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FEATURED VOXPOP shandog137
So much more than war...
By shandog137
Posted on 04/18/14
The recent blog, Peace in the Era of Call of Duty  really made me think about war games that dig deeper than simply a kill streak reward. The first game that came to mind was Spec-Ops: The Line and although I haven’t played it, I began to wonder if it did the war genre as...

Silent Hill 4: The Room FAQ

Version 1.2 by
dev
02/14/05

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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 
1000í’Ë“ 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 in it yet (as it hasn't been marked as 
an explored room on the map). Run past all wheelchairs and enter that room. 
Hospital Room Key will be used up to unlock it.

- Hospital World, Eileen's Hospital Room (2F):

Walk up to Eileen who's laying on the bed here and press the action button 
while facing her to trigger a cutscene. After this cutscene, she will join you 
and follow you around. Apparently, the man with the coat attacked her.

Anyway, some things to remember about Eileen following you...

* If you are too far away from her, she will not follow you to other areas
  like Cynthia did earlier. Wait for her to get close to you before you go
  through a door or whatever.

* She will take damage and her condition will worsen if she is hit a lot.
  This is bad, and you'll find out why later on. Try to keep her safe, and
  never leave her in areas with enemies in them.

* She can fight if you equip her with a weapon. The better the weapon, the
  more effective a fighter she will be. There are--in total--five different
  weapons for Eileen in the game.

* To equip/unequip her weapons, use them as items while standing near her.
  If you are not close enough, you will get the "I can't use this here."
  error message instead. It will have an "E" next to the icon like when you
  equip your own weapons or a Saint Medallion.

Got all that? Good. Equip Eileen's bag to her by using it from the menu. You 
can unequip it from her by using it again at a later time, but for now keep it 
equipped. Our current goal is to go to the hole in the 1F Washroom. Exit this 
room.

- Hospital World, Long Hallway (2F):

The Wheel Chairs are gone, but there are two Patients here. Charge up, 
approach, and take them out. Then get into the stairwell. Make sure you wait 
for Eileen to be near you before you enter, and keep this in mind when 
escorting her since you'll be doing it for most of the game from now until near 
the end.

- Hospital World, Stairwell (1F, 2F): 

Head down the stairs and enter the door to the 1F Lobby after waiting for 
Eileen to catch up.

- Hospital World, Lobby (1F):

Two Patients around here. Take them out with charged attacks and stomps.
Enter the Washroom.

- Hospital World, Washroom (1F):

There is a Hole here.

Enter the hole for a cutscene with Henry guiding Eileen into the hole...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Eileen isn't here with you. You didn't think it'd be that easy now, did you? 
You should hear the sound of glass smashing after you get up from the bed and 
watch this cutscene. Exit the bedroom.

- Room 302, Main Room:

Head into the Main Room here and as you near it, you'll get a comment from 
Henry that the "air in this room feels heavy." Indeed, now the apartment will 
no longer heal you. Also, after returning to your apartment, there is now a 
chance of a random haunting taking place in here. You may use the Holy Candles 
or Saint Medallions you find to cleanse them, and doing so is important to both 
your health and ending to do this all throughout the second half of the game.

For now, head to the radio on the bookshelf and turn it on if you can get there 
without any haunting in the way--you'll know because the screen will go red and 
you'll hear sounds if it's haunted. Set a Holy Candle down in the area where 
your screen goes red to get rid of Hauntings, or wear a Saint Medallion and 
step into the haunting's area of effect. Beware though, Medallions wear out and 
break quickly this way.

Anyway, about the radio. If it's silent, that means there's no hauntings in 
your room. If it's loud, it means there is. You can find hauntings by simply 
checking things out and looking for any area where you get the haunting 
effects. It's really easy to track them down. There's a full list in the 
"Secrets, and Extras" section, with extra tips. Keep the radio turned on at all 
times.

When ready to proceed, check the door to find a red envelope slipped under the 
door. Inside, there's a Memo: Red Diary - July 20, and an item, [Small Key]. 
After you take this, head back to the bookshelf with the radio and you'll find 
3 new notes on the floor near the bookshelf. They are,
Memo: Red Diary - June 11, Memo: Red Diary - ??/??, Memo: Red Diary - June 14. 
When you have gotten all of these things, save. Then enter the laundry room.

- Room 302, Laundry Room:

Enter the hole, back to the hospital.


__________ _  _

Hospital World:
_  _ __________


- Hospital World, Washroom (1F):

There is a Hole here.

A cutscene takes place. Eileen can't see or go through the hole, apparently.

Exit the Washroom.

- Hospital World, Lobby (1F):

Head south into the elevator shaft, and try to open the gate. Your Small Key 
will unlock it and be used up, and you can go through.

- Hospital World, Long Descending Staircase (B1):

Go down the stairs and notice three Patients in the distance. You want to whack 
them with charged-hits close to the center of the stairs so they land on the 
flat center part and give you plenty of time to stomp them. After you get them 
killed, head to the bottom of the stairs here.

The writing next to the door here says "Ever downward." The door itself has 
that same "Halo of the Sun" symbol you saw in the cemetery in Forest World... 
Enter it.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Go all the way down to the bottom, ignoring the little stairway that leads to a 
hole 3/4 of the way down. Wait for Eileen to catch up, and then enter the door 
at the bottom which also has the "Halo of the Sun" symbol on it.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Subway World 2nd                                  [sh4_15]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

               "I can't use a ladder with my arm like this..."

 

________ _  _

Subway World:
_  _ ________


- Subway World, Generator Room (B1):

Follow this linear path past the pipes on a walkway into a room with two doors 
and some shelves. In the eastern part of this room, look for a [Holy Candle] on 
a shelf and take it. After you get it, exit via the southwest door which will 
unlock here from this side.

- Subway World, Lynch Street Side Entryway (B1):

Head south in this short hallway, and take out the Gum Head in your way. 
Continue south, then run west and take Eileen west, then south to the next area 
past any Gum Heads out in the open area here.

- Subway World, Hallway (B1):

Continue along south here and enter the men's bathroom.

- Subway World, Men's Bathroom (B1):

Grab the [Nutrition Drink] in here, and then leave.

- Subway World, Hallway (B1):

Go into the Women's Bathroom now.

- Subway World, Women's Bathroom (B1):

There is a Hole here.

Stomp on all Red Tremers here and enter the hole to go home to Room 302.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Go turn the Radio on again. There's likely a haunting. Find it and get rid of 
it using the Holy Candle you just found.

Check the door to find Memo: Red Diary - July 25 and Memo: Kid's Letter along
with item [Toy Key]. Check your storage box. I want you to put the Nutrition 
Drink inside, but take out: one Sword of Obedience, one Saint Medallion -- 
preferably in good condition, and the Lynch Street Line Coin. So, in all, you 
should have these six items when you leave: Rusty Axe, Sword of Obedience, 
Saint Medallion, Lynch Street Line Coin, Toy Key, Eileen's Bag. Seems like a 
heavy load, but it's not, really. You'll be using some of them up, soon--or 
won't be carrying them for too long.

Save the game and then enter the Laundry Room.

- Room 302, Laundry Room:

Enter the hole to go back to Subway World.


________ _  _

Subway World:
_  _ ________


- Subway World, Women's Bathroom (B1):

There is a Hole here.

Exit the bathroom with Eileen.

- Subway World, Hallway (B1):

Head south to the next area, the turnstiles.

- Subway World, Turnstiles (B1):

Since the path to the southeast has been blocked, head southwest in this area.
As you near the turnstiles themselves, a cutscene will take place inwhich you 
are introduced to Victim-16, Cynthia's ghost... an optional boss, if you will.

Equip your Saint Medallion directly after this cutscene. I told you to bring a 
Sword of Obedience, and she's the reason why. See the Enemies section for a 
strategy on her. I recommend you pin Victim-16 with the Sword of Obedience you 
are carrying and do not remove it. Otherwise, she shows up in various places 
throughout the rest of the game. With Eileen helping, even with her weak 
Handbag equipped, this fight won't take long.

After you down and pin her, head south past the turnstiles and to the next area 
south of here, where you first saw the Greedy Worm in your first visit to the 
subway world.

- Subway World, King Street Side Entryway (B1):

Head south here, and take out the three Gum Heads in your way. At the 
intersection when you reach the southmost point, go up the eastern stairs. 
There's a pickup of [Silver Bullets] here, so take that. You want to hold onto 
the Silver Bullets you'll find for later on. On your way back, grab the
[Nutrition Drink] that is in the small blocked-off passageway to the west in
the middle of this area. Head back to the turnstile area north of here.

- Subway World, Turnstiles (B1):

Walk up to the Lynch Street Line turnstile and use the Lynch Street Line Coin 
to get you and Eileen through them.

- Subway World, Turnstiles - Lynch Street Side (B1):

Head down the stairs here.

- Subway World, Passage between Lines (North) (B2):

Head west here, and go south into the passage. It's still blocked, but there's 
stuff there now. There are two Sniffers in the passage, and I'm sure you know 
how to take care of them by now. Easy with your Rusty Axe or Spade, huh?

Continue south in the passage until the camera changes angle to focus on 
something. Examine it to find the [Riding Crop], a better weapon for Eileen. 
Equip it to her. Now head south of here to the blockage. You'll see a Sniffer
on the other side, but it can't get to you. Anyway, there's [Nutrition Drink]
you should take (and use if you've lost 20% or more life). Then head back up 
north, and down the northeast most stairway going down.

- Subway World, Lynch Street Line (East) (B3):

Head into the north-most subway car entrance.

- Subway World, Lynch Street Line, NE/NW Subway Cars (B3):

Navigate through this car to the southern end of the eastern car, and then look 
at the toy box there with "1000í’Ë“" written on it. Use the Toy Key to open it up 
and get the [Filthy Coin], and then make your way back to the north end of the 
car and exit via the door you entered from.

- Subway World, Lynch Street Line (East) (B3):

Head south along the line here and enter the open subway car door in the south 
end.

- Subway World, Lynch Street Line, SE/SW Subway Cars (B3):

Head west through the open doors to the west car, and search the floor on the 
south end here to find a [Saint Medallion] laying on the floor. Now go back 
east and exit via the door you came in from.

- Subway World, Lynch Street Line (East) (B3):

Head south and enter the maintenace room here, which should be unlocked since
you came through it earlier on your first visit here if you've been following
my walkthrough. If not, shame on you and infer another path using the 
Walkthrough for this section. Hint: you have to take Eileen all the way through 
the subway train "maze", and it's not very speedy nor fun.

- Subway World, Lynch Street Line, Southeast Maint. Room (B3):

Grab the [Holy Candle] on the floor here, and then go down the ladder. Eileen 
can't follow, but she'll be safe here and it's a good, safe place to leave her 
at for now.

- Subway World, Maintenance Tunnel (B4):

* Victims here: Victim-13, Victim-14.

Head south at the intersection here and grab the [Nutrition Drink], then go 
back north and take the west ladder up to the Southwest Maint. Room.

- Subway World, Southwest Maint. Room (B3):

There is a Hole here.

Go into the hole, as we have items we need to dump off and something we need to 
do at the apartment.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Check for new hauntings. Use Candle(s) if you find any. Under the door should 
be a new Memo: Red Diary - July 17. Use the storage box and place all items 
except for your preferred weapon, Eileen's Riding Crop, and the Filthy Coin 
inside of it. Now go to the kitchen sink and use the filthy coin while the eye 
icon appears over it to wash the coin to get the [1í’Ë“ Coin]. Make sure the only 
items you have are: Your favored weapon, Riding Crop, and 1í’Ë“ Coin. Save the 
game, then enter the Laundry Room.

- Room 302, Laundry Room:

Enter the hole.


________ _  _

Subway World:
_  _ ________


- Subway World, Lynch Street Line, Southwest Maint. Room (B3):

There is a Hole here.

Head out via the north door here.

- Subway World, Lynch Street Line (West) (B3):

Two Sniffers north here, so take them out using charged attacks and stomps. 
Continue along north and you should notice a bench on the west with some 
[Pistol Bullets]. Take them and continue north, going into the open subway car 
on the very north end.

- Subway World, Lynch Street Line, NE/NW Subway Cars (B3):

Head straight easy into the open subway car doors between cars here, and grab 
the [Holy Candle] on the ground in this car. Then head back west and exit via 
the door you came in here with.

- Subway World, Lynch Street Line (West) (B3):

Head south, and go up the stairs here.

- Subway World, Blocked Stairway (B2):

Run up to the top of the stairs and grab the [Portable Medical Kit] here, then 
go back down to Lynch Street Line.

- Subway World, Lynch Street Line (West) (B3):

Yes, I only told you to come this way to get those three items. Anyway, head 
back south and go back into the SW Maintenance Room.

- Subway World, Lynch Street Line, Southwest Maint. Room (B3):

There is a Hole here.

Go down the ladder here.

- Subway World, Maintenance Tunnel (B4):

* Victims here: Victim-13, Victim-14.

Take the south path and follow it all the way to the door, and enter the door 
to go to King Street Line.

- Subway World, King Street Line (B4):

* Victims here: Victim-13, Victim-14.

There is a Hole here.

Run west, avoid the victims, and go up the Escalator on the side going 
downwards. You'll be bringing Eileen down soon and you want that side clear.

- Subway World, Escalator:

Work your way up the escalator, killing the Wall Men here by initiating combat 
with them by using a charge attack and then using normal attacks to finish the 
job. Since you're going against the flow of the escalator, this can be a bit 
tricky at first. You'll get the hang of it without taking much or any damage, 
though. Work your way to the very top of the escalator doing this, which will 
bring you to the next area.

- Subway World, Passage between Lines (South) (B2):

First, head into the small north tunnel which we know is blocked off. As you 
enter, start charging to take the Sniffer in here out. After you kill this 
Sniffer, take the [Nutrition Drink] sitting here. Now go back south, and up the 
southeast stairs to the King Street Line turnstiles.

- Subway World, Turnstiles - King Street Side (B1):

On the floor at the top of the stairs is a brown piece of paper, which is
[Cynthia's Commuter Ticket]. Pick it up. It works like the Lynch Street Line 
Coin, except it works on all of the turnstiles for both Lynch and King Street 
lines. Use it to exit the King Street Line now.

- Subway World, Turnstiles (B1):

Use the ticket once again at the Lynch Street Line turnstiles.

- Subway World, Turnstiles - Lynch Street Side (B1):

Go down the stairs.

- Subway World, Passage between Lines (North) (B2):

Go down the northeast stairs.

- Subway World, Lynch Street Line (East) (B3):

Head down the stairs here and look for a vending machine on the north side of 
this platform with "1í’Ë“" written on it in red. Use the 1í’Ë“ Coin on it to get the
[Murder Scene Key]. After this, head south to the very south end of the 
platform and enter the SE maintenance room where you left Eileen earlier.

- Subway World, Lynch Street Line, Southeast Maint. Room (B3):

The goal was to get Eileen back, since we'll be moving along now. Exit the door 
you came in from.

- Subway World, Lynch Street Line (East) (B3):

Head north and up the stairs to the next area. Make sure you wait for Eileen!

- Subway World, Passage between Lines (North) (B2):

Go up the stairs to the turnstiles.

- Subway World, Turnstiles - Lynch Street Side (B1):

Use the commuter ticket to exit to the main turnstile area.

- Subway World, Turnstiles (B1):

Walk over to the King Street line turnstiles and use the commuter ticket.

- Subway World, Turnstiles - King Street Side (B1):

Enter the door up here, which will unlock with the Murder Scene Key.

- Subway World, King Street Line Ticket Office (B1):

Yes, the place Cynthia died. Grab the [Train Handle] sitting on the ground 
here, and then leave.

- Subway World, Turnstiles - King Street Side (B1):

Go down the stairs.

- Subway World, Passage between Lines (South) (B2):

Go down the escalator which is heading downwards with Eileen.

- Subway World, Escalator:

Simply tilt your analog stick so you run down the escalator at speed equal to 
that which Eileen is running after you at. Since you cleared the Wall Men 
earlier, they won't be here. When you reach the bottom, you'll be at...

- Subway World, King Street Line (B4):

* Victims here: Victim-13, Victim-14:

There is a Hole here.

Enter the open Subway car to your northeast (from the bottom of the escalator,)
and run to the driver's compartment in the front. Use the Train Handle here at 
the machinery. The screen will reload and the train will be sent one train 
length forward. Exit back into the train car behind the driver's seat and look 
for an opening on the north side which leads to a tunnel-- the camera should 
change to a fixed view when you're near it.

Go in that tunnel, run down the stairs, and grab the [Sword of Obedience] which 
is leaning against the wall before you enter the door.

- Subway World, Exit Tunnel:

A cutscene takes place inwhich the Man with the Coat points his Pistol at you 
and Eileen. After it, run forward (north) and use the door before the Man with 
the Coat has a chance to harm you or Eileen. From now on, this guy will show in 
some future areas. He is invulnerable. Unlike ghost-victims, he does not have a 
damage aura and cannot be pinned with a Sword of Obedience. Anyway, enter that 
door right away before this psycho shoots you or whacks you with his pipe!


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Run down the staircase to the very bottom, and wait for Eileen at the door with 
the "Halo of the Sun" symbol on it. Enter when she gets within range for you to 
do so.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Forest World 2nd                                  [sh4_16]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

          "Though my body be destroyed, I will not let you pass here.
                   To prepare for the Receiver of Wisdom..."


________ _  _

Forest World:
_  _ ________


- Forest World, Cemetery:

* The Man with the Coat will appear here.

Welcome back to the Forest World. In this Cemetery, you can run around and 
examine things. Remember the red writing here on your first visit you couldn't 
read? Well, if you stop in front of it with Eileen, she can read it. There are 
two such things in this area. When you're finished with that, head to the 
northwest part of the area and see a brazier burning. Check the base of it to 
find the [Torch]. Take it, equip it, and examine the brazier. Select Yes to 
light up your torch.

This won't last long, so run through the double doors at the north end here 
quickly once you've lit the torch. If you're really slow in doing this, the Man 
with the Coat might show up here from the door with the Halo of the Sun on it.

- Forest World, Path outside Cemetery:

* The Man with the Coat will appear here.

There is a Hole here.

Run forward and the Man with the Coat will appear behind you, as he enters this 
area from the same door you did. Nevermind him, and alongside the path look for 
a well quickly before the flame burns out. Examine it and take the part inside 
there to get the [Doll's Head]. After this, run east along the path, stopping 
beside a lamp post which has a [Nutrition Drink] next to it, and take it. Your 
inventory should be full now, but don't worry. Avoiding the Sniffer here as 
best you can, run to the gate in the very east and wait for Eileen around the 
gate heading east, then enter it when she gets close.

- Forest World, Path outside Wish House (South West):

* The Man with the Coat will appear here.

Run north, northeast, ignoring the Man with the Coat who will follow you to 
this area. Enter the gate in the northeast area back to Wish House after you 
wait for Eileen to catch up. A Sniffer may be in the way, but do your best to 
avoid it until she catches up.

- Forest World, Remains of Wish House:

There is a Hole here.

Wish House is burned down... no doubt due to what happened when Jasper died.

Anyway, head into the center part which houses the remains of it, and look for 
a white note on the ground to get Memo: Jasper's Burned Memo. Go up the "ramp" 
to the wheelchair which is sitting in the burned down ruins of the house here 
and examine the wheelchair. You'll get a new memo, the Memo: Wheelchair Doll 
Text. Use the Doll's Head on the wheelchair doll and it'll attach to it, 
freeing up an inventory slot. Search around your immediate area to find a
[Holy Candle], and take it. Now head to the hole in the north side of this 
area, and wait there for Eileen. Unequip her Riding Crop, and go inside the 
hole to go back home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Check for and deal with any new hauntings using your Holy Candles. Check the 
door to find a new Memo: Red Diary - July 18. Put unneeded items into the 
storage box. I'd take with you: Your favorite melee weapon, Torch, Sword of 
Obedience, and that's it. Yes, even put Eileen's Riding Crop in there, because 
there's something to replace it at the very area we just left Forest World 
from. Save, and enter the Laundry Room.

- Room 302, Laundry Room:

Use your torch as an item on the container of oil on the floor here, which will 
soak the torch in oil, making it burn for many times what it did before you 
soaked it from now on when you light it. Enter the hole.


________ _  _

Forest World:
_  _ ________


- Forest World, Remains of Wish House:

There is a Hole here.

Check the playground equipment directly south of the northeast door here. When 
you get close, the camera should zoom in on it. Examine to find the [Chain], a 
new and more powerful weapon for Eileen. Equip it to her, and equip yourself 
with your primary weapon. Now you can look around this area for more weird red 
writing that Eileen can read for you. When you're done, enter the northwest 
exit door to this area.

- Forest World, Outside Coal Mine and Wish House (North West):

There are two Victim-07+08 monsters here, but you and Eileen should make easy 
work of them. Follow the path here and take the [Nutrition Drink] at the
mines' entrance, then enter the mine.

- Forest World, Coal Mine:

There are currently no enemies here. Grab the [Pistol Bullets] in the middle 
east part of the mines, the [Nutrition Drink] in the northwest section of the 
mine, and south of the drink is a new weapon, the [Pickaxe of Despair]. It is 
VERY slow, but the most powerful weapon in the game, period. Head through
the archway in the northwest part.

- Forest World, Toluca Lake Overlook:

There is a Hole here.

Head to the southern part of this area to trigger a cutscene with the child.
He confirms his name is Walter Sullivan, and says a few things about his 
mother. Then he leaves, and the cutscene is over! Grab the [Crested Medallion] 
on the statue here, and then [Revolver Bullets] in the north end of this area, 
then head into the hole to go back home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any hauntings that may have appeared, then dump all items except 
for these in the box: Your favorite melee weapon, Torch, Sword of Obedience, 
Crested Medallion, Chain. Save, and enter the laundry room.

- Room 302, Laundry Room:

Enter the hole.


________ _  _

Forest World:
_  _ ________


- Forest World, Toluca Lake Overlook:

There is a Hole here.

There's more red writing you can have Eileen read here, but anyway... equip the 
torch and use the brazier at the north end to light it when you're done with 
that, then unequip Eileen's Chain and enter the the mine.

- Forest World, Coal Mine:

* Victims here: Victim-04, Victim-10, Victim-14.

Run past the ghost-victims and take the gate leading back towards Wish House. 
Remember to wait for Eileen at the gate.

- Forest World, Outside Coal Mine and Wish House (North West):

Find the well in the center of this area and examine it to get another doll 
part, [Doll's Right Leg]. Then head southeast and back to Wish House.

- Forest World, Remains of Wish House:

There is a Hole here.

Re-equip Eileen's Chain, and then go attach the Doll's Right Leg to the 
wheelchair doll. After this, head into the northeast exit door to this area.

- Forest World, Path outside Wish House (North East):

There is a Victim-07+08 monster here. Your torch should still be equipped and 
burning, but use it to kill this along with Eileen and her chain anyway. After 
you kill it, head through the eastern gate.

- Forest World, Eastern Path with Hanging Thing:

Right near where you enter this area, you should immediately see a well. Since 
your torch should still be lit if you're following my walkthrough, examine it 
and the [Doll's Left Arm] is inside for you to take. Continue northeast in this 
area, and equip your good melee weapon before heading through the northeastern 
gate here.

- Forest World, Mother Stone:

A cutscene will take place inwhich we'll be introduced to Victim-17, the ghost
of our stuttering friend Jasper. He's still on fire like when he died... 
Anyway, after the cutscene, you want to run to the place where you saw Jasper 
sitting when you first met him. There you can pick up a [Saint Medallion] and 
then equip it. Fight Victim-17 with Eileen's help until you've downed him, can 
stomp him, and can pin him with your Sword of Obedience. See Enemies section 
for a better strategy if you just can't do it. It's not very difficult...

After you've pinned him, equip the torch and use the brazier in this area to
light your torch. Continue through the east gate.

- Forest World, Path with Car:

Jasper's car is still here... anyway, there are Hummers here so take them out. 
There's a tree stump with red writing you can have Eileen read, then head 
through the east gate.

- Forest World, Industrial Compound North:

* Victims here: Victim-oldtype, Victim-04.

Unequip Eileen's chain and run up the first ramp. You can find a
[Nutrition Drink] at the eastmost part of this area, then take the southern 
doors to the next area, running past the victims.

- Forest World, Industrial Compound South:

* Victims here: Victim-oldtype, Victim-04.

Run up the ramps and take the eastern double doors.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

If your torch has lost its light, there's a brazier here. Use it to light up. 
Then take the eastern gate here.

- Forest World, NorthEast Cliff:

There's a Gum Head here. Equip Eileen's Chain and take it out. After it's dead, 
check the well in this area to get the [Doll's Right Arm]. In this area also 
you'll find a [Nutrition Drink] near the door you came in from, and a
[Holy Candle] on the southern side of this area. Take them both, and then you 
can have Eileen read some more red writing around this area if you'd like to. 
Equip your actual weapon, then head through the gate to the west -- it's time 
to go back to Wish House and place these doll parts.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

Gum Heads have appeared here... you can kill them if you'd like. Do so and then 
go through the doors on the west side here.

- Forest World, Industrial Compound South:

* Victims here: Victim-oldtype, Victim-04.

Unequip Eileen's chain, then run down the ramps and to the doors at the north 
end of this area. Wait for Eileen, then enter.

- Forest World, Industrial Compound North:

* Victims here: Victim-oldtype, Victim-04.

Down the ramps and take the western gate.

- Forest World, Path with Car:

Go west and into the western gate.

- Forest World, Mother Stone:

Have a good laugh at the expense of the pinned Victim-17 here, and then head 
through the west gate towards Wish House.

- Forest World, Eastern Path with Hanging Thing:

Take the gate in the southwest area here heading to Wish House.

- Forest World, Path outside Wish House (North East):

Take the doors here in the west leading to Wish House.

- Forest World, Remains of Wish House:

There is a Hole here.

Place the Doll's Left and Right arms on the wheelchair doll, then head into the 
southeast exit door to this area.

- Forest World, Path outside Wish House (South East):

There are some Hummers here. Take care of them and then grab the
[Nutrition Drink] in the northeast side of this area, then take the 
southeastern gate here.

- Forest World, Southeastern Path:

* The Man with the Coat will appear here.

There are hummers here, but the Man with the Coat is also here wielding a 
Chainsaw and a Pistol. I recommend running past them with Eileen and waiting at 
the southeastern gate for her, then entering it real quick.

- Forest World, Path with Strange Tree:

The strange tree place again... there's some red writing on the south side of 
the tree that Eileen can read, and on the east side of the tree, there should 
be some [Silver Bullets] you can take. After you've got them, head east to the 
next area.

- Forest World, Southeastern Dead End:

There is a Hole here.

Equip the torch and light it using the brazier here. Also, the well is right 
near the brazier. Examine it to get the [Doll's Left Leg], the final doll part. 
Enter the Hole to go home for now, since your inventory is likely full.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Clear out any haunting you've got with Holy Candles. Use your storage box, and 
put all items except for: Your favored weapon, Crested Medallion, Doll's Left 
Leg, and Eileen's Chain inside. Save your game, then enter the laundry room. 
No, you won't need the torch anymore!

- Room 302, Laundry Room:

Enter the hole.


________ _  _

Forest World:
_  _ ________


- Forest World, Southeastern Dead End:

Equip your axe, and take the [Nutrition Drink] sitting at the top of the stairs 
here. There's red writing that Eileen can read in this area. When you are done, 
exit via the west gate.

- Forest World, Path with Strange Tree:

Go around the tree and take the west gate.

- Forest World, Southeastern Path:

* The Man with the Coat will appear here.

Run west past the Man with the Coat and to the northwestern gate. Wait for 
Eileen and then enter it.

- Forest World, Path outside Wish House (South East):

Head west and enter back into the Wish House area.

- Forest World, Remains of Wish House:

There is a Hole here.

Place the final doll part, the Doll's Left Leg, onto the wheelchair doll.
This will trigger a cutscene. The doll will move and fall, revealing a hole. 
Examine this hole and it'll be staircase going down. Select Yes to go down.

- Forest World, Wish House Underground Altar:

Go down the stairs and examine the book on the altar here to get the memo, 
Memo: Descent of the Holy Mother - The 21 Sacraments. Check out the door here, 
and you'll see it's locked with a depression about "10 inches wide". What a 
coincidence! We just happen to have a 10 inch diameter Crested Medallion.
Use it here on the door to unlock it. Go through.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head down to the very bottom and then wait for Eileen. When she gets close, go 
through the door.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Water Prison World 2nd                            [sh4_17]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

  "Next time I'll stick that triangle sword into that pig and take the key."


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Cylindrical Room in Sky:

Step forward into the center part of this room. It'll trigger a cutscene where 
the center part of the room you stepped into descends from way high in the sky 
down to the Water Prison's roof.

- Water Prison World, Roof Interior (RF):

There is a Hole here.

You could head back into the center part and ascend to the place you were just 
at, but there'd be no point. Go around this room to the south end and wait for 
Eileen, unequip her Chain and then go through the door.

- Water Prison World, Roof:

* The Man with the Coat will appear here.

The Man with the Coat is here. Right in front of you, wielding dual pistols. 
He's extra deadly like this, so just run past him with Eileen and use the roof 
doors to exit to the exterior spiral staircase. If you do it real quick he 
won't even be able to shoot you.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run down the stairs here, and the Man with the Coat will come through the doors 
shortly after you start running down. Kill all the Hummers on the way down to 
the 3rd floor cellblock double doors, and enter it when you get there after 
waiting for Eileen.

- Water Prison World, Circular Cell Hallway (3F):

Equip Eileen's Chain and scout the hallway here. There are quite a few of the 
Victim-07+08 monsters here. Kill them. After you do so, the cell layouts are 
like this:

Legend:

EE = Area exit double doors.
D = Cell door.
3.1 = A corpse disposal chute hole, no items.
3.2 = Toadstool enemies, and nothing special.
3.3 = [Pistol Bullets] on desk here.
3.4 = Bunch of books you can't read or take strewn about, nothing useful.
3.5 = A corpse disposal chute hole, no items.
3.6 = A corpse disposal chute hole (bloody bed), no items.
3.7 = Note on desk, clothes on bed, [Holy Candle] on stool.
3.8 = Wall Men. No items.

                 _____________
                / __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______/


After you get the [Pistol Bullets] in 3.3, and [Holy Candle] in 3.7, go into 
3.6 and unequip Eileen's weapon. This is where you'll be leaving her for the 
majority of this world. Now jump down the hole in here. In 2.6 also jump down, 
and in 1.6 also jump down to end up in...

- Water Prison World, Kitchen (B1):

There are Whitestools here, but ignore them for now. Enter the Northwest door.

- Water Prison World, Death Chamber (B1):

This is the room you saw Andrew DeSalvo dead in. Grab the [Prisoner's Shirt] in 
the middle, then leave.

- Water Prison World, Kitchen (B1):

Whack all the Whitestools in your way dead, then take the south door here.

- Water Prison World, Dining Hall (B1):

More Whitestools in your way. Whack them dead and check around the room to get 
a [Saint Medallion] on a bench, and a [Nutrition Drink] on a table. Exit via 
the west door here.

- Water Prison World, Hallway (B1):

Whitestools here, but ignore for now. Enter the door to your west.

- Water Prison World, Shower Room (B1):

Whitestools in your way? Whack em. Take the [Pistol Bullets] on the ground in 
the northwest part of this room, and then leave.

- Water Prison World, Hallway (B1):

Whack the Whitestools in your way to the north ladder dead, and then go up the 
ladder.

- Water Prison World, 1F Surveillance Room:

Go up the ladder.

- Water Prison World, 2F Surveillance Room:

Go up the ladder again. Note the handles to turn the place are now rusted.

- Water Prison World, 3F Surveillance Room:

Up here, look around and find an item sitting on the ground, the [Nightstick], 
a new and more powerful weapon for Eileen. The handle is also rusted up here. 
When you have the Nightstick, go down.

- Water Prison World, 2F Surveillance Room:

Go down again.

- Water Prison World, 1F Surveillance Room:

Yes, go down.

- Water Prison World, Hallway (B1):

Take the south exit out of here to the interior spiral staircase.

- Water Prison World, Interior Spiral Staircase (1F, B1, B2):

Take the ladder west of the doors you came out of up, and then go through the 
door up here to your east, which will unlock from this side.

- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Blue Tremers on the wall here, but ignore them for now. Grab the
[Nutrition Drink] on the floor near the hole here, and enter the hole.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any hauntings and then check your door for new Memos to find the 
Memo: Red Diary - July 28. Use your storage box and put excess items inside. 
Keep these items on you: Your favored weapon, Eileen's Nightstick, and the 
Prisoner's Shirt. Head into the bathroom.

- Room 302, Bathroom:

Look into the bloody tub and use the Prisoner's Shirt to soak it in blood. 
You'll get the Memo: Note from the Bloody Prisoner's Shirt. Exit the bathroom.

- Room 302, Main Room:

Save your game, then head into the laundry room.

- Room 302, Laundry Room:

Go into the hole.


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Go into the 1F cellblock, which is the door to your north.

- Water Prison World, Circular Cell Hallway (1F):

Scout the hallway and clear it of Hummers and Victim-07+08s. After that, here's 
the cell layout:

Legend:

EE = Area exit double doors.
D = Cell door.
1.1 = [Pistol Bullets] on bench.
1.2 = [Nutrition Drink] on floor.
1.3 = Broken lock. Can't enter.
1.4 = [Holy Candle] on desk.
1.5 = Cell with Toadstool enemies. Nothing useful.
1.6 = Broken lock. Can't enter.
1.7 = [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 |
            | |      /  |  \     | |
            \ \     /1.2|1.1\    / /
             \ \   /    |    \  / / 
              \ \ /     |     \/ /
               \ \__D___|___D_/ /
                \______EE______/


Get those items and get out of here, back to the Spiral Staircase Access.

- Water Prison World, Spiral Staircase Access (1F):

Head through the east door to the exterior spiral staircase.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run up the spiral staircase (don't use ladders) and kill any Hummers in your 
way to the 2F cell hallway door. If the Man with the Coat shows up, run.

- Water Prison World, Circular Cell Hallway (2F):

Scout the hallway and kill any Blue Tremers and Victim-07+08s that get in your 
way. After that, here is the cell layout:

Legend:

EE = Area exit double doors.
D = Cell door.
2.1 = Victim-07+08 monster, [Pistol Bullets] on floor.
2.2 = May seem empty, but check the bed for a [Sword of Obedience]. Since you
      read the Prisoner's Shirt, it should be here.
2.3 = Broken lock. Can't enter.
2.4 = Broken lock. Can't enter.
2.5 = Victim-07+08 monster, [Holy Candle] on floor.
2.6 = Broken lock. Can't enter
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______/


Get those items and get back out to the exterior spiral staircase.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run up to the 3rd floor cell hallway door, and kill any Hummers that get in 
your way. Like with before, run if the Man with the Coat shows up. Enter the 
door when you reach there.

- Water Prison World, Circular Cell Hallway (3F):

Go into 3.6 and get Eileen. Then get out of there, and exit this place to the 
exterior spiral staircase. Do not equip her Nightstick yet.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run down, down, down to the first floor access door, and wait for Eileen.
Enter the door when she gets there.

- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Knock any Blue Tremers off the wall here and stomp them, then equip Eileen with
the Nightstick. Now enter the hole, as we have some item management to do.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any hauntings that may have appeared, then access your storage 
box. You probably need a heal so use up some Nutrition Drinks or Portable 
Medical Kits to get as close to full as you can get without wasting one for a 
5-10% heal. Take these items with you: Favored weapon, Pistol, Pistol Bullets 
(x2), Silver Bullets (just one), Sword of Obedience, and Eileen's Nightstick. 
You may be thinking "Woah! Heavy load!" but don't worry, we'll be using much of 
it up soon.

Save the game, then enter the laundry room.

- Room 302, Laundry Room:

Enter the hole.


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Spiral Staircase Access (1F):

Equip the Pistol and use the Silver Bullets as an item to load it into the gun. 
Careful now! Don't fire it off just yet. Re-equip your favored melee weapon, 
and then enter the western door to the interior spiral staircase.

- Water Prison World, Interior Spiral Staircase (1F, B1, B2):

A cutscene takes place. You'll be introduced to Victim-18, who is in the spiral 
staircase somewhere. As soon as it's over, take control. Head down the spiral 
staircase, killing any Whitestools in your way until you encounter Victim-18, 
the ghost of Andrew DeSalvo. Then equip the Pistol, get close to him, enter 
Pose mode and fire it off. One shot will knock him out for the count, and you 
should then pin him with the Sword you are carrying. This will get you the 
[Water Prison Generator Room Key] for below. Reload the Pistol with some 
regular bullets, then re-equip your melee weapon and continue along going down, 
killing any Whitestools in your way until you reach the very bottom.

- Water Prison World, Waterwheel Room (B2):

There is a Hole here.

Head down the stairs here here and go to the south end of the room where the 
hole is. You should find a [Portable Medical Kit] laying on the floor near the 
Waterwheel here. Take it. You should find it useful real soon. Now head to the 
northeast side of this room and enter the door here, which will unlock with 
your Water Prison Generator Room Key.

- Water Prison World, Generator Room (B2):

Equip your Pistol and head northeast here. You should notice MANY Victim-07+08 
monsters in the distance. This is why I told you to bring your Pistol with so 
many bullets. Get close enough so they start charging, and when they get close, 
begin to fire. Bullets will go through them in a line and they will fall to the 
ground after 4-6 shots a piece. Eileen will help a bit, but she'll also take a 
beating if you're not careful. Stomp some as you can, and remember the Portable 
Medical Kit you took in the last room if you lose too much life doing this. If 
you run out of ammo, it's time to take out your trusty melee weapon and get to 
cracking some skulls.

After you've got them all dead, enter the door with the "Halo of the Sun" 
symbol in the northeastmost part of this room.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head down the stairs until you reach the little stairway that leads to a hole, 
and enter that hole.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Clear out any new hauntings, then check the storage box. Use healing items to 
heal if you need it. Also take these items with you: Favored melee weapon, 
Pistol, your last Silver Bullets, your last Sword of Obedience, Eileen's 
Nightstick, and a Saint Medallion that is in good shape. Save, and then enter 
the Laundry Room.

- Room 302, Laundry Room:

Enter the hole.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Equip your Saint Medallion, then equip your Pistol. Load the Silver Bullets 
into the Pistol, then head to the bottom of the spiral staircase and wait for 
Eileen to catch up. Go through when she catches up.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Building World 2nd                                [sh4_18]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                   "My name's Walter. Walter Sullivan.
                It's time to complete the "21 Sacraments"."



*****************
IMPORTANT NOTICE:
*****************


I am writing my normal Walkthrough of this section without use of the bug to 
skip Eileen over the fence for my normal Walkthrough. If you'd like to use that 
bug, check the "Secrets, and Extras" section.


---


__________ _  _

Building World:
_  _ __________


- Building World, Exterior Elevator Access (B10):

There is a Hole here.

As soon as you enter, a cutscene will take place inwhich Victim-19 is 
introduced... Richard Braintree's ghost, and a pretty deadly one at that.
In this area, check the book in the center of the area to get Memo: Reminisces, 
and then head towards the green elevator door north. As you do, Victim-19 will 
touch down. Wait for him to touch down completely and begin moving towards you 
before you enter Pose mode and shoot him with your Silver Bullet. Pin him then 
with your Sword of Obedience. Check behind the car in the southeast part of 
this area to get a [Nutrition Drink]. Equip your melee weapon, then head into 
the elevator in the north part of this area, past where Victim-19 touched down.

- Building World, West Elevator:

Use the elevator buttons here and select bottom floor. When it reaches its 
destination, go down the ladder here in the north end of the elevator shaft.

- Building World, Under the Elevators (B12):

Go north, and then west through the tunnel. Kill any Whitestools in the way, 
and grab the [Billiard Ball] on the floor here before going up the ladder at
the west end.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Head along this linear path going west, then south, then east until you trigger 
a cutscene where you learn the true name of the Man with the Coat... he is...
Walter Sullivan, but so is the child he spoke to and took with him?... Well,
no use in thinking about it now, people. After the cutscene, Victim-04 will
show up. Kill any Hummers that get in your way here, and grab the
[Portable Medical Kit] on west side of the fence here before you head south 
again to the next area.

- Building World, Exterior Area with Water Tower (B12):

Head to the east part of this area and the camera will change. Check out this
zoomed-in area to find the [Volleyball]. Check the eastern base of the water
tower for a [Saint Medallion] laying on the ground, as well. Enter the door on
the north wall after this.

- Building World, Gigantic Fan Room (B12, B13):

Go down the stairs here, avoid any Wheel Chairs and take the door in the
southeast part of this room.

- Building World, Interior Staircase C (B13, B14, B15):

Before you start running down these stairs, search the top part here to find a
[Holy Candle], then run down the stairs enter the southmost door to the bar.

- Building World, Bar Southfield (B15):

There is a Hole here.

Check the bar counter here for a new Memo: Later Bartender's Memo. Walk up to
the pool table and use the Billiard Ball to set it on the table. Then enter the
hole to do some item management.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any new hauntings, then check your front door to find a new
Memo: Red Diary - July 29. Use your storage box, and place all items except for
the following inside: Favored melee weapon, One Saint Medallion, Volleyball and
Nightstick. After that, save your game and enter the laundry room.

- Room 302, Laundry Room:

Enter the hole.


__________ _  _

Building World:
_  _ __________


- Building World, Bar Southfield (B15):

There is a Hole here.

Exit via the door back to the staircase you entered here from.

- Building World, Interior Staircase C (B13, B14, B15):

Go all the way to the top and enter the door there.

- Building World, Gigantic Fan Room (B12, B13):

Avoid the Wheel Chairs here again, run up the stairs and enter the door at the 
top.

- Building World, Exterior Area with Water Tower (B12):

Head west, then north through the alley.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Run past the victim, and go west, then north, then east and down the ladder 
here.

- Building World, Under the Elevators (B12):

Head east, then south here. Take the southwest ladder up to reunite with 
Eileen.

- Building World, West Elevator:

Exit the elevator via the south door.

- Building World, Exterior Elevator Access (B12):

Grab the [Holy Candle] in the southeast corner here, then get into the east 
elevator.

- Building World, East Elevator:

Use the control panel and select top floor. When it arrives, exit via the north 
door.

- Building World, Interior Hallway B (B8):

Work your way along this hallway going north, then east, then south, then west. 
Kill any and all Gum Heads in the way. At the very end of this hallway, you 
will find some [Revolver Bullets] sitting in a corner. Take them, then go and 
get back into the elevator.

- Building World, East Elevator:

Exit via the south door this time.

- Building World, Exterior Elevator Access (B8):

Head west to the next area.

- Building World, Exterior Staircase A (B5, B6, B7, B8):

Two sniffers here. Kill them and and grab the [Nutrition Drink] here on B8 
before going up the stairs all the way and entering the door at the top.

- Building World, Albert's Sports Store (B5):

There is a Hole here.

Grab the [3-Wood] golf club off of the ground here, and then use the Volleyball 
at the basket filled with volleyballs. After that, grab the [Cake Candles] off 
of the counter here and exit via the south door.

- Building World, Interior Storage Room (B5):

Grab the [Holy Candle] in the southeast corner here, then exit via the east 
door here.

- Building World, Interior Hallway A (B5):

Head north and enter the door to the east.

- Building World, Interior Staircase A (B3, B4, B5):

* Victims here: Victim-12.

Run all the way up these stairs, wait for Eileen at the top and enter the door 
at the top, stomping on all Red Tremers in the way.

- Building World, Home of Eric Walsh (B3):

* Victims here: Victim-10.

Grab the [Stuffed Cat] at the northeast part of this room, and use the Cake 
Candles on the cake sitting on the table. Exit via the south door here.

- Building World, Top of Hotel South Ashfield (B1, B2, B3):

There are Sniffers here. Take them out. Go up the stairs one floor to take on 
two more sniffers, and find a [Nutrition Drink] here you should take and maybe 
use if you're damaged 20% or more. Go up again another floor to find a
[Holy Candle] on the south side here and some [Revolver Bullets] sitting on the 
hood of the car. Head north to the next area when you are finished here.

- Building World, Entrance Alleyway (B1):

There is a Hole here.

There are more Sniffers here. Kill them on your way to the hole. There's a Golf 
Club next to the hole, but your inventory is likely full so enter the hole now 
for some item management.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any haunting, then use the storage box to store all items except 
for: Your favored weapon, a Saint Medallion, Stuffed Cat, Nightstick. Save your 
game, then enter the laundry room.

- Room 302, Laundry Room:

Enter the hole.


__________ _  _

Building World:
_  _ __________


- Building World, Entrance Alleyway (B1):

There is a Hole here.

Grab the [Driver] golf club here, then head west, then south to the next area.

- Building World, Top of Hotel South Ashfield (B1, B2, B3):

Head down 2 floors here and then enter the door at the very bottom.

- Building World, Home of Eric Walsh (B3):

* Victim's here: Victim-10.

Head to and go through the northeast door in this room.

- Building World, Interior Staircase A (B3, B4, B5):

* Victims here: Victim-10, Victim-12.

Run down to the bottom and take the door on the southwest side.

- Building World, Interior Hallway A (B5):

Run south and take the western door.

- Building World, Interior Storage Room (B5):

Take the northern door in this room.

- Building World, Albert's Sports Store (B5):

There is a Hole here.

Take the north door on the north wall here.

- Building World, Interior Staircase B (B5, B6, B7):

Take the stairs down to the bottom and enter the door to the east here.
You might hear the sounds of animals, and you'll know why soon enough.

- Building World, "Garland's" Pet Shop (B7):

* Victims here: Victim-10, Victim-12.

Check some of the shelves in the northeast part here to find some
[Pistol Bullets] and a [Nutrition Drink]. Go to the counter in the west part of 
the store, and examine the cage. "It looks like a cage for a dog or cat." Use 
the Stuffed Cat here. You'll hear the sound of a clock. Enter the door on the 
northwest side of the shop here.

- Building World, Interior Staircase D (B7, B8):

Examine the newspapers on the floor as you enter if you'd like for some story 
and sound funtime. If you go back into the petshop after reading this and 
listening to the sounds, it'll be all wrecked...

The newspaper says:

"According to the Ashfield police, on...

 at approximately 8:30 in the
 evening, witnesses near the pet store,
 Garland's,
 reported the sound of multiple
 gunshots, possibly from an automatic
 weapon.
 By the time the police arrived, the
 perpetrator had already fled and the
 shop owner, Steve Garland,
 was found dead with a probable
 submachine gunshot wound to
 the head.
 All of the store's animals were brutally
 slaughtered and the store left in extreme
 disarray.
 In addition, inside sources say that
 Garland's heart had been removed,
 and on his back 5 number were carved
 ............"

Anyway, head down the stairs and enter the door at the bottom on the west side.

- Building World, Clock Room (B8):

There are Hummers here. Kill them, then grab the [Pistol Bullets] on the south 
side of this room. After that, head through the door with the clock on the 
northwest side.

- Building World, Interior Staircase E (B8, B9, B10):

* Victims here: Victim-12.

Run down to the very bottom, past any victims. There are many doors in this 
area, but only two of them really work, the one you came from, and the one at 
the bottom, on the south side.

- Building World, Gum Head Arena (B10):

Odd name for a room, huh? Well, there's a lot of Gum Heads and one Sniffer in 
here. The Gum Heads all have golf clubs in their hands, too... All told, one 
Sniffer and four Gum Head-newtypes all wielding golf clubs.

Gum Heads in here carry the remaining four Golf Clubs: the [3-Iron], [7-Iron], 
[8-Iron], and [Sand Wedge]. There's also a [Nutrition Drink] in the western end 
of this area. When you're done with the Gum Head fun in here-- and Eileen will 
help, exit via the southmost door here.

- Building World, Interior Staircase F (B10, B11, B12):

Head down these stairs here to the very bottom, and then take the door on the 
south side here, which unlocks from this side and leads to...

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Follow the alley west, then south, then east, then south, running from the 
victim here. Don't forget to wait for Eileen before proceeding to the next 
area.

- Building World, Area with Water Tower (B12):

South, then east and into the door on the north wall.

- Building World, Gigantic Fan Room (B12, B13):

Down the stairs, avoid the wheelchairs and head into the door on the southeast 
side after waiting for Eileen.

- Building World, Interior Staircase C (B13, B14, B15):

There are Gum Heads on and around the stairs here. Escort Eileen down them and 
take care of any that get in your way. At the bottom, head into the southmost 
door leading to the bar.

- Building World, Bar Southfield (B15):

There is a Hole here.

There's a Gum Head in here. Take it out, then enter the hole for some item 
maintenance and to save.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Remember the later bartender's memo said they were going to use the NEW phone 
number's last 4 digits as a code? Well, let's just see about that number. Check 
out the window and look at the billboard. Still the same, huh? Dial it anyway. 
555-3750. You'll get the new number, 555-4890. If you dial the new number, 
you'll get the same weird noise you've gotten before when dialing the old 
number. Anyway, you know the new code! Exit the bedroom.

- Room 302, Main Room:

Take care of any hauntings, then do some item maintenance. I recommend healing 
yourself if needed using stored healing items, and placing all items except for 
your favorite weapon and Eileen's Nightstick into the box. Then save.

After that, go into the laundry room.

- Room 302, Laundry Room:

You guessed it, into the hole.


__________ _  _

Building World:
_  _ __________


- Building World, Bar Southfield (B15):

There is a Hole here.

Check the door that requires the code in the southwest part of the room.
The code, of course, is 4890 as per the new phone number. Enter it, then go 
through the door.

- Building World, Winding Staircase (Going down from B15 to B23):

This time, instead of going up, we'll be going down. Head down the stairs many, 
many floors and kill any Hummers that bother you along the way. At the bottom, 
in the southeast part, you'll find a [Portable Medical Kit] that will surely be 
useful soon. Go through the door here with the Halo of the Sun symbol.

- Building World, "The One Truth":

A cutscene takes place inwhich you see giant wall monsters on sliding panels 
going up and down the walls. If you check the locked door on the opposite side 
of this room, you'll see this message on it:

"To reach the deepest part, you must
 defeat the One Truth.
 Do so and this door will open."

Basically, this means only one of these monsters is real. Go around the room 
and wait for them to come down, and whack them when they do. If this makes all 
of them wince in pain, it is the "One Truth". If not, move on to the next one 
and try it. This is just trial-and-error until you find the real one -- the 
location is random. When you do, continue attacking it until they all die and 
the door opens. Eileen will likely join in and help if she has a good weapon 
equipped. When they're all dead, enter the door which was locked here.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head straight to the bottom, and wait for Eileen at the bottom. There's a book 
in front of a door marked "302" down here, it's a memo. Memo: Superintendent's 
Diary (Man with the Coat). Get it and when Eileen reaches the bottom with you, 
enter this door marked "302".



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Room 302 of the Past                              [sh4_19]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

               "The Crimson Tome... Obey the Crimson Tome..."


________________ _  _

Room 302 of the Past:
_  _ ________________



- Room 302 of the Past, Main Room:

There is a Hole here.

Walk around in here and check the table with the two books laying on it out to 
get the Memo: Crimson Tome and Memo: Old Picture Book. After this, walk to the 
back part of the apartment and notice the writing on this wall here: "The gate 
to Hell", "Why must I destroy this wall...?" and enter the closed door to the 
left of this writing.

- Room 302 of the Past, Bedroom:

Grab the four memos on the tables and floor here. You will get...
Memo: Red Diary - August 2, Memo: Red Diary - August 3,
Memo: Red Diary - August 4, Memo: Red Diary - August 5.
Exit this bedroom after you've taken them.

- Room 302 of the Past, Main Room:

There is a Hole here.

Head back into the main room here, and as you step over the black spot in the 
carpet, you'll trigger a cutscene where you meet the ghost of the previous 
resident of Room 302, Joseph Schreiber. He'll tell you some important things. 
After this cutscene, again head towards the bedroom, but don't go in. Where the 
writing is, there's something new which you likely saw in the cutscene. Examine 
that thing on the wall, the pickaxe. Take it. It's the [Pickaxe of Hope]. After 
you have it, go into the open door of the bathroom here and enter the hole.


____ _  _

Room 302:
_  _ ____

- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Head into the main room and clean any hauntings out. You'll hear a crash as 
well. After you've cleaned the hauntings, check the door to find a new memo, 
Memo: Red Diary - August 7. Then go into the Laundry Room.

- Room 302, Laundry Room:

Don't go into the hole. Check the floor here to see the results of that sound. 
On the floor, on a cardboard box, you should find a white letter. Examine it to 
get Memo: Joseph's Letter, the final memo. Exit this room back to the main 
room.

- Room 302, Main Room:

Now it's time to use that Pickaxe. Walk to the hallway which has the bathroom 
and bedroom doors in it, and use the pickaxe while facing the wall between 
them. The screen will reload, and a hole into another room will be there.
Enter it.

- Room 302, Hidden Back Room:

A cutscene will take place inwhich Henry discovers the location of the body of 
the real Walter Sullivan, which has 11/21 carved into its feet. After the 
cutscene, you can examine things in this room if you'd like. The real objective 
is to examine Walter's corpse and and find the [Keys of Liberation] in his coat 
pocket. Get them, and then exit when you've examined all you want to.

- Room 302, Main Room:

A new haunting may or may not appear. If so, take care of it. Then heal 
yourself using items in the box and dump all items except for the Keys of 
Liberation, your favored weapon, and Eileen's Nightstick. Save your game. Now 
walk to the chained up door and use the Keys of Liberation on it to open it 
up... a cutscene will take place.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Outside Room 302                                  [sh4_20]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                        "No way... Not here too..."


____________ _  _

Outside Room 302:
_  _ ____________


- Outside Room 302, 3F Hallway (North):

A cutscene will take place inwhich Henry exits his apartment only to find that 
things aren't quite right out here, either. Or that he never really left that 
alternate reality. Eileen will show up as well. After the cutscene, head north 
and enter Room 301.

- Outside Room 302, Room 301 and 201 (3F, 2F):

Inside here are two Victim-07+08 monsters and a new monster called Bottoms, 
which is the same as Victim-07+08 in many ways except their overall looks.
In the top room here, you kill the Victim-07+08 monster in your way and look 
around. You can find a [Saint Medallion] in here, but there's really no use for 
it. In the main room of 301, you can find a stairway leading down. Take it and 
go down a floor. On this floor, kill the Bottoms and other Victim-07+08 and 
look around Room 201. You can find a [Nutrition Drink] here, and then exit via 
the door on this floor.

- Outside Room 302, 2F East Hallway (North):

* The Man with the Coat will appear here.

Head south and stop at the pile of garbage. Wait for Eileen to catch up, then 
dash south and run into Room 202 before the Man with the Coat on the other side 
of the bars in the middle of the hallway shoots you with his dual pistols.

- Outside Room 302, Room 202 (2F):

There's a [Sword of Obedience] here in the bedroom, but it's worthless at this 
point in the game when all the tough victims are out of the way. Head through 
the hole in the wall in the south wall here.

- Outside Room 302, Room 203 (2F):

There's nothing useful in this apartment, so exit via its "front" door.

- Outside Room 302, 2F East Hallway (South):

Continue south and enter Room 204.

- Outside Room 302, Room 204 (2F):

* The Man with the Coat will appear here.

Walk into the kitchen. Careful here, don't walk into the main room itself or 
the Man with the Coat on the other side of the apartment here will shoot you. 
In the kitchen is a [Nutrition Drink]. Take it and leave.

- Outside Room 302, 2F East Hallway (South):

Head west and through the double doors to the main area.

- Outside Room 302, Stairway and Main Area (3F, 2F):

There are five Patients here. Kill them all with Eileen's help and then go up 
the stairs to 3F. You can find some [Pistol Bullets] at the top here, but 
they're fairly useless at this point so I'd leave them. Enter the 3F double 
doors to the hallway.

- Outside Room 302, 3F Hallway (South):

Enter Room 304.

- Outside Room 302, Room 304 (3F):

You can get a [Nutrition Drink] inside here on the floor of the bedroom. 
There's also a Wall Man and a Victim-07+08 enemy in here. Take, kill, and exit 
this room.

- Outside Room 302, 3F Hallway (South):

Head north here and enter Room 303, Eileen's Room.

- Outside Room 302, Room 303 (3F):

There's a Patient in here. Kill it and then check the main room to find some 
[Revolver Bullets] on the coffee table.

 -----------------------------------------------------------------------------
a Brand New Fear: In a Brand New Fear game, if you got an ending where Eileen
                  lives last time and have not yet unlocked the Nurse costume,
                  you'll find the [Nurse Uniform] on the chair next to the
                  TV in here. Keep it with you for the rest of the game.
                  Do NOT place it in the storage box. See Secrets, and Extras
                  section for more info on the Nurse costume.
 -----------------------------------------------------------------------------

After you've gotten what you need in here, exit.

- Outside Room 302, 3F Hallway (South):

Head back south, then west and through the double doors to the stairway.

- Outside Room 302, Stairway and Main Area (3F, 2F):

Head down the stairs and enter the west double doors on 2F.

- Outside Room 302, 2F West Hallway (South):

Enter Room 205.

- Outside Room 302, Room 205 (2F):

You can find a [Nutrition Drink] on the stand in the bedroom here, then exit.

- Outside Room 302, 2F West Hallway (South):

Head north in the hallway and enter Room 206.

- Outside Room 302, Room 206 (2F):

* The Man with the Coat will appear here.

Beat the Man with the Coat down and knock him out with Eileen's help, then 
stomp on him. You can find a [Holy Candle] in the middle bedroom with the bunk 
beds, and I recommend you take it. After that, go to the northern bedroom and 
through the hole in the wall to next door.

- Outside Room 302, Room 207 (2F):

You can find some [Pistol Bullets] I recommend you don't take in the bedroom 
here, then exit via the front door to the apartment.

- Outside Room 302, 2F West Hallway (North):

There's a Bottoms here guarding the stairway down, so kill it and then go down 
the stairs here.

- Outside Room 302, 1F West Hallway:

Go down to the bottom of the stairs here, and enter Room 107.

- Outside Room 302, Room 107 (1F):

You can find a [Nutrition Drink] in a back room here, and then exit.

- Outside Room 302, 1F West Hallway:

Go south and enter Room 106.

- Outside Room 302, Room 106 (1F):

On the kitchen counter, you can find a [Holy Candle]. In the bathroom, you can 
find an [Ampoule]. In the bedroom, a [Portable Medical Kit]. After you take 
them, exit the room.

- Outside Room 302, 1F West Hallway:

Can't go into Room 105... it's chained up. Head into the main section, by going 
east into the double doors.

- Outside Room 302, Stairway and Main Area (1F):

Eileen will stop following you now. She will go to the center of the room here 
and stand in front of a sketchbook on the floor you can examine. Right now, I 
recommend walking up next to her and placing a Holy Candle at her feet. When it 
almost burns out, enter the double doors to the 1F east wing.

- Outside Room 302, 1F East Hallway:

There's a Victim-07+08 directly ahead and around the corner. Kill it, then 
examine the hanging body thing in the southeast corner of this hallway.
Now enter Room 104.

- Outside Room 302, Room 104 (1F):

There are some Wall Men-newtype in here, but ignore them. Find the hanging body 
in here and examine it, then leave unless you need health items-- if so just 
walk out of range along to be hit in the area where the Wall Men are, and take 
the [Portable Medical Kit]. Exit the room when done.

- Outside Room 302, 1F East Hallway:

Head north in the hallway, and enter Room 103.

- Outside Room 302, Room 103 (1F):

There are some Bottoms in here. Kill them and examine the hanging body in here, 
and take the [Nutrition Drink] in the back hallway if you need it.

- Outside Room 302, 1F East Hallway:

Head north and enter Room 102.

- Outside Room 302, Room 102 (1F):

* Victims here: Victim-oldtype.

Evade the victim and find the hanging body in here, examine it. There's a
[Nutrition Drink] on a counter near the kitchen if you need it. Exit.

- Outside Room 302, 1F East Hallway:

Head north, and kill the Bottoms around Room 101. Examine the hanging body in 
the northmost part of the hallway, then enter Room 101.

- Outside Room 302, Room 101 (1F):

Find the hanging body in here and examine it. There's some [Pistol Bullets] 
here I recommend you not take in one of the back rooms. Then exit.

- Outside Room 302, 1F East Hallway:

Head south, then west and exit back to the main area via the double doors.

- Outside Room 302, Stairway and Main Area (1F):

A cutscene will take place. This will differ based on how much damage that 
Eileen has sustained. Eileen will rejoin you after this cutscene, so head into 
the west hallway here.

- Outside Room 302, 1F West Hallway:

The chains on the super's room (105) are gone, so enter it.

- Outside Room 302, Room 105 (1F):

Walk up to the bookshelf where the camera changes, but don't examine it yet. 
Instead, walk up to Eileen and set your second Holy Candle at her feet and wait 
for it to nearly burn out. Then examine the red box on the shelf to trigger a 
cutscene. This cutscene will differ based on how much damage Eileen has taken, 
but what won't change is that Eileen will leave during the cutscene. After the 
cutscene, you will get the item [Umbilical Cord]. You can find a
[Nutrition Drink] in the bedroom if you have any room for it, then exit.

- Outside Room 302, 1F West Hallway:

A cutscene will take place. As you can probably tell, lots of Victim-07+08s and 
Bottoms have appeared in some places of the apartment building. Check the piece 
of paper sitting on the floor here, then head north and up the stairs to the 
next floor at the north end of the hallway.

- Outside Room 302, 2F West Hallway (North):

Up the stairs, and then enter Room 207.

- Outside Room 302, Room 207 (2F):

Some Wall Men have spawned here, but no worries. Just head through the hole in 
the south part of here to go next door.

- Outside Room 302, Room 206 (2F):

Exit room 206 via its front apartment door.

- Outside Room 302, 2F West Hallway (South):

Lots of Victim-07+08 and Bottoms here. I recommend running as fast as you can 
south, then east and through the double doors.

- Outside Room 302, Stairway and Main Area (3F, 2F):

Head through the double doors directly east of here on 2F.

- Outside Room 302, 2F East Hallway (South):

Run to and enter Room 203.

- Outside Room 302, Room 203 (2F):

Head through the hole in the wall in the north part of here, in the bedroom.

- Outside Room 302, Room 202 (2F):

Exit via the apartment's front door.

- Outside Room 302, 2F East Hallway (South):

Run to and enter Room 201, north of where you entered.

- Outside Room 302, Room 301 and 201 (3F, 2F):

Go up the stairs here, and exit via 301's apartment door.

- Outside Room 302, 3F Hallway (North):

Run past the Victim-07+08 and Bottoms here, and enter Room 302.


____ _  _

Room 302:
_  _ ____


- Room 302, Main Room:

Clear out any haunting that has appeared with whatever Holy Candles and/or 
Saint Medallions you've got left, and use the storage box. Time to decide what 
to take with you to the final battle. Personally, I only take the Pickaxe of 
Despair, an Ampoule, and the Umbilical Cord.

You however may want to take whatever melee weapon you've been using regularly,
Richard's Revolver, Revolver Bullets (x3), Ampoule, and the Umbilical Cord for
you first go at it, but take no more than 7 items including the cord if you 
wish to end this fight quickly to get a good ending. You must take the 
Umbilical Cord if you wish to do anything but get a game over screen. When 
you've decided on your inventory, save the game.

Now enter the room in the back where Walter's corpse is.

- Room 302, Hidden Back Room:

Walter's corpse is gone... but check the black pool below where it was. It's a 
hole. Select Yes to go in when you are ready. A cutscene will play.


_______ _  _

Ritual Area:
_  _ _______


- Above Ritual Chamber, Blood of the Ten Sinners:

A cutscene will play. After this... equip preferred weapon and look around the 
room here, you'll see 10 slabs that look like bodies... Enter the hole in the 
center when you're ready for it; the final battle.

- Chamber of the 21 Sacraments:

A cutscene will play. After this, you will be fighting. This isn't a typical 
fight, though. The idea is to use the Umbilical Cord on the gigantic monster in 
the center, which releases the eight spears. Grab the eight spears and
use the on the monster-- it's Walter's true body. This makes Walter human and 
mortal again. You then have to kill Walter Sullivan before Eileen, who's 
possessed and walking towards the machine in the center reaches that point and 
is killed.

If you are having problems with this, check the Enemies section, and look at 
the very bottom for Walter Sullivan.

After you defeat him, an ending will take place. The ending is based on how 
well you cleaned the hauntings from your room during the second half of the 
game, and whether Eileen lived or not. See the Endings section for more 
information on those. The credits roll after that.

After the credits, you'll get the ranking screen. See below for more
information on that screen. After the results screen, you'll be prompted to
save. If you have any desire to replay, I suggest you do so. This will create 
"a Brand New Fear" file to load from the load screen, which starts a new game 
with some extra features available.

This concludes the Walkthrough.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  The Ranking Screen                                             [sh4_21]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



Here I'll breakdown the Ranking screen and what each means, plus give out 
information on requirements for max score in categories that matter. If the 
color of the statistic is in green, you've achieved max score.

The Ranking Screen appears after the credits when you finish the game.


- Difficulty

What Difficulty mode you played on. Hard is required for max score.

- Play Time

How long it took you to finish the game. 2h:00m:00s or less is usually required 
for max score, but if you collect all memos, you can get an extension on it.

- Saves

How many times you saved during the game. 0 Saves is the requirement for max 
score here, but if you collect all memos you can get a bonus.

- Continues

How many times you used the "Continue" function from the main menu to continue 
this game during its progress. 0 Continues is the requirement for max score.

- Enemies Defeated

How many enemies you killed. You need at least 120 to get max score for this. 
It's pretty easy to get 120 kills, though.

- Memo Items Found

x/52, where x is the number of memos you collected. 52 possible memos to find 
in the game. You need at least 50/52 for max score. Getting the last 2 allows 
you some bonuses. If you collect all 52/52, you can save once and have a 30 
minute time extension without any loss of score in those categories.

- Ending

What ending you got. Possible endings are: "Escape", "Mother",
"Eileen's Death", and "21 Sacraments". Ending does not effect score.

- Rank

Your final score for this game. 10 small stars = 1 big star. 10 big green stars
is the max score.

So, let me reiterate the base requirements for max score in all categories that
matter for you.


- Difficulty: Hard
- Play time: 2:00:00 or less
- Saves: 0
- Continues: 0
- Enemies Defeated: 120 or more.
- Memo Items Found: 50/52
- Ending: Doesn't matter.
- Rank: Should be 10 big green stars if above conditions are met.

* As I said above, if you collect memos 51 and 52, you can save once and
  have a 30 minute time extension without loss of score. It's a bonus.
  The "Saves" and "Play time" stats may not appear in green under such
  circumstances, but if you achieve 10 Star's requirements and have for example
  2:21:53 Play Time and 1 Save, you'll notice it didn't deduct any score if
  you've got all 52 Memos collected.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Endings                                                        [sh4_22]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



There are four endings in Silent Hill 4: The Room. I'll list their names and
requirements below. List is from best outcome for Henry to worst ending.


___________ _  _

"Escape" ending:
_  _ ___________


Requirements:

- Keep Room 302 clean of hauntings during the second half of the game.
  At least 80% of the total hauntings that have appeared during the second
  half MUST be exorcised using Holy Candles and/or Saint Medallions.

- In the final battle, kill Walter Sullivan before Eileen Galvin reaches the
  center and dies.


___________ _  _

"Mother" ending:
_  _ ___________


Requirements:

- Do not keep Room 302 clean of hauntings during the second half of the game.

- In the final battle, kill Walter Sullivan before Eileen Galvin reaches the
  center and dies.


___________________ _  _

"Eileen's Death" ending:
_  _ ___________________


Requirements:

- Keep Room 302 clean of hauntings during the second half of the game.
  At least 80% of the total hauntings that have appeared during the second
  half MUST be exorcised using Holy Candles and/or Saint Medallions.

- In the final battle, have Eileen Galvin die before you kill Walter Sullivan.


__________________ _  _

"21 Sacraments" ending:
_  _ __________________


Requirements:

- Do not keep Room 302 clean of hauntings during the second half of the game.

- In the final battle, have Eileen Galvin die before you kill Walter Sullivan.

 

---


Unfortunately, there is no joke ending in Silent Hill 4: The Room. I almost 
feel robbed here, since that's a series tradition.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Weapons                                                        [sh4_23]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



A list and description of weapons. Here's where you learn what's good and 
what's not-so-good. The facts about the weapons are all right here.



Henry's Weapons:
----------------


___________ _  _

3-Iron [weapon]:
_  _ ___________


- Location: Building World 2nd, Gum Head Arena (B10) held by a Gum Head.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.



___________ _  _

3-Wood [weapon]:
_  _ ___________


- Location: Building Work 2nd, Albert's Sports Store (B5) on floor.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

4-Iron [weapon]:
_  _ ___________


- Location: Hospital World, one of the 2F hospital rooms, on the ground.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

5-Iron [weapon]:
_  _ ___________


- Location: Building World, Albert's Sports Store (B5).
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

6-Iron [weapon]:
_  _ ___________


- Location: Forest World, Southeastern Dead End, on the ground.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

7-Iron [weapon]:
_  _ ___________


- Location: Building World 2nd, Gum Head Arena (B10) held by a Gum Head.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

8-Iron [weapon]:
_  _ ___________


- Location: Building World 2nd, Gum Head Arena (B10) held by a Gum Head.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

9-Iron [weapon]:
_  _ ___________


- Location: Subway World, King Street Line (B4), on subway car.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


_________________ _  _

Aluminum Bat [weapon]:
_  _ _________________


- Location: Building World, Albert's Sports Store (B5).
- Description: "Aluminum alloy bat.
                Reasonably powerful and easy
                to use as a weapon."
- Charge Attack: Yes.

It's got the exact same attacks as the Steel Pipe and Golf Clubs. It's more 
powerful than the Steel Pipe, and almost as powerful as a golf club. However, 
it won't break like a golf club. It swings slower than both of those weapons 
and charges slower, though. A good upgrade to the Steel Pipe until you acquire 
the Spade or Rusty Axe, and some may even prefer it to the Spade or Rusty Axe 
because it has a combo attack.


_______________________ _  _

Broken Wine Bottle [weapon]:
_  _ _______________________


- Location: Use the Wine Bottle as a weapon until it breaks.
- Description: "Bottle of white wine from the
                refridgerator. Now that it's broken, it's
                even more dangerous as a weapon."
- Charge Attack: No.

The Broken Wine bottle is indeed more dangerous than the Wine Bottle, yet it's 
still not a very good weapon. Unlike the Wine Bottle, it has no combo to it. It 
can do a single lunging stab attack, and has no charge attack. Its power per 
hit is better than uncharged Steel Pipe hits, but since it cannot combo and 
does not have a charge-hit, it is still not a very good weapon.


______________ _  _

Bug Spray [weapon]:
_  _ ______________


- Location: Apartment World, Room 203, on the floor in the main room.
- Description: "Aerosol insecticide.
                Effective against certain enemies."
- Charge Attack: No.

It's effective against Hummers, I'll tell you that much. It'll knock a group of 
them swarming around you down in 1 spray so you can stomp them. Useless against 
other enemies, but you'll get some fruity sounds or animations out of them if 
you try it, but otherwise it's useless.


_____________ _  _

Chainsaw [weapon]:
_  _ _____________


- Location: Forest World, Path with Car. Stuck into a tree here.
            *ONLY in a Brand New Fear game*
- Description: "Originally made for cutting wood.
                As a weapon, it's a fearsome thing."
- Charge Attack: Yes.

Not as "fearsome" as the description would have you believe... I think that the 
developers of the game might have meant for this to be more powerful. As is, 
it's a horrible weapon. It has a charge-attack, but it's not very powerful and 
it's slow charging. It's no better than the Steel Pipe-- probably even worse, 
speed considered. It has a cool idle animation, though. Also has a different 
stomp animation. Why couldn't it be as great for you as it was for Walter when 
he was using it...? Oh well.


___________ _  _

Driver [weapon]:
_  _ ___________


- Location: Building Work 2nd, Entrance Alleyway (B1) beside hole.
- Description: "Golf club. It's fairly powerful
                and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


________________________ _  _

Paper-Cutting Knife [weapon]:
_  _ ________________________


- Location: Hospital World, Office (1F) on a desk in the east part of the room.
- Description: "Originally made for cutting paper.
                It's hard to use as a weapon."
- Charge Attack: Yes.

Horrible weapon. It hits fast and has a three hit combo on top of charging 
super-fast, I'll give you that, but it is very weak. About as weak as the Wine 
Bottle. You have better weapons by the time you acquire this. Just toss it in 
the storage box.


_______________________ _  _

Pickaxe of Despair [weapon]:
_  _ _______________________


- Location: Forest World 2nd, Coal Mine.
- Description: "Ordinary pickaxe from a
                construction site. "Despair" is written
                on the handle. Very powerful."
- Charge Attack: Yes.

Most powerful weapon in the game. Very slow, though. Has a nasty charge-hit 
that can kill even the final boss in 9 or 10 hits on Hard, but also charges 
pretty slow. A good weapon to take and keep around in storage for that special 
occasion. Has a different (and slower) stomp animation.


___________ _  _

Pistol [weapon]:
_  _ ___________


- Location: Room 302, after returning from Subway World the very first time.
            Move the cabinet and you'll reveal it, sitting on the floor.
- Description: "Easy-to-use handgun, but not much
                stopping power."
- Charge Attack: No.
- Uses Ammunition: Pistol Bullets, Silver Bullets.

This is it, your first firearm. The Pistol is a fast firing, accurate weapon. 
It can knock enemies down so you can stomp them pretty quick, but beware of 
relying on such weapons that require ammo due to the scarcity of ammo as well 
as the burden of carrying many magazines of ammo.

On Easy, Pistol magazines are 12 rounds.
On Normal, Pistol magazines are 10 rounds.
On Hard, Pistol magazines are 8 rounds.

It can be loaded with regular Pistol Bullets or Silver Bullets.


_________________ _  _

Pistol Bullets [ammo]:
_  _ _________________


- Location: * Subway World, King Street Side Entryway (B1) on southwest stairs.
            * Subway World, Blocked Stairway (B2) on stairs.
            * Subway World, Lynch Street Line, Southeast Maint. Room (B3).
            * Subway World, Passage between Lines (South) (B2) in blocked-off
              tunnel between the lines.
            * Forest World, Industrial Compound South, at bottom of ramps on
              ground in this area.
            * Water Prison World, one of the northeastern cells on 1F.
            * Water Prison World, one of the northeastern cells on 3F.
            * Building World, Interior Storage Room (B5) on shelf.
            * Building World, Exterior Elevator Access (B12) near fence in SW.
            * Apartment World, Room 101 (1F) on counter near kitchen.
            * Apartment World, Room 304 (3F) in bedroom on floor.
            * Hospital World, random room with sticky floor (2F).
            * Hospital World, random room with "skin" bed, on floor near bed.
            * Subway World 2nd, Lynch Street Line (West) on a bench.
            * Forest World 2nd, Coal Mine, eastern part of area.
            * Water Prison World 2nd, one of the southwest cells on 3F.
            * Water Prison World 2nd, Shower Room (B1).
            * Water Prison World 2nd, one of the southeast cells on 1F.
            * Water Prison World 2nd, one of the northeast cells on 1F.
            * Water Prison World 2nd, one of the southeast cells on 2F.
            * Building World 2nd, "Garland's" Pet Shop (B7) on one of the
              shelves in the northeast part.
            * Building World 2nd, Clock Room, on south side of room.
            * Outside Room 302, Stairway and Main Area (3F, 2F) on the 3F
              part, opposite the double doors leading to the 3F hallway.
            * Outside Room 302, Room 207 (2F) in bedroom.
            * Outside Room 302, Room 101 (1F) in back room.
- Description: "Small-diameter bullets for use in
                the "Pistol." Not very powerful."

This is standard ammo for your Pistol.

On Easy, one pickup is 12 rounds.
On Normal, one pickup is 10 rounds.
On Hard, one pickup is 8 rounds.


______________________________ _  _

Silver Bullets [ammo, anti-spirit]:
_  _ ______________________________


- Location: * Subway World 2nd, King Street Side Entryway, on southeast stairs.
            * Forest World 2nd, Path with Strange Tree.
- Description: "Special bullets effective against ghosts.
                Small diameter. Best used with "Pistol.""

Special ammo for the Pistol. Will knock a ghost out so you can pin them with a 
Sword of Obedience in a single shot. Best used on Victim-18 and Victim-19.
Does not have any special effect vs. non-ghost enemies, and is only as powerful
as a regular Pistol Bullet when used against a non-ghost, thus a waste.

A pickup is always a single bullet on all difficulties.


___________________ _  _

Pitching Wedge [weapon]:
_  _ ___________________


- Location: Building World, Exterior Area with Water Tower (B12).
            A Gum Head-newtype is holding it. Beat it down and take it.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


___________ _  _

Putter [weapon]:
_  _ ___________


- Location: Apartment World, Room 207 (2F) in the bedroom.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


_______________________ _  _

Richard's Revolver [weapon]:
_  _ _______________________


- Location: Apartment World, Room 207 (2F) on a chair in the main room.
- Description: "Holds a maximum of six bullets. Easy to
                use, with moderate stopping power."
- Charge Attack: No.
- Uses Ammunition: Revolver Bullets.

A more powerful handgun. Uses Revolver Bullets as ammo. Its ammo is pretty 
rare, though. On all difficulties, its capacity is 6 rounds. It can knock many
enemies down for a stomp in a single shot, but its overall damage isn't all
that much better than the Pistol.


___________________ _  _

Revolver Bullets [ammo]:
_  _ ___________________


- Location: * Hospital World, one of the 2F Hospital Rooms. It's the room with
              the Wheel Chair (with shadow). It is behind that, on a desk.
            * Forest World 2nd, Toluca Lake Overlook, on the ground.
            * Building World 2nd, Interior Hallway B (B8) at the end of the
              hallways here, on the ground where the Spade was in 1st visit.
            * Building World 2nd, Top of Hotel South Ashfield (B1, B2, B3)--
              on the hood of a car in this area. 
            * Outside Room 302, Room 303 (3F) on coffee table.
- Description: "Large-diameter bullets for use in
                "Richard's Revolver." Reasonably
                powerful."

Bullets for use in Richard's Revolver, as it says. Always comes in packs of 6, 
regardless of the difficulty. Not much ammo around for it, though.


______________ _  _

Rusty Axe [weapon]:
_  _ ______________


- Location: Building World, Bar Southfield (B15), on a table.
- Description: "One-handed axe.
                A little short, but powerful and easy
                to handle."
- Charge Attack: Yes.

Very powerful weapon. It only has a single hit regular swing, but it swings 
fairly fast and has a moderately fast charge-hit which tends to send enemies 
down to the ground in a single hit. The charge-hit propels Henry forward where 
he does a powerful swing, and he is invulnerable throughout the whole thing. 
Highly regarded as the best weapon in the game for everything but the final 
boss fight by many people, including myself.


_______________ _  _

Sand Wedge [weapon]:
_  _ _______________


- Location: Building World 2nd, Gum Head Arena (B10) held by a Gum Head.
- Description: "Golf club. Powerful and easy to use,
                but it looks like it could break easily."
- Charge Attack: Yes.

This is one of the 12 golf clubs. They all operate like the Steel Pipe, except 
they're much more powerful. Another thing, they will all break within a certain 
number of hits and become useless items you have to put into your storage box 
since they'll become a waste to carry around.


__________ _  _

Spade [weapon]:
_  _ __________


- Location: Building World, Interior Hallway B (B8), at end of hallway.
- Description: "Ordinary spade from a construction
                site. It looks like it would be an
                impressive weapon."
- Charge Attack: Yes.

One of the best two weapons for fighting regular enemies. It has no combo hit, 
but it has a powerful quick charging charge-hit that knocks many enemies down 
in a single blow. Slightly more powerful than the Rusty Axe, but a bit slower 
on regular hits. It makes up for this with a quick charge attack. It also makes 
your stomp move look different.


_______________ _  _

Steel Pipe [weapon]:
_  _ _______________


- Location: Room 302, Bathroom. Beginning, after bathroom hole opens up.
- Description: "3-foot-long sewer pipe.
                Not very powerful, but fairly easy
                to use."
- Charge Attack: Yes.

The Steel Pipe is the first decent weapon you get. It has a 3 hit combo and a 
charge attack which makes Henry swing it in an arc. Its charge-speed is fairly 
fast compared to many other weapons that can charge. It's a good thing to hold 
onto at all times until you find something better, since it won't break.


_____________ _  _

Stun Gun [weapon]:
_  _ _____________


- Location: A 2F Cell Water Prison World. To get to that cell, turn the
            third floor cells right once and jump down the hole in the
            south-east part of the third floor. It's on a desk in this room,
            a locked cell on the 2nd floor you've reached by jumping down.
- Description: "High-voltage stun device. Fairly short-
                ranged, due to its need for direct contact."
- Charge Attack: No.

This weapon can and will knock many mortal enemies to the ground in a single 
hit. It has no charge attack, and it is slow on the draw and attack compared to 
some weapons, but it can knock enemies such as Victim-07+08 or Gum Head to the 
ground in a single touch, so you can stomp them. A decent and unique weapon!


__________ _  _

Torch [weapon]:
_  _ __________


- Location: Forest World 2nd, Cemetery, NE side of area with lit brazier.
- Description: "Equipable item. The tip can be lit on
                fire to light up dark areas. Soak the
                torch in oil to make it last even longer."
- Charge Attack: No.

It's a required item to get the five doll parts in the Forest World 2nd. As a 
weapon, it's about as strong as the Steel Pipe and even has the same three hit 
combo. It has no charge attack and has poor range, though. It can be lit up 
using any brazier which is going in the Forest World. If you use it as an item 
while looking at the oil container in Room 302's Laundry Room, it will burn for 
many times longer when you light it up.


________________ _  _

Wine Bottle [weapon]:
_  _ ________________


- Location: Room 302,  Main Room. Inside fridge.
- Description: "Bottle of white wine from the
                refridgerator. It'll break eventually
                if I keep using it as a weapon."
- Charge Attack: No.

The Wine Bottle is a weak weapon that can do a three hit combo but has no 
charge-attack. As the description suggests, it WILL break eventually if you 
keep using it. This replaces it with the Broken Wine Bottle weapon. A fairly 
useless weapon, all things considered.



Eileen's Weapons:
-----------------


______________________ _  _

Chain [Eileen-only weapon]:
_  _ ______________________


- Location: Forest World 2nd, Remains of Wish House, at the playground
            equipment on the NE side of the area.
- Description: "Light and easy to use.
                One snap could cause a lot of damage."

Another Eileen weapon. It's better than the Riding Crop. Better range, and more 
power. She's noticably more aggressive and rushes to engage enemies with this 
one equipped.


_____________________________ _  _

Eileen's Bag [Eileen-only weapon]:
_  _ _____________________________


- Location: Hospital World, Lobby (1F) in the southern part.
- Description: "Eileen's handbag. Looks like it could
                cause a little bit of damage."

This is Eileen's first weapon. As expected, it's pretty junky. Equip this to 
her if you need to fight something to get her past an area before you find 
something better for her. If nothing else, she'll get a couple whacks in that 
may stun the enemy and she won't be a complete sitting duck.


___________________________ _  _

Nightstick [Eileen-only weapon]:
_  _ ___________________________


- Location: Water Prison World 2nd, 3F Surveillance Room.
- Description: "Lead-weighted, leather nightstick.
                Does not require much force to
                cause damage. Looks extremely painful."

Eileen's best regular weapon. Only the Submachine Gun is better. Hits about 1.5 
times as hard as the Spade's normal hit.


____________________________ _  _

Riding Crop [Eileen-only weapon]:
_  _ ____________________________


- Location: Subway World 2nd, Passage between Lines (North), among the wreckage
            in that area.
- Description: "Light and easy to use with good reach.
                It looks like it would be very painful."

A much better weapon for Eileen than the handbag. She'll be more aggressive 
than with the Handbag while using it. Just remember to unequip it from her if 
you don't want her fighting.


_______________________________ _  _

Submachine Gun [Eileen-only weapon]:
_  _ _______________________________


- Location: Apartment World, Room 102 (1F) on counter near the kitchen.
            ONLY appears in a Brand New Fear, and only if unlocked.
- Description "Small-sized, one-handed machine gun.
               Perfect for Eileen."

Eileen's ultimate weapon! It's a gun with unlimited ammo. She fires it in 
bursts of 4-10 shots and tends to be very aggressive towards enemies who 
approach her while wielding it. If you've got this, all of her other weapons 
are junky in comparison. Her aim is dead on and she can easily down enemies 
using this weapon. Does not appear on "One Weapon Mode".



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Items                                                          [sh4_24]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



This is a list of every non-weapon related item in the game, except those
acquired with a cheating device such as a gameshark. They're sorted
alphabetically. I'll also elaborate on the usage of some of them if applicable.


___ _  _

1í’Ë“ Coin:
_  _ ___


- Location: Wash the Filthy Coin in Room 302's kitchen sink to get it.
- Description: "Toy coin with "1í’Ë“" written on it.
                Maybe someone meant to write "1$"?"

Use on the vending machine at Subway World, Lynch Street Line (East) that has 
"1í’Ë“" written on it to get the Murder Scene Key.


_______________ _  _

Albert's Sports Key:
_  _ _______________

- Location: Building World, "Garland's" Pet Shop (B7) on a shelf.
- Description: "Found in the pet shop.
                It has "Albert's Sports" written on it."

Unlocks a door in Building World, Albert's Sports Store (B5).


___ _  _

Ampoule:
_  _ ___


- Location: * Hospital World, Supply Room (1F) on west shelves.
            * Outside Room 302, Room 106 (1F) in bathroom.
- Description: "Restores a fairly large amount of health.
                Continues to restore health for a time."

Heals 50-60% of your life, then continues to heal over time, much like the 
apartment does during the first half of the game. It's rare, so use it only if 
you really need it. I recommend saving one of them for the final battle.


__________ _  _

Apartment Keys:
_  _ __________


- Location: Apartment World, Room 105 (1F), hanging on key rack on wall.
- Description: "Keys to each apartment in the building.
                Actually, it looks like #303 is missing."

Will unlock and let you in every locked apartment in Apartment World except for 
Rooms 302 and 303.


_________ _  _

Billiard Ball:
_  _ _________


- Location: Building World 2nd, Under the Elevators (B12)-- near the northwest
            ladder going up here.
- Description: "It's white with no number on it.
                That means it's the cue ball."

Use it in Building World, Bar Southfield (B15) on the pool table. It's part of
the "Reminisces" fetch puzzle.


_________________ _  _

Blood-Inscribed Spade:
_  _ _________________


- Location: Forest World, Wish House, after you give Jasper the Chocolate Milk.
- Description: "Written in blood is: "Opposite where
                the lake and house meet, inside the hand
                holding onto the ground.""

Use to dig up the Rusted Bloody Key at Forest World, Path with Strange Tree. 
Use it at the tree roots that look like hands.


_________ _  _

Broken 3-Iron:
_  _ _________


- Location: Use the 3-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 3-Wood:
_  _ _________


- Location: Use the 3-Wood as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 4-Iron:
_  _ _________


- Location: Use the 4-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 5-Iron:
_  _ _________


- Location: Use the 5-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 6-Iron:
_  _ _________


- Location: Use the 6-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 7-Iron:
_  _ _________


- Location: Use the 7-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.

_________ _  _

Broken 8-Iron:
_  _ _________


- Location: Use the 8-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken 9-Iron:
_  _ _________


- Location: Use the 9-Iron as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken Driver:
_  _ _________


- Location: Use the Driver as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________________ _  _

Broken Pitching Wedge:
_  _ _________________


- Location: Use the Pitching Wedge as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_________ _  _

Broken Putter:
_  _ _________


- Location: Use the Putter as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


_____________ _  _

Broken Sand Wedge:
_  _ _____________


- Location: Use the Sand Wedge as a weapon until it breaks.
- Description: "It's broken and useless as a weapon."

It really is useless. Place it in your storage box.


________ _  _

Cake Candles:
_  _ ________


- Location: Building World 2nd, Albert's Sports Store (B5) on counter.
- Description: "Colorful candles for putting on
                a birthday cake."

Use in Building World, Home of Eric Walsh on the cake on the table. It's part 
of the "Reminisces" fetch puzzle.


_________ _  _

Chaos Placard:
_  _ _________


- Location: Building World, Winding Staircase (Going up from B15 to B4) --
            at the top, on the door with "207" written on it.
- Description: "Placard from Building World.
                It has an abstract picture and says,
                "Chaos.""

Used with the Succubus Talisman to open the hole to the Hospital World after 
you complete Apartment World.


__________ _  _

Chocolate Milk:
_  _ __________


- Location: Room 302, Main Room. Inside fridge.
- Description: "Chocolate-flavored milk. Very sweet.
                It was in the refridgerator at home."

Give this to Jasper Gein when he asks for a drink. He'll in-turn give you 
something else.


_____________ _  _

Crested Medallion:
_  _ _____________


- Location: Forest World 2nd, Toluca Lake Overlook on statue.
- Description: "Medallion with a disturbing emblem
                carved into it.
                It's about 10 inches in diameter"

Use to unlock the door in Wish House, Underground Altar.


_____________________ _  _

Cynthia's Commuter Ticket:
_  _ _____________________


- Location: Subway World 2nd, Turnstiles - King Street Side (B1). It's on the
            ground here.
- Description: "Commuter ticket for the subway's King
                Street and Lynch Street Lines. Can be
                used multiple times."

Lets you go through both King Street and Lynch Street lines. Like the coin for 
the Lynch line, can be used infinite times.


____ _  _

Doll Key:
_  _ ____


- Location: Room 302, Bedroom, after picking up Memo: Red Diary Scrap (cont.).
            It's beside the bed, on the window side.
- Description: "Key with a girl's doll keychain attached.
                "303" is engraved on it."

Unlocks Room 303 in Apartment World.


_______ _  _

Doll's Head:
_  _ _______


- Location: Forest World 2nd, Path outside Cemetary, inside well. Have the
            torch lit so you can see inside the well and take it.
- Description: "A wooden doll's head. It's charred
                and blackened."

Use on the wheelchair doll in Forest World 2nd, Remains of Wish House along 
with the other four doll parts to open the way to the Wish House Underground
Altar.


___________ _  _

Doll's Left Arm:
_  _ ___________


- Location: Forest World 2nd, Eastern Path with Hanging Thing, inside well.
            Have the torch lit so you can see inside the well and take it.
- Description: "Left arm from a wooden doll.
                It's charred and blackened."

Use on the wheelchair doll in Forest World 2nd, Remains of Wish House along 
with the other four doll parts to open the way to the Wish House Underground
Altar.



___________ _  _

Doll's Left Leg:
_  _ ___________


- Location: Forest World 2nd, Southeastern Dead End, inside well. Have the
            torch lit so you can see inside the well and take it.
- Description: "Left leg from a wooden doll.
                It's charred and blackened."

Use on the wheelchair doll in Forest World 2nd, Remains of Wish House along 
with the other four doll parts to open the way to the Wish House Underground
Altar.


____________ _  _

Doll's Right Arm:
_  _ ____________


- Location: Forest World 2nd, NorthEast Cliff, inside well. Have the torch lit
            so you can see inside the well and take it.
- Description: "Right arm from a wooden doll.
                It's charred and blackened."

Use on the wheelchair doll in Forest World 2nd, Remains of Wish House along 
with the other four doll parts to open the way to the Wish House Underground 
Altar.


____________ _  _

Doll's Right Leg:
_  _ ____________


- Location: Forest World 2nd, Outside Coal Mine and Wish House (North West),
            inside well. Have the torch lit so you can see inside the well
            and take it.
- Description: "Right leg from a wooden doll.
                It's charred and blackened."

Use on the wheelchair doll in Forest World 2nd, Remains of Wish House along 
with the other four doll parts to open the way to the Wish House Underground 
Altar.


_______ _  _

Filthy Coin:
_  _ _______


- Location: Subway World, Lynch Street Line, NE/NW Subway Cars (B3) -- Use the
            Toy Key on the "1000í’Ë“" box to get it.
- Description: "Coin caked with dirt and grime.
                I bet I could clean it in the kitchen
                sink in my room."

Use it while looking at the kitchen sink in Room 302 to clean it to get the
1í’Ë“ Coin.


_______ _  _

Ghost's Key:
_  _ _______


- Location: Building World, Home of Eric Walsh (B3), in Victim-10's hands.
- Description: "The key that the ghost was holding."

Used to unlock a door in the same area you got it.


_____________________ _  _

Holy Candle [anti-spirit]:
_  _ _____________________


- Location: * Hospital World, one of the randomly placed rooms on 2F -- has
              a vase on floor. Candle is behind vase on floor.
            * Subway World 2nd, Generator Room (B1) on shelf.
            * Subway World 2nd, Lynch Street Line, Southeast Maint. Room (B3).
            * Subway World 2nd, Lynch Street Line, NE/NW Subway Cars, at the
              side you enter from the west platform.
            * Forest World 2nd, Remains of Wish House, near wheelchair doll.
            * Forest World 2nd, NorthEast Cliff.
            * Water Prison World 2nd, one of the Northeastern cells on 3F.
            * Water Prison World 2nd, one of the Northwestern cells on 1F.
            * Water Prison World 2nd, one of the Northwestern cells on 2F.
            * Building World 2nd, Interior Staircase C (B13, B14, B15) --
              on the topfloor of this area.
            * Building World 2nd, Exterior Elevator Access (B12) in the
              Southeast corner of this area.
            * Building World 2nd, Interior Storage Room (B5) in SE corner.
            * Building World 2nd, Top of Hotel South Ashfield (B1, B2, B3)
              on the top floor of this area south part.
            * Outside Room 302, Room 206 (2F) in bedroom with bunk beds.
            * Outside Room 302, Room 106 (1F) on kitchen counter.
- Description "Special candle with anti-spirit effects.
               Begins working shortly after being lit
               and placed down."

Best used to exorcise the hauntings in your room, but can also be used to heal 
Eileen at a certain part of the game. Not recommended for use against ghost-
victims due to immobility of candle!


_____________ _  _

Hospital Room Key:
_  _ _____________


- Location: Hospital World, one of the 2F rooms, hanging off snake statue.
- Description: "Key found in hospital.
                It's probably the key to Eileen's
                hospital room."

It's the key to the hospital room Eileen is in, obviously.


______________ _  _

Keys of Liberation:
_  _ ______________


- Location: Room 302, Hidden Back Room after using the Pickaxe of Hope to
            open it up. It's in the coat of Walter's corpse.
- Description: "Extremely evil-looking keys
                held by the corpse of Walter."

Will unlock and open the chained door of Room 302, opening up the final area.


___________ _  _

Locker Key #106:
_  _ ___________


- Location: Apartment World, Room 301 (3F), in red photo of nurse.
- Description: "It looks like a locker key.
                "106" is written on it."

Opens the 106 locker at the 1F main area of the Apartment World.


__________________ _  _

Lynch Street Line Coin:
_  _ __________________


- Location: Subway World, Women's Bathroom (B1) after returning from getting
            the Pistol. Examine the mannequin.
- Description: "Train token for the subway's Lynch
                Street line.
                Can be used any number of times."

As the name suggests, it's a coin to use to get to the Lynch Street Line in the 
Subway. It can be used an infinite amount of times to enter and exit Lynch 
Street Line.


____________ _  _

Murder Scene Key:
_  _ ____________


- Location: Subway World 2nd, Lynch Street Line (East) (B3) -- use the 1í’Ë“ Coin
            on the vending machine with "1í’Ë“" written in red on it to get it.
- Description: "Key from the vending machine.
                The tag on it says, "Murder Scene".

Unlocks the door at Subway World, Turnstiles - King Street Side during your 
visit to the Subway World 2nd time. Allows you to get the Train Handle item.


_________ _  _

Nurse Uniform:
_  _ _________


- Location: Outside Room 302, Room 303 (3F) on the chair next to the TV.
            ONLY appears in a Brand New Fear and only then if you haven't
            already unlocked Eileen's Nurse costume. See the "Secrets,
            and Extras" section for more information.
- Description: "Clothes found in Eileen's room."

Used to unlock Eileen's Nurse costume. See Secrets, and Extras section.


___________ _  _

Nutrition Drink:
_  _ ___________


- Location: * Subway World, King Street Line (B4) at base of escalator.
            * Forest World, Mother Stone, near fence with candles.
            * Building World, Under the Elevators (B12).
            * Hospital World, Emergency Room 2 (1F).
            * Hospital World, one of the random rooms on 2F, on broken bed.
            * Hospital World, one of the random rooms on 2F, on ground.
            * Subway World 2nd, Men's Bathroom (B1).
            * Subway World 2nd, King Street Side Entryway (B1).
            * Subway World 2nd, Passage between Lines (North) (B2) in the
              blocked off tunnel between the two subway lines.
            * Subway World 2nd, Maintenance Tunnel (B4) on ground in southern
              passageway here.
            * Subway World 2nd, Passage between Lines (South) (B2) in the
              blocked off tunnel between the two subway lines.
            * Forest World 2nd, Path outside Cemetary, near a lamp post.
            * Forest World 2nd, Path outside Coal Mine and Wish House (North
              West), outside Coal Mine entrance gates.
            * Forest World 2nd, Coal Mine, northwest section on ground.
            * Forest World 2nd, Industrial Compound North, in northeast part
              of this area.
            * Forest World 2nd, NorthEast Cliff, near gate heading west.
            * Forest World 2nd, Path outside Wish House (South East), in the
              northeastern side of this area.
            * Forest World 2nd, Southeastern Dead End, near the Hole.
            * Water Prison World 2nd, Dining Hall (B1).
            * Water Prison World 2nd, Spiral Staircase Access (1F).
            * Water Prison World 2nd, one of the 1F southwestern cells.
            * Building World 2nd, Exterior Elevator Access (B12), behind a car.
            * Building World 2nd, Exterior Staircase A (B5, B6, B7, B8) at
              bottom floor of this area, on ground.
            * Building World 2nd, Top of Hotel South Ashfield (B1, B2, B3) on
              the middle floor of this area.
            * Building World 2nd, "Garland's" Pet Shop (B7) in northeast part
              of the area on shelves.
            * Building World 2nd, Gumhead Arena (B10) on ground.
            * Outside Room 302, Room 301 and 201 (3F, 2F) in Room 201.
            * Outside Room 302, Room 204 (2F) on kitchen counter.
            * Outside Room 302, Room 304 (3F) in bedroom, on floor.
            * Outside Room 302, Room 205 (2F) on a stand in bedroom.
            * Outside Room 302, Room 107 (1F) in back room.
            * Outside Room 302, Room 103 (1F) in back hallway.
            * Outside Room 302, Room 102 (1F) on counter near kitchen.
            * Outside Room 302, Room 105 (1F) in bedroom.
- Description: "Heals your body with supplemental
                nutrition."

A healing supply. Heals 20-25% of your life.


___________ _  _

Pickaxe of Hope:
_  _ ___________


- Location: Room 302 of the Past, after cutscene with Joseph.
- Description: ""Hope" is written on the handle.
                It doesn't look like I can use it as a
                weapon."

This item is used to break down the wall between your bedroom and bathroom.


________________ _  _

Portable Medical Kit:
_  _ ________________


- Location: * Forest World, Toluca Lake Overlook, on ground.
            * Apartment World, Room 106 (1F) on bed.
            * Hospital World, Doctor's Lounge (1F) on coffee table.
            * Subway World, Blocked Stairway (B2) on stairs.
            * Water Prison World 2nd, Waterwheel Room, near the Hole.
            * Building World 2nd, Exterior Alleyway A (B12) near fence.
            * Building World 2nd, Winding Staircase (Going down from B15 to
              B23) at the bottom, near the door with the Halo of the Sun on it.
            * Outside Room 302, Room 106 (1F) on the bed in bedroom.
            * Outside Room 302, Room 104 (1F).
- Description: "Heals your body by repairing wounds."

A healing supply. Heals 40-50% of your life.


____________ _  _

Prisoner's Shirt:
_  _ ____________


- Location: Water Prison World 2nd, Death Chamber (B1).
- Description "Something is written on it in wax.
               Maybe if you soak it in some kind of
               colored liquid..."

Use this in the bloodied bathtub in Room 302 to get Memo: Note from the Bloody 
Prisoner's Shirt. This is required to gain access to a Sword of Obedience in 
the 2F cell with bottles, and for Victim-18 to appear so you can get his key by 
pinning him with a Sword. This key is needed to unlock the generator room.


_____ _  _

Red Paper:
_  _ _____


- Location: * Apartment World, Room 301, on desk in the main room.
            * Apartment World, Room 105, in a box in the main room.
- Description: "Just red paper with nothing
                written on it...
                I'll stick it under Room 302's door."

Red piece of paper you can stick under Room 302's door in apartment world to 
receive a memo when you return to your Room 302 via a hole.


_____________ _  _

Rusted Bloody Key:
_  _ _____________


- Location: Forest World, Path with Strange Tree. Dig it up using the
            Blood-Inscribed Spade at the "hands" coming out of the ground.
- Description: "Rusted and bloody key. Inscribed on it
                is: "The holder of this key will wander
                for eternity."

Unlocks the door to Wish House on your first visit to Forest World.


_________________________ _  _

Saint Medallion [anti-spirit]:
_  _ _________________________


- Location: * Water Prison World, Interior Spiral Staircase (1F, B1, B2) on
              way between B1 and B2 on the way down.
            * Hospital World, 2F in the room with the shining light coming in
              through the window. It's on the stand next to the bed.
            * Subway World 2nd, Lynch Street Line, SE/SW Subway Cars (B3) in
              the southmost part of the west car, on the floor.
            * Forest World 2nd, Mother Stone, where Jasper was sitting when
              you met him in the Forest World 1st time.
            * Water Prison World 2nd, Dining Hall (B1) on a bench.
            * Building World 2nd, Exterior Area with Water Tower (B12) in
              east part of area at the base of the water tower.
            * Outside Room 302, Room 301 and 201 (3F, 2F) in Room 301.
- Description: "Can be equipped along with a weapon.
                Anti-spirit effects while held, but will
                eventually break."

Can be used to weaken/slow down ghost-victims and negate their aura damage. Can 
also be used to clear hauntings out of your apartment during the second half of 
the game, but wears down and breaks very quickly when used to exorcise 
hauntings. It will wear down and break eventually, like the description 
suggests. The icon of the item shows its wear and tear. If it's shiny looking, 
it's new. If it's looking a bit worn out, it's a bit used. When it gets a crack 
in it, it's fairly used. When it's got a large crack in it, it's pretty worn. 
When it's faint and has a huge crack in it, it's about to break. [insert 
horrible Linkin Park pun about that last sentence].


_______ _  _

Shabby Doll:
_  _ _______


- Location: Apartment World, Stairway and Main Area (3F, 2F, 1F). Talk to the
            Man with the Coat on the stairs, and then listen to what he has to
            say. He'll place the doll on the stairway, and you can take it.
- Description: "Old doll given by the man sitting
                on the apartment's stairway."

Useless item. Will cause an extra recurring haunting in the second half of the
game if you take it and place it in your storage box. 


___________________ _  _

"Skinned Mike" Cassette:
_  _ ___________________


- Location: Apartment World, Room 205 (2F) on coffee table.
- Description: "Audiocassette with "Skinned Mike"
                on the label."

Use it while looking at the radio in Room 302. Here is the script:

Richard Braintree: "How do you like that, you sick
                    little freak?
                    You had it comin' to you!

                    These clothes are disgusting.
                    Get 'em outta my sight!"

Unknown woman: "I know...

                It'll be perfect to wrap
                his body in."

Drunk Man: "Hold it. Hold it...I think I'll keep that
            one for myself."

Richard Braintree: "You!!
                    You snoopin' around again?!

                    Get your ass outta here before you
                    really piss me off!"


_____ _  _

Small Key:
_  _ _____


- Location: Room 302, Main Room, at door after escorting Eileen to hole in
            Hospital World. It's in the envelope with Red Diary - July 20.
- Description: "Small but ordinary key found in the red
                envelope."

Unlocks the gate in the Hospital World 1F Lobby in the elevator shaft.


__________ _  _

Source Placard:
_  _ __________


- Location: Forest World, Inside Wish House, after picking up the memo.
            It's on the door which will lead to the scene with Jasper's death.
- Description: "Placard from Forest World.
                It shows a baby and says, "Source.""

Used with the Succubus Talisman to open the hole to the Hospital World after 
you complete Apartment World.


____________________ _  _

Spear of the Holy Mother:
_  _ ____________________


- Location: Chamber of the 21 Sacraments. Released by using the Umbilical Cord
            on Walter's true body. There are eight of them.
- Description: "Spear with "Holy Mother" carved into
                it. The "Crimson Tome" says that I
                have to stick eight of these spears into
                Walter's body."

Stick all 8 into the true body of Walter to make him mortal and human again, so 
that you can kill him.


_______ _  _

Stuffed Cat:
_  _ _______


- Location: Building World 2nd, Home of Eric Walsh (B3).
- Description: "Stuffed cat with droopy ears."

Use at the cage in Building World 2nd, "Garland's" Pet Shop (B7). It's part of
the "Reminisces" fetch puzzle.


_____________ _  _

Succubus Talisman:
_  _ _____________


- Location: Room 302, Main Room, after completing Apartment World.
            It has been slipped under the door.
- Description: "Card with some kind of frightening
                demon on it."

Use it in the Laundry Room to begin the sequence where you put the four
placards into their proper slots. Look at the new "stain" that has appeared on
the wall when doing so.


________________ _  _

Superintendent's Key:
_  _ ________________


- Location: Apartment World, Room 301 (3F), in red photo of superintendent.
- Description: "South Ashfield Heights'
                superintendent's key.
                It says "105" on it."

Unlocks Room 105 in Apartment World.


______________ _  _

Sword of Obedience:
_  _ ______________


- Location: * Building World, Home of Eric Walsh (B3) impaling Victim-10.
            * Building World, Interior Hallway B (B8) at end of hallway.
            * Subway World 2nd, King Street Line (B4) near exit. It's leaning
              against the wall before the door which leads to the cutscene
              where the Man with the Coat first attacks you.
            * Water Prison World 2nd, under bed on 2F cell with the bottles,
              after reading Note from the Bloody Prisoner's Shirt, the memo
              you get for washing the Prisoner's Shirt in Room 302's bathtub.
            * Outside Room 302, Room 202 (2F) in bedroom on the floor.
- Description: "Extremely rare sword. When used
                against downed ghosts, it stops them in
                place. When pulled out, the ghost is revived."

Used to pin down ghost-victims. You MUST beat them to a point where you can 
stomp on them and they've stopped moving first. Will eliminate ghost for the 
rest of the game if you leave the sword inside them, as they won't show up 
elsewhere while pinned.


______________ _  _

Temptation Placard:
_  _ ______________


- Location: Subway World, Turnstiles - King Street Side (B1) on door.
- Description: "Placard from Subway World. It shows a
                woman and says, "Temptation.""

Used with the Succubus Talisman to open the hole to the Hospital World after 
you complete Apartment World.


__________ _  _

Torn Red Paper:
_  _ __________


- Location: * Apartment World, Room 105 (1F), in a box in the main room.
            * Apartment World, Room 102 (1F), in fridge with wrapped cat body.
            * Apartment World, Room 203 (2F), in bloody shirt in the bedroom.
- Description: "Just torn red paper with nothing
                written on it...
                I'll stick it under Room 302's door.

Red piece of paper you can stick under Room 302's door in apartment world to 
receive a memo when you return to your Room 302 via a hole.


___ _  _

Toy Key:
_  _ ___


- Location: Room 302, comes with Memo: Kid's Letter after Hospital World, and
            after returning to 302 from Subway World 2nd just once.
- Description: "A key-shaped plastic kids' toy."

Opens the "1000í’Ë“" box on the NE/NW Lynch Street Subway Car area to get you the
Filthy Coin.


________ _  _

Train Handle:
_  _ ________


- Location: Subway World 2nd, King Street Line Ticket Office (B1) on the floor.
- Description: "Handle from the King Street Line train.
                It's like a key needed to run the train."

Use in the driver's compartment of the train on King Street Line to get it to 
move forward 1 car length, revealing a new passageway.


__________ _  _

Umbilical Cord:
_  _ __________


- Location: Outside Room 302, Room 105 (1F) on bookshelf.
- Description: "Walter Sullivan's umbilical cord. The
                superintendent has kept it for years."

Use on the gigantic monster, the "true body" of Walter in the final battle. 
This will release the eight spears.


______ _  _

Volleyball:
_  _ ______


- Location: Building World 2nd, Exterior Area with Water Tower (B12), near the
            door here. Camera will change/zoom in when near it.
- Description: "Looks like a plain volleyball."

Use in Building World, Albert's Sports Store at the bin full of balls. It's 
part of the "Reminisces" fetch puzzle.


________________ _  _

Watchfulness Placard:
_  _ ________________


- Location: Water Prison World, Kitchen, B1, after aligning bloody beds.
- Description: "Placard from Water Prison World.
                It shows an eye and says,
                "Watchfulness.""

Used with the Succubus Talisman to open the hole to the Hospital World after 
you complete Apartment World.


_________________ _  _

Water Prison Exit Key:
_  _ _________________


- Location: Water Prison World, Waterwheel Room.
- Description: "Key found in the waterwheel room
                (2F basement). "Up" is carved into it."

This key is used to unlock the exterior spiral staircase door in the area: 
Water Prison, Spiral Staircase Access (1F).


___________________________ _  _

Water Prison Generator Room Key:
_  _ ___________________________


- Location: Water Prison 2nd, pin Victim-18 with a Sword of Obedience.
- Description: "Key held by the ghost of Andrew.
                It opens the door on B2."

Use to unlock the B2 generator room door in Water Prison 2nd.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Enemies                                                        [sh4_25]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



Below, I'll describe the best way I've found to deal with each enemy in the 
game. Best way in this game indicates fastest kills. I'll include regular and 
speedguide strategies for each enemy that exists in the game, excepting the 
unkillable enemies. The names listed are the official names from the Japanese 
Silent Hill 4: The Room Website, http://www.sh2004.com.

Fast kills are important because of the 2 hour base time limit for getting a 
10-Star rank. Unlike Silent Hill 2 & 3, there's no damage limit, so intricate 
strategies centering around damage avoidance aren't really important.

Note: BOSS Info is at the very bottom of this section, so avoid it if you
haven't completed the game yet.


_______ _  _

Sniffer Dog:
_  _ _______


- Description: Sniffers are the dog-like enemies that have long tongues.
               They attack by leaping at you and biting. The females will
               grab onto your legs and chew them. The yellow ones are males,
               the pinkish ones are females.


- Regular Strategy

With the most powerful weapon you can get, walk up to them and unleash a 
charge-hit. Ideally, you want to use a weapon that can knock them down in a 
single hit so you can stomp on them, like the Stun Gun, Spade, or Rusty Axe. In 
the early game, the Pipe combos+charged hit, or the Pistol will suffice for 
knocking them down. If you knock one down when fighting a group of Sniffers-- 
walk, don't run to the downed Sniffer and then stomp on it. Running causes 
Sniffers to become very aggressive towards you. If you must run, do so in a 
zig-zag pattern as they tend to track onto you easily if you run straight 
lines, and will most definitely dash/leap into you if you run straight.

- Speed Strategy

During the early parts of the game when going for a 10-Star rank, it's best 
not to fight these at all unless you really have to. In my 10-Star 
Speedwalkthrough, you'll find when and where you should fight these. Before you 
get the Spade or Rusty Axe, it's really usually a bad idea to fight these. Run 
zig-zagging from them to avoid as much damage as you can early in the game. The 
reason is because it literally takes 9 or 10 hits with the Steel Pipe to get 
them knocked down, and in a short amount of time. You're more likely to kill 
them from pure damage than you are to knock them down, especially if you're 
fighting a group of them, which is pretty common.


__ _  _

Hummer:
_  _ __


- Description: Hummers are the flying bat/insect mix creatures with spikes
               near their mouths. They tend to swarm around you and try to
               poke you with the spike. They're fairly weak, though.
               The problem is when they come in numbers. This is the only enemy
               really effected by the "Bug Spray" weapon.


- Regular Strategy

Take out a fast-swinging weapon such as the Steel Pipe or Rusty Axe. Use the 
normal attack, and don't move too much when they're around you. You want to 
whack one out of the air, then tap your movement to lock onto another. When 
they're all down, or most of them are down, commence the stomping before they 
get back up.

- Speed Strategy

Same as regular, just don't always fight them. If you can run past them without 
taking much damage, go for it. This isn't possible in all areas. They're still 
easy kills, but there are easier kills elsewhere.


____________________ _  _

Blue Tremer / Red Tremer:
_  _ ____________________


- Description: Tremers are blue or red leeches which crawl along the floors,
               walls and ceilings. They can drop down from the ceilings.
               Sometimes, they can speed up and zoom around. They do not
               attack, but they will hurt you if you touch them.


- Regular Strategy

If they're on the walls, you can hit the surrounding area to knock them down, 
and then stomp on them. However, a direct hit will squash them dead. They are 
easy kills towards the 120 needed for a 10-Star rank, but you usually don't 
have to with the number of Toadstools and Whitestools there are to kill.

- Speed Strategy

Unneeded. In some places where they exist, though, hold down action button 
while running to stomp some while you pass by if they're in your way. It's an
easy and free kill.


____________________ _  _

Toadstools / Whitestools:
_  _ ____________________


- Description: Toadstools and Whitestools are vine-like enemies that quickly
               grow from a sprout in the ground into large writhing vines.
               They do not attack, but if you walk into them, they will damage
               you. Toadstools are brown/red in color, Whitestools white/grey


- Regular Strategy

Simply hit them once with anything and they will die. They are the easiest 
kills in the game. One whack = one kill! Toadstools and Whitestools are the 
best things to kill for the kill count towards 10-Star. Tilt the analog stick
in a direction after you whack one to lock onto the next one.

- Speed Strategy

Unneeded.


________ _  _

Victim-07+08:
_  _ ________


- Description: Large, double baby-headed cloaked creature that has no lower
               body and walks around on its 2 arms. They are somewhat
               aggressive and have very strong attacks. When they stop,
               sometimes they whisper and say something... what do they say?
               "Receiver of Wisdom..."

               Do not confuse them with the ghost-victims, as these are a
               normal monster which can be killed unlike the ghost-victims.


- Regular Strategy

Attacking them using something that can knock them down in one single blow is 
preferred. The Stun Gun, Spade, and the Rusty Axe are good choices. Against 
groups that rush you, the Pistol is a great choice since the bullets will 
penetrate them in a line and will knock them down quickly. Make sure to stomp 
them, because they will get up many times before you kill them from pure damage 
without using the mighty stomp.

- Speed Strategy

Usually, you run past these. There are sometimes when this just isn't a good 
idea, and that's during the second half of the game. The 10-Star 
Speedwalkthrough will tell you when to fight them.


___ _  _

Bottoms:
_  _ ___


- Description: Large, uncloaked creature similar to the Victim-07+08 monster.
               It has its heads on the underside of its strange body, though.
               Otherwise, it fights identically except for one little detail:
               They are much more aggressive. They only show up in the final
               area, and nowhere else.


- Regular Strategy

Attacking them using something that can knock them down in one single blow is 
preferred. The Stun Gun, Spade, and the Rusty Axe are good choices. Against 
groups that rush you, the Pistol is a great choice since the bullets will 
penetrate them in a line and will knock them down quickly. Make sure to stomp 
them, because they will get up many times before you kill them from pure damage 
without using the mighty stomp.

- Speed Strategy

You only really need to fight a couple of these since they get in the way of 
escorting your companion. Run past them unless otherwise noted in the 10-Star 
Speedwalkthrough.


____ _  _

Wall Man:
_  _ ____


- Desciption: Camouflaged monster that emerges from walls and attacks with its
              arms. Fairly powerful attack power. They cannot move.


- Regular Strategy

Simply hit them over and over with regular attacks to keep them stunned and 
continue applying the damage until they slump over and disappear into the wall; 
this means they are dead. They don't appear in many places, and of those places 
you really only have to deal with them in two parts.

- Speed Strategy

Excepting the escalator in Subway World, you never really have to fight these. 
Avoid if you can.


____________ _  _

Wall Man-newtype:
_  _ ____________


- Description: Monster on a sliding panel that ascends and descends a wall.
               It cannot truly move, either. They attack with their arms just
               like regular Wall Men, and are a bit more powerful than them.
               Also appears in another variety somewhere...


- Regular Strategy

When they're descending, unleash a charged attack to hit and stun them. Then 
continue hitting until they die with regular attacks. Fairly simple.

- Speed Strategy

You never have to fight these when going for 10-Star. Simply ignore them.


____________ _  _

Gum Head-oldtype:
_  _ ____________


- Description: Mostly pink, hairless monkey-like enemies with upper-body
               deformations. They are fairly passive unless you get near them.
               They can dodge and they like to leap around.


- Regular Strategy

Use charged attacks or the Stun Gun to knock them to the ground and finish them 
quickly with a stomp before they get back up. Sometimes you'll have to knock 
them down multiple times before they'll stay down long enough for you to stomp 
when using a weapon other than Stun Gun.

- Speed Strategy

Never fight these unless they impede the progress of your companion in the 
second half of the game. Never.


____________ _  _

Gum Head-newtype:
_  _ ____________


- Description: Pink, red, and black hairless monkey-like enemies that are more
               humanoid than oldtype Gum Heads, lacking the deformations the.
               oldtypes have. They are more aggressive than oldtype Gum Heads,
               and can take some more punishment. Some of them carry
               Golf Clubs as weapons which they will drop after enough
               beating. You can pick these clubs up yourself. They can also
               sometimes steal items from you, which you can get back by
               beating them down and picking the item back up.


- Regular Strategy

Use charged attacks or the Stun Gun to knock them to the ground and finish them 
quickly with a stomp before they get back up. Sometimes you'll have to knock 
them down multiple times before they'll stay down long enough for you to stomp 
when using a weapon other than Stun Gun. Beware if they are wielding a Golf 
Club, and approach them only with a charged attack if this the case. When in 
possession of a Golf Club, they are even more aggressive and can hit for large 
amounts of damage.

- Speed Strategy

Never fight these unless they impede the progress of your companion in the 
second half of the game. Never.


___ _  _

Patient:
_  _ ___


- Description: Large humanoid female enemy that resembles a corpse that has
               been cut up. They are famous for their ridiculous sound they
               make when you hit them. They carry heavy blunt weapons which
               they can swing fairly fast. They can take much punishment
               before they finally die, so if you down one, stomp it!
               A good charged attack from the Rusty Axe, Spade, or
               Pickaxe of Despair will do the job of knocking them down.


- Regular Strategy

Knock them down with only charged attacks. Their swings are fast and powerful, 
and they can hit you several times in a row if you're not careful. The Rusty 
Axe or Spade are the weapons of choice, here.

- Speed Strategy

Fight all the ones that are in your companion's way in the Hospital, but in the 
final area, try to get your companion to run past them so you can avoid 
fighting them there. The 10-Star Speedwalkthrough will tell you where to kill 
these.


_______ _  _

Greedy Worm:
_  _ _______


- Description: This is the giant worm you can see in many areas of the game.
               It's not really an enemy as it doesn't attack you, can't hurt
               you and you can't kill it. It was listed, though...


_______ _  _

Wheel Chair:
_  _ _______


- Description: Moving Wheelchair with a spirit riding it around. They have
               a ghost aura like the victims that can drain your health,
               and if they come in direct contact with you can knock you over
               and damage you. You cannot kill them. They'll swerve around
               and go in random directions, but never make an effort to
               actually attack you head on.


- Regular Strategy

Simply run past them, trying not to come in direct contact with them so they 
won't hit you. If they hit you, it's painful and knocks you over.

- Speed Strategy

Unneeded. Run past them!


_________ _  _

Ghost-Victims:
_  _ _________


- Description: Floating, moaning enemies that will pursue you through many
               areas of the game. They are the victims of a mass murderer...
               There are a total of 10 different ones in the game.
               They attack by following you, attempting to swipe at you,
               sticking their ghostly arms into your body and causing damage,
               and by their ghostly aura which causes headaches and life drain
               if you stay by it for too long. There are differences between
               all 10 of the ghosts in the game. Even if the difference is
               only movement speed, attack power, and how much damage they can
               take before they fall over between some of them, the difference
               IS there. You cannot ever truly kill them. One final thing to
               remember: Sometimes, they emerge from walls. When they do, they
               leave a black goo behind. If you touch this, it will hurt you.

               Anyway, Here's a list of the 6 basic ones:

* Victim-oldtype: Pale white skin, bald head, and tattered black clothes.
                  The first ghost-victim you'll meet. He is average in all
                  traits. There's actually 3 of these, but they all act the
                  exact same.

* Victim-04: Receeding hair line, pale white skin, little spade in hand,
             overalls with one strap done up. He can take a lot of damage
             before he'll be knocked out, and with his spade of his can hit
             you fairly hard. He is somewhat slow-moving, however.

* Victim-10: Short black hair, green shirt, black pants. You first meet him
             in the Building World, where he's pinned down by a Sword.
             If you take the Sword, he will be revived. He is very fast-moving
             and has an average attack power.

* Victim-12: Black fabric hat, black with white stripes jacket, and brown
             pants. He is the fastest ghost in the game, but isn't one of the
             strongest.

* Victim-13: Old woman wearing a black hat. She is the weakest and slowest of
             all ghost-victims.

* Victim-14: A black man wearing a somewhat worn orange and brown suit.
             He's got some speed to him, and he can take a decent beating.


- Regular Strategy

Run unless they're blocking your path. You cannot ever truly kill them. There 
is only one way to rid yourself of a specific ghost forever, and that is the 
"Sword of Obedience", an item better used against the four special ghosts that 
you'll meet in the game. If they're blocking your path, whack them until they 
fall down and you can pass them. You can knock them out by fighting them until 
you down them and are able to stomp on them, but it's only a temporary solution 
for merely a few seconds. Equipping a Saint Medallion will slow them down and 
weaken them dramatically, and will repel the ghost-aura damage.

- Speed Strategy

Simply run past them. Using a Saint Medallion helps preserve your health 
against them in trouble areas like the massive stairwell in Building World.
I never recommend actually pinning any of these normal victims.


* On use of item "Sword of Obedience":

Many questions are asked about this item. Here's how it works; You can pin a 
ghost down as long as the Sword remains stuck inside it, but to do this, you 
need to beat the ghost to a point where it falls on the ground, you can stomp 
it, and it stops moving. When this is true, then you can try using the Sword 
and Henry should impale the ghost with it. I do not recommend using them on any 
of the regular ghosts listed here. Note that when you stick a ghost with a 
Sword of Obedience and leave it in them, they will never show up to bother you 
again in any area of the game unless you remove the Sword.

* Further note about Ghost-Victims:

If you'd like a full list of the real names of the ghosts and other victims, 
you can find it in the Secrets, and Extras section.



***********************************
WARNING: SPOILERS Below, Boss Info.
***********************************



_____ _  _

Victim-16:
_  _ _____


- Description: The ghost of the woman you saw die in the Subway World.
               She has long-black hair she can attack with at a distance,
               is very persistent, and when knocked down and not cornered
               will likely crawl away from you. She's stronger than any of the
               regular victims. She's first introduced in the Subway World 2nd
               time, at the turnstiles.


- Regular Strategy

Fight her until you're able to use a Sword of Obedience to pin her. Usually, if
you're wearing a Saint Medallion you only have to knock her down 2 or 3 times
in order to pin her. Just mash the use item button when she falls down and you 
should get her down easily. Use only regular attacks to hit her to shorten the
amount of time it takes to get her into a state where you can pin her down with 
a Sword of Obedience. If you don't do this, she will show up in nearly every
other world and many areas from when you meet her onwards, and cause you much
pain thusly. Wearing a Saint Medallion will make this task easier, as with
other ghosts. Leave the Sword in this victim.

- Speed Strategy

Rush her right after her introduction cutscene and start whacking her with 
regular attacks from the Spade or Rusty Axe. When she is knocked over, she 
won't be able to crawl away like usual if she's cornered. Continue this until
you're able to use a Sword of Obedience on her. Of course, always have a Saint 
Medallion equipped while doing this. It should only take a 30 seconds to a
minute or so to get her down. Leave this Sword in the victim.


_____________ _  _

Man with the Coat:
_  _ _____________


- Description: Long-haired man in a trenchcoat who will follow you around and
               attack you in many areas of the second part of the game.
               He shows up right after the Subway World 2nd time, at the
               exit. He wields different weapons every time you encounter him.
               After that, he'll show up in all future worlds in some places.
               Here are the possible combinations:

               Steel Pipe and Pistol. Chainsaw and Pistol. Dual Pistols.
               
               You cannot kill him. He is invulnerable. Unlike our other very
               hostile invulnerable friends, he doesn't have a ghost aura.


- Regular Strategy

Run! The best you can do is knock him out and stomp on him for some temporary
relief. He'll be back up as soon as you leave the current area. Don't bother
with fighting him.

- Speed Strategy

Run... run! Never waste your time fighting this guy if you're on a speed/rank 
run since it's pointless.


_____ _  _

Victim-17:
_  _ _____


- Description: The ghost of the man you saw die in the Forest World.
               He is severely burned and on fire. He moves quite fast and can
               cause you fairly heavy damage by hitting you. Like Victim-16,
               he's stronger than all of the normal ghost-victims.
               He's first introduced in the Forest World 2nd time, at the
               "Mother Stone" you met the man who became this ghost at.


- Regular Strategy

Always, always wear a Saint Medallion to slow him down and weaken him as well 
as negate aura damage. Use regular attacks from the Rusty Axe or the Spade and
hit him until you're able to stomp him and stick him with a Sword of Obedience.
Like with Victim-16, he'll also show up in other worlds and hound you if you
don't. Leave the Sword in this victim.

- Speed Strategy

Just run past him. He's not strong enough and doesn't have enough powerful 
attacks to cause you much pain. He also doesn't show up in many bad spots that
would allow him to be able to block you later, either.


_____ _  _

Victim-18:
_  _ _____


- Description: The ghost of the man you saw die in the Water Prison World.
               A fat, water-logged ghost that sings and has "18/21" written on
               his belly. He has a larger area of ghost aura damage than any
               other ghost, and it's more intense. He also tends to roll up
               into a ball and attack when you get near. This is a deadly
               attack, and as such it makes him one of the most dangerous
               opponents in the game.


- Regular Strategy

As with the previous special ghosts, always have a Saint Medallion equipped.
Up to this point in the game, you have probably gathered two Silver Bullets.
If you've been following my Walkthrough, you still have them. Load one into 
your Pistol, get close to him so you can auto-lock onto him, and shoot him with 
it. This will knock him out in one hit so you can simply run up and use a Sword 
of Obedience to pin him. You MUST pin him to get an item he holds to continue 
along, anyway. Failing having a Silver Bullet at your disposal...

Follow him while charging Axe and or Spade attacks, and unleash them quickly so 
you can avoid his rolling attack and damage him at the same time.
Keep following him to the bottom of the spiral staircase and then whack him 
over and over when he's cornered with regular attacks until you get him down 
and are able to stomp him. Pin him, then. Equipping Eileen with her current 
best weapon up to this point is a good idea as well, as she can help with doing 
the damage to get him downed. In either case, do not remove the Sword from him 
because he's a real pain.

- Speed Strategy

Load the Pistol with a Silver Bullet, get close to him and fire it off.
Walk forward and stick him with a Sword of Obedience. You'll get your key, and 
you can then continue along. Don't remove the Sword. If you know what you're 
doing, you don't need a Saint Medallion to get rid of him this way.


_____ _  _

Victim-19:
_  _ _____


- Description: The ghost of the man you saw die in the Building World.
               He's been electrocuted, and he's in bad shape to show for it.
               He swings his weapon--a steel pipe--at insane speeds. He also
               teleports behind you very often. This is one very deadly ghost
               if you are unprepared.


- Regular Strategy

Always, always wear a Saint Medallion if you're going to fight this guy. This 
is one of the few parts of the game that using a Gun is preferred. Use the 
Pistol, and take about 4 or 5 extra magazines of ammunition for it. Equip 
Eileen with the best weapon you have for her so far -- should be Nightstick. 
Simply fire at him until he falls and continue when he gets up. After you knock 
him down MANY times, you should be able to stomp him and impale him with a 
Sword of Obedience. If you're not wearing a Saint Medallion, he teleports 
behind you and swings towards you very, very fast. This is not good, so always 
wear one.

Alternatively, follow my Walkthrough, load your second Silver Bullet into the 
gun and take him out in one shot so you can pin him down. Again, always wear 
the Saint Medallion, and don't fire off the bullet until the ghost reaches the 
ground and starts moving. As soon as the Silver Bullet connects, he'll fall and 
you can pin him down with a Sword of Obedience. Do so.

In either case here, don't remove the Sword of Obedience.

- Speed Strategy

Load your Pistol with the second Silver Bullet, then wait for him to touch the 
ground and move towards you. Fire the Silver Bullet to down him, then stick him 
with a Sword of Obedience. Don't remove it. If you know what you're doing, you 
don't need a Saint Medallion to get rid of him this way.


_________ _  _

The One Truth:
_  _ _________


- Description: 12 giant sliding panel Wall Man-newtypes around a square room
               with only the outsides open. The massive center is a hole.
               11 of these monsters are not real... they cannot be killed
               by attacking them directly. The real one is the One Truth.
               Killing it is the goal.


- Regular Strategy

Take the Rusty Axe or Spade, and charge up while waiting underneath where a 
Wall Man will descend. When it descends, let go of the charge attack. Did all 
of the wall men in your line of sight wince in pain when you connected with the 
hit on this one? If not, move to the next one and repeat. On the sides with the 
doors, there are 2 Wall Men each, on the sides without doors, 4 Wall Men each. 
Continue along, hitting them with charge attacks to find the one that makes 
them all wince in pain. When you find it, continue attacking that one with 
regular attacks while it is down, until it either goes back up or dies.

If it goes back up, wait for it to come back down and repeat starting with a 
charge attack. This fight should be over shortly once you find the One Truth. 
When you kill him, all the others die as well and the locked door opens.
Equip Eileen with the best weapon you have for her at this point in time when 
you find the real one. She'll help.

- Speed Strategy

Basically the same as regular. It's trial and error until you find the real 
one. However, if you have Eileen's Submachine Gun, then have her equip as 
she'll help you kill the One Truth very, very fast.


____________________________ _  _

Walter Sullivan, the "Conjurer.":
_  _ ____________________________


- Description: The true name of the Man with the Coat, Walter Sullivan.
               You can kill him this time, but there's a couple spins to this
               fight that make it a bit more urgent that you do it quickly...
               In this fight, he always comes equipped with a Steel Pipe and
               a Handgun. However, there's also his "true body" to deal with,
               first. The goal, if you'd like a good ending, is to use the
               Umbilical Cord to release the spears, stab the true body with
               the 8 spears, and then kill Walter Sullivan before Eileen Galvin
               reaches the center and dies.


- Regular Strategy

When preparing to leave Room 302 to enter this battle as I said in my 
Walkthrough, take no more than 7 items including the Umbilical Cord which is 
required here.

At the start of this fight, the gigantic monster in the center is his "true 
body". Stand underneath it and use the item "Umbilical Cord" which will trigger 
a short cutscene where Spears appear on the 8 grave-like slabs, 4 on each side 
of the arena. After this cutscene, head right and take these spears out of each 
of the four slabs on the right side. As the Crimsom Tome said, you must pierce 
his body with the spears. After you have the four spears on the right side, 
return to the Conjurer's true body and use the four spears you've collected on 
it. After this, head left and grab the four spears there, repeating this 
process of stabbing the true body with the four remaining spears. When this is 
done, as the Crimson Tome said, the Conjurer's unholy flesh will become that 
which it once was, and as the humanoid Walter gets up from the ground, he will 
once again gain color and be mortal.

I recommend that you charge an attack of a powerful melee weapon such as the 
Pickaxe of Despair while waiting for him to get back up, so you can strike him 
as soon as he gains color. You may use any weapon you want such as the Rusty 
Axe, the Spade, or Aluminum Bat or whatever you want. However, the Pickaxe of 
Despair is the most effective if you're able to use it any well.

Walter himself fights much more aggressively than he did when he pursued you in 
previous worlds. He'll always be doing something now and will never run away 
from you. I recommend approaching with a charge-hit from a powerful melee 
weapon, and learning how to dodge his gunshots by using a left or right dodge 
right after he raises his gun and you hear it click. As soon as you're in 
range, let loose with a charge-hit to deal some damage and make him wince in 
pain. Move back after you've done this, though, or chances are he'll rush you 
with a spin attack when he recovers. If you back off a bit, he'll simply dodge 
backwards and then likely try to shoot at you. You can charge and re-approach 
him to repeat the entire process again. If he misses his shot, he's likely to 
approach you to try to hit with his Steel Pipe, but as this is easy to dodge, 
even while charging an attack, you want this. Simply continue this loop of 
charge-hitting and dodging, using Health Item(s) as needed until he lets out a 
demonic scream and falls over dead. This is the most effective way to kill him.


- Speed Strategy

As you already know, you must use the Umbilical Cord on the "true body", and 
pierce it with the 8 spears. Do so.

Now, as for the fight itself, use only the Pickaxe of Despair. It is the 
fastest way to kill him, killing him in only 9-10 charge-hits on Hard mode.
You should be able to go into the fight with only Pickaxe of Despair, an 
Ampoule, and the Umbilical Cord once you get the hang of it. If you get really
good, you probably won't even need the Ampoule. As with regular strategy,
dodging his shots, continuing to charge your weapon and approaching to release
those charge-hits is how it's done.

A more advanced strategy for those with the timing skills is to start by 
unleashing a charge attack with the Pickaxe. Notice he jumps back. Continue 
charging as he raises his gun, and dodge the shot. After that, approach him and 
let him approach you. When he swings his pipe the first time, step back and let 
him miss. Then he'll begin to swing again, so while you're still charging, 
temporarily let go and tap the attack button to bring a normal hit of the 
Pickaxe down on him, which makes him wince in pain and jump back. Now go up to 
him and unleash the charge attack after he jumps back, before he can shoot.
You can repeat this process over and over from dodging his shot while charging, 
and it'll kill him faster than just charged hits alone.

On One Weapon Mode, though, you don't really have a choice, so just use the 
Rusty Axe or whatever you chose the best you can, even though you likely won't 
be able to save Eileen. Not that it matters, since if you're playing One Weapon 
then you're likely doing it to unlock All Weapons Mode.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Secrets, and Extras                                            [sh4_26]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



Here's a list of known secrets you can unlock in Silent Hill 4: The Room.

Unlockables are accessible only in a "Brand New Fear" game.


__________________________ _  _

Game Mode - "a Brand New Fear":
_  _ __________________________


This is the mode of the game you can play which has some minor differences over 
just starting a New Game from the Main Menu. When you finish the game normally, 
you'll be able to create a Save after the results screen. If you do, it will be 
labelled "a Brand New Fear".

Loading this file from the Load menu will prompt you with a selection of 
difficulty level "Easy, Normal, Hard", and if you've unlocked any of the below 
selectable secrets, those as well. Selecting these and confirming will start a 
New Game. This is the only way to unlock and play with secret items and modes. 
By the way, on the Save/Load screen, Brand New Fear files are Yellow in color.

If you finish this game mode with a 10-Star Rank, you will unlock One Weapon 
Mode, which is described below.


___________________ _  _

Extra Weapon - Chainsaw:
_  _ ___________________


The Chainsaw is unlocked by finishing the game once and simply replaying on a 
Brand New Fear. It's found in the Forest World 1st time, on the same 
screen/area that Jasper Gein's car is on. It's stuck into a tree there.

It's the same Chainsaw that you see Walter Sullivan use in the game. As a 
weapon, though, it's pretty weak... If you equip it and stand idle for a while, 
Henry will do a funny animation with it just like James in Silent Hill 2 did. 
Unlike James, he doesn't do a funny scream with it as well, though...


______________________________________________ _  _

Extra Weapon - Submachine Gun [Eileen-only weapon]:
_  _ ______________________________________________


The Submachine Gun is unlocked by getting a ranking of at least 9 big stars in 
a previous game, saving the file after the results screen, and then loading 
that file as a Brand New Fear.

During a game started with such a file, it can be found in Room 102 of the 
Apartment World -- it is on a counter near the kitchen with the Tremers 
crawling around all over inside. This is the same apartment that has the cat 
wrapped in jeans in the fridge that has an item: Torn Red Paper inside it.

This is Eileen's ultimate weapon. With it, she has a ranged attack. It has 
unlimited ammunition and she tends to fire in bursts of 4 to 10 shots which are 
sure to down any regular enemy for a stomp.

As with other things, once you unlock this it will stay with that savefile 
regardless of what ranking you get on a later playthrough.


___________________________ _  _

Costumes for Eileen and Cynthia:
_  _ ___________________________



Eileen's "Nurse" Costume:
-------------------------


Eileen's costume is the "Nurse" costume. It's unlocked by finishing the game 
once with an ending where she lives: "Escape," or "Mother". After that, on your 
next playthrough using a Brand New Fear started with the save created where the 
last ending was "Escape" or "Mother", an item called "Nurse Uniform" appears in 
Room 303 of the area "Outside Room 302" -- it's on the chair near the TV if all 
is right. Keep this item with you for the remainder of the game (do not place 
in storage box,) and complete the game with another ending where Eileen lives: 
"Escape," or "Mother". When you save this file and start a new game with it, 
you should get a prompt after you select the difficulty.

"Eileen costume

  Normal
 [Nurse ]"

Select Nurse to have her wear the new costume. After it's been unlocked, it 
will stay unlocked on that savefile regardless of what ending you get from then 
on, like any other secret.



Cynthia's Extra Costume:
------------------------


I'm not sure what to call Cynthia's costume, and her ghost doesn't wear it, 
but... anyway, to unlock it, you have to clear all four endings on one savefile 
as well as unlock Eileen's Nurse costume.

Then, on your next game after you've done both of these, select Eileen's nurse
costume. Cynthia should be wearing her new costume as well when you first meet
her in the Subway World. Like with Eileen's costume, it will stay unlocked.
If you don't select Eileen's nurse costume, she'll still show up in her normal
costume. You MUST unlock Eileen's nurse costume to be able to see Cynthia's
special costume. She will not show up in it unless you've unlocked and selected
Eileeen's nurse costume.


Funny notes: Cynthia will be doing some kind of dance in this costume if you 
watch her before triggering the first cutscene where she promises a "special 
favor" for helping her find the exit. Also, both Cynthia and Eileen have 
noticable "jiggle" when in their extra costumes. Seriously.


_________________________ _  _

Game Mode - "One Weapon Mode":
_  _ _________________________


This is a mode of the game where at the beginning of the game, in the Subway 
World right after the "What... the... hell?" escalator cutscene, you'll see 
just about every non-golfclub weapon in the game laid out for you in a neat row 
on the ground. You can take *any* one weapon, but that is the only weapon you 
will get except for the Pistol for the entire game. No other unbreakable 
weapons will even appear for you to pickup, even in their usual spot. After you 
pickup your chosen weapon, all of the others will disappear.

You can still get all of the Golf Clubs and the Torch in this mode, and 
strangely enough Revolver Bullets still appear even though you can't get the 
revolver unless you picked it at the beginning. Doing so would be stupid, 
though, since you'd have no unbreakable melee weapon for the game and there's 
very little revolver ammo in the game to use with the weapon you picked.

Eileen's weapons do not appear here in the subway, and even if it's unlocked, 
the Submachine Gun won't appear at all in this mode. You can unlock this mode 
by finishing the game once with a 10-Star Ranking. Savefiles for One Weapon 
Mode are red in text color. To select this mode, press right at the Difficulty 
selection when loading a Brand New Fear file that has it unlocked. You'll 
notice a > arrow if it's unlocked. Your difficulty selector highlight should be 
red then if you press right on the D-Pad during difficulty selection. This 
means One Weapon Mode. If you finish this mode with a 10-Star Rank, you will 
unlock All Weapons Mode, described below.

As with other secrets, this will stay unlocked on a savefile regardless of your 
results in later playthrough.


__________________________ _  _

Game Mode - "All Weapons Mode":
_  _ __________________________


Like with One Weapon Mode above, you'll see just about every weapon laid out 
for you upon visiting Subway World 1st time. In this mode, you can take them 
all, however. This means you can start the game with every single Henry weapon 
there is, except for the golf clubs and Pistol which you get shortly after.
In addition, your apartment will spawn 10 Nutrition Drinks in the fridge every 
time you come back to Room 302, and 6 magazines of Pistol Bullets in the
laundry room on the shelves every time you come back to Room 302.

Eileen's weapons do not appear with your weapons in the Subway on this mode, 
either, but unlike One Weapon Mode they will all appear in their normal spots 
at the appropriate parts of the game. This mode is unlocked by finishing One 
Weapon Mode with a 10-Star Ranking. Savefiles for All Weapons Mode have a green 
text color. To select this mode, press left at the Difficulty selection when 
loading a Brand New Fear file that has it unlocked. You'll notice a < and > 
arrow if it's unlocked. Your difficulty highlight should be green then if you 
press left on the D-Pad, and this means All Weapons Mode.

This one will also stay with your file regardless of what the results of a 
later playthrough are.


---


... and below is a list of tricks or misc info that I feel doesn't fit 
elsewhere in the guide.


_________________ _  _

Hauntings in Room 302:
_  _ _________________


This occurs only during the second half of the game. I'm going to list all the
hauntings I know of and some tips and tricks for dealing with them.

If you approach them, you'll hear some noises and your screen will go red. If
you stay too long in the area where this happens, you will take damage. They
can be removed by using a Holy Candle or equipping a Saint Medallion and
standing near them until they disappear and stop effecting your Medallion.
However, Saint Medallions will rapidly wear out and break when you use them for
this purpose.

I may not have every single one of these documented--some are really rare like
the Walter painting or phone... but, here's the list:


Room 302, Main Room:
--------------------


- Bloody Peephole at door. If you look through it while it's possessed, you'll
  see a victim Henry Townshend with "21/21" written on him if you look close.
  This one can re-occur, but it's rare for it to re-occur.

- The shoes leave a trail of bloody footprints to the kitchen, where this
  haunting's area of effect is.

- The fridge is possessed. If you look inside, you'll see a dead wrapped cat
  inside. It meows sometimes.

- The water faucet in the kitchen sink is spouting blood.

- There are cracks/spiked things all over a section of the wall near the hole
  to look into Eileen's Room. They will follow you into the bedroom as well.
  This one has a chance of re-occuring.

- Victim-oldtype is trying to come through the wall. This occurs over the couch
  where the photo Sunderland gave Henry is. He will appear in the bathroom,
  bedroom or laundry room too if you don't exorcise him. This one has a chance
  of re-occuring, but it is rare for it to do so.

- The TV is turned on and flickers with images that appear to be of Walter.
  It also emits a loud static noise.

- The clock is turning rapidly and clicking.

- The windows are banging, closing and opening rapidly.

- The sofa chair near the window is haunted. If no other haunting appears to be
  visible, this is probably your culprit. When you set a Candle near it or walk
  into its area of effect with a Saint Medallion, it will turn all bloody.

- *A bunch of baby-like impressions are crying and appear above the storage
  box in the main room. This only occurs if you place "Shabby Doll" item
  inside of it, and it can re-occur. While this haunting is active, the Shabby
  Doll item will not be in the box's inventory, but once it disappears it will
  re-appear there, so you can take it if you'd like.

* = Can be avoided by not taking the item: "Shabby Doll".



Room 302, Bedroom:
------------------


- There are cracks/spiked things all over a section of the wall near the desk
  in here. They will follow you into the main room if you don't exorcise them
  here. This one has a chance of re-occuring.

- Victim-oldtype is trying to come through the wall. He's trying to come in
  from just above the bed near the window, on the wall next to the main room.
  He will follow you to the bathroom, main room or the laundry room if you
  don't exorcise him here.

- The picture of Silent Hill Church near your door will change to a portrait
  of Walter Sullivan. This haunting is pretty rare.

- The phone will be haunted. You'll hear the voice of Joseph Schreiber saying
  "I'm always watching you......" repeatedly. This haunting is extremely rare.

- A shadow of the child Walter Sullivan will appear and be making a crying
  noise in the closet.



Room 302, Bathroom:
-------------------


- Victim-oldtype is trying to come through the wall from above the toilet.
  There's pretty much no way to avoid damage in here without wearing a Saint
  Medallion, so I recommend you leave and exorcise him in either the bedroom
  or the main room where he counts as the same haunting.



Room 302, Laundry Room:
-----------------------


- Victim-oldtype is trying to come through the wall. There's pretty much no
  way to avoid such damage in a small confined space if you stay here, so I
  would very much recommend you leave and exorcise him in either the main room
  or bedroom where he also appears and counts as the same haunting. If that's
  not possible due to lack of supplies, quickly go through the hole.


---


Now, for some tips.

- Turn the Radio on in the main room to learn if any hauntings are in your
  apartment. If there's any static, there are hauntings. If the radio is
  completely silent, there are no hauntings.

- To exorcise hauntings, you must place a Candle within their area of effect.
  Meaning, walk into the area where the screen starts to go red, and drop your
  Candle or equip the Medallion. You can queue up the item with your d-pad,
  quickly step in and place it by looking at an appropriate place on the floor
  and then walk out of the damage area of effect after you've placed it
  to avoid taking damage. Pretty simple. Wait until the candle burns out and
  the haunting fades to make sure the haunting is gone.

- Exorcise hauntings as soon as they appear if you have Holy Candles or any
  Saint Medallions to spare if you want one of the endings where Room 302 is
  clean; "Escape" and "Eileen's Death". You MUST exorcise at least 80% of these
  by the end of the game to qualify for "Escape" and "Eileen's Death" endings.
  If you leave them, they will eventually disappear but this does count
  against you since it wasn't exorcised by you. There are more than enough
  Candles and Medallions in the game to exorcise them all as they appear.
  
- If two or more hauntings occupy the same radius of effect, you can use just
  one single Candle to take them all out at the same time! Place the Candle
  where their effects overlap and watch them all disappear.


_______________________________ _  _

Eileen bug, Building World 2nd time:
_  _ _______________________________


This is a bug that was discovered that lets you skip over doing the 
"Reminisces" fetch-puzzle and a lot of running in the Building World 2nd time. 
In turn this saves you a LOT of time on the game clock.

After you take Eileen to the elevator, select bottom floor from the panel.
Go out the door here, and look for the Holy Candle in a corner. Take the Candle 
if you'd like, then get Eileen to follow you around to here. Push her into that 
corner, and make a fast break for the Elevator farthest away from this corner. 
Enter it as fast as you can.

If Henry appears alone in the elevator, you've done it. If not, go outside and 
try the whole process over again from pushing her into the corner until he does 
appear in there alone.

When he finally shows up in the elevator alone, go down the ladder in here. In 
this area, clear the Whitestools away and and go up the ladder beyond them 
which has a Billiard Ball next to it. Don't pick this ball up since you don't 
need it. Go up the ladder.

On this screen, continue forward along the linear path until you trigger the 
two Walter cutscene. Then continue along to the next screen -- you should 
notice Eileen on the other side of the fence along the way. After this, go back 
to the previous screen. You should wait where you enter, and you'll eventually 
see Eileen running straight at you on the right side of the fence. Now you can 
continue along to the Bar where you can enter the door code, since you don't 
have to escort Eileen the long way.


_____________ _  _

Eileen and Damage:
_  _ _____________


As you probably know, Eileen can sustain damage and this changes her appearance 
by making her look bloodier. What you may not know is that this also does other 
things. This happens when she's hit or left in areas with enemies. Here's some 
more arranged info about that.

- She will start stopping and randomly talking a child when moderately damaged.

- She will start stopping and beating herself, cursing, or quoting lines from
  the 21 Sacraments when she's heavily damaged. She also has an aura of damage
  like ghosts and hauntings during this time.

- She will read the forest red writing diaries differently, revealing more but
  talking like a little child while doing so if heavily damaged.

- Two cutscenes near the end of the game will differ when she is extremely
  damaged. The one in the 1F entryway of Outside Room 302, and the one where
  you pickup the Umbilical Cord in Room 105 of Outside Room 302.

- The more damage she has, the faster she walks to her death in the final
  battle against Walter Sullivan. You can use the Candle Heal trick described
  below to heal her up for the final battle if you wish to save her.
  If she gets damaged enough, saving her is impossible without the candle
  heal trick since she'll walk too fast.


____________________________ _  _

Healing Eileen with Holy Candles:
_  _ ____________________________


Just as the trick's title says, you can heal Eileen with Holy Candles. If she's 
still following you around, this is only temporary. However, in the final area
"Outside Room 302", when she leaves you, you can heal her up for the final
battle so she walks as slow as she possibly can. Healing her here with a Holy
Candle isn't a waste of a candle since the effects are specifically used to
slow her down for the end fight.

I recommend using two Holy Candles to do this at two different points, and it
just so happens there's two candles in the "Outside Room 302" area to be had.
One is in Room 206 in the room with the bunkbeds, and the other in Room 106 on
the kitchen counter. Anyway, here's where you use them...

When Eileen stops following you at the 1F entranceway where the sketchbook is,
walk up to where she stops and light a candle at her feet. Wait for it to
nearly burn out, then run to and enter the doorway to the hallway that has
Rooms 101-104 in it before it burns out. After this, go trigger the six
"hanging men" things that have a man (Walter's father's) voice to take the six
chains off of the super's room in this hallway and the rooms connected to it.

When you return, Eileen will rejoin you with a cutscene. After this, go to the
super's room (105) and enter it. Before you take the Umbilical Cord, place
another Holy Candle at Eileen's feet and do not move until it's almost burned
out. When this is the case, take the Umbilical Cord and trigger the cutscene.

Now in the final battle, Eileen should walk her slowest. The marks MAY appear
again during the battle, but she won't walk any faster. This is a useful trick
for those of you going for an ending where Eileen lives. Some say it doesn't 
work, but I haven't had a problem with it in the NTSC-J or NTSC-U/C versions.
PAL players may want to contact me with their results so I can say whether or
not it works in that version.


___________________________________________ _  _

Full 21 Sacraments Victim List and Descriptions:
_  _ ___________________________________________


Here is the full list of the victims from Silent Hill 4: The Room. Their names
and all. Most of this information is originally from the official Japanese
Silent Hill 4: The Room website, http://www.sh2004.com.


---


Victim 01/21 - Jimmy Stone.
Occupation: Priest of Valtiel.
Gender/Features: Middle aged white male, muscular.
Height/Weight: 190cm, 85kg
Hobbies: Playing darts.
Other: Nicknamed "the Red Devil."
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Shot in the back of the head with a gun.
Murder Location: First floor of Wish House, in the forests of Silent Hill.

"Jimmy Stone created and became a priest of the Valtiel sect to mediate
 between the Holy Mother sect and Saint Ladies sect. The Valtiel sect is
 closer to the God and their ethics are to worship Valtiel which also means
 acting as executioners. Jimmy was killed with a gun and his body was found in
 Wish House which was managed by the Holy Mother sect. Ironically, his
 right-hand man George Rosten's body was found in Wish House as well."


---


Victim 02/21 - Bobby Randolph.
Occupation: High School Student.
Gender/Features: Husky black male, aged 18 at time of death 10 years ago.
Height/Weight: 180cm, 140kg.
Hobbies: Into ghosts/paranormal/occult/horror/scary things.
Other: Liked to hang out with friends Sein and Jasper who like same things.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Strangulation.
Murder Location: Pleasant River University campus.

"Bobby was a student and horror fanatic who used to hang out with Sein and
 Jasper. On the day he was killed, he said he was going to look for a devil.
 In fact, a book about occult and paranormal subjects was found by his side.
 Sein Martin was killed at the same location as Bobby, and both of them were
 murdered in the same way: Strangulation."


---


Victim 03/21 - Sein Martin.
Occupation: High School Student.
Gender/Features: Thin white male, aged 18 at time of death 10 years ago.
Height/Weight: 184cm, 65kg.
Hobbies: Loves paranormal/scary/horror stuff.
Other: Liked to hang out with friends Bobby and Jasper, who shared interests.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Strangulation.
Murder Location: Pleasant River University campus.

"Sein liked to hang out with Bobby and Jasper, who shared his interests in the
 paranormal. They seemed to be fascinated by Silent Hill and its eerie
 atmosphere. One day they overheard a conversation about someone being
 compared to the "Holy Mother" but who could also be a devil from a church in
 Silent Hill. They heard them say this person was now at Pleasant River
 University. Sein and his friends could not hold back their curiosity and
 decided to sneak into the University."


---


Victim 04/21 - Steve Garland.
Occupation: Manager of a pet shop called "Garland's".
Gender/Features: Middle aged white male, muscular.
Height/Weight: 180cm, 80kg.
Hobbies: Walking dogs.
Other: Easily angry with people, but kind to animals.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Shot by submachine gun everywhere except his chest.
Murder Location: Inside the pet shop "Garland's" in Ashfield.

"There was something Steve, the pet shop owner couldn't forget. It was 26
 years ago. A boy who came to his shop happened to drop an animal cage from
 a shelf and injured an important pet. Years later, in the same shop, Steve
 was murdered with a submachine gun, his body filled with dozens of bullets.
 His heart was taken away, and a 5 digit number was carved into his back.
 Bloody things happened twice in the pet shop "Garland's"."


---


Victim 05/21 - Rick Albert.
Occupation: Manager of sports store, "Albert's Sports".
Gender/Features: Middle aged white male, short and muscular.
Height/Weight: 170cm, 70kg.
Hobbies: Baseball, volleyball, golf.
Other: Gentle and kind, but strong.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Bludgeoned to death by a Golf Club.
Murder Location: Warehouse of "Albert's Sports" in Ashfield.

"A volleyball was missing... Rick Albert, a delicate but avid sports man, was
 looking for a volleyball in his warehouse when a shop staff employee who was
 working part-time rushed into the warehouse and excitedly told Rick that the
 owner of the pet shop was killed. He explained that the owner was shot by a
 submachine gun, his heart was taken, and there was a crest carved into his
 back. Rick wondered how he knew so many details about the murder."


---


Victim 06/21 - George Rosten.
Occupation: Priest of Valtiel sect.
Gender/Features: Middle aged white male, slender.
Height/Weight: 180cm, 68kg.
Hobbies: Unknown.
Other: George was the right-hand man of Jimmy Stone, "the red devil."
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Bludgeoned to death by a Steel Pipe.
Murder Location: Underground altar at Wish House, in Silent Hill.

"George, the priest in charge of the Holy Mother sect, was also the right-hand
 man of Jimmy Stone who was known as the "red devil." George devoted himself
 to raising a certain individual to become a skilled follower. He succeeded in
 having Valtiel enter this person's unconsciousness to permit the
 "21 Sacraments" to take place. But he could not control the person whom he
 raised, and the 21 Sacraments began in a way he did not expect..."


---


Victim 07/21 - Billy Locane.
Occupation: Elementary School Student.
Gender/Features: Adolescent white male.
Height/Weight: 138cm 45kg

Hobbies: Baseball.
Other: Close relationship with younger sister, Miriam Locane.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Attacked with an Axe.
Murder Location: In front of the Locane house in Silent Hill.

"Painters were painting Billy Locane's roof. The color was a vivid blue, a
 shade reminiscent of the Mediterranean sea. While Billy was playing with his
 ball, the sky grew cloudy and threatened to rain as a damp wind blew in.
 Billy's father came out to call him back into the house and found that Billy
 was hiding in the bushes. He told Billy to come out, but Billy didn't move.
 As his father approached the bush, he found Billy dead... slashed by an Axe."


---


Victim 08/21 - Miriam Locane.
Occupation: Elementary School Student.
Gender/Features: Adolescent white female.
Height/Weight: 126cm, 40kg.
Hobbies: Making cookies.
Other: Close relationship with older brother, Billy.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Chopped up with an Axe.
Murder Location: In front of the Locane house in Silent Hill.

"While her father stood standing and staring at the dead body of his son,
 Billy, her panicked mother came out of the house and saw something even more
 horrible. Miriam's body was laying on the street. Miriam had been killed the
 same way as Billy, but Miriam's body had been even more brutalized...
 because all her mother could find was part of Miriam's body."


---


Victim 09/21 - William Gregory.
Occupation: Owner of Watch and Clock store.
Gender/Features: Elderly white male.
Height/Weight: 168cm, 65kg.
Hobbies: Fixing machines.
Other: Neat, punctual, and obsessive work habits.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Stabbed with a Screwdriver.
Murder Location: Workroom, at his store in Ashfield.

"William Gregory was famous for his skills with clock and watch work.
 Despite his age, his skills were not at all rusty. 16 years ago a middle-aged
 man dressed in black left him a broken watch. At first sight, William realized
 that it was no normal watch, but he didn't know why. That night, William had
 a strange dream. A basket that has volleyballs... a kitty that keeps weakly
 meowing... a feast and a birthday cake on a table... an upside down room...
 billiard balls moving without people playing. It was as if the dream was
 trying to imply something."


---


Victim 10/21 - Eric Walsh.
Occupation: Bartender.
Gender/Features: Young white male, slender.
Height/Weight: 175cm, 65kg.
Hobbies: Driving, playing pool.
Other: Calm, but his character changes when he's driving.
Theme of Murder: The Blood of Ten Sinners / Ten Hearts.
Method of Murder: Shot in the face with a gun.
Murder Location: Living room of his house in Ashfield.

"It was the bartender's special day and things only seemed to get better due
 to the information given to him by a middle-aged customer. He said that the
 pet shop owner was brutally killed and the pet shop trashed. As a result, the
 bar's owner decided to close early because the criminal was reported to be
 still at large and Eric got to go home early. When he arrived home, a feast
 and cake were prepared on the table to celebrate his special day. Eric looked
 for his family, but it wasn't his family who were in the house..."


---


Victim 11/21 - Walter Sullivan.
Occupation: Unknown.
Gender/Features: White male.
Height/Weight: 190cm, 84kg.
Hobbies: Unknown.
Other: Thought Room 302 of South Ashfield Heights was his mother.
Theme of Murder: "Ritual of the Holy Assumption."
Method of Murder: Suicide, exact method unknown.
Murder Location: Room 302 of "South Ashfield Heights", in Ashfield.

"I had that weird dream today. The one with the man with the long hair and
 coat. He was crying and looking for his mother again.
 
 I saw that man with the coat 10 years ago at this apartment. He was going up
 the stairs, carrying a heavy tool, an old-looking bowl and a bag that was
 dripping blood.

 I never saw him again after that. But a few days later, the neighbors
 complained that they heard strange noises coming from the supposedly empty
 Room 302.

 So I took a look around Room 302 and found signs that someone had been in
 there, but nothing odd other than that. But that's when it all started.
 I still hear strange noises coming from the window of Room 302.

 Sunderland"


---


Victim 12/21 - Peter Walls.
Occupation: High School Student.
Gender/Features: Juvenile white male.
Height/Weight: 180cm, 75kg.
Hobbies: Getting high by smoking marijuana.
Other: A junkie. Coward without marijuana.
Theme of Murder: "Void."
Method of Murder: Beaten to death.
Murder Location: Hotel room of Hotel South Ashfield in Ashfield.

"Peter was getting high in the alley across from South Ashfield street. There
 was a rumor that he bought marijuana from Toby Archbolt, the priest. There
 was an old ladder belonging to the hotel next door to the alley. He just
 climbed up the ladder in front of his friends and all of the sudden, he
 disappeared. Nobody saw him again until his body was found."


---


Victim 13/21 - Sharon Blake.
Occupation: Housewife.
Gender/Features: Middle aged white female.
Height/Weight: 170cm, 72kg.
Hobbies: Cleaning and washing clothes.
Other: Her family are members of the cult.
Theme of Murder: "Darkness."
Method of Murder: Drowned.
Murder Location: Woods in Silent Hill.

"Sharon Blake knew Silent Hill church was a fraud. She believed that the
 church had abducted and was keeping her family. She would often go to the
 church but wouldn't be allowed to see them. One day, Sharon decided to go to
 the "Wish House" that she had heard about in the article about child abuse
 that had just been published. Worried about her family, she decided to go
 into the woods..."


---


Victim 14/21 - Toby Archbolt.
Occupation: Priest of Holy Mother sect.
Gender/Features: Middle aged black male.
Height/Weight: 180cm, 78kg.
Hobbies: Gambling, sex.
Other: Likes underaged girls.
Theme of Murder: "Gloom."
Method of Murder: Pushed off a 100m high cliff.
Murder Location: Woods in Mexico.

"The Valtiel sect's influence began to dwindle after its two priests had been
 killed. Seeing opportunity, Toby Archbolt, a priest of the Holy Mother sect,
 began illegal dealings to increase his own sect's influence. One venture
 included starting a sightseeing business using the money he made through his
 shady ventures. After re-opening Wish House for orphans, Toby was elected to
 city council for his contributions to the city and people."


---


Victim 15/21 - Joseph Schreiber.
Occupation: Journalist.
Gender/Features: Middle aged white male.
Height/Weight: 185cm, 87kg.
Hobbies: Reading and fishing.
Other: Very active and competent journalist.
Theme of Murder: "Despair."
Method of Murder: Unknown.
Murder Location: Unknown.

"Also known as "J," the journalist who was investigating and researching a
 cult infamous for the negative rumors that surrounded it, and had heard the
 screams from a mother whose son was kidnapped by the cult. He introduced a
 5-page article about the cult in the gossip magazine "Concord" to get
 people's attention."


---


Victim 16/21 - Cynthia Velasquez.
Occupation: Unknown.
Gender/Features: White female.
Height/Weight: 172cm, 68kg.
Hobby: Partying.
Other: Met Walter Sullivan 16 years ago.
Theme of Murder: "Temptation."
Method of Murder: Blood loss from multiple stab wounds.
Murder Location: South Ashfield Subway Station.

"Hurry up and get that ambulance. Quit yappin' and move her already!
 Damn, she's got numbers carved into her chest. I wonder if..."


---


Victim 17/21 - Jasper Gein
Occupation: Unknown.
Gender/Features: Thin white male.
Height/Weight: 185cm, 67kg.
Hobbies: Loves paranormal/occult/horror stuff.
Other: Friend of the late Bobby Randolph and Sein Martin.
Theme of Murder: "Source."
Method of Murder: Burned alive.
Murder Location: Wish House, woods in Silent Hill.

"About 10 years ago...

 "Hey, the devil's your friend? Will he be here soon?" asked Bobby.
 The gentle student replied, "No, he's not my friend. You can stop hiding
 and come up here, guys." After hearing him say this, Sein showed up from the
 corner and walked out to join them.

 ... but Jasper could not join them, because he was scared and his legs were
 shaking. "C'mon, don't you wanna meet the devil?" To Jasper, the man's
 gentle voice sounded like a devil calling to him.

 Suddenly, Jasper heard Bobby's scream, and then Sein's screams for help
 echoing all over. "Hey, come on up buddy. You came here to see me, Jasper!"
 said the man. Jasper was so scared he started to run away. He stopped running
 in front of a drug store in town, thinking he must be safe if he made it this
 far. He turned back, but the scary devil was gone.
 
 After the incident, Jasper's friends Bobby and Sein were "missing" for
 a while..."


---


Victim 18/21 - Andrew DeSalvo.
Occupation: Unknown. 
Gender/Features: Fat middle aged white male.
Height/Weight: 168cm, 98kg.
Hobbies: Unknown.
Other: Former watchman of Wish House's Water Prison.
Theme of Murder: "Watchfulness."
Method of Murder: Drowning.
Murder Location: Wish House's Water Prison, in Silent Hill.

"In Wish House, cult-appointed watchmen were not enough to observe the
 children. So a few non-members of the "religious organization" were hired as
 watchmen. One of them was Andrew DeSalvo. He was always drunk, and he abused
 the children. Because of this, he was nicknamed "Fat Ogre" by other watchmen
 and the children.

 Andrew didn't care whether the children followed the rules or not.
 He mistreated the children anyway. "Hey you, punk! You wanna go out and play
 in the forest?", "I don't care about the damn cult's teachings. You got
 permission? I don't give a ****.", "I'm the law here. If you play out in the
 forest without MY permission again, you'll be sorry." shouting things like
 this, he hit the children.

 "We have permission from God, don't you know that?" asked the children.
 "Don't talk back, little kids." said Andrew. Andrew kept hitting the children.
 "You don't understand the words of God... Fat Ogre will be punished by God"
 murmured the children, rubbing their swollen cheeks."


---


Victim 19/21 - Richard Braintree.
Occupation: Unknown.
Gender/Features: Middle aged white male.
Height/Weight: 178cm, 76kg.
Hobbies: Unknown.
Other: Known as a "tough and dangerous" guy at South Ashfield Heights.
Theme of Murder: "Chaos."
Method of Murder: Electrocuted.
Murder Location: Room 207 of South Ashfield Heights.

""Hey, Richard's going nuts again! He lost his temper this time."
 "Next time will be more fun." The Residents of South Ashfield Heights
 enjoyed talking about him. He was famous for his short temper.

 It was at its worst when Mike, the resident of Room 301 bumped into
 Braintree in the corridor of the apartment. Mike didn't mean to do it, but it
 just happened. At the time, Richard was more moody than usual. He yelled
 "Who do you think I am?!" and dragged Mike into his room, Room 207, by
 grabbing him by the collar of his shirt.

 "Not again" said the crowd in the apartment, as they went to Room 207 to see
 what was happening. Suddenly, the door opened and a stark-naked Mike came
 running out of the room. Right after that, Richard came out of the room,
 holding Mike's bloody shirt and jeans.

 "How do you like that? You sick little freak. You had it comin' to you!"
 said Richard, and Mike then ran away from him. Richard threw Mike's clothes
 and then said "These clothes are disgusting! Get 'em outta my sight."

 "I know... it'll be perfect to wrap his body in", a middle-aged woman in the
 crowd said, and she took the jeans. "Hold it! Hold it! I think I'll keep that
 one for myself." the drunk said, and he took the shirt. After that, Richard
 took a look into the crowd and saw a little boy among the crowd.

 "You!! You snoopin' around again?! Get your ass outta here before you really
 piss me off!" he said."



---


Victim 20/21 - Eileen Galvin.
Occupation: Unknown.
Gender/Features: White female.
Weight/Height: 170cm, 68kg.
Hobbies: Unknown.
Other: Gave Walter Sullivan a doll as a child.
Theme of Murder: "The Mother Reborn."
Method of Murder: Beaten/Unsuccessful?
Murder Location: Room 303 of South Ashfield Heights.

"There was a man laying with his shabby sleeping bag at the passage in
 South Ashfield Subway Station. Along came a child about 5 years old. She was
 walking holding her mother's hand. The child wore very cute clothes. She had
 such beautiful eyes. "Eileen, don't look at him," whispered her mother.
 "Why not, mommy?" said Eileen. She shook off her mother's hand and walked up
 to the man laying down. "Why are you sleeping here? Aren't you cold?" said
 Eileen. He was puzzled by her talking to him-- He had never seen her before.
 "Eileen! Don't talk to him!" said her mother. "Mommy, he's cold here. Can't
 you see that?" Eileen said. She then took a doll out of her bag and placed
 beside him. "You can sleep with her" she said.

 "Eileen, let's go home. It's daddy's birthday today, you know that. Daddy is
 waiting for you" said her mother. "Ok, mommy... bye-bye!" said Eileen, and
 then they left.

 The man kept looking at the child and mother's back, holding the doll she
 gave to him. They looked very happy. That made him cry, and he couldn't stop
 the tears from running.

 "Mommy, do you think he'll like it?" said Eileen. "Of course he will. He'll
 love it because you chose it" said her mother."


---


Victim 21/21 - Henry Townshend.
Occupation: Unknown.
Gender/Features: White male.
Weight/Height: 185cm, 80kg.
Hobbies: Photography and travel.
Other: Used to visit Silent Hill when he was younger.
Theme of Murder: "Receiver of Wisdom."
Method of Murder: Unsucessful?/Unknown.
Murder Location: Unknown.

"Henry... You're it. The last of the 21 Sacraments...

 The "Final Sign"...

 The "Receiver of Wisdom.""



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Memos                                                          [sh4_27]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



Here's a full listing of the memos and their content from the game.
Formatting is the same as in the game itself, and order is the same as a full
52/52 Memo Screen.


__________________ _  _

[01/52] "First Letter":
_  _ __________________


Mom,
Why doesn't u Wake up?


________________ _  _

[02/52] "Book Scrap":
_  _ ________________


Through the Ritual of the Holy
Assumption, he built a world.
It exists in a space separate from
the world of our Lord.
More accurately, it is within, yet
without the Lord's world.

Unlike the world of our Lord,
it is a world in extreme flux.
Unexpected doors or walls,
moving floors, odd creatures,
a world only he can control...
Anyone swallowed up by that world
will live there for eternity, undying.
They will haunt that realm as a spirit.
How can our Lord forgive such an
ambomination...?

(This part of the book is too damaged
 to read.)


...It is important to travel lightly in that
world. He who carries too heavy
a burden will regret it...


(The book is too damaged to read any
 more.)


_______________________ _  _

[03/52] "Jasper's Memo Pad":
_  _ _______________________


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

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


__________________________ _  _

[04/52] "Holy Scripture Scrap":
_  _ __________________________


The Second Sign
And God said,
Offer the Blood of the Ten Sinners
and the White Oil.

Be then released from the bonds of
the flesh, and gain the Power of Heaven.
From the Darkness and Void, bring
forth Gloom,
and gird thyself with Despair for the
Giver of Wisdom.

The Third Sign
And God said,
Return to the Source through sin's
Temptation.
Under the Watchful eye of the demon,
wander alone in the formless Chaos.
Only then will the Four Atonements
be in alignment.


______________________ _  _

[05/52] "Exploration Memo":
_  _ ______________________


Lucky! I finally escaped from the cell.
I decided to take a careful look around
this building.

The scariest place was the 1st floor
basement. There's a kitchen in the
northeast, but next door in the
northwest is a death chamber.
To get in there, you have to punch in
the right numbers. I don't know the
numbers, and it was too dark to even
see the panel, so I didn't go in.


___________________ _  _

[06/52] "Guard's Diary":
_  _ ___________________


To get to the surveillance rooms in the
middle of this complex, you have to use
the corpse disposal chutes in the cells.
However, on the 1st and 2nd floors,
these cells are locked. That's so the kids
wouldn't discover them.

So you have to get to the 1st floor from
one of the cells on the 3rd floor. I know
how to do it, but it's really a pain. Also,
the lights only work on the 3rd floor.


___________________________________ _  _

[07/52] "Waterwheel Room Plate Message":
_  _ ___________________________________


To turn on the lights in the 3rd floor
cells, turn this waterwheel. Remember
that the water must flow in the
direction of the waterwheel. Of course,
you also have to open the sluice gate on
the roof.


__________________ _  _

[08/52] "Prison Diary":
_  _ __________________


We had beef stew yesterday.
In the cafeteria, I heard there's a death
chamber behind the kitchen, and they
take meat straight from the dead people
and cook it.
That really scared me.


_________________________________ _  _

[09/52] "1F Surveillance Room Report":
_  _ _________________________________


Note: This memo is different on Hard mode.

Memo - Easy/Normal:

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

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

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

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

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


---


Memo - Hard:

I'm sleepy...


_________________________________ _  _

[10/52] "2F Surveillance Room Report":
_  _ _________________________________


Note: This memo is different on Hard mode.

Memo - Easy/Normal:

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

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

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

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

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


---


Memo - Hard:

I want to go home.


________________________ _  _

[11/52] "Secret Number Memo":
_  _ ________________________


The Secret Number for getting through
the door in back of the kitchen this
month is "0302."
Thanks for your cooperation.


___________________________ _  _

[12/52] "Superintendent's Memo":
_  _ ___________________________


(It's stained with blood, and
 I can't read it...)


______________________ _  _

[13/52] "Bartender's Memo":
_  _ ______________________


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


__________________ _  _

[14/52] "Mike's Diary":
_  _ __________________


The last few months, Joseph, the guy
next door to me who gave me that rare
porn magazine, looks like he's been
working super hard.
He said if he found another rare one,
he'd give it to me but he hasn't shown
his face around much lately.

He said he was a journalist and he
is always investigating stuff.
But I think something strange is going
on with him. He's been shut in his
apartment and I can hear all these weird
noises coming from there.

July 1 -Mike

Oh my beautiful Rachael,
What's with the note on the red paper?
I thought you'd written a note back
to me...
But I guess maybe it was somewhere
else...

He took it along with my clothes.
Those were my best clothes.

July 2 -Mike


_____________________________________________ _  _

[15/52] "Superintendent's Diary (Umbilical Cord)":
_  _ _____________________________________________


The red box seems even stranger today.
It's giving off a terrible smell.
It's disgusting, but I just can't throw it
away.

It must have been around 30 years ago.
That young couple was living in
the apartment, but one day they just
suddenly disappeared.
Ran off just like thieves in the night.

I don't know why. It must have been
money troubles, or maybe they got
themselves into some kind of danger.
The problem came after that. They left
their newborn baby when they took off.
I even found the umbilical cord.

I called the ambulance right away and
I heard the baby survived, but I don't
know what happened to him.
Although a few years later, I often
saw a young kid hanging around the
apartment.

One day he just stopped coming by.
Now that I think of it, I'll bet he
was that abandoned baby.

It's a horrible story.
Abandoning a newborn baby...
That all happened in Room 302...
And the umbilical cord I found there...
Well, I still can't get myself to throw
it away.


________________________ _  _

[16/52] "Mike's Love Letter":
_  _ ________________________


Rachael...
...love you...always
watching...window...
...protect you...ith love,
Mike


__________________ _  _

[17/52] "Nurse's Memo":
_  _ __________________


I lost Eileen Galvin's hospital room key.
She was a patient brought in with
severe injuries.
I wonder if I left it in one of the other
hospital rooms. I really hope not...


__________________ _  _

[18/52] "Kid's Letter":
_  _ __________________


Mommy, I'll giv you this so pleez
wake up soon.
It's inside my toy train.


__________________________ _  _

[19/52] "Jasper's Burned Memo":
_  _ __________________________


Something's here but nothing's here.
I feel something from the well.
Something's missing...
Aaaaaaaahhhh!!!!!
It has begun!!!


Jasper


__________________________ _  _

[20/52] "Wheelchair Doll Text":
_  _ __________________________


Though my body be destroyed,
I will not let you pass here.
To prepare for the Receiver of
Wisdom...
I cut my body into five pieces and hid
them in the darkness.

When my body is once again whole,
the path to below will be opened.
If you are the Receiver of Wisdom,
you will understand my words.

The ritual has begun...


____________________________________________________ _  _

[21/52] "Descent of the Holy Mother - The 21 Sacraments":
_  _ ____________________________________________________


"The Descent of the Holy Mother
 -- The 21 Sacraments"

The First Sign
And God said,
At the time of fullness, cleanse the
world with my rage.
Gather forth the White Oil, the Black
Cup and the Blood of the Ten Sinners.
Prepare for the Ritual of the Holy
Assumption.

The Second Sign
And God said,
Offer the Blood of the Ten Sinners and
the White Oil.

Be then released from the bonds of the
flesh, and gain the Power of Heaven.
From the Darkness and Void, bring
forth Gloom,
and gird thyself with Despair for the
Giver of Wisdom.

The Third Sign
And God said,
Return to the Source through sin's
Temptation.
Under the Watchful eye of the demon,
wander alone in the formless Chaos.
Only then will the Four Atonements
be in alignment.

The Last Sign
and God said, separate from the flesh
too, she who is the Mother Reborn and
he who is the Receiver of Wisdom.
If this be done, by the Mystery of
the 21 Sacraments, the Mother shall be
reborn and the Nation of Sin shall be
redeemed.


___________________________________________ _  _

[22/52] "Note from the Bloody Prisoner's Shirt":
_  _ ___________________________________________


My room is on the 2nd floor and I had
to drink something with black things in
it. I hid the sword with the triangle
handle under my bed. That guy,
the fat one, took the basement key.
Next time I'll stick this triangle sword
into that pig and take the key.


________________ _  _

[23/52] "Reminisces":
_  _ ________________


I want to go back to that time...
Things were so good then...
The day of my birthday...
The cute cat in the pet store...
All those balls in the basket...
Playing pool was fun too...
The door of time was wide open...

When I see four things,
I can't help but remember that time...


____________________________ _  _

[24/52] "Later Bartender's Memo":
_  _ ____________________________


The boss said we had to change our
phone number 'cause of all the
complaints about the weird noises.
Now we have to change the store sign
on the roof. What a pain.
By the way, the number is the last
4 digits of the new phone number. Not
too smart if you ask me...


________________________________________________ _  _

[25/52] "Superintendent's Diary (Man with the Coat)":
_  _ ________________________________________________


I had that weird dream today.
The one with the man with the long hair
and coat. He was crying and looking for
his mother again.

I saw that man with the coat 10 years
ago at this apartment.
He was going up the stairs, carrying a
heavy tool, an old-looking bowl and a
bag that was dripping blood.

I never saw him again after that.
But a few days later, the neighbors
complained that they heard strange
noises coming from the supposedly
empty Room 302.

So I took a look around Room 302 and
found signs that someone had been in
there, but nothing odd other than that.
But that's when it all started.
I still hear strange noises coming from
the window of Room 302.

Sunderland


__________________ _  _

[26/52] "Crimson Tome":
_  _ __________________


"Crimson Tome"

She who is called the "Holy Mother"
be not holy one whit.
The "Descent of the Holy Mother" is
naught but the Descent of the Devil.

Those that be called the "21 Sacraments"
be not sacramental one whit.
The "21 Sacraments" be naught but the
21 Heresies.

To give birth to a realm of wickedness
within the blessed realm of our Lord be
blasphemy and the work of the Devil.

If thou would stop the Descent of the
Devil, you must bury part of the
Conjurer's mother's flesh within the
Conjurer's true body.

Thou must also pierce the Conjurer's
flesh with the 8 spears of "Void,"
"Darkness," "Gloom," "Despair,"
"Temptation," "Source,"
"Watchfulness" and "Chaos."
Do so and the Conjurer's unholy flesh
will become that which once it was,
by the grace of our Lord.


______________________ _  _

[27/52] "Old Picture Book":
_  _ ______________________


There was once a baby and a mother
who were connected by a magical cord.
But one day the cord was cut, and
the mother went to sleep.
The baby was left all alone.

But the baby made lots of friends
at Wish House, and everyone was
very nice to him.
The baby was happy.

His friends told him how to
wake up his mother.
So the baby went right away
to go and wake her up.
But the mother wouldn't wake up.
No matter how he tried,
she wouldn't wake up.

Because the one that he was
trying to wake up was actually
the Devil.
The baby had been deceived.
Poor baby.

The baby cried and cried and cried.
When he thought of the mother,
he remembered the feeling of being
connected to her through the magical
cord.

Just then, a ray of light came down
from the sky.
The light was very warm and made
the baby feel good.
When the baby looked into his hand,
he saw that the magical cord was lying
there.

With the cord clutched in his hand,
the baby went happily to sleep.


_________________________ _  _

[28/52] "Red Diary - April 4":
_  _ _________________________


Lately I've been feeling like
my life is in serious danger.
I've been through a lot in my life,
but I've never felt this kind of pure,
animal fear.

In case something happens to me, I've
decided to write down what I've learned
for whoever you are that's living in the
apartment now.

I've been investigating the mass murder
that took place 7 years ago in which 10
people were killed in 10 days.
They were killed in a variety of ways,
but one thing they had in common
was that each corpse had the following
numbers, in order of their deaths,
carved into them:

01121, 02121, 03121,
04121, 05121, 06121,
07121, 08121, 09121,
10121 ... The name of their killer...
it was in carved in was well...

His name was...Walter Sullivan.

April 4


_________________________ _  _

[29/52] "Red Diary - April 8":
_  _ _________________________


Although the cult itself is gone,
I'm sure the spirit of it is still alive.

There are too many strange things
happening in that town.

I'm investigating two people. Or maybe
I should say just one. I've just about
discovered what's going on.

April 8


_______________________ _  _

[30/52] "Red Diary - May 2":
_  _ _______________________


I've figured out the riddle behind
the numbers.
"01121" is actually "01/21."
In other words, 1 out of 21.
So Walter was planning on killing
21 people...?
But he never finished the job.

He was convicted for the murders of
Billy and Miriam Locane, the 7th and
8th victims. Afterwards, he committed
suicide in his jail cell.

The grisly mass murder of 10 people
shocked the world and came to be
known as the "Walter Sullivan Case."

There are two big puzzles here.
The first is: What was the motive
for the murders?
The second is: Why did he kill himself
before completing his task?
Was he simply insane...?

May 2


________________________ _  _

[31/52] "Red Diary - May 14":
_  _ ________________________


It was four years ago that they
discovered the body with "12/21"
carved into it. Right away I had this
terrible feeling and couldn't stop
shaking. The victim had been murdered
six months earlier, but Walter had been
dead for seven years, having committed
suicide three years before the murder.

The police think it's a copycat crime
and are calling it the Sullivan Case
Round Two.
But something about it bothered me...

May 14


________________________ _  _

[32/52] "Red Diary - May 20":
_  _ ________________________


I picked up the key that Eileen from
Room 303 must have dropped.
I thought I'd return it but she wasn't
home. I guess I'll give it to the super.

May 20


_____________________ _  _

[33/52] "Red Diary Scrap":
_  _ _____________________


I lost the key to Eileen Galvin's room.
I've gotta find it and bring it back.
Let me think... The last place I saw it
was...

 (It's ripped here and
I can't read the rest...)


_____________________________ _  _

[34/52] "Red Diary Scrap (cont.)":
_  _ _____________________________


Oh yeah, I had a really wicked headache
that day and just collapsed on the bed.
Maybe if I look near the bed in my
room -302's bedroom- I'll find it.
I get headaches every day now.
It's terrible.
What am I going to do?

May 22


_________________________ _  _

[35/52] "Red Diary - June 11":
_  _ _________________________


Walter Sullivan did kill himself.
He died in his prison cell of blood loss
after he stabbed himself in the neck
with his spoon.

His body was buried in a cemetery just
outside his hometown of Silent Hill in
an unmarked grave.

After that, his name became famous all
over the world and it looked like his
string of mass murders was finished at
10 out of 21.
But 3 years later, they found a corpse
that had "12/21" carved into it.
The corpse was from 6 months earlier.

In other words, the person was killed
two and a half years after Sullivan
committed suicide.
The MO was exactly the same as
Sullivan's.
Except for one thing.

All 10 of Sullivan's victims were found
with their hearts cut out and their chest
wounds sewn together expertly with
thread.
On the other hand, the "12/21" victim
still had their heart.

Naturally the police think it's a copy
cat and are proceeding on that basis.
But they haven't made any progress and
recently discovered victim number 13.
This corpse also had their heart intact.
The police still haven't even identified
a suspect.

I've got a working hypothesis.
Very few people knew the details of the
original crimes and would be able to
copy Sullivan's MO so precisely.

First I'll head to Silent Hill...
To the graveyard near that beautiful
little lake.
Maybe I'll find the answer there.

June 11


_________________________ _  _

[36/52] "Red Diary - June 14":
_  _ _________________________


The weather that day was very strange.
Even though I avoided the earlier storm,
there was still a thick fog clinging to
everything.
Fortunately, that allowed me to avoid
being seen and get right to work.

The police are still stubbornly acting as
if it's just a copycat case. So I figured
things probably hadn't been touched
here.
But I was wrong.
I should have come sooner.

The cemetery was in such bad condition
that it was almost sad.

The storm must have raised the sea
level. Anyway, that's how it was when
I found Walter Sullivan's grave.

 (This diary is pretty damaged around
this point and I can't read anymore...)

I'm still in shock...
There was no body in the grave...
And on top of that, written on the
coffin were the numbers "11/21"...

June 14


_________________________ _  _

[37/52] "Red Diary - July 13":
_  _ _________________________


I don't think I can protect myself.
He's truly insane.
I can't hold on any longer.
His power can't be measured.

I was so scared today that I sealed off
the back of the storage room.

I wonder if Eileen Galvin is okay.
She has no idea what's going on...

But she's in danger nevertheless.

July 13


_________________________ _  _

[38/52] "Red Diary - July 17":
_  _ _________________________


A few days after Walter Sullivan killed himself
in his cell, several residents witnessed
a long-haired man with a coat here.
Through his window, Richard
Braintree in 207
saw the man moving something heavy
and doing something in Room 302.
Even Sunderland, the superintendent,
saw the man with the coat hanging
around Room 302, and confirmed there
were signs of someone having been in
there.

July 17


_________________________ _  _

[39/52] "Red Diary - July 18":
_  _ _________________________


My theory is that Walter never died at
the prison. It may have been someone
else who committed suicide. Either that,
or the person the police arrested was
not the real Walter Sullivan.

I'm in no position to investigate what
really happened at the prison, but in
any case, Walter didn't die at the prison.
The man with the coat that showed up
here was the real Walter.

7 years ago, he did something in that
apartment. I'm certain there's a link
between that and the bizarre things that
have been happening here. Just a little
bit more and I'll have this whole thing
figured out. I may even find that the real
Walter is somewhere nearby...

July 18


_________________________ _  _

[40/52] "Red Diary - July 20":
_  _ _________________________


You've seen that world as well...
That horrible nightmare.
But if you get sucked into it, it's not
just a nightmare. Don't get lost in there.
If you get pulled in, you'll be killed.

But there's still hope.
Maybe this "small key" will guide you.

If you've seen the door with the placard
set in it, look on the other side of the
door.
Then keep going down. To the deepest
part of him.
And look for the ultimate Truth.

July 20 -Joseph


_________________________ _  _

[41/52] "Red Diary - July 23":
_  _ _________________________


I've found something that's extremely
effective against the ghosts.
It saved my life.

It was stuck into the huge rock in the
woods near the orphanage.
It's a sword blade with a hand-made,
triangle-shaped wooden handle that
has some kind of spell written on it.

As a weapon, it's heavy and hard to
carry. But somehow it seems to change
in response to the ghost-victim's power.
Strike when the sword is energized!
If you don't reduce their power, your
attacks will be repelled.

As far as I know, there are only 5
swords in existence with that kind of
power. It's extremely valuable.

July 23


_________________________ _  _

[42/52] "Red Diary - July 25":
_  _ _________________________


I've found two mysterious and powerful
artifacts that seem to be very effective
for evading the ghost-victims:
the Holy Candle and the Saint Medallion.

Not only are they effective against the
ghost-victims in the Other World, they
also seem to prevent them from
invading my room. Just light the candle
near where they're coming in and its
holy power is activated.

The Saint Medallion seems to repel
unholy energy when it's worn
(equipped).
I'm starting to gain some hope.

July 25


_________________________ _  _

[43/52] "Red Diary - July 28":
_  _ _________________________


I'm going to summarize everything that
I've learned about Walter Sullivan so far.

He was born right here in Room 302 of
"South Ashfield Heights." His parents
abandoned him soon afterwards and
disappeared somewhere, leaving the
baby alone. He was discovered and sent
to St. Jerome's Hospital.

He was "adopted" by "Wish House," an
orphanage in the forest near Silent Hill
that's run by the secret Silent Hill
religious cult. When he was six years
old, someone from the cult showed him
where he was born.

Since then, he started to believe that
Room 302 itself -- in other words, this
room -- was his mother. Every week, he
travelled from the orphanage to South
Ashfield Heights, a pretty long trip for a
kid his age. Sometimes he took the
subway, and sometimes the bus.

----------------------------------------
I'm tired...
My headache is already killing me.
I'll write more tomorrow.

July 28


_________________________ _  _

[44/52] "Red Diary - July 29":
_  _ _________________________


Continuing from yesterday, I'm going to
summarize everything that I've learned
about Walter Sullivan so far.

Naturally, it was a long way for a kid his
age to travel, but he made the trip every
week by subway or bus. Unfortunately,
someone else was living in this
apartment and so he couldn't be
reunited with his mother (Room 302).

For years, he continued to come here,
almost like he was possessed, just to
peek into the apartment. Eventually, the
tenants began to complain and treat him
badly when they saw him hanging
around. Walter began to fear the
tenants and see them as obstacles
preventing him from seeing his mother.

As the years passed and Walter
matured, he began to be more and more
influenced by the teachings of the cult.
Furthermore, his obsession with his
mother and his feelings of resentment
towards the outer world became even
deeper.

Walter became preoccupied with one
particular tract from the cult's "Bible."
"The Descent of the Holy Mother
 -- The 21 Sacraments"
"By the 21 Sacraments, the Holy Mother
 shall appear in the countries of the world
 and shall bring salvation to the sinful ones."

After Walter left Wish House, he
moved to Pleasant River, a town
neighboring Silent Hill. For a while, he
lived the life of a normal student, but he
was still filled with bitterness and
resentment towards the rest of the
world.
Several years later, he launched his plan
there. The 21 murders...

July 29


__________________________ _  _

[45/52] "Red Diary - August 2":
_  _ __________________________


What's with this room?

It's covered in blood and rust...

This is my room...
But what the hell has happened to it...?

This room...
Is it really my room...?

It's in terrible shape...
The air is so heavy... My head hurts...

Creepy... It looks like a face.

What the hell am I writing...?

August 2 -Joseph


__________________________ _  _

[46/52] "Red Diary - August 3":
_  _ __________________________


I can't break down the wall.

August 3 -Joseph


__________________________ _  _

[47/52] "Red Diary - August 4":
_  _ __________________________


When the bell rings, Eileen=mother's
body, blood.

August 4 -Joseph


__________________________ _  _

[48/52] "Red Diary - August 5":
_  _ __________________________


The Crimson Tome
"Bury part of the Conjurer's mother's
 flesh within the true body of the
 Conjurer."
Part of the flesh=super's room?

August 5 -Joseph


__________________________ _  _

[49/52] "Red Diary - August 7":
_  _ __________________________


No. 1...Ten heart...
No. 2...Ten...
No. 3...Ten hearts...
No. 4...Ten hearts  Steve Garl...
No. 5...Ten...
No. 6...Ten heart...
No. 7...Ten hearts  Billy Locane
No. 8...Ten hearts  Miriam Locane
No. 9...Ten hearts...
No. 10...Ten...
No. 11...Assumption  Walter Sullivan
No. 12...Void...
No. 13...Darkness...
No. 14...Gloom...
No. 15...Despair  Joseph Schreiber
No. 16...Temptation  Cynthia Velasquez
No. 17...Source  Jasper Gein
No. 18...Watchfulness  Andrew DeSalvo
No. 19...Chaos  Richard Braintree
No. 20...Mother  Eileen Galvin
No. 21...Wisdom  Henry Townshend

August 7


_______________________ _  _

[50/52] "Red Diary - ??/??":
_  _ _______________________


How long has it been since I left this
room? I can't tell if it's been days or
hours...

But during that time, they've found
the body of "14/21."
I've been having hallucinations lately.
I think I'm losing my mind.

(No date written.)


_____________________ _  _

[51/52] "Joseph's Letter":
_  _ _____________________


He used this place as the locus for the
creation of his world. I'm certain he
must have performed the "Ritual of the
Holy Assumption" near here.
But I'm just not strong enough to stop
him anymore...

He locked me up in this room and
played with me just like a toy...
My eyes are starting to go blind...
The pain...
I can feel my body starting to die...
But...things are taken care of...

Whoever lives here after me...
You'll be the 21st, the last of
the sacrifices...
I leave it up to you...

When the bell tolls,
the ritual begins.
Eileen=mother's body, blood.
Part of the mother's
flesh=the super's room.
This is all that I've been able
to figure out.
I hope this letter gets to you in time...

Joseph Schreiber


______________________ _  _

[52/52] "Joseph's Article":
_  _ ______________________


Teaching Despair: "Wish House"

"Wish House," an orphanage on
the outskirts of Silent Hill. But
behind its false image is a place
where children are kidnapped
and brainwashed.

Wish House is managed by the
"Silent Hill Smile Support Society,"
a charity organization sometimes
called "4S."
It's true that 4S is a well-respected
charity that "takes in poor children
without homes and raises them with
hope."

But at its heart, it is a heathen
organization that teaches its own
warped dogma in lieu of good
religious values.

Mr. Smith (temp), who lives near
"Wish House," had this to say:
"Sometimes at night I can hear their
 weird prayers and the sounds of
 [children] crying. I went there to
 complain one time, but they ran me
 right out. Since then, it hasn't changed
 a bit."

In fact, this reporter was refused
admission when he attempted to
take photographs in the facility.
What exactly do the folks at
"Wish House" have to hide?

During my investigations, I was
able to discover, however, a
suspicious-looking round concrete
tower which appears to be part of
their facilities.

Unfortunately no one was willing
to tell us what the tower was used
for. But it seems unlikely that it has
anything to do with the business of
raising orphans. It may in fact be a
prison, or a secret place of worship.

The cult religion that operates
"Wish House" is known by the
locals simply as "The Order."

It's a religion that is deeply interwoven
with Silent Hill's history.
But its worshippers' fervent belief
that they are among the elite "chosen
people" has a dark and dangerous side.

I intend to continue my
investigation of "Wish House"
and the cult behind it.
I've always believed that "telling
the whole truth" and showing the
children the true path, is our most
important duty.

Joseph Schreiber



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Memo Locations                                                 [sh4_28]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



This is where I'll be listing the locations to find all of the memos. As you 
may or may not know, Memos are counted in your final score at the end of a 
game, and thus you need to collect nearly all of them to qualify for a 10-Star 
ranking.

Don't let me spoil the game for you! I suggest you play through at least once 
before you consult this guide, as I will be using full names of areas to give 
the best description of where and when to find memos possible. I will also use 
event spoilers to better describe certain memos.

Memos appear in order that they do in the game here. Not in the Memo screen.

With that said, let's get on to the list.


__________________ _  _

[01/52] "First Letter":
_  _ __________________


- Location:

Room 302, Beginning of game. It's slipped under your apartment door.


________________ _  _

[02/52] "Book Scrap":
_  _ ________________


- Location:

Room 302, Beginning of game. It's at the bookcase with the radio.


_________________________ _  _

[03/52] "Red Diary - April 8":
_  _ _________________________


- Location:

Room 302, after Subway World 1st time. It's slipped under your apartment door.


_______________________ _  _

[04/52] "Jasper's Memo Pad":
_  _ _______________________


- Location:

Forest World 1st time, in the running car; Jasper's car. Search the car's open 
door until you get it.


__________________________ _  _

[05/52] "Holy Scripture Scrap":
_  _ __________________________


- Location:

Forest World 1st time, inside Wish House. This is the memo you take to trigger 
Jasper's death via burning.


______________________ _  _

[06/52] "Exploration Memo":
_  _ ______________________


- Location:

Water Prison World 1st time, at the 1F circular hallway with prison cells. It's 
on the floor. This is the same place you can hear Andrew whining about letting 
him out.


___________________ _  _

[07/52] "Guard's Diary":
_  _ ___________________


- Location:

Water Prison World 1st time, at the 1F Hole room that connects to the spiral 
staircases to the basement and upper floors, as well as the 1F cells. It's on 
the wall next to the Hole.


___________________________________ _  _

[08/52] "Waterwheel Room Plate Message":
_  _ ___________________________________


- Location:

Water Prison 1st time, at the Waterwheel in the basement where you get the 
Water Prison Exit Key. Examine the plate here.


_________________________ _  _

[09/52] "Red Diary - April 4":
_  _ _________________________


- Location:

Room 302, upon returning during Water Prison World 1st time or after Water 
Prison World 1st time. It's slipped under the door.


__________________ _  _

[10/52] "Prison Diary":
_  _ __________________


- Location:

Water Prison 1st time, third floor prisoner cell with Toadstool enemies and a 
diary on the desk.


_________________________________ _  _

[11/52] "1F Surveillance Room Report":
_  _ _________________________________


- Location:

Water Prison 1st time, 1F circular surveillance room. It's in here on the desk.


_________________________________ _  _

[12/52] "2F Surveillance Room Report":
_  _ _________________________________


- Location:

Water Prison 1st time, 2F circular surveillance room. It's in here on the desk.


________________________ _  _

[13/52] "Secret Number Memo":
_  _ ________________________


- Location:

Water Prison 1st time, 3F circular surveillance room. On the wall.


_________________________ _  _

[14/52] "Red Diary - July 23":
_  _ _________________________


- Location:

Room 302, after Water Prison 1st time. It's slipped under the door.


___________________________ _  _

[15/52] "Superintendent's Memo":
_  _ ___________________________


- Location:

Room 302, after Water Prison 1st time. Go into the bathroom to turn off the
shower (automatic), and then exit the bathroom. Now check the the peephole for
a cutscene with Frank Sunderland and Eileen Galvin which will trigger
Sunderland putting this memo under your door.

- Special Notes:

This is a one-time deal. You must check the peephole to get the cutscene for
this memo or it will not appear at all. It's easy to miss, so make sure you
check the peephole before you do anything in Building World 1st time to get
this or you -will- miss it.


______________________ _  _

[16/52] "Bartender's Memo":
_  _ ______________________


- Location:

Building World 1st time, in the Bar. It's on the counter. This is the same room 
where you normally find the Rusty Axe, and where you enter a code into a door.


_______________________ _  _

[17/52] "Red Diary - May 2":
_  _ _______________________


- Location:

Room 302, after Building World 1st time. It's slipped under the door.


__________________ _  _

[18/52] "Mike's Diary":
_  _ __________________


- Location:

Apartment World, Room 301. It's a book on a table.


______________________ _  _

[19/52] "Joseph's Article":
_  _ ______________________


- Location:

Apartment World, Room 301. It's in a back room on a table.


________________________ _  _

[20/52] "Red Diary - May 14":
_  _ ________________________


- Location:

Apartment World, Room 301. Found as a red piece of paper which you must slip 
under 302's door in Apartment World and then later pickup in the real apartment 
at the door.


_____________________________________________ _  _

[21/52] "Superintendant's Diary (Umbilical Cord)":
_  _ _____________________________________________


- Location:

Apartment World, Room 105. Found in back room on a stand.


________________________ _  _

[22/52] "Red Diary - May 20":
_  _ ________________________


- Location:

Apartment World, Room 105. Found as a red piece of paper which you must slip 
under 302's door in Apartment World and then later pickup in the real apartment 
at the door.


_____________________ _  _


[23/52] "Red Diary Scrap":
_  _ _____________________


- Location:

Apartment World, Room 105. Found as a torn red piece of paper which you must 
slip under 302's door in Apartment World and then later pickup in the real 
apartment at the door.


________________________ _  _

[24/52] "Mike's Love Letter":
_  _ ________________________


- Location:

Apartment World, Room 203. Found as a torn red piece of paper which you must 
slip under 302's door in Apartment World and then later pickup in the real 
apartment at the door. It's in the bloodied shirt in a back room.


_____________________________ _  _

[25/52] "Red Diary Scrap (cont.)":
_  _ _____________________________


- Location:

Apartment World, Room 102. Found as a torn red piece of paper which you must 
slip under 302's door in Apartment World and then later pickup in the real 
apartment at the door. It's inside the fridge with the dead wrapped cat.


_________________________ _  _

[26/52] "Red Diary - July 13":
_  _ _________________________


- Location:

Room 302, after Apartment World. It's slipped under the door.


__________________ _  _

[27/52] "Nurse's Memo":
_  _ __________________


- Location:

Hospital World, Reception room. On the desk in here.


_________________________ _  _

[28/52] "Red Diary - July 20":
_  _ _________________________


- Location:

Room 302, after escorting Eileen to the hole in Hospital World. It's slipped 
under the door.


_________________________ _  _

[29/52] "Red Diary - June 11":
_  _ _________________________


- Location:

Room 302, after picking up memo "Red Diary - July 20". It's at the bookcase 
with the radio.


_________________________ _  _

[30/52] "Red Diary - June 14":
_  _ _________________________


- Location:

Room 302, after picking up memo "Red Diary - July 20". It's at the bookcase 
with the radio.


_______________________ _  _

[31/52] "Red Diary - ??/??":
_  _ _______________________


- Location:

Room 302, after picking up memo "Red Diary - July 20". It's at the bookcase 
with the radio.


__________________ _  _

[32/52] "Kid's Letter":
_  _ __________________


- Location:

Room 302, returning from Subway World 2nd time. It's slipped under the door.


_________________________ _  _

[33/52] "Red Diary - July 25":
_  _ _________________________


- Location:

Room 302, returning from Subway World 2nd time. It's slipped under the door.


_________________________ _  _

[34/52] "Red Diary - July 17":
_  _ _________________________


- Location:

Room 302, during Subway World 2nd time or during Forest World 2nd time.
It's slipped under the door.


__________________________ _  _

[35/52] "Jasper's Burned Memo":
_  _ __________________________


- Location:

Forest World 2nd time, at Wish House. It's a white paper at the burned down 
ruins of Wish House.


__________________________ _  _

[36/52] "Wheelchair Doll Text":
_  _ __________________________


- Location:

Forest World 2nd time, at Wish House. Examine the doll which blocks the way to 
the Altar to recieve this memo.


_________________________ _  _

[37/52] "Red Diary - July 18":
_  _ _________________________


- Location:

Room 302, after Subway World 2nd time and upon returning from Forest World 2nd 
time. It's slipped under the door.


____________________________________________________ _  _

[38/52] "Descent of the Holy Mother - The 21 Sacraments":
_  _ ____________________________________________________


- Location:

Forest World 2nd time, Wish House Altar. It's a book there.


_________________________ _  _

[39/52] "Red Diary - July 28":
_  _ _________________________


- Location:

Room 302, after Forest World 2nd time or during Water Prison World 2nd.
It's slipped under the door.


___________________________________________ _  _

[40/52] "Note from the Bloody Prisoner's Shirt":
_  _ ___________________________________________


- Location:

Water Prison World 2nd time. In the "execution room" where you saw Andrew 
DeSalvo's dead body in the Water Prison 1st time. There is a shirt item there. 
Take it, return to the apartment and use it at your bloodied bath tub.


________________ _  _

[41/52] "Reminisces":
_  _ ________________


- Location:

Building World 2nd time, Entrance. The same screen that the ghost of Richard 
Braintree is introduced via a cutscene. It's a book on the ground here.


____________________________ _  _

[42/52] "Later Bartender's Memo":
_  _ ____________________________


- Location:

Building World 2nd time, Bar. Same place you got the original "Bartender's 
Memo", but here upon your return. It's on the same bar counter as that memo was 
as well.


_________________________ _  _

[43/52] "Red Diary - July 29":
_  _ _________________________


- Location:

Room 302, during or after Building World 2nd, or after Room 302 of the Past.
It's slipped under the door.



________________________________________________ _  _

[44/52] "Superintendant's Diary (Man with the Coat)":
_  _ ________________________________________________


- Location:

Outside Room 302 of past, at the bottom of the spiral stairway after Building 
World 2nd and the Grand Wall Monster/Dummies boss.


______________________ _  _

[45/52] "Old Picture Book":
_  _ ______________________


- Location:

Room 302 of the Past, on the table in the main room.


__________________ _  _

[46/52] "Crimson Tome":
_  _ __________________


- Location:

Room 302 of the Past, on the table in the main room.


__________________________ _  _

[47/52] "Red Diary - August 2":
_  _ __________________________


- Location:

Room 302 of the Past, in the bedroom.


__________________________ _  _

[48/52] "Red Diary - August 3":
_  _ __________________________


- Location:

Room 302 of the Past, in the bedroom.


__________________________ _  _

[49/52] "Red Diary - August 4":
_  _ __________________________


- Location:

Room 302 of the Past, in the bedroom.


__________________________ _  _

[50/52] "Red Diary - August 5":
_  _ __________________________


- Location:

Room 302 of the Past, in the bedroom.


__________________________ _  _

[51/52] "Red Diary - August 7":
_  _ __________________________


- Location:

Room 302, after Room 302 of the Past. It's slipped under the door.


_____________________ _  _

[52/52] "Joseph's Letter":
_  _ _____________________


- Location:

Room 302, after Room 302 of the Past. It's in the laundry room where the hole 
is, on top of a box on the floor. It's a white letter.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Introduction                         [sh4_29]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


The purpose of the 10-Star Speedwalkthrough is to provide a condensed 
Walkthrough that will give you a short path through the game, purposely missing 
certain events and/or items so that you can get a low time and, if you perform 
well enough, the highest rank in the game: 10 big green stars.

Why get this 10 big green stars rank? Well, it unlocks two game modes! If you
finish the game once on Hard with 10 big green stars, you unlock One Weapon
Mode. If you finish the game on One Weapon Mode on Hard with 10 big stars, you
get All Weapons Mode. So, to unlock all things in this game, you must get some
10 star rankings.

I will be covering a regular Brand New Fear game and a Brand New Fear/One 
Weapon Mode game for unlocking the two extra modes.

Before you begin...

- Finish the game a few times. You need experience with the game itself and
  some familiarity with areas in the game.

- Read the Combat, Weapons, and Enemies sections of this guide.

- Read "The Ranking Screen" section of this guide. You should know the
  requirements for the 10-Star Ranking.

- Learn how to effectively dodge and evade enemies; preferably on Hard.

- Set your options up properly. Default Movement type should -always- be Run.
  You should set the brightness high enough so you can see things clearly.

- Possibly be familiar with playing on Hard mode.

- I'll be assuming your favorite weapon is the Rusty Axe, but if it's the
  Spade or whatever, you need to adjust strategies a bit. It's mostly the
  same, though....


Here are some tips.

- Only fight enemies where I tell you to.

- Skip all cutscenes. ALL cutscenes. Even the hole animations.
  If you have any desire to watch them, then play through the game normally
  another couple times before you attempt 10-Star. There's no time to waste.

- Like with cutscenes, thumb through all of the memos as fast as you can when
  picking them up.

- In Room 302, always know where you're going to save time. For example, if
  you're coming out of your bedroom, you can hold on your analog sticks...
  Left Stick: Forward+Right. Right Stick: Right. That way you head towards the
  main room as quick as possible after loading.

- Only save your game where I tell you to.

- On "One Weapon Mode", be sure to take a weapon you're pefectly comfortable
  with using! The Rusty Axe, or Spade are good choices.

- In the second half of the game, I have places that I like to refer to as
  "Eileen dump spots". These are where you keep Eileen so she doesn't slow you
  down and waste too much time on the game clock. By dumping her, I mean going
  so far ahead of her that she can't follow you to the next area.

- Killing only the weak enemies that take 1-2 hits a piece is the best way
  to get the required kills and still get under 2 hours.

- Make sure you pick up all of the Memos, which I'll be telling you to in the
  Speedwalkthrough here. If you get them all, you will be able to save once
  and have a 30 minute extension on the game clock without losing any score.

- Don't pickup all items you come across. Golf Clubs are worthless, and if you
  don't absolutely need the health item, leave it as well. You never, never
  want to have to return to Room 302 for no good reason. Wastes time. A lot of
  Pistol Bullets ammunition is left alone in the second half, as well. It's
  simply not needed.

- Don't go out of your way for health items, and don't worry much about them.
  You can pretty much use them as you go along and coast through the second
  half of the game with no problem so long as you know how to fight things and
  know your way through areas. This is not to say you shouldn't pick them up,
  because you still need them. It's just not as urgent as a normal playthrough
  since you avoid a lot of fights here.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Room 302, Beginning                  [sh4_30]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________________ _  _

Room 302 (Nightmare):
_  _ ________________


- Room 302, Bedroom (Nightmare):

Skip the cutscenes. When you take control, exit the bedroom.

- Room 302, Main Room (Nightmare):

Walk to the "face on the wall" above the stand with the lamp and trigger the
"Creepy. It looks like a face." dialogue, then walk back towards the bedroom.
Skip the cutscene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the cutscenes. When you take control, exit the bedroom.

- Room 302, Main Room:

First thing to do is walk to the front door. Skip the cutscenes there, and then 
grab Memo 01/52: First Letter at the door. Now go to the fridge, open it. Take 
the [Chocolate Milk] and if you're playing on regular mode, the [Wine Bottle] 
-- it won't be here on One Weapon Mode. Walk the long way around the table to 
the window, avoiding triggering looking at the storage box. When you trigger 
looking out the window, skip that with Cancel button and exit back to first 
person mode inside your room. Grab Memo 02/52: Book Scrap near the bookcase.

Now walk to the storage box and trigger looking at/opening it. Put the
Wine Bottle inside, but keep the Chocolate Milk. Walk to and enter the bathroom
when all of this has been done.

- Room 302, Bathroom:

Skip the cutscene here, and examine the hole.

If you're on regular mode, take the [Steel Pipe]. On either mode, enter the 
hole. Hold forward to go through to the very end... no, I have no idea why they 
left that tedious part in a Brand New Fear game, but it's there. So, just hold
that analog stick forward.


+++ Total Kills: 0



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Subway World                         [sh4_31]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________ _  _

Subway World:
_  _ ________


- Subway World, Lynch Street Side Entryway (B1):

Skip the cutscene with Henry sitting on the escalator.

Equip your Steel Pipe if on regular mode. If on One Weapon Mode, run forward 
and grab the [Rusty Axe] or [Spade] (or whatever you like) off the ground here 
out of the lineup.

After that, run west all the way to Cynthia and trigger the cutscene with her. 
Skip that cutscene, and run west, then south to the next area.

- Subway World, Hallway (B1):

Continue along south here until you trigger a cutscene. Skip it. Skip the 
cutscene after that. -Walk- away from the Sniffers and enter the Women's 
Bathroom, being careful not to touch the Sniffers.

- Subway World, Women's Bathroom (B1):

There is a Hole here.

Enter the hole in here.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the cutscene, and exit the bedroom.

- Room 302, Main Room:

Walk to the cabinet with the lamp and examine it. Re-adjust it. Grab the 
[Pistol] on the floor, and then examine the hole to Eileen's room. Skip the 
cutscenes. The phone will ring, so walk to the bedroom and enter.

- Room 302, Bedroom:

Go examine the phone. When it's done (won't let you skip,) exit the bedroom.

- Room 302, Main Room:

Enter the bathroom door.

- Room 302, Bathroom:

Enter the hole.


________ _  _

Subway World:
_  _ ________


- Subway World, Women's Bathroom (B1):

There is a Hole here.

Examine the mannequin until it prompts you to take the coin, and do so to get 
the [Lynch Street Line Coin]. Exit the bathroom.

- Subway World, Hallway (B1):

Ignore the Men's Bathroom, then run south and zig-zag if the Sniffers that are 
still here decide to leap at you. Continue along to the next area.

- Subway World, Turnstiles (B1):

Run past the Sniffer here and use the Lynch Street Line Coin at the turnstile 
for Lynch Street entrance to enter it.

- Subway World, Turnstiles - Lynch Street Side (B1):

Head north down the stairs.

- Subway World, Passage between Lines (North) (B2):

* Victims here: Victim-oldtype, Victim-14.

Skip the Victim introduction cutscene, and run down the northeast stairs.

- Subway World, Lynch Street Line (East) (B3):

* Victims here: Victim-oldtype, Victim-14.

Run south along the platform and enter the car operator's room at the south 
side so you can let Cynthia out and open up the subway cars.

- 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. 
Exit.

- Subway World, Lynch Street Line (East) (B3):

* Victims here: Victim-oldtype, Victim-13, Victim-14.

Head north, and enter the open subway car to the north near the stairway.

- Subway World, Lynch Street Line, NE/NW Subway Cars (B3):

* Victims here: Victim-13.

Navigate through this car:

Head west through the open door on this car to the area between cars, then head 
south and through the open car door to the east. Head south, ignore the "toy 
box with 1000í’Ë“ 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 this car 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.

Run 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.

Skip the cutscene and check your health status. If you're above 60%, and you 
should be, you're good to go. Otherwise go home and stand in front of the hole 
in the bathroom until you heal. I'll assume you're fine, so when ready, go down 
the ladder in here.

- 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. If on regular 
mode, equip the Pistol and take it out with 4 shots and a stomp; On One Weapon, 
use a charged Axe attack to knock it out and then stomp it. Afterwards, run 
west really quickly and to the escalator before the Sniffers inside the subway 
car here emerge and cause problems.

Is your health okay? If below 50%, go to the hole on the west side of this 
platform and enter it to go home and heal, then get back to the base of the 
escalator. If it's fine, get to the base of the escalator.

Grab the [Nutrition Drink] at the base of the escalator, then go up the 
escalator on the side going upwards.

+ Add 1 Kill.

- Subway World, Escalator:

Slowly walk up the escalator, beating wall men just to stun them if they get in 
your way and pass by them. Press the analog stick in the direction of another 
wall man to retarget if need be. On the part where two wall men are side to 
side, beat the first one dead with your Steel Pipe or Rusty Axe depending on 
what mode you're playing. Use the Nutrition Drink if your health dips too low. 
Make your way to the top, to the next area...

+ Add 1 Kill.

- 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):

Check the door and take the [Temptation Placard], then enter it.

- Subway World, King Street Line Ticket Office (B1):

Skip the cutscene with Cynthia's death.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the cutscene of Henry waking up, and exit the bathroom.

- Room 302, Main Room:

Walk to the door and take Memo 03/52: Red Diary - April 8. 

Put all items except for your melee weapon and Chocolate Milk inside the
storage box. Enter the bathroom.

- Room 302, Bathroom:

Enter the hole.


+++ Total Kills: 2.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Forest World                         [sh4_32]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________ _  _

Forest World:
_  _ ________


- Forest World, NorthEast Cliff:

Skip the cutscene, and head through the gate to the west.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

Head west and enter the double doors in the west area.

- Forest World, Industrial Compound South:

Head along this area and down the ramps. Zig-zag run past the Hummers, and head
through the double doors in the north end.

- Forest World, Industrial Compound North:

Head north here and you'll immediately be attacked by more Hummers. Continue 
zig-zag running past these ones as well to the southwest gate in this area.

- Forest World, Path with Car:

Ignore the Chainsaw, it's worthless. Instead, go to the open car and examine it
until you get Memo 04/52: Jasper's Memo Pad. Then head through the west gate
here.

- Forest World, Mother Stone:

Ignore Jasper Gein here, and grab the [Nutrition Drink] sitting on the ground 
on the side of the fence with the candles opposite where Jasper is sitting. 
Continue west, and through the west gate.

- Forest World, Eastern Path with Hanging Thing:

Three Sniffers here, but just zig-zag run past them and go through the gate in 
the southwest area here.

- Forest World, Path outside Wish House (North East):

Three more Sniffers here... zig-zag run along the grass, not the path in the
southern part of this area, and go through the double doors to Wish House.

- Forest World, Wish House:

There is a Hole here.

Life at 60% or more? Continue. If it's below that, go home and heal while 
waiting next to the bathroom hole for your health to max out. Anyway... When 
ready, head through the southwestern door in this area.

- 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:

Run towards the boy and trigger the cutscene. Skip it and then head back 
through the doubledoors you came in, on the north end.

- 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. Use the Chocolate Milk while standing next to and facing him.
Skip the cutscene, and then run up the stairs and grab the
[Blood-Inscribed Spade] he decided to give us. After this, head into the South
East door in this area.

- Forest World, Path outside Wish House (South East):

Zig-zag run past the Sniffers and Hummers here along the path, and enter the 
gate on the southeast end.

- 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:

Run around to the eastern side of the tree and use the Blood-Inscribed Spade at
the "hands" sticking out of the ground. Skip the cutscene to get the
[Rusted Bloody Key]. Take the east gate to the next area.

- Forest World, Southeastern Dead End:

There is a Hole here.

* Victims here: Victim-04.

Run past Victim-04 and up the northeast stairs here and enter the hole.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Leave the bedroom.

- Room 302, Main Room:

Place the Rusted Bloody Key and all other items except your melee weapon into
the storage box. Enter 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):

Zig-zag run again past the Sniffers and Hummers on this path going northwest, 
and enter the northwest gate.

- 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 enter the bathroom.

- Room 302, Bathroom:

Go into the hole, once again.


________ _  _

Forest World:
_  _ ________


- Forest World, Wish House:

There is a Hole here.

Walk up to Wish House's actual entrance door and enter it using the key.

- Forest World, Inside Wish House:

Head to the southwest part of the house and there'll be a broken-down altar.
Examine the note on the ground near the altar to get Memo 05/52: Holy Scripture
Scrap. After that check the door to your immediate northeast to get the
[Source Placard], then enter the door.

- Forest World, Inside Wish House, Burning Room:

Skip Jasper's death cutscene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the "special news report" about Jasper. Exit the bedroom.

- Room 302, Main Room:

Check the storage box and place all items except for your melee weapon--either 
the Steel Pipe or Rusty Axe--into it. Enter the bathroom.

- Room 302, Bathroom:

Enter the hole.


+++ Total Kills: 2.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Water Prison World                   [sh4_33]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Circular Cell Hallway (1F):

Skip the cutscene. Now, here's my map of the floor.

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.
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______/



Grab the Memo 06/52: Exploration Memo in the southeast part of the cellblock
hallway, then get the [Pistol Bullets] in cell 1.7. Now use the double door
exit in the south part of the cellblock hallway.

- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Get the Memo 07/52: Guard's Diary on the wall next to the hole, then take the
western single door here.

- Water Prison World, Interior Spiral Staircase (1F, B1, B2):

Go down the Ladder you see immediately as you enter. Now run West, clockwise
down this spiral staircase, stopping only to pickup the [Saint Medallion]-- 
While on the north side of the in-game map. Continue along this way until you 
reach the 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 go to the 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 Memo 08/52: Waterwheel Room Plate Message. Now head
back up the stairs, careful not to disturb the Hummers at the waterwheel's
northeast side. 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 past the double doors. 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.

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. Go up the ladder next to the double doors here up to 3F, 
and go up the ladder once again to the roof double doors, then enter those 
doors.
 
- 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. Use the valve there. Skip the cutscene, 
and go back to the south part of the area exit the way you came in.

- 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):

Run past any Victim-07+08 monsters, stomp on any Blue Tremers that get in the 
way, and enter the cells I'll list below the ascii map.

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.
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______/


Go to 3.8, whack all of the Toadstools dead and get Memo 09/52: Prison Diary.
After you've done that, enter 3.3 and jump down the hole in there. Jump down
the holes in 2.3, and 1.3 below it as well.

+ Add 9 Kills.

- Water Prison World, Shower Room (B1):

There are two Victim-07+08 monsters here. 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:

Examine the book on the desk here to get Memo 10/52: 1F Surveillance Room
Report. Then go up the ladder.

- Water Prison World, 2F Surveillance Room:

Examine the book on the desk here to get Memo 11/52: 2F Surveillance Room
Report. Turn the valve right four times, then go up the ladder.

- Water Prison World, 3F Surveillance Room:

Examine the note on the wall for Memo 12/52: Secret Number Memo. Turn the
valve here right twice, and go down the ladder.

- Water Prison World, 2F Surveillance Room:

Go down the ladder.

- Water Prison World, 1F Surveillance Room:

Go down the ladder.

- Water Prison World, Hallway (B1):

Skip the cutscene. Whiteshrooms will sprout out of the ground near where you're 
at, so whack them all dead with your weapon. Go south, and unlock and go 
through the southern double doors, which connect to the interior spiral 
staircase.

+ Add 15 Kills.

- 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 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 = Open, with corpse disposal chute hole.
3.2 = Toadstool enemies. Kill them. Nothing else here.
3.3 = Open, but empty.
3.4 = Open, lots of books you can't take on floor. Otherwise, empty.
3.5 = Open, with corpse disposal chute hole.
3.6 = Open, with corpse disposal chute hole. (Bloody Bed)
3.7 = Open, with note on desk and clothes on bed. Empty.
3.8 = Has Wall Men. Empty now--you took the bullets.


                 _____________
                / __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______/


Run past any Victim-07+08 enemies here, holding down Action to stomp on any
Blue Tremer that may get in your way and enter 3.6. Jump down the hole in here,
and the two cells below it.

- Water Prison World, Kitchen (B1):

Check the door in the northwest part of this room and take the
[Watchfulness Placard]. Check the door again and enter the code: 0302.
You'll go through the door automatically.

- Water Prison World, Death Chamber (B1):

Skip Andrew DeSalvo's death scene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip cutscene, exit the bedroom.

- Room 302, Main Room:

Enter the bathroom.

- Room 302, Bathroom:

We just came in here to shut off the shower--happens automatically when you
enter. This is the trigger for the cutscene at the peephole to get the
Superintendent's Memo. Exit the bathroom.

- Room 302, Main Room:

Go to your door and grab two new memos, Memo 13/52: Red Diary - April 4, and
Memo 14/52: Red Diary - July 23. Check your peephole on your door, skip the
peephole cutscene and grab Memo 15/52: Superintendent's Memo at the door.

Place absolutely everything in the storage box, and take with you only a Saint
Medallion-- yes, even your weapons unless you are on One Weapon Mode and thus
have the Rusty Axe you'd otherwise pick up in the next world. If on One Weapon
Mode, hold onto your weapon. Now, enter the bathroom.

- Room 302, Bathroom:

Enter the hole.


+++ Total Kills: 26.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Building World                       [sh4_34]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


__________ _  _

Building World:
_  _ __________


- Building World, Entrance Alleyway (B1):

There is a Hole here.

Skip the cutscene. Head west in this alley until you can go west no 
more, then go south to the next area.

- Building World, Top of Hotel South Ashfield (B1, B2, B3):

Head down the stairs in the eastern part of this area, run past the Gum Head 
and down stairs south of here. At the bottom, head towards the door with a car 
next to it down to trigger a cutscene. Skip it, and then more Gum Heads will 
drop down. Run to the door now guarded by a Gum Head and enter it real quick 
before the Gum Head can hit you.

- Building World, Home of Eric Walsh (B3):

* Victims here: Victim-10.

Head north in this area into the and look for the pinned ghost. Examine it and 
take the [Ghost's Key], then examine it again and get the [Sword of Obedience] 
which is stuck inside of it. After this, head through the door right next to 
the ghost, which unlocks with your Ghost's Key.

- Building World, Interior Staircase A (B3, B4, B5):

* Victims here: Victim-10.

Run down the stairs here to B4, then along the floor around this floor east, 
south, then west. Down the stairs again to B5. Hold Action on your way down to 
stomp any Red Tremer that gets in your way -- I usually stomp 2 of them on my 
way down. Run past the victim here. Take the door in the southwest most part of 
this floor.

+ Add 2 Kills.

- 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.

Grab and equip the [Aluminum Bat] here if playing on regular mode, and ignore 
the golf club since you don't really need to waste your inventory space with 
that. Take the northern door on the north wall.

- Building World, Interior Staircase B (B5, B6, B7):

Just take the stairs down a couple floors here and enter the door on the east 
end at the bottom.

- Building World, "Garland's" Pet Shop (B7):

Hold down Cancel to Walk, and walk past any Sniffers into the middle aisle of 
the shop. You want to get [Albert's Sports Key] off of the shelf and then walk 
back to the south door you came in from. If you do this right, you should not 
even bother the Sniffers.

- 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 your key.

- Building World, Exterior Staircase A (B5, B6, B7, B8):

Equip the Aluminum Bat or whatever weapon you have and run down the stairs.
Kill any Gum Head that gets in your way -- usually one. At the bottom, head
south, running past the Gum Heads and take the small path east when you can go
south no further.

+ Add 1 Kill.

- Building World, Exterior Elevator Access (B8):

Take the eastmost doorway here, which leads into an elevator.

- Building World, East Elevator:

Skip the cutscene. Exit via the door on the north side.

- Building World, Exterior Elevator Access (B12):

Equip your Saint Medallion, then grab the [Pistol Bullets] at the southwest 
part of this area. Get back into the elevator.

- Building World, East Elevator:

Examine the elevator buttons and send the elevator to 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.

Follow this hallway north, then east, then south, then west to the very end. 
Where you'll find a [Sword of Obedience] and, if on regular mode, the [Spade]. 
Take whatever is here, then run back to the elevator and enter it.

- Building World, East Elevator:

Use the elevator buttons and select bottom floor. Use the ladder in the north 
end when it reaches its destination, and 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. Go up the ladder at the end of this tunnel.

+ Add 8 Kills.

- Building World, Exterior Alleyway A (B12):

Head along this alleyway west, then south, then east, running past any enemies 
you'll see here, and head south to the next area.

- Building World, Exterior Area with Water Tower (B12):

There are FIVE gum heads here. Simply run past all of them and enter the door 
which the one with the golf club is guarding before he can hit you.

- 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. You probably won't have 
to stomp any Tremers, though.

- Building World, Bar Southfield (B15):

There is a Hole here.

Check the paper on the bar counter to get Memo 16/52: Bartender's Memo. If on 
regular mode, grab the [Rusty Axe] off the table here. Equip your Saint 
Medallion and check the door in the southwest part of this area which requires 
the code. Enter the code into it: 3750. Enter the door.

- Building World, Winding Staircase (Going up from B15 to B4):

* Victims here: Victim-10, Victim-12.

Run west, trigger the scream, then run all the way up the stairs, keeping your 
Saint Medallion equipped at all times. At the very top, examine the door with 
"207" written on it and take the [Chaos Placard], then enter the door.

- Building World, "Room 207" (B4):

Skip Richard's death cutscene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the cutscene, exit the bedroom.

- Room 302, Main Room:

Use the storage box to place all items except for your Rusty Axe inside, then
enter the bathroom.

- Room 302, Bathroom:

Enter the hole.


+++ Total Kills: 37.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Apartment World                      [sh4_35]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


___________ _  _

Apartment World:
_  _ ___________


- Apartment World, 3F Hallway:

Skip the cutscene. Enter Room 301, which is right near you.

- Apartment World, Room 301 (3F):

There is a Hole here.

On the desk in the main room, grab Memo 17/52: Mike's Diary. Next to it, take 
the [Red Paper]. Head into the bedroom in the back, and grab the memo on the 
desk in there for Memo 18/52: Joseph's Article. Check the red diary on the 
south wall in the bedroom and get the [Superintendent's Key]. Quickly run to 
the exit of Room 301 and go through.

- Apartment World, 3F Hallway:

Head south, and slip the Red Paper under 302's door, then continue south, and 
go west when you can go south no more. Go through the double doors at the end 
of the hallway.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

There is a Hole here.

Ignore the Man with the Coat on the stairs here, and go down all the way to the 
bottom. At the bottom, go into the western double doors to the western hallway 
on 1F.

- Apartment World, 1F West Hallway:

Enter Room 105, which unlocks with the Superintendent's Key.

- Apartment World, Room 105 (1F):

In the main room, grab the [Red Paper] and [Torn Red Paper] out of the box with
the red papers in it. Take the [Apartment Keys] off the keyrack next to that.
Head into the bedroom of this apartment and check the open book to get Memo
19/52: Superintendent's Diary (Umbilical Cord). Exit Room 105.

- Apartment World, 1F West Hallway:

Head north and enter Room 106.

- Apartment World, Room 106 (1F):

Go into the bedroom of this room and grab the [Portable Medical Kit], then exit 
this apartment.

- 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:

Head east, take out the Sniffer with a charge-hit and stomp, and then go north, 
taking out the Sniffer around there as well. Enter Room 102 when done.

+ Add 2 Kills.

- Apartment World, Room 102 (1F):

Stomp all of the Red Tremers in or around the kitchen dead, and then open the 
fridge and examine the cat twice to get [Torn Red Paper]. Grab the
[Submachine Gun] if it's there, then exit this room.

+ Add 10 Kills.

- 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 upstairs to 2F and enter the eastern hallway double doors.

- Apartment World, 2F East Hallway:

* Victims here: Victim-oldtype, Victim-13.

- Apartment World, 2F East Hallway:

Head east, then north and enter Room 203, avoiding the victims.

- Apartment World, Room 203 (2F):

* Victims here: Victim-oldtype.

Evade the victim, run into the bedroom in the back and examine the bloodied 
shirt to get the last [Torn Red Paper]. Quickly exit this room.

- 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 upstairs and enter the 3F Hallway through the double doors-- that's right, 
you don't need the Skinned Mike Tape, nor Richard's Revolver or the Putter.

- Apartment World, 3F Hallway:

Run forward and enter Room 304.

- Apartment World, Room 304 (3F):

Go into the back bedroom and grab the [Pistol Bullets], then exit.

- Apartment World, 3F Hallway:

Run to Room 302's door and slip the Red Paper and three Torn Red Papers under 
the door. Then run north 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:

Go to the door and collect all of the memos there. You should get...
Memo 20/52: Red Diary - May 2, Memo 21/52: Red Diary - May 14.
Memo 22/52: Red Diary - May 20. Memo 23/52: Red Diary Scrap.
Memo 24/52: Mike's Love Letter. Memo 25/52: Red Diary Scrap (cont.). After you
get these, use the storage box and manage your inventory so you're carrying 
these items: Rusty Axe, Temptation Placard, Source Placard, Watchfulness 
Placard, Chaos Placard. Now head into the bedroom.

- Room 302, Bedroom:

Walk around the bed to the window side and grab the [Doll Key] on the ground
here, then exit the bedroom.

- 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 south to Room 303 and enter it using the Doll Key.

- Apartment World, Room 303 (3F):

Skip the Eileen "20121" cutscene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the waking-up cutscene, and exit the bedroom.

- Room 302, Main Room:

Go to the door and get Memo 26/52: Red Diary - July 13 and [Succubus Talisman].
Head into the Laundry Room.

- Room 302, Laundry Room:

Use the Succubus Talisman on the black stain on the wall in here. When the
screen reloads, insert the four placards into the slots:

Temptation Placard into the left slot. The Source Placard to the right slot.
Watchfulness Placard to the top slot, and Chaos Placard to the bottom slot.
Make sure you're only carrying your Rusty Axe, then head into the hole.


+++ Total Kills: 49.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Hospital World                       [sh4_36]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


__________ _  _

Hospital World:
_  _ __________


- Hospital World, Emergency Room 1 (1F):

Skip the cutscene, you'll enter another area.

- Hospital World, Lobby (1F):

Kill all of the Hummers here. Wake them up by stomping on one of them, then 
kill the rest. Afterwards the northmost door on the eastern wall, to the 
Reception room.

+ Add 8 Kills.

- Hospital World, Reception (1F):

Get Memo 27/52: Nurse's Memo off the desk here, then exit via the west door.

- Hospital World, Lobby (1F):

Head into the middle southwest door here.

- 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, and skip the Eileen's bag cutscene. 
If you're on regular mode and haven't unlocked and taken the Submachine Gun, 
take [Eileen's bag]. Now enter the southwest most room here.

- Hospital World, Supply Room (1F):

Enter Pose and begin charging as soon as you enter. Wait in the corner for the 
two Patients to near, and unleash the charge attack which usually downs them 
both. Stomp to finish. Now grab the [Ampoule] on the northwestern part of this 
room on the shelves, and exit.

+ Add 2 Kills.

- 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, then exit.

- Hospital World, Lobby (1F):

Take the southeastern most door to the stairwell.

- Hospital World, Stairwell (1F, 2F):

Go up the stairs and enter the door at the top.

- Hospital World, Long Hallway (2F):

Press the elevator call button at the southmost part of this hallway, and then 
head back north. Time to explore the random rooms... as usual, avoid the Wheel 
Chair enemies here.

Here are some tips: Do not take any Bullets. Only Health supplies, Holy Candle, 
Saint Medallion, and of course the Hospital Room Key. Here's the room layout 
again... remember, it's random!


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

Room 1:

X-ray pictures stuck up on a whiteboard, and scattered on the floor.
Nothing useful, and nothing else. Exit ASAP.

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

Room 2:

Broken glass room with a corpse on the other side of a wire net. The [4-Iron] 
golf club is here. Don't take it. Exit.

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

Room 3:

Sticky floor that you can only walk across slowly, and some [Pistol Bullets]
laying near the bed in here. Leave immediately without taking them.

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

Room 4:

Strange bed with some kind of skin on it, and some [Pistol Bullets] laying next 
to the bed. Just leave.

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

Room 5:

Strange room with 4 machines and very long umbilical cords. Nothing useful.
So leave right away.

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

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. Then leave.

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

Room 7:

A screeching sound, and body parts that Henry says reek like hell on a steel 
grating bed hung by chains. Nothing useful. Leave.

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

Room 8:

The big moaning head room. Just leave.

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

Room 9:

It's locked, but Eileen is in there. You need the Hospital Room Key to unlock 
it.

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

Room 10:

2 Patient monsters are in here... and it's very cramped. Do not fight; Leave.

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

Room 11:

Non-hostile Wheel Chair with a shadow in it. Behind it, on a desk, is a pack of 
[Revolver Bullets], but don't bother with them. Just leave.

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

Room 12:

Broken bed with a [Nutrition Drink] for you to take. Get it and leave.

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

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. Get it and leave.

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

Room 15:

A so-called "sterile room." There's a [Nutrition Drink] on the ground here.
Take it and get out.

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

Room 16:

A dead body of a man with Toadstool enemies growing out of it. Kill them all 
and then leave.

+ Add 10 Kills.

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

Room 17:

Sterile room with a Patient enemy. Don't bother with it. Leave.

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

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.
Nothing in here, so leave.

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

Room 19:

Room where it's raining inside. Toadstool enemies are growing out of the
mattress in this room. Kill them all, then leave.

+ Add 10 Kills.

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

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. Leave as soon as you see it.

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

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. Nothing good here, so leave.

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

Room 22:

In the center of this room is a snake-like statue. Examine it and take the
[Hospital Room Key]. Use the Hospital Room Key to unlock the cage trap that
falls, and exit the room.

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


After you've explored all rooms and gotten all the items I told you to, go to
the room which contains Eileen and enter, unless you're really low on health. 
In that case, go home and heal, then come back real quick after dumping items. 
In either case, you want to go into Eileen's Hospital Room.

- Hospital World, Eileen's Hospital Room (2F):

Walk up to Eileen who's laying on the bed and hit Action to trigger the
cutscene. Skip it. Now leave this hospital room.

- Hospital World, Long Hallway (2F):

Take out the two Patients here, then head into the stairwell on the southeast
side of the floor.

+ Add 2 Kills.

- Hospital World, Stairwell (1F, 2F): 

Head down the stairs and enter the door to the 1F Lobby after waiting for
Eileen to catch up.

- Hospital World, Lobby (1F):

Kill the two patients, and enter the middle door on the east wall which you
haven't went through yet.

+ Add 2 Kills.

- Hospital World, Washroom (1F):

There is a Hole here.

Enter the hole, and skip the cutscene.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Skip the cutscene. Exit the bedroom.

- Room 302, Main Room:

Go turn the radio on to check for and deal with any hauntings, then use the 
storage box. Place all but Rusty Axe and Eileen's weapon (bag or Submachine 
Gun depending on what you have) into it. Now go to the front door and get the 
Memo 28/52: Red Diary - July 20 along with the [Small Key]. After this, go to 
the bookcase where the radio is and grab the three memos near the base of it. 
Memo 29/52: Red Diary - June 11, Memo 30/52: Red Diary - June 14 and
Memo 31/52: Red Diary - ??/??. Then enter the laundry room.

- Room 302, Laundry Room:

Enter the hole, back to the hospital.


__________ _  _

Hospital World:
_  _ __________


- Hospital World, Washroom (1F):

There is a Hole here.

Skip the cutscene. Exit the Washroom.

- Hospital World, Lobby (1F):

Head south into the elevator shaft, and try to open the gate. Your Small Key 
will unlock it and be used up, and you can go through.

- Hospital World, Long Descending Staircase (B1):

Equip Eileen's weapon, then go down the stairs and begin charging your weapon. 
Hit the patients with the charged attack close to the center of the stairs so 
they land on the flat center part and give you plenty of time to stomp them. 
After you get them killed, head to the bottom of the stairs here and go through 
the door.

+ Add 3 Kills.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Go all the way to the bottom, wait for Eileen, and then enter the door.


+++ Total Kills: 86.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Subway World 2nd                     [sh4_37]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________ _  _

Subway World:
_  _ ________


- Subway World, Generator Room (B1):

Follow this linear path past the pipes on a walkway into a room with two doors 
and some shelves. Grab the [Holy Candle] off the shelf here, then exit via the 
southwest door here.

- Subway World, Lynch Street Side Entryway (B1):

Head south in this short hallway, and take out the Gum Head in your way.
Continue south, then run west and take Eileen west, then south to the next area 
past any Gum Heads out in the open area here. You'll usually only have to kill 
1 Gum Head.

+ Add 1 Kill.

- Subway World, Hallway (B1):

Continue along south here and enter the women's bathroom.

- Subway World, Hallway (B1):

Go into the Women's Bathroom now.

- Subway World, Women's Bathroom (B1):

There is a Hole here.

Stomp on all Red Tremers here and enter the hole to go home to Room 302.

+ Add 10 Kills.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Get rid of any haunting you have, then access the storage box. Take out one 
Saint Medallion (in good condition), one Sword of Obedience, and the Lynch 
Street Line Coin. Check the door for find Memo 32/52: Red Diary - July 25 and 
Memo 33/52: Kid's Letter along with item [Toy Key]. Your items should be -
Rusty Axe, Sword of Obedience, Saint Medallion, Lynch Street Line Coin,
Toy Key. When you have these, enter the Laundry Room.

- Room 302, Laundry Room:

Enter the hole to go back to Subway World.


________ _  _

Subway World:
_  _ ________


- Subway World, Women's Bathroom (B1):

There is a Hole here.

Exit the bathroom with Eileen.

- Subway World, Hallway (B1):

Go into the Men's Bathroom, next door.

- Subway World, Men's Bathroom (B1):

Grab the [Nutrition Drink] in here, then leave.

- Subway World, Hallway (B1):

Equip the Saint Medallion, then head south to the next area, the turnstiles.

- Subway World, Turnstiles (B1):

Head south here and trigger the cutscene with Victim-16. Skip it, then rush her 
and beat her down with normal attacks until you can pin. Should take no more
than a minute. After that, use your Lynch Street Line Coin to go through the
Lynch Street Line entrance turnstile.

- Subway World, Turnstiles - Lynch Street Side (B1):

Head down the stairs here.

- Subway World, Passage between Lines (North) (B2):

Ignore the southern path between lines, and go down the northeast stairs.

- Subway World, Lynch Street Line (East) (B3):

Head into the north-most subway car entrance.

- Subway World, Lynch Street Line, NE/NW Subway Cars (B3):

Navigate through this car to the southern end of the eastern car, and then look 
at the toy box there with "1000í’Ë“" written on it. Use the Toy Key to open it up 
and get the [Filthy Coin], and then make your way back to the north end of the 
car and exit via the door you entered from.

- Subway World, Lynch Street Line (East) (B3):

Head as far south as you can go and go through the door at the end of the 
platform, on the south wall, into the SE Maintenance Room.

- Subway World, Lynch Street Line, Southeast Maint. Room (B3):

Grab the [Holy Candle] on the floor here, and then go down the ladder. Skip the 
cutscene. Remember, Eileen will be kept here. We'll come back for her in a few 
minutes here.

- Subway World, Maintenance Tunnel (B4):

* Victims here: Victim-13, Victim-14.

Head south at the intersection here and grab the [Nutrition Drink], then go 
back north and take the west ladder up to the Southwest Maint. Room.

- Subway World, Southwest Maint. Room (B3):

There is a Hole here.

Go into the hole, as we have items we need to dump off and something we need to 
do at the apartment.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Get rid of any new hauntings. Check the door to get
Memo 34/52:  Red Diary - July 17. Use the storage box and place all items
except for Rusty Axe and the Filthy Coin inside of it. Go wash the Filthy Coin
in the sink for the [1í’Ë“ Coin]. Make sure the only items you have are the
Rusty Axe and 1í’Ë“ Coin. Enter the Laundry Room.

- Room 302, Laundry Room:

Enter the hole.


________ _  _

Subway World:
_  _ ________


- Subway World, Lynch Street Line, Southwest Maint. Room (B3):

There is a Hole here.

Go down the ladder here.

- Subway World, Maintenance Tunnel (B4):

* Victims here: Victim-13, Victim-14.

Take the south path and follow it all the way to the door, and enter the door 
to go to King Street Line.

- Subway World, King Street Line (B4):

* Victims here: Victim-13, Victim-14.

There is a Hole here.

Run west, avoid the victims, and go up the Escalator on the side going 
downwards. You'll be bringing Eileen down soon and you want that side clear.

- Subway World, Escalator:

Work your way up the escalator, killing the Wall Men here by initiating combat 
with them by using a charge attack and then using normal attacks to finish the 
job. Do this until you reach the top. There's 5 Wall Men on this side.

+ Add 5 Kills.

- Subway World, Passage between Lines (South) (B2):

Head up the southeast stairs to the King Street Line turnstiles.

- Subway World, Turnstiles - King Street Side (B1):

Go up to the top of the stairs and grab [Cynthia's Commuter Ticket]. Use it to 
exit the King Street Line now.

- Subway World, Turnstiles (B1):

Head south past the turnstiles to another area.

- Subway World, King Street Side Entryway (B1):

Head south here, run past the Gum Heads and go up the eastern stairs in the 
south part here. Take the [Silver Bullets], then go back down the stairs and
north back to the turnstile area.

- Subway World, Turnstiles (B1):

Use the ticket once again at the Lynch Street Line turnstiles.

- Subway World, Turnstiles - Lynch Street Side (B1):

Go down the stairs.

- Subway World, Passage between Lines (North) (B2):

Go down the northeast stairs.

- Subway World, Lynch Street Line (East) (B3):

Head down the stairs here and look for a vending machine on the north side of 
this platform with "1í’Ë“" written on it in red. Use the 1í’Ë“ Coin on it to get the 
[Murder Scene Key]. Now go to the south end of the platform and enter the 
Southeast Maintenance Room.

- Subway World, Lynch Street Line, Southeast Maint. Room (B3):

Exit the way you came in right away, bringing Eileen with you.

- Subway World, Lynch Street Line (East) (B3):

Run north, and go up the stairs. Make sure to wait for Eileen.

- Subway World, Passage between Lines (North) (B2):

Go up the stairs to the turnstiles.

- Subway World, Turnstiles - Lynch Street Side (B1):

Use the commuter ticket to exit to the turnstiles main area.

- Subway World, Turnstiles (B1):

Go over to the King Street line turnstiles and use the commuter ticket to
enter them.

- Subway World, Turnstiles - King Street Side (B1):

Enter the door up here, which will unlock with the Murder Scene Key.

- Subway World, King Street Line Ticket Office (B1):

Yes, the place Cynthia died. Grab the [Train Handle] sitting on the ground
here, and then leave.

- Subway World, Turnstiles - King Street Side (B1):

Go down the stairs.

- Subway World, Passage between Lines (South) (B2):

Go down the escalator which is heading downwards with Eileen.

- Subway World, Escalator:

Simply tilt your analog stick so you run down the escalator at speed equal to 
that which Eileen is running after you at. Since you cleared the Wall Men 
earlier, they won't be here. Go all the way to the bottom.

- Subway World, King Street Line (B4):

* Victims here: Victim-13, Victim-14:

There is a Hole here.

Enter the open Subway car to your northeast (from the bottom of the escalator,)
and run to the driver's compartment in the front. Use the Train Handle here at 
the machinery. The screen will reload and the train will be sent one length 
forward. Exit back into the train car behind the driver's seat and look for an 
opening on the north side which leads to a tunnel.

Go in that tunnel, run down the stairs, and grab the [Sword of Obedience] which 
is leaning against the wall before you enter the door.

- Subway World, Exit Tunnel:

Skip the cutscene. After that, run forward (north) and use the door before Mr. 
Walter Sullivan has a chance to harm you or Eileen.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Run down the staircase to the very bottom, wait for Eileen and enter the door.


+++ Total Kills: 102.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Forest World 2nd                     [sh4_38]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________ _  _

Forest World:
_  _ ________


- Forest World, Cemetery:

* The Man with the Coat will appear here.

Grab the [Torch] at the northwest part of the area, equip it and light it
using the brazier. Quickly run through the double doors at the north end.

- Forest World, Path outside Cemetery:

* The Man with the Coat will appear here.

There is a Hole here.

Run straight forward, and examine the well for the [Doll's Head] before the 
torch's light runs out. After this, run east along the path, stopping beside a 
lamp post which has a [Nutrition Drink] next to it, and take it. Zig-zag run 
past the Sniffers here as best you can, and run to the gate in the very east 
part of this area. Wait for Eileen around the gate, then enter it when she gets 
close to you.

- Forest World, Path outside Wish House (South West):

* The Man with the Coat will appear here.

Run north, northeast, ignoring Walter who'll follow you to this area. Enter the
gate in the northeast area back to Wish House after you wait for Eileen to
catch up. A Sniffer may be in the way, but do your best to avoid it until she
catches up.

- Forest World, Remains of Wish House:

There is a Hole here.

Head into the center part which houses the remains of Wish House, and grab the 
white note on the ground for Memo 35/52: Jasper's Burned Memo. Go up the ramp
and grab the [Holy Candle] here. Examine the wheelchair doll to get Memo 36/52:
Wheelchair Doll Text. Use the Doll's Head on the wheelchair doll and attach it,
freeing up an inventory slot. Head into the hole in the north part of this area
to go home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Deal with any new hauntings, then go to the door and get
Memo 37/52: Red Diary - July 18. Put all unneeded items into the storage box.
Take with you: Rusty Axe, and the Torch. Now enter the laundry room.

- Room 302, Laundry Room:

Use your torch as an item on the container of oil on the floor here, which will
soak the torch in oil. Then enter the hole.


________ _  _

Forest World:
_  _ ________


- Forest World, Remains of Wish House:

There is a Hole here.

We're going to leave Eileen here at this part of the Forest World while we 
acquire the key items. Head into the northwest exit door to this area, and make 
sure you go far ahead of Eileen so she won't follow you to the next area.

- Forest World, Outside Coal Mine and Wish House (North West):

Run past the Victim-07+08 monsters here, grab the [Nutrition Drink] at the 
mine's entrance, then enter the mine.

- Forest World, Coal Mine:

Grab the [Nutrition Drink] and [Pickaxe of Despair] if applicable to whatever
game mode you're playing on in the northwest section of the mine, then head
through the archway in the northwest part.

- Forest World, Toluca Lake Overlook:

There is a Hole here.

Head south in here, and skip the cutscene with the child Walter Sullivan. Grab
the [Crested Medallion] off the statue, and the [Portable Medical Kit] off of
the ground. Use your torch on the brazier in this area, and then head back into
the archway going into the mines.

- Forest World, Coal Mine:

* Victims here: Victim-04, Victim-10, Victim-14.

Run past the ghost-victims and take the gate leading back towards Wish House.

- Forest World, Outside Coal Mine and Wish House (North West):

Run past the Victim-07+08s and to the well in the center of this area. Get the
[Doll's Right Leg] from it. Then head southeast and back to Wish House.

- Forest World, Remains of Wish House:

There is a Hole here.

Go attach the Doll's Right Leg to the wheelchair doll. After this, head into 
the southeast exit door to this area, again abandoning Eileen in this area.

- Forest World, Path outside Wish House (South East):

Run past the Hummers and grab the [Nutrition Drink] in the northeast side of 
this area, then take the southeastern gate here.

- Forest World, Southeastern Path:

* The Man with the Coat will appear here.

Run past the Hummers and Walter real quick, and go through the southeastern 
gate here.

- Forest World, Path with Strange Tree:

Grab the [Silver Bullets] here, then head through the east gate to the next 
area where we'll get the next doll part.

- Forest World, Southeastern Dead End:

There is a Hole here.

If your torch has burnt out, re-light it using the brazier here. Check the well
near the brazier out and get the [Doll's Left Leg]. Grab the [Nutrition Drink]
at the top of the stairs if you have room for it. Make room for it by using
another drink if you've been damaged, and you likely have been. Now leave via
the west gate. Time to go back to Wish House.

- Forest World, Path with Strange Tree:

Take the west gate.

- Forest World, Southeastern Path:

* The Man with the Coat will appear here.

Run past the Hummers and Walter, and take the northwestern gate.

- Forest World, Path outside Wish House (South East):

Run along the path west, avoiding Hummers, and take the door leading back to 
Wish House.

- Forest World, Remains of Wish House:

There is a Hole here.

Place the Doll's Left Leg on the wheelchair doll, and then head into the hole 
to go home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Clean out any new Haunting. Access the storage box. Do some item management and 
only take these items with you: Rusty Axe, Torch, Crested Medallion. Enter the
laundry room.

- Room 302, Laundry Room:

Enter the hole.


____ _  _

Room 302:
_  _ ____


- Forest World, Remains of Wish House:

There is a Hole here.

Go into the northeastern door, again leaving Eileen behind.

- Forest World, Path outside Wish House (North East):

Run past the Victim-07+08 and head through the eastern gate.

- Forest World, Eastern Path with Hanging Thing:

We'll come back here in a bit to get the doll part-- want to avoid backtracking 
for now. Just head through the northeastern gate.

- Forest World, Mother Stone:

* Victims here: Victim-17.

Skip the cutscene. After that, run through the eastern gate, avoiding Victim-17 
all together.

- Forest World, Path with Car:

* Victims here: Victim-17.

Run past the Hummers along the path and take the eastern gate, again ignoring
Victim-17 since he's relatively harmless if you leave him alone.

- Forest World, Industrial Compound North:

* Victims here: Victim-oldtype, Victim-04, Victim-17.

Run up the first ramp here. You can find a [Nutrition Drink] at the eastmost
part of this area, then take the southern doors to the next area, running past
the victims.

- Forest World, Industrial Compound South:

* Victims here: Victim-oldtype, Victim-04.

Run up the ramps and take the eastern double doors.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

Light your torch at the brazier here. Then take the eastern gate.

- Forest World, NorthEast Cliff:

Ignore the Gum Head here. Run to the well and get the [Doll's Right Arm].
Also here, a [Holy Candle] at the southern side, and a [Nutrition Drink] near 
the door you came in from. After you get them, head through the gate to the 
west you came from -- time to go back to Wish House.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

Run past the Gum Heads and then go through the doors on the west side here.

- Forest World, Industrial Compound South:

* Victims here: Victim-oldtype, Victim-04.

Run down the ramps and to the doors at the north end of this area, enter them.

- Forest World, Industrial Compound North:

* Victims here: Victim-oldtype, Victim-04, Victim-17.

Down the ramps and take the western gate.

- Forest World, Path with Car:

* Victims here: Victim-17.

Run west along the path, avoiding Hummers, and take the western gate.

- Forest World, Mother Stone:

* Victims here: Victim-17.

Head through the west gate towards Wish House. Light your torch up again if it
has lost its light on the brazier near the west gate.

- Forest World, Eastern Path with Hanging Thing:

* Victims here: Victim-17.

Grab the [Doll's Left Arm] out of the well here, and then take the gate in the
southwest area here heading to Wish House.

- Forest World, Path outside Wish House (North East):

* Victims here: Victim-17.

Run past Victim-17 and the Victim-07+08 to the doors here in the west leading
to Wish House.

- Forest World, Remains of Wish House:

There is a Hole here.

Place the Doll's Left and Right arms on the wheelchair doll, now skip the
cutscene. Wait for Eileen to get up there to where you're at, then examine
where the doll sat and select Yes to go down to the next area.

- Forest World, Wish House Underground Altar:

Go down the stairs and examine the book on the altar here to get the memo,
Memo 38/52: Descent of the Holy Mother - The 21 Sacraments. Use the Crested
Medallion here on the door to unlock it, then go through it.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head down to the very bottom and then wait for Eileen. When she gets close, go 
through the door.


+++ Total Kills: 102.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Water Prison World 2nd               [sh4_39]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Cylindrical Room in Sky:

Step forward into the center part of this room. Skip the cutscene.

- Water Prison World, Roof Interior (RF):

There is a Hole here.

Go around this room to the south end and wait for Eileen. Go through the door.

- Water Prison World, Roof:

* The Man with the Coat will appear here.

Run past Walter with Eileen and use the roof doors to exit to the exterior
spiral staircase.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run down the stairs here, and Walter will come through the doors shortly after
you start running down. Kill all the Hummers on the way down to the 3rd floor
cellblock double doors, and enter it when you get there after waiting for
Eileen to catch up to you.

+ Add 3 Kills.

- Water Prison World, Circular Cell Hallway (3F):

Head counter-clockwise towards cell 3.6 on the map, but do what I say below.

Legend:

EE = Area exit double doors.
D = Cell door.
3.1 = A corpse disposal chute hole, no items.
3.2 = Toadstool enemies, and nothing special.
3.3 = [Pistol Bullets] on desk here.
3.4 = Bunch of books you can't read or take strewn about, nothing useful.
3.5 = A corpse disposal chute hole, no items.
3.6 = A corpse disposal chute hole (bloody bed), no items.
3.7 = Note on desk, clothes on bed, [Holy Candle] on stool.
3.8 = Wall Men. No items.

                 _____________
                / __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______/


Kill all of the Victim-07+08 monsters in your way to and enter room 3.7, grab
the [Holy Candle] in there, and continue along to 3.6. Enter that cell and
jump down the hole in there. We'll be ditching Eileen there until later.
In the cells below it, 2.6 and 1.6, jump through the holes there as well.

+ Add 1 Kill.

- Water Prison World, Kitchen (B1):

There are Whitestools here, but ignore them for now. Enter the Northwest door.

- Water Prison World, Death Chamber (B1):

This is the room you saw Andrew DeSalvo dead in. Grab the [Prisoner's Shirt] in 
the middle and ignore the Whitestools. Exit.

- Water Prison World, Kitchen (B1):

Run around the table on the side the Whitestools aren't on, and take the south 
door here, avoiding them.

- Water Prison World, Dining Hall (B1):

More Whitestools-- Whack them dead and check around the room to get a
[Saint Medallion] on a bench, and a [Nutrition Drink] on a table. Exit via the
west door here.

+ Add 5 Kills.

- Water Prison World, Hallway (B1):

Whack the Whitestools in the north part of here dead, then go up the ladder.

+ Add 15 Kills.

- Water Prison World, 1F Surveillance Room:

Go up the ladder.

- Water Prison World, 2F Surveillance Room:

Go up the ladder.

- Water Prison World, 3F Surveillance Room:

Grab the [Nightstick] and go down the ladder.

- Water Prison World, 2F Surveillance Room:

Go down the ladder.

- Water Prison World, 1F Surveillance Room:

Go down the ladder.

- Water Prison World, Hallway (B1):

Exit via the south doubledoors here to the interior spiral staircase.

- Water Prison World, Interior Spiral Staircase (1F, B1, B2):

Take the ladder west of the doors you came out of up, and then go through the 
door up here to your east, which will unlock from this side.

- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Blue Tremers on the wall here, but ignore them. Grab the [Nutrition Drink] on 
the floor near the hole here if you have room, and enter the hole.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any hauntings, then check the door for
Memo 39/52: Red Diary - July 28. Use your storage box and put excess items
inside. Keep these items on you: Rusty Axe, Pistol, 2x Sword of Obedience, 2x 
Silver Bullet, 2x Pistol Bullets, Eileen's weapon (Nightstick or Submachine 
Gun) and the Prisoner's Shirt. Head into the bathroom.

- Room 302, Bathroom:

Use the Prisoner's Shirt at the bathtub and get Memo 40/52: Note from the
Bloody Prisoner's Shirt. Exit the bathroom.

- Room 302, Main Room:

Head into the laundry room.

- Room 302, Laundry Room:

Go into the hole.


______________ _  _

Water Prison World:
_  _ ______________


- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Head through the east door to the exterior spiral staircase.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Use the ladders to quickly climb to the 3F Cell Hall doorways, and enter.

- Water Prison World, Circular Cell Hallway (3F):

Run counter-clockwise east to cell 3.6 and get Eileen. Then get out of there,
and exit this place to the exterior spiral staircase.

- Water Prison World, Exterior Spiral Staircase (1F, 2F, 3F, RF):

* The Man with the Coat will appear here.

Run down, down, down to the first floor access door, killing any Hummers that
are in your way, and wait for Eileen. Enter the door when she gets there.

+ Add 3 Kills.

- Water Prison World, Spiral Staircase Access (1F):

There is a Hole here.

Equip the Pistol and use the Silver Bullets as an item to load it into the gun.
Enter the western door to the interior spiral staircase.

- Water Prison World, Interior Spiral Staircase (1F, B1, B2):

Skip the cutscene, and equip your melee weapon. Head down the spiral staircase,
killing all Whitestools until you encounter Victim-18, the ghost of Andrew
DeSalvo. When you do, equip the Pistol, get close to him, enter Pose mode and
fire it off. Pin him with one of the Swords of Obedience you are carrying.
This will get you the [Water Prison Generator Room Key] for below. Reload the
Pistol with some regular bullets, then re-equip your melee weapon and continue
along going  down, killing all Whitestools in the way until you reach the very
bottom, and enter that door there.

+ Add 20 Kills.

- Water Prison World, Waterwheel Room (B2):

There is a Hole here.

Head down the stairs here here and go to the south end of the room where the
hole is. You should find a [Portable Medical Kit] laying on the floor near the
Waterwheel here. Take it. Now head to the northeast side of this room and enter
the door here, which will unlock with the key you have.

- Water Prison World, Generator Room (B2):

Equip your Pistol and Eileen's weapon, then head northeast here. You should
walk into range to trigger the Victim-07+08s to charge. When they get close,
begin to fire. Eileen will help a bit or a lot depending on what weapon you
have on her. Stomp some as you can, and remember the Portable Medical Kit you
took in the last room if you lose too much life doing this. When you run out of
ammo, it's time to take out your Rusty Axe and get cracking.

After you've got them all dead, enter the door with the "Halo of the Sun"
symbol in the northeastmost part of this room.

+ Add 6 Kills.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

If you'd like to save, use the hole half way down. If not, read below.

-------------------
PRIMARY SAVE POINT:
-------------------

Save at this point if you're no good at doing the Eileen bug to skip her over
the fence in the next world. Time should be no more than around 1h:25m.

---

Head down the stairs to the very bottom. Equip the Pistol and load it with your
other Silver Bullet. Wait for Eileen to reach the bottom, then enter the door.


+++ Total Kills: 155.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Building World 2nd                   [sh4_40]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



*****************
IMPORTANT NOTICE:
*****************


There will be two versions of the Walkthrough to this world. One using the
bug to skip Eileen over the fence and save yourself time (recommended!) and
the regular version. Find the regular version below the speedy bug version.


---



Building World 2nd, Bug Version Walkthrough:
--------------------------------------------


__________ _  _

Building World:
_  _ __________


- Building World, Exterior Elevator Access (B10):

There is a Hole here.

Skip the cutscene with Victim-19. Check the book in the center of the area to 
get Memo 41/52: Reminisces, and then grab the [Nutrition Drink] behind the car 
in the southeast part of this area. Now head towards the elevator in the north 
end of this area. Let Victim-19 touch down and move towards you before you 
enter Pose mode and shoot him with your Silver Bullet. Pin him then with your 
Sword of Obedience. Now go into the elevator.

- Building World, West Elevator:

Use the elevator buttons here and select bottom floor. When it reaches its 
destination, go out the door in the south end of the elevator.

- Building World, Exterior Elevator Access (B12):

Grab the [Holy Candle] in the southeast corner here. Time to perform the Eileen 
bug to skip the majority of this world. Push her into the corner where you 
picked up the Holy Candle, then make a break for the elevator furthest from the 
corner and enter it.

If you need a better description, visit the Secrets, and Extras section.

- Building World, West Elevator:

Henry should be in the elevator alone, so take the ladder in the north end of 
here down.

- Building World, Under the Elevators (B12):

Go north, and then west through the tunnel. Kill all Whitestools here. Do not 
pick up the [Billiard Ball] on the floor here, you won't need it. Go up the 
ladder at the west end.

+ Add 8 Kills.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Head along this linear path going west, then south, then east until you trigger 
the cutscene. Skip it, and grab the [Portable Medical Kit] on west side of the 
fence here before you head south to the next area. You should notice Eileen on 
the other side of the fence, but nevermind that for now.

- Building World, Exterior Area with Water Tower (B12):

Go north to head back to the previous area.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Eileen should be running towards you. Let her get close and continue south to 
the next area. The bug has been performed.

- Building World, Exterior Area with Water Tower (B12):

Grab the [Saint Medallion] at the east part here, ignore the [Volleyball], and 
enter the door on the north wall.

- Building World, Gigantic Fan Room (B12, B13):

Go down the stairs here, avoid any Wheel Chairs and take the door in the 
southeast part of this room after waiting for Eileen to catch up.

- Building World, Interior Staircase C (B13, B14, B15):

Before you start running down these stairs, search the top part here to find a 
[Holy Candle], then run down the stairs enter the southmost door to the bar 
after waiting for Eileen.

- Building World, Bar Southfield (B15):

There is a Hole here.

Check the bar counter here for Memo 42/52: Later Bartender's Memo. Use the door 
that requires the code in the southwest part of the room. The code is 4890, so 
enter it. Then go through the door.

- Building World, Winding Staircase (Going down from B15 to B23):

Head down the stairs many, many floors and kill any Hummers that bother you 
along the way. At the bottom take the [Portable Medical Kit] that will surely 
be useful soon. Go through the door here with the Halo of the Sun symbol.

+ Add 8 Kills.

- Building World, "The One Truth":

Skip the cutscene, and defeat the One Truth. Then enter the now-unlocked door. 
Eileen will help you out a lot if she has the Submachine Gun, which she won't
if you're on One Weapon Mode.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head straight to the bottom, and wait for Eileen at the bottom. Get the book in 
front of the door marked "302" down here for Memo 43/52: Superintendent's Diary 
(Man with the Coat). After you take it, wait for Eileen to reach the bottom 
with you, and enter the door marked "302".


+++ Total Kills: 171.

(Go to the next section "Room 302 of the Past" if you finished the above
 version of the Walkthrough for Building World 2nd)


---



Building World 2nd, Regular Speed Walkthrough:
----------------------------------------------


__________ _  _

Building World:
_  _ __________


- Building World, Exterior Elevator Access (B10):

There is a Hole here.

Skip the cutscene. Get Memo 41/52: Reminisces, and grab the [Nutrition Drink] 
behind the car in the southeast part of this area. Now head towards the 
elevator in the north end of this area. Let Victim-19 touch down and move 
towards you before you enter Pose mode and shoot him with your Silver Bullet. 
Pin him then with your Sword of Obedience. Now go into the elevator.

- Building World, West Elevator:

Use the elevator buttons here and select bottom floor. When it reaches its 
destination, go down the ladder here in the north end of the elevator shaft.

- Building World, Under the Elevators (B12):

Go north, and then west through the tunnel. Kill any Whitestools in the way, 
and grab the [Billiard Ball] on the floor here before going up the ladder at
the west end.

+ Add 8 Kills.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Run along this linear path going west, then south, then east until you trigger 
a cutscene. Skip it. Victim-04 will show up-- just run past him and any Hummers 
here, and get the [Portable Medical Kit] on the west side of the fence here 
before you head south again to the next area.

- Building World, Exterior Area with Water Tower (B12):

Grab the [Volleyball] and [Saint Medallion] at the east part of this area, then 
enter the door on the north wall after this.

- Building World, Gigantic Fan Room (B12, B13):

Go down the stairs here, avoid any Wheel Chairs and take the door in the 
southeast part of this room.

- Building World, Interior Staircase C (B13, B14, B15):

Before you start running down these stairs, search the top part here to find a 
[Holy Candle], then run down the stairs enter the southmost door to the bar.

- Building World, Bar Southfield (B15):

There is a Hole here.

Check the bar counter here for Memo 42/52: Later Bartender's Memo. Walk up to 
the pool table and use the Billiard Ball to set it on the table. Then enter the 
hole to do some item management.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Take care of any new hauntings, use your storage box, and place all items 
except for the following inside: Melee weapon, one Saint Medallion, Volleyball 
and Eileen's weapon. Enter the laundry room.

- Room 302, Laundry Room:

Enter the hole.


__________ _  _

Building World:
_  _ __________


- Building World, Bar Southfield (B15):

There is a Hole here.

Exit via the door back to the staircase you entered here from.

- Building World, Interior Staircase C (B13, B14, B15):

Go all the way to the top and enter the door there.

- Building World, Gigantic Fan Room (B12, B13):

Avoid the Wheel Chairs here again, run up the stairs and enter the door at the 
top.

- Building World, Exterior Area with Water Tower (B12):

Head west, then north through the alley.

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Run past the victim and Hummers, and go west, then north, then east and down 
the ladder here.

- Building World, Under the Elevators (B12):

Head east, then south here. Take the southwest ladder up to reunite with 
Eileen.

- Building World, West Elevator:

Make sure Eileen's weapon is equipped. Exit the elevator via the south door.

- Building World, Exterior Elevator Access (B12):

Grab the [Holy Candle] in the southeast corner here, then get into the east 
elevator.

- Building World, East Elevator:

Use the control panel and select top floor. When it arrives, exit via the south 
door.

- Building World, Exterior Elevator Access (B8):

Head west to the next area.

- Building World, Exterior Staircase A (B5, B6, B7, B8):

Walk. Grab the [Nutrition Drink] at the base of the stairs, and then kill the 
two Sniffers here. Now get onto the stairs, run all the way up to the top and 
enter the door on B5, which goes to the Sports Shop.

+ Add 2 Kills.

- Building World, Albert's Sports Store (B5):

There is a Hole here.

Use the Volleyball at the basket filled with volleyballs. After that, grab the 
[Cake Candles] off of the counter here and exit via the south door.

- Building World, Interior Storage Room (B5):

Grab the [Holy Candle] in the southeast corner here, then exit via the east 
door here.

- Building World, Interior Hallway A (B5):

Head north and enter the door to the east.

- Building World, Interior Staircase A (B3, B4, B5):

* Victims here: Victim-12.

Run all the way up these stairs, enter the door at the top, stomping on any Red 
Tremers that get in the way.

- Building World, Home of Eric Walsh (B3):

* Victims here: Victim-10.

Grab the [Stuffed Cat] at the northeast part of this room, and use the Cake 
Candles on the cake sitting on the table. Exit via the north door you came in 
from.

- Building World, Interior Staircase A (B3, B4, B5):

* Victims here: Victim-10, Victim-12.

Run down to the bottom and take the door on the southwest side.

- Building World, Interior Hallway A (B5):

Run south and take the western door.

- Building World, Interior Storage Room (B5):

Take the northern door in this room, to the sports shop.

- Building World, Albert's Sports Store (B5):

There is a Hole here.

Take the north door on the north wall here.

- Building World, Interior Staircase B (B5, B6, B7):

Take the stairs down to the bottom and enter the door to the east here.

- Building World, "Garland's" Pet Shop (B7):

* Victims here: Victim-10, Victim-12.

Check some of the shelves in the northeast part here and get the
[Nutrition Drink], but don't take the [Pistol Bullets]. Go to the counter in 
the west part of the store, and use the Stuffed Cat here on the cage. Enter the 
door on the northwest side of the shop here.

- Building World, Interior Staircase D (B7, B8):

Head down the stairs and enter the door at the bottom on the west side.

- Building World, Clock Room (B8):

Kill the Hummers, and head through the door with the clock on the northwest 
side.

+ Add 6 Kills.

- Building World, Interior Staircase E (B8, B9, B10):

* Victims here: Victim-12, Victim-17.

Unequip Eileen's weapon, then run down to the very bottom, past any victims. 
There are many doors in this area, but only two of them really work, the one 
you came from, and the one at the bottom, on the south side.

- Building World, Gum Head Arena (B10):

Run past all of the enemies here and wait for Eileen at the southmost door 
here. This can be a real pain due to the four Gum Heads with golf clubs.

- Building World, Interior Staircase F (B10, B11, B12):

Equip Eileen's weapon. Head down these stairs here to the very bottom, and then 
take the door on the south side here, which unlocks from this side and leads 
to...

- Building World, Exterior Alleyway A (B12):

* Victims here: Victim-04.

Follow the alley west, then south, then east, then south, running from the 
victim and Hummers here. Don't forget to wait for Eileen before proceeding to 
the next area.

- Building World, Area with Water Tower (B12):

South, then east and into the door on the north wall.

- Building World, Gigantic Fan Room (B12, B13):

Down the stairs, avoid the wheelchairs and head into the door on the southeast 
side after waiting for Eileen.

- Building World, Interior Staircase C (B13, B14, B15):

Re-equip Eileen's weapon. There are Gum Heads on and around the stairs here. 
Escort Eileen down them and take care of any that get in your way. At the 
bottom, head into the southmost door leading to the bar.

+ Add 1 Kill.

- Building World, Bar Southfield (B15):

There is a Hole here.

There's a Gum Head in here. Run past it and use the door in the southwest part 
of the room. The code, of course, is 4890. Enter it, then go through the door.

- Building World, Winding Staircase (Going down from B15 to B23):
 
Head down the stairs many, many floors and kill any Hummers that bother you 
along the way. At the bottom take the [Portable Medical Kit] that will surely 
be useful soon. Go through the door here with the Halo of the Sun symbol.

+ Add 8 Kills.

- Building World, "The One Truth":

Skip the cutscene, and defeat the One Truth. Then enter the now-unlocked door. 
Eileen will help you out a lot if she has the Submachine Gun.


____________________ _  _

Strange Spiral Staircase:
_  _ ____________________


- Strange Spiral Staircase:

There is a Hole here.

Head straight to the bottom, and wait for Eileen at the bottom. Get the book in 
front of the door marked "302" down here for Memo 43/52: Superintendent's Diary 
(Man with the Coat). After you take it, wait for Eileen to reach the bottom 
with you, and enter the door marked "302".


+++ Total Kills: 180.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Room 302 of the Past                 [sh4_41]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


________________ _  _

Room 302 of the Past:
_  _ ________________


- Room 302 of the Past, Main Room:

There is a Hole here.

Grab the two books on the table to get Memo 44/52: Old Picture Book and
Memo 45/52: Crimson Tome. Now go to and enter the bedroom of Room 302.

- Room 302 of the Past, Bedroom:

Grab the four memos on the tables and floor here.
Memo 46/52: Red Diary - August 2, Memo 47/52: Red Diary - August 3,
Memo 48/52: Red Diary - August 4, Memo 49/52: Red Diary - August 5.
Exit this bedroom after you've taken them.

- Room 302 of the Past, Main Room:

There is a Hole here.

Head back into the main room here, and as you step over the black spot in
the carpet, you'll trigger a cutscene. Skip it. Head towards the bathroom in
here and take the [Pickaxe of Hope] on the wall here. After you have it, go 
into the open door of the bathroom here and enter the hole.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Use the Pickaxe of Hope to smash down the wall between the bedroom and 
bathroom, but don't go through there yet. Head into the main room and clear out 
any hauntings. Now check the main door to get Memo 50/52: Red Diary - July 29 
and Memo 51/52: Red Diary - August 7. Head into the laundry room.

- Room 302, Laundry Room:

Don't go into the hole. Examine the white letter on the cardboard box in here 
to get Memo 52/52: Joseph's Letter, the final memo. Exit this room back to the 
main room.

- Room 302, Main Room:

Head into the hole between the bedroom and bathroom doors.

- Room 302, Hidden Back Room:

Skip the cutscene, examine Walter's corpse and and take the
[Keys of Liberation] from him, now exit this room.

- Room 302, Main Room:

A new haunting may or may not appear. If so, take care of it. Now heal yourself 
using items in the box if you need it, then dump all items except for the Keys 
of Liberation, Rusty Axe, and Eileen's weapon. Walk to the chained up door and
use the Keys of Liberation on it to open it up. Skip the cutscene.


+++ Total Kills: 171 or 180 depending on Building World 2nd path.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  10-Star Speedwalkthrough: Outside Room 302                     [sh4_42]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


____________ _  _

Outside Room 302:
_  _ ____________


- Outside Room 302, 3F Hallway (North):

Skip the cutscene, head north and enter Room 301.

- Outside Room 302, Room 301 and 201 (3F, 2F):

Charge up and take out the Victim-07+08 and then go down the stairs here. On 
this floor, kill the Bottoms and other Victim-07+08, then exit via Room 201's 
main door.

+ Add 3 Kills.

- Outside Room 302, 2F East Hallway (North):

* The Man with the Coat will appear here.

Head south and stop at the pile of garbage. Wait for Eileen to catch up, then 
dash south and run into Room 202 before Walter, on the other side shoots you 
with his pistols.

- Outside Room 302, Room 202 (2F):

Head through the hole in the wall in the south wall here.

- Outside Room 302, Room 203 (2F):

Exit via this apartment's main door.

- Outside Room 302, 2F East Hallway (South):

Continue south and enter Room 204.

- Outside Room 302, Room 204 (2F):

* The Man with the Coat will appear here.

Walk into the kitchen. Careful here, don't walk into the main room itself or 
the Man with the Coat on the other side of the apartment here will shoot you. 
In the kitchen is a [Nutrition Drink]. Take it and leave.

- Outside Room 302, 2F East Hallway (South):

Unequip Eileen. Head west and through the double doors to the main area.

- Outside Room 302, Stairway and Main Area (3F, 2F):

Run across to the 2F west hallway double doors, ignoring the patients. Try to 
go through and see if Eileen follows you, if not come back into this area and 
try again until she does. Saves you time here.

- Outside Room 302, 2F West Hallway (South):

Head west, then north in the hallway and enter Room 206.

- Outside Room 302, Room 206 (2F):

* The Man with the Coat will appear here.

Quickly run to the northern bedroom and go through the hole in the wall before 
the Man with the Coat has a chance to harm you.

- Outside Room 302, Room 207 (2F):

Exit via the front door to the apartment.

- Outside Room 302, 2F West Hallway (North):

Knock down and stomp the Bottoms here guarding the stairway down, then go down 
the stairs.

+ Add 1 Kill.

- Outside Room 302, 1F West Hallway:

Go down to the bottom of the stairs here, and enter Room 107.

- Outside Room 302, Room 107 (1F):

You can find a [Nutrition Drink] in a back room here, and then exit.

- Outside Room 302, 1F West Hallway:

Go south and enter Room 106.

- Outside Room 302, Room 106 (1F):

On the kitchen counter, you can find a [Holy Candle]. In the bathroom, you can 
find an [Ampoule]. In the bedroom, a [Portable Medical Kit]. After you take 
them, exit the room.

- Outside Room 302, 1F West Hallway:

Head into the main section, by going east into the double doors.

- Outside Room 302, Stairway and Main Area (1F):

Eileen will stop following you now. Enter the double doors to the 1F east wing.

- Outside Room 302, 1F East Hallway:

Run to the southeast end of this area and trigger the hanging man, then run to 
and enter Room 104. Avoid the Victim-07+08.

- Outside Room 302, Room 104 (1F):

Find the hanging body in here and examine it, then leave unless you need health 
items-- if so just walk out of range along to be hit in the area where the Wall 
Men are, and take the [Portable Medical Kit]. Exit the room when done.

- Outside Room 302, 1F East Hallway:

Head north, running past the Victim-07+08 in the hallway, and enter Room 103.

- Outside Room 302, Room 103 (1F):

There are some Bottoms in here. Ignore them and trigger the hanging body in 
here, then leave before they can damage you.

- Outside Room 302, 1F East Hallway:

Head north and enter Room 102.

- Outside Room 302, Room 102 (1F):

* Victims here: Victim-oldtype.

Evade the victim and find the hanging body in here, examine it. There's a
[Nutrition Drink] on a counter near the kitchen if you need it. Exit.

- Outside Room 302, 1F East Hallway:

Head north, avoid the Victim-07+08 and Bottoms in this hallway. Examine the 
hanging body in the northmost part of the hallway, then enter Room 101.

- Outside Room 302, Room 101 (1F):

Find the hanging body in here and examine it. Then exit.

- Outside Room 302, 1F East Hallway:

Head south, then west and exit back to the main area via the double doors.
Run past the Victim-07+08 and Bottoms.

- Outside Room 302, Stairway and Main Area (1F):

Skip the cutscene, and head into the west hallway double doors.

- Outside Room 302, 1F West Hallway:

The chains on the super's room (105) are gone, so enter it.

- Outside Room 302, Room 105 (1F):

Heal Eileen with your Holy Candle if you want a good ending, then examine the 
red box on the shelf to trigger a cutscene. Skip it. You will get the item 
[Umbilical Cord]. You can find a [Nutrition Drink] in the bedroom if you have 
any room for it, then exit.

- Outside Room 302, 1F West Hallway:

Skip the cutscene, then head north and up the stairs to the next floor at the 
north end of the hallway.

- Outside Room 302, 2F West Hallway (North):

Up the stairs, and then enter Room 207.

- Outside Room 302, Room 207 (2F):

Some Wall Men have spawned here, but no worries. Just head through the hole in 
the south part of here to go next door.

- Outside Room 302, Room 206 (2F):

Exit room 206 via its front apartment door.

- Outside Room 302, 2F West Hallway (South):

Lots of Victim-07+08 and Bottoms here. I recommend running as fast as you can 
south, then east and through the double doors.

- Outside Room 302, Stairway and Main Area (3F, 2F):

Head past the Patients and through the double doors directly east of here on 
the same floor -- 2F.

- Outside Room 302, 2F East Hallway (South):

Run to and enter Room 203.

- Outside Room 302, Room 203 (2F):

Head through the hole in the wall in the north part of here, in the bedroom.

- Outside Room 302, Room 202 (2F):

Exit via the apartment's front door.

- Outside Room 302, 2F East Hallway (South):

Run to and enter Room 201, north of where you entered.

- Outside Room 302, Room 301 and 201 (3F, 2F):

Go up the stairs here, and exit via 301's main door.

- Outside Room 302, 3F Hallway (North):

Run past the Victim-07+08 and Bottoms here, and enter Room 302.


____ _  _

Room 302:
_  _ ____


- Room 302, Main Room:

Clear out any haunting that has appeared with whatever Holy Candles and/or 
Saint Medallions you've got left, and use the storage box. All you'll need is 
your melee weapon and some healing items, along with the Umbilical Cord.
I personally recommend the Pickaxe of Despair if on regular mode, and of course 
whatever weapon you chose if playing One Weapon Mode. Remember, no more than 7 
items total, including the Umbilical Cord.


---------------------
ALTERNATE SAVE POINT:
---------------------

Save here if you didn't save just before Building World 2nd. This is the
best place to save, but it's not for everyone on their first go at 10-Star.
No more than 2h:25m time here, assuming you got all memos. Ideally, you'd want
no more than 1h:55m time.

---


Now enter the room in the back where Walter's corpse is.

- Room 302, Hidden Back Room:

Check the black pool below where Walter's corpse was. Select Yes to go in when 
you are ready. Skip the cutscene.


_______ _  _

Ritual Area:
_  _ _______


- Above Ritual Chamber, Blood of the Ten Sinners:

Skip the cutscene. Equip the Pickaxe of Despair or whatever weapon you chose on 
One Weapon Mode, then examine and go through the hole in the center.

- Chamber of the 21 Sacraments:

Skip the cutscene. Commence fighting. When you win the fight, skip or watch the 
ending/credits. Of course, if you need a strategy it is available in the
Enemies section as usual.


+++ Total Kills: 176 or 185 depending on Building World 2nd path.
                 Either way, I left room for some error here, people.
                 You really only need to get 120!

Now check the ranking screen to see what you got.

Did you get it? If not, check your weak points for score. It's probably time in
this game. Remember, cut down on unnecessary things! Take the shortest path
through areas and never return to Room 302 unless you really have to.

Here's an example of a 10-Star Rank score I got while writing this.

Difficulty: Hard
Play time: 1:25:23
Saves: 1
Continues: 0
Enemies Defeated: 176
Memo Items Found: 52/52
Ending: "Escape"
Rank: * * * * * * * * * *



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Contacting the Author                                          [sh4_43]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



You may contact me via e-mail at devhatesyou(at)gmail(dot)com.

I will not answer things already answered in this guide. Note that when I am 
finished with writing this document (version will have "Final" in it), I will 
most likely not answer any question related to this game anymore. Like most 
everyone else, I have other things to do and not an infinite amount of time to 
do it with!

Please don't e-mail me about things already answered in this guide. I will 
simply ignore the mail.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Credits                                                        [sh4_44]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



- My poor, poor hands...

- merciless101 of GameFAQs boards. He discovered the "Eileen bug" for the
  Building World 2nd time. Very helpful for some people who can't rush as fast
  as others can.

- The webmaster of http://www.translatedmemories.com for some arranged Victim
  info I used. Thanks, duder.

- Several forum members of http://www.silenthillheaven.com forums who did the
  translations on the original victim info and stories. Off the top of my head,
  I know that board member "excuse17" did the stories.

* If anyone else who's connected to the victim info translations wants their
  name in here, just ask.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Copyright/Legal Info                                           [sh4_45]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



This document is protected by international copyright laws.

This document Copyright (c) 2004 Dev [devhatesyou(at)gmail(dot)com]


This document and its written contents are (c) 2004 Dev unless otherwise noted 
in the above Credits section.

You may only find it publicly on the websites listed below. You may not 
distribute this document publicly in whole or in part on any other website or 
medium than those listed below, excepting expressed permission from the author; 
and even then only if it is fully intact with no modifications whatsoever. You 
may not sell this document or any information contained within for profit under 
any circumstance nor distribute it in any way for financial gain. You may, 
however, for non-profit purposes, and privately, distibute and keep any number 
of unmodified backup copies in the same format as it is current in on any 
storage medium if you wish for personal and private use only. You may not 
plagiarise any content of this document for works of your own. You will not use 
this document for any other purpose than private, personal, non-profit use.

Websites which I do allow to host and publicly distribute this guide are:

: http://www.GameFAQs.com (and any party directly affiliated with it)
: http://www.neoseeker.com (Neoseeker)
: http://faqs.ign.com (IGN.com)

You can always find the current version of this guide and any of my others at 
the URLs listed above.

No other organizations are authorized to publicly distribute this document.
I do it this way because it's often a pain to get updates posted elsewhere, 
such as on personal sites, and I dislike people e-mailing me about dated 
versions of my guides inwhich issues are cleared up.


---


The Silent Hill videogames, "Silent Hill 4: The Room", and all other registered 
instances of such are Copyright (c) Konami. All characters, stories, and so on 
are Copyright (c) their respective holders.



// EOF (End of File)

Extra special thanks to Revolution reader Devhatesyou!

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