Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.
Follow the dark path or use the light
Silent Hill 2: Restless Dreams Pack Shot

Silent Hill 2: Restless Dreams


Hard mode speed guide

by Ghidrah


Silent Hill 2
Restless Dreams
Speed Game Guide
Version 1.0

Title: Silent Hill 2
Producer: Konami
Platform: X Box
WordPad: Courier New (Western)
By: Ghidrah
Created: 4/1/03
EMaul: [email protected]


If anyone wishes to use this guide on their site, I would like to know. I 
don't have a problem with it's use by others on Gaming forums, FAQ sites, or 
being copied for personal use. I'd like to know if it's to be used on a site 
though, just so I could drop by to ensure it hasn't been altered. So please 
send me your sites URL.


As with all my guides, find something I missed, I'll give you credit for it in 
the guide and an insert amendment to the guide where it will be used. 
As long as the trick, shortcut, etc., etc., can be validated by me without the 
use of any kind of cheat codes. If they (codes) do in fact exist for the X Box 
version of the game.



3. WALKTHROUGH (areas 1 through 17)
4. FIN



Foistly, I'z A pollo jisin na fer de lousy spellin, punkchewashion and gramma. 
Wafey wun't pruff reed nun uh mi giudes nomo no matter watz dizgustin thang Iz 
promisses tudo in retern.  

This guide is meant to be used as an "involved" supplement. 
As all that are familiar with my guides know, I never use or create ASCII text 
Maps or graphics, so don't expect any here. 
Hopefully you've already played SH2 a considerable number of times and don't 
need maps or fancy ASCII art to spice up your guide which is ribbed for your 
reading pleasure. 

If you haven't yet, you need to get used to the crappy feel for James control, 
seems worse than SH1 to me. As you climb the difficulty mode, you'll notice 
James motor skills drop considerably. He becomes one of Jerry's kids, a 
cluster boy. 
You should know the games lay out (in brain). I believe, to date, that I've 
shortened the general route to the important items and avoid back tracking as 
much as possible under the conditions set in the game. 

Knowing how the denizens of SH move and attack is tres importante. There are 
so many different uglies in SH2, and they all have their quirky traits. They 
are deceptive in their reach and speed. Especially when closing in on you. You 
might think you have the room and then
Stick carrying Nurses, spitters and the Wheel barrow heads. WBH, with their 
big sabers or their pointed staves are the worst in close quarters, (skinny 
halls and small rooms) they, (WBHs) will grab and choke you out. They will 
draw and quarter you with the big sabers and they will stab and swat you with 
their pointed Pikes. 
The door monster things, in general aren't that difficult to deal with, even 
the first one in the Catacombs room with Angela. The Chain saw takes care of 
that puppy and future meetings with his ugly family quite nicely. There's no 
room to maneuver, all the conventional weapons are too slow and not powerful 
enough to do the job quickly, allowing the DM to get inside and mou on James 
head. The Chain saw timed just right fillets the Door monsters to yummy paper 
thin slices, just right for sandwiches MMMMM, Door Monster sandwiches MMMMM.
To a lesser degree, the four legged mannequins can be a pain not to mention 
the bugs crawling on the floor all over the place. Lastly, the whatever the 
hell they are, "Things that swing from the underside of the grating" They're 
harmless if you keep moving. The ceiling things in the hospital, I don't know 
what the heck to say about them aside from not being overly difficult.

There are ways to deal with all of them without incurring too much damage or 
wasted time.

This is a (HARD/EXTRA) mode game. EXTRA! Say what? ... What you talking about 
Willis? Don't ask me to explain it. How the word EXTRA got in the riddle side 
of the game, I don't know. It certainly doesn't show in the menu. I knew 
something was different when I was forced to read the dad burned puzzle clues 
in all the puzzles where it was required. You see the results in the Coin, 
Hanging and Music Box puzzles. I'll say this; the clues are so vague as not to 
be seen with a magnifier. I wonder why the Action side of the difficulty mode 
didn't boot to the Extra Mode? I've spoken to a few other players that say 
they have acquired the "EXTRA" on the Riddle mode, so EXTRA is likely a hidden 
bonus thingy.

To conserve some space, I'm going to be contracting names for often used 
objects or SH denizens and functions.
I'll also give the (HARD/HARD) & (NORMAL/NORMAL) mode oriented answers. Hence 
known as H/H and N/N, or H/M for Hard Mode and N/M for Normal Mode. The combat 
techniques work the same way in (Normal Mode), they just take longer in Hard.
The regulars are also faster and more accurate with their attacks in SH2. If 
you're used to Normal mode games, there's going to be an elevated level of 
frustration. So, hold out until your controller is throbbing before you heal, 
No giggling please!

In (H/M), you don't get the benefit of the AUTO AIM for the pistol as in N/M 
and Easy Modes. James won't just spin and fire at your ugly, you have to 
manually turn his butt ... well, face, all the way around to the opponent and 
even then, he'll miss on occasion even at close range. However, the SG works 
on the Ceiling Things at the Hospital and Maria at the end.

I'll be giving my fastest H/E, H/H and N/N stats at the end of the guide.

(Maybe some day, if I don't get bored before hand, I'll do a percentage rate 
of likely numbers like in RE3 and DC2 to save some time, I'm still new to SH2, 
so I haven't had the time to do that, it can save tonza time and in this case 
health. The only draw back would be if the "WBH" was a marker for the game, or 
the Valise in the Motel)

As with all spd gms, you'll jump all cut scenes and FMVs that you are able to. 
There are one or two in the game that continue to play for some time even 
though your madly pressing away at the pause button.




No doubt most, if not all, by now, have either configured the controller to 
suit, or have left it set to default. Some of us read the manual over before 
running the game, others like to start it with no concept of what to do or how 
to do it and wonder why I'm ... THEY'RE bleeding from the eyes out of 
frustration because nothing does what we ... they ... they, not me, they, 
think it's supposed to do. OK, OK! So I fall into the latter group, our house 
is a mess from all the eye bleeding. I found these settings to be the most 
convenient for me.

Take the reset function please! I recently discovered that the controller 
could do the reset. I was pushing the consoles ON/OFF button fast to reset and 
complaining the whole time. 

"How the Heck can they make such an expensive and powerful platform and the 
games to play on it and never consider someone wanting to restart the game?" 

Yet ... there it is, at the bottom of page 3 (OTHER CONTROLS) "soft reset", 
small but legible, slapping me in the face and calling me Susan! No offense to 
Susan intended. So, I probably took a years worth of resetting off the console 
out of shear stupidity, ignorance and arrogance. "SHOOT ME NOW!" 
Quick, somebody with steel toed jack boots, kick me in the groin to learn me a 

X BOX resets in SH2 in this fashion, press and hold the "START & BACK" button 
simultaneously, a few seconds later, the game will scoot back to the KONAMI 
screen and then to the SH2 Game menu.


Press down on the right thumb stick to auto access "STAMINA RECOVERY"
This function is fine if you have tons of Meds, it will bring you back from 
the RED ZONE. The problem as I see it is that you might not want to use up 1 
Medpack and 1 Health Drink per press. This can be costly when panic pressing. 
I prefer to access Inventory manually and take what I want. As a matter of 
fact, I keep away from the right thumb stick, because I don't find the look 
function worth the effort. I prefer to spin James around and to catch him.... 
never mind.


Look function, it helps you run straighter while holding it down. It also 
helps most when in BOSS FIGHTS. Don't ask me how or why, but it gives you more 
time to shoot at the BOSS while it's approaching you for an attack. Not using 
it while running from and turning to shoot cuts the distance between you by 
nearly a third. Discovering this tidbit took most of the fear out of BOSS 
FIGHTS. I've taken to using the Left Shoulder Trigger much of the time now, 
exiting doors to orient more quickly especially when there are uglies on the 
other side of the door. It helps when trying to hit your mark for a pick up 
too, which means cutting time out, and that's a good thing.


Sets whatever weapon you happen to be holding to the ready position

D PAD:    

I prefer having the controller's "D PAD" for general running and combat 
maneuvering. Access the 2nd OPTION SCREEN from the Inventory window and set 
WALK/RUN CONTROL to "RUN" instead of "ANALOG". I have much better control over 
James this way. You still need to hit the left (LOOK) shoulder trigger on 
occasion to orient James for that important forward view, but it isn't as much 
of a problem as controlling him with the left tower. Fact is I flop around too 
much using the left tower. 
Using the Left Tower on a game like HALO on the other hand, is a perfect sync 
with the run tower. I know you'll maybe say, but you can hold the small black 
button on the right side of the controller and get the run function. That way 
you still keep the DPAD with the walk option when pressed by it's lonesome. 
Well, I know this, but as you'll note further down in this file, 


Pauses the game for you and prevents attack until you press it a 2nd time to 
remove the command. This can give you a breather when the crap is like hitting 
the REALLY BIG FAN, like you're deep into a Boss fight KAY, and like you 
really, really need a Snickers or Mentos break to figure out a new strategy, 
or bathroom break. DUDE ... PAUSE IT!

I'm pretty sure the "PAUSE BUTTON" stops action only and not the clock. The 
pauses taken while writing this guide is proof enough for me that the clock 
don't stop for nothin!

Set the AMMO Multiplier to [3X], this'll limit the need to stop as often for 

Set the BRIGHTNESS level to 7. There are quite a few tight areas where you may 
consider going dark to avoid attacks. Some of the hallways in the Apartment 
building, Hospital, Historical Society and Motel are tres slim for moving 
safely around one or more of the things that creep in the dark. Shutting down 
the light equates with saving time and meds.

Very little travel outside of Line Of Sight will be made to pick up Meds. Or 
Ammo. If they ain't close and we can see'em they're staying right where they 
are. However, HARD MODE is a pain; you're going to need Meds. To recoup health 
from constant contact with the uglies, so, the Health Drinks, and Medpack will 
be mentioned for those that get hammered by uglies, namely me.



8. BROOKHAVEN HOSPITAL: a, b, c, d, e, f, g, h, i.
13. "EDDIE and the FREEZERS": Freezer #1, Freezer #2
14. DOCK
16. 2 WBH



You begin the Game, facing a mirror as James in a public Bathroom on the 
outskirts of Silent Hill. Come to your senses James, stop making clown faces 
in the mirror, ignore the Blue Stone and get the flock out of there. 
Run to the car and get the "MAP" (RATS can't avoid it) Run down the stairs and 
along the path to the Cemetery. 
Run into the Cemetery until you get the ANGELA cut scene, "X" it out(black 
start/pause button below back/inventory button) continue running, bearing 
gently right, passing the building on James left, right up to the gate. Pass 
through, continue running, (this is a long boring run to the edge of town) I 
think I hear an outboard motor in the distance, I wonder what is operating it? 
DOH! It's the chainsaw everyone else on the planet has found but moi! Pick it 
(Thanks to "RogueKnight", GameFAQs SH2 member)
It's good for one thing, so far that I can see and it does it quite well. As 
long as you have the rhythm down, you'll not take a bit of damage from the 
Door Monsters.

Continue to and pass through the next and last of the gates to the edge of 


(Note) cut as many corners as possible when moving from one street to another. 
During daylight, the uglies can see you from a greater distance and move 
toward you. I try to stay in the street, only turning onto the sidewalk to 
enter another street or to make a pickup.

Turn West (right) on Sanders St. and make your way to the intersection at 
Lindsey. ("X" the cut scene, hence known as "CS").
Turn North (right) on Lindsey and continue on down to Vachss Rd. If you stay 
to the right, you'll pass an HD at the base of the over head door just before 
Vachss Rd. 
Turn onto Vachss; ignore the fenced area to the right. Continue on toward the 
Sound of RADIO static and your first encounter with the Disgusting Armless 
Spitting Thing (hence known as "DSTs"). It is very shiny and the crows should 
love it, I wonder why the crows don't fancy it, for that matter, where are the 
crows in Silent Hill?
Once you enter the tunnel, "X" the "CS" and play smack the DST. You now have 
the "RADIO" and "STICK WITH (EMBEDDED) NAILS" Kind of like the civilian news 
reporters over in Iraq, but not as annoying and floppy. I haven't been able to 
get to the DST without getting spit on in Hard Mode.

Book back to Lindsey Street. The Uglies are out in the street now but easily 
avoided. Head back to the end of Martin St via Lindsey and Katz St, Stay to 
the right side of the street. At the end of MARTIN, pick up the "Apartment 
Gate Key" from the dead guy. It looks like he's on his way to being a DST.

Turn around and head back to Katz St., stay to the right on the way back and 
pick up the HD near the chain link fence and car. By now you should have at 
most 2 HDs. 

Turn right on Katz; continue west till you get to the apartment complex. I 
tend to stay to the right of the middle of the street. Once you pass the 2nd 
set of vehicles, start moving over to the chain link fence, run along it till 
you hit the gate and enter.



Ignore the MAP and pick up the HD. Hit the stairs and proceed to the 2nd fl. 
Turn right, run to and enter the last room on the right, (apt 205) get the 
"FLASH LIGHT" Ignore the Four Legged Mannequin(hence known as FLeM) turn 
around and leave. 

(It's OK to keep the light on in the wide hallways as long as the FLeMs and 
DSTs aren't bunched up close. In the secondary hallways, much skinnier, keep 
the light off if any are in the hall at all. You'll still take a hit now and 
then, but you'll be conserving Meds. and Ammo. Hence known as (LO) for Lights 
On and (LOF) for Lights Off)

Exit 205, turn left and head back down the hall to the central stairwell door 
(now on James left) proceed to the 3rd floor.
Enter the 3rd fl., turn left, run to and enter the last door on the left (apt. 
301). Pick up the gun from the cart and arm James. Exit 301 turn right, run to 
the end of the hall and activate the Laura/Key sequence then X the CS. Return 
to the 2nd fl.

Enter the 2nd fl., turn right, run to the hall intersection, hear the scream, 
turn left into the EL and run to the end. The last door on the right, (apt. 
208) TV static, a cupboard behind the chair with the dead guy has the key to 
rm. 202. Get the key, exit 208, run to and enter (apt. 202). Ignore the DSTs 
on the way. There are Flutterbys in this room and an HD in the kitchen. 
Bedroom on right, bouncing noise in room, hole near bed, get the "CLOCK KEY" 
(X out the whole scene)

(Get used to having the light out)

Exit 202, return to (apt 208), and enter the open door on the left to the room 
with the "CLOCK", (X all the CS through this rm) use the key; spin the hands 
to 9:07:15. 

(The clock hands aren't always in the same position, so check for the shortest 

Push the clock and enter (apt 209). There is an HD in the kitchen. Exit 209 to 
the stairwell up to the 3rd fl. Pick up the AMMO on the railing. 

(You now have enough AMMO for this section of the game on Normal Mode)

Enter the 3rd fl. near (rm 309), LOF, run down to (apt 307) and do the CS with 
Wheel Barrow Head. (Hence known as "WBH") Get the "COURT YARD KEY", exit 307, 
LO, turn left and proceed on to the main hallway intersection, turn right run 
to and pick up the "FIRE ESCAPE KEY". Turn around and run to the end of this 
hallway and take the stairwell to the 1st fl. Turn left at the foot of the 
stairs, run to the end of the hallway to pick up the "SIX PACK OF JUICE". Turn 
back and exit the 1st fl. through the main entry door at the front of the 
apartment building.

Return to the entry door you used to first enter the apartment building. Pass 
the stairwell and use the key to enter the Court Yard. Once in the Court Yard, 
run down the stairs and turn left toward the POOL. Run up the POOL enclosure 
stairs and drop down directly into the POOL. Quickly run to the baby carriage, 
snag the "SNAKE COIN". 

(Be prepared take at least one hit in the pool dropping in this way. It's the 
fastest way though)

Exit the Pool via the stairs before the DSTs get a bead on you again. Exit the 
POOL enclosure, turn left and run straight up to the other door in the Court 
Yard. LOF, enter the 1st fl apartments. Turn right, run to and enter (apt 
101), meet Eddie, his butt crack and his hurl. "X" the CS, exit 101. Run back 
out to the court yard and into the building. Take the stairs to the 2nd fl., 
enter the WASH RM and dump the "JUICE" down the chute. Exit the 2nd fl. via 
the Central Stairwell exit the building from the front door and pick up "OLD 
MAN COIN" from the garbage chute's collector bin. Speed through the murder 

Return to the 2nd fl hallway via the central stairwell, turn left, run to the 
end and use the "FIRE ESCAPE KEY".


"X" the CS, LO, exit the Bed rm. Get the HD in the Kitchen and exit (apt 203). 
Turn right, run to and enter the stairwell door. Down to the 1st fl. Turn left 
on the 1st fl and run to the 1st apartment on the left, (apt 109), 
(ANGELA/MIRROR RM) Enter the white door and "X" the CS. Get the "PRISONER 
COIN" and exit 109. Turn right, head to (apt 105) on the left, across from the 
stairwell. Approach the ROLL TOP DESK and activate the Weasel ... I mean 

HARD/EXTRA:		Man,Blank,Snake,Woman,Blank.
HARD/HARD:		Blank,Man,Blank,Snake,Woman. 
NORMAL/NORMAl: 	Blank,Man,Woman,Blank.Snake. 

Take the "LYNE HOUSE KEY", exit 105. Return to the 2nd fl., through central 
stairwell. Turn left, run to and enter the 1st door on your left. Run through 
this room to the veranda and into the next apartment. Pick up the "APARTMENT 
STAIRWAY KEY". Pick up the AMMO on the chair as you leave.

(You now have enough Ammo to complete this area of the game in Hard Mode)

(Check your health, if you're blinking, you should heal, just in case you take 
a swipe or grab from WBH. An overhand attack is fatal. Make sure you have your 
pistola loaded and in hand) 

Exit apts. 208 and 209. LOF, Turn left and run to the end of the hallway, LO, 
Use the "APARTMENT STAIRWAY KEY" on the blue stairwell door. 



Once you activate the door, press and hold the "LOOK" (left shoulder trigger) 
for the entire event if you lack out, press and hold it while shooting and 
running. Press and hold the right (READY) shoulder trigger and the FIRE/ACTION 
button. "X" out the CS and you'll automatically be firing off the 1st 10 
rounds of the 50 rounds needed to hasten WBHs exit. Run to the opposite end of 
the room, reload and empty the 2nd clip into him. Reload. If you have the 
time, take another shot or two before running back to the door and emptying 
the 3rd clip into him. Reload, if you have the time, fire a few rounds and 
book, return to the other end of the room to unload the 4th clip. One last 
time, reload and run back to the door/stair side, always staying along the 
walls and empty the 5th and final clip into him. The air raid horn will be 
sounding. Be careful to stay against the wall, as you run back to the other 
side. As he moves toward the stairs, he'll often spin and swing one last time 
at you on his way out. You might get yourself GINSUED for no good reason. 
The water will drain after WBH gets down to the lower level. Exit the Blue 
Creek Apartment Building.



Once out of the building, and on finish grade, there's an MP to the left near 
the orange street cones. Follow the alley out to Nathan Ave. "X" out the LAURA 
FMV and continue on straight to the Observation posts. There's an HD to the 
right of the telescope, get it. Head to MARIA and "X" it out. Continue west to 
the corner and the wide steps up, then south, back to Nathan Ave. 
Once there, turn West again and proceed to the Gas Sta. Get the "PIPE" from 
the car. 
(I believe it inflicts more damage on Eddie than the stick, making it faster, 
and avoiding damage from him while trying to shoot him)

Once complete, run to the Bowling alley and enter.



Not much to do here but "X" out the CSs, Exit and join up with Maria outside. 
Run out behind the Bowling Alley, locate the gate and enter. Turn left and 
head to the end of the alley. "X" the CS, move over to the alley door and get 
Maria to open it. "X" through it. Run to and enter "HEAVEN'S NIGHT" 
There's an MP in here and nothing else. Exit to CARROLL ST. Turn right, 
(South) and proceed to and enter the "BROOKHAVEN HOSPITAL" "X" out the CS.



This is a long, dark, miserable and tedious section of the game. The halls 
afford little maneuvering room to avoid damage, possibly forcing you to use 
ammo and Meds when you'd rather not. There are many rooms to confuse even well 
worn SH2 players.
If you've really got the building down, ignore the MAP. It's too easy to get 
turned around and enter rooms you just don't need to be in.


a. BH 1st floor

Run to and enter the 1st fl. "RECEPTION OFFICE" pick up the HD. Enter the 
"DOCUMENT ROOM" and pick up the "PURPLE BULL KEY" Exit these two rooms to the 
Foyer. Head Left, then left and right for the Stairwell door and run up to the 
2nd fl.


b. BH, 2nd fl.

Bitches in Heals with Sticks, Lecture on Aides from bent needles and living in 
the Lapis of Luxury.

(I keep a piece of paper with me to write the pass codes down, I'm always too 
freaked out to remember them correctly and they change for every NEW GAME)

LOF, ignore the Bitches in Heels (hence known as BIHs) 
Turn left and bear left, run down the hallway to the "WOMEN"S LOCKER ROOM. Get 
the "BENT NEEDLE" and the "SHOT GUN" (hence known as SG) from the locker. Arm 
with the SG and exit the Locker rm. Run past the stairwell door and enter the 
Patient Wing area of the 2nd fl. Ignore ammo box on the stools, "They look 
like good stools, good strong stools"

"EXAMINATION ROOM 3", MP, Typewriter, check the carbon copy for the "HAIRY BOX 
CODE". Write it down. Exit ER3; enter "M2", for the "LAPIS EYE KEY".
Return to the Central Stairwell, and move up to the 3rd Fl.


c. BH, 3rd fl. & Roof

Drug taking Pole Dancer, Saber swinging WBHs and Bloody wall Messages

Head straight to the Patient Wing double door and punch in 

"1328" for H/M 
"7335" for N/M

Tonza "S" rooms here enter "S3" "X" the CS and take the "ROOF KEY" be careful 
not to activate Maria. Exit "S3"; return to the Stairwell and up to the roof. 
Make sure you're at full health, and then complete a wide half circle toward 
the strewn papers on the roof deck, then head to the 2nd door for the "WBH" 
event. "X" it and heal in the "SPECIAL TREATMENT ROOM". Enter the 3rd rm from 
the right and read the pass code on the wall, write it down. 

So, you're back on the 3rd fl., LOF. Return to the Patient Wing and book to 
the very end room. "S14", LO, deal with the "LOCKED HAIRY BOX". Use the "LAPIS 
and BULL KEYS" on the box then the pass codes. 
Exit S14, LOF, turn right and proceed to the "SHOWER ROOM" just passed the 
elevator on the left. If you didn't kill the BIH on the way to S14, you may be 
forced to kill it now, or take a pummeling from it and the FLeMs. Sometimes 
they bunch up at the benches or whatever the things are that are clogging up 
the hallway. Enter the "SHOWER RM., combine the hair and the bent needle to 
get the "ELEVATOR KEY", "X" out the CS. 

Exit the 3rd fl. Patient Wing via the 3rd fl. Elevator. One smack from the 
SCNs or the FLeMs and you're on the hurting side of needing an HD. Better to 
conserve Meds by ventilating uglies with buckshot when necessary.


d. 1st fl. Patient Wing

Brat Kid, Psychotic Ceiling Thingies with remarkable prehensile toes and 
teensy barren Gardens

Enter "C3" and pick up the "SG shells", load the SG and make sure you're 
healthy. Exit C3 and enter "C2" "X" out all the CSs until you're in "C4" with 
the "CEILING THINGS" (hence known as CTs) Fire off 3 SG rounds and book. I can 
get up to 3 shots before I have to move if I use the extreme ends of the room. 
There are 2 CTs to start, once they curl up, the air raid horn starts and the 
3rd CT lowers into the room. It takes 6 rounds each to make the 1st 2 curl up 
their toes; the 3rd monkey takes more than 8.
When all is done, "X" the CS and leave the "GARDEN". Pick up the SG Shells on 
the way to the 1st fl. elevator. 


e. 2nd fl. Patient Wing

Second floor; Ladies Lingerie, Batteries (for your intimate toys) and 
excellent Hallucinogenics. 

LOF, turn right and run to the last room at the end of the hall M6. LO, pick 
up the MP, "BATTERY" and "BASEMENT STOREROOM KEY". LOF, go back to the 
elevator and the 3rd fl. You'll need to LO in the elevators to see what to 


f. 3rd fl. Patient Wing

3rd fl ... Never mind. LOF, just get to the Stairwell, run down to the 
basement and enter the STOREROOM.



LO, get the SG shells and move the bloody selves will ya!

"X" the CSs and climb down for the "COPPER RING" Exit and return to the 3rd fl 
elevator via the Stairwell. 

(I save at this point, I still blow at the Basement Escape on H/M in the. It 
can still take me 3 or 4 tries to get out. So, if you blow at it like me, save 
along with me)

Exit the stairwell, and enter the Patient Wing. Press and hold the READY 
TRIGGER and the ACTION/FIRE button as you pass through the door. You'll take 
out the BIH in one round. LOF, run to the elevator, odds are you'll make it 
there untouched if you're a good enough swerver. LO, once inside the elevator. 
Punch the 2nd fl button, "X" out the "GAME SHOW BARKER", press and hold the 
weapons Ready Trigger and the Acton/Fire one round outside the elevator 
removes the BIH, LOF, and run to the "DAY ROOM". I make it past the 2nd BIH 
more often than not without contact.



LO, open the fridge and take the "LEAD RING". LOF, return to the elevator LO, 
and move to the 3rd fl. Exit the elevator and put the rings on the 3D Mural's 
hands. Enter the West End Stairwell, being careful not to reenter the 


Run down the 3 flights of stairs to the "BASEMENT DOOR", not to be confused 
with the other basement door. Have James put on his new running sneakers. 
James is going to need more than traction here, he's going to need to cut the 
corners as tight as possible to keep Muffin ...I mean Maria safe from the big 
bad WBH. Any banging into corners, or stopping no matter how short a duration, 
will get Maria killed.

The sequence is Right, Right, Left, Left, (tight) Right, Right, Left, and 
Right. Now, as you know, if you're lucky, Maria doesn't die till you get into 
the elevator, HAAAA, TOO BAD! At least you don't have to do it again. This is 
a miserable event for me in H/M.

"X" the CS and exit the elevator. Turn left, run to the last door on the 
right, "DOCTOR"S ROOM", get the MAP info and the "LOBBY KEY". Exit the 
Hospital to Carroll St.


(Note) the shortest distance between two points is a straight line. The best 
way to keep a straight line in Dark Silent Hill is to shut the light off when 
you see an ugly appear in the distance. Even with the Brightness level up to 
7, it's still too dark outside to see without the light. Get too close to a 
FLeM, DST or BIH and they'll smack you quicker than ... anyway, LOF allows you 
to be within striking distance and still slip by. Cut corners everywhere you 
can, instead of staying out in the middle will increase the distance traveled 
over the entirety of the game.

Out on Carroll St., turn right (South) and run to Rendell St. Turn left (East) 
and run to Munson St. Turn right (South)and run to Saul St. Turn left (East) 
and run to the Gate. Once through, you'll be on the grating and meet the 
Things that Swing from the Underside of the Grating, (hence known as TSUGs) 
they are pretty much harmless if you keep moving. The grating is out in a few 
places, so hang toward the center of the alley. Once through the 2nd Gate, 
pick up the MP near the trailer and the SG SHELLS near the car.
We're heading straight to the South end of Lindsey St. to pick up the 
"WRENCH". So, Run to Neely St., turn left, run to Sanders St. (1st right turn 
on Neely) Pass the alley on the left and turn left on Lindsey. Stay on the 
west side sidewalk of Lindsey. A perspective change will happen when you get 
to the house with the "WRENCH"

Continue North on Lindsey St. to Katz St. Take a left turn and run to the West 
end of Katz. Enter the door on the right side of the wall.
Back on Munson St. Turn North on Munson, run all the way to Nathan Ave. Bear 
left on Nathan, cross the street and enter "ROSEWATER PARK". 1st right and 1st 
left entering the Park puts you right near the statue Move to the back of the 
statue and "X" through the CSs. Pick up the "OLD BRONZE KEY" (Historical 
Society Museum). Exit the Park opposite your entry to Nathan St. There are SG 
SHELLS and an HD on the right as you exit the Park. 

(You know have more than enough SG AMMO to complete the game)

Turn right (West) onto Nathan and run James's buttocks off to the HS Museum. 



Once there, enter the building and run straight through to the 2nd room. Turn 
right at the door and enter same. Locate the hole in the wall and enter. This 
is a long boring run to the next door; it takes (50 seconds) to get to the 
door. Enter the door, swing around the pole and desk for the MP. 

(You're likely going to need them here I'm still getting hammered by uglies, 
although more so now while writing this, so I pick them up as I go.)  

Exit this room for the next and pass through the bars. While running, turn 
left then right to the next door. Drop down the hole, "X" the CSs, arm with 
the "PIPE", hold the look button and slowly turn left till you see the (3) 
white brick pattern. About waste high, 2 white brick side by side with a dark 
brick between them. One more white brick sits above and slightly off center of 
the left side brick, sort of like such (:.) Approach and smack the crap out of 
the wall with the "PIPE"."OH Moe LOOK! A door! Re-arm with the SG and enter. 
James nearly lands on his mush when he hits the flooded floor. Turn right, run 
an "S" pattern to the small ramp leading to the 2 doors, take the 1st door on 
the right in the short hall. Enter the next door on the right, (BUG/SPIRAL-
WRITING KEY ROOM). Pick up the key, turn and approach the door lock. Switch 
batteries and press action as you come out of inventory to avoid much damage 
from the killer bugs. The pass code device appears; the pass code appears to 
change with each game, so there isn't a one code fits all. 

(One small consolation here is that there are only 3 numbers, this limits the 
code to no more than 6 possible sets as long as no one number is played more 
than once. Otherwise, this would bring the count up to 18 possible solutions.)

Exit the room turn right and stop at the doorway to the grate room access the 
"SPIRAL KEY", "X" the CS and drop down to the next level. 



In this room there are 2 HDs and the "GLUTTONOUS PIG" tablet, takes them all, 
and exit this room. Turn left and enter the 2nd door on your right (SHOWER 
STALLS) once inside, turn left run to the end of the stalls and enter the last 
stall for the "SEDUCTRESS" tablet. Exit the showers, Turn left, run to and 
enter the 1st door on your left. CELL BLOCK #1. Run down the length of the 
cell block to the next to last CELL which is open. Enter it and take the "WAX 
DOLL". Leave this cell, turn right and exit CELL BLOCK #1. 
Turn left and enter the first door on your left, turn left again, shoot the 
DST, grab the "RIFLE ROUNDS" and retreat out of this room. Turn left, run to 
and enter the last door on your left. CELL BLOCK #2 run to the 4th CELL from 
the West end of the block, (the cell gate is closed) and get the "OPPRESSOR" 
tablet. Arm with the "PIPE" and exit the cell, (using the pipe to assist). Now 
you have all the tablets, you need to complete the (HANGING ROOM). Arm with 
the PIPE and exit the CELL. Turn left and exit CELL BLOCK #2. Turn right and 
run to the first door on your left to the HANGING ROOM. Once there, place the 
tablets at the base of the scaffold, hear the scream and leave the room. Pick 
up the "HORSE SHOE" on your way out. Turn right, run to, enter and pass 
through the CELL BLOCK #2. Turn right, enter first door on left, (MEETING 
ROOM) get the MP, exit, and enter next door on left. Pass through the room. 
Turn left, enter first door on left and get the "LIGHTER", Exit. Turn left and 
enter last door on right (before the barred gate) shoot the DST and get the MP 
and HD. Enter the Armory door pick up the RIFLE, SG and Rifle rounds before 
Pass through the Gate when back in the hallway. Approach the Trap Door and 
access Inventory. Combine the Horse shoe, Wax Doll and Lighter to access the 
Trap Door. When done, drop down.
Turn around after "Xing" out the CS and exit this room. 


(I can't believe there are still flesh covered cadavers here.) 

Pass through to the next hole and drop down. Exit this room for the next hole 
and drop down. Enter the elevator and pick up the Rifle rounds and MP only.



(It takes 1:20:00 to ride the elevator to the bottom)

Exit the elevator. There will be a wired door in front of you, you will run, 
1st left and then take the 2nd right leading you to a hole. Take this hole and 
run to the opposite end of the tunnel you drop down into. When you climb out, 
you'll be in the "BLOCK HEAD ROOM" Enter the room and face the entry door with 
the block head between you. The block head is done in 3 moves. 

(Note, to date, I have seen two different solves to the puzzle. Both solves, 
deal with the YELLOW EYED HEAD facing you when completed. The difference is 
the position of the head.
A. Is with the yellow eyed head facing you and upside down. 
B. Is with the yellow eyed head facing you, but on it's side, with the top of 
head pointing to the right.

A. D PAD, press diagonally down/left two times, then press left once. You will 
have the upside down yellow eyed head facing you.

B. D PAD, press diagonally down/left, then press left two times. You will have 
the sideways head pointing to the right. 

Choose which option and press. Turn to look, if there is no opening, it will 
be the other option.

The room is now set to run through, do so. "X" the Maria CS and return to the 
Block Head room for the "WIRE CUTTERS".
Return to the starting point and cut the wire away. Drop down into the next 
set of tunnels; take a left and then a right to the next ladder. Climb this 
ladder. Run, right then left and climb down. Left, left, hard left and climb. 
Left, right, hard left and climb down. Left, left, run to the end climb. Run 
straight to the ladder and climb down. Take the first left and climb. Exit 
through the door.

Arm with the Chainsaw and be at full health just in case you cluster this up. 
Run to the ANGELA/DOOR MONSTER ROOM, "X" out the CS and get ready for some of 
the Bizarre. 6 thrusts of the Chainsaw will smoke the DOOR MONSTER ... beast 
... thing ...thingy ... thing ... and no damage to boot. It didn't matter 
whether it was the Rifle or the SG; I always took big damage from that queer 
looking thing. (Hence known as DMs) 

The trick is to press and hold the "READY" and "ACTION" button as you "X" out 
the CS in the room. What happens is this. As soon as the CS frees James he 
starts the Chainsaw and thrusts it into the DM. The DM will fall to the floor. 
All along, continuing to hold the "READY" button. As soon as the DM begins to 
rise off the floor hit "ACTION" again and let the DM hit the floor as it 
rises, hit "ACTION" again. Repeat this 6 times and you're ready to leave. Exit 
the room, turn right and proceed to the next hallway.



The innocent is different in each mode.


You need to find out which one he is, before you pull the rope. There is a 
door to your right as you enter the next hallway, enter it. Look for the 
Innocent man and remember his position in the room. Exit the room, turn right 
then left to the door on the left at the end of the hall and enter. Pull the 
rope that represents the innocent man. Return to the room with the hanging men 
and pick up the "KEY OF THE PERSECUTED". Exit the room, run back to the other 
end of the hall   
And exit the hall. Stop at the Gate and use the key to unlock it. 

Climb down the ladder and to the stairs. Enter the cell and "X" out the CS 
with the, yes you guessed it, "DEAD AGAIN" Maria. Run, turn left at the next 
tunnel and proceed to the next ladder. Climb up and take the MP. Continue on 
to the Graveyard. Move to and drop down through Yimmies Grave. 
Run Forest, run! 
(I know it's way old now, but I couldn't help myself) 
Run till you slam into the bloody door at the end of the corridor.

Hey mom and dad! Do you like think Becky and I could like go and see "EDDIE 
and the FREEZERS"? 
What ... What ... What is that some new damned PUNK BAND or something deviant 
like that?
No father of mine, HE'S like a physically, mentally and emotionally disgusting 
psychotic murderous example of humanity!
OH ... well then ... that's different, sure, do you have ticket money and film 
for the camera?


13. "EDDIE and the FREEZERS"
    Freezer #1

Before you pass through the bloody freezer door, switch to the PIPE, and don't 
try to smoke anything in it, it's rusty and you don't know where it's been. 
Heal if you're still having trouble with Eddie and prepare for a SKULLING.

(Note Eddie can be kept at Pipes length with the "PIPE". The rhythm set up by 
the game allows Eddie to get hammered with the loser only getting off one 

Be at full health to absorb the shot and enter the room. 
(Press and hold the READY & ACTION buttons)
"X" the CS. James will automatically swing as soon as you're free from the CS. 
Clocking Eddie on the skull bone. Eddie runs right into every whack. After 8 
or so whacks, Eddie's thick as a brick skull, takes a vacation and leaves. 
Switch back to the SG, make sure it's loaded, and check your health and move 
on to the next Freezer. 


Freezer #2

Enter the room and "X" the CS. Hold the LOOK shoulder trigger and run right up 
to Eddie and begin hammering him to the floor. Odds are he'll get off a punch 
for every shot or two and possibly a pistol round. It takes 6 SG rounds to 
deflate slow Eddie and bring him down for good in (NORMAL MODE) I think he was 
a tad LOGY from all the Pizza he scarfed at the Bowling Alley. Surely it 
should be less with the Rifle. He doesn't run around as much in (NORMAL MODE) 
as he does in (HARD MODE) 
This is one of the times when having the controller Vibration set to on is a 
good thing. If you cluster this event up and get too low on health, the 
controller gets to throbbing in your hand. 

(Heh, heh, heh, heh, heh, he said throbbing) 
This gives James a last minute opportunity to access Inventory to heal.

So, Eddie will eventually stick to the floor in the Freezer instead of hanging 
round with the rest of the old freezer burned meat. Leave this place for the 


14. DOCK

Run to the boat dock; jump in and "X" the CS. Turn the boat right till you see 
the light and row. In just over a minute, you'll end up at the dock of the 



Run up the dock and climb the series of stairs to the upper grassed area. Turn 
left and run over to the Bird Fountain to get the "LITTLE MERMAID MUSIC BOX" 
Turn and run up the last series of exterior steps and enter the Lakeview 
Motel. Run to the hallway intersection, turn right and enter the only door on 
Pick up the "FISH KEY" off the table and exit the room, "X" the LAURA CS

Turn left, run past the first of two DMs and take the stairwell to the 2nd fl. 
Turn right, enter the "CLOAK ROOM", take the MP, move to the other side of the 
room and use the "FISH KEY" on the valise. Take the "KEY TO (rm 204). Exit the 
Cloak rm. to the hallway. Switch to the Chainsaw, turn left, enter the 
customer room's hallway and smoke the 2 DMs. 

(2 swipes per DM or 1 swipe and a squish per DM. If you don't do one of the 
two, they'll be waiting for you when you exit rm 202) 

Enter (rm 204), take the "EMPLOYEE ELEVATOR KEY" pass through to (rm 202) and 

Return to the LOBBY'S 2nd fl Balcony and pass through to the other side of the 
Motel. Enter the 1st room on the left with the key. Enter the elevator, get 
the alarm, push a button to get the one passenger message and leave the lift. 
Make sure you are healthy before you access the cabinet and dump all the 
goodies in it.
When done, enter the elevator and press 1st fl. Once out of the lift, turn 
right and run down the short hallway to the door with the red light above it 
and fetch the "SNOW WHITE MUSIC BOX". Run back toward the elevator and pass 
it. Take the 1st door on your left "OFFICE" access the safe and get the "VCR 
TAPE" and "CAN OPENER". Exit the Office and enter the BLUE DOOR across from 
the OFFICE DOOR. Exit the stairwell turn left and take the first left to the 
"BOILER ROOM" door at the end of the alley. Get the "BAR KEY". Exit the Boiler 
rm., 1st left then right, enter door at end of hallway. 
Enter the "KITCHEN", get the 3 HDs, open the can of bulbs and exit the Kitchen 
to the Bar, "VENUS TEARS". Install the bulb in the lamp near the exit door and 
enter the Basement. Turn right, enter the elevator and pick up the can of 
"THINNER". Exit to the 1st fl., via the stairs.

Enter the LOBBY and return to the 2nd fl OFFICE. Retrieve all your stuff from 
the Locker. Return to the 2nd fl Customer room hall and (rm 202). Use the 
thinner to get the pass code and open the brief case for the "CINDERELLA MUSIC 

Return to the 1st fl. LOBBY and install the Music boxes. In this order, 


Take the "STAIRWELL KEY". 
Run into the LOBBY'S RECEPTIONIST OFFICE and retrieve the (RM 312 KEY). Make 
your way up to the 3rd fl via the LOBBY stairs and the 3rd fl Stairwell. 
Unlock the Gate and enter (rm 312). Use the VCR and "X" the CS. Leave 312 and 
return to the 2nd fl. Turn right and enter the West end Customer rooms 
Hallway. Enter room 202, exit into the East end Customer room's hallway. Run 
the length of the Hallway and exit at it's end. Enter the 2nd fl. elevator to 
the Basement. Enter the "VENUS TEARS" bar, pick up the 5 HDs if you're low or 
still take damage from the WBHs. Enter the Kitchen, exit to the outside, left 
straight to stairwell door. ANGELLA/FLAMING STAIRS "X" it out and leave. Climb 
the stairs to the next door and enter. Turn right, run, 1st right, left, and 
right to the door, enter. 
Run the length of the hallway to the end, keep moving, the TSUGs might damage 
you. Enter the door, stop, arm with and load the rifle. Be at full health. 
Enter the rusty double doors. 


16. 2 WBH

These guys are not very fast; however, they are certainly faster than in 
NORMAL MODE. They cut the room down to their advantage. They have an extremely 
long reach with the Pointy Pikes and they'll also swat you with it on 
occasion. These pointy sticks do big time damage. On (HARD MODE), the most 
hits you can take are 4 and you're toast. So, be at full health, have your 
rifle loaded and ready. Keep your Inventory set on HD, not Rifle rounds. You 
can up click to reload and give yourself some breathing room. Keep track of 
expended rounds; don't forget to reload after each discharge set.

The technique is the same for both modes, but, as mentioned above, you don't 
get as many shots off in HARD before you're forced to run.

Visualize the room as a clock face. If the entry point from the SAVE Rm. to 
the LOBBY is 6:00 then between the 2 double doors is 12:00, with 3:00 and 9:00 
in their respective positions. The corners would run out as 1:00, 5:00, 7:00 
and 11:00. 
I do all my shooting from 5:00 and 11:00. 
I do all my reloading near 1:00 and 7:00.

When released from the CS, I run in the direction I'm facing, (6:00) and I 
prefer running counter clockwise. I stay close to the walls and cut the 

2 rounds for sure, often 3, rarely 4 then move. 55 rounds and up to smoke them 
both. I've been able to get them out of the way with 4 HDs. I believe it can 
be done with less, but it takes too long as it is now. 
Surprisingly, it pays to let the cut off WBH walking to your right to get in 
close before you head out. I get stabbed more often when he has mucho lungingo 
roomo. Let yourself get in the RED and throbbing before you heal.

Shoot 4 rounds and move. I stick a fork in them with between 19 and 24 rounds. 
I think it depends on misses. Even though the game gives you the PLINK sound 
from a hit, the WBH doesn't always respond to the sound made, they may be 

So, let's get some circulation back into them nubbin hands for the task at 
ahead. Crack demz knuckles, shake doze hands, get the blood back into the 
digits. SAVE, LOAD and HEAL!

Enter the LOBBY, "X" the CS. 
Let's dance! 

On the first Fire Station, you might get off 1 round and still get stabbed, 
run to escape, stop when clear, reload, continue on to next firing position. 
This can take a little time, but the rifle does the most damage.
Hold the "LOOK" button while running and when you stop to turn directly at 
them to shoot. For some reason, it gives you maybe 5 more steps to danger 
before the WBHs get into striking range. Without it, (NORMAL MODE) I only get 
off 2 shots and must move. I take a stab 30% or more of the time. With it I 
get 4 shots. (HARD MODE) I get 1 shot off without and 2 to 3 shots with it.

Once completed, remove the eggs from their inverted Wheel Barrow hats and 
place them in the slots in the 2 double doors. Exit the room and exit the 
Motel out the front door.

(Note) Exit the LOBBY from the door on the right. Once out of the LOBBY, look 
at the face impression on the door directly in front of James. I wonder who it 



I take more heat/damage from Mary/Maria than I do from the WBHs. She's on you 
like stink on ship!

Climb all the metal stairs to the top where Maria/Mary ... whoever is waiting. 
It's dressed like Mary, it's in bed like Mary, but it becomes a demon thingy 
that floats around in a metal framework like the Ceiling Things in the 
Hospital, only this devil muffin has a black tail thing that shoots out, 
smacks James about the head and shoulders and grabs James around the neck to 
suffocate him. OH, it is Mary, HMMMM ... Wait a minute? ... NAH! 
Anyway, she's also got her Black Ninja Killer Flutterbys with her and they 
harass the heck out of our boy, not to mention taking a bit of health every 
time they flutter about his head. You better thrash about while they're there, 
or they'll hang around even longer taking more health with them. I've got many 
health aides, but that's no guaranty for success. I'm going to empty the Rifle 
first then switch to the SG.
"X" the CS and book for a stroll around the top floor, to get a feel for the 
depressing atmosphere. Keep moving to keep the BNKFs away. When they vanish, 
try and be near the bed, she doesn't seem to attack James as much there as in 
the rest of the room. Pump as many rounds into her as you can before the BNKFs 
fly out her butt again and harass you. Swat them off and be ready to empty the 
rest of you Rifle ammo into that demon fairy floating around in the air. 
Each time you manually load the SG, check your health and medicate as needed. 
This time it took 9 Rifle rounds and 12 SG rounds to pull her fairy wings off.

(NORMAL MODE) 6 SG rounds and she's ready for dipping into the fondue pot.


4. FIN

I ended this run with many more SG rounds than I needed to complete the game. 
I figure I can wean off maybe 4 or 5 more boxes and still stay in the comfort 
zone. I could easily get by the entire game with 4 boxes of pistol rounds; I 
still get fooled into picking up pistol rounds when the SGs are set next to 
them. I only use the pistol on the WBH at the end of Blue Creek Apartments. 
I'm still a bit shaky on the HDs when it comes to the "Bitches in Heals" at 
the Hospital; I rarely make it by one without getting whacked. I'm sure I can 
break the habit eventually, but it means shooting more and that's time wasted

The street denizens in SH2 are less of a threat than the SH1 uglies were. The 
SH1 flying things, the humpers on the street and the crawlers in the sewer 
were much more of a threat and they, for the most part were easy to avoid. The 
FLeMs, DSTs and BIHs are a joke, unless you're in the Hospital. I love those 
crawling DSTs and the noise they make when one shoots out from under a car.



I don't know how often this mode will come up, since I got it, I figure I 
should write it down for the lost souls that happen to trip over EXTRA on the 
puzzle end of the difficulty mode. 
I've checked the NET in the few places I visit for anyone else with this bit 
of data. I'm surprised that there aren't more guides on this game after a 
whole year on the market for the PS/2. I haven't found anyone mentioning the 
extra mode yet, let alone pointing out the way enigmatic clues that they refer 
to. So, I'm going to stick it in here to be the first.

1. Three Coins: Access to the roll top desk 
Like coins in the hazy ether tossed, our souls must by their sinful weight, 
descend to earth with lightness lost/
To "right" the sins that they hath laid, When thrice in falling they intone, 
then happiness shall be thy own/
The first note be not by the Horned one wrung, though it be there that all 
sins be sprung/
The bringer of life and the bringer of shame, the sins of the latter be ever 
more tame/
Though coming in the aged one's wake, the formless one's soul in fear doth 
The needless one, silent, with hungers all sated, Is least then in sin with 
his lusts all abated/
For the gravest of sinners his place be appointed, and if he be lucky may his 
soul be anointed/

2. Hangman puzzle: Pull the rope Monty

We may visit death upon the head of the sinner, but to what avail/
In the name of retribution, we took part in a bitter comedy this day/
You hanging as you do, by your neck unforgiven and cursed by all/
Five of them committed crimes, six went out for a drink and were captured 
Only one of them was innocent, but they knew not that/
The blood stains remaining are proof of their guilt, trodden upon and thus 
created, they are the paths to the hell or the void/
The white bandages stained crimson, the remains of the scorched black earth, 
the cries of the maiden, they are a meaningless contract/
They are also signs of guilt/
But one of them was done without reason, it was done out of fear and ripe 
Spinning alone at the end of a rope it's nothing less than a disgrace to us 

3. Music Box puzzle: Play it again Sam

Left: Twas shameful greed did stain her shoe with blood
Middle: Even so, I still wanted to believe she was happy
Right: Beauty - Both a blessing and a curse thou be


Commentary 4/4/03




1 at the Docks, 1 before the twin WBHs at the end of the game

DEFEATED: by shooting 6
DEFEATED: by fighting 4

I completed this game with only 10 kills. I'm still a bit confused about that, 
I don't rightly know whether the 2 WBHs at the end are included, or the one 
shot at but walks away WBH in the Blue Creek Apartments. 
I'm guessing Eddie and the End game Mary/Maria thing should be included. I 
suppose I'll have to have the kids keep track for me next time I play.

I'm not sure what this relates to.

BOAT: time 1:04.83, speed 3.50 m/s. 

This boat data must be graded for the point system to be mentioned, I guess.

ITEMS: 102 (+1) 

My lowest count to date. I would like to see this below 100. I'm going to work 
on it. The fewer things picked up, the less time wasted. I think the +1 is the 

TIME: 1:15:02

I know for a fact that this can be lowered by another 2 minutes. I still have 
some indecision; I got turned around coming out of the elevator for a few 
steps. I got bogged down trying to run around a couple of DSTs in the 
Catacombs instead of shooting them outright. Some time must be wasted in the 
act of saving. 
Hitting marks and items on the first try will also improve time. 
I would like to see a 1:14:00 with no saves before I U/L this file to the FAQ 
As far as I can tell, I expend 11 minutes more taking out the bosses in Hard 
Mode than in Normal Mode. 

All in all, I like SH2; I like the fact that it has the mini game played as 
Maria, kind of looks a bit like Cybil to me with a Bridget Fonda lower lip. 
Best of all, I think she's a pole dancer at the Heaven's Night. MMMMMM!!! Poll 
Dancer!! (Homer Simpson throat gurgle noise)

An aa'oot'a dahinii'na