Silent Hill 2 (2024 remake). Walkthrough

Silent Hill 2 Remake Walkthrough

1. Path to the City
Silent Hill 2 Remake (2024)

Our hero is James Sunderland. We’ll start the game in a roadside restroom, looking in the mirror. We go outside and look at the lake. He’ll tell you he received a letter from his wife, Mary, inviting him here—to Silent Hill. The only problem is, Mary died of an illness three years ago and couldn’t send it. We need to find out who wrote it on her behalf.

We move away from the fence. We go to our car in the parking lot and take the City Map from inside (press “E”). Open the map and look for directions (press “M”). The first Silent Hill game took place on the northern shore of Toluca Lake, and now we’re on the southern shore.

If we take the road back, we won’t be able to escape and will earn the “No Turning Back” achievement . The main path through the tunnel is blocked, so we descend the stairs and follow the northern path along the shore. Along the way, we’ll see a well with a red leaf inside—it’s a save point .

Cemetery. We’ll talk to a strange girl. She’s looking for her mother in the city and will warn us of danger there. We’ll continue past a gated ranch.

Secret. After passing the farm, you’ll see a barricaded tunnel off to the side. Approach it closely and you’ll see a flash— a scene from the past (1) . (This marks locations that were in the original game but were cut from the remake.)

Auto parts. The main gate is locked; you need to find the key. Go left into the courtyard and read the note on the wall . Go around the building and climb through the broken window on the left. Inside, examine the desk drawer for the “Auto Service and Tires” Key . Unlock the main door and use the key to open the gate outside.

 

2. Eastern part of the Southern Valley
of Silent Hill 2. All secrets

Upon entering the town, take the Map of the Eastern Part of the Southern Valley from the stand . Opposite the entrance is a flower shop; inside, on the table, you can examine a note (1) and a streak of blood on the floor.

There’s a crossroads here, all leading to dead ends. Head north, and along the way, you’ll see a silhouette of a man in the fog, but it will disappear. To the left is a locked cafe; you can inspect it through a hole in the window. To the northeast is a locked gate with an inscription— a scene from the past (2) . To the north is a deep hole in the road.

 

Lindsay Street (entrance)

In the northwest corner, there are narrow houses. Between them, we search for the only way into the courtyard. In the courtyard, head north and open the blue door in the fence. To the left is a white garage. Below, there’s a gap in its gate; crawl inside. Through the garage, you can enter the house where there’s a save .

Inside the building, we’ll hear the crackling of a radio receiver . Add it to our inventory. It will warn us of approaching enemies. A monster will attack from the next room. Grab the stick with a nail from the boarded-up window and hit the enemy (left mouse button to hit, spacebar to dodge). Keep hitting, even if the monster is down, until it stops moving.

In the next room, take the syringe from the table ; it can be used for healing (press V). Break the window and climb out onto the next street. Go around the corner to the right and examine the blood stain at the dead end— a scene from the past (3) . On the main road, examine the note (2) and matchbox (3) . There’s a save point ahead behind the chain-link fence .

Martin Street (lane)

After exiting the alley onto the main street, head to the far left corner. Enter the cafe, which you could have inspected through the gap. On your way, a crawling monster will emerge from under the car. Kill it, otherwise it will follow you into the building and attack you from behind. You can avoid all the other monsters on the street; they will appear constantly.

Texas Cafe. Inside, go behind the counter and examine the cash register. Activate the key at the top, turn it, activate the button on the bottom right, and press it. From the cash register, get the coin from the bar .

Near the cafe, the southern alley is closed, but there’s a broken window nearby. Opposite, we break another window and crawl into the library. There’s a note about the mines on the table . A little further on, a locker opens; if we’re low on health, it might spawn some health. Through the window opposite, we enter the laundry room. Inside, we can examine some bloody laundry and a poster . We stomp on the cockroach.

 

Neely Street (downtown)

At Big Jay’s. Inside is a note (4) , a healing drink .

On the top right there is an entrance to the courtyard, inside there is a cockroach and a drink .

In the northern dead end there is a locked door with a bloody inscription .

Groovy Music. Inside is a poster and a note (5) . Break the inner glass, and in the other room, take some vinyl glue and a piece of a vinyl record from the table . Unlock the door from the inside and exit.

Supermarket. Almost everything at the intersection is locked, but the supermarket to the southwest can be unlocked from the back entrance; you just need to figure out the password to the combination lock. We’ll find the clue a little further south. The door code is:

4442 (Easy Level)

4444 (Intermediate level)

4446 (Hard Level)

Inside we search all the shelves, on them: cartridges x2 , drink x3 .

Katz Street (west). On the west street is a locked hotel, a dead end. To the left of the hotel entrance, on the ground by the wall, lies a photo of “I Was Happy” (1) and a flyer from the “Texas Cafe” (6) . On the south side lies a dead monster, with a note nearby (7) .

Sanders Street (South Central)

On the western side of the street we break the shop window, inside we will find the photo “There are so many people here!” (2) .

Nili’s Bar. At the central intersection, enter the bar on the corner. Rip off the blanket by the wall to find a jukebox underneath. Inside is the second part of a vinyl record . Combine the two parts and glue in your inventory to create a complete record.

Jukebox puzzle. 1) Turn the green rotary piece on the right to the left. 2) Insert the red piece in the center into the green piece. 3) Turn the green piece to the right so it doesn’t get in the way. 4) Lower the blue lever. 5) Turn the green piece back to the left. 6) Insert the glued record into the holder. 7) Insert a coin into the slot on the right in the top panel. 8) We need to select disk C-2, but there’s no “2” key yet.

We read a note (8) on the bar counter . We learn that the machine gun was broken by the man from the southern hotel, and we need to go there. There’s a save on the wall .

Saul Street (south)

Happy Burger. You can only enter through one of two side windows. Inside, there’s one monster in the hall, a note , and a drink . Go behind the counter and kill the second monster in the kitchen. A locked room is visible through one of the windows. To get there, climb through the low hatch under the flag in the kitchen and find a syringe inside .

There’s a tractor-trailer in the southern dead end, and a crawling monster will attack from underneath it. Behind the tractor-trailer is a body, with two notes (9, 10) near it . From the text, we learn that the person has already tried the lock combinations 000 through 4013, and 4014 through 4039.

Residential complex. Enter door 16 from the street. Kill a couple of cockroaches and a monster. There’s a map of the residential complex on the wall in the center . Inside, the left corridor leads to a separate cafe, where there’s a note (receipt) on a table . In the right corridor, push the cabinet back and go to the administrator’s room. Read the note (11) , take the key to apartment 5 from the wall , and unlock the main door. Halfway down the left corridor, climb up to the second floor and look for apartment 5. Inside, crawl through two gaps in the walls and climb up the fire escape to another floor. In room 7, read the note (12) . In the bathroom, stick your hand through the hole in the wall to get button “2” . Exit through the roof into the courtyard and unlock the doors to the street.

Outside, in the southwest dead end, near an open lattice fence, there’s a note (13) on the ground near a body, and two more notes (14, 15) nearby . To the south, in the yard, there’s a trailer with a note (16) on the ground in front of it . Inside the trailer is a note (17) . We learn that we shouldn’t make noise near the monsters, so they won’t notice us.

Bar “Nili”

Add the key you found to the jukebox and select record C-2. Insert a coin on the right side, if you haven’t already. Listen to the music and reminisce about the park where you spent the whole day with Mary. The key from the Nili Bar will appear from the jukebox .

Here in the bar, unlock the northern door. Push the cart back against the wall and climb through it to the window under the ceiling. Take a drink from the hanging first aid kit and read the note (18) . Exit through the other door into the courtyard.

Near the first green car, stomp on two cockroaches. The second green car contains a drink . Go through the blue gate, and near the last car, examine the pile of clothes to find the Woodside Apartment Complex Key . Three monsters will burst into the courtyard; it’s best to escape them immediately through the long, narrow alley.

Let’s return to the main street, Katz Street, and run west. A wind has picked up in the city, but this only makes the fog thicker. We run, dodging numerous enemies. We approach the hotel doors and examine the blue container on the right— a scene from the past (4) . In the western dead end, we examine the white barricade— a scene from the past (5) . We find the key and unlock the hotel doors. Inside, in the administrator’s room, there’s a save .

 

 

3. Woodside Apartment Complex
Silent Hill 2. Where to find the flashlight

There’s a large box in the administrator’s room where you need to insert three coins. Let’s go look for them. To the right of the entrance is a utility room with some ammo inside. To the left is a landing; read the note (19) in the lockers and grab a drink under the stairs . The side corridors are currently closed, so we head up the stairs.

2nd floor. Enter the open apartment 202. Inside, grab a drink from the mannequins and a flashlight from the central mannequin . A four-legged mannequin will attack; it attacks frequently and can come from afar, so you’ll need to dodge its attacks frequently. You can temporarily disable the flashlight by pressing the “F” key to avoid attracting the monsters’ attention. Take the Garbage Chute Exit Key from the table with mirrors . Apartment 201 is locked, and the hallway beyond is also locked. If you climb to the 4th floor landing, you’ll find ammo in the dead end . Head back down.

1st floor

On the first floor, use the key to unlock the top-right door on the map; this is the path to the courtyard. Read the note by the garbage chute. Move the garbage can to the right under the window, and use it to climb into the window.

  1. Inside the kitchen there is a note, near the cabinet we take the cartridges.
  2. Go through the hallway to the next room. A mannequin will attack inside. Take the ammofrom the shelves by the bed .

Further down the hallway, we unlock another door into the courtyard. Behind the bars in the hallway, we’ll see a key on the floor; we try to get it. A girl will step on our hand, then she’ll immediately run away.

 

Go to the center of the floor and then to the southeast corridor; it will now be open. On the corridor floor, behind the bars, pick up the Corridor Key (2nd Floor) .

  1. Inside there is a note with notes, a drawing on the wall, a drink.
  2. There’s a strange cabinet with handles shaped like hands. Turn your right hand to the right, and the left handle will open the door. Inside is a wedding dress, and you’ll receive a Golden Apple Handle.
  3. A bound monster will attack from the apartment; there’s a cockroach inside. There are bulletson the shelf in the closet .

A left corridor has opened on the floor, and a crawling monster will attack inside. In room 102, take the “Valentine’s Day” photo (3) from the table .

 

2nd floor

We head back to the second floor and use the key to unlock the hallway. In the utility room, we examine the garbage chute hatch; a coin is stuck in it. We need something to clear the blockage.

  1. The apartment is locked. Pyramid Head is behind bars nearby.
  2. Inside the bedroom, examine the scratched wall— a scene from the past (6). We go through the hole in the wall and find ourselves in the northern corridor. On the wall is a note about renovations, and next to it is a locked door to the stairs.
  3. There’s a supermarket cart in the center here; take the Pistolfrom it . To fire, hold down RMB and press LMB. However, only use ammo if there are a lot of enemies and the baton alone won’t do the trick. There are x3 ammo in various corners of the apartment: on a suitcase in the corner, in a desk drawer, and near the TV. Exit back and you’ll see a body sitting in a chair in front of the TV. Pick up the Apt. 212 Keynear him .

 

  1. We return to the apartment to the east. There’s no one behind the bars anymore. Inside, near the sink, we grab a drink. We go out onto the balcony and go to the next room.
  2. There’s ammoin the refrigerator . A mannequin is hiding against the wall. Take the photo “Humble Beginnings” (4)from the sealed window . Further down the hallway are two mannequins. At the corner of the hallway, exit to the balcony, pull the lever, and lower the ladder down—this is a quick way back.
  3. There’s a festive sign on the wall, and a mannequin underneath it. Two more monsters will attack. If you shoot all the balloons, you’ll get the “Not in the Mood” achievement. Examine all the shelves. We go through the balcony, but the next door is locked, so we go into the hallway.
  4. There are cartridgesin the upper cabinets . Read the noteon the table . There’s a second cabinet with handles. Insert the golden apple, the doors will open, and look through the peephole inside. Move the cabinet to the side to find a secret room covered in symbols.

 

Safe Puzzle

  1. Read the note; it lists the following symbols: rooftops, a trail of footprints, and a house. Shine a light on the walls; some of the numerical symbols will glow brighter: 13, 7, 11. These numbers must be entered into the safe in a specific way. Select 13, press “E,” move left to 7, don’t press the button, move right to 11, and press “E.” Short solution:

15 right, E, 11 left, 13 right, E (easy)

13 right, E, 7 left, 11 right, E (medium, hard level)

Inside is the “Man” Coin and a Steel Key . Open the door from room 206.

  1. Take the ammonear the sink . There are three cockroaches running around the floor and walls. Pick up the Small Staircase Key (2nd floor) nearby. Unlock the balcony. There’s a syringeon some boxes in the dead end .

We exit along the central corridor. We go to the northern part of the floor, unlock the door with the new key, and proceed to the northern staircase. There’s a save here .

Small staircase

We go down the stairs to the first floor, pick up the ammo , and unlock the lower door. Now we can explore the upper left part of the floor.

  1. Inside the refrigerator is a dismembered body. There’s ammoin the kitchen . We go into the restroom and meet a frightened Eddie . He’s planning to leave town, so we’ll leave him alone.

Exit through the window to the courtyard with the pool. Kill two monsters above, and there are three more in the drained pool. Take the “Snake Coin” from the baby stroller in the center . Unlock the southern door; it’s a quick way back to the start.

311–309. Take the northern stairs to the 3rd floor. Go through the hole in the wall, kill two mannequins, and grab the drink .

  1. Collect the ammoand the note (20). Go out to the balcony and kill the two mannequins in the room.
  2. We go out to the small balcony in the corner; there’s a drinkthere . Inside the room, read the note (21). In the western wall, look for a low hatch and crawl through it into the utility room. Inside, grab a pack of Canned Juice and throw it down the garbage chute. The trash will fall out on the first floor. Grab the ammo , unlock the main door, and return to the top of the floor.

 

Coin puzzle

On the first floor, in the courtyard, examine the fallen debris to find the “Girl” Coin . Now that we have all three coins, take them to the administrator’s room in the center. Insert the coins into the box as indicated in the prompts above. Each coin can be turned to show two different designs (press Q).

Easy difficulty:

  1. Man – O – Woman – O – Flower.
  2. Sword – O – Woman – O – Snake.
  3. Snake – O – Grave – O – Man.

Medium difficulty:

  1. Man – O – Girl – O – Flower (Snake).
  2. O – Sword (man) – O – Girl – Flower (Snake).
  3. O – O – Man – Grave (Girl) – Snake.

Hard difficulty:

  1. Man – O – O – Grave – Snake.
  2. Grave – Sword – Flower – O – O.
  3. O – Man – Girl – O – Snake.

In any case, the question at the end will be: “Who is to blame?” You can put any coin in the top slot, but it will greatly affect the ending:

Blame the Man – the path to the ending of In the Water.

The “Girl” is to blame – the path to the endings “Forgiveness”, “Maria”.

The box will open, from it we take the Key to apt. 201 .

  1. Get a drinkin the restroom . Examine the tent on the table. Around the corner, we’ll hear noise—Pyramid Head is raping two mannequins. Quickly hide from him in the closet, but he’ll notice us. When we shoot him, he’ll leave the room. Exit and pick up the Scarf. Go through the door here and enter the neighboring building.

 

4.
Blue Creek Apartment Silent Hill 2

2nd floor, west

  1. In the rusty room, examine the kitchen and the destroyed cabinet. Take the ammofrom the chair . In the corner of the hallway, pick up the Blue Creek Complex Plan. Black and red bound monsters attack here; one shot is enough for them to explode, spraying acid. At the end of the hallway, you need to destroy the weak concrete wall (hold LMB).

206–204. Take the ammo from the nightstand and the drink from the fridge . Two mannequins will attack in the kitchen. Take the ammo under the microwave in the corner .

  1. The letter “M” is carved on the locked door, and there are many moths.
  2. There’s a drinkin the corner of the kitchen . There’s a noteon the table —a clue for the clock. Another clue is painted on the wall. Under the blanket, examine the grandfather clock; you need to add hands to it. There’s a save game nearby .
  3. We exit to the landing in the center. There are ammo boxes on the right in the dead end, and a locked door with the letter “H” next to it. A mannequin will attack in the left apartment. There’s a syringein the kitchen . We break through the wall nearby.
  4. We get some ammofrom the crib . A cockroach is crawling nearby. In the hallway, we fight off an acidic enemy. In the bathroom, we get some ammofrom the cabinet . We return to the landing, climb up the box here, and climb through the window under the ceiling.

 

3rd floor

  1. There’s ammoin a drawer in the kitchen , and a drinkin the cabinet above . A crawling monster will attack from the gap. There’s ammo in a drawer in the next kitchen .

The hallway is littered with monster bodies and mannequins. Head left and break through the wall at the corner to reach the kitchen. Outside, in a dead end, grab a drink from a shelf and get some ammo from the workbench . The northwest dead end is a locked door with an acid monster. The eastern dead end contains some ammo .

  1. In the center of the room, there’s a radio in a grate hanging from the ceiling. It has a switch, but you can’t reach it yet. Nearby, there’s a drink in the upper cabinets, and there are ammoin the drawer next to the refrigerator . There’s a pipe in the next room; you need to bring a valve here.
  2. Exit through the window to the central landing and take the Key to Apartment 306from the table . Turn the valve, which will shift the chains and open the door. Two mannequins will attack. Exit back to the corridor.
  3. Inside is a bound monster and a mannequin. Take the drinkfrom the round table and the ammofrom the desk drawer . There’s a low hatch in the left wall; crawl through it.
  4. In the neighboring apartment, we examine the bathroom and take the ammo. We kill the mannequin. We break the glass of the sideboard and take the ammo from the shelf. There are ammoin the kitchen drawer . We turn the second valve, open the door, and take the valve . There are ammo on the expensive furniture inside .

 

Clock puzzle

We return to room 307, insert the valve, and turn it. The chains will lower, and the radio will descend toward us, revealing the Hour Hand . This will open the way to the eastern half of the central stairwell. Here, we press the lever, lowering the ladder—this is the quickest way back.

We go down to room 212 and insert the hand into the clock. Set the time to 9 o’clock , which will open the door marked “H.”

  1. In the kitchen, grab the ammo , break through the wall, and crawl through. Get the Minute Handfrom the toilet . Fight off the monsters. Take the Dovefigurine from the side table . Place the figurine on the swing scale on the right. Exit to the hallway and break through the wall.
  2. There’s some ammoin the cabinet on the right . Make your way to the bathroom, break the shower glass, and grab the Ugly Figurine Part . Unlock the main door. There’s some ammoin the hallway at the northern end .
  3. There’s ammo near the refrigerator and a drinkon the table . Attack the mannequin. A wooden swan headhangs near the wall lamp in the room . Combine the two parts in your inventory.

Return to room 210 and place the swan figurine on the scale. You need to balance the two figurines, so place the swan in the second slot from the center . This will cause the scale to fall apart, and take the Winged Key from its base . Use the key to unlock the doors here and jump into the pit.

1st floor

  1. Inside is a destroyed box with coins— a scene from the past (7) . There are cartridgesand a drinkon the table nearby . The door is locked, exit through the gap.
  2. In the kitchen, we get some ammofrom the wall cabinet . In the living room, we’ll meet the girl from the cemetery. She’s lying on the floor in front of a mirror, holding a knife. We’ll learn that her name is Angela. We’ll persuade her to pull herself together and continue the search. We’ll receive Angela’s Knife and the Key of Fortitude.
  3. In the hallway, use the key to unlock the southern door. In the rusty hall, take the ammo . In the center is a locked door with the letter “S.” Read the noteon the piano . Further down is a syringeand some ammo .

On the landing, examine the mannequin’s body; next to it lies the photo “Together Forever” (5) . On the second floor, unlock the door to the hallway, go to room 212, and insert the clock hand. Set the time to 9:10 . This will open the door with the letter “M.”

Moth Puzzle

  1. Inside, look through the round hole to see an exhibit with a moth. On the right is a door with a lock where you need to enter a combination. You need to count the number of symbols on all the moths and then solve problems with them. There’s one moth on the chair, two more moths in the display cases to the side, and one large display case on the wall.
  2. Break through the wall, move the cabinet in the next room, and behind it you’ll see a display case on the wall. Count all the symbols: moon = 4 + 2 + 2 + 8, circle = 2 + 2 + 1 = 5, skull = 1 + 1 = 2. Solve the equations near the lock: moon – circle = 8 – 5 = 3, skull + circle = 2 + 5 = 7, circle – skull = 5 – 2 = 3. Answer: 373.Examine the hole in the wall behind the door and take out the Second Hand.

373 (medium difficulty)

522 (hard difficulty)

 

  1. Return to the central room. On the way, you’ll hear a crash and see deep cuts on the walls. Insert the hand into the clock. The second hand needs to be pointed at the number “3.” Set the time to 9:10:15. This will open the door with the letter “S.” To the right of the clock, a side room has opened. Inside, you’ll find a drink, some ammo , and a photo of “How Time Flies” (5) . Go to the landing, where you’ll see the body of a crawling monster killed by Pyramid Head— a scene from the past (8) .

Boss: Pyramid Head . On the first floor, go through door “S” in the center. A monster in a large helmet will attack. It’s impossible to kill; you just need to dodge its attacks for a while or deal some damage. The boss is slow and clumsy, so dodging will be easy. Approach him, dodge, and hit him with the club a couple of times. Don’t stand near him for too long, or he’ll grab you and throw you further. There’s a syringe on the crates on the side . Wait for the siren to sound, and the boss will leave through the large gate. Follow him out and you’ll find yourself outside. Use your save on the wall opposite .

 

 

5. Western part of the Southern Valley
of Silent Hill 2. Where to get

There’s only one way out on the street: to the right. We’ll encounter the little girl who stepped on our hand. Now she’s sitting on the wall, examining the letter. She’ll mention Mary in conversation and then run away.

 

RoseWater Park

There are three paths through the park. On the left path, take a syringe from a bench. There’s a note on the bench in the center . On the right path, near the fountain, there are some bullets . There’s a monument to the headless horseman against the right wall . Once you reach the embankment, examine another monument on the left .

We walk north along the long pier to a separate gazebo. We’ll meet Maria; she looks very much like our deceased wife, Mary. Together, we’ll go look for other places where Mary might be.

We go to the second half of the park. On the left, we examine the bench with the inscription . There is a drink in the women’s restroom . At the dead end, on a stone bench, there is a photo “Home is so far away” (7) . We take cartridges from the chess tables . We examine the statue on the round platform.

 

Nathan Avenue

On the street, Maria will suggest we head straight to the motel, but first, we can take a look around. There’s a police station on the left, and a garage behind it. A jack is installed under the door, but the lever is missing.

There’s a detached garage to the west of the motel. There’s ammo on a rack inside , but a mannequin will attack right there. Enemies can attack not only us but also Maria, so we need to protect her.

Octantis Gas Station. Head far west along the street. Take some ammo from a barrel next to the gas station . At the gas station itself, to the south, there’s a jack; take the Jack Lever out of it . Afterward, three monsters will attack. Across the road to the west, you can explore the tall staircase leading to the house. Maria recognizes this place— a scene from the past (9) .

Pete’s Bowling Alley. Inside, there are ammo on the shelves . If you follow the bowling lanes to the bucket and rags, you’ll find more ammo . Examine the pizza box for a scene from the past (10 ), unlocking the “Not Finished” achievement . (If you play through again, you’ll find a note with the safe code: 1887.) In a separate room, there’s a save on a wall plaque .

Further down the street stands the Historical Society building, locked. At the end of the road is a broken bridge, in front of which lies a body, a note covered in blood (22) . We turn back.

Police station. We go to the locked garage, insert the lever into the jack, lift the gate, and crawl under it. Inside, there’s a newspaper on the table , and in the drawer next to it, there’s some ammunition . There’s ammunition on the workbench , some ammunition on the shelf , and a syringe . A drink is hidden in the sink . In the very center, on the nightstand, is a photo reading “It Worked!” (8) .

Motel “Jacks”

We enter the motel courtyard. On the left is the entrance to the administrator’s room. Inside is a safe with a combination lock, and next to it is a note (23) about room 107. Outside, the southern exit from the courtyard is locked.

  1. There are cartridges under the TV. There is a drinkon the chair under the table .
  2. On the other side of the courtyard, we climb the stairs. The entrance to the room is locked, so we break a nearby window and climb through. Inside the room, Maria’s old outfit is hanging in the closet. We break through the wall.
  3. There’s a drinkin the nightstand near the bed , and there’s some ammoon the floor in the separate room . Here, by the window, we’ll find a toolbox, and next to it is a note with the code (24) . However, the password is encrypted, so we’ll solve some simple problems: 1-1=0, 3+1=4, 8-3=5, 0+1=1. Return to the safe and enter the password: 0451. Inside the safe will be a Gate Key . A mannequin will attack us on the way out. Unlock the gate to the south.

0451 (standard difficulty)

0533 (hard difficulty)

 

Katz Street

We head west along the street. We can explore several porches of houses to the left and right. On one porch, we examine a round table with a broken bottle. On the second northern porch, there are some ammo on a bench .

The road ends further down. Monsters will chase us, but we’ll escape them onto the southern street and close the gate behind us, blocking them with our club. We’ll grab a new melee weapon from the car nearby— the Steel Pipe . Now the enemies will need fewer hits.

There’s a fork in the alley, but both paths lead to the same place, and there will be plenty of enemies on each. On the left path, there’s some ammo in the trunk of a car on the corner . Continue through the courtyards, grab more ammo from the round table , and push the cabinet. On the right path, there’s a narrow path. You’ll need to go through the garage. Inside, there’s 2x ammo on a rack . Either way, beyond the fence, you’ll reach a nightclub.

Paradise Night

Maria will open the back door of the club with her own key. Inside, search the shelves with dishes and find a syringe . Inspect the dressing room; in the far left corner, on a table by the mirror, you’ll find a photo of “One – and That’s It!” (9) . Take the ammo by the door on the right . There are more ammo in the cabinet near the mannequin. Go past the slot machines and get a drink from the hanging first aid kit on the right .

In the main hall, Maria will try to surprise us by coming up to the stage near the pole. She’s clearly worked here before. Afterwards, she’ll offer us a drink, but we decline. Behind the bar, we examine the Lost and Found box . Under the counter, we examine the bottle . There are six posters on the walls. There’s a save on the central square table .

Moonlight Grove. Exit the club to the north and enter the park on the street. Maria will tell you a legend about a local statue of a girl. Here, you’ll hear a child’s scream. First, head back to the right and find the photo “Church Entrance” (10) on the park’s eastern path . Ahead, on the western path, you’ll find some ammo on a bench. Climb onto the crate and through the movie theater window.

Theatre “Dream”

In the starting room, we examine the desk drawers to find some ammo . Through the window, we see a girl sitting in the living room with Eddie. We pass through the hall and pick up some ammo on the counter in the center . In the restroom, on the sink to the side, we get a drink , and in the last stall in the other restroom, we get some ammo .

We enter the room in front of the screen. Eddie is sitting there, eating ice cream. The girl has already climbed into the control room. We learn that her name is Laura. We examine the rows of seats near Eddie and find a photo of “Best Taste!” (11) . We move into the adjacent dark room and climb the stairs.

In the room with the projector, pick up the ammo on the table . Climb through the inner window. Between the shelves, crawl through the gap with the white rags. Laura will run on. Go through the second room with the projector; there’s a painting on the way. Return to the hall, where the girl will run out into the street. Outside, Maria saw the girl run further west.

 

Carroll Street

On the street, walk along the right-west wall. There’s some ammo behind the grate near the trash can . We’ll see a girl run into the hospital. Go a little further, south of the hospital, and grab a syringe from the bench . On the street, go to the southeast corner and find some ammo on the ground . After collecting everything, enter the hospital building.

 

 

6. Brookhaven Hospital
Silent Hill. Walkthrough gamesisart.ru

1st floor

Security room. Go to the room to the right of the entrance. Open the desk drawer to find red shotgun shells . There’s a gun safe nearby, but it’s empty. Read the rules on the wall . In the hallway, next to the arch, pick up the Brookhaven Hospital Plan . There are three photographs on the walls around it .

In the right hallway, there’s a poster on the wall reading “Symptoms of Depression .” On the landing, we’ll find a girl named Laura, but she’ll run up to the second floor and lock the door behind her. Examine her drawing on the wall . Grab some ammo from the nightstand under the stairs . Return.

Admissions office. From the hall, go left. There’s some ammo in the desk drawer . On the desk is a note about keys (25) , and on the wall by the window is a note about patients . The overhead cabinet is locked with a combination lock. There’s a save on the desk in the center .

Examination Room 3. Go to the east corridor. All the doors are locked here, but you can break out the window and enter the room through it. Inside, take the syringe on the couch . Break the cabinet glass on the left to get the drink . Take the shotgun shells on the windowsill . Read the note with the clue (26) . In the lobby, you need to count the objects in the photographs: 7 nurses, 2 doctors, 4 trees. Return to the combination lock and enter the password: 724. Take the basement key from the locker .

287 (easy difficulty)

724 (standard difficulty)

152 (hard difficulty)

 

Basement

We go back to the landing and use the key to unlock the basement on the ground floor. At the entrance, pick up the Hospital Basement Plan . Maria will approach the elevator; it doesn’t work without power.

Pump room. In the northern room, there’s some ammo on the tank . There’s a generator here; you’ll need gasoline to start it. Exit to the corridor, and in the left dead end, grab a drink from the nightstand .

Boiler room. Inside there is a mannequin and an empty canister .

Linen storage. There’s some ammo on a rack in the western central room . To the right of the entrance, there are notes on the wall . In the northern storage area, take the cart and push it toward the far entrance doors. Climb up the cart near them and through the window under the ceiling.

Warehouse. We examine the shelves and take the syringe . In the corner near the cistern, use the hose to fill a full canister of gasoline . There are ammo on a shelf against the other wall , and a hospital construction plan is hanging on the wall . Unlock the main door from the warehouse.

There are two mannequins and some ammo in the southern corridor . Return to the northern hall, fill the generator with gasoline, and turn it on. After that, two more mannequins will attack. They came out of the utility room to the east, near the elevator. Inside, there are shotgun shells on a rack and some ammo in a glass case . Enter the elevator and go to the second floor.

 

 

2nd floor

Upon exiting the elevator, we see a broken window. Maria will become ill and will rest in the open ward, C5. We’ll be able to return and visit Maria to maintain a good relationship with her.

Chamber C3. Inside there is a drink , save .

Toilet. There are cartridges on the floor in the stall . We unlock the landing.

Ward C2. In the southern room, take more ammo from the nightstand .

There’s a poster in the corner of the hallway . In the northern central hall, we’ll encounter a nurse monster armed with a pipe and high health. It’s best to shoot these enemies with a shotgun and then finish them off with melee. Between the windows, there’s a drink in the overhead cabinet . To the left is a door with a combination lock, and next to it is a note about the code (27) . In the warehouse, there are shotgun shells and ammo .

Ward L3. This room is locked, but there’s a low hatch in the corner of the northern hall; crawl through it. Inside, kill the mannequin and the monster. Take some ammo from the nightstand. Next is the Observation Chamber. Take the photo “Her Drawings” (12) near the sinks .

Toilet, Laundry. Head south along the central corridor, exploring the side rooms. In the laundry room, examine the trash can with clothes— a scene from the past (11) . Take some ammo from the toilet .

Director’s office. Enter the southern office. On the table is a hand statue, into which you need to equip three special patient bracelets. On the round table is an audio recording . On the side table are three patient cards (28, 29, 30) . In the side room is a safe and a panel with symbols, which cannot be solved yet. In the right side room is a save game .

Shower. In the east hallway, unlock the intermediate door. Enter the shower next to it; a mannequin is lurking inside. Grab some ammo from the lockers . Through the shower, enter room D2; inside are a couple of monsters, a drink , and some ammo .

Ward C1. Tear off the poster with the ship; behind it is a hole in the shape of an eye. Read the transcript of the conversation (31) .

2nd floor, west

From the director’s office, head to the western corridor. Open the restroom and grab the ammo from the sink inside . Unlock the second door.

Ward M5. A monster will attack inside, the shelves are empty.

Ward M1. There are shotgun shells , a bed with chains – a scene from the past (12) .

Women’s locker room. Examine the teddy bear on the chair; find a Bent Needle on its head . Search the lockers to find a Shotgun . Switch weapons using the number keys: 1 – pistol, 2 – shotgun. The other lockers contain ammo and a drink .

Nurse’s quarters. A nurse will attack inside. Take the Room L1 Key from the table in front of the TV .

Ward L1. Return to the center of the western corridor and use the key to unlock the large hall. Inside is a furniture storage area. Inspect the nightstand to the south for some ammo . Take the cart and move it north to climb into the ceiling window. In the separate room, read the note about the girl . Continue into the long room and take the ammo from the nightstand on the right . In the utility room, find a gap between the walls; use it to descend to the floor below.

1st floor. Medical archives. Move the cabinet downstairs and enter the room. Examine the shelves behind the hole in the wall to find a note (32) . Examine the typewriter – a scene from the past (13) . Take the drink from the cabinet . Take the Bracelet with Marks near the chair . Unlock the door to the 1st floor corridor.

 

 

3rd floor

We return upstairs. On the second floor, in the northwest hall, there’s a landing. Go down it, grab the ammo , and unlock the door to the first floor. Examine the second drawing of the girl . We go up to the third floor and see Laura through the window in the locked door; she’ll run even further. There’s a save on the wall nearby .

Ward D3. Take the ammo from the nightstand and kill the nurse monster. In the hallway, at the western end of the corridor, pick up the shotgun shells under the window . There’s a separate staircase to the roof here, but the exit is locked.

Ward D2. Inside there is a typewriter and a note about patient 90 .

Ward D1. The door has a round combination lock.

Examination Room 5. Break the window and enter the room. Take the Treatment Room Key (1st Floor) from the table . Enter the X-ray room through the inner door; there’s a note (33) here . There are two photographs hanging on the wall, and a third photograph is lying on the table nearby. You need to find a fourth photograph elsewhere. Exit through the adjacent room 4, get a drink from the wall-mounted first aid kit , and unlock the doors.

 

1st floor, north

From the 3rd floor, with the new key, return to the 1st floor and unlock the door to the northern corridor in the center. Two nurses will attack along the way, and there’s another nurse in the new corridor. Unlock the eastern door between the corridors. In the northern dead end, pick up some ammo on the windowsill .

Examination room 1. Along with the northern corridor, a room in the southeast opened up, let’s go examine it, inside there is a photo “At least she was there” (13) .

Staff room. In the southeast room, on the table, read a note about patients . In the kitchen, in the drawer, there are some bullets . Here you’ll also find a note with the code (34) (there are no numbers, only circles marked with a line). Go to the locker room and take a drink from the cabinet .

Break room. In the hall with the covered furniture, we fight off the nurse. We take the syringe from the box , break the cabinet glass, and grab the ammo . We go through the hole in the wall.

Pharmacy. Break the glass in the cabinet and take the drink . Read the note on the table . There’s a green drain in one corner of the floor; an item fell in there, but you can’t get it yet. Unlock the main door.

Garden. In the pharmacy, climb out the north window into the garden. To the northwest is a locked gazebo; on one side, you can crawl inside through a low hatch. In the gazebo, quickly kill the mannequin, collect ammo and a drink . In the center of the garden, kill the monster and grab some ammo from the bench . Enter the side greenhouse and grab some ammo from the nightstand . Climb into the building through another window.

Swimming pool. There’s some ammo on the bench by the right wall . There’s a hatch in the far corner on the floor that requires a technical key. You can’t enter the pool while it’s full. Kill the mannequin in the showers, and stomp on the cockroach in the dead end nearby. Grab some ammo on the bench in the locker room, and find some shotgun shells in the lockers . Among the items is a Medical Tube ; combine it with the needle to make a makeshift fishing rod. Unlock the main door to the south.

Return to the pharmacy, use the tube with the needle on the floor drain to get the Repairman’s Key , marked “Pool.” Go back to the pool, use the key to unlock the hatch in the floor, and press the lever inside to drain the water. Break the wall at the bottom of the pool to find the Bloodstained Bracelet . Fight off the reanimated monsters.

On the first floor, go to the northwest corridor. A nurse will attack here. Pick up some ammo on the windowsill in the restroom .

Toilet. Someone left shotgun shells on the sink .

Kitchen. Take the Mold Remover in the corner near the garbage chute and read the note on the wall. There’s some ammo in the desk drawer . Kill the two nurses in the adjacent dining room. Take the shotgun shells from the chair in front of the TV . Unlock the doors to the south corridor.

Puzzles

2nd floor. Nurses’ station. Enter the password from the note (the line above the circles). If you press the buttons along this line, you get the password: 3578. Inside, there are ammo in the desk drawer , and a note (35) is on the bench . In the far bathroom, there’s a Moldy X-ray . In your inventory, combine it with the solution found in the kitchen. This will create a cleaned 4th X-ray.

3rd floor. X-ray room. We arrange all four images correctly on the wall: 1) skull vertically, 2) pelvis, 3) hand, 4) ribs. At the intersection of the images, we’ll see the password: 4, 37, 12 .

Ward D1. Go to the western office and enter these numbers into the lock. Right to “4,” left to “37,” right to “12.” Inside, examine the couch; under the blanket, you’ll find a Dirty Bracelet .

2nd floor. Director’s office. Place all three bracelets on your hand. You need to match the marks on your hand and the bracelets to place them correctly and see the correct numbers. Solution: red 92, gray 45, yellow 71. Take the Director’s Utility Room Key from your hand .

Unlock the door next to the save point. Inside is a Safe Button . The bookcase contains a clue. Arrange the nine books to form a lion silhouette. Below, you’ll see which symbol corresponds to which number. The safe can only hold six symbols, so take the numbers from your hand, convert them to symbols, and enter them. Solution:

Triangle – h – Arrow – Dot – Horns – Circle with lines.

From the safe we ​​get the Key to the exit to the roof , a note (36) .

3rd floor, east

We go to the 3rd floor, in the northwest, unlock the door on a separate staircase, and exit onto the roof. First, we walk along the deck to the edge, look down through the railing – a scene from the past (14) . In the room above the elevator, read the diary page (37) . Here, Pyramid Head will grab us and throw us down to the floor below.

Behind the locked door, examine the girl’s third drawing . Take the syringe from the box on the table . Enter the hydrotherapy room and unlock the doors back. Break the cupboard and take the drink from the shelf. Take the ammo from the dresser in the corner . Walk past the padded isolation cells. Enter room I3 and examine the drawing on the wall— a scene from the past (15) .

In the next corridor, we’ll find a girl named Laura. She’ll tell us she befriended Mary last year, in the hospital. If we don’t believe her, she’ll lead us in search of a letter from Mary. But in the end, she’ll deceive us and lock us in a large isolation cell.

Boss: Hanged Man . A monster suspended from the ceiling will attack us through the ceiling. Watch the ceiling shake and jump out of the way just in time to avoid the boss’s dive. Then, fire at it with a shotgun or hit it with a pipe. Up close, the monster will swing and hit you with a pipe, or it can grab you and throw you away. There are shotgun shells and a drink on the windowsill . Towards the end, the boss will walk along the floor on steel legs. Once we defeat one monster, a second one will appear and pull us upward. We’ll hear a siren, and the familiar world will be covered in rust and blood.

 

7. Silent Hill 2 Alternative Hospital: How to Open the Box

1st floor

We’re in a garden, but in this world it looks like a cramped punishment cell. We return to the building, to the break room. Inside, in a chair, there’s a patient card (38) . We take the syringe from the box and the ammo from the desk drawer . We save in the hallway . There are many cliffs in the hallway, and the only way to get there is via the elevator. The basement button is out, so you can only go up to the second floor.

 

2nd floor, left chain

In the northern hall there’s a chest locked with three chains and two locks. There ‘s a save point on the wall nearby . Head left along one chain.

Nurses’ station. There are shotgun shells on a stool near the baths . Break the cabinet and grab the shells. There are shotgun shells on a stool near the exit . Further on, there are more shells on the shelf .

Nurses’ quarters. Kill the nurse with a knife. Take a drink from the wall first aid kit . In the corner, there’s a low hatch leading into a locked locker room; it contains a syringe and shotgun shells . Continue down the hallway to the stairs.

3rd floor, left chain

X-ray room. Enter the room from the landing. Look at the note (39) on the table and the x-rays on the wall . Break the glass in the corner and take the ammo from the shelf .

Examination Room 4. A motionless mannequin sits in a chair. Take the Blunt Instrument from the table next to it . Move the hand on the left, then the hand on the right, and hit it with the hammer. Move the hand on the left again, opening the mannequin’s eye. Another tool is needed for this. From the mannequin, follow the chain and jump through the window.

Examination room 5. Inside there is a nurse with a knife.

Ward D3. A mannequin enemy is hiding under the desk on the left. There’s ammo in the desk drawer. Shotgun shells are on the couch in the center . There’s a drink on the nightstand in the northern dead end .

Ward D2. We break through the wall on the north side. Inside, we unlock the main door and descend the vertical ladder.

 

1st floor, left chain

Kitchen. There’s some ammo in the pantry to the north .

Restrooms. To the north, the path leads through the restrooms. Along the way, collect shotgun shells and fight off a nurse with a pipe. Grab some ammo from the sink and a syringe from the wall-mounted first aid kit . There are shotgun shells in the empty corner .

Dining room. In the south hall there are two nurses with pipes. There are cartridges on the table .

Warehouse. The only way forward is through the warehouse, where there are shotgun shells on the shelves and a drink behind glass . To the right, in the archives, you’ll find some shells in a desk drawer. To the north, go through the hole in the wall and take the Key of Bliss (Eye Trepanner) from the recess . We exit back into the corridor.

Return to the 3rd floor, use the key on the seated mannequin, and get the Lapis Lazuli Eye Key from it . Return to the chest and insert the key.

 

2nd floor, lower chain

From the chest, head south. Climb onto the crate in the hallway and climb through the window under the ceiling. Through the toilet, you’ll reach ward L1. There are ammo boxes on the furniture in the center of the room. There’s a drink near the bed in the northern corner . Exit into the southwest corridor.

Ward M1. There’s a round clock on the wall. Straighten its hand and move it around. The hand will stop at 2 o’clock. Grab the shotgun shells on the windowsill nearby and kill the nurse.

Wards M3, M4, M5. We go around the southern rooms. There are some ammo near the breakable wall . There are more ammo near the bed with a stand . We examine the wall with hands – a scene from the past (16) . We take some ammo from the nightstand .

Ward M2. In the southwest corner, we break through the wall and enter the only fenced-off room. Inside is a calendar sheet (40) (number 1), pills in the sink (6), a clock (2 o’clock), and writing on the wall (2 o’clock) . These are all clues to the lock. In the hallway, unlock the bathroom door and return to the chest. Enter the round combination lock: 1622 .

 

2nd floor, right chain

From the chest, follow the chain on the right. In the eastern corridor, there’s a drink in the wall-mounted first aid kit . A nurse will attack along the way. There’s some ammo by the window in the southern dead end .

Ward C2. There are cartridges in the chest of drawers .

The director’s office is locked, but you can break through the wall opposite it to enter the laundry room. Inside the shower room, there are a couple of monsters and some ammo . In room D2, break through the glass on the right and grab some ammo from the cabinet . To the north, move the cabinet to open the main entrance to the room. From here, pull out the cart and place it against the wall of room L3 in the hallway to climb through the ceiling window.

Ward L3. There are a couple of monsters in the hall, and there are shotgun shells in a nightstand against the left wall . Read the note (41) in the center . Take the Director’s Office Key in front of the TV . In the observation room, there’s a photo hidden in a nightstand called “Nobody Knows” (14) . Exit through Ward C5.

The director’s office. Inside is a note (42) and an audio recording . The side rooms are locked, and above the desk is a staircase to the third floor; we go up there.

 

3rd floor, right chain

From the director’s office, we go up to the large isolation room. There’s a gurney with power in the center, but no power. From there, we follow the red cable. On the shelves by the right wall are some ammo and a nurse’s note (43) .

We bypass the small isolation cells. There are some ammo in the northern corridor at the far end . We crawl through the breach in the wall. Inside the room, we grab a drink from the hanging first aid kit and turn on the generator . We crawl through a low hatch into the restroom and read the director’s note (44) .

We return to the gurney and press the button. The electricity will cause four numbers to light up on the couch. We return to the chest and enter this code into the square combination lock: 9659 .

 

 

Silent Hill Quiz

When we open the chest, it’ll be empty. But then a side room will open. Inside, we take the Elevator Button (-1F) from the girl’s statue . The statue can be equipped with two rings, but we don’t have any yet. We go to the elevator, insert the button, and press “-1.”

As the elevator descends, the radio will turn on, and the “Trick or Treat” quiz will begin. We’ll be asked three questions, and you can’t answer them right away; you’ll need to memorize the answer numbers.

  1. At the beginning of the 19th century, a terrible disease spread in Silent Hill. How many people died from it? 1) 42, 2) 67, 3) 85.
  2. There is only one road that leads to the sawmill and cemetery. What is its name? 1) Bachman Road, 2) Munson Street, 3) Wiltse Road.
  3. The killer killed two children, a brother and sister, on the street. The brother’s name was Billy Locane. What was the name of the second victim? 1) Miriam, 2) Heather, 3) Julia.

Basement

In the hallway, head to the western dead end. Climb through the gap in the northern wall. Grab some ammo from the shelf and kill the cockroach on the floor nearby. In the kitchen area, inspect all the shelves and find more ammo in the center . Break open the cabinet near the southern wall to find some shotgun shells inside .

Generator room. Fight off the monster and grab some ammo . Kill the nurse in the linen storage room and grab the drink from the shelf . Proceed through the laundry room and storage room to the southern corridor. There’s some ammo in the southern dead end .

Boiler room. A nurse with a knife is on the way. We climb up the box into the window, through the hole.

Pump room. Take the Copper Ring from the table by the north wall . Maria will come to us at this point. She’ll accuse us of not protecting her and leaving her alone. Then we’ll go look for Laura together. We go down the hallway to the landing and go up one floor.

 

 

1st floor, east

Examination room 2, 3. We go through the side rooms, take the syringe from the box . In the eastern corridor, we walk under the rain that will fall from the black ceiling. We go through the pool and shower. In the room with the pool, we examine the northwest corner; on the bench we will find the photo “They must not know” (15) .

Staff room. Together with Maria, we’ll open the freezer chest; inside you’ll find a Lead Ring . Further on, in the locker room, on a bench, is a rambling note (45) . We’ll return through the locker room to the central corridor, where there’s a save point .

Pharmacy. Enter the northwest room. Inside, in the corner, there’s a jeweled chest. You need to enter the correct answers to the quiz. You’ll only have one attempt, so it’s best to save beforehand. The correct answers are: 2, 3, 1. Inside the chest are 2 shotgun shells and 2 syringes .

Leaving the hospital

Take the elevator to the second floor. Place two rings on the girl statue’s hands near the chest on the wall, and the door will open. Maria will be afraid to go inside, but we’ll convince her to. Go down the stairs; there’s a scary note (46) on the way , and there’s a save game at the bottom .

We’ll go down to the floor below the basement. Pyramid Head will chase us from behind in the hallway. We’ll run forward, climb over the obstacle, and avoid the collapsing panels. Right near the elevator, Maria will trip, fall behind, and won’t have time to enter the elevator cabin. We’ll see the monster pierce her with a blade.

On the first floor, head to the exit. In the Reception, pick up the Hospital Entrance Key and save your game. Through the window, you’ll see Laura running away. On the table beneath the key, read the medical record . Exit the building.

 

8. Alternative South Valley
How to get through Silent Hill

Western side

The entire city was also plunged into darkness, covered in rust, sheets, and chasms. A crawling enemy hid behind a car to the north. From the hospital, head to the dead end in the northeast. Near the ambulance, kill two nurses and cockroaches, and collect a syringe and a drink . In the southwest, behind the car, kill a mannequin, grab some ammo from the crates, and a little further on, there are more ammo on other crates . On the southern road, run past the nurse and enter the barrier doors on the road.

A mannequin will attack just outside the door. On the south right side, break the window of the long car and take the ammo from inside . On the north side, there’s a garage where two mannequins are hiding. The desk drawers contain ammo and shotgun shells .

Garage. Enter the building in the northeast and grab some ammo from the locker. Take some shotgun shells from the desk drawer near the southern wall, and grab a drink from the first aid kit on the wall . Break through the southern wall to find a syringe , ammo , and a save in the room behind it .

 

Outside, we’ll see Laura; she’ll run off. In the courtyard, we kill the nurse, the mannequin, and the cockroaches. There’s some ammo on the floor in one corner . We move the cart to the right; we can use it to climb over the chain-link fence above.

Rendell Street. There are a lot of monsters roaming here, and you might not have enough ammo for them all, so it’s best to avoid them. There’s some ammo on a car tire in the southwest corner. There’s some ammo on a shelf by the north wall . Further down the street, there’s a hole, so head to the café. Break the car window in front of it and grab a drink .

Cafe “By the Lake.” Inside are two nurses, one crawling monster, and cockroaches. There’s a syringe on the table to the left, shotgun shells on the counter , and more shotgun shells in the desk drawer. There’s some shotgun shells on the table by the exit .

There’s an acid monster outside. We break the glass door of the school bus and grab a drink from behind it. There’s ammo in the trunk of the pickup truck , and a dummy is hiding under the truck nearby. There are shotgun shells on the barrels in the corner .

We return to the main street, break the car window near the cliff, and grab some ammo . To the north, on the porch of the second house, we grab more ammo . There’s also ammo on the bench at the last house. There’s a syringe on the porch of the eastern house . We’ll see Laura running through the tunnel gate; follow her.

 

East side

We’ll return to the eastern half of the city through the tunnel. There’s a mobile home on the right, inside there’s a note on the map (47) , some ammo , and a save .

There’s some ammo in the northern dead end . There’s a car in the center of the street; break its rear window to find some shotgun shells inside . On the south side, you can enter the store; inside is a nurse, a syringe, and a drink . At the end of the street, don’t kill the monsters; instead, run straight through the gap in the grate.

Behind the bars in the courtyard, we kill the cockroaches and the nurse, and pick up some ammo from the pallets . We proceed through the diner building; inside, there’s some ammo, a nurse , and a crawling monster outside the window. Shotgun shells are on the corner table .

Outside, you can enter the western garage, grab a drink , and break through the wall. In the large hangar, go around, killing the mannequins, and pick up x2 ammo and shotgun shells along the way . Head back out.

Neely’s Bar. At the intersection, we enter a familiar bar. Inside, above the jukebox, we read a bloody inscription . On the counter is a city map— a scene from the past (17) . We grab some ammo under the counter and can save .

 

In the bar, go to the north door, grab some shotgun shells by the window, and get a drink in the restroom . In the courtyard behind the bar, kill the cockroaches. Break the car window to find some shotgun shells inside . Climb onto the crate at the far wall and climb through the tall window.

Inside the building, there’s shotgun shells in a desk drawer, and a drink behind glass in a cabinet . We go through the hole in the wall and into the laundry room, where there are lots of cockroaches . The shells are on the bench. We climb out the window and out into the street.

Katz Street. A pay phone rings in the middle of the street. We pick it up, no one answers, but a letter (48) falls out. The stranger directs us to the park, where a key is buried under a statue. We take the Wrench from under the letter .

We follow the northern wall to the intersection. You can break the glass of the store with the lamps; there’s a drink hidden there . At the corner of the intersection, you can enter the cafe; inside, smash the vending machine to get a drink . There are some ammo in the basket nearby. On the western side of the intersection, break the car window and grab the “They’re Here” photo (16) from the seat .

We go along the northern street, on the right side, break the display case to get some ammo . Take some shotgun shells from the police car nearby . Take a syringe from the round table near the left wall, and take some ammo from the display case with the hat . To the north of the street, there’s a partition with bloody writing. Go through the doors and save your game . Use the wrench to open the door to the tunnel.

 

Park area

In the tunnel, through the grated floor, we will see thick-armed monsters; quickly run past them so that they do not hit us with spikes.

Rosewater Park. From the tunnel, we’ll emerge directly into a park on the lakeshore. Nothing new has appeared here, so we’ll immediately run toward our destination, along the left wall. We’ll meet Angela near the statue. Ask her about the little girl, but she’ll be frightened and run away. Dig up a box under the statue; inside is the Historical Society Key and a note .

Nathan Avenue. Beyond the park, there’s nothing new either. You can enter the motel, room 106; inside, a red seal has appeared above the bed . Inspect it to earn the “Everything’s Fine” achievement . In the nearby garage, break the car window and grab the syringe . Follow the road far west. Near the gas station, there’s a car with some ammo inside .

If you go west to the end of the street, you’ll come to a breach with some ammo lying nearby . To the right of the community building is a parking lot; search the cars there to find some ammo and a drink behind the windows . Use the key to unlock the building.

 

 

9. Silent Hill Historical Society
2 (2001)

There’s a save in the hallway inside the building . There are 10 paintings hanging in the hall , but one is missing. The painting in the very center, “Misty Day, Ruins of Justice,” depicts Pyramid Head. One display case contains the text of the legend we’ve already heard. In the second room on the left, break the glass cabinet to get the photo “New Clock” (17) .

We descend into a very deep basement. Inside, on the table, we read a note about a prisoner and take a syringe . In the hallway, we examine three more paintings . There are cartridges on the next table . We jump into the square abyss, as in the painting.

At the bottom of the well, we break through the wall in two places; the only way out is through a hole in the brick wall. In the half-flooded corridor, we quickly kill the crawling monster while it’s still visible on the surface. There are a couple of dead ends in the water.

We enter the door and pick up the Key with the Spiral Inscription in the room with the small cockroaches . Afterwards, three large cockroaches will attack, so we hit them. The door closes behind us, and we need to guess the code. Almost all the buttons are stained with blood, and three of them have fingerprints. We try all the combinations of the three buttons; there are six possibilities in total:

239, 293, 329, 392, 923, 932

The correct code is chosen randomly. Outside in the next room, use the key to unlock the grate on the floor and jump down.

 

10. Toluca Prison
Silent Hill 2. Where to find the rifle

Main section

We find ourselves in the prison cafeteria. There’s a drink on the counter in the back . A dead man lies at the table in front, with Eddie holding a revolver nearby. Eddie will claim he killed the man, then say he was joking and leave. We pick up some ammunition near the body . To the right, examine the table with the saucepan— a scene from the past (18) .

Armory. Go straight through the hallway to the armory and grab some ammo . There’s a Toluca Prison Plan on the wall . There’s a rifle locked in the cabinet; you need to find the key. Read the note (49) nearby. There’s some rifle ammo in the desk drawer .

Chapel. We go to the northwest room and examine the painting at the entrance . The Heaviest Weight is on the altar in the center. When we take it, a nurse and a mannequin will attack from the hall. There’s a prayer room to the side, with a note on the table inside and a syringe on the shelf .

Block A. The main hall has high walls, constantly crawling with four-legged mannequins. Killing them all is pointless; more will appear, best avoided. To do this, press the levers on the walls; they temporarily turn on the lights, driving the monsters away. Turn off your flashlight and slowly walk past the enemies. If they spot you, kill them or run past them.

The side chambers contain useful items: A1 – rifle ammo , A3 – photographs and a fresco – a scene from the past (19) , A5 – ammo . There’s a note on the wall before the last chamber, A6 . On the north side, in A7, there’s a drink . In the northern corridor, in B1, there’s a mannequin and a drink . Through the gap in B3, you can crawl into the locked chambers; inside is a mannequin and shotgun shells . The corridor contains locked doors with animal symbols.

Courtyard. To the east, we emerge into a dark courtyard. There’s a save on the wall to the left . In the center, remove the blanket; underneath it are scales. Further on is the scaffold platform, which we won’t need for now. You need to position the weights on the scale so that the arrow points to one of the animal symbols, exactly on the green petal, and then this door will open. There’s only one combination for now:

Snake = Small weight on the left + Heaviest weight on the right.

 

1st floor, south (Snake)

From the main section, go through the southeast door, not the basement. We’ll pass through the security room; there’s a syringe inside. In the next room, there’s a note on the wall (reminder) , and shotgun shells are in the desk drawer .

Almost all the cells in the hallway are locked, containing monsters; it’s best to kill them first. Open cell E4 contains a family photo (50) . In the northeast room, kill the mannequin and take some ammo from the desk drawer. In the western hall, all the doors will close behind you. There are many mannequins on the ceiling in the hall; it’s best to go straight to the security rooms. Take some ammo from the drawer by the window .

Witness room. There are cartridges on the chairs . There’s a generator in the corner, with safety rules posted next to it . To open all the doors, you need to overload the power grid. Turn on all the circuit breakers on the generator:

4, 5, 2, 1, 3 (easy difficulty)

6, 4, 5, 1, 3, 2 (standard difficulty)

4, 5, 2, 1, 3, 6, 7 (hard difficulty)

We lower the main switch on the right, and all the doors will open.

The execution room. There’s a Medium Weight on the electric chair . We don’t need anything else here, but the entrance door still won’t open; we need to go through all the halls to the other exit. Shoot all the monsters that emerge from the cells. You can collect the following items in the cells: E6 – Shotgun Shells , E7 – Drink , E2 – Ammo , E1 – Ammo .

We move on to the western hall, where there are even more monsters. We search the cells: E18 – shotgun shells , E16 – shells , E10 – shotgun shells . E13 – photo “Four More Months” (18) . From the last western cell, E10, we crawl through the hole in the wall.

We’ll find ourselves in the armory, where we read the report and take the ammo . A little further on the shelves, we’ll find a drink , some rifle ammo , and an armory key . On the bench at the checkpoint, we’ll read a note about the lake .

Unlock the north door and exit back to the main section. Enter the armory, unlock the cabinet, and take the rifle ammo, shotgun shells, and a Hunting Rifle (weapon 3). Go to the scales and add a new weight.

Bull = Largest, smallest weight on the left + Medium weight on the right.

 

2nd floor (Bull)

Block C. Go up to the second floor past the bull’s door. There are some open spaces in the latticed walls here, so the mannequins from the lower hall will crawl up here too. In cell C1, read the notes on the floor , and there’s a drink in C5 . Enter the security room to the east, and take the patrol notes and the Block D Key from the desk . There’s also a save here .

Block D. In the northern corridor, unlock the door to a separate block. Collect rifle ammo and shotgun shells from the open cells . In cell D5, hidden in a recess in the wall is a box containing a Sharpening Key and a threatening note (51) . In the northwest corner of the corridor, on the wall, is a guard’s letter (52) .

Chamber C4. Unlock this chamber with a shiv. Inside is a note (53) and a low hatch through the wall. Climb through the pipes in the wall to reach the restrooms. A mannequin is hidden in one of the stalls, and there’s a drink in another . In the locker room, there’s a graffiti note , rifle ammo , and a syringe .

Showers. There’s a crumpled note (54) on a bench in front of the shower . Flip the switch, which will turn on the lights for a minute. There are a lot of monsters in the hall; it’s best to sneak around them along the right wall. You’ll find ammo and shotgun shells on benches near the wall, and an engraving— a scene from the past (20) —in a pile of clothes . There’s rifle ammo by the northeast wall . To the east, examine the hole in the wall; a Heavy Weight is hidden in it .

As soon as we grab the weight, all the monsters will start chasing us. Kill only the enemies in your path and quickly run to the exit; there won’t be enough ammo for everyone. In the restroom, crawl back through the hole and head to the scale.

Boar = Smallest weight on the left + 3 weights on the right.

 

1st floor, north (Boar)

From the main section, head north. Read the bypass note on the wall. There’s a locked warehouse on the right; if you circle around it, you can enter through the back door. Two monsters will attack along the way. Grab some ammo from the shelves in the warehouse .

Visiting room. Near the typewriter, take the photo “The Old Man Is Always Ready for Anything” (19) . Ahead is a long row of glass cubicles; inside, you’ll find a prisoner’s letter (55) . One of the glass panels is broken; climb through it to the visitors’ side, kill the monster there, and grab the ammo . Further down the hallway, cockroaches are crawling.

Staff room. There’s a drink in the women’s restroom, and a safe in the men’s . In the southern corridor, there’s a note written on the wall . There’s a nurse in the central room. Examine the horseshoe glued to the floor— a scene from the past (21) . Take some ammo from the cabinets near the TV. Read the report in the duty officer’s separate room .

Infirmary. Enter the northern offices. Break the cabinet against the left wall to grab some ammo . Three nurses are walking around the central hall at once; you can kill them all from afar through the windows. Climb over there, then into the northern room. Inside, grab some ammo and shotgun shells from the cabinet and table . On the table here is the Key to the Upper Floor and an Unfinished Conclusion (56) . The glass cabinet on the left contains a drink . Unlock the narrow corridor, head back south, and use the key to unlock the stairs.

3rd floor . Warden’s office. On the 2nd floor, unlock the door to the hall. On the 3rd floor, in the narrow corridor, grab some ammo . In the office, there’s a typewriter on the desk; read the note on it . Hover over the keys, and the note will automatically finish typing, opening a desk drawer to find a Light Weight . The side room contains ammo, shotgun shells , and a save .

We return to the scales and set a new combination:

Dove = 4 other kettlebells on the left + Middle bloody kettlebell on the right.

 

 

Basement (Dove)

From the main hall, descend the southeast staircase. In the basement, go around the southern chambers; there’s a drink in F2 . Two of the chambers are locked. In the center is the artist’s chamber F4, containing three paintings .

In the northern corridor, F12 contains shotgun shells , and F14 contains a drink . A separate cell, F15, contains books and chalices from the chapel. In the nearby corridor, crawl through a low hatch and read a note in the large room. Press the two buttons on the wall to open isolation cells F5 and F6.

Inside cell F6 is the Lightest Weight and a note of repentance (57) . We’ll be locked inside the isolation cell, but only for a minute, and then released. There’s no way out via the main path; it’s blocked. To the northwest, cell F10 is locked, but you can get there through F9. Inside, climb the stairs and emerge in Block B.

 

Prison Puzzle

Yard. You need to arrange all the collected weights so that the scale is balanced in the center. Solution:

Left: green, blue, copper.

Right: large, red, shiny.

Obtain the Executioner’s Lever . Climb the scaffold and insert the lever into the recess in the floor. A panel will appear detailing the sins of six people. You need to take the tablets from the bottom and add them to the tablets above. Solution:

  1. I do not ask for leniency… – From the sight of flames and screams…
  2. I stole, that’s right… – You ask, what were the reasons?

III. I took the child, that’s true… – Child, you are my only one…

  1. It had barely gotten dark on the porch… – I’m guilty, I admit it…
  2. Mommy, you, my dear… – You broke my legs…
  3. I waited patiently in ambush… – I did not hesitate for a moment…

Once we’ve collected everything, six gallows with numbers will appear nearby. We need to choose the number of the criminal we can forgive. To do this, we need to pull the noose. If we choose incorrectly, we’ll fall into the basement, where there are many monsters. Don’t kill anyone there, but immediately run out through the hole in the wall ahead. There are ammo and a drink on the benches in the basement . Return to the top and choose again. The correct answer is: IV .

Pull the correct loop and fall into the morgue. Inside, jump into the abyss. Enter the elevator and pick up some ammo . Descend deep underground; there’s a save point down in the corridor .

 

11.
Silent Hill 2 Labyrinth: How to Get the Good Ending

The dungeon won’t be a shaft, but a corridor like in a residential building. You’ll have to navigate here without a map. A bloody newspaper is lying on the floor at the corner of the corridor . The note reveals that Angela killed her father with a knife. We’ll hear her screams ahead. In the living room, grab a drink from the table , and in the kitchen, find shotgun shells in the drawers .

Boss: Daddy . We’ll find a frightened Angela in the children’s room. Her “Daddy”—a monster with a door attached to itself—will chase us. Run down the narrow corridor after the breach. It’s a circular route, with nowhere to hide. We need to reach the wide room; we can dodge the boss’s attacks there. Don’t waste ammo on him. Wait for his attack at close range, dodge to the side, strike from the side, and dodge again.

Once we’ve dealt enough damage, the boss will cover us from above, everything will go dark, and we’ll find ourselves in a new location. In the hallway, we search the dead ends and find some rifle ammo . We run after the girl; she’ll hide in a hole in the closet. We move on and grab the ammo from the dresser in the large room . We fight the boss again, and he’ll cover us again.

In the new location, climb through the window and through the gaps. Run away from Daddy in the narrow corridors. Gradually, walls of flesh will begin to appear instead of normal ones. You need to find televisions in the dead ends and destroy them with one blow. After that, the old corridors will collapse, revealing new ones. You need to destroy three televisions in total. We pass by the mechanisms, grab rifle ammo and shotgun shells from them . Climb the pipe under the fan. Near the large fan, we fight Daddy for the last time.

Once we defeat him, Angela will finish off her attacker and run away. We examine the living room and take the rifle ammo from the chair . We crawl through the glass doors and into a narrow corridor. From now on, we’ll be mapping the underground corridors. We reach the intersection and save our game .

Central part

To the south, there’s a strange wall, blocked by moving bodies. To the north, in a room behind bars, we’ll see Maria, still alive. She doesn’t remember how she was killed, but she’ll tell us things about our lives that only Mary could know. We can return here to visit Maria.

An object has appeared under a blanket in the central hall. It’s a cube that can be rotated left, right, and up and down. Along with the cube, the house ahead rotates—a cubic labyrinth. You need to rotate the cube to open a passage through the building to the balcony on the upper left.

On the cube, you need to place the same symbol as on the balcony: an upward-facing triangle with a cross . The green sign should be above the door. A bridge will build to this door; we cross it, climb inside, and cross to the balcony. At the fork in the corridor, we can only enter the green door.

 

 

Rotten area

In the hallway, go to the dead end on the left and grab some ammo from the chest of drawers . In the large hall, there’s a cage hanging on a rope, with a save nearby . To the south, there are three entrances to corridors where monsters roam under the grated floor.

Eastern corridor. Unlock the door and take the rifle ammo from the nightstand in the room . In the corridors, always follow the left wall and crawl through the low opening in the wall. In the eastern room, kill the monsters and take the syringe from the shelf . Push the cart to the northern wall and climb up it to the window under the ceiling. In the kitchen, take the lighter fluid from the refrigerator. Move the cabinet and take the drink from the shelf in the hallway . Crawl through the opening in the wall and quickly run along the grated floor back to the fork.

Western Corridor. Enter the western door from the intersection and follow the left wall. At the right dead end, break through the wall and examine the hanging noose behind it— a scene from the past (22) . To the south, run through a dangerous area with a grated floor. Search the nightstands behind the door to find a drink and shotgun shells . Examine the round hole in the wall to find a Lighter Wick .

We pass through the corridor into the southern room. To the right of the entrance, take some ammo from the desk drawer. In the center, we go around the desk fence and kill the monster. Take the Iron Key from the desk drawer under the computer . Return to the crossroads.

Use the key to unlock the northeast door. Inside is a bathtub filled with acid. You need to retrieve an item from it, but you won’t be able to do so right away. Go into the corridor on the right and turn the valve at the end . The flood of water will destroy the bathtub. Go back and retrieve the Broken Lighter from it . Combine the three items in your inventory to create a working Lighter . Return to the fork in the road and light the rope on fire. The cage will fall, creating a path back.

 

Abandoned area

Rotating Cube. The second time, you need to place the symbol on the cube: Circles with a Cross . The sign should be above the door. Go through the labyrinth to the upper right balcony. At the fork, enter the middle door.

  1. Go to the pit with stairs I, save.
  2. Enter the northeast room and crawl through the hole in the wall. Pick up some rifle ammoon the furniture in the corner . Shotgun shells and ammoare hidden in the southern room . Unlock the door to the west; this is the way back to the save point. Go down stairs II to the east.
  3. In the underground passage, go to the western dead end and grab the ammo. In the southern corridor, climb up Staircase I. At the top, there’s a grate handcuffed to a valve. Go into the side corridor and kill the monsters. In the northern corridor, grab the drinkfrom the floor . In the center between the corridors, climb up Staircase III.
  4. There are several mannequins underground along the way. Take the Keyfrom the tray in the room . Unlock the door back. Climb up Staircase I, use the key to unlock the valve at the top, and open the gate. Kill the mannequins beyond. We’ll reach the northern room, where you can see the electrical panel through the peephole. Move the cart and climb through the window under the ceiling. Take the rifle ammoin the next room . Descend Staircase IV.

5, 6. Along the way, you’ll see a chain-link fence in the caves. At the roundabout, take the right path and pick up some ammo from the floor . We’ll emerge into a circular corridor. Pyramid Head is pacing around here, so you need to run away from him. In the eastern part of the corridor, head to the center and climb Staircase VI. At the top, go through the hole in the wall and grab the photo “Everything’s Ahead of Us” (20) from the furniture. There are some ammo and a syringe on the floor nearby . Return down. In the southern part of the corridor, enter the central room. Inside, break through the wall, and then climb Staircase V.

  1. At the top, go to the dead end on the right and grab the ammo. On the left, enter the room with the electrical panel, grab the Wire Cuttersfrom it . There’s a syringe on the floor nearby. Return down stairs V, and at the bottom, run back past the boss. In the northern corridor, use the wire cutters to cut through the chain-link fence. Grab the drink in the room behind it and go down stairs VII. Return to the cube.

 

 

Destroyed area

Rotating Cube. When you reach the cube for the third time, rotate it vertically upward twice. You’ll see a crossed-out symbol. Enter the maze, go down the stairs, and find a photo at the bottom of the cube that says “Your Best Friend!” (21) .

Select the symbol on the cube: Downward-facing triangle with a cross . The sign should be above the door. Enter the labyrinth and go through it to the lower-right balcony. At the fork, enter the last door on the right.

Nurses will attack in the hallway. Take some ammo from the nightstand on the left . In the apartment building, in the dead end on the right, there’s some rifle ammo , and there’s a drink near the TV . In the kitchen, there’s some shotgun shells in the desk drawer . When we approach the red door, an alarm will sound, and various monsters will attack us from behind. We’ll need to defend ourselves for about a minute, after which the doors will open.

Next comes a second similar house. Inside, there’s a drink in the hanging first aid kit , ammo on the sink, and shotgun shells on the stove . There’s a gap in the wall between the rooms. We approach the red door and defend ourselves again. It’s best to escape through the gap and pick off the enemies one by one from there.

The 3rd house. Inside, there’s a grated floor, with two monsters constantly moving underneath, attacking with their tongues. Break the cabinet and grab some ammo . There’s more ammo in the desk drawer , and a drink on the shelf . There’s a syringe in the corner of the kitchen. Approach the red door and defend yourself from the enemies that appear. There are four spots in the house where you can jump over obstacles, crawl through cracks, or use them to escape the monsters. When the doors open, run out quickly. There’s a save near the stairs .

 

Exit from the labyrinth

Pyramid Head will chase us upstairs, so we run away from him down a narrow corridor. Red bodies get in the way, but they’ll disappear as soon as the boss approaches them. This will take us to room 208, where we’ll find Maria dead inside.

Return to the cube. Pyramid Head’s enormous sword has appeared here. Take it and drag it south to a strange wall with bodies. The bodies will disappear as the sword approaches. Beyond the wall, you’ll find yourself in a hall with dirt and graves. There’s a save on the wall . Examine the six tombstones and grab a drink . In the far left corner are three graves together: Angela Orosco, Eddie Dombrowski, and James Sunderland—all three of the three who roam Silent Hill. Jump into your grave.

Boss: Eddie . We’ll exit through a bloody corridor into a freezing room, where Eddie killed someone again. We’ll engage in a shootout with him. There are shotgun shells in a pipe on the wall . Hanging meat carcasses around the room will protect us from revolver shots. Run closer, wait for the enemy to shoot, step out from behind the carcass, and hit him with a pipe. Land a couple of hits and back away, otherwise the boss will grab us and throw us back. Repeat this over and over. After we’ve hit him twice, everything around will go dark, and the enemy will start attacking in close combat. It’s best to use the shotgun instead of wasting bullets and finish him off.

 

12. LakeView Hotel
Silent Hill 2. LakeView Hotel

Lake Toluca

We leave the freezer and head outside. We’re on the lakeshore. Around the corner of the building, there’s a drink on a barrel . We examine the corner next to the empty baskets and find a photo of “Road Trip” (22) . There’s a save in the center .

We go to the long pier and board a boat. We sail toward the lighthouse on the island. You need to use each hand separately, or both at once, to row. If we stop in the lake for 10 minutes, we’ll earn the “Cursed Lake Toluca” achievement . We’ll reach our destination in two minutes.

 

Lakeview Hotel Garden

On the pier, on the central wall , examine the poster ” Hotel Garden Plan .” At the top, enter the garden; there are three paths to the hotel. On the left path, in the gazebo, there are some ammo . On the right path, in the southern dead end, there is a Rotten Apple . Each path has its own statue , but the garden on the left side is closed for repairs. On the right path, in the fish statue, examine an old camera— a scene from the past (23) . Enter the building.

 

1st floor

From the entrance, head right and examine the wall near the reception desk to find the Lakeview Hotel Plan . To the right, inside the receptionist’s room, there’s a message for us (58) , a key to room 312 , and a save .

There is a music box in the northern hall, we unlock it with a key.

Toluca Cafe. Go behind the counter at the side of the cafe and find the Key to Room 102 on the shelves . Around the corner to the south, break through the wall to reach the Lost and Found office. Inside, there’s a note about a lost item (59) .

Lake Shore Restaurant. We go to the Western restaurant and find Laura sitting at the piano inside. If we treat her kindly, she’ll give us Mary’s letter for Laura . She had another letter for us, but she lost it and will run off to look for it. We examine the drawing of a girl on the glass door . There’s a sheet of music in the corner .

In the east, we examine all the rooms. In the dark corridor, there are two monsters in the north, two monsters in the south. There’s a letter in room 101. Use the key to unlock room 102; inside there’s a syringe, a drink , rifle ammo, and shotgun shells .

  1. Inside there is a photo “Consequences…” (23), rifle cartridges.
  2. There are shotgun shells and ammoin the nightstands . Go out to the balcony, climb over the fence, and enter room 103. Kill the monster inside, grab the drink, and unlock the doors.

Utility room. In the southern corridor, enter the room with shelves and pots, take the ammo and the Dawn Wing Key . Read the notice about pests on the board .

Basement. In the center, near the entrance to the building, we go down the stairs. Almost everything in the basement is locked; in the utility room, on the table, is a note about cleaning (58) .

 

2nd floor

We climb the stairs in the center of the building. All the doors at the top are locked. Use the Dawn Key to unlock the door on the right.

Lobby. At the entrance, climb through the window into the coat check and go into the next room. Inside, the wind will blow away the standing mannequins. Take the Key to Room 202 from the red dress . Enemy mannequins are also hiding here. Go left through the balcony to the first aid room. Inside the medical station, smash the glass cabinet, grab the drink , and read the patient’s chart . In the hallway, unlock the door to open the left wing of the floor.

Left wing. Nurses are wandering the hallway. There’s shotgun shells in the dresser in the southeast dead end . In the western part of the hallway, the central nightstands contain shotgun shells and ammunition . There’s rifle shells in the northwest dead end . In room 212, there’s a broken toy in a suitcase— a scene from the past (24) . The other rooms are locked, and there’s a closed service elevator. We won’t go higher for now.

Right wing. Reading room. Upon entering the wing, go through the door on the right. There’s a save here . In the library, take the three books on the table and one book on the shelves to the left. On the right wall, examine the painting of a gladiator. Place all four books on the right shelf; arrange them to match the animals in the painting. Solution:

Top: Angel + Eagle , Bottom: Bull + Lion .

Behind the bookshelf, room 205 will open. Inside, on the bed, are three photographs (61, 62, 63) and a briefcase with a combination lock. Unscrew the broken red light bulb above the dressing table mirror.

  1. There is a mannequin inside, and there are cartridgeson the table .
  2. There are three monsters inside. In the north wall there’s a hatch leading to the neighboring room, 207. Inside, there’s a drinkin the nightstand .
  3. There are cartridgeson the table near the sofa .
  4. In the southern hallway, unlock the door with the key. Inside is a broken mirror with the inscription ” Snow White.” Go into the separate bedroom, take the shardthere , and add it to the mirror. Arrange six shards on the mirror to fill the entire recess. After this, place a ripe or rotten apple on the plate in front of the mirror to receive the Snow White figurine.

 

3rd floor

On the second floor, in the left wing, go up the corner staircase. At the top, in the northern corridor, grab some rifle ammo .

Conference room. On the fireplace, we read a note about cleaning ; attached to it is the key to room 107. Inside the fireplace, we see a figurine; a special key is needed.

Utility room. To the east are locked doors leading into the hallway. A little further south, enter the warehouse, kill the mannequin, take the ammo from the glass cabinet , and grab the shotgun shells and bolt cutter from the shelves .

In the corridor to the south, there’s an exit to an external staircase. Go down it and grab the ammo on the table . You’ll find yourself in the locked southeast section of the second floor.

 

Locked areas

  1. Inside there’s a birdcage, and there’s ammoon the bed . Go out to the balcony, where you’ll see a fallen book lying on the glass ceiling of the first floor. Shoot the glass, and the book will fall into the Western restaurant.

215, 214. In the left room, we break through the wall. In room 214, we get a drink in the bathroom . Unlock the doors, opening the way to the main 2nd floor.

  1. On the 1st floor, go to the southeast corner and use the key to unlock the room. Inside is Cleaning Note 3 (64). Take the drinkin the bathroom . Through room 107, you can reach the fenced-in part of the garden. Take the shotgun shells from the round table. Kill several monsters. Take the drink from the bench in the northeast corner . Inside the gazebo, take the Fireplace Key from the yellow basket .

Garden. Return to the park at the entrance, or through the side door. Use the bolt cutters on the left path to open the chained gate. Inside, examine the third fish statue and take the Light Bulb from its mouth .

1st floor, Lake Shore Restaurant. We examine the book that fell from the glass roof on the boxes; it turns out to be a disguised box containing a Can Opener .

3rd floor, Conference Room. Use the key and take the Cinderella figurine from the fireplace . The room will close, and a boss—a long-armed monster crawling along the ceiling—will attack through the wall. You can shoot at it from afar, or dodge its tongue and attack with a pipe from up close. You can avoid the fight by immediately moving the cabinet behind the destroyed wall and punching through it. There are ammo and shotgun shells near the cabinet .

After the boss, exit through rooms 316, 317, and 318. The last room contains a Can of Paint . Combine the can and the can opener in your inventory, then the can and the light bulb. You’ll get a Red Light Bulb .

2nd floor, 205. Behind the library, in the secret room, screw in the red light bulb; you’ll see the password on the mirror:

DARK WISH (easy difficulty)

DEED DONE (standard difficulty)

LOVE LUST (hard difficulty)

We enter it into the case and take out the Service Elevator Key from it .

2nd floor, Service Elevator. In the west wing, we unlock the elevator doors. There’s a save in the room . We need to put all our collected items in the cabinet so the low-power elevator will let us down to the basement floors. We’ll be left without weapons, flashlights, or healing.

 

Service premises (without weapons)

Two long-armed monsters patrol the corridors of the service floor, and there’s nothing to kill them with. They can’t enter rooms, so it’s easy to hide from them.

Staff room. After exiting the elevator, jump through the window ahead into the central room with the TV. Nearby, read the “7 Rules” poster , examine the heater in the corner , and grab a drink from the nightstand . There’s a safe with a combination lock nearby. On the wall here, you’ll also find a staff floor plan . The room has four exits in all directions.

Manager’s office. Enter the room to the northwest. Inside, on the table, there’s a chest with slots for gems. In the nearby break room, crawl through a crack in the wall. In the manager’s room, grab the Red Stone .

Laundry. There is an inscription on the north wall .

Refrigerator. In the southwest corridor, crawl through a low hatch into the room, then into the adjacent storage room. On the shelves, you’ll find a broken toy— a scene from the past (25) , a blue stone . Unlock the main doors to exit.

Dining Room. From the southwest corridor, enter the southern rooms. There’s a drink on the table . A crawling monster is roaming the kitchen; you need to escape it through the windows and partitions. You can examine the bread rack for the “Bread” achievement . There’s a Green Gem on the central tables ; grab it and climb out the ceiling window.

Return to the northwest room and insert all three colored stones into the box. Arrange them so that a horizontal image appears in the center. Solution:

Green – top left, Red – top right, Blue – bottom left.

We’ll get the code 7414 from the box . Go to the center and enter the password into the safe. Inside you’ll find a video tape and a basement key . In the central corridor, just north of it , use the key to unlock the door to the stairs.

 

Basement (unarmed)

Here the corridor is controlled by 1 long-armed monster, but there are obstacles on the way, you can end up in a dead end.

Repair room. In the southern room, take the Valve .

Beverage storage. We make our way north through the corridor and the wine cellar. In the fenced-off part of the corridor, insert the valve into the pipe and turn it three times until the monster is nearby.

Boiler room. Inside, there’s a syringe on the table . Near the red pipe, there’s a key to the “Tears of Venus” bar . In the hallway, use the key to unlock the side door. Another steam pipe is on the way. Go back, pick up the valve , insert it into the second pipe, and turn it.

The Tears of Venus bar. There’s a broken jukebox here, and a broken fish tank above it. We go behind the counter and pick up the photo “Better to Leave…” (24) on a shelf in the dead end. A Little Mermaid figurine floats on the floor in front of the jukebox . In the corner, you can examine a display case with hooks . Unlock the door and take the stairs back to the first floor.

We return to the 2nd floor, in the left wing we enter the service elevator to take all our things from the locker.

 

Music box

On the first floor, approach the large booth in the center and unlock it with the key and musical keychain. Inside, you need to place three figures: Snow White, Cinderella, and the Little Mermaid. Spin the four discs so that the tracks on them lead the figures to the doors. Solution:

1) Upper disk – only 1 of the 2 paths is needed, whichever is suitable.

2) Left disk – align the path in front of the figure and the door.

3) The right small disk – the intersection of paths is placed below.

4) Right disk – place a large, even loop at the bottom.

Once you’ve placed everything, click the small circle in the lower right corner. If you get all the pieces, you’ll move on to the second part of the puzzle.

There are three text clues on the sidebar that tell you how many times each key needs to be turned. After turning a key, you can press the button below each time to check if the figurine reaches the end. All keys must be turned again each time. Solution: 7, 5, 1. When the figurines reach the houses, you’ll receive the Key to the Hallway (3rd Floor) .

7, 2, 1 (easy difficulty)

7, 5, 1 (hard difficulty)

 

On the third floor, unlock the east door and enter room 312 in the hallway. Inside, insert the videotape into the tape player to the right of the TV. You’ll see a recording of Mary’s wife at the hotel, followed by a short clip in the hospital, unlocking forgotten memories. James himself killed Mary to end her illness. Later, a girl named Laura will arrive, and you’ll tell her about this. Left alone, you’ll hear Mary’s voice on the radio and continue your search for her.

 

13. Silent Hill 2 Alternative Hotel: How to Get the Good Ending

3rd floor

The entire building will be covered in rust and yellow light, but no monsters will appear. We exit room 312. The hallway will be completely destroyed, leaving only room 314.

A couple of rooms later, we’ll emerge into the east wing. There’s some ammo in the nightstand in the right corner . Head northeast, passing through rooms 311, 310, 309, and finally finding a drink in the bathroom .

In the southern corridor, you can explore room 304. Inside, there’s a hole in the next room containing a syringe . To the south, crawl through a low hatch into rooms 302 and 303. Inside, there’s a sign on the wall and some ammo . In room 302, move the cart to find the photo “Still Can’t Do It” (25) underneath .

In the corridor we take the cart , move it to the north, there under the weight of the cart the weak floor will collapse, we jump into the resulting gap.

 

 

2nd floor

We pass the narrow space ahead and enter room 207 on the right, which contains a drink . We pass through the broken toilet into the reading room. Inside is a burnt book and an audio recording about Mary’s fatal illness— a scene from the past (26/26) . We can save .

We head north, through the coat check and the lobby. There’s another audio recording in the medical bay . We exit through the hole in the wall. In the hallway near the corner staircase, we examine the nightstand for some ammo . We enter the elevator and go down to the basement.

 

Basement

We exit the elevator into a flooded bar. There’s a save behind the counter . We move through the kitchen and the drinks storage area. There are rifle rounds on the shelves . We climb onto the furniture and crawl through the hole in the wall near the ceiling.

We find ourselves in the burning part of the building, and on the stairs leading up we’ll meet Angela. She’ll mistake us for her mother, and only then will she take a closer look. The murdered “daddy” hangs on the wall nearby, but that still doesn’t bring her any peace. After a conversation with us, she’ll disappear into the fire—her own personal hell. We approach the stairs again, and we can climb up.

 

 

Service premises

Monsters will appear in the darkness here. Almost all the rooms are locked, so head northwest to the manager’s office. Inside, on the desk, there’s a charred note (65/65) . Go through the red door. Through the concrete corridor, you’ll reach the final save point , containing nine red notes.

 

 

Boss: Pyramid Heads

We’ll see Maria held captive by monsters, chained to bars, executed right before our eyes. The Pyramid Heads represent the protagonist’s guilt, and now we’ll try to shake it off. We’ll begin the fight in the arena. The monsters will chase us with spears. The arena is large enough that we can constantly run from corner to corner and fire our rifle. But we can also fight in close combat, constantly dodging twice before striking back.

Once defeated, the Pyramid Heads will kill themselves with spears. Examine them and take a Scarlet Egg from one of their hands, and a Red Egg from the other . Use both bird eggs on the two doors, and they will open.

Run down the long corridor. (If you choose the standard ending, you’ll hear Mary’s conversation in the hospital about asking you to kill her.) We’ll reach the water; here, scattered in the corners of the path are 2x Ammo, 2x Shotgun Shells, Rifle Ammo , and a Syringe . First, take the dead end on the right; near the water, you’ll find the photo “The Outside Rules the Mind” (26/26) . Go left and climb the steel stairs to Mary’s room.

Boss: Maria

We’ll meet Mary and hug her. But on closer inspection, we’ll see that it’s Maria in disguise—the embodiment of our desire—and not our dead wife. Maria will offer to stay, and when we refuse, she’ll transform into a monster suspended from a couch and attack us.

From a distance, the boss fires a homing projectile of moths, which temporarily delays us. Up close, she tries to grab us with her demonic tail; we press all the buttons to escape. It’s difficult to hit her up close; she’s almost always slightly above us. It’s better to shoot her from a distance with a rifle.

She must be defeated three times in total: upstairs in the hospital room, downstairs in the darkness, and at the bottom of the building, where her cage will transform into a spider. Each time, on normal difficulty, you only need to land five accurate shots with the rifle. At the end, when she falls to the ground, you need to make a finishing shot to the head. The final cutscene depends on which ending you get.

 

New Game +

After completing the game once, New Game+ mode will unlock. This mode will offer new weapons and five new endings.

Chainsaw – at the beginning of the game, on the farm before Silent Hill.

In the eastern part of South Valley, new documents will appear, containing clues for obtaining all endings. Document locations: 1) Andy’s Bookstore, 2) Big J’s, 3) Groovy Music, 4) Pete’s Bowling Alley, 5) Lookout, on a picnic table.

 

Endings (8 pieces)

 

Silent Hill 2 Standard: How to Get the Good Ending

Leave

Conditions of receipt:

– We avoid injuries and quickly heal the hero.

– We ignore Maria: we don’t visit her in the hospital, we don’t wait for her, we don’t protect her from enemies.

– Let’s look at the letter and Mary’s photograph.

– Let’s listen to Mary’s monologue before the finale.

We’ll see James and Mary’s conversation in the hospital. We’ll express everything that’s been tormenting us and ask for forgiveness. Mary will forgive us and give us a farewell letter. Later, we’ll give the letter to Laura. We’ll read the letter against the backdrop of several locations around the town. In the end, James and Laura will leave Silent Hill. James’s sin is forgiven, and he can begin a new life without guilt or pain.

Maria

Conditions of receipt:

– We don’t take Angela’s knife, the photo, or Mary’s letter.

– We protect Maria from monsters.

– We will visit her again in the hospital and in her cell.

– Let’s run through the finale without listening to Mary.

We’ll return to the nightclub and meet Maria lying there. She’ll give us Mary’s letter, but we won’t read it. Together with Maria, we’ll return to our car outside the city.

In Water

Conditions of receipt:

– We don’t heal the hero right away, we leave him wounded.

– Let’s examine Angela’s knife several times.

– Let’s read the diary on the roof of the hospital.

– Let’s read the text in “Neely’s Bar”.

– Let’s listen to the headphones in the hotel library.

– Let’s listen to Mary’s monologue before the finale.

We wake up in our car, just before Silent Hill. Our love for Mary hasn’t let go. To meet her sooner, we’ll cause an accident and fly off the road into Toluca Lake. Underwater, we’ll find a letter Mary wrote for us, which we never found.

 

New game +
Silent Hill 2. All endings

To quickly get all the “NG+” endings, collect all the items marked with a red exclamation point on the maps during a repeat playthrough. At the end of the game, don’t take the book from the Lost and Found office in the hotel. First, complete all the quests, and save just before entering room 312. This save will give you all three endings.

 

Rebirth

Conditions of receipt:

On NG+, in the eastern part of the South Valley, a document will appear on the table near the observation deck, describing the items needed for the ritual:

1. The Crimson Ceremony book – Start of the game, Cemetery, near the grave with the image of an eye. After the first conversation with Angela.

2. White Spruce – West South Valley, Baldwin Mansion, on the table in front of the house.

3. Obsidian Goblet – Historical Society, in one of the glass cases, next to a large painting.

4. Book of Lost Memories – Lakeview Hotel, Lost and Found. This will replace the note found in the first playthrough.

If we collect all 4 items, then after the final boss we will get the “Rebirth” ending and the “Trample Death Itself” achievement.

Dog Ending

Conditions of receipt:

1. In the eastern part of South Valley, next to Big J’s, a Pet Center has opened. Inside, in the back room, is a Broken Key Piece. On the counter is a note about the second key piece.

2. West side, Katz Street. On the north side, look for a wooden gate with the “Bone” emblem, near the intersection of Katz and Munson Streets. Behind the gate is a doghouse, inside is the second piece of the key. Combine them in your inventory.

3. Lakeview Hotel. When we reach room 312, use the dog key in front of it to unlock the Observation Room.

After using the key, James enters a computer room. A dog sits on a chair in front of the computer, controlling everything. James exclaims, “So that was you!” and drops to all fours. The dog runs up to James and starts licking his face. Afterward, cheerful credits roll with funny music.

UFO ending

Conditions of receipt:

A new diary has appeared on Groovy Music’s NG+, revealing that there’s an “alien device” in a Silent Hill shop. In the eastern part of South Valley, go to Jewelers (north of Big J on Neely Street). Break the window, climb inside, and grab the Blue Gem.

You need to use the stone in several places in the game to unlock the ending. You’ll hear a faint squeak at the right spots. Afterwards, inspect the Blue Gem in the “Key Items” menu; the stone should sparkle. You need to activate the stone in the following locations:

1. East side, Roof of the residential complex on Saul Street.

2. Rosewater Park, Pier, before meeting Maria.

3. Lakeview Hotel, right next to the boat.

4. Lakeview Hotel, room 312, before the videotape.

In response to using the stone, an armada of flying saucers will arrive. We’ll be met by Harry, the character from “Silent Hill 1.” Harry will ask if we’ve seen his daughter. In response, James will ask if he’s seen his wife, Mary. After this, the alien will knock James unconscious, and Harry will help him into the flying saucer.

 

New endings in the
Silent Hill 2 remake (2024)

Silence

Conditions of receipt:

1. We get the ending “In the Water”.

2. In “New Game +” we take a chainsaw.

3. After the farm, after opening the metal gate under the bridge, we break the window of the green car, inside is the key of longing.

4. Behind Pete’s Bowling Alley, look for a note with the code 314.

5. Lakeview Hotel. There’s a safe in the manager’s office. Use the key and code you found to open it. You’ll receive a postcard from Toluca Lake.

6. Complete the game in any way.

The ending of “In the Water” repeats, but this time, Mary appears in the car with us. Apparently, it’s a hallucination caused by intense melancholy, because James still decides to drown himself in the lake.

Bliss

Conditions of receipt:

1. West side, Pete’s Bowling Alley. In the bowling alley, look for a safe. Open it with the password 1887 (the code is on the body, just past the Historical Society). Inside, take the Rusty Key.

2. Lakeview Hotel / Alt. Brookhaven. In the garden gazebo, find a box; open it with a key; inside is a Bottle of White Claudia.

3. In room 312, before the video cassette, we use the bottle.

While watching the video, we won’t be able to think clearly, and because of this, we won’t remember the murder of our wife, and we will remain in blissful ignorance.

 

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