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Walkthrough
Recommendations
I highly recommend that you change the Walk/Run control to Reverse. This makes it so you don't need to hold Square to run. And you run for the majority of the game so it is much easier for you. To change it, go to the options menu and press L1 or R1 to access the secret options. And if you do want to walk, which is never really necessary, just hold Square.
If you want a scary experience, play using headphones. Also try playing with no lights on at night. Try to play alone so the atmosphere is at its best.
Note: This Walkthrough was made while playing on Normal Action Level. Therefore enemy locations may vary on other difficulties, although items will be the same. All given controls are for the PS2 version.
Color legend
Letter from Mary - items
Wooden Plank - weapons
Health Drink - supplies
Map of Silent Hill - maps
Save Point - save points |
Letter from Silent Heaven
01. East South
Vale
"In my restless dreams, I see that town.
Silent Hill"
When you start, a video will play. After it's over,
check your inventory to find that you have a Letter from Mary and a Photo of Mary.
If you ever examine these items, you'll have a less
chance of receiving a certain ending. Do
whatever you want but you can check the Endings section for more information.
Exit the washroom and another video will play. After
it's over, run over to the driver's side of James'
blue car and take the Map of Silent
Hill on the seat. Then run west until you see
"Toluca Lake" on a sign by some stairs. The road to
the west is blocked so go down these stairs. Keep
following the path until you reach well. If you
examine the well, you can find a Save Point inside it. Go through the steel gate further down
Follow the path and it will diverge into a
graveyard. Head towards the graves and James will
meet a young dark-haired woman and asks for
directions to Silent Hill. She tells James the town
in dangerous but he doesn't care and that he'll go
anyway. From now and on, use your map to know where
you go. After the video is over, head to the
northwest gate in the corner and go through it. Now
follow this path for a while and then you'll need to
go through a gate near the fenced area. Now you're
on Wiltse Road so continue all the way to Sanders
Street. When you reach Sanders Street, head to the
other side of the road and move east past the Flower
Shop. Grab the First-Aid Kit on the table run west to
Lindsey Street.
James finds some blood streaks on the road and a
monster is seen in the distance on Lindsey Street.
If you want a Health Drink, there's one up some stairs at
the southwest corner of Sanders and Lindsey Street.
Head north on Lindsey Street on the east sidewalk
since Katz Street is blocked off. Get the Health Drink sitting by the garage door and continue to Vachss
Road, where blood streaks are seen again. There's
another Health Drink by another garage door on Lindsey
Street, past the opening of Vachss. Move east down
Vachss and enter the fenced area to find 2
Health Drinks and a Save Point on a table. Exit the area and continue down Vachss
Road, past a gate, until you reach a construction
site where some weird static is heard; enter the
site through the wood planks.
A video will play and James finds a Radio inside
that seems to be making the racket. Then he sees a
Patient Demon and takes a Wooden Plank from the barricade structure to
fight it. From now and on, use the Wooden Plank
until further notice. Now hold R2 and walk up to the
demon, and then whack it with the X button until it
falls down. James will confirm that the demon is
killed. Exit the construction site and James takes
out the radio, which then makes more static and a
voice similar to Mary's is heard; but it's not very
clear. Run back to Lindsey Street.
There are some more Patient Demons around here so
just watch out. Feel free to practice your plank
skills and kill them. Near the Katz and Lindsey
Street intersection you'll find a stone monument
with partially readable words engraved into it. When
you're done here, head to Katz Street to find that
it's not blocked anymore.
What you want to do is to get the Rosewater Park but
it won't be so easy. North Neely Street is blocked
and west Katz Street is blocked off with a locked
door, and there's a locked gate that leads to the
apartments; so expect to go back there. Your next
step is to try Saul Street. So head there, and if
you want some health, there is a Health Drink past halfway down the south Martin Street/alley on
the east side. You'll probably encounter an annoying
Giant Roach and some Patient Demons by the alley
though. Also be sure to pick up the First Aid-Kit at the east side of Happy Burger on the way to Saul.
Once at Saul Street, you'll notice that it's blocked
off with a locked gate door, but there's a motorhome
very close to it; so enter it. There is a memo
saying "I'll wait at 'BAR Neely's'" on the couch, so
that's your next destination. There's also a Save Point on the bed. Exit the motorhome through the
left door and head to Neely's Bar. Once inside, look
at the map on the counter and James will notice a
question mark at the top of Martin Street. Read the
strange message on the paper-covered window and exit
the bar. Make your way to Martin Street past some
Patient Demons and you'll here a Roach somewhere
when you get there. Move north up the street,
getting the Health Drink by the left fence on the way.
If you want a surprise, run right beside the white
van. The Patient Demon will be moving on the ground
for a while so just ignore it and move north to find
a corpse where the question mark is. You can find an Apartment Gate Key right by the corpse. Finally you have a key; there's
a locked apartment gate at west Katz Street so head
there.
On the way, you may want to head north up Neely
Street for a corpse with six memos near it giving
you tips on the monsters. There will also be Patient
Demons moving on the ground there so kill them
before reading the memos. At the corner of Katz and
Neely Street, you can find a First-Aid Kit and a pack of Handgun Bullets. Continue west, past some
enemies, until you reach the gate where the camera
angle changes. Go through the gate door, using the Apartment Gate Key,
and then enter the apartments in front of you, which
is called Wood Side Apartments. |
02. Wood Side
Apartments
"You too, huh. Something just brought you
here, right?"
When you enter, turn left and get the Map of the Apt
Bldg on the bulletin board. There's a Save Point on the wall to the right and a Health Drink on the small brickwork by the stairs. The door
leading to the courtyard is locked so go up to 2F.
It's too dark here to read your map so head to the
right, ignoring the north hallway, and when you
reach the Patient Demon go through the door there,
which should be Room 205.
Inside you'll notice light coming from a fashion
dummy wearing clothes similar to Mary's. Grab the Flashlight on
it and then a Mannequin monster will get up from
behind it. Kill it if you want or just exit. Head
back towards the stairwell, moving past a Patient
Demon on the way, and go through the open blue
doorway there. Examine the garbage shoot to find
some stuck garbage in the shoot. You don't have
anything for it now, so enter the stairwell and go
up to 3F.
On the other side of the gate thing here, a key is
seen. Try to grab it and a little girl will step on
James' hand and kick the key away. She'll laugh and
run away. Since you can't get the key now, enter the
only open room up here, which is Room 301 at the end
of the hallway. After you enter, walk up to the
shopping cart in the middle of the room and take the Handgun (make sure your
Flashlight is on so you can get it). Try not to use
the Handgun yet, even if you have ammo for it. Exit
the room and run back down to 2F.
Now head east and try to head north up the hallway
and you'll hear a muffled scream. So head north,
where it's coming from, and you will see a demon
glowing red on the other side of the gate blockade!
What is going on here!? Enter the close by Room 208
to find someone murdered sitting in a chair with the
TV on. Notice something shining on the shelf and
take the Key to Room
202. If you go through the doorway by the
shelf, you'll find a clock in an empty room. You can
try to push it but it won't budge, so just exit the
room.
The monster is gone now and since you have the key,
head to Room 202 past a Patient Demon, using the Key
to Room 202 to get inside. First, get the Health Drink on the kitchenette counter, then enter the open
bedroom. Go up to the hole in the wall with green
liquid coming out of it. Examine the hole to get the Clock Key.
There's a clock in Room 208 so exit the room and run
to Room 208 again. Go in the clock room, go up to
the clock and use the Clock Key on the clock face. |
Clock Puzzle
There are some clues in this room on how to solve this puzzle but you can just
read the solution at the bottom of this puzzle section below.
First, there's a memo on the side of the clock that says:
"The scars from the past shall
remove the nail that stops Time."
The idea is to move the clock out of the way but you can't so you have to do
something. You'll need to find more clues. In the main section of this room,
there's a memo by the phone on a small wall table. The memo is different
depending on your riddle level:
Easy
"Three different sizes,
time on the run.
Three young men circlin'
round the sun.
Henry is short and
very, very slow,
Scott can't stop,
he's always on the go."
The memo uses the names as the hands of the clock. So Henry would be the hour
hand on the clock since he's "short and very, very slow" and Scott is obviously
the second hand as "he's always on the go."
Normal/Hard/Extra
"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."
The "Three needles" are easy to understand. They are simply the hands on the
clock. "The fat, the tall and the thin" - Hour, minute and second hands. "From
slow to fast they move to the right" describes the order of the hands: Hour,
Minute, Second.
There's also another way to tell the names of the hands and this is how you're
sure who is the minute hand. Look at the first letter of each name:
(H) Henry - (H) Hours
(M) Mildred - (M) Minutes
(S) Scott - (S) Seconds
Go to the small room with the clock to find something written on the wall that
the clock is facing. The memo has three names and directions for each of them.
There's Henry and Scott from the other memo, and Mildred. Mildred would be the
minute hand since that's the last one left, and you determined that with the
first letters of each name and hand. The arrows for each name are as follows:
Henry: 9 (9 hours) - hour hand
Mildred: 2 (10 minutes) - minute hand
Scott: 3 (15 seconds) - second hand
So that leaves you with 9:10 and 15 seconds. But if you check the clock, you'll
notice that the second hand doesn't move and it's already on 15 seconds, so
don't worry about that one.
You now have the solution so turn the clock hands to 9:10, and you should hear a
clank. That would be the "nail that stops Time", from the memo, unlocking. You
can now push the clock and move on. No matter what Riddle Level you're playing,
the answer to this puzzle is always 9:10. |
Now go to the right side of the clock and push
it, for a hole to be revealed. Go through the hole
to find yourself in Room 209. Enter the main section
of the room to find a Save Point on a pushcart. Move into the kitchenette to find a Health Drink.
Exit the room and go through the blue door, which is
the north stairwell. Go up the stairs and get the Handgun Bullets placed on the ledge.
Go through the 3F door and go past a couple of doors
with broken locks, then enter Room 307 to see a
video of a pyramid-headed creature doing something
with two Mannequins. James hides in a closet and
fires at the monster when it comes close, which
causes it to leave the room. After the video, get
the Courtyard Key in the closet where James was hiding. Exit the room
and head south past the Patient Demon to the end of
the hall. Then move west and get the Fire Escape Key that the little girl kicked earlier.
Enter the laundry room to the left and get the Handgun Bullets on the floor. If you want some health and ammo,
enter Room 303. There is a Patient Demon in the
right room, but there are no items in there. Grab
the First-Aid Kit on the left small cabinet in the main room. A pack
of Handgun
Bullets is on the bed in a room to the left,
and a Health
Drink is on the tipped over fridge in the
kitchenette. Exit the room when you're done and
enter the stairwell at the east end of the hall.
Go down to 1F and go down the open hallway. At the
end, take the Canned
Juice in front of Room 107. Go back and exit
through the double doors, unlocking them first. Run
west to the other double doors and go through them.
Go up to 2F and go in the laundry room beside the
stairway door. Go up to the garbage shoot and enter
your inventory see if you have any heavy
items. The Canned Juice should do, so use it and the
garbage will be knocked down.
Go back down to 1F and exit through the lobby doors.
Go to the bottom of the garbage shoot, which is
around the corner to the right. Take the Coin [Old Man].
There is also a memo in the garbage. Study the memo,
because later you will need to know something about
it. Go back through the lobby doors and go through
the courtyard door, using the Courtyard Key. Now is
a
good time to equip the Handgun as there will be more
enemies here and in the near future than previously.
Check your map and head for the pool. The pool has
no water in it so go to the edge and fall in. There
are three Patient Demons in here that may drain
you're health. Kill the Patient Demons with the
Handgun if you must, and go up to the baby carriage
to find the Coin
[Snake].
Once you have the coin, use the northwest steps to
get out of the pool. Now enter the east door in the
courtyard (not the door you came through, the other
one). Move to the right, killing or moving past the
two Patient Demons, and enter Room 101. You should
hear someone vomiting, but check out the area first.
You can find a bloody open fridge with some legs
coming out of it in the kitchenette, and a pack of Handgun Bullets in the far right corner of the room. Enter the
washroom, where the noise is
coming from, and a video will play. James now meets
Eddie. Although no key items are procured here, you
must see Eddie or else you cannot continue further
into the game later.
Exit the room after the video and if you want ammo,
enter Room 104. Kill the Patient Demon in the room
and grab the Handgun Bullets on the chair. Head back to
the door and note the tourist pamphlet on the desk.
Exit the room and head back to the main section of
2F. There are two ways: Up the stairwell right here
and pass through Room 209 and 208, or head outside
and through the other door and go up to 2F there.
There's one last open room in Wood Side and it's
Room 210. Go there if you want ammo.
If you enter Room 210, kill the Patient Demon in the
main section of the room and take the Handgun Bullets on the small table. In right room you can find more Handgun Bullets on the corner table. Exit the room and head back
west all the way to the end of the hall and go
through the door, using the Fire Escape Key. There
is a window that leads to another apartment
replacing the fire escape, so move on, leaving Wood
Side. |
03. Blue Creek
Apartments
"What did you say? How do you know that?"
You are now in a bedroom in Room 203 of Blue Creek
Apartments. Go to the washroom ahead and examine the
toilet to find a memo in a wallet. Look at the memo
and go to the living room of the apartment room to
find a safe to the right. Go up to the safe and
examine it. |
Safe Combination Puzzle
The point of this puzzle is to open the safe with the combination in the wallet.
You don't have to open the safe; it's an optional puzzle. But there is plenty of
ammo inside. The puzzle is a bit different on certain Riddle Levels; rather the
combo. So use the solution that matches your Riddle Level to complete the
puzzle. But first, you may need to know some basics on how to use the safe. You
get a memo with the combination on it. There are arrows that indicate which
direction to turn after moving to
each number (except for the last, of course). So you would move to the first
number in whichever direction. After the first number there are two right
arrows. So that's the way you move the dial. But you must PRESS the direction it
says, even though the dial will move the opposite way. You must do that to
complete the puzzle.
Easy/Normal
Here, you get a simple combo with plain, old numbers. The code is random but
here's an example of a code: 15 >> 8 << 12 >> 6. If this were your code, you
would turn the dial in any direction to 15. Then you would press right to turn
the dial until you reach 8. Now you would press left and stop at 12. And then
finally, you would press right until you land at the final number, which is 6.
But your code will most likely be something else, as it is random.
Hard
Okay, now you get a code with some normal numbers and some roman numerals.
Remember the code is random and the following is just an example of a code: 11
>> X2 << 7 >> 3. If this were your code, you would turn the dial to 11. Then
press right until you reach 12, which is X2 (X=10, +2=12). Now press left until
7. And finally, press right until you reach the final
number, 3. There can be more than just the "X" roman numeral. There can also be
"V", "VV", "XV", and "XX". And like above, there can also be roman numerals
mixed with regular numbers such as "X5", "VV2", etc. In these cases you would
add them together. "XV"=15, "VV2"=12, etc. You should know roman numerals, but
if not: V is 5, X is 10. XV is 15, and XX is 20.
Extra
Here, it's very easy once you figure out what to do. In the memo there are now
letters of the alphabet, as well as normal numbers. The code is still random but
here is an example of a code: 3 >> j << 4 << b. If this were your code, you
would turn the dial to the first number, 3. Then you would press right until you
reach 19. Then press left until 4. And finally, press right until you reach the
final number, which is 11. You're probably wondering where the numbers "19" and
"11" came from. The numbers in the
combination only go from 1-9. After that, letters take their place. The letters
represent the number they are in the alphabet, plus 9. So a=10, b=11, c=12, and
so on. So in the above example combination, "j" would be 19 (9+10), and "b"
would be 11 (9+2). The safe numbers go from 1-20 so there can only be 11
possible letters for the combination, along with the 9 numbers. The number for
each possible letter is below to save you some time.
a - 10, b - 11, c - 12, d - 13, e - 14, f - 15, g - 16, h - 17, i - 18, j - 19,
k - 20 |
After you finish the
safe combination puzzle, take the 4 boxes of Handgun Bullets inside the safe. Also take the Health Drink on the counter of the kitchenette before leaving.
Exit the room and to your left will be a Patient
Demon. Ignore it and head right, looking for the
glowing "EXIT" sign on the roof to locate the
stairway door; enter the stairway. Get the Map of the West
Apt. Bldg on the
floor by the door to the left. Go down to 1F and go
through the door in front of you to the right.
The sound of a Giant Roach is heard - if it comes
near you, shoot it. Move left and go in the laundry
room for a First-Aid Kit on a washing machine. Then enter Room 109 down the
hallway, ignoring the Mannequin ahead. If the door
won't open then you have missed something. If you
haven't done so, you need to see Eddie in Room 101
1F in the north building of Wood Side Apartments.
When you're inside, find the couch and grab the Handgun
Bullets. Then go
through the white door and a video will play. James
meets the dark-haired woman again and finds out that
her name is Angela. She gives James her knife and
leaves. If you check your inventory, you'll notice
that you have Angela's Knife in there. You can examine it but if you ever do so
during
the game, it may influence which ending you receive
at the end of the game. Examining the knife may lead to the sad ending so do
as you wish. If you don't know whether to examine it
or not, you can read the Endings section
to figure out which ending you want to get. But I
recommend you do what you want.
Take the Coin
[Prisoner] on the
nightstand and exit this room and Room 109 itself.
Enter Room 105 and examine the secretarial puzzle
desk. |
Old Coin Puzzle
The solution to this puzzle is different based on which Riddle difficulty you
choose. When you examine the desk, it will tell you how the puzzle works. The
solutions to this puzzle on each Riddle Level are listed below, as well as why
they are the solution. But to understand the puzzle, you must know what is on
each coin.
If you examine each coin, you'll notice that each have a picture on them:
Old Man - Picture of an old man; hence the name
Snake - Picture of a snake; hence the name
Prisoner - Picture of a lady
Easy
"To the right is the lady.
To the left is the old one.
In the center drawls the other.
Now just two spaces remain,
But fear not for now,
The puzzle is done.
The puzzle is done."
Solution:
Old Man, Empty, Snake, Empty, Prisoner
According to the memo, "To the right is the lady", which is the Prisoner. The
"right" would be the slot at the right end. "To the left is the old one", which
would be the Old Man in the left end slot. And "In the center drawls the other",
which would be the Snake. The rest of the riddle just tells you the puzzle is
done because you only need three coins. Now that you have the solution, put the Coin
[Old Man] in the left slot, the Coin [Snake] in the middle, and the Coin
[Prisoner] in the right slot.
Normal
"Three bright coins in five holes be
At one end sits
the Seducer of she
The wind from behind
the woman doth play
The Formless One,
Null, lies furthest from they
The Old One beside
the Serpent sits not.
Tis to the Prisoner's left
that he doth rot"
Solution:
Empty, Old Man, Prisoner, Empty, Snake
The first sentence "Three bright coins in five holes be" just means three coins
fit into the five slots. "At one end sits the seducer of she" is saying the
seducer sits at an end. The seducer, in this case would be the Snake, seducing
Eve to eat the apple (Adam & Eve in the Garden of Eden). The next line "The wind
from behind, the woman doth play" describes which end the Snake sits at. Behind
is the to left, so there is no behind if it's at the left end, which determines
it's on the right. It also
determines that the lady is in the middle spot, which is to the left of the
"wind" (behind the wind) which is the empty slot beside the Snake. And the woman
is the prisoner. The next line "The formless one, null, lies furthest from they"
is saying there's an empty slot at the opposite end of the Snake, which is the
left slot. "The old one beside the serpent sits not" is pretty self-explanatory.
The Old Man doesn't sit next to the Snake and "Tis to the prisoner's left that
he doth rot". So the old one sits to
the left of the prisoner. Now you have the solution, so to complete the puzzle,
place the Coin [Old Man] in the second slot, the Coin
[Prisoner] in the middle,
and the Coin [Snake] in the fifth slot.
Hard
"First lies the seat of
He who is Peerless
Silent and empty,
heartless and fearless
Beside him sits one who knows
The place of the servant is
next to throne
Dozens of feet,
yet not a single toe
The One that is Hidden
beside him doth go
Seducer of dreams,
creature of Hades
Lying further from
Man and closer to Lady
Man and Woman seeing all
Heedless to the Raven's call
Silent and Hidden the two may be
They be not there for you to see
Return them to whence
they would be
And blessing shall
descend on thee
I speak thus with
the North Star behind me
The birth of the sun is
the start of the story"
Solution:
Empty, Old Man, Empty, Snake, Prisoner
This one is a little harder, but makes a little more sense in my opinion. "First
lies the seat of He who is Peerless; Silent and empty, heartless and fearless"
describes the first slot, which is the left, and we do not know who or if
someone goes there. "Beside him sits one who knows" determines someone is in the
second slot. "Dozens of feet, yet not a single toe" means there is no human
between the second slot and the fourth slot. "The One that is Hidden beside him
doth go; Seducer of dreams, creature of Hades" is easy to understand. The Snake is both the seducer and
creature of Hades. The meaning of "Lying further from Man and closer to Lady" is
quite obvious. So the Snake is closer to the lady, and further from the man.
"Man and Woman seeing all Heedless to the Raven's call" tells you that between
the man, which is the Old Man, and the woman, which is the Prisoner, they must
see all five slots between them. If the Snake is placed in the fourth slot where
it belongs, the woman in the fifth slot, and the man in the second slot, it all
works out. The man and the woman can see all five slots and the Snake is closer
to the lady and further from the man. But the riddle is not done yet. "Silent
and Hidden the two may be, They be not there for you to see" determines that the
first slot, which is "silent", and the middle slot, which is "hidden", are
empty. This leaves you with the solution. So put the Coin
[Old Man] in the
second slot, the Coin [Snake] in the fourth slot, and the Coin
[Prisoner] in the
fifth slot.
Extra
"Like coins in the hazy
aether tossed
Our 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 by
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"
Solution:
Old Man, Empty, Snake, Prisoner, Empty
The sentence "Our souls must by their sinful weight; To 'right' the sins that
they hath laid" means that the more sinful the person or thing is, the further
to the right it belongs. "The first note be not by the Horned One rung; though
it be there that all sins be sprung" determines that the Snake is not the
biggest sinner, but is the cause of the sins, as it's represented as the Devil.
"The Bringer of Life and the Bringer of Shame; the sins of the latter be even
more tame" says that the woman, which is the bringer of life, is more sinful
than the snake, which is the bringer of shame. The word "latter" means the
second of two things mentioned, and the word "tame" determines that the "latter"
(the snake) is less afraid, therefore less sinful. "Though coming in the Aged
One's wake; the Formless One's soul in fear doth quake" mentions that the snake
is afraid of the old man, thus they cannot be together. "The Needless One,
silent, with hungers all sated; Is least then in sin with his lusts all abated"
states that the old man has put an end to his eagerness, or if you will, craving
for qualities such as power, life, etc. Thus, making him the least to sin.
Now that you have the solution, put the Coin [Old Man] in the first slot, the
Coin [Snake] in the middle, and the Coin
[Prisoner] in the fourth slot. |
After you've solved the
old coin puzzle, the secretarial desk will open;
take the Lyne
House Key inside.
Directly behind you after the puzzle is a small path
that leads to a Save Point.
Exit the room and go back up to 2F. Use the Lyne
House key to open Room 209. Inside you may hear some
whispers but that's not important right now. Move to
the balcony, which leads to
Room 208. Get the Handgun Bullets on the chair and take the Apartment Stairway
Key on the envelope
on the bed. Use the Save Point on the wall because a boss is coming up very
shortly.
Go back to Room 209 on the balcony and exit the
room. Head to the west stairway, past the Mannequin,
and enter the stairway using the Apartment Stairway
Key. |
Boss 1: Pyramid Head
Once you're inside this stairway, you can't get out.
The door is locked
and the stairway is filled with water. So you'll
have to deal with Pyramid
Head.
This is pretty easy. You actually don't even have to
fire a single shot.
All you have to do is run to the other side of the
room when Pyramid Head
gets near you. But he may swipe you with his Great
Knife if you don't do
it at the right time. So wait in the corner at the
beginning until he gets
near you, and let him swing his Great Knife - it
shouldn't hit you. Right
after he swings, run to the other side of the room.
Let him come up to you
again and if he swings, do the same thing, run to
the other side of the
room. After a bit, he will stop swinging and he will
try to slay you in
each corner. This is better because it takes more
time for him to do it,
however, he will kill you if it hits you, no matter
what health you have.
He will nail his Great Knife right into the ground
where you were, leaving
you with plenty of time to get to the other corner
if you haven't already.
Remember that you can always use the Handgun to slow
him down. It won't
hurt him but it can buy you some time.
Keep in mind that this battle is harder at the
beginning and Pyramid Head
will try to swipe at you when you exit a corner.
Just run fast and try to
stay as far away from him as you can and he
shouldn't hit you. And if
you're playing on Hard Action Level, his reaction to
you running away will
be faster. You may receive a slash but it won't kill
you if you have good
health; it won't do too much, too. Near the
beginning of the fight, dash
to the other far corner because he may just close
you in. Do this for a
while until you notice he's starting to do the
slaying attack, where he
lifts the knife over his head and swings downward.
Pyramid Head wields a mighty blade so heavy that he
has to drag it
behind him. So that means he will walk pretty slow.
Pyramid Head has three
attacks. One is placing his Great Knife behind him
so he can lift it over
his head and slay James - this will kill you no
matter what. Another
attack with his knife is where he just swipes across
at you; usually at
the beginning of the fight, which is the hardest
part to not get hit. And
in the other attack, he grabs you by your neck and
tries to strangle you -
in this case you would have to be very close and in
front of him. So stay
as far away from him as possible.
Whatever you do, make sure he does not get a swing
at you with his Great
Knife. It probably won't kill you if it's a sideways
swing, but if he
lifts it up and swings downward, you're dead. That
is if it hits you. If
you see him stop, that means he lifting up his Great
Knife so he can take
a swing at you. When this happens, run to other far
corner of the room.
Stay away from him while running away because he may
hit you while he
lifts the knife up which is very fast and can kill
you, as it did to me
once when I was fooling around with the wooden
plank.
After you move to a different corner from where you
started, wait for him
to stop and lift his Great Knife, and then leg it to
the other corner -
where you were before. Just keep repeating this
strategy for a while and
the fight will be over. An alarm will sound off and
Pyramid Head will turn
around and head down the stairs. Don't follow him or
he may try to slay
James. Doing this strategy will save you a lot of
precious bullets so you
should always do this. Remember, the fight is timed,
so bullets won't end
the battle faster; all they do is slow Pyramid Head
down. Pyramid Head is
invincible anyway. On Hard Action Level, the fight
will actually be over
five minutes long! So just try to hang in there. |
After Pyramid Head exits to outside, the water
drains. Go down the stairs
and go through the door to outside. |
04. West South Vale
"What's a little girl like you doing here anyway?"
After you exit the apartments, you'll find no trace
of the water or
Pyramid Head. But that's not important. Go down the
stairs and run forward
to find a First
Aid-Kit. Then go the other way and
around the corner. Head
north for a bit and a video will play. James sees
the little girl again,
and she seems to know something about Mary.
After the video is over, continue going north and go
up the close by
stairs on the left. Take the Handgun Bullets x2 and
go back down. Continue
north once more and James will finally reach
Rosewater Park. Move into the
park and go up the left stairs and find Handgun Bullets x2 on the ground
at the end. Go down the other stairs there and grab
the Health
Drink on
one of the left benches. Then go down the stairs and
go to the right and
up those stairs. In the open area in front of you,
you can find more Handgun
Bullets on a bench.
Then continue north to the waterfront and get the Health
Drink down the
stairs to the right. Head west for a video. James
meets a strange woman
named Maria whom looks just like Mary. James
discovers that his "special
place" with Mary was the Lake View Hotel and that's
where he wants to go
now. Maria will follow James for the next portion of
the game. Make sure
Maria doesn't get killed because it will be GAME
OVER. Even if you shoot
Maria once, she will die. So be careful.
Now head west to the other side of the park, past
the stone monument, to
the next set of stairs. Then head south until you
reach a Mannequin on the
right side. Kill it and get the Health Drink there.
Then head south to
Nathan Avenue. There's a Save Point on the trunk of
a car in the Jack's
Inn parking lot if you need to save you're game.
There are plenty of supplies scattered around the
town here. Feel free to
get them although it isn't really necessary. Head
west on Nathan Avenue
past two Mannequins and a Patient Demon. Go to the
Texxon Gas Station and
take the Steel Pipe from the running car. In front
of a truck a little
south in the gas station lot you'll find 2 Health Drinks and Handgun Bullets.
You want to go to the hotel but the road is
eventually blocked to the
north. But there is a map near a corpse with a
circle around the Bowl-O-Rama. So head there. But if you're up there, get the Handgun
Bullets by
the corpse on Nathan Avenue near the end of the
road, and the First-Aid Kit by the blocked off boat docks by the Silent Hill
Historical Society.
If you head up the road on either side you can see
some flying Mannequins.
Head to Pete's Bowl-O-Rama. Get the Health Drink by
the grass in front of
the entrance and enter the bowling alley. Maria will
wait out here for you
because she hates bowling.
Once you're inside, go through the door on James'
left and a video will
play. Eddie and the little girl are talking for a
while. After the video
is over, find the other door in the room and go
through it. Go to the
right in this area and move forward. James meets
Eddie eating pizza and
then sees the little girl leave. James then
discovers from Eddie that her
name is Laura. After the video is over, get the Handgun
Bullets at the end
of alley third from the right. Then exit through the
same doors as Laura,
and then exit through the main doors.
Maria's not here so head east and Maria will come
running back to tell
James to go after the little girl. Run through the
side parking lot around
the right corner. Then go around another corner,
which leads you to a gate.
Head south (upward) until Maria shows you where
Laura went, and the door
to get to the other side. Try to open the door that
Maria pointed out to
find that it's locked. Maria will unlock it for you
with her three keys.
Try again and enter Heaven's Night.
Once you're inside go up the right stairs, and at
the top, examine the
stacked coloured boxes of liquor and James will
comment on his drinking
obsession. Then continue and go through the green
door on the right. In
this room, get the First-Aid Kit on the chair of the
second table and exit
Heaven's Night through the gray door. Outside, go
down the stairs and head
south down Carroll Street. After a while, Maria will
spot Laura and she
enters a hospital. Follow Laura and enter Brookhaven
Hospital through the
double doors. |
05. Brookhaven Hospital
"James, wait a minute. I'm kinda tired...."
After you enter Brookhaven Hospital, get the Map of the
Hospital on the
bulletin board to James' left. Then enter the
Reception Office in front
of you. There's a Save Point on the desk, along with
a memo on three
mental patients that were in this hospital. Grab the Health Drink on the
desk by Maria and go through the door there, which
leads to the Document
Room. Read the memo on the desk and get the "Purple Bull" Key. Then exit
both rooms.
After you do that, you may notice that the
Examination Room and Doctor's
Lounge are locked. So expect to come back here
later. Enter stairwell in
the corridor and go up to 2F. Up here, kill the
Nurse Demon around the
left corner and the same for the other one in the
area if it comes near
you. Then enter the Women's Locker Room.
James seems to be staring at a teddy bear on the
table so examine it to
get a Bent
Needle. Move to the right to find a Shotgun in the open locker.
It isn't necessary to use it yet so keep the Handgun
equipped for now.
Exit the room and enter the Men's Locker Room.
You can find the Examination Room Key in the Lab
Coat in the Men's Locker
Room, but you don't really need it if you're reading
this walkthrough. But
since this is probably your first time, I suggest
you get it and use it.
So head back down to 1F and enter the Examination
Room, using the
Examination Room Key. There's nothing here, so go
through the other door
to the Doctor's Lounge. Get the Shotgun Shells in
the sink and examine the
white board by the far door in the room.
The memo tells you the code for the 3rd floor
Patient Wing. It will tell
you it's 7335 on Easy and Normal Riddle Levels and
it will explain that
it's a "T" on Hard and Extra. Exit the room through
the door beside the
memo, unlocking it first, and go back up to 2F. Go
through the double
doors to enter the Patient Wing. Get the Handgun Bullets on one of the
stools in front of you and start going down the
hall.
Enter Examining Room 3 and grab the First-Aid Kit on
the bed. Then go to
the typewriter on the desk further back and examine
it. The will be a memo
imprinted on the carbon paper containing a
four-digit code. It's random so
write it down for future use. Exit the room and
enter room M2. Inside, get
the "Lapis
Eye" Key in the small nightstand drawer
and the Shotgun
Shells on top; exit the room. Inside room M3 is a Health Drink and Handgun Bullets, as well as a Nurse Demon. If you go past
the Nurse Demons in the
hall and enter room M6, you'll find Shotgun Bullets by Maria and a Health Drink by a Nurse Demon. When you're done on 2F, go
up to 3F in the east
stairwell.
On 3F you can find a First-Aid Kit on the ground in
the northeast corner,
but you'll have to get past two Nurse Demons first.
The Special Treatment
Room is locked so try to open the door to the
patient wing hall, and a
number keypad will show up. If you went to the
Examination Room on 1F and
got the code, put it in. But if you didn't, it
doesn't matter. On Easy and
Normal Riddle Level, the code is 7335. But on Hard
and Extra Riddle Level,
the memo on 1F says the pin number is a "T". The
resulting code ends up
being 1328, so put that in if you're on Hard or
Extra and it will unlock.
Now enter the patient wing hall through the now
unlocked double doors and
head down the hallway. If you want to get rid of
Maria right away, enter
room S3 and she will lie down on a bed and relax.
After this happens, she
can't join you anymore. Depending on how much time
you spend with Maria,
and if you check on her often, you may have a better
chance of getting a
certain ending. I recommend you do what you want,
but you can also read
the Endings section to figure out what
to do.
Take the Roof
Key on the nightstand and exit the
room. Since you just got
the key for the roof, go up to the roof in the east
stairwell, using the
Roof Key. On the roof, look around until you see a
bluish green book on
the ground with some scattered papers. Either look
at it or just go near
it. If you read it, you can have a better chance of
getting a different
certain ending. Do what you want or you can read the Endings section
if you want to get a certain ending. If you
try to exit to the
stairwell, you'll find that it won't open. Go to the
Elevator Control Room
area and a metal scraping concrete noise is heard.
Pyramid Head will come
out of nowhere and knock you off the roof. It is
impossible to avoid this
so don't worry.
You are now in the Special Treatment Room on 3F,
which was locked from the
other side earlier. James will have red stamina
after you fall, so use a
First-Aid Kit and/or some Health Drinks. It is
impossible to die from this
fall, no matter what health you have.
Enter the second room from the left and read the
blood writing on the wall.
You'll have to examine the bloody wall for a
close-up to be displayed.
Write down or remember the four-digit code because
you will need to know
it very soon. If you can't make it out, just write
it down exactly how it
is and try to figure it out from there. Exit the
room and exit this area
through the exit door once it's unlocked. If you
didn't kill it earlier,
there may be a Nurse Demon in the corridor. Enter
the patient wing and
move down the hall. Make your way past the Nurse
Demon and two Mannequins,
then enter room S14. Examine the weird looking box
on the bed. |
"Louise
" Puzzle
"Purple Bull" Key and the "Lapis Eye" Key and use them. You don't need to combine them, but it's faster if you do because you use them at the same time. On the push-button lock, enter the 4-digit code that you found on the carbon paper in the typewriter in Examining Room 3. If you forgot the code, go to the memo section in the menu and see what it
was. On the turn combination lock, enter the code you got from the bloody wall in the Special Treatment Room, and the box will open. If you forget the codes, enter your inventory and go to the memo section.
If you're having a hard time reading the bloody wall code, this may help you:
The code is random each time so I can't tell you what it is. My best advice is to write the code down exactly how it is on a piece of paper and figure out possible combinations from there. The codes are random but some reappear. Codes 5757 and 5752 may be hard to read and one of them may be the code in your situation. Some numbers may also look like other numbers. Fives can look like sixes, twos can look like sevens, and fives can look like random lines. The numbers can also be the other way around so sixes can look like fives and sevens can look like twos. |
Inside the box is a Piece of Hair. Exit the room and enter room S11 for
a Save Point and a Health Drink on a tipped over
nightstand. Save your game because a boss is coming up soon. Then go to the
Shower Room down the hall to find something stuck in the drainage pipe. So
combine the Bent Needle and the Piece
of Hair, and James will get the Elevator Key out of the drain. Exit the room and use the Elevator Key on the
west elevator, which is in this corridor. Examine the panel and go down
to 1F.
On 1F, enter room C3 and get the Shotgun
Shells on
the left nightstand and the Handgun
Bullets on the floor on the right. Exit
the room and enter room C2. Move forward to see Laura playing with some
teddy bears. She tells James how she knows Mary. She ends up luring
James into Examining Room 2 and claims a letter is in the back. As naive
as James is, he walks in and Laura locks the door to leave James with two
new enemies for a boss. Now you have to kill the Hangers before they kill
you. |
Boss 2: Hangers
At the start, make sure you have your Shotgun
equipped. Keep shooting the Hangers until they get close to you. When they get
close, run to the other side, or they will grab you. Use the strafe buttons
if you need to. But to shoot them with the Shotgun, you need to make sure
it's aimed up at them before you shoot or you won't hit them. James will
lower it to pump it after each shot. So wait for it to aim up, then
shoot.
The best thing to do is to lure both Hangers to one
side of the room, and then run to the other side and pump rounds into
them. The Hangers have two attacks. One is coming up to James and grabbing him
by his neck, trying to trangle him. The other is a kick attack that they
try when you are just outside of their range. This attack can hurt the
other Hanger if it hits it (usually from behind). Make sure the Hangers
don't get too close or they'll grab James and try to strangle him. If this
happens, rapidly press
the D-pad and the shoulder buttons to escape the
attack more quickly and lose less health.
If your running low on Shotgun Shells after you kill
the first two Hangers, equip the Handgun for the last Hanger and shoot
around 10-20 shots at the Hanger, depending on the difficulty, and it should
die. |
A weird video will play and James seems to be
transferred to outside. |
06. Nightmare Hospital
"'Anyway'!? What do you mean 'Anyway'!?"
You are in the Garden on 1F, which is much smaller
than on your map. Go through the doors beside you to enter the hospital
again. Once inside, you'll notice that it looks different. It has turned
into an evil hospital. Get the Shotgun Shells in the corner and use the Save
Point if you want, then go through the double doors. Enter room C2 to
find a First-Aid
Kit along with a Patient Demon. Switch back to the
Handgun for a while as it's not really necessary to use the Shotgun yet on
normal enemies. You may hear some glass break in the room but it's not
really important; exit.
Enter room C1 for some ammo and health, but first,
there is a Nurse Demon just inside the room that may be close enough to hit
you while you can't see. Enter the room with your Handgun blazing or you
may receive a smacking. Then get the Health Drink on the left and
the Handgun
Bullets to the right. Exit the room and enter the elevator; go
up to 2F.
On 2F, you can find two Nurse Demons in room M4
guarding a Health Drink and Shotgun Bullets - get them if you want. Then go
to room M6 past the Nurse Demon and take the Handgun Bullets to the
left, the First-Aid
Kit by the camera, and then check out the area to the
right. There is a Dry Cell Battery and the Basement Storeroom
Key on a
small ledge above the hands, and a memo of which explains that a ring is
in the "basement's basement". Exit the room and go past some Nurse
Demons to the elevator. If you check the Day Room, you'll notice that there's a
knocked over fridge which James can't open.
Go up to 3F in the elevator to find an odd locked
door with two hands sticking out. There are Nurse Demons to the left and
right; take the right and enter room S11. Grab the Handgun Bullets and the Ampoule on the stand and read the memo on the bed explaining the odd
stairwell door. Exit the
room and enter room S3, past the two Nurse Demons if
they're there again, to find that Maria is gone. Her medication is on the
nightstand and some eep breathing is heard. Exit the room and the
patient wing, then enter the east stairwell in the other corridor.
You can find a Save Point on the pillar. Go down the
stairs until you reach the very bottom, and go through the door,
using the Basement Storeroom Key. After you're inside, get the Shotgun Shells and go up to the shelf with the blood hand prints on it. Move the
shelf and try to go down the ladder; Maria will open the door and blame
James for not trying to save her when he had no idea where she was. Maria
will now stay with you and follow you again.
Go down the ladder to the basement's basement. Take
the Copper
Ring in the middle of the floor and go back up the ladder and
exit the room. Go back up to 3F and enter the patient wing, ignoring the
radio static in the west corridor. Enter the elevator and go down to 2F.
Before the elevator doors open, a strange message
from a game show is heard. Three questions are asked. Listen carefully
to the questions and see if you can figure out the answers. It tells you
to go to the 3rd floor Storeroom to collect your prizes. But since you're
on 2F now, head to the Day Room and try to open the fallen fridge. James
still can't open it so he asks Maria to help him open it. Inside is a Lead Ring. Now go back up to 3F in the elevator.
If you want to collect your prize for the Trick or
Treat announcement in the elevator, exit the patient wing and enter the
Storeroom. Kill the Nurse Demon outside first so it's easier when you come
out. Inside, grab the First-Aid Kit, Shotgun Shells and Handgun Bullets on
the shelf by Maria. Then examine the blue box on the table. |
Trick or Treat Box
On the box is a panel with nine buttons and it looks like this:
1 2 3
Q1 o o o
Q2 o o o
Q3 o o o |
 |
 |
In order to get your prize you have to answer the questions correctly. If you answer incorrectly, spray will come down on you from the roof which will lower your health into red. The questions were given to you when you went to 2F with Maria in the elevator. This puzzle always has the same questions and answers, no matter what Riddle Level you're on. Here are the questions:
1. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love. The question is: What is the name of this amusement park?
One, Fantasy Land
Two, Silent Hill Amusement Park
Three, Lakeside Amusement Park
2. Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe. Torn flesh, smashed bones, splattered blood, and finally... What a terrible tragedy. What gruesome end to such innocent lives. What was the name of the murderer who committed this vile act?
One, Walter Sullivan
Two, Scott Fairbanks
Three, Eric Gein
3. South of the lake is a deserted old neighborhood called South Vale. From there to Paleville, the central resort area northwest of the lake, there's only one road you can take. Just one road, no more. The third and final question is: What is the name of that road?
One, Bachman Road
Two, Rendell Street
Three, Nathan Avenue
Now that you know the questions, let's figure out the answers:
1. The name of Silent Hill's amusement park. Where could you find that? Check your map and find the map of Silent Hill. Look at the top to the right of Lake View Hotel to find the answer: Lakeside Amusement Park.
2. The killer of the two kids. Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage shoot? Enter your inventory and go to the memo section. The name of the memo is "Article about murder incident". If you read the memo it gives you the answer, which is Walter Sullivan.
3. The name of the road that goes from South Vale to Paleville. Check your map again for the answer. Look at the road to the west of the map that is in Paleville. It's called Sandford Street. But look where it connects as it moves south. It connects to Nathan Avenue and goes south all the way to South Vale and is your answer.
Now that you have the answers, you can solve the puzzle. On the top row, press 3. On the middle row, press 1. And on the bottom row, press 3. The box will open. You should be happy with the contents in the box. |
After you have opened
the box, collect the Shotgun Shells x5 and the 2 Ampoules. Exit the room and enter the patient wing
for the last time. Go up to the west stairwell door. There are two 3D arms
sticking out of the door. Go to the menu and combine and use the Copper
Ring and the Lead Ring, and the door will unlock (combining the keys only
makes it faster). Go
through the door and go down the stairs to find a
memo on the ground. Read it to find out about the key to the museum and
continue down to the bottom of the stairwell, and go through the door there.
Now follow the path and you will hear something.
Pyramid Head will come from behind you and Maria and start to attack Maria.
He tries trying to spear Maria to death, so run quickly following the
path before she dies, and to get her moving. On Hard Action Level, you
will have to shoot Pyramid Head or whack him with any weapon to slow
him down. The best and fastest method is to use the Handgun. Right when he
appears, unload a full clip into him (you should notice him slowing down).
Start running and you
might want to fire another clip at Pyramid Head
around the fenced-window area just
in case. Once you get to the beginning of
the last hallway, you should be okay.
I used to use the Steel Pipe here but it takes much
longer. If you want to try it, go ahead. When Pyramid Head first appears,
whack him once, and walk backwards a few steps until he comes closer,
and whack him again. Walk backwards a few more steps until Pyramid Head
comes closer, and whack him again. Keep on doing this until you get to the
fenced window area, and
then run for it.
Once you get near the elevator a video will play.
James will enter the elevator and it will start to close, causing Maria
to not make it.
Apparently it is possible to make it through by just
running, but you'd have to hit no walls and be extremely fast.
After Maria's stabbing, the doors close and the
elevator goes up to 1F. Up here, enter the Director's Room. Inside on the desk,
James finds a map that shows a letter and a wrench on Lindsey Street.
He also gets the Hospital Lobby Key. Then Laura walks by out the
window. Exit the room and find the lobby doors for a Save Point on the right
side of the wall. Use the Hospital
Lobby Key on the main entrance doors to
exit the hospital. |
07. Dark South
Vale
"Mary... What... What should I do?"
There are plenty of health and ammo items around and
feel free to look for
them. But the necessity of these items will be
pointed out here. After you
exit the hospital, head south down Carroll Street
past a threesome of
Nurses. You can find an Ampoule and Handgun Bullets at the west end of
Rendell Street on the south side, and a Health Drink and a First-Aid
Kit behind the station wagon on the other side of the
road. Head east on Rendell Street past some Nurses
and get the Shotgun Shells x2 and the Rifle
Shells in the dirt area on the north side of
the road, near another
Nurse Demon. Further east are more Rifle Shells and
some Handgun
Bullets.
Continue east on the north side of the road and grab
the Health
Drink and Shotgun Shells at the far end of the construction
sheet. Head southeast
towards Saul Street, passing over on Munson Street.
Ignore or kill any
Nurses and get the Handgun Bullets x2 by the blocked
off Munson Street in
the corner of the map, and also get the 2 Health Drinks by the door around
the corner on Saul Street. Move east on Saul to find
a gate; go through it.
There will be new monsters under the grating that
can move moderate speed.
Run down the grate path, dodging the total of three
Underhangers. Also
move out of the way for the gaps on the left and
then the right that may
slow you down. At the end, go through the gate door
after unlocking it.
You can find and enter the motorhome from earlier on
in the game just
ahead, but there's only the same Save Point inside.
Outside by the front of the motorhome is a First-Aid Kit, and Shotgun Shells x2 by the nearby
car.
Now continue heading east on Saul Street to near the
end and get the Handgun Bullets x2 by the paper stands on the south
side of the road. Near
the corner of Saul and Neely Street is a First-Aid Kit. Make your way to
Happy Burger for Rifle Shells on the west side of it
and more Rifle
Shells on the east side. Get the Handgun Bullets in front
of Neely's Bar if you
want and if you enter Neely's Bar you will find
something strange. It may
change which ending you receive but it probably
won't and it is cool to
see. There is a message to James on the far wall.
When you're done, exit
the bar and head east on Sanders Street, past the
Mannequins and Nurses.
Go north up Lindsey Street and find the second house
to the north past
Gonzale's Mexican Restaurant.
On the porch, you will find a letter and a wrench.
Read the letter and
take the Wrench. The memo in the hospital about the
"direckters's key"
stated that the key to the museum is in the park
behind the praying woman.
So head to the park. Continue north on Lindsey
Street to Katz Street, and
get the Handgun
Bullets at the Cafe Texan door. Then
head west. By Big
Jays on Katz/Neely is a Health Drink and Rifle Shells (by the Neely Street
entrance). Handgun Bullets are south at the
Katz/Neely intersection, at
the southwest corner. Head west past some enemies
and go through the now
unlocked gate door past the apartments.
Continue west to Munson Street. Now head north on
Munson Street past some
Nurses and get the Handgun Bullets at the right side
of the Nathan Avenue
and Munson Street intersection. Then head west on
Nathan Avenue until you
reach the entrance of Rosewater Park. Take the left
path moving north and
get the Shotgun
Shells x2 in the left concrete area.
Go to the right side
of the path and go north until you see some steps on
the right. Go down
them and down the next steps ahead of you to the
left. Follow the path and
then go around the corner to James's left. Go behind
the "praying woman"
statue and dig up the tin box.
Use the Wrench to open the tin box and take the Old
Bronze Key inside. Now
go back up the sets of stairs you came down before
and exit Rosewater Park
to Nathan Avenue. Now head west on Nathan Avenue all
the way to the Silent
Hill Historical Society Museum. It will take a while
to get there and
there will be many Nurses on the way, but there's no
other way to do it.
Just ignore the Nurses and run past them to save
time. If you want Handgun Bullets and Rifle Shells, head to the end of the
road to the northwest.
They're by the corpse.
Once in the museum parking lot, kill the Nurse Demon
to the right and get
the First-Aid
Kit. Then go to the left by the
entrance. Ignore the Nurse
if there's one there and enter the museum, using the
Old Bronze Key. |
08. Silent Hill Historical Society
"'Misty day, remains of the judgment' It's him."
Once inside, you can find a Save Point on the left
counter. Deeper in the
room are some paintings; one in particular is of
Pyramid Head. Go through
the double doors behind the painting of Pyramid
Head. You'll find more
paintings in here. One about Brookhaven Hospital,
the director of the old
hospital and one with a deep hole. A strange moaning
noise is heard in the
distance. Move around the room to find a hole in the
wall, which the noise
seems to be coming from.
Investigate the hole to find that it has a
descending pathway. Follow the
path - it's a long one. When you finally reach the
end, go through the
door. On the desk to James' right is a memo dated
from 1820! Very strange.
Go around the pillar to the other side of the desk
and get the First-Aid Kit. Go through the other door in the room to find
yourself not alone.
Move forward to see a Patient Demon. Kill it or just
run the other way, as
it's blocking a door with a broken lock. Down the
hall, take the right
path and kill the Patient Demon there, then go
through the door at the end.
You are now in a room with a hole. It appears to be
the same hole in the
picture earlier. Examine the hole and decide to jump
down. Now you are
trapped at the bottom of what looks like a well.
Search every inch of
brickwork until you find an area that James says is
different and he may
be able to break it. The "different" area is
approximately 135 degrees to
the left from where you start. Take out your Wooden
Plank or Steel Pipe
and whack the area until it breaks apart. A door
will be revealed - go
through it.
Now you are in a sewer. Follow the path, past a
Patient Demon, until you
reach two doors. Go through the right door. Ahead is
a locked gate on the
ground. Since it's locked, go through the right door
in the hall. Take the Spiral-Wiring Key on the ground, and your
Flashlight will fade out. It
ran out of battery power so use your Drycell Battery. Once you replace the
battery, the room is filled with Giant Roaches!
Examine the panel beside
the door since the door is locked. |
Roach Trap
Either 2 or 3 random numbers will be highlighted on the panel. All the
numbers are illuminated, but only two or three have been used recently as
they are brighter. The code to get out is with those numbers. You'll need
to try different combinations with those numbers until the door is
unlocked. But first, write down the possible combinations and cross them
off as you try them. If you're numbers are 3, 6, 8, try 368, 386, 638, 683,
836 and 863, and the door will unlock with one of those combinations.
If your numbers are 6 and 9, then try 669, 699, 696, 996, 966, 969, and
the door will unlock with one of those. There are always only six possible
combinations so find out what they are and write them down. Then try them
one by one and the door will eventually unlock. |
After you have unlocked the door, exit the room.
Now go to the locked
floor gate to the right and use the Spiral-Writing
Key to open it. Jump
down the hole. |
09. Toluca
Prison
"Killin' a person ain't no big deal. Just put the
gun to their head...pow!"
James finds himself in a cafeteria. Eddie is in the
room and he admits
that he murdered someone, then denies it. After he
exits, grab the Health
Drink behind you to the right. Also find the other Health Drink further
back as well as the Tablet
of "Gluttonous Pig" on
the pushcart at the back.
Lastly, there's a Save Point on a pillar near the
back of the room. Exit
the room when you're done.
Since you have no map, turn left and run forward
down the hall. Grab the Handgun Bullets on the first desk to the left.
Continue down the hall to
the next desk and take the Map of the
Prison on it.
Since there are no
actual compass directions on the map, north is up,
east is right, south
is down, and west is left - just like usual.
Head south down the hall and go through the first
door on James' left,
which is an area with six identical rooms on your
map. You are now in a
Shower Room. Take the north path and kill the
Patient Demon around the
corner. Continue and enter shower with no door. Take
the Tablet of "The
Seductress" on the ground and exit the Shower Room -
the other Patient
Demon in the area will probably be near the door.
Head south down the hall and enter the upper south
row of cells. A Patient
Demon occupies the 2nd cell from the west and
another one is further down
the corridor. The 5th cell down is open so get the Handgun Bullets on the
bed. Continue down the corridor past the Patient
Demon in the 6th cell and
enter the 9th cell down. Take the Wax Doll on the
bed and exit the
corridor through the east door.
Now you're in the east corridor. Head north, taking
the Handgun
Bullets on the first desk and go through the double doors on
the left. Kill the
Patient Demon and get the Rifle Shells by it. Exit
the room and continue
north. Enter the lower north row of cells, going
past the Patient Demon if
it's in your way. Enter the first cell right beside
you to find three
strange paintings. Exit the cell and continue down
the corridor.
Enter the 7th cell from the east and take the Tablet of "The
Oppressor" on the bed. Try to exit the cell to find that it
won't open! Keep trying
and James will force it to open.
Since you have all of the 3 tablets, exit to the
east corridor. Then exit
through the double doors on the east side of the
wall to the courtyard.
Once outside, walk directly forward until you reach
a scaffold. In the
menu, combine the Tablet of "Gluttonous Pig", Tablet
of "The Seductress", Tablet of "The Oppressor" and use them. After they're
all inserted, you
should hear a scream/cry sounding like a hanging. If
you want to have some
fun, you can go on the scaffold and fall off
backwards and stuff like that.
James actually falls and doesn't land on his feet so
it's funny. Now head
back to the double doors and take the Horseshoe that
suddenly appeared on
the left door, and then reenter the prison.
Once inside, ignore the Patient Demon to James' left
and enter the lower
north row of cells. Then go through the door at the
other end after
unlocking it. Go through the door in front of you to
the right and take
the First-Aid Kit on the counter. A brass Zippo
lighter is seen on the
other side of the glass. Exit the room and enter the
next room to the
north. Go through the other door of the destroyed
visiting room to the
civilian side of the prison.
Remembering the lighter, enter the room right beside
you to the left.
Inside this visiting room, take the Lighter on the
counter in front of the
glass and exit the room. Go past the next door on
the left and go through
the one after that. You're in the women's washroom.
Knock on the closed
stall door to the right a few times and head towards
the exit. If nothing
happens, try it again. Exit the room when you're
done and enter the next
room to the left, which is the men's washroom. The
only thing in here is a Save Point above one of the urinals. Exit the room.
Go through the door in front of you to the left.
Inside, kill the Patient
Demon and collect the items in this area. There's a First-Aid Kit on the
TV, an Ampoule on the nearby sink, and a Health Drink by the far door.
Also be sure to read the very interesting memo on
the desk in the room.
If you're interested, examine the left shelf for a
diary.
When you're done, go through far door in the room,
which is where the
health drink was. Take the Handgun Bullets in front
of you in the stand
and get the Shotgun
Shells and Rifle Shells in the
cabinet to James' right.
Take the Hunting Rifle on the wall and the Rifle Shells lower on a box.
Don't go wasting your Rifle Shells because you'll
need them for near the
end of the game. You should know when to use them -
remember "9 Red
Squares". You can see another Hunting Rifle above,
but its barrel is
busted. Exit this room, killing the Patient Demon if
it's there again,
and exit the main room back to the corridor. Then go
through the gate to
the right.
On the floor, you can see a rusty, white escape
hatch - go in front of it.
The hatch's handle is missing and James can't open
it. So go in the menu
and combine the Wax Doll, Horseshoe and Lighter,
and use them. James
melts the wax with the lighter and puts it where the
missing handle on the
hatch first was. Then he puts the horseshoe in the
melted wax for a new
handle. Open the hatch and jump down yet another
hole. Now you're in the
basement of the prison. Turn around and go through
the double doors
directly in front of you. James makes funny comments
if you examine the
corpse on the stretcher and certain holes in this
foul room.
Go through the double doors on the other side of the
room and jump down
the hole. After you jump down, walk forward and open
the door to find
another hole! Since jumping down holes is now a
standard operation
procedure for James, jump down this hole. Down here,
enter the large
elevator right in front of you and go in a far
corner to get it moving.
There are items in each corner of the elevator, so
get the Handgun
Bullets, Rifle Shells, First-Aid Kit and Shotgun Shells. It's
odd how James already
jumped down five holes and the elevator is
descending. It's a very long
elevator ride, but it will come to an end...
Eventually.
Do you realize how far down James is right now? He
went down one very long
descending hallway, jumped down five holes, and just
went down one really
long elevator ride that descended very deep. It
seems like a one-way trip
to hell. Anyway, exit the elevator and use the Save Point by the door if
you want. Then go through the light brown door
beside it. |
10. The
Labyrinth
"How do you know about that! Aren't you Maria?"
As you can see, the doorway directly across from the
entrance to the
Labyrinth is blocked by wires, and a ladder visible
behind it. So you will
need to find a tool to cut the wires. Since there is
no map for this area,
James will have to draw his on as he goes. The
Flashlight has to be on so
he can draw it.
Head east to encounter two Patient Demons walking
around. Kill them now to
make it easier. If you want to get a new weapon go
down the northeast
ladder on the map, or the one directly across from
it (they both lead to
the same area). Now you are in the same room as
Pyramid Head so be careful.
If you encounter Pyramid Head here, just turn around
and head in the other
direction. If you took the northeast ladder, move
forward and go to James'
left. If you took the other ladder, go left also
because Pyramid Head will
be to the right. Either way, find the path with a
door that leads to the
center room.
In this room, take the Great
Knife on the bloody
table, as well as the Shotgun Shells x2. Exit the room and go back up the
ladder you came from.
Follow the west path around the corner and follow it
to another ladder,
not taking the right path. Go down the ladder and
blast the two Patient
Demons down here. Go up the other ladder in the
watery corridor to find a
weird box of faces - examine it |
The Box of Faces
This puzzle is very easy on Easy and Normal Riddle Difficulties. Keep in
mind that some faces are upside-down and some are right-side-up.
Easy/Normal
Rotate the box upward or downward until the right-side-up face with the
red eyes is displayed. Now if you look behind James, the entrance to the
empty room has completely vanished! Now with the red eyes right-side-up
face displayed, rotate the box left or right so that one of the 3 upside-down faces are showing. As you can see, there is a staircase in the empty
room now, so you are done with the box of faces.
Hard/Extra
On Hard and Extra Riddle Levels, the solution is randomly selected each
time so just keep trying it on different faces until it is correct. There
are 6 faces and the two side faces can face upward, downward, right, and
left. So that makes 12 possible combinations (4 normal faces + 4 left
side faces + 4 right side faces). The possible solutions are below.
[Note:] There are four different colours for the faces. Below are all the
possible solutions. The direction listed is what side the top of the face
is facing.
Yellow - up, down, right, left
Red - up, down
Green - up, down, right, left
Blue - up, down |
Once you complete the puzzle, go down the
staircase in the other room.
James will meet Maria again, even though she died in
the hospital (or did
she?). But James is on the one side of a jail cell
and Maria is on the
other. So your job is to find the entrance to the
other side of the jail
cell. After the video, go back up staircase and you
should hear some
spark sounds. Go up to the open breaker box beside
the ladder and take
the Wire
Cutter that is stabbed into a wire. Go down
the ladder and
follow the path to the other ladder, and go up it.
Follow the path and take the left path when you can.
Go forward to the
wall and then left to find the doorway with wires
blocking it. Use the
Wire Cutter and go down the ladder. Follow the
corridor, past the Patient
Demon, and take the first right, then go up the
ladder. Go forward and
take the right path to a ladder - go down it.
Move forward and go counter-clockwise, killing the
Patient Demon if it's
in your way, until you find an opening to another
ladder and go up it.
Blast the Patient Demon in front of you and follow
the corridor. Take the
right path and go around the fence, ignoring the
Patient Demon to the
right, and go down the ladder at the end of the
pathway. Kill the Patient
Demon near you and follow the path. Take the first
left and follow it to
a ladder and another Patient Demon; go up the
ladder.
Quickly eliminate the two Patient Demons in front of
you and get the Handgun Bullets by the ladder you came up. Move down
the hallway and go
down the ladder at the end to the right. In this
area you can encounter
Pyramid Head, but you won't if you take the right
path. So take the first
left path and go up the ladder. Read the partially
illegible blood-soaked
newspaper on the ground and be sure to use the Save Point on the wall to
save your game, because there will be a boss fight
just ahead!
Go through the door and equip the Shotgun if not
using it already, and
follow the path. On the way you may notice many
papers on the ground. Some
are from today's date according to James. Continue
walking the path and
you should hear Angela scream. James will enter the
nearby room and will
have to fight a Doorman Boss. |
Boss 3: Doorman
If you find the 3D Control hard to use in this fight, just go in the menu
and change it to 2D Control. But I'd recommend 3D as it is better. Right
when the fight starts, start blasting Shotgun rounds into the Doorman as
fast as you can. It should take two shots to fall to the ground. If the
Doorman is close to you and it falls on the ground, use that time to run
to the other side of the room and reload. Use the menu to reload because
it's a lot faster (unless you're on Easy Action Level). If you're using 3D
Control, use the R1 and L1 buttons to strafe. This will help you a lot
when navigating in this very small room.
The Doorman has one attack of lumbering and lifting its doorframe over
James' head like a hood. The range of this attack may surprise you so stay
as far away from the Doorman as possible at all times. You will have to
fire around 6 Shotgun shots on Normal. Then Angela will finish off the job
and run out of the room. This fight is rather simple although it may be
difficult to move around in the small room. |
After the fight, Angela will run away. Exit the
room and continue
following the hallway to find a door; go through it.
If you continue
through the door at the end of this hallway, you'll
find a pair of
handcuffs attached to the exiting lifting-gate
(bars). So go back and
investigate the two rooms in the other corridor.
After investigating the two rooms, you will find a
room with six corpses
of men who were hanged, and a room with six empty
nooses. |
Free the Innocent Man
The first thing you want to do is examine the two signs on the fence in
the room with the six nooses in it. They should give you a clue of what
you have to do. All of the Hanged Men are positioned in a randomly chosen
fashion. But on each Riddle Level, the solution will always be the same.
The smaller sign on the right reads as the following:
"Only the sinless one
can help you here.
Mistakenly pull on
a criminal's rope and
your reward will be returned
to you in a shape most
wondrously strange."
The larger sign is different on each Riddle Level. The riddles are all
below. In the room with the six corpses, you'll find inscriptions
describing what they were hanged for. You'll come across six of the
following eight men, depending on your riddle difficulty, in no
particular order:
Kidnapper - One who steals a human being
Bodily Injurer - One who causes physical harm/hurts another
Arsonist - One who illegally sets fire to property
Counterfeiter - One who copies with intent for forgery (in this case money)
Thief - One who steals, especially by stealth
Swindler - One who cheats or defrauds money or property
Embezzler - One who takes money, etc. for own use in violation of trust
Murderer - One who kills another brutally
Easy
"He committed an evil crime.
He turned a happy home
into a pile of ash.
For that, he should die.
They also committed crimes.
They tried to fraud
and trick others.
So their reward too is natural.
Even he cannot be forgiven,
My friend without his left hand.
And so his death bothers me not.
And what of him?
He also is not sinless.
There is only one here
who is innocent.
The missing child was
nowhere to be found,
And so there was
no proof of his guilt.
His death was a tragedy.
That is all I wish to say.
It was neither justice
nor retribution."
"He turned a happy home into a pile of ash" is describing arson, so the
arsonist is guilty. "They also committed crimes. They tried to fraud and
trick others" describes three of the six accused men. We'll come back to
that in a moment. "My friend without his hand. And so his death bothers me
not" easily describes the bodily injurer.
Back to the three accused men who "tried to fraud and trick others". That
describes the counterfeiter, as he tries he trick people with fake money,
the swindler, who defrauds money or property, and the thief, who is also
considered a fraud.
And then the final accused man, "There is only one here who is innocent.
The missing child was nowhere to be found". The answer is basically given
to you. The kidnapper is innocent because the missing child was never
found, so there was no evidence of his guilt.
Normal
"Dead men, dead men
swinging in a tree
How many dead men
do you see?
Tongue turned blue and
face gone grey
Watch them as they
twist and sway
The first one killed
the butcher man
Then cooked him in
the frying pan
Served him to his hungry guests
And gave them seconds on request
The next one with his smile
and sweets
Stole poor children off the streets
To men who dressed unsavory
He sold them into slavery
Breaking into home at night
The thief he had a nasty fright
Filled his foolish head with ale
Woke in the morn
in the county jail
The artist with his daunting skill
Tried his hand at painting bills
But caught in rain he was undone
When the ink he'd use did
start to run
With promises of great return
Taking gold he did not earn
Bundled it up out of sight
Quietly slipped off into night
Three houses into ashes burned
The sheriff with no place to turn
Did spy a stranger to his town
Locked him up and beat him down
Dead men, dead men
swinging in a tree
How many dead men
do you see?
Six feet long and
six men wide
Round their necks
the noose be tied"
Okay, this one is pretty obvious, but let's just go through the whole
thing so it all makes sense. The first paragraph is just introductory.
The next one, "The first one killed the butcher man" is pretty clear.
Killing someone is the crime of murder, so the murderer is guilty.
"The next one with his smile and sweets; Stole poor children off the
streets" is obviously the kidnapper, so he's guilty.
"Breaking into a home at night" is more obvious than Big Bird hiding
against a black wall in broad daylight. It's the thief, so he's also
guilty.
"The artist with his daunting skill; Tried his hand at painting bills"
explains that an artist made counterfeit money, making him the
counterfeiter and being guilty.
"Taking gold he did not earn" is clear, but not as simple as the previous
criminals. Taking something you didn't earn is the crime of embezzlement,
so the embezzler is guilty.
All of the five previous hanged men were determined as guilty, so that
leaves us with the arsonist. "Three houses into ashes burned; The sheriff
with no place to turn; Did spy a stranger to his town; Locked him up and
beat him down". There's no proof that he committed the crime; the sheriff
just assumed he did.
Hard
"I do not wish to die.
But tomorrow I will climb
the thirteen steps.
Please someone - answer me,
Why must I die come the morning?
The man imprisoned beside me
believed me. "Because they're
all insane, that's why," he said
Of course I know his opinion
will change nothing. "Now you
know why I struck out at them,"
he muttered.
The man who was executed
yesterday, the one who had
said his job was to sell dreams,
said that was not true.
But the man who is to be executed
the day after tomorrow for stealing
children shouted back that it was
true.
The man who was hung today
did not answer. "They'll kill me
either way," he said. He was
caught embezzling public money,
so he hasn't any hope for mercy.
The man who is always quietly
smiling to himself said "I am
happy for I will soon be with her."
I do not wish to die.
I long only to return home.
But I know it is not to be.
Though I have done nothing, this
crime has been thrust upon me.
Someone save me. This is not
judgement. They are bloodthirsty
and I am their sacrificial lamb!"
Half of this riddle is easy and half is not so easy. Let's do the obvious
ones first.
The paragraph about "stealing children" clearly describes the kidnapper,
so we know he is guilty.
"He was caught embezzling public money" literally tells you the answer, so
the embezzler is guilty.
Okay, now we'll move on to the not so obvious ones. They will require some
thinking, and that's probably why you're here.
The paragraph about the man who said "I am happy for I will soon be with
her" is actually quite clear. If you think about it, he's fits a murderer
the best out of the four left hanged men. He probably killed his wife or
a woman close to him and he misses her. He wants to be with her so he's
happy to die. So the murderer is guilty, although he'll probably go to
hell. But he doesn't know that.
The paragraph about "the one who had said his job was to sell dreams"
isn't so clear. Just think about it though. He sold "dreams" to people so
he stole their money. This is the crime of swindling. If this doesn't make
much sense to you there's also another reason. He could've took away
people's dreams by defrauding of their money or property, which is
swindling. So the swindler is guilty.
The paragraph about the person beside the author of the memo said "they're
all insane; now you know why I struck out at them." This is pretty hard to
understand, and that's why I left it for last. The word "struck" is how
you determine the answer. The definition of struck is: To hit sharply, as
with the hand, the fist, or a weapon; to thrust (a weapon, for example) in
or into someone or something. This can easily be the crime of bodily
injury. It clearly fits the description and the only other person left is
the counterfeiter, which in this case, the description doesn't make sense.
So we're left with the counterfeiter. The man is never mentioned, and it's
not to hard to realize that he's the one speaking in the memo. We realize
he is imprisoned with the other prisoners and he describes the other men's
crimes.
Extra
"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.
You, hanging as you do,
by your neck,
Unforgiven and cursed by all.
Five of them committed crimes,
six 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 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 meaningless
contract.
They are also signs of guilt.
But one of them was
done without reason.
It was done out of fear
and a ripe imagination.
Sinning alone at the
end of a rope,
it is nothing less than
a disgrace to us all."
The first six paragraphs stand for themselves and tell us not much more
than the known.
The seventh paragraph, "The white bandages stained with crimson" brings
two crimes to mind: Bodily injury and murder. But bandages don't belong on
a dead person as they will do nothing, so it has to be bodily injury.
"The remains upon the scorched black earth" is a simple, obvious phrase.
What does fire do? It burns, yes - but also turns things black. And the
word "scorched" really gives it away. The answer is arson.
The next phrase, "The whispered cries of the maiden" describes a maiden,
a not yet married woman, trying to scream, really. But all that comes out
is a whisper because she's terrified. So this describes kidnapping.
"They are but meaningless contract" is bare sentence and its meaning is
deep inside, so you have to think about it. A contract is an agreement,
but it is meaningless if you're not going to follow it. And the answers
left are thievery, swindling, and murder. Think of swindling (which only
really makes sense here) - to cheat or defraud of money or property. So
the phrase describes defrauding the contract, which is an agreement. So
the answer is swindling.
The second last paragraph isn't as simple as the other ones, but not as
difficult as the previous one. "But one of them was done without reason.
It was done out of fear and a ripe imagination." Without reason, eh? We
only have thievery and murder left, so lets see if the thief fits. Can you
steal something out of fear and a ripe imagination? No, it just doesn't
make sense. So move on to murder - Does killing someone out of fear make
sense? Definitely. So that's your answer: murder.
Only five out of the six men have been mentioned in this riddle, so what's
this all about? What about the other guy? Well, we've determined which
five people are guilty, and the last hanged man, the thief, is never
mentioned, so he's the innocent one.
____________________
Once you determine the Innocent Man and where he is located in the corpse
room, head to the room with the six empty nooses inside. Once inside, find
the noose that is in the same spot of the Innocent Man in the other room.
Once it's found, Press X to pull it down. Don't pull any other nooses down
or it will reset. Exit this room and head back to the other room. If you
have pulled down the correct noose, you'll notice that the Innocent Man is
gone and there is something where he was. Go over to his former location
and pick up the Key of the Persecuted.
If you don't do this puzzle correctly each time, there will be two Patient
Demons in the corridor. If you don't kill them and get the answer wrong
again, there will be one more Patient Demon in the corridor. The maximum
number of Patient Demons in the corridor is three. Make sure you do the
puzzle correctly so you won't have to deal with them. |
Now follow the corridor, through the door, to
the handcuffed gate and use
the Key of the Persecuted to uncuff the handcuffs.
After the gate has been
raised, go down the ladder and follow the path. Go
through the white door
directly ahead at the end of the corridor, since the
gate ahead to the right is locked. Inside, a video will play. Maria
has died again! Could
she be real? James will then leave the room,
realizing there's nothing he
can do. If you try to enter the room again, you will
increase your chances
of achieving a certain ending. I recommend you do
what you want, but you
can see the Endings section if you want.
If you go back to the
gate, you'll notice that it's now open. So proceed
through the watery
corridor of the Labyrinth that leads to a ladder; go
up it.
Get the First-Aid
Kit on the ground in front of you
and follow the
corridor to outside. Now you're in a catacomb. Get
the Shotgun
Shells near
the southwest corner of the area, Shotgun
Shells in
the southeast corner, Shotgun
Shells in the center to the north, and an Ampoule in northwest
corner. Also note the Save Point on a grave to the
east.
If you examine the graves in this area you will find
these names: Walter
Sullivan, Miriam K., Eddie Dombrowski, Angela Orosco,
and James Sunderland, himself. James must jump down his own grave. Once in
his grave, continue
down the stairs and follow the long pathway. Once at
the end, go through
the door. |
Boss 4: Eddie
First Room
As soon as the video is over you should know what you have to do. Eddie
has gone mad and now you have to kill him before he kills you. In this
first room, there are many weapons you can use. But there are two
strategies I recommend. The Steel Pipe and Great Knife.
With the Steel Pipe, right from the beginning of the battle, just hold R2
and X tightly to continuously bash Eddie over the head. If you do this,
he shouldn't ever get a chance to hit you; however, he may be close. This
strategy is intended for Hard Action Level; getting a 10 star ranking.
This strategy is not recommend for Easy, though, as it works horribly.
The other strategy is using the Great Knife because of its power. It is a
great choice if you know what you're doing. It is the most powerful weapon
in the game and you will only need to swipe Eddie 1-3 times, depending on
your action level. You can also slay him, which is best. It will make him
run to the next room after one successful slay (two on Hard Action Level).
If playing on Easy, you can just swipe at him but on Normal and Hard, just
try to slay him. However, I don't recommend this strategy on Hard because
you'll probably get shot and/or take some hits from Eddie. On lower action
levels, don't worry too much about being hit either because Eddie will
move away from James after he hits him. This is good because he will be in
your range and he won't attack you for a bit because he just did. So try
this strategy on lower action levels and the above strategy for hard.
Although melee weapons are the way to go in this first room, guns are good
as well. But if you use them, Eddie will probably shoot you. After you hit
him enough, you can hear him panting and he will run into the next room.
With the Shotgun and Hunting Rifle, just start blasting him away until he
runs into the next room. But you should try going right up to him with the
Shotgun and give him a few blasts. The Hunting Rifle should only be used
if you decide to stay away from Eddie and fire at him. But if you're far
away, he'll probably shoot you. If you're close, he will punch you, which
inflicts a lot less damage. Recover your health safely and be sure to use
some Health Drinks for minor wounds, First-Aid Kits for larger wounds, and
Ampoules for painkillers if you really need them.
I don't recommend the above strategy for Normal and Hard, but it can work
well for Easy and Beginner.
After you shoot Eddie a number of times, he will end the draw and run into
the next room. After he leaves, be sure to get the Rifle Shells and the Shotgun Shells. Reload all of your weapons if you need to and make sure
you have good health. Then enter the second room.
Second Room
In this room, there are giant racks of meat hanging from the roof so you
can use them to block Eddie's shots. Eddie has 2 attacks: Either raising
his .357 Magnum Revolver and shooting James, or he will run up to him and
punch him. In this room, it is best to use your Shotgun first because you
should have plenty of ammo for it and not as much for the Hunting Rifle.
The Shotgun has amazing power at close range as well, and can have two
more shells loaded into the gun.
A punch from Eddie will only take off around a tenth or so of your health,
however, a shot will take off a quarter of your health. Try to get close
to Eddie so he only gets to punch you and inflict less damage. If he does
do so, let him walk away a bit and blast him. Quickly strafe out of the
way so he can't punch you; try it again.
When Eddie runs after you, just use the strafing buttons and directional
buttons to get away. Hide behind the meat racks and then come out and
shoot Eddie. Then do it again. When he starts hiding behind the meat racks,
you may want to equip the Handgun because it is faster and pretty good for
this part. Find him behind the rack that he's behind and let him run, but
since the Handgun is easy to ready your aim, aim at Eddie and take off
some shots. Repeat this process for a while and he will finally die in a
brief video.
That may work but the Shotgun should work better. When Eddie starts hiding
behind the meat racks, one good shot (possibly more) should kill him. If
you want to use it, there is a different strategy here below.
After the first video in the second room when Eddie approaches you, shoot
him once, then run away so he can't get you back. This won't work on Hard
so don't try it. It is best to try to attack Eddie at close range because
he will run up to you and try to punch you, which is much better than
being shot by his gun because it's much more powerful. James' health can
still go red after 4 or 5 punches so be careful, and be sure to use health
often after contact from Eddie.
Try to sneak up on Eddie from behind. To do this, simply hide behind the
meat racks so Eddie can't see you. When he runs somewhere, run out and
shoot him. After about 8-15 Shotgun or Rifle blasts, Eddie should fall to
the ground. He is dead now. So continue by exiting through one of the two
large doors where you haven't been yet. |
11. Toluca Lake
"Mary... Did you really die three years ago...?"
As soon as you exit through one of the doors,
continue along the dock to
find a Save
Point on a barrel. Continue to the left
until you see a boat,
and get in it. Now you have to row the boat across
Toluca Lake. If you are
playing Beginner, Easy, or Normal Action Level, it
will be much easier to
control the boat. Use the D-Pad buttons to go in the
direction you want to.
Hold up to go forward, left to go left, and right to
go right.
But if you are playing Hard Action Level, this could
be hard for you. You
will have to use both analog sticks. By rotating
both analog sticks in a
clockwise fashion at the same time, you will turn to
the left. If you turn
both analog sticks in a counter-clockwise fashion at
the same time,
you will turn to the right. To move forward,
simultaneously turn the left
analog stick counter-clockwise and the right analog
stick clockwise.
Now you know how to control your boat, so get
moving. Try to do this very
fast because the time you take to complete this will
count in your final
ranking at the end of the game. Under a minute is
really good, but it will
be very hard to get under a minute on hard. If you
get under 1m20s, that's
good.
At the beginning, turn your boat right for a few
seconds and then stop.
Move forward as the boat gradually stops turning. If
you do it right, the
light should be in the screen. If you're still
turning as it appears in
the screen, stop and counter steer. Now row forward
towards the light
until you reach the dock to your "special place",
which is the Lake View
Hotel. |
12. Lake View
Hotel
"Waiting for you..."
Finally! You have reached your "special place", the
Lake View Hotel. After
the boat stage, equip your Shotgun until near the
end of the game, if you
haven't already. Now run forward to the courtyard of
the hotel. On the
left fountain you will find the "Little
Mermaid" Music Box. Take it and
look around for the main entrance stairs to the Lake
View Hotel and enter
through the double doors. You will need to find a
map.
Look to James' left and on the wall is the
conveniently placed Hotel Map (For
Guests). When you look at the map, you'll
notice that in box of Room
312 it says "Waiting for You..." The room James and
Mary stayed in - Could
Mary really be here? Next, enter the "Lake Shore"
Restaurant and go over
to the area with the tables. Grab the "Fish" Key on
the set table and then
try to head for the exit. As you see in the video,
Laura is here. She
scares James by playing the piano.
This video is pretty important. You get Laura's Letter which tells you a
few things, including Mary saying "Happy 8th
Birthday to Laura." Laura
says she turned 8 last week. So Mary couldn't have
died three years ago!
Laura apparently lost another letter and runs away
to find it. When she's
gone, examine piano for a funny comment on Mary. You
are done here so exit
to the main hallway.
There will be two Doormen out here and they are
coming after you. Shoot
them both twice with the Shotgun so they fall to the
ground, then kick
them. If you need or want Rifle and Handgun ammo, go
through the 3rd door
on the left of the west side of this corridor, which
is a Store Room. Kill
the Mannequins in the area and enter the open room
through the doorway at
the end to the left. Get the Rifle Shells on the
boxes and Handgun
bullets
x3 on the shelf. Exit the Store Room and enter the
lobby through one of
the two large doors.
There's a Save Point on a chair in the northwest.
Head to the Reception to
find a note on the counter about James' videotape.
It says that his
videotape that he left is in the safe in the Office
on 1F. Go through the
door to the inside of the Reception. Grab the Key to Room 312 in one of
the key boxes and exit the Reception. Then go back
to the main hallway and
go down to B1F. Once down here, make your way past
the two Mannequins and
grab the Thinner in the elevator. Then go back
upstairs.
You are done on this floor so go up to 2F via the
slim staircase. Also,
don't count on getting to Room 312 soon. You'll
notice that there is a
locked gate blocking the 3F hallway. On 2F, enter
the Cloak Room to find
a First-Aid
Kit on the counter. Move behind the
counter and get the Shotgun Shells x2 and Handgun
Bullets x2 on the
shelf. Then examine the
locked briefcase on the counter to the left. Use the
"Fish" Key to open it,
and take the Key
to hotel Room 204 inside. Exit the
room and go to James'
left, down the corridor and get the Handgun Bullets
x2 on the semi-circle
table by the window. Check out the Reading Room for Shotgun
Shells to the
right on the small table in the corner, and a Health Drink further back.
More Shotgun
Shells are on the middle-left shelf.
Exit the room.
The next thing to do is to go to the west wing of
rooms. Kill the two
Doormen in the hallway and enter Room 204, with the
Key to Hotel Room 204.
Inside on a desk you will find the Employee Elevator
Key. Continue
investigating, and you will find that there is a
hole in the wall to the
left, so you can access Room 202. In this room you
will find a funny
looking briefcase and some pictures on the bed. |
The Locked Briefcase
As you can see, this briefcase is locked. You need to enter a combination of 4
letters, which make up and actually word. No, it is not Mary. Go to the bed and
investigate it. James will notice that one picture is of the case and the
combination, but it is crossed out in black ink. Now is the time to use the
Thinner. Go in the menu and use it. If you don't have it, it's in the B1F
elevator.
Now the combination will be revealed. Go back to the case and enter the same
combination as in the picture, and the case will open. Inside is the "Cinderella" Music Box. |
Now you want to go to
the Employee Elevator Room, which is across to the
east side of 2F, since you have the key now. So exit
this room, unlocking the door first, and exit the
corridor as well. Enter the middle corridor of 2F
and enter the east corridor. Grab the Health Drink on the semi-circle table to the left and the Rifle Shells on the weird stand thing. Then enter the Employee
Elevator Room, using the Employee Elevator Key.
Use the Save Point near the door if you need to and
get the 2 Health Drinks on the janitor cart. Go over
to the small elevator and walk in. An alarm will
sound. That means that the elevator can't support
this much weight. James is not fat, it's just his
items. Check the panel on the elevator to find a
note about weight allowance. You need to check the
panel so James knows he needs to get rid of his
items.
Just outside of the elevator is a shelf. Go and
investigate it. In order to use the elevator, you
must empty your whole Inventory into the shelf. You
actually don't have to put Mary's Letter and Photo
in the shelf, but you might as well since you don't
need them. But even if you have any other single
item, like Laura's Letter, James can't use the
elevator. If you can't put your items in yet, you
still need to check the panel in the elevator so
James sees the note on weight allowance! After
putting all your things in the shelf, go back in the
elevator and go down to 1F. You might feel scared
discarding your weapons for now but you will be just
fine.
On 1F, just outside of the elevator, grab the Hotel Map (For
Employees) on the
corkboard. Find and enter the Pantry and grab the
hard to see "Snow White" Music Box on the shelf to the left. Now you have all the Music
Boxes. Exit the room and enter the Office. If you
remember from the note to James, this is where
James' videotape should be. Inside, grab the Videotape and Can
Opener in the safe
to the right, then exit the room. For ammo, enter
the Employee Lounge. Get the Rifle Shells x2 on the fridge in the far corner, then exit the room.
If you go back to the elevator, you may notice that
it will not move. So you have to find another way
back to 2F.
For a start, go through the blue door in front of
the Office. Inside, go down the stairs and enter the
basement through the door at the bottom. In this
area there will be two Mannequins that you will have
to run past and you have no weapons to use on them.
The area is a bit dark to see your map, so push
yourself past the first Mannequin, then enter the
room to James' left -- the Boiler Room. Take the First-Aid
Kit in front of you
on the ground, and the Bar Key hanging on the other side of the boiler, then exit
the room.
Move forward a bit so you can check your map. Then
push past the next Mannequin and enter the Kitchen.
Get the 2
Health Drinks on the
back shelf and the Health Drink on the right counter. You can find a large tin can
at the corner of the counter. Now is the time to use
the Can Opener. After you've opened the can, you
will find light bulbs inside. Who keeps light bulbs
in a can, honestly? James will take a Light Bulb.
Continue on by entering the "Venus Tears" Bar
through the right door. Inside the bar, it is dark
and James can't see clearly enough to put the Bar
Key in the keyhole to unlock it.
Behind the door is a lamp on the bar. Use the Light
Bulb and James will put it in the lamp. Now exit
through the door, using the Bar Key, since it's
bright enough now. Now you are in a familiar place -
the basement for guests. Go up the stairs to 1F,
then enter the lobby. Go up the stairs here to 2F
and enter the east side of 2F.
Here there will be two menacing Mannequins in front
of you. Quickly run past them and enter the Employee
Elevator Room. Reclaim your things from the shelf
and exit. Sadly, the two Mannequins are gone now. Go
back down to 1F in the lobby. Once you're down the
lobby stairs, examine the large Music Box player at
the bottom. |
Music Box Puzzle
Easy
In each slot the same thing is written:
"When the Lost One is returned
the sour note shall turn sweet"
No real puzzle here; just put the 3 Music Boxes in random slots. The quote from
above just tells you what will happen after you insert the three music boxes.
Normal
Here, you will have to put the boxes in specific places. When you examine the
empty slots, you'll find readings that describe which Music Box goes in which
slot, and the order below is from left to right.
"Seat of the Princess
who fled at midnight."
"Seat of the Princess
who awoke from death."
"Seat of the Princess
who spoke no words."
This is a rather easy puzzle, especially if you have basic knowledge of
Cinderella, Snow White, and the Little Mermaid. Cinderella was the one who fled
at midnight, and she also left a shoe. So the "Cinderella"
Music Box goes in the
left slot. Who awoke from death? That would be Snow White. After she ate the
poisoned apple from the Queen, she died, and the Prince
resurrected her. So the "Snow White" Music Box goes in the front slot. And
lastly, we have the Little Mermaid. But to make sure she belongs in the last
spot, does the sentence match her? Yes, she gave up her voice so she could marry
the Prince. So put the "Little Mermaid" Music Box in the right slot.
Had/Extra
On Hard it's a little different. The rectangular identification slots have more
detail, but at the same time are harder to recognize the character. The order is
from left to right below.
"Twas shameful greed did stain
her shoe with blood."
"Even so, I still want to believe
that she was happy."
"Beauty - Both a blessing
and a curse thou be."
Let's look at the first one. The word "shoe" sort of gives it away. But the part
about the blood refers to the original "Cinderella". You may or may not remember
about the blood because there are apparently over 3000 versions of "Cinderella".
Anyway, in the original, Cinderella ultimately goes to the party with the curfew
and loses her shoe. The Prince then sets out to find out whose it was by making
women try the shoe on to see if it fits. When he comes to the home where
Cinderella is, with her stepmother and her two daughters, the stepmother hacks
the first sister's big toe off for the slipper to fit. It does and she leaves
with the
prince, but some birds cry out: "Look! Look! There's blood in the shoe! The
shoe's too small! The right bride is still at home." So the prince goes back and
the stepmother hacks off the heel of the second sister to make the slipper fit,
but the birds warn the prince again. So he goes back and Cinderella tries on the
slipper and it fits, since it's hers. So what the sentence means is: "Twas
shameful the stepmother's greed for the prince's riches did stain Cinderella's
shoe with the sisters' blood." Pretty long sentence but that's what it means. So
place the "Cinderella" Music Box in the left slot.
The second sentence refers to the Little Mermaid. She had the finest voice of
all mermaids and better than all humans. But once she saw the prince she fell in
love. She gave her voice away so she could at least have a chance of being with
the prince, becoming a mute. She ultimately did and that's what the sentence is
referring to. "Even though she's a mute, I still want to believe that she was
happy." So put the "Little Mermaid" Music Box in the front slot.
The last sentence refers to Snow White and how beautiful she was. She was so
beautiful that she was the "fairest of them all" so the Queen tried various
attempts to kill her. For one attempt, she gave Snow White a poisoned apple,
which she ate and died from. A prince came along and took her corpse, then later
he resurrected her. Thus being so, the Queen ultimately did kill her so she
could be the "fairest of them all". "Beauty - A blessing to everyone around her
yet a curse to her as the Queen wanted to kill her." So put the "Snow
White" Music Box in the right slot.
Once the music boxes are in their correct locations, play the music box and it
will play correctly. The music boxes will turn to the inside of the large music
box on a turntable and three more music boxes will be revealed, with a key on
the one in the middle. If the music boxes aren't in their correct spots, the
music will play unpleasantly. |
Take the Hotel Stairway Key,
then go up the stairs behind you and go through the
west double doors. From there, head up to 3F via the
stairs right beside you to the right. Use the Hotel
Stairway Key and open the gate blocking the way.
Then use the Key to Room 312. If
you didn't get the key, it's in the Reception in the
1F Lobby.
Inside, walk towards the other side of the room and
go up to the VCR on the floor to the right of the
TV. Put the Videotape in. Watch this important
videotape, and when it's over Laura will enter the
room. James tells her the truth and she leaves.
After the video, James can hear Mary talking on his
Radio. She must be in the hotel then! Exit the room. |
13. Nightmare
Hotel
"James. Where are
you? I'm waiting. I'm waiting for you."
Once in the hall, you'll notice that the hotel is
different. It seems to be leaking from the roof.
Also, your Flashlight doesn't work and it won't for
the rest of the game. You don't really need it, so
don't worry about it. Down the hall is a Save Point on the door of Room 313. Head down to 2F when you're
done here.
If you check your map, you can notice some purple
marker, as well as red marker for broken lock doors.
If you enter the Reading Room on 2F, there are
headphones on the desk. If you listen to the
headphones it may affect which ending you receive at
the end of the game. It is your choice if you want
to listen to them or not. For more information,
check out the Endings section. Now,
enter the west corridor and if you go through
certain doors you will be warped to different areas,
but on the same floor.
Room 207 and Room 204 warp to each other. Room 202
warps you over to Room 219. Room 219 warps to Room
220. Room 220 warps you to Room 207. And lastly,
Room 212 warps over to Room 202. To make more sense,
here is a list of which doors warp to which door:
Room 207 - Room 204
Room 204 - Room 207
Room 202 - Room 219
Room 219 - Room 220
Room 220 - Room 207
Room 212 - Room 202
The idea is to get to the east corridor, and you
can't get there without using these doors. So just
try to enter Room 202 and it will warp you over to
in front of Room 219 (on the opposite side of the
hotel). From here, get the Handgun Bullets
x2 on the window
sill to James' left. Make your way to the south of
the corridor and enter the next corridor to the
west. Find the elevator and take the 2 Ampoules on the semi-circle table, then enter the elevator.
Examine the right panel and go down to B1F (B),
which is the only elevator button that works.
After going down to B1F, you can see that this floor
is completely flooded. You will have to work around
this floor like this. Exit the elevator and go past
the Patient Demon moving around on the ground. Enter
the "Venus Tears" Bar to the left. Go behind the
counter to find 5 Health Drinks on the back ledge with the other bottles! They
camouflage with their surroundings but you can still
notice them. Once done here, enter the Kitchen. If
you need ammo, here is the place. There are Shotgun Shells x2 on the Kitchen counter to
James' left and Rifle Shells x2 in the back on the shelf. Also on the counter by the
fridge is a First-Aid Kit.
Exit the room through the east door and make your
way to the blue staircase door, past a Patient Demon
on the ground. James will meet Angela in an
unfamiliar place and the stairs are on fire. If you
have or have not yet examined the knife she gave
you, it may affect the ending which you receive. For
more information, check out the Endings section. After the video, you are left with fire in
the middle of the stairs. Don't try to go through it
as James will just lose health. Exit through the
door you came in from.
Now you find yourself in the real stairway. It is
the same as before (when you came down here without
your items). Continue up the stairs and go through
the door at the top. You are now on 1F again. Move
to the southeast towards the washrooms and take the 2 Ampoules on the heater. On this floor it really looks like
the hotel had been on fire. Find the northeast path
and take it. Get the Rifle Shells x2 in the small alcove by the Manager's Office and
continue following the path. Go through the door at
the end. Follow the unmapped grate path past two
Underhangers and go through the door at the end.
In here you will find 9 Save Points!
Nine Red Squares. I think Konami is trying to tell
you to save your game here. After this point, there
are the final two bosses in the game. Equip the
Hunting Rifle and keep it ready for the rest of the
game. Brace yourself, and then go through the double
doors in the middle of the room.
James will see Maria ahead, hanging above with two
Pyramid Heads. One will skewer her to kill her once
more. James realizes he knows the truth, and now
it's time to end this. |
Boss 5: Pyramid Head Duo
You've already fought one Pyramid Head before; now you are about to fight two!
Right at the beginning, run to a corner (preferably the corner furthest away
from the two Pyramid Heads). From there, try to fire off 2-4 shots on Easy and
Normal Action Level, then strafe out of the way using either L1 or R1
appropriately. Strafe to the next corner or the corner directly across from your
current location before either Pyramid Head stabs you. Don't under-estimate
their range - they can stretch pretty far. The two Pyramid Heads only have one
attack that is coming up to James and stabbing him with their spears. On Hard
Action Level, try to fire only 1-2 shots at them because the Pyramid Heads move
much faster.
It is better to take only 1 shot and get away clean than to take 2 shots and
receive a stabbing. But if you are sure you can make it, take 2 shots. Then
strafe out of the way by using either L1 or R1. Hold L2 to position the camera
on the Pyramid Heads while shooting them. Each Pyramid Head will usually be
impacted by the second of two shots. When this happens, it does buy you some
time but the other Pyramid Head may try to lock you in. So when that happens,
strafe the other way.
You can actually trick the Pyramid Heads, too. If one is close, strafe towards
him which should trigger him to try to stab you, and then strafe the other way
quickly. This is great for buying time, which will allow you to fire more shots
in the next corner.
Another strategy is using the Great Knife. First you should get a good distance
away from the Pyramid Heads, then pull out the Great Knife. Ready the knife and
when they start to get close, press X hard enough so James performs the slay
attack. This will heavily damage the Pyramid Heads and it can also make them
spin with their spears, which is quite strange. This strategy is fun to try, but
the Hunting Rifle should be sufficient.
After about 20 shots on Normal Action Level, the Pyramid Heads should stop and
go towards the center of the room. They then stab their spears through their
heads and die. How ironic; they are invincible to James, yet they kill
themselves in the middle of the battle. On Hard Action Level, you will have to
shoot either Pyramid Head more times. Also, it doesn't matter which Pyramid Head
you shoot because it's like they share their health. When you defeat the two
Pyramid Heads (they defeat themselves, but oh well), you'll find that you can go
back in the previous room and save your game, and there are two other doors in
the Lobby which are locked. |
Examine the Pyramid Heads' standing corpses to find a Rust-Colored Egg and a Scarlet Egg in both Pyramid Heads' hands. Use them to open the two exiting doors by
inserting them into either door. It doesn't matter which one goes in which door;
as long as they're both in a door. So go to the doors and use the Rust-Colored
Egg and the Scarlet Egg and they will both be unlocked.
After you've inserted
the two eggs, go through one of the doors. Find the
entrance doors you came in the hotel to start with,
and try to exit the hotel. You are now in a long
hallway. A recording of Mary when she was sick will
start to play. James is heard as well. If you stay
and listen to the whole recording or run quickly and
go through the door at the end of the hallway, it
may affect which ending you will receive. Do what
you want but you can also check the Endings section for more information. Make a decision
and go through the door at the end of the hall when
you're ready. Now you are actually outside, and it
is raining.
Move forward and then head to the right along the
railing. Find the stairs and go all the way to the
top. It will take a while. When you're at the top,
move forward to the window or bed, depending on
which ending you're about to receive. A video will
play and you now have to fight the Final Boss in the
game. |
Final Boss: Mary/Maria Demon
This boss is quite similar to the Hangers but it's quicker at moving and has
better attacks. This last boss has two attacks. It will spit out a cloud of
black moths that will swarm around James to prevent him from moving. To get out
of this attack, wiggle the movement controls and the shoulder buttons. This
attack is easy to avoid though. When it spits out the moths, just start strafing
around so they can't get you and they will go away. Just avoid the hole in the
grating where the staircase was and the bed, which may slow you down. The demon
will perform this attack many, many times so try to get shots off when the moths
go away.
The other attack is very lethal so try not to let it happen to you. The demon
will try to get close to you, hovering above, and it will snatch James with its
long black tail. Beware of the speed of this attack because it is fast. Just
make sure the demon never gets close to you and it won't happen. But to get out
of this attack, wiggle the movement controls and shoulder buttons, then run
away. If the demon is close to you, you should consider strafing in either
direction to get away.
So in order to beat this final boss, try to stay as far away from the demon as
possible and use the Hunting Rifle's great range and accuracy to get the job
done. When strafing, watch out for the gap and bed that may cause you to get
attacked. You should be able to fire two shots with the rifle before the demon
spits out the moths. Always reload in the menu; with any gun.
If you run out of Rifle Shells, use the Handgun because of its quick firing rate
and easy maneuverability. Use L1 and R1 to sidestep while shooting if the demon
is close. The Shotgun is also good because of its power, but it is slow as well.
Try to get close but not too close.
After you shoot the demon several times, it should fall to the ground. Go up to
the helpless demon on the ground, hearing Mary's voice. Choose your weapon of
choice (I personally enjoy the Great Knife - hold X tightly so you slay the
demon). Then finish off the demon with one final delivery. |
Good Job, you have now
beaten the game. Enjoy your ending and remember that
there are still four more endings (five in the
Greatest Hits version) left for you to get. Use the
Endings section below to figure out how to get each
ending. |
Born from a Wish
01. West South
Vale
"Do I fight and live? Or do those monsters
get me?"
After the video, collect the Revolver Bullets
x2 on
the shelf to the right of Maria. Turn around and get
the 2 Health
Drinks on the ground by the door. Exit
the room and go through the green door to the left,
on the other side of the hall. In this area, move
forward and take the Chinese
Cleaver stabbed into
the counter, as well as the First-Aid Kit on the
chair beside it. You're done here so exit through
the other door in the area that leads to outside.
Once outside, go down the stairs and head south down
Carroll Street. Get the Health Drink on the steps of
the semi on the east side of the road. Continue
south, past the hospital which you cannot enter, and
make your way past the 2 Patient Demons. If you
shoot them, you'll notice that you only have one
bullet in the gun, so you'll have to reload it. When
you reach Rendell Street, go to the west to find Revolver
Bullets on the back of a station wagon.
Then head east on Rendell. If you stay on the north
of the road, you may notice the Patient Demon on the
roof about halfway between Carroll and Munson
Street. It can't do anything to you so continue past
it and get the 2 Health Drinks in front of the
delivery truck.
Once you reach Munson Street, you'll only find a
Mannequin to the south, and a gate door that doesn't
open on Saul Street. So head north up Munson past
two Patient Demons. East Katz Street is blocked off
and has a locked door. If you move west down Katz,
you can find a First-Aid Kit on a small brick wall
by the 4x4 at the north side of the road. At the end
of the road on the south side is a fenced area with Revolver
Bullets x2. Nearby are two Mannequins.
A little north on Munson are two Mannequins, along
with a lot of blood on the ground in various places.
More north on a small road to the east by Blue Creek
Apartments are Revolver Bullets and a First-Aid Kit in the
back of a pickup truck. Continue north on the east
side of the road to find a Mannequin and a Patient
Demon by some blood and a slightly opened door. Go
through the door and kill the two Patient Demons to
Maria's left. Walk past the mysterious corpse on the
ground and go through the double doors up the steps
to enter the mansion. |
02. Baldwin Mansion
"Is it really necessary for me to answer all
your tedious questions?"
Once inside, move past the table in front of you and
go through the double doors ahead to enter the
living room. Move to Maria's left and get the Baldwin
House Map on the short bookshelf. Head back and over to the
right area to find a Save Point on the wall by a door. In the middle of the room
grab the Revolver
Bullets x2 and the First-Aid
Kit on the
coffee table. Behind you is a fireplace with a board
covering it, saying "Do not use". Go to the north
side of the room where you got the map and go
through the door there.
Start going up the stairs and get the Revolver Bullets
x2 on the stand. Continue up the stairs and
go around the corner. If you try to enter the west
door in the corridor, Maria starts to open the door
and something shuts it from the other side. Maria
knocks on the door and the voice of another person
is heard. He says his name is Ernest Baldwin and he
won't open the door. Go through the south door to
find a Mannequin ahead of you. Ignore it for now and
go through the door to your right. Move forward on
the balcony and get the White Board.
Exit the balcony and go past the Mannequin. Get the Health
Drink on the stand in the corner and go through the
door to the right. Here is just another balcony with
a locked door. So exit the balcony and reenter the
other corridor where Ernest is.
Go back down the stairs and you can hear a thump and
some footsteps on the way. Enter the living room to
find that the board blocking the fireplace has
fallen. Examine the fireplace to find a ladder
inside; go up it. Up here, get the Red Board in front of you and the Black Board by the grave. Then examine the grave. |
Acacia Key Puzzle
If you read the epitaph on the grave, it reads:
"Along with you died joy.
All that remains is despair and a
future of meaningless tomorrows.
But I will never give up.
One, to see your
beautiful smile again.
One, to beg the
blessings of the Gods.
I wait for that day.
When the boards cover all
All sadness too will be covered
But until my dreams
return to reality
I will have to swallow
all the pain."
The idea of this puzzle is to place the three boards you have in the grave. But
the boards have square holes in them so you'll have to put them in so that you
can't see the blue background on the grave. This puzzle may seem hard at first,
but it actually isn't. There is a solution where you can figure the puzzle out
without my help. Just copy the squares on the boards
to three small pieces of paper equally sized, and label them appropriately. Then
cut out the squares and try to find a way that you can put all three pieces of
paper on each other so that all holes are blocked. Then do what you did to
insert the boards. There is more than one solution for this puzzle but the
following will work and it's the easiest solution:
1. Put in the White Board as is
2. Put in the Black Board as is
3. Put in the Red Board 90 degrees to the left
You may be wondering if the order matters. For this solution, the red board
can't be put in first, as the first board will be as is. It needs to be 90
degrees to the left. So the white or black boards can be put in whenever, and
the red board must be second or third. But for another solution you can put the
red board in first (as is) and the white and black boards 90 degrees to the
right. |
After the puzzle is solved, Maria will get the Acacia Key. Head back down the ladder and enter the
stairway once again. Go up the stairs once more and
enter the next corridor through the south door,
remembering the locked door. You still can't enter
the room with Ernest in it so don't worry about
that. Go through the door at the end of the hall to
the right. On the balcony, go through the other
door, using the Acacia Key.
Once inside the hallway, follow the corridor and
enter the Kid's Room. Get the Matches on the
nightstand beside the bed and leave the room.
Continue down the corridor to find another unlocked
door at the end; go through it into the attic. There
is no map of this area but you won't need one. Go up
the stairs and you should hear voices. The area is
dark so you'll need some light. You don't have a
flashlight but you do have matches. Go up to the
candle on the table and use the Matches. Now that
the area is lit,
investigate the far left to find a Birthday Card under the chair. You seem to be done here, so head
back down the stairs towards the door.
On the way down the stairs you should hear a voice
of a little girl say "Give it..." and when you go
try to go through the door, "...to my daddy." I
think you know what she wants you to do. You will
then go through the door and exit the attic. Go back
to the other end of the corridor, past the
Mannequin, and go through the door. Go through the
other door on the balcony and reenter the corridor
where Ernest was before to find a Patient Demon
right in your face. Kill it and try to enter the
Ernest room and you will.
No one's in here now except you, so get the 2 Health Drinks in the cabinet to Maria's left and the First-Aid Kit in the opposite corner of the room. On
the table is a book on Acacia that Ernest was
probably reading. Examine it and go through the
other door in the room. Kill the annoying Roaches in
the area, as well as the Mannequin around the far
corner if you want to. Go through the door with the
stairs and go down them. Go past the Patient Demon
at the bottom and enter the east corridor through
the door by the Main Kitchen.
Start moving down the long hallway and get the Revolver Bullets on the left side of the floor.
Continue down the hallway and go through the door at
the end on the right. In here, get the Revolver Bullets on the garbage container and the 2 Health Drinks on the counter. Exit the room through the
other door when you're done. To Maria's left is a Save Point on the
wall and a locked door. Go through the other
unlocked door in the corridor and kill the Patient
Demon right by you. There's a Mannequin to the north
and another Mannequin far around the corner of the
Study, but you don't need to go over there. Enter
the study and read the "Lost Memories" book on the
stand. Then try to go through the other door in the
room to find Ernest behind the door.
Maria leaves the Birthday Card for Ernest and he
wants Maria to get him a bottle containing a white
liquid in the apartments next door. Apparently he
can't get it himself, so he wants you to get it. He
said he'll unlock the stairway door so exit the room
and reenter the small corridor with the save point.
The door is mysteriously unlocked so go through it.
Go down the stairs and through the door at the end
of the small hallway on the left. In front of you on
the floor is some kind of plate about Amy. The
corridor is infested with Giant Roaches so watch
out. Move down the hallway and go around the corner,
and then up the stairs.
Follow the corridor and go through the door at the
end that leads to outside. In front of you will be a
Mannequin. Kill it and note the "KEEP OUT OF HAUNTED
MANSION" spray painted on the wall. Go through the
doorway in the area to find a Patient Demon walking
around. Go through the nearby door to enter Blue
Creek Apartments. |
03. Blue Creek
Apartments
"In the apartment next door, there is a
"
Move forward, and if you want the map go up the
stairs to the left. Get the Map of the Apt
Bldg by
the 2F door. Go back down and go through the door at
the bottom of the stairs. There will be Patient
Demons to the left and right. Ignore them for now
and enter Room 105. In here, get the White Liquid on
the secretarial desk ahead of you. Get the First-Aid Kit on the right counter of the kitchenette and the Health
Drink on the left counter. There's a Save
Point at the end of the small path near the
kitchenette, but you don't really need to use it so
exit the room.
Out here you can kill the three Patient Demons
roaming the hall if you want, and enter the
stairwell. You can go up to 2F but there is no need,
unless you want to kill some Roaches, Patient Demons
and Mannequins. In the stairwell, move forward and
go through the door exiting to outside.
Out here is another Patient Demon. Kill it or run
past it and reenter the mansion. Move forward and go
around the corner past the Patient Demon. Then go
down the stairs through the doorway at the end of
the hall on the right. Go around the corner and
follow the path to and through the door at the end
on the right. Follow the corridor and go up the
stairs and through the door at the top. Enter the
corridor to the west and enter the Study once again.
Examine the other door and Ernest will speak to
Maria again. Maria leaves the White Liquid on the
stand for Ernest. Maria and Ernest are talking for a
while and Ernest mentions James. Maria opens the
door eventually to find that no one is in the room.
Maria is then outside wondering what to do - suicide
or continue living. She throws the Revolver away and
starts walking towards Rosewater Park. She whispers
"James......" and continues walking.
Congratulations on beating the Born From A Wish
scenario. Enjoy the song in the credits (one of my
favourites) and enjoy the clips of Maria. |
| by Conquerer (Silent Hill 2 FAQ) |
|