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.
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SILENT HILL 2: SPOILER-FREE FAQ/WALKTHROUGH
SONY PLAYSTATION 2
WRITTEN BY: CVXFREAK
COPYRIGHT 2001 BY CVXFREAK
This is like my other Silent Hill 2 FAQ, only this one is Spoiler Free.
Someone yelled at me for the spoilers, so I removed them in this new
FAQ. If you're the spoiler type, check out my other FAQ. Good luck!
2. CONTROLS AND IMPORTANT OPTIONS
AUGUST 18, 2002
UPDATE: Change of e-mail.
OCTOBER 20, 2001
UPDATE: Started and finished guide.
2. CONTROLS AND IMPORTANT OPTIONS
TRIANGE BUTTON: Map
X BUTTON: Attack/Confirm/Search
SQUARE: Press/Hold to run
O BUTTON: Flashlight Control
D PAD/L3 STICK: Move character
R1: Arm weapon
START BUTTON: Item Screen
SELECT BUTTON: Pause
The Analog Noise Screen is the "grain filter" of the game, causing the
blurs of the game to be gone. To get this option, press L1 on the first
The brightness level is for making the game dimmer or brighter,
depending on your personal preference.
The auto loading of guns is an option, though you might want it off for
The control type lets you choose whether or not you want to use the
standard controls or the controls where you move the direction you push
The subtitles are useful, if you are playing at night and can't hear
what they're saying- you can now read what they say!
The stereo or mono sound is an option, too. Change your sound
After the scenes, head west from the bathroom. In the car, grab the
Silent Hill Map.
[NOTE: For the course of the game, maps will be VERY important. Use it
when navigating. When I say "head into Sanders Street", use the map to
get to it.]
Head down a flight of stairs and head across a path. You should see a
gate nearby. Head through.
Inside the graveyard, you'll see a cut-scene. Exit through the gate to
the west. Follow the path and you'll be on a road. That road is Sanders
Head to Lindsay Street to find blood. Head north on Vachss. There are
some Health Drinks on the right side of the street. Grab them... you'll
need them, especially on hard mode!
Follow Vachss Road. There's a lawn nearby with the first save point of
the game. Instead of the notepad from SH1, you get some red slab. There
are 2 health drinks nearby... you'll need them.
Continue on Vachss Street. At the end is a wooden block in. Climb
through and you'll encounter your first monster. Inside, a scene
happens. James gets his first weapon... a Wooden Plank! It is effective
Strike the monster and finish it off. The Plank is effective, since the
Handgun isn't coming your way for a while. You also get the Radio,
which sounds when monsters are nearby. Head back to Lindsay Street.
From there, find your way to Saul Street and then to the very top of
[NOTE: You can find a trailer at the west end of Saul Street, pointing
to the top of Martin Street... it's probably useless, but it has a save
Monsters now roam the streets... dodge them since you have a lot of
space. On the top is a corpse. On it is a key. It is the Apartment Gate
Key. Look at the map to find "WOODSIDE APARTMENTS." To get there, head
west on Katz. The gate is nearby. Use the Key you just found to get in.
Head to the nearby door. You are in the Woodside Apartment Building. It
is MUCH like the Midwich School from the first game.
Inside the building, grab the Map of Woodside. You'll need it! Grab the
Health Drink and save. You can't see the map yet because you need a
flashlight. Head up the nearby stairs.
Enter through the door to the second floor. Turn right and travel down
the hall passed 2 doors into room 205. Inside, explore the human decoy.
Grab the Flashlight and a monster attacks.
Hurt it with the Plank. Now that you can see the map, we need more
weapons, after that weird monster. While the Handgun isn't coming for a
while, we stock up on bullets.
Run to Room 210, using the map for guidance and killing monsters with
the Plank on your way there. Inside the rooms, grab the Handgun
Bullets. Now that we have decent stock, head to 3F. There, you'll see a
key across a gate.
A scene will cause you to get the key another way. Head to room 301 on
3F. Inside is the Handgun in a cart.
[NOTE: The Handgun runs out fast against all the monsters. You might
want to stick to the Plank, since we've been doing well with it. But if
you are a beginner and are playing on Hard Mode, stay equipped with the
Go to Room 208 now. Passed it is a gate with a monster. Beyond that
gate is something important- a door!
Inside 208, a man lies dead. On a shelf is Room 202 Key. Take it to
Room 202 on 2F. Inside, head to the kitchen for an important Health
Drink. A bedroom with some green stuff and bats has a Clock Key.
Take the Clock Key to Room 208 and head into the room near the dead
guy. Inside is a clock. Use the Clock Key on the face. Now use the D
PAD to turn the keys of the clock.
Keep turning it until you hear a click. When it clicked while I was
playing, it was a 9:10. It may be random, depending on the riddle
difficulty you chose at the start of the game.
Now go to the side and try to push the clock. Examine the clock like
you would any item and select "yes" when pushing it. It reveals a hole
in the wall leading to another apartment. Head out this apartment and
Outside the room, you are on the other side of the gate near the door
leading to Room 208. Head through the door to another flight of stairs.
Climb it to 3F.
Examine the Map to find out that you can now get to the other side of
that gate where that girl kicked the key. Run there. Grab the Fire
Escape Key. Head into Room 307. After a scene, grab the Courtyard Key
in the closet and exit.
Head to the stairs on the east, noted on the map. Head down to the
bottom of the stairs to 1F. The door nearby leads to Canned Juice. Grab
it. Head back up to 2F by taking the stairs you just went down on.
Head up to 3F, down the north stairs, through Room 209, through the
room with the clock and dead man and to the laundry area by the stairs
you first used to get to 2F.
There is a garbage tunnel there. After about 10 minutes of figuring,
the realized the heavy thing you needed to drop into there was the
Canned Juice you found.
Now I ponder... where do we go next? Outside. This took me an hour to
find, but outside, near the gate you first entered from, is a garbage
dump. Examine it to get an Old Man Coin.
Head inside again and to the locked door at the foot of the stairs. Use
the Courtyard Key and head out. In this pool area, run down into it and
shoot the monsters. Head to the cart in the middle and grab the Snake
Now head to the other door in this courtyard. It is near the one you
used to get to this building. Head into Room 101. Inside, is a scene.
After the scene (It never occurred to me that we had to explore that
area, so we couldn't move ahead), leave.
Head back through the courtyard and climb to 2F. Head to the left side
of the lobby and use the Fire Escape Key to head through. You arrive at
another building... another damn apartment building!
BLUE CREEK APARTMENTS
We are in another apartment building, but this one is shorter than
Woodside. We are in a bedroom. Run out into the bathroom. AndyRose2000
told me to check in the toilet for a combination.
Check it and you get a combination. It might be random. Jot it down,
along with arrows' direction. Head into the main area o the same room
and you will find a safe.
Use the combination from the toilet. When going to a new number, turn
the dial in the direction of the arrow after the previous number.
Inside are 4 Handgun Bullets. Thanks to AndyRose2000 for this extremely
Now we need to head out. Arm the Plank for now. Head out. Outside, find
a door under an exit sign. It is a stairway and to James' right is the
Blue Creek Map.
Use it to follow my next directions. To get back to Woodside
Apartments, use Room 203, as hinted in the map. But we don't need to
bother with that place anymore, but if you want to ever get back to the
areas at the start, that's the path you use.
If you want to save, head to Room 105, on the first floor. For another
dose of ammo, head to Room 109. Head through the white door in that
room and you'll see a scene.
You know have a knife. But it isn't a weapon! I've tried!
[NOTE: Rumor has it that examining the Knife may affect the game's
ending. I can guess that if you examine the Knife in the item screen, a
new ending occurs. I will have to try this out.]
Collect the coin nearby. It is the Prisoner Coin. Like the Snake and
Old Man Coins you found at Woodside, we are going to need this for a
puzzle coming up.
Head to Room 105. Look at the little drawer with the 5 circles. The
coins you found are needed for it. Since I'm playing on all 3 Riddle
Modes, here are my solutions.
For the HARD Mode, insert the Old Man in the second slot. Put the Snake
in the fourth slot and the Prisoner in the last slot.
For the NORMAL Mode, insert the Old Man in the second slot. Put the
Prisoner in the middle slot and the Snake in the last slot.
For the EASY Mode, insert the Old Man in the first slot. Insert the
Snake in the middle slot and the Prisoner in the last slot.
The drawer should open, revealing a key called the Lyne House Key. A
person named Lyne probably owned this place. The Lyne House Key fits
into Room 209, so head there on 2F.
Inside, you'll hear someone whisper. But I couldn't hear what he said.
If anyone heard, please e-mail me!
Anyway, head to Room 208 via the balcony. Inside 208, there is a Save
Point. SAVE!!! Then grab the Apartment Stairway Key and the Bullets-
you'll need the bullets for your first boss fight!
Travel to the north stairs on 2F. Travel across the balcony again to
209 and turn left to the stairs in the northern area. The Key you got
should work there. Remember to SAVE!!!
Head down to a boss fight! This is fairly hard, so arm the Handgun and
have at least 45 Handgun Bullets.
BOSS # 1: PYRAMID HEAD
This is probably the monster President Evil called "Pyramid Head" in
his analysis of SH2. Now it's after us! Arm the Handgun and get as far
as possible from Pyramid Head. Start shooting it. On Normal and Hard
Modes, reload your gun in the menu because James can get hit doing it
manually. Believe me, I know!
Keep shooting and running passed it. It hits pretty hard. That Knife is
the best weapon James can find later and if it is stronger than even
the Handgun, imagine the damage it can inflict on James.
Although it seems P. Head isn't getting hurt, it is. Just listen to the
clank of the bullets. P. Head will eventually go down the stairs. DON'T
FOLLOW! I followed him and I got killed.
The water will drain and you can now exit the damn place. Exit and you
are back outside, on the other side of the blocked area near Woodside
Another away to defeat him, thanks to someone e-mailing me, which I
will post his name soon, is to just dodge him until he leaves the room
down the stairs. Some people say it is impossible to hurt him, and it
is. BUT the shots make it faster for him to surrender.
BOSS # 1: PYRAMID HEAD
ROSEWATER PARK AND PATH TO THE HOSPITAL
We need to get to the park James wanted to go to at the start of the
game. Run to Rosewater Park. Use the Map to get there. On your way,
you'll see a scene.
After she leaves, proceed to Rosewater. Run through the park until you
see a scene. Maria will accompany you for now on. According a few
people, what you do with her affects the game.
Now look for "Pete's Bowl-A-Rama." Head inside. Turn to the door to the
left and you'll see a scene.
[Note: if you continue toward the north part of the lake, where SH1
took place, the place will be blocked and a corpse will be there to
tell you to go to Pete's Bowling Alley. I directed you to go there
directly to avoid a long walk.]
Leave the place for now. See a scene and head down the side of Pete's.
Turn right and you'll see a gate. Head through and turn left. After a
scene with Laura, try opening the nearby door.
After another scene, head through the door and up the stairs to the
right. Look for the tiled door and head through to a night club room.
Head out and turn right. Go to the hospital. Head inside.
Hospitals... brings back [UN]lovely memories, especially in SH1 and RE3.
To the left is a Hospital Map- you'll need it like all the maps thus
far. If you want to save, there's a red slab in the Reception Office.
Head to the Document Room, via the Reception Room. There's a Purple
Bull Key by the typewriter. Read the journal nearby, too. Using the
map, find the staircase so we can go to Floor 2. Head inside the
Women's Locker Room. Examine the bear for a Bent Needle. The Shotgun is
in the nearby locker.
Head inside the Men's Locker Room. Inside the Exam Room Key. Go back
downstairs and unlock the Examination Room. Head to the Doctor's Lounge
for very important Shotgun Shells.
Travel to 2F again. Head into Exam Room 3. Grab the First Aid Kit.
Check the typewriter for a VERY, VERY important code. JOT IT DOWN ON
PAPER, because it is random!
Head into the room called M2 and grab the Lapis Eye Key. The Shotgun
Shells nearby are a needed item for the boss at the end of this
Head into M3 for Handgun Bullets and a Health Drink. M6 has Shotgun
Shells and a Health Drink. Head to Floor 3.
Go to the door leading to the hallway with the "S" Rooms. You need a
code. That code is 7335 on Easy and Normal Riddle Modes and 1328 on
Hard. To find this out, read a memo in the First Floor Exam Room.
Head to Room S3. Maria will leave James' side. There's a key nearby.
Grab the Roof Key. Head over to the roof, via the staircase. Use the
Roof Key to unlock it.
On top is a diary. Read it if you want.
[NOTE: I hear the if you read the diary, you get a certain ending. I
have not confirmed this, but it seems very likely. Stand around it if
you don't want to hear it. Stand for a few moments and then try heading
As you head back in, something will be blocking the door. Pyramid Head,
from the Blue Creek Apartments, has returned. After a scene, you'll be
back on the third floor, in the Special Treatment Room.
Down there, head through the door left of the sign. Inside, read the
blood-spattered wall. Try to figure out the code. JOT IT DOWN ON THE
SAME PAPER AS THE CODE FROM EARLIER!
Head to Floor 2 and check on Maria. Then head to the last door in that
hall- S14. Inside, is a box that needs 2 codes and 2 keys to open. Use
the Lapis Eye Key and Purple Bull Keys to remove the chains. Now enter
the code you got from the typewriter on the right padlock.
Enter the code you got from the bloody wall on the left and open the
case for... HAIR!!! Ew...
Anyway, this took me a damn half-hour to figure out, so I had to refer
to the BradyGames Guide for this one! Thanks to BradyGames for the tip!
Go to the Shower Room and look at the green slimed faucet. Go to the
item screen and combine the hair from the bear with the bent needle.
To combine, select the hair and then use the "combine." Now select the
bent needle and select "use." You should get an elevator key. Use it on
the elevator on Floor 3F.
Ride it to Floor 1. Head into Room C3 and see a scene. After a few
scenes, you are in your second boss battle. Arm the Shotgun!
BOSS # 2: MONKEY MEN
I call them monkey men because they hang on ceilings. Aim your Shotgun
up and fire a shot from the Shotgun. There are 2 of them, so keep
moving and strafing.
They can damage, but not VERY much. They'll give you the occasional
hit, but it won't be anything a Health Drink can't heal. But be
careful... as in all survival horror games, damage adds up (I've died
countless times against crows in BioHazard 2!).
Keep firing that Shotgun and it'll be your best friend. The Handgun is
also effective if you run out of Shotgun Bullets.
After the scenes, we arrive in the Evil Brookhaven Hospital!
BOSS # 2: MONKEY MEN
EVIL BROOKHAVEN HOSPITAL
We are back in the Garden, but now it is EVIL, like the Midwich School
from SH1. Move through the double doors. Save and grab the Shotgun
Search Room C2 for a First Aid Kit, which you will definitely need.
Head to the elevator. Ride it to Floor 2, 2F. There are nurses and
Shotgun Shells on M4.
Head into M6 and grab the Dry Cell Battery and the Basement Storeroom
[NOTE: Grab the Dry Cell Battery! Your Flashlight will run out in the
next sections, and the Dry Cell Battery will refill it!]
They are located near some strange color symbol. Grab the memo nearby.
There are also Handgun Bullets and a First Aid Spray in there.
Return to the elevator and go to 3F. When you emerge, there is a weird
door nearby. It needs 2 rings. Didn't the file from the last room talk
about a ring?
Head to S11 and grab the Handgun Bullets and the AMPOULE! This makes
Harry go to green health AND makes him invincible for about 20 seconds!
Read the memo nearby.
Head to the stairs on 3F by the Storeroom. Descend all the way to the
basement level and use the Basement Storeroom Key to open it. Inside,
push the shelf nearby. After a scene, climb down the ladder and grab
the Copper Ring.
Travel back to 3F. Head down the elevator to 2F. A radio show message
comes from James' Radio, the one he found in the Construction Site when
that monster first attacked him. Read it closely.
Travel to the Day Room on 2F. Open the refrigerator with Maria's help
to get the Lead Ring. This next section is optional. Otherwise, travel
to the strange door by the elevator on 3F.
TRICK OR TREAT BOX
Here is the sequence box.
1 2 3
01: O O O
02: O O O
03: O O O
OK. Now we need to press the right buttons. If you remember from the
elevator message, you need the right answers. Well, on the "01" Row,
press button 3. Press button 1 on the "02" Row. On the "03" Row, press
the 3 button.
The box should open, revealing 5 Boxes of Shotgun Shells and 2
Ampoules! Worth the deviating trip!
END TRICK OR TREAT BOX
Now we are back on track. Head to the weird door by 3F's working
elevator. Use the Copper and Lead Rings. Head through the door and down
Down there, there is a long tunnel. Pyramid Head seems to have survived
your battle from Blue Creek Apartments, so we need to run! Run down the
tunnel as fast as you can. Keep running.
If Maria is murdered, the game ends. Keep running until you're at an
elevator. After a sad scene, James is at the other section of 1F. Don't
be too sad, though.
Head into the Director's Room and grab the Hospital Key. Check the map,
too. Now we could head out. Exit through the way you came in after
seeing a scene.
DARK SOUTH VALE SILENT HILL
Head south on Carroll Street. The travel east on Rendell. Head south on
Monson. There are many items on the ground- search for many of them!
Head back to Saul Street.
Cross the gate. Now run to the trailer you may have gone to before and
save there. Now go to Neely's Bar for an important file. Look on the
window, passed the comment you saw at the beginning of the game.
Head to "Gonzale's Mexican Restaurant" on East South Vale Silent Hill.
Head there by going north on Neely's Street, and East on Sanders. Head
north Lindsay and grab the Wrench and memo.
Now we need to get back to Rosewater Park where we first saw Maria.
Either retrace your steps to the hospital and head through the Heaven's
Night Bar and run to the park, or head west on Katz, through the gate,
near the Woodside Apartments and Blue Creek Apartments you explored at
the start of the game. Continue for Rosewater Park.
Head through the left entrance of the park and find the statue of a
praying woman. Behind the face of it, look for a brown spot and dig
there. There is a box in which you will use the Wrench for.
Now grab the Old Bronze Key. Head to the Silent Hill Historical
Society. Head there, which is west of the Rosewater Park. Enter through
the door in the parking lot. Use the Silent Hill Map from the truck in
the start of the game to get there.
SILENT HILL HISTORICAL SOCIETY
Head into the only open door in this room. Head through the hole in the
wall. Keep going down for about 3 minutes until you reach a door.
Through it, take the FAK (First Aid Kit). Move to the nearest door for
Handgun Bullets. Now head to the far door to continue.
There is a hole in this room. Jump down. You end up in a well. Arm the
Steel Pipe you found at Texxon Gas Station. Examine every inch of the
wall until you find a message saying some of the wall is weaker.
When you find that part of the wall, hit it with the Steel Pipe to find
a door. Head through are you are in a new section of the sewers from
the first Silent Hill. Head to your right to find a blocked door. But
near it is another door to head through.
At the end of the next room is a hole in the ground. We need to open
the hole first. Head through the nearby door. Grab the Spiral-Writing
Now the room is filled with Roaches and your Flashlight goes out. The
Dry Cell Battery you found way back in the Evil Hospital. Suddenly, the
door is locked. Head to the nearby panel.
We need to unlock it. Check to see the lighted buttons. This will
change, depending on your difficulty level. But you must only press the
Try out all combinations. Eventually, you'll get the code to get out.
Head to the bars to the right. Use the Spiral Writing Key. Jump down
the hole (again).
We are in a prison beneath the Historical Society. Run to the nearest
door. Inside is a scene. After the scene, check the room for some
items, including a Pig Tablet.
Head out and turn left... all the way to the table. There is a map there.
Take it! This place can be confusing!
Head down to the door to the right. Head into the shower and grab the
Seductress Tablet. Use the map to get to the bottom hall of the Toluca
In the bottom hall, head to the only open cellblock for a Wax Doll.
Head to the right hall of the Prison now. Head north. Head north to the
middle doors of this hall and enter the one to the left. There are VERY
important Rifle Shells, since we are getting the most powerful gun, the
Head to the northern hallway. To your right, head to the seventh cell
block to find the Oppressor Tablet. We have 3 tablets... head to the very
large room of this complex.
In this yard is an hanging platform with 3 square engravings. Place all
3 Tablets into it and you'll hear a dying man scream. Nothing happens!
Head back through the door you came from... there's a Horseshoe on the
door! Grab it! Head to the west corridor. The best way would be to
cross the northern hallway back to the west hallway, to unlock some
Head to the very top left door of the west hall. Head through this
visiting room to the other door. On this new corridor, head to the
lowest right room of this hall to get a Lighter.
Outside in the hallway, there is a sewer hole. Before opening it, you
might want to save in the Boy's Bathroom, nearby. Before going, check
on of the doors on the left side of this hallway. Use the map for
reference. Inside is the... HUNTING RIFLE!
[NOTE: The Hunting Rifle is a tad stronger than the Shotgun, but a
little slower. This weapon is only recommended for groups of monsters
and single Pyramid Heads if you run into one (which will be very soon,
actually). The Shotgun is preferred for the last 2 bosses.]
Head back to the sewer hole. Got to the COMBINE option and use it on
the Wax Doll. Then select the lighter and use COMBINE again. Then use
the Horseshoe and the sewer door should open. Thanks to BradyGames'
guide for this tip (since I couldn't figure this one out either:).
We aren't out of the prison yet, though. We are in the basement. Head
through the only open door. Head through the next rooms until you reach
a hole (AGAIN! James' feet will eventually get CRUSHED!).
Head into the nearby elevator. Ride it to another room and save,
because there is a VERY confusing level next.
I call this place the labyrinth because it is a Greek word for "maze"
and believe me, it's more than just a maze! It is also something that
constructs itself... if you refer to the map, the maze is building as
Across from the doorway is a ladder that is blocked. Turn left and find
a fork in the maze. You should see a nearby ladder you can climb down-
Pyramid Head is here, so if you want to fight, use the Rifle to scare
it away. Circle the room until you feel you have made a circle and look
at the map. The red shows you've been through that door, so you should
head through the other one.
Head through. Inside is the Great Knife! It's the Knife that Pyramid
Head used when you fought him in the Blue Creek Apartments and when
Maria was stabbed.
Grab it and 2 ammo boxes. The Great Knife is stronger than the Steel
Pipe and Wooden Plank, but a little slower. Head back through the
ladder you came from. Using the map you have, head "DOWN" to where a
hole has been made.
Head down. Now is the time to use that Great Knife.
Head through the tunnels until you see a block with faces. Here is MY
solution, though it may be random, depending on the difficulty level.
The cube needs to have red eyes facing right side up. Turn the cube
until you see an upside down face with green eyes.
The exit will now be open. A scene will happen. Head back to the room
with that cube.
There is a wire cutter now. OK. Fight your way to the very start of the
level, where you entered from the Toluca Prison. Remember the blocked
Cut it with the Wire Cutter and head down the ladder. Head to the first
ladder in a tunnel leading right. Climb that ladder. Follow the next
few tunnels. There are some dead ends, but they only cause a 10-second
devitation. The exits of the tunnels should eventually find you.
Climb a few ladders and turn left, since Pyramid Head is nearby. Climb
the ladders. Equip the Shotgun now. A boss is coming up!
Head down the hallway.
BOSS # 3: DOOR BOSS
Pop this thing with the Shotgun. Run around this relatively slow boss
and pump this thing full of Shells. After 10+ shells, the boss should
This thing can have a devastating attack if it hits you. It smashes you
and can cut your health down pretty low. Be careful, because 3 hits can
spell James' doom. But don't worry. The relatively quick Shotgun and
the slow boss are a good fit, especially with the Shotgun's sheer
The Hunting Rifle is also effective. But it is relatively slower and
got me killed. DON'T USE IT! You can barely move with it AND it fires
slower than the Shotgun. This can be your biggest blunder, so be VERY,
BOSS # 3: DOOR BOSS
After killing this bastard, a scene happens. Head out after the scene.
Head to the first door you see. Read the inscriptions on the bodies. I
figured out this puzzle.
EASY MODE: The Kidnapper is innocent.
NORMAL MODE: The Arsonist is innocent.
HARD: The Counterfeiter is innocent.
Remember their positions in this room!
Head to the next door to the left you see. Inside, depending on your
mode, pull the rope that had the inscription of the guy in the previous
room. If you read the papers of the hanged men, you'll see you're in a
Pull the rope that had the innocent man and head back to the room with
the bodies. The Persecuted Key is there. Grab it and head through the
only door you haven't been through in the hall outside. Proceed and you
end up in Maria's Cell. After a scene, leave/
Head through the gate. You are in a weird graveyard. Save, grab 3
Shotgun Shell boxes and head down the grave hole. Make sure you have
the RIFLE equipped.
Down the hole, you must fight yet another boss.
BOSS # 4: EDDIE
After Eddie stops talking, hit Eddie with the Hunting Rifle twice. One
hit from his gun with take you down to the bottom health, so heal with
a First Aid Spray or Ampoule.
After 3-5 Rifle hits, Eddie heads into the next room. At this time,
equip the Shotgun because Eddie will take a few more hits. Follow him
and then start shooting after he shuts the hell up. Run around him and
fire the Shotgun.
Eddie's Pistol can kill James in even just 2 hits. Always use a Health
Drink when shot.
Run around Eddie. Fire the Shotgun several more times. Eddie will
eventually fall. Unlike the fight with Cybil from Silent Hill 1, Eddie
can't be saved.
BOSS # 4: EDDIE
After Eddie dies, exit this weird place. We are out of the Labyrinth!
James ends up in an area behind the Silent Hill Historical Society he
explored just a few minutes ago. Now that we are out of that damn
strange level, we still have to get to the Hotel over by the northern
area of the lake (By the area where SH1 took place). Its also day time,
again, which is good.
Save and head down the pier. There is a boat you have to row. On Easy
and Normal Mode, head toward the light by simply pressing the D-Pad.
Turn right when you get on and run toward the light.
On Hard mode, you must use the twin sticks. OK. Start by rotating both
sticks right. You should see the light. Now turn the left stick left
and the right stick right, both at the same time.
You should reach the light in no time. You are now in the hotel.
LAVE VIEW HOTEL
Climb the stairs and turn left. Look on a fountain for a Little Mermaid
Box. Grab it and enter the Hotel.
Inside, turn left to get the Hotel Map. Use it to navigate through for
the rest of the game. Enter the Lake Shore Restaurant. Investigate the
piano and you get a Letter.
Find a table and gather the Fish Key. There are Door Monsters, but they
are smaller than the one you saw at the Labyrinth. The Great Knife can
do damage. Look for the small set of stairs behind a nearby door. Head
down the B1F. Look for the Venus Tears Bar. It's locked. But in the
nearby elevator, is a Thinner Can. Head up to 1F and to the lobby.
Inside, insert the Little Mermaid Music Box in the center stand, on the
left slot. Save and head through the door left off the check in desk.
Grab the Room 312 Key.
Head up the staircase and turn right through the door. Search the Cloak
Room. There is a briefcase you should open with the Fish Key. Grab the
Room 204 Key. Grab all the other supplies. Head to Room 204. Unlock it
and look for an Employee Elevator Key. Head through the hole in the
room to the next apartment room.
There are photos- use the Thinner to get a code. Use it on the nearby
safe. The Cinderella Box is inside, like the Little Mermaid Box from
the fountain outside. Head to the staircase and then through the other
Head through the white door with the Employee Elevator Key. Inside,
save and there is a save point. Near the elevator is a cabinet. You
MUST store all your items. EVERY LAST ONE.
Head to 1F on the elevator. Ride down and grab another map of the
hotel, displaying some employee areas. Go to the Pantry Room and
collect the Cinderella Box from the shelves.
Enter the Office nearby and grab the Video Tape and Can Opener. Find
the staircase and head down to B1F. Head to the Boiler Room, avoiding
Inside, look to your right and grab a key hanging from a rope. Head to
the Kitchen now. Inside is a can. Use the Can Opener and grab a Light
Head through the other door in the kitchen to the Venus Tears Bar. On
the bar, near the jukebox, use a Light Bulb on the lamp and exit the
room using the Bar Key. You are now back in the hall where you found
Head back up to the lobby and head to the center-piece where you left
the Little Mermaid box. Place the Cinderella Box inside, but we need
the last one- it's in the cabinet near the employee elevator.
Run back there, gather all your items and head back here. Place the
Snow White Box inside. There may be different combinations, so place
them all in whatever order. You should get the Hotel Stairway Key. Head
to the 2F stairs.
On the 3F level, unlock the gate to 3F. Head to Room 312 at last.
Inside, view the video tape and see a scene. Afterwards, exit the room.
Afterwards... some things will have changed...
EVIL LAKE VIEW HOTEL
Now travel to the Reading Room on 2F. Listen to the headphones.
[After playing more than once, the headphones have been determined to
get you an ending. When I viewed it, I got both the In Water ending and
Leave ending. It depends on your other actions.]
Head to the elevator (the one NOT used by staff). Head to Room 202 to
get warped outside Room 19. From there, run to the elevator. Ride it to
Enter the Venus Tears Bar. In the back of the bar, grab 5 Health
Drinks. Run to the kitchen. There are Shotgun and Rifle Shells. You'll
need the Shotgun Shells, trust me!
Head to the Employee Stairs. After the scene, exit. When you exit, you
aren't in the previous room anymore- you're at the top of the employee
Head to 1F. The Manager's Office has some Rifle Shells you may need.
Head through the other door that's unlocked. Run down the hall,
avoiding the monsters underneath.
At the end are 9 total save points. SAVE! SAVE!! SAVE!!! Load the
Shotgun, since you know have to fight a boss in the lobby.
BOSS # 5: TWO PYRAMID HEADS
DIFFICULTY: FAIRLY HARD
This is where your skills as a Silent Hill 2 gamer are tested. This
boss is like the one you faced in the Blue Creek Apartments- except
there are TWO of them!
Also, you MUST shoot them this time, instead of just dodge like in the
Blue Creek Apartments and at the labyrinth and hospital.
Load the Shotgun. It is faster than the Hunting Rifle, yet slightly
weaker than the Hunting Rifle. Which should you choose?
Like the battle with Eddie at the Labyrinth, quickness is more than
power. If you are slow, the Pyramid Heads will slash you up into
If the shots are powerful, you can squeeze by with one shot before
running again. There are 2 different strategies here. One for the
Shotgun and one for the Rifle, since different gamers can utilize bth
weapons their own way.
Load the Shotgun. Get as far from either one as possible. Then start
firing. Fire 2 shots and move around them as they approach. They are
slightly slow, yet slightly fast.
Shoot them in a 2 shot pattern. You might get hit in the process- use a
Health Drink or Ampoule. The Ampoule will protect you from damage for
10 seconds- so this might be the time to equip the Rifle and fire off 5
19-25 shots should kill them after they stab each other. Pyramid Head's
gone now! YAY! Take THAT, punk! [That bastard who killed me twice!]
So you like the Rifle better? OK, that's fine. Load your rifle and run
to a corner, far from them. Fire one shot. If they are pretty far,
shoot again and run.
Run far from them, since they are medium distance in moving. Fire one
shot or two shots, again. Run to the first corner you were in and
15-18 shots kill them at long last.
BOSS # 5: TWO PYRAMID HEADS
Run to where the Pyramid Heads are and search them for Scarlet and
Rust-Colored Eggs. Head to the nearby doors. Insert the Scarlet Egg to
the right door and the Rust Colored Egg on the left door.
Head through one of the doors now- it doesn't matter which one.
Cross the hallway- if you listen as in stop running... you get a certain
ending. If you run through without stopping, you probably will get
another ending, based on my experience.
Head through the door at the end. At the other side, turn left and head
up the long stairs. You must fight a boss. Arm... whatever you want to
arm, because like the last boss, there are 2 strategies to use here.
BOSS # 6: DEMON MONSTER
Compared to Eddie, she's a total wimp. Arm whatever you want.
So what should you arm? For the challenge, use the Handgun. For the
middle challenge, use the Shotgun. For the real challenge, use the
For the Handgun, you must learn to run, shoot, run and shoot. If you
fought Pyramid Head with the Handgun at the Blue Creek Apartment
Building, you might know how to do it.
Shoot, run, shoot, run is the strategy. Since the gun is quick, 3 shots
can be fired before you must run again. Take advantage of the smallness
and quickness of this gun. If the boss can never hit you, just pelting
it with one bullet before running again can guarantee you a victory.
I won't suggest this strategy, but merely if you want the challenge.
It's harder than you believe!
The Rifle is the strongest and slowest weapon- major sacrifice! Shoot
one shot and run. If you're lucky, the bosses' flies won't hit you.
Use the strategy from the Pyramid Head fight to beat this boss.
Use the strategy you used on pyramid Head and Eddie to kill the boss.
One last shot once the boss is on the ground will kill this freak.
BOSS # 6: DEMON MONSTER
You have beaten the damn game already, though it was rather short!
Enjoy your ending!
There are 4 difficulty modes in Silent Hill 2. They are Hard, Normal,
Easy and Beginner. The hardest difficulty is well, hard. Middle
difficulty ranges in the normal zone. Easy, is well, easy! Beginner is
an easy version of easy!
If you played SH1, Normal or Easy is the best way to start. If you
never played SH1 at all, beginner is the way to go. Hard is for
veterans on the go.
Here is a lowdown of the major modes.
-Enemies can take more shots.
-James trips once in a while (goof!)
-Enemies revive faster and move faster.
-James has low health.
-Enemies can take some ammo.
-James rarely trips.
-Enemies don't revive often.
-James has fragile health.
-Enemies can take little ammo.
-James never trips.
-Enemies never revive.
-James has great health.
-Enemies can take VERY little ammo.
-James never trips.
-Enemies never revive.
-James has strong health.
Some of the puzzles are MUCH easier to solve. The decisions are a
little more obvious with the files around and don't really involve any
Some of the puzzles are a little easier to solve. The decisions are a
little less obvious even with the files around and don't really involve
THAT MUCH thinking, though might be some behind it.
Some of the puzzles are much harder to solve. The decisions are not
very obvious even with the files around and they really involve THAT
Well, this is my incomplete Silent Hill FAQ/Walkthrough. I have only
gotten so far, but some people are already stuck in the start of the
game. I am now in the next apartment place. I promise to update as soon
-My brother and mom for helping me buy this game.
-CJAYC for posting this FAQ.
-Konami for making this cool game.
-Brady Games' Silent Hill 2 Guide for helping me with several areas
that plain stumped me!
This guide is complete.
CVXFREAK @ the GameFAQS.com Message Boards.
This document is copyright CVXFREAK and hosted by Neoseeker with permission.