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
.
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.
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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
Average
Hard
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).
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