Silent Hill 2 Remake, The Solution
We take you by the hand and guide you through the fogs of Silent Hill 2. All tricks and puzzles solved for you.

Are you looking for a complete guide to Silent Hill 2? In this detailed walkthrough, you'll find a step-by-step solution, puzzles, keys, bosses, and endings so you don't miss anything of James's adventure in the fogs of Silent Hill.
Silent Hill 2: Initial Guide and Arrival in Town
Let's start our adventure within the story of Silent Hill 2 by retrieving the map from inside the car. Follow the path until you reach the first save point, follow the road that leads to the cemetery and exit easily after our first encounter with a girl who shows us the way to Silent Hill. We will find a locked door, enter the adjacent building to the left and read the note on the bulletin board. Enter through the window and retrieve the key from the drawer. Then exit the Ranch.
From the Road to Downtown: Map, Radio, and First Enemies
Proceed along the path until you find a much more extensive and detailed map than the previous one. Follow the bloodstains from the flower shop and then along Lindsey Street. Enter the broken garage marked by a white drape. Retrieve the health drink from the drawer and continue. After retrieving the radio, defeat the first enemy with the aid of a spiked club. Use the syringe you find in the next room to heal yourself, if necessary. Break the glass and exit. Retrieve the pack of matches from a corpse, and a warning note urging you to flee will be found nearby.
The Bars of Silent Hill 2 Remake: Texan, American, and Bi Jay
After saving the game, don't let your guard down: you will be attacked by a crawling enemy. Enter the Texan cafe and retrieve the coin, then kill another monster. Near the American cafe you will find another enemy: take him out too.
Enter the Bi Jay and kill a creature, then retrieve the note on the table in the main room. Get rid of another couple of enemies and enter the Bar Neely. Here you will find a door, but we don't have the key, and a jukebox that will give us a broken record. We will find a note that indicates the Groovy Music and the Saul Street apartments.
Groovy Music and the Saul Street Apartments
Let's go to the music store. Face a couple of creatures and glue the missing part of the broken record, reassembling it after reading the note. We then head to the apartments after taking down another couple of monsters near Happy Burger. Inside the apartments, we retrieve key number 5 after moving the wardrobe in the next room.
Go up the stairs and enter the room of our interest. Inside the dilapidated apartment, enter the bathroom and retrieve the jukebox button by reaching into the hole in the wall. Exit and go down the stairs that lead us back to the street.
Return to Bar Neely to unlock a memory via the jukebox, where we will be given the missing key to open the coveted locked door. Enter and use a piece of furniture to move closer to a trapdoor to enter the place of interest. Retrieve an energy drink and read the note: we will now have to retrieve a key from a car with a license plate ending in 06.
The Wood Side Apartments: Coins and Puzzles
After retrieving it, we will face 3 creatures. The key indicates the Wood Side apartments. Run against the gusts of wind and slaughter the enemies that stand in our way. Inside the new building, save, retrieve some pistol bullets and we will find a curious contraption with a puzzle, for which we currently do not have the necessary elements to solve it, so we continue. We retrieve a note that tells us to go to apartment 217.
Explore before heading to apartment 217. For example, in room 202 we will find a very precious flashlight and the keys to access the courtyard. Be prepared to take down an enemy as well. Instead of going up, go down to access the courtyard. Move a piece of furniture to climb on it and enter through a broken window. Here a little girl will prevent us from retrieving the key to the second-floor corridor. It will be enough to bypass the entrance from the opposite side to retrieve it.
Continue exploring: opening a wardrobe will allow us to get an apple-shaped golden handle, which can be used later. Upon reaching room 106, we will be told to go to 102, where we will retrieve a mysterious photo and some drinks, after taking down two enemies. Head to the second floor and use the key to enter. At the end of the long corridor, we will find a strange being behind bars.
We don't worry about the strange being behind bars, but enter the room to its right, where we will find a broken wall to pass through. The third floor is marked as inaccessible by a note, but we will finally be able to access room 217, where we will retrieve a very useful pistol.
Crossing the gap we entered through again, we will find a corpse suddenly in the armchair. On the table in front, there is a key for room 212. Enter and exit onto the outer balcony to enter the adjacent room. Kill an enemy and retrieve another mysterious photo, which indicates the “beginnings of a career”. On the back, we find another number, similar to the first photo.
Then we enter a room that, by moving a wardrobe, contains a secret passage.
Inside, there is a puzzle to solve to open a safe. The code is 13-7-11. Inside we will find a coin and a key to exit. In a nearby room, we will retrieve the key to the small staircase on the second floor, with which we will open the padlock. Open the latter and enter; immediately we will have the opportunity to save our progress.
Go down the stairs and retrieve some bullets, then enter a room where we will find a macabre corpse in a refrigerator. Here we will meet Eddie, a poor boy who came to Silent Hill looking for someone, just like us. Exit through the window overlooking the courtyard and take down four creatures to retrieve, from inside a cradle in an empty pool, a coin with the effigy of a snake.
Re-enter the building and go up to the floor of our interest, entering through the only fissure in the wall. Here you need to be careful: we will move between cracks and ground-level passages, and enemies will be lurking, so stay alert.
Retrieve the bullets and also an always precious syringe on the outer balcony. Subsequently, we will find a crate of fruit juice: throw it through the trapdoor, thus clearing the obstruction of the outdoor bin, which will give us a coin to retrieve in the courtyard. Now that we have all three coins, return to the contraption and try to solve the puzzle. Once deciphered, the machine will give us the key to room 201.
Rush there and a cutscene will activate, where the abominable being we found behind bars is now handling corpses. Once the sequence is over, retrieve the handkerchief we were analyzing and follow it into the door it enters. Retrieve the map of the Blue Creek apartments.
Blue Creek Apartments and the Clock Puzzle
We continue by breaking down a wall and a couple of new enemies who, upon their death, will spray poison. After seeing a mysterious room with an impressed M and butterflies, we will arrive in a room with a clock, where we can save our game.
Then enter the door to our left to take down a couple of enemies and retrieve ammunition. We proceed through doors and openings until we reach room 307. We will find a radio hanging inside a cage with hands to retrieve. We continue onto the outer balcony and enter a new room where we will retrieve the key for room 306 after killing a couple of creatures.
Destroy a wall and head to 306. After getting rid of two creatures, we will take possession of the valve that was missing in room 307. Then return there and use the valve to retrieve the hour hand from the radio. Go to the clock room and place the hand on 9, thus unlocking the door with the large character H.
Enter and, unfortunately, the action to perform will be to put your hand in the toilet to retrieve the minute hand.
Exit and the room that was once beautiful and tidy will have become gloomy and devastated. Retrieve the bird figurine and place it on the mechanism near the locked room. Exit to our right after taking down an enemy, destroy a wall and retrieve the swan's head. Then go to room 209 and retrieve the swan's body. Return to where the mechanism is located, combine the 2 parts to obtain a complete figurine to place opposite the bird. Once perfectly balanced, the device will release the winged key, with which we can open the door.
Inside we will find a large gash: jump into it. Shortly after, a cutscene will activate where we will find the girl we met in the cemetery, named Angela. At the end of the dialogue, she will give us her knife and next to it we will find the key of resilience. Open the door, kill an enemy and retrieve another photo, with the inscription “together forever”.
Then we go to place the minute hand on 2 and unlock the room with the large M. Inside there will be an arithmetic puzzle to solve; nothing complex, thus obtaining the second hand. We also place the latter to unlock the last door, the one with the S.
Head there and you'll find the hatchet-wielding guy who will try to kill you. Don't waste bullets: it's completely useless to try to kill him. Dodge his blows until a siren starts to sound, at which point he will leave, opening the doors for us, where we must follow him.
As soon as we exit the building, we will have the opportunity to save our progress.
Silent Hill 2: Rosewater Park and Meeting Maria
Proceed along the road until a cutscene activates where we will meet the little girl who had taken the keys away from us again. After passing a gate, we will enter Rosewater Park. Go out onto the pier and another sequence of cutscenes will activate, introducing us to a mysterious woman named Maria, who will accompany us for the rest of the adventure.
From the Motel to the Theater: Eddie, Laura, and the Entrance to Brookhaven Hospital
We head towards the motel, enter a booth and find a safe to open, with a note telling us to go to room 107. Enter room 108 and break down the wall.
Inside room 107 we will find the instructions to open the safe, which will give us the gate key. We exit the motel and, in order to block the way for enemies, we will close a gate with our beloved spiked club, promptly replaced with an iron pipe. Let's prepare for a frantic phase, where we will face several enemies with a strong wind that will only give us a break when we manage to leave everything behind, escaping behind a wooden fence board.
An additional cutscene will then activate and we will enter a red door, where Maria will provide us with the key. We will find ourselves inside a night bar and there will be another video. We arrive in a garden and listen to the story Maria will tell us. We then enter the theater, where we will find Eddie again, busy eating popcorn.
The little girl, now known as Laura, will also be there. We will try to chase her until she leaves the theater, then entering Brookhaven Hospital.
Brookhaven Hospital: Generator, Elevators, and Three Bracelets
Inside, we will immediately notice a booth with an empty weapon locker, where we will retrieve the first bullets for our next weapon: the shotgun. Once again, Laura will run away, closing the door behind her.
Go to the reception to save and look for the combination to open a box with a key inside. Look at the photos and a note that reveals the precise combination number. Nurses, doctors, and trees. Code: 7-2-4. We will then open the box and have the basement key. Go to the lower floor and explore.
We will find a non-functioning generator. Let's get to work to find an empty gas can; subsequently, using a cart, we use a trapdoor and enter a room where we can fill the can. Watch out for enemies who will always be lurking. At this point, go to the generator and activate it: the power will be restored and we can use the elevator to go up to the second floor.
Let Maria rest and delve in, immediately discovering a new type of enemy: a kind of nurse with an iron stick in her hand. We will immediately see that this enemy will be much harder to defeat than those encountered so far.
Then enter the director's office, where, in the center of the desk, a closed hand holds a key. Bracelets will be needed to open it. Exit the office and you will find a nurse again: take her down. Continue exploring and enter a room where, from a plush toy, we will retrieve a bent needle and, above all, our brand new shotgun. As soon as we exit, we will immediately test it by dismembering a nurse with 3 shots.
Proceed and enter another room, where we will fill another nurse with lead and retrieve the key to room L1. Enter the latter and use the trapdoor to go up. After finding another trapdoor at ground level, enter it and wait for the cutscene. Crawl down again to finally get the first of the three bracelets.
Exit and go up, starting a new cutscene where Laura continues to run away.
Inside a room, we will find three patient files, located in various parts of the hospital. We will then have to go to L1, D1, and C1. In the end, we will get the key for the internal ward on the first floor. Enter and explore, immediately finding a drawing that shows a combination. Take out the enemies that stand in our way. Enter the room, where we kill another nurse and pass through the crack in the wall.
We will find something inside a small manhole on the ground, but we cannot retrieve it yet. Go out onto the lawn and, in the rain, get rid of the enemies. Then reach a pool with putrid water. Enter the doors nearby and retrieve the medical tube, which we can combine with the needle. Return to the manhole and, with this new tool, take possession of the pool maintenance key.
Then return there and, nearby, there will be the cover to open thanks to the key. Empty the tub and enter it: breaking the wall we will retrieve the second of the three bracelets.
Now let's go to the second floor. Look at the combination sheet retrieved on the first floor and open the door, thus retrieving the missing X-ray. With the anti-mold spray also retrieved on the first floor, clean the X-ray. Head to this last room to finally discover the combination that opens the padlock of room D1: 4-37-12. We will thus take possession of the last bracelet we needed.
Rush to the director's room to place the bracelets and open the hand that will give us the key to open the door near the save point. Enter and recompose the image with the books, doing so will reveal the combination to open the safe, also retrieving the missing button there. Enter the combination and you will find the key to the rooftop. Then go up to the roof and retrieve a page from a diary before suddenly finding our sworn enemy ready to throw us down. At the end of the cutscene, we will get up and finally find Laura.
An additional cutscene will activate where the mischievous girl will set yet another trap for us, locking us in a room with a new, very tough monster. Once defeated, we will find ourselves back on the first floor of the hospital, but the situation will be significantly more delicate. In a devastated structure, take the elevator and go up to the second floor. Beware of the many enemies you will find here.
Dark Hospital and Escape with Maria: Keys, Rings, and Chase
We begin to explore and will soon realize that near a save point there is a box supported by no less than three chains. Our goal will be to free it to access the reward. We start from the mannequin we will find to the left of the box; with a small hammer nearby, we destroy its arm and follow the chain that will lead us to a trapdoor.
Go down to the lower floor, which is teeming with monsters, and retrieve the key of liberation in one of the many rooms. Go back up and stick this pointed key into the eye of the mannequin, receiving in return the lapis lazuli key. With the latter, we will free the first of the three chains anchored to the box.
Now let's try to solve the padlock combination. Follow the chain that will lead you to new rooms, climb onto the furniture to pass over and explore. We will have to break down a wall to enter the room of our interest, there we will find the diary page with our combination through a puzzle, which will be 1-6-2-2. Keep all the details in mind: one o'clock at night, the 6 pills in the sink, 2 o'clock that you will have to set on the clock, which correspond to the awakening of enemies and the hour of darkness.
Return to the box and use the code. Now we are missing the last chain. Follow the latter to find the way. Always staying alert for various enemies, explore until you reach a door that is missing a key. Practically opposite it, you will find a wall to break down. Enter and get rid of the enemies. By moving a wardrobe, you will have to move the furniture to reach a height. Take out the creatures and you will find some notes in one of the rooms, but above all the director's room key.
Reach it and go up the ladder. We will find ourselves in a room with a machine that releases electric shocks, but it doesn't work due to lack of power. So follow the cable that will lead us to activate the generator. Along the way, take down the enemies, of course. Once the device is activated, return to the machine: the generated shock will produce numbers, which is the last combination we need to free the box from the remaining chain. The combination is 9659.
A cutscene will activate showing us the inside of the empty box. Behind us, fortunately, we will find a sheet that will fall; in the mouth of a statue on the door we will retrieve the -1 button for the elevator, the basement, our next destination. After some questions asked by the radio, we explore the basement, through tunnels and monsters we will retrieve a copper ring and regain Maria's company for the continuation.
Walk along the road until you reach a room where a new cutscene will activate and we will retrieve the lead ring. Now we must return to the room where the sheet fell and, while we are there, save the game. Place the two rings on the statue's fingers and unlock the door. Go down the long staircase until the video activates where we will have to escape from the hooded monster. Unfortunately, Maria will not be able to save herself and, before being able to enter the elevator, will be pierced by the spear of the horrid creature.
We will find ourselves on the ground floor. Enter the reception and we will see Laura run off in one direction, but above all, we will take possession of the key to finally escape from Brookhaven Hospital. Follow the road both to take down enemies and to retrieve ammunition. We will then find a wall to break down. Continue chasing the mischievous girl among enemies and ammunition to retrieve, until we reach a trailer and save the game.
Return to Rosewater Park and Silent Hill 2 Historical Society
Proceed until you reach a public telephone that will give you a map, instructing you to go to Rosewater Park, and a wrench. Open the gate along the road with the key and ignore the enemies along your path. Enter the park until you meet Angela again and activate a cutscene. At the end, at the foot of the statue, you will find a note and a key to enter the Silent Hill Historical Society building. Walk the long road and enter, immediately finding a checkpoint to save your game.
Toluca Prison: Weights, Executions, and Labyrinth
Let's go in and walk down the very long staircase that leads into the depths. We will find cells and some indications, so let's jump down into the ravine in front of us. Break down a wall and enter a cell to find the key with spiral writing. The door will close behind you. Try the various combinations only with the keys not stained with blood to exit easily. Now the door to your right will be open. Let's throw ourselves even further down and a cutscene will activate where we will meet Eddie once again. Let's enter his same door and we will find a booth in front of us where, in addition to being able to save and know that we will retrieve a key to unlock a new weapon, we will understand thanks to the maps that we have arrived at Toluca Prison.
Go up the few stairs to find ourselves in front of a ruined altar and retrieve the largest weight. Then enter the door that leads to the prisoners' cells, in addition to the enemies we will find doors with impressed figures, one with a headless snake, one with a hornless ox, one with an eyeless boar and finally one with a wingless dove. The door leading to the courtyard reveals a statue with a mechanism based on weights to be retrieved. Based on the weights we have, namely the large one found in the sacristy and the small one already positioned, we immediately manage to open the door where the snake is depicted, let's head there. Let's collect enemies until we reach the room with the electric chair. Through the voltage we will have to reach the maximum tension such as to make the green, yellow and red lights illuminate simultaneously.
Activate the mechanism and we will have access to the medium weight located on the chair. Get rid of the new enemies that have appeared and follow the only passable path that will also give us the key to open the armory locker. Then return to the armory and take possession of the rifle. Return to the courtyard and place the new weight on the scale, it will serve us to access the door of the hornless ox. We head to this new area and explore it, we will find inside the guardhouse, in addition to a save point, the access key to block D. Inside the new block we will find a room that contains the pointed key. Go back and use it to sneak inside.
We will find ourselves in a large space, for the moment with very few enemies, reload the many ammunition scattered around, we will need them shortly. Under the fan there will be a hole in the wall, put your hand in to retrieve another large weight. As you can imagine, the room will now be teeming with enemies, take them out as quickly as possible because many will attack you. Once the area is clear, return to the armory and save. Head to the courtyard and place the new weight to open the room of the eyeless boar. Inside and to our right, take down a couple of enemies to open a shortcut. Then walk the corridor on the opposite side from which we came. We will find a locked door that leads to the upper floor but we don't have the key. The situation will be relatively calm in this wing of the prisons, get rid of two or three nurses until you retrieve the aforementioned key.
Go up to the superintendent's office and open the drawer via the typewriter, which will give us another weight, the light one. Then return to the courtyard to unlock the last room, that of the wingless dove. Here too the situation will be strangely very peaceful, get rid of minor enemies until you manage to enter the room with the red buttons, so as to activate the doors to enter room F6, where the last weight will be. Return to the courtyard and now we will have all the weights, the goal will be to balance everything to achieve perfect equilibrium. Once this is achieved, a lever will be released that will open a new mechanism, we will have to recompose the story with the relative sins. Once done, choose the sin with which to hang ourselves, we will have to choose the right one to continue the story. When we have succeeded, jump into a couple of ravines until we take the elevator that will lead us to a save point, the labyrinth.
The Labyrinth and Maria's Return: Face Puzzles and Secret Areas
Proceed along the corridor until the cutscene activates where we will meet Angela again, after which we face a new type of monster in the corridors of the house. After a few bullets the monster will retreat and a door will open, we retrieve the ammunition and continue. We continue chasing Angela and the monster will reappear, we unload more bullets on it and it will disappear again. It will reappear shortly after and will go away again when we hide in a crack in a wall where there is a teddy bear. We will continue like this until we reach a room where we will finally take it down once and for all. After the cutscene in which Angela will still be there, we continue. We will collect the labyrinth map but obviously it will be devoid of information, we will have to explore.
On the wall nearby we will find a point to save our game. Open the only available door and a new cutscene will start where, to our great surprise, we will find Maria again, safe and sound and who remembers nothing of the fatal blow received near the elevator. Return to the main room and reveal a new machine that, by moving it, unlocks doors in front of us. Move the face of the machine until the face and the two triangles on its sides are placed downwards. This will unlock the putrid area. Explore the various rooms until you find a wick in a hole and a lighter in a bathroom, which we can retrieve after emptying a tub. Explore well until you reach an area located at the extreme east of the map, there we will take out a couple of enemies and use a cart to reach a trapdoor above.
In the new room, we will open a refrigerator that will give us the gas with which we can finally use the lighter. Return to the main room and, using the lighter, make the weight fall, which will break through the floor. Jump into the hole. We will find ourselves back in the room with the movable cube. Position the faces until the infinity symbols are on its sides, thus unlocking the desolate area. Inside, we will find very simple enemies to take down, find the ladder to the submerged floor and go down, explore the rooms until you find the small key. Once found, go back up through the only available exit and use it to free the handcuffs so you can use the wheel to open the bars in front of us, use the furniture you find to use an entrance near the ceiling, we will have a new ladder in front of us that leads downwards. Immediately we will find ourselves with our sworn enemy chasing us, we escape and then go up to find ourselves in a new area, explore until you find the electrical panel that we saw from the hole and retrieve the tool to cut the wire mesh.
Then head there and use the tool. Go down the ladder in front of us with our tormentor on our heels. Jump down into the hole to return to the main hall. Now place the face of the contraption so that the crosses on the sides of the face are inverted, we will have access to the ruined area. This area will be as linear as it is anxiety-inducing, between enemies to take down and sinister noises, we go forward until we escape from our executioner, we will arrive in front of the door of room 208. Once the door is open, a cutscene will start and we will find Maria lifeless on the bed. Once we exit, the contraption with the faces will no longer be there. In its place we will find our tormentor's weapon, we will drag it beyond the illusory wall of creatures until we reach a new save point where there are many tombstones, a real cemetery. There will also be a crypt with our name on the tombstone.
So let's throw ourselves into the lodge prepared for us. Follow the long bloody corridor until you reach a door. Another cutscene will activate and we will meet a very agitated Eddie. We will enter a large cold storage cell and engage in a fight with Eddie, who will try to kill us by hiding in the smoke and exploiting our poor visibility. Once we have killed him, we exit the cell to finally return to the outside of the structure, where we can save our progress to know that we are on the shores of Lake Toluca.
Lakeview Hotel: Arrival at the Lake and First Exploration
We arrive at the small pier and take the boat, then row towards the light. Once we arrive, we take possession of the Lakeview Hotel garden map. We cross the garden and enter the hotel to retrieve another map, where someone is waiting for us inside room 312.
Before going up, let's explore the floor we are on until we find Laura again. The little girl will be much more predisposed and friendly than on previous occasions. At the end of the cutscene, Laura will run away again, this time to find the letter she lost from Mary for us. Let's follow her and along the way save the game at the reception, retrieving both the key to room 312 and a note that indicates the location of the safe deposit box we had left at the hotel. Before following Laura, we go along our right and inside the Toluca cafe we retrieve the key to room 102, after which we break down a wall to retrieve a lost note. Let's explore the first floor and take out the enemies.
Inside 102 we will find good ammunition. Proceeding and entering the service room, we will instead take possession of the key to the dawn wing, on the second floor. So we go up and enter thanks to the last key taken. We enter the reading room and observe the large painting, in front of it there is a bookcase where we will have to place collected books following the scheme of the painting. We enter this hidden place and will find a briefcase to open, but we still don't know the code. We exit the room and in front of us we easily overcome the obstacle. We unlock the door to find ourselves in a room with mannequins and an opening balcony. On the sofa we take possession of the key to room 202. After eliminating a couple of enemies we take the apple from the tray.
Walk along the balcony and enter the open window, eliminate the nurse, opening the door we will find ourselves in an area of the second floor, that is, the opposite side from which we had access through the key to the dawn wing. Eliminate the monsters present here and explore. We will find the employee elevator door closed as we do not have the key. Inside the rooms there will be nothing useful, so we go up to the upper floor. We enter the conference room and will find the keys to room 107 and a fireplace with an object inside that we cannot yet retrieve. We exit and exploring we will hear ourselves being called and in the staff room we will find a pair of pliers. We rush to room 107 and a note will indicate the front garden as a place to see, kill the enemies until we reach the gazebo and retrieve the fireplace key. We return to the fireplace and retrieve the Cinderella statue (Inside 201 we will instead find the Snow White statue), after which we will have to deal with a new monster, aim for the head and it won't take long to take it down.
To exit, move the wardrobe from where the creature came and break down a wall. We will exit onto the balcony to enter a room where we will have a can of paint. We exit the room and to our right we will have the door that will lead us outside. We go down the stairs and enter the part of the structure to which we did not have access, rooms 215 to 217. We enter the latter and break a glass on the balcony to drop a book to be retrieved later.
Then we enter 215 to be able to exit and open a shortcut connecting to the rest of the area. Head to room 202 and position the glass pieces to reassemble the mirror, the missing piece will be in the room behind us. Now go to the ground floor to retrieve the book we had dropped, inside there will be a small can opener. Still from the ground floor, go out into the garden and use the pliers to open the gate locked with a padlock. We will reach a fountain that will give us the light bulb to screw onto the mirror. Then return to the reading room, now we can open the can of paint with our can opener, after which we will combine the red paint with the light bulb, position it and the code to open the briefcase on the bed will be revealed to us.
Employee Area, Gems, and Lakeview Hotel Music Box
As a reward, we will get the elevator key. Go there, save, and to use the elevator we will have to leave all our items in the locker or we will be too heavy to move the elevator. Once down, we will have to move stealthily as we no longer have anything to fight the creatures. Enter the break room and retrieve the map of the hotel employee area and we will notice a safe. Moving always discreetly, we enter the director's office and there will be a jewelry box, but at present we cannot do anything with it. Move a piece of furniture in the TV room and we will have access to the director's room. Inside a chest, we take a precious red gem. Look at the map and move very carefully, move first to the laundry room even if there is nothing to avoid attracting monsters, then we will move to the pantry and the freezer cell to retrieve the precious blue gem.
Through the small floor-level entrance, we enter the self-service restaurant. We pass the dishwashing room and in the kitchen, possibly without being detected by the creature, we retrieve the precious green gem. Return to the jewelry box. You will notice a painting on the wall that will tell us how to position the gems. We will thus have access to the safe code that will give us a Silent Hill videotape and the key to the basement. Exit through the door with the target on it and we will be very close to the basement access, use the key and enter. Go down and still stealthily head to the maintenance room, where we will take the valve for the pump. We then head to the boiler room, use the valve to shut off the steam and enter, we will take possession of the key to the Tears of Venus bar. Here too the steam will not allow us access, go back and take the valve again to place it on the new closure so that we can pass.
In a completely flooded bar, we retrieve the last missing figurine, that of the mermaid, at the foot of a jukebox. Save the game. Exit and to our right, enter a room where we retrieve a note recommending staff to clean the fireplace in the meeting room. Then go up the stairs and retrieve all our items in the elevator room. Go back down and finally place the retrieved figurines inside the music box. Once we have managed to get the figurines into their slots, we will be given the access key to the third floor. Head there and immediately notice the observation room, but we don't have the key. Then go to 312 and enjoy the cutscene after inserting the tape into the VCR.
Decaying Hotel and Final Boss: Silent Hill 2 Conclusion
Now we will find a completely decaying hotel. Wander through the rooms until you retrieve a cart, take it to the point where the wooden floor creaks and a new hole will open for us to descend. We arrive in the reading room and save the game. Follow the only possible path that passes through the mannequin room. Take the elevator and go down. The Tears of Venus bar will be in an even more pitiful state than what we had seen, save the game. Proceed to the only open door to activate a cutscene where we will find Angela. Go back and get rid of the enemies until you find a note informing us that room 312 must be cleared, follow the path to another save point.
Enter the iron door and a rather gruesome cutscene will activate. We will then engage in a battle against two of our tormentors who have haunted us throughout the game. Dodge their attacks and don't worry about ammunition, when we run out, the two creatures will commit suicide, leaving us with a rusty egg and a scarlet one. Embed them in the door and exit, following the very long corridor amidst Mary's lamentations. Stock up on the many scattered ammunition and go up the ladder, activating the cutscene we will finally find Mary... or at least her illusion! We will face a battle against a horrid creature in the likeness of our beloved. After a fierce and bloody battle, our journey will be concluded, let's enjoy the last cutscene, we have finished our story on Silent Hill 2!
Silent Hill 2 Remake Guide - Classic Endings
Would you like to unlock all the classic endings of Silent Hill 2 Remake? Here you will find the complete guide!


