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REFERENCE

What Walks The Town

There are not many enemy types in Silent Hill 2, and that is deliberate — you are meant to learn them rather than be surprised by them. Every one of them is a shape from James's own life, which is why the town has no dragons and a great many nurses.

The ones you will fight most

🧥 Lying Figure
Bound in its own skin, and it spits when it gets close. The first thing you meet and the one that teaches the lesson: hit it down, then stomp it, because it gets back up if you walk away.
🦵 Mannequin
Two pairs of legs and no way to read which end is front. It waits without moving and starts when you are past it, so it punishes running through rooms you have not swept.
💉 Bubble Head Nurse
Brookhaven's own. They swing hard, they come in groups, and they notice light and noise — the torch is a choice, not a default.
🕸️ Mandarin
Hangs from grating over the prison and Labyrinth and drops when you cross underneath. Look up before you walk out onto a walkway.
🪳 Creeper
Small, fast and barely a threat. Not worth a bullet, ever — this is what boots are for.

How to spend a fight

  • Most encounters are optional. The corridors are wide enough to run, and running costs nothing but nerve.
  • A downed enemy is not a dead one. The stomp is free and it is the difference between one fight and two.
  • Firearms are for bosses and for rooms with a closed door. The steel pipe handles the town.
  • Groups are the real danger, not individuals. Back into a doorway so only one of them can reach you.

The torch and the radio

Both are trade-offs, not upgrades. The torch lets you see and lets you be seen; the radio warns you and does not tell you from where. Turning either off is a legitimate way to play, and on the harder combat setting it is sometimes the better one.
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