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: Restless Dreams version 2.0
3. Item guide
4. Monster guide
5. Puzzle guide (normal only)
I have now beaten the game eight times. Once on hard, once on
easy/easy, 5 on normal/normal, once on extra/hard. This is my
walkthrough, so don't send me emails asking for one. Get the items,
and you are going the right way. This FAQ is complete. Sadly enough,
there are only 2 bonus items, I have confirmed this. E-mail me if you
have questions. My address is firstname.lastname@example.org. I read an item
FAQ for Silent Hill, and it was quite useful, seeing as I couldn't find
them all myself. Well, I've taken a lot of notes, and now I have an
item guide too, which is now fully complete with some 300+ items. The
item guide will be primarily in order of appearance, but it may be off
in large areas, such as a health drink is available before some
bullets, but I've marked it the other way. I've already found more
this next time through. Hope this FAQ helps. I have gotten gold
ratings on enemies shot, beaten, items, and endings. The puzzles
sometimes have random number generators, but I will outline how to
solve them. The puzzles in hard are harder than those on normal, and I
don't have the answers to them yet. I will have locations of hints,
weapons, and items, but not save points. They are far to obvious.
Lastly, Silent Hill forever!!!
Of course there has to be legal stuff. Silent Hill, Silent Hill 2, and
all the logos involved are property of KCETokyo. This FAQ is mine, I
did not use the guide to make it; I went through the game many many
times and took notes, thus there may be some slight mistakes. Please
to not take portions of this unless I give the okay. Credit for this
belongs to me, and to Gamefaqs if it gets up on their board. Secondly,
some guys wanted a walkthrough, and I made a short one, only for
personal use. Don't use it for commercial use, or claim that it is
yours, cuz I'll know. Thank you.
Fak: First aid kit
Hd: Health drink
Hb: Handgun bullets
Ss: Shotgun shells
Rs: Rifle shells
Ww: West wing (apartments only)
Dw: (Dark world, as opposed to Light world)
3. Item guide
3.1 Light World Silent Hill pre-apartments.
Map of Silent Hill: Your car.
1 Fak: Flower shop bench
1 Fak: Happy Burger Parking
2 Hd and Apt Key: Martin Alley
2 Hd Save on Vachs Rd.
6 notes: top of Nelly St.
3 Hd: Lindsey St.
Memo: mid way up Lindsey St.
1 Hb, 1 Fak: Lucky Jade Restaurant
2 Notes: Neely's Bar
Nail stick and radio: end of Vachs Rd.
Spoiler: Chainsaw (after game is cleared, ending 1/4): end of hike to
1 Hd and Apt map: Apt reception
Flashlight, clue (2nd time through only): Apt 205
2 Hb: Apt 210
Fire Escape Key: 3rd floor hall past bars (can't get until later,
because of child)
Handgun: Apt 301
202 Key and 2 hints: Apt 208
Clock Key and 1 Hd: Apt 202
1 Hd: Apt 209
1 Hb: Stairs to 3rd floor
Courtyard Key: Apt 307
1 Fak, 1 Hd, 1 Hb: Apt 303
1 Hb, Fire escape key (again): 3rd floor laundry rm.
Snake coin: courtyard pool
12 pack juice: end of 1st floor hall (right)
1 Hb, brochure: Apt 104
1 Hb: 101
Old Man coin and memo: Outside garbage chute (put soda in, at 2nd floor
1 Hb: 3rd floor rear stairs
1 Hd, wallet, safe w/4 Hb: Apt 203 Ww (the wallet is the key to the
Ww Map: Ww stairs
1 Fak: 1st floor Ww laundry
1 Hb, prisoner coin, knife: Apt 109 Ww
Memo: 2nd floor Ww hall
Clue, White Chrism (2nd time gamers), Lyne Key: Apt 105 Ww (solve puzzle
to get key)
1 Hb, Ww stair key: Apt 208 Ww (through Lyne apt)
3.3 Silent Hill Light World (Rosewater Park)
1 Fak: outside of apt
1 Hd: Park Bench (right side)
1 Hb: Park Bench (right side)
2 Hb: Right park quad
3 memos: One on each statue
1 Hd: Park parking booth
1 Hd: Park telescope
1 Hd: Blue Creek Apt alley
1 Hb: Right end of Nathan St.
1 Fak: End of Katz St.
Doghouse key: In doghouse in yard near Motel (special specifics needed
Steel Pipe, 3 Hd, 2 Hb, Book of Lost Memories (2nd time only): Texxon
1 Hd: Outside Bowling Alley
1 Fak: Heaven's Night
3.4 Brookhaven Hospital
Hospital Map: Entrance
1 Hd, memo: Reception
Bull key, memo: Document rm
1 Hb: 2nd floor patient hall
1 Fak, code: Examination room (main)
1 Hd, 1Ss: M6
1 Hb, 1 Hd: M3
1 Ss, Lapis key: M2
Shotgun, Needle: Women's Locker rm
Exam rm key: Men's Locker
1 Fak: 3rd floor common area
1 Ss, code: Doctor's Lounge
1 Hd: S11
Roof key: S3
Suicide diary: Roof
Code, clue: Special Treatment
Hair, clue: S14
Elevator key: Shower room
1 Hb, 1 Ss: C3
1 Ss: 1st floor hall Dw
1 Hb, 1 Hd: C1 Dw
1 Fak: C2 Dw
1 Hb, 1 Fak, memo, battery, key: M6 Dw
1 Ss, 1 Hd: M4 Dw
1 A, 1 Hb, memo: S11 Dw
1 Hb, 1 Fak, 1 Ss, Puzzle (containing 5 Ss, 2 A): 3rd floor storeroom Dw
Memo: Alternate Stairs
1 Ss, Copper ring: Basement Dw
Lead Ring: Day room Dw
Memo, key: Director's room Dw
3.5 Silent Hill Dark World
1 A, 1 Hb, 1 Fak, 1 Hd: Left end of Rendell st.
1 Hb: truck on Carroll st.
2 Ss, 2 Rs, 1 Hb: Mid Rendell st.
1 Hd, 1 Ss: Right end of Rendell st.
2 Hb, 1 Ss: Flower Shop
1 Fak, 2 Ss: Caravan
2 Hb: Store next to Caravan
2 Rs: Happy Burger
1 Hb, memo (new): Nelly's Bar
1 Fak: Bottom of Nelly st.
1 Fak: Left end of Sanders st.
2 Ss, 1 Hd: Mid Sanders st. (on either side of street)
2 Hb, 2 Hd: end of Munson st.
1 Hd, 1 Hb: Rendell and Munson corner.
1 Hb: Cafe Texan:
1 Hb, Wrench, memo: Mid Lindsey st.
1 Rs, 1 Hd: Big Jay's
3 Hd: Grand Market
1 Hb, 1 Hd: Stairs on the corner of Katz st. and Munson st.
2 Ss: Park Parking
2 Ss: Right park quad
2 Hb: Outer Apt stairway
1 A, Bronze key: Left park quad (key behind statue)
1 Rs, I Hb, memo: Far left end of Nathan st.
1 Fak: Outside of Historical Society
3.6 Historical Society (Prison)
1 Fak, memo: Front rm.
Obsidian Chalice: (2nd time only) broken display
1 Hb, memos: 1st cell
2 Hd, Plate of Glutton: Room you fall into (Eddie)
1 Hb, map: Left hall
1 Hb: Lower cell
1 Hb: Right hall
1 Rs: Room off Right hall
Wax doll: Lower cell
3 memos: Upper cell
Plate of Oppressor: Upper cell
1 Hd, 1 A, 1 Fak, memo: Nice room (on the upper left)
1 Hb, 1 Ss, 2 Rs, Rifle: Room off of nice room
1 Fak, Lighter: Glass talking room (on either side)
Plate of Seductress: Room off of left hall
Horseshoe: Gallows (courtyard)
Spiral Key: Bug room (below prison)
1 Fak, 1 Ss, 1 Hb, 1 Rs: Elevator
3.7 Labyrinth (Note: See puzzles section if you have trouble
navigating the labyrinth)
2 Ss, Great Knife: Room off of the 2 ladders (pyramid head will be
walking around there too)
Wire cutters: Maria's room, after conversation
1 Hb: Mid-Labyrinth
2 Hb: End of Labyrinth (off course a bit)
Note: End of Labyrinth
2 clues: Room with nooses
Key of the Persecuted: Room with 6(5 really, one's innocent remember)
1 Fak: Ladder after Maria (when you get into the cell with her)
3 Ss, 1 A: Cemetery
1 Rs, 1 Ss: Eddie Room
3.8 Lakeview Hotel
Mermaid music box: Fountain at entrance
Basic Map: Entrance
Note, 312 key: Reception
3 Hb, 1 Rs: Rm next to cafe
Thinner: Basement Elevator
1 Hd, 1 Rs: 2nd floor hallway (right)
Fish key: Lakeshore Restaurant
1 Fak, 2 Hb, 2 Ss, 204 key: Cloak room
2 Hb: 2nd floor hallway (left)
1 Hd, 2 Ss: Reading room
Employee Elevator key: 204
Memo, Cinderella music box: 205
2 Hd: Employee Elevator
Upgraded Map: Basement Employee Elevator
2 Rs Employee Lounge
Snow White music box: Pantry
3 Hd, Light Bulb: Kitchen
Can Opener, Tape: Basement office
1 Fak, Bar key: Boiler room
Stairs key: Lobby (inside music box)
2 Hb: 2nd floor hall (right) Dw
2 A: 2nd floor S shaped hall
Crimson Ceremony: Reading room (2nd time only)
5 Hd: Bar Dw
2 Rs, 1 Fak: Kitchen Dw
2 A, 2 Rs: 1st floor Hall Dw
Rust Egg, Scarlet Egg: Lobby (after combat)
4. Monster Guide:
Spitter: These are the first and most basic monsters you will see.
They inhabit the town, and the apartments. They have no melee attacks,
so feel free to get as close as you want. They will spit some sort of
stomach acid at you, so you have to time it, and go up to them right
after they spray, unless you are lucky enough to surprise them. In any
case, they are less dangerous without the flashlight on. The wooden
plank will work in a pinch. Shooting them 6 times with the handgun (on
normal) will kill them right out. Often enough when they go down, they
are still alive, and you have a second or two to hit them again until
they slither away. They will bite you when on the ground, but only if
you are in the way. You can hit them with a melee weapon while they
are down, but I've found that the best thing to do is kick them. Where
in the first game the kick was somewhat of a novelty, it is a veritable
deathblow in this game. You could hit a spitter with the pipe while he
was down 3 times, and maybe equal the power of a kick. All in all,
three hits from a melee weapon (preferably the pipe) will put these
suckers down, and a swift kick will end their reign of terror.
Mannequin: These monsters do not appear until after the spitters, but
I find them to be weaker than the spitters. The first one appears when
you get the flashlight, and then they just seem to inhabit the town.
They cannot do anything but hit you, so you can walk fairly close
without worry. They do camouflage themselves a bit however. They
won't move until you are right next to them, or you put a light on
them. You can use this to your advantage, moving close without the
light on, and hitting them just as they come alive. As with the
spitters, they should go down in 6 handgun shots, or 3 hits and a kick.
These will not attack you from the ground, but they will get up if you
don't put that 6th shot or that kick in fairly soon. Overall I see
these as the lackey's of the game.
Nurses: These first appear in the hospital, and later in the dark
world. They carry short-range pipes, and are fairly fast. Using the
pipe is preferable, because it out-reaches them, especially if you do
the thrust. Three hits with the pipe should down them. Nurses take 15
bullets while inside the hospital, and 9 outside. The shotgun will
down them in two shells, and sometimes a kick. I know because they
often travel in packs, and in such an occasion I just bust out the
boom-stick. Their hits do more damage than both the previous
offenders, enough to warrant a health drink per. I shudder to think of
them on hard.
Cockroaches: These small annoying critters appear first in the
streets, then in the apartments, and the sewers of the prison. I hate
them, because melee attacks will not hit them. A well-aimed kick will
hurt if not down them, but when I say well aimed I mean well aimed. If
you miss, the get stuck between your feet and keep hitting you like 2
times a second until you run or die (yup, it's happened to me). You
can shoot them with the handgun, but sometimes they take up to 5 shots
to stop. Their size, speed, and damage make these an unseemly but
dangerous foe. One thing you have going for you is darkness. They
will not attack you in the dark. There is one time when you will learn
to be very afraid of them, later on in the game.
Hanging Walkers: They hang and they walk, that's about it. They also
attack through the steel grating that separates you from them. They
take 10 shots with the pistol and they just kinda fall off. They are
found in most places that there is grating on the floor, and can be
avoided easily by just running by.
Table Monsters: I lack a better name for these monsters, because
that's simply what they look like. A guy with a table stuck through
his middle. The first one you find is a boss, but they regularly
inhabit the hotel. Normal ones will go down with 2 shotgun shells, but
the boss takes a full clip (not bad). I tried melee weapons once, but
it wasn't too effective. The cleaver's not so bad if you can get a hit
off with it. They attack by eating your head, and it does about as
much damage as a nurse, but if they get you in a corner, beware...
Hanged Men: These guys show up only in the form of a sub-boss. They
ride around the ceiling and if they get above you, they strangle you
with their legs. I took them out with the pistol. It's easy to move
with the pistol, and you can fire fast. I started with the pipe. The
big slash hit he does with it works, but the firearms are much better.
The pistol is especially better because you can move with it while you
Pyramid Head: Yes, it is he, the God among demons. These guys
somewhat rival the Nemesis in Resident Evil 3. They just don't go
down. There are several times you confront them, but only 2 in which
you cannot retreat. When they use the sword, just run around them.
They are so slow with it that they will rarely hit you. The first
fight is in the apartments. It is not a case of win loose. You can
use every bullet you have on him and he won't drop. They will slow
down depending on how much lead you put into their helmets. But they
decide when they come and go. In the apartments, he will leave you
eventually, without a shot being fired. The second fight is (spoiler)
at the end of the game. You have to fight two of them. As far as I
know (I'm not 100% sure) I think you have to shoot them. They will
slow down until they finally, well, I'll let you see for yourself. But
they will stop attacking you after you put enough into them. I
personally use the pistol, again because you can dodge fast with it.
The shotgun and rifle have long reload rates, so be far away if you
decide to fire. On hard, I'd recommend the cleaver. Back into a
corner and swing it back and forth. After the 3rd hit, they will go
slow and not hit you anymore.
Eddie: Yeah, this guy was just too out of place, don't you think?
He's a scared, pudgy individual in a town full of monsters, and
conveniently every time you see him there's a dead body near. As the
time progresses, you realize that Eddie is disturbed, probably due to
people poking fun at his appearance, and that he has been gunning
people down. At the end, he just says it right out. "Killin' a person
ain't no big deal!" Well, eventually it comes down to him or you. And
at that point, you've gotta fight. Eddie fights depending on how you
fight I've found. If you fire a gun, he fires a gun. If you attack
with melee weapons, he'll hit you. His gun does more damage than he
does, so do yourself a favor and use melee weapons. For those of you
with bonus weapons, go wild. First timers, the giant knife the pyramid
head used to wield is useful for once. Corner yourself, and Eddie will
come for you. After two hits from the big sword, he'll run away.
Follow him, and it's another fight. Same deal here, but he will hide
for awhile. Eventually he'll come for you, and hit him with the sword.
Two hits should do it. So sad.
Maria/Mary: Yep, because of James' psyche you saw her as an ally all
the way up to the end. She (in a particularly frightening cg) reveals
her true nature. Don't even try melee weapons. Due to the large
durability of her form, use either the shotgun or rifle. She will
fly/swing around the room, and when close enough she will use a
tentacle to strangle you. When you get far enough away she will shoot
shadow butterflies at you, which while they do not hurt you, do stop
you in place and stop you from attacking. In case of either attack,
jam buttons and directions in order to escape. Just run around and
take one or two shots here or there. I don't know about you, but I had
10 ampoules and 10 first aid kits. And I didn't even use them. I had
even more health drinks. Well, overall it was a sentimental/freaky
fight. At the end she keeps repeating your name, and I got a little
worried. I wasn't too happy about the strangulation, but I wasn't
about to put her down. Well, you have to, so I did.
5. Puzzle Guide:
I have all the answers for all the puzzles in the game, for each mode.
Even extra. So email me if I'm missing something. I think only the
safe and the coins are different. Good Luck.
The Bug Room: Save the best for last. This puzzle is the worst in the
game, in my opinion, cuz there are no clues. The idea is to look at
the illuminated numbers, and put those 3 in some order. Don't look for
clues, there are none. You'll just get bitten. Put on the flashlight
near the door and try the 6 possible combos. One will work. For
example, if 5, 3, and 6 are lit up, it could be 536, 563, 356, 365,
653, or 635. Good luck.
The coins: How to get the coins is in the items guide, but the order
is not. There is a desk in the west wing of the apartments, and it has
a riddle. Overall, I found it average to hard. This is a walkthrough
of the normal puzzle. The easy puzzle is way too easy, and I don't
understand the hard puzzle, I just got it by luck. The Extra hard
puzzle is also quite mind-boggling, and I can't put up the answer
without copy-writing endiveguel. I did get it though, so if you need
it, then email me. Null of course is nothing, while the wind as well
represents no coin. The snake is a biblical reference. The prisoner
looks to be female, so maybe she has to do with the idea of female
inferiority. The old man is indeed a man, which's all I know. For
normal, the wind is nothing, and null is nothing. It tells you where
to put them. Nothing-Old one-Prisoner-Nothing-Snake (normal). Nothing-
Old one-nothing-snake-prisoner (hard). Easy is too easy, so don't ask.
I recently figured out the Extra hard mode on my own, email me for my
version of how to do it, and the answer is Old man-nothing-Snake-
Hospital 3rd floor hall: The code is 7335 in easy and normal, found in
the doctor's lounge. It is a riddle on hard, and I don't get it, but
by messing around I got 1382. For hard and extra hard, the code is T,
which is the shape of the pad, thus 1382.
The Lock Box: Due to the sheer number of locks on this box, I need put
it in. There is one chain, which requires a key, the combined Bull
slip and Lapis Lazuli key. The first lock requires a code from the
solitary room, which is written in the blood smear. The second code is
on a carbon paper on a typewriter in one of the examination rooms on
the second floor. Sadly enough, the reward is not worth it.
The Safe: The safe in the apartments took me awhile, but it is
supplementary, not required. The wallet in the toilet (ewww) has the
code in it. There are arrows between the numbers which show the way to
spin the dial to go to the next number. Contrary to what I thought,
the double arrow only means one direction. For hard, there are roman
numerals in the tens digit. So for example, if you get X2, its ten
plus two, so twelve. If it's VV2, it's still twelve, cuz V is five.
On extra hard, I'm not sure the answer. I got 1-a-3-g. The combo
turned out to be 1,10,3,16. The only thing I can deduce from that is
that a somehow equals 10, and that it's numbered up from there (g is
16). However, on extra hard, if they give you 2 numbers, it'll just
take a minute or two to try every combination, because the last number
clicks even if you try to spin past it. It's a number, right, another
number, left, another number, right, and the final number.
Congratulations, you get ammo. The directions it states are the
directions on the controller, not the way it spins.
The Game Show: Too many people have had problems with this easy
puzzle. I pride myself in knowing a lot about Silent Hill, and thus I
knew two of the three questions without even looking. But hey, you
don't even need to know them. Two answers are on the map, and one in
the memo. The rewards are worth it, but not required. When you are
sure about it, go to the hospital storeroom. The jeweled box is it.
It has a grid, somewhat like the one below:
1 2 3
Q1 * * *
Q2 * * *
Q3 * * *
Anyway, Q refers to question, and the numbers up top refer to the
answer you choose. It may be random, but mine was 3-1-3, from top to
The Ring Puzzle: Easy enough. Find the two rings in the hospital and
put them on the 3-d hand in the picture on the stairway door. Alla-
The Prison Courtyard Puzzle: Too easy to even right about. Order
doesn't matter, just find and put the three plates in. They say they
are THE three sins, but as I remember it there were seven.
The Hole Puzzle: Fairly basic, when you fall down the hole in the
prison, check the wall until you find a different spot, and hit it with
a melee weapon. Voici.
The Moveable Room: When you ride the elevator down into the labyrinth,
there are a couple sets of ladders, and one leads to a room with a
movable Face Cube. It corresponds to the room in front of it. In
order to get through the room, you must rotate it until there are doors
on either side, the side you enter the room and the side you exit.
When you enter, rotate the face up twice, so the face on the bottom is
now on the top, then rotate it 90 degrees to the left. That should do
it. Also, the head facing you should be yellow-eyed and upside down.
Labyrinth: Somewhat of a living puzzle, this area seems unmanageable
at best. However, on my second time through, determined to find all
the items, I mapped it by hand. The entire labyrinth is actually a one
way road. So as long as you go up and down the ladders and never back
track, you will reach your destination. For items in the labyrinth,
one item is directly in your path, and the others are at a fork at the
end of the labyrinth. You'll know you're going the right way when you
see pyramid head down in the water with you. Happy trails!!
The Hanged Man Puzzle: This is another biggie for gamers. The one
room in the prison basement has 6 dead men in it. Read and remember
their crimes. Then go to the next room, and there will be 6 nooses.
Read the two clues, pull the rope of the man you decide is guiltless.
Go back to the room with the dead men in it, and a key will replace the
guiltless man. On easy it is the kidnapper, on normal it is the
arsonist, and on hard it is the counterfeiter, while on extra it is the
Boat Ride (somewhat of a puzzle): I consider this a puzzle because
it's not at all obvious what to do. First of all, clear all those
ideas about getting to the island out of your head. As far as I've
tried (and I've been out on that water for more than an hour looking)
that island doesn't exist. Once you've rowed away from the dock, the
convenient lighthouse in the distance disappears. Rotate the boat
until you see it again, and row for it. You can't be attacked, but for
some reason this section of the game is documented at the end of the
game, so try to do this quickly and efficiently. Apparently a minute
is good time, but I've never done it.
Music Box Puzzle: The real trick here I found was to try each side of
the music box. Each side has a slot. Find the three music boxes that
represent fairy tales, and put them into the correct slots. I don't
know, but personally I thought the princess that awoke from death would
Beauty. The tune it plays when done right is quite nice too.
Hotel Elevator Puzzle: Not much of a puzzle, but I know gamers are
like me, and loathe to part with their weapons and flashlight. Yep,
it's not that there is an invisible monster on the elevator with you (I
know you're all thinking of that part in Metal Gear Solid now, or else
you should be). They just want you to drop every item you hold onto
the shelf next to the elevator and go down defenseless. No, don't
worry, there are not huge monsters to worry about.
There are 2 bonus weapons. So sad, but it's true.
Board w/nails: The first melee weapon. It has good speed, average
range, and fair damage. Good against beginning monsters. Spitters or
mannequins will fall, even nurses. I don't suggest using it on
anything else. The soft attack is a sweep hit, or backhanded smack.
The hard (jam the button) is an overhead smash. Both are useful.
Overhead will hit grounded enemies.
Steel Pipe: Found in a car, this pipe has quite a range. The soft hit
is a lunge, like one might do with a pool cue. The hard hit is
another overhead. It's effective against the monsters the board is,
but it's better. Enough said. (Also my favorite basic weapon).
Cleaver: Yes, it is his sword. Similar to that of Cloud (FF7), this
sword is massive. I'm betting the edge is dull do to the dragging it's
suffered. But the sheer weight of the think makes it insane. The soft
hit is a sort of half-a$$ed attempt at a cross cut. It does more
damage than any other basic melee weapon even so. The hard hit is an
extremely slow overhead swing. If, however, you manage to hit your
target, he or she will be feeling it for some time. The weapon is
stronger than any other weapon, no matter which hit you use. It is
useful against Eddie and Pyramid Head himself. Other monsters are
often too fast, but be my guest and try it.
Pistol: Looks like a .45, but it's not. The damage, sound, and heft
of the gun assure you it's not the fabled hand-cannon. The major pro
of this gun is the ability to move while you fire and even reload.
It's also easy access, seeing as James brings it up in the flash of an
eye. The clip size is small, but it will do against nearly anything.
Nurses, spitters, mannequins, cockroaches, feet and Pyramid heads, this
gun has it all.
Shotgun: My favorite gun. Not as cool looking as the sawed off in the
original, this piece still packs a major punch. I favor it over the
rifle because it's faster, and it does comparable damage. You can move
while holding it, but not while firing or reloading. It holds six
shells, and has a small reload time before shots. Use it against any
monster in the game. ANY. But you could be wasting ammo if you use it
on a cockroach or something.
Rifle: The rumored strongest gun in the game. I don't believe it.
Either way, the ammo's hard to find, and the gun is coveted, so use it
wisely. Because of the length of the gun, it is best to use it at some
range. I used it only on the final boss, and I had very little ammo to
start off with. With four ammo per clip, and a large reload time, this
gun had best make up for it in damage. Use it as you see fit.
Chainsaw: For the "Leave" ending, 1/4, you get the chainsaw. It's found
at the end of the hike into town, in a log. It's running when you find
it. It does massive damage either way you use it. It can be used in a
decapitating stroke, which is fairly slow, or a jab, which has some
range, and is fast. The hard hit is the jab, which is far more
effective. It will put down mannequins and spitters one hit. It does
nurses in 2. I haven't tried it on table monsters. It is slightly
less damaging than the cleaver, so it is effective against Eddie.
Spray Can: Not sure what the significance of this weapon is. I got it
after the Rebirth ending, in the caravan. I was glad that I'd found
it, but I didn't expect a spray can. Now you can fight enemies and
mess up the ozone layer. Anyway, it stuns enemies with it's contents.
It will stop spitters and mannequins in their tracks if it's the white
spray. It will stop other enemies the better it gets, but I have the
green spray and it won't stop doormen or Eddie. It will wear off, and
the spray does get shorter and shorter. But after it gets to nothing,
he shakes the can and it's as good as new. I have gotten the white
spray, which is for an average (3-7 star) rating, and the green spray
for a good (8-9.8 star) rating. You need a perfect ending for the best
spray (see endeviguels faq).
This is version 2.4 of this FAQ, and I will upgrade it every time I
beat the game again. I do not plan on putting up a real walkthrough
sort of thing in here, seeing as the items are in order, and thus if
you get the items in order of appearance, you will be walked through
the game, and you will find all the answers for puzzles and locks. The
only difference between this and a walkthrough is that this does not
contain my personal feelings on each emotional moment in the game. I
found the game immensely enjoyable, largely because it concerns real as
well as fantastical problems. Unlike Resident Evil, which squares can
justifiably call a pointless game (though quite fun), this game has
underlying messages. I hope this gets up soon, because I know there
must be a load of dudes like me putting faqs and walkthroughs up. I
re-iterate, email me if you need help. VejiitaSSJ4@hotmail.com. Good
8. Endings (spoilers)
Yes, you'll find them in every other faq, but here they are.
Water: This is the depressing one. James commits a mortal sin, and
drives into the lake. To get it you must walk around hurt often,
examine Angela's knife, and listen to both the full conversation at the
end and the headphones in the reading room.
Maria: I thought this was even more depressing than the Water ending.
You forget about your wife and go off with Maria. Nice tune though.
To get it, you must protect Maria (obviously), don't examine your
wife's photo, and visit Maria often if you leave her somewhere. Listen
to as little of the conversation as you can at the end.
Leave: And they lived happily ever after...(make the "they" a "he").
Mary dies, but your soul is at rest. You did a mercy killing, and it
was out of love. To get this good ending, look at Mary's photo and
letter often, and don't protect Maria too well. Listen to the full
conversation at the end. Don't let yourself get hurt too often.
Rebirth: (bonus) To get this lame ending, you must gather the 4
special items. They are all listed in my faq. The white chrism, the
book at the gas station, the chalice, and the Crimson Ceremony. The
ending has no cgs, nor even much of a story. The only thing this is
good for is ratings, and the dog ending.
Dog: (Super bonus) This is the funniest ending. Though not as funny
as the comedy at the end of the first silent hill, nor as light-
hearted, it is worth the work. After either seeing all 3 normal
endings, or the Rebirth ending, you gain access to the Doghouse key
near the hotel, in a doghouse. Use it at the observation room in the
Dark world hotel. Enjoy. This will also shave off from 10-30 minutes
off of your time, depending on how fast you beat bosses.
Ratings: (epilogue) I know how to access most of the gold ratings.
Distance, I do not. I know that I have gotten the running one once.
The items require more than 100, and getting all the extra items is
bonus. You need more than 70 kills of both types. You need below a
minute and 15 seconds on the boat (hard). You need the hard/hard
level, but I think extra adds points. Either dog or rebirth ending.
Get less than 300 damage (to self). You can have 2 saves or less and
get gold. Less than 3:00 hours time. You get points for having all
endings already also. I hear that if you get all of these, you get the
best rating, thus the Super Ultra Mega Power Hyper Spray. Apparently
it will kill anything one hit. (Don't take my word for it).
Xbox: Man, I was hoping the day would never come when Bill Gates would
take over my favorite game. But it has. Whether you like or dislike
the Xbox, Silent Hill 2 is now coming out for Xbox in December, with
the PS2 version (Letter from Heaven) and an extra mode where you ARE
Maria (strange, seeing as she is a phantom, a figment of James'
imagination). The extra mode is called Born from a Wish, which does
coincide with the fact that James creates her in his mind, and the town
makes her real, then she dies. This is not a spoiler, except for the
dying part, because they never outright say any of this in the game,
it's all logical conclusions.
Konami, Akihiro Immamura, Takayoshi Sato, and the crew of Silent Hill
and Silent Hill 2: for putting out quality horror games. I hope they
keep making them, but not to the point that it's a franchise (make them
crappy, and fast in order to sell more).
Gilmorne: For his technical aid, and staying up while I was playing
into the early morning hours. Also for his help on the riddles.
Endiveguel: For helping me via the message board through the hardest
puzzles ever; a.k.a. the Extra Hard mode coin puzzle.
Oiboy: For his comment on the rotating head puzzle.
Gamefaqs: For putting up a quality, no nonsense site on games and
Gamespot: For giving me RELIABLE information and release dates.