• News
  • Reviews
  • Guides
  • Walkthroughs
  • The romance club
РУС ENG

  • News
  • Reviews
  • Guides
  • Walkthroughs
  • NINTENDO
  • The romance club
  • Games
  • Website advertising

All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)



Silent Hill 2 Remake Walkthrough

A detailed guide to all levels of the game, locations, puzzles. Where to look for codes, passwords, keys, important items. How to defeat bosses. Side quests, all endings. All comprehensive information on the game.
Silent Hill 2 Remake Walkthrough
Author
Anton Latoshkin
Date of publication
6 October 2024

Silent Hill 2 Walkthrough (2024)



East of the South Valley

After the opening cutscene, you'll find yourself at Toluca Lake. Look in the driver's seat of James' car to find a map of South Valley. Just like in the original game, James will automatically take notes on the maps he collects as he explores locations. He'll mark fully explored areas (a circle with a check mark), occasionally write down hints, and use a ring, exclamation mark, or question mark to indicate locations where something needs to be done. If you see James take out a pen and write something on the map, you've just found an important clue. Note that James will cross out doors and passages on the map that will never open, and draw bold red lines on doors that are locked and can be opened. How does he know this? He probably has good connections with Bloober Team! Also, while you're exploring the map, the game won't pause. If you hear or see enemies, don't switch to the map under any circumstances, or they will deal damage to you.



There's nowhere else to go now, so head down the stairs (the main tunnel route into town is blocked). If you try to leave by walking away from Silent Hill, you'll unlock the No Turning Back achievement . Go down the stairs to the north and follow the path to the cemetery, where you'll meet Angela. There's nothing to do here, so continue on toward town. In New Game+, the cemetery is where you'll find the first of four items needed for the secret Ritual ending. Follow the large, abandoned farm outside of Silent Hill. By the way, there's a chainsaw lying by the logs on the right in New Game+ . At the end, you'll find a locked gate and an Auto Parts & Tires store. Go through the nearby door, go around the store, and climb inside through the open window. Many interactive objects that you can move, open, or crawl through are marked with white cloth or bandages in the game. The game does not emphasize these objects in any other way. Open the desk drawer to find your first key, the Auto Parts & Tires key . Open the nearby door to return to the main path, and use the key to open the ranch's western gate.

After the farm, the road turns right. Before going there, go forward and examine the boards that are boarding up the tunnel. This is the first collectible, which is new in the remake - a flash or echo of the past. In this case, James can find and interact with objects or locations that are reminiscent of similar things from the original Silent Hill 2. If you explore all the scenes from the past in one playthrough, you will receive the achievement "Echoes" . Now turn right and follow the path until James finds a new map of the "Eastern part of South Valley" hanging on a stand for tourists. This will mark your official arrival in Silent Hill and unlock the achievement "Welcome" . By the way, on the way to the goal, there will be a green car behind the opening grate. In "New Game +" there is the Key of Longing , associated with the new secret ending of the game.



Once you reach the eastern part of South Valley, you'll see a flower shop ahead. Go inside and grab the first note from the counter. Head west on Sanders Street, towards town. You'll quickly discover that almost everywhere you look is blocked by fences, construction barriers, or debris. The only way out is to head north on Lindsay Street, where you'll see a strange figure and be able to follow him into an alley between houses on the left. Before you do, check out the chain-link fence at the start of Wax Street. There's not much to find here, but if you look at the sign on the fence, you'll get another scene from the past .


Также рекомендуем сайт наших партнёров — ТОП лучших игр.


Return to Lindsay Street and use the passage between the houses to go west. It will seem like you are in some kind of labyrinth, but in fact, this is not so: just navigate by the mud tracks and open the gate. This is the only way! Crawl through the hole in the garage door on the left, after which it will close behind you. In general, such moments are not uncommon in the Silent Hill 2 remake. Doors will close behind James every now and then, and you simply will not be able to return to some parts of the locations.

Use the hole in the wall to enter one of the houses, where you'll find a save point. Go through the nearby door and open the kitchen drawer to find your first healing item (pressing V will let you drink a bottle that restores some health, while holding V will make James inject himself with a syringe that completely heals the protagonist). Enter the hallway through the kitchen door and open the only accessible apartment. There's a radio on the chair to the left. Pick it up to spawn your first enemy, a prone figure. James will rip a wooden board off the nearby window to use as a weapon. This is your first melee weapon. Later, when you get a steel pipe or a chainsaw, you'll be able to switch between them (choosing which melee weapon to use) through your inventory. Prone figures are relatively weak mobs, but they're still worth taking seriously. Yes, on easy difficulty they go down with one hit, but on standard you will have to use more force. In addition, they can attack James by trying to headbutt him or spit acid directly into his face. They can also shoot acid from a long distance. Do not get too close to the enemies. It is best to wait for their attack, dodge to the side and counterattack. You cannot interrupt their animation, so do not even try. On standard difficulty it takes about 6 hits with the board to knock the Figure down. After that, finish it off with hits with your weapon or kick until the mob stops moving. If there is no pool of blood under the Figure or any other mob in the game, which can sometimes be difficult to notice, this enemy will rise after a couple of minutes.



The figures are called Lying for a reason, because they can not only move on their own two feet, but also crawl on the ground. And even in this state, they move at a crazy speed. Such mobs can hide under furniture or parked cars. Do not let the mobs confuse you: if it seems that they are trying to hide, it only seems so to you. In a few seconds, the enemy will definitely attack you.

After you defeat the first prone figure, head into the next room and through the hole in the wall into another apartment. Open the first aid kit on the counter to get your first syringe. Break the nearby window and climb outside. After a short cutscene, you'll find yourself at the northern end of Martin Street, free to explore the center of Silent Hill. Just like in the original 2001 game, your pocket radio emits static whenever monsters are nearby. It has a fairly wide detection range, and will often detect monsters on the other side of locked doors or small walls. However, the radio may not respond to certain enemies, or may respond to barely noticeable bugs that pose no threat but are misleading. If you turn off the radio as soon as possible and keep it off for the rest of the game, you'll unlock the "Silence in the Air" achievement .



Now that you have the board as a melee weapon, start breaking all the windows you see along the street. This includes both buildings and cars. Once you reach Martin Street, you can break into a station wagon nearby and get some medical supplies. There’s also a flashback scene at the northern end of Martin Street : examine the blood stain on the road near the fence by the house on the right side after you go through the open gate. Continue south to find a corpse lying in the road. He’s holding a matchbox from Neely’s Bar, which is the first clue that points to which establishment you should visit. You can also pick up a second note that’s lying on the road a little further from the corpse – it’s a reference to one of the more famous files from the original Silent Hill 2.

 



So, your first destination is the Neely Bar, located on the street of the same name. However, do not rush, because you can explore several blocks in the eastern part of the South Valley. Be sure to do this, breaking as many windows as possible. If you turn right at the intersection, you can find a pet shelter. Next to it, there is a jewelry store. In the "New Game +" in the jewelry store window (you need to break the outer glass) there is a cabinet with a blue gem. This item is used to get the secret and humorous ending "UFO". In the pet store, you can find the first part of the dog key, which is also used for the second humorous ending "Dog".

I advise you to explore all the remote corners of the locations, first go not where you need to go according to the plot, but in opposite directions. In this case, you will almost always find some note and / or consumables. The streets are full of Lying Figures, sometimes there are giant beetles, but you move faster than these mobs, so there is no need to kill almost every enemy you meet. Giant beetles in Silent Hill, although they can attack James, but they do critically little damage; again, you should not pay attention to them. On the other hand, their presence activates the radio, which is confusing. Any successful attack against a beetle will instantly kill it. And do not look for pools of blood under these insects!

There is an obvious chain of clues in the eastern part of South Valley that you can follow, but nothing forces you to turn off in any other direction. You are free to explore the accessible part of Silent Hill as you see fit.



Now let's discuss the next steps needed to complete this location. Head to Neely's Bar on the corner of Neely Street and Sanders Street. There are no monsters inside, and there's a save point on the wall. This is a good place to take a break. Remove the canvas from the broken jukebox to find half of a broken record . The note on the bar counter next to the save point describes the events that took place in this place: one of the patrons broke the machine and then ran away. You might be able to fix it, but the same patron took the other half of the record and another important part (key/button). Your next destination is Groovy Music, which is a couple of blocks north on Neely Street.

Exit the bar and head north. Groovy Music is located on the west side of the street, and inside you'll encounter some Lying Figures. Take them out, then grab the note from the counter to get another clue. Break one of the windows on the back wall of Groovy Music and climb into the break room. Here you 'll find the other half of the broken records and a tube of vinyl glue . Combine the two halves of the record and the glue in your inventory to get a whole vinyl record . According to the note from the record store, the mysterious vandal still has one of the jukebox parts. The most obvious place to look for him is his residence, an apartment complex on Saul Street. It's located to the south, at the very end of Neely Street.

Once you're on Saul Street, head past the building to the west end of the street. There are several Lying Figures patrolling here, as well as another undead man with some helpful advice. Defeat or avoid the monsters, then collect the three notes lying on the road. They're not numbered in your inventory. Pick up the Old Map lying on the pavement near the corpse. Enter the nearby camper to find a healing potion and another note.



Afterwards, head back east and enter the Saul Street apartment complex. There are a few Bugs in the hallway and on the stairs, but otherwise no other threats here. On the first floor, enter the open door and push the bookcase to enter the next room. You can now enter the reception area to pick up a note and the key to apartment #5 . While you're on the first floor, you can use another unlocked door to enter Green's Pharmacy. There's a syringe in the medicine cabinet on the bedside table and a receipt on the counter. Head up to the second floor, which is partially collapsed. Here, you can go through the open vent next to the door to apartment #7 to find a well-hidden memo. Back in the hallway, find apartment #5 and use the newly acquired key to get inside. There's not much to do here, but you can go through apartment #5 to the neighboring apartments to get around the rubble that was blocking the hallway. Use the open window to get out onto the fire escape and up to the third floor.

Return to the building through the open window to find the apartment of the anonymous vandal who smashed the jukebox. His diary is on the table, slightly warped due to exposure to moisture. But you can still read it. The man planned to stop by the Texas Diner on Katz Street before leaving town. James will mark the establishment on the map. Look for the door mentioned in the tenant's note nearby. Even if you examine it, nothing new will happen. Instead, go to the bathroom next to the locked utility room and force James to stick his hand through the hole in the wall. You will receive the Jukebox Key .

Leave the apartment complex through the nearby door and exit onto the roof. If you're playing New Game+, look on the roof to the right, on the fan housing, for an "eye." Open your inventory and examine the blue gem. It will start to glow. This is one of several places you need to examine the gem to get to the secret UFO ending. Head down the stairs to the street, then pick the lock on the gate to get back to the main road. You'll need to make one more stop before you can repair the jukebox. According to the Saul Street diary, this is the Texas Diner on the east side of Katz Street. Check the cash register on the counter, then turn the key and press the button to open the cash drawer. Inside, you'll find a coin from Neely's Bar . You'll also be attacked by a Lying Figure, though you can just run outside.

you have the coin, the button, and the whole vinyl record, you can return to Neely's Bar and fix the jukebox. First, lower the spring on the left so that the crank on the right can move. Open the compartment and place the record. Once it is in the common stack, you can install the jukebox key and insert the coin. Play the record from position C2 (connect the two right parts, bend the spring and push the connected crank deep). James will be overwhelmed by a series of memories of Mary and Rosewater Park. This is your next objective. James will decide that this is a good place to find Mary. Since many streets are blocked off, the only available route from here to Rosewater is to go through the Woodside apartment complex on Katz Street. You will receive the Neely's Bar Key , which will fall out of the jukebox. Open the locked door inside the bar.

If you head to the Woodside apartment complex right now, you'll find the doors locked. At this point, your only remaining clue is to check the back room of the bar. Be aware that this will trigger the Point of No Return (by opening the door in the bar), and there are a few more optional objectives in the eastern part of South Valley. You can complete them in any order immediately after you escape the house on Martin Street. While you're here, you can stop by Andy's Bookstore, the nearby laundromat, and the barbershop. You'll learn a bit about the history of Silent Hill, and the bookstore will have an item that you can find in during your second playthrough that's related to the secret ending. There's a funny poster on the back wall of the laundromat that will be familiar to fans of the original Silent Hill 2. It's the first of many Easter eggs you can find in the remake.

To the west of Neely's Bar, smash the front window of Silent Hill Fresh Meats to find a photograph on the display case. This is a new collectible for the StPhoto remake. Once you collect all the strange photographs, you'll earn the "All Mixed Up" achievement . Also open is Big J's, on the northeast corner of Neely Street and Katz Street. Inside, you can find a memo and a health drink on the tables in the main room.

Southwest of the Big J is a supermarket. Although its doors are locked, there is a keypad on the side for entering a 4-digit password. This is the first riddle in the game, although it is completely optional to find the answer. On the other hand, if you leave the eastern part of South Valley, you will not be able to solve the puzzle. To find the code hint, head south from the supermarket along Neely Street until you reach a bar. Turn left onto Sanders Street and look for a large truck parked with a dead man leaning against the car. As you get closer, you will be attacked by a Lying Figure, and there are notes next to the corpse.

According to the note, the dead guy tried to guess the code but eventually gave up. He tried all the numbers up to 4439 (on the back of the note). That's all the clue you'll get, and the solution changes depending on the puzzle difficulty you choose. Head to the supermarket, then enter the code 4442, 4444, or 4446 for easy, standard, or hard. There are 3 health drinks and 3 boxes of pistol ammo scattered around the store.

Across the street on Neely Street is a Happy Burger. It's locked, but you can get in by breaking one of the front windows. There's a health drink in the main room, but you'll also be attacked by two Lying Figures. If you head into the kitchen, you can use the open vent on the floor to get into a locked storage room. Look for a first aid kit with a syringe in here. Near the entrance to the Woodside apartment complex, on Ka Street, you can find 5 collectibles:

Take the flyer from the stand next to the door of the Woodside apartment complex.

Examine the nearby dumpster to see a scene from the past .

Pick up the strange photo from the wreckage to the left of the entrance to the Woodside Apartment Complex. You can also smash the windows of the blue sedan near the entrance to the apartment complex to get a healing drink.

After that, head to the construction barrier that's blocking off the western end of Katz Street. There's a note on the ground next to the Lying Figure. You can check the barrier itself to see another scene from the past .

To the east of Groovy Music is a seating area behind a cafe. There is a healing drink on the table.

Finally, don't forget to smash the police car on Neely Street to get a box of pistol ammo.

Once you're ready to move on, head back to Neely's and open the door to the backyard. You'll find yourself in a small hallway with a gurney. Move it against the wall to reach an open window above. Climb through the window and open the medical cabinet on the wall to grab a Health Drink. Look for a table with a note nearby to get another clue about the guy you're chasing. According to the note, you're looking for a greenish-blue car parked somewhere behind Neely's. Use the nearby door to get into the backyard of Neely's. There are a few enemies here, but they're not a threat. Head east and grab the Health Drink from the rusty van next to the half-open door. In the parking lot, examine the bloody jacket lying on the ground by the car to get the Key to the Health Drink. Woodside Apartment Complex . You will be attacked by three Lying Figures. Just run away! You will end up on Katz Street, visibility will be very poor, and many more Lying Figures will appear. Head to the Woodside Apartment Complex and use the new key to open the door. Once inside, you will block access to the eastern part of South Valley. In addition, you will receive the achievement "Cozy" .

Residential complex "Woodside"

First, grab the Woodside Apartment Complex map that’s on the board right in front of you. Next, enter the reception area to find a save point. Head to the back room to find a new puzzle – a cabinet with coin slots hidden under a blanket. One of the drawers contains some pistol ammo. There’s nothing you can do about the puzzle right now, so head out to find some key items. The only door on the first floor that’s currently open leads to the janitor’s closet, where you can find some pistol ammo. You can also head to the mailboxes under the stairs on the first floor to find another note that will give you a clue to the location of a new weapon, the shotgun.

There is nothing left to do but go up to the second floor. At the same time, the doors on the third floor, which also lead to the roof, are barricaded, but you can find pistol ammo upstairs. Go back to the second floor, where only one door is open. Enter apartment #202 to take the flashlight from the mannequin . As soon as you do this, you will be attacked by a new monster. Mannequins are mobs that often set up an ambush. They usually hide behind corners or furniture, and suddenly pounce on you. If you see an ammo box or a health drink standing in the open, it is safe to assume that there is a Mannequin hiding somewhere near the item. From this point on, you will regularly encounter them until the end of the game. A single Mannequin is a classic “glass cannon”; it can do a ton of damage if you miss a hit, but it does not have much health. If it attacks, dodge immediately. Either way, I recommend always dodging its first attack. You can't deflect melee attacks. The Mannequin will take damage, but so will you. If you're exploring a new area and see something that looks like a Mannequin around a corner or in a window, your eyes are probably right. Shoot it from afar. The easiest way to deal with a Mannequin in a one-on-one fight is to stun it with 1-2 shots to the legs with a pistol, then knock it down with a melee weapon.

Once you destroy the Mannequin, take the Garbage Chute Key from the stand a little further down in the same room with the flashlight. You can also examine the mannequin to get James to comment on the clothes, although this doesn't affect anything. Once you have the new key, return to the first floor. Now you can open the locked door by the janitor's closet to go out into the courtyard to the clogged garbage chute. There is a cart next to it that needs to be moved to the open window on the right. This will allow you to get into room 112. The only interesting item that interests you in room 112 is the newspaper lying on the kitchen table. It may seem unimportant and unimportant, but in fact, the information in this article will come in handy later.

Leave room 112. The only other accessible room in this corridor is apartment 109, which contains a mannequin guarding a box of pistol ammo. Otherwise, go to the end of the corridor and examine the metal fence. When interacting with it, James will try to grab the key lying on the floor, but he will be stopped by a small girl. After that, use the unlock door nearby to create a shortcut to the courtyard.

What changed as a result of all these actions? The girl ran through the lobby of the apartment complex and opened some doors. If you return to the reception, you will hear the girl laughing. This is the only clue you will get: she opened one of the previously locked doors in the lobby. Now you can enter the eastern corridor on the first floor. Go there, go to apartment #107 to pick up the key to the corridor on the second floor . Room 107 is almost empty, except for the wall drawing left by the girl. There is a healing drink behind one of the doors. On the way back to the lobby, look into apartment #109 to remove the handle from the cabinet at the back of the room (you need to turn the left handle so that the "golden apple" falls out; pick it up). In the corridor, a lying figure will burst out of apartment #106. Deal with the monster and find a box of pistol cartridges inside the room.

Once you return to the lobby, the gate blocking the west wing of the first floor will open. There are two Lying Figures patrolling this room, so try to lure them out one at a time. Once you've dealt with them, you can enter room 102 to get a strange photo lying on a teacup by the window. There's a syringe on the dresser in the bedroom. Once you've done that, head back to the second floor hallway. Use the key you found earlier to open the door near the stairs to reach another part of the hallway. The second floor is in much worse condition than the first, with most of it inaccessible. There are basically only two open rooms right now. One of them is the second floor laundry room, which isn't marked on the map, but once inside, you can inspect the garbage chute and see that there's a shiny coin stuck on some trash. You'll need it to solve the puzzle at the front desk. Another open door leads to apartment 213. It's dark now, but you can find some strange scratches on the wall in the bedroom that will trigger a scene from the past . Use the hole in the wall of the living room of room 213 to get to another part of the hallway. There's a locked door here, behind which there's an additional staircase. In addition to the lock that requires a key, there's a note hanging. The more important destination for now is apartment 217. Go inside to find a pistol in a shopping cart in the center of the empty room. There are also some boxes of ammo nearby. Try not to use the pistol for now to conserve ammo. A battle awaits you soon, and it's much easier to survive with a good supply of ammo.

Return to apartment 213 to find that someone has redone its interior. The most important element of all the changes is the key to apartment 212 , lying on the nightstand by the TV. You can examine the corpse in the chair in front of the TV. Use the key as intended to enter apartment 212 in the nearby hallway. Grab the health drink from under the sink in the kitchenette, then go out onto the balcony to reach the neighboring room 210. Deal with the mannequin that has set up an ambush in the living room, grab some pistol ammo from the fridge and a strange photo from the windowsill by the TV. In the hall of apartment 210, kill a couple of Lying Figures. The open door leads to the courtyard, and you can use the wall lever to lower the metal stairs and create a shortcut to the first floor courtyard. The door to apartment 209 is also now open. In it, you can deal with the Lying Figure and the Mannequin. The last mob has set up an ambush in the bathroom. There, look for two boxes of pistol ammo. If you have extra ammo, shoot all 11 balloons by the wall that form the phrase Welcome Home and are located in apartment #209 to get the achievement "Not in the Mood" .

After that, go to apartment #208. There are some bullets in the kitchen, but the main thing in this place is a cabinet with a note nearby. Use the handle to unlock this cabinet to move it to the side and get into apartment #206. Eventually, you will find yourself trapped in a room with a safe and graffitied walls. You cannot leave this room until you find out the combination to the safe. Your first clue is a poem written on the wall by the door. This poem, in turn, contains a clue to find the combination to the safe. For each difficulty level, you will see a different poem, but regardless of this, three specific objects are mentioned that correspond to the drawings on the wall of the room. Use the flashlight to see the reflected numbers and numbers.

Here are the combinations for each difficulty level:

Easy : right to 15, left to 11, right to 13.

Standard : right to 13, left to 7, right to 11.

Hard : right to 13, left to 7, right to 11.

Enter the correct combination on the safe to receive the Man's Coin and the Steel Key . The latter will open the door, allowing you to leave the room. Cross the hall and head to room 205, where you'll see several mobs guarding the Second Floor Small Staircase Key . There's also some ammo in the kitchen, and a first aid kit with a health drink in the living room. If you want, you can return to apartment 207 through the balcony of room 205, but you should have already explored it. Instead, open the door in the hallway next to room 205 to return to the main hall, then head north. A Lying Figure will burst through the previously locked door between you and the stairs. After dealing with the mob, you can use the Second Floor Small Staircase Key to open an additional landing in the building. There's also a new save point here. First, head down to the first floor of the landing to unlock the stairwell door and return to the lobby. Also grab the ammo box from the trash pile under the stairs and visit the previously inaccessible block of four apartments. Only room 116 is open, and this is where you'll meet Fat Eddie for the first time. Grab the ammo box from the drawer in the kitchen, then use the open window in apartment 116 to enter the courtyard with the pool. It's crawling with Lying Figures, and naturally, the gate to Rosewater Park is chained shut. The only thing you can and should do here is get the Snake Coin from the abandoned stroller in the middle of the pool. You'll never have to return to this place, so there's no point in killing every enemy. Instead, jump into the pool, grab the coin, and get back out as quickly as possible.

Return to the same landing and go up to the third floor. This place is crawling with Mannequins, so be on your guard. Move forward to grab a box of ammo, go back and enter through the hole in the wall into apartment 311. Grab the Health Drink from the workbench and deal with the Mannequin that's ambushed you in the kitchen. There's a second Mannequin in the back room, but there's nothing else inside. Leave 311 through another hole in the wall to enter apartment 309. Grab some ammo from the crate in the kitchen and head into the hall. If you go west, you'll enter half of apartment 310 that's walled off from the rest of the apartment. Grab some ammo from the first aid kit, then search the table for the Madman's Folder. Return to the hall to fight two Mannequins in the other half of apartment 310. Use the balcony to get to room 312, where you will find another Mannequin guarding a healing drink in the bedroom. There is also a memo attached to the wall (near the sealed front door). In apartment #312 there is a hole through which you can get to the laundry room next door, but before you do that, check the balcony for a first aid kit. It contains a syringe.

In the laundry room, take the canned juice box and use it on the garbage chute. You will get rid of the blockage, and the last coin will fall down into the courtyard of the apartment complex. Now you can unlock the laundry door on the third floor from the inside and go down the additional landing to the first floor. Pick up the woman's coin lying on the ground near the garbage chute. Now you have everything you need to solve the puzzle at the reception. Return to the lobby and place 3 coins on the cabinet.

You may not have noticed it before, but each of the three coins you found in the Woodside apartment complex has a different image on each side. The man's coin can be turned into a sword coin, the woman's coin can be turned into a grave coin, and the snake coin can be turned into a flower coin. The poem on the cabinet's plaque tells you where to put each coin, as well as which side it should be facing up. Each time you successfully complete the instructions for one poem, the plaque flips over and another one appears.

On easy, standard or hard difficulty, you will have to rearrange the coins according to 4 consecutive poems. There are five slots in total, but you will only use three coins.

Easily

  • Man - Empty - Woman - Empty - Flower
  • Sword - Empty - Woman - Empty - Snake
  • Snake - Empty - Grave - Empty - Man

Average

  • Man - Empty - Woman - Empty - Flower
  • Empty - Sword - Empty - Woman - Flower
  • Empty - Empty - Man - Grave - Snake

Hard

  • Man - Empty - Empty - Grave - Snake
  • Grave - Sword - Flower - Empty - Empty
  • Empty - Man - Woman - Empty - Snake

The last part of the poem, regardless of the difficulty level, asks you to choose the coin that points to the culprit of what happened. The puzzle will be completed regardless of what you decide to choose. The reward for solving the puzzle will be the key to apartment #201 . Using this key, you will unlock the point of no return. Before going to room 201, search all the rooms and collect everything you can. For example, check all the unvisited open rooms. In apartment 201, take the healing drink from the bathroom, and then examine the handkerchief lying on the table next to the chair. After the cutscene, pick up the handkerchief from the floor, and then follow the monster through the large red door. You will unlock the achievement "On the Other Side" .

Blue Creek Residential Complex

This is your first introduction to the "other world" of Silent Hill, where ordinary buildings, interiors, and exteriors become darker, more damaged, and so on. Continue to conserve ammo if possible. Ideally, you should have about 40 rounds in your inventory before you leave this apartment complex. There is nothing useful in the current apartment, which looks like a mirror version of the one you left in "Woodside." Exit to the hall and turn right to find some ammo in a chair. Walk down the hall and grab the Blue Creek Apartment Complex Map from the information board.

As soon as you turn the corner, you'll be introduced to a new enemy type. These are stronger versions of the Lying Figures you usually only encounter in the Overworld. These mobs tend to keep their distance. In addition to the same headbutt attacks, grab attempts, or vomiting when approached, they can spit acid from a distance, just like regular Lying Figures do. The best part is that when they take fatal damage, they explode, creating a pool of corrosive bile. If you stand in it, you'll take minor damage. The puddle itself is only dangerous for a few seconds after the mob explodes. Once the toxic fumes dissipate, you'll be able to move around the acid pool safely. On the downside, these Figures have unusually low health. Each mob will roll over and arch its back before exploding. As soon as you see this animation, you should know that the enemy is about to explode, so run as far away as possible. Note that the presence of Acid Figures in this area does not mean that there will not be standard mobs of this type. Sometimes you will have to fight them from a distance. Destroy the first Figure, then go down the hallway to a noticeably damaged section of the wall. You can destroy such walls with your current melee weapon. It always takes three hits. This will create a narrow passage through which James can get further. Enemies can follow you through this opening, but it will take them some time.

You will find yourself in apartment 206, which is connected to apartment 204 by a broken wall. As you enter, you will see a fleeing Mannequin hiding by the entrance, while a Lying Figure is located in the kitchenette. Deal with the mobs, grab a Health Drink from the bookcase in 206 and some Handgun Ammo from the kitchenette in 204. The door to apartment 204 is unlocked, so you will be able to access the hallway on the second floor, outside of apartment 203. Note room 202, which has a large M (for minutes) carved into it. The door is covered in insects (mostly moths). You will visit this room a little later. None of the other doors are currently open, except for 212. Inside this room is a save point, a health drink (in one of the drawers in the kitchenette), and the clock puzzle from the original game. In this relatively well-furnished apartment, there is a large grandfather clock hidden under a blanket. Examine it. The clock has no hands, and there are two clues nearby. One is on the notepad under the lamp, and the other is on the wall to the left of the clock.

There's nothing you can do about them right now, so head through the open door to reach the fire escape. To the right, look for another locked door with a large H carved into it; to your left, there's an open door. Go through it to enter Apartment 203. After the Mannequin tries to scare you, search the rooms. There's some pistol ammo on the side table, a first aid kit with a syringe in the kitchen, and another weak wall that, when broken, will take you to Apartment 205 to the north. Grab some ammo from the crib, then deal with the enemy and move on. A lying Figure in the bathroom of Room 205 will ambush you. Grab some more ammo from the first aid kit, then use the open window to climb outside. You'll find yourself next to a staircase leading up. Climb up it, then use the nearby crate to reach the open hole in the wall of apartment 303. Grab the health drink and ammo box in the kitchen. There are dead monsters scattered throughout the hallway, and while you can attack them with a kick, melee weapon, or pistol, it won’t stop them from respawning later. So, there’s nothing left to do but deal with them as they appear. Thanks to the recently destroyed walls, 303 has become one with apartment 305. Grab some more ammo from the kitchen of apartment 305 and use the hole in the wall. You can head back south to go through the real door of room 303, where you’ll find an ammo box on a chair. There’s nothing else of note here. Afterwards, head north, where you’ll find another group of “dead” monsters and a large, conspicuous lock on the door to room 306.

From here, head east. The utility room is locked, save for a large hole in the wall and a fragile spot that connects it to the kitchen of room 305. It might help if you move the bookcase away from the door, giving you a little more room to maneuver in the future when the monsters lying on the floor activate. Also, grab a health drink from the shelf in the utility room and some ammo from the toolbox. Most of the third floor of Blue Creek is locked behind another barricade, although there is a box of ammo on a chair at the end of the hall. Head to room 307 and search the kitchen for more ammo and a health drink. Then check the radio hanging from the ceiling in the center of the room. The most important thing about this radio is the curved arrow that points to the current frequency. It's a clock hand! You can't reach it right now. Check the side room where the pipe for the valve is located, but it is not there now, so your next task is to find this part.

The first step in this quest will start with an open door nearby, which will allow you to get out onto the third floor fire escape. Climb through the open window nearby into room #305. It will slam shut behind you, but you can grab the key to apartment #306 lying on a nearby table. Go to the left side and turn the valve on the nearby pipe. The building will shake, and a Lying Figure will burst into the room through the nearby door. Deal with the mob, but be aware that there is a second Lying Figure nearby, which will break into the room through the window. After getting rid of the monsters, you can return to apartment #303 through the opened door. Take advantage of this, go north along the corridor, destroy all the reanimated enemies and use the new key to open the door to room 306. Deal with the two Lying Figures and take the Health Drink from the kitchen table. The main thing here is the open space that connects rooms 306 and 304. Inside apartment 304, there is a Mannequin ambushed in the hallway and a Lying Figure feigning death in the bedroom (it will revive as soon as you try to grab a box of pistol ammo from the nearby dresser). Once you deal with the mobs, use the valve in the living room. You will rip the part from its mount and you can take it with you. The door to apartment 304 will also be broken down. Be sure to look in the cupboard and grab the pistol ammo.

On your way back to room 307, you'll have to deal with a few more reanimated monsters. Don't be afraid to go back down the hallway to the south to give yourself a little more room to maneuver. In apartment 307, use the valve on the pipe in the side room, turn it to simultaneously open the passage to the fire escape and drop the radio from the ceiling. Take the clock hand . Exit to the fire escape from room 307. You can't go to other parts of the third floor, but there's a lever here that will lower the stairs back to the second floor, to the door with the letter H. You're right next to the clock room, so go inside and install a new clock hand.

Finding the hands on the grandfather clock is half the battle! To open the letter doors in Blue Creek, you also need to set the correct time. Check the note on the side table and the lines etched into the wall to figure out what time it is. In reality, nothing terrible will happen, since you can proceed by trivial guesswork. On the easy difficulty level, the wall next to the clock indicates the location of the hour, minute, and second hands, which correspond to the names Henry, Mildred, and Scott. You don’t really need the note. On the standard difficulty level, the drawing on the wall becomes less useful, and you will have to use it together with the note. On the hard difficulty level, the wall will be empty, and the note will contain a different riddle. However, on all three difficulty levels, the solution will be the same: the correct time is 21:10:15.

Once you get the hour hand, set it to 9 (21) hours, the minute hand to 10 minutes (2 hours), and the second hand to 15 seconds (3 hours). After setting each of these hands, the door with the corresponding letter opens. In particular, in the case of the hour hand, you will unlock the door with the letter H. This will allow you to get into a truly beautiful retro apartment 210 from the nearby balcony. There is a colorful lock on the living room door, and next to the TV there is a strange object resembling a children's swing. You see silhouettes of two birds, so you need to find their figurines. Take some pistol ammo from the kitchen table, then break the fragile wall next to the microwave and go to the bathroom, where one of the most disgusting toilets in the history of video games is located. As has already become tradition, make James stick his hand in it until you get the minute hand .

Go back to apartment #210. It's not as nice as it used to be, but you can find the figurine. Dove , located in the burnt-out bookcase in the hallway. In fact, it's easy to miss and walk past, despite the visual cue of a door falling off the bookcase. If you leave the room without the dove, James will highlight Apartment 210 on the map with an "exclamation mark". This means that there's something you can do inside that location right now. When you approach door 210, you'll be attacked by a Lying Figure. Deal with the mob, then head to the eastern hallway on the second floor and look for a box of Pistol Ammo at the northern end. In Apartment 209, enter the bedroom to find some more ammo. Use the hole in the wall to reach the bathroom, where you can kick down the shower door to find part of a Deformed Figurine . This isn't enough, as you need the second part of that figurine. Break down the northern wall in apartment 211 to surprise the Mannequin, who will hide from you and ambush you in the back room. Dash through the doorway to attack the mob, and after defeating it, grab the Wooden Swan Head hanging from a string near the ceiling. Combine it with the deformed figurine part to create the Swan Figurine .

Exit room 211 through the regular door to grab the Health Drink lying on a pile of trash at the end of the hallway. Then return to 210. Place both bird figurines on the makeshift swing on the nightstand. Move the swan figurine to the second slot from the left to balance the scales and get the Winged Key . Use it to open the door of the nearby bedroom and jump through the hole in the floor. This will take you back to the first floor. You will find yourself in apartment 110, next to an unremarkable broken table. It is easy to miss, but you can examine the table to see a scene from the past . Grab the Pistol Ammo and Health Drink from the kitchen of apartment 110, then leave the apartment. If you go south, you will run into a locked door. Instead, head to room 109, find some ammo in the kitchen, and, more importantly, talk to Angela, who you met earlier in the cemetery. She will finally introduce herself, and at the end of the cutscene, you will receive the knife . It will go into the "Personal" section of James' inventory and cannot be used as a weapon.

Ending spoiler : Angela's knife can only be used once. If you examine it in James' inventory at least once, you will unlock one of the three endings available during the first playthrough of the game. As you can tell from talking to Angela, the knife does not contribute to a happy ending.

Before you leave, grab the Fortitude Key from the table. It opens the door at the end of the hallway that leads to the Blue Creek first floor lobby and the door marked with an S. Grab the box of ammo from the nearby couch, then head into the west hall. It's a winding path with a couple of Mannequins along the way. You'll eventually come to the building's stairs. Near the stairs on the first floor, behind an oil barrel, is a strange photograph . Climb the stairs and unlock the door to return to the second floor. Set the minute hand on the grandfather clock in room 212 to open apartment 202.

Return to the door marked with the letter M to reach the insect room. There are no enemies in room 202, but there are plenty of moths. Your goal is to figure out the password for the combination lock on the bedroom door. Once you enter the apartment, go to the living room and destroy the weak wall. You will gain access to the back of the apartment, and you can move the bookcase to the side. This is not necessary, but it will help you find the solution to the puzzle. Now you can use the hole in the wall you found to look at the framed moths on the wall of the back room. Examine the lock to see a formula on the wall using three symbols found on collectible, dried moths. These are circles, skulls, and crescents. The solution to the puzzle will be different depending on your current difficulty level:

Easy : the combination is equal to the total number of each shape. If you count, you get 582 .

Standard : The number of figures on the butterfly's wings does not change, but you will have to do some additional calculations to get the correct sequence of numbers:

First Digit: Crescents - Circles

Second number: Skulls + Circles

Third Digit: Circles - Skulls

The final code is 373 .

Difficult : as in the standard version, you will have to resort to arithmetic calculations, but the formulas will be a little more complicated.

First number: Crescent Moon + Skulls - Circles

Second Digit: Dots x Skulls - Crescents

Third Digit: (Skulls + Crescents) Divide into Circles

The final code is 522 .

Open the lock and enter the bedroom. And once again you will have to make James rummage around with his hand in some disgusting hole. As a reward you will receive a second hand . When you return to the room with the grandfather clock, you will find it empty. If you enter the bedroom of apartment #212 at this point, you will find a healing drink and a strange photograph on the floor next to the bed . Although the bedroom technically opened a little earlier when you installed the minute hand, there was nothing in it until now. Install the second hand on the clock and point it at 3 o'clock (15 seconds). Now you can return to the first floor through the stairwell and go through the door with the letter S.

Before you do this, save your game, loot everything you haven't had time to get to Blue Creek, and make sure James is at full health. This is why I suggested saving your pistol ammo. You'll be facing Pyramid Head, who uses his signature greatsword. It's a slow weapon with a long range, and one clean hit on standard difficulty or higher will put James in critical condition. All Pyramid Head does is move towards James and try to hit him with a powerful sword strike. Additionally, if you linger too long near the boss, he'll grab James with his free hand and throw him to the side. This move is harder to dodge, but the damage taken is significantly less than a sword hit. This makes Pyramid Head difficult to deal with in close combat.

The easiest way to fight him is to stay as far away from him as possible, and shoot his legs and chest with your pistol. His helmet, as you may have guessed, is bulletproof. If he gets close enough to attack, dodge to the side and avoid his sweeping attack, then move to a safe distance and wait. You can use the cages around the room to slow him down, as he will initially avoid them. However, as the battle progresses, he will become more aggressive and destroy all of the above.

When taking damage, Pyramid Head will speed up significantly and the room will start to collapse. When the air raid siren goes off, Pyramid Head will leave the area. Don't waste any bullets on him, as the battle is over (though if you approach the mob, he will turn around and continue attacking you). As far as I understand, you don't have to damage Pyramid Head at all, as your goal in this fight is to survive for a limited time until the siren goes off.

Once you've driven Pyramid Head away, there's no choice but to exit through the door to the north. For this successful escape from the Blue Creek Apartment Complex, you'll receive a story item achievement "Test Passed" . Next you will find yourself in the west of the South Valley, not far from Rosewater Park.

West South Valley

After your first visit to the Overworld in Blue Creek Apartment Complex, you'll find yourself in the western part of South Valley, between Blue Creek Apartment Complex and the Baldwin Mansion. There's nothing much nearby, except for a new save point on a fence just across the street. A box of Handgun Ammo can be found on a park bench nearby. Head down the alley from Blue Creek Apartment Complex until you find the girl from Woodside. After a cutscene where you'll get some new information, barricades and locked doors will leave you with no choice but to head to Rosewater Park. If you're low on resources after the last fight, check the rest area to the left of the park entrance to get a syringe lying on a bench. There are also several boxes of Handgun Ammo scattered around the area. There are several historical sites scattered throughout Rosewater Park that are related to Silent Hill. Most of them are used as decoration, but one will be important a little later in the game. It is located roughly in the center of the embankment, next to the stand, and it commemorates the people who died due to a long-gone plague.

When you're ready to move on, head to the boardwalk and follow it to the end of the pier to meet Maria. Your first encounter with Maria will unlock the "Uncanny Resemblance" achievement . Once you meet Maria, all the previously locked gates on the boardwalk will open, allowing you to enter the western part of the park. You'll spend a huge chunk of the next part of the game in the company of the girl. There are a few more items to find on this side of Rosewater, such as a box of ammo on a chessboard. The biggest find is a strange photograph , which can be found in one of the seating areas built into the outer hedges. When you leave the boardwalk with Maria, go to the right. After leaving the park, you'll find yourself on Nathan Avenue.

According to Maria, your next destination is located to the south, so you will have to take a shortcut through the parking lot of the Jacks Motel. At this point, you have a choice. You can go west to explore Nathan Avenue, or you can stop by the Jacks Motel. The choice affects which ending of the game you will get. As fans of the original game say, your relationship with Maria matters a lot. Walking with her along Nathan Avenue can have a significant impact on your relationship, which in turn will affect which ending you will get at the end of the standard playthrough. On the other hand, this is an opportunity to spend more time with Maria, listen to more dialogue from her, and hear additional information about the various places on Nathan Avenue. In short, don’t miss this opportunity! Be aware that Nathan Avenue is full of dangers, including one of the most disgusting ambushes in the game. Although enemies usually ignore Maria, if she takes a few random hits, she will die, which will force a restart. The Lying Figure will still try to grab the girl if she gets too close. Maria can actually die from monster attacks, and in general, any mobs that get to and attack the girl will ruin your relationship with her. If you're trying to strengthen your bond with Maria, it's safer to head straight to the Jacks Motel.

Nathan Avenue has a lot of pistol ammo, health drinks, and syringes to find. There are also a few collectibles. Unlike most other locations in the Silent Hill 2 remake, you'll get another chance to pick up most of these items later, but you'll be exploring this place at night. So it's much easier to find all of these now, in daylight. If you don't want to bother with them now, skip the paragraph below.

While you're moving down the street, be sure to break every window of the buildings and cars to collect ammo and health supplies. Maria will be scared the first couple of times, but she'll get used to it after a while. Here are the main places to visit on Nathan Avenue... The local bowling alley, which is located on the corner of Carroll Street and Nathan Avenue. It's open, the premises are empty, there's a save point inside, as well as some health supplies and ammo scattered around the building. A more compelling reason to enter this place is the open pizza box on one of the counters near the bowling lanes. Examine it to see a flashback scene , as well as the "Not Finished" achievement . Another flashback scene can be found in the building south of Pete's Bowling Alley, at the top of a short flight of stairs. Examine the door to see a scene that will also affect Maria. Head to the western edge of Nathan Avenue until you come across another chasm. There's a dead guy here with a note and a box of handgun ammo. Visit the Octantis Fuels gas station on the east corner of Carroll Street and Nathan Avenue. Both the station and the garage are inaccessible, but you can find supplies by smashing all the parked cars. The real reason to go here is to get the jack handle from under the car in the backyard. You'll be attacked by a Mannequin and several Lying Figs. It's best to run away or at least change positions to avoid getting surrounded. Once you've got the jack handle, head back to the building south of Rosewater Park that's not marked on the map. The handle can be used on the jack under the garage door on the back of the building. Inside the garage, look for a couple boxes of handgun ammo , a syringe, and a strange photo that's sitting by the lifts, on one of the toolboxes.

To continue the main storyline, head to the Jacks Motel. Maria's plan to sneak through the motel will be ruined, as the back gate will be locked. Go to the front desk and look for a note on the bulletin board about the possible location of the key to this gate, and examine the safe under the counter. Most of the rooms in the motel are locked tight. Room 106 contains a box of ammo and a health drink, but visiting this place makes James nervous. Room 107 is barricaded, but the next room #108 has a large window. Break it and climb inside. Crawl through the crack in the wall on the left to get to room 107. Here you will find another note lying on the table. This will give you the only clue regarding the combination to the safe located in the reception. When you return to room 107, Maria will take a woman's outfit from the wardrobe. You can talk to her about it or move on, but if you want the ending with the girl, it's probably best to show her attention. After that, go back to the reception. The note on the toolbox contains a hint to the safe combination, not the combination itself.

Easy : "No money for the fifth jumpsuit." You'll get the code 0451 , which is a nice nod to an old code invented by Looking Glass Studios.

Standard : The note on the toolbox will contain another riddle, which, when solved, will give you the same code combination - 0451 .

Hard : A note on the hard difficulty level will have a whole paragraph of text, but all the important words are in capital letters. These should be converted into a longer equation: [the total number of rooms in the Jacks Motel; is 8] multiplied by [the number of rooms on the second floor; there are two] multiplied by 33, then added 5. The result is 533, but the code is four digits long, so add 0 to the beginning — 0533 .

Open the safe to get the Gate Key . After taking it, you will be ambushed by a Mannequin, who will jump out of the storage room next to the reception and automatically pounce on Maria. One bullet to any part of the Mannequin will kill the mob and save the girl. While Maria thanks you, check the storage room and take the Health Drink. Use the Gate Key to open the back exit from the motel grounds and enter Munson Street. Turn left to find some pistol ammo lying on a bench. You can also cross the street to find the Baldwin Mansion. There is another box of ammo on the table by the porch. The mansion itself is inaccessible, but for some reason it unnerves Maria. The rest of Munson Street is blocked by potholes, so head west along Katz Street. Check the porch of each house to collect ammo and medical supplies. Eventually, you'll come across another chasm, at which point a cutscene will trigger. Once it's over, you'll take cover in an alley. James will automatically swap the wooden plank for a steel pipe, which deals more damage and will remain his melee weapon for the rest of the game (though you can switch back to the plank via your inventory and the Equipment section).

You'll soon have plenty of opportunities to test out your new tool. A storm will blow up, and you'll suddenly be chased by Lying Figures. Kill as many as you like; they're not endless, but there are plenty of them. It's much easier to just run south right away. There are several passages and branches in this block, but they all eventually lead to the same place. If you take the time to explore, you can find some consumables, but you'll take a fair amount of damage. There are a couple of Mannequins hiding inside the open buildings. The easiest way is to rush the area. When you reach the backyard with the ping pong table, Maria will shout that she's found an escape route. She'll point to a gap in the nearby fence, where a working projector is helpfully pointed. Go there and move the boards for Maria. This will end the chase sequence.

Your escape route will take you to the area behind Heaven's Night. Maria will open the back door and then disappear for a moment. In the kitchen, look in the first aid kit to the left of James and grab the syringe. In front of you is the dressing room, where you'll find a box of pistol ammo and a strange photograph taped to the dressing room mirror. Grab both items, then make your way through the backstage area. You can find more pistol ammo in one of the lockers and a health drink in a first aid kit in the dark corner of the room. Entering the purple-lit doorway will trigger a cutscene. There's not much else to see in Heaven's Night. You can examine the posters, the lost and found box behind the bar, and the bottle Maria was pouring from, but you don't seem to need any of it. When you're ready to leave, talk to Maria.

The front door leads to a backyard where you can't do much other than head north on Katz Street. Cross the street to enter another small Silent Hill park. Once inside, James will slow down to a normal walk so you can follow Maria. Eventually, another cutscene will trigger, ending when you hear a little girl scream. Don't leave the park right away. You can turn left after the cutscene to find a small rest area nearby with a health drink on one of the benches and a strange photograph on the edge of the fountain.

Next stop is the movie theater. The only way to get inside is to climb up on the container and use the window on top. Maria will prefer to stay outside. You will find yourself in the back room of the theater. If you look through the porthole in the wall, you will be able to overhear a short conversation between Eddie and a little girl. However, if you decide to move the bookcase away from the exit door, which you will have to do anyway, James will knock something over, ending the conversation and the girl will run away. Either way, this door leads to the lobby. If you look around, you will find two boxes of pistol ammo in the restrooms: one in a closed stall in the women's room, and one on the sink in the men's room. Enter the theater hall to talk to Eddie, who will tell James that the girl's name is Laura. Eddie is too busy eating popcorn, so he refuses to help, but soon you will notice Laura heading into the next room. Before following her, check a few rows behind Eddie to find another strange photo on one of the seats .

You don’t have to chase anyone or rush: use the side door to reach the next room. Then head up the stairs and out the open door to find a flight of stairs. This will take you to the projection area, where you can jump over a low wall and squeeze through a gap in the film storage racks. In the second booth, jump over another low wall, then exit the room and down the steps. There are a few drawers you can open along the way, but they’ll all be empty. You’ll eventually end up back in the lobby, just in time to see Laura run out of one of the previously barricaded front doors. Head outside to reunite with Maria, then chase Laura, who’s headed west to Carroll Street. There’s not much on Carroll Street other than Brookhaven Hospital. You can search the surrounding objects, break the windows of cars to collect medicine and ammunition. So, in the first aid kit on one of the benches, a syringe is hidden. In the end, you will have no choice but to follow Laura inside the Brookhaven Hospital. As a result, you will receive the achievement "Registrar" .

Brookhaven Hospital

If you turn right at the hospital entrance, you'll see the Brookhaven security room. At this point, all you can find here is one Shotgun Shell in a desk drawer and a cabinet where the shotgun used to be. Head into the lobby and grab the Brookhaven Hospital Map from the brochure stand. If you head east, you'll be able to catch up with Laura on the building's stairs, but she'll run up to the second floor and lock the door behind her. So you'll need to find a way around it! If you try to use the nearby elevator on the first floor, you'll find that it's out of order due to the power being cut off. Return to the lobby.

Check the restrooms for a Health Drink, then head to the front desk to pick up a memo pinned to the bulletin board. It's easy to miss, so keep an eye out! There's a combination lock cabinet bolted to the wall of the reception area. Hidden inside is the key to the basement. There are a couple more notes in the reception area that talk about the hospital's password security problem. Maria will tell you to look nearby for the combination. Most of the first floor is currently locked, but you can head east again to reach a hallway with Examination Rooms 2 and 3, which are connected by a short, unmarked office. Blow the window into Examination Room 3 and enter; there's a Health Drink in the storage cabinet and a Syringe on the stretcher. Head across the room to the south of Examination Room 3 and open the desk drawer. Inside is a hint for the combination to the key locker in the reception area.

The clue in the nurse's note changes depending on the difficulty level, but always relates to the photographs hanging on the walls of the lobby.

Easy . The total number of nurses in the lobby photo. Easy is the easiest. You get the first two numbers right away, and the last one is the number of nurses in the hospital lobby photo. The photo is on the wall next to the reception area, where the locked cabinet is. It's hard to miss.

Standard . Nurses. Doctors. Trees. In this case, you will have to count the number of nurses, doctors, and trees in the photos in the same lobby, next to the reception area. Just put them in the same order as they are listed in the hint.

Hard . If the second number was the same as the number of nurses, it would still be one short. Two of them are dead and one is a cheater. The third would split the trees in half. The first was the only one. This clue is much harder, you have to think. First, count the number of nurses and add 1 to it. Then subtract three, because "two are dead and one is a cheater." That's the second number. The third number is simply half the number of trees in the photo. Finally, the first number is 1 because of the word "only."

In the photos you can see 7 nurses, 2 doctors and 4 trees.

Easy : 2 - 8 - 7

Standard : 7 - 2 - 4

Difficult : 1 - 5 - 2

Return to the reception area and open the locker by entering the code depending on the difficulty level. You will receive the Basement Key . To get to the basement, go through the stairs to the east. Before you enter, grab some Handgun Ammo from one of the tables under the stairs. The basement is not as creepy as it could be in reality, but there are still a few monsters here. Mostly Mannequins. Upon entering, take the Hospital Basement Map from the board in the hallway. The first open door you find here leads to the pump room, where you can find some Handgun Ammo lying on a tank to the right. Turn around and go to the generator room to the west. The hospital's backup generator is functional, but its fuel tank is empty. So, finding some fuel in the basement will allow you to restart the generator and use the elevator.

Exit the Generator Room through the southern door. At the end of the corridor to the east stands a Mannequin guarding a Health Drink hidden in a cabinet. The western passage is blocked. Go south into the Boiler Room, which is divided into two parts. In the northern part, look for a box of pistol ammo and another Mannequin hiding behind the equipment in the center. In the next room to the south, look for another Mannequin guarding an empty fuel canister (lying in the corner). After obtaining the canister, leave the room and enter the laundry room storage room to find a cart with wheels. You can move it to the south of the laundry room to access the open window above. But first, kill the Mannequin behind the wall. There is ammo in the locker the Mannequin was hiding behind. Use the cart to climb through the upper window and get into the storage room. Take the syringe from the first aid kit, then fill the fuel canister using the fuel tank in the corner. You will receive a filled fuel canister . Return to the generator room. Naturally, a couple more Mannequins will appear between it and you. While fighting enemies, watch Maria's behavior. Fill the generator's fuel tank and start the equipment. Now you can use the elevator, but in addition to this, a Lying Figure will appear outside.

Take the elevator to the second floor of the hospital. Once you get there, Maria will go into room C5 and decide to take a break. You will then be free to explore the rest of the hospital on your own. Head south down the corridor. There is a save point and a health drink in room C4, and some ammo in the toilet. You can also pick the lock on the door that leads to the stairs to quickly get to the first floor. Head north and open the double doors west of C5. You will see a new enemy that will appear regularly throughout the rest of the game - a nurse.

These possessed nurses are armed with either a pipe or a knife. In either case, they try to get close to James and attack at close range, causing serious damage. The mobs usually move quite slowly, but as soon as they decide to pounce on you, they can speed up. The monsters are also unpredictable, which makes them a bit harder to hit with firearms. When close, the nurses will try to grab you. Usually, the nurses with pipes just push James away, interfering with your weapon attacks, but the mobs with knives also cause serious damage. The good news is that the radio reacts to the presence of nurses, and starts making noise, and the mobs themselves still move slowly. And while they don’t see you, they practically stand still. It’s easy to sneak up on them, or even sneak past them. They never set up ambushes. If you encounter multiple nurses at once and have to fight them, the best option is to use a shotgun to kill at least one mob (you'll find the weapon a little later). During a one-on-one fight, you should aim for the nurse's knees or head to temporarily stun the mob. After that, finish off the enemy with a melee weapon. If the fallen nurse also drops her weapon, then you've killed her for good. In general, it's best to kill all the nurses you encounter. In particular, you'll be returning to this corridor more than once, and other nurses will appear here later.

Once you do that, check the Nurses' Station. The door is locked, but you'll get a note taped to the window. You need to find the keypad combination clue to get to the Nurses' Station. You can make a detour: opposite the Nurses' Station, in the dark corner, there's an open air duct. You can crawl through it to get to room L3. This is the only way to get into this room. It's filled with monsters: there are two Lying Figures and a Mannequin. Deal with the mobs, then enter the next room to find a strange photo lying on the table. Look in the nearby supply cabinet to get a health drink, then head outside. South of the Nurses' Station, there's a laundry room with 2 Shotgun Shells. You can also examine the trash can to see a scene from the past .

Once you've dealt with all of this, head towards the director's office. Here you'll find three memos neatly lined up on a cabinet to the right of the desk. There's a save point in the room to the right, next to a locked storage room. In the main room, there's a voice recorder with the director's audio recording on a chair. On the desk, examine the stone hand clutching a key. Finally, remove the cover from the safe in the utility room on the left. All of this indirectly points to your next objective. The director was obsessed with treating three specific patients, and you need to find three bracelets from these patients to place on your hand, get the key, and find a way to decipher the safe's code.

The closest clue is nearby, in room C1, where you can find a useful transcript behind a poster on the wall. It looks like one of the director's special patients was fixated on the hospital pool, and was interested in the eyes. Before you go anywhere, open the double doors to the east to access the hospital stairs. Enter the shower room on the south side to grab a box of handgun ammo. There's a Mannequin hiding in the shower stall. Follow the hallway north to room L2. There are two Mannequins and a Lying Figure here, but you should be able to find some ammo and a health drink. Now head west, entering the restroom to grab a box of handgun ammo from the sink. The only other rooms in M Block that are open are M5, where there's another box of ammo in one of the nightstands, and M1, where you can see a flashback if you examine the chain on the mattress. You can also open the crate in M1 to get Shotgun Shell.

Now head north and check the women's locker room. Examine the teddy bear on the chair to get a Bent Needle . Be sure to grab a new firearm from the open locker nearby - a shotgun . Shotgun ammo is at a premium in the hospital, so try to save it for now. However, the shotgun will help you in emergency situations when you find yourself surrounded by several monsters. On standard difficulty, many mobs fall in one shot, although the nurses can withstand even two. Before leaving the women's locker room, collect some pistol ammo and a health drink. There is another nurse patrolling the hallway north of here. Go around or kill her, enter the nurses' break room to the north. There is another mob here, which is usually looking into the small shower room to the west. If you're quick or lucky, you can grab the key to room L1 from the table by the TV and even avoid the fight; there's nothing of value in the shower room.

Head back down the hallway and enter Room L1 through the western door. It's dark in here, so it can be difficult to figure out what you're supposed to do. There's a rolling cart on the right side. Push it towards the barricaded office and use it as a ledge to climb up to the upper window. Jump over the broken window to reach another part of Room L1. Your goal is to reach the utility room, which has a huge hole in the wall. Enter it to trigger a cutscene in which James drops down a narrow gap between floors. Not recommended for claustrophobes! You'll find yourself in an unmarked side room on the first floor, connected to the medical filing cabinet via an open air duct. Make your way inside to find a memo on the floor, view a flashback scene when interacting with the typewriter, grab a health drink from the medical locker, and a marked bracelet lying on a stack of sheets. Grabbing the bracelet will aggro the nearest Mannequin, who will burst into the room. Deal with him, then unlock the door. You will be back in the hall outside the reception area on the first floor.

Ending spoiler : If you return to room C5 at this point or later, you can interact with Maria to trigger a short cutscene. This will bring you even closer to the girl, which is important for getting the "Maria" ending.

Return to the western part of the second floor. Earlier, near the nurses' lounge, you could see a second landing. At this point, you don't have to go down, as there will be a locked gate and access to the western part of the first floor is currently closed. On the other hand, there is a box of pistol ammo nearby. Instead, go up to the third floor. The first thing you will hear on the third floor of Brookhaven Hospital is Laura's voice. You can talk to her through the peephole in the large steel door on the right, but the girl will run away. Your task is to open this very door.

To start, explore the east side of the third floor. A nurse will come out of room D2 and patrol the hallway, so take her out first. There’s not much to do in D2 other than a letter, and D1 has a second nurse and a box of pistol ammo. You can also find a ladder to the roof, but the door is locked. Likewise, there’s a combination lock on door D3. Break the window in Examination Room 5 to get inside. Find the Key to the Inner Chambers on the first floor (lying on the table), and Examination Room 4 has a Health Drink (in the wall cabinet). In the X-ray room, grab the note from the table and the Pelvic X-ray that was underneath it. The latter can be used on the glowing wall board to start a puzzle, but as the note mentions, you’ll need the fourth X-ray to solve it. Don’t touch anything for now.

Head back up the stairs to the first floor, use the new key next to the reception area to get into the new wing (Inner Ward, above the door). Along the way, you may notice that the door to Examination Room #1 is open. Enter it to fight the Mannequin, then open the drawer in the lab table to get a Strange Photo . There are a couple of nurses in the lobby. Since you'll never actually have to return here, you can turn off your flashlight and sneak past them when their backs are turned. Use the new key to open the Inner Ward. Deal with the Lying Figure and the nurse in the Inner Ward hallway. You'll be passing through here a lot, so it's best to eliminate the threat now. Grab the Handgun Ammo from the dead-end hallway between the break room and the showers.

You can explore most of the first floor in any order, but I'll cover everything in order of increasing difficulty. First, check the staff room. There's some handgun ammo under the sink, and a helpful note on the bulletin board. This note changes depending on the puzzle-solving difficulty you set at the start of the game, but it always contains a hint on how to open the nurses' station on the second floor. You can also go into the adjacent locker room and grab a health drink from one of the lockers. Deal with the nurses patrolling the west hall, then search the rooms. You can find some handgun ammo and shotgun shells in the two restrooms, and some mold remover in the storage room next to the garbage chute . There's some more ammo in the cafeteria, including 2 shotgun shells, but you'll have to defeat the Lying Figure and the nurse first. The break room is mostly used for storage. Get the pistol ammo from the cabinet, then deal with the nurse guarding the crack in the wall that connects the break room to the pharmacy. There's not much of interest in the pharmacy, but you can read the bloody magazine on the central table and grab a healing drink from the medical supplies cabinet. There's also a clogged drain on the floor that'll come in handy later.

The main thing is that there is an open window in the pharmacy that you can use to get into the garden. There are about 3-4 Lying Figures and a Mannequin here. It is quite dark in this place, so you can turn off your flashlight and carefully make your way past the monsters to the greenhouse on the right side. Try to grab a Shotgun Shell from the picnic table. You can also look into the gazebo through the hole in the wall. There you will be attacked by a Mannequin, and after that you can grab some Handgun Shells and a Syringe. In the greenhouse, grab some more shells from the drawer in the dresser, then climb through the window into the pool. Grab another box of shells from the bench and take note of the hatch in the floor. Go south into the showers, but be careful, as there is a Mannequin there. Get the Medical Tube from the sink. You can also find another Shotgun Shell in one of the lockers nearby. Back at the pharmacy, combine the medical tube with the bent needle from the women's locker room to create a medical tube with a bent needle . Something like a "fishing rod". Use it on the drain in the floor of the pharmacy to get the Techies' Key . With it, you can open the hatch near the pool. Flip the switch to drain the stagnant water. Go down to the pool, where you will find an image of a human eye on the wall. Attack this part of the wall with the pipe, and then get the bloodstained bracelet from the niche . Two bracelets found!

Head back up to the second floor and into the nurses' station, which is now guarded by a group of nurses. This is one of the toughest fights in the hospital, and you'll need to kill all the enemies before entering the code on the nurses' station lock. The memo you found in the doctors' lounge is the only clue you have to the combination. Luckily, it's more straightforward and clear than the puzzle in the original game.

Easy : The note shows just two lines drawn on a grid of nine buttons. Look at all four buttons that the line touches, from the smallest number to the last. The code you get is 3578 .

Standard : identical to the "Easy" difficulty level. Solution: 3578 .

Difficult : again, you need to navigate by the buttons marked in the picture. The answer is 7456 .

There are some pistol rounds on the nurses' station table, but the real reason you broke into this place is because the station connects to an otherwise inaccessible treatment room. Pick up the document from the bench along the east wall, then examine the illuminated bathtub to retrieve a Moldy X-Ray . Combine the Moldy X-Ray with the mold remover you found in the pantry to create a Purified X-ray . That's all you need to solve the puzzle in the X-ray room on the third floor, so return to that area.

On the Easy and Standard difficulty levels, each of the four available radiographs has lines that need to be connected to the same lines left on the light board. If you match the marks and scratches on each radiograph, they will all match up and you will get a code. On the Hard level, the only radiographs that have any additional lines are the ones that were already on the light board. The only reference point is to align the other radiographs with the scratches (i.e. the scratches on adjacent radiographs must match). The solution, regardless of difficulty, is to the right to "4", to the left to "37", to the right to "12" . Return to room D3 and use this combination to open the code lock. You will gain access to one of the most disgusting rooms in the Silent Hill 2 remake. Examine the bed to get a dirty bracelet .

Now that you have the bracelets of the three patients, go back to the director's office on the second floor. Place each of the three bracelets on the hand statue on the table. It doesn't make much sense at first, but the first step is to rotate the bracelets so that the numbers match the cracked paint on the statue's wrist. The second step is to arrange them in the correct vertical order. Place the bracelets top to bottom and rotate them so that the numbers from top to bottom are 92, 45, 71. If you did everything correctly, the hand will open and you will receive the key to the room. Director's storage . Open the locked door in the next room, next to the save point. In the Director's small library, there's a button for the safe on the table. After picking it up, also examine the bookcase. It may be hard to see depending on your brightness and color balance settings, but the books are out of order. Rearrange them to complete the fire-breathing lion image on the spines of the books. This will give you a hint that will allow you to match the numbers to the different symbols used on the safe in the Director's office. These are actually real alchemical symbols. The order is: vitriol, lead, tin, iron, gold, copper, mercury, silver, and the philosopher's stone.

Return to the Director's Safe and use the button you found to fix the lock. If you match the six numbers on the patients' bracelets with the symbols on the bookshelf, you'll get the correct six-symbol code combination. Press the corresponding buttons to open the safe. Number the buttons from left to right from "1" to "9" and press them in the following order:

Easy/Standard/Hard : Philosopher's Stone, Lead, Iron, Gold, Mercury, Copper sulfate (6, 3, 9, 5, 8, 7). Moreover, James will write down the order of these symbols on the hospital map, in the lower left corner (after you arrange the books on the shelf correctly).

Once you enter the correct sequence of symbols, the safe will open and you will receive the key to the roof . Examine the opened safe again to pick up a letter addressed to James. Return to the third floor and open the door leading to the roof of the hospital. There is nothing to examine here. The most you can do is find ammo and examine the damaged fence to see a scene from the past . Now enter the small building on the roof, located above the elevator. There is a stack of papers under the winch. Examine it to pick up a page from someone's journal. Try to get outside.

You'll find yourself back on the third floor, just past the large steel doors that were previously locked. If you need to get back to the rest of the hospital for some reason, you can open the door to the west in the hydrotherapy room. The roof is no longer accessible, however. The hydrotherapy room contains a box of handgun ammo, shotgun shells, a syringe, and a health drink. There's not much else to do here, really, but before you go after Laura, visit room 3 and examine the faded spots behind the door. Restore your health and make sure you've reloaded all your weapons. Finish up any other business in the hospital. If you continue south down the third floor hallway, you'll trigger the point of no return for Brookhaven Hospital. Once you enter the hallway that leads past room I4, a cutscene will trigger, with James finally catching up to Laura. She'll promptly lock him in room I7. The harmless prank ends with James being attacked by the boss, Flesh Lips.

The fight is split into two phases. At the start of the fight, the boss hides above the ceiling, literally playing cat and mouse with James. You can track his movements by the shaking tiles and dust falling from the ceiling. Keep moving and wait for the boss to drop from the ceiling. Shoot him with a shotgun or pistol. Each time the enemy falls, he will destroy a part of the ceiling, but the missing tiles will give you a better view of his movements. After taking enough damage, the Flesh Lips will destroy one of the nearby walls, and then begin attacking with side blades, moving in a cage along the floor. You will enter a new room with ammo and medical supplies, so be sure to collect them. The boss's blades have a long range, but his attack pattern is simple. Wait for the enemy to swing, then dodge and land a few hits with the pipe or fire from the pistol/shotgun. When in doubt, focus on dodging instead of attacking. Flesh Lips can kill you in literally 2-3 hits, especially if you miscalculate your timing over and over. After Flesh Lips dies, you will successfully complete Brookhaven Hospital and unlock the achievement "Terrible Dream".

Brookhaven Hospital (other world)

You will find yourself in the other world, in an alternate version of Brookhaven Hospital. The layout is the same, but the surroundings and contents of the rooms have changed significantly. James wakes up in the garden on the first floor. Enter the break room and grab the document lying on the wheelchair. Walk along the western wall, find a box of pistol ammo and a syringe, then head into the hall. Although the whole place has changed, there is not much to do on the first floor. All you can do is save your game, and then use the elevator to go to the second floor. In the foyer outside the nurses' station there is now a large box, chained together by three chains, leading off in different directions around the hospital. Although it is difficult to follow each chain from room to room, in general each chain leads to a place where you must find one of three solutions, determine the combination, or get the key to the lock. Every time you open one of the locks on the chain box, the chain itself breaks, and you can no longer return to where you found the key or code. So, every time you find the solution to the puzzle, the accessible area of the hospital is reduced.

You can explore the next 3 sections of the hospital in any order. You can go through the door of the nurses' station, and then explore the first, second and third floors to find a key to one of the locks. You can go south and go through the toilet to find an unusual puzzle on the second floor, in room M1. Finally, you can go east from the box with chains to get to the director's office.

From the chained crate, head through the open door to the west to reach the medical bay behind the treatment room (which contains 3 boxes of pistol ammo). From there, head to the western hallway on the second floor. You'll soon encounter your first knife-wielding nurse. Her melee range is shorter than the regular pipe-wielding nurse, but she makes up for it with more health and higher damage potential. Knife-wielding nurses are probably the most dangerous standard enemies in Silent Hill 2 Remake (2024), so don't skimp on your shotgun ammo! The path leads you along a winding route on the second floor. Follow it until you reach the western staircase, which will allow you to go upstairs. The wall next to the stairs has disappeared, giving you direct access to the X-ray room, where you'll find a strange hospital document on the table. Behind the next door is a piece of chain from the second floor, wrapped around a mannequin in a chair. Grab the hammer from the table, jump over the broken window and exit into the hall. At this point, explosive Lying Figures will return to the game, and there are also nurses with knives in the hallway. In addition, a Mannequin has set up an ambush for you, hiding in the room where the stairs to the roof used to be. It is best to get rid of all the mobs, since you need to break through the wall in the north of room D2. It is much easier to do this without a nurse trying to cut out your lungs. Along the way, you can look into the office D1 to find a box of shotgun shells.

Offices D2 and D3 are now one large room, with a staircase at the southern end that leads to the storage room on the first floor. Once you get down there, you'll see a Lying Figure nearby. Kill it. If you head north, you'll find a box of Shotgun Ammo at the end of the passage next to the barricade. You can also enter the restrooms through the hole in the wall and fight the nurse to gain access to a stash of items: there's a syringe in the wall cabinet and some handgun ammo on the sink. After that, head south through the dining room, collecting ammo and fighting monsters along the way. Make your way to the filing cabinet. A hole in the western wall will allow you to sneak into an unmarked room to the east of the storage room, where a Long Needle is hidden.

Return to the storage room and go up the stairs to the third floor. Now you can lower the mannequin's left arm and hit its elbow with the hammer to chop it off. Next, lift the mannequin's right arm and insert a long needle into its eye. James will automatically take the key with the azure key from the mannequin's head. eye . Use the nearby stairs to return to the second floor and use the key with the azure eye to free the box from one of the three chains.

Head east from the chained crate, past L3, into the C-block of rooms. Most of them are inaccessible, but you can find some health and ammo in the restroom and C2. The hallway dead-ends at the locked principal's office, but you can break through a breakable wall nearby to reach the laundry room. It's connected to the showers, which are swarming with monsters. Clear the room to reach L2, where you'll find a rolling cart in the corner. Push the bookcase aside to roll the cart out into the hallway and use it to reach the open window and enter L3. Like a regular hospital, L3 is swarming with enemies. There's a box of ammo hidden in a cabinet on the west side of the room. Once everyone is dead, head to the observation room and grab the piece of paper from the bed. More importantly, you'll find the principal's office key lying on the ground near the TV.

The nearest hole in the wall leads outside through room C5. Before you leave, open the drawer next to the bed in room C5 to get a Strange Photograph . Return to the Director's office, go inside and look for another note on the table at the back where there were notes about the three patients in the overworld. In the storage room in the north-east corner you can find a Health Drink and a box of Shotgun Shells. The Director's Voice Recorder/Tape Recorder is also in place, but there is nothing useful on it. The stairs behind the desk lead to I7, the room where you fought the Flesh Lips. There is an electroshock "therapy" machine in this area, but you can't activate it right now. You need to restore power. There is a large wire coming off the equipment that runs deep into the third floor. Before heading north, look around the eastern part of the room. There is a box of cartridges on the bookshelf, a cabinet with a syringe is hanging on the wall, and on the table in the dark corner opposite them lies a new document.

You can fight, stealth, or run through the third floor hospital block. It's a surprisingly short route from I7 to an unmarked room north of the restrooms. From there, you'll need to crawl through a crack in the wall to find a generator. Grab a health drink from the wall cabinet, then activate the generator and head through the basement. You'll find yourself behind a securely locked door in the restroom. After a rest, look for an easy-to-miss note on the floor. With the generator on, return to I7 and press the button on the equipment. Four numbers will appear on the raised couch ( 9659 ). Return to the chain box and enter those four numbers on the keypad.

From the chain box, head south, past the restroom, and drop down the hole to follow the remaining chain to room L1. Grab some ammo and a health drink, then jump over the broken window to reach the southern end of the western hall. In the other world, the men's locker room is open: there is a clock on the wall and a box of shotgun shells on the windowsill. This part of the hospital did not contain any mobs, but once you "play" with the wall clock, which is necessary to determine the code, the situation changes dramatically. Once you use the clock, you can straighten the only hand and manually turn it until you get to the right time (at least for easy or standard difficulty, the hand should be pointing to "2" o'clock). As a result, when the hand is in the right place, a loud alarm will sound, and three nurses will come running to you.

Instead of fighting them, return to the corridor and check room M4. Get through the hole in the wall that connects the room to M5. Find a box of pistol ammo and strange handprints on the eastern wall. Examine everything to see a scene from the past . Now you can break through the wall in M2 to reach room M1. Examine the open book on the floor and click "Examine" to take the corresponding page. The diary page contains a series of clues that allow you to determine a four-digit code. It is used to unlock another lock on the chest with chains.

Depending on the difficulty level, you will get different clues, but they will all lead to the same code - 1622. The poem says that the patient is being monitored for 1 year. And this is the first digit of the code. Then it talks about pills - count the number of pills in the nearest sink. There are 6 of them. Then it talks about a clock making a loud sound. You have already turned the hand so that it is pointing to "2" o'clock. Finally, you need to look through the hole in the wall to count how many times in a row the ceiling lamp flickers (2 times). Here is the code combination. The higher the difficulty level, the less obvious the clues will be, although in the end they point to the same thing. Having solved the puzzle, you can return to the locked drawer and use the code to open the last, padlock.

Once you open all three locks on the box with chains, a fresco of a woman will be revealed on the wall behind you. Examine it to get the elevator button "-1" . You can also notice that her hands are reaching out from the wall, as if she needs to put something on them. Return to the elevator on the second floor and use the new button on the panel. You can press it to visit the basement. However, before you get there, during the elevator ride, you will listen to the Trick or Treat quiz. If you answer the questions correctly, you will receive a worthy reward later. In fact, you do not need to answer the questions: you must remember the answer number for each of the three questions. This will be the code combination for the safe, which you will find a little later. Eventually, the elevator will drop you off in the western part of the hospital basement, which was previously inaccessible. You can make a quick detour to the room with the garbage chute in the kitchen. There's a Mannequin and a nurse with a knife guarding a cache of pistol and shotgun ammo, as well as a healing drink.

After that, go through the hole in the wall of the maintenance room. Move through the room to the room with the generator, then turn right and go south. You will have to go through the basement along the most winding route possible, since pits, barricades and other obstacles have appeared. Eventually, you will get to the pump room. Examine the hole in the wall to get the Copper Ring . Maria will eventually appear, who will reunite with James and continue exploring the otherworldly version of Brookhaven Hospital with him. However, you will not be able to go back the same way. The only option is the stairs. If you check it before picking up the Copper Ring, it will be locked, but now that Maria has reunited with James, you can go to the stairs. Everything has died down in the hospital, so take the only way through Observation Rooms #2 and #3 to return to the corridor. Then go north. The eastern wall in the pool has disappeared, so go inside. There's a strange photograph on the bench in the northwest corner of the room . Exit through the shower and go through the hall to the staff room. Examine the freezer and Maria will help you open it. Inside is a lead ring . Now go to the locker room and take the memo lying on the bench near the exit door.

Go through the door in the locker room and you'll find yourself back where you started the game. You've probably guessed what the next step is, but before you head back up to the second floor and the woman's mural, there's an extra puzzle you can solve. Earlier, when you first started exploring the otherworldly hospital, the door to the pharmacy was locked, but now it's slightly open. The only thing worth your attention is the decorated box in the far left corner. The code for this box is three correct answers to the Trick or Treat quiz you heard on the elevator radio as you descended to the basement. These questions don't seem to vary depending on the run or difficulty level.

Question #1 : How many souls died in the plague in Silent Hill? The correct answer is on the memorial statue in Rosewater Park, on the boardwalk near the pier where you first met Maria. 67 people, so the answer is "2".

Question #2 : Which road will take you from Sanders Street to the lumber yard? You can look at the South Valley map from your inventory at any time to find the correct answer. You are interested in the Wiltse Road option - answer "3".

Question #3 : What was the name of Billy Locane's sister? This is some surprisingly old lore information that you can dig up on the Silent Hill Wiki in just a few seconds. Or you might remember the answer from a newspaper article found in the Woodside apartment complex. The answer is "1," Miriam.

You only have one attempt to enter the code combination correctly. However, there is a save point right behind the pharmacy, so nothing will stop you from determining the password by brute force. The correct code is 231 . Enter it on the puzzle box to get 2 boxes of shotgun shells and 2 syringes.

If you answer any of the questions incorrectly, the box will remain closed and James will take damage. If you answer all of the questions incorrectly, James will take massive damage and be on the verge of death. You can also simply walk past it without attempting to open the box at all. Once you've solved the puzzle, enter the elevator and head back to the second floor. When you use either of the two rings on the woman's fresco, a door in the wall will open. Go through it to find a set of stairs with a note on the floor of the first landing.

A little further, at the bottom of the stairs near the exit door, there will be a save point. Go through the door to start a chase sequence. All you can and should do is run until the very end. If you hit an obstacle, slow down or turn around, you will most likely be caught and killed by Pyramid Head. The only thing I can advise is to never stop and not be interested in what is happening behind you. Once you get to the elevator, a cutscene will start. When it ends, you will find yourself in the hospital near the lobby. Completing this sequence will unlock the achievement "Alone Again". There is not much of interest in the lobby, although there is a health drink in Examination Room #1. Visit the reception, as you did at the very beginning, to find the hospital entrance key on the table . When you pick up the item, James will see Laura outside the window. The man will decide to give chase to the girl. Use the new key on the hospital front door to return to South Valley.

East of the South Valley (other world)

The good news is that you've made it out of the hospital. The bad news is that you and Laura are stuck in the afterlife. If you're low on resources, be sure to search the hospital's surroundings. Note that there are a couple of nurses next to a wrecked car to the north ahead. You can find a syringe and other supplies there. There's also a Mannequin hiding next to a wrecked SUV to the south, and inside you can find some Handgun Ammo. Grab all of that, then follow Laura through the door at the end of Carroll Street. You'll encounter a continuous procession of nurses, Lying Figures, Mannequins, and even some bugs. Outside of Heaven's Night, find an open garage and fight a couple of Mannequins to get a box of Shotgun Ammo. While you'll find it increasingly easier to find Firearm Ammo, I still recommend saving it and collecting every bit of it. After that, head east to where there's a parked car with its headlights on, pointing at an open garage. Kill the nurse and the Mannequin inside the garage, then break through the wall and crawl through the resulting crack. As you might expect, the passage behind you will be blocked.

Use the nearby save point, then search the shelves for various supplies. Next, you'll notice Laura running outside through the door. The girl will lock it behind her. Destroy the monsters in the area, then roll the cart to the door to climb through the window. You'll find yourself on Rendell Street, which forms the southern border of the western part of South Valley. You can find various supplies on the porches of nearby houses, although most of the road is destroyed. The only way to go further is to take a shortcut through the Lakeside Diner. Deal with the monsters inside the cafe and continue east to meet Laura again. Follow the girl into the tunnel at the end of Rendell Street. This tunnel will take you to Saul Street in the eastern part of South Valley.

Laura isn't around, but if you check the nearby auto shop, you'll find that someone left you a message. The handwriting looks familiar, and it points to your next objective: find your way to a payphone outside Big Jay's on Katz Street. There's not much else you can do on Saul Street. The apartment building is a burned-out ruin, and there's no way to get inside. The old drugstore is still standing, but a nurse will burst through the front door as you approach. Killing the mob and the Mannequin in the drugstore yields a syringe and a health drink. There's a fork in the road at the east end of Saul Street. The obvious way back to the center of town is through a gap in the fence that leads to a parking lot behind the Happy Burger. There's an open window on the south side of the nearby garage that's hard to spot, but it leads to a secret location. Both routes will get you there, so pick one. The path through the garage is longer, slightly less dangerous overall, and contains more supplies, while the path through Happy Burger is quicker but will force you to fight Lying Figures in a more cramped environment. You can basically explore both routes if you want, but they don't contain any collectibles or notes. Either way, you'll end up on Sanders Street, near Neely's Bar. Head inside, find the map on the bar, and examine the new graffiti on the wall above the jukebox.

Ending Spoiler : The new graffiti in Nili's Bar is creepy, as you can read it from anywhere in the room. However, if you examine it up close, you'll be one step closer to perhaps the darkest of the game's three main endings.

The city has changed slightly, with new barriers in place, previously blocked off streets becoming accessible, and so on. From here, you can't get to Katz Street. The only way forward is to exit through the back door of Neely's Bar and fight your way through the parking lot to climb through the open window above and get to the back room of the previously inaccessible American Cafe. Inside, you'll need to kill a couple of nurses and a Mannequin. The hole in the back room of the American Cafe leads to the laundry room. Climb through the broken front window of the laundry room and answer the phone at the street phone booth. You'll receive a wrench and a mysterious letter. The situation will calm down, and there will be no more monsters on this side of the eastern part of South Valley. The barriers have moved a little further towards the intersection of Neely's and Katz Street, preventing you from getting to the Woodside apartment complex, for example. If you look around, you'll find some medical supplies and ammo scattered around the surrounding area. You can also get inside Big Jay's shop, but the only thing there is a health drink in a vending machine.

When you’re ready to move on, head north on Neely Street to find “a door that wakes in darkness.” Use the wrench you just found to remove the bolt holding the door shut. You’ll gain access to a new tunnel, but you won’t be alone. The floor is made of steel mesh, and new monsters are clinging to it with their powerful hooves, which are covered in magnetic shavings. They’re called Tangerines, and they were the same ones that appeared in the original Silent Hill 2. While you can shoot the hooves that they use to cling to the metal floor to get rid of them for a few seconds, fighting them is ineffective at best, as they have a decent amount of health. For now, treat them as an environmental hazard. The easiest way to successfully navigate the tunnel is to move slowly, staying away from the Tangerines’ visible limbs. If they spot you, they’ll try to swipe their long tongues at you. If you anger them, the Tangerines may scream to temporarily stun James. Most likely, immediately after this they will attack with their tongue.

Pass the enemies by any means necessary, you can even run through the location. Once you get off the metal grate, open the door at the end of the tunnel to leave the location. You will return to the western part of South Valley. In addition, James will leave the other world and find himself in the regular version of Silent Hill. Go down the tunnel to Rosewater Park. You will not be able to return to the embankment, but you can explore the rest of the park to collect everything you might have missed during your first visit to the location. When you get to the statue mentioned in the letter, you will meet Angela again. After the girl leaves, examine the ground at the base of the statue to find the key to the Historical Society .

At this point, you can freely explore Nathan Avenue, much of which was previously inaccessible. If you haven't explored the area with Maria before, you can do so now, although this will be somewhat difficult at this point as night falls. Nathan Avenue contains a couple of secrets, supplies, and a few collectibles. If you cleared the area earlier, with one major exception, you won't find anything new.

Right now, you can go back to room 106 at the Jacks Motel and examine the torn wallpaper above the bed. The drywall has Metatron's Seal etched into it, which was an important image from the original Silent Hill. Examining it will earn you the "Everything is Okay" achievement. The back gate to the motel is currently closed. It's not actually locked, it just won't open. And again, if you haven't visited this place before, I recommend breaking the windows of all the cars and houses to collect some medicine and ammo.

Here's what you should check out on Nathan Avenue before continuing the storyline:

The local bowling alley, located on the corner of Carroll Street and Nathan Avenue. It's open, the premises are empty, there's a save point inside, and some health and ammo scattered around the building. A more compelling reason to enter the place is an open pizza box on one of the counters near the bowling lanes. Examine it to see a flashback scene , as well as earn the "Not Finished" achievement .

Another scene from the past can be found in the building south of Pete's Bowling Alley, at the top of a short staircase. Examine the door to see a scene that will also affect Maria.

Head to the western edge of Nathan Avenue until you come to another chasm. There's a dead guy here with a note and a box of pistol ammo.

Visit the Octantis Fuels gas station on the east corner of Carroll Street and Nathan Avenue. Both the station and the garage are inaccessible, but you can find supplies by smashing all the parked cars. The real reason to visit this place is to get the Jack Handle from under the car in the backyard. You'll be attacked by a Mannequin and several Lying Figos. It's best to run away or at least change positions to avoid being surrounded. Once you've got the Jack Handle, head back to the building south of Rosewater Park that's not marked on the map. The handle can be used on the jack under the garage door on the back of the building. Inside the garage, look for a couple of boxes of Handgun Ammo, a Syringe, and a Strange Photo that's lying by the lifts, on one of the toolboxes.

When you’re ready to move on, head west along Nathan Avenue to reach the Historical Society building on the outskirts of Silent Hill. The key you found in the park earlier will allow you to get inside. You’ll only be able to explore the first floor of the building, and there’s not much to do here. You can examine the paintings and books to learn a bit about the town’s history. Among other things, there’s a painting of Pyramid Head. From the lobby, exit into the main area and turn left toward the painting of the Little Baroness steamship. There’s a glass case nearby that contains a strange photograph . Once you’re done exploring the art in this place, head on through. There’s a hole in the far wall that leads to a set of stone stairs. Run down the stairs. It’ll take a while, but that’s by design. No, it’s not a trap, just a really long set of stairs. Keep going down for a couple of minutes and you’ll eventually reach a door. At this point, the Into the Abyss achievement will unlock. This will take you to Toluca Prison.

Toluca Prison

When you finally make it down the stairs from the Historical Society, you'll find yourself in an old lobby. Grab the syringe from the reception desk and open the nearby door. You'll be attacked by a Lying Figure. There's nothing of interest in this hallway. There's an open side room to the side that contains a box of pistol ammo and three paintings from the original Silent Hill 2. None of these paintings are important in the events to come, but the one in the middle adds new context to a scene you'll see near the end of the game. Once you've examined the paintings, the only thing left to do is head to the other end of the hall and jump down a seemingly bottomless pit. Yes, James loves sticking his hands everywhere and jumping into dark pits. You'll find yourself in a small square room with seemingly no exit. Three of the four walls can be broken. One of them leads to an even smaller chamber with an open door. This area is slightly larger and slightly flooded. Turn right, kill the Lying Figure hiding under the water. At the end of the tunnel "on dry land", on the right side there is a door that leads to a small room. Directly in front of you on the floor is a locked grate, and on the right is a metal door that can be unnoticed in the dark.

Open the last door to find a chamber with a key lying on the floor. Once you pick it up, the room will fill with insects. Regular insects are not a problem, but brown bugs will appear periodically. They do little damage, but in the same room there is a door with buttons for a combination lock. This is one of the few puzzles that remains almost intact and is identical to the puzzle from the original game; it is also known as the "Bug Trap" among long-time fans. It is not that difficult to solve... unless you panic at the thought of nasty bugs crawling around you. There is a keypad on the wall next to the door, but there are no obvious hints as to what code to enter. However, only 3 keys actually work, and they form the combination. Your task is to figure out the password while killing brown bugs. There aren't many options left, and the code on the easy or standard difficulty level remains the same - 923. On the high difficulty level, the code combination will be random, and you'll have to determine it by guesswork, hitting the following sequences one by one: 239, 293, 329, 392, 923, or 932. One of these six combinations is guaranteed to work.

Open the door and use the key on the grate, then drop down into the bottomless pit again. You'll find yourself in an abandoned cafe, which for some reason is covered in layers of frost and ice. Before you do anything, examine the clay tablet on the table to get a flashback scene . This tablet was a quest item during the prison playthrough in the original Silent Hill 2. There's a health drink on the food stand behind you. Grab it, then head over to the well-lit table. Somehow, Eddie managed to get here before you. When you follow Eddie outside, you'll find yourself next to the prison armory. Go inside to get the Toluca Prison Map . Take the note from the wall by the locked gun cabinet. Grab the handgun ammo from the nearby shelves and the box of rifle ammo hidden in the table. It's time to explore Toluca Prison!

The right place to start is the chapel, which is north of the armory. Take the heavy weight from the altar, which will cause the Lying Figure nearby to come to life and burst out of the confessional. You can turn the corner, reach the prison chaplain's room and take the syringe from his bookshelf. Enter the main prison block. The first thing you'll most likely see is a large switch on the wall. There are many such switches in the prison, they are located in its different parts and when interacted with, they briefly turn on the light of the nearest block. When you turn on the light, you will see a different type of Mannequin - these mobs crawl along the walls and try to suddenly pounce on James. In prison, these opponents will become your real headache! Keep your finger ready, above the dodge button/key, to avoid damage. For now, you can ignore the "mannequins" and explore block A. Soon you will find four doors with images of different animals. Right now they are locked, and James will mark each one on the map, pointing to an image of an eyeless boar, a hornless bull, a headless snake, or a wingless dove.

You can also explore many of the unlocked cells. Some of them contain Mannequins guarding ammunition. You can also find a Flashback Scene , which is located on a makeshift altar inside cell block A3. To get to it, open the door to cell A4 and crawl through the crack in the wall. Once the cell block is cleared, go through the large door to the east to reach the courtyard. This is a dark place with various alarming sounds, but you will not actually find any enemies here. In the center of the courtyard, opposite the scaffold, there is an ornate scale covered with a sheet. This is used to open the very same doors with images of animals from cell blocks A and B. To do this, you need to correctly place weights on the scales so that the arrow points to the desired image.

Door with a headless snake

You found the Heaviest Weight in the chapel, and there’s also a Standard Weight on the scale. Place the Heaviest Weight on the right pan and the Standard Weight on the left, so the arrow points to the headless snake. Return to the corresponding door to go through it. Head south from the security room, grab the Shotgun Shells from the drawer, and find a note on the wall with a helpful hint on what exactly you need to do in this wing. Once you leave the security room, you’ll find yourself at the Death Row cells. Most of them are locked, and the corridor is guarded by several Mannequins crawling on the walls. Take them all out, use the various levers to turn on the lights and spot enemies early. The only cell in the Death Row that’s not initially locked is E4. Go inside to find an Old a photograph lying on the prisoner's bunk.

Your goal is to reach the witness room, which can be accessed through the unlocked door next to cell E10. Once in the right room, find a box of pistol ammo and an electrical panel that powers the prison's electric chair. The door to the death chamber is locked, but the note you found earlier at the guard post contains a hint on what you need to do. It seems that the objective is relevant for all difficulty levels of the puzzle, although the solution will be different. So, your task is to use the switches to move the arrow on the generator ammeter to the red zone. These switches are set up in such a way that lifting one can disable or activate the others. That is, you cannot simply click each of the switches in any order. Instead, you need to find the correct sequence, which depends on the difficulty level, since on easy you have 5 switches available, on standard - six, on hard - seven. In any case, these levers are numbered from left to right, so use the solutions suggested below:

Easy : 4, 5, 2, 1, 3.

Standard : 6, 4, 5, 1, 3, 2.

Hard : 4, 5, 2, 1, 3, 6, 7.

Once the arrow is in the red zone (all the switches will be up), pull the large lever to cause a power surge. This will open the room with the electric chair, allowing you to enter and collect the Medium Weight. Leave the cell through the southern door. The generator overload also triggered the alarm and opened all the locked cells in the Death Row wing, many of which were holding monsters inside. The guard post is locked, and a security gate has been lowered behind the passage near cell E11. Once you leave the room with the electric chair, you will encounter many mobs, and the door will slam behind you. If you have any shotgun shells saved, now is the best time to use them! Fight your way south to cell E1, which has a fragile wall inside. Destroy it and make your way to cell E19. On the other side of the Death Row wing, against all odds, things are even more dangerous, as the mobs will be joined by ruthless nurses. This time, however, you can use the door to cell E19 as a narrow opening through which only one enemy can pass. Deal with the monsters to search the previously locked cells. Many of them contain medicine or ammunition, and on the shelf in cell E13 lies a strange photograph .

To escape, head to cell E10 and squeeze through the crack in the north wall. You'll find yourself on the other side of the reception desk by the witness room. Search the area to find a health drink, some pistol ammo, some rifle ammo, and a key to armory . Now you can return to the first floor through the north door at the witness checkpoint. Your new key will open the gun cabinet in the armory, where you can take the rifle , ammo for it, and the shotgun. This is an extremely powerful and accurate weapon with a low rate of fire. After each shot, you have to reload the bolt, and the clip only holds four rounds, which takes an even longer time to reload after using them. And ammo is not so easy to find! Save weapons with ammo for bosses or other difficult encounters.

Door with a hornless bull

Return to the courtyard and use the medium weight on the scale. You can now open the door with the Hornless Bull by placing the medium weight on the left side of the scale and the previous two on the right. Before heading to the second floor, it's worth destroying some wall-walking Mannequins in the new prison block on the first floor (if you haven't already). They're easy to dodge here, but there are a few more waiting for you on the second floor, and if you don't kill the mobs on the first floor, they'll all attack you at once. At the top of the stairs, head north to the end of the hall where there's a strange locked door with a note on the wall. Cells C1-C3 will be open, but there's little useful loot inside. Cell C5 has a health drink. Cell C4 has a lock on it, and behind the bars you can see a hole in the wall.

Check into the guard room in the east side of Block C and open the desk drawer to find the key to Block D. Nearby, you can destroy the breakable wall to get into Cell C6, where you can find a Health Drink, empty syringes, and one full syringe. Once in Cell C6, go down the stairs next to Block D to open the door that leads back to the first floor. This will create a shortcut and allow you to get back to the second floor of this wing as quickly as possible without having to move the weights. You can now use the new key to open the door to Block D. You will be attacked almost immediately by a Lying Figure. Proceed through the entire corridor to the last Cell D6, where you will find a message on the wall and the Shiv Key . This key can be used to open the door to Cell C4. Once done, squeeze through the hole in the wall to find a utility room with pipes. Go around the pipes, taking the prisoner's note, and crawl along the floor to find yourself in the restrooms. This is a suspiciously quiet place: don't get too comfortable, as there is a Mannequin hiding in one of the stalls. You may not even need to open this booth to avoid encountering the mob.

Head east and check the locker room. There are two boxes of rifle ammo, another note from a crazy prisoner, and a syringe in the first aid kit. This sudden strange generosity will continue in the showers: there are a lot of ammunition and medicine scattered around the large room, as well as monster corpses. You can probably already guess what will happen soon! But for now, calmly search the location, examine the floor near the southern wall to find another scene from the past in the form of the third, final clay tablet. There is a hole in the eastern wall of the showers, and according to tradition, James must stick his hand in it. This will give you a heavy weight . Naturally, this will cause a stir among the monsters lying around, they will come to life and aggro on you. However, do not even think about fighting them. Just run past the mobs, jumping over the low fences. The ambush you just got into consists of two parts. Once you get back to the restroom, a couple of enemies will knock down a large barricade in the passage. All monsters can chase you to Block D. So run to the open chamber so that no one can get around you, and destroy all the mobs that come near you.

The Door with the Eyeless Boar

No matter how you deal with this trouble, the main thing is that you got the heavy weight, for which you went to the second floor. Return to the courtyard, install a new weight on the scale. Now you have four weights available, and the search for solving the puzzle and unlocking the next door will be more difficult. Put all four weights on the right scale, then take the second lightest and move it to the left. The door with the eyeless boar will open. Go through this door, and you will see a journal on the table, which details the fight against an unknown disease that has engulfed the prison. When you find yourself in front of the same table, turn right and go to the end of the corridor to find the back door leading to the prison warehouse. Go inside and destroy the enemies. Your reward is a strange photograph , which is located on the reception desk.

Leave the warehouse and head west to the visiting room. You can sneak through the broken window in stall #5 to get to the other side, but be sure to grab the note taped to the wall of stall #7 first. Follow the hallway past the break room. There's a save point and some bugs in the men's restroom. If you check the barricade in the southwest corner of the map, you'll find an old hatch in the floor that triggers a scene from the past . There's some ammo in the break room. Grab it and head north. In the infirmary, you'll encounter a group of nurses (where else but here!). You can fight them, or turn off the flashlight and sneak past the mobs without fighting. Your goal is to reach an unmarked room north of the infirmary and grab the key to the upper floor . There's a report in the same room that tells you a lot more about the unspecified disease. Return to the hall behind the break room and use the upper floor key on the locked staircase by the restrooms. This will take you to the second floor, to a balcony overlooking the chapel, and eventually open the warden's office. There are two boxes of pistol ammo in the adjacent storage room. Take them, then check the typewriter on the warden's desk. Enter the word SICK to open the locked drawer and get a light weight .

Door with a wingless dove

Return to the first floor. If you open the door on the chapel balcony, you can save time by going through the second floor to the stairs near Block D. Opening the door with the Flightless Dove is easier than it looks. Place all five weights on the left side of the scale, then pick up the second lightest one and move it to the right side. This will allow you to go down to the prison basement, and as soon as you go through the door, it will collapse. Pretty soon you will find the sixth and final weight, which is visible through the viewing window on the locked door to Cell F6. Carefully make your way through the basement clockwise, going through the cell block and dealing with monsters until you find a hole in the wall opposite Cell F15. Crawl through it to find a switch that opens Cells F5 and F6. There is nothing at all in F5, which seems odd, so go to F6 and pick up the lightest weight . Once you do this, look for a note on the wall to the left of James. At this point, you'll be stuck in cell F6 for a minute. Just wait, then return to F9 and destroy the wall to get to cell F10. There's a staircase here that leads to an unmarked room on the first floor, at the west end of B Block.

So, you have found all 6 available weights. At this point, returning to the courtyard will lock the door behind you, and you will no longer be able to explore the prison blocks. Make sure you have found everything you can, and when you are ready, return to the courtyard. You have one last piece of the scale puzzle to solve. Your task is to use the 6 weights in such a way that the scales are perfectly balanced (the arrow will point to the "sword" at the top). Place the 2 lightest weights on the left scale pan. Place the second heaviest weight there as well. Place the three remaining weights on the right scale pan. Once the scales are balanced, the statue above them will lower the lever to activate the scaffold.

Your reward for solving the puzzle is another puzzle. Use the lever on the scaffold to start the puzzle. Study the tablets below and on the statue. You need to match the quatrains to form a complete story from one of the prisoners sentenced to death. As the inscription on the fresco suggests, one of the six condemned was acquitted of his crime, and you have to determine who it was. You can choose anyone!

The six prisoners include an arsonist, a thief, a man who kidnapped and murdered his daughter, a vandal, a common murderer, and a mother-killer. Each of them describes their story and opinion in a separate poem. There are six nooses on the gallows, each marked with a Roman numeral. When you make a decision after solving the puzzle, pull the noose with the number that corresponds to the acquitted prisoner. What's the catch? Depending on the difficulty level of the puzzle, the placement of the signs is randomized. There is a chance that any of the six prisoners will be the one who was acquitted of their crime, and their poem/confession will change between plays to reflect this. The only difference between the difficulties is how many words you have to read. Ultimately, it depends on what decision you make at the end of the puzzle.

Easy : Each poem has two parts, and each part has a quatrain. All you have to do is match the rhyming lines.

Standard : the poems will be a little more complex, although the general theme will remain the same.

Hard : Each confession is 8 lines long, and the parts no longer rhyme with each other. You'll have to match them based on individual scenarios.

If you pull the wrong loop, James will be thrown into an underground chamber filled with monsters. You can return to the courtyard via the stairs at the other end of the room and try again. There doesn't seem to be any limit to how many times you can pull the right loop. The most that will happen if you make a mistake is that you'll feel like a fool ;)

Here are all the poems I had on the standard difficulty level:

First:

I stole, that's right, I confirm.

But I don’t sigh about the past:

I'll say this: there were reasons.

We all lived as we knew.

You ask, what are the reasons?

Well, not spiritual depths.

I want it - I'll take it. That's the answer.

To me the world is one big buffet.

Second:

I took the child, that's true.

And I acted lawfully.

The child did not scream or cry.

The daughter knows who her daddy is.

Child, you are the only one I have.

Who dares to take you away?

You don't need others.

So don't let anyone get it.

Third:

I waited patiently in ambush,

Dreaming of your reward.

And I caught him by surprise -

He died there like a dog.

He was not a man, but a beast.

More ferocious than lions, wolves, panthers.

He always dreamed of breaking me.

I had to protect myself.

Fourth:

Mommy, you, my dear,

She loved me so selflessly.

She only cried out, “Why, son?”

When I cut diagonally.

She cherished her son as only a mother can.

And she gave me happiness, I won’t lie.

But it was all in vain. Yes, yes!

I need to kill people sometimes.

Fifth:

It was barely dark on the porch,

I cut through the rusty chain,

I pushed the door and I was inside,

And that's all. What's the point of being clever?

I've filled my pockets - it's time to go home.

I covered my tracks. That's the kind of person I am -

If you want something, you have to take it.

I can't vegetate in poverty.

Sixth:

I don't ask for leniency,

I will proclaim the crime myself:

The church burned down without a trace,

Children died in the chaos.

Those who burned along with their children

Who did not keep himself in check

And he corrupted countless children.

Serves them right, those bastards.

The placement of the poems on the statue may be different. Once you choose the right loop, James will be sent to the prison morgue, and you can continue the game. The morgue is, as expected, a creepy, but not very eventful place. All you can do is move forward until you find another dark pit. Make James jump into it. You will reach the second hole. Jump into it too, to reach the entrance to the labyrinth. This is one of the most surreal locations in the Silent Hill 2 remake.

Labyrinth

When James comes to, he'll find himself in front of an elevator. Enter the elevator to be transported to a strange apartment building. If you use the nearby save point, you'll find that this area is called the "Labyrinth." The first part of this area is a long hall full of identical, locked doors. Watch your step as you move. Eventually, you'll find a bloody newspaper. Most of the text in the newspaper is illegible, but if you've never played the original Silent Hill 2, the visible portion of the article explains or confirms some plot points. At the end of the hallway, open the door covered in newspapers. You'll find yourself in a familiar apartment. Grab the health drink from the table and the shotgun shells hidden in the kitchen drawer. Go through the door next to the kitchen. There's a door in the back hallway covered in sticks. It's locked, but the door next to it will be open. Go through it to find Angela being attacked by the Abstract Pope.

You'll find yourself in a narrow corridor and encounter a new monster, which according to the Silent Hill 2 remake trophy list is called Abstract Daddy. I didn't make that name up! Abstract Daddy has only one attack: he'll lunge forward and try to grab James, dealing significant damage. You can easily avoid the damage by dodging to the side, but there's not much room here. Your best bet is to turn 180 degrees and run away. After a few steps, you'll reach a more open area, at which point you can turn around and attack the monster. Dodge Abstract Daddy's attacks, hit him with a pipe, or shoot him with any weapon (but it's best to save your ammo). Once you've dealt enough damage, Abstract Daddy will temporarily disappear.

You're stuck in a maze that's made up entirely of the same parts of an empty apartment. When in doubt, follow where the light is. In this case, you should go out into the hallway and then follow Angela as she runs past. Eventually, she'll lead you to a narrow passage through a closet, but it's actually a dead end. Go through the nearby door and follow the hallway until you find yourself in a living room with a TV on. Break it and you'll be attacked by Abstract Daddy. At this point, the maze gets a little more complicated, but it's actually impossible to get lost in. If you avoid Abstract Daddy and crawl through the hole in the wall nearby, he'll break part of the wall and disappear again. At this point, the flashlight will go out for a second, and when it comes back on, you'll find yourself outside Angela's hideout in the closet.

Follow the hallway to the right and Abstract Daddy will break down the wall. Return to the room behind the cabinet, then dash past Abstract Daddy and make your way through a narrow passage in the wall. One of the doors in this new area is open. Once you go through it, you will see crumbling walls and the “old apartment” will turn into more familiar “industrial” hallways. Continue forward until you see a huge fan. Turn left and you will see Angela running behind a partially destroyed wall. You are on the right track! Slip through another narrow passage and you will find a second TV turned on. Smash it to destroy part of the maze and reveal a new tunnel. Continue through the tunnel, which will collapse as you go. You will eventually find yourself in a room with a third and final TV. Destroy it to reveal the exit and trigger the final battle against Abstract Daddy.

For some reason, Abstract Daddy's bullets don't do well, so your best bet is to dodge and hit him with a pipe. He takes significantly more damage from melee attacks. Wait for Abstract Daddy to lunge, then dodge to the side and melee him three times. There is no second phase, and he doesn't change his moveset, but instead acts in a linear fashion. Once you get used to his timing, he'll be easy to take down without using a single bullet. Defeating Abstract Daddy will unlock the Unforgivable achievement .

After the cutscene, you'll find yourself in a familiar bedroom with Abstract Daddy's corpse. Head into the living room, grab the ammo from the chair, and exit through the open closet door. As you walk away from the apartment, James will pull out a blank piece of paper to hand-draw the beginning of a map of the center of the maze. As you turn the corner, you'll see a large painting by Bosch depicting an obstacle: a large doorway blocked by multiple spectral hands. If you try to enter it, James will be slowed down considerably before being forced to turn around and head back. There's a save point nearby. If you head down the stairs at the back of the new room, you'll find Maria. Despite being killed by Pyramid Head in Brookhaven Hospital, she's surprisingly alive and well, but locked in a prison cell. All you can do is go back the way you came.

Once you do this and return to the previous room near the save point, something new will appear in the center of the maze. Throw the blanket off the object to find a small cube that you can rotate. By doing this, you will rotate a huge cube consisting of corridors and steps. Using the rotating cube in the Silent Hill 2 remake is a little more difficult than in the original, but you should not consider it a full-fledged puzzle. Your goal is to rotate the small cube in such a way that you can go through the large cube into the open doorway. On the walls around the large cube, there are symbols that correspond to the plates on the side of the small cube. They give a hint on how to rotate the cube correctly to get to the next location. At first, it seems difficult, but you will figure it out soon. Right now, rotate the small cube until you see a face carved into the end in front of you with a pair of triangular emblems on either side. This is an alchemical symbol representing sulfur. Finally, after passing through the large cube, you will gain access to a new area, which is located slightly above and to the left of the huge cube. This is a dirty room. By the way, in this very passage to the left of the cube are symbols that need to be adjusted on the small cube.

Dirty room

The part of the Silent Hill 2 remake's maze that involves a spinning cube is divided into three sections that must be completed in a specific order. The first of the three is the Dirty Room, a building infested with bugs. Open the left door of the three available and follow the corridor until you find a cage hanging over a hole in the floor. There's a save point here, as well as another door. You can also examine the rope that holds the cage in place. You'll need to get a lighter to burn the rope. The other three doors around the hanging cage are open, all leading to different areas in the same part of the maze. The floor of the central area is made of steel mesh, with two Mandarins moving underneath. Although you can shoot them, you won't be able to kill the monsters. There are two options for completing the maze. One is to slowly follow the corridors, dodging the Mandarins so they don't notice you. This is a difficult and nerve-wracking approach. The alternative is to just run and try to stay one step ahead of the monsters, but in this case you will inevitably miss 1-2 hits. If you have a stock of health drinks and syringes, you can choose this strategy.

Whatever you decide to do, your goal is to reach the back rooms to the south and east. Head east from the hanging cage. You’ll find a hallway with a locked door and a couple of crates, one of which contains a box of rifle ammo. At the end of the hallway, go through the southern door to enter a maze with Tangerines. It’s easy to get confused between the darkness, the bugs, and the Tangerines breathing down James’ neck, but there are only three paths to choose from. Go forward and take the second left. It leads to a fork. Turning right will lead you to a dead end, but you can go left to find an open door. Be careful on the other side of the door, as there’s a Lying Figure and two Mannequins here. Kill everyone and loot the place. While you’re looking around, you’ll probably notice that there’s a cart on wheels here. Move it to the northern wall, where you can reach an open window.

In the next apartment, look in the refrigerator to find a Lighter Whip. Once you have the item, go through the door next to the TV and push the bookcase aside. You'll find a trapdoor that leads back to the Tangerine maze. Return to the room with the hanging cage. From the southern door, go forward and into the passage on the right. Jump over the low wall, follow the path to the end of the hallway and go through another unlocked door. Grab a Health Drink from the cabinet on the right, then go through the unlocked door opposite the entrance to reach a small abandoned library. Deal with the Mannequin and crawl through the crack in the wall near the lamp. You'll find yourself in a bedroom with another hole in the wall. Stick your hand in it to get a Lighter Whip . Next to this bedroom is an unlocked door that leads to a small, isolated part of the Tangerine maze. At the other end, enter the short hallway and open the southern door. You will find an office desk guarded by a nurse. There is a syringe in the corner of the room and a steel key in the desk drawer .

Outside the office, at the east end of the hallway, there is a passage to the eastern part of the Mandarin Maze. Take the straight path through the hallway and head east from the hanging cage. Run back and use the steel key to open the door you passed earlier. This door leads to a destroyed bathroom. There is something in the bathtub, but it is filled with hot water and James will not touch it. Go through the crack in the wall and follow the pipes to reach a valve that can be used to empty the bathtub. Now, back in the bathroom, you will see a destroyed toilet and bathtub, as a result of which you can pick up a broken lighter .

Before leaving the Dirty Room, be sure to check the western part of the maze. When you go through the door west of the hanging cage, you'll see a long hallway with nothing of note. It's connected to the center of the maze. Look for a breakable wall almost opposite the western exit of the cage room. Break the wall and you'll find yourself in a secret room that fans of the original Silent Hill 2 may recognize from the old hanged man puzzle. There's now a stash of medicine and ammo here, as well as a broken rope. Examining it will trigger a flashback scene .

Once you find this well-hidden collectible, all that's left to do is open your inventory and combine the three lighter parts. Once you have the lighter intact, return to the hanging cage and use the item on the sheet rope. When the cage falls down, jump down the hole to leave this part of the maze. You'll find yourself on the other side of a locked white door near a rotating cube. Unlock the door to return to the center of the maze to move on to the next area.

Empty room

During your absence, the large rotating cube has sustained some structural damage, and access to the Dirty Room is now blocked. No great loss, though! This time, rotate the small cube until you find a face bordered by two symbols that look like altered infinity signs (the alchemical symbol for sulfur, also known as the "Leviathan Cross"). You can now enter the large cube through the opening and climb the stairs to follow the corridor to a new area.

But for now, let's take a quick detour, but be warned that there will be some spoilers. Your interactions with Maria in the labyrinth are another factor that potentially determines the standard ending of the game. Unlike the hospital, there doesn't seem to be a way to interact with Maria again in the labyrinth. She'll continue to hum the same tune every time you return to her. However, if you want the Maria ending, I recommend visiting this chamber at least twice during your time in the labyrinth (not counting the first time). Conversely, if you don't want to see the Maria ending, just don't return here.

The Empty Room is a quiet place with invisible ceilings, similar to the first floor of Toluca Prison. Naturally, this indicates that there are mannequins crawling around the hallways of this location. To make matters worse, there are large sword marks on the floor. From the save point on the wall, head north. There is a health drink at the end of the hallway. Grab the item and return to the open door in the hallway. It leads to a bedroom with a destroyed closet. Go through the hole in the back of the closet to find a storage room with a Mannequin guarding boxes. The eastern passage leads to a staircase that leads down into a flooded hallway. In general, this location is tied to finding items and using different ladders. Go through the underground passage, destroying the Lying Figures hiding in the water. Soon you will pass a hole in the wall through which you can look into the room with the key. The door to the room is locked. Instead, head south to reach the second staircase.

Climb up it to find a door and a grate, the latter of which is handcuffed to a valve. The door is unlocked and leads into a dark hallway. Watch out for the crawling mannequins. Eventually, you'll find another staircase that leads back underground. Defeat a few enemies along the way to the small warehouse you passed earlier and grab the Small Key . While you can open the door nearby to get to the previous tunnel, it's easier to go back the way you came and use the Small Key to uncuff the valve. Use the valve to raise the gate and follow the hallway north. You'll find yourself in an empty room north of the lobby. Move the cart on wheels to unlock a passage that will allow you to return to the save point. You can also go through the hole in the eastern wall to see a sparking junction box with a pair of wire cutters stuck in it .

Next, use the cart to reach the open window above the northern wall. In the new hallway, look for a ladder that leads you into a new part of the flooded area. The only way forward is a small hole at the base of the nearby wall, which will collapse as soon as you crawl through it. The path forward is blocked by a chain-link fence. You will need wire cutters. Turn right and follow the cave. Soon, you will find a corridor swarming with even more insects. More importantly, you have caught up with Pyramid Head, who patrols this area again. Fighting him is pointless. Instead, run away and move to the northern end of the circular room. You will get to Pyramid Head's room, which will unlock the "Inner Sanctum" achievement . In Pyramid Head's workshop, there is a fragile wall that you need to break to proceed further. However, Pyramid Head is most likely already chasing you. While he won't follow you through the crack in the wall, you may need to lure him to the other side of the hallway. If he's not nearby, break the wall and head up the stairs. You'll find yourself in a narrow hallway full of acidic Lying Figures, and they should be killed with your stockpiled Shotgun Ammo.

At the end of the corridor, go through the open door to pick up the Wire Cutters . You can use them to cut the fence mesh in the flooded area, but due to the collapse that happened earlier, it is impossible to return there the same way. You will have to go through the corridor with Pyramid Head again. Once in the corridor, avoid the monster and look for a secret area near his hideout. On the eastern side of the location patrolled by Pyramid Head, there is an easy-to-miss ladder. Climb it to find an isolated storage with useful supplies and a strange photograph . Take the item and follow it back to the fence. Use the wire cutters to make a hole and get to another bottomless pit. Jump into it to return to the center of the maze. All that remains is to visit the Ruined Room.

The destroyed room

When you return to the center of the maze from the Empty Room, you will see that the rotating cube is about to be broken. You must find a new alchemical symbol lit on the wall behind the large cube. This is a clue. If you look at the small cube, you will see an inverted version of this symbol on one of its faces. This is the old alchemical symbol for phosphorus, and although you will not be able to go deeper into the maze if you tune into it, you will be able to reach a cache of items. Enter the cube to find a healing potion and a box of pistol ammo. When you are ready, return to the smaller cube and turn to the face that has the same symbol as on the back wall. You will be able to go to the third and final sector of the maze.

This is a relatively easy location to complete, which mainly consists of a series of combat tests. Run down the hallway until you find an open door. Behind it will be one of the most brutal apartments in the game, reminiscent of the apartments from Blue Creek. "Dead" enemies are scattered everywhere. Naturally, as soon as you approach the big red door in the kitchen, they will all come back to life. Even if you attack them beforehand, nothing useful will happen. Until then, search the apartment, collecting medicine and ammunition. Shotgun shells are scattered around. You can also break the wall in the bedroom to find some rifle shells. As soon as you try to leave, you will revive all the enemies in the room. The exit door will remain locked until you kill everyone. If you have a supply of ammo, the easiest solution is to get out a shotgun and kill all the monsters. Alternatively, this apartment is full of potential obstacles that you can use to block the monsters (especially the broken bedroom wall). Using these obstacles, you can separate the mobs and kill them one by one.

Once all the monsters are dead, walk around the apartment one last time to collect any lost loot and open the red door. You'll find yourself in another long hallway that leads to a similar room with a different layout. This time, the monsters will literally crawl out of the walls after you enter the apartment. Deal with the Lying Figure and the nurse, then walk around the room and kill the hiding Mannequins. You'll know you can leave the area when the alarm-like noise stops. Be sure to check the room one last time to collect ammo. The biggest find is a box of rifle ammo in the back room, accessed through the hole in the wall (where the nurse crawled out from).

After leaving the room, you will find yourself in another long corridor, along which you will reach the third apartment with a similar layout. There are a lot of resources here, but more importantly, the entire floor is made of steel mesh, meaning that Mandarins are moving under it. There is nowhere to hide from them. In addition, there is a Mannequin in the apartment. Deal with the Mannequin and shoot the paws on which the Mandarins are holding on. As soon as you hit both paws with hooves, the Mandarin will temporarily not be able to attack you. As soon as you inflict enough damage, the enemy will retreat. Perhaps you just need to hold out for the specified time, or perhaps inflict enough damage to the Mandarins. In general, as soon as the door opens, you can leave the apartment and save.

After you've made it far enough down the next hallway, you'll be attacked by Pyramid Head. This narrow hallway is the worst place to fight a mob, as it takes up the entire width of the hallway. Pyramid Head uses the same basic attacks as in Blue Creek. He'll move straight at you, and when he gets close enough, he'll try to hit you with his huge sword. If you get any closer, he'll try to grab you. It's possible to complete this section without firing a single shot, though. One end of the hallway is blocked by those spectral hands. But when Pyramid Head gets close to them, they disappear. So just go to the end of the hallway, past the hands. You'll eventually find yourself on the other side of the prison bars where Maria was. Go through the broken door to return to the center of the maze.

The spinning cubes have been destroyed, but there is also Pyramid Head's greatsword here. Take it out and drag it to the hallway with the ghostly hands. Follow the hallway with the sword and go up the stairs at the very end. Before we continue, here's one last spoiler . If you visit Maria's chamber at least once before leaving the maze, you'll get an extra bonus for unlocking the "Maria" ending.

After climbing the stairs, you'll find yourself in a small graveyard with a few familiar names on the tombstones, as well as a box of shotgun shells. Grab them, then jump into the grave with James' tombstone. You'll find yourself in a featureless, dark hallway. Go to the end of it, open the blood-stained door, and James will suddenly run into Eddie. Afterwards, James will be left alone for a while in a room filled with human corpses. There's not much to find here, but you'll have a minute to heal and reload all your weapons. When you enter the next room, you'll be forced to confront Eddie.

You'll find yourself in a room with hanging carcasses. Eddie will spend the first 30 seconds or so arguing with James and won't attack you. You can search the room to collect ammo and medical supplies. There are rifle and shotgun shells everywhere. When Eddie decides to fight, he'll usually try to shoot at you from the dark. After firing, he'll try to run away, hide, and repeat the action. Look for the cocking signal.

The main danger is that Eddie can shoot you in the back. Even on the easy difficulty level, James can't withstand more than three hits from Eddie's revolver, and one shot usually stuns our hero long enough for Eddie to attack again. The trick is to turn off the flashlight, so that it is more difficult for Eddie to spot James. So to speak, to equalize your chances. While you are away from other sources of light, look around and listen to Eddie's voice. You will often see the silhouette of a guy moving around the room. You can navigate by the staggering carcasses. Note that Eddie has infinite ammunition, but as soon as he makes six shots, he will have to stop and reload the revolver. If you are nearby at this time, be sure to attack the guy.

If Eddie is aiming at you and you can see him, fire your rifle to interrupt the action. Alternatively, take cover behind a nearby carcass. Each hanging carcass can withstand about two shots from a revolver, shotgun, or rifle. When Eddie takes a certain amount of damage, he will shoot the freezer's cooling system, filling it with fog, further reducing visibility. Eddie will also attack at close range if you try to get close enough to him. When Eddie is close to death, he will activate a conveyor belt, lowering the room's ceiling and launching the remaining carcasses. Defeating Eddie will unlock the "The Man" achievement .

Once Eddie is defeated, head through the double doors. For the first time in a long time, you'll be back in "normal" Silent Hill. If you explore the loading dock of the meatpacking plant, you can find a health drink. Otherwise, get on the boat to head towards the island in the middle of Toluca Lake. Just sail towards the light in the distance. It will take about three minutes to cross the lake. But if you stay in the boat for about 10 minutes without pausing the game, you'll get the "Cursed Toluca Lake" achievement .

Lakeview Hotel

You'll first find yourself on the pier at the hotel, arriving in complete peace and quiet, so you can relax for a bit. It'll be a few minutes before something or someone tries to kill you. Take the Lakeview Hotel Garden Map hanging on the board at the pier, then head up the ramp. The first time you see the hotel, you'll get the Glimmer of Hope achievement . It's a large, beautiful, and mostly abandoned location, although there are two notable things about the garden. One is a suspiciously locked gate on the western side of the garden. This part is "closed for maintenance." The other is a Rotten Apple , which can be found on a bench in the eastern part of the region, not far from the hotel itself. Take this fruit.

The front door of the hotel is open, so you can go inside and take a look around. At the moment, it’s just a large abandoned building with no monsters around. Check the board on the right to find a map of the Lakeview Hotel , where someone has kindly marked room 312 for James. Mary is supposedly waiting for him there. If you go down, most of the basement will be locked, including the Venus Tears bar. The only unlocked door leads to the utility room, where there’s a note for the staff. Return to the first floor, and look for a letter for James at the reception desk in the lobby. It will discreetly give you your next objective – the last time James visited the hotel, he left something behind, and it’s waiting for him in the staff area. Naturally, getting in there isn’t that easy!

You can also check the key storage behind the reception to see your room key. 312 and an ornate key . The latter will open the large jukebox (or music box, if you prefer) at the back of the lobby. By default, this jukebox is covered with a blanket. This will give you access to a puzzle that you will solve much later, after finding three figurines. The Toluca Cafe next to the reception is now open. Inside, look for a health drink on one of the tables and the key to room 102 hidden behind the bar. At the back of the cafe, there is a breakable wall that you can smash to get to the hotel's lost property. Grab some pistol ammo and another note from the staff. Finally, check out the Lakeshore Restaurant. There is not much to explore here, but at this point a cutscene will start and you will meet Laura.

After a long conversation, the girl will give James a letter. After that, Laura will run deeper into the hotel. When you follow her to the lobby, you will see her disappear into the east wing, which will be unlocked from now on. From this point on, your prolonged rest ends, and you will be attacked by the first mob of the location - the Lying Figure, which will appear a few seconds after you appear in the east wing. Surprisingly, most of the hotel rooms on the first floor are open, but there is nothing special to search there. You can get to apartment #102 using the key from the Toluca cafe. There you will find a cache of supplies: rifle cartridges, a health drink and a syringe. A great opportunity to replenish supplies after a costly maze! You can get to the hotel balcony through room 103 and use it to get into apartment #106. None of the rooms are particularly interesting, but this passageway indicates that the hotel has areas connected by external balconies. And you'll definitely find them later! There's a strange photograph on the nightstand in room 104. At the southern end of the hallway is room 107, but you'll need a key to get into it. Towards the end of this hallway, find the Sun Wing Key hidden in a utility room. Now you can explore the second floor!

Use the Sun Wing Key to enter the East Wing on the second floor. The closest open door leads to the Reading Room, which has a Save Point, as well as several leather-bound books scattered around the room. Collect all four red books and get ready to solve the first puzzle in the hotel. Once you find the books, examine them and notice that there are different images on the spines (ends) - wings, a bull, a lion, and an eagle. Right now, go to the interactable bookshelf and place all of these books in any order you like. Unless something unusual happens and you randomly place the books in the right places, gaining access to the secret room, you still have to find the solution to the puzzle.

I played the game on standard difficulty and the solution was as follows:

Top left - wings

Top right - bull

Bottom left - lion

Bottom right - eagle

I found information on the Internet that at an easy level the solution will be like this:

Top left - wings

Top right - eagle

Bottom left - a bull

Bottom right - lion

Solving the bookshelf puzzle will give you access to secret room 208. Here you will find 3 photographs, a locked case, and a mirror with a broken light bulb. You can unscrew the light bulb, but note that it is painted red! The photographs contain several clues as to where to look for objects that indicate the combination code for the case. In fact, the code for the case will be displayed on the mirror of the nearest dressing table when you screw the red light bulb into the socket. But all the marked rooms will lead you to other plot objects and clues.

Return to the Sunny Wing, jump over the table opposite the reading room to get to the wardrobe. Enter the room with mannequins in different poses. In addition to them, there are a couple of living Mannequins hiding here, so go around and clear the room. If you look carefully, you can find a ripe apple and the key to hotel room 202 . This new key is a good reason to go back and explore the rest of the Sunny Wing. Like on the first floor, most of the apartments will be open, but not all of them contain anything useful. In some, you will find some ammunition and medicine. Open the door to room 202 and go inside. On one of the walls hangs a broken mirror with a strange message engraved behind it. If you check the bedroom opposite the mirror, you will find another mirror shard lying on the bed. Next, you need to use any, rotten or ripe apple on the round table in front of the mirror, to begin solving the puzzle with collecting the mirror pieces. You can rotate the shards, and right now, if you took the shard from the bedroom, you should have everything you need to solve this puzzle. Don't forget to get the shard from your inventory!

Once you collect the mirror, it will darken, but nothing will change in the current room. On the other hand, the environment in room 201 has changed. Go there and take the Snow White figurine . If you look around, you will see that the hotel has changed, which is especially noticeable when visiting the lobby. At this point, there is nothing else to do in the sunny wing, except kill the crawling mannequins that will appear near apartment #201. If you return to the hall with the mannequins on the second floor, you can use the external balcony to get to the west wing of the second floor. Jump through the window to the nurses' station, where the "on duty" nurse is located. Before leaving, search the lockers for medical supplies. Open the door leading to the main stairs, then explore the west wing. One of the first things you may notice is the locked door of the service elevator. Also, check room 212 to find an open suitcase sitting by the window. Interacting with it will trigger a flashback scene .

Unlike the Sunny Wing, the stairwell on the west side of the second floor is not blocked. You can take it up to the third floor, although most of this level is currently inaccessible. To get to room 312, you need to find the Gate Key . The conference room is also open. Head inside to find a note on the fireplace with the Room 107 Key taped to it . Then check the utility room/storage room on the third floor to find some Shotgun Shells and a Bolt Cutter . Most of the other doors on the third floor are blocked, but you can head south from the conference room to reach the exterior stairs on the south side of the hotel. This will take you around the blockage and into room 217. For some reason, room 217 is filled with bird cages. There's nothing else here, but if you go out onto the balcony, you'll see a red book fallen onto the glass roof of the restaurant. Shoot the glass to make the book fall down. By the way, on the easy difficulty level, as gamers claim, this glass will crack automatically when you look at it. In any case, the book will end up in the restaurant on the first floor. To shorten the way, visit room 215 and break through the fragile wall to get into apartment №214. Open the door from the inside to return to the main staircase.

Head to the restaurant on the first floor. The book from room 217 has landed near the piano. When you examine it, you'll find that someone has turned it into a box, and inside is a bottle opener . While you're near the lobby, it's a good time to head back outside. You can use the bolt cutters to open the gate in the garden that has a chain hanging from it. There's nothing particularly interesting here, except for a fish statue, which you can examine to get a light bulb . Next, check out room 107. There's another note for the cleaning crew on the dresser by the door, but the most important thing is the open balcony doors. Using the balcony, you'll be able to access a previously inaccessible part of the Lakeview Hotel garden. Be careful, as this place is crawling with monsters, but once you've dealt with them, you can explore the gazebo to find the fireplace key .

Return to the third floor conference room with this key and open the fireplace. You will receive a Cinderella figurine , but after that you will be attacked by one of the Mandarins you encountered in the maze. This time the monster will be on the same floor as you, but will resort to its favorite tactic and will cling to the ceiling of the conference room. As it moves along the ceiling, just before the attack the monster will tremble slightly, and then will try to hit James with its sharp and long tongue. It has a fairly large attack range, so simply running away from the tongue “flying” in your direction will not work. Instead, you can dodge with the Spacebar. If you see the Mandarin pushing forward with his legs, he is about to attack you with his limbs. This move does significant damage, but successfully dodging will give you a nice window of invulnerability to launch your own attacks. Considering how difficult it was to destroy the Mandarin at the end of the maze, you would expect it to be no easy task here either. But instead, Mandarin will die after 7-8 juicy shotgun hits.

When the Mandarin appears, he blocks the main door of the conference room with rubble. Go into the room he came from, room 316, and take the medical supplies and ammunition lying on the table with the phone. To leave the location, move the bookcase away from the wall in room 316 to reveal a narrow opening that allows you to get into the neighboring apartment 317. Once you get through the gap, the passage behind you will collapse. Use the balcony #317 to get to apartment 318, where there is a can of paint . Leave the room, return to room 208 and examine the mirror. Take out the broken light bulb, combine the can of paint and the opener in your inventory to open the can, then add the light bulb from the garden to it. You will receive a red light bulb . Place it on the mirror to see the code for the case, which will differ depending on the difficulty of the puzzles in the game:

DARK WISH (easy)

DEED DONE (standard)

LOVE LUST (difficult)

The case contains the key to the service elevator . When you open the door of this elevator on the second floor, you will find that it has a strict weight limit. For some reason, it will not let you go up unless you leave absolutely everything in your inventory in the locker: weapons, ammunition, medicine, photos, documents, and so on. Anyway, open the closet and interact with all the boxes. You will only have items from the Personal tab left: for example, Angela's knife and Mary's photo. With almost empty pockets, enter the elevator. Soon you will hear the noise of a couple of Mandarins patrolling the service corridors. Luckily, you can run past them and jump through the broken window into the break room. However, if you stand near the windows, the Mandarins may still notice you and attack with their long tongues. Remove the map of the service corridors from the wall and pay attention to the safe. As the note from the lobby manager said, there is something useful and necessary in this safe.

This entire section is reminiscent of the original game from 2001. Here, you are forced to act stealthily, although you can run past the Mandarins, who cannot follow you into any other room. Luckily, the Mandarins have no peripheral vision and move in a fairly predictable pattern. Unless you run into one yourself or run past them while making a lot of noise, the monsters will not notice you. However, if you attract the attention of the Mandarin, he will begin actively pursuing James and will not stop until you leave the main corridors. The easiest place to start is from the western part of the area. There is nothing in the laundry room except for a strange note hanging on the wall, but on the shelf of the adjacent storage room is a music box that allows you to see a scene from the past . Crawl through the open air duct on the floor of the pantry to reach the freezer room. In this area, look for a blue gem . In total, you need to find three of these gems!

The second open duct in the Freezer Room will take you back to the hallway next to the cafeteria. Climb through the broken window, grab the Health Drink from the counter, and use the hole in the wall to get into the cafeteria washroom. There's a Lying Figure patrolling this area. If you're careful, you can slip past it without drawing attention; the mob's patrol pattern isn't all that consistent. The key is to grab the Green Gem from the counter .

Now you can head to the small unmarked room north of the kitchen and use the tall window. Before you do, though, check the bun stand nearby to unlock the achievement. "Bread" . The locker room by the elevator is inaccessible. Sneak past the two Mandarins again and head to the manager's office. There's a strange jewel box on the desk, but first enter the manager's room to find a red gem in the decorated box .

Now you can place all three gems on the box located on the nearby table. This is a bit weird, as you don’t have to figure out where exactly to place these gems. Instead, each place on the board rotates part of the logo in the center. You just have to get the same logo as the one on the wall nearby. In general, absolutely nothing complicated (green and blue on the left; with green above and red on the top right)! Once you have the logo, you will open the box and find a page with a code . Return to the break room in the center of the floor and use the code to open the safe. You will receive a video tape and a key to the basement .

Use the key to open the stairwell north of the break room. You'll find yourself in another part of the basement, patrolled by some Mandarins. If you go straight to the liquor room, you can avoid them, but you'll run into jets of steam blocking access to the boiler room. Go back the way you came and sneak into the maintenance room to the south. It's not as hard as it looks, and there's a valve here . Go back to the boiler room, secure it, and turn it to get rid of the steam. Inside, look for a syringe on the table. There's also a key to the Tears of Venus bar hanging on a pipe near the boiler. This key opens the locked door outside the boiler room, but further progress is blocked by jets of steam again. Go back, take the valve, and use it on another pipe. This will eventually lock you out of the previous part of the basement.

The Tears of Venus bar is empty and partially flooded. You can grab a strange photo from the liquor shelves behind the bar. There's a Little Mermaid figurine on the floor by the jukebox . Unlock the bar door to return to the hotel lobby. You'll advance through the timeline again: it's long abandoned, many of the windows are broken, and the entire building is heavily damaged by flooding. Return to the room by the service elevator on the second floor to retrieve your gear, including the other two figurines.

You have everything you need to solve the final puzzle in Silent Hill 2 Remake! Head back to the music box by the reception on the first floor. If you haven’t opened it yet, do so now using the decorated key from the reception. Place each of the three figures into the three slots in the main compartment of the music box. The game won’t let you put a figure in the wrong place, so this one is pretty simple. Your next task is to spin the four dials on the central panel to match the tracks for each figure. The goal is for each individual figure to gain access to a separate “house” (gatehouse). You have an unlimited number of tries to do this, and you can press the button in the lower right corner to test your combo. The puzzle can be solved by trial and error, and the answer doesn’t seem to depend on the difficulty of the puzzles in the game.

Once you've figured that out, the second part of the puzzle will begin. On the side of the music box are 3 short poems, each one next to a winding key. Read the poems and deduce from the context how many times you should turn each of the 3 keys. If you make a mistake or get confused, hit the reset button and try again. Here are the answers:

Easy : Each of the three poems refers to only one number, making this riddle as simple as possible. Once you understand the basic premise. Solution: 7, 2, 1 .

Standard : The poems have two numbers to choose from, and you have to think about what they actually mean. You can figure it out by relating the poem to the design of the box. The first poem mentions a specific door, the key phrase in the second is "brings her home," and the third says that Cinderella found the way "leaving everything behind." On the other hand, there are only 2 potential numbers at each step, so if you try it out, you'll get the right code in 9 tries or less. Solution: 7, 5, 1 .

After successfully completing the Music Box Puzzle, you will receive the Third Floor Hallway Key . This is the last thing you need to do in the hotel. When you are ready to move on, head to the third floor, unlock the gate, and follow the hallway to Room 312. The only open door nearby is the surveillance room, which you cannot open on your first playthrough. However, if you are playing the game for the second time and have collected both parts of the Dog Key (and combined the key itself), entering this room will reveal the secret ending "Dog"! Successfully getting into Room 312 will unlock the "Special Day" achievement . To get to the ending of Silent Hill 2 Remake and leave the Lakeview Hotel, use the Video Tape on the VCR. And if you opened the safe with the Sorrow Key and the code 314, you should have received some liquor. Drink it in this place to see the new secret ending of the game.

Lakeview Hotel (otherworld)

The ensuing cutscene will have you transported to the otherworldly Lakeview Hotel, where the building has been badly burned and collapsed. Exit room 312 and head west to room 314. This is the only open door in this part of the hall. A hole in the wall will allow you to get into room 313, where you can warp through a hole in the bathroom to get out into the hallway. There isn't much point in exploring the hotel in the otherworldly world. There are a few small caches left in various drawers, but this part of the game seems designed to make you question your own efforts. For example, you can go through room 311 to 310, and then through door 310 to get to 309. The reward for this effort is one shotgun shell. When you reach the southern end of the hallway on the third floor, you'll find that part of the floor is about to collapse. Go to room 302 and find the heavy cart in room 301. Push it into the hallway and move it onto the worn out floorboards to destroy the floor. Jump down.

You'll find yourself on the second floor, near the southern end of the former solar wing. As you move forward, there's an elevator behind a crack in the wall near the top of the main staircase that was previously inaccessible, now open. To get there, follow the winding path through the many pieces of rubble on the second floor, from the coat check to the hall and the infirmary. At one point, you'll pass through the reading room. Stop to examine the broken cassette player on the couch and see a scene from the past . Enter the elevator to reach the basement of the hotel. You'll have to break down the doors, at which point you'll find the basement flooded. Go around the corner from the elevator to enter the Tears of Venus bar. You can go through the kitchen to get to the liquor storage room, but you're interested in the hole in the wall. The stairwell ahead is on fire, but follow it anyway.

After the cutscene, you will find yourself at the bottom of the stairs leading back to the service corridors. You will be attacked by enemies again. In this part of the basement, you can only access one room - the manager's office. And there, on the table, is the last note in the game. There is nothing left to do but use the new door in the northern part of the room with the TV. Exiting the manager's office through this door will lead you to the edge of the map. Soon you will find a save point consisting of 9 red monitors at once, forming a 3x3 grid. At this point, I recommend making a separate save file! Later, you will be able to reboot, perform some actions in the hope of seeing an alternative ending to one of the three standard endings. But, for example, if you did not follow the path of the "Maria" ending, you will not be able to change anything.

Pyramid Heads

Head down the hallway and open the double doors to enter the arena. This isn't the final boss, but you'll see him here. Both Pyramid Heads wield spears, which have even greater range when lunging. They can also spin the spear to attack at close range without lunging. If you dodge a spear strike and get within striking range, the Pyramid Heads will use the spin to fight you off. The biggest danger in this fight is letting both Pyramid Heads attack James. If one mob hits James, it can stun him for a long time, allowing the other mob to strike again. James will likely be in critical condition if this happens. At first, both Pyramid Heads follow the same relentless pattern as in previous fights. They will pursue James head-on and attack with the spear. As usual, any attack to their metal headgear will have no effect. The only real advantage you have in this fight is that the Pyramid Heads will occasionally block on each other as they both try to use the same attack pattern. If you can constantly switch positions to force one enemy into the other, it will make the fight much easier.

The Pyramid Heads also seem to have the same health pool, so don’t think you only need to focus on one of them. Like in Blue Creek, you’ll know you’re doing it right if the environment around you starts to crumble. The first major environmental change like this marks the transition to a new phase, in which the Pyramid Heads use a couple of new moves. Now, both enemies will occasionally throw a spear, then slowly walk up to retrieve it. They can also slam their spear into the ground in front of them, dealing significant damage. Afterwards, they’ll take a long time to recover, giving you time to counterattack. Take your time, wait for the right moment, and then attack the enemies. Winning will earn you the “It’s All in the Past” achievement .

Take two eggs from the hands of dead Pyramid Heads and use them on the locked doors. It doesn't seem to matter which egg you place on which door; they will open anyway, allowing you to reach the final areas of the game.

Final boss and endings

After passing through the Pyramid Head arena, you will come to a long, featureless hallway where you will hear Mary's monologue. This hallway contains the last major decision you can make to influence the ending you receive. You can either run to the end of the hallway and leave before Mary finishes, or stick around to listen to her full speech. Your ending is probably already "set in stone", but it still has some significance. The door at the end of the hallway leads to a metal fire escape in an abandoned building. The platform you are on is littered with ammo and health supplies, as well as the last strange photograph in the game. The photo is at the opposite end of the path, at the top of the flooded stairs. Restore James' health, reload all weapons, and climb to the top of the building. Here, Maria awaits you. Her personality and the subsequent conversation are determined by which of the three standard endings you received! However, either way, the final battle will begin.

This entire fight contains all the elements of the boss fights you've encountered throughout the game. In the first phase, the boss will create clouds of insects and chase James. At close range, She will attempt to impale our hero on a pair of fast tentacles. Once She is close and stops, that's your cue to dodge. She can also disappear for short periods of time, and she's pretty good at dodging, so it's pretty hard to hit her with a low-fire rifle. It might be more logical to use a pistol. Once you've dealt enough damage to the enemy, She will destroy the floor and drop you into a dark hallway, which marks the beginning of the second phase.

At this point, the boss will retreat, hiding in a ceiling duct. Yes, there is a ceiling in this area, even though She just destroyed it. And no, I don't know how it got there. While you wait for the boss to appear, you can find some health and ammo in the corners of the room. Track the enemy's movements by watching the ceiling, where sparks will fall. At this point, it's best to use the shotgun whenever you see Her. She usually appears at point-blank range.

After landing a few well-placed shots, the boss will switch to its final phase. At first, the enemy will abandon the use of bugs in favor of a merciless barrage of melee attacks using the sharp blades of its cage. It will be difficult to keep your distance from Her. If you run far enough, she will simply close the distance by teleporting straight to you. Less often, the boss will scream, temporarily stunning James, like the Mandarins did, or try to grab you with her tentacles. There are plenty of ammo and health items around the edges of the final arena, but you should not turn your back on Her for long. This is the final battle, and you should only pick up anything if you have nothing left. You will not have to fight anyone else, and you may be able to get by with the available arsenal and equipment.

As you approach the end, the boss will summon flying insects again, become more evasive, and use teleportation more often. The best time to counterattack on your part is after successfully dodging one of her attacks, or, in rare cases, when She retreats for some reason. Once She is defeated, the last thing left is to finish her off with any weapon. Until you do this, the game will not end.

By defeating the final boss, you will complete the Silent Hill 2 remake and see one of the standard final endings. You will also receive the achievement "Part of Me" . You will also receive a second achievement depending on the ending you received (one of three): "Reconciliation", "Vicious Circle" or "Only One Way Out". Completing the game on any difficulty level and with any ending unlocks the "New Game+" mode and several additional camera filters. If you are interested in knowing why you got this particular ending, I will tell you about all of them in a separate guide. The conditions for obtaining them, although vague, are something that significantly affects the ending.

New game +

You unlock this option after completing the remake for the first time on any difficulty and with any ending. Instead of allowing you to restart the game from the old save file, selecting New Game will launch New Game+. NG+ adds a number of new items, options, and secrets to the existing version of the game. Resources from the first playthrough do not carry over, and James starts on the outskirts of the eastern part of South Valley anyway, with nothing but a letter and a photo of Mary.

When you first launch New Game+, you'll get the following:

The Chainsaw can be found sticking out of a log near the Silent Hill farm behind the cemetery at the beginning of the game. It is an extremely powerful melee weapon that will kill most standard enemies in one attack.

A variety of new key items will appear throughout Silent Hill , which are used to unlock five additional endings that are only available in NG+ mode.

Several new documents have been added to the game in a number of key locations, primarily in the eastern part of South Valley. They provide indirect clues on how to get all the other endings of the game. Look for new files in Andy's Bookstore, Big J's, Groovy Music, Pete's Bowling Alley, and on the picnic table near the lookout in the eastern part of South Valley.

NG+ Endings

The real reason to play the Silent Hill 2 Remake's New Game+ is to get a new ending. Of the game's eight endings, five are exclusive to NG+. And two endings are brand new to the remake. All three of the "classic" NG+ endings are tied to earning extra achievements.

Rebirth

Like the original Silent Hill 2, NG+ in the remake adds four new key items that are tools for performing an occult ritual at the end of the game. Although this cult played a much larger role in the first Silent Hill than in its sequel, there are references to it in SH2. They are enough to give James some ideas. In NG+, a new document appears on a picnic table near the lookout in the eastern part of South Valley. It gives vague directions on where to find all four items.

These are the same four key items that were needed for the "Rebirth" ending in the original Silent Hill 2, but all four have been moved to completely different locations in different parts of the city:

The book "The Crimson Ceremony" is in the cemetery at the beginning of the game, lying next to a grave with an image of an eye. That patient from Brookhaven may have found something. After your first conversation with Angela, look for a grave and a book near the water.

White Spruce can be found on a table near the Baldwin Mansion in the western part of South Valley.

The Obsidian Goblet is closest to where it was in the original. It's still hidden in the Silent Hill Historical Society building, but it's in one of the glass cases next to a large painting of Pyramid Head. It's pretty hard to spot if you're using the default visual settings.

Finally, the Lost Memories book is located in the Lost and Found at the Lakeview Hotel. It will replace the note found in the first playthrough.

If you have all four items, then after defeating the final boss, regardless of other actions, you are guaranteed to see the "Rebirth" ending. This will unlock the "Defeat Death Itself" achievement.

UFO

A new diary has appeared in Groovy Music on NG+, which says that there is an "alien device" in a shop in Silent Hill. Since all the shops are located only in the eastern part of South Valley, you should only look there. The shop in question is called Jewelers. It is a jewelry store located north of Big J's on Neely Street. Break the front window to find a blue gem .

This gem is the key to finding the mysterious character. Like the original game, you can use the gem in several places in the game to unlock a new ending. When you find the right place to use the gem, you will hear a quiet squeak. Check the Key Items menu and examine the blue gem to get a point for using it correctly (the gem should sparkle).

You need to visit the following places:

The roof of an apartment complex on Saul Street, in the eastern part of the South Valley.

Pierce in Rosewater Park, right before meeting Maria. More precisely, at the meeting place with the girl.

In the Lakeview Hotel, room 312. Don't insert the videotape, but examine the blue gem! You'll see the ending.

Dog

There's nothing to indicate this, but there's a now-open Pet Center store next to Big J's in the eastern part of South Valley. When you first play through the game, its security shutter is down, preventing you from entering. This shutter disappears in New Game+. You can now enter the Pet Center to find a broken key piece in the back room . There's also a note on the counter that hints at where to look for the other key piece.

If you played the original Silent Hill 2, you might immediately think of the western part of South Valley, where the Dog Key was originally located near Rosewater Park. You're half right. The second piece of the broken key is located on Katz Street in the western part of South Valley. Look for a wooden gate with a "bone" emblem on the north side of the street near the intersection of Katz and Munson Streets. This gate leads to a well-hidden doghouse with the second piece of the key . Now you can combine the two to create the Dog Key .

Continue playing as normal until you reach the Lakeview Hotel, where you can use the Dog Key to open the third floor surveillance room (the only open room besides room 312). You'll see the secret ending and earn the Good Boy achievement .

New ending 1

To see this ending, you must have reached the standard ending "In the Water" at least once. At the beginning of "New Game+" find a chainsaw. After the Silent Hill farm, when you open the metal gate under the bridge, you will see a green passenger car. Break the back windows to find the Key of Longing . Behind Pete's bowling alley you can find a note with the code 314 . When you get to the Lakeview Hotel, in the manager's office find and open the safe. You will need both the key and the code. You will receive a postcard from Toluca Lake. Then complete the game in any way (any standard ending).

New ending 2

Get to Pete's Bowling Alley in the western part of South Valley. You can do it twice! In the bowling alley, look for a safe that can be opened with the code 1887 (you get it from a corpse found outside the Historical Society in the western part of South Valley). Inside the safe there will be a rusty key . Go to the Lakeview Hotel and find a small box in the garden gazebo. Open it with the received key. Use the bottle in room 312 (before you insert the videotape).



Game from the guide