Silent Hill 2: Restless Dreams Walkthrough Microsoft Xbox By: Rob S. and Bryan M. 2001 ================= TABLE OF CONTENTS ================= 1. Introduction, Read first. 2. Controls 3. Option descriptions 4. Background 5. Characters 6. "Letter from Silent Heaven" Walkthrough 7. "Born from a Wish" Walkthrough 8. Endings ================ 1. Introduction ================ This walkthrough is provided for those who find situations to be perplexing, confusing, or just plain mind-boggling. Silent Hill 2: Restless Dreams takes you through an adventurous journey through a town that has been torn from its normality. Through out the game riddles are used to progress through the game, hints are given but the player will often not know the correct answer. That's what this walkthrough is for including the strategies of defeating the mutants of Silent Hill. I hope you enjoy the game as well as this walkthrough. This walkthrough is only the first version and contains all the riddles of NORMAL difficulty for both action and riddle solving. Keep in mind that HARD difficulty can differ, and also keep in mind the fact that when the walkthrough gives a direction (left, right, up, down) that it is according to the characters point of view. If you can se the front of the character due to the camera, then your left will be his right, if I say go right, that means it will be your left. I do this so you can just push the thumbstick right, it just makes more sense that way, that's all. ============ 2. Controls ============ Controlling the character through out the game can be challenging. Controls are provided below: ************** Button/Command ************** Directional pad/Left thumbstick: Your movement control for the game, cycles through menus. Right Thumbstick: View control, press in to use health recovery item. Start: Pauses the game (timer stops, it will also skip a cut-scene Back: Access Menu screen (equipment, memos, map, etc.) A: Action button (activating, attacking, accept in menus) Y: If a map is available you can view it by pressing Y In map mode, A button will zoom out, left thumbstick will scroll across map. Pressing Y again will view the town map if you are viewing a sub map. Up and Down on d-pad will scroll through multiple floors/different sections of map. X: Strafe left B: Strafe right, cancel selection X+B: 180-degree spin Left trigger: Look mode, in some situations you can push L trigger to move camera behind your character Right Trigger: Commence attack mode. Your character readies weapon, strafing is handy in this mode, directional pad will aim you and the Action button will attack. Black Button: Toggle run/walk mode White Button: Toggle light (on/off) Back + Start: Soft reset to Title screen ======================= 3. Option Descriptions ======================= This section is for the more important options. Brightness Level: No setting is "too bright" but you can adjust the brightness anyway. If the lines appear faint (setting 1-3) you get a more eerie effect, however the more solid the lines the less scary the game can be. Button Configuration: Self explanatory, different settings may put a damper on controller ease, but if you are left handed and seem to play uncomfortably, you can adjust that here. Noise Effect: To put a horror movie effect, the developers added a grainy blur to the game play screen. Turning off the noise effect filters the grainy blur. Bullet adjust: I still do not understand this object, e-mail me if you know so I can update this. ============== 4. Background ============== James Sunderland sadly lost his wife, Mary, three years ago to a deadly disease. He struggles to live with his loss but can barely live a moment without thinking about her. Mysteriously, he receives a letter signed, Mary. In her unique handwriting that James immediately recognizes, she mentions their "special place" and wants him to meet her there. He doesn't quite comprehend where their special place is, so he searches for the possibilities. During his journey, he often questions his sanity. Is Mary really alive? How could a dead person write a letter? He feels that his only option is to seek the answers by searching the abnormal normal town, Silent Hill. ============== 5. Characters ============== **************** James Sunderland **************** Three years ago, his beloved wife, Mary, became seriously ill and passed away. James was wasting away in empty, lifeless days of mourning, when a strange letter arrived. The name of the sender was Mary Shephard-Sunderland, his late wife. This cryptic letter beckoned him to meet her in Silent Hill, a town that once had great meaning for the couple. Although he firmly believes his wife is not alive, James questions the origins of the letter and is determined to find the truth by returning to Silent Hill. ************* Angela Orosco ************* James first meets her in a cemetery and from the beginning there is something shadowy about her. Ever since childhood, she was convinced that she would never be happy. She ran away from home shortly after graduating from high school, but her father found her and dragged her back home. She ran away from home again, this time to Silent Hill, but now she is lost. ***** Maria ***** On the surface, Maria looks exactly like James' late wife, however Maria's hairstyle and taste in clothing are completely different. Her personality, cheerful and energetic, is also the exact opposite of Mary's. When James first meets Maria, he is shocked by her resemblances as well as the intimacy of their conversation, as if they had known each other for years. After learning of his purpose in Silent Hill, Maria is interested in his search for Mary and decides to accompany him. ***** Laura ***** A stubborn, bratty, little girl who does whatever she wants and suddenly goes on her way. She crossed James path throughout his search and seems to know more about Mary and they become very close. Mary loved her as her own daughter. Perhaps she holds the truth that James is seeking. **************** Eddie Dombrowski **************** Eddie is a simple-minded, clumsy and useless man who is deeply terrified of getting hurt. He has a gentle, quiet personality, but also possesses another side that he cannot control when angered. What is his purpose in Silent Hill? =========================================== 6. "Letter from Silent Heaven" Walkthrough =========================================== ************************* Searching for Silent Hill ************************* You start off in the bathroom by the spot James parked his car. Leave the bathroom as nothing special is in it. On the seat of your car there is a map of the area, which is VERY helpful. James will make marks on his map to remember which places are blocked off, passable, locked, etc. Proceed towards the sign labeled "Toluca Lake" by the white van. Head that direction down the stairs. Follow the path and don't expect to find anything special until you reach the well. Look in the well by pressing the A button and you will notice a red book floating in the water. It is a save book so go ahead and save your progress. Continue the path until you reach the gate. Beyond the gate is a cemetery, which beholds Angela, a woman searching for her mother. James and Angela discuss their purposes in Silent Hill. Search for the next gate, which is along the wall. There are still no signs of any items or enemies. You will not fight any enemies for another 10 minutes or so. After opening the gate head down the path until you find a fenced area. You will pass trucks and fences on your way to this area. The path goes to a covered bridge. The fence with the danger sign is what you will open. Follow the windy road until you reach a street, Sanders Street. Turn right on Sanders until you see blood streaked all over the street. Follow the shadow that James notices walking. On the left side of the street there will be a message on a stone that is of little importance. Continue down the street until the street ends. Turn right and head back and there will be a health drink by a garage door. Go forward then left at the turn. Follow this road until you see the red book on a table behind a fence. There are two health drinks in this area. Save your game. Make a right immediately after exiting the gate. Head in this direction and you will pass an open gate. Follow the dirt road until your Radio acts up. Press A where the tunnel is boarded up. A cut scene will play where James picks up the wooden plank. A strategy in defeating monsters is to simply run at them as fast as you can and swing until the monster hits the floor. Press A on the monster when he has fallen and James will kick him to an immediate death. Exit this area and head back to the streets and save the game along the way. You can navigate the streets to find many health items. Your objective is to now find the apartment key. The key to the apartments is located at the end of Martin street which crosses with Katz St. While going down Martin St., many monsters will be in your way, simply ignore them. You will not need to put up with any fights until you reach Blue Creek apartment. Stay on the left side of Martin St. and you will notice health items (at the end of the fence after the green car). When you find the dead man, search him for the Apartment Key. Head back to Katz St. and make a right at the intersection towards Woodside apartments, it will be located on your map. Follow the street until you notice the front door of the apartments, the key will automatically be used upon effort of opening the fence. Enter the apartment. ******************* Woodside Apartments ******************* First off, you want to save using the red book. Now you will notice a map on the bulletin board near the door as well as a health drink sitting on the platform under the stairs. Head up the stairs to 2F and enter the door. To your left down the hall, Room 202 is locked and at the end is a fire escape. Turn around and go back and there will be a laundry room. James finds the trash chute to be interesting. Exit, head right. Go all the way down pass the T intersect. Enter the first door on the right, room 205. In here there is a light and a monster. Simply beat him down and kick him. Exit and turn right. The corner door will be locked. Keep going and you will find three monsters. Enter 210 and yet another barfing monster will be will be in your way. Pick up the hand gun bullets on the table in the main room and in the back room as well. Another leggy monster will be waiting for you in a closet. Go back to the hallway. Go right and go down back to that T intersect and head down it this time. Go down to the last door by the block in the way. In room 208, there will be an empty chair and television. A clock is also in this apartment which you will later open. Clues are given about the clock, but you will not need to worry about that now. Head to 3F. After going up the stairs to the door on 3F, you can enter the door. James will be staring at a key, which he will try to reach if you let him. It gets kicked and his hand is stomped on by a girl, Laura. There is only one door you can open room 301. In 301, there is a shopping cart with a handgun. Nothing else is of interest in this room. Now you are going to go back down to 2F. In the 2F, go right and head down until you hear a baby cry. Go down the hall back into 208 where you will find something interesting. Notice the monster behind the block. Now in 208, there is a dead man in the chair and the television is on but has no signal. Now, pick up the key on the bookshelf and head to its corresponding room, 202. 202 is an interesting room also, there are butterflies fluttering and a mysterious hole. Don't forget the health drink in the kitchen. Look in the hole and have James search it, he will be startled but will eventually get the clock key. This key is for the clock in room 208. Back in room 208, there are hints laying around for the time you nee to set the clock. Henry, Mildred, and Scott represent Hours, Minutes, and Seconds. If you notice, the marks that correspond to these names are the way you should set the hands on the clock. On Normal mode, this time will be 9:10 and the already set 15 seconds. Push the clock o the side of the riddle, and you will now enter the hole. Inside this next room you will find a red book in which you will save, and a health drink I the kitchen. Exit out the door. Make a right towards the stairway (located on map). Go to the 3F from this stairway, also, handgun bullets are on the railing in front of the door. Enter the door. Proceed forward and many rooms will have broken locks except for room 307 where you will watch an eerie cut scene of the thing you saw behind the fence off on 2F. James will attempt to kill this "thing", but will not succeed. Pick up the courtyard key located in the closet. Any doors that I don't mention going in is because they are probably broken, boarded, or locked. Kill any monsters left in the hallway. When you reach this T intersect make a right to the bars where the girl kicked the key away. Pick up the key, it is to the fire escape. Handgun bullets are in the laundry room. Enter room 303 and kill the monster. A health drink is located in the kitchen and a first aid kit is on the table, also handgun bullets are on the bed. Exit this apartment. Now go the direction in the T intersect that you hadn't gone yet. The doors won't open, except the last door. Go all the way down the stairs to 1F. The door that is knocked down leads to a hallway of no open doors but a six pack of canned juice. Unlock the double doors by stairs. Go outside and go back to the other set of double doors. Enter the French doors and go up to the laundry room on 2F. In the laundry room, stand in front of the trash chute that was interesting to him. Use the canned juice and he will throw it away pushing down that bag of trash. This trash chute exits outside down the alley between the two sets of double doors. You will find a coin (old man) and a document about a killer. Go back into the main entrance and unlock the door at the bottom of the stairs with the courtyard key. You are now in the courtyard. In the center of the courtyard is a pool area with a drained out pool. Try to lure all three monsters to on corner so that you can jump in and make way to center of the pool where a stroller is located. Hurry and grab the next coin (snake). Now go the door in the adjacent building to the one you came from. After entering the door make a left and proceed to room 101. Handgun bullets and a cut scene where you meet Eddie is all that is special about this room. Exit, and head down to the end and enter 204. A monster lurks in this room, and a set of handgun bullets are on the chair. You should still be using your stick if you are managing with it, bullets are pretty precious and will be needed later. Go out the last door and unlock it. Go to 2F from here, and enter room 209, then go to 208 through the wall. Go to the hallway and find the fire escape at the end. When you unlock it, James will notice that the fire escape was destroyed for an adjacent building. Now you are in this building, search the toilet for the wallet. The memo will be a safe code, which you will need for the next room. The code varies with each new game. The arrows point in the directions that you will turn to reach the numbers. The direction for the first number is the opposite of the direction upon turning to the second number. When you successfully open it, you will find four handguns packs. Really eerie ambient sound will be playing. Find the health drink in the kitchen. Exit the door. Kill the monsters in the hallway. You do not have a map of this area yet. Go out the door that the exit sign points too. Grab the map on the side of the door. Go to 1F using this stairway. A mechanical sounding bug will be creeping around, press A to step on it when it nears. In room 105 there is a box with five slots, and a blocked door with a save book on it. Exit after making a save. A monster should be roaming the halls and there is a first aid kit on the washer of a laundry room. Enter room 109 where you will find a teddy bear by a boarded up door. Handgun bullets are on the couch and a white door is next to the boarded up one. Enter it for the cut scene with Angela. After the cut scene grab the coin (prisoner) and take it to room 105. Read the riddle and it will hint you on how to place the coins. On normal, the coins are placed: [Blank] [Blank] [Old Man] [Prisoner] [Blank] [Snake] You will now receive a key to Lyne's Apartment. It is on the 2F. Lynes room is 209, enter the room and you will here a whispering woman. If you know what she is saying, e-mail it to me and you will be credited for updates. Go onto the balcony and enter the neighboring room. Save and pick up the handgun bullets and key. Go back to the hallway and located the north door to the stairway, the key will unlock this. Here you will now meet that human like beast which I like to refer to as "Watermelon Slice Head" but the game will refer to him as "Pyramid Head". There is no fighting necessary for Pyramid Head, simply keep dodging him for about 5 minutes and he will get bored of you and go down the swamped stairway. The swamp will drain and you have completed the tasks for the apartment. ************ Back in Town ************ Go down the stairs and head for the roadblock where two large orange cones stand beside a First-aid kit. Proceed down the street until you find Laura, the little girl who kicked your hand in 3F. Using your map find Rosewater Park. Before going there, you can find handgun bullets in a stairway in a tunnel. If you haven't used your pistol yet you should have 10+ 150 bullets. Navigate through Rosewater Park finding health recovery items and more bullets for your handgun. Statues, plants and bridges are located through out the park. You will soon reach Maria on the dock. After talking to Maria in a cut scene, she will accompany you in your journey. A side note about Maria, she can die very easily. Monsters can hurt her and you can also harm her if she gets in your way, if she dies you get the words you really don't want to hear. "Game over". Don't try to fight every single monster outside, since it is so open you can easily run by them with ease preserving the health of you and Maria. You are heading to Nathan Avenue. When you reach this avenue, use your map to locate Texxon Gas. A car has a huge lead pipe stuck in its hood, dislodge it and equip it. Behind Texxon gas there is a truck with three items in front of it on the floor. Go back in the direction you were going previously on Nathan Avenue. You are going to go all the way to the end of this street where it is blocked off due to caving in. You will find a dead man saturating his own blood on the floor. Check out his map, he lacked a pen so he used his own blood to make markings that James will copy to his own map. Pick up the handgun bullets. There needs to be a sign on this route: "Watch for flying monsters!" Many monsters will be flying over the bridge and if James is nice enough he will save one in his arms. not really, but it's a funny sight to watch the four-legged beasts slamming on the floor. You see most of the when you are walking against the railing of the road. Look at your map and locate Pete's Bowl-o-Rama. There is a health drink on the road in front of the structure. Enter the Bowling alley, Maria will wait for you. Inside Laura and Eddie will be talking about Mary. Laura leaves and you simply just need to exit now. After exiting turn right and move forward a few paces until you see Maria running and panting towards you. Go to the area she was running from and you should see a gate partly open. Go left of the gate and head towards the wall. Laura squeezed through so you will have to enter the building, Heavens Night. Maria will open it up for you, and you will search the building. Why does the neon lady look pregnant?? Anyway, grab the health item by the roadblock. Head the opposite direction until you find the hospital that Laura entered. ******************* Brookhaven Hospital ******************* Immediately after entering, turn left and grab the map. Look at the map and locate the hospital office. In the office you will find a save book. You will find many documents and a health drink. Enter the other room and you will see a typewriter. Read the document and take the purple bull key. Go to the staircase as no rooms in this area are open. Go to 2F. Now your handgun will come in handy. Shoot the psychedelic nurses and step on them when they hit the floor. Locate the Men's and Women's locker rooms. In the Mens Locker room you will find the examination room key in the lab coat hanging in the locker. In the Women's Locker room you will retrieve the shotgun and a bent needle from the teddy bear. Keep the shotgun in your back pocket for now. Enter the double doors with the bar handles. When you enter you will find handgun bullets. Examining room 3 has a first aid kit and carbon paper with an important code that changes with each new game, M2 has the Lapis Eye Key and the shotgun shells, M3 has a nurse, handgun bullets, and a health drink, and M6 has another nurse, a health drink and shotgun shells. Now you have examined every room that is available in 2F. Go back to the stairway and back down to 1F where you will unlock the examination room. In the examination room, you will see more sub rooms with various objects, one in particular is a paper posted on a bulletin board with another useful code. On normal mode the code is "7335". There are also some shotgun shells in the sink. Go back to the stairway and head to 3F. If you are not very confident about survival, make sure you save before progressing, or go back to your last save to see if you can do a better job at preserving health. Health is important, obviously, and you will need to have a sufficient amount for later situations. Now, on 3F you will find a couple nurses roaming around. A first-aid kit should be on the floor by a ladder in one of the corners of the area you just entered. Now enter the code on the double door, 7335, unlocks. Go to S3, and Maria will lay down and sleep, pick up the roof top key. If you want a different ending in the game, make sure you will visit her often as she sleeps, see endings for more details. S11 has a save book and a health drink. S14 has a special lock box, the code you found on the carbon paper will be for the push button lock. You will find the other code later and the Lapis Eye key will get the pad lock. The purple bull key can also be used, or you can do it later, which ever you prefer. Now you are heading to RF (roof). Up here you will find the diary with papers scattered all over. They have little importance but are an interesting read. If you try to open the other door, it will be locked. Now go to the fence on the northern most side, but make sure you're in somewhat good health, you'll see why. You will hear a clinking noise, sound familiar? Adios amigo! Say hello to your new buddy, you met him back at the apartments. You have fallen to the special treatment room and your health will be somewhat low. Check the four rooms, only one will open. Look on the bloody padded wall for your last code of the lock box. The "tern tern tern" document will be kept in your memo section. Exit the special treatment room. You are on 3F, go ahead and go to S14 to enter the last code (the red and brass four-digit lock). Make sure you have used the Lapis Eyes key, the Purple Bull key, the 4-digit carbon paper code, and the "tern tern tern" code, a squeak will sound and you will obtain the three pieces of hair. Head to the shower room and stand above the drain, combine the hair and bent needle and you will get the Elevator key. Go to S11 and save your progress. If you're planning to see the Maria ending, now would be a good time to check on her. Use your elevator key on the elevator and go to 1F. C3 has ammunition, and Laura will be found in C2. Laura will lead you to a room to have you get a letter from Mary. She will lock you in and you will be left to face the dead hanging patients. To destroy these monsters use the shotgun and keep running to corners after they are lured into a further spot. After shooting them enough their feet will fold up and that means they are defeated. Now, you're in the Evil Brookhaven Hospital, and your map is all erased. ************************ Evil Brookhaven Hospital ************************ You start off in the garden, just exit the room. You will find some ammunition next to a Save Book. Now go through the double doors. These rooms are open and have items: C2 has a nurse and first aid kit, and C1 has another nurse, a health drink and handgun bullets. Go to 2F using the elevator. Kill the nurses and go into the day room. You will notice a refrigerator in the middle of this room, if James tries to open it, he is unsuccessful and will need the help of a companion, in this case, Maria. Before you see Maria again, you will need to do some other tasks. In M4 there are two nurses, be prepared, and some shotgun shells/health drink. In M6 has a first-aid kit and you will notice hands reaching for a dry cell battery and the basement storeroom key. Read the document. Head to the elevator and push 3. After exiting the elevator, kill the nurses and go into room S11 for ampoule and handgun bullets. In S3, you find Maria's medicine bottles, but no Maria. Go to the double doors at the end of the hallway. Kill the nurses and go into the Storeroom to find shot gun shells, handgun bullets, and a first aid kit. Go to the stairway of this area and save the game. Go to the basement using this stairway (BF). You will not be able to open any doors along the way. Unlock and enter the basement, pick the shotgun shells and the push the near by shelf to find Maria. The cut scene shows a dialog between James and Maria. Go into the room behind the shelf and pick up the copper ring. Go to back to 3F but before entering the area save your progress. Go to the elevator and push 1. But as you are going down you will get reception on your radio of a game show. You can try your luck at answering the questions, then I will provide the answers later. Go to 3F and enter the storeroom to find a box with buttons. You can save first before answering if you want to try your answers. The answers to the questions are: 3, 1, and 3. You will receive a helpful supply of items! By the way, if you are curious of what the punishment was, it is just acid spit on top of your head (similar to the barfing monsters), and you receive no prize, obviously. You can place the copper ring on the lady's hand if you would like. Take the elevator down to 2F. You now have the help of Maria to open up the refrigerator for you. You retrieve the lead ring and you can now place it on the lady's hand. The door is now unlocked and you are going to make your way down to the basement. Along the way you find a memo written by Laura. When you are down there you will notice your good buddy, Pyramid Head, is chasing after you, he isn't too happy. Keep running until you find the elevator, Maria will not make it through and Pyramid Head kills her. James is very upset and will sit against the doors. You are now on 1F. By the front doors, there is a save book. Find the Directors Room to retrieve a letter and a key. The map is marked, and the front doors can be opened now with the key. ************** Back Into Town ************** Go down Carroll St., right of the hospital, and a couple enemies are about, skip them. Make a left on Rendell ST. Turn right at the intersection and a left on Saul. You should find a tunnel that will take you through a fenced floor with creatures hanging below. Open the next gate. Proceed down Saul, pick up the first-aid kit and save in the motor home. Proceed in the same direction and grab the two boxes of shotgun shells by the old beige car. Using the map, locate Neely and Sanders, turn left here, and a right on Sanders to the area labeled "letter/wrench" which is your next destination. Keep ignoring the monsters, they won't harm you and will only be a waste of health and ammo. Pick up the letter and wrench and head to the Rosewater Park. Go up Lindsey St., left on Katz St., up Munson st., left on Nathan Ave goes right into Rosewater Park, according to the map. You will unlock a door of a roadblock along the way. While in the park, you will find an ampoule on a bench, a health drink at the end of the dock, shotgun shells on the floor, handgun bullets on another floor, as well as various statues. Of these statues, the memo directed you to the Praying Woman, she is located on the opposite side of the area full of weapons. Behind it is a mound of soft dirt, dig it up and use your wrench to unscrew the box open. On your way out you'll find some shotgun shells. Now you are heading towards the Silent Hill Historical Society. ****************************** Silent Hill Historical Society ****************************** Use the bronze key to open the door, save upon entering. Go through the open doors into a dark room. You will find many interesting paintings and casings. Open the double doors. Glass is shattered, just proceed through the broken wall. The next descending hallway is very extensive, it may take about a minute to reach the end. Immediately after entering the door, James looks at the first-aid kit on the desk, stash it in your jacket. Go through the other door and prepare to shoot down some monsters. After leaving the bar doorframe, turn left and go down the hall, turn right and the first door has some items in the room beyond it. Proceed in the same direction after leaving and go down the hall. A square hole is in the ground, Geronimo! Search the round room for the weak wall (he'll mention that it is different) and give it a couple hits with the lead pipe. Now you're in a sewer with monsters splashing around having a grand old time, end it for them. Keep your handgun loaded, there's quite a few. Go up three stairs and enter the unlocked door. Go into the closed door and find the spiral-writing key. Your light will go out, so use the dry cell battery. But prepared as bugs will be covering the walls. Go to the keypad next to the door, and hit the code using the lit up keys in the correct order. It changes with each new game. Use the spiral-writing key to unlatch the double fence door on the floor. If you notice, as he is jumping, that the room is sideways because you can see another doorknob. You fall down and meet Eddie. You don't have a map quite yet, but welcome to the prison. ****** Prison ****** You start off in the cafeteria, looks for the Gluttonous Pig tablet and some health items, then save your progress on the red book on the pillar. Exit the kitchen. The bar door won't open to your right, so proceed through the opened one. Pick up the handgun bullets on the desk. You can open the door on the right wall. In this room you will find a couple barfers, locked doors, and a few open rooms. One room has a showerhead, on the floor is the Seductress Tablet. Exit the room. After you leave, head right again and pick up the map (yay!) on the table, James will mark off his visited areas. Go forward, the next dew doors are closed except for one on the left, which is a visitors room with a first aid kit. Go through the next door against that same wall and pass the broken table. Head left towards the restrooms. Enter the Mens Room and save your progress, then enter the Women's room. Use the directional pad and walk to the closed door. Knock. Knock again. Knock one last time. Now walk back. Please e-mail me if you know what the hell that noise is. Anyway, back to the game. Open the last door and prepare to shoot down a monster. Read the documents, possess the First aid kit, and stash that health drink with the other 12 in your front pocket. There is also an ampoule. In the next room you are introduced to the rifle, then pick up the rest of the weaponry. Go back to the hallway and enter the door of bars. You will find some more locked doors and a door on the floor. Now remember where this floor door is. Now go back and enter the door that is on the other side of the visitor room, it is the second to the last door opposite the restrooms. Head to the other side of the broken-in-half table. Go south to the door you haven't entered yet that leads to a corridor of prison cells. In the open prison cell, grab the handgun bullets. In the other open door, grab the wax doll. Now when you exit, there are no open doors south, so head North and kill the monster. Notice the bullets on the table, and proceed. Enter the double door on the left wall. This room contains rifle shells and another set of double doors, but the lock s broken. Go ahead and leave and continue North. Pass the desk and enter the first door on the left-hand side into a corridor of jail cells. The first cell can be opened, take a look at all the drawings. Exit, you should hear some ravage beast walking and growling, is it your good buddy Pyramid Head? Enter the 6th cell (the only middle cell that can be opened). It will provide you the final tablet: "The Oppressor" and nothing else very special. When exiting this cell you need to try and open the right side, I thought I was locked in because when you try opening the left side it says it's tightly closed. You can unlock the other side if you like, but head to the door you came from instead. Now, use your map and find a huge empty room, enter it. This is the executioners room. You will hear something flutter by, simply ignore it and proceed to the center. Here you will find three ropes looped at the bottom, on the wall of the base of this rise, you will see the three slots for the tablets. Go to your item list and select use for each of the tablets. When they are all entered in, you will a man being executed. Head back to double door and grab the horseshoe. Now remember the door that was a floor panel? Well head to it now, go through that broken table and head south passed the metal bar doors. What you are going to do is make a handle for it, stand above the handle and combine the horseshoe, the lighter, and the wax doll and select use. You know what to do. When you land on the bottom your map will tell you that you are in the basement, B1F. Enter the only unlocked door. You find some corpses and yet another hole. Have fun. Now you are way down below, and a very weird ambient effect is playing. Enter the door straight ahead, guess what you find? Another hole. Now you are at the bottom and James will be staring at some items on the floor on the elevator floor. The elevator goes down a pretty deep shaft. When the doors open, proceed through and save the game. Go through the door and prepare to kill the staggering monsters. Ignore that wired up door for now. The one set of ammunition you should be preserving now is your shotgun ammo. Three handgun shots take down the barfers and leggy hombres. Go right at the T intersect. If you press Y, you will notice that James is now making his own map. Find the ladder that goes down a hole adjacent to another hole. Slay the beasts lurking and search for the next ladder. Now you see a cube figure with faces of an old man each with a different color set of eyes. Turn it once to the right, then turn the face upside down. The cube resembles the next room. However you turn the cube is how the room turns. You need to make a door open straight across, not on the sides as it appears. The piece should be facing the room, the head upside down with burnt-yellow colored eyes. Proceed into the room if it's open now. The hall descends to a room with Maria behind bars. Watch the cut-scene to watch the interesting situation. Now head back up after and go to the electrical box to retrieve the wire cutters. Now before cutting the wired door, you are going to go the direction you didn't go. There will be two downward ladders, choose either one, whatever you choose, your buddy will be waiting for you. Now, maneuver pass the hanging creatures, have some fun with your bud, then enter the door. In here you will find the great knife and some ammo. Haven't you been told not to steal from friends? Head back up and to the wired shut doorframe. Keep proceeding through sewers, up ladders, down ladders, rather redundant, just use your map until you get to a fenced floor. Also, if you have not noticed, the map applies to both walled rooms and sewers. When you get to a fence for a wall (in the regular corridors) that also has a fence for a floor, proceed through. The other direction is a dead end. Go down the ladder and kill the monsters waiting for you. One direction will take you to a dead end which will be a square room, just head in the direction you didn't go and go up the ladder but prepared to fight another monster. Shoot him before you pick up the handgun bullets. Go down the ladder into some more sewer area. Guess who is down there? Yeah, your homie from Tascomy. If you didn't see him yet, then just head up the up the first ladder you see. You are now about to fight a boss, Angela is in the room and she called him daddy (???). The technique is to use the shotgun run to a corner and shoot. He is very slow moving so just keep evading him and get a shot in, repeat. He's fairly simple. During the cut scene Angela gets pissed and kicks the crap out of the beast and smashes a television set on him. After the cut scene, exit the room and head to the end of the hall. Skip the door to your right, just head to the other end. Enter the door on the longer wall. Inside the room there is a riddle posted. Your case is: You have six ropes to choose from, the riddle will hint you to the innocent man. A similar room is the one you skipped. When you know whom the innocent man is, go to the room with the hanging men. Read each paper across their faces and remember which one was the innocent one according to the riddle. Head back to the room with no men, just ropes, and pull the corresponding rope to get the "Key of the Persecuted.", the wrongfully accused granted you the key. EASY MODE: The Kidnapper is innocent. NORMAL MODE: The Arsonist is innocent. HARD: The Counterfeiter is innocent. Take the key to the adjacent room and unlock the handcuffs and spin the wheel. Go through and down the ladder and all the way down the corridor and open the door passed the bar door. James finds Maria dead, once again. Now go back down the corridor and enter the now opened door and climb the ladder. Take the first-aid kit, now you are at the graveyard. Find all the bullets and health supply, you are about to rendezvous with Eddie. Make sure you save, then look for the grave dug out to a hole. Go down the hall, fog fills the floor, the walls get red and you meet a door. Inside you see murdered bodies and Eddie holding a revolver, he says some naughty words, tsk tsk. You now have to fight him. My technique, pull out the Great Knife, wait for Eddie to approach and used timed hits, two hits he runs. In the next room, use the knife again, and stand where you came in, if your lucky Eddie will keep hitting the hanging meat and you can easily swipe him to death with the knife. If your not so lucky, pull out your shotgun, but the knife works best. ********* Boat Trip ********* After exiting the meat room from the large square doors, save your game with the book on the barrel. Proceed walking and you come across a boat that you will have to row. Easy and normal players will simply point to the light and row that direction, hard mode players will have to use both analog sticks. To be a little more detailed, keep turning left until you see a light off in the distance. When you find the light, row to it, it's a couple minutes before you find dry land. When you dock, you are at Lakeview Hotel, Mary and James' "special place" ************** Lakeview Hotel ************** Go up the walkway and search the yard for the fountain and pick up the "Little Mermaid" music box. Enter the hotel, and when you walk in a map should be at your side. Walk the hallway and make a right. Enter the restaurant. There will be a fish key on the table, then upon exiting you will hear the piano sound, and it's Laura. They converse about Mary, James gets a letter from Laura, then she goes on her way. Exit this room, and you will now continue searching the hallway. You will find some of those door/bull things, and load them up with two shots, then kick them while they're down. Your radio may stop giving static, but you can still kick them dead, which I recommend. In the Lobby you will find a large music box which has no use right now, you can examine it if you would like, all it does it play a two beat harmony. If you examine the box it has three spots, one should say "Seat of the princess who spoke no words" Which would be the spot for the little mermaid music box. You will find the rest later. At the front desk there is a memo for James about the videotape he left. Go into the door next to the desk and grab the key to room 312 in the box. Exit the room. Go up the stairs of the lobby and head right to the double doors. Open the doors to the cloakroom and grab the med kit and ammunition. Use the fish key on the suitcase to get the room 204 key that is your next destination. First go to the reading room and take the shotgun shells and health drink. There should be some handgun bullets and the end of the hallway. You won't be able to open the restrooms so go to the double doors and equip the shotgun upon entering. Use the two shot kick routine for the door looking beasts. All the doors are locked up to room 204. You find the employee elevator key, a locked suitcase which the code changes for each new game. You find a scribbled out picture which you will use paint thinner for later to get the suit case code. Just leave 202 now, and go back to the hallway at the top of the stairs. Now go to the other end of double doors. There will be a health drink and shotgun shells. Unlock the room adjacent to the elevator. You will find some more health recovery items and a save book. Go into the elevator and you hear a ringing sign, examine the buttons and you will notice that it is a one-person capacity. You have too much weight, so go to the white shelf and put ALL of your stuff. Sadly enough, you will have nothing with you, the elevator even detects a little piece of paper as another person, and you will get it all back soon. Go back into the elevator and press 1, the only button that works. Don't be scared, no monsters will show up. yet. A map is on the left-hand side, check it out, and then proceed to the south side where you will find a door with a red light above it, the pantry. In here you should find the Snow White music box, now you can exit and head to the office. Pick up the items in the safe (can opener, videotape)and then you can leave. Just about every door is locked except for a stairway and the employee lounge. You find some rifle shells in the employee lounge, and that's it. You can now proceed to the stairway. Go down to the basement and there will be the leggy guys walking around. Simply get passed and go in the boiler room. You find a first aid kit and a bar key. Exit and head to the bar room. Pick up all the health drinks and use on if you have too. There will be a can on the counter, use the can opener and you get a light bulb. MMM canned light bulbs! Go to the bar. There is a bulbless lamp by the jukebox, use the light bulb here and then exit the double doors and you will notice an open elevator to the right. Take the thinner and then you are going to make your way back up to the room to get your inventory. Go up the stairs around the corner and dodge those leggy boys. After going up, turn right and go forward a few paces and you'll see another set of stairs. Head to the double doors that led you to the hallway at the top of the lobby stairs. Go into the doors at the end and dodge more monsters and enter the single door by the elevator. Now that you have all your precious items back, you are going to find out the code for that locked suitcase. Go outside and they are mysteriously gone! Go to the other side again after you saved progress. Check your map for room 202, the hallway is straight ahead. Go back to 202 and look for that scribbled picture, use the thinner on it and the suitcase code will be revealed. Go to the suitcase and put the code that was right there beside the turned over table. You now have the Cinderella music box. Go back to the music box where you will put these in. The Cinderella goes on the left side and Snow white in the middle. After placing them all, listen to the music box, the turntable will spin and you get the hotel stairway key, this will unlock the block in the stairway to the third floor where room 312 is. You can now head up the stairs in the lobby and go to the double door on the right. Turn directly right and go up the stairs. Unlock the gated stairway and go into room 312. There isn't anything going on in here, but you can put the videotape in the VCR beside the television on the floor. After watching the tape, Laura will come and find out he truth about Mary. James will hear some unclear signal from his radio as you are exiting. Exit the room. There should be a save down the hall. Now proceed back to the second floor. Go the hallway where all the rooms are, try entering room 202 and you will not actually go in but will be transported to another hallway, mysteriously. Grab the two sets of handgun bullets then go all the way down to another double door. Then go all the way down once again and you find an elevator. Before entering, grab the two ampoules. When in the elevator press the only working floor, the basement. When you exit the elevator some barfer dude will be having a good time swimming around. Show them who's boss and proceed through. Go back to Venus tears, pick up the 5 health drinks then go into the wine storage room. In here you find shotgun shells, rifle shells, and a first aid kit. Exit this room the other way out. There will be some more swimming monsters, just go to the stairway to watch a cut scene with Angela. Don't try to cross that fiery stairs, simply exit this hallucination and he will automatically be back in the normal stairway. Climb the two flights of stairs and enter the door. It is really foggy now, just make your way to the last door by the secretary office. There are some of the hanging fence baddies, just run to the next door. There are 9 save books together, save your progress and enter the lobby to find your best buddy. ***************** Two Pyramid Heads ***************** Hey it's your buddy! He's got a twin! Wow, you guys are gonna have lots of fun and they brought a young lady too, they're not very nice to her. Here's the technique, equip the rifle or shotgun, the rifle is more powerful and really accurate from long distances but shoots slower, the shotgun holds two more rounds. Which ever of the two of the guns you choose, attack from the furthest corner until they move in on you. Don't be greedy with how many shots you get in each time, once they are close, run. They can stab you from about 7 feet away (proportional to game scale obviously). Continue shooting and running until they recognize defeat and take their own lives, creepy. Pick up the eggs they have and insert them into the doors and enter them. When you exit head down the middle hallway. A dialog plays of a memory of James visiting Mary at the hospital. When you go out the next door, you are outside. There is only one way you can go, James' left up the stairs. You are now going to fight the final boss, good luck! ********** Maria Boss ********** To put this the easiest way possible, all you need to do is use your shotgun when she is somewhat close but not too far. If you see the bats flying at you, you can easily outrun them. If she gets too close, her tentacle will grab you by the neck. Continue to run and shoot until she falls to the ground. When she is lying down, load her up one more time. Watch the final cut scene which all depends on how you took the game on. See endings. ============================ Born from a Wish Walkthrough ============================ Will be posted 1/7/01 - 1/12/01 Stay tuned for updates. E-Mail: Linknpark228@hotmail.com