Silent Hill 2
Walkthrough
by Jenesis
Game: Silent Hill 2 (Special 2 Disc Set)
Platform: Playstation 2 PAL
Genre: Survival Horror/Action Adventure
Region: European (English) version
Using cheats: No
Game classification: 15
Author: Jenesis (theres_a_star@hotmail.com)
Contents
1. Legal Stuff <ls>
2. Version History <vh>
3. Introduction <in>
- Who’s Who <ww>
- This Guide <tg> - Read this if
you intend to use the Walkthrough
- Bestiary (Enemy List) <bs>
- Items and Weapons <iw>
4. General Hints <gh>
5. The Map <tm>
6. Walkthrough <wt>
- Forest Path
<wt_fp>
- Town 1 <wt_tw1>
- Construction Site <wt_cs>
- Town 2 <wt_tw2>
- Wood Side Apartments <wt_ws>
- Blue Creek Apartments <wt_bc>
- Town 3 <wt_tw3>
- Brookhaven
Hospital <wt_bh>
- Nightmare Hospital <wt_nh>
- Town 4 <wt_tw4>
- Unmapped Area <wt_ua>
- Toluca Prison <wt_tp>
- Labyrinth <wt_lb>
- Lakeview Hotel <wt_lh>
- Nightmare Hotel <wt_nt>
7. Ending Requirements <er>
8. Credits and Last Words <cd>
1. Legal Stuff
<ls>
I do not own Silent Hill or have/own anything to do
with the franchise. The only thing I own to do with it is my copy of the game.
I do not own or have anything to do with Konami or anyone else involved in the
production. The names of the characters as well as the game title are
trademarks of the creators of the game.
This guide was created by Jenny Davies (Jenesis).
Please do not post it on your site without my written permission. If you want
to email me and ask for permission, feel free to do so. You can link to the
guide, but please give me credit for it. You may not reproduce this guide (all
or part of) as your own work. You can print it and share it with friends if you
like, but please don’t charge them for it; it’s not fair.
2. Version
History <vh>
3rd August 2003 – Finished game and the
Walkthrough. Got … Ending.
2nd August 2003 – Wrote Walkthrough up to
Nightmare Hospital.
1st August 2003 – Began guide due to summer
holiday boredom. Wrote items 1-5 and 7-8.
3. Introduction
<in>
Who’s Who
<ww>
James Sunderland – The main character. You control him
for the game. He is in Silent Hill because he received a cryptic letter from
his wife Mary, who died three years ago after an illness. He travels to the
town to find out the truth.
Maria – A mysterious woman James meets. Apart from her
clothes and hairstyle, she could be Mary’s twin. She seems to know more about
James and Mary than she lets on.
Angela – James meets her in the beginning of the game
in the Cemetery. She seems a bit strange. She ran away from home after a bad
childhood and got lost in Silent Hill.
Eddie – Seemingly simple and quiet, Eddie possesses a
side he cannot control when angered. He seems to be in denial about something
in the past…
Laura – A young girl who taunts James. An orphan, she
was treated in the same hospital Mary was, and got to know her well.
This Guide
<tg>
Firstly, I’m only human, so please excuse any
grammar/spelling errors/typos in this document. If there are any major errors,
please email me and I’ll correct it. If you’re going to be using this guide
frequently, I suggest you copy it to a word processing program and save it, so
you can use bookmarks to mark whereabouts you are in the game.
This Walkthrough is for BEGINNERS. To write it I am
playing on BEGINNER Action Mode with EASY Riddle Setting. You can use it to
guide you through the more difficult modes if you want, but the puzzle
solutions and Boss strategies will not apply. If you don’t know the controls,
read the Instruction Booklet.
In the Walkthrough, I’ll use these symbols:
########
Location
########
This means you’ve entered a new building or area.
~~~~~~
Puzzle
~~~~~~
This means there is a puzzle you have to solve to
continue the story.
*****************
Puzzle (Optional)
*****************
This means there is a puzzle you can solve to get
extra items but it is not related to the plot.
====
Boss
====
This means there is a Boss monster you have to fight.
Bestiary
<bs>
Patient Demons
These are those funny things that either crawl around
on the floor or stand on two legs. They are humanoid, but have no arms and no
discernible facial features. Their attacks are: a) Spray, where they spray an
acidy cloud at James, stunning him, and b) Physical attack, where they bite
James from the floor. Use the Wooden Plank to kill them, although if you’re not
low on ammo Handgun is okay. On the streets, you can often avoid them though.
Mannequins
These are basically a pair of legs with a pair of arms
sticking out of the top. Kill them in the same way as Patient Demons.
Roaches
These are little things that run around on the floor.
They’ll bite James’ feet. Either use the Handgun if you really wanna kill them
or just step on them.
Nurses
You first see these in Silent Hill Hospital. They
carry Steel Pipes, so be careful of their attack range. Use the Handgun.
Underhangers
These are fairly rare. They appear in areas where the
floor is a grille; they hang under the grille (hence their name) with their
hands. They’re very easy to dodge, so there’s not much point in killing them,
but if you really want to, use the Shotgun.
Doormen
These are those weird creatures that live on pieces of
wood (supposedly doors). The Handgun is a bit too weak for them, so use the
Shotgun to knock them down then kick them.
“Pyramid Head”
James encounters this guy quite early in the game. One
word for fighting him: RUN. He is invincible for the majority of the game. At
the end when fighting the pair of them, use the Hunting Rifle.
Items and
Weapons <iw>
Items
Mary’s Letter
- The letter James got from Mary and the reason he’s
in Silent Hill.
Photo of Mary
- A photograph of Mary from when she was still
healthy.
Health Drink
- A small bottle of revitalising drink. Recovers a
little health.
First Aid Kit
- Replenishes a lot of health. Use only when seriously
injured or if you run out of Health Drinks.
Ampoule
- Basically a painkiller. If you use it while you’re
on Red Health you’ll go to Green, but when the painkiller wears off you’ll go
back to Red. Don’t count on using them and only use them if there’s literally
nothing else.
Handgun Bullets
- Bullets for the Handgun.
Radio
- You get this near the beginning of the game. If it
emits static it means monsters are nearby. There’s no reason to turn it off
ever, as the monsters can’t hear it. Very useful item.
Flashlight
- Used to light up dark areas. It can be turned on and
off, although there’s no reason for turning it off. There is one occasion when
the battery will run out, but there is a spare so that’s okay.
Weapons
Wooden Plank
- The first weapon James gets, also the first Mêlée
Weapon. A Mêlée Weapon does not use ammunition so should be used on weak
enemies and in situations where ammo is scarce. The Plank it just a stick with
a nail in it.
Steel Pipe
- More powerful than the Plank, although similar.
Found at the Texxon Gas Station stuck in the hood of the car.
Great Knife
- You can get this near the end of the game. Yes, it’s
the same weapon Pyramid Head uses. However, this also means that when you equip
it it’ll be so heavy James will almost crawl through dragging it. Has great
attack range and will kill most enemies instantly, but very slow and
cumbersome.
Chainsaw
- You can only get this in a Replay Game. It’s heavy
and awkward, but very powerful. WARNING: May induce urge to run around the
streets carving up Patient Demons while maniacally laughing “Eat rust, you
[expletive deleted]ers!”. *Cough*
Handgun
- Found in the Wood Side Apartments. Basic weapon. Can
kill common enemies early on in the game.
Shotgun
- Used for Boss battles. Has a very wide attack range,
so can also be used for multiple enemies.
Hunting Rifle
- Long range, precise weapon… but so SLOW. Should only
be used for the last two battles of the game, unless you’re SURE about how much
ammo you need, as Hunting Rifle Ammo is scarce.
4. General
Hints <gh>
1.
1.
Run instead of
walk. Change the Walk/Run control in the Secret Options Menu (Press R1 at the
Options Menu).
2.
2.
Make sure
you’re comfortable with the control setting. Change it from 3-D to 2-D if
you’re not.
3.
3.
Save ammo! Even
if you’re playing on Beginner setting, ammo is still scarce.
4.
4.
You can avoid
enemies on the streets. In buildings it may be better to kill them, but outside
you can run straight past the slower ones.
5.
5.
USE THE
MAP!!!!! It’s invaluable.
6.
6.
Save Points
appear as red squares. Use them.
5. The Map
<tm>
Probably the single most useful non-weapon item in Silent
Hill 2. Press Triangle from normal gameplay to access it. James appears as a
green triangle on the Map, which corresponds to his direction and location. A
useful feature of the Map is that as soon as he comes across a locked door,
impassable gap, puzzle etc., James marks on the Map where this is. A blocked
route or broken door (the kind that can’t be opened; a door that can be opened
with a key will simply show “It’s locked”) is shown as a red zigzag line. A
locked door is a thin red line, and a door that can be entered is a line with
arrows going either side of it. Other marks appear on the Map as you explore
Silent Hill.
6. Walkthrough
<wt>
###################
Forest Path <wt_fp>
###################
You begin with an FMV showing James in a run-down
bathroom. Change any options you want in the menu, then exit. After another FMV
telling us the plot of the game, grab the Map of Silent Hill in the car. Run to
the left of the car until you see some steps. Go down them. You’re on Forest
Path now, so follow it. You may hear some strange sounds, but there’s no reason
to turn back. Keep going until you see a well under an awning. Go and examine
the well; James will see a red thing (this is a Save Point). Save here, then
continue down the path to a gate.
Enter the gate and you’re in the Cemetery. Walk
forward to see Angela in an FMV. When it’s over, check the Map and head to the
path leading out to the left. Follow this path aaaaaaaaaaaaaall the way to the
end, and you’ll be in the town.
###############
Town 1 <wt_tw1>
###############
Look at the Map again and head to Lindsey St. When you
get to the junction James sees what looks like blood on the floor, then a
strange shadow will appear. Follow the shadow, hugging the right hand side of
the street. Go to Vachass Rd., and find the Save Point in the fenced area.
There are also 2 Health Drinks here. When you’re done follow the road all the
way up until you reach an open gate. Go in.
#########################
Construction Site <wt_cs>
#########################
Just go forward until you hear static. Walk to the end
of the path and examine the fence; James will climb through and grab the Radio,
but as it turns out, he has company! Kill the Patient Demon with the plank
James picks up, and exit the site. Another FMV will play, and afterwards make
sure the Radio is on, and keep it on.
###############
Town 2 <wt_tw2>
###############
Save back in Vachass Rd. if you want. Go to Martin St.
and go North to the end – there’s a corpse on the right hand side of the road
holding an Apartment Gate Key. Grab it, and head back to Katz St. Go along it
to the West and you’ll reach Wood Side Apartments. Enter the gate with the Key,
and go in the building.
############################
Wood Side Apartments <wt_ws>
############################
On the noticeboard to James’ left is a Map. Get it and
look at it; notice the different positions of the staircases. There’s also a
Save Point on the right wall of the lobby. When you’re done, go up the stairs
and enter the first door you see. This is the second floor (2F). Explore the
floor, and by that I mean try the doors and look around the rooms. In room 205
there’s a Flashlight on the dressmaker’s dummy, which will bring a Mannequin to
life when you take it, so just kill it. In 208 there is a Grandfather Clock and
some strange writing on the wall; remember this puzzle. Grab the Key to Room
202 in here as well.
Before you head to 202, go to 3F via the staircase you
came up (South Stairs). Try to get the Key on the floor, and a little girl
(Laura) will appear and kick it away from you. Explore this floor and don’t
forget to grab the Handgun in 301, and also any ammo lying around. (I think the
Sound FX and Music on this floor are really creepy, don’t you?)
Go back to 2F and go to 202. Go to
the room with the yucky green gunk and examine the hole; you’ll get the Clock
Key. When you’ve got it go towards 208 and you’ll hear a child’s cry. Carry on
until you get to the room, and you’ll see Pyramid Head standing behind the bars!
Don’t bother shooting him though, he’ll go away when you enter 208. Go in 208
and open the clock case with the Clock Key.
~~~~~~~~~~~~
Clock Puzzle
Turn the hands to 9:10. This is
always the same on any setting.
~~~~~~~~~~~~
When you’ve got the clock right, go to the side of it and push it. Go through the gap into 209. Save here, and go out into the hallway. See the door on the left? Go in it to reach the North Stairs. If you go down to 1F you’ll see the door is locked, so go back up to 3F. Go into 307 and you’ll see an FMV with Pyramid Head (this FMV scared the bejeezus out of me the first time I saw it…). When it’s over grab the Courtyard Key in the closet James hid in. Grab the Fire Escape Key Laura kicked and also don’t forget to explore the other rooms on the floor. When you’re done go down to 1F via the East Stairs.
Explore the limited floor space and
grab the Canned Juice. Go back to 3F, you’re done here for now. Take the North
Stairs from 3F to 2F, go through 209à208
and go to the room with the washing machines in it. Examine the garbage chute.
Use the Canned Juice and garbage will fall, so go back to 3F and down the East
Stairs to 1F. Leave the building and run to the left until you see an alley. Go
down there and grab the Coin (Old Man), then return to 3F via the East Stairs.
Go back to 1F using the South Stairs this time, and use the Courtyard Key on
the locked door. Exit to the Courtyard.
Run round until you see a fenced off swimming pool. Climb the steps and
go through the gate to it. Either kill the three monsters from the side of the
pool (James’ aim isn’t very good) or just stun them with one shot each. Either
way, jump down into the pool and grab the Coin (Snake) from the pram. Look at
the Map and go in the other door in the Courtyard from the one you came in by.
Explore the rest of 1F; but be sure to go in 101 where you’ll see Eddie. With
“lovely” Sound FX. Go to the East Staircase door and unlock it, then go to 2F
(via 3F). Go through 209à208
and go to the West Fire Exit.
#############################
Blue
Creek Apartments <wt_bc>
#############################
Explore
the apartment you ‘land’ in. Examine the toilet and pull the Wallet out
(yeuch).
****************
Safe CombinationRead the Memo with the numbers that’s in the Wallet. To use the combination, rotate the dial with the D-pad to make it easier, until you reach the first number of the memo. Then turn the dial the direction it says, until you reach the second number, then turn the dial the direction it says, until you reach the third number, and finally, turn the direction it says, until you reach the fourth number, which is the last number. If you did it right the safe should open and you can get 4 boxes of Handgun ammo.****************Go out of the apartment and explore the hall. Be sure to examine the door with the “Dear Tim” memo on it. Go to the Stairs and grab the Map on the floor. On the Map, note the North Stairs. Go down to 1F (3F is locked) and go to room 105. There’s a Save Point here, and also a cabinet with round holes in it. Remember this. Exit the room and go to 107, where you’ll see Angela again. (NOTE: if you want the ‘In Water’ ending, watch the entire FMV and when you get Angela’s Knife, examine it.) Is it just me, but don’t you think that when Angela says “Are you scared?” she sounds like Alexia Ashford from Resident Evil: Code Veronica? Anyway, grab the Coin (Prisoner) and go back to the cabinet in 105. Enter the menu and put the coins in.~~~~~~~~~~~~~~~
Old Coin Puzzle
Put the coins in these positions: Old Man, Empty, Snake, Empty, Prisoner
~~~~~~~~~~~~~~~
When you’ve done that you’ll get the Lyne House Key. Go to 208 (the door
with the memo) and enter. The only thing here is the balcony, so use that to
get to 209. Save in 209, and grab the Stairway Key and any other items lying
around. Go back to 2F corridor and use the key on the locked stairway door.
==================
Boss: Pyramid Head
What, already?! You can’t kill him though, so don’t bother. As soon as
the FMV is over fire about 10 shots with the Handgun or until a klaxon starts
blaring in the background. IMMEDIATELY run to the OPPOSITE corner of the room
from Pyramid Head, and STAY AWAY from him as if he hits James with the big
knife (Great Knife), he will die! Note that when Pyramid Head stops he’s going
to lift the knife, so be wary. When the klaxon goes Pyramid Head will walk down
the stairs veeeery slooooooooooowly… but don’t be tempted to hit him again, as
he’ll just kill James. Wait until the water recedes, then follow the monster
down. When the music stops, enter the door on the right.
==================
###############
Town 3 <wt_tw3>
###############
Now you have to get to Rosewater Park. But first, just follow the road
until you see the FMV with Laura (what a snotty little brat…). Go north to the
Park, and go forward until you reach the promenade. Go left (West) and you’ll
see an FMV with Maria. When it’s over go to the Texxon Gas Station and grab the
Steel Pipe from the hood of the running car. When you’ve got it, head to Pete’s
Bowl-O-Rama. Try and enter and
Maria will opt to stay outside. Go in by yourself and enter the door. You’ll
see an FMV with Laura and Eddie. Go to the next door and you’ll see another FMV
with just Eddie, and Laura will run away. (By the way, James’ line “How can you
sit there and eat pizza?!” made me laugh…) Follow her outside and head slightly
to the left, Maria will then rejoin you.
Carry on going left and follow the path until you reach a fence. Go in
the gate on the fence and go up to the gap in the wall. Maria says she went in
there. Now go to the door Maria pointed at; this is her ex-workplace, the
Heaven’s Night Nightclub. Maria will produce some keys from various items of
clothing (James you pervert) and unlock the door. Enter the club. Go up the
stairs and through the green door, then through the next door to get outside.
Run until you see Laura, then go in the door she went in.
###########################
Brookhaven Hospital <wt_bh>
###########################
This is the Hospital. Grab the Map on the noticeboard to the left.
Explore 1F, be sure to use the Save Point in the Reception. Also, get to the
Document Room from the Reception and grab the Purple Bull Key. Go back to the
hall and when you’re done exploring go up the stairs to 2F. In the Men’s Locker
Room there’s an Exam Room Key; grab it, and in the Women’s Locker Room there’s
a teddy bear with a pin stuck in it. Examine it to get the Bent Needle, and
don’t forget the Shotgun in the locker.
Go back down to 1F and use the Exam Room Key. Go through to the Doctor’s
Lounge to get Shotgun Shells. Now go back up to 2F and go into the Patient’s
Wing. Enter Examination Room 3 and examine the typewriter to get a 4-digit
code. Go to M2 and get the Lapis Eye Key. Now head up to 3F.
Try to enter the Patient’s Wing, and enter the code 7335 on the number
pad. If you want to get rid of Maria (YESSSSS), enter S3 and she’ll lie down on
the bed. Grab the Roof Key lying next to her and exit. In S11 there’s a Save
Point, then go to S14 and examine the box there. After that, go to the Shower
Room and examine the hole in the floor. Head up to the Roof. (Note: If you want
the In Water ending, search around on the rooftop for a green diary. Read it.)
Try and enter the Elevator Control Room and Pyramid Head will appear! (I think
the sound rocks here!). You’ll end up in the Special Treatment Room; also James
will have Red Health so use a First Aid Kit or two.
Examine the doors and go in the only one you can. Read the code written
in blood on the wall. Exit the Special Treatment Room and go to the Patient’s
Wing. Go into S14 and examine the box.
~~~~~~~~~~~~~~~
“Louise” Puzzle
First, combine-use the "Purple Bull" Key and the Lapis Eye Key. Now, on the push-button lock, enter the 4-digit code that you found on the Carbon Paper, in the typewriter in Examination Room 3. If you forgot the code, go to your Memo section in the main menu and see what it was. Now, on the turn combination lock, enter the code you got from the Special Treatment Room (“Tern tern tern the numbers”), and the box should open.
~~~~~~~~~~~~~~~
You’ll get a Piece of Hair from the box. Return to the Shower Room and
combine-use the Bent Needle and the Piece of Hair; James will pull the Elevator
Key out from the drain. So, go to the Elevator and take it to 1F. Explore the
rooms until you find Laura. At the end of the FMV she will lock you in a room.
===============
Boss: Hanger x3
Be sure to equip the Shotgun. Just blast away, but don’t let the Hangers
near you, as they will grab James and hurt him. A possible tactic is to lure
the Hangers to one side or corner of the room then run to the other side and
shoot.
===============
##########################
Nightmare Hospital <wt_nh>########################## After an FMV James will be in the Garden. Enter the door and save, then go into the main part of the Hospital. You may notice it’s a little different now… some of the doors are shrouded, the place is pitch dark and the walls are covered in blood, the reasons I refer to it as “Nightmare” Hospital. Anyway, explore 1F; in C2 there’s a First Aid Kit. When you’re done go to 2F (Elevator) and grab the Dry Cell Battery in M6, and don’t forget the Basement Storeroom Key. Go up to 3F and explore, when you’ve found the stairs go all the way down them to the Basement (there’s also a Save Point by the 3F door). Enter the Basement and grab the Shotgun Shells, then examine and move the bookcase. Maria will appear and tell off James.Go down the ladder where the bookcase was, and pick up the Copper Ring. Go back up to 3F and find the painting with the sticking out arms. Put the Copper Ring on it, then go back down to 2F via the Elevator. There’ll be a strange announcement, which is part of an optional puzzle. Get out at 2F and go to the Day Room. Examine the refrigerator and open it with Maria’s help. You’ll get the Lead Ring. Now go back to 3F.**************Trick or TreatIf you want some items, go to the Storeroom on 3F. Examine the blue box and press the buttons like this:Q1. Button 3Q2. Button 1Q3. Button 3The box will open and you can get 2x Ampoule and 5x Shotgun Shells!**************Put the Lead Ring on the painting and the door will open. Go through it, and go all the way down to the bottom. Go through the door, and RUN LIKE HELL down the path, cuz Pyramid Head is chasing you! As you get to the lift you’ll see an FMV, and Maria will leave you.James will end up on 1F. Explore for some items if you like, then go to the Director’s Room. Grab the Hospital Lobby Key and the Map information, and then leave the Hospital. ###############Town 4 <wt_tw4>############### Go to Saul St. and run across the grille; I say run because there are Underhangers on it. When you’re across unlock the door and look at your Map. Head to the place that’s marked “Letter, Wrench”. The Wrench is on a house doorstep, along with a creepy letter that mentions James’ name. Look at the Map again and head to Rosewater Park. Go to the statue and dig up the ground behind it; you’ll see a box that is fastened. Use the Wrench to unlock it and you’ll get a Bronze Key. Now go all the way to the Historical Society, which is a long way out on Nathan Ave. Use the Bronze Key to unlock the door and enter. Go through the Society Building (don’t forget the Save Point) until you get to a hole in the wall. Run down the loooooooooooooong passage (it takes 48 seconds on average) and go in the door. #####################Unmapped Area <wt_ua>##################### So named because there are no Maps whatsoever of this area. Go through the doors and corridors until you see a hole. Jump down it (James must be suicidal). You’ll end up at the bottom of a seemingly inescapable well, but examine every square centimeter of wall until you find the weak spot. Hit it with the Steel Pipe until you can get out. Run through the sewer until you see a few steps leading up to dry land, then go up them and in the door on your right. Grab the Spiral Writing Key and your torch battery will fail. I hope you brought a spare… but of course you did, there was one in the Hospital. Use it and the room becomes infested with roaches!~~~~~~~~~~Roach Trap
Examine the panel by the door. Three of the numbers will be highlighted.
Try all the combinations of these numbers until the door opens (it’s random
every time).
~~~~~~~~~~
Go to the other door in the raised bit. Use the Spiral Key and jump down
the hole.
#####################
Toluca Prison <wt_tp>
#####################
You’ll land in the Toluca Prison Cafeteria, where you’ll see Eddie
again, and notice he’s gone a little… well, insane. After he’s gone explore the
Café, and grab the Gluttonous Pig Tablet on the table. Now exit the room into
the corridor. Head North until you see a desk with a Map on it; examine it to
take it. Now look at the Map. Note the prison’s structure. Explore this side of
the prison; you should find a Seductress Tablet in one of the showers, and a
Save Point in one of the bathrooms. There’s also a Hunting Rifle in the bottom
room of the Westmost corridor. Be sure to grab the Lighter in the not-destroyed
visiting room. Go to the South Cellblock when you’re done and search the open
cells to find a Wax Doll. Now go to the North Cells (via the East Corridor) and
grab the Oppressor Tablet. You’ll be locked in the cell, but keep trying the
door and James will force his way out.
Now go to the Eastmost Corridor and exit via the double doors into the
Garden (the big open space). Run forward until you see a structure. Combine-use
the three tablets and you’ll hear a scream. Go back to the doors and take the
Horseshoe. Now go the Westmost Corridor (via the North Cellblock) and go South
past the grille until you see an escape hatch. Combine-use the Horseshoe, Wax
Doll and Lighter to make a handle (oo, clever!). Jump down (sigh). Head North
and go in the door. Yeuch, what a horrible place… must be the prison
morgue/body disposure place. Go through the other doors until you see a
bloodstained square hole. Guess what you’ve gotta do? Go in the door at the
bottom, then jump down the NEXT hole (wow, James must really have a thing about
falling into the bowels of the Earth with only a Flashlight and a Handgun…).
#################
Labyrinth <wt_lb>
#################
When you’re FINALLY done falling, go through the door in front of you.
You’ll be in an elevator, so don’t be alarmed when it moves. Grab the ammo in
the corners and await the end of the descent. Welcome to the Labyrinth, which
is directly under Toluca Lake. Save at the Save Point and go through the door.
In the corridor ahead, notice the door with wire stretched across it. There
isn’t a Map of this area either, so James draws his own.
Explore THIS floor, and you’ll find three ladders. If you really want
the Great Knife (it isn’t really worth it; it’s so slow and heavy) then go down
the Northeast Ladder. WARNING: Pyramid Head is in this area. When you’ve
explored this part you’ll find a room in the centre. Go in it and the Great
Knife is on the table. When you have it go back up the ladder. Go down the
Southeast ladder and just follow the path until you reach the room with the Box
of Faces (it’s up a ladder).
~~~~~~~~~~~~
Box of Faces
This can be really easy. Just rotate the box in any direction until the
face with red eyes is displayed the right way up. Now exit the puzzle and look
behind James; the door in the metal room has gone! Now rotate the box until an
upside-down face is showing. Exit the puzzle and you’ll see a staircase in the
metal-lined room.
~~~~~~~~~~~~
Go down the staircase and James will see Maria! When the FMV is over go
back up the staircase and you’ll hear some sparky sounds. Grab the Wire Cutters
by the ladder in the Box of Faces room (oo, guess what you need them for?). Go
down the ladder and follow the path, then go up the ladder at the other end. Go
to the door with wires and use the Wire Cutters.
Go down the ladder you see.
Follow the hallway and go up the South ladder, then follow the hallway
again and go down the Southwest ladder. Run around until you find the ladder in
the middle, and go up it. Find the South(/Southeast) ladder and go down it.
Follow the path until you find another ladder, and go up that. Pyramid Head
will probably be here, so if he causes you trouble lure him to an open area and
run past him to the ladder. The exit ladder is in the East. When you find the
room with the Save Point, this is the exit. Well done!
Save, then equip the Shotgun and follow the corridor. Carry on walking
until you hear a scream.
=============
Boss: Doorman
On this setting, you should have NO trouble. Just shoot a few shots at
the Doorman and he should die.
=============
After the FMV with Angela is over, exit the room and carry on down the
path. Go through the next door. Further along there’s a pair of handcuffs
attached to the barred gate, so just investigate the other rooms in the
corridor.
~~~~~~~~~~~~~~~~~~~~~
Free the Innocent Man
The first thing you want to do is examine the 2 signs on the fence in the room with the 6 Hanged Men in it. They should give you a clue of what you have to do. All of the Hanged Men are positioned in a randomly chosen fashion. In this Riddle Mode the Kidnapper is the Innocent Man.Once you determine the Innocent Man in this room (where he is located), head to the room with the 6 empty nooses inside. Once inside, find the noose that is in the same spot of the Innocent Man in the other room. Once it's found, Press X to pull it down. Now, exit this room and head back to the other room. If done correctly, you should notice that the Innocent Man is gone, and there is something where he was. Go over to where his location was and pick up the Key of the Persecuted.
~~~~~~~~~~~~~~~~~~~~~
Use the Key of the Persecuted on the Handcuffs. Go down the ladder, and
follow the path to the white door (notice the barred door on the right that’s
locked). Go in the white door and James will see Maria again, but this time she
seems to have suffered a gruesome death. Exit the room and go to the door that
was locked. Climb up the ladder and go through the corridor to the Graveyard.
You’ve made it through the Labyrinth!
Examine all the graves until you find one with James’ name on it. He’ll
jump down it (dumbass). Go down the long stairway until you reach a door. Equip
the Shotgun (or Hunting Rifle if you’ve got enough ammo) and enter.
===========
Boss: Eddie
This is no problem either. Blast him with the Shotgun and he’ll run
away.
Follow Eddie, and you’ll have to fight him again.
This time, he’s stronger. Use the hanging meats to hide from him. Fire a
couple of shots with the Shotgun then use the Hunting Rifle for the final shot
if he’s not dead.
===========
When Eddie kicks the bucket, exit the room through the big double doors.
Go to the Save Point and save, then carry on to the boat.
~~~~~~~~~~
Boat Stage
This isn’t really a puzzle but I’ll put it here anyway. Turn the boat
using the left stick or the D-pad until the light is behind James, then move
the pad or stick upwards to make James row toward it. The time you take to do
this counts towards your final ranking, by the way.
~~~~~~~~~~
Go up the path.
######################
Lakeview Hotel <wt_lh>
######################
Equip the Shotgun, and plan to keep it equipped for now. Before you go
up the Hotel steps, go to the fountain on the left and grab the “Little
Mermaid” Music Box. Go in the Hotel. On James’ left is a Map of Lakeview Hotel
(For Guests). Enter the Lake Shore Restaurant and walk towards the piano. James
will see Laura again, and she runs off. Grab the Fish Key in here, then exit.
There will be two Doormen in the hall so shoot them down. Explore 1F, making
sure to grab the Key to Room 312 in the Lobby key boxes. When you’re done go
down to B1F and grab the Thinner in the elevator. Go back up to 1F then
continue to 2F. Go to the Cloak Room and examine the briefcase. Use the Fish
Key to open it, and get the Key to Room 204.
#Go to the Reading Room if you want ammo, then go to the West Wing of
rooms and enter 204. Grab the Employee Elevator Key on the desk, and examine
the walls until you find a hole. Enter room 202 through this hole and examine
the pictures and briefcase.
~~~~~~~~~~~~~~~~
Locked Briefcase
Use the Thinner on the blacked-out photo to reveal the briefcase code.
~~~~~~~~~~~~~~~~
Grab the “Cinderella” Music Box inside the briefcase and go back to the
East Wing of 2F. Go in the Employee Elevator door (it looks just like a regular
door). Try to get on the elevator and an alarm will sound. Get off again and
examine the shelf. Deposit ALL your items, including weapons. You’ll be safe,
trust me. Go down to 1F in the elevator. Grab the Map of the Hotel (For
Employees) on the noticeboard, and head to the Pantry. Grab the “Snow White”
Music Box here, although it can sometimes be hard to see. Go to the Office and
get the Videotape and the Can Opener. If you want ammo, go to the Employee
Lounge. When you go back to the elevator you’ll see that it won’t move.
Enter the blue door opposite the Office door and go down the stairs to
the bottom. There are Mannequins here so just run past them. Go into the Boiler
Room and get the Bar Key, then go to the Kitchen. Grab all the Health Drinks
lying around then examine the tin can on the worktop. Use the Can Opener, and
get a lightbulb from the Can (who the hell keeps lightbulbs in cans?!). Go
through to the “Venus Tears” Bar. Examine the lamp on the counter and use the
Lightbulb. Then go to the door and use the Bar Key to get out.
Go up the stairs to 2F and reclaim all your stuff. Go down to the Lobby
and examine the Music Box.
~~~~~~~~~
Music Box
Just put the three boxes in the three slots, and play the Music Box.
Grab the Hotel Stairway Key and go to the stairway between 3F and 2F. Open the
stairway and go to Room 312. Find the working VCR and put the tape in. You’ll
see a long FMV about Mary’s true fate, and Laura comes in at one point.
#######################
Nightmare Hotel <wt_nt>
#######################
Exit the room when the FMV is over. The Hotel has changed a bit now,
complete with sobbing walls and breathing corridors. Go down to 2F. (Note: If
you want the In Water Ending, go to the reading room and listen to the
conversation on the headphones.) Enter room 202 and it will warp you to room
219. Go to the elevator and go down to B1F, as it’s the only button that works.
When you get down you’ll notice the floor is flooded; you’ll have to wade
through it. If you want Health Drinks go to the Bar, and if you want ammo go to
the Kitchen. When you’ve got the items go through these rooms to the stairs
with the blue door.
Go in the blue door to see an FMV with Angela (Note: Again, if you want
the In Water Ending examine Angela’s Knife first). When the FMV is over don’t
try and go through the fire, you’ll only hurt James. Leave the room and go back
in and up the stairs. Follow the corridors until you find the room with the
Underhangers in it. Dodge them and go in the door on the opposite side. Save at
one of the nine (!) Save Points here, equip the Hunting Rifle, then go into the
next room.
=====================
Boss: Pyramid Head x2
Greeeeat… now there’s two of them. Run into a corner and fire 3-5 shots,
then run into another corner. Repeat until they die. The only attack they have
is stabbing James. When they die, they impale themselves on their spears
(lovely).
=====================
Take an egg from each of the Pyramid Heads. Insert one into each door
and go through one.
Find the Main Entrance and try to exit the Hotel, and you’ll be in a
long hallway. A recording of Mary will start to play. (Note: If you want the In
Water Ending, listen to the entire conversation.) Go through the door when
you’re ready. Find the stairs and go all the way up to the top.
======================
Final Boss: Mary Demon
This is hard. Stay away from her (it?), because it’ll hurt you with its
tail. Keep away and use the Hunting Rifle’s accuracy to get the job done. When
it falls on the ground, go up to the demon and use any weapon you want to
finish it off. Watch the ending.
======================
Congrats! You’ve beaten the game. Don’t forget to play through again to
see the different endings!
7. Ending Requirements
<er>
There are different endings to Silent Hill 2 that you can get if you do
different things. Personally, I think it’s best just to play the game through
and work out what ending you got, then decide what ending you’d like to see
next and play through the game again meeting the criteria. Just an idea.
Maria Ending
- When with Maria, immediately go where she tells you to go. Don’t make her tell you twice.- Don’t let Maria take any damage, or at least not very much.- Go around with Maria as much as possible before leaving her in the Hospital.- When you do leave her, check on her often.- In the Labyrinth, try and enter her cell (via the White Door).- In the last corridor before the Final Boss don’t listen to the conversation, just run forward and go in the door. If you want to avoid the Maria Ending, do this as well as the other criteria for your chosen ending: - While running round with Maria, hit her with the Wooden Plank a couple of times (but don’t kill her or you’ll get Game Over).- Examine the Photo of Mary and Mary’s Letter in the Inventory.- As soon as you meet Maria, go to Brookhaven Hospital and leave her there as soon as possible. In Water Ending - When you get Angela’s Knife, examine it in the Inventory.- Read the Diary on the Hospital Roof- After seeing the video in Nightmare Hotel, go to the Reading Room (2F) and examine the Headphones on the desk. Listen to the conversation.- In the last corridor before the Final Boss, listen to the entire conversation.- Get Red Health Status often in the game. Leave Ending (I got this the first time) - Replenish your Health as soon as it is depleted.- Don’t head east as soon as you meet Maria.- Hit Maria with the Plank a couple of times.- Examine Mary’s Photo and Mary’s Letter.- Leave Maria in the Hospital as soon as possible.
Rebirth Ending (Only available after you’ve completed the game at least
once)
Collect these items:
- White Chrism – Blue Creek Apartments, Room 105
- Lost Memories Book – Texxon Gas Station, in the Newsstand
- Obsidian Goblet – Silent Hill Historical Society, in the smashed up
display cabinet in the second room
- Crimson Ceremony Book – After viewing the video in Nightmare Hotel, go
to the Reading Room (2F). It’s behind the Headphones on the shelf.
Dog Ending (Only available after you’ve seen the Rebirth Ending)
- Get the Dog Key in the doghouse in the yard a bit West of Jack’s Inn
- When you’ve viewed the video in Nightmare Hotel, go to the Observation
Room and use the Dog Key.
8. Credits and Last Words
<cd>
Well, I wrote the guide (theres_a_star@hotmail.com).
Thanks to Playstation 2 Official Tips Magazine-UK Issue #5 for helping with the
Rebirth and Dog Endings’ Requirements.
Enjoy the game!
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