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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)

1. Southeast Valley

After the introduction, you will find yourself next to an outdoor toilet located near Silent Hill. Pay attention to the sign in the direction of Toluca Lake. Move in this direction, going down the stairs. The path is completely linear - without branches and opportunities for exploration. Along the way, interact with the well with a red square. This is a save point. Use these red squares as often as possible. Go through the nearest gate and enter the cemetery, where a cutscene will begin.


Leave the cemetery through another gate, continue moving along the linear path until you reach a fence and locked doors. Climb into the auto repair shop through the open window. In the drawer of the table look for the key to the Auto Repair Shop and tires. Exit through the door and use the key on the closed gate. After a few seconds, a cutscene will start. You will receive a map of the eastern and western parts of the South Valley. Now you are in the eastern part. Go west. The rest of the streets are blocked off.

Right opposite the stand where you found the map, there is a flower shop with a note inside. Go further to the crossroads, turn north and watch the cutscenes with the first monster. Follow, turn into the nearest alley. You will find yourself in the yard of an abandoned house - climb inside the hole in the garage door (to do this, press the interaction button). Inside, use the save point. Go through the door to the kitchen. Open the drawer to find a health drink that restores some health. Use it when the edges of the screen turn red (V key). Leave the kitchen and go to the end of the corridor. Take the radio from the chair, then fight the monster. Attack with LMB, dodge with Space. I recommend hitting 1-2 times, and then wait for the monster to attack. Dodge and attack 1-2 more times, and so on until victory. Finish off the fallen enemies!


After the fight, go to the next room. You will see a small box on the dresser - open it and take a syringe. This is a rarer health item. Break the window and get outside. After a short cutscene, go forward, break the back window of the nearest green car and take a health drink. Follow the alley deeper into the city and use the save point.

How to open a Grand Market? Grand Market code

From this point on, you can explore the eastern part of South Valley relatively freely. Before advancing through the story, I recommend opening the Grand Market door (marked on the map). To do this, head to Sanders Street, south of the save point. You'll have to go around it, as the street is blocked off. Along the way, you can explore other open buildings with enemies and health drinks. Near the truck on Sanders Street, there's a corpse and a note describing attempts to guess a four-digit code. Examine the note, flip it over to find out what number the deceased reached. Return to the Grand Market and try the following numbers (the last number was 4439). The code is 4444. Carefully examine the shelves and walls of the store. There are 3 health drinks on the shelves and wall cabinets. Near the cash register, you'll also find four rounds for a pistol (this weapon will appear later). Collect everything and exit the Grand Market through the front doors.


To advance the story, you need to get to the Woodside apartment complex, located on Katz Street, but it is currently locked. Pay attention to the flyer on the board next to the door: it will indicate that you need to visit the Texas Bar. Go east, to the end of the street. Inside the bar, go to the cash register, turn the key and press the button. The cash register will open, and you will receive a coin from the Neely Bar. After receiving the coin, deal with the enemies. Nearby, you can break the glass display case to take a health drink.

The Neely Bar is located on the corner of Neely and Sanders Streets. Once inside, use the save point and take the note, which will lead you to the next two locations: Groovy Music store and apartment #9 on the nearest street. Ignore the locked doors in the bar for now, you will go through them later. Remove the sheet from the jukebox by the wall and take half of the vinyl record. The machine is broken. You need to find the "2" key and the other half of the record.

Move to the apartments in the south of the area (they will be circled on the map). Once inside, go to the board with the building plan and go along the corridor opposite. Then follow through the slightly open door to get a syringe. Once you have the syringe, go to the chest of drawers next to the building plan and move it to enter the administrator's office. Read the note and take the key to apartment #5. Climb the stairs to the upper floor. There will be several insects here. Listen to the radio, which makes noise when there are enemies nearby. On the second floor, find apartment #5 and open it with the key. Get into the next room through the crack in the wall. Use the second crack and get out through the open window. Climb the fire escape to the third floor, climb inside the house through the window. The stairs will collapse.


To stick your hand in or not?

In the next room, examine the locked door. Go into the bathroom next to this door and stick your hand in the hole in the wall. Don't be afraid: continue exploring the hole to get the "2" button from the jukebox. Once you have the button, you can leave this apartment using the stairs on the roof. Now head to the Nili Bar and place the button in its place on the jukebox. Save and head to Groovy Music. The store is located north of the bar. There are two enemies inside. After the fight, break the glass in the store and climb into the lounge. Take the second half of the vinyl record and the glue from the table. Open your inventory and combine everything to get a whole record. Return to the bar and install the record. Insert the coins from the Texas Bar into the slot on the jukebox. Next, connect the two right parts and move them inward, lower the spring, return the previous part and place the music record. Select the blue category with the C button and record #2 (the one you just fixed).

You will receive a key with which you can open the door in the bar. Go outside and run to the right. At the very end, there will be a blue-green car. Look for remains near it, in which the key to the Woodside residential complex is hidden. Killing three enemies is not necessary! Just run to the residential complex and go inside.


2. Woodside Apartment

Once inside, take the map from the wall in the hall. Enter the room ahead where the reception is located. Save. Go to the back office, examine the covered closet to find a puzzle. You must find 3 coins. Go to the second floor of Woodside and go down the hall to the right. On the left, there is an open room 202 with a mannequin with Mary's dress in it. Take the flashlight and kill the monster. Pick up the key to the courtyard. Return to the first floor and use the key to go out to the courtyard (the door to the right of the reception). Move the cart to the window on the right to get to room #112. Exit the apartment and go down the hall to the right. Enter the open room and collect supplies. Continue moving along the hall until you reach a metal grate. Try to get the key, but a cutscene will trigger and the girl will push the object away. Exit through the door on the right.

Return to the main hall and follow the corridor to the east wing. This corridor is now open. Enter room 108 at the very end to collect the cabinet handle. Exit the room and continue further to the steel bars to pick up the key to the second floor corridor. Climb the stairs and open the door on the left. Go along the corridor, enter the first open room on the left. Collect the supplies and crawl through the hole in the wall. In room 217, find a pistol (in the shopping cart). Return to room 213 to find a dead man in front of the TV. There is a key to apartment 212 on the table. Enter apartment 212 and go to 210 (via the balcony). Kill the enemy, go out into the corridor and at the very end, enter room 208. This is the last door on the right. Use the cabinet handle on the chest of drawers, look through the peephole into the next room with the safe. Move the cabinet and enter room 206. There is a hint on the wall. You need to find images from the poem, and then enter the code combination. On the standard level: right to 13, left to 7, right to 11. On the easy: right to 15, left to 11, right to 13. You will receive a man's coin and a key.

Exit room 206 by using the key, enter room 205, where you will find a key to the small stairs on the second floor. Go to the door at the end of the corridor, next to room 215, open it with the new key and save. Go up the stairs to the third floor and go along the corridor to the left. Go through the hole in the wall to get to room 311. Go through the broken wall, look into apartment 310. Go to room 312 (via the balcony) and crawl through the small ventilation duct inside the room, behind the wall, to find a note. Take the juice box and throw it into the garbage chute. You will see a coin fall out of it. Go down to the first floor courtyard and take the woman's coin.


Go through the double doors by the garbage chute, turn left along the hallway to hear the sounds of vomiting. Enter the only open door (room 116) and examine the dead man in the refrigerator. Go to the bathroom to meet Eddie. After the conversation, go outside through the window to get to the pool. There are three enemies guarding a stroller. Go down to them and get the snake coin from the stroller.

Return to the office behind the reception to solve the puzzle. More details in a separate guide! You will receive the key to apartment 201. Head to room 201 in the western part of the second floor. After opening the door, interact with the handkerchief on the table to see a cutscene with Pyramidolgov. Exit through the red door to get to the Bluecreek Apartment Complex.

3. Blue Creek Apartment

Exit the room through the blue door and turn left to find the Apartment Complex Map hanging on the bulletin board. Follow the hallway until you reach a wall that needs to be broken with a melee weapon. Crawl through the hole and head to the blue door. Make your way to the only open room at the end of the hallway to find the first save point and an antique clock. This is room 212. The main puzzle in this area is connected to it. But first, you need to find the hour, minute, and second hands.

Enter room 203, go to room 205, and climb out the window onto the fire escape. Climb the ladder and crawl through the small hole into apartment 303. Head to room 307 to find a radio hanging from the ceiling. You need to lower it. There is a valve in the room to the right, but it is missing a knob. Go out through the orange door and through the window to the other room. Look for the key to apartment 306. Turn the valve to open the door and get to room 306. Get out through the hole in the wall connected to room 304, then turn another valve to open the door. Take the valve and return to room 307 to lower the radio. Take the hour hand and install it on the clock. Turn it to 9 o'clock (21). In any case, you can act here by picking up.

This will open the door to room 210. Follow there through the nearby balcony, break the wall in the kitchen and interact with the toilet to get the minute hand. Return to 210 and solve the pendulum puzzle. To do this, you need to find the figures of a dove and a swan (assembled from two parts in the inventory). After installing both figures, move the swan so as to balance them. You will receive a key that opens the nearest door.

So, climb over the hole behind the unlocked door, drop down to the first floor and move through the hole in the wall. Head to room 109, watch a cutscene with Angela and take the Fortitude Key. Use the key to open the double doors at the end of the hallway on the first floor. Go through room 101 and up the stairs to room 212. Set the minute hand and point it to 10 minutes (2 hours, 14).

Move to the room with the moths. You need to find the correct code by counting the number of symbols on all the moths, including the one in the hidden room behind the cabinet. On standard difficulty, the code will be 375. Set the second hand, then move to the first floor and open the S door. Fight Pyramid Head. You don't need to shoot or attack him. Just survive by dodging attacks until the siren sounds, and then Pyramid Head will go away.

4. South Valley West

After leaving the Blue Creek Apartment Complex, save at the opposite wall and go right to Rosewater Park, where you will meet Laura. After that, move further along the tunnel and turn right until you come across a horse statue and an arch with the park's name. Go to the dock, down a small pier until you meet Maria (at the end of the pier). Follow her to the gate, turn left and get to the stairs that lead outside of Rosewater Park. Go to the motel and examine the car. Save (on the trunk) and visit the reception (on the left when entering the motel courtyard). Examine the safe and the note. Go up the opposite stairs to room 108. Climb inside, warp to 107 and find a note with a clue. To open the safe, enter the code:

  • Standard: 0451
  • Hard: 0533

You will receive a key to the gate behind the motel. Open it and follow the road to the first intersection. Turn right onto Katz Street. After the cutscene, James will receive a steel pipe, which will replace his old wooden board and become his main melee weapon. Move through the alleys until you reach the Paradise Night club. The front doors are boarded up, so enter through the red door on the left side. Maria will temporarily leave James's company. Soon, you will meet a girl in the main hall. After the cutscene, talk to her at the doorway to leave the club.

From the Paradise Night club, move towards the theater until you reach the other side of Katz Street. The theater doors are closed, so use the metal gate on the right side. Follow Maria into the garden to see a cutscene. After that, follow Maria to the back door of the theater, get inside using the container, climbing through the window. Move to the main hall to talk to Eddie. Exit the hall through another door, go up to the second floor and enter the room with the projector. Climb through the window, go along the shelves with film and move between the racks on the right (white bandages). Soon you will return to the hall, and you will see Laura. Follow the girl outside to meet Maria.

5. Brookhaven Hospital

Enter the hospital through the main doors, take the map from the advertising stand. Head to the reception office on the left to find a save point and a key in a locker that leads to the basement. If you go to the stairs in the east wing of the hospital, you will meet Laura. She will run to the second floor, but it is currently inaccessible. Find the nurse's note, which contains a hint for the combination to the reception locker. It is located in the room between examination rooms #2 and #3. To get there, break the window in examination room #3. After opening the lock, take the key to the basement.

Hospital locker code

  • Easy: 287
  • Standard: 724
  • Hard: 152

How to get to the second floor

Return to the stairs and go down to the basement using the key. Take the basement map from the board by the door. Move to the room with the generator. You need to restore the power. Go to the boiler room to find an empty canister in the far left corner of the room. Then go to the laundry room and move the cart from the linen storage area to climb into the upper window of the next room. Make your way to the warehouse to use the canister on the fuel tank. Fill the generator with fuel and start it. Take the elevator to floor 2. After the cutscene, James and Maria will split up.

On the second floor, look for a save point in room C3. Head to the director's office, located in the southern part of the hospital, and look for a hand on the table and a safe behind a red curtain on the left. Also on the table on the right are three patient medical records. These are clues for solving the bracelet puzzle. You can also save.

Where to find 3 bracelets?

Go to the nurses' lounge in the west wing of the second floor. There you will find the key to room L1. Use it on the door of the corresponding room. Go to the next room, move to the utility room and use the hole in the floor to return to the first floor. Crawl into the office with medical records and find the bracelet with marks. Return to the second floor by the stairs.

Head to the women's locker room and take the bent needle (take it out of the teddy bear). Take the shotgun from the locker, which will become your second firearm. Go up to the third floor by the stairs in front of the treatment room and look through the window in the metal door to see Laura. The girl will run away. In the left corridor, break the window of examination room #5 and go inside to take the key to the inner ward 1F.

Return to the first floor, open the door to the Inner Ward, enter the day room and get to the swimming pool (you need to go through the garden). Pick up the medical tube from the small room next to the pool shower. Combine it with the bent needle and use it on the drain in the pharmacy to get the pool maintenance key. Return to the pool to open the valve in the floor and activate the pump, which will drain the water. Go down to the pool and break the wall with the image of an eye to get a bloody bracelet.

To open the door to the nurses' station on the second floor, you need to enter the correct code. You can find a note with a hint stuck to the partition at the nurses' station, which will direct you to the doctors' lounge on the first floor. There is a hint with the right code there. On the first floor, look in the pantry to get the mold remover (next to the garbage chute). Return to the keypad and enter the correct code to gain access to the treatment room, where you will find a moldy X-ray (in the bathroom with bugs). Combine it with the mold remover to get a clean X-ray.

Nurses' Room Code

  • Easy and Standard: 3578
  • Hard: 7456

Go up to the third floor of the hospital, where you will find an X-ray puzzle in Examination Room #4. In the same room is a note on X-ray, a pelvic X-ray. Pick it up and hang it on the board along with the cleaned X-ray. The other two X-rays are already hanging in place. Rotate them to match the drawings on the wall. You will get the code to Ward D1:

  • 4-37-12

Get to Room D1 on the third floor and open the lock with the combination above. The direction in which you should turn the handle on the ground is indicated on the door. There is a dirty bracelet in the room (under the blanket on the bed).

Return to the director's office on the second floor and place all the collected bracelets on the director's hand in the center of the room. Combine the transparent parts of the bracelets, in which the numbers are visible, to get the following order from top to bottom: 92-45-71. You will receive the key to the director's utility room. Open the next room to find a save point and a button for the director's safe.

In the director's utility room, rearrange the books so that you get a picture of a lion. After that, you will be able to match the symbols with the numbers. Return to the safe and press the buttons with symbols corresponding to the numbers 9-2-4-5-7-1.

Climb to the roof using the stairs on the third floor, in the upper left corner on the map. Open the door and move to the only room on the roof. Read the page from the diary lying on the floor and try to leave. Pyramid Head will throw you off.

Boss

Follow the corridor past rooms L1-L3 and finally meet Laura (behind the yellow door). After Laura locks James in room L7, you will have to fight the boss. During this battle, wait for the enemy to hang from the ceiling, run up to him so that he climbs up. Aim upwards and shoot at the mouth located below. When the boss moves on four metal crutches, dodge and wait. As soon as he screams towards James, you will see the mouth - this is a weak spot, when you hit it, you will inflict increased damage. As soon as you kill the enemy, another monster will appear. You will find yourself in another world.

6. Hospital, Otherworld

When James comes to, he will find himself in the other world of Brookhaven Hospital. The map used to navigate this place will be called "Brookhaven Hospital Map", although the layout of the building will be different. Open the doors to the day room and go down the hallway. There will be a save point on the left. Go to the elevator and ride it to the second floor. At the exit, you will see a locked box covered with a white cloth, which you will need to remove. You will see 3 locks. There is a save point nearby.

Move to the laundry room along the east wing of the hospital and break the wall. Move the cabinet blocking the entrance to room L2 and place the cart against the wall of room L3 to climb through the window above. Go to the observation room, where the key to the director's office is (on the book in front of the TV). Return to the hallway and open the director's office. Go up the stairs to the third floor, where you will find some kind of device and a raised bed. To activate the equipment, head to the generator, following the wires on the floor, to the unmarked room next to the elevator. Return to the equipment by the bed, activate it to see the code - 9659.

Head to the toilet on the second floor, before the laundry room, and go through the hole in the wall to room L1. Go to room M1 to turn the broken clock hand. Break the wall in room M3 to get to ward M2. Take the calendar page, count the pills in the sink and remember how many times in a row the lamp behind the hole in the wall flickers. The broken hand will stop at 2. As a result, the code for the other lock is 1622.

Go to the women's locker room through the small window in the nurses' break room. Head to the stairs, go up to the third floor and go to examination room #4. Take the hammer from the table and use it on the left hand of the mannequin in the chair. Head to the northern wall of room D2 and break the wall to access the stairs leading to the first floor, to the storage room. Go through the cafeteria and the warehouse until you reach an unmarked room near the toilet. Pick up the awl, return to the mannequin and use it to get the key with the azure eye.

Return to the locked box, use the key, both passwords and watch the cutscene. The box will be empty, but you will see a statue with a button for elevator -1. To progress in the story, you need to find two rings. Go up to the elevator on the second floor and insert the elevator button -1 into the panel to access the basement. When you ride the elevator, the Trick or Treat quiz will start. The correct answers are 231. When you return to the elevator with Maria (later), you can open a box with ammo and syringes in the room opposite (enter the code 231). If you enter the wrong code, you will take damage.

After leaving the elevator, go right and meet Maria. Follow to the other part of the corridor and go up the stairs to the first floor, to the doctors' lounge. Open the refrigerator in the center of the room to get a lead ring. Go through the locker room and get to the pharmacy, where you can find a decorative box. Use the code from the quiz (231) to get shotgun shells and syringes. Return to the statue on the second floor, insert both rings.

When going down the stairs, save behind the door and move below. Run away from Pyramid Head and watch the cutscene. Once on the first floor, head to the lobby and find the hospital entrance key in the office to the side of the main door. Save and go outside. In the office, you will also see Laura running away from the hospital. You will find yourself outside.

7. South Valley, Otherworld

Follow Laura to the park. To do this, leave Brookhaven Hospital, turn south onto Carroll Street and enter the alley behind Heaven's Night. Explore the area until you find a destructible wall next to a flickering light bulb. Destroy it and enter the garage. There's a save point here. Go through the door to see Laura running away. Move the nearby container to get above the door the girl went through. Get to the Lakeside Diner and enter the building. Fight the enemies to get to the other side of the gap on Rendell Street. Head east to meet Laura. Follow Laura through the door to get to the other world of the eastern part of South Valley. There will be a save point next to you as you enter this area. Head east on Soul Street, follow this street until you find a hole in the chain-link fence. Squeeze through it and enter the Happy Burger cafe. After killing the enemies, get out the window onto Sanders Street. Alternatively, you can go through the warehouse on the corner of Soule and Neely Streets, opposite the apartment complex you visited at the very beginning (when you were looking for the jukebox key). Anyway, you need to get to Sanders Street.

Enter Neely's Bar to find a save point. Go through the door to the left of the counter and go outside. You will find yourself in an alley that leads to Martin Street. Follow it, but turn into the alley on the left. Move the container to climb through the window. Get through the crack in the wall of the American Cafe and kill the enemies. After leaving the building, you will find yourself at the intersection of Katz and Martin Streets. Interact with the phone booth (it will ring). You will receive a letter with a hint about Rosewater Park. After the cutscene, pick up the wrench (in the same phone booth). Head west on Katz Street and north on Neely Street to reach a door in the wall. There's a save point in the tunnel behind the door. Use the wrench to open the gate and proceed further.

Follow the tunnel to the west and exit through the door into the alley that leads to Rosewater Park. Head to the southeast part of the park to see a cutscene with Angela. After that, examine the base of the statue to find the Historical Society Key, as well as a message for James. Use the nearby steps to leave Rosewater Park and return to Nathan Avenue. Follow it west to reach the Historical Society. You can also find a jack handle at the gas station (remove it from the jack that's raising the car, then return to the garage above Rosewater Park to use the jack handle and get into the garage).

8. Historical Society

Using the Historical Society Key obtained in Rosewater Park, enter the Historical Society building in the northwest of town. There is a save point near the entrance. Open the second door on the left, go to the back of the room to find the photo "New Clock" lying on a glass case. Break the glass to get the photo, then go back. Go to the next room with exhibits and paintings. Go to the tunnel with steps going down. It is a long tunnel, but at the end you will find a door. Go through the door to get to the prison.

9. Toluca Prison

The note on the nearby table tells about Toluca Prison. There is a date and a prisoner number. Leave the room with the note on the table and go into the hallway. Turn left. The first room around the corner has more photos you can examine. In the second room at the end of the hallway, there is a square hole in the floor. Jump down it to reach another part of the underground area. After landing, smash the wall until you can go through the door leading to the flooded area. Turn right and follow this route until you reach an area with two doors. The door in front of you is locked, so go through the door on the right to see a grate on the floor. Enter the next room to find a spiral key lying on the floor. To exit the room where you found the key, you need to enter the code on the keypad. The buttons you need are the blank ones. Try different combinations with keys 2, 3 and 9. Return to the grate in the floor and use the key to open it. Jump down. Upon landing, James will find himself in a dimly lit area with tables and benches. Go forward to see a cutscene with Eddie.

After the cutscene, go out to the main hallway, open the first door you see to access the save point. Take the Toluca Prison map from the board. There is also a gun cabinet with a rifle here, but you need the key. From the armory, go through the double doors leading to two prison blocks (two parallel corridors). You can turn on the light for a while by pulling down any levers on the walls. Go through Block B and go out into the courtyard, where you will find a statue of Themis and a scale (you need to remove the cover). There is one weight, but it is not enough. Using scales and weights, you can open doors with images of animals (a boar, a snake, etc.).

Go to the beginning of the prison, to the armory, turn towards the chapel to find the heaviest weight. Return to the scales and place it on the right pan, and the other weight on the left to open the door with a headless snake. It is located next to cell A6. Go through this door and get to the witness room. To do this, you need to open the door next to cell E10. Solve the puzzle with the generator in the witness room. You need to activate all the switches so that the arrow is in the red zone, and then pull the lever. This will cause a power surge that will open all the cells and the execution room. Find the middle weight on the electric chair inside the death chamber and head to cell E10, where you can break the wall and gain access to unmarked rooms. Turn left, where you will see an open cabinet with the key to the armory. Exit this hallway and return to the armory to unlock the gun cabinet and get the rifle.

Return to the scales in the yard and open the door to the hornless boar by placing the default weight on the left pan and the medium weight on the right. Go to the opened door next to cell A1. Go through the door with the hornless boar and go up to the second floor. Go right, into the security room, where the key to block D is. Open the doors to block D and enter cell D5 to get the shiv key. With this item, you can open cell C4. After unlocking cell C4 with the shiv key, crawl through the hole in the cell and squeeze through the pipes to get to the showers with toilet stalls. At the far right end of the room, there is an alcove in the wall. Pull the heavy weight out of it. Return to the scales.

To open the door to the eyeless boar, place the heavy, heavy, and medium weights on the right pan and the neutral (default) one on the left. Proceed to the door in front of Cell B3 in Block B. Inside the section past the door with the boar, head to the infirmary and find the Upper Floor Key lying on a table in the utility room. Use it to open the stairs next to the men's room and go up to the upper floor. Proceed to the caretaker's room on the third floor. Enter the word SICK on the typewriter on the table to open the drawer and get the Lightweight.

Return to the scales and place all the weights on the left pan. Then move the middle weight to the right pan. Open the door with the Wingless Dove (turn left when exiting the courtyard). Note: after you go through the rubble to the entrance to the main room of the basement, the way back will be blocked. Once in the basement, go around the cells, look through the peephole of Cell F6 and you will see the Lightweight on a white sheet. Head to Cell F15. Crawl through the open space into the unmarked room and press the panel in the wall to open cells F5 and F6. Exit the room and go to cell F6, where you can collect the Lightest Weight. Note that the doors to the cell will close, but after a while you will be able to go outside. To leave this area, go to cell F9 and destroy the wall in cell F10 to access the stairs leading to the upper floor.

Return to the scales. After collecting all the weights, you will unlock the gallows. To do this, place the Heavy, Light, and Lightest weights on the left pan, and the Heaviest, Medium, and Standard on the right. Place and pull the lever on the gallows. Study all the notes at the top and bottom. You need to correctly match the signs at the bottom with the signs at the top (the words of the criminals).

Prison Yard Signs

Number the signs at the bottom from 1 to 6. Each sign at the top is labeled.

Easy:

  • I — plate 3
  • II — plate 1
  • III — plate 6 (far right)
  • IV — plate 2
  • V — plate 4
  • VI — plate 5

Hard:

  • I — plate 5
  • II — plate 3
  • III — plate 6 (far right)
  • IV — plate 2
  • V — plate 4
  • VI — plate 1

Then choose any gallows (of a wrongfully convicted prisoner).

10. Labyrinth

After landing in the Labyrinth corridor, go forward until you reach a metal chute. Jump down, go forward, jump into another chute and finally use the elevator. Use the save point. Go through the only door, move along the straight corridor and open the door on the right covered in newspapers. Go through the first blue door near the kitchen and open another blue door on the left to see a cutscene with Angela.

Fight Angela's "father". This monster has only one, easily recognizable attack - a lunge forward with a grab attempt. Simply dodge to the side and attack with everything you can. After taking enough damage, he will disappear, the layout of the corridor will change. Move along the linear path, follow Angela as she runs along the corridor to the room with the TV. Smash the TV to make the boss appear again. Fight him again and move further along the corridors. Continue fighting and smashing TVs. Eventually, the final battle against the bastard will begin. Defeat him to see a cutscene.

Exit the room to enter a long corridor. You can open the map, but it will be empty (it will refill as you explore this place). Moving forward, you will see a barrier of many hands. Turn right, use the save point and go further past the gap on the left. You will get to the room with Maria.

Rotting Room

After the cutscene, go back to find a cube that you can rotate. Rotate the cube twice to the left, then three times down until it sees the symbols of a triangle with an inverted cross. A bridge will appear leading inside the large cube. This way you can get to the Rotting Room. Climb the stairs into the long corridor and open the green door on the left side (there are three in total). The Rotting Room map will begin to form. Proceed down the hallway and turn right to reach a room with a save point and a hanging cage. You'll need a Lighter to burn the sheets holding the cage up. To lower the cage, you'll need Lighter Gas, hidden in the fridge in the kitchen in the eastern part of the Rotting Room. You'll also need Lighter Wick and Iron, both located in the southern area. Once you've collected the key, open the room in the eastern hallway to get a Broken Lighter. Combine all three to create a Lighter, and light the sheet holding the cage up. A hole will form in the floor. Jump down into it to return to the cube in the center of the maze.

Empty Room

Turn the rotating cube down once, then left twice until you see infinity symbols with crosses growing out of it. Enter the cube, go up the stairs and into a new section, the Empty Room. Go forward and look for a save point on the right. There is a ladder I on the left. Find ladder II by going through it to get to another hallway. Enter the first room on the right. Go down to the flooded level, go to ladder I on the other side and go up. Enter the first door on the left, go to ladder III and go down to the flooded level. Follow the hallway until you reach a room with a small key. Use it to open the locked gate and turn the valve.

Reach the room at the end of the hallway and roll the cart against the wall to go through the next room and down ladder IV. Move forward and go left. Crawl through the wall that collapses as you enter, blocking your way back. You'll see a wire fence that you need to cut. Follow the hallway to the right, turn right again, and go left until you reach Staircase VI. Continue until you see a double door on your right. Go through the door and smash the wall to access Staircase V. Quickly pass this area: Pyramid Head is hunting you. Go up Staircase V, follow the hallway, and turn right into the room with the Bolt Cutters. Go back down Staircase V and go around Pyramid Head to return to the wire fence. Cut it to get down Staircase VII. Proceed along the hallway and enter the room on the right to drop down the hole and return to the center of the maze.

The Collapsed Room

Return to the rotating cube and rotate it left twice until you see the symbols of a triangle with an inverted cross on top. Enter the cube and go down the only flight of stairs. Proceed to a new area where after going down another long corridor and entering the only open door on the left, a new map will appear in your inventory. Continue through the rooms, killing enemies. Go down the corridor, turn left and enter the first door. Go to the metal door with a crooked rectangular grate on the left. A loud alarm will activate, enemies will run towards you. Survive the attack until the sounds die down. You don’t have to kill everyone: the main thing is to survive. Open the metal door. If you have no other choice, go through the door into another corridor to the next room. Repeat the same actions. Move to the next room. Monsters with magnetized hooves walk under the floor. You can attack them with melee weapons or firearms, but it is best to save your shells and just survive for a limited time. After that, leave the room through the metal door, save. Soon you will find yourself at a strange wall. Once in the corridor, you will be attacked by Pyramid Head. He will destroy the wall and chase you along the corridor. Do everything possible to escape from him. When you reach a certain point, you will return to the center of the maze. Enter the corridor and follow the door on the left, where a cutscene will start with another death of Maria. Leave the room and return to the area with the rotating cube. Take out the huge sword and drag it to the corridor with hands. The hands will spread out to the sides. At the end of the corridor, go up the stairs to get to the cemetery. Examine the tombstones and jump into James's grave.

After landing, go along the corridor and enter through the bloody metal door, where you will see a cutscene with Eddie. Follow him into the freezer to start the battle. Eddie is evasive and will disappear into the carcasses after firing his shots. Approaching him will also get you hit in melee while he's on guard, so be sure to keep your distance and attack with your ranged weapon; ideally a pistol due to his speed.

Eddie will be agile in the first phase, shooting and running around the carcasses. The best time to attack is to wait for him to recover from the recoil of his shot and then fire. Use these opportunities until he staggers and fires into the pipes on the ceiling, creating fog around the room. In the second phase, he slows down relatively, giving you a chance to spot him in the fog and surprise him enough to fire. Defeat Eddie, go outside, save, and use the boat at the end of the pier. Swim forward.

11. Lakeview Hotel

Go up the stairs and find the Garden Map on the notice board on the right. Go to the front door of the hotel, enter the building and find the Hotel Map on the notice board on the right. In the center of the lobby, look for a puzzle in the form of a large music box. You need to find three missing pieces (ballerina figurines) and solve the puzzle. Behind the reception desk, look for a save point and a cabinet with the key to room 312 and an ornate key (opens the music box in the lobby).

Go to the utility room on the first floor of the east wing of the hotel and get the key to the sun wing. Go up to the second floor, unlock the double doors on the right and go into the hall through the balcony of the wardrobe. You can find the key to room 202 on the couch on the left side of the room. In the back of the wardrobe with the mannequins, you can find a ripe apple. Go to room 202 and unlock the door to see a mirror puzzle. Place the ripe apple on the plate in front of the mirror, find another mirror shard in the bedroom and arrange all the shards on the mirror frame. Once you complete the mirror, you will open the door to the adjacent room 201, where you can find a Snow White figurine. By the way, there is a rotten apple in the garden, and you can place it on the plate.

Go to the west wing of the second floor to access the stairs leading to the third floor. Open the door to the conference room and find a janitor's note with the key to room 107 on the locked fireplace. Return to the first floor and open the door to room 107, then go out into the garden. Go to the gazebo in the far left corner of the garden and find the key to the fireplace on an overturned mop bucket. Return to the third floor conference room and use the key on the fireplace to get the Cinderella figurine. This action will summon a dangerous enemy to the room. Shoot its mouth to deal increased damage. After that, go through the broken wall to room 316, move the dresser to open a breakable wall and go to room 318, where you can get a can of paint.

Return to the second floor, go to the sunny wing and enter the reading room, where you will find four books. Examine the bookshelf and, using the picture on the wall as a hint, place the books in the correct places:

  • Top left wings
  • Bottom left bull head
  • Top right eagle head
  • Bottom right lion head

This will open a secret room with a briefcase and a mirror. In the room, look for three photographs that indicate the places you need to explore. To get the code for the briefcase, you first need to replace the light bulb on the mirror. Considering that you already have a can of paint from room 318, let's go in search of other items. Exit the room and go to the utility room on the third floor to get the bolt cutters. Go to room 217, go out to the balcony, shoot the glass on the roof of the lobby to make a box fall down. Go to the restaurant with a grand piano on the first floor and examine the box to get a bottle opener. Combine it with the can to get an open can of paint. Go out to the hotel garden and open the locked gate with the bolt cutters. Go to the fountain with the fish statue and take the light bulb. Paint it red by combining it with the open can of paint. Place the light bulb on the mirror to reveal two words. This is the combination. Open the case to get the key to the employee elevator.

On the second floor, go to the room with the service elevator, use the save point. Leave all the things in the closet to make the elevator work. After clearing your inventory and getting permission to use the elevator, go down to the break room on the first floor of the employee section. Find the location map on the bulletin board. There are enemies in this section, but you can’t kill them, so be stealthy. To get the code to the safe in the break room, you need to open the box using the colored stones in the manager’s office. On the wall opposite the puzzle, there is a painting that contains a hint on how to solve the puzzle. But first, find three gems. Look for the red stone inside the ornate box in the manager’s room, which you can get to by moving the cabinet in the TV room. You will find a hole in the wall.

Go to the cafeteria, jump through the broken window and go through the wall into the kitchen, where you will find the green stone (on the table in front of the window). Look for the blue stone in the freezer room, entering through the pantry. Return to the box, place the stones in the correct order (green and blue on the left; green at the top and red at the top right) to repeat the pattern drawn on the wall. You will receive the code for the safe - 7414. Open the safe to get a video tape and a key to the basement.

Open the door marked Basement to get to the stairs and go down to the basement of the hotel. There will be familiar enemies in the hallway. Go around them, run to the maintenance room and crawl through the gap in the wall to find a valve. Go to the alcohol storage room, go through the hole in the wall and use the valve to reduce the pressure in the steam pipe and get into the boiler room. Find the bar key on the pipe next to the boiler and use it on the kitchen door in the bar. Take the valve again and place it on the next pipe next to the bar door. Reduce the pressure to get into the bar, where you will find the Little Mermaid figurine (on the floor in front of the broken jukebox). Exit through the bar doors and return to the music box on the first floor.

Place all three figures in their positions. Turn the dials so that each figure reaches one of the three doors. Then press the button on the bottom right (select instead of the dials). If done correctly, the button will disappear and you will see the end of the box. There are three story tablets and three keys. Turn each key a certain number of times (seven, five and one) and then press the large button. There is also a reset button. If done correctly, all three figures will go through the opened doors of the box. You will receive the key to corridor 3F.

First, go up to the second floor and get your things from the closet by the employee elevator. Then go up to the third floor. Open the lock on corridor 3F to access room 312. Once inside, insert the video tape into the VCR and watch the cutscene. After the encounter with Laura, the situation inside the room will change dramatically, and you will find yourself in the other world. The denouement is not far away!

Game from the guide