SILENT HILL 2 - Guide for Silent Hill 2

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

 for all you people how like scary stuff

name:peter mcdaniel
email:[email protected]
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


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.
	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
	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 the door on the left side of the room and meet our new
	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.
  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.


Old Man, space, Snake, Prisoner, space

Inside of 209 you need to cross over into 208 by the open balcony
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!
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 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
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


	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.


	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
	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.
	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.


	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
	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.


	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,
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 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).


	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.
	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.


	James will now find himself in a desolate cafeteria. No wait, cut
scene! Eddie seems to be having some problems now too.  After he
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
       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.

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
	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,
 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.
	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).
	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
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
	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...
	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
	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.



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.


       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

4. Characters/Appearances
(this section is devoted to analyzing characters and their role in the
game, from a slide by slide viewpoint).


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


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.


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

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.


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.


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 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.


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.


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.


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 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.


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 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.


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 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.



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.


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

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


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.


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

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

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


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

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 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.


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 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.


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.


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.


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 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.


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:
Silent Hill 2

Access Hidden Options Menu Press the following at the Options Menu:
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 
Unlock Noise Effect Option Beat the game once on Normal difficulty and Normal 

(M) Must Be On  EC8DBED014431F04
0 Saves Recorded  3DB5CC1E1456E7A5
Infinite Handgun Ammo  0D88709C1456E7A6
Infinite Health  4CA9F29A145625DD
Infinite Rifle Ammo  0D8870A41456E7A6
Infinite Shotgun Ammo  0D8870A01456E7A6 4D8870A01456E79F
Low Total Time  4DB5CF2A1456E7A6


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 

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 
someone’s 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 

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, that’s 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

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 [email protected] 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
   D.THIS IS FAQ IS OVER 20 PAGES LONG!!!!!!!!!!!!

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