Silent Hill 2: Restless Dreams cheats

 

Silent Hill 2: Restless Dreams
cheats and tips




Silent Hill 2
Restless Dreams
Speed Game Guide
Version 1.0


Title: Silent Hill 2
Producer: Konami
Platform: X Box
WordPad: Courier New (Western)
By: Ghidrah
Created: 4/1/03
Submitted:
Modified:
EMaul: Ghidrah_@hotmail.com

_____________________________________________________________________


If anyone wishes to use this guide on their site, I would like to know. I
don't have a problem with it's use by others on Gaming forums, FAQ sites, or
being copied for personal use. I'd like to know if it's to be used on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.

_______________________________________________________________________


As with all my guides, find something I missed, I'll give you credit for it in
the guide and an insert amendment to the guide where it will be used.
As long as the trick, shortcut, etc., etc., can be validated by me without the
use of any kind of cheat codes. If they (codes) do in fact exist for the X Box
version of the game.

_______________________________________________________________________


MENU

1. BRIEFING
2. CONTROLLER FUNCTIONS
3. WALKTHROUGH (areas 1 through 17)
4. FIN
5. RIDDLE MODE, EXTRA
6. END GAME STATS

_______________________________________________________________________


1. BRIEFING

Foistly, I'z A pollo jisin na fer de lousy spellin, punkchewashion and gramma.
Wafey wun't pruff reed nun uh mi giudes nomo no matter watz dizgustin thang Iz
promisses tudo in retern.

This guide is meant to be used as an "involved" supplement.
As all that are familiar with my guides know, I never use or create ASCII text
Maps or graphics, so don't expect any here.
Hopefully you've already played SH2 a considerable number of times and don't
need maps or fancy ASCII art to spice up your guide which is ribbed for your
reading pleasure.

If you haven't yet, you need to get used to the crappy feel for James control,
seems worse than SH1 to me. As you climb the difficulty mode, you'll notice
James motor skills drop considerably. He becomes one of Jerry's kids, a
cluster boy.
You should know the games lay out (in brain). I believe, to date, that I've
shortened the general route to the important items and avoid back tracking as
much as possible under the conditions set in the game.

Knowing how the denizens of SH move and attack is tres importante. There are
so many different uglies in SH2, and they all have their quirky traits. They
are deceptive in their reach and speed. Especially when closing in on you. You
might think you have the room and then
!WHACK!
Stick carrying Nurses, spitters and the Wheel barrow heads. WBH, with their
big sabers or their pointed staves are the worst in close quarters, (skinny
halls and small rooms) they, (WBHs) will grab and choke you out. They will
draw and quarter you with the big sabers and they will stab and swat you with
their pointed Pikes.
The door monster things, in general aren't that difficult to deal with, even
the first one in the Catacombs room with Angela. The Chain saw takes care of
that puppy and future meetings with his ugly family quite nicely. There's no
room to maneuver, all the conventional weapons are too slow and not powerful
enough to do the job quickly, allowing the DM to get inside and mou on James
head. The Chain saw timed just right fillets the Door monsters to yummy paper
thin slices, just right for sandwiches MMMMM, Door Monster sandwiches MMMMM.

To a lesser degree, the four legged mannequins can be a pain not to mention
the bugs crawling on the floor all over the place. Lastly, the whatever the
hell they are, "Things that swing from the underside of the grating" They're
harmless if you keep moving. The ceiling things in the hospital, I don't know
what the heck to say about them aside from not being overly difficult.

There are ways to deal with all of them without incurring too much damage or
wasted time.

This is a (HARD/EXTRA) mode game. EXTRA! Say what? ... What you talking about
Willis? Don't ask me to explain it. How the word EXTRA got in the riddle side
of the game, I don't know. It certainly doesn't show in the menu. I knew
something was different when I was forced to read the dad burned puzzle clues
in all the puzzles where it was required. You see the results in the Coin,
Hanging and Music Box puzzles. I'll say this; the clues are so vague as not to
be seen with a magnifier. I wonder why the Action side of the difficulty mode
didn't boot to the Extra Mode? I've spoken to a few other players that say
they have acquired the "EXTRA" on the Riddle mode, so EXTRA is likely a hidden
bonus thingy.

To conserve some space, I'm going to be contracting names for often used
objects or SH denizens and functions.

I'll also give the (HARD/HARD) & (NORMAL/NORMAL) mode oriented answers. Hence
known as H/H and N/N, or H/M for Hard Mode and N/M for Normal Mode. The combat
techniques work the same way in (Normal Mode), they just take longer in Hard.
The regulars are also faster and more accurate with their attacks in SH2. If
you're used to Normal mode games, there's going to be an elevated level of
frustration. So, hold out until your controller is throbbing before you heal,
No giggling please!

In (H/M), you don't get the benefit of the AUTO AIM for the pistol as in N/M
and Easy Modes. James won't just spin and fire at your ugly, you have to
manually turn his butt ... well, face, all the way around to the opponent and
even then, he'll miss on occasion even at close range. However, the SG works
on the Ceiling Things at the Hospital and Maria at the end.

I'll be giving my fastest H/E, H/H and N/N stats at the end of the guide.

(Maybe some day, if I don't get bored before hand, I'll do a percentage rate
of likely numbers like in RE3 and DC2 to save some time, I'm still new to SH2,
so I haven't had the time to do that, it can save tonza time and in this case
health. The only draw back would be if the "WBH" was a marker for the game, or
the Valise in the Motel)

As with all spd gms, you'll jump all cut scenes and FMVs that you are able to.
There are one or two in the game that continue to play for some time even
though your madly pressing away at the pause button.

WALKING! WALKING! ... THERE'S NO WALKING IN SPEED GAMING!

_______________________________________________________________________


2. IMPORTANT CONTROLLER FUNCTIONS

No doubt most, if not all, by now, have either configured the controller to
suit, or have left it set to default. Some of us read the manual over before
running the game, others like to start it with no concept of what to do or how
to do it and wonder why I'm ... THEY'RE bleeding from the eyes out of
frustration because nothing does what we ... they ... they, not me, they,
think it's supposed to do. OK, OK! So I fall into the latter group, our house
is a mess from all the eye bleeding. I found these settings to be the most
convenient for me.

Take the reset function please! I recently discovered that the controller
could do the reset. I was pushing the consoles ON/OFF button fast to reset and
complaining the whole time.

"How the Heck can they make such an expensive and powerful platform and the
games to play on it and never consider someone wanting to restart the game?"

Yet ... there it is, at the bottom of page 3 (OTHER CONTROLS) "soft reset",
small but legible, slapping me in the face and calling me Susan! No offense to
Susan intended. So, I probably took a years worth of resetting off the console
out of shear stupidity, ignorance and arrogance. "SHOOT ME NOW!"
Quick, somebody with steel toed jack boots, kick me in the groin to learn me a
lesson.

RESET:
X BOX resets in SH2 in this fashion, press and hold the "START & BACK" button
simultaneously, a few seconds later, the game will scoot back to the KONAMI
screen and then to the SH2 Game menu.

"STAMINA RECOVERY"
RIGHT THUMB STICK:

Press down on the right thumb stick to auto access "STAMINA RECOVERY"
This function is fine if you have tons of Meds, it will bring you back from
the RED ZONE. The problem as I see it is that you might not want to use up 1
Medpack and 1 Health Drink per press. This can be costly when panic pressing.
I prefer to access Inventory manually and take what I want. As a matter of
fact, I keep away from the right thumb stick, because I don't find the look
function worth the effort. I prefer to spin James around and to catch him....
never mind.

LEFT SHOULDER TRIGGER:

Look function, it helps you run straighter while holding it down. It also
helps most when in BOSS FIGHTS. Don't ask me how or why, but it gives you more
time to shoot at the BOSS while it's approaching you for an attack. Not using
it while running from and turning to shoot cuts the distance between you by
nearly a third. Discovering this tidbit took most of the fear out of BOSS
FIGHTS. I've taken to using the Left Shoulder Trigger much of the time now,
exiting doors to orient more quickly especially when there are uglies on the
other side of the door. It helps when trying to hit your mark for a pick up
too, which means cutting time out, and that's a good thing.

RIGHT SHOULDER TRIGGER:

Sets whatever weapon you happen to be holding to the ready position

D PAD:

I prefer having the controller's "D PAD" for general running and combat
maneuvering. Access the 2nd OPTION SCREEN from the Inventory window and set
WALK/RUN CONTROL to "RUN" instead of "ANALOG". I have much better control over
James this way. You still need to hit the left (LOOK) shoulder trigger on
occasion to orient James for that important forward view, but it isn't as much
of a problem as controlling him with the left tower. Fact is I flop around too
much using the left tower.
Using the Left Tower on a game like HALO on the other hand, is a perfect sync
with the run tower. I know you'll maybe say, but you can hold the small black
button on the right side of the controller and get the run function. That way
you still keep the DPAD with the walk option when pressed by it's lonesome.
Well, I know this, but as you'll note further down in this file,
"!!!THERE AIN'T NO WALKING IN SPEED GAMES!!!"

START BUTTON:

Pauses the game for you and prevents attack until you press it a 2nd time to
remove the command. This can give you a breather when the crap is like hitting
the REALLY BIG FAN, like you're deep into a Boss fight KAY, and like you
really, really need a Snickers or Mentos break to figure out a new strategy,
or bathroom break. DUDE ... PAUSE IT!

I'm pretty sure the "PAUSE BUTTON" stops action only and not the clock. The
pauses taken while writing this guide is proof enough for me that the clock
don't stop for nothin!

Set the AMMO Multiplier to [3X], this'll limit the need to stop as often for
ammo.

Set the BRIGHTNESS level to 7. There are quite a few tight areas where you may
consider going dark to avoid attacks. Some of the hallways in the Apartment
building, Hospital, Historical Society and Motel are tres slim for moving
safely around one or more of the things that creep in the dark. Shutting down
the light equates with saving time and meds.

Very little travel outside of Line Of Sight will be made to pick up Meds. Or
Ammo. If they ain't close and we can see'em they're staying right where they
are. However, HARD MODE is a pain; you're going to need Meds. To recoup health
from constant contact with the uglies, so, the Health Drinks, and Medpack will
be mentioned for those that get hammered by uglies, namely me.


_______________________________________________________________________


3. WALKTHROUGH

1. OUTSKIRTS OF SILENT HILL
2. SILENT HILL
3. WOODSIDE APARTMENTS
4. BLUE CREEK APARTMENTS
5. 1st BOSS WHEEL BARROW HEAD
6. ROSEWATER PARK
7. BOWLING ALLEY
8. BROOKHAVEN HOSPITAL: a, b, c, d, e, f, g, h, i.
9. DARK SILENT HILL
10. HISTORICAL SOCIETY
11. PRISON
12. CATACOMBS, a.
13. "EDDIE and the FREEZERS": Freezer #1, Freezer #2
14. DOCK
15. LAKEVIEW MOTEL
16. 2 WBH
17. FINAL CONFLICT, THE RESOLUTION


_______________________________________________________________________


1. OUTSKIRTS OF SILENT HILL

You begin the Game, facing a mirror as James in a public Bathroom on the
outskirts of Silent Hill. Come to your senses James, stop making clown faces
in the mirror, ignore the Blue Stone and get the flock out of there.
Run to the car and get the "MAP" (RATS can't avoid it) Run down the stairs and
along the path to the Cemetery.
Run into the Cemetery until you get the ANGELA cut scene, "X" it out(black
start/pause button below back/inventory button) continue running, bearing
gently right, passing the building on James left, right up to the gate. Pass
through, continue running, (this is a long boring run to the edge of town) I
think I hear an outboard motor in the distance, I wonder what is operating it?
DOH! It's the chainsaw everyone else on the planet has found but moi! Pick it
up,
(Thanks to "RogueKnight", GameFAQs SH2 member)
It's good for one thing, so far that I can see and it does it quite well. As
long as you have the rhythm down, you'll not take a bit of damage from the
Door Monsters.

Continue to and pass through the next and last of the gates to the edge of
town.

_______________________________________________________________________


2. SILENT HILL

(Note) cut as many corners as possible when moving from one street to another.
During daylight, the uglies can see you from a greater distance and move
toward you. I try to stay in the street, only turning onto the sidewalk to
enter another street or to make a pickup.

Turn West (right) on Sanders St. and make your way to the intersection at
Lindsey. ("X" the cut scene, hence known as "CS").
Turn North (right) on Lindsey and continue on down to Vachss Rd. If you stay
to the right, you'll pass an HD at the base of the over head door just before
Vachss Rd.
Turn onto Vachss; ignore the fenced area to the right. Continue on toward the
Sound of RADIO static and your first encounter with the Disgusting Armless
Spitting Thing (hence known as "DSTs"). It is very shiny and the crows should
love it, I wonder why the crows don't fancy it, for that matter, where are the
crows in Silent Hill?
Once you enter the tunnel, "X" the "CS" and play smack the DST. You now have
the "RADIO" and "STICK WITH (EMBEDDED) NAILS" Kind of like the civilian news
reporters over in Iraq, but not as annoying and floppy. I haven't been able to
get to the DST without getting spit on in Hard Mode.

Book back to Lindsey Street. The Uglies are out in the street now but easily
avoided. Head back to the end of Martin St via Lindsey and Katz St, Stay to
the right side of the street. At the end of MARTIN, pick up the "Apartment
Gate Key" from the dead guy. It looks like he's on his way to being a DST.

Turn around and head back to Katz St., stay to the right on the way back and
pick up the HD near the chain link fence and car. By now you should have at
most 2 HDs.

Turn right on Katz; continue west till you get to the apartment complex. I
tend to stay to the right of the middle of the street. Once you pass the 2nd
set of vehicles, start moving over to the chain link fence, run along it till
you hit the gate and enter.

_______________________________________________________________________


3. WOODSIDE APARTMENTS

Ignore the MAP and pick up the HD. Hit the stairs and proceed to the 2nd fl.
Turn right, run to and enter the last room on the right, (apt 205) get the
"FLASH LIGHT" Ignore the Four Legged Mannequin(hence known as FLeM) turn
around and leave.

(It's OK to keep the light on in the wide hallways as long as the FLeMs and
DSTs aren't bunched up close. In the secondary hallways, much skinnier, keep
the light off if any are in the hall at all. You'll still take a hit now and
then, but you'll be conserving Meds. and Ammo. Hence known as (LO) for Lights
On and (LOF) for Lights Off)

Exit 205, turn left and head back down the hall to the central stairwell door
(now on James left) proceed to the 3rd floor.
Enter the 3rd fl., turn left, run to and enter the last door on the left (apt.
301). Pick up the gun from the cart and arm James. Exit 301 turn right, run to
the end of the hall and activate the Laura/Key sequence then X the CS. Return
to the 2nd fl.

Enter the 2nd fl., turn right, run to the hall intersection, hear the scream,
turn left into the EL and run to the end. The last door on the right, (apt.
208) TV static, a cupboard behind the chair with the dead guy has the key to
rm. 202. Get the key, exit 208, run to and enter (apt. 202). Ignore the DSTs
on the way. There are Flutterbys in this room and an HD in the kitchen.
Bedroom on right, bouncing noise in room, hole near bed, get the "CLOCK KEY"
(X out the whole scene)

(Get used to having the light out)

Exit 202, return to (apt 208), and enter the open door on the left to the room
with the "CLOCK", (X all the CS through this rm) use the key; spin the hands
to 9:07:15.

(The clock hands aren't always in the same position, so check for the shortest
route)

Push the clock and enter (apt 209). There is an HD in the kitchen. Exit 209 to
the stairwell up to the 3rd fl. Pick up the AMMO on the railing.

(You now have enough AMMO for this section of the game on Normal Mode)

Enter the 3rd fl. near (rm 309), LOF, run down to (apt 307) and do the CS with
Wheel Barrow Head. (Hence known as "WBH") Get the "COURT YARD KEY", exit 307,
LO, turn left and proceed on to the main hallway intersection, turn right run
to and pick up the "FIRE ESCAPE KEY". Turn around and run to the end of this
hallway and take the stairwell to the 1st fl. Turn left at the foot of the
stairs, run to the end of the hallway to pick up the "SIX PACK OF JUICE". Turn
back and exit the 1st fl. through the main entry door at the front of the
apartment building.

Return to the entry door you used to first enter the apartment building. Pass
the stairwell and use the key to enter the Court Yard. Once in the Court Yard,
run down the stairs and turn left toward the POOL. Run up the POOL enclosure
stairs and drop down directly into the POOL. Quickly run to the baby carriage,
snag the "SNAKE COIN".

(Be prepared take at least one hit in the pool dropping in this way. It's the
fastest way though)

Exit the Pool via the stairs before the DSTs get a bead on you again. Exit the
POOL enclosure, turn left and run straight up to the other door in the Court
Yard. LOF, enter the 1st fl apartments. Turn right, run to and enter (apt
101), meet Eddie, his butt crack and his hurl. "X" the CS, exit 101. Run back
out to the court yard and into the building. Take the stairs to the 2nd fl.,
enter the WASH RM and dump the "JUICE" down the chute. Exit the 2nd fl. via
the Central Stairwell exit the building from the front door and pick up "OLD
MAN COIN" from the garbage chute's collector bin. Speed through the murder
article.

Return to the 2nd fl hallway via the central stairwell, turn left, run to the
end and use the "FIRE ESCAPE KEY".

_______________________________________________________________________


4. BLUE CREEK APARTMENTS

"X" the CS, LO, exit the Bed rm. Get the HD in the Kitchen and exit (apt 203).
Turn right, run to and enter the stairwell door. Down to the 1st fl. Turn left
on the 1st fl and run to the 1st apartment on the left, (apt 109),
(ANGELA/MIRROR RM) Enter the white door and "X" the CS. Get the "PRISONER
COIN" and exit 109. Turn right, head to (apt 105) on the left, across from the
stairwell. Approach the ROLL TOP DESK and activate the Weasel ... I mean
puzzle.

HARD/EXTRA: Man,Blank,Snake,Woman,Blank.
HARD/HARD: Blank,Man,Blank,Snake,Woman.
NORMAL/NORMAl: Blank,Man,Woman,Blank.Snake.

Take the "LYNE HOUSE KEY", exit 105. Return to the 2nd fl., through central
stairwell. Turn left, run to and enter the 1st door on your left. Run through
this room to the veranda and into the next apartment. Pick up the "APARTMENT
STAIRWAY KEY". Pick up the AMMO on the chair as you leave.

(You now have enough Ammo to complete this area of the game in Hard Mode)

(Check your health, if you're blinking, you should heal, just in case you take
a swipe or grab from WBH. An overhand attack is fatal. Make sure you have your
pistola loaded and in hand)

Exit apts. 208 and 209. LOF, Turn left and run to the end of the hallway, LO,
Use the "APARTMENT STAIRWAY KEY" on the blue stairwell door.

_______________________________________________________________________


5. 1st BOSS WHEEL BARROW HEAD

Once you activate the door, press and hold the "LOOK" (left shoulder trigger)
for the entire event if you lack out, press and hold it while shooting and
running. Press and hold the right (READY) shoulder trigger and the FIRE/ACTION
button. "X" out the CS and you'll automatically be firing off the 1st 10
rounds of the 50 rounds needed to hasten WBHs exit. Run to the opposite end of
the room, reload and empty the 2nd clip into him. Reload. If you have the
time, take another shot or two before running back to the door and emptying
the 3rd clip into him. Reload, if you have the time, fire a few rounds and
book, return to the other end of the room to unload the 4th clip. One last
time, reload and run back to the door/stair side, always staying along the
walls and empty the 5th and final clip into him. The air raid horn will be
sounding. Be careful to stay against the wall, as you run back to the other
side. As he moves toward the stairs, he'll often spin and swing one last time
at you on his way out. You might get yourself GINSUED for no good reason.
The water will drain after WBH gets down to the lower level. Exit the Blue
Creek Apartment Building.

_______________________________________________________________________

***
6. ROSEWATER PARK

Once out of the building, and on finish grade, there's an MP to the left near
the orange street cones. Follow the alley out to Nathan Ave. "X" out the LAURA
FMV and continue on straight to the Observation posts. There's an HD to the
right of the telescope, get it. Head to MARIA and "X" it out. Continue west to
the corner and the wide steps up, then south, back to Nathan Ave.
Once there, turn West again and proceed to the Gas Sta. Get the "PIPE" from
the car.
(I believe it inflicts more damage on Eddie than the stick, making it faster,
and avoiding damage from him while trying to shoot him)

Once complete, run to the Bowling alley and enter.

_______________________________________________________________________


7. BOWLING ALLEY

Not much to do here but "X" out the CSs, Exit and join up with Maria outside.
Run out behind the Bowling Alley, locate the gate and enter. Turn left and
head to the end of the alley. "X" the CS, move over to the alley door and get
Maria to open it. "X" through it. Run to and enter "HEAVEN'S NIGHT"
There's an MP in here and nothing else. Exit to CARROLL ST. Turn right,
(South) and proceed to and enter the "BROOKHAVEN HOSPITAL" "X" out the CS.

_______________________________________________________________________


8. BROOKHAVEN HOSPITAL

This is a long, dark, miserable and tedious section of the game. The halls
afford little maneuvering room to avoid damage, possibly forcing you to use
ammo and Meds when you'd rather not. There are many rooms to confuse even well
worn SH2 players.
If you've really got the building down, ignore the MAP. It's too easy to get
turned around and enter rooms you just don't need to be in.

_______________________________________________________________________


a. BH 1st floor

Run to and enter the 1st fl. "RECEPTION OFFICE" pick up the HD. Enter the
"DOCUMENT ROOM" and pick up the "PURPLE BULL KEY" Exit these two rooms to the
Foyer. Head Left, then left and right for the Stairwell door and run up to the
2nd fl.

_______________________________________________________________________


b. BH, 2nd fl.

Bitches in Heals with Sticks, Lecture on Aides from bent needles and living in
the Lapis of Luxury.

(I keep a piece of paper with me to write the pass codes down, I'm always too
freaked out to remember them correctly and they change for every NEW GAME)

LOF, ignore the Bitches in Heels (hence known as BIHs)
Turn left and bear left, run down the hallway to the "WOMEN"S LOCKER ROOM. Get
the "BENT NEEDLE" and the "SHOT GUN" (hence known as SG) from the locker. Arm
with the SG and exit the Locker rm. Run past the stairwell door and enter the
Patient Wing area of the 2nd fl. Ignore ammo box on the stools, "They look
like good stools, good strong stools"

"EXAMINATION ROOM 3", MP, Typewriter, check the carbon copy for the "HAIRY BOX
CODE". Write it down. Exit ER3; enter "M2", for the "LAPIS EYE KEY".
Return to the Central Stairwell, and move up to the 3rd Fl.

_______________________________________________________________________

c. BH, 3rd fl. & Roof

Drug taking Pole Dancer, Saber swinging WBHs and Bloody wall Messages

Head straight to the Patient Wing double door and punch in

"1328" for H/M
"7335" for N/M

Tonza "S" rooms here enter "S3" "X" the CS and take the "ROOF KEY" be careful
not to activate Maria. Exit "S3"; return to the Stairwell and up to the roof.
Make sure you're at full health, and then complete a wide half circle toward
the strewn papers on the roof deck, then head to the 2nd door for the "WBH"
event. "X" it and heal in the "SPECIAL TREATMENT ROOM". Enter the 3rd rm from
the right and read the pass code on the wall, write it down.

So, you're back on the 3rd fl., LOF. Return to the Patient Wing and book to
the very end room. "S14", LO, deal with the "LOCKED HAIRY BOX". Use the "LAPIS
and BULL KEYS" on the box then the pass codes.
"VOILA", YOU GOT HAIR!
Exit S14, LOF, turn right and proceed to the "SHOWER ROOM" just passed the
elevator on the left. If you didn't kill the BIH on the way to S14, you may be
forced to kill it now, or take a pummeling from it and the FLeMs. Sometimes
they bunch up at the benches or whatever the things are that are clogging up
the hallway. Enter the "SHOWER RM., combine the hair and the bent needle to
get the "ELEVATOR KEY", "X" out the CS.

Exit the 3rd fl. Patient Wing via the 3rd fl. Elevator. One smack from the
SCNs or the FLeMs and you're on the hurting side of needing an HD. Better to
conserve Meds by ventilating uglies with buckshot when necessary.

_______________________________________________________________________


d. 1st fl. Patient Wing

Brat Kid, Psychotic Ceiling Thingies with remarkable prehensile toes and
teensy barren Gardens

Enter "C3" and pick up the "SG shells", load the SG and make sure you're
healthy. Exit C3 and enter "C2" "X" out all the CSs until you're in "C4" with
the "CEILING THINGS" (hence known as CTs) Fire off 3 SG rounds and book. I can
get up to 3 shots before I have to move if I use the extreme ends of the room.
There are 2 CTs to start, once they curl up, the air raid horn starts and the
3rd CT lowers into the room. It takes 6 rounds each to make the 1st 2 curl up
their toes; the 3rd monkey takes more than 8.
When all is done, "X" the CS and leave the "GARDEN". Pick up the SG Shells on
the way to the 1st fl. elevator.

_______________________________________________________________________


e. 2nd fl. Patient Wing

Second floor; Ladies Lingerie, Batteries (for your intimate toys) and
excellent Hallucinogenics.

LOF, turn right and run to the last room at the end of the hall M6. LO, pick
up the MP, "BATTERY" and "BASEMENT STOREROOM KEY". LOF, go back to the
elevator and the 3rd fl. You'll need to LO in the elevators to see what to
press.

_______________________________________________________________________


f. 3rd fl. Patient Wing

3rd fl ... Never mind. LOF, just get to the Stairwell, run down to the
basement and enter the STOREROOM.

_______________________________________________________________________


g. "BASEMENT STOREROOM"

LO, get the SG shells and move the bloody selves will ya!

"X" the CSs and climb down for the "COPPER RING" Exit and return to the 3rd fl
elevator via the Stairwell.

(I save at this point, I still blow at the Basement Escape on H/M in the. It
can still take me 3 or 4 tries to get out. So, if you blow at it like me, save
along with me)

Exit the stairwell, and enter the Patient Wing. Press and hold the READY
TRIGGER and the ACTION/FIRE button as you pass through the door. You'll take
out the BIH in one round. LOF, run to the elevator, odds are you'll make it
there untouched if you're a good enough swerver. LO, once inside the elevator.
Punch the 2nd fl button, "X" out the "GAME SHOW BARKER", press and hold the
weapons Ready Trigger and the Acton/Fire one round outside the elevator
removes the BIH, LOF, and run to the "DAY ROOM". I make it past the 2nd BIH
more often than not without contact.

_______________________________________________________________________


h. "DAY ROOM"

LO, open the fridge and take the "LEAD RING". LOF, return to the elevator LO,
and move to the 3rd fl. Exit the elevator and put the rings on the 3D Mural's
hands. Enter the West End Stairwell, being careful not to reenter the
elevator.

_______________________________________________________________________


i. "THE ESCAPE"

Run down the 3 flights of stairs to the "BASEMENT DOOR", not to be confused
with the other basement door. Have James put on his new running sneakers.
James is going to need more than traction here, he's going to need to cut the
corners as tight as possible to keep Muffin ...I mean Maria safe from the big
bad WBH. Any banging into corners, or stopping no matter how short a duration,
will get Maria killed.

The sequence is Right, Right, Left, Left, (tight) Right, Right, Left, and
Right. Now, as you know, if you're lucky, Maria doesn't die till you get into
the elevator, HAAAA, TOO BAD! At least you don't have to do it again. This is
a miserable event for me in H/M.

"X" the CS and exit the elevator. Turn left, run to the last door on the
right, "DOCTOR"S ROOM", get the MAP info and the "LOBBY KEY". Exit the
Hospital to Carroll St.

_______________________________________________________________________


9. DARK SILENT HILL

(Note) the shortest distance between two points is a straight line. The best
way to keep a straight line in Dark Silent Hill is to shut the light off when
you see an ugly appear in the distance. Even with the Brightness level up to
7, it's still too dark outside to see without the light. Get too close to a
FLeM, DST or BIH and they'll smack you quicker than ... anyway, LOF allows you
to be within striking distance and still slip by. Cut corners everywhere you
can, instead of staying out in the middle will increase the distance traveled
over the entirety of the game.

Out on Carroll St., turn right (South) and run to Rendell St. Turn left (East)
and run to Munson St. Turn right (South)and run to Saul St. Turn left (East)
and run to the Gate. Once through, you'll be on the grating and meet the
Things that Swing from the Underside of the Grating, (hence known as TSUGs)
they are pretty much harmless if you keep moving. The grating is out in a few
places, so hang toward the center of the alley. Once through the 2nd Gate,
pick up the MP near the trailer and the SG SHELLS near the car.

We're heading straight to the South end of Lindsey St. to pick up the
"WRENCH". So, Run to Neely St., turn left, run to Sanders St. (1st right turn
on Neely) Pass the alley on the left and turn left on Lindsey. Stay on the
west side sidewalk of Lindsey. A perspective change will happen when you get
to the house with the "WRENCH"

Continue North on Lindsey St. to Katz St. Take a left turn and run to the West
end of Katz. Enter the door on the right side of the wall.
Back on Munson St. Turn North on Munson, run all the way to Nathan Ave. Bear
left on Nathan, cross the street and enter "ROSEWATER PARK". 1st right and 1st
left entering the Park puts you right near the statue Move to the back of the
statue and "X" through the CSs. Pick up the "OLD BRONZE KEY" (Historical
Society Museum). Exit the Park opposite your entry to Nathan St. There are SG
SHELLS and an HD on the right as you exit the Park.

(You know have more than enough SG AMMO to complete the game)

Turn right (West) onto Nathan and run James's buttocks off to the HS Museum.

_______________________________________________________________________


10. HISTORICAL SOCIETY

Once there, enter the building and run straight through to the 2nd room. Turn
right at the door and enter same. Locate the hole in the wall and enter. This
is a long boring run to the next door; it takes (50 seconds) to get to the
door. Enter the door, swing around the pole and desk for the MP.

(You're likely going to need them here I'm still getting hammered by uglies,
although more so now while writing this, so I pick them up as I go.)

Exit this room for the next and pass through the bars. While running, turn
left then right to the next door. Drop down the hole, "X" the CSs, arm with
the "PIPE", hold the look button and slowly turn left till you see the (3)
white brick pattern. About waste high, 2 white brick side by side with a dark
brick between them. One more white brick sits above and slightly off center of
the left side brick, sort of like such (:.) Approach and smack the crap out of
the wall with the "PIPE"."OH Moe LOOK! A door! Re-arm with the SG and enter.
James nearly lands on his mush when he hits the flooded floor. Turn right, run
an "S" pattern to the small ramp leading to the 2 doors, take the 1st door on
the right in the short hall. Enter the next door on the right, (BUG/SPIRAL-
WRITING KEY ROOM). Pick up the key, turn and approach the door lock. Switch
batteries and press action as you come out of inventory to avoid much damage
from the killer bugs. The pass code device appears; the pass code appears to
change with each game, so there isn't a one code fits all.

(One small consolation here is that there are only 3 numbers, this limits the
code to no more than 6 possible sets as long as no one number is played more
than once. Otherwise, this would bring the count up to 18 possible solutions.)

Exit the room turn right and stop at the doorway to the grate room access the
"SPIRAL KEY", "X" the CS and drop down to the next level.

_______________________________________________________________________


11. PRISON

In this room there are 2 HDs and the "GLUTTONOUS PIG" tablet, takes them all,
and exit this room. Turn left and enter the 2nd door on your right (SHOWER
STALLS) once inside, turn left run to the end of the stalls and enter the last
stall for the "SEDUCTRESS" tablet. Exit the showers, Turn left, run to and
enter the 1st door on your left. CELL BLOCK #1. Run down the length of the
cell block to the next to last CELL which is open. Enter it and take the "WAX
DOLL". Leave this cell, turn right and exit CELL BLOCK #1.
Turn left and enter the first door on your left, turn left again, shoot the
DST, grab the "RIFLE ROUNDS" and retreat out of this room. Turn left, run to
and enter the last door on your left. CELL BLOCK #2 run to the 4th CELL from
the West end of the block, (the cell gate is closed) and get the "OPPRESSOR"
tablet. Arm with the "PIPE" and exit the cell, (using the pipe to assist). Now
you have all the tablets, you need to complete the (HANGING ROOM). Arm with
the PIPE and exit the CELL. Turn left and exit CELL BLOCK #2. Turn right and
run to the first door on your left to the HANGING ROOM. Once there, place the
tablets at the base of the scaffold, hear the scream and leave the room. Pick
up the "HORSE SHOE" on your way out. Turn right, run to, enter and pass
through the CELL BLOCK #2. Turn right, enter first door on left, (MEETING
ROOM) get the MP, exit, and enter next door on left. Pass through the room.
Turn left, enter first door on left and get the "LIGHTER", Exit. Turn left and
enter last door on right (before the barred gate) shoot the DST and get the MP
and HD. Enter the Armory door pick up the RIFLE, SG and Rifle rounds before
leaving.
Pass through the Gate when back in the hallway. Approach the Trap Door and
access Inventory. Combine the Horse shoe, Wax Doll and Lighter to access the
Trap Door. When done, drop down.
Turn around after "Xing" out the CS and exit this room.

The "MORGUE"

(I can't believe there are still flesh covered cadavers here.)

Pass through to the next hole and drop down. Exit this room for the next hole
and drop down. Enter the elevator and pick up the Rifle rounds and MP only.

_______________________________________________________________________


12. CATACOMBS

(It takes 1:20:00 to ride the elevator to the bottom)

Exit the elevator. There will be a wired door in front of you, you will run,
1st left and then take the 2nd right leading you to a hole. Take this hole and
run to the opposite end of the tunnel you drop down into. When you climb out,
you'll be in the "BLOCK HEAD ROOM" Enter the room and face the entry door with
the block head between you. The block head is done in 3 moves.

(Note, to date, I have seen two different solves to the puzzle. Both solves,
deal with the YELLOW EYED HEAD facing you when completed. The difference is
the position of the head.

A. Is with the yellow eyed head facing you and upside down.
B. Is with the yellow eyed head facing you, but on it's side, with the top of
head pointing to the right.

A. D PAD, press diagonally down/left two times, then press left once. You will
have the upside down yellow eyed head facing you.

B. D PAD, press diagonally down/left, then press left two times. You will have
the sideways head pointing to the right.

Choose which option and press. Turn to look, if there is no opening, it will
be the other option.

The room is now set to run through, do so. "X" the Maria CS and return to the
Block Head room for the "WIRE CUTTERS".
Return to the starting point and cut the wire away. Drop down into the next
set of tunnels; take a left and then a right to the next ladder. Climb this
ladder. Run, right then left and climb down. Left, left, hard left and climb.
Left, right, hard left and climb down. Left, left, run to the end climb. Run
straight to the ladder and climb down. Take the first left and climb. Exit
through the door.

Arm with the Chainsaw and be at full health just in case you cluster this up.
Run to the ANGELA/DOOR MONSTER ROOM, "X" out the CS and get ready for some of
the Bizarre. 6 thrusts of the Chainsaw will smoke the DOOR MONSTER ... beast
... thing ...thingy ... thing ... and no damage to boot. It didn't matter
whether it was the Rifle or the SG; I always took big damage from that queer
looking thing. (Hence known as DMs)

The trick is to press and hold the "READY" and "ACTION" button as you "X" out
the CS in the room. What happens is this. As soon as the CS frees James he
starts the Chainsaw and thrusts it into the DM. The DM will fall to the floor.
All along, continuing to hold the "READY" button. As soon as the DM begins to
rise off the floor hit "ACTION" again and let the DM hit the floor as it
rises, hit "ACTION" again. Repeat this 6 times and you're ready to leave. Exit
the room, turn right and proceed to the next hallway.

_______________________________________________________________________


a. PUZZLE HALLWAY

The innocent is different in each mode.

(HARD/EXTRA MODE) THIEF
(HARD/HARD MODE) COUNTEREITER
(NORMAL/NORMAL MODE) ARSONIST

You need to find out which one he is, before you pull the rope. There is a
door to your right as you enter the next hallway, enter it. Look for the
Innocent man and remember his position in the room. Exit the room, turn right
then left to the door on the left at the end of the hall and enter. Pull the
rope that represents the innocent man. Return to the room with the hanging men
and pick up the "KEY OF THE PERSECUTED". Exit the room, run back to the other
end of the hall
And exit the hall. Stop at the Gate and use the key to unlock it.

Climb down the ladder and to the stairs. Enter the cell and "X" out the CS
with the, yes you guessed it, "DEAD AGAIN" Maria. Run, turn left at the next
tunnel and proceed to the next ladder. Climb up and take the MP. Continue on
to the Graveyard. Move to and drop down through Yimmies Grave.

Run Forest, run!
(I know it's way old now, but I couldn't help myself)
Run till you slam into the bloody door at the end of the corridor.

Hey mom and dad! Do you like think Becky and I could like go and see "EDDIE
and the FREEZERS"?
What ... What ... What is that some new damned PUNK BAND or something deviant
like that?
No father of mine, HE'S like a physically, mentally and emotionally disgusting
psychotic murderous example of humanity!
OH ... well then ... that's different, sure, do you have ticket money and film
for the camera?

_______________________________________________________________________


13. "EDDIE and the FREEZERS"
Freezer #1

Before you pass through the bloody freezer door, switch to the PIPE, and don't
try to smoke anything in it, it's rusty and you don't know where it's been.
Heal if you're still having trouble with Eddie and prepare for a SKULLING.

(Note Eddie can be kept at Pipes length with the "PIPE". The rhythm set up by
the game allows Eddie to get hammered with the loser only getting off one
shot.)

Be at full health to absorb the shot and enter the room.
(Press and hold the READY & ACTION buttons)
"X" the CS. James will automatically swing as soon as you're free from the CS.
Clocking Eddie on the skull bone. Eddie runs right into every whack. After 8
or so whacks, Eddie's thick as a brick skull, takes a vacation and leaves.
Switch back to the SG, make sure it's loaded, and check your health and move
on to the next Freezer.

_______________________________________________________________________


Freezer #2

Enter the room and "X" the CS. Hold the LOOK shoulder trigger and run right up
to Eddie and begin hammering him to the floor. Odds are he'll get off a punch
for every shot or two and possibly a pistol round. It takes 6 SG rounds to
deflate slow Eddie and bring him down for good in (NORMAL MODE) I think he was
a tad LOGY from all the Pizza he scarfed at the Bowling Alley. Surely it
should be less with the Rifle. He doesn't run around as much in (NORMAL MODE)
as he does in (HARD MODE)
This is one of the times when having the controller Vibration set to on is a
good thing. If you cluster this event up and get too low on health, the
controller gets to throbbing in your hand.

(Heh, heh, heh, heh, heh, he said throbbing)
This gives James a last minute opportunity to access Inventory to heal.

So, Eddie will eventually stick to the floor in the Freezer instead of hanging
round with the rest of the old freezer burned meat. Leave this place for the
dock.

_______________________________________________________________________


14. DOCK

Run to the boat dock; jump in and "X" the CS. Turn the boat right till you see
the light and row. In just over a minute, you'll end up at the dock of the
LAKEVIEW MOTEL.

_______________________________________________________________________


15. LAKEVIEW MOTEL

Run up the dock and climb the series of stairs to the upper grassed area. Turn
left and run over to the Bird Fountain to get the "LITTLE MERMAID MUSIC BOX"
Turn and run up the last series of exterior steps and enter the Lakeview
Motel. Run to the hallway intersection, turn right and enter the only door on
the right the "LAKE SHORE RESTAURANT"
Pick up the "FISH KEY" off the table and exit the room, "X" the LAURA CS

Turn left, run past the first of two DMs and take the stairwell to the 2nd fl.
Turn right, enter the "CLOAK ROOM", take the MP, move to the other side of the
room and use the "FISH KEY" on the valise. Take the "KEY TO (rm 204). Exit the
Cloak rm. to the hallway. Switch to the Chainsaw, turn left, enter the
customer room's hallway and smoke the 2 DMs.

(2 swipes per DM or 1 swipe and a squish per DM. If you don't do one of the
two, they'll be waiting for you when you exit rm 202)

Enter (rm 204), take the "EMPLOYEE ELEVATOR KEY" pass through to (rm 202) and
exit.

Return to the LOBBY'S 2nd fl Balcony and pass through to the other side of the
Motel. Enter the 1st room on the left with the key. Enter the elevator, get
the alarm, push a button to get the one passenger message and leave the lift.
Make sure you are healthy before you access the cabinet and dump all the
goodies in it.
When done, enter the elevator and press 1st fl. Once out of the lift, turn
right and run down the short hallway to the door with the red light above it
and fetch the "SNOW WHITE MUSIC BOX". Run back toward the elevator and pass
it. Take the 1st door on your left "OFFICE" access the safe and get the "VCR
TAPE" and "CAN OPENER". Exit the Office and enter the BLUE DOOR across from
the OFFICE DOOR. Exit the stairwell turn left and take the first left to the
"BOILER ROOM" door at the end of the alley. Get the "BAR KEY". Exit the Boiler
rm., 1st left then right, enter door at end of hallway.
Enter the "KITCHEN", get the 3 HDs, open the can of bulbs and exit the Kitchen
to the Bar, "VENUS TEARS". Install the bulb in the lamp near the exit door and
enter the Basement. Turn right, enter the elevator and pick up the can of
"THINNER". Exit to the 1st fl., via the stairs.

Enter the LOBBY and return to the 2nd fl OFFICE. Retrieve all your stuff from
the Locker. Return to the 2nd fl Customer room hall and (rm 202). Use the
thinner to get the pass code and open the brief case for the "CINDERELLA MUSIC
BOX"

Return to the 1st fl. LOBBY and install the Music boxes. In this order,

(HARD/EXTRA) CINDERELLA, LITTLE MERMAID, SNOW WHITE
(MORMAL/NORMAL) CINDERELLA, SNOW WHITE, LITTLE MERMAID.

Take the "STAIRWELL KEY".
Run into the LOBBY'S RECEPTIONIST OFFICE and retrieve the (RM 312 KEY). Make
your way up to the 3rd fl via the LOBBY stairs and the 3rd fl Stairwell.
Unlock the Gate and enter (rm 312). Use the VCR and "X" the CS. Leave 312 and
return to the 2nd fl. Turn right and enter the West end Customer rooms
Hallway. Enter room 202, exit into the East end Customer room's hallway. Run
the length of the Hallway and exit at it's end. Enter the 2nd fl. elevator to
the Basement. Enter the "VENUS TEARS" bar, pick up the 5 HDs if you're low or
still take damage from the WBHs. Enter the Kitchen, exit to the outside, left
straight to stairwell door. ANGELLA/FLAMING STAIRS "X" it out and leave. Climb
the stairs to the next door and enter. Turn right, run, 1st right, left, and
right to the door, enter.
Run the length of the hallway to the end, keep moving, the TSUGs might damage
you. Enter the door, stop, arm with and load the rifle. Be at full health.
Enter the rusty double doors.

_______________________________________________________________________


16. 2 WBH

These guys are not very fast; however, they are certainly faster than in
NORMAL MODE. They cut the room down to their advantage. They have an extremely
long reach with the Pointy Pikes and they'll also swat you with it on
occasion. These pointy sticks do big time damage. On (HARD MODE), the most
hits you can take are 4 and you're toast. So, be at full health, have your
rifle loaded and ready. Keep your Inventory set on HD, not Rifle rounds. You
can up click to reload and give yourself some breathing room. Keep track of
expended rounds; don't forget to reload after each discharge set.

The technique is the same for both modes, but, as mentioned above, you don't
get as many shots off in HARD before you're forced to run.

Visualize the room as a clock face. If the entry point from the SAVE Rm. to
the LOBBY is 6:00 then between the 2 double doors is 12:00, with 3:00 and 9:00
in their respective positions. The corners would run out as 1:00, 5:00, 7:00
and 11:00.
I do all my shooting from 5:00 and 11:00.
I do all my reloading near 1:00 and 7:00.

When released from the CS, I run in the direction I'm facing, (6:00) and I
prefer running counter clockwise. I stay close to the walls and cut the
corners.

(HARD MODE)
2 rounds for sure, often 3, rarely 4 then move. 55 rounds and up to smoke them
both. I've been able to get them out of the way with 4 HDs. I believe it can
be done with less, but it takes too long as it is now.
Surprisingly, it pays to let the cut off WBH walking to your right to get in
close before you head out. I get stabbed more often when he has mucho lungingo
roomo. Let yourself get in the RED and throbbing before you heal.

(NORMAL MODE)
Shoot 4 rounds and move. I stick a fork in them with between 19 and 24 rounds.
I think it depends on misses. Even though the game gives you the PLINK sound
from a hit, the WBH doesn't always respond to the sound made, they may be
misses.


So, let's get some circulation back into them nubbin hands for the task at
ahead. Crack demz knuckles, shake doze hands, get the blood back into the
digits. SAVE, LOAD and HEAL!



Enter the LOBBY, "X" the CS.
Let's dance!

(HARD)
On the first Fire Station, you might get off 1 round and still get stabbed,
run to escape, stop when clear, reload, continue on to next firing position.
This can take a little time, but the rifle does the most damage.
Hold the "LOOK" button while running and when you stop to turn directly at
them to shoot. For some reason, it gives you maybe 5 more steps to danger
before the WBHs get into striking range. Without it, (NORMAL MODE) I only get
off 2 shots and must move. I take a stab 30% or more of the time. With it I
get 4 shots. (HARD MODE) I get 1 shot off without and 2 to 3 shots with it.

Once completed, remove the eggs from their inverted Wheel Barrow hats and
place them in the slots in the 2 double doors. Exit the room and exit the
Motel out the front door.

(Note) Exit the LOBBY from the door on the right. Once out of the LOBBY, look
at the face impression on the door directly in front of James. I wonder who it
is.

_______________________________________________________________________


17. FINAL CONFLICT
THE RESOLUTION

I take more heat/damage from Mary/Maria than I do from the WBHs. She's on you
like stink on ship!

Climb all the metal stairs to the top where Maria/Mary ... whoever is waiting.
It's dressed like Mary, it's in bed like Mary, but it becomes a demon thingy
that floats around in a metal framework like the Ceiling Things in the
Hospital, only this devil muffin has a black tail thing that shoots out,
smacks James about the head and shoulders and grabs James around the neck to
suffocate him. OH, it is Mary, HMMMM ... Wait a minute? ... NAH!
Anyway, she's also got her Black Ninja Killer Flutterbys with her and they
harass the heck out of our boy, not to mention taking a bit of health every
time they flutter about his head. You better thrash about while they're there,
or they'll hang around even longer taking more health with them. I've got many
health aides, but that's no guaranty for success. I'm going to empty the Rifle
first then switch to the SG.

"X" the CS and book for a stroll around the top floor, to get a feel for the
depressing atmosphere. Keep moving to keep the BNKFs away. When they vanish,
try and be near the bed, she doesn't seem to attack James as much there as in
the rest of the room. Pump as many rounds into her as you can before the BNKFs
fly out her butt again and harass you. Swat them off and be ready to empty the
rest of you Rifle ammo into that demon fairy floating around in the air.
Each time you manually load the SG, check your health and medicate as needed.
This time it took 9 Rifle rounds and 12 SG rounds to pull her fairy wings off.

(NORMAL MODE) 6 SG rounds and she's ready for dipping into the fondue pot.

_______________________________________________________________________


4. FIN

I ended this run with many more SG rounds than I needed to complete the game.
I figure I can wean off maybe 4 or 5 more boxes and still stay in the comfort
zone. I could easily get by the entire game with 4 boxes of pistol rounds; I
still get fooled into picking up pistol rounds when the SGs are set next to
them. I only use the pistol on the WBH at the end of Blue Creek Apartments.
I'm still a bit shaky on the HDs when it comes to the "Bitches in Heals" at
the Hospital; I rarely make it by one without getting whacked. I'm sure I can
break the habit eventually, but it means shooting more and that's time wasted

The street denizens in SH2 are less of a threat than the SH1 uglies were. The
SH1 flying things, the humpers on the street and the crawlers in the sewer
were much more of a threat and they, for the most part were easy to avoid. The
FLeMs, DSTs and BIHs are a joke, unless you're in the Hospital. I love those
crawling DSTs and the noise they make when one shoots out from under a car.

_______________________________________________________________________

5. RIDDLE MODE, EXTRA

I don't know how often this mode will come up, since I got it, I figure I
should write it down for the lost souls that happen to trip over EXTRA on the
puzzle end of the difficulty mode.
I've checked the NET in the few places I visit for anyone else with this bit
of data. I'm surprised that there aren't more guides on this game after a
whole year on the market for the PS/2. I haven't found anyone mentioning the
extra mode yet, let alone pointing out the way enigmatic clues that they refer
to. So, I'm going to stick it in here to be the first.

1. Three Coins: Access to the roll top desk

Like coins in the hazy ether 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,
then happiness shall be thy own/
The first note be not by the Horned one wrung, though it be there that all
sins be sprung/
The bringer of life and the bringer of shame, the sins of the latter be ever
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/


2. Hangman puzzle: Pull the rope Monty

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 blood stains remaining are proof of their guilt, trodden upon and thus
created, they are the paths to the hell or the void/
The white bandages stained crimson, the remains of the scorched black earth,
the cries of the maiden, they are a meaningless contract/
They are also signs of guilt/
But one of them was done without reason, it was done out of fear and ripe
imagination/
Spinning alone at the end of a rope it's nothing less than a disgrace to us
all?


3. Music Box puzzle: Play it again Sam

Left: Twas shameful greed did stain her shoe with blood
Middle: Even so, I still wanted to believe she was happy
Right: Beauty - Both a blessing and a curse thou be

_______________________________________________________________________


6. END GAME STATS

Commentary 4/4/03

ACTION & RIDDLE LEVEL: HARD/EXTRA

ENDING: LEAVE

SAVES: 2

1 at the Docks, 1 before the twin WBHs at the end of the game


DEFEATED: by shooting 6
DEFEATED: by fighting 4

I completed this game with only 10 kills. I'm still a bit confused about that,
I don't rightly know whether the 2 WBHs at the end are included, or the one
shot at but walks away WBH in the Blue Creek Apartments.
I'm guessing Eddie and the End game Mary/Maria thing should be included. I
suppose I'll have to have the kids keep track for me next time I play.

DAMAGE POINTS: 973,

I'm not sure what this relates to.

BOAT: time 1:04.83, speed 3.50 m/s.

This boat data must be graded for the point system to be mentioned, I guess.

ITEMS: 102 (+1)

My lowest count to date. I would like to see this below 100. I'm going to work
on it. The fewer things picked up, the less time wasted. I think the +1 is the
chainsaw.

TIME: 1:15:02

I know for a fact that this can be lowered by another 2 minutes. I still have
some indecision; I got turned around coming out of the elevator for a few
steps. I got bogged down trying to run around a couple of DSTs in the
Catacombs instead of shooting them outright. Some time must be wasted in the
act of saving.
Hitting marks and items on the first try will also improve time.
I would like to see a 1:14:00 with no saves before I U/L this file to the FAQ
sites.
As far as I can tell, I expend 11 minutes more taking out the bosses in Hard
Mode than in Normal Mode.

All in all, I like SH2; I like the fact that it has the mini game played as
Maria, kind of looks a bit like Cybil to me with a Bridget Fonda lower lip.
Best of all, I think she's a pole dancer at the Heaven's Night. MMMMMM!!! Poll
Dancer!! (Homer Simpson throat gurgle noise)

An aa'oot'a dahinii'na
Ghidrah



Was it useful? Rate it! Something wrong?
Report this cheat

==========================================================================
 _____   _   _       _____   _    _   _____    _    _   _   _       _
|  ___| | | | |     |  ___| | \  | | |_   _|  | |  | | | | | |     | |
| |___  | | | |     | |___  |  \ | |   | |    | |__| | | | | |     | |
|___  | | | | |     |  ___| |   \| |   | |    |  __  | | | | |     | |
 ___| | | | | |___  | |___  | |\   |   | |    | |  | | | | | |___  | |___
|_____| |_| |_____| |_____| |_| \__|   |_|    |_|  |_| |_| |_____| |_____|
                                   ____
                                  / __ \
                                 |_|  | |
                                     / /
                                    / /
                                   / /__
                                  |_____|

==========================================================================

 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
|Silent Hill 2 Save Point Locations FAQ |
|Platforms: PS2, Xbox                   |
|© Copyright 2003 Conquerer             |
 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

*-*-*-**-*-*-*
FAQ Disclaimer
*-*-*-**-*-*-*
This FAQ is copyright 2003 by Conquerer. Permission from me is required
for this to be posted anywhere else, unless I send it it to you.

**--**--**--**--**--**
Questions and Comments
**--**--**--**--**--**
If you have any questions or comments about this FAQ, e-mail me if you 
wish, but make sure you make the subject name have SH2 in it. Or you
can add me to you MSN list and ask me there. My e-mail is below. 

***---***--***---***
Want to Rate My FAQ?
***---***--***---***
If you feel that this FAQ has helped you in anyway and you'd like to
thank me, what you can do is give this FAQ a good rating. It's your
decision, though.

[Contact:]
-------------------------------
E-mail: Conquerer13@hotmail.com
MSN: Conquerer13@hotmail.com
-------------------------------

-------------------------------------------------------------------------
=========================================================================
                            U P D A T E S
=========================================================================
-------------------------------------------------------------------------

Most Recent Updates:

08/04/03
Updates on the FAQs and many updates on the save points including
spelling errors.

07/12/03
Created the FAQ after having stored in a folder, doing nothing and made
the format of the FAQ, made ASCII Scenario titles to separate them, added
2 FAQs and took the ASCII from my SH2 FAQ.

-------------------------------------------------------------------------
=========================================================================
           F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
=========================================================================
-------------------------------------------------------------------------

Q: Are all the Save Points in SH2 in this FAQ?
A: Yes.

Q: What do the Save Points look like?
A: Red sheets of paper.

If you have a question that you would like to be answered, just e-mail me
and I will answer it for you and I might put it up here.

-------------------------------------------------------------------------
=========================================================================
                S A V E  P O I N T  L O C A T I O N S
=========================================================================
-------------------------------------------------------------------------
                     ---------------------------
                    | LETTER FROM SILENT HEAVEN |
-------------------------------------------------------------------------
-------------------------------------------------------------------------

===============
East South Vale
===============
1.  In the well near the beginning of the long path on Wiltse Road.
2.  In the fenced area on the table on Vachss Road.
3.  Inside the motorhome on the bed on Saul Street.

====================
Wood Side Apartments
====================
4.  In the West Bulding lobby on the right wall, just inside the entrace.
5.  On the cart in Room 209, 2F.

=====================
Blue Creek Apartments
=====================
6.  On the wall in a sort of narrow area, Room 105, 1F.
7.  On the wall by the door in Room 208, 2F.

===============
West South Vale
===============
8.  On the green car's trunk in the Jacks's Inn parking lot.

===================
Brookhaven Hospital
===================
9.  On the left table in the Reception Office, 1F.
10. On the left wall in S11, 3F.

====================
"Nightmare" Hospital
====================
11. On the wall in the unmarked room, 1F that you enter from the garden.
12. In the east stairwell on 3F.
13. On the right wall by the exiting lobby doors.

===============
West South Vale
===============
14. On the counter of the Silent Hill Historical Society when you enter.

=============
Toluca Prison
=============
15. On one of the pillars in the Cafeteria, 1F.
16. On the wall by the urinals in the Men's Washroom, 1F.
17. On the wall by the door to enter The Labyrinth, after the long 
elevator ride .

=============
The Labyrinth
=============
18. On the wall after you come up the ladder, before you fight the 
Doorman Boss.
19. On a grave in the Catacomb.

===========
Toluca Lake
===========
20. On the barrel at the corner on the dock.

===============
Lake View Hotel
===============
21. On one of the chairs in the Lobby, 1F.
22. On the wall in the Employee Elevator Room, 2F on the east side of the
hotel.

=================
"Nightmare" Hotel
=================
23. On the door of Room 313, 3F after you watch the videotape.
24. Nine Red Squares on the wall before the Pyramid Head Duo, 1F.


                          ------------------
                         | BORN FROM A WISH |
-------------------------------------------------------------------------
-------------------------------------------------------------------------

===============
Baldwin Mansion
===============
1.  On the right wall in the Living Room, 1F.
2.  On the wall by the stairs door, outside of the Service Room, 1F.

-------------------------------------------------------------------------
=========================================================================
                            C R E D I T S
=========================================================================
-------------------------------------------------------------------------
1. Thanks to me for writing this FAQ.
2. Thanks to Konami and Konami TYO for developing and publishing SH2.
3. Thanks to CJayC for posting this FAQ on GameFAQs.
4. Thanks to IGN for accepting this FAQ.



Was it useful? Rate it! Something wrong?
Report this cheat

==========================================================================
 _____   _   _       _____   _    _   _____    _    _   _   _       _
|  ___| | | | |     |  ___| | \  | | |_   _|  | |  | | | | | |     | |
| |___  | | | |     | |___  |  \ | |   | |    | |__| | | | | |     | |
|___  | | | | |     |  ___| |   \| |   | |    |  __  | | | | |     | |
 ___| | | | | |___  | |___  | |\   |   | |    | |  | | | | | |___  | |___
|_____| |_| |_____| |_____| |_| \__|   |_|    |_|  |_| |_| |_____| |_____|
                    __  __                 ___ _   ___  
                   |  \/  |___ _ __  ___  | __/_\ / _ \ 
                   | |\/| / -_) '  \/ _ \ | _/ _ \ (_) |
                   |_|  |_\___|_|_|_\___/ |_/_/ \_\__\_\

==========================================================================

 =-=-=-=-=-=-=-=-=-=-=-=-=-
|Silent Hill 2 Memo FAQ    |
|Platforms: PS2, Xbox      |
|© Copyright 2003 Conquerer|
 =-=-=-=-=-=-=-=-=-=-=-=-=-

*-*-*-**-*-*-*
FAQ Disclaimer
*-*-*-**-*-*-*
This FAQ is copyright 2003 by Conquerer. Permission from me is required
for this to be posted anywhere else, unless I send it it to you.

**--**--**--**--**--**
Questions and Comments
**--**--**--**--**--**
If you have any questions or comments about this FAQ, e-mail me if you 
wish, but make sure you make the subject name have SH2 in it. Or you
can add me to you MSN list and ask me there. My e-mail is below. 

***---***--***---***
Want to Rate My FAQ?
***---***--***---***
If you feel that this FAQ has helped you in anyway and you'd like to
thank me, what you can do is give this FAQ a good rating. It's your
decision, though.

[Contact:]
-------------------------------
E-mail: Conquerer13@hotmail.com
MSN: Conquerer13@hotmail.com
-------------------------------

-------------------------------------------------------------------------
=========================================================================
                            U P D A T E S
=========================================================================
-------------------------------------------------------------------------

Most Recent Updates:

[08/04/03]
First finished and sent in FAQ.

-------------------------------------------------------------------------
=========================================================================
           F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
=========================================================================
-------------------------------------------------------------------------

Q: How many memos are in this FAQ?
A: 31.

Have any questions? E-mail me and I will answer it in the e-mail and
maybe here.

-------------------------------------------------------------------------
=========================================================================
                              M E M O S
=========================================================================
-------------------------------------------------------------------------
Here are the memos in Silent Hill 2. They may not all be here but these
are all the memos I've found

-----------------
Table of Contents
-----------------
Save Point Explanation
Cheryl's Sketchbook
Dog House note
Eclipse Map
Engraved School Stone
Bloody Memo 1
Bloody Memo 2
Bloody Memo 3
Silver Moon
Golden Sun
A Tale of Birds Without a Voice
Locker Room corkboard note
Locker Room note
Bloody Wall
The Monster Lurks Book
Farytale Lizard
Chalkboard note
Officer Gucci
4 Plates Puzzle note
Indian Runner Diary
Shopping List
Motel Office Diary
Newspaper
Desk Carvings
The Grim Reaper's List Explanation
The Grim Reaper's List
Lisa's Diary
Left Altar Picture
Right Altar Picture
White Claudia
Thy Five Rites

-------------------------------------------------------------------------
Memo Title: Save Point Explanation
Someday, some may experience these bizarre events. Hopefully, they will
find my notes useful.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Cheryl's Sketchbook
To School
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Dog House note
DOG HOUSE LEVIN ST
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Eclipse Map
[Map with something written on it]
Keys for Eclipse
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Engraved School Stone
Midwich Elementary School
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Bloody Memo 1
10:00
"Alchemy laboratory"

Gold in an old man's palm. The future hidden in his fists. Exchange for
sage's water.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Bloody Memo 2
12:00
"A place with songs and sound"

A silver guidepost is untapped in lost tongues. Awakening at the ordained
order.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Bloody Memo 3
5:00
"Darkness that brings the choking heat"

Flames render the silence, awakening the hungry beast. Open time's door
to beckon prey.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Silver Moon
A Silver Moon
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Golden Sun
A Gold Sun
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: A Tale of Birds Without a Voice
"A Tale of Birds Without A Voice"

First flew the greedy pelican, 
Eager for the reward,
White wings flailing.

Then came a silent Dove,
Flying beyond the pelican,
As far as he could.

A Raven flies in,
Flying higher than the dove,
Just to show he can.

A Swan glides in, 
To find a peaceful spot,
Next to another bird.

Finally out comes a Crow,
Coming quickly to a stop, 
Yawning and then napping.

Who will show the way,
Who will be the key, 
Who will lead to
The silver reward?
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Locker Room corkboard note
Warning. Don't forget to take all of your possesions after using the
lockers.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Locker Room note
NO RUNNING OR PLAYING IN THE LOCKER ROOM
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Bloody Wall
Leonard Rhine
The Monster lurks
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: The Monster Lurks Book
Chapter 3:
 "Manifestation of Delusions"
...Poltergeists are among these. Negative emotions, like fear, worry, or
stress manifest into external energy with physical effects. Nightmares
have, in some cases, been shown to trigger them. However, one such
phenomenon doesn't appear to happen to just anyone. Although it's not
clear why, adolescents, especially girls, are prone to such occurrences.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Farytale Lizard
Hearing this, the hunter armed with bow and arrow said, "I will kill the
lizard." But upon meeting his opponent, he held back, taunting "Who's
afraid of a reptile?" At this, the furious lizard hissed, "I'll swallow
you up in a single bite!" Then the huge creatured attacked, jaws open
wide. This was what the man wanted. Calmly drawing his bow, he shot into
the lizard's gaping mouth. Effortlessly the arrow flew, piercing the
defenseless maw. And the lizard fell down dead.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Chalkboard note
Product only available in select areas of SIlent Hill. Raw material is
White Claudia, a plant peculiar to the region. Manufactured here?
Dealer = manufacturer?
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Officer Gucci
Coroner Seals called.
Officer Gucci unlikely to be murdered. He apparently died naturally. But,
medical records show Officer Gucci had no prior symptoms of heart disease.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: 4 Plates Puzzle note
Clouds flowing over a hill.
Sky on a sunny day.
Tangerines that are bitter.
Lucky four-leaf-clover.
Violets in the garden.
Dandelions along a path.
Unavoidable sleeping time.
Liquid flowing from a slashed wrist.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Indian Runner Diary
August 20
He came by. I handed over the package that the woman left here.

September 12
He showed up at Norman's too.
Don't want to be involved with the likes of them anymore, but... I'm
getting creeped out even more than before. Thought of leaving town, but
I'm afraid of what will happen if I do.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Shopping List
3 loaves of bread
3 cartons of milk
2 dozen eggs

Deliver to back door daily 8 a.m. Rear entrance code 0886

                                                  Norman Young
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Motel Office Diary
September 10
Took package. Told to sit on it awhile. Don't want to get involved, but
can't disobey... He's probably linked to the death of the Mayor and
others.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Newspaper
Investigation stalled. "PTV" dealers still at large.

Suspicious deaths continue. Like the anti-drug mayor, a narcotics officer
dies of a sudden heart failure of unknown origin.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Desk Carvings
Go Home  Theif  Drop Dead
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: The Grim Reaper's List Explanation
Names engraved on a lithograph.
The Grim Reaper's List.

Yes, teh headcount is set
Young and old lined up
In order of age.

Then, the pathway opens
Awaiting them, the frenzied
Uproar, the feast of death!
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: The Grim Reaper's List
The Grim Reaper's List

35 Lydia Findly
60 Trevor F White
18 Albert Lords
45 Roberta T Morgan
38 Edward C Briggs
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Lisa's Diary
Asked the Doctor to let me quit being in charge of that patient.

It's too weird. Still alive, but with wounds that won't heal.

Told the doctor I quit. Won't work at that Hospital anymore. The room is
filled with insects. Even with the doors and windows shut, they get in to
spite me.

To the Hospital... Feeling bad. Need to throw up. But nothing comes out.
Vomiting only bile. Blood and pus flow from the bathroom faucet. I try to
stop it, but it won't turn off.

Need drug. Help me... 
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Left Altar Picture
The light to the future.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Right Altar Picture
The light illuminating the darkness.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: White Claudia
White Claudia
Perennial herb found near water.
Reaches height of 10 to 15 inches.
Oblong leaves, white blossoms.
Seeds contain hallucinogen.
Ancient records show it was used for religious ceremonies.
The hallucinogenic effect was key.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
Memo Title: Thy Five Rites
thou possess them
to guard thy spirit
evoke five rites
unveil thy fate.
-------------------------------------------------------------------------

-------------------------------------------------------------------------
=========================================================================
                            C R E D I T S
=========================================================================
-------------------------------------------------------------------------
1. Thanks to me for writing this FAQ.
2. Thanks to Konami and Konami TYO for developing and publishing SH
3. Thanks to CJayC for posting this FAQ on GameFAQs.
4. Thanks to IGN for accepting this FAQ.



Was it useful? Rate it! Something wrong?
Report this cheat

==========================================================================
 _____   _   _       _____   _    _   _____    _    _   _   _       _
|  ___| | | | |     |  ___| | \\  | | |_   _|  | |  | | | | | |     | |
| |___  | | | |     | |___  |  \\ | |   | |    | |__| | | | | |     | |
|___  | | | | |     |  ___| |   \\| |   | |    |  __  | | | | |     | |
 ___| | | | | |___  | |___  | |\\   |   | |    | |  | | | | | |___  | |___
|_____| |_| |_____| |_____| |_| \\__|   |_|    |_|  |_| |_| |_____| |_____|
   ____     ____             _    _
  / __ \\   |  _ \\  ___  ___ | |_ | |  ___  ___  ___ 
 |_|  | |  | |_) |/ _ \\/ __|| __|| | / _ \\/ __|/ __|
     / /   |  _ <|  __/\\__ \\| |_ | ||  __/\\__ \\\\__ \\
    / /    |_| \\_\\\\___||___/ \\__||_| \\___||___/|___/
   / /__                          ____
  |_____|                        |  _ \\  _ __  ___   __ _  _ __ ___   ___ 
                                 | | | || \'__|/ _ \\ / _` || \'_ ` _ \\ / __|
                                 | |_| || |  |  __/| (_| || | | | | |\\__ \\
                                 |____/ |_|   \\___| \\__,_||_| |_| |_||___/

==========================================================================

 -----------------------------------------------
|Silent Hill 2: Restless Dreams Walkthrough FAQ |
|(c) Copyright 2002-2003  Conquerer             |
|Game Title: Silent Hill 2                      |
|Publisher: Konami                              |
|Developer: Konami TYO                          |
|Platform: Xbox Video Game System               |
|Genre: Action/Adventure/Puzzle/Horror          |
|Origin: Japan                                  |
|Number of Players: 1                           |
|Released Date: 12/21/01                        |
|ESRB Rating: M for Mature                      |
 -----------------------------------------------

E-mail: Conquerer13@hotmail.com
         
MSN: Conquerer13@hotmail.com

===---==---===
FAQ Disclaimer
===---==---===
This FAQ is Copyright by Conquerer 2002-2003. I do not give permission to 
anyone to put this FAQ up anywhere without my permission unless I send it 
in to you or certain sites. Anyone may use this FAQ for the game but I 
will not allow other people taking credit for my work. Thank you.

Sites where my FAQ is posted with my permission:
www.gamefaqs.com
www.faqs.ign.com
www.cheatcc.com
www.neoseeker.com

Since this is a FAQ obviously it will have many major spoilers in it so 
please don\'t complain about the game being spoiled for you because you 
should already know it has spoilers in it and it is not my fault if you 
don\'t read this because it is near the top. So I am not responsible for 
any spoilers in this FAQ. Thank you.

===---===--==---===---===
Questions and/or Comments
===---===--==---===---===
Feel free to e-mail me about any questions or comments about my 
walkthrough. E-mail me at Conquerer13@hotmail.com. Also, if you want to 
get a certain ending, e-mail me, telling me which ending you want to get, 
and I will tell you the most important requirement/requirements. Or, just 
look at the Ending Requirements part of this FAQ. If I am on MSN, then ask 
or tell me anything about this game or this walkthrough if you wish. But 
please, be absolutely sure that the message subject has SH2 or Silent Hill 
2 in it. If it says something like: Coin Puzzle I will still read it, but 
please, put SH2 or Silent Hill 2 in it because I am having a lot of spam 
it it is a big problem. If I block all of it I will only receive messages 
from a Safe List, but I wouldn\'t know your e-mail so I couldn\'t put it in 
there.

=-=-=-=
Contest
=-=-=-=
If you beat the game in under 2 hours, e-mail me, telling me your time
and user name or e-mail address and I will make a topic on the Silent 
Hill 2 Message Board on GameFAQs, and I will post your user name on 
GameFAQs, and your time. If you don\'t have an account on GameFAQs, then I 
will post your e-mail address, or tell me your name, what ever you want. 
If you don\'t have a GameFAQs account, then get one now! Trust me it\'s 
really worth it! Please don\'t cheat, telling me a time you didn\'t get, 
because if you do, you know you didn\'t get that time, and other people 
might know you didn\'t get that time too.

===---===--===---===
Want to Rate My FAQ?
===---===--===---===
If you feel that this FAQ/Walkthrough has really helped you and you feel
like you want to repay me, please, all I ask is for you to give my FAQ a
good rating. I am not forcing you though, it\'s your decision.

********************
 TABLE OF CONTENTS
********************
MAIN
1.   UPDATES
2.   FAQS
3.   TIPS AND STRATEGIES
4.   DIFFICULTY SETTINGS

MAIN SCENARIO - LETTER FROM SILENT HEAVEN
5.   STORYLINE
6.   CHARACTERS
7.   ENEMIES
8.   WEAPONS
9.   CONTROLS  
10.  WALKTHROUGH
11.  SPEED WALKTHROUGH
12.  ENDING REQUIREMENTS
13.  RANKING
14.  WEAPON/ITEM LIST
15.  SAVE POINT LOCATIONS
16.  MEMOS

SUB SCENARIO - BORN FROM A WISH
17.  STORYLINE
18.  CHARACTERS
19.  ENEMIES
20.  WEAPONS
21.  CONTROLS
22.  WALKTHROUGH
23.  SPEED WALKTHROUGH
24.  RANKING
25.  WEAPON/ITEM LIST
26.  SAVE POINT LOCATIONS
27.  MEMOS

MISCELLANEOUS
28.  COOL AND SCARY THINGS
29.  MY PERSONAL REVIEW

CONCLUSION
30.  CREDITS

*************************
          MAIN
*************************
*************************
1.      UPDATES
*************************
Most Recent Updates:

[07/28/03]
Added 2 more cool and scary things, 2 more FAQs, and put square brackets
around the dates for the updates. Also added 4 more memos and corrected
Crismon to Crimson throughout the FAQ.

[07/12/03]
Added 12 more memos to the section and added 2 more cool and scary things
that were forgot about in the last update.

[06/18/03]
Many updates made. Added strafing to the tips section, updates on memos 
and added 14 more. Added the Hyper Spray part in the ranking section, 
updates on the ranking section for both scenarios, updates on the weapon/
item/map list and added the Dog Key in there. There\'s now an Available
section in the secret items part of the list. Changed the C.A.S.T so
everything is in order, added more C.A.S.T, updates on the save/load
screen in the tips section. many updates on the PH boss fight - Added a
way better strategy. Updates on weapons, added walk/run control to the
control sections. Updates on the Trick or Treat puzzle, found out that the
Blue Creek Map\'s name was the West Apt. Building and changed it and added
the 10-Star Ranking to the ranking section. Also changed some more
controls from PS2 to Xbox.

[06/13/03]
First sent in. Created a FAQ for SH2 RD from my SH2 FAQ, changing certain 
things and added \"Restless Dreams\" in the ASCII.

*************************
2.        FAQS
*************************
Frequently Asked Questions

Q: Is this game like Resident Evil?
A: Some may say, but it is VERY different and is amazing in its own way.

Q: How many version are there of Silent Hill 2?
A: 5. For PS2: Silent Hill 2, Silent Hill 2 (Greatest Hits) , Silent Hill 
2: Restless Dreams (JPN), Silent Hill 2: Director\'s Cut, and for Xbox: 
Silent Hill 2: Restless Dreams.

Q: How many endings are in this game?
A: 6 for the Main Scenario and 1 that\'s not really an ending for the
Sub Scenario

Q: Would you recommend me to buy this game?
A: Yes, this game can be for many gamers. To tell the truth, I wasn\'t 
really interested in games like this even close to how I like them now.
I just bought Silent Hill 2 because it was scary. But I realized many
more reasons why this game is good. See my review for more details.

Q: If I have Silent Hill for PlayStation, should I buy this one?
A: If you enjoyed it, yes, definitely. But if you didn\'t really like it
then I suggest you at least rent it.

Q: About how long do you think it would take for me to beat this game?
A: It actually took me over 8 hours to beat Silent Hill 2. But I
explore a lot. It should take you at least 4 hours your first time,
that is if you\'re really good in these games. Around 6 hours is
probably average.

Q: I am convinced to buy this game now, what version should I get.
A: If you live in North America, get Greatest Hits, in Europe get 
Director\'s Cut, in Japan get Restless Dreams. For Xbox, get the only
version which is Restless Dreams.

FAQ/Walkthrough Frequently Asked Questions

Q: What do you mean by \"examine\"?
A: Go up to whatever is mentioned and press A

Q: I can\'t find a certain item, where can I find it?
A: Check the Weapon/Item/Map List, although every item location and where
you use the item is described in the walkthrough section

Q: I can\'t solve a certain puzzle, can you help me?
A: Every puzzle is described in detail in the walkthrough but if you are
really having trouble, just e-mail me.

Q: I need to find a place to save but I can\'t find one, where is one?
A: Check the Save Point Locations section

Q: Do you ever describe where ammo is in this FAQ?
A: In puzzles, yes. But no where else unless I say \"If you need ammo, go 
here.\"

Q: I have the GH Version, how do I load my data from the original version?
A: Your data is recognized but you cannot load you file if you were in the
middle of a game. You won\'t need to load your game so just start a new
game and save like you normally would. After you beat the game once 
though, load your game and go to New Game to do it safe. Do the same with
the Xbox Version.

Q: When I try to enter Room 109 1F in Blue Creek Apartments, I can\'t
open it. What\'s wrong?
A: I get this question all the time, but I have never had a problem with
it. You probably need to see Edie in Room 101 1F of the north Wood Side
Apartment building or you may have to check the note on the Room 209 2F
door, in Blue Creek Apartments.

Q: I can\'t find the Dog Key. Where is it?
A: First, you need to receive the In Water, Leave, and the Maria Ending
in the same file. Then load your game and start a new one. Then when
you\'re exiting Rosewater Park, keep going straight and you should enter
and open lot with a Dog House with the key it it. If there\'s a fence
there, you haven\'t done it right.

In the future there may be for FAQs. If you have a question, just e-mail 
me and I will gladly answer it. I will probably put it up here and answer 
it too. 

*************************
3. TIPS AND STRATEGIES
*************************
=-=-=
Menus
=-=-=
===========
Main Screen
===========
---------------
Beginning Video
---------------
Is there a beginning video in this game? Yes, but it takes time for it to
come up, around a minute. It is always the same so it won\'t change when
you beat the game. there are a few scenes which are not in the game
because they were taken out.

--------
New Game
--------
Starting a New Game isn\'t like continuing from the file you beat the game
in. If you start a new game without loading your game it will be 
overwritten when you save. Try to avoid this a load your game whenever
you want to play again. But if you want to just play a new game you can
use this. And your first time through Silent Hill 2 you will have to start
a New Game.

--------
Continue
--------
This option will only work when you have a game saved on your Memory Card
or Hard Drive. If not you won\'t be able to use it because there is nothing 
to continue from. When you use the Continue option you will start from 
where you last saved. It loads very fast which is a good thing. This loads 
the most recent save from your memory so in order to load another game you 
will need to use the Load option to load the other file. Once you beat 
Silent Hill 2 you can use the Continue option to load your stats and then 
start another game safely.

----
Load
----
You you load you game it is just like continue, only you see the load
screen and get to use which file you want to load. So if you want to load
a different file that was saved most recent, you will have to use the Load
option to load the game. This option can also be used for loading games
the not most recent files that are completed. But if the most recent file
has the game cleared you can just use Continue to load it faster.

------
Option
------
Yes, it is called Option but they do mean Options. In the Options menu you
can change things like the control style, walk/run control etc. Check out
the Controls section for more info.

============================
Loading and Saving Your Game
============================
After you beat a game of Silent Hill 2 you will see a ranking screen with
all of your stats from the game you just played. When you load your game
after you saved the Clear Data it will go to that same ranking screen. 
Press A and then go to New Game and select the Action and Riddle Mode
(Only Action Mode in Sub Scenario). It is important to do this because
if you just turn on Silent Hill 2 after you beat the game already and just
start a new game it is not the same file and when you save it will 
overwrite your other date, if saved on the same file. So that game will be
lost which is not good. But you can save it on a different file if you
wish, but I recommend getting all the endings on one save file. If you
wish, you can make an alternate save just in case you think you won\'t beat
some part, if you want to do a certain thing at that part whenever you
want or more things like that. Even right after you beat the game and you
want to play again you still have to load your game and then make a new
game. This happens to many people very often and might happen to you. But
as long as you listen to the above instructions you\'ll be fine.

================
Save/Load Screen
================
When you save or load your game there is your file (if you have one) and
spots for other possible saves. This is only one part of the Save/Load
screen. You can use the D=Pad to go left or right and see your total time
for a file or which endings you have. Below is what each letter means:
(No particular order for this list)
L - Leave
M - Maria
W- In Water
R - Rebirth
D - Dog
U - UFO
X - Sub Scenario

=-=-=-=-=-=
Game Basics
=-=-=-=-=-=
==========================
Don\'t let sounds scare you
==========================
------
Camera
------
The camera angles in Silent Hill 2 may be annoying to some people but I
don\'t find them at all. But most of the time you can change the camera
angle so it is behind your character like in buildings and sometimes on
the street. But in some angles it will just go a little bit father than
you\'re current angle and sometimes you won\'t be able to see your character
but you can just let go of the button. To reposition the camera angle
like mentioned above press and hold the Left Trigger. In buildings it will 
stay behind your character when you hold it for a little but but to see 
further on the streets you will need to hold the Left Trigger to keep the 
view. You can also free-look whenever you want. Hold the Left Trigger and 
move the Right Thumbstick to the direction you want to look at. In large 
area you character\'s head will just move but it can look cool. But it 
usually shows you the direction that you hold.

------------------------
Static and Sudden Noises
------------------------
Yeah, sure they\'re scary but you don\'t need to turn around on the long
beginning pathway. Sounds of somewhat similar to a dog\'s bark will be
heard and may scare you. Other sounds like sudden noises are just to
make you feel scared. You have the Radio for a reason, so when it\'s on,
there is only a monster near you when you hear the static from the Radio.
But You cannot hear the static when Doormen and near you unless the are
very close to you. But if you hear a sudden crash and the Radio is on,
don\'t worry about it. The Radio doesn\'t appear to work in Boss Fights
but you don\'t really need it, it would probably just annoy you and you
already know the enemy is there. So when you hear a sound don\'t always
think it\'s an enemy and keep your Radio on.

--------------------
Sounds and Subtitles
--------------------
As you will notice when you watch videos in Silent Hill 2, there is a lot
of sounds and character lines. Subtitles will capture everything said
and will capture what James is thinking and some points. He doesn\'t talk
out loud always because he is usually alone but he does sometimes. 

=============
Using the Map
=============
Yes, you have a map in this game. It should be your best friend. It guides
you on your journey in Silent Hill. You will get several maps, usually
when you enter a building. For one area, James draws his own map, since
there obviously wouldn\'t be one hanging around in that area. Your map is
VERY useful. If you are using the FAQ to guide you through Silent Hill 2
then you will need to use the map to figure out where to go in most areas.
But don\'t worry, I describe every location for all the maps and there\'s
even a Weapon/Item/Map List in this FAQ, so check out that if you can\'t
find a map. In dark areas, you will only be able to view your map with
your Flashlight turned on or light spots in dark areas. To view your map
just simply press the Y. You can also go to Map in the Menu but why do 
that when you can just press Y? To be honest, I use my maps a lot. I know 
how to beat the game without this guide or the Strategy Guide but I still 
find the maps very useful and you should too. Without a map for some areas 
you can be completely lost so use it wisely.

==============================
Using the Radio and Flashlight
==============================
In Silent Hill 2 you will receive a Radio and a Flashlight whether you
like it or not; you have to get them. But why wouldn\'t you want them? They
are both very excellent devices and can\'t be turned on or off. You first
find the Radio and it appears to be broken, with a strange message on it
when you get it. But as you find enemies you will notice that it will
create static. This is simply to alert the player that there\'s an enemy
nearby. The monsters cannot hear this so it is pointless to turn it off.
The Radio is actually very helpful because some enemies can be right in
front of you and you can\'t hear them, and the camera isn\'t always on them
so keep the Radio on. You find the Flashlight after the Radio but it is
very useful, too. You don\'t need it right away because you are outside
and it\'s light at the time. You will need to use it in dark areas for a 
few reasons: You won\'t be able to view your map unless you find a light 
spot, you can\'t unlock doors with keys because it just says they\'re locked 
and James can\'t find the keyhole anyway, You can\'t use other object from 
the menu because it says it can\'t be used here and you wont be able to 
pick up items unless they are in light spots. So be smart and keep your 
Flashlight on most of the time. Apparently you can turn your Flashlight off 
and just simply walk by enemies but I have tried this and it doesn\'t seem 
to work. If it has worked for you, e-mail me and tell me what you did. You 
can toggle your Flashlight on and off with the White Button. Keeping it on 
in the day light is pointless but it doesn\'t waste the battery, so if you 
keep it on it\'s fine.

=====
Memos
=====
You may not think so but these can be useful. Especially for certain
puzzles. Memos are gathered after viewing notes that you find; not all
notes are memos for some reason, though. But in the Memo Section of this
FAQ you will find even some that don\'t count as Memos.

=======
Running
=======
Yeah, you may not feel so tough running away but the monsters in Silent 
Hill 2 are worth running away from. Especially, on the streets, try not to
waste your time killing demons because it is pretty pointless, unless you
are going for a better Ranking. Running away from demons doesn\'t make you
a wussie. It is actually quite smart to do this. But if you are trapped
you can\'t really run so just deal with the enemies.

=================
Ammo Conservation
=================
A very important thing, very important. You don\'t want to go around Rambo
style shooting everywhere; you will run out of ammo very quickly. Shooting
an enemy on the ground can be pointless on Normal and Hard Action Mode
because they have a lot of health. And remember, shooting an enemy just
makes it prone so James can kick it, always remember to kick enemies to
finish them off. But on easier Action Modes it can be easier to kill
enemies enemies with guns. 

=============
Melee Weapons
=============
You have them for a reason. For ammo conservation. When you\'re running low
on ammo or don\'t even have a gun you should use a melee weapon. There is
a few of them. There is Wooden Plank, Steel Pipe and Great Knife. Best
overall would be Steel Pipe, but Wooden Plank is the easiest one to use
and the Great Knife is the most powerful weapon in the game, although it
lacks in speed.

==========
Soft Reset
==========
What is Soft Reset? Well, it is a function so that once you\'re in the game
you don\'t have reset the console to get back to the Main Menu. For many
other games you actually do have to reset the console. Once you\'re in the
game just hold Start and Back for about 3 seconds and you will be 
transported to the Main Menu. You might be wondering, why for 3 seconds? 
Well, would you want it to go back to the main menu when you pressed these 
2 buttons when you were doing good and/or hadn\'t saved in awhile? I\'m sure 
you\'d feel frustrated so instead of only pressing them, you hold them, 
which is good enough.

=-=-=-=-=-=-=-=-=
Combat Strategies
=-=-=-=-=-=-=-=-=
=================
Suggested Weapons
=================
--------------
Patient Demons
--------------
These enemies are easy to find and easy to kill. When you encounter one
on the streets, just simply run by it. Inside buildings the best weapons
would be the Wooden Plank and the Handgun. If low on ammo use the Wooden
Plank but if you\'re fine the handgun would be the best weapon. One would
think that the Shotgun is good on Patient Demons but it isn\'t really.
If you are at medium range it takes about the same amount of shots. And
the Shotgun takes longer to ready your aim and the firing rate is too
slow. The Handgun is the best way to deal with patient Demons.

In the Sub Scenario the easiest and best way to deal with Patient Demons
is to use to the Revolver. On the streets, there isn\'t much of a point to
but it can be fun to use the Chinese Cleaver.

-------------
Giant Roaches
-------------
Roaches aren\'t much of a threat but they can really annoy you and lower
your health to red. You want to try to make James step on it with his heel.
If you can\'t seem to this this and the Roach is really annoying you, you
should only use the Handgun, 1 shot. Shotgun is just ridiculous, although
I don\'t think they\'re anywhere when you have the Shotgun, except for the
Roach Trap. 

In the Sub Scenario, try to make Maria step on the Roach with her heel but
if you have trouble just shoot one Revolver shot at it to take care of it.

----------
Mannequins
----------
The enemies won\'t cause much harm at all if you know what you\'re doing.
The appear to be on standby when you aren\'t close to them but the start up
when you move closer. You can just use the Handgun will ease, but you can
also you use Wooden Plank or the Steel Pipe and it can be pretty easy. But
if you\'re gonna try to use the Great Knife on one, I suggest you use the
Hyper Spray first.

In the Sub Scenario with Maria just use the Revolver with ease or use the
Chinese Cleaver to show it who\'s boss.

------------
Nurse Demons
------------
Nurse Demons are slightly more strong than Patient Demons. It is best to
only use the Handgun. Probably the best and only weapon to kill Nurses.
They carry Steel Pipe so watch out and keep your distance.

------------
Underhangers
------------
There is no real point in killing Underhangers. You only encounter under
10 and you can dodge them very easily. Just run by them on the opposite
side of them if you can. But if you really feel like killing them use the
Shotgun. It should only take a few shots and since you can\'t kick the
demon it will just die and fall off the gated floor.

-------
Doormen
-------
You only encounter 4 of these demons and a Boss version of one. The one
and only suggested weapon is the Shotgun. Usually 2 shots and it will fall
to the ground. You won\'t always have to kick them once they\'re prone
unless you\'re on higher difficulties. For the Boss Doorman, use the
Shotgun and fire only 2 shots each time and it will fall to the ground.
Try to run to the other side of the rom before it gets up and do the same
It only takes about 6 shots to kill the monster, so it isn\'t that hard.
Never use the Rifle on Doormen, it takes way to long to ready your aim,
firing rate is too slow and it inflicts just about the same power at the
Shotgun at close range. The Handgun is too weak though, so just stick with
the Shotgun.

------------
Pyramid Head
------------
Once word, run. Whenever you encounter this \"red pyramid thing\" you should
always either run the opposite direction or run past it if you can. But
when you encounter Pyramid Head in a Boss situation use the Handgun for
the first battle. Or you can just not shoot it at all and just run back 
and fourth to each side. I think it does take longer to do this but you
save a lot of bullets. For the Pyramid Head Duo use the Hunting Rifle
because of its power and the Pyramid Heads don\'t move to fast. Try to fire 
around 1-3 shots but near the end they go slower and you can try to take 
off 4 shots. You can also use the Handgun and fire a lot more shots but 
its power is way weaker and it could take a lot longer. Just stick with 
the Hunting Rifle.

===============
Kicking Enemies
===============
When you use a weapon on a demon it just makes it prone so James can kick
it. Or Maria in the Sub Scenario. So after the enemy falls to the ground
you will have to go up to the demon and kick it to finish it off. This is
why the static doesn\'t stop once the demon is on the ground, because it
isn\'t dead yet. Sometimes the demon may already be dead, so you won\'t
have to kick it. But if the Radio\'s static stops it is ok.

===============
Pushing Enemies
===============
Yes, you can actually push enemies. In 2 instances near the end of the
game you have to do this but I won\'t spoil it for you. To push an enemy
just simply run at it and your character will be running on the spot, in
front of the enemy but it will slowly be forced to move and you can get by.
You don\'t have to do this anywhere else but if an enemy is blocking your
way and you don\'t feel like killing it just push it out of the way. I
don\'t think it\'s possible to push Doormen but I am not sure of it. I
wouldn\'t try it anyway, it\'s a risk of being attacked. This will work best
on Mannequins because of their standby function but it can still work well
with Patient Demons and Nurse Demons. There is too much risk with Doormen
and I am sure that you can\'t push Pyramid Head, who would try it anyway?

==========
Surrounded
==========
Yeah, you\'ve gone and done it, the monsters are now surrounding you, how
will you get out? Well, some rooms you can be ambushed by 2 enemies right
after you enter a room. Your character is vulnerable while the screen
is black, going back to the game. So when you access the menu you enter
and room you will not be able to see you character for a brief amount of
time but you can still move. Anyway, when you\'re surrounded by enemies,
the best way to go is the Shotgun. It shoots fast enough and is very
powerful at close range. The Handgun is too weak and the Rifle takes way
to long. But you can actually try pushing your way through the enemies
(see Pushing Enemies above) but you risk being attacked. So try to push
your way through if you want and if you can\'t, use the Shotgun.

=========================
Fighting Multiple Enemies
=========================
This is not when you\'re surrounded but simply when you have 2 or more
enemies in your sights and are coming for you. The Handgun is the best
gun to use on the 3 basic enemies (Patient Demon, Mannequin, Nurse Demon)
so use it the most. When you targets aren\'t really close to you then the
Handgun is really good. At close range try to use the Shotgun, that is if 
they\'re very close. If they are really far away and you have enough ammo 
for it then try to use the Hunting Rifle. Make sure you don\'t use it on 
Doormen though, it\'s horrible. With Doormen, they only come in groups of 2
(besides the boss) but the Shotgun is still the best and only suggested
weapon for them. For the Hangers Boss use the Shotgun also, the Handgun is
too weak for the beginning. But to conserve ammo use the Handgun for the
last Hanger if you want. For the Doorman and Eddie, Shotgun is also the
best but use the Great Knife at the beginning of the Eddie fight to make
him run to the next room. In this room use the Shotgun until he starts
going behind the meat racks. Then use the Handgun, which makes it much
easier to hit Eddie. For the last boss you should only use the Hunting
Rifle, unless you run out of ammo, but you shouldn\'t.

========
Strafing
========
With 3D Control in Silent Hill 2, you can strafe and sidestep. With normal
Walk/Run Control you can press X or B appropriately, and you will sidestep 
to the direction you wanted to. X is left and B is right. When you do the 
same thing and hold the Black Button, you will strafe in the direction
you wanted to. The directions are the same but you will go faster in that
direction. It is better to switch the Walk/Run Control so you don\'t have
to hold the Black Button when you want to strafe. And to sidestep with it 
changed, just press the Black Button and X or B appropriately. So when you 
have an enemy right in front of you, just strafe out of the way if you can, 
andcontinue. But if you\'re using 2D Control, you can\'t strafe because it\'s
easy enough to get out of situation like the above with 2D Control.

=========
Reloading
=========
Reloading can be a big problem in some fights. Especially in Boss Fights
and with multiple enemies. But there is an easier way so that your
character will not have to reload themself in the game. Simply go into
the menu and go to the firearm you\'re using and put Reload. Now go back
into the game and continue what you were doing. You don\'t need to do this
to beat bosses but it absolutely makes it easier. Try to use every bullet
before doing this, so count off all the shots in your head. But if you
have time to reload and you have 1 or 2 bullets left then you might as 
well reload. But if yo have 4 or more you should wait until you have 0.

=-=-=--=-=-=
Health Items
=-=-=--=-=-=
On your way through Silent Hill you will find various health items which
will help you get through the game. Without these you would die probably
about 90% more, really. On Beginner Action Level you actually don\'t need
these at all, though. But on Hard there is probably no way you\'d beat the
game without health items because of a certain part. You can find them
on the street, in buildings and other places.

=================
The Health System
=================
This is what colour the little screen in at the top left corner or the
in-game menu:

Green - Great
Normal - Fine
Normal with little static - Ok
Normal with a lot of major static - Pretty Bad
Slightly Red - Very Bad
Colourful Red - Terrible!

-------------
Health Drinks
-------------
Health Drinks are the easiest to find. But unlike SH1, they are not very 
powerful, you\'ll need probably 3 to 6 to get from red to green health with 
them, but they are still good. You find a lot of them in Silent Hill 2 but
that doesn\'t mean that they aren\'t very important. Without them you would
need to use a full First Aid Kit for a small wound if you wanted full
health. If you get attacked 1-2 times (depends which enemy), 1 Health Drink 
should be enough. But obviously if you receive more hits you will have to
use more Health Drinks. But this is where First Aid Kits come in.

--------------
First Aid Kits
--------------
First Aid Kits aren\'t that hard to find and they are really good. It is 
good to use First Aid Kits and Health Drinks together because you don\'t 
want to waste a First Aid Kit on something minor. A First Aid Kit can
heal you to full health after about 5 hits, which is pretty amazing. it
will take 2-3 to get from red health to green health. Try to not use them
on minor wounds, instead wait until you have lower health and then use one.
But it is very safe to just use a Health Drink every or every other time
you get damaged, although you don\'t need to.

--------
Ampoules
--------
Ampoules cover your health for long periods of time. But if you have red 
health and you use an Ampoule, after the time is over you will go back to 
red health, so don\'t count on being safe with just one Ampoule. But they 
are good if you use multiple Ampoules. However, you don\'t get a lot of
Ampoules so don\'t count on only using them. You should only use an Ampoule
if you have really low health and saving your health items for bosses or
you have no other health items. If this should ever happen be very
cautious, meaning try to stay away from enemies and run right past them on
the streets and look for health items on the streets.

=================
Recovering Health
=================
Once you have been attacked and your health isn\'t so great then you should
use a health item. But while you\'re going to to menu and exiting the menu
you are vulnerable to enemies around you and you can\'t see for a very 
brief amount of time so in very important fights you should try a faster
way. So instead of going into the menu and using a health item, press the
Left Thumbstick (push it in) and James will use his strongest health item. 
His first choice is the First Aid Kit, then the Health Drink and then the 
Ampoule when you have nothing else left. You might wonder when to know to 
press the Right Thumbstick. Well, you will be able to feel James\' 
heartbeat from the vibration of the controller. You will feel the heartbeat 
if has pretty bad, bad or terrible health. The harder you feel it, the 
worse condition James is.

=-=-=
Items
=-=-=
===========
Using Items
===========
----
Keys
----
On your journey in Silent Hill you will find many items. A lot of them
will be keys so get used to finding many keys. Keys are not usually not
found at very obvious places but they aren\'t that hard to using. To use a
key all you will need to do is go up to a door that you have a key for and
press A to use it and then go through the door. But not all keys are like
this. The above is for opening doors. For other things like something
stuck to something and you can use a key, you will have to use it in the
menu. For locks on certain items you will need to use them in a menu but
you can save time if there\'s 2 items (see Combining Items) that are used
on the same thing. Keys are found the most besides health items (which
you don\'t absolutely always need) but not always you will use a key right
after you get it.

-----------
Other Items
-----------
There are other items that are not keys but can be just as or more 
important than keys. Items like a Lighter for example can\'t be used by
just walking up to where you use it, you will have to use it in the menu
Like keys, other items can be combined and sometimes will have to be
combined, but there is more instances where you combine other items.

---------------
Combining Items
---------------
Combing items can be an easier way to use items so that you don\'t have to
go back to the menu and use each of the number of items used on the same
thing. But in some instances you will have to combine items. So in order
to combine and use items you must go on one of the items, press A, put 
\"Combine\", press B, go to the next item and repeat this process until you 
have all the items you\'re going to use combined and press \"Use\" Over one 
of the already combined items. But not all items can be combined. So if 
there is a key to a certain room and a key to another room there won\'t 
even be a \"Combine\" option for either of them. And some other items that 
can be combined like a ring and a key for example, you won\'t be able to 
use it because it can\'t be used, unless there is a keyhole and a spot for 
a ring which there never is in Silent Hill 2.

*************************
4. DIFFICULTY SETTINGS
*************************
Before you play a game of Silent Hill 2 you will need to choose 2 levels
of difficulty for gameplay and puzzles. They are:

============
Action Level
============
--------
Beginner
--------
Enemies die after they receive 1 or 2 hits from your weakest Firearm and 
will fall to the ground and die. You don\'t have to reload any of your 
Firearms. If you are being held by a monster, James shake himself out of 
the attack automatically. Boss