Silent Hill 2

Silent Hill 2

14.10.2013 09:48:53

This is like my other Silent Hill 2 FAQ, only this one is Spoiler Free.
Someone yelled at me for the spoilers, so I removed them in this new FAQ.
Good luck!




OCTOBER 20, 2001
UPDATE: Started and finished guide.



X BUTTON: Attack/Confirm/Search
SQUARE: Press/Hold to run
O BUTTON: Flashlight Control
D PAD/L3 STICK: Move character
R1: Arm weapon


The Analog Noise Screen is the “grain filter” of the game, causing the blurs
of the game to be gone. To get this option, press L1 on the first option

The brightness level is for making the game dimmer or brighter, depending on
your personal preference.

The auto loading of guns is an option, though you might want it off for the

The control type lets you choose whether or not you want to use the standard
controls or the controls where you move the direction you push the D-Pad.

The subtitles are useful, if you are playing at night and can’t hear what
they’re saying- you can now read what they say!

The stereo or mono sound is an option, too. Change your sound preference.



After the scenes, head west from the bathroom. In the car, grab the Silent
Hill Map.

[NOTE: For the course of the game, maps will be VERY important. Use it when
navigating. When I say “head into Sanders Street”, use the map to get to

Head down a flight of stairs and head across a path. You should see a gate
nearby. Head through.

Inside the graveyard, you’ll see a cut-scene. Exit through the gate to the
west. Follow the path and you’ll be on a road. That road is Sanders Street.

Head to Lindsay Street to find blood. Head north on Vachss. There are some
Health Drinks on the right side of the street. Grab them… you’ll need them,
especially on hard mode!

Follow Vachss Road. There’s a lawn nearby with the first save point of the
game. Instead of the notepad from SH1, you get some red slab. There are 2
health drinks nearby… you’ll need them.

Continue on Vachss Street. At the end is a wooden block in. Climb through
and you’ll encounter your first monster. Inside, a scene happens. James gets
his first weapon… a Wooden Plank! It is effective close-up.

Strike the monster and finish it off. The Plank is effective, since the
Handgun isn’t coming your way for a while. You also get the Radio, which
sounds when monsters are nearby. Head back to Lindsay Street. From there,
find your way to Saul Street and then to the very top of Martin Street.

[NOTE: You can find a trailer at the west end of Saul Street, pointing to
the top of Martin Street… it’s probably useless, but it has a save point.]

Monsters now roam the streets… dodge them since you have a lot of space. On
the top is a corpse. On it is a key. It is the Apartment Gate Key. Look at
the map to find “WOODSIDE APARTMENTS.” To get there, head west on Katz. The
gate is nearby. Use the Key you just found to get in.

Head to the nearby door. You are in the Woodside Apartment Building. It is
MUCH like the Midwich School from the first game.


Inside the building, grab the Map of Woodside. You’ll need it! Grab the
Health Drink and save. You can’t see the map yet because you need a
flashlight. Head up the nearby stairs.

Enter through the door to the second floor. Turn right and travel down the
hall passed 2 doors into room 205. Inside, explore the human decoy. Grab the
Flashlight and a monster attacks.

Hurt it with the Plank. Now that you can see the map, we need more weapons,
after that weird monster. While the Handgun isn’t coming for a while, we
stock up on bullets.

Run to Room 210, using the map for guidance and killing monsters with the
Plank on your way there. Inside the rooms, grab the Handgun Bullets. Now
that we have decent stock, head to 3F. There, you’ll see a key across a

A scene will cause you to get the key another way. Head to room 301 on 3F.
Inside is the Handgun in a cart.

[NOTE: The Handgun runs out fast against all the monsters. You might want to
stick to the Plank, since we’ve been doing well with it. But if you are a
beginner and are playing on Hard Mode, stay equipped with the Gun.]

Go to Room 208 now. Passed it is a gate with a monster. Beyond that gate is
something important- a door!

Inside 208, a man lies dead. On a shelf is Room 202 Key. Take it to Room 202
on 2F. Inside, head to the kitchen for an important Health Drink. A bedroom
with some green stuff and bats has a Clock Key.

Take the Clock Key to Room 208 and head into the room near the dead guy.
Inside is a clock. Use the Clock Key on the face. Now use the D PAD to turn
the keys of the clock.

Keep turning it until you hear a click. When it clicked while I was playing,
it was a 9:10. It may be random, depending on the riddle difficulty you
chose at the start of the game.

Now go to the side and try to push the clock. Examine the clock like you
would any item and select “yes” when pushing it. It reveals a hole in the
wall leading to another apartment. Head out this apartment and save.

Outside the room, you are on the other side of the gate near the door
leading to Room 208. Head through the door to another flight of stairs.
Climb it to 3F.

Examine the Map to find out that you can now get to the other side of that
gate where that girl kicked the key. Run there. Grab the Fire Escape Key.
Head into Room 307. After a scene, grab the Courtyard Key in the closet and

Head to the stairs on the east, noted on the map. Head down to the bottom of
the stairs to 1F. The door nearby leads to Canned Juice. Grab it. Head back
up to 2F by taking the stairs you just went down on.

Head up to 3F, down the north stairs, through Room 209, through the room
with the clock and dead man and to the laundry area by the stairs you first
used to get to 2F.

There is a garbage tunnel there. After about 10 minutes of figuring, the
realized the heavy thing you needed to drop into there was the Canned Juice
you found.

Now I ponder… where do we go next? Outside. This took me an hour to find,
but outside, near the gate you first entered from, is a garbage dump.
Examine it to get an Old Man Coin.

Head inside again and to the locked door at the foot of the stairs. Use the
Courtyard Key and head out. In this pool area, run down into it and shoot
the monsters. Head to the cart in the middle and grab the Snake Coin.

Now head to the other door in this courtyard. It is near the one you used to
get to this building. Head into Room 101. Inside, is a scene. After the
scene (It never occurred to me that we had to explore that area, so we
couldn’t move ahead), leave.

Head back through the courtyard and climb to 2F. Head to the left side of
the lobby and use the Fire Escape Key to head through. You arrive at another
building… another damn apartment building!


We are in another apartment building, but this one is shorter than Woodside.
We are in a bedroom. Run out into the bathroom. AndyRose2000 told me to
check in the toilet for a combination.

Check it and you get a combination. It might be random. Jot it down, along
with arrows’ direction. Head into the main area o the same room and you will
find a safe.

Use the combination from the toilet. When going to a new number, turn the
dial in the direction of the arrow after the previous number. Inside are 4
Handgun Bullets. Thanks to AndyRose2000 for this extremely helpful tip.

Now we need to head out. Arm the Plank for now. Head out. Outside, find a
door under an exit sign. It is a stairway and to James’ right is the Blue
Creek Map.

Use it to follow my next directions. To get back to Woodside Apartments, use
Room 203, as hinted in the map. But we don’t need to bother with that place
anymore, but if you want to ever get back to the areas at the start, that’s
the path you use.

If you want to save, head to Room 105, on the first floor. For another dose
of ammo, head to Room 109. Head through the white door in that room and
you’ll see a scene.

You know have a knife. But it isn’t a weapon! I’ve tried!

[NOTE: Rumor has it that examining the Knife may affect the game’s ending. I
can guess that if you examine the Knife in the item screen, a new ending
occurs. I will have to try this out.]

Collect the coin nearby. It is the Prisoner Coin. Like the Snake and Old Man
Coins you found at Woodside, we are going to need this for a puzzle coming

Head to Room 105. Look at the little drawer with the 5 circles. The coins
you found are needed for it. Since I’m playing on all 3 Riddle Modes, here
are my solutions.

For the HARD Mode, insert the Old Man in the second slot. Put the Snake in
the fourth slot and the Prisoner in the last slot.

For the NORMAL Mode, insert the Old Man in the second slot. Put the Prisoner
in the middle slot and the Snake in the last slot.

For the EASY Mode, insert the Old Man in the first slot. Insert the Snake in
the middle slot and the Prisoner in the last slot.

The drawer should open, revealing a key called the Lyne House Key. A person
named Lyne probably owned this place. The Lyne House Key fits into Room 209,
so head there on 2F.

Inside, you’ll hear someone whisper. But I couldn’t hear what he said. If
anyone heard, please e-mail me!

Anyway, head to Room 208 via the balcony. Inside 208, there is a Save Point.
SAVE!!! Then grab the Apartment Stairway Key and the Bullets- you’ll need
the bullets for your first boss fight!

Travel to the north stairs on 2F. Travel across the balcony again to 209 and
turn left to the stairs in the northern area. The Key you got should work
there. Remember to SAVE!!!

Head down to a boss fight! This is fairly hard, so arm the Handgun and have
at least 45 Handgun Bullets.

This is probably the monster President Evil called “Pyramid Head” in his
analysis of SH2. Now it’s after us! Arm the Handgun and get as far as
possible from Pyramid Head. Start shooting it. On Normal and Hard Modes,
reload your gun in the menu because James can get hit doing it manually.
Believe me, I know!

Keep shooting and running passed it. It hits pretty hard. That Knife is the
best weapon James can find later and if it is stronger than even the
Handgun, imagine the damage it can inflict on James.

Although it seems P. Head isn’t getting hurt, it is. Just listen to the
clank of the bullets. P. Head will eventually go down the stairs. DON’T
FOLLOW! I followed him and I got killed.

The water will drain and you can now exit the damn place. Exit and you are
back outside, on the other side of the blocked area near Woodside

Another away to defeat him, thanks to someone e-mailing me, which I will
post his name soon, is to just dodge him until he leaves the room down the
stairs. Some people say it is impossible to hurt him, and it is. BUT the
shots make it faster for him to surrender.


We need to get to the park James wanted to go to at the start of the game.
Run to Rosewater Park. Use the Map to get there. On your way, you’ll see a

After she leaves, proceed to Rosewater. Run through the park until you see a
scene. Maria will accompany you for now on. According a few people, what you
do with her affects the game.

Now look for “Pete’s Bowl-A-Rama.” Head inside. Turn to the door to the left
and you’ll see a scene.

[Note: if you continue toward the north part of the lake, where SH1 took
place, the place will be blocked and a corpse will be there to tell you to
go to Pete’s Bowling Alley. I directed you to go there directly to avoid a
long walk.]

Leave the place for now. See a scene and head down the side of Pete’s. Turn
right and you’ll see a gate. Head through and turn left. After a scene with
Laura, try opening the nearby door.

After another scene, head through the door and up the stairs to the right.
Look for the tiled door and head through to a night club room. Head out and
turn right. Go to the hospital. Head inside.


Hospitals… brings back [UN]lovely memories, especially in SH1 and RE3. To
the left is a Hospital Map- you’ll need it like all the maps thus far. If
you want to save, there’s a red slab in the Reception Office.

Head to the Document Room, via the Reception Room. There’s a Purple Bull Key
by the typewriter. Read the journal nearby, too. Using the map, find the
staircase so we can go to Floor 2. Head inside the Women’s Locker Room.
Examine the bear for a Bent Needle. The Shotgun is in the nearby locker.

Head inside the Men’s Locker Room. Inside the Exam Room Key. Go back
downstairs and unlock the Examination Room. Head to the Doctor’s Lounge for
very important Shotgun Shells.

Travel to 2F again. Head into Exam Room 3. Grab the First Aid Kit. Check the
typewriter for a VERY, VERY important code. JOT IT DOWN ON PAPER, because it
is random!

Head into the room called M2 and grab the Lapis Eye Key. The Shotgun Shells
nearby are a needed item for the boss at the end of this section.

Head into M3 for Handgun Bullets and a Health Drink. M6 has Shotgun Shells
and a Health Drink. Head to Floor 3.

Go to the door leading to the hallway with the “S” Rooms. You need a code.
That code is 7335 on Easy and Normal Riddle Modes and 1328 on Hard. To find
this out, read a memo in the First Floor Exam Room.

Head to Room S3. Maria will leave James’ side. There’s a key nearby. Grab
the Roof Key. Head over to the roof, via the staircase. Use the Roof Key to
unlock it.

On top is a diary. Read it if you want.

[NOTE: I hear the if you read the diary, you get a certain ending. I have
not confirmed this, but it seems very likely. Stand around it if you don’t
want to hear it. Stand for a few moments and then try heading out.]

As you head back in, something will be blocking the door. Pyramid Head, from
the Blue Creek Apartments, has returned. After a scene, you’ll be back on
the third floor, in the Special Treatment Room.

Down there, head through the door left of the sign. Inside, read the
blood-spattered wall. Try to figure out the code. JOT IT DOWN ON THE SAME

Head to Floor 2 and check on Maria. Then head to the last door in that hall-
S14. Inside, is a box that needs 2 codes and 2 keys to open. Use the Lapis
Eye Key and Purple Bull Keys to remove the chains. Now enter the code you
got from the typewriter on the right padlock.

Enter the code you got from the bloody wall on the left and open the case
for… HAIR!!! Ew…

Anyway, this took me a damn half-hour to figure out, so I had to refer to
the BradyGames Guide for this one! Thanks to BradyGames for the tip! Go to
the Shower Room and look at the green slimed faucet. Go to the item screen
and combine the hair from the bear with the bent needle.

To combine, select the hair and then use the “combine.” Now select the bent
needle and select “use.” You should get an elevator key. Use it on the
elevator on Floor 3F.

Ride it to Floor 1. Head into Room C3 and see a scene. After a few scenes,
you are in your second boss battle. Arm the Shotgun!

I call them monkey men because they hang on ceilings. Aim your Shotgun up
and fire a shot from the Shotgun. There are 2 of them, so keep moving and

They can damage, but not VERY much. They’ll give you the occasional hit, but
it won’t be anything a Health Drink can’t heal. But be careful… as in all
survival horror games, damage adds up (I’ve died countless times against
crows in BioHazard 2!).

Keep firing that Shotgun and it’ll be your best friend. The Handgun is also
effective if you run out of Shotgun Bullets.

After the scenes, we arrive in the Evil Brookhaven Hospital!


We are back in the Garden, but now it is EVIL, like the Midwich School from
SH1. Move through the double doors. Save and grab the Shotgun Shells.

Search Room C2 for a First Aid Kit, which you will definitely need. Head to
the elevator. Ride it to Floor 2, 2F. There are nurses and Shotgun Shells on

Head into M6 and grab the Dry Cell Battery and the Basement Storeroom Key.

[NOTE: Grab the Dry Cell Battery! Your Flashlight will run out in the next
sections, and the Dry Cell Battery will refill it!]

They are located near some strange color symbol. Grab the memo nearby. There
are also Handgun Bullets and a First Aid Spray in there.

Return to the elevator and go to 3F. When you emerge, there is a weird door
nearby. It needs 2 rings. Didn’t the file from the last room talk about a

Head to S11 and grab the Handgun Bullets and the AMPOULE! This makes Harry
go to green health AND makes him invincible for about 20 seconds! Read the
memo nearby.

Head to the stairs on 3F by the Storeroom. Descend all the way to the
basement level and use the Basement Storeroom Key to open it. Inside, push
the shelf nearby. After a scene, climb down the ladder and grab the Copper

Travel back to 3F. Head down the elevator to 2F. A radio show message comes
from James’ Radio, the one he found in the Construction Site when that
monster first attacked him. Read it closely.

Travel to the Day Room on 2F. Open the refrigerator with Maria’s help to get
the Lead Ring. This next section is optional. Otherwise, travel to the
strange door by the elevator on 3F.


Here is the sequence box.

1 2 3
01: O O O
02: O O O
03: O O O

OK. Now we need to press the right buttons. If you remember from the
elevator message, you need the right answers. Well, on the “01” Row, press
button 3. Press button 1 on the “02” Row. On the “03” Row, press the 3

The box should open, revealing 5 Boxes of Shotgun Shells and 2 Ampoules!
Worth the deviating trip!


Now we are back on track. Head to the weird door by 3F’s working elevator.
Use the Copper and Lead Rings. Head through the door and down the stairs.

Down there, there is a long tunnel. Pyramid Head seems to have survived your
battle from Blue Creek Apartments, so we need to run! Run down the tunnel as
fast as you can. Keep running.

If Maria is murdered, the game ends. Keep running until you’re at an
elevator. After a sad scene, James is at the other section of 1F. Don’t be
too sad, though.

Head into the Director’s Room and grab the Hospital Key. Check the map, too.
Now we could head out. Exit through the way you came in after seeing a


Head south on Carroll Street. The travel east on Rendell. Head south on
Monson. There are many items on the ground- search for many of them! Head
back to Saul Street.

Cross the gate. Now run to the trailer you may have gone to before and save
there. Now go to Neely’s Bar for an important file. Look on the window,
passed the comment you saw at the beginning of the game.

Head to “Gonzale’s Mexican Restaurant” on East South Vale Silent Hill. Head
there by going north on Neely’s Street, and East on Sanders. Head north
Lindsay and grab the Wrench and memo.

Now we need to get back to Rosewater Park where we first saw Maria. Either
retrace your steps to the hospital and head through the Heaven’s Night Bar
and run to the park, or head west on Katz, through the gate, near the
Woodside Apartments and Blue Creek Apartments you explored at the start of
the game. Continue for Rosewater Park.

Head through the left entrance of the park and find the statue of a praying
woman. Behind the face of it, look for a brown spot and dig there. There is
a box in which you will use the Wrench for.

Now grab the Old Bronze Key. Head to the Silent Hill Historical Society.
Head there, which is west of the Rosewater Park. Enter through the door in
the parking lot. Use the Silent Hill Map from the truck in the start of the
game to get there.


Head into the only open door in this room. Head through the hole in the
wall. Keep going down for about 3 minutes until you reach a door. Through
it, take the FAK (First Aid Kit). Move to the nearest door for Handgun
Bullets. Now head to the far door to continue.

There is a hole in this room. Jump down. You end up in a well. Arm the Steel
Pipe you found at Texxon Gas Station. Examine every inch of the wall until
you find a message saying some of the wall is weaker.

When you find that part of the wall, hit it with the Steel Pipe to find a
door. Head through are you are in a new section of the sewers from the first
Silent Hill. Head to your right to find a blocked door. But near it is
another door to head through.

At the end of the next room is a hole in the ground. We need to open the
hole first. Head through the nearby door. Grab the Spiral-Writing Key.

Now the room is filled with Roaches and your Flashlight goes out. The Dry
Cell Battery you found way back in the Evil Hospital. Suddenly, the door is
locked. Head to the nearby panel.

We need to unlock it. Check to see the lighted buttons. This will change,
depending on your difficulty level. But you must only press the lighted

Try out all combinations. Eventually, you’ll get the code to get out. Head
to the bars to the right. Use the Spiral Writing Key. Jump down the hole


We are in a prison beneath the Historical Society. Run to the nearest door.
Inside is a scene. After the scene, check the room for some items, including
a Pig Tablet.

Head out and turn left… all the way to the table. There is a map there. Take
it! This place can be confusing!

Head down to the door to the right. Head into the shower and grab the
Seductress Tablet. Use the map to get to the bottom hall of the Toluca

In the bottom hall, head to the only open cellblock for a Wax Doll. Head to
the right hall of the Prison now. Head north. Head north to the middle doors
of this hall and enter the one to the left. There are VERY important Rifle
Shells, since we are getting the most powerful gun, the Hunting Rifle!

Head to the northern hallway. To your right, head to the seventh cell block
to find the Oppressor Tablet. We have 3 tablets… head to the very large room
of this complex.

In this yard is an hanging platform with 3 square engravings. Place all 3
Tablets into it and you’ll hear a dying man scream. Nothing happens! Argh!

Head back through the door you came from… there’s a Horseshoe on the door!
Grab it! Head to the west corridor. The best way would be to cross the
northern hallway back to the west hallway, to unlock some doors.

Head to the very top left door of the west hall. Head through this visiting
room to the other door. On this new corridor, head to the lowest right room
of this hall to get a Lighter.

Outside in the hallway, there is a sewer hole. Before opening it, you might
want to save in the Boy’s Bathroom, nearby. Before going, check on of the
doors on the left side of this hallway. Use the map for reference. Inside is

[NOTE: The Hunting Rifle is a tad stronger than the Shotgun, but a little
slower. This weapon is only recommended for groups of monsters and single
Pyramid Heads if you run into one (which will be very soon, actually). The
Shotgun is preferred for the last 2 bosses.]

Head back to the sewer hole. Got to the COMBINE option and use it on the Wax
Doll. Then select the lighter and use COMBINE again. Then use the Horseshoe
and the sewer door should open. Thanks to BradyGames’ guide for this tip
(since I couldn’t figure this one out either:).

We aren’t out of the prison yet, though. We are in the basement. Head
through the only open door. Head through the next rooms until you reach a
hole (AGAIN! James’ feet will eventually get CRUSHED!).

Head into the nearby elevator. Ride it to another room and save, because
there is a VERY confusing level next.


I call this place the labyrinth because it is a Greek word for “maze” and
believe me, it’s more than just a maze! It is also something that constructs
itself… if you refer to the map, the maze is building as James moves!

Across from the doorway is a ladder that is blocked. Turn left and find a
fork in the maze. You should see a nearby ladder you can climb down- climb

Pyramid Head is here, so if you want to fight, use the Rifle to scare it
away. Circle the room until you feel you have made a circle and look at the
map. The red shows you’ve been through that door, so you should head through
the other one.

Head through. Inside is the Great Knife! It’s the Knife that Pyramid Head
used when you fought him in the Blue Creek Apartments and when Maria was

Grab it and 2 ammo boxes. The Great Knife is stronger than the Steel Pipe
and Wooden Plank, but a little slower. Head back through the ladder you came
from. Using the map you have, head “DOWN” to where a hole has been made.

Head down. Now is the time to use that Great Knife.

Head through the tunnels until you see a block with faces. Here is MY
solution, though it may be random, depending on the difficulty level. The
cube needs to have red eyes facing right side up. Turn the cube until you
see an upside down face with green eyes.

The exit will now be open. A scene will happen. Head back to the room with
that cube.

There is a wire cutter now. OK. Fight your way to the very start of the
level, where you entered from the Toluca Prison. Remember the blocked

Cut it with the Wire Cutter and head down the ladder. Head to the first
ladder in a tunnel leading right. Climb that ladder. Follow the next few
tunnels. There are some dead ends, but they only cause a 10-second
devitation. The exits of the tunnels should eventually find you.

Climb a few ladders and turn left, since Pyramid Head is nearby. Climb the
ladders. Equip the Shotgun now. A boss is coming up!

Head down the hallway.

Pop this thing with the Shotgun. Run around this relatively slow boss and
pump this thing full of Shells. After 10+ shells, the boss should die.

This thing can have a devastating attack if it hits you. It smashes you and
can cut your health down pretty low. Be careful, because 3 hits can spell
James’ doom. But don’t worry. The relatively quick Shotgun and the slow boss
are a good fit, especially with the Shotgun’s sheer power.

The Hunting Rifle is also effective. But it is relatively slower and got me
killed. DON’T USE IT! You can barely move with it AND it fires slower than
the Shotgun. This can be your biggest blunder, so be VERY, VERY careful!

After killing this bastard, a scene happens. Head out after the scene. Head
to the first door you see. Read the inscriptions on the bodies. I figured
out this puzzle.

EASY MODE: The Kidnapper is innocent.

NORMAL MODE: The Arsonist is innocent.

HARD: The Counterfeiter is innocent.

Remember their positions in this room!

Head to the next door to the left you see. Inside, depending on your mode,
pull the rope that had the inscription of the guy in the previous room. If
you read the papers of the hanged men, you’ll see you’re in a similar room.

Pull the rope that had the innocent man and head back to the room with the
bodies. The Persecuted Key is there. Grab it and head through the only door
you haven’t been through in the hall outside. Proceed and you end up in
Maria’s Cell. After a scene, leave/

Head through the gate. You are in a weird graveyard. Save, grab 3 Shotgun
Shell boxes and head down the grave hole. Make sure you have the RIFLE

Down the hole, you must fight yet another boss.

After Eddie stops talking, hit Eddie with the Hunting Rifle twice. One hit
from his gun with take you down to the bottom health, so heal with a First
Aid Spray or Ampoule.

After 3-5 Rifle hits, Eddie heads into the next room. At this time, equip
the Shotgun because Eddie will take a few more hits. Follow him and then
start shooting after he shuts the hell up. Run around him and fire the

Eddie’s Pistol can kill James in even just 2 hits. Always use a Health Drink
when shot.

Run around Eddie. Fire the Shotgun several more times. Eddie will eventually
fall. Unlike the fight with Cybil from Silent Hill 1, Eddie can’t be saved.

After Eddie dies, exit this weird place. We are out of the Labyrinth!

James ends up in an area behind the Silent Hill Historical Society he
explored just a few minutes ago. Now that we are out of that damn strange
level, we still have to get to the Hotel over by the northern area of the
lake (By the area where SH1 took place). Its also day time, again, which is

Save and head down the pier. There is a boat you have to row. On Easy and
Normal Mode, head toward the light by simply pressing the D-Pad. Turn right
when you get on and run toward the light.

On Hard mode, you must use the twin sticks. OK. Start by rotating both
sticks right. You should see the light. Now turn the left stick left and the
right stick right, both at the same time.

You should reach the light in no time. You are now in the hotel.

Climb the stairs and turn left. Look on a fountain for a Little Mermaid Box.
Grab it and enter the Hotel.

Inside, turn left to get the Hotel Map. Use it to navigate through for the
rest of the game. Enter the Lake Shore Restaurant. Investigate the piano and
you get a Letter.

Find a table and gather the Fish Key. There are Door Monsters, but they are
smaller than the one you saw at the Labyrinth. The Great Knife can do
damage. Look for the small set of stairs behind a nearby door. Head down the
B1F. Look for the Venus Tears Bar. It’s locked. But in the nearby elevator,
is a Thinner Can. Head up to 1F and to the lobby.

Inside, insert the Little Mermaid Music Box in the center stand, on the left
slot. Save and head through the door left off the check in desk. Grab the
Room 312 Key.

Head up the staircase and turn right through the door. Search the Cloak
Room. There is a briefcase you should open with the Fish Key. Grab the Room
204 Key. Grab all the other supplies. Head to Room 204. Unlock it and look
for an Employee Elevator Key. Head through the hole in the room to the next
apartment room.

There are photos- use the Thinner to get a code. Use it on the nearby safe.
The Cinderella Box is inside, like the Little Mermaid Box from the fountain
outside. Head to the staircase and then through the other door.

Head through the white door with the Employee Elevator Key. Inside, save and
there is a save point. Near the elevator is a cabinet. You MUST store all
your items. EVERY LAST ONE.

Head to 1F on the elevator. Ride down and grab another map of the hotel,
displaying some employee areas. Go to the Pantry Room and collect the
Cinderella Box from the shelves.

Enter the Office nearby and grab the Video Tape and Can Opener. Find the
staircase and head down to B1F. Head to the Boiler Room, avoiding any

Inside, look to your right and grab a key hanging from a rope. Head to the
Kitchen now. Inside is a can. Use the Can Opener and grab a Light Bulb.

Head through the other door in the kitchen to the Venus Tears Bar. On the
bar, near the jukebox, use a Light Bulb on the lamp and exit the room using
the Bar Key. You are now back in the hall where you found the Thinner.

Head back up to the lobby and head to the center-piece where you left the
Little Mermaid box. Place the Cinderella Box inside, but we need the last
one- it’s in the cabinet near the employee elevator.

Run back there, gather all your items and head back here. Place the Snow
White Box inside. There may be different combinations, so place them all in
whatever order. You should get the Hotel Stairway Key. Head to the 2F

On the 3F level, unlock the gate to 3F. Head to Room 312 at last. Inside,
view the video tape and see a scene. Afterwards, exit the room.

Afterwards… some things will have changed…

Now travel to the Reading Room on 2F. Listen to the headphones.

[After playing more than once, the headphones have been determined to get
you an ending. When I viewed it, I got both the In Water ending and Leave
ending. It depends on your other actions.]

Head to the elevator (the one NOT used by staff). Head to Room 202 to get
warped outside Room 19. From there, run to the elevator. Ride it to B1F.

Enter the Venus Tears Bar. In the back of the bar, grab 5 Health Drinks. Run
to the kitchen. There are Shotgun and Rifle Shells. You’ll need the Shotgun
Shells, trust me!

Head to the Employee Stairs. After the scene, exit. When you exit, you
aren’t in the previous room anymore- you’re at the top of the employee
stairs! Weird…

Head to 1F. The Manager’s Office has some Rifle Shells you may need. Head
through the other door that’s unlocked. Run down the hall, avoiding the
monsters underneath.

At the end are 9 total save points. SAVE! SAVE!! SAVE!!! Load the Shotgun,
since you know have to fight a boss in the lobby.

This is where your skills as a Silent Hill 2 gamer are tested. This boss is
like the one you faced in the Blue Creek Apartments- except there are TWO of

Also, you MUST shoot them this time, instead of just dodge like in the Blue
Creek Apartments and at the labyrinth and hospital.

Load the Shotgun. It is faster than the Hunting Rifle, yet slightly weaker
than the Hunting Rifle. Which should you choose?

Like the battle with Eddie at the Labyrinth, quickness is more than power.
If you are slow, the Pyramid Heads will slash you up into pieces.

If the shots are powerful, you can squeeze by with one shot before running
again. There are 2 different strategies here. One for the Shotgun and one
for the Rifle, since different gamers can utilize bth weapons their own way.

Load the Shotgun. Get as far from either one as possible. Then start firing.
Fire 2 shots and move around them as they approach. They are slightly slow,
yet slightly fast.

Shoot them in a 2 shot pattern. You might get hit in the process- use a
Health Drink or Ampoule. The Ampoule will protect you from damage for 10
seconds- so this might be the time to equip the Rifle and fire off 5
powerful shots.

19-25 shots should kill them after they stab each other. Pyramid Head’s gone
now! YAY! Take THAT, punk! [That bastard who killed me twice!]

So you like the Rifle better? OK, that’s fine. Load your rifle and run to a
corner, far from them. Fire one shot. If they are pretty far, shoot again
and run.

Run far from them, since they are medium distance in moving. Fire one shot
or two shots, again. Run to the first corner you were in and repeat.

15-18 shots kill them at long last.

Run to where the Pyramid Heads are and search them for Scarlet and
Rust-Colored Eggs. Head to the nearby doors. Insert the Scarlet Egg to the
right door and the Rust Colored Egg on the left door.

Head through one of the doors now- it doesn’t matter which one.

Cross the hallway- if you listen as in stop running… you get a certain
ending. If you run through without stopping, you probably will get another
ending, based on my experience.

Head through the door at the end. At the other side, turn left and head up
the long stairs. You must fight a boss. Arm… whatever you want to arm,
because like the last boss, there are 2 strategies to use here.

Compared to Eddie, she’s a total wimp. Arm whatever you want.

So what should you arm? For the challenge, use the Handgun. For the middle
challenge, use the Shotgun. For the real challenge, use the Hunting Rifle.

For the Handgun, you must learn to run, shoot, run and shoot. If you fought
Pyramid Head with the Handgun at the Blue Creek Apartment Building, you
might know how to do it.

Shoot, run, shoot, run is the strategy. Since the gun is quick, 3 shots can
be fired before you must run again. Take advantage of the smallness and
quickness of this gun. If the boss can never hit you, just pelting it with
one bullet before running again can guarantee you a victory.

I won’t suggest this strategy, but merely if you want the challenge. It’s
harder than you believe!

The Rifle is the strongest and slowest weapon- major sacrifice! Shoot one
shot and run. If you’re lucky, the bosses’ flies won’t hit you.

Use the strategy from the Pyramid Head fight to beat this boss.

Use the strategy you used on pyramid Head and Eddie to kill the boss.

One last shot once the boss is on the ground will kill this freak.


You have beaten the damn game already, though it was rather short! Enjoy
your ending!


There are 4 difficulty modes in Silent Hill 2. They are Hard, Normal, Easy
and Beginner. The hardest difficulty is well, hard. Middle difficulty ranges
in the normal zone. Easy, is well, easy! Beginner is an easy version of

If you played SH1, Normal or Easy is the best way to start. If you never
played SH1 at all, beginner is the way to go. Hard is for veterans on the

Here is a lowdown of the major modes.


-Enemies can take more shots.
-James trips once in a while (goof!)
-Enemies revive faster and move faster.
-James has low health.


-Enemies can take some ammo.
-James rarely trips.
-Enemies don’t revive often.
-James has fragile health.


-Enemies can take little ammo.
-James never trips.
-Enemies never revive.
-James has great health.


-Enemies can take VERY little ammo.
-James never trips.
-Enemies never revive.
-James has strong health.


Some of the puzzles are MUCH easier to solve. The decisions are a little
more obvious with the files around and don’t really involve any thinking.

Some of the puzzles are a little easier to solve. The decisions are a little
less obvious even with the files around and don’t really involve THAT MUCH
thinking, though might be some behind it.

Some of the puzzles are much harder to solve. The decisions are not very
obvious even with the files around and they really involve THAT MUCH


Well, this is my incomplete Silent Hill FAQ/Walkthrough. I have only gotten
so far, but some people are already stuck in the start of the game. I am now
in the next apartment place. I promise to update as soon as possible.


-My brother and mom for helping me buy this game.
-CJAYC for posting this FAQ.
-Konami for making this cool game.
-Brady Games’ Silent Hill 2 Guide for helping me with several areas that
plain stumped me!

This guide is complete.

CVXFFREAK @ the Message Boards.

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FAQ / Komplettlösung Ver 1.0

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Munitions- und Gesundheitsstrainer

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Deutsche Lösung

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Making of DVD FAQ

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Alle möglichen Enden und alle Extra Otionen.

17.Oktober 2013
Plot Guide

13.Oktober 2013

16.Oktober 2013

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Item/Puzzle/Monster(Boss)/weapons/SPOILER FAQ

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