SILENT HILL 2 - Guide for Silent Hill 2
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SILENT HILL 2 WALK THROUGH for all you people how like scary stuff ===== info ===== name:peter mcdaniel email:email@example.com ver:1.0 date finished:monday november 27,2001 time:6:49 am NOTE:a cold stommy night + 20 cups of coffie + a dripping tap + all of your lights out + americas most wainted +a 3 hour long marihon of horrier movies + this game+ noe sleep =one hell of a night ============ WALK THROUGH ============ GETTING TO SILENT HILL: After the cut scenes, get the MAP from his car. There's only one direction to go after this, and that's down the steps to the dirt path leading us into Silent Hill. After a while of running, you'll find a well on your right with a SAVE point inside. Use it if you want, but it's not really needed yet. Afterward, follow through the gates into a cemetery where you'll meet Angela. After the peculiar conversation with her, continue across and through some more gates. Follow the road (if this is your second time through the game you'll find a CHAIN SAW in a stack of wood to your right) until you reach a gate door. Go through and follow the road the rest of the way into Silent Hill. We come out on Sanders St. To the east is a dead end, across the street is a flower shop. To the east of the flower shop is a table with a FIRST AID KIT on it. Snatch that up and continue west. When you make it to the intersection of Sanders St. and Lindsey St., you'll see blood streaks heading north up Lindsey St. and catch a glimpse of something. Before following it, head south and pick up the HEALTH DRINK on the steps of the building on the west side of the road. You can't continue west down Sanders yet so go north up Lindsey. The west side of the road is nothing but houses and it dead-ends at the northern tip too. The east side has a HEALTH DRINK right in front of a garage door before Vachss Rd. Before going down that road, go straight across the street and read that weird monument in the yard of the house. Not sure what it means but should keep it mind nonetheless. Now, down Vachss Rd. stop at the little area on the right. It has a SAVE, and TWO HEALTH DRINKS. One is by the table, the other in the grass. You might want to save this time. Up the trail some more you'll start hearing the all too familiar radio. Watch the cut scene, then beat the crap out of that creature. Basically, a tactic I use is wait until it hurls, then run up quickly and continuously pummel it with the board. After another cut scene, exit from where you came. One more cut scene will initiate before you can go on. Head back to Lindsey St. and go all the way back down to Sanders and go west. On the right side of the road is a HEALTH DRINK on some steps. Cross back over to Happy Burger and get a FIRST AID KIT beside the trash bin. Go south on Neely St. and turn west onto Saul St. Go into the camper and check out the map. It tells you to go to Neely's Bar, so let's hit it! Save if you want to here also. Take note, Neely blocks off to south, Saul blocks off to west (for now) and Harris is completely blocked off. North on Neely's stay on the left side and get the FIRST AID KIT under the Chiropractic and Sports Injury Center. Now, go to Neely's Bar on the right side and go inside. There's a map that you will copy from, circling the Wood Side Apartment Building and putting a "?" on Martin St. Notice on the windows before leaving that there is a message Start up Martin St. and grab HEALTH DRINK on the right before Katz St. Then cross over Katz and continue north up Martin. After the car on the left is another HEALTH DRINK. Get the APARTMENT GATE KEY from the dead body against the fence. Head back and go west. Now, you see Lucky Jade Restaurant on your map? Go there and pick up the FIRST AID KIT and HANDGUN BULLETS before going all the way to the apartments. North on Neely is blocked, west on Katz is blocked too, but there's a message on the wall And a locked door beside it. ===================================== Part 2: Wood Side Apartment Building ===================================== Unlock the gates and head into the apartment area. Just head straight through the two blue double doors into the building. On the left wall is the MAP FOR APARTMENT BUILDING, on the right is a SAVE, and right in front of you is a HEALTH DRINK. The door down here can't be opened yet so go up to the second floor. Before heading in, check out the map and find room 205. See it? When you go through the door into the hallway, run straight to it, don't attempt to fight any of the creatures, they'll gang up on you. Inside 205 is the FLASHLIGHT. Grab it and run back out because a mannequin type monster will start after you. Go back to the stairs and go to the third floor. There's a key on the other side of the bars but when you reach for it a girl runs up and kicks it away. Go to room 301 and get your HANDGUN. Now we're talking. Go back to the second floor. Oddly enough, all of the enemies are gone. Go into the room to your immediate right and notice that the garbage chute is clogged. Now, head down the hall and you'll hear a yell. Go north to room 208. As you get there your radio will start up and you'll see an odd looking person standing on the other side of the bars. It won't do anything so go into 208. Surprise! Looks like someone had fun with the owner of this apartment. Anyway, grab the ROOM 202 KEY off of the bookshelf and head to room 202. The monsters are back, but just do more dodging. It might be hard doing this for a while but you get pretty good later on. In 202 there is a HEALTH DRINK in the kitchen. Red butterflies are loose in this room, along with a lot of other dead ones. In the room to the right there is a hole in the wall. Go ahead, reach inside. Out comes a CLOCK KEY! Go back to 208. On the table to the right is a notepad with this riddle: Three needles stand of Three different heights. The fat, the tall and the thin. From slow to fast they Move to the right. Scott rests not on three, But fifteen. (Note:this riddle may be different according to difficulty, but just rember this the answer is allways the same bit boring really when you think bout it) Now go into the room to the left and you'll see a grandfather clock with this written on the side: "The scars from the past shall remove the nail that stops time." Right, now on the opposite wall are the names Henry, Mildred, and Scott, each with a line beside each name. Figured out the puzzle yet? CLOCK PUZZLE: Now, here's how it works. Scott is actually the seconds hand on the clock, stuck at 15 seconds. Makes sense right? Well, if that's the case then Henry must resemble the hours hand Henry=Hours, Mildred=Minutes! Still following me? Good. Now, the lines on the wall tell you where those hands are supposed to be pointing, and if you get creative and hold a clock up to it, you'll see that the time comes out to...9:10. Go unlock the clock with the key, push the hands around to 9:10, hear the click, and then push the clock to the side. Voila! Now we're in 209. SAVE if you want, grab the HEALTH DRINK from the kitchen, then head out and go through the blue door leading to the staircase. Go to the third floor and grab the BULLETS at the top. Go through the door and go to room 307. Cut scene! Now this is flat-out freaky stuff! Afterwards, grab the COURTHOUSE KEY in the closet. Leave and go to room 303, it has a FIRST AID KIT and a HEALTH DRINK, but be fast, there's monsters in there. Leave the room and turn left to find the FIRE ESCAPE KEY lying on the ground. Then get the HANDGUN BULLETS in the laundry room. Take the stairs at the east end down to the first floor and grab the CANNED JUICE at the end of the hall. Unlock the double doors and run all the way back to the first two sets up double doors. Go back to the second floor and toss that canned juice down the garbage chute from earlier. Back outside go to the dumpster and pick up the OLD MAN COIN and read the article. Afterward, head back into the double doors once again. Now you can go through that door that was locked earlier. Outside in the courthouse is the pool. Lure the monsters inside away from the carriage in the middle, hop down, grab the SNAKE COIN from inside the carriage, climb back out of the pool, and head through the door on the east side of the courthouse. Go to room 104 to get some HANDGUN BULLETS. When you exit, unlock the blue door beside you. Then go to room 101. Inside you'll find HANDGUN BULLETS and the sound of someone vomiting....open the door on the left side of the room and meet our new friend...Eddie! ===================== BLUE CREEK APARTMENT: ===================== After the cut scene with Eddie, head back to the second floor. At the left end of the floor use the fire escape key on the blue door. It will open up to another building, the fire escape gone from this one. You end up climbing over into Blue Creek Apartments. You'll end up in a new apartment room. First get the WALLET that is clogging up the toilet and get the slip of paper from inside with the code on it. What do you have to do with this? Go into the next part of the room and you'll see a safe. Here's what you need to do: SAFE PUZZLE: If you have it on easy or hard mode, the digits should be all numbers. If you are playing hard, then you'll probably find these roman numerals: "X" and "V." The "X" equals 10 and the "V" equals 5. Now, here's an example: X4. Just add the two together. 10+4=14. Another example is VV. That's two 5's, making 10. Understand? Okay, now to put the combination in simply put the lock on the first number, it doesn't matter which direction for the first one that you turn it to. Okay, now if you have arrows pointing right to the next number, push right. The next says left, push left on the d-pad. It's simpler than it tries to look. EXTRA HARD SOLUTION: The numbers only go 1-9. After 9, letters take their place. A=1, b=2, c-3 and so on. Take the number of the letter and add 9 onto it to get the number you need. For instance you have 8>>f<<4>>g, it will equal 8>>15<<4>>16. F=6+9. G=7+9. Before leaving this room pick up the health drink in the kitchen section, then head out of this room. Now, let's find a map, shall we? Exit the room and dodge the monsters until you find the stairway door across the hall (the white door). In the stairway you'll find the MAP OF BLUE CREEK APARTMENT BUILDING to your immediate left on the floor. Okay, now you know where you're going. Unfortunately, every door on the second floor is locked, but there is a note on room 209, so check that out and then head back to the stairs. We're gonna take a trip to the first floor now. In the laundry room to your left is a FIRST AID KIT. Head straight across the hall to room 105 and check out the desk against the wall with the incredibly long riddle, which varies by difficulty. You have two coins at the moment, but there's still one more we need to get in order to figure this one out. Luckily, it's easy to get. (If this is your second time through the game, you'll find the WHITE CHRISM on the table in the kitchen.) All of the other rooms on the first floor are locked besides room 109, so head there. Inside pick up the HANDGUN BULLETS and head through the next door. Here we'll run across Angela again. Cut scene! Afterward pick up the KNIFE and the final coin, the PRISONER COIN, from the table. Now head back to room 105 to get this puzzle figured out. THE COINS PUZZLE: Basically, the solution is different for every difficulty. Here's how you do it for easy: old man, empty, snake, empty, prisoner. For normal it's empty, old man, prisoner, empty, snake. And for hard it's empty, old man, empty, snake, prisoner. Inside you'll find the Lyne House Key the note on the door was talking about on the second floor. You know where to go! EXTRA HARD MODE: This one was pretty complicated but if you read it carefully enough, you can figure it out.but it may take you a bit to. Like the coins in the hazy aether tossed Ours souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid. When thrice in falling they intone The Happiness shall be thy own The first note be not the Horned One rung Though it be there that all sins be sprung The Bringer of Life and The Bringer of Shame The sins of the latter be even more tame. Though coming in the Aged One's wake The Formless One's soul in fear doth quake. The Needless One, silent, with hungers all sated. Is least then in sin With his lusts all abated. For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed. The Aged one is the Old Man, who is in the first slot. He is a bringer of life and shame. It says the Horned One, the Formless One trails behind him on the third falling. Thus the snake coin is in the third slot. Finally, the Needless One is silent and is kept away from sinning, all hungers sated in his prison. Obviously, he pays for his sins by being close to the Horned One so place the prisoner right after the snake. Solution: Old Man, space, Snake, Prisoner, space Inside of 209 you need to cross over into 208 by the open balcony to find some HANDGUN BULLETS, the APARTMENT STAIRWAY KEY, and a SAVE point. You seriously might want to save now. *hint hint*Now use the key you just got on the stairway across the hall from you in the northern tip. Cut scene! **BOSS FIGHT: PYRAMID HEAD** This turns out being easier than assumed. Simply keep a distance away from him, dodging his swings. You don't have to waste one bullet on him. You see, the battle is timed, meaning it'll only last for a certain amount of time. After a bit, an alarm will sound and the pyramid head will retreat down the water filled stairway, which then drains soon after he leaves. Don't follow him or you'll be left "two" die. In other words, he'll cut you in half! After he disappears from sight, take the stairs down and exit out the door. The apartment buildings are done! TO THE PARK: To the west you'll find a FIRST AID KIT, but the road is blocked from there, so go north. Cut scene! It's that Laura girl who was such a nuisance back in the apartment building. After the confusing conversation, continue north. Don't pass up the stairs on the left that lead up to TWO BOXES OF HANDGUN BULLETS! Okay, now cross Nathan Ave. and go to Rosewater Park. Take the first left to get TWO BOXES OF HANDGUN BULLETS and a HEALTH DRINK. Head back and continue north. To the right is another box of HANDGUN BULLETS. Further north to the right is a HEALTH DRINK beside a viewer. Now, you're at the water now, right? Okay, go west and...cut scene! This is Maria, and she is now going to accompany you. She's weaponless, so you pretty much have to guide and protect her. To make things easy, just run, she'll follow and usually doesn't get hit. She CAN die! Don't hit her for fun, you might just kill her. Now exit the park and pick up a HEALTH DRINK being guarded by a mannequin on the right on your way out (it's after you leave the actual park). Across the street is Jack's Inn. You can SAVE with the save point on the trunk of the blue car in the parking area, then get the HANDGUN BULLETS across Monson St. at the corner. Go south on Monson and pick up a HEALTH DRINK at the alley to the left. On Katz go west to find TWO FIRST AID KITS, some HANDGUN BULLETS, and a HEALTH DRINK (not altogether, just along that road). Head back norther and follow Nathan up to Texxon Gas. (If you've seen the Rebirth ending or the three other endings, you'll now find a doghouse with a DOG KEY in the small alcove just west of Jack's Inn) Here you'll find a car with a STEEL PIPE shoved through the hood. Equip this baby, finally something decent enough to use without using ammo! Also spread about the station is THREE HEALTH DRINKS and TWO BOXES OF AMMO.(If this is your second time through you'll find the BOOK OF LOST MEMORIES in the news stand holder by the main station) Go all the way up Nathan to find a decapitated corpse and some HANDGUN BULLETS and a map telling you that there's something at Pete's bowling alley. On your way back pick up the FIRST AID KIT at the Silent Hill Historical Society (which is locked as of now), then go to Pete's Bowl-O-Rama. PETE'S BOWL O RAMA: Cut scene! Maria's going to wait outside for you when you go in. Take the door to your left and another cut scene will start up with Eddie and Laura. The conversation continues as you gain control. Just make your way to the other side of the room and go through the door. Laura runs off before you can say anything and you talk to Eddie a little bit before gaining control again. Head out and Maria will meet up saying that she tried to catch Laura. Run around back and go through the gate door into an alley. Run to the end of it and Maria will tell you that Laura slid through a crack between two walls. The only way to get there is through the locked door. Maria has the keys which she gladly opens. Inside make your way to the front of the bar and grab the FIRST AID KIT. Now head out the front and run down the stretch of the alley back onto the main road. After heading south a bit you'll run into another cut scene showing Laura retreat into the Brookhaven Hospital. Of course, this isn't the same hospital in the first Silent Hill, it's not half as pretty either. BROOKHAVEN HOSPITAL: Okay, when you enter snatch the MAP OF BROOKHAVEN HOSPITAL from the wall, then head into the reception room straight across from you. Inside you can find a save point, a memo right beside it talking of three patients that were held here, and a HEALTH DRINK near Maria. In the next room you'll find a letter that a doctor had typed up. Take the PURPLE BULL KEY and head back out to the main hall. Now go up the stairs to the second floor. Look out for the nurses, they've got some quick, hefty blows here, and there's usually more than one. This is where the steel pipe will come in handy. Get to the women's locker room to find a SHOTGUN and a BENT NEEDLE inside of a teddy bear. In the men's locker room you can find an EXAMINATION ROOM KEY in a bloody lab coat. Now go through the doors across from the stairway. Make your way to the examining room 3 and grab the FIRST AID KIT from the mattress. Before heading out, check out the typewriter with the carbon paper left in it. Take note of whatever number you receive from it, you'll need it later. To sum things up on the rest of this floor for now, make a stop at M2 for SHOTGUN SHELLS and the LAPIS EYE KEY, stop at M3 for HANDGUN BULLETS, a HEALTH DRINK, and a nurse, then drop by at M6 to grab some more SHOTGUN SHELLS and another HEALTH DRINK. Now head back to the first floor. Use the examination room key on the examination door, then go inside. The first part of the room has nothing really, so go into the next part of the room and get some SHOTGUN SHELLS off of a filing cabinet, then read the white board on the wall. If you're playing the game on easy/normal, you'll find a 4 digit number, 7335. If you're playing hard, you'll find a note that says the pin number is "T" this month. Last month it was "X" and the month before that it was "Z." What does this mean? Head to the third floor now and we'll figure it out then. Nurses galore! Take them out the best you can and grab the FIRST AID KIT in the far east corner of the hall. Go back to the double doors and input your code. DOOR DIGIT PUZZLE: This one is pretty simply for anyone playing easy and normal, it's simply 7335. If you're playing hard, you have to figure the digit out yourself. Basically, "T" needs to be inputted as it looks, only in a certain order: 1328, each a point of "T." The doors will unlock, and you can now go to the patient wing. EXTRA HARD MODE: The same goes here as it would in hard mode. The answer is still 1328 for the "T" riddle on the board in the examination room. We got lucky on this one. Unfortunately, this effort is short-lived, for you come across another corridor full of nurses. Blast, hack, stab your way through them and then head to room S3. Cut scene! Maria is feeling ill, she's gonna stay in there from here on. After the scene, grab the ROOF KEY from the table and then head out. Head down to S11 and pick up a HEALTH DRINK and a SAVE point. Now head to the roof. Walk over to the diary and read it if you want. Besides that, there's nothing up here, so head back towards the door. It won't open now? Go to the other one and try it. Cut scene! Looks like the pyramid guy is wreaking havoc once more. You'll hate this, if you're playing normal or hard, you're life will be struck down to the last point before death. Heal yourself if you need to, then check your map to find out where you are. The Special Treatment Room! In one of these rooms you'll find a blood-covered wall. On the wall there will be a four-digit number. Depending on your difficulty will depend on how easily it can be read. Try your best to read it and write it down for later. If there's a number that you can't figure out, just guess with it when you use it later. Now head to room S14 on the third floor to find another puzzle. LOUISE PUZZLE: This box has many locks on it, don't you think? It's quite simple really. Use the code you got from that bloody wall on the turning combination lock, use the number from the carbon paper on the button lock, then use both the lapis eye and purple bull keys. Inside you'll find a few STRANDS OF HAIR. EXTRA HARD MODE: There are no changes here. Everything is still set up the same as it would be on hard. Once again, we got lucky. I was looking forward to squinting at the bloody numbers for a couple hours figuring out awkward slashes that don't resemble numbers at all. Go to the shower room now and you'll see something down in the green ooze-coated drain. Use both the bent needle and the hair to get it out. You now have the ELEVATOR KEY. Now would be a good time to save. Yeah, you know what that means, boss fight coming up. Now go to the elevator and use the key. We're going back to the first floor now to check out what's there. First, stop at C3 to get SHOTGUN SHELLS and HANDGUN BULLETS, then go to C2. Cut scene! Laura will end up locking you inside Examining Room 2?! This can't be good. **BOSS FIGHT: HANGERS** Get out your shotgun and unload on these two hangers with all you've got. The strategy to use here is to run to a corner, turn, fire until one gets close, then run to the other side and fire some more. It's not too hard, but can be if you let yourself get stuck underneath these things. If one does so happen to get you, then pound the buttons like crazy. After killing the first two, one last one will come down. Save your shotgun ammo, pull out the handgun and take this one out. After the fight, things change, an all too familiar noise ricocheting about the room. ALTERNATE HOSPITAL: You're now in the garden, but the area is smaller than the map shows. Speaking of the map, all of your marks from the normal hospital have been completely erased. The hospital has gone through a drastic change, so it'd only make sense to start fresh, just in case other things were now open, right? Leave the garden and pick up the SHOTGUN SHELLS and use the SAVE if you want, then head into the main hallway. I'm gonna tell you this before you head inside room C1 first, so you know to do this before hand. Equip your handgun, then when you open the door, start shooting before the room even becomes visible. You'll know why after it loads. A nurse was about to pounce on you! After taking her out, get the HANDGUN BULLETS and the HEALTH DRINK. There's a FIRST AID KIT in C2 also. Now take the elevator to the second floor. M4 has two nurses, a HEALTH DRINK, and some SHOTGUN SHELLS. Be extremely careful in fighting the two nurses and make sure you kill them with the gun. Stomping them will only give the other an advantage at getting a hit in on you. Exit then go to M6 where you'll find a BATTERY, a BASEMENT STOREROOM KEY, HANDGUN BULLETS, and a FIRST AID KIT. There's a memo on the table that tells you there's a ring in the basement. On the wall is a painting of hands reaching up, searching for something....interesting. Well, that's about it of importance for now, so go up to the third floor by elevator. Take out the new ensemble of nurses, then check out S3 to find that Maria is now missing. There's a good load of pills on the desk, where they ALL hers? Well, either way, you need to leave and go check out S11. It has some HANDGUN BULLETS and an AMPOULE (save any ampoules that you get, they are extremely powerful healing medications and will be needed much later on). On the bed is a poem about an angel. The door beside the elevator is what it's talking about. Check it out when you leave S11 and notice that there's a hand sticking out from the door. Before going to the basement, stop in the stock room to pick up some HANDGUN BULLETS, a FIRST AID KIT, and some SHOTGUN SHELLS. Leave and head to the stairs. In the stairway is a SAVE point. Save if you want, then go to the basement by using the basement storeroom key. In the back of this room is some SHOTGUN SHELLS. After this, push the shelf to the side and head down the ladder. Cut scene! Maria's back and very ticked off. Either way, she's sticking to you like glue this time around. Take the ladder down and get the COPPER RING from the blood, then head back up and take the stairs to the third floor. Head back to the elevator. Put the copper ring on the hand, then head down to the second floor by elevator. Before progressing you'll suddenly hear a strange message talking about a game show called "Trick or Treat," and the freaky part about it is, James is the contestant! Listen to the three questions and see if you know the answers. If not, don't worry about it, I'll give them to you (of course). On the second floor run to the day room and go to the refrigerator. Maria will help you open it and you'll get the second ring, the LEAD RING. Go back to the third floor. Before putting the second ring on, go to the store room and answer the questions to the game show. The answer to number 1 is 3, number 2 is 1, and number 3 is 3. Your prize? Oh nothing really, just FIVE BOXES OF SHOTGUN SHELLS and TWO AMPOULES! Head back to the door and put the lead ring on the hand now. It will unlock and you can now enter. Take the stairway all the way down, stopping to read the blue book on the first bend on the way. It talks about a director's key, whoever writing it being somewhat illiterate due to misspellings and whatnot. Here's the tricky part. Listen carefully, there is only one thing to do in this hallway, and it's very important to do so the second you go around the first corner. RUN! The pyramid head guy is after both of you and if you don't RUN, Maria will be killed and the game is over. Take the corners quickly and don't stop until you reach the elevator. To make things a little easier, know the turns before you get to them, how? Well, I'm gonna tell you. After the first turn, you'll turn left, then left again, then you'll take a U-turn to the right, then another left, then one last right. You're home free. Cut scene! You're home free! You got away from the pyramid head guy! But Maria..... Maria didn't make it... Could she really be dead? You find yourself on the first floor, and the only door that opens now is the director's room. Inside you'll find a MAP with some things that you copy onto yours of places you'll want to stop at. Snatch the HOSPITAL LOBBY KEY on the desk. Laura will run past the window afterward. Chase after her! Save at the front doors, then leave the hospital. ALTERNATE SOUTH VALE: Things have changed for the worse not only in the hospital, but all over town. Before you do anything, let's take a quick run around South Vale and get all of the new items tossed about. Just bear with it and you'll be fine. You'll need all of this stuff later on to be safe. Across from the hospital is a box of SHOTGUN SHELLS. Go south on Carroll and turn west on Rendell. There will be a FIRST AID KIT, a HEALTH DRINK, an AMPOULE, and HANDGUN BULLETS along this end. To the east along Rendell you'll find TWO BOXES OF SHOTGUN SHELLS, RIFLE AMMO, another RIFLE AMMO, HANDGUN BULLETS, more SHOTGUN SHELLS, and a HEALTH DRINK. South on Monson pick up the TWO BOXES OF HANDGUN BULLETS and TWO HEALTH DRINKS, then go east on Saul. There'll be a gate floor to go across with hangers along it. Just run from one end to the other and go through the door to get back to other side of town. Along Saul you'll find a SAVE point, TWO SHOTGUN SHELLS, a FIRST AID KIT, and TWO BOXES OF HANDGUN BULLETS. North on Neely get the FIRST AID KIT to the west, RIFLE AMMO to the right. More RIFLE AMMO and a FIRST AID KIT is at Happy Burger. Pass Sanders and stop in Neely's Bar to read some more personal graffiti on the walls. Back outside get the HANDGUN BULLETS, then head north on Neely some more to get THREE HEALTH DRINKS, HANDGUN BULLETS, and RIFLE AMMO. Go back south to Sanders and go east. Get SHOTGUN SHELLS on this road, cross Lindsey, then get more SHOTGUN SHELLS and TWO HANDGUN BULLETS. Back to Lindsey, go north and pick up the LETTER and the WRENCH at the house on the west side of the road. You'll know which house it is when the camera angle changes on you. Afterward continue north and get more HANDGUN BULLETS. One final box of HANDGUN BULLETS ARE on the east side of Lyndsey right before Vachss Rd. Now go west on Katz. And go through the door that is now open at the end of the street. Head north on Monson and go west on Nathan to get to the Rosewater Park again. TWO SHOTGUN SHELLS are west of the parking lot. Then there's an AMPOULE to the left after you come into the large opening with the statue. Go behind the statue and dig there to uncover a box. Use the wrench on the box and get the OLD BRONZE KEY from inside. Continue around to the other side of the park and go south. The first turn to the west, you need to take. There will be TWO BOXES OF SHOTGUN SHELLS there. Now head back the way you came and go west on Nathan. Grab the RIFLE AMMO at the very end of the road, turn back around and then go to the historical society building. Use the key on the door and enter. (That wasn't too bad, right? Hope you found everything okay). SILENT HILL HISTORICAL SOCIETY MUSEUM: Inside use the SAVE point. There isn't a whole lot in this building at all, just a room full of odd, interesting pictures, including one of our pyramid head friend. (If it's your second time through the game you'll find the OBSIDIAN GOBLET in a broken display case here) Go through the hole in the wall and follow the extremely long hallway down through another door. From here on out, there is no map, but I'll be able to direct you through this, it's pretty direct anyway. Grab the FIRST AID KIT and check out the papers on the desk. This paper isn't yellowed and old for nothing; it's dated back to the 1820's! Go into the next hallway and take out the patient demons and roaches in here. The door to your right is blocked. Turn left and follow the rest of this short hallway to a fork. The dead end is to the left, so go right. A room to your immediate right has some HANDGUN BULLETS inside, along with three gruesome pictures of Toluca Prison and the way things worked back then. Leave the room and turn right to find a room with a large hole in it. Jump down inside and you'll be in a well. To get out check the walls every few inches until James notices an odd spot. Hit it with the steel pipe twice to bring it tumbling down, revealing a door. Go through and into a sewage hallway. There are two or three patient demons in this hallway. Use your pipe and give them a good flogging. The only door that'll open is the one in the alcove to the right. In the short hallway go into the door to the right and pick up the SPIRAL- WRITING KEY. Suddenly the flashlight will go out. Run over to the door and go to the keypad beside it. Now bring up your menu and use the battery to turn the flashlight back on. The room will be filled with roaches now. Quickly use the keypad. ROACH ROOM PUZZLE: A multitude of things can occur with this puzzle, each time through the game, it will be different. Basically, look at the keypad. There should be at least 2 numbers lit up. If so, try as many different combinations with the two as you can until it unlocks. One of the two numbers will be used twice. If there's three numbers lit up, keep trying different combinations until it opens. EXTRA HARD MODE: Nothing's changed here. It's basically set up the exact same. Don't worry. The producers make up for it later. Back outside, turn right and go the rest of the hallway to a room with a door on the ground. Use the spiral-writing key here and jump down the hole. TOLUCA PRISON: James will now find himself in a desolate cafeteria. No wait, cut scene! Eddie seems to be having some problems now too. After he leaves, grab the TWO HEALTH DRINKS, the TABLET OF "GLUTTUNOUS PIG," and SAVE if you want with this save point. Exit out the same way that Eddie did and you'll find yourself in along hallway with our good friend, the patient demons. Take them out as travel up the hallway. On the second table you come across, make sure you pick up the much needed MAP OF TOLUCA PRISON. There are also HANDGUN BULLETS in this hallway. Now go east into the room in the middle of the hallway. It is a showering room. Take out the two demons inside, then grab the TABLET OF "THE SEDUCTRESS" from the open shower in the northeastern part of the room. Now head back out. Head south in the hallway and go into the only door left. It will take you to the south set of jail cells. There'll be patient demons in some of them, so be careful not to get too close. The fifth cell has HANDGUN BULLETS, the ninth has a WAX DOLL inside. In the eastern hallway fight your way north again, picking up a box of HANDGUN BULLETS on the table. The middle room to the west here has some RIFLE AMMO. This is another one of those rooms where you want to start firing before you can see. Otherwise you'll get attacked out of nowhere like the nurse at the hospital did. Back out in the hallway, go north and then west through the only other door into the northern set of jail cells. The first cell has some strange paintings and whatnot inside. The seventh cell has the TABLET OF "THE DEPRESSOR." Head back to the eastern hallway and go out into the large area to the east. In the middle of the vast yard is a scaffold with three nooses. On the front are three slots. Use the three tablets here. When placed you'll hear a yell of a man being executed. Go back to the doors and you'll find a HORSESHOE. Take it and go through the doors. Cross the north set of jail cells back to the west hallway. Don't go through the door at the far north yet, go through the one right below it to find a FIRST AID KIT. Now go north and got through the northwestern door. It crosses over to another hallway. There'll be two demons waiting for you. Go into the room below it to get the LIGHTER from the other half of the room with the FIRST AID KIT. Go into the women's restroom and knock on the last stall. As you leave, something tells you that there was something/someone in there. The men's room has a SAVE point. Across the hall is the office where you can get a FIRST AID KIT, an AMPOULE, and a HEALTH DRINK. Also read the diary on the bookshelf and the magazine on the desk if you want. In the back room there is the HUNTING RIFLE, SHOTGUN SHELLS, TWO BOXES OF SHOTGUN SHELLS, and a box of HANDGUN BULLETS. Back out in the main hall go south through the gates and you'll find a door on the ground without a handle. Melt the wax doll with the lighter and stick the horseshoe in it to make a handle. (Combine and use all three at once) Lift the door and jump on down once more. You'll come out in what appears to be the morgue of the place where all of the dead prisoners are sent. There are tons of bodies stuffed in these holes and it's not exactly emitting a pine-fresh scent either. Quickly make your way to the end of the area and jump ONCE AGAIN down another hole. Now James has come across what appears to be a mine shaft of some sort. Open the door and jump down yet another hole. This time get on the elevator here and pick up the FIRST AID KIT, RIFLE AMMO, HANDGUN BULLETS, and SHOTGUN SHELLS as the elevator starts descending. Good thing we didn't have to jump down this hole, huh? When it stops, head off and use the SAVE point right next to the door, then make your way through it. THE LABYRINTH: Through the door you'll find yourself in a hallway. It will branch off to the right, ahead of you will be a door with wires blocking your way through it. Go back to the branch off in the hallway and follow it. Scope out this meandering hallway, taking out the three patient demons lurking about it. After you have covered all ground, look at the map and head to the east side with the hall going from north to south. Pick a ladder and head down. The second you the gated floor, you know there's trouble. Hangers are below you and the pyramid head guy is patrolling the circle. Run around, hoping that you don't run into the pyramid head, until you find a door. Go inside. In this room you'll find the GREAT KNIFE, that massive, heavy weapon pyramid head had wielded earlier. Also snatch up TWO BOXES OF SHOTGUN SHELLS and race back up the closest ladder. Head back to the middle area of the hallway and go down the south ladder there. There'll be some patient demons. Dispose of them, then follow the hall to another ladder and go up. Here comes the tricky part: THE CUBE PUZZLE: There is a rotating cube in the middle of the room. Behind it is a little indent in the wall. That wall corresponds with the cube. What you need to do is rotate the cube to make a door appear AND a second door that will lead out the other side. For easy and normal difficulties, rotate the box so that the red eyed face is right side up, looking at you. From here you'll either need to rotate the cube left or right, presenting an upside down face. Just look at the wall to see if the doors are there. If not, go the other direction and the doors will be open. For hard mode, the solution is different every single time through. Basically, you'll need to sit and try out each cube face until you figure out the solution. Every time you turn the cube, check the wall to see if there's an opening. Once you get one, check to see what direction you'll need to turn it to open the other one in order to progress on. It's nothing too incredibly hard, just more time-consuming than the easy/normal difficulties. EXTRA HARD MODE: You really have to watch how the room works this time. There is no solid answer here, you just have to mess around a whole lot and hope you get a lucky turn. Just take note of where most of the doors are, then go to the cube and place those doors on the faces of the cube, then turn it to make it look like it would in the room. It's like taking both things and putting them together and seeing what will work. It's not too bad, just takes some time. Once you're able to make it through, you'll find a room with... cut scene! Maria is alive again? Didn't she... but how did she.... Why is she talking like... what's going on? Yes, I know, things are getting very confusing, but interesting. After the conversation, head back into the cube room and grab the WIRE CUTTERS now stuck in the power box by the ladder. Obviously, head back to the door with the wires tied across it and cut your way through, then take the ladder down. This water-filled hallway might confuse you, but I won't let it. There are two ladders. After taking out the patient demons go up the first ladder you come across, the other one will be a dead end. No need to be disoriented, right? In this hallway, turn right at the split to another ladder. Take it back down into another water-filled tunnel. Turn right at the split and follow it around to the other ladder. Back upon dry land, follow the hall to the split and turn right. This leads to another split, turn left and follow it to yet another descending ladder. Follow the hall until it branches off to the left. Take this hall to another ladder going back up. In this hallway there will be HANDGUN BULLETS so make sure you snatch those up, then take the ladder at the other end back down once more. This water-filled tunnel might cause a problem if you want to get TWO BOXES OF HANDGUN BULLETS. Why? Because pyramid head is down here. If you want the handgun bullets, ignore the branch off to the left and continue on. There will be two paths. Take the one pyramid head isn't walking down and get to the ladder in the open room. Down the short corridor, pick up the ammo, go back down, and use whichever path pyramid head isn't in again back to the first branch off. Climb this ladder up to a newspaper. Read it if you want, then use the save point and head through the door. In the hallway you'll hear a scream. Entering the door nearby you'll see....cut scene! Angela appears to be having problems with our next boss. **BOSS FIGHT: DOORMAN** This boss is pretty rough, being stuck in a small room with little time to shoot or evade its attacks makes it even worse. Take out that trusty shotgun of yours and retreat to a corner where you can blast it once or twice before attempting a run. Hope you have a good load of health drinks and whatnot to heal if you're attacked. Overall, it isn't too hard, just very annoying. If it gets you, wiggle the controls like you did with the hangers. After a good 8 or 10 shots, a cut scene will take over. Looks like Angela didn't appreciate your help much. She snaps at James before running out once more, leaving you alone again. Race after her and into the next corridor. In this hall are two rooms that correspond with each other. In the first room you'll find six dead men with a piece of paper tacked to their foreheads describing their crimes. There is a Kidnapper, an Arsonist, a Counterfeiter, an Embezzler, a Murderer, and one who inflicts bodily injuries. Take note of each of them, then exit and go to the next room. There will be six nooses hanging from the ceiling and a riddle on the wall. SIX HANGMEN PUZZLE: Each difficulty has a different riddle, meaning each has a different solution. Basically, you need to find out which person of the six was wrongfully accused of their crime and pull that person's noose. If you can't figure it out, here's the answers: Easy mode is the Kidnapper, normal mode is the Arsonist, and hard mode is the Counterfeiter. Pull the innocent man's noose then go back to the other room to find the KEY OF THE PERSECUTED where the innocent one once stood. Take note, if you pull the wrong noose, up to four demons will appear in the hallway (differing by difficulty). EXTRA HARD MODE: The riddle: We may visit death upon the head Of the sinner but to what avail? In the name of retribution, We took part in a bitter Comedy this day. Yes, hanging as you do, By the neck, Unforgiven and cursed by all. Five of them committed crimes, Sex went out for a drink and Were captured there. Only one of them was innocent, But they knew not that. The bloodstains remaining Are proof of their guilt. Trodden upon and thus created, They are the paths to Hell or the Void The white bandages stained With crimson, The remains upon the scorched Black earth, The whispered cries of The maiden. They are but a meaningless Contract. They are also signs of guilt. But one of them was Done without reason. It was done out of fear And a ripe imagination. Spinning alone at the End of a rope It is nothing less then A disgrace to us all. Okay, how do you figure this one out? Simple really. It can't be the murderer or the man who gave bodily injury for there are bloodstained bandages. It's not the kidnapper, for there was a maiden crying in a whispering voice. Makes sense, right? Scorched earth, the arsonist is out. That leaves the thief and the swindler. Now, which one would make more sense when it comes down to doing it out of fear? That brings it down to two more and the only one that fits is the thief. So, knock the swindler off the list and pull the thief's rope. Use the key you have just obtained on the cuffs at the end of the hallway. Use the valve to raise the cell gate and go down the ladder. Run past the first locked gate on your right and enter the door straight ahead of you. Cut scene! Maria is dead again?! This time it looks fatal, her face obscured. She is definitely dead this time. Head back out and go through the now unlocked door leading to the last corridor. Here you'll find a FIRST AID KIT. Continue on to come across a graveyard. There are THREE BOXES OF SHOTGUN SHELLS spread about the room and a SAVE point. You might want to use it. In between two of the graves is an AMPOULE.(Take note, each of the graves that have been made have a grave stone with the Eddie's, Angela's, and Jame's names on them...freaky) After picking it up, jump down the far left hole. When you land, equip your shotgun and load it full. At the end of this corridor, we'll be running across someone for the final time... **BOSS FIGHT: EDDIE** After the cut scene instantly start blasting him with all you're worth. There is absolutely nothing you can do but fire back. Once you feel our health getting low, use R3 to heal by pushing it in. If you go into the menu screen, you'll be more vulnerable to a shot from Eddie. His gun has 6 bullets, so when he runs out, blast him some more. He might attempt to hit you in his desperation, but they aren't half as bad as taking a shot. After he's about to die, he'll race into the next room. Here's your chance to reload, heal, and snatch up TWO BOXES OF SHOTGUN SHELLS. Now we have a better chance at protecting ourselves. In the meat freezer, after the cut scene, hide behind a big piece of meat. After some time, Eddie will come and check out what you're up to. Simply strafe around the meat, keeping out of sight and Eddie will eventually lose sight of you. This is the perfect time to give him a good shot. Afterward, just do the same thing. Eventually, he'll resort to beating the crap out of you, which is much easier to take. Just trade him a blast for a punch. 8 or 9 shots will lay him flat. Watch the cut scene, then exit out to the docks. Use the save point on the barrel, then hop into the row boat. We're going our final destination. SECRETS ENDINGS: 1. "Maria" Follow these guidelines to get this ending: You need to make sure you go exactly where Maria tells you. Make sure she isn't hurt much at all. When you make it to West South Vale, make sure you spend a good amount of time with her, before the hospital especially. Once you leave her in the room in the hospital, make sure you check up on her often. After you leave her cell in the Labyrinth, attempt to go back in. Before the final boss in the long corridor, don't stick around to listen to the conversation. Follow these and you should get it. 2. "Rebirth" The only way to get this ending is if you get all four of the new items available the second time through the game, which include the two books: Lost Memories & Crimson Ceremony, the white chrism, and the obsidian goblet. 3. "In Water" Things to do to get this ending is as follows: Examine Angela's knife. Read the diary on the roof of the hospital. Make sure to listen to the whole conversation over the headphones in the hotel. Make sure to listen to the entire conversation with Marie in the long hallway before the final boss(if you don't even hear a conversation, then you're pretty much guaranteed this ending). Throughout the game if you're ever seriously injured, don't heal immediately, wait a few minutes if it's safe to do so, then heal. 4. "Leave" Follow this basic guidelines: Keep yourself healthy, don't fight very many enemies with melee weapons all while attempting not to get hit. When you first meet Maria, don't make her remind you of the way to the hotel. Don't go east after leaving the park either. Hit Maria with the wooden plank two or three times. In your menu, examine both the picture and letter from Marie. After meeting Maria at the park, try to get her to the room where she feels ill in the hospital (S3 room) as soon as possible; the less time spent with her the better. Listen to the whole conversation in the long hallway at the end of the game before the final boss. 5. "DOG" To get this silly ending, follow these basic guidelines: Get either all three of these endings "In Water," "Leave," and "Maria," or get the "Rebirth" ending to unlock the dog key. Get the dog key from the doghouse near Jack's Inn and use it in the Alternate Hotel after you have watched the video tape to enter the Observation Room on the third floor. If you want to see another ending instead of losing all of your game to get here, just save before going in, that way you can pick back up where you left off and see a different ending. SECRET ITEMS: The CHAIN SAW: The second time through the game you can find this on the trail leading to Silent Hill. It's across from the ranch where a pile of chopped wood now sits. The CHAIN SAW is there for the taking, so snatch it up and get ready for some fun. Hyper Spray: This is only obtained after seeing one ending twice. It is in the camper on Saul St. and will come in a variety of colors depending on your ranking. Perfect ranking will give you a green spray that kills ANY enemy, ANY! If you almost had perfect, you'll get yellow, which will stop doormen, the door boss, and Eddie. Doing a good job will get you white, which stops mannequins, patient demons, and nurses. A poor job will give you purple, which stops all above enemies and the pyramid head. Book of Crimson Ceremony: The book written by the Voice of One from a long long time ago, now forgotten. It explains how to use the Obsidian Goblet and the White Chrism. You can find it in the Reading Room of the Alternate Hotel on the second floor. (Thanks to Arthur Orlov for this location) White Chrism: A vial of white oil that you can get in the Blue Creek Apartments in room 105, it's on the kitchen counter. Obsidian Goblet: This goblet is in the Silent Hill Historical Society building in one of the broken display cases. Dog Key: This key only shows up after seeing the "Rebirth" ending or after seeing all of the other three endings. It's inside of a doghouse on Nathan Ave. right beside Jack's Inn. Book of Lost Memories: This book is found at the newspaper stand on the corner of Nathan Ave. and Carroll St. right there beside the Texxon Gas Station. ========= Plot Guide ========= 1. The town itself Silent Hill was and is a normal resort town, perfectly similar to any other town, except that it is home to a small cult that sells narcotics. There are 3 towns, normal Silent Hill, Dark Silent Hill, and Fog Silent Hill. In the original game, it is made clear that the cult, headed by Dahlia Gallespie is after raising a demon, one of the old Gods, Samael. He is an eagle-winged beast with winged ears and a dog's snout, legs of a goat and arms of a strong man. Members of the cult include Dahlia Gallespie, Dr. Kaufman, and two others, one oriental doctor and another man. Dahlia, in charge of the cult, learns that Samael can be raised in an unborn infant, and proceeds to do ancient rituals to get her baby, conceived with Kaufman, to be that infant. She fails however, and only gets half of the angel, resulting in Alessa. She then decides that she will try again, for the other half, and has Cheryl. Neither of these children is normal, and thus cannot be assumed normal. Alessa is burned alive, in an attempt to raise her power, so that the cult (Dahlia) can draw off of it. She never heals, and in order to tap the power, must be kept alive. Kauffmann does this, but he needs an assistant; enter Lisa. Lisa works for the cult for a little while, seven years, then decides that it is evil, and puts the new baby, Cheryl on the side of the road. Alessa, being angry, and imbued with great power, creates dark Silent Hill. She hides her soul in this world, from her mother, who cannot enter this realm. However, as her power comes from Samael, Samael is now introduced into the town, and his presence will never be fully erased. Thus even after Alessa is killed, the town retains the power to be black and evil, or foggy, depending upon the person entering the town, and their character. Dahlia also gains her dark power from Samael, which she uses to create fog Silent Hill, where she hides from society to do her worships. She summons Cheryl to this town, along with Harry, so that she will reach Alessa, and get the other half of the god. She believes that Cheryl, the other half of the god, will be drawn to her sister's pain, and thus Dahlia will find Alessa, and make the dark god whole. After Dahlia dies, Samael retains this dimension as well. Harry eventually comes in contact with Dahlia in her foggy realm, and gets the Flauros, an item able to summon the light power of the Archangel Metatron. When Harry finally confronts Alessa, she is matured in her dark power more than Cheryl, and so she fights for what Harry sees as evil, whereas all Alessa is really trying to do is escape the pain she is inflicted with. Harry uses the Flauros, and Metatron comes to counter the evil effects of Samael. Now that Metatron has entered the town, his essence too will never be fully removed. Dahlia finds Alessa thus, and brings her together with Cheryl, whom she has taken. (Not truly by force either, because Cheryl is drawn to her sister). Then Harry finds Alessa and Dahlia, and he puts an end to Alessa/Samael. Samael is evil and thus Alessa is bent on destruction, due to the evil his power is used for. Once his form is destroyed, he is weakened, but his essence remains. Only evil people are allowed to enter this darker realm of Silent Hill. The town is somewhat of a smaller world in itself, because it is good and evil. Once Samael was summoned into the child, and Metatron was summoned to do battle, they both retained a special place in their hearts for Silent Hill, because it is somewhat of a battlefield for good and evil. In this manner, each person coming into the town is either allowed into the normal, almost saintly town of Silent Hill, or the darker realms. The normal town is a resort town, and it used to be a sacred area, says Mary. The normal town is still imbued with happiness and light, and this is why Mary wanted to go to the town again, and overall it is a wonderful place to be. It becomes even more so when the darker realms are separated from the light, leaving almost Heaven on earth. Neither good nor evil can outdo one another, but they can make sure that the other does not overstep their bounds. The history of the town also lends itself to a Jihad, because of the evil that had occurred in the past. Then James enters, having left only a week prior, but now he has a sin on his soul. James gets into Silent Hill, and is thus brought to Hell for his wrongdoings. 2. History Silent Hill has had some bad occurrences in the past. There was evil all the way back from the Civil War, where a garrison was formed, and the town turned into a prison. Prisoners were all executed, regardless of crime, by either hanging or piercing. The guards and inhabitants who allowed this inhuman treatment to go on were evil, and their souls still haunt Silent Hill, a sort of purgatory if you will. They now act as minions of Samael. There have been several accidents in the town as well. A boat on Toluca Lake disappeared, and it is assumed it sank, with no survivors. The lake used to be a swamp, and it is where the prisoner's bodies were dumped. The water would be murky red. There was also persecution even before the war, of a Christian woman, and there have been traitors and killers in the town off and on. There was a killing of two small children, and the perpetrator was sentenced to life, but committed suicide with a spoon, 2" deep in his jugular vein. 3. Monsters Monsters are created in Silent Hill either by Alessa/Dahlia, or by the person's mind, because they have entered into the darker town for sins on their soul. James sees enemies reminiscent of Mary's illness, while Eddy sees people making fun of him. Angela sees fire and her father trying to subdue her. None of these manifestations were real, but they become real, and each person sees them differently. These three people see them in these ways: Angela/father, James/monster (human, if Eddie killed it), Eddie/Abusive Person. Laura sees nothing because she is without guilt, but she is in the town to guide James, and because she was special to Mary, so she is brought into the foggy world of Silent Hill just as a sinking ship brings down the objects around it. She is not really in the foggy town, but in the normal/haven town. She just appears in both. In the first game, Alessa created monsters to stop Harry from getting to her, and Dahlia made weaker monsters to emulate the worlds, and make Harry somewhat feel like he's at home. The monster Alessa created all have something symbolically that little girls fear. Caterpillars, moths, lizards, nurses, doctors, and other frightening children. Small children also fear birds and dogs. The monsters James sees are related to Mary's illness, and what he remembers when he thinks of her. The patient demons, obviously, represent patients, and the inability to support ones self, e.g. Mary. The nurses remind James of the hospitals. The doormen remind him of the pictures he has of Mary, which are all that he has now (if one looks closely, one can see that the doormen are actually forms moving in a picture frame. This is demonstrated when you see a doorman on the wall in the burning hallway with Angela). The bugs demonstrate decay to James, and the death of his wife. The mannequins represent first of all the doll Mary had become to him; something to look at, nothing more. They also represent the inability to move, i.e. the phrase "two left feet." You know what I mean. 4. Characters/Appearances (this section is devoted to analyzing characters and their role in the game, from a slide by slide viewpoint). Harry First I'd like to make it clear that Harry is a lowly writer few have heard of. This is stated somewhere in the game or the booklet. Harry is the adopted father of Cheryl, and after finding her raises her lovingly with his wife until his wife dies. He then goes to Silent Hill, for a vacation, and crashes into Alessa (who has made it the dark world, unbeknownst to him). Alessa is searching for her sister, and Harry is now in Silent Hill. He becomes Dahlia's servant, finding Alessa, because he thinks she has Cheryl, while Dahlia herself really does. He then saves all of humanity however, when he eradicates Samael's incarnation in Alessa. Alessa/Cheryl is pleased with her father, knowing he meant well, and aids him to the normal world again. He also exits with Cybill, showing that he will probably take her as a wife, having had similar experiences that no one else could identify with. Alessa Alessa is actually in a hospital, or in Dahlia's home at any point in time, but she is metaphysically in her realm. She is hurt, and she was burned at an early age, so she does not really know what is happening to her, she is just hurt and confused. In Silent Hill 1, there is a text in the school that explains poltergeist activity. Studies (real studies) also show that teen-aged girls are the most able to project telekinetic energy into real forces. This explains the crashing of windows Harry often heard, and it explains a lot of the weird happenings. If a poltergeist is strong enough, members of the household may hallucinate, and see different things than any other given person. This is because they live near the teen. Because Alessa holds in her half, or more than half of Samael, her telekinetic powers are enhanced, and she is also in pain, which will add power to her telekinesis. Her telekinetic power is once again demonstrated when she pushes Cybill backwards at the conclusion of the game. She is Dahlia's gate to eternal power, and a new, darker world. Appearances Road: Harry is driving into town, and hits Alessa. She is here, because she senses the presence of her sister, and she wants to see her. It is not to complete Samael, but it is partially that, because Samael inside of her wants completion. School Basement: She appears here, after Harry beat the lizard. Alessa, as a child, is pleased that you have killed one of her nightmares, but Samael inside of her is angry that you have defeated his minion. Alessa, thus somewhat smiles at you, as she disappears. Lighthouse: She appears here, knowing that you are after Cheryl, and not wanting you to take her. The symbol on the ground is symbolic of Sammael, and thus at this sighting, the darker side of Alessa has sway. Carnival: Alessa appears here because you are getting too close to her, and Cybill, who she has taken control of, failed to stop you. She has to deal with you herself, and this is when Metatron's essence comes in, and defeats the evil inside of Alessa momentarily. However, Dahlia is allowed into Alessa's darker realm because of her momentary weakness, and recaptures her. She is then brought away with Dahlia. Stairs in Nowhere: Alessa is a child at this moment, and it is just a view of Alessa right before her mother was going to burn her. This is the last time she is a child. She yells "no, no, I don't want to," because she already is confused, but knows her mother is going to hurt her. Final Room: Here, Alessa is back in her realistic form, her power being drained by Dahlia. Her dark realm remains, but Dahlia is in control of it, with Alessa's own power. She is once again bandaged fully, for the puss and blood still leak from her body. When forced to fight, she either does so because of her mother's power over her, or she falls, as Sammael is brought into existence before his time. Lisa She was the nurse of Alessa, and Cheryl, and she is addicted to the drug, White Claudia, which caused hallucinations similar to dark Silent Hill, and she did the right thing, bringing Cheryl to the side of the road. She only appears in the dark world of Silent Hill, so one can wonder how she got there. The answer is most likely that Alessa remembers her as a kindly caretaker, and has placed her soul into her dark realm. This way, Lisa only remembers what happened when she brought Cheryl out of the town, and came back. She was probably killed by Dahlia for her insubordination, and her soul is kept in dark Silent Hill, where her soul went immediately after dying. Appearances Hospital: Here, Lisa first appears to Harry. She is hiding in a room, under a table. She is unsure of how she got to where she is. She is, however, a memory, a soul, brought back by Alessa's will. This is why you will only see her in the darker realm of Silent Hill. Hospital: After passing out in the antique shop, you wake up here, with Lisa. She has almost a demonic look in her eyes as you come to. This is because she was just about to drink your blood, or suck your power, or whatever it is that the other nurses do to you, but then you came to. She has to shove back the evil urges within herself, brought on by Sammael, and be human again. She tells you you were having a bad dream, because she doesn't know what's happening, and to her, you were asleep when you were in the other world, but intangible until you entered that realm completely. Hospital: Here, after having gotten through the dark realm of the town, to the hospital again, you find her, in the same room. She is relieved to see you, but cannot leave the room, because of Alessa's control over her. Alessa does not want one of the other monsters hurting her. Nowhere: Lisa is here, as Sammael's power is weakening, and she has made her way here. She realizes what she is, that she is no different than another animated corpse in this realm. However, she is different, because she has a soul, and the other monsters are soulless. She then goes for James, not to attack him, but for security, safety, (a hug). She falters, and dies, partially because her physical form is falling apart, partially because James is afraid, and can offer no friendship. Final Room: Depending on your ending, she appears here to drag Kaufman to his doom. This is a double meaning, because Kaufman is more than likely the one that killed her. He has no qualms with using a gun, and she became too much of a trouble, as seen in the opening cg where she shakes off his hand. So this is revenge. Also, Alessa does not want Kaufman there, because he caused her much pain, by throwing the Aglaophitos at her, and by burning her. Dahlia Dahlia is the head of a cult that worships angels, particularly fallen ones. She is the one maintaining the evil. She wants Samael's evil power, and she created the two children. She created Alessa, but one human form was not enough to hold the dark power, and so she had to create another child, after getting everything from Alessa that she could. She wants to get to Alessa, and eventually does through Harry and Metatron. She is playing both sides of good/evil, a real schemer. Her realm is maintained even though she dies. She also sells White Claudia in order to finance her cult, and to get aid from lesser members. She is the "bad guy" of the first game, and overall she starts the whole problem with the town that we know and love, Silent Hill. She gets Cheryl to come to her, by drawing on her as a mother, and then she uses Cheryl to bribe Harry to move faster, try harder to get to her, thus to get to Alessa. Dahlia also takes control of the darker realm of Silent Hill after Alessa comes under her control again. Appearances Church: This is her preliminary meeting with Harry. She is here to give him the Flauros and the key to continue his mission. In a bad sort of way, she is there to help Harry along, because in the end it means she accomplishes what she wants. Jesus on the cross is symbolic, because it represents the suffering of Alessa. Hospital: Dahlia comes in person, having called Harry from the darker Silent Hill, to urge him on, to move faster. She is getting impatient. Boat: Once again, Dahlia is impatient, and urges you to move faster. Carnival: Dahlia has finally succeeded, in that you have found Alessa for her. She takes Alessa, and leaves. However, she has unwittingly released Metatron by giving you the Flauros, and now he is here, to counter any excessive evil. Stairs in Nowhere: Dahlia's essence is trapped in a rendition of her, right before she burns Alessa, wanting more power from her. This is an early view of Dahlia. Nowhere: Dahlia is about to raise Samael, but it is either too early, or Kaufman steps in, depending upon your ending. She has both children, and she is planning upon starting the ritual. Depending upon your ending, Cybill is there also, trying to stop whatever is happening. Then Kaufman steps in and throws the Aglaophitos at the "Mother," (Cybill and Alessa joined) and Samael comes out. Either way, Harry beats the incarnation. What is not guaranteed is whether Harry gets Cheryl as a child from the "Mother." Kaufman shoots Dahlia, or she is killed by the "Mother," but either way she dies. Strangely enough, she dies happy, having her goal met. Kaufmann He inseminates Dahlia, and sells the drugs to tourists. Besides being in the cult, he is left in the fog Silent Hill, being summoned there by Dahlia because he is an important member of her cult. However, she neglects to tell him this, and he sees it as a quick trip to Hell. He is unhappy with his transition from normal Silent Hill to fog Silent Hill, and thus uses Agloaphitus to end Dahlia's spree if you save him. He is in the hospital trying to find out what happened when you find him, and he shoots you in the arm, or another minor location. Once he finds Alessa and Dahlia, Alessa summons Lisa to do away with him, for aiding in her torture. Appearances Hospital: Kaufman first appears in the hospital, not knowing what is happening. Dahlia has brought him to her fog realm, and he was at work when it happened. Now he is just confused and unhappy. His stash of Aglaophitos has all but been destroyed, and he's angry at Dahlia. Indian Runner: He is here, nearly dead, attacked by a teddy bear creature. Harry saves him, and he leaves, thankful. He was there to pick up drugs, which he was apparently low on. Bates Motel: He appears when you find the Aglaophitos in the motorcycle. This is his secret stash, and the fact that you are messing with it angers him. He threatens Harry and leaves, to find Dahlia. Final Room: Dahlia has control of both dark Silent Hills now, so he can make his way to this darker basement, and use the Aglaophitos on "Mother," to stop it. However, Sammael is only birthed prematurely, and Harry has to fight him. Kaufman is then brought to Hell for what he did to Alessa, and Lisa. Cybill Cybill is in Silent Hill not without purpose. She was accidentally brought into the fog town by Dahlia when she came in at the same time as Harry. Dahlia realizes that there is a use for her, when she draws Harry into the town. She is there to help him along, and when she leads Harry to Alessa, Alessa takes matters into her own hands and controls, then attempts to kill Cybill. Overall she is not meant to be where she is. She was working together with the Silent Hill P.D. to investigate the drugs, but of course could find no evidence. Appearances Intro: Cybill passes you on the road, on a routine check of Silent Hill for drugs. You later see her bike, which leads you to wonder what happened to her. Having seen the broken road, she got off and walked into town. Diner: She is here, having saved you from the child demons. She makes no mention, so as not to scare you. She also gives you a gun, and advice, telling you to stay near. She doesn't know what is happening, and as an officer, she is only trying to protect you. Antique Shop: She finds you here, after having followed you. She wanted, once again, to help you. When you go in, she loses you again, and goes off looking on her own. Boat: She meets you here, trying to help you with Cheryl, and to find out what is going on. She goes somewhere else while you check the lighthouse. When you get back, she's not there. Carnival: Here, Cybill has been taken over by Alessa, because she is helping you to find Alessa. So Alessa plays you off against each other, and you can only save her with the Aglaophitos. If you save her, she and Harry talk about why this is happening. You are familiars, because both Harry and Cybill don't know what is going on in the least. Final Room: Cybill is here, trying to stop whatever is going on. She is quickly knocked aside by Alessa however. Cheryl Cheryl was born X-Gallespie-Kaufman. After Lisa took her from the cult, Harry found her and raised her as his own. She was eventually drawn to Silent Hill by Dahlia. She is also drawn unknowingly to the pain of her sister, because she is good still, due to the love Harry gave her, as opposed the pain Alessa received. Cheryl/Alessa is reborn, depending upon the ending that you get, and Harry, we assume, takes care of her as well, and she is raised as a normal child, most likely named Cheryl. Appearances Jeep: When you start the game, Cheryl is just a happy little girl with her sketch book. She looks like an ordinary child. Crashed Jeep: You see a shadow of Cheryl in the mist, and go after her. She is already being drawn to Dahlia, and Alessa, her mother and sister. She is safe in both realms though, due to the realms keepers. School: Cheryl is calling you from a phone, because Dahlia wants to meet with you, and Cheryl is with Dahlia. Though Cheryl is with Dahlia, Dahlia can force her image and voice into this realm via phone or TV. Town Center: The screens on the wall show Cheryl, asking where her father is. This is once again Dahlia, trying to get Harry to try harder, because she relies on him to find Alessa, and he wants to get his daughter. Final Room: This room has Cheryl already in form for the creation of Sammael. She looks like Alessa, because she is actually the other part of Sammael. Alessa is the burned form. James: James killed his wife after 3 years of a painful disease. He then feels guilty, and makes up a story of his own in his mind, which he then convinces himself of, and goes to Silent Hill after getting a letter in the mail from Mary, sent by the nurse at the hospital most likely. After Maria died, the nurse sent the letter. James then drove home, having convinced himself of the story he had made up, received the letter, and then you find him as he is in the beginning of the game: incredulous that a dead wife has written to him. He did love his wife, but when she grew sick, he did not know how to deal with it, and it began to anger him that he could do nothing for his wife, and that she was helpless herself. In confusion, he killed her, hoping what he had done was right. Depending upon your ending, he justifies his killing in different ways. Appearances: Mary Mary was James faithful, loving wife. She grew sick, and she stayed alive for the full 3 years expected of a dying person with her disease. (There is a statement somewhere in the game of a doctor saying she could live anywhere from 6 months to 3 years). We do not know the disease, but we can assume that it had no cure, and that it was a wasting away disease (similar to the plague). When she grew ugly, she felt ashamed, and lashed out at James when he tried to act helpful. They were both confused and helpless, and thus she acted ungrateful often, but really she was just sad to die, to leave him, and not wanting his or her pain to be prolonged. Appearances James's Picture: Here is a picture of Mary, and we all know a picture is 1000 words. She is not a superstar, but she is attractive, and she has the bearing of an average loving female. She dresses meanly, and her smile portrays a lot of love for James. James's Letter: Here is the traditional intro that we all know. "In my restless dreams I see that town, Silent Hill...special place." This is only the first half of the actual letter (or the first 1/6 or 1/8, considering how long the other half is). ?Conclusion: Depending upon your ending (2 of the normal 3, Water/ Leave) you will get to talk to Mary for a short time. Depending upon your ending, James treats her in different ways. If you got the water ending, James is so glad to see her, that when she dies, James is once again thrown into darkness, and he commits suicide, by driving into the lake. If you get the leave ending, James is glad to see her, but he is a bit cautious of how she will feel about what he did to her. She reassures him that she is happier now that he killed her, and the fact that he came after her shows he really cared, and that he is a good person. Final Letter: James receives this no matter what ending he gets. It shows that though he may have been inhumane, Mary's intentions were always noble. She explains that she did treat you badly, but that it was because of the sickness, and her inability to stop her oncoming death. She loved James, but depending upon your ending, James may not have loved her. Either way, Mary comes out with almost saintly proportions. Angela She was abused and molested, along with her mother, by her father. She is also schizophrenic because of her need to put the damage done on someone else, leaving her other personality harsh and angry. Though the game seems to point to Angela having killed her father, there is no concrete fact within the game, so I revert to criminal and sexual abuse studies, which point out that in this situation, it is much more likely that Angela's mother killed the father, not Angela herself. Then Angela took the knife, having seen her father dead, and holds onto it, thinking it is the last she will remember of her father, and also it represents safety to her from her father, as well as the last resort to life itself. She says at one point that her mother says she is bad, or wrong, or something to that nature. What her mother is saying is that she deserved what her father did to her. She is not saying that Angela killed her father. The mother too was afraid of the father, and thus she had to justify his violent tendencies, and she justified them by making Angela into a bad child in her own mind (the mother, this is). People often tell me that the gravestone in the second cemetery shows that Angela is guilty. I don't believe this. I think that it shows that similar to "The Matrix," Silent Hill allows the people in it to feel exactly how they want to, and if Angela FEELS guilty, then she gets to go to the darker Silent Hills, because she THINKS she has done something wrong. Sex crime victims often feel that they are to blame, not the offender, especially if the offender is a family member. Appearances: Cemetery: Angela is actually the first character we meet in the game. She is in a cemetery on the outskirts of town, looking for the grave of her Father. She tells James however that she is looking for her father and mother and brother in the town, as if she did not know that her father at least was dead. Angela is still in denial at this point that her father is dead. She has the knife at this point, but it has not yet made its appearance, because this is the most sane Angela ever gets. She is looking for her father in the town because part of her wants to believe that he is not dead, but another part knows that he is dead, and is trying to prove the other part of her wrong by finding the gravestone. West Wing Apartment: Angela is in a passive state in this meeting. She is holding the knife, probably having remembered that her father is dead, and that she is safe as long as she has the knife. She is already seeing the fires around her now, but there are no monsters in the room, so she does not see her father in this room. The teddy bear outside the door shows that Angela is thinking of her childhood. She is looking in the mirror to determine who she really is, because she honestly doesn't know. Room in the Labyrinth: At this point, Angela sees the thing James sees as a monster to be her father. She is practically catatonic with fear in a corner, and she sits still while James kills the creature. She says "No daddy, don't," which is a key clue to realizing that Angela was very young when her father abused her, and that he most likely sexually abused her, because telling someone who's angry "don't" will get you nowhere, but if he is acting friendly towards her, in order to violate her, her saying "don't" can be construed as a request of a friend, a plea if you will. After you kill the creature, she drops a TV on the creature, which symbolizes her hate of what her father did to her. However, she then falls to the floor and retches, which shows that just that act of hate is enough to make her queasy. Then she addresses James, and becomes suddenly violent in attitude, in order to defend herself from anyone she sees as a danger, I.E. any male figure. James has saved her, so she looks up to him, but the only other male that she looked up to was her father, so James reminds her of her father, and she gets very defensive. Hotel Burning Hallway: This is the final encounter with Angela, so it attempts to sum up her meaningfulness in the game. She knows that whether it was her, or her mother who killed her father, she will never live in peace again. She asks James if he thinks he could protect her, of if he would just force her, like "he" did. She then realizes that James cannot help her, and she walks off into the blaze, most likely to her death. Eddie is not a victim. He is crazy, and more specifically, he is more or less a sociopath. He killed a dog out of desire to see it die, and then his evil mentality led him to the darker realms of Silent Hill. After finding that killing made him feel strange (not guilty, because sociopaths do not feel guilt), he decided that he needed an excuse. He wanted to see the dog die, and after that he wanted to see people die. After that, he makes it clear that he is making people in Silent Hill, and then killing them. He finally attacks James off a single remark, because secretly he wanted to attack James too, and James kills him in self-defense. Appearances: Apartment Bathroom: Eddie is found vomiting in a bathroom, in an apartment with a dead man. The man has been shot. We can assume that it was Ed who killed the man in 208 as well, and he who filled the room with the carriage in it with shell casings. He is sick because he feels strange about the killing, not bad. It is just quite a change for him. He is excited as well, at the fact that he has completed what he wanted to do: kill a person. Though they were not actually people, they were people in his mind, and he killed them in reality, because the town manifested the images in his mind into reality. Bowling Alley: Eddie is here with Laura. He feels good around others, because it makes him feel less strange, like he feels when he is alone. He feels different when he is around other living beings than he does when he is alone, which is why he feels the need to kill. He treats Laura well because he enjoys smaller children, especially their innocence. Prison Cafe: Eddie is here, having killed more people, but his glee is short lived when James falls into the room. He suddenly realizes that he is not supposed to be doing what he has done, and he makes up excuses. Here he is holding the gun, and we get to see his transition as he realizes that what he did is wrong. He then runs out, not wanting to have to face James's questions. It's also symbolic that Eddie is in a prison, a place for convicts, and he is in the cafeteria, which sums up his excuses, and maybe he even makes up the excuse here. Jame's Grave: Eddie has finally overstepped himself, and has killed a lot of people without guilt. He tells James another excuse when James seems unhappy with his explanation. Then, of course, he realizes that he doesn't want to have to deal with Jame's probing questions, and his questions about his own morality, and he attempts to kill James. Eddie, by some sixth sense, knows that James is in this town for his wife, which he killed. He then calls James a hypocrite, and he tells him that he's not guiltless either. However, more than being true, this is just more justification of what he is doing, hoping that James will think as he does. Eddie then dies, and James has to think to himself about what he has done. Maria Maria is a creation of James imagination. He needs to feel less guilty about what he has done, and creates a fantasy women similar to Mary. She fawns over him, yet also asks biting questions. Every time he sees her, he pretends to want to see his wife more than her, to make his facade even greater (to himself), but he must see in the end that Maria is of his own making. He must let her go in the end, and realize that his wife is gone. Maria says, "I am, if you want me to be," which brings up the point that she will do whatever he thinks of. She has the key to the strip club because that is as far as his fantasies go, whereas many males today would go much farther. It is important to remember that James created Maria, and she does what he subconsciously wills her to do. Appearances: Rosewater Park: This is her first appearance, because this is where James expected to meet his wife, but he knows that in reality she is dead, so he creates Maria here, to pretend he still does not know that his wife is dead. He pretends to think that Maria is Mary, then be unhappy when he finds her not to be. Silent Hill has turned James' desire to see a female in the park into reality, and she bears all the things James wants in a woman, which include Mary's looks, though the clothing is a bit more risky. She knows that James is going for the hotel, and she knows everything that Mary knew, because she is an incarnation of Mary, through James. Mental Hospital (S3): Here Maria waits, knowing what will happen to James when he goes downstairs. She takes some pills, because she is almost the same as Mary in Jame's mind, so she too has a disease. Mental Hospital (C2): After James' battle with the feet, he is wheeled out into the outside area on a gurney. Maria is responsible for this, and she calls his name, in order to simulate him dying, and being wheeled to an emergency room. However, she is doing the opposite, leaving him outside, to show that he is getting the opposite of help, he's getting left behind. In Jame's mind, Maria has to fight the image of Mary, or else he will be regretful, and remember what he did. So Maria does this in order to show that if Mary were in his position, she would hate him too, so what he did was justified, and he deserves to have Maria instead of Mary. Mental Hospital (basement): When James finally finds Maria here, in order to keep up his facade of looking for Mary, he has to pretend he is sad it is not her when he finds Maria. Maria however, has to fight for James affection, so she acts angry in order to get him to want her more than Maria. She then acts concerned for Laura, because Mary too would have acted concerned for a child. Mental Hospital (long hall): When James is running, and Maria dies, one of the evils of the town, a Pyramid Head, kills Maria. This is done by Samael in order to make James feel even worse about killing his wife, because it is like it happening all over again, and he is a bystander this time and cannot do anything. He has to keep up the facade that he loved his wife, so this strikes a great emotional blow to him. He sees himself in the past as the Pyramid Head, and it is like watching himself kill Mary, so he agonizes over it. Labyrinth Cell: Maria is alive again, because James once again has need to believe that he is actually searching for his wife, instead of just running around on a goose chase. Maria this time however almost becomes Mary, in order to get James to appreciate her more than Mary. James wants to like Maria more than Mary, so he has to have her image do this; act as though she is a continuation of Mary, but better. She also says a dead giveaway about her being created of Jame's imagination here "I am, if you want me to be. I'm here for you James, see? I'm real." This is the real clue that she is made by James, and that she is too good to be true, yet she is. Labyrinth Cell (2nd time): Now Maria is dead. She has suffered severe trauma to the head, and there is blood on the bed suggesting internal bleeding. She has been killed by Samael in order to drag James back to the reality that HE killed his wife. James smothered his wife, and thus she suffocated. If a person suffocates, their lungs work harder to get air, until they burst, causing internal bleeding. Maria's face is also marred, which represents James holding the pillow over Mary's head. The blood would leak out of the mouth, causing a lot of the facial blood. Dark Hotel: Here, Maria is on a rack, as if sentenced to destruction. Jame's mind has feebly conjured one last vision of Maria to prove his innocence, but Samael destroys it, showing him that he is not innocent at all. She will no longer be able to replace Mary in Jame's mind. He realizes this also however, and realizes that he must live without her*. She is then impaled, and she dies. This is not symbolic of James killing his wife, as Maria's last two deaths were, because now he has realized the truth. Final Room: Depending upon your ending, you will find Maria here. She will either tell James that he will never get Mary back, and that he should be happy with her, or that she will not allow him to kill himself. At this point, Maria has ceased to be an incarnation from Jame's mind, and has become quite evil. When he kills her, and she keeps crying out his name, she is once again referring back to Mary calling to him from her sickbed. Rosewater Park (2nd time): If you got the Maria ending, James has decided that Maria is worth more than Mary, and he decides to forget about Mary altogether and take Maria with him to live with. She will be the perfect wife, and he leaves the town with her. This is an ending showing that the evil of Silent Hill has gotten the better of him, and that it's not the last time he will visit Hell. Laura Laura is innocence. She does not see monsters, and thus they cannot affect her, even though through her connection with Mary she is brought into both the foggy and dark worlds of Silent Hill. Samael will not hurt her, because being innocent, Metatron has full protection over her, and she traipses around as she sees fit. She was a patient at the hospital with Mary, and Mary wished her a happy birthday right before she died. She has a letter from Mary for her birthday which she eventually gives to James. One may be lead to believe that she herself is dead, but I rather the idea that she is living happily in the real Silent Hill. Appearances: Apartment 3rd floor: James is reaching for a key when she kicks him and runs off. Laura knew Mary, and (call it child's intuition) knows that James is responsible for Mary's death. She knew Mary, and thus she was around when James would visit, and she would know that he was not really acting affectionate. She thus is angry with James for acting coldly to Mary, and she kicks the key away, in order to slow his progress. However, she does not act in spite, but in childish play. She knows nothing of real hate. Wall outside of apartment: She is here singing, or humming. (She was singing "Ring around a Rosie" in the original game, but it was deleted due to content). It is commonly known that "Ring around a Rosie" refers to deaths due to the Black Plague. It is meant to make you think when she is singing about death, yet she knows nothing of it. This is the part that clearly shows you that she is innocent, and makes it clear that she sees no evil in Silent Hill. She also has the birthday letter, which she has taken from Mary. She asks James if he's blind, meaning that there is no reason for a little girl like her to be in a normal American town, but on a symbolic level she is also asking James why he is clouding the truth in his own mind. She then walks away, stating what James has only reinforced in her mind; that he does not love Mary. Bowling Alley: Laura is here, talking to Eddy. She has to put forth that she is tough, and independent, so she asks Eddy if he has killed anyone. Eddie is in a calm state of mind, and he knows that he cannot tell a little girl that he did. All children desire to be self dependent and tough. She has asked him if he has seen Mary, because she is looking for her, having not seen her since a week ago in the hospital. When she hears James coming, she runs, not wanting to be with someone who was not friendly to her friend. This is common practice to children, running rather than deal with someone they dislike. Outside Hospital: She is once again playing around outside the hospital, but James sees her in the dark Silent Hill, while she is actually physically still in the light Silent Hill. Hotel Restaurant: She is here, once again playing around, trying to scare James, who to her seems always a little too on edge. (The fact that he his holding a weapon does not bother her however). She is beginning to accept James, seeing as he follows her through Silent Hill. She tells him that she got a card from Mary a week ago, for her 8th birthday. This is a clue to James, and he instantly knows that something is wrong. Hotel Rm. 302: Laura has finally found what she is looking for, Mary's home in Silent Hill. Once here, she gives James the her letter, because he is now worthy of it, having accepted what he has done. She has no more problems with James, and he tells her that she will in all probability never see Mary again. As a child, she dismisses it with little thought to the matter, and leaves. Pyramid Head Pyramid Head's are the evil minions of Samael, and they do his bidding and physical work. They are created of evil souls of the past that inhabited the town. They subjugate the weaker creatures, and they chase sinners through the town, harassing them and killing them if need be, for fun. They do however follow Samael, and are thus subject to Metatron's wrath. In this manner, when they have overstepped their bounds, Metatron controls them into their suicidal state. I would have to say that even though they seem the least likely for the job, Pyramid Heads seem to me to be the comic relief for the game. All the other characters that seem like they are, are actually underlying messages and unhappiness. Pyramid Head is just like one of those cartoon characters who runs up and pokes the sleeping dog, then runs away laughing hysterically, though a little more evil. The evil spirits that compose Pyramid Head are limited to lesser evils, because they have died. However, if they accidentally kill James in their fun, it matters not to them. However, Pyramid Heads are actual monsters not created by James mind, and they are the only such monsters in the town. There could be any number of them, so we could assume that it was the same Pyramid Head following James all the way until the end, when he was joined by a friend, or we can assume that each and every Pyramid Head James sees is a different one. It doesn't really matter, because they are all the same. They have one of 2 weapons, the giant knife or the spear, and when you find a giant's knife in the labyrinth, it is because a Pyramid Head just switched to the spear. Appearances: Apartment Hallway: Pyramid Head is standing out in the hallway, simply taunting James, attempting to throw him off. The main reason Pyramid Heads are in Silent Hill is to taunt and hurt James, but not to kill him. They are evil, but a bit of a lesser evil, and they only accomplish larger evils, such as killing Maria, at the behest of Samael. 3rd floor Apartment: Pyramid Head is here, amusing himself, and tormenting lesser demons. He then sees James, and wonders whether to continue with his current activity, or to bother James. He does a little of both, gesturing wildly at James, but after James fires at him, he figures he's scared James enough, and leaves. Article about killings: The killer of the 2 children says he was driven to it by a red demon. This is of course Pyramid Head, but all Pyramid Head did was draw him to what he already wanted to do. He was already an evil man, but Pyramid was there when he committed the evil deed, so he had something to blame it on. Hospital Roof: Pyramid Head once again decides to pay James a visit, and sneaks up on him, and throws him from the roof, knowing that he has not killed him. Feeling quite satisfied, he leaves. Long Hall: Pyramid Head has been ordered to really remind James that he is in the town because he is looking for his wife, and that he killed her. Pyramid Head stabs Maria, and Samael holds the doors closed to the elevator, just allowing James to see the ensuing carnage. This is showing James basically what he himself did, by killing a person. However, Samael wants James to feel that what he did is truly evil, so he causes Maria to cry out in pain, and the killing to be gruesome, rather than a mercy killing, as James would (depending upon your ending) have wished it. Prison Gallows Plaque/ Picture of "Justice": Here two/one Pyramid Head(s) are portrayed as executioner(s). Since they executioners were evil men, for killing possibly innocent people (as illustrated in the labyrinth puzzle) their souls stayed in the town, and compose some if the population of Pyramid Heads. Labyrinth: Pyramid Head appears 2 times in the labyrinth, and the first time he has just switched weapons, so you find his knife, the second time he is just messing around with the locals. He attacks James both times, but only if he gets in the way. Dark Hotel: Here 2 Pyramid Head's confront James, after being ordered to kill Maria by Samael. That was James' final* attempt to create a vision of Mary, and Samael immediately eradicates it because James knows the truth, and cannot go back. Then, as James is getting near to leaving the town, Samael orders him killed. At this point, however, Metatron steps in. Samael Also called Sammael, Samael is a dark angel, a fallen angel. It has been said that he is the devil himself, but not for certain. In any case, he is the evil in this town, and it is he that was summoned into Alessa's form. However, after being defeated in his physical form, because he was new, and weak, he can only watch now over this town, and has power only to suck the sinners into his realm. He cannot take the souls of the innocent, because Metatron also guards the town. Metatron. Metatron is called upon by the tetrahedral item that Dahlia gave Harry. It was the essence of the Archangel Metatron. Unwittingly, in her quest to get dark power, Dahlia overstepped herself, and this item of light broke through Samael's hold on Alessa, and through the evil in Silent Hill. It is he who looked out for Harry and James, and in some ways makes the darkness of Silent Hill equal in lightness in the real town. He comes to the town to battle evil, as an Archangel, not out of personal gain for Dahlia. Though Metatron has been stated as one of the greatest, if not the greatest angel, he is the power of good in this town, and will battle Samael if need be. Angels The cult that Dahlia was the head of worshipped angels, darker ones at that. Older Hebrew rituals were said to have been able to raise angels to do commancds, which is where this may have started, and Dahlia's obvious ethnicity due to her clothing. (Not at all a negative statement towards any ethnicity or religion, just interpreting the game as I see it). These angels, though not appearing in the game, are referenced many times within the game. The referenced angels are: Hagith, Phaleg, Ophiel, Bethor, Aratron, Och, Phul ======= CODES ======= Silent Hill 2 Access Hidden Options Menu Press the following at the Options Menu: L1+R1. Additional Puzzle Difficulty Successfully complete the game on the easy, normal, and hard puzzle difficulty settings. Select the hard puzzle difficulty again and begin a new game to have a new combination of puzzles. Box Combination When you get almost to the end of the hospital area and go down in the elevator, you will get a call on the radio. It is game show which will ask three questions. You must go to the third floor storeroom to get your prize. The combination to the box is 3 1 3. Defeating Eddie In the first battle with Eddie, equip your rifle and as soon as you get the chance, shoot him four times. He will run away. Follow him into the next room. Get far away from him and just keep shooting until he dies. If he gets in close, run away and shoot him. If done correctly, he should be locked in between shots and you will not get hit. Get the Chainsaw Beat the game once on Normal difficulty and Normal puzzles. When you start a new game you will come across the chainsaw stuck in some logs very early on in the game (before you reach the cemetery). Hyper Spray Successfully complete the game two times. Start a new game to find the Hyper Spray on the south side of the motor home. Innocent Man Riddle One of the rooms you will enter in the Labyrinth will include six men that have been hung by the ceiling. Your job is to free the innocent man in the group. In Easy Riddle Mode, the innocent man will always be, "The Kidnapper". In Normal Riddle Mode, the innocent man will always be, "The Arsonist". In Hard Riddle Mode, the innocent man will always be ,"The Counterfeiter". Once you find out who the innocent man is, pull the corresponding empty noose in the second room to release the body. In his place, the Key Of The Persecuted will be on the floor below. Reveal Signs Unlock all five endings, then start a new game. All signs will now be revealed. Unlock Bullet Adjust Option Beat the game once on Normal difficulty and Normal puzzles. Unlock Noise Effect Option Beat the game once on Normal difficulty and Normal puzzles. ================== GAME SHARK CODES: ================= (M) Must Be On EC8DBED014431F04 0 Saves Recorded 3DB5CC1E1456E7A5 Infinite Handgun Ammo 0D88709C1456E7A6 4D88709C1456E79F Infinite Health 4CA9F29A145625DD 4CA9F2A2145625DD Infinite Rifle Ammo 0D8870A41456E7A6 4D8870A41456E79F Infinite Shotgun Ammo 0D8870A01456E7A6 4D8870A01456E79F Low Total Time 4DB5CF2A1456E7A6 ======= reviews ======= Graphics:10/10. The graphics are a defining point in this game, and truly set the atmosphere that permeates this game. The layers of fog create a wonderfully horrid sense of isolation, the monsters are cg-quality bizarre, the cg scenes themselves are top of the line, and Silent Hill (both its darker and normal sides) is beautifully crafted. Even the little things are included, like blood on your footprints after walking over a dead monster. Sound:9/10: Kudos to the excellent voice acting, as well as the horrid sound of the various monstrosities you'll face. Every door hinge is rusty, every footstep echoes into the darkness... but something is missing. The radio isn't nearly as creepy as the last game, and alot of the ''jump out of your seat'' random sounds from the last game are gone; I only counted 1 of those in the entire SH2. Remember that bizarre air-raid siren from the last one that freaked you out? Almost non-existent here. Control:7/10: Good control overall, but it has some frustrating elements. One can walk and run at a respectable pace, and turn around well if needed. Combat is a bit clunky, as it is always hard to run away after firing a weapon ( it takes like 2-3 seconds on average to put down your gun after firing, which is particularly aggravating in the later boss fights you face) The camera is especially frustrating, pivoting around to make things difficult to see; there is a button you can press to have the camera face forward, but sometimes it doesn't work, and so you're fighting blind. If you're a fan of melee combat (as I am) sometimes your character will smash when you want him to jab, leaving you wide open to a monster's attack. Still, control overall is no biggy, it gets the job done. Fear-Fun Factor:4/10: This is what almost killed the game for me. It may be a little unfair to judge a game only in relation to its predecessor, but then again Silent Hill was so revolutionary there are no other games to measure it up against; let me start out by saying Silent Hill 1 scared the pants off me. Now, about Silent Hill 2: On the plus side, the fog, dark corridors, strange monsters, and mystery surrounding every character create an incredibly mind-warping atmosphere, a perfect setting for this game. You always feel like some demonic force is watching you, ready to jump out at you. Now that they had a world, they needed only to populate it; this is where they failed. I will tell you that in extremely few places in this game was I actually scared. Why you ask? Maybe because I'm used to the genre, maybe because I'm older and wiser, maybe because I played it with a baseball bat next to my chair, just in case....but overall, the game just won't scare you as much as the original. The monsters (unlike the original) are fairly benign; its like going through Resident Evil with only Zombies, but they are slow to notice you're there, the spaces are very wide open, and they can't bite you, only spit stuff at you. You will never run frantically away from the enemies that run at a snails pace toward you(with one exception, I'll get to that in a sec); the creepy sound effects of children crying or sudden slams of a door are gone, and monsters NEVER jump out at you. It's like watching a horror movie and never jumping out of your seat in surprise, an inexcusable sin for a genre that is meant to do that. I found myself more afraid of the creepy support characters than the uglies you face...oh, the one exception is the game's Nemesis-like baddie, a spike wielding freak that I was all-too-eager to avoid. Overall: Sure, the plot is neat (albeit confusing) and there are a ton of extras,and cool atmosphere, but I just couldn't get myself SCARED, and believe me I tried!. Sitting in a dark room alone at night while playing, all it would take was a single jolt, a monster leaping out, a sound effect, ANYTHING....but it never came. I am very hesitant to compare a series as cool as Silent Hill to D2 for Dreamcast, but it is similar in it seems to be going toward greatness but falters out before it gets there. The game is weird, very weird, but not really scary. Play Silent Hill 1 if you really want to wet your pants; play SH2 if you want to kill a weekend, or have a heart condition. Reviewer's Score: 7 / 10, Originally Posted on 9/30/2001 Review by scooby211 Wow! I'm am just in awe over this game. Silent Hill 2 is the best game I've played on the PS2 thus far. And after playing this game I've realized that this is the scariest game ever made. Nothing comes close to being as scary as this game. And there will be other survival/horror games in the future that will step up to the plate, but none of them will be near as scary as this game. Storyline: An awesome storyline. James gets a letter from his wife that tells him to meet her at there ''special place''. The letter frightens James because his wife has been dead for three years. And the story only gets better from there on. There are a lot of twists in this game. Some that will shock and disturb you in many ways. It is a very well thought out story. Game play: The basic SH game play. It's not the best, but I like it. And James moves very fluently. Almost real like. Graphics: There is only one word that can describe these graphics, and that is ''wow''. The characters even look real in the CG's. And the shadow effect on this game is the best I've ever seen. The way the shadows are cast on the wall and the way they move with light are beyond awesome. Sound: Darn right spooky sounds. You'll here some of the coolest sounds from someones deep breathing to light whispering. This game also has great music. Scare factor: This game is just darn right scary. It is almost unbearable. But no matter how hard you want to stop playing, you just can't pull yourself from the controller. Replay value: It has great replay value. After I beat the game, I saved, and started a new game on the spot. And now I'm working on my third time beating it, and I'm still not tired of it. Well, thats the end of my review. This is an awesome game. This game is nothing like RE. (Like some people say.) It has a different story than RE, it is scarier that RE, and it has a dark story to it. Unlike RE, which has the same ol story over and over again. This is completely different from the RE series no matter what anyone says. This game is a game you need to pick up. You won't regret it. Reviewer's Score: 10 / 10, Originally Posted on 10/3/2001 ========================================================= the end here's looking at you zombie waitress brain eater ======================================================== i would like to thank these sites cheatcodes.com google.com gameshark.com ign.com opm GAMESPOTS.COM psm this has been a deathwings 20 faq you now it a good faq if it has my name on it mmm mmm mmm dathwings 20 (if any of the codes do not work please email me at firstname.lastname@example.org or if you have any coments on my guide or if there is any thing you trhink sould be in here thank you) ps:all cuss word have been took out due to kids.Hi little guy although i see it strange a kid playing a m rated game :) and people thinking i took something from there faq or about to take something from mine 1.I PLAY BY THESE RULES A.I AIN'T THAT KIND OF GUY B.YOU AIN'T THAT KIND OF GUY C.I DO ME ONE STUFF SO ALL HATE MAIL SAYING I RIPPED THERE FAQ WILL BE DELETED 'CAUSE THIS TOOK ME A MONTH TO write:= D.THIS IS FAQ IS OVER 20 PAGES LONG!!!!!!!!!!!!