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Silent Hill 4: The Room (PlayStation 2, Xbox, PC) - FAQ/Walkthrough
v1.2 - 11/06/2004
by Dev [devhatesyou(at)gmail(dot)com]
---
Game Developer : Konami Computer Entertainment Tokyo
Game Publisher : Konami
Platform(s) : PlayStation 2, Xbox, PC.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Table of Contents [sh4_01] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
Note: This guide uses a sectioned code search system so you can easily find
whatever section you'd like to jump to without scrolling. To find the section
"Table of Contents", for example, one would input: [sh4_01] into their
wordprocessor or browser's find function for text matching. All of the
individual section codes are listed here in the Table of Contents.
SECTIONS:
[sh4_01] .. .. .. .. .. - Table of Contents
-
[sh4_02] .. .. .. .. .. - Update History
-
[sh4_03] .. .. .. .. .. - Controls, Menus, and Options
-
[sh4_04] .. .. .. .. .. - Frequently Asked Questions - FAQ
-
[sh4_05] .. .. .. .. .. - Characters
-
[sh4_06] .. .. .. .. .. - Basic Combat Guide
-
[sh4_07] .. .. .. .. .. - Walkthrough: Introduction
[sh4_08] .. .. .. .. .. - Walkthrough: Room 302, Beginning
[sh4_09] .. .. .. .. .. - Walkthrough: Subway World
[sh4_10] .. .. .. .. .. - Walkthrough: Forest World
[sh4_11] .. .. .. .. .. - Walkthrough: Water Prison World
[sh4_12] .. .. .. .. .. - Walkthrough: Building World
[sh4_13] .. .. .. .. .. - Walkthrough: Apartment World
[sh4_14] .. .. .. .. .. - Walkthrough: Hospital World
[sh4_15] .. .. .. .. .. - Walkthrough: Subway World 2nd
[sh4_16] .. .. .. .. .. - Walkthrough: Forest World 2nd
[sh4_17] .. .. .. .. .. - Walkthrough: Water Prison World 2nd
[sh4_18] .. .. .. .. .. - Walkthrough: Building World 2nd
[sh4_19] .. .. .. .. .. - Walkthrough: Room 302 of the Past
[sh4_20] .. .. .. .. .. - Walkthrough: Outside Room 302
-
[sh4_21] .. .. .. .. .. - The Ranking Screen
-
[sh4_22] .. .. .. .. .. - Endings
-
[sh4_23] .. .. .. .. .. - Weapons
-
[sh4_24] .. .. .. .. .. - Items
-
[sh4_25] .. .. .. .. .. - Enemies
-
[sh4_26] .. .. .. .. .. - Secrets, and Extras
-
[sh4_27] .. .. .. .. .. - Memos
-
[sh4_28] .. .. .. .. .. - Memo Locations
-
[sh4_29] .. .. .. .. .. - 10-Star Speedwalkthrough: Introduction
[sh4_30] .. .. .. .. .. - 10-Star Speedwalkthrough: Room 302, Beginning
[sh4_31] .. .. .. .. .. - 10-Star Speedwalkthrough: Subway World
[sh4_32] .. .. .. .. .. - 10-Star Speedwalkthrough: Forest World
[sh4_33] .. .. .. .. .. - 10-Star Speedwalkthrough: Water Prison World
[sh4_34] .. .. .. .. .. - 10-Star Speedwalkthrough: Building World
[sh4_35] .. .. .. .. .. - 10-Star Speedwalkthrough: Apartment World
[sh4_36] .. .. .. .. .. - 10-Star Speedwalkthrough: Hospital World
[sh4_37] .. .. .. .. .. - 10-Star Speedwalkthrough: Subway World 2nd
[sh4_38] .. .. .. .. .. - 10-Star Speedwalkthrough: Forest World 2nd
[sh4_39] .. .. .. .. .. - 10-Star Speedwalkthrough: Water Prison World 2nd
[sh4_40] .. .. .. .. .. - 10-Star Speedwalkthrough: Building World 2nd
[sh4_41] .. .. .. .. .. - 10-Star Speedwalkthrough: Room 302 of the Past
[sh4_42] .. .. .. .. .. - 10-Star Speedwalkthrough: Outside Room 302
-
[sh4_43] .. .. .. .. .. - Contacting the Author
-
[sh4_44] .. .. .. .. .. - Credits
-
[sh4_45] .. .. .. .. .. - Copyright/Legal Info
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Update History [sh4_02] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
* v1.2 - Released 11/06/2004. Fourth release. Edited the 10-Star Speed
walkthrough a bit so that it follows a faster route, and added some
extra small bits of info here and there. I don't think there's much
more--if anything-- to document.
---
* v1.1 - Released 10/20/2004. Third release. Minor updates.
---
* v1.0 - Released 10/14/2004. Second release. 10-Star Speedwalkthrough is
finished and pretty much everything is covered. Changed some
formatting for some sections. Gave it another look over since I'm
using metapad instead of notepad to write my FAQs now. Should be very
few errors now, but feel free to e-mail me about any serious ones.
---
* v0.9 - Released 10/05/2004. Initial release. May be errors!
---
* FAQ Creation Date - 09/20/2004.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Controls, Menus, and Options [sh4_03] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
The controls for Silent Hill 4: The Room are a bit different from those in the
previous installments to the series. They're not hard to learn, though, and
they're pretty responsive.
____ _ _
Controls:
_ _ ____
These are the default controls for the North American PlayStation 2 version of
Silent Hill 4: The Room. On the Xbox and PC version, things will likely be
different, but I'm sure you can manage.
_____________ _ _
First Person Mode:
_ _ _____________
- D-Pad
Item selection. Left+Right scrolls, and in the Storage Box, Up/Down scrolls
between items and weapons.
- Left Analog Stick
Movement.
- Right Analog Stick
Free-look.
- Select Button
Item information. It pauses the game but the game clock still ticks.
- Start Button
Pause the game. Stops the game clock as well. Using the Map/Memos button while
paused allows you to access the Options Menu.
- L1 Button
Sidestep left.
- R1 Button
Sidestep right.
- L2 Button
Unused.
- R2 Button
Bring up life bar, if it's currently hidden.
- Triangle Button
Memos screen.
- Square Button
Use selected item.
- Circle button
Cancel.
- X Button
Action/Investigate/Confirm. When the eye icon appears when looking at
something, press this to check it out.
- L1+R1+L2+R2+Select+Start
Soft Reset. Yes, it works in this game just like many others.
_____________ _ _
Third Person Mode:
_ _ _____________
- D-Pad
Scrolls between items with left and right.
- Left Analog Stick
Movement. It's directional depending on the current camera angle. Easy to
figure out and get used to, though...
- Right Analog Stick
Pans the camera in a direction a little bit. Doesn't work in all areas. You can
see some cool stuff if you use this in certain areas.
- Select Button
Item Information. You can also scroll through your item list while the game is
paused like this to highlight another item for use, such as a healing item.
- Start Button
Pause the game. Stops the game clock as well. Using the Map/Memos button while
paused allows you to access the Options Menu.
- L1 Button
Dodges left while in "Pose" mode.
- R1 Button
Dodges right while in "Pose" mode.
- L2 Button
Readjusts the camera behind Henry, usually. Not in all areas, though.
- R2 Button
Enter "Pose" mode, this is basically what Combat mode was in the previous games
in the series. You will be in Pose mode as long as it's held down.
- L3 Button
Dodges in a direction the Left Analog stick is held when in "Pose" mode.
- Triangle Button
Opens Maps/Memos screen. Press Triangle again to switch between, and use circle
to exit. While in the Map screen, zoom in and out with X.
- Square Button
Use item or equip item depending on what type of item is selected.
- Circle Button
Cancel button. When held down, it switches your movement mode depending on what
your default movement mode is. If it's walk, you'll run. If it's run, you'll
walk. Dodges in the direction the Left Analog stick is held when you're in
"Pose" mode.
- X Button
Action/Investigate. Attacks while in "Pose" mode. Hold down while in "Pose"
mode to charge for a charge-hit if your weapon supports it. Not all weapons
support charge-hits.
- L1+R1+L2+R2+Select+Start
Soft Reset. Yes, it works in this game just like many others.
_____ _ _
Main Menu:
_ _ _____
- New Game
You start a New Game using this. You can select from Easy, Normal, or Hard
modes. Unlike Silent Hill 2 and 3, there's no seperate "Riddle Mode". All of
the puzzles are basically the same on all three difficulties, but on Hard, you
get more vague clues to some of them.
Easy: Enemies are less numerous and easy to knock down. They are slower and
not as intelligent. You take less damage. This or Normal are recommended
for first-time players. Pistol magazines are 12 bullets on Easy.
Normal: Enemies are more numerous than on Easy and harder to knock down.
They are much more intelligent than on Easy and hit for more damage
than on Easy. This or Easy are recommended for first-time players.
Pistol magazines are 10 bullets on Normal.
Hard: This is the hardest difficulty. Enemies come in pretty much the same
number as normal, but the AI is more brutally aggressive, they take much
more damage in a shorter amount of time to knock down, and hit you for
even more damage than before. Some puzzles have vaguer clues, but the
solutions are still the same. Pistol magazines are 8 bullets on Hard.
- Continue
This will be available if you die or force a soft reset during gameplay. Lets
you continue from the last point the game deems a "checkpoint". Continues count
against rank in the ranking screen.
- Load
Goes to the Load Screen, where you can load savegames. D-Pad up and down scroll
up/down 1 file, and D-Pad left and right scroll up and down 10 files.
L1/R1/L2/R2 scroll between memory cards. Action button loads the file, Cancel
button cancels out of the menu back to the main menu. This is also where you
start "Brand New Fear" games by loading cleared save marked "a Brand New Fear".
Files with White text color are normal New Game files.
Files with Yellow text color are regular mode Brand New Fear files.
Files with Red text color are One Weapon Mode / Brand New Fear files.
Files with Green text color are All Weapons Mode / Brand New Fear files.
You can't delete specific files from this menu, but don't worry. On the PS2
version, the save on the memory card always takes around 780KB no matter how
many of these you've filled up.
- Options
Enters the options menu, described below.
___ _ _
Options:
_ _ ___
These are the configurable options for the game. There's 2 pages of things you
can play with. Press the L1/R1 buttons to change page. Can also be accessed by
pausing during gameplay and hitting the Map/Memos button.
Option 1:
- Brightness
Press action button to enter this submenu.
Left and Right select brightness level.
Up and down select contrast level.
Map/Memo button sets default levels.
Action button again exits this menu.
- Screen Position
Lets you adjust the screen positioning if it isn't perfectly centered on your
TV. Use it if that's the case. Left and Right move the X axis, Up and Down move
the Y axis. Map/Memo button sets default. Action button again exits.
- Language
Sets text language for the game. In the North America version, only Japanese
and English are available, with English as default. Voice acting is always in
English, and this is the norm for the series.
- Subtitles
Toggles subtitles. On or Off.
- Vibration
Controller vibration function. On or Off.
- Sound
Stereo or Monaural.
- BGM Volume
Sets the level of the Background Music Volume.
- SE Volume
Sets the level of the Sound Effects Volume.
- Exit
Exit menu.
Option 2:
- Button Config
Press Action button to enter this menu.
There are three submenus in here---
Basic Control:
--------------
You can choose from...
type A
D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Use Item, Equip Item
Circle Button = Cancel
X Button = Select/Investigate (Action)
type B
D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Use Item, Equip Item
Circle Button = Select/Investigate (Action)
X Button = Cancel
type C
D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Cancel
Circle Button = Use Item, Equip Item
X Button = Select/Investigate (Action)
First Person Movement:
----------------------
Here you can select what the left analog stick does in first person mode.
Rotate - Pressing stick forward moves forward, back moves back. Left and right
rotate camera left and right.
Sideways Movement - Pressing stick forward moves forward, back moves back.
Left and Right sidestep left and right.
I prefer the latter.
First Person Camera:
--------------------
Here you can select the type of control the right analog stick free movement is
in first person mode.
Normal - Up is up, down is down.
Up/Down Reverse - Plane style controls.
Your choice.
That's it for Button Config.
---
- Default Control
Run or Walk. What your default movement type is. Run is my personal choice.
- Noise Effect
On or Off. The Silent Hill noise filter effect. I keep it on.
- Blood Color
Red, Green, or Purple.
- Head Motion
Sets head bobbing in first person mode. On, Slight, or Off. I prefer Slight.
- Hide Gauge
Toggles whether the game hides the life bar when inactive or if it is always
displayed. On will hide it when inactive. Off will keep it always up.
- Hide Icon
Toggles whether the game hides the item bar when inactive or if it is always
displayed. On will hide it when inactive. Off will keep it always up.
- Exit
Exit menu.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Frequently Asked Questions - FAQ [sh4_04] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
Q: Do I need to play any other games in the series to "get" this one?
A: No, not really. It helps you catch the little references you'll find here
and there, but it's not required to understand this game.
---
Q: How can I save my game?
A: I thought this would be pretty obvious if you checked things around your
apartment, but apparently not. In Room 302 where you're in first person
mode, look for a red book laying on the table in the main room. It is near
the windows. That is the save location; Infact, the only place you can save
at all in the entire game.
---
Q: How do I get [insert item/weapon here]?
A: The Walkthrough, Weapons, or Items sections should tell you where and how
to get whatever you're looking for. I made sure to cover all the bases.
---
Q: How do I pin ghosts? The game won't use the Sword.
A: Answered in other places of the guide, but asked so frequently I might as
well answer it here, too. To pin ghosts, you must beat them down until you
can stomp them. Using regular attacks that don't force a knockdown that may
not be stompable like charge attacks is a good idea. So, use regular attacks
and beat the ghost down until it slumps over and you can stomp it. If it
gets back up, just continue beating it until it falls over again and repeat
until you can stomp it. Then use your Sword of Obedience. Equipping yourself
with a Saint Medallion helps quite a bit too, since it weakens them.
---
Q: How do I equip Eileen with a weapon?
A: I thought this one was a given as well, but anyway... you need to stand
near her and use it as an item. She'll pull it out like Henry does as a
weapon and in your itembar, it'll have an "E" attached to it, just like
when you equip a weapon or Saint Medallion. Remember, you have to be right
near her or you'll get a "I can't use this here." error to equip and
unequip Eileen's weapons.
---
Q: Is there a joke ending?
A: As of right now with the initial release of the game, no. Perhaps if they
make a revised edition of the game like with Silent Hill 2: Restless Dreams.
---
Q: Eileen ends up severaly damaged after the cutscene with the Man with the
Coat in the Subway World 2nd time, even though she looked absolutely fine
before. What's going on here?
A: I believe this a byproduct of playing repeated Brand New Fears using the
same file every time. I've tried everything to find a "cause" for it, but
nothing logical ever turned up any results. This only seems to happen to
those who've completed many, many games saving and reloading using the same
file over and over. You can still get the good endings using the Holy Candle
heal trick, though, so don't worry.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Characters [sh4_05] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
This section is a list and short description of many characters in the game.
___________ _ _
Henry Townshend:
_ _ ___________
Age: 28 years old.
Henry Townshend is a pretty average guy living in Room 302 of South Ashfield
Heights, an apartment building in South Ashfield. He has lived there for the
past two years. Five days ago, however, he couldn't leave Room 302. He's been
trapped inside Room 302 ever since. Not much is known about Henry, but it is
known that he likes photography and has a habit of keeping little scraps of
information.
No one seems to hear him yelling for help and his door is sealed and chained
shut. When a loud noise is heard from his bathroom, he investigates to find a
mysterious hole leading him to strange other worlds.
You play as Henry Townshend in Silent Hill 4: The Room.
_________ _ _
Eileen Galvin:
_ _ _________
Age: Mid 20s.
Eileen Galvin is Henry's next door neighbor in South Ashfield Heights -- she
lives in Room 303. Henry eventually discovers a small hole in his wall which
allows him to see Eileen in her room, but as with the front door... she can't
see him or hear him. Henry and Eileen only really know each other's name and
face when the game begins, and not much else.
____________ _ _
Frank Sunderland:
_ _ ____________
Age: 60s.
Frank Sunderland is the superintendent and owner of South Ashfield Heights.
He's an old man who has seen and heard some strange things in his days. He can
be seen through the peephole of Henry's apartment sometimes.
_____________ _ _
Cynthia Velasquez:
_ _ _____________
Age: 29 years old.
Cynthia is a pretty woman Henry meets upon first entering a strange world
through the hole in his apartment's bathroom. She thinks she's dreaming.
_______ _ _
Jasper Gein:
_ _ _______
Age: Late 20s or early 30s.
Jasper Gein is a stuttering skinny white man that Henry meets in another of the
strange worlds he visits. Jasper is very interested in supernatural and occult
things, and particularly interested in meeting a man he calls "the devil".
__________ _ _
Andrew DeSalvo:
_ _ __________
Age: 40s or early 50s.
Andrew DeSalvo is a fat man that Henry meets in yet another world he visits.
Not much is known about him initially.
_____________ _ _
Richard Braintree:
_ _ _____________
Age: Mid 40s.
Richard Braintree is another resident of South Ashfield Heights. He lives in
Room 207. He's seen as a tough and dangerous guy, and is the subject of talk of
many of the residents of the building. He always carries a real loaded Revolver
around with him.
__________ _ _
Mysterious Kid:
_ _ __________
Age: Unknown.
A mysterious child that Henry sees in the other worlds he visits. He does not
speak much, but bad things tend to happen when he's around.
_____________ _ _
Man with the Coat:
_ _ _____________
Age: Unknown.
A long-haired man wearing a trenchcoat that has been seen around the South
Ashfield Heights apartment building many times in the past. Who is he...?
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Basic Combat Guide [sh4_06] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
The Combat in Silent Hill 4: The Room is somewhat similar to previous games in
the series, but has its own refinements and changes.
________________ _ _
The Basics of Combat:
_ _ ________________
With a weapon equipped, and in 3rd person mode, you press and hold the "Pose"
button to enter Pose, or combat mode. Combat only takes place in third person
mode, never in first person mode.
Here, you can press your Action button to strike. Depending on the weapon, it
may have a multiple hit combo (mash button) and/or be able to perform a charge-
hit. Charge-hits will be elaborated on below. While in Pose mode, you can also
perform the dodge. See below for more information on it, as well.
________ _ _
The Life Bar:
_ _ ________
In Silent Hill 4: The Room, there's a life bar which is always displayed during
"Pose" mode, or if you turn it on in the options, always displayed period.
It looks somewhat like this...
___ Life Bar, Life Left ___
/ (blue/flashing) ////\ Charge Bar
______________________________ ________ |/| \/| with 66% charge.
<______________________________|________> |/| _ ___/
(red) Life Bar, Life Lost ___/ |/|_/ |
\___/
The left part is the Life Bar. The right, reddish (ingame, not in this FAQ,
knucklehead) area is displayed when you take damage, and is labelled "Life Bar,
Life Lost" here. To its left is the blue, or flashing--depending on status--
part of the lifebar, which is labelled "Life Bar, Life Left." In our example,
we have a Life Bar with around 75% Life Left. You can take damage from various
things, such as enemy hits, harmful aura from certain enemies, hauntings in
your apartment room, and so on.
Life is restored by returning to Room 302 during the first half of the game,
and by using one of the three types of health items: Nutrition Drink, Portable
Medical Kit, Ampoule.
To the right of the Life Bar is the charge Bar. It's shaped like a letter C and
fills up clockwise from the bottom right part of the C to the top right. Only
fills up when using weapons which have a charge ability. Let go of the attack
button when it's full to unleash the charge attack.
There's no Stamina management like in Silent Hill 3, so don't worry about that.
_______ _ _
Charge-Hits:
_ _ _______
A new part of Silent Hill 4: The Room's combat. Some weapons have the ability
to charge up and unleash a charge-hit. These are generally more powerful, and
during part of the charge-hit, you are invulnerable to hits which would
otherwise harm you. This varies from weapon to weapon. Use it and abuse it,
because it's there for that.
Many of the more powerful weapons tend to knock regular enemies down to the
ground in a single charge-hit, and thus ready them for a stomp. Simply go into
Pose mode and hold down the Action button to charge if it is available on your
equipped weapon.
__________ _ _
The Dodge Move:
_ _ __________
New to Silent Hill 4: The Room is the ability to dodge left, right, and back.
In "Pose" mode, use buttons corresponding to this feature, and if required, a
direction on the analog stick appropriate to the direction you want to dodge.
You can avoid some enemies' hits this way. It replaces the "Block" found in
Silent Hill 3.
__________ _ _
The Stomp Move:
_ _ __________
It's here, of course. In Silent Hill 4: The Room, the stomp is once again an
instant-killer on downed mortal enemies and a guaranteed temporary knockout on
those who cannot be killed. This is a very important part of combat, since many
enemies can take a lot of punishment before they die if you don't stomp on them
and take them out when they've been knocked down. Simply walk over to a downed
enemy and press Action button to perform it.
______________ _ _
Item Use in Combat:
_ _ ______________
Since item use is all real-time in this game, you should use the Item Info
button, where it pauses the game (Not game clock) and scroll through the menu
to highlight an item you want to use. Then return to gameplay and press the
Use/Equip button right away if it's urgent.
_______ _ _
On Firearms:
_ _ _______
Normally I wouldn't write a section detailing them in the basics of combat, but
since this game handles them somewhat differently from the other games... I
figured it'd be a good idea. Anyway, there are guns in this game, but due to
the inventory limitations and general rareness of ammunition, it's a bad idea
to become reliant on them.
They are somewhat powerful, and they will allow you to knock enemies down from
a distance so you can stomp them, but due to inventory limitations and rareness
of ammo I recommend you do not become too reliant on them. Use melee weapons
more. Besides, many of the good melee weapons are much more powerful than the
firearms in the game anyway.
_________ _ _
Closing Words:
_ _ _________
There's only so much I can tell you. It's best you try out the game and
experiment on your own as well. If you need detailed specific enemy strategies,
visit the Enemies section. This is it for combat basics.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Introduction [sh4_07] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"What... the... hell?"
Before playing the game using my Walkthrough, you should read this if it is
your first playthrough.
- Don't let me spoil the game for you! This Walkthrough will contain spoilers
in the interest of being as complete as possible.
- Room 302 is the only place you can save in the entire game. The red notebook
on a stand near the windows in the main room is that save point.
- You may only carry 10 items at once. Supplies such as bullets count as items
in single magazines. On Easy, Pistol Bullet magazines are 12 rounds and that
counts as 1 item. On Normal, it's 10 rounds. On Hard, 8 rounds. Everything
else except for packs of bullets will take 1 item slot per.
You can stash any number of items in your storage box which is found near
the TV in the main room of 302, so don't worry too much about the limit.
- Return to your room often and save. That way if you die, you can load and
not lose as much progress as you might have had you used "Continue".
- Room 302 will heal you over time just by being there as well, but this will
not last the entire game. This is helpful to know since there are not many
health items in the early game. You should not use the health items you find
before the apartment stops healing you unless it's absolutely needed.
- Check your map if lost. Henry automatically draws maps of every area you
will visit, and I am giving directions in compass-style.
- Tinker with the options to your liking.
- Directions as I explain them are compass-style, except in the first-person
parts. Use the map when I give compass-style directions.
- I'm not going to tell you to examine everything. Only the key things that
are necessary for completion or interesting. Examine things if you'd like
and if there are no ghost-victims around to hound you. You can catch some
cool things that way, and I wouldn't want to ruin some of that for you.
This walkthrough covers Normal mode, although puzzle solutions are exactly
the same on Easy and Hard.
Here are some extra tips:
- Guns aren't very effective. Save the ammo for multiple enemies and when you
really need to hit something from a distance. Melee weapons are the order
of the day in this game, and for good reason. It becomes a pain to carry
around the gun and several magazines of ammo due to inventory limitations.
Get used to melee weapons, since they're more powerful and most have charge
attacks that you can use effectively.
- Don't fight everything. Especially once your room stops healing you.
Even when you go for a 10-Star rank after finishing the game enough times
to be ready for that, you still don't fight everything. Besides, there are
some things you just can't kill.
When you're ready, select New Game from the Main Menu and then a difficulty
level. The game will begin.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Room 302, Beginning [sh4_08] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"I wonder if I can get out this way...?"
________________ _ _
Room 302 (Nightmare):
_ _ ________________
- Room 302, Bedroom (Nightmare):
After the opening cutscenes, you'll awake in first person mode in your bedroom.
Things look pretty bad. Take this time to familiarize yourself with the
controls for first person mode.
You should notice when there's something you can examine, an eye icon appears
and you can press your Action button (default: X) to examine it. When you're
done looking at things in here, exit via the door to the bedroom by pressing
Action button while standing in front of it and looking at it.
- Room 302, Main Room (Nightmare):
You'll immediately notice some loud noise coming from the main room in here.
The bathroom door is non-functioning, as are the laundry room and apartment's
exit doors. You can examine everything you'd like in here, but the goal is to
walk by and trigger looking at the face on the wall between the couch and
cabinet with the lamp on it. After you trigger this, head towards the bedroom
again. You'll trigger a cutscene...
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
After watching the intro credit cutscene which swerves around the room, and
Henry awakening from the nightmare he just had and that you experienced, you
will awaken in the bedroom, this time appearing normal at daytime.
Look around the room, find the phone and examine it, or try to head towards the
door to trigger another cutscene involving the phone which has its cord cut...
after that, walk to the window in your room and you'll automatically look out
and see a woman stretching and walking around near a Subway entrance. She'll go
down the stairs after a while. Hit Cancel to drop back into regular window view
mode where you can pan the view with your right analog stick. When you're done
with this, press Cancel again to return to first person mode in your room.
Now, examine all that you'd like in this bedroom, and exit via the door.
- Room 302, Main Room:
You're free to explore the room opposite your bedroom, the bathroom, but
there's nothing to do there right now. Head into the main room and check things
out. The first thing to do is check the chained-up door for a cutscene followed
by Henry looking out the peephole and seeing his neighbor, Eileen. When she
walks away, hit the Cancel button to stop viewing the peephole.
By the way, you can check the peephole at anytime and see different things
going on out there at times.
After the peephole bit, look down at the floor to notice a note slipped under
your door. When you're looking at it and the eye icon appears, examine it to
find your first memo, Memo: First Letter. Now head into the kitchen near the
door here, and check out the things in here. Of particular interest, you want
to open the fridge. Inside, there will be two bottles. Examine to get the
[Chocolate Milk] and [Wine Bottle], select Yes to taking them both. The Wine
Bottle is a weapon, the Chocolate Milk is something for later. You can't equip
the bottle--or any weapon for that matter--while in first person mode, so don't
worry about that just yet.
Next thing you want to do is find the big box next to your TV. When you walk
near it, your view should tilt and you should automatically see a comment that
says "This chest could hold a lot of stuff." Indeed. It can, and you will be
using it quite often. For now, stick the Wine Bottle and Chocolate Milk inside
it by pressing Action button once for each item. You can take things out by
pressing up and highlighting them inside the stored items list and then
pressing Action. Beware, you can only hold 10 items at a time on your person,
so don't take too much with you. Use the box to store things you don't
absolutely need during the current part of your "adventure"... When you're
finished, exit the storage box menu by pressing your Cancel button.
You should hear a loud crash and your camera should automatically pan towards
your bathroom door. Nevermind that for now. Turn towards the window and walk
towards the bookshelf. You should notice a note stuck between the wall and the
bookshelf there. Look down and examine it. You'll get the second memo, Memo:
Book Scrap. You can press the Map/Memos button to enter a screen to review
these in a neat organized menu. Examine the other things on the bookshelf now,
in particular, the radio. There may or may not be a news item playing, but if
not just turn it off if the loud static annoys you. You can check back and
perhaps hear more news items later.
Now, check out the other door near the chained-up door, and enter it.
- Room 302, Laundry Room:
As of right now, there's nothing useful in here, but you can examine things in
here if you'd like. Later, this room will have some use to it. For now, just
exit this room back to the main room.
- Room 302, Main Room:
Head towards your bedroom, and take the door opposite the bedroom door. This
leads to the bathroom.
- Room 302, Bathroom:
A cutscene will take place. Apparently, there's a hole in your bathroom wall
now. Henry wonders if he can get out this way... After the cutscene, examine
the hole. A broken pipe will be hanging there, and you'll be prompted to see if
you want to pull it down. Select Yes. You'll get the [Steel Pipe], another
weapon which is superior to the Wine Bottle you found. Examine the hole again,
and select yes to enter it.
Another cutscene with Henry crawling into the hole will take place. After that,
you'll have a first person view of a tunnel. Simply press and hold forward here
until Henry crawls to the end of this tunnel, into the white light at the very
end...
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Subway World [sh4_09] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"So you think this is a dream, huh?"
________ _ _
Subway World:
_ _ ________
- Subway World, Lynch Street Side Entryway (B1):
A cutscene will take place with Henry going down a long escalator. After this,
you take control of Henry in 3rd person mode. Take a short while to get
familiarized with the 3rd person controls. Select your Pipe with the D-Pad left
and right, and equip it by pressing your Equip/Use button. When you're ready,
head forward.
You'll notice a person way off in the distance. Run towards this person, who,
when you get closer will apparently be a woman of some sort. Continue running
towards her until you trigger a cutscene. This should be west on the map if you
use the Map/Memos button to check the map, which you most definitely should as
the directions I'll be giving shall be compass-style.
Meet Cynthia. Will she deliver on her promise of a "special favor?" only time
will tell! Anyway, after the cutscene, she'll follow you around. Don't worry
about her too much, as she'll follow you between areas even if you run too far.
You should notice she's the same woman you saw when you looked out your window.
Go west until you can go west no further, then head south to enter the next
area.
- Subway World, Hallway (B1):
Continue along south here until you trigger a cutscene where Cynthia feels sick
and runs into the women's bathroom. After that, another cutscene will ensue,
where Henry is waiting for her. Out of the men's bathroom pops some kind of
dead dog, and two more dogs follow it out and begin to devour its corpse. After
the cutscene, you take control.
Walk away from the dogs and enter "Pose" mode, then walk up and strike one of
them by pressing Action button while in Pose mode. The Steel Pipe you have
equipped can do a three hit combo, but chances are after two hits you'll be
pushing them out of range. You'll likely take some hits in your first battle
here, but don't worry. If you manage to knock a dog down, walk up to it while
it is squirming on the floor and press action. This will cause Henry to stomp
on it, instantly killing it. Practice dodging and charge-hits here. These are
called "Sniffer Dogs", and I will call them Sniffers for short.
If your health gets below 25% and the enemies are still alive, enter the
women's bathroom here that you saw Cynthia go into. Regardless of whether you
kill both of these dogs or not, enter that bathroom when you do kill them or
become dangerously low on health.
- Subway World, Women's Bathroom (B1):
There is a Hole here.
Check around in here. You'll notice our friend Cynthia is strangely absent.
There's not much to do in here but enter the hole near the stalls. Do so.
After the hole scene...
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
You'll wake up in your bed, and another cutscene will take place. After this,
exit the bedroom. If you press your Pose mode button, you should notice that
your health will be going back up. Take advantage of this from now on.
- Room 302, Main Room:
Check around in here. You'll see the cabinet with the lamp on it has been
moved... examine it. You'll be prompted to straighten it. Select Yes. There is
writing on the wall here where the cabinet was, so examine it. Also, you should
notice a gun on the floor. Examine it as well and take it to get the [Pistol],
your first firearm. When you have that, check the strange marks in the wall to
see another cutscene where Henry bends over and checks it out...
You'll be looking into the bedroom of your neighbor, Eileen Galvin. After she
finds her broom and leaves the room, press cancel to exit this view. You can
come by later and check on her later, but she'll never notice you.
After you exit viewing this, you'll hear your phone ringing. Head to your
bedroom and enter it.
- Room 302, Bedroom:
Go examine the phone. Cynthia is calling...? Anyway, exit this room unless you
want to examine things in here, then exit when you're done that.
- Room 302, Main Room:
You should hear some sounds. Go check the peephole on your apartment door to
see Eileen sweeping to clean up the mess she made when she dropped something
earlier. By now you should also notice there are fifteen hand prints on the
wall you can see from this peephole... fifteen bloody handprints. Pay close
attention to this later. After she leaves, exit the peephole view and examine
things in here again.
Near your windows, you should notice a red book on a stand. Check it out. You
can save here, and only here during the game. I recommend you make a save now.
After you've done this, head into the bathroom door.
- Room 302, Bathroom:
The hole is still here, so enter it. This time, you won't have to hold forward
to get through it.
________ _ _
Subway World:
_ _ ________
- Subway World, Women's Bathroom (B1):
There is a Hole here.
First thing you should notice is someone sitting on a toilet in one of the
stalls here. Check that out. It's a mannequin with a coin in its hand...
Examine it again and select Yes to take the [Lynch Street Line Coin]. Examine
it once again and Henry will comment on it. Anyway, exit the bathroom.
- Subway World, Hallway (B1):
Ignore the men's bathroom as there is nothing in there at all. Continue south
to the next area.
- Subway World, Turnstiles (B1):
Head south in here to encounter a Sniffer. Kill it with the Steel Pipe and make
your way south past the turnstiles to your next area.
- Subway World, King Street Side Entryway (B1):
Head south here. You'll notice a giant worm in the distance and two Sniffers
should emerge. Continue along south and kill the Sniffers. Use your Pistol if
things get really bad for you, health-wise. The gigantic worm is not killable,
nor is it really an enemy. It's called "Greedy Worm".
When you come to a dead-end heading south, you can head east or west. Go west
past the worm here and up the stairs, which are blocked off. You should
however, find something here. Pick up the [Pistol Bullets]. Ammunition takes 1
inventory slot per magazine. If you head up the east way coming back, there's
nothing there but some blocked stairs. Head back to the turnstiles by heading
north at the intersection here.
- Subway World, Turnstiles (B1):
If you've still got a good amount of health, check the turnstiles out with
Action button to examine them until you find the Lynch Street Line entrance. If
not, head back to the Women's Bathroom and back to your apartment to heal, then
come back here once you're healed. Anyway, I'll go on the assumption that
you're in fine condition. You know what to do otherwise.
At that turnstile, use your item: Lynch Street Line Coin. It will not be used
up since you can use it an unlimited number of times.
- Subway World, Turnstiles - Lynch Street Side (B1):
Nothing to do here but head north down the stairs.
- Subway World, Passage between Lines (North) (B2):
* Victims here: Victim-oldtype, Victim-14.
A cutscene will take place where you'll be introduced to your very first
ghost-victim. There are actually two different ones here, but trust me, you
cannot kill them. At best you can knock them out for a while, and that's just
not worth the effort or life lost even when there are items around.
Anyway, there are no items in this area, so go down the stairs, and then take
the other stairs down to your north-east to the next area, running past the
ghost-victims. Remember, ghost-victims are the floating, moaning human-like
things with the deadly aura of damage just from being around them. There are
many different victims, and you can't really kill any of them. Running is the
best solution to dealing with them.
- Subway World, Lynch Street Line (East) (B3):
* Victims here: Victim-oldtype, Victim-14.
Head down the stairs here. The first thing you should notice is that Cynthia is
yelling for help and she's stuck in a subway car. Head south along this
platform here, past the ghost-victims and look for a door on the subway car
when you get as far south as you can get. It should have some red lighting near
it, and the camera should change when you get near it. Enter it.
- Subway World, Lynch Street Line, Car Operator's Room (B3):
Check the red light on a panel in here. It's a button. Select Yes to press it.
This opens the car doors. Exit this room via the door you entered, which is to
the east.
- Subway World, Lynch Street Line (East) (B3):
* Victims here: Victim-oldtype, Victim-13, Victim-14.
Head north, and Cynthia should be running towards you to rejoin and follow you.
Ignore the first open Subway car while heading north, and head into the one you
saw Cynthia trapped in near the stairs, which is on the northern side of this
platform. Enter that open car.
- Subway World, Lynch Street Line, NE/NW Subway Cars (B3):
* Victims here: Victim-13.
This next area going through Subway cars is kind of maze-like. Anyway, I'll
describe it best I can. Head west through the open door on this car to be on an
area between cars, and then head south and through the open car door to the
east. You'll see a box when you re-enter the subway car, the "toy box with
1000Ø written on it". Pass it and enter the door beyond it to the south to the
car south of here.
- Subway World, Lynch Street Line, E Subway Car (B3):
In this subway car, just head straight south and through the door at the end,
which will lead to a car south of here.
- Subway World, Lynch Street Line, SE/SW Subway Cars (B3):
* Victims here: Victim-13.
In this car, head south until you can go south no more, and then head west
through the open car door to between cars and through the next west door right
after that to be in the SW Car on the west side of Lynch Street Line. When in
this car, head north and go through the door at the end of thiscar which leads
to a car north of here.
- Subway World, Lynch Street Line, W Subway Car (B3):
Head north, then east through the open car doors to between the tracks. Here,
go north and then west back into the car. Continue north to the end of the car
and enter the door to the next car here.
- Subway World, Lynch Street Line, NW/NE Subway Cars (B3):
* Victims here: Victim-13.
Head north until you see an open door to your west which leads off of this
subway car. Go through it.
- Subway World, Lynch Street Line (West) (B3):
* Victims here: Victim-oldtype, Victim-14.
Head south here until you see some stairs to your west. Go up those stairs.
- Subway World, Blocked Stairway (B2):
* Victims here: Victim-oldtype, Victim-14.
It's a blocked stairway that should lead to the streets... The real reason I
told you to come up here is because there are some [Pistol Bullets] on the
stairs here. Take them and go back down the stairs before a ghost-victim
decides to pop out through a wall.
- Subway World, Lynch Street Line (West) (B3):
* Victims here: Victim-oldtype, Victim-13, Victim-14.
Go down to the bottom of the stairs and then run south along the platform past
any victims here. Continue south to the very end of this platform, and enter
the door at the very south end here. It's not a subway car door.
- Subway World, Lynch Street Line, Southwest Maint. Room (B3):
There is a Hole here.
A cutscene will play inwhich Henry looks around to find Cynthia missing...
she's not following you anymore. Anyway, there's a ladder in here, but first I
recommend you go into the hole here so you can heal up.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Dump any excess items you think you won't need into the storage box.
I recommend keeping these items on you: Steel Pipe, Pistol, 1 Magazine of
Pistol Bullets. Save your game if you wish, and then enter the bathroom.
- Room 302, Bathroom:
Enter the hole in here to return to the Subway World.
________ _ _
Subway World:
_ _ ________
- Subway World, Lynch Street Line, Southwest Maint. Room (B3):
There is a Hole here.
Head down the ladder in here by walking up, pressing Action, and selecting Yes.
This is how you operate all ladders. This will take you down.
- Subway World, Maintenance Tunnel (B4):
* Victims here: Victim-13, Victim-14.
Run straight east across here, ignoring the south path and take the other
ladder up.
- Subway World, Lynch Street Line, Southeast Maint. Room (B3):
Take the [Pistol Bullets] on the ground here, and then find the door in here.
Open it up, it'll unlock from this side. Go through it.
- Subway World, Lynch Street Line (East) (B3):
* Victims here: Victim-oldtype, Victim-13, Victim-14.
I just told you to go through here for later in the game. So head back into
that door you just came out of.
- Subway World, Lynch Street Line, Southeast Maint. Room (B3):
Head down the ladder in here.
- Subway World, Maintenance Tunnel (B4):
* Victims here: Victim-13, Victim-14.
Go west, and take the south path this time, which will eventually change
direction going west again. At the end of this path after going down a short
flight of stairs, enter the door at the end.
- Subway World, King Street Line (B4):
There is a Hole here.
First thing you should notice when you enter is a Sniffer here. Take care of it
right away and kill it. Head west and you should hear Cynthia over some sort of
voice system. She's found the exit, but "someone" is coming for her and her
transmission is cut off...
Anyway, continue west until you see an open subway car door with some more
Sniffers emerging. Kill them as well. There should be four more Sniffers in
total in or around that subway car with the open door. Kill them all and go
inside it, using the Pistol if things start to get bad for your health.
Run west inside it the car until you see a shiny thing sitting on a seat in
here. Examine it and select Yes to take it, you'll get the [9-Iron], a golf
club weapon. As it says, it will break if you use it, much like the Wine Bottle
in that respect. However, it will be a useless item when it breaks. It is much
more powerful than the Steel Pipe, but will break in 15-20 hits. Your call on
when to use it. If you head west to the very end of the train, you'll come to
the driver's compartment. If you examine the machinery in here, you'll notice
the handle is missing. Nevermind that for now, that's something to remember for
much later in the game. Get out of the train and back onto the platform, then
head west.
You'll pass an Escalator, and at the base of that Escalator you should notice
something on the south side. Take it. It's a [Nutrition Drink]. Continue west
to the end of the platform and you should notice a hole. Enter it, you'll
probably need to heal.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Stuff everything in the storage box except for the Steel Pipe, 9-Iron (if you
want to use it, and a good opportunity is coming up,) and the Nutrition Drink
that you just got incase you really need it on the next part when we return to
the Subway World. Save if you'd like, and then head into the bathroom.
- Room 302, Bathroom:
Enter the hole in the wall to return to the Subway World.
________ _ _
Subway World:
_ _ ________
- Subway World, King Street Line (B4):
There is a Hole here.
Head east to the escalator, and then step on the escalator on the side going
upwards..
- Subway World, Escalator:
Slowly walk up the escalator and you should notice Wall Men emerging from the
walls here. You want to whack them with the Pipe enough to stun them so that
you can pass by without being hurt, then continue up the escalator. If two are
bunched together, you should probably beat one of them to death, preferably
with the Golf Club for a quick kill, then stun the one beyond it with hits and
pass by. Continue this until you reach the top of the escalator. If your health
gets really low, you can use the nutrition drink you're holding onto, but you
probably shouldn't have to. If the 9-Iron breaks, just use the Steel Pipe for
the rest of the trip up this escalator. At the top, you'll enter another area.
- Subway World, Passage between Lines (South) (B2):
* Victims here: Victim-14.
Before you head up the stairs to your east, head up the tunnel to your north,
and at the end of this tunnel where the passageway is blocked, you can find
some [Pistol Bullets] on the floor. Take them. Head back south and then take
the stairs going up/north which are in the southeast part of this area.
- Subway World, Turnstiles - King Street Side (B1):
At the top of the stairs, you'll notice blood and scattered things on the floor
here, if you examine these things, Henry comment that they must be Cynthia's...
Anyway, check the door to the ticket office here, and you'll see there's a
plate on the door. Select Yes to take it and get the [Temptation Placard].
Enter the door after taking it.
- Subway World, King Street Line Ticket Office (B1):
A cutscene takes place where you see Cynthia die and the numbers "16121" carved
into her chest... who could have done it? After the cutscene...
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
You awaken in Room 302. You should also hear some sirens...
If you check the window, you'll see a police car and an ambulance out near the
subway entrance. Exit the window view, and exit your bedroom.
- Room 302, Main Room:
A strange transmission comes over your radio about someone found with numbers
carved into their chest. Check the door to find some red paper slipped
underneath it, and you'll get Memo: Red Diary - April 8. Check your peephole if
you'd like, and you may or may not see an old guy sweeping the hall. He's Frank
Sunderland, the superintendent. Check the hole to Eileen's room as well if
you'd like, as random events will happen in there as well and you can watch her
do several things if you want to. Exit and check it repeatedly again to see
different ones. Newer ones are added/removed as you progress through the game.
You can also examine things throughout the apartment and maybe get new comments
about things from Henry.
When you're done examining things, go to the storage box and put all excess
items inside. Take with you: Steel Pipe, Pistol (preferably loaded), and
Chocolate Milk. Enter the bathroom.
- Room 302, Bathroom:
Notice the hole has changed... well, enter it anyway.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Forest World [sh4_10] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"I want some chocolate milk..."
________ _ _
Forest World:
_ _ ________
- Forest World, NorthEast Cliff:
Henry will awaken in a new world... a forest. Head west along the path here to
the metal gates, and go through after the cutscene.
- Forest World, Path outside Industrial Compound:
There is a Hole here.
Head west along the path here. You'll notice some steel double doors. There's
also a hole right next to them, but don't enter the hole since you're in fine
shape and there's nothing new at the apartment at this time. Go through the
double doors.
- Forest World, Industrial Compound South:
Walk along this path here and down the ramps, and you should be assaulted by
some Hummers. Go into "Pose" mode and whack them out of the sky with your Steel
Pipe. When you get most or all but one or two downed, start stomping on them.
At the bottom of the ramp, you should notice a box of [Pistol Bullets] to your
south. Take them and then go north where you'll see some more double doors.
Enter them.
- Forest World, Industrial Compound North:
Walk north here and you'll immediately be attacked by more Hummers. Take them
out the same way as you did the others in the previous area. Go down the ramps
and west. Go through the gates at the west end of this area.
- Forest World, Path with Car:
In this area, head west and look for the running car. Check its open door a
couple times to see things written by someone named Jasper Gein. You'll also
get the Memo: Jasper's Memo Pad.
-----------------------------------------------------------------------------
a Brand New Fear: Here, in a Brand New Fear game, the [Chainsaw] will be stuck
into a tree here, and you can take it. It's a weapon.
-----------------------------------------------------------------------------
After you've gotten the memo, head west along the path and enter the gates
going west.
- Forest World, Mother Stone:
Walk up to the guy sitting here and listen to him. He seems to stutter a lot.
He's Jasper Gein. After he's done talking, you can hear a couple more lines by
pressing Action while looking at him.
After you've heard all he has to say, check the side of the fence with the
candles sitting on it opposite of where Jasper is sitting. There should be a
[Nutrition Drink] sitting on the ground here, so take it. Head west to the
gates here and enter them.
- Forest World, Eastern Path with Hanging Thing:
There are three Sniffers here, so take them out. Head southwest along this path
and you'll notice some big thing with spears stuck into it falls down with a
big thud. Ignore it. Take the gates in the southwest part of this area.
- Forest World, Path outside Wish House (North East):
Three more Sniffers here... you know what to do. Use the Pistol if you're
getting low on health. Some Hummers may also come out of a tree here if you get
too close and make noise. When all is taken care of, head west along this path
and check out the wooden double doors here. Then enter them.
- Forest World, Wish House:
There is a Hole here.
You can checkout things in this area if you'd like, but there are no items.
Enter the hole on the north side to return home.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
You should hear someone ringing your door. Check the peephole there out. You'll
see a peephole cutscene with Eileen Galvin and Richard Braintree. After it's
over, exit peephole view. Go to your storage box and put all excess items in. I
would take the Steel Pipe, loaded Pistol, and the Chocolate Milk with you.
Leave everything else behind. Now save and enter the bathroom.
- Room 302, Bathroom:
Enter the hole...
________ _ _
Forest World:
_ _ ________
- Forest World, Wish House:
There is a Hole here.
Check your map. Enter the Northwest door in this area.
- Forest World, Outside Coal Mine and Wish House (North West):
Head west along this path and kill any Hummers that attack you. You should
notice a well on the side of the path here, but you can't see into it... this,
like the car without the handle in the Subway World, will become important
later. Anyway, enter the gate in the rocky area at the westmost part of this
area.
- Forest World, Coal Mine:
Head west through this area, and kill the Hummers that will try to attack you.
You can examine things around here if you'd like, but there's no items. Go
through the open archway at the west end of this area.
- Forest World, Toluca Lake Overlook:
There is a Hole here.
Grab the [Portable Medical Kit] on the ground here, and then check things out
to find you're overlooking Toluca Lake in Silent Hill. If you need a heal, head
into the hole and back home. I'll assume you're in fine condition because
really, Hummers aren't very tough.
Head back into the Coal Mine when you're finished here.
- Forest World, Coal Mine:
Head east and through the gate to the forest path.
- Forest World, Outside Coal Mine and Wish House (North West):
Head east and into the door leading back to Wish House.
- Forest World, Wish House:
There is a Hole here.
Head into the South West door here this time.
- Forest World, Path outside Wish House (South West):
Head south, southwest along this path and take the gates heading west.
- Forest World, Path outside Cemetery:
* Victims here: Victim-04.
There is a Hole here.
Run west, past Victim-04 and enter the double doors on the southwest end.
Ignore the Hole.
- Forest World, Cemetery:
You'll see the camera behind some little boy. Walk towards him to trigger a
cutscene with him, you, and Jasper Gein. After the cutscene, you can examine
things around here. Of particular interest are the open grave which has a
coffin that has "11121" carved into it, and the door at the south-end, which
has a symbol on it. This symbol should be familiar to those who've played
Silent Hill 3. Indeed, it is the cult's symbol, the Halo of the Sun.
This door will not open, so exit via the north doors in this area to get back
into the path outside the cemetery.
- Forest World, Path outside Cemetery:
* Victims here: Victim-04.
There is a Hole here.
Run east, past Victim-04 again and enter the gates at the east.
- Forest World, Path outside Wish House (South West):
Head north, north west and enter the gates leading back to Wish House.
- Forest World, Wish House:
There is a Hole here.
Head to the front door of the house itself and you'll see Jasper Gein standing
near the door. Try to open the door. Jasper will tell you it won't open and
that a nosy guy gave him something "really good". He also says he could let you
have it, but not for free. He's thirsty... After he's done talking, you can
talk to him again if you'd like. He wants some chocolate milk! When you're done
laughing at the way he said it...
We happen to have some, so stand facing him and use it as an item. A cutscene
will play where he hands over his "really good" thing, a little spade. After
that cutscene, walk to and pick up that spade he tossed, the
[Blood-Inscribed Spade]. Head to the hole to heal and save if you need to, then
come back to Forest World. After this, head into the South East door in this
area.
- Forest World, Path outside Wish House (South East):
There are four Sniffers here and a couple Hummers. Take them out. You should
notice that one of the Sniffers was pinkish in color. It's a female, and they
are more aggressive and damaging than the yellow males. When all of these
things are dead, head southeast and use the eastern gate here.
- Forest World, Southeastern Path:
Head southeast along this path and use the gates at the end of the path.
- Forest World, Path with Strange Tree:
Walk east and around the tree here, and check out the front of the tree. You
should see some "hands" sticking out of the ground, and the camera should
change and zoom in upon approaching this side of the tree. Stand in front of
and facing the "hands" and use the Blood-Inscribed Spade. A cutscene will play
where Henry digs with the spade, and you will get the [Rusted Bloody Key].
The description of the key is not joking, and if you took the time to read what
Jasper wrote about what the "nosy guy" said in his memo pad you found in his
car, you'll notice you need to dump that key somewhere to go back or you'll be
unable to head back to Wish House. Easily done. Take the east gate here.
- Forest World, Southeastern Dead End:
* Victims here: Victim-04.
There is a Hole here.
Run past Victim-04 and up the northeast stairs here. Take the [6-Iron] that is
laying on the ground, then run to and enter the hole in the east part of this
area which will take you back home.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Leave the bedroom.
- Room 302, Main Room:
Place the Rusted Bloody Key in the storage box along with everything else
except for the Steel Pipe, and the 6-Iron if you want to use it. Save, and then
go into the bathroom.
- Room 302, Bathroom:
Enter the hole.
________ _ _
Forest World:
_ _ ________
- Forest World, Southeastern Dead End:
* Victims here: Victim-04.
There is a Hole here.
Run past the victim and enter the gates to the west.
- Forest World, Path with Strange Tree:
Head west past the tree and through the gates to the west.
- Forest World, Southeastern Path:
Head along the path and again, take the western gate.
- Forest World, Path outside Wish House (South East):
Along the path and through the west door to Wish House.
- Forest World, Wish House:
There is a Hole here.
Run to the hole on the north side of this area and enter it.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Leave the bedroom.
- Room 302, Main Room:
Get the Rusted Bloody Key out of the storage box, and save if you'd like. You
can also examine the peephole, Eileen room hole, and other things if you'd like
to at this time. Then head into the bathroom.
- Room 302, Bathroom:
Go into the hole, once again.
________ _ _
Forest World:
_ _ ________
- Forest World, Wish House:
There is a Hole here.
Head to the actual house to the door itself where Jasper is still standing. You
can talk to him if you'd like, but you'll have to wait for him to stop drinking
the chocolate milk. Then try to open the door, which will now unlock since you
have the key. Enter it.
- Forest World, Inside Wish House:
Talk to Jasper, and then look around. You can examine the things here, among
them a note that says "Have you found Alessa yet?? How is Walter's progress
coming along? Send me a report." When you're finished checking things out, head
to the southwest part of the house and there'll be a broken-down altar. When
you get close to that altar, the camera will change. Examine the note on the
ground near the altar to get Memo: Holy Scripture Scrap. After that, you should
hear someone screaming. Check the door to your immediate northeast, and try to
open it. Another plate... take it to get the [Source Placard], then enter the
door.
- Forest World, Inside Wish House, Burning Room:
A cutscene will play where you see Jasper burning to death. He has the numbers
"17121" carved into his body. He finally met the "devil" he was looking for,
though. After this scene...
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
You'll awaken to a special news report on your radio... some "hot" news about
our friend, Jasper. After this, exit the bedroom.
- Room 302, Main Room:
Someone will be ringing your door again. Check out the peephole to get a
cutscene with Frank Sunderland, the superintendent of the building. Exit
peephole view after this. Check on Eileen if you'd like, save if you'd like,
and then place the Source Placard into the storage box.
You can now re-examine things around the apartment to perhaps hear some
differing comments from Henry. Such as, with the photo over the couch:
"I got this photo from Sunderland, the superintendent. I hear his son and
daughter-in-law disappeared in Silent Hill a few years back..."
After you're done with that, enter the bathroom again.
- Room 302, Bathroom:
The hole has once again changed... enter it.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Water Prison World [sh4_11] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"That kid, Walter... He was really into that mumbo jumbo..."
______________ _ _
Water Prison World:
_ _ ______________
- Water Prison World, Circular Cell Hallway (1F):
Henry will wake up on the floor and hear some guy yelling to get "Get him the
hell out of here" in a cutscene. The guy won't stop yelling as long as you're
on this floor. Since this can be confusing (a circular hallway with eight cells
and all), I'll make a map for each floor like the one below. Take the memo in
the southeast part of the floor, the Memo: Exploration Memo. After that, check
out the cell doors.
You can reference your own map in-game to this poor ascii representation.
Legend:
EE = Area exit double doors.
D = Cell door.
M = Memo.
1.1 = Locked cell with man inside.
1.2 = Open empty cell with little harmless leeches moving around in it.
1.3 = Broken lock. Can't enter.
1.4 = Cell with noose and note written.
1.5 = Cell with Toadstool enemies. Whack them dead.
1.6 = Broken lock. Can't enter.
1.7 = Red writing on wall, [Pistol Bullets] on bed.
1.8 = Broken lock. Can't enter.
_____________
/ __D______D_ \
/ /\ | \ \
/ / \ 1.5| /\ \
/ D \ |1.6/ D \
/ / \ ___ / \ \
| | 1.4 / \ 1.7 | |
| |______| |_____| |
| | \___/ | |
| D 1.3 / | \ 1.8 D |
| | / | \ |M|
\ \ /1.2|1.1\ / /
\ \ / | \ / /
\ \ / | \/ /
\ \__D___|___D_/ /
\______EE______/
After you've checked out all the cells on this floor, exit via the double door
exit in the south part of this area.
- Water Prison World, Spiral Staircase Access (1F):
There is a Hole here.
Ignore the Hole since you should be in top shape. Check the note hanging next
to the hole to get Memo: Guard's Diary, then take the western single door here.
- Water Prison World, Interior Spiral Staircase (1F, B1, B2):
There are Wall Men here, but you can avoid them. Go down the Ladder you see
immediately as you enter. Now run West, clockwise down this spiral staircase,
stopping only to pickup the shiny thing you will encounter along the way, which
is a [Saint Medallion]--While on the north side of the in-game map. Continue
along until you reach a door at the bottom of this staircase. Enter that door.
- Water Prison World, Waterwheel Room (B2):
There is a Hole here.
Head down the stairs here and look for a plate in the northwest side of the
room near the machine in the center, the waterwheel. Check it to get the
[Water Prison Exit Key] and the Memo: Waterwheel Room Plate Message. Now head
back up the stairs, careful not to disturb the Hummers at the waterwheel's
northeast side. If you anger the Hummers, just kill them. Ignore the door on
the northeast side of the room since there's nothing to do in the generator
room at this time. Enter the door back into the interior spiral staircase.
- Water Prison World, Interior Spiral Staircase (1F, B1, B2):
Head up the ladder you see shortly after you enter here. Now head west,
counter-clockwise. You should see some double doors, but they're locked. Head
up the ladder going up right next to these doors. You'll be at the top of the
spiral staircase, so enter the door up here.
- Water Prison World, Spiral Staircase Access (1F):
There is a Hole here.
Use the hole to go home.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Go to the chained-up apartment door to get Memo: Red Diary - April 4. Check out
the peephole and other things if you'd like, put your Saint Medallion into the
storage box. You should notice the TV is turned on, and can examine it for some
more comments. Now save if you'd like. After you're done, go into the bathroom.
- Room 302, Bathroom:
Go into the hole here.
______________ _ _
Water Prison World:
_ _ ______________
- Water Prison World, Spiral Staircase Access (1F):
There is a Hole here.
Unlock the eastern door with the key you got below, and go through it.
- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):
Go up the ladder to your west as you enter here. Then go up the ladder going up
to the west of that. There will be some double doors in front of you, which
will lead to the 2F cell block. Enter it.
- Water Prison World, Circular Cell Hallway (2F):
In the hallway itself, there are some Toadstool enemies and some Blue Tremer
(slug) enemies. Kill the Toadstools and if any Tremer drops into your path,
stomp on it. After you've scouted the entire hallway, here's the cell map for
this floor:
Legend:
EE = Area exit double doors.
D = Cell door.
2.1 = Note on wall, hanging laundry. Empty otherwise.
2.2 = Broken lock. Can't enter.
2.3 = Broken lock. Can't enter.
2.4 = Broken lock. Can't enter.
2.5 = Notebook you can read on desk. Otherwise empty.
2.6 = Weird bottles on bed you can't take. Otherwise empty.
2.7 = Broken lock. Can't enter.
2.8 = Broken lock. Can't enter.
_____________
/ __D______D_ \
/ /\ | \ \
/ / \ 2.5| /\ \
/ D \ |2.6/ D \
/ / \ ___ / \ \
| | 2.4 / \ 2.7 | |
| |______| |_____| |
| | \___/ | |
| D 2.3 / | \ 2.8 D |
| | / | \ | |
\ \ /2.2|2.1\ / /
\ \ / | \ / /
\ \ / | \/ /
\ \__D___|___D_/ /
\______EE______/
Once you've checked out all the cells here, exit this floor.
- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):
Go up the ladder next to the doors here. You'll be up a floor next to another
set of double doors, but don't enter them yet. Go up again using the ladder.
Enter the top floor doors, here.
- Water Prison World, Roof:
Run around to the north side of this area and look for a valve on the back of
the center part of the this structure. Walk up and use the valve. Select Yes to
turn it. A cutscene will play. After the cutscene, go back to the south end of
this area and exit back to the exterior spiral staircase.
- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):
Go down the ladder next to the doors you just came out of. Enter the double
doors to the 3F cellblock.
- Water Prison World, Circular Cell Hallway (3F):
This hallway has Blue Tremers in it and a new enemy, Victim-07+08 monsters.
These aren't like ghost victims, however. They just share a similar name and
you'll eventually find out why. There are two in the hallway. I recommend
beating them with 2 regular hits from the pipe, then following to where you
knocked them back and continuing until they fall over and allow you to stomp
them since you really don't have a better weapon to deal with them effectively
just yet. After you've scouted the hallways, here's the cell layout for this
floor-- don't use any corpse disposal holes yet.
Legend:
EE = Area exit double doors.
D = Cell door.
M = Memo.
3.1 = Open, but empty.
3.2 = Open lots of books you can't take on the floor, and empty.
3.3 = Open, with corpse disposal chute hole.
3.4 = Open, with corpse disposal chute hole. (Bloody Bed)
3.5 = Open, with note on desk and clothes on bed. Empty.
3.6 = Two Wall Men, and [Pistol Bullets] on bench. Kill the Wall Men.
3.7 = Open, with corpse disposal chute hole.
3.8 = Toadstool enemies. Kill them and take Memo: Prison Diary on desk.
_____________
/ __D______D_ \
/ /\ | \ \
/ / \ 3.5| /\ \
/ D \ |3.6/ D \
/ / \ ___ / \ \
| | 3.4 / \ 3.7 | |
| |______| |_____| |
| | \___/ | |
| D 3.3 / | \ 3.8 D |
| | / | \ M | |
\ \ /3.2|3.1\ / /
\ \ / | \ / /
\ \ / | \/ /
\ \__D___|___D_/ /
\______EE______/
After you've explored all cells, enter 3.3 and jump down the hole in there.
Jump down the holes in 2.3, and 1.3 below it as well, you'll end up in...
- Water Prison World, Shower Room (B1):
There are two Victim-07+08 monsters here. Fight them if you wish. Or simply run
to, unlock and go through the door in the southeast part of this room.
- Water Prison World, Hallway (B1):
Head north in here and go up the ladder in the center of the floor.
- Water Prison World, 1F Surveillance Room:
Check the book on the desk here to get Memo: 1F Surveillance Room Report. Now
you can check out the various peepholes around the room if you'd like. In one
of the southeast holes you'll see the locked up man on the first floor. After
you're done, check the ladder again and go up.
- Water Prison World, 2F Surveillance Room:
Check the book on the desk here to get Memo: 2F Surveillance Room Report. Check
around the room and you should also notice a valve, but don't touch it just
yet. If you read the memos inside these surveillance rooms so far, you should
know you can use the valves to turn the 2nd and 3rd floors. Anyway, check the
ladder and select go up once again.
- Water Prison World, 3F Surveillance Room:
Grab the note on the wall for Memo: Secret Number Memo. Check the valve here,
turn it right just one time. This will let the man in the 1F Cell out, and turn
the 3F cells all right once. Go down the ladder.
- Water Prison World, 2F Surveillance Room:
Go down the ladder.
- Water Prison World, 1F Surveillance Room:
Go down the ladder again.
- Water Prison World, Hallway (B1):
Cutscene will play with the kid we met in the forest and the man who was in the
cell. Apparently, he says the kid's name is "Walter Sullivan", that his name is
Andrew DeSalvo, and that he used to work at the orphanage. After this cutscene,
Andrew will leave. Whiteshrooms will sprout out of the ground where you're at,
so cut a path through them going south with your Steel Pipe. Go south, and
notice the southeast door is locked, but the door at the very south end of this
hall which connects to the interior spiral staircase is not. Go through it.
- Water Prison World, Interior Spiral Staircase (1F, B1, B2):
Take the ladder west of the doors you came out of up. Go through the door to
your east here and into the Spiral Staircase Access room.
- Water Prison World, Spiral Staircase Access (1F):
There is a Hole here.
Go through the hole. You likely need a heal.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Check the peephole, Eileen's room peephole, put any unneeded items into the
storage box, and save. All you'll need is the Steel Pipe. Go into the bathroom.
- Room 302, Bathroom:
Get thee into the hole.
______________ _ _
Water Prison World:
_ _ ______________
- Water Prison World, Spiral Staircase Access (1F):
There is a Hole here.
Go into the eastern door leading to the exterior spiral staircase.
- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):
Climb the two ladders to the 2F double doors. Climb the ladder up to the 3F
double doors. Enter the 3F hallway.
- Water Prison World, Circular Cell Hallway (3F):
The layout of this floor's cells have changed. It is now...
Legend:
EE = Area exit double doors.
D = Cell door.
3.1 = Toadstool enemies. Kill them. Nothing else here.
3.2 = Open, but empty.
3.3 = Open, lots of books you can't take on floor. Otherwise, empty.
3.4 = Open, with corpse disposal chute hole.
3.5 = Open, with corpse disposal chute hole. (Bloody Bed)
3.6 = Open, with note on desk and clothes on bed. Empty.
3.7 = Had Wall Men before. Empty now since you killed them and took bullets.
3.8 = Open, with corpse disposal chute hole.
_____________
/ __D______D_ \
/ /\ | \ \
/ / \ 3.5| /\ \
/ D \ |3.6/ D \
/ / \ ___ / \ \
| | 3.4 / \ 3.7 | |
| |______| |_____| |
| | \___/ | |
| D 3.3 / | \ 3.8 D |
| | / | \ | |
\ \ /3.2|3.1\ / /
\ \ / | \ / /
\ \ / | \/ /
\ \__D___|___D_/ /
\______EE______/
Anyway, jump down the hole in 3.8. On the 2F Cell you land in, 2.8, check the
desk in here to find the [Stun Gun] -- a powerful weapon against some enemies,
and then jump down the hole. In 1.8, jump again down the hole. You'll wind up
in...
- Water Prison World, Dining Hall (B1):
There are some Whitestools here. Ignore them for now and open up the southwest
door and go through it. It'll unlock from this side.
- Water Prison World, Hallway (B1):
Head north and kill the Whitestools in your way, then take the ladder up to
the surveillance room.
- Water Prison World, 1F Surveillance Room:
Go up the ladder.
- Water Prison World, 2F Surveillance Room:
As you may have guessed by a memo you read earlier, you need to line up the
bloody beds. I didn't tell you to do this on your first visit here because I
wanted you to get the Stun Gun. Turn the valve on this floor right 4 times. The
room with the bloody bed should be seen through the peephole two holes right of
the red dot on the wall in here, and that means it's lined up with the 1F
Bloody Bed room. Go up the ladder to the 3F surveillance room.
- Water Prison World, 3F Surveillance Room:
Turn the valve here right once. Again, check to make sure the bloody bed is two
peepholes right of the red dot on the wall. If so, go down the ladder.
- Water Prison World, 2F Surveillance Room:
Go down once again.
- Water Prison World, 1F Surveillance Room:
Go down!
- Water Prison World, Hallway (B1):
Go into the dining hall.
- Water Prison World, Dining Hall (B1):
Whack all the whitestools in your way dead and go into the north door here.
- Water Prison World, Kitchen (B1):
Kill all the whitestools in your way, then check the door in the northwest part
of this room. There's another plate... take it to get the
[Watchfulness Placard]. Does this mean...?
I thought I'd take the time to explain why I had you turn the cells when you
could have just come in here. The reason is simple; If you didn't, there would
be no light in this room, and, as you'll check the door, you'll notice a number
pad on it. If the light wasn't here, you wouldn't be able to punch in any
numbers. But now you can, so check the door.
You need a four digit combo, and since you got one in the "Secret Number Memo",
try the number contained in it. It's 0302. Enter it. You'll go through the door
automatically.
- Water Prison World, Death Chamber (B1):
A cutscene takes place where you see the body of Andrew DeSalvo floating in
liquid here, and the numbers "18121" carved into his belly... just like when
you found previous people dying, you'll black out and wake up in your room.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
You should hear a loud noise. Investigate by entering your bathroom.
- Room 302, Bathroom:
Check out that bathtub... then leave this room back into the main room.
- Room 302, Main Room:
Check your peephole on your door to trigger a cutscene with Frank Sunderland
and Eileen Galvin at your peephole. After they leave, take a look at the bloody
handprints on the wall you can see through the peephole. There are 18 now...
this could mean something. Exit peephole view. Check the ground at the base of
the door to get two new memos, Memo: Red Diary - July 23, and
Memo: Superintendent's Memo.
Check on Eileen's room if you want, and stash the Watchfulness Placard inside
the storage box. Keep the Steel Pipe and Stun Gun with you for now, and take
the Saint Medallion. Save, and then you can examine things around the apartment
again as Henry may or may not give differing comments once again. When you're
satisfied, enter the bathroom.
- Room 302, Bathroom:
The hole has changed, once again... enter it.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Building World [sh4_12] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"But if you're here too... then there must be something
wrong with the whole apartment building..."
__________ _ _
Building World:
_ _ __________
- Building World, Entrance Alleyway (B1):
There is a Hole here.
A cutscene will play inwhich Henry wakes up on the floor in some kind of
alleyway. After the cutscene, you take control. Head west in this alley and
tilt your right analog stick up to see some strange monkey-like creatures
jumping from building to building. Continue west until the path changes to
south, and go south to the next area.
- Building World, Top of Hotel South Ashfield (B1, B2, B3):
You should hear gun shots and monkey sounds. Check things out here and then
head down the stairs in the eastern part of this area. You should see and hear
one of those monkey things dropping near you, so get ready. Equip the Stun Gun
and go to town on it, shocking it with the Stun Gun and then stomping on it.
Go down the stairs south of here, and check the red-lettered sign out. It says
"Hotel South Ashfield", the place across from you if you've looked out your
window... but this is different, somehow.
Head towards the door with a car next to it down here to trigger a cutscene,
where Richard Braintree falls from somewhere up in the building and you two
have a little talk. After this cutscene, where Richard will leave, more more
monkey men, called "Gum Heads" should drop down here. Take care of them with
the same method, but beware! There's more than one now. Take the one guarding
the door out last. Then enter that door.
- Building World, Home of Eric Walsh (B3):
* Victims here: Victim-10.
Head north in this area into the "kitchen" room which has a feast and a
birthday cake on the table. You should notice a strange sound almost right
away. There's a victim in here! But don't worry for now, it's pinned down by
something. Examine things in here and you'll see that the doors are all locked.
Examine the ghost to see it has something in its hand. Take what is in its
hand, the [Ghost's Key], and then examine the door right near the ghost to use
that key. Don't go through the door you just unlocked, yet. Examine the ghost
again and you'll be prompted to take the sword stuck in its stomach. Select Yes
to get a [Sword of Obedience], then go through the door you just unlocked
before he gets up.
- Building World, Interior Staircase A (B3, B4, B5):
* Victims here: Victim-10.
There are Red Tremers here, but ignore them unless they get in your way, then
just stomp them. Run down the stairs here to B4, then along the floor around
this floor east, south, then west. Down the stairs again to B5. Run past the
victim here. Take the door in the southwest most part of this floor.
- Building World, Interior Hallway A (B5):
* Victims here: Victim-10.
Head south and enter the door on the west wall quickly to avoid taking any
damage from Victim-10.
- Building World, Interior Storage Room (B5):
Grab the [Pistol Bullets] on the shelf here and then head into the door on the
northwest side of the room.
- Building World, Albert's Sports Store (B5):
There is a Hole here.
Look around in here.On the northeast side of the shop, you should find an
[Aluminum Bat] on the ground. It's an upgrade from the Steel Pipe. Take it and
equip it. On the southeast side of the shop, you should find a [5-Iron] golf
club on the floor. Take it if you wish, as well. Enter the hole to return to
Room 302.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
You should hear someone knocking on your door. Exit the bedroom.
- Room 302, Main Room:
Check the peephole to your main door. "BETTER CHECK ON YOUR NEIGHBOR SOON!" is
written on it. Who did that...? Anyway, check on the neighbor (Eileen) if you
wish. She seems to be doing well. Dump all items except for the Aluminum Bat,
Stun Gun, and Saint Medallion into the box, then save. Head into the bathroom.
- Room 302, Bathroom:
Enter the hole.
__________ _ _
Building World:
_ _ __________
- Building World, Albert's Sports Store (B5):
There is a Hole here.
There are two doors in the northwest part of the shop. Take the one on the
north wall, since it's not locked.
- Building World, Interior Staircase B (B5, B6, B7):
Just take the stairs down 3 floors here and enter the door on the east end at
the bottom.
- Building World, "Garland's" Pet Shop (B7):
When you enter here, you should hear some Sniffers walking around. Go into Pose
mode and charge up your Aluminum Bat, then walk to and find one of them. Let go
and stomp it. Now take care of the other ones in the store, and any Hummers
that join in on the north side of the shop. Walk around in the aisles in the
shop until the camera changes and you see an item among the boxes of animal
food. Examine to find and take the [Albert's Sports Key].
While there is another door herein the north end of the shop you can take,
don't. It leads to an area which there's nothing to do in just yet. Instead,
take the door you entered the shop from in the south end of the shop out.
- Building World, Interior Staircase B (B5, B6, B7):
Take the stairs all the way to the top on B5, and enter the door on the west,
back into Albert's Sports.
- Building World, Albert's Sports Store (B5):
There is a Hole here.
If you need to heal, go home through the hole. I'll assume you're in fine
condition to continue, so if you need a heal, go home, wait for your life to go
back to full, and save, then come back. When you're ready, go through the door
on the northwest side of the shop that unlocks with Albert's Sports Key.
- Building World, Exterior Staircase A (B5, B6, B7, B8):
Another fun staircase. Head along and down these stairs four floors, killing
any Gum Heads that get in your way with the Aluminum Bat or Stun Gun. When you
reach the bottom, you'll be on another rooftop. Head south and you'll have a
couple more Gum Heads drop down. Take care of them as well. Head east along the
small path when you can go south no further.
- Building World, Exterior Elevator Access (B8):
Take the eastmost doorway here, which leads into an elevator.
- Building World, East Elevator:
A cutscene will take place. Henry sends his elevator down, and Richard has a
conversation with the child you've seen around before in another elevator.
When that cutscene is over, you'll still be in the elevator. Exit via the door
on the north side.
- Building World, Exterior Elevator Access (B12):
Grab the [Pistol Bullets] at the southwest part of this area, and then get back
into the elevator.
- Building World, East Elevator:
Check the elevator buttons in the southwest part of the elevator. Select the
top floor. When it arrives, go through the north exit door of the elevator.
- Building World, Interior Hallway B (B8):
* Victims here: Victim-10, Victim-12.
Equip your Saint Medallion. Follow this hallway north, then east, then south,
then west to the very end. Here you'll find the [Spade], a great new weapon,
and a [Sword of Obedience] on the floor here. Take them both, and then run back
to the elevator and enter it. Nevermind the victims. They should be slower and
their ghost aura won't effect you when you've got the medallion equipped.
- Building World, East Elevator:
Equip the Spade as a weapon. It's one of the best in the game. Unequip the
Saint Medallion. Use the panel in here and select bottom floor. Use the ladder
in the north end when it reaches its destination, and select Yes to go down.
- Building World, Under the Elevators (B12):
Head north here and check around to find a [Nutrition Drink] laying on the
floor here. There's a tunnel going west in the northwest, so head through it
and kill all the Whitestools in your way. Go up the ladder at the end of this
tunnel.
- Building World, Exterior Alleyway A (B12):
Head along this alleyway west, then south, then east, and take out any Gum
Heads or Sniffers using charged attacks from your spade and stomps. Don't rush
too much as there's still more combat ahead and you need to save some health
for that. Finally, when they're all dead, head south to the next area. None of
the doors in this area work, so don't worry about that.
- Building World, Exterior Area with Water Tower (B12):
There are FIVE gum heads here. Take them on using charged Spade attacks and try
to stomp if you get an opportunity. Only four of them are mobile, the 5th is
guarding a door. Kill the four, then take on the 5th by approaching with a
charged attack. He has a golf club in his hands, so beat him down and kill him.
Then you can take the club he drops, the [Pitching Wedge]. Enter the door he
was guarding.
- Building World, Gigantic Fan Room (B12, B13):
Go down the stairs here and take the door in the southeast part of this room.
- Building World, Interior Staircase C (B13, B14, B15):
Head down the stairs here and stomp on any Red Tremers that get in your way.
At the bottom, on B15, go through the southmost door here.
- Building World, Bar Southfield (B15):
There is a Hole here.
Check the paper on the bar counter to get Memo: Bartender's Memo. Examine the
axe on the table here to get [Rusty Axe], regarded by many--myself included--
as the best weapon for most encounters in the game. Ignore the Red Tremers on
the walls here for now and enter the hole to your apartment, as you probably
need a heal around now, and you most definitely need to drop some stuff off.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Check on things around the apartment and then dump everything except for the
Rusty Axe or Spade, and the Saint Medallion into the storage box. Save your
game. Look out the window... see that big billboard for "Bar Southfield"? Check
out the phone number on it. Didn't the memo we got at the bar say the
combination to the door is the last four numbers of the phone number? Well, the
phone number is 555-3750. Go to the bathroom now.
- Room 302, Bathroom:
Enter the hole.
__________ _ _
Building World:
_ _ __________
- Building World, Bar Southfield (B15):
There is a Hole here.
In the southwest part of the bar is a door. Clear all of the Red Tremers off of
the wall near it and stomp on them, then examine the door. Since the code is
apparently the last four numbers of the phone number, enter: 3750. The door
should unlock. Enter it.
- Building World, Winding Staircase (Going up from B15 to B4):
* Victims here: Victim-10, Victim-12.
Equip your Saint Medallion and run west along here. You'll hear a scream from
above. Now simply run all the way up the many flights of stairs here to the
very top, B4. Run to the very end of the platform to find a door with "207"
written on it. Examine it to find... another plate. Take it to get the
[Chaos Placard], and then enter the door.
- Building World, "Room 207" (B4):
A cutscene will play inwhich Richard Braintree dies and tells you that the kid
is no kid, but the "11121 man." He has 19121 written on his forehead in blood.
As per usual, you'll fade out and re-awaken in your room...
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Check out your window to see a man in 207, Braintree's room, pointing out the
window to what appears to be 303, Eileen Galvin's room. Exit the bedroom.
- Room 302, Main Room:
Another strange transmission will play over the radio, with a "shocking"
conversation about the guy you just saw die. Check out your peephole and
Eileen's room peephole, and then use the storage box to drop off the Chaos
Placard. You'll notice Eileen has changed into a dress. That's because she's
going to a party. Save the game.
Anyway, you can once again examine things throughout the apartment for some
different comments. When satisfied, enter the bathroom.
- Room 302, Bathroom:
Enter the hole, which has once again changed...
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Apartment World [sh4_13] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"It looks like my apartment... What the hell is this?"
___________ _ _
Apartment World:
_ _ ___________
- Apartment World, 3F Hallway:
A cutscene will take place inwhich Henry wakes up and sees a long-haired man in
a coat knocking on Eileen Galvin's door, and then walk off.
As you gain control, enter Room 301 which is right near you, in the north-most
part of this hallway.
- Apartment World, Room 301 (3F):
There is a Hole here.
In the main part of the room here, check the desk to find a Memo: Mike's Diary.
Next to it, there's a red piece of paper on the desk [Red Paper], take it.
Head into the back part of this room and into the bedroom, and you'll find a
white magazine among all of the resident of 301's porn magazines. It's a
Memo: Joseph's Article. Also, check the red photos on the wall here. You can
get a key from each of them. The photo of the nurse has the [Locker Key #106],
and the photo of the superintendent has the [Superintendent's Key]. After you
take the superintendent's key, Victim-13 will appear somewhere in this room, so
run to the door out of here and exit back into 3F's Hallway.
- Apartment World, 3F Hallway:
Head south here, and check Room 302's door. You can't open it, but Henry notes
there's a red piece of paper and under it and it's the same way they show up in
his apartment. Use the Red Paper you got in 301 here to send it under the door
as well.
Head south and check Room 303 (Eileen's) room door, and Henry will comment on
the long-haired guy with the coat. Room 304 won't open, either. So head west
and exit via the double doors at the end.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
There is a Hole here.
Head down the stairs and you'll notice the long-haired man with the coat
sitting there. Talk to him. He'll tell you about a doll he got from Eileen a
long time ago, and offer it to you. You can take the [Shabby Doll] if you'd
like. It's not necessary. After you talk to him and take it or decline it, head
down to the first floor via the stairs. Check the locker's on the east side of
the floor, where the camera will zoom in. Face them and use the Locker Key #106
to open up the locker. It's filled with love letters to a "Rachael" from a guy
named Mike. Nothing useful, though. Head into the hole back to your apartment
here.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Put everything except for a weapon (I use Rusty Axe) and the Superintendent's
Key into your storage box. Check the peephole and you may or may not see the
long-haired man with the coat stop by -- notice also there are 19 bloody hand
prints on the wall. Under your door should be two new memos,
Memo: Red Diary - May 14, and Memo: Red Diary - May 2. Get them both. By now
you should also be hearing something noisy in the apartment. Enter the laundry
room.
- Room 302, Laundry Room:
The dryer is going in here. It's... left quite a mess of blood. Examine it to
turn it off. Exit here.
- Room 302, Main Room:
Check on Eileen via the peephole to her room if you'd like, and save. Then head
into the bathroom.
- Room 302, Bathroom:
Enter the hole.
___________ _ _
Apartment World:
_ _ ___________
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
There is a Hole here.
Enter the western wing double doors on the first floor upon your return.
- Apartment World, 1F West Hallway:
Head west and check out the door you see. It has a sign that says,
"Superintendent's Room", so this must be the right place to use your key.
The Superintendent's Key will unlock the door, and now you can enter it.
- Apartment World, Room 105 (1F):
Go to the southwest part of the main room and check out the red pieces of paper
in a small box here. There's two of them in the box, so take them to get
[Red Paper] and [Torn Red Paper]. Beside this box is a hanging key rack,
examine it and take the [Apartment Keys]. Head into the bedroom of this
apartment and check the open book on the stand near the bed to get
Memo: Superintendent's Diary (Umbilical Cord). Now exit Room 105.
- Apartment World, 1F West Hallway:
Head north in this hallway and enter the first door to your right, which is
Room 106. The Apartment Keys will unlock this room and every other room in the
building save 303 and 302.
- Apartment World, Room 106 (1F):
Look around in here. The goal is to go into the bedroom in the back and grab
the [Portable Medical Kit] off of the bed. There's also a nurse uniform for a
nurse named "Rachael" on the bed you can't take, and you can dial a number on
the phone if you'd like, but I don't recommend it since it causes Victim-04 to
show up here and other parts of Apartment World. Exit Room 106 when you are
finished.
- Apartment World, 1F West Hallway:
Head north once again and enter the room at the furthest end of the hallway,
Room 107.
- Apartment World, Room 107 (1F):
There's no items in here, but you can check out the music man's place if you'd
like. Exit when done.
- Apartment World, 1F West Hallway:
Head down south, then east and enter back into the central area with the
stairs.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
There is a Hole here.
Head straight east and enter the double doors to the 1F eastern wing.
- Apartment World, 1F East Hallway:
There are some Sniffers in this hallway, so approach the one that appears near
Room 104 and take it out. You'll see the power of the axe if you're using it
right now. Quite a nice charge-hit, huh? After it's dead, enter Room 104.
- Apartment World, Room 104 (1F):
There's really nothing in here except for some Hummers, which you can kill if
you'd like to... just exit if you don't.
- Apartment World, 1F East Hallway:
Continue north in the hallway, and enter Room 103.
- Apartment World, Room 103 (1F):
There's absolutely nothing in here, but feel free to look around. Exit when
finished.
- Apartment World, 1F East Hallway:
Head north and enter Room 102, killing the other Sniffer here if it gets close.
- Apartment World, Room 102 (1F):
-----------------------------------------------------------------------------
a Brand New Fear: In a Brand New Fear game, if you've qualified for it, the
[Submachine Gun] will be on a counter here near the kitchen.
-----------------------------------------------------------------------------
In here, enter the kitchen and step on all of the Red Tremers here, then check
out the fridge. You'll be prompted to open it up. Select yes. Examine inside
the fridge to find a cat's body wrapped in jeans. Examine again to get a
[Torn Red Paper], and then exit this room.
- Apartment World, 1F East Hallway:
Head north and enter Room 101.
- Apartment World, Room 101 (1F):
There's some [Pistol Bullets] on the counter near the kitchen here, take them.
You may think "Cool, guns!" but they're all models and useless. You can check
the bookshelf in the bedroom to hear what this gun enthusiast in Room 101
thinks of Richard Braintree, and to learn that Richard's gun is the real thing.
Exit this room.
- Apartment World, 1F East Hallway:
Head south, then west and exit back to the main area of the apartment.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
Go up the stairs to 3F and enter the hallway.
- Apartment World, 3F Hallway:
Enter Room 304 here.
- Apartment World, Room 304 (3F):
The only thing of interest in here is some [Pistol Bullets] in the bedroom.
Take them and exit this room.
- Apartment World, 3F Hallway:
Go to 302's door and slip the Red Paper and two Torn Red Papers underneath the
door, then go back and enter the main area.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
Go downstairs to 2F and enter the eastern hallway double doors.
- Apartment World, 2F East Hallway:
* Victims here: Victim-oldtype, Victim-13.
Run forward and enter Room 204.
- Apartment World, Room 204 (2F):
There's really nothing in here, so leave when you're done looking around.
- Apartment World, 2F East Hallway:
* Victims here: Victim-oldtype, Victim-13.
Run north in the hallway, avoiding the victims and enter Room 203.
- Apartment World, Room 203 (2F):
* Victims here: Victim-oldtype.
In the main room here, there's a can of [Bug Spray] on the ground. It is a
weapon effective against Hummers. Take it. Run into the bedroom in the back and
examine the bloody shirt on the bed to get another [Torn Red Paper]. Run past
the victim and exit this room.
- Apartment World, 2F East Hallway:
* Victims here: Victim-oldtype, Victim-13.
Run north and enter Room 202.
- Apartment World, Room 202 (2F):
No items in here, but you can examine the paintings here for info about the
many residents of South Ashfield Heights. When you're done here, exit Room 202.
- Apartment World, 2F East Hallway:
* Victims here: Victim-oldtype, Victim-13.
Run north and enter Room 201.
- Apartment World, Room 201 (2F):
* Victims here: Victim-13.
There's nothing here but a bunch of Hummers and Victim-13. Get out of here
right away.
- Apartment World, 2F East Hallway:
* Victims here: Victim-oldtype, Victim-13.
Run south, then west and back into the main area through the double doors.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
Head into the western wing of 2F via its double doors, now.
- Apartment World, 2F West Hallway:
Run forward and enter Room 205.
- Apartment World, Room 205 (2F):
* Victims here: Victim-oldtype.
This is the room of the guy with weird interests who taped Mike getting beat up
by Richard. On the coffee table near the couch here, you can find an item,
["Skinned Mike" Cassette]. Take it then leave before Victim-oldtype can get any
damage on you.
- Apartment World, 2F West Hallway:
Head north here and enter Room 206 -- notice the Sniffers in the distance...
- Apartment World, Room 206 (2F):
There's really nothing in here except for some Sniffers in the bedrooms. Kill
them if you want, then exit.
- Apartment World, 2F West Hallway:
Head north, and kill the 3 Sniffers in your way. Remember, the charged Rusty
Axe or Spade are your friends. After you've got them downed, enter Room 207,
north of where they were.
- Apartment World, Room 207 (2F):
Richard's room... on the chair where Richard was apparently electrocuted, you
will find [Richard's Revolver], your second firearm. It uses different ammo
than the Pistol, and is more powerful. In the bedroom, you can find another
golf club, the [Putter]. Exit this room.
- Apartment World, 2F West Hallway:
Head south, then east and exit back to the main area.
- Apartment World, Stairway and Main Area (3F, 2F, 1F):
Go up the stairs to 3F, and enter the hallway.
- Apartment World, 3F Hallway:
Go slip the Torn Red Paper under 302's door, and enter Room 301.
- Apartment World, Room 301 (3F):
* Victims here: Victim-13.
There is a Hole here.
Run past Victim-13 and enter the hole to go back to Room 302.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Get the four notes slipped under the door. They are: Memo: Mike's Love Letter,
Memo: Red Diary Scrap, Memo: Red Diary Scrap (cont.), Memo: Red Diary - May 20.
You'll want to check up on things around the apartment now. Peephole, Eileen's
room, and put all items except for your preferred weapon into the box, then
save. If you paid attention to the memos slipped under your door, you know it's
time to check the bedroom. Go into the bedroom.
- Room 302, Bedroom:
Walk to the window, then turn and walk along the edge of the room towards your
bed. Look down and you should see an item down there. Examine and take it to
get the [Doll Key], which is Room 303's key. If you look out the window now,
you may or may not see the flying air balloon which resembles the head of the
rabbit doll in Eileen's room. Its name is "Robbie the Rabbit." Exit the bedroom
when you're done.
- Room 302, Main Room:
Enter the bathroom.
- Room 302, Bathroom:
Enter the hole.
___________ _ _
Apartment World:
_ _ ___________
- Apartment World, Room 301 (3F):
* Victims here: Victim-13.
There is a Hole here.
Run past the victim and exit the door to this apartment.
- Apartment World, 3F Hallway:
Head down to Room 303, and you should hear a scream as you near it. Enter it
using the Doll Key.
- Apartment World, Room 303 (3F):
A cutscene will take place with you, Eileen, and the child who seems to show up
when bad things happen. She has "20121" carved into her back. After the
cutscene... you'll awaken in your room once again.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
You'll awaken to a cutscene and hear sirens during it. Check your window and
you'll see an ambulance pull off... with Eileen? Exit window view, and then
exit the bedroom.
- Room 302, Main Room:
First of all, check the peephole to Eileen's room to hear a conversation
between the two cops you've heard over radio transmission before. The Robbie
the Rabbit doll in Eileen's room is now turned and pointing at you... Exit the
peephole view. Check the window again if you'd like, the Robbie the Rabbit air
balloon may still be there.
Check the door. Peephole, then get the stuff slipped under the door. You will
get Memo: Red Diary - July 13 and [Succubus Talisman]. Enter the storage box
and put all things except for your favorite weapon and the Succubus Talisman
into it, then take out the four placards: Temptation Placard, Source Placard,
Watchfulness Placard, Chaos Placard. Head into your Bathroom for now.
- Room 302, Bathroom:
Seems the hole is now blocked... exit this room.
- Room 302, Main Room:
Save, and then go into the laundry room.
- Room 302, Laundry Room:
Check the walls here, and look for a black mark. Examine it, and Henry will
comment that it also "looks like an evil demon". Look at it and use the
Succubus Talisman.
Red writing and 4 slots in the wall will appear. The writing says, when
examined...
"After he did the Ritual of the Holy Assumption, other worlds began to force
their way into his universe and it began to swell horribly. But his universe
is different than ours -- it has limits. And in the limits of that universe,
he rules as a king. And in the deepest part of his kingdom is his mother."
Check the 4 slots. They match the names of the 4 Placards you are carrying.
Insert the Temptation Placard into the left slot. The Source Placard goes to
the right slot. Watchfulness Placard to the top slot, and the Chaos Placard to
the bottom slot. After you do this, a new hole will appear... go through it.
___ _ ________________ ________ _ _____ _ ___________ _ ______________ ___
.. Walkthrough: Hospital World [sh4_14] ..
_________ _ __________ _ _ _________ _______ ____________ _ ____ ____ _____
"He told me to go down... down into the deepest part of him..."
__________ _ _
Hospital World:
_ _ __________
- Hospital World, Emergency Room 1 (1F):
Henry will awaken and see the Man with the Coat doing some sort of "surgery" on
a ghostly white corpse of a woman in a cutscene. During this scene, Henry will
be chased out of this room by the Man with the Coat.
- Hospital World, Lobby (1F):
Head east and into the northeast most door. Ignore any Hummers you may disturb
here for now.
- Hospital World, Office (1F):
Look around in here. In the eastern part of this room, you'll find a knife
sitting on the table. Examine it to get the [Paper-Cutting Knife], a fairly
junky weapon. Exit via the southeast door.
- Hospital World, Reception (1F):
You can check the whiteboard here for a cutscene where Henry sees Eileen's
x-rays. After that, check the desk on the west side for a note, which is the
Memo: Nurse's Memo. Exit via the southwest door here.
- Hospital World, Lobby (1F):
Take on any and all Hummers here, and kill them all. Then head into the middle
southwest door.
- Hospital World, Emergency Room 2 (1F):
Grab the [Nutrition Drink] on a stand in the west part of this room, and then
leave this room.
- Hospital World, Lobby (1F):
Head into the southern part of this floor. You'll run across a handbag that
will trigger a cutscene. Pick it up to get [Eileen's bag]. Go into the
southwest most door.
- Hospital World, Supply Room (1F):
There are two Patients in here. They are one of the strongest normal enemies.
As soon as you enter this room, enter Pose mode and charge up your Rusty Axe or
Spade, then wait for them in the corner near the door. Let loose with the
charge-hit when they get close to knock them both over, then stomp on them.
After they're dead, checkout the shelves on the northwestern side of this room,
where you can find an [Ampoule]. Take it and exit this room.
- Hospital World, Lobby (1F):
Head to the door right across from here on the east side, and enter it.
- Hospital World, Doctor's Lounge (1F):
Grab the [Portable Medical Kit] on the coffee table here, and check out the
papers on the desk. Then exit.
- Hospital World, Lobby (1F):
Head into the first door north of here, on the east side.
- Hospital World, Washroom (1F):
There is a Hole here.
Enter the hole to go home.
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Dump all of your stuff except for your weapon into the storage box, then save
and go into the Laundry Room.
- Room 302, Laundry Room:
Enter the hole to return to the hospital.
__________ _ _
Hospital World:
_ _ __________
- Hospital World, Washroom (1F):
There is a Hole here.
Exit the washroom.
- Hospital World, Lobby (1F):
Enter the southeast most door here.
- Hospital World, Stairwell (1F, 2F):
Go up the stairs and enter the door at the top.
- Hospital World, Long Hallway (2F):
The first thing you want to do here is go south to the elevator here, and press
the call button in the southwest corner. There are Wheel Chair enemies that you
can't kill moving around here, but don't worry much about them. Simply try to
run past them and stay out of their path to avoid damage.
Now, there are 11 room doors on each side of the hallway here. Where they lead
to is unfortunately randomly generated. So, it's time for a list based on what
I got while writing this walkthrough! Go in the rooms in this order:
Bottom Left, Bottom Right, up a row and Left, Right from there when you emerge
and so on until you've seen em all or are overloaded with items. If you happen
to have too many items, simply take the stairwell down to 1F and use the hole
to store the ones you won't need. Anyway, on with the list....
-----------------------------------------------------------------------------
Room 1:
X-ray pictures stuck up on a whiteboard, and scattered on the floor.
Nothing useful in here.
-----------------------------------------------------------------------------
Room 2:
Broken glass room with a corpse on the other side of a wire net. The [4-Iron]
golf club is here on the ground, so grab it.
-----------------------------------------------------------------------------
Room 3:
Sticky floor that you can only walk across slowly, and some [Pistol Bullets]
laying near the bed in here. Take them.
-----------------------------------------------------------------------------
Room 4:
Strange bed with some kind of skin on it, and some [Pistol Bullets] laying next
to the bed. Take them.
-----------------------------------------------------------------------------
Room 5:
Strange room with 4 machines and very long umbilical cords. Nothing useful.
-----------------------------------------------------------------------------
Room 6:
Somewhat normal hospital bedroom. Shining white light coming in through the
window, and a [Saint Medallion] on the stand next to the bed which you should
really take.
-----------------------------------------------------------------------------
Room 7:
A screeching sound, and body parts that Henry says reek like hell on a steel
grating bed hung by chains. Nothing useful.
-----------------------------------------------------------------------------
Room 8:
Walk forward and see... something big and freaky that looks right at you.
Nothing useful in here, though.
-----------------------------------------------------------------------------
Room 9:
It's locked. Eileen Galvin is in here. You need the Hospital Room Key to unlock
it, but make sure you get all the items in all the other rooms before you go in
here and try to "talk" to Eileen, which will trigger a cutscene.
-----------------------------------------------------------------------------
Room 10:
2 Patient monsters are in here... and it's very cramped. I recommend leaving.
-----------------------------------------------------------------------------
Room 11:
Non-hostile Wheel Chair with a shadow in it. Behind it, on a desk, is a pack of
[Revolver Bullets], so take them and leave. If you re-enter, the Wheel Chair
will be gone...
-----------------------------------------------------------------------------
Room 12:
Broken bed with a [Nutrition Drink] for you to take.
-----------------------------------------------------------------------------
Room 13:
A strange room with a bunch of Hummers under steel grating which can sting you
if you walk over them. No good can come of this, so leave.
-----------------------------------------------------------------------------
Room 14:
A vase of dried-up flowers, and behind it, on the floor is a [Holy Candle] for
you to take.
-----------------------------------------------------------------------------
Room 15:
A so-called "sterile room." There's a [Nutrition Drink] on the ground here.
-----------------------------------------------------------------------------
Room 16:
A dead body of a man with Toadstool enemies growing out of it. You can whack
them down if you'd like. Otherwise, nothing good is here.
-----------------------------------------------------------------------------
Room 17:
Sterile room with a Patient enemy. Fight it if you wish.
-----------------------------------------------------------------------------
Room 18:
Padded room with hooks hanging from the ceiling and Henry comments on a
terrible smell coming from beyond the cloth at the far end of the room.
-----------------------------------------------------------------------------
Room 19:
Room where it's raining inside. Toadstool enemies are growing out of the
mattress in this room. You can whack them down. Nothing useful in here, so
leave when finished.
-----------------------------------------------------------------------------
Room 20:
Room with falling spiked cage. It won't harm you as far as I know. It's just a
jump-scare which is a throwback to the Silent Hill 3 area with a similar
contraption. Nothing good in here, though.
-----------------------------------------------------------------------------
Room 21:
Something hanging out of reach, with a cloth draped over it. Henry can see legs
coming out from the bottom of the cloth.
-----------------------------------------------------------------------------
Room 22:
In the center of this room is a snake-like statue. Examine it and Henry will
notice a key hanging from it. Take that key, the [Hospital Room Key]. A cage
will fall, it's a trap! But don't worry. Just use the key on the cage while
facing the room exit door to unlock it. Then hit go through the cage, and
finally exit the door here. This Key, Hospital Room Key won't be used up by
escaping the cage. It will be used up when you try to open Room 9 where Eileen
is kept.
-----------------------------------------------------------------------------
... Whew. After you've explored all rooms and gotten all the items contained
within, head back to the stairwell, the southeast most door on this floor.
- Hospital World, Stairwell (1F, 2F):
Go down and enter the door to the 1F Lobby.
- Hospital World, Lobby (1F):
You'll notice the Elevator has gone up, revealing a locked gate inside the
Elevator shaft. Ignore it for now, important in a bit, though. Enter the
Washroom for now, since we need to do some item management, heal up, and I need
to announce something important to you, the player.
- Hospital World, Washroom (1F):
There is a Hole here.
Enter the hole to go home!
____ _ _
Room 302:
_ _ ____
- Room 302, Bedroom:
Exit the bedroom.
- Room 302, Main Room:
Go to the storage box and dump all items except for your favorite weapon and
the Hospital Room Key inside. Take Eileen's bag out as well. From now on, not
much stuff will happen at the peephole, and nothing at all will happen in
Eileen's room since she's clearly not there. Also, after getting to Eileen in
the hospital, your apartment will stop healing you and you will only be able to
heal with Healing items.
I recommend you make one save here at this point and then make another on
another slot for further progress. That way, if you screw up bad and run out of
healing items in a bad spot, you can always reload from a place where you
likely had lots of them at the "turning point" of the game. You are about
halfway through the game now!
Enter the laundry room when you're ready.
- Room 302, Laundry Room:
Go into the hole... back to the Hospital.
__________ _ _
Hospital World:
_ _ __________
- Hospital World, Washroom (1F):
There is a Hole here.
Exit the washroom into the 1F Lobby.
- Hospital World, Lobby (1F):
Get into the stairwell.
- Hospital World, Stairwell (1F, 2F):
Go up and enter the door on 2F.
- Hospital World, Long Hallway (2F):
Find and enter Eileen's hospital room, which will be easier if you remembered
exactly what door it is or haven't went