Silent Hill 2 Remake key art
Silent Hill 2 Remake cover art

Silent Hill 2 Remake

Complete 100% Completion Guide
8
Endings
120
Collectibles
44
Trophies
~35h
100% Time

Game Overview

Silent Hill 2 Remake - James exploring the foggy town
Silent Hill 2 Remake - James exploring the foggy town

Silent Hill 2 Remake is a 2024 reimagining of the 2001 PS2 classic. You play as James Sunderland, a man who receives a letter from his deceased wife Mary summoning him to the fog-shrouded town of Silent Hill, where he confronts manifestations of guilt, grief, and repressed desire — including the relentless Pyramid Head and the mysterious Maria, who looks exactly like his late wife. Structurally the game is a chain of essentially one-way locations: there is no chapter select and no free-roam after the story, so each area stays explorable only until you cross its trigger and it shuts permanently.

DetailInfo
TitleSilent Hill 2 Remake — a reimagining of the 2001 PS2 classic
ReleaseOctober 8, 2024 on PlayStation 5 and PC (Steam) · Xbox Series X|S and the Microsoft Store followed on November 21, 2025
Developer / PublisherBloober Team · Konami
GenreSurvival horror
Playable characterJames Sunderland
Areas (in play order)Road to Silent Hill → Eastern South Vale → Wood Side Apartments → Blue Creek Apartments → Western South Vale → Brookhaven Hospital → Brookhaven Hospital (Otherworld) → South Vale (Otherworld) → Western South Vale, revisited → Silent Hill Historical Society → Toluca Prison → The Labyrinth → Lakeview Hotel → Lakeview Hotel (Otherworld)
DifficultiesCombat and Puzzle are set separately, each Light · Standard · Hard. Combat can be changed any time; Puzzle difficulty locks when you start the run
100% playthroughA single thorough run is 15–20 hours. Every trophy needs 2–3 full runs including a New Game+, so budget roughly 35–50 hours

Read This Before You Start

Six decisions shape the whole run.

DecisionWhy it matters
Pick your Puzzle difficulty carefullyYou can drop Combat difficulty mid-run, but the Puzzle setting is fixed the moment you start. Hard puzzles are genuinely different puzzles, not the same ones with fewer hints.
Finish each collectible set inside one runNothing carries into New Game+ — not weapons, not ammo, and not collectibles. Each of the three sets (68 Memos, 26 Strange Photos, 26 Glimpses of the Past) has to be completed inside a single run. Areas stay open and re-explorable until you cross a specific trigger, and then they shut permanently; see Points of No Return on the Collectibles tab for the exact list.
Use all 10 manual save slotsSave in a new slot at every save point. If you miss a collectible, reload the nearest save — there is no chapter select or free-roam after the story. The manual slots are also how you farm multiple endings from one run: hard-save at the hotel’s late save point (the room of red save tiles before the twin Pyramid Heads) with every ending item in hand, then reload for each branch.
Turn the radio off after the first enemyTurning off the radio immediately after the first enemy fight is required for the Radio Silence trophy — do it at the very start of the run or lose it.
Take In Water on run oneIn Water is the prerequisite for the NG+ Stillness ending. Aim for it first, then on New Game+ pick up every ending item (four Rebirth items, Dog Key, Blue Gem, White Claudia, Toluca Postcard) and farm the remaining endings from the hotel’s late save — all eight in two runs.
Track your Glimpses yourselfThe game counts memos and photos for you but not Glimpses of the Past. Keep your own tally of the 26 or you will finish the run not knowing what you missed.

Roadmap to 100%

Every trophy fits into two to three runs when you take them in this order.

  1. Playthrough 1 (New Game): Collect all 120 collectibles (68 Memos, 26 Strange Photos, 26 Glimpses of the Past). Aim for one of the three standard endings — Leave, In Water, or Maria. Turn off the radio immediately after the first enemy for the Radio Silence trophy.
  2. Playthrough 2 (New Game+): Collect NG+ exclusive items for the Rebirth, Dog, UFO, Stillness, and Bliss endings. These items only spawn on a NG+ save and unlock five additional endings.
  3. Cleanup & Save Backups: The hotel’s late save point, in the room of red save tiles before the twin Pyramid Heads, is where you farm endings. Hard-save there with every ending item already in hand, then reload it and take a different branch each time — Dog Key, Blue Gem, White Claudia, Toluca Postcard, or straight to the final boss with the four Rebirth items.

Key Facts

The numbers that define the completion run, at a glance.

Silent Hill 2 Remake atmosphere
Silent Hill 2 Remake atmosphere
DetailInfo
Endings8 total — 3 reachable on a first run, 5 locked behind New Game+. Two of them, Bliss and Stillness, are new to the remake
Collectibles120 — 68 Memos, 26 Strange Photos, 26 Glimpses of the Past. Each full set must be gathered inside one playthrough
Trophies44 on PlayStation 5 — 1 Platinum, 3 Gold, 12 Silver, 28 Bronze. Steam and Xbox list the same 43 achievements without the Platinum
WeaponsSix — Wooden Plank, Steel Pipe, Handgun, Shotgun, Hunting Rifle, and the New Game+ Chainsaw. The Great Knife appears but is a scripted tool, not a weapon you keep
Save slots10 manual slots plus an autosave, and no chapter select — the manual slots are how you farm multiple endings from one run

Tips & Tricks

Habits and settings that pay off across every run.

Silent Hill 2 Remake gameplay
Silent Hill 2 Remake gameplay
TipDetail
High Contrast ModeAn accessibility option in the graphics settings. It tints James, interactables, save points, NPCs and enemies in solid colours, so pickups are easier to spot — but it highlights everything interactive, not collectibles specifically, and it will not flag Glimpses of the Past at all.
Stomp enemiesDowned enemies can be stomped for a kill — saves ammo. Needed for the Merciless trophy (50 stomp kills).
Radio offTurn off the radio immediately after the first enemy fight for the Radio Silence trophy.
Save ammoMelee enemies when possible. Stomp downed enemies. Reserve shotgun and rifle ammo for bosses.
Mixed killsFor James of All Trades you need one kill each with the Wooden Plank, Steel Pipe, Handgun, Shotgun and Hunting Rifle — all inside the same run. Use the plank before the pipe replaces it.
Melee-only runAs Close as You Like is not a difficulty trophy — it wants a full run with no enemy killed by a ranged weapon. You may still fire guns; just let melee land the last hit. Easiest paired with a Light-combat New Game+ and the chainsaw.
Glimpses have no trackerThe game counts memos and photos for you but not Glimpses of the Past. Keep your own tally of the 26 or you will finish the run not knowing what you missed.
Puzzle difficulty is lockedYou can drop combat difficulty mid-run, but the puzzle setting is fixed the moment you start. Hard puzzles are genuinely different puzzles, not the same ones with fewer hints.

The Areas, In Order

The remake has no chapter select and shows no chapter titles — these are simply the locations every route splits on, because each one is essentially one-way.

#Area
1Road to Silent Hill (the Observation Deck prologue)
2Eastern South Vale
3Wood Side Apartments
4Blue Creek Apartments
5Western South Vale
6Brookhaven Hospital
7Brookhaven Hospital (Otherworld)
8South Vale (Otherworld)
9Western South Vale, revisited
10Silent Hill Historical Society
11Toluca Prison
12The Labyrinth (Rotten → Desolate → Ruined)
13Lakeview Hotel
14Lakeview Hotel (Otherworld)
Note: Toluca Lake is not an area: the lake is a short boat transition at the front of the Lakeview Hotel section with nothing to explore.

The 8 Endings

Three endings are reachable on a first run; the other five need New Game+ items that only spawn on a NG+ save.

EndingWhenHow to get it
LeaveFirst runHeal aggressively and keep your health high, examine Mary’s photo and letter repeatedly, keep your kill count low, and do not examine Angela’s knife. Keep your distance from Maria — checking on her pushes the run toward the Maria ending instead. James leaves town with Laura.
In WaterFirst runThe mirror image of Leave: spend long stretches at low health, kill a great deal, stomp corpses, examine Angela’s knife more than once, and inspect the new message at Neely’s Bar after the hospital. James drives into Toluca Lake.
MariaFirst runNever examine Mary’s photo or letter, take the Woman coin in the Wood Side puzzle, take every scripted Maria moment in West South Vale, inspect all seven objects in Heaven’s Night, check on her four times in her hospital room and four more in the Labyrinth, and keep her from taking heavy damage. Maria walks out of town with James — coughing.
RebirthNew Game+Carry all four ritual items to the end: Crimson Ceremony (a lone grave on the shoreline in the graveyard), White Chrism (a table at the Baldwin Mansion entrance in West South Vale), Obsidian Goblet (a wall niche in the Historical Society exhibition hall) and Lost Memories (the Lakeview Hotel Lost & Found).
DogNew Game+Combine Broken Key Part 1 (back storage room of The Pet Center on Neely Street) with Part 2 (the doghouse behind the bone-marked gate on Katz Street) to make the Dog Key. Use it on the Observation Room door beside Room 312 on the hotel’s 3F — you go in there instead of Room 312.
UFONew Game+Smash the left display window of the jewellers next to the Pet Center for the Blue Gem, then examine it at four spots in order: the Saul Street Apartments rooftop by the eye graffiti, the Rosewater Park pier, the hotel dock right after the boat crossing, and Room 312 before the video tape. The gem glows and an alien tone plays when a spot is correct.
BlissNew Game+ · new to the remakeA bloodied note at the end of Nathan Avenue gives the code. Open the safe behind the counter at Pete’s Bowl-O-Rama with 1887 for the Rusted Key — take it before you move on to Jack’s Inn. Pick up the Small Chest in the gazebo of the Brookhaven Hospital garden (NG+ only) and combine the two for White Claudia. Drink it in Room 312 before playing the video tape. This ending skips the final boss.
StillnessNew Game+ · new to the remakeYou must already have earned In Water on an earlier run. Get the Chainsaw from the log pile past the Silent Hill Ranch sign, then cut open the green car past the chain-link gate on Wiltse Road for the Key of Sorrow. In the Otherworld hotel, use that key on the safe in the 1F Manager’s Office and dial 314 for the Toluca Postcard. Examine it and finish the game.
How the first three actually work: Leave, In Water and Maria are not decided by a single flag. The game keeps a hidden score for each and nudges it up or down with your choices all run long — how much you heal, how much you kill, how often you examine Mary’s photo or Angela’s knife, how you treat Maria, which coin, apple and egg you pick. That is why you cannot swap between these three from a late save; the run is already weighted. It also means the game leans toward giving you an ending you have not seen yet.
Two endings have no trophy. Bliss and Stillness are the remake’s own additions and are not tied to any trophy — and Party Like It’s 2001 only asks for the five classic ones (Leave, Maria, In Water, Rebirth, Dog). UFO sits on its own trophy, Tinfoil Hat. So “all endings” is more than the Platinum strictly needs.
All eight in two runs: take In Water on run one — it is the prerequisite for Stillness. Then on New Game+ pick up every ending item (four Rebirth items, Dog Key, Blue Gem, White Claudia, Toluca Postcard), save at the hotel’s late save point, and reload it for each branch.

Story Walkthrough

TagWhat it means
MISSABLEGrab it before you cross the next threshold. The area closes behind you.
MEMOOne of the 68 memos. The game counts these for you.
PHOTOOne of the 26 Strange Photos. Also counted in-game.
GLIMPSEOne of the 26 Glimpses of the Past. Not counted in-game — keep your own tally.
KEY ITEMOpens a door or feeds a puzzle.
EQUIPMENTA weapon, the radio, or a permanent upgrade.
MAPThe area map. Picking it up marks your objectives.
NG+Only spawns on a New Game+ save.
CUTSCENEA scripted scene. Several of them set ending flags.
BOSSA fight. Strategy is in the Bosses tab.
TROPHYA trophy unlocks at this exact point.

Pick a chapter below, then use the Previous / Next buttons at the bottom of each chapter to move through the game.

1Chapter 1: South Vale (East)

The opening chapter introduces James Sunderland as he descends from the observation deck into the foggy town of Silent Hill. This is a large explorable area packed with collectibles - 18 Memos, 2 Strange Photos, and 5 Glimpses of the Past. Take your time before entering Wood Side Apartments, as leaving this area is a point of no return.

1
TROPHY "No Turning Back Now": At the very start, after the intro cutscene, turn around and follow the road to the left all the way to the end. Interact with the barricade to trigger the trophy.
No Turning Back Now trophy location
No Turning Back Now trophy location
Approaching the foggy streets of South Vale
Approaching the foggy streets of South Vale
James arrives at the Silent Hill observation deck
James arrives at the Silent Hill observation deck
2
KEY ITEM Mary's Letter: Automatically in your inventory from the start. Do not inspect it if you are aiming for the Maria ending.
3
KEY ITEM Photo of Mary: Automatically in your inventory from the start. Do not inspect it if you are aiming for the Maria ending.
4
KEY ITEM Map of South Vale: Found in James' car at the starting area (the turquoise car).
5
KEY ITEM Auto Parts key: Inside the 'Best Auto Parts' building, found in a drawer.
6
GLIMPSE #1 After the locked door, head straight ahead and interact with the barricaded tunnel.
7
KEY ITEM Map of east/west South Vale: Automatically obtained during a cutscene at Wiltse Rd.
8
TROPHY "Enjoy Your Stay": Automatically obtained during a cutscene as you enter town.
South Vale street corner
South Vale street corner
9
MEMO #1 Flower Shop Message: After the cutscene, turn left to the flower shop; the memo is on a table.
10
GLIMPSE #2 At Vachss Rd, interact with the 'Do not enter' sign on the barbed fence.
11
EQUIPMENT Radio + Wooden Plank: Automatically obtained during the story.
12
GLIMPSE #3 After your first enemy encounter, exit the building, go through the garden gate, turn right, and examine the blood on the floor.
13
MEMO #2 Matchbook: On a corpse on Martin St.
14
MEMO #3 Martin Street Note: A few steps north of the corpse.
15
KEY ITEM Neely's Bar Coin: In the Texan Cafe, examine the cash register, turn the key, then press the bottom right button.
16
MEMO #4 Big Jay's Note: In Big Jay's Cafe, on a table.
17
MEMO #5 Record Store Note: In the Groovy Music shop, on the counter.
18
KEY ITEMS Broken Vinyl Record (1) + Vinyl Glue: In the Groovy Music shop, smash the window, climb to the locked room; both items are on a table.
19
MEMO #6 Texan Cafe Flyer: On Katz St., next to Wood Side Apartments; the flyer is on the left.
20
GLIMPSE #4 Right of the Wood Side Apartments door, interact with the blue dumpster.
21
PHOTO #1 "So many people here!": Left of the Wood Side door, behind the fence, in the corner on the ground.
22
MEMO #7 Barrier Note: At the end of Katz St., on the ground near the barricade by a corpse.
23
GLIMPSE #5 At the end of Katz St., interact with the gap in the white barricade.
24
PHOTO #2 "I've been happy": South of Neely St, smash the shop window right of The Dance Company.
25
MEMO #8 Old Map: West on Saul St., on a corpse outside the gate to the Motor Home.
26
MEMO #9-11 Saul Street Notes (1-3): Follow the blood trail.
27
MEMO #12 Motor Home Note: Inside the Motor Home, on a table.
28
MEMO #13 Small Note: In the Saul Street Apartments, ground floor; move the shelf, then on a table.
29
KEY ITEM Apartment Key: Turn around from the memo; it is hanging on the wall.
30
MEMO #14 Tenant's Note: Upstairs, crawl through the vent by Apt 7; on a table.
31
KEY ITEM Jukebox button: Use the key on Apt 5, go through broken walls, out the window, up the stairs; in the bathroom, interact with the hole 3 times.
32
MEMO #15 Code Note: Halfway along Sanders St., next to the truck/corpse.
33
MEMO #16 Sanders Street Note: On the other side of the corpse.
34
MEMO #17 Neely's Bar Note: Inside Neely's Bar, on the counter.
35
KEY ITEM Broken Vinyl Record (2): In Neely's Bar, interact with the jukebox under the cloth.
36
KEY ITEM Glued Up Vinyl Record: Combine the vinyl glue + two broken records.
37
KEY ITEM Neely's Bar Key: Insert the glued vinyl + jukebox button + coin in the jukebox, then press C and 2.
Neely's Bar area
Neely's Bar area
38
MEMO #18 Back Room Letter: Use the key on the locked door in Neely's Bar, move the trolley, climb the hatch; on a table.
39
KEY ITEM Wood Side Apartments Key: Through the backyard, through the door, examine the bloody clothes.
40
WARNING: Storm starts after picking up the key, some buildings close.
41
Grand Market code: 4442 (Light) / 4444 (Standard) - medicine and ammo inside.
42
TROPHY "Nice and Cozy": Enter Wood Side Apartments.
The foggy streets of South Vale at night
The foggy streets of South Vale at night
POINT OF NO RETURN: Once you enter Wood Side Apartments, you cannot return to South Vale (East). Make sure all collectibles here are collected!
Neely's Bar Jukebox Puzzle
Insert the Glued Up Vinyl Record + Jukebox Button + Neely's Bar Coin into the jukebox, then press C and 2 to unlock the back room.
Grand Market Door Code
Light: 4442  |  Standard: 4444. Contains medicine and ammo.
Chapter 1 of 6
2Chapter 2: Wood Side Apartments

The Wood Side Apartments are the first major interior dungeon. This area is dense with key items, puzzles, and the first unkillable Pyramid Head encounter. Collect the map, flashlight, handgun, and solve the coin puzzle before descending into the Otherworld via the red door.

1
MAP On the wall at reception.
Wood Side Apartments lobby
Wood Side Apartments lobby
Wood Side Apartments exterior
Wood Side Apartments exterior
Wood Side Apartments - dark hallway
Wood Side Apartments - dark hallway
2
MEMO #19 Administration Note: Under the stairs in a locker.
3
EQUIPMENT Flashlight: 2nd floor Apt 202, from the mannequin.
Apartment room interior
Apartment room interior
4
KEY ITEM Chute Courtyard Key: In the drawer behind the mannequin.
5
KEY ITEM 2F Hallway Key: Use the Chute key, go to the courtyard, pull the trolley, climb the window, go through the dark corridor; the key is behind bars (triggers a cutscene). Backtrack to reception; a new corridor has opened.
6
KEY ITEM Golden Apple Handle: Apt 108, wardrobe with golden handles.
7
PHOTO #3 "Valentine's Day": Apt 102, on the trolley by the TV.
8
GLIMPSE #6 Apt 213, scratched wall in the bedroom.
9
EQUIPMENT Handgun: In the red shopping cart in Apt 217. Don't waste ammo - you need 11 rounds for the balloons.
Apartment 206 - the safe location
Apartment 206 - the safe location
10
KEY ITEM Apt 212 Key: On the stand next to the TV in Apt 213.
11
PHOTO #4 "Career's humble beginnings": Through Apt 212 to 210 via the balcony, on the last windowsill.
12
TROPHY "Let's NOT Party!": Apt 207, shoot all 11 balloons. Ammo locations: 7 in 217, 2 in 210, 3 in 207, 1 in 208, 3 in 205, 3 in Reception.
13
KEY ITEMS Coin [Man] + Steel Key: Safe in Apt 206, via the Golden Apple Wardrobe in 208.
Safe in Apartment 206
Safe in Apartment 206
Apartment 206 safe
Apartment 206 safe
14
KEY ITEM 2F Small Staircase Key: On a chair in Apt 205.
15
MEMO #20 Strange Note: Through the gap in 213, use the key on the door, up the stairs to 3F; in the drawer before Apt 310.
16
MEMO #21 Sinister Note: On the wall in Apt 312, via Apt 310 and the balcony.
17
KEY ITEM Canned Juice: Crawl through the vent to the laundry room.
18
KEY ITEM Coin [Woman]: Use the Canned Juice on the garbage chute; the coin drops to the courtyard 1F.
19
KEY ITEM Coin [Snake]: Apt 116, cutscene, climb the window to the courtyard with the empty pool; in the baby stroller.
Coin puzzle solved
Coin puzzle solved
Coin puzzle solution
Coin puzzle solution
Safe in Apartment 206
Light: 15 Right, 11 Left, 13 Right
Standard: 13 Right, 7 Left, 11 Right
Contains the Coin (Man) and Steel Key.
Coin Puzzle (Wood Side Apartments)

Three coins, six faces: the Man coin flips to Sword, Woman flips to Grave, Snake flips to Flower. The cabinet has five slots in a row — the first, third and fifth are marked Moon, Tree and Sun; the two between them are unmarked. Each stage below is the whole board read left to right, with for an empty slot.

Where the coins are

CoinLocation
Coin (Man)Inside the safe in Apartment 206.
Coin (Woman)Use the Canned Juice on the 3F garbage chute — the coin drops to the courtyard on 1F.
Coin (Snake)Apartment 116: after the cutscene, climb out of the window into the courtyard with the empty pool; it is in the baby stroller.

The solution, all three difficulties

Swipe the table sideways
DifficultyStage 1Stage 2Stage 3
LightMan · — · Woman · — · FlowerSword · — · Woman · — · SnakeSnake · — · Grave · — · Man
StandardMan · — · Woman · — · Flower— · Sword · — · Woman · Flower— · — · Man · Grave · Snake
HardMan · — · — · Grave · SnakeGrave · Sword · Flower · — · —— · Man · Woman · — · Snake
Then the top slot. After the third stage, drop any one coin into the slot above the row to finish. It does not matter for the puzzle — but the face you choose feeds the ending score, so pick the Woman coin if you are steering toward Maria and leave it alone otherwise.
Hard is a different board, not a harder version of the same one. Compare the rows: the coins land in different slots at every stage. Reading the Standard solution on a Hard run will not get you close.
WARNING: Interacting with the Handkerchief locks you out of further exploration in this area. Collect everything else first.
20
PERSONAL Handkerchief: Apt 201, on the desk. Triggers a cutscene.
21
TROPHY "Otherworldly": Through the red door to the Otherworld.
Clock Puzzle (Blue Creek Apartments)
Place the Hour Hand on 9 and the Minute Hand on 2 to set 9:10 (unlocks the M door). Then place the Second Hand on 3 to set 9:10:15 (unlocks the S door 1F).
Chapter 2 of 6
3Chapter 3: Blue Creek Apartments, South Vale (West) & Brookhaven Hospital

This chapter spans three major areas: the Blue Creek Apartments (the clock puzzle, and the first real Pyramid Head fight), South Vale (West) — the second town exploration section — and the sprawling Brookhaven Hospital, one of the largest and most collectible-dense areas in the game, which ends with the Flesh Lip.

Blue Creek Apartments

1
MAP On the wall in the corridor.
Laura drawing on the wall
Laura drawing on the wall
2
KEY ITEM Apt 306 Key: Apt 307 with the hanging radio, through the balcony to Apt 305 back rooms.
3
KEY ITEM Valve: On the wall in Apt 304, via 306.
4
KEY ITEM The Hour Hand: Return to 307, use the Valve to drop the radio.
5
KEY ITEM The Minute Hand: Apt 210 behind the H Door. Place the Hour Hand on the clock in 212, set to 9. Enter 210, break the kitchen wall, search the toilet 3 times.
Clock puzzle
Clock puzzle
Grandfather clock puzzle
Grandfather clock puzzle
The grandfather clock puzzle
The grandfather clock puzzle
6
KEY ITEM Pigeon Figurine: Leave the bathroom, the apartment is corrupted; on a cabinet shelf.
7
KEY ITEM Wooden Swan Head: Apt 211, shadow on the wall, in the corner.
8
KEY ITEM Malformed Figurine Part: Apt 209, bathroom, break the glass on the bathtub.
9
KEY ITEM Swan Figurine: Combine the Wooden Swan Head + Malformed Part.
10
KEY ITEM Winged Key: Place the Swan and Pigeon on the seesaw in 210; Swan in the second notch.
11
GLIMPSE #7 Jump down the hole to Apt 110, broken TV stand.
12
PERSONAL Angela's Knife: Automatically after the cutscene in 109. Do not inspect for the Maria ending.
13
KEY ITEM Key of Resilience: On the table after the cutscene.
14
PHOTO #5 "Forever together": Stairwell 1F, next to the barrel.
15
KEY ITEM The Second Hand: Place the minute hand on 2, time 9:10, unlock Apt 202 (M door). Moth code: 582 (Light) / 373 (Standard). Search the hole 3 times.
Moth puzzle
Moth puzzle
16
PHOTO #6 "How the time flies": Clock room corrupted, bedroom, on the floor.
17
GLIMPSE #8 Place the second hand on 3, time 9:10:15, unlock the S door 1F. Stairwell, examine the corpse.
POINT OF NO RETURN: Interacting with the S door triggers the Flesh Lip boss fight. After defeating it, you cannot return to Blue Creek Apartments.
18
BOSS Pyramid Head: Opening the S door starts the first real Pyramid Head fight, in the cage-filled ground-floor room. He cannot be killed — it is a timer of about three minutes. Circle the room, put cages between you, dodge backwards from the horizontal sweep and sideways from the overhead slam. An alarm ends it. Escaping the building afterwards earns Passed.
Blue Creek Apartments transition
Blue Creek Apartments transition
TROPHY "Passed" - awarded after the boss fight.
Clock Puzzle + Moth Puzzle (Blue Creek Apartments)
Door meanings: H=Hour, M=Minutes, S=Seconds.
1. Get Valve in Apt 304, use on radio in Apt 307 to get Hour Hand.
2. Set clock to 9:00 (Hour Hand at 9) to open H door.
3. Inside H door: break kitchen wall, examine hole in bathroom 3 times to get Minute Hand.
4. Set clock to 9:10 (Hour at 9, Minute at 2) to open M door.
5. Inside M door: solve Moth Puzzle. Light: 582 | Standard: 373.
6. Get Second Hand.
7. Set clock to 9:10:15 (Hour at 9, Minute at 2, Second at 3) to open S door on 1F.

South Vale (West)

1
TROPHY "Uncanny": After the cutscene at the Rosewater Park docks.
2
PHOTO #7 "So far from home": Rosewater Park, right side, first nook, stone bench.
3
MEMO #22 Bloody Note: West along Nathan Ave., next to the corpse at the road end.
4
TROPHY "Leftovers": Pete's Bowl-O-Rama, pizza on the bench back left. Also counts as Glimpse #9.
5
NG+ MEMO Cryptic Letter: Safe in Bowl-O-Rama, code 1887.
6
GLIMPSE #10 South of Bowl-O-Rama, stairs to the barred gate, examine.
7
KEY ITEM Garage Jack Lever: Back lot of Octantis Fuels, green car.
8
PHOTO #8 "made it!": Use the lever on the Garage Jack, inside the garage, red cabinet.
9
MEMO #23 Reception Desk Note: Jack's Inn reception, bulletin board.
10
KEY ITEM Gate Key: Safe in Jack's Inn, code 0451.
11
MEMO #24 Toolbox Memo: Upstairs Jack's Inn, Room 108 via the window, break the wall to 107, on a table.
12
WARNING: Heading west on Katz St. locks previous areas.
13
EQUIPMENT Steel Pipe: Automatically after a cutscene.
14
MISSABLE Strange Photo #9 "Ready to kill it!": Heaven's Night, dressing room mirror. Missable before Moonlight Grove.
15
MISSABLE Strange Photo #10 "Church entrance": Moonlight Grove, southern path by the fountain. Missable before the theater.
16
MISSABLE Strange Photo #11 "Best Flavor!": Reverie Theater, right side seats behind Eddie. Missable before leaving.
17
TROPHY "Admitted": Reach Brookhaven Hospital.
Brookhaven Hospital hallway
Brookhaven Hospital hallway
Brookhaven Hospital interior
Brookhaven Hospital interior

Brookhaven Hospital

1
MAP On the newspaper holder at the entrance.
2
MEMO #25 Key Locker Note: Noticeboard in Reception.
3
KEY ITEM Basement Key: Reception Office, key cabinet code 287 (Light) / 724 (Standard).
Hospital lock code
Hospital lock code
4
MEMO #26 Nurse's Memo: Exam Room 3, break the window, next room, desk.
5
MAP Hospital Basement Map: Down the staircase SE, directly in front in the basement.
6
KEY ITEM Empty Fuel Can: Pallets in the Boiler Room.
7
KEY ITEM Filled Fuel Can: Use the Empty Can on the red hose in Storage (move the laundry trolley, climb the gap).
8
MEMO #27 Staff Memo: Use the Fuel Can in the Generator Room, press the button. Use the elevator to 2F. On the Nurses' Station window.
Hospital generator room
Hospital generator room
9
PHOTO #12 "Her drawings": Observation Room, desk. Crawl through the vent to Room L3.
10
GLIMPSE #11 2F Laundry Room, blue fabric in the bin.
11
MEMO #28-30 Evaluation Cards (Patient #0050, #0090, #0130): Director's Office, counter.
12
MEMO #31 Interview Transcript: Room C1, interact with the poster, search.
13
GLIMPSE #12 Bed in Room M1.
14
KEY ITEM Bent Needle: Women's Locker Room, teddy bear on a chair.
15
EQUIPMENT Shotgun: First open locker in the same room.
16
KEY ITEM L1 Room Key: Nurses' Lounge, coffee table.
17
MEMO #32 Scribbled Note: Medical Records 1F, via wall space from Room L1 2F, on the ground.
18
GLIMPSE #13 Same room, typewriter.
19
KEY ITEM Marked Bracelet: Same room, on a red book.
20
KEY ITEM 1F Inner Ward Key: 3F Exam Room 5, smash the window, on a desk.
21
MEMO #33 X-ray Memo: Bench in the X-Ray Room.
22
KEY ITEM Radiograph of a Pelvis: Under the memo.
23
PHOTO #13 "At least she was there": 1F Exam Room 1 (now unlocked), drawer.
24
MEMO #34 Keypad Combination Note: Doctors' Lounge bulletin board (unlocks the Inner Ward door in the lobby).
25
KEY ITEM Medical Tube: Dayroom > Pharmacy (climb window) > Garden > Greenhouse > Pool > Shower Room, on the faucet.
26
KEY ITEM Medical Tube with Bent Needle: Combine the items.
27
KEY ITEM Maintenance Key: Use the combined item on the drain in the Pharmacy.
28
KEY ITEM Bloodstained Bracelet: Pool, use the key on the hatch to drain, smash the wall with the crying eye.
29
KEY ITEM Mold Remover: Kitchen, west side 1F.
30
MEMO #35 Treatment Room Note: 2F, unlock the Nurses' Station code 3578, through to the Treatment Room, bench.
31
KEY ITEM Moldy Radiograph: Bathtub in the same room.
32
KEY ITEM Cleaned Up Radiograph: Combine the Moldy Radiograph + Mold Remover.
33
KEY ITEM Filthy Bracelet: X-Ray Room 3F, use the Radiographs on the viewer, rotate to match. Code 4R, 37L, 12R. Room D1, interact with the bed.
X-ray puzzle
X-ray puzzle
34
KEY ITEM Director's Storage Room Key: Director's Office, place 3 bracelets on the mannequin hand: Bloodstained (Top), Marked (Mid), Filthy (Bottom). Rotate to 92-45-71.
Bracelet puzzle
Bracelet puzzle
35
KEY ITEM Safe Button: Use the key on the room next to the save point.
36
KEY ITEM Rooftop Key: Organize the books on the shelf, match the lion. Safe code: Triangle in Circle, h, Circle with Arrow, Circle with Dot, Stickman with Horns, Circle with Lines.
37
MEMO #36 Safe Note: In the safe.
38
GLIMPSE #14 Rooftop, catwalk opposite the door. HIGHLY MISSABLE.
39
MEMO #37 Page From A Diary: On the floor re-entering from the Rooftop. HIGHLY MISSABLE.
40
GLIMPSE #15 After the cutscene, Room I3, blood-stained wall behind the door.
Laura running to the hospital
Laura running to the hospital
Reception Office Cabinet
Light: 287 | Standard: 724. Contains the Basement Key.
X-Ray Puzzle + D1 Door
Collect 3 X-Rays from the room + 1 from bathtub in Nurse's Station (clean with Mold Remover from Kitchen). Place 4 X-Rays on viewer, rotate to align. Code: 4 Right, 37 Left, 12 Right (both difficulties).
3 Bracelets (Director's Office)
Place bracelets on mannequin hand: Bloodstained = Top, Marked = Mid, Filthy = Bottom. Rotate to code 92-45-71.
Director's Safe (symbol sequence)
Triangle in Circle, h, Circle with Arrow, Circle with Dot, Stickman with Horns, Circle with Lines.
POINT OF NO RETURN: Going towards Laura triggers the boss fight. Complete all collectibles first.
41
BOSS Flesh Lip: Head to Laura, watch the cutscene, then fight the Flesh Lip on 3F for Nightmare Fuel. It hangs in a metal cage above the ceiling in phase one — shoot the hand on the beam to drop it, break the cage with melee, then back off in phase two and use the shotgun on its front. A second Flesh Lip grabs James in the cutscene afterwards and drags him into the Otherworld hospital.
Chapter 3 of 6
4Chapter 4: Otherworld Hospital, South Vale Otherworld & West Revisited

After the Flesh Lip fight a second one drags James under, and the hospital reopens in its Otherworld form — rusted walls, blood and decay. James has to escape, then cross the transformed streets of South Vale before revisiting the west side and reaching the Historical Society.

Otherworld Hospital

1
The hospital transforms - rusted walls, decay, blood-stained floors.
Otherworld Hospital - rusted decay
Otherworld Hospital - rusted decay
2
MEMO #38 Evaluation Card, Patient #3141 — Dayroom, on the wheelchair, straight through the first door.
3
KEY ITEM Find the Lapis Eye Key.
The Lapis Eye Key
The Lapis Eye Key
4
MISSABLE MEMO #39 The Procedure — take the western path out of the Nurses’ Station up to the 3rd floor X-Ray Room; it is on a table. Get it before you use the Lapis Eye Key — the key locks the west side behind you.
5
Nurses Station Keypad - code from the bracelet (varies by difficulty).
Lapis Eye Key location
Lapis Eye Key location
6
3rd Floor Hospital Door - code from the bracelet.
7
MEMO #40 Calendar Page — Room M3, on the floor once you smash the wall. It carries the hint for the first code.
8
GLIMPSE #16 Room M5 — examine the handprints and drawings on the far east wall.
9
PHOTO #14 “No one knows” — Room C5, in the bedside cabinet drawer, through the hole directly ahead.
10
MEMO #41 Patient’s Note — Observation Room, on the bed. Break through the Laundry Room wall and push the trolley aside to reach it.
11
MEMO #42 Manic Scribble — Director’s Office, on the bench inside.
12
MISSABLE MEMO #43 Nurse’s Note — Room I7, small table, up the ladder in the Director’s Office. The keypad code seals the south-west side and the combination lock seals the east side, so sweep both before you enter either.
13
MISSABLE MEMO #44 Director’s Note — the locked restroom, on the floor. Power the generator first, then crawl through the hole. After the Chained Box puzzle only the main elevator is still reachable.
14
MISSABLE PHOTO #15 “They mustn’t know” — Pool area on the 1st floor, on the bench at the back beside the lifebuoy. The Copper Ring cutscene seals the west basement.
15
MISSABLE MEMO #45 Dissociated Notice — Locker Room, on a bench. Same warning as the photo above: take it before the Copper Ring.
16
MISSABLE MEMO #46 Ominous Note — on a stair landing past the door that needs both the Copper and the Lead Ring. The Lady of the Door passage locks behind you.
17
Chase sequence — run, do not fight, and keep moving forward. Surviving it is what awards Alone Again (it is not a kill milestone, despite the name).
18
Exit to South Vale Otherworld.
1
Navigate the transformed streets - everything is rusted and decayed.
First tunnel in the Otherworld
First tunnel in the Otherworld
2
MISSABLE MEMO #47 Note on a Map — the caravan with the save point, on your right as you come out of the tunnel to the east side; the memo is on the table inside.
3
Reach the Lakeside Diner.
4
MISSABLE GLIMPSE #17 Neely’s Bar — stand at the counter and examine the old map. Progressing here locks out Sander Street, Saul Street and the alleyway.
5
MISSABLE MEMO #48 Letter — answer the ringing payphone next to Martin Street. The Wrench is at the same phone. Martin Street cuts off the forest trail.
6
MISSABLE PHOTO #16 “They’re here” — end of Katz Street outside the Lucky Jade Restaurant, in the driver’s seat of a car. Break the window to reach it. Once James blocks the Katz Street fence gate you cannot come back.
7
GLIMPSE Glimpse: First tunnel.
8
CUTSCENE Laura running away.
Laura running away
Laura running away
1
CUTSCENE Meet Angela in Rosewater Park.
Meeting Angela in Rosewater Park
Meeting Angela in Rosewater Park
2
KEY ITEM Historical Society Key.
Historical Society Key
Historical Society Key
3
TROPHY "All Seems in Order": Jack's Inn Room 106, damaged wall.
All Seems in Order trophy
All Seems in Order trophy
4
Head to the Historical Society.
Chapter 4 of 6
5Chapter 5: Historical Society, Toluca Prison & Labyrinth

This chapter covers the descent through the Historical Society, the oppressive Toluca Prison with its scale puzzles, and the surreal Labyrinth below it. The Historical Society and the prison have no boss — both the Abstract Daddy and Eddie are fought down in the Labyrinth.

Historical Society

1
MISSABLE Strange Photo #17 "The new clock": 2nd room on the left, behind the glass of the cabinet. HIGHLY MISSABLE before the stairs.
Historical Society entrance
Historical Society entrance
2
TROPHY "Into the Abyss": After the long stairs.
3
KEY ITEM Spiral-writing Key: Jump in the well, break the wall, through the tunnel, doors on the right twice; on the ground by the red light.
4
Bug Room Code - 3-digit code from the non-blood-spattered numbers (2, 3, 9). All combos: 239, 293, 329, 392, 923, 932.
Bug room code
Bug room code
1
GLIMPSE #18 Canteen, right side, dining table.
2
MAP Armory wall.
3
MEMO #49 Gun Cabinet Notice: Armory, next to the gun cabinet.
4
KEY ITEM The Heaviest Weight: Altar in the Chapel.
5
GLIMPSE #19 Cell A3, shrine on the wall.
6
Scale Puzzle 1 - heaviest on right, lightest on left = Serpent Door.
Scales puzzle
Scales puzzle
7
MEMO #50 Family Photo: Through the Serpent Door, Death Row, Cell E4 bed.
8
KEY ITEM Medium Weight: Witness Room, generator panel, all switches on, flip the lever, power failure, cells unlock, Death Chamber chair.
9
PHOTO #18 "Four months to go": Cell E1, break the wall, Cell E13, shelf.
10
KEY ITEM Armory Key: Witness Checkpoint, via broken wall Cell E10, key cabinet.
11
EQUIPMENT Hunting Rifle: Armory, use the key.
12
Scale Puzzle 2 - heaviest + lightest on left, medium on right = Ox Door.
13
MEMO #51 Guard's Letter: Through the Ox Door Block A 2F, posted next to the locked door.
14
KEY ITEM Block D Key: Guardroom end of Block C, desk drawer.
15
MEMO #52 Threatening Note: Cell D5 Block D, blood-covered wall.
16
KEY ITEM Shiv Key: Orange container in the same cell.
17
MEMO #53 Paranoid Note: Unlock Cell C4 with the Shiv, crawl through the hole, on the pipes.
18
MEMO #54 Crumpled Note: Bench in the Changing Room.
19
GLIMPSE #20 Showers, right, along the wall, broken section, tablet on cloth.
20
KEY ITEM Heavy Weight: Back of the Showers, search the hole in the wall 3 times.
21
Scale Puzzle 3 - lightest on left, all others on right = Boar Door.
22
PHOTO #19 "Old man's always prepared": Through the Boar Door Block B, Warehouse from the rear door, desk.
23
MEMO #55 Prisoner's Letter: Taped to the glass cubicle 7, Visitation Room.
24
GLIMPSE #21 SW of the Break Room, object on the ground.
25
KEY ITEM Upper Floor Key: Room behind the Infirmary, desk.
26
MEMO #56 Unfinished Report: Another desk in the same room.
27
KEY ITEM Light Weight: Warden's Office 3F, interact with the typewriter, press any button 4 times, the drawer opens.
28
Scale Puzzle 4 - medium on right, all others on left = Dove Door.
29
MEMO #57 Confession: Downstairs through the Dove Door, Basement, unlock Cell F6, on the wall.
30
KEY ITEM The Lightest Weight: Floor in the same cell.
POINT OF NO RETURN: The Execution Lever puzzle is the final step of the prison.
31
KEY ITEM Execution Lever: Place 3 weights on each side of the scales to balance them.
Electric chair in prison
Electric chair in prison
32
Hangman Puzzle: Connect the poem lines that rhyme. Pull the noose from the crime committed without malicious intent.
Scale Puzzles (Prison)
There are 4 weights: Heaviest, Heavy, Medium, Light, Lightest.
Puzzle 1 (Serpent Door): Heaviest on right, Lightest on left.
Puzzle 2 (Ox Door): Heaviest + Lightest on left, Medium on right.
Puzzle 3 (Boar Door): Lightest on left, all others on right.
Puzzle 4 (Dove Door): Medium on right, all others on left.
Final: 3 weights each side to balance.
Hangman Puzzle
Read the poem on the wall and connect the lines that rhyme. Pull the noose corresponding to the crime committed without malicious intent - the crime of passion/mercy rather than premeditated murder.
1
Rotating Cube Puzzle (Stage 1): Spin sideways and up/down until the door lines up with the floor. Spin to the door with two Triangle icons.
2
MISSABLE PHOTO #20 “Whole world ahead of us” — in the octagonal room full of bugs, climb the ladder on the left and go through to the next room.
3
Rotating Cube Puzzle (Stage 2): Spin to the face with 2 infinity icons. Go up the right stairs.
4
MISSABLE GLIMPSE #22 From the Suspended Cage room take the western path; a breakable wall is immediately on your right. Smash it, go in, and examine the broken noose.
5
Rotating Cube Puzzle (Stage 3): Rotate up twice (scratched symbols below door). Go downstairs for Strange Photo. Rotate left twice to face with two downward triangles. Exit through the back.
6
MISSABLE PHOTO #21 “Your Best Buddy!” — this is the Strange Photo the step above points at. Rotate the cube up twice so the scratched-out symbol shows, go in and down the stairs; it is on the floor.
7
CUTSCENE Meet Angela in the burning staircase.
Rotating Cube Puzzle (Labyrinth)
Stage 1: Spin sideways and up/down until door lines up with floor. Spin to door with two Triangle icons.
Stage 2: Spin to face with 2 infinity icons. Go up right stairs.
Stage 3: Rotate up twice (scratched symbols below door). Go downstairs for Strange Photo. Rotate left twice to face with two downward triangles. Exit through back.

Labyrinth bosses

Abstract Daddy
Follow Angela's voice and the fight starts as a pursuit, not an arena. Early on, lead it into a room with a central pillar, circle to keep it in sight, dodge the lunge and punish afterwards. A middle stage asks you to smash static-filled televisions with melee while avoiding it — do not burn ammo there, break line of sight instead. In the dark final room, dodge sideways out of the grab and the charge, then shoot its back, which takes extra damage. Headphones make tracking it far easier. Trophy: Unforgivable.
Eddie Dombrowski
A cover shootout in the refrigerated meat locker of the Ruined Area, in three phases. He alternates between rushing you and backing off to fire; the gun-raise is heavily telegraphed and the muzzle flash gives away his position. Use the hanging carcasses as one-use cover — he shoots them apart. Keep your weapon loaded so you can stagger him first, and never trade melee. Phase two he fogs the room, so track him by footsteps and taunts; phase three the meat moves on rails and your cover shifts under you. Trophy: A Human Being.
Inner Sanctum — the bronze trophy for finding "His room" is picked up down here too. Sweep the side rooms rather than heading straight for the exit.
Chapter 5 of 6
6Chapter 6: Toluca Lake, Lakeview Hotel & Hotel Otherworld

The final chapter. After a boat ride across Toluca Lake, James arrives at the Lakeview Hotel - the last place he and Mary visited together. This area is enormous, with the mirror puzzle, gemstone puzzle, music box puzzle, and the climactic dual Pyramid Head fight. The chapter ends with the final boss and your chosen ending.

Toluca Lake & Lakeview Hotel

1
MISSABLE PHOTO #22 “Road trip!”before you board the boat. At the Toluca Lake dock, walk around to the right side of the building; the photo is on the ground behind some steps. Crossing the lake locks the dock for good.
Lakeview Hotel exterior
Lakeview Hotel exterior
2
MAP Garden Map: After the boat, on the wall to the right.
3
TROPHY "Glimmer of Hope": Enter the garden.
4
KEY ITEM Rotten Apple: Bench by the tree, right path.
5
GLIMPSE #23 North from the Apple, fountain, back, broken object.
6
MAP Hotel Map: Right when entering the hotel.
7
MEMO #58 Cleaning Staff Memo #1: Downstairs, Utility Room, table.
8
MEMO #59 Laura's Letter: Automatically after the cutscene in the Lake Shore Restaurant.
9
MEMO #60 Receptionist Memo: 1F Check-in counter.
10
KEY ITEMS Room 312 Key + Ornamental Key: Same room, key cabinet.
11
KEY ITEM Key to Room 102: Behind the bar in Cafe Toluca.
12
MEMO #61 Lost & Found Note (NG ONLY): Lost & Found shelf, break the wall in Cafe Toluca.
13
PHOTO #23 "aftermath...": Room 104, bedside table.
14
KEY ITEM Sunrise Wing Key: Utility Room desk.
15
KEY ITEMS 4 Books: Reading Room 2F: "Pride Before the Fall", "Revelations", "Stalwart to the End", "The One Who Soared".
Book puzzle
Book puzzle
Book puzzle
Book puzzle
Hospital bookcase puzzle
Hospital bookcase puzzle
16
MEMO #62-64 Door/Stain/Gate Photos: Place books on shelf: Revelations, One Who Soared, Stalwart, Pride (top-left to bottom-right).
17
KEY ITEM Key to Room 202: Hall couch, via the Cloakroom.
18
KEY ITEM Ripe Apple: Small table, back corner of the Hall.
19
KEY ITEM Mirror Shard: Bed in Room 202.
20
Mirror Puzzle: Snow White Figurine - fix the mirror with shards, place the apple (Ripe = Maria ending, Rotten = In Water ending).
21
GLIMPSE #24 Room 212, suitcase on the floor.
22
MEMO #65 Cleaning Staff Note #2 + Key to Room 107: Fireplace, Conference Room 3F.
23
KEY ITEM Boltcutters: Shelf, 3F Utility Room.
24
KEY ITEM Can Opener: 2F balcony Room 217, book on the skylight, falls to the restaurant.
25
KEY ITEM Light Bulb: Garden, use the boltcutters on the gate, fish statue.
26
MEMO #66 Cleaning Staff Note #3: Room 107, immediately in front.
27
KEY ITEM Fireplace Key: Gazebo in the garden via Room 107.
28
KEY ITEM Cinderella Figurine: Conference Room 3F, use the key on the fireplace.
29
KEY ITEM Paint Can: Room 318 coffee table, via wall break Room 316 from the Conference Room.
30
KEY ITEM Open Paint Can: Combine the paint can + can opener.
31
KEY ITEM Red Light Bulb: Combine the light bulb + open paint can.
32
KEY ITEM Employee Elevator Key: Reading Room 2F hidden room, red bulb on the mirror = DARK WISH (Light) / DEED DONE (Standard).
33
MAP Employee Section Map: Enter the elevator (put all items in the cabinet), break room wall.
34
GLIMPSE #25 Pantry shelf.
35
KEY ITEM Blue Gemstone: Open the freezer, Freezer Room.
36
TROPHY "It's Bread": Examine the bread trays in the Kitchen (crawl through the vent from the Freezer).
37
KEY ITEM Green Gemstone: Kitchen counter.
38
KEY ITEM Red Gemstone: Fancy box, Manager's Room (push the cabinet in the TV Room).
39
MEMO #67 Keypad Numbers Memo: Gemstones on the puzzle box: Green = Top Left, Red = Top Right, Blue = Bottom Left.
40
KEY ITEMS Video Tape + Basement Key: Safe in the Break Room, code 7414.
41
KEY ITEM Pump Valve: Use the Basement Key on the staircase, Maintenance Room through the crack, desk.
42
KEY ITEM Venus Tears Bar Key: Boiler Room, taped to the red pipe (use the valve).
43
WARNING: Pump Valve in Venus Tears Kitchen = Point of No Return.
44
PHOTO #24 "Better leave...": Through the Venus Tears Kitchen, right, drink shelf behind the bar.
45
KEY ITEM The Little Mermaid Figurine: In front of the jukebox in the bar.
46
KEY ITEM 3F Corridor Key: Music box: Little Mermaid (Top), Cinderella (Right), Snow White (Left). Keys: 7-2-1 (Light) / 7-5-1 (Standard).
Music box puzzle
Music box puzzle
Music box puzzle
Music box puzzle
47
TROPHY "Truly Special": Enter Room 312.
48
WARNING: Putting the video tape in the VCR = Point of No Return.
Hotel room detail
Hotel room detail
Hotel corridor
Hotel corridor
Lakeview Hotel lobby
Lakeview Hotel lobby
Hotel Book Puzzle
Place the 4 books on the shelf in this order (top-left to bottom-right): Revelations, The One Who Soared, Stalwart to the End, Pride Before the Fall.
Mirror Puzzle (Snow White)
Fix the mirror using the Mirror Shards. Then place an apple on the Snow White figurine: Ripe Apple = Maria ending, Rotten Apple = In Water ending.
Red Light Bulb / Mirror Code
Place the Red Light Bulb on the mirror in the Reading Room 2F hidden room. Code: DARK WISH (Light) / DEED DONE (Standard).
Gemstone Puzzle
Place gemstones on the puzzle box: Green = Top Left, Red = Top Right, Blue = Bottom Left.
Hotel Safe (Break Room)
Code: 7414. Contains the Video Tape and Basement Key.
Music Box Puzzle
Place figurines: Little Mermaid (Top), Cinderella (Right), Snow White (Left). Then enter the keys: 7-2-1 (Light) / 7-5-1 (Standard).
1
PHOTO #25 "Still can't get it right": Bathroom Room 302, move the trolley.
2
GLIMPSE #26 Push the trolley in the hallway Room 304, the floor breaks, jump to 2F, couch in the Reading Room.
3
MEMO #68 Burned Note: Elevator 2F to basement, flooded basement, up to the Employee Section, Manager's Office desk.
4
BOSS Two Pyramid Heads: Fought past the room of red save tiles in the Otherworld hotel. They share one health bar, so hit whichever is more exposed — Hunting Rifle to the body, never the helmet. When one throws its spear it is defenceless while retrieving it; that is your window. They finish by running themselves through. Trophy: Obsolete.
5
KEY ITEMS Scarlet Egg + Rust-Colored Egg: From the Pyramid Heads. Scarlet = Maria ending, Rust = In Water ending.
6
PHOTO #26 "SHAPE FORCES THE MIND": Long hallway, catwalk, right before the stairs into the water.
7
FINAL BOSS Maria / Mary: The final boss. Handgun in phase one — the faster fire rate tracks her better while she is mobile; Hunting Rifle in phase two once she slows down and presents a bigger target. Dodge the tendril lashes and the leap, and expect a shriek that interrupts whatever you are doing. Trophy: That Part of Me.
Final boss encounter
Final boss encounter
Ending sequence
Ending sequence
The final confrontation
The final confrontation
Final area approach
Final area approach
Otherworld hotel corridor
Otherworld hotel corridor
Hotel Otherworld descent
Hotel Otherworld descent
1
NG+ Manager's safe - Key of Sorrow + code 314 = Toluca Postcard (Stillness ending).
2
NG+ Room 312 - Blue Gem (UFO), White Claudia (Bliss), Dog Key (Dog).
Save backup strategy: the room of red save tiles just before the twin Pyramid Heads is the last useful save point. With all your ending items in hand, burn a manual slot there — you have ten — then reload it once per ending instead of replaying the game. The three base endings are the exception: they are scored across the whole run, so you cannot swap between them from here.
Chapter 6 of 6

Enemies

Pyramid Head - the unkillable threat
Pyramid Head - the unkillable threat
Enemy encounter
Enemy encounter

The remake adds no new creatures — the roster is the same five the 2001 game had, plus variants, each standing in for something James will not look at directly. Below is every enemy and every boss, in story order, with what actually works.

Normal Enemies

Lying Figure
The game's staple, from the first street to the last hotel corridor: a human shape sealed inside a sheath of its own flesh, arms pinned inside. It crawls, lunges head-first, and spits a corrosive fluid that stuns. Widely read as Mary confined to her sickbed.

Strategy: Melee is fine and saves ammo — swing, dodge the counter, repeat, then stomp it when it goes down. Switch to the handgun when several are grouped or in corridors too tight to back up in. An Otherworld variant appears from Blue Creek onward and bursts into acid when it dies, so do not stand over it.
Mannequin
Two pairs of women's legs joined at the waist and bandaged together. They stand perfectly still, indistinguishable from shop props, until your flashlight or your proximity wakes them — then they kick.

Strategy: They sidestep your swings, so attack in short bursts and expect a counter after each one. The Spider Mannequin variant, from Toluca Prison onward, climbs walls and ceilings and drops on you: shoot it down with the handgun or wait for it to land and meet it with the pipe. Prison mannequins respawn, so running past is usually the better call.
Bubble Head Nurse
A bloodstained nurse with a swollen, featureless head, swinging a rusted pipe — some variants carry a knife instead. Read as James's repressed desire. Almost exclusively in Brookhaven Hospital and the Otherworld town.

Strategy: Go for the head: roughly three handgun headshots, or one point-blank shotgun blast. They have a real health pool and they block, so bait the swing, dodge, then punish.
Creeper
A large scuttling roach that skitters along floors and nips at your feet. Radio static gives them away long before you see them.

Strategy: Barely a threat — one swing or stomp usually kills before it reaches you, and ignoring them entirely is often the right call. They do count toward the Merciless stomp trophy.
Mandarin
An insectile thing with hugely elongated arms and a head caged in flesh, which hangs beneath grated catwalks and ceilings and reaches down through the mesh. In the remake it is Otherworld-only — the Otherworld town, the Labyrinth and the Otherworld hotel.

Strategy: Avoidance is the intended answer: watch where you step on grating and do not linger over gaps. If you must fight, hit the hand it is gripping with to drop it, then shotgun the head.

Bosses

There are six fights, seven if you count the Mandarin set-piece in the hotel. Note that Toluca Prison has no boss at all, and that Pyramid Head turns up six times but is only fought twice.

BOSS 1 Pyramid Head
Where: Blue Creek Apartments — the cage-filled ground-floor room behind the S door
Unkillable and on a timer of roughly three minutes. Circle the room and keep cages and debris between you, though he smashes through them. Dodge backwards against the horizontal sweep and sideways against the overhead slam. Damaging him actually shortens the timer, but ammo is scarce this early, so pure evasion is the safe play. Keep the flashlight on him — he is easy to lose in the dark. An alarm signals the end.
BOSS 2 Flesh Lip
Where: Brookhaven Hospital, 3F — the room Laura locks you into
Two phases. It first hangs above the ceiling inside a metal cage; the panels shudder where it is about to drop through. Its torso is shielded, so shoot the hand gripping the beam or hit the limbs to bring it down, then close in and break the cage with melee. In phase two the cage falls away, four spidery arms extend and it chases you on the ground — stop meleeing here, its reach beats yours. Back off, dodge laterally through its combos and spin, and use the shotgun on its front; the back stays armoured. Save ammo in phase one for phase two.
BOSS 3 Abstract Daddy
Where: The Labyrinth — a running battle that ends in a fleshy chamber
Staged as a pursuit rather than one arena fight. Early on, lead it into a room with a central pillar, circle to keep it in sight, dodge the lunge and punish afterwards. A middle stage asks you to smash static-filled televisions with melee while avoiding it entirely — do not burn ammo there, break line of sight instead. The last stage is a dark room: dodge sideways out of the grab and the charge, then shoot its back, which takes extra damage. Headphones help; audio is the reliable way to track it.
BOSS 4 Eddie Dombrowski
Where: The Labyrinth, Ruined Area — the refrigerated meat locker
A cover shootout in three phases. He alternates between rushing you for pistol-whips and backing off to fire; the gun-raise is heavily telegraphed and the muzzle flash gives away his position. Use the hanging carcasses as one-use cover — he shoots them apart. Keep your weapon loaded so you can stagger him first, and never trade melee, he out-damages you. Phase two he shoots out the vents and fogs the room, so track him by footsteps and taunts; phase three the meat starts moving on rails and your cover shifts under you.
BOSS 5 Mandarin
Where: Lakeview Hotel, 3F Conference Room — a straitjacketed one-off that bursts through the wall
The easiest fight in the game, and only some guides count it as a boss at all. It clings to the ceiling and lunges; shoot the hand it hangs from to drop it, then put the shotgun into its head — do not ration ammo here. Dodge sideways out of the forward arm-slam and the tongue lash, but back away entirely from the 360° tongue spin, where getting behind it does not help. Its roar is a free damage window.
BOSS 6 Two Pyramid Heads
Where: Lakeview Hotel (Otherworld) — past the room with the red save tiles
Both share a single health bar, so hit whichever is more exposed. Hold the arena's distance and use the Hunting Rifle, aiming at the body and never the helmet. When one throws its spear it is defenceless while retrieving it — that is your window. On defeat they run themselves through with their own spears and drop the Rust-Colored Egg and Scarlet Egg, which you need to go on.
BOSS 7 Maria / Mary
Where: Lakeview Hotel (Otherworld), top floor — the final boss
She lashes with tendrils and limbs, thrusts, leaps, interrupts you with a stunning shriek, and teleports in a swarm of butterflies. In phase one the handgun is the better pick — the faster fire rate makes her easier to track while she is mobile. In phase two she slows down and presents a bigger target, so switch to the Hunting Rifle. It is the last fight: spend everything you have and stay out of melee.

Weapons

Swipe the table sideways
WeaponTypeWhereNotes
Wooden PlankMeleeStory-mandatory — the abandoned house on the way into town.Your opener. Weak, but it keeps ammo in reserve.
Steel PipeMeleeStory-mandatory — handed to you around Katz Street, after the apartments.Replaces the plank and stays your main melee weapon for the rest of the game.
HandgunRangedWood Side Apartments 2F, Apartment 217 — in the red shopping cart.Your workhorse. Keep 11 rounds spare for the balloons in Apartment 207.
ShotgunRangedBrookhaven Hospital 2F, Women's Locker Room (north-west).Close-range burst damage. Reserve it for bosses and crowded rooms.
Hunting RifleRangedToluca Prison 1F Armory gun cabinet — needs the Armory Key from the Serpent section.Long range and heavy hitting; the pick for the twin Pyramid Heads and the final boss.
ChainsawMelee · NG+New Game+ only — in the log pile past the Silent Hill Ranch sign, beyond the graveyard.The strongest melee weapon in the game, and the key that opens the green car for the Stillness ending.
The Great Knife is not a weapon here. Pyramid Head's blade does appear in the Labyrinth, but only as a scripted tool for getting through the strange wall. James drops it on the other side and it does not carry into New Game+ — unlike the 2001 original.
General combat: melee ordinary enemies and stomp them when they go down — that feeds Merciless and keeps ammo for the bosses. The dodge has generous invincibility frames and is the whole defence against boss grabs. And if you are chasing As Close as You Like, remember the restriction is on the killing blow, not on firing.

Collectibles

Collectible found in the environment
Collectible found in the environment

There are 120 collectibles across three categories. None of them carry into New Game+, so each full set has to be completed inside one run — that is what makes the three collectible trophies the hardest part of the Platinum.

  • 68 Memos - notes, letters, and documents found throughout the game.
  • 26 Strange Photos - photographs hidden in the environment.
  • 26 Glimpses of the Past - interactive environmental story moments.
Before you start: the game tracks memos and photos for you, but not Glimpses of the Past — keep your own count of the 26. High Contrast Mode helps you spot interactables in dark rooms, but it is an accessibility setting that highlights everything interactive, not a collectible radar. Save into a fresh slot at every save point so a miss costs you one stretch instead of the whole run.

NG+ Exclusive Items

These items only appear on a New Game+ save and are required for the five NG+ endings (Rebirth, Dog, UFO, Stillness, Bliss).

Crimson Ceremony
Purpose: Rebirth (1/4)
Location: Graveyard where you meet Angela; a lone grave on the shore by a tree.
White Chrism
Purpose: Rebirth (2/4)
Location: Outside the Baldwin Mansion; on a table after Jack's Inn.
Obsidian Goblet
Purpose: Rebirth (3/4)
Location: Historical Society; in a wall crevice in the Pyramid Head painting room.
Lost Memories
Purpose: Rebirth (4/4)
Location: Lakeview Hotel Lost & Found (replaces the NG Lost & Found Note).
Blue Gem
Purpose: UFO
Location: Jewellers next to the Pet Center; smash the window, take the jewelry box.
Dog Key
Purpose: Dog
Location: Broken Key Part 1 from the Pet Center back room + Part 2 from the dog house on Katz St. Combine them.
Key of Sorrow
Purpose: Stillness
Location: Green car on Wiltse Rd after the metal gate. Need the chainsaw. Requires the In Water ending to be unlocked first.
Rusted Key + White Claudia
Purpose: Bliss
Location: Safe in Pete's Bowl-O-Rama (code 1887). Opens a chest in the Brookhaven Hospital gazebo.
Chainsaw
Purpose: Weapon
Location: Stuck in logs past the Silent Hill Ranch sign.
Toluca Postcard
Purpose: Stillness
Location: Manager's Office safe; Key of Sorrow + code 314.

Blue Gem (UFO) Steps

  1. Saul Street Apartments roof (eye graffiti).
  2. Rosewater Park pier.
  3. After the boat on Toluca Lake.
  4. Room 312.

Where they are, by area

68 Memos

AreaMemos
Eastern South Vale18
Wood Side Apartments3
Western South Vale3
Brookhaven Hospital13
Brookhaven Hospital (Otherworld)9
South Vale (Otherworld)2
Toluca Prison9
Lakeview Hotel10
Lakeview Hotel (Otherworld)1

26 Strange Photos

AreaPhotos
Eastern South Vale2
Wood Side Apartments2
Blue Creek Apartments2
Western South Vale5
Brookhaven Hospital2
Brookhaven Hospital (Otherworld)2
South Vale (Otherworld)1
Historical Society1
Toluca Prison2
Labyrinth2
Toluca Lake1
Lakeview Hotel3
Lakeview Hotel (Otherworld)1

26 Glimpses of the Past

AreaGlimpses
Eastern South Vale5
Wood Side Apartments1
Blue Creek Apartments2
Western South Vale2
Brookhaven Hospital5
Brookhaven Hospital (Otherworld)1
South Vale (Otherworld)1
Toluca Prison4
Labyrinth1
Lakeview Hotel3
Lakeview Hotel (Otherworld)1
Blue Creek Apartments, the Historical Society, the Labyrinth and Toluca Lake hold no memos at all — do not waste a sweep there looking for them. Counts vary by one or two on the Eastern/Western South Vale memo split and on the Western South Vale photo count, so treat those two rows as approximate and check on the ground.
New Game+ trap for Archivist: on a NG+ save the Lost & Found memo in the Lakeview Hotel is replaced by the Lost Memories key item, and a substitute memo appears in the Pete's Bowl-O-Rama safe (code 1887). The total is still 68 — but skip that safe on a NG+ run and the trophy is unobtainable for the whole playthrough.

Points of No Return

"Everything is missable" is the usual shorthand, and it oversells it. Areas stay open and freely re-explorable until you cross one specific trigger — after that they never reopen. These are the triggers.

AreaWhat closes it
Eastern South ValeThe graveyard cutscene with Angela closes off the forest trail, the well save point and the road behind it. Crawling under the Martin Street garage door commits you. Entering Wood Side Apartments closes the whole district for good.
Wood Side ApartmentsTouching the handkerchief in Apartment 201 ends free exploration. The red door into Blue Creek locks behind you.
Blue Creek ApartmentsDropping through the hole in Room 210 cuts off the east half of 2F. Opening the S door on 1F starts the Pyramid Head fight and seals the building.
Western South ValeMeeting Maria at Rosewater Park seals the steel fence gates. The Katz Street plank cutscene closes the alleyway. Heaven's Night, Moonlight Grove and the Reverie Theater each lock what came before. Entering Brookhaven Hospital closes the district.
Brookhaven HospitalThe rooftop cutscene locks the roof. Going to Laura starts the Flesh Lip fight and locks the hospital.
Toluca PrisonLocked once you finish the Hangman puzzle.
Toluca LakeThe boat crossing locks the starting dock — and it is your only shot at the ten-minute Scourge of Toluca Lake trophy.
Lakeview HotelUsing the pump valve in the Venus Tears kitchen is the gate. Reaching Venus Tears blocks the Employee Section. Putting the video tape in the VCR is the final point of no return.

Puzzle Solutions

Every puzzle solution in Silent Hill 2 Remake, by area. Puzzle difficulty is locked when you start a run — you can drop combat difficulty any time, but not this — so check which set of codes you need before you go hunting. Hard is not just the same puzzle with a different number: some clues lose their scaffolding entirely, the moth puzzle needs correct order of operations, the coin puzzle moves every coin to different slots, and the prison generator sequence gets longer.

Every code, all three difficulties

Swipe the table sideways
PuzzleWhereLightStandardHard
Grand Market doorEastern South Vale444244444446
Apartment 206 safeWood Side ApartmentsR15 · L11 · R13R13 · L7 · R11R13 · L7 · R11
Moth puzzleBlue Creek, Apt 202582373522
Jack's Inn safeWestern South Vale045104510533
Reception Office cabinetBrookhaven Hospital287724152
Nurses' Station keypadBrookhaven Hospital357835787456
Witnesses Room generatorToluca Prison4-5-2-1-36-4-5-1-3-24-5-2-1-3-6-7
Suitcase / mirror codeLakeview Hotel, Reading Room 2FDARK WISHDEED DONELOVE LUST
Music box keysLakeview Hotel7 · 2 · 17 · 5 · 11 · 1 · 1

Same answer on every difficulty

These do not change — one answer covers Light, Standard and Hard.

PuzzleWhereAnswer
X-Ray viewer / Room D1Brookhaven Hospital4 Right, 37 Left, 12 Right
Three braceletsDirector's Office92 · 45 · 71 — Bloodstained top, Marked middle, Filthy bottom
Director's safeDirector's OfficeThe symbol sequence read off the same 92-45-71
Chained boxBrookhaven HospitalLeft lock 1622, right keypad 9659
Clock puzzleBlue Creek Apartments9:10:15 — the clue gets far vaguer on Hard, but the time never changes
Scales puzzleToluca PrisonSame five configurations on every difficulty
Rotating cubeThe LabyrinthSame faces on every difficulty
Reading Room bookshelfLakeview HotelSame order on every difficulty
Gemstone boxLakeview HotelGreen top-left, Red top-right, Blue bottom-left
Break Room safeLakeview Hotel7414
Pete's Bowl-O-Rama safeWestern South Vale · NG+1887
Manager's Office safeOtherworld hotel · NG+314 — dial R3, L1, R4, with the Key of Sorrow
Two puzzles have no publishable answer — on any difficulty. The bug room in the Historical Society and the hangman in Toluca Prison are randomised per playthrough. For the bug room the three clean digits are always 2, 3 and 9, so brute-force the six orders. For the hangman you have to reason it out from the poem each time — and which noose you pull also feeds the ending scoring.

South Vale (East)

1. Neely's Bar Jukebox
Required items: Broken Vinyl Record (2 halves), Vinyl Glue, Jukebox Button, Neely's Bar Coin.

Step-by-step:
  1. Get Broken Vinyl Record half 1 from Groovy Music Shop (break window to reach backroom).
  2. Get Vinyl Glue from the same room.
  3. Get Jukebox Button from Saul Street Apartments (push shelf, get key, use on door upstairs, squeeze through gaps, search hole in wall 3 times).
  4. Get Neely's Bar Coin from Texan Cafe cash register (interact with key top right, press button bottom right).
  5. At Neely's Bar jukebox: get Broken Vinyl Record half 2.
  6. Combine both halves with Vinyl Glue.
  7. Fix the right half of the jukebox (move machinery back).
  8. Pull out the vinyl holder (3 interactable parts).
  9. Insert the repaired Vinyl.
  10. Use the Jukebox Button on the left side.
  11. Use the Neely's Bar Coin on the right side.
  12. Select record C2 to get the key.
2. Grand Market Door Code
Light: 4442  ·  Standard: 4444  ·  Hard: 4446
Contains medicine and ammo.

Wood Side Apartments

3. Safe in Apartment 206
Light: 15 Right, 11 Left, 13 Right
Standard & Hard: 13 Right, 7 Left, 11 Right — this is the one safe where Standard and Hard share an answer.
Contains the Coin (Man) and Steel Key.
Apartment 206 safe
Apartment 206 safe
4. Coin Puzzle

Three coins, six faces: the Man coin flips to Sword, Woman flips to Grave, Snake flips to Flower. The cabinet has five slots in a row — the first, third and fifth are marked Moon, Tree and Sun; the two between them are unmarked. Each stage below is the whole board read left to right, with for an empty slot.

Where the coins are

CoinLocation
Coin (Man)Inside the safe in Apartment 206.
Coin (Woman)Use the Canned Juice on the 3F garbage chute — the coin drops to the courtyard on 1F.
Coin (Snake)Apartment 116: after the cutscene, climb out of the window into the courtyard with the empty pool; it is in the baby stroller.

The solution, all three difficulties

Swipe the table sideways
DifficultyStage 1Stage 2Stage 3
LightMan · — · Woman · — · FlowerSword · — · Woman · — · SnakeSnake · — · Grave · — · Man
StandardMan · — · Woman · — · Flower— · Sword · — · Woman · Flower— · — · Man · Grave · Snake
HardMan · — · — · Grave · SnakeGrave · Sword · Flower · — · —— · Man · Woman · — · Snake
Then the top slot. After the third stage, drop any one coin into the slot above the row to finish. It does not matter for the puzzle — but the face you choose feeds the ending score, so pick the Woman coin if you are steering toward Maria and leave it alone otherwise.
Hard is a different board, not a harder version of the same one. Compare the rows: the coins land in different slots at every stage. Reading the Standard solution on a Hard run will not get you close.
Coin puzzle solution
Coin puzzle solution

Blue Creek Apartments

5. Clock Puzzle + Moth Puzzle
Door meanings: H = Hour, M = Minutes, S = Seconds

Step-by-step:
  1. Get Valve in Apt 304, use on radio in Apt 307 to get Hour Hand.
  2. Set clock to 9:00 (Hour Hand at 9) to open the H door.
  3. Inside H door: break kitchen wall, examine hole in bathroom 3 times to get Minute Hand.
  4. Set clock to 9:10 (Hour at 9, Minute at 2) to open the M door.
  5. Inside M door: solve Moth Puzzle on wall.
  6. Get Second Hand.
  7. Set clock to 9:10:15 (Hour at 9, Minute at 2, Second at 3) to open the S door on 1F.
Grandfather clock puzzle
Grandfather clock puzzle
The time is 9:10:15 on all three difficulties. What changes is the clue: Light spells out which name maps to which hand and shows you graffiti of the hands in position, Standard trims the hints, and Hard gives you only metaphor — "twenty five steps ahead, or five steps behind" — with no graffiti at all.
5b. Moth Puzzle (Apt 202)
Count the moths on the wall (circular = wings, body segments = digits).
Light: 582  ·  Standard: 373  ·  Hard: 522
On Hard the sum only works if you apply the order of operations — multiply and divide before you add and subtract.
Moth puzzle
Moth puzzle

South Vale (West)

6. Jack's Inn Safe Code
Light & Standard: 0451  ·  Hard: 0533
Contains the Gate Key.

Brookhaven Hospital

7. Reception Office Cabinet
Light: 287  ·  Standard: 724  ·  Hard: 152
Contains the Basement Key.
8. Nurse's Station Keypad
Light & Standard: 3578  ·  Hard: 7456
Unlocks the Inner Ward door in the lobby.
9. X-Ray Puzzle + D1 Door
Step-by-step:
  1. Collect 3 X-Rays from the X-Ray Room.
  2. Get the 4th X-Ray from the bathtub in the Nurse's Station.
  3. Clean the moldy X-Ray with Mold Remover (found in the Kitchen).
  4. Place all 4 X-Rays on the viewer.
  5. Rotate each X-Ray to align the markings.
  6. The combined image reveals the safe code.
Safe Code: 4 Right, 37 Left, 12 Right (both difficulties)
Room D1: interact with the bed to get the Filthy Bracelet.
X-ray puzzle
X-ray puzzle
X-ray viewer detail
X-ray viewer detail
10. 3 Bracelets (Director's Office)
Place the bracelets on the mannequin hand in this order:
Bloodstained Bracelet: Top
Marked Bracelet: Mid
Filthy Bracelet: Bottom

Rotate to code: 92-45-71
Bracelet puzzle
Bracelet puzzle
Bracelet solution detail
Bracelet solution detail
11. Director's Safe (symbol sequence)
Enter the symbols in this exact order:
  1. Triangle in Circle
  2. h (lowercase)
  3. Circle with Arrow
  4. Circle with Dot
  5. Stickman with Horns
  6. Circle with Lines
Contains the Rooftop Key.

Brookhaven Hospital (Otherworld)

12. Chained Box - Left Lock
Left lock: 1622 — the same on all three difficulties. The box is there on Light too; what changes is only whether you bother with the codes at all, since the key opens it either way.
13. Chained Box - Right Lock
Right keypad: 9659 — the same on all three difficulties.
14. Pharmacy Jeweled Box
Rotate the sections to align:
Q1 = 2
Q2 = 3
Q3 = 1

Silent Hill Historical Society

15. Bug Room Code
The code comes from the non-blood-spattered numbers on the wall (2, 3, 9).
The exact combination is randomized. Try all permutations:
239, 293, 329, 392, 923, 932
Bug room code
Bug room code
Randomised on every difficulty, not just Hard — there is no code to look up, on Light either.

Toluca Prison

16. Witness Room
This is a switch sequence, not "flip everything". Press them in order, then pull the lever to cause the power failure that unlocks the cells and opens the Death Chamber.

Light: 4 · 5 · 2 · 1 · 3
Standard: 6 · 4 · 5 · 1 · 3 · 2
Hard: 4 · 5 · 2 · 1 · 3 · 6 · 7

The sequence gets longer with difficulty — five flips, then six, then seven.
Electric chair
Electric chair
17. Scales Puzzle (4 configurations)
There are 5 weights: Heaviest, Heavy, Medium, Light, Lightest.

Configuration 1 (Serpent Door): Heaviest on right, Lightest on left.
Configuration 2 (Ox Door): Heaviest + Lightest on left, Medium on right.
Configuration 3 (Boar Door): Lightest on left, all others on right.
Configuration 4 (Dove Door): Medium on right, all others on left.
Final (Execution Lever): Equal weights on both sides (3 weights each).
Scales puzzle
Scales puzzle
18. Hangman Puzzle
Read the poem on the wall and connect the lines that rhyme. Pull the noose corresponding to the crime committed without malicious intent - the crime of passion/mercy rather than premeditated murder.

Note: The poems vary each playthrough, so read them carefully and match rhyming pairs.
Also randomised on every difficulty: the poem endings are reshuffled each run. Two of the six are always the "innocent" variants. Which noose you pull also nudges the ending score.

Labyrinth

19. Rotating Cube Puzzle (3 stages)
Stage 1: Spin sideways and up/down until the door lines up with the floor. Spin to the door with two Triangle icons.

Stage 2: Spin to the face with 2 infinity icons. Go up the right stairs.

Stage 3: Rotate up twice (scratched symbols below the door). Go downstairs for the Strange Photo. Rotate left twice to the face with two downward triangles. Exit through the back.

Lakeview Hotel

20. Reading Room Books
Place the 4 books on the shelf in this order (top-left to bottom-right):
  1. Revelations
  2. The One Who Soared
  3. Stalwart to the End
  4. Pride Before the Fall
Book puzzle
Book puzzle
21. Suitcase Code
Light: DARK WISH  ·  Standard: DEED DONE  ·  Hard: LOVE LUST
Found in the Reading Room 2F hidden room after placing the Red Light Bulb on the mirror.
22. Mirror Puzzle (Snow White)
Fix the mirror using the Mirror Shards. Then place an apple on the Snow White figurine:
Ripe Apple = Maria ending
Rotten Apple = In Water ending
23. Gemstone Puzzle
Place gemstones on the puzzle box in these positions:
Green = Top Left
Red = Top Right
Blue = Bottom Left
24. Employee Safe (Break Room)
Code: 7414 — the same on all three difficulties. Contains the Video Tape and Basement Key.
25. Music Box Puzzle
Figurine placement: Little Mermaid = Top, Cinderella = Right, Snow White = Left.

Key presses:
Light: 7 · 2 · 1  ·  Standard: 7 · 5 · 1  ·  Hard: 1 · 1 · 1
Music box puzzle
Music box puzzle

NG+ Only

26. Pete's Bowl-O-Rama Safe (NG+)
Code: 1887 — the same on all three difficulties. Contains the Rusted Key (required for the Bliss ending).
27. Manager's Office Safe (NG+)
Requires the Key of Sorrow + code 314.
Contains the Toluca Postcard (required for the Stillness ending).

The Key of Sorrow is found in the green car on Wiltse Rd (past the metal gate, requires the chainsaw). You must first unlock the In Water ending before this item appears.

Achievements / Trophies

Trophy earned
Trophy earned

Silent Hill 2 has 44 trophies on PlayStation 5 — 1 Platinum, 3 Gold, 12 Silver and 28 Bronze. Steam and Xbox carry the same list as 43 achievements, without the Platinum. No update has added any, and there is no DLC.

Six trophies are true one-shot missables — No Turning Back Now, Let's NOT Party!, All Seems in Order, Leftovers, Scourge of Toluca Lake and It's Bread. Each sits in an optional spot inside an area that never reopens. The Missable column below flags them, plus the ones that do not vanish but invalidate the run they are attempted in.
Swipe the table sideways
TrophyGradeRequirementMissable?
You Made Me HappyPlatinumEarn every other trophy in the game.No
As Close as You LikeGoldFinish a run without killing a single enemy with a ranged weapon. Difficulty is irrelevant — you may fire guns, you just cannot land the killing blow with one.Yes one ranged kill ends the attempt
Party Like It's 2001GoldSee the five endings carried over from the 2001 original: Leave, Maria, In Water, Rebirth and Dog. UFO is NOT part of this one.No
EchoesGoldWitness all 26 Glimpses of the Past inside a single playthrough.Yes one run, no in-game tracker
Making PeaceSilverFinish on the Leave ending.No
Vicious CircleSilverFinish on the Maria ending.No
Only Way OutSilverFinish on the In Water ending.No
Defy Even DeathSilverFinish on the Rebirth ending. New Game+ only.No
The Goodest BoiSilverFinish on the Dog ending. New Game+ only.No
Tinfoil HatSilverFinish on the UFO ending. New Game+ only.No
I Saw That TownSilverClear a New Game+ run on any difficulty.No
Radio SilenceSilverPlay through the whole game with the radio switched off.Yes turning it on once spoils the run
James of All TradesSilverIn one run, kill at least one enemy with each of the Wooden Plank, Steel Pipe, Handgun, Shotgun and Hunting Rifle.Yes all five in the same run
Pieces UnarrangedSilverCollect all 26 Strange Photos inside a single playthrough.Yes one run
ArchivistSilverCollect all 68 memos inside a single playthrough.Yes one run
Faster Than FogSilverReach the credits with a clear time under ten hours.Yes the clock decides it
No Turning Back NowBronzeAt the Observation Deck at the very start, walk back toward the car and try to leave town.Yes gone once you head down
Enjoy Your StayBronzeArrive in Silent Hill.No
Nice and CozyBronzeReach the Wood Side Apartments.No
Let's NOT Party!BronzeShoot every balloon in Wood Side Apartments — 11 of them, in Apartment 207.Yes the building never reopens
OtherworldlyBronzeCross into the Otherworld for the first time.No
PassedBronzeFind your way out of Blue Creek Apartments.No
UncannyBronzeMeet Maria.No
All Seems in OrderBronzeUncover what Room 106 at Jack's Inn is hiding.Yes optional room in a one-way district
LeftoversBronzeFind the pizza inside Pete's Bowl-O-Rama.Yes optional building
AdmittedBronzeReach Brookhaven Hospital.No
Nightmare FuelBronzeDefeat the Flesh Lip — the boss at the end of Brookhaven Hospital, on 3F.No
Alone AgainBronzeSurvive the chase sequence in Brookhaven Hospital. No kill count is involved.No
Into the AbyssBronzeReach the bottom of the very long staircase.No
UnforgivableBronzeDefeat the Abstract Daddy in the Labyrinth.No
Inner SanctumBronzeFind His room.No
A Human BeingBronzeKill Eddie in the Labyrinth's meat locker.No
Glimmer of HopeBronzeReach the Lakeview Hotel.No
Scourge of Toluca LakeBronzeStay out on Toluca Lake for ten minutes during the boat crossing.Yes the crossing happens once
Truly SpecialBronzeReach Room 312.No
It's BreadBronzeInteract with the bread in the Lakeview Hotel kitchen.Yes optional, very late
ObsoleteBronzeDestroy what you no longer need — the twin Pyramid Heads in the Otherworld hotel.No
That Part of MeBronzeDefeat Her — the final boss.No
LumberjackBronzeFind the chainsaw. New Game+ only, in the log pile past the Silent Hill Ranch sign.No
MercilessBronzeFinish off 50 enemies with the stomp attack.No
No Big DealBronzeKill 75 enemies with ranged weapons.No
Blunt Force TraumaBronzeKill 75 enemies with melee weapons.No
You Never Know…BronzeTry to open locked doors 50 times. You never actually open them — the counter ticks when a door turns out to be locked.No
ShatteredBronzeBreak 50 windows.No

The route

Run 1 (New Game): radio off from the first enemy, all 68 memos, all 26 photos, all 26 Glimpses, the six missables as you pass them, and the five weapon kills. Aim for In Water — it is the prerequisite for Stillness and the hardest of the three to steer toward by accident.
Run 2 (New Game+): grab the chainsaw, the four Rebirth items, the Dog Key, the Blue Gem, the White Claudia and the Toluca Postcard, then save-scum the hotel's late save point for Rebirth, Dog, UFO, Bliss and Stillness. Clearing this run also gives you I Saw That Town.
Run 3 (mop-up): a New Game+ on Light combat with the chainsaw covers As Close as You Like (no ranged kills) and Faster Than Fog (under ten hours) in the same sitting, and tops up the 75 melee kills, 75 ranged kills, 50 stomps, 50 windows and 50 locked doors if any are still short.

Printable 100% checklist

Everything the 100% needs, on one page. The print version drops the menus, the images and the other tabs — just the boxes.

Every trophy except the platinum — 43 of them
  • As Close as You Like Gold — Finish a run without killing a single enemy with a ranged weapon. Difficulty is irrelevant — you may fire guns, you just cannot land the killing… Missable
  • Party Like It's 2001 Gold — See the five endings carried over from the 2001 original: Leave, Maria, In Water, Rebirth and Dog. UFO is NOT part of this one.
  • Echoes Gold — Witness all 26 Glimpses of the Past inside a single playthrough. Missable
  • Making Peace Silver — Finish on the Leave ending.
  • Vicious Circle Silver — Finish on the Maria ending.
  • Only Way Out Silver — Finish on the In Water ending.
  • Defy Even Death Silver — Finish on the Rebirth ending. New Game+ only.
  • The Goodest Boi Silver — Finish on the Dog ending. New Game+ only.
  • Tinfoil Hat Silver — Finish on the UFO ending. New Game+ only.
  • I Saw That Town Silver — Clear a New Game+ run on any difficulty.
  • Radio Silence Silver — Play through the whole game with the radio switched off. Missable
  • James of All Trades Silver — In one run, kill at least one enemy with each of the Wooden Plank, Steel Pipe, Handgun, Shotgun and Hunting Rifle. Missable
  • Pieces Unarranged Silver — Collect all 26 Strange Photos inside a single playthrough. Missable
  • Archivist Silver — Collect all 68 memos inside a single playthrough. Missable
  • Faster Than Fog Silver — Reach the credits with a clear time under ten hours. Missable
  • No Turning Back Now Bronze — At the Observation Deck at the very start, walk back toward the car and try to leave town. Missable
  • Enjoy Your Stay Bronze — Arrive in Silent Hill.
  • Nice and Cozy Bronze — Reach the Wood Side Apartments.
  • Let's NOT Party! Bronze — Shoot every balloon in Wood Side Apartments — 11 of them, in Apartment 207. Missable
  • Otherworldly Bronze — Cross into the Otherworld for the first time.
  • Passed Bronze — Find your way out of Blue Creek Apartments.
  • Uncanny Bronze — Meet Maria.
  • All Seems in Order Bronze — Uncover what Room 106 at Jack's Inn is hiding. Missable
  • Leftovers Bronze — Find the pizza inside Pete's Bowl-O-Rama. Missable
  • Admitted Bronze — Reach Brookhaven Hospital.
  • Nightmare Fuel Bronze — Defeat the Flesh Lip — the boss at the end of Brookhaven Hospital, on 3F.
  • Alone Again Bronze — Survive the chase sequence in Brookhaven Hospital. No kill count is involved.
  • Into the Abyss Bronze — Reach the bottom of the very long staircase.
  • Unforgivable Bronze — Defeat the Abstract Daddy in the Labyrinth.
  • Inner Sanctum Bronze — Find His room.
  • A Human Being Bronze — Kill Eddie in the Labyrinth's meat locker.
  • Glimmer of Hope Bronze — Reach the Lakeview Hotel.
  • Scourge of Toluca Lake Bronze — Stay out on Toluca Lake for ten minutes during the boat crossing. Missable
  • Truly Special Bronze — Reach Room 312.
  • It's Bread Bronze — Interact with the bread in the Lakeview Hotel kitchen. Missable
  • Obsolete Bronze — Destroy what you no longer need — the twin Pyramid Heads in the Otherworld hotel.
  • That Part of Me Bronze — Defeat Her — the final boss.
  • Lumberjack Bronze — Find the chainsaw. New Game+ only, in the log pile past the Silent Hill Ranch sign.
  • Merciless Bronze — Finish off 50 enemies with the stomp attack.
  • No Big Deal Bronze — Kill 75 enemies with ranged weapons.
  • Blunt Force Trauma Bronze — Kill 75 enemies with melee weapons.
  • You Never Know… Bronze — Try to open locked doors 50 times. You never actually open them — the counter ticks when a door turns out to be locked.
  • Shattered Bronze — Break 50 windows.
Runs you will need
  • One run on any difficulty for the story trophies
  • One run for the no-kill and speed conditions
  • One run on Hard riddle difficulty — the puzzle answers change
  • Every ending collected, including the joke ones

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