Silent Hill 2 [Solve] Submitted by: Naum James Sanderlend looks at the reflection in a dirty mirror and wearily wipes eyes. Really all this dreams him or he really is in the Silent Hill? Similar, that he actually has gone mad, if there has arrived to this the God forgotten small town, obeying the request for a long time the died wife. " And, can, she has not died, James? Can, it is draw, and Mary waits for you here that all to explain? You in fact will excuse her? " - cautiously asks a voice inside James. James turns away from a mirror - " you, know, that I ask to her anything you like, if only she has returned ", - he speaks silently, and leaves in a fog on a meeting with uncertainty. All that will take place with James further, depends only on you. So, we begin... Map and cemetery Leave a toilet and take away a map from the machine worth by a line. A map to use it is extremely desirable, for names of all streets of a small town there are marked. Now come downstairs downwards and run on a footpath until will see ahead a gate. Cries and breath behind a back while ignore, all the same you do not touch, while... Enter into a gate - you appeared on a cemetery. The unique alive soul is a girl at a tomb. Talk to her. It will be found out, that her name is Angela. After conversation leave through the western gate and go on road to Sanders Street. Walk on a small town Turn on Lindsay Street on which someone's remains are smeared, and then go on Vachss Road. Pick up drinks of health on the right on a road shoulder. Go on Vachss Road up to the end as wooden impasse. Move apart boards and get inside. And the first monster. Suffice a stick with nails and understand with a young reptile. Kill it if it is required, and that they are accustomed to come to life. Except for a stick you will find radio which starts to show attributes of trouble when a beside monsters. Take away things and be sent on Lindsay Street. Turn on Saul Street and then on Martin Street. Woodside Apartments Now along the street to not drive, to not pass, not encountering the next monster. Cut through road to end Martin Street where the monster mocks at a corpse. To kill him and take away from a corpse a key from a gate of house Woodside Apartments. Go there and open a gate. Enter into the house. From the stand take away a map of a building. The bottle with reviver there and then lays. Rise upwards on a ladder. Enter into a door on the second floor. Go on a corridor up to an apartment 205. Inside examine remains of the person. In an apartment there is a lantern. Take it, and you will be attacked by the monster. What to do - you in a rate. Leave and go to an apartment 210, on a way having hammered in the monster. Inside take away patrons and be sent on a ladder on the third floor. As soon as rise, will see a key rolling behind a gate. Try to get a key, the small little girl will appear and dexterously will reject it in depth of a corridor. The bad girl! Be sent in an apartment 301. Urs, inside there is a shotgun! Well, get you to us once again, the little girl... Go down downwards on the second floor. Go to an apartment 208. So behind a gate the monster, but he to us is not terrible. Enter into an apartment. So, inside one more dead man. On a shelf the key from 202 apartments lays. Go there. On kitchen the drink lays, and in a bedroom the key from hours per 208 apartment rolls. Go back in 208. Riddle with hours per 208 room Enter into a room with hours. Use a key from 202 rooms to open hours. Now turn arrows until will hear click. In my version it has taken place on a mark 21:10, but this parameter can and vary depending on complexity of a level. Now try to shift hours from a place. Ur, they were removed, and behind them there was a huge hole in the next apartment. Well and rats here are found! Get into a hole. You appeared on the other hand a gate. Go forward and walk upstairs on the third floor. The third floor Your task: to reach a key which was rejected by the little girl. Check up on a map where it, and run there. Take away a key from a fire escape. Go in a room 307. The god, mine, what is this the ugly creature such?! Do not move and give the monster to leave. Then take away from a case a key from a court yard and go out. Go to a ladder in the east and go down on a ground floor. About an enclosed door the pack of juice lays. Lift it and come back to the second floor to a room with a refuse chute. Throw juice in a refuse chute and go out on street. A coin from the Recycle Bin and an internal court yard. Near to an input the exhaust outlet of a refuse chute where you have thrown juice is. Now the old coin has dropped out of it - take it and go into into a building. Use a key from a court yard to open a door near a ladder. Go into - here the pool is arranged. Jump in pool and it is fast from it be selected are will attract monsters. To kill all monsters. After that take away a coin with the snake (Snake Coin). Go out a court yard through east door. Go in a room 101. Take away cartridges. Inside you will discover poor creature Eddi. Talk to him and go out on street. Rise on the second floor. In the left end of a corridor use a key from a fire escape, having opened it a blue door. My God, one more building! Blue Creek Apartments You in a bedroom. Go in a toilet and find a leaflet with a code. Interestingly, to what it? One is understandable, not to goods. Search a room. The safe And the safe. It would be time to break it{him}. Use a piece of paper with a code to open the safe. Principal is to recollect Roman numeralses and to know how to combine. If the combination like X3 it means will get to you: X3=10+3=13 and so on. Like anything terrible. Four boxes of cartridges inside are. Thanks, they still will be useful to us. Go out and arm with a stick. Discover a door in an atmosphere of an exit. The map of Room company at the blue brook on the right is. Take away it. Go down on a ground floor. Take away cartridges in 109 apartment. Now go to the following white door, and towards to you will leave... No, not the monster, and Angela. See video. Take away a knife and a Prisoner Coin. So, now at you three coins, it is high time to visit a room 105 and the riddle hidden there. Riddle with three coins In a room 105 pay attention to a small bedside-table with five circles. The decision of a riddle depends on a selected level of complexity. So: the Simple level: coin Old Man in the first slot, coin Snake in the average slot and coin Prisoner in last. A normal level: coin Old Man in the second slot, coin Snake in last slot and coin Prisoner in average. A difficult level: coin Old Man in the second slot, coin Snake in the fourth slot and coin Prisoner in last. If all is correct, the box in which the key from Lyne House lays will open. This most Lyne lives on the second floor - a room 209. It is time to visit her{it}. Apartment 209 Go into and go to a balcony through which it is possible to get in a room 208. Quickly suffice a key from a ladder and patrons. Go out through 209 number, turn on the left and open a key a door. Be SAVED! Prepare for a meeting with the first boss, but all over again see video. The boss 1 - the Pyramidly head Main that for you the shotgun and not less magpie of patrons to was. Are kept as it is possible further from the monster, do not give itself to touch. To be recharged in the best way in the menu that James has not crippled while he it does during pain. It is possible to not shoot at all, main: to hold on some time - nerves will pull about, but patrons save. After a pair of minutes of sterile battle with the boss, you will hear a howl of an alerter. The boss will rush downwards on a ladder, the filled water. Do not run for nymas, and that you will finish off, give a reptile to leave. When water will leave, you can abandon the damned place. Park Pink water Depart to park where James was torn from the very beginning of the game is Rosewater Park (look on a map). See a video. Talk with Lora - the little girl who has taken away from you a key. Iditol is farther to park. You came to lake, so, to the alternate videoclip. For you Maria familiar by name has appeared - to be pleased or long in this halter - at all I do not know, wherefore you should shadow the girl, monitoring for that that her have not killed. It is the best way to run and main - snug to shoot to not shoot down Maria with own hand. Leave park. Now you can or depart on searches of the decomposed corpse, or at once to be directed to a bowling alley the Pete (Pete's Bowl-O-Rama). Bowling alley Pete's One more videoinsert. The Lora will run away and will keep you alone from the Eddi. Talk from nymas and leave on street. Maria will show you a place where the Lora has run. Iditol on avenue also enter into a door which will be discovered for you by Maria. You have appeared in hospital. Hospital Brukheven At the left take away a map of hospital. Go to a room with documents, for this purpose pass through registry. Near the printing machine the lilac key of the bull lays. Esteem magazine about the patient treated in this hospital. Forget, that you the gentleman and kill any lady whom will meet on the way. Use a map to find a ladder on the second level. Iditol in a women locker room. There you should mine a curve a needle thrust in the ivy bear cub and the shotgun. Now iditol in a men's locker room. It is terrible to think, that for you waits there, after finds in women. In a locker room there is a key from a room for inspection. He lays in a pouch of a bloody robe. Be descended downwards and unlock a room for inspection of patients. Inside collect patrons and be hoisted on the second level. Iditol in a room number three. Collect a first aid kit and check up a carbon paper in the typing machine. Record or store number on a piece of paper. He still is useful to us. Now be guided to room M2 and collect patrons and a Lapis Eye Key. It still that for a miracle such? Iditol in room Þ3 behind patrons and a beverage "health". Be hoisted on the third level. A door master to rooms under "S" character, on the deputy. The code is necessary for you. Codes: Mild and normal levels - 7335 Composite level - 1328. For inquisitive - the hint is on a wall, on a ground floor in a room for inspection. After will discover a door, iditol in room S3. Maria will pretend to be ill and will abandon you - thanks God. Collect a key from a roof from the stage. Can climb at once on a roof, and can walk around rooms, collecting first aid kits and patrons and also to honor a diary. As soon as you decide to depart further will understand, that something or without delay someone has disabled a door. Yes, it is our aged familiar - the boss Pyramidly head ! See a video and be verified with a map. You should hit on the third level in rooms of special therapy. In one of rooms all wall is filled with blood. Your problem: to make out on her a code from four digits. The above complexity, the it will make. Iditol on the second level also check up, how are things for Maria. Iditol in room S14. Inside a box which dissection will need 2 codes and 2 keys. Use a key " an eye of the Silver nitrate " and a lilac{magenta} key of the bull to remove circuits. Now enter codes which you have found in hospital. Inside a strand of someone's hair. And what for it was required to be latched? Now iditol in a shower room also examine overgrown green muck a drain. Go in stock and bridge a hair and a needle. Take a key from the lift on the third level. Be lowered on him on a ground floor. Iditol in room ¥3 also talk with Lora. Arm with the shotgun wherefore you are waited by the second boss. The boss 2 - Trailing creatures Aim the shotgun at creatures and shoot. Creatures two, therefore be cautious. When wet a sweet couple the third which too should be killed will appear. Like all you will say, examining corpses of enemies - here no! Notes of an aged radio receiver will be distributed, and you will appear... And where, as a matter of fact? Evil Brookhaven hospital Search room ¥2 for a first aid kit. Now iditol to the lift also be descended on the second level. Here you are waited by nurses and a heap of patrons. Catch to room Þ6 and collect a battery and a key from basement storehouse. A battery it will be necessary for you rather soon as the small lamp in your hand will start to die away. Recharge them. A battery lay near the strange colour numeral. Take a note beside, and also patrons and a first aid kit. Return to the lift and be hoisted on the third level. You will appear near a door. To discover it to you it is necessary two rings. Whether about them it was spoken in a note which you now have found. Iditol to room S11 also collect patrons and an amulet. Read a note from which you will understand, that the amulet does the owner invisible during 20 secs. Return to the third level. Discover storehouse a key. Inside push a shelf. After a videoclip including Maria, be descended downwards on a ladder and collect a copper ring. Return to the third level. Be descended on the lift on the second level. Listen radio-show and store everything about what it will be spoken there. Iditol to room Day on the second level. Discover a refrigerator. You will be helped with Maria, and you receive Lead Ring. Return to the closed door on the third level. Riddle of radio-show On the closed box you will see something similar: 1 2 3 01: O O O 02: O O O 03: O O O Your task: to press correct buttons. In the first line press the button number three. In the second line press the button number one. In the third line the correct button number three. When the box will be discovered, you will find 5 boxes of patrons and two amulets. Be sent to a door on the third floor. Use rings of the leader and copper. Go down downwards on a ladder. You appear in the long tunnel. Similar, that the boss a pyramidly head still has not left alone you. Unique advice - run as soon as possible. If Maria will perish, the game will be ended. Therefore run up to the lift and see rather sad videoclip. Then go to a cabinet of director and take away a key from hospital. See at a map and find an exit from hospital. Dark southern valley Iditol on the south to Carroll Street, and then to the orient to Rendell. Now on the south on Monson where useful things in an economy are sparse some. Return on Saul Street. Your problem to hit in Neely's Bar. Have a look in a window and collect files from a bar. Now iditol to " Gonzale's Mexican Restaurant " in a valley. The most short way is north-up on Neely's Street, and then to the orient from Sanders. Iditol north-up on Lindsay also collect a note and a screw key. Return to Park Rose water, to a that place where have met Maria. Enter into park and find a statue of praying woman. Look for her for a brown spot and dig out hole. Get a box and use a screw key to discover it. Collect a bronze key from a historical society of the Quiet Hill. Understandable business, is time to visit this society which is to the west from park. Historical society of the Silent Hill Enter into the unique open room. Get into a vacant electron site in a wall and run on the tunnel during a pair of minutes. Pass through a door and take a first aid kit and patrons. Leave through an adjacent door. Find a room with a hole in a wall. Jump. You have appeared in the well. Arm with a steel pipe. Knock walls around of you for a concealed door. Discover to itself a road in the sanitary piping. Iditol to the right up to the unique open door, but do not overlook to slay cockroaches who were strongly justified in the sanitary piping. Enter and collect a key which is fulled on ground. Subitaneously for you the small lamp will go out. Catch to the menu and interchange a battery, yet late. The door is closed, and you were attacked by disgusting multilegged creatures! Cockroach door Examine the panel on which there are buttons. Your task: to pick up the necessary combination, and to press it is necessary only on luminous buttons. When you will enter a correct code, leave a room and iditol to the right. At the end of a corridor there is a room with the hatch. Use a key (Spiral Writing Key) and be descended downwards. Prison Tuluka So, under a historical society there was a prison. Run to the nearest door behind which there is an Eddi. When the Eddi will leave, search a room for a pork tablet and other necessary things. Leave and turn on the left. Reach a table where the map lays. She still is useful to you. Now visit a room on the right. Enter are a shower room where you will get hold of a tablet of the temper. See at a map to reach the lowermost extrance hall in prison. Be directed to the unique open camera and collect from it Wax Doll. Iditol in a dextral extrance hall, and then north-up. Enter into a room at the left and collect patrons for the gun. Iditol in boreal extrance hall, to the right of you there will be a seventh prison block where in the camera the tablet with an inscription "depressed" lays. Iditol in the most major yard at which centre the scaffold with three hinge strains is located. Here it is necessary to place retrieved before a tablet. Pose plates in the correct order, and you will hear a wail of the dying person. Strange, but more will stem nothing. Leave through doors through which came. Collect a horseshoe above a door and iditol in a western corridor. Iditol in a dextral door behind a first aid kit. Follow further to a door master in other corridor. Catch to a room beside and find a burn-in lighter and a first aid kit. Search rooms beside for a fowling piece. It still is useful to you. Leave a corridor and return to a hole master in the sanitary piping. Catch to the menu and use a wax doll on a burn-in lighter. Now use a horseshoe, and the door in the sanitary piping will be open. You will appear in a cellar. Iditol through the open door in a room with a hole. Find the lift and sweep up to a following shut-down. Be SAVED. Labyrinth Main advice - use a map as the level will be finished building in accordance with transit. Iditol to the right, yet will not see a ladder master downwards. Be descended. Pyramidly heads which can be scared the gun below ferment. Take a walk around and have a look at a map. On a map a room noted red, to you it will be necessary to pass through other. Inside you will find a knif pyramid-shaped a head. Collect it and two boxes with patrons. Return to a ladder, whence came. Be descended downwards to a place where the hole has appeared. Riddle with the block Iditol on the tunnel until will see the block with faces. You should pivot a cube until on a least upper bound the face with red eyes or until on a greatest lower bound green eyes will not be lighted will not appear. When the orifice will be open - enter. The god, wash, Maria has revived! It would be necessary to release her. Return to a room with the block. Collect a clipper and return to the beginning of a level. Find chocked a strand a ladder and have a snack them. Be descended downwards. Iditol on the first ladder master to the right. Iditol on tunnels. You can stray a little, but an output beside. Be collected on several ladders and turn on the left. The pyramidly head ferments somewhere beside. Be collected even above and arm with the shotgun. Ahead of you the third boss waits. The boss 3 He should be shot from the shotgun, running around, as the boss rather clumsy. After ten hits the young reptile will die. When he will depart to the pyramidly god, Angela whom you have rescued, will leave, not having said "thanks". Leave for her. In one of rooms is six corpses with labels on foreheads. Riddle of six corpses You should decide, who from criminals is not guilty, and to pull for a valid hinge strain in an adjacent room. Valid answers: the Mild level: the stealer is not guilty. A normal level: the arsonist. The composite level: the counterfeiter. Do not forget to store an arrangement of corpses in a room. Return in a room. Collect The Persecuted Key. Leave in a corridor and iditol in a room where you yet were not. You in Maria's camera, but she has already had time to cool to you. Any pest on her has found! Leave in a gate on a cemetery. Be SAVED! Collect patrons and iditol to a tomb. Arm with the hunting gun. Spring downwards. The boss 4 - the Eddi Right after a video start to burn on the Eddi. After 4-5 hits of the Eddi will run in an adjacent room. Take the shotgun and run for nymas. Kill a reptile. After his mors leave a labyrinth. Boat You have appeared behind the building of a historical society. There has set in day that is already quite good. Iditol on a pier. Be picked up in a boat and row to the right on light. Soon you will see a pier near hostel. At the composite level all same, only to row it is necessary self-contained. Lakefront hotel Walk upstairs and turn{rotate} on the left. Near a spout find the musical casket of the small mermaid. Enter into hotel. At the left there is a map which should be taken. Iditol in restaurant " On lakeshore ". Examine the piano and read a letter dated of the Lora. Something becomes understandable. On one of tables the Fish Key lays. Monsters will appear, but they will be more weak than the boss. Run to a small ladder behind a door. Be descended downwards. Find a bar " Teardrops of Venus ". He is closed. Beside in the lift the felt-tip pen with the solvent lays. Take it and be descended on a ground floor in an anteroom. Use a casket on a central tribune on the left-handed slot. From cells for letters collect a key from a room 312. Walk upstairs upward and turn to the right. Iditol in a room with hours. Inside there is a suitcase which is unclosed by a key of a fish. Collect a key from 204 rooms. Iditol there also find a key from the working lift (Employee Elevator Key). Squeeze in a hole in a wall in adjacent apartments. On a bed photos are fulled. Use a felt-tip pen with the solvent to find the hidden code. Use the retrieved code to discover the safe. Inside there is a casket of the Cinderella. Leave also iditol to the working lift. Near the lift there is a locker where you should combine all subjects from stock, otherwise, you cannot drive on the lift. Be descended on a ground floor. Take the alternate map of hotel with noted work areas. Iditol in a storage room also collect a casket of the Cinderella. Go in office a line and collect a VCR cassette and a can opener. Iditol in a boiler house a room. Inside collect a key on the right on a cord. Iditol on a galley. Inside there is a can. Open with its knif and receive a new bulb for a small lamp. Iditol in a bar of " Teardrop of Venus ". Now, having used a new bulb, find a door and discover its recently retrieved key (bar key). You again will appear in a corridor with the lift. Mount on the second level to collect waste things. Iditol in an anteroom also establish a casket near to the mermaid. It are necessary to find the last casket. She at office near to the working lift. Collect casket Snowhite and return to an anteroom. Play with combinations of caskets, yet do not receive a key from the third level of hostel. Be hoisted on the third level and iditol in number 312. Inside see a VCR cassette and talk to the Lora. Leave a room. All was again interchanged. Whether to the best? Evil in a lakefront hotel Iditol on the second level in a reading room. Listen to talk in earmuffs. Iditol to the lift. Then in number 202, whence you will hit in a room 219. Therefrom run to the lift and to a bar of Teardrop of Venus ". Enter and collect five beverages of health. Run on a galley behind patrons. Talk to Angela on a ladder of staff. Features, the fire began. Be descended on a ground floor. At office of the manager collect patrons. Now you should transverse as soon as possible along a corridor to a door. When you will appear in a room, on a wall before you nine places of conservation will be located. Prepare the shotgun - ahead of you the boss and, unfortunately, not one waits. Bosses 5 - Two pyramidly heads Now their two, that is twice it is more than excruciatings. Main - do not stand, and be shaded slide and permanently shoot. If you still had amulets, it is high time to recollect them. Quantity of hits not less than twenty. At use of a fowling piece hardly it is less, but you should be even quicker. When bosses will return the cleaning cloth, run to nymas and search. Collect rusted egg and scarlet egg from their calm corpses. Iditol to the nearest doors. Insert a crimson ovum into a dextral door, and rusty - in left-handed. Enter into any of doors. Pass through an extrance hall, can run, and can creep. At the end of an extrance hall enter into a door. Turn on the left and mount on a ladder. On top part of you the last boss (I shall not speak who, all the same will not believe) waits. The boss 6 - the Demon of a small town the Silent Hill The boss not so terrible, happened and it is worse. Arm, than want, and burn on the boss up to the victorious extremity. After a final videoclip blink and sigh with facilitation. Your mission is ended. I congratulate. Translation from Russian - Naum.