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codes > ps2 > Silent Hill 4: The Room FAQ

Silent Hill 4: The Room FAQ

*GAMETAP: Expand your playground*

Silent Hill 4: The Room FAQ

Playstation 2

For a list of cheats click here.

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     Silent Hill 4: The Room (PlayStation 2, Xbox, PC) - FAQ/Walkthrough
                             v1.2 - 11/06/2004
                   by Dev [devhatesyou(at)gmail(dot)com]

                                       ---

        Game Developer : Konami Computer Entertainment Tokyo
        Game Publisher : Konami
        Platform(s)    : PlayStation 2, Xbox, PC.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Table of Contents                                              [sh4_01]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


Note: This guide uses a sectioned code search system so you can easily find 
whatever section you'd like to jump to without scrolling. To find the section 
"Table of Contents", for example, one would input: [sh4_01] into their 
wordprocessor or browser's find function for text matching. All of the 
individual section codes are listed here in the Table of Contents.


SECTIONS:

[sh4_01] .. .. .. .. .. - Table of Contents
-
[sh4_02] .. .. .. .. .. - Update History
-
[sh4_03] .. .. .. .. .. - Controls, Menus, and Options
-
[sh4_04] .. .. .. .. .. - Frequently Asked Questions - FAQ
-
[sh4_05] .. .. .. .. .. - Characters
-
[sh4_06] .. .. .. .. .. - Basic Combat Guide
-
[sh4_07] .. .. .. .. .. - Walkthrough: Introduction
[sh4_08] .. .. .. .. .. - Walkthrough: Room 302, Beginning
[sh4_09] .. .. .. .. .. - Walkthrough: Subway World
[sh4_10] .. .. .. .. .. - Walkthrough: Forest World
[sh4_11] .. .. .. .. .. - Walkthrough: Water Prison World
[sh4_12] .. .. .. .. .. - Walkthrough: Building World
[sh4_13] .. .. .. .. .. - Walkthrough: Apartment World
[sh4_14] .. .. .. .. .. - Walkthrough: Hospital World
[sh4_15] .. .. .. .. .. - Walkthrough: Subway World 2nd
[sh4_16] .. .. .. .. .. - Walkthrough: Forest World 2nd
[sh4_17] .. .. .. .. .. - Walkthrough: Water Prison World 2nd
[sh4_18] .. .. .. .. .. - Walkthrough: Building World 2nd
[sh4_19] .. .. .. .. .. - Walkthrough: Room 302 of the Past
[sh4_20] .. .. .. .. .. - Walkthrough: Outside Room 302
-
[sh4_21] .. .. .. .. .. - The Ranking Screen
-
[sh4_22] .. .. .. .. .. - Endings
-
[sh4_23] .. .. .. .. .. - Weapons
-
[sh4_24] .. .. .. .. .. - Items
-
[sh4_25] .. .. .. .. .. - Enemies
-
[sh4_26] .. .. .. .. .. - Secrets, and Extras
-
[sh4_27] .. .. .. .. .. - Memos
-
[sh4_28] .. .. .. .. .. - Memo Locations
-
[sh4_29] .. .. .. .. .. - 10-Star Speedwalkthrough: Introduction
[sh4_30] .. .. .. .. .. - 10-Star Speedwalkthrough: Room 302, Beginning
[sh4_31] .. .. .. .. .. - 10-Star Speedwalkthrough: Subway World
[sh4_32] .. .. .. .. .. - 10-Star Speedwalkthrough: Forest World
[sh4_33] .. .. .. .. .. - 10-Star Speedwalkthrough: Water Prison World
[sh4_34] .. .. .. .. .. - 10-Star Speedwalkthrough: Building World
[sh4_35] .. .. .. .. .. - 10-Star Speedwalkthrough: Apartment World
[sh4_36] .. .. .. .. .. - 10-Star Speedwalkthrough: Hospital World
[sh4_37] .. .. .. .. .. - 10-Star Speedwalkthrough: Subway World 2nd
[sh4_38] .. .. .. .. .. - 10-Star Speedwalkthrough: Forest World 2nd
[sh4_39] .. .. .. .. .. - 10-Star Speedwalkthrough: Water Prison World 2nd
[sh4_40] .. .. .. .. .. - 10-Star Speedwalkthrough: Building World 2nd
[sh4_41] .. .. .. .. .. - 10-Star Speedwalkthrough: Room 302 of the Past
[sh4_42] .. .. .. .. .. - 10-Star Speedwalkthrough: Outside Room 302
-
[sh4_43] .. .. .. .. .. - Contacting the Author
-
[sh4_44] .. .. .. .. .. - Credits
-
[sh4_45] .. .. .. .. .. - Copyright/Legal Info



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Update History                                                 [sh4_02]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____




* v1.2 - Released 11/06/2004. Fourth release. Edited the 10-Star Speed
         walkthrough a bit so that it follows a faster route, and added some
         extra small bits of info here and there. I don't think there's much
         more--if anything-- to document.

---

* v1.1 - Released 10/20/2004. Third release. Minor updates.

---

* v1.0 - Released 10/14/2004. Second release. 10-Star Speedwalkthrough is
         finished and pretty much everything is covered. Changed some
         formatting for some sections. Gave it another look over since I'm
         using metapad instead of notepad to write my FAQs now. Should be very
         few errors now, but feel free to e-mail me about any serious ones.

---

* v0.9 - Released 10/05/2004. Initial release. May be errors!

---

* FAQ Creation Date - 09/20/2004.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Controls, Menus, and Options                                   [sh4_03]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____


The controls for Silent Hill 4: The Room are a bit different from those in the
previous installments to the series. They're not hard to learn, though, and 
they're pretty responsive.


____ _  _

Controls:
_ _  ____


These are the default controls for the North American PlayStation 2 version of 
Silent Hill 4: The Room. On the Xbox and PC version, things will likely be 
different, but I'm sure you can manage.


_____________ _  _

First Person Mode:
_ _  _____________


- D-Pad

Item selection. Left+Right scrolls, and in the Storage Box, Up/Down scrolls
between items and weapons.

- Left Analog Stick

Movement.

- Right Analog Stick

Free-look.

- Select Button

Item information. It pauses the game but the game clock still ticks.

- Start Button

Pause the game. Stops the game clock as well. Using the Map/Memos button while
paused allows you to access the Options Menu.

- L1 Button

Sidestep left.

- R1 Button

Sidestep right.

- L2 Button

Unused.

- R2 Button

Bring up life bar, if it's currently hidden.

- Triangle Button

Memos screen.

- Square Button

Use selected item.

- Circle button

Cancel.

- X Button

Action/Investigate/Confirm. When the eye icon appears when looking at 
something, press this to check it out.

- L1+R1+L2+R2+Select+Start

Soft Reset. Yes, it works in this game just like many others.


_____________ _  _

Third Person Mode:
_ _  _____________


- D-Pad

Scrolls between items with left and right.

- Left Analog Stick

Movement. It's directional depending on the current camera angle. Easy to 
figure out and get used to, though...

- Right Analog Stick

Pans the camera in a direction a little bit. Doesn't work in all areas. You can 
see some cool stuff if you use this in certain areas.

- Select Button

Item Information. You can also scroll through your item list while the game is 
paused like this to highlight another item for use, such as a healing item.

- Start Button

Pause the game. Stops the game clock as well. Using the Map/Memos button while 
paused allows you to access the Options Menu.

- L1 Button

Dodges left while in "Pose" mode.

- R1 Button

Dodges right while in "Pose" mode.

- L2 Button

Readjusts the camera behind Henry, usually. Not in all areas, though.

- R2 Button

Enter "Pose" mode, this is basically what Combat mode was in the previous games 
in the series. You will be in Pose mode as long as it's held down.

- L3 Button

Dodges in a direction the Left Analog stick is held when in "Pose" mode.

- Triangle Button

Opens Maps/Memos screen. Press Triangle again to switch between, and use circle 
to exit. While in the Map screen, zoom in and out with X.

- Square Button

Use item or equip item depending on what type of item is selected.

- Circle Button

Cancel button. When held down, it switches your movement mode depending on what 
your default movement mode is. If it's walk, you'll run. If it's run, you'll 
walk. Dodges in the direction the Left Analog stick is held when you're in 
"Pose" mode.

- X Button

Action/Investigate. Attacks while in "Pose" mode. Hold down while in "Pose" 
mode to charge for a charge-hit if your weapon supports it. Not all weapons 
support charge-hits.

- L1+R1+L2+R2+Select+Start

Soft Reset. Yes, it works in this game just like many others.


_____ _  _

Main Menu:
_  _ _____


- New Game

You start a New Game using this. You can select from Easy, Normal, or Hard 
modes. Unlike Silent Hill 2 and 3, there's no seperate "Riddle Mode". All of 
the puzzles are basically the same on all three difficulties, but on Hard, you 
get more vague clues to some of them.

Easy: Enemies are less numerous and easy to knock down. They are slower and
      not as intelligent. You take less damage. This or Normal are recommended
      for first-time players. Pistol magazines are 12 bullets on Easy.

Normal: Enemies are more numerous than on Easy and harder to knock down.
        They are much more intelligent than on Easy and hit for more damage
        than on Easy. This or Easy are recommended for first-time players.
        Pistol magazines are 10 bullets on Normal.

Hard: This is the hardest difficulty. Enemies come in pretty much the same
      number as normal, but the AI is more brutally aggressive, they take much
      more damage in a shorter amount of time to knock down, and hit you for
      even more damage than before. Some puzzles have vaguer clues, but the
      solutions are still the same. Pistol magazines are 8 bullets on Hard.

- Continue

This will be available if you die or force a soft reset during gameplay. Lets 
you continue from the last point the game deems a "checkpoint". Continues count 
against rank in the ranking screen.

- Load

Goes to the Load Screen, where you can load savegames. D-Pad up and down scroll 
up/down 1 file, and D-Pad left and right scroll up and down 10 files. 
L1/R1/L2/R2 scroll between memory cards. Action button loads the file, Cancel 
button cancels out of the menu back to the main menu. This is also where you 
start "Brand New Fear" games by loading cleared save marked "a Brand New Fear".

Files with White text color are normal New Game files.
Files with Yellow text color are regular mode Brand New Fear files.
Files with Red text color are One Weapon Mode / Brand New Fear files.
Files with Green text color are All Weapons Mode / Brand New Fear files.

You can't delete specific files from this menu, but don't worry. On the PS2 
version, the save on the memory card always takes around 780KB no matter how 
many of these you've filled up.

- Options

Enters the options menu, described below.


___ _  _

Options:
_  _ ___


These are the configurable options for the game. There's 2 pages of things you 
can play with. Press the L1/R1 buttons to change page. Can also be accessed by 
pausing during gameplay and hitting the Map/Memos button.


Option 1:

- Brightness

Press action button to enter this submenu.

Left and Right select brightness level.
Up and down select contrast level.
Map/Memo button sets default levels.
Action button again exits this menu.

- Screen Position

Lets you adjust the screen positioning if it isn't perfectly centered on your
TV. Use it if that's the case. Left and Right move the X axis, Up and Down move 
the Y axis. Map/Memo button sets default. Action button again exits.

- Language

Sets text language for the game. In the North America version, only Japanese
and English are available, with English as default. Voice acting is always in
English, and this is the norm for the series.

- Subtitles

Toggles subtitles. On or Off.

- Vibration

Controller vibration function. On or Off.

- Sound

Stereo or Monaural.

- BGM Volume

Sets the level of the Background Music Volume.

- SE Volume

Sets the level of the Sound Effects Volume.

- Exit

Exit menu.


Option 2:

- Button Config

Press Action button to enter this menu.

There are three submenus in here---


Basic Control:
--------------

You can choose from...

type A

D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Use Item, Equip Item
Circle Button = Cancel
X Button = Select/Investigate (Action)

type B

D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Use Item, Equip Item
Circle Button = Select/Investigate (Action)
X Button = Cancel

type C

D-Pad = Item Select
Left Analog Stick = Move/Evade
Select = Item Info
Start = Pause
L2 = Rear Camera
R2 = Pose
Triangle Button = Map/Memo
Square Button = Cancel
Circle Button = Use Item, Equip Item
X Button = Select/Investigate (Action)


First Person Movement:
----------------------

Here you can select what the left analog stick does in first person mode.

Rotate - Pressing stick forward moves forward, back moves back. Left and right
         rotate camera left and right.

Sideways Movement - Pressing stick forward moves forward, back moves back.
                    Left and Right sidestep left and right.

I prefer the latter.


First Person Camera:
--------------------

Here you can select the type of control the right analog stick free movement is 
in first person mode.

Normal - Up is up, down is down.

Up/Down Reverse - Plane style controls.

Your choice.

That's it for Button Config.


---


- Default Control

Run or Walk. What your default movement type is. Run is my personal choice.

- Noise Effect

On or Off. The Silent Hill noise filter effect. I keep it on.

- Blood Color

Red, Green, or Purple.

- Head Motion

Sets head bobbing in first person mode. On, Slight, or Off. I prefer Slight.

- Hide Gauge

Toggles whether the game hides the life bar when inactive or if it is always 
displayed. On will hide it when inactive. Off will keep it always up.

- Hide Icon

Toggles whether the game hides the item bar when inactive or if it is always 
displayed. On will hide it when inactive. Off will keep it always up.

- Exit

Exit menu.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Frequently Asked Questions - FAQ                               [sh4_04]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



Q: Do I need to play any other games in the series to "get" this one?

A: No, not really. It helps you catch the little references you'll find here
   and there, but it's not required to understand this game.

---

Q: How can I save my game?

A: I thought this would be pretty obvious if you checked things around your
   apartment, but apparently not. In Room 302 where you're in first person
   mode, look for a red book laying on the table in the main room. It is near
   the windows. That is the save location; Infact, the only place you can save
   at all in the entire game.

---

Q: How do I get [insert item/weapon here]?

A: The Walkthrough, Weapons, or Items sections should tell you where and how
   to get whatever you're looking for. I made sure to cover all the bases.

---

Q: How do I pin ghosts? The game won't use the Sword.

A: Answered in other places of the guide, but asked so frequently I might as
   well answer it here, too. To pin ghosts, you must beat them down until you
   can stomp them. Using regular attacks that don't force a knockdown that may
   not be stompable like charge attacks is a good idea. So, use regular attacks
   and beat the ghost down until it slumps over and you can stomp it. If it
   gets back up, just continue beating it until it falls over again and repeat
   until you can stomp it. Then use your Sword of Obedience. Equipping yourself
   with a Saint Medallion helps quite a bit too, since it weakens them.

---

Q: How do I equip Eileen with a weapon?

A: I thought this one was a given as well, but anyway... you need to stand
   near her and use it as an item. She'll pull it out like Henry does as a
   weapon and in your itembar, it'll have an "E" attached to it, just like
   when you equip a weapon or Saint Medallion. Remember, you have to be right
   near her or you'll get a "I can't use this here." error to equip and
   unequip Eileen's weapons.

---

Q: Is there a joke ending?

A: As of right now with the initial release of the game, no. Perhaps if they
   make a revised edition of the game like with Silent Hill 2: Restless Dreams.

---

Q: Eileen ends up severaly damaged after the cutscene with the Man with the
   Coat in the Subway World 2nd time, even though she looked absolutely fine
   before. What's going on here?

A: I believe this a byproduct of playing repeated Brand New Fears using the
   same file every time. I've tried everything to find a "cause" for it, but
   nothing logical ever turned up any results. This only seems to happen to
   those who've completed many, many games saving and reloading using the same
   file over and over. You can still get the good endings using the Holy Candle
   heal trick, though, so don't worry.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Characters                                                     [sh4_05]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



This section is a list and short description of many characters in the game.


___________ _  _

Henry Townshend:
_  _ ___________


Age: 28 years old.

Henry Townshend is a pretty average guy living in Room 302 of South Ashfield 
Heights, an apartment building in South Ashfield. He has lived there for the 
past two years. Five days ago, however, he couldn't leave Room 302. He's been 
trapped inside Room 302 ever since. Not much is known about Henry, but it is 
known that he likes photography and has a habit of keeping little scraps of 
information.

No one seems to hear him yelling for help and his door is sealed and chained 
shut. When a loud noise is heard from his bathroom, he investigates to find a 
mysterious hole leading him to strange other worlds.

You play as Henry Townshend in Silent Hill 4: The Room.


_________ _  _

Eileen Galvin:
_  _ _________


Age: Mid 20s.

Eileen Galvin is Henry's next door neighbor in South Ashfield Heights -- she 
lives in Room 303. Henry eventually discovers a small hole in his wall which 
allows him to see Eileen in her room, but as with the front door... she can't 
see him or hear him. Henry and Eileen only really know each other's name and 
face when the game begins, and not much else.


____________ _  _

Frank Sunderland:
_  _ ____________


Age: 60s.

Frank Sunderland is the superintendent and owner of South Ashfield Heights. 
He's an old man who has seen and heard some strange things in his days. He can 
be seen through the peephole of Henry's apartment sometimes.


_____________ _  _

Cynthia Velasquez:
_  _ _____________


Age: 29 years old.

Cynthia is a pretty woman Henry meets upon first entering a strange world
through the hole in his apartment's bathroom. She thinks she's dreaming.


_______ _  _

Jasper Gein:
_  _ _______


Age: Late 20s or early 30s.

Jasper Gein is a stuttering skinny white man that Henry meets in another of the 
strange worlds he visits. Jasper is very interested in supernatural and occult 
things, and particularly interested in meeting a man he calls "the devil".


__________ _  _

Andrew DeSalvo:
_  _ __________


Age: 40s or early 50s.

Andrew DeSalvo is a fat man that Henry meets in yet another world he visits. 
Not much is known about him initially.


_____________ _  _

Richard Braintree:
_  _ _____________


Age: Mid 40s.

Richard Braintree is another resident of South Ashfield Heights. He lives in 
Room 207. He's seen as a tough and dangerous guy, and is the subject of talk of 
many of the residents of the building. He always carries a real loaded Revolver 
around with him.


__________ _  _

Mysterious Kid:
_  _ __________


Age: Unknown.

A mysterious child that Henry sees in the other worlds he visits. He does not 
speak much, but bad things tend to happen when he's around.


_____________ _  _

Man with the Coat:
_  _ _____________


Age: Unknown.

A long-haired man wearing a trenchcoat that has been seen around the South 
Ashfield Heights apartment building many times in the past. Who is he...?



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Basic Combat Guide                                             [sh4_06]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____



The Combat in Silent Hill 4: The Room is somewhat similar to previous games in
the series, but has its own refinements and changes.


________________ _  _

The Basics of Combat:
_  _ ________________


With a weapon equipped, and in 3rd person mode, you press and hold the "Pose" 
button to enter Pose, or combat mode. Combat only takes place in third person 
mode, never in first person mode.

Here, you can press your Action button to strike. Depending on the weapon, it 
may have a multiple hit combo (mash button) and/or be able to perform a charge-
hit. Charge-hits will be elaborated on below. While in Pose mode, you can also 
perform the dodge. See below for more information on it, as well.


________ _  _

The Life Bar:
_  _ ________


In Silent Hill 4: The Room, there's a life bar which is always displayed during
"Pose" mode, or if you turn it on in the options, always displayed period.

It looks somewhat like this...

      ___ Life Bar, Life Left                ___
     /    (blue/flashing)                   ////\   Charge Bar
 ______________________________ ________   |/| \/|  with 66% charge.
<______________________________|________>  |/|  _  ___/
      (red) Life Bar, Life Lost ___/       |/|_/ |
                                            \___/


The left part is the Life Bar. The right, reddish (ingame, not in this FAQ,
knucklehead) area is displayed when you take damage, and is labelled "Life Bar,
Life Lost" here. To its left is the blue, or flashing--depending on status--
part of the lifebar, which is labelled "Life Bar, Life Left." In our example, 
we have a Life Bar with around 75% Life Left. You can take damage from various 
things, such as enemy hits, harmful aura from certain enemies, hauntings in 
your apartment room, and so on.

Life is restored by returning to Room 302 during the first half of the game, 
and by using one of the three types of health items: Nutrition Drink, Portable 
Medical Kit, Ampoule.

To the right of the Life Bar is the charge Bar. It's shaped like a letter C and 
fills up clockwise from the bottom right part of the C to the top right. Only 
fills up when using weapons which have a charge ability. Let go of the attack 
button when it's full to unleash the charge attack.

There's no Stamina management like in Silent Hill 3, so don't worry about that.


_______ _  _

Charge-Hits:
_  _ _______


A new part of Silent Hill 4: The Room's combat. Some weapons have the ability 
to charge up and unleash a charge-hit. These are generally more powerful, and 
during part of the charge-hit, you are invulnerable to hits which would 
otherwise harm you. This varies from weapon to weapon. Use it and abuse it, 
because it's there for that.

Many of the more powerful weapons tend to knock regular enemies down to the 
ground in a single charge-hit, and thus ready them for a stomp. Simply go into 
Pose mode and hold down the Action button to charge if it is available on your 
equipped weapon.


__________ _  _

The Dodge Move:
_  _ __________


New to Silent Hill 4: The Room is the ability to dodge left, right, and back. 
In "Pose" mode, use buttons corresponding to this feature, and if required, a 
direction on the analog stick appropriate to the direction you want to dodge. 
You can avoid some enemies' hits this way. It replaces the "Block" found in
Silent Hill 3.


__________ _  _

The Stomp Move:
_  _ __________


It's here, of course. In Silent Hill 4: The Room, the stomp is once again an 
instant-killer on downed mortal enemies and a guaranteed temporary knockout on 
those who cannot be killed. This is a very important part of combat, since many 
enemies can take a lot of punishment before they die if you don't stomp on them 
and take them out when they've been knocked down. Simply walk over to a downed 
enemy and press Action button to perform it.


______________ _  _

Item Use in Combat:
_  _ ______________


Since item use is all real-time in this game, you should use the Item Info 
button, where it pauses the game (Not game clock) and scroll through the menu 
to highlight an item you want to use. Then return to gameplay and press the 
Use/Equip button right away if it's urgent.


_______ _  _

On Firearms:
_  _ _______


Normally I wouldn't write a section detailing them in the basics of combat, but 
since this game handles them somewhat differently from the other games... I 
figured it'd be a good idea. Anyway, there are guns in this game, but due to 
the inventory limitations and general rareness of ammunition, it's a bad idea 
to become reliant on them.

They are somewhat powerful, and they will allow you to knock enemies down from 
a distance so you can stomp them, but due to inventory limitations and rareness 
of ammo I recommend you do not become too reliant on them. Use melee weapons 
more. Besides, many of the good melee weapons are much more powerful than the 
firearms in the game anyway.


_________ _  _

Closing Words:
_  _ _________


There's only so much I can tell you. It's best you try out the game and 
experiment on your own as well. If you need detailed specific enemy strategies, 
visit the Enemies section. This is it for combat basics.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Introduction                                      [sh4_07]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                           "What... the... hell?"


Before playing the game using my Walkthrough, you should read this if it is 
your first playthrough.


- Don't let me spoil the game for you! This Walkthrough will contain spoilers
  in the interest of being as complete as possible.

- Room 302 is the only place you can save in the entire game. The red notebook
  on a stand near the windows in the main room is that save point.

- You may only carry 10 items at once. Supplies such as bullets count as items
  in single magazines. On Easy, Pistol Bullet magazines are 12 rounds and that
  counts as 1 item. On Normal, it's 10 rounds. On Hard, 8 rounds. Everything
  else except for packs of bullets will take 1 item slot per.

  You can stash any number of items in your storage box which is found near
  the TV in the main room of 302, so don't worry too much about the limit.

- Return to your room often and save. That way if you die, you can load and
  not lose as much progress as you might have had you used "Continue".

- Room 302 will heal you over time just by being there as well, but this will
  not last the entire game. This is helpful to know since there are not many
  health items in the early game. You should not use the health items you find
  before the apartment stops healing you unless it's absolutely needed.

- Check your map if lost. Henry automatically draws maps of every area you
  will visit, and I am giving directions in compass-style.

- Tinker with the options to your liking.

- Directions as I explain them are compass-style, except in the first-person
  parts. Use the map when I give compass-style directions.

- I'm not going to tell you to examine everything. Only the key things that
  are necessary for completion or interesting. Examine things if you'd like
  and if there are no ghost-victims around to hound you. You can catch some
  cool things that way, and I wouldn't want to ruin some of that for you.


This walkthrough covers Normal mode, although puzzle solutions are exactly
the same on Easy and Hard.


Here are some extra tips:

- Guns aren't very effective. Save the ammo for multiple enemies and when you
  really need to hit something from a distance. Melee weapons are the order
  of the day in this game, and for good reason. It becomes a pain to carry
  around the gun and several magazines of ammo due to inventory limitations.
  Get used to melee weapons, since they're more powerful and most have charge
  attacks that you can use effectively.

- Don't fight everything. Especially once your room stops healing you.
  Even when you go for a 10-Star rank after finishing the game enough times
  to be ready for that, you still don't fight everything. Besides, there are
  some things you just can't kill.


When you're ready, select New Game from the Main Menu and then a difficulty
level. The game will begin.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Room 302, Beginning                               [sh4_08]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                   "I wonder if I can get out this way...?"


________________ _  _

Room 302 (Nightmare):
_  _ ________________


- Room 302, Bedroom (Nightmare):

After the opening cutscenes, you'll awake in first person mode in your bedroom.
Things look pretty bad. Take this time to familiarize yourself with the 
controls for first person mode.

You should notice when there's something you can examine, an eye icon appears 
and you can press your Action button (default: X) to examine it. When you're 
done looking at things in here, exit via the door to the bedroom by pressing 
Action button while standing in front of it and looking at it.

- Room 302, Main Room (Nightmare):

You'll immediately notice some loud noise coming from the main room in here. 
The bathroom door is non-functioning, as are the laundry room and apartment's 
exit doors. You can examine everything you'd like in here, but the goal is to 
walk by and trigger looking at the face on the wall between the couch and 
cabinet with the lamp on it. After you trigger this, head towards the bedroom 
again. You'll trigger a cutscene...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

After watching the intro credit cutscene which swerves around the room, and 
Henry awakening from the nightmare he just had and that you experienced, you 
will awaken in the bedroom, this time appearing normal at daytime.

Look around the room, find the phone and examine it, or try to head towards the 
door to trigger another cutscene involving the phone which has its cord cut... 
after that, walk to the window in your room and you'll automatically look out 
and see a woman stretching and walking around near a Subway entrance. She'll go 
down the stairs after a while. Hit Cancel to drop back into regular window view 
mode where you can pan the view with your right analog stick. When you're done 
with this, press Cancel again to return to first person mode in your room.

Now, examine all that you'd like in this bedroom, and exit via the door.

- Room 302, Main Room:

You're free to explore the room opposite your bedroom, the bathroom, but 
there's nothing to do there right now. Head into the main room and check things 
out. The first thing to do is check the chained-up door for a cutscene followed 
by Henry looking out the peephole and seeing his neighbor, Eileen. When she 
walks away, hit the Cancel button to stop viewing the peephole.

By the way, you can check the peephole at anytime and see different things 
going on out there at times.

After the peephole bit, look down at the floor to notice a note slipped under
your door. When you're looking at it and the eye icon appears, examine it to
find your first memo, Memo: First Letter. Now head into the kitchen near the
door here, and check out the things in here. Of particular interest, you want
to open the fridge. Inside, there will be two bottles. Examine to get the
[Chocolate Milk] and [Wine Bottle], select Yes to taking them both. The Wine
Bottle is a weapon, the Chocolate Milk is something for later. You can't equip
the bottle--or any weapon for that matter--while in first person mode, so don't
worry about that just yet.

Next thing you want to do is find the big box next to your TV. When you walk 
near it, your view should tilt and you should automatically see a comment that 
says "This chest could hold a lot of stuff." Indeed. It can, and you will be 
using it quite often. For now, stick the Wine Bottle and Chocolate Milk inside 
it by pressing Action button once for each item. You can take things out by 
pressing up and highlighting them inside the stored items list and then 
pressing Action. Beware, you can only hold 10 items at a time on your person, 
so don't take too much with you. Use the box to store things you don't 
absolutely need during the current part of your "adventure"... When you're 
finished, exit the storage box menu by pressing your Cancel button.

You should hear a loud crash and your camera should automatically pan towards 
your bathroom door. Nevermind that for now. Turn towards the window and walk 
towards the bookshelf. You should notice a note stuck between the wall and the 
bookshelf there. Look down and examine it. You'll get the second memo, Memo: 
Book Scrap. You can press the Map/Memos button to enter a screen to review 
these in a neat organized menu. Examine the other things on the bookshelf now, 
in particular, the radio. There may or may not be a news item playing, but if 
not just turn it off if the loud static annoys you. You can check back and 
perhaps hear more news items later.

Now, check out the other door near the chained-up door, and enter it.

- Room 302, Laundry Room:

As of right now, there's nothing useful in here, but you can examine things in 
here if you'd like. Later, this room will have some use to it. For now, just 
exit this room back to the main room.

- Room 302, Main Room:

Head towards your bedroom, and take the door opposite the bedroom door. This 
leads to the bathroom.

- Room 302, Bathroom:

A cutscene will take place. Apparently, there's a hole in your bathroom wall 
now. Henry wonders if he can get out this way... After the cutscene, examine 
the hole. A broken pipe will be hanging there, and you'll be prompted to see if 
you want to pull it down. Select Yes. You'll get the [Steel Pipe], another 
weapon which is superior to the Wine Bottle you found. Examine the hole again, 
and select yes to enter it.

Another cutscene with Henry crawling into the hole will take place. After that, 
you'll have a first person view of a tunnel. Simply press and hold forward here 
until Henry crawls to the end of this tunnel, into the white light at the very 
end...



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Subway World                                      [sh4_09]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                     "So you think this is a dream, huh?"


________ _  _

Subway World:
_  _ ________


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

A cutscene will take place with Henry going down a long escalator. After this, 
you take control of Henry in 3rd person mode. Take a short while to get 
familiarized with the 3rd person controls. Select your Pipe with the D-Pad left 
and right, and equip it by pressing your Equip/Use button. When you're ready, 
head forward.

You'll notice a person way off in the distance. Run towards this person, who, 
when you get closer will apparently be a woman of some sort. Continue running 
towards her until you trigger a cutscene. This should be west on the map if you 
use the Map/Memos button to check the map, which you most definitely should as 
the directions I'll be giving shall be compass-style.

Meet Cynthia. Will she deliver on her promise of a "special favor?" only time 
will tell! Anyway, after the cutscene, she'll follow you around. Don't worry 
about her too much, as she'll follow you between areas even if you run too far. 
You should notice she's the same woman you saw when you looked out your window.

Go west until you can go west no further, then head south to enter the next 
area. 

- Subway World, Hallway (B1):

Continue along south here until you trigger a cutscene where Cynthia feels sick 
and runs into the women's bathroom. After that, another cutscene will ensue, 
where Henry is waiting for her. Out of the men's bathroom pops some kind of 
dead dog, and two more dogs follow it out and begin to devour its corpse. After 
the cutscene, you take control.

Walk away from the dogs and enter "Pose" mode, then walk up and strike one of 
them by pressing Action button while in Pose mode. The Steel Pipe you have 
equipped can do a three hit combo, but chances are after two hits you'll be 
pushing them out of range. You'll likely take some hits in your first battle 
here, but don't worry. If you manage to knock a dog down, walk up to it while 
it is squirming on the floor and press action. This will cause Henry to stomp 
on it, instantly killing it. Practice dodging and charge-hits here. These are 
called "Sniffer Dogs", and I will call them Sniffers for short.

If your health gets below 25% and the enemies are still alive, enter the 
women's bathroom here that you saw Cynthia go into. Regardless of whether you 
kill both of these dogs or not, enter that bathroom when you do kill them or 
become dangerously low on health.

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

There is a Hole here.

Check around in here. You'll notice our friend Cynthia is strangely absent. 
There's not much to do in here but enter the hole near the stalls. Do so.

After the hole scene...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

You'll wake up in your bed, and another cutscene will take place. After this, 
exit the bedroom. If you press your Pose mode button, you should notice that 
your health will be going back up. Take advantage of this from now on.

- Room 302, Main Room:

Check around in here. You'll see the cabinet with the lamp on it has been 
moved... examine it. You'll be prompted to straighten it. Select Yes. There is 
writing on the wall here where the cabinet was, so examine it. Also, you should 
notice a gun on the floor. Examine it as well and take it to get the [Pistol], 
your first firearm. When you have that, check the strange marks in the wall to 
see another cutscene where Henry bends over and checks it out...

You'll be looking into the bedroom of your neighbor, Eileen Galvin. After she 
finds her broom and leaves the room, press cancel to exit this view. You can 
come by later and check on her later, but she'll never notice you.

After you exit viewing this, you'll hear your phone ringing. Head to your 
bedroom and enter it.

- Room 302, Bedroom:

Go examine the phone. Cynthia is calling...? Anyway, exit this room unless you 
want to examine things in here, then exit when you're done that.

- Room 302, Main Room:

You should hear some sounds. Go check the peephole on your apartment door to 
see Eileen sweeping to clean up the mess she made when she dropped something 
earlier. By now you should also notice there are fifteen hand prints on the 
wall you can see from this peephole... fifteen bloody handprints. Pay close 
attention to this later. After she leaves, exit the peephole view and examine 
things in here again.

Near your windows, you should notice a red book on a stand. Check it out. You 
can save here, and only here during the game. I recommend you make a save now. 
After you've done this, head into the bathroom door.

- Room 302, Bathroom:

The hole is still here, so enter it. This time, you won't have to hold forward
to get through it.


________ _  _

Subway World:
_  _ ________


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

There is a Hole here.

First thing you should notice is someone sitting on a toilet in one of the 
stalls here. Check that out. It's a mannequin with a coin in its hand... 
Examine it again and select Yes to take the [Lynch Street Line Coin]. Examine 
it once again and Henry will comment on it. Anyway, exit the bathroom.

- Subway World, Hallway (B1):

Ignore the men's bathroom as there is nothing in there at all. Continue south 
to the next area.

- Subway World, Turnstiles (B1):

Head south in here to encounter a Sniffer. Kill it with the Steel Pipe and make
your way south past the turnstiles to your next area.

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

Head south here. You'll notice a giant worm in the distance and two Sniffers
should emerge. Continue along south and kill the Sniffers. Use your Pistol if
things get really bad for you, health-wise. The gigantic worm is not killable,
nor is it really an enemy. It's called "Greedy Worm".

When you come to a dead-end heading south, you can head east or west. Go west
past the worm here and up the stairs, which are blocked off. You should
however, find something here. Pick up the [Pistol Bullets]. Ammunition takes 1
inventory slot per magazine. If you head up the east way coming back, there's
nothing there but some blocked stairs. Head back to the turnstiles by heading
north at the intersection here.

- Subway World, Turnstiles (B1):

If you've still got a good amount of health, check the turnstiles out with
Action button to examine them until you find the Lynch Street Line entrance. If
not, head back to the Women's Bathroom and back to your apartment to heal, then
come back here once you're healed. Anyway, I'll go on the assumption that
you're in fine condition. You know what to do otherwise.
 
At that turnstile, use your item: Lynch Street Line Coin. It will not be used
up since you can use it an unlimited number of times.

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

Nothing to do here but head north down the stairs.

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

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

A cutscene will take place where you'll be introduced to your very first 
ghost-victim. There are actually two different ones here, but trust me, you 
cannot kill them. At best you can knock them out for a while, and that's just 
not worth the effort or life lost even when there are items around.

Anyway,  there are no items in this area, so go down the stairs, and then take 
the other stairs down to your north-east to the next area, running past the 
ghost-victims. Remember, ghost-victims are the floating, moaning human-like 
things with the deadly aura of damage just from being around them. There are 
many different victims, and you can't really kill any of them. Running is the 
best solution to dealing with them.

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

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

Head down the stairs here. The first thing you should notice is that Cynthia is 
yelling for help and she's stuck in a subway car. Head south along this 
platform here, past the ghost-victims and look for a door on the subway car 
when you get as far south as you can get. It should have some red lighting near 
it, and the camera should change when you get near it. Enter it.

- Subway World, Lynch Street Line, Car Operator's Room (B3):

Check the red light on a panel in here. It's a button. Select Yes to press it. 
This opens the car doors. Exit this room via the door you entered, which is to 
the east.

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

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

Head north, and Cynthia should be running towards you to rejoin and follow you. 
Ignore the first open Subway car while heading north, and head into the one you 
saw Cynthia trapped in near the stairs, which is on the northern side of this 
platform. Enter that open car.

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

* Victims here: Victim-13.

This next area going through Subway cars is kind of maze-like. Anyway, I'll 
describe it best I can. Head west through the open door on this car to be on an 
area between cars, and then head south and through the open car door to the 
east. You'll see a box when you re-enter the subway car, the "toy box with 
1000Ø written on it". Pass it and enter the door beyond it to the south to the 
car south of here.

- Subway World, Lynch Street Line, E Subway Car (B3):

In this subway car, just head straight south and through the door at the end, 
which will lead to a car south of here.

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

* Victims here: Victim-13.

In this car, head south until you can go south no more, and then head west 
through the open car door to between cars and through the next west door right 
after that to be in the SW Car on the west side of Lynch Street Line. When in 
this car, head north and go through the door at the end of thiscar which leads 
to a car north of here.

- Subway World, Lynch Street Line, W Subway Car (B3):

Head north, then east through the open car doors to between the tracks. Here, 
go north and then west back into the car. Continue north to the end of the car 
and enter the door to the next car here.

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

* Victims here: Victim-13.

Head north until you see an open door to your west which leads off of this 
subway car. Go through it.

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

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

Head south here until you see some stairs to your west. Go up those stairs.

- Subway World, Blocked Stairway (B2):

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

It's a blocked stairway that should lead to the streets... The real reason I 
told you to come up here is because there are some [Pistol Bullets] on the 
stairs here. Take them and go back down the stairs before a ghost-victim 
decides to pop out through a wall.

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

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

Go down to the bottom of the stairs and then run south along the platform past 
any victims here. Continue south to the very end of this platform, and enter 
the door at the very south end here. It's not a subway car door.

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

There is a Hole here.

A cutscene will play inwhich Henry looks around to find Cynthia missing... 
she's not following you anymore. Anyway, there's a ladder in here, but first I 
recommend you go into the hole here so you can heal up.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Dump any excess items you think you won't need into the storage box.
I recommend keeping these items on you: Steel Pipe, Pistol, 1 Magazine of 
Pistol Bullets. Save your game if you wish, and then enter the bathroom.

- Room 302, Bathroom:

Enter the hole in here to return to the Subway World.


________ _  _

Subway World:
_  _ ________


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

There is a Hole here.

Head down the ladder in here by walking up, pressing Action, and selecting Yes. 
This is how you operate all ladders. This will take you down.

- Subway World, Maintenance Tunnel (B4):

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

Run straight east across here, ignoring the south path and take the other 
ladder up.

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

Take the [Pistol Bullets] on the ground here, and then find the door in here. 
Open it up, it'll unlock from this side. Go through it.

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

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

I just told you to go through here for later in the game. So head back into 
that door you just came out of.

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

Head down the ladder in here.

- Subway World, Maintenance Tunnel (B4):

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

Go west, and take the south path this time, which will eventually change 
direction going west again. At the end of this path after going down a short 
flight of stairs, enter the door at the end.

- Subway World, King Street Line (B4):

There is a Hole here.

First thing you should notice when you enter is a Sniffer here. Take care of it 
right away and kill it. Head west and you should hear Cynthia over some sort of 
voice system. She's found the exit, but "someone" is coming for her and her 
transmission is cut off...

Anyway, continue west until you see an open subway car door with some more 
Sniffers emerging. Kill them as well. There should be four more Sniffers in 
total in or around that subway car with the open door. Kill them all and go 
inside it, using the Pistol if things start to get bad for your health.

Run west inside it the car until you see a shiny thing sitting on a seat in 
here. Examine it and select Yes to take it, you'll get the [9-Iron], a golf 
club weapon. As it says, it will break if you use it, much like the Wine Bottle
in that respect. However, it will be a useless item when it breaks. It is much 
more powerful than the Steel Pipe, but will break in 15-20 hits. Your call on 
when to use it. If you head west to the very end of the train, you'll come to 
the driver's compartment. If you examine the machinery in here, you'll notice 
the handle is missing. Nevermind that for now, that's something to remember for 
much later in the game. Get out of the train and back onto the platform, then 
head west.

You'll pass an Escalator, and at the base of that Escalator you should notice
something on the south side. Take it. It's a [Nutrition Drink]. Continue west 
to the end of the platform and you should notice a hole. Enter it, you'll 
probably need to heal.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Stuff everything in the storage box except for the Steel Pipe, 9-Iron (if you 
want to use it, and a good opportunity is coming up,) and the Nutrition Drink 
that you just got incase you really need it on the next part when we return to 
the Subway World. Save if you'd like, and then head into the bathroom.

- Room 302, Bathroom:

Enter the hole in the wall to return to the Subway World.


________ _  _

Subway World:
_  _ ________


- Subway World, King Street Line (B4):

There is a Hole here.

Head east to the escalator, and then step on the escalator on the side going 
upwards..

- Subway World, Escalator:

Slowly walk up the escalator and you should notice Wall Men emerging from the 
walls here. You want to whack them with the Pipe enough to stun them so that 
you can pass by without being hurt, then continue up the escalator. If two are 
bunched together, you should probably beat one of them to death, preferably 
with the Golf Club for a quick kill, then stun the one beyond it with hits and 
pass by. Continue this until you reach the top of the escalator. If your health 
gets really low, you can use the nutrition drink you're holding onto, but you 
probably shouldn't have to. If the 9-Iron breaks, just use the Steel Pipe for 
the rest of the trip up this escalator. At the top, you'll enter another area.

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

* Victims here: Victim-14.

Before you head up the stairs to your east, head up the tunnel to your north, 
and at the end of this tunnel where the passageway is blocked, you can find 
some [Pistol Bullets] on the floor. Take them. Head back south and then take 
the stairs going up/north which are in the southeast part of this area.

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

At the top of the stairs, you'll notice blood and scattered things on the floor 
here, if you examine these things, Henry comment that they must be Cynthia's...

Anyway, check the door to the ticket office here, and you'll see there's a 
plate on the door. Select Yes to take it and get the [Temptation Placard]. 
Enter the door after taking it.

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

A cutscene takes place where you see Cynthia die and the numbers "16121" carved 
into her chest... who could have done it? After the cutscene...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

You awaken in Room 302. You should also hear some sirens...

If you check the window, you'll see a police car and an ambulance out near the 
subway entrance. Exit the window view, and exit your bedroom.

- Room 302, Main Room:

A strange transmission comes over your radio about someone found with numbers 
carved into their chest. Check the door to find some red paper slipped 
underneath it, and you'll get Memo: Red Diary - April 8. Check your peephole if 
you'd like, and you may or may not see an old guy sweeping the hall. He's Frank 
Sunderland, the superintendent. Check the hole to Eileen's room as well if 
you'd like, as random events will happen in there as well and you can watch her 
do several things if you want to. Exit and check it repeatedly again to see 
different ones. Newer ones are added/removed as you progress through the game. 
You can also examine things throughout the apartment and maybe get new comments 
about things from Henry.

When you're done examining things, go to the storage box and put all excess 
items inside. Take with you: Steel Pipe, Pistol (preferably loaded), and 
Chocolate Milk. Enter the bathroom.

- Room 302, Bathroom:

Notice the hole has changed... well, enter it anyway.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Forest World                                      [sh4_10]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

                       "I want some chocolate milk..."


________ _  _

Forest World:
_  _ ________


- Forest World, NorthEast Cliff:

Henry will awaken in a new world... a forest. Head west along the path here to 
the metal gates, and go through after the cutscene.

- Forest World, Path outside Industrial Compound:

There is a Hole here.

Head west along the path here. You'll notice some steel double doors. There's 
also a hole right next to them, but don't enter the hole since you're in fine 
shape and there's nothing new at the apartment at this time. Go through the 
double doors.

- Forest World, Industrial Compound South:

Walk along this path here and down the ramps, and you should be assaulted by 
some Hummers. Go into "Pose" mode and whack them out of the sky with your Steel 
Pipe. When you get most or all but one or two downed, start stomping on them. 
At the bottom of the ramp, you should notice a box of [Pistol Bullets] to your 
south. Take them and then go north where you'll see some more double doors. 
Enter them.

- Forest World, Industrial Compound North:

Walk north here and you'll immediately be attacked by more Hummers. Take them 
out the same way as you did the others in the previous area. Go down the ramps 
and west. Go through the gates at the west end of this area.

- Forest World, Path with Car:

In this area, head west and look for the running car. Check its open door a 
couple times to see things written by someone named Jasper Gein. You'll also 
get the Memo: Jasper's Memo Pad.

 -----------------------------------------------------------------------------
a Brand New Fear: Here, in a Brand New Fear game, the [Chainsaw] will be stuck
                  into a tree here, and you can take it. It's a weapon.
 -----------------------------------------------------------------------------

After you've gotten the memo, head west along the path and enter the gates
going west.

- Forest World, Mother Stone:

Walk up to the guy sitting here and listen to him. He seems to stutter a lot. 
He's Jasper Gein. After he's done talking, you can hear a couple more lines by 
pressing Action while looking at him.

After you've heard all he has to say, check the side of the fence with the 
candles sitting on it opposite of where Jasper is sitting. There should be a 
[Nutrition Drink] sitting on the ground here, so take it. Head west to the 
gates here and enter them.

- Forest World, Eastern Path with Hanging Thing:

There are three Sniffers here, so take them out. Head southwest along this path 
and you'll notice some big thing with spears stuck into it falls down with a 
big thud. Ignore it. Take the gates in the southwest part of this area.

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

Three more Sniffers here... you know what to do. Use the Pistol if you're 
getting low on health. Some Hummers may also come out of a tree here if you get 
too close and make noise. When all is taken care of, head west along this path 
and check out the wooden double doors here. Then enter them.

- Forest World, Wish House:

There is a Hole here.

You can checkout things in this area if you'd like, but there are no items. 
Enter the hole on the north side to return home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

You should hear someone ringing your door. Check the peephole there out. You'll 
see a peephole cutscene with Eileen Galvin and Richard Braintree. After it's 
over, exit peephole view. Go to your storage box and put all excess items in. I 
would take the Steel Pipe, loaded Pistol, and the Chocolate Milk with you. 
Leave everything else behind. Now save and enter the bathroom.

- Room 302, Bathroom:

Enter the hole...


________ _  _

Forest World:
_  _ ________


- Forest World, Wish House:

There is a Hole here.

Check your map. Enter the Northwest door in this area.

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

Head west along this path and kill any Hummers that attack you. You should 
notice a well on the side of the path here, but you can't see into it... this, 
like the car without the handle in the Subway World, will become important 
later. Anyway, enter the gate in the rocky area at the westmost part of this 
area.

- Forest World, Coal Mine:

Head west through this area, and kill the Hummers that will try to attack you. 
You can examine things around here if you'd like, but there's no items. Go 
through the open archway at the west end of this area.

- Forest World, Toluca Lake Overlook:

There is a Hole here.

Grab the [Portable Medical Kit] on the ground here, and then check things out 
to find you're overlooking Toluca Lake in Silent Hill. If you need a heal, head 
into the hole and back home. I'll assume you're in fine condition because 
really, Hummers aren't very tough.

Head back into the Coal Mine when you're finished here.

- Forest World, Coal Mine:

Head east and through the gate to the forest path.

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

Head east and into the door leading back to Wish House.

- Forest World, Wish House:

There is a Hole here.

Head into the South West door here this time.

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

Head south, southwest along this path and take the gates heading west.

- Forest World, Path outside Cemetery:

* Victims here: Victim-04.

There is a Hole here.

Run west, past Victim-04 and enter the double doors on the southwest end. 
Ignore the Hole.

- Forest World, Cemetery:

You'll see the camera behind some little boy. Walk towards him to trigger a 
cutscene with him, you, and Jasper Gein. After the cutscene, you can examine 
things around here. Of particular interest are the open grave which has a 
coffin that has "11121" carved into it, and the door at the south-end, which 
has a symbol on it. This symbol should be familiar to those who've played 
Silent Hill 3. Indeed, it is the cult's symbol, the Halo of the Sun.

This door will not open, so exit via the north doors in this area to get back 
into the path outside the cemetery.

- Forest World, Path outside Cemetery:

* Victims here: Victim-04.

There is a Hole here.

Run east, past Victim-04 again and enter the gates at the east.

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

Head north, north west and enter the gates leading back to Wish House.

- Forest World, Wish House:

There is a Hole here.

Head to the front door of the house itself and you'll see Jasper Gein standing 
near the door. Try to open the door. Jasper will tell you it won't open and 
that a nosy guy gave him something "really good". He also says he could let you 
have it, but not for free. He's thirsty... After he's done talking, you can 
talk to him again if you'd like. He wants some chocolate milk! When you're done 
laughing at the way he said it...

We happen to have some, so stand facing him and use it as an item. A cutscene 
will play where he hands over his "really good" thing, a little spade. After 
that cutscene, walk to and pick up that spade he tossed, the
[Blood-Inscribed Spade]. Head to the hole to heal and save if you need to, then 
come back to Forest World. After this, head into the South East door in this 
area.

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

There are four Sniffers here and a couple Hummers. Take them out. You should 
notice that one of the Sniffers was pinkish in color. It's a female, and they 
are more aggressive and damaging than the yellow males. When all of these 
things are dead, head southeast and use the eastern gate here.

- Forest World, Southeastern Path:

Head southeast along this path and use the gates at the end of the path.

- Forest World, Path with Strange Tree:

Walk east and around the tree here, and check out the front of the tree. You 
should see some "hands" sticking out of the ground, and the camera should 
change and zoom in upon approaching this side of the tree. Stand in front of 
and facing the "hands" and use the Blood-Inscribed Spade. A cutscene will play 
where Henry digs with the spade, and you will get the [Rusted Bloody Key].

The description of the key is not joking, and if you took the time to read what 
Jasper wrote about what the "nosy guy" said in his memo pad you found in his 
car, you'll notice you need to dump that key somewhere to go back or you'll be 
unable to head back to Wish House. Easily done. Take the east gate here.

- Forest World, Southeastern Dead End:

* Victims here: Victim-04.

There is a Hole here.

Run past Victim-04 and up the northeast stairs here. Take the [6-Iron] that is 
laying on the ground, then run to and enter the hole in the east part of this 
area which will take you back home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Leave the bedroom.

- Room 302, Main Room:

Place the Rusted Bloody Key in the storage box along with everything else 
except for the Steel Pipe, and the 6-Iron if you want to use it. Save, and then 
go into the bathroom.

- Room 302, Bathroom:

Enter the hole.


________ _  _

Forest World:
_  _ ________


- Forest World, Southeastern Dead End:

* Victims here: Victim-04.

There is a Hole here.

Run past the victim and enter the gates to the west.

- Forest World, Path with Strange Tree:

Head west past the tree and through the gates to the west.

- Forest World, Southeastern Path:

Head along the path and again, take the western gate.

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

Along the path and through the west door to Wish House.

- Forest World, Wish House:

There is a Hole here.

Run to the hole on the north side of this area and enter it.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Leave the bedroom.

- Room 302, Main Room:

Get the Rusted Bloody Key out of the storage box, and save if you'd like. You 
can also examine the peephole, Eileen room hole, and other things if you'd like 
to at this time. Then head into the bathroom.

- Room 302, Bathroom:

Go into the hole, once again.


________ _  _

Forest World:
_  _ ________


- Forest World, Wish House:

There is a Hole here.

Head to the actual house to the door itself where Jasper is still standing. You 
can talk to him if you'd like, but you'll have to wait for him to stop drinking 
the chocolate milk. Then try to open the door, which will now unlock since you 
have the key. Enter it.

- Forest World, Inside Wish House:

Talk to Jasper, and then look around. You can examine the things here, among 
them a note that says "Have you found Alessa yet?? How is Walter's progress 
coming along? Send me a report." When you're finished checking things out, head 
to the southwest part of the house and there'll be a broken-down altar. When 
you get close to that altar, the camera will change. Examine the note on the 
ground near the altar to get Memo: Holy Scripture Scrap. After that, you should 
hear someone screaming. Check the door to your immediate northeast, and try to 
open it. Another plate... take it to get the [Source Placard], then enter the 
door.

- Forest World, Inside Wish House, Burning Room:

A cutscene will play where you see Jasper burning to death. He has the numbers 
"17121" carved into his body. He finally met the "devil" he was looking for, 
though. After this scene...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

You'll awaken to a special news report on your radio... some "hot" news about 
our friend, Jasper. After this, exit the bedroom.

- Room 302, Main Room:

Someone will be ringing your door again. Check out the peephole to get a 
cutscene with Frank Sunderland, the superintendent of the building. Exit 
peephole view after this. Check on Eileen if you'd like, save if you'd like, 
and then place the Source Placard into the storage box.

You can now re-examine things around the apartment to perhaps hear some 
differing comments from Henry. Such as, with the photo over the couch:
"I got this photo from Sunderland, the superintendent. I hear his son and
 daughter-in-law disappeared in Silent Hill a few years back..."

After you're done with that, enter the bathroom again.

- Room 302, Bathroom:

The hole has once again changed... enter it.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Water Prison World                                [sh4_11]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

         "That kid, Walter... He was really into that mumbo jumbo..."


______________ _  _

Water Prison World:
_  _ ______________


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

Henry will wake up on the floor and hear some guy yelling to get "Get him the 
hell out of here" in a cutscene. The guy won't stop yelling as long as you're 
on this floor. Since this can be confusing (a circular hallway with eight cells 
and all), I'll make a map for each floor like the one below. Take the memo in 
the southeast part of the floor, the Memo: Exploration Memo. After that, check 
out the cell doors.

You can reference your own map in-game to this poor ascii representation.

Legend:

EE = Area exit double doors.
D = Cell door.
M = Memo.
1.1 = Locked cell with man inside.
1.2 = Open empty cell with little harmless leeches moving around in it.
1.3 = Broken lock. Can't enter.
1.4 = Cell with noose and note written.
1.5 = Cell with Toadstool enemies. Whack them dead.
1.6 = Broken lock. Can't enter.
1.7 = Red writing on wall, [Pistol Bullets] on bed.
1.8 = Broken lock. Can't enter.


                 _____________
                / __D______D_ \
               / /\     |    \ \
              / /  \ 1.5|    /\ \
             / D    \   |1.6/  D \
            / /      \ ___ /    \ \
            | |  1.4  /   \ 1.7  | |
            | |______|     |_____| |
            | |       \___/      | |
            | D  1.3  / | \ 1.8  D |
            | |      /  |  \     |M|
            \ \     /1.2|1.1\    / /
             \ \   /    |    \  / / 
              \ \ /     |     \/ /
               \ \__D___|___D_/ /
                \______EE______/


After you've checked out all the cells on this floor, exit via the double door 
exit in the south part of this area.

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

There is a Hole here.

Ignore the Hole since you should be in top shape. Check the note hanging next 
to the hole to get Memo: Guard's Diary, then take the western single door here. 

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

There are Wall Men here, but you can avoid them. Go down the Ladder you see 
immediately as you enter. Now run West, clockwise down this spiral staircase, 
stopping only to pickup the shiny thing you will encounter along the way, which 
is a [Saint Medallion]--While on the north side of the in-game map. Continue 
along until you reach a door at the bottom of this staircase. Enter that door.

- Water Prison World, Waterwheel Room (B2):

There is a Hole here.

Head down the stairs here and look for a plate in the northwest side of the 
room near the machine in the center, the waterwheel. Check it to get the
[Water Prison Exit Key] and the Memo: Waterwheel Room Plate Message. Now head 
back up the stairs, careful not to disturb the Hummers at the waterwheel's 
northeast side. If you anger the Hummers, just kill them. Ignore the door on 
the northeast side of the room since there's nothing to do in the generator 
room at this time. Enter the door back into the interior spiral staircase.

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

Head up the ladder you see shortly after you enter here. Now head west, 
counter-clockwise. You should see some double doors, but they're locked. Head 
up the ladder going up right next to these doors. You'll be at the top of the 
spiral staircase, so enter the door up here.

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

There is a Hole here.

Use the hole to go home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Go to the chained-up apartment door to get Memo: Red Diary - April 4. Check out 
the peephole and other things if you'd like, put your Saint Medallion into the 
storage box. You should notice the TV is turned on, and can examine it for some 
more comments. Now save if you'd like. After you're done, go into the bathroom.

- Room 302, Bathroom:

Go into the hole here.


______________ _  _

Water Prison World:
_  _ ______________


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

There is a Hole here.

Unlock the eastern door with the key you got below, and go through it.

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

Go up the ladder to your west as you enter here. Then go up the ladder going up 
to the west of that. There will be some double doors in front of you, which 
will lead to the 2F cell block. Enter it.

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

In the hallway itself, there are some Toadstool enemies and some Blue Tremer 
(slug) enemies. Kill the Toadstools and if any Tremer drops into your path, 
stomp on it. After you've scouted the entire hallway, here's the cell map for 
this floor:

Legend:

EE = Area exit double doors.
D = Cell door.
2.1 = Note on wall, hanging laundry. Empty otherwise.
2.2 = Broken lock. Can't enter.
2.3 = Broken lock. Can't enter.
2.4 = Broken lock. Can't enter.
2.5 = Notebook you can read on desk. Otherwise empty.
2.6 = Weird bottles on bed you can't take. Otherwise empty.
2.7 = Broken lock. Can't enter.
2.8 = Broken lock. Can't enter.


                 _____________
                / __D______D_ \
               / /\     |    \ \
              / /  \ 2.5|    /\ \
             / D    \   |2.6/  D \
            / /      \ ___ /    \ \
            | |  2.4  /   \ 2.7  | |
            | |______|     |_____| |
            | |       \___/      | |
            | D  2.3  / | \ 2.8  D |
            | |      /  |  \     | |
            \ \     /2.2|2.1\    / /
             \ \   /    |    \  / / 
              \ \ /     |     \/ /
               \ \__D___|___D_/ /
                \______EE______/


Once you've checked out all the cells here, exit this floor.

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

Go up the ladder next to the doors here. You'll be up a floor next to another 
set of double doors, but don't enter them yet. Go up again using the ladder. 
Enter the top floor doors, here.

- Water Prison World, Roof:

Run around to the north side of this area and look for a valve on the back of 
the center part of the this structure. Walk up and use the valve. Select Yes to 
turn it. A cutscene will play. After the cutscene, go back to the south end of 
this area and exit back to the exterior spiral staircase.

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

Go down the ladder next to the doors you just came out of. Enter the double 
doors to the 3F cellblock.

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

This hallway has Blue Tremers in it and a new enemy, Victim-07+08 monsters. 
These aren't like ghost victims, however. They just share a similar name and 
you'll eventually find out why. There are two in the hallway. I recommend 
beating them with 2 regular hits from the pipe, then following to where you 
knocked them back and continuing until they fall over and allow you to stomp 
them since you really don't have a better weapon to deal with them effectively 
just yet. After you've scouted the hallways, here's the cell layout for this 
floor-- don't use any corpse disposal holes yet.

Legend:

EE = Area exit double doors.
D = Cell door.
M = Memo.
3.1 = Open, but empty.
3.2 = Open lots of books you can't take on the floor, and empty.
3.3 = Open, with corpse disposal chute hole.
3.4 = Open, with corpse disposal chute hole. (Bloody Bed)
3.5 = Open, with note on desk and clothes on bed. Empty.
3.6 = Two Wall Men, and [Pistol Bullets] on bench. Kill the Wall Men.
3.7 = Open, with corpse disposal chute hole.
3.8 = Toadstool enemies. Kill them and take Memo: Prison Diary on desk.


                 _____________
                / __D______D_ \
               / /\     |    \ \
              / /  \ 3.5|    /\ \
             / D    \   |3.6/  D \
            / /      \ ___ /    \ \
            | |  3.4  /   \ 3.7  | |
            | |______|     |_____| |
            | |       \___/      | |
            | D  3.3  / | \ 3.8  D |
            | |      /  |  \ M   | |
            \ \     /3.2|3.1\    / /
             \ \   /    |    \  / / 
              \ \ /     |     \/ /
               \ \__D___|___D_/ /
                \______EE______/


After you've explored all cells, enter 3.3 and jump down the hole in there. 
Jump down the holes in 2.3, and 1.3 below it as well, you'll end up in...

- Water Prison World, Shower Room (B1):

There are two Victim-07+08 monsters here. Fight them if you wish. Or simply run 
to, unlock and go through the door in the southeast part of this room.

- Water Prison World, Hallway (B1):

Head north in here and go up the ladder in the center of the floor.

- Water Prison World, 1F Surveillance Room:

Check the book on the desk here to get Memo: 1F Surveillance Room Report. Now 
you can check out the various peepholes around the room if you'd like. In one 
of the southeast holes you'll see the locked up man on the first floor. After 
you're done, check the ladder again and go up.

- Water Prison World, 2F Surveillance Room:

Check the book on the desk here to get Memo: 2F Surveillance Room Report. Check 
around the room and you should also notice a valve, but don't touch it just 
yet. If you read the memos inside these surveillance rooms so far, you should 
know you can use the valves to turn the 2nd and 3rd floors. Anyway, check the 
ladder and select go up once again.

- Water Prison World, 3F Surveillance Room:

Grab the note on the wall for Memo: Secret Number Memo. Check the valve here, 
turn it right just one time. This will let the man in the 1F Cell out, and turn 
the 3F cells all right once. Go down the ladder.

- Water Prison World, 2F Surveillance Room:

Go down the ladder.

- Water Prison World, 1F Surveillance Room:

Go down the ladder again.

- Water Prison World, Hallway (B1):

Cutscene will play with the kid we met in the forest and the man who was in the 
cell. Apparently, he says the kid's name is "Walter Sullivan", that his name is
Andrew DeSalvo, and that he used to work at the orphanage. After this cutscene,
Andrew will leave. Whiteshrooms will sprout out of the ground where you're at,
so cut a path through them going south with your Steel Pipe. Go south, and
notice the southeast door is locked, but the door at the very south end of this
hall which connects to the interior spiral staircase is not. Go through it.

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

Take the ladder west of the doors you came out of up. Go through the door to 
your east here and into the Spiral Staircase Access room.

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

There is a Hole here.

Go through the hole. You likely need a heal.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Check the peephole, Eileen's room peephole, put any unneeded items into the 
storage box, and save. All you'll need is the Steel Pipe. Go into the bathroom.

- Room 302, Bathroom:

Get thee into the hole.


______________ _  _

Water Prison World:
_  _ ______________


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

There is a Hole here.

Go into the eastern door leading to the exterior spiral staircase.

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

Climb the two ladders to the 2F double doors. Climb the ladder up to the 3F 
double doors. Enter the 3F hallway.

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

The layout of this floor's cells have changed. It is now...

Legend:

EE = Area exit double doors.
D = Cell door.
3.1 = Toadstool enemies. Kill them. Nothing else here.
3.2 = Open, but empty.
3.3 = Open, lots of books you can't take on floor. Otherwise, empty.
3.4 = Open, with corpse disposal chute hole.
3.5 = Open, with corpse disposal chute hole. (Bloody Bed)
3.6 = Open, with note on desk and clothes on bed. Empty.
3.7 = Had Wall Men before. Empty now since you killed them and took bullets.
3.8 = Open, with corpse disposal chute hole.

                 _____________
                / __D______D_ \
               / /\     |    \ \
              / /  \ 3.5|    /\ \
             / D    \   |3.6/  D \
            / /      \ ___ /    \ \
            | |  3.4  /   \ 3.7  | |
            | |______|     |_____| |
            | |       \___/      | |
            | D  3.3  / | \ 3.8  D |
            | |      /  |  \     | |
            \ \     /3.2|3.1\    / /
             \ \   /    |    \  / / 
              \ \ /     |     \/ /
               \ \__D___|___D_/ /
                \______EE______/


Anyway, jump down the hole in 3.8. On the 2F Cell you land in, 2.8, check the 
desk in here to find the [Stun Gun] -- a powerful weapon against some enemies, 
and then jump down the hole. In 1.8, jump again down the hole. You'll wind up 
in...

- Water Prison World, Dining Hall (B1):

There are some Whitestools here. Ignore them for now and open up the southwest 
door and go through it. It'll unlock from this side.

- Water Prison World, Hallway (B1):

Head north and kill the Whitestools in your way, then take the ladder up to
the surveillance room.

- Water Prison World, 1F Surveillance Room:

Go up the ladder.

- Water Prison World, 2F Surveillance Room:

As you may have guessed by a memo you read earlier, you need to line up the 
bloody beds. I didn't tell you to do this on your first visit here because I 
wanted you to get the Stun Gun. Turn the valve on this floor right 4 times. The 
room with the bloody bed should be seen through the peephole two holes right of 
the red dot on the wall in here, and that means it's lined up with the 1F 
Bloody Bed room. Go up the ladder to the 3F surveillance room.

- Water Prison World, 3F Surveillance Room:

Turn the valve here right once. Again, check to make sure the bloody bed is two 
peepholes right of the red dot on the wall. If so, go down the ladder.

- Water Prison World, 2F Surveillance Room:

Go down once again.

- Water Prison World, 1F Surveillance Room:

Go down!

- Water Prison World, Hallway (B1):

Go into the dining hall.

- Water Prison World, Dining Hall (B1):

Whack all the whitestools in your way dead and go into the north door here.

- Water Prison World, Kitchen (B1):

Kill all the whitestools in your way, then check the door in the northwest part 
of this room. There's another plate... take it to get the
[Watchfulness Placard]. Does this mean...?

I thought I'd take the time to explain why I had you turn the cells when you 
could have just come in here. The reason is simple; If you didn't, there would 
be no light in this room, and, as you'll check the door, you'll notice a number 
pad on it. If the light wasn't here, you wouldn't be able to punch in any 
numbers. But now you can, so check the door.

You need a four digit combo, and since you got one in the "Secret Number Memo", 
try the number contained in it. It's 0302. Enter it. You'll go through the door 
automatically.

- Water Prison World, Death Chamber (B1):

A cutscene takes place where you see the body of Andrew DeSalvo floating in 
liquid here, and the numbers "18121" carved into his belly... just like when 
you found previous people dying, you'll black out and wake up in your room.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

You should hear a loud noise. Investigate by entering your bathroom.

- Room 302, Bathroom:

Check out that bathtub... then leave this room back into the main room.

- Room 302, Main Room:

Check your peephole on your door to trigger a cutscene with Frank Sunderland
and Eileen Galvin at your peephole. After they leave, take a look at the bloody
handprints on the wall you can see through the peephole. There are 18 now...
this could mean something. Exit peephole view. Check the ground at the base of
the door to get two new memos, Memo: Red Diary - July 23, and
Memo: Superintendent's Memo.

Check on Eileen's room if you want, and stash the Watchfulness Placard inside
the storage box. Keep the Steel Pipe and Stun Gun with you for now, and take
the Saint Medallion. Save, and then you can examine things around the apartment
again as Henry may or may not give differing comments once again. When you're
satisfied, enter the bathroom.

- Room 302, Bathroom:

The hole has changed, once again... enter it.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Building World                                    [sh4_12]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

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


__________ _  _

Building World:
_  _ __________


- Building World, Entrance Alleyway (B1):

There is a Hole here.

A cutscene will play inwhich Henry wakes up on the floor in some kind of
alleyway. After the cutscene, you take control. Head west in this alley and
tilt your right analog stick up to see some strange monkey-like creatures
jumping from building to building. Continue west until the path changes to
south, and go south to the next area.

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

You should hear gun shots and monkey sounds. Check things out here and then
head down the stairs in the eastern part of this area. You should see and hear
one of those monkey things dropping near you, so get ready. Equip the Stun Gun
and go to town on it, shocking it with the Stun Gun and then stomping on it.
Go down the stairs south of here, and check the red-lettered sign out. It says
"Hotel South Ashfield", the place across from you if you've looked out your
window... but this is different, somehow.

Head towards the door with a car next to it down here to trigger a cutscene,
where Richard Braintree falls from somewhere up in the building and you two
have a little talk. After this cutscene, where Richard will leave, more more
monkey men, called "Gum Heads" should drop down here. Take care of them with
the same method, but beware! There's more than one now. Take the one guarding
the door out last. Then enter that door.

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

* Victims here: Victim-10.

Head north in this area into the "kitchen" room which has a feast and a
birthday cake on the table. You should notice a strange sound almost right
away. There's a victim in here! But don't worry for now, it's pinned down by
something. Examine things in here and you'll see that the doors are all locked.
Examine the ghost to see it has something in its hand. Take what is in its
hand, the [Ghost's Key], and then examine the door right near the ghost to use
that key. Don't go through the door you just unlocked, yet. Examine the ghost
again and you'll be prompted to take the sword stuck in its stomach. Select Yes
to get a [Sword of Obedience], then go through the door you just unlocked
before he gets up.

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

* Victims here: Victim-10.

There are Red Tremers here, but ignore them unless they get in your way, then 
just stomp them. Run down the stairs here to B4, then along the floor around 
this floor east, south, then west. Down the stairs again to B5. Run past the 
victim here. Take the door in the southwest most part of this floor.

- Building World, Interior Hallway A (B5):

* Victims here: Victim-10.

Head south and enter the door on the west wall quickly to avoid taking any 
damage from Victim-10.

- Building World, Interior Storage Room (B5):

Grab the [Pistol Bullets] on the shelf here and then head into the door on the 
northwest side of the room.

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

There is a Hole here.

Look around in here.On the northeast side of the shop, you should find an 
[Aluminum Bat] on the ground. It's an upgrade from the Steel Pipe. Take it and 
equip it. On the southeast side of the shop, you should find a [5-Iron] golf 
club on the floor. Take it if you wish, as well. Enter the hole to return to 
Room 302.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

You should hear someone knocking on your door. Exit the bedroom.

- Room 302, Main Room:

Check the peephole to your main door. "BETTER CHECK ON YOUR NEIGHBOR SOON!" is 
written on it. Who did that...? Anyway, check on the neighbor (Eileen) if you 
wish. She seems to be doing well. Dump all items except for the Aluminum Bat, 
Stun Gun, and Saint Medallion into the box, then save. Head into the bathroom.

- Room 302, Bathroom:

Enter the hole.


__________ _  _

Building World:
_  _ __________


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

There is a Hole here.

There are two doors in the northwest part of the shop. Take the one on the 
north wall, since it's not locked.

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

Just take the stairs down 3 floors here and enter the door on the east end at 
the bottom.

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

When you enter here, you should hear some Sniffers walking around. Go into Pose 
mode and charge up your Aluminum Bat, then walk to and find one of them. Let go 
and stomp it. Now take care of the other ones in the store, and any Hummers 
that join in on the north side of the shop. Walk around in the aisles in the 
shop until the camera changes and you see an item among the boxes of animal 
food. Examine to find and take the [Albert's Sports Key].

While there is another door herein the north end of the shop you can take, 
don't. It leads to an area which there's nothing to do in just yet. Instead, 
take the door you entered the shop from in the south end of the shop out.

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

Take the stairs all the way to the top on B5, and enter the door on the west, 
back into Albert's Sports.

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

There is a Hole here.

If you need to heal, go home through the hole. I'll assume you're in fine 
condition to continue, so if you need a heal, go home, wait for your life to go 
back to full, and save, then come back. When you're ready, go through the door 
on the northwest side of the shop that unlocks with Albert's Sports Key.

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

Another fun staircase. Head along and down these stairs four floors, killing 
any Gum Heads that get in your way with the Aluminum Bat or Stun Gun. When you 
reach the bottom, you'll be on another rooftop. Head south and you'll have a 
couple more Gum Heads drop down. Take care of them as well. Head east along the 
small path when you can go south no further.

- Building World, Exterior Elevator Access (B8):

Take the eastmost doorway here, which leads into an elevator.

- Building World, East Elevator:

A cutscene will take place. Henry sends his elevator down, and Richard has a 
conversation with the child you've seen around before in another elevator.
When that cutscene is over, you'll still be in the elevator. Exit via the door 
on the north side.

- Building World, Exterior Elevator Access (B12):

Grab the [Pistol Bullets] at the southwest part of this area, and then get back 
into the elevator.

- Building World, East Elevator:

Check the elevator buttons in the southwest part of the elevator. Select the 
top floor. When it arrives, go through the north exit door of the elevator.

- Building World, Interior Hallway B (B8):

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

Equip your Saint Medallion. Follow this hallway north, then east, then south,
then west to the very end. Here you'll find the [Spade], a great new weapon,
and a [Sword of Obedience] on the floor here. Take them both, and then run back
to the elevator and enter it. Nevermind the victims. They should be slower and
their ghost aura won't effect you when you've got the medallion equipped.

- Building World, East Elevator:

Equip the Spade as a weapon. It's one of the best in the game. Unequip the 
Saint Medallion. Use the panel in here and select bottom floor. Use the ladder 
in the north end when it reaches its destination, and select Yes to go down.

- Building World, Under the Elevators (B12):

Head north here and check around to find a [Nutrition Drink] laying on the 
floor here. There's a tunnel going west in the northwest, so head through it 
and kill all the Whitestools in your way. Go up the ladder at the end of this 
tunnel.

- Building World, Exterior Alleyway A (B12):

Head along this alleyway west, then south, then east, and take out any Gum 
Heads or Sniffers using charged attacks from your spade and stomps. Don't rush 
too much as there's still more combat ahead and you need to save some health 
for that. Finally, when they're all dead, head south to the next area. None of 
the doors in this area work, so don't worry about that.

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

There are FIVE gum heads here. Take them on using charged Spade attacks and try 
to stomp if you get an opportunity. Only four of them are mobile, the 5th is 
guarding a door. Kill the four, then take on the 5th by approaching with a 
charged attack. He has a golf club in his hands, so beat him down and kill him. 
Then you can take the club he drops, the [Pitching Wedge]. Enter the door he 
was guarding.

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

Go down the stairs here and take the door in the southeast part of this room.

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

Head down the stairs here and stomp on any Red Tremers that get in your way.
At the bottom, on B15, go through the southmost door here.

- Building World, Bar Southfield (B15):

There is a Hole here.

Check the paper on the bar counter to get Memo: Bartender's Memo. Examine the 
axe on the table here to get [Rusty Axe], regarded by many--myself included-- 
as the best weapon for most encounters in the game. Ignore the Red Tremers on 
the walls here for now and enter the hole to your apartment, as you probably 
need a heal around now, and you most definitely need to drop some stuff off.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Check on things around the apartment and then dump everything except for the
Rusty Axe or Spade, and the Saint Medallion into the storage box. Save your
game. Look out the window... see that big billboard for "Bar Southfield"? Check
out the phone number on it. Didn't the memo we got at the bar say the
combination to the door is the last four numbers of the phone number? Well, the
phone number is 555-3750. Go to the bathroom now.

- Room 302, Bathroom:

Enter the hole.


__________ _  _

Building World:
_  _ __________


- Building World, Bar Southfield (B15):

There is a Hole here.

In the southwest part of the bar is a door. Clear all of the Red Tremers off of 
the wall near it and stomp on them, then examine the door. Since the code is 
apparently the last four numbers of the phone number, enter: 3750. The door 
should unlock. Enter it.

- Building World, Winding Staircase (Going up from B15 to B4):

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

Equip your Saint Medallion and run west along here. You'll hear a scream from 
above. Now simply run all the way up the many flights of stairs here to the 
very top, B4. Run to the very end of the platform to find a door with "207" 
written on it. Examine it to find... another plate. Take it to get the
[Chaos Placard], and then enter the door.

- Building World, "Room 207" (B4):

A cutscene will play inwhich Richard Braintree dies and tells you that the kid 
is no kid, but the "11121 man." He has 19121 written on his forehead in blood. 
As per usual, you'll fade out and re-awaken in your room...


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Check out your window to see a man in 207, Braintree's room, pointing out the 
window to what appears to be 303, Eileen Galvin's room. Exit the bedroom.

- Room 302, Main Room:

Another strange transmission will play over the radio, with a "shocking" 
conversation about the guy you just saw die. Check out your peephole and 
Eileen's room peephole, and then use the storage box to drop off the Chaos 
Placard. You'll notice Eileen has changed into a dress. That's because she's 
going to a party. Save the game.

Anyway, you can once again examine things throughout the apartment for some 
different comments. When satisfied, enter the bathroom.

- Room 302, Bathroom:

Enter the hole, which has once again changed...



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Apartment World                                   [sh4_13]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

            "It looks like my apartment... What the hell is this?"


___________ _  _

Apartment World:
_  _ ___________


- Apartment World, 3F Hallway:

A cutscene will take place inwhich Henry wakes up and sees a long-haired man in 
a coat knocking on Eileen Galvin's door, and then walk off.

As you gain control, enter Room 301 which is right near you, in the north-most 
part of this hallway.

- Apartment World, Room 301 (3F):

There is a Hole here.

In the main part of the room here, check the desk to find a Memo: Mike's Diary. 
Next to it, there's a red piece of paper on the desk [Red Paper], take it.
Head into the back part of this room and into the bedroom, and you'll find a 
white magazine among all of the resident of 301's porn magazines. It's a
Memo: Joseph's Article. Also, check the red photos on the wall here. You can 
get a key from each of them. The photo of the nurse has the [Locker Key #106], 
and the photo of the superintendent has the [Superintendent's Key]. After you 
take the superintendent's key, Victim-13 will appear somewhere in this room, so 
run to the door out of here and exit back into 3F's Hallway.

- Apartment World, 3F Hallway:

Head south here, and check Room 302's door. You can't open it, but Henry notes 
there's a red piece of paper and under it and it's the same way they show up in 
his apartment. Use the Red Paper you got in 301 here to send it under the door 
as well.

Head south and check Room 303 (Eileen's) room door, and Henry will comment on 
the long-haired guy with the coat. Room 304 won't open, either. So head west 
and exit via the double doors at the end.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

There is a Hole here.

Head down the stairs and you'll notice the long-haired man with the coat 
sitting there. Talk to him. He'll tell you about a doll he got from Eileen a 
long time ago, and offer it to you. You can take the [Shabby Doll] if you'd 
like. It's not necessary. After you talk to him and take it or decline it, head 
down to the first floor via the stairs. Check the locker's on the east side of 
the floor, where the camera will zoom in. Face them and use the Locker Key #106 
to open up the locker. It's filled with love letters to a "Rachael" from a guy 
named Mike. Nothing useful, though. Head into the hole back to your apartment 
here.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Put everything except for a weapon (I use Rusty Axe) and the Superintendent's 
Key into your storage box. Check the peephole and you may or may not see the 
long-haired man with the coat stop by -- notice also there are 19 bloody hand 
prints on the wall. Under your door should be two new memos,
Memo: Red Diary - May 14, and Memo: Red Diary - May 2. Get them both. By now 
you should also be hearing something noisy in the apartment. Enter the laundry 
room.

- Room 302, Laundry Room:

The dryer is going in here. It's... left quite a mess of blood. Examine it to 
turn it off. Exit here.

- Room 302, Main Room:

Check on Eileen via the peephole to her room if you'd like, and save. Then head 
into the bathroom.

- Room 302, Bathroom:

Enter the hole.


___________ _  _

Apartment World:
_  _ ___________


- Apartment World, Stairway and Main Area (3F, 2F, 1F):

There is a Hole here.

Enter the western wing double doors on the first floor upon your return.

- Apartment World, 1F West Hallway:

Head west and check out the door you see. It has a sign that says, 
"Superintendent's Room", so this must be the right place to use your key.
The Superintendent's Key will unlock the door, and now you can enter it.

- Apartment World, Room 105 (1F):

Go to the southwest part of the main room and check out the red pieces of paper 
in a small box here. There's two of them in the box, so take them to get
[Red Paper] and [Torn Red Paper]. Beside this box is a hanging key rack, 
examine it and take the [Apartment Keys]. Head into the bedroom of this 
apartment and check the open book on the stand near the bed to get
Memo: Superintendent's Diary (Umbilical Cord). Now exit Room 105.

- Apartment World, 1F West Hallway:

Head north in this hallway and enter the first door to your right, which is 
Room 106. The Apartment Keys will unlock this room and every other room in the 
building save 303 and 302.

- Apartment World, Room 106 (1F):

Look around in here. The goal is to go into the bedroom in the back and grab 
the [Portable Medical Kit] off of the bed. There's also a nurse uniform for a 
nurse named "Rachael" on the bed you can't take, and you can dial a number on 
the phone if you'd like, but I don't recommend it since it causes Victim-04 to 
show up here and other parts of Apartment World. Exit Room 106 when you are 
finished.

- Apartment World, 1F West Hallway:

Head north once again and enter the room at the furthest end of the hallway, 
Room 107.

- Apartment World, Room 107 (1F):

There's no items in here, but you can check out the music man's place if you'd 
like. Exit when done.

- Apartment World, 1F West Hallway:

Head down south, then east and enter back into the central area with the 
stairs.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

There is a Hole here.

Head straight east and enter the double doors to the 1F eastern wing.

- Apartment World, 1F East Hallway:

There are some Sniffers in this hallway, so approach the one that appears near 
Room 104 and take it out. You'll see the power of the axe if you're using it 
right now. Quite a nice charge-hit, huh? After it's dead, enter Room 104.

- Apartment World, Room 104 (1F):

There's really nothing in here except for some Hummers, which you can kill if 
you'd like to... just exit if you don't.

- Apartment World, 1F East Hallway:

Continue north in the hallway, and enter Room 103.

- Apartment World, Room 103 (1F):

There's absolutely nothing in here, but feel free to look around. Exit when 
finished.

- Apartment World, 1F East Hallway:

Head north and enter Room 102, killing the other Sniffer here if it gets close.

- Apartment World, Room 102 (1F):

 -----------------------------------------------------------------------------
a Brand New Fear: In a Brand New Fear game, if you've qualified for it, the
                  [Submachine Gun] will be on a counter here near the kitchen.
 -----------------------------------------------------------------------------

In here, enter the kitchen and step on all of the Red Tremers here, then check 
out the fridge. You'll be prompted to open it up. Select yes. Examine inside 
the fridge to find a cat's body wrapped in jeans. Examine again to get a
[Torn Red Paper], and then exit this room.

- Apartment World, 1F East Hallway:

Head north and enter Room 101.

- Apartment World, Room 101 (1F):

There's some [Pistol Bullets] on the counter near the kitchen here, take them. 
You may think "Cool, guns!" but they're all models and useless. You can check 
the bookshelf in the bedroom to hear what this gun enthusiast in Room 101 
thinks of Richard Braintree, and to learn that Richard's gun is the real thing. 
Exit this room.

- Apartment World, 1F East Hallway:

Head south, then west and exit back to the main area of the apartment.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

Go up the stairs to 3F and enter the hallway.

- Apartment World, 3F Hallway:

Enter Room 304 here.

- Apartment World, Room 304 (3F):

The only thing of interest in here is some [Pistol Bullets] in the bedroom. 
Take them and exit this room.

- Apartment World, 3F Hallway:

Go to 302's door and slip the Red Paper and two Torn Red Papers underneath the 
door, then go back and enter the main area.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

Go downstairs to 2F and enter the eastern hallway double doors.

- Apartment World, 2F East Hallway:

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

Run forward and enter Room 204.

- Apartment World, Room 204 (2F):

There's really nothing in here, so leave when you're done looking around.

- Apartment World, 2F East Hallway:

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

Run north in the hallway, avoiding the victims and enter Room 203.

- Apartment World, Room 203 (2F):

* Victims here: Victim-oldtype.

In the main room here, there's a can of [Bug Spray] on the ground. It is a 
weapon effective against Hummers. Take it. Run into the bedroom in the back and 
examine the bloody shirt on the bed to get another [Torn Red Paper]. Run past 
the victim and exit this room.

- Apartment World, 2F East Hallway:

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

Run north and enter Room 202.

- Apartment World, Room 202 (2F):

No items in here, but you can examine the paintings here for info about the 
many residents of South Ashfield Heights. When you're done here, exit Room 202.

- Apartment World, 2F East Hallway:

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

Run north and enter Room 201.

- Apartment World, Room 201 (2F):

* Victims here: Victim-13.

There's nothing here but a bunch of Hummers and Victim-13. Get out of here 
right away.

- Apartment World, 2F East Hallway:

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

Run south, then west and back into the main area through the double doors.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

Head into the western wing of 2F via its double doors, now.

- Apartment World, 2F West Hallway:

Run forward and enter Room 205.

- Apartment World, Room 205 (2F):

* Victims here: Victim-oldtype.

This is the room of the guy with weird interests who taped Mike getting beat up 
by Richard. On the coffee table near the couch here, you can find an item,
["Skinned Mike" Cassette]. Take it then leave before Victim-oldtype can get any 
damage on you.

- Apartment World, 2F West Hallway:

Head north here and enter Room 206 -- notice the Sniffers in the distance...

- Apartment World, Room 206 (2F):

There's really nothing in here except for some Sniffers in the bedrooms. Kill 
them if you want, then exit.

- Apartment World, 2F West Hallway:

Head north, and kill the 3 Sniffers in your way. Remember, the charged Rusty 
Axe or Spade are your friends. After you've got them downed, enter Room 207, 
north of where they were.

- Apartment World, Room 207 (2F):

Richard's room... on the chair where Richard was apparently electrocuted, you 
will find [Richard's Revolver], your second firearm. It uses different ammo 
than the Pistol, and is more powerful. In the bedroom, you can find another 
golf club, the [Putter]. Exit this room.

- Apartment World, 2F West Hallway:

Head south, then east and exit back to the main area.

- Apartment World, Stairway and Main Area (3F, 2F, 1F):

Go up the stairs to 3F, and enter the hallway.

- Apartment World, 3F Hallway:

Go slip the Torn Red Paper under 302's door, and enter Room 301.

- Apartment World, Room 301 (3F):

* Victims here: Victim-13.

There is a Hole here.

Run past Victim-13 and enter the hole to go back to Room 302.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Get the four notes slipped under the door. They are: Memo: Mike's Love Letter,
Memo: Red Diary Scrap, Memo: Red Diary Scrap (cont.), Memo: Red Diary - May 20.
You'll want to check up on things around the apartment now. Peephole, Eileen's
room, and put all items except for your preferred weapon into the box, then 
save. If you paid attention to the memos slipped under your door, you know it's 
time to check the bedroom. Go into the bedroom.

- Room 302, Bedroom:

Walk to the window, then turn and walk along the edge of the room towards your 
bed. Look down and you should see an item down there. Examine and take it to 
get the [Doll Key], which is Room 303's key. If you look out the window now, 
you may or may not see the flying air balloon which resembles the head of the 
rabbit doll in Eileen's room. Its name is "Robbie the Rabbit." Exit the bedroom 
when you're done.

- Room 302, Main Room:

Enter the bathroom.

- Room 302, Bathroom:

Enter the hole.


___________ _  _

Apartment World:
_  _ ___________


- Apartment World, Room 301 (3F):

* Victims here: Victim-13.

There is a Hole here.

Run past the victim and exit the door to this apartment.

- Apartment World, 3F Hallway:

Head down to Room 303, and you should hear a scream as you near it. Enter it 
using the Doll Key.

- Apartment World, Room 303 (3F):

A cutscene will take place with you, Eileen, and the child who seems to show up 
when bad things happen. She has "20121" carved into her back. After the 
cutscene... you'll awaken in your room once again.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

You'll awaken to a cutscene and hear sirens during it. Check your window and 
you'll see an ambulance pull off... with Eileen? Exit window view, and then 
exit the bedroom.

- Room 302, Main Room:

First of all, check the peephole to Eileen's room to hear a conversation 
between the two cops you've heard over radio transmission before. The Robbie 
the Rabbit doll in Eileen's room is now turned and pointing at you... Exit the 
peephole view. Check the window again if you'd like, the Robbie the Rabbit air 
balloon may still be there.

Check the door. Peephole, then get the stuff slipped under the door. You will 
get Memo: Red Diary - July 13 and [Succubus Talisman]. Enter the storage box 
and put all things except for your favorite weapon and the Succubus Talisman 
into it, then take out the four placards: Temptation Placard, Source Placard, 
Watchfulness Placard, Chaos Placard. Head into your Bathroom for now.

- Room 302, Bathroom:

Seems the hole is now blocked... exit this room.

- Room 302, Main Room:

Save, and then go into the laundry room.

- Room 302, Laundry Room:

Check the walls here, and look for a black mark. Examine it, and Henry will 
comment that it also "looks like an evil demon". Look at it and use the 
Succubus Talisman.

Red writing and 4 slots in the wall will appear. The writing says, when 
examined...

"After he did the Ritual of the Holy Assumption, other worlds began to force
 their way into his universe and it began to swell horribly. But his universe
 is different than ours -- it has limits. And in the limits of that universe,
 he rules as a king. And in the deepest part of his kingdom is his mother."

Check the 4 slots. They match the names of the 4 Placards you are carrying. 
Insert the Temptation Placard into the left slot. The Source Placard goes to 
the right slot. Watchfulness Placard to the top slot, and the Chaos Placard to 
the bottom slot. After you do this, a new hole will appear... go through it.



___  _ ________________  ________  _ _____  _ ___________  _ ______________ ___

..  Walkthrough: Hospital World                                    [sh4_14]  ..
_________ _  __________   _ _ _________ _______ ____________ _ ____ ____  _____

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


__________ _  _

Hospital World:
_  _ __________


- Hospital World, Emergency Room 1 (1F):

Henry will awaken and see the Man with the Coat doing some sort of "surgery" on 
a ghostly white corpse of a woman in a cutscene. During this scene, Henry will 
be chased out of this room by the Man with the Coat.

- Hospital World, Lobby (1F):

Head east and into the northeast most door. Ignore any Hummers you may disturb 
here for now.

- Hospital World, Office (1F):

Look around in here. In the eastern part of this room, you'll find a knife 
sitting on the table. Examine it to get the [Paper-Cutting Knife], a fairly 
junky weapon. Exit via the southeast door.

- Hospital World, Reception (1F):

You can check the whiteboard here for a cutscene where Henry sees Eileen's
x-rays. After that, check the desk on the west side for a note, which is the 
Memo: Nurse's Memo. Exit via the southwest door here.

- Hospital World, Lobby (1F):

Take on any and all Hummers here, and kill them all. Then head into the middle 
southwest door.

- Hospital World, Emergency Room 2 (1F):

Grab the [Nutrition Drink] on a stand in the west part of this room, and then 
leave this room.

- Hospital World, Lobby (1F):

Head into the southern part of this floor. You'll run across a handbag that 
will trigger a cutscene. Pick it up to get [Eileen's bag]. Go into the 
southwest most door.

- Hospital World, Supply Room (1F):

There are two Patients in here. They are one of the strongest normal enemies. 
As soon as you enter this room, enter Pose mode and charge up your Rusty Axe or 
Spade, then wait for them in the corner near the door. Let loose with the 
charge-hit when they get close to knock them both over, then stomp on them. 
After they're dead, checkout the shelves on the northwestern side of this room, 
where you can find an [Ampoule]. Take it and exit this room.

- Hospital World, Lobby (1F):

Head to the door right across from here on the east side, and enter it.

- Hospital World, Doctor's Lounge (1F):

Grab the [Portable Medical Kit] on the coffee table here, and check out the 
papers on the desk. Then exit.

- Hospital World, Lobby (1F):

Head into the first door north of here, on the east side.

- Hospital World, Washroom (1F):

There is a Hole here.

Enter the hole to go home.


____ _  _

Room 302:
_  _ ____


- Room 302, Bedroom:

Exit the bedroom.

- Room 302, Main Room:

Dump all of your stuff except for your weapon into the storage box, then save 
and go into the Laundry Room.

- Room 302, Laundry Room:

Enter the hole to return to the hospital.


__________ _  _

Hospital World:
_  _ __________


- Hospital World, Washroom (1F):

There is a Hole here.

Exit the washroom.

- Hospital World, Lobby (1F):

Enter the southeast most door here.

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

Go up the stairs and enter the door at the top.

- Hospital World, Long Hallway (2F):

The first thing you want to do here is go south to the elevator here, and press 
the call button in the southwest corner. There are Wheel Chair enemies that you 
can't kill moving around here, but don't worry much about them. Simply try to 
run past them and stay out of their path to avoid damage.

Now, there are 11 room doors on each side of the hallway here. Where they lead 
to is unfortunately randomly generated. So, it's time for a list based on what 
I got while writing this walkthrough! Go in the rooms in this order:

Bottom Left, Bottom Right, up a row and Left, Right from there when you emerge 
and so on until you've seen em all or are overloaded with items. If you happen 
to have too many items, simply take the stairwell down to 1F and use the hole 
to store the ones you won't need. Anyway, on with the list....


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

Room 1:

X-ray pictures stuck up on a whiteboard, and scattered on the floor.
Nothing useful in here.

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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.

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