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May 30, 2010

Credit Card Number Scam

                                                      
                                                              Getting Visa card numbers is as easy as simply searching for credit card number generator downloads, free hacked credit card numbers, or hacked credit card number generators. It is important for us all to be aware of different credit card scams and how to better protect ourselves.
The following is one such Visa and mastercard telephone credit card scam that is currently circulating. By understanding how the Visa and Mastercard telephone credit card scam works, you'll be better prepared to protect yourself. Those con artists get more creative every day.
The credit card scam works like this: The person calling says, "This is , and I'm calling fromthe Security and Fraud Department at Visa. My Badge number is12460. Your card has been flagged for an unusual purchase pattern, and I'm calling to verify. This would be on your Visa card which was issued by bank. Did you purchase an Anti-Telemarketing Device for $497.99 from a marketing company based in Arizona ?"
 
When you say "No," the caller continues with, "Then we will be issuing a credit to your account. This is a company we have been watching, and the charges range from $297 to $497, just under the $500 purchase pattern that flags most cards. Before your next statement, the credit will be sent to (gives you your address). Is that correct?" You say "yes."
The caller continues ... "I will be starting a fraud investigation. If you have any questions, you should call the 1-800 number listed on the back of your card (1-800-Visa) and ask for Security. You will need to refer to this Control number." The caller then gives you a 6-digit number. "Do you need me to read it again?"
Here's the IMPORTANT part on how the scam works. The caller then says that he needs to verify they you are in possession of your card. He'll ask you to "turn your card over and look for some numbers. There are 7 numbers--the first 4 are the last 4 digits of your card number, the next 3 are the 'Security Numbers' that verify you are in possession of the card. These are the numbers you use to make Internet purchases to prove you have the card. Read me the 3 numbers."
 
After you tell the caller the 3 numbers, he'll say, "That is correct. I just needed to verify that the card has not been lost or stolen, and that you still have your card. Do you have any other questions?" After you say "No," the caller then thanks you and states, "Don't hesitate to call back if you do," and hangs up. You actually say very little, and they never ask for or tell you the card number.
The Real Visa Security Department says this is definitely a scam, and within the 15 minutes of your receiving the call, a new purchase of $497.99 will be charged to your card. What the scammers want is the 3-digit PIN number on the back of the card. Don't give it to them. Instead, tell them you'll call Visa or MasterCard direct.
The real Visa says that they will never ask for anything on the card as they already know the information since they issued the card! If you give the scammers your 3-digit PIN Number, you think you're receiving a credit. However, by the time you get your statement, you'll see charges for purchases you didn't make, and by then it's almost too late and/or harder to actually file a fraud report.
If you fall victim to this scam, call the police and Visa or Martercard immediately. Remember getting a visa number is as easy as searching for credit card number generator downloads or free hacked credit card numbers on a major search engine.

May 20, 2010

Walkthrough For " SILENT HILL 4"

===================================================================
         SILENT HILL 4 "THE ROOM"
===================================================================



                     silent hill 4   T H E   R O O M
TABLE OF CONTENTS
--------------------------------------------------------------------------
MAIN
1.   INTRODUCTION.
2.   UPDATES.
3.   FAQS.
4.   PROLOGUE.
5.   CHARACTERS.
6.   ENEMIES.
7.   WEAPONS AND SUPPLIES.
8.   CONTROLS.
9.   PLAYING THE GAME.
10.  DIFFICULTY SETTINGS.
11.  WALKTHROUGH.
12.  SPEED WALKTHROUGH.
13.  ENDINGS.

                         M      A      I      N
__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

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

Welcome to my Silent Hill 4: The Room FAQ/Walkthrough! Konami and Team
Silent are back with the latest edition of Silent Hill, with almost a
completely different style to the game. Although it is argued and
sometimes seen very negatively, the game has a great artistic and
atmospheric feel to it, however, very different from the previous three
entries. Give the game a chance and divulge yourself into its brilliant
dream-like atmosphere, and maybe you'll see what the game truly has to
offer.

Everything you should need to know about Silent Hill 4, and quite a bit
more to be honest, can be found within this FAQ. Although the Walkthrough
section has been editied, the rest of the FAQ has yet to be edited, so
don't be surprised if you find a lot of errors, which will mostly be typos
and sentences where I may have drifted off while typing. If you have any
questions about the game or walkthrough, feel free to email me. I have
FAQ/Walkthroughs for all four Silent Hill games on GameFAQs, so check
those out if you enjoy my work and need some help in those games, or are
just interested in extras and such.

Although this FAQ was originally put online in 2006, quite some time after
the release of the game, it was started in late 2004. I entered a rather
complicated moment in my FAQ-making career then, and started an
overwhelming number of FAQs without actually finishing any of them.
Therefore, I have a lot of time and work spread over at least five large
FAQ/Walkthroughs that have yet to be put on the internet, and that is the
main reason why this FAQ is so late. A few very minor sections have yet to
be completed to make this FAQ finally complete, but expect more updates
in other sections in the future, including a 10 star ranking segment in
the Ranking section.

  -  Conquerer

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

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

Most Recent Updates:

[03/16/06] - 506 KB
Finished the Victim Files section. Also made minor updates in the Memos
section.

[03/11/06] - 489 KB
Major update. Completed the following sections: Endings, Ranking,
Hauntings, Item List, Extras, Portal Locations, Memos, Song Lyrics.
Edited the whole Walkthrough section and made other updates throughout the
whole FAQ. Only three minor sections remain to be completed.

[02/07/06] - 365 KB
First sent FAQ in. Work has been in progress for over a year but only
picked up heavily recently. This is the first version, and the FAQ is not
complete. All the essentials are finished, however, the rest is soon to
come. Since this is an early version, it has not been edited yet, so many
errors including typos can be found within the FAQ. Plently more work to
come.

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

3.                               F A Q S
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________
FAQS..............................................................[SH4_03]

Frequently Asked Questions

Q: Is this game first person?
A: Only the times when you're in your apartment room. The rest is like
   classic Silent Hill.

Q: I've heard that this game is a disappointment. Is that true?
A: I don't think so at all. It is a great game, however, comparing it to
   the other Silent Hill games, you could probably say it's a bit on the
   downside. Characters are vague and don't have much feeling, and the
   atmosphere is quieter, with less scares here and there, and altogether
   not as disturbing as past Silent Hills.

Q: Is this game the sequel to Silent Hill 2?
A: No, it has a new storyline, however, there are some minor links and
   references to Silent Hill 2.

Q: I heard the inventory is limited in this game. How many items can you
   hold at once?
A: You can hold up to ten items at once. There is a chest in Henry's
   apartment for storing items, and has unlimited capacity.

Q: There are only two firearms in this game and they're both handguns...
   What's the best weapon in the game?
A: With confidence, I'd say the Rusty Axe. It is very powerful and quick
   to use; also, its charge up attack has the longest range in the game
   other than firearms and is very powerful and effective. The Pistol and
   Revolver are okay weapons, but stacking up ammo can be costly to your
   inventory, and it's pretty easy to kill with the Axe, anyway.

If you have any questions, contact me through email and I will try to
answer your questions as quickly and thoroughly as I can.

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

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

Two years ago, Henry Townshend moved into Room 302 of South Ashfield
Heights, an apartment building in Ashfield, a neighbouring town of Silent
Hill. Since then, he has lived a normal life, although there are no signs
that he has a job. However, five days ago, Henry began having a recurring
dream each night. He could not leave Room 302. The door is chained up and
the doors a sealed shut; also, no one is able to hear him from outside
even when he screams or makes banging noises.

A message written in red on Henry's front door reads, "Don't go out.
Walter." Henry begins to find Red Diary editions, who turn up to be from a
man by the name of Jospeph Schreiber, a journalist who lived in Room 302
before Henry. On the sixth day, Henry discovers a large hole in his
washroom. Could this be the way out?

Prologue (in-game):

     "It was two years ago
      that Henry Townshend moved into
      Room 302 of South Ashfield Heights,
      an apartment building in the medium-sized city of Ashfield.
      Henry was happy and enjoying
      his new life.

      But five days ago, something
      strange happened.
      He began to have a recurring dream
      each night.
      One other thing...

      He couldn't leave Room 302..."

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

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

Henry Townshend
___ _ ____ _ __

Age: 28

Not much is known about our hero, Henry Townshend, and he is evidently a
quiet person. Henry lives in Room 302 of South Ashfield Heights, and he
has short-medium lengthed brown hair and green eyes. Henry's occupation is
unknown and nothing indicates that he even has a job. Henry used to visit
Silent Hill often when he was younger, and also enjoys photography -- he
has some personal photos of Silent Hill in his bedroom, which he comments
on. During conversations with other peole, it is revealed that Henry is
somewhat of a shy person, but he is a serious guy. Henry is very confused
at what's happening to him, and many times, the only thing he can come to
say is, "What...the...hell...?".

Eileen Galvin
_ ___  _ __ _

Age: Mid 20s

Eileen is Henry's nextdoor neighbour, the occupant of Room 303 of South
Ashfield Heights. Eileen has brown hair and green eyes. Although Eileen is
Henry's next door neighbour, she only knows has name and face, and vice
versa. They know each other from passing acquaintances, and that's about
it. Not much appears to be happening in Eileen's life and she spends most
of her time at home in her apartment, watching TV and cleaning. Eileen
tends to have bad luck often, and she also doesn't mind going to parties,
so there may be a wild side to her.

Frank Sunderland
___  _ ____  _ _

Age: 60s

Frank is the superintendent and owner of South Ashfield Heights in South
Ashfield. He is an old man with white hair, and has heard of and seen some
strange things in his times, many of them in Room 302 as superintendent of
South Ashfield Heights. Henry remembers one time that Frank told him his
son and daughter-in-law went to Silent Hill and haven't been seen since,
bot nothing is certain what happened to them.

Cynthia Velasquez
_ ___ _ _ ___  __

Age: 29

Cynthia is a an attractive woman who can get things done through her
beauty. Her name is Spanish and she seems to have a Spanish accent. Henry
meets Cynthia in the Subway, and she says she's having a dream. She is a
sexy and wild woman who doesn't mind having some fun every once in a
while. Henry's award for helping her escape the Subway is a "special
favour", but the question is, will he be able to get that favour?

Jasper Gein
___   ___ _

Age: Early 30s

Jasper is an impediment man whom Henry meets in the Forest. H-he-he seems
t-to h-have t-trouble speaking c-c-clearly. Jasper is familiar with Silent
Hill and enjoys going there sometimes. He writes in his diary that he
tends to get thirsty when he visits cool places like Silent Hill, and he
has a preference for chocalate. Jasper is evidently obsessed with occult
activity and has interests in Wish House and some large stones in the
Silent Hill woods, which seem to have lured him to Silent Hill.

Andrew DeSalvo
___ _ ____  __

Age: Early 50s

This old man makes an acquaintance in the Water Prison, but is initially
found locked up in a cell, screaming to be released. He states that a
person by the name of Walter is going to kill him. Andrew is an alcoholic
and used to work in the Wish House orphanage, monitoring the kids.

Richard Braintree
__ ___ _    ___ _

Age: Mid 40s

An unfriendly man whom is a resident of South Ashfield Heights, the
occupant of Room 207. Richard is almost always in a bad mood and is widely
known for his bad temper to the other residents of South Ashfield Heights.
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 little boy several times on his journey, and the kid
is a bit mysterious. Although his identity is unclear, he resembles a
little boy who was always hanging around Room 302 of South Ashfield
Heights in the past. The small boy reveals at one time that he doesn't
really have a name, but many people call him Walter.

Man in the Coat
___ _ ____  ___

Age: Unknown

This very strange man is encountered several times throughout Henry's
journey and his identity is unknown. He has long blonde hair and wears a
blue trenchcoat. Not much is known about this mystery man, however, Frank
Sunderland, the superintendent of South Ashfield Heights, noticed that he
had been inside Room 302 and moved a few things around. At one point, the
man reveals that he met Eileen before and he carries a doll that was
apparently obtained from her. Who could this man be, and why has he been
seen in South Ashfield Heights several times?

Joseph Schreiber
___  _ _  ____ _

Age: Unknown

This character is never truly present anywhere in Henry's adventure, but
he was the previous occupant of Room 302 of South Ashfield Heights. Henry
finds several of his diaries through his journey and learns a lot of
information from these diaries. Joseph was a journalist who was known for
his investigation in Wish House and 4S, the Silent Hill Smile Society, but
it is unknowned what happened to him. Apparently, a while back Joseph
locked himself in his room and wouldn't come out. He went missing six
months before Henry moved in. Seems like a familiar situation...

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

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

Beware of spoilers near the end of this sections -- the Ghost Victims. You
may want to beat the game before reading about them.

Sniffer Dog
__ _   ____

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

Appearance:
A furry, mutated dog with several bites and wounds on its body, and a long
tongue that reaches and drags along the ground. Come in two sexes -- male
and female. Males have more of a consistent yellow the them, while females
have more visible bites and have a pinkish colour. Males have red tongues
and females have purple tongues.

Strategy:
Sniffer Dogs tend to be extremely annoying creatures and it's very likely
that frustration will be within you when fighting them, or simply even
moving past them. Most of the time, it's best to run past the, however,
they have a lurching attack which makes this difficult. If you run
windingly, enough so that it's hard for them to attack you but not too
much so it takes forever to get somewhere, they will have trouble
attacking you, although sometimes they probably will get you. Other than
the lurching attack, which Sniffers will quickly run at you and bite you,
Sniffers have a standing bite attack, which can hold you up for a second
or two. To attack Sniffers, any weapon like the Steel Pipe will work. Find
a Sniffer and smack it. It will shortly jump backwards to avoid a
subsequent attack, so before swing again, move towards it and whack it
again. Repeat to kick it. The Pistol works pretty nicely as well, and you
can take Sniffers out from a decent distance without risking attack. Males
are the most common, but are slightly weaker than the females, and females
also have more damaging attacks.

Suggested Weapon(s):
In the early stages of the game, the Steel Pipe will do just fine. It's
not very powerful but it stuns Sniffers after each strike anyway, so it's
all right. However, later in the game when you find better similar melee
weapons, like the Aluminum Bat and Rusty Axe, they work better. Take note
of the range of your weapon, because some may be surprising short and you
make leave yourself open to attack after swing at the air. The Pistol is
the only recommended firearm, since the Revolver is definitely overkill.

Wall Man
_  __ __

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

Appearance:
The form of a man half in the wall, half out from the torso. Seems to be
covered with a yellowish skin-type substance and has two claw hands. The
creature is unable to move from the wall but can somewhat pivot from its
torso, and also go back in the wall. Other Wallmen, known as new types,
hang from sliding panels with the same skin-type substance stretched
around the frame.

Strategy:
These wall creatures can be severely annoying sometimes, especially in one
particular area that you vist and have to go through three times. Wall Men
strike you will their claws as you try to move past them, pounding you to
the ground. These attack inflicts a lot of damage and should be taken
heavy note of. Most of the time you can slip past Wall Men, waiting for
them to move back in the wall -- makes you sure you start running past as
they move in the wall, because they can come out rather quickly. The thing
that makes things difficult however, is which pattern each Wall Man
follows, because they can be different and you may be fooled into running
straight into an Wall Man's arms. That's where fighting them comes it.
The Pistol works quite well, especially since you're a safe distance away,
however the Steel Pipe and similar weapons work great. Hold up your
preferred rod (no pun intended), and continuously strike the thing as you
move up to it. If you're at a particular part, and you'll know when you
reach it, just keep smashing the Wall Man as you automatically move up
past it. Once a Wall Man is killed, it will hang lifeless and soon go back
into the wall.

Suggested Weapon(s):
Weapons that work best on Wall Men are the Steel Pipe and Rusty Axe, since
both have decent range. The Rusty Axe also has the extreme range charge up
attack, and that works really well. In terms of firearms, the Pistol is
safe to use from far away, and the Revolver works wonderfully, killing
Wall Men in one shot.

Hummer
___ __

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.

Appearance:
A bat-like creature, small in size and black in colour. Has wings and
can fly freely. Has some fur on its general neck area and has a long beak.
Quite a misleading name if you're thinking of size.

Strategy:
Naturally, simply running may first come to your mind here, but a lot more
often then not, you'll be stricken by a Hummer, often more than once, by
running away. The Hummer's attack is simply flying into you, quickly
pecking you as it passes by. It doesn't inflict much damage at all, but it
can become annoying very fast. Hummers are extremely weak creatures and
one hit with an weapon will kill them, so that's great. Even so, however,
the preferral weapon is always the Steel Pipe -- one swing with any weapon
knocks them down, so power isn't a factor whatsoever, and it has longer
range than the other rod weapons. Using non-rod weapons tends to be
difficult because you're often striking at a specific area instead of
swinging in a non-specific, short radius. There is Bug Spray in the game
which instantly kills Hummers on contact, but it's quite pointless weapon
to ahve in your invenory when pretty much any otehr item will do. Both the
Pistol and especially the Revolver are overkill, but one shot is enough to
send a Hummer to the ground. Always be sure to stomp on each Hummer
because they're not dead after falling to the ground, unless at a
ridiculous height, and they will get back up and hunt you down.

Suggested Weapon(s):
The Steel Pipe works the best. Swings are quick and its has long enough
range to sufficiently use against Hummers. Similar weapons like gold clubs
and the Aluminum Bat work well also, but the Steel Pipe works best. If you
want to have a little fun with the pipe, try a 360 degree swing to send a
Hummer out of the park.

Twin Victim
__ _ ____ _

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

Appearance:
A large creature with two very large hands as its feet, wearing a black
overcoat/cape, complete with a face of two baby faces stuck together. The
creature is actually Victim 07 and 08 molded into one, which are Billy and
Miriam Locane, noted as murdered in Silent Hill 2. Instead of taking the
form of individual Ghosts, they take the form of one monster, since they
were killed together and are brother and sister. The creature tends to
point at its own victim before attacking it.

Strategy:
Twin Victims are large, awful-looking creatures, but looks can be
deceiving. Upon finding a Twin Victim, it wil shortly run up to you and
try to smack you in a smacking spin attack. If chasing you, they may dive
at you, which is quite frightening. Both these attack inflict a decent
amount of damage, but not too much. These creatures are somwhat sluggish
in a way, so you may just want to run past them. To fight them, however,
weapons like the Steel Pipe, Aluminum Bat, and Rusty Axe work great. Be
sure to strike quickly and continuously, or you'll probably receive a
beating. With firearms, the Pistol works find and the Revolver takes one
shot to knock a Twin Victim down -- don't waste a Revolver bullet unless
you're close enough to deliver a finishing stomp, however, because it will
get right back up within a second or two if not.

Suggested Weapon(s):
The Rusty Axe works great on Twin Victims, as does it with all enemies.
Its charge up attack works great without risking attack from farther away.
Similar weapons like the Steel Pipe work nicely, but aren't as powerful.
Both the Pistol and Revolver work great, but be sure to stomp the
creatures after knocking them down.

Toadstool
___ ___ _

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

Appearance:
Basically demon fungi, a stem which grows out of the ground in certain
areas. Come grouped, and never is a single fungus plant alone. Each plant
has a long, brown stem with a large head at the top, and are generally
Henry's height.

Strategy:
There is no actual strategy for these fungi, since they're not exactly
enemies, although considered as so. They flail about from their stems and
are never really aware of your presence. If you run into one, you will
take damage and it will decompose. Toadstoals always come in groups, very
often blocking hallways, so you'll have to clear the wall to get through.
You can just walk into them to get rid of them, but you'll take
unnecessary and excessive damage doing so. Instead, take out the Steel
Pipe or something similar and whack away. Using firearms is completely
ridiculous, but if you must, I can't stop you.

Suggested Weapon(s):
The Steel Pipe is the only preferred weapon here, since it has long range
and is easy to use. Other melee weapons work fine, but are generally
slower and unnecessary, since power is not a concern. It really doesn't
matter what you use, really, because one strike is always enough. Just
deal with whatever is in your inventory if you can.

Whitestool
_ ___ __ _

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

Appearance:
Similarly to Toadstoals, demon fungi that grow from the ground, however,
taller, skinnier, and a different colour. Come in a greenish-white colour
and are bunched together in larger groups, since each one takes up less
space. Instead of having a large head, it has a thin and consistent shape
up to its snake-like head.

Strategy:
Since these creatures are basically the exact same as Toadstoals, they're
not quite true enemies and have no offensive attacks. If you run into
them, however, you'll take damage. Since Whitestools will block paths in
certain areas, you'll need to take them out of the picture to continue on.
For that, use the Steel Pipe are a similar weapon to clear the way.

Suggested Weapon(s):
The most simple weapon to use is the Steel Pipe, since it's quick, has
long range, and power isn't a factor. Similar weapons work just as fine,
although they may be slightly slower.

Tremer
__ _ _

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

Appearance:
A small, slimy, juicy, slug-like creature, although large for a slug. Come
in colours blue and red -- respectively known as Blue Tremer and Red
Tremer. Though the same size, the two look different -- the Blue Tremer
is somewhat disected into two sides at is center, one side being larger,
and the Red Tremer is more consistent, although narrowing at one side.
Leave dark trails of slime as they move along walls.

Strategy:
These little buggers aren't quite enemies, although they are classfied as
enemies. They have no offensive attacks although they can fall on you. You
will take damage if you walk into one, but it will also die on contact.
To kill them, simply stomp them and they will explode, exposing their
juices. It's quite fun to see them splatter, so I recommend you have some
fun killing a lot of them. Tremers aren't only found on the ground, and
they can be found on walls and roofs. On walls, you can strike them with
the Steel Pipe or something similar, and they will exploded with a direct
hit -- they'll still fall to the ground if you don't hit them directly,
though. In area where Tremers are on the roof, they may fall conveniently
in front of you (note the sarcasm), possibly causing you to take damage
running into them. Since they're never a threat, it's never truly
necessary to kill them, but it's always fun.

Suggested Weapon(s):
When they're on the ground, use your most powerful weapon -- your foot.
On the walls, knock them down or splatter them right there with the
Steel Pipe or something similar. That is if you really feel like killing
them, which you should. It's tempting, isn't it?

Gum Head
__ _   _

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

Appearance:
An ape-like creature, very similar to the Romper in the first Silent Hill,
although not quite as active and jumpy. Takes the form of an apeman, with
a human-type head and a tail, and sometimes carry weapons. Come in two
forms, known as old type and new type. Old types take the general colour
of gray and seem to have another head bulging horizontally out of their
neck and chest area -- a large adam's apple, one might say. New types are
gray as well, with patches of red from scrapes and wounds, but have more
of a flat chest

Strategy:
Although they move slow, Gum Heads will stalk you, so it's wise to kill
them most of the time. You can get away with running a lot of the time,
but they usually come in groups, so they may team up on you if you don't
kill them individually as them come. Gum Heads attack with kicks, bites,
and a smack with their weapon, and each of these attack inflicts a lot of
damage, so try your best to avoid them. Since Gum Heads are initially met
in the Building World, the Aluminum Bat, which is also found there, is
probably the most suitable weapon for them. Although it's range may be a
bit short, it's quite powerful, and the 360 degree swing works great. The
Pistol works fine if you have the ammo, and Revolver works very well, if
you stomp them quickly enough after a shot. Be sure to watch out for any
Gum Heads carrying golf clubs or other weapons, and also note that they
may steal your weapons and use them themselves. Once you kill them, you
can get their weapon or your weapon back. Between the two types of Gum
Heads, new types are stronger and smarter.

Suggested Weapon(s):
Any of the powerful melee weapons work great. The Aluminum Bat, Rusty
Axe, Spade, all work great. The Steel Pipe works fine and has nice range,
but it is a bit down on the stopping power. The two hanguns work fine if
you have the ammo to supply them as well.

Patient
_____ _

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

Appearance:
A large hospital patient creature in the form of a human, wearing a gown
and bearing the dull colour of gray. Well over six feet tall and carries
a hatchet.

Strategy:
Initially encountered halfway through the game, these tall beasts are
machine-like enemies and are very consistent in their fighting style.
They swing forehand and backhand in a pattern and walk forward at a steady
pace towards you while doing so. They never stop their swinging pattern
unless you fight pack and hurt them, but they'll continue again
afterwards. The Rusty Axe works very well in dealing with Patients, is it
inflicts heavy damage and is quick, not to mention its charge up attack.
The Paper-Cutting Knife, which is found in the same area Patients are
first encountered, also works very well, but not because of its power --
it is so blindingly quick and one hit stuns the creature, anyway, so you
can knock down the enemy within a matter of seconds. If you have it with
you, the Pistol can deal pretty nicely, but it may be a hassle to stock
up enough ammo to actually kill a number of Patients, and it also works
nicely when two or more Patients are present, as does the Revolver.

Suggested Weapon(s):
The Rusty Axe and Paper-Cutting Knife work great. The reason for the
Paper-Cutting Knife is not only because it's found where Patients are
first met, although that's but of it, but because of its great speed and
versatility. With multiple Paitents, the Pistol and Revolver work
efficiently.

Wheel Chair
__  __ ____

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

Appearance:
An empty normal wheelchair, with red lining and everything a normal
wheelchair would have. Moves on its own, not in any particular pattern.

Strategy:
Once you get over the fact that empty wheelchairs are able to move by
themselves and even throw you to the ground, you should know that Wheel
Chairs are indestructible and act as Ghosts, wherein just the presence
of them is able to damage you (you can use Saint Medallions to suppress
this). You can, however, temporarily put Wheel Chairs offline by giving
them a number of decent smacks. Until you leave the area, they will stay
at a "dead" state. Although somewhat laughable upon sight, Wheel Chairs
are quite the enemies. They have powerful attacks and can be hard to avoid
sometimes, since they can wheel themselves right into you after suddenly
changing paths. They can turn on a dime and can even open doors! Yes,
that's right, they can open doors. Since Wheel Chairs have an attack which
throws you to the ground, inflicting considerable damage, you might want
to think about putting them offline sometimes. The Rusty Axe works great,
and any other weapon like the Steel Pipe works as well. The Pistol and
Revolver work, too, if you have the ammo to spare. If you want to have a
little fun with Wheel Chairs, deactivate them by attacking, and then push
them from behind to wheel them away. Now they at least have someone else
controlling them, the bastards.

Suggested Weapon(s):
If you can, try to run past them. In narrow halls and heavy populated
areas, it may be difficult, so attacking them may be necessary. Use any
weapon like the Rusty Axe or Steel Pipe, and you'll be fine. Both handguns
work fine as well.

Bottoms
_ __  _

Location(s):
Outside Room 302.

Appearance:
A large and extremely odd-looking creature, very similar to the Twin
Victim but without the cape, with two large hands as its feet and a large
bulge where the head should be. Its actual head, which looks very human,
faces down out of its stomach area; hence the name "Bottoms".

Strategy:
Bottoms are pretty much stronger Twin Victims that look a bit different,
so the strategy for them isn't really different. They share the same two
attacks, which are the slash and the dive, and have generally the same
characteristical behaviour. Weapons like the Rusty Axe work great for
killing Bottoms, and the two handguns work fine as well. You'll almost
always encounter Bottoms in groups are at least grouped with Twin Victims,
so it may be necessary to use firepower. Also, since Bottoms are
noticeably stronger than Twin Victims, there's even more reason to use
firearms, and furthermore, the Revolver.

Suggested Weapon(s):
Bottoms have a lot better defensive power than Twin Victims, so the Pistol
and Revolver are ideal. The Rusty Axe and similar items like the Steel
Pipe and Aluminum Bat also work quite well.

Man in the Coat
____ _ ___  _ _

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

Appearance:
A strange-looking man with long blonde hair, wearing a blue trenchcoat and
brown pants with brown shoes. Carries a Pistol, identical to Henry's
Compact M1911, although sometimes two Pistols, and sometimes also a Steel
Pipe or a Chainsaw. The man laughs almost every time he attacks.

Strategy:
The first time through the game, you'll most definitely be severely pissed
off by this man, because it's really quite ridiculous when he's present.
As you encounter him, initially starting past halfway, he'll shoot at you,
and whack you with his Steel Pipe or Chainsaw if he gets the chance. It's
really quite annoying, but if you run in a windling line, you can usually
avoid his bullets. Sometimes it may be better the fight the man, however.
There is no way to kill this man during the stages where he follows you
through several areas, but you can temporarily put him offline by
delivering enough blows to him. Upon this, he'll slowly fall to the ground
and you can stomp him, but he won't officially die. He just won't be able
to attack you in the current area until he gets up, which will take quite
a while. The fight him off, use a melee weapon like the Rusty Axe to beat
him until he falls. After every two or so whacks, he'll be stunned for a
moment, allowing you to continue attacking. Not after long he'll fall
down. You can also use firearms, but they don't tend to work nearly as
well and the Man in the Coat will simply shoot back at you.

Suggested Weapon(s):
You can't kill the Man in the Coat, but you can most certainly beat him to
the ground, which is sometimes worth it just to see the bastard fall. If
you choose to fight him, the Rusty Axe or Pickaxe of Despair will greatly
help you. The Pistol doesn't work too well, so it's not recommended, but
the Revolver may find your liking, although it's still not as good as
melee weapons.

Ghosts
_  ___

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

Appearance:
Take not only the form but appearance of a human -- a dead human -- and
furthermore, mostly males. Have very white skin colour (unless not
Caucasian), resembling a dead person, of course, and have ragged clothes.
Float usually about a foot off the ground as they follow their victims.
Some carry weapons.

Strategy:
Run. That's the only real strategy for Ghosts, since they can't be killed
and inflict damage when you're simply near them. Always run past them when
you make an acquaintance, and try to go near them in open areas. Equipping
Saint Medallions suppresses their damage infliction from their presence,
it also makes Ghosts move a lot slower and not nearly as capable of
attacking. Holy Candles can do the same suppressing effect when planted
near a Ghost, and Swords of Obedience can pin Ghosts down, disallowing
them from moving and following you. They still alive when pinned down,
however, and they will get back up as normal when the swords are removed.
Some Ghosts may be difficult to knock down, and that's where Silver
Bullets come in. Put a Silver Bullet in your Pistol and fire at a ghost
to put it offline, and then stab a Sword of Obedience into it. If you can,
however, try to knock Ghosts down with your normal weapons and then stab
a sword into them.

Suggested Weapon(s):
In terms of beating Ghosts down, almost any weapon will do. The Rusty Axe,
Pickaxe of Despair, Aluminum Bat, Spade, and Steel Pipe are all melee
candidates, while the Pistol and Revolver are quite all right themselves.
In terms of defence, Saint Medallions are your best friends, and Holy
Candles aren't bad either. And to offensively protect yourself from
Ghosts, Swords of Obedience and Silver Bullets will greatly help you.

Victim
_ __ _

Location(s):

Appearance:
All old type Victims, which are Victims 01, 02, 03, 06, and 09. Victims
Jimmy Stone, Bobby Randolph, Sein Martin, George Rosten, and William
Gregory, respectively.

Strategy:
These are the weakest Ghosts in the game, and don't deal as much damage
from just their presence. Since they don't hurt you much at all, it's not
necessary to ever fight them. Just leave them alone and run.

Suggested Weapons(s):
If you really want to fight one and pin it down with a Sword of Obedience,
use normal melee weapons like the Rusty Axe. None of these Ghosts are much
of a threat, so it's not worth it to use a sword on them.

Victim 04
___ __  _

Location(s):

Appearance:
The Ghost of Steve Garland, the pet shop owner. Has very short hair and
is somewhat balding from the front. Wears blue suspender trousers, with
one side coming off, and carries and trowel as a weapon.

Strategy:
Victim 04 is one of the very few Ghosts to use a weapon, and he can deal
quite a bit of damage with it, so beware. He is a very confident and
aggressive attacker, and that's probably because he was murdered in his
pet shops with all the animals -- not a great moment. Just run past him
and watch out for his weapon.

Suggested Weapons(s):
Just run past him, but you can use any melee weapon to knock him down.

Victim 10
_ __ ____

Location(s):

Appearance:
The Ghost of Eric Walsh, the bartender of Bar Southfield. Wears a green
jacket and green paints, and also has very short hair. Initially found
with a Sword of Obedience stuck in him.

Strategy:
If you leave him alone when you find him, you'll never have to deal with
Victim 10. The reason for that is that he is found with a Sword of
Obedience conveniently stabbed into him, holding him down. You can take
the sword if you really want it, but the Ghost will follow you through
both versions of the Building World. You probably won't need the sword,
anyway, so it's best to leave it there (better than keeping it in your
inventory or storage chest, doing nothing).

Suggested Weapons(s):
It's recommended that you leave the sword in him, so that you'll never
have to deal with Victim 10. Take it if you really want, but prepare to
deal with the Ghost.

Victim 12
__   _  _

Location(s):

Appearance:
The Ghost of Peter Walls, a high school student and the first victim of
the Sullivan Case Round Two. Wears a black jacket, yellow pants, and a
brown beanie hat.

Strategy:
You only encounter this Victim a few times in the game, and he's never
much trouble. Nothign special about him, and not sword worthy.

Suggested Weapons(s):
Just leave him alone and run past him whenever you encounter him.

Victim 13
__ _ __ _

Location(s):

Appearance:
The Ghost of Sharon Blake, a housewife. Wears a red dress and a woman's
hat.

Strategy:
Victim 13 is one of the weakest Ghosts in the game, and she doesn't
inflict much damage by her presence alone. Therefore she is quite easy to
beat down, but still not sword worthy.

Suggested Weapons(s):
Just run on by instead of fighting.

Victim 14
_    __ _

Location(s):

Appearance:
The Ghost of Toby Archbolt, a priest of the Holy Mother Sect. Wears a
beige-like sweater with black pants.

Strategy:
This Ghosts shows up several times through the game and is one of the most
prominent Ghosts. He will deal a decent amount of damage, so beware of him
when he's present. He may be stronger than the average Ghost, but save
your swords for real threats.

Suggested Weapons(s):
As usual, save your swords for tougher Ghosts. Just run by this one.

Victim 16
_ __ __ _

Location(s):
Subway World 2nd time.

Appearance:
The Ghost of Cynthia Velasquez, the attractive woman you met in the
Subway. Wears a red shirt with a short, black skirt and has long black
hair which flails about. Very similar to a common-looking monster seen in
certain films.

Strategy:
This Ghost can really be a pain if you don't do something right away,
especially in the Subway World 2nd time. When you meet her, you'll notice
her hair sort of moves around on its own, and you can get caught up in it
if you're not careful. The tough thing about Victim 16 is that it's quite
difficult to beat her down and stab a sword into her quickly enough,
because she slips away on the ground very quickly. She is also a strong
Ghost and doesn't go down easily to begin with, so she's quite worthy of a
Silver Bullet, which can be found in the following corridor where you
initially meet her in the Subway World 2nd time.

Suggested Weapons(s):
This is the first Ghost you encounter that's really worthy of a Sword of
Obedience, but it's hard to beat her down. Try weapons like the Revolver,
with it's power, and the Rusty Axe. Use a Silver Bullet from the Pistol
only if you need to, and then stab a sword into her.

Victim 17
_____  __

Location(s):
Forest World 2nd time.

Appearance:
The Ghost of Jasper Gein, the stuttering skinny guy you met in the Forest.
It's hard to recognize him because he's on fire, but he wears a green
shirt with brown pants, and also holds a chalice with a spike on it as a
weapon.

Strategy:
Victim 17 is one of the strongest Ghosts in the game, and he also has a
weapon that can deal decent damage, so it's best not the fight the Ghost
and try to stay away from him. Furthermore, the Ghost only appears a few
times in the game, so he's not really worth an obedience sword. Just watch
out for his weapon and run past him.

Suggested Weapons(s):
Just stay away from this Ghost since he's rarely met and is very strong.
It's not worth taking the time to beat him down and sword him, so just
ignore him.

Victim 18
_ __ __ _

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

Appearance:
The Ghost of Andrew DeSalvo, the fat man encountered in the Water Prison.
Doesn't have a shirt, but black pants, and the numbers 18/21 are revealed,
carved into his large stomach. Sings indistinct songs as he floats around.

Strategy:
The special thing about Victim 18 is that you'll be forced to fight him to
get an item from his body, and that's not good news. He is very strong and
has quite the attacks, including heavy damaging barrel rolls. Victim 18
has great fortitude, which helps him stay out for a long time. It's very
difficult to knock this big boy down with your weapon, and he really
thirsts for a Silver Bullet. It's recommended that from the two Silver
Bullets you find, you use one on this Ghost. Stab a sword into him and get
the item from him. You might as well take the sword back, because he's
scarcely encountered past the Water Prison.

Suggested Weapons(s):
The most ideal thing to do here is use the Pistol to fire a Silver Bullet
at him, because he doesn't go down easily otherwise. Follow it up with a
Sword of Obedience. Regular weapons don't work too well on knocking the
big man down, but weapons like the Revolver and Rusty Axe may work for
you.

Victim 19
_ _ _____

Location(s):
Building World 2nd time.

Appearance:
The Ghost of Richard Braintree, the wiseass met in the Building area.
Wears a blue shirt and black pants, and also carries a crowbar-pipe
weapon. Does not hover above the ground and instead walks, but has the
ability to transport to other places around you.

Strategy:
Victim 19 is a very unique Ghost. He's the only Ghost that can walk and
transports all around you, and also seems to hinder his attacks while
doing so. Therefore, it's quite confusing if you choose to fight this
Ghost, because he'll keep appearing somewhere else while you're beating
him. That's why a Silver Bullet may be necessary, followed by a Sword of
Obedience. Victim 19 is one of the few Ghost worthy of a sword, and
furthermore worthy of a Silver Bullet. It's recommended that you use one
of the two Silver Bullets for Victim 18, but the other is your choice of
either Victim 16 or Victim 19. Victim 19 will only appear in the Building
World so he's not too annoying overall, but can be trouble because he
appears quite a few times in that area, notably near the end in a
stairwell.

Suggested Weapons(s):
If you didn't use a Silver Bullet on Victim 16 and still have one, use it
on this Ghost and stab a Sword of Obedience into him. Fighting him with
normal weapons is a pain because you'll only be able to get off probably
one, if any, swipes before he moves somewhere else. The Revolver is all
right, but it's still difficult because of him transporting.

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

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

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

Throughout the worlds in Silent Hill 4, there are a total of 26 weapons.
Although 12 of those are golf clubs, this is excessively more than any of
the previous games. The biggest change in the weapon department, however,
is the number of firearms compared to melee weapons. Out of the 26 weapons
in the game, just two of them are firearms; not to mention the severe
decrease in ammo pickups compared to the earlier games in the series. Over
the course of the game, you'll need to learn how to adapt with the melee
weapons, and ultimately you'll realize how much better the melee weapons
are, and the importance of melee combat.

Refer to the charts below and the legend as well to learn the effectivity
of each weapon on each enemy. Certain weapon may work on certain enemies,
but are too slow or way too unnecessary, and therefore may be marked as
not effective. As you can see, the Rusty Axe is the best overall weapon,
capable of efficiently killing (or just fighting) any enemy. Between the
two firearms, the Revolver is clearly better in power, but overall the
Pistol is the better weapon, with better speed and more ammo available.

 ____________________________________________________________________
|Melee Chart     |WB |BWB|SP |SG |AB |SPA|RAX|BS |PCK| T |PAX| C |GC |
|--------------------------------------------------------------------|
|Sniffer Dog     | E | E |VE | E |VE |VE |VE |NE |VE | E | E | E |VE |
|Wall Man        |NE |NE |VE |NE |VE | E |VE |NE | E | E | E |NE |VE |
|Hummer          |NE |NE |VE |NE |VE |NE |VE | E | E |VE |NE |NE |VE |
|Twin Victim     |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
|Toadstool       | E | E |VE |NE |VE | E |VE |NE | E |VE | E |NE |VE |
|Whitestool      | E | E |VE |NE |VE | E |VE |NE | E |VE | E |NE |VE |
|Tremer          | E | E |VE |NE |VE | E |VE |NE |VE |VE | E | E |VE |
|Gum Head        |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
|Patient         |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
|Wheel Chair     |NE |NE | E |NE | E | E |VE |NE | E |NE | E |NE | E |
|Bottoms         |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
|Man in the Coat |NE |NE | E |NE | E | E |VE |NE |NE |NE | E |NE | E |
|Ghosts          |NE |NE | E |NE | E |VE |VE |NE |NE |NE |VE |NE | E |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ________________________
|Firearm Chart   | P |RR |
|------------------------|
|Sniffer Dog     |VE |VE |
|Wall Man        |VE |VE |
|Hummer          | E | E |
|Twin Victim     | E |VE |
|Toadstool       | E | E |
|Whitestool      | E | E |
|Tremer          | E | E |
|Gum Head        | E |VE |
|Patient         | E |VE |
|Wheel Chair     | E |VE |
|Bottoms         |VE |VE |
|Man in the Coat |NE | E |
|Ghosts          |NE |NE |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

           Legend
 --------------------------
|Weapons:                  |
|WB  - Wine Bottle         |
|BWB - Broken Wine Bottle  |
|SP  - Steel Pipe          |
|SG  - Stun Gun            |
|AB  - Aluminum Bat        |
|SPA - Spade               |
|RAX - Rusty Axe           |
|BS  - Bug Spray           |
|PCK - Paper-Cutting Knife |
|T   - Torch               |
|PAX - Pickaxe of Despair  |
|C   - Chainsaw*           |
|GC  - Golf Clubs          |
|                          |
|P   - Pistol              |
|RR  - Richard's Revolver  |
|                          |
|VE  - Very Effective      |
|E   - Effective           |
|NE  - Not Effective       |
|N/A - Not Applicable      |
|                          |
|*   - Extra Weapon        |
 --------------------------

_ ____  _ ___

Melee Weapons
____  _   ___

A whopping total of 24 melee weapons are found in Silent Hill 4, and
that's definitely a good thing. Combat has changed significantly since
Silent Hill 3, and melee weapons are now your most valuable tools. Golf
clubs are commonly found throughout the game, but between the other 12
melee weapons, quite a few of them are very effective and great weapons.
Each melee weapon is unique with its standard attacks, and each weapon
has a special charge up attack, which is the most powerful single attack
the specific weapon can produce. Hold R2 to ready melee weapons, and press
X to take a swing. To perform a charge up attack, hold X while R2 is held
down and you will see the charge up meter at the top middle of the screen
being charged -- once it is full and flashing, release X to perform the
charge up attack.

Wine Bottle
____  _ ___

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

Nothing in particular truly says anything good about the Wine Bottle, but
the best thing about it is that you won't have to use it for long or even
at all. It is a short weapon so range is extremely limited. The equivalent
to the Wine Bottle previously in the series would be the Knife, which is
quite a terrible weapon, frankly. Henry works somewhat quickly when
swinging the Wine Bottle, but stopping power is minimal since the bottle
is quite dull. Its only attack is an underhand swing, but an interesting
thing about the Wine Bottle is that you can break it, turning it into the
Broken Wine Bottle. To break the bottle, you must use it to whack enemies
(or the snake-like creature in the Subway) until it breaks, which doesn't
take too many swings. The Wine Bottle is the first weapon found in the
game, and it sights right in Henry's fridge inside his apartment (from the
beginning of the normal apartment).

Broken Wine Bottle
_   _ ___  ____ __

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

The Broken Wine Bottle, although an improvement of the regular Wine
Bottle, still lacks power and is not easy to use. To break the Wine
Bottle, first of all, you must use it to smack enemies until the bottle
gives way. Although it is still generally the same weapon, the Broken Wine
Bottle has its own attack, which is a forward thrust. This attack is
slower than the original attack, but is more powerful. The standard Wine
Bottle is found in Henry's fridge in his apartment and the Broken Wine
Bottle is "acquired" by smashing it.

Steel Pipe
___ _ _ __

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

A traditional Steel Pipe, faithful to the series. A decent step up from
the Wine Bottle, the Steel Pipe offers longer range and is a lot more
easy to use. Probably the most effective use for the Steel Pipe is
smacking down Hummers flying in the air, and it does this job perfectly.
The Steel Pipe has two standard attacks, and those include an over
shoulder swing and an overhead downward swing. Pressing X regularly will
perform an over shoulder swing, and if you continue tapping X, Henry will
perform an overhead downward swing the third time in the same combo. The
charge up attack is a 360 degree swing, which is delivers heavy stopping
power. The Steel Pipe is found hanging from the hole in the wall as a
sewer pipe in Henry's apartment washroom, when the hole first appears.

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 it is not likely for the
player to find the first time through the game. Unlike the Stun Gun in
Silent Hill 3, this one does not require ammunition or batteries. You have
an unlimited supply of electricity to zap the bad guys. Its only attack is
a simple forward thrust, with obviously use of an electric shock, which
knocks down normal enemies in one zap, which can then be followed by a
stomp. It is a bit awkward to use the Stun Gun and it is somewhat slow, so
it's not that great of a weapon. The Stun Gun can be found on the stand in
the initial lower east cell of the 2F cellblock in the Water Prison World.
In the Surveillance core, you must arrange the 3F cells so that a cell
with a hole aligns with the lower east position on your map.

Aluminum Bat
__ _ ____ __

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

Truly an ideal weapon -- an aluminum baseball bat. The Aluminum Bat is
a very effective weapon once you first get it, and it deals considerable
damage. Negatively speaking, however, it lacks range and is quite slow.
You might be surprised of the short range the bat has, so you'll have to
get quite close to your enemies. The Aluminum Bat shares the same attacks
as the Steel Pipe -- regular over shoulder attack and an overhead downward
swing at the end of the combo. It's charge up attack is the same as the
Steel Pipe, but deals very heavy damage, unlike the pipe. The charge is in
no way quick, but the wait is worth it. The Aluminum Bat can be found on
the ground in Albert's Sporting Goods Store B5 in the Building World.

Spade
__  _

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

The Spade is a durable digging shovel and it is one of the best melee
weapons in the game. It deals around the same damage as the Aluminum Bat,
but is a bit slower. The standard and only attack of the Spade is an
overhead downward swing, and its charge up attack is a forward thrust,
which has great range. Henry steps forward and thrusts the spade forward,
giving it about five feet it range (charge up attack). The charge up
doesn't take long and it's really where the weapon shines. The standard
swing is slow and doesn't deal too much damage, so the Spade is better for
charge up attacks. A nice attribute the Spade has, however, is that you
can use it shove into an enemy on the ground and stomp on the shovel to
finish the enemy off, instead of stomping directly on the enemy (with the
Space equipped). The Spade is located lying against the wall at the end of
the hallway on the north side of the elevator in the Building World, and
can easily be missed.

Rusty Axe
_ __ _ __

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

In my view, by far the best and most versatile weapon in the entire game.
The Rusty Axe is lightweight and is quick, and delivers moderate stopping
power and one hell of a charge up attack. The Axe's standard attack is a
simple over shoulder swing, which Henry can perform rather quickly over
and over. The key factor to the Rusty Axe being such an amazing weapon is
its charge up attack, which has the most range out of all melee weapons by
far. The attack charges up rather quickly, and Henry steps foward and
aggressively swipes the Axe in a downward arc with one hand. The thing
about the attack is that Henry doesn't just take one step forward, he
takes a few steps, giving the attack about six feet in range. Most enemies
can't attack from that range, so it is key to charge up and move to within
Rusty Axe range of the enemy, then perform the attack. The Rusty Axe can
be found on the circle table by the bar in Bar Southfield B15 in the
Building World.

Bug Spray
_ _ _ ___

"Aerosol insecticide.
 Effective against certain enemies."

Although the Bug Spray is effective on Hummers, it makes for a fairly
useless weapon on any other enemy. What the Bug Spray does is spray fluid
into the air where it is aimed, and if a Hummer enters that spraying
radius it will squeal and fall down dead. Although the Bug Spray has no
damage effect on other enemies, it can briefly blind them when sprayed at
them, and they'll be shortly confused. An in all, the Bug Spray is quite
a useless weapon period. It's unnecessary to waste the time to stand still
and spray for a few second when you can use the Steel Pipe or almost any
other weapon to take care of Hummers more quickly and effectively. The Bug
Spray lies on the floor by the small crates in the living room of Room 203
2F in the Apartment World.

Paper-Cutting Knife
____ _ ___   _ ____

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

This little bugger is one blindlingly quick weapon, although it does lack
in power. However, its stopping power isn't really a problem because all
normal enemies are stunned for a brief moment on the impact from any
weapon, and the quick speed of this xacto knife is no problem for
repetitive strikes. Not to mention is also blindingly quick charge up.
Simply pressing X two or three times will fill the charge up bar, and so
you can perform two standard swipes and then a charge up thrust, which is
actually quite effective. Anyway, the standard attack of the Paper-Cutting
Knife is a simple side swing, which doesn't inflict much damage but is
quick, and its charge up is a forward thrust. To experience this weapon's
awesomeness yourself, consider taking it in One Weapon Mode, for a decent
challenge. The Paper-Cutting Knife can be found on the table in the Office
1F in the Hospital World.

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 purpose of the Torch is not primarily a weapon, and its main focus is
is namesake -- a torch. Once equipped, you must find a flame and examine
it to light the Torch. The life of a flame on the Torch normally isn't
that long, but it will be considerably lengthened if you dip it into the
kerosene in the laundry room in Henry's apartment. Other than its ability
to bear a flame, a Torch is almost exactly like the Steel Pipe, with the
same standard attack, speed, and power. However, the Torch only has the
single standard over shoulder swing, and no charge up, since it's meant to
be a guide item. Whether the Torch is lit or not, the damage inflicted on
enemies is the same, and the flame will extinguish when you unequip the
weapon, since it's quite unsafe to have a burning item stashed in your
pockets or wherever you keep it on your body. Its best use is for Hummers
encountered in the Forest World, and doesn't deal too much damage to
anything else. The Torch is found on the northwest corner ledge in the
cemetary, Forest World 2nd time. Since the item is only used as a guide
in that world, it is pretty much rendered useless afterwards.

Pickaxe of Despair
_  _ _____  _ ____

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

Although the Pickaxe is the slowest weapon in the game, it is the most
powerful in the game, so that makes up for it. It is awkward to use the
Pickaxe since it is slow, but the power is overwhelming, dealing
considerably heavy damage to its target. The Pickaxe's standard attack is
an overhead downward swing, which is very powerful but slow. Its charge up
attack is quite an interesting one, which is a 360 degree swing that is
different than that of the Steel Pipe and Aluminum Bat. Henry actually
swings the Pickaxe the way he does with those weapons, and then he spins
himself around as well, so the attack is really almost a 720 degree spin.
This attack is extremely lethal and is by far the single most powerful
attack in the entire game, however, it takes a very long time to charge
up and it's a bit awkward to perform before an enemy smacks you or moves
out of your reach. Since the Pixckaxe is quite slow, it's recommended
that you don't use it often for regular enemies, because other weapons are
just fine. Just like the Spade has its special stomping attack when
equipped, you can use the Pickaxe to crush enemies instead of stomping on
them, and Henry will plunge the giant axe down on the creature to finish
it off. The Pickaxe of Despair is found lying on the ground by the short
fence in the excavation cave in the northwest path of the Forest World.
Don't mistake between the Pickaxe of Despair and the Pickaxe of Hope,
because the latter is only an item and can't be used.

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 game. This Chainsaw is one fun weapon to play with but it's truly sad
how little damage it actually does. Unlike the Chainsaw in Silent Hill 2,
this Chainsaw is a lot more versatile and easier to use, although there is
still some difficulty. The standard attack of the Chainsaw is a slight
downward arc, which does little damage. Its charge up attack is a slow
forward arc which does significant damage. The Chainsaw is unlocked after
beating the game once, and it can be found by a tree stump in the
northeast pathway with the car in the Forest World, in A Brand-new Fear.

_   _ ____

Golf Clubs
__ _ _____

Throughout the game you will find several golf clubs, and most of the time
you probably won't even care about them because you already have enough
weapons. However, golf clubs are quite strong melee weapons and are very
effective for fightinh normal enemies. There is a catch, though, and they
break after around a dozen hits, rendering them completely useless. Broken
golf clubs just take up inventory space and cannot be used at all, so it's
pointless to have them anywhere but in your item chest. As soon as you
find a golf club, there's no use storing it in your item chest.
Immediately start using it until it breaks. You'll get a new one every
once in a while so you'll be fine, as if your other weapons aren't good
enough.

There are twelve golf clubs available for find, and they all share the
same regular and charge up attacks, but some are stronger than others.
Standard attacks are similar to the Steel Pipe -- the over should swing
and overhead downward swing at the end of the three-hit combo. Charge up
attacks are 360 degree swings, which are very powerful. The Driver and the
low-numbered golf clubs are the strongest, and the higher-numbered and
rest of the clubs are slightly weaker. Refer to below for information and
locations of each golf club.

Driver
_   __

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

Also known as 1-Wood, which is actually a metal head in modern times, used
for hitting long shots from a tee, and one of the strongest clubs. Found
on the ground in the beginning hallway B1 of the Building World 2nd time.

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
now metal "woods" are standard, which is quite ironic. Found on the ground
in Albert's Sporting Goods Shop B5, Building World 2nd time.

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.

4-Iron
__ _ _

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

Narrow metal head club, the strongest club of the bunch in the game. Found
on the ground in the broken display glass room 2F of the Hospital World.

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
Shop B5, Building World.

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 in the last area in the
southeast path of 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 sitting bench inside the open subway
train on the King Street Line platform B4, Subway World.

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.

Putter
__ ___

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

A club specifically designed for putting, with very low loft that makes
the ball roll. Found lying against the shelf in the northeast bedroom of
Room 207 2F, Apartment World.

Sand Wedge
_ __ __ __

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

The shortest and most lofted iron used for playing from sand bunkers; also
called a 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.

Broken Driver
__ _ ___  _ _

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

Derived from the Driver after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 3-Iron
__ _ ___    _

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

Derived from the 3-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 3-Wood
_    ___  ___

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

Derived from the 3-Wood after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 4-Iron
__ _  _______

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

Derived from the 4-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 5-Iron
______  __ __

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

Derived from the 5-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 6-Iron
__ _ ___  _ _

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

Derived from the 6-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 7-Iron
__ _ ___   __

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

Derived from the 7-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 8-Iron
_  _ ___  _ _

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

Derived from the 8-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken 9-Iron
_ ___  _  ___

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

Derived from the 9-Iron after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken Pitching Wedge
___ __  _ ___   ___ _

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

Derived from the Pitching Wedge after around a dozen whacks. When broken,
it's completely useless and can't be used, so dump it in your inventory.

Broken Putter
__ _  _ ___ _

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

Derived from the Putter after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

Broken Sand Wedge
___ _ _   _ _____

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

Derived from the Sand Wedge after around a dozen whacks. When broken, it's
completely useless and can't be used, so dump it in your inventory.

_   ____

Firearms
__  _  _

Silent Hill 4 lacks both firearms and ammo, so your dependence on them
won't be as much as before. As if that wasn't bad enough for all you gun
lovers, each ammo pickup you come across in the game will take up one full
space in your ten space inventory, causing you to take up at least half of
your inventory for a decent amount of ammo. These pickups cannot be merged
with each other and obviously cannot all fit into your firearms, so this
easily becomes a hassle. But enough with that. Once you pick up a firearm
you'll need to continue picking up ammo to keep using it. Hold R2 to aim a
firearm at a target and press X to shoot.

Pistol
_  ___

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

What looks to be a Compact M1911, the Pistol is not as helpful as it was
in earlier Silent Hill games, mostly because the the issue with ammo
pickups. Regardless, the Pistol bears moderate firing power and fires at
a decent, steady rate. The amount of ammo one clip can hold varies for
each difficulty level -- 12 on Easy, 10 on Normal, 8 on Hard. Compared to
the Revolver, the Pistol lacks power, however, makes up for that with its
quick speed. The Pistol is the first firearm obtained in the game and it
is located behind the cabinet along the far side wall, near the kitchen,
the first time you return from the Subway World (move the cabinet to find
it).

Richard's Revolver
___  _ ___  _ ____

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

Richard's Revolver is the only firearm next to the Pistol, and it is quite
a strong one. The Revolver is very powerfully, knocking down almost any
regular enemy in one hit, although it lacks in firing rate and ammo is
rare. It's best to conserve at least some ammo for boss fights -- only one
fight, really, with Walter -- if you prefer using firearms for that
occasion. Many weaker enemies can be killed quite easily already, so using
the Revolver may just be overkill. Richard's Revolver isn't found until
quite a bit in the game, and it is found lying on the chair in the living
room of Room 207 2F of the Apartment World.

__ _   _  ____ _

Eileen's Weapons
__ _ ___ _   ___

After retrieving Eileen from her room in the Hospita World, you have the
option to choose whether to put Eileen into combat or to keep her out of
it. For the sake of the health state, it's better for her to stay out of
fights, but she can actually deal large amounts of damage with certain
weapons, which can be helpful, especially when fighting multipe enemies.
Once a weapon for Eileen is found, equip it from your inventory and she
will have it equipped. Unequip from the inventory whenever you don't want
her to fight. If you return to your apartment with Eileen's weapon still
equipped, you will not be able to put it in your item chest. You must
unequip the weapon first to put it away, which makes this a hassle.

Eileen's Bag
__ _  ____ _

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

This is the first weapon found for Eileen, and it really isn't worth her
using it because of its lack of damage. I mean, come on, how much damage
could a handbag possible do? Let's just hope she has some gold in there or
something. Eileen's attack with her bag is a simple one hand smach and
deals very little damage. It's only real helpful use it for whacking down
Hummers, which Eileen does quite well, however, that doesn't make much of
an impact on the longer run. Simply said, an ineffective weapon. Eileen's
Bag is found on the floor by the stairwell in the Lobby 1F, Hospital
World.

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 crop, or a whip, used for horseback riding or just plain punishment
(whipping). The latter is obviously the intended use here, but Eileen
won't whip Henry for pleasure, even if he desires so. The range of the
crop is quite decent, so Eileen isn't at much risk when using it. The
Riding Crop is found on the strange chair in the blocked off hallway on
the north side of B2, Subway World 2nd time.

Chain
_ ___

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

Eileen's Chain is really a fantastic weapon, and she can almost deliver as
much damage as some of Harry's toughest weapons! Since it's a chain, it's
very versatile and easy for Eileen to use. The Chain has a snapping
action, and so it does a lot of damage. Whenever Eileen has the Chain
equipped, you'll hear it drag along the ground as she moves, so don't
think something else is following you. The Chain is found on the jungle
gym along the east wall in the Wish House compound of the 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 stout club which is usually used by policemen,
and it is Eileen's best normal weapon. With the Nightstick, Eileen deals
the most damage and becomes a helpful contributor when fighting, although
she isn't incredibly smart with fighting and isn't nearly as agressive as
Henry can be. The Nightstick has a short range than that of the Riding
Crop and the Chain, but it deals just a bit more damage. The Nightstick is
somewhat hidden and is located on the ground in the 3F Surveillance Room
in the Water Prison World 2nd time.

Submachine Gun
_   ____ _ _ _

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

This is an extra weapon for Eileen which is unlocked once you score a rank
of at least 9 out of 10 (90/100). Upon doing so, it will be available in A
Brand-new Fear. The Submachine Gun is quite unncessary to be honest,
because you shouldn't need Eileen to do your work. Furthermore, you
shouldn't need an injured, limping, temporarily one-eyed, scared woman
doing your work for you. But with that aside, it's pretty iteresting to
see Eileen fire the Submachine Gun and it is qutie damaging. The bad thing
about it, though, is that the recoil damages Eileen. She can't die, of
course, but having her use the Submachine Gun can quickly lead to her
possessed state. Once you have obtained a ranking of at least 9 out of 10,
the Submachine Gun can be found on the kitchen island counter, in A
Brand-new Fear.

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

As you progress through the worlds of Silent Hill 4 you will find supplies
to refresh both your health and ammunition, and also anti-spirit items to
protect you from Ghosts and hauntings. Unlike the previous three entries
in the Silent Hill series, health items are barely found at all until
halfway through the game, and the reason for that is that your apartment
regenerates your health up until a certain point around halfway through
the game. Although ammunition is found regularly, it's quite significantly
less than the earlier games.

Just like the previous games, however, there are the exact same three
health items that can be found lying around all over the areas you visit,
though some have different names. During the first part of the game,
health items really don't mean anything to you, unless you want to use
them right on the spot instead of returning to your apartment. But in the
latter half of the game, you will realize the importance of of health
items. Ammo supplies, however, aren't as helpful since there are only two
firearms, which are both handguns, in the game. New to the Silent Hill
series, however, are anti-spirt items, which can be used to repel the
damaging effect of a Ghost's presence or put them "out of service".

Refer to the chart below to learn what the numbers mean for each supply
listed under it.

     Legend
 ----------------
|Availability    |
|1 - Scarce      |
|2 - Rare        |
|3 - Usual       |
|4 - Often       |
|5 - Very Common |
|                |
|Health Restored |
|25%-100%        |
|                |
|Power           |
|1 - Terrible    |
|2 - Bad         |
|3 - Okay        |
|4 - Good        |
|5 - Great       |
|                |
|Usage:          |
|1 - Rare        |
|2 - Unoften     |
|3 - Usual       |
|4 - Often       |
|5 - A lot       |
 ----------------

Nutrition Drink
__  ___  _ _ __

Availability: 5
Health Restored: 25%

"Heals your body with supplemental
 nutrition."

This small bottle is filled with some sort of red nutrition drink, and is
the exact same thing as the Health Drink in the previous three games; only
the name is different. Nutrition Drinks replenish a quarter of your health
and are useful for quick use. In the first half of the game, your
apartment regenerates your health, so Nutrition Drinks (and other medical
items) aren't truly useful, nor widely available. However, instead of
going back to your apartment, Nutrition Drinks are good for quick boosts
in health when you find them in the different worlds on your journey.
You'll only find a few Nutrition Drinks in the first half of the game
because of their lack of necessity, but in the latter half of the game
you'll find many of them.

Portable Medical Kit
___  ___  _   ____ _

Availability: 3
Health Restored: 50%

"Heals your body by repairing wounds."

A medical kit that offers a strong recovery of health, although not as
abundant as Nutrition Drinks. Portable Medical Kits, although named
different, are the same as First-Aid Kits from the earlier games and
offer the same effects. You'll barely find any medical kits early in the
game, but you'll start finding a decent amount of them once hauntings
first start to appear in your apartment. Portable Medical Kits heal around
half of your health status, so don't waste them on minor wounda. Leave
that to Nutrition Drinks, and leave substantial wounds to Ampoules, if you
have them.

Ampoule
__ __ _

Availability: 1
Health Restored: 100%

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

Ampoules are extremely rare health items that in return completely recover
your health no matter what your health status is. Over time, Ampoules also
slowly recover your health, and are very significant items. The drawback,
though, is that there are only two Ampoule in the entire game. If you're
goind to waste any supply, don't make it an Ampoule. Only use an Ampoule
if your condition is critical and it is necessary.

Pistol Bullets
___   _ ___ __

Availability: 4
Power: 3

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

An ammo pack for the Pistol, with a varried amount of ammo based on your
difficulty level. Each ammo box contains 12 bullets on Easy, 10 bullets on
Normal, and 8 bullets on Hard. The availability of pistol ammo isn't
nearly as much as previously in the series, although it is nowhere near
scarce. Firearms don't play a large role in Silent Hill 4, so you
shouldn't rely on them to save you. Each ammo box takes up a spot in your
inventory, so this becomes quite a pain. If you seriously plan on using
the Pistol, take around three boxes of ammo each time you leave your
apartment.

Revolver Bullets
_  _   _ _____ _

Availability: 2
Power: 5

"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 and so its bullets are quite
useful when you're using it, but ammo boxes for the Revolver are quite
rare and only hold six bullets each. It should only take one bullet to
kill an enemy with the Revolver, provided that you are close enough to
deliver a finishing kick on time. Don't waste Revolver ammo, but don't go
relying on it either. Each pickup takes up a spot of your inventory, so
firearms aren't very preferable to begin with.

Silver Bullets
_ _ ___   _ __

Availability: 1
Power: 5 (special)

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

Silver Bullets can only be used with the Pistol, and are extremely scarce
items. Only two Silver Bullets are found in the game, and although named
differently, only contain one bullet per pack. The effect of Silver
Bullets is to temporarily kill Ghosts, most notably so you can stab a
Sword of Obedience into them. Although it seems as if Ghosts are dead when
shot with Silver Bullets, they're not. They'll get right back up in a
moment, and you'll have completely wasted a Silver Bullet. Silver Bullets
can be used on normal enemies, but it's truly a waste. One bullet will
kill any regular enemy, but the Revolver already does that job (coupled
with a finishing kick). Silver Bullets are best used against the two most
annoying Ghosts. Recommended usage is for the Ghost of Andrew DeSalvo in
the Water Prison World 2nd time, and either the Ghost of Cynthia in the
Subway 2nd time or Richard in the Building 2nd time. Be sure to follow the
Silver Bullet with a Sword of Obedience, or it will be useless. To load a
Silver Bullet, press Square on the Silver Bullets icon in your inventory
bar to load it into the Pistol, if it's in your inventory as well.

Saint Medallion
_  _ _____ ____

Availability: 3
Usage: 4

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

This medallion repels the effect of a Ghost's presence when worn, and it
is very effect to slip by Ghosts unharmed. Saint Medallions cause Ghosts
to move a lot slower than normal and have difficulty injuring you because
of this slowness, however, they still can hurt you. The catch with Saint
Medallions, however, is that they will break once they've been used
enough, and you can tell how much power they have by the faintness of them
in your inventory. Saint Medallions also help rid of hauntings in your
apartment, although they aren't as convenient as Holy Candles for that
matter and are more valuable to waste. Saint Medallions aren't rare, but
aren't abundant either, so be sure to make good use of them when you find
them.

Holy Candle
__ _    ___

Availability: 5
Usage: 3

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

Holy Candles in the travelling worlds in the game aren't very useful,
however, they are extremely handy in your apartment for taking care of
hauntings. These large white candles share the same general effect as
Saint Medallions, however, the are not portable (in the sense of being
used while on the go). Holy Candles significanly slow down Ghosts nearby
them and also repel their damaging effects from only their presence.
However, the radius of these candles is quite small, so they're not very
effect outside of your apartment. In your apartment, place a Holy Candle
by a haunting, and if correctly placed, the haunting will diminish and
shortly disappear. To place a Holy Candle, move up to where you want to
plant it and use it from the inventory heads up display. Holy Candles are
quite abundant in the latter half f the game, around when the hauntings
start appearing, and should be used when necessary. Leave it to Saint
Medallions for dealing with Ghosts in the severl different worlds.

Sword of Obedience
__ _   _ _____ ___

Availability: 2
Usage: 3

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

These swords are very useful for stopping annoying Ghosts from stalking
you, although they are rare and work within a specific rule. This rule is
that they can't be killed, per se, by the swords, but out of commision
until the swords are removed. Swords of Obedience are used to pin down
Ghosts to prevent them from moving anywhere else, and there's no way they
can move until the sword is removed. The only condition in which you can
use a Sword of Obedience is when a Ghost is on the ground, and you must
act quick, becase Ghosts don't stay on the ground for long at all. Silver
Bullets work like a dream to throw the Ghosts down, and for a while,
actually, but they are rare. Just keeping shooting or smacking a Ghost
until it falls and quicky use a Sword of Obedience from your heads up
display when standing in front of the Ghost. If you wish to take the sword
back, you can, but the Ghost will soon return to service. There are five
Swords of Obedience in the game, so there's no reason not to use them.
Just pick the Ghosts you find most annoying and pin them down to save you
from future frustration.
__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

8.                          C O N T R O L S
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________
CONTROLS..........................................................[SH4_08]

Control                         Function
D-Pad/Left Analog Stick         Movement, Move cursor in menu/screen
START                           Pause game, Accept, Skip scene
SELECT                          Open inventory
X                               Accept, Examine, Attack, Stomp or Kick
Square                          Equip/Use item
Circle                          Run, Cancel, Exit menu/puzzle
Triangle                        View Map/Scrapbook
R2                              Ready weapon
L2                              Position camera behind Henry
Right Analog Stick              Look in all forward directions
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        Soft Reset

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

9.                    P L A Y I N G  T H E  G A M E
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________
PLAYING THE GAME..................................................[SH4_09]

00 // Contents...............[PTG_00]
-------------------------------------
01 // Menu Navigation........[PTG_01]
02 // Game Basics............[PTG_02]
03 // The Room...............[PTG_03]
04 // Combat Strategies......[PTG_04]
05 // Items..................[PTG_05]
06 // Health Items...........[PTG_06]

01 // m e n u  n a v i g a t i o n                                [PTG_01]
____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____

There are several menus in the game, and this section deals with
navigating in those menus and their features.

__ _ ____

Main Menu
_   _____

Opening Movie
_ _ ____  ___

When you start up the game with or without a memory card save, the opening
movie will play. It's basically a trailer sequence, displaying cutscenes
and actions from the game. If you wish to see it again without restarting
the console, leave the controller alone for a while at the main menu and
it will play.

New Game
__ _ ___

This option is obviously to start a new game, but it should only be used
to start a brand-new game, as in the first time you play the game. Upon
choosing New Game, you will then have to choose a difficult level for
which the game will be played on. Make your choice and select it, and the
game will begin. If you've already beaten the game, you should continue
from a saved file on your memory card to get more unlockables and endings.
Once you beat and save the game, the save file will be named "A Brand-new
Fear" -- select this to start a replay game, with all your unlockables and
endings.

Continue
__ _ ___

The Continue option allows you to continue from the last place you were in
the game, before you died or exited (via Soft Reset for the latter).
Whichever area you die in, you will start at the beginning of that area
after using a Continue, so you will not have any items that you picked up
in that particular room.

Load
__ _

This is how you load your game once you have a saved game on your memory
card. If you've saved your game, select Load and find the file you would
like to load -- you can have up to 1-30 save files. To continue playing in
a save file after the game has been beaten and saved, find the file that
says "A Brand-new Fear" and start that.


Options
__ __ _

Select this option to enter the Options menu, where you can change several
options, including subtitles, sound volume, et cetera. For all the options
you can change, see the Options Menu below.

__ _ ____  __

In-Game Menus
__ ______ _ _

Inventory Menu
_   _ ____ ___

Your inventory is where you hold all your items on your journey, and it's
how you use and equip items. Your inventory can only hold ten items at
once, so you'll have to drop a lot of items in your storage chest when not
using the. While playing the game, press Select to access your inventory.
You can use item from the menu itself, but you can also use items from the
bottom bar on the screen by pressing Square to open it up and Square to
use an item after cycling through your items. Check out the ASCII picture
below to see what the inventory menu looks like and its features. The
numbers along the bottom represent invetory spots.
 _______________________________________________
|                                               |
|                                               |
|                                               |
|                                               |
|                                               |
|                                               |
|               In-Game Screen                  |
|                                               |
|                                               |
|    _______________________________________    |
|   |Item Name                              |   |
|   |Item Description. Brief description of |   |
|   |what it is and its features            |   |
|   |_______________________________________|   |
|                                               |
|   |¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯|    |
|   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Item Chest Menu
__ _ ____ _____

Since your inventory can only hold ten items, it is necessary to store
items in the item chest in your apartment. It's just to the right of the
television in the living room, if you didn't know. Unlike your inventory,
the item chest can hold an unlimited amount of items, and you'll be using
it all the time to store and retrieve items. Take a look at the ASCII
picture below for a feel on how the Item Chest Menu works. To place an
item in the chest, press down to access your items, where it's marked
"PLAYER" -- that would be you -- and select an item to put in the chest.
The item chest in organized by two categories -- Weapons and Others.
Weapons include obviously all firearm and melee weapons, and also
ammunition. Others include items and supplies. To take an item out of the
chest while to chest items are highlighted instead of yours, go to the
section you want to take a weapon from (press Up to change) and choose
an item to take. Everything you put in here will stay forever and will not
move, including broken golf clubs.
 _______________________________________________
| BOX _________________________________________ |
|                    __                        ||
| __Weapons         |                          ||
||    Item    Item    Item    Item    Item     ||
||  Others                                     ||
||                       __|                   ||
||   _______________________________________   ||
||  |Item Name                              |  ||
||  |Item Description. Brief description of |  ||
||  |what it is and its features            |  ||
||  |_______________________________________|  ||
||_____________________________________________||
| PLAYER                                        |
|                                               |
|   |¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯||¯¯|    |
|   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Scrapbook Menu
__ ______ _ __

This works also as the Map function, by the wall. After collecting memos
throughout the game, they can be found in your Scrapbook. Press Triangle
to visit the Scrapbook Menu to see the list of the memos you've obtained.
Press Triangle while in the Scrapbook Menu to look at the Map for your
current area. Press Circle to exit the menu all together. Whichever of the
two functions you use last, Scrapbook or Map, before exiting, will pop up
first when you next press Triangle. Press Triangle again in the menu to
swap between the two.

Pause Menu
_  ____  _

During the game, press Start to pause the game. While the game is paused,
time will stop and it won't affect your final result time. At the Pause
Screen, you'll notice it tells you you can go to the Options Menu by
pressing Triangle.

___  ____ __

Options Menu
_  ____ __ _

In the Options Menu, you can adjust several features which are listed
below. There are two options menus, known as 1 and 2. Judging on the past
games, consider the second menu the Extra Options Menu. The options and
their selections are listed below.

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

_____  ___ ___

Save/Load Menu
__ _ ____ _ __

These are really two different menus, for saving and loading respectively,
but they look the exact same and have the same functions (except for the
idea of saving and loading). To access the Save Menu, examine the notepad
save point in your apartment, by the windows in the living room. Select
one of the 30 slots and save. To access the Load Menu, select Load from
the Main Menu, and select a file to load.

Saving and Loading
___ ____ _ __ ____

Use portals through the game to get back to your apartment and use the
notepad on the table by the windows in your living room to save your game.
If you haven't saved yet, start a new file or overwrite one of your old
files, but make sure you're not overwriting a file of unlockables with a
brand-new file. Once you save your game in a file, the file will have your
current location written on it, and that is the world you are currently
in. Once you beat the game and save it, it will read "A Brand-new Fear"
instead. To load a file, select Load from the Main Menu and choose a file
to load. Read the locations of each file to make sure you load the right
one. If you want to start a new game with unlockables after you have a
beaten save file, go to the Load Menu and select it -- you'll notice it
will read "A Brand-new Fear". If you ever start a regular new game and
overwrite A Brand-new Fear file, including one that's in progress, the
Brand-new Fear file will be lost, along will all unlockables and endings
it had opened.

02 // g a m e  b a s i c s                                        [PTG_02]
__ _ _ _______ _  _ _______ _  ______  ______  ___ ___       ___ _ _____ _

This section contains general knowledge on how to play the game, including
navigating through your apartment, using the map, and much more.

__ _ _ ____

Audio/Video
__ _ ___ __

Camera
_ _ __

The camera in Silent Hill 4 will be found by many as awkward, and it may
be annoying to some. Silent Hill veterans like myself have no problem with
it and it really isn't a hassle at all, but it may take some getting used
to for newcomers to the series. Most of the time in the game, you have a
clear chase view of Henry, with the camera perfectly set behind him.
However, sometimes the camera agle may change to infront of beside Henry
in certain areas, and with the standard 2D control (with 3D control not
even in the game), you'll have to adjust your direction on the analog
stick, corresponding the the camera angle change. Most of the time you can
use the Right Analog Stick to free look in front of you, and L2 usually
switches the camera angle back and forth or gives you a better angle
behind Henry. Experiment with these features to further adapt to the
Silent Hill 4 environment.

Subtitles & Sounds
_ _ _ ___ __ _____

When a character talks during a cutscene, or even in the game for that
matter, their speech will be captioned at the bottom of the screen.
Subtitles are initially on, but you can turn them off from the Options
Menu, although there isn't much reasoning to turn them off as they're
rather helpful. Keep your volume up so you can hear characters speak
themselves, even though subtitles are always helpful, and also for the
sake of hearing other sounds that may or may not be to your liking...

Sudden Noises
__ _ _ ___ __

Those familiar with Silent Hil are more than welcome to sudden sounds,
which tend to create jump scares. There actually aren't that many of them
in Silent Hill 4, and not many in the Silent Hill series at large. But if
you hear a sudden noise, don't worry about. Just keep playing and maybe
you'll found out what it is. Then again, maybe you won't...

__  _ ____

Using Maps
____ ___ _

As always in Silent Hill, the map is your best friend. A different
approach on the issue of maps in Silent Hill 4 is that you never find
maps, but Henry draws them himself. That's partly good, partly bad, but
it's really no difference. The good thing is that you don't have to worry
about finding a map, and you'll always have one from the beginning of each
area, but the bad things is that you can only see areas on your map that
you've travelled. As mentioned already, it doesn't really make a
difference, as the game is pretty straightforward. As for the signs on the
map, Henry draws an "X" over areas that are inaccessible, a squiggly line
over doors that can't be opened, and solid line of doors that are locked
and can be open from either keys or the other side, and arrows over doors
that are unlocked (both way arrows). In order to mark these things on your
map, you'll have to check them first.

Compass Directions
____ _ ____   _ __

Through the walkthrough in this FAQ, compass direction are use to describe
where to go most of the time. It's important to get a grasp of that in
order to follow the walkthrough properly, and that's not hard to do.
Although there is never a compass on any of your maps since Henry draws
his own maps, north is up on the map, east is right, and so on. Compass
directions are extremely easy to understand, but if you were born
yesterday, the following are the compass directions used in the
walkthrough:

North, east, south, west, northeast, southeast, southwest, northwest.

___ _  ___ __

Game Concepts
__   _ ___ __

Memos
_ ___

There are 52 memos that can be found on the game, and your ranking is
partly based on how many of those 52 memos you get. Around half of the are
Red Diaries found in your apartment, and the rest are found on the
battlefield. You'll find several other small notes as well which are
listed as memos, and generally aren't important. As for memos, they are
listed in your Scrapbook and are very helpful for learning more of the
game's story and solving puzzles.

Running
___ _ _

Most of the time during the game, running is the best solution. No, it
does not make you a wussie; it saves your life. The most important enemies
to run away from are Ghosts, as you can't kill them and they damage you
just by being near you. In long hallways or areas with multiple enemies,
it may be best to flee the scene before you're minced meat.

Ammo Conservation
___ _ _ ____  _ _

Honestly, ammo conservation is no biggie in Silent Hill 4. Melee weapons
are masters of their domains and rule over firearms, anyway. That does not
mean take your ammo and fire it at a wall, no, and still use it wisely.
Melee weapons are really one step ahead of firearms now, and it's never
really necessary to use a firearm -- you can beat the game without using
one without a problem whatsoever. Be very conservative with your Silver
Bullets, however, because there are only two in the game. Pick the two
most annoying Ghosts to you in the game and use the bullets on them,
following up with pinning them with a Sword of Obedience each.

Melee Weapons
__ _ ____  __

Melee weapons are quite the weapons in Silent Hill 4, and you'll generally
be using them at least around 85% of the time. Myself, I use melee weapons
probably 95% of the time, as they truly prevail over the scarce firearms
in this edition. Unlike the previous games where using melee weapons was
to conserve ammo, use melee weapons for the sake of convenience. There's
also the fact that ammo pickups take up a space of your limited inventory,
so melee weapons are more ideal candidates right there alone.

Searching Areas
__ _ _   ____ _

Check each area you visit thoroughly for any interesting items. That
includes keys items and supplies, as well as weapons. Keep a sharp eye for
anti-spirit items especially, because some of the are quite small and are
hard to see sometimes. Henry stares at any nearby items in sight, so take
note of that when looking for items. Sometimes, the camera angle may hint
at an item, which is very helpful, although other times some items may be
out of view and not open to general sight.

Checking Doors
__   __ ____ _

As usual, many doors in Silent Hill 4 cannot be opened. There ratio of
accessible to inaccessible doors in Silent Hill 4 is probably more than
previously, but there are still a significant number of inaccessible doors
and areas in the game. Be sure to check every door you find, and generally
in the order you find them -- it doesn't really make a difference, but a
farther door may start a new path and lead somewhere completely different,
whereas there might have been an item through a closer door; and vice
versa. Refer to your map to learn which doors you've tried to open and
which doors you haven't.

Using Elevators
____  _   _____

There's only one area in the game which contains accessible elevators, and
that's the Building World, both times. Head through an elevators doors to
enter it, and then examine the side panel to choose a floor. Upon doing
so, you'll see a sub menu like so:

Press a button?
Top button  Middle button
Bottom button  Forget it

There are three floors in the Building World that can be accessed directly
from the elevators, and from top to bottom are: B8, B10, B12 -- these
correspond to "Top", "Middle", and "Bottom", respectively, on the elevator
panel. If you wish to exit the panel sub menu , select "Forget it", which
is quite funny. It would be even more funny if it said, "Forget about it",
with an Italian Mafioso accent. After exiting the sub menu, go through the
elevator door to exit. If you press a button, you're free to move around
as the elevator ascends or descends. Some elevators have doors on both
sides, while others have one door at the front and a ladder at the back.
Be sure to look for both of these to be able to continue on and also
collect hidden items.

Using the Torch
__  _ ___  _ __

There is no flashlight in the game, which was a traditional item in the
series until now. Instead, you have to use a Torch, however, only for one
area of the game for a certain purpose. The use of the Torch isn't at all
to brighten up the area around you so you can see where you're going, but
instead investagting wells. In the Forest World 2nd time, you'll find the
Torch, and you'll need to use it to check the five wells in the Forest for
items. Once picked up, the Torch must be lit to have any use of search,
and you can light the Torch with the several flames in different areas of
the Forest. The Torch has "Holy Flame" written on it, as to the flame
stands, so they need to be used together. The flame will extinguish after
not a long time, so you'll need to light it a few times. To make the flame
last longer, dip the Torch in the kerosene tank in the laundry room of
Henry's apartment. The Torch may also be used as a weapon, although the
fire does not make it stronger, but it isn't much of a weapon, anyway. If
you ever unequip the Torch or return to your apartment, the flame will
extinguish.

Codes
_ ___

You'll find some combination codes on your journey, so you may want to
have a pen and a notepad with you while playing for convenience. However,
all codes can be found in the memo it was found it, in your inventory,
which you may take a bit to find. That's why having a notepad may be more
convenient, but you're the one to make the decision on that.

Revisiting Areas
___  __ __ _  __

Instead of having Nightmare, or Alternate, areas, Silent Hill 4 has you
revisit the five main areas of the game. The appearance of the worlds
don't change, although some things may rearranged differently and so on,
but there will be new item placements and newly accessible or inaccessible
rooms. You'll play through the first five world of the game, and then
you'll visit an indifferent world, and then you'll revist the same five
worlds in the same order. Upon revisiting each of these areas, a new Ghost
Victim will be introduced, which is relevant to the ending of the
corresponding first time through the world, except for the Apartment
World, for a specific reason. Get used to this and try to use Swords of
Obedience to pin them down.

Soft Reset
__ _  ____

While in-game, there is no option to exit back to the main main onscreen
in any menu, but there this a button combination you can press to return
to the Main Menu. During the game, press and hold Start + Select + L1 + R1
+ L2 + R2 to return to the Main Menu. If you wish to return to the game
after doing so, select Continue (it will affect your ranking if you do
this and actually continue, by the way). If you ever load the wrong file,
just use Soft Reset to return to the Main Menu.

03 // t h e  r o o m                                              [PTG_03]
____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____

Looking at the game's title, Silent Hill 4: The Room, as well as the
concept of the game, it is much of a different entry in the Silent Hill
series than the first three. The reason "The Room" takes its subtitle with
Silent Hill 4 is because of a simple reason -- the game revolves around
"The Room", which is Room 302 of South Ashfield Heights, Henry Townshend's
apartment.

The concept of Silent Hill 4, as already mentioned, differs greatly from
the early games, and Room 302 will be visited way too often. The apartment
room has several features, and is what one might call a safe point. Many
things can be done in Room 302, including saving your game, picking up or
dropping off items from your item chest, and so on. This section speaks of
everything your apartment can do, everything you can do in your apartment,
and other bits of information about this "special" room. Anything you need
to know about Room 302 should be able to be found here.

__ __

Rooms
_ _ _

Living Room
___  _  _ _

This is the room where the most can be done. The living room contains the
item chest, radio, windows, and wall peephole -- you could also consider
the front door part of the living room.

Kitchen
_  _ __

The only interesting thing in here is the fridge, which sometimes contains
items. There's also a sink which you'll have to use once in the game for a
certain purpose.

Bedroom
__ _ __

This is where the game begins and where you wake up whenever you return to
your apartment. The bed is nothing special, but you can check the windows
to see what's outside, like the living room.

Washroom
_   _ __

The Washroom is the most interesting room in the first half of the game,
and that's because it contains a large hole in the wall that allows you to
enter different worlds. The bathtub isn't special, but it may be at some
point in the game...


Laundry Room
__ _ _____ _

Ah, the "clean" room of the apartment. Other than feeling claustrophobic,
this room has quite an empty feeling. It's actually useless for the first
part of the game, but something will open up past halfway...

_  _ ____

Interests
__    _ _

Front Door
__ _   ___

You'll visit the front door very often, which is really a natural feeling
-- the front door is the prime area for escape, although it's chained
shut, and very well. Nonetheless, the front door has a peephole which can
be used to see the outside hallway. Several minor events happen out here,
but many aren't worth checking. Another thing about the front door is that
you'll find several memos that have seemingly been slipped under the door
for your leisure. The large majority of the memos will be Red Diary
entries, which contain useful information on advancement of the plot.

Windows
_ _ ___

As the equivalent of the door being chained shut, all the windows in your
apartment are shut tight and cannot be opened. You can still see through
them and take a look outside. Sometimes there may be something interesting
happening outside, so you should check your windows every once in a while.
There are windows in the living room and the bedroom, which can see
generally the exact same things.

Wall Peephole
__  _ ___ ___

You'll discover this true "peep" of a peephole not at the beginning of the
game, but still quite early. After discovering the moved shelf by the far
wall by the kitchen, move it and examine the chipped wall. Through this
peephole, you can see Eileen's bedroom and what she does in there. Nice...
There is no actual purpose to the hole, other seeing Eileen, but it's
still quite interesting. Evidently, Eileen doesn't have much of a life.
Then again, either does Henry if he spends all his time looking through a
hole in his apartment to see what a woman is doing in her bedroom. But can
you blame him, good old Peeping Henry?

Radio
_ ___

In the living room of Henry's apartment, there's a stero on the back
shelf. Since you can't pop in a CD or a cassette or anything else, all it
serves as is a radio. At first, the radio won't seem to be much use to
you, but it will contain some interesting bits of information if you turn
it on once in a while -- sometimes the information might be more than you
wanted to hear. Past halfway through the game, the radio in your apartment
serves a similar purpose to the pocket radios in the earlier games, by
emitting static at the presence of monsters -- except the monsters are the
hauntings in your apartments. If you turn on your radio and you hear
static, there is a haunting present in your apartment, and usually more
than one if you don't do everything at once. If there is no sound at all
from the radio when you turn it on, your apartment is clear. Read more
about hauntings under the Hauntings subtitle below.

Telephone
__ _ __ _

Henry tries to use the phone after waking up, but it doesn't work. Yet...
it works for you sometimes, and when you call a certain number, for one.
Take a look outside the window of your bedroom or living room, and look
high up on the buildings to the left. Try the number you see on the
telephone. Other than that, there's no use you have for the phone. 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 in Henry's fridge is a bottle of Chocolate
Milk and a Wine Bottle. The Wine Bottle serves as a weapon, and Henry
won't drink the Chocolate Milk. So he decided to preserve the Chocolate
Milk instead of the wine... Nice choice, smart one -- maybe he'll learn in
the future. The Wine Bottle serves as a weapon, and the Choclate Drink an
item.

Item Chest
__ _ ___ _

Probably the most useful thing in your apartment, and you absolutely will
need to use it. The item chest stores items that your not using, since
your inventory space is quite limited. It's wise to store health items in
here for the first half of the game for use in the second half. Read more
about the item chest 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 the wall of the washroom.
Travelling through this wall, you can access different worlds and make
progress, so the hole works as a portal. The hole starts off rather
narrow, and expands as you reach different worlds, following up with the
look of a talisman -- which is the familiar Halo of the Three Suns,
although the center of it is missing because of the hole. Halfway through
the game, the Portal in your washroom will be sealed up and won't be able
to be used anymore. However, you can create another Portal in the laundry
room once this happens by using certain items.

__ _ ___

Features
_____ __

Hauntings
__  _  __

The game begins in a twisted, but familiar, apartment (by familiar, I mean
one that becomes familiar) in somewhat of a nightmarish or alternate
atmosphere. This ends up being an apparent dream, but past halfway through
the game, your apartment will start to turn into a similar state, although
much worse. Instead of just a haunting appearance, several parts and
objects of your apartment will become possessed, including the television,
clock, fridge, and many more. When these objects are in possessed states,
the have the same effect of Ghosts, which is damage from presence alone.
When you move near any of these hauntings, you may lose health. However,
you can make these hauntings disappear with your anti-spirit items --
Saint Medallions and Holy Candles. Read the Hauntings section of this FAQ
for more information on hauntings, including what they are and their
locations.

Regeneration
______ __ __

In the first half of the game, your apartment regenerates your health.
This is extremely helpful since it allows you to conserve health items for
when the regeneration effect is no more. Although there aren't many health
items in the first part of the game because of this, it can really pay off
later in the game when you're thirsting for health. Instead of using
health items in the field, try to return to your apartment to heal. Taking
a look at your health bar during regeneration, you'll notice that it is
somewhat slow, although not really. If you have very low health, hang
around until your health is full. If you leave before your health is full,
the regeneration will stop. Once the fan in your living room breaks, your
apartment will no longer offer regenerator. It's not because of the fan
falling, that's just a sign.

Memos
__  _

There are 52 memos to be collected during the game, and around half of
those memos are found in your apartment. You'll find nearly all of these
memos by your front door, but sometimes they may be in different places,
including the living room and laundry room. Be sure to get these memos
whenever you see them, because they not only help you understand the plot,
but the more you find will better your ranking at the end of the game.
Refer to the Memo section of this FAQ for the content of all 52 memos.

04 // c o m b a t  s t r a t e g i e s                            [PTG_04]
_____   _______ _ _ ___    _       __ _ ______     __ _____     _ ____  __

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

___ _   _ ___ __

Fighting Enemies
_    _ ____ ____

Sniffer Dog
__  _ _  __

Sniffers are always encountered in groups, so try to kill them
individually by letting them come to you, or simply don't run into the
middle of them all until you've killed one or two of them. Any weapon
like the Steel Pipe will do. Just bash them quickly, and deliver a stomp.
Sniffers tend to jump backwards after you attack them, and your next swing
will likely miss in this case, so move towards the Sniffer and then smack
it again.

Wall Man
_  _ ___

Whenever you encounter these pests on escalators, try to bash them with
the Steel Pipe or a similar weapon as you pass by them. If you can, wait
for them to go back in the wall and then run by them. In groups, its
probably best to use the Pistol, or Revolver if you have it. As for Wall
Men in other areas, try to use a weapon's charge up attack, notably the
Rusty Axe with its long range.

Hummer
__ _ _

These little buggers may be small, but they come in large ground and don't
find it hard to swarm you. If you try to run past a group of them, even if
running unpredictably, you'll very likely take some damage. So it's wise
to stop and take them out before continuing, unless in a very small area.
The Steel Pipe works best, as it is quick versatile with long range, but
other rod weapons can work fine as well -- just not as perfect as the
Steel Pipe.

Twin Victim
___    _ __

For this haunting creature, The Pistol works efficiently, and if you have
ammo for the Revolver, one hit will knock the thing down -- be sure to be
close enough to stomp it, though. Melee weapons work great as well, as
usual, and weapons like the Rusty Axe are great. The Steel Pipe isn't that
strong, but it will still work fairly well.

Toadstool
_  ____ _

These suckers block paths all the time, so you'll have to kill them on
many occasions. Since they grow in flocks, you'll need to kill a decent
amount of them to slip by without damage. The perfect weapon is the Steel
Pipe because of its quickness and long range, but pretty much any weapon
will do just fine, especially since Toadstools can't move freely.

Whitestool
_  _ ___ _

Just as with Toadstools, you'll have to kill several Whitestools to
complete certain parts of the game. Any melee weapon should do, but the
Steel Pipe has enough range so that you have little chance of walking into
the things, taking damage, and it also is quite quick, making it
preferral.

Tremer
__ _ _

No real problem dealing with these little guys. You're very likely to step
on Tremers through the game, whether it be an accident from you not seeing
them or one might fall from the roof. They barely inflcit any damage, but
it can add up, so don't get careless. No weapon but your foot is required
to kill both Blue and Red Tremers, and you acn stomp them whenever their
on the ground. You can knock them off the wall or splatter them on it with
a melee weapon, but there's no real use for that unless you want to get
your kills up for a better ranking. If that's your case, go on a killing
spree of Tremers, because they count as one enemy each!

Gum Head
_ _ ____

By the time you meet Gum Heads in the Building World, you should have a
decent array of great weapons (including some obtained in the Building
World), so fighting them shouldn't be a problem. Although the Steel Pipe
may be a bit weak, it stil works fine. Weapons like the Aluminum Bat and
Rusty Axe, and Spade, found in the Building World al work exceptional. Gum
Heads usually come in groups but they're not always near each other, so
take advantange of individual Gum Heads and bash their brains in before
the others get to you.

Wheel Chair
__  _ __ __

You can kill these bad boys, so there's no real reason in fight them. You
can temporarily deactivate them with weapons, but they become "alive"
again once you reenter the area. If you really wish to fight Wheel Chairs,
the Rusty Axe works great -- use it's charge up.

Patient
_  _ __

These machine-like creatures are tall, but easy to kill. The Rusty Axe is
probably the best weapon to use against them, especially with its charge
up attack, which can take out two Patients at once if orchestrated
properly. The Paper-Cutting Knife works a charm thanks to its lightning
speed, and is found where Patients are first found, so that's quite nice.

Bottoms
_  _ __

These things are virtually identical to Twin Victims, not only in
appearance but characteristics and general strength. The Rusty Axe works
great on Bottoms, as do other powerful weapons like the Pickaxe of Despair
and Spade. The Revolver plays in quite nicely because Bottoms are stronger
than their Twin Victim companions. Bottoms get up extremely quickly after
being knocked down, within a second, so make sure you're close enough to
deliver a finishing stomp.

Ghosts
_ _ __

You should only fight these creatures when you plan on inserting a Sword
of Obedience into their bodies, to pin them down. However, you can beat a
Ghost down if it's really annoying you and you want to make it fall
behind. For the four "familiar" Ghosts you encounter in the latter half of
the game, it's wise to use your Swords of Obedience on them -- there are
four of them and five swords, so you can have one extra, although one is
found very late in the game. You can find two Silver Bullets in the game,
so pick two Ghosts to use those on -- the toughest ones -- and follow the
Silver Bullet shots up with the swords to keep them down. As for
suppressing Ghosts and their damaging effect from their presence, equip
Saint Medallions whenever you find them. Use Holy Candles for the
hauntings, sometimes including Ghosts, in your apartment.

___ _ _  ____ _ ___

Fighting Strategies
__  _ ______ _ ____

Fighting Multiple Enemies
___ _ __ ____ _ ______ __

Several times during the game there will be multiple enemies onscreen,
and they'll tend to team up up you. There is no Shotgun this time around,
so it's a little more difficult. However, it is easier to run this time,
and monsters aren't too skilled in capturing you. But if you're fighting
multiple enemies, including on part at the end of the Water Prison World
2nd time, stick to one enemy until it's dead, and then go on to another
enemy. If you keep fighting different enemies, the same amount will
continuously be attacking you -- whereas if you killed one or two enemies,
there would be one or two less enemies attacking you. The Rusty Axe is one
of the best weapons in the game, so always have that at your side. Weapons
that have 360 degree swing charge up attacks like the Steel Pipe and
Aluminum Bat work great as well, knocking down more than one enemy
sometimes. But once you find the Pickaxe of Despair, that works absolutely
great on multiple enemies -- if they're all around you, peform a charge up
attack, the 360 degree swing (it's actually more than 360 degrees), to
throw them all to the ground. Deliver stomps as quick as FedEx and repeat
if you really want to kill all the enemies.

Surrounded
___ _ _ __

Let me guess, you've gone and done it once again? You've completely
surrounded yourself by enemies. Just like when fighting multiple enemies,
stick to one enemy at a time when killing, so you can get rid of that
enemy and reduce the total nubmer of enemies attacking you at once. As
also mentioned above, 360 degree swing weapons work great when you're
surrounded, like the Steel Pipe, Aluminum Bat, or any golf club. The
Pickaxe of Despair especially works great because of its extreme power and
crazy 360+ degree swing. Be sure to act quick on the stompings, though.

Kicking Enemies
___ _   _ _____

For the most part, shooting or beating an enemy down just makes it prone
so Harry can kick it. There are exceptions, and sometimes monsters will
die without a finishing kick. But you should always expect to finish the
enemy off with a kick. You'll notice that the radio static doesn't stop
sometimes when enemies are on the ground, and this means they're still
alive. Step in front of them and kick them or stomp on them for a killing
blow.

Pushing Enemies
_   _   _____ _

Sometimes you'll encounter enemies somewhat blocking your way in a hall,
or maybe enemies have surrounded you. If you ran at them, you can push
yourself past them, although you do risk attack while doing so. It may be
best just to kill enemies instead of blocking them sometimes, especially
if they're on their own. In groups, try to keep running past them to
escape the frenzy.

Evading Attacks
____    _ _ ___

Some enemies have the ability to grap you by biting your holding you
during an attack, and you won't be able to move while this is happening.
You're only truly prone to this when you're standing still, and it's a lot
more rare for it to happen to you while you're running. An example of an
enemy that can hold you up would be a Sniffer Dog biting you. If you don't
do anything about it, you'll take maximum damage, but you can wiggle the
movement and shoulder buttons to escape the attack more quickly and avoid
maxiumum damage.

Fighting Bosses
___  _  ___ ___

Surprisingly enough, there are only two boss fights in Silent Hill 4, and
one of them you could probably call more of a puzzle, really. Still,
prepare yourself for boss fights by stocking up on weapons, or ammo if you
plan to use firearms, even though they're not great. Your inventory only
holds ten items, but it's always nice to have a variety of weapons to use,
because some may be better for bosses than others.

Charge Up Attacks
__  _  ____  __ _

A new feature in Silent Hill 4 is the charge up attack. This is a special
move with melee weapons, and it is very helpful. Each melee weapon has its
own standard attacks, and most of them have a charge up attack as well,
which involves charging up your weapon and then making heavy use of it in
one blow. From the twelve normal melee weapons in the game, seven of them
have charge up attacks, plus the twelve golf clubs which all have the same
charge up attack. Charge up attacks generally vary from weapon to weapon,
but usually involve a 360 degree swing. Some weapons have very special
charge up attacks that are more unique and powerful, and should be taken
advantage of.

Once a weapon that has a charge up attack is equipped, ready your weapon
with R2 and hold X to start charge up -- simply pressing X does make the
meter move, so you can charge up by doing this when fighting enemies, but
holding X is always much faster. You'll see a circle icon at the top of
the screen by the life bar, and that's the charge up meter. Once it fills
up with yellow and starts flashing, it's ready. With a full charge up
meter, release X to perform the charge up attack. Most of the time you'll
need to be near your target to hit it, but some weapons have very
long-range charge up attacks. Experiment with each weapon's charge up
attack to get a handle of the concept. It really comes in handy for the
tougher monsters and bosses.

Hopping
___ _ _

Unlike the previous three games in the series, you can't strafe or
sidestep, since there is no 3D control. However, there is an alternate
method, which is hopping. Before you start laughing, you must understand
that you can hop backwards, and to the left and right by holding R2 and
pressing Circle, as well as left or right if you plan to jump to a side.
So you can only do this while your weapon is ready, but it works great
when fighting enemies with melee weapons. If you try to swipe an enemy but
you miss, try to quickly hop backwards or to the side before the enemy
attacks you. If fighting multiple enemies, smack an enemy and hop
backwards -- let them come to you and repeat.

Reloading
___ _ ___

Another one of the differences between the old Silent Hill and the new
Silent Hill is that there is no reload option in your inventory, as well
as each ammo pickup taking up one inventory spot, but the idea is still
the same. Once you fire off a full clip of ammo in your Pistol, or empty
all six Revolver chambers, Henry will reload the gun in-game when you try
to shoot again. However, you can reload from your inventory or icon menu
at the bottom of the in-game screen -- to relead, you just press Square
over the gun, not the ammo. If your firearm still has bullets in it and
you insert a new clip or ammo bunch into it, only the ammo needed to fill
the clip or the gun wil be inserted, leaving some bullets left over in the
bullet inventory spot.

05 // i t e m s                                                   [PTG_05]
____ _ _ ______     __ ______ _  __ _   _____      _ _______  _ _ _____ __

This section deals with items, including finding and using them.

_  _ ____ ___

Finding Items
___ _ ____ __

Not like there's anything hard about finding items, but you should keep a
sharp eye. Search everywhere you visit for items, looking for keys, other
key items, supplies, and even memos. Watch for camera angle changes as
well, because they may give you clues. Key items are fairly open to sight,
but some supplies, especially Saint Medallions are small and may be hard
to see sometimes.

Using Items
___ _  ____

There are different types of items found in the game, including keys,
other key items, weapons, and supplies. How you use these items varies.

Keys
__ _

A lot of the items you'll find in the game are keys, and obviously keys
open doors (although some may be slightly different, opening a cage or
something, for example). All door keys are used upon trying to go through
the door it unlocks when you have the key. You can also use keys from the
icon menu at the bottom of the screen or from your inventory, but that's
really unnecessary.

Other Items
___ _ _ ___

Other items include every key item in the game that is not an actual key.
This includes placards, coins, etc. In order to use these items, you'll
need to use the inventory or the icon menu at the bottom of the screen --
move up to where you use the item and use it.

Supplies
__ _ ___

Using supplies is exactly the same as using other key items, except for
not having to use them in specific areas. Activate the icon menu and press
Square to use a supply, be it a health item or ammunition (you need to
have the corresponding firearm in your inventory to load it with ammo).
When using anti-spirit items, it works the same way, although you'll equip
Saint Medallions instead of using them.

06 // h e a l t h  i t e m s                                      [PTG_06]
_____  _ _______ _ _      _ ______   _ _ ______ _    _ ____ _____ ______ _

Althought health supplies don't play a large role in the first half of the
game, the do in the latter half. This section explains the health bar and
health items in general.

___ _ _  _

Health Bar
___ _ _ __

Instead of your status displayed in a small screen in your inventory like
the previous three entries in the series, you have a health bar that
displays your health, and it works a lot better. Instead judging your
status on a colour, you now get a clear look at how much health you have.
Normally, the health bar only appears when you're fighting, and it's on
autohide -- you can go in the Options Menu and take autohide off, which I
highly recommend, so you can see your health status at all times.
Initially the health bar is completely filled, meaning you have full
health, and it decreases when you receive damage. The colour blue inside
the bar represents your health, and the outline of the health bar
represents what health you're capable of. As you take damage, red will be
displayed on the bar for a brief moment, representing the health lost from
the attack that just occurred. When the health bar becomes empty, you're
dead.

___ _ _ ___ __

Health Pickups
______ _  __ _

You won't find many health items in the first portion of the game since
your apartment does healing for you. At halfway, you'll really start to
acquire them, and you'll need then.


Nutrition Drink
____  _ _ _____

These drinks give boosts in nutrition, hence the name, and obviously boost
your health. Although they don't up your health too much, they really pay
off in the long run. You'll find a lot of them past halfway through the
game, too many if anything. Nutrition Drinks are mainly for on the field
health boosts and other health items should be saved for larger injuries.


Portable Medical Kit
___ _ _   _ _____ __

Portable Medical Kits aren't as abundant as Nutrition Drinks, but are
obviously better and more powerful in recovering health. Only use med kits
for large injuries, and don't waste one if it will fill your health bar
but waste the rest since it's full. Keep to using Nutrition Drinks on the
battlefield, and store these babies in your item chest for when actually
needed.

Ampoules
__ _ ___

The gold of health items. Ampoules fill your health to maximum no matter
what condition you're in. Save Ampoules only for when you're in critical
condition, as they are definitely not to be wasted -- there are only two
in the game!

_    _ ____  _  _

Recovering Health
___ _ _ ____ _ __

To heal with your items, use either the icon menu at the bottom of the
screen or the inventory. The icon menu is a lot quicker, but if you're
fighting enemies or in the middle of a boss fight, the inventory is safer.
Your apartment regenerates your health in the first half of the game, so
take advantage of that. Use health items in the first half of the game
only if you're in bad condition and don't plan on returning to your
apartment soon.

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

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

With a partly new and partly old concept, Silent Hill 4 only offers one
type of difficulty setting. What were known as Acton Level and Riddle
Level in Silent Hill 2 and 3 are now bunched together to form one
difficulty setting, which is the same concept as the Silent Hill (although
the riddles were always the same in SH1). Below are the difficulty
settings in Silent Hill 4 and their characteristics.

Easy
_  _

Taking the name "Easy", Easy mode keeps to its namesake and maintains a
rather easy atmosphere throughout the entire game. Enemies are at their
weakest as are their attacks, and enemies are slower and less responsive
to your attacks. The numbers of enemies during the game are notably less
than Normal and Hard, and each Pistol magazine holds 12 bullets

Normal
__ _ _

The way the game is meant to be played, and the standard way of
everything. Enemies are more abundant than Easy and at normal strength by
moderately powerful attacks, with some capable of heavy damaging attacks.
Enemies are quicker and more reactive, posing a decent threat, and each
Pistol magazine holds 10 bullets.

Hard
_ __

Recommeded for harcore players and veterans of Silent Hill. Hard is the
toughest difficulty setting in Silent Hill 4, with no extra or extreme
levels, and has its difficult moments. Enemies are abundant and have
powerful attacks for the most part, backing things up with strong physical
strength. Enemies are able to find you more easily and team up on your
quite effectively, and each Pistol clip holds 8 bullets.

Recommended Difficulty Level
__ _ ____ _    _ _ ____   __

Newcomers to the world of Silent Hill are probably best off introducing
themselves to the series with Easy mode, although Normal is actually not
very difficult even the first time. Veterans of previous Silent Hill games
should opt with Normal, since it's really not much difficulty. And
although Hard is not as hard as it's probably supposed to be, it's not
recommended for first timers to the game -- even Silent Hill veterans. Try
to beat the game at least once or twice before trying Hard.__________________________________________________________________________
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________

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

       ________
      / LEGEND \
     |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     |  New Area                                                    |
     |  __ _ ____   _  _____   _ _____    __  ____  _ ___           |
     |                                                              |
     |  Puzzle                                                      |
     |  -------------------------------------------------           |
     |                                                              |
     |  -------------------------------------------------           |
     |                                                              |
     |  Boss                                                        |
     |  ====----====----====---===---====----====----====           |
     |                                                              |
     |  ====----====----====---===---====----====----====           |
     |                                                              |
     |  ROOM 302                                                    |
     |  -------------------------------------------------           |
     |  Inside Room 302                                             |
     |  -------------------------------------------------           |
     |                                                              |
     |  New Small Area                                              |
     |  --------------                                              |
     |                                                              |
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[Note:] This walkthrough was written while playing on Normal Difficulty
Level, and so enemy numbers and locations may slightly vary. However, the
walkthrough works just as fine on Easy and Hard Difficulty, and puzzles
and bosses are described for all levels.

All items, weapons, supplies, memos, and portals are in CAPITALS.


00 // r o o m  3 0 2  ( p o s s e s s e d )
________  ____________ _  __ _______________ _   ________  ___     _______

"Is this even my room?"

From the start, the story is displayed. Henry has been locked in his
apartment room for five days and has been having strange nightmares.

After the cutscenes and you're out of bed, exit the rusty, bloody bedroom,
hearing the classic scream of pain. Head down the hall, hearing TV static
blasting within the air. Feel free to check out some things in this area,
but nothing is really relevent. Head over to the far wall to notice a
creepy face on the wall there -- you'll automatically turn towards it and
a comment will be displayed if you walk near it, which you must do. When
you're ready to continue, turn around and move back towards the hall.

Enjoy the cutscene and the opening credits.


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

"My whole world has suddenly turned insane..."

So that was a dream, eh? Shortly after the cutscene, either move forward
or examine the phone to the right -- either way, Henry will try the phone
to find that it doesn't work... but then it does... and the cord's cut...
Anyway, if you look out your window, Henry will notice someone standing at
the entrance to the subway, and they will descend down the stairs
eventually. After, look out the window to the left to notice a billboard
with a phone number on it. Feel free to dial the number on the telephone.
Yes, the cord is cut, but that didn't seem to make a difference earlier,
and the number does work.

Exit the room and find your front door for a cutscene. Don't count on
getting out of your apartment soon. A sound is heard and Henry checks the
peephole on the front door, noticing his neigbor, Eileen, isn't having
much luck with her groceries.

Check the foot of the door for the FIRST LETTER memo. Enter the kitchen
and open the fridge to find a WINE BOTTLE (weapon) and CHOCOLATE MILK. The
Chocolate Milk is not a health item so don't count on drinking it. Head
towards the TV in the living room and Henry will notice a chest that could
hold a lot of stuff. You can store any item in this chest and you'll
certainly have to use it -- many times.

After checking the chest, a sound is heard coming from the bathroom area.
But first, continue through the living room and grab the BOOK SCRAP stuck
behind the far bookshelf. Note the SAVE NOTEBOOK on the far small table.
It's the only one in the game, so you'll know where to come when you need
to save.

Now move down the hall and enter the far room on the right, which is the
washroom. Inside the washroom on the left wall is a hole in the wall -- it
looks like you may be able to get out through it. A sewage pipe hangs from
the top part of the hole. Grab the STEEL PIPE and enter the hole.

It appears that Andy Dufresne was in Henry's apartment, although he forgot
to cover up the hole with a poster this time around. Once in the narrow but
straight hole, you'll have to manually pull yourself through the rabbit
hole -- head towards the light for your own redemption.


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

"That's right. This is just a dream. And a really terrible one too."

After the cutscene on the escalator, move down the hallway towards the
woman standing near the far wall. Meet Cynthia. She wants you to help her
find the exit, with the reward being a "special favour". Hmm... Sounds
interesting. Move ahead of Cynthia and around the corner to the next
hallway. Continue down the lifeless hallway for another cutscene. Cynthia
doesn't feel that well and she enters the ladies' room. Another odd
cutscene plays and new enemies called Sniffer Dogs (male) are introduced.

Don't bother wasting time with the doggies, and enter the ladies' room.
Cynthia isn't found inside, but a strange hole is... Enter the PORTAL.

ROOM 302
--------------------------------------------------------------------------
Henry wakes up from his bed in a cutscene. Exit the bedroom and walk over
to the living room area. You may notice your health regenerating -- Room
302 nourishes Henry's health and should be taken advantage of. Anyway, you
should notice a piece of furniture near the kitchen by the far wall that
appears to have been slightly moved -- check it out and straighten it.

Grab the nicely placed PISTOL lying on the floor, and check the left wall
for a note. Then investigate the tunnelled wall for a cutscene. Henry can
see Eileen in her bedroom from here, and she doesn't look too busy. When
done investigating the hole, the distant ringing of a phone is heard --
enter your bedroom. Pick up the phone to hear a familiar voice. Exit the
bedroom and enter the washroom. The hole is still here so enter it.
--------------------------------------------------------------------------

Back in the subway, examine the stunning mannequin, and 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, running windingly to dodge their attacks.

Head to the right to find a Sniffer by the turnstiles. If you'd like some
more Pistol ammo, continue past it and to the next corridor. Two Sniffers
and a snake-like pipe (known as Greedy Worm) occupy this area. Move up the
far right stairs and grab the PISTOL BULLETS. If you have the Wine Bottle,
feel free to break it on the Greedy Worm in the hallway to get the BROKEN
WINE BOTTLE, which is a more powerful weapon. Then head back to the
turnstiles.

Find the north side turnstiles -- Lynch Street Line -- and use your LYNCH
STREET LINE COIN to pass through the right (entrance) turnstile. Head down
the stairs and watch the cutscene for not the best news. New enemies
called Ghosts are introduced this area. Ghosts can never die and are very
annoying. The best method for now is to just run, but later in the game
there will be certain items which will help you when dealing with Ghosts.

Quickly move down the lower stairs to Henry's right before the Ghosts
touch you. Continue down the stairs to the Lynch Street Line platform to
confront Cynthia locked in a subway car. She doesn't seem very happy in
the car, but there's no way you can open the door from here. Head south to
the end of the platform, past any Ghosts, and enter the first car through
the farthest door. Examine the red light beside Henry and push the button.
Exit the subway car to see if the button did what you wanted it to.

Move north and Cynthia will accompany you once again. There's nothing else
to do on this side of the platform, so now you need to get to the west
side. To do that, you'll need to navigate through the six subway cars on
the tracks, which may be a bit confusing. Continue northbound past any
Ghosts and enter the north end subway car through the open doors. The
aisle of the subway car is blocked so you'll have to use the right cement
column to get to the other side of the car. There is a toy box on a bench
there but it's locked. Forget about it and go through the nearby door to
enter the next subway car.

Enjoy the view and follow the path, subsequently entering the next car
south. Use the cement column to get to the southwest subway car and go
through the north door to the next car. Use the column once again to get
to the other side of this car, and enter the next car north. Follow the
path and exit the subway car through the west open doors.

After the enduring subway car maze, start moving south. You'll find PISTOL
BULLETS up the stairs ahead if you're interested. Continue south on the
subway platform and enter the maintenance room through the door at the end
-- you may notice that Cynthia is either very far behind or walking
slowly; don't worry about it. Once you go through the door, Cynthia won't
be with you anymore. If you go back she won't be there, so just continue.
Note the PORTAL on the wall and go down the ladder in the room.

Follow the path past the interconnecting hallway and go up the next ladder
if you're interested in some Pistol ammo. Grab the PISTOL BULLETS on the
floor up there and head back down the ladder. Follow the pathway between
the two ladders around a corner and through the door down a set of stairs,
ignoring any Ghosts on the way.

Now on the King Street Line platform, quickly bash the Sniffer to the
right with your Steel Pipe, then move down the platform. Cynthia is heard
on the intercom and she has apparently found the exit. She wants you to
come to the turnstiles. The subway train at the north side of the platform
contains four Sniffer Dogs -- one of which will probably run out of the
car quickly. For those who choose to fight the Sniffers, or simply run
past them in the train, can find a 9-IRON golf club sitting on the far
right bench in the subway train. Golf Clubs are powerful and effective,
however, they break very easily.

Continue west on the platform to find escalators with a NUTRITION DRINK at
the foot of them. Farther west is a PORTAL to lead you back to your
apartment, but you've got other things to do. Step on the escalator
(preferably the one moving upwards) to start your ascent up to the
turnstiles.

In this area there are several enemies called Wall Men that are half in
the wall and half out -- at any time, these creatures can come out of or
go back in the wall, and they are prominent attackers. Wall Men can simply
throw you to the ground if you try to run past them, and so precautions
should be made. Observe their attacks and try running past them at the
right time, just after they set back in the wall. Most Wall Men atack with
a single swipe, and then you should be able to quickly run past them.
However, some Wall Men are unpredictable and may attack two or even three
times in a row. Another good strategy is to use the Steel Pipe to whack
the Wall Men as you pass them, or just use the Pistol if you have the
ammo.

Some Wall Men stay out of the wall for long periods of time, rather than
going back in the wall after every attack. If there are two of these Wall
Men in a row, you might want to use the Pistol, or you can try to do
perfect timing, but it's difficult. Feel free to use the recently picked
up Nutrition Drink if you really need it. Don't use it unless you might
die in one or a few more attacks, because Room 302 recharges your health.

Once you're at the top of the escalator and off it, head down the hallway
to the left to find PISTOL BULLETS on the ground at the dead-end. Then
head back and go up the nearby exit stairs. What appear to be Cynthia's
belongings lie on the floor. Examine the nearby office door and take the
TEMPTATION PLACARD on it. Then enter the office for a cutscene.

ROOM 302
--------------------------------------------------------------------------
After waking up to sirens, see what's going on outside your window. Exit
the bedroom and listen to the radio transmission coming from your living
room radio. Then 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 so dump that in the chest for sure, and
also get rid of the placard you just got. Enter the washroom to check on
the hole, and you'll find that it's bigger now. 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
________  ____________ _  __ _______________ _   ________  ___     _______

"Oh, chocolate... Oh, chocolate..."

After waking up in the forest, move forward to find a tree stump with
weird writing on it that Henry can't read -- there will be several objects
with this writing on them, but they're not important anyway. Move through
the gate at the end of the path and follow the next path to the double
doors at the end, with a PORTAL beside them. Nothing interesting is in
your room so continue through the double doors.

In this factory area, follow the path and move down the ramps. New enemies
called Hummers are introduced here. Use your Steel Pipe to whack them to
the ground and quickly stomp them to finish them off. Down the second ramp
to the left are PISTOL BULLETS by some barrels. After taking them, turn
around and move through the far double doors by more barrels.

Move down the ramp ahead to be swarmed by Hummers. Continue to the right
down another ramp and go through the gate to Henry's left. In this next
area, there's an idling car in the grass ahead of you. Go to the open
driver door and examine the interior to find a note and JASPER'S MEMO PAD.
Continue down the forest pathway and enter the rocky area through the far
gate.

In this rock area you'll meet someone new, who seems to be Jasper, the
person responsible for the car in the earlier pathway. The man is just
ahead of you sitting down, and he doesn't say anything for a while, but
eventually opens his stuttering mouth. Listen to what he has to say if you
want -- you'll have to deal with his speech impediment. On the other side
of the wooden shelf object is a NUTRITION DRINK on the ground. Move
through the far gate when you're done here.

There are several Sniffers in this area. Just ingnore them and run past
them. Follow the path to find an odd structure with a rock anvil -- if you
move near it, it will fall and you won't be able to get past it. However,
you can simply use the grass to the left or right to get by. Run windingly
to the next gate and go through it. This is another pathway filled with
Sniffers, as well as some Hummers. Run windingly down the path, dodging
the Sniffers' attacks, and go through the double doors at the end to enter
the Wish House orphanage compound.

In this area, note the PORTAL on the north wall.

ROOM 302
--------------------------------------------------------------------------
If you go through the hole to go back to your apartment, you may notice
your doorbell ringing -- go check out your peephole for a cutscene. Then
return to the forest.
--------------------------------------------------------------------------

If you go up to the door of the orphanage, you'll only find that it's
locked. Check your map and go through the northwest door in this area --
there are no key items or anything that important this way, but there is a
new health item that you should get as well as an interesting area for
Silent Hill veterans. If you're not interested, skip the next paragraph,
but I advise that make yourself interested.

In the first northwest path, ignore any Hummers in the area and enter the
cave through the gate at the end of the path. In the cave, follow the path
past any Hummers and move through the hole at the end to the waterfront.
For those of you familiar with Silent Hill 2 or 3, this is Toluca Lake. By
the left cave wall is a PORTABLE MEDICAL KIT. Farther down is another
PORTAL on the cave wall. Now that you're done investigating the northwest
path, head all the way back to the Wish House compound.

Back at Wish House, find and go through the southwest double door gates in
the area. Move past the blood on the path and go through the gate at the
other end. There's a Ghost in this area which you should ignore -- use the
left grass to get by, and find the double doors at the end of the path.
Note the PORTAL to the left and continue on to the next area through the
doors. From the strange view, move forward for a cutscene. After the
eyebrow-raising cutscene, note the open grave with the numbers "11121"
carved into the coffin, and head all the way back to Wish House.

Relocate the entrance door of Wish House to find our friend, Jasper,
standing next to the door. He talks a bit and tells you that he has
something useful. After, he says he's thirsty, and furthermore, for
chocolate. Hmm... Give him the CHOCOLATE MILK (if you don't have it, go
back to your apartment and get it -- it's originally in the fridge).
Jasper enjoys the "awesome" chocolate milk and tosses a spade on the deck
for you to take.

Move up the steps and get the BLOOD-INSCRIBED SPADE. Written on it is:

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

That must be where you use this. If you remember earlier in Jasper's Memo
Pad, he talked about this -- take a look at that memo in your scrapbook.
The lake and house meet in the northwest, so the opposite of that would be
the southeast. Find and go through the southeast door in the compound. Try
to run past the four Sniffers in this pathway and move through the gate at
the other end. Follow the next path and through the other gate to an area
with some trees in the middle of it.

Move around to the other side of the tree in front of you to find what
looks like a hand coming out of the ground... Creepy. Examine it to find
that it's only a tree root. This must be the "hand holding onto the
ground" described on the spade. Use the BLOOD-INSCRIBED SPADE to dig and
get the RUSTED BLOODY KEY. Written on the key is:

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

What it's telling you is that you won't be able to get back to where you
came from, carrying this key. If you try to go back to Wish House, you'll
find that you can't get past the pathway just west of you. The area will
be all misty and you'll reappear by the gate leading to the tree area if
you go through the other gate. You'll need to find a way to get rid of the
key for now, but still be able to use it later.

Go through the other gate in the area to the southeasternmost area of the
forest. Up some steps ahead of you is a 6-IRON golf club, and a PORTAL is
to its right -- perfect, that's how you'll get rid of the key. Enter the
portal before the Ghost in the area messes with you.

ROOM 302
--------------------------------------------------------------------------
Enter the living room and examine your item chest. Put the RUSTED BLOODY
KEY inside it, along with any other currently useless items. Return to the
forest.
--------------------------------------------------------------------------

Now that you don't have the key, return to the Wish House compound. Enter
the portal on the north wall of the compound to return to your apartment.

ROOM 302
--------------------------------------------------------------------------
Enter your living room again and grab the RUSTED BLOODY KEY from the item
chest. Then return to the forest once again.
--------------------------------------------------------------------------

Finally you can enter Wish House. Move up the steps by Jasper and use the
RUSTED BLOODY KEY to enter Wish House. Now inside the building, finally,
you can find a small note by the tipped over bookshelf ahead of you. To
the left is a locked door, and a HOLY SCRIPTURE SCRAP memo on the red
carpet. Jasper will go through the nearby door while you're reading the
memo... Even though it was locked. Examine the door he went through and
take the SOURCE PLACARD hanging on the door. Then enter the room, curious
of what's going on, for a strange cutscene.

ROOM 302
--------------------------------------------------------------------------
Back in your apartment, there's a news report heard in the cutscene.
After, exit your bedroom to notice your doorbell ringing again. Check the
front door peephole for a cutscene. Clean out your inventory by putting
the placard you just got in the chest, as well as anything else you won't
need. Eileen isn't doing much in her room and there's nothing else to do,
so save your game if you want and enter the washroom. Checking the hole,
it's larger once again. Enter it.
--------------------------------------------------------------------------


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

"He's...he's gonna kill me! Walter's gonna kill me!"

Henry wakes up to find himself in prison, wondering just what the hell he
did last night -- luckily he's not in a jail cell, though. A voice is
heard in the distance, and someone really wants your help. After the
cutscene, follow the curved path to find the small EXPLORATION MEMO on the
ground, and farther down, the yelling man, who is locked in a cell. You
can't do anything about it just now, but go ahead and listen to what he has
to say. He mentions a familiar name, which should leave Silent Hill 2
veterans questioning themseleves. Could it really be?

This floor, as well as the second and third floor, has eight cells, each
with their own individual positions on the map. So that you're not
confused with my directions, the "northeast" cell is the cell at the top
of your map on the right side, and the "upper east" cell is the cell at
the right of your map on the top, and so on.

Continuing on, a pack of PISTOL BULLETS waits in the upper east cell,
along with a note on the wall. New enemies called Toadstoals occupy the
northwest cell, but nothing else is in there. Find the double doors to the
south when you're done and go through them. Ahead of you is a PORTAL to
your apartment, with a GUARD's DIARY on the wall to the right of it. A new
edition of the Red Diaries waits at your door so enter the portal.

ROOM 302
--------------------------------------------------------------------------
Check your front door for the RED DIARY - APRIL 4. Reading the memo,
you'll find the confirmination of the Silent Hill 2 character only on
paper. Empty any unnecessary items and head back to the prison.
--------------------------------------------------------------------------

Continuing investigation of the room, you'll find that the east door is
locked, however, the west isn't, so go through it. In this descending
curved pathway, you'll come across several ladders -- you don't have to
use them but it sure makes better use of your time. Besides, there are
annoying Wall Men in the curving walls of this pathway. Go down the nearby
red ladder or walk the pathway, to find that the double doors on B1 won't
open. Continue down to B2, but follow the path this time -- don't worry,
there are no Wallmen.

At the north point of B1 you'll find a SAINT MEDALLION lying on the
ground. It's a small item and may be hard to see. Saint Medallions are
anti-spirit items that eliminate the loss of health near Ghosts or similar
enemies, as well as making them much slower, and furthermore, less of a
threat. However, these medallions can break, and will if you continue to
use them. Don't worry too much about them breaking as there are plenty to
spare in the following areas of the game.

Follow the rest of the steps in the pathway to the doorway at the end,
which is the beginning of B2, and go through it. Move down the steps in
this area to the main ground, to discover several Hummers on the inside
walls of the waterwheel hull. Use your Steel Pipe to eliminate them if
they notice you. On the southeast outer wall in the area, you can find a
PORTAL. At the northeast point of this area is an unlocked door. From the
inside, it appears to be a generator room, however, you'll witness
something strange to the extreme if you move down the hall past the
generator...

Anyway, at the northwest point of the waterwheel hull, examine the ledge
by the sign standing there to get the WATER PRISON EXIT KEY. Examine the
sign for Henry to copy the WATERWHEEL ROOM PLATE MESSAGE into his
scrapbook. The memo instructs you to open the sluice gate on the roof to
turn on the lights on the 3rd floor, although you're not there yet. Now
that you have an exit key, exit back to the 1F passageway room with the
locked door (also with the portal).

Back up here, go through the east door, using the WATER PRISON EXIT KEY.
Now outside, enjoy the view for a bit, then decide your path to get to 2F.
Instead of walking the grueling pathway, climb up the ladder just beside
you, along with the subsequent ladder on the higher platform. Head through
the 2F double doors, and hearing the presence of Toadstools, move around
the curved pathway to also discover new enemies called Blue Tremers on the
walls. These enemies are very fun to kill, specifically to see them
splatter. You'll have to knock them off the walls to do this well, but you
can squish them on the walls with a weapon. It's better to graze them to
make them fall, then crunch them with your foot. Enjoy the experience.

The only thing relatively interesting on this floor besides the enemies in
this hallway is a diary in the northwest cell, although Henry won't put it
in his scrapbook. Head back through this floor's double doors and move up
the ladder to 3F. You can enter the 3F cellblock now if you wish, but the
sluice gate on the roof was mentioned for opening in a memo earlier, and
the roof is just one floor up. So head up the ladder and pass through the
large double doors on the roof.

Ahead of you in this interesting area is a door that won't open, but if
you move around to the other side of the water tank, you'll find the
sluice gate. Turn the handle for a short cutscene and to get the water
running. Exit this area and return to 3F via the ladder, and enter the 3F
cellblock. In the southwest cell of this slightly flooded corridor are
several useless books, along with a note in the close left corner of the
room. It just explains the solution to the surveillance room puzzle, which
you haven't done yet. Light and water is the answer though, according to
the occupant of this cell. You've already (or should've) opened the sluice
gate on the roof, which made for both light and water, so don't worry
about this note.

Continuing west, you'll find a gaping hole and some blood in the lower
west cell -- don't jump down the hole just yet, although you ultimately
will have to. Continue exploring first. Just past the cell is a disturbing
new enemy called a Twin Victim, which is even pointing at you! Feeling
freaked out as hell, run up to it and bash it to death, preferably with
the Steel Pipe (be sure to stomp on it as well). In the upper west cell is
another hole, with the shape of a body in blood on the bed. A pack of
PISTOL BULLETS waits in the northeast cell, but is guarded by a very
aggressive Wall Man -- there is also another one in the room but it
shouldn't be a threat.

If you want the Pistol ammo, wait for the right time (once it has a break
after several attacks) and move up to it and bash it until it dies. Then
claim your well-earned ammo, and feel free to examine the note on the
wall. Near the upper east cell is another eerie Twin Victim, and in the
cell there is another dubious hole. In the lower east cell is a family of
Toadstools, and a PRISON DIARY on the left stand. When you're done in this
corner, return to the lower west cell and jump down the hole. 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
happen to jump down one of these wrong holes, return to 3F and jump down
the proper hole.

Once on 2F, jump down the hole in the cell -- do the same for 1F. Landing
in the Shower Room on B1, you'll find two Twin Victims in the room waiting
for hot water. Deal with them or ignore them and pass through the double
doors in the room, unlocking them first. In this corridor, the east doors
won't open, but you can unlock the south doors for later usage. Move north
and go up the ladder in the circle area.

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. Continue up the ladder to 2F and grab the 2F SURVEILLANCE ROOM
REPORT on the left desk, which contains more information on turning the
cells. Also in the room is handle 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.

Another handle to turn the cells is found up here. It looks like it's time
to solve a puzzle.

There is a Stun Gun hidden in one of the cells of this prison, and it's
located in the initial lower east cell on 2F (4 o'clock position), before
you arrange the cells from the surveillance room. The door to that cell
can't be opened, so you'll have to drop to the hole from 3F from a cell
with a hole up there, and there's also a hole in the Stun Gun cell that
you can use to drop down to 1F, and you can continue down another to the
basement.

To do this right, you need to line up the cells on each floor so a cell
on each floor has a hole (must be the Stun Gun cell on 2F). Initially, the
Stun Gun cell is aligned with a cell on 1F, so all you need to do is align
the 3F cells one over to the right -- turn the 3F handle once to the
right. Then jump down the corresponding hole on 3F to reach the correct
cell. Then grab the STUN GUN on the stand. Now jump down the hole again to
1F and continue down again to the basement. You land in the kitchen, and
the secret number keypad door can be found in the other room, but it's
too dark to enter the code. Therefore, you must complete the puzzle to
move on, so return to the surveillance rooms. If you do all this, I
recommend you turn the 3F handle back once to the left to make the
following puzzle easier for you if using this walkthrough for it.

s u r v e i l l a n c e  r o o m  p u z z l e
--------------------------------------------------------------------------
The idea of this puzzle is to align the cells on each floor in a certain
order described in the two Surveillance Room Reports. The solution to this
puzzle is the same for each difficulty, although the two memos will be
different and very unhelpful on Hard. Read the Surveillance Room Reports
you recently picked up to solve the puzzle yourself, if you can. If
playing on Hard, just refer to the Easy/Normal memos below, because you'll
learn nothing from the Hard memos, and Easy/Normal memos still work on
Hard, since the solution is always the same. All right, here's the content
of both memos:

1F Surveillance Room Report:

      [Easy/Normal]

     "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.'"

      ---

      [Hard]

     "I'm sleepy..."

2F Surveillance Room Report:

      [Easy/Normal]

     "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]

     "I want to go home."

All right, once you've read both memos you should know exactly what to do.
First, move down to the 1F circular room and find the blood-stained bed --
the blood-stained bed the memo is referring to the bed with the shape of a
body in blood, of course, and not any of the beds with blood on the floor
beside them. Checking the peepholes on 1F, you'll find that the northeast
cell contains the blood-stained bed and a hole.

Head back up to 2F and check the peepholes to discover that the southwest
cell contains the blood-stained bed, if you haven't turned the handle in
the room yet. To align this cell with the northeast cell on 1F (the master
cell, if you will), you'll have to turn the handle in the room four times
either to the left or right. By four times, I mean examine it and press
"Turn Left" or "Turn Right" four times; it may seem like Henry turns it
more than once each time, but he doesn't. After turning it four times
left or right, respectively, confirm that the blood-stained bed is in the
desired position through the peephole, and head up to 3F.

Upon examining the peepholes up here, you'll find that the blood-stained
bed is initially in the upper west cell. So examine the handle and turn it
twice to the right. After you turn it once, a cutscene will play of our
friend down on 1F, but you're not done your task yet. Once you turn the
handle twice to the right in total, confirm that the blood-stained bed
cell lies at the northeast position. Now you are done this puzzle,
although it may not seem like you accomplished much.
--------------------------------------------------------------------------

Once the three blood-stained bed cells on are aligned, what you want to do
is to get to the northeast 3F cell, which should be the blood-stained bed
cell. Head back down the ladder to B1 for a cutscene. Whitestools will
start to form around you after the cutscene. Before they form, move south
and go through the south double doors, unlocking them if you haven't
already.

Out in the stairs pathway, use the ladder to Henry's right to get up to
1F, and pass through the small portal room to the east to go outside. Head
up to 3F via the ladders and enter the 3F cellblock. Enter the northeast
cell, which should have a blood-stained bed, and furthermore, be aligned
with the other two blood-stained beds on 1F and 2F respectively. Jump down
the three holes on their respective floors, starting from 3F, to reach B1
again, hopefully in a new area.

You'll end up in the Kitchen on B1 after jumping down the three holes,
with several Whitestools in front of you. 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 inner circular room. The code is 0302. Upon entering the code, Henry
will go through the door and a cutscene will play.

ROOM 302
--------------------------------------------------------------------------
After waking up, enjoy the sunset in your apartment. Exiting the bedroom,
you should hear a water tap blasting away, which is coming from your
washroom. An amazing sight waits in your bathtub, and you can't get rid of
it. Also note the strange sounds in here, which seem to be coming from the
hole. The hole is bigger, but don't enter it just yet. Exit the washroom
and head to your front door. Hearing a muffled conversation, check your
front door 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
(it's covered in blood and can't be read, oddly enough).

Feel free to check the Eileen peephole, and there might be an announcement
about a zoo on your radio if you turn it on, but nothing relevant to your
situation here. Put the Watchfulness Placard in the item chest with any
other temporarily useless items, since it's time to move on. 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
________  ____________ _  __ _______________ _   ________  ___     _______

"Hey, you're the guy that lives across from me..."

After waking up in a rackety environment surrounded by walls, note the
PORTAL behind Henry on the left wall, as well as stairs and a door on the
roof... Weird. Run down the narrow pathway and around the corner to the
next area. Hearing maniacal sounds, try to stay dry and head down the
nearby stairs to meet a new enemy called a Gum Head. Bash it with your
pipe and 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,
a Gum Head will drop down in front of Henry, blocking the sequential door.
Another Gum Head will enter the area -- either fight the two of them or
run up to the one by the door, and go through the door while in its face.
In this next area, move down the hallway to enter the main room -- hearing
an odd sound, you'll find a Ghost in the room pinned down by a sword.
Examine the helpless Ghost and Henry will notice something in its hand --
take the GHOST'S KEY.

After taking the key, you can also take the SWORD OF OBEDIENCE keeping the
Ghost pinned to the ground. You can use it to deal with future Ghosts,
however, you might as well leave it here because this Ghost will stalk you
around this area of the game if you take it. There are more of these
swords lying around later on in the game, so you don't really need this
one that much. After you make your decision, use the GHOST'S KEY to pass
through the door to the right.

In the staircase, new Red Tremers are on the close fence in front of
Henry. Pass by them to the left and move down the stairs. Continue around
the outside ledge and move down the next set of stairs. Find the southwest
door under the stairs and go through it. Find the other door in this empty
hallway and go through it. In this next reeky room, you can find PISTOL
BULLETS on the far shelf ahead of Henry. Afterwards, head through the gray
door to the left.

Inside this sports shop, two new weapons are available. Most importantly
is the ALUMINUM BAT on the floor to the far right, but also a 5-IRON golf
club lies on the floor in the other right corner of the room. Also note
the PORTAL on the south wall, which you may want to use to check on your
apartment.

ROOM 302
--------------------------------------------------------------------------
After waking up, you can hear someone knocking on your door. Check the
front door peephole to see what's up. Then return to the Building World.
--------------------------------------------------------------------------

The west door in the room is locked, so head through the north door beside
it. Move down the red-coloured stairway to B7 and go through the green
door down there. 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
anyway, so bash their heads in with the Aluminum Bat. 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. There's also 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 notice that the room appears upside-down... When
you're done in this area and the pet shot, return to Albert's Sports Shop
on B5, now that you have a key for it.

In the sports shop, go through the west door, using ALBERT'S SPORTS KEY.
Gum Heads can be heard and seen on this stairway. When you start moving
down the first section of stairs, another Gum Head will drop down from
somewhere and land on the flat walkway you were just on. This Gum Head is
a new type of Gum Head, although it's basically the same. In total there
will be three Gum Heads on this stairway. Try to ignore the ones that
aren't in the way, and move down the stairs all the way to the bottom.

Once on the pavement at the bottom of the stairs, two more Gum Heads (one
new type, one old type) will fall from the sky. Continue over to the right
and head around the left corner by the sealed door, to the next area. Move
past another sealed door and enter the second elevator, since the first
one isn't on this floor. Watch the cutscene as you descend to floor B12.

Although the elevator just took you down to B12, there is a very effective
weapon and a helpful item back on B8. Examine the elevator panel and press
the top button to head back up to B8. Exit the elevator through the north
doors and follow the zigzag pathway, past the Ghost if it's there, to find
a SWORD OF OBEDIENCE at the end on the ground, and the SPADE lying against
the wall. The Spade is one of the best weapons it the game -- it's
powerful and effective, although Henry runs like a girl when it's
equipped. Reenter the elevator and return to B12, pressing the bottom
button, since the elevator doors won't open on B10 (middle button floor).

Move through the front elevator doors on B8 and grab the PISTOL BULLETS by
the fence to Henry's right. You can see some enemies on the other side of
the fence -- Sniffers and Gum Heads -- and you can fool around here if you
want. You can smack the Sniffers through the fence, but they can't touch
you. Take out the Spade that you just got, and smack away -- the charge up
attack works beautifully, and you can kill the dogs without stomping them
if you charge attack them a few times. This is helpful because you'll
shortly be in that area.

Reenter the elevator and go down the yellow ladder at the back of it. The
ladder across from you just leads to the other elevator, so move into the
shower room here and grab the NUTRITION DRINK on the left side of the far
shower block. To the left are Whitestools blocking the pathway. Eliminate
them and move up the ladder past them.

Now you're in the pathway on the other side of the fence by the elevator,
where you got the Pistol Bullets earlier. Follow the pathway past two Gum
Heads and three Sniffer Dogs, if you spared them earlier. You may notice
that the old type Gum Head is carrying a golf club. If you kill it you can
take its 5-IRON. Also watch out for Gum Heads taking your Steel Pipe,
because you very likely won't even notice it if it happens. Follow the
rest of the pathway and to the right, near the fence, to the next area.
There are four Gum Heads in this area -- the one blocking the succeeding
door has a PITCHING WEDGE, which you can pry out of its cold dead hands.
Move through the door afterwards.

Head down the stairs in front of Henry to discover the shadow of a large
fan on the roof of the empty room. Move through the green door under the
stairs to the southeast. Once on the stairway, make your way to the bottom
of it, past any Tremers on the fence wall. At the bottom, go through the
far green door by the trash can. Ignore the Tremers on the walls and set
your eyes ahead of you 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 probably the most useful charge up
attack -- the most unique as well.

Move past the small table to find the BARTENDER'S MEMO on the bar. The
memo talks about the code for the southwest door in the room. It says the
code is the last 4 digits of the store's phone number. This is Bar
Southfield, and the phone number for it can be seen on a billboard from
your apartment. So enter the PORTAL on the wall by the billiards table in
the room.

ROOM 302
--------------------------------------------------------------------------
After waking up, look outside your bedroom window. Look up and to the
left. "Bar Southfield 555-3750" -- there you go. Enter your washroom and
return to the Building World.
--------------------------------------------------------------------------

Examine the panel on the southwest door and enter the code, which is the
last 4 digits of the phone number -- 3750. After inputting the code and
going through the door, you'll find yourself in a huge staircase. You
can't go down because a section of the stairs there is missing. Follow the
path for a short while to hear someone scream from the top of the
staircase. Start your ascent up this massive staircase and you'll hear
some noises on the way. At some point in time you should see a Ghost,
which should follow you all the way to the top of the stairway.

Continue running and don't stop. The Ghost should be moving as fast as
you, but should be under the walkway/stairs you're running on. Feel free
to equip a Saint Medallion, if you have one, to make the Ghost slower. At
the top of the enduring stairway, examine the door for the CHAOS PLACARD.
Then go through the door, which is marked "207" from Henry's apartment,
for a cutscene.

ROOM 302
--------------------------------------------------------------------------
Exit your bedroom to hear another radio transmission coming from your
living room radio. You might be able to hear a commercial for Silent Hill
on your radio as well, if you turn it on. If you look through the window
here, Henry will notice a man in Room 207 pointing at Room 303, Eileen's
apartment. If you check on Eileen, it looks like she's getting ready for
her party. Consider saving your game and empty some items into your chest,
including the Chaos Placard, and enter the washroom. There's an
interesting feature in the washroom this time around. Examine the toilet
for a very short experience, which is a Silent Hill 2 reference.
Apparently Henry isn't man enough like James. Anyway, the portal is now
even bigger and rounder. Enter it to see where it takes you this time.
--------------------------------------------------------------------------


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

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

After the odd cutscene, look to your direct right and enter Room 301.
Enter the living room to see what Henry is staring at. On the table is
MIKE'S DIARY and a piece of RED PAPER. There are also some porno magazines
on the floor to the right, which Henry admires. 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 on them. Get the SUPERINTENDENT'S KEY from the left photo, and
the LOCKER KEY #106 from the far photo. Also in the room is JOSEPH'S
ARTICLE on the bed frame, which should be familiar to Silent Hill 3
veterans.

When you're done here, return to the living room to find a Ghost
floundering about. Ignore it and enter the portal on the northwest wall of
the apartment.

ROOM 302
--------------------------------------------------------------------------
After waking up, head for your 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 there are three dead Sniffers here... Odd. Room 302 won't open,
of course, so continue down the hallway past the locked Room 303 and
around the corner. Move past yet another dead Sniffer and enter the
stairway through the double doors ahead, since Room 304 is locked as well.

Start to move down the stairs to Henry's left to notice a man in a
trenchcoat sitting down. The polite man talks about the doll in his hand,
that was apparently given to him by Eileen a long time ago. He then offers
you the SHABBY DOLL. This doll is not a key item and you don't ever have
to take it. In fact, you're a lot better off just to leave it here. It has
no use so you'll probably toss it in your item chest in your apartment;
but doing this will engage a haunting later in the game, which will make
access to your item chest more difficult without losing health. The
haunting is cool to see, but you should decide whether to take it or not.
If it's your first time, you should probably just take it for the hell of
it.

Continue down the stairs all the way to 1F, since all the rooms on 2F are
locked. There are four more dead Sniffers here, as well as a PORTAL on the
west wall. Find the lockers near the foot of the stairs and use the LOCKER
KEY #106 to open the Room 106 locker. Well, that was a waste -- there are
only love letters from Mike to Rachael in here. Enter the west corridor
through the west double doors in the area when you're done.

Move forward and note the "Superintendent's Room" sign next to Room 105 --
enter the room, using the SUPERINTENDENT'S KEY. 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. Find the hallway and follow it to the far right room. On
the nightstand is the SUPERINTENDENT'S DIARY (UMBILICAL CORD).

Now that you have the APARTMENT KEYS, you can use them to unlock every
room in the apartments, except for Room 303 because the key is missing, as
well as the complicated Room 302 -- good luck getting that to open. Move
down the hallway and enter Room 106. Inside this room, find the northeast
bedroom for a PORTABLE MEDICAL KIT on the bed frame. Also on the bed frame
is what looks to be a familiar nurse uniform...

There is a phone in the bedroom which you can use to dial the number on
the notepad by it, but it's not important at all, really, and only helps
you figure out the third person of the love triangle (we already know Mike
and Rachael). As well as a headache, 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.

You'll be doing a lot of exploring in the apartments, so you should
consider emptying all your items into your item chest in Room 302, except
the Apartment Keys and a trusty weapon -- I recommend the Rusty Axe. Enter
the east 1F corridor after you make a decision. Move ahead to encounter a
Sniffer coming around the left corner. Use your Axe to ensure your safety.
Room 104 only contains a flock of Hummers, so continue around the left
corner, past both the Sniffer and the empty Room 103.

Enter Room 102 to find a bunch of Red Tremers in the kitchen. They seem to
be interested in something around here, so examine the fridge after
stomping on them. Henry finds a dead cat wrapped in some jeans, and most
importantly, another TORN RED PAPER. Exit the room and enter the adjacent
Room 101 farther down the hall. Once inside, don't get too excited about
the Shotgun on the kitchen counter, as well as the filled gun rack of past
Silent Hill firearms and other weapons in the living room -- they're only
models.

On the bright side, there's a pack of PISTOL BULLETS on the kitchen
counter. Other than gawking at the model guns, there's nothing else to do
here. Exit all the way back to the stairway and enter the east 2F
corridor. Move around the left corner past the empty Room 204, and enter
Room 203. You can find a can of BUG SPRAY by the liquor bottles on the
living room floor, which is only effective on Hummers -- it's pretty much
useless since any other melee weapon will take care of Hummers as well as
real enemies. In the northwest bedroom is a torn and blood-stained shirt
with another TORN RED PAPER in the pocket.

Exit the room and enter Room 202 farther down the hall. Inside you'll find
the ringing phone that caused you to take an Advil, unless you played it
smart and never phoned anyone. Pick it up to find that... there's no one
there. Well, what did you expect anyway? Take a look at the portraits of
various apartment renters scattered around the apartment, then exit the
room. Farther down the hall is another Ghost, and Room 201 contains some
Hummers to test your Bug Spray on. Return to the stairway and enter the
west 2F corridor.

In Room 205 you'll find the "SKINNED MIKE" CASSETTE on the coffee table in
the living room, but that's it. Room 206 contains two Sniffer Dogs; one in
each of the east bedrooms. Past Room 206 in the hallway are three
Sniffers. The dogs seem to be guarding Room 207, which contains a weapon
worth the risk, so run past them and enter Room 207.

Inside, move in towards the living room to notice a surprise at the
window. Also, Henry notices Eileen in Room 303 if you examine the window.
Anyway, take RICHARD'S REVOLVER on the orange chair by the window. Another
weapon, a PUTTER golf club, locates in the northeast bedroom in the
apartment room. 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 3F. You should hear Eileen trying to
get out of her apartment, but apparently she can't. Move along to your
door, Room 302. If you check one of the red papers in your inventory,
Henry says he'll slip it under his door. Retrieve any red papers from your
item chest first if you need to -- make sure you have five in total, full
and torn combined. Slip the two pieces of RED PAPER and the three pieces
of TORN RED PAPER under the door of Room 302, from the Apartment World.
Once you do that, enter the nearby Room 301 and enter the portal.

ROOM 302
--------------------------------------------------------------------------
Exit your bedroom and head for the front door. At the foot of the door are
five memos -- RED DIARY - MAY 14, RED DIARY - MAY 20, RED DIARY SCRAP,
RED DIARY SCRAP (CONT.), and MIKE'S LOVE LETTER. The two Red Diary scraps
talk about Eileen Galvin's apartment room key. Upon reading the continued
version of the scrap, enter your bedroom. The memo basically tells you to
look around the bed for Eileen's key, so do that. Move between the bed and
the windows to find the DOLL KEY, which is the key to Room 303.

Another thing you can do in your apartment right now is listen to the
"SKINNED MIKE" CASSETTE on your living room radio. Afterwards, return to
the Apartment World.
--------------------------------------------------------------------------

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

ROOM 302
--------------------------------------------------------------------------
See what's going on outside your window after waking up to sirens. Exit
the bedroom and go up to your front door. The RED DIARY - JULY 13 and
SUCCUBUS TALISMAN wait under the door. 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... You might've noticed
your dryer being silent at the moment, so enter the laundry room.

You should notice something on the wall -- examine it and Henry comments
that it looks like an evil demon. If that doesn't make you think of the
Succubus Talisman already, there's also a demon on the card. So use the
SUCCUBUS TALISMAN on the demon stain. Read the newly appearing note on the
wall, and notice the four square depressions around it. Retrieve the four
placards from you item chest and insert them into the appropriate
depressions.

The TEMPTATION PLACARD goes in the left depression, the SOURCE PLACARD in
the right depression, the 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 portal.
--------------------------------------------------------------------------


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

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

A cutscene will play at the beginning of this area; not to pleasent for
Henry. He exits the room from fright of the man in the coat, who was just
performing his personal type of surgery. You can reenter the room but the
man is gone. You will, however, find a new enemy called a Patient. Use the
Axe to bring it down and to hear the enemy's humorous pain call. Anyway,
in the lobby you'll notice several Hummers on the floor. Try to quickly
stomp on a fair bit of them before they get up and fly around.

Enter the northeast room on your map when you're done. Move to the other
side of the room to find a new weapon on the far desk -- a PAPER-CUTTING
KNIFE. This weapon isn't very powerful, but its blinding speed makes up
for it. Give it a try on some enemies later. Head through the other door
in the room afterwards. You can examine the white board in the room for a
cutscene, and you can find the NURSE'S MEMO on the right table in the
room. Exit through the other door.

The next room to the south is a Washroom and contains a PORTAL. Nothing
new waits in your apartment, so enter the room on the other side of the
hall, which is the south Emergency Room. Grab the NUTRITION DRINK on the
far, small shelf in the room. Note the scenery and exit back to the hall.
Moving on south, a cutscene will play near the object on the floor. It's
EILEEN'S BAG, and it's a weapon for Eileen, not an item.

Inside the east room by the purse, which is the Doctor's Lounge, and a
very familiar one, too, you can find a PORTABLE MEDICAL KIT on the low
table in the middle of the room. There's also a baby's medical chart on
the desk that Henry is staring at but it seems to be of no importance.
Exit the room and enter the room on the other side of the hall, which is
the Supply Room. Instead of exiting right away, battle the two Patients in
the room with your Axe, then claim your prize on the far right shelf -- an
AMPOULE; one of only two in the entire game. Exit the room.

The south end elevator isn't working, so head through the door right
beside it, to enter the stairway. Move up the stairs to 2F and go through
the door at the top. Oddly enough, moving wheelchairs occupy the hallway,
which are enemies and are called Wheel Chairs. Yes, that's right, they are
your enemies. Use the Axe to defend yourself, or they'll throw you to the
ground on contact. They also have the Ghost fever, which means they'll
make your screen flash red when near them, and you can lose health. As if
that's not bad enough, they can enter rooms.

Anyway, there are 22 rooms in this very long hallway. The organization of
the rooms in this hallway is always completely random. The hallway will
always look the same from the outside, but the location of each room will
be different. You can find several items in the various rooms here,
including a HOLY CANDLE, SAINT MEDALLION, 2 NUTRITION DRINKS, two packs of
PISTOL BULLETS, REVOLVER BULLETS, and a 4-IRON golf club. So you might
want to clear up some space in your inventory in your apartment; use the
portal in the Washroom on 1F if necessary. There are quite a few
completely strange rooms that you may not want to spend much time in, and
one is definitely a "what the hell" sight. You should be checking every
room anyway, so take the time to look at the scenery in each room.

One of the rooms in this hallway is locked -- you need to find a key to
unlock it. In one room, you'll find a statue of a snake with a HOSPITAL
ROOM KEY in its mouth. When you take it, a circular cage will fall and
cover you... Great. Don't get upset too quickly, remembering that you just
got a key. Face the gate door of the cage by the door of the room and use
the HOSPITAL ROOM KEY to escape the cage. Just in case you're wondering,
getting that key wasn't pointless; it has another use. Exit the room once
you're out of the cage. Find the locked room in the hallway and use the
HOSPITAL ROOM KEY to get inside.

Once inside, Eileen is asleep on the bed. Walk up to her and examine her
for a cutscene. Henry explains his story to Eileen, and she believes him
after first doubting him. Eileen will now accompany Henry basically until
the end of the game, so make sure you protect her. Eileen doesn't have a
system of health, and she can never die when she's with you, however, she
will sometimes need to stop and rest for a bit, if she's taken a lot of
damage. Her state of condition may influence which ending you'll receive
at the end of the game, as a result of this factor, so make sure she
doesn't take too much damage. Read the Endings section of this FAQ for
more information.

Eileen moves slowly and it is very easy to leave her behind in areas. If
you leave Eileen alone like this in areas with enemies, and/or if she
takes a lot of damage, she will become "cursed". You'll be able to see
bloodflow throughout Eileen's body if this is your situation. You can set
Holy Candles at Eileen's feet to recover her condition, but it only works
temporarily. Instead of relying on this trick to receive a better ending,
actually do your best to protect Eileen. Eileen can also hold weapons to
defend herself, however, she may be a little aggressive sometimes and may
receive a smacking because of it.

All right, exit the room after the cutscene. Start to run down the hallway
towards the south end -- you should notice Eileen moving fairly slower
than Henry. The analog stick is pressure sensitive, so don't run as fast
to stay at a close distance from Eileen. If Eileen's room was right beside
the elevator, you probably won't notice this; keep it in mind, though. On
the way to the elevator, you'll have to get past two Patients. Get Eileen
out of the way and use the Rusty Axe's charge up attack. Once the path is
clear, make your way to the elevator.

If you're smart enough and have a good memory, you'll know that you have
to call the elevator to enter it first, since it's down on 1F. Do so and
enter the elevator. You'll find a Patient inside the elevator, and a panel
with broken buttons. The real point of calling this elevator was to clear
the elevator shaft on 1F, because there were no doors blocking the shaft
down there; it was only the elevator. So maybe there's something in the
shaft...

Enter the stairway and exit to 1F after moving down the stairs, making
sure Eileen is close behind you. On 1F, there are two Patients to the
right of you, and to the left is the open elevator shaft, however, there
is a locked gate on the other side of it. Remembering the portal, there
may be something in your apartment. Enter the Washroom with Eileen and use
the portal to see if you can get back to your apartment with her.

ROOM 302
--------------------------------------------------------------------------
Waking up back in your apartment, it's all bad news in your wake. First of
all, Eileen isn't here. Shortly after waking up, you should hear something
shatter in your living room. Check it out, noticing that Henry comments
that the air feels heavy on the way. Great... Your ceiling fan is broken.
Furthermore, you may notice that the apartment no longer nourishes Henry's
health. By the radio bookshelf in the living room are three memos: RED
DIARY - JUNE 11, RED DIARY - ??/??, RED DIARY - JUNE 14. Also, slipped
under your front door is the RED DIARY - JULY 20 with a SMALL KEY in an
envelope. Toss some items in the item chest and return to the hospital
though the laundry room hole.
--------------------------------------------------------------------------

After returning, Henry confronts Eileen again, and she tells him she never
saw a hole. Henry tells her about Joseph and his letters, and that he told
him to go down into the deepest part of "him". Anyway, exit the room after
the cutscene. Now that you have a key, enter the open elevator shaft to
the south to see if it works. Go through the gate on the other side of the
shaft, using the SMALL KEY.

Now you are in a long, descending stairway, with three Patients coming up
towards you. Take advantage of the lone Patient right near you, using the
the Rusty Axe. Follow the Patient as it burps itself down the stairs, then
stomp on it. Try to do the same for the other two. Afterwards, follow the
stairs and go through the door at the bottom, marked "Ever Downward".

Once through the door, you'll be on a descending, circular staircase.
Start to make your way down it, not moving too far ahead of Eileen. Near
the end of the staircase, you'll find a PORTAL down a connecting, straight
staircase. Use it to get back to your apartment and save your game if you
wish.

ROOM 302
--------------------------------------------------------------------------
If you return to your apartment, you'll probably experience your first
haunting. It will either be you ticking clock, rattling windows, or
wandering slippers. To clear these hautnings, you'll have to set a Holy
Candle by them or use a Saint Medallion. Depending on how many of these
hauntings you clear will affect the ending you'll receive at the end of
the game. To get a better ending, clear as many as you can.
--------------------------------------------------------------------------

Continue down the stairs to finally reach a door at the bottom, and go
through it.


08 // s u b w a y  w o r l d  2 n d  t i m e
________  ____________ _  __ _______________ _   ________  ___     _______

"This looks like South Ashfield Station..."

Once in this area, follow the metal pathway around two corners to reach
the pavement. To the left on a shelf is a HOLY CANDLE. Go through the door
at the right on the left wall, unlocking it first. Right after entering
this area, there will be a Gum Head in front of you. Run down the narrow
hallway past it to enter the main hall. Far down to the left is another
Gum Head by the large escalator, and another one to the right. Take the
right path past the Gum Head and around the corner to the next area.

Run down the pathway to the washhoom area -- if you don't have the Lynch
Street Line Coin in your inventory, which you very likely don't, enter the
ladies' room and go through the PORTAL on the wall there, after stomping
on the Red Tremers blocking the way.

ROOM 302
--------------------------------------------------------------------------
Back in your apartment, you'll probably experience another haunting. Under
you front dooor waits the RED DIARY - JULY 25 and a KID's LETTER, along
with a TOY KEY. Be sure to get the Lynch Street Line Coin from your chest
if you don't have it, then return to the subway.
--------------------------------------------------------------------------

Back in the washroom complete with the subway token, exit to the hallway.
If you're interested, there's a NUTRITION DRINK in the men's room by the
farthest stall. Continue down the hall to the turnstiles area. You should
notice the extreme quietness in this area -- take the right path for a
cutscene, noticing the hair on the ground. Here you will meet Cynthia's
Ghost -- Victim 16. This one of the most annoying Ghosts in the game, so
you may want to use a Sword of Obedience to pin her down -- she's tough
to knock down and make her stay down, so a Silver Bullet may be
necessary, and one is just ahead. Instead of fighting the Ghost, continue
to the next corridor of the subway for some helpful items.

Three Gum Heads occupy the area, but don't let that throw you off -- the
items are worth it (one in particular). First, get the NUTRITION DRINK in
the right alcove ahead. Up the left stairs are SILVER BULLETS, although
you'll only get one. Head back to the turnstiles area to meet Victim 16
again, and feel free to shoot her with a Silver Bullet and pin her down
with a sword if you find it necessary. Anyway, use the LYNCH STREET LINE
COIN to pass through the appropriate turnstile with Eileen. After doing
so, head down the stairs.

Hearing the sounds of Sniffers, continue down the stairs and head to the
right (Henry's left). You might be able to see a bit of a Sniffer's head
through the wall, and you can actually hit it through the wall -- be
careful, though; it can do the same to you. Through the doorway is another
Sniffer down the hall a bit. Continue farther down to find a RIDING CROP
for Eileen on the very strange-looking chair object. At the end of the
hallway is a NUTRITION DRINK on the ground by the shelf blocking the way.
Taunt the Sniffer on the other side and head all the way back to the
stairs, then continue down the descending stairs to the Lynch Street Line
platform.

Continue down the rest of the stairs and enter the northeast subway car
through the open doors. Use the center column to get to the south side of
this subway car and use the TOY KEY to open the toy box on the left bench.
You'll get a FILTHY COIN; how convenient... Exit the car back to the east
platform and follow the platform south. Enter the southeast subway car if
you're interested in a Saint Medallion. Once in the car, use the open
doors to the right, and the center column, to get to the southwest car.
Grab the SAINT MEDALLION on the floor by the south door and exit back to
the east platform.

Back on the platform, go through the door at the end of the path to the
south. In here, grab the HOLY CANDLE by the ladder and move down the
ladder. Eileen will tell you in a cutscene that she can't use a ladder in
her condition, and so she can't follow you for now. Down in the
maintenance pathway, head up the east ladder and use the PORTAL there to
get back to your apartment.

ROOM 302
--------------------------------------------------------------------------
At your front door you can find the RED DIARY - JULY 17. Remembering the
Filthy Coin you just got in the subway, maybe you can wash it off. The
first place you should think of is the kitchen sink. Head into the kitchen
and use the sink to wash the FILTHY COIN to get the 1$ COIN. Empty any
unnecessary items into your item chest and return to the subway.
--------------------------------------------------------------------------

Back in the subway, go through the door in the room, since you came from
the ladder earlier. Two Sniffer Dogs patrol the platform. Preceding the
stairs on the platform are PISTOL BULLETS on the last left bench. Up the
stairs you can find a PORTABLE MEDICAL KIT by the rubble blocking the
path. You can also find a HOLY CANDLE in the northeast subway car here --
enter the northwest car through the open doors and use the center column
to get to the other car and get the candle. 

When you're done here, return to Eileen in the southeast maintenance room.
Go through the door in the room and find the vending machine on the
platform, noticing the "1$" marking on it. Use the 1$ COIN in the vending
machine to get the MURDER SCENE KEY. Afterwards, head south and reenter
the southeast maintenance room.

This time, use the pathway between the two ladders down here, passing by
the two Ghosts in the area. Follow the path down the stairs around the far
corner, and head through the door there. Now on the King Street Line
platform, check out the subway train for anything new. If you enter the
train and check the front, you'll find that a handle is missing from the
control panel, but it seems that you'd be able to move the train with that
if you could find it. Moving on, head west to the escalators. You should
consider using the PORTAL on the west end wall if your health isn't too
great and you don't have any health supplies on you. Move onto the up
escalator here to start your ascent.

Great...now you have to do this part again. Like the first time in the
subway, it's best to use a melee weapon to whack the Wall Men as you pass
them while the escalator moves up -- that is if you're having trouble
getting past by running. With melee weapons, charge up attacks work
wonderfully, however, normal attacks work as well. I highly recommend the
Rusty Axe for this part (as well the entire time you have it). The Axe's
charge up attack has long range, so you can start it from far away and
bash a Wall Man while invulnerable in the middle of the attack.

Good timing doesn't work as well as it did before -- many of the Wall Men
don't even go back into the wall after attacking and will stay out as you
pass, and therefore will try to swing at you and probably will hit you.
For the ones that actually do go back inside the wall, just run past them
after they attack (when they go back into the wall).

Once you're finally at the top of the escalator on the pavement, head
through the doorway to the left and down the path. Bash the Sniffer to
death and grab the NUTRITION DRINK on the left shelf. Return to the
escalator area and head up the nearby stairs. Once up here, you can find
CYNTHIA'S COMMUTER TICKET by the top of the right section of the stairs.
Take it and enter the office right beside it, using the MURDER SCENE KEY.
Inside this bloody room, take the TRAIN HANDLE on the ground past the
blood-stained floor and exit the room.

Now that you have Cynthia's Commuter Ticket, it renders the Lynch Street
Line Coin obsolete. You can still use the coin, but the ticket lets you
pass through both Lynch Street and King Street turnstiles. Use CYNTHIA'S
COMMUTER TICKET to pass through the exiting turnstile here and use it
again to get through the Lynch Street turnstile. Head down the Lynch
stairs as well as the next set of stairs, to get to the east Lynch Street
Line platform.

Enter the southeast maintenance room to reclaim your baggage, Eileen. Exit
the room and use the stairs on the platform to get back to B2, then use
the next stairs to get to B1. Use CYNTHIA'S COMMUTER TICKET (or the LYNCH
STREET LINE COIN) to pass through the exiting turnstile, and use CYNTHIA'S
COMMUTER TICKET to pass through the entering turnstile for King Street.
Then head down the stairs. Continue down the stairs and move onto the down
escalator with Eileen.

Yes, you have to do this yet again, but this time you're heading downwards
and it's easier. Use the same strategy with the Rusty Axe (specifically
the charge up attack) to get past the Wall Men. You can easily do this
without getting hit once. Once at the bottom on the King Street Line
platform, head east and enter the subway train. Follow the path in the
train all the way to the front car, moving past the Victim 16 Ghost. Use
the TRAIN HANDLE on the controls and the train will move, but only about
one car length.

Head back east to find a passageway through the open north doors. Follow
the passage down the stairs with Eileen to find a SWORD OF OBEDIENCE lying
against the right wall by the door. Take it and head through the door. A
cutscene will play and the Man in the Coat seems to be here to kill you,
with a Pistol and a Steel Pipe. You don't need to fight him at all,
though, and I especially recommend that you don't. Just head through the
door in front of you after the cutscene.

Now you're in another spiral staircase, just like the one before. You can
also find a PORTAL near the bottom. Consider saving your game, as well as
putting the subway coin and ticket in your chest with any other items, and
continue down the rest of the staircase to the door at the end. Unlock it
and go through.


09 // f o r e s t  w o r l d  2 n d  t i m e
________  ____________ _  __ _______________ _   ________  ___     _______

"That's what everybody calls me, but I don't really have a name."

Welcome to the forest...again. Starting in the cemetary, investigate the
area. In the northwest corner of the area you'll find a TORCH lying on the
small platform, beside the fixed torch. "Holy Flame" is written on your
Torch, and you'll find the same writing on the fixed torch. Put two and
two together and examine the fixed torch with your own Torch equipped to
light yours.

You can do some more exploring in the east of this area, however, that
will trigger the Man in the Coat to appear in the area, and he's equipped
with a Pistol and a Steel Pipe. You should know who the Man in the Coat is
by now, so I'll refer to him as Walter from now on.

---
Walter's Mechanics:

Walter will follow you through several areas of this world, and many parts
during the rest of the game, wielding his weapons, and he will attack you
if you're close. If you're somewhat in arms reach, Walter will use his
pipe to smack you, however, it's very easy to get away from this, since
Walter noticeably winds up his arm before attacking. If you're out of arms
reach, he'll be opted to fire his Pistol at you, which will not only lower
your health, but will also stun you for a second and cost more time, thus
you won't be able to get away that easily.

Just try to stay away from Walter while moving through the following areas
of the forest, and try to run windingly, which will lower Walter's hit
rate for his Pistol while shooting at you, however, it will not always
help you dodge his bullets; you're only human. Whenever running away from
Walter, keep Eileen in mind and make sure she's never too far behind you.
This is also a benefit of running windingly in areas with Walter.

You can in fact beat Walter to a pulp and he will fall down. You can even
kick him while he's on the ground but he will never die, exactly like a
Ghost (Swords of Obedience can't be used on him, though). Once you do
this, however, Walter will be out of action for quite a while, leaving you
lots of time to fool around and get the items you need.

To temporarily put Walter offline, you'll need to introduce a lot of
damage to him -- I recommend the Rusty Axe. With the help of Eileen and
her weapon (preferably the Riding Crop or the Chain you find in the
forest), you can quickly diminish Walter's status. As Henry, you can use
the Axe's normal attack which should be good enough, but you can also use
the charge up attack. It will take more time to charge up and you'll
probably take some more damage, but Walter will consequently "die" faster.

But like I said earlier, just try to stay away from Walter and use dodging
methods to get past him. Beating him up in every area you meet up with him
can be annoying and definitely isn't always necessary.
---

Around the center of the area is the 11/21 coffin. If you move near it,
several Hummers will emerge from the grave, so try to stay away. Just
south of the grave (as well as to the north), you'll find some weird
writing like before, but Eileen somehow manages to read it, and she can
read all the weird writing found in the forest. All right, enough fun
here, exit through the north double doors with Eileen behind you.

Be sure to keep in mind that Walter will come through the doors behind you
once you start to move down the forest pathway, and it's inevitable so
don't worry too much about it. Note the PORTAL on the wall right by the
double doors, but don't visit your apartment just yet. Just ahead of you
from the door is a well, and upon examination with the Torch equipped and
lit, you'll find a DOLL'S HEAD... Interesting. By this time, Walter will
definitely be in the area. If you don't have the Torch lit, you won't be
able to get the item; return to the previous area and light your Torch
with the "Holy Flame".

Quickly grab the NUTRITION DRINK on the ground to the east of the well and
continue in that direction. There will be two Sniffers down the path, but
you've already got enough to worry about, and hopefully it's behind you.
Continue all the way down the path, running windingly for three reasons
-- not getting too far ahead of Eileen, dodging Walter's bullets, and
dodging the Sniffers' attacks. Once you reach the gate, pass through it.

Another Sniffer will be in here, but once again, forget about killing it.
Run windingly past the Sniffer all the way to the far gate and go through
it. Once inside the Wish House compound, relax, you're home free. Looks
like there was an unfortunate accident with Wish House...it's got a "new"
look to it. Around the center of the wreckage on the ground lies JASPER'S
BURNED MEMO. Right by that is a sloped piece of wood, leading up to a
platform. Move up it.

At the left of the platform is a HOLY CANDLE, and to the right...a
headless, armless, legless, human-sized doll sitting in a wheelchair.
Examine it for the WHEELCHAIR DOLL TEXT memo. Two parts of the memo seem
quite significant and hold the key to the puzzle:

     "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."

All right, so there are five doll pieces lying around the forest in
"darkness", eh? Well, you already found one (the head), and it was in a
well, which was in fact in darkness. So apparently, you need to look for
more wells.

For now, insert the DOLL'S HEAD into the doll to reclaim an inventory
spot. Now start looking for more doll parts. You've already checked the
southwest pathway of the forest, so try the southeast. But first, head to
the east of this area to the left side of the orange jungle gym, to find a
CHAIN (Eileen weapon). Also note the PORTAL on the north wall -- actually,
enter the portal.

ROOM 302
--------------------------------------------------------------------------
Back in your apartment, you'll find the RED DIARY - JULY 18 at your door,
regarding more informaton on Walter. Enter the laundry room. As you may
have found out earlier, there's a blue tank filled with kerosene in here,
directly under the large portal. Stand close to the tank, looking at it --
try to equip the Torch and Henry will soak the Torch in kerosene. Doing
this will make your torch able to maintain a flame for a longer period of
time, and this will help out a lot when looking in other wells in the
forest without worrying too much about the life of your flame. Return to
the forest.
--------------------------------------------------------------------------

When ready, head through the southeast door. Just Hummers in here,
thankfully. To the east of the path somewhat near the following door is a
NUTRITION DRINK. Continue to the next area through the east gate. More
Hummers in here, however, accompanied by Walter with his Pistol and new
Chainsaw -- be careful. Quickly run to and go through the east gate.

In here, run forward and turn left past the far tree ahead to find SILVER
BULLETS (only one bullet). This is the second of only two Silver Bullets
in the game, so be sure to get it. Move through the nearby gate to the
next area. Up the left stairs ahead lies a NUTRITION DRINK, and a PORTAL
is on the wall to the right of it. If you haven't noticed already, there's
a well in between the middle and right sets of stairs in here (the right
staircase is blocked, however). There's also a "Holy Flame" (fixed torch)
in the center of the area, so you're set.

If you haven't already, soak your Torch in kerosene with the tank in your
apartment laundry room, to improve the life of your flame. You don't have
to do it right now, but do it after this if you haven't yet. Anyway,
examine the well with your light source to find the DOLL'S LEFT LEG. Then
return to the Wish House compound.

Back here, insert the DOLL'S LEFT LEG into the wheelchair doll. Now search
the northeast pathway of the forest. Head through the northeast double
doors. A taunting Twin Victim stands in the area and you can easily kill
it, but you can also easily head through the east gate. Do the latter.
Through the gate just to the left is another well. If you still have your
Torch equipped and lit, examine the well to get the DOLL'S LEFT ARM. If
not, get it later (don't go back, keep following the pathways). Follow the
pathway to and through the east gate.

A cutscene will play in here, and a friend from before is here to haunt
you, as a Ghost -- Victim 17, Jasper. This Ghost is actually on fire and
wields a small, but powerful weapon; stay away. Quickly dodge the Ghost
and move past him to the left. On the other side of the large left stone
is a SAINT MEDALLION, between two small rocks -- use that to repel the
Ghost, since he will follow you through several stages of the forest. Go
through the east gate with Eileen.

As Hummers fly around the area, the fiery Ghost tries to pull itself
through the fence in the area. Before it finishes, run through the east
gate. Now in the factory area, run to Henry's left and move up the small
ramp. By the far wall ahead lies a NUTRITION DRINK, and another Ghost
should come from the right ramp. Leave it alone and go through the double
doors up the ramp.

Follow the path to the south and move up the ramp before the two Ghosts in
the area get to you. Follow the ramp pathway all the way to and through
the double doors at the end. In this pathway, note the PORTAL on the wall
by the doors you came through, and make good use of the "Holy Flame"
behind the far tree on the right side (Henry's right) of the pathway from
the door. Even if your Torch's flame is still running, light it again.
Follow the rest of the path and move through the east end gate.

Right after entering the area, you'll hear the presence of a Gum Head. You
don't need to kill it, but if you want to, use the Torch so your flame
doesn't go out (it'll go out if you put it away). On the other side of the
fence by the west gate is a NUTRITION DRINK -- you'll have to move along
the fence and around the tree to get to the other side -- and there's a
well on the east side of the pathway farther down. With your Torch,
examine the well to get the DOLL'S RIGHT ARM. Even farther down the path
is a HOLY CANDLE, by the far fence.

Now it's time to head all the way back to the Wish House compound. Be
aware of the four Gum Heads in the first pathway after the cliffs, and if
you didn't get the Doll's Left Leg in this northeast section of pathways,
get it on the way back. Once back in the compound, insert the DOLL'S LEFT
ARM and the DOLL'S RIGHT ARM into the wheelchair doll, then go through the
northwest door in the compound to start your investigation of the
northwest pathway of the forest.

In this misty pathway are two Twin Victims. If your Torch's flame is dead
right now, you might as well kill them with the Axe. However, there is a
well near the west gate which contains the DOLL'S RIGHT LEG. There is a
flame just ahead, though, so don't worry if you're flame-free. Continue
down the path to find a NUTRITION DRINK on the ground by the gate, and go
through the gate to enter the cave.

Although this area is noisy, it contains no enemies at the moment. Move a
bit into the cave, and you'll be able to find 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. Once you're
done here, move through the exit of the cave to the west.

Just to the right of you here on the lakefront is another "Holy Flame" --
light your Torch if you haven't gotten the Doll's Right Leg yet, so you
can get it on the way back. Beside the flame a little down along the cave
wall are REVOLVER BULLETS. If you stand still near the entrance of the
cave, and a few other areas, you can see someone by a grave to the south,
so check it out by moving over there, and a cutscene will play.

Right after the cutscene, an item on the grave will be in the center of
the camera view -- take the CRESTED MEDALLION. Note the PORTAL on the cave
wall here, and head all the way back to the Wish House compound, getting
the Doll's Right Leg on the way back if you don't have it yet. Once back
at Wish House, insert the DOLL'S RIGHT LEG into the wheelchair doll for a
cutscene. After the cutscene, a hole in the floor where the wheelchair
doll was will be revealed. Go through the hole in the floor, going down
the stairs inside it.

Continue down the stairs to find the DESCENT OF THE HOLY MOTHER - THE 21
SACRAMENTS on an altar, and a familiar crest on the wall... To the 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. Exit through the door.

Now in another spiral staircase, run down it to find a PORTAL near the
bottom. You have no use for the Torch anymore, and it's quite a weak and
useless weapon, so toss it in your item chest. Continue past the portal
and go through the following door with Eileen. In this circular room, step
into the circular elevator just ahead of you.


10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e
________  ____________ _  __ _______________ _   ________  ___     _______

"It's so damp and gross in here..."

After the cutscene of your arrival to the prison, note the PORTAL on the
wall in front of you and exit through the door at the other side of the
area, after unlocking it. Once outside, you may notice a gun in your
face... Not good. Quickly run around Walter so he doesn't attack you, and
he'll probably run away. There isn't anything interesting up here so
quickly exit through the large double doors in front of Henry.

On the ledge, take the easy way down the ladder and let Eileen do the
walking. As long as you stay by the ladder on 3F, Walter won't enter the
area (from the roof); if you move away, he will start coming. Once Eileen
catches up to you, enter the 3F cellblock through the double doors by the
ladder. In the corridor just to Henry's right is a Twin Victim pointing
fingers. There are also two other Twin Victims occupying the corridor.

Checking out the area, you can find PISTOL BULLETS in the lower east cell,
guarded by a Wall Man, a HOLY CANDLE in the upper east cell, and PISTOL
BULLETS in the lower west cell. By now, you'll likely find that Eileen is
getting in the way a lot and it's a pain to wait for her all the time, so
you're best to ditch her up here right now. You can bring her down to the
lower levels of the prison, but eventually you WILL have to ditch her, and
in the 3F cellblock a good place to do it.

If you head down to 1F, you'll notice that you can't access the basement
levels due to a locked door, but if you remember from the first time in
the prison, you arranged the blood-stained bed cells to get down to B1. So
find the northeast cell, which will lead you to your destination, and jump
down the following holes in the northeast cell on each floor as you
submerge.

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..." if you examine it. Hmm... Maybe
something is in your apartment... Anyway, exit the room and cross over to
the Dining Hall next to the Kitchen. Clear the path of Whitestools and
grab the SAINT MEDALLION on the left bench and the NUTRITION DRINK on the
table past it, then exit to the hall after unlocking the double doors
here.

Now in the hallway, several Whitestools block the path to the ladder to
Henry's right -- maybe something is up there... If you make your way past
the Whitestools and make it all the way up to the 3F surveillance room,
you'll find a NIGHTSTICK on the floor for Eileen. Back in the hallway on
B1, you'll find PISTOL BULLETS inside the Shower Room, past some more
Whitestools. Exit from the inner hall out to the stairs pathway.

Now on the stairs, you can head down to B2, but you'll have to go there
later, anyway, and you'll probably find that your inventory is getting
full. So head up to 1F via the ladder to the west of the B1 double doors
and move through the door on 1F next to the ladder, after unlocking it.
In here, grab the NUTRITION DRINK on the ground to Henry's right, next to
the PORTAL on the wall. Remembering the Prisoner's Shirt you just picked
up, return to your apartment through the portal.

ROOM 302
--------------------------------------------------------------------------
First, be sure to lighten your inventory, then check your front door for
the RED DIARY - JULY 28. Now try to find some coloured liquid to soak the
Prisoner's Shirt in. There's nothing in your kitchen, so check your
washroom. Looking to your right, you'll notice the stunning bathtub
besmirched in blood -- examining it, Henry will comment that it smells the
same as the room in the prison, the room where you got the shirt -- this
should work. Move up to the bathtub and use the PRISONER'S SHIRT to soak
it in blood, to reveal the NOTE FROM THE BLOODY PRISONER'S SHIRT.

Now readable, the wax words on the shirt mention the basement key for the
prison, and that the author has a sword in his cell to be used to stab
the guy with the key -- the fat one. His cell is apparently on the second
floor with "black things" inside it. So that is your next destination.
Exit the washroom and return to the prison via the portal in your laundry
room.
--------------------------------------------------------------------------

From 1F, make your way up to the 2F cellblock via the ladders outside.
Checking for a cell with black things, you'll find that it's the southwest
cell. The black things are the bottles on the bed and the nightstand.
Anyway, the sword is under the bed -- examine the corner of the bed by the
far wall to get a SWORD OF OBEDIENCE. You don't have to get this sword to
progress in the game and you don't have to use this specific sword on the
guy with the key later on, but you're better off doing it. All right, now
exit back to the stairs pathway outside.

Since you're already up here and you'll have to get Eileen sometime, go
retrieve her from wherever you left here. If you followed this walkthrough
then you probably left her in the 3F cellblock. Use the map to look for a
red arrow if you don't know where Eileen is -- that's her. Move back down
to 1F with Eileen. If you take the ladders, Eileen may run into a few
Hummers on her way down, but that's no big deal. As for Walter, stay on
the roof of the 1F passage room (in between the two small ladders near the
bottom of the stairs pathway) to avoid confronting him.

Pass through the passage room on 1F to the stairs pathway inside the
prison. A cutscene will play of the "fat one" who stole the basement key,
who is Victim 18, the Ghost of DeSalvo. After the cutscene, you'll have to
beat down the Ghost to get the key. I recommend that you go back to your
apartment and retrieve the Pistol and a Silver Bullet if you don't have
these already, that is if they are available to you. Back in the stairs
pathway, load the Pistol with a Silver Bullet.

Run down the stairs in the pathway, destructing any Whitestools in the way
with the Axe. When you start hearing faint words being spoken, the Ghost
is near you. Equip the Pistol and locate the Ghost. Target him and make
sure you're aiming at him, then load a Silver Bullet into his stomach. If
you don't have a Silver Bullet, try to use the Rusty Axe, Pickaxe of
Despair, or whatever else works to try to bash the Ghost to the ground.
It's quite difficult this way, and that's why a Silver Bullet is
recommended. Approach the Ghost on the ground and stab a SWORD OF
OBEDIENCE into him, and you'll get the WATER PRISON GENERATOR ROOM KEY.

After getting the key, you can take your sword back, and I recommend you
do. If you take it out, this Ghost will only appear in the following area
in the basement and Outside Room 302 -- nowhere else -- so you're wasting
a good sword if you leave it. Anyway, follow the rest of the pathway down
to the door at the end, clearing the path of Whitestools for both you and
Eileen, and go through the door.

Move down the stairs onto the floor, and note the PORTAL on the other side
of the waterwheel, as well as a PORTABLE MEDICAL KIT on the ground in
front of it. Locate the door near the end of the stairs you came down and
pass through it, using the WATER PRISON GENERATOR ROOM KEY. Inside the
Generator Room, move forward past the generator, and stop at the
awe-inspiring sight. Wow... Prepare yourself and start to move down the
strange hallway.

You'll have to get rather close for the six Twin Victims to start heading
your way, and you can't really just run past them to the door, because
Eileen will be bumped and she'll pick a fight with one of the Twin
Victims, if not several of them. So have the Axe ready to smash some
brains in with, and start pounding away when the Twin Victims arrive right
in front of you. I recommend you give Eileen a weapon here, for the
benefit of the both of you.

Eileen will perform quite a dandy deed for you if she has a weapon. She'll
hit any Twin Victim in a fair-sized radius around her, even behind her.
You should bash some of the enemies yourself, but whenever Eileen knocks
one down, rush to stomp it. Don't expect everything to be great here;
Eileen will very likely take damage, and the same goes for yourself, that
is if you actually take part of the fight.

After demolishing the six baddies, head down the rest of the hallway to a
normal sized door this time, although quite a narrowing hallway. Go
through the door with Eileen.

Navigate down the same old spiral staircase to reach a predictable PORTAL
near the bottom, as well as a door farther down. Move through the door at
the bottom with Eileen to continue on.


11 // b u i l d i n g  w o r l d  2 n d  t i m e
________  ____________ _  __ _______________ _   ________  ___     _______

"My name's Walter. Walter Sullivan."

After the opening cutscene in the "new" area, you can surely guess who
that just was. Checking the area, you'll find the REMINISCES memo on the
ground ahead of Henry, and also a NUTRITION DRINK by the left car. The
memo speaks of four happy memories of the author, and it looks like you
may be up for somewhat of a puzzle. Noticing the PORTAL on the east wall,
you can find the RED DIARY - JULY 29 at your front door. Head over to the
right and you may notice Richard's Ghost lowering to the ground. You
should consider using a Silver Bullet and a Sword of Obedience on him
right here to prevent future annoyance.

Anyway, enter the elevator in the area by the fence and press the bottom
button on the panel to go down to B12. If you move through the elevator's
south doors you can find a HOLY CANDLE by the east wall. There's a fence
blocking the path to the west so reenter the elevator and go down the
yellow ladder inside, inevitably leaving Eileen behind.

Down in the shower room, find the hallway where the sound is coming from
and clear the path of Whitestools blocking the way. Down the hall by the
ladder is a BILLIARD BALL, which evidently has something to do with the
Reminisces memo. Move up the ladder here and follow the noisy, ambient
pathway around the two corners, and a cutscene will play. Afterwards, the
Ghost of Cynthia as well as another Ghost will appear in the area, unless
you managed to pin either down earlier on. You should try to get out of
the area, but don't miss the PORTABLE MEDICAL KIT by the fence. To
continue on, quickly run in between the walls just to the south to reach
the next area.

Now without any disturbances, run over towards the door by the boxes. If
you move in the box area, the camera angle will change to reveal a
VOLLEYBALL by the boxes. There's also a very easy to miss SAINT MEDALLION
near the railing past the boxes. Through the green door here you'll enter
the familiar large fan room, however, hearing a noise that wasn't present
last time. Yes, there are Wheel Chairs in here -- five of them! Move down
the stairs to the last few steps and take a look at the situation.

Note the door in the camera view and wait until there aren't any
Wheel Chairs very close to it, and then run for it. Through the door is
another staircase. Without moving down the stairs first, you can find a
HOLY CANDLE by moving around the stairs to the other side of the walkway.
Now run down the stairs to the bottom and go through the door at the end
of the path, since the other two won't open, as you already show know.

Right away you should notice the billiard table in the room -- put the
BILLIARD BALL on the table. After doing that nothing really happens, but
there is more to the apparent puzzle from the Reminisces memo. There is a
memo in the room and a door with a keypad, which you can find out the code
for and go through it, but there's really no point since through that door
leads to the end of the area and you do not have Eileen with you at the
moment. So leave the room and move back up the staircase and through the
door to the Wheel Chair room again.

Back here, you don't really have any time to plan, so just run for the
stairs and go back through the door on the top walkway. There's nothing
left to do on this floor so return to the elevator and Eileen, following
the pathways to the ladder in the northwest, moving down the ladder and
through the shower room, and back up the east ladder. Now press the top
button on the elevator panel to go up to B8. Once up there, if you go
through the north elevator doors you can find a HOLY CANDLE along the path
and REVOLVER BULLETS at the end, however, you'll have to deal with three
Gum Heads.

Back in the elevator, go through the south doors to the outside ledge, and
start moving west. Richard will be here if you didn't pin him down
earlier. Continue along the ledge to the next area and pick up the
NUTRITION DRINK by the door. Two Sniffers should show up shortly and you
may want to take care of one or both of them before you go up the stairs.
Anyway, move up the stairs all the way to the top and through the door up
there.

Inside the sports shop there are CAKE CANDLES on the counter by the door
and a 3-WOOD golf club on the floor farther in the room. If you move over
to the large basket in the northeast corner of the room, the camera angle
will change, clearly pointing out the basket full of volleyballs. Put the
VOLLEYBALL in the basket to fulfill the second of four reminisces
described in the earlier memo. The only thing left in the room is the
PORTAL on the south wall, but nothing is new in your apartment.

Moving on, go through the south door in the room, remembering the birthday
cake from last time in the Building World. In the storage room you can
pick up the HOLY CANDLE by the south shelf, then go through other door to
the hallway and then through the other door in that hallway. There are a
few Ghosts in this stairwell so you better run quickly here -- follow the
path around the open area and up the stairs, repeat that, and go through
the door at the top of the stairs.

If you left the struggling Ghost being pinned down by the Sword of
Obedience last time you were here, he'll still be on the ground and you
can take the sword, however, it's nice to see him so peaceful. Right by
the door is a STUFFED CAT, which appears to be the last part of the
Reminisces memo. Anyway, move into the room and put the CAKE CANDLES on
the birthday cake on the table to complete the third reminisce.

If you wish to continue looking for items before heading back to the
sports shop, then go through the south door in this room. Up the stairs in
the first area you can find 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 and a HOLY CANDLE on
the tank object near the car. In the next hallway all the way at the end
past the two Sniffers is a DRIVER golf club, which isn't really worth it,
and a PORTAL on the wall.

Back in the birthday cake room, there's nothing else left to do here, so
head back to the sports shop on B5. Back in the shop, the Reminisces memo
mentioned the pet store relating to the cat, so go through the north door
in the room and through the door at the bottom of the stairs, hearing a
lot of animal noises. There should be two or three Ghosts in here, so do
things quickly.

First, go down the first isle by the wall and you'll notice the camera
angle change to point out an open animal cage. Put the STUFFED CAT inside
and Henry will notice a clock sound coming from somewhere. If you remember
the room with the clock door from last time, if you saw it, you should
know where to go, but first get the NUTRITION DRINK and PISTOL BULLETS on
separate shelves in the easternmost isle.

When you're done here, go through the northwest door in the room. Once
through the door, check the ground and examine the newspaper for a
chilling article, and right after reading it, listen in to an amazing
experience, extremely relevant to the article you just read. Wait until
the whole sequence is over before you reenter the pet shop out of
curiosity. Awesome. Anyway, back in the hallway, go down the stairs and
head through the door at the bottom.

Entering the room, get rid of the Hummers flying around and find the clock
door up one of the ramps. By the way, if this room is inverted, you
haven't fulfilled the four reminisces yet. Go through the clock door to
enter an unfamiliar stairwell. This stairwell is filled with Ghost Victims
and has several doors that do not open. The only other door that will open
is the one at the very bottom in the east, so don't go wasting your time
checking the others. Once at the bottom, go through the east door.

Out here you'll encounter four Gum Heads, each with its own golf club, and
a Sniffer Dog. If you kill a Gum Head you can take its golf club, but it's
really not worth it. However, if you really want to, the Gum Heads have a
7-IRON, 8-IRON, 3-IRON, and a SAND WEDGE, respectively. Moving on to the
south, you can pick up a NUTRITION DRINK by the fence. Go through the door
in the south to carry on.

In this stairway you'll encounter Richard again, unless you dealt with him
earlier. Go through the door all the way at the bottom of the stairs,
after unlocking it, and follow the path, past any Ghosts and Hummers, to
the south and to the next area. Now go through the door by the boxes to
the Wheel Chair room, and this time it will be more difficult, since you
have Eileen to worry about. Once again, plan things out while standing on
the last few steps of the stairs and run for the door under the walkway
when it's best, and go through the door.

Move down the staircase here, hearing some noises, and you'll either see
or hear a Gum Head drop and land on the stairs, probably by Eileen. Bash
it to death, as well as the Hummer in the area, and go through the
unlocked door at the bottom of the stairs on the pavement. Once in the
bar, kill the Gum Head in front of you, and now that you have Eileen here
it's time to focus on escaping this place.

On the bar you'll find the LATER BARTENDER'S MEMO, which explains that the
phone number of the bar has been changed and that they'll also need to
change the billboard, which can be seen from Henry's apartment. The code
has also been changed because of it, and if you remember from last time in
the Building World you'll know why. The last four digits of the bar's
phone number was the code to the keypad for the other door in the room
last time, and the same goes for this time. However, since the phone
number has been changed, the code has been changed, so you must find out
what the new phone number is. You should know what to do here. Enter the
PORTAL on the wall by the pool table.

ROOM 302
--------------------------------------------------------------------------
After waking up, look out your bedroom window and look up and to the left.
The sign is still the same -- 555-3750. If you enter that code in the
keypad back in the Building World, it won't work, since the code was
changed. So how else can you figure out the new phone number? Hmm... How
about calling the old phone number to see if they tell you? Call the
phone number on the billboard, 555-3750, and a message will play telling
you that the new phone number is 555-4890 -- so the code is 4890. Return
to the Building World.
--------------------------------------------------------------------------

Enter the code, 4890, into the keypad to go through the door. If you try
to go up by following the pathway straight from the door, you'll find that
a collapsed wall prevents you from continuing. But if you turn to Henry's
right from the door you'll notice that a collapsed wall has filled in the
gap to go down. Start running down the stairwell with Eileen, whacking the
Hummers to the far below ground when they come near you, and once you
reach the bottom you can find a PORTABLE MEDICAL KIT by the final door.
Take a moment to laugh at all the dead Hummers down here, if you knocked
any down from high above, and go through the door.

A short cutscene will play upon entering the area. There appear to be
large Wall Men on moving wall platforms in this room, and it's time for a
boss fight.

b o s s  1 :  t h e  o n e  t r u t h
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
This is more of a puzzle than a boss fight, really, but it can still be a
challenge. First of all, there are twelve large Wall Men in this room --
one of them is "real" and the other eleven are "fake"; hence the "One
Truth". The other door in this large room is locked and you must find and
kill the "One Truth" to unlock it. In order to find the "One Truth" you
must hit the Wall Men until you discover something unique in one of them.
Whenever you attack a Wall Man, that Wall Man will flinch, and you'll
eventually find that every Wall Man will flinch when you hit a certain
Wall Man -- this is the "One Truth".

Starting off, go to the closest Wall Man to you and start bashing it,
preferably with the Rusty Axe, while it's down at relatively your level.
If the Wall Man you attack is the only Wall Man to flinch, move on to the
next one and wait for it to come down, then bash it to see what happens.
Repeat this strategy moving clockwise or counter-clockwise after trying
each Wall Man. Note that you can't kill any of the dummy Wall Men, so it's
a complete waste of time to continuously attack a dummy Wall Man.

The 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
-- this is the attack you will see the most often, especially when moving
to the next Wall Man. The other attack is a head butt, which Wall Men can
sometimes do even while you're attacking them, quite unfortunately. You'll
just have to learn to deal with it, and don't hesitate to use the Portable
Medical Kit you just picked up in the previous area if you really need to.

Once you find the single Wall Man that causes every other Wall Man to
flinch as well when it is hit, continue to attack that Wall Man, and stay
right under it the whole time. Whenever it's down, continuously bash it
with the Axe while simultaneously charging up, and perform a charge up
attack on the Wall Man once the meter fills each time. Continue bashing
the same Wall Man, and when it moves up, just wait for it while standing
in the same place and charging up with the Axe, and repeat the strategy
when it comes down. It may take a while to kill the Wall Man, but when you
finally do, all twelve Wall Men will die and the other door in the room
will unlock.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

Go through the door after it unlocks to leave the area.

Now in another descending circle staircase, although a bit darker than
usual, start your descent to the bottom. As usual, there's a PORTAL near
the bottom, and you can find the RED DIARY - AUGUST 7 at your front door.

Continue down the staircase to reach the ground. Follow the rest of the
path of blood off the stairs to the door with "302" marked on it, as well
as being part of a fifteen foot long wall, oddly enough. Checking the
ground when the camera angle changes by the door, pick up the
SUPERINTENDENT'S DIARY (MAN WITH THE COAT) on the tile floor. After
waiting for Eileen, go through the door.

Room 302 of the Past
--------------------
After noticing the transition to a black and white, but similar,
apartment, move inside the room to the living room area to find two memos
on the table. Take the OLD PICTURE BOOK and the CRIMSON TOME.
Investigating some more, you'll find that the laundry room door won't
open, so follow the nice array of candles along the hallway floor, taking
a look at the strange end wall for now if you like, and enter the bedroom
on the left.

With the impressive contrast between the dull black and white room and the
red peices of paper on the desk and floor, as well as the typewriter that
stands out quite clearly, pick up the RED DIARY - AUGUST 2, RED DIARY -
AUGUST 3, RED DIARY - AUGUST 4, and RED DIARY - AUGUST 5. The used Holy
Candle on the bed isn't an actual item and there's nothing else to do here
but leave the room. Moving into the open bathroom you'll find a PORTAL,
but there's nothing new in your apartment, although there may be a strange
message for you...

Move back down the hallway and move into the living room, noticing the
suspicious dark substance on the ground, which was there earlier, for a
cutscene. In the cutscene, you should notice a Pickaxe in the wall at the
end of the hallway, so take the PICKAXE OF HOPE out of the wall afterwards
-- by the way, this is not a weapon, and you already have a Pickaxe weapon
anyway.

Take a clearer investigation of this wall here, reading the notes on the
two side walls and noticing the cracked up wall that Joseph tried to
destroy. The notes may arouse the thought of destroying the wall yourself
by using the Pickaxe you just picked up, but you can't do that here.
Thinking about it, Joseph must've tried this when he was in the actual
Room 302 (this is Room 302 of the Past) -- your apartment. So enter the
portal in the washroom to return to your apartment, hoping to use the Axe
on your wall.

ROOM 302
--------------------------------------------------------------------------
Getting out of bed, exit the bedroom to the hall. Before you do anything
with the Axe, head down the hallway to see if anything new is in your
apartment -- on the way you should hear a very loud crash from behind you.
That came from through the hallway end wall! There's nothing else new in
your apartment so move up to the wall, at the end of the hall, and use the
PICKAXE OF HOPE. Henry will smash the wall, creating a large whole -- go
through it to see what's been hiding in your apartment all this time...

After the stunning cutscene, go examine the "object" of interest, if your
mind wills it, and investigate it for Henry to comment that something is
in the coat pocket. Check again to get the KEYS OF LIBERATION. There's not
much else interest anywhere else around the room, other than two familiar
items from Silent Hill 2 on the table that you can't pick up, so go back
through the hole to the hallway.

Thinking what the keys you just picked up are for, take one wild guess --
what could possibly require so many keys, not to mention the word
"Liberty" in the name of the keys? Could it be...? Is it time...? Go to
your front door and use the KEYS OF LIBERATION to unlock the chains and
liberate yourself. After the cutscene, you'll finally get to exit your
apartment... But what awaits out there?
--------------------------------------------------------------------------


12 // o u t s i d e  r o o m  3 0 2
________  ____________ _  __ _______________ _   ________  ___     _______

"Number 21... 'The Receiver of Wisdom'... Henry Townshend..."

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. But 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 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 blocking the hallway prevent you from moving south past Room 302 and
to the stairway, so head up the hallway and enter Room 301. Inside, you'll
be greeted by two Twin Victims. Try to clear the room right away because
there's another enemy downstairs -- yes, there are stairs in the
apartment. If you're interested, there's a SAINT MEDALLION in the second
circle cage in the southeast of the room.

You might be hearing some walking downstairs as you move around up here,
sounding like a Twin Victim. However, it is a new enemy, known as a
Bottoms, although very identical to the Twin Victim in appearance and
attacks, but they are slightly stronger. Move downstairs to introduce
yourself to the new creature, or just wait for it to come up. Down the
stairs leads to Room 201, on the second floor, where you'll find a
NUTRITION DRINK in the southeast circle cage. Nothing else is of interest,
other than the notes talking about a ritual on the fences in the room, so
exit to the east 2F hallway.

Head south down the hallway towards Room 202, and once you get near the
door you should hear a familiar laugh and a gun clicking -- Walter is
behind the bars just ahead about to shoot you, so quickly enter Room 202.
In the northwest room in 202 you'll find a SWORD OF OBEDIENCE on the
floor, the last of five in the entire game. In the living room you'll find
a hole in the wall leading to the next room south, Room 203 -- go through
the hole.

There aren't any items in here but Cynthia's ghost is, so quickly exit the
room through the front door. Now on the other side of the bars in the
hallway, you'll find a NUTRITION DRINK on the kitchen counter in Room 204,
however, Walter is also in the room. He's waiting in the hallway of the
apartment which is blocked off, but he can still shoot you if you walk by
it -- just don't go past the kitchen area and you'll be fine. Nothing else
is in the room so leave and enter the stairwell to the west.

There are a total of five Patients in this room, each with its own axe as
always. Initially there will only be two near you after first entering the
stairwell, so take care of them first, and then the rest when their turns
come. The stairs leading down are fenced off, but you can still travel up
to 3F, remembering the gate blocking the hallway on 3F earlier, but only
if you're interested in a few supply items. At the top of the stairwell
you'll find PISTOL BULLETS, to the left after the steps. Through the
double doors, Room 304 contains a NUTRITION DRINK on the bed in the only
open room in the apartment, and a Twin Victim and a Wall Man also wait for
you inside the apartment room. Finally, in Room 303 you can find REVOLVER
BULLETS on the coffee table in the living room, with a Patient guarding
it. There may also be a special item on the cushion chair in here,
depending on if you've received one of the better endings in the game.

Back in the stairwell, head through the double doors to the west corridor
on 2F to meet an empty hallway. Inside Room 205 is a NUTRITION DRINK in
the southeast room if you're interested. Bars block the hallway 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 some of your best punishment
treatment. You can't kill him as usual, but he'll lie prone on the ground
until you leave the room.

Anyway, once Walter is on the ground, you'll have some breathing room. In
between the bunk beds in the east room is a HOLY CANDLE. To move on, go
through the hole in the wall in the northeast room to Room 207. Now in
Richard Braintree's apartment, you'll meet his Ghost in here, and there
are also PISTOL BULLETS in the northeast room. Exit the apartment through
the front door to the other side of the bars in the corridor.

In the hallway, a Bottoms welcomes you from the north. While he's pointing
at you, quickly run up to him and give him some charge up Axe treatment.
Then continue down the stairs right by the monster, to the west 1F
corridor. Hearing some voices, continue down the stairs and scout the
rooms in the corridor for items if you wish. Inside Room 107 is a
NUTRITION DRINK, as well as DeSalvo's ghost. Room 106 contains a HOLY
CANDLE on the kitchen counter, a PORTABLE MEDICAL KIT in the northeast
room, and an AMPOULE in the washroom in the northwest.

Moving around the corner in the hallway, you'll notice the Super's room
covered in chains, preventing you from entering it at this time. To remove
these chains, you'll have to do some business in the east corridor on this
floor. Enter the lobby through the east double doors and you may notice a
sketchbook in the middle of the lobby floor. Eileen will walk towards it
and will not budge after seeing it. You'll have to leave her here as you
find a way to break the chains off Room 105. Since she's just standing
there doing nothing, unequip her weapon if she has one, since she won't be
helping you fight anymore and you won't be able to unequip it sometime
later. Anyway, enter the east corridor through the east double doors.

Just ahead in the corridor you'll notice a hanging body wrapped in chains,
looking identical to Walter, although gray. Once you move up to it you'll
hear voices of an older man talking angrily and the hanging body will
disappear. If you check Room 105 in the west corridor after it disappears,
you'll notice one chain will be gone. In order to remove all six chains on
the door, you'll need to find all the hanging bodies in this corridor,
both in the hallway and in each apartment room here. One down, five to go.

Entering Room 104, you can find a PORTABLE MEDICAL KIT being guarded by
two Wall Men along the south wall -- you decide if it's worth it. Looking
for the hanging Walter in the room, you'll find it at the northwest of the
hallway in the room, inside the tall cage object. Leave the room once it
disappears. Moving on, enter Room 103 after dealing with the Twin Victim
lurking around the door outside, to meet two Bottoms inside the apartment
room. A NUTRITION DRINK lies at the north end of the hallway in the room
and the hanging body is in the living room -- you'll have to kill the
monsters in here before the speech plays and the body disappears. Leave
the room when finished.

Continuing north up the hallway, noticing a haunting figure pointing at
you from the end of the hallway, leave it alone for now and enter Room
102. Inside, you'll find another 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 in
here. Exit back to the corridor and run north to the Bottoms by Room 101.
Now you can beat the thing senseless, also noticing the hanging body
behind it. Once the hanging body disappears, enter Room 101.

Reacquainting with the model Shotgun and other firearms in the apartment
room, grab the PISTOL BULLETS in the southwest room if interested. Looking
for the hanging body, you'll find it in one of the two cage objects on the
east side of the hallway in the room. Now that you've met all six hanging
Walters, all the chains will be gone from Room 105, allowing you to enter
it. First of all, return to the 1F lobby to retrieve Eileen from her
sketchbook addiction.

After hearing Eileen's sympathy for the little boy in the cutscene, enter
Room 105 in the west corridor. Checking the room in the hallway before the
living room, you'll find yet another NUTRITION DRINK. Now moving into the
living room, noticing the camera angle change by the east wall, examine
the small orange box on the shelf for a cutscene. Eileen tells you she's
leaving in the cutscene, so now you won't have to worry about leaving her
behind anymore. Afterwards, you'll get the UMBILICAL CORD, which is what
the small orange box contains. Leave the room.

Henry will have a strange vision in a cutscene out in the corridor, trying
to lead him back to his apartment. Follow your vision by first going up
the stairs in the hallway to the north, however, after taking a look at
the newly placed sketch on the floor by Room 105. Once up the stairs in
the west 2F corridor, take a look through the bars blocking the hallway
for what's to come shortly -- good luck with that. Enter Room 207, passing
through the hole in the living room to Room 206, ignoring the Wall Man on
the wall in 207. Now that Walter is not in Room 206, take it easy and exit
through the room's front door.

Outside in the corridor you'll meet two Bottoms -- one to the right, one
to the left -- and a Twin Victim farther left. Don't even bother taking
the time to fight these beasts -- just run and pray. As the enemies chase
you down, follow the corridor around the corner to the south and enter the
stairwell through the double doors. Meeting up with familiar Patient
corpses in the stairwell, go through the east double doors to the lonely
east corridor.

Pass through the hole in Room 203 to get to Room 202, and exit to the
hallway from there, on the other side of the bars. Enter Room 201, move up
the stairs in the room to Room 301, and exit to the 3F corridor from up
there. Henry will meet some more friends up on 3F before being able to
enter his apartment. Instead of fighting the two Bottoms and Twin Victim,
it might be wise just to run past them if you can, and enter Room 302.

ROOM 302
--------------------------------------------------------------------------
Now back in your apartment, the Outside Room 302 section seems to be
complete. If you check your laundry room, the portal will still be there,
but it will pointlessly lead by to Room 302 of the Past. Be sure to pick
up JOSEPH'S LETTER on the box in the laundry room, which summarizes what
you have left to do later on. On a related note, go check on Walter in the
back storage room to see how he's doing.

Once in the room you'll notice that Walter is missing... Take a look at
the depression under it and examine it for Henry to realize that it's not
a "normal depression" and that he might be sucked into it, and you'll be
asked if you want to enter it. Before doing so, reenter the main section
of your apartment and take some time dumping out your inventory. Choose
your items wisely because the final boss is coming up very shortly.

Go to your item chest and get rid of anything you won't need. To give you
advice, you won't need any Holy Candles or Saint Medallions. You should
only carry one to three weapons, unless maybe you feel one weapon is
enough (which I would suggest the Rusty Axe). I recomend that if you're
going to take three weapons, take the Rusty Axe, Pickaxe Axe of Despair,
and the Spade -- these three are the best weapons in the game. You may
want to take a firearm, but to be honest they don't work very well. If
you're going to take one, take the Revolver, not the Pistol, and some
ammo.

As for health, you should consider taking a few health items, being the
best health items you have. If you have an Ampoule, take that (or both if
you got and still have both). Portable Medical Kits are great as well, but
Nutrition Drinks are not so good and should be left behind, unless they're
all you have. Also make sure you heal up to full health with any remaining
health items in your chest.

Other than that, all you'll need is the Umbilical Cord. In total, it is
recommend that you have at least three empty spaces in your inventory,
allowing you for a total of seven items. I suggest you take at least two
weapons and two or three health supplies, leaving you with one or two
extra spaces to take whatever you want. If you're taking a gun, take some
ammo as well, but really, ammo is a waste of space because the guns aren't
as great as melee weapons.

If you would like a recommendation, I suggest you take the Rusty Axe,
Pickaxe of Despair, an Ampoule (if in stock), three Portable Medical Kits
(if in stock; use Nutrition Drinks as substitutes if not available), and
the Umbilical Cord (which you have to take, as already mentioned). If you
never unequipped Eileen's weapon before she left, you won't be able to get
rid of it and it will take up one spot, so you should probably take off
one Portable Medical Kit (or a Nutrition Drink if using instead) to make
enough space. If you're wondering why you should have three empty spots in
you're inventory, you'll learn why soon enough.

Before taking to the depression, be sure to save your game. When ready,
return to the secret room and enter the depression.
--------------------------------------------------------------------------

Red Room
--------
After the strange cutscene, you'll be alone in a red-lit room with a large
hole in the center of the floor and large drawings on the wall. There's
nothing to do in here so just jump down the hole.

b o s s  2 :  t h e  f i n a l  s a c r a m e n t s
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
After being welcomed to the party in the cutscene by Walter Sullivan
himself, it's time to fight the final boss. First of all, you probably
noticed Eileen in the cutscene in a possessed manner, and that she started
to walk forward, and you can notice after the cutscene that she's slowly
walking into a large pool of blood with twisting machinery, which
definitely isn't good. The idea of this boss is to kill Walter, but to
achieve one of the most satisfactory endings you must beat Walter before
Eileen walks into the machinery. If Eileen does walk into the machinery
before you eliminate Walter, she will die and she won't come back. Once
you hear her scream, she's dead.

However, the speed that Eileen walks on her platform depends on the
treatment you gave her when she accompanied you. If she received a lot of
damage as well as being left alone in rooms with enemies for long periods
of time, she will walk quite fast, making it almost impossible to win the
battle with her alive. So don't hit yourself if Eileen dies before you
beat Walter, because you might not be able to save her at all, anyway. In
order for her to walk slow on the platform, she must receive none or
little damage and cannot be left alone for long periods of time.

The worse Eileen's condition is, the more possessed she will be and the
faster she will walk. You can tell what her state of possession is at any
time of the game when she's with you by looking at her back. If her back
looks pretty good, that's great. But if you can see what looks like
bloodflow on her back, the darker the worse, that is bad news. The thing
about Eileen's state of possession is that you can never make it better
permanently. You can place a Holy Candle by her feet when she's with you
to heal her for a short period of time, but never permanently. During this
battle, every once in a while the screen will change to Eileen's view for
a split second to notify you, and you can see how close she is to the pool
of blood with the machinery and how fast she's walking. Once Eileen walks
into the mechanism, you'll hear a very loud scream, and that's how you
know when she's officially dead.

Now that you know the mechanics of Eileen and whether you might be able to
save her or not, let's get down to the actual battle between Henry and
Walter. At the beginning of the fight, Walter will be a black shadow and
it is impossible to touch him. It is pointless to try to fight him like
this so scout the area a bit. You'll notice large stones with spears
coming out of them, however, they are locked in place. Keep moving until
you get to the huge monster's head in the battle area, which is in fact
the body of the real Walter Sullivan -- how it got so large is
questionable.

Thinking for a moment, you might remember reading a few memos earlier that
talked about this ceremony. Once specifically states, "you must bury part
of the Conjurer's mother's flesh within the Conjurer's true body." Thanks
to Joseph's diaries, you might also remember reading, "mother's
flesh=super's room", and by "super's room" it should be quite apparent
that the idea here is the Umbilical Cord. Also, the Conjurer's true body,
which is Walter's true body, is the huge creature in the area. Therefore,
you must bury the Umbilical Card within the true Walter's body. Check your
inventory and use the UMBILICAL CORD while standing in front of the
massive head.

In the short cutscene, the Crucified Walter seems to take some pain from
the Umbilical Cord, as if it wasn't in enough pain already, and the camera
angle changes to show one of the spears on the stones -- maybe that
unlocked them... Checking the first spear on the left, you'll find that
they are now unlocked. Firstly, now that you used an item you'll have four
empty slots in your inventory -- you'll notice that there are four spears
on each side of the area.

Get each SPEAR OF THE HOLY MOTHER on the left side of the area and then
run back to the Crucified Walter. If you remember an earlier memo, you
must stab eight of the Holy Mother spears into Walter's body (his true
body). Once standing in front of the massive figure again, use each SPEAR
OF THE HOLY MOTHER from your inventory to stab the giant monster under the
chin. If the shadow-figure Walter is in view, you may notice him fall to
the ground in pain.

Once those four spears have been inserted into the giant head, now do the
same by collecting the four spears on the other side of the area. Once
Walter gets back up from the ground he will move much quicker, now that
you've pissed him off. He'll sometimes slide towards you very quickly and
try to swipe you with his pipe. Just keep running and you should be fine.
Once you have the four spears from this side, return to the giant head and
stab the four spears into it, hearing a distict sound of pain once all
eight spears have been inserted.

Go check on Walter now to find him on the ground. After being on the
ground for a bit, he'll get up and he'll turn into normal form instead of
a shadow figure, and you can now hurt him -- now the true battle begins.
From the weapons you have with you, choose which one is the best to use
(personally, I always use the Rusty Axe) and start using it on Walter. The
trick here is to always charge it up, even while whacking Walter -- the
charge up should be your primary attack at all times.

Starts things off by charging up your weapon while smacking Walter with it
at the same time (press X to swipe, and hold X after swiping to continue
charging up; rinse and repeat). Walter may shoot or whack you before you
start getting things right, and that's normal. The idea is to get into a
pattern and stick to it.

Use the charge up attack of your weapon to hit Walter to begin things, if
you haven't already. While Walter gets pushed back from the attack,
continue charging up for another attack. While doing so, move close to him
so you're in his whacking range and he doesn't shoot you -- instead he
should try to whack you with his pipe, which you can easily step back to
avoid once you see him starting to swing. However, don't get too close or
he'll spin around and throw you to the ground with a body twirl, which is
completely ridiculous. Keep a distance of around two people (neck and
neck) away from Walter to do this right.

The charge up should finish right after Walter starts his swing, so
release X to perform the charge up attack. Now just continuously repeat
this strategy, and things are quite easy. The key factor to this strategy
is to stay within a certain range, which is described above. You must be
close enough so that he doesn't shoot you, but not too close so he doesn't
perform his spin attack and throw you to the ground.

However, you can move farther back to make Walter draw his Pistol and
still smack him with a charge up attack before he shoots you -- actually,
he'll still shoot at you but it won't hurt you since you'll be performing
the charge up attack (you're invulnerable while performing a charge up
attack). But the flaw with this strategy is that you'll barely avoid
getting shot all the time and sometimes you probably will be shot because
of it. So keep to the other strategy by staying within whacking range, and
stepping back after Walter initiates his swing, then perform the charge up
attack on him.

Walter has a total of four attacks during the whole battle, one with his
Pistol, two with his pipe, and one with his body. Walter's most commom
attack is a shot from his Pistol, which he can use from far away at times.
This inflicts a decent amount of damage, and you can avoid it by running
windingly when he's targeting you. With his pipe, Walter has two attacks
-- two simple swings, which you see a lot of while collecting the spears,
and the more powerful charge up swing. The first pipe attack does very
little damage and is easy to avoid -- just keep running. But the second
pipe attack he does when you're in his whacking range sometimes -- with
this attack he will wind his arm back and then perform the actual swing,
more slowly than the simple swings. This attack inflicts a lot more damage
but is extremely easy to avoid -- once you see his arm wind up, simply
step back, just out of his range.

Walter's final, and most ridiculous, attack involves him spinning his body
around when you're very close to him, which will pound you to the ground,
causing quite a bit of damage. If you're careless while using the Rusty
Axe strategy above, you may see this a few times. To prevent this attack
from ever happening, never go too close to Walter and stay just within
whacking range, which is when he should perform the charge up attack.
Sometimes you may be able to avoid the attack just when he starts to do it
by quickly running away, but only if you're able to get away quick enough
(if you have your weapon ready, you probably won't get away).

Repeat the strategy above with the Rusty Axe (or Spade) and you should
have no problem beating Walter. You may also want to try using the Pickaxe
of Despair during the battle as an alternate strategy, however, it is much
different. Since the charge up attack with the Pickaxe takes much longer
to charge up, it is harder to do and may take a lot of practice.

Once Walter is defeated, you'll hear a distinct pain sound and the battle
will be over. Instead of worrying about beating Walter, you may be more
worried about beating the clock to save Eileen before she is sliced and
diced by the mechanism in the blood pool. If you've tried your best and
still can't win with Eileen alive, don't worry about it and try next time.
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

After defeating Walter, a cutscene will play in the area, and then your
ending will play, followed by the credits. Congratulations on completing
Silent Hill 4: The Room!

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

12.                 S P E E D  W A L K T H R O U G H
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________
SPEED WALKTHROUGH.................................................[SH4_12]

This speed walkthrough is intended for those who have beaten the game at
least once, but it is recommended only after beating the game at least a
few times, so you are aware of your surroundings and where things are in
general.

In order to get a quick time, you'll need good coordination throughout the
entire game, and that's why it's vital to know where things are. You
should where items are, and this walkthrough is basically a reminder -- to
have quick coordination. Therefore you may want to consider playing
through the game just so you know for sure where all the items are.

This is a speed walkthrough, so it's recommended that you spend as little
time as you can fighting. Occasionally, it may be necessary, but it takes
up valuable time and most of the time you can get away with running. Try
to only kill enemies that block hallways or pose a threat to you if you
decide to kill at all. Don't even bother wasting time fighting in open
areas and with multiple enemies.

Since this is a speed walkthrough, supplies are not mentioned. Generally,
you don't need any supplies because you have your melee weapons and you
shouldn't be fighting much, if it all, anyway. However, pick up any
supplies that you'll actually use, like health and anti-spirit items, when
you find them in your path and not out of the way. Don't bother with Holy
Candles, unless you plan to clear your apartment. Be sure to grab an Saint
Medallions near you since they will help you very much in avoiding Ghosts,
saving time. As for weapons, try to only pick up the weapons that will
actually help you, and that are in your path, to save time and inventory
soace. There may be some good weapons somewhat out of the way, but there
are already enough good weapons in your path, so don't waste time getting
far away weapons.

 ____________________
|       Legend       |
|                    |
| n e w  a r e a     |
| ___ _ _ ___    __  |
|                    |
| ROOM 302 ROOM 302  |
| -Inside Room 302   |
| ROOM 302 ROOM 302  |
|                    |
| -----------------  |
| -Puzzle            |
| -----------------  |
|                    |
| =====-----=====--  |
| -Boss              |
| =====-----=====--  |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

[Note:] Watching cutscenes does not count towards your total time, but it
is still recommended that you skip all of them to stay on task. Watching
cutscenes may interrupt the process of speed and you may lose focus, so
it's recommended that you don't indulge yourself into them. As for pausing
the game, the timer will stop when you press Start, so when you need to
take a short break, you don't need to worry about time. However, when
going for speed, your focus will be at its best if you do it all at once
without taking breaks, or watching cutscenes.

All weapons, items, and maps are in CAPITALS.

00 // r o o m  3 0 2  ( p o s s e s s e d )
__ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______

-Once you wake up after the story is displayed, exit the bedroom and go to
 the face on the far wall in the living room
-After the comment on the face, head back to the hall

01 // r o o m  3 0 2  ( n o r m a l )
__ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______

-After waking up in the normal apartment, after Henry checks the phone,
 exit the room and go to your front door
-Move into the living room and go to the window after taking note of
 the chest
-Exit the view from the window and go to the washroom after you hear the
 noise
-Grab the STEEL PIPE to the left 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 towards the washrooms, then enter the ladies' room afterwards
-Find the hole around the corner and enter it
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Exit the bedroom and straighten the cabinet in the living room,
 then grab the PISTOL on the ground and examine the black section of wall
-Enter your bedroom and answer the phone, then enter the hole in your
 washroom
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-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 north turnstiles in the next area, then go down the stairs
-Go down the next stairway on Henry's right and run south along the train
 and enter the front car
-Examine the light to Henry's left and press the button
-Exit the car and enter the northernmost car through its now open doors
-Use the center column to get around to the south section of the current
 car and move through the door to the next one to the south
-Go through the door at the other end of this car and then go through the
 open doors to the west to the next car, then go through the north door
-Use the center colum to get around the block passage and enter the next
 car
-Exit the car through the open doors and run all the way south and go
 through the south door
-Go down the ladder and follow the pathway around the right corner and
 through the door around the next corner and down the stairs
-Run to the west, and get the 9-IRON club in the subway car here if you
 want
-Find the escalators in the west and move onto the up escalator
-Use your running skills to get past the Wallmen here as you move up, or
 use the Steel Pipe to bash them as you pass them
-Once at the top go up the stairs in front of you to the left
-Take the TEMPTATION PLACARD on the office door to the right and enter the
 room

ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Exit the bedroom and get the CHOCOLATE MILK from your fridge, as well as
 the WINE BOTTLE, then enter the larger washroom hole
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

03 // f o r e s t  w o r l d
_      _ _______         _ _ ________    _ ________ __ _    _____ __   ___

-Go through the gate to the north and then through the double doors to the
 west in the next pathway
-Follow the pathway down the ramps and go through the doors straight ahead
-Run down the ramp and the ramp to the right as well, then go through the
 nearby gate
-Go through the other gate to meet Jasper and go through the next gate
-Follow the path, moving around the anvil object through the grass, and go
 through the next gate
-In the Wish House compound, go through the southwest gate
-Go through the other gate in this area as well as the next gate in the
 next area
-Move forward in the graveyard and return to the Wish House compound after
 the cutscene
-Go the the front door of Wish House and give Jasper the CHOCOLATE MILK
-Grab the BLOOD-INSCRIBED SPADE after Jasper drops it and go through the
 southeast door in the area
-Go through the other gate here and then through the other gate in the
 next area
-Find the tree root that looks like a hand on the other side of the tree
 in front of you and use the BLOOD-INSCRIBED SPADE
-After getting the RUSTED BLOODY KEY continue through the next gate and
 enter the hole up the steps, after getting the 6-IRON on the ground if
 you want it
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Put the RUSTED BLOODY KEY in your storage chest and return to the forest
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Return to the Wish House compound and enter the hole on the north wall
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Retrieve the RUSTED BLOOD KEY from the chest and return once again to the
 forest
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Enter Wish House through the front door, using the RUSTED BLOODY KEY
-Run ahead to the left and read the memo on the carpet
-After reading, grab the SOURCE PLACARD on the right door and go through
 the door

ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Exit the bedroom and enter the hole in the washroom
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

04 // w a t e r  p r i s o n  w o r l d
_______      ______  _ ______  _ ___   __    ______  __    ____  ____ ____

-Run around the circle pathway and go through the south double doors
-Go through the west door and move down the ladder
-Go down the next ladder on the right side of the doors and then go
 through the nearby door at the end of the path
-Run down the stairs along the railing and get the WATER PRISON EXIT KEY
 by the sign just to the west
-Go back up the stairs and up the ladder through the door
-Go up the next ladder to the left and go through the door to the right
-Go through the east door in here, using the WATER PRISON EXIT KEY
-Now outside, move up the ladder by the door as well as the next one on
 the roof
-Continue to move up the ladders until you reach the top level, then go
 through the large doors
-Run around to the other side of the area and turn the valve up the small
 set of stairs
-Exit the area and move down the ladder, then go through the 3F double
 doors
-Enter the lower west cell and jump down the hole, as well as the other
 two holes
-After landing in the Shower Room, exit the room through the double doors
 after you unlock them
-Climb up the ladder ahead to the 1F Surveillance Room, and then move up
 again to 2F
--------------------------------------------------------------------------
-You must align the cells with the bloody beds on each floor, positioning
 the 2F and 3F beds over the fixed 1F bed, at the northeast cell position
 on your map
-Turn the handle in the room four times either to the right or left
-Move up to 3F and turn the handle twice to the right -- don't be fooled
 by the cutscene, you still need to turn the handle to the right again
--------------------------------------------------------------------------
-Return to the B1 inner corridor and exit through the south double doors
 after the cutscene
-Move up the left ladder and go through the right door
-Exit through the right door to outside and move up to 3F via the ladders,
 then enter the cellblock
-Now with the bloody bed cells on each floor aligned, enter the northeast
 cell and jump down the three holes to the Kitchen on B1
-Turn around and grab the WATCHFULNESS PLACARD on the door, then use the
 code 0302 on the keypad to go through the door

ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Exit the room and enter the hole in the washroom
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

05 // b u i l d i n g  w o r l d
____    _ _____   _ _____       ____  _   ______    ___  _ _____  ________

-Run down the hallway and around the corner to the next area
-Go down the stairs around the corner and down the next stairs to the
 south
-After the cutscene go through the door behind the Gum Head
-Move into the room and get the GHOST'S KEY from the Ghost on the floor,
 as well as the SWORD OF OBEDIENCE if you want it
-Use the GHOST'S KEY to go through the door and run down the stairs, then
 follow the platform around to the other side and down the stairs there,
 and go through the southwest door
-Go through the other door in the hallway and through the other door in
 the room to enter the sports store
-If you're interested, there's an ALUMINUM BAT to the right of the cabinet
 ahead and a 5-IRON on the floor to the right
-Go through the other unlocked door in the room (on the north wall) and go
 down the stairs and through the door at the bottom
-Move into the room and move down the middle isle -- grab ALBERT'S SPORTS
 KEY at the end of the shelf on Henry's left
-Go back through the same door to the stairs and go back up to the sports
 store through the door up the stairs
-Use ALBERT'S SPORTS KEY to go through the door on the west wall and run
 down the stairs all the way to the bottom
-Follow the path around the corner ahead to the next area along the wall
 and enter the second elevator, to automatically go down to B12
-If you're interested, a SPADE and SWORD OF OBEDIENCE are at the end of
 the path through the north elevator doors back up on the top floor
-On B12, go down the ladder in the elevator and find the path in the
 Shower Room with the Whitestools blocking the way
-Kill them and go up the ladder past them
-Follow the pathway around the corners all the way to the end, and go
 through the door there near the boxes
-Go down the stairs and through the southeast door in the room
-Go down the stairs all the way to the bottom and go through the door at
 the end of the path
-Inside the bar, grab the RUSTY AXE ahead, which is very likely the best
 weapon in the game, and run over to the far right door and examine the
 keypad
-Enter the code 3750 and go through the door
-Follow the pathway along the ledge up the very wide stairway and grab the
 CHAOS PLACARD on the door at the top, then go through the door

ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Enter the hole in the washroom
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

06 // a p a r t m e n t  w o r l d
____  _ ______   __ _ _______  _ ___   _______ __    _____ _ _____       _

-Enter Room 301 right beside you and get the SUPERINTENDENT'S KEY from the
 orange picture on the left wall in the first room on your right in the
 room's hallway
-Also get the RED PAPER in the living room and enter the stairway at the
 end of the hall back outside
-Go down the stairs past the man in the coat, not picking up his doll, and
 enter the west 1F corridor
-Enter Room 105, using the SUPERINTENDENT'S KEY, and get the APARTMENT
 KEYS, RED PAPER and TORN RED PAPER on the west wall -- use the APARTMENT
 KEYS to unlock locked apartments from now on
-Reenter the stairwell and cross over to the east corridor, then grab the
 TORN RED PAPER on the kitchen counter in Room 102
-Reenter the stairwell and enter the east 2F corridor
-Enter Room 203 and get the TORN RED PAPER from the northwest bedroom, and
 also the BUG SPRAY on the living room floor if you want
-Head back to the stairwell, and if you're interested there's RICHARD'S
 REVOLVER and a PUTTER in Room 207 of the west wing
-Go back up to 3F and put all the pieces of RED PAPER and TORN RED PAPER
 under the door of Room 302, your apartment
-Enter Room 303 and use the hole on the west wall to return to your
 apartment
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Pick up the pieces of RED PAPER and more importantly the pieces of TORN
 RED PAPER under your front door
-After reading the torn memo about the location of Room 303's key, enter
 the bedroom and get the DOLL KEY by the far wall on the floor, by the
 bed, then enter the hole in your washroom again
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Enter the hallway and use the DOLL KEY to enter Eileen's apartment, Room
 303

ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Check the foot of your front door and pick up the SUCCUBUS TALISMAN by
 the Red Diary
-Enter the laundry room and first use the SUCCUBUS TALISMAN  while facing
 the demon-looking mark on the wall, then place the TEMPTATION PLACARD,
 SOURCE PLACARD, WATCHFULNESS PLACARD, and CHAOS PLACARD in their
 appropriate depressions once they appear with the note on the wall
-Enter the hole when it appears
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

07 // h o s p i t a l  w o r l d
___ _ _______   _ _____    ___ _______   _ _____  _ ______         ___ ___

-Once in the lobby, you can find the PAPER-CUTTING KNIFE in the northeast
 room, if you want it
-Run to the south in the lobby, picking up EILEEN'S BAG if interested, and
 enter the stairwell on the east wall
-Run up the stairs and go through the door to the 2F hall
-Take note that every room in this hallway is randomly located each time
 through the game, and try to find the room with the HOSPITAL ROOM KEY
 inside
-Once you find the room and get the key, use the HOSPITAL ROOM KEY to
 unlock the cage that immediately falls, then use the HOSPITAL ROOM KEY
 back in the hallway to enter Eileen's Room, after finding it
-In the other rooms you can find some supplies as well as a 4-IRON,
 although the latter isn't exactly worth the time finding
-Run south down the hall with Eileen and call the elevator at the end of
 the hallway, but do not get in it
-Use the stairs through the nearby door to get back down down to 1F and
 enter the washroom on the east wall, which is the second door on your
 right after the stairwell
-Enter the hole on the far wall
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-At this point in the game your apartment will no longer heal you so you
 must rely on health items from now on
-At your front door get the SMALL KEY by the Red Diary and enter the hole
 in the laundry room
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Reenter the lobby and use the SMALL KEY to go through the door in the
 elevator shaft in the south (if the elevator is in the way you need to
 call the elevator on 2F, to bring it up there and out of the way)
-Run down the stairs and go through the door at the bottom
-Follow the circle staircase all the wall to the bottom and go through the
 door down there, with Eileen just behind you

08 // s u b w a y  w o r l d  2 n d  t i m e
____ __    ____   _______  _ __________ _ ___    __ _______   __ ____ ____

-Find and go through the door at the other end of this area and follow the
 path to the right and to the next area
-Enter the ladies' room and use the hole to get back to your apartment
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Get the LYNCH STREET LINE COIN from your chest and check your front door
 for the TOY KEY, then return to the subway
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Run to the turnstiles, the next area ahead, and continue after the
 cutscene to the next area and get the SILVER BULLETS up the east stairway
-Back at the turnstiles, use the LYNCH STREET LINE COIN to go through the
 north turnstiles and run down the stairs
-You can pick up the RIDING CROP for Eileen down the west pathway here,
 but to continue on go down the northeast stairs
-Enter the northernmost subway car down here through its open doors, and
 use the center column to get around to the south side of the car
-Use the TOY KEY on the strange box on the left bench to get the FILTHY
 COIN, then exit the subway car from where you entered
-The coin needs to be cleaned off so head back up the stairways to the
 turnstiles, using the LYNCH STREET LINE COIN to get through the exit
 turnstile, and use the hole in the washroom in the corridor to the north
 to get back to your apartment
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Go in the kichen and use the FILTHY COIN on the sink to wash it, and
 you'll get the 1$ COIN
-Enter the washroom hole to return to the subway
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Find your way back to the Lynch Street platform, using the LYNCH STREET
 LINE COIN to get through the turnstiles
-Use the 1$ COIN on the vending machine in the north to get the MURDER
 SCENE KEY
-Enter the Maintenance Room at the south end of the platform, and move
 down the ladder, leaving Eileen behind
-Head around the nearby corner and follow the path to the end and go
 through the door
-Run west until you reach the escalators and move on the up escalator
-Use the Rusty Axe or another good item to hit the Wallmen on the walls
 as you move up past them or time it right and run past them
-After the escalator run up the stairs to the north
-Take CYNTHIA'S COMMUTER TICKET from the ground and enter the office by
 the stairs
-Get the TRAIN HANDLE from the floor and use CYNTHIA'S COMMUTER TICKET to
 get through the exit turnstile outside, and use it again to go through
 the Lynch Street turnstile
-Run down the stairways to the platform and retrieve Eileen from the
 southeast Maintenance Room or wherever you left her
-Go back up to the turnstiles with Eileen and use CYNTHIA'S COMMUTER
 TICKET to exit through Lynch and enter King
-Run down the stairs and move on the down escalator to start your descent
-Again, use the Rusty Axe or another weapon to bash the Wallmen as you
 pass them or run past them with good timing
-At the bottom of the escalator on King Street Line, enter the subway
 train to the north through the open door at the east side of it
-Run down inside the train and use the TRAIN HANDLE to move the train
 forward a bit
-Find the new opening through the close by doors and get the SWORD OF
 OBEDIENCE down the stairs against the wall
-Go through the door here as well as the next door in front of you after
 the cutscene
-Follow the circle staircase all the way to the bottom and through the
 door down there

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 -- if you want the flame to last longer, use the TORCH in your
 apartment laundry room while looking at the oil can on the floor
-Go through the double doors to the north and get the DOLL'S HEAD from the
 well just ahead
-Continue through the doors at the other end of the path and the next
 doors after that, to arrive in the Wish House compound
-You must attach all the doll pieces to the doll in the wheelchair in the
 ruins of Wish House, and I suggest you attach any pieces you have when
 you come through here
-On the jungle gym along the east wall is a CHAIN for Eileen
-Go through the northwest gate in the area and get the DOLL'S RIGHT LEG
 from the well in the area
-Go through the other gate at the end of the path and move through the
 cave to the waterfront through the exit at the other end
-Run over to Henry's left and get the CRESTED MEDALLION on the grave after
 the cutscene
-Return to Wish House and go through the northeast doors in the compound
-Get the DOLL'S LEFT ARM from the well in this pathway to the north and
 continue through the next gate
-After the cutscene go through the other door in the area and move up the
 ramps and through the next doors
-Once again, run up the ramps and go through the next doors, and use the
 Holy Flame at the right of the pathway ahead to light your Torch again
-Continue down the path and through the double doors to the next area
-Get the DOLL'S RIGHT ARM from the well here and return to the Wish House
 compound
-This time go through the southeast door and go through the next door down
 the pathway
-Follow the path and go through the other door in the area, get the SILVER
 BULLETS on the ground by the strange tree roots, and then continue
 through the next door
-Light your Torch in here again if necessary and get the DOLL'S LEFT LEG
 from the well in between the two stairways to Henry's right
-Return to the Wish House compound and attach the DOLL'S HEAD, DOLL'S LEFT
 ARM, DOLL'S RIGHT ARM, DOLL'S LEFT LEG, and DOLL's RIGHT LEG to the doll
 sitting in the Wish House ruins
-Go down the stairs through the hole in the floor after the cutscene and
 insert the CRESTED MEDALLION into the depression on the door at the
 bottom
-Go through the door and run down the circle staircase all the way to the
 bottom and through the door down there
-Once inside the circular room move inside the odd elevator

10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e
____  _ _____   _ ________         __ _ ______      ______   _ _____ ___ _

-Find the exit door in this circular area and go through it
-Quickly run past Walter and go through the large doors behind him
-Go down the ladder and enter the 3F cellblock through the double doors
-Enter the northeast cell and jump down the holes on each floor until you
 reach the Kitchen on B1, leaving Eileen behind
-Go through the double doors behind you and get the PRISONER'S SHIRT on
 grate floor
-Exit back to the Kitchen and pass through the next room to the hall, and
 if you're interested the NIGHTSTICK is on 3F up the ladder here
-Exit through the south double doors to the stairs pathway and climb up
 the ladder to the west of the doors
-Go through the door beside you after unlocking it and enter the hole on
 the south wall
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Enter the washroom and use the PRISONER'S SHIRT on the blood in the
 bathtub
-After reading the words, go to your storage chest and take a Silver
 Bullet and the Pistol, as well as a Sword of Obedience
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-You don't need to use the SWORD OF OBEDIENCE on 2F that was mentioned in
 the memo, but you can get that if you want
-Before continuing on, go retrieve Eileen from 3F or wherever you left her
 and then come back down here
-Go through the west door in here and load your Pistol with a Silver
 Bullet after the cutscene
-Make your way down the path, past the Whitestools, and shoot DeSalvo's
 Ghost with a Silver Bullet from your Pistol
-Run up to the motionless Ghost and stab a SWORD OF OBEDIENCE into him,
 and you'll get the WATER PRISON GENERATOR ROOM KEY
-Take the sword back if you wish and run to the bottom of the stairs and
 through the door
-Run down the stairs and use the WATER PRISON GENERATOR ROOM KEY to get
 through the door along the wall after the stairs
-Run ahead and beat the Twin Victims with the help of Eileen, and continue
 through the door at the other end of the hall
-Follow the staircase to the bottom and through the door with Eileen

11 // b u i l d i n g  w o r l d  2 n d  t i m e
_____________     _ ______    _____ _  ___ _  __ ____     __  _____ _ ____

-To deal with Richard's Ghost in this area you may want to use a Silver
 Bullet and Sword of Obedience, if you have the equipment, or you can
 always just run past him
-Dart to the elevator and move down to the bottom level
-Go down the ladder in the elevator, leaving Eileen behind, to the Shower
 Room and get the BILLIARD BALL in the hallway past the Whitestools
-Climb up the ladder by the ball and follow the pathway all the way to the
 end and pick up the VOLLEYBALL by the boxes near the door
-Go through the door, down the stairs, and through the other door in the
 room
-Head down the stairs to the ground and go through the door at the end of
 the path
-Put the BILLIARD BALL on the Billiard table and return to Eileen all the
 way back in the elevator
-Move up to the middle level in the elevator and exit through the
 elevator's south doors
-Follow the walkway west to the next area and go through the door at the
 very top of the stairs
-Get the CAKE CANDLES on the countertop and put the VOLLEYBALL in the
 volleyball basket in the room
-There's also a 3-WOOD on the floor if you're interested
-Pass through the storage room to the south and through the other door in
 the hallway outside
-Follow the pathways and stairs and go through the door at the top
-Use the CAKE CANDLES on the cake on the table and grab the STUFFED CAT on
 the floor by the door you came through
-Go back through the same door and return to the sports shop on B5
-Go through the door on the north wall and through the door at the bottom
 of the stairway
-Place the STUFFED CAT in the cage to the north and then go through the
 other door in the room in the northwest
-Go down the stairs and through the door at the bottom
-Go through the now unlocked clock door in the room, up the ramp, and go
 through the door at the very bottom and end of the stairwell
-Go through the door at the south of this area and through the door at the
 bottom of the stairs
-Follow the pathway south all the way to the end door and go through it
-Go down the stairs in here and through the door under the walkway
-Follow the stairway to the bottom and go through the door at the end of
 the path
-Use the code 4890 on the keypad to get through the other door in this
 room and go through the door at the very bottom of the large stairway
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
-You must find the "One Truth" among these 12 giant Wall Men and destroy
 that  Wall Man
-When looking for the real Wallman, hit each Wallman to see if all the
 other's flinch
-Once you find the Wallman that causes all twelve Wallmen to flich when
 attacked, continue to bash that Wallman until it dies, hitting it as many
 times as you can when it comes down, preferably with the Rusty Axe
-Once the "One Truth" is dead the other door in the area will unlock, so
 go through it
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
-Follow the staircase to the bottom and go through the Room 302 door

Room 302 of the Past
--------------------
-Once inside, you must collect all the memos in the apartment -- get the
 two on the coffee table and the rest in the bedroom
-After collecting all the memos, return to the living room
-Grab the PICKAXE OF HOPE on the hallway end wall after the cutscene and
 enter the hole in the washroom
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Exit your bedroom and use the PICKAXE OF HOPE on the wall at the end of
 the hallway, just to the left after leaving the bedroom
-Go through the hole in the wall and get the KEYS OF LIBERATION from
 Walter's corpse after the cutscene
-Go back through the hole and use the KEYS OF LIBERATION on the locks on
 your front door
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302

12 // o u t s i d e  r o o m  3 0 2
_____ _     _ ______  ___ __ ___ _ _ ________     _ _ ________  _____   __

-Enter Room 301 up the hallway and use the stairs to get down to Room 201
 and exit to the east 2F hall
-Enter Room 202 and pass through the hole in the living room wall to Room
 203, finding a SWORD OF OBEDIENCE in the bedroom
-From the east hall use the stairwell to cross over to the west hall and
 enter Room 206
-Go through the hole in the northeast bedroom to Room 207 and go down the
 stairs just outside
-Pass through the stairwell on this floor to the east corridor, leaving
 Eileen behind in the stairwell, and start finding the hanging chained-up
 corpses -- once you find one and it disappears, a chain on the super's
 door will disappear, so you must find all six
-The first hanging corpse is in the corner where the hallway turns left,
 and the next one is in the circle cage in the hallway inside Room 104
-The hanging corpse in both Room 103 and Room 102 is in the living room
-At the end of the hall in the north is another hanging corpse and the
 last is in one of the east rooms inside Room 101
-Reenter the stairwell for Eileen to accompany you again and enter Room
 105 in the west corridor
-Get the UMBILICAL CORD on the shelf in the room and exit to the hall
 after the cutscene
-Run up the stairs to the north and pass through the hole in Room 207 and
 exit to the other side of the hallway from Room 206
-Enter Room 203 and pass through the hole and exit from Room 202
-Enter Room 201 and use the stairs to get up to Room 301 and exit up there
-Enter Room 302, your apartment, and start stocking up for the final boss
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Using your storage chest, put away items you don't plan to use, and take
 a powerful weapon like the Rusty Axe or Pickaxe of Despair, as well as
 the Umbilical Cord and some health items, and make sure you have three
 empty spots in your inventory
-Go through the hole at the end of the hallway and examine the depression
 under where Walter's corpse used to be
ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
-Jump down the hole as well as the next hole after the cutscene
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====
-Run up to the creature's large head and use the UMBILICAL CORD to unlock
 the spears in the area
-Now that you have four empty spots in your inventory, grab each SPEAR OF
 THE HOLY MOTHER on one of the sides of the creature and stab them all
 into it
-Do the same for the other side and Walter will become vincible once all
 eight spears have been used
-Use the Rusty Axe or Pickaxe of Despair to attack Walter, using the
 charge up attack
-While holding R2 and charging up move to the left of right to dodge
 Walter's bullets
-With the Rusty Axe you can perform the charge up attack from quite a
 distance away, but not with the Pickaxe
-For the Rusty Axe strategy, perform a charge up attack on Walter and
 instantly start charging up again, then you should be able to attack him
 again with a charge up right before he hits you -- sidestep left or right
 just in case he gets a shot away, though
-For the Pickaxe strategy, stay close to Walter while revolving around him
 and charging up, so you can strike him when the meter is full
-Once Walter falls on the ground the game is over
=====-----=====-----=====-----=====----=====-----=====-----=====-----=====

Congratulations on beating the game for speed. If you time is less than
three hours, you faired all right. If under two hours, you did really
well. See if you can get down to around an hour, because it is possible.
Good luck.

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

13.                          E N D I N G S
___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
__________________________________________________________________________
ENDINGS...........................................................[SH4_13]

As traditional in Silent Hill, Silent Hill 4 contains multiple endings.
A total of four endings can be achieved, and for the first time all
endings in the game are serious and nomal endings. Therefore, there are no
joke endings and so there is no UFO ending, unlike the past three games.
This section discusses the four endings in the game and the requirements
to get them.

h o w  t h e  e n d i n g  s y s t e m  w o r k s
____ _  _____   _ ___    _ _________    ___  _______ _      _ ______   ___

Similarly to the first Silent Hill, there are two factors that decide
which ending you get, and between those two factors, one can be done and
the other not done and vice versa, both can be done, or none can be done.
With that, four endings can be achieved. These two factors only come into
play past halfway through the game, and continue until the end of the
game. The following looks into the two factors and their results.

The first factor is whether Eileen lives or dies in the final boss fight,
and Eileen's condition plays into part here, which can be quite a
nuisance. Once you meet up with Eileen in the Hospital World, you're
responsible for taking care of her until the end of the game. Eileen does
not have an actual health status, and she can never actually die, however,
her condition is what matters. At the time when she leaves you at the end
of Outside Room 302, her state of condition is what affects how fast she
walks in the final boss fight with Walter. When she's on the walkway,
she'll slowly walk into the pool of blood ahead of her, to her death, and
the worse her condition is, the faster she'll walk. You can tell what her
condition is at any time she's with you by looking at her back.

When you initally meet Eileen in the hospital, she's perfectly fine in
terms of her status, although she limps and has numbers carved into her
back. Her back is all clear except for the numbers and this is good.
However, as she takes damage or if you leave her all by herself for a bit,
her back will show blood flow and it increases to a very noticeable state.
At her worst, Eileen's back will be dark red with extremely visible blood
flow all over her body, which is best seen from the back. At this state,
she is in very poor condition and is somewhat possessed -- sometimes
she'll partly turn into a Ghost Victim for a second and smack herself to
stop it. If Eileen is in this state before she leaves you at the end of
Outside Room 302, she'll walk really fast on the platform in the final
fight and you probably won't be able to save her.

If you want to ensure Eileen's survival protect her well when fighting
monsters, and don't leave her alone a room too often and for too long when
you're off doing something else -- make sure she's right behind you before
you go through doors, or you may lose her and forget about her, increasing
the bloodflow on her body and moving more towards her possessed state.
There is a Holy Candle trick that recovers Eileen's condition (read more
about this in the Extras section), but it only works temporarily and
doesn't always end up working even if you perform it right before Eileen
leaves you in the apartments. To save Eileen in the boss fight with
Walter, it's important to work quickly with precision. When Eileen walks
into the pool of blood and gets eaten up by the mechanism, you'll clearly
hear her scream and that means she's dead. If Eileen dies, you'll receive
one of the two endings where Eileen dies, and you'll receive one of the
two endings where she lives if you save her. The factor that determines
which of those two endings you'll receive is described below.

The second factor that determines which ending you get is the status of
your apartment, meaning the presence of hauntings. Past halfway through
the game, hauntings will start appearing in your apartment (read more
about hauntings in the Hauntings section of this FAQ). Whether you leave
your apartment alone or purify is the factor here. If you clear at least
80% of these hauntings before the end of the game, you'll receive one of
the two purified apartment endings; if you don't clear them, you'll
receive one of the possessed apartment endings. Instead of trying to clear
80%, just clear all of them whenever they appear to be safe.

Putting these two factors together, they work to determine one of the four
endings. Each factor cancels out two endings individually, but when they
work together they eliminate three endings to determine a final. If you
save Eileen in the final boss fight, you'll receive one of the two Eileen
survival endings (Escape, Mother). If you clear more than 80% of your
apartment hauntings, you'll receive on of the two apartment clear endings
(Escape, Eileen's Death). If you don't save Eileen in the final boss fight
you'll receive one of the two Eileen death endings (Eileen's Death, 21
Sacraments). If you don't clear 80% of the hauntings in your apartment,
you'll receive one of the two haunted apartment endings (Mother, 21
Sacraments). You should be able to determine which ending you'll get from
doing what from this description, but you can read about each ending below
and their individual requirements.

t h e  e n d i n g s
___     _ ______      _ _______   ________ _     __ _ _______      _______

The following are the four endings of Silent Hill and the requirements to
get them. Unlike the past three games, each ending is available the first
time through the game, thanks to no extra endings.

[Note:]
If you have difficulty saving Eileen in the Final Sacraments battle and
you want to save her to get a certain ending but you can't, you probably
won't be able to save her, anyway. This may be because her status when she
left you in the apartments was so terrible that she walks too quickly on
the platform to save her. So if you can't save her, just let it go and try
it another time, with more concern for Eileen when she's with you.

Escape
__ _ _

The happiest ending in the game, which is perhaps the hardest ending to
achieve, although none are truly hard to get. To get the Escape ending,
the player should be concerned about the health and safety of Eileen, and
also be aware and take action against the hauntings in Room 302.

The player must clear at least 80% of the hauntings in Henry's apartment
before the end of the game, and to make sure of this, it is important to
clear each haunting as it appears. Don't pick up the Shabby Doll either,
because that will just make things harder. As for Eileen, Henry must save
Eileen in the Final Sacraments battle with Walter at the end of the game,
by defeating Walter before Eileen steps into the pool of blood and dies.
To ensure her survival, take good care of Eileen once you retrieve her
from the Hospital World, and try not to let her engage in your fights, for
her protection, and don't leave her alone often.

-Clear at least 80% of the hauntings in Room 302
-Save Eileen in the Final Sacraments battle

Mother
_  ___

To achieve the Mother ending, the player should show compassion towards
Eileen and her condition, but not be worried about the state of Room 302.

Eileen is the only worry here, and she must be saved in the final battle
with Walter by defeating Walter before she walks into the machinery. Be
sure to be on watch of her condition so she walks slow enough in the final
battle, and don't leave her alone too often because you don't want her to
become possessed and walk very fast. As for Room 302, the apartment room
must not be cleared in order to get the ending, so don't clear any of the
hauntings for assurance.

-Save Eileen in the Final Sacraments battle
-Do not clear 80% of the hauntings in Room 302

Eileen's Death
__  _ ____  __

The result of this ending is quite obvious, as the name disallows anything
to be hidden. With this ending, the player is not awfully concerned about
Eileen's condition and her protection, but is concerned and responsive to
the hauntings in Room 302. Quite ironic, actually, and selfish.

The hauntings in Room 302, at least 80% of them, must be cleared in order
to get this endings, but there is no worry for Eileen. Feel free to let
her fight alongside Henry for convenience when fighting monsters, and
don't worry about ditching her whenever necessary -- you'll still need to
retrieve her to continue on to different worlds, though. To make things
easier with the hauntings, don't pick up the Shabby Doll.

-Clear at least 80% of the hauntings in Room 302
-Do not save Eileen in the Final Sacraments battle

21 Sacraments
__  _   ___ _

The player must show generally no true care whatsoever about anything, not
worrying about the growing hauntings in Room 302 and not too concerned
about Eileen's safety.

Henry is without a worry in this ending, not required to do anything at
all. Working along that, however, your "requirements" are to not save
Eileen in the final battle, so you can drag her along with you, ditch her,
let monsters beat her up, and whatever -- just remember to pick her up to
continue on --, and also to not purify Henry's apartment. Be laid back
without a care and just go along with everything. As a result, not only
Eileen dies, but so does Henry; hence the "21 Sacraments".

-Do not clear 80% of the hauntings in Room 302
-Do not save Eileen in the Final Sacraments battle

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