Silent Hill 2 FAQ/Walkthrough
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Silent Hill 2 FAQ/Walkthrough

by spiderjeru   Updated on
This walkthrough was originally written for Silent Hill 2 on the PS2, but the walkthrough is still applicable to the PC version of the game.
Silent Hill 2 Walkthrough
Copyright 2001 By Spiderjeru (Rob Brown)

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...'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 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.


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 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'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

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.