PLEASE NOTE THAT THIS IS THE WALKTHROUGH FOR THE PSP VERSION RATHER THAN PS2, BUT SHOULD BE VERY SIMILAR
After the intro, Travis will find himself on the road, looking for the girl he avoided with his truck. The opening credits will continue to roll while Mary Elizabeth McGlynn sings you through. You'll be in control the entire time; just keep going down the road.
Now would also be a good time to check your inventory.
Travis comes fully prepared with a radio and a flashlight, as well as a keepsake from his past which will undoubtedly come in handy later. Past the city limits sign, Travis will see a house on fire and rush in to save the girl screaming inside.
The path inside the house is linear, and the fire deals no damage to Travis whatsoever, only slows him down. Head upstairs first and then through the door right ahead of you at the top. Make your way around the next room to a freaky cultish set-up on the floor. With your charge in hand, make your way back the way you came, and Travis will fall through the floor. Here, whenever the path is blocked by flame, it will magically disappear, so simply continue your linear trek back to the front door. Outside, Travis faints among the sounds of sirens, one of which should sound familiar to Silent Hill veterans.
In the foggy city, Travis will automatically pick up a town map and mark his destination.
Go ahead and make your way straight there; you'll be back outside to explore more soon enough. However, if you want two health drinks, check the area with the benches west of the post office and the alley by the blocked stairs north of the hospital.
In the hospital, take the public notice memo and the hospital map.
By the Information Desk is your first save point, the red triangle on the wall. Every side room in this hall and the next are locked. In the next hall, a scene occurs by the elevator. Travis won't leave without answers, chase the doctor to the second floor.
In the next room, you'll get your first blast of white noise and a Nurse will then attack you. You can either pick up the nearby hammer or pound it with your fists. In any case, the Nurse will most likely grapple with you. If this happens, smash the X button repeatedly to avoid getting a syringe in your chest. Generally, Nurses are easy to take down with a few whacks of a melee weapon. The blows stop them in their tracks and you can continue to whale on them while they recoil. If you must fight them, it's an easy win.
However, there's always the chance that they'll lunge with their weapons first.
You don't get as many healing items as you do weapons, choose your fights wisely.
Enter Room 205 when it's dead. Grab the doctor's diagnosis memo and examine the mirror. Attempt to leave and then touch the mirror.
Welcome to the "Otherworld". Grab the scalpel from the gurney, the plastic lungs behind you, and the health drink from the cabinet. Turn your flashlight off and then go out to the hall. A Nurse is walking around, but you should be safe if your light is off and you walk instead of run. Through the door near the Nurse's Centre, enter Room 202 to get the hurried note and the golden egg.
A Nurse will be out in the hall now but is nowhere near you. In Room 204, you'll find a drip stand next to a locked box with the bloody note on it. This will be marked on your map; remember it since we'll be coming back to it. Out in the hall, you can grab a portable TV opposite the door. Then head downstairs.
There's a hammer in the stairwell right next to the second-floor door and a health drink on the top of the stairs. On the first floor, there is a Nurse, an alcohol bottle melee weapon, and two locked doors. One of the locked doors leads to the ladies' restroom. If you examine the golden egg in your inventory, you'll see it fits the depression here, not to mention it's the only thing we have that even comes close to a "key". The egg is warm to the touch and larger than a hen's: it's a phoenix egg. Phoenix birds rise from ashes; we have a match.
Inside, grab the students mnemic by the sink, and then go to the stalls.
One of the toilets has a loose back to it. Open the cistern for the plastic liver. Why Travis would think these are important enough to carry is beyond me. Touch the mirror to get transported back to the "real world".
Get the energy drink behind you and check out the stalls. Make note of the "Amy, 31" written on the door and get the staff lounge key in the next stall over.
The staff lounge is through the door to your right and straight ahead. There's an energy drink on the couch, a toaster on the counter underneath the exam room key, a staff notice to your left, and the cryptic "Lucy, 23" written on the wall by the door. Go back to the entrance hall to open the exam room. There's an alcohol bottle to your right.
Ignore the operating dummy for now and grab the plastic stomach and plastic intestine from the two sinks.
Turn on the light of the X-ray box to see "Sarah, 19" written. The staff memo and a typewriter are on the nearby desk.
Now, as to that anatomy doll, you might have guessed that all these plastic organs are supposed to fit in there. You're right, but what good is an anatomy doll that's missing pieces? If you put all your current pieces in, you'd notice a hole where the heart should go. Remember the locked box on the second floor? We need to open that for our heart. Use the mirror in the ladies' room to backtrack through the Otherworld to Room 204.
HEART PUZZLE BOX
The hints for this puzzle are contained within the Bloody Note and the three wall inscriptions with the names of women and their ages. The note features the line "Age before beauty" which means that the three women should be arranged according to their age from greater to lesser: Amy - 31, Lucy - 23, Sarah - 19. As the result, the code to the box will be 312319. Enter it and get the last necessary organ - the Plastic Heart.
A Nurse will be right outside the door. Prepare to grapple, then either fight or run. Backtrack to the ladies' room, watching for at least one more Nurse.
Go back to the exam room to confront our dummy again.
ANATOMY DOLL PUZZLE
In this puzzle, the plastic organs must be inserted into the anatomy model in the correct order. The insertion order is hinted in the Student's Mnemonic: "Inside Stevie, little Henry lurks". Note that the first two letters of the words are marked in red. It's the hint to the names of the organs:
In - Intestine
St - Stomach
li - Liver
He - Heart
lu - Lungs
So, the plastic organs must be inserted in this order: intestine, stomach, liver, heart, lungs. After the correct insertion of all the organs, the model's eyes will open. Approach the model's head and take the Glass Eyes.
These eyes act as another twisted key of sorts. The only other locked door is on the first floor of the Otherworld hospital. Backtrack through the ladies' room mirror and get ready to grapple as you go through the door. Check the other locked door in this passage to see a message about needing eyes to gaze into the future, the perfect place to use our new pair.
Two Nurses stalk this new hall. Take out the closer one if you can without alerting the other down the way. Try to use one of your one-hit weapons by charging it and tossing it. A portable TV, health drink, and energy drink are out in the twisted "lobby" that they were guarding.
In the exam room, you'll find another, more realistic version of the anatomy dummy we played with earlier. (Her eyes are missing. Could that be our fault?) Behind her is a scalpel. Enter the doctor's office only after equipping a melee weapon of your choice.
The first thing this monster is going to do is rush you. You're fighting in a pretty small space so don't bother running to get a distance between you two, as this thing is pretty fast. Its only real attack is to spit acid at you. You should drop everything and run if you see it start to spit up. It can also harm you if it engages you in a grapple.
This is different than the one with the Nurses. The Straight-jacket will jump up on you and hang on for dear life. Don't button mash. Instead, wait for a face button to appear on the screen. Hit it and then wait for another.
Missing either one means you take damage.
To fight this monster, stay in its face. If you have a durable melee weapon equipped, go to town. Odds are high that it will break and you'll be left with your fists. This is fine. As long as you keep punching, the monster won't get an attack in edgewise. You can also equip another weapon as long as you do it through your inventory. If you opt for a one-hit weapon like the alcohol bottle or the TV, it'll deal greater damage but be harder to use. Since this monster is so fast and it takes a while to lug a TV up to attack, you will take more damage than deal.
Fighting with your fists may make the fight longer, but as long as you keep punching, you can win this without a scratch.
Grab the future piece after the fight and prepare to black out. In the scene afterwards, we meet Lisa Garland and learn that the girl we tried to save, Alessa Gillespie, died in the fire. Everything in the hospital is locked up; that's our cue to leave. The exit is through the door past the ladies' room and to Travis' right.
Outside, if you check your map, Travis will have marked Cedar Grove Sanitarium as the next destination. It seems he still wants answers, and Lisa might have them
TO THE SANITARIUM
You'll be on the opposite side of the hospital outside. Check the upper right corner of this area (according to your map) to find a health drink. On the street, you'll hear white noise and a Straight-jacket will attack. It's worth it to fight this one since it's already seen you, but keep in mind that fighting every single monster you meet is not wise unless you want breathing room to explore. It's tough to sneak around them when it's bright out, and they will relentlessly chase you until you either kill them or enter a building. You'd think that this would be a great reason to fend them off, but the monsters in this game respawn like crazy. You may kill off one beast only to explore, come back, and find that the same one you just killed is coming back for more. Running really is the best option when it comes to fights in the street. When Travis tires and you've got monsters on your heels, use an energy drink to bring his stamina back up to full so he can continue running away.
There's a piece of jagged wood at the northern end of Canyon Street. Going
south, you should find an energy drink, health drink and baton next to the cop car. There's a toaster in a trash can behind town hall. Both sides of Midway Avenue are caved in, but if you go to the east and up past the locked lumber yard, you'll find a health drink.
South on Borden Street, you'll find an energy drink in front of a house on your left and another even further south, on the lower left corner of Cielo and Borden. The upper left corner of Cielo and Borden hides a hammer behind a fence.
East on Cielo Avenue, you'll find an energy drink on the steps of city hall and a piece of jagged wood on the left side of the building. You'll find a meat hook by a dumpster south and to the right of here. The little grassy spot with the trees south of city hall houses more jagged wood.
From Cielo, go to Low Street. You need to go through the butcher shop to reach Toluca Avenue. Inside is a save point and a health drink as well as a meat hook sticking out of a slab on the wall. Going through the back door reveals a gruesome sight. Grab the first aid kit on the wall and the nearby energy drink. There's also a meat cleaver for you to take.
Back outside in the ambience, go out on the main street and make a left to get an energy drink and target pistol ammo. Further down the street (still on the left side), you'll find a parking ticket on the car. At the intersection of Toluca and Borden Street, you'll see a new enemy. The Carrion is a remembrance of all the poor animals Travis has turned into road kill with his truck. Even though its front legs and neck appear to be broken, it will still chase you with great speed and can turn very fast. Its one attack is to ram you; it can do this from a great distance and for good damage. Try to catch them when they're unaware, circle them and attack, or just avoid them altogether.
One-use melee weapons should take them down; use their charge attack if possible to avoid fighting close range.
Keep going down the left-hand side of Toluca Avenue for a red crate and
(further down) more jagged wood. On the left-hand side of Acadia Road, you'll find a wrench and a health drink on the hood of the car in the garage.
Now head for the sanitarium. You should just run past all the Straight-jackets and Carrions to make it to the front door. If you want target pistol ammo, there's some hidden as the base of the fourth tree to Travis' left. There's also an alcohol bottle to the left of the entrance if you feel so inclined.
Cedar Grove Sanitarium
Inside, get ready for quite an excursion.
In the central foyer, look for a baton on one of the couches to your right and head north to get the "MAGPIE" NOTE under the doctor's office door. Turn around and head right to the door marked "west solarium". By the wheelchair in the middle of the room is the target pistol and two boxes of ammo. You really should save all the ammo you can for this. You shouldn't have to lift a finger to fight in this place until much later. And you will need that ammo later.
On the nearby desk is a filing cabinet and an energy drink on another.
Exit and go straight across the foyer to the east solarium. Inside is the
Further back in this room is an energy drink and the STATUS REPORT 3/12/1960. Through the other door, you'll meet Alessa's mother.
In the first storage room, you see further down the hall, you'll net a tire iron, target pistol ammo x2, a screwdriver and an energy drink.
In the hall, there's a drip stand by the laundry room. Enter the stairwell for a save point.
Head up to the second floor. Here, you'll encounter what appears to be a
haunted medical halo, actually, a monster called a Remnant. These enemies are tougher than most and should be avoided completely. Bullets don't seem to do much damage; if you want to fight, try a melee weapon, though their attacks have an incredible range and are just plain freaky.
Enter the storage room to fight a Nurse for shotgun ammo x2, a first aid kit, and two alcohol bottles.The door across from storage is jammed, but there are a wrench and energy drink here.
Past the staff lounge in the main foyer, you'll find Nurses. Your goal is the TB ward, as per the Magpie note. There's an iron lung with a key inside and an energy drink on the chair on the opposite side of the room. Take the iron lung warning and check the controls.
IRON LUNG PUZZLE
The goal here is to overload the machine so it malfunctions and opens. In messing with the button controls on the iron lung, you should notice that each button affects not only the meter above it but also any meters next to it. For example, the second switch from the left activates meters one and three as well as two. You need to get all the needles in the red without going over.
To do this, (assuming the buttons are labelled 1-5 from left to right) hit button one twice, button three twice, and button five twice. You should find the basement key at the head of the machine.
Backtrack to the stairwell; you'll find a wrench and target pistol ammo by the chair outside the basement door. Use your new key. There's a drip stand and target pistol ammo in the storage room in the next hall over. Don't bother going any farther than this. There's jagged wood by the boiler room, but three Remnants patrol the hall. If you really need target pistol ammo you'll find a box at the western end of the hall.
Sneak past the Carrion in the first hall you were in to get familiar with the east pipe room. Make note of the drain. Now go down the long diagonal hall, marked "stairs". There's a meat hook on the right-hand side of the wall if you want it. In the new stairwell, a razor sits on the floor. Up on the second floor, two Nurses patrol. Go to the hydrotherapy room, our second Magpie stop.
Activate the drainage control by the working tub to drain the water and the key. Don't even think about going to the pipe room downstairs to get it; it won't be there. Instead, go to the treatment room nearby to find a mirror you can use.
The doll here guards target pistol ammo. Remnants guard the hall. There's an alcohol bottle on one of the desks out here. In the stairwell, there's target pistol ammo to your right. On the first floor is a save point.
Check out the weird goings-on at female seclusion and check both doors of the nearby dorm for some audio. There's target pistol ammo in dorm 3.
Straight-jackets are now out in the hall; sneak past them to the ladies' restroom. The shower room holds a kitchen knife. Examine the mirror to switch worlds. Check the only toilet stall open and choose to flush it. That ringing noise Travis heard was that key. Resist the urge to go down to the basement because you still won't be able to reach it; it'll have fallen through the grate. Check the shower room before you leave...
Sneak past the Remnants to dorm 5. In here are a baton, the duty log, female seclusion memo, target pistol ammo, a table lamp, and the patient belongings key. A typewriter and a tire iron wait opposite the door in the hall. Unlock the stairs for future use but make your way out of the female wing and into the main foyer on this floor.
We need to go to the patient belongings room, so sneak past all the Nurses and Remnants. In the property room, grab the shotgun ammo x2, STATUS REPORT 2/7/1961, and the typewriter to Travis' right. Back in the room is a mirror. You know what to do.
Grab the shotgun barring your exit, as well as the shotgun ammo on the floor.
Two Carrions guard this foyer. In the dayroom, you'll find shotgun ammo, a First aid kit, and a poker in a chair. Head for the eastern hall. Dodge the Remnant in the east solarium for a box of shotgun ammo and a filing cabinet.There are a health drink, shotgun ammo and the police report in the laundry room. Go to the stairwell; it's finally time to get that key we flushed. Outside the basement door is target pistol ammo towards the back.
Slink past the two Remnants and go to the pipe room. You should find the
Interview archives key where the real world drain was. Go back and slink some more to the diagonal hall. Here, you'll find a meat hook, a health drink and a promise of goodies on the other side. Return to the Remnant's hall and enter storage for a mirror, a hammer, and an ampule. Make use of the mirror.
The archives room is on the second floor. Simply use the nearby basement
stairs to jog up there and creep around the monsters to use your key. Another audio flashback kicks in upon entering. Grab the shotgun ammo and portable TV before stepping through the mirror. On the other side, there's a katana waiting by a shelf. Sneak past the Straight-jackets outside to enter the western corridor. Enter the stairs since the hallway is ruined.
In the basement, a Carrion stands watch. Go up the diagonal hall to the other set of basement stairs. There's a hammer between the first and second floors.
Your destination is the first-floor male wing.
In male seclusion, there are five cells, a baton, and the clipboard. Pay attention to each cell.
Number 1 has a razor and a huge mess.
Number 2 is scorched shut.
Number 3 has a poker sticking out of a well-dressed mannequin.
Number 4 is barred shut.
Number 5 is full of uneaten food and a scale.
Go to the infirmary now, watching out for Nurses. There's a scalpel and a save point, as well as a freaky doll set.
THE DOLL/PILL PUZZLE
There are five dolls lined up here to correspond with the five patients in seclusion. The clipboard you got tells you who gets what medication.
Here's a reminder:
cell 1: red pills
cell 2: blue pills
cell 3: yellow pills
cell 4: green pills
cell 5: blue pills
Who is in which room?
Room 1 was the one with the razor and the bloody mess. Kitchen knives could make that kind of mess, but the doll with the razor blade is the likelier bet since it's a perfect match with the razors in the room. The second doll from the right gets the red pill.
Room 2 was set on fire. The charred doll seems a likely tenant, so he gets a blue pill.
Room 3 had dresses and perfumes in it; the rightmost doll is wearing a dress, so he gets the yellow pill.
Room 4 was barred shut like a prison cell. Considering what dolls are left, I'd say the homicidal-looking one with the kitchen knives is a good guess for number 4. He gets a green pill.
Room 5 had the uneaten food and the scale. The middle doll is emaciated, most likely from an eating disorder like anorexia; he gets the other blue pill.
To recap (if the dolls are ordered 1-5 from left to right):
doll 1: green pill
doll 2: blue pill
doll 3: blue pill
doll 4: red pill
doll 5: yellow pill
They'll give up Dr Harris' key.
Go back to the stairwell and down to basement storage. Through the mirror, you'll find the amber incident report and a wrench in the stairwell. Go up to the first floor. Unlock the door to the foyer and head for the doctor's office. Inside is a drip stand, the jocasta artefact, and some shocking patient notes. Be sure to pick up the child's drawing on the floor outside too. From here, make your way east on this floor to female seclusion.
Go to the Otherworld through the women's restroom. If you want to make a short detour for supplies, go down the stairs near female seclusion to the basement.
Down the diagonal hallway is shotgun ammo and target pistol ammo x2. Back at female seclusion, use the Jocasta artefact to open the door. After Lisa runs off, check the room for a baton, a save point, and a host of drawings that get progressively more alarming around cell 5. Equip a firearm before heading in.
THE MEMORY OF HELEN GRADY
This monster should be fought from a distance. Spikes line the cage-like apparatus surrounding it, and these can be projected to great lengths to pull you in and stab you repeatedly. The spikes usually only come out after she comes down from the ceiling. She can also spit a cloud of poison gas, but she stays stationary while spewing. Both of these attacks are well avoided by staying away.
She'll somewhat slowly pull herself along by her chains on the ceiling, trying to get close enough to strike. Stick to one corner of the room and pull off 3-4 shots. Then, run around to the opposite corner and fire some more. And that's basically it. Stick to the outer wall of the cell. The poison gas shouldn't reach you here, and it gives you enough time to squeeze off some shots before the monster catches up. She's slow, but not slow enough for you to write her off as an easy kill.
The target pistol should be your weapon of choice, but the shotgun also works if you let the monster get a little close. Count your shots as you fire (6 for the pistol, 2 for the shotgun) and reload in the menu so you're not a sitting duck. If you didn't bring a firearm into this fight, equip a fast melee weapon, wait for her to do an attack so you can get close, hit the monster a few times and then run. This will make the fight much harder than it should be; there's no reason why you shouldn't have enough ammo to fight here unless you went all Rambo in the sanitarium and shot everything in sight. And even then you still should have some ammo if you took that last detour mentioned.
Pick up the past piece when done. In the lobby, check the table opposite
reception for a theatre ticket. In the trunk of the car outside is the lumber yard key. Unfortunately, Travis will not try to steal the car to make getting around town easier. Instead, we have to make our way on foot to the lumber yard on Midway Avenue.
TO THE THEATRE
Backtrack from Acadia to Toluca, through the butcher shop to Low Street, from Cielo to Midway, up to the lumber yard. You might have noticed some grotesque changes in the butcher shop as well as a bloody cap with a message for help.
Unfortunately, it's too late to do anything. (Why is a monster asking for help anyway? And why would Travis be concerned for a monster's well-being?) Drink your energy drinks to make sure you stay a step ahead of the monsters on the streets.
After a short jaunt in the lumber yard, you'll find a health drinkK and a newspaper. A hammer lies further ahead. Out on the street, check the alley by the tavern for target pistol ammo. If you're itching for supplies, go south and head over to Ash Road. The yard on Travis' left will yield an energy drink and a meat hook. There's more target pistol ammo between the southern houses on Ash, as far south as you can go. Go north on Industry Drive. When it curves to the right, head up to the left for target pistol ammo x2 and a crate.
In another alley in this corner lies more target pistol ammo. If you go south on Acadia just a little bit, you should see a house on your right that has jagged wood and a health drink on the porch.
Your real destination here is the Greenfield Apartments past the church.
There's 2 energy drinks, a hammer, and a baton in the courtyard around the stairs. Upstairs is a toaster and a screwdriver on the counter and two boxes of target pistol ammo on the couch, as well as a table lamp on the table. In the bedroom are: a napkin, a razor, and a huge mess. Grab the first aid kit in the bathroom and jump through the hole. Nothing is down here, but make note of mailbox 213 as you head out.
Go across the street and into the fenced-in area to find service pistol ammo, rifle ammo, and a health drink. To the right of the theatre, in an alley, is more service pistol ammo, a health drink, and a meat hook. Travis won't go any farther until he's gone to the theatre, so use your ticket at the booth and enter.
Grab the theatre map from the bench. There are a wrench and a health drink on the west side of the lobby. A locked door is up against the nearby stairs, along with some target pistol ammo. Downstairs, take the theatre programme page by the auditorium for the message, "Caliban has it in his cave." Enter the auditorium for a disturbing meeting with Lisa. There's a health drink to the right of the stage in front of curtain control. Enter storage on the left to get a typewriter. Exit to the right. (Any other Silent Hill 2 fans instantly think that puppet at the back was a mannequin?)
On the stage, an audio flashback will play. A piece of jagged wood lies
outside of Curtain Control. The technicians warning is taped to the switch, and iron weights are on the nearby desk. service pistol ammo lies next to the save point and a kitchen knife. A hammer is in the southern part of the next hall. Through the northern door, one of those puppets, Ariels, will come to life. They grapple the same way the Nurses do, so mash X and counterattack. Check the shelf it was guarding for a health drink.
A portable TV is between the dressing rooms. The sun totem is in the director's office along with the service pistol, serviced pistol ammo, and a handwritten diary page. The service pistol replaces the target pistol in terms of power. You won't find much, if any, target pistol ammo anymore, so feel free to shoot it all you want to get the most out of it. Grab the health drink on the shelf behind you and exit to find an Ariel guarding an energy drink and shotgun ammo. Everything else is locked or jammed, except for the men's dressing room, which houses a mirror, a katana, and production notes.
Use the mirror.
Ariels guard the narrow halls, and it's difficult to sneak past them. Luckily, you've got quite a bit in the way of strong melee weapons (katana, anyone?) so they shouldn't be a problem. Otherwise, use your target pistol. This is one of the few places where it's a better idea to fight. The balcony corridor key and some service pistol ammo are in the director's office.
A Carrion patrols the next hallway south of the dressing room. Sneak past to find a new, bloodier Straight-jacket in the next room. In the stairwell, check the railing on the landing for service pistol ammo. An Ariel is on the second floor. Go to the door behind it to see two square depressions. Light and darkness. The Sun Totem we picked up fits the bill for the right-hand slot.There's nothing more to do here, so backtrack to the mirror on the first floor.
The balcony corridor was that one locked door upstairs, so backtrack through Curtain Control, storage, and the auditorium to the lobby stairs. Up here, you'll see an Ariel on the floor. They're still basically the same except they don't grapple. In the lighting box is a first aid kit and four bulbs of 750W, 125W, 250W, and 500W. Grab the shotgun ammo, screwdriver, and wiring notes as well. I smell a number puzzle coming up.
Exit through the other side of the corridor and head south. A health drink waits on a box on the landing. Kill the Straight-jacket in the next room for the moon totem. Unlock the north door and sneak your way back to the mirror in the men's dressing room. Head south and upstairs to the door where we already placed our Sun Totem. Three Ariels now stand guard. You should try and take them out with a firearm since attacking one will alert the others and sneaking by them is pretty hard. Don't stay in one place or they will corner you. Either escape back out the door or run to the other side of the room. Put the Moon Totem on the left and enter.
Take out the Carrion and the two Ariels further down through the last door on the left to claim a kitchen knife and the awesome hunting rifle with rifle ammo. Use the mirror in costume storage to switch realities. A katana lies on a shelf. Check the desk for the sketches (and a horrible sound from behind you) and a health drink.
An ampule lies at the end of the hall outside past the Ariels. Iron weights and a save point wait for you in the orchestra storage room. In the eastern hall, rifle ammo sits in front of a catwalk door. On the only available catwalk, you'll find our next brain teaser.
STAGE LIGHT PUZZLE
For this puzzle, you need four bulbs and the Wiring Notes. There are four lights here: A, B, C, and D. The four bulbs are 750 watts, 125 watts, 250 watts, and 500 watts. The Wiring Notes hint at which ones go where.
B is half the wattage of D.
A + B must not exceed the wattage of C.
D must not exceed the wattage of A.
Let's start with B first. There's two options: 250 (half of 500) or 125 (half of 250). If B is 250, then D is 500. This means A must be 750 (since D can't exceed A), but this won't work since 750 + 250 is definitely more than 125, the only choice left for C.
Therefore, B must be 125, and D is 250. A could be either 500 or 750, but remember than A + B can't go over C, so A must be 500 with C being 750. 500 + 125 is less than 750, so we're in the clear.
A = 500W
B = 125W
C = 750W
D = 250W
When they're in place, go to the end of the catwalk and flip the fuse switch. The lights will be on.
Go south down the stairs to the first floor. Go to Curtain Control and flip the switch. Since the curtain's connected to the lights and they now have power, the curtain can be lifted.
A large mirror is on the stage. shotgun ammo is hiding at the left-hand side of the stage. There's nothing of interest through this mirror, surprisingly enough. Go to the set control on the right-hand side of the stage and mess around with the switches to see different pieces of scenery and props. If you match the scene with its correct prop, the mirror and the Otherworld are affected.
Flip the first scenery switch for the forest, and then flip the second prop
switch for the tree.
Through the mirror lies Forest World. Head up the red-lit path to the right
and grab the stage office key from the creepy tree. An audio clip will then chime in for a good, cheap scare.
Back through the mirror, flip the third scenery switch and the first prop switch for Old Dusty Library World. Read the three memos on the table,"Repression and Coercion", "Astral Projection: The Perfect Assassin?", and "An ID Torn In Two". An ampule, rifle ammo x2, and the "Manifestations of Delusions" memo are on a stand towards the back of the room.
Your next destination is the stage office room on the first floor. Watch out for the Carrion and multiple Ariel monsters on the way. Might as well blast them in such close quarters. Fight another Ariel in the office and take the prop control lever as your prize. Yes, now you have to go back to the stage.Either run like hell or stand and clear a path through all the new monsters. Use your lever at the prop panel and flip it along with the second scenery switch. Caliban's Cave is now available. Equip your hunting rifle and head on in.
Caliban is an absolute hulk, and it hurts my back just to watch him move.
He's so slow that he should pose no real threat. His only attacks take a while for him to execute. One is when he raises his back legs and slams them to the ground, creating a shockwave that stuns Travis and sets him up for another blow. The other is when he shudders, roars, and charges. Both are easily detected, easily avoided.
The area you're fighting in isn't exactly roomy, but it is long, and that will do. Use the same strategy you did in the sanitarium. Fire off 3 or 4 rifle shots and wait for him to get close. He'll try to attack you, but you should already be running around to get behind him. If you don't wait for him to get close, there's a good chance that he'll try to follow you around the room instead, giving you less room with which to work.
Firearms are the way to go. The shotgun might not be such a good one to use since Caliban must be close to you to attack. Stick with the rifle or your service pistol. The rifle is slow, but so is Caliban. If you time your runs right, the rifle's excellent range and power will make short work of him. Melee weapons could actually work here too. Wait for Caliban to get close and attack, then run up and smack him a bit from the side or behind him, and then run away when he attempts an attack.
Grab the falsehood piece and prepare to black out yet again. In the lobby, grab the Motel key from the mutilated Ariel and prepare to head out.
TO THE MOTEL
Head west down Koontz Street and check the first alley on the north side for shotgun ammo and a health drink. Stop in the public records office and check the back of the room for two boxes of service pistol ammo and an altered police report. A typewriter is on the other side of the room with rifle ammo x2 and the closed case memo. A filing cabinet can be found behind you near a window.
On Wein Street, there's a baton and an energy drink by the cop car. Further down the street, you'll see the Carrion monsters have grown immense. They fight like Caliban, rearing up and crashing down, and there is absolutely no reason to fight them because they will more than likely just respawn. Don't
think they're slow because of their size either; this one will likely chase you for the rest of your stay on the street. Put it down with a firearm if you must.
A hammer lies past the Taco Shack on Canyon Street. In the alley past, Green Pharmacy is shotgun ammo and a crate. In front of the pharmacy is service pistol ammo, and down Simmons Street is a health drink on a car and a shovel behind that. Grab the health drink on a table at the café and the service pistol ammo in the corner and then run to Wilson Street. At the end of the street are service pistol ammo and an energy drink. Head for the bookstore.
Inside, grab the assault rifle and assault rifle ammo x2. (Who uses a real rifle on a promotional cut-out?! Only in Silent Hill...) Get the shop note at the cash register and then think back to your stay in the apartments. The one apartment number we encountered was 213, the one with the overflowing mailbox. Punch that in the register and take the bookstore key. Exit out the back.
Outside, go into the hospital area to find shotgun ammo x2 and a health drink on a dumpster. There's also a toolbox by the locked doors. Check the alley by the post office for a health drink and a tire iron. The benches west of the post office hold assault rifle ammo x2.
Your next stop is the general store.
There's Carrions roaming, but there's also goodies down the left side of the street, so stick to the sidewalk. Check where you got your town map to find a kitchen knife. Go down a little further to the gate that's across from the general store. Here are two boxes of rifle ammo in a trash can and a meat gaff on the gate.
Inside the shop, an ampule is on the floor ahead of you. Check the second
aisle for assault rifle ammo and service pistol ammo x2. A screwdriver and a toolbox lie by the freezers. A health drink and a save point are by the counter with the till receipt. Get the broken pole off the floor if you want.
Out in the fog again, grab the energy drink across from you on a crate. Go
down Midway but watch for all the Carrions. Just run since there are no items to pick up. Cut south from Midway to Cielo and grab the health drink by the trash can on the way. On Cielo, you'll see Caliban. Don't even bother fighting; just keep going west. Behind Allen Storage are a tire iron, rifle ammo and a health drink.
The rest here is a bit of a detour; if you'd rather get on with things, go to the circled area on your map and skip to the next section.
As soon as you're on Toluca Avenue, check the southern side of the building behind Allen Storage
for an energy drink, health drink and assault rifle ammo. Go as far south as you can to the Blue Catfish Diner. Around the west side of the diner, in an area of your map, is target pistol ammo and a crate. Past the Carrion to the west of the diner is shotgun x2. Rifle ammo and a hammer are in the scrap yard. Caliban guards the scrap yard proper. In there, you'll find a shovel, assault rifle ammo, target pistol ammo, an energy drink, and a hard-to-see pitchfork. At the front of Allen Storage is assault rifle ammo. Now head to the motel any way you can.
The motel is a pretty awesome area; just wait until it really gets going.
Ahead of you is a save point. To your right is Reception. Get the motel map behind you after the scene.
Read the guest register and go behind the desk to pick up the room 306 key. Scope out the rotary calendar behind the desk; you won't be touching this for a while, but keep it in the back of your mind. Go through the nearby door.
Go through the gate next to the stairs. A Straight-jacket guards rifle ammo in Room 209. A crate lies in front of the nearby dumpster back outside. Room 302 holds shoes and a light stand. Go back to the previous area and up the stairs. In Room 316 is a light stand and a pretty sorry-looking wedding set-up. Ignore the passage that Carrion is guarding; it leads to a locked door.
In Room 308 is a new monster called a Twoback. It's basically a Straight-
jacket on steroids. It has a disturbing one-button grapple and can spit acid at you as well as tackle. Yes, it looks like what you think it does. Yes, it totally propagates the "lonely trucker" stereotype. In close quarters like this, just blast it with the shotgun and take the shotgun ammo it was guarding.
Unlock Room 306 and go through the mirror.
The note "To My Beloved Wife" is on the wall by the door. There's a spear in Room 309 and a health drink in the toilet by the Straight-jacket. To move on, enter the door north of Room 305. Shotgun ammo x2 can be found in the upper left corner of this area. The only other open door in this area is to the south, leading to the 200/300-block of rooms.
Room 209 has a spear in the toilet. Across from this room, towards the middle of the area, is a pitchfork. Room 301 has a first aid kit on the toilet that you must kill a Straight-jacket to claim. The 500-block is guarded by a Twoback. Room 503 has a mirror for you. Real world 503 is the home of an obsessive; the pictures are all of the Butcher, that demon that has been chopping everything up. The note on the ritual is on the desk. Caliban is patrolling outside. He's no threat. A shovel is outside the maintenance room.
Inside maintenance, a toolbox is on the floor in front of you. Go to your left to see a hole in the wall guarded by a Straight-jacket. Check every peephole in this hall for some interesting sights. Pay attention to the calendar on the wall in Room 500. The date circled is the 12th and must be important for it to be marked. Someone is keeping a TV near the bath tub in the Pink Moon Suite.
There's a familiar red jacket and voices in the Rose Suite. (Are those syringes in the bathroom? Is Lisa on drugs?) Grab the broken pole nearby, the "shotgun" photo, and the Manager's Office Key at the end of the hall. Check out Room 503's peephole to see ... holy hell! He's following us! He will have disappeared when you take a second look.
Back in the maintenance room, the Janitor's Note is further back with a health drink and redeemer ammo. There's also a vice back here; remember it for later.We need to get to the manager's office, and it's gonna take a long way. On your map, you should see a narrow passage behind the staff accommodation room.Head that way but equip your rifle. Two Twobacks are in this narrow corridor, and you should kill them from a distance to make it through okay.
Consult your map to make it to the manager's office. Grab the nearby filing cabinet and shoot the Twoback in the room. Pick up the assault rifle ammo and duty log. Exit out the back.
Unlock the nearby gate for easy access. To your right, Caliban waits by a tire iron. In Room 108, a Twoback guards a health drink, assault rifle ammo and a crate. You'll also find the redeemer by the Confederate flag with a box of redeemer ammo. This is your strongest firearm yet, so save your ammo for a big fight. Room 106 has a Twoback, a kitchen knife, and rifle ammo x2 by the window sill. Grab the ammo and run. Ignore the white noise past the Laundro Mat since it's only a Straight-jacket guarding a piece of jagged wood. Check out the sight outside the kitchen, equip a firearm (the assault rifle is good) and enter.
The Butcher is fairly slow, but it's still vitally important to keep your distance. His only attack seems to be to swing his big knife. Since the blade isn't that long, he has to be pretty close to cut you, and you should be able to survive a couple of swings before healing. He will initiate a two-button grapple with you if you are close enough. Failing this one means being impaled and is, I think, one of the most brutal in-game character deaths in a Silent Hill game. (Not overly gory but painful to watch nonetheless.)
Use the island in the middle of the kitchen to give yourself breathing room. Stay in a corner and shoot him as he follows. When he's too close, run away to the next corner, manually reload, and continue shooting.
Follow this merry-go-round cycle until he falls. With the assault rifle, it shouldn't take too long. You might not want to use the hunting rifle since it is too slow.
The Redeemer is also a good choice for this match. Fighting with a melee weapon is obviously not advised since nothing you have will slow the Butcher down long enough to keep you safe from his knife. If you want, charge attacks may work, but they'll probably just put you right in the Butcher's clutches. Fight from a distance.
When it's fallen, Travis will deliver the finishing blow in his own special way.
There's a meat cleaver and meat gaff in this room if you want them. The note, "To My Absent Wife" is by the jukebox. Save and exit.
In the pool area, enter the Game Room and approach the pinging pinball
machine at the back. There are also 5 pool cues here if you need them. Grab the token and leave for an audio flashback. Elsewhere outside, Room 201 has a Straight-jacket in. Room 102 has a Twoback guarding rifle ammo x2 and a light stand. You've no doubt noticed the shiny object on the bottom of the pool in this area. Travis doesn't feel like a swim, so put that on hold for now.
In the Laundro Mat, a health drink rests on a nearby chair and the washing machine manual is in the middle of the room. Check the washer with the red light.
WASHING MACHINE PUZZLE
Reread the Janitor's Note and the Washing Machine Manual. The former tells you how to reset the machine: set it to low spin, 60-degree wash, drain, and pre-rinse. The manual tells you which symbols do what.
Put your token in the machine and examine it. Because it is hard for me to accurately describe symbols, I'll also refer to them on a clock-face basis. For example, the symbol at 1 o'clock (the box with the arrow) is pre-rinse.
Press X and use the arrow buttons to turn the dial on the washer to these symbols in this order; be sure to hit X after turning the dial to each symbol to get the washer to go through that cycle:
8 o'clock (low spin, circle with a dot in it)
4 o'clock (60-degree wash, water with two dots in it)
10 o'clock (drain, square with squiggly lines and down arrow)
1 o'clock (pre-rinse, square with arrow and dot)
Your reward is the Cleopatra key.
Go upstairs now. Room 111 holds nothing. The only other thing of interest here is the Cleopatra room. rifle ammo sits on the table, and a portable TV is on the shelf. The "Snakebite" photo is on the bed. Jump through the hole in the bathtub for a scene. Shotgun ammo, a Telegram and a typewriter are in the main room. That bastard, Kaufmann, has locked us in, so go back to the bathroom to find a mirror.
A Twoback will meet you on the way out. The "Overdose" photo is on the wall here, and a meat hook is by the door. Outside, you'll notice that the pool has been drained. Go and pick up the Jewelled Heart. Up near Room 104, you'll find rifle ammo x2. Room 102 holds nothing of interest. An Ornamental dagger is stuck in the diner. Take it.
Up on the second floor, Room 112 is another fluke, as is 212. The Nero room has a slit in the door. Just the right size for a dagger, don't you think? Try it out. Inside, shotgun ammo is in the first room. The "Stabbing" photo is in the next, with a meat cleaver and a hole in the bathroom. What's a Silent Hill game without jumping in a hole or two? Or three or four?
Take the first aid kit to Travis' right before entering the other hole. Look through the peepholes and grab the spear and the "Broken Heart" photo at the end. (Isn't that Travis' father?) The "To A Ghost" letter is in the maintenance room. Out the door, enter Room 503 and warp through the mirror.
All these letters from Travis' father speak of great grief; his heart is
broken, just like what the photo said. In his last letter, he spoke of a gift that his wife smashed. Since we're at an impasse, check your inventory to spy the jewelled heart, our last major item left. Examine it to see that something is rattling around inside. How are we going to break this heart (since using one of the many sledgehammers in our possession doesn't seem to be an option)? Remember the vice in the maintenance room? Go there and use the heart by it to smash it open for the wedding ring. Examine it to see that the month June is important.
We're at another impasse. All we have left is a day and a month. This should remind you that we have a rotary calendar puzzle yet to solve. Make your way to Reception to get to it.
THE ROTARY CALENDAR PUZZLE
This puzzle is already two-thirds solved. We have the day, the 12th, and the month, June, but we don't have the year. The Grady family fell on hard times after Helen was committed for attacking Travis. All Richard's lamentations spring from that event. If you remember the patient memos from the sanitarium, they're dated 1960 and 1961.
Trying both years and figuring out which one is right is easy. However, if you want definite proof that the answer is 1961, check Travis' lucky quarter. It has the number 61 etched into it and is a keepsake he's had from when his parents died (we'll see why it's a quarter here shortly). It's not clear when Helen died, and we don't know what Richard did to himself (yet), but it's clear that both his parents "died" in some form or another in the year 1961.
The full date on the rotary calendar is 06/12/1961. A small depression opens. The wedding ring fits there nicely. This reveals the Room 500 key behind you.
You can only enter Room 500 from the Otherworld, so make your way back to the mirror in Room 503, watching out for the second Caliban now roaming about. A cut scene will take you to the door, which leads to a long staircase. Equip a firearm before entering the door below.
THE MEMORY OF RICHARD GRADY
This room you're fighting in is the smallest boss fight area yet! Richard is probably the physically toughest boss in the game; even when using overpowered weapons like the Moon Gauntlets in a repeat game, he'll take more punishment than anyone else. This monster has two tendrils that will attempt to strangle you periodically. Mash the X button to come out of this grapple unscathed or else you will be strangled to death. The central head will also lash out and try to bite, as well as spew a gas at you. The biting attack looks vicious but doesn't seem to connect if you stay back against the wall. The gas attack is the most harmful because it is insanely hard to avoid; this is when the head's mouth closes and instantly pours gas in your direction. If you're quick, you can avoid the linear blast, but it's tough.
You don't have much room in which to work. Running back and forth to the left and right is all you can do. Choose a gun like the assault rifle or Redeemer that is fast and powerful. The rifle is out. Stay back against the wall to avoid the bites, and prepare to heal if the gas attack hits you multiple times. When the tendrils appear, run back and forth to avoid them. The head does not attack at all while the tendrils are out. Stand to the far left or right and fire off a couple of shots/rounds. Run to the other side when the tendrils catch up to you. If you're lucky, you'll avoid them completely and will be able to pump enough rounds into the beast before you take much damage.
Another strategy is to continue to stick to the two corners available to you. Stand in one and fire a couple of shots, but then instantly run to the other corner without waiting for the tendrils or the head to attack. If you fire and run quickly, the head should attack where you were, and you'll be free to fire a few more rounds before it recuperates. If you want, Luke has confirmed that the hunting rifle can be a good choice as long as you play it safe. Only squeeze off a few shots at a time.
The truth piece lies on the floor. Travis gives Alessa a piece of his mind and blacks out as usual. He'll wake up in front of a first aid kit and redeemer ammo. Make your way through the rooms, making sure to examine the gurney Travis has his eye on. It's the one used to transport Alessa to her special room. Get the ampule, assault rifle ammo, and wrench opposite the door before nabbing the present piece on the floor.
THE FLAUROS PUZZLE
This puzzle is not overly hard, but it can be frustrating because you're not really given any hints. You're putting together the Flauros using the pieces you've collected. The present piece is the base and all others are the ends. Twist the present piece around to get a look at all the symbols on it. The end pieces have similar symbols on them (not exact, but similar). The idea is to get all the similar symbols matching on each side of the pyramid.
This is mainly done through trial and error. Pick a side and pick a piece. Stick it on and rotate it so like symbols on all sides of the piece match the base. Make sure they match on all sides. All the symbols with lines and X's should be on one side, all the circles with intersecting semi-circles on another, etc. It's like a cult version of a Rubix Cube except that this one is solvable.
(PS2 CONTROLS TO SOLVE THE PUZZLE)
The pieces are numbered 1 to 4 from left to right: use piece 3, press square twice, press R1; use piece 1, press square twice, press R1; use piece 2, press square twice, press R1; use piece 4, press square once!"
Once it's complete, follow Alessa up the stairs, into the hospital area we
traversed earlier. Head straight for the exit for an amazing cut scene.
I know that this place isn't technically Nowhere (from the first Silent Hill), but it was the first thing that came to mind when naming and playing this section. Also, "Nowhere" sounds cooler than "Alternate Silent Hill". Writer's rants aside, this place is pure, nightmarish Silent Hill, which means it's very dark. This can work to your advantage though since the plethora of monsters walking around can't see you that well because of it. Get the shovel and ampule to Travis' right. Follow the linear path and make sure to grab the child's map on the wall.
Alessa has your route planned (if you're on the PSP); there's no special areas to visit here, no key items to pick up. It's basically a chance to refill your inventory before the big fight, so if you'd rather not waste time with dark areas and respawning monsters, feel free to just follow the path on your map by running like hell.
Go as far left on Koonts Street as you can to grab redeemer ammo x2, a meat gaff, and a first aid kit by the Twoback. Go back and head right on Koonts for assault rifle ammo x2. Head north on Simons and you should see a pitchfork in a tree stump. Go left on Sagan. Assault rifle ammo x2 is past the Carrion. There's also a broken pole in the baby carriage. Follow your blue path right on Sagan to some assault rifle ammo and an energy drink. Follow the blue path the rest of the way north until you spy a health drink and tire iron ahead of you on a wall. Turn right and enter the Green Lion Antique Shop.
Read the yellowed page memo on the table and then enter the hole in the wall.
You'll have to guide Travis through; just tilt the analogue stick to the left and watch the scenery change.
On the other end, you'll see an altar and six save points on the wall. This is a Silent Hill game's way of telling you that you're in the home stretch and had better save. Follow the red ... thing to another awesome scene.
To alleviate confusion, I'm referring to this monster by the name the official strategy guide uses. It has three primary attacks. One is a close range arm swipe, easily avoided by staying far away. The second is when its hands glow orange and it summons fireballs to the area. You can tell where the fire's going to hit by looking for orange spots on the floor, but it's still hard to avoid getting hit at least once. One hit makes Travis reel, most likely getting him hit by another fireball. The third attack is when the beast rears back, screeches, and seems to tear apart its chest to shoot a linear beam of light. Run away from in front of it to avoid this. By far, the fire is the biggest annoyance in this fight, while the arm swipe does the most damage.
Pick a firearm you like and go to town. Keep your distance but remember to drop everything and run when it screeches. The rifle is a good choice here, either the hunting or assault variety. It will take more bullets than average to take this monster down. Just repeat the major strategy of "stay in place, fire shots, run when confronted, rinse, repeat". If you want to fight man-to-demon with a melee weapon, wait for it to do one of its two long range attacks. The monster does not move during these, and it is safe to get close as long as you don't swing more times than you should. Take a few swats and then back off before it swipes at you.
Travis will trap the beast in the Flauros after it's succumbed. If this is your first playthrough, you're guaranteed the good ending, which leads right into the original Silent Hill game. However, veterans of the series know that not everything ends up smelling like roses in this town...
This is the default ending for all first-time playthroughs. In subsequent games, the only way to get it is simply to avoid the criteria for the other two, which involves not killing so many enemies and avoiding a certain key at the post office. This ending leads right up to the first Silent Hill game.
This ending is for those that want to know the truth about Travis as only Silent Hill could reveal it. To get this ending, you must kill a certain amount of enemies. The total is supposedly at least 200 and up, but this is debatable (it could actually only be 150). Just kill everything in sight and you're good to go. You can only get this ending after you've beaten the game at least once. Shedding so much blood over the course of the game awakens some repressed memories for our poor protagonist.
THE UFO ENDING
Yes, it's back, and it's amazing! To get this ending, you must have completed the game at least once. Check the stairs next to the post office that was blocked before to get the room 502 key. You have two different chances to get the key: before the hospital and after the theatre. Use this key in the Riverside Motel in the real world to get your ending