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    FAQ/Walkthrough by Spiderjeru

    Updated: 10/01/01 | Search Guide | Bookmark Guide

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

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