WEST SOUTH VALE
"What's a little girl like you doing here anyway?"
After you exit the apartments, you'll find no trace of the water or Pyramid Head. But that's not important. Go down the stairs and run forward to find a First Aid-Kit. Then go the other way and around the corner. Head north for a bit and a video will play. James sees the little girl again, and she seems to know something about Mary.
After the video is over, continue going north and go up the close by stairs on the left. Take the Handgun Bullets x2 and go back down. Continue north once more and James will finally reach Rosewater Park. Move into the park and go up the left stairs and find Handgun Bullets x2 on the ground at the end. Go down the other stairs there and grab the Health Drink on one of the left benches. Then go down the stairs and go to the right and up those stairs. In the open area in front of you, you can find more Handgun Bullets on a bench.
Then continue north to the waterfront and get the Health Drink down the stairs to the right. Head west for a video. James meets a strange woman named Maria who looks just like Mary. James discovers that his "special place" with Mary was the Lake View Hotel and that's where he wants to go now. Maria will follow James for the next portion of the game. Make sure Maria doesn't get killed because it will be GAME OVER. Even if you shoot Maria once, she will die. So be careful.
Now head west to the other side of the park, past the stone monument, to the next set of stairs. Then head south until you reach a Mannequin on the right side. Kill it and get the Health Drink there. Then head south to Nathan Avenue. There's a Save Point on the trunk of a car in the Jack's Inn parking lot if you need to save your game.
There are plenty of supplies scattered around the town here. Feel free to get them although it isn't really necessary. Head west on Nathan Avenue past two Mannequins and a Patient Demon. Go to the Texxon Gas Station and take the Steel Pipe from the running car. In front of a truck a little south in the gas station lot you'll find 2 Health Drinks and Handgun Bullets.
You want to go to the hotel but the road is eventually blocked to the north. But there is a map near a corpse with a circle around the Bowl-O-Rama. So head there. But if you're up there, get the Handgun Bullets by the corpse on Nathan Avenue near the end of the road, and the First-Aid Kit by the blocked off boat docks by the Silent Hill Historical Society. If you head up the road on either side you can see some flying Mannequins. Head to Pete's Bowl-O-Rama. Get the Health Drink on the grass in front of the entrance and enter the bowling alley. Maria will wait out here for you because she hates bowling.
Once you're inside, go through the door on James' left and a video will play. Eddie and the little girl are talking for a while. After the video is over, find the other door in the room and go through it. Go to the right in this area and move forward. James meets Eddie eating pizza and then sees the little girl leave. James then discovers from Eddie that her name is Laura. After the video is over, get the Handgun Bullets at the end of alley third from the right. Then exit through the same doors as Laura, and then exit through the main doors.
Maria's not here so head east and Maria will come running back to tell James to go after the little girl. Run through the side parking lot around the right corner. Then go around another corner, which leads you to a gate. Head south (upward) until Maria shows you where Laura went, and the door to get to the other side. Try to open the door that Maria pointed out to find that it's locked. Maria will unlock it for you with her three keys. Try again and enter Heaven's Night.
Once your inside, go up the right stairs, and at the top, examine the stacked coloured boxes of liquor and James will comment on his drinking obsession. Then continue and go through the green door on the right. In this room, get the First-Aid Kit on the chair of the second table and exit Heaven's Night through the grey door. Outside, go down the stairs and head south down Carroll Street. After a while, Maria will spot Laura and she enters a hospital. Follow Laura and enter Brookhaven Hospital through the double doors.
"James, wait a minute. I'm kinda tired...." After you enter Brookhaven Hospital, get the Map of the Hospital on the bulletin board to James' left. Then enter the Reception Office in front of you. There's a Save Point on the desk, along with a memo on three mental patients that were in this hospital. Grab the Health Drink on the desk by Maria and go through the door there, which leads to the Document Room. Read the memo on the desk and get the "Purple Bull" Key. Then exit both rooms.
After you do that, you may notice that the Examination Room and Doctor's Lounge are locked. So expect to come back here later. Enter stairwell in the corridor and go up to 2F. Up here, kill the Nurse Demon around the left corner and the same for the other one in the area if it comes near you. Then enter the Women's Locker Room.
James seems to be staring at a teddy bear on the table so examine it to get a Bent Needle. Move to the right to find a Shotgun in the open locker. It isn't necessary to use it yet so keep the Handgun equipped for now. Exit the room and enter the Men's Locker Room.
You can find the Examination Room Key in the Lab Coat in the Men's Locker Room, but you don't really need it if you're reading this walkthrough. But since this is probably your first time, I suggest you get it and use it. So head back down to 1F and enter the Examination Room, using the Examination Room Key. There's nothing here, so go through the other door to the Doctor's Lounge. Get the Shotgun Shells in the sink and examine the white board by the far door in the room.
The memo tells you the code for the 3rd floor Patient Wing. It will tell you it's 7335 on Easy and Normal Riddle Levels and it will explain that it's a "T" on Hard and Extra. Exit the room through the door beside the memo, unlocking it first, and go back up to 2F. Go through the double doors to enter the Patient Wing. Get the Handgun Bullets on one of the stools in front of you and start going down the hall.
Enter Examining Room 3 and grab the First-Aid Kit on the bed. Then go to the typewriter on the desk further back and examine it. The will be a memo imprinted on the carbon paper containing a four-digit code. It's random so write it down for future use. Exit the room and enter room M2. Inside, get the "Lapis Eye" Key in the small nightstand drawer and the Shotgun Shells on top; exit the room. Inside room M3 is a Health Drink and Handgun Bullets, as well as a Nurse Demon. If you go past the Nurse Demons in the hall and enter room M6, you'll find Shotgun Bullets by Maria and a Health Drink by a Nurse Demon. When you're done on 2F, go up to 3F in the east stairwell.
On 3F you can find a First-Aid Kit on the ground in the northeast corner, but you'll have to get past two Nurse Demons first. The Special Treatment Room is locked so try to open the door to the patient wing hall, and a number keypad will show up. If you went to the Examination Room on 1F and got the code, put it in. But if you didn't, it doesn't matter. On Easy and Normal Riddle Level, the code is 7335. But on Hard and Extra Riddle Level, the memo on 1F says the pin number is a "T". The resulting code ends up being 1328, so put that in if you're on Hard or Extra and it will unlock.
Now enter the patient wing hall through the now unlocked double doors and head down the hallway. If you want to get rid of Maria right away, enter room S3 and she will lie down on a bed and relax. After this happens, she can't join you anymore. Depending on how much time you spend with Maria, and if you check on her often, you may have a better chance of getting a certain ending. I recommend you do what you want, but you can also read the Endings section to figure out what to do.
Take the Roof Key on the nightstand and exit the room. Since you just got the key for the roof, go up to the roof in the east stairwell, using the Roof Key. On the roof, look around until you see a bluish-green book on the ground with some scattered papers. Either look at it or just go near it. If you read it, you can have a better chance of getting a different certain ending. Do what you want or you can read the Endings section if you want to get a certain ending. If you try to exit to the stairwell, you'll find that it won't open. Go to the Elevator Control Room area and a metal scraping concrete noise is heard. Pyramid Head will come out of nowhere and knock you off the roof. It is impossible to avoid this so don't worry.
You are now in the Special Treatment Room on 3F, which was locked from the other side earlier. James will have red stamina after you fall, so use a First-Aid Kit and/or some Health Drinks. It is impossible to die from this fall, no matter what health you have.
Enter the second room on the left and read the blood writing on the wall. You'll have to examine the bloody wall for a close-up to be displayed. Write down or remember the four-digit code because you will need to know it very soon. If you can't make it out, just write it down exactly how it is and try to figure it out from there. Exit the room and exit this area through the exit door once it's unlocked. If you didn't kill it earlier, there may be a Nurse Demon in the corridor. Enter the patient wing and move down the hall. Make your way past the Nurse Demon and two Mannequins, then enter room S14. Examine the weird looking box on the bed.
Select the "Purple Bull" Key and the "Lapis Eye" Key and use them. You don't need to combine them, but it's faster if you do because you use them at the same time. On the push-button lock, enter the 4-digit code that you found on the carbon paper in the typewriter in Examining Room 3. If you forgot the code, go to the memo section in the menu and see what it was. On the turn combination lock, enter the code you got from the bloody wall in the Special Treatment Room, and the box will open. If you forget the codes, enter your inventory and go to the memo section.
If you're having a hard time reading the bloody wall code, this may help you:
The code is random each time so I can't tell you what it is. My best advice is to write the code down exactly how it is on a piece of paper and figure out possible combinations from there. The codes are random but some reappear. Codes 5757 and 5752 may be hard to read and one of them may be the code in your situation. Some numbers may also look like other numbers. Fives can look like sixes, twos can look like sevens, and fives can look like random lines. The numbers can also be the other way around so sixes can look like fives and sevens can look like twos.
Inside the box is a Piece of Hair.
Exit the room and enter room S11 for a Save Point and a Health Drink on a tipped over nightstand. Save your game because a boss is coming up soon. Then go to the Shower Room down the hall to find something stuck in the drainage pipe. So combine the Bent Needle and the Piece of Hair, and James will get the Elevator Key out of the drain. Exit the room and use the Elevator Key on the west elevator, which is in this corridor. Examine the panel and go down to 1F.
On 1F, enter room C3 and get the Shotgun Shells on the left nightstand and the Handgun Bullets on the floor on the right. Exit the room and enter room C2. Move forward to see Laura playing with some teddy bears. She tells James how she knows Mary. She ends up luring James into Examining Room 2 and claims a letter is in the back. As naive as James is, he walks in and Laura locks the door to leave James with two new enemies for a boss. Now you have to kill the Hangers before they kill you.
BOSS 2: HANGERS
At the start, make sure you have your Shotgun equipped. Keep shooting the Hangers until they get close to you. When they get close, run to the other side, or they will grab you. Use the strafe buttons if you need to. But to shoot them with the Shotgun, you need to make sure it's aimed up at them before you shoot or you won't hit them. James will lower it to pump it after each shot. So wait for it to aim up, then shoot.
The best thing to do is to lure both Hangers to one side of the room, and then run to the other side and pump rounds into them. The Hangers have two attacks. One is coming up to James and grabbing him by his neck, trying to strangle him. The other is a kick attack that they try when you are just outside of their range. This attack can hurt the other Hanger if it hits it (usually from behind). Make sure the Hangers don't get too close or they'll grab James and try to strangle him. If this happens, rapidly press the D-pad and the shoulder buttons to escape the attack more quickly and lose less health.
If you are running low on Shotgun Shells after you kill the first two Hangers, equip the Handgun for the last Hanger and shoot around 10-20 shots at the Hanger, depending on the difficulty, and it should die.
A weird video will play and James seems to be transferred to outside.
"'Anyway'!? What do you mean 'Anyway'!?"
You are in the Garden on 1F, which is much smaller than on your map. Go through the doors beside you to enter the hospital again. Once inside, you'll notice that it looks different. It has turned into an evil hospital. Get the Shotgun Shells in the corner and use the Save Point if you want, then go through the double doors. Enter room C2 to find a First-Aid Kit along with a Patient Demon. Switch back to the Handgun for a while as it's not really necessary to use the Shotgun yet on normal enemies. You may hear some glass break in the room but it's not really important; exit.
Enter room C1 for some ammo and health, but first, there is a Nurse Demon just inside the room that may be close enough to hit you while you can't see. Enter the room with your Handgun blazing or you may receive a smacking. Then get the Health Drink on the left and the Handgun Bullets to the right. Exit the room and enter the elevator; go up to 2F.
On 2F, you can find two Nurse Demons in room M4 guarding a Health Drink and Shotgun Bullets - get them if you want. Then go to room M6 past the Nurse Demon and take the Handgun Bullets to the left, the First-Aid Kit by the camera, and then check out the area to the right. There is a Dry Cell Battery and the Basement Storeroom Key on a small ledge above the hands, and a memo of which explains that a ring is in the "basement's basement". Exit the room and go past some Nurse Demons to the elevator. If you check the Day Room, you'll notice that there's a knocked over fridge which James can't open.
Go up to 3F in the elevator to find an odd locked door with two hands sticking out. There are Nurse Demons to the left and right; take the right and enter room S11. Grab the Handgun Bullets and the Ampule on the stand and read the memo on the bed explaining the odd stairwell door. Exit the room and enter room S3, past the two Nurse Demons if they're there again, to find that Maria is gone. Her medication is on the nightstand and some deep breathing is heard. Exit the room and the patient wing, then enter the east stairwell in the other corridor.
You can find a Save Point on the pillar. Go down the stairs until you reach the very bottom, and go through the door, using the Basement Storeroom Key. After you're inside, get the Shotgun Shells and go up to the shelf with the blood hand prints on it. Move the shelf and try to go down the ladder; Maria will open the door and blame James for not trying to save her when he had no idea where she was. Maria will now stay with you and follow you again.
Go down the ladder to the basement's basement. Take the Copper Ring in the middle of the floor and go back up the ladder and exit the room. Go back up to 3F and enter the patient wing, ignoring the radio static in the west corridor. Enter the elevator and go down to 2F.
Before the elevator doors open, a strange message from a game show is heard. Three questions are asked. Listen carefully to the questions and see if you can figure out the answers. It tells you to go to the 3rd floor Storeroom to collect your prizes. But since you're on 2F now, head to the Day Room and try to open the fallen fridge. James still can't open it so he asks Maria to help him open it. Inside is a Lead Ring. Now go back up to 3F in the elevator.
If you want to collect your prize for the Trick or Treat announcement in the elevator, exit the patient wing and enter the Storeroom. Kill the Nurse Demon outside first so it's easier when you come out. Inside, grab the First-Aid Kit, Shotgun Shells and Handgun Bullets on the shelf by Maria. Then examine the blue box on the table.
TRICK OR TREAT BOX
On the box is a panel with nine buttons and it looks like this:
1 2 3
Q1 o o o
Q2 o o o
Q3 o o o
In order to get your prize, you have to answer the questions correctly. If you answer incorrectly, the spray will come down on you from the roof which will lower your health into red. The questions were given to you when you went to 2F with Maria in the elevator. This puzzle always has the same questions and answers, no matter what Riddle Level you're on. Here are the questions:
- Merry-Go-Round, haunted house, roller coaster, Ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love. The question is: What is the name of this amusement park?
One, Fantasy Land
Two, Silent Hill Amusement Park
Three, Lakeside Amusement Park
- Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe. Torn flesh, smashed bones, splattered blood, and finally... What a terrible tragedy. What gruesome end to such innocent lives. What was the name of the murderer who committed this vile act?
One, Walter Sullivan
Two, Scott Fairbanks
Three, Eric Gein
- South of the lake is a deserted old neighbourhood called South Vale. From there to Paleville, the central resort area north-west of the lake, there's only one road you can take. Just one road, no more. The third and final question is: What is the name of that road?
One, Bachman Road
Two, Rendell Street
Three, Nathan Avenue
Now that you know the questions, let's figure out the answers:
The name of Silent Hill's amusement park. Where could you find that? Check your map and find the map of Silent Hill. Look at the top to the right of Lake View Hotel to find the answer: Lakeside Amusement Park.
The killer of the two kids. Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage shoot? Enter your inventory and go to the memo section. The name of the memo is "Article about murder incident". If you read the memo it gives you the answer, which is Walter Sullivan.
The name of the road that goes from South Vale to Paleville. Check your map again for the answer. Look at the road to the west of the map that is in Paleville. It's called Sandford Street. But look where it connects as it moves south. It connects to Nathan Avenue and goes south all the way to South Vale and is your answer.
Now that you have the answers, you can solve the puzzle. On the top row, press 3. On the middle row, press 1. And on the bottom row, press 3. The box will open. You should be happy with the contents of the box.
After you have opened the box, collect the Shotgun Shells x5 and the 2 Ampules. Exit the room and enter the patient wing for the last time. Go up to the west stairwell door. There are two 3D arms sticking out of the door. Go to the menu and combine and use the Copper Ring and the Lead Ring, and the door will unlock (combining the keys only makes it faster). Go through the door and go down the stairs to find a memo on the ground. Read it to find out about the key to the museum and continue down to the bottom of the stairwell, and go through the door there.
Now follow the path and you will hear something. Pyramid Head will come from behind you and Maria and start to attack Maria. He tries trying to spear Maria to death, so run quickly following the path before she dies, and to get her moving. On Hard Action Level, you will have to shoot Pyramid Head or whack him with any weapon to slow him down. The best and fastest method is to use the Handgun. Right when he appears, unload a full clip into him (you should notice him slowing down). Start running and you
might want to fire another clip at Pyramid Head around the fenced window area just in case. Once you get to the beginning of the last hallway, you should be okay.
You can use the Steel Pipe here but it takes a lot longer. If you want to try it, go ahead. When Pyramid Head first appears, whack him once, and walk backwards a few steps until he comes closer, and whack him again. Walk backwards a few more steps until Pyramid Head comes closer, and whack him again. Keep on doing this until you get to the fenced window area, and then run for it.
Once you get near the elevator a video will play. James will enter the elevator and it will start to close, causing Maria to not make it in time.
Apparently, it is possible to make it through by just running, but you'd have to hit no walls and be extremely fast.
After Maria's stabbing, the doors close and the elevator goes up to 1F. Up here, enter the Director's Room. Inside on the desk, James finds a map that shows a letter and a wrench on Lindsey Street. He also gets the Hospital Lobby Key. Then Laura walks by out the window. Exit the room and find the lobby doors for a Save Point on the right side of the wall. Use the Hospital Lobby Key on the main entrance doors to exit the hospital.
DARK SOUTH VALE
"Mary... What... What should I do?"
There are plenty of health and ammo items around and feel free to look for them. But the necessity of these items will be pointed out here. After you exit the hospital, head south down Carroll Street past a threesome of Nurses. You can find an Ampule and Handgun Bullets at the west end of Rendell Street on the south side, and a Health Drink and a First-Aid Kit behind the station waggon on the other side of the road. Head east on Rendell Street past some Nurses and get the Shotgun Shells x2 and the Rifle Shells in the dirt area on the north side of the road, near another Nurse Demon. Further east there are more Rifle Shells and some Handgun Bullets.
Continue east on the north side of the road and grab the Health Drink and Shotgun Shells at the far end of the construction sheet. Head south-east towards Saul Street, passing over on Munson Street. Ignore or kill any Nurses and get the Handgun Bullets x2 by the blocked off Munson Street in the corner of the map, and also get the 2 Health Drinks by the door around the corner on Saul Street. Move east on Saul to find a gate; go through it.
There will be new monsters under the grating that can move moderate speed. Run down the gate path, dodging the total of three Underhangers. Also, move out of the way for the gaps on the left and then the right that may slow you down. At the end, go through the gate door after unlocking it. You can find and enter the motor-home from earlier on in the game just ahead, but there's only the same Save Point inside. Outside by the front of the motorhome is a First-Aid Kit, and Shotgun Shells x2 by the nearby car.
Now continue heading east on Saul Street to near the end and get the Handgun Bullets x2 by the paper stands on the south side of the road. Near the corner of Saul and Neely Street is a First-Aid Kit. Make your way to Happy Burger for Rifle Shells on the west side of it and more Rifle Shells on the east side. Get the Handgun Bullets in front of Neely's Bar if you want and if you enter Neely's Bar you will find something strange. It may change which ending you receive but it probably won't and it is cool to see. There is a message to James on the far wall. When you're done, exit the bar and head east on Sanders Street, past the Mannequins and Nurses. Go north up Lindsey Street and find the second house to the north past Gonzale's Mexican Restaurant.
On the porch, you will find a letter and a wrench. Read the letter and take the Wrench. The memo in the hospital about the "directors' key" stated that the key to the museum is in the park behind the praying woman. So head to the park. Continue north on Lindsey Street to Katz Street, and get the Handgun Bullets at the Cafe Texan door. Then head west. By Big Jays on Katz/Neely is a Health Drink and Rifle Shells (by the Neely Street entrance). Handgun Bullets are south at the Katz/Neely intersection, at the south-west corner. Head west past some enemies and go through the now unlocked gate door past the apartments.
Continue west to Munson Street. Now head north on Munson Street past some Nurses and get the Handgun Bullets on the right side of the Nathan Avenue and Munson Street intersection. Then head west on Nathan Avenue until you reach the entrance of Rosewater Park. Take the left path moving north and get the Shotgun Shells x2 in the left concrete area. Go to the right side of the path and go north until you see some steps on the right. Go down them and down the next steps ahead of you to the left. Follow the path and then go around the corner to James's left. Go behind the "praying woman" statue and dig up the tin box.
Use the Wrench to open the tin box and take the Old Bronze Key inside. Now go back up the sets of stairs you came down before and exit Rosewater Park to Nathan Avenue. Now head west on Nathan Avenue all the way to the Silent Hill Historical Society Museum. It will take a while to get there and there will be many Nurses on the way, but there's no other way to do it. Just ignore the Nurses and run past them to save time. If you want Handgun Bullets and Rifle Shells, head to the end of the road to the north-west. They're by the corpse.
Once in the museum parking lot, kill the Nurse Demon to the right and get the First-Aid Kit. Then go to the left by the entrance. Ignore the Nurse if there's one there and enter the museum, using the Old Bronze Key.
SILENT HILL HISTORICAL SOCIETY
"'Misty day, remains of the judgement' It's him."
Once inside, you can find a Save Point on the left counter. Deeper in the room are some paintings; one, in particular, is of Pyramid Head. Go through the double doors behind the painting of Pyramid Head. You'll find more paintings in here. One about Brookhaven Hospital, the director of the old hospital and one with a deep hole. A strange moaning noise is heard in the distance. Move around the room to find a hole in the wall, which the noise seems to be coming from.
Investigate the hole to find that it has a descending pathway. Follow the path - it's a long one. When you finally reach the end, go through the door. On the desk to James' right is a memo dated from 1820! Very strange. Go around the pillar to the other side of the desk and get the First-Aid Kit. Go through the other door in the room to find yourself not alone. Move forward to see a Patient Demon. Kill it or just run the other way, as it's blocking a door with a broken lock. Down the hall, take the right path and kill the Patient Demon there, then go through the door at the end.
You are now in a room with a hole. It appears to be the same hole in the picture earlier. Examine the hole and decide to jump down. Now you are trapped at the bottom of what looks like a well. Search every inch of brickwork until you find an area that James says is different and he may be able to break it. The "different" area is approximately 135 degrees to the left from where you start. Take out your Wooden Plank or Steel Pipe and whack the area until it breaks apart. A door will be revealed - go through it.
Now you are in a sewer. Follow the path, past a Patient Demon, until you reach two doors. Go through the right door. Ahead is a locked gate on the ground. Since it's locked, go through the right door in the hall. Take the Spiral-Wiring Key on the ground, and your Flashlight will fade out. It ran out of battery power so use your Drycell Battery. Once you replace the battery, the room is filled with Giant Roaches! Examine the panel beside the door since the door is locked.
Either 2 or 3 random numbers will be highlighted on the panel. All the numbers are illuminated, but only two or three have been used recently as they are brighter. The code to get out is with those numbers. You'll need to try different combinations with those numbers until the door is unlocked. But first, write down the possible combinations and cross them off as you try them. If your numbers are 3, 6, 8, try 368, 386, 638, 683, 836 and 863, and the door will unlock with one of those combinations.
If your numbers are 6 and 9, then try 669, 699, 696, 996, 966, 969, and the door will unlock with one of those. There are always only six possible combinations so find out what they are and write them down. Then try them one by one and the door will eventually unlock. After you have unlocked the door, exit the room. Now go to the locked floor gate to the right and use the Spiral-Writing Key to open it. Jump down the hole.
"Killin' a person ain't no big deal. Just put the gun to their head...pow!"
James finds himself in a cafeteria. Eddie is in the room and he admits that he murdered someone, then denies it. After he exits, grab the Health Drink behind you to the right. Also find the other Health Drink further back as well as the Tablet of "Gluttonous Pig" on the pushcart at the back. Lastly, there's a Save Point on a pillar near the back of the room. Exit the room when you're done.
Since you have no map, turn left and run forward down the hall. Grab the Handgun Bullets on the first desk to the left. Continue down the hall to the next desk and take the Map of the Prison on it. Since there are no actual compass directions on the map, north is up, east is right, south is down, and west is left - just like usual.
Head south down the hall and go through the first door on James' left, which is an area with six identical rooms on your map. You are now in a Shower Room. Take the north path and kill the Patient Demon around the corner. Continue and enter the shower with no door. Take the Tablet of "The Seductress" on the ground and exit the Shower Room - the other Patient Demon in the area will probably be near the door.
Head south down the hall and enter the upper south row of cells. A Patient Demon occupies the 2nd cell from the west and another one is further down the corridor. The 5th cell down is open so get the Handgun Bullets on the bed. Continue down the corridor past the Patient Demon in the 6th cell and enter the 9th cell down. Take the Wax Doll on the bed and exit the corridor through the east door.
Now you're in the east corridor. Head north, taking the Handgun Bullets on the first desk and go through the double doors on the left. Kill the Patient Demon and get the Rifle Shells by it. Exit the room and continue north. Enter the lower north row of cells, going past the Patient Demon if it's in your way. Enter the first cell right beside you to find three strange paintings. Exit the cell and continue down the corridor.
Enter the 7th cell from the east and take the Tablet of "The Oppressor" on the bed. Try to exit the cell to find that it won't open! Keep trying and James will force it to open.
Since you have all of the 3 tablets, exit to the east corridor. Then exit through the double doors on the east side of the wall to the courtyard. Once outside, walk directly forward until you reach a scaffold. In the menu, combine the Tablet of "Gluttonous Pig", Tablet of "The Seductress", Tablet of "The Oppressor" and use them. After they're all inserted, you should hear a scream/cry sounding like a hanging. If you want to have some fun, you can go on the scaffold and fall off backwards and stuff like that. James actually falls and doesn't land on his feet so it's funny. Now head back to the double doors and take the Horseshoe that suddenly appeared on the left door, and then re-enter the prison.
Once inside, ignore the Patient Demon to James' left and enter the lower north row of cells. Then go through the door at the other end after unlocking it. Go through the door in front of you to the right and take the First-Aid Kit on the counter. A brass Zippo lighter is seen on the other side of the glass. Exit the room and enter the next room to the north. Go through the other door of the destroyed visiting room to the civilian side of the prison.
Remembering the lighter, enter the room right beside you to the left. Inside this visiting room, take the Lighter on the counter in front of the glass and exit the room. Go past the next door on the left and go through the one after that. You're in the women's washroom. Knock on the closed stall door to the right a few times and head towards the exit. If nothing happens, try it again. Exit the room when you're done and enter the next room to the left, which is the men's washroom. The only thing in here is a Save Point above one of the urinals. Exit the room.
Go through the door in front of you to the left. Inside, kill the Patient Demon and collect the items in this area. There's a First-Aid Kit on the TV, an Ampule on the nearby sink, and a Health Drink by the far door. Also be sure to read the very interesting memo on the desk in the room. If you're interested, examine the left shelf for a diary.
When you're done, go through the far door in the room, which is where the health drink was. Take the Handgun Bullets in front of you in the stand and get the Shotgun Shells and Rifle Shells in the cabinet to James' right. Take the Hunting Rifle on the wall and the Rifle Shells lower on a box. Don't go wasting your Rifle Shells because you'll need them for near the end of the game. You should know when to use them - remember "9 Red Squares". You can see another Hunting Rifle above, but its barrel is busted. Exit this room, killing the Patient Demon if it's there again, and exit the main room back to the corridor. Then go through the gate to the right.
On the floor, you can see a rusty, white escape hatch - go in front of it. The hatch's handle is missing and James can't open it. So go in the menu and combine the Wax Doll, Horseshoe and Lighter, and use them. James melts the wax with the lighter and puts it where the missing handle on the hatch first was. Then he puts the horseshoe in the melted wax for a new handle. Open the hatch and jump down yet another hole. Now you're in the basement of the prison. Turn around and go through the double doors directly in front of you. James makes funny comments if you examine the corpse on the stretcher and certain holes in this foul room.
Go through the double doors on the other side of the room and jump down the hole. After you jump down, walk forward and open the door to find another hole! Since jumping down holes is now a standard operation procedure for James, jump down this hole. Down here, enter the large elevator right in front of you and go in a far corner to get it moving. There are items in each corner of the elevator, so get the Handgun Bullets, Rifle Shells, First-Aid Kit and Shotgun Shells. It's odd how James already jumped down five holes and the elevator is descending. It's a very long elevator ride, but it will come to an end... Eventually.
Do you realise how far down James is right now? He went down one very long descending hallway, jumped down five holes, and just went down one really long elevator ride that descended very deep. It seems like a one-way trip to hell. Anyway, exit the elevator and use the Save Point by the door if you want. Then go through the light brown door beside it.
"How do you know about that! Aren't you Maria?"
As you can see, the doorway directly across from the entrance to the Labyrinth is blocked by wires, and a ladder visible behind it. So you will need to find a tool to cut the wires. Since there is no map for this area, James will have to draw his on as he goes. The Flashlight has to be on so he can draw it.
Head east to encounter two Patient Demons walking around. Kill them now to make it easier. If you want to get a new weapon go down the northeast ladder on the map, or the one directly across from it (they both lead to the same area). Now you are in the same room as Pyramid Head so be careful. If you encounter Pyramid Head here, just turn around and head in the other direction. If you took the northeast ladder, move forward and go to James' left. If you took the other ladder, go left also because Pyramid Head will be to the right. Either way, find the path to a door that leads to the centre room.
In this room, take the Great Knife on the bloody table, as well as the Shotgun Shells x2. Exit the room and go back up the ladder you came from. Follow the west path around the corner and follow it to another ladder, not taking the right path. Go down the ladder and blast the two Patient Demons down here. Go up the other ladder in the watery corridor to find a weird box of faces - examine it.
THE BOX OF FACES
This puzzle is very easy on Easy and Normal Riddle Difficulties. Keep in mind that some faces are upside-down and some are right-side-up.
Rotate the box upward or downward until the right-side-up face with the red eyes is displayed. Now if you look behind of James, the entrance to the empty room has completely vanished! Now with the red eyes, right-side-up face displayed, rotate the box left or right so that one of the 3 upside-down faces are showing. As you can see, there is a staircase in the empty room now, so you are done with the box of faces.
On Hard and Extra Riddle Levels, the solution is randomly selected each time so just keep trying it on different faces until it is correct. There are 6 faces and the two side faces can face upward, downward, right, and left. So that makes 12 possible combinations (4 normal faces + 4 left side faces + 4 right side faces). The possible solutions are below.
[Note:] There are four different colours for the faces. Below are all the possible solutions. The direction listed is what side the top of the face is facing.
Yellow - up, down, right, left
Red - up, down
Green - up, down, right, left
Blue - up, down
Once you complete the puzzle, go down the staircase in the other room. James will meet Maria again, even though she died in the hospital (or did she?). But James is on the one side of a jail cell and Maria is on the other. So your job is to find the entrance to the other side of the jail cell. After the video, go back up a staircase and you should hear some spark sounds. Go up to the open breaker box beside the ladder and take the Wire Cutter that is stabbed into a wire. Go down the ladder and follow the path to the other ladder, and go up it.
Follow the path and take the left path when you can. Go forward to the wall and then left to find the doorway with wires blocking it. Use the Wire Cutter and go down the ladder. Follow the corridor, past the Patient Demon, and take the first right, then go up the ladder. Go forward and take the right path to a ladder - go down it.
Move forward and go counter-clockwise, killing the Patient Demon if it's in your way until you find an opening to another ladder and go up it. Blast the Patient Demon in front of you and follow the corridor. Take the right path and go around the fence, ignoring the Patient Demon to the right, and go down the ladder at the end of the pathway. Kill the Patient Demon near you and follow the path. Take the first left and follow it to a ladder and another Patient Demon; go up the ladder.
Quickly eliminate the two Patient Demons in front of you and get the Handgun Bullets by the ladder you came up. Move down the hallway and go down the ladder at the end to the right. In this area, you can encounter Pyramid Head, but you won't if you take the right path. So take the first left path and go up the ladder. Read the partially illegible blood-soaked newspaper on the ground and be sure to use the Save Point on the wall to save your game, because there will be a boss fight just ahead!
Go through the door and equip the Shotgun if not using it already, and follow the path. On the way, you may notice many papers on the ground. Some are from today's date according to James. Continue walking the path and you should hear Angela scream. James will enter the nearby room and will have to fight a Doorman Boss.
BOSS 3: DOORMAN
If you find the 3D Control hard to use in this fight, just go in the menu and change it to 2D Control. But I'd recommend 3D as it is better. Right when the fight starts, start blasting Shotgun rounds into the Doorman as fast as you can. It should take two shots to fall to the ground. If the Doorman is close to you and it falls on the ground, use that time to run to the other side of the room and reload. Use the menu to reload because it's a lot faster (unless you're on Easy Action Level). If you're using 3D
Control, use the R1 and L1 buttons to strafe. This will help you a lot when navigating in this very small room.
The Doorman has one attack of lumbering and lifting its doorframe over James' head like a hood. The range of this attack may surprise you so stay as far away from the Doorman as possible at all times. You will have to fire around 6 Shotgun shots on Normal. Then Angela will finish off the job and run out of the room. This fight is rather simple although it may be difficult to move around in the small room.
After the fight, Angela will run away. Exit the room and continue following the hallway to find a door; go through it. If you continue through the door at the end of this hallway, you'll find a pair of handcuffs attached to the exi lifting-gate (bars). So go back and investigate the two rooms in the other corridor.
After investigating the two rooms, you will find a room with six corpses of men who were hanged and a room with six empty nooses.
FREE THE INNOCENT MAN
The first thing you want to do is examine the two signs on the fence in the room with the six nooses in it. They should give you a clue of what you have to do. All of the Hanged Men are positioned in a randomly chosen fashion. But on each Riddle Level, the solution will always be the same. The smaller sign on the right reads as the following:
"Only the sinless one
can help you here.
Mistakenly pull on
a criminal's rope and
your reward will be returned
to you in a shape most
The larger sign is different on each Riddle Level. The riddles are all below. In the room with the six corpses, you'll find inscriptions describing what they were hanged for. You'll come across six of the following eight men, depending on your riddle difficulty, in no particular order:
Kidnapper - One who steals a human being
Bodily Injurer - One who causes physical harm/hurts another
Arsonist - One who illegally sets fire to property
Counterfeiter - One who copies with intent for forgery (in this case money)
Thief - One who steals, especially by stealth
Swindler - One who cheats or defrauds money or property
Embezzler - One who takes money, etc. for own use in violation of trust
Murderer - One who kills another brutally
"He committed an evil crime.
He turned a happy home
into a pile of ash.
For that, he should die.
They also committed crimes.
They tried to fraud
and trick others.
So their reward too is natural.
Even he cannot be forgiven,
My friend without his left hand.
And so his death bothers me not.
And what of him?
He also is not sinless.
There is only one here
who is innocent.
The missing child was
nowhere to be found,
And so there was
no proof of his guilt.
His death was a tragedy.
That is all I wish to say.
It was neither justice
"He turned a happy home into a pile of ash" is describing arson, so the arsonist is guilty. "They also committed crimes. They tried to fraud and trick others" describes three of the six accused men. We'll come back to that in a moment. "My friend without his hand. And so his death bothers me not" easily describes the bodily injurer.
Back to the three accused men who "tried to fraud and trick others". That describes the counterfeiter, as he tries he trick people with fake money, the swindler, who defrauds money or property, and the thief, who is also considered a fraud.
And then the final accused man, "There is only one here who is innocent. The missing child was nowhere to be found". The answer is basically given to you. The kidnapper is innocent because the missing child was never found, so there was no evidence of his guilt.
"Dead men, dead men
swinging in a tree
How many dead men
do you see?
Tongue turned blue and
face gone grey
Watch them as they
twist and sway
The first one killed
the butcher man
Then cooked him in
the frying pan
Served him to his hungry guests
And gave them seconds on request
The next one with his smile
Stole poor children off the streets
To men who dressed unsavory
He sold them into slavery
Breaking into home at night
The thief he had a nasty fright
Filled his foolish head with ale
Woke in the morn
in the county jail
The artist with his daunting skill
Tried his hand at painting bills
But caught in rain he was undone
When the ink he'd use did
start to run
With promises of great return
Taking gold he did not earn
Bundled it up out of sight
Quietly slipped off into night
Three houses into ashes burned
The sheriff with no place to turn
Did spy a stranger to his town
Locked him up and beat him down
Dead men, dead men
swinging in a tree
How many dead men
do you see?
Six feet long and
six men wide
Round their necks
the noose be tied"
Okay, this one is pretty obvious, but let's just go through the whole thing so it all makes sense. The first paragraph is just introductory.
The next one, "The first one killed the butcher man" is pretty clear. Killing someone is the crime of murder, so the murderer is guilty.
"The next one with his smile and sweets; Stole poor children off the streets" is obviously the kidnapper, so he's guilty.
"Breaking into a home at night" is more obvious than Big Bird hiding against a black wall in broad daylight. It's the thief, so he's also guilty.
"The artist with his daunting skill; Tried his hand at painting bills" explains that an artist made counterfeit money, making him the counterfeiter and being guilty.
"Taking gold he did not earn" is clear, but not as simple as the previous criminals. Taking something you didn't earn is the crime of embezzlement, so the embezzler is guilty.
All of the five previous hanged men were determined as guilty, so that leaves us with the arsonist. "Three houses into ashes burned; The sheriff with no place to turn; Did spy a stranger to his town; Locked him up and beat him down". There's no proof that he committed the crime; the sheriff just assumed he did.
"I do not wish to die.
But tomorrow I will climb
the thirteen steps.
Please someone - answer me,
Why must I die come the morning?
The man imprisoned beside me
believed me. "Because they're
all insane, that's why," he said
Of course I know his opinion
will change nothing. "Now you
know why I struck out at them,"
The man who was executed
yesterday, the one who had
said his job was to sell dreams,
said that was not true.
But the man who is to be executed
the day after tomorrow for stealing
children shouted back that it was
The man who was hung today
did not answer. "They'll kill me
either way," he said. He was
caught embezzling public money,
so he hasn't any hope for mercy.
The man who is always quietly
smiling to himself said "I am
happy for I will soon be with her."
I do not wish to die.
I long only to return home.
But I know it is not to be.
Though I have done nothing, this
crime has been thrust upon me.
Someone save me. This is not
judgement. They are bloodthirsty
and I am their sacrificial lamb!"
Half of this riddle is easy and half is not so easy. Let's do the obvious ones first.
The paragraph about "stealing children" clearly describes the kidnapper, so we know he is guilty.
"He was caught embezzling public money" literally tells you the answer, so the embezzler is guilty.
Okay, now we'll move on to the not so obvious ones. They will require some thinking, and that's probably why you're here.
The paragraph about the man who said "I am happy for I will soon be with her" is actually quite clear. If you think about it, he fits a murderer the best out of the four left hanged men. He probably killed his wife or a woman close to him and he misses her. He wants to be with her so he's happy to die. So the murderer is guilty, although he'll probably go to hell. But he doesn't know that.
The paragraph about "the one who had said his job was to sell dreams" isn't so clear. Just think about it though. He sold "dreams" to people so he stole their money. This is the crime of swindling. If this doesn't make much sense to you there's also another reason. He could've taken away people's dreams by defrauding of their money or property, which is swindling. So the swindler is guilty.
The paragraph about the person besides the author of the memo said: "they're all insane; now you know why I struck out at them." This is pretty hard to understand, and that's why I left it for last. The word "struck" is how you determine the answer. The definition of struck is: To hit sharply, as with the hand, the fist, or a weapon; to thrust (a weapon, for example) in or into someone or something. This can easily be the crime of bodily injury. It clearly fits the description and the only other person left is the counterfeiter, which in this case, the description doesn't make sense.
So we're left with the counterfeiter. The man is never mentioned, and it's not too hard to realise that he's the one speaking in the memo. We realise he is imprisoned with the other prisoners and he describes the other men's crimes.
"We may visit death upon the head of the sinner but to what avail?
In the name of retribution,
we took part in a bitter
comedy this day.
You, hanging as you do,
by your neck,
Unforgiven and cursed by all.
Five of them committed crimes,
six went out for a drink and
were captured there.
Only one of them was innocent,
but they knew not that.
The bloodstains remaining
are proof of their guilt.
Trodden upon and thus created,
they are paths to
Hell or the Void.
The white bandages stained
The remains upon the scorched
The whispered cries of
They are but meaningless
They are also signs of guilt.
But one of them was
done without reason.
It was done out of fear
and a ripe imagination.
Sinning alone at the
end of a rope,
it is nothing less than
a disgrace to us all."
The first six paragraphs stand for themselves and tell us not much more than the known.
The seventh paragraph, "The white bandages stained with crimson" brings two crimes to mind: Bodily injury and murder. But bandages don't belong on a dead person as they will do nothing, so it has to be bodily injury.
"The remains upon the scorched black earth" is a simple, obvious phrase. What does fire do? It burns, yes - but also turns things black. And the word "scorched" really gives it away. The answer is arson.
The next phrase, "The whispered cries of the maiden" describes a maiden, a not yet married woman, trying to scream, really. But all that comes out is a whisper because she's terrified. So this describes kidnapping.
"They are but meaningless contract" is a bare sentence and its meaning is deep inside, so you have to think about it. A contract is an agreement, but it is meaningless if you're not going to follow it. And the answers left are thievery, swindling, and murder. Think of swindling (which only really makes sense here) - to cheat or defraud of money or property. So the phrase describes defrauding the contract, which is an agreement. So the answer is swindling.
The second last paragraph isn't as simple as the other ones, but not as difficult as the previous one. "But one of them was done without reason. It was done out of fear and a ripe imagination." Without reason, eh? We only have thievery and murder left, so let's see if the thief fits. Can you steal something out of fear and a ripe imagination? No, it just doesn't make sense. So move on to murder - Does killing someone out of fear make sense? Definitely. So that's your answer: murder.
Only five out of the six men have been mentioned in this riddle, so what's this all about? What about the other guy? Well, we've determined which five people are guilty, and the last hanged man, the thief, is never mentioned, so he's the innocent one.
Once you determine the Innocent Man and where he is located in the corpse room, head to the room with the six empty nooses inside. Once inside, find the noose that is in the same spot of the Innocent Man in the other room. Once it's found, Press X, to pull it down. Don't pull any other nooses down or it will reset. Exit this room and head back to the other room. If you have pulled down the correct noose, you'll notice that the Innocent Man is gone and there is something where he was. Go over to his former location and pick up the Key of the Persecuted.
If you don't do this puzzle correctly each time, there will be two Patient Demons in the corridor. If you don't kill them and get the answer wrong again, there will be one more Patient Demon in the corridor. The maximum number of Patient Demons in the corridor is three. Make sure you do the puzzle correctly so you won't have to deal with them.
Now follow the corridor, through the door, to the handcuffed gate and use the Key of the Persecuted to uncuff the handcuffs. After the gate has been raised, go down the ladder and follow the path. Go through the white door directly ahead at the end of the corridor, since the gate ahead to the right is locked. Inside, a video will play. Maria has died again! Could she be real? James will then leave the room, realising there's nothing he can do. If you try to enter the room again, you will increase your chances of achieving a certain ending. I recommend you do what you want, but you can see the Endings section if you want. If you go back to the gate, you'll notice that it's now open. So proceed through the watery corridor of the Labyrinth that leads to a ladder; go up it.
Get the First-Aid Kit on the ground in front of you and follow the corridor to outside. Now you're in a catacomb. Get the Shotgun Shells near the south-west corner of the area, Shotgun Shells in the south-east corner, Shotgun Shells in the centre to the north, and an Ampoule in north-west corner. Also, note the Save Point on a grave to the east.
If you examine the graves in this area you will find these names: Walter Sullivan, Miriam K., Eddie Dombrowski, Angela Orosco, and James Sunderland, himself. James must jump down his own grave. Once in his grave, continue down the stairs and follow the long pathway. Once at the end, go through the door.
End of part two:
Please note that these walkthroughs are all available on the internet, but I was given permission by the owner of http://www.silenthillmemories.net/main/main_en.htm to use them. Thanks knwiss