Silent Hill 2 Remake: Otherworld South Vale Silent Hill 2 Remake guide, walkthrough
Otherworld South Vale is the seventh area in Silent Hill 2 Remake. The wide streets of the town are now dark and full of impeding chasms. On this page of the guide we described how to get through the city streets, reach Rosewater Park and the historical society.
Last update: 24 October 2024
Otherworld South Vale is the seventh area in Silent Hill 2 Remake, which you will get to after leaving Otherworld Hospital. You will take some rest from puzzles and coded doors, instead traversing wide streets and looking for passages around the wholes in the roads. On this guide page we have described how to get through the city streets, reach Rosewater Park and the Historical Society.
- How to traverse the streets of South Vale?
- How to get to the phone?
- How to reach Rosewater Park?
- How to get to the historical society?
- How to get through the historical society?
How to traverse the streets of South Vale?
After exiting Brookhaven Hospital, follow Laura down the street on the right, passing a large car. Go through the door in the barricade blocking the street.
Break down the wall in the open garage on the other side and save the game in the room beyond the gap. After leaving, you will see Laura. Move the cart against the wall and place it under the closed gate, then climb on it and continue on.
Enter the restaurant and go through it to the back door, getting rid of enemies along the way. It is worth using the shotgun here, because the isn't big and there are a few enemies.
Cross the parking lot behind the restaurant and walk to the end of Rendell Street. Follow Laura into the tunnel leading to eastern South Vale.
Inside the tunnel, you will encounter a new enemy type - it sits under the floor, under the grates, and attacks if you are above it. These enemies are not worth bothering with. The paths they appear on are usually wide, making it easy to avoid them. Be careful when walking on the grates and look out for enemies below the ground so you can get past them. On the other side, enter the open camper, where you will find a note. It will direct you to a payphone.
How to get to the phone?
To get past the gap in the street you'll need to go through the building directly north of the Saul Street Apartments. Enter through the small window and destroy the wall on the other side of the building. Squeeze through the gap and exit onto the street on the other side of the chasm, to Neely Street.
Enter Neely's Bar and go through the open door. Go to the same square where you found the key to the Wood Side Apartments at the very beginning of the game. When you come across a chasm, turn towards the wall of the nearby building and go inside through the open window. After passing the building you will see a telephone standing on the sidewalk. Approach it to get a wrench and find out your next destination - Rosewater Park.
How to reach Rosewater Park?
The road ahead is very straight. Follow the street north until you come to another barricade with a door. On the way, you can visit open buildings where you will find some resources. Behind the barricade you will find a tunnel that you can open with the wrench. Go to the other side of the tunnel, again avoiding enemies under the grates.
The tunnel will lead you straight to Rosewater Park. You won't encounter any enemies here, so go to the west of the park where you'll meet Angela. After the cut-scene, take the key to the historical society from under the monument and leave the park through the gate right next to it.
How to get to the historical society?
The way to the historical society is also very simple. Upon exiting the park, turn right down Nathan Avenue. Along the way, you can also visit Pete's Bowl-O-Rama bowling alley for some supplies.
Historical society is at the end of the street. Open the main entrance with the key and go inside.
How to get through the historical society?
Inside the historical society you can look at the paintings hanging on the walls and then go down through the tunnel in the back wall of the building. The tunnel is very long, and it takes a full minute to sprint to the end. Don't be discouraged and keep moving.
In the corridors at the end of the tunnel, take out the only enemy that stands in your way and follow the corridors until you reach a huge, square hole in the floor. You have to jump into it.
You will find yourself in a dark, enclosed space. There are a few cracked walls here - destroy them to reveal a crevice behind one of them. Squeeze through it and make your way through the sewers, watching out for the enemies crawling underwater. Go through the metal door to the room lit with red light. Pick up the key from the floor.
As soon as you pick up the key, the room will close and the interior will be filled with insects, including three Creepers. The room is very dark, so noticing them might be difficult. Look out for golden insects or try to hit them blindly. After dealing with the enemies, quickly approach the door with an electronic lock. You need to enter a three-digit code. As you can see, all the keys are dirty and bloodstained except for 2, 3 and 9 - these are the numbers that make up the code. Try different combinations. In our case, the correct code was 932. After opening the door, leave the room.
Use the key to open the nearby grate in the floor. You must jump down again through the newly opened hole. You will end up in the next main area in the game - the Toluca prison canteen.