SILENT HILL 2 WALKTHROUGH FINAL Written by endeviguel (email@example.com) Copyrighted 2001 1. Introduction 2. Version History 3. Walkthrough 4. Secrets 5. Codes 6. Q&A 7. Author's Note 8. Credits I*I*I*I*INTRODUCTION*N*N*N You all know the drill here. This is my property, my work, my devoted time put into this walkthrough for YOU, the gamers, so don't steal any of it, duplicate any of it, or manipulate any of it. If you want to print it for personal use, be my guest. If there's something you'd like to add to yours or would like to put this up on your web site, ask me. Anything else is unacceptable. For everyone that's written an FAQ before, you know how much effort is placed into these, so please show a little respect towards it, okay? It's the least you could do in return for getting you through the tight spots. TAKE NOTE: THERE ARE FIVE ENDINGS AND DEPENDING ON WHAT YOU DECIDE TO DO IN THE GAME WILL DECIDE WHAT ENDING YOU RECEIVE. FIRST THING YOU WILL WANT TO DO IS CHECK OUT THE GUIDELINES IN THE SECRETS SECTION TO GET THE ENDING YOU WANT. Don't worry, I don't give the endings away. There are no huge spoilers given away until AFTER they occur in the game. Basically, the walkthrough was originally set on hard difficulty, but now I've gone all out and given you all of the puzzle solutions in every difficulty! Please, no need to praise me. I'm pretty sure the item locations and whatnot are the same throughout so that shouldn't be a problem. If something is not there that I have stated, then it must not be there in certain difficulties and I'm sorry. Also, take note that is walkthrough does not waste time telling you about the blocked doors, it is a direct path straight through the game. This eliminates any confusion and makes it easier to follow. Enough senseless cantor, lets move on to the walkthrough! V*V*VERSION HISTORY*Y*Y*Y Ver. 0.1 Put up Table of Contents Introduction completed Walkthrough started Secrets and Codes started Q & A added Author's Note added Credits added Ver. 0.2 Changed intro. Walkthrough updated and edited Added secrets Author's noted updated. Credits updated Ver. 0.3 Walkthrough updated. Secrets updated. Author's Note edited. Ver. 0.4 Walkthrough finished. Added to Introduction. Edited Author's Note. Added to Credits. Ver. 0.5 Added to Codes Added to Credits Added to Secrets Edited Author's Note Ver. 0.6 Added to Walkthrough. Added to Credits Edited Author's Note Ver. 0.7 Started Extra Hard Riddle Mode Added to Walkthrough Edited Author's Note Ver. 0.8 More Extra Hard Riddles Added Added To Walkthrough Edited Author's Note Ver. 0.9 Finished Extra Hard Mode Added To Walkthrough Edited Author's Notes FINAL Ver. Made Adjustments to Walkthrough Edited Author's Note Finished Strategy Guide W*W*WALKTHROUGH*H*H GETTING TO SILENT HILL: We kick things off with a cool CG in a crummy old bathroom on the outskirts of town at the Observation Deck. After the cut scenes, get the MAP from his car. There's only one direction to go after this, and that's down the steps to the dirt path leading us into Silent Hill. After a while of running, you'll find a well on your right with a SAVE point inside. Use it if you want, but it's not really needed yet. Afterward, follow through the gates into a cemetery where you'll meet Angela. After the peculiar conversation with her, continue across and through some more gates. Follow the road (if this is your second time through the game you'll find a CHAINSAW in a stack of wood to your right) until you reach a gate door. Go through and follow the road the rest of the way into Silent Hill. We come out on Sanders St. To the east is a dead end, across the street is a flower shop. To the east of the flower shop is a table with a FIRST AID KIT on it. Snatch that up and continue west. When you make it to the intersection of Sanders St. and Lindsey St., you'll see blood streaks heading north up Lindsey St. and catch a glimpse of something. Before following it, head south and pick up the HEALTH DRINK on the steps of the building on the west side of the road. You can't continue west down Sanders yet so go north up Lindsey. The west side of the road is nothing but houses and it dead-ends at the northern tip too. The east side has a HEALTH DRINK right in front of a garage door before Vachss Rd. Before going down that road, go straight across the street and read that weird monument in the yard of the house. It reads as follows: Remains of ___Swamp. The ___ers of land surround__ __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____ that many pe___m to have s___ ___n the area. Not sure what it means quite yet, but should keep it mind nonetheless. Now, down Vachss Rd. stop at the little area on the right. It has a SAVE, and TWO HEALTH DRINKS. One is by the table, the other in the grass. You might want to save this time. Up the trail some more you'll start hearing the all too familiar radio. Watch the cut scene, then beat the crap out of that creature. Basically, a tactic I use is wait until it hurls, then run up quickly and continuously pummel it with the board. After another cut scene, exit from where you came. One more cut scene will initiate before you can go on. Head back to Lindsey St. and go all the way back down to Sanders and go west. On the right side of the road is a HEALTH DRINK on some steps. Cross back over to Happy Burger and get a FIRST AID KIT beside the trash bin. Go south on Neely St. and turn west onto Saul St. Go into the camper and check out the map. It tells you to go to Neely's Bar, so let's hit it! Save if you want to here also. Take note, Neely blocks off to south, Saul blocks off to west (for now) and Harris is completely blocked off. North on Neely's stay on the left side and get the FIRST AID KIT under the Chiropractic and Sports Injury Center. Now, go to Neely's Bar on the right side and go inside. There's a map that you will copy from, circling the Wood Side Apartment Building and putting a "?" on Martin St. Notice on the windows before leaving that there is a message that says: "There was a HOLE here. It's gone now." ...Odd, huh? Start up Martin St. and grab HEALTH DRINK on the right before Katz St. Then cross over Katz and continue north up Martin. After the car on the left is another HEALTH DRINK. Get the APARTMENT GATE KEY from the dead body against the fence. Head back and go west. Now, you see Lucky Jade Restaurant on your map? Go there and pick up the FIRST AID KIT and HANDGUN BULLETS before going all the way to the apartments. North on Neely is blocked, west on Katz is blocked too, but there's a message on the wall that says: "The door that wakes the darkness, opening into nightmares." And a locked door beside it. So many things without answers already! Don't you love it? Part 2: Wood Side Apartment Building Unlock the gates and head into the apartment area. Just head straight through the two blue double doors into the building. On the left wall is the MAP FOR APARTMENT BUILDING, on the right is a SAVE, and right in front of you is a HEALTH DRINK. The door down here can't be opened yet so go up to the second floor. Before heading in, check out the map and find room 205. See it? When you go through the door into the hallway, run straight to it, don't attempt to fight any of the creatures, they'll gang up on you. Inside 205 is the FLASHLIGHT. Grab it and run back out because a mannequin type monster will start after you. Go back to the stairs and go to the third floor. There's a key on the other side of the bars but when you reach for it a girl runs up and kicks it away. Go to room 301 and get your HANDGUN. Now we're talking. Go back to the second floor. Oddly enough, all of the enemies are gone. Go into the room to your immediate right and notice that the garbage chute is clogged. Now, head down the hall and you'll hear a yell. Go north to room 208. As you get there your radio will start up and you'll see an odd looking person standing on the other side of the bars. It won't do anything so go into 208. Surprise! Looks like someone had fun with the owner of this apartment. Anyway, grab the ROOM 202 KEY off of the bookshelf and head to room 202. The monsters are back, but just do more dodging. It might be hard doing this for a while but you get pretty good later on. In 202 there is a HEALTH DRINK in the kitchen. Red butterflies are loose in this room, along with a lot of other dead ones. In the room to the right there is a hole in the wall. Go ahead, reach inside. Out comes a CLOCK KEY! Go back to 208. On the table to the right is a notepad with this riddle: 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. (Note: this riddle may be different according to difficulty, but the answer to this one is always the same, no matter what) Now go into the room to the left and you'll see a grandfather clock with this written on the side: "The scars from the past shall remove the nail that stops time." Right, now on the opposite wall are the names Henry, Mildred, and Scott, each with a line beside each name. Figured out the puzzle yet? CLOCK PUZZLE: Now, here's how it works. Scott is actually the seconds hand on the clock, stuck at 15 seconds. Makes sense right? Well, if that's the case then Henry must resemble the hours hand Henry=Hours, Mildred=Minutes! Still following me? Good. Now, the lines on the wall tell you where those hands are supposed to be pointing, and if you get creative and hold a clock up to it, you'll see that the time comes out to...9:10. Go unlock the clock with the key, push the hands around to 9:10, hear the click, and then push the clock to the side. Voila! Now we're in 209. SAVE if you want, grab the HEALTH DRINK from the kitchen, then head out and go through the blue door leading to the staircase. Go to the third floor and grab the BULLETS at the top. Go through the door and go to room 307. Cut scene! Now this is flat-out freaky stuff! Afterwards, grab the COURTHOUSE KEY in the closet. Leave and go to room 303, it has a FIRST AID KIT and a HEALTH DRINK, but be fast, there's monsters in there. Leave the room and turn left to find the FIRE ESCAPE KEY lying on the ground. Then get the HANDGUN BULLETS in the laundry room. Take the stairs at the east end down to the first floor and grab the CANNED JUICE at the end of the hall. Unlock the double doors and run all the way back to the first two sets up double doors. Go back to the second floor and toss that canned juice down the garbage chute from earlier. Back outside go to the dumpster and pick up the OLD MAN COIN and read the article. Afterward, head back into the double doors once again. Now you can go through that door that was locked earlier. Outside in the courthouse is the pool. Lure the monsters inside away from the carriage in the middle, hop down, grab the SNAKE COIN from inside the carriage, climb back out of the pool, and head through the door on the east side of the courthouse. Go to room 104 to get some HANDGUN BULLETS. When you exit, unlock the blue door beside you. Then go to room 101. Inside you'll find HANDGUN BULLETS and the sound of someone vomiting....open the door on the left side of the room and meet our new friend...Eddie! BLUE CREEK APARTMENT: After the cut scene with Eddie, head back to the second floor. At the left end of the floor use the fire escape key on the blue door. It will open up to another building, the fire escape gone from this one. You end up climbing over into Blue Creek Apartments. You'll end up in a new apartment room. First get the WALLET that is clogging up the toilet and get the slip of paper from inside with the code on it. What do you have to do with this? Go into the next part of the room and you'll see a safe. Here's what you need to do: SAFE PUZZLE: If you have it on easy or hard mode, the digits should be all numbers. If you are playing hard, then you'll probably find these roman numerals: "X" and "V." The "X" equals 10 and the "V" equals 5. Now, here's an example: X4. Just add the two together. 10+4=14. Another example is VV. That's two 5's, making 10. Understand? Okay, now to put the combination in simply put the lock on the first number, it doesn't matter which direction for the first one that you turn it to. Okay, now if you have arrows pointing right to the next number, push right. The next says left, push left on the d-pad. It's simpler than it tries to look. EXTRA HARD SOLUTION: Solution by renholder: The numbers only go 1-9. After 9, letters take their place. A=1, b=2, c-3 and so on. Take the number of the letter and add 9 onto it to get the number you need. For instance you have 8>>f<<4>>g, it will equal 8>>15<<4>>16. F=6+9. G=7+9. Good job renholder. Before leaving this room pick up the health drink in the kitchen section, then head out of this room. Now, let's find a map, shall we? Exit the room and dodge the monsters until you find the stairway door across the hall (the white door). In the stairway you'll find the MAP OF BLUE CREEK APARTMENT BUILDING to your immediate left on the floor. Okay, now you know where you're going. Unfortunately, every door on the second floor is locked, but there is a note on room 209, so check that out and then head back to the stairs. We're gonna take a trip to the first floor now. In the laundry room to your left is a FIRST AID KIT. Head straight across the hall to room 105 and check out the desk against the wall with the incredibly long riddle, which varies by difficulty. You have two coins at the moment, but there's still one more we need to get in order to figure this one out. Luckily, it's easy to get. (If this is your second time through the game, you'll find the WHITE CHRISM on the table in the kitchen.) All of the other rooms on the first floor are locked besides room 109, so head there. Inside pick up the HANDGUN BULLETS and head through the next door. Here we'll run across Angela again. Cut scene! Afterward pick up the KNIFE and the final coin, the PRISONER COIN, from the table. Now head back to room 105 to get this puzzle figured out. THE COINS PUZZLE: Basically, the solution is different for every difficulty. Here's how you do it for easy: old man, empty, snake, empty, prisoner. For normal it's empty, old man, prisoner, empty, snake. And for hard it's empty, old man, empty, snake, prisoner. Inside you'll find the Lyne House Key the note on the door was talking about on the second floor. You know where to go! EXTRA HARD MODE: This one was pretty complicated but if you read it carefully enough, you can figure it out. It took me about 20 minutes to really understand it and find the answer. Like the coins in the hazy aether tossed Ours 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 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 even 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. The Aged one is the Old Man, who is in the first slot. He is a bringer of life and shame. It says the Horned One, the Formless One trails behind him on the third falling. Thus the snake coin is in the third slot. Finally, the Needless One is silent and is kept away from sinning, all hungers sated in his prison. Obviously, he pays for his sins by being close to the Horned One (who I assume is the devil), so place the prisoner right after the snake. Solution: Old Man, space, Snake, Prisoner, space Inside of 209 you need to cross over into 208 by the open balcony to find some HANDGUN BULLETS, the APARTMENT STAIRWAY KEY, and a SAVE point. You seriously might want to save now. *hint hint*Now use the key you just got on the stairway across the hall from you in the northern tip. Cut scene! **BOSS FIGHT: PYRAMID HEAD** Thanks to "mysticalosx" for the new strategy: This turns out being easier than assumed. Simply keep a distance away from him, dodging his swings. You don't have to waste one bullet on him. You see, the battle is timed, meaning it'll only last for a certain amount of time. After a bit, an alarm will sound and the pyramid head will retreat down the water filled stairway, which then drains soon after he leaves. Don't follow him or you'll be left "two" die. In other words, he'll cut you in half! After he disappears from sight, take the stairs down and exit out the door. The apartment buildings are done! TO THE PARK: To the west you'll find a FIRST AID KIT, but the road is blocked from there, so go north. Cut scene! It's that Laura girl who was such a nuisance back in the apartment building. After the confusing conversation, continue north. Don't pass up the stairs on the left that lead up to TWO BOXES OF HANDGUN BULLETS! Okay, now cross Nathan Ave. and go to Rosewater Park. Take the first left to get TWO BOXES OF HANDGUN BULLETS and a HEALTH DRINK. Head back and continue north. To the right is another box of HANDGUN BULLETS. Further north to the right is a HEALTH DRINK beside a viewer. Now, you're at the water now, right? Okay, go west and...cut scene! This is Maria, and she is now going to accompany you. She's weaponless, so you pretty much have to guide and protect her. To make things easy, just run, she'll follow and usually doesn't get hit. She CAN die! Don't hit her for fun, you might just kill her. Now exit the park and pick up a HEALTH DRINK being guarded by a mannequin on the right on your way out (it's after you leave the actual park). Across the street is Jack's Inn. You can SAVE with the save point on the trunk of the blue car in the parking area, then get the HANDGUN BULLETS across Monson St. at the corner. Go south on Monson and pick up a HEALTH DRINK at the alley to the left. On Katz go west to find TWO FIRST AID KITS, some HANDGUN BULLETS, and a HEALTH DRINK (not altogether, just along that road). Head back norther and follow Nathan up to Texxon Gas. (If you've seen the Rebirth ending or the three other endings, you'll now find a doghouse with a DOG KEY in the small alcove just west of Jack's Inn) Here you'll find a car with a STEEL PIPE shoved through the hood. Equip this baby, finally something decent enough to use without using ammo! Also spread about the station is THREE HEALTH DRINKS and TWO BOXES OF AMMO.(If this is your second time through you'll find the BOOK OF LOST MEMORIES in the news stand holder by the main station) Go all the way up Nathan to find a decapitated corpse and some HANDGUN BULLETS and a map telling you that there's something at Pete's bowling alley. On your way back pick up the FIRST AID KIT at the Silent Hill Historical Society (which is locked as of now), then go to Pete's Bowl-O-Rama. PETE'S BOWL O RAMA: Cut scene! Maria's going to wait outside for you when you go in. Take the door to your left and another cut scene will start up with Eddie and Laura. The conversation continues as you gain control. Just make your way to the other side of the room and go through the door. Laura runs off before you can say anything and you talk to Eddie a little bit before gaining control again. Head out and Maria will meet up saying that she tried to catch Laura. Run around back and go through the gate door into an alley. Run to the end of it and Maria will tell you that Laura slid through a crack between two walls. The only way to get there is through the locked door. Maria has the keys which she gladly opens. Inside make your way to the front of the bar and grab the FIRST AID KIT. Now head out the front and run down the stretch of the alley back onto the main road. After heading south a bit you'll run into another cut scene showing Laura retreat into the Brookhaven Hospital. Of course, this isn't the same hospital in the first Silent Hill, it's not half as pretty either. BROOKHAVEN HOSPITAL: Okay, when you enter snatch the MAP OF BROOKHAVEN HOSPITAL from the wall, then head into the reception room straight across from you. Inside you can find a save point, a memo right beside it talking of three patients that were held here, and a HEALTH DRINK near Maria. In the next room you'll find a letter that a doctor had typed up. Take the PURPLE BULL KEY and head back out to the main hall. Now go up the stairs to the second floor. Look out for the nurses, they've got some quick, hefty blows here, and there's usually more than one. This is where the steel pipe will come in handy. Get to the women's locker room to find a SHOTGUN and a BENT NEEDLE inside of a teddy bear. In the men's locker room you can find an EXAMINATION ROOM KEY in a bloody lab coat. Now go through the doors across from the stairway. Make your way to the examining room 3 and grab the FIRST AID KIT from the mattress. Before heading out, check out the typewriter with the carbon paper left in it. Take note of whatever number you receive from it, you'll need it later. To sum things up on the rest of this floor for now, make a stop at M2 for SHOTGUN SHELLS and the LAPIS EYE KEY, stop at M3 for HANDGUN BULLETS, a HEALTH DRINK, and a nurse, then drop by at M6 to grab some more SHOTGUN SHELLS and another HEALTH DRINK. Now head back to the first floor. Use the examination room key on the examination door, then go inside. The first part of the room has nothing really, so go into the next part of the room and get some SHOTGUN SHELLS off of a filing cabinet, then read the white board on the wall. If you're playing the game on easy/normal, you'll find a 4 digit number, 7335. If you're playing hard, you'll find a note that says the pin number is "T" this month. Last month it was "X" and the month before that it was "Z." What does this mean? Head to the third floor now and we'll figure it out then. Nurses galore! Take them out the best you can and grab the FIRST AID KIT in the far east corner of the hall. Go back to the double doors and input your code. DOOR DIGIT PUZZLE: This one is pretty simply for anyone playing easy and normal, it's simply 7335. If you're playing hard, you have to figure the digit out yourself. Basically, "T" needs to be inputted as it looks, only in a certain order: 1328, each a point of "T." The doors will unlock, and you can now go to the patient wing. EXTRA HARD MODE: The same goes here as it would in hard mode. The answer is still 1328 for the "T" riddle on the board in the examination room. We got lucky on this one. Unfortunately, this effort is short-lived, for you come across another corridor full of nurses. Blast, hack, stab your way through them and then head to room S3. Cut scene! Maria is feeling ill, she's gonna stay in there from here on. After the scene, grab the ROOF KEY from the table and then head out. Head down to S11 and pick up a HEALTH DRINK and a SAVE point. Now head to the roof. Walk over to the diary and read it if you want. Besides that, there's nothing up here, so head back towards the door. It won't open now? Go to the other one and try it. Cut scene! Looks like the pyramid guy is wreaking havoc once more. You'll hate this, if you're playing normal or hard, you're life will be struck down to the last point before death. Heal yourself if you need to, then check your map to find out where you are. The Special Treatment Room! In one of these rooms you'll find a blood-covered wall. On the wall there will be a four-digit number. Depending on your difficulty will depend on how easily it can be read. Try your best to read it and write it down for later. If there's a number that you can't figure out, just guess with it when you use it later. Now head to room S14 on the third floor to find another puzzle. LOUISE PUZZLE: This box has many locks on it, don't you think? It's quite simple really. Use the code you got from that bloody wall on the turning combination lock, use the number from the carbon paper on the button lock, then use both the lapis eye and purple bull keys. Inside you'll find a few STRANDS OF HAIR. EXTRA HARD MODE: There are no changes here. Everything is still set up the same as it would be on hard. Once again, we got lucky. I was looking forward to squinting at the bloody numbers for a couple hours figuring out awkward slashes that don't resemble numbers at all. Go to the shower room now and you'll see something down in the green ooze-coated drain. Use both the bent needle and the hair to get it out. You now have the ELEVATOR KEY. Now would be a good time to save. Yeah, you know what that means, boss fight coming up. Now go to the elevator and use the key. We're going back to the first floor now to check out what's there. First, stop at C3 to get SHOTGUN SHELLS and HANDGUN BULLETS, then go to C2. Cut scene! Laura will end up locking you inside Examining Room 2?! This can't be good. **BOSS FIGHT: HANGERS** Get out your shotgun and unload on these two hangers with all you've got. The strategy to use here is to run to a corner, turn, fire until one gets close, then run to the other side and fire some more. It's not too hard, but can be if you let yourself get stuck underneath these things. If one does so happen to get you, then pound the buttons like crazy. After killing the first two, one last one will come down. Save your shotgun ammo, pull out the handgun and take this one out. After the fight, things change, an all too familiar noise ricocheting about the room. ALTERNATE HOSPITAL: You're now in the garden, but the area is smaller than the map shows. Speaking of the map, all of your marks from the normal hospital have been completely erased. The hospital has gone through a drastic change, so it'd only make sense to start fresh, just in case other things were now open, right? Leave the garden and pick up the SHOTGUN SHELLS and use the SAVE if you want, then head into the main hallway. I'm gonna tell you this before you head inside room C1 first, so you know to do this before hand. Equip your handgun, then when you open the door, start shooting before the room even becomes visible. You'll know why after it loads. A nurse was about to pounce on you! After taking her out, get the HANDGUN BULLETS and the HEALTH DRINK. There's a FIRST AID KIT in C2 also. Now take the elevator to the second floor. M4 has two nurses, a HEALTH DRINK, and some SHOTGUN SHELLS. Be extremely careful in fighting the two nurses and make sure you kill them with the gun. Stomping them will only give the other an advantage at getting a hit in on you. Exit then go to M6 where you'll find a BATTERY, a BASEMENT STOREROOM KEY, HANDGUN BULLETS, and a FIRST AID KIT. There's a memo on the table that tells you there's a ring in the basement. On the wall is a painting of hands reaching up, searching for something....interesting. Well, that's about it of importance for now, so go up to the third floor by elevator. Take out the new ensemble of nurses, then check out S3 to find that Maria is now missing. There's a good load of pills on the desk, where they ALL hers? Well, either way, you need to leave and go check out S11. It has some HANDGUN BULLETS and an AMPOULE (save any ampoules that you get, they are extremely powerful healing medications and will be needed much later on). On the bed is a poem about an angel. The door beside the elevator is what it's talking about. Check it out when you leave S11 and notice that there's a hand sticking out from the door. Before going to the basement, stop in the stock room to pick up some HANDGUN BULLETS, a FIRST AID KIT, and some SHOTGUN SHELLS. Leave and head to the stairs. In the stairway is a SAVE point. Save if you want, then go to the basement by using the basement storeroom key. In the back of this room is some SHOTGUN SHELLS. After this, push the shelf to the side and head down the ladder. Cut scene! Maria's back and very ticked off. Either way, she's sticking to you like glue this time around. Take the ladder down and get the COPPER RING from the blood, then head back up and take the stairs to the third floor. Head back to the elevator. Put the copper ring on the hand, then head down to the second floor by elevator. Before progressing you'll suddenly hear a strange message talking about a game show called "Trick or Treat," and the freaky part about it is, James is the contestant! Listen to the three questions and see if you know the answers. If not, don't worry about it, I'll give them to you (of course). On the second floor run to the day room and go to the refrigerator. Maria will help you open it and you'll get the second ring, the LEAD RING. Go back to the third floor. Before putting the second ring on, go to the store room and answer the questions to the game show. The answer to number 1 is 3, number 2 is 1, and number 3 is 3. Your prize? Oh nothing really, just FIVE BOXES OF SHOTGUN SHELLS and TWO AMPOULES! Head back to the door and put the lead ring on the hand now. It will unlock and you can now enter. Take the stairway all the way down, stopping to read the blue book on the first bend on the way. It talks about a director's key, whoever writing it being somewhat illiterate due to misspellings and whatnot. Here's the tricky part. Listen carefully, there is only one thing to do in this hallway, and it's very important to do so the second you go around the first corner. RUN! The pyramid head guy is after both of you and if you don't RUN, Maria will be killed and the game is over. Take the corners quickly and don't stop until you reach the elevator. To make things a little easier, know the turns before you get to them, how? Well, I'm gonna tell you. After the first turn, you'll turn left, then left again, then you'll take a U-turn to the right, then another left, then one last right. You're home free. Cut scene! You're home free! You got away from the pyramid head guy! But Maria..... Maria didn't make it... Could she really be dead? You find yourself on the first floor, and the only door that opens now is the director's room. Inside you'll find a MAP with some things that you copy onto yours of places you'll want to stop at. Snatch the HOSPITAL LOBBY KEY on the desk. Laura will run past the window afterward. Chase after her! Save at the front doors, then leave the hospital. ALTERNATE SOUTH VALE: Things have changed for the worse not only in the hospital, but all over town. Before you do anything, let's take a quick run around South Vale and get all of the new items tossed about. Just bear with it and you'll be fine. You'll need all of this stuff later on to be safe. Across from the hospital is a box of SHOTGUN SHELLS. Go south on Carroll and turn west on Rendell. There will be a FIRST AID KIT, a HEALTH DRINK, an AMPOULE, and HANDGUN BULLETS along this end. To the east along Rendell you'll find TWO BOXES OF SHOTGUN SHELLS, RIFLE AMMO, another RIFLE AMMO, HANDGUN BULLETS, more SHOTGUN SHELLS, and a HEALTH DRINK. South on Monson pick up the TWO BOXES OF HANDGUN BULLETS and TWO HEALTH DRINKS, then go east on Saul. There'll be a gate floor to go across with hangers along it. Just run from one end to the other and go through the door to get back to other side of town. Along Saul you'll find a SAVE point, TWO SHOTGUN SHELLS, a FIRST AID KIT, and TWO BOXES OF HANDGUN BULLETS. North on Neely get the FIRST AID KIT to the west, RIFLE AMMO to the right. More RIFLE AMMO and a FIRST AID KIT is at Happy Burger. Pass Sanders and stop in Neely's Bar to read some more personal graffiti on the walls. Back outside get the HANDGUN BULLETS, then head north on Neely some more to get THREE HEALTH DRINKS, HANDGUN BULLETS, and RIFLE AMMO. Go back south to Sanders and go east. Get SHOTGUN SHELLS on this road, cross Lindsey, then get more SHOTGUN SHELLS and TWO HANDGUN BULLETS. Back to Lindsey, go north and pick up the LETTER and the WRENCH at the house on the west side of the road. You'll know which house it is when the camera angle changes on you. Afterward continue north and get more HANDGUN BULLETS. One final box of HANDGUN BULLETSare on the east side of Lyndsey right before Vachss Rd. Now go west on Katz. And go through the door that is now open at the end of the street. Head north on Monson and go west on Nathan to get to the Rosewater Park again. TWO SHOTGUN SHELLS are west of the parking lot. Then there's an AMPOULE to the left after you come into the large opening with the statue. Go behind the statue and dig there to uncover a box. Use the wrench on the box and get the OLD BRONZE KEY from inside. Continue around to the other side of the park and go south. The first turn to the west, you need to take. There will be TWO BOES OF SHOTGUN SHELLS there. Now head back the way you came and go west on Nathan. Grab the RIFLE AMMO at the very end of the road, turn back around and then go to the historical society building. Use the key on the door and enter. (That wasn't too bad, right? Hope you found everything okay). SILENT HILL HISTORICAL SOCIETY MUSEUM: Inside use the SAVE point. There isn't a whole lot in this building at all, just a room full of odd, interesting pictures, including one of our pyramid head friend. (If it's your second time through the game you'll find the OBSIDIAN GOBLET in a broken display case here) Go through the hole in the wall and follow the extremely long hallway down through another door. From here on out, there is no map, but I'll be able to direct you through this, it's pretty direct anyway. Grab the FIRST AID KIT and check out the papers on the desk. This paper isn't yellowed and old for nothing; it's dated back to the 1820's! Go into the next hallway and take out the patient demons and roaches in here. The door to your right is blocked. Turn left and follow the rest of this short hallway to a fork. The dead end is to the left, so go right. A room to your immediate right has some HANDGUN BULLETSD inside, along with three gruesome pictures of Toluca Prison and the way things worked back then. Leave the room and turn right to find a room with a large hole in it. Jump down inside and you'll be in a well. To get out check the walls every few inches until James notices an odd spot. Hit it with the steel pipe twice to bring it tumbling down, revealing a door. Go through and into a sewage hallway. There are two or three patient demons in this hallway. Use your pipe and give them a good flogging. The only door that'll open is the one in the alcove to the right. In the short hallway go into the door to the right and pick up the SPIRAL- WRITING KEY. Suddenly the flashlight will go out. Run over to the door and go to the keypad beside it. Now bring up your menu and use the battery to turn the flashlight back on. The room will be filled with roaches now. Quickly use the keypad. ROACH ROOM PUZZLE: A multitude of things can occur with this puzzle, each time through the game, it will be different. Basically, look at the keypad. There should be at least 2 numbers lit up. If so, try as many different combinations with the two as you can until it unlocks. One of the two numbers will be used twice. If there's three numbers lit up, keep trying different combinations until it opens. EXTRA HARD MODE: Nothing's changed here. It's basically set up the exact same. Don't worry. The producers make up for it later. Back outside, turn right and go the rest of the hallway to a room with a door on the ground. Use the spiral-writing key here and jump down the hole. TOLUCA PRISON: James will now find himself in a desolate cafeteria. No wait, cut scene! Eddie seems to be having some problems now too. After he leaves, grab the TWO HEALTH DRINKS, the TABLET OF "GLUTTUNOUS PIG," and SAVE if you want with this save point. Exit out the same way that Eddie did and you'll find yourself in along hallway with our good friend, the patient demons. Take them out as travel up the hallway. On the second table you come across, make sure you pick up the much needed MAP OF TOLUCA PRISON. There are also HANDGUIN BULLETS in this hallway. Now go east into the room in the middle of the hallway. It is a showering room. Take out the two demons inside, then grab the TABLET OF "THE SEDUCTRESS" from the open shower in the northeastern part of the room. Now head back out. Head south in the hallway and go into the only door left. It will take you to the south set of jail cells. There'll be patient demons in some of them, so be careful not to get too close. The fifth cell has HANDGUN BULLETS, the ninth has a WAX DOLL inside. In the eastern hallway fight your way north again, picking up a box of HANDGUN BULLETS on the table. The middle room to the west here has some RIFLE AMMO. This is another one of those rooms where you want to start firing before you can see. Otherwise you'll get attacked out of nowhere like the nurse at the hospital did. Back out in the hallway, go north and then west through the only other door into the northern set of jail cells. The first cell has some strange paintings and whatnot inside. The seventh cell has the TABLET OF "THE DEPRESSOR." Head back to the eastern hallway and go out into the large area to the east. In the middle of the vast yard is a scaffold with three nooses. On the front are three slots. Use the three tablets here. When placed you'll hear a yell of a man being executed. Go back to the doors and you'll find a HORSESHOE. Take it and go through the doors. Cross the north set of jail cells back to the west hallway. Don't go through the door at the far north yet, go through the one right below it to find a FIRST AID KIT. Now go north and got through the northwestern door. It crosses over to another hallway. There'll be two demons waiting for you. Go into the room below it to get the LIGHTER from the other half of the room with the FIRST AID KIT. Go into the women's restroom and knock on the last stall. As you leave, something tells you that there was something/someone in there. The men's room has a SAVE point. Across the hall is the office where you can get a FIRST AID KIT, an AMPOULE, and a HEALTH DRINK. Also read the diary on the bookshelf and the magazine on the desk if you want. In the back room there is the HUNTING RIFLE, SHOTGUN SHELLS, TWO BOES OF SHOTGUN SHELLS, and a box of HANDGUN BULLETS. Back out in the main hall go south through the gates and you'll find a door on the ground without a handle. Melt the wax doll with the lighter and stick the horseshoe in it to make a handle. (Combine and use all three at once) Lift the door and jump on down once more. You'll come out in what appears to be the morgue of the place where all of the dead prisoners are sent. There are tons of bodies stuffed in these holes and it's not exactly emitting a pine-fresh scent either. Quickly make your way to the end of the area and jump ONCE AGAIN down another hole. Now James has come across what appears to be a mine shaft of some sort. Open the door and jump down yet another hole. This time get on the elevator here and pick up the FIRST AID KIT, RIFLE AMMO, HANDGUN BULLETS, and SHOTGUN SHELLS as the elevator starts descending. Good thing we didn't have to jump down this hole, huh? When it stops, head off and use the SAVE point right next to the door, then make your way through it. THE LABYRINTH: (There is no map for this area in the game. You must keep your flashlight on so that James can draw it out for you as you go. The second you turn the light of, he stops drawing.) Through the door you'll find yourself in a hallway. It will branch off to the right, ahead of you will be a door with wires blocking your way through it. Go back to the branch off in the hallway and follow it. Scope out this meandering hallway, taking out the three patient demons lurking about it. After you have covered all ground, look at the map and head to the east side with the hall going from north to south. Pick a ladder and head down. The second you the gated floor, you know there's trouble. Hangers are below you and the pyramid head guy is patrolling the circle. Run around, hoping that you don't run into the pyramid head, until you find a door. Go inside. In this room you'll find the GREAT KNIFE, that massive, heavy weapon pyramid head had wielded earlier. Also snatch up TWO BOXES OF SHOTGUN SHELLS and race back up the closest ladder. Head back to the middle area of the hallway and go down the south ladder there. There'll be some patient demons. Dispose of them, then follow the hall to another ladder and go up. Here comes the tricky part: THE CUBE PUZZLE: There is a rotating cube in the middle of the room. Behind it is a little indent in the wall. That wall corresponds with the cube. What you need to do is rotate the cube to make a door appear AND a second door that will lead out the other side. For easy and normal difficulties, rotate the box so that the red eyed face is right side up, looking at you. From here you'll either need to rotate the cube left or right, presenting an upside down face. Just look at the wall to see if the doors are there. If not, go the other direction and the doors will be open. For hard mode, the solution is different every single time through. Basically, you'll need to sit and try out each cube face until you figure out the solution. Every time you turn the cube, check the wall to see if there's an opening. Once you get one, check to see what direction you'll need to turn it to open the other one in order to progress on. It's nothing too incredibly hard, just more time-consuming than the easy/normal difficulties. EXTRA HARD MODE: You really have to watch how the room works this time. There is no solid answer here, you just have to mess around a whole lot and hope you get a lucky turn. Just take note of where most of the doors are, then go to the cube and place those doors on the faces of the cube, then turn it to make it look like it would in the room. It's like taking both things and putting them together and seeing what will work. It's not too bad, just takes some time. Once you're able to make it through, you'll find a room with... cut scene! Maria is alive again? Didn't she... but how did she.... Why is she talking like... what's going on? Yes, I know, things are getting very confusing, but interesting. After the conversation, head back into the cube room and grab the WIRE CUTTERS now stuck in the power box by the ladder. Obviously, head back to the door with the wires tied across it and cut your way through, then take the ladder down. This water-filled hallway might confuse you, but I won't let it. There are two ladders. After taking out the patient demons go up the first ladder you come across, the other one will be a dead end. No need to be disoriented, right? (From here on, patient demons will be scattered across the halls, just take them out as you go along) In this hallway, turn right at the split to another ladder. Take it back down into another water-filled tunnel. Turn right at the split and follow it around to the other ladder. Back upon dry land, follow the hall to the split and turn right. This leads to another split, turn left and follow it to yet another descending ladder. Follow the hall until it branches off to the left. Take this hall to another ladder going back up. In this hallway there will be HANDGUN BULLETS so make sure you snatch those up, then take the ladder at the other end back down once more. This water-filled tunnel might cause a problem if you want to get TWO BOXES OF HANDGUN BULLETS. Why? Because pyramid head is down here. If you want the handgun bullets, ignore the branch off to the left and continue on. There will be two paths. Take the one pyramid head isn't walking down and get to the ladder in the open room. Down the short corridor, pick up the ammo, go back down, and use whichever path pyramid head isn't in again back to the first branch off. Climb this ladder up to a newspaper. Read it if you want, then use the save point and head through the door. In the hallway you'll hear a scream. Entering the door nearby you'll see....cut scene! Angela appears to be having problems with our next boss. **BOSS FIGHT: DOORMAN** This boss is pretty rough, being stuck in a small room with little time to shoot or evade its attacks makes it even worse. Take out that trusty shotgun of yours and retreat to a corner where you can blast it once or twice before attempting a run. Hope you have a good load of health drinks and whatnot to heal if you're attacked. Overall, it isn't too hard, just very annoying. If it gets you, wiggle the controls like you did with the hangers. After a good 8 or 10 shots, a cut scene will take over. Looks like Angela didn't appreciate your help much. She snaps at James before running out once more, leaving you alone again. Race after her and into the next corridor. In this hall are two rooms that correspond with each other. In the first room you'll find six dead men with a piece of paper tacked to their foreheads describing their crimes. There is a Kidnapper, an Arsonist, a Counterfeiter, an Embezzler, a Murderer, and one who inflicts bodily injuries. Take note of each of them, then exit and go to the next room. There will be six nooses hanging from the ceiling and a riddle on the wall. SIX HANGMEN PUZZLE: Each difficulty has a different riddle, meaning each has a different solution. Basically, you need to find out which person of the six was wrongfully accused of their crime and pull that person's noose. If you can't figure it out, here's the answers: Easy mode is the Kidnapper, normal mode is the Arsonist, and hard mode is the Counterfeiter. Pull the innocent man's noose then go back to the other room to find the KEY OF THE PERSECUTED where the innocent one once stood. Take note, if you pull the wrong noose, up to four demons will appear in the hallway (differing by difficulty). EXTRA HARD MODE: The riddle: 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. Yes, hanging as you do, By the neck, Unforgiven and cursed by all. Five of them committed crimes, Sex 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 then A disgrace to us all. Okay, how do you figure this one out? Simple really. It can't be the murderer or the man who gave bodily injury for there are bloodstained bandages. It's not the kidnapper, for there was a maiden crying in a whispering voice. Makes sense, right? Scorched earth, the arsonist is out. That leaves the thief and the swindler. Now, which one would make more sense when it comes down to doing it out of fear? That brings it down to two more and the only one that fits is the thief. So, knock the swindler off the list and pull the thief's rope. Use the key you have just obtained on the cuffs at the end of the hallway. Use the valve to raise the cell gate and go down the ladder. Run past the first locked gate on your right and enter the door straight ahead of you. Cut scene! Maria is dead again?! This time it looks fatal, her face obscured. She is definitely dead this time. Head back out and go through the now unlocked door leading to the last corridor. Here you'll find a FIRST AID KIT. Continue on to come across a graveyard. There are THREE BOXES OF SHOTGUN SHELLS spread about the room and a SAVE point. You might want to use it. In between two of the graves is an AMPOULE.(Take note, each of the graves that have been made have a grave stone with the Eddie's, Angela's, and James' names on them...freaky) After picking it up, jump down the far left hole. When you land, equip your shotgun and load it full. At the end of this corridor, we'll be running across someone for the final time... **BOSS FIGHT: EDDIE** After the cut scene instantly start blasting him with all you're worth. There is absolutely nothing you can do but fire back. Once you feel our health getting low, use R3 to heal by pushing it in. If you go into the menu screen, you'll be more vulnerable to a shot from Eddie. His gun has 6 bullets, so when he runs out, blast him some more. He might attempt to hit you in his desperation, but they aren't half as bad as taking a shot. After he's about to die, he'll race into the next room. Here's your chance to reload, heal, and snatch up TWO BOXES OF SHOTGUN SHELLS. Now we have a better chance at protecting ourselves. In the meat freezer, after the cut scene, hide behind a big piece of meat. After some time, Eddie will come and check out what you're up to. Simply strafe around the meat, keeping out of sight and Eddie will eventually lose sight of you. This is the perfect time to give him a good shot. Afterward, just do the same thing. Eventually, he'll resort to beating the crap out of you, which is much easier to take. Just trade him a blast for a punch. 8 or 9 shots will lay him flat. Watch the cut scene, then exit out to the docks. Use the save point on the barrel, then hop into the row boat. We're going our final destination. ***Alternate technique sent in by Kerry hood*** If you go into the room equipped with the pipe holding down the R2 button and skip the intro, immediately pressing X you should be able to knock him down with an overhead swing, trapping him in a loop where he will be knocked away with a subsequent swing when he gets up. He's dumb like that. This routine will continue until he leaves the room. The second part is up to your own personal techniques. TOLUCA LAKE: This is very easy for those playing easy/normal difficulty. Simply turn the boat left and right and push forward to go, down to come back. When you leave the pier turn right until you see the light in the distance, then just push forward and you'll sail across the water to the pier in front of the hotel. For those playing hard, you actually get to row the boat yourself with the analog sticks. You have to swing the left one clockwise, the right one the opposite direction, and you must do this both at the same time to go straight. To start off, spin the right one to aim yourself at the light., then start whirling both of them to make your way across. Hope you did your thumb exercises before this. LAKE VIEW HOTEL: The weapon that I recommend you use from here on out is the shotgun. Equip the double-barreled beauty and head up to the fountain off of the docks. Grab the LITTLE MERMAID BOX there. Afterward, enter the double doors up the steps and snatch the MAP FOR GUESTS off of the directory to your left. There's a message left for James on it. Getting chills yet?...Yeah, me neither. First things first, head to the restaurant, "Lake Shores," to your right. Cut scene! Finally, we find out exactly what sort of connection Laura had with Mary. Things are slowly starting to be tied together. She gives you a letter, but then runs off to find another one that she's missing. Also in the room on one of the dining tables is a FISH KEY. Pick that up and head on back out. Knock knock. Who's there? Doormen of course! There'll be two of our gooey wooden friends. Bust two caps in each and stomp the doors down. After taking them out, run west over to the end of the hallway and open the last down on the left. Enter the southwestern door and fight off two mannequins. Pick up the THREE BOXES OF HANDGUN BULLETS and some RIFLE AMMO, then make your way back yet again to the hallway. Take a quick trip down the large set of stairs to the basement and wipe out some more mannequins. All of the doors are locked except for the elevator. It is open with some PAINT THINNER inside. Pick it up and head back to the first floor. Now go into the lobby area, either two of the double doors will take you there. At the front desk there will be a note for James about a video tape. Behind the counter there are mail slots. Inside one you'll find the KET TO ROOM 312. One step closer to James and Mary's room.... In the lobby you'll find a very large music box at the foot of the stairs. Hold out on this, we'll be back to use it later. There's a SAVE point over on a chair, so use it if you want, the ascend the stairs to the second floor. Go into the Cloak Room, where you'll find tons of stuff to fill your pockets with, including a FIRST AID KIT, TWO BOXES OF SHOTGUN SHELLS, TWO BOXES OF HANDGUN BULLETS, and a briefcase. Use the fish key on the briefcase to get the KEY TO ROOM 204. Back in the hallway go south to the reading room. Pick up the HANDGUN BULLETS before entering. Inside you'll find TWO BOXES OF SHOTGUN SHELLS and a HEALTH DRINK. Now go to room 204. In the hallway on your way there will be two more doormen. Use the key and enter the room to find an EMPLOYEE ELEVATOR KEY. The hole in the wall leads over into room 202. There's a briefcase on the ground covered in stickers. On the bed are tons of photos, but one has been marked out with a black marker. Use that handy dandy paint thinner on it and you'll find a combination for the lock on the briefcase. It is a random answer, but could be one of these: damn, over, love, dose, down, hate, hell, or kill. Inside is the CINDERELLA MUSIC BOX. Leave back out into the hallway and cross over to the east side of the floor. Head to the elevator to find a HEALTH DRINK and some RIFLE AMMO. No go down the rest of the hallway to the last door on the north part. Use the employee elevator key here and enter. You'll find a SAVE point, TWO HEALTHR DRINKS, and a working elevator! One problem, it only allows one person on, and when you step inside, the alarm goes off. Is there someone else in there with you?... No silly, you're stuff is making you weigh too much. Put every single object you have inside of the cabinet on the right side of the room and then descend to the first floor. (Take note, you HAVE to go into the elevator and try the buttons before you can use the cabinet) There will be another message board here with a new MAP FOR EMPLOYEES, giving you a better idea of how the whole building is laid out. First, go to the pantry and get the final music box from the shelf, SNOW WHITE MUSIC BOX. Then drop by the office to pick up a CAN OPENER and your VIDEOTAPE from the safe. Finally, go to the employee lounge and get the TWO BOXES OF RIFLE AMMO on the fridge. Finally, go through the blue door in front of the office and make your way to the basement. When you come out there'll be two mannequins. Dodge the first one and take a left to the boiler room where you'll find the BAR KEY and a FIRST AID KIT. Head down the hallway to its end past the other mannequin and through the door into the kitchen. Use the can opener on the can inside to find a LIGHT BULB. There is also THREE HEALTH DRINKS in here. Now go into the bar and use the light bulb on the flashlight on the bar to see the door. Use the key to get through and you'll now be back in the hallway with the open elevator. Race up the steps to the second floor and re-claim your things. Obviously, after you get your pet shotgun back, all of the mannequins don't want to play anymore and run off. MUSIC BOX PUZZLE: Go back to the first floor lobby and put the music boxes on the big one in this order from left to right (for easy/normal difficulty): Cinderella, Snow White, the Little Mermaid. For hard difficulty, it's Cinderella, Little Mermaid, then Snow White. After they're placed, play the music box and a key will be revealed. It's the key to the third floor stairway, the hotel stairway key. EXTRA HARD MODE: No changes here either. This is the last puzzle in the game, so congratulations, you have made it through the extra hard riddle mode. Race up the steps to the third floor and use the key on the gate, then zip over to 312 and open the door. Inside the room is empty, but there's a television and VCR. Use the videotape on the VCR and watch the truth of it all be revealed. At long last, what really happened.... But is it really a good thing? Laura races in and talks to James afterward. After the conversation, Laura leaves, then a message abruptly sparks to life on your radio. It's Mary's voice..... ALTERNATE HOTEL: Outside of the room things have changed again. At the east end a SAVE point has now been tacked to a door, use it if you like. (If you have the DOG KEY, and want the dog ending, just walk through those double blue doors on the third floor. Hope you have your subtitles on!) Now jump down to the second floor and head to the reading room again. There'll now be headphones sitting at the table. Listen in on yet another conversation long forgotten by James. This is getting downright strange now. (If this is your second time through the game you'll find THE BOOK OF CRIMSON CEREMONY on the bookshelf across from the headphones) Go back to the west hallway. There's a bit of teleportation going on with the rooms now. You see, room 204 will pop you out of 207. 202 will throw you over to 219. 219 jumps to 220, then 220 throws you back over to 207. 212 will throw you over to 202. That's a lot of throwing James around, so let's skip all of the disorientation and head through 202 and out of 219. In this hallway pick up the TWO BOXES OF HANDGUN BULLETS. Run down the hall and you'll find TWO AMPOULES near the elevator. Speaking of elevators, this one now works. Jump in and take a ride to the basement. The basement has been flooded with water and you've got some demons down here learning to swim. Take them out as soon as you run across them underwater. Afterward, go into the Venus Tears bar. Inside you'll find a hefty handful of HEALTH DRINKS, FIVE to be exact, on the bar behind the counter. Go into the kitchen and stock up with TWO BOXES OF SHOTGUN SHELLS, TWO BOXES OF RIFLE AMMO, and a FIRST AID KIT. Go into the next hallway and make your way to the stairs. Inside things get really weird again. Cut scene! Angela is here. The stairs are on fire and when the video's over, you can't reach her, so turn back around and exit. You'll be presented with another flight of stairs...whoa. Go up to the first floor and you'll notice that everything looks charred, as if the whole fire was enveloped in a huge fire just minutes before. Turn left and go down the hall behind you to get TWO AMPOULES. Go back around and you'll find TWO BOXES OF RIFLE AMMO. Finally, head out the last door in the upper east side. There will be hangers in this hallway, so just run the full length of the corridor to the door and jump inside. On the wall across from you are NINE SAVE points. I think this might be a sign to James that it's probably a good idea to save before going through those two double doors. Now head inside. Cut scene! Maria is killed AGAIN!?! How is that possible to be killed three times? It puzzle pieces simply aren't fitting to make the picture clear, are they? Either way, you still have to take out the two, yes, and TWO pyramid head guys. **BOSS FIGHT: TWO PYRAMID HEAD GUYS* Now, this fight will flat out suck for anyone playing on hard. The only way you even have a chance at this fight is if you've got about 80 or 90 rifle shots. If you have less then that, then save them and use your shotgun. You have to have about 130-140 shotgun shells though. Hopefully you have AT LEAST the shotgun shells. If not, resort to the handgun and clean it out before switching to the shotgun. If you clean out the shotgun on them, resort to the rifle and hope that you have at least 40 shots left after the fight. The strategy on killing these two is tricky for all difficulties, but hard is by far the worst. Start off by retreating to a corner. Hold down the L2 at all times, it's very crucial to remember to do this. Now, when you get close to the corner, turn and hold up your gun as fast as possible. Take note of the amount of time it takes to get shots off and to lower the gun you're using. If they're too close, run. You're better off not shooting at them then taking a hit. Also, when you run, run as far from them as you can. There are four corners to the room, so use every other corner to run to. Take the corners two at a time. So basically, hold down L2, run around two corners, turn and aim, fire off one shot (in hard mode) or two before running again, unless they're too close to even get one off. Keep count on your ammo to reload in the menu screen, watch your health too. This fight will take a good half hour to do, so be patient, be careful, and good luck. After the fight you won't actually kill them. They walk to the center of the room and impale themselves through the head.... What the heck happened? On the other hand, who cares? They're dead, that's all that really matters. Take the RUSTED EGG and SCARLET EGG from their hands and place them into the double doors. It doesn't matter which one goes in which door. Also, run back and SAVE if you have at least 35-40 rifle shots. If not, you might want to try and fight these two again. Anyway, once both are placed, go through the door. ***Alternate technique by Matt Anderson*** As for the last two, this may sound ludicrous, but I swear it works =) All I did was stand in front of them with the GREAT KNIFE and swing it back and forth with the light attack, using ampoules every time I felt the heart beat go up. The GREAT KNIFE does gigantic damage to them and they actually get hurt when they get hit. By doing this, I only used about 3 amps and they were dead in less than 3 minutes. You'll now be in a long corridor. Run along it to the door at the end. As you make your way, you may hear another conversation strike up. Stick around and listen if you want, then head through the door and race up the gate steps to the final confrontation. Now, I'm not going to go into detail about the cut scene because depending on what decisions you made throughout the game will be what type of ending you get. I'm not giving the endings away either, that's just spoiling the game a little too much, I'm going to make you earn those. Anyway, after your cut scene, the final boss arises. **BOSS FIGHT: DEMON OF SILENT HILL** This fight won't be half as bad as the two pyramid head guys if you know what to do. This boss has two attacks. It will lash out at you with a tongue like whip that chokes you. Wiggle the controls to get loose. The other is a huge flock of butterflies that chase you around. If you get a head start you can outrun them. If they catch you, wiggle the control before they give damage. Use your rifle on it to kill it. Simply fire away whenever you get a good shot. If it chokes you, don't worry too much. It'll take at least three chokes to kill you. Hope you managed to keep a good load of healing items. After unleashing about 30 rifle shots into it, the boss will fall to the ground and you can take one last executioner shot to finish it off. Sit back and watch your ending, be it depressing, be it confusing, be it downright strange. Whichever it may be, this is the end of the game. Now quick, restart the game and start playing again. You have four more endings to watch! S*S*SECRETS*S*S Here you can figure out how rankings are calculated, how to obtain each of the five, yes FIVE endings, and other things such as secret items and how to get them. RANKING: The best ranking can be obtained by completing these tasks: 1. Play it on Hard mode 2. Play the Extra Riddle mode (obtained after playing through the game on easy, normal, and hard riddle modes) 3. Save two times or less. 4. Collect 100 items in the game. 5. Clear all five endings 6. Finish in three hours or less 7. Do the boat sequence in less than a minute and 30 seconds. 8. When it comes to killing the enemies, there really isn't any difference on whether you can get a yellow number or not. I didn't and still got the perfect ranking but if someone knows the number for a yellow rank, let me know. 9. Get the chainsaw, dog key, and hyper spray 10. Your health shouldn't have gone over 500. Anything below will be yellow. This is going to be a rough ride for those after this rank, so good luck obtaining the perfect ranking. ENDINGS: 1. "Maria" Follow these guidelines to get this ending: You need to make sure you go exactly where Maria tells you. Make sure she isn't hurt much at all. When you make it to West South Vale, make sure you spend a good amount of time with her, before the hospital especially. Once you leave her in the room in the hospital, make sure you check up on her often. After you leave her cell in the Labyrinth, attempt to go back in. Before the final boss in the long corridor, don't stick around to listen to the conversation. Follow these and you should get it. 2. "Rebirth" The only way to get this ending is if you get all four of the new items available the second time through the game, which include the two books: Lost Memories & Crimson Ceremony, the white chrism, and the obsidian goblet. 3. "In Water" Things to do to get this ending is as follows: Examine Angela's knife. Read the diary on the roof of the hospital. Make sure to listen to the whole conversation over the headphones in the hotel. Make sure to listen to the entire conversation with Marie in the long hallway before the final boss(if you don't even hear a conversation, then you're pretty much guaranteed this ending). Throughout the game if you're ever seriously injured, don't heal immediately, wait a few minutes if it's safe to do so, then heal. 4. "Leave" Follow this basic guidelines: Keep yourself healthy, don't fight very many enemies with melee weapons all while attempting not to get hit. When you first meet Maria, don't make her remind you of the way to the hotel. Don't go east after leaving the park either. Hit Maria with the wooden plank two or three times. In your menu, examine both the picture and letter from Marie. After meeting Maria at the park, try to get her to the room where she feels ill in the hospital (S3 room) as soon as possible; the less time spent with her the better. Listen to the whole conversation in the long hallway at the end of the game before the final boss. 5. "DOG" To get this silly ending, follow these basic guidelines: Get either all three of these endings "In Water," "Leave," and "Maria," or get the "Rebirth" ending to unlock the dog key. Get the dog key from the doghouse near Jack's Inn and use it in the Alternate Hotel after you have watched the video tape to enter the Observation Room on the third floor. If you want to see another ending instead of losing all of your game to get here, just save before going in, that way you can pick back up where you left off and see a different ending. SECRET ITEMS: The Chainsaw: The second time through the game you can find this on the trail leading to Silent Hill. It's across from the ranch where a pile of chopped wood now sits. The chainsaw is there for the taking, so snatch it up and get ready for some fun. Hyper Spray: This is only obtained after seeing one ending twice. It is in the camper on Saul St. and will come in a variety of colors depending on your ranking. Perfect ranking will give you a green spray that kills ANY enemy, ANY! If you almost had perfect, you'll get yellow, which will stop doormen, the door boss, and Eddie. Doing a good job will get you white, which stops mannequins, patient demons, and nurses. A poor job will give you purple, which stops all above enemies and the pyramid head. Book of Crimson Ceremony: The book written by the Voice of One from a long long time ago, now forgotten. It explains how to use the Obsidian Goblet and the White Chrism. You can find it in the Reading Room of the Alternate Hotel on the second floor. (Thanks to Arthur Orlov for this location) White Chrism: A vial of white oil that you can get in the Blue Creek Apartments in room 105, it's on the kitchen counter. Obsidian Goblet: This goblet is in the Silent Hill Historical Society building in one of the broken display cases. Dog Key: This key only shows up after seeing the "Rebirth" ending or after seeing all of the other three endings. It's inside of a doghouse on Nathan Ave. right beside Jack's Inn. Book of Lost Memories: This book is found at the newspaper stand on the corner of Nathan Ave. and Carroll St. right there beside the Texxon Gas Station. C*C*CODES*S*S 1. Extra options- go into Options and hit l1 or R1 and you can mess with customizing things on your screen and in the game such as map zooming and color of blood. Nothing fancy, but it still earns a spot here. 2. Even more options- beat the game and check out the extra options to find two new settings. One will let you increase the amount of bullets you find at each location by 2 or 3 times! The second will let you play the game through high-resolution instead of the grainy effect. GAMESHARK CODES: (M) Must Be On EC8DBED014431F04 Infinite health 4CA9F29A145625DD 4CA9F2A2145625 DD Q*Q*Q & A*A*A All questions that have been asked are answered in here. So PLEASE look here and double check before e-mailing me with a question concerning something in the game. The repetitive e-mails received dealing with the puzzles are here; there's no need for the e-mails concerning them and others. A*A*AUTHOR'S NOTES*S*S Okay, this looks to be my final update. I've pretty much covered everything that I feel needed to be covered. The walkthrough is complete, the secrets are revealed, mistakes have been corrected and adjustments have been made. I went through the walkthrough and put the items in all caps to make them easier to find in case you can't find a specific item. I tampered with the ranking system too, and this one should give you that perfect ranking. Most of these things were sent in by multiple people, (you all know who you are) and I thank you for taking the time to send in your findings, compliments, and questions. I've had some requests to do other games as well and I do intend on taking some of them on. As we speak, I am setting up a walkthrough in particular for Metal Gear Solid 2: Sons of Liberty and plan to have it up and ready to roll when the game hits shelves Nov. 14th, so look out for me. This game is gonna be huge so if you want to help take part in writing it up, I'd greatly appreciate it. You can start sending any info you've found today if you want. The sooner the better. Expect this walkthrough to be the best from me yet. There's really only one other project that I have in mind that I'm unsure of doing. I've never done an RPG and a WHOLE lot of work goes into writing strategies for those. Know what I'm talking about yet? Final Fantasy X. This game will, no doubt, be huge. So basically, I leave this up to you, the gamers, to decide. Give me your input and help me decide on whether or not to do it. In closing, scouring the town of Silent Hill once again has definitely left a mark. I really enjoyed writing up this strategy and hearing what you all had to say. If there's going to be a Silent Hill 3 (which I have heard rumored to be true), then you'll definitely see me again under its name. Keep your eyes peeled for the movie next year! Later gamers. C*C*CREDITS*S*S 1. Konami, for bringing us back to Silent Hill. 2. For all of you, the readers; for asking questions, reading the walkthrough, motivating us writers to continue on doing this all for you. 3. Mysticalosx for strategy against the Pyramid Head. 4. Gameshark.com for the gameshark codes. 5. Arthur Orlov for the location of the book of Crimson Ceremony. 6. Kerry Hood for the alternate fighting technique against Eddie. 7. Matt Anderson for the alternate technique with the two pyramid heads. 8. Renholder for extra hard riddle solution on combination safe. Send questions & comments to firstname.lastname@example.org Thanks!
FAQ Display Options: Printable Version