Creeper Room1

The trap room full of Creepers.

This article is a guide for a Silent Hill 2 puzzle.

The Creeper Trap Puzzle is encountered during James Sunderland's journey beneath the Silent Hill Historical Society. As soon as James picks up a key from the floor, his flashlight battery dies and he is unable to open the door. After replacing his flashlight battery with the dry cell battery found earlier, James will find the room covered with Creepers and the door locked with a keypad mechanism.

By doing nothing, a Creeper will periodically run out and bite James, slowly draining his health. On Normal difficulty, this is the only time in the whole game where Creepers can become genuinely dangerous; James can kill some, but they respawn indefinitely.



Note how 2, 6 and 7 are lit. The code must be 267, 276, 627, 672, 726 or 762.

In order to escape from the room of Creepers, James must enter the correct 3-number code that unlocks the door. The keypad is numbered from 1 to 9, and the correct code is made up of three numbers. There is no clue to solving the puzzle, aside from the keypad itself. If looked at closely, two or three of the keys will be lit up, indicating that they are still operable. The code to unlocking the door is made up of the lit keys, however the code must always be composed of three numbers. If two of the keys are lit, one of the numbers will be used twice.

  • ex.: If only 2 and 3 are lit, the code can be 223, 232, 233, 322, 332 or 323.
  • ex.: If 4, 5 and 6 are lit, the code can be 456, 465, 546, 564, 645 or 654.

The answer is random for each game and there is no foolproof method to inputting the exact answer; it is simply a matter of guess and check.

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