just offscreen, and follow the path around
the corner. Take the first left, move past another Lying Figure, and go up
the ladder at the end.
Quickly eliminate the two Lying Figures in front of you and get the
HANDGUN BULLETS by the ladder you came up. Move down the hallway and go
down yet another ladder at the end on the right. Just a little bit more to
go now...
Fourth Watery Corridor and Upper Hallway
----------------------------------------
Down here, simply take the first left immediately ahead and go up the
ladder there. If you choose to keep exploring down here instead, you can
grab two packs of HANDGUN BULLETS up the other ladder in the more open
area of the path which circles back onto itself, but be aware that Pyramid
Head patrols the waterways here, albeit quite slowly.
But anyway, up the first ladder on the left, we can take a break from the
up and down madness and read a blood-soaked newspaper that's partially
illegible. You may or may not be able to put it together that this article
is quite relevant for a certain character, and we're about to delve even
deeper into it. Be sure to use the SAVE POINT on the wall since a boss
fight is just ahead.
Pass through the door and equip the Shotgun if not using it already.
Continue down the path, and you may notice many papers on the ground with
today's date according to James. Nearing the door ahead, you'll hear a
woman scream. James runs ahead and enters the right room.
Inside, James finds himself in a very peculiar room with a lot of
subliminal imagery, and notably Angela in the corner along with a creature
called the Abstract Daddy. It's time for a boss fight.
First of all, this is a very small room without much space to avoid the
enemy, so you might find yourself having trouble manipulating your
character efficiently. If using 3D control (tank controls), be sure to
utilize the strafe buttons to move side to side and avoid the Abstract
Daddy along with regular forward movement. If still having difficulty,
feel free to try 2D control to free up your movement in any direction, but
it's still very doable with 3D.
Right when the fight starts, quickly run to the far left corner and fire
two Shotgun rounds at the creature. It's ideal to actually allow the
creature to get somewhat close to you before firing the second shot, which
knocks it down. This will give you more space to safely strafe and run
along the right wall past it to the other corner.
There, pump two more shots into it asap before it gets too close, and try
to escape along the left well after strafing across the boxes and Angela
in the corner. If the right side has more space, take that route instead
but the left seems to be the safer route most of the time. From here, just
repeat the strategy, always allowing the creature to move deep into the
far left corner before downing it to offer you as much time and space to
get to the other corner and knock it down again there before it gets too
close to you, since it's more crowded there.
Don't bother shooting the creature when it's on the ground as it will
inflict no damage and just allow it to sneak closer to you. Just repeat
the strategy above and the battle will end rather quickly.
[ABSTRACT DADDY'S ATTACKS]:
The Abstract Daddy has one attack, which is lumbering and lifting its
bed frame over James' head while mauling him. The range of this attack can
be rather surprising, so stay as far away as possible. Even so, this is a
very small room so don't be too bothered if he grabs you a couple times,
but it is avoidable with the above strategy.
---
If looking for an alternate strategy on Easy, you can pull out the Great
Knife right away and end the battle with one executioner swing (while
holding R2, press and hold X firmly to deliver this blow). I wouldn't
recommend this on Normal or Hard though, since there just isn't enough
room and the creature is very quick.
On Normal, it should take eight Shotgun blasts to defeat the creature,
or six on Easy and 9-10 on Hard. So it's not a very difficult boss fight,
although it can be hard to avoid getting hit since it's such a small room.
But anyway, a cutscene will play when the monster is defeated.
You may already have had some idea about Angela's past, but things should
be very clear by now, sadly. After the fight, Angela leaves the room and
runs away. Do the same and move through the other door at the end of the
hall.
Unlocking the Handcuffed Gate
-----------------------------
If you continue through the door at the end of this hallway, you'll find a
pair of handcuffs attached to the lifting exit gate. So take the time to
investigate the two rooms in this corridor.
Upon examination, you will find one room with six corpses of men who were
hanged and a room with six empty nooses that can be pulled down. It's time
for another creative puzzle.
PUZZLE: FREE THE INNOCENT MAN (LABYRINTH) [puz_09]
--------------------------------------------------------------------------
The first thing you'll want to do is examine the two signs on the fence in
the room with the six nooses. They should give you a clue as to what you
have to do. The small sign is the same on all riddle levels and reads as
follows:
"Only the sinless one
can help you here.
Mistakenly pull on
a criminal's rope and
your reward will be returned
to you in a shape most
wondrously strange."
Six men were hanged and their corpses remain in the first room, each with
an identifying plate over his head. Five of them were guilty while one was
actually innocent. In addition to the smaller instruction sign in the
noose room, you will find an in-depth riddle on the larger sign beside it
that is the key to solving the puzzle.
The idea is to determine which of the six hanged men was actually innocent
by deciphering the riddle. Then you must locate that man's corpse in the
corpse room, using the identification cards on their front sides. Then
you must note the location of that corpse in respect to the other men and
move to the noose room, where you must pull the corresponding noose in the
same position relative to the other nooses. Upon doing so, a key will
appear in the corpse room in the place of the innocent man.
The innocent man will be different on each riddle level, however it will
always be the same on those individual riddle levels. Despite this, the
positions of the corpses and thus the correct noose will be randomized
each time.
Depending on your riddle level, six of eight different criminals will
appear in the corpse room. These are:
Kidnapper - one who steals a human being
Bodily Injurer - one who causes physical harm or injury
Arsonist - one who maliciously sets fire to property
Counterfeiter - one who copies with intent of forgery
Thief - one who steals, especially by stealth
Swindler - one who cheats or defrauds of money or property
Embezzler - one who takes money for own use in violation of trust
Murderer - one who brutally kills another
The same six of these eight will always appear on each individual riddle
level, but some will not appear in other riddle levels.
Now we can move on to the meat of this puzzle, the riddle on the larger
sign in the noose room. This will be different on each riddle level and
will require its own deep examination for solving. Refer to below for the
riddles and in-depth solutions.
EASY:
"He committed an evil crime.
He turned a happy home
into a pile of ash.
For that, he should die.
They also committed crimes.
They tried to fraud
and trick others.
So their reward too is natural.
Even he cannot be forgiven,
My friend without his left hand.
And so his death bothers me not.
And what of him?
He also is not sinless.
There is only one here
who is innocent.
The missing child was
nowhere to be found,
And so there was
no proof of his guilt.
His death was a tragedy.
That is all I wish to say.
It was neither justice
nor retribution."
"He turned a happy home into a pile of ash" is very clear. The arsonist is
guilty.
"They also committed crimes. They tried to fraud and trick others"
describes three of the six accused men -- the counterfeiter who tricks
people with fake money or other items, the swindler who defrauds of money
or property, and the thief who sneakily takes what is not his. They are
all forms of fraud or trickery, and as described these men are all guilty.
"Even he cannot be forgiven, My friend without his hand. And so his death
bothers me not" describes the bodily injurer, who causes harm or injury to
another but not murder. So the bodily injurer is also guilty.
Then there's the final accused man: "There is only one here who is
innocent. The missing child was nowhere to be found, And so there was no
proof of his guilt." The kidnapper is the innocent man.
NORMAL:
"Dead men, dead men
swinging in a tree
How many dead men
do you see?
Tongue turned blue and
face gone grey
Watch them as they
twist and sway
The first one killed
the butcher man
Then cooked him in
the frying pan
Served him to his hungry guests
And gave them seconds on request
The next one with his smile
and sweets
Stole poor children off the streets
To men who dressed unsavory
He sold them into slavery
Breaking into home at night
The thief he had a nasty fright
Filled his foolish head with ale
Woke in the morn
in the county jail
The artist with his daunting skill
Tried his hand at painting bills
But caught in rain he was undone
When the ink he'd use did
start to run
With promises of great return
Taking gold he did not earn
Bundled it up out of sight
Quietly slipped off into night
Three houses into ashes burned
The sheriff with no place to turn
Did spy a stranger to his town
Locked him up and beat him down
Dead men, dead men
swinging in a tree
How many dead men
do you see?
Six feet long and
six men wide
Round their necks
the noose be tied"
After a fantastic introduction, our first clue is found in the second
paragraph. "The first one killed the butcher man" refers to the murderer,
who is certainly guilty. The rest is a nice little verse with more details
but we already have the answer.
"The next one with his smile and sweets Stole poor children off the
streets" obviously describes the kidnapper, so he's guilty too.
"Breaking into a home at night The thief he had a nasty fright" is also
painfully obvious, making the thief guilty.
"The artist with his daunting skill Tried his hand at painting bills"
explains that an artist made counterfeit money, making him the
counterfeiter and therefore guilty.
"Taking gold he did not earn" is the crime of embezzlement. Perhaps he
worked at a bank with access to the gold in the vault. Either way, the
embezzler is guilty.
That leaves us with five guilty men but one more potential criminal,
the arsonist. "Three houses into ashes burned; The sheriff with no place
to turn Did spy a stranger to his town; Locked him up and beat him down".
There is no proof that this poor man committed the crime and the sheriff
only assumed he did. Therefore the arsonist is the innocent man.
HARD:
"I do not wish to die.
But tomorrow I will climb
the thirteen steps.
Please someone - answer me,
Why must I die come the morning?
The man imprisoned beside me
believed me. "Because they're
all insane, that's why," he said.
Of course I know his opinion
will change nothing. "Now you
know why I struck out at them,"
he muttered.
The man who was executed
yesterday, the one who had
said his job was to sell dreams,
said that was not true.
But the man who is to be executed
the day after tomorrow for stealing
children shouted back that it was
true.
The man who was hung today
did not answer. "They'll kill me
either way," he said. He was
caught embezzling public money,
so he hasn't any hope for mercy.
The man who is always quietly
smiling to himself said "I am
happy for I will soon be with her."
I do not wish to die.
I long only to return home.
But I know it is not to be.
Though I have done nothing, this
crime has been thrust upon me.
Someone save me. This is not
judgement. They are bloodthirsty
and I am their sacrificial lamb!"
Half of this riddle is very clear and half may take deeper examination.
Let's go in order again, and note that the author appears to be one of the
six accused men.
The third paragraph, which describes the first accused man, is quite
difficult to understand. The man imprisoned beside the author of this
riddle told him the reason he'll die come the morning is "Because they're
all insane, that's why. Now you know why I struck out at them". The key
here is the word "struck", which means to hit sharply, as with the hand,
fist, or some form of weapon. This seems to describe the bodily injurer,
who must've attacked and injured one or more of the prison guards while
already in jail for another crime, or perhaps he even refers to everyone
in the outside world after attacking someone. Either way, the bodily
injurer is guilty.
"The man who was executed yesterday, the one who had said his job was to
sell dreams, said that was not true." This next man sold "dreams" to
people. Dreams that didn't come true. So he stole their money while giving
promises of great return. This is the crime of swindling, so the swindler
is guilty.
"But the man who is to be executed the day after tomorrow for stealing
children shouted back that it was true." This clearly describes the
kidnapper, who stole children, so he's guilty too.
In the next paragraph, the answer is given to you. In the third line we're
told, "He was caught embezzling public money so he hasn't any hope for
mercy." Crystal clear -- the embezzler is guilty.
"The man who is always quietly smiling to himself said 'I am happy for I
will soon be with her.'" This paragraph while not exactly direct should
still make some sense. This matches the description of a crazy murderer,
likely who killed his wife or a woman close to him whom he now misses and
can't wait to see again in Heaven. But perhaps he's going somewhere
else... Why did he kill her if he can't wait to see her now? Well, ask
the crazy murderer, not me. Either way, the murderer is guilty.
The key to this riddle is in the last paragraphs, and we've already
determined the five guilty men. "Though I have done nothing, this crime
has been thrust upon me", says the author of the riddle, who is the sixth
and final hanged man.
But how do we identify this innocent man? What was the crime he was
accused of? Check the face plates in the corpse room to find the only
unaccounted-for criminal is the counterfeiter. By process of elimination,
the counterfeiter is the sacrificial lamb and innocent man.
EXTRA:
"We may visit death upon the head
of the sinner but to what avail?
In the name of retribution,
we took part in a bitter
comedy this day.
You, hanging as you do,
by your neck,
Unforgiven and cursed by all.
Five of them committed crimes,
six went out for a drink and
were captured there.
Only one of them was innocent,
but they knew not that.
The bloodstains remaining
are proof of their guilt.
Trodden upon and thus created,
they are the paths to
Hell or the Void.
The white bandages stained
with crimson,
The remains upon the scorched
black earth,
The whispered cries of
the maiden.
They are but a meaningless
contract.
They are also signs of guilt.
But one of them was
done without reason.
It was done out of fear
and a ripe imagination.
Spinning alone at the
end of a rope,
it is nothing less than
a disgrace to us all."
The first five paragraphs serve as a set up, however the sixth paragraph,
"The bloodstains remaining are proof of their guilt", hints that the
evidence of the crimes proves the guilt of the corresponding accused, or
perhaps it just hints at the bodily injurer and murder crimes. So let's
continue.
"The white bandages stained with crimson" brings two crimes to mind:
bodily injury and murder. However bandages don't belong on a dead person
as they will do nothing, so it has to be bodily injury.
"The remains upon the scorched black earth" is very clearly describing the
remains of a fire, which burns and turns things black. Arson.
The next phrase, "The whispered cries of the maiden", describes an
unmarried woman trying to scream, but all that comes out is a whimper or a
whisper since she's terrified. You may be able to relate to this if you've
ever had a dream where you tried to scream but couldn't for the life of
you let it out. This definitely describes the crime of kidnapping.
"They are but a meaningless contract" is a bare sentence adding onto the
three crimes already mentioned and its meaning is deep inside, so you
really have to think about it. It may not even appear to be referring to
one of the criminals at first glance and rather just back to the first
three, but it is the only sentence that seems to tackle the following
crime, so let's break it down.
A contract is an agreement, but it is meaningless if you're not going to
follow it. So far the unspoken crimes are thievery, murder, and swindling.
Swindling is cheating or defrauding of money or property, and this phrase
could be interpreted as breaking a contract, potentially to illegally
obtain money or property through deception. So the swindler fits here.
The next paragraph, "They are also signs of guilt", confirms our earlier
suggestion that the evidence of the crimes indicates the guilt of the
corresponding criminals. So the bodily injurer, arsonist, kidnapper and
swindler are certainly guilty.
The second last paragraph isn't that clear either, but it's a bit easier
to follow. "But one of them was done without reason. It was done out of
fear and a ripe imagination." Without reason, eh? We only have thievery
and murder left. Can you steal something out of fear and a ripe
imagination? I mean, who knows, but it doesn't really make sense, does it?
But could you kill someone out of fear? Absolutely. An example would be
self-defense. Elaborating, the ripe imagination could be from this person
thinking they were going to be killed by the other, perhaps jumping to
extreme conclusions to arrive there, so they thought it was kill or be
killed. Either way, the answer here is murder, making the murderer guilty.
Only five of the six men have been mentioned in this riddle, so what's
this all about? What about the other guy? Well, we've determined which
five men are guilty, so that leaves the final accused as the innocent man.
The only unaccounted-for accused in the corpse room is the thief, who was
never mentioned in the riddle, and thus he is the innocent man.
---
Once you determine the innocent man, locate him in the corpse room. Full
solutions are above, but for quick reference these are the innocent men
for each riddle level:
Note the innocent man's position out of the six men by reading the face
plates, then head over to the room with six empty nooses. Here, find the
noose in the same position as the innocent man in the other room in
respect to all the nooses. Then move up to it and examine it to pull it
down. Do not pull any other ropes as this will undo your answer. If you do
pull the wrong one first by accident, just pull the correct one after.
Now head back to the corpse room. If you pulled the correct noose in the
other room, the innocent man will now be gone in this room and in his
place will be the KEY OF THE PERSECUTED.
Each time you pull an incorrect noose and go check the other room to
confirm it was wrong, there will then be 2-4 Lying Figures in the
connecting corridor. This would be your reward "in a shape most wondrously
strange", as described on the sign in the noose room. Make sure you're
right the first time you pull to avoid this.
After picking up the key in place of the innocent man, exit the room and
go through the door at the end of the corridor. Run to the lifting gate
and use the KEY OF THE PERSECUTED in front of the handcuffs to uncuff
them, then James will lift the gate.
Beyond the Gate
---------------
Pass under the lifted gate, move down the ladder and follow the path to
the white door straight ahead since the gate down here is locked. Through
the white door, a cutscene will play before James leaves the room on his
own.
[NOTE ON TRYING TO RE-ENTER THIS ROOM]:
If you try to re-enter this room and/or how much you try it may influence
the outcome of the ending at the end of the game. I suggest you just play
normally and move on, but feel free to check the Endings section of this
FAQ for more information once you've completed the game at least once.
After James leaves the room, the nearby gate is now open... Proceed
through it and up the latter at the end of the corridor.
Catacomb
--------
Take the FIRST-AID KIT on the floor atop the ladder, then follow the
corridor to enter a small catacomb. In here you'll find three boxes of
SHOTGUN SHELLS -- one near the southwest corner, one in the southeast
corner and one in the center to the north -- and an AMPOULE in the
northwest corner. There's also a SAVE POINT on the grave to the east,
which I recommend using since a tough boss fight is just ahead.
If you examine the graves in this area, you'll notice a few familiar
names. Remembering the Wood Side garbage chute article, Water Sullivan's
name is etched in one of the graves. There's also a "Miriam K.", which
is a different last name than Miriam (and Billy) Locane from the same
article.
Freakiest of all, there are also gravestones for Eddie Dombrowski, Angela
Orosco, and James Sunderland himself. Further, you'll notice the dug
grave in front of James' gravestone is quite deep, and you must jump into
your own grave to advance through the game.
Once in your own tomb, continue down the stairs and follow the long
pathway. Move through the door at the end to meet up with Eddie in a meat
freezer. His psychotic nature has escalated even more from the last time
you met him, so it's time for another boss fight. Interesting that Eddie
chose to jump down into James' grave rather than his own, by the way.
BOSS: EDDIE (MEAT FREEZER) [bos_04]
**************************************************************************
Unfortunately, Eddie has gone mad and you'll have to deal with him rather
than running away. It's kill or be killed, so get started. This battle
consists of fights in two rooms, first this small entryway and then it
will progress into the larger main freezer.
First Room
----------
There are a number of good weapons you can use in this first room,
including the Shotgun and Hunting Rifle with their power, however on
Normal and Hard the best method is clearly the Steel Pipe, which allows
you to avoid being hit at all by Eddie if done right.
With the Steel Pipe, use R2 and hold X tightly (to perform the overhead
downward swing) right from the beginning to continuously bash Eddie over
the head as he begins to rush you. He may look like he's about to hit you,
but if done right he'll never get a chance as you'll be smacking him
before he does so. This strategy is perfect for a no-hit performance on
Normal and Hard, although Eddie moves slowly enough on Easy and Beginner
that it throws off the timing a bit and you'll have to adjust your attack
patterns.
The other recommend strategy is the Great Knife because of its ultra
power, requiring only one to three hits depending on your difficulty
level. You can also perform just a single overhead executioner swing to
send him to the next room in one hit (it may require an additional swipe
on Hard).
If on Beginner or Easy, go for a quick swipe finish him in this room, but
try the overhead swing on Normal. I don't recommend this method on Hard
since it's easy to get shot due to the weapon's slowness -- go with the
pipe.
Although melee weapons are honestly the way to go in this room, firearms
can still be effective as well. The thing is though, Eddie will likely
shoot you a few times due to his behaviour and the slow nature of the
more powerful guns, along with the lower power of the Handgun. So do be
ready to get in your heals in this case.
With the Hunting Rifle, just start blasting him right away and you may be
able to send him to the next room with a full clip or so. Always try to
keep a distance away from him since the Rifle is very slow to use. With
the Shotgun, getting a bit closer to Eddie to narrow the blast and
maximize its power can be helpful. Eddie will also be more likely to
punch you at this range rather than shoot you, but that's a good thing
since it inflicts much less damage and sets you up for another good shot.
[EDDIE'S ATTACKS]:
Eddie is a simple man and will either shoot you with his revolver,
inflicting a lot of damage, or he will punch you at close range, doing
minimal damage. The shots take around a quarter of your health away and
are very powerful, while the punches really aren't that bad and only take
a tenth or eighth of your health. So if you can position yourself near him
so he attacks you that way rather than lethal shots, it's not a bad
strategy.
---
Again, I recommend the melee weapon strategies for Normal and above, but
go ahead and try firearms for Beginner and Easy.
Once Eddie takes enough damage, he will end the draw and run into the next
room. Once he leaves, be sure to get the RIFLE SHELLS and SHOTGUN SHELLS
on the ground in this room. Reload all of your weapons if you need to and
make sure your health status is strong. Then proceed to the second room.
Second Room
-----------
Now in the main section of the meat freezer, this room will start with
another cutscene, delving deeper into Eddie's mindset. Then he will
approach you and start the fight again. Note that there are large racks of
meat hanging from the roof in this larger room, so be sure to utilize them
strategically to block potential shots from Eddie. Eddie will also behave
the same way and use the same attacks in this room, but perhaps the more
open space and cover allow for differing strategies.
In this room, the Shotgun seems to work best. The Hunting Rifle can be
effective with its longer range, but it's also very slow and Eddie will
be more likely to shoot you while so far away. Instead, try to get all
close and personal with Eddie and blast him with the Shotgun to deliver
the most power. This way he will also try to punch you rather than use
his revolver. You may need to find a balance where you shoot him from a
bit farther so that you can still escape, but still close enough so that
he tries to go for a punch rather than a more lethal shot.
After getting in a blast up close, try to quickly strafe away after so
that he can't punch you, and if done right he'll swing and miss a lot of
the time. Take the opportunity to blast him again, and whenever Eddie runs
after you, keep using the strafing buttons to your advantage for an easier
escape. Be sure to hide behind the meat racks and blast him when he comes
near, or hide behind them to safely get away and then come back out and
blast him if he's hanging around. Continue using this strategy.
Another strategy that works fairly well is sneaking. Use some stealth and
try to come up on Eddie from behind. Simply hide behind the meat racks so
that Eddie loses track of you, then locate him through the racks and fire
away.
Alternately, if you do have the Great Knife it works quite well in this
room too. You may take some hits due to its slow nature, but it's so
powerful that it'll only take three swings to end the battle on Normal, or
up to six on Hard. Using the first meat rack as cover, slice him through
it on his initial approach. Track him as he keeps moving around after and
get ready to swing early once he comes back. Feel free to reset on the
other side of the meat rack or another one if it makes more sense due to
his positioning. But either way, stand close enough to it so that he may
punch the piece of meat instead of you from the other side.
When Eddie starts hiding behind the meat racks, the fight is almost over
and he knows it. At this point, one or two more good Shotgun blasts should
kill him. The Shotgun is a little slow so this may make it difficult to
hit him in this stage, so consider switching to the Handgun to finish him
off with its faster firing speed and nimble handling. Find where he's
hiding behind a rack of meat, let him run out and start firing away as you
follow him from behind. Repeat this process until he dies.
After taking enough damage, Eddie will fall to the ground and the fight
will be over. But hey, he had it comin'!
After the fight, head through one of the large doors on the opposite side
from where you entered.
11 // t o l u c a l a k e [wlk_11]
===---==-=====----=-===---=-=-=----======---===-=-=====---=-=====----=-===
"Mary... Did you really die three years ago...?"
Boat Dock
---------
So after all those holes, elevators and staircases, we somehow end up
above ground right behind the Historical Society? Seems legit. Either way,
we're very close to our goal. Continue along the dock to find a SAVE POINT
on a barrel. Follow the dock around to the left to find a boat. Note the
faint light in the distance and get in the boat.
James will row away from the dock in a brief scene, but then you will take
over. It is now entirely up to you to row yourself across Toluca Lake
through the immense fog. Once in the boat, if you turn to the right you'll
see a shining light through the fog, which seems to be a lighthouse. That
is your destination.
[NOTE ON BOAT CONTROLS]:
On Beginner, Easy or Normal Action Level, the left analog stick or the
D-pad buttons will control the boat. Hold up to go forward and left and
right to steer. Note that left and right will perform large turns while
up/left and up/right will allow you to make minor adjustments while
keeping forward momentum. Very simple.
However on Hard, you must use both analog sticks to control the boat. To
move forward, simultaneously turn the left stick counter-clockwise and the
right stick clockwise. This essentially imitates the same motions that
James performs while rowing the boat. To steer left, rotate both sticks
clockwise simultaneously, or counter-clockwise to turn right. Note that
while James may glance around and not quite look like he's rowing in some
cases, the controls are always working.
Rowing Across the Lake
----------------------
Now that you know how to control the boat, get moving. First, steer to
the right until you spot the light ahead. If you overshoot it a bit,
countersteer and keep the boat facing that light. Now head directly for
it. At full speed you should reach your destination in about a minute,
but maybe a bit longer if you're having to correct or having other
struggles.
Once you reach the light, James will dock the boat and step out onto the
dock near the Lake View Hotel. Make sure you aim directly at the light as
James will not dock if too far to the side.
North Shore
-----------
Finally, there she is: the great Lake View Hotel. From the dock, follow
the path and head up the stairs to the courtyard of the hotel. Searching
the area, you'll find the "LITTLE MERMAID" MUSIC BOX on the left fountain.
Deeper into the courtyard, you'll find stairs and the back entrance of
the Lake View Hotel. Take a deep breath and enter through the double
doors.
12 // l a k e v i e w h o t e l [wlk_12]
---==-=====--=-=-=====---=-=-=====-=--====-=-=-======--=-====---=----==--=
"Waiting for you..."
First Floor Hallway
-------------------
It's been a long ride but we've finally arrived at our special place.
Just inside you'll find the HOTEL MAP (FOR GUESTS) on the bulletin board
to James' left. He notices a message -- "Waiting for you..." -- written in
the box of room 312 on the map, the room he and Mary stayed in three years
ago... Could Mary really be here?
As a side note, go ahead and examine the Letter From Mary in your
inventory for a bit of a surprise. Additionally, now is a good time to
switch over to the Shotgun for the remainder of the game if you haven't
been using it lots already anyway. Although feel free to use the Handgun
on weaker enemies if low on ammo.
"Lake Shore" Restaurant
-----------------------
Enter the "Lake Shore" Restaurant from the hall and check over by the
tables to grab the "FISH" KEY that someone was ready to eat. Head for the
exit for a surprise cutscene. Turns out Laura is here and she's a lot more
friendly this time.
Laura hands James LAURA'S LETTER, adding more context to the story along
with some questions. Laura hints at another letter but appears to have
lost it, leaving in a panic to find it. With Laura gone, examine the piano
for a funny little anecdote about Mary, then exit the room.
Back in the hall, you'll hear something menacing moving towards you. There
are two Abstract Daddy creatures out here and they're coming from James'
left. Grab a hold of something, bite your lip, and blast away at the first
one before it gets too close. Quickly kick it to finish it off and murder
the other one as well. Thankfully they're not as tough as the earlier boss
and only require two well-placed Shotgun blasts on Normal and Hard.
Storeroom
---------
Before entering the lobby, you'll find another unlocked room in the
corridor, which is the Storeroom (unmarked grey area on your guest map).
Inside, take out the Mannequins and enter the smaller room through the
doorway at the end of the hall. Get the RIFLE SHELLS on the boxes and the
three boxes of HANDGUN BULLETS on the shelf. You'll also notice toilet
paper strewn on the floor. Hey, it's always good to know where the toilet
paper is. Exit to the hall.
Basement
--------
Spotting the stairway leading down in the center of the hall, head down to
the basement. Make your way right past the two Mannequins (which won't be
here if you check the basement before the restaurant) and grab the can of
THINNER in the open elevator. You may notice the Venus Tears Bar is
locked, so you can bet you'll be back here later. Now head back upstairs
and enter the Lobby through one of the two large doors by the stairs.
Lobby
-----
Here you can find a SAVE POINT on a chair in the northwest corner. You may
also notice a large music box player standing by the stairs, but we only
have one of three music boxes for it now. Remember it for later.
Head to the Reception desk to find a note on the counter about James'
videotape that he left here years ago. It says the tape is in the first
floor Office. You won't find an Office on your guest map, but there is a
large empty space on the east side -- it must be somewhere over there.
Enter the small Reception through the single door by the counter and
you'll notice something glinting in one of the key boxes. Examine it to
get the KEY TO ROOM 312 (called KEY TO HOTEL ROOM 312 in your inventory).
Well, that was easy... Are we ready to go there already?
Second Floor Midwest Corridor
-----------------------------
Now finished on 1F, head up to the second floor via the large staircase
in the Lobby and move through the west doors to the small midwest corridor
(or just take the slim staircase up from the previous hall). Out of
curiosity, if you head up the slim staircase to 3F, you'll find a locked
gate blocking your entry to the hallway. Looks like you won't be reaching
room 312 anytime soon after all. Do listen intently for something subtle
as you walk away from the gate if you do go up there.
In the midwest 2F corridor, enter the Cloakroom to find a FIRST-AID KIT on
the counter. Grab the two packs of SHOTGUN SHELLS and two packs of HANDGUN
BULLETS on the shelves. You'll also find a locked briefcase on the counter
by the wall, which is unlocked with the "FISH" KEY. Take the KEY TO HOTEL
ROOM 204 inside and leave the room.
Grab the two boxes of HANDGUN BULLETS on the small semi-circle table by
the window at the end of the hall, then enter the Reading Room. Inside
you'll find SHOTGUN SHELLS on the left shelf ahead, more SHOTGUN SHELLS on
the shelf in the corner past the bookshelf, and a HEALTH DRINK on the</pre><pre id="faqspan-7">
table in the other corner. Exit the room.
Second Floor West Wing
----------------------
Now head through the doors into the west corridor and take care of the
two Abstract Daddies that come at you. Then enter room 204 with the KEY TO
ROOM 204 (KEY TO HOTEL ROOM 204). Inside on the desk, take the EMPLOYEE
ELEVATOR KEY. Keep looking around the room to find a hole in the wall that
leads to the next room, 202. In 202 you will find a funny-looking
briefcase that's locked, plus a ton of photographs on the bed as if
straight out of a serial killer movie. Looks like it's time for another
puzzle.
As you can see, the locked briefcase requires a four-letter combination,
and no, it's not Mary. The combination is random each time but it always
makes up an actual word. You may notice there's only a certain selection
of eight letters on each dial (from left to right):
m e s p
l a r n
k x m l
h v l k
d u e e
t p c a
o o w t
n i v r
What you'll need to do here is spell the matching four-letter word that
unlocks the briefcase. Examine the suspicious photos all over the bed and
James will find one specifically of the briefcase's dial, but the
combination is crossed out with black ink.
If you check your inventory, you'll find a useful item. Use the THINNER
to remove the ink on the photograph and reveal the combination. If you
don't have it yet, it's in the open elevator in the basement.
From playing this game several times, you'll generally notice a pattern in
these random four-letter codes. It will usually be a dark, depressing or
negative word with a couple outliers. Below are all potential solutions:
damn dull kill mist
dark dust lock null
dose hell lose over
down help love town
From the pattern, you might be able to sometimes determine the code
without even using the Thinner, especially if you're good at rearranging
jumbled letters into words, or if you just try all these listed here.
Once the combination is revealed, examine the case again and input the
combination from the photo to open it.
Once the case is open, grab the "CINDERELLA" MUSIC BOX inside. Now you
have two music boxes, so you only need one more. Unlock and leave through
202's door and cross over to the mideast corridor from the lobby balcony.
Second Floor Mideast Corridor
-----------------------------
Grab the HEALTH DRINK on the semi-circle table to the left and the RIFLE
SHELLS on the corner stand by the elevator. This isn't the employee
elevator and it doesn't work anyway, but there is a greyed-out room on
your guest map right here. Move to its door and enter with the EMPLOYEE
ELEVATOR KEY.
If you compare the first and second floor on your guest map, you are now
above the greyed-out employee-only area on the first floor where the
Office likely is, so taking the elevator in this room should lead right to
it. First, use the SAVE POINT near the door if you need to, then get the
two HEALTH DRINKS on the janitor cart.
Figuring Out the Employee Elevator
----------------------------------
If you move inside the open employee elevator, an alarm will sound and
you won't be able to use it. Check the panel in the elevator and James
will find a note on weight allowance -- it explains that this elevator is
only for one person. Even though James should classify as a single person,
he is carrying a ton of heavy weapons and items, so perhaps that's what is
causing the alarm.
Back inside the room you will find a large shelf. After reading the weight
allowance note, examine the shelf and James will comment that he could
store his stuff inside it. Consider healing up before dumping your items,
and when prompted select "Yes" to put your items in the shelf. Now you
must empty your entire inventory one by one -- keeping even a single
weapon or item will set the alarm off. Two exceptions to this are the
Letter from Mary and Photo of Mary, which are seemingly light enough. On a
related note, you might want to examine the Letter from Mary if you
haven't since entering the hotel.
[NOTE ON THE ELEVATOR AND SHELF]:
You must enter the elevator, check the panel and read the note on weight
allowance before you can use the shelf. Otherwise James won't understand
what's the issue or realize why he needs to use the shelf.
Once you've emptied your full inventory onto the shelf, head back in the
small elevator. Only the 1 button works here, so use it to head down to
our destination.
First Floor Employee-Only Wing
------------------------------
Feeling a little vulnerable without any weapons, grab the HOTEL MAP (FOR
EMPLOYEES) on the noticeboard just outside the elevator, which is a map of
the entire hotel unlike your guest map. You can see the Office is directly
connected to this hallway, so that's a good start. Before heading there,
enter the Pantry in the southern part of the corridor.
Inside, find and take the hard-to-see "SNOW WHITE" MUSIC BOX on the shelf
to James' right. You may get a chuckle out of the apple beside the music
box if you're familiar with the Snow White fairy tale, and we'll actually
get into that fairly soon since you now have all three music boxes. Exit
the room.
Now enter the Office near the elevator. Find the open safe and take the
VIDEOTAPE and CAN OPENER inside. Exit the room, and for more ammo enter
the Employee Lounge just north and get the two packs of RIFLE SHELLS on
the fridge. If you check the whiteboard in the room, James will comment
that it was last updated one year ago... Interesting. Exit the room.
The employee elevator won't budge anymore, so use the stairwell right by
the Office to reach the basement and find another route.
Employee Basement
-----------------
Inside the corridor you'll notice your first threat since ditching your
weapons, and you won't hear any static cause you don't have your Radio.
It's a narrow corridor so you will need to push your way past the
Mannequin -- run at the tiny gap between it and the wall to push it most
efficiently and you should easily avoid being attacked. Past the first
Mannequin, enter the Boiler Room to James' left.
Here, take the FIRST-AID KIT on the ground and the BAR KEY hanging on the
other side of the running boiler. Exit the room and prepare for your
second session of Mannequin pushing. Once past, enter the Kitchen.
In the Kitchen you'll find two HEALTH DRINKS on the back shelf and another
HEALTH DRINK on the right kitchen counter. You can also find a large tin
can at the corner of the counter. What's inside? Well, use the CAN OPENER
you found in the Office to find out. Ah, it's light bulbs, of course!
James will take a LIGHT BULB because why not?
Continue through the other door here to enter the Venus Tears Bar. Since
you have the key, head around the bar to the exit. James will comment that
it's too dark to find the keyhole. You just don't realize how useful the
Flashlight is until you don't have it anymore... But fear not, there is a
lamp on the edge of the bar pointing right at the door. Approach it and
insert the LIGHT BULB from your inventory, and voila, let there be light!
Now exit the bar with the BAR KEY.
Retrieving Your Items on the Second Floor
-----------------------------------------
Back in the guest portion of the hotel, you'll find yourself in the
basement hall where you got the Thinner earlier. There will also be two
Mannequins here unless you saw and killed them earlier, so tread
carefully.
Your next task is to recollect your inventory so you can use the three
music boxes in the Lobby. So head up the stairs to the first floor. The
quickest way to the Employee Elevator Room is through the Lobby, up the
large staircase and through the left double doors.
Once in the 2F mideast corridor, you'll be greeted by two menacing
Mannequins looking for trouble. They heard you were pushing their buddies
around back in the basement. Before things get too rowdy, enter the
Employee Elevator Room and reclaim all your items by examining the large
shelf. Ah... it feels nice to have weapons again. Exit the room, and sadly
the Mannequins will be gone so you won't be able to get your revenge.
Getting the Music Box Player Working
------------------------------------
Now that we collected all our stuff, we have the two original music boxes
we found earlier plus the one from the Pantry on the first floor. Pass
back through to the Lobby and descend the stairs to the large music box
player. It's time to solve another puzzle.
PUZZLE: MUSIC BOX PLAYER (LOBBY) [puz_11]
--------------------------------------------------------------------------
The idea of this puzzle is to make the large music box play music in the
correct tune so that the turntable spins, revealing an item on the other
side. If you make it play music as is, it will sound terribly out of tune
because it requires six music boxes placed in the correct spots on the
turntable, and three of them are missing. The other three are on the other
side of the turntable, out of sight for the moment.
If you examine the three open slots, you'll find an inscription written in
each, differing per riddle level. What you need to do is read the
inscriptions and solve the short riddles to correctly place the three
music boxes in the correct slots. Refer to the riddles and their solutions
for each difficulty below.
EASY:
All three slots contain the same inscription:
"When the Lost One is returned
the sour note shall turn sweet."
There's no real puzzle here. These inscriptions just tell us that when the
three music boxes are placed in the player, the music will play in tune.
Therefore it doesn't matter which boxes go where.
Place the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX and the "SNOW
WHITE" MUSIC BOX in the three slots in any order.
NORMAL:
This time, each of the slots has a different inscription which describes
the corresponding character on each music box. They read as follows:
"Seat of the Princess [left slot]
who fled at midnight."
"Seat of the Princess [middle slot]
who awoke from death."
"Seat of the Princess [right slot]
who spoke no words."
This is a rather easy puzzle and only requires basic knowledge of the
Cinderella, Snow White, and Little Mermaid fairy tales.
Cinderella was the princess who fled at midnight, and she also left a
shoe. It was her fairy godmother who turned her into a princess, allowing
her to visit the ball where she met and danced with the prince. But she
was warned that the spell would wear off at midnight. When the clock
struck 12, she remembered this and rushed to her carriage as quickly as
she could. Thus the "CINDERELLA" MUSIC BOX goes in the left slot.
Which princess awoke from death? That would be Snow White. After she ate
the poisoned apple from the Queen, she was put into a deep sleep thought
to be death. However the Seven Dwarfs couldn't bear to hide her beauty and
bury her. A prince then found her, and depending on the version of the
story, a piece of the poison apple became dislodged during transit of her
body, or it was the kiss of the prince that brought her back to life. So
the "SNOW WHITE" MUSIC BOX goes in the middle slot.
Lastly, the princess who spoke no words was certainly the Little Mermaid.
A mermaid princess named Ariel, half woman and half fish, saved a prince
from drowning and began to fall for him. A sea witch named Ursula offered
her human legs in exchange for her voice, which she accepted in the name
of love, and thus never spoke. Therefore the "LITTLE MERMAID" MUSIC BOX
belongs in the right slot.
This time the inscriptions delve a little deeper into each fairy tale.
They read as follows:
"Twas shameful greed did stain [left slot]
her shoe with blood."
"Even so, I still want to believe [middle slot]
that she was happy."
"Beauty - Both a blessing [right slot]
and a curse thou be."
Let's look at the first one. The word "shoe" sort of gives it away here,
but the part about blood may understandably raise an eyebrow. There are
apparently over 3,000 versions of Cinderella and some are certainly more
PG than others, but this one draws from earlier versions of the fairy
tale which are much darker than the pop culture versions.
In all versions, Cinderella ultimately goes to the ball, dances with the
prince, runs off when midnight strikes and loses her shoe. The prince then
sets out to find out whose shoe it was, or rather who was the beautiful
young lady he danced with, by getting all the young women he could find to
try it on. This brings him to the house of Cinderella and her two step
sisters.
In the children's story, the first step sister's foot is much too long and
the other's much too wide, leading to Cinderella trying it on with a
perfect fit. Earlier versions of the fairy tale however, take a darker
turn through this part of the story. The stepmother, desperate for one of
her daughters to marry the prince, hacks off the first step sister's big
toe for the slipper to fit. It does and she leaves with the prince, but
some birds cry out that there's blood in the shoe, which is also too
small, and that the right bride is still at home.
Next, the stepmother hacks off the heel of the second step sister and the
slipper fits her, but the birds warn the prince again. Upon returning to
the home, Cinderella finally tries on the shoe and it fits perfectly
without any gruesome modifications, since it's hers after all. As for how
this applies to this riddle, it was indeed shameful the stepmother's
greed for the prince's riches did stain Cinderella's shoe with blood. With
that, the "CINDERELLA" MUSIC BOX belongs in the left slot.
The second inscription is very vague, but upon deeper examination it
describes the Little Mermaid. Ariel had the finest, most beautiful voice
of all mermaids and humans. She saved a prince from drowning and began to
fall for him. A sea witch offered her human legs in exchange for her
voice so that she could be a human and have the prince return her love.
Ariel accepted her offer and thus became a mute. She did end up living
happily ever after with the prince but at the cost of losing her
beautiful voice. Even though she's now a mute, I still want to believe
that Ariel was happy. Therefore the "LITTLE MERMAID" MUSIC BOX sits in the
middle slot.
The last sentence refers to Snow White and how beautiful she was. The
Queen, Snow White's stepmother, was so obsessed with her beauty and would
always ask her mirror who was "the fairest of them all", to which the
mirror would always reply that it was her. But as Snow White grew older
and more beautiful, the mirror eventually told the Queen that it was in
fact Snow White who was the fairest. And the mirror could not lie.
Upon this, the Queen ordered a huntsman to kill Snow White, but he could
not bear to kill such a beauty and agreed to let her run off into the
forest, where she'd find her new home with the Seven Dwarfs. Still hearing
her mirror reveal Snow White as the fairest and thus still alive, the
Queen tracked her down and managed to feed her a poisoned apple. Snow
White eats the apple and falls into a deep sleep. Assuming she is dead but
unable to bury her and her beauty, the Seven Dwarfs place her in a glass
casket.
Soon a prince stumbles upon her and agrees to take the princess to her
proper resting place. On the way while transporting her body, a prince's
servant trips and this dislodges a piece of the poisoned apple inside Snow
White, and thus she returns to life. In other versions this is more
romanticized and it is the prince's kiss that brings her back to life, but
either way the result is the same. The story goes on but that is the
essential resolution and gives us the full context for this riddle. Beauty
was both a blessing, as Snow White was so beautiful to everyone around
her, and a curse in that the Queen attempted to kill her. This puts the
"SNOW WHITE" MUSIC BOX in the right slot.
With the three music boxes in the correct locations, make the large music
box play and it will do so in the correct tune, offering up a catchy
little composition. The music box turntable will begin turning and then
stop to reveal the other three music boxes that were inside it, along with
a key on the middle box. If the music is still out of tune, you have the
boxes in the wrong slots, so take them out and try again.
Take the HOTEL STAIRWAY KEY from the middle music box, and if you saw the
gate blocking the third floor you'll know what this is for. It's time to
head to the core of your special place.
Head up the large stairway in the Lobby and through the west double doors.
Then go up the slim staircase in the midwest hall and use the HOTEL
STAIRWAY KEY to open the gate blocking the way to the third floor hallway.
Third Floor: Room 312
---------------------
Now it's time. Approach room 312 and enter with the KEY TO ROOM 312 (KEY
TO HOTEL ROOM 312). If you missed the key, it's very easily found in a
mailbox inside the Lobby's Reception.
It's very quiet inside with nobody in sight. There's nothing really of
note either, although there is a TV with a VCR beside it by the back
window. While facing the VCR, open your inventory and insert the VIDEOTAPE
you found in the Office. Pay very close attention while watching this
videotape as it reveals a very important event at the end.
After the shocking revelation and a brief visit from Laura, a familiar
voice begins emitting from James' radio. Just when I thought I was out,
they pull me back in... Exit the room.
13 // n i g h t m a r e h o t e l [wlk_13]
=-=-======---==-=-=-----=-==-----==-====----=-====--=-=====----=-==--=----
"James. Where are you? I'm waiting. I'm waiting for you."
Third Floor
-----------
Out here you'll notice the hotel has taken a different form, all burnt
and leaking water likely from the roof sprinklers or perhaps rain. If
you've been paying very close attention, you may realize this is closer to
the hotel's current state, rather than the earlier rendition mostly
conjured from James' memory. You'll also notice your Flashlight won't work
anymore, but we won't need it for the rest of the game.
Anyway, there's a SAVE POINT down the hall on the door to room 313. Use
the slim staircase to head back down to 2F once you're done in this mopey
hallway of shattered memories.
Second Floor
------------
If you check your map, you may notice some markings in a new purple marker
rather than just the usual red. These purple markings work to show you
which doors are inaccessible in the hotel's current state.
Inside the Reading Room on 2F, you'll find a pair of headphones on the
desk. Listen to them for an optional scene that helps fill in some of the
gaps in the story.
[NOTE ON CASSETTE RECORDING]:
Examining the headphones and viewing the scene may affect the outcome of
the ending received at the end of the game. I suggest just playing
normally and watching the scene which is quite crucial in piecing together
the timeline of the story, but feel free to read more information in the
Endings section after completing the game at least once.
After completing the game once, the BOOK: "CRIMSON CEREMONY" can be found
on the shelf behind the headphones in the Reading Room. It is one of four
extra items required to receive the Rebirth ending. Read more about it in
the Endings section.
You'll find the first floor is blocked off if you try the stairs, so we'll
have to find another way downstairs. Head over to the western 2F corridor
where you may notice that certain doors won't operate normally and will
instead warp you to other doors in this hallway or to the eastern 2F wing.
The doors warp from and to the following:
The idea here is to get to the east corridor of this floor, which is
inaccessible through normal methods. The only door that will warp you
there from this corridor is 202. So attempt to enter 202 to warp over to
the east wing in front of 219. No rooms are actually open here and some
will just warp you back, so don't bother with any more room doors.
From the east corridor, get the two boxes of HANDGUN BULLETS on the window
sill to James' left. Make your way south down the corridor and enter the
next corridor to the west.
In the small corridor, get the two AMPOULES on the semi-circle table by
the elevator. The doors leading to the Lobby balcony won't open, but what
do you know, the elevator now works. Step inside and ride down to the
basement, which is the only button that works.
Flooded Basement
----------------
As the elevator arrives and the doors open, you'll discover that the
basement is completely flooded to about knee height. That may allow some
Lying Figures to squirm through the water around you almost hidden, but
just ignore and run past them, traversing as you normally would.
Leave the elevator and enter the Venus Tears Bar on your left, past a
sneaky Lying Figure underwater. In here you'll find five HEALTH DRINKS on
the back ledge of the bar, mixed in with all the liquor bottles.
Pass through the back door here to the Kitchen. There are two packs of
SHOTGUN SHELLS on the counter to James' left and two packs of RIFLE SHELLS
on the back shelf. Also by the fridge is a FIRST-AID KIT. Pass through the
other door in the room to the employee hallway, where fortunately you'll
have your weapons this time around. Navigate past the Lying Figure
wandering through the water and enter the staircase through the blue door
at the other end of the hallway.
Suddenly in an unfamiliar place, James will meet Angela who eventually
sets off and up the mystical burning stairway. James can't follow her as
the flames grow stronger, so the only thing you can do is leave through
the door you entered.
Now you find yourself in the real stairway, the one from your last visit
down here. But what was that all about then? Well, you may notice that you
yourself have already transferred from different-looking worlds to others.
It appears that you experienced a brief overlap into Angela's world,
offering you a look into what her sad nightmare is like. Anyway, move up
the stairs and through the door at the top to the employee-only section of
1F.
First Floor Employee-Only Wing
------------------------------
Once up here, you'll notice that the southern section of this area by the
elevator is blocked off, but if you head around the staircase to the
washroom area you'll find two AMPOULES on the heater.
Find the path past the stairs that leads to the northeast and take it. Get
the two packs of RIFLE SHELLS in the small alcove by the Manager's Office
and continue following the path. Head through the door at the end and
follow the unmapped grate path past two Mandarins and through the next
door.
In here you will find nine SAVE POINT squares on the far wall! Nine Red
Squares. I think Team Silent is trying to tell you to save your game here.
Just after this point are the final two bosses of the game, so I suggest
you take the advice that the red squares are offering. Equip the Hunting
Rifle and keep it ready for the rest of the game. Brace yourself, and head
through the double doors in the middle of the room.
Lobby
-----
In a cutscene you'll be greeted by a familiar and ever-confusing face,
accompanied by a duo of Pyramid Heads. I don't think this will end well...
Afterwards, it will be time for a boss fight. James finally knows the
truth, and now it's time to end this.
BOSS: PYRAMID HEAD DUO (LOBBY) [bos_05]
**************************************************************************
You've already fought one Pyramid Head, but two of them is a whole new
story. It's perhaps not as difficult as it may seem, especially since you
have a lot of space this time in the hotel Lobby, plus many more weapons
to choose from. And do keep in mind that although there are technically
two Pyramid Heads, they share the same health bar.
Your first move is to dash to a corner, preferably the one farthest away
from the duo. From there, use the Hunting Rifle to fire off one to four
shots (depending on your action level) at whichever Pyramid Head James
targets, but don't get greedy. Once they near you, strafe out of the way
with L1 or R1 and continue to the next farthest corner and repeat. The
best strategy for movement most of the time is strafing, while using the
left stick only for minor adjustments while running sideways.
Always hold L2 while firing at the Pyramid Heads to focus the camera on
them and see how close they are. The Rifle is very slow to raise, fire and
put down, so do take this into account to avoid attacks from the
approaching Pyramid Heads, and always reload in your inventory.
On Normal, you should be able to get off two or three shots in each corner
most of the time before the Pyramid Heads reach you, and sometimes four.
On the other hand, sometimes your positioning or spacing of the Pyramid
Heads makes it difficult and you may only be able to get off one or two.
Just make sure you're always on top of where they are at all times with L2
and how much time you have in each corner -- don't take a shot if you
can't escape afterwards.
Hard seems to be a mixed bag with the Pyramid Heads faster by default,
limiting you to only one or two shots in each corner for the most part,
but on PC Hard they are super fast to the point that it's difficult and
sometimes impossible to get off even one shot in each corner without
taking a hit. If this is happening to you, I'd advise switching to the
Handgun and firing 4-5 shots each time while backing in a corner, but keep
the same strafing strategy between setups. Do note that sometimes the
Pyramid Heads do slow up and you can get in more shots, including three or
four with the Rifle, especially as the fight approaches its end.
Note that when firing at one Pyramid Head, you'll get no reaction from
your first Rifle shot, but the second shot will cause him to flinch
backwards on Normal (third shot on Hard). While the other Pyramid Head
will continue walking, this should buy you time to escape from the one you
were shooting at. Thus, try to focus your aim at the Pyramid Head closer
to you rather than the farther one (alternatively you can go for the other
if he's closer to where you're trying to escape from). You may notice both
Pyramid Heads flinch from attacking just one as you near the end of the
battle.
You can also trick the Pyramid Heads and bait their attacks. If one is
close and you strafe towards him, he may try to stab you as you quickly
strafe away and out of range. This is great for buying time to safely
escape and thus acquiring more time in the next corner.
If you ever run out of ammo or want to try something else, switch to the
Handgun rather than the Shotgun, which is too slow and more suited for
close quarters. The Handgun lacks power but fires very quickly and has
effective handling, so you'll be able to get off a lot more shots in each
corner. You can even sidestep while firing, which also primes you for an
escape. Do be patient if using the Handgun, as it can take up to 300
bullets on Hard, and always reload in your inventory.
Another potential strategy for Hard, that I only recommend for skilled
players or those patient enough to try it out, involves the Great Knife.
Buy yourself enough time by running around and then head into a far corner
and equip the Great Knife. Then as the Pyramid Heads approach, deliver a
standard swing so that it hits one or both of them and then bounces off
the wall to James' left and comes back to hit them again.
This buys you enough time to repeat the attack again and again, although
it can only be done on Hard since weapons do not bounce off walls on lower
difficulties. It can take some practice to get right, but mastering it
offers a quick and "easy" way to end the battle with little or no damage
taken. Also note you can sometimes start it off with an executioner swing
if one Pyramid Head is a bit closer than the other, which will slow the
closer one up and allow you to perform a regular swing and hit them both
together right after, locking them into the repeated hit cycle. Do
understand that it can be frustrating to get this right, but you may just
feel it's worth the reward if you do.
[PYRAMID HEAD DUO'S ATTACKS]:
Both Pyramid Heads have two attacks, using their spears in different ways.
The more common one is the standard spear thrust, while the other is a
more occasional attack where a Pyramid Head will extend the spear on its
right side and then rotate its body to swing from right to left in front
of it, usually when you try to run past it. Both of these attacks inflict
heavy damage, requiring you to manage your health carefully. Don't
underestimate the range of the standard thrust attack either. Always leave
adequate time and space to escape via strafing before one of them gets
close enough to poke you, even if it means aborting your next shot.
---
After around 23-25 Rifle shots on Normal and up to around 50 on Hard, the
Pyramid Heads will stop in their tracks, then turn and head to the center
of the room. There in a brief cutscene, they'll flip up their spears and
stab the undersides of their heads to finish themselves off. This is
because they have always had one purpose in the game and have finally
accomplished it, as James hints just before the battle. Read more in the
Plot Analysis section of this FAQ if interested, after finishing the game.
After the fight, the standing corpses of both Pyramid Heads occupy the
center of the Lobby. You may also notice a familiar large marking on the
floor from the first Silent Hill. Move up to the Pyramid Head remains and
examine each to find a RUST-COLORED EGG and a SCARLET EGG in their hands.
If you try to exit the Lobby through one of the two south doors, you'll
find they're both locked and they each have an egg-shaped slot in them.
Insert the RUST-COLORED EGG into one and the SCARLET EGG into the other to
unlock both doors. It doesn't matter which one goes into which door, but
they must both be inserted for either door to unlock. Before moving on,
consider returning to the Nine Red Squares in the previous hall to save
your game since there's just one fight left now. When ready, head through
one of the now-unlocked south doors.
The two side hallways are fenced off here, so follow the corridor ahead
and through the back entrance door, where you initially entered a more
pleasant version of this hotel.
Long Hallway
------------
You now find yourself in a long, misty hallway instead of outside. A
recording of Mary speaking to James in the hospital will begin to play.
Feel free to head to the other side of the hallway as the recording plays,
but be sure to listen to it all before proceeding through the end door, as
it's a very sad but also informative look into Mary's (and James') psyche
before her death.
[NOTE ON HALLWAY RECORDING]:
Whether you listen to the full recording or just slip through the door at
the end before it finishes may influence the outcome of the ending you'll
receive at the end of the game. On your first time through I emphatically
suggest listening to it in full, but once you've beaten the game at least
once you can read more about it in the Endings section of this FAQ.
Rainy Staircase and Platform
----------------------------
Now you're actually outside in the rain, although in a very unfamiliar
area. Step ahead and take the right path (James' left). Follow the stairs
all the way up.
Once at the top, the staircase will fall behind you. There's no heading
back now. Head deeper into the room. Depending on the ending you're about
to receive, there will be a very familiar figure either lying on the bed
or standing in front of the open window. Approach her for a cutscene and
the final boss.
FINAL BOSS: MARY/MARIA (RAINY PLATFORM) [bos_06]
**************************************************************************
This boss is actually a bit similar to the Flesh Lips in the hospital, but
it moves much more quickly and has a much wider and more lethal array of
attacks. The most effective weapon to use here will be the Hunting Rifle
from a distance, offering a lot of damage from safety.
Immediately turn around at the start and run into a far corner. Use the
long range of the Rifle to call your shots as Mary/Maria draws closer,
holding L2 to focus the camera on her. Sometimes you may be able to take
three or four shots before she approaches or attacks, or maybe just one or
two in other cases, so act quickly and don't get greedy. And do pay
attention to Mary/Maria at all times since she will almost constantly
unleash a moth-swarming attack that will get you if you're not running
away from it early enough.
In order to defeat Mary/Maria, stay far away from her and use the
Hunting Rifle's long range to hit her. If you can only get off two shots
before she nears you or sends the moth swarm, that's fine. Take your two
shots and get out of dodge. Also be sure to reload in the inventory to
save time and avoid being open to attack. Additionally, be sure to watch
out for the bed and the gap in the floor where the stairs were when
strafing and running away from her attacks. Keep following the strategy
above until she succumbs. It should take about 20 Rifle Shells on Normal
and up to 40-50 on Hard, depending on your accuracy.
If you run out of Rifle Shells or wish to try an alternate strategy,
switch over to the Handgun with its high versatility. It'll be weaker and
you may have to stand closer to get your shots in, but conveniently you
can walk backwards as you fire or even sidestep to prime your escape. You
may find the Handgun to be even better as an overall strategy than the
Rifle on Hard due to its mobility, but it will take around 200 bullets to
end the battle on the highest level (although the same amount of time or
perhaps less due to firing more frequently). The Shotgun can also work
okay on all difficulties because of its power but it's also slow, so it
may be difficult to get in close without taking serious damage.
[MARY/MARIA'S ATTACKS]:
Mary/Maria has two different attacks. Her most common attack that she
unleashes almost constantly is a cloud of black moths, telegraphed by a
high-pitched screech. When this happens, a swarm of moths will zoom over
and maul James in a stun-locked animation. To avoid this, as soon as you
hear the screech, haul ass. The most effective way to do this is usually
to strafe to one side since the swarm will be coming from in front of you.
After a few seconds, the moths will disperse and you can relax, but this
attack will happen on near repeat, sometimes within seconds, so stay
alert. It's pretty simple to avoid the attack this way if you react to the
screech, but if it does ever land, wiggle the shoulder and directional
buttons to escape the moths more quickly. Fortunately, it doesn't do too
much damage but do try your best to avoid it to get your chance to shoot.
The other attack happens at close range. While hovering above, Mary/Maria
will snatch James with a long black tail and attempt to strangle him.
This attack can be very lethal and happen very suddenly, so try not to
stay close enough to her to avoid it entirely if you can. If you notice
her getting close, immediately strafe to the side to escape and head into
another corner. Again, if you do get caught, wiggle the directional and
shoulder buttons to escape more quickly.
---
Once you shoot up Mary/Maria enough times, she'll fall to the ground in
her frame. Move up to the helpless Mary/Maria and don't let that soft,
sweet voice get to you -- it's time to finish her off and end this
nightmare. Choose your weapon of choice and deliver the final blow. For
dramatic effect I recommend the Great Knife's executioner swing.
The End
-------
Congratulations on beating Silent Hill 2, one of the holy grails of the
survival horror world. Enjoy your ending, a heartbreaking and absolutely
beautifully-read letter, and the credits along with its own song depending
on your ending.
Remember that there are still four more endings to receive (five in the
Greatest Hits/Director's Cut versions, plus the extra scenario ending).
Refer to the Endings section of this FAQ for details on how to acquire
them all.
If you have the Greatest Hits/Director's Cut version of the game, also
known by different names found at the top of this document, be sure to
play the extra Sub Scenario with Maria, entitled "Born From A Wish".
Select New Game from the main menu and choose the scenario accordingly. A
full walkthrough for that scenario can be found deeper into this FAQ.
You'll also see a Ranking screen judging your performance in many
different ways at the very end, tallying up your score at the bottom in
the form of large and small stars. For a full explanation of your ranking
and how to even achieve a perfect score, visit the 10-Star Ranking Guide
in this FAQ below.
And that's it. Feel free to check out other sections below including the
Speed Walkthrough for quick reference, the Unlockables and Secrets section
for all extras and easter eggs, or the Plot Analysis for a thorough
examination of a very intricate plot.
--------------------------------------------------------------------------
==========================================================================
12. S P E E D W A L K T H R O U G H [SH2_12]
==========================================================================
--------------------------------------------------------------------------
This speed walkthrough is intended for players who have either beaten the
game at least once (as a quick reference to speed up their play times),
or for players who wish for only the bare minimum of instructions to make
it through the game instead of the detailed explanations in the full
walkthrough. My walkthroughs are normally extremely in-depth, so I get it
if you just want the instructions and that's it.
That said, boss strategies will be very concise and to the point, we won't
bother mentioning most enemies, and it'll be up to you to keep yourself
stocked up on ammo and health. Consider using Bullet Adjust so you don't
have to pick up as much, and feel to skip any non-mandatory weapons you
don't plan on using. We also won't cover save points so it'll be up to you
to find one if needed. Refer to the Save Point Locations section for all
locations.
You shouldn't need any maps for pure speed, but understandably they can
help you in sudden moments of confusion so they will be marked below for
you to consider. And since many of the codes in the game are random each
time, consider grabbing a notepad and pen for quick reference.
For the quickest time possible, you'll need to beat the game with the Dog
Ending. This walkthrough will cover that as an option along with the
normal endings route. Just be sure to pick up what you need and ignore
what you don't for the ending you're going for.
[Note]: Cutscenes don't count towards your play time in the game clock,
but I suggest still skipping them anyway to stay in the groove. If you
wish to take a quick break, use Select to pause the game which also stops
the game timer.
01 // e a s t s o u t h v a l e
----==-====---=-=-======---=-=----=-==-===-----=-=====---=-=-=====---=====
-(The BLUE GEM is available on the restroom floor in a New Game Plus, if
already unlocked and only in Greatest Hits/Director's Cut versions)
-Leave the restroom, grab the MAP OF SILENT HILL from the car (required),
and head down the steps to the left
-Follow the path through the gate to the graveyard and run towards Angela
-Run ahead to the right and exit through the gate there
-(The CHAINSAW is available on the right logs a bit ahead if playing a New
Game Plus)
-Follow the path through the next fence gate and continue to Sanders
-Turn right towards the intersection and follow the "shadow" north
-Turn right down Vachss and enter the construction site
-James gets the RADIO and WOODEN PLANK
-Quickly kill the Lying Figure and exit the construction site
-Head back to Lindsey, take a left and then a right onto the next street,
Katz
-Take your first right up the narrow Martin Street and grab the APARTMENT
GATE KEY from the corpse at the left end
-Go back and turn right on Katz, taking it all the way to the apartment
gate on the right side
-(In a New Game Plus the HYPER SPRAY is available inside the camper
trailer at Saul and Harris, but it's more time efficient to save it for
nighttime unless you plan on heavily using it)
-Enter the compound with the APARTMENT GATE KEY and then the building
itself
02 // w o o d s i d e a p a r t m e n t s
==---=-=====---=-=-=====----=-=-====---=--=====---=-=====---=-====---=-===
-(The MAP OF THE APT. BLDG is available on the left wall)
-Take the stairs to 2F and get the FLASHLIGHT from the dummy in room 205
to the right
-Run up to 3F and reach for the key by the bars
-Get the HANDGUN (required) from the shopping cart in room 301 at the left
end (Flashlight must be on)
-Head back down to 2F, take a right and you'll hear a muffled scream at
the intersection
-Enter room 208 up the hall and grab the KEY TO ROOM 202 on the left shelf
-Head back down the hall, go right and enter 202 using the KEY TO ROOM 202
-Enter the right room and get the CLOCK KEY from the small hole in the
wall
-Re-enter 208 and move inside the small clock room to the left
--------------------------------------------------------------------------
-Open the clock face with the CLOCK KEY and set the hands to 9:10
--------------------------------------------------------------------------
-Push the clock, move through to 209 and exit
-Use the right stairwell to access 3F
-Enter 307 and take the COURTYARD KEY in the closet immediately after the
cutscene
-Exit and grab the FIRE ESCAPE KEY on the floor around the right corner
-Turn around and enter the east stairwell at the other end of the hall
-Run down to 1F, enter the open hall and grab the CANNED JUICE by the end
door (107)
-Exit through the lobby doors, take James' right across the yard and enter
the other lobby
-Head to 2F and use the CANNED JUICE in the garbage chute in the open
laundry room
-Return to 1F and get the COIN [OLD MAN] from the garbage chute bottom
around the corner to James' left
-Re-enter the lobby and enter the courtyard with the COURTYARD KEY
-Jump in the pool to the left and get the COIN [SNAKE] from the carriage,
exit with the left steps
-Enter the other building and meet Eddie in the washroom of 101 to the
right (required)
-Run back to the main lobby, go up to 2F and use the FIRE ESCAPE KEY at
the left end to cross over to Blue Creek
03 // b l u e c r e e k a p a r t m e n t s
----=-=-----=======---==-====---==-=====---==-=====----=-====---=-====---=
-(Grab the toilet memo for the safe code if interested, then examine the
safe and grab all the ammo inside after solving it)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Use the memo to solve the puzzle and get the ammo inside
-Turn the dial to the first number
-Turn the dial right to the second number
-Turn the dial left to the third number
-Turn the dial right to the fourth number
-V means 5, X means 10, and any letter represents its number in the
alphabet plus 9
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Take a right, enter the stairwell on the left and enter the first floor
hall right at the bottom
-(MAP OF THE WEST APT BLDG is available on the 2F stairwell floor)
-Enter 109 to the left and move through the white door to meet Angela and
get ANGELA'S KNIFE
-Take the COIN [PRISONER] on the nightstand and enter room 105 to the
right directly across from the stairwell
-(The WHITE CHRISM is on the kitchenette counter in a New Game Plus)
--------------------------------------------------------------------------
-Solve the desk puzzle with your corresponding Riddle Level:
-Easy: OLD MAN, Empty, SNAKE, Empty, PRISONER
-Normal: Empty, OLD MAN, PRISONER, Empty, SNAKE
-Hard: Empty, OLD MAN, Empty, SNAKE, PRISONER
-Extra: OLD MAN, Empty, SNAKE, PRISONER, Empty
--------------------------------------------------------------------------
-Take the LYNE HOUSE KEY from the now open desk and go back up to 2F
-Enter 209 with the LYNE HOUSE KEY and cross over to 208 from the balcony
-Take the APARTMENT STAIRWAY KEY on the bed and exit from 209
-Enter the stairwell at the left end with the APARTMENT STAIRWAY KEY
**************************************************************************
-Survive the encounter with Pyramid Head and make him leave as quickly as
possible
-To do this, constantly fire the Handgun at him and run to the opposite
corner when he gets close (the Handgun Bullets in the 203 safe may help
here, or any other packs you find)
-When the siren sounds, immediately run to the far corner and let Pyramid
Head leave without any distractions
**************************************************************************
-Move down the staircase and exit to outside once the water drains
04 // w e s t s o u t h v a l e
===--=-=====----=-====---=-=-======-----=-=----=-===-=====----====---=-===
-Run down the stairs, turn around and follow the path around the corner
and past Laura
-Head straight to the waterfront of the park and meet Maria to the left
-Continue along the waterfront and take the left path to exit towards
Nathan Avenue
-(The DOG KEY is available inside the doghouse in the open yard across the
street if unlocked and playing a New Game Plus -- grab it if going for
the fastest route possible)
-Head right from the park down Nathan Avenue and enter Pete's Bowl-O-Rama
-(The Steel Pipe can be found in the hood of the car at Texxon Gas -- it's
recommended on Normal/Hard for a later boss fight)
-(The BOOK: "LOST MEMORIES" is available in the newspaper stand at Texxon
Gas in a New Game Plus)
-Enter the left room and then the main room after the cutscene
-Approach Eddie and then exit the bowling alley entirely to the right
-Take a right to reunite with Maria
-Take the next right all the way to the back of Pete's, then pass through
the gate
-Head upward to the end of the alley
-Try the door Maria points to and enter after she unlocks it
-Enter the main room up the stairs at the right end and exit through the
front door
-Run to the sidewalk and take a right
-Enter the hospital on the right side after Maria points out Laura
05 // b r o o k h a v e n h o s p i t a l
----=-=-======---=-====----=-====------==-=======---=-=====-----==-====---
-(The MAP OF THE HOSPITAL is on the bulletin board)
-Enter the Reception and get the "PURPLE BULL" KEY on the desk through the
other door
-Enter the stairwell from the hall and go up to 2F
-Get the BENT NEEDLE and SHOTGUN (recommended) from the Women's Locker
Room around the left corner at the end of the short hall
-(The EXAMINATION KEY in the Men's Locker Room is useless since the 3F
door code is always the same per riddle level)
-Enter the patient wing and get the code imprinted in the carbon paper
inside Examining Room 3 through the double doors on the right
-Enter room M2 and take the "LAPIS EYE" KEY from the nightstand
-Re-enter the employee wing and head up to 3F via the stairwell
--------------------------------------------------------------------------
-Enter the 3F patient wing by tapping in the code on the keypad
-Easy/Normal: 7335
-Hard/Extra: 1328
--------------------------------------------------------------------------
-Enter room S3 to drop off Maria and get the ROOF KEY from the nightstand
-Use the ROOF KEY to access the roof from the stairwell
-Run over to the messy diary in the corner (which can be read but doesn't
have to be) and then to the fence by the door
-Hearing metallic screeches, run away from the fence to activate the
cutscene earlier
-Enter the second closest cell to the camera and jot down the code on the
wall
-Exit to the hall, enter the patient wing and approach the box in S14 at
the very end of the hall
--------------------------------------------------------------------------
-Combine and use the "PURPLE BULL" KEY and "LAPIS EYE" KEY
-Enter the code from the blue carbon paper in Examining Room 3 into the
push-button lock
-Enter the code from the bloody wall in the Special Treatment Room into
the turning lock
--------------------------------------------------------------------------
-Take the PIECE OF HAIR from the open box</pre><pre id="faqspan-8">
-Head back right down the hall and enter the Shower Room on the left side
just past the elevator
-Combine and use the BENT NEEDLE and PIECE OF HAIR to get the ELEVATOR KEY
from the drain
-Enter the elevator around the right corner with the ELEVATOR KEY and go
down to 1F
-Enter room C2, the third room on the right side, and meet Laura at the
back; James will be lured to Examining Room 2
**************************************************************************
-Equip your Shotgun and start blasting away at the Flesh Lips
-Keep on the move so they can't grab you, shooting them once or twice from
each spot
-Quickly kill the first two then finish off the final Flesh Lip once it
drops down
**************************************************************************
06 // n i g h t m a r e h o s p i t a l
=====---==-======---=-=-=====---==-====----=-=-=====----=-====---=-===--==
-Re-enter the hospital through the double doors, then through the other
doors in the room
-Take the elevator to 2F and enter room M6 at the right end
-Take the DRY CELL BATTERY and BASEMENT STOREROOM KEY from the ledge
-Head up to 3F via the elevator and enter the employee wing to the left
-Enter the stairwell and use the BASEMENT STOREROOM KEY to access the
Storeroom at the very bottom
-Push the shelf and try to go down the ladder
-Now with Maria, climb down the ladder and get the COPPER RING
-Head back to 3F and enter the patient wing elevator
-Go down to 2F, skip the radio show, and enter the Day Room at the left
end
-Examine the fallen fridge to get the LEAD RING with Maria's help
-Take the elevator back up to 3F
-(If you want all the extra ammo and health, enter the Storeroom in the
employee wing)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-The box will open once the three questions are correctly answered:
-Press the 3 button on the top row
-Press the 1 button on the middle row
-Press the 3 button on the bottom row
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-Combine and use the COPPER RING and LEAD RING on the patient wing
stairwell door by the elevator
-Run down and enter the basement from the stairwell
-Follow the pathway as quickly as possible to the elevator at the end,
ignoring Pyramid Head on Normal Action Level or lower
-On Hard Action Level, fire a full Handgun clip into Pyramid Head when he
first appears, then run to the fenced-window area and shoot another clip
into him through the window, then run to the elevator
-Now on 1F, head left and enter the right end Director's Room
-Take the HOSPITAL LOBBY KEY on the desk after reading the memo
-Exit the hospital with the HOSPITAL LOBBY KEY
07 // d a r k s o u t h v a l e
---=-===----==-======---===-======--=--=-====-----===-=====---====---==-==
-Head right down Carroll Street, left on Rendell, right on Munson, left on
Saul and through the end gate
-Run through the gate at the other end of the tunnel, dodging the gaps in
the path
-(The HYPER SPRAY is available inside the camper trailer in a New Game
Plus if you haven't collected it yet)
-Run past the trailer on Saul, take a left on Neely, right on Sanders,
and left on Lindsey
-Grab the WRENCH on the porch of the second house on the left of Lindsey
-Continue up Lindsey, take a left on Katz and pass through the now
unlocked door in the large sheet past the apartments
-Take a right on Munson and left on Nathan
-Find and take the path along the right side of the road into the park
-Stay on the right of the entry path, take the first right down the
stairs, the next left down the small steps, then left around the corner
-Dig behind the praying woman statue, then use the WRENCH to get the OLD
BRONZE KEY in the tin box
-Retrace your steps to leave the park to the streets (turn right from the
statue, up the steps, right, up the stairs, then left all the way)
-Take a right on Nathan and run all the way to the Silent Hill Historical
Society
-Enter the building with the OLD BRONZE KEY
08 // s i l e n t h i l l h i s t o r i c a l s o c i e t y
-----===-=====---=-=====----==-==-===---==-====-=-===-=-=-=-=======-=-=---
-Enter the second room through the door on the right
-(The OBSIDIAN GOBLET is available in the smashed display case in a New
Game Plus)
-Find the hole in the wall and go through the door at the end of the long
descending hallway
-Go through the next door, follow the hall to the left, take the right
path and through the door past the Lying Figure
-Jump down the hole into the well
-Turn around 135 degrees to the left and examine the wall to find the
different spot
-Whack the bricks with the Pipe (or Plank) and go through the door
-Move through the first door on the right and get the SPIRAL-WRITING KEY
-Use the DRY CELL BATTERY from the inventory once your Flashlight battery
dies
-Examine the keypad in the bug-filled room
--------------------------------------------------------------------------
-Two or three numbers will be slightly more illuminated on the keypad; use
them to solve the puzzle by trying each combination possible
-There are always only six possible combinations
-Example 1,2: 121, 122, 112, 211, 212, 221
1,2,3: 123, 132, 213, 231, 312, 321
--------------------------------------------------------------------------
-Exit the room once unlocked and use the SPIRAL-WRITING KEY to open the
locked gate door on the floor and jump down the hole
09 // t o l u c a p r i s o n
===---=-=====---=-==----======--=-=-=====----==-==----====---=-===---===--
-Get the TABLET OF "GLUTTONOUS PIG" at the back of the room and enter the
hall
-(The MAP OF THE PRISON is available on a table down the hall to the left)
-Enter the shower room along the right side of the hall, second door from
the cafeteria
-Take the left path and get the TABLET OF "THE SEDUCTRESS" in the open
shower stall, then exit the room entirely
-Take a left and enter the upper south cellblock through the next door on
the left
-Get the WAX DOLL from the second last cell and exit the cellblock on the
other side
-Head up the hall and take the second door on the left to the lower north
cellblock
-Grab the TABLET OF "THE OPPRESSOR" inside the closed seventh cell, then
exit after your fourth attempt
-Take a left back into the previous hall, take a right and enter the
courtyard through the next left door
-Combine and use the TABLET OF "GLUTTONOUS PIG", TABLET OF "THE
SEDUCTRESS" and TABLET OF "THE OPPRESSOR" on the scaffold
-Head back to the entrance and get the HORSESHOE now on the door handle
-Back inside, take a right and re-enter the lower north cellblock on the
left, then pass through the door at the other end
-Take a right and use the last door on the left before the gate to pass
through to the northwest corridor
-Grab the LIGHTER from the next room on your left
-If you want the HUNTING RIFLE (recommended for all endings except Dog and
UFO), enter the warden's office at the right end of the hall before the
gate and grab it from the next room
-Head through the gate in the hall and combine and use the WAX DOLL,
HORSESHOE and LIGHTER on the hatch to make a handle and open it
-Jump down the hatch, turn around and proceed through the prison morgue
ahead and down the next hole on the other side
-Open the door and jump down the next hole
-Run deep into the elevator to start its one-minute-long descent
-Enter the Labyrinth through the door at the bottom
10 // l a b y r i n t h
=--=====---=-====----=-=====---=--======-----=-=====---=-=====-----=-=====
-(If using the map, keep your Flashlight on so James can draw it)
-(If you want Pyramid Head's old weapon, take a left, another left, go
down the left ladder, take another left, another left, through the door
and grab the GREAT KNIFE -- to continue, head back up that same ladder,
take a right, ignore the next right and follow the path to and down the
next ladder; skip the next instruction)
-From the starting door, take a left, the second right and go down the
ladder at the end
-Move up the ladder at the other end and solve the box of faces puzzle
--------------------------------------------------------------------------
-On Easy and Normal Riddle Level, rotate the cube to display either the
green-eyed upside-down face or yellow-eyed upside-down face
-On Hard and Extra Riddle Level there is no set solution, so either take
a look in the metallic room, find two doorways opposite each other and
turn the cube to line them up, or try all the following combinations:
Yellow Eyes - up, down, right, left
Red Eyes - up, down
Green Eyes - up, down, right, left
Blue Eyes - up, down
--------------------------------------------------------------------------
-After creating a passage, head through the cube room and down the stairs
to meet Maria
-Head back and grab the WIRE CUTTER from the electrical box
-Head back down the ladder, up the other one, then take the first left,
then the second left to reach the wire door
-Use the WIRE CUTTER to cut the wires and go down the ladder
-Take the first right and go up the ladder
-Take the right path and go down the ladder
-Take a left and follow the path around the next two corners, then move
down the opening there and up the ladder
-Take a right at the intersection, the next left around the fence and go
down the ladder
-Follow the path, take the first left and go up the ladder
-Move ahead and down the next ladder, then take the first left and go up
the ladder there
-Go through the door and down the hall to trigger the next boss fight
**************************************************************************
-Blast the Abstract Daddy twice with the Shotgun and run to the other
side of the room
-Blast it twice again and strafe or run left along the boxes and Angela
to then return to the back left
-Repeat this strategy, running to the other side each time, and the fight
will end after six to 10 shots, depending on your difficulty
-If having difficulty within the small room, consider trying 2D control,
but understand strafing helps a lot with 3D
**************************************************************************
-Exit the room and move through the next door for another puzzle involving
the two rooms in the corridor
--------------------------------------------------------------------------
-Enter the first room to check the locations of each hanged man, then run
to the other room and pull the noose in the same position as the innocent
man in the first room
-The innocent man for each riddle level is:
-Easy: Kidnapper
-Normal: Arsonist
-Hard: Counterfeiter
-Extra: Thief
--------------------------------------------------------------------------
-After pulling the correct noose, re-enter the first room and grab the KEY
OF THE PERSECUTED in place of the innocent man's corpse
-Head through the door at the other end of the hall and use the KEY OF THE
PERSECUTED to unlock the handcuffs attached to the gate
-Go down the ladder and through the white door at the end of the watery
path
-Back in the corridor, move through the now open gate and up the ladder at
the end of the path
-Follow the path to the catacomb and enter the grave of one James
Sunderland
-Enter the room at the end of the path for another boss fight
**************************************************************************
-First Room:
-On Easy, fire away with the Shotgun from right up close
-If you have the Great Knife, use it instead and swipe Eddie once or twice
to send him to the next room
-On Normal/Hard, use the Steel Pipe and hold R2 and X tightly to
continuously perform overhead downward swings until he leaves
-Second Room:
-Use the Shotgun to get in close shots but allow for an escape before
Eddie punches you and repeat, using the meat racks as cover
-Another great method involves using the Great Knife -- move behind the
first meat rack and swing through it to hit him, then keep swinging
whenever he approaches you
-After a while, Eddie may start to hide behind the meat racks (although
the Great Knife generally avoids this)
-To finish the battle, quickly approach and blast him with the Shotgun, or
the Handgun if you're finding him difficult to hit
**************************************************************************
-Exit the freezer through one of the far large doors
11 // t o l u c a l a k e
--==-=====---=-=-======---==-=====----==----==-=====----=-===---=-===--=--
-Run along the dock and step into the boat
-Use the D-pad or left analog stick to move the boat on Normal Action
Level or lower
-On Hard, move the left analog stick counter-clockwise and the right stick
clockwise simultaneously to move forward, both analog sticks
counter-clockwise to turn right, and both sticks clockwise to turn left
-Once in the boat, immediately start turning right for a few seconds and
then directly towards the light through the fog
-James will leave the boat and step onto the dock once you reach the light
12 // l a k e v i e w h o t e l
======---=-=-===----=-=-===---=-====---=-=-=====-=---=-=-=-======---===-=-
-Run ahead into the courtyard and get the "LITTLE MERMAID" MUSIC BOX on
the left fountain
-Enter the Lake View Hotel through the double doors at the top of the
nearby steps
-(The HOTEL MAP (FOR GUESTS) is on the noticeboard by the entrance)
-Enter the restaurant through the right doors around the right corner
-Get the "FISH" KEY on the set table and head for the exit for a cutscene
where you'll receive LAURA'S LETTER
-Back in the hall, take the center stairs to the basement, take a right
and get the THINNER from the open elevator
-Head back up, take a right and use the stairs to access 2F
-Enter the Cloakroom through the first left door in the short hall just
ahead
-Use the "FISH" KEY to open the briefcase on the counter and get the KEY
TO HOTEL ROOM 204
-Now enter the west wing through the double doors enter room 204 with the
KEY TO ROOM 204 (KEY TO HOTEL ROOM 204)
-Take the EMPLOYEE ELEVATOR KEY on the desk and pass through the hole in
the wall to room 202
--------------------------------------------------------------------------
-Use the THINNER to erase the ink on the photo on the bed
-Enter the code from the photo into the locked briefcase beside the bed to
open it up
--------------------------------------------------------------------------
-Get the "CINDERELLA" MUSIC BOX from the now open briefcase, then exit
from 202
-Return to the previous hall, pass through the doors ahead to the Lobby
balcony, then through the other doors ahead
-Enter the room on the left side of the hall
-Step into the open elevator, check the panel to read the note on weight
allowance, then examine the shelf in the room and store all your items
-Now head down to 1F in the elevator
-(The HOTEL MAP (FOR EMPLOYEES) is available on the noticeboard by the
elevator)
-Follow the right hall ahead and enter the last door on the left with the
red light above it
-Get the "SNOW WHITE" MUSIC BOX on the shelf to James' right and exit the
room
-Head back, take a right, go past the elevator and enter the Office
through the first door on the left
-Take the VIDEOTAPE and CAN OPENER from the open safe and enter the
stairwell through the blue door across from the Office
-Head down to B1F, push past the Mannequin and enter the Boiler Room in
the short left hall
-Grab the BAR KEY on the boiler and exit, then follow the left path and
enter the Kitchen straight past the other Mannequin
-Use the CAN OPENER to get a LIGHT BULB from the can on the counter
-Enter the bar through the other door and insert the LIGHT BULB into the
lamp on the bar edge near the exit door
-Exit the bar with the BAR KEY, then return to the Employee Elevator Room
on 2F (up the stairs to 1F, take the slim staircase to 2F, then pass
through two doors to your left and take the left door in the next hall)
-Retrieve all your items from the shelf and exit to the Lobby balcony on
2F
-Move down the stairs to the large music box for another puzzle
--------------------------------------------------------------------------
-Insert the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX and "SNOW
WHITE" MUSIC BOX into the large player in the correct order from left to
right as per your riddle level:
-Easy: any box into any slot
-Normal: Cinderella, Snow White, Little Mermaid
-Hard/Extra: Cinderella, Little Mermaid, Snow White
-Play the music to turn the turntable
--------------------------------------------------------------------------
-Take the HOTEL STAIRWAY KEY on the middle music box and get the KEY TO
ROOM 312 (KEY TO HOTEL ROOM 312) from the mailbox behind the Reception
-Run up to 3F (Lobby staircase, right through the doors and up the slim
staircase) and use the HOTEL STAIRWAY KEY to open the gate
-Enter room 312 with the KEY TO ROOM 312 (KEY TO HOTEL ROOM 312) and
insert the VIDEOTAPE into the VCR by the TV
-Exit the room
13 // n i g h t m a r e h o t e l
---=-====---=-======----==-====-----=-==----==-=----==-====---==-==----===
-(If you're aiming for the Dog ending and have the DOG KEY, use it to
enter the Observation Room through the double doors to the right)
-Head back down to 2F and enter the west wing through the right doors
-(The BOOK: "CRIMSON CEREMONY" is available on the bookshelf in the 2F
Reading Room in a New Game Plus)
-Try to enter room 202 (last door on the right) to be transported to the
east wing of 2F
-Head through the end double doors and enter the elevator
-Ride down to B1F and enter the flooded bar through the door ahead
-Pass through the Kitchen to the middle corridor
-Enter the stairwell at the end of the flooded hall
-Exit the alternate stairway to be transported to a more familiar one
-Head up to 1F, take a right, the next right and follow the path to and
through the end door
-Follow the grated path through the next door
-Equip the Hunting Rifle and head through the doors for another boss fight
**************************************************************************
-Immediately run to the farthest from the two Pyramid Heads and fire away,
always holding L2 to see them clearly
-Run to the next corner when they get close and repeat
-You should be able to take off 3-4+ shots on Easy, 2-3 on Normal and 1-2
on Hard, although the Pyramid Heads' speed can vary
-Try to not get greedy with too many shots early on, but as the fight
progresses you may be able to get in more shots due to slowing them down
-Keep in mind it doesn't matter which Pyramid Head you're shooting as they
share a health bar
-As an alternate method if you have the Great Knife, prep it as the duo
approach you and perform an executioner swing so that it hits the closer
one just as it arrives; then once beside them you can try to swipe once
or twice more, or unequip and run to another corner and repeat
-On Hard, the quickest method is going into a corner and swinging the
Great Knife at the Pyramid Heads as it bounces off the wall and back at
them (repeat until over)
**************************************************************************
-Get the RUST-COLORED EGG and SCARLET EGG from each Pyramid Head and
insert them into the two doors in any order
-Pass through one of the doors and then through the double doors
-Run down the long hall and through the door at the end
-Follow the pathway up the stairs
-For maximum speed, either strafe up the stairs or run at an angle towards
the wall to avoid slowing down
-Approach Mary/Maria at the top for the final boss
**************************************************************************
-Immediately fire away with the Hunting Rifle, and strafe away and keep
running as soon as the moths come your way after the screech
-Run (or keep strafing) away while holding L2 to focus on Mary/Maria, and
unload more shells into her when the moths disperse, then repeat until
she drops
-An alternate method that actually works even better than the Rifle, if
you have the skill for it, is the Great Knife
-With the massive knife, ready it for an executioner swing (don't bother
with other attacks) and perform it just as Mary/Maria enters your range
-It'll only take a few of these overhead, downward swings to end the
battle, although it'll be difficult on Hard so watch your health
-The Handgun may take a while but allows you to get in consistent shots
-Perform the killing blow once she falls to the floor
**************************************************************************
Congrats on your speed run through the game. You did a good job if you
managed under two hours, but even under three gets you the highest score
for the play time category. Any time between 1h and 1h30m is quite
impressive.
The better you get at streamlining everything, the closer you can drop
your time to even under an hour or 50 minutes. But maybe that's better
left for those who are really serious about speed running.
Now that you've done a speed run and know the game well enough, why not go
for a perfect 10-star ranking? Check out the 10-Star Ranking Guide in this
FAQ to learn more details. Trust me, it's pretty fun and rewarding if this
is your type of game, and you'll get a really cool reward for doing so.
--------------------------------------------------------------------------
==========================================================================
13. E N D I N G S [SH2_13]
==========================================================================
--------------------------------------------------------------------------
This section goes over the general requirements for each ending featured
in the game. Keep in mind that the three main endings are not achieved
through a black and white checklist, but rather a series of actions that
will increase the outcome of receiving each specific ending. Therefore to
ensure you get the desired ending, be vigilant and only perform actions
for one specific ending while avoiding other actions meant for other
endings if you can, and don't shy away from a little overkill by
repeating certain actions over and over to lock into your desired ending.
Note that there will be a secret memo on the sewing machine table of room
205 of Wood Side Apartments in a New Game Plus, hinting at how to achieve
another ending. We'll go over all requirements below, but feel free to
read more in the Unlockables and Secrets section or the Memos themselves
in the Memos section.
============
Leave Ending
============
To receive this ending, James must act as if he wants to survive and
complete his journey while not showing too much focus or attention on
Maria or the memory of Mary. This is the most likely ending you will
achieve by playing the game normally or with a quick speed run.
DO:
-Recover your health as soon as it drops (stay green to be safe)
-Listen to and follow Maria's directions the first time
-Listen to the entire sickbed conversation of Mary and James in the
hallway before the final boss
DO NOT:
-Examine Mary's photo or letter often
-Examine Angela's knife
-Go the wrong way and have Maria tell you twice where to go
-Spend too much time with Maria or check on her in the hospital
-Read the suicidal diary on the hospital rooftop
-Read the new wall message to James inside Neely's Bar after the hospital
-Try to re-enter Maria's cell through the door in the Labyrinth
FOOLPROOF METHOD:
-Always stay at 100% health by healing immediately
-Don't hang around Maria for long or initiate any extra conversations
-Don't read or examine any of the items/memos mentioned above
HOW TO INTENTIONALLY AVOID:
-Never rush to heal, regularly stay in the clear zone with some static
or in the red occasionally (not too often if you don't want to receive
In Water)
-Make Maria tell you directions twice by going the wrong way
============
Maria Ending
============
You will receive this ending if James shows a lot of attention and comfort
towards Maria, thus developing a bond with her instead of holding onto
Mary's memory.
DO:
-Listen to Maria's directions and protect her at all costs
-Spend a fair bit of time with Maria before leaving her in room S3 of the
hospital
-Speak with Maria inside room S3 and come back to check on her a few times
-Try to re-enter Maria's cell through the door in the Labyrinth
DO NOT:
-Examine Mary's photo or letter
-Examine Angela's knife
-Bump into Maria or allow her to take much (if any) damage
-Go the wrong way and make Maria tell you anything twice
-Read the suicidal diary on the hospital rooftop
-Read the new wall message to James inside Neely's Bar after the hospital
-Listen to the entire sickbed conversation of Mary and James in the
hallway before the final boss
FOOLPROOF METHOD:
-Spam convos with Maria in S3's bed by mashing X and Start over and over,
do so for 20+ seconds and maybe return 2-3 times to do the same
-Spam the white door on repeat after finding Maria at the end of the
Labyrinth
-Don't always heal right away but also don't dip down into the red zone
HOW TO INTENTIONALLY AVOID:
-Hit Maria with the Wooden Plank a few times but do not kill her
-Bump into Maria often
-Head east on Nathan Avenue to make Maria tell you where the hotel lies
-Head west on Nathan Avenue after Pete's Bowl-O-Rama to make Maria tell
you where Laura went
-Examine the gap Laura slipped through behind Heaven's Night to make
Maria tell you that you can't fit through there
-Try to leave the hospital after entering to make Maria question you
-Spend little time with Maria and drop her off in room S3 early
===============
In Water Ending
===============
In order to receive this ending, James must act in a suicidal or reckless
manner while also keeping a strong attachment to Mary.
DO:
-Keep your stamina in the red zone as often as you can
-Examine Mary's photo and letter often
-Examine Angela's knife often
-Go the wrong way to the hotel, away from Laura after Pete's, examine the
wall gap Laura slips through, and try to leave the hospital prematurely
to make Maria question you each time
-Read the suicidal diary on the hospital rooftop
-Read the new message to James on the wall of Neely's Bar after the
hospital
-Listen to the headphone recording in the second floor Reading Room of the
hotel, after viewing the videotape
-Listen to the entire sickbed conversation of Mary and James in the
hallway before the final boss
DO NOT:
-Heal unless absolutely necessary
-Show too much attention to Maria or check on her in the hospital
-Try to re-enter Maria's cell through the door in the Labyrinth
FOOLPROOF METHOD:
-Avoid healing until critical, try to remain in the red for long periods
-Spam examine the Photo of Mary and Angela's Knife on repeat
-Read the Letter from Mary multiple times and spam examine it once the
words and paper disappear in the hotel
-Read the suicidal diary and listen to both recordings in the hotel
HOW TO INTENTIONALLY AVOID:
-Heal regularly and don't spend any time at red status
-Avoid any suicidal-related activity or behaviour
==============
Rebirth Ending
==============
To achieve the Rebirth ending, you must first complete the game once to
unlock and collect four ceremonial items in a New Game Plus. The required
items are as follows:
1. White Chrism: On the kitchenette counter in room 105 of Blue Creek
Apartments.
2. Book: "Lost Memories": In the newspaper stand at the Texxon Gas Station
in West South Vale (can be acquired at day or night).
3. Obsidian Goblet: Inside the smashed display case in the second
exhibition room of the Silent Hill Historical Society.
4. Book: "Crimson Ceremony": On the bookshelf opposite the window in the
Reading Room of the Nightmare Hotel.
Once all four items have been collected, complete the game normally by
defeating the final two bosses and you will receive the Rebirth ending.
Note that if you collect and use the Dog Key on the third floor of the
hotel you will instead receive the Dog ending, regardless of having the
items in your inventory.
==========
Dog Ending
==========
To unlock this ending, you must first receive the three main endings
(Leave, In Water, Maria) in the same save file, or just Rebirth. In a
New Game Plus, find the Dog Key in the doghouse in the open lot across
from the exit pathway of Rosewater Park in West South Vale. Then after
you view the videotape in room 312 of the hotel, use the Dog Key to open
the Observation Room in the third floor hallway. While Silent Hill 2 is a
dark and serious game, this ending takes a different approach. Enjoy the
images and credits song.
==========
UFO Ending
==========
Greatest Hits/Director's Cut versions only. Once you've beaten both the
main and sub scenarios, you can pick up the Blue Gem in the restroom at
the beginning of the main scenario. It's on the ground by the stalls at
the opposite side of the exit. Once you have the Blue Gem, you must use it
in the following three locations to receive the ending:
1. In the Nightmare Hospital's Garden, immediately after defeating the
Flesh Lips boss creatures.
2. On the Toluca Lake dock, after defeating Eddie but before stepping in
the boat.
3. Near the back window in room 312, Lake View Hotel, before watching the
videotape.
The game will prematurely end inside room 312 upon using it for the third
and final time. Enjoy another joke ending with a familiar face.
=======================
Born From A Wish Ending
=======================
Greatest Hits/Director's Cut versions only. Achieve this ending by simply
completing Maria's sub scenario. The ending is always the same every time
and thus it is automatic, but it still counts as an ending in the main
scenario's ranking screen (as the final +1 of 4/4(+3)).
--------------------------------------------------------------------------
==========================================================================
14. U N L O C K A B L E S A N D S E C R E T S [SH2_14]
==========================================================================
--------------------------------------------------------------------------
Once you complete the main scenario of Silent Hill 2, you will you begin
to unlock various extra items and weapons. Some will be unlocked after
that first completion, while others will require more playthroughs. Read
on below for full details.
Additionally, this section covers other secrets and easter eggs such as
notable film references.
=============
New Game Plus
=============
First of all, there is no official name for this feature in Silent Hill
2, but it's the equivalent of Next Fear, Extra New Game and A Brand-new
Fear from the other Silent Hill games. Once you complete the game the
first time, "New Game" will now be highlighted yellow, indicating a New
Game will now be a New Game Plus.
Only in a New Game Plus can you find any extras that you've unlocked, but
it's really straightforward anyway since you only can start a New Game
Plus as long as your memory card is inserted with your original completed
file. Just be sure to not start a new game without a memory card and save
over your other save. All of the following extras in this section can only
be found in a New Game Plus.
=============
Bullet Adjust
=============
Upon completion of the game, you will unlock the ability to adjust the
bullet count from every ammo pickup to x2 or x3, along with the standard
x1. This will allow you to use firearms more and reduce ammo conservation
on repeated playthroughs. Once unlocked, set your bullet adjust in the
Extra Options menu. Note that unlike other games in the series that
require multiple completions to keep upping the count, here you will
unlock x2 and x3 with just one completion. However of course it has a
lower max multiplication than what is offered in SH1 and SH3.
============
Noise Effect
============
On your first playthrough you may notice a rough, grainy look all over
the screen, which is a filter intended as a throwback to old horror films.
Upon completion of the game, visit the Extra Options menu to turn this off
and experience the game at its crispest and clearest graphical fidelity. I
personally always prefer this off as it brings out all the detail in the
game's art design.
==================
Extra Riddle Level
==================
For players who are up to the task of solving Silent Hill 2's most
difficult riddles, this extra level is unlocked upon completing Easy,
Normal and Hard Riddle Levels. There will never be an "Extra Riddle Level
option in the difficulty select screen, but rather the next time you
choose Hard it will instead be Extra. This can be verified by checking the
bottom right of the save/load menu upon saving or loading your game.
Further, once you complete Extra, the next "Hard" playthrough will be
Hard, then Extra, and it will alternate like so each time. Why Team Silent
chose to make Extra Riddle Level so obscure and potentially confusing, who
knows, but if you had fun solving all the Hard riddles then you'll surely
enjoy the new challenge here with some seriously difficult puzzles. Keep
in mind only some of them are new, while others will be the same riddles
as Hard. Refer to the walkthrough for solutions to all.
=============
Extra Weapons
=============
Just two extra weapons can be unlocked in Silent Hill 2, both only
available in a New Game Plus.
Chainsaw
--------
The Chainsaw is unlocked after completing the game once. In a New Game
Plus, find it stabbed into the stack of logs across from the Silent Hill
Ranch along the long pathway into town. It'll actually be running while
you find it, making it very difficult to miss. The Chainsaw is a very
powerful weapon, killing enemies in one slice, but it's actually very
awkward and slow to use.
James must turn the thing off to run around and then back on to attack an
enemy, adding more time that puts you in a bit of danger. Consider using
the Hyper Spray to freeze enemies in place for a short period before using
the Chainsaw, but you should be able to get a hang of it either way. Hold
R2 to start it up and press X to perform a shoulder-level arc, or press X
tightly for a forward thrust attack. After killing a few enemies, stand
over an enemy corpse without touching the controller for James to perform
a battle cry, straight out of Evil Dead.
Hyper Spray
-----------
The Hyper Spray is an extra weapon that can be used to immobilize enemies
for a brief amount of time, convenient for using hard-to-use weapons
safely such as the Chainsaw or Great Knife. To unlock, you can beat the
game just once on Hard Action Level, twice with at least one clear on
Normal, or three times on any level. Then it will be available in the
camper trailer near the west end of Saul Street in East South Vale.
James will cover his mouth when using the spray since it is a harmful
substance and will even inflict self-damage over time. Additionally, James
will have to stop and shake the can to refresh the spray every once in a
while.
There are four potential colour sprays of different characteristics, which
will be unlocked depending on the ranking received in your previous run.
Below are all the possible spray colours along with the required rankings
for each one.
0.0-1.9/10 ranking - Purple spray
2.0-7.9/10 ranking - White spray
8.0-9.9/10 ranking - Yellow spray
10/10 ranking - Green spray
All Sprays: Will kill Creepers and also dispel Mary/Maria's moths in the
final boss fight. All sprays will start to reduce in spray volume and
range until James refreshes it by shaking the can.
Purple Spray: Very difficult to obtain and ironically it's the second best
spray, perhaps as a reward for those who are truly struggling. It freezes
most regular enemies but uniquely knocks down Lying Figures without
harming them or allowing a kick. It also immobilizes or slows most bosses
while entirely killing the Flesh Lips. Lastly with the Yellow spray it
shares the ability to make Mannequins fight each other, but uniquely makes
both Pyramid Heads fight each other in the hotel battle. Refer to the
Hyper Spray section of the 10-Star Ranking Guide for more information,
including how to unlock it (find the brief Sub 2-Star Ranking Guide) since
it's no simple feat to do so poorly but is a worthwhile item to obtain.
White Spray: The most common Hyper Spray, requiring a fairly average or
even poor ranking. The White spray will freeze most enemies for a brief
period but will not harm them. Achieve a ranking between 2.0 and 7.9 stars
to acquire this spray.
Yellow Spray: Exact same as White spray but like the Purple spray it also
makes Mannequins fight each other when in close proximity. I'm not joking,
go ahead and try it. Receive a ranking of 8.0-9.9 stars to unlock.
Green Spray: This is the best Hyper Spray colour available. Other sprays
generally freeze enemies (with some exceptions) while this one kills all
enemies and immediately ends boss fights, or advances to the next stage.
To receive the Green spray you must achieve a perfect 10-star ranking.
Read the 10-Star Ranking Guide in this FAQ for more details.
===========
Extra Items
===========
Other than the two weapons, there are a total of five unlockable extra
items in the original version of Silent Hill 2 and six in the Greatest
Hits/Director's Cut version. These extras are only obtainable in a New
Game Plus.
White Chrism
------------
One of four ceremonial items required in your inventory at the end of the
game to receive the Rebirth ending. Unlocked after completing the game
once. Located on the counter of the kitchenette in room 105 of Blue Creek
Apartments.
Book: "Lost Memories"
---------------------
One of four ceremonial items required in your inventory at the end of the
game to receive the Rebirth ending. Unlocked after completing the game
once. Found inside the newspaper stand at the Texxon Gas Station, West
South Vale.
Obsidian Goblet
---------------
One of four ceremonial items required in your inventory at the end of the
game to receive the Rebirth ending. Unlocked after completing the game
once. Found inside the smashed display case in the second exhibition room
of the Silent Hill Historical Society.
Book: "Crimson Ceremony"
------------------------
One of four ceremonial items required in your inventory at the end of the
game to receive the Rebirth ending. Unlocked after completing the game
once. Sits on the shelf behind the headphones in the Reading Room on the
second floor of the Nightmare Hotel.
Dog Key
-------
Unlocked after receiving the Leave, Maria, and In Water endings, or just
the Rebirth ending. In a New Game Plus with the required ending(s) in your
file, the Dog Key can be found in the doghouse in the open yard just west
of Jack's Inn. This secret key can be used to open the Observation Room
on the third floor of the Nightmare Hotel, which will immediately end the
game with the secret Dog ending.
Blue Gem
--------
Greatest Hits/Director's Cut version only. Unlocked after completing both
the main and sub scenarios with James and Maria. After doing so, the Blue
Gem is found on the floor along the back wall of the rest stop washroom at
the beginning of the game. The Blue Gem can be used at the following three
locations in the main scenario, upon which the game will end with the UFO
ending:
1. In the Nightmare Hospital's Garden, immediately after defeating the
Flesh Lips boss creatures.
2. On the Toluca Lake dock, after defeating Eddie but before stepping in
the boat.
3. Near the back window in room 312, Lake View Hotel, before watching the
videotape.
=====================
Clue of Other Endings
=====================
Upon completing the game once, a secret document can be found in the
apartments that will provide clues on how to achieve one of the two
remaining regular endings. A memo entitled "Searching for Another
Conclusion" will be found on the sewing room table in room 205 of Wood
Side Apartments (you must grab the Flashlight and have it on to read it).
The memo will pertain to one of the other two main endings you haven't
achieved, and upon achieving one of them, it will explain how to achieve
the final of the three main endings. After receiving all three main
endings, this memo will never appear again in the same save file.
The memo basically tells you the requirements for the specific ending in
an essay-type format, also mentioning what not to do. All three memos can
be read in the Memos section of this FAQ, and the exact requirements for
each ending can be found in the Endings section of this FAQ.
=========================
Partially-Illegible Memos
=========================
Throughout the game you may run into a few various memos that are
partially illegible, blocking out full, multiple or partial words. Around
the release of the game I remember hearing various rumours on how to
unlock the full texts, such as completing all endings or difficulties,
however this is not true and they are unreadable in all versions.
That said, the full memos have been found in the PC version's code, as the
words are indeed there behind the blocks. So they likely were intended to
be unlocked somehow but perhaps this was forgotten in late development.
But because of the PC version's code we are able to fill in all the gaps
to uncover the full content of each of them. To read these fully-legible
memos, refer to the Memos section of this FAQ where they are listed
alongside the originals.
=========================
Jacob's Ladder References
=========================
Jacob's Ladder is a 1990 film directed by Adrian Lyne. Team Silent
revealed that this film had a strong influence on the development of the
Silent Hill franchise, contributing to its atmosphere along with general
environmental and enemy design, among other things. Team Silent have
certainly acknowledged this with the first easter egg below, but there are
many other aspects that can be traced as homage to Jacob's Ladder.
I strongly recommend for any fan of Silent Hill 2 to watch this film. Not
only will you easily be able to identify the references, it's actually a
brilliant horror film with loads of atmosphere. I highly suggest just
diving head first into the film before reading anything below as to not
spoil your experience. Trust me, it's a fantastic film and you're
essentially guaranteed to enjoy it if you like this game. Once you've
viewed the film, read on below.
Lyne House Key
--------------
This is the key obtained from the old coin puzzle desk in room 105 of Blue
Creek Apartments. It is very clearly named after the director of Jacob's
Ladder, Adriane Lyne. The "Dear Tim" memo on the door to room 209, the
door the Lyne House Key unlocks, may be another reference to the film,
specifically its star Tim Robbins who plays Jacob Singer.
Locked Horizontal Gate
----------------------
Outside the back of Blue Creek Apartments after the Pyramid Head boss
fight, you'll find a stairway in the wall near the entrance of the park
that has a locked horizontal gate above it that cannot be open, much like
the scene in Jacob's Ladder where Jacob encounters a mesh covering over a
stairway in the subway. The stairway area in the game looks much like that
of a subway as well, possibly hinting at the scene even further.
Normal to Nightmare Hospital Transition
---------------------------------------
After the Flesh Lips boss fight, James witnesses a transformation and is
transferred to the outside Garden. The cutscene plays out as if James is
wheeled out on a gurney as we see the visuals of metal grating up on the
roof with the sounds of wheels moving, together with Mary's whispering
voice.
While this is perhaps a subtle reference to Mary's hospitalization, it is
clearly a reference to the insane asylum scene in Jacob's Ladder where
Jacob is wheeled on a gurney in a very similar fashion. In the film, Jacob
eyes the metal grating above him, seeing insane mental patients walking
and sitting above.
Monster Framing
---------------
During the game we come across several different forms of monsters in
cage-like framing, notably inside Pyramid Head's Labyrinth lair as well as
the Misty day painting, the Flesh Lip creatures, and most importantly the
final boss of the game, Mary/Maria. This cage framing, particular for
Mary/Maria, appears to be a reference to Jacob's Ladder. In the Vietnam
scene where Jacob is lifted up to the helicopter, he lies in a
similar-looking stretcher and appears as helpless as Mary/Maria does
before the very final blow delivered by James.
Head Twitching
--------------
The twitching heads of the Lying Figure and the Mary/Maria boss, as well
as other game concept videos including Fukuro, were derived from the
twitching heads in Jacob's Ladder. In the film we witness a man at the
door with his head twitching in this fashion as well as a man without
legs during the insane asylum scene with Jacob on the gurney.
Maria
-----
The whole concept of Maria is derived from Jezzie's character in Jacob's
Ladder. In the film, Jezzie is manifestation entirely from Jacob's mind,
perhaps even someone he worked with at the post office before Vietnam.
Similarly to Maria and Mary, Jezzie she serves as a wilder, more
attractive, sexual, and exciting woman than Jacob's ex-wife Sarah. Silent
Hill 2 takes this one step further by making Mary and Maria near identical
in general appearance, however.
James' Jacket
-------------
Even James' jacket strongly resembles the mail jacket Jacob wears in the
film. Instead of green, Jacob's jacket is blue, but otherwise carries a
similar look, further with chest and shoulder patches. Perhaps James'
jacket and green colour (and the American flag patch) is further derived
from the military jacket worn by Jacob earlier in the film.
===========================
David Lynch Film References
===========================
David Lynch is a popular American film director mostly known for
psychological thrillers with elements such as surrealism and dreamlike
atmospheres, much like Silent Hill. Team Silent have revealed David
Lynch's work to be a major inspiration for the Silent Hill series and
several subtle references to his films and concepts can be found in the
games.
One interesting catch is that the portrait of the former director of
Brookhaven Hospital, found in the Historical Society, bears a striking
resemblance to a younger David Lynch, especially his very unique hair
style. Perhaps this portrait is an effort to acknowledge his importance on
the development of the series, but it's not the only one. In addition to
the film below, David Lynch's TV series Twin Peaks is a known
inspirational work of Silent Hill and similar themes can be found in all
the games.
Blue Velvet
-----------
Blue Velvet is a 1986 film directed by David Lynch and one of many David
Lynch films that inspired Silent Hill. With a keen eye, one can find
multiple references to the film in the game. Firstly, the name Blue Creek
Apartments is derived from both the title of the film, Blue Velvet, and
the apartment in the film, Deep River Apartments. "Blue" from the title
and "Creek" as a synonym of river.
Additionally, the closet scene where James hides from Pyramid Head in Wood
Side Apartments heavily draws from a similar scene in Blue Velvet. In the
film, Jeffrey hides in the closet while sneakily observing Dorothy in her
apartment when a visitor enters. Further, both James and Jeffrey witness a
disturbing sexual assault while hiding in the closet, as Pyramid Head in
some ways embodies the visitor in the film, Frank Booth, at least in this
scene.
============
Street Names
============
Follow the lead of the first Silent Hill, the various street names in
Silent Hill take after famous writers and authors of horror, mystery and
thriller novels, who also in some way played a part in influencing the
creators of Silent Hill. These authors include: Robert Nathan, David
Wiltse, David Lindsay (although the street is spelled "Lindsey"), Andrew
Vachss, David Martin, William Katz, Lawrence Sanders, Richard Neely,
Thomas Harris, John Saul, Ronald Munson, Ruth Rendell, and Jonathan
Carroll.
The root of Carroll Street is usually attributed to Lewis Carroll, the
author of Alice in Wonderland, however Team Silent have clarified the
street gets its name from Jonathan Carroll. That said, Alice in Wonderland
has also been listed as an inspirational work of Team Silent and has
featured in series puzzles (prominently so in SH1), so both names work
either way.
--------------------------------------------------------------------------
==========================================================================
15. 1 0 - S T A R R A N K I N G G U I D E [SH2_15]
==========================================================================
--------------------------------------------------------------------------
This section will take you through the basics of the ranking screen
displayed at the end of the game, including what you can do to improve it
and even obtain a perfect ranking of 10 stars.
01 // r a n k i n g o v e r v i e w [tsr_01]
--------------------------------------------------------------------------
After finishing the game, a black screen will come up and display all of
the following stats.
Action Level The Action Level you chose at the beginning of
the game
Riddle Level The Riddle Level you chose at the beginning of
the game
Ending Which ending you received this time
Ending Clear How many of the endings (and bonus endings)
you've received
Saves How many times you saved your game
Total Time The total game clock time
Walking Distance The total distance you walked
Running Distance The total distance you ran
Items How many items (and extra items) you collected
Defeated Enemy By Shooting How many enemies you killed by firearms
Defeated Enemy By Fighting How many enemies you killed by melee
Boat Stage Time The amount of time it took you to complete
the boat stage
Boat Max Speed The max speed you reached in the boat stage
Total Damage The total damage you received
Your Rank Your assessed ranking out of 10 (or 100) with
large and small stars
When your rank is displayed, at the bottom there will be large stars along</pre><pre id="faqspan-9">
with small stars. Each large star is worth 1 and each small star is worth
0.1. So if you have seven large stars and five small stars, your ranking
is 7.5/10, or 75/100. Our goal here will be to achieve a perfect 10/10 or
100/100.
What is your reward for achieving a 10-star ranking, you ask? Well, beyond
the satisfaction you will also unlock the Green Hyper Spray, which can
kill any enemy in the game in one spray, or end each boss fight in
seconds. We'll cover the spray colours and required rankings at the end of
this 10-star guide.
Below are max amount of stars handed out in each category and what you
will need for a perfect ranking. Note that 10 small stars equate to one
large star.
Category Max Small Stars Awarded
---------------------------------------------------------
Action Level 5 stars
Riddle Level 5 stars
Ending 0 stars
Ending Clear 20 stars
Saves 5 stars
Total Time 10 stars
Walking Distance 0 stars
Running Distance 0 stars
Items 15 stars
Defeated Enemy By Shooting 15 stars
Defeated Enemy By Fighting 15 stars
Boat Stage Time 5 stars
Boat Max Speed 0 stars
Total Damage 5 stars
Your Rank 100 stars
02 // r e q u i r e m e n t s [tsr_02]
--------------------------------------------------------------------------
Action Level Hard
Riddle Level Hard/Extra
Ending Doesn't Matter (Dog or UFO most practical)
Ending Clear 4/4(+1) - Original PS2 version
4/4(+1)* 4/4(+2) 4/4(+3) 3/4(+3) - GH/DC
Saves 0-2
Total Time Under 3 hours
Walking Distance Doesn't Matter
Running Distance Doesn't Matter
Items 160(+7)* or more - Original
140(+8)* or more - GH/DC
Defeated Enemy By Shooting 75 or more
Defeated Enemy By Fighting 75 or more
Boat Stage Time Under 1m 20s
Boat Max Speed Doesn't Matter
Total Damage Under 500 pts
Your Rank 10 LARGE GOLD STARS
There's a lot of misinformation out there regarding this game's 10-star
ranking so let's clarify a few things. The ending you receive does not
matter as it awards no points, despite Dog and Rebirth being the only
endings that will show up highlighted. Keep in mind Dog and UFO are the
easiest routes through the game, bypassing the final two bosses to save
you time and lots of potential damage.
What does matter is that you have five main scenario endings in your save
file. That's every ending in the original version for LMWRD and 4/4(+1).
In the Greatest Hits/Director's Cut versions, you do not need any more
endings, not UFO or even X for Maria's sub scenario -- 4/4(+1) with LMWRD
will net you max points, while 4/4(+2) and 4/4(+3) will do the same. One
wild card is that 3/4(+3) also nets you max points. This because each
main scenario ending is worth 4 stars up to a max of 20, while Maria's X
ending counts for 0.
However you will need the X ending to acquire the Blue Gem and get all +8
extra items and highlight the bracketed item number, also allowing you to
pick up fewer regular items. But understand that you do not need all
extra items and thus the bracketed number highlighted for 10 stars.
Now regarding items, it's not dependent on exact figures but instead a
formula. This category awards a maximum of 15 small stars, handing out 1
star per 20 regular items and 1 star per extra item. The original version
does not have the Blue Gem, therefore only +7 extra items can be found,
which amounts to 7 stars. Therefore you'll need at least 8 stars from
regular items in the original, which amounts to 160 items. 160(+7) is the
fewest amount of items that will award 10 stars in this version, while
180(+6), 200(+5), 220(+4), 240(+3) and 260(+2) will also award 10 stars,
as long as you don't go over in time searching for them.
For the Greatest Hits/Director's Cut versions, the extra Blue Gem will
allow you to score 8 stars from +8 extra items, therefore only requiring 7
more stars and thus 140 regular items as the minimum amount. But again,
160(+7), 180(+6), 200(+5), 220(+4), 240(+3) and 260(+2) will also net you
max points. Note that the bracketed number will only be highlighted if all
extra items have been found, but you do not need it highlighted for 10
stars.
As for the regular item number, it must be highlighted yellow for a
perfect ranking and it will only be so if the total number of stars are
awarded for the full category. If you have 130(+8) for example, the
bracketed number will be highlighted but the regular number won't be,
since you'll be 1 star short of the max of 15 (10 more regular items
needed), while 160(+6) will also net you 14 out 15 stars (+1 extra item or
20 regular items needed) and thus both item numbers will not be
highlighted. This is also why it's impossible to highlight the item number
in your first run, since there's not enough regular items in the game to
meet the max points threshold for this category alone, nor even with just
+1 extra item found.
Another misreported fact is that using extra weapons will dock you points,
which while true for other games does not apply here, since you can even
abuse the Green Hyper Spray to easily get another 10-star ranking. I've
personally gotten a 10-star ranking while using the Chainsaw (legitimately
on Eddie) and the Hyper Spray (for testing purposes).
Note that the PC version does not dock you for saves. The save number will
only be highlighted if 2 or less, but 5 stars are always awarded by
default in this version, perhaps to compensate for potential crashes. This
allows you to save as many times as you wish and even abuse the quick save
function that resets James' stamina to always run at full speed.
And thus the quickest and easiest possible route through the game and a
10-star ranking is the PC version. This is why you may see ranking screens
with saves in the thousands while stile achieving a perfect rank. But hey,
if just going for any 10-star ranking, go for 2 saves to keep the
challenge and the accomplishment meaningful.
Lastly, Hard or Extra Riddle Level will both award you with max points,
and while the Boat Stage Time must be under 1m 20s, your max speed does
not directly matter. But of course a slow enough speed will prevent you
from reaching the target time.
MY STATS:
Action Level Hard
Riddle Level Extra
Ending Dog
Ending Clear 4/4(+3)
Saves 2
Total Time 2h 25m 52s
Walking Distance 1.15km
Running Distance 11.35km
Items 227(+8)
Defeated Enemy By Shooting 88
Defeated Enemy By Fighting 96
Boat Stage Time 1m 02s 96
Boat Max Speed 3.64m/s
Total Damage 385 pts
Your Rank 10 LARGE GOLD STARS
These are my personal stats for my first 10-star ranking, achieved on my
second attempt. In my first real attempt, I ended up with a 9.9 after
exceeding the maximum damage requirement by around 15 points. I was
grabbed twice by the Abstract Daddy, which really frustrated me as it
surely put me over, but the whole run had room for improvement and I did
much better on the second attempt as seen here.
For the record, I did attempt one practice run beforehand to familiarize
myself with the run and attempt different strategies at a few tougher
spots, but this was never a real attempt and I intentionally saved it at
several key locations, removing a 10-star ranking as a possibility.
Ultimately I did still end up with an 8.8, which was good for a practice
run, and I certainly recommend trying this to ease yourself in rather than
diving straight into the deep end.
While fully learning the exact requirements, I've since gotten a few more
10-star rankings, reducing my time to under 2 hours while taking less than
300 points in damage and limiting kills and items to near the thresholds
mentioned at the top, but these stats will remain here as a sign of my
first accomplishment and also to show you something more within reach.
Although keep in mind I collected way more items than necessary while
adding over 30 extra kills.
03 // d i f f i c u l t y l e v e l s [tsr_03]
--------------------------------------------------------------------------
To achieve a perfect ranking you must play on Hard Action Level and either
Hard or Extra Riddle level. Just to clarify, once you complete Easy,
Normal and Hard Riddle Levels, you will unlock Extra. Extra will never
appear in the main menu selection, but after unlocking it and choosing
Hard Riddle Level that first time, it'll actually be Extra.
You can verify this in the bottom right of the save/load menu while
hovering over your save file to read "Riddle: Extra". Upon completing
Extra, the next time you select Hard it will revert back to Hard and then
alternate between Extra and Hard in each subsequent run.
While it doesn't matter if you're on Hard or Extra for your ranking,
you'll want to know your riddle level so you know what your puzzle
solutions will be. If you're not sure which part of the cycle you're on,
you can start a new game, save at the first save point (in a new save
slot) and check it there. Then just start a fresh new game and go about
your run, knowing exactly what your solutions will be.
If you don't want to bother with that hassle, you could just wait until
the old coin desk puzzle and read the memo to learn which difficulty
you're on. Match your riddle memo with the correct one in that puzzle
section of the walkthrough to confirm your difficulty, while the game is
paused to not lose any time.
And while Hard Riddle Level works just as well, it may be a little more
rewarding to see the highest "Extra" Riddle Level listed in your ranking
screen. So hey, why not go for the highest?
04 // e n d i n g [tsr_04]
--------------------------------------------------------------------------
Despite what you may have heard elsewhere, a 10-star ranking is possible
with any ending in the main scenario. This is because no points are
awarded for the current ending received itself, but rather which endings
you've achieved in your file including this run, illustrated with the next
stat of Ending Clear. That said, Rebirth and Dog are the only endings that
will appear highlighted when achieved, although no points are awarded for
this.
Either way, I strongly suggest going for the Dog ending since it bypasses
the final two bosses of the game, making it even easier to meet the damage
requirement, while also shaving off some time.
Additionally the UFO ending in the Greatest Hits/Director's Cut versions
does the same but you'll need to remember to use the Blue Gem at the three
required locations, all while ending the game before the final extra item
appears in Nightmare Hotel (book: "Crimson Ceremony" in the Reading Room),
which is not required either way but can help your item count if playing
it close. If skipping it, you'll need at least 160(+7) items otherwise.
Therefore Dog is the simplest and least complicated way to go, but by all
means if you think you can handle the final two bosses, go for it and get
your bragging rights of completing the full game with 10 stars.
05 // e n d i n g c l e a r [tsr_05]
--------------------------------------------------------------------------
This category refers to how many regular and bonus endings you've received
in your file. 4 stars are handed out for each main scenario ending up to a
max of 20 stars, therefore making the requirement at least 5 endings. Here
is how the stars are awarded for each ending:
L - Leave = 4 stars
M - Maria = 4 stars
W - In Water = 4 stars Max stars for
R - Rebirth = 4 stars this category = 20
D - Dog = 4 stars
U - UFO* = 4 stars
X - Born From A Wish* = 0 stars
* - Greatest Hits/Director's Cut versions only
Since the original PS2 version only has 5 total endings, which all award
4 points, they are all required for 4/4(+1) via LMWRD.
In the Greatest Hits/Director's Cut versions, the point system works the
same way and thus 4/4(+1) with LMWRD still nets the max score, while
4/4(+2) and 4/4(+3) will do the same but are not necessary, despite what
you may have read elsewhere.
As you can see, the BFAW X ending awards 0 stars, and therefore 4/4(+1)
via LMWRX will award you with 16/20 stars for the category and thus is
ineligible for a perfect ranking. 4/4(+1) via LMWRU is not possible since
the UFO ending requires the Blue Gem which requires the X ending. However
4/4(+2) via LMWRUX awards 20 stars and is thus eligible.
Note that in the GH/DC versions you actually don't require 4/4 main
endings as 3/4(+3) is a possible combination that still awards 20 points.
Refer to below for a full list of combinations that will show up
highlighted and award you the max points.
Note that all 5 ending combinations that have the X ending will not net
max points, while any 6-7 ending combination will. So while 4/4(+1) works
if Dog is the +1, it will not if +1 is X. Just make sure you understand
that.
And again remember that the UFO ending cannot occur without the X ending
beforehand, while LMW or R are required to achieve the Dog ending. Any
other combination with less than 5 endings obviously will not net you max
points in this category. To keep it simple, just go for 4/4(+1) via LMWRD,
while U and X can be added on if you wish for 4/4(+3).
To verify which endings you have received in your game file, visit the
save/load menu and press the left or right D-pad buttons to toggle the
display at the right of the screen. Normally showing your current play
time, switch until you see a display of letters side by side. Each letter
corresponds to one ending as demonstrated at the top of this section.
Always make sure you're loading the correct file before starting your run.
Find your previous "Game Result" save in the Load menu, verify it has the
needed endings in the save screen (or the result screen), load the file to
see your previous ranking and ensure it's the file you will continue, then
back out and start a New Game, highlighted in yellow.
06 // s a v e s [tsr_06]
--------------------------------------------------------------------------
You must save a maximum of twice, so it's important that you choose very
wisely where you're going to do this. I strongly suggest the following two
locations.
1. Nightmare Hospital employee wing stairwell on 3F, just before Pyramid
Head in the basement hallway.
2. In the Labyrinth catacomb, just before fighting Eddie.
Somewhere earlier in the hospital may also work in case you receive too
much damage from the aggressive Nurses there. Pyramid Head in the basement
is more or less a formality once you've got the hang of it, but who knows,
mistakes can always happen. Your call but I suggest just keeping that one.
If you're unsure about the Abstract Daddy fight you could save just before
it instead of Eddie, although it's fairly straightforward to avoid any
damage there or at least highly limit it with the strategy in this guide.
And frankly, Eddie is way more unpredictable and difficult to avoid
damage.
If you feel better about the Abstract Daddy and Eddie fights but are
concerned about the boat stage, you could instead save on the dock. But
honestly, Eddie is a lot more unpredictable and naturally difficult than
the boat stage which is entirely in your hands (and simply requires
practice). And frankly, I recommend completely mastering the boat section
in a practice run so it becomes more or less a formality anyway.
Either way, choose the two spots that work best for you and stick to them.
And be sure not to overwrite your first save with your second but rather
use a new slot in case you want to revert back and try a section again
without having to start all over.
Note that the PC version not only allows you to manually save wherever you
want without a specified save point (barring some areas), it also removes
any save requirement from your ranking entirely and gives you the 5 stars
for this category by default. Thus you can save however many times you
like and still achieve a 10-star ranking, or also even abuse the quick
save function that resets James' stamina and allows him to always run at
full speed and achieve a faster time. This is why you may see ranking
screens with saves in the thousands. But that's no fun, is it?
07 // t o t a l t i m e [tsr_07]
--------------------------------------------------------------------------
This is one of the more automatic aspects of achieving 10 stars, which is
beating the game in under 3 hours. Remember that the requirement in SH1
was 1h30m which made things very tight, so be thankful for the very
generous extra time here.
Assuming you're ready for a perfect ranking, you really should be able to
go below 2h30m while meeting all other requirements, and that extra
half hour or more just serves as an unneeded buffer. While you shouldn't
be wasting any time while not killing enemies or collecting items, you
really shouldn't be stressing for time either. So if you're cutting it
close, you need to optimize your run by knowing exactly where to go, what
supplies are worth picking up, and what enemies aren't necessary to spend
time killing.
That said, you really can't zoom right through the game either since
you'll need to hit at least 150 kills while collecting at least 140-160
items. So find a balance where you're consistently increasing your kill
and item counts between heading directly to the next objective.
08 // i t e m s [tsr_08]
--------------------------------------------------------------------------
This is the amount of regular item pickups you must collect plus extra
items in brackets. Regular items include all key items plus ammo and
health supplies, but not maps (however the required map of Silent Hill
counts for some reason). Items in your starting inventory do not count.
You may read this requirement as 150(+8) from other sources, and while
this combo will net you gold in the category, it is incorrect as a
threshold. There is no exact number of regular items nor extra items that
you need, but rather you must obtain the maximum of 15 small stars in this
category, which are awarded differently per number of regular items and
extra items. It works like this:
20 regular items = 1 star Max stars for
1 extra item = 1 star this category = 15
As you can see, the more extra items you find, the fewer regular items
you need to meet the threshold. This makes the bare minimum number of
items 140(+8) in the Greatest Hits/Director's Cut versions (all versions
with Maria's sub scenario), while the original black label PS2 version
only has +7 extra items and thus the lowest requirement is 160(+7). Find
a full list of item counts below along with the math that will net you the
max 15 stars in this category.
Yes, that means you do not need all extra items to reach 10 stars. But it
certainly makes your work easier to collect them as you'll need fewer
regular items. And there's not enough regular items in the game to hit 280
so the combinations end with 260(+2). You may have also noticed on your
first run ranking screen you can never have your item number highlighted,
even if you've collected every item in the game. This is because without
any valuable extra items, which are unlocked after your first run, you
haven't hit the 15 star max of this category.
Also note that if you have the original PS2 version and follow the
supposed requirement you may see elsewhere of 150 regular items plus all
extra items, you will end up with 14 out of 15 stars and not achieve a
10-star ranking. Instead you must aim for 160(+7) as the minimum or some
other combination above. This is because the Blue Gem doesn't exist in
this version and thus you can only get +7 extra items instead of +8,
losing a potential full small star in the process.
All that said, collecting items will be among the least of your concerns
in this game's 10-star ranking, as you'll easily reach 180-200+ without
making a concerned effort to go out of your way for anything. But even
then you'll want as much ammo as you can find and you'll have a big time
buffer, so by all means step into those side rooms and explore the streets
a bit to stock up.
But if you are interested in streamlining your 10-star run, turn to the
above guidelines for whichever combination works for you and record your
items as you go, either on a notepad or on a computer document alongside
your kill counts.
Keep in mind that health items are useless beyond a certain point since if
you take over 500 damage you won't be making it anyway, although it's
crucial to keep feeding your hungry firearms so you don't run out. So go
ahead and ignore health items once you have enough and focus on ammo
pickups, just as long as you're well aware of what the requirements are
and you're capable of meeting them. Otherwise I'd suggest just picking up
everything you see in your immediate surrounding anyway so it's not even a
concern.
While you should already know the game well enough, one tip is that James
will aim his head at any item nearby, so you can use this to your
advantage. Do keep in mind that he also stares at Maria and enemies.
Extra Item Locations
--------------------
Below are the locations and order of every extra item found in the game.
You should have them all unlocked before attempting a 10-star run but feel
free to check their requirements in the Unlockables and Secrets section of
this FAQ.
Blue Gem - Along the back wall in the restroom at the very beginning
(Greatest Hits/Director's Cut version only).
Chainsaw - Stabbed into the logs along the long path after the graveyard.
Hyper Spray - On the table inside the camper trailer at the intersection
of Saul and Harris in East South Vale (can be acquired at
nighttime after the hospital for convenience).
White Chrism - On the kitchenette counter in room 105 of Blue Creek
Apartments.
Dog Key - Inside the doghouse in the open lot directly across from the
Rosewater Park exit pathway, West South Vale (obtainable at day
or night).
Book: "Lost Memories" - In the newspaper stand at the Texxon Gas Station,
West South Vale (obtainable at day or night).
Obsidian Goblet - In the smashed display case in the second exhibition
room of the Silent Hill Historical Society.
Book: "Crimson Ceremony" - On the shelf behind the headphones in the
Reading Room on the second floor of the
Nightmare Hotel.
If going for the Dog ending and you're playing it very closely with the
item count, don't forget to step down to the 2F Reading Room to grab the
"Crimson Ceremony" book before entering the 3F Observation Room. Note that
the UFO ending finishes the game before that book ever appears, so you'll
need to ensure you've met the item count requirement without it if going
for that ending.
Also note that while using extra weapons in SH1 and SH3 can deduct from
your ranking, the Hyper Spray and Chainsaw don't do the same here, despite
what you may have read elsewhere. Although frankly the Chainsaw is rather
difficult to use anyway (however it can be very helpful for Eddie) and the
Hyper Spray does light damage to James when used, so perhaps it's best to
just forget about them and play normally. But if you do wish to use them,
have no fear of ruining your ranking.
09 // d e f e a t i n g e n e m i e s [tsr_09]
--------------------------------------------------------------------------
This is one of the more difficult aspects of a 10-star ranking since you
must kill a total of at least 150 enemies, thus exposing yourself to
potential attacks very often. These 150 enemies include 75 that must be
defeated purely with bullets, and 75 that must at least be finished by a
kick. So you can relax and keep those melee weapons on the shelf, just as
long as you wisely deliver a whole lot of kicks after knocking enemies
down.
As for how your ranking screen calculates this, you are awarded 1 star per
5 kills in each category up to a maximum of 15 stars. 75+ each awards you
with the max of 15 + 15 = 30 stars.
"Shooting" vs "Fighting" Kills
------------------------------
To clarify, the most efficient way to kill by "fighting" is to shoot an
enemy until it drops, then run up to it and kick it. Doesn't matter that
you shot it since it was your foot that killed it before it could get back
up. As for melee weapons, you will need to kill the first Lying Figure
with one and they can be helpful for some boss strategies, but otherwise I
suggest avoiding them completely as they expose you too much to potential
enemy attacks.
As for the "shooting" requirement, these enemies must die from bullets
alone. Thus they will require more bullets than normal, with some enemies
more resilient than others while most will regularly stand back up again
between shots. And of course, even if you unload 10 bullets into an enemy,
if it's still alive and you kick it, that will be a "fighting" kill. So do
stay on top of which enemies you're killing by fighting and which by
shooting.
Only use the Handgun and Shotgun for shooting kills, leaving the slow
Hunting Rifle for the final two bosses if playing the full game. Again,
avoid melee weapons on regular enemies entirely after your first kill
since they put you in dangerous, avoidable positions. Don't worry, it's
fine to enter the apartments without killing anything beyond the first
creature, since you'll meet many more enemies the rest of the way.
Keeping Track of Kills
----------------------
Killing 75 enemies in each manner is not necessarily a walk in the park
and you'll want to be sure you have enough by the end of the game, so I
highly recommend grabbing a notepad and drawing a chart like so:
After clearing out a room, hallway, or grouping of enemies in the streets,
press Select to pause the game (which stops the game clock) and jot down
your kills. Be sure to use tally marks (|) so you can just keep adding
them.
Alternatively if you have a computer you can set it in front of you and
keep updating your kill counts in a notepad application, pausing the game
when doing so to freeze the timer.
Note that the 3 Flesh Lips, Abstract Daddy and Mary/Maria all count as
kills, but Eddie and both Pyramid Head boss fights don't. Perhaps this is
because Eddie is not an enemy monster and James doesn't perform the
killing blow on the Pyramid Heads, while the first battle is a stalemate.
In the PC version, avoid counting the first Lying Figure you kill while
getting the Radio, since the game doesn't seem to count it for some
reason, perhaps since it just dies without a kick unlike other enemies.
Because of this, it's actually possible to finish the game with 0 fighting
kills, despite the encounter. Otherwise, in my experience the exact kill
counts can be slightly off or sometimes count in the wrong category, so
try to go for at least 5 insurance kills on each side just in case.
Killing Each Enemy Type
-----------------------
While most of the enemies you'll be killing over your run will be humanoid
creatures that involve near identical strategies, the approach for each
can be slightly varied, while others are very different. Refer to the
listed strategies for each enemy below.
LYING FIGURE:
These guys will regularly drop in 4-5 Handgun shots or occasionally 3.
Shoot them as you walk towards them to get in a quick kick, since they
won't spit acid while being fired at (just make sure you're not about to
reload). For shooting kills, keep your fire trained on them to prevent
them from standing back up whenever possible, but either way you'll be
spending 20-30 bullets this way.
With the Shotgun, 1 close blast will usually knock them down while 3-4
overall close shots should kill them by shooting. Shoot once to knock
down, run up and blast them on the ground, and if they start standing up,
wait for them to fully rise and get in another blast, which will often
kill them. But if not, a final 4th shot while on the ground should do it.
You may sometimes get lucky with only two shots overall, perhaps if you're
really close.
CREEPER:
These guys are fairly resilient this time. It'll take 2 Handgun shots to
stop them in their tracks, at which point you'll have to fire off a couple
more shots or kick them to actually kill them. Otherwise they may come
back to life when you return to them in the same hall. There's not too
many of them to worry about but they can be pests in hallways so always
try to take them out quickly before they bite you a bunch of times in a
row. If thinking of just running past, it's probably better to actually
kill them since they're super quick and can bite you just like that and
even stunlock you. Once you've got target lock, back up while firing to
give you a little more space to avoid any attack.
MANNEQUIN:
Just like Lying Figures they go down in 4-5 Handgun shots or the
occasional 3. They have no way to attack you if not immediately in front
of them so maintain that small buffer. Usually 10-20 more Handgun bullets
will tally you a shooting kill, likely through another up and down cycle.
One good Shotgun blast will knock them over, allowing you to kick or shoot
another 2-3 times to finish off by shooting (never shoot as they are
rising). Since Mannequins have pathetic offense and range, get right in
their faces to blast them when you can and you'll likely get 2 shot kills
here and there. Do be aware they can smack you sometimes as they're
activating, so perhaps letting them swing into life and then going right
in may be more preferable.
BUBBLE HEAD NURSE:
4-5 Handgun shots (or occasionally 3) will drop them, best taken from a
moderate distance beyond their range. Like Lying Figures and Mannequins
you can approach them as you fire but only if you are certain you have
enough ammo in your clip to avoid a reload. Because that is the most
likely event that will happen to you on repeat in the hospital, surprise
reloads leading to smackings, trust me. It's too easy to lose count and
misjudge. To kill by Handgun, shoot them 20-30 times through an up and
down cycle or two.
With the Shotgun you want to get close but not too close so that you get
smacked before you shoot or in case they don't get knocked down. One blast
usually will topple them, with another 2-3 to kill them. Get your first
shot, get your next while down and wait for them to stand. Don't shoot
before they're fully upright or you may get smacked while pumping. Blast
them once up and they'll fall down again, sometimes dying. But if still
kicking, one more shell should do the trick. Occasionally you may get a 2
blast kill, especially from ultra close range. Take them by surprise from
right behind whenever you can.
MANDARIN:
There's only a few of these in the entire game and they're really not
efficient to rely on for kills, while also somewhat dangerous to fight
since they're always on the move. I recommend just sprinting past all of
them, trying to not run directly over them in the first path you'll find
them in. If you really want to fight them it'll take about 5 Shotgun
blasts to end with a shooting kill once they fall, but it's probably not
worth the risk while they may try to attack you or others nearby will come
and join the party. Always better to play it safe.
ABSTRACT DADDY:
These are the only real enemies that can be tough or intimidating to deal
with, since there's a sweet spot where you want to start shooting at them
and not before or after that. They will drop in 2 well-placed Shotgun
blasts, sometimes dying already and sometimes requiring another couple or
a kick. You'll have to learn to judge it yourself, but if you take your
first shot from too far away, it won't do enough damage and you'll require
3 shots and not likely have the space to fire them all off before they
reach and attack you.
Don't be intimidated when facing two of them in the hotel halls since the
rear one will just turn around and head back the other way instead of
charging through or alongside the first. Find that sweet spot where you
wait for them to get somewhat closer for a high power first blast and
enough time so that you can get off one more before they reach you and
they'll go down.
Respawning Enemies
------------------
Note that enemies will respawn on the regular throughout your run as you
return to the same rooms and hallways multiple times. This is great for
building up your kill counts and you can even exploit this by
intentionally leaving and returning for more kills. This is why it's also
a great idea to always clear out rooms and halls the first time so that
you lock in those kills and get more to appear next time.
The hospital becomes a dangerous place for respawns however, so always
enter every room and hallway ready to fire in case a Nurse is within
whacking range, which is no rarity. The same may happen in other
locations, particularly with Lying Figures such as the one in the warden's
office of the prison and several other halls there.
Lying Figures will also often respawn in the prone position and crawl
around at high speeds. To handle them most efficiently, 1-2 Handgun shots
and a kick if close enough will handle them. I suggest forgetting about
shooting kills in this case (with the Handgun or Shotgun) since they'll
keep running around between shots and may damage you.
Bullet Adjust
-------------
One of your biggest concerns should be always making sure you have enough
ammo to keep firing away with your toys. While I suggest getting every
ammo pickup you find in your immediate surrounding, it probably won't be
nearly enough under normal circumstances. But with Bullet Adjust set to
x3, you will receive 30 bullets for every Handgun pickup and 18 and 12 for
the Shotgun and Rifle.
Instead of 40 Handgun Bullets from the apartments safe you'll get 120,
and 90 Shotgun Shells from the Trick or Treat box in the hospital rather
than 30. To be frank, I don't see how you can achieve a 10-star ranking
without doing this, as even with so much ammo you may still run out or be
forced into strictly fighting kills to conserve ammo at some points.
10 // b o a t s t a g e t i m e [tsr_10]
--------------------------------------------------------------------------
The requirement for the boat stage is to complete it in less than 1m20s,
which requires a lot of skill and practice since you must use both analog
sticks to control the boat on Hard in the console versions. Do note that
the PC version allows you to control the boat normally with the D-pad or
analog stick just like the other levels, if using a controller (or the
arrow keys on a keyboard). Simply turn to the light and row ahead and you
should have no problem hitting 1m00s or below in that case. Otherwise,
you may have a hard time here on console.
I highly recommend getting a ton of practice with this in a Hard practice
run. Save on the dock after defeating Eddie and make sure you totally have
this down before you attempt a 10-star ranking, otherwise you may provide
yourself with a lot of frustration and have to redo the Eddie fight while
undoing a lot of potential good work.
As a refresher, you must rotate both analog sticks at the same time to row
the boat. Rotate the left stick counter-clockwise and right the stick
clockwise to move forward, both sticks clockwise to turn left and both
sticks counter-clockwise to turn right. Each stick controls the
appropriate oar, so turning one faster than the other will also help you
with fine tuning if you need to make a slight adjustment.
Once you understand the controls, practice it for a while. Turn for the
the light and head all the way towards it, then use Soft Reset (Start +
Select + L1 + R1) to reset the game and load your save file again. Forget
about time and just focus on controlling the boat in those first attempts.
Once you've got a hang of it, now use a stopwatch or cell phone timer to
time yourself and aim for under 1m20s.
Once you're under 1m20, don't stop there. Give yourself a buffer and see
if you can get your time down to around 1m00-1m05s. It's not fully
necessary for the ranking, but you really don't want to cut it close here
and it's rather straightforward once you've nailed the execution.
It should be all business in the boat. Get in and immediately turn to the
right. Stop turning after a couple seconds and switch to forward movement,
well before you can even see the light since the turning momentum will
continue to carry you. If you wait until you see the light to stop
turning, you'll likely overshoot it and require a big correction, so do
anticipate the light coming into sight before it does.
If you do sense that you are going to steer too far, fight it with a
strong countersteer before you get there and try to stay straight on the
light. Give it enough practice until you get that transition from turning
to going straight since it's the key factor to getting this right. From
there, rotate the analog sticks at a fast enough rate to hit full speed
and make any small adjustments as you need to.
Do your best to disregard what James appears to be doing at any given time
in the boat, as it can look like he stops rowing to look behind him while
you change rowing inputs. Rest assured that whatever action you are
performing is working as intended even if James looks like he has stopped
rowing.
If you can do this in 1m05s or less, you're good to go and that's a great
buffer. Keep in mind that when under pressure in your 10-star run without a
save right at the dock to back you up, things can always go wrong and maybe
you'll turn the boat too much and struggle with the corrections. This is
why it's important to really be able to nail this stage with a time under
1m05s so that if you do have a bit of a slip up when it actually matters,
you have those 15 seconds or so to deal with it.
If you're having trouble with the controls and holding the controller,
consider trying an alternate method: set the controller in your lap and use
the inside of your palms to rotate the analog sticks. It may become tiring
to keep using your thumbs and this can serve as an interesting alternative.
Lastly, if you're really having trouble with this and can't hit under
1m20s regularly, you may consider saving here as your second allotted
save, rather than my suggestion of right before the Eddie boss. I would
stress to practice and practice the boat stage until you learn it right,
but if it's just not clicking then consider this as an option. If this is
your plan, do make sure you have a thorough understanding of the Eddie
boss to prevent it from ruining your run instead, since it may be the most
difficult single interaction during the run.
If you're curious about boat max speed, it really doesn't matter but
obviously if it's low enough you won't make the target time. And while
speed is capped at 3.50m/s on Normal and lower, the new controls on Hard
allow you to go a bit faster to upwards of ~3.90m/s in the console
versions if you're really good at it. But don't get sidetracked as 3.50m/s
is plenty enough to gold the stage.
11 // t o t a l d a m a g e [tsr_11]
--------------------------------------------------------------------------
The damage requirement for 10 stars is receiving under 500 points of total
damage. This is arguably the hardest part in achieving a 10-star ranking,
which is something that wasn't even a concern in SH1.
Certain parts of the game, especially the hospital, can overwhelm you with
aggressive enemies that can be hard to efficiently manage, and at least
one boss fight may be difficult to avoid heavy damage, which is Eddie (and
that's why it's recommended to save right before him). For full boss
strategies, refer to the Strategies section below.
But enough with boss fights, let's talk about normal enemy damage. A
single attack by Lying Figures, Mannequins and Nurses won't hurt you too
much, but it can add up very quickly if you're taking hits every now and
then. Attacks from these enemies will generally inflict around 10-20
points of damage, with Nurses at the highest end of that spectrum.
You should be able to make it to the hospital without taking any damage,
but it's not the end of the world if you don't, especially if it's just a
few hits. Stay away from all enemies on the streets before the apartments
and keep your distance when shooting enemies inside.
There are two parts on the street where a Lying Figure will lunge out from
under a vehicle: the white van on Martin Street and the Jeep Cherokee on
Katz Street near Neely Street. Stay away from these vehicles by running
along the walls near them. For the van, stay along the right wall while
first passing and run back along the same wall. For the Jeep, hug the wall
around the corner after moving under the low roof of the building right
there, or just run around the vehicle itself. And watch out for any
Creepers before you have a gun.
Health should never be a problem whatsoever since there's enough health to
heal 500 points many times over, and if you need that many health items
then you likely won't be meeting the requirement. Since a Health Drink
recovers a quarter of your health, a First-Aid Kit half and an Ampoule
your full status, 500 points of health works out to the equivalent of
eight Health Drinks and six First-Aid Kits. Or 20 Health Drinks or 10
First-Aid Kits or 5 Ampoules. So if you use more than that then you've
likely gone over the requirement.
Note that while Pyramid Head will knock you off the hospital rooftop and
bring you to near death, this will not count towards your damage points.
Therefore it is possible to beat the game with 0 damage points in a no hit
run, and there is no benefit to avoid healing until that location.
12 // w a l k t h r o u g h [tsr_12]
--------------------------------------------------------------------------
This is a general walkthrough for balancing kills, pointing out key ammo
pickups to get you started, and some of the more notable spots where you
need to be cautious. For boss strategies and a few other specific location
strategies, read the Strategies section just below, and find kill methods
for every enemy type under Defeating Enemies above, although we'll cover
some of that here too.
Find the Puzzle Solutions section below as well, while the walkthrough or
speed walkthrough in this overall FAQ will help you for anything related
to the normal tasks you must accomplish. That said, you really should know
what to do in every area if going for 10-stars.
Lastly, while I will point out important ammo pickups during the early
stages after getting the Handgun and Shotgun, it's up to you to keep
finding your own pickups after that, which is frankly easy enough as
they're everywhere.
I'll throw in quick reminders for extra weapon/item pickups and ending
triggers, but it'll be up to you to acquire enough items to meet the
threshold as described in the Items section above. Now let's get started.
Streets Before Apartments
-------------------------
REMINDER: Grab the Blue Gem in the washroom if playing the Greatest
Hits/Director's Cut version and it's unlocked (although it's not
mandatory), plus the Chainsaw after the graveyard.
REMINDER: Although it tends to carry over during runs, consider ensuring
your bullet adjust is set to x3 before picking up ammo.
Try to start things off well with the first forced encounter with the
Lying Figure at the construction site. Either wait for it to spit as
you're just out of range, run somewhat around it to bait it into an
attack, or rush around it and beat it up before it fully turns to you.
After killing the first Lying Figure, run straight for the Apartment Gate
Key and enter the apartments without fighting anything else since melee
kills are too risky. Be ready to run around the Creeper in the alley while
getting that key, and stay away from the car where a Lying Figure will
dart out if near, as well as the Jeep Cherokee closer to the apartments.
It's also important to get a head start on Handgun ammo under the roof on
the northwest corner of Katz and Neely (30 bullets with x3 adjust).
Apartments
----------
In Wood Side, avoid the Creeper near the first Lying Figure and move past
them both to get the Flashlight in 205 right near them. Keep the light off
as you pass any more enemies in the hall until you get the Handgun. This
makes them more unlikely to attack as you run by.
Once you've got the Handgun, I recommend using it exclusively until the
nighttime streets after the hospital, with the one exception of using the
Shotgun for the Flesh Lips boss there. Lying Figures, Mannequins and
Nurses will require 4-5 shots (sometimes 3) to knock down, while Creepers
will take 2 to flip over. Since you won't have much ammo in the
apartments, focus entirely on fighting kills by kicking all downed
enemies. Keep track of your kills on a notepad or computer.
Always shoot Lying Figures from a safe range and only approach while
shooting if you're certain you have enough ammo in the clip to avoid a
reload. And always go for a kick asap to prevent them from lunging away.
If you kill them from just outside their spit range you'll always have
just enough time to run in for the kick.
Note that Lying Figures will regularly respawn when returning to hallways,
often found in the prone position. To kill them, quickly target and shoot.
If close enough, one bullet will do while followed with a quick kick.
Otherwise, consider firing a few shots as you approach them.
Always be careful in halls with Creepers, such as 2F of Wood Side. Take
out other enemies quickly if possible, but be ready to aim and shoot the
Creeper there if it approaches you (2 shots and a kick). And be careful of
the Lying Figure that appears just inside the 3F hallway after ascending
the north stairwell. Enter with your gun ready to fire and do so if it's
there or you may be attacked.
Lure the three Lying Figures to one side before jumping in the pool to
grab the coin. I suggest not fighting them since it's too risky. There'll
be two Lying Figures on your right just inside the north wing with another
down the hall straight ahead. Immediately turn and down the first one,
kick it and do the same to the next one after it. You must do this quickly
to avoid getting spat at by the second one. Then return to kill the third
one while there's another one the other way.
Also be sure to grab these early Handgun Bullet pickups to remain
adequately fueled:
x1 (30): Under the roof at northwest corner of Katz and Neely Street.
x1 (30): On the 3F ledge of the north stairwell in Wood Side.
x1 (30): In the 3F laundry room while getting the Fire Escape Key.
x1 (30): In the living room of 101 while meeting Eddie.
x4 (120): Inside the locked safe in 203 of Blue Creek.
All this ammo alone is enough for 50-70 kills, which can even get you
through the hospital. You're welcome to look for more in Wood Side while
killing enemies in side rooms but it's not entirely necessary. Once you
crack the safe in Blue Creek, which is always 100% recommended, Handgun
ammo should no longer be a concern for the rest of the game. Still keep
picking it up when found, including in a few more spots in Blue Creek on
your direct path, but you should have plenty to spare from here on out.
Just inside the 1F Blue Creek hall, wait for the Creeper to come from
James' right and kill it first. Always clear out halls one side at a time
in terms of other enemies. You should have plenty of ammo to use 40-50
bullets on Pyramid Head and end that battle in 45 seconds or so and
advance to Maria. Find the full strategy under Strategies below.
REMINDER: Grab the White Chrism from the kitchen of 105 in Blue Creek,
while solving the coin puzzle.
Streets Before Hospital
-----------------------
After meeting Maria is a point where you can start getting shooting kills
with the Handgun, but note that it takes 20-30+ bullets per enemy and a
lot of time, thus I recommend just waiting for the Shotgun and going on a
rampage in the dark streets where there's plenty of enemies to catch you
right up.
If going for Handgun shooting kills though, understand that reloading in
your inventory and being super quick will save you time and ammo by
preventing enemies from standing up if possible in some cases, at least
for the second time. But either way they should end up dying after
somewhere in the 20-30 bullet range. Again, just throwing the option out
there but I recommend not wasting time with Handgun shooting kills.
Instead just kill all enemies in the daytime streets by kicking, and don't
waste your time going past Pete's Bowl-O-Rama unless you really want a ton
of kills. 25-35 kills before the hospital is totally fine.
REMINDER: Grab the Dog Key across from Rosewater Park and the Book: "Lost
Memories" at Texxon Gas. You'll also likely want the Steel Pipe
for Eddie.
Hospital
--------
The hospital is potentially the most dangerous area of the game due to how</pre><pre id="faqspan-10">
aggressive Nurses are and how often you'll enter rooms or halls with them
in attack range. Always enter every room and hall ready to shoot if
necessary, and always play it safe by shooting Nurses from a safe range
when you can, then run in for the kick.
Alternatively you can approach them as you fire, but only ever do this if
you are 100% certain you have enough ammo in your clip to drop them.
Otherwise you may reload right in front of them and you WILL get smacked
in this case. Trust me, this will happen regularly if you are not totally
on top of it.
I recommend reloading in the inventory after 1-2 kills max, knowing that
Nurses generally take 4-5 shots to down. As a rule of thumb, if you are
not 100% certain you have 5-6+ bullets in your Handgun, enter the
inventory and RELOAD, or at the very least do not approach an enemy while
firing. You have no idea how many times this will save you. You may be
fine most of the time but suddenly will come a lapse in judgement and
you'll reload at the worst time and definitely get smacked. Keep doing it
and the damage will add up, while getting through the hospital unscathed
is very doable if you just play it smart and avoid these mistakes.
One wild card in the hospital is Maria. If she gets hit enough times by
Nurses or accidentally shot by you, it's Game Over. Always be careful
around her and consider immediately heading up to 3F to drop her off in S3
if you don't want to take any risks. If by chance you are going for the
Maria ending, just spam and skip conversations with her in S3 after
dropping her off and you'll be fine (do the same at the Labyrinth door).
An important thing to stay on top of in the hospital is always being ready
to fire when passing through doors. This is especially true when entering
the employee wings either from the stairwell or the patient wing since
Nurses will regularly be waiting already within range. If you're not quick
to raise your gun and shoot you very well may take damage within a second
of passing through these doors, especially on the third floor.
It's the same thing in some optional rooms, but generally you don't need
to risk it with those. You may have to be ready for the Nurse just outside
M6 of the Nightmare Hospital if you kill her anywhere near the door before
exiting since she sometimes regenerates. Same thing may apply to Nurses in
other spots, so always be prepared.
Be sure to heal immediately after getting knocked off the rooftop as
you'll die if you take more damage. And don't worry, that fall does not
count for any damage points despite having to heal.
Remember to grab the Shotgun in the Women's Locker Room and be certain to
grab at least two pickups of Shotgun Shells (36 shells at x3 adjust) for
the Flesh Lips boss fight. The safest two are found in the empty rooms
below:
x1 (18) - On the nightstand in M2 with the "Lapis Eye" Key.
x1 (18) - On a nightstand in C3 right before finding Laura.
There's another in the 1F Doctor's Lounge but the optional trip involving
the Examination Room Key isn't fully necessary, plus there's one more pack
in M6 but you'll have to fight two Nurses in close proximity, which is
quite doable but it's your call and not totally necessary either.
REMINDER: Use the Blue Gem in the Nightmare Hospital Garden right after
the Flesh Lips boss, if going for the UFO ending. This is the
first of three locations to use it.
After using most of those shells (and the 6 in the Shotgun), keep an eye
out for more in the Nightmare Hospital to ready you for the streets. These
should all be acquired:
x1 (18) - On the floor in the room after the Garden.
x1 (18) - On the floor beside the shelf in the basement.
x1 (18) - On the shelf in the 3F Storeroom.
x5 (90) - Inside the Trick or Treat chest in the 3F Storeroom after
getting the Lead Ring.
Note that there's another pack in M4 but it's guarded by two Nurses and
isn't fully necessary to take the risk, but that's your decision (it's
certainly manageable without damage but you must be efficient). The above
ammo is good for 30-40+ shooting kills alone, but you'll find plenty more
pickups in the streets and the rest of the game to keep you stocked up.
When clearing out the 2F and 3F Nightmare wings while starting from the
elevator, go for the right side first and then back the other way. And be
quick as you don't want to get snuck up on from behind. Enemies will
regenerate fairly regularly as well, so get ready to kill them again after
leaving rooms and other hallways.
REMINDER: Save your game in the employee wing stairwell right after
collecting the Trick or Treat items in the 3F Storeroom and
before meeting Pyramid Head in the basement, if using the
recommended saves. Be sure to record your specific kill counts
by this point in case you need to load and continue from here.
Use 15-20 Handgun bullets to clear Pyramid Head in the basement (find the
full strategy under Strategies below) and exit the hospital to begin your
nighttime rampage.
Dark Streets
------------
Ideally you'll want to exit the hospital with around 55-65+ kills, which
should generally all be by fighting. But now is where you'll begin your
rampage by going only for shooting kills in the dark streets. There's
enough enemies around to net you 50-60+ kills here alone and more or less
balance out your kill categories. So don't rush this segment as it's the
crucial part where you'll get most of your business done. And be sure to
collect items appearing all over town, especially the ammo.
This is also the point where you should officially switch to the Shotgun
to kill everything at least up to entering the Historical Society. The
Shotgun will allow you to get shooting kills from Nurses and Mannequins
with just 2-4 shells, but make sure to carefully follow the below process.
For Nurses, approach just outside of their whack range. Consider waiting
just another second to let them get a bit closer but not so they can
actually hit you, but try to get the hang of finding that sweet spot by
running straight in without getting too close. Blast them once which will
topple them if close enough. Now run up to them, preferably their side or
rear and blast them while down. Sometimes they'll die here but most often
they'll stand back up.
Now hold your fire and WAIT for them to entirely stand up. DO NOT fire at
them while they are standing up or you will screw yourself over since they
won't get stunned and you'll be completely open to an attack. Wait until
they finish standing and then blast again. If you're at their side or
rear it gives you a little more of a buffer as they turn to you, in case
they're otherwise quick to swipe or if your blast oddly doesn't topple
them (may happen rarely).
Sometimes they'll die on that 3rd shot as they fall to the ground and
sometimes they'll require a final 4th shot on the ground to finish off.
It's super important to stay on top of your loaded ammo count to avoid
stepping in front of an enemy and reloading right in their face where
you'll receive a smacking. So as a rule of thumb, if you're not 100%
certain what your bullet count is in the gun, reload from your inventory.
In general you'll want to reload after every 2 kills max, while when
enemies take 4 shots you may want to reload after every kill. Trust me,
being smart will save you from ever being caught with an in-game reload.
So again, approach and blast them just outside of their attack range. Get
close and blast once while downed. Wait for them to fully stand up and
blast again. Then fire one more blast while downed. Some will die on the
2nd shot, many on the 3rd, and fair bit will require 4. They don't seem to
require more than 4 unless you're shooting from too far away, which you
may have to do if fighting 2 at the same time.
Mannequins work the exact same way except they tend to die in 2-3 blasts
more often. You can also get closer since they don't have pipes and are
rather useless for a couple seconds after activating, but still don't get
careless, and ALWAYS wait for them to fully stand before shooting or
you're pretty much guaranteed to be hit. Mannequins will smack you if you
give them a chance and Nurses in particular will absolutely abuse you if
you don't do this properly.
Sometimes you'll encounter two Nurses coming at you together. In these
cases, play it safe and don't get too close while shooting. Try to knock
one down then immediately the other. You'll probably only have time to
shoot the second one while downed so go for that and step away and repeat
the same method.
Remember to pick up all or at least most ammo you see in the streets. One
big spot in particular is the north side of Rendell Street between Carroll
and Munson. There's an open lot where you'll find x2 Shotgun Shells and x1
Rifle Shells, plus x1 Rifle Shells and x1 Handgun Bullets just a bit down,
and then a while after that x1 Shotgun Shells and x1 Health Drink on the
sidewalk, several seconds after the delivery truck.
Also be sure to keep an eye out for Mannequins since they don't make noise
or move around until you find them. Look back and forth to get a good
survey of the area and don't hesitate to venture off your path a bit to
find enemies. Nurses while generally easier to find due to their noises
can also easily sneak away and disappear in the dark in some cases, so
stay on top of them by looking around. You'd be surprised how far away
they can venture in a short period while you're distracted with another
enemy.
REMINDER: Grab the Hyper Spray from the camper trailer in East South Vale.
It's most efficient to wait until nighttime when passing
through. You can also grab the Dog Key and Book: "Lost Memories"
in West South Vale if you forgot them in the daytime.
Historical Society and Prison
-----------------------------
Once you hit the Historical Society, you'll want to have around 50-60+
kills in each category, with at least one category close to or past 60.
If one category is a bit behind the other, start trying to balance them
out. While counting kills multiple times in this game I've noticed the
counters to be a bit temperamental and some kills either don't seem to be
counted or count in the wrong category. Just to be sure, make sure to aim
for an extra 5-10 kills in each category.
REMINDER: Grab the Obsidian Goblet in the second exhibition room of the
museum.
Now that you'll be finding Lying Figures again, I suggest turning to the
Handgun here and there to handle them in certain situations where you
don't want to get too close, since their spit range is a bit more
extended than Nurses with their pipes. Do understand though that they will
fall on their stomachs with the Handgun, allowing them to crawl away.
Meanwhile the Shotgun knocks them on their backs where they cannot crawl
away. So be sure to find a balance between the two, and remember that they
are to be treated the same way as Nurses, dying in 2-4 blasts and never
shot at in the process of standing up from the ground.
Be mindful of the Creeper between the Lying Figures in the hallway just
before the hole. Utilize some combo of the Handgun for fighting kills and
the Shotgun for shooting kills while in the prison.
When approached by Lying Figures in relatively close proximity of each
other, consider shooting and quickly kicking the first one (or two) so
that you don't get ganged up on. The Handgun is great for this from a
medium distance, while the Shotgun can knock them over in one blast from
close enough. Be mindful of this in the brief sewers segment and through
the entire prison.
Remember that Lying Figures will again respawn often in the prone
position. 1-2 shots and a kick is the best way to kill them, as shooting
kills can be tough while they keep darting around and they may injure you.
And remember the Lying Figure in the warden's office tends to respawn
after getting the Hunting Rifle in the following room. It'll be right in
your face when coming back so be ready to fire right away. That back room
is also a great location with a lot of ammo for the Shotgun and Rifle (if
you intend on using the latter).
Labyrinth
---------
Remember to get the Great Knife (and x2 Shotgun Shells while there) if you
plan to use it on Eddie. Take the left ladder and follow the left (up)
path, or take the right ladder and take the right (down) path to avoid
Pyramid Head.
Play it safe with Lying Figures while balancing between the Handgun and
Shotgun for fighting and shooting kills respectively. If you do start to
run low on Shotgun ammo, you can turn to the Hunting Rifle for a few kills,
but only in long hallways where you don't have to worry about being
approached and spit at. But really, I wouldn't do this for more than a few
kills as it's dreadfully slow and somewhat dangerous to use on regular
enemies.
On a few occasions in the watery corridors and the higher halls up the
ladders you'll encounter Lying Figures in very close proximity and often
just off camera. It's important in these cases to fire and down them right
away. In the watery corridors, quickly kick the first enemy and handle the
next, but up top you'll likely want to down both enemies, potentially more
than once since it's hard to balance between them, and focus on killing
one when they're both down, then turn to the other.
By the time you reach Eddie you'll more or less want to have your 75-75
locked in since there's only a handful of enemies left in the hotel. If
you need to make up a bunch of kills, consider pulling the wrong noose in
the Free the Innocent Man puzzle. After doing so and checking the other
room, 4 Lying Figures will spawn in the connecting hallway. Be warned
though, 4 at once is a pretty risky threat and will take some effort to
properly manage, but it can be done.
Repeat a few times if needed, while 1-2 of them may regenerate anyway
while moving back to check the other room (note that 4 only appear after
you've confirmed you made the wrong choice by seeing all corpses remain in
the other room).
You may also consider avoiding combat once you're in the clear, but
sometimes it can also be risky to run past an enemy that may attack you
while doing so. Don't be afraid to get those insurance kills since time
isn't a big concern, but go ahead and ignore enemies off your path once
you're clearly good to go.
REMINDER: Save your game in the catacomb before fighting Eddie, if using
the recommended saves. Again, record your kills up to now in
case you need to load from here later on, and save in a new slot
rather than overwriting your first save.
REMINDER: Use the Blue Gem on the dock by the boat before crossing to the
hotel, if going for the UFO ending. This is the second of three
uses.
Hotel
-----
By now you really want to have your kill counts down, plus an extra buffer
of 5-10 in each just in case your counts are off or the game interpreted
some things differently. Other than the 4 obvious Abstract Daddies on 1F
and 2F, you'll find 2 Mannequins in the storage on the first floor, plus
2 in the basement if you go there after getting the "Fish" Key. There's
also 2 Mannequins in the employee basement but you'll need to backtrack
with weapons later to kill them.
If you're having difficulties with the Abstract Daddies, understand timing
is key. First get in position and aim your Shotgun. Wait once they're
close enough so that the first shot will do enough damage and you can
still get off a second shot before they arrive, which will down them and
sometimes kill them (otherwise you can go for a kick or shoot once, then
run away and prepare to shoot more after they get back up).
If you already have your kill counts and don't want to bother with them on
the first floor, you can simply enter the Lobby after getting the "Fish"
Key, but be sure to get the Thinner in the basement beforehand. And
understand they'll still be there later after your trip through the
employee wing and basement, but you can easily avoid them if quick.
Lastly, a few insurance kills always help since both kill counts seem to
be inconsistent and may not appear as you thought compared to your counts.
There's unlikely to be a huge difference, but at least 5 kills each are
always nice to compensate for anything otherwise unexpected.
Remember to play it carefully with the Mannequins in the basement when
you don't have any weapons. You can do this by approaching them without
getting too close and they'll throw themselves into activation (which can
land as a hit in some cases). Once activated, then slip by quickly. And if
you left the Abstract Daddies on the first floor, slip through to the
Lobby asap after going back up there.
REMINDER: Use the Blue Gem in room 312 before watching the Videotape if
going for the UFO ending, which also ends the game. Or use the
Dog Key in the hall for the Dog ending, but first consider if
you need one more extra item below (which you can't get with
UFO).
REMINDER: The Book: "Crimson Ceremony" will appear in the Reading Room
after watching the Videotape, so be sure to grab it if playing
it close with items or going for the Rebirth ending. If going
for Leave, Maria or In Water, avoid getting it if you got three
ceremonial items already.
If playing the final two bosses, you'll have a few more chances to kill
Lying Figures in the water in the flooded basement and then some risky
Mandarins in the grated path soon after. From there, the Pyramid Heads
don't count as kills but Mary/Maria does.
13 // s t r a t e g i e s [tsr_13]
--------------------------------------------------------------------------
======
Bosses
======
Pyramid Head
------------
This fight is very simple and procedural, at least until the end where
Pyramid Head's executioner swing accuracy goes through the roof.
Ultimately it's up to you if you want to spend 45-50 Handgun bullets and
end the fight in ~45 seconds, or use 0 and last 5 minutes. Frankly there's
plenty enough ammo in the apartments and afterwards that the ammo spent is
really of no concern so I wholly recommend just shooting him. If not, just
be quick to run and avoid his swings every time when he nears.
Use the same basic strategy here of shooting a full clip in one corner and
then running to the next to repeat, but the one catch for Hard mode is
that you should do whatever you can to make sure the battle ends with the
siren sounding as you're on the left side rather than the right so that
you don't have to run past Pyramid Head with his insane post-siren
accuracy.
To do this, all you have to do is shoot a bit more than a full clip in
each corner, not necessarily every time but at least once or twice. Just
try to make it so that your 45th to 50th shots happen as you're on his
left side. Here's a quick sample breakdown:
RIGHT SIDE: 10 shots
LEFT SIDE: 15 shots
RIGHT SIDE: 15 shots
LEFT SIDE: 5-10 shots (to end the battle)
What this means is, fire 10 bullets at the start of the fight from the
right side. Run to the left side, reload in your inventory and fire
another full clip. Reload and fire 5 more. Run to the right side and do
the same. Now you should be at 40 bullets fired. Simply run to the left
side and fire at him until the siren sounds, which happens after firing
between 45-50 bullets.
Go ahead and modify this as you wish, such as shooting up to 20 bullets in
a corner if you have the time. Just make sure that you're shooting 45-50
as you're in the left corner so you don't have to run past him after the
siren sounds.
Now, if you do get stuck on the wrong side, if you're close enough to him
you can probably get to the other side in time. But if you're deep in the
corner you may have to resort to special tactics to avoid his executioner
swing. Try to bait him into attack if you have space. Move just in his
range to make him ready the knife and then just step back out of the
attack range, let it land and then run across. Alternatively you can fire
another 5-10 bullets at him to slow him down and give you the time to
escape.
If you don't have time and space, do whatever you can to get to the other
side asap. One trick here is that using 2D control gives you a lot more
control for sudden movement changes and may help you avoid his crazy
accuracy. Plus I've even experienced him aborting his swing when I ran in
a super unpredictable and squiggly manner. Just avoid staying on the same
spot so you're not an easy target either way.
Now, I should explain an interesting glitch that happened in this battle
when I did a practice run. First, I stood in the corner and let him
approach, but he didn't swipe at me and kept on coming. As I ran away, he
went right past me towards the stairs. As I waited in the other corner,
he didn't appear, so I looked more closely to see he was stuck on the
stairway. This lasted for the entire battle and he left without taking a
single swing at me. I did try to trigger this on another run but was never
able to repeat it, so it might've been a rare glitch.
Interestingly, another glitch did occur in that same run in the hospital
basement, which you can read under that strategy below. So while you can't
count on this happening, do take note if it does and let the entire battle
play out with him stuck in the corner.
Flesh Lips
----------
This battle is quite simple and you can avoid any potential hit if you
stay on the move and regularly take only single shots or two blasts here
and there when you have space. Stay in the farthest corner from the Lips
and fire at them with the Shotgun. When they close in, dart to another
corner and repeat. Always make sure your gun aims up before you shoot so
you don't miss and remain completely open to attack.
You also must take into account that you must lower the Shotgun before
you can run away, which takes a good second or so after shooting,
otherwise you may get a strangling. So simply do not shoot if a Lip is
closely approaching you cause it may get you after your shot.
The creatures can also kick you from a farther distance, so pay attention
to that as well. If you're shooting a Lip as it approaches, it isn't
likely to kick unless it gets close, but the other one may go for a kick
while you're distracted. Be smart and get away while you can. Avoid
letting the other one flank you, and don't worry if it takes a bit longer
to set up your next shot sometimes. Be smart and safe.
Always track where both Flesh Lips are. If you're shooting one and another
is coming from the side, it'll approach at a higher speed since your shots
won't be pushing it back, so get out of there while you have a chance.
Therefore it's helpful to move into a corner so that both Lips are in
front of you, allowing you to stay on top of them but also damage both
with each shot. Taking one or two hits here isn't too bad, but you should
be able to get through the fight hitless.
As an alternative to the Shotgun, the Handgun works fairly well here too,
giving you a lot more maneuverability and decent stopping power at the
cost of maybe taking a bit longer. You'll be able to get off more shots at
a time but be sure to keep an eye on the other Lip and always reload in
the inventory.
Lastly, do be aware that if you take long enough while fighting the first
two Lips, the third can actually drop in and join them! This actually
happened to me on a run where I was being a bit too cautious and relying
on single shots almost entirely. If this happens to you, single shots are
best for all three together, but with two you should be able to take two
at least relatively often. If you don't feel comfortable though, don't shy
away from dodging to avoid potential damage.
Abstract Daddy
--------------
This fight can be very frustrating because of the tiny room, so make sure
you get enough practice and feel comfortable with it before going for your
run. The strategy mentioned below is completely effective for going
hitless here with either 3D or 2D control. Note that where strafing is
mentioned for 3D, simply run in that same direction with 2D control since
it accomplishes the same thing.
Always enter the battle with a fully-loaded Shotgun. Back into the left
corner behind you and blast the creature once. Let it come closer to you
so that you have more space in the next corner, and blast it again before
it reaches you, knocking it down. Strafe around it to the back right
corner (James' left) and run to the other corner on the right side along
that wall, while Angela sits on the left. This time fire two shots asap to
knock it down before it gets close, leaving it somewhat in the middle of
the room. Although if you know what you're doing you can let it get a bit
closer to give you more room in the next corner.
Now strafe to the left along the boxes and in front of Angela, then run
along the left wall to escape to the back left corner again. From here,
repeat the same strategy, always timing the second shot in the far corner
so that the creature falls closer to you and the corner that you're about
to leave, while firing two shots asap in the other corner where there's
less space to let you strafe and escape to the other.
After firing six shots and the creature drops down, start running to the
other side and reload in your inventory while doing so. From here, it'll
take two to four more good shots to kill the thing. Most of the time it
may take nine shots to kill the thing with fairly well-placed shots. It is
possible to kill it in eight if your first shots are fairly close and
second shots very close, but don't get too risky. It may also take 10 in
some cases if your shots land at farther distances, so don't panic and
stay focused.
Never shoot the Abstract Daddy while it's getting up. It will do nothing
but waste valuable time required to shoot the creature before it gets to
you, messing up the first six shots strategy. This battle may seem to be
difficult to execute perfectly every time, but the two keys are allowing
it to go deep into the far corner before the second shot to buy you space
in the next corner, where it's important to strafe left to escape since
it should be closer to the right side of the room.
Even so, receiving an attack isn't the end of the world as long as you
mash the directional and shoulder buttons to escape the attack asap. But
with the right practice, a no hit run of this boss is very doable and thus
it's more practical to save after than before it.
Eddie
-----
[FIRST ROOM STEEL PIPE STRATEGY]:
Probably the hardest part in getting a 10-star ranking is beating Eddie
without receiving too much damage. In the first room, always use the
Steel Pipe which is guaranteed to be hitless if done right, at least on
console. Enter the battle with it equipped, and immediately at the start
hold R2 and X, the latter very firmly, and James will continuously perform
the overhead downward swing. Make sure you're doing this swing and not the
thrust or even the baseball swing.
Do not wait for him to even approach you the first time, but rather start
swinging immediately and you'll hit him in time. Don't ever let go of the
buttons since Eddie will keep running up, getting hit and knocked back,
and running up for another beating. After 13 whacks, Eddie will bail to
the next room. This room should be an automatic this way every time on
console, so always grab the Steel Pipe at Texxon Gas. Otherwise if this is
not working on you for PC, refer to the Chainsaw strategy below.
[SECOND ROOM SHOTGUN STRATEGY]:
The second room is where the battle becomes difficult and you're quite
likely to take a decent amount of damage. Now there are a few good
strategies here: one more traditional one with the Shotgun that's easier
to do but can have you take some damage, the Great Knife which is slow and
all about timing but can get you through with no or only a couple hits
taken, or a new strategy I've discovered with the Chainsaw which is also
very doable to avoid all damage or at least highly limit it.
With the Shotgun, the best method is to start by strafing just a bit
right behind the meat rack so that Eddie can't shoot you, but not fully
behind it so that Eddie tries to punch you from the side of it and
actually hits the meat instead of James. As he runs up, start blasting
away and he should try to return your fire with a punch that'll hit the
meat rack. Keep firing back as long as you're getting free hits and he
can't hit you, which can last the whole fight or sometimes he'll be able
to hit you after a couple or more meat punches.
If he starts actually hitting you, move and either try to reset to the
same strategy or just find a balance of shooting him from a medium
distance and dodging before he can run up and punch you. Be aware that
there is the danger he might just shoot you if far enough away, such is
the risk with this strategy. But if well-executed with the meat hit
exploit you can perform very well here. That said, it can be somewhat
finicky. In general I'd recommend the Great Knife strategy more, or
perhaps even the Chainsaw, which may be best for PC.
[SECOND ROOM GREAT KNIFE STRATEGY]:
Now for the wild card strategy, the Great Knife. Immediately step behind
the right meat rack once the fight begins and equip the knife. Then
quickly perform a regular across swipe as Eddie approaches and it should
move through the meat rack and hit him. Immediately go for another swipe
while he's likely on your left for another hit and he'll begin to approach
you again from the front.
Keep taking your swings, slicing both the meat rack and Eddie through it
whenever he comes from that side, and you may notice why this is a good
position. If set right, Eddie will often approach you and go for a punch,
hitting the meat rack instead of you, but this is hard to master and
requires getting a bit lucky since Eddie will often walk around behind you
and even venture away for a period here and there. But do what you can to
reset to this position to both slice Eddie through the meat rack and set
yourself up so he may punch the rack instead of you.
If he does move around behind you, watch his movements and try to
anticipate his approach and attacks with your own. Sometimes if he moves
far away and then comes back relatively straight towards you, you'll even
have the time to perform the more powerful executioner swing. Again, use
the meat rack as cover so he can't shoot you on his way back, and stab
right through it to hit him if need be.
Fortunately this strategy can prevent Eddie from hiding at all since he
takes damage so quickly without much time to process it, so the battle can
end without having to move after the initial sidestep and just tracking
him around your position. That said, sometimes it doesn't always work out
and you may still have to finish him off while he's running and hiding, so
pull out the Shotgun and give him one more good blast to end it.
This strategy may overall require some luck and finding that sweet spot of
a position, but if you get it right you can avoid damage or keep it down
to one or two hits while killing Eddie in six swings. Even if he hits you
three or four times that's really not bad after all is said and done. If
you're going to try this method, I obviously recommend lots of practice
beforehand. But even then if you use the recommended save in the catacomb,
you can have as many attempts until you feel comfortable.
[BOTH ROOMS CHAINSAW STRATEGY]:
Lastly, the Chainsaw strategy I discovered more recently, which I found
great on PC where I couldn't replicate the pipe strategy and found Eddie
faster overall. This one works in both rooms and is a great method for
going hitless here. Note that the Chainsaw has both a sideways arc swing
and a thrust. This strategy involves the thrust while you can entirely
forget about the other which is too slow and not effective.
Start things off in the first room by running past Eddie to escape the
corner where you don't want to get trapped. Then ready the Chainsaw and
bait Eddie to punch. As he sets in place, step back to avoid it entirely
and perform a forward thrust (R2 + tight X press on PS2, might have to
figure it out on PC). Remember you must already have the Chainsaw running
as you dodge his punch, and don't wait for him to miss but rather go for
the thrust as soon as you move back. This way you can sometimes get
multiple hits without resetting.
In the first room Eddie will often walk away after being hit, and since
it's a small room he can't go very far which is perfect. Take advantage of
this and get in your free thrusts with the Chainsaw always running (or at
least most of the time) by keeping R2 held. You can often get 2-3 or more
free hits before he comes back for another attack, but if he does just
step back and thrust again. He should run to the next room after 5 hits.
In the next room just repeat the same strategy. Hide behind the meat rack
so he doesn't shoot but runs up to you. Step back as he punches and
thrust him. In this room Eddie regularly goes for back to back punches if
you're still within range, so use this to your advantage. Sometimes you
can get into two thrusts without resetting, but it doesn't hurt to prepare
for him to punch again and just step back and repeat.
Also do be cautious of him shooting at you which can happen. If you see
him step back and freeze after a hit, he may be about to shoot.
Immediately take cover behind a meat rack. This is also why it's a good
idea to generally stay right beside a meat rack in case you need that
sudden cover. Simply keep repeating the strategy, and after around 8
thrusts he'll probably go in hiding. At this point, consider just taking
out the Shotgun and finishing him with 1-2 good blasts from close range
after anticipating where he's going to run.
It's important to understand the damage during this battle since it can
have a major effect on your total damage. A single shot from Eddie's
revolver drains a quarter of your health, so do whatever you can to avoid
this. Meanwhile a punch inflicts around 12 points, which is much better
than being shot. I'd say the sweet spot for this fight is trying to
receive less than 100 points, if the rest of your run isn't too bad. But
obviously if you can do even better and limit it to 20-30 points or less,
you'll give yourself a ton of breathing room for all other situations.
Pyramid Head Duo
----------------
Keep in mind that the easiest way to a perfect ranking is getting the Dog
ending, which bypasses the final two bosses. Therefore this boss is
entirely optional and only if going for one of the three regular endings
or Rebirth. Of course fighting these bosses will give you even less of a
buffer to receive damage, so prepare for some hard work.
There are two or three solid strategies for this fight that are very
different. The first is the standard Hunting Rifle strategy, which takes
around four to five minutes and about 50 shells. Another is the Handgun
which will take a whopping 300 or so bullets but you'll be shooting on the
regular. The last is the Great Knife wall bouncing strategy, which can
take under a minute and eight double Great Knife swipes if done right, but
is very difficult to perform and can be frustrating if it's not working
for you.
Do note that on PC Hard mode the Pyramid Heads move at an insane speed,
making it almost always impossible to take even one Rifle shot in each
corner without taking a hit. Therefore in that version you may want to
forget about the Rifle and just go with the Handgun strategy mentioned
below, or perhaps even the difficult Great Knife strategy.
[RIFLE STRATEGY]:
Let's start with the Rifle strategy, which is the same basic strategy
you'll find in the walkthrough. Immediately strafe into the farthest
corner from the Pyramid Heads, carefully out of their range as you do so.
Always hold L2 to position the camera on them and focus your aim on the
closer Pyramid Head since he'll be your greatest threat. Most of the time
you should be able to get off 1-2 clean shots (sometimes 3) before
leaving.
Strafe to the side and run to the corner with the most space available,
and take this opportunity to reload in the inventory and keep counting off
your shots. Take your 1-3 shots, dash to the next corner and repeat.
Always strafe (or run to the sides with 2D control) to keep sideways
momentum, only using the left stick to make slight forward and backward
adjustments while doing so. Note that each time you shoot one of them
three times in a row, it will stagger, giving you ample time to escape,
and possibly get in another shot before doing so. Strafe around the one
that staggers to give you the needed buffer to escape each time.
Sometimes you might even be able to get off 4 shots in each corner, which
you can take advantage of by shooting the closer Pyramid Head with the 3
shells and the other with 1, but not in that order. Instead, if you have
the space of course, shoot the closer Pyramid Head twice, then switch
targets with the left analog stick, shoot the other one once, then back to
the other for the 4th shot, but as the 3rd shot on the first Pyramid Head
it will stagger him, allowing you to escape. This can speed up the fight
quite a bit if you can get in these extra shots, but don't get too greedy
and always stay on top of how close the nearest Pyramid Head is.
Repeat this strategy for the entire battle and they may both slow down
towards the end, allowing you to consistently take 4 shots but also
stagger from just 2. This may allow you to fire 5 shots in each corner,
along with an inventory reload. Alternate each shot back and forth for
even better spacing results. Eventually the battle will end after around
50 shells. Again, if you're finding the Pyramid Heads are way too fast for
you, consider trying the Handgun or Great Knife.
[HANDGUN STRATEGY]:
With the Handgun, it's the same strategy of strafing to each corner, but
instead of stopping to fire you can and should fire at the Pyramid Heads
a bit before the corner as you back up into it. Even with the Pyramid
Heads at their quickest on PC, you should be able to get in 4-5 shots in
each corner before your clean escape via strafing (or just running with
2D), or sometimes more if you have the space. On PS2 you can usually get
5-6 or maybe 7, but by then you'll probably run out of space by the back
wall and should quickly escape.
Do recognize when your space is quickly erasing, especially with the other
Pyramid Head flanking you, so don't shy away from bailing out after 2-3
shots or skipping an entire setup if you don't like what you see. Since it
takes about 300 bullets, you'll just need to be patient and focus on your
consistency, always reloading in the inventory as well while counting all
your shots.
[RISKIER GREAT KNIFE STRATEGY]:
Now onto the difficult Great Knife strategy, which makes use of the
only-on-Hard wall bouncing effect of melee weapons -- when you whack a
wall, your weapon will bounce right off it, offering a double swing for
anything in range as a type of unintended benefit.
With this strategy, the idea is to bring them into one corner by the wall
and slice them with the standard swipe attack, then have the knife bounce
off and slice them again, staggering and preventing them from attacking.
While you recover from your swing, the Pyramid Heads will also be
recovering from your attack, leaving enough time to repeat the strategy
over and over.
Sounds like fun, eh? Well, it's not that easy, trust me. Sometimes you can
get it right and end the battle in 30 seconds, but sometimes you can get
your ass kicked and really piss yourself off. The most important thing
here is setup -- remember that for now. Anyway, let's go through the
strategy step by step.
Firstly, you must quickly run to the corner, so never enter the battle
with the knife equipped. You'll also want to choose which corner you're
going to do this in. It can be the first corner on your left or you may
decide you want to buy more time and strafe around until you find one to
your liking.
So once set in your corner, equip the Great Knife and wait for your
friends to arrive. Always hold L2 to focus the camera on them and have a
sense of how far they are. Almost always, the lead Pyramid Head will be
approach you from much closer and may smack you while out of your swiping
range. This isn't too bad as it also allows the other to catch up so you
can get the optimal setup, or you can consider delivering an executioner
swing at the first one to prevent this entirely, also allowing the other
to catch up. One way or another, wait for both Pyramid Heads to arrive.
The creature that's closer should close in on you while the other goes
around to reach your side. You may take a hit here while setting up but
try not to fret too much while you wait for the other to come around. With
both close enough, stay parallel to the wall and perform a normal across
swing, which may or may not hit the second Pyramid on your side on the
forehand swing, but should on the way back as it bounces off the wall.
The primary Pyramid Head right in front of you should always receive
double hits, on the forehand and off the wall bounce, and if you have the
perfect setup wherein the side Pyramid Head is actually a bit ahead of you
by your side, he should take double hits as well. Sometimes the second
Pyramid Head will get stuck behind the first one and stay in that position
to try to attack you, which is great news. Even though you'll deal half
damage like this (unless he's close enough to take damage anyway), there's
no worry of him being able to hit you.
Once you get your first successful double swing, it's important to keep
holding X to continue your swings, but don't push it too hard to avoid
performing the executioner swing (tight X hold performs that swing, while
regular X press or light hold performs the regular swipe). Pressing X each
time also works, but stay on top of your timing. Some versions may work
differently with their controls, so just do whatever you can to keep the
same attack on repeat. Either way, after around eight double swings off
the wall, the fight should end.
Note that this strategy can also work perfectly just along a wall and not
in a corner, but there's always the chance one of the Pyramid Heads can
take a detour offscreen and sneak in behind you, screwing it all up (in
which case you'll want to just reset into another corner). Therefore I'd
advise just doing it in a corner.
I could go on and on describing the difficulties and frustrations of this
strategy including just getting the initial timing wrong and taking a
beating, but I think I've gotten the message across that it takes some
practice to get right. That said, it's certainly rewarding to pull off and
cool to witness. But let me be clear: do not attempt this strategy in a
10-star run unless you fully understand what it takes and have practiced
it successfully. Or else your run could end in tears unless you've
modified it with a save just beforehand.
Otherwise, I'd suggest going with the Rifle strategy, or the Handgun if
the Pyramid Heads are moving super fast.
Mary/Maria
----------
Just like the last one, this battle is optional for a perfect ranking
since you can end the game early with the Dog ending. If still up to the
task and even more bragging rights, read on below.
To be quite honest with you straight off the top, fighting this boss
normally can be completely ridiculous to endure, with constant moth
attacks and very brief attack windows in some cases. So be sure you have
what it takes before attempting. That said, it can be learned.
There is a catch however... if you use up all your ammo before the fight
begins, there will be a secret 10 minute timer during the fight. All you
have to do is run around the boss arena avoiding all attacks and the fight
will end after 10 minutes, allowing you deliver the final blow. With this
in mind, you may want to consider avoiding some ammo pickups so you spend
less time wasting it at the end, but you'll need to do your calculations
wisely.
To be honest, even with ammo this fight will take around 10 minutes, so
if damage is a concern you may just want to empty all your remaining ammo
and take the easy way out. Either way, keep that in mind, but we'll
continue ahead with normal strategies.
If you're actually going to fight Mary/Maria, it's all about patience,
patience, and more patience here, plus maybe a little bit of patience on
the side. Most of your time will be spent either running from the
fast-moving creature, or especially running from the near constant moth
swarm attack, which you'll certainly grow to hate.
While the Shotgun and Hunting Rifle are much more powerful, they're very
slow to use here, so you may find yourself better off with the Handgun,
which is my preferred strategy. Instead of running around for a minute
just to get a gap for a single Rifle shot, you'll be able to take shots
all the time while side or backstepping away. It's weaker, yes, but
shooting something is better than nothing.
To start things off you can get in a few free shots while backing up but
be quick to escape. Always start strafing around the arena in a large
circle as soon as you hear the screech sound that indicates the moth swarm
is coming. This will happen in high frequency, so do try to hang in there.
Always hold L2 to focus the camera on Mary/Maria and get a good sense of
where she is, but do be mindful of the bed and the hole in the floor where
the staircase was.
Between moth attacks and a decent distance from Mary/Maria, hold R2 and
start firing while backstepping away from her. If too close, she may pick
you up and inflict a lot of damage with her strangulation attack, so be
careful with your distance and know when to stop and run away. Always stop
and escape once the moth screech sounds, although note that you can still
get in a few Handgun shots before strafing away from a moderate distance.
But you will need to be moving at full speed by the time the moths reach
you.
Also note you can sidestep while firing instead of moving back, which
primes you up for a strafing exit any time you sense Mary/Maria about to
attack or just get close to you. However, you'll notice James often misses
some shots while sidestepping. Therefore I'd recommend backstepping as the
more effective strategy, but in some cases while along the wall you may
find the sidestep method helpful to get in a few shots before escaping.
One interesting tidbit is that Maria will never attack you herself while
she's spitting out her moths or they're flying around towards you. And
once she spits them out, you actually have a decent couple seconds until
they reach you to fire off 2-3 Handgun shots. She usually backs up each
time she spits out the moths, which is great because it gives you more
room and shots. You can get up to 3-4 depending on your timing if you can
anticipate it.
And while you should generally be able to avoid being hit by the moths by
always being on the run (strafing around the arena), if you do trip up on
the surroundings or just don't get away in time, a moth attack ain't so
bad. Wiggle the shoulder and directional buttons to escape quickly, and
use the new opportunity to fire away at Mary/Maria with some free shots
since she won't attack immediately after.
Additionally, if you are ever pulled by her grapple, it does do a fair bit
of damage but does also give you a chance to get in at least six or seven
Handgun shots as she backs up after. Either way, continue with the above
strategy and she'll eventually drop, allowing you to finish her off.
Now, looking at the Shotgun and Hunting Rifle strategies, we're dealing
with the same things. These weapons do take a lot more time to fire and
escape after, so you'll have to really get your timing right and be
disciplined enough to keep running around before attacking in many cases.
Fairly regularly you may only be able to take just one and sometimes two
shots. If you're already aiming when the moths start to come, you may be
able to take off one shot if you're far away, but otherwise probably not.
One way or another Mary/Maria will eventually succumb to her injuries and
drop.
Additionally, there is a Great Knife strategy you can attempt (executioner
swings only), but this is a really difficult fight to get it right on Hard
since you'll always be in grab range and need to get on the move quickly
to avoid the moths. So it's not really a method I'd recommend. But surely
it can be mastered like all strategies.
Honestly, I recommend the Handgun strategy well over the Shotgun and
Rifle. It takes around 200 Handgun bullets and a lot of repetition, but at
least you're able to get shots off all the time, and all those bullets do
add up. After around 10 minutes with each strategy, Mary/Maria should fall
to the ground. Quickly fire one more shot at her with your equipped weapon
to finish the battle.
================
Other Strategies
================
Getting the Snake Coin
----------------------
Getting the Coin [Snake] in the Wood Side Apartments courtyard can be a
tricky part to avoid damage since you'll have to jump into a pool with
three Lying Figures. If you just jump straight in, it probably won't go
well, but you can prevail with some more thought.
You probably won't have much ammo at this point to kill by shooting, so
what you want to do is lure all three Lying Figures to one side by
standing at one of the corners atop the pool. Be sure to stand well clear
of the edge to avoid their spitting spray. Then jump in from the middle
and grab the coin from the side the creatures aren't on.
It's probably safest to lure them to the right corner, then jump in and
grab the coin by the left. But you can also lure them to the left corner
and grab it from the right side, then still have enough time to run along
the far wall of the pool and up the steps to safety. It's really not worth
killing these enemies since they're quite bundled up and perhaps pose too
much of a threat.
Pyramid Head in the Hospital Basement
-------------------------------------
This part can be a bit difficult at first but becomes rather automatic
once you've done it enough times and get a feel for it. My first
recommended save point is the 3F stairwell immediately before this, so if
you use that you'll be able to do this with no pressure anyway.
Remember that because you're on Hard Action Level, James will bump into
walls while running at full speed, eating up valuable time and preventing
you from just running through the corridor, since Maria will almost
certainly be killed. While it may technically be possible to zoom through
here perfectly, it's insanely difficult. Therefore you must slow Pyramid
Head down by emptying a clip into him at two recommended spots along the
path.
First, take a few steps around the corner corner to spawn our buddy. Make</pre><pre id="faqspan-11">
sure Maria is out of the way by the right wall and unload a full Handgun
clip into him. Then turn around and start your way down the hallway. Enter
your inventory to reload and once you reach the fenced-window, pass around
to the other side of it and unload another full clip into Pyramid Head.
This will be enough and now let you run to the elevator at the end with
Maria alive.
However if Maria does take more than one stabbing during all this process,
you may want to move just a little farther and unload a few more shots in
him, or perhaps do it instead a bit before the fenced-window before doing
it there too. Either way, once you reach the final lengthy straight with
Maria behind you, you're in the clear. Refer to below for a text map that
will guide you through the entire hallway. The fenced-window area is the
part where the hall pulls a U-turn and moves right beside itself.
As an aside, a helpful glitch occurred at this part during a practice run
of mine. I inadvertently pushed Maria as I ran ahead of her by the door
and ran around the corner as usual. But then to my surprise, Pyramid Head
walked around the corner first while I could not see Maria. I thought
"all right then" and began running down the hallway.
Noticing Pyramid Head wasn't going after Maria but instead actually
running after me, I continued the full length of the hallway. It looked
like he slowed down to start walking during the final stretch and I
triggered the end cutscene to move on. Thus, I completed the segment
without attacking Pyramid Head once.
I tried to manufacture this again on other playthroughs but I could never
get it to work (until once more many years later on PC). Interestingly, I
believe it occurred in the same run as the other glitch mentioned in the
Pyramid Head apartment battle, so perhaps something with the file was just
off. Either way, while it's unlikely for you to experience this, if it
does happen just run the entire hallway without worrying about Maria.
Ditching Maria in the Hospital
------------------------------
The combination of shooting so many enemies in the lethal hallways of the
hospital and Maria dying from just one bullet is supremely dangerous.
Maria generally steps away from James' sights, staying clear of combat,
but sometimes she can step right into where you're trying to fire.
To avoid playing with matches in the hospital, consider skipping straight
from the first floor to the third to drop Maria off in room S3 right off
the bat. Grab the Roof Key while you're in there and feel free to get
knocked off the roof before visiting the second floor, it's up to you.
In the Nightmare Hospital, be sure to get all the kills you can before
Maria rejoins you in the basement so that you can just run straight for
the Lead Ring and Trick or Treat prizes, killing any respawning enemies on
the way.
Maximizing Ammo Efficiency
--------------------------
You may notice that enemies may take more bullets to kill if you shoot
them at a slower pace or have to reload in between shots. Normally an
enemy that may take four or five bullets to knock down may take, five,
six, seven or sometimes even more if you have to stop to reload or even
lower your gun for a brief moment. Therefore, always be on top of your
ammo count as you shoot and try to always keep at least five bullets in
your Handgun when you start shooting an enemy to ensure you have enough to
down it in the very first go. That way you can consistently reload after
every two regular fighting kills.
Limiting James' Stumbles
------------------------
Since James will regularly run into walls at high speed while on Hard,
consider adjusting your movement to compensate for it. This includes
briefly letting go of the left stick just short of a door or corner wall
and then pushing it again. You only need to let go very briefly, just as
long as it breaks James' stride. Alternatively you can hit Square to
initiate a brief walk before running again, if using the recommended
reversed Walk/Run Control (with normal, let go of Square instead).
Generally it's not a big deal but keep in mind it costs you a couple
seconds every time it happens. But more importantly, in some cases you may
try to run past an enemy and then bump into a wall or door, only then to
be completely exposed to an attack if the enemy is close enough. Normally
this may not even cross your mind but it can totally catch you off guard,
so consider getting into a good habit of breaking your stride near corners
and doors to prevent any surprise tumbles and attacks.
Screen Fade-In
--------------
Surely if you're going for 10 stars you'll have noticed that every time
you enter a new room or use your inventory the screen will go through a
fade-in or fade-out transition, all while you still have control of your
character and are open to attacks. Normally it's not too bad but it can
still cost you, while it's a much longer dark period in the HD versions,
which I recommend avoiding anyway.
Therefore, always move clear of enemies before entering your inventory,
and be prepared to start shooting enemies immediately as you enter a room.
There are several rooms and hallways in the hospital where this is
imperative, along with a few Labyrinth hallways, so always be on your toes
and ready to shoot.
14 // p u z z l e s o l u t i o n s [tsr_14]
--------------------------------------------------------------------------
Below you will find all the puzzle solutions for Hard and Extra for quick
reference.
Grandfather Clock: Use the Clock Key and set the hands to 9:10.
Safe Combination: Turn to the first number, turn right to the second, left
to third, right to the fourth. V means 5, X means 10,
and any letters represent their numbered position in the
alphabet plus 9.
Old Coin Desk: Hard - Empty, Old Man, Empty, Snake, Prisoner
Extra - Old Man, Empty, Snake, Prisoner, Empty
Third Floor Patient Wing Keypad: The keypad code is 1328.
"Louise" Box: Combine and use the "Purple Bull" Key and "Lapis Eye" Key.
Enter typewriter code on the push-button lock.
Enter bloody wall code on the turning lock.
Trick or Treat Chest: Button order from top to bottom - 3, 1, 3.
Trap Door Keypad: Use the six possible combinations with the two or three
illuminated numbers on the keypad to open the door.
Box of Faces: Step into the metal room, opening it by turning the cube if
it's not already open, and find two doorways exactly
opposite each other. Turn the box of faces accordingly to
put those two doorways in the position of the entrance and
exit. Or simply use trial and error with the following face
options and possible directions they can face:
Yellow Eyes - up, down, right, left
Red Eyes - up, down
Green Eyes - up, down, right, left
Blue Eyes - up, down
Innocent Man: Hard - The Counterfeiter is innocent.
Extra - The Thief is innocent.
Locked Briefcase: Use the Thinner on the photo on the bed and enter that
code into the briefcase combination lock.
Music Box: From left to right - Cinderella, Little Mermaid, Snow White.
15 // h y p e r s p r a y u p g r a d e s [tsr_15]
--------------------------------------------------------------------------
The Hyper Spray is potentially unlocked in a number of ways. You can beat
the game once on Hard, twice with at least one clear on Normal, or three
clears on any level. It will then be found in the camper trailer at the
west end of Saul Street in East South Vale, at daytime near the start of
the game or when passing through at night.
The colour and effectiveness of the Hyper Spray depends entirely on the
ranking of your previous run through the game. They are each obtained
through the following rankings:
0.0-1.9/10 ranking - Purple spray
2.0-7.9/10 ranking - White spray
8.0-9.9/10 ranking - Yellow spray
10/10 ranking - Green spray
You may read elsewhere that the Purple spray is unlocked with a ranking of
less than 4 stars, which I can confirm is untrue and verify the
requirement to be less than 2. In fact, it takes an extraordinary amount
of effort to get a ranking that bad, trust me. That is likely why there is
very limited information available regarding it and why the requirement
has been wrongly identified, perhaps with assumptions being made and
misinformation continually propelled.
But you'd be surprised just how amazing the Purple spray is, second to
only the Green spray, so you are certainly rewarded for your achievement
of failure, perhaps with the game showing you pity by giving you a much
easier time. In fact I highly recommend any serious player to actually
unlock it and try it out. Read more about that below.
Both the White and Yellow sprays are fairly ordinary and not too effective
in comparison, while the Green spray is by far the best by killing enemies
immediately. It will be your reward for a 10/10 ranking. Refer to a full
list of what each spray entails below.
Do be aware that despite James covering his mouth while using the Hyper
Spray, using it will cause him gradual harm. It can potentially bring him
down all the way into critical status if using it long enough, but the
spray will never kill him directly. One enemy hit may do that instead at
that point, however. So prepare to heal whenever using it.
Lastly, understand that which Hyper Spray you will receive always depends
on your previous ranking. Therefore you may lose a certain colour and
receive another with a lesser ranking in another run. Sadly this means
the Green Hyper Spray (and all other colours) is not a permanent reward
and will be replaced by a lesser spray in your next run unless you
achieve 10 stars again. This is why it's important you create a separate
save for your Green Hyper Spray game clear (or all colours) so that you
can use it in a new run whenever desired. As a silver lining, this effect
is what allows you to achieve and use all Hyper Sprays, particularly the
Purple one.
Purple Hyper Spray (0.0-1.9 stars)
----------------------------------
-Knocks down Lying Figures instantly but does not harm them and does not
allow you to kick them.
-Immobilizes Mannequins, Nurses and Abstract Daddies for 6-10 seconds.
-Immediately kills Creepers when sprayed above.
-Makes Mannequins fight each other when in close proximity.
-Immobilizes Pyramid Head in the Apartment stairwell and Labyrinth for
about 5 seconds. Prevents him from attacking in the Hospital basement for
about 10 seconds.
-Instantly kills the Flesh Lips boss creatures when sprayed individually.
-Immobilizes the Abstract Daddy boss for about 10 seconds.
-Immediately forces Eddie to bail from the first room. Dramatically slows
his speed in the second room for brief periods but he'll still try to
attack you.
-Briefly immobilizes both Pyramid Heads and makes them attack each other
in the Hotel lobby fight (one may also wander around the room for a
while without looking for you). Pyramid Head in his Labyrinth lair will
unsuccessfully attempt to stab the Mandarins under the walkway.
-Dispels Mary/Maria's moths. The spray appears to make her slightly flinch
but otherwise doesn't affect her while upright. Kills her from her final
helpless position.
White Hyper Spray (2.0-7.9 stars)
---------------------------------
-Immobilizes Lying Figures, Mannequins and Nurses for 6-10 seconds.
-Immediately kills Creepers when sprayed above.
-Dispels Mary/Maria's moths but has no effect on her.
Yellow Hyper Spray (8.0-9.9 stars)
----------------------------------
-Immobilizes Lying Figures, Mannequins and Nurses for 6-10 seconds.
-Immediately kills Creepers when sprayed above.
-Makes Mannequins fight each other when in close proximity.
-Dispels Mary/Maria's moths but does nothing to her.
Green Hyper Spray (10 stars)
----------------------------
-Instantly kills Lying Figures, Creepers, Mannequins, Nurses and Abstract
Daddies.
-Immediately sounds the siren that makes Pyramid Head leave in the
Apartment battle.
-Instantly kills the Flesh Lips boss creatures when sprayed individually.
-Prevents Pyramid Head from attacking in the Hospital basement for about
10 seconds. Immobilizes him in the Labyrinth for about 5 seconds and
makes him try to attack the Mandarins in his lair.
-Instantly kills the Abstract Daddy boss.
-Instantly sends Eddie to the next room where it will then instantly kill
him when sprayed.
-Sends both Pyramid Heads to commit suicide in the Hotel lobby as soon as
each have been sprayed at least once.
-Dispels Mary/Maria's moths and instantly drops her to the floor when
sprayed. Kills her from her helpless lower position.
Note that the standard immobilization periods depend on your difficulty
level. That means 6-7 seconds on Hard and up to 10 seconds on Beginner.
Despite what you may have heard, using the Hyper Spray (or the Chainsaw)
will never deduct from your ranking in this game. Therefore you can even
use it during a 10-star ranking, or even abuse the Green spray to get
another easy 10-star run. That said, using the spray does lightly damage
you which is not ideal, so I'd avoid it altogether for your first 10-star
run.
Sub 2-Star Ranking Guide: How to Actually Unlock the Purple Hyper Spray
-----------------------------------------------------------------------
This entire 10-star guide will help you get the Green spray, while the
Yellow is easy enough if you just do a good, solid run or have a failed
10-star run, and the White spray is obtainable very easily basically just
by unlocking the spray itself. But what about the Purple spray? How does
one actually achieve a ranking below 2 stars? Good question, because it's
quite the achievement itself... And as I said the spray is worth trying.
So consider this... the Sub 2-Star Ranking Guide.
To acquire this unicorn of a spray you'll have to intentionally have a
genuinely awful run. You'll likely need to start a new file here since
every main scenario ending you already have is worth 4 small stars. It's
still doable with a few endings but you'll just have to compensate by
doing worse. Although remember you'll first have to unlock the spray
itself again in a new file.
You can unlock it with one run on Hard, but to play on Hard while doing
poorly puts you in a tough spot. You already want to limit items (such as
health and ammo), you'll have no bullet adjust, and more damage taken is
good, but these conflict while trying to survive Hard mode. You can find a
balance by focusing more on tanking all the other stats (but you will get
5 stars alone for Hard mode), and by all means go for it if you think you
can handle it, but it throws up several warning flags for me and could be
a very frustrating run. For an easier time I suggest just doing a speed
run through Hard (to unlock the Hyper Spray itself) and then doing your
terrible run on Beginner. Then you can unlock the Purple spray after your
second clear.
Easy Riddle Level will award you with just 1 small star (0.1/10) and
Beginner Action Level with 0, while the latter also prevents you from
being killed other than Pyramid Head's executioner swing in the apartment
battle. This way you can literally just stand in front of an enemy for
hours on idle, driving up your damage points and clear time without the
possibility of dying.
To minimize your ending points further, go for the same ending the second
time as your first to get no more points for it. Go for the In Water or
Maria ending the first time so it can be easily replicated on the second.
Just spam examine all the suicidal items and other requirements for In
Water or spam convos with Maria and check her Labyrinth door on repeat.
Why I suggest not doing Leave is that, while easy to achieve by default in
a speed run, it's harder to lock into this ending when receiving tons of
damage in your sub 2-star run, since there's otherwise no foolproof method
like just examining the letter or talking to Maria over and over for those
endings. In fact, avoiding damage (and healing regularly) IS the foolproof
method for Leave, and you're doing the opposite. So it doesn't really
compute.
I suggest In Water since your run will be so suicidal in general anyway.
Just make sure to spam examine Mary's photo, letter and Angela's Knife
while doing some of the other requirements. Otherwise you can still end up
with the Maria ending if you (accidentally) do a good job of protecting
Maria, especially if you've cleared In Water and not Maria yet, making the
latter easier to acquire. But anyway, by getting In Water once and then
getting it again on your second run, you will get no extra points for it.
So your total for Ending Clear will be 4 small stars for 1/4, which is the
bare minimum on any run.
Full disclosure, I personally achieved my sub 2-star ranking with 2/4 but
only cause I had a solo Hard mode Leave clear already (Hyper Spray
unlocked) and wanted to save some time, but I realized it was difficult to
replicate Leave again (which I couldn't and ended up with Maria). Instead
of starting fresh I just needed to compensate by doing worse with my other
stats. So it's possible, just more difficult.
Otherwise, leave your game idle for upwards of 16 hours (or way shorter if
you just do really bad in other stats), take 2500-3000 or more damage,
take 15+ minutes for the boat stage and collect no more than 79 items (1
star for 20 regular items gives you just 3 stars for 60-79), while you
have to pick up around 60 something anyway. And don't collect any extra
items, even the Hyper Spray, cause they each award 1 small star. Just be
patient for your next run.
If you kill all bosses by shooting you'll end up with at least 5 shooting
kills (3 Flesh Lips, Abstract Daddy and Mary/Maria) which will award you
with exactly 1 star (1 star per 5 kills in each category up to 15 stars
each). But you can balance this by killing at least one of them by
fighting. The Great Knife works well on the Abstract Daddy and Mary/Maria.
That way you'll get 0 stars for kills, assuming you don't fight other
monsters, which you shouldn't.
Lastly, the PC version always gives you 5 stars automatically no matter
how many times you saved, but on PS2 you can reduce this to zero stars. Do
so by spamming saves up to 30 or more.
Note that you don't have to get the bare minimum in all these stats just
as long as you're still under 2 large stars (20 small stars total), which
is easier on PS2, but on PC the default 5 stars for saves really makes you
push for a crazy clear time and tons of damage. But I managed on PC with
2/4 endings as well (1.3 stars between those two stats alone), so it's
very doable. For the record I ended up with a 1.9/10 ranking.
Near the end, feel free to see how close you are by beating the game and
checking your ranking, but absolutely make sure to keep at least one save
late in the game that you can reload and do even worse. A good spot is on
the dock so that you can ensure your boat time is terrible in case you did
too well, while any room with enemies in the hotel can drive up your
damage and is close to the end. Anywhere in the hotel will do to just
stand there on idle and drive up your clear time.
When you think you're finally in the clear, maybe save in a new file just
in case there's some stat you can't do too much about anymore. If it's
just clear time that's a concern then you can save before or after the
Pyramid Heads and be sure not to overwrite it until you're in the clear.
And that's it. Save your clear data of sub 2-stars, start another New Game
(highlighted yellow) and grab the Purple Hyper Spray in the camper
trailer.
Good luck on your absolutely dreadful run through the game and enjoy your
reward of the Purple Hyper Spray, knowing you're probably one of a very
few amount of people who have actually achieved it. I know I had a fun
time experimenting with it in my Purple spray run after otherwise knowing
very little about it beforehand. It certainly exceeded all my expectations
given it required such a poor ranking.
--------------------------------------------------------------------------
==========================================================================
16. I T E M L I S T [SH2_16]
==========================================================================
--------------------------------------------------------------------------
Here you will find a complete roster of all the unique items found in the
game for quick reference. This means weapons, all key items and maps. If
there's a certain item you're looking for, or you wish to read its
inventory description or understand what it's for, you can do that here.
For a full roster of all the memos and notes found in the game, refer to
the Memos section of this FAQ below.
===========
Weapon Name
===========
Great Knife
Handgun
Hunting Rifle
Shotgun
Steel Pipe
Wooden Plank
=================
Extra Weapon Name
=================
Chainsaw
Hyper Spray
=========
Item Name
=========
Angela's Knife
Apartment Gate Key
Apartment Stairway Key
Bar Key
Basement Storeroom Key
Bent Needle
Can Opener
Canned Juice
"Cinderella" Music Box
Clock Key
Coin [Old Man]
Coin [Prisoner]
Coin [Snake]
Copper Ring
Courtyard Key
Dry Cell Battery
Elevator Key
Employee Elevator Key
Examination Room Key
Fire Escape Key
"Fish" Key
Flashlight
Horseshoe
Hospital Lobby Key
Hotel Stairway Key
Key of the Persecuted
Key to Hotel Room 204
Key to Hotel Room 312
Key to Room 202
"Lapis Eye" Key
Laura's Letter
Lead Ring
Letter from Mary
Light Bulb
Lighter
"Little Mermaid" Music Box
Lyne House Key
Old Bronze Key
Photo of Mary
Piece of Hair
"Purple Bull" Key
Radio
Roof Key
Rust-Colored Egg
Scarlet Egg
"Snow White" Music Box
Spiral-Writing Key
Tablet of "Gluttonous Pig"
Tablet of "The Oppressor"
Tablet of "The Seductress"
Thinner
Videotape
Wax Doll
Wire Cutter
Wrench
===============
Extra Item Name
===============
Blue Gem
Book: "Crimson Ceremony"
Book: "Lost Memories"
Dog Key
Obsidian Goblet
White Chrism
========
Map Name
========
Hotel Map (for employees)
Hotel Map (for guests)
Map of Silent Hill
Map of the Apt Bldg
Map of the Hospital
Map of the Labyrinth
Map of the Prison
Map of the West Apt. Bldg
w e a p o n s
-=-=====---=--======----===-====---=-======--==-======-----=-=====----=-==
--------------------------------------------------------------------------
Weapon: | Great Knife
Location: | On the table in Pyramid Head's lair, Labyrinth.
Description:| "Massive weapon wielded by Pyramid Head.
| Hard to use, but lethal."
Notes: | The most powerful weapon in the game, but awkward to use.
| So heavy that James must drag it behind him.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Handgun
Location: | In the shopping cart in room 301, Wood Side Apartments 3F.
Description:| "Full clip holds 10 bullets. Light handgun.
| Not much stopping power, but easy to use."
Notes: | An M92F Beretta pistol. The first firearm James acquires.
| Best at close and medium range.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Hunting Rifle
Location: | In the weapons lock-up just behind the warden's office,
| Toluca Prison 1F.
Description:| "Maximum capacity 4 shots. Takes a long time
| between shots, but each shot is very powerful."
Notes: | Powerful and extremely accurate. Best at long range. Lacks
| in firing rate.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Shotgun
Location: | In the open locker of the Women's Locker Room, Brookhaven
| Hospital 2F.
Description:| "Maximum capacity 6 shots. Tough to use,
| but can attack opponents in a group."
Notes: | High stopping power but lacks a little in range. Best at
| close range, great for its widespread blast.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Steel Pipe
Location: | Stuck in a car's hood at Texxon Gas at the southeast of the
| Nathan and Carroll intersection, West South Vale.
Description:| "3-foot long steel pipe.
| Not very destructive, but good range."
Notes: | Far superior to the Wooden Plank. Good attack range and
| power.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Wooden Plank
Location: | Attached to the scaffolding of the construction site at the
| north end of Vachss Road, East South Vale.
Description:| "Wooden plank with nails on one end.
| Not very powerful, but easy to use."
Notes: | The first weapon James acquires. Weak, but okay at close
| range. Take caution when using.
--------------------------------------------------------------------------
e x t r a w e a p o n s
-=-=====---=-=-=====---=-====---=-==-=====----=-====---=-====--==-=-====--
--------------------------------------------------------------------------
Weapon: | Chainsaw
Location: | Stuck in a stack of logs across from the Silent Hill Ranch
| on the East South Vale nature trail.
Description:| "Gas-powered chainsaw.
| Extremely high attack power."
Available: | Only in a New Game Plus.
Notes: | Powerful but hard to use. James needs to cut the power to
| run and start it up again to attack.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Hyper Spray
Location: | On the table in the camper trailer at the intersection of
| Saul and Harris, East South Vale.
Description:| "Suspicious spray can.
| Effect unknown."
Available: | Only in a New Game Plus after completing Hard Action Level
| once, beating the game twice with at least once on Normal,
| or three times on any level.
Notes: | Immobilizes enemies for a brief amount of time when sprayed,
| along with other potential effects. Colour and power of
| spray depends on ranking. Inflicts light damage to James
| while using.
--------------------------------------------------------------------------
i t e m s
---=-======----=-====----=-=====----=-===----=-===---===----====--========
--------------------------------------------------------------------------
Item: | Angela's Knife
Location: | Acquired from Angela in the mirror room in room 109, Blue
| Creek Apartments 1F.
Description:| "Knife from Angela. I don't plan on
| using this as a weapon."
Examine: | "The blade is stained with something red."
Purpose: | If examined, may change the outcome of the ending received
| at the end of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Apartment Gate Key
Location: | On the ground right by the corpse at the north end of Martin
| Street, East South Vale.
Description:| "Old-looking key that I found in town."
Purpose: | Unlocks the front gate of Wood Side Apartments on Katz
| Street, East South Vale.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Apartment Stairway Key
Location: | On the bed in the open bedroom of room 208 after crossing
| over from 209, Blue Creek Apartments 2F.
Description:| "Key to door that leads from the westside
| apartment hall to the stairway."
Examine: | "It says 'North stairway'."
Purpose: | Unlocks the north stairwell on 2F of Blue Creek Apartments.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Bar Key
Location: | Hanging from the boiler in the Boiler Room, Lake View Hotel
| B1F.
Description:| "Key to door which goes from hotel's underground
| bar to hallway. Found it in boiler room."
Purpose: | Unlocks the "Venus Tears" bar door from the inside, Lake
| View Hotel B1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Basement Storeroom Key
Location: | On the ledge above the reaching arms in room M6, Nightmare
| Hospital 2F.
Description:| "It was inside the wall with that strange
| painting. It's the key to the hospital
| basement's storeroom."
Purpose: | Unlocks the basement Storeroom, Nightmare Hospital.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Bent Needle
Location: | Stuck in the teddy bear in the Women's Locker Room,
| Brookhaven Hospital 2F.
Description:| "Rusty, bent needle. It was stuck in
| the stuffed animal in the locker room."
Purpose: | One of the two items needed to get the key in the drain in
| the Shower Room, Brookhaven Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Can Opener
Location: | In the open safe in the Office, Lake View Hotel 1F.
Description:| "Tool for opening cans."
Purpose: | Opens the unmarked can on the counter in the basement
| Kitchen, Lake View Hotel.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Canned Juice
Location: | Sitting in front of the door to room 107, Wood Side
| Apartments 1F.
Description:| "Six-pack of canned juice.
| It was in the hallway on the 1st floor."
Purpose: | Knocks the stuck garbage out of the garbage chute on 2F,
| Wood Side Apartments.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Cinderella" Music Box
Location: | Inside the locked suitcase in room 202, Lake View Hotel 2F.
Description:| "Music box with figure from the
| fairy tale, 'Cinderella', attached.
| Found inside trunk in room 202."
Purpose: | One of the three music boxes needed to solve the music box
| puzzle in the Lobby, Lake View Hotel 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Clock Key
Location: | Inside the hole in the wall in the open bedroom of room 202,
| Wood Side Apartments 2F.
Description:| "There's a small clock at the end of the key.
| It was in a hole in the wall in room 202."
Examine: | "Now that I think of it, there was a
| big clock in room 208..." (after examining clock)
Purpose: | Unlocks the face of the clock in room 208, Wood Side
| Apartments 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Coin [Old Man]
Location: | At the bottom of the garbage chute in front of Wood Side
| Apartments, after knocking the garbage loose from 2F.
Description:| "Large coin imprinted with the face of an
| old person. Took it out of the trash chute exit."
Examine: | "It looks like an old man."
| "The reverse side shows a gravestone." (Extra Riddle Level)
Purpose: | One of the three coins needed to solve the old coin puzzle
| in room 105, Blue Creek Apartments 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Coin [Prisoner]
Location: | On the nightstand in the mirror room in room 109, Blue Creek
| Apartments 1F.
Description:| "Large coin imprinted with image of a prisoner.
| Found it in the west apartment building."
Examine: | "This prisoner looks like a woman."
| "The reverse side shows an egg." (Extra Riddle Level)
Purpose: | One of the three coins needed to solve the old coin puzzle
| in room 105, Blue Creek Apartments 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Coin [Snake]
Location: | In the baby carriage in the drained courtyard pool of Wood
| Side Apartments.
Description:| "Large coin imprinted with a snake.
| I found it in that pool with no water."
Examine: | "The reverse side of the coin is a crescent moon." (Extra
| Riddle Level)
Purpose: | One of the three coins needed to solve the old coin puzzle
| in room 105, Blue Creek Apartments 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Copper Ring
Location: | In the center of the floor down the ladder, after moving the
| shelf in the basement Storeroom, Nightmare Hospital.
Description:| "I found in the basement of the hospital.
| It's engraved with a picture of a spider."
Purpose: | One of two rings needed to open the patient wing stairwell,
| Nightmare Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Courtyard Key
Location: | In the closet where James hides in room 307, Wood Side
| Apartments 3F.
Description:| "Key to door which leads from the westside
| stairway hall to the courtyard."
Examine: | "It says 'courtyard'."
Purpose: | Unlocks the courtyard door in the west lobby, Wood Side
| Apartments 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Dry Cell Battery
Location: | On the ledge above the reaching arms in room M6, Nightmare
| Hospital 2F.
Description:| "Got it in the hospital room.
| Just an ordinary dry cell battery"
Examine: | "It looks like it's the same type
| of battery as the flashlight."
Purpose: | Replaces the old battery for the Flashlight when it dies
| under the Historical Society.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Elevator Key
Location: | In the shower drain in the Shower Room, Brookhaven Hospital
| 3F (Bent Needle and Piece of Hair required).
Description:| "'Patient wing elevator' is written on the tag.
| It was stuck in the bath pipe."
Purpose: | Unlocks the cover to call the patient wing elevator from 3F
| or 2F, Brookhaven Hospital.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Employee Elevator Key
Location: | On the desk in room 204, Lake View Hotel 2F.
Description:| "The tag on it says: 'Employee elevator.'
| Found it in room 204."
Purpose: | Unlocks the Employee Elevator Room in the eastern 2F
| corridor, Lake View Hotel.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Examination Room Key
Location: | In the bloody lab coat pocket in the Men's Locker Room,
| Brookhaven Hospital 2F.
Description:| "'Examination room' is written on the tag.
| Found it in the pocket of the white lab jacket
| in the men's locker room."
Purpose: | Unlocks the Examination Room, Brookhaven Hospital 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Fire Escape Key
Location: | On the floor on the east side of the bars in the Wood Side
| Apartments 3F corridor.
Description:| "Key to door leading from hallway
| to fire escape. Found in 3rd floor hall."
Examine: | "The tag attached to it says
| 'fire escape'.
| I got my hand stepped on the first time
| I tried to get this. I wonder what happened
| to that kid...?"
Purpose: | Unlocks the fire escape door at the west end of the Wood
| Side Apartments 2F corridor.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Fish" Key
Location: | On the plate on the set table in the Lake Shore Restaurant,
| Lake View Hotel 1F.
Description:| "Key with fish-shaped key holder.
| It was on top of the restaurant table."
Purpose: | Unlocks the briefcase in the Cloakroom, Lake View Hotel 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Flashlight
Location: | On the fashion dummy wearing Mary's clothes in room 205,
| Wood Side Apartments 2F.
Description:| "One-touch ON/OFF power switch.
| Currently in breast pocket."
| "Is this thing out of batteries? (when battery
| It won't light up when I press the switch. dies)
| "Is this thing broken? (after viewing
| Pressing the switch doesn't do anything." videotape)
Purpose: | Illuminates your path and allows you to pick up items and
| read your map in dark areas.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Horseshoe
Location: | Hanging on the handle of the entrance door in the courtyard
| of Toluca Prison, after inserting the three tablets.
Description:| "Metal horseshoe.
| It was hanging in the door of the square."
Purpose: | One of the three items needed to create a handle for the
| floor hatch in the civilian corridor, Toluca Prison 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Hospital Lobby Key
Location: | On the desk in the Director's Room, Nightmare Hospital 1F.
Description:| "Found in the Director's office.
| Key to hospital's front lobby."
Purpose: | Unlocks the lobby doors, Nightmare Hospital 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Hotel Stairway Key
Location: | On the large music box turntable after solving the music box
| puzzle in the Lobby, Lake View Hotel 1F.
Description:| "Key to door from stairway to 3rd floor hall.
| It was hidden inside the big music box in the lobby."
Purpose: | Unlocks the gate blocking the 3F corridor from the stairs,
| Lake View Hotel.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Key of the Persecuted
Location: | On the ground where the wrongfully hanged man was in the
| corpse room, after pulling the correct noose in the noose
| room, Labyrinth.
Description:| "Key left by prisoner who was wrongly
| executed."
Purpose: | Unlocks the handcuffs locking the valve to the gate in the
| Labyrinth.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Key to Hotel Room 204 (Key to Room 204)
Location: | Inside the briefcase in the Cloakroom, Lake View Hotel 2F.
Description:| "Key to room number 204.
| Took it from the bag inside the cloakroom."
Purpose: | Unlocks room 204, Lake View Hotel 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Key to Hotel Room 312 (Key to Room 312)
Location: | In one of the key boxes behind the Reception desk, Lake View
| Hotel 1F.
Description:| "Key to room number 312 in the hotel.
| It was lying behind the counter of the lobby
| reception desk."
Examine: | "Room 312 is the room Mary and
| I stayed in three years ago."
Purpose: | Unlocks room 312, Lake View Hotel 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Key to Room 202
Location: | On the bookshelf in room 208, Wood Side Apartments 2F, after
| acquiring the Handgun and trying to reach the key on 3F.
Description:| "'202' is written on the top of the key.
| Got it in room 208."
Purpose: | Unlocks room 202, Wood Side Apartments 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Lapis Eye" Key
Location: | In the nightstand drawer in room M2, Brookhaven Hospital 2F.
Description:| "An eye is carved into the top of the key.
| The iris part is made of a lapis lazuli."
Purpose: | One of the two keys needed to solve the "Louise" puzzle in
| room S14, Brookhaven Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Laura's Letter
Location: | Acquired from Laura in the Lake Shore Restaurant, Lake View
| Hotel 1F.
Description:| "Letter supposedly given to Laura by Mary."
Purpose: | More information regarding Mary.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Lead Ring
Location: | Inside the fallen refrigerator in the Day Room, Nightmare
| Hospital 2F (Maria needed to acquire).
Description:| "Ring from the refrigerator.
| It's engraved with a disgusting, bloated face."
Purpose: | One of two rings needed to open the patient wing stairwell,
| Nightmare Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Letter from Mary
Location: | Held from the beginning of the game.
Description:| "That's definitely Mary's name in her own
| handwriting on the front of the envelope."
Examine: | "There's nothing written on
| the stationary." (after Eddie boss fight)
| "There is nothing in the envelope." (after viewing
| videotape)
Purpose: | If examined, may change the outcome of the ending received
| at the end of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Light Bulb
Location: | Inside the can on the counter of the basement Kitchen, Lake
| View Hotel.
Description:| "Found inside can in kitchen of bar.
| Normal light bulb."
Purpose: | Inserts into the lamp on the counter of the "Venus Tears"
| Bar, allowing James to see and unlock the door, Lake View
| Hotel B1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Lighter
Location: | On the counter of the civilian side of the intact visiting
| room in the northwest corridor, Toluca Prison 1F.
Description:| "Metal lighter.
| Looks like its flame is stronger than normal lighters."
Purpose: | One of the three items needed to create a handle for the
| floor hatch in the civilian corridor, Toluca Prison 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Little Mermaid" Music Box
Location: | On the edge of the west water fountain in the back entrance
| courtyard of the Lake View Hotel.
Description:| "Music box with figure from the fairy
| tale, 'The Little Mermaid', attached.
| Found at the garden fountain."
Purpose: | One of the three music boxes needed to solve the music box
| puzzle in the Lobby, Lake View Hotel 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Lyne House Key
Location: | Inside the secretarial desk in room 105, Blue Creek
| Apartments 1F, after solving the old coin puzzle.
Description:| "It was in the coin puzzle desk.
| The tag on it says 'Lyne'."
Examine: | "This must be the key mentioned in that note.
| The one that says it was 'left with Uncle David'." (after
| reading "Dear Tim" note on room 209's door)
Purpose: | Unlocks room 209, Blue Creek Apartments 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Old Bronze Key
Location: | Inside the buried tin box behind the praying woman statue in
| Rosewater Park, Dark South Vale (Wrench required to open).
Description:| "Antique-looking bronze key. It was hidden
| behind one of those statues lined up in the park."
Purpose: | Unlocks the Silent Hill Historical Society in Dark South
| Vale.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Photo of Mary
Location: | Held from the beginning of the game.
Description:| "A photo from when she was still healthy."
Purpose: | If examined, may change the outcome of the ending received
| at the end of the game.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Piece of Hair
Location: | Inside the "Louise" box in room S14, Brookhaven Hospital 3F.
Description:| "Long brown hair.
| It was in that 'box.'"
Purpose: | One of the two items needed to get the key in the drain of
| the Shower Room, Brookhaven Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Purple Bull" Key
Location: | Beside the typewriter on the desk in the Document Room,
| Brookhaven Hospital 1F.
Description:| "A bull is drawn on it in purple.
| It was on the desk in the document room."
Purpose: | One of the two keys needed to solve the "Louise" puzzle in
| room S14, Brookhaven Hospital 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Radio
Location: | Inside the construction site at the north end of Vachss
| Road, East South Vale.
Description:| "Small portable radio.
| Emits static when monsters are nearby."
Purpose: | Emits static to warn of nearby enemies. Volume can be
| adjusted or turned on and off.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Roof Key
Location: | On the nightstand in room S3, Brookhaven Hospital 3F.
Description:| "Key to roof of office wing. Got it in the
| 3rd floor hospital room where Maria is resting."
Purpose: | Unlocks the door to the roof, Brookhaven Hospital.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Rust-Colored Egg</pre><pre id="faqspan-12">
Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo
| in the Lobby, Nightmare Hotel 1F.
Description:| "It's about the size of a quail's egg.
| Pyramid Head was holding it."
Purpose: | Unlocks one of the Lobby exit doors once both eggs are
| inserted after the Pyramid Head Duo boss fight, Nightmare
| Hotel 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Scarlet Egg
Location: | Held by one of the Pyramid Heads after the Pyramid Head Duo
| in the Lobby, Nightmare Hotel 1F.
Description:| "About the size of a quail's egg.
| Pyramid Head was holding it."
Purpose: | Unlocks one of the Lobby exit doors once both eggs are
| inserted after the Pyramid Head Duo boss fight, Nightmare
| Hotel 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | "Snow White" Music Box
Location: | On the shelf in the Pantry, Lake View Hotel 1F.
Description:| "Music box with 'Snow White'
| drawn on it. Found in pantry."
Purpose: | One of the three music boxes needed to solve the Music Box
| Puzzle in the Lobby, Lake View Hotel 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Spiral-Writing Key
Location: | On the ground in the trap door room in the sewers area
| beneath the Silent Hill Historical Society.
Description:| "Key with slim, 3-inch long cylinder attached.
| The cylinder is engraved with spiral writing."
Examine: | "It says: ''Tis doubt which leadeth thee
| to Purgatory.'"
Purpose: | Unlocks the gate on the ground past the trap door room in
| the sewers area, underneath the Historical Society.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Tablet of "Gluttonous Pig"
Location: | On the table at the back of the Cafeteria, Toluca Prison 1F.
Description:| "Metal tablet with 'Gluttonous Pig' drawn
| on one side. Found it in the dining room."
Purpose: | One of the three tablets needed to insert into the scaffold
| in the courtyard of Toluca Prison.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Tablet of "The Oppressor"
Location: | On the bed in the seventh cell from the east in the north
| cellblock, Toluca Prison 1F.
Description:| "Metal tablet with 'The Oppressor' drawn
| on one side. Found it in the cell."
Purpose: | One of the three tablets needed to insert into the scaffold
| in the courtyard of Toluca Prison.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Tablet of "The Seductress"
Location: | On the floor in the northeast shower in the shower room,
| Toluca Prison 1F.
Description:| "Metal tablet with 'Seductress' drawn
| on one side. Found it in the shower room."
Purpose: | One of the three tablets needed to insert into the scaffold
| in the courtyard of Toluca Prison.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Thinner
Location: | On the floor in the open elevator on B1F, Lake View Hotel.
Description:| "Small can filled with thinner.
| It was lying inside the elevator."
Purpose: | Erases the black ink from the photo in room 202, Lake View
| Hotel 2F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Videotape
Location: | Inside the open safe in the Office, Lake View Hotel 1F.
Description:| "Videotape I forgot at the hotel three years ago."
Examine: | "'Silent Hill' is written on the label
| in my handwriting.
| This is definitely the videotape
| I recorded back then."
Purpose: | Insert into the VCR in room 312, Lake View Hotel 3F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Wax Doll
Location: | On the bed in the second cell from the east in the south
| cellblock, Toluca Prison 1F.
Description:| "Doll carved from wax.
| It was lying in the cell."
Purpose: | One of the three items needed to create a handle for the
| floor hatch in the civilian corridor, Toluca Prison 1F.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Wire Cutter
Location: | In the fuse box in the rotating cube room, after speaking to
| Maria, Labyrinth.
Description:| "Tool for cutting wires or electric cables."
Purpose: | Cuts the wires blocking the doorway across from the entrance
| of the Labyrinth.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Wrench
Location: | On the porch of the second house north of Gonzale's Mexican
| Restaurant on Lindsey Street, Dark South Vale.
Description:| "I found this on the Lindsey street.
| It's a tool used for turning nuts and bolts."
Purpose: | Unscrews the bolts on the tin box behind the praying woman
| statue in Rosewater Park, Dark South Vale.
--------------------------------------------------------------------------
e x t r a i t e m s
===-=-====----=-====---=-==-======--=-=====--=-=-==-=----=-=-====--=-==---
--------------------------------------------------------------------------
Item: | Blue Gem
Location: | On the ground along the back wall of the rest stop washroom
| at the beginning of the game.
Description:| "Maybe I could use it somewhere..."
Available: | Greatest Hits/Director's Cut version only, only in a New
| Game Plus after first completing both scenarios.
Purpose: | Use in the following three locations to receive the UFO
| ending: Nightmare Hospital Garden, in front of the boat on
| the south Toluca Lake dock after fighting Eddie, and near
| the window in room 312 of Lake View Hotel before watching
| the videotape.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Book: "Crimson Ceremony"
Location: | On the shelf behind the headphones on the desk in the
| Reading Room, Nightmare Hotel 2F.
Description:| "About some ancient god.
| Author unknown."
Available: | Only in a New Game Plus.
Purpose: | One of the four items required in your inventory at the end
| of the game to receive the Rebirth ending.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Book: "Lost Memories"
Location: | In the newspaper stand at the Texxon Gas Station in West
| South Vale.
Description:| "A book about the history and legends
| of this town and the surrounding area."
Available: | Only in a New Game Plus.
Purpose: | One of the four items required in your inventory at the end
| of the game to receive the Rebirth ending.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Dog Key
Location: | Inside the doghouse in the open lot directly across Nathan
| Avenue when exiting Rosewater Park, just west of Jack's Inn,
| West South Vale.
Description:| "Found inside a dog house.
| No idea where to use it."
Available: | Only in a New Game Plus after receiving all three regular
| endings or the Rebirth ending in the same file.
Purpose: | Unlocks the 3F Observation Room of the Nightmare Hotel,
| after viewing the videotape.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Obsidian Goblet
Location: | Inside the smashed display case in the second exhibition
| room in the Silent Hill Historical Society.
Description:| "Ancient-looking goblet carved from pure
| obsidian. Found it in the old museum."
Examine: | "A snake is carved into its stem."
Available: | Only in a New Game Plus.
Purpose: | One of the four items required in your inventory at the end
| of the game to receive the Rebirth ending.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | White Chrism
Location: | On the kitchenette counter of room 105, Blue Creek
| Apartments 1F.
Description:| "Glass bottle containing milky white anointing oil."
Available: | Only in a New Game Plus.
Purpose: | One of the four items required in your inventory at the end
| of the game to receive the Rebirth ending.
--------------------------------------------------------------------------
m a p s
--=-=====---=-=====--====-====---==-======---=-====---=-=====----=-====---
--------------------------------------------------------------------------
Map: | Hotel Map (for employees)
Location: | On the noticeboard just outside the employee elevator on 1F,
| Lake View Hotel.
Covers: | Floors 1F, 2F, 3F and B1F of Lake View Hotel and Nightmare
| Hotel, including the employee areas.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Hotel Map (for guests)
Location: | On the noticeboard just inside Lake View Hotel, 1F.
Covers: | Floors 1F, 2F, 3F and B1F of Lake View Hotel and Nightmare
| Hotel, excluding the employee areas.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of Silent Hill
Location: | On the driver seat of James' open car on the Observation Deck.
Covers: | The whole exterior of East and West South Vale and Paleville.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of the Apt Bldg
Location: | On the left noticeboard just inside the lobby, Wood Side
| Apartments 1F.
Covers: | Floors 1F, 2F and 3F of Wood Side Apartments, including the
| courtyard linking the west and north wings.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of the Hospital
Location: | On the bulletin board just inside Brookhaven Hospital, 1F.
Covers: | Floors 1F, 2F, 3F, BF and RF of Brookhaven Hospital and
| Nightmare Hospital.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of the Labyrinth
Location: | Not found but drawn by James with his Flashlight on.
Covers: | Only the areas of the Labyrinth that you explore, since James
| draws the map as he goes.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of the Prison
Location: | On the left table in the middle of the first hallway of
| Toluca Prison, 1F.
Covers: | Floors 1F and B1F of Toluca Prison.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Map: | Map of the West Apt. Bldg
Location: | On the floor beside the door just inside the west stairwell on
| 2F, Blue Creek Apartments.
Covers: | Floors 1F, 2F and 3F of Blue Creek Apartments (although 3F is
| never explored).
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
17. S A V E P O I N T L O C A T I O N S [SH2_17]
==========================================================================
--------------------------------------------------------------------------
Over the course of the game you'll come across several red square sheets
on walls, tables and other objects. These are save points, allowing you
to record your progress upon examining them. This section contains the
location for each and every save point found in the game.
East South Vale
===============
1. At the bottom of the well just before the graveyard's main gates on the
nature trail.
2. On the table in the fenced lot on Vachss Road.
3. On the bed inside the camper trailer at the west end of Saul Street.
Wood Side Apartments
====================
4. On the right wall just inside the west lobby entrance.
5. On the pushcart by the kitchenette in room 209 2F.
Blue Creek Apartments
=====================
6. On the wall at the end of the short hallway in room 105 1F.
7. On the wall in the bedroom of room 208 2F, after crossing over from 209.
West South Vale
===============
8. On the trunk of the green car in the Jack's Inn parking lot.
Brookhaven Hospital
===================
9. On the desk in the Reception 1F.
10. On the left wall in room S11 3F.
Nightmare Hospital
==================
11. On the lattice fence inside the far west hallway on 1F, after entering
from the Garden.
12. On the pillar in the employee wing stairwell on 3F.
13. On the right wall by the exiting lobby doors on 1F.
Dark South Vale
===============
(Save points 2, 3 and 8 are all accessible again at nighttime.)
Silent Hill Historical Society
==============================
14. On the counter just inside the entrance.
Toluca Prison
=============
15. On one of the pillars at the back of the cafeteria 1F.
16. On the wall by the urinals in the men's washroom 1F.
Labyrinth
=========
17. On the wall by the entrance door to the Labyrinth, just after the long
elevator ride.
18. On the wall beside the door up the ladder, just before the Abstract
Daddy boss fight.
19. On one of the gravestones in the catacomb.
Toluca Lake
===========
20. On the far lone barrel along the dock.
Lake View Hotel
===============
21. On one of the chairs in the Lobby 1F.
22. On the wall by the door in the Employee Elevator Room 2F.
Nightmare Hotel
===============
23. On the door of room 313 3F.
24. Nine Red Squares on the wall in the small room just north of the Lobby
on 1F, right before the Pyramid Head Duo boss fight.
--------------------------------------------------------------------------
==========================================================================
18. M E M O S [SH2_18]
==========================================================================
--------------------------------------------------------------------------
During the game you will find several documents and notes of different
kinds lying around, which are generally all attributed as "memos". Once
found, these memos can be referenced in the Memo section of your
inventory.
Keep in mind that you will also find several notes of minor importance
which do not appear in that menu. This section contains each and every
memo found in the game in addition to all these minor notes, listed below
in each category.
=================
Table of Contents
=================
Memos
-----
Swamp Monument
Memo next to corpse #1
Memo next to corpse #2
Memo next to corpse #3
Memo next to corpse #4
Memo next to corpse #5
Memo next to corpse #6
Newspaper from shop window
Map found on bar
Wall scratches
"Three different sizes, time on the run."
"Three needles stand of three different heights."
Article about murder incident
Sightseeing brochure
Wallet in toilet bowl
"Dear Tim"
"To the right is the lady."
"Three bright coins in five holes be"
"First lies the seat of He"
"Like coins in the hazy aether tossed"
Map found near bridge
Patient record
Doctor's journal
Number written on the whiteboard
Whiteboard graffiti
Imprint on carbon paper
"Tern tern tern the numbers"
"Louise"
Diary from roof
"The basement's basement."
"She is an angel"
"I took the direckters's key"
"There's a letter and a wrench."
"The key is in the park."
Words written on the wall.
Pyramid Head painting
"Waterfront landscape"
Painting 1, from cell
Painting 2, from cell
Painting 3, from cell
Inscription on gallows
Legend of the Lake
Prison guard's diary
Blood-soaked newspaper
"Please someone save me"
"Dead men, dead men"
Condemned man's diary
"Death upon the head of the sinner"
Receptionist memo
Photos from trunk
Extra Memos
-----------
"The Road to Tomorrow"
"Choosing Death"
"How to be a Happy Couple"
Item Memos
----------
Letter from Mary
Book: "Lost Memories"
Laura's Letter
Book: "Crimson Ceremony"
Letter from Mary (full)
Tape Transcripts
----------------
Videotape
Notes
-----
Bar Neely's
"The door that wakes in darkness"
Another Conclusion
"The scars from the past"
Rosewater Park stone
Patrick Chester
"In memory of the sixty seven who died"
Jennifer Carroll
East Lakeview Hotel billboard
Historical Society billboard
West Lakeview Hotel billboard
Heaven's Night billboard
Jacks Inn billboard
Pete's Bowl-O-Rama billboard
Heaven's Night neon sign
Refrigerator note
Joseph
Historical Society plate
Wiltse Coal Mine
Brookhaven Hospital
Prisoner note
Banquet painting
Skewering painting
Toluca Prison Camp painting
Counterfeiter
Kidnapper
Thief
Bodily Injurer
Arsonist
Swindler
Embezzler
Murderer
Notice!
The Felon
Walter Sullivan's Tombstone
Miriam K.'s Tombstone
James' Tombstone
Angela's Tombstone
Eddie's Tombstone
Toluca Lake dock wall
Hotel Map note
Venus tears plate
Weight allowance note
Heater note
Music Box puzzle
m e m o s
===---=-====---=-====---=-====---=-=====---===--=-=====---=-=====---=-=-==
All of these memos can be found in the Memo menu of your inventory once
you've read them. Some contain helpful information pertaining to puzzles
while others may just be an interesting read of additional lore.
--------------------------------------------------------------------------
Title: Swamp Monument
Location: On the west sidewalk near the north end of Lindsey Street, East
South Vale.
Content:
Remains of _____ Swamp
The _____ers of land surroun____
__is monument was originally
swamp, but was later fil____
Fr_____ng ago, t___________s
nicknamed Blood Swamp because
the _________ers poured the wat__
_sed to wash the ex__________ols
in here.
Perhaps it's fo_______________hat
many pe________m to have s___
________n the area.
[Fully-legible version:]
Remains of Blood Swamp
The x meters of land surrounding
this monument was originally
swamp, but was later filled in.
From long ago, the swamp was
nicknamed Blood Swamp because
the executioners poured the water
used to wash the execution tools
in here.
Perhaps it's for that reason that
many people seem to have seen
ghosts in the area.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #1
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
I'm going to write everything that
I've learned so far. Maybe that will
help you out somehow.
If you're reading this,
it probably means I'm
already dead.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #2
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
I saw those demons. They were
there, I'm certain. But my friend
says he didn't see anything.
If that's true, does that mean
that what I saw was an illusion?
But whether that demon that
ate human beings was real, or
whether it was just some kind
of hallucination that my mind
dreamed up... one thing I know
for sure is that I'm beyond all
hope.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #3
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
It seems that they're attracted
to light. That's why people who
need light to see are their natural
prey.
They also react strongly to sound.
If you want to go on living,
you'd be better off just sitting
in the dark and staying quiet.
But even that probably won't
save you.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #4
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
If you're going to try to fight them,
the most important thing is to relax.
It's dangerous to fire a gun while
you're all crazy with fear.
Take good aim, and then squeeze
the trigger. And don't forget to
finish them off. I think most of
those creatures can be killed,
even if they are tougher than
people.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #5
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
Run away.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Memo next to corpse #6
Location: On the ground by the corpse at the north end of Neely Street,
East South Vale.
Content:
Run away! Run away! Run away!
Run away! Run away! Run away!
Run away! Run away! Run away!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Newspaper from shop window
Location: On the paper on the inside of the window in Neely's Bar, Neely
Street, East South Vale.
Content:
There was a HOLE here.
It's gone now.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Map found on bar
Location: On the bar inside Neely's Bar, Neely Street, East South Vale.
Content:
[map with "?" labelled at the top of Martin Street]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Wall scratches
Location: On the wall in the clock room of room 208, Wood Side Apartments
2F.
Content:
Henry
Mildred
Scott
[each of the three names on the wall has a scratched line to the left of
the name, pointing in a certain direction]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Three different sizes, time on the run." (Easy Riddle Level)
Location: On the living room stand of room 208, Wood Side Apartments 2F.
Content:
Three different sizes,
time on the run.
Three young men circlin'
round the sun.
Henry is short and
very, very slow,
Scott can't stop,
he's always on the go.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Three needles stand of three different heights." (Normal, Hard,
Extra Riddle Level)
Location: On the living room stand of room 208, Wood Side Apartments 2F.
Content:
Three needles stand of
three different heights.
The fat, the tall and the thin.
From slow to fast they
move to the right.
Scott rests not on three,
but fifteen.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Article about murder incident
Location: At the bottom of the garbage chute just outside Wood Side
Apartments, after knocking the garbage loose from 2F.
Content:
The police announced today that
Walter Sullivan, who was arrested
on the 18th of this month for the
brutal murder of Billy Locane and
his sister Miriam, committed
suicide in his jail cell early on the
morning of the 22nd.
According to the police
statement, Sullivan used a soup
spoon to stab himself in the neck,
severing his carotid artery.
By the time the guard discovered
him, Sullivan was dead from blood
loss, the spoon buried two inches
in his neck.
An old schoolmate of Walter
Sullivan's from his hometown of
Pleasant River said "He didn't
look like the type of guy who
would kill kids.
But I do remember that just
before they arrested him he
was blurting out all sorts of
strange stuff like 'He's trying
to kill me. He's trying to
punish me. The monster... the
red devil. Forgive me. I did it,
but it wasn't me!'."
The schoolmate then added
"I guess now that I think of it,
he was kinda crazy."
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Sightseeing brochure
Location: On the cabinet in room 104, Wood Side Apartments 1F.
Content:
Welcome to Silent Hill!
Silent Hill, a quiet little lakeside
resort town. We're happy to have
you. Take some time out of your
busy schedules and enjoy a nice
restful vacation here.
Row after row of quaint old houses,
a gorgeous mountain landscape,
and a lake which shows different
sides of its beauty with the
passing of the day, from sunrise
to late afternoons to sunset.
Silent Hill will move you and fill
you with a feeling of deep peace.
I hope your time here will be
pleasant and your memories will
last forever.
Editor: Roger Widmark
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Wallet in toilet bowl
Location: Inside the toilet in the washroom of room 203, Blue Creek
Apartments 2F.
Content:
# # >> # # << # # >> # #
(# - number, roman numeral or letter, depending on riddle difficulty)
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Dear Tim"
Location: Pinned on the door to room 209, Blue Creek Apartments 2F.
Content:
Dear Tim,
I have to run an errand so
I'm going out.
I left the house key with Uncle
David (You know where he lives,
don't you? The key is in the room
near the first floor staircase.).
I'll be back as soon as I can, so
please watch the place while I'm
gone.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "To the right is the lady." (Easy Riddle Level)
Location: Engraved in the secretarial desk in room 105, Blue Creek
Apartments 1F.
Content:
To the right is the lady.
To the left is the old one.
In the center crawls the other.
Now just two spaces remain,
But fear not for now,
The puzzle is done.
The puzzle is done.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Three bright coins in five holes be" (Normal Riddle Level)
Location: Engraved in the secretarial desk in room 105, Blue Creek
Apartments 1F.
Content:
Three bright coins in five holes be
At one end sits
the Seducer of she
The wind from behind
the woman doth play
The Formless One,
Null, lies furthest from they
The Old One beside
the Serpent sits not.
Tis to the Prisoner's left
that he doth rot
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "First lies the seat of He" (Hard Riddle Level)
Location: Engraved in the secretarial desk in room 105, Blue Creek
Apartments 1F.
Content:
First lies the seat of
He who is Peerless
Silent and empty,
heartless and fearless
Beside him sits one who knows
The place of the servant is
next to the throne
Dozens of feet,
yet not a single toe
The One that is Hidden
beside him doth go
Seducer of dreams,
creature of Hades
Lying further from
Man and closer to Lady
Man and Woman seeing all
Heedless to the Raven's call
Silent and Hidden the two may be
They be not there for you to see
Return them to whence
they would be
And blessing shall
descend on thee
I speak thus with
the North Star behind me
The birth of the sun is
the start of the story
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Like coins in the hazy aether tossed" (Extra Riddle Level)
Location: Engraved in the secretarial desk in room 105, Blue Creek
Apartments 1F.
Content:
Like coins in the hazy
aether tossed
Our souls must by
their sinful weight
Descend to earth
with lightness lost
To "right" the sins
that they hath laid
When thrice in falling they intone
Then Happiness shall be thy own
The first note be not by
the Horned One rung
Though it be there that
all sins be sprung
The Bringer of Life and
the Bringer of Shame
The sins of the latter be
ever more tame
Though coming
in the Aged One's wake
The Formless One's soul
in fear doth quake
The Needless One, silent,
with hungers all sated
Is least then in sin
with his lusts all abated
For the gravest of sinners
His place be appointed
And if he be lucky
May his soul be anointed
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Map found near bridge
Location: On the ground by the corpse near the bridge at the northwest end
of Nathan Avenue, West South Vale.
Content:
[Map with circle around Pete's-Bowl-O-Rama]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Patient record
Location: On the desk in the Reception Office, Brookhaven Hospital 1F.
Content:
[Jack Davis]
He has attempted suicide three
times in the past for reasons
unknown. Although he is normally
a model patient who follows
doctor's and nurse's orders, he
must be watched closely due to
his past pattern of sudden and
violent suicide attempts.
[Joseph Barkin]
His illness seems to be rooted in
the fact that he believes he is
guilty of causing his daughter's
death. His symptoms suggest a
psychotic break and paranoid
delusions. Normally calm, but has
a tendency towards violence when
excited.
[Joshua Lewis]
History of hospitalization as well
as numerous assault, battery and
other violent offenses. He has a
strong persecution complex and
a tendency to solve things
through violence. Extreme caution
necessary.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Doctor's journal
Location: On the desk in the Document Room, Brookhaven Hospital 1F.
Content:
The potential for this illness
exists in all people and, under
the right circumstances, any
man or woman would be driven,
like him, to "the other side."
The "other side" perhaps may
not be the best way to phrase it.
After all, there is no wall between
here and there. It lies on the
borders where reality and unreality
intersect. It is a place both close
and distant.
Some say it isn't even an illness.
I cannot agree with them. I'm a
doctor, not a philosopher or even
a psychiatrist.
But sometimes I have to ask
myself this question. It's true
that to us his imaginings are
nothing but the inventions of
a busy mind. But to him, there
simply is no other reality.
Furthermore he is happy there.
So why, I ask myself, why in the
name of healing him must we drag
him painfully into the world of our
own reality?
(Something else is written by hand.)
I got the key from Joseph.
It's probably the key to that box.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Number written on the whiteboard (Easy, Normal Riddle Level)
Location: On the whiteboard on the wall in the Doctor's Lounge,
Brookhaven Hospital 1F.
Content:
3rd floor patient wing hall - 7335
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Whiteboard graffiti (Hard, Extra Riddle Level)
Location: On the whiteboard on the wall in the Doctor's Lounge,
Brookhaven Hospital 1F.
Content:
The pin number this month is
"T". Last month it was "X"
and before that it was "Z."
But what are they going to
do next month? That's all they
can express with 4 numbers.
Anyway does the door to the
Patient Wing really need to have
its combination changed this
often?
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Imprint on carbon paper
Location: In the typewriter on the desk in Examining Room 3, Brookhaven
Hospital 2F.
Content:
[Easy/Normal Riddle Level]
i know it i know the number of
the box # # # # it cant help
him anymore the button key
doesnt scare me so nobody
can stop who i am i don't know
who i am is who i am is who
i am is
[# - randomized number]
[Hard/Extra Riddle Level]
i know it the secret i'll give them
something to deal with this demon
shelter is of no use any more he is
my instrument he must follow my
orders yes, the box will be useless
now i must not forget it # # # #
that's good he is the lowest now
i too will be free and he will serve
me i am a genius no one can stop
me one can stop me no one can
stop me can stop can stop no no
--------------------------------------------------------------------------
Title: "Louise"
Location: Written on the wall in room S14, Brookhaven Hospital 3F.
Content:
Louise
I'll take care of you four ever.
It's my destiny!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Diary from roof
Location: On the ground on the roof of Brookhaven Hospital.
Content:
May 9
Rain.
Stared out the window all day.
Peaceful here - nothing to do.
Still not allowed to go outside.
May 10
Still raining.
Talked with the doctor a little.
Would they have saved me if
I didn't have a family to feed?
I know I'm pathetic, weak.
Not everyone can be strong.
May 11
Rain again.
The meds made me feel sick
today.
If I'm only better when I'm
drugged, then who am I anyway?
May 12
Rain as usual.
I don't want to cause any more
trouble for anyone, but I'm a
bother either way.
Can it really be a such a sin to
run instead of fight?
Some people may say so, but they
don't have to live in my shoes.
It may be selfish, but it's what
I want.
It's too hard like this.
It's just too hard....
May 13
It's clear outside.
The doctors told me I've been
released - that I've got to go
home.
I -----------------
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Tern tern tern the numbers"
Location: On the wall inside the unlocked cell in the Special Treatment
Room, Brookhaven Hospital 3F.
Content:
[random four-digit code on wall above writing]
Tern tern tern the numbers
better not forget them
So I'll right them down here
The other one, my secret name
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "The basement's basement."
Location: On the covered table in room M6, Nightmare Hospital 2F.
Content:
I was locked up inside
the basement's basement.
It was so small and dark
and I was so afraid.
I dropped my precious ring.
But I will never,
ever go back there.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "She is an angel"
Location: On the bed in room S11, Nightmare Hospital 2F.
Content:
She is an angel no one knows only
I can see the Lady of the Door
they cannot walk along her Bridge
of Thread they fall from the weight
of their crimes.
Like bloated and ugly corpses
their sins she devours them
sin and sinner alike she saves
me she is an angel.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "I took the direckters's key"
Location: On the ground in the patient wing stairwell, Nightmare Hospital.
Content:
I took the direckters's key - the
one to the mooseum. I hid it
behind the preying woman when
I went out for the day trip. I
picked it up but I did not steal
it. I'm not a krimminal.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "There's a letter and a wrench."
Location: On the desk in the Director's Room, Nightmare Hospital 1F.
Content:
[map with something written on it]
He who is not bold enough
to be stared at from across
the abyss is not bold enough
to stare into it himself.
The truth can only be learned
by marching forward.
Follow the map.
There's a letter and a wrench.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "The key is in the park."
Location: On the porch of the second house north from Gonzale's Mexican
Restaurant on Lindsey Street, Dark South Vale.
Content:
Or perhaps you are a fool.
The truth usually betrays people.
A part of that abyss is
in the old society.
The key to the society
is in the park.
At the foot of the praying
woman, inside of the ground,
inside of a box.
To open it, I need a wrench.
My patient buried it there.
I knew, but did nothing.
It made me uneasy to have
such a thing near.
I wasn't looking for the truth,
I was looking for tranquility.
I also saw that thing.
I fled, but the museum
was sealed as well.
Now no one dares to
approach that place.
If you still do not wish to stop,
James,
I pray to the Lord to have
mercy on your eternal soul.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Words written on the wall.
Location: On the wall in Neely's Bar, Neely Street, Dark South Vale.
Content:
If you really want to see Mary,
you should just die.
But you might be heading to
a different place than Mary, James.
[Note: the above is what is captioned, however the following is the exact
representation of the words on the wall.]
If you ReaLly want to
sEE Mary, you shOUld just DiE
But You mIght be hEadiNg to A
diffErent place than MARY,
James.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Pyramid Head painting
Location: On the wall in the first exhibition room, Silent Hill Historical
Society.
Content:
[painting of Pyramid Head with hanged corpses]
"Misty day,
remains of the Judgment"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Waterfront landscape"
Location: On the wall in the first exhibition room, Silent Hill Historical
Society.
Content:
"Waterfront landscape"
Allen Smith (Date of birth and
death unknown)
A scene of this area from long ago.
From the style, it looks like it was
done sometime around 1820.
There were a lot fewer people then,
and only a handful of buildings.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Painting 1, from cell.
Location: Inside the first cell from the east in the north cellblock,
Toluca Prison 1F.
Content:
Burning Man
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Painting 2, from cell.
Location: Inside the first cell from the east in the north cellblock,
Toluca Prison 1F.
Content:
Woman in Flight
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Painting 3, from cell.
Location: Inside the first cell from the east in the north cellblock,
Toluca Prison 1F.
Content:
436 People at a Recital
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Inscription on gallows
Location: On the front of the scaffold in the courtyard of Toluca Prison.
Content:
I give you blood to atone
for the Three Sins.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Legend of the Lake
Location: On the desk in the warden's office, Toluca Prison 1F.
Content:
Toluca Lake, the town's main
tourist attraction.
This clear, beautiful lake has
another side as well.
It may seem like just a typical
ghost story that you might find
in any number of old towns
across the country.
But in this case, the legend
is true.
On a fog-bound November day in
1918, the Little Baroness, a ship
filled with tourists, failed to return
to port.
A newspaper article from back
then simply says "It most likely
sunk for some reason". Despite
an extensive police search, not
a single fragment of the ship nor
any of the 14 bodies of
passengers or crew has ever
been recovered to this day.
In 1939, an even stranger incident
occurred.
(There are many pages torn out.)
Many corpses rest at the bottom
of this lake. Their bony hands
reach up towards the boats that
pass overhead. Perhaps they
reach for their comrades.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Prison guard's diary
Location: In the bookshelf to the left of the desk in the warden's office,
Toluca Prison 1F
Content:
Prisoners do not feel remorse.
In fact, they do not feel themselves
to be villains at all. Even the most
uneducated brute will use what
little words he knows to justify
himself.
And such trifling dreams they
have, flourishing even in the
darkness. Prisoners, too, are
no exception.
No matter how foul nor loathsome
one's own life and existence may
be, human nature is abiding.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Blood-soaked newspaper
Location: On the floor in the small entryway before the Abstract Daddy
boss fight in the Labyrinth.
Content:
The bo____f a man later identified
as Thomas Oro_____Lumberjack,
ag_ 39) was discovered in the
________________om lying fa______
The probable cause of dea____as
multiple stab wounds to the front
of the neck and the left side of
the torso by a sharp edged
weapon. The estimated____e of
death was somewhere between
11:00 p.____nd 12:30 midnight.
Due to signs of struggle in the
room and the lack of a murder
weapon, police are cons__ering
this a homicide and have
opened a murder investigation.
Furthermore, given the fact that
the cash in the room was
untouched and Mr. Oro_____ad
a history of drunkenness and
violence, the polic______ect that
t_____tive was not robbery____
_________ of crime o______ion.
[Fully-legible version:]
The body of a man later identified
as Thomas Orosco, Lumberjack,
age 39) was discovered in the
middle of the room lying face up.
The probable cause of death was
multiple stab wounds to the front
of the neck and the left side of
the torso by a sharp edged
weapon. The estimated time of
death was somewhere between
11:00 p.m. and 12:30 midnight.
Due to signs of struggle in the
room and the lack of a murder
weapon, police are considering
this a homicide and have
opened a murder investigation.
Furthermore, given the fact that
the cash in the room was
untouched and Mr. Orosco had
a history of drunkenness and
violence, the police suspect that
the motive was not robbery but
some sort of crime of passion.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Please someone save me" (Easy Riddle Level)
Location: On the fence in the room with the six nooses, Labyrinth.
Content:
He committed an evil crime.
He turned a happy home
into a pile of ash.
For that, he should die.
They also committed crimes.
They tried to fraud
and trick others.
So their reward too is natural.
Even he cannot be forgiven,
My friend without his left hand.
And so his death bothers me not.
And what of him?
He also is not sinless.
There is only one here
who is innocent.
The missing child was
nowhere to be found,
And so there was
no proof of his guilt.
His death was a tragedy.
That is all I wish to say.
It was neither justice
nor retribution.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Dead men, dead men" (Normal Riddle Level)
Location: On the fence in the room with the six nooses, Labyrinth.
Content:
Dead men, dead men
swinging in a tree
How many dead men
do you see?
Tongue turned blue and
face gone grey
Watch them as they
twist and sway
The first one killed
the butcher man
Then cooked him in
the frying pan
Served him to his hungry guests
And gave them seconds on request
The next one with his smile
and sweets
Stole poor children off the streets
To men who dressed unsavory
He sold them into slavery
Breaking into a home at night
The thief he had a nasty fright
Filled his foolish head with ale
Woke in the morn
in the county jail
The artist with his daunting skill
Tried his hand at painting bills
But caught in rain he was undone
When the ink he'd use did
start to run
With promises of great return
Taking gold he did not earn
Bundled it up out of sight
Quietly slipped off into night
Three houses into ashes burned
The sheriff with no place to turn
Did spy a stranger to his town
Locked him up and beat him down
Dead men, dead men
swinging in a tree
How many dead men
do you see?
Six feet long and
six men wide
Round their necks
the noose be tied
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Condemned man's diary (Hard Riddle Level)
Location: On the fence in the room with the six nooses, Labyrinth.
Content:
I do not wish to die.
But tomorrow I will climb
the thirteen steps.
Please someone - answer me,
Why must I die come the morning?
The man imprisoned beside me
believed me. "Because they're
all insane, that's why," he said.
Of course I know his opinion
will change nothing. "Now you
know why I struck out at them,"
he muttered.
The man who was executed
yesterday, the one who had
said his job was to sell dreams,
said that was not true.
But the man who is to be executed
the day after tomorrow for stealing
children shouted back that it was
true.
The man who was hung today
did not answer. "They'll kill me
either way," he said. He was
caught embezzling public money,
so he hasn't any hope for mercy.
The man who is always quietly
smiling to himself said "I am
happy for I will soon be with her."
I do not wish to die.
I long only to return home.
But I know it is not to be.
Though I have done nothing, this
crime has been thrust upon me.
Someone save me. This is not
judgement. They are bloodthirsty
and I am their sacrificial lamb!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Death upon the head of the sinner" (Extra Riddle Level)</pre><pre id="faqspan-13">
Location: On the fence in the room with the six nooses, Labyrinth.
Content:
We may visit death upon the head
of the sinner but to what avail?
In the name of retribution,
we took part in a bitter
comedy this day.
You, hanging as you do,
by your neck,
Unforgiven and cursed by all.
Five of them committed crimes,
six went out for a drink and
were captured there.
Only one of them was innocent,
but they knew not that.
The bloodstains remaining
are proof of their guilt.
Trodden upon and thus created,
they are the paths to
Hell or the Void.
The white bandages stained
with crimson,
The remains upon the scorched
black earth,
The whispered cries of
the maiden.
They are but a meaningless
contract.
They are also signs of guilt.
But one of them was
done without reason.
It was done out of fear
and a ripe imagination.
Spinning alone at the
end of a rope,
it is nothing less than
a disgrace to us all.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Receptionist memo
Location: On the Reception counter in the Lobby, Lake View Hotel 1F
Content:
Mr. James Sunderland,
The videotape you forgot here
is being kept in the office on
the 1st floor.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Photos of trunk
Location: On the bed in room 202, Lake View Hotel 2F.
Content:
e x t r a m e m o s
=---=====--=-====---=-=====---=-====----=====--=-====-----=-=====---===-==
These are secret memos that provide hints on achieving one of the main
three endings of the game. Only one can appear at a time in a New Game
Plus, corresponding to one of the main endings (or the only one) you have
not yet received. Once all main endings have been achieved, none of these
memos will ever appear again in your save file. Read more about them in
the Unlockables and Secrets section.
--------------------------------------------------------------------------
Title: "The Road to Tomorrow"
Location: On the sewing machine table in room 205, Wood Side Apartments
2F.
Content:
"The Road to Tomorrow"
The first step to a healthy
life is to avoid illness. That
may sound obvious, but it's
also very important.
Instead of working to heal
yourself after you're sick,
it's better to avoid getting
sick in the first place.
Also you have to maintain a
positive, optimistic outlook on
life. It's no use worrying over
things that have happened in
the past.
You've got to get outside and
play in the fresh air once in a
while, instead of just sitting
inside reading difficult books.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "How to be a Happy Couple"
Location: On the sewing machine table in room 205, Wood Side Apartments
2F.
Content:
"How to be a Happy Couple"
Do you really love her?
In sickness and in health?
If you truly love her, then you
must act. It all depends on how
hard you fight for her.
Whatever happens, don't give up.
Always try just one more time.
Even though there may be hard
times, never turn to another
woman.
And if it comes to it, you must
be willing to protect her with your
very life. After all, true love means
a willingness to sacrifice.
Be true to your heart and with
luck, things will work out in the
end.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "Choosing Death"
Location: On the sewing machine table in room 205, Wood Side Apartments
2F.
Content:
"Choosing Death"
When life is filled with nothing
but despair, some people choose
to end it all.
I once chose that path for
myself as well.
At the time I felt that I had no
other choices.
After I made my decision, it
became the only thing binding
me into this world.
Sometimes I would cry to myself
while thinking of the past, but
mostly all I did was plan over and
over again how and when I was
going to kill myself.
I did stupid, dangerous things.
I figured it didn't matter since
I was going to die anyway, so
I went out of my way to invite
disaster.
I stopped taking to people and
it didn't bother me even when
friendships grew distant.
--------------------------------------------------------------------------
i t e m m e m o s
---===--=-=====---==--=---====-------===---=-==-=====----====---=-===-----
The memos in this section can be found in your inventory as items once
they have been obtained, except for Mary's full letter, which is really
the full version of the Letter from Mary that James starts off with. In
order to read the content of these memos once they're in your inventory,
highlight the item and select "Examine".
The locations for the memos below are the locations of the items
themselves. Other descriptions of certain memos upon examining or simply
viewing in your inventory can be found in the Item List section.
--------------------------------------------------------------------------
Title: Letter from Mary
Location: In James's possession from the beginning of the game.
Content:
In my restless dreams,
I see that town.
Silent Hill.
You promised you'd take me
there again someday.
But you never did.
Well I'm alone there now...
In our "special place"...
Waiting for you...
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Book: "Lost Memories"
Location: Inside the newspaper stand at the Texxon Gas Station, West South
Vale (only in a New Game Plus).
Content:
The name comes from the legend
of the people whose land was
stolen from them.
They called this place "The Place
of the Silent Spirits." By "Spirits,"
they meant not only their dead
relatives, but also the spirits that
they believed inhabited the trees,
rocks and water around them.
According to legend, this was
where the holiest ceremonies
took place.
But it was not the ancestors of
those who now live in this town
that first stole the land from these
people. There were others who
came before.
In those days, this town went by
another name. But that name is
now hopelessly lost in the veils
of time.
All we know is that there was
another name, and that for some
reason the town was once
abandoned by its residents.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Laura's Letter
Location: Acquired from Laura in the Restaurant "Lake Shore", Lake View
Hotel 1F.
Content:
My dearest Laura, I'm leaving this
letter with Rachel to give to you
after I'm gone.
I'm far away now.
In a quiet, beautiful place.
Please forgive me for not saying
goodbye before I left.
Be well, Laura.
Don't be too hard on the sisters.
And Laura, about James...
I know you hate him because you
think he isn't nice to me, but please
give him a chance.
It's true he may be a little surly
sometimes, and he doesn't laugh
much. But underneath he's really
a sweet person.
Laura...
I love you like my very own
daughter.
If things had worked out
differently, I was hoping to
adopt you.
Happy 8th birthday, Laura.
Your friend forever,
Mary
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Book: "Crimson Ceremony"
Location: On the bookshelf behind the desk in the Reading Room, Nightmare
Hotel 2F (only in a New Game Plus).
Content:
Speak.
I am the Crimson One.
The lies and the mist are
not they but I.
You all know that I am One.
Yes, and the One is I.
Believers hearken to me!
Twenty score men and
seven thousand beasts.
Heed my words and speaketh them
to all, that they shall ever be
obeyed even under the light of
the proud and merciless sun.
I shall bring down bitter vengeance
upon thee and thou shalt suffer
my eternal wrath.
The beauty of the withering flower
and the last struggles of the dying
man, they are my blessings.
Thou shalt ever call upon me and
all that is me in the place that is
silent.
Oh, proud fragrance of life which
flies towards the heart. Oh Cup
which brims with the whitest of
wine, it is in thee that all begins.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Letter from Mary (full)
Location: Acquired from Mary in the ending, after completing the game with
one of the three main endings (letter is read by Mary).
Content:
In my restless dreams,
I see that town.
Silent Hill.
You promised you'd take me
there again someday.
But you never did.
Well I'm alone there now...
In our "special place"...
Waiting for you...
Waiting for you to
come to see me.
But you never do.
And so I wait, wrapped in my
cocoon of pain and loneliness.
I know I've done a terrible
thing to you. Something you'll
never forgive me for.
I wish I could change
that, but I can't.
I feel so pathetic and ugly
laying here, waiting for you...
Every day I stare up at the cracks
in the ceiling and all I can think
about is how unfair it all is...
The doctor came today.
He told me I could go
home for a short stay.
It's not that I'm getting better.
It's just that this may be
my last chance...
I think you know what I mean...
Even so, I'm glad to be coming
home. I've missed you terribly.
But I'm afraid James.
I'm afraid you don't really
want me to come home.
Whenever you come see me,
I can tell how hard it is on you...
I don't know if you
hate me or pity me...
Or maybe I just disgust you....
I'm sorry about that.
When I first learned that
I was going to die, I just
didn't want to accept it.
I was so angry all the time and I
struck out at everyone I loved most.
Especially you, James.
That's why I understand
if you do hate me.
But I want you to
know this, James.
I'll always love you.
Even though our life together had
to end like this, I still wouldn't
trade it for the world. We had
some wonderful years together.
Well this letter has gone on
too long so I'll say goodbye.
I told the nurse to give
this to you after I'm gone.
That means that as you read
this, I'm already dead.
I can't tell you to remember me,
but I can't bear for you to
forget me.
These last few years since I
became ill...I'm so sorry for
what I did to you, did to us...
You've given me so much and
I haven't been able to return
a single thing.
That's why I want you to live
for yourself now.
Do what's best for you, James.
James...
You made me happy.
--------------------------------------------------------------------------
t a p e t r a n s c r i p t s
===-=-=====---=-===---=----=====----===-====--==---======---=-=====---====
This section includes material recorded onto tape, although there is only
one item, which is James' Videotape from the hotel. The location listed
below is the location of the item itself.
--------------------------------------------------------------------------
Title: Videotape
Location: Inside the open safe in the Office, Lake View Hotel 1F.
Content:
[Once the videotape is inserted into the VCR of room 312 of Lake View
Hotel, the following plays]
[Mary walks into the frame.]
Mary: Are you taping again?
C'mon...
[She sits down in a chair by the window and looks outside.]
Mary: I don't know why, but I just
love it here.
It's so peaceful.
You know what I heard?
This whole area used to be a
sacred place.
I think I can see why.
It's too bad we have to leave...
Please promise you'll take me
again, James.
[Mary starts to cough and puts her head down as if she's embarrassed.]
[Static erupts over the screen and the video image flickers. After a while
we see Mary on her sickbed through the high volume of snow on the screen.
It's hard to see through the static, but we see James approach her and
lean over the bed for a moment.
Suddenly, he snatches her pillow from underneath her head, while the video
image flickers back and forth from other parts of the video. James
smothers her as she flails about, struggling for her life.
After a few moments, she stops moving and the video cuts to only static.]
--------------------------------------------------------------------------
n o t e s
=======---=-=====---=-=====---===-=====--=-====---=-====---=-=----===---==
The following are small notes found throughout the game that will not be
listed in the Memo menu of your inventory, but they are often provide
interesting tidbits of information or lore, and are also captioned with
the same blue-tinted font as memos.
These notes don't actually have any titles in the game since there is no
list to sift through them, but I've added appropriate titles to identify
each.
--------------------------------------------------------------------------
Title: Bar Neely's
Location: On the couch inside the camper trailer at the Saul and Harris
Street intersection, East South Vale.
Content:
I'll wait at "BAR Neely's"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "The door that wakes in darkness"
Location: Written on the construction sheet wall by the door at the west
end of Katz Street, East South Vale.
Content:
The door that wakes in darkness,
opening into nightmares.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Another Conclusion
Location: On the sewing machine table in room 205, Wood Side Apartments
2F, along with the other extra memo (only available if not all
three main endings have been achieved).
Content:
"Searching for Another
Conclusion"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: "The scars from the past"
Location: Written on the right side of the clock in the clock room, room
208, Wood Side Apartments 2F.
Content:
The scars from the past shall
remove the nail that stops Time.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Rosewater Park stone
Location: To the right of the east entrance of Rosewater Park, West South
Vale.
Content:
Rosewater Park
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Patrick Chester
Location: Engraved in a monument on the east side of Rosewater Park, West
South Vale.
Content:
Patrick Chester, son of Edward.
He fought and died for the people,
for liberty and for all of our
tomorrows.
His memory lives on.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: In memory of the sixty seven who died
Location: Engraved in a monument along the lakefront of Rosewater Park,
West South Vale.
Content:
In memory of the sixty seven
who died of illness and now sleep
beneath the lake.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Jennifer Carroll
Location: Engraved in the praying woman monument at the west side of
Rosewater Park, West South Vale.
Content:
Victim of persecution
by t__________ans.
Jenni___ Carroll lived
with pride and honor.
What happened here
shall never be forgotten.
[Fully-legible version:]
Victim of persecution
by the Christians
Jennifer Carroll lived
with pride and honor.
What happened here
shall never be forgotten.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: East Lakeview Hotel billboard
Location: Behind the ripped section of fence on the north side of Nathan
Avenue near Rosewater Park, West South Vale.
Content:
Lakeview Hotel
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Historical Society billboard
Location: Along the north side of Nathan Avenue near Pete's Bowl-O-Rama,
West South Vale.
Content:
Silent Hill Historical Society
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: West Lakeview Hotel billboard
Location: Resting on the ground at the north side of Nathan Avenue near
the destroyed bridge, West South Vale.
Content:
Lakeview Hotel
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Heaven's Night billboard
Location: Along the south side of Nathan Avenue near the destroyed bridge,
West South Vale.
Content:
Heaven's Night
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Jacks Inn billboard
Location: Along the south side of Nathan Avenue near the Historical
Society, West South Vale.
Content:
Jacks Inn
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Pete's Bowl-O-Rama billboard
Location: Along the south side of Nathan Avenue near the Historical
Society, West South Vale.
Content:
--------------------------------------------------------------------------
Title: Heaven's Night neon sign
Location: Inside on the wall by the front door to Heaven's Night, West
South Vale.
Content:
Heaven's Night
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Refrigerator note
Location: Posted on the mini fridge in the Doctor's Lounge, Brookhaven
Hospital 1F.
Content:
Food only! Do not store drugs!
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Joseph
Location: On the wall by the door to the unlocked cell in the Special
Treatment Room, Brookhaven Hospital 3F.
Content:
If Joseph looks calm, he can be
taken out of his cell.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Historical Society plate
Location: On the wall just outside the entrance to the Silent Hill
Historical Society, Dark South Vale.
Content:
Silent Hill Historical Society
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Wiltse Coal Mine
Location: The caption under the missing painting in the first exhibition
room of the Silent Hill Historical Society.
Content:
--------------------------------------------------------------------------
Title: Brookhaven Hospital
Location: The caption under the painting of the hospital in the second
exhibition room of the Silent Hill Historical Society.
Content:
Brookhaven Hospital(1880)
This hospital was built in
response to a great plague
that followed a wave of
immigration to this area.
It was originally little more
than a shack, but it gradually
grew and grew.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Prisoner note
Location: On the desk in the room at the bottom of the extremely long,
descending hallway in the Silent Hill Historical Society.
Content:
September 11, 1820
Prisoner number: C-221
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Banquet painting
Location: On the wall in the room in the prison-esque hallway after moving
through the room down the very long, descending hallway, beneath
the Silent Hill Historical Society.
Content:
Crimson and White Banquet
for the Gods
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Skewering painting
Location: On the wall in the room in the prison-esque hallway after moving
through the room down the very long, descending hallway, beneath
the Silent Hill Historical Society.
Content:
Death by Skewering
An execution at the prison.
Death by Skewering or Strangling.
To choose his death is the
prisoner's last taste of freedom.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Toluca Prison Camp painting
Location: On the wall in the room in the prison-esque hallway after moving
through the room down the very long descending hallway, beneath
the Silent Hill Historical Society.
Content:
Toluca Prison Camp
Built during the Civil War.
Later became Toluca Prison.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Book titles in prison cell
Location: On the bed and floor in an open cell in the south cellblock of
Toluca Prison 1F (different titles at head and foot of bed).
Content:
"Black Magic from the Abyss"
"Resurrection of the Dead"
"The Chronicle of Agrippa"
"Manuscript of the Iron Rings"
"On Sacrifice and the Art of
Demon-Summoning"
"Tome of the Seer"
"The Feast of the Succubi"
"The Fallen Angels of Mercy
and Favor"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Counterfeiter
Location: The caption over the face of the counterfeiter in the room with
the six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of counterfeiting. Justice
and revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Kidnapper
Location: The caption over the face of the kidnapper in the room with the
six standing corpses, Labyrinth (always present).
Content:
This man was hung for the
crime of kidnapping. Justice and
revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Thief
Location: The caption over the face of the thief in the room with the six
standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of thievery. Justice and
revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Bodily Injurer
Location: The caption over the face of the bodily injurer in the room
with the six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of bodily injury. Justice
and revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Arsonist
Location: The caption over the face of the arsonist in the room with the
six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of arson. Justice and
revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Swindler
Location: The caption over the face of the swindler in the room with the
six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of swindling. Justice and
revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Embezzler
Location: The caption over the face of the embezzler in the room with the
six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of embezzlement. Justice
and revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Murderer
Location: The caption over the face of the murderer in the room with the
six standing corpses, Labyrinth (if present).
Content:
This man was hung for the
crime of murder. Justice and
revenge have been served.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Notice!
Location: On the fence in the room with the six nooses, Labyrinth.
Content:
Only the sinless one
can help you here.
Mistakenly pull on
a criminal's rope and
your reward will be returned
to you in a shape most
wondrously strange.
[Note: the above is what is captioned, however the message seen on the
sign in the game is completely different.]
NOTICE!
Pull ye but once on a rope's trayed end
Go and return and the error be mended
Beware thee though the punishment sended
[Note: "trayed" is a typo and should read "strayed"]
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: The Felon
Location: Inscribed on a tombstone in the catacomb, Labyrinth.
Content:
This felon drank one last
bottle of ale before he was executed
and laid here to his eternal rest.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Walter Sullivan's Tombstone
Location: Inscribed on a tombstone in the catacomb, Labyrinth.
Content:
Walter Sullivan
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Miriam K.'s Tombstone
Location: Inscribed on a tombstone in the catacomb, Labyrinth.
Content:
Miriam K. -"Traitor"
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: James' Tombstone
Location: Inscribed on the tombstone of the open grave in the catacomb,
Labyrinth.
Content:
James Sunderland
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Angela's Tombstone
Location: Inscribed on the tombstone of the left dirt-filled grave in the
catacomb, Labyrinth.
Content:
--------------------------------------------------------------------------
Title: Eddie's Tombstone
Location: Inscribed on the tombstone of the right dirt-filled grave in
the catacomb, Labyrinth.
Content:
Eddie Dombrowski
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Toluca Lake dock wall
Location: Written in large letters on the Toluca Lake dock wall.
Content:
WARNING
KEEP OFF
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Hotel Map note
Location: Written on the guest map, found on the noticeboard in the back
1F hallway, just inside Lake View Hotel.
Content:
[written in handwriting inside the box of room 312 on the map]
Waiting for you...
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title Venus tears plate
Location: On the wall by the entrance door of the Venus Tears bar, Lake
View Hotel B1F.
Content:
--------------------------------------------------------------------------
Title Weight allowance note
Location: Posted on the panel inside the elevator in the Employee Elevator
Room, Lake View Hotel 2F.
Content:
Weight allowance: one person
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title Heater note
Location: On the back of the small circular heater in the Employee Lounge,
Lake View Hotel 1F (only viewable with the Flashlight on a
second trip to the employee-only wing).
Content:
"I'm Johnny, one hot guy."
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Title: Music Box puzzle
Location: Inscribed in the three slots of the large music box player in
the Lobby, Lake View Hotel 1F.
Content:
[Easy Riddle Level]
When the Lost One is returned [all three slots]
the sour note shall turn sweet.
[Normal Riddle Level]
Seat of the Princess [left slot]
who fled at midnight.
Seat of the Princess [middle slot]
who awoke from Death.
Seat of the Princess [right slot]
who spoke no words.
[Hard/Extra Riddle Level]
Twas shameful greed did stain [left slot]
her shoe with blood.
Even so, I still want to believe [middle slot]
that she was happy.
Beauty - Both a blessing [right slot]
and a curse thou be.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
S U B S C E N A R I O
==========================================================================
==========================================================================
19. P R O L O G U E [SH2_19]
==========================================================================
--------------------------------------------------------------------------
Maria awakens in Heaven's Night to discover that she's the only one left
in town, as far as the eye can see. "Everyone's gone... Is it because of
those monsters?", she asks herself
She ponders if it's worth fighting or if she'd rather the monsters get
her. "I don't have any reason to go on living," she tells herself. "But
I'm scared to die. I'm so afraid of pain."
"I want to find somebody", she declares. "But is there anyone left
alive?"
Maria prepares to set out on her adventure to find another soul in the
town of Silent Hill.
--------------------------------------------------------------------------
==========================================================================
20. C H A R A C T E R S [SH2_20]
==========================================================================
--------------------------------------------------------------------------
This is a short scenario that only contains two characters, but it also
allows use to get a more in-depth understanding of Maria and her origin,
along with an entirely new character.
Maria
-----
Evidently, Maria worked at Heaven's Night as a dancer up until a disaster
seemingly hit the town. All alone upon waking, she is desperate to find
another human face. In this scenario we really get to witness a more
emotional and fearful side of Maria, along with the truth behind her
origin and purpose. After deciding to fight, Maria sets off into town in
an effort to find another human. She brings a loaded revolver, and if one
were to check the chamber they'd realize what she was truly contemplating
before her journey.
Ernest Baldwin
--------------
The owner of the Baldwin Mansion on Munson Street, Ernest is the first
person Maria comes across Silent Hill. Although Ernest hides behind doors
and we don't get to meet him face to face, we get the sense that he is
highly-educated and intellectual. This becomes more apparent as Maria
progresses through the mansion, but she also uncovers the heartbreaking
tragedy of his young daughter Amy. He reveals that he's never been the
same since then. Otherwise, Ernest mostly remains rather matter-of-fact
until he realizes that he and Maria share something in common, upon which
he requests a favour and offers some words of wisdom before Maria learns
his hidden truth.
--------------------------------------------------------------------------
==========================================================================
21. E N E M I E S [SH2_21]
==========================================================================
--------------------------------------------------------------------------
There's nothing new about the creatures in Maria's sub scenario, however
we're dealing with a different environment and a new arsenal. Fighting
strategies and recommended weapons in this new quest can be found within.
Lying Figure
------------
Appearance:
A lustrous humanoid creature with its arms wrapped in its own flesh, as if
wearing a straitjacket. Found in both the standing and prone stance (the
latter from which its name is derived), and able to crawl at high speeds.
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.
--------------------------------------------------------------------------
==========================================================================
22. W E A P O N S A N D S U P P L I E S [SH2_22]
==========================================================================
--------------------------------------------------------------------------
In this section we'll go over the new weapons and new and old supplies to
help Maria along her brief journey.
w e a p o n s
--=-======----=------=====--====---==-===---===-----============---==-====
There are only two new weapons in this scenario but both are new to the
game. Maria's journey is very much short enough that those two weapons
will do you just fine, and you will leave Heaven's Night with both
in-hand. Refer to the chart below for the effectiveness of each weapon on
the three enemies in the scenario.
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.
--------------------------------------------------------------------------
==========================================================================
23. W A L K T H R O U G H [SH2_23]
==========================================================================
--------------------------------------------------------------------------
This is the walkthrough for the Born From A Wish sub scenario of Silent
Hill 2 with Maria, only available in the Greatest Hits/Director's Cut
versions. To play this scenario, select New Game from the main menu and
choose "Sub Scenario: BORN FROM A WISH". Choose your difficulty level and
play. It is highly recommended that you complete the main scenario before
attempting this one to avoid spoilers and to get a better understanding of
each.
[NOTE]: This walkthrough was written while playing on Normal Action Level.
Therefore enemy locations and numbers may vary on other difficulties,
although item locations will always be the same.
This walkthrough was also written with the Playstation 2 version in mind,
thus you will see PS2 button inputs like "X" come up often. If playing on
Xbox or PC, keep in mind your button inputs will be different.
All items, weapons, supplies, maps and save points will be written in
CAPITALS.
________
/ LEGEND \
/__________\__________________________________________________
| |
| New Area |
| ==-=---=-=-=--=-======-=-=-=-===-=---=-=-=-=----= |
| |
| Sub Section of Area |
| ------------------- |
| |
| Puzzle |
| ------------------------------------------------- |
| |
| ------------------------------------------------- |
|______________________________________________________________|
01 // w e s t s o u t h v a l e [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]
--------------------------------------------------------------------------
Upon examining the gravestone, an epitaph reads:
"Along with you died joy.</pre><pre id="faqspan-14">
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.
--------------------------------------------------------------------------
==========================================================================
24. S P E E D W A L K T H R O U G H [SH2_24]
==========================================================================
--------------------------------------------------------------------------
This speed walkthrough is intended either for players who have beaten this
scenario at least once (as a quick reference to speed up their play
times), or for players who wish for only the bare minimum of instructions
to make it through the game instead of the detailed explanations in the
full walkthrough.
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.
--------------------------------------------------------------------------
==========================================================================
25. R A N K I N G [SH2_25]
==========================================================================
--------------------------------------------------------------------------
Just like the main scenario, you will see a ranking screen after each
completion of Maria's sub scenario. Since it's a very brief scenario
without many areas to attribute a ranking, you'll only see a few stats and
no ranking out of stars like the main scenario. Each category is explained
below.
Action Level The Action Level you choose at the beginning
of the 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.
--------------------------------------------------------------------------
==========================================================================
26. I T E M L I S T [SH2_26]
==========================================================================
--------------------------------------------------------------------------
This section covers every single weapon, item and map found in the sub
scenario of Silent Hill 2, providing locations, uses, and descriptions
for all. For a roster of all the memos, refer to the Memos section for
this scenario below.
===========
Weapon Name
===========
Chinese Cleaver
Revolver
=========
Item Name
=========
Acacia Key
Birthday Card
Black Board
Matches
Red Board
White Board
White Liquid
========
Map Name
========
Baldwin House Map
Map of the Apt Bldg
Map of West South Vale
w e a p o n s
==-=---=-====---=-===--=-===---=-====----===-===---===-=-====----==---=-==
--------------------------------------------------------------------------
Weapon: | Chinese Cleaver
Location: | Stabbed into the bar counter in the front of Heaven's Night.
Description:| "Square-bladed knife.
| Ugly, but powerful and easy to use."
Notes: | Powerful melee weapon that inflicts a good amount of damage.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Weapon: | Revolver
Location: | Maria's own weapon that she starts off with.
Description:| "Max load 10 bullets.
| Easy to use but not much power."
Notes: | Moderate stopping power. Great for both close and medium
| range, indoors and outdoors.
--------------------------------------------------------------------------
i t e m s
-------===----=-=-=======---===-=====---==-=====--===-====-----==---==-=--
--------------------------------------------------------------------------
Item: | Acacia Key
Location: | Stuck in the gravestone of Amy Baldwin at the top of the
| fireplace, Baldwin Mansion.
Description:| "Engraved with an Acacia flower.
| Found embedded in stone slab."
Purpose: | Unlocks the door on the south 2F balcony above the Entrance
| Hall, Baldwin Mansion.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
Item: | Birthday Card
Location: | Under the chair in the Baldwin Mansion attic (must light the
| candle with Matches to pick up).
Description:| "Birthday Card and Present from
| Amy (contents unknown)"
Purpose: | Leave for Ernest in the Study, 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
| 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.
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
27. S A V E P O I N T L O C A T I O N S [SH2_27]
==========================================================================
--------------------------------------------------------------------------
Just like the main scenario you will come across a few red square sheets
that you can examine to save your progress. There are only three of these
in the short sub scenario, located in the following areas:
Baldwin Mansion
===============
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.
--------------------------------------------------------------------------
==========================================================================
28. M E M O S [SH2_28]
==========================================================================
--------------------------------------------------------------------------
Maria will find several documents and notes of differing importance
throughout her scenario. The more important documents will be categorized
as memos and can be found for reference in the Memo section of your
inventory, although the smaller notes will not.
Additionally you will acquire a few items that can be examined for a memo;
we'll call these Item Memos. Either way, every memo and note found in
the scenario can be read below.
=================
Table of Contents
=================
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
--------------------------------------------------------------------------
--------------------------------------------------------------------------
==========================================================================
A D D E N D U M
==========================================================================
==========================================================================
29. C O O L A N D S C A R Y T H I N G S [SH2_29]
==========================================================================
--------------------------------------------------------------------------
With its admittedly odd title, this section hearkens back to a series of
topics I created on the Silent Hill 2 GameFAQs message board in 2002 to
list and discuss a series of mildly interesting pieces of trivia or cool
little visual or auditory findings throughout the game.
As a 13-year-old at the time, the best title I could think of was "Cool
and Scary things in Silent Hill 2," and the sentimental side of me while
writing and continuing to edit this FAQ over the years has decided to keep
that funny title to carry on the tradition that started in those topics,
keeping the legacy of "CAST" (its short form) alive.
The listing and discussion of these CAST continued over a total of 1500
posts spread across three full topics. This section serves as a summary
of all my findings and others contributed by various users, plus anything
else I've noted since then. While the large majority are of my own
observations, several findings are from other users who posted and are
too frequent to name, and also lost in the topics that are now gone from
the boards but remain in spirit only here. So thank you to everyone who
participated in those topics, which amounted to some of my best memories
spent on those boards.
So with that out of the way, the following section serves as long list of
trivia with interesting little tidbits you can find, see, read or hear
while playing the game. Some of them are more horror-related, including
locating some hidden scares or other creepy findings, while many are funny
and others are just fairly interesting.
[Note]: * denotes a sound that can be heard a lot more clearly with
headphones, a surround sound system, or perhaps just louder volume.
=====-----=====-----=====
Letter From Silent Heaven
=====-----=====-----=====
===============
East South Vale
===============
-There are posters of Maria for Heaven's Night inside on the wall by the
exit of the rest stop washroom
-There's a sign above the blocked Nathan Avenue tunnel on the Observation
Deck that shows how far three areas are in miles -- PALE VILLE 10, OLD
SILENT HILL 50, BRAHMS 265 (these distances are perhaps incorrect as
Paleville should be no more than a few kilometers away and Old Silent
Hill no more than 3-5)
-The white van by the stairs is likely Eddie's -- he sits beside a white
van with Laura in the opening movie (additionally there's a Pete's
Bowl-O-Rama sign above it on the deck, likely contributing to him going
there later)
-If you try to leave the Observation Deck without the Silent Hill map,
James tells himself there's a map in the car (he can't advance without
it)
-There are two green posters that look like maps on the north side wall of
Sanders Street, near the east dead-end
-Mary says "James, why'd you kill me?" over the radio when James first
finds it, although the transmission is muffled and filtered with static
-The traffic lights on the streets are operational, as are the Walk/Don't
Walk signals on the sidewalks
-There's a small basketball court behind a fence in the south Martin
Street alley, like the one that appears in SH1
-There's a Japanese restaurant called "Gozo's Sushi" on Neely Street,
likely in the name of Gozo Kitao, an executive producer of Silent Hill 2
(and producer of SH1)
-There's a "No Trespassing" sign on the Wood Side Apartments front gate,
but James still enters
====================
Wood Side Apartments
====================
-In the southwest stairwell, the position of James' shadow shifts
awkwardly when you walk near the wall by the 2F door
-There are many small posters with red marker all over them near the 2F
door in the southwest stairwell
-The light reflection of James' Flashlight is visible in the windows on
the stairwell doors
-"DRAGON" is written on the wall in the laundry room on 2F
-"HEAVY VIPER" is written on the wall near the 3F door in the southwest
stairwell
-The soundtrack of the 3F hallway includes very deep breathing, as if it's
the hallway itself that's alive
-Pyramid Head glows red on the other side of the bars on 2F by room 208
-You can dance in front of Pyramid Head by the 2F bars -- just stand by
either wall and keep pressing the strafe buttons so you run back and
forth to put on a little show
-The corpse in the chair in room 208 2F is James' character model while
the TV matches that from room 312 of the hotel -- perhaps foreshadowing
-There is red glow coming from the kitchenette cabinet and the bedroom
desk cabinet in room 202 2F -- the glow matches that of Pyramid Head
-Green liquid seeps from the hole in the wall in the bedroom of room 202
2F -- it matches the liquid in the Shower Room 3F of Brookhaven Hospital
-There is blood on the floor on the other side of the 2F bars by room 209,
near where Pyramid Head was standing earlier
-There is a painting of the "landscape of this area" with two skulls in
it in the living room of room 307 3F
-There is a magazine with a man on the cover on a table in room 303 3F
-There is a painting of two guys on the wall in a bedroom of room 303 3F
-Room 303 3F has two washrooms (one is inaccessible), as well as some
other apartments -- must be some luxury apartments...
-There is a face made out of garbage above the book in the "strange piece
of trash" at the bottom of the garbage chute outside, after the Canned
Juice is used
-"TO HELL" is written on the wall next to each blue exit door in the north
1F wing, with an arrow pointing towards the door
-In several spots in the north 1F wing, "ZoE" is written on the wall among
other graffiti -- perhaps referring to "Zone of the Enders", another
popular Konami series
-The fridge legs in room 101 1F exactly match those of the corpses in the
prison morgue later in the game
-The first time you meet Eddie in room 101 1F, listen to the scene with
headphones -- it sounds quite real and unpleasant*
-When you cross over to Blue Creek Apartments from the emergency exit
door on 2F, the sound of James' hands clasping onto the brickwork is
oddly pleasant*
=====================
Blue Creek Apartments
=====================
-There is what looks exactly like a map of the United States on the wall
when you enter the living room of room 203 2F from the bedroom -- it is
just decay of the wall, but it matches the profile of the map profile
quite shockingly
-When James tries to open the same door in the stairwell that Maria enters
Blue Creek from in the sub scenario, James explains he can't get the door
to open, rather than it being locked or having a broken lock
-There is a thick book on the floor in the kitchenette of room 109 1F --
perhaps a cooking book
-There is dark green liquid on the floor of room 109 1F, possibly coming
out of the teddy bear by the white door
-In room 109 1F there are two partly identical but very contrasting doors
beside each other -- a very clean and innocent white door, leading to the
room where Angela lies on the floor, and a very dirty and unsettling,
boarded off black door -- which seem to serve as a metaphor (perhaps
Angela's life path was more of the black door but her innocent soul more
closely identifies with the white door)
-"Josa" is written on the wall with a drawing in red beside it, to the
right of the white door in room 109 1F
-When James enters the mirror room with Angela in room 109 1F, he leaves
the door open (in the cutscene), but it's closed once Angela leaves,
despite her never touching it
-James looks very tall in the mirror room in room 109 1F
-Angela always changes the subject when James ask certain questions
-There is a picture on the ground in the middle of the mirror room in room
109 1F -- it's a picture of Angela, her mom, dad and brother, although
her dad is ripped out of the picture and her brother is hard to see
-There is a small map of the United States on the wall by the door of the
mirror room in room 109 1F
-There is a sideways smiley face in red above the save point in room 105
1F
-You can sometimes hear a whispering voice in room 209 2F -- it seems so
say the following: "see my dead wife, come home, load some laundry to
escape me, and take two crimes to the (undecipherable)'s face"*
-You can sometimes hear someone running near room 207 2F, by the puddle
near the locked apartment stairway where you fight Pyramid Head*
-You can also sometimes hear a doorknob turning near room 207 2F*
===============
West South Vale
===============
-If you head northwest on Nathan Avenue at either side of the road, you
can witness flying Mannequins come out of nowhere and land on the road
beside you
-The bowling alleys appear to be shifting during the Eddie and Laura
cutscene in Pete's Bowl-O-Rama, due to the jaggy effect of the graphics
-Laura is doing somewhat of a sitting dance on the table where Eddie is
sitting and eating pizza inside the bowling alley
-Eddie literally takes forever to eat one slice of pizza -- the slice
never changes size as he sits there and "eats" it
-The lighting turns from a whiter consistency to slightly orange after
exiting Pete's, hinting at late evening approaching (confirmed by the
nighttime darkness after the hospital)
-If you examine the wall gap Laura slipped through just before Heaven's
Night, Maria will tell you that you can't make it through there
-There is a small cupboard on the wall to the left of the stairs when you
first enter Heaven's Night that looks like a map
-If you examine the liquor bottles at the top of the stairs in Heaven's
Night, James explains his drinking problem
-Brookhaven Hospital isn't labelled on the map
-A few signs on the fence by the hospital on Carroll Street say "PERMIT
PERKING ONLY" -- apparently you need a permit if you're perky
-One of the "NO PARKING ANY TIME" signs south of the hospital has a blue
"S" spray painted over it
-The sign above the hospital entrance incorrectly says "Blookhaven
Hospital" -- perhaps this is because "l" and "r" have the same
pronunciation in Japanese
===================
Brookhaven Hospital
===================
-If you try to leave the hospital, Maria will question James
-After you exit most rooms with Maria, turn and face her with your
Flashlight and she should have a huge shadow
-All three patients in the patient record on the desk in the Reception 1F
have the first initial "J", the same as James
-A fun thing to do in the Document Room 1F is to move in front of Maria in
the corner and strafe towards her -- James stares at her while she is
continuously knocked back
-The ambience of the 1F lobby, and some other hallways, makes the floor
shake a lot if you're using a sub woofer (it goes MAD)*
-You don't ever need to get the Examination Room Key, since the 3F patient
wing code is always 7335 on Easy/Normal, and 1328 on Hard/Extra
-If you examine the teddy bear in the Women's Locker Room 2F after James
pricks himself, he says it's a normal stuffed animal, nothing else,
however he won't take his eyes off it
-There is a poster of a guy named Jack on the wall in the Women's Locker
Room 2F
-Some fantastic and creepy horror ambience begins playing in the 3F
patient wing
-There is a pile of bricks at the west end of the 3F patient wing
-When you first go on the hospital rooftop, go to the diary and head back
to the door, James will say that he can't open it no matter how hard he
tries -- Pyramid Head comes from the opposite side, so for some unknown
reason this door won't open
-Pyramid Head comes from out of nowhere on the rooftop (unless he can fly)
-- the stairwell door cannot be opened but he comes from the right, even
though there are fences surrounding the entire roof
-Examine the fence on the roof where Pyramid Head knocks you off -- it's
old and rusty, and James comments that he could probably break it if he
pushed hard -- no wonder it breaks
-Examining the shoddy fence on the roof before Pyramid Head knocks you off
is very auditorily-pleasing*
-There is a ladder on RF near the fence but it has blocks of wood over it
and cannot be used
-Your DualShock controller will rumble upon being knocked off the rooftop
since you'll have about 1 point of health remaining
-You must fall off the roof of the hospital before it is possible to open
the turning lock in room S14 3F -- even if you have the correct code
(from playing ahead and reverting back), the lock won't open, and if you
set the lock on the correct code and then fall off the roof, the last
number on the lock magically changes to an incorrect number
-There are thick tracks of gurney wheels leading into Joseph's cell in the
Special Treatment Room 3F -- I take it he was a common patient in there
-By reading the Reception memo and the note on the wall in S14, we can
gather that the box contains a piece of Louise's hair -- Louise is the
daughter of Joseph Barkin whose death he feels responsible for, and thus
he wishes to preserve her memory "four ever" (unfortunately James
tarnishes that memory by taking and using it)
-James takes a few hairs out of the Louise box, but apparently he gets a
"Piece of Hair"
-Laura tells James that there's something she has to get, to which he
responds, "Later, okay?" -- in other words, "How about no. Let's go"
-It's actually possible to fight all three Flesh Lips together if enough
time passes before one is killed
-After you beat the Flesh Lips boss, the sirens sound fantastic*
==================
Nightmare Hospital
==================
-In the Nightmare Hospital, everything is all bloody and blankets cover
the walls and doors
-The Garden is much smaller than it is on the hospital map
-The creators of Silent Hill love big fans -- there is at least one in
each game, including one here on 1F right after the Garden
-If you stay in room C2 long enough, you can hear glass shattering*
-You can see a speaker protruding from behind the strange covering above
the door inside room S11 3F
-When you enter room S3 3F when Maria is gone, you can hear breathing as
if someone is watching you*
-It sounds like there is a screeching pig in the basement corridor
-When you move close enough to the fence in the basement, your map says
you're on the other side of the fence
-It's one hell of a long elevator ride when listening to the "Trick or
Treat" game show
-There is a hanging antique clock on the wall in the Director's Room 1F
-The blinds are all messed up inside the Director's Room 1F, but when
outside you can see that they're fine
===============
Dark South Vale
===============
-If you'd like to experience a bit of a GTA1/GTA2 theme, head back over to
the stairs by Heaven's Night with the bird's eye camera, then lure the
nearby nurse over and shoot her brains out from the unique perspective
-There is a Chiropractic And Sports Injury Center beside THE DANCE COMPANY
on Neely Street -- I take it the residents of Silent Hill aren't very
good dancers
-There is a store called Magical Envelopes on the north side of Sanders
Street near where Martin intersects -- James' envelope with Mary's letter
disappears late in the game, so perhaps it's a Magical Envelope (perhaps
an easter egg by Team Silent)
-The gate to the construction site tunnel where James acquired the Radio
and killed the first monster is closed shut and has caution tape around
it at nighttime -- perhaps an investigation of the incident was started?
-There is something attached to the wall very close to the northwest
corner of Katz and Martin Street that looks like just like a rusted Steel
Pipe (there are more than one)
-It looks like there is a First-Aid Kit by the broken-locked Wood Side
Apartment gate at nighttime
-There is graffiti of a skeleton with "Gun in your Hand" written on the
wall by the northeast of the Katz and Munson Street intersection
-There is a billboard for "Andy's Pizza" by the north parking lot near the
east end of Nathan Avenue in West South Vale -- it says "Free Delivery"
and the number is "000-0000" -- good luck getting that free delivery
(although perhaps it worked out for Eddie?)
-Carroll Street is named after Jennifer Carroll, the woman from the
praying woman statue in the park
-It looks like there are two very large green doors on the right, just
inside Rosewater Park from the Nathan Avenue entrance
-On your way to the Silent Hill Historical Society, you can position
yourself so that you step with your left foot on the pavement and your
right foot on the grass, alternating back and forth (this is a fun way to
to kill the time)*
-When you're travelling on the north side of the road to the Historical
Society, the camera will change to face a Lake View Hotel billboard when
you reach it
-"Obedience or Die!" is written on the wall behind the fence on the north</pre><pre id="faqspan-15">
side of the road on the way to the Historical Society, about where Nathan
Avenue starts to curve upward
-There is a Lakeside Amusement Park billboard and a small Toluca Lake sign
by the "n" in "Nathan Ave." (on your map) on the north side of the road
-It says "KEEP THE NATURE" on the small Toluca Lake sign on the north side
of Nathan Avenue (by the "n" in "Nathan Ave." on your map)
-There is a billboard that says "YOUR AD" in large print by the "N" in
"Nathan Ave." on your map, on the north side of the road
-There is a billboard that says "Silent Hill Fresh Meats" along with a cow
photo -- the actual storefront can be found on Neely Street in East South
Vale
-There is a fallen Lake View Hotel sign near the end of Nathan Avenue by
the broken bridge on the north side
-There are Jack's Inn, Pete's Bowl-O-Rama, and Texxon Gas billboards on
the south side of Nathan Avenue, near the Silent Hill Historical Society
-There is a map of boat routes to the Lakeview Hotel near the Silent Hill
Historical Society -- James takes his own boat and route shortly
thereafter
-The camera zooms in when you're around the entrance of the Silent Hill
Historical Society, revealing great detail
==============================
Silent Hill Historical Society
==============================
-It looks like Pyramid Head's spear is almost sticking out in 3D fashion
in the Misty day painting in the first exhibition room
-You can hear the sound of a painting or something falling in the first
exhibition room
-There is a black & white photo of the Silent Hill 2 development team on
the wall in the first exhibition room, to the left of the Waterfront
landscape caption
-The former director of Brookhaven Hospital looks a lot like David Lynch
in the portrait in the second exhibition room
-There is a strange loud moaning sound heard in the second museum room,
almost like a foghorn but sounding more like a massive creature -- it
gets louder and louder as you descend the hallway*
-It takes 50 seconds to get from the top to the bottom of the very long,
descending hallway from the second room of the museum
-There is a note on the desk in the room at the end of the long,
descending hallway that was last dated 1820
-The "different" brickwork in the well is easy to find, even on the first
try -- just turn 135 degrees to the left and it'll be right ahead
-You can break the "different" brickwork with the Hyper Spray
-After you exit the well, James falls down into the lower water of the
sewer
-A weird sound is heard when you walk by the first door on the right after
escaping the well*
-James literally goes DOWN the hallway after using the Spiral-Writing Key,
since the hole is actually a hallway flipped vertically
=============
Toluca Prison
=============
-There is painting of the cafeteria at the back of the cafeteria; perhaps
a... self-portrait?
-Toluca Prison is leaking from the roof, probably from Toluca Lake
-There are two invisible monsters in Toluca Prison: one in the northern
cellblock and one in the southern cellblock -- you can target and kill
both, and they even let out human-like cries of pain
-The invisible monsters in the prison repeatedly say, "ritual", which
perhaps coincidentally is "are you sure" when played backwards*
-Prison halls are much shorter than they are on the map, or at least
compared to other buildings and their maps
-Music fades away when you enter the second cell from the east in the
south cellblock, starting up again when you exit it
-There is a book by the name of "Black Magic from the Abyss" in the second
cell from the east in the south cellblock
-James can take quite the tumble off the courtyard scaffold -- onto his
knees if falling forward or onto his back if backward
-There are rather creepy sounds of a running horse in the dark courtyard;
perhaps fittingly you find a horseshoe on the courtyard door handle*
-If you knock on the closed stall door in the women's washroom and head to
the exit, you may hear a loud and sudden crash -- it doesn't work every
time, but it should work if you keep trying
-There is a pop can on the warden's office desk that looks very much like
a Health Drink
-If you examine the documents on the warden's office desk, James comments,
"They've got nothing to do with me" -- should they, James?
-There is a busted-barrelled Rifle above the Hunting Rifle you take in the
second room of the warden's office, along with a Shotgun above it
-James can't find the stairs so he jumps down to B1F
-James makes funny comments in the unmapped foul-smelling prison morgue
-The corpses in the morgue must be many years old, yet they still have
their skin
-The legs of the corpses in the morgue are of the same model as the legs
in the fridge in the apartment room you first meet Eddie
-James doesn't even question jumping down all the holes and has no problem
surviving whatever the drops may be -- perhaps he is a superhero
-The sound effect of the broken-locked door beside the elevator before the
long ride sounds fantastic*
-Consider strafing in a circle around the elevator to keep busy during the
long ride (tap and hold the buttons and try to avoid touching any walls)
-The large elevator takes exactly one minute to descend to the bottom
=========
Labyrinth
=========
-If you stay by the ladders in the alcoves down in Pyramid Head's lair,
Pyramid Head will simply walk by and won't attack you, even if you're
shooting at him -- in fact, even if you stand on the path and attract his
attention, including making him poke at you, he'll still walk on by once
you move into the alcove
-Pyramid Head has Shotgun Shells in his lair for some reason -- I guess he
got tired of the Great Knife and wanted James' Shotgun
-James' Flashlight reflects in the water of the Labyrinth
-The number "208" can be seen on the door in the cell with Maria dead in
the sickbed, which is the same room number as the apartment with James'
character model sitting dead in front of a TV blaring static
-James tells Maria, "There was blood everywhere" when she got stabbed in
the elevator, but he didn't see any in our eyes
-You can shoot at Maria through the cell bars but cannot hit her
-Outside the Abstract Daddy boss room are papers on the ground, some from
today's date according to James
-You can see James' veins on his hands when pulling down the hanged men
nooses -- additionally he maintains a very odd, precise, and careful
look and motion all the way through
-After entering the cell with Maria lying on the bed, James initially
stands well clear left of the door before walking over to Maria
-You can find Walter Sullivan's grave in the catacomb, along graves for
James, Eddie and Angela
-The ground in James' grave looks something like apple pie
-It takes twenty seconds to get to the end of the "pie" hallway before you
fight Eddie
-It looks like James has a beard from some angles in the first room Eddie
boss fight cutscene
-The camera angle changes so many times in the Eddie boss fight cutscene
in the first room, aiming to keep the player on edge
-Eddie's revolver freakily sticks up in the air after he's dead
===========
Toluca Lake
===========
-After you kill Eddie and head out to the dock, James says he can't get
either door to open if you try
-The sound effect when trying the two large doors on the dock sounds
fantastic*
-So after running down a minute-long, descending hallway, jumping down
five holes, and a minute-long elevator descent, James ends up at water
level -- alrighty then
-There's a sign on the shore by the dock regarding the prison that says:
"WARNING PERSONS PROCURING OR CONCEALING ESCAPE OF PRISONERS ARE SUBJECT
TO PROSECTION"
===============
Lake View Hotel
===============
-The sound effect of hotel double doors sounds somewhat like someone
laughing (perhaps Laura)
-If you investigate the piano in the Restaurant 1F, James will funnily
comment that Mary played the piano but she wasn't very good
-The "other letter" that Laura lost is almost certainly the full letter
from Mary intended for James, read at the end of the game
-There are several paintings of mountain landscapes on the walls of the
Lake Shore Resutaraunt
-Heavy breathing is heard inside the B1F elevator*
-If you run quickly to the end of the west 2F corridor, only one Abstract
Daddy will appear sometimes
-When standing near the briefcase in the Cloakroom 2F, you can get a great
view from the coat rack along the wall by the door, with some hangers
partially blocking the view
-A man can sometimes be heard sobbing in the west 2F corridor*
-The Employee Elevator Key on the desk in room 204 2F is huge
-Other than the one photo of the code, the photos on the bed in room 202
2F contain various game art and character headshots, including James,
Mary and Laura
-It is possible to put 30 items in the Employee Elevator shelf but no more
(GH/DC version) -- the max is 29 in the original version
-Despite being surrounded by all the food in the Pantry 1F, James doesn't
want to eat -- after all that walking? C'mon!
-James can comment on seven different things in the Pantry 1F
-An interesting thing to note about the three music boxes is each of their
locations: Little Mermaid on the water fountain in the courtyard
(mermaids live in water of course); Cinderella in the briefcase with a
photo of the combo on the bed beside it (the prince carried Cinderella's
slipper on a pillow and also tried to find the right "fit" (like the
code)); Snow White in the pantry right beside an apple (Snow White falls
into a slumber after eating a poisoned apple)
-James can find a schedule book on the whiteboard of the Employee Lounge
on 1F that was last updated a year ago, like due to the hotel fire
-On a second trip to the 1F employee wing but now with the Flashlight,
James can read an additional note on the back of the small heater in the
Employee Lounge that says, "I'm Johnny, one hot guy." -- a curtain hangs
dangerously close to it, perhaps indicative of how the hotel burned
-There's a collection of fishing lures on display by the exit of the Venus
Tears bar in the basement
-You can't read your map on 2F with the Flashlight off, but James must be
blind because there's tons of light
-If you go up to the 3F stairwell with the gate, you can hear Mary's faint
voice exclaim, "James!" on the way down
-Room 312 3F is the cleanest room in the entire hotel -- it looks like
someone has been expecting you...
-The TV in room 312 3F is huge but has quite a small screen, quite common
for TVs from before the 1990s
-James could've just left with Laura if he said "Okay" when Laura tells
him "Let's get going already", but he decides to tell her the truth
-The carpet texture in room 312 3F is very impressively-detailed
-There is a clock on the wall in room 312 3F
-You can interrupt the radio message subtitles in room 312 3F by examining
the VCR, windows, or trying to open the washroom
===============
Nightmare Hotel
===============
-This version of the hotel appears to more accurately represent the
current, burned state of the Lake View Hotel, as demonstrated in the
"Burning Man" painting from the prison
-After James' Flashlight battery dies, it will very briefly flash if you
try to turn it on
-The Health Drinks camouflage very well among the liquor bottles along
the Venus Tears bar B1F
-James appears to cross into Angela's world during the fiery staircase
scene "You see it too? For me, it's always like this."
-The stairs in the fiery staircase scene are incredibly steep
-James tells Angela that he'd never kill himself in the fiery stairway
cutscene, but he does just moments later in the In Water ending
-You can continue to watch Angela walk up the fiery stairs until some
flames cover your view
-Despite hanging upside-down before the Pyramid Head Duo boss fight,
Maria's hair remains in its normal state instead of falling downward
-There is a faint "Mark of Samael" crest visible on the floor in the Lobby
during the Pyramid Head Duo
-There is a random "X" marked on the map in the Lobby during the Pyramid
Head Duo
-There are marks on the door through the right Lobby 1F door that make up
what looks just like a face
-During the final staircase, you can continuously run quickly up the
stairs by running at an angle into the wall, rather than only a few quick
steps at a time
=============
Miscellaneous
=============
-If James is tired and panting from running, go through a door and he
won't be tired anymore
-Eddie has a habit of saying, "I swear"
-Maria's outfit is taken straight from what Christina Aguilera wore to the
1999 Teen Choice Awards
-When Laura says "get" it sounds like "git"
-Normally when wielding the Great Knife, James drags it behind him,
struggling with it; however if you pick up an item while the knife is
equipped, James effortlessly lifts the knife and holds it parallel to the
ground as he picks the item up, then returns back to struggling with it
afterwards (quite funny to witness)
-Monica Taylor Horgan, voice actor of Mary and Maria, has revealed that
her reading of the letter at the end of the game was a one-take
performance, making it all the more impressive with how perfect it is
===---====---===
Born From A Wish
===---====---===
===============
West South Vale
===============
-Someone stuck gum in the backdoor lock inside Heaven's Night
-If you try to leave Heaven's Night without the Cleaver, Maria will say
that she's a little nervous with only the Revolver
-A gleaming shine comes off the Chinese Cleaver while running on the
streets, and from certain angles Maria can look like a crazed girlfriend
or wife out for revenge
-Unlike the main scenario, items can now be found on vehicles and even in
the back of a pickup truck
-There is a Lying Figure on the roof of a building on Rendell Street,
halfway between Carroll and Munson
-The corpse outside the Baldwin Mansion might be Ernest's, perhaps with
him ending his life similarly to how Amy went
===============
Baldwin Mansion
===============
-The boarded off fireplace in the Living Room 1F says "Do not use"
-There are two framed paintings of the red and black boards on the wall in
the staircase connecting the Living Room to the second floor -- one up
the first section of steps and the other across from the Lounge 1F, where
Maria first meets Ernest
-Maria jokingly asks Ernest if he's Ernest Hemingway, who died in 1961
(or perhaps she's serious and the name is just in her head, which poses
another question of how she knew it)
-The sound of the thump from the fireplace cover falling is heard when
coming back down to 1F*
-Footsteps are heard in the stairway after the fireplace cover falls*
-Maria can walk through the leaves and branches of the trees in the garden
up the fireplace ladder
-If you examine the teddy among the stuffed animals in the Kid's Room,
Maria will comment that Laura would love it since she loves bears, before
catching herself and wondering who Laura even is -- this is because she
is already acquiring Mary's memories
-Maria will additionally comment that the fairy tales on the shelf by the
closet seem familiar despite having never read them
-The is a calendar from November of 10 years ago in the Kid's Room,
informing us of the approximate date of Amy's death
-The female voice of who is likely Ernest's wife during the attic voices
is clearly the same voice actor as Maria -- Monica Taylor Horgan
-Amy says "Give it... to my daddy..." when you try to leave the attic with
the Birthday Card, telling you to give Ernest the birthday card that she
never got to give him
-Maria doesn't stop looking at the present from Amy to Ernest after
leaving it in the Study, but she can't take it back
-"Keep Out of Haunted Mansion" is spray painted on the outside wall of the
mansion where it connects to Blue Creek Apartments, perhaps referring to
the ghost of Ernest inside
-When you return after acquiring the white liquid, you can see that Ernest
took the gift and card from Amy
-Once Maria opens Ernest's door in the Study, you can see the birthday
card on the table next to a pair of gloves, possibly Amy's gift to her
father
-Through the help of Ernest "reminding" her, Maria begins to recall Mary's
memories
-Somehow Ernest knows about James, and that he's a bad man
=====================
Blue Creek Apartments
=====================
-Maria can steal James' map for Blue Creek Apartments
-Maria finds the White Liquid (White Chrism) in the same room as James
does in the main scenario, although moved from the kitchenette counter
to the old desk
-You can access the 2F stairwell from the Pyramid Head fight, but there's
no water in it (this is Maria's escape route for the ending)
-You can also access room 203, where Maria comments she doesn't know how
to open the safe and that the toilet that James reaches into is
"Disgusting..."
-Maria comments that she can see the apartment next door from 203 but
cannot cross over to Wood Side
=============
Miscellaneous
=============
-Since Maria doesn't find a radio like James, the static is replaced by
what I'd call the "music of evil" whenever a monster is nearby
-With no radio, creatures can be right in your face without noticing them
as long as the camera permits it
-There are only three different enemies in this scenario: Lying Figures,
Mannequins, and Creepers
-Maria says that she's never been so scared in her whole life in the
Hospital's basement (main scenario), but she hasn't had much time to be
scared in her whole life since she came into existence at the beginning
of this scenario
-Maria tosses her revolver right where Laura will be hanging about in the
main scenario -- nice one, Maria
-Only scenes with Maria are shown in the credits
--------------------------------------------------------------------------
==========================================================================
30. P L O T A N A L Y S I S [SH2_30]
==========================================================================
--------------------------------------------------------------------------
If you've beaten Silent Hill 2 you've probably gotten a sense that its
story is a heavy one. While one experience through it provides you with
most of the key details and major plot points, it is one-hundred-percent
not even close to being sufficient for anyone to fully digest the story
and all its intricacies.
Surely you've heard of the phrase, "just the tip of the iceberg". Have
you also seen a photo of what an iceberg looks like both above and below
the surface, with the top composing of 10% or less of its total mass,
while the rest is hidden below? Forgive me if it sounds cheesy or cliche,
but it's literally the perfect analogy to compare to Silent Hill 2's plot.
You may have seen the tip of the iceberg above surface, but that is only
the introduction to the plot. A starting point.
In fact, there's more below the surface than will likely ever be fully
understood or at least known with certainty due to the full information
not being out there. Therefore at times we'll delve into theories or
plausible explanations which, while not confirmed by Team Silent, do exist
as strong possibilities or even likelihoods.
However, even accounting for only what we know or what we can muster
together through observation, there's still loads of mind-blowing truths
and intricacies to uncover. And while there's an outrageous amount of
detail and depth we could dive into, let's stay focused mostly on the
town and each of the main characters of Silent Hill 2. You'll see what I
mean about this whole iceberg thing in due time, that much is certain.
CONTENTS:
I. Silent Hill
II. James
III. Mary
IV. Maria
V. Laura
VI. Angela
VII. Eddie
VIII. Pyramid Head
IX. Born From A Wish
I. S I L E N T H I L L [pa_01]
--------------------------------------------------------------------------
Silent Hill is a small, peaceful and beautiful resort town on a large
lake, or at least it's supposed to be. However it is known by its
residents, while perhaps not so much its visitors, as a town with a dark
history that holds many secrets and powers.
Upon James' arrival to the town, he's immediately greeted by a thick,
ominous fog. Shortly into his journey he meets a young woman named Angela
in a graveyard who warns him to be careful.
"This uh... this town... there's
something... 'wrong' with it."
But is it something wrong with the town or is it the minds of those who
pass through it? Ernest provides an insightful glance into this question
when asked by Maria in the sub scenario.
"You want to be alone in this
insane asylum?"
"Yes, exactly.
But how can you say that it
is this town that is insane?
Perhaps it is we
who are insane.
Both of us... hopelessly insane."
What is certainly clear is that Silent Hill holds a soul-drawing power,
able reach out to troubled minds. James meets Eddie puking in a toilet in
the apartments, trying to explain what brought him here, but he can't
quite explain it on his own.
"I'm not even from this town.
I just, I just..."
"You too, huh. Something just
brought you here, right?"
"Umm... yeah. You could say that..."
Deeper into his journey, Eddie finally realizes exactly what James was
talking about. While opening up to his crimes in the meat freezer, he
has finally become wise to the powers of the town.
"You think it's okay to kill people?
You need help, Eddie!"
"Don't get all holy on me, James.
This town called you, too.
You and me are the same.
We're not like other people.
Don't you know that?"
Silent Hill calls to those that bear the weight of their sins and crimes,
giving discernible form their innermost thoughts, delusions, secrets and
desires. It is a town that sends its guilty traversers down a pathway of
judgment through the subconscious. It manifests their greatest delusions
and fears as the ultimate test of will, mental strength, ability to atone
for sins, willingness to forgive the self and to allow for personal
growth.
It offers the ultimate litmus test of one's psyche. But not everyone is
able to survive it, many succumbing to their fragile but dangerous minds.
The guilt is too great, the pain is too much, or the will is not strong
enough. This journey is not for the mentally weak.
But what is this path of judgment? It may take the form of providing
roadblocks and challenges in uncovering or accepting the ultimate truth.
Of our main four souls traversing the town, one witnesses monsters,
another sees people laughing at and bullying them, another experiences
their whole world burning around them, and one sees nothing out of the
ordinary, holding no darkness in their mind.
Whatever each person sees comes right from the inside. What is their past
and what are their greatest fears and hidden truths? It is unique for each
individual who sees a unique, crafted world relevant to one's self. We can
read some insight into this phenomenon in one of the six scattered memos
next to a corpse on north Neely Street.
"I saw those demons. They were
there, I'm certain. But my friend
says he didn't see anything.
If that's true, does that mean
that what I saw was an illusion?
But whether that demon that
ate human beings was real, or
whether it was just some kind
of hallucination that my mind
dreamed up... one thing I know
for sure is that I'm beyond all
hope."
As he suspected, he did see an illusion, one manifested from his own mind.
His friend did not hold the same darkness inside. Perhaps his was
delivered in a different form or he did not bear the weight of any sin.
But the last line ties back to what we explained before. "I'm beyond all
hope." His corpse proves as much right beside the memo. He did not have
the capacity to survive the test.
But while different people are able to experience different things, they
can experience some level of overlap with other sinners. James' witnesses
Angela's burning world of despair in the hotel and Eddie's
self-body-shaming meat freezer, while perhaps Eddie witnesses some of
James' monsters in the apartments, among several other overlapping
experiences.
And what of the otherworld that James experiences in the hospital and
hotel? Both areas undergo an extreme transformation, and while we'll
uncover the hotel instead reaches a more truthful state, the hospital
transformation perhaps represents reaching into the furthest depths of
the subconscious.
Upon arriving at the hospital, James discovers a doctor's memo on his
patient's experience with this otherworld or "other side".
"The potential for this illness
exists in all people and, under
the right circumstances, any
man or woman would be driven,
like him, to "the other side."
The 'other side' perhaps may
not be the best way to phrase it.
After all, there is no wall between
here and there. It lies on the
borders where reality and unreality
intersect. It is a place both close
and distant.
Some say it isn't even an illness.
I cannot agree with them. I'm a
doctor, not a philosopher or even
a psychiatrist."
As he says, each and every person is capable of reaching this other side,
which has no borders or walls but is entered through the transformation of
the world around one's self, which can happen in an instant depending on
the mental state of the subject. It is a blending of reality and
unreality, but impossible to specifically discern.
But enough about the powers; how did Silent Hill become this way? For this
we must dive into its history, and while we may not arrive at concrete
answers, we're left with a lot of intrigue from a mysterious past. The
Lost Memories book found at the Texxon Gas station (once unlocked) helps
set the groundwork.
"The name comes from the legend
of the people whose land was
stolen from them.
They called this place 'The Place
of the Silent Spirits.' By 'Spirits,'
they meant not only their dead
relatives, but also the spirits that
they believed inhabited the trees,
rocks and water around them.
According to legend, this was
where the holiest ceremonies
took place.
But it was not the ancestors of
those who now live in this town
that first stole the land from these
people. There were others who
came before.
In those days, this town went by
another name. But that name is
now hopelessly lost in the veils
of times.
All we know is that there was
another name, and that for some
reason the town was once
abandoned by its residents."
Further, a gossip magazine in the prison dives into one of the town's
deepest mysteries.
"Toluca Lake, the town's main
tourist attraction.
This clear, beautiful lake has
another side as well.
It may seem like just a typical
ghost story that you might find
in any number of old towns
across the country.
But in this case, the legend
is true.
On a fog-bound November day in
1918, the Little Baroness, a ship
filled with tourists, failed to return
to port.
A newspaper article from back
then simply says 'It most likely
sunk for some reason'. Despite
an extensive police search, not
a single fragment of the ship nor
any of the 14 bodies of
passengers or crew has ever
been recovered to this day.
In 1939, an even stranger incident
occurred.
(There are many pages torn out.)
Many corpses rest at the bottom
of this lake. Their bony hands
reach up towards the boats that
pass overhead. Perhaps they
reach for their comrades."
What was the "even stranger incident"? Perhaps it could have something to
do with the Rosewater Park monument, "In memory of the sixty seven who
died of illness and now sleep beneath the lake." Or maybe another folklore
story entirely.
More town lore can be found in the Silent Hill Historical Society,
including the "Misty day, remains of the Judgment" painting, or others of
the history of the Toluca Prison which was created as a POW camp in the
civil war and carried out executions by pyramid-helmeted executioners, or
the building of Brookhaven Hospital as the response to a great plague.
Ultimately, while Silent Hill's history will forever be a mystery, it is
perhaps the mixing of these energies from its dark past with the guilty
souls of its traversers that bring form to their greatest nightmares and
truths.
II. J A M E S [pa_02]
--------------------------------------------------------------------------
Where do we start with this intricately-woven character called James?
Right from the beginning of course. The letter.
"In my restless dreams,
I see that town.
Silent Hill.
You promised you'd take
me there again someday.
But you never did.
Well I'm alone there now...
In our 'special place'...
Waiting for you..."
This is the letter that beckons James to the town of Silent Hill, and
thus the beginning of our story. But is it really?
James explains that the letter is certainly written in Mary's handwriting;
there's no mistaking it. But she died three years ago. Surely the post
office isn't that behind, right? How could Mary have possibly written this
letter to James if she were dead? Keep that question in your mind, because
even if you've seen the ending you probably still don't understand this
letter. We'll explain it all in due time.
James ponders and believes Rosewater Park to be his and Mary's "special
place". And upon arriving, he sees a female figure waiting along the pier.
"Mary?"
No. Maria. A near-identical twin of Mary, instead having the more
desirable attributes of a woman in the eyes of James. This is not a
coincidence, nor that she waits in their "special place". But first we
must take a step back.
As James ventures through Silent Hill, he comes across Neely's Bar where
a conspicuous message is spray painted over some papers sticking to the
window.
"There was a HOLE here.
It's gone now."
On his pathway to the abyss, perhaps better identified as the Labyrinth,
James comes across a series of holes that he submerges. Perhaps the
message is referring to these holes.
The first hole James descends leads into a well, but the very next hole
holds a key revelation. After finding the Spiral-Writing Key and escaping
the roach surprise in the nearby trap room, James uses the key to open a
gate door... on the floor.
Further, the hole itself is a vertical hallway. There are several doors
placed horizontally along the wall, lights along the "roof", and floor
tiles on the "floor". But everything is shifted and James jumps literally
"down" the hallway. This is because James is not seeing reality.
Further, have you ever examined the key that unlocks the gate to this
"hallway"? The tag reads "'Tis doubt which leadeth thee to Purgatory."
This nearly gives it away on its own. "Purgatory" is a condition or place
of temporary punishment, suffering and atonement. It is James' doubt,
questioning if Mary is really alive and waiting for him after the tragedy
of Maria's death in the hospital, that leads him to this purgatory.
James falls through several of these holes as if lured by his desire to
be punished and to cleanse his soul of his sins. One can interpret these
holes as the entryway into "the abyss" of the soul. James dives into his
own subconscious, where his darkest fears, pains, secrets and truths lie.
It is through this passage into the abyss that, despite jumping down a
series of holes, a minute-long elevator descent and a long, descending
pathway from the Historical Society, James arrives upon the surface of
Toluca Lake immediately behind the museum, and completes the final leg of
his journey inside his preserved memory of Lake View Hotel from three
years ago, to uncover his deepest secret and truth. The videotape.
And the words on the window in Neely's Bar? It seems that in Silent Hill,
holes open up to lure those who hold darkness in their hearts. These
holes provide passage deep into the abyss of the unconscious mind for
those that bear the weight of their crimes. James fights through the worst
of his inner subconscious in a type of civil war to uncover what he is
hiding from himself.
But what of the videotape and its truth? It is upon the shocking
revelation of James witnessing himself smothering Mary with her own pillow
that this meshed together world of memory and desire collapses, revealing
the hotel in its true state: burnt from the fire from one year ago. But
what fire?
Inside a cell in Toluca Prison, James finds three very peculiar paintings,
including one entitled, "Burning Man". It depicts a large, three-storey
building on fire. If one were to compare this painting to an image of the
Lake View Hotel's exterior, seen on multiple billboards in town, it's a
spot-on match.
Three storeys, with one triangular arch on the center of the roof and two
on each side. Even the north shore dock is depicted, along with the
familiar stairway leading into the courtyard, and another set of steps up
to the rear entrance that James uses to enter the sanctuary of memories.
Make no mistake -- this burning building is the Lake View Hotel.
Perhaps the painting could be a fantasy or a prisoner's crazed
imagination? But no. James comes across a whiteboard in Employee Lounge on
the first floor.
"There is a schedule book here.
The date is from one year ago."
It hasn't been updated since the hotel burned down exactly a year ago. If
one were to come back here with the flashlight, an additional note can be
found on the small circular heater in the corner by the window.
Suspiciously it reads, "I'm Johnny, one hot guy." Just a cute little joke
about a heater, or perhaps a glance into the cause of the fire one year
ago? Notice the curtain drooping just above it...
The schedule book, and perhaps the heater note, is only a tiny sprinkle
of truth shining through James' false recreation of the past.
"This place hasn't changed at all
in three years..."
James tells himself upon arriving on the hotel dock. You're right, James.
It hasn't. You've made sure of that.
Another revelation around arriving at the hotel involves Mary's letter.
After killing Eddie in the meat freezer along the Toluca Lake dock, James
feels the guilt of what he's done. While already desensitized from killing
monsters, ending Eddie's life brings James sick to his stomach.
"I... I killed a...
a human being..."
James slowly collapses to his knee, overlooking Eddie's lifeless body.
"A human being..."
After briefly mourning Eddie, James springs up and looks on with a thought
running through his mind.
"Mary... Did you really die
three years ago?"
Why does James ask himself this question at this precise moment? Did the
action of killing another human being invoke some familiar feelings? Is
his inner subconscious trying to tell him something?
It is after this point that upon examining Mary's letter, which was
readable for the entire game until now, James comments that the stationery
inside is blank -- Mary's written words have disappeared entirely.
This is where you can begin to ask yourself an important question. Did
James actually receive a letter? Is that what really brought him to Silent
Hill?
And why is it that the videotape exists as it does? With a recording of
James killing Mary at the end? Obviously this part was never recorded, but
James witnesses it because the videotape represents his purest form of
truth. The one thing that cannot be questioned. It is the form in which
his subconscious hid his greatest secret.
Examining the letter again after viewing the indicting videotape, even
the paper has now disappeared, leaving just an envelope. James' lie has
been fully-revealed at this point, and thus his false truths and
delusions are cracking. And as we've already touched on, this is also the
moment where the hotel is revealed in its true, burned form.
This is also the point however, where James actually begins to accept and
take responsibility for his actions. We realize for the first time that
James has been struggling from an internal conflict all along. One side of
him is running away from the truth, while the other is actively trying to
uncover it.
For the majority of the game his deluded side is winning the war, and
while we start to see cracks in this delusion leading up to the hotel, it
is the videotape that cannot be disputed. James realizes a truth that he
hid from himself with a damaged, unstable, and repressed mind. He killed
Mary. He is a murderer.
In the prison, James comes across three tablets. "Gluttonous Pig", "The
Seductress" and "The Oppressor". These three tablets represent Eddie,
Angela and James. Eddie, the "Gluttonous Pig", is overweight and is found
in the same, fitting place as the tablet -- the prison's cafeteria.
"The Seductress" is a more difficult one to understand because it sounds
more like Maria. But perhaps in some twisted and deluded way, Angela was
an unwilling seductress to her father. Further, the tablet is found in an
open shower in the shower room of the prison. The shower is a likely
destination for any rape victim to cleanse away the wrongs done to them.
Lastly, James is "The Oppressor", responsible for Mary's death. Fittingly,
the tablet is found in a prison cell where upon attempting to leave (and
only after taking it), the cell door jams and traps James for a few
moments. In the very place a murderer belongs. This is not coincidental.
Back to room 312, Laura enters the room, catching James in his most
vulnerable state. He remains frozen in his cacophony of despair as the TV
emits its static, despite Laura's friendly behaviour extending to the
furthest point of her entire relationship with James.
"So there you are, James.
Did you get the letter?
Did you find Mary?
If not, let's get going already.
Okay?"
James doesn't take the opportunity to feed her any lies, but only the
truth. And not without a heavy heart.
"Laura...
Mary's gone. She's dead."
Laura steps back and calls him a liar, uncomfortable with hearing her
dearest friend, the only person in her world that she meant anything to,
is dead. James assures her it isn't a lie.
This is also where Laura is fully-exposed in her most vulnerable state,
hanging onto James' every word as she hesitantly looks for the truth.
"She... she died 'cause she was sick?"
Yes, that is what James has been telling himself up until now and what he
passed on to Laura in the restaurant downstairs. He could confirm the
notion and leave the town with Laura. But he knows he can't hide from the
truth anymore and treats Laura like an adult with his response.
"No. I killed her."
Not "she was very ill", "I didn't want her to suffer anymore", or "she's
in a more peaceful place now". Just the truth, that he killed her. Against
her will.
Despite mustering the courage to tell her the truth, James cowers in shame
as he breaks eye contact with Laura and shifts his head away. He can hardly
bear to be himself in this moment.
Laura launches a tirade, berating James for not caring about Mary and
exclaiming that she hates him. Understandable.
"She was always waiting for you...
Why? Why..."
James offers all he can, an apology. Both to her face before she leaves
and then more sincerely again after she leaves the room.
But despite James' acceptance of his hidden truth, his inner delusions are
not going down without a fight. James' radio begins to crackle as he sits
shamefully in front of the TV. It's not over yet.
"James.
Where are you?
I'm waiting.
I'm waiting for you."
Please come to me.
Do you hate me?
Is that why you won't come?
James looks more closely at the radio. "That voice..." Mary's voice grows
more and more desperate in a (excuse the pun but it's just too fitting)
hail-Mary attempt to get James back on the delusional trail.
"James... James...
Please hurry.
Are you lost?
I'm near.
I'm waiting nearby, James.
Please.
I want to see you, James.
Can't you hear me?
James...
Please, James...
James... James... James..."
This is not Mary, but just another vehicle of James' inner subconscious,
trying to win the most important battle of his inner civil war. It's
enough to push James further, but his alternate universe is already
crumbling.
Upon reaching the lobby of the burnt and leaky hotel, James witnesses a
demonstration from the other side of his inner civil war. The side pushing
for the truth. Pyramid Head.
Maria cries out while hanging upside-down, tied to a bed frame, with a
desperate plea not at all unlike Mary's cries on the radio.
"James!"
James has already witnessed Maria's death by Pyramid Head in the hospital
basement, but behind the closing doors without any... closure, and simply
found Maria's corpse in the Labyrinth cell without any explanation. But
this time she's about to be executed right in front of him. No more
skirting around it.
One Pyramid Head wasn't enough for his good side to reveal the truth, so
to combat the desperate plea of Mary's voice begging James to find her
over the radio, James' inner desire for the truth ups the ante and doubles
down with two Pyramid Heads, opting to execute Maria with a good,
old-fashioned skewering straight from the civil war days of Silent Hill.
And fittingly as a part of James' own civil war.
"Stop!
Leave her alone!!
Leave us both the hell alone!"
The lead Pyramid Head looks over its shoulder and waves the other one
in. That's it, James won't accept it. He is still fighting within himself.
So there will be no mercy. Time to kill this Maria creation right in front
of his eyes.
The spear pierces Maria's abdomen. Without a single whimper, her life
fades away. James falls to his knees and finally overcomes his delusions.
Perhaps even further vulnerable than after the videotape, he talks himself
through the truth. This is the very peak of his emotional journey. His
most significant moment of realization.
"I was weak.
That's why I needed you.
Needed someone to punish me
for my sins.
But that's all over now...
I know the truth.
Now it's time to end this."
Just who is he talking about? Maria? Pyramid Head? Perhaps it is both. The
two sides fighting amongst themselves to both hide and reveal the ultimate
truth, that James killed Mary. Each and every time Maria is killed, and
even when he kills Eddie himself, James turns his mind to Mary, as if
slowly but surely letting some of the truth slip into his conscious mind.
And it is this scene where he fully and completely accepts it all.
After briefly fighting the Pyramid Head twins and thus proving he has the
mental strength to continue on his own to fight his biggest inner demon of
them all, Maria, the Pyramid Heads have served their purpose. They have
repeatedly reminded him of his crime by murdering Maria, his own creation
of an idealized Mary.
Because as shown time after time, Pyramid Head cannot actually kill Maria
for good. Only James can do that. Once the Pyramid Heads realize James is
finally capable of this task, they commit suicide. James now has the will
to end this nightmare by himself.
We thought Pyramid Head was a bad guy all along when all he was trying to
do was and hold James responsible for his crimes. As amazing as it sounds,
Pyramid Head is the real hero of Silent Hill 2. He is also entirely the
creation of James, pushing for the truth.
Furthering the idea that James has the mental capacity to kill Maria,
Mary's letter (that was previously reduced to an empty envelope) finally
disappears from James' inventory entirely during this final Pyramid Head
encounter. It's nowhere to be found. Because it never existed. Not in
James' hands anyhow, but we'll clarify where it came from soon enough.
After climbing the rainy staircase and seeing a woman wearing those
familiar pink and white clothes, James perhaps believes his new drive for
the truth has rewarded him with his dear wife. Now this is where things
can diverge depending on your ending, but we'll use a mix of the Leave and
In Water endings, both of which feature Maria at the top. Refer to the
Maria section for the other ending with Mary on the bed.
"Mary!" he blurts out. The woman turns around, and while certainly
bearing Mary's appearance in every way down to her eye colour and hair
style, her body language suspiciously suggests it's not her.
"When will you ever stop making
that mistake?
Mary's dead.
You killed her."
Maria.
James has had enough of her games at this point, and he doesn't need to
keep the illusion going.
"Maria?
It's you...
But I don't need you anymore."
This sets her off. Maria is the perfect recreation of Mary, created
entirely from the fantasies of James' mind. How can he not need her
anymore? It doesn't make any sense to her.
"What?
You must be joking!
But I can be yours...
I'll be here for you forever.
And I'll never yell at you or
make you feel bad.
That's what you wanted.
I'm different than Mary...
How can you throw me away?"
We can hear the same desperation from the earlier radio call. But this
time James is wise to his inner deception.
"I understand now.
It's time to end this nightmare.
The problem is... you're not Mary."
James has finally let go of this fantastical creation of his. He finally
realizes how special his dear Mary was and even through his desire to
create a more idealized version of her, he loved Mary for all her
imperfections that made her who she was. In a sweet moment of realization,
Mary is worth more to James than a million Marias. Simply just her memory
on its own is worth fighting for rather than this "perfect" alternate
creation of her. Mary is and always will be James' sweetheart.
But Maria won't let James end his nightmare just like that.
"You deserve to die too James."
Maria transforms into a lethal demon, fittingly lying between a bed frame.
Despite putting up a grand fight, James' unwavering mental strength
overpowers Maria, and she falls helplessly to the ground.
Utterly helpless, she turns to the soft, sweet, soothing voice of Mary --
James' greatest weakness -- and whispers desperately. A final hail-Mary.
"James... James... James..."
But it's too late, James has finally won the civil war. He doesn't need
this "perfect" recreation of his wife. She is his greatest demon and he
must destroy her. And he does so, ending his nightmare for good.
James then transitions into a dreamlike state where he witnesses Mary's
final breaths on her sickbed. This is not reality but instead a fantasy
that James allows to play out in his head. It is the reward he gives
himself for enduring this terrible journey.
"Mary..."
"James..."
"Forgive me..."
Mary, coughing on her sickbed, soothes her sweetheart's conscience.
"I told you that I wanted to die,
James.
I wanted the pain to end."
James holds onto that statement to explain his actions.
"That's why I did it, honey.
I just couldn't watch you suffer."
He couldn't bear to see her like that, so he ended her pain for the
better. But is that the truth, James? After all, now is your moment of
inner acceptance and closure. James realizes this and is done telling
lies.
"No!
That's not true...
You also said that you didn't
want to die.
The truth is I hated you.
I wanted you out of the way.
I wanted my life back..."
Mary stops him.
"James... if that were true, then
why do you look so sad?"
You killed me and you're
suffering for it.
It's enough, James."
In the Leave ending, Mary has one more thing to ask of James, handing him
a letter.
"James...
Please...
Please do something for me.
Go on with your life."
In her final moments in the In Water ending, Mary hands over the same
letter. She begins to cough and shrieks out to James, her dear sweetheart,
who holds her hand as she breathes her last breath and passes away.
And now we have come a full circle... The letter. It opens with the same
few paragraphs as the letter that brought James to Silent Hill. The letter
that didn't really exist and slowly vanished as James uncovered the truth.
James did not receive a letter from Mary. Mary did not die three years
ago. These are the lies that he forced and tricked himself into believing
were true. And to him they really were true, but deep down in his inner,
unrepressed conscience was the truth all along.
But Mary did write a letter, which is read in full during the ending, and
it opens with the same few paragraphs as the initial letter James forced
himself to believe he received. And despite this sweet little scene of
James with Mary in her final moments where she hands him the letter, this
is not real. This never happened. And therefore, James did not receive a
letter. Ever... But he was meant to. At the appropriate time.
So where did this letter come from? How has James recreated a letter he</pre><pre id="faqspan-16">
never received, down to the exact intricacies of its introduction, even if
it stops there?
First it's important to remember Mary's letter to Laura that James reads
in the hotel restaurant.
"My dearest Laura, I'm leaving this
letter with Rachel to give to you
after I'm gone."
Further, Laura reveals that she took the letter from the locker of their
shared nurse at the hospital, the very same Rachel. In the letter
addressed to James, the one we're trying to discover the origin of, Mary
writes:
"I told the nurse to give
this to you after I'm gone.
That means that as you read
this, I'm already dead."
So Mary never intended on giving this to James directly. Additionally, do
you remember when Laura explained there was another letter upon reading
the letter to Laura?
"Maybe you'll get it if you see
the other letter.
The one Mary... huh?
I must have dropped it!
I gotta find it!"
That letter. That is the letter written to James. The very one read by
Mary in the ending. Whether James will ever read this emotional and
beautiful letter from his sweetheart depends on Laura's ability to find
it, but considering she asks James in room 312 afterwards if he's found
the letter, we can make the assumption that the letter has been forever
lost, never to be read by James Sunderland. A sad reality.
But we mustn't get sidetracked. How does James know the full introduction?
There's a part in the full letter where Mary explains that her doctor told
her she could go home for a short stay. Not because she was getting better
but because she didn't have much time left.
Thus Mary began writing the letter to James while still in the hospital.
But she says she's waiting in Silent Hill... Is this true? Or perhaps she
just means figuratively as in her "restless dreams"?
While I have previously held the theory that Mary may have been granted a
short stay at Brookhaven (yes, primarily a mental hospital but not beyond
reason for a terminally-ill patient with Mary's behaviour), and there's
certainly enough potential evidence and hints for a very enticing
argument, it's ultimately the fact that the two letters (to James and
Laura) must've been written at the same time (they both also use the exact
same stationery) that seems to undo the theory, along with the diary on
the rooftop appearing a lot more suicidal (and thus unlikely hers) than
Mary makes it known elsewhere.
Because Mary writes to Laura while still in the same hospital as her,
allowing Laura to steal both letters from their nurse's locker, she is
believed to have stayed in St. Jerome's Hospital in South Ashfield (from
Silent Hill 4), just outside of Silent Hill. Additionally, there is a
nurse named Rachel referenced in Silent Hill 4, along with a Frank
Sunderland as the superintendent of the nearby apartments, South Ashfield
Heights, both hinting further at the connection. So perhaps we can settle
on Mary being "alone there now" in Silent Hill only in her restless dreams
and memories.
From here we can make the conclusion that James arrived at the hospital to
bring Mary home upon her release. Perhaps she wasn't quite ready for him
and had left her written letter on the nightstand beside her bed. Perhaps
while Mary was gathering her things, James was able to take a quick peak
at it and read only what he could see of the multi-page letter -- the
first page introduction. "In my restless dreams, I see that town. Silent
Hill." Up until "Waiting for you..." And thus, our riddle has found the
beginning of its conclusion.
From here, an unknown timeline plays out where James takes Mary home and
smothers her to death in her sickbed. He suffers a traumatic inner
conflict of fear, panic, regret, love and desperation.
Perhaps he places Mary's lifeless body in the trunk of his car and drinks
his immense depression and rainbow of emotions away (James reveals himself
as a potential alcoholic if you examine some bottles in Heaven's Night)
and ultimately manages to repress his recent, tragic memory into a
condensed ball of delusion and hide it somewhere deep inside his
subconscious.
And thus his inner civl war begins and he covers up his tracks in his new
alternate universe. He didn't kill Mary. She died three years ago. And
suddenly he receives a letter in the mail with Mary's handwriting,
conjured out of thin air from his memory of the first page of Mary's
letter on her nightstand in the hospital.
There is no letter, but he has forced himself to believe there actually
is one. And of course there is... he's holding it in his very hand. It
has her handwriting... this letter was sent by Mary.
James is beckoned to Silent Hill ultimately by himself, not Mary. Perhaps
considering suicide right then and there by driving straight off into
Toluca Lake, James parks and takes a breather. He steps inside the
nearby restroom and stares himself down in the mirror. Perhaps with some
small recollection of feelings or thoughts from the tragedy he has since
repressed, he reaches out and studies his hand. Is he questioning himself?
"Is this reality?" Perhaps that is what he's thinking.
But it's time to begin his journey. He steps outside, walks over to the
edge of the observation deck and recounts the new timeline of events as
Mary narrates the introduction of her letter to James.
"In my restless dreams,
I see that town.
Silent Hill.
You promised you'd take
me there again someday.
But you never did.
Well I'm alone there now...
In our 'special place'...
Waiting for you..."
It's much more tragic reading this time, isn't it? And you may wonder,
what of Mary's body? After all I suggested he put her in the trunk of his
car. But that would mean...
That would mean Mary's body is in the trunk of his car during the very
beginning of the story as she narrates the letter?
Yes.
Before you think I'm reaching here, Team Silent pose this question to the
reader in their Book of "Lost Memories" that glosses over several
important plot details.
"The real reason James came to Silent Hill was to take
his own life in a place of memories. If this is the case,
could Mary's body be in the car!?"
- Lost Memories, XI: Justice
While not outright revealing it to be true, the suggestion alone is
certainly provoking, along with everything else we've brought up here.
Mary is right under James' nose right from the beginning. In the In Water
ending he is able to drive into the water and kill himself with Mary in
his arms, while we can only imagine what he does with her body in the
Leave and Maria endings.
And further, this is how he is able to attempt Mary's resurrection in the
Rebirth ending, because he has her body all along, but doesn't realize it
until defeating his greatest inner demon, Maria.
We can even witness James carrying Mary's body in what looks like the
prison in the opening cutscene. Perhaps he has retrieved her body from the
car and is carrying her back to the center of Toluca Lake where he
performs the ritual.
We have challenged the prison and Labyrinth as not being reality, but the
same can be said for most of James' journey as well, and perhaps he allows
his delusions to continue in some form of another to perform what already
feels like a deluded ritual. Or perhaps not... But either way, food for
thought.
As one final analysis of James' original delusion, why did he think Mary
had died three years ago? Was it just a random timeline that he told
himself? Well, perhaps there's a meaning behind it.
While the precise details of Mary's death get lost in his memory
repression, what he is recalling is what the doctor told him. We can hear
this in the tape cassette recording with the headphones in the hotel
Reading Room.
"How long does she have?"
"I'm afraid I'm not sure.
3 years at most...
Perhaps 6 months...
It's impossible to say with
certainty."
Through his delusional repression, he mixes up her having three years to
live with her dying three years ago. Or perhaps he is simply recalling
this event itself, which was three years ago. Maybe James even mentally
jotted that date down as the beginning of the death of Mary. While she
didn't actually die three years ago, the events were set into motion
during that time period.
In reality, she died very close to the start of the game, perhaps as much
as one week ago but more likely no more than a single day or two. It is
all very much fresh, albeit in the very back of James' mind.
III. M A R Y [pa_03]
--------------------------------------------------------------------------
The late wife of James Sunderland, Mary serves as the centerpiece of the
story. Everything revolves around her.
Some years ago, James and Mary vacationed in Silent Hill, where they
absolutely adored and fell in love with the small tourist town. They spent
a whole day together at the romantic park and particularly had a pleasant
stay in the beautiful Lake View Hotel overlooking Toluca Lake.
In James' videotape left in the hotel, we bear witness to these brighter
days as Mary looks out of the window from room 312.
"I don't know why, but I just
love it here.
It's so peaceful.
You know what I heard?
This whole area used to be a
sacred place.
I think I can see why.
It's too bad we have to leave...
Please promise you'll take me
again, James.
A series of coughs interrupt her pure bliss of admiring the town. The
story begins to take a darker turn. Something is wrong with Mary.
Back from their vacation, James takes Mary to the doctor where he receives
shocking news. We can hear this scene play out with the headphones and
tape player in the Reading Room of the hotel after viewing the videotape.
"Mary's going to die...?
You... you must be joking..."
Mary's doctor tries to assert James, but he can only tell him the reality
of the situation.
"As her doctor, I promise I'll do
what I can.
But... there's still no effective
treatment for her condition."
An untreatable disease. James gathers himself and asks the inevitable
question.
"How long does she have?"
"I'm afraid I'm not sure.
3 years at most...
Perhaps 6 months...
It's impossible to say with
certainty."
Three years of hospitalization pass as Mary fights the disease to the
fullest extent that her doctor predicted was possible.
Three long years...
Not only for Mary, but also for James, taking over his life. It consumed
him. Not that he had it any worse than Mary, a woman with a ticking
internal clock edging closer and closer to death every day, but we cannot
forget that it ruined James' life as well. It even extended into sexual
frustrations, which we'll explain more in the Pyramid Head section below.
But still, it took the biggest toll on Mary, who was normally a sweet,
loving and caring woman with a soft, soothing voice. She was certainly the
"better half" off the surly James.
But her sickness changed everything. She became a different person,
lashing out on her doctors, nurses, and even James. She explains as much
in her letter.
"Every day I stare up at the cracks
in the ceiling and all I can think
about is how unfair it all is..."
---
"When I first learned that
I was going to die, I just
didn't want to accept it.
I was so angry all the time and I
struck out at everyone I loved most.
Especially you, James."
This is further demonstrated in the recording from the long hotel corridor
after the two Pyramid Heads commit suicide. James brings flowers as he
comes to visit Mary in the hospital, but it doesn't go so well.
"What do you want, James?"
"I, uh, I brought you some flowers."
"Flowers?
I don't want any damn flowers.
Just go home already."
"Mary, what are you saying?"
James can hardly recognize this woman anymore. This isn't who he married.
"Look! I'm disgusting!
I don't deserve flowers.
Between the disease and the
drugs, I look like a monster.
Well, what are you looking at?
Get the hell out of here!
Leave me alone already!"
James plays the right hand and stays in the room, understanding his wife's
damaged psyche. She continues her rant.
"I'm no use to anyone.
I'll be dead soon anyway.
Maybe today, maybe tomorrow...
It'd be easier if they'd just kill me.
But I guess the hospital is making
a nice profit off me.
They want to keep me alive...
Are you still here?
I told you to go!
Are you deaf?!
Don't come back!
This time James heeds her words. Even if he knows she doesn't mean it,
perhaps he can't bear to see her like this. A moment passes and Mary's
emotions reverse.
"James...
Wait...
Please, don't go...
Stay with me.
Don't leave me alone.
I didn't mean what I said.
Please, James..."
But it's too late, he's gone. Yet Mary continues her cries to James.
"Tell me I'll be okay.
Tell me I'm not going to die.
Help me..."
She isn't going to be okay. She is going to die. No one can help her.
Mary's tragic reality.
This scene demonstrates Mary's almost bipolar nature as she approached her
death. Angry, she'd lash out, but scared and lonely she never wanted James
to leave her side.
But it ultimately proved too much for him to handle. Mary could sense it
as well, and James took a long break from seeing her. Her letter certainly
suggests as much.
"Waiting for you...
Waiting for you to
come to see me.
But you never do."
Perhaps it was this "flowers" meeting that was the last one for a while,
allowing Mary to develop her relationship with Laura in the same hospital
as a much-needed friend.
Mary's image of James wasn't too positive at this time and she likely
revealed some of these more negative aspects to Laura, fueling her obvious
grudge. As an orphan, the feeling of being unwanted was not unfamiliar to
Laura, so it was very easy to hate him. Meanwhile, James never even heard
of her up until the events of the game, likely because of the long break
from visiting Mary.
Because of this, a rift grew between James and Mary. And once it became
time for her to go home, Mary was apprehensive.
"But I'm afraid James.
I'm afraid you don't really
want me to come home.
Whenever you come see me,
I can tell how hard it is on you...
I don't know if you
hate me or pity me...
Or maybe I just disgust you...
I'm sorry about that."
James reveals she was right in the Leave and In Water endings.
"The truth is I hated you.
I wanted you out of the way.
I wanted my life back..."
And thus the seed was planted. When he brought her home from the hospital,
rather than waiting for her to die peacefully at home, he smothered her
with her own pillow.
With a guilty conscience, he repressed and hid everything away deep in his
subconscious and concocted the letter (which did exist and was stolen from
Rachel's locker by Laura before being eventually lost) to beckon him to
Silent Hill. The place where he intended to commit suicide, together with
Mary's body. But he couldn't do it. Thus he allowed the delusion to grow
further and began to search for her. He regretted everything.
IV. M A R I A [pa_04]
--------------------------------------------------------------------------
Maria is very much the enigma of Silent Hill 2, perhaps serving as the
third member of the love triangle between herself, James and Mary. Upon
searching for Mary in their "special place", James arrives at Rosewater
Park to find a woman standing along the pier.
"Mary?"
The woman turns around and smiles seductively. James realizes his mistake.
"No... you're not."
She finally speaks as James fascination grows.
"Do I look like your girlfriend?"
"No... my late wife.
I can't believe it...
You could be her twin.
Your face, your voice...
Just your hair and clothes are
different."
This is no coincidence. Maria is a near identical twin to Mary because
she is James' creation. She is dressed more provocatively and is generally
more attractive and sexual because she is an idealized Mary. James loved
his wife, but he always had his inner fantasies. When putting his
subconscious to the task, he rewarded himself with the version of Mary he
wanted.
But this is not Mary. With James fanboying over how identical she looks
and sounds to his wife, she doesn't really want to hear it. She admires
her nails with her back turned to James and finally rolls her eyes as
she's heard enough. She interrupts him.
"My name... is Maria."
She is not Mary. She's better. Forget about that dead wife of yours
already, James. But we begin to see Maria's earliest insecurity
immediately afterward. She breaks eye contact with James in the middle of
her next question.
"I don't look like a ghost.
Do I?"
Playing through the Born From A Wish scenario may clear this part up.
James is the first person Maria comes to see during her existence. She
has conversations with Ernest Baldwin but learns the man is a ghost.
Perhaps while James was so caught up with her looking like Mary, she
recalled why she was created by James. She isn't a ghost, is she? She's
really standing here talking to him, right? She takes it a step further
make sure she really appears as a human to James. She grabs his hand and
places it up by her breast.
"See? Feel how warm I am?"
She is convincing herself that she's real, but perhaps also reminding
James that she isn't a ghost of Mary. She's a human composed of blood,
bone, flesh, and certainly breast.
"You're really not Mary..."
"I told you... I'm Maria."
Maria is glad to have gotten that out of the way. She certainly isn't Mary
but rather the part of James that wants to forget and replace her
entirely. She doesn't even like hearing the name Mary. As James apologizes
and awkwardly begins to walk away after the interaction so far, Maria
ask him where he's going. She doesn't want him to leave.
"I'm looking for Mary.
Have you seen her?"
Again about Mary... While talking sense anyway, Maria has no problem
reminding him that she's dead.
"Didn't you say she died?"
James explains he got a letter from her, that she was waiting in their
"special place". Upon questioning the park, James thinks it could've been
the hotel as well.
"So, the hotel was your "special
place", huh?
I'll bet it was."
Maria is toying with James here, revealing her more sexual nature. You had
some good times in that hotel room, didn't you James?
While James mopes about and starts to leave in the wrong direction, Maria
points him the right way and he begins to leave. But he sets off without
Maria, who begins to follow.
"You're coming with me?"
James asks her. Maria pulls the damsel in distress card, making James feel
like a real jerk.
"You were gonna just leave me?
With all these monsters around?
I'm all alone here.
Everyone else is gone..."
While Maria is very much working James to slowly make her way into his
heart, she's already grown quite an attachment to him. It began even
before she met him, recounting the Born From A Wish ending.
Maria even resorts to reminding him about Mary, the name that already
bothers her and she will grow to hate even more, to convince him to let
her come with. She also takes a jab at him in the process.
"I look like Mary, don't I?
You loved her, right?"
Or maybe you hated her..."
What an ominous quote. It is our first glimpse that Maria knows a lot more
than she lets on. It is because she shares Mary's memories and is slowly
acquiring or "remembering" them. Perhaps she doesn't yet know the full
truth between James and Mary, but she certainly knows something about the
growing hatred and James' desire to get his life back during the hospital
days, as hinted here.
Interestingly, James simply responds rather matter-of-factly rather than
questioning her.
"Don't be ridiculous."
James decides it's ok and Maria can accompany him on the way to the hotel.
As an aside, you may have noticed James never tells this woman his name
during this entire conversation or any other, but she knows it anyway,
doesn't she? Of course she does.
And what about that butterfly tattoo on the side of her belly? Well, a
butterfly is a symbol of rebirth, isn't it? An ugly slug transfixed inside
of a cocoon, waiting to be reborn as a beautiful butterfly... Does that
not sound like Mary and Maria? Or perhaps Maria is more of an insufferable
moth? After all, Mary/Maria uses a swarm of moths as a weapon in her final
form. Perhaps the game asks the player to decide if the butterfly or moth
imagery is more suitable, first teasing the player with a butterfly farm
in room 202 of Wood Side after finding a fashion dummy wearing Mary's
clothes in 205 of the very same hallway.
But anyway, instead of finding a way to the hotel, James finds a map that
leads them both to the bowling alley. But after following James thus far,
she refuses to come in.
"I'll wait here. I hate bowling."
Obviously James is not here to play, so why does she say this? Because she
senses Laura inside and she knows her limitations as James creation. Laura
will not be able to see her and James may become aware of the illusion.
It's best to play it safe.
Once James comes back outside, Maria comes running to inform him where
Laura went. Did Laura get spooked by Maria? No, she didn't even see her
because she couldn't. She simply wasn't there.
James and Maria chase after her and find a small gap between a building
and a wall that Laura slipped by. Maria points James to the nearby door to
get around. It's locked... But Maria brushes him aside and uses three
different keys from her skirt, boots and cleavage to unlock it, much to
James' adoring eyes.
This isn't just any building. It's Heaven's Night, a gentleman's club, or
most bluntly, a strip club. So Maria is a stripper... and she's not trying
to hide it one bit. But what does that make of her origin? Wasn't she just
created and only for James? Sure, but it doesn't mean she wasn't derived
in some form from a real human being.
One important but easy-to-miss detail is found in the washroom at the
very beginning of the game. If one looks closely at the wall by the exit,
there are posters of Maria that say "HEAVEN'S NIGHT" on them. It's
rather unmistakable once you spot it -- it's definitely Maria. You may
also remember the Lady Maria poster inside Heaven's Night in Silent Hill 3
(if played with a Silent Hill 2 save on your memory card).
With all this information, we can gather that a dancer named Maria likely
did work at Heaven's Night. Perhaps she even looked a lot like Maria does.
Her image in James' creation could've been conjured up with that dancer
in mind. But that would likely mean James must've visited Heaven's Night
at some point, right? Possibly. Or perhaps all it took was those posters
inside the washroom?
As James and Maria continue into the hospital, Maria begins to feel tired
and sits on the bed inside room S3. She pops a pill but insists it's just
a hangover. But why does this happen here? Perhaps being in the confines
of a hospital is negatively responding to the concoction of Mary's
memories of her hospitalization within Maria's mind.
James encourages her to lay down and rest while he looks for Laura.
Perhaps Pyramid Head sees this as an opportunity to warn James about
Maria. He smacks him with the blunt edge of his great knife, knocking
James off the rooftop and through the roof back onto the third floor. Be
careful, James... you are playing with fire. Stay away from Maria.
In his pursuit of Laura, James gets tricked by the little girl and locked
in an examining room with the Flesh Lips creatures. As described by
Masahiro Ito, the creature designer, the large lips of these monsters
represent Mary's vocal abuse of James during her hospitalization, while
being constricted in a bed frame drives home the metaphor even further.
And upon defeating these creatures, James witnesses a transformation to
the otherworld. Sirens sound, the screen blurs and becomes wobbly before
focusing on the roof. We hear gurney wheels and Mary's voice, "James..."
as if we're being wheeled through the hospital. It is a brief insight into
Mary's hospitalization.
In this nightmare version of the hospital, Maria is now gone from her room
on the third floor, but there are pill bottles to remind us she certainly
was here. It also clearly invokes more images of Mary and her
hospitalization. But why does Maria also require medication if she's James
perfect recreation of his wife? Perhaps it is the one little concession
his inner self allowed to hold the truth or even the real connection to
Mary (after all, she is an improved Mary rather than simply any dream
woman). Or maybe it's just his mind playing cruel tricks on him... This
again.
James doesn't find Maria until accessing the basement's basement, upon
which she pops through the door and cries out to James.
"James!"
"Mary!
Oh Maria it's you...
I thought you were...
Sorry..."
Not the response Maria wanted... And she really doesn't like being called
by that name.
"Anyway, I'm glad you're alive..."
Maria's anger grows and she screams at him. Here we go.
"'Anyway'!?
What do you mean 'Anyway'!?
You don't sound very happy
to see me.
I was almost killed back there!
Why didn't you try to save me?
All you care about is that dead
wife of yours!
I've never been so scared in my
whole life!"
Again we see how much the mention of Mary bothers her, especially being
mistaken for her again. But Maria wants James to feel guilty.
"You couldn't care less about me,
could you?"
James doesn't exactly give the best response.
"No, I just..."
Without waiting for an answer that's not going to be good enough anyway,
Maria forgives him and pulls in close as she blurts out.
"Then stay with me!
Don't ever leave me alone!
You're supposed to take care
of me!"
Take care of you? Perhaps this is coming from her memories of Mary. The
partial abandonment of James during her most difficult times, when her
emotions were all over the place and she struck out at James, and he
couldn't bear to see her like that and stopped visiting her for a while.
Remember, "Stay with me. Don't leave me alone. Tell me I'll be okay. Tell
me I'm not going to die. Help me..."
Maria then changes the subject to Laura, growing evermore anxious to find
her for some reason.
"So what about Laura?
Did you find her?"
"Yeah, but she ran away."
"We've got to find her!"
James notices she's suddenly showing an odd attachment to her.
"You really seem to care about her.
Do you know her?"
"I never met her before
I just feel sorry for her.
She's all alone...
And for some reason...
I feel like it's up to me to
protect her."
This is because Mary is gradually receiving or "remembering" all of
Mary's memories. The attachment is growing because Laura was a very dear
friend of Mary's, perhaps her best friend, and she wished to protect her.
And to even adopt her if she weren't about to die.
In the Born From A Wish scenario before having even the slightest hint of
Laura's existence, if you examine the stuffed animals in Amy's bedroom of
the Baldwin Mansion, Maria will comment that Laura would love them. Then
she catches herself and thinks, who am I even talking about? Even as
early as here her memories are starting to trickle into her expanding
mind. They continue to develop further throughout James' adventure.
Back to the hospital basement, perhaps her temper at the beginning of the
conversation also comes from Mary, as she developed a type of bipolarity
as demonstrated in the hallway recording with her and James. She's
becoming more and more like Mary as time goes on, despite trying to
replace her in James' heart. Further, Maria and James are growing more and
more attached.
What does that mean? Time for Pyramid Head to do something about it. And
he does. While running for the elevator in the basement hallway, Pyramid
Head appears from around the corner and chases them both. James slips
through the closing doors, but Maria doesn't make it. She calls out for
James to save her but it's too late.
You had your warning earlier, James. Pyramid Head stabs the seductress.
Maria is killed right in front of his eyes before the doors close to hide
her body.
James sits helplessly in a trance of despair as the elevator rides up to
the first floor. What does this scene remind him of? Stepping outside
the hospital, he talks to himself.
"Maria's dead.
I couldn't protect her.
Once again,
I couldn't do anything to help."
Once again... the image of Mary dying from her disease as James could do
nothing about it. But there's more to this one. What does he say next?
"Mary...
What... What should I do?
Are you... really waiting
somewhere for me?
Or is this your way of taking..."
James stops himself from going further, but taking what James? Taking
revenge? This one is quite the revelation. Rather than Mary being the one
for taking revenge, it is James' inner desire to accept the truth,
represented by Pyramid Head in form. The basement scene played out
exactly as that truthful part of James wanted it to. It both punished him
for growing attached to Maria and reminded him that he killed Mary, to the
point that he has to stop himself short of indicting himself with his own
words.
This thought is followed up even further with the new note on the wall
inside Neely's Bar:
"If you ReaLly want to
sEE Mary, you shOUld just DiE
But You mIght be hEadiNg to A
diffErent place than MARY,
James."
Mary is dead. If you really want to see her, James, you should join her
in death. But you probably won't find her in your version of death...
Conjuring up images of Heaven and Hell.
Did someone write this note to James? The same person who wrote the
message about the abyss in the hospital and the letter addressed
specifically to James by the wrench? Or is this just another one of his
mind's fabrications to lead him towards the truth? After all, we just saw
an early crack in the delusion once he left the hospital.
Or could the hospital and wrench notes even be authored by Ernest Baldwin?
A man who has made his strange knowledge of James known to Maria. And a
man that knows about pain, loss and regret... And his own abyss. Perhaps
he can't help but reach out to another self-tortured soul? Would this
place Ernest as the former director of Brookhaven? Perhaps, and it could
also potentially explain that nice, big mansion of his, couldn't it? It's
all not a certainty, but a provoking line of thought, isn't it?
But we move on and discover the hospital was not the end of Maria... Upon
traversing through the Labyrinth, the abyss of his own mind, James comes
across a mysterious prison cell. Maria sits on the other side, as if
patiently waiting for him. What unfolds is perhaps the most fascinating
scene in the entire game. Note that James finally doesn't mistake her for
Mary in an interesting piece of irony with the way the scene unfolds.
"You're alive!
Maria...!
I thought that thing killed you...!
Are you hurt bad?"
Maria remains calmly seated.
"Not at all, silly."
James doesn't understand. Why isn't she reacting? Does she not remember
this? Just who is this woman sitting here?
"...Maria?
That thing... it stabbed you.
There was blood everywhere."
"Stabbed me?
What do you mean?"
"It chased us to the elevator.
And then..."
"James, what are you talking about?"
"Just before!
Don't you remember?"
Did James imagine the scene entirely? Is Maria with a new body and mind
that doesn't recall what James is talking about?
Notice the tone of her voice. It doesn't sound like Maria at all. The
soft, sweet, soothing voice of Mary is shining through... Further, an
almost angelic halo of light emits from above her, a very intentional
choice from the developers. This is the "sweetest" and "cutest" Maria has
appeared thus far. The closest she's ever been to Mary in behaviour and
appearance. But we're just getting started...
"James honey...
Did something happen to you?
After we got separated in that
long hallway?
Are you confusing me with
someone else?"
So she does remember it? But what does she mean about confusing with
someone else? ...Mary? Is that you? She chuckles and dismisses James'
silliness, but her following monologue is the most striking of all.
"You were always so forgetful...
Remember that time in the hotel?"
"Maria...?"
"You said you took everything...
But you forgot that videotape
we made.
I wonder if it's still there..."
If we hadn't suspected it by now, Maria's powers have become very clear.
She is inheriting the memories of Mary at an ever-increasing rate, now
recalling an event from three years ago before Mary even fell sick. James,
who hasn't spoken a word about this videotape, asks the appropriate
question.
"How do you know about that!"
Aren't you Maria?"
She suddenly snaps out of the all-loving and sweet Mary persona.
"I'm not your Mary."
Could've fooled me... Maria won't give James a straight answer as they go
back and forth, ultimately settling with a mysterious statement that
reveals her true intentions. Again, she's done with the Mary acting and
speaks in her familiar seductive voice.
"It doesn't matter who I am.
I'm here for you, James.
See? I'm real."
She is whoever James wants her to be. She is the perfect lover, here for
him and only him. And she's real, as she tries to convince him again while
holding the flesh and bones of her hand to his face. Then things take a
sexual turn.
"Don't you want to touch me?"
"I don't know..."
"Come and get me.
I can't do anything through
these bars."
The perfect dream girl James always desired waits right in front of him,
offering herself up for sex. But with or without the bars, James clearly
sounds like he's feeling guilty. "I don't know..." One side of him wants
Maria badly; it's the side that created a more attractive and sexual
version of his wife after all. But the other side knows it's not right.
He's here to find Mary... Isn't it fitting that bars divide the room? The
temptation of what he cannot have...
Once James does reach the other side of the bars, Maria lies on the bed,
but it's too late. She's been murdered. Is anything familiar about this
scene? Maria lying dead in a narrow sickbed with James at her side? Her
face bloodied and somewhat disfigured, not unlike Mary's by the end...
There's even an IV stand at the foot of the bed... James' reminded himself
of being unable to save Mary after Maria's first death in the hospital.
Now we have the reminder in visual form.
As an aside, note the room number on the white door. 208. The same room
number in Wood Side Apartments where James finds the corpse (the same
character model as his own) sitting directly in front of a bloodied TV
blaring static. Does this scene look familiar? Or even the TV? It matches
that of room 312 in the hotel. Perhaps this is the representation of James
viewing the videotape in room 312, and his desire to blow his brains out
after discovering the truth. Or simply a metaphor for the bullet of truth
that is the videotape. Foreshadowing. And this scene with Maria... The
other side of that videotape... Mary dead in her sickbed. Both visualized
in a room 208.
The truth is being sprinkled into James' delusional journey. But who
killed Mary this time? Pyramid Head. Again. After all, it is Pyramid Head
that stands just outside apartment room 208 with the symbolized corpse of
James in front of the TV, and he's also seen roaming around the nearby
watery corridors of the Labyrinth, which even hold the creature's very
lair where James finds the Great Knife. Maria was never going to survive
down here.
To further drive home the 208 connection, what room was it where James
acquires the key to the Blue Creek stairwell to fight Pyramid Head for the
first time? 208 of course. How fitting for the bringer of judgment and
truth to be connected to these images of truths in such a way. Indeed he
is the same figure that first stands as a reflection of James behind the
bars in Wood Side.
If still having some doubts, remember that it was Pyramid Head that killed
Maria in the hospital and he will do the very same in the hotel at the end
of the game, this time with a twin. The only creature that has it out for
Maria is Pyramid Head, who represents James trying to tell himself the
truth.
By repeatedly killing Maria through Pyramid Head as a vehicle, James is
is not only trying to remind himself that he's a murderer who killed Mary,
but is also fighting his biggest inner demon, Maria herself, who represents
all the lies and delusions from his twisted mind.
Like a game of devil and angel on his shoulder, Maria as the devil tries
to pull James away from the truth and reinforce his own deception, while
Pyramid Head as perhaps the most hilarious and ironic version of the angel
you've ever seen in this scenario, fights to bring James back to the path
of truth.
The side of Maria is winning this battle all along until James views the
videotape in the hotel to reveal his crime, but as we discussed in James'
section, that side of his subconscious then kicks into overdrive with
Mary's desperate calls from James' radio.
The other side, Pyramid Head, responds by organizing the execution of
Maria right in front of James. Not to kill off Maria because Pyramid Head
is not capable of doing so, but as a final presentation of his good side
fighting the bad. Each time Maria's been killed it's made James question
himself, and now he finally realizes the meaning of it.
"I was weak.
That's why I needed you.
Needed someone to punish me for my sins.
But that's all over now...
I know the truth.
Now it's time to end this."
As we discussed in James' section, this speaks of both Maria and Pyramid
Head, the two sides of the inner civil war. He needed them both to remind
him of the truth and punish him for his sins.
The Pyramid Heads commit suicide once they realize they have served their
purpose and believe James to be capable of ending his nightmare by
climbing the rainy staircase to eliminate Maria.
However, things take a complicated turn if James has shown enough comfort
and attention to Maria, locking him into the Maria ending. Despite still
accepting that he murdered Mary in this ending, he still wishes to
believe in his delusion of Maria. He turns all his attention and desires
to her, to the point that it is not Maria waiting for him as his final
inner demon at the top of the rainy staircase, but Mary lying on the bed.
In this ending, James doesn't sound very happy to finally see Mary.
Instead it plays out like an awkward breakup scene. Mary explains that
she's been waiting, upset that it took so long for James to find her.
"Didn't you want to see me?"
"Yes, I wanted to see you.
Even an illusion of you...
That's why I came here."
And thus Maria, the illusion, was born. But Mary retorts and James offers
his excuses.
"That's not true, is it?
You killed me..."
"I couldn't watch you suffer."
"Don't make excuses, James.
I know I was a burden to you.
You must have hated me.
That's why you got rid of me."
No point lying anymore, James humours her, providing an insight to those
three years of Mary's hospitalization.
"It's true... I may have had some
of those feelings.
It was a long three years...
I was... tired."
"And that's why you needed
this 'Maria' person?"
He didn't want Mary anymore. She was sick, ugly, pathetic and disgusting.
He wanted to find someone new, to fall in love again, to act on his sexual
desires, and start a new life. But this representation of Mary, who is in
fact not actually real and just another creation in James' head to
represent the more truthful Mary, wants to punish James.
"James, do you really think I could
ever forgive you for what you did?"
And thus she transforms but cannot overcome James, who kills Mary for a
second time, although again just an embodiment of his subconscious and
memory of Mary.
Next we see James standing along the Rosewater Park pier where he met
Maria. Her voice is heard as she approaches him.
"You killed Mary again?"
"That wasn't Mary.
Mary's gone."
That was just something I..."
Confirming what we've already discussed. His memory and representation of
Mary playing out for some closure. But we can hear the extreme sorrow in
his voice. He is not happy Mary is gone at all.
But he is able to turn to the next best thing, as he realizes just who
he's talking to.
"Maria?"
Offering support with her hand over his, Maria behaves the most delicately
we've yet seen of her as James makes a proposal.
"Maria."
"What, James?"
"I want you...
I want you with me..."
"Are you sure?"
"C'mon. Let's get out of here."
And so James chooses to be with Maria. Not necessarily because he'd
rather her over Mary, but Mary's gone. He can't have her. But he can have
his idealized version of her, and that's the next best thing. He asserts
this when Maria questions him.
"What about Mary?"
"It's okay,
I have you."
Maria offers up a letter, which is Mary's final letter to James, and they
both leave the park. Once they near James' car on the observation deck,
Maria stops and lets out of series of coughs. James stops and eyes her,
offering up a snarky and almost sinister comment.
"You'd better do something about
that cough..."
And thus we have come a full circle. James has effectively learned nothing
and is right back where he started, watching his loved one deteriorate
from a disease. But this time his lover is a figment of his imagination.
Oh, James...
V. L A U R A [pa_05]
--------------------------------------------------------------------------
At first glance in the apartments, this little girl comes off as little
more than an ill-mannered brat, kicking an important key away from James'
reach. It's not until their second meeting in the back alleyway to
Rosewater Park that we understand that, while James has no idea who this
little munchkin is, she certainly knows about him.
Sitting atop a wall not unlike one out of Humpty-Dumpty, Laura smugly
taunts James when he brings up the earlier incident. James lets it go and
the conversation quickly escalates before ending with a crescendo of
intrigue.
"What's a little girl like you doing
here anyway?"
"Huh?
Are you blind or something?"
"What's that letter?"
"None of your business.
You didn't love Mary anyway."
This back and forth makes a lot more sense upon viewing the whole story,
doesn't it? Laura came to Silent Hill with the sole purpose of finding her
dear friend Mary from the hospital. But why must James be blind? It's
still a confusing quote since how is James to know any better when he's
never met Laura before, but perhaps she think it's obvious why she's here:
the same reason he is.
And the letter? We can safely assume it's the very same one Laura gives to
James in the hotel (or possibly the letter for James which she loses at
some point before the hotel). But anyway, James has to wait a little
longer to learn her intentions.
A strange map guides James to Pete's Bowl-O-Rama where Eddie and Laura
are already having a pizza party. We join them mid-conversation, but from
their relationship here and a quick snapshot of them together from the
game's opening cutscene, we can gather that they came to Silent Hill
together, or met each other along the way and agreed to assist each other
in some form.
Laura pesters Eddie to learn what he's running from, but he doesn't reveal
very much. With James entering the back room, we hear Eddie ask a question
that confirms what we've already gathered.
"Did ya find the lady you're
looking for...
What's her name... Mary?"
By this point, James enters the room and scares Laura off, but the brief
conversation with Eddie provides some insight, or rather questions.
"Eddie! Let's go after her!"
"Huh? Laura? But why...?"
..Because she's a little girl all alone in a town filled with monsters.
"She said she was fine by herself...
She said a fatso like me would
just slow her down."
So even Laura doesn't see why she'd need the help of an adult. And the
thought of this does not even register with Eddie. Why is that? Perhaps
you might ask yourself where he got the pizza from as well? Could it be
that Laura, and even Eddie for that matter, isn't seeing the same town
that James is?
Once James finds the little rascal in the hospital, we get a clearer
answer, but not before some background regarding Laura and Mary.
"How do you know about Mary?"
"What's the big deal?"
"Why can't you just tell me?"
"You gonna yell at me if I don't?"
It seems Mary told Laura enough about James to know about his bad temper.
We read as much in Mary's letter to Laura later in the hotel. Laura
finally spills the beans after James assures her he won't yell at her.
"I was friends with Mary...
We met at the hospital.
It was last year..."
James calls her a liar while very much being a liar himself as he raises
his voice, but quickly calms down. He thinks out loud that it doesn't make
sense given Mary died well before that. But Laura is very much telling the
truth. She met Mary one year ago in what's believed to be St. Jerome's
Hospital in South Ashfield (from Silent Hill 4). She didn't even know who
Mary was three years ago.
James decides to be sensible and apologizes as the two make their way out
of the hospital. But the following lines reveal a very important detail of
Laura's Silent Hill, as James leads her out of the room.
"We can talk about this later.
This is no place for a kid.
There are all sorts of strange
things around here...
I can't believe you haven't
even gotten a scratch on you."
"Why should I?"
What are you talking about, James? Why should I have a scratch on me? This
reveals that Laura does not see the monsters that roam around the streets
and buildings. She doesn't see the rusty, bloody, dirty and disturbing
imagery that James does. Because she holds no darkness in her heart.
Laura was not drawn to Silent Hill from any crime or to serve as any
punishment, but rather to find her friend Mary. Guilty of nothing more
than being a little brat (and certainly not remorseful for it), her visit
is completely innocent in nature. And thus her world is not affected
accordingly like James, Eddie and Angela's.
Because of this she couldn't possibly know of the dangerous situation she
puts James in by locking him in the examining room down the hall. To her
there are no creatures in there. What might there be instead? We don't
really know since we don't get to see through her eyes.
But nonetheless she is a smart girl and wishes to continue her pursuit of
Mary on her own rather than be pushed around by the man that Mary told her
some bad things about. So she fools him with the promise of a letter
suspiciously deep inside of another room. A letter she does have and he
will get to read. But not yet.
James doesn't see Laura again for quite some time, and certainly not in
the abyss like Eddie and Angela because there is nothing for her there.
Instead, she likely takes the perfectly intact Nathan Avenue up to
Sandford Street, from where she walks into the hotel. There, she surprises
James at the press of piano keys in the hotel's restaurant. She comes out
to have a friendly chat with her pal James.
"You're here to find Mary,
aren't you, James?
Well... have you?"
"No... is that why you're here, too?"
"She's here, isn't she?
If you know where she is, tell me!
I'm tired of walking."
Laura is running out of places to search for her friend, now at the end of
the line in the hotel Mary stayed at three years ago. While eager to
search on her own up until now, she's finally willing to cooperate with
James. But he doesn't have the information she's looking for.
"I wish I knew..."
"But she said it in her letter..."
James is sick of hearing about this letter. Is it even real? But yes, it
is. Laura finally lets him read its full contents.
"My dearest Laura, I'm leaving this
letter with Rachel to give to you
after I'm gone.
</pre><pre id="faqspan-17">
I'm far away now.
In a quiet, beautiful place.
Please forgive me for not saying
goodbye before I left.
Be well, Laura.
Don't be too hard on the sisters.
And Laura, about James...
I know you hate him because you
think he isn't nice to me, but please
give him a chance.
It's true he may be a little surly
sometimes, and he doesn't laugh
much. But underneath he's really
a sweet person.
Laura...
I love you like my very own
daughter.
If things had worked out
differently, I was hoping to
adopt you.
Happy 8th birthday, Laura.
Your friend forever,
Mary"
There's a lot of information to digest here, including some insight into
Laura's background. We can deduce that Laura is an orphan from Mary hoping
to adopt her, along with "Don't be too hard on the sisters." Not blood
sisters, but those from her orphanage. It also helps explain her nature,
a young girl roaming a large town all by herself, avoiding James and
telling Eddie he's a gutless fatso that would only slow her down. She's
used to watching out for herself without a mother and father to care for
her.
Her bratty nature of kicking the key away from James and laughing at him
perhaps gives us an insight into what being hard on the sisters would be
like. And further why she held such a grudge against James -- because
Mary clearly told him enough to indicate his poor temper.
We do not know why Laura required a stay in the hospital, but she did
stay long enough to become close friends with Mary. But there is a very
important date here, crucial to understanding the timeline of the game.
Mary finishes the letter by wishing a happy 8th birthday to Laura. Luckily
she's right here for James to clarify that.
"Laura... How old are you?"
"Um, I turned eight last week."
As James gathers, then Mary couldn't have died three years ago... She
couldn't have died more than a week or so ago. Already with some cracks
showing, this letter completely dismantles the notion that Mary died
three years ago. Laura listens to James processing this all out loud and
offers her own insight.
"Me and Mary talked a lot about
Silent Hill.
She even showed me all her
pictures. She really wanted to
come back.
That's why I'm here."
But unfortunately this isn't the "quiet, beautiful place" she was talking
about. With the letter meant to reach Laura after Mary's death (instead of
her stealing it from their nurse's locker), Mary puts a bright spin on her
death. Perhaps she's even hinting at a burial in Silent Hill, who knows.
But the letter is no more than a sincere goodbye to her dear friend.
"Maybe you'll get it if you see
the other letter...
The one Mary.. huh?
I must have dropped it!"
And what of this letter? Simple. It's the letter Mary wrote for James and
left with their nurse, the very same Rachel whose locker Laura broke into
to steal both letters.
As an aside, we've already established in James' section that this current
form of the hotel is constructed from his memories rather than reality.
But does Laura see the hotel the same way? Perhaps she does and perhaps
she doesn't. She may simply be witnessing it in its burned, leaky form,
just like Angela witnesses her world burning all the time despite James
not becoming aware of it until the overlap near the very end.
But perhaps there's another explanation. Could it be that the energy of
James' reconstructed hotel is combining with Laura's pursuit to find her
friend, fueled in some way by the photos and memories shared by Mary in
the hospital? And therefore they could both see the hotel the same way?
Worth a thought.
As with James, it is not until the videotape is viewed in room 312 that
Laura finally learns the truth about her friend. Laura discovers James
frozen in his chair after the shocking videotape. She's ready to get going
already and perhaps search elsewhere.
But James knows he owes her the truth. Hardly able to muster the energy,
he tries to explain what he now knows.
"Laura...
Mary's gone. She's dead."
"Liar! That's a lie!"
This won't be easy... Laura came all the way here to an unfamiliar town to
find Mary. She wasn't just another person to her. She was everything. It's
going to be hard for her to accept her death. And even worse to hear it
straight from the mouth of her killer...
"No, that's not true..."
"She... she died 'cause she was sick?"
"No.
I killed her."
The brutal truth. But she deserved to hear what happened to the only
person in the world that cared for her. Her best friend. She outbursts in
sadness and anger. And James deserves to hear every word of it. He knows
it.
"You killer!
Why'd you do it?!
I hate you!!
I want her back!
Give her back to me!
I knew it!
You didn't care about her!
I hate you, James!
I hate you! I hate you! I hate you!
She was always waiting for you...
Why? Why..."
But it wasn't that simple, was it? He could never fully explain it to
Laura. And in the end it wouldn't change a thing. He murdered her friend.
Still struggling to accept the revelation himself, James doesn't have much
left to offer Laura.
"I'm sorry...
The Mary you know isn't here."
And thus Laura leaves, her adventure coming to a sad conclusion. Now alone
in the room, James bears the weight of the pain he's caused her.
"Laura, I'm sorry."
The very last we see of Laura is in the Leave ending. As Mary narrates her
letter, we witness Laura walking back through the graveyard along the
nature trail to Silent Hill. She heads towards the observation deck.
James follows from a distance behind, with the same destination in mind.
After passing the graves, Laura even stops and turns towards James. She
lets him take the lead and follows thereafter.
Do these two have a future together? After all, Mary hoped to adopt her.
Could it be that James takes it upon himself to care for the girl that
Mary saw as her own daughter? Perhaps in some form to preserve her legacy
as the mother she never got to be?
Perhaps that is best left for the player to decide.
VI. A N G E L A [pa_06]
--------------------------------------------------------------------------
Angela is the first person James comes across on his journey, startling
her as she overlooks some headstones in the graveyard. Although she may
look and sound like an older adult (perhaps indicative of her emotional
mileage), Angela is actually just a 19-year-old. And while she appears
puzzled to hear that James is lost, she is very much a lost soul herself.
Even the first few seconds of interaction set the tone for her troubled
character as James takes her by surprise.
"I, I'm sorry...I, I...
I was just..."
It's as if she feels she has to explain her actions. Like a child caught
doing something wrong, or perhaps having to answer to strict authority. Is
she used to being in this position?
After James inquires for directions, Angela assists but warns him that
there's something wrong with the town... it might be dangerous. But that
won't stop James from continuing along the trail. His commitment catches
Angela's interest as she asks him why. He keeps his answers on the vaguer
side, not wanting to get too personal.
"I'm looking for... someone."
"Who, who, who is it?"
"Someone... very important to me.
I'd do anything if I could be with
her again."
This strikes close to home for Angela, who reveals that she's here for a
very similar reason.
"Me too. I'm looking for my mama...
I mean my mother.
It's been so long since I've
seen her."
I thought my father and brother
were here, but I can't find them
either..."
These words alone provide us with a lot of information or at least
thoughts about Angela's past. Notice she stresses how long it's been since
she's seen her mother. It doesn't sound like days, weeks or even months...
but more like years. She's also looking in a graveyard... Has her mother
passed away?
Further, she first refers to her as her "mama", a term generally used by
children. A 19-year-old should have outgrown that term by now, and she
catches and corrects herself in front of James. But has it been long
enough that when she was last around she was calling her "mama"? This
seems quite telling.
What of her father and brother? Did she also think they were in the
graveyard, or perhaps in the town itself? James and Angela exchange their
good lucks and goodbyes, and James leaves the girl as he found her in the
foggy graveyard.
Their second meeting in the apartments carries a much darker tone as we
are fed more details and observations about a very dark past. James finds
Angela lying on the floor, holding a large knife as she stares into her
reflection in a large mirror. James understands the delicacy of the
situation and offers advice.
"I don't know what you're
planning...
But there's always another way."
Seemingly dazed and confused through her despair, she fires back.
"Really?
But...
You're the same as me.
It's easier just to run.
Besides, it's what we deserve."
"You're the same as me." A telling quote. James and Angela both came to
Silent Hill to look for someone very dear to them. Perhaps she also senses
some of the weight James' mind carries. The same weight that she carries
herself that brought her to this town. She knows James is the same coward
that she is.
James denies it and Angela snaps out of it, apologizing for her behaviour.
But James forgives her and changes the subject to her mother. Angela
reveals she can't find her anywhere, but the conversation then takes an
odd turn.
"Did she live in this apartment building."
"I don't know..."
"So all you know is she lived
in this town."
"What did you say?
How do you know that?"
With Angela's voice portraying her confusion while almost demanding he
explain himself, James tries to defuse her with reasonable logic. That
this is where she's looking for her, so she must've lived in the town,
right?
But is she really even looking for anyone at all? It seems she just
stumbled upon this room to contemplate taking her life. She told James
she's looking for her mother, but does this look like someone on such a
mission?
James continues to ask Angela questions. If he was right about her living
here or why she came to the town anyway, but Angela brushes him off and
shifts the subject back to him and his search of Mary. She has no interest
in providing him with any more answers that may lead to more questions.
Questions she doesn't have the answers to.
James reveals he's still looking too, but he takes the opportunity to show
her a photo. Angela doesn't recognize Mary, and James gives her the news.
"Anyway, she's dead.
I don't know why I think she's here."
"...She's dead?"
James tries to explain but it's already too late. Angela is completely
spooked by the thought of being around a man searching for his dead wife.
Or perhaps there's another explanation for her reaction that we'll soon
uncover...
Angela insists she doesn't need James' help and tries to leave the room,
but James shows concern for her and the knife.
"What about that?"
"Will you hold it for me?
"Sure. No problem."
"If I kept it...
I'm not sure what I might do."
But as James reaches for the knife, it triggers Angela. As if conjuring up
an image from her past, she turns the knife on James and screams out,
defending herself.
"No!!
I'm sorry... I've been bad...
Please don't..."
She puts the knife down and leaves the room. But again the interaction has
left us with lots to think about. She realized (or thought) she had done
something wrong ("I'm sorry") and admitted as much ("I've been bad") to
defuse the situation, following up with a plea for no further retaliation
("Please don't).
This is a clear indication that Angela has suffered from significant
physical abuse, initially interpreting James as an attacker in this
scenario.
Before leaving the room however, there is a very telling clue that helps
clarify Angela's past. In the center of the room there is a torn
photograph of a family -- husband, wife and a daughter (there is also a
son in the original photo but it's folded over his position). Note the
tear separates the father from the mother and the daughter.
Angela and her parents... From all that we've learned so far, it's fairly
safe to say Angela was abused by her father. The full extent we are about
to soon find out.
The instruction booklet of the game also provides some more information
regarding her past. It informs us that she ran away from home but her
father dragged her back. She then ran away again and this time wandered
to Silent Hill. This is the place in the timeline where James meets her
in the graveyard and later this apartment.
But clearly the physical abuse falls in line with her desire to run away
from home. There's also no mention of her mother, whom she came here
looking for. Again we're left thinking she must've passed away.
A very interesting metaphor surrounding this room is at its entrance.
Before entering the mirror room, take a look at the door and the other one
beside it. One door is pure white and clean, while the other is black and
boarded shut. Two complete opposite images. There's also a teddy bear on
the floor by the boarded up black door. Perhaps this is a metaphor to
indicate Angela's past, very much the black door. And perhaps her soul
represents the innocent pure white of the door she passes through to,
tragically, contemplate suicide. The poor soul.
It's also interesting that Angela's mirror room is where the prisoner coin
(which has a woman drawn on it) for the old coin puzzle is found. Angela,
a prisoner of her own father.
As James traverses holes in the Labyrinth, he also finds Angela on her own
personal journey through her "abyss". But immediately before their third
interaction, there is a blood-soaked newspaper on the ground which fills
in more of her story. Normally it is partially-illegible, but the complete
contents are as follows.
"The body of a man later identified
as Thomas Orosco (Lumberjack,
age 39) was discovered in the
middle of his room lying face up.
The probable cause of death was
multiple stab wounds to the front
of the neck and the left side of
the torso by a sharp edged
weapon. The estimated time of
death was somewhere between
11:00 p.m. and 12:30 midnight.
Due to signs of struggle in the
room and the lack of a murder
weapon, police are considering
this a homicide and have
opened a murder investigation.
Furthermore, given the fact that
the cash in the room was
untouched and Mr. Orosco had
a history of drunkenness and
violence, the police suspect that
the motive was not robbery but
some sort of crime of passion."
Thomas Orosco. While Angela never tells us her last name, we can read her
full name on a metaphorical tombstone in the catacomb at the end of the
Labyrinth: Angela Orosco. So Angela's father was murdered. But the cash in
the room wasn't touched and the police suspected it to be a crime of
passion. A crime of revenge.
Simply put, Angela murdered her father. Note that we have already seen her
hold a knife and almost stab James with it. It is a weapon she is familiar
with. Further, the blade of her knife is stained with red... Could this
even be the very knife she used to kill him? The article does explain
there was no murder weapon found at the scene...
And when did this murder take place? If you examine any of the newspapers
strewn across the next hallway, James comments that they're from today's
date. We can safely assume the article we just read was from the same
newspaper, implying the murder happened yesterday.
After years of abuse, Angela couldn't take it anymore and acted out her
revenge. She murdered her father at home and ran away to Silent Hill,
arriving the next day. She repressed her darkest secret and convinced
herself that she came to look for her mother.
As James approaches the following room after the newspaper article, he
hears Angela's voice cry out.
"No daddy! Please! Don't!"
Inside the room, Angela cowers in the corner as a disgusting creature
stands to her side. The Abstract Daddy. Daddy...? Further, the room
contains highly-suggestive sexual imagery. Many holes line the upper walls
as pistons slide back forth through them. Like a penis thrusting into a
vagina over and over.
Even the creature is a bed frame, with one person in power on top of
another, helpless. Rape. This room and this creature reveal the precise
nature of Angela's past and her relationship with her father. He raped
her, likely regularly. "Please! Don't!" she said from the hallway. About
to perform the act again?
But the paper said her father was dead... Well, through Silent Hill's
powers James is able to see Mary (and Maria). It is not beyond reach to
bring someone back from the dead in image and form. And that's all this
is. This is not her father, but the image of him.
But why does he appear as this disgusting creature? Well, keep in mind we
are playing as James, who doesn't necessarily see the same Silent Hill as
Angela. In fact, we'll soon understand exactly what she does see later in
the hotel. But for now we can gather that she probably sees her father as
she remembered him, and perhaps as James and Angela's worlds merge for a
brief moment, James' mind conjures him up as a creature carrying the
spirit of Angela's memories, and thus the image of rape.
After James fights the creature (or Angela's "father"), Angela rushes over
to kick his sad sack of a body, and finishes him off by smashing a TV over
his body. James tries to calm her down.
"Angela! Relax!"
"Don't order me around!"
This is the first time Angela has spoken this way. Finally she stands up
for herself. Immediately after attacking her accuser, her mental state is
certainly aggravated. But James is only here to defuse the situation, even
though she isn't having any of it.
"I'm not trying to order you."
"So what do you want then?"
Angela's poor, damaged mind sees James the same as her father. She knows
what he wants.
"Oh I see, you're trying to be
nice to me, right?
I know what you're up to.
It's always the same.
You're only after one thing."
"No, that's not true at all."
"You don't have to lie.
Go ahead and say it.
Or you could just force me.
Beat me up like he always did."
She continues to berate James, perhaps misassociating him with her father
but maybe also seeing through his own illusory wall of deception.
"You only care about yourself
anyway.
You disgusting pig.
You make me sick."
As James reaches out to comfort her, she keeps lashing out.
"Don't touch me!!
You make me sick!"
But in this moment, things take an interesting turn. As if through their
two worlds coming together, she has learned some of James' truth. That he
holds something dark in his heart.
"You said your wife Mary was dead,
right?"
"Yes, she was ill..."
"Liar!
I know about you...
You didn't want her around
anymore. You probably found
someone else."
She leaves the room, allowing James to ponder how ridiculous the claim is.
But it is not. As James reveals at the end, he was sick of Mary and her
disease. He wanted his life back. And someone else? Maria fits that
description, doesn't she? Through the power of the town and perhaps a
shared concoction of their memories, secrets and truths in this very room,
Angela is wise to James' deception. But she continues to live through her
own.
The final interaction between these two takes place in the hotel. After
viewing the videotape, James' recreation of the hotel straight from his
memory starts to collapse, revealing the burnt, leaky hallways. But on his
way to the lobby he witnesses something profound from beyond the depths of
his own subconscious.
A burning, steep staircase like nothing James has seen before. Angela
stands midway up the steps, staring at a twisted piece of sexualized art,
perhaps as a metaphor of her past.
With the fire surrounding them both, Angela turns and approaches James
with excitement.
"Mama!
Mama, I was looking for you.
Now you're the only one left.
Maybe then...
Maybe then I can rest."
Not wanting to contribute any more to Angela's suffering but unsure how to
respond, he backs away. Angela persists until she touches his face, which
breaks her delusion.
"Mama, why are you running away?
You're not my Mama!"
By now we can safely conclude that Angela's mother is dead. Angela didn't
come to Silent Hill to search for her, but rather to escape the reality of
her father's death by her own hand. Similarly to James' own delusion, she
convinced herself this did not happen, that her mother didn't die and that
she came here to find her.
Perhaps back in the Labyrinth she saw the image of her father trying to
rape her as a way of reminding herself of all wrongs he did to her, and
thus give rise to the hatred in her heart. The hatred that pushed her to
his murder and what might remind her of the truth while wanting to be
punished for it. But James interrupts and prevents her from re-living this
horror, allowing her delusional search of her mother to continue.
So deep in this delusion, her desperation grows to the point that she sees
James as her mother. Perhaps she really does see her in that moment, but
upon closer look the illusion cannot stand. In some way it's almost like
James repeatedly thinking he's found Mary before realizing it's just
Maria.
Angela initially shows disgust upon realizing it's James, but she feels
guilt and apologizes before advancing the conversation.
"Thank you for saving me...
But I wish you hadn't.
Even Mama said it...
I deserved what happened."
"No Angela, that's wrong!"
"No. Don't pity me.
I'm not worth it..."
She deserved the rape and torture endured from her father? Is this from
her mother's mouth, or perhaps through her twisted, guilty mind, the
truth was lost in the abyss of her subconscious?
Don't forget that James also misremembered certain things, including Mary
dying three years ago when it was her sickness that began three years ago.
But Angela convinced herself that she deserved everything. Perhaps
because of something she caused... Or believed was her fault.
After toying with James about healing her psychological wounds, she makes
her next intentions clear. But James won't play any part in it.
"James.
Give me back that knife."
"No... I, I won't."
"Saving it for yourself?"
"Me? No... I'd never kill myself..."
Interestingly enough, James does kill himself moments later in the In
Water ending if that is his desired path. Nonetheless, Angela is ready to
end her nightmare. But there is no chance of a happy ending for her.
She turns away and ascends the scorching staircase. James takes the
opportunity to break the long silence by addressing the environment,
giving us our very last glance into understanding Angela's world.
"It's hot as hell in here."
"You see it too?
For me, it's always like this."
And now we know what Silent Hill manifests from Angela's mind as her inner
demons. While James sees menacing creatures representing his sexual
desires and oppressed mind, Angela sees no monsters but rather her whole
world on fire. With Pyramid Head, James' inner mind re-enacts the killing
of Mary (through Maria) over and over to remind himself of his guilt.
Angela re-enacts the rape and abuse thrust upon her by her father to
remind her of her own truth. Further, she wants to experience the pain
again because she thinks she deserves it.
Both James and Angela's worlds seemed to overlap somewhat in their
previous meeting, but here as both their delusions grow deeper and to
their most desperate, their mutual energies flowing about perhaps allow
James this brief look into Angela's world. And thus he can see the despair
she has to endure at every waking moment in this town. Everything engulfed
by fire.
But why does Angela see fire? Perhaps this resembles how her mother died,
in a house fire. And further having established the idea that Angela
"deserved" what happened, perhaps she was the one responsible for the
fire. This staircase scene could even be a glance into a recreation of her
family home.
We can also conclude that her brother was killed in this fire. "Now you're
the only one left", Angela tells James while she perceives him as her
mama. We already know she killed her father, so this explains the
remaining brother that allows "mama" to be the only one left instead.
It should now make a lot more sense why Angela is initially found in a
graveyard while looking for her mama, father and brother. They are all
dead. Does it also make more sense why Angela was spooked and tried to run
away when James told her he was searching for his dead wife back in the
apartments? It hit a little too close to home for her, didn't it? And so
she ran from the truth as usual...
It would make even more sense if her father blamed her for the fire, thus
making her deserving of all the assault he threw upon her. But perhaps she
didn't cause the fire. Maybe it was entirely the fault of Thomas Orosco,
who had a history of drunkenness and violence as the paper article
explained. It could've been through his own negligence that he caused his
house to burn down one drunken night, killing his wife and son while
leaving just him and his daughter alive.
The one whom he then turned to satisfy his sexual desires. The one who
took all the blame through his twisted delusions. Nothing was ever Thomas'
fault. It was all the fault of his young daughter Angela. She had to be
punished. And she believed everything.
Already having made her intentions clear, Angela has no more purpose in
this world. She climbs the staircase as the flames eventually swallow her
up. She does not have a happy ending and does not survive Silent Hill. Her
full story is certainly the most tragic of all told in Silent Hill 2.
It wasn't her fault.
VII. E D D I E [pa_07]
--------------------------------------------------------------------------
While exploring Wood Side Apartments, James is introduced to Eddie in a
very precarious situation. Upon entering room 101, James is welcomed by
the sounds of someone puking in the washroom. But the most shocking thing
about the room is the open bloody fridge inside the kitchenette, which has
a pair of legs poking out. Did someone try to hide a body in there?
When James checks on the man in the washroom, Eddie, he immediately gets
defensive.
"It wasn't me!
I didn't do it!"
"Do what?"
"I didn't do anything.
I, I swear!
He was like this when
I got here..."
Eddie is clearly speaking about the dead man in the fridge, while being
overly-defensive without James suggesting anything. Both men share their
introductions before the situation grows even more awkward, and then James
still has some questions.
"Eddie, who's that dead guy
in the kitchen?"
"I didn't do it.
I swear I didn't kill anybody."
Going nowhere with the overly-defensive man puking in the toilet, James
changes the subject.
"You're not friends with that red,
pyramid thing, are you?"
"Red pyramid thing? I don't know
what yer talkin' about.
Honest.
But I did see some weird-lookin'
monsters.
They scared the hell outta me,
so I ran in here..."
While this whole situation is certainly suspicious, Eddie sounds truthful
that he doesn't know what James is talking about here. He hasn't seen
Pyramid Head (and he has no reason to lie about it either). After all, the
town manifests delusions differently for everyone.
But Eddie does say he saw some monsters... perhaps he is running from his
own inner demons, or possibly being near James overlapped their worlds and
he saw James' disgusting creatures walking around? But that doesn't
explain what happened in this room... James is still curious.
"What happened here anyway?"
"Uh I, I told ya I don't know.
I'm not even from this town.
I just, I just..."
"You too, huh? Something just
brought you here, right?
"Umm... yeah. You could say that..."
Silent Hill calls those who hold darkness in their hearts and minds. Eddie
reveals here that he was lured to the town similarly to James and Angela.
He holds dark secrets, but at this point he is very early in his personal
journey. He very much appears afraid, running from something.
James exchanges goodbyes with Eddie and leaves, but there's another room
just past the washroom that provides some more context in understanding
Eddie's past, although only subtle for now. On the wall in this room are
several football posters, an actual football on the floor, and another
poster of a woman with the title of "Physical Beauty".
Eddie is overweight, unathletic and unattractive. These posters and
objects are not coincidental but rather represent themes from Eddie's past
that haunt him. James is experiencing a slight overlap into Eddie's world
that allows him to see them, but we'll have to wait a while to learn more
details.
But let's take a step back. How did Eddie get to Silent Hill? In the
opening movie of the game, there is one scene of Eddie sitting beside a
white van, looking at a map with Laura at his side. This same white van is
seen parked on the observation deck at the beginning of the game, right
near the stairs.
We can gather that this is Eddie's van that he used to get to Silent Hill,
and along the way he met Laura and offered her a ride to their mutual
destination. But did Eddie originally set out for the town or did
something draw him there?
Right above Eddie's parked van is a large sign for Pete's Bowl-O-Rama,
which must've caught his attention as it's the next location we meet
Eddie, along with Laura again at his side. She presses him for more
information on why he came to the town, as he gobbles down a slice of
never-ending pizza.
"So what'd you do?
Robbery? Murder?"
"Nah, nothing like that."
"Hah! You're just a gutless fatso!"
"Whadda you have to say that for?"
Obviously an incredibly rude comment by Laura, notice how it bothers
Eddie? It seems like something he might've heard before. Yet he doesn't
get overly angry at it but lets it slide.
"I thought you said the cops
were after you."
"No, I just ran 'cause I was scared.
I don't know what the cops
are doing."
Laura clearly thought Eddie was running away from a significant crime, but
he just says he was scared. Although from our first meeting in the
apartments, he doesn't appear very trustworthy. He is hiding something.
"But if you did something bad,
why don't you just say you
were sorry?
Well... I guess I run away a lots too."
"It's no good. They wouldn't listen.
Nobody will ever forgive me."
Notice how this time as Laura again brings up the idea of doing something
bad, Eddie doesn't deny that he did. Rather, he tells her nobody would
listen or forgive him for what he's done. Laura was right, it was
something serious.
James eventually enters the room and spooks Laura away, but James tries to
enlist Eddie's help to chase after her. Although Eddie would rather just
sit there and continue eating his pizza, angering James.
"This town is full of monsters!
How can you sit there and eat
pizza!?"
"She said she was fine by herself.
She said a fatso like me would
just slow her down."
His tone reveals again that he was hurt by the fatso comment, something we
can imagine Eddie might've dealt with most of his life. And while the
pizza adds some fun humour to the scene, it's worth examining. Just where
did he get that pizza from?
In James' Silent Hill, the town is completely abandoned, with no sight of
a human beyond the lost souls of Angela, Eddie and Laura, along with
himself and Maria. But does Eddie see the town the same way? Perhaps being
able to order a pizza tells us he doesn't. He may not even see monsters at
all, only claiming to have seen some earlier while potentially
experiencing an overlap with James' world. But in that case, just what is
he running from?
Their next interaction occurs near the beginning of the abyss, just inside
the Toluca Prison. This stretch up until the end of the Labyrinth includes
the greatest fears, secrets, truths and delusions of those who traverse
it, taking them on a very personal, tailored journey through the deepest
corners of their subconscious.
While we meet Angela thick in the middle of hers down here, we instead
meet Eddie fairly close to the beginning of his accelerated journey. The
point where his delusions begin to grow even deeper and he finally chooses
to fight rather than run.
Once landing inside the prison cafeteria from a deep hole, James finds
Eddie resting against the door next to a corpse with its blood splattered
all over a table. Eddie stops James' flashlight from hitting his eyes, but
otherwise hardly notices him as he remains in a trance state, recalling
what just happened.
"Killin' a person ain't no big deal.
Just put the gun to their head... pow!"
James is shocked by the revelation and begins questioning Eddie.
"You... you killed him?"
"B, but... it wasn't my fault!"
Here we go again... We've heard this before. Nothing is his fault.
"He, he made me do it!"
"Calm down, Eddie.
Tell me what happened."
"That guy... he, he had it coming!"
Every second, he's stalling. He doesn't have a valid reason. He rushes to
fabricate a story as James intently waits for a proper explanation.
"I didn't do anything.
He just came after me!
Besides, he was making fun of
me with his eyes!
Like that other one..."
The other one? This wasn't even the first time?
"Just for that you killed him?"
"Whadda ya mean, 'Just for that?'"
"Eddie, you can't just kill someone
'cause of the way they looked
at you!"
"Oh yeah? Why not?
Till now, I always let people walk
all over me.
Just like that stupid dog.
He had it coming, too!"
"Eddie!!"
This is escalating too quickly for James. He's witnessing the
transformation of a poor, abused soul, now well on his way to becoming a
psychopath -- even during this conversation alone. Until now he let people
walk all over him. They called him a "gutless fatso" and bullied him about
his looks and weight.
Now he's finally decided to fight back by attacking his abusers. Perhaps a
very disturbing commentary into the reality of bullying and how it affects
its victims, Eddie has turned to revenge. Murder.
And the dog? We'll come back to that in the final meeting. But Eddie
realizes he's said too much and plays it off as he prepares to continue
his journey in the abyss of his subconscious.
"He he. I was just jokin', James.
He was dead when I got here.
Honest.
Anyway, I gotta run."
"You're going out there alone?"
"Yeah."
Eddie says "yeah" with almost an air of excitement. You're damn right I'm
going out there. I'm a changed man and I've got a gun. Anyone bothers me,
I'll just kill them. And thus Eddie continues down the dangerous path,
completely consumed by revenge for his past horrors.
Note the location of the "Gluttonous Pig" tablet in the back of the room,
clearly representing Eddie. And fittingly in a cafeteria. A welcome place
for an overweight person. Food will never laugh at you. Perhaps Eddie even
used food to eat his sorrows away but it only amplified his problems,
similarly to how James used alcohol to battle loneliness.
The next time we come across Eddie he is severely deep into his delusion.
He stands over multiple corpses in a walk-in freezer. James immediately
understands the horror of what happened, while Eddie is very blunt.
"Eddie! What are you doing!?"
"What does it look like?"
Finally, no more hiding, no more lying. Eddie wastes no time, progressing
into a disturbing monologue that highlights all the verbal abuse he
endured while growing up.
"He always busted my balls.
'You fat, disgusting piece of shit!
You make me sick!'
'Fat-ass, yer nothin' but
a waste of skin!'
'You're so ugly, even your
mama don't love you!'
Well, maybe he was right.
Maybe I am nothing but a fat,
disgusting piece of shit.
But ya know what?
It doesn't matter if you're smart,
dumb, ugly, pretty...
It's all the same once yer dead!
And a corpse can't laugh.
From now on, if anyone makes
fun of me...
I'll kill 'em. Just like that."
It's very clear. Eddie has snapped. He's no longer able to tolerate the
bullying anymore. It has completely broken and consumed him.
But who is the "He" that he begins his monologue with? His father? Or
perhaps his biggest bully from school?
And what of the five corpses in this room, or the one in the prison
cafeteria? Eddie glances over them with a disgusting look as he recalls
all the nasty insults dished out at him, making a clear implication.
Rather than seeing sexualized monsters like James, Eddie sees people
laughing at him. Mocking him, calling him fat, ugly, useless. Perhaps they
do even appear as monsters laughing at him. Before, he ran from these
encounters, but ever since entering his personal abyss, he's decided to
face his greatest fears by killing them.
Whether or not these are actual people is debatable. Masahiro Ito, the
creature designer of Silent Hill 2, strongly implies that Eddie doesn't
kill any humans during his journey. The same can likely be said about the
creatures James faces on his own journey (or even Mary and Maria), or
Angela and her father.
But whether they are real people or not is hardly the point. Eddie has
gone past the point of no return, clearly willing to murder to solve his
problems.
James doesn't realize the delicacy of Eddie's psyche and puts an honest
question to him. But it's not what he wants to hear. James gets a direct
glimpse into how Eddie's previous interactions might've escalated to their
conclusions. Too scarred from his past, he assumes the worst of
intentions.
"Eddie, have you gone nuts?"
"I knew it. You, too...
You're just like 'em, James."
"Hey, I didn't mean anything..."
"Don't bother. I understand.
You've been laughin' at me all
along, haven't you?
Ever since we first met.
I'll kill you, James!"
And thus James becomes Eddie's next target. James' concern for his mental
state, questioning his sanity, was taken as him laughing at Eddie. He
thought he was a fat, disgusting and pathetic human being all along,
didn't he? He even made a point about him eating pizza back at Pete's
where Laura also called him a gutless fatso...
After a brief tussle in the first room, Eddie retreats to the larger meat
freezer next door. James must face Eddie to reach the end of his own
personal Labyrinth, and thus follows.
Simply observe your surroundings in this room. A giant freezer with racks
and racks of meat. Our first meeting with Eddie involved a refrigerator.
Perhaps he even tried to see what food was inside before he was greeted
with a pair of legs. Next he eats a pizza in the bowling alley, then is
found in a prison cafeteria. And now a giant meat freezer.
Further, take a closer look at the meat racks. Do they remind you of
anything? Perhaps Eddie himself? The way the meat protrudes outward like
Eddie's large gut... they even wear lower covers that strongly resemble
Eddie's shorts, don't they?
Eddie's cruel world, which James has overlapped into during this
interaction, is constantly reminding him how fat and disgusting he is. He
is the "Gluttonous Pig" after all.
But further, it is this room that we finally get to fill in the gaps as to
how Eddie ended up in Silent Hill. He continues where he left off with
another sad and twisted monologue, hidden by the very meat racks that
resemble him.
"Do you know what it does to you,
James?
When you're hated,
picked on,
spit on,
just 'cause of the way you look?
After you've been laughed at
your whole friggin' life?
That's why I ran away after
I killed the dog.
Ran away like a scared little girl.
Yeah, I killed that dog.
It was fun.
It tried to chew its own guts out!
Finally died all curled up in a
ball."
There's the mention of the dog again. The one that had it coming. His
sadistic, twisted inner side clearly came through as he watched it die in
fascination. But why did he kill the dog?
"Then 'He' came after me.
I shot him, too. Right in the leg.
He cried more than the dog!
He's gonna have a hard time
playing football on what's left
of that knee."
These few lines help us fill in a lot of information. Did Eddie just pick
a random dog, kill it and have its owner come after him? No. He picked
that dog. Because he knew what it meant to its owner. And he hated its
owner.
Remember that Eddie started his monologue in the previous room by saying
"He always busted my balls", before launching into a series of quotes
spoken to him over the years. It seems these nasty insults mostly came
from one person with the constant mention of "He". But who is "He"?
The clue about "playing football" ties all the way back to the football
and posters in the apartment room he's found in. The posters and football
that appear there through the forces of Eddie's mind as his world slightly
overlaps with James', not unlike here again.
Perhaps Eddie had dreams of playing football and tried out for his high
school team. But being unathletic, he wasn't good enough to make the team.
Perhaps another player and schoolmate could never let him live this down,
constantly pointing out how pathetic and useless he was. How could someone
as unattractive and unfit as Eddie even think he could make the team?
"'Fat-ass, yer nothin' but a waste of skin. You're so ugly, even your mama
don't love you!'" Others would also take part and laugh at him, female
attention was constantly driven away, but it was this one bully that got
the best of him.
Working as a gas station attendant before arriving in Silent Hill, perhaps
he was still unable to escape the reach of this bully and all the abuse of
his past. He couldn't take it anymore. He stole his father's revolver and
set out to get his revenge.
He found the bully's house and saw his dog in the yard. Already filled
with hatred, he convinced himself it was making fun of him with its eyes.
So he shot the dog and felt the power he finally had over another being.
He was fascinated by it. But then its owner, his bully, came running out.
Eddie shot him in the knee. "He cried more than the dog! He's gonna have a
hard time playing football on what's left of that knee." Now they'll both
know what it's like to have their dreams crushed.
To expand on that, there is one little touch in the football poster room
in the apartment. One poster of a player has the word "RIP" spray-painted
in red beside it. Is this a poster of his bully himself? Perhaps a
professional or minor league player? Rest in peace to his career? Perhaps
it could be just any football poster but the RIP seems to be Eddie's way
of laughing at his bully, whom he didn't kill, but surely took away his
dreams of football.
Killing a dog was one thing, but shooting another human brought Eddie back
to reality. It terrified him. Rather than killing the bully, he ran away.
After all, he was an ordinary human, not a cold-blooded killer. Yet.
He jumped in his van and drove off, ultimately drawn to the place where
people face the weight of their crimes. Silent Hill.
Laura says she thought the cops were after him, and they almost certainly
were. He likely implied as much with a previous statement to Laura on
their way to Silent Hill.
"Nobody will ever forgive me" for what I've done, he thought. Upon
exploring the apartments, he stumbled upon a fridge. He was hungry and
opened it up. What was inside? A pair of legs. His greatest comfort (food)
had reminded him of his darkest secret. Legs of the bully he shot.
We can interpret this however we want, but knowing that Silent Hill
tailors the experience of those that bear the weight of their sins, it's
not unreasonable that this was an early reflection of his mind trying to
tell him the truth. To stop him from running. To turn himself in.
Similarly, James finds a mannequin dummy wearing Mary's clothes, also in
the apartments near the beginning of his journey. Ultimately a reminder
of his crime. It shouldn't be there, but it is...
So how does James witness the delusions of Eddie's mind? We've already
established a few times that the different worlds of those traversing the
town can overlap, as they obviously do on multiple occasions. Perhaps
Angela's stairway of fire is the most obvious, along with the rape-themed
room in the Labyrinth, while the meat freezer represents more of Eddie's
world than James'.
Perhaps this is why James can see the legs in the fridge that terrified
Eddie into puking, and further the football and beauty posters in the next
room.
Eddie immediately asserts his innocence to James in the apartment
washroom, and it's likely he's telling the truth. He probably didn't kill
the guy (or the "legs" if that's all that's there). But there is still
something about the image that he wants to force to the back of his mind.
Forgotten, as if it never happened.
He continues to run away from the truth until he's finally willing to
embrace it down in the Labyrinth.
Still in the meat freezer listening to Eddie's recounting of the dog he
killed and the owner he shot, James interjects.
"You think it's okay to kill people?
You need help, Eddie!"
"Don't get all holy on me, James.
This town called you, too.
You and me are the same.
We're not like other people.
Don't you know that?"
Eddie knows James is a hypocrite. They both shared a moment in the
apartments, revealing that something just brought them to the town. Eddie
knows that he must also hold darkness inside if he's taking the same
personal journey. "Don't get all holy on me, James. This town called you
too."
And he's right. James is suffering from his own delusions, and while Eddie
has completely accepted everything and embraced his new world and
behaviour by this point, James continues to lie to himself.
Their final duel plays out and Eddie falls to the ground, succumbing to
the injuries inflicted by James. The reality of the situation hits James
quite hard.
"Eddie?
Eddie!
I... I killed a...
a human being...
A human being..."
As we suggested earlier, Eddie perhaps didn't kill a soul beyond the dog
(and shooting but not killing its owner), making James the ultimate
villain. He is the real murderer.
It's perhaps not that black and white since Eddie became a delusional
psychopath and tried to kill James, who only defended himself. But it's an
interesting metaphor, isn't it? James is the ultimate villain, a
hypocrite who called out his friend for killing others and proceeded to
kill him. Thus the ultimate hypocrite as well.
But it's also important to analyze how James fits into Eddie's delusion.
Pyramid Head represents James' inner desire to accept the truth. The
Abstract Daddy is perhaps Angela's equivalent. But what about Eddie? Who
is his ultimate adversary, who despite what it appears to him, is only
trying to help him reveal the truth?
It's James. James is Eddie's Pyramid Head. The difference is that Eddie
does not survive the encounter, the test of his ability to accept the
truth and its consequences. He is too far gone, too far deluded. A lost
cause.
But Eddie has also played a similar role for James. The reality of him
killing another human being leaves him in a state of despair and mourning,
but immediately afterwards, James questions if he's hiding the truth from
himself.
"Mary... Did you really die
three years ago?"
And thus begins his path to the truth. Mary's words disappear from the
letter. James views the videotape in room 312. The paper disappears from
the envelope and the envelope disappears entirely after the Pyramid Heads
execute Maria. And James ascends the rainy staircase to finish Maria
himself, putting an end to his nightmare.
In some form because of Eddie, James saw the dangers of falling too deep
into one's own delusions. He began questioning his world and himself. And
while there were other major factors as well, he saw exactly the path he
couldn't let himself fall into. Eddie's mistake was a lesson learned for
James.
</pre><pre id="faqspan-18">
VIII. P Y R A M I D H E A D [pa_08]
--------------------------------------------------------------------------
In order to uncover and comprehend the full plot of Silent Hill 2, it's
crucially important to understand the role of James' ultimate adversary,
Pyramid Head. But beware, while his intentions appear to challenge and
stop James from completing his journey, this creature has a much more
significant place in the story. And perhaps the notion that he is an
adversary at all is far from the truth...
Even the very first appearance of Pyramid Head stands as a metaphor for
his place in the rest of the game. A muffled scream in the apartments
guides James to a set of bars blocking a hallway, and on the other side
stands the ominous creature.
Black boots, white gloves, a butcher's gown, and a pyramid helmet over
its head. Pyramid Head.
Note that as James observes the creature, it stares back through the bars
as if a reflection... This is not a coincidence.
Inside the nearby room, a corpse sits in front of a TV blaring static. The
corpse is the same character model as James, and to the observant eye the
TV also looks very similar to the one in room 312. It serves as a
foreshadowing metaphor of James' bullet of truth. The videotape.
And it is no coincidence that this is just after the very first sighting
of Pyramid Head and what he represents. But we'll get into this shortly.
Our next meeting with the creature provides a disturbing insight into the
sexual themes that are so interwoven throughout the plot. James walks in
on Pyramid Head molesting two mannequins from behind. The mannequin bodies
and limbs rub against one another, one lifts its legs over the other,
perhaps invoking imagery of a lesbian or threesome fantasy.
But more significantly, images of sexual assault and abuse. Pyramid Head
controls the mannequins from the dominant position behind them, his crotch
against their "bodies", and they drop dead.
James even hides in the nearby closet to witness the voyeuristic scene
unfold. Pyramid Head senses his presence, but is driven away by James'
handgun fire.
This sexual imagery is demonstrated even more directly at the end of
Blue Creek Apartments. James again walks in on Pyramid Head pleasuring
himself inside the exit stairwell. Pyramid Head pulls in a Lying Figure by
its buttocks, forcing its face into his crotch as he moans out of
unmistakable and disturbing sexual pleasure.
In order to understand these sexual themes, what they mean and from where
they're derived, we must take a step back. All the way back to Mary's
hospitalization.
Before facing Mary in her bed at the very end of the game while locked
into the Maria ending, James provides us with the appropriate insight.
"It was a long three years...
I was... tired."
Unable to be intimate and have sexual intercourse with his hospitalized
wife, and perhaps losing any desire to do so as her body and face
transformed into what even Mary described as a "monster", James sexual
desires and frustrations increased.
Every visit to the hospital to see Mary amplified his sexual urges.
Nurses, perhaps among the most sexualized fantasies a man could imagine,
surrounded him on each and every visit.
Their high heels clicking underneath their sexy legs, covered by
form-fitting, white leotards. Leading up underneath their short skirts
that James wished were even shorter. But if he were lucky with the right
angle while walking up the stairs, he could get just a glimpse of their
white panties covering their most private of parts. He could only
fantasize further from there.
Even in Mary's hospital room, perhaps James would be tempted. A young 20s
nurse, with beautiful blue eyes and a fit body, changing the bed sheets.
Bent forward to lay the sheets would offer him a window to her bouncing
breasts, and perhaps if he were the luckiest of boys, even a peak at a
nipple with her bending further to tuck the sheets in.
His imagination running wild, he'd turn and see Mary. The bubbles of her
diseased, discoloured skin, so bad that she could hardly keep one of her
eyes fully open towards the end. His dear wife... yet ugly, bloated,
disgusting... a monster. Of course he was attracted to anyone and everyone
else.
Without trying to sound like an erotic romance novel with the above
paragraphs, one has to truly put themselves in James' shoes and imagine
what that might've been like to fully understand his frustrations. As a
man, further who couldn't turn to his wife for sexual pleasure, his urges
were uncontrollable. The more time that went on, the more extreme his
urges became. Even walking behind a nurse in the hospital could get him
going. Everything was a tease. This is an extremely important aspect to
understand in the context of the game.
It is for this reason that every creature in the game is extremely sexual
in nature. The Lying Figure with its shiny, wet skin and curvy buttocks,
its arms tied up in a straitjacket of its own skin, as if waiting to be
taken advantage of from behind. It even crawls around on the ground, ready
in submission for rear entry from above.
The Mannequin... two "business ends" of a mannequin stacked on top of each
other, only containing the vaginal sections and legs. While the breasts of
a mannequin could perhaps be sexually-stimulating, they aren't actual
sexual organs and thus not fully necessary for sexual imagery. But just
the idea of two vaginas and sets of legs on top of each other seems fairly
direct and to the point.
The Nurses are the most obvious of all. Low cut tops exposing their
cleavage, extremely short miniskirts, way too short for any nurse to be
wearing in a professional capacity. As sexually revealing as James wished
they were in reality.
Mandarins and the Flesh Lips creatures with their large, wet and sexual
lips (perhaps more resembling a different kind of lips?).
The Abstract Daddy, while perhaps merging from Angela's world, is a bed
frame with one person on top of another, both covered with skin, merging
them together as one. It clearly invokes the image of rape. Again, more
connected to Angela's relationship with her father in taking the sexual
imagery that far, but otherwise fitting in with the rest.
And lastly, Pyramid Head himself. Rather than him taking on a sexual
appearance, he resembles the alpha. Notice that he is attracted to and
harasses the same enemies that James sees (Lying Figures, Mannequins, and
additionally Nurses in pre-release trailers)?
If you thought at any point here that I was overplaying the sexual nature
of this game, including James frustrations demonstrated above, you are
mistaken. The imagery is extremely clear, particularly with Pyramid Head,
and important in setting the tone and themes that comprise the game.
Just as James wished he could act on his fantasies with nurses in Mary's
hospital along with whatever other sexual urges he had, Pyramid Head acts
on his urges entirely rent free. He is James without a leash. And he is
a wild, sexual hunter. The alpha of all the sexual creatures.
All the creatures in Silent Hill 2 visually represent James' sexual
frustrations during Mary's hospitalization. Pyramid Head represents his
inner desire to act on those same frustrations and desires. But the
connection to James is even stronger than that.
Notice that immediately upon leaving Maria in a patient room of the
hospital, James gets knocked off the rooftop by Pyramid Head? Is this a
warning? He's getting too close to Maria... an inner creation that is not
real.
And further, once he reunites with Maria and tries to escape the hospital
through the basement, it is Pyramid Head that no longer warns James. He
outright attacks and kills Maria. Pyramid Head is making his intentions
clear. He does not like Maria. But why?
In Maria's section, we've already established that she represents the
delusions of James' mind. She is the perfect and improved recreation of
Mary. But she is not real. She leads James on a path towards replacing
Mary as James' love interest and preventing him from discovering the
truth. She represents the deception of James' subconscious.
Pyramid Head is the opposite. Despite appearing as everything a villain
should look and behave like, he has James' best interests at heart. He
represents James' desire for the truth and to be punished for this truth.
Thus Pyramid Head warns James on the hospital rooftop for getting too
close, and kills the seductress in the basement hallway.
But alas, that is not the end of Maria. She reappears in the Labyrinth
behind a set of bars while James aims to find her on the other side. But
it's never going to work out down here, is it? After all, the Labyrinth
holds Pyramid Head's lair.
And thus James discovers her murdered on the other side of the cell. Was
it Pyramid Head that killed her? Absolutely.
Pyramid Head is not just killing her because they are adversaries, but
more importantly to remind James that he killed Mary. The image of James
watching over Maria's dead body on the narrow bed in the cell conjures up
images of James killing Mary... again at her bedside.
We don't see Pyramid Head again until after the videotape where James
finally learns the truth. By this point though, Maria kicks into
hyperdrive to extend James' delusion, parading as Mary's desperate voice
over his radio.
But on his way to her, Pyramid Head has one final test for James, and this
time he brought a partner. There are two Pyramid Heads. And they have
Maria hanging from a frame, waiting to be executed. It's almost straight
out of the Misty day painting from the Historical Society, but keep that
in mind as we'll get to it shortly.
James demands they leave them both the hell alone, still consumed by his
delusion that Mary is still alive. Perpetuated by Maria, her ultimate
replacement.
One Pyramid Head glances at the other. It's time. The other steps in and
uses its spear to skewer Maria right in front of James. It's a final
lesson demonstrating the balance of good vs evil in James' Silent Hill.
The truth fighting the deception.
After all, Pyramid Head is not James's greatest adversary, but his
greatest watcher and protector. Guiding him through the deceptive grasp of
his true ultimate adversary, Maria.
As originally demonstrated in the very first appearance behind the bars in
the apartments hallway, Pyramid Head is a reflection of James Sunderland.
His desire to be punished and reminded of the truth, all while acting on
the same sexual urges that consumed James over the last three years.
James collapses to his knees after witnessing the latest execution of
Maria and finally acknowledges what we've already suspected.
"I was weak.
That's why I needed you.
Needed someone to punish me for my sins.
But that's all over now...
I know the truth.
Now it's time to end this."
This speaks of Maria just as much as Pyramid Head as both sides were
needed to guide him to the truth. Perhaps relevant, consider the following
quote:
"In the absence of that which is not, that which is, is not."
Effectively here, without bad how can you know what is good? And without
good how can you know what is bad? James needed both sides of his
subconscious to help him uncover the truth, since without the other side
the truth or delusion would've been unchallenged.
Once James has made his final realization and acceptance of the truth, the
Pyramid Heads have served their purpose. They stick around a little longer
to test James' will. His ability to fight back against his delusions,
which he'll need to do to defeat his greatest demon, Maria.
Once the Pyramid Heads see that James has learned and is mentally capable,
they kill themselves with their spears. Their existence is no longer
necessary. They have accomplished their ultimate goal. It is now all in
James' hands.
But we're still left with some questions. What is Pyramid Head's origin?
Where did he come from? Can only James see him? To understand all this, we
have to go all the way back to the civil war in the town of Silent Hill.
Inside the Historical Society, James finds a large painting from the
town's past. It depicts several hanging corpses, held within metal frames
not at all unlike the Flesh Lips and Mary/Maria's final form. A man in a
familiar butcher's gown, wearing a pyramid-shaped helmet and holding a
spear, stares towards the viewer. Underneath, a caption.
"Misty day,
remains of the Judgment"
This painting certainly comes off under the context of a mass execution.
It's not the only association between Pyramid Head and execution either.
Engraved into the gallows in the Toluca Prison courtyard is an image of a
man hanging by a noose, flanked by two Pyramid Heads holding spears. This
image itself essentially becomes recreated with Maria near the end of the
game.
For a little more context, there is a small room with some captioned
paintings in a corridor underneath the Historical Society but before the
start of the prison. One of them touches on the creation of the prison.
"Toluca Prison Camp
Built during the Civil War.
Later became Toluca Prison."
So Toluca Prison was built as a POW camp during the civil war. Another
painting in the room shows two men wearing white robes and red hoods, to
the caption of "Crimson and White Banquet for the Gods". As if the very
inspiration for the eventual Pyramid Head garb and helmet. Another
painting illustrates several corpses on skewers.
"Death by Skewering
An execution at the prison.
Death by Skewering or Strangling.
To choose his death is the
prisoner's last taste of freedom."
The idea of skewering also falls in line with spears that the Pyramid
Heads hold in the Misty day painting and the prison gallows.
With all this context, we can gather that the white robes and pyramid
helmet were the guise of Silent Hill's executioners during the civil war.
They carried out public executions of POWs at Toluca Prison Camp, where
prisoners had the choice of hanging or skewering to end their lives. The
Pyramid Head executioners represented the image of judgment in the town.
How does all this fall into line with the Pyramid Head James sees? Does he
exist to execute James? Well, not quite. But the image of an executioner
represents punishment very appropriately, doesn't it?
While visiting Silent Hill three years ago, James must've seen the "Misty
day" painting on a trip to the Historical Society with Mary -- likely her
idea, infatuated with the town and wanting to know more. The striking
image of "judgment" stuck with James, and while needing a form and "face"
to represent his desire for punishment and truth, he turned to this image.
And thus Pyramid Head was manifested from James' memory of the painting as
the ultimate symbol of judgment. And truth.
While his image and history is very much a part of the town's past,
"Pyramid Head" is entirely of James' creation, only for his eyes to see.
Eddie specifically reveals he hasn't seen the thing in the apartments and
the only character beyond James to interact with it in any form is Maria,
another of his mind's manifestations.
And it is for this very interaction between Pyramid Head and Maria, the
repeated killing of James' greatest inner demon and delusion, that Pyramid
Head primarily exists. To both combat James' denial of the truth and
remind him of the murder of his wife.
It's also of note that the hanging bodies in frames from the painting also
contribute to the imagery of Mary/Maria's final form, along with the Flesh
Lips. After all, every creature and manifestation comes from the depths of
James' subconscious. A mash of memories, feelings, pains, desires, lies
and truths.
IX. B O R N F R O M A W I S H [pa_09]
--------------------------------------------------------------------------
Already with a general understanding of Maria from the main scenario, Born
From A Wish offers up a unique insight into her inception and how she came
to understand and embrace her purpose. It also allows us to see a whole
different range of emotions from who she later becomes, as she has yet to
find herself. Ask yourself if you recognize this person as you progress
through it.
Maria explains her earliest thoughts and memories at the beginning of the
scenario.
"When I woke up, I was all alone."
She was all alone because she awoke into existence in a version of the
town manifested from James' delusions. And she is the centerpiece of it
all. James' greatest desire and demon. But she doesn't know it yet.
As we discussed in Maria's section, she takes the form of a dancer who
worked at Heaven's Night, and perhaps she was partially created in the
image of a dancer who really did work there.
"Everyone's gone...
Is it because of those monsters?"
Why does she see monsters? Because she is wholly a part of James'
manifestations. She sees creatures just as they see each other (in fact
she is one herself, just in another form). And further, Maria doesn't see
any creature that James doesn't see himself. Just Lying Figures,
Mannequins and Creepers.
"But I'm scared to die.
I'm so afraid of pain."
And thus begins the slowly-infiltrating presence of Mary's memories and
persona. Maria is both a concoction of what Mary was and what James wished
she was. An idealized Mary.
"I want to find somebody.
I don't like being alone..."
Maria was created to serve as James' companion. Thus to her it's instinct
to find another human. She simply doesn't yet know that it's James she's
meant to find.
Through her desire to find another soul, she discovers a mansion owned by
Ernest Baldwin, whom she finds hiding behind a door on the second floor.
She just wants to see another human face, but he refuses to open the door
and would rather Maria leave him alone. His voice speaks that of a
damaged soul.
Maria asks if he knows about the monsters, to which he replies yes, but
it's of no concern to him. Maria questions him further.
"You want to be alone in this
insane asylum?"
"Yes, exactly."
But the lingering thought of Maria's previous question bothers him. He
addresses it.
"But how can you say that it
is this town that is insane?
Perhaps it is we
who are insane.
Both of us... hopelessly insane."
And we are left with a perfect summation of the town of Silent Hill. The
town that manifests the delusions of those who bear the weight of their
crimes. You can only blame yourself for what you see...
But does Ernest see the same creatures? Likely not. He's demonstrated that
he knows how the town works regardless, so he could simply just understand
what Maria talks of. Further, he tells her they've got nothing to do with
him. Because those creatures are instead of James' concern.
Maria eventually leaves Ernest alone, allowing her to hear a thump and a
series of steps coming from the living room. Inside, the fireplace cover
has fallen, revealing a ladder.
At the top of the ladder is a gravestone memorial, perhaps offering some
early context into Ernest's story. The engraved epitaph on it reads:
"Along with you died joy.
All that remains is despair and a
future of meaningless tomorrows.
But I will never give up.
One, to see your
beautiful smile again.
One, to beg the
blessings of the Gods.
I wait for that day.
When the boards cover all
All sadness too will be covered
But until my dreams
return to reality
I will have to swallow
all the pain.
The first paragraph clearly implies a lost loved one, leaving Ernest in
his evident state of despair. While this epitaph also serves as a riddle
in the scenario, it does hint at some hope... blessing of the Gods. By
observing the board backgrounds you may understand what that means.
Maria soon stumbles across a child's room which begins to tell more of
the story. Everything in the room is covered with dust while a calendar
from ten years ago hangs on the wall. Interestingly, a box of matches sits
on the nightstand.
As an aside, if Maria examines the stuffed animals on the dresser, she
offers up some extremely interesting comments.
"Oh is this a teddy bear?
It's not very well-made, but it's
sort of cute anyway.
I bet Laura would love it.
She loves bears.
..."Laura"??
Who am I talking about...?"
Where is this coming from? Simple. Mary's memories are slowly slipping
into her mind. Remember that Maria starts to show an attachment towards
Laura while in the hospital with James later on, despite having never met
her. And even further on in the Labyrinth she remembers the videotape that
James left at the hotel three years ago. She is gradually becoming wise to
her past and what her purpose is. But right now it's nothing more than a
blip.
In the nearby attic, Maria is disrupted by a ruckus of sounds and
overlapping voices in a state of panic.
"Oh no, she fell out the window!"
"Call an ambulance!"
"Don't move her!"
"What happened?"
But no one is in the attic. In fact, it's dark enough that Maria needs to
light a candle up here with the matches she found in the child's room.
Were those forgotten?
The new light source reveals a wrapped present and birthday card hidden
under a chair. It reads the following.
"TO MY DEAREST DADDY
HAPPY BIRTHDAY!
FROM AMY BALDWIN"
And we begin to understand just what happened here... As Maria attempts to
leave, the voice of a young girl speaks out.
"Give it...
to my daddy..."
The ghost of the girl remains in the place of her death, asking Maria to
do what she wasn't able to: give her father his birthday gift.
Upon returning to Ernest, he no longer waits in lounge but instead the
study on the other side of the house. He wished to slip away and be left
alone but Maria found him anyway, and she has some questions for him.
"Do you know a little girl named
Amy?"
"Why do you ask me that?"
"This letter, 'TO MY DEAREST
DADDY'... It's from a girl named
Amy Baldwin."
And then it suddenly clicks.
"You're 'DADDY'?"
"Yes.
Where did you find that?"
"Up in the attic."
And this time Ernest puts it all together. What happened on that day...
"Oh...
What a fool...
Now... when it's too late,
I finally understand why.
Why she was there...
Why she was holding that empty
envelope when she... when she fell..."
This helps us paint the picture a little more clearly. That Amy hid up in
the attic to wrap his birthday present and card. But it was so dark up
there and she forgot the matches in her room.
Perhaps she needed some light to write "Daddy" on the envelope, or perhaps
what makes the most sense of all, is that she heard her daddy coming up
the steps to see what she was doing. She panicked, hid the present and
card under the table and tried to escape through the window so that she
didn't have to explain herself and ruin the surprise.
But through her rushing panic, she slipped and fell out the window with
the envelope still in her hand, and her father just caught the glimpse of
her falling. She didn't survive...
He never found the card or the present and always wondered why she was
holding that empty envelope... Until today, thanks to Maria.
Maria apologizes for erupting those memories from the past.
"I'm sorry.
I'm sorry I reminded you."
"No need to apologize.
You didn't remind me.
I've never forgotten...
Maria.
Some things we forget and
some things we can never forget."
He asks for the letter he never got to see, and Maria slips it under the
door. And then suddenly he realizes something...
"Maria...?
So you must be...
That's why.
That's why you could see me."
"Huh?"
"So perhaps that means that I can
hope for a miracle as well?"
"What do you mean?"
Ernest clearly realizes that Maria isn't any normal human. The line about
"That's why you could see me" is perhaps a translation mistake, perhaps
more referring to interacting with him rather than seeing per se. But
we'll have to wait a little longer to fully understand what' he's getting
at.
Ernest explains that there's a bottle of white liquid in the apartment
next door that he'd like Maria to get for him. Because he can't. But why?
White liquid... white chrism? This is a piece of the ritual to bring back
the dead. One of the four ceremonial pieces James needs to perform the
rebirth of Mary in the Rebirth ending. Ernest wants to try the same
ritual....
You'll notice the familiar "Lost Memories" book on a table in the room,
which further discusses the "Resurrection of the Dead" as Maria flips
through it. The three boards that had to be inserted into the gravestone
above the fireplace also contained images of the white chrism (white
board), obsidian goblet (black board) and "Crimson Ceremony" book (red
board).
Notice anything about where the boards are located? The black and red
boards are right beside the grave, within reach of ending his sadness.
But the white board is across the mansion on a far away balcony... out of
reach. It represents the final piece he was unable to obtain. And we've
already witnessed the green "Lost Memories" book in his possession in
this room.
Maria has read the book and seen the written notes left by Ernest, now
piecing together what he's attempting.
"Ernest, do you really believe
it will work?"
"I don't know..."
Uncertain, but truthful. And so Maria sets out to complete the final leg
of Ernest's search for the last ceremonial item and returns it to him.
Ernest offers thanks and enlightens her as to why he had her collect it.
"That's the only item I couldn't
get myself.
By the time I found out about it,
I could no longer leave this house.
So long..."
"Yes, but will..."
"Maria, the Gods are here.
You know it too.
You were born in this town."
Indeed, born from a wish. The wish of James Sunderland. But she fires
back at the notion of Gods.
"I'm not sure 'God' is the right word."
"Do you believe in Fate?"
"Not really."
"That's fine then."
But Maria wants to see the man's face. After doing what he wanted, the
least he could do is offer a face-to-face conversation. But he won't open
the door.
"This is a dead end.
There's nothing beyond here."
"I know."
But she doesn't understand what he truly means. She rewinds her thoughts
to his previous question, provoking an intriguing direction for the
conversation.
"So...
What if I had said I believed in Fate?"
"That James, he's a bad man."
"James...?"
The name sounds familiar but Maria can't quite place it... She mulls it
over until she's able to dive deep enough into her mind, full of someone
else's memories waiting to be unlocked.
"Y, yes... I know."
"He's looking for the you that
isn't you."
The you that is Mary, not Maria.
"Because he's kind."
Maria says, almost asking herself. And then she realizes what is happening
here. How does he know these things?
"Do you... know something?"
"Yes...
Maria, you're..."
Scared of his answer, she stops him.
"Anyway that's just what you think.
You don't really know anything.
That's fine."
It is this moment that Maria learns she was created by and for James. Up
until now she was not necessarily bound by him, or didn't realize it. The
thought that she's not just a normal, real human being and instead just
an illusion of someone's lost mind frightens her, leading to her response
above.
Ernest doesn't challenge her further, but he has already planted the seed.
And thus he's set Maria on her path.
Maria takes the opportunity to open the door, revealing an empty room. As
he said, "This is a dead end. There's nothing beyond here." Ernest is a
ghost. Perhaps it is even his own body that lies just outside the entrance
to his mansion, going the same way his daughter did but through suicide.
Driven to the very end through his own suffering.
Perhaps now we understand why he couldn't leave to acquire the white
liquid, as he may be confined to just his house where the spirit of his
memory is strong enough to withhold his alternate existence. But not
elsewhere.
But how does he know about James? Perhaps it is the energy in the air
surrounding Maria. Through his supernatural state he can sense the
connection to her creator and his intentions... That he is a "bad man",
here to be punished.
The empty room leaves an overbearing weight of sadness on Maria's face. In
this moment she is well and truly alone, having failed her mission to find
somebody.
Maria leaves the mansion and passes through the apartment building to the
alleyway leading to the park. The discovery of Ernest's truth has brought
her to an extreme state of despair. She raises her revolver to her head.
Perhaps she recalls Ernest's suggestion. That she exists purely for James.
Is this what she wants? Is it worth it to go on and serve someone else?
We continue to see Maria in her greatest moment of despair, showing a
level of emotion and seriousness that we do not witness anywhere else.
And then... her arm begins to lower, and she flicks the gun away.
She has accepted her role. And she sets out towards Rosewater Park. To
wait for her creator. The man that conjured up an idealized fantasy of his
wife. The man that wants her.
"James..."
--------------------------------------------------------------------------
==========================================================================
31. M Y P E R S O N A L R E V I E W [SH2_31]
==========================================================================
--------------------------------------------------------------------------
"In my restless dreams, I see that town. Silent Hill."
-------
"Survival Horror's holy grail."
Silent Hill 2 is simply one of the most impactful forms of media I have
ever come across; a perfect bundle of horror, sadness, beauty, adventure
and wonder. Although the second game in its franchise, it is not a direct
sequel and instead crafts its own unique, beautiful story without any
obligation to satisfy any remaining questions from the first game. This
provides the perfect blank canvas for a confident studio after the
successful release of its first game to push for greatness.
Described upon release as "The Scariest Game Ever", I expected horror. But
I did not expect a whirlwind of emotions in a superbly-crafted story
driven by twisted but subtle symbolism, nor to find meaning so far
underneath the surface that theories are still being crafted today.
But to be propelled so much further by its masterful atmosphere and more
pressure-cooked and disturbing than in-your-face horror, along with both
an incredibly ambient and musical soundtrack invoking feelings of
loneliness and terror but also of beauty, and even home to perhaps
survival horror's most iconic villain to boot... Well, somehow it manages
to reach levels never achieved by any other horror game before or since.
Simply put, and we can say this now, years later with the genre having
taken a quieter turn -- Silent Hill 2 is survival horror's holy grail and
crowning achievement.
Storyline - 10/10
This is the headliner of Silent Hill 2, a beautiful concoction of emotions
and perhaps the most intricately-woven story ever put together in a video
game. To tackle such mature themes as assault, rape, bullying, murder,
loneliness, depression and suicide in such a beautiful yet tragic manner
and without glorifying any of them is truly a lasting legacy of a game
originating all the way back from 2001.
The story begins as a slow burn, with its main character James revealing
a letter he received from his wife Mary, calling on him to join her in
Silent Hill. The problem is that Mary died three years. But as a man
desperate to see his dear wife again, he lets emotion win over logic and
sets out to find her in their favourite vacation town. And thus our great
adventure begins.
One aspect that separates the story and its characters from most is how
much meaning is hidden below the surface. The importance of certain quotes
may go over your head that first time, and even once you feel you have a
good understanding of the game you may yet uncover subtle symbolism or
context hinting at a more sinister or complex explanation.
The game's main villain is no different. While initially appearing as a
menacing creature aiming to slice you into pieces (and while that still
may remain true), this "monster" is so much more crucial to the telling
and understanding of the plot than you might imagine. But we'll leave it
at that. There is so much out there in this story for you to submerge your
mind and fully take in for what it is and also what you can make of it.
Gameplay - 8/10
Any fan of survival horror should be right at home here with atmospheric,
obscure camera angles, tank controls (with an option for free movement),
and your usual roster of firearms. But Silent Hill 2 goes a step further
by offering more realistic and situational melee weapons, including a
plank of wood with nails in it or a steel pipe. This also serves as a
healthy reminder that your character is more grounded in reality as the
everyman he is, rather than a superhero or military man.
Gameplay mostly consists of searching various buildings and rooms, looking
for keys to unlock doors or other objects that open up new routes or help
you find more helpful items. You'll have to arm yourself and defeat
enemies that pose a threat, but sometimes it's smarter to avoid combat and
run past whatever you can. On the way you'll have plenty of puzzles and
complex riddles to solve, more intricate than any other horror game, and
multiple boss fights to test your skills with higher stakes.
But also what makes Silent Hill 2's gameplay so great is that it gives
you a full town to traverse, with James running through the moody, lonely
streets to find his way to the "special place" of him and his wife.
Perhaps a player not used to or as invested in the genre may feel the
gameplay moves at a slower pace, which is generally true, but it is a
style more attuned for players with an analytical eye and mind, who
appreciate resource management and figuring out where the next destination
is, as you are eventually guided to your end goal.
Graphics - 9/10
While you may initially be somewhat confused as to why the screen looks so
grainy, you will find that there is a noise filter (invoking old horror
film themes) turned on by default until you complete the game once, upon
which you can experience the graphics in their full glory.
Although the grain does help set the mood, I personally prefer the clarity
and beauty of the visuals with it off. What you'll likely find most
impressive about the graphics is the visual detail at every corner of the
town. Walls are caked in mud, grime, blood and graffiti. Roads may contain
blood streaks to subtly guide the player, an occasional helpful note
strewn about, and sometimes are blocked off or destroyed entirely. Certain
interiors meanwhile, focus more on disgusting, disturbing or degrading
environments around the player, helping to achieve an unsettling mood.
Silent Hill 2 combines standard, polygonal graphics with highly-crafted CG
movies, providing characters with a larger canvas to express their
emotions. Although the transition from CG to polygonal graphics is quite
noticeable and makes you wish there were more of these fantastic
cutscenes, the standard character models are also loaded with detail, such
as fine textures on a sweater, a detailed tattoo, or a character's sweat
layering into their clothes. It's these fine details that help Silent Hill
2 stand out as a visual treasure.
Sound - 10/10
Surprising at every turn, Silent Hill 2 easily establishes itself as an
industry leader in the sound department, both for sound effects and its
beautifully-composed soundtrack by Akira Yamaoka. Just as the walls,
floors and streets are lined with environmental detail, the sound design
breathes incredible life into each area, sending chills up your spine.
From heavy breathing in a narrow hallway, a mysterious crash behind a
washroom stall door, a distant screech of an unknown source, or a muffled
scream from who knows where, Silent Hill 2 uses all the right tools to
make you uncomfortable as any horror game should aim to. While the voice
acting is sometimes referred to as more on the amateur side since a more
limited pool of English candidates in Japan was used, it brings an honest
and believable appeal to each character. And I would simply never wish to
replace the performances of Guy Cihi as James, a very broken and sad man,
and certainly not Monica Taylor Horgan as Mary/Maria, who provides one of
the most spectacular performances I've witnessed in gaming, particularly
during a letter read in the ending that is supremely emotional and
beautiful.
And then we move onto the music where the praise certainly won't stop.
Silent Hill 2's soundtrack is the most amazing collection of music I've
heard in a video game, balancing a mix of moody, sad and lonely pieces
more ambient in nature with beautiful and pleasing melodies of guitar and
piano that I will always be able to listen to and enjoy. Akira Yamaoka's
work on Silent Hill 2, and the entire franchise for that matter, is
absolutely masterful.
Control - 8/10
How the player responds to the controls in Silent Hill 2 also depends on
their experience inside the genre. By default, it makes use of 3D
control, more commonly referred to as tank controls, where the character
will normally move forward in the direction they face and must turn
independently from the camera angle. However an option for 2D control
offers more directional freedom should the player prefer it instead.
Character movement and combat may feel somewhat sluggish when adapting to
the game, but as with other aspects it helps remind us that James is just
an ordinary guy. He probably doesn't get much exercise and he certainly
doesn't have experience using powerful firearms or swinging pipes, and
thus his accuracy and dexterity are far from perfect.
Changing and obscure camera angles can complicate things, not allowing
the player see forward in some cases, but these moments are generally
picked very intentionally and the game design revolves around terrifying
the player with what they cannot see, thanks to the depths of the
imagination. The camera however, is more forgiving than most games in the
genre, allowing the player to center it and focus ahead in most
situations. This is something to be taken advantage of by the player.
Atmosphere - 10/10
As if we haven't given enough praise to this game already, we've reached
another area where it excels completely off the charts. Together with
the graphical and environmental details, sounds and music, other aspects
like the immensely-foggy town contribute to an incredibly unique and moody
atmosphere, almost dreamlike at times but completely terrifying in others
when it wants you to feel scared.
The first few minutes of the game serve as a strong preview of what's to
come. The player enters a nature trail through a forest on their way into
town. While fog engulfs everything and limits the view, the player will
hear sounds of rabid dogs and footsteps from behind the trees, as if being
followed. The adventure has just begun at this point and the player is
likely to already feel on edge simply from strolling around. But wait
until the game really wants you to feel fear.
You may be minding your own business walking down a dark, narrow corridor
when you'll hear a thump and some steps running away, someone sobbing
behind a nearby door, or the sound of an enemy dragging a heavy weapon
behind you. Or even worse, your flashlight may die at the most inopportune
time or you may have to unload all your heavy gear to access a limited
area without any weapons or tools.
No matter the stage, Silent Hill 2 is very much in control of your
emotions, making you feel fear when it wants you to, or perhaps sadness or
even beauty at the right moments. For the ultimate experience, be sure to
play all alone with the lights off at nighttime, and crank that volume.
You'll be in for a hell of a ride.
Replay Value - 9/10
With many achievable endings and unlockable weapons and items, Silent Hill
2 offers its players many reasons to keep on playing after the first
adventure. The endings are certainly not about minor differences either,
but rather completely different circumstances and fates for your
character, with some endings providing more insight in certain areas than
others. If the story grabs you, and it most certainly will, you'll want to
stick around for the whole show and witness each ending, including a
couple that'll even provide some laughs as something different.
In the original version of Silent Hill 2, there are five achievable
endings along with various extra weapons and items. In newer releases
including the Greatest Hits and Director's Cut versions, along with
Restless Dreams, Inner Fears and Saigo no Uta, an extra ending will be
achievable along with an entirely new scenario and Maria as a playable
character. It is rather brief, requiring about an hour to complete the
first time, but offers plenty of insight into understanding Maria's
complex character and origin.
You may also want to beat the game several times just to further your
knowledge and understanding of the plot, since it's really not enough to
get a full grasp that first time. And even after you do, you'll certainly
find yourself learning more and more when you dive deeper into the plot
through online reading and discussion. And if you're up for the challenge,
push yourself and go for a 10-star ranking, a perfect score in the final
ranking screen. If you enjoy the game enough, I certainly recommend it as
it's quite the reward to see those 10 gold stars after all the hard work.
Overall - 10/10 (not an average)
It's difficult to truly explain how impactful of an overall package Silent
Hill 2 is, but I can honestly say it transcends gaming. It becomes an
experience -- something you do not forget. Something you continue to call
back on, to uncover more of the plot and its hidden meanings, while
remembering its unique approach to unsettle the player. It is a masterful
creation of adventure, horror and psychology. It is the definitive
survival horror experience.
--------------------------------------------------------------------------
==========================================================================
C O N C L U S I O N
==========================================================================
==========================================================================
32. C R E D I T S [SH2_32]
==========================================================================
--------------------------------------------------------------------------
In this section I'd just like to thank some people that contributed to
the making and hosting of this FAQ, along with some general thanks.
- Thanks to Team Silent, KCET and Konami for developing and publishing
one of the finest survival horror games of all-time.
- Thanks more specifically to the "dream team" of Team Silent, primarily
composed of Takayoshi Sato, Hiroyuki Owaku, Akira Yamaoka, Masahiro
Ito, Masashi Tsuboyama and Akihiro Imamura for bringing the series to
its highest peak with their work on Silent Hill 2.
- Thanks to Akira Yamaoka for composing the most amazing soundtrack I've
ever heard in a video game.
- Thanks to GameFAQs, IGN and all other sites for hosting this FAQ and
allowing it to reach as wide an audience as possible.
- Thanks to dictionary.com as I almost always had it open as a reference
while writing this FAQ over the years.
- Thanks to silenthillchronicle.net and silenthillmemories.net for
English translations of Team Silent's "Lost Memories" plot analysis
book, which proved invaluable as a reference while writing my own plot
analysis.
- Thanks to everyone on the GameFAQs Silent Hill 2 message board for
inspiring me to write this FAQ back in 2002.
- Thanks to all those who participated in and contributed to my "Cool and
Scary things in Silent Hill 2" topics on the GameFAQs Silent Hill 2
message board back in 2002, that now live on through this FAQ.
- Thanks to everyone who gives this FAQ a good rating. It is much
appreciated.
- Thanks to each and every user of this FAQ. It's been a long ride
creating and updating it over the years and I'm very proud to be able
to help as many players as possible with it. I can only hope it
continues to be useful for new and returning players in the future.