Silent Hill 2 Remake: Complete Walkthrough for Blue Creek Apartments – How to Beat the Apartment Nightmare

In Silent Hill 2 Remake, the Blue Creek Apartments mark your first deep dive into the twisted “Otherworld” – a darker, more broken version of the foggy town. This rundown building is full of creepy enemies, hidden items, and brain-teasing puzzles. You’ll need to stay alert, save your bullets, and explore carefully to make it through. This guide walks you through every step, from entering the apartments to escaping, including all key items, puzzles, and collectibles. Aim to stock up on about 40 handgun bullets before leaving, and always heal up before tough fights.

Quick Tips Before Starting:

  • Use your wooden plank for close fights to save ammo. Switch to the handgun for tougher enemies like Lying Figures.
  • Check every corner for health drinks and ammo – they’re hidden in drawers, on tables, and behind breakable walls.
  • Save at every bench you see. The apartments have a few, like in Room 212.
  • If you’re on higher difficulty, puzzles might change slightly, but this guide uses standard settings.

Entering Blue Creek Apartments (From Wood Side)

After Pyramid Head drags you through the chained door in Wood Side Apartments, you’ll wake up in Room 208 of Blue Creek. The air feels heavier here, and the walls drip with rust and grime. Enemies like Mannequins (those stiff, grabbing dolls) and Lying Figures (crawling horrors) lurk in the shadows.

  • Wake Up and Explore Room 208: Nothing much here – just a quick look around. Exit through the door at the end.
  • Hallway Items: Turn right immediately. Grab 2 boxes of Handgun Ammo from the armchair by the wall. Turn around and head down the hall.
  • Grab the Map: On the bulletin board ahead, pick up the Blue Creek Apartments Map (covers 1F, 2F, and 3F). This will help you track your path.
  • Break the Wall: Continue to the end of the hall. All doors are locked, but spot the cracked wall leaking black goo. Smash it with your wooden plank to enter Room 206.
    • Inside: Fight 2 Mannequins. Collect 2 boxes of Handgun Ammo and a Health Drink from the shelves.
    • Exit through the blue door.
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Now you’re in the main hallway on 2F. Push on the door to Room 202 – it’s locked, but you’ll get a note hinting at an “M” shape on the door. That’s your first puzzle clue.

First Floor Exploration and the Moth Puzzle (Room 202)

Head down the stairs to 1F. The lobby is a mess of debris and flickering lights. Expect a Lying Figure to crawl out – bash it quickly.

  • Lobby Sweep: Check the reception desk for a Health Drink. Go through the double doors to the east hallway.
  • Room 101 (Eddie Encounter): If you haven’t met Eddie yet (from Wood Side), enter here first. You’ll hear arguing – peek through the door to trigger a cutscene. This unlocks Room 109 later if needed. Grab Handgun Ammo inside.
  • Stairwell to Courtyard: From the lobby, go through the door marked “S” (this is a point of no return for Wood Side – double-check your inventory first). Cross the foggy courtyard to the other building.
  • Back to Blue Creek 1F West: Enter the door, climb stairs to 2F, and break another weak wall to access more rooms.
  • Finding the Apartment 202 Key: Head to the first-floor rooms near the stairwell (as hinted by a note on Room 209’s door).
    • Room 109: If locked, backtrack to Eddie in Room 101 first. Inside: Fight a Lying Figure, grab the Apartment 202 Key from the table.

Unlock Room 202 (Moth Puzzle):

    • Return to 2F and use the key on Room 202.
    • Inside: Moths flutter around a safe. The door has an “M” shape – that’s your clue.
    • Solution: Open the safe by entering the code based on the “M” (Standard difficulty: 9-2-1). Collect the Courtyard Gate Key and a Strange Photo (collectible: shows a creepy family moment).
    • Fight 2 Lying Figures that burst in. Search for Handgun Ammo in the bedroom drawer.

Collectible Alert: In Room 202, check the memo on the table for a “Glimpse of the Past” (unlocks backstory lore).

Second Floor: Clock Puzzle Setup (Room 212)

With the Courtyard Key, head back to the courtyard gate (1F east side) and unlock it. This loops you to the west side of Blue Creek.

  • 3F Access: Climb to 3F via the blue stairwell (follow the glowing “EXIT” sign).
    Room 305 and 306:
  • Break the window to enter Room 305. Grab the Apartment 306 Key and Handgun Ammo from the kitchen.
    Turn the valve to unlock the door, enter Room 306: Pick up a Health Drink and more Handgun Ammo.
  • Room 307 Radio: In the hall, enter Room 307. A hanging radio signals an enemy ambush – 3 Mannequins. Grab the Radio (upgrades your equipment for better alerts).
  • Room 312: Fight through Lying Figures. Collect a Memo (hint for clock puzzle) and Health Drink.
  • Back to 2F Room 212: Use stairs to drop to 2F. Enter Room 212 (save point here – rest up!).
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Collectible Alert: Room 212 has a Strange Photo on the nightstand (shows a distorted apartment scene).

Solving the Clock Puzzle (Room 212)

The grandfather clock in Room 212 needs three hands to open a secret compartment. You’ll hunt for them one by one. This puzzle changes slightly on Hard mode, but here’s Standard:

Getting the Hour Hand

  • Clue: A memo in Room 209 (near stairwell) says the key is “near the stairwell on the first floor.”
  • Go to 1F, Room 201: Unlock with a found key (or break wall). Inside: Solve a simple safe (code: 4-5-9). Grab the Hour Hand.
  • Return to Room 212: Place the Hour Hand on the clock and set it to 9 (clue from a painting in the hall).

Getting the Minute Hand

  • With the clock at 9, Room 210 unlocks.
  • Enter Room 210: Smash the kitchen wall to access the bathroom. Fight a Lying Figure, grab the Minute Hand from the sink.
  • Back to Room 212: Place the Minute Hand and set it to 2 (matches the hour for 9:02, from a ground-floor picture).

Getting the Second Hand

  • Clock now shows 9:02 – Room 214 unlocks.
  • Enter Room 214: Crawl under debris to a hidden area. Battle 2 Mannequins. The Second Hand is on a shelf behind a bloody curtain.
  • Final Placement: Set Second Hand to 6 (clue: upside-down clock in Room 215). The clock face opens!
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Reward: Inside the clock – Key of Resilience (unlocks the final door) and a Health Drink.

Collectible Alert: During hand hunts, grab “Glimpses of the Past” memos in Rooms 210 and 214 (reveal James’s memories).

Third Floor Cleanup and Enemies

While hunting hands, explore 3F fully:

  • Room 303: Crawl through a hole in the wall (from 2F). Grab Handgun Ammo and fight Lying Figures.
  • Room 308: Optional – Contains a Strange Photo (collectible: eerie child drawing).
  • Stock up: Scattered ammo in hallways, plus a Health Drink in Room 311.

Watch for ambushes – the tight halls make Lying Figures deadly. Use the radio’s beeps to dodge grabs.

Escaping Blue Creek: The Pyramid Head Chase

  • Head to 1F Lobby: With the Key of Resilience, go downstairs to the “S” door in the lobby.
  • Point of No Return: Save at the nearby bench. Heal to full health – the boss is coming.
  • The Chase: Unlock the door. A siren wails, and Pyramid Head appears! He can’t be fought yet – run!
    • Sprint down the hall, dodging his massive swings. Hide behind corners if needed.
    • He smashes through walls, creating shortcuts. Follow the path to the parking lot.
  • End of Nightmare: Pyramid Head leaves after a short pursuit, opening the exit to the foggy streets.

Boss Tip: No real fight here – just survive the scare. If you get hit, quick-heal and keep moving.

All Collectibles in Blue Creek Apartments

  • Strange Photos: 3 total (Rooms 202, 212, 308) – Unlock “Memo Collector” progress.
  • Glimpses of the Past: 4 memos (Rooms 202, 210, 214, 312) – Deepens the story.
  • Memos: Scattered notes for puzzles (e.g., Room 209 hint).
  • Map Fragments: All on the main map pickup.

Final Notes

Blue Creek teaches you to break walls, solve combo puzzles, and manage fear in tight spaces. You’ve escaped the apartments, but Silent Hill’s fog hides more horrors ahead – like Rosewater Park. Stock up on ammo (aim for 40+ bullets) and head west. If you’re stuck on a puzzle variant, check your difficulty settings. Sweet dreams… or not. Good luck, James!

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