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REFERENCE

What To Carry

Silent Hill 2 gives you enough to survive and not one item more than that, and it never tells you how much is left to come. The right instinct is not to hoard everything — it is to know what each thing is actually for.

Healing

🥤 Health Drink
The common one. Small, plentiful enough to use, and the thing you should be spending rather than saving.
💊 First Aid Kit
The real heal. Worth carrying into a boss room rather than burning in a corridor.
💉 Ampoule
Rare, and it brings James back from very little. If you are counting them instead of using them, you are playing for the wrong ending — see the endings guide.

The thing nobody tells you about healing

How much damage James walks around with is one of the values the game watches for the ending. Playing hurt for long stretches pushes towards In Water; healing when you are hurt pushes towards Leave. Neither is announced, and neither is wrong — just know that the bag is not only a resource.

Ammunition

  • Handgun rounds are the currency. They are the most common and the easiest to waste on something you could have walked past.
  • Shotgun shells and rifle rounds are for bosses and for rooms with one exit. Carrying them past a fight you did not need to have is the correct outcome.
  • Search rooms you have cleared. The game hides supplies in the ordinary furniture of ordinary flats, which is exactly where you stop looking once the monsters are dead.

Keys, notes and the map

  • Notes stay in the inventory once read. Nothing is lost by reading a clue twice, and most of the puzzles expect you to.
  • The map marks its own dead ends. If a door is not crossed out, you have not opened it — trust the paper over your memory.
  • Save points are generous. The game is stingy with everything else and it will not punish you for saving often.
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