Silent Hill 2 - Enemies
Silent Hill 2's monsters are manifestations rather than wildlife: each one reads as a distorted body built from James's guilt, and the game explains almost none of them directly. The roster is small and reused across areas, with the Otherworld versions of the same creature behaving more aggressively...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 11 entries
· updated 2026-09-15
| Name | Type | Description | Faction | Abilities | Source |
|---|---|---|---|---|---|
| Lying Figure | Common Enemy | The first enemy James meets: a twitching, sack-like body that drags itself along the ground and sprays a choking fluid when it gets close. | Manifestations | Crawling lunge attack Vomit spray that staggers James Appears in large groups | Streets, apartments and hospital |
| Bubble Head Nurse | Common Enemy | A nurse-shaped figure with a swollen, featureless head and a pipe or knife, found throughout Brookhaven Hospital. | Manifestations | Melee swings with pipe or blade Fast closing rush once alerted Groups in hospital corridors | Brookhaven Hospital and Otherworld wards |
| Mannequin | Common Enemy | A pair of legless lower bodies fused together that stands motionless until James looks away, then moves. | Manifestations | Moves only when unobserved Fast kick and body-slam attack Ambushes from side rooms | Apartments, hospital and hotel |
| Closer | Common Enemy | A hunched, heavy humanoid with a blade-like arm that blocks passages and absorbs punishment. | Manifestations | Heavy arm swing High durability Blocks narrow passages | Prison and late-game areas |
| Mandarin | Environmental Enemy | A twisted torso that hangs beneath the walkways and grates, reaching up through the floor to drag at James's legs. | Manifestations | Attacks through floors and grates Grabs and damages from below Cannot be killed in most encounters | Prison walkways and underfloor areas |
| Flesh Lips | Boss | A suspended, fleshy creature with two long arms that hangs from a frame in the hospital and attacks by swinging and lunging. | Manifestations | Long-range arm sweeps Lunging grab Suspended movement around the arena | Brookhaven Hospital Otherworld |
| Abstract Daddy | Boss | A pair of figures fused into a bed-like mass that crawls after James in the hotel, encountered in the sequence tied to Angela's story. | Manifestations | Charging crawl Area-sweeping strikes Persistent pursuit in a closed arena | Lakeview Hotel, Angela's sequence |
| Pyramid Head (Encounter) | Pursuer | The executioner appears as an enemy in scripted chases and in the hospital stairwell, where it cannot be killed and the only option is to run, hide or reach the exit. | Manifestations | Great Knife sweeps Immune to damage in early encounters Relentless pursuit | Apartments, hospital and scripted chases |
| The Final Confrontation | Boss / Story Encounter | The last fight of the game takes place at the hotel and resolves the story rather than testing reflexes: what James faces there, and what he chooses to do, is what decides which ending plays. | Manifestations | Ending-determining encounter Short, scripted fight structure | Lakeview Hotel, endgame |
| Eddie Dombrowski (Boss Fight) | Boss | Eddie turns on James in the prison's cold-storage and kitchen area once his delusions settle on him, and the fight is a gun duel rather than a monster encounter. | Humans | Revolver shots from behind cover Repositions around the kitchen counters Taunts that telegraph his next move | Toluca Prison, after the hospital |
| Mary Shepherd-Sunderland (Final Boss) | Boss | The last fight of the game names what the earlier encounters only implied: James faces Mary, or the thing wearing her, in the Otherworld hotel. | Manifestations | Bed-bound area attacks Scripted phases tied to the ending flags Short, story-resolving encounter | Lakeview Hotel, Room 312 and the final Otherworld |
No matching entries
Try a different search term.