Silent hill 2 directors cut walkthrough. Walkthrough

Our hero is James Sunderland. We start the game in a roadside toilet, looking in the mirror. We go outside and look at the lake. The hero will tell you that he received a letter from his wife Mary, she invited him here - to Silent Hill. The only problem is that Mary died of an illness 3 years ago, and could not send anything, we need to find out who wrote on her behalf.

Move away from the curb (press Esc). We direct the hero to the car (it is better to control the arrow keys, he does not turn on WASD, but takes steps to the side). We examine the open interior of the car (space key), take the City Map, look where to go (M key). The plot of the first part of Silent Hill took place on the northern shore of Toluca Lake, and now we are on the southern shore.

The main road is blocked, so we go along the northern path along the coast. On the way we will see a well with a floating red leaf, near it we can survive . Let's go to the cemetery, there we will talk with Angela. She is looking for her mother in the city, and she dissuades us from going there. Then we will pass by the ranch, and eventually we will come to the city.

2. Eastern part of the city
Silent Hill 2. All secrets

Sanders street. Opposite there is a flower shop, to the left of it on the table we take a first aid kit. There is a dead end in the east, we go to the crossroads in the west. In the corner house across the road, at the top of the stairs we will find health drink.

At the crossroads we will see traces of blood, we go along them to the north. On the right wall in front of the locked garage lies health drink. We pass by the lane, in front of the wall there is another one health drink. On the left side of the street there is a small memorial plate (there is a text on it that there were swamps on the site of the city, where blood was washed, and therefore someone saw ghosts here). A collapse is ahead, so we go to the right lane.


Parking

Behind the fence there is a separate yard, we go in there, we take a couple of health drinks, Can will remain at the red leaf. We reach the closed entrance to the tunnel, climb through the fence. Let's hear the radio crackle, take it to inventory, it will warn us of approaching enemies. Ahead is really a monster, tear off wooden stick with a nail, and enter the battle. We hit the monster several times (hold down F, press the spacebar). We go back.


The streets of the city

Now we can go around all the streets of the eastern region, and optionally collect useful items. We start from south to north:

On the southern street of Saul we will find a car trailer, go inside it, find a leaflet conservation and a note about Neely's Bar.

- "Happy Burger", next to the trash can is a first aid kit. To the west, on the other side of the street is a drink.

You can only enter Neely's Bar through the western door, inside we will find a map with a note that the key lies in the northern lane.

There is a drink in Martin alley in the south end.

At the central intersection, you can go under the roof of the Chinese store, there is a first aid kit. At the north cul-de-sac of Neely Street is a Notepad.


We go to the northern dead end along Martin Street, on the way to the left at the garage we will find a drink, at the dead end we examine the body of the murdered person, take Hotel gate key. A creeping enemy will jump out from under the car, we run away from him.

In the western part of Katz Street we will see a lock on a lattice door, we open it with the found key, we enter the hotel building. (As soon as we pass the fence, it will no longer be possible to return).

3. Woodside Hotel
Silent Hill 2. Where to find a flashlight

First detour

Hall. To the left of the entrance on the wall is Wood Side Apartment Map. ahead health drink, on the right is a save sheet.

2nd floor. On the left, all rooms are closed, on the right, the nearest open room is 205, in it we take Flashlight from the mannequin. Immediately after this, a four-legged mannequin will come to life and attack, we can run away from him into the corridor. The flashlight can be turned on and off (L key) so as not to attract the attention of monsters.

210 - ammo on the table inside, and ammo in the far right room in the corner. The rest of the rooms in this corridor are locked.

208 - a puzzle with a clock, they cannot be opened yet.

3rd floor. Immediately at the entrance behind the bars we will see the key on the floor, we are trying to take it, but the little girl will throw it a little further.

301 - the whole room is shelled, there are shell casings on the floor, in the center of the room we take the Pistol from the shopping cart. We enter the inventory (key I) and equip the pistol instead of the stick. Or switch weapons on the go (key Q).


Appearance of a stranger

We return to the 2nd floor, in the laundry in the garbage chute we will see a new package, at the crossroads we will hear a strange noise. We run into the northern corridor, there behind the bars in the distance we will see a pyramid head.

Something happened nearby in room 208, we go there. The TV is now on, next to it is a corpse in a chair. On the left from the cabinet shelf we can pick up Key to apartment 202.

202 - in the kitchen we will find health drink, there are a lot of butterflies in the room, in the bedroom to the right of the bed there is a hole in the wall, examine it, take the Clock Key.


Clock puzzle

We go back to 208 room. On the right on the table we will find a notebook, there is a hint in it: "There are three arrows at three different heights: thick, long, thin. From slow to fast they fly to the right. Scott at fifteen, not three - you remember this."

In the left room opposite the clock there is an inscription on the wall: Henry, Mildred, Scott and three scratches. The first letters of the names correspond to the name of the arrows, and the direction of the scratches shows how to place the arrow:

Scott - Seconds (seconds) - 15.

Mildred - Minutes (minutes) - 10.

Henry - Hours (hours) - 9.

We approach the clock, turn on the inventory, use the key to open the clock glass. The second hand is already at 15, move the minute and hour to 9:10. We hear a click. Only then can the grandfather clock be moved. Behind them we pass through a breach in the wall.

209 - take in the kitchen health drink, in the room you can survive . So we got to the northern stairs, we climb it to the 3rd floor, at the top on the railing of the stairs, we take cartridges.


East side of the hotel

307 - in the room we will see a pyramid head and a couple of mannequins, but they will quickly disappear. In the closet we take Key from the courtyard.

In the corridor near the grate we select Fire exit key, which the girl dragged away from us. Ammo can be found on the side of the laundry room.

303 - one enemy in the room, in the kitchen health drink, in the room on the nightstand is a first aid kit, in the back room on a broken bed cartridges.

Go down the east stairs. The second floor is boarded up, the rooms on the first floor are closed, but at the end of the corridor there is Juice in cans on the floor. Through the double doors we go outside. We return to the building through the main entrance.


In the courtyard

We rise to the 2nd floor, throw the found pack of juice into the garbage chute, because of the large weight, all the garbage will fall down.

We go down to the street, to the right of the main entrance we inspect the garbage disposal tank. In the fallen debris we find the Coin "Old Man" and a newspaper article about a killer obsessed with monsters.

In the hall we go to the far door, we use the key, and we will pass into the courtyard. Three enemies walk in the fenced empty pool, we jump to them, take the "Snake" Coin from the stroller, and immediately run away from here. Through the courtyard we enter the northern part of the 1st floor.

101 - there are cartridges in the corner of the room. Inside the toilet we will meet Eddie, hugging the toilet. Until he is able to talk to us.

104 - one enemy, ammo and travel brochure.

At the end of the corridor, we unlock the door to the northern staircase, go up to the second floor, and go through the breach behind the clock. In the western corridor of the 2nd floor, unlock the door with the key to the fire exit. From here we jump into the window of the neighboring building.

4. Hotel "Blue Creek"
Silent Hill 2. Blue Creek Apartment

Safe Puzzle

203 - leave the room with broken window, in the toilet we will find a Note with a code, in the kitchen health drink, there is a safe in the hall on a chair.

The code of the safe is random in each new passage, the guides will not help, you must definitely look at the sheet in the game. There are 4 numbers on the sheet, a round dial of 20 numbers on the safe. It is necessary to alternately put these 4 numbers in the upper position on the dial. But the direction of movement of the dial must be changed after entering each number.

Normal difficulty: for example, 08 >> 13 > 11. Spin right to 08, spin left to 13, spin right to 10, spin left to 11. If it doesn't work, change the initial direction of movement.

Hard difficulty: e.g. 08 >> X3 > V6. The principle is the same, but some of the numbers will be encrypted in Roman numerals. We add the numbers to get the original number, for example X3=10+3=13, V6=5+6=11.

Inside the safe are 4 packs of handgun ammo.


1st floor

On the second floor, all other rooms are locked, so we go straight to the stairs through the white door. On the landing against the wall lies West building map. The only way is down.

There is a first aid kit in the hallway in the laundry room.

105. Riddle with coins, one is still missing. At the dead end near the wardrobe there is preservation .

109. There are bullets on the couch. In the left wall we go into the white door. In a separate room with a mirror we will meet Angela. After talking with her, we will automatically receive Angela's Knife, but this is not a weapon. We take from the nightstand Coin "Prisoner". We return to number 105.


Puzzle "Three coins"

Easy difficulty: Old man, empty, Serpent, empty, Captive.

Normal difficulty. There is an inscription on the box: “Three bright coins in five holes, if you please, spread out. The tempter lies on one of the ends. Only the free wind plays behind the woman’s back. The formless one rests further from everyone. , slaves of decay."

Normal difficulty: empty, old man, captive, empty, serpent.

Hard Difficulty: empty, old man, empty, serpent, captive.

We use each coin in turn, put it in the right place. If the combination is correct, the nightstand will open and we will take Laina's apartment key.

209 - on this number there is a note for Line, and we go there. There is nothing inside, but there is an open balcony, through it we will go to the next room.

208 - take cartridges from the chair, raise from the bed Key to the staircase door, Can survive . We return to the corridor, unlock the door to the northern stairs.


Boss: Pyramid Head

We will meet a monster with a helmet, it is impossible to kill him, you just need to dodge his blows for a while. The stairs down are flooded, we can only run on a narrow landing. The boss is slow and clumsy, so it will be easy to dodge. We are waiting for the siren to sound, and the boss will go down through the water. When the water level drops, we follow the boss to the street.

5. Western part of the city
Silent Hill 2. Where to get the pipe

Let's go to the western part of the city. Ahead is a dead end, to the right of it is a first aid kit. We leave the alley along the northern path. At the exit we will meet a little girl who did not give us the key. In a conversation, she will mention Mary, and immediately run away. At the underpass we go up the stairs to the left, there are 2 packs of cartridges at a dead end.


coastal park(Rosewater Park)

An underground passage will lead us to the park. On the left in a dead end 2 packs of cartridges. A little further to the left on the bench lies health drink. On the right path in front of the gazebo are cartridges. On the embankment on the right is a drink.

We walk along the embankment. We will meet Mary here, she is very similar to our dead wife Mary. The next destination is the Lake View Hotel. Maria will come with us, and she will need to be protected in battle.

To the right of the exit from the park there is an enemy and health drink.


Jack's Motel(Jack's Inn)

We cross the street, ahead of the motel, but you can’t go anywhere. In the courtyard of the motel on the trunk of the car is preservation .

There is a collapse on the east side of the street, in front of it are cartridges. We can go to a dead end in the south, on a side street we will find health drink. At the end of Katz Street behind the bars we will find a first aid kit, on the other side the first aid kit lies on the ground near the car.


gas station(Texxon Gas)

There is a smoking car at the gas station, a pipe was stuck in its hood, we take this Steel pipe as a new weapon. There are 2 drinks and ammo in front of the truck. The locked garage has a drink and ammo.


Pete's bowling alley(Pete's Bowl-O-Rama)

North of the bowling alley by the grass lies health drink. Maria will wait for us at the entrance. Inside we will hear a conversation between Eddie and the girl Laura. When we approach, the girl will already run away. On the middle lane of the bowling alley at the end are cartridges. We leave the building.


Strip bar(Heaven's Night)

Maria outside saw the girl run across the yard to the south. There we will rest against the wall, and we will not be able to climb through the opening. Maria will open the back doors of the bar for us, she obviously worked here.

Inside we go up to the hall, on one of the chairs we will see a first aid kit. Let's go to the other side of the street. We will see how the girl ran into the hospital, we go there too.

6. Brookhaven Hospital
Silent Hill. Walkthrough site

There is a Hospital Map right at the entrance on the wall. We go to the front door of the registry, there we can survive . Here on the table there are records of three insane patients. On the next table health drink.

We pass in adjoining room documentation, near the typewriter we read the doctor's report on the disease, when a person goes to the "other side" of the world. read, take Key "Purple Ox". All other doors on the floor are locked, so we go to the stairs.


2nd floor

Two puppet nurses will immediately attack us, it is better to beat them with a pipe without spending ammo. In the women's locker room (Women's locker room) in the locker we find a new weapon - Shotgun. On the table from a teddy bear we take out Crooked needle. In the men's locker room in a lab coat we find Examination room key.

We go through the door opposite the stairs, we get into the second part of the corridor. There are ammo at the entrance. We unlock the examination room (Examining room 3), there is a first-aid kit on the bed, and left on the table in the typewriter Copy sheet with code. The number is always random, for example 6812. Remember it.

M2. In the room on the bedside table ammo and Key "Azure Eye".

M3. Enemy nurse, ammo and health drink.

M6. Same set: nurse, cartridges and drink.


Puzzle "Door with a code"

1st floor. We go to the first reception room (Examining room), near the reception, unlock it with a key. We pass into the next room, take from the sink shotgun shells. The message on the white board reads: "3F Patient Wing - 7335". (Hard level: the letter "T" represents the current month).

3rd floor. There are several nurses on the floor, all doors are closed. There is a first aid kit in the far east corner. nurses. To open the double door, you need a code from the reception room.

Easy, normal difficulty: 7335 .

Difficult level: 1328 (draw the letter "T" with numbers).


The door will open, in the second half of the floor there is a long corridor with single rooms.

In the bathroom, an object is visible in the drain until it is removed.

S3. In this ward, Maria will remain to rest on the bed. Take the Roof Key from the table.

S11. Here health drink And preservation .

S14. On the bed is a chest with many locks. On the wall is a note from Louise: "I will always take care of you. This is my destiny!"


Appearance of a stranger

We go to the roof along the landing, unlock the door. At the top we find the Diary. We examine the second door on the roof. Immediately after that, a pyramid head will appear nearby and throw us to the floor below.

We will find ourselves in the Special Treatment rooms, where there are 4 punishment cells. There is a note on the wall in the center, you can go into one of the punishment cells, inside it we examine the bloody stain, it can be seen four digit code, for example 4273. The code is always random.


Louise's chest puzzle

S14. We return to the chest with many locks, unlock them:

The rotary lock must be opened with a code from the punishment cell.

On the lock with buttons, you need to enter the code from the carbon paper (in the typewriter on the 2nd floor, in the inspection room).

On the remaining lock, use the key of the "Azure Eye" (from the 2nd floor of room M2).

We unlock the box itself with the key-plate "Purple Ox" (from the 1st floor, documentation room).

Inside the chest will be Hair. We go to the shower room on this floor. In the inventory, combine the Hair with the Bent Needle (for both items, select the line "combine", and then "use" on any of them). It will turn out a kind of fishing rod, with its help we will pull out of the drain Key from the elevator.


Boss: Hangmen

Laura tricks us into entering a room with two monsters hanging from the ceiling. It is better to attack them with a shotgun. From afar, they kick with their feet, but if they come close, they will immediately strangle. So we constantly move away from them, it is better to run from corner to corner, not forgetting to shoot. Each needs 8 hits. When we kill two, a third will appear.

After the victory, we will hear a siren, the familiar world will be covered with rust and blood. Someone will take us outside, where we will see the black sky.

7 Alternative Hospital
Silent Hill. How to open the box

We are in the garden, but in this world it looks like a cramped punishment cell. We return to the building, in the corridor we select shotgun shells, Can survive .

C2 - Inside is a nurse and first aid kit. C1 - Nurse, ammo and health drink. The rest of the doors are locked, we move on the elevator.


2nd floor

M6 - inside ammo, first aid kit, a piece of a note. In the wall under the wallpaper there is a drawing of stretching hands, and in the recess there is a battery and Cellar key. M4 - two nurses inside, shotgun shells, drink .


3rd floor

We kill enemies in the corridor. There is no Maria in room S3, only empty bottles of her pills.

S11, there are cartridges and an ampoule, on the bed there is a text about the angel Lady Doors (we are talking about a door with a picture near the elevator, we go out and inspect it until it can be opened).

In the second corridor in the storeroom (Store room) 2 packs of cartridges, first aid kit.


Basement

We go to the stairs, on the column there is preservation. We go down to the basement, unlock the doors. We take in the storage room shotgun shells, move the cabinet. Mary will come here and accuse us of not protecting her. Then we go together. We go down to the cache, take from the floor Copper ring.

3rd floor. We go to the decorated door at the elevator, we use the found ring on the hand, but we need one more.


Silent Hill Quiz

We sit down in the elevator, we go to the 2nd floor. Inside the elevator, the radio will turn on, the show "Award or Prank". The host will ask three questions about Silent Hill, each with three possible answers. Guessing and memorizing the correct answers:

1 question - 3 (What is the name of the park? - Lakeside Amusement Park).

Question 2 - 1 (What was the name of the killer? - Walter Sullivan).

Question 3 - 3 (What is the name of the road from the lake? - Nathan Avenue).

We return to the third floor, go to the warehouse (Store room), find an expensive chest, enter the answers: 3, 1, 3. As a reward, we will receive 5 packs of shotgun shells and 2 ampoules.


Leaving the hospital

On the second floor we go to the Day room, there is a large refrigerator on the floor, together with Maria we can open its door, from there we take lead ring. On the 3rd floor at the painted door, use the second ring.

The door will open, we go down the stairs. On the way down we will find a blue note, in which the criminal wrote that he hid the director's key in the park behind a statue.

Pyramid Head will chase after us in the lower corridor. We run faster, turning at numerous turns. We will have time to run into the elevator, and Maria will be left alone with the monster.

1st floor. All doors are locked, we can only enter the Director's Room. Inside, we examine the map with notes, transfer it to our map. Let's take Hospital lobby key. Through the window we will see Laura running past. We go to the exit of the building, we can survive .

8. Alternative South Valley
How to get through Silent Hill

Western District

The entire city was plunged into darkness. We need to return to the first part of the city along the southern roads. Collect useful items along the way:

Opposite the hospital shotgun shells.

At the western cul-de-sac of Rendell Street, there is a drink and a first aid kit by the car, and in the far left corner of the fence - shotgun shells, ampoule .

In the middle of the road along Rendell Street, we inspect the northern curb, there 3 packs of shotgun shells. A little further, behind a lattice fence under a tree, there are 2 packs of cartridges.

At the southern cul-de-sac of Munson 2 packs of cartridges, at the intersection of streets, there are 2 drinks by the door.

Along Saul street we get to the tunnel. Below, through the slatted floor, we will see thick-armed monsters, we quickly run past so that they do not hit with spikes.


Eastern District

At the exit from the tunnel we take a first aid kit near the van, inside the motor home there is a note and preservation. The next passenger car has . Further behind the hydrant and two boxes are 2 packs of cartridges.

At the turn in front of the corner building is a first aid kit. On the same side of the street near the next intersection there is another first-aid kit.

In front of the Happy Burger cafe, there are cartridges near two tanks, near the tank around the corner are rifle cartridges and first aid kit.

In front of Neely's Bar at the entrance are cartridges. Further on the right on the porch is a drink.

Along Neely street to the north on the left side we will find 2 drinks, and at the corner of the intersection there are cartridges. Near Big Jay's cartridges, near the Chinese restaurant opposite - also cartridges.

Down South Sanders Street at the crossroads at the top of the stairs 2 packs of shotgun shells. Near the Flower Shop in the parking lot 3 packs of cartridges.

There are cartridges at the north junction of Lindsey and Katz. There are more cartridges on the east wall of the street.


In the designated black place on the map, on Lindsey Street, on the site in front of the house we will find a letter and Wrench. An unknown person writes that the clue is in the museum, and the key to it is hidden in the park behind the statue.

Walk west along Katz Street. Now the entrance to the Woodside Inn is closed, but ahead on the road we can unlock the door with bloody inscription. So let's get to the next area.


park area

At the crossroads on the stairs of the house we will find cartridges and a drink. Nothing new has appeared in the remaining dead ends, we go to Rosewater Park.

At the entrance to the park on the left are 2 packs of shotgun shells. There is an ampoule on a bench in the left middle cul-de-sac of the park.

In the eastern part of the park in the nearest cul-de-sac, you can take 2 packs of shotgun shells.

We reach the statue in the center of the park, after it we dig up the earth with our hands. Find a box locked with bolts, use a wrench on it. Get it out of the treasure Old bronze key.

We go west along Nathan Avenue. If we go to the end, we will see that the bridge has collapsed, there is a dead body in front of it, cartridges, rifle cartridges. There is a first aid kit in front of the museum on the right side of the parking lot. Having collected everything, we enter the building "Silent Hill Historical Society".

9. Historical Museum
Silent Hill 2 (2001)

In the entrance room of the basement we read an entry from 1820. From the same table we take a first aid kit. There are a couple of monsters in the next corridor. The right door is closed, there are bullets in the intermediate door, the left door will lead us to a hole in the floor.

After jumping, we find ourselves at the bottom of the well. Here we go in a circle and inspect each section of the wall, in one place we notice strangeness. We take any weapon and break through the wall. In the half-flooded corridor we kill a couple of monsters.


Puzzle with cockroaches

We pass through the doors, immediately go into another side door. We take on the floor Key with spiral inscriptions. Immediately after taking the key, our flashlight will go out and the door will be locked. In inventory, use the battery on the lantern, turn it on (L key).

We will see that the whole room is in cockroaches. We can crush the closest ones, and then quickly approach the combination lock. Three buttons of the lock are worn out, we try to press them in different sequences. There are 6 options in total.

We leave, next to the floor we inspect the hatch, open it with the found key, jump into the abyss.

10 Toluca Prison
Silent Hill. Where to find a rifle

We will be in the prison cafeteria. We'll meet fat man Eddie, who killed a man here. After the conversation, he will leave. One of the columns has preservation. We take 2 drinks from the tables and Tablet "Voracious pig".

In the first corridor on the table we find cartridges. We reach the second table, on it lies Map of the prison.

We go in the door in the middle of the way, we will get into the corridor with shower cabins. In the left prison soul you have to bend down to take Tablet "Seductress".


prison rooms

We go to the southern corridor with the detention cells. The monsters are locked up, but they can spit acid through the bars. In the first open chamber there are cartridges, in the far chamber there are books about demons, there we take Wax doll from the table.

There are ammo on the table in the east corridor. In the side room on the shelves rifle cartridges. From here we can enter the northern corridor with cameras. An artist was sitting in the 1st cell, we will find the paintings "436 people at a concert" and "A burning man" in his room. In the 7th chamber we take Tablet "Oppressor".

In the yard there is a scaffold with three loops. It has a drawing about the atonement of three sins, and three indentations. We apply here all the boards found, we will hear the death cry of the executed. When we leave the yard, we will find a Horseshoe on the doors.


Staff rooms

In the central corridor in the northern part on the left there are two meeting rooms, in the first one there is a first aid kit, a lighter is visible behind the glass. We pass through the second room, where the glass is broken, go over and take the Lighter.

In the west corridor in the women's bathroom, someone hid in a stall. The men's restroom has preservation .

We pass in side room security, we take a first-aid kit from the TV, an ampoule at the sink, a drink on the table. On the table we can read the legend about Toluca Lake (two ships sank on it, and many bodies rest at the bottom). We go into the next room, there are cartridges and new weapons - hunting rifle.

We reach the stairs, it is locked, but in front of it there is a hatch in the floor, it lacks a handle. Glue homemade pen(in inventory we combine three items: wax, lighter, horseshoe). We jump down.


way down

We find ourselves in the basement, you can only go through the double doors to the morgue. We pass further and a couple of times we jump into the abyss. We sit in the freight elevator, take 3 types of cartridges and a first aid kit. On the ground floor we can survive .

11. Labyrinth

Let's get into an abandoned building. There is no map, but it will be drawn as you progress. Ahead is a door blocked with wire. On the left we pass through the corner corridor with several monsters. We go along the left wall, and we reach two stairs, both lead to a circular corridor.

Pyramid-headed walks in a circle, we run away from him in the other direction. In the center you can enter the room, there are 2 packs of cartridges and Pyramid Head Knife.

We go south along the top floor, go down the stairs to the half-flooded floor, kill a couple of monsters, climb another ladder.


Cube puzzle

In the center is a cube with multi-colored faces, it can be rotated left to right and up and down. Nearby is a metal room that turns after the cube. It is necessary to rotate the cube so that the recess in the room turns towards the door. Solution:

On the right side - green eyes, head upside down.

On hard difficulty: random value.

Go through the opened door into the living room. Behind the bars we will see the living Mary. She will attribute her miraculous resurrection to our forgetfulness. And he will tell about the videotape that only Mary knew. To free the girl, you need to go here from the other side, so let's go out for now.


Behind the wire

In the room with the cube near the stairs we will see an open switchboard, we take the Nippers from there. We return to the beginning of the maze, bite the wire.

There are two other stairs in the half-flooded tunnel, we climb the nearest one. Further on is an intricate two-story labyrinth with monsters. Along the way, you can find 3 packs of ammo. As a result, we will reach a room where there is a newspaper on the floor and preservation .


Boss: Purgatory Gatekeeper

We go through the corridor with newspapers, we will hear a cry. Angela was attacked by "daddy" in the living room with pistons. It's better to use a shotgun. We get up in one corner, shoot back, run across to another, continue. You need 8-10 accurate shots. After the victory, Angela will finish off the boss with a TV. She complains about some rapist, accuses us, and leaves.


Puzzle "6 hangmen"

In the side room we will find 6 placed bodies, each has his crime written on his face:

1) Murder, 2) Theft, 3) Arson,

4) Abduction, 5) Fraud, 6) Counterfeiting.

In the next room we will see 6 empty loops. Nearby on the wall on a small poster is a warning that a wrong answer will cause monsters. All 6 crimes are described on a large poster. According to the description, you need to understand which of them is not guilty, and pull the loop in his place.

Easy level: Abductor (4) .

Normal level: Pyro (3) (he was framed by the sheriff),

Difficult level: Counterfeiter (6).

We pull the loop of the innocent, we go to another room, where the Key of the Wronged will appear instead of the body.


We go back, a side corridor has opened. We rise, take the first-aid kit and go out to the cemetery. In the corners and behind the tombstones we find 3 packs of cartridges, in the far left corner lies an ampoule. Here you can survive . You can read the inscriptions on the tombstones. In the far left corner, there are three graves together: Eddie Dombrowski, Angela Orosco, James Sunderland - all three that roam Silent Hill. We jump into our grave.


Boss: Eddie

In the freezer we will meet Eddie among many dead people. Now he is killing everyone, and he will start shooting at us. We can always run away from him. If health is low, use first-aid kits right during the battle. It fires 6 shots and then reloads. At this point, we arm ourselves with a shotgun, shoot 3 times, and Eddie will run away into the next room.

We take shotgun ammo, rifle ammo. We go into the hall where carcasses of meat hang. This is where Eddie will hide from us behind the carcasses. We can also run up from behind and shoot from behind. 8-9 more hits and Eddie will be killed.

12. Lake View Hotel
Silent Hill 2. LakeView Hotel

Lake Toluca

We leave the warehouse on the coast. At the docks, we board a boat and swim across the lake. You need to find the light of the beacon in the fog and swim to it. This will take about 2 minutes. On the hard difficulty level, you need to manually control the movement of the hands in order to row with oars. When we swim, we will see a hotel on the northern shore.


1st floor

We examine the fountain on the left, take from it Music box "Mermaid". In the building at the entrance hangs Hotel card (for guests), marked with the number 312.

We go to the Lake Shores restaurant on the right, inside we take the Key "Fish" from the table. We will meet Laura near the piano, she will give a letter from Mary. It turns out that Mary wanted to adopt this girl. Soon Laura will run away for the second letter.

Two dangerous monsters in frames roam the corridor. In the western part of the corridor we can enter the restroom, there are two mannequins, and in the back room on the shelves 3 packs of cartridges, rifle cartridges.

We go down the stairs, on the right in the non-working elevator we find Solvent.

In the lobby, in the information window, we will find a note that a videotape was left for us in the office on the 1st floor. Nearby we go in the door, behind the counter in the eggs we will find Room key 312. In the center of the hall is an old jukebox. There is also in the lobby preservation on the armchair.


2nd floor

We go to the dressing room (Cloak room), take a first aid kit, 2 packs of ammo, 2 packs of shotgun shells. We examine the suitcase, use the "Pisces" key on it, inside we take Room key 204.

There are 2 packs of cartridges in the dead end of the southern service corridor. In the next room is a library where shotgun shells and drink.

204. In the room on the table we will find Service elevator key. Through a gap in the wall we pass into room 202, there is a locked suitcase and scattered photographs. We use a solvent on a photograph painted over with a felt-tip pen, we will see the code from the suitcase: DAMN. Inside the suitcase Music box "Cinderella".

We go to the east wing, in the corridor near the elevator we take rifle cartridges and drink. The main elevator does not open, but to the right of it we can unlock the door to the service elevator. We take 2 drinks here, we can survive . The elevator has a weight limit. We need to put all our things in the closet, only after that we can go downstairs.


Without weapons

1st floor. We take from the wall Hotel card (for staff).

We go to the Office room, from the open safe we ​​take Videocassette and Opener. In the recreation room (Employee lounge), we take from the refrigerator 2 packs of rifle cartridges. In the pantry (Pantry) on the right shelf we will find Music box "Snow White".

We go down the stairs to the basement. There are a couple of mannequins in the corridor, we dodge them. We go into the boiler room (Boiler room), take the first aid kit and the Key to the bar. We pass to the kitchen (Kitchen), take 3 drinks, with the help of an opener we open a large can without a label, we suddenly find a Light Bulb in it.

Bar Venus tears. We approach the door on the left, we have a key, but in the dark the door cannot be opened. On the bar opposite we will see a lamp, we insert a light bulb into it, after that we unlock the door.

We find ourselves in the basement near the central elevator. We go up the stairs to the 2nd floor in the east wing to pick up all our things from the closet.


Music box puzzle

We go to the lobby, install all three boxes found. You need to approach the device from three different sides. We read the clues on the tablets, and put the corresponding character:

1. Cinderella (ran away at midnight).

2. Snow White (awakened from the dead).

3. Little Mermaid (didn't say a word).

Difficult level: 1 - Cinderella, 2 - Mermaid, 3 - Snow White.

When we turn on the correct melody, we get Hotel staircase key. We go to the 3rd floor, unlock the door on the stairs.

312. In the room we use a cassette for a VCR. We'll see the tape with Mary at the hotel. And then a short passage in the hospital. It was James himself who killed Mary. Laura will come, tell her about it. Left alone, we hear Mary's voice through the radio, we continue to search for her.

13. Alternative hotel
Silent Hill 2. How to get a good ending

2nd floor

Now water is dripping from the ceilings of the hotel, and there is more and more mold on the walls. In the corridor of the 3rd floor, you can survive .

We go down to the 2nd floor, enter the reading room. On the table we will find headphones, through them we will hear a dialogue with the doctor about deadly disease Mary.

Entering some doors of the rooms, we will teleport to other doors. We only need a transition from 202 to 219. There are 2 packs of cartridges near room 219, 2 ampoules further down the corridor near the elevator. We go down the elevator to the basement.


Basement

Half-flooded corridors are inhabited by crawling mannequins. We take 5 drinks in the Venus Tears bar. We take in the kitchen 2 packs of rifle cartridges, 2 shotgun cartridges, and first aid kit.

We go to the landing, there we will meet Angela. After a dialogue with us, she will go into the fire - into her personal hell. We go out the door, go in again, and we can climb the usual stairs.


1st floor

We pass through the burnt corridors. At the dead end on the left are 2 ampoules. On the right along the way we will find 2 packs of rifle ammo. We pass along the corridor with a slatted floor, we will be attacked by thick-armed ones. In the room we will see a square of 9 sheets saves .


Boss: Pyramid Heads

We will see Mary captured by monsters, she will be executed right in front of our eyes. Pyramid Heads - the feeling of guilt of the protagonist, and now we will try to get rid of this feeling. Monsters will run after us with spears, faster than usual. The hall is large enough, we can constantly run from corner to corner and shoot from a rifle.

After our victory, the pyramid heads will kill themselves with spears. We examine them, from one of the hands we take Scarlet egg, from the second - Red egg. We use both quail eggs on two doors. We run along a long corridor. If we go to the standard ending, we will hear a conversation with Mary in the hospital, as she asked to be killed. We go up the stairs to Mary's room.


Boss: Maria

The girl will offer to stay with us, we refuse. Then she will turn into a monster hanging on the bed. If she flies up close, she will try to strangle us with a tentacle, we press all the buttons to get out. From afar, she attacks with a cloud of butterflies, it delays us for a while. We act as with any boss: we run away, shoot from a rifle, run across to another corner. At the end, Maria's bed will fall, we make the last shot at close range.

endings

Leaving / Farewell (Leave)

Conditions for receiving:

Try to avoid injuries, quickly heal the hero.

Ignore Maria: don't visit her in the hospital, don't wait for her, let her get hurt.

Examine the letter and photograph of Mary.


We see a conversation between James and Mary in the hospital. James finally speaks out everything that has tormented his soul for so long. He asks for forgiveness for what he has done. Mary forgives him and gives him the letter, after which she dies. We read the letter on the background of the cemetery. At the end, James and Laura leave Silent Hill. James' sin is forgiven and he can begin new life without guilt or pain.


Maria

Conditions for receiving:

Do not inspect Angela's knife, Mary's photo and letter.

When you meet Maria, protect her from the monsters.

Revisit her in the hospital room and in the cell.

In the hallway before the final, run through without listening to Mary's words.


After the final fight, James returns to the pier. Mary approaches him. He invites Maria to leave Silent Hill with him. Mary gives James Mary's letter, which gives him forgiveness and permission to start a new life. Together with Mary, James returns to the car.


In Water (In Water)

Conditions for receiving:

Don't heal James right away, leave him wounded longer.

Examine Angela's knife several times.

Read the diary on the roof of the hospital.

Read the text in "Neely's Bar" after the hospital.

Listen to the conversation on headphones in the hotel library.

Listen to Mary's monologue in the hallway before the finale.


After killing the last boss, James is next to Mary lying on the bed. He apologizes for taking her life. Despite his wife's pleas to continue living, he picks up Mary in his arms and gets into the car. Suicide seems to him the only way out. He accelerates and the car dives into Toluca Lake.


Rebirth

Conditions for receiving:

You need to find 4 items for the ritual (appear only when you repeat the passage):

1) White fir. Blue Creek Hotel, #105, in the kitchen.

2) The book "Lost Memories" (Book: Lost Memories). Gas station "Texxon Gas", in a box.

3) Obsidian goblet. Historical Museum, in a broken glass case.

4) Book "Crimson Ceremony" (Book: Crimson Ceremony). Alternative hotel "Lakeview", 2nd floor, Reading room, on a shelf.


After the final fight, James, along with Mary's body, floats on a boat on the lake. He has collected all the necessary things to conduct an ancient local ritual for the resurrection of the dead, and is going to carry it out. James hopes to cheat death and bring Mary back.


Dog ending (Dog)

Conditions for receiving:

1) You need to get the "Rebirth" ending or the other 3 main endings.

2) After that, near the hotel "Jack" s Inn "in the parking lot inside the doghouse, we take the dog key (Dog key).

3) Use the key to unlock the door to the observation deck (Observation room) on the 3rd floor of the alternative hotel.


Using the key, James will enter a room with computers. A dog sits on a chair in front of the computer and controls everything. James exclaims, "So it was you!" and falls to all fours. The dog runs up to James and starts licking his face. After that, there are funny credits with funny music.


UFO ending (UFO)

Conditions for receiving:

Both scenarios must be completed. After that, during a new game in the toilet, a Blue gem will appear on the floor. It should be used in:

1) Alternative Hospital, 1st floor, in the garden (Garden).

2) At the boat dock right after defeating Eddie.

3) Hotel "Lake View" (LakeView Hotel), No. 312.


In response to the third use of the stone, an armada of flying saucers will fly in. Harry from "Silent Hill 1" will meet us. Harry will ask if we have seen his daughter. In response, James will ask if he has met his wife Mary. After that, the alien will stun James, and Harry will help bring him into the flying saucer.


Secret weapons
in Silent Hill 2

Chainsaw - when you pass again, we will find it on the initial path, at the entrance to the city.

Spray - to get you need to beat the game twice, with the same ending. On the third playthrough, we'll find him in a house on Saul Street. The spray will have a random color from the following:

Green spray - kills any enemy;

Yellow spray - kills bosses: gatekeeper, Eddie;

White spray - kills dummies, nurses.

DLC Born From A Wish

We play as Maria, armed with a revolver. We start in the inner room of the Heaven's Night bar. In our room we take 2 packs of cartridges in the closet, 2 drinks at the sink. In the main hall from the bar we take a first aid kit and Chinese cleaver.


The streets of the city

From the bar we go south. We can collect useful things on the way:

In the middle of Rendell Street to the north, there are 2 drinks by the truck.

At the western cul-de-sac of Katz Street, there are 2 packs of cartridges behind bars. In the middle of Katz, next to the jeep is a first aid kit. In the eastern dead end of the street, before the collapse, there is a first aid kit and cartridges in the back of a jeep.

At the north cul-de-sac of Munson Street, at the left post, there are 2 packs of cartridges.

We get to the northern dead end, near the Blue Creek Apartment, we enter the bloodied door. There are two monsters and a dead man in the yard.


House Baldwin

In the hall, the side doors are locked, we go straight into the double doors. In the living room with a fireplace we find the Map of the house, in the center on the table there is a first aid kit and 2 packs of cartridges, on the right there is preservation. You can only go through the door on the left, there we go up the stairs, along the way we take 2 packs of cartridges.

2nd floor. We are trying to open the western door to the Lounge, but the door will be closed in front of us. The recluse Ernest is sitting there, he will never let us in.

We go to the southern corridor, kill a couple of monsters, take a first aid kit from the table. Through the side door we go out to the balcony, there we take White Board.

We return to the 1st floor, in the living room the sash of the fireplace has opened, a staircase is hidden inside it, we will climb it to the summer garden.


Puzzle Tombstone

In the garden we take Red board and Black board. We read the inscription on the headstone. All three boards must be inserted into the recess, you need to focus on the square holes in the boards. Correct option:

1. White board.

2. Red board, rotate 90 degrees to the left.

3. Black board. Paste as is.

For solving the puzzle we get Acacia Key.


Postcard

We go to the 2nd floor, on the southern balcony we unlock the door. There is 1 monster in the corridor. We go into the children's room, take Matches from the bedside table. At the end of the corridor we will rise to the attic.

We see a thing under the chair, but we can’t take it in the dark. There is a candlestick on the table, use matches on it. When lighting candles, we take from under the chair greeting card Ernst from daughter Amy.

We return to Ernest's room, now you can enter, but there is no one inside. On the table we read the book Acacia, take first aid kit, 2 drinks. From here we can go to the northern corridor, there is a monster and a couple of cockroaches. We go down the north stairs.

There are ammo and a couple of enemies in the long corridor. We reach the service room (Service Room), there are cartridges and 2 drinks. There are a couple more mannequins in the south corridor and preservation. In the Studio (Study) we read a book about the resurrection of the dead. We can talk to Ernest through the door, we give him a postcard. We learn that his daughter died after falling down the stairs. Ernest will ask you to bring him a white liquid to create a potion.


From the southern corridor, we can now unlock the door to the central room with a fireplace. We return to the southern short passage, opposite the save sheet, we pass to the southern stairs.

Below we read a memorial tablet about Amy Baldwin. We pass along the basement corridor with cockroaches. Let's go out to the backyard, kill a few mannequins. We pass into the neighboring yard, we go into the hotel building.


Hotel "Blue stream"

On the landing on the 2nd floor is the Hotel Map.

105. We take in the kitchen first aid kit, drink. There is in the closet preservation. In the main room, the puzzle is a coin box with a vial of White liquid on it.

203. You can enter the room with the safe, but it is empty. There is nothing else on the second floor. We return to the mansion.

We bring the liquid to Ernest. He will talk about James. We enter his room, but it turns out to be empty. On the street, Maria decides to kill herself with a revolver, but changes her mind and goes to the embankment to meet James.

Questions - answers

Question: What to do if the videos do not work?(Silent Hill 2)

Answer: The cutscenes of the game only work well on single-core processors. On multi-core, you need to manually switch to one core: after starting the game, minimize it (Alt + Tab), open the task manager (Ctrl + Alt + Del). Go to the 2nd tab "Processes", find the process of the game "sh2pc.exe". Click on it right key, select the line "Set Affinity" (Set Affinity...), leave a tick on only one core "CPU 0" (CPU1). This should be done every time you start the game.


Question: What's in the toilet? Question: What happened to the wife?(in game Silent Hill 2)

Answer: According to the plot of the game, we learn that the wife of the protagonist suffered from a serious illness, lay in a hospital bed for a long time, and tormented herself and her husband with reproaches. As a result, James could not stand it, and killed his wife to end her torment. But later he began to doubt the correctness of this act, he had a feeling of guilt. And the town of Silent Hill called him to give a chance for redemption.


Question: Where to find coins?

Answer: 1) Coin Old Man - you need to clean the garbage chute in the hotel on the 2nd floor, and then inspect the fallen bag of garbage on the street. 2) Serpent Coin - in the courtyard of the hotel, at the bottom of the pool. 3) Coin Captive - in the hotel in room 109, in the room with Angela.


Question: Answer: In the final hotel, the service elevator is located in the center, slightly east of the main elevator, we will find it behind the next door.

Question: How to open the box in the hospital?(in game Silent Hill 2)

Answer: You need to listen to the quiz questions on the knowledge of the city of Silent Hill in the elevator, guess and remember the correct answers. After that, on the 3rd floor in the warehouse (Store room) enter the answers: Q1 - 3, Q2 - 1, Q3 - 3.


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Endings : Departure , Maria , In the Water , Rebirth , Dog , UFO .
DLC Born of Desire. Questions - answers.
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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 looks like he actually...

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 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, anyway, they won't touch you 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.
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 soak sweet couple, then 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 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:

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 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.

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. There is a locker near the elevator where you must put all your inventory items, 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.

In the first part of the game, Harry Mason (Harry Mason) in search of his daughter Cheryl Mason (Cheryl Mason) visited the northern part of the city of Silent Hill.

It all started with an innocent vacation and traveling with her daughter in a jeep through the cities of the United States. At a late hour our wanderers reached the outskirts of Silent Hill. On the way, they met only a girl, a police officer, who swept past on a motorcycle. Somewhat later, at the entrance to the city, Harry noticed a police motorcycle lying on the side of the road, but the officer was nowhere to be seen.

Suddenly, in front of the jeep, rushing along the highway at high speed, the figure of a young girl appeared. Trying to avoid a collision, Harry turned the steering wheel, and the car flew off the track.

He woke up in the car, but his daughter was not around. In search of Cheryl, he had to leave the jeep and head deeper into the foggy city. On one of the central streets, Harry notices the silhouette of his daughter, who immediately runs away, hiding in the thick fog. Harry follows her into a small courtyard. Everything suddenly darkens around and Harry sees terrible creatures, like children, wandering in the dark. He sees several decomposed bodies lying on stretchers and hanging from the walls. Small creatures armed with knives attack Harry and kill him...

Harry wakes up in the cafe "2 to 5" ("2 to 5") and realizes that everything he saw was a nightmare. Next to him is the same young girl, a police officer named Cybil Bennett (Cybil Bennett).

She talks about strange things going on in the city and what was summoned to Silent Hill. She then leaves Harry, heading for reinforcements.

Harry cannot sit still, and he goes in search of his daughter. A blood-stained letter miraculously found tells of "the way to school". Worried and discouraged, he immediately sets off. Harry quickly notices the dual nature of the city of Silent Hill. Darkness and nightmares come back to reality. Around everything darkens and becomes dilapidated and abandoned. After defeating a terrible monster in the basement of the school, Harry meets a ghost girl who caused an accident on the road. Later, he meets a woman named Dahlia Gilespie, who gives him conflicting information in a pseudo-biblical manner.

In his wanderings through the dark world of the city, Harry meets two characters - Lisa Garland (Lisa Garland), a nurse and Dr. Michael Kufmann (Michael Kaufmann), who worked in a local hospital. Harry realizes that the real evil is Dahlia, since she was the leader of a secret cult. A girl named Alessa, the daughter of Dahlia Galespi, was sacrificed to evil spirits. Galespi burned down her house along with her daughter to hide all the evidence.

Harry moves deeper into the darkness of the city and realizes that Cheryl is somehow connected to Alessa. Finding five magical talismans, Harry kills Samael, an evil demon summoned by Dahlia to the city. Together with his death, the darkness recedes and, dying, Samael releases the soul of Alessa to freedom. Alessa's spirit gives the baby to Harry. Harry and Sybil leave town with the baby in their arms. Now they will start a new happy life.

The story continues...

It all starts trivially enough, James Sunderland (James Sunderland) received a letter from his wife. She died 3 years ago and wrote the letter just now. Her name was Mary. James immediately goes to the town of Silent Hill, lost in the vastness of the United States. He hopes to meet a living Mary!

Characters

JAMES SUNDERLAND

He is the main character of the game. James came to town because he received a letter from Mary, his wife, who died 3 years ago. In the letter, Mary says that she will be waiting for him at some special place. James knows that the whole city was special to them. They could walk for hours at the local Rosewater Park near Toluka Lake and look at the water.

Angela is looking for her family in Silent Hill. She is the first "living soul" that James meets on his way to the city. Will she find her loved ones, or does she have some special reason for staying in Silent Hill? We have to find out.

Laura is a little girl who goes out of her way to make life difficult for James. Either she drags the key she needs, then she closes it in the room ... Why does she hate the main character? We have to find out.

A brilliant and sensual woman who is not able to leave anyone indifferent. She is a very bright character at first glance, completely incompatible with the interactive thriller genre. She bears a strong resemblance to James's wife, Mary, but her dress style, charm and personality are very different. She will accompany James on his perilous journey.

Mary is the protagonist's "deceased wife". She suffered from an incurable disease. Perhaps she contracted the virus from William Birkin, or maybe she, too, became a victim of a cult common in the city?

EDDIE DONBROWSKI

Eddie is a very versatile character! We can see how well Laura treats him. We know that he once played baseball. However, his behavior and the dead body in his room leaves open the question of the hero's state of mind. Why did he come to Silent Hill and what secrets is he hiding? We also have to find out.

New meeting with SILENT HILL:

The game begins with a rather interesting visit by the protagonist to a crummy bathroom located in a mansion on the outskirts of the city. After the cutscene, take the map from the car.

There is no urgent need for this, just check the memory card again if you want. 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, which originally reads: "The x meters of land surrounding this monument were originally swamp, but were later filled in. From long ago, the swamp was nicknamed Blood Swamp because the executioners poured the water used to wash the execution tools in here. Perhaps it "s for that reason that many people claim to have seen ghosts in the area."

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 tourist office and look for a map of the area there, you can save the game at the same time. After that, you will find out that you should visit Neely's Bar, so do it. Note that the Neely Bar blocks 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 "?" is drawn on Martin St. Before you leave, take a look at the windows, the inscription on them reads : There was a gap here, now it's gone (There was a HOLE here. It's gone now.) 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, the west side of Katz street too, By the way, there is a very strange inscription on the wall: "The door that wakes the darkness, opens into nightmares." Next to this cute sign there is a locked door.Woodside apartment building.Open the doors and step into the unknown.Just go straight through the double bluish doors, on the left you can see a map of the building.On the right you will find a good old saving notebook and a bottle of life-giving drink.The door located in some distance until it can be opened, 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 the creatures that will try to attack you. Your only goal is the flashlight, take it and run towards the exit, dodging the mannequins waving their arms, or rather even their legs, now go up to the third floor. there will be a key on the opposite side of the lattice, 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? That's right, right there ... Go back 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. In the room on the table on the right is a notebook with a riddle:

Three needles stand of Three different heights. The fat, the tall and the thin. From slow to fast they. Move to the right. Scott rests not on three, but fifteen.

which translates as:

There are three needles, all of them of different heights. One is thick, another is long, and the third is short. From slow to fast. They are moving 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)

Now head into the room on the left and you'll see a huge grandfather clock and an inscription on the side that says "The scars from the past shall remove the nail that stops 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 ****** 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 and collect the items. Don't forget to grab the courthouse key in the restroom as well. 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 garbage 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 trailer in the center, then jump down, grab the snake coin in the stroller, get out of the pool as soon as possible. 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 area of ​​"Blue Creek":

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 residential area "Blue Creek". Look around. Take the wallet that somehow got into the toilet and find a piece of paper with a new code.

Safe Mystery:

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 the riddles in the game, most likely the Roman numerals will be displayed on the safe: "X" and "V.", where "X" is 10 and "V" is 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. All these actions are carried out by pressing the crosspiece on the joypad, which rotates the handle of the safe in one direction or another. In practice, everything looks much simpler, so don't be alarmed, it's still early! Anyway, 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. You are on the left side of the building. Unfortunately, some bad person locked all the doors. There is a sign on the door to room 209. After that, head towards the stairs. 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 puzzle. 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! After that, take one of the key items of the game - a knife. Pick up the last coin of the "convict", because we have come here for the sake of it. 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. After a while, you will hear a siren wailing 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!

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 keeps business here? You can notice the save location next to the blue car parked in the parking lot. Pick up the ammo box on 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, find 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.

Go up Nathan Street soon you will see a decently decomposed corpse, several boxes of pistol cartridges next to it and a map that will show you Pete's bowling alley. On the way back, look into it and pick up a first aid kit near Silent Hill Historical Society (Now the building is closed) Now go to Pete's Bowling Alley (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're inside the hospital, pick up the map hanging on the wall.

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, there is a story of three patients who were kept in the hospital. Next to Maria is a bottle of healing drink. In the next room, a letter from the doctor and a purple bull key await us. After collecting all of the above items, return to the central hall. Rise to the second floor and try not to fall under the bad breath of the damned nurses. Maybe the damned sounds better?

This is where the recently found steel pipe comes in handy. Go to the women's locker room and find a gun 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.

There is nothing else for us to do here. 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. Write down the resulting number, you will need it later.

Note: This code changes with each playthrough and it's useless to write it down here! Go to room M2 and take the shotgun ammo and the Lapis's Eye key, Lyapis Trubetskoy has nothing to do with this. 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 are playing on the Easy or Normal level, it will most likely say the number 7335. If you choose the Hard level, you will 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 going?" 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 the 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 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 always. 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 be "filled" 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.

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" ("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 talks about the Director's key. Whoever wrote these lines was clearly somewhat illiterate, this 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 and 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 for 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. Remember how it was in the first Silent Hill in front of the cafe door at the very beginning of the game? 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. Go through the sewer and kill three demons and a few cockroaches along the way 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 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 two obsessive demons and pick up a 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.

Legend of Lake Toluca:

Lake Toluca with clear and clean water is of great interest to tourists. Interest is caused not only by the external attractiveness of the lake, but also by the secrets that lie in its depths.

Many old cities are characterized by local ghost legends, but in the case of the city of Silent Hill, everything is different. The legend speaks of real events that took place here many years ago.

On a cold November day in 1918, a ship called the "Little Baroness" with 14 tourists on board did not return to port.

Despite intensive searches, the police were unable to find the bodies of the passengers and crew, nor the remains of the ship.

The year 1939 was marked by an even stranger incident... (Several pages of the magazine are missing below).

Many bodies rest at the bottom of this lake. It is said that the bony hands of the dead are sometimes seen above the water, as if asking for help from those passing by.

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!

Rubik's Cube Mystery:

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 turn 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 - :) or so that the cube has green eyes and a head down

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. There are handgun ammo in this corridor. 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. 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 done by pulling the loop that took the life of an innocent person.

The answer to each riddle is different depending on the level of difficulty you choose.

For the easy level, this is the Abductor, for the normal level, this is the Pyro, and finally, for the hard level, this 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 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. Now get on the rowboat and head to your last destination, the hotel overlooking Lake Toluca. Lake Toluca:

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 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" (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. In a room on one of dining tables find the fish key. 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-solvent, which was previously found in the elevator, on it. 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. 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. Deal with them and go into the boiler room (boiler room), where is the key (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's box, and finally Snow White.

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.

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 terrifying world 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 207 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 L2 key, turn around and shoot, repeating these actions until the 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 joypad 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. Secret items:

Chainsaw - complete the game and start playing again. You will find her lying next to the path leading to the town of Silent Hill.

The Holy Oil is a vial of white liquid that can be found in the apartment building in the Blue Creek area in room 105. This is the kitchen.

The obsidian goblet is kept in the museum of Silent Hill in one of the broken glass cabinets.

Spray - getting this item is possible only if you complete the game twice with the same ending. You can find him in a house on Saul Street. Spray color may vary. The best is the green color of the spray, in which case it can kill any enemy! Anyone!!!

If you get the yellow spray, it will stop bosses like the gatekeeper and Eddie. The white spray works on dummies, nurses and demons, except for the demon of the city.

Book of Forgotten Memories:

The book is on the newspaper stand at the corner of Nathan and Carrol Streets right in front of the Texxon gas station.

Book of the Scarlet Ceremony:

The book is located in the alternative inn in the reading room located on the second floor. She explains how to use the Obsidian Goblet and Holy Oil. Dog key (dog key) - it enters the game only after receiving the "Rebirth" ending. After watching the ending, start the game again and take the key from the booth on Nathan Street, right in front of the Jack's Inn.

Additional options

Enter the game options and, as in the first game, press L1 or R1. You can increase the size of the map, change the color of the enemy's blood, and so on. The number of additional options will increase with each new passage of the game.

Complicating the Riddles

Successfully complete the game on difficulty levels - easy (easy), normal (normal) and hard (hard). You will get the option to set more "hard riddle difficulty" option and replay the game with new puzzle combinations.

New soundtrack

If you do not press the control buttons in the main menu for a while, the game will start the demo mode, in which some scenes will have no sound. Complete the game once and the "new" soundtrack will become available in the game.

Game progress status:

The best status is achievable under the following conditions:

Complete the game on all difficulty levels. Play Extra Riddle Mode. This mode is achievable by passing all three difficulty levels. When playing on the hard level, save only twice. Collect 100 items in the game. Unlock all 5 endings. Finish the game in 3 hours. Swim in less than a minute. Kill 45 monsters with melee weapons and 45 with firearms. Find the chainsaw, spray and dog key.

Alternative game endings:

Follow my walkthrough exactly, do exactly what Maria says. Don't let her get hurt by the monsters. When you're in the West South Vale, don't leave her alone for as long as possible, especially near the hospital. After James has to leave her in one of the hospital rooms when she gets sick, visit her as often as possible. After parting in the labyrinth, find Maria again, sitting in one of the chambers of the labyrinth.

While walking down the long corridor leading to the city demon's room, don't stop to listen to the conversation! Follow my advice and you will get, without a doubt, the best ending in the game.

If you want to see this ending, check out the knife that Angela was playing with. Read the diary lying on the roof of the hospital. Listen to the conversation in the headphones in the hotel. Listen to the conversation with Maria in the corridor in front of the demon of the city. If you do not hear the conversation, standing at the door, then this ending is guaranteed to you. Do not immediately use health-restoring remedies after wounds.

"Parting"

Be healthy and cheerful. Don't touch anyone, or at least try to avoid fighting creatures, especially melee weapons.

During the first meeting with Maria, do not make her remind you of the way to the hotel. Hit Maria a few times. In your menu, read her letter and view the photo.

After meeting her in the park, quickly get to the hospital, where in room S3 you will part with her. Spend as little time with her as possible. Listen to the conversation in the long corridor in front of the city demon.

"Rebirth"

The only way to get this ending is to beat the game twice by collecting the two books Lost Memories and Crimson Ceremony. You need to find two items: white chrism (holy oil - a vial of white liquid) and obsidian goblet (Cup of obsidian).

"Doggy End Game"

Follow the basic storyline game and get three endings: "In the water", "Farewell" and "Mary" or "Rebirth" to get the dog key (dog key). The key can be found next to the Jack's Inn Hotel. They must be used in an alternative hotel after watching the videotape to open the Observation Room on the third floor.

If you save the game before entering the room, then after watching the ending, you can play through the game and get a different ending.

The dialogue starts again:
- Lucas! Please calm down! All you have to do is wait for the person to come!
- Who is this person? What should I do with it?
- We must punish him, Lucas! I finally found it. Now he will pay for everything!
- Why? I'm not sure... I don't understand... Who is he?
He is the cause of our pain, your pain! But if we grab it, the pain will stop. I promise!
- Pain... I feel... emptiness... I should know...
- Lucas, listen. We must not fail... I... We need to capture him...
But I must know that...
- Lucas, we must punish him!
- Everything is so strange ... Is it all happening in reality? What happened to the drawing?
- What have you done!? Leave! Don't come here!

The triangular symbol now glows. Touch the symbol to move to another world. Now you can use this symbol to move between the normal and other worlds. Go to the room in the southern part. There you will find a net hanging from the ceiling with a piece of twitching meat. A sheet of paper is attached to the grid. Take the sheet. It reads: "Brad killed himself. Bill is Mary's father. Mary's offspring, Lucas, is here. Bill is hanging from the ceiling. Karen is dead." Exit the room and head to the locker room. There will be a cage with a sign next to it. Take away Bill's name plate. Go to the basement and find a door with a metal plate next to it. There are nameplates on it, but some are missing. Place the nameplates for Bill and Lucas and examine the nameplate. Now you need to click on three specific nameplates in the correct order. To do this, look at the leaflet to find people related by kinship: "Bill is Mary's father. Mary's offspring, Lucas." Press the tablets in the middle row in this order: Bill, Mary, Lucas. The door will unlock. Inside is a birdcage. Place her doll inside and a compartment will open at the bottom of the cage. Take the small key from there. Karen will speak again:
- Lucas... Leave it... Please....
- What is it?
- This person will come to us very soon, Lucas. He's on his way. If we capture him, everything will be fine again. The pain will go away... Lucas, please listen to me.
- I can't... All I see is dirt. I'm bleeding... Get me out of here...
- Lucas, we should be together. We are Family...
- Dont touch me! I do not know you! Who are you?
- Lucas... Please...

Return to the normal world and go to the locker room. Use the small key to unlock the drawer with Karen's name and open it:
- It's... empty.
- Get away from him!
I hear screams...
- Run, Lucas! You must run!
- I can't... I'm bleeding! They all bleed! They will all be covered in blood!

Now travel to another world and return to the dressing room to check Karen's drawer. It will be opened, and there are dead fetuses in it. Check them out:
"They... They're all dead... Embryos... Dead..."
- I... Lucas...
- Did you kill them?
"They were already dead, Lucas... After the orphanage... If I could save just one, it would fix everything, and they were all so special, each one of them..."
- What are you telling me? Am I not special? You said I'm the only one!
Yes, you are special. There was only one I could save...
- ...
- Lucas, you have to...
- Not! You betrayed me all this time! I... blood... It's everywhere! Burn me!
- Lucas, don't do this! You need to understand! Please let me explain! We are a family, you must listen! Come to my office and we'll sort it all out...

Go to Karen's office on the basement floor as you were told (the door with the metal sign next to it). You will find Karen inside. Talk to her:
- I'm sorry, Lucas. I know that you... You are so special.
I'm not special, just like you! You lied to me all my life!
- I took care of you. Nobody else did it. They wanted you dead!
- Your lies, they are everywhere. She's all I hear. She fills my head... I want her to go away! She must go!
- Lucas, my dear son, listen to me. We must not fail... Please...
She must go away!
- Lucas...

Use steel pipe on Karen's head to quench Lucas' bloodlust:
- Die, witch...

Level of difficulty

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 Morning in Silent Hill

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, there is a dead end at the end of each road, but it will still be useful to wander around the neighborhood and look for useful things like bottles of healing liquid, 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 at 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 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, but when you try to reach it, an unknown little girl will appear out of nowhere and knock the key away from the wall with a deft blow. 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 on a shelf near the wall you will find the key to apartment No. 202 (Key to room 202). 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. Overcome disgust, put 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 ruined 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), jokingly dealt with two mannequins before our eyes, but, frightened by the shots, retreated, leaving one on one with cold sweat and a pounding 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. Continue descending 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 courtyard. 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 package 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. Also, try talking to a woman with clear signs mental disorder and a huge knife in shaking hands. Did you find your mom? No. Did she live in this house? Do not 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 video scene, look around the room and take a coin with a woman's profile from the same coffee table as the knife ( 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 are exactly the right diameter for 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: the second from the left is the coin with the old man, the far right is the coin with the snake, and the third from the left is the coin with the 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 shared. 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 the opposite 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 edge to another 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 Texon filling station(Texxon Gas Station), where you can get hold of a new melee weapon in the car, instead of a plank with a nail, a 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. Near the cliff lies someone's corpse (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 Bowling Club. is located a little south down the road from the place where the bridge is destroyed. Having reached the place marked on the map, Maria will suddenly refuse to go inside. Well, we will have to go alone. Approach the main entrance and open the door. Hmm... Because of the locked Go through the white door to the right of the entrance and, while you go around the torn tables and swept shelves, you will have time to hear part of the conversation between Laura and Eddie, that “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 (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 room (Women's locker) - there in one of the lockers you will find - the same long-awaited thing - a 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). After finishing the inspection, go down to the first floor and open the Examination room with your newly found key, from where, without wasting time, immediately go to the doctor's lounge. In addition to a valuable box of shotgun cartridges and a few useless pieces of paper, in the office there is a wall sheet for various notes. Study it and remember the code from the door leading to the wing of the building reserved for the wards for patients. There is nothing else for us 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 items. 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 obviously something inside, but the hand cannot reach it - the cells in the lattice 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 do not 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 ward 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 panel, 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 a makeshift fishing rod, through the Combine menu item, combining hair (Hair) and a hook. Great, we got just what we need - 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 a lunatic 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 pistol cartridges, 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 were you? 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 with 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? Perhaps you have noticed 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 a dead end. 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 desperately 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 has opened up, a path has been marked: back to eastern Silent Hill, from there again to the park by the lake, where the treasure is buried in a secret place, and only then to the Historical Society 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 people, 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 to the mark "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: about the statue of a woman praying in the park near the lake, something important is hidden.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.