____  _  _      _____  _    _  _______  _    _  _  _      _         __
/ ___|| || |    |  ___|| \  | ||__   __|| |  | || || |    | |       /  |
| |__  | || |    | |___ |  \ | |   | |   | |  | || || |    | |      /   |
\__ \ | || |    |  ___||   \| |   | |   | |__| || || |    | |     / /| |
   \ || || |    | |    | |\   |   | |   |  __  || || |    | |    / /_| |_
___/ || || |___ | |___ | | \  |   | |   | |  | || || |___ | |___ |___   _|
|____/ |_||_____||_____||_|  \_|   |_|   |_|  |_||_||_____||_____|    |_|
          _____  _    _  ____     ____    ____    ____   _    _
         |_   _|| |  | ||  __|   |  _ \  / __ \  / __ \ | \  / |
           | |  | |__| || |__    | |_) || |  | || |  | ||  \/  |
           | |  |  __  ||  __|   |    / | |  | || |  | ||      |
           | |  | |  | || |__    | |\ \ | |__| || |__| || |\/| |
           |_|  |_|  |_||____|   |_| \_\ \____/  \____/ |_|  |_|


   ==---------------------------------------------------------------==
   ||                                                               ||
   ||            S I L E N T  H I L L  4  T H E  R O O M            ||
   ||                 F A Q / W A L K T H R O U G H                 ||
   ||    -------------------------------------------------------    ||
   ||    © Copyright 2004-2020 by Andrew Haffenden aka Conquerer    ||
   ||                                                               ||
   ||   Silent Hill 4 The Room is a trademark of Konami Computer    ||
   ||   Entertainment Tokyo, Inc. © 1999 2004 Konami Computer       ||
   ||   Entertainment Tokyo. All rights reserved.                   ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||                    Silent Hill 4: The Room                    ||
   ||                                                               ||
   ||                     Developer: KCET (Team Silent)             ||
   ||                     Publisher: Konami                         ||
   ||            Original Platforms: PlayStation 2/Xbox/PC          ||
   ||                         Genre: Adventure                      ||
   ||                        Origin: Japan                          ||
   ||             Number of Players: 1                              ||
   ||          Initial Release Date: September 7, 2004              ||
   ||                   ESRB Rating: "M" for Mature                 ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||                   S P O I L E R S  N O T E                    ||
   ||                                                               ||
   ||   The walkthrough and majority of this FAQ is free of major   ||
   ||   spoilers, only touching on minor aspects as they pertain    ||
   ||   to gameplay. Specific sections like the victim files may    ||
   ||   contain certain spoilers. Read those sections at your own   ||
   ||   risk.                                                       ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||            W A N T  T O  R A T E  T H I S  F A Q ?            ||
   ||                                                               ||
   ||   If you feel that this FAQ has helped you in any way and     ||
   ||   you wish to thank me, feel free to do so by appropriately   ||
   ||   rating it wherever possible. Thank you.                     ||
   ||                                                               ||
   ==---------------------------------------------------------------==


        Some parts of this FAQ may be considered violent or cruel.

                                     _________________________________
                                    /                                 \
                                   /  silent hill 4   T H E   R O O M  \
_________   ___   _    ________  _ / ______________  _  _ _____ _________\

TABLE OF CONTENTS.................................................[SH4_00]
_____   __  _ _____   _ _ _____     _ _ _____ _ ______ _ _____   _  _ ____

1.   INTRODUCTION.................................................[SH4_01]
2.   UPDATES......................................................[SH4_02]
3.   FREQUENTLY ASKED QUESTIONS...................................[SH4_03]
4.   PROLOGUE.....................................................[SH4_04]
5.   CHARACTERS...................................................[SH4_05]
6.   ENEMIES......................................................[SH4_06]
7.   WEAPONS AND SUPPLIES.........................................[SH4_07]
8.   PLAYING THE GAME.............................................[SH4_08]
            01 // Menus...................................[ptg_01]
            02 // Game Basics.............................[ptg_02]
            03 // Combat Strategies.......................[ptg_03]
            04 // Room 302................................[ptg_04]
            05 // Items and Inventory.....................[ptg_05]
            06 // Health System...........................[ptg_06]
9.   CONTROLS.....................................................[SH4_09]
10.  DIFFICULTY SETTINGS..........................................[SH4_10]
11.  WALKTHROUGH..................................................[SH4_11]
            01 // Room 302................................[wlk_01]
            02 // Subway World............................[wlk_02]
            03 // Forest World............................[wlk_03]
            04 // Water Prison World......................[wlk_04]
            05 // Building World..........................[wlk_05]
            06 // Apartment World.........................[wlk_06]
            07 // Hospital World..........................[wlk_07]
            08 // Subway World 2nd Time...................[wlk_08]
            09 // Forest World 2nd Time...................[wlk_09]
            10 // Water Prison World 2nd Time.............[wlk_10]
            11 // Building World 2nd Time.................[wlk_11]
            12 // Room 302 of the Past....................[wlk_12]
            13 // Outside Room 302........................[wlk_13]
          PUZZLES:
               i. Blood-Inscribed Spade...................[puz_01]
              ii. Rusted Bloody Key.......................[puz_02]
             iii. Revolving Prison Cells..................[puz_03]
              iv. Bar Southfield Keypad...................[puz_04]
               v. Wheelchair Doll Parts...................[puz_05]
              vi. Reminisces..............................[puz_06]
             vii. Bar Southfield Keypad New Code..........[puz_07]
            viii. Removing Room 105's Chains..............[puz_08]
          GHOST VICTIMS (MINI-BOSSES):
               i. Victim 16 (Subway)......................[gho_01]
              ii. Victim 17 (Forest)......................[gho_02]
             iii. Victim 18 (Water Prison)................[gho_03]
              iv. Victim 19 (Building)....................[gho_04]
          BOSS FIGHTS:
               i. The One Truth (Giant Wall Men)..........[bos_01]
              ii. The Final Sacraments (Man with the Coat)[bos_02]
12.  SPEED WALKTHROUGH............................................[SH4_12]
13.  ENDINGS......................................................[SH4_13]
14.  UNLOCKABLES AND SECRETS......................................[SH4_14]
15.  10-STAR RANKING GUIDE........................................[SH4_15]
            01 // Ranking Overview........................[tsr_01]
            02 // Requirements............................[tsr_02]
            03 // Difficulty..............................[tsr_03]
            04 // Play Time...............................[tsr_04]
            05 // Saves...................................[tsr_05]
            06 // Continues...............................[tsr_06]
            07 // Defeating Enemies.......................[tsr_07]
            08 // Memo Items Found........................[tsr_08]
            09 // Ending..................................[tsr_09]
            10 // Walkthrough.............................[tsr_10]
            11 // Strategies..............................[tsr_11]
            12 // Puzzle Solutions........................[tsr_12]
            13 // Special Weapon Modes....................[tsr_13]
16.  HAUNTINGS....................................................[SH4_16]
17.  ITEM LIST....................................................[SH4_17]
18.  PORTAL LOCATIONS.............................................[SH4_18]
19.  MEMOS........................................................[SH4_19]
            01 // Locations...............................[mem_01]
            02 // Content.................................[mem_02]
20.  VICTIM FILES.................................................[SH4_20]
21.  SONG LYRICS..................................................[SH4_21]
22.  COOL AND SCARY THINGS........................................[SH4_22]
23.  CREDITS......................................................[SH4_23]
____ _  ______      _ _______ ____ ______    _  ______   _  ____ _________

[SEARCH]: Press CTRL/CMD + F to bring up the search menu. Copy the code
from the Table of Contents above for the section you would like to visit.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

1.                       I N T R O D U C T I O N                  [SH4_01]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


Welcome to my Silent Hill 4: The Room FAQ/Walkthrough. Konami and Team
Silent have really mixed up the formula this time for a new yet still
familiar experience. Although it's become a somewhat divisive game
compared to the previous, more traditional entries given its new approach
with a very different take on horror and atmosphere, it takes a brilliant
concept to fruition while exploring new territory with some bold
decisions.

As for this document, it contains just about everything you'll need to
know about Silent Hill 4 on your journey and any subsequent runs
thereafter to complete any and all accomplishments. A lot of effort and
care has gone into creating but also maintaining it years later and I hope
this translates to the end player and reader.

Ultimately my philosophy for FAQ-writing is to be as detailed and
thorough as possible to prevent any confusion and frustration for the
player, because I know what it's like to read a vague guide that glosses
over something you're struggling to understand or find. Every decision in
this FAQ has been made to provide the reader with all the information that
may help them in each situation.

That includes a heavy rewrite and re-edit of the entire document in 2020
to refresh it so it could become as user-friendly as possible. I've gone
all in with subheadings and section codes to help players find exactly
what they need more easily. It's something I've had on my mind for a long
time for all my guides and I'm very happy to finally make these
adjustments, so I hope it gives everyone an easier time. That's what it's
all about at the end of the day.

Consider giving the full document a browse and you'll find a lot of
content. Beyond the main walkthrough there's a speed walkthrough for
quick reference or those who wish for minimal instructions, an endings
section with all the pertinent details and requirements, an unlockables
and secrets section for all bonus content and some easter eggs, and a full
roster of memos including the location of every memo item.

Plus you'll find a bonus section of interesting trivia or "cool and scary
things" to find in the game, victim files from the game's original
release, and the lyrics to each song on the soundtrack, as well as a full
10-star ranking guide to achieve a perfect score in the ranking screen,
which is more achievable than ever this time.

Consider using the Table of Contents and section codes above to navigate
this document which has grown immense in size. Beyond that, I hope this
document satisfies your every need if not more.


Cheers.


 -  Conquerer


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

2.                            U P D A T E S                       [SH4_02]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


[02/28/2020] - 688 KB [FINAL]
So many years later I've returned to refresh and spruce up this guide to
make it more user and navigation-friendly, rewriting the walkthrough and
doing the same for the entire document, or at least heavily editing every
section including some restructuring. The cool and scary things section
has finally been filled in and I've turned the small ranking section into
a full 10-star ranking guide as perhaps the biggest addition. I've made a
few other quality of life changes here and there, especially with a lot
more section codes for easy navigation. Also learned a few new things and
reported them in the guide, such as the Holy Candle trick really not
working after doing extensive testing, and Holy Candles actually being
extremely effective on Ghosts. Final version.


[03/16/2006] - 506 KB
Finished the Victim Files section. Also made minor updates in the Memos
section.


[03/11/2006] - 489 KB
Major update. Completed the following sections: Endings, Ranking,
Hauntings, Item List, Extras, Portal Locations, Memos, Song Lyrics. Edited
the full Walkthrough section and made other updates throughout the FAQ.
Only three minor sections remain to be completed.


[02/07/2006] - 365 KB
First version. Work has been in progress for over a year but only picked
up more recently. The walkthrough and some other key sections are done,
but there's still a bunch of work to do and some full sections to fill.
The document has yet to be edited and is surely filled with typos for now,
but I'll get to it eventually.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

3.          F R E Q U E N T L Y  A S K E D  Q U E S T I O N S     [SH4_03]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


GENERAL FREQUENTLY ASKED QUESTIONS:


Q: Does this game use a first person perspective?
A: Only when inside Room 302, which serves as the game's main hub and
  amounts to about 10% of the overall gameplay. Otherwise it's
  traditional third person like the other games.


Q: I've heard that this game is a disappointment. Is that true?
A: Honestly, I don't think so. It's very different from SH1-3 and perhaps
  its execution is fairly flawed in some ways such as weaker characters,
  scripting, Henry lacking personality, and overall less of a focus on
  horror. But its concept is phenomenal and it's fascinating to witness
  different events play out in your apartment, while in the outside world
  it still very much feels like a Silent Hill game. Consider it a remix
  of traditional Silent Hill while trying some bold new ideas.


Q: Is this game the sequel to Silent Hill 2?
A: No, not at all. It does however involve a character that was introduced
  in written form in Silent Hill 2 and there are other subtle references
  to that game, but there is no plot connection and this is entirely its
  own story.


Q: Is it true that this began as another game instead of Silent Hill?
A: It was intended to be a spinoff title in the Silent Hill universe,
  revolving around the Room 302 concept, before it was turned into a
  fully-fledged main title. It's true that it didn't start as a
  traditional Silent Hill game, but it was never intended to be
  something completely independent and wouldn't have come to be without
  Silent Hill. So it's not like "Silent Hill" was just slapped on like
  some people incorrectly believe.


Q: Is inventory space limited in this game? How many items can you hold?
A: You can hold up to 10 items at once. There is a chest in Henry's
  apartment for storing items that has unlimited capacity. You'll be
  using it regularly.


Q: Is there less of a focus on firearms in this game?
A: Yes, for sure. There's only a Pistol and a Revolver, plus an unlockable
  SMG only your escort companion can use. There's a fair amount of ammo
  pickups for the Pistol but still fewer than each of the past games,
  and each clip takes a full inventory spot. This makes it less ideal
  than ever before to rely on firearms, instead making them more of a
  backup plan in tougher situations. What this game does do is overwhelm
  you with different melee weapons that are quite fun to use and offer
  unique advantages, especially with different charge up attacks.


Q: What's the best weapon in the game?
A: Without a doubt it's the Rusty Axe. It has a moderately-powerful
  regular attack with good speed, but its charge up attack is what makes
  it special, offering high power and the longest range of any melee
  weapon as Henry takes a few steps forward each time. It is incredibly
  useful and will help you out a lot.


Q: About how long does this game take to complete the first time?
A: About 9 hours, but anywhere ranging from 7-12 your first time. It's the
  longest Silent Hill game up to this point and a bit more of a marathon.
  It took me just shy of 8h30m my first time.


Q: How many endings are there?
A: Four different endings, all achievable on your first attempt. No bonus
  or joke endings this time sadly.


Q: Is this game part of the Silent Hill HD Collection?
A: No, but that's honestly probably for the better since those remasters
  are absolute disasters and at least this game was saved from the same
  fate. Read below for a great way to play this game in HD.


Q: What is the definitive way to play this game today?
A: Without a doubt that would be the PC version played with a widescreen
  and HD mod, increasing the resolution up to 1080p or 4K. It's truly
  amazing how good this game still looks today when played with modern
  resolutions, and it certainly breathes new life into the game in my
  opinion, replacing the PS2 version as the go to. That said, there are
  a number of hauntings (mostly the rarer ones) that don't appear in this
  version which is the only drawback, but it otherwise runs very well and
  feels fantastic. If it's not an option for you then the original PS2
  and Xbox versions are very polished, and are the only other options to
  play it as of 2020.


SPECIFIC LOCATIONAL OR GENERAL GAMEPLAY QUESTIONS:


Q: I'm stuck in an endless loop in the Forest... It keeps resetting me to
  the previous door every time. What do I do?
A: Read the Rusted Bloody Key's inscription, which explains why this is
  happening. You need to use the portal at the southeast to reach Room
  302 and dump the Rusted Bloody Key. Then return to Wish House and
  reclaim the key from the chest using the portal there.


Q: I can't enter the code in the Water Prison basement cause it's too
  dark. What do I do?
A: You need to first open the sluice gate on the roof, then you must
  align the cells from the inner surveillance room so the bloody bed
  cells with holes sit in the 1 o'clock position on each floor. This way
  the light from above will reach the area and you'll be able to see.


Q: How am I supposed to find out the bar keypad code that uses the store's
  phone number in the Building World?
A: Return to Room 302 and look out your window to see the billboard.


Q: Where is Eileen's room key located in the Apartment World?
A: You must first find the Torn Red Paper in room 102's fridge, place it
  under 302's exterior front door and read it from inside. It will
  explain the location of the key, which will now be inside your bedroom.
  It only appears after reading the memo.


Q: The hole in my washroom is filled up now. What do I do now?
A: You must create another hole somewhere else. Find the Succubus Talisman
  at your front door and use it on the demon face on the laundry room
  wall. Now find all four placards in your chest and insert them into the
  correct spots.


Q: How do I escape the Hospital World?
A: First you need to find Eileen. You also need to call the elevator up to
  2F to clear the shaft on 1F. Return to 302 by guiding Eileen to the
  washroom portal, then find the Small Key at your front door and use it
  to escape from the elevator shaft on the first floor.


Q: How do I clean the Filthy Coin during Subway World 2nd time?
A: Use Room 302's kitchen faucet.


Q: Is there any way to make the Torch's flame last longer during the
  Forest World 2nd time?
A: Yes. Dip it in the oil container inside Room 302's laundry room. It
  will now burn for 3 minutes instead of 30 seconds.


Q: Which room is the one with "black things" that has the sword in the
  Water Prison 2nd time?
A: It's the 7 o'clock cell on 2F. Check the bed to find the Sword of
  Obedience under it. It is not specifically needed but you will need one
  of these swords for this world.


Q: How do I remove the chains to room 105's door during Outside Room 302?
A: You must find and examine all six hanging statues in the 1F east wing.
  There's two in the hall itself and one in each unit there. Once each
  one disappears, it'll take a chain with it.


Q: I can't save Eileen in the final fight. What do I need to do?
A: If your execution is good and you still can't do it, she's probably in
  too poor of a state for you to do anything about it. Instead you'll
  have to take better care of her during the game. Read more details in
  the Endings section, specifically regarding Eileen.


Q: Does the Holy Candle trick on Eileen actually work for the final boss?
A: For a long time I used to think it did, and many others seem to feel
  that way as well. But more recently I've done extensive testing on both
  PS2 (NA and PAL versions) and PC and found it to make no difference
  whatsoever. It'll clear up Eileen's status but she'll always revert to
  her previous status by the time the fight starts and won't be any
  slower. I think people are just killing Walter more efficiently and
  getting Eileen to the final room while taking less damage, and thus are
  fooled into thinking it's the candle. I wish it worked because it'd be
  a nice trick, but it just doesn't.


Q: Can you unlock bullet adjust in this game?
A: No, there is no option this time since firearms take a back seat.


Q: How do I unlock Eileen and Cynthia's extra costumes?
A: They both take quite some time and multiple completions. For Eileen's
  you must first finish the game with the Escape or Mother ending, then
  in your next A Brand-new Fear run you will find the Nurse's Uniform in
  Eileen's room 303 during Outside Room 302. You must complete the game
  with this item in your inventory and again achieve the Escape or Mother
  ending. Then in your next run you can choose Normal or Nurse for
  Eileen's costume when you start. For Cynthia's costume, you must
  achieve all four endings and it is then tied to Eileen's costume.
  Selecting Nurse will also equip Cynthia with her special costume, while
  Normal will revert both to their originals.


Q: What is the Eileen glitch?
A: It's a trick that allows you to skip an entire puzzle and a lot of
  extra hassle during the Building World 2nd time, shaving a good chunk
  of time off your quest. Find more details in the Unlockables and
  Secrets section.


Q: I heard there's a third Silver Bullet that can be found. Is this true?
A: Yes. After finding the Keys of Liberation after Room 302 of the Past,
  a third Silver Bullet appears on the bed of Eileen's hospital room.
  Yes... all the way back there. To get there involves 20+ minutes of
  backtracking and you must bring Eileen. Note that you need to return to
  Room 302 of the Past and backtrack that way and must not use the Keys
  of Liberation first, otherwise Eileen will switch over to Outside Room
  302 and you won't be able to go back without her. Honestly, it's really
  not worth the trip so late in the game so I'd say just take my word
  that it's there (I've confirmed it). It's a long and boring trek, but I
  can't stop you if you must see for yourself.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

4.                           P R O L O G U E                      [SH4_04]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


Two years ago, Henry Townshend moved into Room 302 of South Ashfield
Heights, an apartment building in a neighbouring town of Silent Hill
called Ashfield.

Henry lived a normal life in Ashfield until five days ago when he began
having a recurring nightmare each night. Since then, his front door became
chained shut, the windows won't budge, the phone and TV won't work, and no
one can hear him when he screams for help. He cannot leave Room 302.

Despite being unable to escape, Henry can still see outside his apartment
from his front door peephole and windows, and soon discovers a hole to spy
on his neighbour Eileen Galvin.

On the sixth day, Henry discovers a large hole in his washroom big enough
to fit him. Uncertain where its leads, it is his only chance to escape.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

5.                         C H A R A C T E R S                    [SH4_05]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


___ _ ____ _ __

Henry Townshend
___ _ ____ _ __

Age: 28

Not much is known about our hero Henry, but it's clear he's on the quieter
side and seems to keep to himself. Henry has short-medium brown hair and
green eyes. He lives in Room 302 of South Ashfield Heights and it's
unclear if he has an occupation or job. Henry used to enjoy visiting
Silent Hill when he was younger and is an avid fan of photography, even
having his photos posted around his apartment. Perhaps it can be
partially understood given his situation, but Henry often appears confused
with only the thought of "What...the...hell...?"


_ ___  _ __ _

Eileen Galvin
_ ___  _ __ _

Age: Mid 20s

The girl next door, Eileen is Henry's neighbour in Room 303 of South
Ashfield Heights. She has brown medium-long hair and green eyes. Although
Eileen is Henry's neighbour of two years, he hasn't had much interaction
with her beyond passing her in the hallway. Not much seems to be happening
in Eileen's life and she spends most of her time looking bored in her
apartment, watching TV, cleaning or napping. It is not until the second
half of his journey that Henry will get to know more about her.


___  _ ____  _ _

Frank Sunderland
___  _ ____  _ _

Age: 60s

Frank is the superintendent of South Ashfield Heights. He is an old man
with white hair and blue eyes and is known to talk or mumble to himself at
times. In his years as the super, Frank has seen a lot of strange things
around his apartment building, including in Room 302 years ago. Not much
else is known about Frank, but Henry remembers hearing from him that his
son and daughter-in-law went to Silent Hill and haven't been seen since.
Put one and two together with his last name and you may have an idea of
what that means.


_ ___ _ _ ___  __

Cynthia Velasquez
_ ___ _ _ ___  __

Age: 29

Cynthia is an attractive woman who's not afraid to show off her curves by
dressing provocatively and always willing to have some flirtatious fun.
Cynthia is hispanic with a subtle accent and has long brown hair and hazel
eyes. Henry first notices her out his apartment window before meeting her
lost in the Subway. Believing to be having a dream, she offers Henry a
"special favour" if he can guide her to the exit. Might as well have a
little fun if it's just a dream, right?


___   ___ _

Jasper Gein
___   ___ _

Age: Early 30s

Jasper is a bit of a mentally unstable man that Henry meets in the Forest.
H-he-he seems t-to h-have t-trouble speaking c-c-clearly as he has a
speech impediment but also shares some odd thoughts. Jasper is familiar
with Silent Hill and enjoys visiting the town. Oddly he gets thirsty
whenever he visits cool places including Silent Hill and has a preference
for chocolate. Jasper is evidently obsessed with occult activity, and
particularly something about Wish House and the large stones in the woods
have caught his attention and lured him to Silent Hill.


___ _ ____  __

Andrew DeSalvo
___ _ ____  __

Age: Early 50s

Andrew DeSalvo is an older man that Henry meets locked in a cell in the
Water Prison. This is perhaps ironic since he used to work at the prison
and Wish House monitoring the kids. He keeps mentioning that somebody
named Walter is going to kill him, but perhaps it is not unwarranted as
it's revealed he mistreated the kids he watched over.


__ ___ _    ___ _

Richard Braintree
__ ___ _    ___ _

Age: Mid 40s

An extremely unfriendly man who lives in Room 207 of South Ashfield
Heights. Richard is almost always angry by default and is known for his
bad temper, often scolding other residents of his apartment building. In
the past, Richard has been involved in a few mishaps and has been known to
teach a few lessons.


___ _ _  _ __

Little Walter
___ _ _  _ __

Age: Unknown

Henry confronts this mysterious little boy several times on his journey.
Although his identity is unclear, he resembles a little boy who was always
hanging around Room 302 of South Ashfield Heights in the past. When asked,
he reveals that he doesn't have a name but everybody calls him Walter.


___ _ ____  _____

Man with the Coat
___ _ ____  _____

Age: Unknown

This peculiar man is encountered several times throughout Henry's journey,
although his identity is unknown. He has long blonde hair and wears a blue
trench coat. From what we do know, Frank Sunderland once noticed him
inside Room 302 moving a few things around, and the man claims he met
Eileen many years ago when she gave him a doll. Who this man is and why
he's interested in Room 302 are perhaps the biggest questions regarding
Henry's journey.


___  _ _  ____ _

Joseph Schreiber
___  _ _  ____ _

Age: Unknown

This character is never truly present during Henry's adventure, but he was
the previous occupant of Room 302 of South Ashfield Heights before Henry
moved in. Joseph is a journalist known for his investigation of Wish House
and 4S, the Silent Hill Smile Support Society, but his fate and
whereabouts are unknown, having not been seen since he became locked in
his apartment for days... Sounds familiar. On his own journey, Henry
continues to find Joseph's red diaries slipped under 302's front door that
provide helpful hints and knowledge on getting to the bottom of what's
happening. Perhaps Joseph aims to help Henry achieve what he could not
himself.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

6.                            E N E M I E S                       [SH4_06]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


Silent Hill 4 takes a different approach by mixing traditional enemies,
that can be killed by ordinary methods, with new enemies that will
constantly hound you and can never be killed, although there are other
methods of dealing with them. They're divided into two different sections
below.


___________ _ ______    _____________ _ ___ _______   _ _________ _ __ ___

01 // r e g u l a r  e n e m i e s
___________ _ ______    _____________ _ ___ _______   _ _________ _ __ ___


__ _   ____

Sniffer Dog
__ _   ____

Appearance:
A mutated dog with patchy fur, several bites and open wounds on its body,
and a long tongue about a foot in length. Males have more of a consistent
yellow tone and visible ears, while females are more reddish, have purple
tongues, more exposed wounds and are missing their ears. All Sniffers
make sounds closer to large felines.

Location(s):
Subway World, Forest World, Building World, Apartment World, Subway World
2nd time, Forest World 2nd time, Building World 2nd time.

Attacks:
Mostly commonly they will lunge at you from medium or long distances,
briefly stunning Henry. They may also grab Henry in a biting hold,
inflicting more damage.

Suggested Weapon(s):
Pistol, Rusty Axe, Aluminum Bat, Golf Clubs, Steel Pipe.

Strategy:
Sniffers are highly capable creatures and will easily irritate with their
lightning quick lunges from long distances. Normally it's wise to run in
a zigzag pattern to avoid them, but there may be a better method.
Surprisingly, walking rather than running (on the perimeter if possible)
seems to prevent them from engaging you at all. Give it a try and you'll
see what I mean. It even works fairly well in tighter hallways and rooms,
but perhaps they still may engage here and there. Once they have engaged
though, get moving and zigzag, or use the Pistol or a melee weapon.

While attacking with melee, be aware that they will regularly step back
after being attacked, clearing out of your range. Try to counteract with
quick attacks before they can jump back or be prepared to run to their
new position following your attack. With your best melee weapon depending
on where you are in the game, the Steel Pipe, Aluminum Bat and Rusty Axe
are all suitable for handling them, along with any Golf Clubs. Always
finish them off with a stomp.


_  __ __

Wall Man
_  __ __

Appearance:
The form of a humanoid creature with claws, protruding from walls by the
torso. The colour and texture of their skin appears to match the walls
they hang from. First they appear directly on walls but later will appear
on large moving frames that slide up and down as they protrude from
stretched fleshy material.

Location(s):
Subway World, Water Prison World, Subway World 2nd time, Water Prison
World 2nd time, Outside Room 302.

Attacks:
Wall Men will swing with their claw hands, knocking Henry to the floor if
struck.

Suggested Weapon(s):
Rusty Axe, Pistol, Richard's Revolver, Steel Pipe.

Strategy:
These creatures can be supremely annoying to deal with in the several
forced encounters, especially during the Subway. To get past you can often
wait for them to retreat back inside the wall, but they can be
unpredictable and re-emerge in a hurry. Therefore whacking them with your
best melee weapon as you pass may be necessary for a safer passage.

While more difficult with the Steel Pipe, the Rusty Axe's charge up swing
handles them with ease. Otherwise, a single Pistol bullet will often be
enough to let you quickly slip past, or 6 to kill them on Normal.
Richard's Revolver will kill them with one shot. When killed, they will
hang lifelessly from the wall before retreating back inside for good.


___ __

Hummer
___ __

Appearance:
A furry bat-like creature with a narrow beak, small in size and black in
colour. Has wings and can fly freely.

Location(s):
Forest World, Water Prison World, Building World, Apartment World,
Hospital World, Forest World 2nd time, Water Prison World 2nd time,
Building World 2nd time.

Attacks:
Hummers will zoom towards Henry and bite him, either during a high-speed
flyby or while hovering around. Inflicts minimal damage but adds up in a
hurry when facing a swarm.

Suggested Weapon(s):
Bug Spray, Steel Pipe, Golf Clubs, Aluminum Bat, Rusty Axe.

Strategy:
These critters are not very threatening and can regularly be run past, but
they'll very often at least get a piece of you while doing so. They're
easy to bat down with a single hit from any melee weapon and finish with a
stomp, but can be a nuisance in a swarm. If you can escape quickly, go for
it, but otherwise you may want to bat them down to avoid taking more
damage.

Standard swings from the Steel Pipe and Golf Clubs seem to be the best
method due to their range and form, but feel free to knock them out of the
park with a 360 swing for kicks. Bug Spray instantly knocks them down but
is slow to use repeatedly and is otherwise a useless weapon since it takes
up a slot when these enemies are easily killable otherwise.


__ _ ____ _

Twin Victim
__ _ ____ _

Appearance:
A large creature with two sleeping baby heads side by side as if conjoined
twins, draped with a dark overcoat. It has no actual feet but uses its
large arms and hands to walk and attack. Often found eerily pointing at
Henry. Mostly come in larger sizes but are also found in smaller form.
This creature is actually Victim 07 and 08, Billy and Miriam Locane,
molded into one since they were killed together.

Location(s):
Water Prison World, Forest World 2nd time, Water Prison World 2nd time,
Outside Room 302.

Attacks:
Most often the will swing their large arms at you, regularly spinning
around as they attack. They can also chase after and dive at Henry,
extending their range.

Suggested Weapon(s):
Rusty Axe, Spade, Aluminum Bat, Steel Pipe, Pistol.

Strategy:
These creatures are large and intimidating but fairly tame to deal with.
You'll often find them pointing at you for a short period, allowing you to
go in for a hit before they can attack. Watch out for their arm swings as
they spin around, then retaliate with your own special attack. Rusty Axe
works best, but others above can also do you well. In groups they're much
more lethal since they're quite mobile, so be prepared to use the Pistol
in these cases. They're also fairly easy to evade by running but be
cautious of their diving attack as they chase you.


___ ___ _

Toadstool
___ ___ _

Appearance:
A ball of white-ish fungi at the head of a brown stem protruding from the
ground, corpses or other surfaces. Only come in groups, often up to 10
together, and are passive enemies about Henry's height.

Location(s):
Water Prison World, Hospital World, Water Prison World 2nd time.

Attacks:
They are passive and will never attack you, but Henry will take damage if
he bumps into one (which will kill it in the process).

Suggested Weapon(s):
Steel Pipe, Aluminum Bat, Rusty Axe.

Strategy:
Simply run up to them and swing away with whatever melee weapon you're
holding. They're passive enemies that never attack, but they die in one
hit and you'll regularly need to clear them to advance through hallways.
You will also kill them just by bumping into them, but Henry will take a
bit of damage in the process and this should be avoided.


_ ___ __ _

Whitestool
_ ___ __ _

Appearance:
Another fungi form just like Toadstools. Whitestools are taller, green-ish
white in colour and lack thick heads like Toadstools but rather turn
somewhat curvy at the top like a snake. Only found in large groups,
sometimes found sprouting from roots to full size.

Location(s):
Water Prison World, Building World, Water Prison World 2nd time, Building
World 2nd time.

Attacks:
They have no attacks and will even die when bumped into, although inflict
damage in the process.

Suggested Weapon(s):
Steel Pipe, Aluminum Bat, Rusty Axe.

Strategy:
Whitestools are passive enemies just like Toadstools that do not attack
and die when swung at once or bumped into (the latter will hurt Henry).
Simply bat them with whatever melee weapon you're holding to get past.


__ _ _

Tremer
__ _ _

Appearance:
A small, slimy and juicy leech-like creature. Comes in two similar forms
known as Blue Tremer and Red Tremer. Both are about the same size but
Blue Tremers look segmented in the middle with one side smaller, while Red
Tremers are one solid form but carry the same shape of being smaller on
one side. They leave gooey trails when moving around and explode into
slimy remains when crushed.

Location(s):
Water Prison World, Building World, Apartment World, Water Prison World
2nd time, Building World 2nd time.

Attacks:
They simply explode when stepped on or bumped into, hurting Henry in the
process. Avoid or stomp them to prevent this.

Suggested Weapon(s):
Henry's foot (Steel Pipe or anything to knock off walls).

Strategy:
Blue and Red Tremers are fairly passive enemies but won't hesitate to
explode on Henry if he's in their immediate vicinity or runs over them.
You'll regularly find them on walls minding their own business, but
sometimes they'll fall down in your way or block the path and must be
killed. To do so, simply approach and stop them with Henry's foot. They
can also be knocked off walls with melee weapons so they can be stomped,
or sometimes even explode on walls.


__ _   _

Gum Head
__ _   _

Appearance:
An ape-like creature (making appropriate noises) with a deformed
human-like head but as if its skin were stretched over its face. Looks
like it has a second head slightly protruding from its chest. Comes in two
forms, Old Type and New Type. Old Types are generally grey or slightly
pinkish while New Types are a bit pale and their chest bumps are orange
and more pronounced. New Types are sometimes found carrying weapons like
pipes and golf clubs.

Location(s):
Building World, Subway World 2nd time, Forest World 2nd time, Building
World 2nd time.

Attacks:
Gum Heads will normally punch Henry if they're unarmed, or swing with
their pipes and golf clubs, inflicting even more damage.

Suggested Weapon(s):
Rusty Axe, Spade, Aluminum Bat, Steel Pipe, Pistol.

Strategy:
Gum Heads are fairly unique enemies that can move around a lot and even
jump down from higher platforms. They aren't very aggressive though so
it's easy to get a jump on them solo by rushing and attacking. Be careful
in groups, especially when they have weapons, and also be aware that New
Types can even steal and use your Golf Clubs and Steel Pipe against you,
or even steal Holy Candles -- kill them to reclaim them. The Rusty Axe,
Spade and Aluminum Bat all work well against them, while the Pistol will
help in groups.


_____ _

Patient
_____ _

Appearance:
A very tall humanoid creature resembling a hospital patient, with pale
grey flesh and wielding a hammer. Screams in pain when hit and lets out
burps as it slides down stairs.

Location(s):
Hospital World, Outside Room 302.

Attacks:
They swing their hammers back and forth in a continuous combo that may
land several times in a row. You may have to attack to stop them and
escape. If facing away from you, they will often perform a surprise spin
around attack that is hard to see coming.

Suggested Weapon(s):
Rusty Axe, Spade, Paper-Cutting Knife, Pistol.

Strategy:
These tall creatures are very threatening once they start unleashing near
constant attacks, but they're easy to handle if you get the drop on them.
Charge up your special attack as they approach and hit them hard. In
groups, consider enlisting Eileen's help with one of her weapons, and
again, always try to perform charge up attacks, especially with the Rusty
Axe, as you'll be invulnerable and potentially knock down two at a time.
The Paper-Cutting Knife found in the same location they start appearing
can also work well due to its lightning speed, but it'll take longer to
kill them with it.


_ ____

Bottom
_ ____

Appearance:
A large creature that walks on two sizeable arms and hands. Very similar
to the Twin Victim but lacks the overcoat, has two disfigured but
unspecific heads on top and also a head on its bottom, upside-down.

Location(s):
Outside Room 302.

Attacks:
Just like Twin Victims, Bottoms will swing their large arms, often
spinning around. They'll also chase and dive at Henry.

Suggested Weapon(s):
Rusty Axe, Spade, Pistol.

Strategy:
Bottoms should be treated just like their cousin Twin Victims, although
they're just a bit stronger. Rusty Axe and its charge up swing works best,
or any other powerful weapon like the Spade. Otherwise, the Pistol handles
them well if you have the ammo, or even Richard's Revolver with higher
efficiency but its ammo is scarce.


____ _  __________ _  _ ______   _ _  __________   ___ _ ______  _ _ ___ _

02 // u n k i l l a b l e  e n e m i e s
____ _  __________ _  _ ______   _ _  __________   ___ _ ______  _ _ ___ _


_  ______ _  ____

Ghosts (Old Type)
_  ____ _ __ ____

Appearance:
A dead human come back to life, often with pale skin, wounds and general
disarray. They float above the ground without using their legs. There are
six old type Ghosts all described below.

  VICTIM 01:
  Bald white male with dark clothing. Weakest and most common Ghost.

  VICTIM 04:
  Shirtless white male with denim overalls, fit body and balding. Carries
  a trowel as a weapon, making him the most dangerous of the Old Type
  Ghosts.

  VICTIM 10:
  White male with brown jacket and jeans. Found with a Sword of Obedience
  stabbed into him. Feel free to take it since he's not too threatening.

  VICTIM 12:
  White male wearing brown sports jacket with white arm stripes, yellow
  pants and a beanie hat.

  VICTIM 13:
  White female with a dark blouse, long skirt and hat.

  VICTIM 14
  Black male with a red shirt, black vest and light brown pants.

Location(s):
Found in almost every world, all listed below.

  VICTIM 01:
  Subway World, Apartment World, Forest World 2nd time, Outside Room 302.

  VICTIM 04:
  Forest World, Apartment World, Forest World 2nd time, Building World
  2nd time.

  VICTIM 10:
  Building World, Forest World 2nd time, Building World 2nd time.

  VICTIM 12:
  Building World, Building World 2nd time.

  VICTIM 13:
  Subway World, Apartment World, Subway World 2nd time.

  VICTIM 14
  Subway World, Subway World 2nd time, Forest World 2nd time.

Attacks:
All Ghosts will flash your screen red and inflict damage just by being
near them, although Saint Medallions will prevent this effect while
slowing them down. Otherwise they will grab a hold of you, punch, swing at
you if they have a weapon, or bite you.

Suggested Weapon(s):
Rusty Axe, Spade, Sword of Obedience, Pistol (Silver Bullet), Holy Candle.

Strategy:
Run. That's the only real strategy for Ghosts, since they cannot be killed
and inflict damage simply by being near you. Saint Medallions can be
equipped to suppress them and prevent this type of damage, while they'll
still attack you at a slower and more avoidable pace.

While you cannot kill them per se, you can put them out of commission by
downing and stabbing them with a Sword of Obedience, one of five
obtainable in the game. You will need to knock them down multiple times
(Rusty Axe, Spade, Pickaxe of Despair are best) before you can stab them
with these swords, but once stabbed they will remain pinned down in place,
removing them as a factory entirely.

Alternatively, Holy Candles can be placed near them, using their
anti-spirit power alone to down them for a while, allowing you to use a
Sword of Obedience or continue exploring in peace. Often just a few
seconds of one burning candle is enough to take care of these weaker Old
Type Ghosts.

Silver Bullets are also available to drop them in a single hit, but these
are much better used on the more powerful Ghosts later in the game. Old
Type Ghosts are much weaker and easier to down by normal means, but should
still be avoided. Find a list of each Old Type Ghost below, while we'll
cover the New Types individually lower down.


__  __ ___

Wheelchair
__  __ ___

Appearance:
An empty normal wheelchair with red lining. Moves on its own in no
particular pattern. The number of them seen in the game (six, but seen
twice) matches the number of Victims that do not appear in Ghost form.
Perhaps Wheelchairs can therefore be considered Ghosts as well, already
sharing certain characteristics.

Location(s):
Hospital World, Building World 2nd time.

Attacks:
Wheelchairs don't go out of their way to actually attack Henry but if they
bump into him he'll be thrown to the ground. They also flash your screen
red and inflict damage from being near them just like Ghosts.

Suggested Weapon(s):
Rusty Axe, Spade.

Strategy:
Once you get over the fact that empty wheelchairs are able to move by
themselves and even throw you to the ground, understand that Wheelchairs
are just like Ghosts and cannot be killed. They can be knocked offline
for a brief period if you damage them enough, but they'll come right back
to life and continue so it's not worth the hassle.

But even avoiding them can be tricky since they have no real patterns to
predict and don't even try to attack you, however they won't mind bowling
you over if in their way. Try to observe what they're doing and run around
them, while also cautious that they can stop and change directions in a
flash. If you must put them offline for a bit, try the Rusty Axe's charge
up swing. Once offline, feel free to have some fun by pushing them from
behind to wheel them away. Now they at least have someone else controlling
them, the bastards.


____ _ ___  _ ___

Man with the Coat
____ _ ___  _ ___

Appearance:
A man with long blonde hair wearing a blue trench coat, brown pants and
brown shoes. Often carries a pistol, steel pipe or chainsaw. Must have a
laughing disorder as he just cannot stop himself all the time. While he
doesn't share all Ghost characteristics, he is technically Victim 11/21.

Location(s):
Subway World 2nd time (Below Subway World), Forest World 2nd time, Water
Prison World 2nd time, Outside Room 302, Below Room 302.

Attacks:
Depends on what weapons he has but he'll regularly shoot you with a single
or dual pistols, swing with pipe or attack with a chainsaw. Always run to
escape all of these attacks, particularly in a zigzag when shot at.

Suggested Weapon(s):
Rusty Axe, Spade, Pickaxe of Despair, Richard's Revolver.

Strategy:
At least on your first run this man will make the second half of the game
a lot more frustrating in certain parts where he appears. Like Ghosts, he
cannot be killed and will follow you endlessly, although he can be
attacked and put offline for a couple minutes, at least within the same
area. If you wish to do so, turn to the Rusty Axe or Spade and their</pre><pre id="faqspan-2">
charge up attacks for best results, while the Pickaxe of Despair is also
very lethal. For firearms, the Pistol is too weak but Richard's Revolver
isn't too bad, although melee weapons are always more reliable.

Otherwise, just run past him to avoid his attacks, zigzagging to dodge his
bullets if possible. This is generally always recommended unless you
really want to check out a specific area more closely where he hangs
about, or just explore in peace for a few minutes.


___ _ ______ ____

Ghosts (New Type)
___ _  _____  ___

All of these Ghost Victims are stronger and more powerful than the Old
Types and are introduced in the second half of the game. Refer to the
appropriate sections in the walkthrough for more detailed strategies for
taking them down. Note that their names are not listed to avoid spoilers.
Read more info in the Victim Files if interested.


Victim 16
_ __ __ _

Appearance:
An attractive hispanic female with a red blouse, short dark skirt, and
long dark hair that can wrap around you. Has "16/21" carved into her
chest.

Location(s):
Subway World 2nd time, Building World 2nd time, Outside Room 302.

Attacks:
Inflicts light damage by being near you. She has no weapon so she will
punch and grab a hold of Henry. Her hair can also tangle you up, allowing
her to attack more easily.

Suggested Weapon(s):
Pistol (Silver Bullet), Sword of Obedience, Rusty Axe, Spade, Holy Candle.

Strategy:
The most dangerous thing about this Ghost is that she can tangle you in
her hair and hold you in place. While you cannot escape by running if
trapped, you can always break free by smacking or shooting her. So don't
get intimidated, just respond and escape. This Ghost can be quite a pain,
especially towards the end of the Subway where she can trap you inside a
narrow subway train.

This makes her a great candidate for one of the two main Silver Bullets,
and certainly a Sword of Obedience. She is also the weakest to Holy
Candles of the New Type Ghosts. Just one if placed near her can take her
down and allow for a stabbing on its own. It will also generally
neutralize her tangling hair when she's around it.

Otherwise, turn to the Rusty Axe or Spade to beat her down with regular
and charge up attacks, although you'll notice she'll squirm away low on
the floor like a snake. Don't let her get away and just keep pounding her
until she stays down and can be stabbed.


Victim 17
_____  __

Appearance:
Hard to see precise details because this Ghost is quite literally on fire.
Before his body became all burnt and charred he was a white male wearing
dark clothing, and he holds a candlestick as a weapon. Has "17/21" carved
across his chest.

Location(s):
Forest World 2nd time, Building World 2nd time.

Attacks:
Unlike other Ghosts, this Victim can take huge chunks out of your health
by being near you for brief periods due to his fire (in addition to
smaller chunks as usual). He will also smack you with his metallic
candlestick and inflict a good bit of damage.

Suggested Weapon(s):
Pistol (Silver Bullet), Sword of Obedience, Rusty Axe, Spade.

Strategy:
This Victim's special ability is a dangerous area of effect attack that
will eat chunks of your health away rather than small bits when close
enough for brief periods. He also holds a weapon that extends his range,
so don't hang around him for long and ensure you've got a Saint Medallion
for protection. Due to the open nature of the Forest World he's simply not
as much of a threat as Victim 16 with her tangling hair in tight spaces.
He does appear again in the Building World but can be avoided there as
well. Therefore simply ignoring him may be the best strategy on most runs.

If you do feel compelled to take him out, a Silver Bullet is the quickest
way but he's probably the least ideal candidate for one given how rare
they are and how he isn't much of a bother. Instead, beat him down with
the Rusty Axe or Spade, and use the Saint Medallion found in the same
area he appears in. Keep on beating him with charge up attacks as Eileen
potentially joins in and his flames will die out as he drops and can be
stabbed.

Victim 17 is perhaps the most resistant to Holy Candles. They will repel
him somewhat but less so than any other Ghost and he'll still continue to
attack rather aggressively. Even two candles together don't seem to bring
him down, so don't rely on this method.


Victim 18
_ __ __ _

Appearance:
Fat and bloated white bald male, shirtless with blue pants. Sings
indistinct songs as he floats around. Has "18/21" carved into his belly.

Location(s):
Water Prison World 2nd time, Outside Room 302.

Attacks:
Inflicts light damage by being near you. In addition to standard grab
attacks, Victim 18 can perform a lethal barrel roll as he lunges towards
you.

Suggested Weapon(s):
Pistol (Silver Bullet), Sword of Obedience, Rusty Axe, Spade, Holy Candle.

Strategy:
What makes Victim 18 unique is that you will have to pin him with a Sword
of Obedience to acquire his key and advance, making him the only forced
Ghost encounter in the game. This together with him being an incredibly
resilient and annoying Ghost makes him the most ideal candidate for a
Silver Bullet out of all Ghosts. Save yourself the trouble and pump him
with the silver and stab him.

Holy Candles are known to work decently on him as well, although it may
take two of them, best placed at the same time. Just try to make him float
in a circle around your candles. Also ensure he looks like he's not about
to leave to somewhere else before placing your candles.

If you're unlucky enough to have to fight him by normal means, keep to the
narrow staircase he's found in cause he'll wander around and waste so much
time in the open basement. He'll regularly float backwards away from you,
so just keep moving up to beat him down. Unleash regular and charge up
attacks as much as you can with the Rusty Axe or Spade, dropping him
several times until he can finally be stabbed. He's probably the most
difficult Ghost to fight in the game. Feel free to take the Sword back
after getting his key because he's only found once more in a single
apartment during Outside Room 302.


Victim 19
_ _ _____

Appearance:
White male with a blue shirt, tie and brown pants. Holds a crowbar as a
weapon, walks on his own two feet and teleports back and forth. Suffers
from electrocution burns, often stuttering as he swings as a side effect.
Has "19/21" carved into his forehead.

Location(s):
Building World 2nd time, Outside Room 302.

Attacks:
Swings with his crowbar, dealing moderate damage. Hard to predict since he
teleports to and fro during battle. Sometimes his stuttering will help
give you more time to hit him before his attack lands. Sometimes will go
for punches too.

Suggested Weapon(s):
Pistol (Silver Bullet), Sword of Obedience, Rusty Axe, Spade, Holy Candle.

Strategy:
Victim 19 is the most unique Ghost in the game. He is the only one who
walks on his own feet but what makes him special is he can teleport short
distances as you're fighting him, even while he's swinging. This can make
him unpredictable and a challenge to fight. As a threat he is similar to
Victim 16 given both have a unique ability that makes them hard to avoid
and both will hound you in a tight area late in the world they are found.

With Victim 19, that's a narrow staircase near the end of the Building
World 2nd time. Victim 18 should always get one of your Silver Bullets,
but it's up to you to use the second on Victim 16 or 19, who are both good
candidates. If fighting normally, bank on your charge up attack with the
Rusty Axe or Spade, which will always track him as he teleports around,
erasing a good chunk of his advantage. Beat him until he won't get up and
stab a Sword into him. Unless you wish to run past him which is always an
option, but prepare to fight back a bit or be quick in that late
staircase.

Holy Candles work very well to neutralize his attacking ability by
freezing him during his stutters, but if using just one he may disappear
after taking enough damage (and reappear later). Instead, drop two
together to take him out. Note that he may also disappear like this while
fighting regularly if he finds a break to slip away, so don't relent.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

7.                W E A P O N S  A N D  S U P P L I E S           [SH4_07]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

01 // w e a p o n s
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________


Silent Hill 4 takes the franchise to new territory by introducing a much
heavier focus on action than before, and as a result there's 15 different
weapons to choose from, including 12 variations of the golf club. Also a
change, just two of those are firearms as the series has shifted more
towards melee combat.

Refer to the charts below for a brief overview of which weapons work best
for which enemies. As you can see, the Rusty Axe is the best overall
weapon in the game.

______________________________________________________________________
|Melee Chart       |WB |BWB|SP |STG|AB |SPA|RAX|BS |PCK| T |PAX|GC | C |
|------------------|---|---|---|---|---|---|---|---|---|---|---|---|---|
|Sniffer Dog       |NE |NE | E |VE |VE |VE |VE |NE |VE | E | E |VE | E |
|Wall Man          |NE |NE | E |NE |VE | E |VE |NE | E | E | E |VE |NE |
|Hummer            |NE |NE |VE |NE |VE |NE |VE | E | E |VE |NE |VE |NE |
|Twin Victim       |NE |NE | E |VE |VE |VE |VE |NE |VE | E |VE | E | E |
|Toadstool         | E | E |VE | E |VE | E |VE |NE |VE |VE | E |VE |NE |
|Whitestool        | E | E |VE | E |VE | E |VE |NE |VE |VE | E |VE |NE |
|Tremer            | E | E |VE | E |VE | E |VE |NE |VE |VE | E |VE | E |
|Gum Head          |NE |NE | E |VE |VE |VE |VE |NE |VE | E |VE | E | E |
|Patient           |NE |NE | E |VE |VE |VE |VE |NE |VE | E |VE | E | E |
|Wheelchair        |NE |NE | E |NE | E | E |VE |NE | E |NE | E | E |NE |
|Bottom            |NE |NE | E |VE |VE |VE |VE |NE |VE | E |VE | E | E |
|Man with the Coat |NE |NE | E | E | E | E |VE |NE |NE |NE |VE | E |NE |
|Ghosts            |NE |NE | E | E | E |VE |VE |NE |NE |NE |VE | E |NE |
'----------------------------------------------------------------------'

                                               Legend
                                      __________________________
                                     |Weapons:                  |
                                     |WB  - Wine Bottle         |
__________________________           |BWB - Broken Wine Bottle  |
|Firearm Chart     | P |RR |          |SP  - Steel Pipe          |
|------------------|---|---|          |STG - Stun Gun            |
|Sniffer Dog       |VE |VE |          |AB  - Aluminum Bat        |
|Wall Man          |VE |VE |          |SPA - Spade               |
|Hummer            | E | E |          |RAX - Rusty Axe           |
|Twin Victim       |VE |VE |          |BS  - Bug Spray           |
|Toadstool         | E | E |          |PCK - Paper-Cutting Knife |
|Whitestool        | E | E |          |T   - Torch               |
|Tremer            | E | E |          |PAX - Pickaxe of Despair  |
|Gum Head          |VE |VE |          |GC  - Golf Clubs          |
|Patient           |VE |VE |          |C   - Chainsaw*           |
|Wheelchair        | E |VE |          |P   - Pistol              |
|Bottom            |VE |VE |          |RR  - Richard's Revolver  |
|Man with the Coat |NE | E |          |                          |
|Ghosts            |NE |NE |          |VE  - Very Effective      |
'--------------------------'          |E   - Effective           |
                                     |NE  - Not Effective       |
                                     |                          |
                                     |*   - Extra Weapon        |
                                     |__________________________|

_ ____  _ ___

Melee Weapons
____  _   ___

Instead of the usual handful, Silent Hill 4 has 13 different melee
weapons, not counting the 12 variants of the golf club. Combat has changed
significantly from Silent Hill 3 and melee weapons will be your best
friends since ammo is scarcer than ever, but the controls have also been
modified to compensate.

Hold R2 and use X to swing. Most weapons have a 1-2-3 combo of standard
swings ending with an overhead downward swing. Beyond that and new to The
Room, almost all weapons contain a special charge up attack. Hold X to
charge up your special meter at the top of the screen and release to
unleash that weapon's most powerful attack. You'll find this extremely
useful as you go on, especially since Henry is invincible while performing
it.


Wine Bottle
____  _ ___

"Bottle of white wine from the
refrigerator. It'll break eventually
if I keep using it as a weapon."

Similar to the Knife in previous games, the Wine Bottle is a weapon to be
ignored since you'll immediately find something much better. It is a small
weapon only usable at extremely close range and offers very limited power
and no charge up attack, although it is fairly quick to swing. Its only
attack is an underhand swing but the best thing about the Wine Bottle is
that it will soon break after some usage and become the more powerful
Broken Wine Bottle (read about it below), but it's still not great. The
Wine Bottle is the first weapon found in the game, sitting in Henry's
fridge inside Room 302 from the very start.


Broken Wine Bottle
_   _ ___  ____ __

"Bottle of white wine from the
refrigerator. Now that it's broken, it's
even more dangerous as a weapon."

Although an improvement from its regular variant due to its sharp glass
edges, the Broken Wine Bottle still lacks power and is not easy to use.
Its only attack is a forward thrust, which is slower but more powerful
than its unbroken variant. After finding the Wine Bottle in Room 302's
fridge, Henry must use it until it breaks to turn it into the Broken Wine
Bottle. Or you can keep smacking the large snake-like tube found past the
subway turnstiles. But again, it's not quite a weapon worth using.


Steel Pipe
___ _ _ __

"3-foot-long sewer pipe.
Not very powerful, but fairly easy
to use."

A traditional Steel Pipe, faithful to the series. A good step up from the
Wine Bottle before even entering the field, the Steel Pipe offers moderate
range low to moderate power. It's probably most effective for knocking
down Hummers but can handle Sniffers and Twin Victims fairly well too.

The Steel Pipe is normally swung over the shoulder by tapping X, while
repeated presses during the same combo will make Henry perform an overhead
downward swing the third time. It also contains a 360 degree swing like a
baseball bat when charged up that offers a good amount of power and may
knock some enemies down. The Steel Pipe is found hanging from 302's
washroom hole near the beginning of the game and will carry you to the
Building World where you'll finally find several better options.


Stun Gun
_   _ __

"High-voltage stun device. Fairly short-
ranged, due to its need for direct contact."

The Stun Gun is somewhat of a secret weapon and is unlikely to be found by
the player in a first attempt, or even at all without knowing its
location. Unlike Silent Hill 3, it does not require batteries or
ammunition, making it all the more useful. While a little slow to handle,
it offers a lot of power and is capable of knocking over most enemies in
one zap.

The Stun Gun can be found on the stand in the initial 4 o'clock cell on
the second floor of the Water Prison World, inaccessible from its door.
Therefore the player must arrange the cells and jump down from a hole
above, then exit by jumping down again. On the first trip, just turn the
3F cells once right and jump down from the 3F 4 o'clock cell, while it
will still be in the now 7 o'clock cell on the return trip if left.


Aluminum Bat
__ _ ____ __

"Aluminum alloy bat.
Reasonably powerful and easy
to use as a weapon."

An ideal weapon for smashing baddies, the Aluminum Bat offers moderate
power and a very powerful charge up swing to replace the Steel Pipe. It
does however lack a bit of range since it's fairly short. It contains the
same move set as the Steel Pipe with overshoulder swings plus an overhead
swing as the third part of the combo, and the same 360 degree swing, but
this one will do a lot of damage. The Aluminum Bat is found on the floor
in Albert's Sporting Goods Store, Building World level B5.


Spade
__  _

"Ordinary spade from a construction
site. It looks like it would be an
impressive weapon."

The Spade is a durable digging shovel and one of the best weapons in the
game, offering a shade higher than moderate power although fairly slow to
swing. Its only normal attack is an overhead downward swing, while its
charge up attack is a forward thrust with great range of about five feet
and high power. Henry also uses the Spade to shove into downed enemies,
which maybe looks cool but adds a little extra time when a stomp is enough
anyway. He also runs like a girl while holding the weapon, just saying.

The Spade is located lying against the wall at the end of the hallway
through the north doors of the east elevator's top floor (B8) in the
Building World, which is a bit out of the way and thus missable, but
likely worth the trip. It is perhaps the best single weapon for the final
boss.


Rusty Axe
_ __ _ __

"One-handed axe.
A little short, but powerful and easy
to handle."

Quite frankly, by far the best and most versatile weapon in the game. The
Rusty Axe is lightweight and quick, delivers moderate power and one hell
of a charge up attack. The Axe's standard attack is a simple overshoulder
swing, which Henry can perform rather quickly over and over. But what
makes the Rusty Axe special is its charge up attack, giving it the longest
range of any weapon. With this attack which also charges up quickly, Henry
takes a few steps forward before unleashing a downward swing with a lot of
force.

The charge up attack gives Henry about six feet in range and thus you can
regularly attack from a safe distance while it'll often knock enemies down
to boot. The Rusty Axe can be found on the circular table by the bar in
Bar Southfield in the Building World, level B15. Cherish it because it
will do you well and is a great candidate for One Weapon Mode.


Bug Spray
_ _ _ ___

"Aerosol insecticide.
Effective against certain enemies."

A special can of spray that instantly kills Hummers when sprayed. While
effective for these creatures, it is essentially useless on all other
enemies. It can briefly blind and stun them when sprayed but is not
capable of damaging them. Spray in the direction of Hummers, particularly
multiple for best results and they'll fall after a squeal.

But really, standing on the spot with lengthy sprays is hardly any more
effective than just batting them down with the Steel Pipe or anything
else, making it perhaps not worth the inventory slot. The Bug Spray is
found on the living room floor in room 203, Apartment World 2F.


Paper-Cutting Knife
____ _ ___   _ ____

"Originally made for cutting paper.
It's hard to use as a weapon."

This little bugger is one blindingly quick weapon. It does lack in power
and will take longer to down enemies, but every hit will stun them anyway
and its speed can be abused. Perhaps it's a better candidate for one on
one combat where you won't be teamed up on. Its standard attack is a
thrust, but the great thing about this Knife is that its special attack
charges up in a flash, allowing you to quickly follow two normal swings
with a charge up attack and keep on going. The Paper-Cutting Knife can be
found on a desk in the Office, Hospital World 1F. Consider trying it out
in One Weapon Mode if you want a good challenge.


Torch
___ _

"Equipable item. The tip can be lit on
fire to light up dark areas. Soak the
torch in oil to make it last even longer."

The Torch primarily exists to be lit and used as a light source during the
Forest World return trip, but it can also be used as a weapon. Once the
Torch is found, examine any fixed torch ("Holy Flame") to light it.
Normally the fire stays lit for about 30 seconds, but if soaked in the oil
found in the blue container under your laundry room hole in 302, it will
stay lit for 3 minutes.

As a weapon, it works like a pipe although it only has the one
overshoulder swing and cannot be charged up either. Damage inflicted on
enemies will be the same whether lit or not and the flame will go out if
unequipped. So if an enemy is bothering you, consider beating it down with
the Torch instead of switching to keep your fire going. That said, it is a
weak weapon not meant for fighting. The Torch is found in the northwest
corner of the cemetery at the end of the southwest passage, Forest World
2nd time, right at the beginning. Once the search quest has been completed
here, this weapon is effectively rendered useless and should be dumped in
your chest.


Pickaxe of Despair
_  _ _____  _ ____

"Ordinary pickaxe from a
construction site. 'Despair' is written
on the handle. Very powerful."

The slowest weapon in the game but also the most powerful, making it very
lethal if mastered but perhaps a little awkward to get comfortable with.
Each standard overshoulder swing deals considerable damage and its charge
up attack is absolutely deadly. With this special attack, Henry will spin
his body 360 degrees while swinging the Pickaxe around, generally knocking
down anything in its path. Give it some practice and see how you manage,
and understand it can be a great weapon against the final boss, but it
does have a steep learning curve.

Just like the Spade it has a special stabbing attack instead of stomps
when equipped, which is a bit of a nuisance since a regular stomp without
it is always enough anyway. The Pickaxe of Despair is found lying in the
ground inside the cave in the northwest passage of the Forest World 2nd
time. Don't mistake it with the Pickaxe of Hope item found later in the
game.


Chainsaw
_  _ ___

"Originally made for cutting wood.
As a weapon, it's a fearsome thing."

The Chainsaw is an extra weapon which can only be acquired in A Brand-new
Fear after completing the game once. It's a fun weapon to play with but
deals disappointingly low damage, unlike Silent Hill 1 and 2. Although it
is fairly versatile despite having to start it each time. Its standard
attack is a slight downward arc and its charge up attack is a sideways arc
which does a fair amount of damage.

Henry will wave the weapon above his head if left idle for a moment, while
it also features a stabbing finisher when stomping enemies. Once unlocked,
the Chainsaw is found stabbed into the ground by a tree stump in the
northeast pathway with Jasper's running car, Forest World.


_   _ ____

Golf Clubs
__ _ _____

Throughout the game you will find several different golf clubs that can be
used as weapons, although frankly you'll surely stop caring by a certain
point when they keep on coming as you collect better gear. That said, golf
clubs are fairly strong melee weapons that are great for the early game,
but they can and will break easily after about a dozen swings. Once
broken, they are useless and should be dumped in your item chest.

There are 12 different clubs available in the game with slight variations
in power, but they all use the same move set of an overshoulder swing
followed by an overhead swing on the third combo, plus a charge up 360
swing of high power. The Driver and the low-numbered clubs are the
strongest, but all clubs are fairly powerful.

There's no point saving them so use them immediately. Let them break and
move on to the next one or switch back to your regular weapon. Once you
hit the Building World you'll find weapons better than any club and so
there's not much reason to bother with them anymore. Read more about each
club below.


Driver
_   __

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Also known as 1-Wood, which actually has metal head in modern times, used
for hitting long shots from a tee. It is one of the strongest clubs and is
found in the Building World 2nd time, specifically in the same B1 hallway
you begin the first trip in, but you'll have to go a bit out of your way
to return there.


3-Wood
___  _

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

A club used for making long shots. Woods originally had wooden heads, but
ironically metal "woods" are now standard. Found on the ground in Albert's
Sporting Goods on B5, Building World 2nd time (exactly where the 5-Iron is
found). One of the strongest clubs available.


3-Iron
_   __

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
the Building World 2nd time. You must kill the monster to acquire it. One
of the strongest clubs available.


4-Iron
__ _ _

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Found on the ground in the broken display glass
room in the Hospital World's 2F wing. One of the strongest clubs
available.


5-Iron
_ __ _

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Found on the ground in Albert's Sporting Goods,
Building World level B5.


6-Iron
___ __

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Found on the platform at the end of the southeast
passage in the Forest World.


7-Iron
_  _ _

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
the Building World 2nd time. You must kill the monster to acquire it.


8-Iron
__  __

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
the Building World 2nd time. You must kill the monster to acquire it.


9-Iron
__   _

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

Narrow metal head club. Found on a far bench in the open subway train on
the King Street Line platform, Subway World B4.


Pitching Wedge
_   _ ____ ___

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

A short iron with a large degree of loft, used for hitting high but short
shots onto the green. Carried by a Gum Head by the door at the south of
the B12 path, Building World. You must kill the monster to acquire it.


Sand Wedge
_ __ __ __

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

The shortest iron with the most loft, used for playing from sand bunkers
(also called sand iron). Carried by a Gum Head in the north lot on B10 of
the Building World 2nd time. You must kill the monster to acquire it.


Putter
__ ___

"Golf club. Powerful and easy to use,
but it looks like it could break easily."

A club specifically designed for putting on the green, generally at slow
speeds and close distances. Found lying against the shelf in the northeast
bedroom of room 207, Apartment World 2F.


Broken Clubs
__ _ ___  __

"It's broken and useless as a weapon."

Derived from any club after about a dozen whacks. When broken, the club is
completely useless and can't be used, so dump it in your item chest.

_   ____

Firearms
__  _  _

Silent Hill 4 takes a new approach of focusing more on melee weapons,
leaving you with only two handguns as firearms. Further, ammo is more
limited than ever before and each clip takes up a full inventory slot,
making it impractical to carry a lot of ammo around. That said, it's
perhaps best used as a backup weapon with just a clip or two, say for when
facing multiple tough enemies. To use firearms, equip them and hold R2 to
aim and X to fire at your target. Highlight the gun itself or another clip
of ammo and hit Square to reload.


Pistol
_  ___

"Easy-to-use handgun, but not much
stopping power."

What looks like an M1911, the Pistol is a great weapon of moderate power
and medium range but its ammo is too limited to allow consistent or heavy
use through the game. Therefore it's better suited as alternate weapon for
special situations when melee weapons might not be as effective. Its clip
capacity and bullets found in each pickup differs per difficulty level
(12/10/8 for Easy/Normal/Hard respectively).

The Pistol is an unmissable weapon that must be acquired early in the game
to advance. It is found on the floor after straightening the short wall
cabinet in Room 302, after returning from the Subway World when Cynthia
slips into the ladies' room.


Richard's Revolver
___  _ ___  _ ____

"Holds a maximum of six bullets. Easy to
use, with moderate stopping power."

Richard's Revolver is another handgun but offers a lot more power than the
Pistol. It also only holds 6 bullets per clip and ammo is found in much
lower frequency with only a handful in the game. Therefore the Revolver is
to be used more on special occasions for tough enemies and can often down
them in one hit.

With such a strong preference to melee weapons in this game, it is not
quite imperative to use it anywhere specifically, so you're free use it
how and wherever you like, but consider saving it for the more dangerous
enemies. Richard's Revolver is found in the living room chair of room 207
(Richard's apartment), Apartment World 2F.

__ _   _  _______ _

Eileen-Only Weapons
__ _ ___ _   ___ __

While escorting Eileen through the latter half of the game from the
Hospital World on, you have the choice of enlisting her into combat with
several different weapons found. Each Eileen weapon does cost you an
inventory slot and it is never mandatory that you make her fight, but
you'd be surprised how helpful she can be in certain situations, even
while using each weapon one-handed due to the cast on her other arm.

Do understand that Eileen can be a bit over aggressive at times and slow
you down by beating enemies that aren't a threat to either of you anymore.
Consider unequipping her weapon in these moments to get her to stop, or
only equip her when you want her to fight. Once an Eileen weapon is found,
equip it with Square while close to Eileen and she'll begin using it. You
must be near her to unequip it, meaning you cannot ever unequip if alone
in your apartment or elsewhere. So consider unequipping her weapon when
returning to your apartment in case you want to make some inventory
changes.


Eileen's Bag
__ _  ____ _

"Eileen's handbag. Looks like it could
cause a little bit of damage."

The first Eileen weapon found even before retrieving Eileen. While it does
inflict some damage and can be a tad helpful, it may not be worth the
inventory slot. I mean, how much damage could a handbag possibly do?
Eileen's handbag attack is a simple swing and perhaps only really useful
for knocking down Hummers, which Eileen does quite well. Eileen's Bag is
found on the floor by the stairwell in the Hospital World's Lobby.


Riding Crop
__   _ ____

"Light and easy to use with good reach.
It looks like it would be very painful."

Now this is where Eileen's weapons start getting good. The Riding Crop is
a whip used for horseback riding or just plain punishment (oh Henry, you
naughty boy). Sadly Eileen won't give in to Henry's erotic desires but as
a weapon its range and power and quite solid so consider giving it a try.
The Riding Crop is found on the strange chair in the blocked off hallway
between the staircases to the Lynch Street Line platform, Subway World 2nd
time B2.


Chain
_ ___

"Light and easy to use.
One snap could cause a lot of damage."

Eileen's Chain is really a fantastic weapon that delivers almost as much
damage as some of Henry's better tools. Since it's a chain, it's very
versatile and easy for Eileen to use with its snapping action that
inflicts a good amount of damage. You'll also hear Eileen dragging it
behind her whenever equipped, which may be somewhat annoying but also
perhaps gives you an idea of how close she is to you when waiting for her.
The Chain is found on the jungle gym along the east wall of the Wish House
compound, Forest World 2nd time.


Nightstick
_ _ __  __

"Lead-weighted, leather nightstick.
Does not require much force to
cause damage. Looks extremely painful."

The Nightstick is a short and stout club usually used by policeman, or
those who enjoy a bit of S&M. I mean, really, most of Eileen's weapons can
be considered as kinky, in case you didn't notice. Oh Eileen, you naughty,
naughty girl... you've been bad and must be punished. The Nightstick is
the most powerful of all Eileen's weapons and can deliver a beatdown, but
its range is a bit shorter than the Chain and Riding Crop and so it's not
necessarily better in all situations. The Nightstick is somewhat hidden
and is located on the ground in the 3F surveillance room in the Water
Prison World 2nd time, which is otherwise unnecessary to visit again.


Submachine Gun
_   ____ _ _ _

"Small-sized, one-handed machine gun.
Perfect for Eileen."

This is an extra weapon for Eileen which must first be unlocked by
completing the game with a ranking of at least 9/10 (90/100), which is
rather simple to do in Silent Hill 4. The Submachine Gun is easily the
best of all Eileen's weapons and can make a mockery of enemies despite
Eileen not being very aggressive with it. And why not get an injured, cut
and bruised, limping, temporarily one-eyed, one-arm-in-a-cast, scared
woman in high heels and a backless dress to do your dirty work?

There is a side effect though where Eileen's visual status will worsen the
more she uses it, although it doesn't appear to have much of an effect on
her in the final fight beyond that. So don't hesitate to use it in a few
locations to help you, but keep her on a short leash by unequipping her
toy whenever she won't stop playing around. Once unlocked, the Submachine
Gun is found on the kitchen island counter in room 102, Apartment World
1F. Note that it is not available in One Weapon Mode but is in All Weapons
Mode.


___ _  _ _____    _ _  ______   _ _ ___  __ ___  _ _______ _ _ _ _________

02 // s p i r i t - r e p e l l i n g  i t e m s
___ _  _ _____    _ _  ______   _ _ ___  __ ___  _ _______ _ _ _ _________


New to Silent Hill 4 are several different items to fight back against the
spirits (mostly Ghosts), both inside Room 302 and in the outside world.
These enemies cannot ever be killed but usage of these items will help you
either suppress them or put them "out of service", while inside your
apartment they can exorcise hauntings in the latter half of the game.

Refer to the chart below for an overview and more specifics below.


          Legend
___________________________
|Spirit Items               |
|SM  - Saint Medallion      |
|HC  - Holy Candle          |
|SB  - Silver Bullets       |
|SOB - Sword of Obedience   |      ______________________________
|                           |     |Spirit Chart  |SM |HC |SB |SOB|
|Availability               |     |--------------|---|---|---|---|
|1 - Scarce                 |     |Availability  | 3 | 5 | 1 | 2 |
|2 - Semi-Rare              |     |Usage         | 4 | 3 | 1 | 2 |
|3 - Moderate               |     |Power         | 3 | 2 | 5*| 5*|
|4 - Common                 |     '------------------------------'
|5 - Very Common            |
|                           |     * - Special
|Power/Usage                |
|1 - Very Low               |
|2 - Low                    |
|3 - Moderate               |
|4 - High                   |
|5 - Very High              |
|___________________________|


Saint Medallion
_  _ _____ ____

"Can be equipped along with a weapon.
Anti-spirit effects while held, but will
eventually break."

When equipped, these medallions prevent the harming effect of a Ghost's
nearby presence while also dramatically slowing their speed and attacks.
You can see the medallion pulsing from your inventory at the bottom of the
screen whenever it is working. However it will slowly degrade as it does
its job and eventually break and disappear from your inventory. They're
not completely necessary but will help an awful lot so go ahead and use
them, and if they break, so what.

You'll find a handful of them on your journey so put them to good use.
Also note that medallions can be used to exorcise hauntings in your
apartment, but they are somewhat wasted that way since there are enough
Holy Candles to handle 302 while Saint Medallions are better spent in the
outside world to repel Ghosts (and also Wheelchairs).

LOCATIONS:
1. Water Prison World: At the north of the interior staircase between
  floors B1 and B2.
2. Hospital World: On a nightstand in a 2F hospital room.
3. Subway World 2nd time: Lynch Street Line southwest subway train, B3
  (must cross over from southeast train).
4. Forest World 2nd time: Beside the strange rocks in northeast passage.
5. Water Prison 2nd time: On a bench in the B1 dining hall.
6. Building World 2nd time: Beside the boxes in the south rooftop of B12.
7. Outside Room 302: In a circular cage in room 301's hall, 3F.


Holy Candle
__ _    ___

"Special candle with anti-spirit effects.
Begins working shortly after being lit
and placed down."

Holy Candles are primarily meant to be used to exorcise hauntings in your
apartment in the latter half of the game. When a haunting is located by
your screen flashing, place a candle on the floor or a chair/counter near
it to let it burn and take the haunting away with it. One candle will
always be enough to exorcise a haunting in full, even with a bit of candle
remaining that can no longer be used.

Holy Candles can also be used to repel Ghosts in the outside world within
a small radius, and can even take them down on their own (1-2 candles) to
be stabbed with a Sword of Obedience. Holy Candles can also be used to
temporarily boost Eileen's status by removing her blood flow, but
understand that she'll briefly return to her old status. In all my testing
any benefit of this never extended over to the final fight.

LOCATIONS:
1.  Hospital World: Behind the vase in a random 2F hospital room.
2.  Subway World 2nd time: On the shelf just before re-entering the first
                          hall of the subway, B1.
3.  Subway World 2nd time: Southeast Lynch Street maintenance room, B3.
4.  Subway World 2nd time: In the northeast Lynch Street subway car, B3
                          (cross over from northwest car).
5.  Forest World 2nd time: Near the wheelchair doll among the Wish House
                          remains.
6.  Forest World 2nd time: By the west gate in the second part of the
                          northeast passage away from Wish House.
7.  Forest World 2nd time: At the end of the final northeast path.
8.  Water Prison World 2nd time: In the 2 o'clock cell on 3F.
9.  Water Prison World 2nd time: In the 11 o'clock cell on 2F.
10. Water Prison World 2nd time: In the 10 o'clock cell on 1F.
11. Building World 2nd time: In the southeast corner through the south
                            elevator doors on B12.
12. Building World 2nd time: At the top end (B13) of the staircase that
                            leads down to Bar Southfield.
13. Building World 2nd time: On the floor beside the shelf in Albert's
                            Sporting Goods storage room, B5.
14. Building World 2nd time: By the water tank near the car on B1.
15. Outside Room 302: Between bunk beds in the bedroom of room 206, 2F.
16. Outside Room 302: On the kitchen counter in room 106, 1F.


Silver Bullets
_ _ ___   _ __

"Special bullets effective against ghosts.
Small diameter. Best used with 'Pistol.'"

Silver Bullets are an extremely rare type of ammo used in the Pistol to
down Ghosts in one hit. The effect is only temporary and they are meant to
work in tandem with Swords of Obedience, allowing you to stab one into a
Ghost while they're briefly out of commission. Despite each one being
called "Silver Bullets", the pack only contains one bullet and there are
only two found normally in the game, however a third pack can be obtained
via some heavy late-game backtracking that is frankly not worth it.

One Silver Bullet will also kill regular enemies (just as the Revolver
does), but it's totally wasted this way. Instead they are best used
against the two most annoying Ghosts you'll encounter. You will be
required to fight Victim 18 in the Water Prison World, making him an
ideal candidate. Otherwise, perhaps Victim 16 in the Subway or Victim 19
in the Building World are most ideal.

LOCATIONS:
1. Subway World 2nd time: Southeast stairs past the turnstiles, B1.
2. Forest World 2nd time: By the roots in the tree lot, southeast passage.
3. Hospital World: Appears in Eileen's 2F hospital room after finding but
                  before using the Keys of Liberation before Outside Room
                  302 (requires heavy backtracking with Eileen to reach).


Sword of Obedience
__ _   _ _____ ___

"Extremely rare sword. When used
against downed ghosts, it stops them in
place. When pulled out, the ghost is revived."

These special swords are very effective tools for putting Ghosts out of
commission for the rest of the game or until pulled out. It is the only
tool available that will actually stop and prevent a Ghost from coming
after you. To use one, a Ghost must first be downed multiple times by
normal weapons before they'll stay down long enough for you to stab one
in.

Silver Bullets make this process a lot easier by immediately downing them,
but a Holy Candle or two can sometimes do the same trick if you can keep
the Ghost around it for long enough.

Approach a downed Ghost and use a Sword of Obedience to stab it in and pin
them down, which will be required on one occasion in the Water Prison
World 2nd time. There are five available in the game so don't hesitate to
use them if certain Ghosts are really bothering you.

LOCATIONS:
1. Building World: Stabbed into a Ghost in the birthday cake room on B3.
2. Building World: At the end of the hallway through the northeast
                  elevator doors on B8.
3. Subway World 2nd time: Beside the exit door right after moving the
                         subway train on the King Street platform, B4.
4. Water Prison World 2nd time: Under the bed in the 7 o'clock 2F cell.
5. Outside Room 302: In the bedroom of room 202, 2F.


___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

03 // s u p p l i e s
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________


As you progress through the game you'll find a variety of supplies to keep
you going, although health items are on the rarer side in the first half
since your apartment restores your health. Be sure to grab and save them
for when you need them later in the game, although you'll begin to find a
lot more in the second half.

Refer to the charts for a quick overview of supply availability and
effectiveness.


          Legend
___________________________
|Ammo/Health                |
|ND  - Nutrition Drink      |
|PMK - Portable Medical Kit |
|AMP - Ampoule              |
|PB  - Pistol Bullets       |
|RB  - Revolver Bullets     |      _______________________________
|                           |     |Health Chart    | ND |PMK |AMP |
|Availability               |     |----------------|----|----|----|
|1 - Scarce                 |     |Availability    | 5  | 2  | 1  |
|2 - Semi-Rare              |     |Health Restored |25% |50% |100%|
|3 - Moderate               |     '-------------------------------'
|4 - Common                 |
|5 - Very Common            |      _____________________
|                           |     |Ammo Chart   |PB |RB |
|Health Restored            |     |-------------|---|---|
|25%-100%                   |     |Availability | 4 | 1 |
|                           |     |Power        | 3 | 4 |
|Power                      |     '---------------------'
|1 - Very Low               |
|2 - Low                    |
|3 - Okay                   |
|4 - High                   |
|5 - Very High              |
|___________________________|


Nutrition Drink
__  ___  _ _ __

"Heals your body with supplemental
nutrition."

This small bottle is filled with a nutritious red liquid that refills
Henry's health. Although its name has been changed, it is no different
than the Health Drink from Silent Hill 1-3 and recharges about a quarter
of your health, or less/more based on your difficulty. Save them in the
first half and return to Room 302 to fill your health if you can make it
back. Use them in the second half to heal small wounds, or turn to the
other supplies for bigger wounds.


Portable Medical Kit
___  ___  _   ____ _

"Heals your body by repairing wounds."

A medical kit that offers a boost of about half your health (or less/more
based on difficulty), known as a First-Aid Kit in previous games. Save
them in the first half of the game for when Room 302 no longer charges
your health. Otherwise, use them for large wounds or combine them with
Nutrition Drinks.


Ampoule
__ __ _

"Restores a fairly large amount of health.
Continues to restore health for a time."

Ampoules are extremely rare health items that will give you a strong boost
of health and then continue to charge your health over a short period
(until completely full if staying out of trouble). The only drawback is
that there's only two of them found in the game, so save them for when
they're most needed and your health is absolutely critical.


Pistol Bullets
___   _ ___ __

"Small-diameter bullets for use in
the 'Pistol.' Not very powerful."

An ammo pack for the Pistol, loaded with an amount of bullets that depends
on your difficulty level. Each box contains 12 bullets on Easy, 10 on
Normal and 8 on Hard. Ammo is less available than previous games and each
pack takes up an inventory slot, making firearms less practical than
before. While ammo conservation was key in the past, it's not really a
factor here so use it as you choose. But I do suggest using the Pistol as
a secondary weapon when facing multiple enemies. That way you can carry a
clip or two without wasting too much space.


Revolver Bullets
_  _   _ _____ _

"Large-diameter bullets for use in
'Richard's Revolver.' Reasonably
powerful."

Ammo for Richard's Revolver, which is obtained around halfway through the
game. The Revolver is a very powerful weapon that can kill the tougher
enemies fairly quickly, so consider saving it for these cases, especially
when facing groups. Just like the Pistol though, it's not exactly needed
at any point so don't hesitate to use it when you feel it'll help you. Not
much ammo is found for it though.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

8.                    P L A Y I N G  T H E  G A M E               [SH4_08]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


00 // Contents
___ _ _ _ ______   ______

01 // Menus
02 // Game Basics
03 // Combat Strategies
04 // Room 302
05 // Items and Inventory
06 // Health System


____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____

01 // m e n u s                                                   [ptg_01]
____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____


Each menu in the game is a little different to use with various options
available. This section covers all of them.


__ _ ____

Main Menu
_   _____


Opening Movie
_ _ ____  ___

This plays when you start up the game without a memory card save. It's
essentially a trailer sequence showing various cutscenes plus some other
bits that don't appear in-game. Another way to see it is to leave the
controller idle at the main menu.


New Game
__ _ ___

This is used to start a New Game where you'll first select your difficulty
and dive right into it, but it should only be used during your first run
as it will start an entirely new save file. To continue your save file and
get more endings and unlockables, use the Load function and find your "A
Brand-new Fear" save to start a New Game Plus.


Continue
__ _ ___

After dying or exiting via a soft reset, this allows you to continue from
the beginning of the last major area you entered. Any items found since
entering will be reset. Using this option also adds a Continue to your
ranking screen, reducing your score.


Load
__ _

This takes you to the Load menu where you can find and load your current
or past game saves (you can have up to 30 files), or start A Brand-new
Fear run to keep all unlockables and endings while looking for more. To do
so, load your A Brand-new Fear file, select your difficulty and begin. You
can also use left and right on the D-pad to select All Weapons or One
Weapon Mode after selecting the right file, but only if these modes have
been unlocked.


Options
__ __ _

Use this to access the Options Menu and change a whole assortment of
functions listed below.


___  ____ __

Options Menu
_  ____ __ _

Here you'll find two pages of Options. Although things have been changed a
bit, consider the first page the normal options and the second page what
was called the Extra Options in the past. Note that there's an extra page
in the PC version and a few of these options are mixed between pages. The
following can be changed on PS2:


Option 1
__ _ ___

OPTION               SELECTIONS
Brightness           1, 2, 3, 4, 5, 6, 7, 8
Screen Position      X and Y Coordinates
Language             English, Japanese
Subtitles            Off, On
Vibration            Off, On
Sound                Stereo, Monaural
BGM Volume           |||||||||| (1-10)
SE Volume            |||||||||| (1-10)


Option 2
____ ___

OPTION               SELECTIONS
Button Config        Type A, Type B, Type C
Default Control      Walk, Run
Noise Effect         Off, On
Blood Color          Red, Green, Purple
Head Motion          Off, On, Slight
Hide Gauge           Off, On
Hide Icon            Off, On


Visit the Controls section of this FAQ for a rundown on these functions
under Options 2.


_____  ___ ___
</pre><pre id="faqspan-3">
Save/Load Menu
__ _ ____ _ __

These are really two different menus, for saving and loading respectively,
but they look and function the same way beyond the end result. To access
the Save Menu, examine the notepad save point in your apartment's living
room. Select one of the 30 slots and save. To access the Load Menu, hit
Load at the Main Menu and select which file to load.


Saving and Loading
___ ____ _ __ ____

To save your game you'll have to regularly find and use portals to return
to your apartment and use the notepad save point there. Once you start a
new file, you'll have the option to overwrite or keep making new files.
I'd recommend just overwriting most of the time unless you wish to keep
a backup file in case you screw something up. You can totally just keep
overwriting your file, even after completing every run, and finish all
four endings and have every unlockable in one single file; just make sure
you don't start a clean slate "New Game" and overwrite it.

If always playing A Brand-new Fear runs, overwriting will keep your file
and everything unlocked as it should be. Note that in the load and save
menus, the current location of each save file will be listed, or it'll
say "A Brand-new Fear" if it's saved after game completion. You'll also
find your play time at the right of the file, while at the bottom of the
menu you'll see all the endings achieved in your file, with the last one
seen highlighted.


__  _____ ____

Inventory Menu
_   _ ____ ___

Silent Hill 4 changes things up quite a bit with a limited inventory and
new system after it was limitless and relatively the same in all the
previous games. But now you can only hold up to 10 items at a time and can
cycle through, use and equip items/weapons in real time in the new
mini-menu. Use the D-pad to cycle between items and hit Square to use or
equip anything.

The status screen has also been replaced with a health bar which can be
turned on permanently or hidden outside of combat or taking damage. But
there still exists a classic inventory menu where you can cycle through
all items and read their descriptions like before. Press Select to view
this menu and refer to the diagram below for a brief overview of it. The
live inventory is very much the same but lacks the item name and
description box.

_______________________________________________
|  ________________   _                         |
| (================) (-)                        |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯   ¯                         |
|                                               |
|                                               |
|                                               |
|               In-Game Screen                  |
|                                               |
|                                               |
|    _______________________________________    |
|   |Item Name                              |   |
|   |Brief description of item and its      |   |
|   |features.                              |   |
|   |_______________________________________|   |
|                                               |
|   |¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯|    |
|   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Note the health bar in the top left which will update in real time as
damage is taken or health is recovered, while the circle beside that is
your charge up attack gauge. Fill it up by holding X with a weapon
equipped (and aimed with R2) and release to unleash your special attack.


_______ _ _____

Item Chest Menu
__ _ ____ _____

Since your inventory can only hold 10 items, another new thing to The Room
is an item chest in your apartment, which works a lot like the one
featured in the Resident Evil series. It can hold unlimited items and can
be used to store and retrieve items whenever inside Room 302. Take a quick
look at the diagram below for an overview of its layout.

To place an item in the chest, press down to access your items where it's
marked "PLAYER". Now select an item with X to put in the chest. To claim
items from the chest, press up, find the item you want and press X to send
it back to your inventory. Note that items are grouped by categories of
weapons and items, which can be cycled with up and down. Items you will
not need for a while should be dumped, while some may become relevant
again later on and will need to be retrieved.

_______________________________________________
| BOX _________________________________________ |
|                    __                        ||
| __Weapons         |                          ||
||    Item    Item    Item    Item    Item     ||
||  Others                                     ||
||                       __|                   ||
||   _______________________________________   ||
||  |Item Name                              |  ||
||  |Brief description of item and its      |  ||
||  |features.                              |  ||
||  |_______________________________________|  ||
||_____________________________________________||
| PLAYER                                        |
|                                               |
|   |¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯|    |
|   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_ ______ _____

Scrapbook Menu
__ ______ _ __

After collecting any of the 52 memo items featured in the game, it will be
added to your Scrapbook. Press Triangle during gameplay to access this
menu, where you can scroll through a list of all memos collected and read
whichever one as desired. Note that the Triangle function is shared
between the Scrapbook and Map. Pressing Triangle while looking at one
will switch over to the other, while Circle backs out of both. Whichever
of the two you left open before exiting last will appear first when you
press Triangle again.


_____ ____

Pause Menu
_  ____  _

Press Start to pause during gameplay and access this menu which isn't much
of anything but a pause screen where you can also view the Options Menu
by pressing Triangle. This is because Options have been removed from the
inventory menu like in previous games. Note that the game timer will
stop when the game is paused like this. On PC, there are a few more
options here to view the Scrapbook, Map or quit to the title screen.


__ _ _ _______ _  _ _______ _  ______  ______  ___ ___       ___ _ _____ _

02 // g a m e  b a s i c s                                        [ptg_02]
__ _ _ _______ _  _ _______ _  ______  ______  ___ ___       ___ _ _____ _


This section covers all the traditional basics of getting used to the
game and its concepts.


___ __

Camera
_ _ __

There have been a few changes to how the camera works this time after it
remained relatively the same in the previous games. Most often it will
follow Henry from behind and maintain a certain distance, but L2 works
more directly now. Instead of shifting the camera behind Henry, it changes
it instantly and generally resets it to a closer position behind him. This
includes reflecting his new direction if it's changed. So if you wish to
see the other way, just turn Henry around and press L2.

Note that in some locations the camera will be set at an obscure angle or
showcasing more of a full room than just Henry, but you can often shift it
with L2.  Additionally, L2 doesn't need to be held anymore to make small
adjustments up, down, left and right. Instead, just use the right stick on
its own this time, while L2 can reset your angle if needed.


__  _ ____

Using Maps
____ ___ _

As always in Silent Hill, the map is your best friend. A difference this
time is that Henry won't have to find any maps but instead will draw his
own as he goes along, which has its benefits and drawbacks. You can't
quite plan ahead of time without knowing what's to come, but it saves you
from having to locate a map to get a sense of where you've been. Henry
will mark an "X" over areas that are inaccessible, squiggly lines for
jammed doors, solid lines for locked doors, and arrows over unlocked
doors. If ever stuck, always refer to your map to help you.


___ _  ___ __

Game Concepts
__   _ ___ __


Running
___ _ _

Most of the time this will be the best solution to your problems. No,
running doesn't make you a wussie but rather keeps you alive. The most
important enemies to run from are Ghosts since they cannot be killed and
will damage you just by being nearby. But even normal enemies, consider
running by them if outnumbered to a high degree since it's never fun to be
ganged up on. Sometimes your legs are your best weapons after all.


Ammo Conservation
___ _ _ ____  _ _

Honestly, ammo conservation is no biggie in Silent Hill 4. Melee weapons
have completely taken over here and are the primary weapons since there's
so many enemies and such little ammo available. So I'd say go ahead and
use your ammo however you like. I would suggest though, try using ammo as
a backup for when facing multiple enemies where you may have a tough time
going all melee. Wasting ammo on solo enemies isn't a big deal, but it's
often unnecessary and better spent in areas with several of them. Do be
smart with Silver Bullets, however. There are only two available (or three
with insane backtracking), so use them wisely and only on Ghosts while
ready to pounce with a Sword of Obedience.


Conserving Health Items
___ _  _____ __________

Health items are rarely found in the first half of the game because Room
302 actively charges your health in the same period. Always pick up health
items in the field but try your best to store them for later unless you
really need them to survive. If you can reach a portal, head back to 302
to up your health and consider dumping health items for later, or keep one
on you for backup. In the second half once your apartment loses this
recharge ability, you'll find a lot more health items around and you'll
generally want to carry one or two on you to make sure you stay alive.
Don't hesitate to return to 302 to grab one or two if you're running low.
That is if you managed to save some earlier.


Melee Weapons
__ _ ____  __

These things are finally front and center in Silent Hill after generally
being backups to firearms in the past. I'd say you'll probably be using
melee weapons 80% of the time if not more, especially on repeated
attempts. That's not because firearms are ineffective, but rather there's
not as much ammo and each clip takes up an inventory slot. So get used to
getting down and dirty and up and close with your foes, and master your
weapon's charge up attack which will serve you well in the long run.


Searching Areas
__ _ _   ____ _

A majority of the game will be spent searching each area for items, memos
or anything else interesting. Try to be comprehensive in your search by
checking each room of each floor and pay attention to camera angle changes
that may hint at certain objects or items. Also note that Henry will turn
his head towards items and memos. Be sure to read memos carefully as they
will often provide helpful tips or instructions on what to do next.
Sometimes it may even help to return to Room 302 to find a new memo or use
an item there to advance.


Checking Doors
__   __ ____ _

As usual, a good chunk of doors in Silent Hill 4 are jammed and cannot be
opened, but the percentage of accessible doors is probably the highest
it's ever been. Be sure to check every door you find and refer to your map
to recall any locked doors and where they were if you've since acquired a
key.


Memos
_ ___

A staple of the series, memos are now more important than ever and even
reflect in your final ranking. There are 52 memo items to collect and
store in your Scrapbook (like the Memos section from before). Around half
of these will be Red Diaries (and a few others) found in your apartment,
while the rest are on your journey in the outside world. Often big clues
or keys to solve puzzles will be given in memos and some will even be
required to advance, so be sure give them all a good read.


Codes
_ ___

A few times you'll find either a code directly in a memo or one will give
you a hint to find it. Keeping a notepad handy can be helpful for quick
reference, especially for the ones not posted directly in these memos. Do
note that in two instances you'll have to open your mind and get creative
as to how you're going to find a code, although you'll be nudged in the
right direction by a memo.


Revisiting Areas
___  __ __ _  __

Instead of having Nightmare, Alternate or Otherworld areas, Silent Hill 4
has you revisit the five main areas of the game. The overall appearance of
these worlds doesn't change, although some things may be rearranged and
some doors may be locked that were not before, and so on. Generally the
first trip is more of a quick one while the revisit will be more in-depth
with some type of puzzle to solve, generally to open up a new route for
the injured Eileen. You'll also have more run ins with Ghosts,
specifically the most powerful ones, so you may want to consider taking
them down. Refer to the Combat Strategies section for details.


Escorting Eileen
__ _ _ ______ __

In the second half of the game you will be tasked with protecting and
escorting Eileen until near the game's end. Since she is injured, she
cannot use ladders or jump down holes, and so often you will have to open
up an alternate route to allow her to continue with you. Eileen cannot
ever be killed but instead she will gradually become more possessed the
more damage she takes and the more she's left alone, especially in areas
with enemies.

Note that Eileen is a little slow due to her injuries and is easy to leave
behind if not actively waiting for her, so you'll have to babysit her
fairly often. If you neglect her too much, she may become dangerously
possessed and slow you down even more, potentially inheriting some
Ghost-like qualities that can harm you for brief periods. This will make
it harder to receive one of the better endings at the end of the game.
That said, you will find Eileen-only weapons to enlist her into combat and
make her rather helpful.


Using the Torch
__  _ ___  _ __

There's no flashlight this time (or portable radio for that matter), but
in one area of the game you'll be tasked with using a Torch to see into
dark areas and find key items. To use this Torch, you must first equip it
and hold it like a weapon, which can also hurt enemies but is quite weak.
Find a fixed flame and light it, burning your Torch for about 30 seconds.
If you soak it in the oil found in your laundry room however, it'll burn
for up to 3 minutes. Do note that it'll go out if you change weapons at
any time however.


__ _ _____

Soft Reset
__ _  ____

As usual, Silent Hill 4 contains a soft reset function that lets you
return to the main menu with a combination of button presses, since
there's no way to do so in any menu (except on PC). To use soft reset,
press and hold Start + Select + L1 + R1 + L2 + R2 at any time to return to
the Main Menu. If you wish to return to the game after doing so, select
Continue (which will add a continue to your stats), or load a save file.
This is helpful if you've made a mistake and wish to try again by loading
a previous save.


_____   _______ _ _ ___    _       __ _ ______     __ _____     _ ____  __

03 // c o m b a t  s t r a t e g i e s                            [ptg_03]
_____   _______ _ _ ___    _       __ _ ______     __ _____     _ ____  __


Within this section are strategies for killing each enemy and general
fighting strategies, as well as important things to note.


Targeting Enemies
__ _ _ _____ ____

Just as always, hold R2 to raise your weapon, locking on to the nearest
enemy for the most part. Press X to swing a melee weapon or shoot a
firearm. Unfortunately in some cases with several enemies even in a
line, the targeting system is very unreliable and will often aim at the
wrong enemy, even if it's behind you. There's no real way around this but
to let go of R2 and try again.


Kicking Enemies
___ _   _ _____

As in the other games but perhaps even more so here, shooting or beating
an enemy down just makes it prone so Henry can kick it. If you down an
enemy and leave it, it'll almost always get right back up and continue
to come after you. Some enemies stay down for longer than others, while
some will get up almost immediately if you let them. Make it a habit to
always stomp them as soon as they fall and you'll be better off.


Fighting Multiple Enemies
___ _ __ ____ _ ______ __

Fairly often in Silent Hill 4 you'll be put up against multiple enemies in
the same room or area and things can go badly if you don't take caution.
There's no Shotgun and ammo is limited this time so you'll have to find
another way to control the crowds. To do so, turn to the more powerful
weapons and their charge up attacks, which are capable of knocking down
more than one enemy at once. That includes the Rusty Axe, Spade, Pickaxe
of Despair and Aluminum Bat.

Try to focus on one enemy at a time and rush to kick it before anything
else, then turn to the next one. Otherwise, while the Pistol can't be
relied upon all the time with limited ammo and inventory space, it's a
great backup weapon for when things get too crazy. Just pull it out and
fire away. Always deliver stomps as quick as FedEx and repeat until
things are clear. Otherwise if things are too bananas, just run away and
move on.


Pushing Enemies
_   _   _____ _

Sometimes you'll encounter enemies somewhat blocking a hall, path or door,
or maybe you're surrounded. In these cases you can sometimes push enemies
just slightly by running into them, clearing a way for yourself or perhaps
just squeezing by. You'll need to be quick or you may be hit, but it tends
to work with most enemies, even Ghosts, although perhaps not as well as in
past games. Try to run at their sides where the biggest gap is for best
results.


Surrounded
___ _ _ __

Let me guess, you've gone and done it... once again? You've completely
surrounded yourself by enemies. Your strategy in these cases will be
either to run or fight, depending the situation, your resources, or if
you're escorting Eileen. If you can escape, always try to find a gap
between enemies, even pushing to create your own if possible.

Otherwise, turn to the Pistol to quickly kill an enemy or two and go from
there. Lastly, go with your best melee weapon's charge up attack to knock
down two or more enemies at once, and always be quick to stomp or you'll
just delay more trouble. Once you've handled at least one or two enemies
you'll often be able to escape, or you can just stay and finish off the
job.


Charge Up Attacks
__  _  ____  __ _

A brand new feature in Silent Hill 4 is the charge up attack, a special
move for melee weapons where you can charge your special meter and unleash
a very strong attack, sometimes capable of knocking down an enemy in one
hit. While performing this attack, you will also be invincible, allowing
you to use it to your advantage even more.

At the top of your screen beside your health bar is the charge up meter.
Hold R2 to ready your weapon and X to charge that meter, then release once
it flashes. Note that you can even charge between regular attacks with
efficient button pressing, making regular-regular-special an effective
combo. With some weapons it's a 360 swing that must be performed from up
close, while others have their own special style.

Some weapons have more powerful and useful charge up attacks than others,
like say the Rusty Axe. Not only is it very powerful, it allows Henry to
take a few steps first. This makes it fantastic to attack from a safe
range and you won't take any damage while performing the attack. While
most do have special attacks, some weapons like the Wine Bottle, Stun Gun,
Bug Spray and Torch just have the one attack. But try to give every other
weapon a try and see which special attack appeals to you the most.


Managing Unkillable Enemies
___  _ ___ _______ _ __ ___

Silent Hill doubles down on multiple enemy types that cannot be killed as
they hound you on the regular. Most common are Ghosts, which flash your
screen and harm you just by being nearby. You can fight them with regular
means to down them for brief periods, but it's not worth it.

Eventually you will find Swords of Obedience which you can use to stab
them and keep them out of commission as long as they're pinned. Do note
you'll usually need to knock Ghosts down several times before you can use
these swords, at least by normal means. You'll also find Holy Candles
which are multi-purpose but one use is to place one (or two) by a Ghost
and watch it drop the Ghost to be stabbed without any other action.

Alternatively, a couple Silver Bullets can be found later in the game that
will down Ghosts immediately but also only temporary. These are best saved
for the toughest Ghosts and only if you have a sword to stab them.
Otherwise, other unkillable enemies such as Wheelchairs (which damage you
when nearby like Ghosts) and the Man with the Coat should be avoided
entirely and cannot be taken care of in the same manner. They can however
be downed and put offline for short periods but they'll never be gone for
good. Learn to swallow your pride and run away while you can.


Switching Default Control
____ _  ______  _ _ _____

Previously called Walk/Run Control in the other games, this sets whether
your default movement is to walk or run. With the default of Walk, Henry
will walk in the direction pressed and you must hold Circle (instead of
Square this time) to get him to run. Switch this to Run and Henry will
always run without holding Circle. If you ever wish to walk with it set to
Run, just hold Circle. I suggest switching this to Run since you'll be
running for the majority of the game.


Hopping
___ _ _

The previous three games had sidestepping and strafing with 3D control,
however with Silent Hill 4's hybrid of 2D/3D you no longer have this as
an option. There is however, a hopping function while holding a weapon.
Before you start laughing, this can actually be pretty helpful to escape
an enemy's range before a return attack.

To do so, press down and Circle while holding R2 to hop backwards, or
left or right with Circle to hop to either side. If you sense an enemy is
about to attack and you don't have much time to run away, or if you attack
and miss, turn to this method for a quick escape. Give it a try and see
what you think.


____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____

04 // r o o m  3 0 2                                              [ptg_04]
____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____


This is where Silent Hill 4 differs from the previous games the most, and
why it has "The Room" in its title. Rather than simply progressing through
a series of traditional levels like before, Henry will return to Room 302
on the regular.

His main goal is to escape the room and he does manage long trips in the
outside world, but ultimately Room 302 keeps serving as a hub to help him
ultimately achieve his goal.

Despite being trapped within the room, it's also very helpful and serves
as a safe haven in the first half by recharging your health, but also
allows you to save, store and retrieve items, collect memos and observe
many things happening in the surrounding building, hall and apartment next
door.

This section covers everything you need to know about "The Room",
otherwise known as Room 302.


__ __

Rooms
_ _ _

First let's cover the basics of each room and what options you have in
each.


Front Hall
___ _ ____

This is perhaps the area with the most traffic, although shared with the
living room. Red Diaries and other memos will constantly be slipped under
your front door and you can often see scenes of your neighbours and the
superintendent out the front door, amongst other rarer scenes.
Unfortunately the door is locked and chained shut, so you won't be leaving
anytime soon.


Living Room
___  _  _ _

Another busy area with lots to do. The living room contains the item chest
to store and retrieve items, the only save point, the radio which can be
used to listen to commercials and more relevant broadcasts, the windows
which allow you to see what's happening outside or across the apartment
building, and the wall peephole that allows you to spy on Eileen, found
not immediately but still early in the game. A few memos will be located
by the back shelf over the game as well.


Kitchen
_  _ __

Here you can open the fridge where you'll find a weak starter weapon and
also some chocolate milk. You'll need to use it somewhere so don't forget
about it. There's also a sink with running tap water, which you'll have to
use at some point.


Bedroom
__ _ __

This is where the game begins and where you'll awaken every time after
returning to 302. You can look out the bedroom window for a slightly
different angle from the living room. Otherwise there's a few of Henry's
photos around the room but nothing else.


Washroom
_   _ __

Henry discovers a hole in the wall that works as his access point to the
outside world. Every time you wish to return after a visit to 302, use the
hole. Do note that something will happen around halfway that will change
this room and Henry will need to take action in another room to be able to
advance. Otherwise, the bathtub will become more... interesting at some
point and will then be required to use at a much later point to advance.


Laundry Room
__ _ _____ _

At first this is nothing more than a claustrophobic room of no importance,
but it'll become a lot more relevant in the second half of the game. Some
action may be required to do some redecorating. Also once the Torch is
acquired, use it on the blue container of oil on the floor to allow it to
burn for longer. Perhaps a bit sneaky, the final memo of the game will be
found in this room, at a point when it's otherwise run its course.


_  _ ____  _ ______

Points of Interests
__    _ _  ___ ____


Front Door
__ _   ___

Be sure to check your front door regularly for memos slipped underneath,
plus your peephole for scenes that occur in the hallway, including
neighbours and the super knocking or ringing your doorbell.


Item Chest
__ _ ___ _

Probably the most useful thing in your apartment, which you'll absolutely
need to use. The item chest stores all items that you can't fit in your
inventory and will keep them for you to take back at a later time if
desired. It's wise to store any health items found in the first half
since the apartment will restore your health on its own. Read more about
the Item Chest Menu in the Game Basics section above.


Portal
_ _ __

Definitely the most interesting thing in your entire apartment. At the
beginning of the game, a hole is found on the wall of the washroom which
takes Henry to the outside world in an attempt to escape this madness.
You'll regularly be hopping back and forth between your apartment and the
outside world and this will be your return point, at least until some
things change around halfway (when that happens, turn to your laundry
room). Use the item chest to store or retrieve any items, check under your
front door for any memos and feel free to look out your windows or
peepholes, then return through the portal.


Windows
_ _ ___

These are also shut tight and won't open, but you can still use them to
look outside your apartment and either into other rooms across the
courtyard, other things at street level, or up on the buildings above.
From time to time you may witness other things such as a terrifying sight
floating by, as well as a certain hot air balloon up in the sky, serving
as an easter egg. The billboard at the top left will become relevant at a
later point. Note that you can look outside from your bedroom or living
room.


Eileen Peephole
__  _ _____ ___

You'll discover this true peep of a hole fairly close to the beginning of
the game after straightening a piece of furniture at the edge of your
living room. It allows you to look straight into the bedroom of your next
door neighbour, Eileen Galvin in room 303. You really don't need to check
on her other than the first time, but you know you want to... Sadly,
Eileen doesn't seem to have much of a life and spends most of her time
looking bored.


Radio
_ ___

On the living room bookshelf by the window you'll find a stereo. Sometimes
it'll already be playing a broadcast when returning to 302, but at other
moments it can be turned on to hear commercials and other announcements.
Past halfway through the game the radio will begin to work somewhat as it
did in previous games, emitting static when hauntings are present in the
apartment. Not all hauntings are seen, so turn it on to check and if it's
silent, you're all clear. The radio can also be used to play an optional
cassette tape found in the game world.


Telephone
__ _ __ _

Despite the cord being cut, the phone actually can be used to a certain
extent. Henry will investigate it on his own to receive a call at the
start and you'll receive another fairly early on that's required. There's
also a billboard phone number outside which you can call and the telephone
itself may become haunted later in the game. Otherwise, no prank calling
tonight.


Fridge
__ _ _

Raid the fridge! Unfortunately, you'll find that Henry doesn't seem to be
a fan of food. All you'll find is chocolate milk and a bottle of white
wine. The first is an item that must be used somewhere, while the latter
can be used as a weapon but it's really not worthwhile.


Save Notebook
__ _ ______ _

This notebook near the living room windows is the only save point in the
game. Return to 302 whenever you wish to save.


__ _ ___

Features
_____ __


Health Regeneration
______ _____ __ ___

In the first half of the game, Room 302 is a safe haven that recharges
your health simply by being there. This allows you to conserve any health
item you find in the outside world to use at a later time, at least if you
can make it back to a portal. This is ideal because this recharging health
will only last so long, ending once your living room fan breaks. So while
it lasts, be sure to remain in your apartment until your health is full
before returning through the portal.


Memos
__  _

There are 52 collectible memos in the game and around half are found in
your apartment. Almost all of those will be under your front door, a few
by the living room shelf and one in the laundry room near the very end.
Collecting them will fill you in on story details, what you need to do or
where certain items are, and the more you collect the better your end
ranking will be. Refer to the Memos section of this FAQ for the locations
and content of all 52 memos.


Hauntings
__  _  __

While your apartment will be your safe haven in the first half, it'll
become a living nightmare in the latter. With the air feeling heavier,
your health will no longer recharge and you'll begin witnessing hauntings
that possess certain areas and objects, flashing your screen red and
potentially harming you if near. To fight back and eradicate them you must
use anti-spirit items (Holy Candles and Saint Medallions). Clearing them
will ensure you get one of the better endings of the game while making
your apartment safer in the process. Refer to the Hauntings section of
this FAQ for more specific details.


____ _ _ ______     __ ______ _  __ _   _____      _ _______  _ _ _____ __

05 // i t e m s  a n d  i n v e n t o r y                         [ptg_05]
____ _ _ ______     __ ______ _  __ _   _____      _ _______  _ _ _____ __


This section deals all things item and inventory related.


Finding Items
___ _ ____ __

Always keep on the lookout for items whenever entering new rooms or
hallways. Pay attention to changing camera angles and where Henry might be
looking if there's something offscreen or in a corner. Sometimes items may
be hidden just around a corner normally out of sight, so it never hurts to
be comprehensive.


Using Key Items
___ _  _ ______

This includes keys and other important and required items on your journey.
Keys are the most simple and are almost always used by just approaching
the door it unlocks and pressing X, which will use it automatically. Some
keys that aren't for standard doors, such as a locker or a cage will need
to be used manually from your inventory by moving the item cursor and
pressing Square at the intended target. The same goes for using other key
items such as placards, coins, and so on.


Equipping Weapons and Reloading Firearms
___ _ _______  _ _ _______ _  __ _ _____

Another big difference from past games is how weapons are equipped and
reloaded. Press Square over any weapon to equip it, but note you can't
unequip a weapon without equipping another or by dumping it in your chest.
To reload a firearm, press Square over either the weapon or its ammo. The
latter will need to be done to load a Silver Bullet into the Pistol.
Weapons cannot be equipped or reloaded from the inventory menu this time.
Note that Eileen's weapons can be equipped or unequipped freely, just as
long as she's near you.


Equipping and Using Anti-Spirit Items
____ _  _____ _    _ _____  _ _______

This really depends on what you're using but let's go through them all.
Press Square over a Saint Medallion (to protect against Ghosts or
hauntings, or exorcise the latter) to equip it until it breaks. Hit Square
again to unequip it if you wish to save it for later, since it will
eventually break.

To place a Holy Candle, find where you want to use it and hit Square.
These can be placed in the outside world (effective for dropping Ghosts)
but are best used to exorcise hauntings in your apartment. Sometimes they
can be placed on objects like chairs and tables and other times you'll
have to find a different spot, but they have a fairly large range and will
melt away as they exorcise one or more hauntings together.

While the Pistol and a Silver Bullet are in your inventory, equip the
Pistol and press Square over the Silver Bullet to load it into the gun.
Now shoot as you would normally, but just make sure it lands.

For Swords of Obedience, Ghosts must first be knocked down multiple times
with normal weapons, dropped once with a Holy Candle (or two), or shot
once with a Silver Bullet before you can stab one in. When down, approach
the Ghost and press Square over the Sword to stab it in. If it doesn't
work you'll just need to knock it down some more until you can stick it
in, which can be a lengthy process by normal means.


Using Supplies
__ _ ___  ____

Just like items, simply hover over a healing item and press Square to use
it. Ammo works the same way when reloading your guns, although you can
also reload by pressing Square over the gun itself if you have the extra
ammo.


Inventory Management
___   _____ _ ___ __

For the first time in the series, managing your inventory is important and
somewhat of an art, as it's always been in classic Resident Evil games.
Generally you'll want to carry just one weapon, but sometimes having the
Pistol and a clip or two as backup is a good strategy. You can generally
avoid carrying healing items in the first half since you can just return
to 302 for a recharge, but having one or two in the late game may be a
safe approach. Just be sure to dump any items you don't plan on using.

Otherwise, just go about your business as normal and return to your
apartment to dump items in your item chest when things get too cluttered.
Also note that Eileen's items take up an inventory slot, and you can also
only unequip it when near her. So if you plan to remove her weapon from
your inventory, you'll need to unequip it before returning to 302.


_____  _ _______ _ _      _ ______   _ _ ______ _    _ ____ _____ ______ _

06 // h e a l t h  s y s t e m                                    [ptg_06]
_____  _ _______ _ _      _ ______   _ _ ______ _    _ ____ _____ ______ _


Here we'll take a good look at the new health system in Silent Hill 4 and
how to best take care of yourself.


Life Gauge
___ _ _ __

New to the series is a life gauge or health bar, although one was
unlockable in Silent Hill 3. Rather than judging your health based on your
status colour in your inventory you'll be able to see at all times what
condition you're in. It's fairly standard so just pay attention and heal
when needed. It'll display in blue until your health dips below 40% where
it'll turn yellow and then orange as it nears empty, warning you to heal.

Normally the health bar is set to disappear offscreen when not in combat
or taking damage. Just hit R2 to enter combat stance and see your status
at any time, or visit the Options and turn off the Hide Gauge option to
keep it on at all times.


Health Supplies
______ _  __ __

Although you won't find a ton in the first half of the game, there are
three different health items that can recharge your status. That includes
Nutrition Drinks, Portable Medical Kits and Ampoules, which recharge a
quarter, half and all health respectively (or less/more depending on
difficulty). The Ampoule specifically recovers a big chunk and then
continues to heal over a brief period.


Recovering Health
___ _ _ ____ _ __

You can always wait until your health dips below 75% before using a
Nutrition Drink, or below 50% before using a Portable Medical Kit.
Otherwise while in the first half of the game, try to save health items
and return to your apartment to automatically regenerate health. To heal
in your apartment, just stand around and watch your life gauge fill up.
With health items, highlight one in your inventory and hit Square to use
it. Always return to 302 over using a health item if you can, although it
won't be an option anymore past halfway.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

9.                           C O N T R O L S                      [SH4_09]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


CONTROL                      |   FUNCTION
_____________________________|____________________________________________
                            |
D-Pad                        |   Menu navigation, inventory cursor
Left Analog Stick            |   Character movement, menu navigation
START                        |   Pause game, skip scene
SELECT                       |   Open inventory menu
X                            |   Accept, examine, attack, stomp or kick
Square                       |   Show inventory on screen, use item,
                            |   equip or reload weapon
Circle                       |   Run, cancel, exit menu/puzzle
Triangle                     |   View Map/Scrapbook
R2                           |   Ready weapon
L2                           |   Switch camera to different angle
Right Analog Stick           |   Adjust camera angle
L1                           |   Sidestep left (first person)
R1                           |   Sidestep right (first person)
R2 + Circle                  |   Hop backwards
R2 + Left + Circle           |   Hop to the left
R2 + Right + Circle          |   Hop to the right
Start+Select+L1+R1+L2+R2     |   Soft Reset


__ _ ______ ___ ____

3D/2D Hybrid Control
__ _ _____  ________

You won't find this in any menu but this is Silent Hill 4's new control
scheme, which is some weird mix of free movement and a hint of tank
controls, at least for making sharp turns. Generally where Henry runs is
dependent on how you push the analog stick relative to the camera, but
rather than changing significant direction instantly, Henry will gradually
begin to turn in an arc until going the other way. If you wish to turn
around more quickly, consider stopping entirely and then going back.

To be frank, this control scheme is fine most of the time, but in certain
situations it can be an absolute nightmare since its hybrid qualities
remove any level of precision. It's very likely Henry will have a mind of
his own in some situations and move as if drunk, doing something you
really didn't want, but it's just something you'll have to adapt and get
used to since there's sadly no other option in this game. Why? We'll never
know. It was always great to choose in Silent Hill 2 and 3. The decision
being made for you here is a real drawback, especially when it doesn't
commit to being entirely 2D or 3D.


__ _ ___ ____

Extra Options
___ _ _ _____

Below are all the options you can change in the Options 2 menu. While not
called Extra Options in this game, it's the category they would all fall
under in previous games. Note that on PC there's an Options 3 page with
even more options, while some of these are mixed on both pages. Some of
the extra choices in that version include the first person control inside
your apartment, including inverted look and whether you sidestep or turn
with the left analog stick moved sideways. All options below are
changeable in the original PS2 release.


Default Control
___ _  ____ ___

The options here are Walk or Run, which controls what your character will
do when the left analog stick is used. With the default of Walk, you must
hold Circle to run. Changing it to Run removes the requirement of holding
Circle, although it can be held to walk. I highly suggest changing this to
Run to save you an extra button to hold for the majority of the game.


Noise Effect
___ _ ____ _

While perhaps not as prominent as the previous games, Silent Hill 4
contains its own noise effect that floods the screen with light grain to
simulate an old horror film. Go with whatever look you prefer, but I
personally enjoy seeing the graphics at their most crisp by turning this
off.


Blood Color
__ _ _ ____

You now have only three choices for blood colour which are Red, Green or
Purple, with Black no longer available. Perhaps Red is best for your first
playthrough to keep things grounded, but you really can't go wrong here.
Green looks great and Purple looks fantastic and doesn't at all break the
immersion in my opinion.


Head Motion
___ _  ____

This controls how much head bob you'll witness in first person view while
in Room 302. To be frank, the bob is very subtle to begin with and I
suggest just leaving it alone. But if the default of On is somehow
bothering you, you can tone it down to either Slight or Off entirely.


Hide Gauge
__ _____ _

This refers to the Life Gauge, which is normally set to disappear
offscreen when it's not quite relevant. With On it'll come on whenever
you're in combat (holding R2 and for a while after) or taking damage. If
you wish to set it so it's always on no matter what, turn this to Off.


Hide Icon
_ _ __ __

By icons this means your inventory items at the bottom of the screen.
Normally set to On, they will only show up while cycling through your
inventory or using items, then fade away shortly after. Set to Off if you
wish to keep it on all the time.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

10.                D I F F I C U L T Y  S E T T I N G S           [SH4_10]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


After two games with separate difficulties for action and riddle level,
Silent Hill 4 returns to having just one difficulty level. While two memos
regarding one puzzle may change on Hard, this difficulty level instead
only dictates all action-related aspects. Read about each level below.


Easy
__ _

Earning its namesake, this level ensures a relatively smooth ride through
the game. Enemies are at their weakest, less aggressive and less
responsive to your attacks, while fewer enemies will appear over the game.
Each Pistol magazine holds 12 bullets and health items are slightly more
powerful than normal.


Normal
__ _ _

The way the game is meant to be played with everything at default value.
Enemies have a fair amount of health, capable of moderate attacks, are
more aggressive and responsive to your attacks than Easy, while more
enemies will appear. Each Pistol magazine holds 10 bullets and health
items recover their default amounts.


Hard
_ __

Recommended for hardcore players and veterans of Silent Hill. Enemies are
stronger and capable of inflicting heavy damage, are faster, more
aggressive and responsive to your attacks, while appearing in abundance.
Each Pistol magazine holds 8 bullets and health items recover slightly
less than normal.


___  _ ____  ___  ___ ______

Recommended Difficulty Level
__ _ ____ _    _ _ ____   __

Returning players from earlier games will likely find themselves at home
on Normal with a decent but not overly difficult challenge. Those new to
the series may be best off starting on Easy to familiarize themselves,
especially since this game introduces a lot of enemies and some that will
constantly hound you. I'd recommend Hard only for series veterans who have
been able to clear Hard in previous games, but I'd generally suggest at
least beating it on Normal first to understand what it entails. Remember,
it's a lot easier to die when you don't have every supply and weapon on
you at all times.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

11.                       W A L K T H R O U G H                   [SH4_11]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


Recommendations Before You Start
____ _ _  ______   _ _ _ _______

As always I recommend you change the default movement to run rather than
walk. This way you won't need to hold Circle to run and if you ever do
wish to walk, you can simply hold Circle. No longer called Walk/Run
Control, this option has been renamed to "Default Control" in one of the
Options tabs. Change it from Walk to Run.

While the default Noise Effect adds a bit of grain on the screen to
simulate an old horror film, perhaps the game looks a little more crisp
with it off, although its graphical style includes somewhat of a ghosting
effect that muddies up the graphics anyway. So perhaps it's more up to
what's your style.

Otherwise, since this is a horror game I recommend playing at nighttime
with the lights off and the volume cranked to fully immerse you in its
finely-crafted atmosphere. A good surround sound system or headphones in
particular will especially help bring the world alive.

Perhaps this specific game is a bit different with more of a brighter art
style rather than usual dark horror, but these conditions can still help
bring out the atmosphere and provide the most rewarding experience.

---

[NOTE]: This walkthrough was written while playing on Normal difficulty.
Therefore enemy numbers and locations may slightly vary on other
difficulties. All puzzles and bosses will be covered for all difficulties.

All items, weapons, supplies, memos, portals and the one save point are
in CAPITALS.

       ________
      / LEGEND \
     /__________\__________________________________________________
    |                                                              |
    |  __ _ ____   _  _____   _ _____    __  ____  _ ___           |
    |                                                              |
    |  New Area                                                    |
    |  __ _ ____   _  _____   _ _____    __  ____  _ ___           |
    |                                                              |
    |  Sub Section of Area                                         |
    |  ____  _ ____ ______                                         |
    |                                                              |
    |  Puzzle                                                      |
    |  -------------------------------------------------           |
    |                                                              |
    |  -------------------------------------------------           |
    |                                                              |
    |  ROOM 302                                                    |
    |  =================================================           |
    |  Inside Room 302                                             |
    |  =================================================           |
    |                                                              |
    |  Ghost Victim (Optional/Mandatory Mini-Boss)                 |
    |  :::::::::::::::::::::::::::::::::::::::::::::::::           |
    |                                                              |
    |  :::::::::::::::::::::::::::::::::::::::::::::::::           |
    |                                                              |
    |  Boss                                                        |
    |  *************************************************           |
    |                                                              |
    |  *************************************************           |
    |                                                              |
    |  |||||||||||||||||||||||||||||||||||||||||||||||||           |
    |  A Brand-new Fear Item/Weapon                                |
    |  |||||||||||||||||||||||||||||||||||||||||||||||||           |
    |______________________________________________________________|


________  ____________ _  __ _______________ _   ________  ___     _______

01 // r o o m  3 0 2                                              [wlk_01]
________  ____________ _  __ _______________ _   ________  ___     _______


       "Five days ago... That's when I first had the nightmare."


Bloody and Rusty Apartment
___ _________  _ _ _ _____

Henry has been locked in his apartment for five days and has been having
strange nightmares. Time to put an end to this. Exit the rusty, bloody
bedroom, and don't mind the scream of excruciating pain.

Head down the hall towards the blaring TV static. Feel free to check out a
few things here but the only real thing of note is the creepy face on the
far wall. Head towards it and you'll automatically focus and comment on
it. You must do this to advance.

When ready, turn around and head back to the hall. The opening credits
will play.


Bedroom
__ _ __

So that was another dream, eh? Either examine the phone yourself or try to
walk away and Henry will try to make a call. It doesn't work... but then</pre><pre id="faqspan-4">
it does... and the cord's cut... Things are off to a nice start here.

If you take a look out the window, Henry will notice a woman standing at
the entrance to the subway, who will eventually make her way down if you
watch long enough. Otherwise, feel free to spy on your neighbours across
the building which you'll be able to do any time you're home. There's also
a phone number on a billboard you can call, since the phone is somehow
working despite the cord. Leave the room when done.


Front Door
__ _ ___ _

Find your front door for a cutscene. Don't count on getting out of here
any time soon. Henry checks the front door peephole to see his clumsy
neighbour Eileen picking up her dropped groceries. You can regularly
witness scenes like this when checking the peephole while home.

Check the foot of the door for the FIRST LETTER memo. You'll find a ton
more of these under your door over the course of the game.


Kitchen
_ _  __

Open the fridge to find a WINE BOTTLE as your first weapon. If it breaks,
it'll turn into the more powerful BROKEN WINE BOTTLE, but both are poor
weapons. Beside it is a bottle of CHOCOLATE MILK, which is not a health
item and instead will become relevant later. Leave it for now.


Living Room
__ _  ___ _

Head into the living room and Henry will notice a large chest. This is
used to store and retrieve items. Since you have limited inventory space,
you'll need to regularly dump whatever you don't absolutely need in here.

After checking the chest, or looking out the nearby window if you didn't
in the bedroom, a crash will be heard from the bathroom area, but first
let's continue our living room tour.

Find the BOOK SCRAP stuck behind the far bookshelf and locate the notebook
on the small table, which is the only SAVE POINT in the game. Whenever you
wish to save, you must return to your apartment and do so here.

The laundry room by the front door can be investigated but there's nothing
of note in there. So make your way back down the hall and into the
washroom on the right side.


Washroom
__ _ ___

Inside is a hole in the wall of about two feet in diameter. It appears
that Andy Dufresne was locked up in Henry's apartment but forgot to cover
up his hole with Rita Hayworth this time.

Grab the STEEL PIPE that hangs from the top, serving as a weapon. I
suggest going with this and dumping the Wine Bottle if you picked it up
from the fridge. Enter the hole and pull yourself to redemption towards
the light at the end.


________  ____________ _  __ _______________ _   ________  ___     _______

02 // s u b w a y  w o r l d                                      [wlk_02]
________  ____________ _  __ _______________ _   ________  ___     _______


        "Huh? This is my dream and you don't even know my name?"


Opening Hallways
__ _ ____   _  _

Run straight ahead to the woman at the end of the hall. Meet Cynthia. She
needs your help to find the exit and will reward you with a "special
favour" for doing so. Yes, please... She knows how to keep a man
motivated.

Head around the next corner and down the lifeless hallway for another
cutscene. Cynthia feels sick and enters the ladies' room. As Henry waits,
you're introduced to the first enemies of the game: Sniffer Dogs.

Sniffers can be a hassle due to their insane lunges, so just slip straight
inside the ladies' room. Inside, Cynthia is nowhere to be found but
there's a strange hole on the wall, larger and more refined than the one
in your washroom. This is the first PORTAL. Enter it to return to your
apartment.

[NOTE ON PORTALS]:
These large holes will always return you to Henry's Room 302 when
traversed. While there you can recharge your health, save your game or
witness different events that may sometimes progress you through the game.
Read the next note below for more specific details.


ROOM 302
==========================================================================

Awakening in Henry's bed, exit the bedroom and walk into the living room.
You may notice a piece of furniture along the far wall by the kitchen has
been slightly moved. Check it out and straighten it.

Grab the PISTOL from the floor and check the left wall for a note. Then
investigate the tunnelled wall for a peephole that looks into Eileen's
bedroom... Wait, so Henry is already lined up for a "special favour" from
Cynthia and can now can spy on his cute next door neighbour Eileen in her
bedroom? Maybe being locked up in your apartment is worth it after all...

Eileen doesn't look too busy for now, but you'll hear your phone ringing
once you're done peeping. Answer the phone in the bedroom to hear a
familiar voice. Now enter the washroom and jump back in the hole to return
to the subway.

[NOTE ON ROOM 302]:
You may have noticed your health regenerating while home, which is one of
the many benefits of Room 302. Beyond that you can save your game, store
or retrieve items with your chest, check for any updates or brief scenes
from your front door peephole, satisfy your voyeuristic fantasies with
Eileen's peephole (hey now, behave), spy on your neighbours out your
windows, collect memos under your front door or elsewhere, and sometimes
find items that you may need to advance in the outside world. So if ever
stuck, return to your apartment and see if there's anything there that can
help you.

==========================================================================


Back in the subway, examine the stunning mannequin, then once again for
the LYNCH STREET LINE COIN. Exit the washroom back to the Sniffer-occupied
hallway. Instead of fighting them, quickly run to the next area to the
left, zigzagging to dodge their attacks. Get used to this running style,
although quietly walking past them can sometimes avoid getting their
attention.


Concourse and Dead End Corridor
__  ____   _ _ ____   ___  ____

Take a right to find a Sniffer by the turnstiles. If you'd like some more
Pistol ammo, continue along the right and move into the next corridor.

Two Sniffers and a weird snake-like pipe (known as Greedy Worm) occupy the
area. You can attack it but nothing will happen. Up the far right stairs
you'll find PISTOL PULLETS. Return to the concourse and check the
turnstiles in the middle.

Remembering your coin, check the signs and use the LYNCH STREET LINE COIN
to pass through the appropriate entrance turnstile. Head down the stairs.


Connecting Stairway
__  ____   _   ____

In a cutscene, new enemies called Ghosts will be introduced. Instead of
fighting them, continue down the stairs and take the next stairs just
ahead.

[NOTE ON GHOSTS]:
First things first, Ghosts can never die. Ever. Yeah... that's what we're
dealing with. But you can attack them and even knock them down for short
periods if desired. One problem is that even being near Ghosts will flash
your screen red and do slight damage bit by bit, so always try to minimize
time spent near them. Essentially always and certainly now, your best bet
is just to run past them, but you'll receive some items later in the game
to help you fight back or suppress them.


Lynch Street Line East Platform: Releasing Cynthia
_____  _ ____    _ _       ______ _ _ ___   __ ___

Just down the stairs you'll see Cynthia trapped in a subway car. You won't
get your special favour if you don't help her out, so head south to the
end of the platform where the conductor car is, passing any Ghosts. Enter
the final car through the door with the new angle and examine the red
light to push the button.

Back outside, Cynthia will be making her way towards you, so that worked.
The south door here is locked and there's nothing else to do but make your
to the west platform via a little maze in the stopped subway cars. To
begin, head to the north car and enter from there.


Navigating the Subway Car Maze
____  _ _    _ ______  __ ____

The aisle to the south is blocked so use the right cement column to get to
the other side of the car. There's a toy box on the bench there but it's
locked so forget it for now and pass through to the next car south.

Enjoy the nice view, then advance to the next subway car south. Use the
cement column to reach the fourth subway car at the southwest and pass
through straight to the middle car. Use the column once again to get
around the blockage and enter the sixth and final car. Follow the aisle
and exit the last car through the west open doors at the end.


Lynch Street Line West Platform
_   ____  _ ____   _ ____ _____

After enduring the maze, make your way south down the platform. You can
find PISTOL BULLETS just up the stairs ahead by the blockage. Continue
south and enter the maintenance room at the end.

Just inside, Henry will notice he's lost Cynthia again... Talk about
playing hard to get. She promises a special favour and then makes it
impossible to receive the reward by disappearing every couple of minutes.
She can't be found even if you go back, so let's just hope for the best.

You'll find another PORTAL on the wall in here, but there's no need to
return to Room 302 unless you need to recharge your health. Otherwise,
continue down the ladder.


Maintenance Hallway
___ _ _____ _ _____

Follow the path past the intersection and up the other ladder if
interested in some ammo. You'll find PISTOL BULLETS on the floor up there.
You can also unlock the door to the east platform, which I highly
recommend you do for reasons you'll understand much later. But head back
down when done.

Now head into the intersection and ignore any Ghosts as you proceed down
the stairs and through the end door.


King Street Line Platform
___  _  _____   ____ ____

Now on another platform, quickly bash the nearby Sniffer with your Steel
Pipe, then move down the platform. Cynthia is heard on the intercom and
she's apparently found the exit. She sure knows how to tease a man...

She tells you to come to the turnstiles, which you'll come across up an
escalator ahead so just keep moving. The subway train at the north side of
the platform contains four Sniffer Dogs, which you can fight your way past
to find a 9-IRON golf club. It's up to you if that's worth it. It's a nice
weapon but it breaks easily and you'll find many more of them later on
anyway.

[NOTE ON GOLF CLUBS]:
You'll find a whole bunch more of these over the game, enough to assemble
your own golf bag. Golf clubs are powerful melee weapons that offer more
damage than the Steel Pipe, but they break easily and become useless,
remaining in your inventory until dumped in your item chest. They're a
dime a dozen so don't ever hesitate to use and break them. Just consider
having a backup weapon in case.

Continue west to find escalators on the other side, plus a NUTRITION DRINK
at the foot of them. Farther west is another PORTAL back to your apartment
if you wish. Consider using it to recharge your health and save your game,
and hold onto that Nutrition Drink, cause the next segment can be a
frustrating one. Step onto the upward escalator when ready.


Escalator to the Turnstiles
_______  _  _ _____ _______

While taking the longest escalator ride of your life, new enemies called
Wall Men will be introduced. They will partially emerge from the wall at
various points and reach out to smack you to the ground. To get past them
you can either time it to wait for their attacks and run past, or swing at
them as you escalate past.

That said, both can be tough to get exactly right. Some are predictable
and only swing once at a time, but some will regularly attack several
times in a row and it can be hard to judge whether another attack or a
short break is coming. Consider running past the few that aren't so
aggressive when the time is right, but for most it's a better idea to
swing at them with your pipe as you carry past them. Once you're just past
each one, ignore it and prepare for the next one.

Alternatively you can use the Pistol, but again, don't waste any more
bullets than necessary. Once you're alongside or past, run instead of
shooting any more. Once you've past enough of them, there will be a short
distance to the end where there won't be any more.

This can absolutely be a frustrating segment if you're aggressive and try
to run past them all. Advancing slowly and carefully will generally do you
much better than trying to sprint through it all. So be warned, and only
use the Nutrition Drink if you're about to die because you'll return to
your apartment shortly.


Meeting Cynthia at the Turnstiles
___ _ _____     _ _____ __ ______

Take a deep breath after surviving that, and head down the side hallway to
the left to find PISTOL BULLETS on the ground by the blockage. Then head
back and move up the nearby exit stairs.

A whole bunch of makeup and other belongings that appear to be Cynthia's
line the floor up here on the inside of the turnstiles. Examine the ticket
booth door and take the TEMPTATION PLACARD... Quite relevant. Then step
inside for a cutscene. So... Is it a bad time to ask for that special
favour?


ROOM 302
==========================================================================

Waking up to sirens, check out your bedroom window to see what's going on.
Exit to your living room to listen to the transmission coming from your
radio in the corner.

Grab the RED DIARY - APRIL 8 under your front door. Consider saving your
game and emptying some items into your item chest -- you won't need the
subway coin or the placard you just got, so dump them and anything else
you can do without. Prepare to do this often to keep your inventory
unclogged, especially at the end of each world.

Enter the washroom to check on the hole, which has grown even larger.
Well, there's nothing else to do but enter it and see where it takes you
this time.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

03 // f o r e s t  w o r l d                                      [wlk_03]
________  ____________ _  __ _______________ _   ________  ___     _______


          "It's been a while since I came here to Silent Hill.
                 Maybe I'll meet the Devil this time."


Northeast Passage: Opening Forest Pathways
___  _ ____    _ ______ ______ _____ _ ___

Waking up in a forest, you'll find a tree stump nearby with some weird
writing that you can't read, along with some others in this world.
Disregard them for now. Head through the gate at the end of the path.

The next path is empty as well but contains a PORTAL by the double doors
at the other end. Continue through the doors.


Northeast Passage: Industrial Pathways
___  _ _ ____ _____   __ _ _ ___  ____

Follow the path down some ramps and you'll meet new bat-like enemies
called Hummers. They don't hit hard but they can be really annoying by
stunlocking you. Bat them down with the Steep Pipe and stomp them.

Down the second ramp to the left are PISTOL BULLETS by some barrels. Move
on through the next double doors. Move down another ramp to be swarmed by
more Hummers. Continue to the right down another ramp and go through the
gate to Henry's left.


Northeast Passage: Meeting Jasper
____ _ _ _    _ _______   _______

Here you'll find an idling car with the driver's door open. Check the
interior to find a note and JASPER'S MEMO PAD on the seat. Continue down
the forest pathway and enter the rocky area through the far gate.


||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

A BRAND-NEW FEAR WEAPON: CHAINSAW

After completing the game once and starting A Brand-new Fear, the CHAINSAW
will be found stabbed into the ground by the tree stump in the fifth area
of the northeast passage, the same area as the running car.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


By the large rocks you'll meet who's presumably Jasper. Eventually he'll
start talking but you have no obligation to stay and listen to his
stuttering. On the other side of the wooden shelf in the middle is a
NUTRITION DRINK on the ground. Head through the other gate when done.

Consider evading the several Sniffers in the next path by zigzagging
appropriately, or you may have better luck by sneakily walking around the
perimeter. You'll find Sniffers are so much less likely to engage if you
calmly walk past them here and anywhere else.

You'll reach an odd structure with a massive rock anvil, which will fall
and block the path if you go near it. It has no real significance, so head
around it and through the next gate.

You'll have to deal with Sniffers and Hummers on the next path, so
consider evading them as well unless you're up for a fight. Head through
the end double doors to the Wish House compound.


Wish House Compound
___ _ _____   _____

Note the PORTAL on the right wall, which is only worth the trip if you
need to restore some health.

The orphanage's front door is locked and there's nothing else here for the
time being, so you'll have to do more exploring. Check your map and head
through the northwest door to see what's that way. For the record, there's
no key items this way but there is a new health item and an interesting
sight for any Silent Hill veterans.


Northwest Passage
___ _  _____  ___

Ignore or deal with the Hummers and enter the cave through the next gate.
Pass some more Hummers inside and leave through the exit on the other
side to the waterfront. If this area looks a bit familiar to you, it's
because this is Toluca Lake from Silent Hill 2.

By the left cave wall is a PORTABLE MEDICAL KIT and a PORTAL farther down.
Now that you're done investigating the northwest path, head back to the
Wish House compound and through the southwest double door gate to check
that way.


Southwest Passage
__ _ ____  _ _ __

Head through the next gate to meet the first Ghost of the area. Just run
on the left past it towards the PORTAL on the wall and move through the
double doors.

Introduce yourself to the little boy as Jasper joins in a brief scene.
Well, all right then. Note the open grave here with the numbers "11121"
carved into the coffin and head all the way back to Wish House.


Wish House Compound: Jasper on the Front Porch
___  _ ____   _ ______  _____ _ __ ______ ____

Back here you'll now find Jasper waiting on the front porch of Wish House.
He'll tell you that he has "something really good" but won't give it up
for free. He then says he's really thirsty and goes on about chocolate...
Ringing any bells?

You may remember something from your apartment fridge, so use the nearby
portal to return to 302 unless you already have the item.


ROOM 302
==========================================================================

Head straight for the fridge and grab the CHOCOLATE MILK inside, or grab
it from your chest if you dumped it in there earlier. If your doorbell is
ringing you can check the peephole for a brief scene. Return to Jasper.

==========================================================================


Approach Jasper and give him the CHOCOLATE MILK. That hits the spot for
him... He then tosses a small spade on the porch for you. Grab the
BLOOD-INSCRIBED SPADE, which has an inscription that serves as a puzzle.


PUZZLE: BLOOD-INSCRIBED SPADE (WISH HOUSE COMPOUND)               [puz_01]
--------------------------------------------------------------------------

As you pick up the spade you'll see the following inscription on it:


    "Opposite where the lake and house meet,
     inside the hand holding onto the ground."


This is referring to a location to use the spade. Jasper's Memo Pad from
the car touched on this. Remember the "nosy guy" is who gave Jasper the
spade.


    "I'm not sure what that nosy guy meant
     when he said:
     'His home is the orphanage
      in the middle. The lake is northwest.
      So the opposite is southeast.'"


And so Jasper has already done the work for us. Why he didn't go there
himself, who knows... You'll find what you're looking for in the southeast
passage.

--------------------------------------------------------------------------


Take the southeast door in the compound to begin your search.


Southeast Passage: The Key to Wish House
___ _ _ ____  _ ____ _ ___  _ ___ _ ____

Make your way past four pesky Sniffers and through the other gate, then
the next empty path and gate. You'll arrive in a small lot with some
trees.

Head to the other side of the trees ahead and the camera angle will shift,
revealing what looks like a hand coming out of the ground... Creepy.
Examine it and Henry will realize it's a root. Remember the inscription
though? "Inside the hand holding onto the ground." Use the BLOOD-INSCRIBED
SPADE.

Henry will find the RUSTED BLOODY KEY buried underneath, which has its own
inscription.


PUZZLE: RUSTED BLOODY KEY (SOUTHEAST PASSAGE)                     [puz_02]
--------------------------------------------------------------------------

Engraved into the key is:


    "The holder of this key will wander
     for eternity."


Jasper's Memo Pad provides more information regarding this as well:


    "The nosy guy said one other thing I
     don't understand:
     'If you bring the dug-up key,
      you can't go back.
      Put it away somewhere before
      you return there.'"


What these two messages explain is that you won't be able to get back to
Wish House while carrying this key. If you try, you'll see heavy mist in
the previous path and each time you try the other door you'll be
transported back to the beginning. But surely by now you should realize
what you can do about this. You'll need to find a portal and utilize your
item chest.

--------------------------------------------------------------------------


Continue through the next gate to the final section of the southeast
passage. There you'll find a 6-IRON club up the small steps and a PORTAL
to its right. Perfect. Enter the portal before the Ghost fully enters the
area.


ROOM 302
==========================================================================

Enter the living room and dump the RUSTED BLOODY KEY in the chest, along
with anything else you don't need. Then return to the forest.

==========================================================================


With the key not in your inventory, return to the Wish House compound.


Wish House Compound: Entering the Orphanage
___ _  ___ __ ________  _ ____  _ _ _______

Use the portal to return to Room 302.


ROOM 302
==========================================================================

Grab the RUSTED BLOODY KEY from the chest and return to the forest.

==========================================================================


Key in hand, head over to the entrance and enter Wish House with the
RUSTED BLOODY KEY.

Inside, find a small note by the leaning bookshelf ahead alluding to a
former series character. There's nothing up the stairs, but to the left is
a locked door and a HOLY SCRIPTURE SCRAP memo on the red carpet.

Jasper will sneak through the nearby door while you're reading the memo...
Even though it was locked. Examine the cracked-open door and take the
SOURCE PLACARD hanging on it. Now enter the room, curious to see what
happened.


ROOM 302
==========================================================================

You'll wake up in 302 to a news report. With the doorbell ringing, check
your front door peephole for a cutscene. Eileen may or may not be present
in her room while you can hear an unimportant news report on the radio.

Dump the placard and anything else you don't need in the chest. Then check
the washroom to find the hole has grown again. Dive in and see where it
takes you this time.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

04 // w a t e r  p r i s o n  w o r l d                           [wlk_04]
________  ____________ _  __ _______________ _   ________  ___     _______


             "With no food and never showering themselves,
           they turn into smelly little grey lumps in there."


First Floor Cellblock
____  _ _ ____ _  _ _

Henry awakens in a prison, wondering just what the hell he did last night.
Follow the curved path to find the small EXPLORATION MEMO on the ground
and a shouting man in a cell past that. You can't help him from here but
go ahead and listen to what he says. He'll drop a name that may be
familiar if you played Silent Hill 2...

[NOTE ON CELL NAVIGATION]:
This and every floor of the prison has eight cells in a circular
cellblock. I'll refer to cells by their position on your map, relative to
a clock face as shown below.

   _____________
  / ___________ \
 / /\    |    /\ \
/ /  \ 11| 1 /  \ \
| | 10 \__|__/  2 | |
| |____/     \____| |
| |    \_____/    | |
| | 8  /  |  \  4 | |
\ \  / 7 | 5 \  / /
 \ \/____|____\/ /
  \_____________/


A pack of PISTOL BULLETS awaits in the 2 o'clock cell along with a note on
the wall (you'll find more of these which aren't really important). New
passive enemies called Toadstools occupy the 11 o'clock cell, but nothing
else is in there or elsewhere here. Exit through the south double doors.


First Floor Portal Room
___ _ _ _______  ______

On the wall ahead is a PORTAL with a GUARD's DIARY posted beside it. A new
memo awaits you at home.


ROOM 302
==========================================================================

Check your front door for the RED DIARY - APRIL 4. Reading the memo will
provide you with the confirmation of the Silent Hill 2 character who
previously only existed on paper. Empty any unnecessary items and head
back to the prison.

==========================================================================


Back in the portal room, the east door is locked so pass through the west
door.


Interior Basement Stairway
___ _ _ ___ ____ ___  ____

If you follow the path ahead it'll slowly descend past several Wall Men on
the way. Instead, you can use the ladders here which bypass the Wall Men
and let you reach the same places anyway, while saving you some time.

Take the first ladder down to B1 to find locked double doors nearby, but
skip the next ladder and start walking down to B2 to find an item -- don't
worry, there's no Wall Men this far down.

At the north point between B1 and B2 you'll find a SAINT MEDALLION on the
floor, which is small and may be hard to see. Continue down the path and
through the door at the end.

[NOTE ON SAINT MEDALLIONS]:
These medallions are anti-spirit items that suppress the effect of Ghosts.
When equipped, Ghosts will move more slowly, attack less frequently, and
all damage from just being near them will be prevented. However, as you
use medallions they'll slowly degrade and eventually break. But don't
fear, you'll find several more over the game if you have a keen eye and
they're meant to be used as you please, rather than needed for specific
circumstances.


B2 Waterwheel Room
__ _ _______ _ ___

Head down the steps to the main ground where you'll discover several
Hummers on the inner walls of the waterwheel hull. Time for some batting
practice.

On the southeast outer wall in the area is a PORTAL, while the northeast
door is unlocked and leads to a generator room which will provide you with
an extreme sensation if you head deep down the hall...

Back in the main room, find the sign at the northwest of the inner low
wall to get the WATER PRISON EXIT KEY hanging on it. Examine the sign
after for Henry to copy over the WATERWHEEL ROOM PLATE MESSAGE to his
scrapbook. The memo instructs you to open the sluice gate on the roof to
turn on the lights on the third floor, so remember that for later.

With a new key in hand, exit back to the stairs and use the ladders to
ascend back up to the portal room on the first floor, then exit from the
east door with the WATER PRISON EXIT KEY.


Exterior Walkway
___ _ _ ____ ___

If you follow the path straight ahead it'll slowly ascend to the second,
third, and roof floors of the prison. But doing so will awaken a bunch of
Hummers along the walls, while using the ladders instead will save you a
lot of walking and interaction. So take the two short ladders up to the
second floor and enter the cellblock through the double doors.


Second Floor Cellblock
___ _ _ ___ _  __ ____

With more Toadstools here, you'll also find more new enemies called Blue
Tremers on the walls and some on the floor. These enemies are passive and
fun to squash, but they can also slightly harm you if you walk into them.
Swinging at them will knock them off walls, but you don't even need a
weapon to kill them while on the floor as Henry can stomp them. Enjoy the
experience.

The only thing relatively interesting on this floor is a diary in the 11
o'clock cell, although Henry won't put it in his scrapbook. Head back
outside and ascend the next ladder.

You can explore the third floor now but the cells will be a bit dark, and
you may remember a memo that said to open the sluice gate on the roof to
turn on the lights, so head up the ladder again and pass through the large
gate to the roof.


Roof: Opening the Sluice Gate
___ _  _ _____ _  _ ____  _ _

Just ahead is a door that won't open, but on the other side of the large
water tank is the sluice valve. Crank it open. Now leave the roof and
enter the third floor cellblock below.


Third Floor Cellblock
__ _ ____ _ _ ___  __

Now with the cell floodlights on and water slowly leaking into the hall,
the 7 o'clock cell contains a note in the left corner that gives you a
hint of light and water for the upcoming surveillance room puzzle, which
you've already solved half of by opening the sluice gate.

Continuing west, there's a gaping hole and some blood leaking down in the
8 o'clock cell. There's more to see here so don't jump down yet. Farther
down the hall is a new, disturbing enemy called the Twin Victim, which is
even pointing at you... Bash it to death before it comes to beat you up.

Inside the 10 o'clock cell is another hole, plus blood in the shape of a
body covering the bed. A pack of PISTOL BULLETS waits in the 1 o'clock
cell but is guarded by an aggressive Wall Man, with another in the other
corner. If you want the ammo, wait for an attack break, then run in and
bash it a few times and grab it.

Near the 2 o'clock cell is another eerie Twin Victim, and in the cell
there is another strange hole. In the 4 o'clock cell is a family of
Toadstools and a PRISON DIARY on the left stand.


Jumping Down to B1
____  _ ____ _ _ _

When you're done in this cellblock, return to the 8 o'clock cell and jump
down the hole. You'll arrive in a cell on 2F with another hole and a
jammed door. Jump down to another cell with a hole on 1F where you can
jump down to the basement below.

If you jump down a different hole, it will either right away or ultimately
lead to an already unlocked cell on a lower floor, which isn't what you
want. If you did though, just return to 3F and jump down the 8 o'clock
holes all the way to the inner basement.


Inner Basement
__ _ _ _____ _

You'll land in a shower room on B1 with two Twin Victims waiting for hot
water. Beat them or just pass through the double doors, unlocking them
first.

The east doors won't open, so head up the north ladder in the circular
area.


Inner Surveillance Room
___ _  _ _____  _ _ ___

In this circular room you can find the 1F SURVEILLANCE ROOM REPORT on the
desk. The memo explains some useful information on the cells and rotating
them. You'll also find peepholes that look over each of the cells on the
first floor here.

Continue up the ladder to an identical room and grab the 2F SURVEILLANCE
ROOM REPORT on the left desk, which contains more information on turning
the cells. Also in the room is a valve to turn the cells. Don't do
anything with it just yet, and move up the ladder to 3F.

Ahead of Henry on the wall is the SECRET NUMBER MEMO, which contains the
code for the kitchen back door on B1 which we haven't found yet. Another
handle to turn the cells is found up here.

It's time to solve a puzzle, but before you do that, consider whether you
want the Stun Gun as described below. While a pretty good weapon, it's not
hugely important so just skip ahead to the puzzle if uninterested.


Optional Trip for the Stun Gun
____ _ _ ________ __ _ _ _____

With no actual hint to find it, there is a Stun Gun hidden in a cell on
the second floor that is only reachable by turning the cells from this
surveillance room. Although it can't be seen from the peephole, it is
located in the initial 4 o'clock cell before turning them around, which
cannot be opened from the outside. Therefore you'll have to align a cell
with a hole on 3F above it and jump down from there to claim it.

Before we go any further, is this worth the hassle? Well, it's actually a
quality weapon that knocks down enemies in one hit, so perhaps it may be.
To do this right, just turn the 3F valve once to the right, which will put
a cell with a hole in the 4 o'clock position on 3F right above it, if you
haven't moved anything else.

After moving the cells, return to the third floor cellblock, enter the 4
o'clock cell and jump down to the same cell on the second floor. Grab the
STUN GUN on the stand. Now jump down again to a first floor cell with
another hole and again to the basement.

You'll land in the dining hall while the secret number keypad door can be
found in the kitchen next door, but you won't be able to enter the code
without light down here. Therefore you must still solve the puzzle in the
surveillance room.

Leave through the other doors in the dining hall after unlocking them and
ascend the ladder back to the surveillance room. Remember that since you
turned the 3F valve once right, you now need to turn it right once more
rather than twice in the following puzzle.


PUZZLE: REVOLVING PRISON CELLS (2F/3F SURVEILLANCE ROOM)          [puz_03]
--------------------------------------------------------------------------

The idea of this puzzle is to align the cells on each floor in a certain
order so that the third floor floodlights are activated and can reach the
basement kitchen via a series of cell holes. While also allowing you to
physically reach the kitchen via the same holes (if you haven't already),
this specifically allows you to see and use the keypad in the kitchen,
which is otherwise too dark to use.

The solution is the same for each difficulty every time, although the two
memos will be different and very unhelpful on Hard -- but in that case,
just read the Easy/Normal memos below which still apply.


EASY/NORMAL:

     1F Surveillance Room Report:

    "This place continues to deteriorate.
     The doors to a number of cells no longer
     open. As a result, the kids inside can no
     longer go outside. But the less they
     know about that, the better.

     I can't open the doors, but from this
     room, I can watch them get more and
     more emaciated each day. With no food
     and never showering themselves, they
     turn into smelly little grey lumps in
     there.

     Following the suggestion of an engineer,
     we've disposed of the corpses by
     digging a hole below the cells. Since each
     floor of this building can be rotated
     independently, we can dispose of the
     bodies without the others noticing by
     aligning each cell with a body in it
     vertically.

     P.S.
     Chief,
     I bet you're just dying to see the
     interrogation room behind the kitchen.
     I understand your feelings, but have
     you noticed?

     There are three rooms with bloody
     beds. One is on the 1st floor, one is on
     the 2nd floor, and one is on the
     3rd floor. If you line those three rooms
     up, then it's 'bingo.'"


     2F Surveillance Room Report:

    "To keep a close eye on the kids,
     it's important to keep the cells well lit.
     The lights on the 3rd floor were
     originally bought as searchlights.

     As a precaution against a blackout,
     they were set up to run on a private
     generator. There's a hydroelectric
     generator in the basement. To light up
     the 1st and 2nd floors, use the corpse
     disposal chutes.

     Since each floor of this building can be
     rotated, you can light up any of the
     cells by matching up the holes.
     Repeating this periodically is an
     effective way to keep the kids fearful
     and well-behaved.

     P.S.
     Chief, if you turn the handle in the
     middle of this room, you can easily
     rotate the cells. You can't rotate the 1st
     floor, so align the 2nd and 3rd floors
     with the 1st floor cell that has the
     blood-stained bed.

     By the way, if you use the peephole in
     this room, it's easy to make sure you're
     doing it right. Give it a try.
     Also, please don't forget to open the
     sluice gate on the roof.
     Much appreciated, Chief!"


HARD:

     1F Surveillance Room Report:

    "I'm sleepy..."


     2F Surveillance Room Report:

    "I want to go home."


As explained, you must first open the sluice valve on the roof to get this
whole process started (which we've already done if you've followed along).
Then you want to locate the cell with the blood-stained bed on each floor
using the peepholes and align them all in the same spot using the valves
in the 2F and 3F inner surveillance rooms.

The 1F cells can't be rotated since there is no valve there, so you'll
need to align the 2F and 3F bloody bed cells with the one on 1F, which is
always in the 1 o'clock position. Confirm yourself with the peephole.

On 2F the blood-stained bed starts in the 7 o'clock position, four spots
away from the 1 o'clock cell. Doesn't matter which way you turn it, left
or right, just as long as you turn it the same way four times (Henry will
turn it a few times in the cutscene but you need to do that four times).
Confirm via the 1 o'clock peephole that the blood-stained bed is in the
right spot. Good, now move on to 3F.

Up top the blood-stained bed starts in the 10 o'clock cell, two over from
1 o'clock. Turn the valve up here twice right to align the bloody bed.
After turning it once, you'll see a cutscene of the man on 1F being freed
from his cell (unless you already did so when you moved the 3F cells for
the Stun Gun) but you must turn it again to complete your task. Confirm
via the 1 o'clock peephole that the bloody bed is there.

In short, the solution to this puzzle is always the following:


1. Open the sluice valve on the roof beforehand.
2. Turn the 2F valve four times to the right (or left).
3. Turn the 3F valve two times to the right.

---

So what exactly does that do? Opening the sluice gate on the roof allows
the water to flow over the B2 waterwheel, generate power and activate the
3F floodlights. Aligning the bloody bed cells allows that light from 3F to
shine through the 1 o'clock cells to the B1 kitchen in the 12 to 3 o'clock
position so that the keypad there can be used to advance.

Note that the position the water falls on the waterwheel also changes from
the starting to finishing position (and the direction the wheel spins),
while the waterwheel and lights turn off in other positions. The above
solution is the only result that will allow you to advance.

--------------------------------------------------------------------------


With the cells now in place, your next destination is the B1 kitchen. If
you got the Stun Gun and landed in the dining hall, you already have
access via the east door in the B1 hall, which you would've unlocked on
your way out.

If so, head right there and skip ahead to the kitchen segment. Otherwise,
you'll need to jump down from above.


Jumping Down to the Kitchen
___ _  ____   _____ __ ____

Begin by descending the ladders and you'll witness a cutscene where you're
formally introduced to Andrew DeSalvo. Whitestools, the cousin enemy to
Toadstools, will start to form around the ladder after the cutscene, so
quickly escape and exit from the south double doors.

Use the ladder to Henry's right to access 1F and pass through the small
portal room, then enter the 3F cellblock and find the 1 o'clock cell.

If the bed in here is not stained with blood, you haven't aligned it
correctly. Go back to the surveillance room and adjust it. When ready,
jump down the three holes all the way to the B1 kitchen.


Kitchen
___ _ _

Be careful of the Whitestools in front of you, which you can ignore. Turn
around and examine the double doors for the WATCHFULNESS PLACARD.

Examine the keypad on the door and enter the code from the Secret Number
Memo that was originally in the 3F surveillance room. The code is 0302,
the same number as your apartment... If it's too dark for you to see, you
haven't aligned the cells properly to allow light from 3F to travel
through the holes.

Upon entering the code, Henry will go through the door and a cutscene will
play.


ROOM 302
==========================================================================

Enjoy the sunset from your bedroom window and exit the room. Hearing a tap
blasting away, check your washroom for an amazing sight in the bathtub,
which you cannot get rid of. The hole is also getting larger with strange
sounds coming from it, but don't enter just yet.

Head to your front door where you may hear muffled voices. Check the
peephole for a cutscene and get the RED DIARY - JULY 23 after, along with
the SUPERINTENDENT'S MEMO that was just slipped under your door, which is
covered in blood and can't be read anyway.

Feel free to satisfy your pervy desires by checking on Eileen, and you
may hear an unimportant news report on your radio if you turn it on. Put
the recent placard in the item chest with anything else you don't need,
save your game if you wish and enter the bigger hole in your washroom.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

05 // b u i l d i n g  w o r l d                                  [wlk_05]
________  ____________ _  __ _______________ _   ________  ___     _______


             "But if you're here too... then there must be
         something wrong with the whole apartment building..."


Opening Hallways and Rooftops
___ _ _ ____ ______  _ ______

Note the PORTAL on the wall behind Henry and try to stay dry in this
rackety and maniacal environment. Don't mind the upside down stairs and
door either.

Make your way around the far corner and down the nearby stairs to meet a
new enemy called a Gum Head. Bash it with your pipe or just continue down
the other stairs to the left for a cutscene.

Meet Richard. This guy sure knows how to make an entrance! Once he leaves,
two Gum Heads will drop down, one of them blocking the next door. Beat
them down if you wish or just shove past and through the door. If you do
hang around to take in the scenery for a bit, you may notice you're on the
roof of Hotel South Ashfield, which is visible from your apartment window.


B3: Birthday Cake Room
___  _ ____  ______ __

Hearing an odd sound, move down the hall to discover a Ghost pinned down
by a sword in the main room. Examine it to discover something in its hand,
then take the GHOST'S KEY.

After taking the key, you can also take the SWORD OF OBEDIENCE keeping the
Ghost pinned to the ground, but understand that he'll get up if you do and
chase you around this world, and so leaving it is also an option. Read the
following note for more info.

[NOTE ON SWORDS OF OBEDIENCE]:
These swords are used to stab downed Ghosts and keep them out of
commission and unseen elsewhere for the rest of the game, or until removed
by the player. To use one, you must first beat down a Ghost multiple times
until it doesn't immediately get back up (or use Holy Candles or Silver
Bullets). Then approach and use the sword to stab it in. To be frank, this
Ghost isn't much of an issue to deal with if you remove it, and perhaps it
can be put to better use on a stronger one later on. More will be found in
due time, however.

After making your decision on the sword, use the GHOST'S KEY to pass
through the door to the right.


Stairwell
___ _ ___

Here you'll meet Red Tremers on the close fence, but they're nothing new
beyond the colour. Pass by them and circle around and down the large
stairwell in a clockwise fashion, passing any falling Tremers. Find and
pass through the southwest door at the bottom. Note that if you took the
sword from the Ghost above, it may appear here and follow you elsewhere.


B5: Sporting Goods Store
___ _  _____   _ _______

Pass through the other door in the small hall to a reeky-looking storage
room. Find the PISTOL BULLETS on the far shelf and proceed through the
other door to a sporting goods store.

Inside the store you'll find a 5-IRON golf club to the right and more
importantly an ALUMINUM BAT beside the volleyball basket. Consider
switching to the bat immediately. Also in the room is a PORTAL by the door
you came in from.


ROOM 302
==========================================================================

If you return home, you may hear a knock at your door. Check the peephole
for a cryptic message. Feel free to check on Eileen, and make sure to dump
anything you don't need before returning.

==========================================================================


The west door in the store is locked, so head through the north door
beside it. Take the red-coloured stairway down to B7 and go through the
green door down there.


B7: Pet Shop
__ _ _______

Down the middle aisle of this pet shop are two Sniffer Dogs as well as
another one to the west -- they don't look like great pets, so bash their
heads in with your new Aluminum Bat. Alternatively you can just walk
quietly in here and potentially avoid them, which is probably the best
method.

At the far end of the middle aisle by some cat food is ALBERT'S SPORTS
KEY. In the northwest of the shop are several Hummers on the wall, along
with an unlocked door there.

If you go through the northwest door and enter the room at the bottom of
the staircase, you'll only find a rusted clock door that won't open. You
just might also happen to notice that the room is inverted... There's
nothing to do here anyway. When done in the pet shop, return up to the
sporting goods store from the south staircase.

From the sporting goods store, pass through the west door with ALBERT'S
SPORTS KEY you got from the pet shop.


B5 to B8: Stairway and Rooftop
___ _  _ _ _____ _  _ ________

Hearing more Gum Heads on the stairway, a couple will drop where you
entered from after you advance, plus another will block the stairs ahead.
Bash the one on the stairs and just run away from the others as you make
your way down.

You may start to notice a new variant of Gum Heads (New Types), which are
also capable of stealing some of your weapons like golf clubs or the Steel
Pipe... Be careful around them and beat them down if they steal anything
to get it back, and beware that it's easy to miss a theft entirely.

At the bottom, two more Gum Heads will jump down and join the party. Just
continue to the right and around the corner past the jammed door.

Follow the narrow walkway past another sealed door and enter the second
elevator, since the first one is on another floor and can't be called.
Enjoy the cutscene as you descend to B12.


B8: Optional Trip for the Spade and a Sword of Obedience
___ _  _ ______   __ _______ __ _ _ _______ _ __ _______

Although the elevator just took you down to the bottom floor of B12, there
is a very effective weapon and a helpful item through the other elevator
doors back on B8. Examine the elevator panel and press the top button to
head back up if interested.

Exit the elevator through the north doors and follow the twisting pathway
past the Ghost if it's there to find a SWORD OF OBEDIENCE on the floor at
the end, plus the SPADE lying against the wall. The Spade is one of the
best weapons in the game, although perhaps the best weapon of them all
awaits you by the end of this world.

Head back to the elevator and press the bottom button to head back down to
B12 where you ended up after the cutscene. The middle button works but
you won't be able to open either doors on that floor.


B12: Connecting Pathways and Shower Room
___  _  ______  _  ______  _ _ _________

Move through the south elevator doors on B12 and grab the PISTOL BULLETS
by the fence. You'll shortly be on the other side so take a look at the
enemies that await you. Re-enter the elevator and descend the ladder on
the other side.

On the left side of the pillars in this shower room is a NUTRITION DRINK.
Left in the short hall are Whitestools blocking the way. Eliminate them
one by one and head up the ladder past them.

Follow the path past two Gum Heads and three Sniffer Dogs to find the
other side of the fence. You may notice that one of the Gum Heads is
carrying a golf club, which is a 5-IRON that can be obtained by beating it
down.

Take a right at the fence to the next area to meet four more Gum Heads.
The one blocking the next door has a PITCHING WEDGE, which you can pry out
of its cold dead hands, or just shove past it and through the door.


B12 to B15: Stairwell to Stairwell
___ _ _ _____ _  ______  _ _ _____

Now in a large empty stairwell with a huge fan above it, take the stairs
down and proceed through the next door in the southeast.

Follow this side staircase past any Tremers down to the bottom floor of
B15. Go through the green door by the trash can at the very end.


B15: Bar Southfield
__ _ _ ________ _ _

Ignore the Tremers on the walls and set your eyes ahead on the small,
circular table. Take the awesome RUSTY AXE, which can easily be described
as the best weapon in the game. It's small, light, powerful, and has the
most useful and unique charge up attack. Let it be your primary weapon for
the rest of the game. Trust me. It is the holy grail. The Spade is pretty
great too, by the way.

Deeper into the room you'll find a door locked by a keypad, but check the
bar for the BARTENDER'S MEMO, setting up a brief puzzle.


PUZZLE: BAR SOUTHFIELD KEYPAD (BAR SOUTHFIELD, B15)               [puz_04]
--------------------------------------------------------------------------

The Bartender's memo reads:


    "The boss said that the number this time
     is the last 4 digits of this store's phone
     number. But the phone number is
     written right there on the sign on the
     roof. Anybody could see it from South
     Ashfield Street. Is that really okay?"


So the code is the last four digits of the bar's phone number, which is
written on the sign on the roof. So how can you see the sign? Well, give
it a good think.

You have already been on a series of rooftops visible from Room 302's
windows if you've been paying attention, and you may have also seen a</pre><pre id="faqspan-5">
billboard for a bar out your apartment window if you've taken in the
sights. It's time to return to 302 to take a closer look. Continue along
below to find the code.

--------------------------------------------------------------------------


Find the nearby PORTAL by the billiard table and return to 302.


ROOM 302
==========================================================================

After waking up, look outside your bedroom window. Look up and to the
left.


    "Bar Southfield
        555-3750"


There you go. You may witness the super walk by your front door if you
check but not much is happening here anyway. Enter your washroom and
return to the Building World.

==========================================================================


Check the keypad and enter the code 3750 to pass through.


Massive Stairwell
_____  _ ____  __

Step ahead for Henry to hear an echoing scream at the top of what looks
like a huge stairwell. Great... and you're going to be chased by Ghosts
the whole way too, have fun. For the record, you can't go down since
there's a chunk of stairs missing by the door.

Start your lengthy ascent and just don't stop for anything. Ghosts will
chase after you but there's no real point in engaging. You can use a
Saint Medallion to prevent their damaging effect if necessary, but it
shouldn't be much of an issue.

At the top of the enduring stairway, Henry notices the door is to room 207
from his apartment building. Take the CHAOS PLACARD on the door and
proceed inside for a cutscene.


ROOM 302
==========================================================================

Exit your bedroom to hear another transmission coming from your living
room radio. You might be able to hear a travel commercial for Silent Hill
after it if you turn the radio on again.

If you look out the window from either your living room or bedroom, Henry
will notice a man in room 207 pointing at 303... That's Eileen's room. Is
she next? If you check on Eileen, it looks like she's getting ready for
her party, now wearing a backless purple dress. Looks like you just missed
the best part of her slipping it on eh, ya dirty perv.

You know the drill by now -- dump the placard and anything else, consider
saving and then check the washroom to find the hole is even larger. Before
hopping in, examine the toilet for a brief reference to Silent Hill 2.
Shame Henry isn't a real man like James though. Anyway, jump in the portal
and see where you end up now.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

06 // a p a r t m e n t  w o r l d                                [wlk_06]
________  ____________ _  __ _______________ _   ________  ___     _______


         "I got this from Miss Galvin a long, long time ago..."


Third Floor: Room 301
___  _ ______ _  ____

Well now, welcome to your apartment building. Before progressing ahead,
look directly to your right and enter room 301. Move into the living room
to find MIKE'S DIARY and a piece of RED PAPER on the table, which Henry
thinks should be placed under 302's front door. Worth a shot when we're
done here.

There are also some porno magazines on the floor to the right, which Henry
admires but doesn't have time for. Maybe he'll come back for those
later...

Note the PORTAL on the west wall, but don't enter it yet. Follow the left
hallway to the first room on Henry's right. There are two orange-tinted
photos in this room with keys taped on their backs. Get the
SUPERINTENDENT'S KEY from the left photo and the LOCKER KEY #106 from the
far photo. Looks like this tenant "Mike" has the hots for a nurse.

Also in the room is JOSEPH'S ARTICLE on the bed frame, which should be
familiar to Silent Hill 3 veterans. When done here, avoid the Ghost in the
living room and enter the portal on the wall.


ROOM 302
==========================================================================

After waking up, head for your front door after exiting to the hallway.
You should hear a nasty noise coming from the laundry room -- go
investigate it for a surprise. I hope those weren't whites in there...

Exit the laundry room and check your front door peephole for a startling
sight. Then grab the RED DIARY - MAY 2 at the foot of the door. Return to
the Apartment World.

==========================================================================


Quickly exit the room before the Ghost causes any harm, and head down the
hallway towards Room 302. An apparition of the little boy knocks at your
door and the room won't open of course. But you can place the RED PAPER
you got from 301 under your door. To read it, you must return home but
this one isn't too important so we can hold off.

You may notice a bunch of dead Sniffers in the hall... Odd. Continue down
the hallway past the locked 303 and 304, and enter the stairwell around
the corner past another dead Sniffer. Somebody doesn't like doggies...


Stairwell: Meeting the Man with the Coat
______ _ _   ______   _ _________ __ ___

A man in a trench coat sits on the stairs. He'll soon explain that Eileen
gave him a doll some time ago and offers up said SHABBY DOLL to you. I
recommend you do what you would've done without reading this, but be
warned there is some consequence of taking it. Read below.

[NOTE ON SHABBY DOLL]:
This is not a key item and has no actual purpose itself. Instead when
placed in your item chest it will later on in the game cause a potential
haunting to appear whenever near it, although it can be eradicated with a
method opened up to you later. Leaving it on the steps erases it as a
factor entirely, but perhaps you might be interested in seeing this effect
and therefore I actually recommend it the first time. Note that the doll
has no effect whatsoever in the PC version whether you take it or not.

All the rooms on 2F are locked so perhaps you'll need to find the keys in
the super's room. Continue down to the first floor lobby where you'll find
more dead Sniffers and a PORTAL on the west wall. Find the lockers near
the foot of the stairs and use the LOCKER KEY #106 to open it up. A bunch
of love letters from Mike to Rachael fall out and that's it. Alrighty.

Enter the west corridor opposite the mailbox lockers.


First Floor West Wing
____  _ ____ _ ______

Find the "Superintendent's Room" sign next to room 105 and enter it with
the SUPERINTENDENT'S KEY found in 301. Enter the living room to find some
items of interest by the west wall. Take the APARTMENT KEYS on the key
rack, as well as the RED PAPER and TORN RED PAPER in the box to the left
of it. There's also a note in another box reminding the super to slip
these red papers under 302's door.

Before doing that, head into the back bedroom to find the SUPERINTENDENT'S
DIARY (UMBILICAL CORD) on the nightstand. The smelly red box this memo
mentions can be found in the living room, but thankfully Henry has some
sense to leave it alone... Leave the room.

[NOTE ON APARTMENT KEYS]:
Now that you have them, you can use the APARTMENT KEYS to unlock and enter
every room in the apartments except for 302 for obvious reasons, and also
Eileen's 303 since the key is missing and therefore must be found. Simply
try to open each room's door as you would normally and Henry will use the
keys as long as they're in his inventory.

Move down the hallway outside and enter room 106. Find the northeast
bedroom for a PORTABLE MEDICAL KIT on the bed frame. Beside it is what
looks to be a familiar nurse uniform...

There is also a phone in the bedroom which you can use to dial the number
on the notepad beside it. It's not fully necessary and only really helps
you figure out the third person of the love triangle at South Ashfield
Heights. We already know Mike loves Rachael, but does she feel the same
about him or is there someone else? Ring Rachael's "darling" to engage in
this soap opera storyline.

That said, beyond somewhat of a headache of the ringing phone you'll
hear everywhere, you'll trigger a Ghost to appear in the room and it will
stalk you throughout the whole apartment building. Make a decision and
exit to the hallway. Room 107 contains nothing interesting, so head back
to the lobby.


A Trip to 302's Front Door
____ _ _ ______ _____ _  _

You'll be doing a lot of exploring and item finding in the apartments now
that you have access to most rooms so I highly recommend emptying all
current items into 302's chest except for the Apartment Keys and a trusty
weapon (I suggest the Rusty Axe).

You also should have two more Red Papers to slip under 302's door. While
you can delay this trip until after finding two more of them, it'll
clarify your goal, which is finding 303's key, all while clearing up at
least two inventory slots in the process.

First, head up to 302's front door and use the RED PAPER and TORN RED
PAPER you got from room 105 (and any others if you have them). Now use the
portal in the lobby to return to 302 and read them.


ROOM 302
==========================================================================

Check your front door peephole for a potential visitor if you haven't yet
during this world.

Assuming you've now placed three Red Papers from 301 and 105, you'll find
the following at your door: RED DIARY - MAY 14, RED DIARY - MAY 20, and
RED DIARY SCRAP.

The Red Diary Scrap was about the explain where Eileen's room key is
located but the rest of the paper is torn off... Now we'll need to find
it to advance. Return to the apartments and start your search.

Be sure to dump everything except for potentially one weapon and the
Apartment Keys so you can pick up a bunch of stuff without returning.

==========================================================================


First Floor East Wing
___  _ _____ _ ______

Moving on to 1F's east wing, room 104 only contains a flock of Hummers
while 103 is empty as well, so head past any Sniffers and enter 102.

A swarm of Tremers seem to be interested in the fridge, so give them a
squash and investigate. Henry finds a dead cat wrapped in some jeans in
the fridge, and most importantly another TORN RED PAPER.


||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

A BRAND-NEW FEAR EILEEN WEAPON: SUBMACHINE GUN

After achieving a ranking of at least 9.0/10 (90/100), a SUBMACHINE GUN
will appear on the island counter in room 102 in your next A Brand-new
Fear, except if playing One Weapon Mode.

This weapon can only be used by Eileen but is immensely effective in her
hands. Use it wisely, but beware that too much usage can slightly worsen
her status, even if it is negligible.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


Enter 101 down the hall and don't get too excited about the Shotgun on the
kitchen counter, or the crazy assortment of weapons on the wall deeper in
the room. Sadly they're all models. It's a cool easter egg though since
you may recognize each of them from previous games.

On the bright side, there's a pack of PISTOL BULLETS on the kitchen
counter. There's also a hidden note in the back room shelf that fills in
what happened with the dead cat. Exit all the way back to the stairwell
and ascend to 2F, starting with the east corridor.


Second Floor East Wing
_ _ _____   __ _______

204 is empty so move around the corner and enter 203 between the stacks of
liquor bottles. On the living room floor by even more liquor bottles is a
can of BUG SPRAY, which is a weapon that's only effective on Hummers and
otherwise useless and maybe not worth taking up an inventory slot if
things are tight, but it's up to you.

In the northwest bedroom is a torn and blood-stained shirt with another
TORN RED PAPER in the pocket. It's the last of all the Red Papers and you
can just advance, but there's plenty more to find in the apartments.

Move on to room 202 down the hall, where you can finally find and answer
that damn ringing phone. Pick it up to find that... there's no one there.
Well, what did you expect anyway? You made the call, silly. But anyway,
what that does is confirm that Rachael's lover is the tenant of this room,
while Mike must've been a stalker.

Feel free to examine the portraits around the room which give interesting
insight on the other tenants, including the confirmation about Mike.

Farther down the hall is another Ghost, while 201 contains some Hummers to
test your Bug Spray on. Return to the stairway and enter the west wing.


Second Floor West Wing
________   _ ______ __

In room 205 you'll find the "SKINNED MIKE" CASSETTE on the coffee table in
the living room, but that's it (you'll need to return to 302 to listen to
it). 206 just contains a Sniffer Dog in each of the east bedrooms, while
more Sniffers wait down the hall outside. They seem to be guarding 207,
which contains a great weapon worth the risk. Run past and enter.

Move towards the living room to spot a certain someone standing at the
window, who will disappear if you approach. Henry notices he was looking
at Eileen in room 303 if you examine the window.

Take RICHARD'S REVOLVER on the orange chair by the window, which is a lot
more powerful than the Pistol and uses different ammo.

Another weapon, a PUTTER golf club, can be found in the northeast bedroom.
There is also a cassette player there, but sadly Henry doesn't say
anything about it, so you can't listen to the "Skinned Mike" Cassette just
yet. Exit the room and head back up to the third floor to finish things
off.


Third Floor: Red Papers and Eileen's Room Key
_   ______   _____  _ _ _ ________ _  _ _ ___

First, it's very easy to forget about room 304 since you don't have the
keys when you start up here. Checking inside, you'll find PISTOL BULLETS
in the open side room.

Passing Eileen's locked 303, you can hear her banging the door needing
help. Hope she can hang on a bit longer and head to 302's door. Place the
two pieces of TORN RED PAPER you found in 102 and 203 under 302's door
(and any others you haven't placed yet). Now enter 301 and use the portal
to return to 302's interior.


ROOM 302
==========================================================================

Now at your front door will be the RED DIARY SCRAP (CONT.) and MIKE'S LOVE
LETTER, plus any others if you haven't come home to read them yet after
placing them. The scrap is the second half of the page that explains where
Eileen's room key is, which apparently might be in 302's bedroom.

Enter your bedroom and check between the bed and the far wall by the
windows. You'll find the DOLL KEY on the floor near the head of the bed.

Note that you must read the second half of the memo that explains where it
is or it will not show up. That Torn Red Paper is originally in 102's
fridge. It is technically the only Red Paper that must be found in the
Apartment World and read inside 302.

Now with the key, you can enter 303, but feel free to listen to the
"SKINNED MIKE" CASSETTE on your living room radio first. If you pay
attention, you can hear exactly how the two pieces of Mike's clothing (and
red papers inside) ended up in 102 and 203, if you read the portrait notes
in 202 that describe each tenant. Return back through the portal.

==========================================================================


Exit 301 and use the DOLL KEY to enter 303 and watch a cutscene.


ROOM 302
==========================================================================

See what's going on outside your window after waking up to sirens. Exit
the bedroom and check Eileen's peephole to hear what's going on in her
room.

Check under the front door for the RED DIARY - JULY 13 and SUCCUBUS
TALISMAN. Also notice the very faint 20th handprint on the wall out your
front door peephole.

If you enter your washroom, you'll find that the hole is blocked... Check
inside your laundry room for an update, remembering what happened to the
dryer before.

Notice anything weird on the wall? Examine it and Henry will comment that
it looks like an evil demon. Odd... You did just pick up the SUCCUBUS
TALISMAN, which also has a demon on it... Go for it and use it while
aiming at the face.

Read the newly-appearing note on the wall, and notice the four square
depressions around it. Ring any bells? Retrieve the four placards from
your chest and insert them into the appropriate depressions.

The TEMPTATION PLACARD goes on the left, SOURCE PLACARD on the right,
WATCHFULNESS PLACARD at the top, and the CHAOS PLACARD at the bottom. A
new, perfectly round hole will appear. Consider saving your game and
emptying some items in your chest, including the Apartment Keys, and enter
the new portal.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

07 // h o s p i t a l  w o r l d                                  [wlk_07]
________  ____________ _  __ _______________ _   ________  ___     _______


    "He told me to go down... down into the deepest part of him..."


First Floor
___ _ _ ___

After the freaky cutscene, you'll want to murder all the Hummers in the
outside hall. Stomp them while you can and then bat the rest down as well.
If you re-enter the room Henry left, the man is gone but there will be a
new enemy there called a Patient which makes some silly noises when hit.

Inside the northeast office on the far table is a PAPER-CUTTING KNIFE, a
new weapon that's weak but very quick. Head through the other door in the
room to the reception where you can examine the whiteboard for a brief
cutscene, then find the NURSE'S MEMO on the right table.

The next room to the south is a washroom that contains a PORTAL. Nothing
new awaits in your apartment, so enter the second emergency room directly
across the hall and grab the NUTRITION DRINK on the small shelf while
taking in the room's scenery.

Moving on south, a cutscene will play near the object on the floor. It's
EILEEN'S BAG, which is actually a weapon for Eileen rather than an item.
The east room there is the doctor's lounge which contains a PORTABLE
MEDICAL KIT on the low table. There's also a baby's medical chart on the
desk that Henry stares at but won't investigate further.

On the other side of the hall, enter the supply room and beat down the
two Patients, then find the supremely rare AMPOULE on the right shelf
midway down. It's one of two in the game, so use it wisely.

The south elevator isn't working, but if you look closely you may notice
the shaft's doors are missing and it's the elevator itself you're looking
at, so maybe it can be moved somehow... Anyway, there's a stairwell beside
it to take you up to 2F. Before doing so, I highly suggest dumping
everything except for a single weapon since you'll be collecting a ton of
items up there. Make your way up the stairs and through the other door
when ready.


Second Floor: The Randomly-Arranged Corridor
__ _ ___ ______ _  _______   _    ______ _ _

You'll be greeted by Wheelchairs up here, which are new enemies that can't
be killed and will damage you by being near them, just like Ghosts, so
watch out. First you'll only see three but they'll potentially grow up to
six as you visit certain rooms. Oh, and you may also see them briefly
enter and exit rooms, but only when you're in the hallway.

[NOTE ON THIS FLOOR'S ARRANGEMENT]:
While this hallway looks the same every time, which rooms appear through
each door will always be randomized per run. Your ultimate goal is to
find Eileen's room which is locked, so you'll first need to find the key
that opens that room in another room. You'll also run into a bunch of
items and supplies between the rooms so stock up while you're there. I
suggest picking one side and entering every room, then doing the same on
the other side on the way back.

Between all the rooms here you can find a HOLY CANDLE, SAINT MEDALLION,
two NUTRITION DRINKS, two packs of PISTOL BULLETS, one pack of REVOLVER
BULLETS, and a 4-IRON golf club. If you come up here with only one weapon
then you can do it all in one trip. You'll also find some odd rooms with
nothing important inside, plus one special erotic room that pulls the
reversal on the whole spying on Eileen thing.... Enjoy.

[NOTE ON HOLY CANDLES]:
Potentially finding your first Holy Candle in the hospital, these are
anti-spirit items that can be used to clear hauntings in your apartment,
which you're shortly going to be introduced to. Approach the haunting and
use the Holy Candle to place it and clear it (read more in the Hauntings
note down below). They can also be used to fight Ghosts inside a small
radius in the outside world, capable of sometimes downing them if kept
within their range (may take multiple candles with some Ghosts).


Finding Eileen's Hospital Key and Room
____ _  _ _____ _   _ _______ _ ______

One of the rooms in this hallway is locked and contains Eileen. In another
room you'll find a snake statue with the HOSPITAL ROOM KEY in its mouth.
Take it and a large circular cage will fall over you... Great. You did
just get a key though, so face the gate by the door try the HOSPITAL ROOM
KEY to escape, then leave the room itself.

Refer to your map to re-locate Eileen's room, or keep searching for the
locked room, and enter it with the HOSPITAL ROOM KEY. Once inside, examine
the sleeping Eileen for a cutscene. Maybe grabbing her while she's scared
isn't the best idea, Henry... But in any case, Henry's goal is to now get
her back to Room 302 via a portal.

Eileen will now accompany Henry for the next long stretch of the game, so
make sure you protect her. Leave the room and make your way back to the
beginning of the hall, handling the two incoming Patients. You'll notice
Eileen runs fairly slowly so don't get too far ahead.

Back at the beginning of the hall is an elevator. It's not on this floor
but it'll come right up if you call it with the side button. Inside you'll
only find a Patient, so what was the point? Well, you may remember this
elevator was blocking the shaft downstairs... So let's head back down
there via the stairwell and check it out.

[NOTE ON ESCORTING EILEEN]:
Eileen doesn't have "health" in the traditional sense and can't die while
being escorted, but she will take damage if attacked or left alone, and
blood flow over her body will gradually increase as she does. Why does
this matter? Well, her condition at the end of the game will dictate a
certain mechanic that will influence your ending, making it very difficult
to achieve one of the better ones if she's in a bad state. As the blood
flow increases, Eileen will get more scared, begin talking like a child,
and even kneel down to take a break. If this happens multiple times or she
doesn't look good, you may be out of luck for one of the better endings.

Eileen also moves slowly given she's all beaten up, making it very easy to
leave her behind in areas if moving too quick for her. If you do lose her,
return immediately to let her rejoin since her condition will worsen the
longer she's spent alone. You will sometimes have to leave her as you tend
to certain objectives, but just ensure you don't leave her in a room or
hall with enemies, since that will worsen her condition more rapidly. To
best take care of Eileen, guard her yourself, give her a weapon, and
minimize leaving her alone, especially with enemies nearby.


Escaping the Hospital with Eileen
___ _ _  ______  _______  _ __ __

Back on the first floor while keeping a leash on Eileen, two more Patients
will greet you in the hall. If you called the elevator shaft upstairs, you
can now enter it but there's a locked gate on the other side...

Enter the nearby washroom and use the portal to return to Room 302 and see
if Eileen can join you.


ROOM 302
==========================================================================

Henry wakes up alone, but there's plenty of other bad news as well. You'll
hear something shatter in the living room. Check it out to find the
ceiling fan has broken. Henry also notices the air feels heavy on the way,
and your health won't recharge anymore... Great. Get used to using health
supplies only from now on.

Check your front door for the RED DIARY - JULY 20 with a SMALL KEY in an
envelope, which Joseph thinks may help you. If you turn around you'll now
find three memos along the wall by the living room bookshelf: RED DIARY -
JUNE 11, RED DIARY - ??/?? and RED DIARY - JUNE 14.

Clear some inventory space but keep the key and return to the hospital
through the laundry room hole.

==========================================================================


Luckily Eileen is still here and a small cutscene plays out. She didn't
see any hole, so it seems she can't return to Room 302. Note that she says
she knows she'll be cursed if she's left alone, cause she's right. Don't
leave her alone for too long or she'll progress to a bad state.

Leave the room and see if that key you just got will help. Head back into
the elevator shaft and try the gate to use the SMALL KEY and pass through.
Perfect. If the elevator is still there, you must call it from 2F to clear
the shaft.

Now in a long, descending stairway, you can see a Patient ahead and two
more farther down. Act quickly and take out the first, and follow it as it
burps down to the flat stair to finish it with a stomp, then turn to the
next two. Charge up attacks work best, especially with the Rusty Axe.

Note the "Ever Downward" caption beside the door at the bottom and pass
through.


Below Hospital World
____ _   _____ _ ___

Once through the door you'll be on a descending, circular staircase that
will grow familiar to you for the rest of the game. Either pace yourself
or you'll have to wait for Eileen to catch up at some point.

A PORTAL awaits near the bottom, and there may be some new events
occurring in your apartment worth checking out.


ROOM 302
==========================================================================

If you return home, you'll probably experience your first haunting. It
will likely be the ticking clock, rattling windows, or wandering shoes in
the kitchen. It's generally recommended that you clear a haunting whenever
witnessed. Read below.

[NOTE ON HAUNTINGS]:
From now until the end of the game you will experience a series of
hauntings in your apartment, whereby certain pieces of furniture, walls,
windows, etc. will become possessed in some way and flash your screen red
when nearby, inflicting damage if you hang around. Whether you do or don't
clear them will dictate which endings you can potentially receive, while
Eileen's condition controls the other part of the equation. Clear all (or
a high majority of) hauntings for a better ending.

To clear a haunting, simply place a Holy Candle near it either on a chair
or on the floor, depending on the situation. If you get told you can't
place one you just need to find the right spot to set it. The candle will
quickly burn and the haunting will be cleared just as the candle reaches
its end. Saint Medallions can also be used when near but it may be a waste
given they work so well on Ghosts in the outside world, especially when
one candle will work perfectly and you'll find enough of them over the
game to clear them that way.

Return through the laundry room hole when finished.

==========================================================================


Continue down the stairs to finally reach a door at the bottom. Pass
through it once Eileen is near to continue on with her.


________  ____________ _  __ _______________ _   ________  ___     _______

08 // s u b w a y  w o r l d  2 n d  t i m e                      [wlk_08]
________  ____________ _  __ _______________ _   ________  ___     _______


            "Mommy, I'll giv you this so pleez wake up soon.
                       It's inside my toy train."


Welcome Back: Making Your Way to the Concourse
__ _ _ ___ _____ _ _ ______ _______   _ _ ____

Follow the path to find a HOLY CANDLE on the left shelf by the two doors.
Pass through the right door to rejoin a familiar subway corridor. Watch
out for the Gum Head straight ahead and two more in the main hall. Take a
right and proceed around the left corner, making your way to the
washrooms.

Inside the ladies' room is the same PORTAL on the wall as before, but
you'll have to squash past some Tremers to get there. You may remember you
needed a certain coin to enter the turnstiles last time, so you'll want to
return to your apartment to get it.


ROOM 302
==========================================================================

Back in your apartment, you may experience another haunting. Clear it with
the Holy Candle you picked up recently. Under the front door sits the RED
DIARY - JULY 25 and KID's LETTER, along with a TOY KEY which should prove
helpful in the subway. Be sure to get the LYNCH STREET LINE COIN from your
chest, then return to the subway.

==========================================================================


Got the coin? Good. Before advancing, check the men's room for a NUTRITION
DRINK by the farthest stall. Now take a left in the outside hall and
proceed to the turnstiles.


Concourse and Dead End Hallway: About that Special Favour...
______ _ _ _____   __ ___________  ___ ____ _____  ______ __

Follow the trail of dark hair on the floor for a cutscene. Here you will
meet Victim 16, the Ghost of Cynthia... So you're telling me there's a
chance? Maybe she's still willing.

If you plan to fight Cynthia, do so now, or just continue on ahead. Keep
in mind you may want to grab a Silver Bullet from the next hallway first.


GHOST VICTIM 16: CYNTHIA VELASQUEZ (OPTIONAL MINI-BOSS)           [gho_01]
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Victim 16 is the first of the game's more powerful Ghosts. You have no
obligation to fight her but she will hound you through the subway and a
few later locations otherwise.

In particular, she can block your way in a narrow train near the end of
the subway and threaten your life. She also has a special ability where
she can tangle you in her long hair, preventing you from escaping her
reach unless you break free with an attack. She abuses this ability, which
makes her one of the most dangerous Ghosts in the game.

If you wish to fight her, the easiest way is to use a Silver Bullet loaded
into your Handgun. The first one of those is found in the next hallway
(read ahead). There's only two of them found normally in the game and
quite frankly she's probably the second best candidate to use one on, so
go ahead and pump her with silver. Just ensure you have a Sword of
Obedience in your inventory to stab her right after she drops.

Otherwise a Holy Candle is the next best method. Drop it right in front of
her and try to keep her hovering above it. The candle will generally
neutralize her tangling hair but it will also drop her after enough time,
usually with just one candle (Cynthia is the weakest of the New Type
Ghosts with this method). Once she drops, stab her with a Sword of
Obedience.

If fighting her by regular means, use the Rusty Axe and unleash charge up
attacks on repeat. You'll need to knock her down several times before you
can stab her with a sword, and you'll notice her squirm away on her
stomach after being downed fairly frequently. Try to keep up with her and
do not relent. Once she finally remains down, stab her with a sword and
move on.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Skip the turnstiles for now and head to the next hall for a quick trip for
some goodies.

There are three Gum Heads here so be quick or beat them down. Find the
NUTRITION DRINK in the right alcove, then head up the left stairs for
SILVER BULLETS, although you'll only get one.

[NOTE ON SILVER BULLETS]:
These bullets are extremely rare but capable of instantly knocking down
Ghosts, prepping them for a Sword of Obedience without any additional
work. Equip your Pistol and then move your cursor over a Silver Bullet and
press Square to load it. Just be careful you don't waste it, even on your
target. You can sometimes shoot too soon while they're in an animation and
it won't do anything. Wait for them to approach you and then shoot. Then
quickly stab a sword into them. Use these bullets wisely cause there's
only two in the game, although one extra can be found if you do a ton of
backtracking later on.

Head back to the turnstiles and use the LYNCH STREET LINE COIN to pass
through the appropriate turnstile with Eileen. Head downstairs.


Connecting Stairway
___ _  _ _ _____ __

Take Henry's left at the bottom of the stairs and through the doorway into
the narrow hall. Watch out for the Sniffers and continue farther down to
find a RIDING CROP weapon for Eileen on the strange chair on the left,
plus a NUTRITION DRINK by the shelf at the end. Taunt the Sniffer on the
other side and head back to descend the stairs to the platform.


Lynch Street Line East Platform
__ _ _ _____   _ ____ _ __ ____

On the familiar platform, the same 1$ vending machine awaits and will
shortly become relevant. You may also remember a toy box inside the
northeast subway car and you should now have a key to try on it.

Enter from the open doors in the north and use the center column out the
other doors to reach the south part of the car where you'll find a large
toy box with 1000$ written on it. Use the TOY KEY you got from your
apartment to open it (head back to a portal if you don't have it).

Inside is a FILTHY COIN, which is caked with dirt and grime. Henry thinks
he can clean it in his kitchen sink if you check the description. The
closest portal is in the southwest maintenance room, and the quickest way
to get there is through the south door back on the east platform -- but
only if you unlocked it from the other side the last time you were here;
otherwise you'll have to get through the train maze. You can also return
to a previous portal but you'll have to do one of these two journeys at
some point anyway.

You can also find a SAINT MEDALLION in the southwest car --  enter the
southeast car down there and use the center column out the other doors to
access the southwest car and claim it. Then get back to the task.


IF THE SOUTHEAST PLATFORM DOOR IS UNLOCKED:
Pass through it, grab the HOLY CANDLE on the floor and move down the
ladder. You'll see a cutscene where Eileen explains she can't join you in
her condition. But do make sure you leave her in this room, not on the
platform. Down below, head across to the other ladder and ascend it. Use
the PORTAL there to return to 302.


IF THE SOUTHEAST PLATFORM DOOR IS LOCKED:
First, blame yourself and unlock it next time on your first trip here.
Continue from the toy box in the northeast car. Proceed through the door
there, through the next car to the southeast car. Head across the column
to the southwest car and enter the midwest car. Use the center column to
proceed through this car and enter the final car in the northwest where
you can exit to the west platform.

Be sure to collect some items while here (read about the West Platform
ahead). Now head all the way down to the south maintenance room and use
the PORTAL there to return to 302. Make sure you leave Eileen in this room
(unless you left her in the southeast room already), not elsewhere.


ROOM 302
==========================================================================

At your front door is the RED DIARY - JULY 17. Head to your kitchen sink
and use the FILTHY COIN to wash off the dirt to discover it's a 1$ COIN.
That should help you at the vending machine. Empty any unnecessary items
into your item chest and return to the subway.

==========================================================================


Lynch Street Line West Platform: Brief Trip for Items
___ _  ______  _  _ _____ _ ______ _  _  ______  __ _

Back in the subway, consider checking out the west platform for some
items but watch out for two Sniffers there. You'll find PISTOL BULLETS on
a bench before the stairs, a PORTABLE MEDICAL KIT up the stairs by the
rubble blocking the way, plus a HOLY CANDLE in the northeast subway car.
You'll have to enter the northwest car and cross over the center column to
reach the candle.


East Platform: The Vending Machine
____ _  _  _____ _____ _  _ ______

Now your goal is to head to the vending machine at the north end of the
east platform. Use the 1$ COIN on the vending machine to claim the MURDER
SCENE KEY. Well, that isn't the first key obtained from a vending machine
in a Silent Hill game.


Leaving Eileen Behind: Finding Another Route
____ _ _  ________   _ _ ______  ____ _ ____

Return to the southeast maintenance room where you may have left Eileen if
you haven't been taking her with you. Now is time to officially leave her
for a while as you open up a new route, since she can't use ladders. Just
make sure you leave her in one of the maintenance rooms to be safe, or her
condition may rapidly deteriorate.

Now take the path between the ladders down below where you may notice a
NUTRITION DRINK on the left before the narrow doorway, although Ghosts may
hound you while trying to get it. Make your way past them and through the
door down the stairs.


King Street Line Platform
____ _  ______ _  _______

If you enter the subway train on the platform, you'll see Cynthia's Ghost
waiting for you at the other end, unless you took her out of commission
earlier. But importantly, up at the front Henry will notice a handle
missing from the control panel, but with it you might be able to move the
train. Remember that and continue down the platform.

As before there's another PORTAL on the wall at west end of the platform.
Make sure you're healed up and jump on the up escalator, remembering what
happened here last time... I suggest the Rusty Axe as your weapon here,
while a fully-loaded Pistol can be good as well, plus maybe a health item
in case but you'll want at least 1-2 inventory slots free.


Up the Escalator Round 2
___ _  _ _ _____ _ _ ___

Just as before you can proceed past the Wall Men by timing your run, but
it'll be even harder this time. I suggest turning to your Rusty Axe to
smack them as you swing by, particularly with the charge up swing as you
begin a safe distance away. Once it lands, proceed past. The Pistol can
also work well by firing one shot when close and then just running past.

Either way, forget about each Wall Man once you hit them while close and
just run on by. If there's another one right beside it, do consider
putting the first one out of commission to make it easier to get by the
next one safely, but the targeting system can make things frustrating.


King Street Line Turnstiles
___ _   _ _ ______ _  _ ___

At the top of the escalator, head through the left doorway to find a
NUTRITION DRINK on the left shelf past a Sniffer. Head back and climb the
stairs to the turnstiles.

Up top, find CYNTHIA'S COMMUTER TICKET amongst the other articles on the
floor. This item allows you to proceed through this side of the
turnstile and makes the coin obsolete since it works on both sides, but
hold off on leaving for now.

Enter the ticket booth with the MURDER SCENE KEY and grab the TRAIN HANDLE
past the blood-stained floor. Now leave the booth, but instead of heading
back to use the handle you just got, head back for Eileen since you've
now opened up another route with the ticket just acquired.


Retrieving Eileen
____ _ _ _ ______

Use CYNTHIA'S COMMUTER TICKET to pass through the exit turnstile here and
use it again to get through the Lynch Street turnstile (or the coin,
doesn't matter). Head down the two sets of stairs to reach the platform.

Enter the southeast maintenance room to reclaim your baggage, Eileen. If
you left her elsewhere, check your map for the red arrow. She may be on
the other side of the train maze or the other maintenance room if you left
her there.

Now take Eileen back up to the Lynch Street turnstile. Wait for her to
catch up and use CYNTHIA'S COMMUTER TICKET (or the coin) to pass through
the exit turnstile, then use CYNTHIA'S COMMUTER TICKET to pass through
King Street's turnstile.

Now head down the stairs and board the descending escalator after waiting
for Eileen.


The Train Handle: Escaping the Subway with Eileen
___ _ _  _____ _  _ _ ___ ________ _  _ _ _____ _

Yes, you have to do this escalator business again, but you should have a
hang of it by now. Use the same strategy with the Rusty Axe's charge up
attack or some Pistol bullets. Try to prevent Eileen from getting hit if
you can. Equipping her with a weapon can help the both of you.

Once on the King Street platform, head east to board the sitting train and
proceed all the way to the front, past Victim 16 if she's still harassing
you. Use the TRAIN HANDLE on the controls and the train will move, but
only about one car length.

Head back east a smidge, smacking your way past Cynthia if she's blocking
the way, to find a passageway through the open north doors of the car.
Head down the stairs and grab the SWORD OF OBEDIENCE against the wall by
the door, then pass through.

In a brief cutscene, the Man with the Coat has entered the party. Despite
all the buildup, this is not really meant to be a fight but instead just
serves as a warning that he will be following you through the next areas.
You can turn around and go after him but there's no point. Just run
straight through the door without turning around to face him.


Below Subway World
___ _ _  ______ __

Now back in a spiral staircase, follow down to another PORTAL. Clear some
items to your chest in 302 (certainly the subway coin and ticket) and
proceed through the door at the bottom with Eileen after unlocking it.


________  ____________ _  __ _______________ _   ________  ___     _______

09 // f o r e s t  w o r l d  2 n d  t i m e                      [wlk_09]
________  ____________ _  __ _______________ _   ________  ___     _______


      "Though my body be destroyed, I will not let you pass here."


Cemetery: The Torch
____ _  _  ________

Welcome to the forest... again. Starting in the cemetery, you'll find a
TORCH lying on the platform by the fixed torch flame in the northwest.
Examine the flame to set the torch alight, but it won't last very long as
is and it's unclear what we need it for at the moment. Note that the flame
will also go out immediately if you switch weapons.

The Man with the Coat may join if you explore the other corner and find
the marked coffin with Hummers inside. There's also some weird writing
here and many other areas which Eileen can read if you give her the time
once any enemies have been cleared. When done, light your torch and
proceed to the next path.


Southwest Passage: Doll's Head and Walter's Harassment
____ _  _ _____    _ ________  _ _ _____ ____ _ ______

Note the PORTAL on the wall, while the Man with the Coat will enter the
area once you proceed. By now you should know who that man is, so I'll
refer to him as Walter from now on.

If you lit the Torch in the graveyard, you can find an item inside the
dark well on this path. Check it for the DOLL'S HEAD... Interesting. With
Walter surely rushing you, quickly grab the NUTRITION DRINK on the ground
by the lamp pole. Keep on trucking past the Sniffers and head through the
next gate with Eileen, waiting for her to catch up. You can also pull a
trick of passing through if it gets too hairy and then returning to claim
her.

You'll generally want to run windingly in the forest for three reasons --
to dodge Sniffers and other enemies, dodge Walter's bullets if he's
chasing you, and to not get too far ahead of Eileen. Three in one, baby.
Do note that quietly walking around the edges is another method of dealing
with Sniffers since they're much less likely to engage you, and always
being on the move (even at slow speed) can work well for Walter.

Continue past another Sniffer on the next path and enter the Wish House
compound.

[NOTE ON WALTER'S MECHANICS]:
Walter will now follow and harass you through many areas of the following
worlds. Simply put, he cannot be killed and isn't worth fighting. He can,
however, be put out of commission for a few minutes within the same area
and allow you to explore with respite. If you wish to do so, go with the
Rusty Axe and consider equipping a weapon for Eileen to help. But
otherwise, I suggest just running past him and to try to dodge his bullets
and melee swings. Don't fret if he lands some shots which is sure to
happen anyway. It's just something you'll have to deal with.


Wish House Compound
___ _  _ _____ _ __

Relax, you're home free from Walter... for now. Looks like there was an
unfortunate incident at Wish House, probably caused by our buddy Jasper
earlier... It's had some "remodelling". Around the center of the wreckage
lies JASPER'S BURNED MEMO.

Head up the sloped platform to claim a HOLY CANDLE, while to the right
sits a headless, armless and legless human-sized doll in a wheelchair.
Examine it for the WHEELCHAIR DOLL TEXT memo, revealing the next puzzle.


PUZZLE: WHEELCHAIR DOLL PARTS (WISH HOUSE COMPOUND)               [puz_05]
--------------------------------------------------------------------------

Written on the doll is the following riddle:


    "Though my body be destroyed,
     I will not let you pass here.
     To prepare for the Receiver of
     Wisdom...
     I cut my body into five pieces and hid
     them in the darkness.

     When my body is once again whole,
     the path to below will be opened.
     If you are the Receiver of Wisdom,
     you will understand my words.

     The ritual has begun..."


So five pieces of this doll (currently just a torso) have been hidden in
the darkness. If you found the first one, it was in a dark well and could
only be obtained with the lit Torch, which is crucial to your search.

Jasper's Burned Memo found near the remains also alludes to a well:


    "Something's here but nothing's here.
     I feel something from the well.
     Something's missing.
     Aaaaaaaahhhh!!!!!
     It has begun!!!"


So it seems this doll embodies Jasper... But importantly this memo clues
you in to check the wells if you haven't figured it out yet. You'll need
to light your Torch with a "Holy Flame" found nearby to look into them and
collect the remaining doll parts, spread all over the forest.

As the riddle concludes, a path will open below the doll once all five
parts have been placed. Crystal clear, now get started. Continue below to
find the remaining four parts, along with the first one mentioned above.

--------------------------------------------------------------------------


Before leaving, use the DOLL'S HEAD to start the reclamation process. If
you missed it, it's in the well in the penultimate southwest passage and
requires the Torch to be lit (a fixed torch is in the cemetery).

Note that there's more strange writing in this area for Eileen to read if
you wish, plus there's a CHAIN weapon for her on the left side of the
orange jungle gym along the east wall. It's actually quite an impressive
weapon so let her try it out.

Note the PORTAL on the wall and consider a trip back to your apartment.


ROOM 302
==========================================================================

Find the RED DIARY - JULY 18 at your door with more info on Walter. Now
enter your laundry room, and before heading back, there's actually a blue
tank filled with oil in here directly under the portal.

Use the TORCH while looking and it and Henry will soak it in oil. Doing
this will extend the life of flames on your Torch, from about 30 seconds
to 3 full minutes. This gives you a lot more time to locate the next well
without rushing back to light it again. Proceed back to the forest.

==========================================================================


Take the southeast door to begin your search of the remaining four wells
and doll parts.


Southeast Passage: Doll's Left Leg
___ _ _  _____ ____ _ _ __________

Just Hummers in here, along with a NUTRITION DRINK on the northeast grass
near the other door. Head to the next path to meet more Hummers and Walter
saying hello again. Quickly dive through the east gate with Eileen.

Move forward and turn left past the far tree to find SILVER BULLETS (again
only one). Don't miss it since it's just one of only two in the game (or
three if you plan on an insane backtracking quest).

Head through the other gate to find another NUTRITION DRINK up the stairs
and a PORTAL on the wall. There's also a well between the two stairways.
Find the "Holy Flame" in the center of the area to light up, then find the
DOLL'S LEFT LEG in the well. If you haven't yet, I recommend soaking your
Torch with the oil in 302's laundry room to make the flame last longer for
the next wells.

Now return to Wish House, place the DOLL'S LEFT LEG into the wheelchair
doll, and explore the northeast passage of the forest.


Northeast Passage: Doll's Left Arm and Doll's Right Arm
____ _ _ _ _ _______  _ _____  _ _  ________ _ ________

Head past the taunting Twin Victim and through the east gate. There's an
easy-to-miss HOLY CANDLE here right by the west gate of the second path.
There's also a well in here but your Torch may not be lit. There's a flame
in the next area but honestly you'll be coming back later so just keep on
going and get the part on the way back.

In the next area with the large rocks you'll meet Jasper's Ghost,
Victim 17. Also note there's a SAINT MEDALLION between the two small rocks
on the left side to help you deal with him.


GHOST VICTIM 17: JASPER GEIN (OPTIONAL MINI-BOSS)                 [gho_02]
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Looks like your buddy has had a rough go and is still on fire... Ouch.
Quite frankly, despite his intimidating appearance, Jasper doesn't really
stand out as being overly difficult to deal with as one of the more
powerful Ghosts in the game.

That said, he does have an insanely damaging area of effect attack which
can take huge chunks out of your health if you hang around him for long
enough. And he does have a weapon and will smack you if close, but he'll
only really follow you through this portion of the forest plus a few
sections later and can be easily outrun.

Therefore I recommend ignoring him and proceeding, but you're always free
to beat him down and stab him with a Sword of Obedience if he's a
nuisance. The easiest way as always is a Silver Bullet, but if you used
one on Cynthia already I highly recommend you do not use your second one
(found in the southeast passage of the forest) on Jasper. This is because
the next Victim in the next world is a nightmare and you'll want to save
it for him.

If you want to beat Jasper down, just turn to the Rusty Axe and its charge
up attacks, performing regular swings as you charge up. As always you'll</pre><pre id="faqspan-6">
have to knock him down many times before you can stab in a sword. Keep
plugging away until his fire fades, at which point you can stab him. To
give yourself an easier time while preventing damage, especially with his
dangerous area of effect damage, find and equip the Saint Medallion that's
in this lot.

Holy Candles can help with Jasper as well, but I've found him to be the
strongest at repelling them and even two candles may not be enough to down
him. They can help you keep him on the spot to attack, but he'll probably
float away anyway once hit. This makes him better suited for attacking
while using a Saint Medallion for your own protection (and to slow him
down).

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Proceed through the east gate to leave the rocky area, whether you handled
Jasper or not.

Dart past the Hummers and up the factory area ramp, where you'll find a
NUTRITION DRINK by the far wall by the other ramp. Proceed up the next
ramp and through the doors, then follow more ramps through the next doors.

Note the PORTAL on the wall now back in another forest section. Light your
Torch with the "Holy Flame" behind the far tree on the right side (Henry's
right) and pass through the other gate to the end of the passage.

Ignore the Gum Heads and run to the well ahead to find the DOLL'S RIGHT
ARM inside. Now fight them if you wish, and claim the HOLY CANDLE by the
far fence at the end of the path and the NUTRITION DRINK on the other side
of the low fence by the gate you came in.

Now head all the way back to the Wish House compound, passing Gum Heads
now appearing on the previous path. And remember to get the other doll
part on the way back if you don't have it yet. Light your Torch with the
flame in the rock area where Jasper appeared, then check the well on the
next path on the way back to the compound. You'll get the DOLL'S LEFT ARM.

Return to Wish House to insert the DOLL'S LEFT ARM and DOLL'S RIGHT ARM
into the wheelchair doll, then investigate the northwest passage.


Northwest Passage: Doll's Right Leg
____ _  ___ _ _____ _  ______  ____

Find your way past the two Twin Victims. There's a well here and if your
flame is still going, grab the part. But if not that's fine, there's a
flame just ahead. Proceed down the path, grab the NUTRITION DRINK by the
gate and enter the cave.

With no enemies in the cave for now, take the PISTOL BULLETS to the right
by some barrels and tanks. Just a bit past that on the left side is the
haunting PICKAXE OF DESPAIR, which is a slow, but very powerful weapon.
Just a bit past that is a NUTRITION DRINK by the far wall. Now exit the
cave to the lakefront.

Find the REVOLVER BULLETS beside the Holy Flame to the right, while a
cutscene with the little boy will trigger the other way. Afterwards, note
the camera angle and grab the CRESTED MEDALLION on the headstone. You
may want to dive into the PORTAL on the wall to clear some inventory space
for all these items, especially if you need to get the doll part on the
way back.

Light your Torch on the flame by the cave entrance if you still need the
part and head back through the cave, running past all the Ghosts now
inside. On the other side, check the well for the DOLL'S RIGHT LEG and
proceed back to Wish House.


Wish House Compound: Under the Wheelchair Doll
____ _  _ _______ _   _ _ _______  _ ____ ____

Now insert the DOLL'S RIGHT LEG into the wheelchair doll for a cutscene,
assuming you've inserted all five parts. A hole in the floor will be
revealed. Head inside with Eileen.

Down the stairs, the DESCENT OF THE HOLY MOTHER - THE 21 SACRAMENTS memo
is on an altar, below a familiar crest on the wall. Left of the altar is
a locked door with a round depression about 10 inches wide -- if you check
your CRESTED MEDALLION, it says it's 10 inches wide. Use it and leave.


Below Forest World
___ _ _ ____ _____

You know the drill. Find the PORTAL near the bottom and dump anything you
don't need, specifically the Torch. Then proceed through the door at the
end with Eileen. In the circular room there, step into the small chamber
just ahead for a cutscene.


________  ____________ _  __ _______________ _   ________  ___     _______

10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e           [wlk_10]
________  ____________ _  __ _______________ _   ________  ___     _______


        "That guy, the fat one, took the basement key. Next time
     I'll stick this triangle sword into that pig and take the key."


Roof
__ _

Note the PORTAL on the wall and exit on the other side after unlocking the
door. Out here, Walter has his gun trained on you at the bottom of the
screen, so quickly run past him before you're shot at. The gate to the
outside walkway is just past him, so wait a brief moment for Eileen and
pass through.


Exterior Walkway
__ _ _ ____ _ __

Eileen can't take the ladders but you can and she'll just run to catch up,
so don't feel compelled to escort her. Consider unequipping her weapon
though so she doesn't try to engage any Hummers. Head down the ladder,
wait for Eileen and enter the third floor cellblock.

Note that if you just stand by the ladder or door on 3F, Walter won't
enter the area yet, but he will if you move a bit away. So wait patiently
for Eileen. Even if he does come, he probably won't be a factor.


Third Floor Cellblock
___ _  _____  _______

To Henry's right is a Twin Victim pointing fingers, as well as two more in
the corridor. Consider beating them down with Eileen. Checking the cells,
Toadstools guard a NUTRITION DRINK on the bed in the 7 o'clock cell,
PISTOL BULLETS are on the stand in the 8 o'clock cell, and there's a HOLY
CANDLE in the 2 o'clock cell on the other side.

[NOTE ON CELL NAVIGATION]:
Just like the first time, I'll refer to cell locations by their position
on your map relative to a clock face as shown below.

   _____________
  / ___________ \
 / /\    |    /\ \
/ /  \ 11| 1 /  \ \
| | 10 \__|__/  2 | |
| |____/     \____| |
| |    \_____/    | |
| | 8  /  |  \  4 | |
\ \  / 7 | 5 \  / /
 \ \/____|____\/ /
  \_____________/


Now you can proceed down to the 2F and 1F cellblocks with Eileen, but
eventually you'll find the door to the basement in the small portal room
on 1F is locked. So you'll have to use the same trick as before to reach
the basement -- jump down the cell holes.

That means leaving Eileen for a bit. Just make sure you leave her in the
cell you jump down from so she's away from any enemies. Remembering
before, the 1 o'clock cell on each floor contains a hole (with the bloody
bed as well) so enter that cell on 3F and jump all the way down to the
basement.


Inner Basement
___ _ ______ _

Once you land in the kitchen on B1, turn around and go through the double
doors. Walk over the small bridge to find a PRISONER'S SHIRT on the floor,
with something written on it in wax. Henry comments, "Maybe if you soak
it in some kind of colored liquid..." in its description. Remember
anything in your apartment?

Now pass back through to the dining hall on the other side. Clear the path
of Whitestools and grab the NUTRITION DRINK on the table. Also note
there's an easy-to-miss SAINT MEDALLION on the bench near where the
Whitestools were (you'll need to change the angle with L2 to see it). Then
exit to the hall after unlocking the double doors there.

In the shower room across the hall you'll find PISTOL BULLETS past some
Whitestools. More Whitestools block the ladder to the surveillance room.
While you don't need to (and can't) turn the cells anymore, you can find a
NIGHTSTICK weapon for Eileen on the 3F floor up there. Exit to the hall.


Interior Basement Stairway: Unlocking the 1F Door
___ _  _ _____ _  _ __  _______ _  _ _____ ______

Instead of heading down to B2 just yet where the generator room is locked
anyway, let's unlock the door to the 1F portal room, clear some inventory
space and find some coloured liquid in our apartment, and then retrieve
Eileen. So head up the nearby ladder, unlock the door and pass through.


First Floor Portal Room
___ _ _  ___  _  __ ___

Grab the NUTRITION DRINK left of the PORTAL on the wall. Remembering the
Prisoner's Shirt you just picked up, return to your apartment through the
portal.


ROOM 302
==========================================================================

Head straight for the washroom to reacquaint yourself with the bloody
bathwater. Henry says it smells the same as the torture room of the Water
Prison if you examine it, making a clear connection. Use the PRISONER'S
SHIRT to soak it in blood, revealing the NOTE FROM THE BLOODY PRISONER'S
SHIRT written in wax on it:


    "My room is on the 2nd floor and I had
     to drink something with black things in
     it. I hid the sword with the triangle
     handle under my bed. That guy,
     the fat one, took the basement key.
     Next time I'll stick this triangle sword
     into that pig and take the key."


Now you know where the basement key is, while a search is warranted on
the second floor to find a Sword of Obedience. That exact Sword is not
required but you absolutely will need to use one shortly. You also need to
read this shirt memo to advance or you will not find "the fat one" as
mentioned.

Before heading back, check under your front door for the RED DIARY - JULY
28 and dump any unneeded items in the chest. Return through the laundry
room.

==========================================================================


Retrieving Eileen
___ _ _  ______ _

Remember that you don't want to keep Eileen alone for too long, so let's
go retrieve her before we do anything else. She should be in the 1 o'clock
cell on 3F if you left her there earlier. Otherwise, find her red arrow on
the map and retrieve her. If you'd rather do your searching alone and then
retrieve Eileen later, go ahead but understand that minimizing her time
alone is in her best interest.

Now head to the second floor. Descend the ladder and wait for her to run
around the exterior, then enter the cellblock.


Second Floor Cellblock
___  _ ____ _  _ _____

Four Twin Victims await around the cellblock so consider taking them out
to start off. Don't worry about the Tremers on the walls here and
elsewhere. You'll find the drinks with "black things" (black powder) in
the 7 o'clock cell. Check the bed to find a SWORD OF OBEDIENCE under it.
You actually don't need this exact sword which is just one of five in the
game, but you will need to use one shortly.

Otherwise, a Twin Victim guards PISTOL BULLETS in the 5 o'clock cell and
another one guards a HOLY CANDLE in the 11 o'clock cell if interested.

Make sure Eileen is with you and take the outside ladders down to the
first floor. Wait for her to run around the exterior and proceed inside
the 1F portal room. If Walter does come around, you can just climb back up
the first ladder and wait on the small platform to avoid confrontation.

From the portal room, the first floor cellblock is an optional trip with a
few items to collect while facing a few enemies. Otherwise, skip ahead to
the basement stairway.


First Floor Cellblock
__ _ ____ _ __ _ ____

Here you'll face a combo of Twin Victims and Hummers. A pack of PISTOL
BULLETS awaits in the 5 o'clock cell, a HOLY CANDLE in the 10 o'clock
cell, and a NUTRITION DRINK in the 7 o'clock cell.

Return to the portal room and make sure you have the Pistol, a Silver
Bullet, and a Sword of Obedience before proceeding to the basement
stairway with Eileen.


Interior Basement Stairway: Facing "The Fat One"
___ _  ____   _ _ ______  _   ____ _ ___________

If you've already read what was on the Prisoner's Shirt, a cutscene will
play here of "the fat one" who stole the basement key -- it's Andrew
DeSalvo, Victim 18. You'll have to face him to get his key. First you'll
need to beat down some Whitestools blocking the path in a few spots to
reach him. Then prepare for a mandatory fight.


GHOST VICTIM 18: ANDREW DESALVO (MANDATORY MINI-BOSS)             [gho_03]
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

To retrieve the basement key from Victim 18, you will need to use a Sword
of Obedience here. Read above if you didn't get the one on the second
floor, while you may still have one from the end of the subway or
earlier. The best way to take him down is with a Silver Bullet, used in
the Pistol. DeSalvo is the only Ghost you have to fight and he's a real
annoying one, making him the best candidate to use a Silver Bullet on.

So may sure you have all these things and the Silver Bullet loaded before
you face him. If you don't have a Silver Bullet, you can still take him
down but it'll require extra work. In that case a Saint Medallion will
help slow him down and preserve your health.

With the right equipment, target him and make sure he's in your sights,
then pump that Silver Bullet into his belly and he'll drop to the floor.
Run up and stab in a SWORD OF OBEDIENCE to claim the WATER PRISON
GENERATOR ROOM KEY.

Exercise caution while using the Silver Bullet, since it may not do
anything if you shoot while he's in some sort of animation like standing
up. Wait for him to approach you and then fire.

If you don't have any silver ammo, the next best method is probably to use
Holy Candles. It may take two of them but they are quite effective
(there's three found in this world; one on each floor mentioned above).
Either placing a candle one at a time or both down together, try to keep
Andrew stay in one spot hovering over them and he should drop after the
candles work their magic.

Otherwise, turn to your Rusty Axe or Spade, particularly their charge up
attacks. Keep on beating him down and trying to use a Sword. It will take
multiple downs to eventually stab it in so just hang in there. Make sure
to grab the key after finally pinning him.

By the way, should you want more of an open area to fight him rather than
the tight stairway, you can continue down to basement 2 and find him
there, but I highly recommend staying here since he'll waste so much time
in areas you cannot reach down there and it can be a real pain.

Lastly, should you take the sword back? Honestly, while he's a dangerous
Ghost he doesn't appear anywhere else except the following basement room
and one optional room in the final world. So I'd say go for it if you'd
like to use it on someone else.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Now with the key, follow the rest of the path past any more Whitestools
and proceed into the B2 waterwheel room.


B2: Escaping the Water Prison with Eileen
___ _ _  _____ _  _ ____ _ ______ _______

Head down the stairs and note the PORTAL on the other side of the
waterwheel, as well as a PORTABLE MEDICAL KIT on the ground near it. Find
the door near the end of the stairs you came down and pass through it with
the WATER PRISON GENERATOR ROOM KEY.

Take a step forward and try not to wet your pants. Quite the sight, eh?
These six Twin Victims won't start approaching until you move closer, and
you can bring them in smaller groups one or two at a time if you move bit
by bit then retreat. You also have a choice of heading back and ditching
Eileen in the big room if you want to avoid her taking damage, but she can
help you beat them down too, especially with the Chain or Nightstick.

Either way, fire away with the Pistol or bash some heads in with the
Rusty Axe or whatever else you've got. Be sure to stomp any enemy that
falls asap, including those Eileen knocks over. Then pass through the now
normal-sized end door with Eileen.


Below Water Prison World
__ _ _ _ ______  _______

Navigate down the same old spiral staircase, this time finding a kinky
mannequin hanging upside-down along the way if you're taking in the
sights. Find the PORTAL near halfway, empty any items you don't need and
head through the door at the bottom with Eileen.


________  ____________ _  __ _______________ _   ________  ___     _______

11 // b u i l d i n g  w o r l d  2 n d  t i m e                  [wlk_11]
________  ____________ _  __ _______________ _   ________  ___     _______


    "I want to go back to that time... Things were so good then..."


B10 Opening Rooftop: The Prick
________ _ _  _____ _  ____ __

Surely you can guess who that is in the cutscene. Your old buddy Richard
who is now Victim 19. Before he actually shows up, read the REMINISCES
memo on the ground ahead of Henry, and find the NUTRITION DRINK by the
left car before the memo. There's also a PORTAL on the east wall beside
the entry door.


ROOM 302
==========================================================================

Find the RED DIARY - JULY 29 at your front door. Take the time to clear
any hauntings if you wish and return to the Building World.

==========================================================================


Back to business, the reminisces memo found here outlines this world's
2nd trip puzzle.


PUZZLE: REMINISCES (B10 ELEVATOR LOT)                             [puz_06]
--------------------------------------------------------------------------

The nostalgic memo reads as follows:


    "I want to go back to that time...
     Things were so good then...
     The day of my birthday...
     The cute cat in the pet store...
     All those balls in the basket...
     Playing pool was fun too...
     The door of time was wide open...

     When I see four things,
     I can't help but remember that time..."


The author refers to five specific things, all corresponding to something
found in this world:


MEMORY 1: There's a room with a birthday cake on B3.

MEMORY 2: There's a pet shop with an open cage on B7.

MEMORY 3: There's a large basket of volleyballs in the sporting goods
         store on B5.

MEMORY 4: There's a pool table in Bar Southfield on B15.

MEMORY 5: There's a locked door with a clock on it on B8 near the pet
         shop.


Specifically, the author is recalling four nostalgic times (memories 1-4),
implying that the "door of time" (memory 5) will open once they are
recreated. Therefore you must find four items and place them in the first
four spots mentioned above to unlock the door of time in the fifth spot.

This is how you will open up an alternate route to escape this world with
Eileen. Read on below for the location and placement of each item.

--------------------------------------------------------------------------


Still in the open lot, Richard will enter the party as you near the
elevator, whether you wish to fight him or not.


GHOST VICTIM 19: RICHARD BRAINTREE (OPTIONAL MINI-BOSS)           [gho_04]
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Richard is the most unique Ghost in the game. Not only does he walk on his
own two feet, he has a teleporting ability that doesn't keep him in the
same spot for long. This makes him a bit unpredictable to fight.

So is he worth fighting? Well, he's not too prolific even in this world,
only appearing in a few spots. But he will return in a late staircase and
can pose quite a threat there. So if you do have a Silver Bullet
remaining, now is the time to use it. If not it's no big deal and you can
just ignore him, but feel free to attack him with normal methods if you
want to eliminate him.

To do so, use your trusty Rusty Axe and unleash charge up attacks on
repeat. Note that Richard's teleporting more or less becomes a nonfactor
since Henry's charge up attack will always lock onto Richard even if he
changes locations in the middle of the swing. Use that to your advantage
and beat him down until he doesn't get up anymore, then stab in your
Sword of Obedience.

Note that Holy Candles will affect him significantly by freezing and
damaging him during his stuttery attacks, if in their radius. Already a
very unique Ghost though, Richard may bail out and not return (until the
later staircase) if you use just one Holy Candle (or sometimes may bail
like this during regular fighting if you're not relentless), but two
placed together at his feet will drop him no problem before that happens,
allowing him to be stabbed.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


Make your choice with Richard and then enter the left elevator. Make sure
Eileen comes with you inside, and press the bottom button on the panel to
descend to B12.


B12: Leaving Eileen Behind
___ _  _____  _ ___ ____ _

If you move through the elevator's south doors you can find a HOLY CANDLE
by the east wall. Otherwise, take the ladder in the elevator to the
shower room underneath, leaving Eileen behind for a while.

In the shower room, clear the Whitestools blocking the path in the next
hall and pick up the BILLIARD BALL in the corner by the ladder there. This
was mentioned in the reminisces memo. Head up the ladder.

Follow the noisy alley around the next two corners and a cutscene will
play. After, Cynthia's Ghost will appear if she's still active, along with
a regular Ghost. Quickly grab the PORTABLE MEDICAL KIT by the fence, then
take a right to the next pathway.

At the other end of this rooftop the camera will change to reveal a
VOLLEYBALL by the boxes, another part of the reminisces. There's also an
easy-to-miss SAINT MEDALLION near the railing past the boxes. Move through
the door when ready.


B12 to B15: Staircase to Staircase
____ _  _ _ _ ______ _  ________ _

Now in the familiar giant fan room, five Wheelchairs are glad to make your
acquaintance below. Head to the final steps and wait for the best moment
to dart through the door to the left. You'll want an opening by the stairs
and the door for best results.

Through that door is another staircase. Before moving down, head around
to find a HOLY CANDLE at the other end. Now descend and enter Bar
Southfield through the final door on the path.


Bar Southfield: Placing the Billiard Ball
__ _ _  ______ _ _  _ _______  _ _ ______

Turn to your right to find the billiard table and place the BILLIARD BALL
there to complete the first reminisce. There's a memo on the bar about the
keypad being changed again, but without Eileen we can't advance anyway so
we'll come back to it. After all, the whole point of the reminisces puzzle
is to open up another route for Eileen to get here.


Heading Back to Eileen
____  _  __ _ __ _____

Now it's time to reclaim Eileen and tend to the other reminisces. Head
back up the previous staircase on the building side and up the Wheelchair
staircase to B12. Now follow the pathway all the way back to the ladder,
descend to the shower room and ascend the right side ladder to meet Eileen
in the elevator. If you don't see Eileen you may have climbed the wrong
ladder to the other elevator beside it.


B8 to B5
__ _ ___

Now press the top button on the elevator to head up to B8. If you exit
and enter the east elevator, through its north doors you can find REVOLVER
BULLETS at the end of the twisting path, however you'll have to deal with
three Gum Heads on the way (including a New Type that may steal a Holy
Candle or potentially one of your weapons).

Back in the elevator, go through the south doors to the outer ledge and
head west past a harassing Richard unless you dealt with him already.

Now on another rooftop with a staircase, you may want to handle the two
Sniffers here and pick up the NUTRITION DRINK by the door. Take the
stairs all the way up and pass through the door there.


Sporting Goods Store: Placing the Volleyball
____ _  _ ______ _  _ __   _________ _ _____

Inside the store, place the VOLLEYBALL in the large basket ahead for the
second reminisce. There's also a 3-WOOD club in the other corner, a PORTAL
on the wall, plus very important CAKE CANDLES on the front counter by the
door you came in. You'll need those.


B5 to B3
__ _ ___

Head through the south door and pick up the HOLY CANDLE on the floor by
the shelf in the other corner, then pass through the door there.

Take the other door in the short hall and head up the large staircase past
any Ghosts or Tremers hanging about. Head through the door at the top.


B3 Birthday Cake Room: Placing the Cake Candles
____ _  _ ______ _ _ _ _________ ___ _ __ _____

If you left the Sword of Obedience in the Ghost here earlier, it'll remain
just as you left it. Otherwise that Ghost will pester you here.

Grab the STUFFED CAT right by the door that you'll need shortly, and
quickly locate the birthday cake on the table if there's a Ghost here.
Place the CAKE CANDLES on the cake to complete the third reminisce.

You're now done mandatory business in this area and can proceed back, but
you can also head through the south door to collect a bunch of items.
Otherwise, return to the sporting goods store on B5.


B3 to B1: Optional Trip for Items
___ _  ______ _ _ ___ _ _________

Up the stairs in this first area is a NUTRITION DRINK in between the next
set of stairs and the fans, but beware of the two Sniffers. Up these next
stairs you can find REVOLVER BULLETS on the hood of the car (far corner)
and a HOLY CANDLE by the nearby water tank.

In the next hallway all the way at the end past two Sniffers is a DRIVER
golf club, which isn't really worth it, and a PORTAL on the wall. Head
back to the birthday cake room and then all the way back to the sporting
goods store on B5.


B5 to B7
__ _ _ _

From the sporting goods store, head through the north door to the side
staircase painted red. Head through the door at the bottom into the pet
shop.


Pet Shop: Placing the Stuffed Cat
___ _ _ ______ _   _ _ _____ _ __

Before any Ghosts bother you, rush to the empty animal cage on the north
counter. Place the STUFFED CAT inside. This one can be a bit finicky so
just place it from more to the left than directly in front of the opening.

With that, you should have completed the fourth and final reminisce and
will start hearing a chiming clock. You may remember an odd upside-down
clock room when last here, which is very close by and is now your
destination.

Before heading there, there's a NUTRITION DRINK and PISTOL BULLETS on
separate shelves in the easternmost aisle. When ready, head through the
north door near the cage, making sure Eileen is with you.


The Chiming Clock Room
__ _  ___ __   __ _ __

In another red staircase past the pet shop, check the ground for a
chilling newspaper article. Then listen in for a surreal experience
relevant to what you just read... Wait until it all plays out before
checking on the pet shop to see what happened. Awesome.

Back in the staircase, head down the stairs and through the door to the
clock room. There will be a few Hummers in here to take care of, along
with a pack of PISTOL BULLETS on the upside-down shelf. Make your way to
the ticking clock door in the far corner, which is now unlocked with all
reminisces complete. Pass through it with Eileen.


Beyond the Clock Door: Another Route to Bar Southfield
____   _ _ _________  _  _ _ _____     _ ________ _ __

This stairwell is filled with Ghost Victims and has several distracting
doors of which none will open, so do your best to zoom through it all the
way to the bottom. Down there, head through the south door. The one right
under the stairs won't open.

Outside you'll encounter four Gum Heads with golf clubs and a Sniffer Dog.
It's really not worth it and I suggest not doing so anyway, but if you
kill them you can take their clubs -- a 7-IRON, 8-IRON, 3-IRON and SAND
WEDGE. Run past them and pick up the NUTRITION DRINK by the fence. Then go
through the door in the south to carry on.

In this tight stairway you will be harassed by Richard if you didn't take
him out of commission, and it may be difficult to avoid taking damage
cause you can't run past him so easily. Try some charge up attacks if you
need to clear the way and pass through the door at the bottom of the
stairs after unlocking it.

Now you're back in the area that Eileen couldn't reach before. Make your
way past any Ghosts and remaining Hummers and proceed to the next rooftop
and slip through the door by the boxes.

Back in the Wheelchair staircase, wait for an opportunity and run for the
door. Eileen may receive a bump or two but she should be fine. Just keep
watch so you don't get run over while waiting for her.

Now take the wall staircase to the bottom, ignoring the Gum Head sounds.
One will probably jump and land above you but just keep going down. On the
ground level you may have to get past a Hummer to reach the end door,
while the Gum Head may jump down here if it's still alive. Enter the bar.


Bar Southfield: Escaping Building World with Eileen
____ _  _  ______ ____     _ _  __ _______   _ _ __

Just inside, quickly beat down the Gum Head. Now that you have Eileen
here you can focus on your escape. The exit keypad code from before of
3750 doesn't work anymore, and the LATER BARTENDER'S MEMO on the bar
explains that the phone number has been changed. So that's why.


PUZZLE: BAR SOUTHFIELD KEYPAD NEW CODE (BAR SOUTHFIELD, B15)      [puz_07]
--------------------------------------------------------------------------

The new memo on the bar reads:


    "The boss said we had to change our
     phone number 'cause of all the
     complaints about the weird noises.
     Now we have to change the store sign
     on the roof. What a pain.
     By the way, the number is the last
     4 digits of the new phone number. Not
     too smart if you ask me..."


If you actually called the number on the billboard earlier, you may have
an idea why people complained about the weird noises and why the number
was changed.

So with a new number, they'll have to change the billboard. Continue on
below to find the answer.

--------------------------------------------------------------------------


Use the PORTAL by the billiard table to return to Room 302.


ROOM 302
==========================================================================

Take a look out your window to find the billboard up and to the left. The
sign still has the same number... 555-3750. But that doesn't work anymore
if you try it on the keypad. So they haven't changed it yet. How else
could you figure out the new number?

What if you called the old number? Use the bedroom phone to dial in
555-3750 to hear a message explain that the new phone number is 555-4890.
There you go, the code is 4890. Consider saving your game and filling up
on some health due to an upcoming boss fight, then return to the bar.

==========================================================================


Enter the code 4890 into the keypad and proceed through with Eileen. If
you try to head up this large stairwell like last time, you'll find a
collapsed wall prevents passage. But if you check right beside the door
you'll see that the collapsed wall has covered a gap on the way down. So
now you can descend the staircase rather than ascend it.

Whack any Hummers that approach as you make your way down. Whacking them
off the ledge will bypass any required kick, giving you an easier time. At
the bottom after a long trek is a PORTABLE MEDICAL KIT by the final door.

Take a moment to laugh at all the dead Hummers down here if you sent them
this way, then pass through the door.

A short cutscene will play of massive Wall Men on moving wall platforms.
It'll now be time to endure a boss fight.


BOSS: THE ONE TRUTH - GIANT WALL MEN (BELOW BUILDING WORLD)       [bos_01]
**************************************************************************

This boss fight also serves as a bit of a puzzle where you must first
uncover something before you can make any progress. Check the door on the
other side, which is locked and has this inscription:


    "To reach the deepest part, you must
     defeat the One Truth.

     Do so and this door will open."


To explain, there are 12 large Wall Men in this room. 11 of them will
flinch normally when hit. But one of them when hit will cause every single
Wall Man here to flinch, including itself. This is the master Wall Man or
"the One Truth". Your goal is to find and destroy it.

What you'll want to do is give each Wall Man a swing or a bullet one at a
time and move on to the next one if the others don't react. Run over and
quickly swing, or wait down below for one to drop down and smack it, then
move on if they're not the right one.

Perhaps the hard part is avoiding damage while running to the next one if
it's ready for you, but you can also wait for them to rise again while
tending to the one closest to you to make sure it doesn't hit you. Or you
can also use the Pistol to shoot each Wall Man more quickly, but perhaps
the targeting system can be finicky and frustrating.

Continue clockwise or counter-clockwise one by one, not skipping any,
until you uncover the one Wall Man that causes them all to flinch when
hit. Once found, continue to bash it over and over while it's down below
and within range. Note that Eileen can also chip in if she has a weapon,
although she's not very aggressive.

Perhaps it's best to go for regular swings back to back with the Rusty Axe
since its charge up swing takes a while to land and the Wall Men may take
that time to slide back up. Whenever they do slip away though, ready a
charge up attack for them as soon as they return. Repeat until all 12 Wall
Men are motionless.

[GIANT WALL MEN'S ATTACKS]:
The Giant Wall Men have two different types of attacks. One is the simple
arm swing which will inflict quite a bit of damage and throw you to the
ground. You will see this one most often, especially when moving to the
next one. The other is a headbutt, which is hard to avoid and can happen
whenever you're fighting a Wall Man one on one, usually right after they
slide down. Just keep on bashing away and use the Portable Medical Kit you
picked up outside if you need to.

---

Once all the Wall Men hang lifelessly, the other door will unlock.

**************************************************************************


Slip through the now unlocked door to advance.


Below Building World
___ _  _____ _  _ __

Back in the usual spiral staircase, you'll find another PORTAL a way's
down.


ROOM 302
==========================================================================

At your front door is the RED DIARY - AUGUST 7. This trip can frankly be
delayed until the next area just a minute or two away.

==========================================================================


Follow the trail of blood to arrive at ground level this time... There's
also the front door to Room 302 down here, along with the SUPERINTENDENT'S
DIARY (MAN WITH THE COAT) on the tile floor. Proceed inside with Eileen.


___ _  _____   _ ______________ _  _____ _ _ ________ _  _______ _ _______

12 // r o o m  3 0 2  o f  t h e  p a s t                         [wlk_12]
___ _  _____   _ ______________ _  _____ _ _ ________ _  _______ _ _______


                  "Find...him... His...true location...
               It must be nearby... You must kill...him..."


In the black and white but otherwise familiar apartment, find the OLD
PICTURE BOOK and CRIMSON TOME on the living room coffee table. The laundry
room won't open so follow the nice array of candles to the bedroom.

Showing strong contrast, grab the RED DIARY - AUGUST 2, RED DIARY - AUGUST
3, RED DIARY - AUGUST 4 and RED DIARY - AUGUST 5 on the desks and floor.
The Holy Candle on the bed cannot be taken so head back outside.

Inside the washroom is a PORTAL. There's nothing new in your apartment
for now, so head back down the hall and into the living room for a
cutscene.

Note the Pickaxe that shows up in the cutscene, and grab the PICKAXE OF
HOPE from the hallway afterwards. This one is an item rather than weapon.

Take a good look at the red notes on the walls and the cracked wall where
the Pickaxe was stabbed. It should clue you in to your next task. You
can't break down the wall here, but perhaps you can in your own 302? Dive
into the washroom portal and give it a try.


ROOM 302
==========================================================================

Exit to the hall, and if you head over to the living room you'll hear a
loud crash from the end of your hallway. Approach that wall between the
bedroom and washroom and use the PICKAXE OF HOPE to create a hole. Head
inside to see what's been hiding here all along...

After the stunning cutscene, examine the "object" of interest. Henry will
notice there's something in the coat pocket. Check again to find the KEYS
OF LIBERATION. Well, well... There's not much else of interest here beyond
some familiar items from Silent Hill 2 on the table. Exit back to the
hallway.

Before trying to use the keys anywhere, step back in your laundry room to
find JOSEPH'S LETTER now on a low box on the floor, which is the final
memo of the game. The portal only leads back to Room 302 of the Past where
there's nothing more for you to do, but give that memo a good read. One
part in particular is important:


    "When the bell tolls,
     the ritual begins.
     Eileen=mother's body, blood.
     Part of the mother's
     flesh=the super's room.
     This is all that I've been able
     to figure out.
     I hope this letter gets to you in time..."


Part of the mother's flesh is in the super's room... The Umbilical Cord
mentioned in the super's diary. Looks like you'll need it. The super's
room 105 is your next destination. Well, how do you get there?

If you're still unsure what those keys may be for, take one wild guess.
Liberation... Could it be? Is it time? Go to your front door and use the
KEYS OF LIBERATION.

[NOTE ON THIRD SILVER BULLET]:
After acquiring the Keys of Liberation, a third pack of SILVER BULLETS
will appear inside Eileen's 2F hospital room back in the Hospital World.
To get there requires extreme backtracking with Eileen, taking around 20
minutes or more just to get there. Frankly, it's not worth it at all by
this point but it is there if you must have it. Note that you must return
to Room 302 of the Past through your laundry room hole and backtrack that
way through each previous world. If you use the Keys of Liberation first,
Eileen will shift to Outside Room 302 and you won't be able to go back
without her. But again, I cannot recommend the trip. It is not worth it.

==========================================================================


________  ____________ _  __ _______________ _   ________  ___     _______

13 // o u t s i d e  r o o m  3 0 2                               [wlk_13]
________  ____________ _  __ _______________ _   ________  ___     _______


          "Whoever lives here after me... You'll be the 21st,
          the last of the sacrifices. I leave it up to you..."


Third Floor North
__ _ _ ______  __

Ah, freedom! Well... Not really. Unfortunately the real world appears to
be just as bad as the otherworld, if not worse. Eileen will rejoin you
after the cutscene and it's time to roll. Remember your goal is the
super's apartment.

[NOTE ON PORTALS AND ROOM 302]:
Just so you know, from now to the end of the game there won't be any
portals on the wall to take you back to your apartment, since this is the
real world now. In order to get back to your apartment, you'll have to
return to this floor and physically enter Room 302, the same place you
exited in the cutscene. And don't worry about the Apartment Keys in your
chest, you won't need them.

Bars block the hallway to the south, so head the other way and enter 301.
Take out the Twin Victim in the living room since you may soon have two
more guests join from below -- 301 is connected to 201 via stairs in the
living room.

First will come another Twin Victim, followed by a new cousin enemy called
a Bottom. Note that if you're quick you may encounter them down in 201
instead. Before taking the stairs though, check the second circle cage in
301's short hall to find a SAINT MEDALLION. Then descend the stairs to
201.


Second Floor East Wing
___ _  ________ _ _ __

Beat down anything still here if it didn't come up earlier. Then find a
NUTRITION DRINK in the southeast circle cage. Otherwise there are some
notes about a ritual on the fences but nothing else here. Exit to the 2F
hall.

Head south towards 202 where you may notice Walter on the other side of
the bars blocking the hall. He'll aim his gun and shoot once you reach
the door, but you can avoid getting shot by waiting for Eileen just past
the trash can in the hall, then rush through the door with her.

A SWORD OF OBEDIENCE sits on the floor in the northwest room of 202, the
last of five in the entire game. Pass through the living room hole to 203
when ready.

In 203 you'll only find Cynthia's Ghost unless she was eliminated. Quickly
exit from the front door. Now on the other side of the 2F bars, there's a
NUTRITION DRINK on the kitchen counter of room 204, but Walter also waits
behind a gate in its hall, so don't go past the kitchen. Now enter the
stairwell to the west and brace yourself.


Second Floor Stairwell
___ _  ___  _ ___ ____

There are a total of five Patients in this stairwell so things can get
crazy. Eileen can help you beat them down if she's got a weapon, otherwise
you can try to run your way past if you're going straight for the west
wing (just slip through the doors if you're about to get hit, then
return if Eileen isn't with you).

If you're up for an optional trip to the other side of the 3F bars for
some items, take a left and head up there first. There's PISTOL BULLETS
on the floor at the top if interested.


Third Floor South
__ _  ____  _____

Room 304 contains a NUTRITION DRINK on the bed in the only open room in
the apartment, while a Twin Victim and Wall Man wait in the unit itself.
In 303 you can find REVOLVER BULLETS on the living room coffee table, but
beware of the Patient that may surprise you from the side hall.


||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

A BRAND-NEW FEAR ITEM: NURSE'S UNIFORM

If you've already cleared the game with the Escape or Mother ending, the
NURSE'S UNIFORM will appear on a living room chair in room 303, Eileen's
apartment.

You must then clear the game with this item in your inventory while
receiving the Escape or Mother ending to actually unlock the uniform so
it can be worn by Eileen in your next A Brand-new Fear run (it only
replaces the purple party dress). Otherwise, you'll have to find the
uniform here again and receive either of these two endings to unlock it in
a later run.

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||


Head back to the stairwell and enter the 2F west wing with Eileen.


Second Floor West Wing
__   __ ______ _ _____

Inside room 205 is a NUTRITION DRINK in the southeast room if interested.
Bars block the north part of the west wing around the corner, forcing you
to enter room 206, where you'll meet Walter once again.

Instead of running around like a little school girl, why not beat Walter
down? Just take your Axe and give him your worst. Charge up attacks will
serve you well. He won't die but he'll lie on the ground so you can leave
the room without worry. Otherwise he can get between you and Eileen here
and become an issue.

In between the bunk beds in the east room of 206 is a HOLY CANDLE. Move on
through the hole in the wall in the northeast room to arrive in 207. Now
in Richard's apartment, you'll meet his Ghost if you hang around for too
long, if he's still active. There are also PISTOL BULLETS in the northeast
room, while Richard's Revolver will still be in his living room chair if
you didn't claim it last time. Exit from 207's front door.

A Bottom welcomes you from a stairway to the north. Quickly run and beat
him up while he's still pointing, then descend to the first floor.


First Floor West Wing
___ _ __________  ___

Hearing voices throughout this floor, you can find a NUTRITION DRINK in
107, as well as DeSalvo's Ghost if still active. 106 contains a HOLY
CANDLE on the kitchen counter, a PORTABLE MEDICAL KIT in the northeast
bedroom and an AMPOULE in the washroom beside it.

Back out in the hall you'll notice that entering room 105 won't be so
simple.


PUZZLE: REMOVING ROOM 105'S CHAINS (FIRST FLOOR)                  [puz_08]
--------------------------------------------------------------------------

The super's door is bound by six chains, not unlike 302's door up until
now. To uncover them you will need to find six hanging body statues in the
east wing. When examined, each statue will fade away and remove one chain
from 105's door. Read on to find all of them.

--------------------------------------------------------------------------


Enter the lobby.


First Floor Lobby
___ _  ____ _ ___

You may notice a sketchbook in the middle of the lobby floor. Eileen will
walk towards it and it'll override any notion for her to follow you for
the next bit. So let her be for now and proceed to the east wing without
her.


First Floor East Wing: Removing 105's Chains
__ _   _ _ _____ _ ______  _  _ _ _____ _ __

Just ahead in the hallway corner is a hanging body of Walter wrapped in
chains in the shade of greyscale. If you examine it, you'll the voice of
an angry older man and the body will disappear. Each time you find one of
these bodies and make it disappear by examining it, one chain will also
disappear from 105's door. So that's one down, five to go. Watch out for
the Twin Victim just around the corner while tending to the hanging body.

Inside 104, there's two Giant Wall Men overlooking a PORTABLE MEDICAL KIT
near the living room. You can actually approach cautiously and just reach
it without getting hit sometimes, but still be careful. You'll also find
another hanging Walter body in the northwest cage in the narrow hall of
the unit. Examine it and it'll disappear to more angry voices.

Inside 103 are two Bottoms hanging about, along with a NUTRITION DRINK at
the north end of the unit's hallway and a hanging Walter in the living
room. If you don't want to fight, just go examine the body and quickly
leave once it fades away.

Ignore the pointing Bottom down the hall for now and enter 102. Find the
NUTRITION DRINK on the kitchen counter and the hanging body in the living
room. There's also a Ghost in the room, but a Saint Medallion will keep it
at bay long enough to do the deed here.

On your way to 101 and before the Bottom is a pack of easy-to-miss PISTOL
BULLETS by the right boxes in the hall. Run past the Bottom to find
another hanging Walter in the north corner. Once it disappears, enter 101
to find the last one.

Back in the room with the model guns, find the PISTOL BULLETS in the
southwest room if interested, then the hanging body in one of the two
cages on the east side. Once it fades away and you've found all six,
return to Eileen in the lobby.


First Floor: Getting the Umbilical Cord
___ _  _ _______  _ _ ___ _______ _____

After hearing Eileen's sympathy for the little boy in the cutscene (she
may cry out and talk like a child if badly possessed), return to the
previous hall to find all the chains gone from 105, assuming you found all
six hanging bodies in the east wing. Enter the apartment.

Check the back room first to find yet another NUTRITION DRINK. In the
living room, you'll notice a camera angle change by the east wall,
revealing an orange box on the shelf. The mother's flesh... Examine it for
a cutscene.

[NOTE ON EILEEN'S CONDITION]:
You may be aware of a Holy Candle trick whereby you can place one at
Eileen's feet and watch her blood flow clear up. This works but only
temporarily and in all my extensive testing it does not actually carry
over to the final boss fight to slow her down, despite so many claims that
it does. Go ahead and try it if you must, but in all my experience it
doesn't actually do anything but trick your mind.

In the cutscene, which will be different depending on Eileen's possession
level (like the lobby scene too), she takes off while Henry claims the
UMBILICAL CORD from the orange box. Leave the room.


Returning to 302
___ _ _ ____ _ _

Back in the hall, Henry has a strange vision, as if guided back to 302.
After, you'll also hear a bell tolling, which Joseph mentioned in his
laundry room letter as the mark of the ritual beginning... Time to return
to 302. There is a newly-placed sketch on the floor by 105 if interested
before taking off.

Get started by taking the north stairs in this west wing up to 2F. Take a
look through the bars up there for a preview of what's to come... Good
luck with that.

Enter 207 where you may now notice a Wall Man. Stay clear and pass through
the hole in the living room to 206, then exit from there to meet three
Bottoms and one Twin Victim in the hall. I recommend just running straight
around the corner and through the double doors to the stairwell. They will
run after and try to jump at you but just keep moving.

If the Patients are still in the stairwell, quickly run through the other
doors to the east wing. Pass through the hole in 203's back room to reach
202, then exit to the hall from there. Now enter 201, head up the living
room stairs to 301 and exit to the corridor.

Henry will meet more friends up on 3F before 302, but you can just sprint
past them if you wish. Enter 302 for the final time.


ROOM 302
==========================================================================

Back home, Walter is now missing from the back room. Examine the circular
depression under where he was and Henry will realize he can jump down into
it. This will lead you to the final boss, so make sure you've got
everything you need before advancing. Head back to the item chest and
prepare.

Get rid of anything that isn't a weapon, health, or the Umbilical Cord
which you'll need. That means Holy Candles, Saint Medallions, Swords of
Obedience, Eileen weapons, etc. They're useless for the next part so dump
them.

Ideally, you'll want to bring up to 7 items and have 3 inventory slots
clear, which you'll understand shortly. Having a full inventory is an
option but it'll slow you down a lot when time is crucial if going for a
better ending.

You must bring the Umbilical Cord, taking up one slot. Otherwise, I
recommend either the Rusty Axe or Spade as a weapon and five of your best
health items, if you have that many. It's not that you'll necessary need
that many, just you might as well fill up in case. Be sure not to heal yet
if hurt; you'll soon see why.

The Rusty Axe is probably the best overall weapon in the game and is great
for this fight, but the Spade can work nearly as well (charge up meter and
attack are slightly faster, but slightly weaker). The Pistol and several
clips are not worth it, and the Revolver isn't too bad but its limited
ammo takes up valuable space and it's not as good as the best melee
weapons.

When you're ready, make sure you've cleared any remaining hauntings if
you're going for a better ending, then save your game. Now jump down the</pre><pre id="faqspan-7">
circular depression in the hidden room where Walter was.

==========================================================================


Below Room 302
___ _ _ ___ __

After an odd cutscene you'll be alone in a red-lit room with a large hole
in the center and some artwork on the walls. While encouraging Henry to
enter the fetal position, this room also fully-recharges your health if
not already full. Jump down the hole to the final arena.


FINAL BOSS: THE FINAL SACRAMENTS - MAN WITH THE COAT              [bos_02]
**************************************************************************

Walter welcomes you to the party down below. There's a lot going on down
here so let's explain a few things.


Eileen's Mechanics
___ _  _ _ _______

First you'll see Eileen standing on her own pathway that leads to...
literally a bloodbath, and a dangerous spinning device.

Possessed by Walter, she'll slowly walk towards it over the fight. Her
speed is dictated by how much damage she took in the game up until now,
including physical damage by enemies and time spent alone, especially in
areas with enemies. During the fight you'll see flashes of her as she
walks down the path and into the bloodbath. Once you hear her scream after
fully submerging, she's gone for good.

The more damaged she is, the more blood flow will appear over her body,
the faster she'll move, and the more likely she'll die. Depending on how
bad she is, you may not be able to save her at all. So if she dies
early... you probably never had a shot. Stay on top of her condition next
time. While some may suggest a Holy Candle placed at her feet before she
leaves you, in all my extensive testing I've found it to have no carry
over whatsoever. Instead you must safely escort her the old-fashioned way.


Phase One: Umbilical Cord and Spears
____ _ _ _____ _   _ _ ______ _ _ __

As for Walter, he begins the battle as a dark shadow and cannot be harmed,
while he'll harass and attack you if you let him. There's also eight
stone blocks with spears in them around the arena, but they're locked in
place as is. So you'll need to do something to effectively start the
battle.

Joseph's August 5 Red Diary from Room 302 of the Past said the following:


    "The Crimson Tome
     'Bury part of the Conjurer's mother's
      flesh within the true body of the
      Conjurer.'
     Part of the flesh=super's room?"


Joseph's Letter from the laundry room also confirmed the bottom statement,
which we can deduce to be the Umbilical Cord that you now hold.

The "true body of the Conjurer" is the huge creature in this arena
(Walter's true form). Therefore, you must bury the Umbilical Card within
the Conjurer's body. Check your inventory and use the UMBILICAL CORD while
standing right under the massive head. If it doesn't work, make a small
adjustment and try again.

In a short cutscene, the camera angle hints at the spears on the stones,
which all unlock after using the Umbilical Cord. You can probably guess
that you need to stab them into the giant Conjurer as the next order of
business. You should also now have four free inventory slots if you
entered the fight with three, allowing you to grab all four on one side,
stab them all in and do the same on the other side.

So get started by grabbing each SPEAR OF THE HOLY MOTHER on the left side
of the arena and then run back to the Conjurer. Stab each SPEAR OF THE
HOLY MOTHER into his neck, noticing that each one drops Shadow Walter to
the ground in pain. After the fourth, head to the other side to collect
the other four and stab them into the Conjurer.

Just watch out for Walter's pipe swings and bullets as you make your way
around, and note that he'll move more quickly once a few spears have been
stabbed in, including quickly sliding over the arena, but he can't hit you
if you're already grabbing a Spear.

After stabbing in all eight spears, you'll hear a distinct note and this
time when Walter stands, his shadow figure will be no more. He can now be
attacked. Have a charge up swing ready to go as soon as he stands.


Phase Two: Defeating Walter
___  _     _ _____ _ _  _ _

Now the true battle begins. Grab your trusty weapon, preferably the Rusty
Axe or Spade, and start delivering charge up swings on constant repeat.
You can also perform regular swings as you charge up, but it's more
efficient to go purely for the ultra-powerful charge up attacks,
specifically while staying out of Walter's immediate radius.

With the Rusty Axe, perform your charge up attack from a few feet away and
immediately take a couple steps back to clear Walter's range so he
doesn't bodyslam you. Walter will regularly step back and raise his pistol
to fire after every attack you land, unless he's at an edge. Right after
he steps back as you're charging, now move up closer so your attack will
connect when ready. Most of the time you'll be able to deliver another
charge up attack just before he fires.

Note that you'll be invincible while performing the charge up attack and
so his shot won't matter, but sometimes he'll shoot you just a tad before
you're fully charged up. This is just something you'll have to deal with,
although you can try dodging left or right (R2 + Circle + left/right) with
the right timing. Either way, getting shot a few times shouldn't be a huge
factor.

If Walter is up against an edge or sometimes regardless, he'll instead
try to swing his pipe at you if close by. This is great because it avoids
a potential shot and you should be able to move back to dodge his swings
before unleashing another charge up attack and repeating. If you can, try
to stay in that range where he initiates a pipe swing as you're just clear
of him. Just repeat and keep him in the corner. Otherwise, keep moving up
on him if he takes a step back.

With the Spade, your charge up attack has a shorter range by about a foot,
but still fairly extended. Henry will also stand in place and thrust
forward rather than getting too close to Walter. This means that if you
can back Walter into a corner and he has nowhere to step back to, you can
find the sweet spot and just unleash charge ups back to back until the
end of the fight without him hitting you. If close enough, he'll keep
trying to perform a pipe swing rather than shoot, but find that balance
where his swing is engaged but not within range to land and just keep
staying in that spot as you attack him.

If you do get shot with either method, which is frankly just part of the
fight, just keep on charging and try to initiate your attack before the
next bullet hits. Even if he gets 2-3 shots off at you, keep charging
until you can attack. In many cases you'll find you can lock into your
charge up attack just as he's about to shoot, which is perfect.

Be careful to never get too close to Walter or he'll perform a
cringeworthy body spin and throw you to the ground. As ridiculous as it
is though, it is always 100% avoidable. As mentioned, if using the Rusty
Axe just take a step or two back to clear his body spin range, but keeping
close enough so he swings his pipe can be helpful, as long as you can
still avoid it (but again, not a huge deal if it lands).

Note that the Pickaxe of Despair can be another effective weapon here, but
it's much slower and has a higher learning curve to master. It also takes
a long time to charge up, but even its regular swings are very powerful
and will serve you well while charging up for an ultra attack.

Sometimes if you take too long or step too far away from Walter, he'll
either take a step back to just escape your range or may run away to
another spot entirely. In these cases, bail immediately cause he'll be too
far away to hit and will probably shoot you. Run right up to him and try
your setup again, understanding you make take a bullet or two. You can
try to go at him from behind to get a bit of a drop on him though.

From here it's just a matter of repeating these strategies until the end,
hopefully before anything happens to Eileen.

[WALTER'S ATTACKS]:
Walter's most basic attack is a shot from his pistol, either from close,
medium or long range, although the farther you are the more unlikely it is
to land, while you can also zigzag or run to his sides to avoid it. With
his pipe, Walter has a simple swing and a charge up swing, both mostly
from close range.

Walter's final attack has got to be one of the most ridiculous I've seen,
at least in this series. It is complete nonsense where he will spin his
body which will throw Henry to the ground and do a fair bit of damage if
within range. Thing is, if you're attacked this way it's cause you're too
close. You can always avoid it by keeping a certain distance about a full
person away from him. Beware that he will also try this attack on the go,
so just avoid him if he runs at you.

---

It may take some practice to get into the rhythm, but eventually this
fight should feel very straightforward and almost simple. It's really just
a matter of performing charge up attacks on repeat while baiting his pipe
swing to whiff on you or engaging your attacks just before he shoots.
Keep at it and Walter will eventually fall with a distinct death note.

A few more seconds will pass where Eileen can still actually die and then
a cutscene will play. If Eileen dies and your execution wasn't great,
consider loading your game to try again if you wish -- the time difference
between great, good and especially poor execution can be massive. But if
she's dying too quickly, you just might not have any chance to save her in
this run due to her condition, even if you're perfect. Be sure to take
better care of her next time and try again.

**************************************************************************


The End
__ _ __

After defeating Walter, congratulations on completing Silent Hill 4: The
Room. Enjoy the following scenes and your ending, as well as another nice
credits song and your ranking results. Note that there are three more
endings to receive, which can all be read about in the Endings section
below.

Also take a look at the Unlockables and Secrets section for any extra
items and secrets in subsequent playthroughs. Feel free to use the Speed
Walkthrough below to get a better grip on streamlining your run.

If interested in improving your ranking, visit the 10-Star Ranking Guide
section, which will also guide you to a perfect score. It's perhaps a bit
easier this time than the last games since it gives you a couple freebies,
so consider giving it a shot. Although the perfect 10.2-star ranking is an
even greater challenge. Read more about it there.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

12.                  S P E E D  W A L K T H R O U G H             [SH4_12]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


This speed walkthrough is intended for those who have beaten the game at
least once as a quick reference, or for players who wish for only the bare
minimum of instructions even on their first attempt.

Boss strategies will be minimal, enemies will be hardly mentioned, and
it'll be up to you to stay stocked up on ammo and health if needed. Any
time you need to heal, do so by returning to your apartment (first half)
or by grabbing health items in the field and your chest (second half).

All 52 memos will be listed for completion's sake and so this can be used
as a 10-star ranking walkthrough, but feel free to skip those that aren't
required. I'll also list all weapons but I suggest skipping anything you
don't plan on using.

Portals will only be mentioned when specifically instructed to use them,
so you'll need to find them on your own terms otherwise. But if going for
speed, I suggest returning to your apartment as little as possible.

Lastly, ideal spots for leaving Eileen will still be mentioned since she
can waste even more time if completely disregarded, but go ahead and make
any modifications on your own. And be sure to tend to hauntings on your
own if you wish for a better ending as this walkthrough will not cover
them in any capacity.

[Note]: The timer counts cutscenes in this game so be sure to skip them if
going for a quick time. That includes all peephole, window and portal
transition scenes.

Also note that this walkthrough is written with a standard run in mind.
One and All Weapons Modes will or can affect if or where certain weapons
appear, so just accommodate for that.

All weapons, items and memos are in CAPITALS.

____________________
|       Legend       |
|                    |
| New Area           |
| ___ _ _ ___    __  |
|                    |
| =================  |
| -Inside Room 302   |
| =================  |
|                    |
| -----------------  |
| -Puzzle            |
| -----------------  |
|                    |
| :::::::::::::::::  |
| -Mini Boss         |
| :::::::::::::::::  |
|                    |
| *****************  |
| -Boss              |
| *****************  |
|                    |
| -[##/52]: Memo     |
|                    |
| -(Optional Task)   |
|____________________|


__ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______

01 // r o o m  3 0 2
__ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______

(POSSESSED)
-Exit the bedroom and examine the face on the far living room hall
-Head back to the hall to spawn the intro

(NORMAL)
-Step away from the bed and Henry will check the phone
-Exit to the living room and head to the front door
-[01/52]: FIRST LETTER sits under your front door
-Grabbing the CHOCOLATE MILK from the fridge now is the most efficient way
-(The WINE BOTTLE is in your fridge but should stay there)
-Move into the living room and back out after Henry notices the chest
-Head over to the window and back out of the forced scene
-[02/52]: BOOK SCRAP is against the wall behind the shelf
-After the noise, enter the washroom
-Grab the STEEL PIPE (required) and enter the hole
-Move through the hole towards the light


___   _ _____    ________ ___    _______ _      ____ _ _______     ____  _

02 // s u b w a y  w o r l d
___   _ _____    ________ ___    _______ _      ____ _ _______     ____  _

-Run down the hall to meet Cynthia, then head around the left corner
-Run ahead until the scene plays, then enter the ladies' room
-Enter the portal on the wall
==========================================================================
-Exit the bedroom and straighten the cabinet in the living room
-Take the PISTOL (required) and examine the black section of wall
-Enter your bedroom and answer the phone, then enter the hole in your
washroom
==========================================================================
-Grab the LYNCH STREET LINE COIN from the mannequin and exit the room
-Run left down the hall and use the LYNCH STREET LINE COIN to go through
the closer turnstiles in the next area
-Take both sets of stairs down to the platform
-Head around the corner and to the other end of the platform
-Enter the end subway car once the angle changes and press the button
inside to open the doors
-Exit the car and enter the subway car back at the other end through the
open doors
-Use the center column to get around the barrier and proceed all the way
to the third car
-Cross over to the fourth car through the open side doors and enter the
fifth car back up
-Use the center column to bypass the barrier and head to the next car,
then exit from the final open side doors
-Take a left and enter the maintenance room at the other end of the
platform
-Head down the ladder, head straight across and climb the other ladder
-Unlock the door and head back down (this will help you on the 2nd trip)
-Now head into the intersection down below and follow the path down the
stairs and through the door
-(The 9-IRON is available in the subway car here)
-Head directly for the escalators
-Either time it right and run past the Wall Men or use the Pistol to shoot
them once each (or the Steel Pipe to smack them) and run by
-Head up the next stairs, grab the TEMPTATION PLACARD on the door and
enter the booth
==========================================================================
-(It's recommended you get the CHOCOLATE MILK before the subway but make
sure you absolutely have it with you now)
-(You can wait to empty any items during the mid-forest return trip, but
consider letting your health recharge a bit if needed)
-Enter the new hole in the washroom
==========================================================================


___    _ _______         _ _ ________    _ ________ __ _    _____ __   ___

03 // f o r e s t  w o r l d
___    _ _______         _ _ ________    _ ________ __ _    _____ __   ___

-Follow the next forest and factory pathways all the way to the Wish House
compound, passing Jasper in the rock area on the way
-[03/52]: JASPER'S MEMO PAD is found on the driver seat of the car on the
way
-(The CHAINSAW is also available near the tree stump in A Brand-new Fear)
-Take a left across the yard, then take a right and go through the
southwest door
-Follow the next two pathways to the graveyard
-Move forward to spawn the cutscene, then head back through the double
doors ahead and return to Wish House
-Run up to Jasper on the front porch and use the CHOCOLATE MILK
-Grab the BLOOD-INSCRIBED SPADE on the porch, turn around, take a right
and go through the left door (southeast)
-Pass through the next two gates, find the tree root that looks like a
hand on the other side of the tree and use the BLOOD-INSCRIBED SPADE to
get the RUSTED BLOODY KEY
-Continue through the next gate and return to 302 via the portal
-(The 6-IRON sits on the ground by the portal)
==========================================================================
-[04/52]: RED DIARY - APRIL 8 is now under your front door
-Put the RUSTED BLOODY KEY in your storage chest and return to the forest
-(Empty any other items, perhaps everything but a weapon)
==========================================================================
-Head all the way back to Wish House and enter the portal on the north
wall
==========================================================================
-Retrieve the RUSTED BLOODY KEY from the chest and return to the forest
==========================================================================
-Enter Wish House with the RUSTED BLOODY KEY
-[05/52]: Read the HOLY SCRIPTURE SCRAP (required) on the left floor
-Grab the SOURCE PLACARD on the right door and enter the small room
==========================================================================
-Jump directly into the hole
-(Dump items if you really need the space and consider recharging your
health a bit if necessary)
==========================================================================


_______      ______  _ ______  _ ___   __    ______  __    ____  ____ ____

04 // w a t e r  p r i s o n  w o r l d
_______      ______  _ ______  _ ___   __    ______  __    ____  ____ ____

-[06/52]: EXPLORATION MEMO is on the floor directly ahead
-Proceed ahead and through the left double doors
-[07/52]: GUARD'S DIARY hangs on the right wall by the portal
-Take the west door to the basement hall
-Take the ladder down, head downward past the doors and down the next
ladder
-Head upward and enter the basement waterwheel room
-Take the stairs down and head right to the sign along the low wall to get
the WATER PRISON EXIT KEY
-[08/52]: WATERWHEEL ROOM PLATE MESSAGE is on the sign after the key
-Head back up the stairs and ladders (head upward to the second ladder) to
the small portal room
-Exit on the other side of the room with the WATER PRISON EXIT KEY
-Take the ladders all the way up to the roof and pass through the gate
-Turn the valve on the other side of the tank and exit the area
-Take the ladder down once and enter the 3F cellblock
-[09/52]: PRISON DIARY is found amongst Toadstools in the 4 o'clock cell,
second door after taking a right
-Enter the 8 o'clock cell, second door left from the double doors (third
door back that way from diary cell)
-Jump down all the holes to the shower room
-Exit to the inner basement hall and ascend the ladder to the surveillance
rooms
-[10/52]: 1F SURVEILLANCE ROOM REPORT is on the 1F desk
-[11/52]: 2F SURVEILLANCE ROOM REPORT is on the 2F desk
-[12/52]: SECRET NUMBER MEMO is on the 3F wall
-(The STUN GUN is available in the initial 4 o'clock 2F cell if
interested; the 3F cells must be turned once right to let you jump down
from the 3F 4 o'clock cell, then remember to turn it only once more when
doing the puzzle)
--------------------------------------------------------------------------
-You must align the cells so the bloody bed on each floor sits in the 1
o'clock position by doing the following:
-Turn the 2F valve four times to the right (or left; same result)
-Turn the 3F valve twice right (don't stop at the DeSalvo cutscene)
--------------------------------------------------------------------------
-(If you got the Stun Gun earlier and unlocked the dining hall, skip
through there to the final keypad)
-Return down the ladders and exit to the outer hall after the scene
-Head upward, take the ladder up, pass through the small portal room and
ascend to the third floor cellblock via the outside ladders
-Enter the 1 o'clock cell (fourth door to the right) and jump down all the
holes to the B1 kitchen
-Turn around and grab the WATCHFULNESS PLACARD on the door
-Enter 0302 into the keypad and proceed through
==========================================================================
-(Enter the washroom to turn off the bath tap if you're wanting to collect
the super's memo at the front door afterward)
-[13/52]: RED DIARY - APRIL 4 is under your front door
-[14/52]: RED DIARY - JULY 23 is under your front door
-[15/52]: SUPERINTENDENT'S MEMO will be under the door after turning off
the washroom bathtub and checking the door peephole
-(Clear the placard and any items you don't need into the chest)
-Enter the hole in the washroom
==========================================================================


____    _ _____   _ _____       ____  _   ______    ___  _ _____  ________

05 // b u i l d i n g  w o r l d
____    _ _____   _ _____       ____  _   ______    ___  _ _____  ________

-Follow the hallways and stairs down to meet Richard in the cutscene
-Run through the door right past the Gum Head
-Take the GHOST'S KEY from the Ghost on the floor (as well as the SWORD OF
OBEDIENCE if you want it, perhaps for Cynthia's Ghost)
-Use the GHOST'S KEY to go through the door and take the larger stairwell
down and through the southwest door at the end
-Take the other door to the sporting goods store
-(The ALUMINUM BAT and 5-IRON are here if you want them; the bat can
replace your pipe but you will be getting the Rusty Axe shortly anyway)
-Head through the other open door across the shop (the left door is
locked)
-Follow the stairs down, enter the pet shop and grab ALBERT'S SPORTS KEY
at the end of the middle shelf by the cat food (walk if you want to avoid
triggering the Sniffers)
-Head back up and exit from the side door in the sports store with
ALBERT'S SPORTS KEY
-Take the stairs down, follow around the corner and enter the second
elevator which will take you down to B12
-(The SPADE and a SWORD OF OBEDIENCE are available at the end of the path
through the north elevator doors on B8 via the top button)
-On B12, take the elevator ladder down to the shower room and climb up
the other ladder past the Whitestools
-Head downward and follow the pathway, then take a right at the fence to
the next area
-Push past the Gum Head blocking the door (who holds a PITCHING WEDGE if
interested) to pass through
-Head down the stairs, through the door, down the next staircase and enter
Bar Southfield at the very end
-Grab the RUSTY AXE on the table ahead, which is quite frankly the best
weapon on the game (you can consider skipping any weapon after this)
-[16/52]: BARTENDER'S MEMO is on the counter
-Enter the code 3750 (phone number on the billboard outside 302's window)
into the keypad and leave from the exit door
-Follow the lengthy staircase all the way up to the top
-Get the CHAOS PLACARD from the door and proceed inside
==========================================================================
-(Consider dumping the placard and anything you don't need)
-Enter the hole in the washroom
==========================================================================


____  _ ______   __ _ _______  _ ___   _______ __    _____ _ _____       _

06 // a p a r t m e n t  w o r l d
____  _ ______   __ _ _______  _ ___   _______ __    _____ _ _____       _

-Enter room 301 on your right and get the SUPERINTENDENT'S KEY from the
left orange photo in the back room (the LOCKER KEY #106 is on the other
photo but isn't needed)
-[17/52]: JOSEPH'S ARTICLE is in the back room by the super's key
-[18/52]: MIKE'S DIARY is in the living room
-(You'll need the RED PAPER if you want to collect another memo in your
apartment later)
-(Place the RED PAPER under 302's door in the hall if you have it)
-Enter the stairway (ignore the Man with the Coat and his SHABBY DOLL) and
head all the way down to the west wing at the bottom left
-Enter 105 with the SUPERINTENDENT'S KEY and get the APARTMENT KEYS on the
living room wall (use the keys to open any apartment from this point)
-(You will need the RED PAPER and TORN RED PAPER near the keys if you want
two more memos later on)
-[19/52]: SUPERINTENDENT'S DIARY (UMBILICAL CORD) is in 105's bedroom
-Exit the room, cross over to the east wing and enter 102
-Kill the Tremers in the kitchen and open the fridge to get the TORN RED
PAPER from inside (only red paper required here)
-(Eileen's SUBMACHINE GUN will be on the counter here if it's unlocked)
-(Skip ahead to 302's front door if you don't care about memos or other
unnecessary items)
-(Inside 203 in the east 2F wing is another TORN RED PAPER in the shirt in
the northwest bedroom, which you'll need for another memo)
-(The BUG SPRAY is on the living room floor in 203)
-(RICHARD'S REVOLVER and a PUTTER are found in 207's living room and back
room)
-Return to the third floor and place all pieces of RED PAPER and TORN RED
PAPER under 302's door (the only one 100% required is the one from 102's
fridge, but they are all needed to collect all memos)
-Use the portal in 301 to return to 302's interior
==========================================================================
-[20/52]: RED DIARY - MAY 2 is under your door
-The following memos will be under your door if you placed all five red
papers outside:
-[21/52]: RED DIARY - MAY 14
-[22/52]: RED DIARY - MAY 20
-[23/52]: RED DIARY SCRAP
-[24/52]: RED DIARY SCRAP (CONT.) -- the only required memo to read
-[25/52]: MIKE'S LOVE LETTER
-After reading the continued diary scrap, enter your bedroom and find the
DOLL KEY between the head of the bed and the far wall
-Return through the washroom hole
==========================================================================
-Exit 301 and enter 303 with the DOLL KEY
==========================================================================
-Check your front door for the SUCCUBUS TALISMAN
-[26/52]: RED DIARY - JULY 13 is also under your door
-Grab all four placards from your chest while dumping what you don't need
-Enter the laundry room and use the SUCCUBUS TALISMAN on the wall face
-Insert the TEMPTATION PLACARD on the left, SOURCE PLACARD on the right,
WATCHFULNESS PLACARD at the top and CHAOS PLACARD at the bottom
-(Consider fully recharging your health as this will be your last chance)
-Enter the new hole
==========================================================================


___ _ _______   _ _____    ___ _______   _ _____  _ ______         ___ ___

07 // h o s p i t a l  w o r l d
___ _ _______   _ _____    ___ _______   _ _____  _ ______         ___ ___

-(The PAPER-CUTTING KNIFE can be found on a desk in the northeast room)
-(EILEEN'S BAG can be found on the south floor)
-[27/52]: NURSE'S MEMO is found on the table in the reception across the
hall to the right from where you start
-Head south and enter the staircase at the left end of the hall by the
elevator, ascending to 2F
-Take note that the arrangement of rooms in this hallway is random every
time and thus each room should be checked one by one until you find the
key and door to Eileen's room -- I suggest checking one side and then
the other on your way back
-Inside the snake statue room, examine it for the HOSPITAL ROOM KEY
-Use the HOSPITAL ROOM KEY to exit the falling cage and leave the room
-Find the locked door and use the HOSPITAL ROOM KEY to enter Eileen's room
-(In the other rooms you can find supplies, spirit-repelling items and a
4-IRON)
-Run south past the Patients and call the elevator
-Descend back to 1F and enter the second room on your right with Eileen,
then return to 302 via the portal
==========================================================================
-(Your apartment will no longer heal you so take care with health items
from now on)
-[28/52]: RED DIARY - JULY 20 is under your front door (required)
-You must read the red diary above to get the SMALL KEY with it
-The following memos are now available by the living room bookshelf:
-[29/52]: RED DIARY - ??/??
-[30/52]: RED DIARY - JUNE 11
-[31/52]: RED DIARY - JUNE 14
-Return to the hospital via the laundry room hole
==========================================================================
-Exit the washroom and enter the vacated elevator shaft to use the SMALL
KEY and pass through the gate
-Make your way past the three Patients and through the door at the bottom
-Follow the circle staircase and ignore the portal because it's a waste to
return to 302 now when you'll need to in a minute
-Pass through the door at the bottom with Eileen


____ __    ____   _______  _ __________ _ ___    __ _______   __ ____ ____

08 // s u b w a y  w o r l d  2 n d  t i m e
____ __    ____   _______  _ __________ _ ___    __ _______   __ ____ ____

-Pass through the right door at the other end of the path
-Head straight, take a right and head left around the corner
-Enter the ladies' room and return to 302 via the portal
==========================================================================
-[32/52]: RED DIARY - JULY 25 is under your front door
-[33/52]: KID'S LETTER is under your front door (required)
-Read the kid's letter to get the TOY KEY
-Get the LYNCH STREET LINE COIN from your chest and return to the subway
==========================================================================
-Exit the washroom and take a left to reach the turnstiles where you'll
meet Cynthia's Ghost
-(There are SILVER BULLETS (one bullet) up the left blocked stairway in
the next hall -- you'll want at least one for the Water Prison but you'll
run across another in the Forest, so it's your call to get this one if
you want to kill another Ghost, such as Cynthia)
-At the north turnstiles, use the LYNCH STREET LINE COIN to pass through
and head all the way down to the platform
-(If going for pure speed, the turnstile area is a great spot to leave
Eileen behind to reclaim later)
-(The RIDING CROP for Eileen is available down the west pathway here
between the two staircases before the platform)
-Enter the open subway car doors right near you, cross over the partition
and use the TOY KEY to open the strange box and get the FILTHY COIN
-Exit back to the platform, take a right and enter the maintenance room at
the south of the east platform
-(If you didn't unlock this room from the inside before, you'll have to
go through the train maze and enter the southwest maintenance room)
-Head down the ladder, climb up the other ladder to the other maintenance
room and take the portal to 302
-(The southeast maintenance room, or the other if that's not an option, is
a good and safe spot to ditch Eileen if actively concerned for her)
==========================================================================
-[34/52]: RED DIARY - JULY 17 is under your front door
-Wash the FILTHY COIN in the kitchen sink to get the 1$ COIN
-(You no longer need the Lynch Street Line Coin so dump it)
-Return to the subway
==========================================================================
-Head back down the ladder but this time head into the intersection and
pass through the door at the end down the stairs
-Head straight to the escalators on the King Street platform
-Take the up escalator and use the Rusty Axe to bash your way past all the
Wall Men (if you kill all four you can actually come back down this same
side with Eileen later to speed things up)
-Continue up the next staircase and get CYNTHIA'S COMMUTER TICKET from the
ground
-Use CYNTHIA'S COMMUTER TICKET both to exit from here and enter the Lynch
Street Line, then head down to the platform
-Reclaim Eileen from the southeast maintenance room or wherever she is
-Use the 1$ COIN on the vending machine to get the MURDER SCENE KEY
-Head back up the stairs and now use CYNTHIA'S COMMUTER TICKET to get back
to the other side where Cynthia's stuff is, making sure Eileen is with
you (reclaim her if you left her in the concourse)
-Enter the ticket booth with the MURDER SCENE KEY and take the TRAIN
HANDLE on the floor
-Leave and head down the stairs with Eileen
-If you killed the Wall Men on the way up, take the ascending escalator
down for the quickest route; otherwise, take the descending side and
tend to the Wall Men on the way down
-Head around the bottom corner and enter the open train
-Make your way to the other end, past Cynthia's Ghost if she's there, and
use the TRAIN HANDLE to move the train forward
-Find the new opening through the close by doors and head down the stairs
-(There's a SWORD OF OBEDIENCE beside the door, which you may want but
isn't fully necessary if you still have one from the Building World)
-Head through the door and then the next door after the cutscene
-Follow the circle staircase down to the bottom and through the door there
with Eileen


___     __ ______  _ _ _______    __ _      _____   _ _____  _ ____ ____ _

09 // f o r e s t  w o r l d  2 n d  t i m e
___     __ ______  _ _ _______    __ _      _____   _ _____  _ ____ ____ _

-Grab the TORCH in the northwest corner of the area and light it there as
well
-Pass through the doors and get the DOLL'S HEAD from the well just ahead
-Continue through the next couple doors to the Wish House compound
-[35/52]: JASPER'S BURNED MEMO is on the ground by the front of the
burned Wish House
-[36/52]: WHEELCHAIR DOLL TEXT is obtained by examining the doll
-Insert the DOLL'S HEAD into the wheelchair doll
-You may want to take the trip to 302 to empty some items and soak your
Torch in oil from the blue laundry room container
==========================================================================
-[37/52]: RED DIARY - JULY 18 is found under your front door
-(Dump any items you don't need and use the TORCH on the blue canister
under the laundry room hole to make its flames last longer)
-Return to the forest
==========================================================================
-(If going for pure speed, the Wish House compound is the best place to
leave Eileen, but otherwise taking her with you will take better care of
her status, even if she takes some hits)
-(Eileen's CHAIN can be found on the jungle gym at the east)
-Take the southeast gate and follow through the next two paths
-(A pack of SILVER BULLETS (one bullet) is found by the tree roots in the
third area of the passage, which you'll want for DeSalvo if you used the
other or missed it)
-Head through the other gate, light the TORCH with the flame and get the
DOLL'S LEFT LEG from the well between the short staircases
-Return to Wish House and use the DOLL'S LEFT LEG on the doll, unless you
know you're good for inventory space to keep going
-Take the northeast passage and get the DOLL'S LEFT ARM from the well in
the second area if your Torch is still burning (if not, just run past it
and get it on the way back)
-Light your TORCH in the rocky area where Jasper's Ghost is and keep
running through doors and gates until you're past the factory area
-Continue through the final gate and grab the DOLL'S RIGHT ARM from the
well (if your Torch is out, light it with the flame in the previous area)
-Return all the way to the Wish House compound, but make sure you get the
doll arm in the earlier well on the way back if you didn't get it before
(light it in the rocky area if needed)
-Use the DOLL'S LEFT ARM and DOLL'S RIGHT ARM on the doll and take the
northwest path
-If your Torch is still aflame, grab the DOLL'S RIGHT LEG from the well in
the first area (if not, get it on the way back)
-Proceed through the cave and get the CRESTED MEDALLION from the headstone
after meeting little Walter to the left along the lake
-If you still need the doll leg, light your Torch here and grab it from
the well on the way back to Wish House
-Use the DOLL'S RIGHT LEG as the final piece and enter down below, making
sure Eileen is with you
-[38/52]: DESCENT OF THE HOLY MOTHER - THE 21 SACRAMENTS is on the altar
down the stairs
-Use the CRESTED MEDALLION on the end door and pass through
-Descend the circular staircase and pass through the bottom door with
Eileen
-Enter the small elevator shaft to be taken to the Water Prison


____  _ _____   _ ________         __ _ ______      ______   _ _____ ___ _

10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e
____  _ _____   _ ________         __ _ ______      ______   _ _____ ___ _

-Leave the shaft and exit on the other side with Eileen
-Quickly run past Walter and exit the roof from the large gate behind him
-Head down the ladder and wait for Eileen to run around (unequip her
weapon to ensure she doesn't waste time fighting Hummers)
-Enter the 3F cellblock  with Eileen and enter the 1 o'clock cell (fourth
cell to the right)
-Leave Eileen in this cell as you jump down to the basement kitchen
-Turn around and enter the torture room past the keypad door to get the
PRISONER'S SHIRT from the floor
-Exit back to the kitchen and pass any Whitestools to the inner basement
hallway
-(Eileen's NIGHTSTICK can be found on the third floor of the inner
surveillance room)
-Exit to the outer hall, head upward and take the ladder up and unlock
the door up there as you pass through it
-Take the portal in here to 302
==========================================================================
-Enter the washroom and use the PRISONER'S SHIRT in the bloody bathtub
-[39/52]: NOTE FROM THE BLOODY PRISONER'S SHIRT will be acquired after
using the shirt (required to advance)
-After reading the note, grab the PISTOL, a SILVER BULLET and a SWORD OF
OBEDIENCE from your chest
-[40/52]: RED DIARY - JULY 28 is under your front door
==========================================================================
-(You don't need it specifically if you have another, but you can grab the
SWORD OF OBEDIENCE in the 7 o'clock cell on 2F)
-Now head up the ladders outside to retrieve Eileen in the 3F 1 o'clock
cell and return back to this room -- descend the ladders and wait for her
to run around the outside, level by level
-Proceed through the portal room and fight your way past Whitestools with
Eileen until you reach DeSalvo's Ghost
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-Pull out your PISTOL, load a SILVER BULLET and fire it at DeSalvo, then
stab him with a SWORD OF OBEDIENCE to get the WATER PRISON GENERATOR ROOM
KEY
-If you don't have a Silver Bullet, drop two Holy Candles at his feet for
best results, or just beat him down several times by normal means until
you can stab him
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
-(The Sword can be taken back if you want but it's unnecessary)
-Continue down and enter the B2 waterwheel room
-Head down the stairs and use the WATER PRISON GENERATOR ROOM KEY to get
through the door along the wall after the stairs (consider leaving Eileen
here if you want her to avoid damage as you beat down the Twin Victims
in the generator room, but she can be helpful)
-You may have to fight your way past at least most of the Twin Victims
here, while Eileen can help you with a weapon
-Head through the end door and descend the spiral staircase
-Pass through the bottom door with Eileen


_____________     _ ______    _____ _  ___ _  __ ____     __  _____ _ ____

11 // b u i l d i n g  w o r l d  2 n d  t i m e
_____________     _ ______    _____ _  ___ _  __ ____     __  _____ _ ____

-[41/52]: REMINISCES waits on the ground ahead, spelling out this world's
puzzle
-Head over to the elevator to spawn Richard's Ghost, allow him to swing
and clear away so Eileen can get by too, then enter the elevator
-(At this point it is possible to head to the middle floor, proceed
through the south doors and perform the Eileen glitch to skip the entire
reminisces puzzle; read more in the Unlockables and Secrets section, but
once accomplished, pass through the lower shower room and skip ahead to
the continue point noted below)
-Leave Eileen in the elevator and climb down the ladder
-Make your way past the Whitestools and claim the BILLIARD BALL in the
hall, then climb the ladder there
-Follow the next path and take a right at the fence to the next area
-Grab the VOLLEYBALL by the boxes near the door and proceed inside
-Avoid the Wheelchairs down the stairs and proceed through the next door,
then descend the next stairs and enter the bar through the end door
-Place the BILLIARD BALL on the billiard table and return to Eileen all
the way back in the elevator (up the staircases, around the path, down
the ladder, through the shower room and up the right ladder)
-Head up to the top level in the elevator and exit from the south doors
with Eileen
-Follow the walkway to the next area, ascend the stairs and enter the
sporting goods store at the top
-Get the CAKE CANDLES from the counter and put the VOLLEYBALL in the big
basket
-(There's also now a 3-WOOD on the floor)
-Pass through the right storage room by the portal and through the other
door in the short hall
-Follow the large stairwell around and through the door at the top
-Get the STUFFED CAT by the door and place the CAKE CANDLES on the
birthday cake on the table
-Now head all the way back to the sporting goods store and take the other
door across the hall to the red stairwell
-Descend and enter the pet shop, then put the STUFFED CAT in the cage on
the counter
-With Eileen still with you, pass through the other door near the cage and
enter the room at the bottom of the stairs
-Move through the now unlocked clock door, take the large stairwell all
the way down and through the bottom south door away from the stairs
-Run around the corner and through the door, then take the narrow
staircase down and through the door while evading Richard
-(This is the point you'll continue from if you accomplished the Eileen
glitch -- just run ahead, take a right at the fence to the next area and
wait for Eileen to join you from offscreen)
-Follow the pathway to the fence, take a right to the next area and
enter the large staircase with Wheelchairs
-Pass through the lower door past the Wheelchairs and head down all the
way to the bar at the end of the lower path
-[42/52]: LATER BARTENDER'S MEMO is on the bar
-Pass through the keypad door with the code 4890 (the new number told to
you if you call the previous one in 302)
-Take the large stairwell all the way to the bottom and pass through the
door with Eileen
**************************************************************************
-You must find the "One Truth" of the 12 Giant Wall Men that causes all
of them to flinch when hit
-Consider using the Pistol to quickly shoot each and move on until you
find the right one, or just use a melee weapon
-Once the "One Truth" has been killed, the other door will unlock
**************************************************************************
-Proceed through the now unlocked other door
-Follow the staircase to the bottom
-[43/52]: SUPERINTENDENT'S DIARY (MAN WITH THE COAT) sits on the floor in
front of 302's door
-Enter Room 302 of the Past


__ _ _ _ ____ _ _ __________ _ _ _______ _ _ ______   _ _ ______ _________

12 // r o o m  3 0 2  o f  t h e  p a s t
__ _ _ _ ____ _ _ __________ _ _ _______ _ _ ______   _ _ ______ _________

-Collect the following memos in the living room (required):
-[44/52]: OLD PICTURE BOOK
-[45/52]: CRIMSON TOME
-Collect the following memos in the bedroom (required):
-[46/52]: RED DIARY - AUGUST 2
-[47/52]: RED DIARY - AUGUST 3
-[48/52]: RED DIARY - AUGUST 4
-[49/52]: RED DIARY - AUGUST 5
-Once the memos have been collected, head back in the living room for a
cutscene
-Grab the PICKAXE OF HOPE that appears on the end hall wall and use the
washroom portal to return to your own 302
==========================================================================
-Exit your bedroom and use the PICKAXE OF HOPE on the left wall at the end
of the hall
-Pass through the hole and examine the corpse until you get the KEYS OF
LIBERATION
-Exit back through the hole and head to your front door
-[50/52]: RED DIARY - JULY 29 sits under the door
-[51/52]: RED DIARY - AUGUST 7 sits under the door
-[52/52]: JOSEPH'S LETTER sits on a box under the hole in the laundry room
-Use the KEYS OF LIBERATION to unlock your front door and finally leave
==========================================================================


_____ _     _ ______  ___ __ ___ _ _ ________     _ _ ________  _____   __

13 // o u t s i d e  r o o m  3 0 2
_____ _     _ ______  ___ __ ___ _ _ ________     _ _ ________  _____   __

-(If going for pure speed, leave Eileen behind right away and she'll join
you in the lobby after erasing the Walter statues)
-Enter 301 up the hall and use the stairs to descend and exit from 201,
dodging the Twin Victims and Bottom inside
-Enter 202, timing it so Eileen is close and you can rush to the door
without getting shot by Walter
-Pass through the hole in the living room to 203
-(A SWORD OF OBEDIENCE is available in the bedroom)
-Exit 203 and head across the stairwell to the west wing
-In the west 2F wing, enter 206 and take the hole in the wall to reach
and exit from 207 (you may want to beat down Walter in 206 so he doesn't
separate you from Eileen and waste time)
-Head down the stairs past the Bottom to the first floor and continue to
the east wing (Eileen will stay behind in the lobby)
--------------------------------------------------------------------------
-Find and examine all six hanging Walter statues in the following
locations:
-Walter 1: in the circle cage in 104's hallway
-Walter 2: in the corner of the east wing hall by 104
-Walter 3: in the living room of 103
-Walter 4: in the living room of 102
-Walter 5: in the circle cage in 101's hallway
-Walter 6: at the north end of the east wing hall by 101
--------------------------------------------------------------------------
-Head back to the lobby and take Eileen with you to 105 in the west hall
-Get the UMBILICAL CORD from the shelf and Eileen will leave
-Now exit and take the north stairs back to the 2F west wing
-Pass through the hole in 207's living room and exit from 206
-Cross through the stairwell to the 2F east wing
-(If the NURSE'S UNIFORM is unlocked, it can be found on a living room
chair in Eileen's room 303 -- have it in your inventory and save Eileen
to officially unlock the costume; it won't be there if already done)
-Pass through the hole in the back of 203 and exit from 202
-Take the stairs in 201 up to 301 and exit from there
-Enter Room 302
==========================================================================
-Empty any item that isn't a weapon, health, or the Umbilical Cord
-I suggest the Rusty Axe or Spade, Umbilical Cord, and your best health
items, but leave at least three inventory slots open
-(Now is your last chance to claim Joseph's Letter from the laundry room,
which was obtainable before using the Keys of Liberation but can be easy
to forget about and miss)
-Go through the hole in the hall and jump down the hole below where the
corpse was
==========================================================================
-Jump down the hole in the red room to the final arena
**************************************************************************
-Run up to the large head and use the UMBILICAL CORD to unlock the spears
-Now that you have four empty slots in your inventory, grab each SPEAR OF
THE HOLY MOTHER on one side and stab all four into the huge figure
-Do the same for the other side's Spears while avoiding Walter and he'll
fall to the ground and become vulnerable for the rest of the fight
-Ready a charge up attack from behind Walter and unleash it once he stands
-With the Rusty Axe, unleash constant charge up attacks but always take a
couple steps back after landing each hit to clear Walter's bodyslam range
-If he steps back, move up as you charge and keep repeating these special
attacks (sometimes he may shoot you just before; just stay with it)
-With the Spade, again always perform charge up attacks and move up when
he steps back to land the next charge up attack
-If you can back him up to an edge, you can find a sweet spot and stand on
the same spot just outside of his pipe range while preventing him from
shooting; just stand still and repeat your attacks if so
-If you're too close, he'll perform a ridiculous body spin and knock you
over, but this is always avoidable by staying a few feet away (step back
immediately after the Rusty Axe's charge up attack)
-Repeat either strategy and you should be able to save Eileen unless she's
completely compromised
-Once Walter falls to the ground the game is over, although a few more
seconds will pass where Eileen will still be at risk
**************************************************************************


Congrats on completing your speed run. Silent Hill 4 is a fairly long game
so anything near 2 hours is the mark of a quality speed run, at least
while collecting all memos and tending to Eileen. If going for pure speed
you can aim for anywhere around 1h-1h30m, although skilled players can dip
below even that.

Otherwise, consider aiming for a 10-star ranking which is really not much
different from a speed run. All you need to do is just collect the memos
and beat the game in under 2 hours, while 120 kills are more or less
automatic by killing the one-hit enemies in your way.

If interested, check out the 10-Star Ranking Guide in this FAQ for more
information.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
</pre><pre id="faqspan-8">
13.                           E N D I N G S                       [SH4_13]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


Per Silent Hill tradition, there are multiple endings to receive based on
your actions throughout the game. While there's no joke ending this time,
there's still four different endings that can each be achieved in your
first or any other attempt.

What are they based on? Two things: whether you take care of Eileen and
perform well enough in the final fight to save her, and whether you do or
do not clear the hauntings that appear in your apartment in the game's
second half.

Refer to each ending and its requirements below, followed by some tips
for the two main categories farther down.


Escape
__ _ _

The happiest ending available, achieved by actively managing both your
neighbour Eileen and your apartment. Perform the following:


-Save Eileen by finishing the final battle before she dies
-Clear 80% or more of the hauntings that appear in Room 302


To allow yourself to even have a chance of saving Eileen at the end,
you'll need to take proper care while escorting her. Limit her damage,
only leave her when you must and never leave her in rooms with enemies.
This will ensure she walks slower rather than fast in the finale, making
her possible to save.

To clear hauntings, simply eradicate them upon appearing and ensure there
aren't any active when you leave to fight the final boss. Requiring a
clear rate of 80% usually allows for one that be missed, although in a
quick run on PC (where fewer appear) you may need to clear them all to
reach that figure. Save yourself a bit of trouble on console by avoiding
the Shabby Doll.


Mother
_  ___

Achieved by taking care of Eileen but not your apartment, do the following
to receive this ending:


-Save Eileen by finishing the final battle before she dies
-Do not clear 80% or more of the hauntings that appear in Room 302


Eileen is the only concern here. The better a job you do to protect her in
the field and less you leave her alone, the slower she will walk towards
the bloodbath in the final battle and the more likely you'll have any
chance of saving her. Simply forget about hauntings or only clear the ones
that are really bothering you.


Eileen's Death
__  _ ____  __

The second worst ending with one part of it obvious, this one is obtained
by doing the following:


-Finish the final battle after Eileen dies in the blood pool
-Clear 80% or more of the hauntings that appear in Room 302


Disregarding Eileen in the field by often leaving her alone and in rooms
with enemies will ensure she becomes more possessed so that she walks to a
very quick death in the final battle. But even if she walks slowly, just
delay killing Walter until she dies. Otherwise, clear each haunting once
it appears or ensure they're all gone before heading to the final fight,
although you may be able to leave one on most runs and still be okay.
Avoid picking up the Shabby Doll (on console) to prevent one haunting.


21 Sacraments
__  _   ___ _

The worst ending imaginable, this one is achieved by showing a disregard
for everything. That means:


-Finish the final battle after Eileen dies in the blood pool
-Do not clear 80% or more of the hauntings that appear in Room 302


Disregarding Eileen and often leaving her alone will ensure she's more
possessed and walks quickly in the final battle, or simply just wait for
her to die even if she walks slowly. Ignore all hauntings in your
apartment or at least make sure you don't clear most of them.


___ _  ________  _

How To Save Eileen
__ ___ _ ____ ____

The main requirement of saving Eileen simply comes down to killing Walter
in time before she walks to her death inside the blood pool, but
understand that how good a job you do of taking care of her before that
will dictate whether this is even possible.

The more Eileen takes damage or is left alone while Henry escorts her, the
more blood flow will appear on her body and the more possessed she will
become, making her walk faster in the final fight.

After taking enough damage with Henry, she may kneel over with an
exhausted exhale and gather herself. If this happens just once you should
be totally fine, but any more and you're entering dangerous territory, at
least on the hardest difficulty.

As her condition deteriorates, the blood flow over her body will become
darker and more prevalent and she'll start getting more and more scared
(or "scawed") as she begins talking like a child. At some point she may
call out for her mommy and daddy (no Henry, that's not you). By this point
she is likely compromised or at least very difficult to save.

As Eileen reaches her worst condition, she'll have dark blood flow all
over her body and she'll have brief moments where she'll begin to turn
into a Ghost Victim. Her body will begin to convulse, she'll utter some
alien-speak (subtitled like "%#$%#$"), and your screen will flash red if
nearby, harming you in the process just like a Ghost. If you've reached
this point... she is completely gone and you almost certainly won't be
able to save her on any difficulty.

So how can you take action? First, you must understand what impacts her
condition.

Eileen's status will worsen if:


    -She spends time alone while Henry is somewhere else.

    -She takes damage or bumps from enemies.


Eileen's status will DRAMATICALLY worsen if:


    -She spends time alone in rooms with enemies.


The last point is the most important one. Even if you do a good job of
otherwise protecting Eileen, leaving her in a room with enemies for just
a few minutes can completely compromise her. I've personally witnessed
this by leaving her in a room with Ghosts in the subway, after which she
reached 100% possessed status by flashing my screen red as she began to
turn into a Ghost just below the subway.

Okay, so exactly what should you do if you want to save her? This:


-Always take Eileen with you when possible -- her taking a few hits is
always better than time spent alone, even in rooms without enemies.

-When you must ditch her, leave her in a room with no enemies, do your
business and return as quickly as you can.

  SPECIFICALLY, ONLY LEAVE HER ALONE 3 TIMES:

       1. Subway World: In the southeast maintenance room as you open up
          the new route with Cynthia's Commuter Ticket (or southwest room
          if the other is locked).

       2. Water Prison World: 3F 1 o'clock cell as you jump down to the
          basement.

       3. Building World: B12 elevator as you acquire and use the
          Billiard Ball and get the Volleyball on the way.

-In areas with lots of enemies where combat is tough to avoid, give Eileen
a weapon to defend herself and focus on clearing enemies around her (or
leave her in a previous room without enemies and quickly clear them, but
do not leave her for long).


As for the fight itself, you'll need to maximize your efficiency. Run
straight for the large body and use the Umbilical Cord, then run for the
four Spears on one side and stab them all in together. Now repeat on the
other side and prepare to unleash your charge up swing once Walter stands.

The Rusty Axe is perhaps the best and most reliable weapon for this fight
with charge up attacks on repeat, but just be sure to step back out of
Walter's bodyslam range after landing each hit. The Spade can be very
effective as well, especially if you can back Walter into a corner where
he has nowhere else to step back to and you can attack him from the same
location just outside of his pipe range.

Note that even after killing Walter, a few seconds will pass before the
end cutscene begins. Eileen can still die during these moments. I've
experienced it on both sides where I heard her screams maybe 2 seconds
before the cutscene and she officially died, but I've also heard her just
starting to scream for a half second or less before the cutscene and got
an ending where she lived. So just do you best and hope those extra few
seconds don't undo your work.


What About the Holy Candle Trick?
____ _ _ ______ _____ ___________

What about the trick where you place a Holy Candle at Eileen's feet right
before grabbing the Umbilical Cord? It clears up her status, right? Well,
I used to believe this worked and many others are adamant it does, but I
have tested it extensively on PS2 (NTSC and PAL versions) and PC. I've
found it to actually have zero effect whatsoever.

I've dropped Holy Candles right before the Umbilical Cord, in the lobby,
right at the start of Outside Room 302 or before, and even multiple of
these places or multiple candles together and even candles next to her
platform and stairs in the final battle. I've tried it on every difficulty
and each general state of possession (light, medium, heavy). Every single
time she walked to her death within the same couple seconds, candle or no
candle, accounting for any variance such as text prompts or how quickly
cutscenes are skipped.

I genuinely used to think this worked and helped me in the past, and some
some people still claim it works. But after my extensive testing more
recently, I'm absolutely convinced it's the placebo effect or other
factors, such as the multiple enemies on the way to the Umbilical Cord.
When I killed all enemies and saved in 302 to even the playing field for
every test attempt, it never made any difference.

Anyone noticing some difference probably comes down to doing a better job
of getting Eileen to the Umbilical Cord safely. And possibly just doing a
better job on Walter. I understand that seeing the blood flow disappear
from Eileen's body can be a powerful thing... but the only trick the Holy
Candle carries over to the final fight is one that tricks your mind into
thinking it's doing anything.

So it all comes down to the old-fashioned method. Take proper care of
Eileen if you want to save her. The single most important thing you can do
is to never leave her alone in rooms with enemies.


__ _ _____ _ ___ _____

How To Clear Hauntings
_____  ___ _______ ___

This is the other factor that dictates which ending you'll receive. Here
we'll only do a brief overview on how to treat them, while the Hauntings
section of this FAQ dives into each and every haunting one by one.

The official requirement for the hauntings side of the endings is whether
you do or do not clear 80% or more of the hauntings. Usually this gives
you a buffer of one you do not have to clear, but understand that in a
quick speed run, especially on PC where fewer hauntings appear, you may
need to clear all that show up to reach that figure. So instead of the
80% thing, try to focus on clearing all hauntings and you'll be better
off.

To do this, simply exorcise each haunting that appears when you return to
Room 302. Leave the living room radio on to speed things up, knowing that
it will blare static if there's a haunting somewhere in your apartment
that you cannot see. If the radio is quiet, you're good to go. If you
leave it on, it'll remain on for every visit, which is very helpful.

Note that some hauntings will go away on their own after some time and
these count as uncleared. Don't take the risk and always clear them if you
can as soon as they appear. Also note that some hauntings will come back
even multiple times. You didn't do anything wrong, it just happens.

To clear a haunting, find where it is and place a Holy Candle either on
the floor or on a chair right near the object, depending on where it is.
Your screen will flash and you'll hear a distinct sound indicating the
haunting is close, even if you can't otherwise see it.

Note that Saint Medallions can also be equipped to exorcise hauntings,
but those are better saved for the outside world and will degrade quickly
if used for hauntings, but go ahead and use them if it's all you got at
the moment. One is usually only enough to clear one haunting and about
half of another before breaking.

And that's it. Refer to the Hauntings section somewhere below for a list
of all hauntings and where to place the candles.


__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

14.            U N L O C K A B L E S  A N D  S E C R E T S        [SH4_14]
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________


__ _ ____  __ __

A Brand-new Fear
__  ____  _ ____

This special mode is unlocked after completing the game once and is the
basis for all unlockables and receiving each ending in one file. Just like
Next Fear and Extra New Game in previous games, A Brand-new Fear carries
over any unlocked weapon, costume, or ending achieved. Instead of starting
a New Game after the first time, load your "A Brand-new Fear" save, select
your difficulty and begin.


_ ___   _ _ ___

One Weapon Mode
__ _ ___   ____

This extra mode is unlocked upon achieving a 10-star ranking for the first
time. In the first hall of the Subway, each of the main weapons will be
laid out in front of you and you'll be tasked with choosing one to take
you through the full game. After your selection, the rest will instantly
disappear and will not appear elsewhere, outside of the Pistol, Torch,
Golf Clubs and Eileen's weapons (but not the Submachine Gun), which will
be found in their normal locations.

Upon receiving a 10-star ranking in A Brand-new Fear or fresh New Game,
find your A Brand-new Fear save. Your cursor will be blue and you'll see a
blue > arrow to the right of your difficulty selection. Press right and
the cursor will turn red and show a red < arrow on the left side. This
means you're in the One Weapon Mode selection. Choose a difficulty with
your red cursor to begin the mode.

In visual form it looks like below. Note that All Weapons Mode gets added
to left as shown under that mode below.


               Standard      One Weapon
                (Blue)         (Red)

                 Easy           Easy
                Normal    >    Normal
                 Hard           Hard


The weapons laid out for you in the Subway will be:


     1. Wine Bottle        6. Bug Spray
     2. Stun Gun           7. Richard's Revolver
     3. Aluminum Bat       8. Paper-Cutting Knife
     4. Spade              9. Pickaxe of Despair
     5. Rusty Axe         10. Chainsaw


You can never go wrong with the Rusty Axe, while the Spade, Aluminum Bat
and Stun Gun are great choices too. The Pickaxe is also a powerful weapon
but is a bit slow for normal enemies. If you want a real challenge, try
the Paper-Cutting Knife or the Wine Bottle. Taking the Revolver is not
ideal since there's not much ammo available for it, but perhaps it could
make for an interesting challenge run along with the golf clubs.


___  _  ___  ___

All Weapons Mode
__ _  ____ _____

Another special mode, unlocked by completing One Weapon Mode with a
10-star ranking. Again all 10 main weapons will be laid out at the
beginning of the Subway but you can pick up them all, assuming you have
the inventory space. Note any left behind will remain there on the 2nd
time trip through the Subway, while those same weapons can also be found
in their regular locations as well (if obtained in one spot, it will
disappear in the other). The Steel Pipe, Pistol, Torch, all Golf Clubs and
Eileen's weapons (including the SMG if unlocked) will be found in their
normal locations.

In addition to all major weapons right at the beginning, supplies will
spawn in your apartment during every trip there. That includes 10
Nutrition Drinks in your fridge and 6 packs of Pistol Bullets on your
laundry room shelves. This mode is the ultimate reward of Silent Hill 4,
with no further bonus for completing with a 10-star ranking this time.

Upon receiving your 10-star ranking in One Weapon Mode, find your relevant
A Brand-new Fear save and select it. With the standard blue cursor for
your difficulty selection, you will now see blue arrows < > on both sides.
Hitting right switches to One Weapon Mode, while left will change to All
Weapons Mode where the cursor will turn green and show a green > arrow on
the right. Select your difficulty with the green cursor and begin.

To break it down in visual form, it works like this:


All Weapons     Standard      One Weapon
 (Green)        (Blue)         (Red