FAQ - Guide for Silent Hill 2

Scroll down to read our guide named "FAQ" for Silent Hill 2 on PlayStation 2 (PS2), or click the above links for more cheats.

SILENT HILL 2 WALKTHROUGH VER. 0.6

Written by endeviguel ([email protected])

Copyrighted 2001

1.	Introduction
2.	Version History
3.	Walkthrough
4.	Secrets
5.	Codes
6.	Q&A
7.	Author's Note
8.	Credits

I*I*I*I*INTRODUCTION*N*N*N

	 You all know the drill here. This is my property, my work, my 
devoted time put into this walkthrough for YOU, the gamers, so don't 
steal any of it, duplicate any of it, or manipulate any of it. If you 
want to print it for personal use, be my guest. If there's something 
you'd like to add to yours or would like to put this up on your web 
site, ask me. Anything else is unacceptable. For everyone that's 
written an FAQ before, you know how much effort is placed into these, 
so please show a little respect towards it, okay? It's the least you 
could do in return for getting you through the tight spots. 
	TAKE NOTE: THERE ARE FIVE ENDINGS AND DEPENDING ON WHAT YOU 
DECIDE TO DO IN THE GAME WILL DECIDE WHAT ENDING YOU RECEIVE. FIRST 
THING YOU WILL WANT TO DO IS CHECK OUT THE GUIDELINES IN THE SECRETS 
SECTION TO GET THE ENDING YOU WANT.  Don't worry, I don't give the 
endings away. There are no huge spoilers given away until AFTER they 
occur in the game. 
	Basically, the walkthrough was originally set on hard difficulty, 
but now I've gone all out and given you all of the puzzle solutions in 
every difficulty! Please, no need to praise me. I'm pretty sure the 
item locations and whatnot are the same throughout so that shouldn't be 
a problem. If something is not there that I have stated, then it must 
not be there in certain difficulties and I'm sorry. Also, take note 
that is walkthrough does not waste time telling you about the blocked 
doors, it is a direct path straight through the game. This eliminates 
any confusion and makes it easier to follow. Enough senseless cantor, 
lets move on to the walkthrough!

V*V*VERSION HISTORY*Y*Y*Y

Ver. 0.1
	Put up Table of Contents
	Introduction completed
	Walkthrough started
	Secrets and Codes started
	Q & A added
	Author's Note added
	Credits added

Ver. 0.2
	Changed intro.
	Walkthrough updated and edited
	Added secrets
	Author's noted updated.
	Credits updated

Ver. 0.3
	Walkthrough updated.
	Secrets updated.
	Author's Note edited.

Ver. 0.4
	Walkthrough finished.
	Added to Introduction.
	Edited Author's Note.
	Added to Credits.

Ver. 0.5 
	Added to Codes
	Added to Credits
	Added to Secrets
	Edited Author's Note

Ver. 0.6
	Added to Walkthrough.
	Added to Credits
	Edited Author's Note

W*W*WALKTHROUGH*H*H
	
GETTING TO SILENT HILL:

	We kick things off with a cool CG in a crummy old bathroom on the 
outskirts of town at the Observation Deck. 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 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. It reads as 
follows:

       Remains of ___Swamp. The ___ers of land surround__ 
__is monument was originally swamp, but was later fil__ 
Fr___ng ago t___s nicknamed Blood Swamp because the ___ers 
poured the wat__   __sed to wash the ex___ols in here. 
Perhaps it's fo____ that many pe___m to have s___ ___n the 
area.
		
	Not sure what it means quite yet, 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 that says: "There was a HOLE here. It's gone now." 
...Interesting, check back with this later.
	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 health drink 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 that says: "The door that wakes the darkness, 
opening into nightmares." And a locked door beside it. So many things 
without answers already! Don't you love 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 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 the 
answer to this one is always the same, no matter what)

	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 courtyard 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 courtyard. 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. Anyway, inside you'll find four boxes of 
handgun bullets. Before leaving the room, pick up the health drink.
       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 it 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. 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, 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! 
       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**
       Thanks to "mysticalosx" for the new strategy:
       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 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. 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.
	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 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 bullets 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. 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. 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 bullets. 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. 
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 hangun 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 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 Lidnsey, 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. Got 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. 
	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 2 health drinks, the tablet of "gluttonous 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. 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 rifle ammo, 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:

	(There is no map for this area in the game. You must keep your 
flashlight on so that James can draw it out for you as you go. The 
second you turn the light of, he stops drawing.)
	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.
	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?
	(From here on, patient demons will be scattered across the halls, 
just take them out as you go along) 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). 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 enter the room. 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. 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.

***alternate technique sent in by kerry hood***

       If you go into the room equipped with the pipe holding down the 
R2 button and skip the intro, immediately pressing X you should be able 
to knock him down with an overhead swing, trapping him in a loop where 
he will be knocked away with a subsequent swing when he gets up. He's 
dumb like that. This routine will continue until he leaves the room. 
The second part is up to your own personal techniques. 


TOLUCA LAKE:
	This is very easy for those playing easy/normal difficulty. 
Simply turn the boat left and right and push forward to go, down to 
come back. When you leave the pier turn right until you see the light 
in the distance, then just push forward and you'll sail across the 
water to the pier in front of the hotel.
	For those playing hard, you actually get to row the boat yourself 
with the analog sticks. You have to swing the left one clockwise, the 
right one the opposite direction, and you must do this both at the same 
time to go straight. To start off, spin the right one to aim yourself 
at the light., then start whirling both of them to make your way 
across. Hope you did your thumb exercises before this.

LAKE VIEW HOTEL:

	The weapon that I recommend you use from here on out is the 
shotgun. Equip the double-barreled beauty and head up to the fountain 
off of the docks. Grab the little mermaid music box there.  Afterward, 
enter the double doors up the steps and snatch the map for guests off 
of the directory to your left. There's a message left for James on it. 
Getting chills yet?
	First things first, head to the restaurant, "Lake Shores," to 
your right. Cut scene! Finally, we find out exactly what sort of 
connection Laura had with Mary. Things are slowly starting to be tied 
together. She gives you a letter, but then runs off to find another one 
that she's missing. Also in the room on one of the dining tables is a 
fish key. Pick that up and head on back out.
	Knock knock. Who's there? Doormen of course! There'll be two of 
our gooey wooden friends. Bust two caps in each and stomp the doors 
down. After taking them out, run west over to the end of the hallway 
and open the last down on the left. Enter the southwestern door and 
fight off two mannequins. Pick up the three boxes of handgun bullets 
and some rifle ammo, then make your way back yet again to the hallway. 
	Take a quick trip down the large set of stairs to the basement 
and wipe out some more mannequins. All of the doors are locked except 
for the elevator. It is open with some paint thinner inside. Pick it up 
and head back to the first floor. Now go into the lobby area, either 
two of the double doors will take you there. At the front desk there 
will be a note for James about a video tape. Behind the counter there 
are mail slots. Inside one you'll find the key to room 312. One step 
closer to James and Mary's room....
	In the lobby you'll find a very large music box at the foot of 
the stairs. Hold out on this, we'll be back to use it later. There's a 
save point over on a chair, so use it if you want, the ascend the 
stairs to the second floor. Go into the Cloak Room, where you'll find 
tons of stuff to fill your pockets with, including a first aid kit, two 
boxes of shotgun shells, two boxes of handgun bullets, and a briefcase. 
Use the fish key on the briefcase to get the key for room 204. Back in 
the hallway go south to the reading room. Pick up the handgun bullets 
before entering. Inside you'll find two boxes of shotgun shells and a 
health drink. 
	Now go to room 204. In the hallway on your way there will be two 
more doormen. Use the key and enter the room to find an employee 
elevator key. The hole in the wall leads over into room 202. There's a 
briefcase on the ground covered in stickers. On the bed are tons of 
photos, but one has been marked out with a black marker. Use that handy 
dandy paint thinner on it and you'll find a combination for the lock on 
the briefcase. It is a random answer, but should be one of these: damn, 
love, dose, down, hate, hell, or kill. Inside is the Cinderella music 
box. 
	Leave back out into the hallway and cross over to the east side 
of the floor. Head to the elevator to find a health drink and some 
rifle ammo. No go down the rest of the hallway to the last door on the 
north part. Use the employee elevator key here and enter. You'll find a 
save point, two health drinks, and a working elevator! One problem, it 
only allows one person on, and when you step inside, the alarm goes 
off. Is there someone else in there with you?... No silly, you're stuff 
is making you weigh too much. Put every single object you have inside 
of the cabinet on the right side of the room and then descend to the 
first floor.
	There will be another message board here with a new map for the 
employees, giving you a better idea of how the whole building is laid 
out. First, go to the pantry and get the final music box from the 
shelf, snow white music box. Then drop by the office to pick up a can 
opener and your video tape from the safe. Finally, go to the employee 
lounge and get the two boxes of rifle ammo on the fridge. Finally, go 
through the blue door in front of the office and make your way to the 
basement.
	When you come out there'll be two mannequins. Dodge the first one 
and take a left to the boiler room where you'll find the bar key. Head 
down the hallway to its end past the other mannequin and through the 
door into the kitchen. Use the can opener on the can inside to find a 
light bulb. There is also three health drinks in here. Now go into the 
bar and use the light bulb on the flashlight on the bar to see the 
door. Use the key to get through and you'll now be back in the hallway 
with the open elevator. Race up the steps to the second floor and re-
claim your things. Obviously, after you get your pet shotgun back, all 
of the mannequins don't want to play anymore and run off. 
	MUSIC BOX PUZZLE:
       Go back to the first floor lobby and put the music boxes on the 
big one in this order from left to right (for easy/normal difficulty): 
Cinderella, Snow White, the Little Mermaid. For hard difficulty, it's 
Cinderella, Little Mermaid, then Snow White.  After they're placed, 
play the music box and a key will be revealed. It's the key to the 
third floor stairway, the hotel stairway key. 
       Race up the steps to the third floor and use the key on the gate, 
then zip over to 312 and open the door. Inside the room is empty, but 
there's a television and VCR. Use the videotape on the VCR and watch 
the truth of it all be revealed. At long last, what really happened.... 
But is it really a good thing? Laura races in and talks to James 
afterward. After the conversation, Laura leaves, then a message 
abruptly sparks to life on your radio. It's Mary's voice.....
       
ALTERNATE HOTEL:

       Outside of the room things have changed again. At the east end a 
save point has now been tacked to a door, use it if you like. Now jump 
down to the second floor and head to the reading room again. There'll 
now be headphones sitting at the table. Listen in on yet another 
conversation long forgotten by James. This is getting downright strange 
now.
       Go back to the west hallway. There's a bit of teleportation going 
on with the rooms now. You see, room 204 will pop you out of 207. 202 
will throw you over to 219. 219 jumps to 220, then 220 throws you back 
over to 207. 212 will throw you over to 202. That's a lot of throwing 
James around, so let's skip all of the disorientation and head through 
207 and out of 219. In this hallway pick up the two boxes of handgun 
bullets. Run down the hall and you'll find two ampoules near the 
elevator. Speaking of elevators, this one now works. Jump in and take a 
ride to the basement.
       The basement has been flooded with water and you've got some 
demons down here learning to swim. Take them out as soon as you run 
across them underwater. Afterward, go into the Venus Tears bar. Inside 
you'll find a hefty handful of health drinks, five to be exact, on the 
bar behind the counter. Go into the kitchen and stock up with two boxes 
of shotgun shells, two boxes of rifle ammo, and a first aid kit.. Go 
into the next hallway and make your way to the stairs. Inside things 
get really weird again.
       Cut scene! Angela is here. The stairs are on fire and when the 
video's over, you can't reach her, so turn back around and exit. You'll 
be presented with another flight of stairs...whoa. Go up to the first 
floor and you'll notice that everything looks charred, as if the whole 
fire was enveloped in a huge fire just minutes before. Turn left and go 
down the hall behind you to get two ampoules. Go back around and you'll 
find two boxes of rifle ammo. Finally, head out the last door in the 
upper east side. There will be hangers in this hallway, so just run the 
full length of the corridor to the door and jump inside. On the wall 
across from you are nine save points. I think this might be a sign to 
James that it's probably a good idea to save before going through those 
two double doors.
       Now head inside. Cut scene! Maria is killed AGAIN!?! How is that 
possible to be killed three times? It puzzle pieces simply aren't 
fitting to make the picture clear, are they? Either way, you still have 
to take out the two, yes, TWO pyramid head guys. 
       **BOSS FIGHT: TWO PYRAMID HEAD GUYS*
       Now, this fight will flat out suck for anyone playing on hard. 
The only way you even have a chance at this fight is if you've got 
about 80 or 90 rifle shots. If you have less then that, then save them 
and use your shotgun. You have to have about 130-140 shotgun shells 
though. Hopefully you have AT LEAST the shotgun shells. If not, resort 
to the handgun and clean it out before switching to the shotgun. If you 
clean out the shotgun on them, resort to the rifle and hope that you 
have at least 40 shots left after the fight.
       The strategy on killing these two is tricky for all difficulties, 
but hard is by far the worst. Start off by retreating to a corner. Hold 
down the L2 at all times, it's very crucial to remember to do this. 
Now, when you get close to the corner, turn and hold up your gun as 
fast as possible. Take note of the amount of time it takes to get shots 
off and to lower the gun you're using. If they're too close, run. 
You're better off not shooting at them then taking a hit. Also, when 
you run, run as far from them as you can. There are four corners to the 
room, so use every other corner to run to. Take the corners two at a 
time. 
       So basically, hold down L2, run around two corners, turn and aim, 
fire off one shot (in hard mode) or two before running again, unless 
they're too close to even get one off. Keep count on your ammo to 
reload in the menu screen, watch your health too. This fight will take 
a good half hour to do, so be patient, be careful, and good luck.
       After the fight you won't actually kill them. They walk to the 
center of the room and impale themselves through the head.... What the 
heck happened? On the other hand, who cares? They're dead, that's all 
that really matters. Take the rusted egg and scarlet egg from their 
hands and place them into the double doors. It doesn't matter which one 
goes in which door. Also, run back and save if you have at least 35-40 
rifle shots. If not, you might want to try and fight these two again. 
Anyway, once both are placed, go through the door.
       
       ***Alternate technique by Matt Anderson***
       
       As for the last two, this may sound ludicrous, but I swear it 
works =) All I did was stand in front of them with the cleaver and 
swing it back and forth with the light attack, using ampoules every 
time I felt the heart beat go up. The cleaver does gigantic damage to 
them and they actually get hurt when they get hit. By doing this, I 
only used about 3 amps and they were dead in under 3 minutes. 
       
       You'll now be in a long corridor. Run along it to the door at the 
end. As you make your way, you may hear another conversation strike up. 
Stick around and listen if you want, then head through the door and 
race up the gate steps to the final confrontation.
       Now, I'm not going to go into detail about the cut scene because 
depending on what decisions you made throughout the game will be what 
type of ending you get. I'm not giving the endings away either, that's 
just spoiling the game a little too much, I'm going to make you earn 
those.
       Anyway, after your cut scene, the final boss arises.
       **BOSS FIGHT: DEMON OF SILENT HILL**
       This fight won't be half as bad as the two pyramid head guys if 
you know what to do. This boss has two attacks. It will lash out at you 
with a tongue like whip that chokes you. Wiggle the controls to get 
loose. The other is a huge flock of butterflies that chase you around. 
If you get a head start you can outrun them. If they catch you, wiggle 
the control before they give damage. 
       Use your rifle on it to kill it. Simply fire away whenever you 
get a good shot. If it chokes you, don't worry too much. It'll take at 
least three chokes to kill you. Hope you managed to keep a good load of 
healing items. After unleashing about 30 rifle shots into it, the boss 
will fall to the ground and you can take one last executioner shot to 
finish it off.
       Sit back and watch your ending, be it depressing, be it 
confusing, be it downright strange. Whichever it may be, this is the 
end of the game. Now quick, restart the game and start playing again. 
You have four more endings to watch! 
	 
S*S*SECRETS*S*S

	Here you can figure out how rankings are calculated, how to 
obtain each of the five, yes FIVE endings, and other things such as 
secret items and how to get them.

	RANKING:

	The best ranking can be obtained by completing these tasks:
1.	Play it on Hard mode
2.	Play the Extra Riddle mode (obtained after playing through the 
game on easy, normal, and hard riddle modes)
3.	Save less then 2 times.
4.	Collect 100 items in the game.
5.	Clear all five endings
6.	Finish in three hours or less
7.	Do the boat sequence in less than a minute
8.	Kill 45 monsters with shooting and 45 with a melee weapon.
9.	Get the chainsaw, dog key, and hyper spray

This is going to be a rough ride for those after this rank, so 
good luck obtaining the perfect ranking.

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 Chainsaw:
       	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 chainsaw 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.
       	

C*C*CODES*S*S

1.	Extra options- go into Options and hit l1 or R1 and you can 
mess with customizing things on your screen and in the game 
such as map zooming and color of blood. Nothing fancy, but it 
still earns a spot here. 

2.    Even more options- beat the game and check out the extra 
options to find two                                                
new settings. One will let you increase the amount of bullets you 
find at each location by 2 or 3 times! The second will let you 
play the game through high-resolution instead of the grainy 
effect. 

	GAMESHARK CODES:
	
(M) Must Be On                      EC8DBED014431F04
Infinite health                          4CA9F29A145625DD 
4CA9F2A2145625 DD

Q*Q*Q & A*A*A

	All questions that have been asked are answered in here. So 
PLEASE look here and double check before e-mailing me with a question 
concerning something in the game. The repetitive e-mails received 
dealing with the puzzles are here, there's no need for the e-mails 
concerning them and others. 

A*A*AUTHOR'S NOTES*S*S

	Things are really coming together. I'd like to thank everyone 
who's helped add to this walkthrough. It is you who help make these 
strategies what they are. It looks like it's time to get the extra hard 
riddle answers up for those puzzles next so I'm going to go be hard at 
work figuring those out for you. If anyone has already found solutions 
or ways of finding the answer to them, please send them in. The faster 
we get these out the better. Thanks once again for you're input, 
comments, questions, and compliments. See you next update!

C*C*CREDITS*S*S

1.	Konami, for bringing us back to Silent Hill.
2.	For all of you, the readers; for asking questions, reading the 
walkthrough, motivating us writers to continue on doing this all for 
you. 
3.	Mysticalosx for strategy against the Pyramid Head.
4.	Gameshark.com for the gameshark codes.
5.	Arthur Orlov for the location of the book of Crimson Ceremony.
6.	Kerry Hood for the alternate fighting technique against Eddie.
7.	Matt Anderson for the alternate technique with the two pyramid 
heads.

Send questions & comments to [email protected] Thanks!






Top 25 Hottest Video Game Girls of All Time
Grand Theft Auto V Top 10 Best Cheats
Grand Theft Auto V Full Vehicle List

Show CheatCodes.com some Love!