Home Heating Silent Hill 2 doesn't shoot. Passage. Night in the crazy house

Silent Hill 2 doesn't shoot. Passage. Night in the crazy house

James Sunderland looks at his reflection in the filthy mirror and rubs his eyes wearily. Is he really dreaming or is he really in Silent Hill? It seems that he actually went crazy if he came to this godforsaken town, obeying the request of his long-dead wife. "Maybe she didn't die, Jimmy? Maybe it's a prank, and Mary is waiting for you here to explain everything? You'll forgive her, right?" a voice inside Jim asks cautiously.
James turns away from the mirror - "You know that I ask her anything, if only she would return," he says quietly, and goes out into the fog to meet the unknown.
Everything that happens to Jim next depends only on you. So we start...

Map and cemetery

Leave the toilet and take the card from the car standing next to you. It is highly desirable to use the map, because the names of all the streets of the town are marked there.
Now go down the stairs and run along the path until you see a gate ahead. Ignore the screams and breathing behind your back for now, they won't touch you anyway, until... Enter the gate - you've ended up in a cemetery. The only living soul is the girl at the grave. Talk to her. It turns out that her name is Angela. After the conversation, exit through the west gate and follow the road to Sanders Street.

Walk around the town

Turn onto Lindsay Street, where the remains of someone are smeared, and then go to Vachss Road. Pick up health drinks on the right side of the road. Go along Vachss Road to the very end in the form of a wooden cul-de-sac. Move the boards and climb inside. Yep, that's the first monster. Grab a stick with nails and deal with the bastard. Finish him off if you need to, otherwise they have a habit of resurrecting.
In addition to the stick, you will find a radio that starts to show signs of anxiety when there are monsters around. Pack your bags and head to Lindsay Street. Turn onto Saul Street and then onto Martin Street.

Woodside Apartments

Now you can’t drive down the street, you can’t pass without bumping into another monster. Cut your way to the end of Martin Street, where a monster is mocking the corpse. Kill him and take the Woodside Apartments Gate Key from the corpse. Go there and open the gate. Enter the house.
Take the building map from the stand. There is also a bottle of life-giving moisture. Climb up the stairs. Enter the door on the second floor.
Go down the corridor to apartment 205. Inside, inspect the remains of a person. The apartment has a lamp. Take it and a monster will attack you. What to do - you know.
Exit and go to apartment 210, killing the monster along the way. Inside, take the ammo and go up the stairs to the third floor.
As soon as you rise, you will see the key lying behind the gate. Try to get the key, a little girl will appear and deftly throw it into the depths of the corridor. Bad girl!
Head to apartment 301. Hooray, there's a shotgun inside! Well, get us one more time, little girl...
Get down downward to the second floor. Go to apartment 208. There is a monster behind the gate, but we are not afraid of it. Enter the apartment. Okay, there's another dead body inside. On the shelf is the key to 202 apartments. Go there. There is a drink in the kitchen, and the key to the clock in apartment 208 is lying in the bedroom. Walk back to 208.

Clock puzzle in room 208

Enter the clock room. Use the key from room 202 to open the clock. Now turn the arrows until you hear a click. In my version, this happened at around 21:10, but this figure may vary depending on the complexity of the level.
Now try moving the clock. Hurray, they moved away, and behind them was a hefty hole in the next apartment. Well, there are rats here! Get into the hole. You are on the other side of the gate. Go forward and climb the stairs to the third floor.

Third floor

Your task is to get to the key that the little girl threw away. Check the map for where it is and run there. Take the key to the fire exit. Go to room 307. My God, what kind of freak is this?! Don't move and let the monster go. Then take the key from the yard from the closet and exit.

Go to the stairs to the east and go down to the first floor. Near the closed door is a pack of juice. Pick it up and return to the second floor to the room with the garbage chute. Throw the juice into the garbage chute and go outside.

Trash can coin and patio

Near the entrance is the outlet of the garbage chute, where you threw the juice. Now an old coin has fallen out of it - take it and enter the building. Use the patio key to open the door near the stairs. Come in - there is a swimming pool. Jump into the pool and quickly get out of it - this will attract monsters. Kill all monsters. After that, take a coin with a snake (Snake Coin).
Exit the courtyard through the east door. Go to room 101. Take the ammo. Inside you will find poor Eddie. Talk to him and go outside.
Climb up to the second floor. At the left end of the corridor, use the fire escape key to open the blue door. God, another building!

Blue Creek Apartments

You are in the bedroom. Go to the toilet and find the piece of paper with the code. I wonder what it's for? One thing is clear, not good. Search the room.

Yep, that's the safe. Time to break it down. Use the piece of paper with the code to open the safe.
The main thing is to remember Roman numerals and be able to add. If you come across a combination like X3, then this means: X3=10+3=13 and so on. Nothing terrible. Inside are four boxes of ammo. Thank you, we'll still need them.
Come out and arm yourself with a stick. Find the door under the exit sign. On the right is a map of the Apartment Association near the blue stream. Take her. Get down to the first floor.
Pick up ammo in apartment 109. Now go to the next white door, and you will meet... no, not a monster, but Angela. Watch the video. Take the knife and Prisoner Coin. So, now you have three coins, it's time to visit room 105 and the riddle hidden there.

Riddle with three coins

In room 105, note the small nightstand with five circles. The solution to the puzzle depends on the selected difficulty level. So:

Easy level: Old Man coin in the first slot, Snake coin in the middle slot, and Prisoner coin in the last one.
Normal level: Old Man coin in the second slot, Snake coin in the last slot and Prisoner coin in the middle.
Hard level: Old Man coin in the second slot, Snake coin in the fourth slot and Prisoner coin in the last one.

If everything is correct, then a box will open, in which lies the key to the house of Lyne (Lyne House). This same Lin lives on the second floor - room 209. It's time to visit her.

Apartment 209

Enter and go to the balcony, through which you can get into room 208. Quickly grab the ladder key and ammo. Exit through number 209, turn left and open the door with the key. SAVE! Get ready to face the first boss, but watch the video first.

Boss 1 - Pyramid Head

The main thing is that you have a shotgun and at least forty rounds of ammunition for it. Stay as far away from the monster as possible, don't let yourself be hurt. It's best to reload in the menu so that Jim doesn't get hurt while he does it during the fight. You can not shoot at all, the main thing: to hold out for a while - you will shake your nerves, but save the cartridges.
After a couple of minutes of a fruitless boss fight, you will hear a siren howl. The boss will rush down the stairs filled with water. Don't run after him or they'll kill you, let the bastard get away. When the water is gone, you will be able to leave the cursed place.

Rose Water Park

Go to the park where Jim was eager from the very beginning of the game - this is Rosewater Park (look at the map). Watch the video. Talk to Laura - the girl who took the key from you. Move on to the park. You have come to the lake, which means to the next video.
Hmm, you have a companion named Maria - I don’t even know whether to be happy or sad about this, because you will have to protect the girl, making sure that she is not bang. It is best to run and, most importantly, shoot carefully so as not to shoot Mashka yourself. Get out of the park. Now you can either go in search of a decomposed corpse, or immediately head to Pete's bowling alley (Pete's Bowl-O-Rama).

Pete's bowling alley

Another video entry. Laura will run away and leave you alone with Eddie. Talk to him and go outside. Maria will show you the place where Laura ran. Go down the alley and enter the door that Maria will open for you. You ended up in the hospital.

Brookhaven Hospital

Take the hospital map on the left. Go to the room with documents, for this go through the reception. Near the typewriter lies the lilac key of the bull. Read a magazine about a patient treated in this hospital. Forget that you are a gentleman and kill any lady you meet on your way.
Use the map to find the stairs to the second floor. Go to the women's locker room. There you need to get a crooked needle stuck in an teddy bear and a shotgun. Now go to the men's locker room. It's scary to think what awaits you there, after the finds in the women's room.
In the locker room is the key to the inspection room. It lies in the pocket of a blood-stained dressing gown. Climb down and unlock the patient examination room.
Inside, take the ammo and go up to the second floor. Go to room number three. Take the first aid kit and check the copy paper in the typewriter. Write down or memorize the number on a piece of paper. We'll still need it.
Now head to room M2 and collect the ammo and the Lapis Eye Key. What is this miracle?
Go to room M3 for some ammo and a health drink. Rise to the third floor. The door leading to the rooms under the letter "S" is locked. You need a code.
Codes:
Easy and normal levels - 7335
Difficult level - 1328.
For the curious - the clue is on the wall, on the ground floor in the inspection room.
After you open the door, go to room S3. Maria will pretend to be sick and leave you - thank God. Take the roof key from the table. You can immediately climb onto the roof, or you can walk around the rooms, collecting first-aid kits and cartridges, and also read the diary.
As soon as you decide to go further, you will realize that something or rather someone has blocked the door. Bah, yes, this is our old friend - the boss Pyramid Head! Watch the video and check the map. You need to get to the third floor to the special therapy rooms.
In one of the rooms, the entire wall is covered in blood. Your task is to see a four-digit code on it. The higher the difficulty, the more difficult it will be to do.
Go to the second floor and check how Masha is doing. Go to room S14. Inside is a box that requires 2 codes and 2 keys to open. Use the Lapis Eye Key and the Lilac Ox Key to remove the chains. Now enter the codes you found in the hospital. Ugh, there's a strand of someone's hair inside. And why did she need to be locked up?
Now go to the shower room and inspect the drain overgrown with green muck. Go to inventory and connect hair and needle. Pick up the key from the elevator on the third floor.
Get down on it to the first floor. Go to room C3 and talk to Laura. Arm yourself with a shotgun, because the second boss is waiting for you.

Boss 2 - Hanging Creatures

Aim the shotgun at the creatures and shoot. There are two creatures, so be careful. When you soak a sweet couple, a third one will appear, which will also have to be killed.
Phew, you seem to say everything, looking at the corpses of enemies - but no! The sounds of an old radio will be heard, and you will find yourself ... but where, in fact?

Evil Brookhaven Hospital

Search room C2 for a first aid kit. Now go to the elevator and go down to the second floor. Here nurses and a bunch of cartridges are waiting for you. Enter room M6 and take the batteries and the basement storage key. You'll need the batteries pretty soon, as the flashlight in your hands will start to dim. Recharge them.
Batteries lie near a strange colored symbol. Take the note nearby, as well as the ammo and first aid kit.
Go back to the elevator and go up to the third floor. You will be near the door. You need two rings to open it. Were they not mentioned in the note you just found.
Go to room S11 and pick up the ammo and the amulet. Read the note, from which you will understand that the amulet makes the wearer invisible for 20 seconds.
Return to the third floor. Open the vault with the key. Push the shelf inside. After the video with Masha, go down the stairs and pick up the copper ring. Return to the third floor.
Take the elevator down to the second floor. Listen to a radio show and memorize everything that is said there.
Go to the Day room on the second floor. Open the refrigerator. Maria will help you and you will receive a Lead Ring. Return to the closed door on the third floor.

Radio Show Mystery

On a closed box, you will see something like this:

1 2 3
01: O O O
02: O O O
03: O O O

Your task is to press the correct buttons. On the first row, press button number three. On the second row, press the number one button. In the third row, the correct button is number three.
When the box is opened, you will find 5 ammo boxes and two amulets.
Go to the door on the third floor. Use leader rings and brass. Go down the stairs. You will find yourself in a long tunnel.
Looks like the pyramid head boss still hasn't left you alone. The only advice is to run as fast as you can. If Masha dies, the game will be over. Therefore, run to the elevator and watch a rather sad video.
Then head to the director's office and pick up the key to the hospital. Look at the map and find the exit from the hospital.

Dark South Valley

Go south to Carroll Street and then east to Rendell. Now head south to Monson, where a few useful household items are scattered. Return to Saul Street. Your task is to get to Neely's Bar.
Look through the window and take the files from the bar. Now go to the restaurant "Gonzale" s Mexican Restaurant "in the valley. The shortest path is north along Neely" s Street, and then east of Sanders. Go north along Lindsay and pick up the note and adjustable wrench.
Return to the Rose Water Park, to the place where you met Masha. Enter the park and find the statue of a praying woman. Look for a brown spot behind it and dig a hole. Take out the box and use the adjustable wrench to open it. Retrieve the Bronze Key to the Silent Hill Historical Society.
Of course, it's time to visit this very society, which is located west of the park.

Silent Hill Historical Society

Enter the only open room. Climb into the hole in the wall and run through the tunnel for a couple of minutes. Go through the door and take the first aid kit and ammo. Exit through the next door.
Find a room with a hole in the wall. Jump in. You are in a well. Arm yourself with a steel pipe. Tap the walls around you for a secret door. Fight your way into the sewers.
Go right to the only open door, but do not forget to kill the cockroaches, which are firmly established in the sewers.
Enter and take the key that is lying on the ground. Suddenly, your flashlight will go out. Go to the menu and change the battery before it's too late. The door is closed, and you were attacked by nasty multi-legged creatures!

cockroach door

Examine the panel on which the buttons are located. Your task is to choose the right combination, and you only need to press the luminous buttons. When you enter the correct code, exit the room and go right. At the end of the corridor is a room with a hatch. Use the key (Spiral Writing Key) and get down.

Tuluca Prison

So, under the historical society was a prison. Run to the nearest door, behind which is Eddie. When Eddie leaves, search the room for a pig plank and other necessary items. Exit and turn left. Go to the table where the card lies. You will still need it.
Now visit the room on the right. Come in - this is the shower room, where you will get hold of the seducer's tablet. Look at the map to get to the lowest hall in the prison.

Head to the only open chamber and take the Wax Doll from it. Go to the right hall and then north. Enter the room on the left and take the shotgun ammo.
Go to the northern hall, to your right there will be the seventh prison block, where in the cell there is a tablet with the inscription "oppressed". Go to the largest courtyard, in the center of which is a scaffold with three loops. Here it is necessary to arrange the boards found earlier. Place the tablets in the correct order and you will hear the scream of a murdered man. Strange, but nothing else will happen. Exit through the doors you came through. Take the horseshoe above the door and go to the western corridor.
Go to the right door for the first aid kit. Follow further to the door leading to another corridor. Go into the room nearby and find a lighter and a first aid kit. Search the rooms nearby for a hunting rifle. You will still need it.
Exit the corridor and return to the hole leading to the sewer. Go to the menu and use the wax doll on the lighter. Now use the horseshoe and the door to the sewers will be open. You will find yourself in the basement.
Go through the open door into the room with the hole. Find the elevator and ride to the next stop. SAVE.

labyrinth

The main advice - use the map, as the level will be completed as you progress.
Go right until you see a ladder leading down. Get down. Pyramid heads roam below, which you can scare with a gun. Walk around and look at the map. On the map there will be a room marked in red, you need to go through another. Inside you will find a Pyramid Head Knife. Take it and two boxes of ammo. Go back to the stairs you came from. Get down downward to the place where the hole appeared.

Block puzzle

Go through the tunnel until you see a block with faces. You must rotate the cube until a face with red eyes appears on the top face or green eyes appear on the bottom face.
When the entrance is open, enter. My God, Masha came to life! We should free her. Return to the room with the block.
Take the wire cutters and return to the beginning of the level. Find a wire-blocked ladder and eat them. Get down. Go up the first staircase leading to the right. Go through the tunnels. You can get a little lost, but the exit is nearby.
Climb up some ladders and turn left. Pyramid head wanders somewhere nearby. Climb even higher and arm yourself with a shotgun. Ahead of you is the third boss.

You need to shoot him with a shotgun while running around, as the boss is rather clumsy. After a dozen hits, the bastard will die. When he goes to his pyramid god, the Angela you saved will run away without saying "thank you". Follow her. In one of the rooms there are six corpses with labels on their foreheads.

Mystery of the Six Corpses

You must decide which of the criminals is not guilty and pull the right loop in the next room. Here are the correct answers:

Easy level: the kidnapper is not guilty.
Normal level: Pyro.
Difficult level: counterfeiter.

Remember to remember the location of the corpses in the room. Return to the room. Take the Persecuted Key. Go out into the corridor and go into the room where you have not been yet. You are in Mashka's cell, but she has already grown cold towards you. Some kind of pestilence found on her!
Exit the gate to the cemetery. SAVE! Take the ammo and go to the grave. Arm yourself with a hunting rifle. Jump down.

Boss 4 - Eddie

Immediately after the video, start shooting at Eddie. After 4-5 hits, Eddie will run into the next room. Take the shotgun and run after it. Kill the bastard. After his death, exit the maze.

boat

You are behind the building of the historical society. The day has come, which is already good.
Go to the pier. Climb into the boat and row right into the light. Soon you will see a pier near the hotel.
At the difficult level, everything is the same, only you have to row yourself.

Hotel with lake view

Climb up the stairs and turn left. Near the fountain, find the little mermaid's music box. Enter the hotel.
On the left is a card that you need to take. Go to the lakeside restaurant. Examine the piano and read the letter from Laura. Something becomes clear.
On one of the tables is a Fish Key. Monsters will appear, but they will be weaker than their boss. Run to the small stairs behind the door. Get down. Find the Tears of Venus bar. It's closed. Nearby in the elevator lies a felt-tip pen with a solvent. Take it and go down to the first floor to the lobby.
Use the box on the center stand on the left slot. Take the key to room 312 from the letterboxes.
Climb up the stairs and turn right. Go to the clock room. Inside is a suitcase that opens with a fish key. Take the key to room 204. Go there and find the Employee Elevator Key. Climb through the hole in the wall to the neighboring apartments.
There are pictures on the bed. Use the solvent pen to find the hidden code. Use the found code to open the safe. Inside is Cinderella's box. Exit and go to the working elevator. Near the elevator there is a locker where you must put all your items from the inventory, otherwise you will not be able to ride the elevator.
Get down to the first floor. Take another map of the hotel with marked work areas. Go to the pantry and take Cinderella's box.
Go to the office nearby and take away the videotape and the can opener. Go to the boiler room.
Inside, take the key on the right on the rope. Go to the kitchen. Inside is a tin can. Open it with a knife and get a new flashlight bulb. Go to the bar "Tears of Venus". Now, using the new light bulb, find the door and open it with the newly found key (bar key). You will again find yourself in a corridor with an elevator. Climb to the second floor to pick up the left things. Go to the lobby and place the box next to the little mermaid. It remains to find the last box. She's in an office next to a working elevator.
Take Snow White's box and return to the lobby. Play with combinations of boxes until you get the key to the third floor of the inn.
Climb up to the third floor and go to room 312. Inside, watch the videotape and talk to Laura. Exit the room. Everything has changed again. Is it for the best?

Evil in the hotel overlooking the lake

Go to the second floor to the reading room. Listen to the conversation with headphones. Go to the elevator. Then to room 202, from where you will get to room 219. From there, run to the elevator and to the bar Tears of Venus."
Come in and collect five health drinks. Run to the kitchen for ammo.
Talk to Angela on the staff stairs. Damn, there's a fire. Get down to the first floor.
Pick up the ammo in the manager's office. Now you need to run as fast as possible along the corridor to the door. Once you're in the room, there will be nine save locations on the wall in front of you. Prepare a shotgun - the boss is waiting for you ahead and, unfortunately, not alone.

Bosses 5 - Two Pyramid Heads

Now there are two of them, that is, twice as much torment. The main thing - do not stand, but move and constantly shoot. If you still have amulets, it's time to remember them.
The number of hits is not less than twenty. A little less when using a hunting rifle, but you need to be even more agile.
When the bosses give up, run up to them and search them. Take the rusted egg and the scarlet egg from their cold corpses. Go to the nearest doors. Insert the purple egg into the right door, and the rusty one into the left. Enter any of the doors. Go through the hall, you can run, or you can sneak. At the end of the hall, enter the door. Turn left and go up the stairs. At the top, the last boss is waiting for you (I won’t say who, you won’t believe it anyway).

Boss 6 - Silent Hill Demon

The boss is not very scary, it's been worse. Arm yourself with whatever you want and fire at the boss to the bitter end.
After the final video, close your eyes and breathe a sigh of relief. Your mission is over. Congratulations.

Below are the puzzles and plot points that you may have difficulty with. By clicking on them, you will be taken to the section of the passage where the solution is described.

Start

The game begins with a rather interesting visit by the main character to a lousy bathroom. After the cutscene, take the map from the car. If you are playing the game for the second time, then in the bathroom you can find a Channeling Stone. To get the secret ending of the game, read the text carefully and you will find out in which places you will need to use the Channeling Stone.

After that, we just have to go forward to new adventures along the muddy path leading to Silent Hill. The run will end at the well, where, by the way, you can save. After that, we will head to the cemetery, the safest and quietest place in this city.

A visit to the cemetery gives us the first meeting with Angela. After a specific conversation with her, continue exploring the residential areas, leaving through the other gate to the cemetery. Follow the path shrouded in mist and soon you will reach the gate doors. Follow the chosen path.

So we got to Sanders St. Dead end in the east. After crossing the street, we find ourselves in front of a flower shop, on the table in front of which there is a first aid kit. Take it with you, it might come in handy. We continue our journey west. When you reach the first Sanders St. and Lindsey St. You will see blood trails heading north up Lindsey St. Soon you will notice a silhouette looming indistinctly through thick fog. Before you follow the fresh, bloody trail, pick up a bottle of health drink on the stairs of the building on the west side of the street. You can't continue westbound on Sanders Street, so turn north up Lindsey Street. On the west side of the road there is nothing but ugly, unkempt houses.

There is also a health drink bottle on the east side of the street next to the garage door near Vachss Rd. Before you go down the street, cross it and go to the supernatural monument in the courtyard. Read the inscription on the monument.

As you understand, this message clarifies a little the fog that keeps the secrets of the town, and, approximately, it will sound like this: "The lands surrounding this monument were originally a swamp, but were later covered up. swamp, for which it was nicknamed the Swamp of Blood.Perhaps for this reason, many people claimed that they saw ghosts near this terrible place.

Now we go down Vachss Rd. On it you can find two drinks and a place where you can save the game. A few more steps forward and fans of the previous part will recognize the familiar "ringing" of the radio. Watch the video clip, and then soak this creature. Another lovely video intro, now go back the way you came. Return to Lindsey St. and walk down Sanders St turn west. To your right should be a healing drink. Cross the road again and head to the eatery called “Happy Burger”, there, next to the trash can, you will find a first aid kit. After that, continue your journey south towards Neely St. and then turn onto Saul St. Enter the trailer and look for a map of the area there, you can save the game at the same time. After that, you will know that you should visit Neely's Bar, so do it. Note that Neely Bar is blocking the approaches to the south, Saul street is blocked from the west, at least for now, and Harris street is completely blocked. Go to the north side of Neely Street and you will find another first aid kit next to the Chiropractic and Sports Injury Center.

Next, follow Neely's Bar on the right side and go inside. There you will find a map on which the Wood Side Apartment building is circled, and on Martin St. drawn "?". Before you leave, take a look at the windows, the inscription on them reads: There was a gap here, now it's gone. Interesting! Okay, we'll come back to this later, get out and move up Martin St. and pick up a health drink on the right, just before Katz St. Move on, after passing the car parked on the left side of the street, you can find another healing drink. Take the key to the WoodSide building. The key can be found in the pockets of the lifeless body lying near the fence. Turn back and head west. Look at the map. See Lucky Jade Restaurant? Go there and you can find a first aid kit and a drink there, you don't care on the way. The north side of Neely Street is blocked off, the west side of Katz Street too. By the way, there is a very strange inscription on the wall: "The door that awakens the darkness leads to nightmares." There is a locked door next to this cute sign.

Woodside Apartment

Residential building in the Woodside area. Open the doors and step into the unknown. Just go straight through the double bluish doors, on the left you can see the map of the building. On the right you will find a good old save notebook and a bottle of life-giving drink. The door, located at some distance, cannot be opened yet, so go up to the second floor. Look at the map and find room 205. When you find yourself behind the door in the hallway, run straight without turning anywhere, do not try to fight with creatures that will try to attack you. Your only target is the flashlight. Take it and run to the exit, dodging mannequins waving their arms, or rather even legs. Now go up to the third floor. On the other side of the lattice there will be a key, but the little girl will grab it and drag it into the darkness. Go to room 301 and take the pistol. Well, where are these monsters now? Right there...

Return to the second floor. Strange, all the enemies are gone. Enter the room located on the right side, the first door from the stairs and you will notice that there is a solid pile of garbage clogging the garbage can. Now go down to the Hall and hear a scream. Time to run to room 208, located in the northern part of the building. Once you are in the room, you will notice a strange figure on the other side of the wall. The creature won't move, so move on. Oh oh oh! It seems that someone had fun with the owner of this apartment. The picture is ugly, to say the least. After turning the camera and the scene, take the key to room 202 from the bookshelf and follow it. The monsters are back, but mostly they just get under your feet and don't pose a real threat.

In room 202, look for a health drink in the kitchen. This room is full of red butterflies, including dead ones. There is a hole in the right wall of the room. Stick your hand into it. Scary? Of course, it was meant to be! So we got the key to the clock. Return to room 208.

The Riddle of the Clock

In the room on the table on the right is a notebook with a riddle: "There are three needles, all of them of different heights. One is thick, the other is long, and the third is short. From slow to fast. They move to the right. Scott stays not at three, but at five." (Note: this riddle may vary depending on the difficulty level you choose, but the answer to this question is always the same) Here is another, more difficult option:

“Everyone is of different height, All the time on the road, Three friends cannot find peace. Henry is slow and short, Scott is fidgety in a hurry to the sunrise.”

Now go to the room on the left and you will see a huge grandfather clock and an inscription on the side that reads: "Scars from the past must remove the claw that stopped time." On the opposite wall you can see a sign with the names Henry, Mildred and Scott written on it, each of them underlined. Did you solve the puzzle? The mystery of the old clock is solved quite simply. The name Scott is just an allusion to the word seconds, so it refers to the clock's second hand stuck at 15 seconds. It turns out that Henry should represent Hours (hours), and Mildred is Minutes (minutes)!

Now let's look at the claw scratches on the wall, they will tell us where the clock hands should have been. The time on the clock was approaching 9:10. Approach the clock and open it with the key. Move the arrows around to 9:10. Did you hear a click? Now it remains only to move the clock to the side.

So we ended up in 209. There is a save in the room, so you can use it and at the same time take a healing drink in the kitchen. Next, follow the stairs through the blue door. Rise to the third floor and take cartridges there. Go to room 307. Watch the cutscene. Don't forget to grab the courtyard key in the closet. Visit room 303 for a useful first aid kit and a health drink. Be careful! There are monsters in the room. Exit the room and look for the fire escape key lying on the floor to your left. Then grab more ammo from the laundry room and head down the east stairs to the first floor. Pick up fruit juice in a jar at the end of the hall. Open the double doors and run to the first pair of double doors. Go back to the Second Floor and throw the stored juice jar into the trash heap. Go back outside and pick up the coin, then read the article. After that, return to the double doors again.

Now you can go through the previously closed door. Outside in the courtyard is a swimming pool. Distract the monsters from the wheelchair in the center, then jump down, grab the snake coin in the wheelchair, get out of the pool quickly. Exit through the east door of the patio. Go to room 104 and take the ammo. When you leave the room, unlock the blue door next to it. Now look into room 101, you will find ammo and hear the sound of something tearing. Open the door on the left side of the room and there is another beer lover, a guy named Eddie.

Residential building in the Blue Stream area:

After watching the video with Eddie (Eddie), return to the second floor. At the left end of the corridor, use the fire escape key to open the blue door. So you got into another building, climbing the fire escape. Now you are in the Blue Brook residential area. Look around. Take the wallet that somehow got into the toilet and find a piece of paper with a new code. Why do we need this code? Anyway, let's move on and explore the rest of the room. Wow! Safe!

Safe Mystery:

[in the Russian version of the game there are no codes for the safe and typewriter in the hospital, in order to complete the game, you need to install the English version of the game in a separate folder, copy the saves to the folder with the English version, go through this fragment of the game, then copy the saves to the folder with the Russian version, and keep playing! But you can make it easier: go to www.hometown.ru and download the patch =)]
Whether you are playing on a hard or easy level, the numbers will still be displayed on the safe. If you have chosen the difficult way of solving puzzles in the game, most likely the Roman numerals will be displayed on the safe: “X” and “V.”, where “X” is equal to 10 and “V” is equal to 5. Consider this example: X7. Just add up two numbers. 10+7=17. Another example of VV, i.e. 5+5=10. Enter the resulting combination of numbers into the safe to open it. It doesn't matter which way you turn the handle of the safe.

So, if you placed the arrows on the first number, move to the right to indicate the next number. The next move should be to the left. Inside you will find four boxes of pistol bullets. Before you leave the room, grab a miraculous healing drink, carefully left to you by the creators of the game.

Now we need to look for a map, right? Exit the room and dodge the monsters as you make your way to the door leading to the stairs. The door, by the way, is white, at least some difference. Take the krata on the left. Well, let's try to go down to the first floor. In the laundry room on the left you will find a first aid kit. Then cross the hall. Go straight ahead and don't turn anywhere to room 105 and look at the table standing near the wall with an incredibly long puzzle that changes according to the selected difficulty level. Now you only have two coins, but we will need another one to solve the riddle. Luckily, it's very easy to get. All rooms on the ground floor are locked except for 109, which is where we'll go. Pick up the ammo for the pistol and exit through the other door. Here we are waiting for a new meeting with Angela. Watch the video! Pick up the last coin of the “convict”, because we have come here for this reason. Let's go back to room 105 and solve the puzzle.

Riddle of three coins:

In general, the solution to the puzzle differs depending on the level of difficulty of the puzzles chosen in the game.

Consider first the easy level: old man coin (old man), empty, snake coin (snake), empty, convict coin (prisoner). For normal difficulty, the riddle is: empty, old man's coin, prisoner's coin, empty, snake's coin. And finally, a difficult level of riddles: empty, old man's coin (old man), empty, snake coin (snake), convict coin (prisoner). The key to Lyne House rests in the table, the sign on the door spoke of the second floor. Now go to 209, cross it and enter 208 to an open balcony, there are some handgun ammo, an Apartment Stairway Key and finally a save location. Now it's time to save!!! You never know what now use the key you just received. Watch the video!

Pyramid head boss fight. Just stay away from him, avoiding his throws. You don't even need to shoot him, just hold out for a while, because the battle is limited in time. But if you shoot, then this time will decrease. After a while, you will hear a siren wail and the hexagonal head will step back into a flight of stairs filled with water, which will soon drain after he leaves. Don't try to follow him! You will simply be cut in half. After the boss is out of sight, go down the stairs and out the door. There is nothing else for us to do in this building!

A park:

There is a first aid kit in the western direction, but the road is blocked further, so we will turn north. Another video clip. This time we will be shown Laura, an obnoxious girl who pulled a key out of her hands. James also remembers how she crushed his hand, after a meaningless conversation, continue your journey in a northerly direction. Cross Nathan Ave. and head towards Rosewater Park. Turn left at the first turn and pick up two boxes of ammo and a healing drink. Continue heading north. On the right, you can also find a box with cartridges for a pistol and a bottle of healing drink. Here we come to the lake. Turn west and walk a few meters along the pier. You will be shown one of the best cutscenes in the game.

Maria is a mystical and charming girl. It is she who will keep you company in Silent Hill 2. This innovation will complicate the game somewhat. We will have to protect her from monsters, since she has no weapons and means of protection. I can tell that things are a bit different if you try running through the game. In this case, you will protect both James and Maria from injuries, which is important for the successful completion of the game. So my advice to you - shoot carefully! Don't shoot Maria, she might die!!!

Now leave the park and pick up a healing drink lying on the right along the way, near the exit from the park. We cross the street and head to Jack's Inn, another Norman Bainz motel. Maybe he's holding business here? You can notice the save location next to the blue car parked in the parking lot. Pick up the ammo box at the corner of Monson Street. Turn south and run along Monson Street, you can pick up another bottle along the way in the alley on the left. When you get to Katz Street, look for two first aid kits, a drink, and an ammo box on the west side of the street.

Continue up Nathan Street to the gas station (Texxon Gas). Here you will find a machine with a steel pipe inside. Take the baby, we'll need it. Around the gas station there are three healing drinks scattered in different places and two boxes of pistol cartridges.

Head up Nathan Street and you'll soon see a decomposed corpse, a few boxes of handgun ammo next to it, and a map that will point you to Pete's bowling alley. On the way back, look in it and pick up a first aid kit near the Silent Hill Historical Society (the building is now closed). Now go to Pete's Bowl-O-Rama.

Pete's bowling alley:

Another video clip. Maria will wait for you outside. Enter the door on your left. Another video clip featuring Eddie and Laura. Laura will run away before you can open your mouth and you can talk to Eddie. After the conversation, go through the room and exit through another door. Maria was waiting outside and saw Laura run out, but was unable to catch her. Head towards the alley. Follow it to the end and Maria will say that Laura slipped through a crack in the wall. The only way to find out what's behind the wall is to go through the door. Luckily Maria has the key. Take the first aid kit located nearby. Now leave the room and run down the alley to the main road, which is located in a southerly direction. Here we are! Video clip featuring Laura.

Return to the Brookhaven hospital building. Of course, this is not the hospital that the creators kindly provided for hostilities in the first game.

BROOKHAVEN Hospital:

Once you are inside the hospital, pick up the map hanging on the wall to the left.

Pay attention to the door directly in front of you, leading to the reception. Here you will find a save point. Next to the notepad is a history of a patient held in the hospital.

Next to Maria is a bottle of healing drink. In the next room, the doctor's notes and the purple bull key are waiting for us.

The Doctor's Notes: “What caused his affliction…” (the main thing is handwritten below) “I got the key from Dr. Joseph. Looks like it's the key to the box."

After collecting all of the above items, return to the central hall. Rise to the second floor and try not to fall under the fetid breath of the damned.

This is where the recently found steel pipe comes in handy. Go to the women's locker room and find a shotgun and a crooked needle stuck in a teddy bear. In the men's locker room you will find the key to the examining room in a bloody robe.

Now we need to go to the third reception room (examining room 3) through the stairs. You can find a first aid kit there. Before leaving the room, inspect the piece of carbon paper left in the typewriter. Go to room M2 and get the Shotgun Ammo and the Eye of Lapis Key. The next place to visit is room M3, as it contains handgun ammo, a health drink, and a nurse. Leave the last one in the room. Run past rooms M4 and M5 and enter M6. Take the shotgun ammo and another bottle of health drink.

Return to the first floor. Let's use the key from the examination room and go inside. There is nothing interesting in the first part of the room, we move on. In the second part, there is a box of shotgun ammo in the closet. Pay attention to the white board hanging on the wall. If you're playing on an easy or normal level, it will most likely say the number 7335. If you choose a hard level, you'll be presented with a puzzle in the form of an inscription saying that the letter "T" represents the current month. The previous month it was the letter “X”, and the month before it was the letter “Z”. “The roof is moving?” Nothing, we'll figure it out! I'm with you.

Let's go to the third floor and try to penetrate the secret meaning of what is written.

Carefully! "Caring" nurses nearby! Get rid of them and take the first aid kit in the far east corner of the hall. Let's head to the double doors and enter the code.

Door puzzle with code:

The riddle is as ingenious as it is simple. Many of you have probably already guessed that at a difficult level you need to enter the letter “T”. How can I do that? Of course, by pressing 1328, as if “drawing” the letter “T” on the numeric keypad of the lock (top stick 1-3, bottom stick 2-8).

Simple and normal levels, I think, do not require explanation, just enter 7335 and that's it. Now that the doors are open, you can head to the new wing of the building and find room S3 along the way. Video screensaver! Mary is not well and she will not go further. After the cutscene, grab the roof key from the table and leave the room. Head to room S11 and you'll be rewarded with a health drink and a useful save game. It's time to go up to the roof. Approach the diary and look through it. Now go to the door, which will be closed. Look for another door that will also be locked.

As soon as you try to open it, a cutscene will follow with the boss leaving through a flooded flight of stairs. Time to look at the map! We need to find Special Treatment rooms. In one of them, the wall will literally be covered with blood, through which four digits of the code will appear. The difficulty of reading them depends on the level of difficulty. Try to write them down. Go to room S14 to solve another puzzle.

Louis puzzle:

There are many locks on the chest. We will have to use the code obtained in the room with the bloodied wall. On the lock with buttons, you need to enter the code from the carbon paper found in the typewriter. Now it remains only to use the two found keys of Lapis Lazuli and the bull (Lapis key & Bull key). Inside will be a strand of hair. Now head to the shower room, but not to wash. Look around this room carefully. In a dirty, moss-covered drain, some object got stuck. Use the bent needle and strand of hair you found earlier. Here you have received the key to the elevator. Do they lock the elevators? Before you go to the elevator, I strongly recommend that you save your achievements. Now you can safely look for adventure on your head. Once in the elevator, we go down to the first floor. You can look into room C3 and get hold of ammo for a rifle and a pistol. Next, go to room C2. Video screensaver! Laura meets James again and runs away as usual. And we have to...

Hanging Man Battle:

Arm yourself with a gun and get ready for a duel. Shoot with all means at hand. Start with a gun! The strategy I suggest is this: stand in the corner of the room and as soon as one of the gallows approaches, run to the opposite corner (i.e. diagonally). Shoot! If you see that they are approaching you, run again to a corner free from enemies. As soon as you kill two gallows, a third one will come down to you. You can try to kill this one using a pistol to save the miserable remnants of ammunition for a shotgun. After the battle, the room will “fill up” with the ringing of the good old radio, everything around will not change for the better.

Alternative hospital:

Now you are in a garden that is much smaller than it appears on the map. All the marks on the rooms from the hospital we walked around are gone. The hospital has undergone dramatic changes.

(If you are playing through the game for the second time and you have a Channeling Stone, use it here before exiting the garden.)

Leaving the garden, pick up a box of shotgun shells, you can save at the same time on the way to the central hall. Arm yourself with a pistol, enter room C1 and start shooting immediately! The zombie nurse was ready to pounce on you as soon as the door opened. Now you can take a bottle of healing drink and ammo for the gun. In room C2, you can find a first aid kit.

Enter the elevator and go up to the second floor. Room M4 is habitable. You will have to disable the two nurses before taking the healing drink and the shotgun ammo. Be careful during the fight with the nurses and make sure you kill them.

Visit room M6 and find a battery, a storeroom key, a box of handgun ammo, and finally a first aid kit. On the table, you can see a memo about a bell in the basement. On the wall in the room hangs a picture depicting reaching out hands looking for something ...

It's time to visit the third floor, so we go into the elevator. Deal with the attacking nurses and enter room S3.

Mary is gone! Now there is a handful of pills on the table in the room. What are they here for? Who left them? In any case, let's continue the study of the floor. Go to room S11, there are handgun ammo and an ampoule. Keep the found ampoules, because they have a very strong effect, providing a quick healing. On the bed is a poem about an angel. In fact, it refers to the door next to the elevator. Check it out when you leave room S11. You will see a hand stuck in the door. Don't forget to collect ammo for your pistol and rifle, as well as take the first aid kit waiting for you in the room. Time to go down to the basement. Exit room S11 and head to the stairs, which, by the way, has the ability to save the game. Use the storeroom key. In the far part of the room you can find shotgun ammo. Now move the shelf to the side and go down the hidden stairs you found. Video insert! Mary has been found! Now she is a little insane, but it will pass, believe me. Go down the stairs and take the copper ring lying in the pool of blood. Go to the third floor, going back up the stairs. Put the copper ring on your hand and go down to the second floor in the elevator.

As soon as you decide to move on, a strange message will suddenly be transmitted, talking about a game called "Trick or Treat" and a bizarre hint that James will be a rival! Listen to three questions and see if you can answer them. If not, don't worry, I will help you. On the second floor, find the refrigerator room, Maria will help you open it, and you can get the second, leading ring. Now return to the third floor. Before you put on the second ring, visit the basement storage room and answer the questions in the game. To answer the first question, you need to choose the number 3. The answer to the second question is the number 1. And finally, the answer to the third question is the number 3. You can ask me - where is the prize? The prize is five boxes of shotgun cartridges and two ampoules.

Go back to the door and put the drive ring on the handle. Now the door is open and you can continue your way down the stairs. Stop at the first bend to the right to read the blue book that tells you about the Director's key. Whoever wrote these lines was clearly somewhat illiterate, as can be seen from the incorrect spelling of the words. Here's a little trick, listen carefully!

When you walk along the corridor, rounding the first corner, the second time, run as fast as you can! The boss with the pyramidal head will be chasing James and Maria. If he gets to Mary, it's game over! What threatens the death of James, I think it is not necessary to say. Quickly run to the elevator without stopping for a second. Video screensaver! So, James managed to escape from the boss and he got into the elevator, Maria did not have time ... We don’t know what happened to her.

Now you are on the first floor. Of all the doors, only one opens, the door of the Director's room. Once in the room, you will find a map with notes that you need to transfer to the existing one. When the key to the hospital lobby is taken, Laura lying on the table will run past the window. Follow her. After saving at the main entrance, leave the hospital.

Alternate South Valley:

Monstrous transformations affected not only the hospital, but the entire city. Before you get started, take a short walk through the valley and collect useful items located in this part of the city.

Opposite the hospital you can find a box of shotgun cartridges. Next, go south down Carroll Street, then turn towards Rendell, there are - an ampoule, two boxes of shotgun cartridges, rifle cartridges, pistol cartridges and a healing drink. On the south side of Monson Street, get two boxes of handgun ammo and two bottles of health drink. Now head east down Saul Street. Soon you will see gates and hanging lifeless bodies. Just run past them without stopping until a door appears that allows you to return to another part of the city. On Saul Street, you can find a save point, two boxes of shotgun ammo, a first aid kit, and handgun ammo. In the northern part of Nelly Street you can find a first aid kit, as well as rifle cartridges. Rifle ammo can also be found at Happy Burger. After walking down Sanders Street, stop by Nelly Bar to read the graffiti. Get the pistol ammo. Next, follow Nelly Street “north about fifty meters” and collect three bottles of healing drink, pistol and rifle cartridges. Head back south to Sanders Street and follow it east, picking up shotgun ammo along the way.

Cross Lindsey Street and find some more shotgun and pistol ammo. Continue north on Lindsey Street and pick up the letter and wrench from the house on the west side of the street. You will recognize the right house, because the camera will change its position at this moment. After that, head north and look for handgun ammo north of Lindsey Street, just before Vachss Rd. Now go towards Katz street and go through the door at the end of the street, which will be open. Take Monson Street heading north and then turn west to follow Nathan. Here we are again in Rosewater Park. Two boxes of shotgun ammo are waiting for us at the parking lot. You can find the ampoule in the statue's pothole, on the left. Go around the statue and dig behind it. You will find a box. Use the wrench to open it. Inside you will find a bronze key. Continue your walk through the park in a southerly direction. Turn west at the first turn and you will be able to pick up two boxes of shotgun ammo. Now our path lies to the west, along Nathan Street. Grab the Rifle Ammo At the end of the road, then turn around and enter the Historical Society building. Use the bronze key on the door of the building.

Silent Hill Historical Museum:

From now on, we will no longer have a map of the area. But don't worry! I will lead you by the hand until the very happy end.

Take the first aid kit and look through the papers scattered on the table in a mess. They date back to 1820. Then follow the corridor, killing rampaging demons along the way. The door on the right is closed, so turn left and move further along the corridor, which will lead you to a fork. There's a dead end on the left, so let's turn right. After all, our cause is right!

In the room to your right, there are handgun ammo and three paintings illustrating the Toluca Prison.

Now exit the room and turn right to reach a room with a large opening in the wall. Jump down and you will find yourself in a well. To get out of it, slowly turn around and feel around the walls until James notices an indistinct spot on the wall. Hit the spot with the steel pipe twice, then the artfully hidden door will open to your gaze. Walk along the sewer drain and along the way kill three demons and a few cockroaches with your “steel girlfriend”. The only working door here will be in the recess on the right. When you find yourself in a short corridor, go to the door located on the right side of the corridor and take the key (Spiral writing key).

Suddenly, the flashlight will turn off. Run up to the door and stand next to the combination lock. Now enter the menu and change the battery, and quickly use the keyboard, as there will be hordes of cockroaches in the room. That's disgusting!

The cockroach riddle:

The riddle is not simple and its solution changes with each new passage. Take a look at the keypad, which should show at least two digits. If the puzzle looks like this, then try all sorts of combinations until the door is open. In the case of three digits, the selection of the desired combination will take longer.

Go back outside and turn right. Walk to the end of the hall and you will find yourself in a room with a hatch. Use your key (spiral-writing key) and jump down.

Toluca Prison:

James will now be in a deserted cafeteria.

Video screensaver! Looks like Eddie is in trouble. After he leaves, take two bottles of healing drink and a strange tablet with the inscription “gluttonous pig” (“insatiable pig”). You can save your game before leaving this room. Let's follow Eddie. Oddly enough, instead of him in the long hall, only demons are waiting for us. As you run past the second table in a row, stop and grab the map of the area we've been missing. There are also pistol cartridges in this hall. Now let's go east to the room in the middle of the hall - this is the shower room. Immediately finish off the two obsessive demons and pick up the tablet with the inscription “the seductress” (“seducer”) in the open cabin in the northeastern part of the room. Now exit and follow south along the corridor to the only door on the left. You will find yourself in the southern part of the building in the cells. Some chambers have demons, so be careful! In the fifth chamber there are cartridges for a pistol, and in the ninth there is a wax doll. Now make your way through the east wing to the north. Take the ammo for the pistol lying on the table. Grab the rifle ammo in the middle room. In this room, you need to be careful and start shooting from the threshold at the possessed nurses.

Return to the hall and follow first to the north and then to the west. You must reach the cells. In the first chamber you will see strange drawings and nothing else, and in the seventh you will find a tablet with the inscription “the depressor” (“oppressed”).

It's time to return to the east hall. Go outside into a fairly large courtyard, in the center of which is a scaffold with three loops. In its center there are scaffolds with gallows. In its front part there are three notches into which you need to insert the brought boards.

When all three boards are on their own, you will hear the cry of the executed man. Go back to the doors you came out of and find the horseshoe. Take it and enter the building. Go through the cameras located in the northern part of the building. And return to the west hall.

Do not open the north door for the time being! Go through the right door, located not far from you, to get a first aid kit. Now head north to the northeast door. It leads to another corridor where two demons are waiting for you. Go to the room located nearby. You will find a lighter and a first aid kit. Enter the women's restroom and hit the last stall. When you go out, it will become clear to you that someone was there. There is a storage area in the men's restroom. After passing through the corridor, you will reach the office, where they will lie: a first aid kit, an ampoule and a healing drink. You can read the notebook on the bookshelf and the magazine on the table if you want.

In the room behind you, you can find the long-awaited rifle, as well as two boxes of rifle ammo, shotgun ammo, and pistol ammo. Exit to the main hall and head south. After passing through the gate, you will find a door in the floor, on which there will be no handle. Melt the found wax doll (Wax doll) with a lighter and use the horseshoe found earlier (All three items wax doll, lighter and horseshoe must be combined at the same time in inventory). Open the door and jump down again into the dark unexplored space.

Morgue:

You ended up in the morgue of a prison. It is here that all the dead and executed convicts are brought. There are tons of bodies in this morgue, emitting a viscous and suffocating "aroma". Have you ever been to the morgue? It's time to visit this cool place in all respects. There are tons of bodies scattered all over the place. Quickly make your way through the hall and jump into another hole in the floor. Now James has come across an abandoned mine. Open the door and jump into another dark hole. Now we can use the elevator and pick up a first aid kit, rifle, shotgun and pistol cartridges as soon as the elevator starts moving down. Good thing I didn't have to jump down the elevator shaft! It is difficult to collect broken teeth with broken hands!

When the elevator stops, exit it and use the save located next to the door. Now go through the door.

Maze:

We ended up in a long hallway. There is no map for this area in the game. Keep your flashlight on. Enter the long corridor and turn right. Ahead should be a door entangled with wire. You will find yourself in another corridor, with a company of three demons. After the battle, head east to find yourself in another corridor leading from north to south. In it you must find a ladder to go down. There is an interesting feature on this floor, hangmen wander below you, and a boss with a pyramidal head leads a strange parade of the dead, walking in circles. Quietly look for the door, without drawing too much attention to your modest person. In this room you will find a large knife that Pyramid Head once used, also grab two boxes of shotgun ammo and run to the south stairs.

There will be several nervous demons. Quickly kill them and go up the stairs. This is where the fun begins!

Cube riddle:

Upon entering the room, you will see a beautiful rotating cube in the center. The room has a wall located behind the cube, which should have a notch corresponding to one side of the cube. We need to try to rotate the cube in such a way as to make the door hidden in the wall appear. Then you need to ensure the appearance of the second door leading to the other side.

If you are playing on easy or normal difficulty, you need to rotate the cube so that the face engraved on it with red glowing eyes looks in your direction, and its right side is at the top of the cube. This is the location of the face on the cube - :)

In the case of choosing a difficult level, the puzzle changes with each new passage of the game. You will have to pick up the desired physiognomy depicted on the cube and its correct position to the recess in the wall. This process is interesting and not complicated, as it may seem.

Once the correct combination is found, you can continue on your way to the next video intro.

Maria revived again? After a quarrel, you need to go into the room with the cube and take the wire cutters. Then you can return to the door, entangled with wire, in order to cut the bonds and go down the stairs to the half-flooded corridor.

There are two stairs in the hall. One of them is the staircase we just made our way up, the other is the staircase leading to a dead end. Be careful - demons live in these places! In this corridor, you need to turn right at the fork leading to another staircase, and get into another half-flooded tunnel.

Turn right at the fork and follow another set of stairs. Returning to the “solid” land, go along the corridor, at the end of which there will be a fork, where you will again need to turn right. Following this branch, you will reach another fork. Turn left and move to the stairs going down. Now go along the corridor, it has a branch to the left. Turn left and then go up the stairs. In this corridor there are ammo for the pistol.

After taking them, look for another staircase at the end of the corridor leading down. This water-flooded tunnel is inhabited. There is a guy with a pyramidal head walking around here, so if you want to get two boxes of ammo for a pistol, go straight ahead. Skip the left turn and go to the fork. Then move as carefully as possible so as not to collide nose to nose with the pyramid head. Now, turning right and reaching the room, you need to find the stairs leading up to another room. If not, then turn left and go up the stairs. In this room, you can save the game and find the newspaper. You can read it if you like.

Go out into the hall, where you will hear a terrible scream coming from the next room. Open the door and go into the unknown. Video screensaver! Now it's time to save Angela from the next monster. Gatekeeper of Purgatory: This boss will not be an easy trophy for you. Since the room is small and escape routes are blocked, the battle promises to be difficult.

I suggest you, armed with a gun, stand in one of the corners and shoot until the boss gets close enough, then run to the other corner and repeat this process over and over again. Let's hope that our hero will have enough first-aid kits stored in advance, because the attacks of this creature are extremely dangerous! After 8-10 accurate shots, everything will be over. Words of gratitude from Angela are not to be expected. When she runs out of the room, follow her into the corridor. This corridor connects two rooms. In one of the rooms you will find six dead bodies. Each dead person will have a piece of paper attached to his forehead describing his crime. So, in order: Kidnapper, Arsonist, Counterfeiter, Embezzler, Murderer, Ripper. Write down or remember everything you see. Probably, with this you will not wake up problems, the picture is picturesque! Now go to the next room, there will be six loops hanging from the ceiling and puzzles under each one on the wall.

Riddle of the six hangmen:

Depending on the difficulty level of the game, the puzzle has a different solution. First of all, you have to decide which of the hanged people was convicted unfairly. This can be guessed by reading the sign next to the entrance to the loops, then pulling the desired loop.

The answer to each riddle is different depending on the level of difficulty you choose. for the easy level it is the Abductor, for the normal level it is the Pyro, and finally for the hard level it is the Counterfeiter.

Pull the noose of an innocent man. Now go back to another room, where you can find the key of the persecuted, in the place where the unfortunate man stood. If you pull the wrong loop, several demons will appear in the room. Their number differs depending on the chosen difficulty level. Use the key you just received on the handcuffs at the end of the corridor. Use the valve to lift the doors to the cell and enter it. Video screensaver!

Maria is dead, this time it looks especially believable! Her gloomy face. Yes, she is definitely dead, this time!

Exit to the corridor through the newly opened door. In the corridor you can find a first aid kit. Move on. Go through the cemetery and find three boxes of shotgun ammo and a save location. Between the two graves lies a miraculous ampoule. After taking the ampoule, jump into the hole located on the left side of the cemetery. As soon as you land, take out your good old gun.

Battle with Eddie:

After the cutscene, immediately start shooting at Eddie. As soon as you notice that the level of health begins to decrease, start healing your hero. After every six shots, reloading will take him some time, which must be used as wisely as possible. Stop and keep shooting at him. Eddie may try to hit you at this moment, but the force of his blow is not comparable to a gunshot wound.

When Eddie feels the "breath of death", he will run away to another room. At this time, James needs to heal, reload his weapon and take two boxes of shotgun cartridges.

Now the chances of survival increase dramatically. After a short scene in the cold room, hide behind the pieces of meat. After a while, Eddie will return to check. Now the chances of survival increase dramatically. After a short scene in the cold room, hide behind the pieces of meat. After a while, Eddie will return to check if he has dealt with you. Just keep hiding behind the meat so Eddie can't see James. Once Eddie loses sight of you, shoot him. Repeat these steps several times. When Eddie gets tired of this process, he decides to attack James with his bare hands, which will be his last mistake in life. Having spent eight or nine cartridges, you will finally get rid of it.

After the cutscene ends, exit to the docks and use the save location located on the barrel.

Lake Toluca:

When you are on the pier, go to the brown part of it. If you want a UFO ending, use the Channeling Stone here.

Now get on the rowboat and head to your last destination, the hotel overlooking Lake Toluca. Now you have to sail on a boat. This adventure will be especially enjoyable for those who play on easy or normal difficulty. You just have to turn the boat from side to side to sail forward. When you set sail and leave the pier, turn right and swim until you see flashes of light. Turn around and soon you will find yourself next to the pier near the hotel building.

Those of you who have chosen the difficult path of passing the game should learn how to row. You need to “row” using analog control. The left analog "mushroom" of the joypad must be turned clockwise, and the right one - counterclockwise. These actions must be performed in sync to keep the boat straight and sail in the right direction. This will be a good warm-up for the thumbs.

Hotel by the lake:

The recommended weapon for this area is a shotgun. Armed, head left towards the fountain to pick up the little mermaid's music box. It's time to enter the house using the double doors.

Take the opportunity to take the map from the guest guide on your left. There you will find a message left for James. Here's what's coming up for you:

Go to a restaurant called Lake Shores. Video screensaver! Now we have to find out what is the connection between Mary (James' deceased wife) and Laura. The mosaic of disparate facts gradually begins to take shape in a coherent picture. Laura will give you a letter, but will immediately run away. It's quite her style. Find the fish key in the room on one of the dining tables. Take it and leave this gloomy place. Finally, we figured out what Laura has to do with Mary.

It's time to meet with the gatekeeper of purgatory. What a wrong time! Run, head for the doors. Once you're in the corridor, run west to drop down to the end of the corridor on the left. Enter the southwest door and look for two annoying mannequins. Pick up three boxes of handgun ammo, as well as rifle ammo. Return to the corridor again, from which you must get into the basement. Go down the long stairs and kill some more dummies. Here, all the doors are closed, except for the elevator, in which you can find a felt-tip pen with a built-in solvent. This device will make it possible to erase what was written with other felt-tip pens and “show” previously written lines, it will become clear to you later why this is needed.

Pick it up and return to the first floor. Now go to the lobby through two pairs of double doors. In the lobby you have to find a note left by James on the counter of the front desk. The note talks about a videotape. Behind the counter are cells for letters. In one of them you will find the key to room 312. By the stairs you can see a large music box. You will need to return here a little later, you can use the save option, and then climb the stairs to the second floor.

Go to the clock room, where you can replenish first aid kits, rifle and pistol cartridges. Here you will find the briefcase. Use the fish key to open it. You now have the key to room 204. Return to the corridor and go south to the reading room. Pick up the ammo for the pistol before entering the room. Inside the room there are shotgun ammo and a bottle of health drink.

Time to use the found key to room 204. On the way, you may meet two gatekeepers of purgatory. In room 204 you will find an elevator key (employee elevator key) and a hole in the wall leading to room 202. There is another briefcase in the room, covered in stickers, photos scattered on the bed, one of which is marked with a black marker. Use your felt-tip pen on it, which was previously found in the elevator. The code that unlocks the lock on the briefcase is now in our hands. Inside you will find Cinderella's music box. Exit back to the corridor through room 204 and head east. Upon reaching the elevator, you will find a healing drink and ammunition for a rifle. Now go to the northern part of the corridor to the last door. Use the elevator key (employee elevator key). Inside is a save location, two bottles of health drink, and a working elevator.

Only one person can use the elevator, apparently an outdated model, so you will have to get rid of all the “extra” items, leaving them on the right side of the room. It's embarrassing to tears!!! Now you can use the elevator. We were back on the ground floor next to another bulletin board giving us the opportunity to get a map of the building.

Now our path lies in the pantry, where the last white music box awaits us. It remains only to pick up the can opener, prudently left for us, and pick up the video cassette from the safe in the office. Go to the employee lounge and grab the two boxes of rifle ammo from the fridge. Next, follow to the basement. When you go downstairs, two mannequins will already be waiting for you there, “friendly” waving their legs. Run past them into the boiler room to find the bar key. Now go to the kitchen, avoiding the appeared mannequins. Use the can opener to open the jar and get some new device that provides the focus of the beam of your flashlight. In the kitchen you can find three healing drinks in bottles. Now, using the nozzle, find the door and open it with the newly found key (bar key). You will again find yourself in a corridor with an elevator.

Climb to the second floor to pick up the leftover things acquired by overwork. As soon as the old gun is in your hands, the dummies will avoid meeting you.

The Music Box Mystery:

Go down to the first floor. Arrange the music boxes on the large one, from left to right. For easy and normal difficulty levels, the order is Cinderella music box, Snow White box, and Little Mermaid box. For the difficult level of passing the game, the order is as follows: Cinderella music box, Little Mermaid box, and finally, Snow White box. I remind you that the sequence of installation of the boxes is given from left to right. After installing all three caskets, you should play the melody. For this you will receive a key to the stairs of the third floor of the hotel (hotel stairway key). Climb to the third floor and use the key.

Once you enter room 312 use the Channeling Stone a third time and the exclusive secret ending is in front of you. You will also find a TV and VCR. Take the opportunity to view the videotape and find out the true cause of James Sunderland's suffering in the terrible world of the city of Silent Hill. Remember one of the 10 commandments of the great book - the bible - do not kill!

After the screening, a small scene with Laura will follow. After she leaves, you will hear Mary's voice coming from the radio. Everything has changed again...

Alternative hotel:

Go down to the second floor and enter the reading room. There will be headphones on the table, using which you can hear a conversation from the past. Next, follow the west hall. Now you will be able to notice that when you enter a particular room, you teleport. From room 204 to room 207, from room 202 to room 219, which in turn sends you to room 220, from which you again find yourself in room 207. Room 212 will take our hero to room 202.

You can avoid such a long teleportation procedure. Enter room 202 and exit room 219 where you will find yourself. In the hall, pick up two boxes of cartridges for the pistol. Go further along the corridor and soon you will find two ampoules lying next to the elevator. By the way, this elevator is now working.

Use it to get into the basement. The basement is flooded with water and inhabited by several demons. It's time to learn how to swim! Kill the demons and go to the bar Venus Tears (Tears of Venus). Inside you will find five useful bottles of healing drink. Next, go to the kitchen and replenish the stock of cartridges for a rifle to a rifle. Exit to the hall and follow the steps of the stairs. New video intro, and a new meeting with Angela. Mystic! Angela climbs the stairs and disappears into flames. This is her fate and here we can not help her with anything ...

Now go up to the first floor, it looks completely burnt out, and does not at all look like itself two minutes before the fire. Turn left and, after going down the hall, take away two ampoules. Go back and pick up two boxes of rifle ammo. Now exit the room through the east door. There will be evil hangmen in the hall, so you need to run along the corridor to the door as quickly as possible. When you enter the room, nine save locations will be located on the wall in front of you. This is suggestive of saving the game before visiting the double doors. After saving, open the doors and go in. Video screensaver! Mary is killed again. This is starting to feel like a play.

In any case, we still have to meet with two pyramid-headed guys.

Pyramid Head Guys:

This is a real test of strength, especially for those who play at a difficult level. You will use up about 80-90 rounds shooting with a rifle, if you don't have that much then I suggest spending at least 130-140 shotgun rounds. It's hard to kill these guys, especially on hard difficulty, but it's possible! It is better to run away from them into a corner and, by pressing the battle key, turn around and shoot, repeating these actions to the bitter end. Accurately time your turn and subsequent shot at the target. If the monsters come close, then immediately run! On the hard level, you only have time to fire one shot! Be patient, reasonable and agile!

After the end of the battle, your opponents will be defeated, but not killed. They will come to the center of the room and “decapitate” their heads with their own hands, in any case they will be dead, and this is what we wanted!

Pick up the rusted egg and the scarlet egg from the cold corpses. Now that you have the eggs, go back to the save area and take a firm step towards the double doors. It doesn't matter in what order you apply your "rusty" finds. After the door opens, you will find yourself in a long corridor. Run towards the door located at the end of the corridor. You can hear the conversation while moving. You can listen or not, depending on the ending you want to get! More on this later. Go through the door and go up to the gate, behind which the last battle awaits you.

After the cutscene, you will meet with Samael or the Demon of Silent Hill.

Silent Hill Demon:

This battle is quite simple compared to the previous one. Samael has only two types of attack. In one case, he will attack you with his tongue like a whip, which will be used as a means of strangulation. Move all the control buttons to free yourself from the deadly embrace. Another type of attack involves a huge cluster of butterflies that follow you around the room. If you start to run away in time, you can get ahead of them. If they catch you, then you will also have to start pressing all the buttons in a row before they can cause damage.

Use your rifle to kill this demon. Just shoot whenever you get the chance. If Samael starts to choke you, don't worry too much! It would take him at least three strangleholds to kill James. Let's hope James has a good supply of health remediation. After thirty accurate hits from a rifle, the demon will collapse to the floor, and our hero will only have to make a control shot in the head.

Sit back and watch a beautiful, frightening, exciting, mystical or depressing ending, depending on what actions were taken during the game.

The town is again plunged into fog, waiting for new wanderers who will visit it to atone for their sins.

Silent Hill 2

So, we and our main character James Sunderland find ourselves in a not very cozy place called Silent Hill. I think we can do without backstories, and that's it
everybody knows.
1. Beginning of the game, cemetery.
We leave the toilet, watch a short video insert with the text of the letter, go to the car, pick up the map of the city. A map is a useful thing, there you can find out your own
location. We go forward, we go down the stairs. There is only one road, so we won't get lost. We go to the cemetery. There we find a girl at the grave. We speak with
her, we learn that her name is Angela, she explains that<с городом что-то не то, и этот туман совсем не туман, а:>, inspect the video, go to the exit near
small church. Then everything goes on and on. Look around - there may be health drinks that will come in handy later. Likewise, if you
play on the lowest difficulty level along the way you can find a chainsaw (the campaign is the most powerful weapon in the game).
2. City.
When you exit Sanders Street (look at the map), turn right. If you are too lazy to walk, look to the left, there is a first aid kit. We are trying to reach
Lindsay Street, we see traces of blood and a shadow in the fog. James is just tempted to go after her. Let's go. We reach Vachss Road, go to the end (on the way you will find
patio with two health drinks and a saver), having heard the noise, we climb into the passage clogged with boards. There's a monster out there. James will tear off the pacu (second weapon), and
your job is to beat the creature to death. After the video, we go back to Lindsay Street. Be careful - a lot of monsters live there, if you don't want to fight back, just
run. Further - on Martin Str. straight ahead, then right to the corpse, from which we borrow the key to the Woodside Apartments. Accordingly, we go to this building
(find on the map). If you can't find it yourself, drag yourself to the very end of the map on Saul Street, and then to Neely's Bar behind the map, where you will find
exact coordinates.

3 Woodside Apartments.
We are inside. From the stand on the left we take the map of the room. A health drink is lying nearby. We go up to the second floor, go into apartment 205 (where it is,
look in the corridor, because unless you have a flashlight you can't see anything in the dark). Just here we will find a luminary - a lantern on a mannequin. As soon as we take it
a monster will attack, kill it and continue your journey.
Now to apartment 210. There are cartridges inside. We go out, kill the monsters, go to the stairs to the third floor. We went in, we saw the key behind the bars. Trying to reach
it doesn’t come out, out of nowhere, a girl of 8 years old will run out, step on your hand, and even throw the key into the corridor far, far away. Yes, calm down! We keep the way
to apartment 301. The whole room is strewn with cartridge cases, but for good reason - there is a pistol in the basket (a very useful thing). We return to the 2nd floor. On the way to the room
208 we hear a scream - where would it come from? Let's move on to sq. 208. There's a monster behind bars, don't waste ammo, he'll leave on his own. We go into the room, and we see the corpse in the chair.
Not very pleasant, but it will amuse the bloodthirsty. On the shelf near the corpse is the key to room 202. We take it. We leave for the room with the clock. Reading the writing on the wall
on the clock. We leave, we go to the square. 202. There are butterflies in the room, and they cannot be killed. Too bad they annoyed me. In the back room there is a hole in the green muck - we put our hand in,
we get the key from the clock. We return to 208.
4. Riddle with a clock.
We open the clock with a key from the green hole, they offer to translate the hands. We set 21:15. We hear a click, the clock opens. Trying to move the clock - in the wall
hole. We climb into it. We are behind bars, where the monster was. By the way, don't forget to save! We move forward, climb the stairs to the 3rd floor.
5. First acquaintance.
Now we need to find the key that the girl threw away. On medium and hard difficulty levels, James does not mark this place on the map, so look for it yourself.
It will not be difficult, the main thing is to find a grate in the wall. We take the key, in the room next to the cartridges. Further searches are limited to room 307. We go in and see
Pyramid Head, who, to put it mildly, rapes his<подчиненных>monsters. James will hide in the closet. Watch the video insert, then take it out of the closet
the key to the courtyard. Exit, to the right, and to the stairs. We go down to the 1st floor. In the hallway with a broken door, at the end is a pack of juice. We select.
6. Coin from the trash and clippings from the magazine.
We go outside. We return to the entrance, which we entered here for the first time. We rise to the 2nd floor, in the room next to the entrance we find an open
garbage chute, throw juice inside. Juice pushes stuff stuck in the garbage chute. We go outside. There is a small alley near the main entrance.
We head to where the outlet of the garbage chute is. We pick up the Old Man Coin from there, read the magazine about the murders that have taken place,
we turn back into the building, on the ground floor, open the door to the courtyard, enter.
7. Courtyard.
Looking for a pool in the yard. There is a wheelchair and<плавают>three monsters. Shoot the monsters from above, go down, take the Snake Coin from the stroller.
We go to the door opposite the pool, kill the monsters, then to apartment 101. When you enter, do not be afraid of the sounds. There's some ammo in the bathroom
find the cause of the sound. There we will meet Eddie, a slightly plump man who is a little<не в себе>. We return to the main building of Woodside Apartments,
We rise to the second floor, turn left, we reach the blue door. We open it with the key to the fire exit. James takes a chance and climbs through the window into
another building.
8. Blue Creek Apartments.
We found ourselves in the bedroom. I'm going to the toilet. James sees something interesting in the toilet and pulls it out. It turned out to be a wallet. Inside a note with
combination. We enter another room, there is a safe on the chair to the right.
9. Safe.
Once again we look at the piece of paper from the toilet, remember the combination and enter.
(combinations may vary depending on the version of the game, as well as on the selected level of difficulty of the puzzles in the game):
Easy level: 09 >> 15<< 09 >> 06;
Normal level: 01 >> 14<< 07 >> 16;
Hard level: VV2 >> 05<< VV4 >> 07;
To correctly enter the code, I give an example:
let's say the combination is VV2 >> 05<< VV4 >> 07. VV2 means Roman 5 + Roman 5 + 2 = 12.
So, put the number 12 under the pointer, turn the dial clockwise to 5, then counterclockwise to 14, clockwise to 7. It's simple. Inside
cartridges.
Once again, the combinations may change depending on the version of the game.
10. Third coin.
We leave this room, on the way to the kitchen, picking up a drink of health. We turn right, do not forget to fight off the monsters. We are looking for a door with a sign
. We get into it. On the left is a map of the Blue Creek Apartments building. We go to the 1st floor, we go into room 109, we select cartridges. We are looking for an open door here.
We watch a video of Angela going crazy. She leaves behind a knife and a third Prisoner Coin.
11. Bedside table in room 105.
Yes, we have a collection. We go to apartment 105.
We see a bedside table with five holes. Our task is to guess where to put which coin.
Again, the level of difficulty matters.
Easy level: Old Man Coin in the first hole,
Snake Coin in the third (middle) hole, and Prisoner Coin in the last hole.
Normal level: Old Man Coin in the second hole, Prisoner Coin in the third (middle) hole, and Serpent Coin
(Snake Coin) into the last hole.
Hard level: Old Man Coin in the second hole, Snake Coin in the fourth hole, and Prisoner coin
Coin) to the last one.
The box will open, inside is the key to Lin's apartment, which lives on the second floor of this building. Let's go up there, to room 209. Through this apartment, through
balcony, we make our way to the neighboring apartments, we find the cartridges and the key to the exit. We go out into the corridor, to the left, kill the monsters, open the blue door and:
save.
12. The first boss is Pyramid Head.
We went in, watched a short video, how this creature is again engaged in debauchery, and we are trying to kill him. Shooting at him is useless - the point of this episode is
to run around him, and not get hit by a huge, deadly knife. The battle time depends on the difficulty level - easy: 2 min., normal: 3-4
min., difficult: 5 min. and more. After a useless run around this trough, a siren will sound, and Pyramid Head will leisurely wander down the flooded
stairs. I do not advise you to run after him - he will beat him. We wait. The water has receded, we can continue our journey.
13. New acquaintances.
We go down the stairs, we find ourselves in an alley near the Rose Water Park, where James had to get from the very beginning of the game. But by the time we get there
we can collect first-aid kits on the roadsides, and, going around the corner, we will meet a girl from Woodside Apartments. Watch the video and move on. We pass through the park, we move
to the pier, and we find a new acquaintance, or rather, an acquaintance - Mary, who is very similar to James' ex-wife. After the cutscene, we go through the park to Nathan
Ave., Maria followed us.
14. Quiet Hill again.
By Nathan Ave. we go to the gas station, where we get a new weapon - a piece of metal pipe. Then we head to Pete's Bowling Alley
Bowl-O-Rama). Maria will wait for you outside. We go in the door on the left, run around the table, another door. We enter, we speak with Eddie. He will say that this girl's name is
Laura. Of course, we are very happy to return to the street. We meet Maria, who tried to catch up with Laura. She did not succeed, so you have to catch up with her.
We pick up a health drink near the bowling alley, then without going out onto the road, turn into the alley and run south. We run straight and to the right to the wire fence.
We go in the door. Left. Laura was dexterous and was able to crawl between the buildings. Maria will tell you another way, but it's closed there. No nerves, she has
master key. Let's get into the club<Райская Ночь>(Heaven's Night), we go up the stairs, at the very end of the corridor there is a green door. We enter. In the hall from the chair, pick up
first aid kit. We leave the club through the door near the counter, go down the stairs.
We go down Carroll Street, we see how Laura enters the building of the city hospital. We, of course, follow her.
15. Brookhaven Hospital.
On the left is a map stand. Go straight through the Registration room, at the end find a typewriter, a note next to it, and a Red Bull Key.
Prepare your firearms - along the way you will meet some evil nurses who just want to hit you with their crutches. Find the stairs
go up to the second floor, turn left, shoot all the medical staff, (just be careful, do not shoot Maria, otherwise it will be Game Over). Then again
to the left, and through the right door (men's locker room). In the bloody robe you will find the key to the diagnostic room. Exit, go to the door opposite. There will be
quite a powerful thing - a shotgun. Also inspect the teddy bear, and remove the Curved Needle from it. Go back to the 1st floor, open the room for diagnostics.
There's a health drink in there. Shotgun shells in the sink, on the wall near the door is a notice board. Write down the code. Come out. Climb up to the 2nd floor.
Go through the door opposite the staircase, find a room in the corridor, inside a first aid kit. Pull out the code sheet from the typewriter. Remember it.
Note: The code on this leaflet can only be seen in the English version of the game. So, if the codes I proposed do not work, you will have to reinstall
game (if you played the Russian version).
It's time to go to room M2, for ammo and a key<Глаз Ляписа>with a strange stone inside.
There is a health drink in room M3. We go to the third floor. Doctors again! What to do, you know. The door opposite - on the code lock. The code you saw in the room
for diagnostics.
easy level and normal levels: 7335; heavy: 1328;
Come in. We go to room S3, Maria will get sick and lie down to rest. On the bedside table we find the key to the roof. On the roof. Let's walk there, get some air, read
someone's diary, we want to go back - but no! The door is locked from the inside. This is not good. We retreat to the fence, and then HE will come out. Drop us down into the chambers for
psychos. We use the first aid kit, because. health is nearing its end. In a cell with a bright door, the wall is covered in blood. You need to see a four-digit code on it,
Again, it depends on the level of difficulty. On a hard level, the inscription will be literally<смазанная>, so we buy more powerful glasses. We return to the third floor. IN
room S14. there is a very strange box, all in chains. Gotta open it. We use the keys of the Lilac Bull and the Eye of Lapis to remove the chains, and to
open the locks, enter the codes that you saw on the bloody wall and in the typewriter.
In my case, the codes were: 7834, 4949, 2312, 3793, 4564, 8216; Someone's hair was found in the open box. No, well, you have to think about it! I'm going to the shower
room on the 3rd floor, we stand above the green drain, we connect the hair and the needle in the menu. Then use. James will fish out the key to the elevator from the hole. be like
around the rooms, collect the cartridges for the shotgun, you will need them soon. Then go to the elevator on the 3rd floor. Get down to the first floor. arm yourself
shotgun. Go into room C3 for ammo, then into room C2, where you will find Laura. Watch a rather long video, after which Laura is tricked into
will lock you in a room:
16. Second boss - Hanging Creatures.
: with two monsters enclosed in metal frames and hanging from the ceiling. You have to be very nimble because this boss loves to grab you by the
throat. The number of shots in each creature is determined by the difficulty level:
Light: 2 shotgun hits, 15 pistol hits.
Medium: 6-7 shotgun hits, 20 pistol hits.
Heavy: 12 shotgun hits, over 25 pistol hits.
After you kill these two types, a third one will appear. With him you need to do the same as with the previous ones. The end of the battle will not be happy - James
glitch, everything around will change, and he will be in the backyard of the hospital.
17. Evil in Brookhaven Hospital (Evil Brookhaven Hospital).
Go to room C2 - there is a first aid kit. When the sounds of breaking glass are heard - do not be afraid. Now everything here is going to scare you. We go to the elevator.
We rise to the second floor. After shooting the nurses, go into room M6, where you will find the key to the basement, and batteries for the flashlight. (batteries and key
are inside the green symbol with eyes). They will come in handy later. Read the note next to it and take the first aid kit with ammo. We return to the elevator. Let's go to the 3rd
floor. We see a pretty nice door with protruding 3D arms. You need 2 rings to open it. In room S11, find the ammo and ampoule. Read the note
where you will learn that the ampoules are a powerful medicine that can restore any amount of lost health. Look for stairs on the map and go down
into the basement using the key you just found... There is a shelf on the left, walk up to it and push it. Maria will find you herself, and after a short
video you will be together again. Go down the stairs. There is a copper ring on the floor. Climb up and go to the 3rd floor, then go down to
elevator to the 2nd floor. As you drive, listen<Радио-шоу>, remember the questions that will be there, and preferably think about the answers. Go to the second floor
in the Day Room, find the refrigerator. James can't open it, he'll have to ask Maria. Together, you will get the leader's ring from there. Go to Store Room
on the third floor. There you will see the box that was mentioned during<Радио-шоу>. You need to correctly answer the questions, and, therefore, correctly click on
buttons. In the first row, press the third button, in the second row - the first, in the third - the third. The box will open, there will be a lot of cartridges and ampoule. now and
go to the door with your hands. Use the rings, James will put them on his fingers<двери>. When the door opens, run down the long stairs. Save. After
run as fast as you can to the next door, and try not to linger on the turns, because Maria will be chased by this Pyramid Head guy. If he
stab her before you get to the elevator, game over. If you managed to jump into the elevator, watch a terribly sad video. Exit the elevator.
Go to the director's office. Find a map on the table, and the key to the entrance to the hospital. Leave this building.
18. Dark Valley.
Go down Carroll Street, then left down Rendell Street, go through the tunnel, shooting the creatures stuck below. Go to the Mexican bar
where it says on the map. There, on one of the porches of the houses, you will find a letter and an adjustable wrench. Go to Rose Water Park. Go to the parking lot
marked with a red circle on the map. Find the nun statue. Behind the statue, the earth is brown, covered with a hill. Dig out, open the box with the key, inside
find the key of the Silent Hill Historical Society. Find on the map where it is and go there.
19. Historical Society of the Quiet Hill (Silent Hill Historical Society).
Enter the task. Find an open door there. Inside you will see a broken wall. Go there, for some time run down to the door. Jump
down. You are inside the well.<Прощупайте>wall with a metal pipe to open the door. Go straight and to the right, to the open door. Coming through
sewer, door on the right. We go in, take the key to the hatch. The flashlight went out in our hands. We change the batteries, there are a lot of cockroaches around. shoot them off
useless, so immediately go to the combination lock on the door. It is necessary to determine the code by the highlighted three keys. Code: 634. We leave, on the right we see the hatch.
We use the newly found key on it. We jump down. James will light up the surrounding area with a flashlight, and see Eddie with a gun. After video insert
search the room for ammo, a first aid kit, and a Pig board. Exit the door after Eddie.
20. Toluca Prison.
Instead of a historical society, we ended up in prison. Go left for the map. Then a little back and to the right, into the shower room. There left, right, and
right. Take the Seducer's Tablet. We leave, we head to the very bottom of the corridor to the lower chambers. Inside one of them lies a wax doll. Take away.
Walk forward, to the left. Then through the large door on the left, behind the ammo from a hunting rifle. Then again up to the north, and through the door on the left. In one of the cells
(fourth from the end) find the third tablet of the Oppressed. Go back and go to the large courtyard. In the center of the courtyard is<эшафот>with three holes.
Use the found boards, hear the cry of the killed person (?!). Walk back. Remove the horseshoe from the door you came from. Back to the northern chambers, we pass
into the first corridor and the upper room. Go through the broken bar. The next door on the left - there is a lighter. Go through the door near the lattice itself -
you will find a couple of monsters, a bunch of ammo and a hunting rifle. We pass through the grate, in the floor there is a hatch with a recess. In the menu we combine the doll with a lighter and a horseshoe
(in that order), the hatch will open. Let's jump. We pass through the tunnel, jump again. Find an elevator, collect ammo and first aid kits in it. Ride for a long time.
Exit the elevator, save.
21. Labyrinth.
Here it is better to use a map, because. James himself will finish painting the rooms we visited. Go right and right again to the stairs down.
We're going down. Beware, Pyramid Head roams this hallway and can stab you. Find the door in the depths of the corridor. Take two boxes from the table
ammo and the Great Pyramid Head Knife. Go back where you came from. Find holes in the floor at the other end of the maze. We're going down. We score
monsters, and go straight across the water to the stairs. When we rise, we will see a strange design: a pedestal with a rotating cubic head. On each face a face with
colored eyes. The higher the difficulty, the darker the cube will be, and the more difficult it will be to see the color of the eyes. Easy level: green eyes upside down
in front of you. Medium level - inverted yellow eyes, Heavy level - standing sideways, forehead on the left, blue eyes. Go through the iron room
stairs down. The unexpected will happen - Maria is alive again, sitting on her chair, but she cannot remember anything. James promises to release her. I go back to
cube with faces. Near the door in the electrical panel you will find wire cutters. Return to the very beginning of the labyrinth, to the door covered with wire. Go down the stairs.
Go to the stairs in the middle of the passage, go up. Next, find another staircase on the right, go down, then wander a little along the passages, find the exit,
he is nearby. One piece of advice - always go to the left. When you go up the stairs, and you find yourself near the door and save, by itself, save.
22. Third boss - Man-door.
Go ahead, James will hear the screams, he will go into the room. Watch the video. Shoot the boss with a shotgun.
Easy level: pistol - 30 hits, shotgun - 15, shotgun - 10.
Intermediate: pistol - 45 hits, shotgun - 25, shotgun - 15.
Hard level: pistol - 63 hits, shotgun - 30, shotgun - 20.
Exit the room. Go to the next door.
23. Six corpses.
In one of the corridor rooms you will see six corpses with signs on their faces. It will be written there for what each of them was executed. Your task is to determine which
the attackers are not guilty. Answers: easy level - the kidnapper is not guilty, medium level - arsonist, hard level - counterfeiter. In the next room you will see
six loops. You need to pull on that loop, the location of which coincides with the location<невиновного>corpse. Pull, return to the corpses. If all
right, instead of a corpse, there will be the key of the pursued.
We leave into the next corridor. We use the key of the pursued man on handcuffs to release the handle, and raise the grate. We're going down. I'm going through the dungeon
closed exit to another door. We go. Let's watch the video. Maria died again. James is shocked.
24. Cemetery.
Exit through the stairs to the cemetery. Search the area, you will find a lot of useful things. Save. Jump into the grave. Run up the stairs and corridor until you
see bloody walls.
25. The fourth boss is Eddie.
Watch the cutscene and start shooting at Eddie, preferably with a shotgun. Hit him 5 times with any weapon on any difficulty - he
run away. Collect ammo and follow him. Now after the next video, the difficulty level affects the number of hits:
Easy - 10 from a pistol, 5 from a shotgun, 3 from a rifle.
Medium - 25 from a pistol, 15 from a shotgun, 10 from a shotgun.
Heavy - 50 with a pistol, 25 with a shotgun, 20 with a shotgun.
It's better to reload in the menu so that Eddie doesn't shoot you. After half the hits, this fat guy will start to run away from you, hiding behind the carcasses. catch up and
finish off. Exit through the large door to the pier.
26. Toluca Lake, boat.
Turn right, get in the boat, and paddle into the sun (it should be behind James). You will have to row for a long time, besides, at a difficult level you
mysterious creatures will interfere with rowing.
27. Hotel overlooking the lake (Lake View Hotel).
Walk along the pier to the garden, turn left, take the Little Mermaid's box from the fountain. Come into the hotel. On the left is a visitor map. Go to
bar-restaurant<На Берегу Озера>where approach the piano. Laura will scare you, then she will give you a letter from Mary. Then she runs away. Take the key from the table
<Рыба>, and exit. You will be attacked by monsters, such as the third door man boss. But they can be killed with two shotgun hits. Go up the stairs leading
down. Kill the dummies, walk up to the bar<Слёзы Венеры>. It's actually closed, but there's a can of solvent in the elevator nearby. Take away. Come back to
Lobby on the first floor. In the center of the room is a cabinet with three recesses. Put the Little Mermaid's Music Box in the left slot and go up to the 2nd floor.
Turn right. Enter the Cloak Room, where you will find a first aid kit, four boxes of ammo, and a suitcase. Open it with a key<Рыбы>, get the key to room 204.
Go there, take the key to the elevator. Through the broken door, drop into the next room, where photographs are scattered on the bed. One of them is painted
marker. Use the solvent to see the suitcase code. In my case, the code was at all levels of complexity. Go to the elevator room with
other side of the 2nd floor. If your health is bad, fix it. You will have to put all your things (both weapons and first aid kits) in a box near the elevator, otherwise it will
will not agree to take you. We go to the 1st floor. On the left we take the card for the staff. We go to the Pantry room, pick up Snow White's box there. Go to Office, from
from the safe, take the video cassette and the opener. Find two boxes of rifle ammo in the Employee Lounge. Go to the boiler room
(Boiler Room), for which go down the stairs. Be careful - there are monsters, and you have no weapons. There, take the first aid kit, and the key to the bar<Слезы Венеры>. Go to
kitchen (Kitchen). There are three health drinks and a can. Open it with an opener - get a light bulb. Go through the next door - it's a bar. James can't
insert the key into the well, because it's dark there. Insert the light bulb into the socket opposite the door, open it, and exit. Climb up the stairs to the 2nd floor
left things. Return to the Lobby and place your second box next to the little mermaid. It remains to find the third one - we go to room 202, and from
suitcase pick up Cinderella's box. Pick up, return, install. We select the desired combination of location, we get the key from the 3rd floor. I go there to
number 312. Use the VCR and cassette, watch the film and talk to Laura. Everything changes again, like in a hospital. Water is dripping from everywhere, James is buggy.
28. Evil in the hotel overlooking the lake (Evil Lake View Hotel).
Go to the library on the 2nd floor. We listen to the story with headphones. All the doors of the rooms have become portals, so you never know where you will end up, going into one or
another door. We go to room 202, appear in room 219. From there, straight to the elevator, we go down to the basement, to the bar<Слезы Венеры>. We pick up five drinks there
health. In the kitchen - cartridges and a first aid kit. From there, go to the technical staff stairs (near the Storeroom). Watch the video with Angela, give her the knife. Has begun
fire. Exit, you will find yourself on another staircase. Climb up, go past the broken wall to the open door. You can run down the corridor, or you can
shoot the monsters. But better save your ammo. When you get to the end, there will be nine saves hanging on the wall. Save on one of them and go
to the next door.
29. Fifth boss - Two Pyramid Heads.
You get to the former Lobby, watch the cutscene, and start killing the Pyramid Heads. It’s better to shoot them from a hunting rifle for two rounds - for a long time, but
save lives.
Easy level: pistol hits - 30, shotgun hits - 15, shotgun hits - 12.
Intermediate: Pistol - 45, Shotgun - 30, Rifle - 20.
Hard level: Pistol - 70, Shotgun - 55, Rifle - 40.
After the couple is covered, search them - you will find two eggs.
Insert the red egg (Rusted Egg) into the left door, and the red egg (Scarlet Egg) into the right one. Exit and go to the exit of the hotel.
30. The sixth, last, main boss is the Silent Hill Demon.
After leaving the hotel, turn left and climb the stairs to the roof. There you will see a bed with your ex-wife. The ladder will fall and the escape route
cut off. Talk to her, watch the video, and, armed with something, nail your love. Final video, END.

Note: There are four possible endings in the game, divided by difficulty levels. At the lowest level, James will stay with Maria, at the middle level -<вернет>yourself
Mary, and on the other two - something more interesting. See for yourself when you pass.

Map and cemetery

Leave the toilet and take the card from the car standing next to you. It is highly desirable to use the map, because the names of all the streets of the town are marked there.

Now go down the stairs and run along the path until you see a gate ahead. Ignore the screams and breathing behind your back for now, they won't touch you anyway, until... Enter the gate - you've ended up in a cemetery. The only living soul is the girl at the grave. Talk to her. It turns out that her name is Angela. After the conversation, exit through the west gate and follow the road to Sanders Street.

Walk around the town

Turn onto Lindsay Street, where the remains of someone are smeared, and then go to Vachss Road. Pick up health drinks on the right side of the road. Go along Vachss Road to the very end in the form of a wooden cul-de-sac. Move the boards and climb inside. Yep, that's the first monster. Grab a stick with nails and deal with the bastard. Finish him off if you need to, otherwise they have a habit of resurrecting.

In addition to the stick, you will find a radio that starts to show signs of anxiety when there are monsters around. Pack your bags and head to Lindsay Street. Turn onto Saul Street and then onto Martin Street.

Woodside Apartments

Now you can’t drive down the street, you can’t pass without bumping into another monster. Cut your way to the end of Martin Street, where a monster is mocking the corpse. Kill him and take the Woodside Apartments Gate Key from the corpse. Go there and open the gate. Enter the house.

Take the building map from the stand. There is also a bottle of life-giving moisture. Climb up the stairs. Enter the door on the second floor.

Go down the corridor to apartment 205. Inside, inspect the remains of a person. The apartment has a lamp. Take it and a monster will attack you. What to do - you know.

Exit and go to apartment 210, killing the monster along the way. Inside, take the ammo and go up the stairs to the third floor.

As soon as you rise, you will see the key lying behind the gate. Try to get the key, a little girl will appear and deftly throw it into the depths of the corridor. Bad girl!

Head to apartment 301. Hooray, there's a shotgun inside! Well, get us one more time, little girl...

Get down downward to the second floor. Go to apartment 208. There is a monster behind the gate, but we are not afraid of it. Enter the apartment. Okay, there's another dead body inside. On the shelf is the key to 202 apartments. Go there. There is a drink in the kitchen, and the key to the clock in apartment 208 is lying in the bedroom. Walk back to 208.

Clock puzzle in room 208

Enter the clock room. Use the key from room 202 to open the clock. Now turn the arrows until you hear a click. In my version, this happened at around 21:10, but this figure may vary depending on the complexity of the level.

Now try moving the clock. Hurray, they moved away, and behind them was a hefty hole in the next apartment. Well, there are rats here! Get into the hole. You are on the other side of the gate. Go forward and climb the stairs to the third floor.

Third floor

Your task is to get to the key that the little girl threw away. Check the map for where it is and run there. Take the key to the fire exit. Go to room 307. My God, what kind of freak is this?! Don't move and let the monster go. Then take the key from the yard from the closet and exit. Go to the stairs to the east and go down to the first floor. Near the closed door lies a pack of juice. Pick it up and return to the second floor to the room with the garbage chute. Throw the juice into the garbage chute and go outside.

Trash can coin and patio

Near the entrance is the outlet of the garbage chute, where you threw the juice. Now an old coin has fallen out of it - take it and enter the building. Use the patio key to open the door near the stairs. Come in - there is a swimming pool. Jump into the pool and quickly get out of it - this will attract monsters. Kill all monsters. After that, take a coin with a snake (Snake Coin).

Exit the courtyard through the east door. Go to room 101. Take the ammo. Inside you will find poor Eddie. Talk to him and go outside.

Climb up to the second floor. At the left end of the corridor, use the fire escape key to open the blue door. God, another building!

Blue Creek Apartments

You are in the bedroom. Go to the toilet and find the piece of paper with the code. I wonder what it's for? One thing is clear, not good. Search the room.

Yep, that's the safe. Time to break it down. Use the piece of paper with the code to open the safe.

The main thing is to remember Roman numerals and be able to add. If you come across a combination like X3, then this means: X3=10+3=13 and so on. Nothing terrible. Inside are four boxes of ammo. Thank you, we'll still need them.

Come out and arm yourself with a stick. Find the door under the exit sign. On the right is a map of the Apartment Association near the blue stream. Take her. Get down to the first floor.

Pick up ammo in apartment 109. Now go to the next white door, and you will meet... no, not a monster, but Angela. Watch the video. Take the knife and Prisoner Coin. So, now you have three coins, it's time to visit room 105 and the riddle hidden there.

Riddle with three coins

In room 105, note the small nightstand with five circles. The solution to the puzzle depends on the selected difficulty level. So:

Easy level: Old Man coin in the first slot, Snake coin in the middle slot, and Prisoner coin in the last one.

Normal level: Old Man coin in the second slot, Snake coin in the last slot and Prisoner coin in the middle.

Hard level: Old Man coin in the second slot, Snake coin in the fourth slot and Prisoner coin in the last one.

If everything is correct, then a box will open, in which lies the key to the house of Lyne (Lyne House). This same Lin lives on the second floor - room 209. It's time to visit her.

Apartment 209

Enter and go to the balcony, through which you can get into room 208. Quickly grab the ladder key and ammo. Exit through number 209, turn left and open the door with the key. SAVE! Get ready to face the first boss, but watch the video first.

Boss 1 - Pyramid Head

The main thing is that you have a shotgun and at least forty rounds of ammunition for it. Stay as far away from the monster as possible, don't let yourself be hurt. It's best to reload in the menu so that Jim doesn't get hurt while he does it during the fight. You can not shoot at all, the main thing: to hold out for a while - you will shake your nerves, but save the cartridges.

After a couple of minutes of a fruitless boss fight, you will hear a siren howl. The boss will rush down the stairs filled with water. Don't run after him or they'll kill you, let the bastard get away. When the water is gone, you will be able to leave the cursed place.

Rose Water Park

Go to the park where Jim was eager from the very beginning of the game - this is Rosewater Park (look at the map). Watch the video. Talk to Laura - the girl who took the key from you. Move on to the park. You have come to the lake, which means to the next video.

Hmm, you have a companion named Maria - I don’t even know whether to be happy or sad about this, because you will have to protect the girl, making sure that she is not bang. It is best to run and, most importantly, shoot carefully so as not to shoot Mashka yourself. Get out of the park. Now you can either go in search of a decomposed corpse, or immediately head to Pete's bowling alley (Pete's Bowl-O-Rama).

Pete's bowling alley

Another video entry. Laura will run away and leave you alone with Eddie. Talk to him and go outside. Maria will show you the place where Laura ran. Go down the alley and enter the door that Maria will open for you. You ended up in the hospital.

Brookhaven Hospital

Take the hospital map on the left. Go to the room with documents, for this go through the reception. Near the typewriter lies the lilac key of the bull. Read a magazine about a patient treated in this hospital. Forget that you are a gentleman and kill any lady you meet on your way.

Use the map to find the stairs to the second floor. Go to the women's locker room. There you need to get a crooked needle stuck in an teddy bear and a shotgun. Now go to the men's locker room. It's scary to think what awaits you there, after the finds in the women's room.

In the locker room is the key to the inspection room. It lies in the pocket of a blood-stained dressing gown. Climb down and unlock the patient examination room.

Inside, take the ammo and go up to the second floor. Go to room number three. Take the first aid kit and check the copy paper in the typewriter. Write down or memorize the number on a piece of paper. We'll still need it.

Now head to room M2 and collect the ammo and the Lapis Eye Key. What is this miracle?

Go to room M3 for some ammo and a health drink. Rise to the third floor. The door leading to the rooms under the letter "S" is locked. You need a code.

Easy and normal levels - 7335

Difficult level - 1328.

For the curious - the clue is on the wall, on the ground floor in the inspection room.

After you open the door, go to room S3. Maria will pretend to be sick and leave you - thank God. Take the roof key from the table. You can immediately climb onto the roof, or you can walk around the rooms, collecting first-aid kits and cartridges, and also read the diary.

As soon as you decide to go further, you will realize that something or rather someone has blocked the door. Bah, yes, this is our old friend - the boss Pyramid Head! Watch the video and check the map. You need to get to the third floor to the special therapy rooms.

In one of the rooms, the entire wall is covered in blood. Your task is to see a four-digit code on it. The higher the difficulty, the more difficult it will be to do.

Go to the second floor and check how Masha is doing. Go to room S14. Inside is a box that requires 2 codes and 2 keys to open. Use the Lapis Eye Key and the Lilac Ox Key to remove the chains. Now enter the codes you found in the hospital. Ugh, there's a strand of someone's hair inside. And why did she need to be locked up?

Now go to the shower room and inspect the drain overgrown with green muck. Go to inventory and connect hair and needle. Pick up the key from the elevator on the third floor.

Get down on it to the first floor. Go to room C3 and talk to Laura. Arm yourself with a shotgun, because the second boss is waiting for you.

Boss 2 - Hanging Creatures

Aim the shotgun at the creatures and shoot. There are two creatures, so be careful. When you soak a sweet couple, a third one will appear, which will also have to be killed.

Phew, you seem to say everything, looking at the corpses of enemies - but no! The sounds of an old radio will be heard, and you will find yourself ... but where, in fact?

Evil Brookhaven Hospital

Search room C2 for a first aid kit. Now go to the elevator and go down to the second floor. Here nurses and a bunch of cartridges are waiting for you. Enter room M6 and take the batteries and the basement storage key. You'll need the batteries pretty soon, as the flashlight in your hands will start to dim. Recharge them.

Batteries lie near a strange colored symbol. Grab the note nearby, as well as the ammo and first aid kit.

Go back to the elevator and go up to the third floor. You will be near the door. You need two rings to open it. Were they not mentioned in the note you just found. Go to room S11 and pick up the ammo and the amulet. Read the note, from which you will understand that the amulet makes the owner invisible for 20 seconds.

Return to the third floor. Open the vault with the key. Push the shelf inside. After the video with Masha, go down the stairs and pick up the copper ring. Return to the third floor.

Take the elevator down to the second floor. Listen to a radio show and memorize everything that is said there.

Go to the Day room on the second floor. Open the refrigerator. Maria will help you and you will receive a Lead Ring. Return to the closed door on the third floor.

Radio Show Mystery

On a closed box, you will see something like this:

Your task is to press the correct buttons. On the first row, press button number three. On the second row, press the number one button. In the third row, the correct button is number three.

When the box is opened, you will find 5 ammo boxes and two amulets.

Go to the door on the third floor. Use leader rings and brass. Go down the stairs. You will find yourself in a long tunnel.

Looks like the pyramid head boss still hasn't left you alone. The only advice is to run as fast as you can. If Masha dies, the game will be over. Therefore, run to the elevator and watch a rather sad video.

Then head to the director's office and pick up the key to the hospital. Look at the map and find the exit from the hospital.

Dark South Valley

Go south to Carroll Street and then east to Rendell. Now go south to Monson, where a few useful household items are scattered. Return to Saul Street. Your task is to get to Neely's Bar.

Look through the window and take the files from the bar. Now go to the restaurant "Gonzale" s Mexican Restaurant "in the valley. The shortest path is north along Neely" s Street, and then east of Sanders. Go north along Lindsay and pick up the note and adjustable wrench.

Return to the Rose Water Park, to the place where you met Masha. Enter the park and find the statue of a praying woman. Look for a brown spot behind it and dig a hole. Take out the box and use the adjustable wrench to open it. Retrieve the Bronze Key to the Silent Hill Historical Society.

Of course, it's time to visit this very society, which is located west of the park.

Silent Hill Historical Society

Enter the only open room. Climb into the hole in the wall and run through the tunnel for a couple of minutes. Go through the door and take the first aid kit and ammo. Exit through the next door.

Find a room with a hole in the wall. Jump in. You are in a well. Arm yourself with a steel pipe. Tap the walls around you for a secret door. Fight your way into the sewers.

Go right to the only open door, but do not forget to kill the cockroaches, which are firmly established in the sewers.

Enter and take the key that is lying on the ground. Suddenly, your flashlight will go out. Go to the menu and change the battery before it's too late. The door is closed, and you were attacked by nasty multi-legged creatures!

cockroach door

Examine the panel on which the buttons are located. Your task is to choose the right combination, and you only need to press the luminous buttons. When you enter the correct code, exit the room and go right. At the end of the corridor is a room with a hatch. Use the key (Spiral Writing Key) and get down.

Tuluca Prison

So, under the historical society was a prison. Run to the nearest door, behind which is Eddie. When Eddie leaves, search the room for a pig plank and other necessary items. Exit and turn left. Go to the table where the card lies. You will still need it.

Now visit the room on the right. Come in - this is the shower room, where you will get hold of the seducer's tablet. Look at the map to get to the lowest hall in the prison. Head to the only open chamber and take the Wax Doll from it. Go to the right hall and then north. Enter the room on the left and take the shotgun ammo.

Go to the northern hall, to your right there will be the seventh prison block, where in the cell there is a tablet with the inscription "oppressed". Go to the largest courtyard, in the center of which is a scaffold with three loops. Here it is necessary to arrange the boards found earlier. Place the tablets in the correct order and you will hear the scream of a murdered man. Strange, but nothing else will happen. Exit through the doors you came through. Take the horseshoe above the door and go to the western corridor.

Go to the right door for the first aid kit. Follow further to the door leading to another corridor. Go into the room nearby and find a lighter and a first aid kit. Search the rooms nearby for a hunting rifle. You will still need it.

Exit the corridor and return to the hole leading to the sewer. Go to the menu and use the wax doll on the lighter. Now use the horseshoe and the door to the sewers will be open. You will find yourself in the basement.

Go through the open door into the room with the hole. Find the elevator and ride to the next stop. SAVE.

labyrinth

The main advice - use the map, as the level will be completed as you progress.

Go right until you see a ladder leading down. Get down. Pyramid heads roam below, which you can scare with a gun. Walk around and look at the map. On the map there will be a room marked in red, you need to go through another. Inside you will find a Pyramid Head Knife. Take it and two boxes of ammo. Go back to the stairs you came from. Get down downward to the place where the hole appeared.

Block puzzle

Go through the tunnel until you see a block with faces. You must rotate the cube until a face with red eyes appears on the top face or green eyes appear on the bottom face.

When the entrance is open, enter. My God, Masha came to life! We should free her. Return to the room with the block.

Take the wire cutters and return to the beginning of the level. Find a wire-blocked ladder and eat them. Get down. Go up the first staircase leading to the right. Go through the tunnels. You can get a little lost, but the exit is nearby.

Climb up some ladders and turn left. Pyramid head wanders somewhere nearby. Climb even higher and arm yourself with a shotgun. Ahead of you is the third boss.

You need to shoot him with a shotgun while running around, as the boss is rather clumsy. After a dozen hits, the bastard will die. When he goes to his pyramid god, the Angela you saved will run away without saying "thank you". Follow her. In one of the rooms there are six corpses with labels on their foreheads.

Mystery of the Six Corpses

You must decide which of the criminals is not guilty and pull the right loop in the next room. Here are the correct answers:

Easy level: the kidnapper is not guilty.

Normal level: Pyro.

Difficult level: counterfeiter.

Remember to remember the location of the corpses in the room. Return to the room. Take the Persecuted Key. Go out into the corridor and go into the room where you have not been yet. You are in Mashka's cell, but she has already grown cold towards you. Some kind of pestilence found on her!

Exit the gate to the cemetery. SAVE! Take the ammo and go to the grave. Arm yourself with a hunting rifle. Jump down.

Boss 4 - Eddie

Immediately after the video, start shooting at Eddie. After 4-5 hits, Eddie will run into the next room. Take the shotgun and run after it. Kill the bastard. After his death, exit the maze.

You are behind the building of the historical society. The day has come, which is already good.

Go to the pier. Climb into the boat and row right into the light. Soon you will see a pier near the hotel.

At the difficult level, everything is the same, only you have to row yourself.

Hotel with lake view

Climb up the stairs and turn left. Near the fountain, find the little mermaid's music box. Enter the hotel.

On the left is a card that you need to take. Go to the lakeside restaurant. Examine the piano and read the letter from Laura. Something becomes clear.

On one of the tables is a Fish Key. Monsters will appear, but they will be weaker than their boss. Run to the small stairs behind the door. Get down. Find the Tears of Venus bar. It's closed. Nearby in the elevator lies a felt-tip pen with a solvent. Take it and go down to the first floor to the lobby.

Use the box on the center stand on the left slot. Take the key to room 312 from the letterboxes.

Climb up the stairs and turn right. Go to the clock room. Inside is a suitcase that opens with a fish key. Take the key to room 204. Go there and find the Employee Elevator Key. Climb through the hole in the wall to the neighboring apartments.

There are pictures on the bed. Use the solvent pen to find the hidden code. Use the found code to open the safe. Inside is Cinderella's box. Exit and go to the working elevator. Near the elevator there is a locker where you must put all your items from the inventory, otherwise you will not be able to ride the elevator.

Get down to the first floor. Take another map of the hotel with marked work areas. Go to the pantry and take Cinderella's box.

Go to the office nearby and take away the videotape and the can opener. Go to the boiler room.

Inside, take the key on the right on the rope. Go to the kitchen. Inside is a tin can. Open it with a knife and get a new flashlight bulb. Go to the bar "Tears of Venus". Now, using the new light bulb, find the door and open it with the newly found key (bar key). You will again find yourself in a corridor with an elevator. Climb to the second floor to pick up the left things. Go to the lobby and place the box next to the little mermaid. It remains to find the last box. She's in an office next to a working elevator.

Take Snow White's box and return to the lobby. Play with combinations of boxes until you get the key to the third floor of the inn.

Climb up to the third floor and go to room 312. Inside, watch the videotape and talk to Laura. Exit the room. Everything has changed again. Is it for the best?

Evil in the hotel overlooking the lake

Go to the second floor to the reading room. Listen to the conversation with headphones. Go to the elevator. Then to room 202, from where you will get to room 219. From there, run to the elevator and to the bar Tears of Venus."

Come in and collect five health drinks. Run to the kitchen for ammo.

Talk to Angela on the staff stairs. Damn, there's a fire. Get down to the first floor.

Pick up the ammo in the manager's office. Now you need to run as fast as possible along the corridor to the door. Once you're in the room, there will be nine save locations on the wall in front of you. Prepare a shotgun - the boss is waiting for you ahead and, unfortunately, not alone.

Bosses 5 - Two Pyramid Heads

Now there are two of them, that is, twice as much torment. The main thing - do not stand, but move and constantly shoot. If you still have amulets, it's time to remember them.

The number of hits is not less than twenty. A little less when using a hunting rifle, but you need to be even more agile.

When the bosses give up, run up to them and search them. Take the rusted egg and the scarlet egg from their cold corpses. Go to the nearest doors. Insert the purple egg into the right door, and the rusty one into the left. Enter any of the doors. Go through the hall, you can run, or you can sneak. At the end of the hall, enter the door. Turn left and go up the stairs. At the top, the last boss is waiting for you (I won’t say who, you won’t believe it anyway).

Boss 6 - Silent Hill Demon

The boss is not very scary, it's been worse. Arm yourself with whatever you want and fire at the boss to the bitter end.

After the final video, close your eyes and breathe a sigh of relief. Your mission is over. Congratulations.

After the video cutscenes, leave the room to the main hall of the bar

Heaven's Night. Take the Chinese cutter from the counter and collect all the useful items, then leave the bar.

Meet - just Masha (6 mb).

Now head south on Carroll Street until you reach Rendell. Now head north along Rendell Street. Go east and you will reach Munson Street. Keep to the right side of Munson Street and soon you will notice the site of yet another Silent Hill tragedy. The house is located next to the residential area "Blue Creek". The entrance in front of the house will be bloodied. It looks like someone jumped out of an upstairs window and crashed to death:

Come into the house. This is the residence of the Baldwin family. You will find yourself in a small patio, or just a garden, in front of double doors. After you get rid of a few monsters, you may notice a lifeless body lying in the garden.

Who was that? There are still more questions than answers in the best traditions of Silent Hill 2:

Residence of the Baldwin family:

Go through the double doors and you will find yourself in the living room. On the left is a door through which we can continue our journey through the house. Before you leave the living room, take the map of the Baldwin family home. On the fireplace located in the living room is written: "Do not use fireplace!" ("Do not use the fireplace!") Just some kind of transmission "Behind the Glass": Don't touch anything, don't move anything:

Now leave the room. Climb up the stairs to the next floor and try to open the door on the right.

Wow! People! Someone quickly bolted the door as soon as you tried to open it. Who is this?

"Who's there?" - exclaims Maria, "Open!".

For the first time in the entire game, we see that Masha is delighted!

"Thank God!" she exclaims. "I finally found someone! Can you open the door?"

The inhabitant clearly enjoys loneliness and does not intend to open the door. After the traditional questions about what is happening in the city, Maria decides to find out the name of her interlocutor.

"What's your name?" she asks.

"Hemingway?" Maria says jokingly.

"Baldwin!" barks the man behind the door.

"I'll be back Ernest," says Maria.

After the end of the conversation, head to the only unlocked door nearby.

Life is a struggle! (6 mb).

Kill one or more dummies using the Chinese Cleaver. Now go to the far right door, if you look from the entrance to the hall. We found a very important thing - a white tablet with a goblet-shaped recess.

On the back of the board is written:

"When you find the breath of light,

I will reveal the secret to you,

Like the spirit of the mist

Bestows eternity of grace."

Those who have completed the "Letter from Silent Hill" scenario have already understood that this is a rite of resurrection, as well as the use of a ceremonial holy oil.

Then go down to the first floor, as all other doors are closed. On the way to the living room, you will hear the crash of a falling metal plate. Examine the fireplace, which is now open. In the fireplace, a staircase leading upstairs is laid along the chimney pipe. Rising upstairs, Maria finds herself in a kind of flower garden. Behind is a small tombstone, the inscription on it reads:

Tombstone Mystery:

"Joy died with you,

All that remains is the meaninglessness of the coming days and disappointment,

But I will never give up

To hear your laugh again!"

Blessings receive the gods,

When the boards are all closed,

All sadness will go away

But before all my dreams come true

I have to hide the pain in my heart."

The key word in this message is "tablets", it is them that you must collect. Time to look for two more boards. The black one lies nearby and symbolizes the cup of Obsidian.

"When you find the Dark Groal,

I will reveal the secret to you,

How to resist death

And accept the gift of eternal grace."

There is another red plate lying under the tombstone. This tablet symbolizes the book of the scarlet ceremony. She says:

"When you recognize the scarlet words,

I will reveal the secret to you,

Which was previously known to the gods,

Who gave us grace."

Let's start studying the ACACIA puzzle.

The puzzle is very simple. You just need to insert the planks in a certain order into the slots in the tombstone.

The order is: White, then red, which must be turned to the left. Now insert the Black Tablet and you will receive the Acacia Key.

Together with the purchased key, go to the second floor.

Emmy's room

When you find yourself in the corridor, go to the second door from the entrance. This is a children's room. In the room, take the matches lying on the nightstand next to the bed. While Maria looks around the room, we can learn that this place became uninhabited ten years ago. The old calendar is still open on the month of November page. Toys are placed on a small chest of drawers.

"Ah, it's a teddy bear," Maria thinks, "It's not very well made, but it's cute anyway, I think Laura would like it, she loves teddy bears!"

Suddenly, Maria's train of thought changes, "What the hell am I talking about?" she says.

If you have completed the first scenario, then you know Laura. This is the same ghostly girl that James Sunderland met while searching for his dead wife.

Now you should not have any illusions about the nature of Mary's origin, and for one thing, the name of this scenario of the game. "Born from a wish" is Maria. She is neither good nor evil, she is just a woman.

Now back to the game.

“She fell out of the window!” someone shouted in horror.

I think you remember the blood in front of the Baldwin family home?

Here you will need matches taken in the children's room in order to light a candle. The room is getting a little lighter, and now you can take the greeting card lying under the chair. The postcard says:

"TO MY DAD. HAPPY BIRTHDAY!

Amy Baldwin"

Maria realizes that Ernest Baldwin might love this postcard. She decides to take Amy's message to him. When you start going down the stairs, the girl's voice will say:

"Give it to:". Returning to the attic, Maria will not find anything new and, only by pulling the handle of the attic door, you can hear the end of the phrase,

Meeting with Ernest

Time to see Ernest!

Let's return to his previously locked apartments. Now the door leading to the room is not closed, there is no one in the room.

On the coffee table is an encyclopedia open to the page: Plants - Acacia

Shrub, part of the mimosa subspecies. The inflorescences of the plant are large and grow in clusters, contain pollen. There are inflorescences of white and yellow. White color is typical for the inflorescences of this shrub.

The branches of this plant have often been used in rituals and various religious ceremonies around the world.

In Christianity, acacia symbolizes the eternity of being and morality.

In ancient Egypt, the acacia was a symbol of spiritual purity and rebirth.

In ancient Babylon, the acacia was a symbol of the God Shitar and a symbol of life.

The ancient Jews who built the Holy Ark, a symbol of communion and removal of sin.

So, all the facts that we have collected together begin to take shape in a bizarre mosaic, revealing the true picture of what happened.

The "fog" of the mystery is gradually beginning to clear up.

Exit Ernest's room through another door into the hall. Now open the only unlocked door. You are in a rather long hallway. Move forward and soon you will reach the kitchen. Collect all the useful items and exit through the second door into another hall. To your left will be a save location and another closed door. On the map, the room is marked with the word "study".

Here you will have the opportunity to study the records that tell about a certain rite or ritual.

Forgotten memories

"I'm really convinced, you can even call it a belief in a miracle!

A miracle called the resurrection of the dead," reads the message.

"On the hill, behind which the sun was setting, the song of the creature of darkness sounded.

With bloody words, mist of the night and a cup of darkness, the graves were opened.

And people cried with joy and fear before the ritual of the resurrection of Xuchilpab, but I did not share their convictions," the message says.

"Many legends have been told about it.

The early cultists of Xuchilpab did not believe that death was the end. They considered death a process of returning to nature (nature). They also believed in the reversibility of this process."

There are lines on the page written in curly handwriting. Maria decides that these lines belong to Ernest.

"Blood = Red

Fog = White

Night = Black"

It looks like Ernest was trying to interpret an ancient manuscript to bring someone back to life:

Approach the second door in the room. It's time to talk to Ernest.

"Do you know a little girl named Emmy?" Maria asks. After an affirmative answer, she learns that Ernest is none other than the unfortunate father who lost his daughter in an accident.

"I'm sorry Ernest!" Maria says, "I'm sorry I reminded you of this:"

Ernest begins to speak with Maria incredibly warmly and sympathetically, - "You did not remind me, I never forgot:"

Maria holds the card under the door and Ernest thanks her. He also asks her to go to a nearby house and bring a bottle containing a white liquid (Holy Oil). Now go to the door that was previously locked. After entering this door, follow the stairs to the hall. Now go up another ladder and you will be outside in a small courtyard.

On the wall of the house is written: "Keep out of haunted mansion!" ("Stay away from the haunted house!").

Of course, these words should be heeded, but in our case we must go forward! Defeat a few mannequins and enter the Blue Creek Residential Building. The map of the house is located on the staircase of the upper floor. Once the card is in your hands, look on it for room number 105. See?

Enter the room and take the white liquid poured into a small bottle.

It's time to go back to Ernest.

Another, and this time the last screensaver begins.

“Thank you Maria!” Ernest says with undisguised trepidation in his voice. "This is the only thing that I couldn't get myself, by the time I found out about it, I could no longer leave this house. It was so long ago:"

Maria, examining a bottle of liquid, wonders if it can really help in reviving Ernest's daughter?

"Gods are here Mary," says Ernest.

"I think the word God is not quite appropriate in this city," Maria replies.

"Do you believe in fate?" Ernest asks her.

"I don't think so," is her reply.

"Can I open the door?" Maria finally asks.

"It's a dead end," says Ernest. After a short pause, Mary

decides to open the door to finally see his interlocutor. Before her appears a completely empty room. The greeting card brought earlier lies on the table. Ernest is as much a victim of Silent Hill as any other inhabitant. Maria is shocked, her eyes are closed, the hand holding the revolver is slowly raised. A moment lasts forever

Maria slowly opens her eyes and lowers her revolver. Now she is ready to meet her fate! Masha is heading towards Lake Toluca to meet James, to whom life has given a second chance, atoning for her sin to make Maria happy!

It seems to me that Masha deserves happiness, and you?

Silent Hill 2 Restless Dreams is over, and we're off to get a new game.

The Silent Hill 2 Guide is a sensational continuation of the cult (alas, only on PlayStation) horror movie Silent Hill four years ago. A quiet American city, enveloped in eternal fog and eternal mystery, is a great place to start a heart-rending adventure.

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Guides and Walkthroughs

Management

Silent Hill 2- a sensational continuation of the cult (alas, only on PlayStation) horror four years ago Silent Hill. A quiet American city, enveloped in eternal fog and eternal mystery, is a great place to start a sentimental story in the spirit of Hitchcock or Lovecraft.

Silent Hill 2 itself doesn't break new ground in the long-established Action/Adventure genre, and if you've played games like Alone in the Dark, ecstatica or resident evil, then mastering the interface and management should not cause absolutely no problems. For all others, we will briefly go over the main details.

Interface

The game interface consists of a single window called by the key I. This screen allows you to view the contents of your hero's pockets ( Inventory), assess the state of his health ( Status), inspect all documents, notes, etc. found during the game ( memos), study the map of the area ( Map), as well as "combine" several items into one ( Combine). Almost all the same you can do with hotkeys.

When selecting an item from a duffel bag, you can also perform several options: inspect the item closer ( Examine), use it for its intended purpose ( use), well, and other actions depending on the type of object. For example, a flashlight or portable radio can be turned on or off ( On/Off).

Weapons, items and battle tactics

Throughout the game, you will have to fight quite a lot with various creatures of the other world, so remember one feature of all your opponents: even when defeated, they are able to miraculously come to life after a while and rush into battle again, so seizing the moment and after waiting for the dead to fall to the ground, go to the body of the diseased and press the "action" button. So your hero with a powerful kick of the boot will pin the zombies to the ground, which will calm him down forever.

Plank

You start the battle against evil with nothing more than a simple piece of wood with a rusty nail on the end. The weapon is rather weak and only effective against monsters in the early stages of the game. Skirmishes with two or more zombies in this case are best avoided - it is fraught with sharp losses of health.

Steel Pipe

More effective, but still not comparable in power to firearms. Appears towards the middle of the game and can only be used in case of a sharp shortage of ammo.

Handgun

The first firearm is at your disposal. Three to five shots are enough to "calm down" the weakest zombie. It operates flawlessly and practically does not experience a shortage of ammunition. Of the obvious advantages - it can be recharged on the go. The chamber simultaneously fits ten charges.

Shotgun

The storm of all zombies that do not belong to the sacred caste of "bosses". One, maximum two shots - and the road ahead is clear. Of the obvious shortcomings - a lower rate of fire and reload speed. Holds six rounds in the magazine at the same time.

Hunting Rifle

Hunting weapons of the 19th century. Extremely powerful and extremely slow thing. Four rounds in the magazine, long reload time and unsurpassed fire performance. Appears in the late stages of the game and is used only against the most powerful monsters.

Medicine (Health Bottle)

A typical item in your duffel bag is a bottle of healing elixir. Restores about 20% of your character's health.

First aid kit

First aid kit. Restores about 50% health.

Ampoule

Medical ampoule with antibiotic. Very powerful antibiotic, restores 100% health.

Remember that although Silent Hill 2 is a fairly linear game, many monster encounters can be avoided by simply... running past them. This is especially true for those episodes when the action takes place outdoors. If you confront every zombie encountered in the game, closer to the finish line you will simply run out of any ammo.

Never forget the benefits of a pocket portable radio. In the event of the approach of an "otherworldly object", crackling and ethereal noise will begin to be heard from the speaker, signaling the degree of proximity of the enemy.

A flashlight is your compass in pitch darkness. Using a flashlight, you can not only see the area, but also, for example, read inconspicuous graffiti on the walls, look at documents or study the map of the area.

By the way, about the map. Constantly (especially if you are going to use our passage) check with the map to determine your position on the ground. Alas, there is no compass in the game, so the top of the map is conventionally taken as the north, and its left and right sides are conventionally taken as the west and east, respectively.

Make it a habit to look every room in any the room where you spawn during the game. If the entrance to the room is blocked, then a characteristic wavy line appears on the map, and if it is simply locked, but can still be opened with a key, a bold red line appears on the map.

You can assess the state of your health only visually using the menu Status. A trembling screen - health is not one hundred percent, but satisfactory, red - health is clearly less than fifty percent. When a flashing red cross appears at the bottom of the game screen, this is a sure signal that it's time to use the first aid kit.

Well, the last, most important advice - always try to reason logically. This applies to both the entire passage of the game in general, and some riddles in particular. Although the action of the plot is full of secrets and mysticism, there is absolutely nothing otherworldly in the momentary problems you solve - pure logic and pure reason. Good luck in Silent Hill!

Walkthrough

Difficulty level

In Silent Hill 2, before the game starts, you are free to choose the level of difficulty for the puzzles ( Puzzle) and for fights ( Combat). The first parameter directly affects the complexity of some puzzles, so, with a light ( Easy) level, you get almost a direct answer to all questions in the documents that you accidentally met at the level, and with a severe ( Hard) even direct hints can be encrypted. The level of difficulty of battles affects the number and vitality of the monsters encountered along the way, as well as the duration of their "coma". So, on the hard difficulty level, the monsters do not die at all, even after a brutal finishing off with their feet.

This walkthrough is written for normal ( Normal) settings for difficulty and puzzles, and fights.

restless dreams

I see you more and more often in my restless dreams. I remember you. I think of you. I'm waitingyou. There in Silent Hill, in our special place... Whatever you say, it is always unexpected to receive letters from your own wife. Especially if she died three years ago...

The man admiring the early morning haze over the lake and endlessly scrolling through the same lines from the mysterious letter in his head is James Sunderland, our off-screen alter ego. Three years ago, he and his wife Mary spent a whole month in the quiet American town of Silent Hill, staying in a hotel, in room 312, and spending whole days in a park by a lake. Mary died and James left. If not for this letter, everything would be so simple and so ordinary. If not for the letter...

So, after a little correspondence acquaintance with James, look around. We are located at the very entrance to Silent Hill, near a small abandoned diner. "Our special place" - maybe it's a park near the lake? Be that as it may, you need to check all options. Go to James's car parked near the diner and take the map of Silent Hill from the passenger compartment and go down the stairs near the sign on the right side of the screen.

Go constantly in one direction, and you will not go astray, the path will wobble, go down and be understood up, but still stubbornly continue moving until you see a well straight ahead. Inside the well is a mysterious object that looks like a red square. Later on in the game you will come across such "squares" more than once, with their help you can save or build the game, however, we, as the proud owners of the PC version of the game, may not need this - the developers allowed us to save and revive in any convenient place .

Leave the well and continue down the path. There is a terrible fog in the lowland with visibility no further than ten or fifteen meters. Get used to it, the best meteorological conditions we will not wait for a long time. Follow the path until you see an iron gate. After passing through them, you will get to the cemetery. Hello... sorry... yes, I didn't mean to scare you. Are you looking for someone? At the cemetery, you will meet a strange woman named Angela, apparently crazy. She seems to be looking for her mother, but why in a graveyard? And how to understand all this nonsense about "evil fog there, in the city"? Be that as it may, after listening to Angela to the end, go through the gate near the collapsed chapel, on the road to Silent Hill.

Foggy Silent Hill Morning

Stop and carefully study the map taken from the car so as not to get lost in the foggy streets of the city. The place where we ended up is called Wilts Road (Wiltse Road), the road leading to the city gates. Run in the only possible direction, past abandoned cars and overturned trucks, and go through the gate to Sanders Street. On the opposite side of the street is a small flower shop. On the table near the entrance, take the first aid kit and move along the street to the intersection with Lindsey Street (Lindsey Street). A shadow flickered ahead and disappeared into the fog, leaving behind a thick trail of blood. Forgetting about caution, go along Lindsey Street on the bloody trail. Along the way, you will come across a bottle of healing drink, just in case, grab it and continue to Vachs Road (Vachss Road), where the trail turns and goes to a dead end.

Keep following the trail. On the right side of the street there is a small courtyard fenced with iron mesh, and inside, on the table, there are two more bottles of a healing drink. After capturing the trophies, move to the end of Watches Road until you hear a strange noise. Sounds like the crackle of a broken radio. The noise comes from the fallen scaffolding near the entrance to the tunnel - make your way through the fallen boards and...

Thank God that a board with a rusty nail was at hand. Take this makeshift sword at the ready and prepare to resist what looks like a shifting heap of charred human remains. Zombies, and it is they, strike the first blow. Having dealt with the dead man, inspect the find. Yes, a really broken radio. Enter the personal items menu and make sure the radio is on (On). Now every time, as soon as the sinister dead is nearby, the radio will warn us with a characteristic crackle.

As you make your way back down Watches Road back into the city, you'll find it literally overrun with zombies roaming the streets carelessly or waiting in dark corners. Look at the map and try to plan your next steps. You can't go back on Wilt Road, the road is blocked, so you need to find some way to the park near the lake, located to the north. I want to warn you in advance that no matter which street you go to the park, at the end of each road you will find a dead end, but it will still be useful to wander around the neighborhood and look for useful things like bottles of healing fluid, first aid kits and pistol cartridges.

Move to the end of Saul Street and, having stumbled upon another dead end at the end of the path, go into a trailer parked on the left side of the road. Carefully examine the entire contents of this camper until you find a piece of paper announcing "something interesting" in a bar on Neely Street. Get out into the fresh air and move to a new mark that appears on your map. After defeating a couple of zombies loitering near the back entrance to the bar, go inside the room and take the card from the table. This is the same map of Silent Hill, but with some additional marks, in particular an incomprehensible symbol placed near the Martin Street dead end.

Go along Martin Street, be careful - some zombies can suddenly appear from under the wheels of cars standing by the side of the road. At the end of the street, you will notice a torn corpse. Search it and, having got hold of the key to the house (Apartment gate key), look again at the map. This house is also marked with a special symbol at the end of Katz Street. Having reached the cast-iron gates, open them with the found key and enter the patio.

House with the ghosts

The grating slammed behind us, separating us from the vain world of the living dead, but leading us to the mournful abode of an abandoned house. Wandering around the courtyard, you will quickly see that the left wing of the building is locked and there is only one way forward - through the wide oak doors on the right. Once inside the building, first grab the Map of the apartment building from the left wall. According to this plan, you can navigate in the same way as on the general map. Having picked up a bottle with a healing drink and just in case, shaking the door in the hall (alas, it is locked), go up the stairs and go up to the second floor.

After a short battle with the walking dead in a narrow corridor, look around the area and study the map. So, on the second floor, in fact, there are only a few rooms we need, the rest are either locked from the inside or blocked. First of all, examine the small open room to the right of the stairs. This is what is called a public laundry, combined with a garbage chute. Examine the garbage chute, and James will say that "something interesting" seems to be stuck inside, but there is no way to take out "it". Well, let's forget for a while.

Exit the laundry room, check the map and head to apartment #205. An amazing home... and an even more amazing mess. Pay attention to the mannequin, glowing with some kind of unnatural light. Come closer and remove the flashlight from him. Great, now we have something to light our way! As soon as you get a flashlight, a creature that at first looked like a second fallen mannequin will rise from the floor and go into a frontal attack. Meet our new zombie friends: the mannequins.

Come into the apartment number 208 and carefully inspect the entire room. On the table next to the phone is an inconspicuous notebook with verses like this: "Henry is the shortest and slowest, Mildred is long and fast, and Scott is the smallest and agile of all." Apartment 208 has another room with a huge wall clock and strange writing on the wall. Light up the inscription with a flashlight, and you will see three arrows with signatures: "Henry, Mildred, Scott". The riddle is simpler: Henry is the hour hand, Mildred is the minute hand, and Scott is the second hand. It remains only to turn the hands, but ... another problem: the clock is locked. Will have to search.

Laura, you are with her

Exit to the corridor. There is nothing more remarkable on the second floor, go to the end of the corridor, exit to the landing and go up to the third. Hmm... Who thought to put the grate right in the middle of the corridor? Carefully inspect the corridor, and you will notice something that looks like a key behind the steel bars. So it is - the key, however, when you try to reach it, an unknown little girl will appear out of nowhere and with a deft blow will beat the key away from the wall. It's getting to know you better.

So, there is nothing to do, you will have to temporarily do without a key. After getting rid of the zombies in the corridor, inspect all available doors. In apartment #303, take some bottles with a health drink and a box of cartridges, go out into the corridor and go to apartment #301. Some kind of crazy maniac obviously lived here, there is no living place on the walls from traces of shots, but the “crime tool” itself lies in a small cart in the middle of the room. A police pistol (Handgun), just what you need to successfully confront our otherworldly friends.

Get down to the second floor and move along the corridor until you hear someone's ominous scream. Apparently, they were shouting in some apartment opposite the exit. Run to apartment number 208 and... who is that grinning through the broken bars? Well, it doesn’t matter, go into the room and ... It seems that this poor fellow, gutted near the TV, was shouting. But where did he come from? Once again, search the entire room and find the Key to room 202 on a shelf near the wall. Once again, having gone all the way down the corridor, approach room #202, unlock it with the key and go inside. Ignore the butterflies fluttering in the flickering light, the occupant of apartment #202 was once a skilled entomologist. Look around the room and pay special attention to a huge hole in the wall, oozing some kind of sticky slurry. Requiring disgust, stick your hand inside - and voila! The key to the clock door (Clock key).

Return to apartment No. 208, go into the room with the clock and open the door. So, all that is left now is to correctly place the hands on the clock, according to the drawing on the opposite wall. Remember: Henry is the hour hand, Mildred is the minute hand, and Scott is the second hand. When the arrows are in the correct position, a click will be heard, and the invisible constipation will open. Walk around the clock and push it to the side with all your strength. The opened passage in the wall leads to the room on the opposite side of the corridor lattice. In the destroyed kitchen, take the bottle of healing drink from the table and go out into the common corridor. The strange creature seems... gone, but where? Go north, go through the door to the landing, pick up the cartridges and go up to the third floor. First of all, take the key from the fire exit (Fire Escape Key) and proceed to inspect the premises. Most of the apartments are locked, only in room 303 you can get hold of a first aid kit, a bottle of healing elixir and a pack of cartridges, and in room 307...

You better not go into room 307, James. Some terrible creature with a head similar to a huge pyramid (Pyramid head), in front of our eyes, jokingly dealt with two dummies, but, frightened by the shots, retreated, leaving one on one with cold sweat and a furiously beating heart. When the cutscene ends, look around the room and take the Courtyard key from the closet where James was hiding.

Once again in the corridor, go to the opposite exit, open the door and go down to the landing. Keep going down until you reach the first floor. Plastic packaging of orange juice (Canned juice). And this is what we went through all the trials for? Be that as it may, take the trophy, use the key to unlock the front door and go out into the painfully familiar patio. Do you still remember the "something" stuck in the garbage chute on the second floor? The juice box is pretty heavy, and if you throw it down the chute, then... well, you get the idea.

So, go through the door in the right wing, go up to the second floor, turn into the "laundry room" on the right and boldly throw the package on the bag stuck in the garbage chute. Get down to the patio and approach the trash can between the doors. In the garbage package, you will find an old magazine with an article about a local maniac who killed two children and committed suicide, and something more interesting - a silver coin with a minted senile profile (Old man coin). After collecting the trophies, return to the right wing of the building, use the key from the front door to unlock the back door on the first floor and exit from the other side of the courtyard. In the wide pool in the middle of the yard, three zombie friends have already settled down. Carefully shoot all three, jump over the side and examine the contents of the baby stroller in the center of the pool. Another coin, this time with a minted snake (Snake coin). Looking carefully at the map, you will realize that the entire house was dug upside down, with the exception of the first floor that was previously locked. Direct your feet to the first floor and go into apartment number 101. A picturesque corpse crushed by a refrigerator, and a sound, a sound... where does that sound come from? Take the cartridges from the table and unlock the door to the next room...

No, I did not kill, I did not kill anyone, they are all dead! .. In this ... this city! Some huge, really huge citizen with a clearly upset stomach, confesses on his knees to the toilet, in parallel trying to get to know us. So, his name is Eddie, he got into Silent Hill quite by accident and, hiding from the monsters, locked himself in this room. Is everything you say true, Eddie? I swear I didn't kill anyone!

Well, take care of yourself, big guy.

Well, there is nothing else remarkable in this house. Go up to the second floor, look at the map again and go straight to the fire exit and open the door with the key.. Hmm... It looks like the house is so old that the fire escape was removed during the construction of the neighboring building. There is nothing to do, you have to jump into the next window and go through another house.

House with closed safe and crazy woman

The layout of this house is very similar to the layout of the one you just escaped from - the same floors, the same stairs, even the design of the rooms is somewhat similar. Well, this is not the time to think about design. So, having looked around, head to the bathroom and get ready for one not very pleasant procedure, namely: dipping your hand right into the toilet in order to fish out a useful note. The note contains some combination of numbers, but for what? Oh, that's why, in the next room there is a locked safe. Go to the safe and dial the desired combination. The arrows on the note indicate in which direction you should rotate the pen, and the arrows indicate at what number to stop the rotation. The episode with the safe is not important for the successful completion of the game, however, by opening the iron box, you will have at your disposal as many as four boxes of cartridges. Take the bottle of healing potion from the kitchen and exit the room.

Zombie zombies... Looks like we can't get away from them. Having suppressed the resistance of the undead, try to open the doors to other apartments, but, alas, all of them will be locked. Only one apartment (No. 209) will have a note from some Lin saying that he took the key to his uncle, who lives in a room near the stairs to the first floor. Having remembered useful information, go out to the landing and go down. For ease of orientation, do not forget to grab another fire evacuation plan (Map of the west apartment building) lying on the stairs. Go down to the first floor, take the first aid kit from the "laundry", exactly the same as in the haunted house, and go into apartment No. 109. For some reason, it immediately became a little ... creepy. Take a few cartridges from the sofa and open the door to the next room.

Oh, is that you again? James, my name is James. And my name is Angela. The second acquaintance with Angela turned out to be somewhat strained. And still, try to talk to a woman with obvious signs of a mental disorder and a huge knife in shaking hands. Did you find your mom? No. Did she live in this house? Don't know. So all you know is that she lived in this city? Angela didn't see Mary or her mother. Something strange is happening to this woman, and she runs away, leaving us her terrible knife (Angela's knife) as a souvenir. After the end of the cutscene, look around the room and take from the same coffee table as the knife, a coin with a woman's profile (Prisoner's Coin).

Go out into the corridor and go to the room that a certain Lin mentioned in a note in apartment No. 209. There is nothing remarkable in the room, except for a strange secretary near the wall. The secretary has neither a lock nor a keyhole, but on its surface there are several small holes (what a coincidence!), which exactly fit the diameter of the coins we found. On the reverse side of the secretaire there is a tablet with verses: "On the left is the old man, and on the right is the one who crawls, between them is the one who is captured." Using the method of simple logical reasoning and elementary selection, arrange the coins in the holes in this order: in the second from the left - a coin with an old man, in the far right - a coin with a snake, and in the third from the left - a coin with a captive woman. The secretary opened, revealing Lin's key to room #209. (Lyne house key).

Take the familiar path to room 209, open it with the key and go to the balcony. An amazing layout - the balconies in apartment No. 209 and No. 208 turned out to be common. Go to apartment #208, take some ammo from the chair and the Apartment stairway key from the bed. Once outside the room, go along the east corridor to the door to the landing, open it with the key and...

"Pyramid"

Our recent acquaintance Pyramid seems to have come to say hello. There is no way to kill this beast, but on the contrary, it can happen completely - just look at the huge sword-cleaver in his "hand". There will be only one tactic to fight this monster - movement, shot, movement. The room in which the battle will take place is a small patch of land in the ocean of a damp basement. If your pistol has enough shots, proceed as follows: run back to the corner and, while the Pyramid will unfold his heavy sword, make exactly five shots, reload the pistol on the run and rush to the opposite side of the room. So, running from one side to the other and not letting the Pyramid use his weapon, continue to fire at the monster until the water suddenly drains and the angry Pyramid retreats to the basement along the iron stairs. Run after the adversary, open the doors and go out... into the street.

SECOND PAGE

A dark day in Silent Hill

The morning has long passed, but the fog still has not dissipated. The pyramid disappeared somewhere, and we were left alone again in our strange war with the silent city. Don't forget that we went through two terrible houses only to make our way to the western part of the city and get into the park near the lake? Check the map and start moving along the road to the north. As soon as you move away from the house, when suddenly a ... Hey, isn't it you who knocked the key out of me back in the house?! What about you? Maybe I do too! The little girl who spoiled our blood badly in a terrible haunted house now sits carelessly on a high wall and reads some paper. What is that in your hands, a letter? And what do you care! You didn't love Mary anyway! Mary? You know her, hey, wait! The girl disappears just as suddenly, without clarifying the situation at all.

Continue along the northern road, referring to the map, and after passing the tunnel, you will eventually get into the park. Well, one of the clues is already close. After wandering around the relatively safe park for a while, you can find several boxes of ammo and bottles of healing composition, but be that as it may, your main goal is the northern embankment of the park near the water itself. Once on the embankment, go to the observation deck, when suddenly... Mary? No, my name is Maria. A woman who bears a striking resemblance to James's late wife, the same voice, the same face, only the clothes and hairstyle are different. But this is not Mary, this is just a woman who woke up in the morning and saw the fog... All the people left, and those who did not leave turned into monsters. The electricity was gone, the telephone connection was gone ... so she came to the park, hoping to meet at least one living soul. But this park... it was our "special place". "Special"? But weren't there others? Hotel! A hotel on the other side of the lake where they spent a whole month three years ago. That's the kind of "special place" Mary might have been talking about in her letter.

Maria, who for obvious reasons does not want to be alone, forced herself on the journey with us. From now on, Maria will follow us inseparably, and now, during fights with the walking dead, you need to monitor not only your health, but also Maria, because if she dies, the game will end completely differently than we would like. Leave the park in the direction that Maria will show you, along the way, shooting all the zombies and mannequins that come across along the way. Check the map and follow the road north that curves around the lake and leads to the hotel. If the mania of the researcher has awakened in you, then you can simultaneously examine all the houses, courtyards and buildings you meet along the way, but pay special attention to the Texxon Gas Station, where you can get hold of a new melee weapon in the car, instead of a plank with a nail - steel pipe (Steel Pipe), as well as several boxes of cartridges and bottles of healing mixture.

Continuing north, you will eventually find that the road breaks off and the bridge ahead is destroyed. There is someone's corpse lying near the cliff (apparently - a policeman), carefully search his pockets, and you will find a map of western Silent Hill with a special note - Pete's Bowl-O-Rama. The bowling alley is a little south down the road from where the bridge was destroyed. Having reached the place marked on the map, Maria will suddenly refuse to go inside. Well, we'll have to go alone. Come to the main entrance and open the door. Hmm... From behind the locked door comes someone's indistinct voice. Go through the white door to the right of the entrance and, as you go around the torn tables and swept shelves, you will have time to hear part of the conversation between Laura and Eddie, that same "big guy" with an upset stomach. Ah, James, hi, I just met Laura. The big guy, as if nothing had happened, eats pizza and swears that he does not know who this girl is, nor where she comes from. He only knows that she is looking for some woman. Mary... or what's her name? Damn, the girl literally ran out from under her nose! Run out into the street and after a short conversation with Maria, run after Laura.

Move along the alley on the right side of the bowling alley until you reach the gate grate. Turn right and run along the alley until you see Laura, deftly slipping through the opening between the walls. There is no way for us to climb after her, but then Maria comes to the rescue, having taken out the key from somewhere and opened the next door. Hmm, well thanks for that. Once inside some room, apparently a nightclub, take the first aid kit from the chair and go outside through the opposite door. Walk down the street until you see Laura again, hiding behind the doors of some building, and enter the room after her ... And yet here's what's strange: why of all the buildings in such a rather big city like Silent Hill, did the damn girl choose the insane asylum?

Clinic for the mentally ill

The Historical Society Building is unusually deserted tonight.

Before you start looking for Laura, take from the wall at the entrance a plan of the hospital with all its rooms, wards, examination rooms and offices. Given that half of the doors are locked and the other half are opened with a variety of keys, the labyrinth is rather big. Wander through the corridors, practicing shooting a new kind of zombie - a kind of mutated nurses with ulcerated faces, and then start opening all available doors one by one. Few will be open, such as the Reception office, through which you can go to the Document room. In this room, read all the documents you find, especially those related to violent patients. Also note the handwritten paper in which someone admits to having obtained "this key". "This key" is located here (Purple bull key). There is nothing else for us to do on the first floor. The elevator, alas, does not work, so you have to climb the good old steps upstairs. Well, well, there is nothing to moan, let's knead the bones.

Once on the second floor, get rid of the zombie nurses and start exploring the area. First of all, look into the Men's locker room and take the Examination room key from the pocket of your robe, go through the parallel door and inspect the Women's locker - there in one of the lockers you will find a long-awaited piece - shotgun (Shotgun). Now it will become incomparably easier to fight back stubborn monsters. Continue exploring the premises. In the same room for women, pay attention to a toy teddy bear, what is in it ... hmm ... a fishing hook (Bent needle) - it will fit in the household. Go out into the corridor and explore the clinic further. In examination room No. 3 (Examination room 3), in addition to the first-aid kit, which is certainly useful in the household, you can find a typewriter with an unfinished sheet containing a lengthy message and a "code for the box". What kind of "box" this is, we have yet to find out, but remember the code, and even better write it down.

Then you can walk along the corridor with rooms numbered with the letter M. In almost every one of them you will find something useful: a first aid kit, ammo or a bottle of healing elixir. In room M2 you will find another mysterious key (Lapis eye key). Having finished the inspection, go down to the first floor and open the Examination room with the newly acquired key, from where, without wasting time, immediately go to the doctor's lounge. In addition to a valuable box of shotgun shells and a few worthless pieces of paper, there is a wall sheet in the office for various notes. Examine it and memorize the code from the door leading to the wing of the building reserved for the wards for patients. We have nothing more to do on the first floor, shoot all the surviving non-living paramedics and go up to the third floor.

Well, it's time for a decisive confrontation. Feel free to discharge your shotgun at all the attacking zombies, do not spare your boots, trample down the defeated and move deeper into the level. Near the door to the wing leading to the patient rooms (numbered with the letter S), remember the code you saw on the first floor. Enter it on the combination lock and go into the vast hall. The tactics remain the same - suppress the resistance of our non-living friends and start a methodical inspection of each room in search of useful things. And move like this to room S3. Maria, what's wrong with you? I'm tired, I'm just tired. Well, so much the better, let Maria rest, and take the Roof key from the nightstand and go out into the corridor. In room S11, there is a box, chained and locked with several locks, containing something obviously very valuable. Remember this place and keep looking for Laura. What's left? Only the shower room (Shower room), go into the room and carefully inspect the drain. There is clearly something inside, but you can’t reach it with your hand - the cells in the grate are too narrow. The fishing hook is also missing, so something else is missing.

Well, all the available rooms have been searched, almost all the locked rooms have been opened, so there is only one thing left - the roof, only we have not searched there yet. Climb the stairs to the very top flight, unlock the door and go out into the fresh air. Evening is slowly descending over Silent Hill, and with it the darkness of the night, and we need to hurry. Examine the roof, try to open the locked doors and carefully study the shabby notebook, which turned out to be a diary of some patient. Rain, it's raining again today. It hasn't stopped since I got into that damn clinic. What do they want from me? What will they do to me? I don't know. Wander around the roof a little more and try to approach the locked elevator booth (Elevator control room). Suddenly there will be some noise, and... Pyramid! An old acquaintance will suddenly appear behind him and with all his heart will warm James with his terrible sword. Scream, flight, impact and darkness...

You will wake up on the third floor, in a locked room for "violent" patients (Special treatment room). Having broken the roof, you fell down, so urgently improve your health with a first-aid kit or a few bottles of healing elixir and try to explore the room. All doors are closed, except for one, the middle chamber, thickly smeared with blood. To the left of the entrance door to this closet, try to make out the inscription made in blood on the wall. Strange, but this is another code. Remember it and go out into the common corridor.

So, let's see what we have: two mysterious keys and two no less mysterious codes, one hastily written on a typewriter, the other, apparently in a fit of madness, in blood on the wall of the ward. Isn't it enough to open the mysterious box in room S11? Go to the room and alternately use the Lapis eye key and Purple bull key on the box. The chains are gone, it remains to open the combination locks. Dial the code that you saw on the printed sheet on the electronic code pad, and dial the second code, written in blood, on the combination lock. But what is it, what?! All this torment for the sake of a cotton pad and a tuft of someone's long hair! What a disappointment... Although... wait a second, what if you tie a pretty strong hair to a fishhook and try to get that "something" stuck in the shower drain. Go to the shower room at the other end of the corridor and turn the whole operation with an impromptu fishing rod, through the Combine menu item, combining hair (Hair) and a hook. Great, we got just what we needed - the key to the elevator (Elevator key). Use the newly acquired key to open the plug near the door in the corridor, call the elevator and go down to the first floor, to the C wing.

According to the already worked out scheme many times, start exploring all the rooms. Try to open room C1, in room C3 take some ammo boxes and go into room C2. Wow: in a city teeming with the dead, in an insane asylum, decorated with streaks of someone's blood and full of evidence of the terrible torment of patients, Laura sits calmly in a quiet room and plays with a teddy bear. Laura, tell me, do you know Mary? Yes, we were friends with her when she was in the hospital. So. But that's impossible, Mary is dead. No, she's alive, she wrote a letter. Seduced by the opportunity to see the mysterious letter, James heads after Laura. And... falls into another trap. A sly girl locks James, who is already starting to go crazy, in an observation room and... Laura, open up, do you hear? Open the door immediately! But she won't open.

"Live Meat"

The next "boss", or rather even two whole "bosses", with whom we have to fight because of Laura's foolishness, is a little scarier than the Pyramid. Two mutants, resembling huge pieces of fresh meat come to life, appear under the ceiling and, slowly moving in "carriages" suspended from the ceiling, try to grab James with their terrible tentacles. The tactics here are the same as during the fight with the Pyramid - move, move and move again, only this time use a shotgun instead of a pistol to deal with these monsters. Let two mutants get as close as possible, then make a series of shots, run to the opposite corner of the room, reload and wait again for them to come close. As soon as the last of the monsters sags lifelessly in his "carriage", a siren will howl, and James, from long fatigue, will fall unconscious on the spot.

Night in the crazy house

What happened while we were unconscious is called "space switching". Silent Hill lives in two guises - in the form of a city of mysterious fog and in the form of a city that seems to have come from a parallel world. Otherworldly, hellish world. A universe of concentrated evil. Night has come, and the former Silent Hill is no more. Welcome to the crazy night world, James.

So, we woke up in the garden of an ominous clinic. It's raining outside, night falls over Silent Hill, and the lunatic asylum gets even crazier. Go around the rooms in the corridor with the letter C again - in addition to the ominous graffiti, several gifts appeared there, like first-aid kits and cartridges. Take the elevator and go up to the second floor. Continue combing all the rooms in the M corridor according to the pattern already worked out many times. In ward M6, in addition to a set of first aid kit and a box of ammo for a pistol, after examining the picture on the wall, you will find a Basement storeroom key and a fresh battery (Dry cell battery). Read the note next to the painting... Hmm... it looks like someone has defended the ring in the basement, but doesn't want to come back for it "for some reason". Keep this message in mind and keep going. In the day room in the middle of the hall is a huge refrigerator. Why don't you open it, James, should you have more porridge? It looks like you can't do without help. Go out into the corridor, call the elevator and go up to the third floor.

In the corridor with the letter S, everything is the same, except for the fact that Maria disappeared from the ward S3 ... This was still not enough, we begin an active search. Open the door to the common wing and exit to the landing. We have nothing to do on the roof, so we go down the stairs to the lowest level and use the found key to open the door to the basement. Empty, don't you think? Try to push the cabinet away from the wall and... Maria? Where have you been? Did you find Laura? I was so scared, everything was gone, this... this night! After a short exchange of impressions, Maria rejoins the team. We continue the research: go down the stairs into the opening behind the cabinet and in the cellar that opens, take a cheap copper ring (Copper ring) from the floor. There is nothing else to look for here: go back to the landing, go up to the third floor, call the elevator and go down to the second floor.

What was it? Suddenly, the radio, until then only quietly crackling in your pocket, burst into a real concert on demand! Voice says something strange, some kind of questions, similar to radio quiz questions. If you listen carefully to the entire presentation, you will get three questions:

1. What is the name of the park in the northern part of Silent Hill?

2. What was the name of the maniac who killed two children? And

3. What is the name of the road leading from Silent Hill to Palville?

The one who answers the questions correctly can come to the warehouse on the third floor and get their pre-and-and-and-out! As in the old safe puzzle, this radio performance is an optional, but interesting episode of the game. If you want to participate in this kind of quiz, take the elevator to the third floor, go to the electronically locked warehouse (Storeroom) and press the correct answers on the electronic console: in the first row, button No. 1, in the second - No. 2 and in the third - No. 3. If successful, as a reward you will receive as many as five boxes of shotgun shells and two medical ampoules.

After finishing the quiz, go back to the second floor, go to the rest room and, with the help of Maria's efforts, open the refrigerator on the floor. ???Bone ring (Lead ring)... hmm, where would a ring come in handy? Maybe you noticed a female portrait near the elevator that appeared on the third floor? The hands of the drawn woman look just like the real ones... So, go up to the third floor, use both rings found on the portrait, and hooray! - a secret door, a long-awaited way out of the impasse. Go into the opened passage and start going down the stairs.

After reaching the lower level, go with Maria along the long corridor. Pyramid! Here again, you old scoundrel. Fighting an insidious beast in such a narrow space is simply unrealistic, so run straight down the corridor as fast as you can, ignoring the rapid breathing behind you. Forward, forward, forward and... The door begins to close behind her, Maria frantically stretches out her hands, Pyramid comes closer. James!.. The door slams shut and Mary is no more.

The elevator arrives at the first floor. Whether we have the desire to continue the search or not, but we need to go further. Once in the Director's room, look at the map on the table. A new direction opened up, a path was marked: back to eastern Silent Hill, from there again to the park by the lake, where the treasure was buried in a secret place, and only then to the Silent Hill Historical Society. Take the Hospital Lobby Key from the table and exit the cursed clinic through the central door.

Darkness over Silent Hill

Night has fallen over the city, the streets are teeming with awakened zombies, and our way back to the streets of Silent Hill is very difficult. Check the map, choose a direction and begin to slowly move back to the city. In principle, for the sake of saving ammo, you can not fight with numerous dead, but then forget about collecting all the useful gifts scattered along the roadsides and just rush forward, periodically controlling the route on the map.

Run down Carroll Street, turn onto Rendell Street. From there head south on Monson Street and turn east on Saul Street into a long tunnel. Be careful - you will have to run across the slatted floor, behind which several dead people are hiding. Just do not stop on the spot, and you will easily bypass this dangerous area. At the end of the path, open the gate and... does it remind you of anything? We have come to where we started. If you want to replenish your supply of medical supplies, you can look into the old trailer on the side of the road and get hold of a first aid kit. Look at the map again and move towards the marker "Gonzales's Mexican Restaurant". On the steps of the front door, someone specially left a letter and a wrench for you (Wrench). Take your things and carefully read the message: there is something important hidden near the statue of a praying woman, which stands in a park by the lake. Well, let's go there.

To get into the park, we no longer have to go through a terrible haunted house. This time, everything is much simpler - go out to Katz Street, move west and at the end of the path open the previously locked door leading to the western part of Silent Hill. Still ignoring the raging zombies, get to the park, go to the western part of it and look for a small area with a stone statue. Looks like a praying woman?.. Quite. Go around the statue from the rear and carefully inspect the suspicious mound behind it. After discarding the earth, open the found box with a wrench and take the old bronze key (Old bronze key).

The penultimate part of the puzzle is solved, and now our path lies in only one direction - the Silent Hill Historical Society, marked in the northern part of your map. Follow the familiar highway to the mark on the map, pick up the first aid kit near the central gate and use the old bronze key to unlock the front door.

Silent Hill Historical Society

At first, it will be quite problematic to navigate without a map, so listen carefully to the advice. Through a single door, enter the central premises of the society and, if you wish, you can examine the paintings hung on the walls. Pay special attention to the huge panel depicting ... yes, the Pyramid! Pyramid, standing with his sword against the backdrop of the insidious prisoners of the Toluca prison. Go into the next room and go down through the huge hole in the wall. Get down, are you kidding me!? In fact, the descent down is not just long, it is extremely, archi, maxi, impossible, extremely, surprisingly long. You will go down and down and down, but don't worry, eventually a door will loom somewhere in the distance, and you will enter some kind of underground dwelling.

Well, it looks like there were no living people in this room for a hundred years ... Or maybe two hundred. The document lying on the table belongs to the first half of the century before last, and it deals with quite ordinary things. After looking around the area and, for the sake of fidelity, having captured the first-aid kit, go out into the next room. Since we still don't have a map, please try to concentrate and listen carefully to the instructions for the route you need to follow in order to find your way out. So, after the gate, turn right and follow to the fork, then turn right again, ignore the door and turn around and go to the door you came from. Surprised? This corridor is not as simple as it seems. Once in a completely new room, we find ourselves in a dead end. The only way out is to jump into the seemingly bottomless hole in the floor. Well, go ahead - jump, fly, hit.

How stupid! At your own will, fall to the bottom of a deep well from which there is no way out! However, do not lose hope: search every centimeter of the well wall. Keep searching until James says he noticed something strange. Stop in that place, take a jagged board or a steel pipe at the ready and start pounding on the wall with all your strength. Eventually the brick will crack, and you can get further through the secret passage. Walk along the damp sewer until you notice a door on the right wall; go inside and past the floor grating go through the next door. In a small room, grab the Spiral-writing key and... Damn, how the battery ran down at the wrong time... and what is that damn rustle? Quickly, before the worst happens, use the battery found in the clinic for the mentally ill, turn on the light on the flashlight and start trampling the huge bugs that have come running from all sides. When the arthropods calm down a bit, look for a way out. Activate the panel at the slammed door and get ready to solve another, not too difficult puzzle. See how only three of the nine numbers are highlighted on the console? You need to choose the necessary combination of pressing these three buttons in the simplest way in the world - brute force. Try it, there aren't many options.

After freeing yourself from the terrible room, return to the room with the bars and open the lock on the floor. Well, let's take another chance, shall we? Jump down.

THIRD PAGE

Dungeon

Eddie? What are you doing here, big guy? How the hell did this fat man get here? You know, James, it's actually not that scary to kill. You just take the gun, put it down like this and... bang! Eddie is clearly not himself, like Angela, he got himself a weapon somewhere (a huge Colt) and is plotting something not very good. After a cold farewell to the big guy, explore the room into which we were brought. So, it is very similar to a prison, yes, in fact it is an old, abandoned underground prison from the century before last. Take from the room two bottles with a healing mixture, a strange "tablet of a gluttonous pig" (Tablet of "Gluttonous Pig") and exit the room into the corridor. Go forward along the corridor past the bars and doors and at the opposite end of the corridor on the table, take the map of the prison (Map of the prison). At the end of the corridor, enter the left door and head to the showers. Go around the entire room around the perimeter and take the "Tablet of the Seductress" (Tablet of "The Seductress").

Even in the endless sea of ​​fog, each traveler has his own guiding star.

When you have finished exploring the area, look at the map: do you see two complexes of prison premises, northern and southern ??? wings of the prison, consisting exclusively of small barred cells? First of all, we should examine the northern block. Ignore the zombies growling from behind the bars, just try not to get close to them and come to grips with inspecting other rooms. In turn, try to open each of the lattice doors, behind some of them are cartridges or medicines, and in the second chamber from the entrance of some crazy voodoo sorcerer, take a wax doll (Wax doll).

The southern cell block is much more interesting - first of all, with the artist's camera, which painted obviously unhealthy pictures, and secondly - with the fourth cell from the left, in which there is a "tablet of the oppressor" (Tablet of "The Oppressor"). Since there is nothing else to do in the prison block, go through the wide door to a huge room in the eastern part of the prison. A strange place?.. Hmm, apparently, sentences were carried out here, which is clearly indicated by the scaffold placed in the center of the huge hall. Take a close look at the foot of the scaffold and the three holes at its base. Wow, they seem to fit our plates perfectly. Insert all three tablets at the foot of the scaffold and ... And nothing. In dismayed feelings, go to the exit and take away the horseshoe that has come from the door. Well, a horseshoe is a symbol of happiness. Let's hope for him.

Through the prison block, go to the western part of the prison and start rummaging through all the rooms that come across on the way. It makes sense to enter the meeting rooms, fenced in the middle with bulletproof glass, through both the eastern and western doors - it is quite possible that pleasant surprises in the form of cartridges or first-aid kits will come from both sides. In the southern meeting room on the east side, pick up the Lighter (Lighter), an item that is certainly useful in every adventure game. The glass in the northern meeting room is broken, go through the breach into the western corridor and proceed to inspect the utility rooms. On top of that, don't miss the Armory room, where you can borrow an excellent Hunting Rifle and two boxes of ammo from the vast prison stores.

So, dead end. All exits are closed, there is nowhere to run, and to return, in fact, too. However, there is also a mysterious hatch in the southern part of the corridor, but it can not be opened in any way - there is not enough handle. Turn on your wits at full power and get ready for a decisive blow of intelligence to the damned cellar lid! Enter the menu of your items and use the Combine button to combine a lighter, a wax figure and a horseshoe into one item. The logic is simple: the wax melted on the lighter will fill the hole in the hatch cover, and the horseshoe frozen in the resulting mass will serve as an excellent pen! Open the hatch and... not that again! Jump down into the bottomless hole.

It didn't take long to fall. After waking up after the impact, leave the room through the double door. What a creepy place. Prison morgue, leave the inhospitable room through the only door and go out to ... you know, but you can earn a pretty phobia and start to be afraid of heights. Another hole in the ground, and this time it seems to be the deepest. Ah, was not, take a deep breath and jump down. Once in the elevator shaft, sit on the elevator and slowly and sadly begin to go down.

Underworld

Time and space seem to have long ceased to exist in Silent Hill. Does Silent Hill itself exist? Time is irretrievably lost. Life seems to be frozen in some kind of indefinite existential jelly. In the underworld, where the hardship brought James, we will have to do without a map, but nevertheless, some plan of the premises will be drawn up automatically, since the environment somehow strangely resembles an intricate labyrinth.

Go in any direction, avoiding intersections and dead ends until you see a staircase. There are several stairs in this room and, no matter which one you go down, they all lead you to the same damp basement. In the basement, be careful and quickly run through dangerous areas on the ground, from where you can get the tentacles of bloodthirsty zombies from behind bars. In addition, in the same basement, the hateful killer Pyramid splashes on the water, this time, however, not very eager to stab James. Without slowing down, run away from the Pyramid, constantly keeping to the right wall. Eventually, you will notice a ladder going underground. Get down downward, pass along the corridor and on the next ladder get down downward. After going to the end of the next corridor, you will see a strange iron room and a stone block in the form of a human head.

The essence of the next puzzle is relatively simple - by turning the block up and to the sides, you change the direction and color of the stone "face" eyes. Depending on your actions, the architecture of the iron room changes accordingly. You need to achieve such a position of the stone head that the hole in the cover of the iron room is exactly on the south wall and thus opens the passage to the new room. When the desired position is set, go through the door in the iron room, approach the grate...

Maria! But how? I thought you died there, in the clinic, when you left behind the elevator doors. Maria is acting really strange. She claims that she does not remember anything that happened, does not know about any clinic, and mumbles something incoherently about a hotel on the lake. Do you remember how we spent time there? Maria... Or is it Mary?! Discouraged, James will stop further questions and move away from the bars. We urgently need to find a way to her room. Return to the room with the stone head and carefully inspect the electrical panel near the stairs. Someone forgot the Wire Cutters inside, take it and go down the stairs back to the dank basement. After passing along the corridor, reach the passage closed with wire, and with the help of wire cutters, free your way. Climb down the stairs, turn right in the corridor, then along the new corridor that opens up to the stairs and down again. Then follow exactly on the map, bypassing the numerous descents and ascents of the stairs. Remember one main rule - each room has one entrance and one exit, no matter if the stairs go up or down. Passing seven corridors in a row, you will find yourself in a small hall littered with bloody newspapers. And with the door also sealed with newspapers. Run to the muffled scream coming from the room, go through the door...

"Angela's Father"

Angela? Angela is trapped: some terrible monster, whom the crazy woman seems to think is her own father, is approaching from the back of the room with clearly malevolent intentions. Do not lose your temper, take a shotgun at the ready (it is much faster than a gun, which will only serve as a plus in such a closed room). And start systematic shelling of the adversary. The tactics remain unchanged: two shots - a sharp jerk in the opposite side of the room, two shots again. The situation is complicated by the fact that in the place where the TV stands, you can "get stuck" for a while, which will give the monster a chance to pounce on James. The bite of this colossus is quite painful, so after each unsuccessful maneuver, do not forget to sip the healing elixir from improvised bottles.

After the monster is defeated, try to talk to Angela, but you are unlikely to get intelligible answers. The woman has completely lost her mind, and we are unlikely to help her.

Hanged Man's Room

Exit the room after Angela and open the only remaining door in the corridor. In the new hall, open the nearest door and carefully inspect the room. This is another execution room. Six hanged men hang in orderly rows. Pass by each of them, reading the tablets on the chest, and remember what each of them was executed for. You leave into the corridor and go to the door opposite. This room is identical to the one where the hanged men were, except that there are empty nooses hanging from the ceiling. Carefully read the short poem on the tin plate against the wall. This is a typical "poetic riddle" explaining who was the criminal and who was hanged for nothing. If you do not know English very well, use a simple hint: the arsonist (The Arsonist) turned out to be the innocent of all the criminals. Pull the empty loop corresponding to the one on which the arsonist hung in the previous room, and exit back into the corridor. Return to the room with the hanged and under the place where the innocent was hanging, take the key (The key of persecuted). Keep moving down the corridor until you see a massive water faucet handcuffed to the wall. Using the found key, open the handcuffs, turn the tap and go down the stairs that have opened. In the next damp basement, go straight ahead without turning at the crossroads and go through the door.

Mary (if it was Mary) is dead. Dead again. And again, we came too late to prevent something... Leave the mournful room, turn in the corridor and go down the stairs.

Finding yourself in the cemetery, search the graves and collect all kinds of ammunition and several medical ampoules. You can read the inscriptions on the graves. On one of the monuments, "Walter Sullivan" is stamped - remember that strange maniac who killed two children? Three of the graves are empty, but the tombstones already have inscriptions: "Angela Orozco", "Eddie Dombrowski" and ... "James Sunderland". Graves for us and for our friends. Someone in Silent Hill has already planned our whole fate in advance... Jump to the bottom of the grave with your own name.

"Eddie"

It seems that someone prudently placed a real underground refrigerator under the cemetery. Eddie? It is you again? What are you doing here? No, James, what are you doing here? The big guy is out of his mind, he brandishes his huge Colt, threatens, tries to justify himself, breaks down and, unable to stand it, attacks James. This dog! They all yelled at me for killing the damned dog! But killing a dog is so easy! The tactics of dealing with Eddie is quite simple: constantly fire at the fat man with a shotgun, from time to time running around the room and, after waiting for a return shot, quickly reload and continue firing. When Eddie breaks down, the battle will move to the next room - a huge refrigerator. Be careful - a fat man can hide behind carcasses. Since the spaces around are more than vast, it is worth changing the shotgun for a gun. Four or five shots - and the madman, wheezing, will stretch out on the floor. Enough, James, now it's too late to repent and kill yourself. The big guy is dead.

Waterway

After the duel with Eddie, leave the refrigerator for fresh air, towards the new morning rising over Silent Hill. Go to the lake and go to the pier. If it is impossible to get to the hotel by land, then we will try to swim. Get on the boat and go on a journey through the foggy lake. The most important thing is not to lose orientation in space while swimming. Pounce on the right oar and circle around a little - somewhere in the fog you will see a faintly flickering light, similar to a small star. Point the boat straight at the light, and eventually you will land on a deserted shore.

Hotel by the lake

He hasn't changed at all in the past three years. All the same hotel by the lake. Just as sad. And as if abandoned alone on this quiet shore. Get off the pier and walk up the steps to the hotel's patio. Walk along the terrace and pay attention to the non-working fountain. On its side is a small music box with a figure of the Little Mermaid ("Little Mermaid" music box). Take the box and enter the hotel through the central door.

Once in the lobby, immediately turn left from the door and take the Hotel map for guests from the wall. Carefully study all three pages of the plan and ... on the square of number 312, someone wrote "Waiting for you ...". It was the room that James and his wife had stayed in three years before. So, hurry up, hurry up! But - alas, if you run without making out the way up the stairs - ahead on the stairs to the third floor there will be only a cast-iron grate and a dead end. You'll have to go around. Let's take a walk on the first floor. Go down the corridor to the right to the "Lake Shore" restaurant, enter the main entrance, take the Fish key from the table, go to the piano... Laura! The mean girl is back with her jokes, but this time she looks noticeably calmer and gives James the long-awaited letter from Mary. Judging by the date of the letter and other circumstantial evidence, it was written a week ago, which means that Mary may still be alive. Laura quickly runs away and James is once again left wondering alone.

Go to the central hotel lobby (Lobby) and go to the reception desk. Read the note left for you on the table. It says that the video cassette "left by you" is kept in an office on the ground floor. Open the door near the counter and take the key to room 312 from the shelf. Also pay attention to the old mechanical hurdy-gurdy in the center of the hall. If you look closely, there are three small indentations in its surface for music boxes like your Little Mermaid. It remains to find the other two. Exit to the central hotel corridor and go down the stairs to the basement (Basement). There, getting rid of several nervous zombies, reach the end of the corridor, go into the broken elevator and take a vial of reducing liquid (Thinner). So far, things on the first floor are over, take your gun at the ready and go up to the second.

First of all, shoot the noisy zombies walking along the corridor, and then inspect the premises. In the room closest to you (Cloak Room) you can get hold of first-aid kits and several boxes of various cartridges. Pay attention to the case lying on the table. Open it with the key found in the restaurant and inside take... another key, marked "204" (Key to room 204). Well, now you can safely go to this room 204, unlock the door and go inside. Hmm, as if Mamai had passed - a terrible mess, where is the administration only looking? Take the Employee elevator key from the table and go through the gap in the wall to the next room. The order is no better than the previous one. Pay attention to the diplomat lying on the sofa: he is locked with a cunning combination lock with a letter combination. Scan your eyes around the room and pick up a black marker photograph from the floor. Use a vial of excretory liquid on it - and voila! We have a code word for a diplomat. Open the diplomat and take another music box from it, this time with Cinderella ("Cinderella" music box).

Go out into the corridor and head to the opposite wing of the building, where, according to the scheme, the service elevator (Employee elevator) is located. Unlock the door with the key and go inside the elevator room. So, the elevator, apparently, is designed to carry not too heavy loads, children or ballerinas - as soon as James enters the cabin, an overload signal is immediately heard. There is nothing to do, you will have to somehow lighten your weight and store all the things from your inventory in a closet next to the elevator. Alas, the game does not understand arguments like "the gun weighs only some four hundred grams!", Therefore, you will have to unload everything, that is literally everything, down to a flashlight and paper notes. Isn't it true that without a good shotgun in your hand you feel almost naked? Having got rid of the ballast, boldly step into the elevator and go down.

Once in the office, first of all, take the complete hotel map (Hotel map for employees) from the board on the left, guided by the acquired map, go to the office (Office) and take the videotape mentioned in the note (Videotape) and the can opener (Can opener). Search the rest of the back quarters for ammo and take the last music box, "Snow white" music box, from the Pantry. Since we can’t take the elevator, we will have to get out through the basement. Climb down the stairs and, with a quick step, bypassing the zombies located in the corridor, run into the room with the electrical panel (Electrical room). Grab the first aid kit from the shelf and grab the Bar key. Check the map again and plan your next route - along the corridor to the bar, through the kitchen. Pass the damned dead again and quickly close the kitchen door behind you. You can already collect some trophies - take a few vials of healing liquid and use a can opener to open the jar on the table. You will never guess what was mothballed there ... Light bulbs! Take one of the light bulbs and through the opposite door go to the bar "Tears of Venus" (Bar "Venus tears"). Hmm, the door can't be opened that easily - it's too dark in the bar and James simply can't make out the keyhole. Let there be light: use the light bulb on the lantern lying on the bar counter, and with a clear conscience open the door with the key.

Phew, after escaping from the cursed basement, run up the stairs, straight to the second floor and the elevator room. Grab all your belongings from the closet and head down to the lobby with peace of mind. Remember the old mechanical barrel organ? Use all three of your caskets on it in the following sequence: in the middle niche "The Little Mermaid", in the right one - "Cinderella", and in the left one - "Snow White". The music will play, and the heavy grating will disappear from the stairs to the third floor. Go upstairs, unlock the door of room 312 and go inside...

The most ordinary number, exactly the same as it was three years ago. Go to the VCR and insert a three-year-old video cassette into it. Are you filming again, James? You know, I'm thinking more and more about Silent Hill, about us and about this place. It seems to be saturated with mystery, this lake, this fog. I wish I could live here for the rest of my life... Nobody could have known that this would happen. That it will actually be so, that it was so, or so it should have been. When did Mary really die and did she die? Why did you kill your wife, James? Shock, confusion, panic. Laura, are you here? It's my fault, I killed Mary. The world seems to have finally turned upside down on a crazy head...

The killer and his dead wife

Suddenly turned on the radio awakens from a long oblivion. Through the interference, Mary's voice is heard, which still calls somewhere to itself. But where? Getting up from your chair by the TV, look around. The hotel has changed noticeably, it is no longer the hotel by the lake that we came to. The same metamorphosis happened to him as with the clinic for the mentally ill the day before. Although it seems like a hundred years have passed. Exit room 312 and go down the stairs to the second floor. First, deal with two rather ferocious monsters in the corridor. There is no point in saving ammo now, so use your hunting rifle. The right wing is locked, and the doors of the rooms in the left wing lead... One into the other. When you leave one room, you enter the next one, and so on. Enter the door with number 202 and, once in the east wing, take the elevator and go down to the basement.

So, it seems that during our absence, a tap broke somewhere. Search the bar and kitchen up to your knees in the water for first-aid kits and ammunition. When the search is over, go to the service rooms and climb up the stairs. Angela? Mother! This time the madwoman mistook James for her own mother. The stairs are on fire, and Angela calmly climbs up. Who is really crazy here? This fire... It's hot as hell in here! I'm already used to it, I was always on fire. Like real hell. Angela leaves, and we are left alone with a progressive psychosis. Exit the room... and you will be taken to the stairs again, but this time the real, not hellish stairs. Go upstairs, exit to the first floor, and... Where did the hotel go? Where is the lobby, where is the reception, where is everyone? Run forward along the long corridor until you reach a lone door at the end of the path. It seems that the solution to the mystery is already close. Gather full lungs of air and open the door.

Maria! This time, the real, true Mary, who is killed in front of James by two Pyramids. So here's the thing, there were always two of them! Mary was chosen to punish James with her death. Repeated, permanent, ongoing death. Punish James for killing his own wife.

"Two Pyramids"

After the end of the execution, the Pyramids will go down and move towards James. If you still have shotgun ammo left, then it is better to use it than a slow and clumsy gun. Basic Tactic: Shoot! In no case do not let the Pyramids separate, run from one corner to another and make sure that the damned creatures do not try to surround you and go one after another. Shoot no matter who, the main thing - do not let go of the trigger for a second. A shot - a run to the opposite corner, another shot, another run, and so on until the Pyramids, tired of the struggle, prick their own terrible swords. Seems... the end?

Not yet. Approach each of the defeated creatures and take out two colored eggs from them (Scarlet egg and Rust-colored egg). Insert these eggs into the niches at the doors in the pedestal with the executed Mary and through any of them exit the sinister room.

"Mary"

Run into the distance along the seemingly endless corridor. The memory is slowly recovering, snippets of a conversation between James and Maria pop up in my head when she was still in the hospital with some strange ailment. James, why did you come, James? Away, away from the burden of the past. Run without stopping, and at the end of the path exit through the door into fresh air.

Rain and a gloomy afternoon, climb the tin stairs to the very top and somewhere there, in a broken window, your wife, who died three years ago, will already be waiting for you. See, James, that's how it was meant to be. So it was decided from the very beginning. Silent Hill is not a place to return from. And the point of the whole tragedy is that you will never get your Mary back.

"Mary" before your eyes will take on its true form and in the form of a monster crucified upside down, it will attack. To resist such an onslaught is possible only with the help of a hunting rifle or shotgun. The construction site where the battle takes place is quite extensive, so you have some room to maneuver. The catch is that "Mary" attacks not only at close range, but also by sending clouds of poisonous moths at us, so staying in place for a long time is strictly contraindicated. The tactic is simple: shot with a gun (or two shots with a shotgun), retreat, shoot, retreat. When the monster breaks off its supports and collapses to the ground, approach and mercilessly finish off the creature, despite all the pleas of Mary.

Epilogue

It all ended as any story that took place in a small American town somewhere far from the main roads should have ended. The last goodbye, the roar of the engine being started, the squeal of brakes - and Silent Hill again plunges into fog and its long ominous silence...

Add-ons

Hotkeys

Movement - cursor keys

Lateral movement to the right / to the left - A, D

Action - space

Cancel any action - Esc

Run - left shift

Inspection mode - S

Keep the enemy on target - F

Armoring - Q, E, 1-5

Reloading weapons - R

Free your hands ~

Duffel bag - I

Map view - M

On off. flashlight - L

Fast recovery of health with a first-aid kit - H

Quick Save - F5

pause - P

With all the abundance of choice...

There is always another alternative! Silent Hill 2 is not so simple, and despite the rather linear plot, the authors provide as many as four different endings for the game. In addition to the standard end of the adventure in Silent Hill, there are several more options for the possible development of events. However, in order to "open" other endings, you should perform a number of different actions during the entire process of passing.

For example, at the end of the game, being in a hotel by the lake, in the Reading room, finding a pair of headphones and carefully listening to the recorded conversation with their help, you can approximate the chances of changing the denouement. However, in this case, you must first carefully read the diary of an unknown person found on the roof of the mental hospital, examine the knife that Angela gave you in the haunted house, and spend most of the game in a “beaten” state with health tending to zero.

Another version of the ending of the story provides for directly reversed actions: constantly improving your health after the fights, ignoring the madman's diary and, having missed Mary's outpouring after the battle with the two Pyramids, immediately heading to the final fight, you just as naturally change the ending.

But that's not all. In addition to several endings, there are a number of "hidden" items in the game, and in particular weapons. So, starting the game for the second time, after meeting with Angela, on the road from the cemetery to the gate to the eastern part of Silent Hill, you will find ... a chainsaw stuck in a huge log. Or, traveling in the underground labyrinth after the already held dialogue with Maria, who was behind bars, you can return to the basement with the Pyramid, calmly open the previously locked door and get hold of a huge sword. In Silent Hill 2 there are not one or even two secret bottoms, and we will try to reveal them in more detail in the next issues in the "Advice from the Masters" section.

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