I actually wrote this walkthrough myself. It's not 100% completed yet, but it's close and very accurate. For specific FAQs of your choosing you can always check out Gamefaqs.com here: http://www.gamefaqs.com/search/index.html?game=silent+hill+2&platform=0

Walkthrough Menu

Starting Off | Wood Side Apartments | Blue Creek Apartments | Running Around West South Vale | Brookhaven Hospital
Alternate Hospital | Running Around Dark South Vale | History and Beyond | Toluca Prison | The Labyrinth


Starting Off


You start off in a bathroom not far from the town of Silent Hill when you realize you have to walk the rest of the way! Leave the bathroom and grab the map from the car with the opened door..then proceed to the left of the car and go down the stairs by the van. If you try to leave without the map, IT WON'T LET YOU! Once down the stairs, keep following the path. While running down the path you will run into a well, which holds your first save point of the game. All save points from this point on will be little red squares and they are placed on almost any imaginable objects..hehe Save your game (if you want) and continue down the trail. Just keep following the trail until you get to a gate and go in (you will hear a lot of messed up noises will following the trail, but don't worry nothing attacks you..hehe). After running a few feet into the graveyard the screen goes white and you meet your second character, Angela.

 After talking to Angela for a little while about your objectives and her's alike, continue on the only other way out and follow the path. Nature hike through Silent Hill anyone? No? I thought so..lol Keep following this long and monotonous trail until it merges into Wiltz Rd. *NOTE* If you're playing you're next game, you will hear a LOUD, BLARING NOISE while coming out of the graveyard a bit. You will notice James looking to the right, if you go over to the logs and the smoke, James can acquire the chainsaw! I just noticed this (second time playing). It sounds like someone is following you on this trail and it really freaks me out..lol! When you get to the little building type thing with flyers all over the walls..go through the door. Once through that gate you are now on Wiltz Rd. Just keep going south until the road intersects Sanders St. You can find a first aid kit east of the flower shop on a table. Now go west on Sanders until you reach Lindsey St. where a short scene will occur.

 After the scene is finished, you'll be left facing north on Lindsey St. which is exactly which way you want to be facing..head north until you reach Vachss Rd. On your way up to Vachss Rd. look for James to look right. There is a health drink under the big gray garage door. Opposite the entrance to Vachss Rd. is a monument thingie. If you read it you will find out a little bit of the town's history and it will be jotted down as your first memo. There's also another health drink past the entrance to Vachss on the right. When you're finally on Vachss after all the items and reading is done, follow the dirt road through the open gate, keep going until you start hearing somewhat familiar noise(if you played silent hill). Go up to the under bridge looking thing and press the action button. "Radio? Huh, what's wrong with that dang radio?" LOL! A scene will occur where you will meet your first baddie of the game.

Well that was fun, and it's the first in a series of many fights you will have to face! From here on there are monsters like this all over the streets of Silent Hill. Just avoid them and save yourself some time. That is unless you like to senselessly beat up Patient Demons! You sick puppies! Hey, well don't feel bad, I did it for a little while too, until I got sick of it.

Exit the way you came and the radio will start going off again! A muffled message comes through, but it is clear that they are trying to address James! Freaky! Continue down Vachss Rd. and on your left is a little enclosure...go through the gate to find a save point and 2 health drinks. Now it is clear that you're objective is to get to Rosewater Park, but how?!! Well, through a series of annoying sidetracks..that's how! But this is the way of Silent Hill, to slowly drive you insane..mwa ha ha!

Ok, you're next destination is Saul St. Look at your map and navigate yourself to it. Go into the motor home which is on the left side of the street. There is a save point and a note. Read the note and now you know you're next destination. James copies it onto the map..so make your way to Neely's Bar by checking your map. It's the door right next to the phone booth thingie. Inside the bar, it's dark, get used to it. =) Look at the map on the counter and you'll see lots of marks on it. James will copy one of them to his own map. Before leaving, take some time to check out the "note" on the window. I have yet to figure out what this means. I have some speculations, but nothing i would want to post, to misinform if i'm wrong. Nevertheless, it's still kind of disturbing.

By now you should know where to go next! If you don't, all you have to know is to follow the question mark on your map to the north end of Martin St. From now on I'm not going to point out exact locations of Health drinks and other items on the main roads. Just keep an eye out for James looking to one side to find items. It would take too long for me to tell you where every single one is. Right towards the end of Martin St. you will find out what happens when you move to close to white vans! Search the dead guy at the end, in the corner, for the Apartment Gate Key. *note* Before heading to the apartments, you can go to the top of Neely St. and check out the dead guy on the ground. He left a bunch of notes describing what he encountered. They are scattered all around his body. It's pretty disturbing to read them all, especially the last two. Now you have to get to see some of the living accommodations of Silent Hill! Haul butt to the Wood Side Apartments on Katz St. Use the key to open the front gate and go into the Lobby via the double doors.

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Wood Side Apartments


Immediately to your left is a map pinned up on the wall. Grab it! There's also a health drink and a save point. Now it's time to shed some light! It's dark in here!! Go up the stairs to the second floor when you're done.

Once on the second floor make your way to room 205. You won't be able to see the map unless you're in a lit area. So just kill off the Patient Demons, so that you can look at your map easily without hassle from them. In 205 you will see a dummy, with A FLASHLIGHT!!! YAY!! Grab the flashlight..and wait a couple seconds for a new baddie to attack you. After killing it, head to 210. *note* if you're replaying, there will be a note here that will give you hints to getting a new ending. It will be one that you haven't gotten yet. In 210 there are 2 boxes of handgun bullets. Handgun?! Where?! No, you don't get the Handgun YET! It's a tease, but you'll get one soon don't worry. Now head to room 208, read the memo(by the phone), read the hints on the wall and check out the clock. You can't move it. Oh well exit 208 and head up to the 3rd floor via the lobby stairs.

After entering the third floor hall, look to your immediate right and try to get the key through the bars. You'll meet a new character! Well, if you can count someone stomping on your foot, "meeting" someone. =\ Now we're gonna head to room 301. You will find the Handgun in a shopping cart in the middle of the room. *note* if you're interested in seeing the "Leave" ending, it is advised that you start using the handgun right away, especially if you're playing on Beginner or Easy, since it doesn't take much to kill the enemies on these difficulties. The reason is because you are less likely to get this ending if you're using melee weapons..so try and stick to guns if you want the "Leave" ending.* Why the heck is a shopping cart in an apartment building you ask? Well, from now on, don't ask! LOL!

Well this is the only room open on 3F and you need to get that key that the little girl kicked away from you, but how? There are bars in the way! Well, maybe if we go back to 2F we will find the answer! Go back to 2F, room 208 to be exact. On your way to room 208, however, you will hear a strange noise..race down to the end of the hall and u will see a red figure behind the bars! Eeeeeek! It can't do anything and neither can you, so go to room 208. ACK! There's a dead guy in here! WHO COULD HAVE DONE SUCH A THING?! Hmm, I can't tell you! Get the key to room 202 behind him on a shelf. Now, you guessed it, head to room 202! Get the health drink from the kitchen and then head into the conjoining room. There is a slimy green hole in the wall. Examine it and James can stick his hand in it. Gross! You will eventually pull out the clock key. Now head back to room 208 and use the clock key to open the clock's face.

*Clock Puzzle*
The solution to this puzzle is always 9:10! No matter what difficulty you're on. You get the answer from the clue on the wall which shows which spots the clock's hands should be in. Set the clock to 9:10 and hear the chunk chunk and you're all set. Now you can push the clock

After solving the clock puzzle, push the clock to the side and go through the hole in the wall. There is a health drink and a save point in this room. Now exit out of 209 into the hall and enter the north stairwell. There are some handgun bullets at the top of the stairs. Now on the third floor enter into the hallway. I know you're probably ecstatic to be able to get the key the little brat kicked away from you, but for now just go into room 307. In this room you will see probably the most disturbing, perverted scene ever in video game history. I once read in a Resident Evil: Code Veronica FAQ, that the scene with the Alfred and Alexia pulling the wings off the dragonfly to feed to the ants was the single most disturbing scene. Well, now this one is! Can you say Demon Orgy? LOL!

Once the scene plays through go back into the closet and grab the courtyard key. Now exit the room back into the 3f hallway and make your way down to the southwest corner, by the bars, and get the fire escape key on the floor. You can also go to room 303 to collect a first aid kit, health drink and some handgun bullets, scattered throughout the rooms. Now you're done with 3F, so go down the east stairwell to the 1F EAST lobby. Take a left when you reach the bottom of the stairs to go into one of the 1F halls. Go down to the end to grab the canned juice that sits in front of room 107. Now you can get that "strange garbage" out of the trash chute, YAY!

Go back to the Lobby and unlock the double doors, then once outside go left and back into the original lobby you came through, and up to the 2F wash room. Use the canned juice on the garbage chute and run back downstairs to the lobby and out through the doors again. To the right of the doors is a little alley with a dumpster. Examine the dumpster to find the garbage which had the Coin [Old Man] in it. There is also a "gossip magazine" with a rather interesting article in it. Now reenter the West Lobby and use the courtyard key on the door at the food of the stairs. Run out into the courtyard, and to the left a bit is the pool. Kill the baddies and grab the Coin [Snake] from the baby carriage in the middle of the pool. Exit the pool and head back to the lobby but go to the door on the East side instead to go into an unexplored hallway.

In the new hallway, go to James' right to room 101. There are some handgun bullets in the corner of this room and a DEAD BODY SHOVED IN THE FRIDGE!??! WHAT KIND OF MADNESS IS THIS? Somebody is puking quite rigorously. Enter the door on the north side of the room to find out who's making all the commotion. After the long scene you will have met your last character, Eddie. Eddie doesn't tell you much except for that fact that "he didn't do it" and that he has seen some monsters too. He also mentions that he isn't from this town, and something just "brought him there." Well, James kind of fills in the sentence for him. There is nothing else to do in this apartment, but you can head to 104 for some handgun bullets and a tourist guide. Which I thought was hysterical.

Now there's only one thing left to do in Wood Side apartments. Excited? Well you shouldn't be, you're not quite out it yet. Go to 2F via either the north or west lobby stairs and use the fire escape key on the blue door at the west end.

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Blue Creek Apartments


After crossing the threshold to the new apartment building, you will find yourself in a new room. Check the place to find the bathroom. Now boys and girls, don't get squeamish, but you're going to have to stick your hands in that nastiness. Yuck! (Maybe that is why Eddie was puking?) James ends up pulling a wallet out of the toilet with a memo in it. The memo holds the key to unlocking the safe which resides in the same apartment room. Go find it and get ready for some problem solving'!

*Safe Puzzle*

Ok, in order to solve this puzzle I recommend jotting down the memo from the toilet wallet down on a piece of paper, for easy reference. If you're playing on Easy or Normal riddle mode, this puzzle is pretty blunt and simple. For example, I will put a code down below and tell you what it means.

7>>20<<13>>10

This means that on the safe, you must first reach the number 7 by going in either direction. Then once at 7 you must go right, which is your D-pad right, not your actual view right. So when it says >> that means press the right D-pad button until you get to the next number. Then at the next number go in which ever direction the next arrows gives you. So for the code given up a bit, the solution would be: 7, right, 20, left, 13, right 10.

On Hard riddle mode, it's slightly more complicated. They use roman numerals a lot so just add up the roman numerals and do the same thing with the original. For example: the code I put for easy and normal would look like this on Hard Mode:

7>>XX<<VV3>>X0

X=10, XX=20, V=5, VV=10. So as you see, you add them all up.*

Before leaving the safe room, grab the health drink in the kitchen. Now in the new corridor, go right until you see the "exit" sign. Right past the Exit door, you will see a note on one of the door's. Read it and go through the Exit door. There is a map on the floor, yay! Go down to 1F and into the laundry room where you can get a first aid kit. In room 105, there is a save point and a desk type thing with 5 slots in it. You can't do anything with it yet, so continue onto room 109. In this room there are some handgun bullets on the couch. Go into the white door for another scene with Angela. (Angela is so weird, but then again James is saying he's looking for his wife, but she's dead, hmm)

James will receive Angela's knife after this and the last coin you need is on the table right in front of you when the scene is over (Coin [Prisoner] ). *Note- Whether or not you examine Angela's knife is a key point in determining which ending you want. If you want the "In water" ending, definitely look at it. Any of the other endings, you should not look at this knife.* You can look around on the floor where Angela laid for a torn up picture. Now go back to room 105 and to the desk for some puzzle solving. *Note- in room 205, in the kitchen, if you're replaying your game you can find the white chrism.*

*Three Coin Puzzle*

The solution to this puzzle is different for each level of difficulty. Now the way I’m going to explain it to you is going from left to right. For example, when you first see the puzzle, it would be: empty, empty, empty, empty, empty.

Solutions:

Easy riddle mode- Old man, empty, Snake, empty, Prisoner

Normal riddle mode-empty, Old Man, Prisoner, empty, Snake

Hard riddle mode- empty, Old Man, empty, Snake, Prisoner

After successfully solving the puzzle, the desk will open up and you can get the Lyne House Key. With the key in hand go back up to 2F and use it on room 209. When you enter this room you can hear someone whispering something. I have never been able to make out what they're saying, but it's very disturbing. Walk out onto the balcony and cross over to room 208. There's some handgun bullets on the chair to the right of your entrance and the Apartment Stairway Key is on the bed. There is also a save point, which I strongly recommend using, since a boss fight is coming up. Back in the 2F hall, use the key at the north stairwell (blue door). Make sure you have your handgun equipped with some ammo, because you're now going to fight Pyramid Head.

Boss: Pyramid Head

Shots: about 4 or 5 with the handgun on beginner's , 35 on normal, and 50 on hard. I'm unsure about how many it is on the easy level

After you hit him enough, sirens will start blaring in the background and Pyramid Head will ignore you and retreat to the stairs. DO NOT follow him until all the scene shows all of the water draining out of the stair well. If you do he'll beat you down, and it's game over. When all is clear make your way down the stairs and exit at the bottom.

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Running around West South Vale


Once outside, head down the stairs and to the east, then north, until you run into the little girl again. After the scene, keep heading north into Rosewater park. When you reach the end, walk to the left and you'll meet your last character of the game, Maria. Maria decides she wants to tag along with you, how lovely. =\ So now you've got a little side kick to follow you around and bug the hell out of you. Oh well, head in the direction Maria points. *Note- if you go back the other way while in Maria's company, she will tell you to go the way she originally pointed. This can determine the outlook of your game. Check the Endings section to see how.*

At the Texxon Gas station you can pick up quite a few things. Including a pipe(sticking out of the car) and many other items. *Note- In replay, you can find the Book of Lost Memories here too.* *Note- The next part is skip able if you like. Especially if you're trying to get the Leave ending and you want to spend as little time with Maria as possible, if you're trying to get the Maria ending however, it's advisable to walk the whole way.*

From Rosewater Park you can go all the way up Nathan Ave. until you reach the end. This is very tedious and Mannequins are all over the place, flinging themselves at you. At the end there is a dead guy with a map that has Pete's Bowl-O-Rama circled on it. Which is a clue to tell you to go there next.

If you wanted to skip that it's perfectly fine, just go straight to Pete's Bowl-O-Rama from meeting Maria. One at Pete's, Maria will say she doesn't want to go inside, so she'll wait for you outside. Go through the first door on your left, because the other is locked. you will overhear Eddie and the little girl talking. Upon entering the main room, you will see Eddie and find out the little girl's name is Laura. She will take off before you can get to her though. Follow her out the way she left and go outside to meet Maria who had tried chasing the little girl down.

Go in the direction that Maria came from and around the back to a gate that is open a bit. Go through the gate and take a left. Keep running until Maria points out the spot where Laura got away. After the short scene, backtrack to the gray door and examine it for Maria to unlock it for you. Hmm, I wonder how Maria had the keys to a strip club? =x Make you're way through the club to the other door. Go down the stairs, and take a right(south) onto Carrol St. Maria will spot Laura running into the hospital, so follow her in, and onto the next section of the walk through.

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Brookhaven Hospital


To the right of the entrance, you can get the map on the wall. Now proceed into the Reception Office, which is almost opposite of the entrance. In this room is a save point, a memo, and a health drink. In the connecting room is a doctor's journal and the Purple Bull Key. Now head up to 2F, by means of the stairs next to Examining Room 3.

On 2F, head to the Men's locker room and check the lab coat hanging on the wall for the Examination Room Key. Now, go across the hall to the women's locker room to get the Bent Needle and the Shotgun in the cabinet. In Examining Room 3(in the next hall), you can find a first aid kit. In the back of this room you can find a typewriter with a very important code written on the carbon paper. Write it down for further reference. In M2, you get the important Lapis Eye Key and some shotgun shells. In M3, there are handgun bullets and a health drink. In M6 you can find shotgun shells and yet another health drink.

Now to get to the third floor and get rid of Maria. *Note- If you want to get rid of Maria earlier you can do so by cheating and finding out what the code for the third floor patient wing is before you actually do in the game. Since it's the same all the time for each level of difficulty. Right upon entering the hospital, you can just head up to the stairs to 3F and drop her off in S3.* Go back to 1F and enter the Examination Room, and check out the bulletin board. Go into the Doctor's Lounge to grab the Shotgun Shells. On 3F go to the patient wing and they will want you to put in a code.

*3F Patient Wing Lock*

The code is easily found on the bulletin board in the Examination Room. In Easy and Normal Mode the code is 7335. In Hard mode the code is 1328.

YAY! Now we can get rid of Maria. Go to room S3, and Maria decides to lay down for a bit. Grab the roof key on the end table. Now head to the shower room across the hall and check out the weird hole in the ground. You need something to get in there, but what? Hmm, let's keep going and find out. Now head to S11 to find a save point and a health drink. Exit and go to the last room in the hallway, S14, to find a very tricky looking puzzle box to open. It has like 4 different locks on it, yikes! There's also a note on the wall, addressed to Louise, so I’m guessing it was Louise's box, or a friend of Louise's.

Now, head back to the stairs, and go up to the roof, using your key of course. There is a diary thrown on the floor on the corner of the roof. *Note- Do not read this unless you are trying to achieve the "In Water" ending. It's nothing special anyway, but if you must, then read it, but be warned, it's bringing you closer to the bad ending.* When you try to enter the only other door on the roof, something is holding it closed from the other side. Then your old pal comes and throws you off the roof.

After the fall, you find yourself in the Special Treatment Center. Head into the door that has the blood trail leading up to it. In the cell check out the bloody message written on the wall. Jot down the number on the wall. Now you're ready to open the crazy locked box in room S14, so head back there.

*Quadruple Locked Box*

In order to unlock this box, you will need the Purple Bull and Lapis Eye Key, the code from the carbon paper, and the code from the cell in the special treatment area.

First, combine the Purple Bull and Lapis Eye keys together in the menu and use them to remove 2 of the locks. Now for the gray lock on the right of the screen use the carbon paper code I got 8168, but it might vary). Finally for the golden lock on the left use the code from the cell.

After unlocking the box, you get the piece of hair. =\ Now, get back to the Shower Room, and combine the piece of hair with the bent needle to get the thing out of the nasty hole. You'll fish out the Elevator Key. Make your way to the elevator and go down to 1F. In C3, there are some shotgun shells and handgun bullets. Now go to C2 to finally find the little brat who keeps evading you. After the long scene you will be thrust into a BOSS FIGHT!

Boss: Hangers

Shots: 5 shots with the shotgun all together on Beginner level. 15-20 shots on normal. I'm not sure about the other levels though

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Alternate Hospital


You somehow wind up in the 1F garden. Go through the double doors to find a save point and some shotgun shells. Exit out into the next hallway and go to room C2 to see if Laura is in there. No Laura, kill the nurse, grab the first aid kit, and hear a crash. LoL! Now use the elevator to get up to 2F. Check out M4 to get some shotgun shells and a health drink. In M6, you get some handgun bullets, a first aid kit, and check the strange sculpture in the wall to get the dry cell battery and the basement storeroom key. You can also read a letter on the bed about a woman that has lost her ring. Now head to the Day Room and examine the refrigerator on the floor. You can't open it by yourself! Where's Maria when you need her? Hop back on the elevator and go to 3F.

You can check the room you left Maria in (S3), but she's not there. All that's left are a lot of empty pill bottles, meaning she probably didn't just have a hangover. You can also go to S11, and get the handgun bullets and an Ampoule. Read the memo on the bed if you wish about the door near the elevator. Now make your way into the other hallway and go into the Store Room. Woohoo! Lots of goodies in here, including handgun bullets, shotgun shells, and a first aid kit! Now go into the stairwell in this hall and go down to the basement. There is a save point in this room too. As you walk down the stairs towards the basement, there is a squealing sound. It really bothered me the first and second time playing this game. It's not big enough for you to remember easily, but it's just that much worse when you hear it and are caught off guard. =x

Go through the door at the bottom of the stairs, using your basement key. In this room get the shotgun shells and then examine the shelves with the bloody marks on it. After examining it, it will ask you if you want to push it. Duh! Push it and right before you carry out you're action, Maria comes in and side tracks you, or tries to. She whines and then asks about Laura and decides to tag along AGAIN! (laughs to herself, time to abuse Maria again!-=whips out pipe and starts hitting Maria with it=-) Go down the ladder you uncovered and get the copper ring. *Note- this note has nothing to do with what to do in the game, but I just want to say this. The reason I hate Maria tagging along so much. Is because she always scares me! It's like I went down the ladder and I saw a figure standing there. But you never think it's Maria, because Maria SHOULD be behind you. But she never is!! She's always in the room before you, waiting in a strange spot to scare the life out of you!*

With Maria and the copper ring in your party, make your way back to 3F. Head to the Elevator and go to 2F. Before getting off at 2F, you will hear a strange radio talk show. Get off and go into the Day Room to open that dang fridge up! When you open the fridge you get the Lead Ring. Before exiting this level, you might want to head up to the 3F Store Room to find out what exactly that weird talk show was all about. There is now a pretty black jewelry box looking thing on the counter. The pop quiz you were given, holds the solutions to opening the box.

*Trick or Treat Box*

The solution to this puzzle is always the same. For the first row put in 3, the second is 1, and the last is 3 again. For solving this you get 5x shotgun shells and 2 ampoules! Good Deal.

Now leave and go to the door with the strange painting and the hand sticking out next to the elevator. Place the copper and lead rings on the hand to open the door and proceed through it. Go down the stairs and read the blue note on the floor. Interesting. Now, continue down the stairs and you will find yourself in an area that is not on the map. *Note- I cannot stress this enough! You have to be quick while running in this next section. Pyramid Head will chase you and Maria, but since Maria is a lot further behind you, she is the easiest target. If she dies before you reach the elevator, it's game over.* Go through the door at the bottom and RUN like the wind! "Maria, alas, I knew her well."

Some sad music plays and when the scene is over you can go to the Director's Room. Check out the map on the desk and you will copy it to your own. You also get the Hospital Lobby Key and as soon as you do, you see Laura walking by outside. Head to the exit and there is a save point. Use the key to get out of the damned hospital!

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Running Around Dark South Vale


Looking at the marks on the map, from the Director's Office, gives you a good idea of where to go next. The only problem is that all of South Vale is now dark! Making it a lot harder to see, but at least you have your flash light, LoL!

Now what you want to do is make your way to Saul St. picking up any items you find along the way. There are tons of nurses roaming the streets now. Just avoid them. Go east on Saul St. and go through the gate. Just make a bee line to the exit, because a bunch of under hangers are swinging underneath the grates, just waiting for you to make a mistake so they can beat you senseless. Also, try to avoid the gaps in the floor, so you're not left standing around like a dork.

Once back in East South Vale, stop by Neely's Bar again to see a new message. This really bugged me a lot. -=quivers=- *Note- on my way to these different places, i noticed a bunch of Mannequins standing along the side of the road. They weren't doing anything! Just standing there frozen! If you go near them, they will attack you though. Very strange.*

Anyway, go to Lindsey St. to find the wrench and the letter. It is right next to the mexican restaurant on a porch. The letter you receive will mention Rosewater Park. So head back to the park by way of the door at the west end of Katz St. Go up to Rosewater Park, entering on the west side. Find the statue of the praying woman. The precise area is hard to describe, just look at the map, where the red circle is. Examine the dirt mound behind the statue to be given the option to dig. Dig and find a box that is bolted tight together. Use the wrench on the box to get the OId Bronze Key. Now it's time to head to the Silent Hill Historical Society.

Head North up Nathan Ave, and when you finally get to the top you can use the key to enter the Museum.

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History and Beyond


As you walk in there is a save point on the desk near the door. There are also a lot of neat paintings lined up for you to look at. You might recognize a little friend of yours in the painting titled, "Misty Day." Go through the double doors and into the next room. *Note- if you're replaying, you can find the Obsidian Goblet in this next room along with some broken glass.* In this room, there is a rather big hole in the wall. (Maybe Pyramid head made it) Go through it and descend into the murky depths until you reach a door (while walking down this long, narrow corridor, you can hear a constant blaring horn sounding noise going off. It starts to get more and more annoying and/or scary until you reach the end).

To your immediate right is a illegible document sitting on the desk, along with a first aid kit. Now head through the door. Watch out for the Patient Demons that wait for you. Make your way to James' left until you reach a door. In this room, there are some handgun bullets on the table and 3 creepy paintings on the wall. After checking them out, head back out to the hall and into the door at the end of the hallway. There's a hole in the floor! LOL! This is the hole depicted in one of the paintings at the Museum. Examine it, and jump on in! *Note- Get used to this kind of self inflicted insanity, because you'll be doing it often.*

At the bottom of the well, examine every little spot of the well's edges, until James mentions something about how the spot is different and if he could somehow break it. Equip your pipe, and smash the wall a couple of times for it to break. HEY LOOK, there's a door! Hmm, only in Silent Hill, would there be doors bricked up at the bottom of a well. Once in the sewer area, follow the corner and then turn right as soon as you can, because all the other ways are blocked off. Go up the little stairs to the first door on the right. In this short hallway you can go down to the end and notice that there is a grated door on the ground, but it's locked. Go back to the only door in this hall and make your way in.

On the floor, in the corner is the Spiral Writing Key. As soon as you pick it up, your flashlight goes out! Eeek! Ok, now you need some light again and if you notice the door is locked! Before using the dry cell battery, position yourself exactly to the right of the door. Use the battery, and your flashlight will work again, but there are TONS of roaches all over the room!! Examine the panel next to the door as quick as possible!

*Roach Trap Puzzle*
You will see a number panel along with 3 empty squares at the top. As many as 3 of the numbers will be highlighted and this tells you what numbers are in code. Sadly, the code is different all the time and so are the answers. What you will have to do is just try every combination of the numbers until the door unlocks. For example, if the numbers 5 and 6 are highlighted, try 5,6,6, then 6,5,5, and one is bound to work eventually. If 3 numbers are highlighted, you might be there a lot longer trying to figure it out. Keep trying until the door unlocks, and get the hell out of there!

Use the spiral writing key on the grated door at the end of the hallway and jump in the hole. Jumping in holes is fun! LOL! Isn't it funny that James hasn't even gotten a bruise during all this crazy jumping??

At the bottom, you'll run into your old pal, Eddie again. This is where my favorite dialogue in the whole game comes into play. " You can't just kill someone ...because of the way they look at you," heheh.

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Toluca Prison


This place is by far the scariest out of all of the habitats you'll be in, in my opinion anyway. After the scene with Eddie check the room for a save point, 2 health drinks, and most importantly the Tablet of Gluttonous Pig. I wonder if that had some reference to Eddie, hehe. Now you can go out the door that eddie went through. Head to James' left up the hallway. On the first desk to the left grab some handgun bullets and on the second desk to the left get the map! YAY! Now backtrack to the shower area, which is south of the map on the east wall. In this strange place head to the left and grab the Tablet of the Seductress in the open shower.Now get back to the west hallway and go south to the south prison row and enter. There are 2 open cells in this hallway and a lot of Patient Demons are inside the cells, so watch out for their spray. The first open cell contains some handgun bullets on the bed. The last open cell holds the wax doll and some books containing info about black magic. Now exit into the east hallway.

To the left on a desk are some handgun bullets. Going north you should reach some double doors parallel to themselves. In the doors to the left are some rifle shells. Now back in the east corridor head up to the north prison row. *Note- This area particularly freaks me out, because when you are in any of the 2 cells, you will hear footsteps, accompanied by a strange sound. It sounds like someone is saying "moosh." Don't ask me, but it freaks the hell out of me!!* In the first unlocked cell go inside to see 3 strange pictures. Now go up until you find the next unlocked cell, and inside you will get the last tablet; tablet of the oppressor. Yay!

With all 3 tablets in your possession, head back to the east hallway and through the east double doors in the middle of the hall, out into the yard. There is a platform in the middle of the yard with three square depressions. You guessed it! Combine all of the tablets and set them in the holes. Upon doing so, a murderous scream will be heard. EEk! No return back to the door you came through and magically there is now a horseshow on the door handles. Grab it and enter the door. Now make your way to the west hallway by going through the north hallway and unlocking the door. Go through the second door to the top and get the first aid kit. Now go through the top most door and through the collapsed booth to the other door. Now go left to the door right next to you and get the lighter on the table.

In the men's room is a save point and you can go in the women's restroom and knock on the door, but that's about it. I have been told something happens here, but i have yet to see anything interesting. Across the hall from the men's room is the front office. Head in to get another first aid kit, an ampoule and a health drink. There is also a neat magazine on the desk and a diary on the bookshelf. In the conjoining room of the office you can find the RIFLE and some rifle shells! Oooo Baby! There's also some shotgun shells, rifle shells and handgun bullets. Now exit out the way you came and back in the west corridor go south through the gate. There is a hatch on the floor with no handle. Standing over it combine the wax doll, horseshoe and lighter. This creates a nice handle for you to open up the hatch with. Now you're faced with another hole! Jump in!

At the bottom make your way to the double doors. Then through the morgue through another set of double doors. Then to another hole! TOO MANY HOLES!! Jump in again. (Can ya imagine what it would be like if James was afraid of heights? LOL) At the bottom go through the door at the end, only to be in another hallway with another hole! Jump in ...again! At the bottom of this hole is an entrance to an elevator, and i wonder which direction it will be going ..hehe. In each corner of the elevator you will find a first aid kit, then rifle shells, then hand gun shells and finally shotgun shells! Now enjoy your long decent to what feels like the molten lava core of the earth. It kind of makes you feel like you've got a one stop ticket to hell ..lol.

When you FINALLY reach the bottom, you can find a save point next to the door.

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The Labyrinth


Where's Jennifer Connolly? LOL! This area is kind of tough to explain, but James will be making a map as you go through each area, making it not as difficult. Upon entering the door, straight ahead you can see your objective. The door is blocked off by some wires. So head back and go down the other hall. Straight ahead and to the left, you can go down and try to avoid Pyramid Head to get to the center room. You can get the Great Knife here which is a really cool weapon. Head back upstairs and down the other hallway, which would have been a right if you were coming from the original direction and go down the ladder. Follow this passage to the end and climb up. At the top you will presented with yet another puzzle.

*Rotating Face Puzzle*
Every time you move this face the room moves in accordance. You can fiddle around with it as much as you want, but i am just going to unveil the easy solution that works on all Riddle difficulty levels, except Hard Mode. On Hard Riddle Mode, just look at where the doors are and keep moving the head until you can get through the door. It takes a lot longer, but oh well. On any other level, this is the solution. From the starting face, rotate the cube up or down until the red eyed face is displayed upright. Now turn it left or right until one of the upside down faces is showing.

When you solve the puzzle head straight and down the slight ramp, until you run into a familiar face. Woah! She's alive? What's going on here? Now your next objective within an objective is to get to Maria. Go back to where the face cube is and by the exit, you'll notice some sparks coming out of a fuse box. Grab the wire cutters and head back to the wired door. Cut the wires and descend the latter.

In this hallway go straight for a dead end ladder with some handgun bullets or go right to continue onwards. From this point on, it's pretty much a matter of following the path to the next ladder, unless i indicate otherwise and tell you which way to go. Along the way i believe you pick up some handgun bullets and that's about it. In the hallway after you get the handgun bullets, there is a fork in the road. Go to your immediate left to continue on or go straight and to the left to deal with pyramid head. =x Honestly to me, the 2 boxes of handgun bullets weren't worth it. After going through the last door there will be a save point. Yay! -=bows down and praises the save point=- Definitely save your game because a boss fight is coming up pronto.

There is also a newspaper article on the ground you can check out. Equip your shotgun and head through the door. In this hallway James will hear a scream and enter the door from which it came from. Watch the scene play out and get ready to fight

Boss: Doorman
Shots: 2 shotgun blasts on beginners, 8-10 on normal and i'm not sure about the rest.
I didn't see any real strategy to this boss, just run around and fire off a shot or two before it gets to you. It does have long range though, so be prepared for that.

Go after Angela and into a new corridor with 2 adjoining rooms. One has 6 men hanging from nooses with notes on them, then other has 6 nooses that you can pull.

*Innocent Man Puzzle*
All you have to do is find out who's innocent by looking below. Find out where that man was positioned in the one room and then go to the noose room and pull the noose that's positioned where that man was standing.
Easy Mode- The kidnapper is innocent.
Normal Mode- The arsonist is innocent.
Hard Mode- The counterfeit is innocent.

Now you can go back to where all the hanged men are and the innocent man will be gone, and in his place, will be the key of the prosecuted. Take it and head back to the end of the hall..and go through to the gate with the handcuffed valve next to hit. Use the key of the prosecuted on the handcuffs and James will turn the valve, opening the gate. Now descend the latter and go straight, up the slight stairs and through the door. Maria is dead ..again. What the hell is going on!? AGAIN?! lol. Back in the hallway now go to the door on the left that was previously locked. Follow the path to the ladder and go up.

Get the first aid kit and walk a bit to find yourself in a graveyard. There is a save point on one of the grave stones which i suggest you use, because yet another boss fight is coming up. Throughout the graveyard, you can check some of the gravestones, and pick up the following items; shotgun shells x3, ampoule. Right near where the ampoule was you can read all 3 of the grave stones for a chill. Now, jump into your own grave! Equip the shotgun and run down the corridor until a scene cuts in.

Boss: Eddie(first time)
Shots: 1 shotgun blast on beginners, not sure on the other levels

Damn, i didn't notice this the first time playing, but there are like 10 dead bodies all over this room. All people that Eddie killed ..wicked! Fill up your health and follow Eddie into the next room. There's rifle and shotgun shells in here too that you need to grab before leaving.

Boss: Eddie(final time)
Shots: 2-3 shotgun blasts on beginners, not sure for the rest.

Exit the warehouse through the huge iron doors. Find the save point located on a nearby barrel and continue down the dock until you find a boat. Hop in and keep going until you see a light behind you. You might have to turn the boat towards the right until you get the light in sight. Keep rowing to the light until you the Lakeview Hotel.

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That's it for now - Only one more part left!