This FAQ/Walkthrough is Copyright 2004 by Phan Nguyen Khanh Dan

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|HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH|XX|HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
HHH|
|H Game name : "Silent Hill 4 :    |XX| Guide : Silent Hill 4 : The 
Room H|
|H              The Room"          |XX|         FAQ/Walkthrough          
H|
|H Genre : Horror Adventure        |XX| Author : Phan Nguyen Khanh Dan   
H|
|H Version : Japanese              |XX|          "Mysticcat"             
H|
|H Platform : Sony Playstation 2   |XX| Email : fireaquarian@yahoo.com   
H|
|H Developer : Konami              |XX| Version : 1.98                   
H|
|H Publisher : Konami              |XX| Date of birth : July 28th 2004   
H|
|H Released : June 2004            |XX|                                  
H|
|HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH|XX|HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
HHH|


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    I. Introduction                                              
*Complete*
   II. Legal Information                                         
*Complete*
  III. Updates/Revision History (SHOULD READ)                    
*Complete*
   IV. Basic Terms                                               
*Complete*
       A- Important Game Options
       B- Controls 
       C- Battle System 
       D- Difficulty Settings 
    V. Characters                                                
*Complete*
   VI. Walkthrough                                                         
       A- General Tips & Notes                                   
*Complete*
       B- Main game walkthrough

          Part 1  : Prologue - Room 302                          
*Complete*
          Part 2  : The Subway World                             
*Complete*
          Part 3  : The Forest World                             
*Complete*
          Part 4  : The Water Prison World                       
*Complete*
          Part 5  : The Building World                           
*Complete*
          Part 6  : The Apartment World                          
*Complete*
          Part 7  : The Hospital World                           
*Complete*
          Part 8  : The Subway World - 2nd time                  
*Complete*
          Part 9  : The Forest World - 2nd time                  
*Complete*
          Part 10 : The Water Prison World - 2nd time            
*Complete*
          Part 11 : The Building World - 2nd time                
*Complete*
          Part 12 : Room 302 of the Past                         
*Complete*
          Part 13 : Outside of Room 302                          
*Complete*
          Part 14 : Final Battle                                 
*Complete*

  VII. Ending Informarion (contains SPOILERS)                    
*Complete*
 VIII. Secrets & Rumours                                         
*Complete*
   IX. File Transcripts                                          
*Complete*
       A- 52 Memo Files
       B- The Red Writings around The Forest World 
    X. Item List                                                 
*Complete*
       A- Support Items
       B- Weapons 
       C- Key Items
   XI. Enemy List                                              
*Incomplete*
  XII. Miscellany                                                
*Complete*
       A- Interesting/Plot facts in "Silent Hill 4 : The Room"    
       B- Frequently Asked Questions (FAQs) 
       C- Contact Information (MUST READ) 
 XIII. Special Thanks                                            
*Complete*


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  []                                                                  
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  [] SECTION I : INTRODUCTION                                         
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  Hi, Everybody ! 

  My summer holiday will end in no time. During these days, I have 
decided 
to make a FAQ/Walkthrough before it's over as it's been a long time 
since
the last guide I made. First I did intend to wait for the English 
version
of this game "Silent Hill 4 : The Room" so that I wouldn't get troubles 
with language problem. But the Language option which includes English 
has
made me buy the game earlier than I thought. Along with playing the 
game,
I decide to make this guide - my first Silent Hill guide. 

  "Silent Hill 4 : The Room" is just the next Silent Hill adventure 
following the previous games that have been spreading its popularity 
among 
the game world, created by the famous Konami. Each game is a horror 
story
about certain characters related to the same location named "Silent 
Hill",
which brought tragedies and happiness to them because of some reasons. 
"Silent Hill 4 : The Room" is no exception. Although each story seems
separated at first, we can find their hidden relations to one another 
via
the nolstagic stories and the mysteries of Silent Hill.  

  Silent Hill has been one of my most favourite game series on Horror
Adventure after the classic Resident Evil. But its complicated 
structures,
many puzzling riddles did prevent me from making guides for it. But now
"Silent Hill 4 : The Room" has been created to have a pretty different
style from the previous games and I found that I can deal with it to 
write
a guide. That's why this FAQ/Walkthrough is born.

  This guide is made for Japanese version. But all information and 
items'
names in the guide are based on the English, which can be switched to 
by
using the "Options" of the game. So you may find some info in my guide
have different name from some other guides dedicating to fresh-
Japanese. 

  As this is my first Silent Hill guide, I can't confirm it would be 
very
good, so I hope that you readers can send me your ideas after reading 
it.
See more information about contacting me in Section XII part C. Your 
ideas 
will be all appreciate and will make my work better. 

  And another note which is very important : I'm writing this guide to 
help
those people who are stuck in the game. But I'd rather you played the 
game
yourself so that it'll be much more fun, since you discover it by 
yourself.
Just use guides when you are in extreme trouble. As this is a full 
guide,
it undoubtedly contains several spoilers. Notice this before you decide 
to
use my guide, okay ? 

  Thanks for reading. 

                                    Mysticcat 
     

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  [] SECTION II : LEGAL INFORMATION                                   
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  I place this part in the first after Introduction for that people can 
see
and read it easily. I have done this with all of my previous FAQs.

  This is "Silent Hill 4 : The Room" FAQ/Walkthrough, Copyright and 
owned 
by the author Phan Nguyen Khanh Dan "Mysticcat". As a guide posted on 
Websites, you are able to download it from the clickable name, use it 
on 
your sites, or sell, publish it in many ways. As the author of this 
guide, 
I just have some Disclaimer if you want to do anything with my property 
:

- This guide can't be copied, altered or anything like that without 
having
the author's permission. If you want to use it in your websites or 
doing
anything on the guide, just email me at fireaquarian@yahoo.com and wait 
for
my answer. I'm not a very mean guy, and I'm willing to let you use it 
if
you can obey this rule.

- Personal use is completely okay if you download or print it for your 
own
playing. You don't have to ask me for this.

- Furthermore, this guide ABSOLUTELY CANNOT be sold, be repbulished as 
your
guide, gift, magazine and so on. The author has made this guide for 
NON-
PROFIT only, and so do you.

  Available sites, and only these sites can host my FAQ :

- GameFAQs : Http://www.gamefaqs.com
  This is a very popular gaming site of the huge community of gamers. 
If
you want to find cheats and guides, this site ABSOLUTELY has all what 
you
need.

- Neoseeker : Http://www.neoseeker.com
  This is a pretty big gaming site about everything : News, Game 
Guides, 
Cheats, Hardwares, Screenshots, etc.

- Playstation Cheats : Http://www.psxcodez.com
  An Europian gaming site about PSX and PS2 games.

- Cheat Code Central : Http://www.cheatcc.com
  A huge site containing tons of hot cheats and codes, along with 
strategy
guides.

- http://www.supercheats.com
  Another high-qualified gaming site, worth a visit. 


-*NOTES* --------------------------------------------------------------
--
  Anybody or any sites who have used the guide with my permission, 
please
frequently check and get the latest updates at www.gamefaqs.com. I 
don't
have time to give the updates to all of you each time. Besides, 
GameFAQs is
the site which put the best display of my FAQ. So please check there 
and
get it. If you feel that you can't do this work, you shouldn't ask to
use the guide.
  Thank you.
-----------------------------------------------------------------------
---

  I have made this guide by all my heart and my efforts. So you can't 
earn
money for yourself on my work.

  Thank you for reading this. I really do not want to be rude. But I 
myself
have ever had my guide plagiarized or used illegally at least once. And 
I
don't want it to happen again.


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  [] SECTION III : UPDATES/REVISION HISTORY                           
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.......................................................................
....
 - Version 1.98
   Date : October 28th 2004
   Process : Fixed mistakes and added tiny information in several 
sections.
.......................................................................
....
 - Version 1.97
   Date : October 20th 2004
   Process : Added an interesting information about the "Double Head" 
monster in "Enemy List" and "Miscellany" section - "Interesting/Plot 
Facts 
in Silent Hill 4 : The Room" part, in the passage about Walter 
Sullivan's
victims.  
             Added a rumour in "Secrets" section. 
.......................................................................
....
 - Version 1.96
   Date : October 15th 2004
   Process : Rearranged the whole "Miscellany" section.
             Rearranged "Secrets" section. 
             Rearranged "File Transcripts" section. 
             Added more weapons in "Item List" section. 
.......................................................................
....
 - Version 1.95
   Date : October 14th 2004
   Process : Finally I have been able to transcript the red writings in
The Forest World in "File Transcripts" section. Check it out soon ! 
Besides, I have also updated the "Miscellany" section Part A due to the
new knowledge from the red writings. Read it soon ! 
.......................................................................
....
 - Version 1.93
   Date : October 7th 2004
   Process : Added more stuffs in "Interesting/Plot Facts in "Silent 
Hill 4
: The Room"" section. 
.......................................................................
....
 - Version 1.92
   Date : October 6th 2004
   Process : Fixed mistakes. 
             Recompiled some passages. 
.......................................................................
....
 - Version 1.91
   Date : September 22nd 2004
   Process : Added more analysis to section "Interesting/Plot Facts in 
"Silent Hill 4 : The Room"".
             Added a little info submitted by Reneisdead in walkthrough
part 11. 
.......................................................................
....
 - Version 1.9
   Date : September 21st 2004
   Process : Added more readers' contributions to section 
"Interesting/Plot 
Facts in "Silent Hill 4 : The Room"".
             Added a question about using Swords of Obedience in "FAQs" 
section. 
.......................................................................
....
 - Version 1.89
   Date : September 18th 2004
   Process : Added more readers' contributions to section 
"Interesting/Plot 
Facts in "Silent Hill 4 : The Room"".              
.......................................................................
....
 - Version 1.88
   Date : September 10th 2004
   Process : Fixed mistakes.
             Added more readers' contributions to section 
"Interesting/Plot 
Facts in "Silent Hill 4 : The Room"".

   **Information wanted : Those who want to contribute please come 
here**
   + Major difference between Japanese and NA/EU version (if there is).
   + Official names of missing enemies in my "Enemy List". 
   + More stuffs in "Interesting/Plot facts" section (if you have). 
.......................................................................
....
 - Version 1.85
   Date : September 8th 2004
   Process : Added more stuffs in "Secrets" section. Fixed mistakes. 
.......................................................................
....
 - Version 1.84
   Date : September 3rd 2004
   Process : Added more INTERESTING stuffs in Part A section 
"Miscellany".
Check it out soon !!! 
.......................................................................
....
 - Version 1.83
   Date : August 31st 2004
   Process : Added more stuffs in "Secrets" section. Added a new stuff 
in 
"Interesting Facts in "Silent Hill 4 : The Room"" section.  

   !!New!!New!!New!!
   I have added a very quick trick to complete "The Building World - 
2nd 
time" without solving the "Reminisces" puzzle. Big thanks to 
Merciless101 
for this submission. This trick is useful when you want to shorten the 
duration for better ranking. Check it out at walkthrough Part 11 soon 
!!! 
.......................................................................
....
 - Version 1.82
   Date : August 30th 2004
   Process : Re-formatted paragraphs, fixed mistakes. 
.......................................................................
....
 - Version 1.81
   Date : August 28th 2004
   Process : Added a new stuff in "Interesting Facts in "Silent Hill 4 
:
The Room"" section. 
.......................................................................
....
 - Version 1.8
   Date : August 26th 2004
   Process : Added new found stuff in "Interesting Facts in "Silent 
Hill 
4 : The Room"" section. Thanks to Hima for his hearty help.
.......................................................................
....
 - Version 1.79
   Date : August 25th 2004
   Process : Added theories contributed by Hima in "Interesting Facts 
in
"Silent Hill 4 : The Room"" section and more explanations.  
.......................................................................
....
 - Version 1.78
   Date : August 24th 2004
   Process : Added a theory submitted by Nielle in "Interesting Facts 
in
"Silent Hill 4 : The Room"" section. Also fixed mistakes. 
.......................................................................
....
 - Version 1.77
   Date : August 23rd 2004
   Process : Fixed more mistakes and grammatical points. 
.......................................................................
....
 - Version 1.76
   Date : August 21st 2004
   Process : Wow, "Stun Gun" has been found. Thanks to my awful 
patience 
and especially thanks to Someone and Melchio of WG for helping me find 
it. 
Check walkthrough Part 4 : The Water Prison World and "Item List" for 
this 
cool weapon soon. 
.......................................................................
....
 - Version 1.75
   Date : August 16th 2004
   Process : More popular questions have been added in "Frequently 
Asked 
Questions" section.

  **Important** 
   Recently I have heard about a hidden weapon so-called "Stun Gun" in 
the
Water Prison World, but I haven't been able to find it. Anyone please 
help
me confirm this weapon's existence ! Tons of thanks to you for reading 
this.   
.......................................................................
....
 - Version 1.72
   Date : August 15th 2004
   Process : A few questions have been chosen to be in my "Frequently
Asked Questions". Corrected more mistakes and writing points (since
English is not my native language ^_^). 
.......................................................................
....
 - Version 1.7
   Date : August 14th 2004
   Process : Added missing info and repaired mistakes. Thanks to Ahmed
Hesham for confirming the missing Ampoule in Room 106. Added more facts 
in 
section "Miscellany" - "Interesting facts in Silent Hill 4 : The Room".  
.......................................................................
....
 - Version 1.65
   Date : August 13th 2004
   Process : A new small section has been added : "Difficulty Settings" 
in
"Basic Terms" section. I have also added some missing memos in my "File
Transcripts" section. One more little thing, I have been confirmed 
about
the location of the third Sword of Obedience (in the Subway World - 2nd
time). Check it out ! 
.......................................................................
....
 - Version 1.6
   Date : August 12th 2004
   Process : I have added a new small section called "Interesting Facts 
in
"Silent Hill 4 : The Room"" to give little discussions about "something
weird" you can spot in the game. Besides, I have also updated the 
"Optional" part about cleaning invading demons in Room 302 in the walk-
through with more noticeable phenomena. Thanks to Roger Ocelot for this
submission.  
.......................................................................
....
 - Version 1.55
   Date : August 11st 2004
   Process : The "Enemy List" is still getting incomplete. Since the NA
version hasn't been out yet, the information about enemies' official 
names
are just vague. Currently I have written profiles of monsters whose 
relatively right names have been recognized. I'll try to quicken this 
process as much as I can. Besides, I have corrected some information in
the "Ending Information" section, too. 
.......................................................................
....
 - Version 1.5
   Date : August 10th 2004
   Process : Corrected more mistakes. Added more little info. I'm still 
on
the way to search for information about the enemies' names and some 
plot
analysis. So just wait. 
.......................................................................
....
 - Version 1.4
   Date : August 9th 2004, night.
   Process : I have just received the official names of the enemies. 
Big
thanks to people from GameFAQs Message Board. "Enemy List" is going to 
be
finished soon. Besides, more mistakes have been fixed and more little
info has been added, too. 
.......................................................................
....
 - Version 1.3
   Date : August 9th 2004
   Process : Added "Important Game Options" part in "Basic Terms" 
section.
             Fixed more mistakes within the guide. 
             Added more stuffs in "Secrets" section.
.......................................................................
....
 - Version 1.2 
   Date : August 7th 2004.
   Process : "Item List" section has been proceeded.
             More mistakes fixed in the walkthrough. 
.......................................................................
....
 - Version 1.1 
   Date : August 6th 2004, night.
   Process : Rechecked the walkthrough. Fixed mistakes. Added a new 
legal 
link to this guide. 
.......................................................................
....
 - Version 1.0 
   Date : August 5th 2004, night.
   Process : This will be an unforgetable day : Walkthrough has been
basically completed. I have switched the order of "Ending Information" 
and
"Secrets" to make it look more logical so that the contents seems more  
related and readers can find out more about soon after they beat the 
game.
.......................................................................
....
 - Version 0.8 
   Date : August 5th 2004
   Process : It seems that I have mistaken the King Street Line's 
position 
in the two walkthroughs for Subway world. So besides completing more 
walkthrough parts, I have fixed the mistake, too. Really apologize for 
such 
a mistake.
.......................................................................
....
 - Version 0.6
   Date : August 4th 2004
   Process : More than 1/2 Walkthrough has been completed. Some other 
sections have been fully finished. 
.......................................................................
....
 - Version 0.3 
   Date : July 28th 2004
   Process : Guide started.
.......................................................................
....
 

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  [] SECTION IV : BASIC TERMS                                         
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[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
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      A- IMPORTANT GAME OPTIONS                                            
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
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  This is the Japanese version. You can open the "Options" menu by 
selecting "Options" in the title screen. During the game, press Pause 
to
stop the game, then clicking Triangle button will trigger the same 
"Options" menu which ALWAYS STAYS IN ENGLISH. Whenever an option is 
made 
change, it'll be highlighted in yellow. Then when you exit the 
"Options" 
screen, you'll be asked again if you want to make those changes or not. 
Just answer "Yes" if you agree. Here are some important options you 
should 
check. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  LANGUAGE : JAPANESE/ENGLISH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Default : Japanese
  This is important for those who don't know Japanese but still get 
this
version to play. It's lucky that Silent Hill 4 has got this option to
switch between Japanese and English. Just open this "Options" screen 
and
trigger this option, then use the directional buttons to choose the 
language that you are more fluent in. But no matter what language you 
select here, the characters in game always speak English. 


~~~~~~~~~~~~~~~~~~~~~~~~~
  SUBTITLES : ON/OFF
~~~~~~~~~~~~~~~~~~~~~~~~~ 
  When being switched on, there will be subtitles during all the 
conversation scenes of the game. The language of the subtitles depends 
on
the choice you made in "Language" option. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  BUTTON CONFIGURATION 
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This is no doubt important when you begin to play a new game. The 
game
gives you three types of configurations to select. Just pick the one 
you
get used to the most. The default control is Type A. For the contents 
of
these types, read Part B - "Controls" just after this part. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DEFAULT CONTROL : WALK/RUN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This is for the character's default movement : walking or running. If
you choose "Walk" here, it means moving the Left Analog Stick only will
make the character walk. He just runs when you move it along with the 
"Cancel" button (See "Controls" part). Vice versa, if you choose "Run",
the character will run as you move the Left Analog Stick only, and then
walk if you hold the "Cancel" button along. This is up to you. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  BLOOD COLOUR : RED/GREEN/PURPLE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This is for the violence level of the game. The default selection is
"Red", that means the highest level of violence. When you attack other
ones or receive physical damage, blood will be cast out in red that may
look so explicit and "realistic". So if you want to reduce violence, 
just
change the blood colour into "Green" or "Purple", it may make you feel
better.  


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  HEAD MOTION : ON/SLIGHT/OFF
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This is to create head motions for the character in First Person 
Mode.

+ On (Default) : You can move the view up and down as normally as 
moving 
to left or right.

+ Slight : You can move the view up and down, but they won't be as 
flexible
as "On" selection.

+ Off : You can't move the view up and down. Just moving to left or 
right
is acceptable. 

  Although the game gives you these choices, I think there's no need to
change the default selection which is "On", since it's also necessary. 
Is
it unpleasant when you can't move freely in the annoying First Person 
Mode ? 


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  HIDE GAUGE : ON/OFF
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  If you choose "On" : The lifebar will be ALWAYS shown at the top left 
of
the screen in every situation.
  If you choose "Off" (default selection) : The lifebar is hidden in 
most 
of the time and only shows up on the top left of the screen when you 
press 
"Pose" button or when the character gets damaged. 

  Which one to pick is up to you. If you want to keep track of the 
character's life all the time, get "On". If you don't want the 
lifegauge 
to block your screen when it's not necessary, turn it "Off". 


~~~~~~~~~~~~~~~~~~~~~~~~~~
  HIDE ICON : ON/OFF
~~~~~~~~~~~~~~~~~~~~~~~~~~
  Same as thew Hide Gauge option. 

  If you choose "On" : The item inventory always shows up at the bottom 
of
the screen no matter what.
  If you choose "Off" : The item inventory only appears when you open 
it by
pressing "Select" button. 
 

[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
      B- CONTROLS                                                          
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]

  Well, in this PAL version you are provided with three types of 
controls. 
These are the buttons that have the same functions in all three types :

---------------------------
  DIRECTIONAL BUTTONS
---------------------------
  Function : all are used to select items and move the cursor in 
certain
screens. 

  Up button : Move up
  Down button : Move down
  Left button : Move to the left
  Right button : Move to the right

---------------------------
  BUTTONS OF MOVEMENT
---------------------------
 - Left Analog Stick : Move the character (Classic style) :

    + Move up : character goes to the north.
    + Move down : character goes to the south.
    + Move left : character goes to the left.
    + Move right : character goes to the right.
    + Rotate : character rotates.

 - Right Analog stick : Move the camera view in First Person mode.
 
    + Move up : camera goes up.          
    + Move down : camera goes to the south.
    + Move left : camera goes to the left.
    + Move right : camera goes to the right.
    + Rotate : rotating the camera. 


---------------------------
  OTHERS              
---------------------------
  Start button : Pause
  Select button : Item Information


---------------------------
  BASIC CONTROLS     
---------------------------
   
   Type A (Japanese type)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Triangle button : Open Map/Memo screen.
                    View "Options" during Pause screen.
  Circle button : Action button
                  Select/Investigate
                  Attack (when Pose button being held)
  Cross button : Cancel
                 Run (hold along with Left Analog Stick)
  Square button : Use/Equip item.

  L1 trigger : Dodge/Evade (during Pose)
  L2 trigger : Rear Camera
  R1 trigger : Dodge/Evade (during Pose)
  R2 trigger : Pose/Prepare weapon 
                  
 
   Type B :
~~~~~~~~~~~~~~~~~
  Triangle button : Open Map/Memo screen.
                    View "Options" during Pause screen.
  Circle button : Cancel       
                  Run (hold along with Left Analog Stick)
  Cross button : Action button
                 Select/Investigate
                 Attack (when Pose button being held)
  Square button : Use/Equip item.

  L1 trigger : Dodge/Evade (during Pose)
  L2 trigger : Rear Camera
  R1 trigger : Dodge/Evade (during Pose)
  R2 trigger : Pose/Prepare weapon 


   Type C :
~~~~~~~~~~~~~~~~~
  Triangle button : Open Map/Memo screen.
                    View "Options" during Pause screen.
  Circle button : Use/Equip item.
  Cross button : Action button
                 Select/Investigate
                 Attack (when Pose button being held)
  Square button : Cancel         
                  Run (hold along with Left Analog Stick)

  L1 trigger : Dodge/Evade (during Pose)
  L2 trigger : Rear Camera
  R1 trigger : Dodge/Evade (during Pose)
  R2 trigger : Pose/Prepare weapon 


  As this is the Japanese version I'm writing for, Type A is the 
default
control, in which Circle and Cross buttons get exchanged function 
compared
to the American controls. So if you don't get used to it, just select 
the
others for your convenience. 


[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
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      C- BATTLE SYSTEM                                                     
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  //EQUIP WEAPONS//
  The Pose button as well as the attack button doesn't work if Henry 
does
not hold anything. So in order to fight, you must equip him with an 
item
that can be used as a weapon. Press the Select button to trigger the
Item Bar, then choose the item/weapon you want to equip and press the 
Action button. Normal items will have green cursor, while the equipable
items have red one. When you equip it, there will be a little "E" 
symbol
above the item which is a sign telling you that you are being equipped 
with
it. 

  You can not only equip weapons, but also some other items which I'll 
notice in the walkthrough. 


  //FIGHTING ENEMIES//
  Press and hold the Pose button to make your character prepare his 
weapon.
Then when there are enemies around, press the Action button to hit. In 
this
game the enemies are automatically locked on, and Henry will target the
nearest one around him. Henry performs different poses for each 
different
weapon he uses. His attacking poses also depend on how much the hit 
gets
charged. 


  //CHARGING ATTACKS//
  This may be a new thing in Silent Hill 4 : charging your attack. 
Notice
the "C" gauge next to Henry's lifebar. When you perform attacks, the 
gauge
is filled up. The more you keep hitting the attack button, the more it 
gets
filled and it comes to peak, Henry will perform the strongest hit (the 
power of the hits also depend on the weapon you are using). After that, 
the
gauge returns to the beginning and just keep hitting to charge it 
during
the fights. 
  
  Just one note : Charging is not very effective with firearms. 


  //FIREARMS//
  Equipping and using melee weapons are pretty simple. So I don't 
mention
much here. But using firearms is a little confusing here. Just equip 
the
gun and use it as you do with melee weapons. But the ammunitions is a
different story. Unlike previous Silent Hill games, all the bullet 
clips
you collect CAN'T BE COMBINED ALTOGETHER in Henry's inventory (but they
can in Storage Box). While the inventory has limit, using and relying 
on
a gun as your main weapon is truly inconvenient since they occupy a lot 
of spaces in the Item Bar. So think carefully if you want to choose gun 
as your weapon of choice. 

  During the use, Henry will automatically reload the gun when it runs 
out
of bullets. But it takes a lot of his time while you can't be careless 
with the monsters around. So in order to reload faster, open the 
Inventory,
choose the bullet clip and press the Action button. They'll be loaded 
to
their gun. In case you want to load a DIFFERENT KIND OF BULLETS from 
the
ones you're using, you MUST EMPTY YOUR GUN FIRST. Then choose that type
of bullets in the inventory and press the Action button. It's a little
tricky, right ? But we must accept it.   


  //GETTING DAMAGE//
  Well, I think you players all know what this means : You get damaged
when the enemies attack you exactly, and your lifebar is absorbed. But 
here
in Silent Hill 4, there are also some unusual damage :

1. First type of damage is the popular conception of most games : Your 
lifebar is absorbed when you get a direct attack from the enemies : A 
dog's
bite, ghosts' impaling, strike, etc. It's not necessary to discuss 
more,
since it's been easy enough for you to understand. You can completely 
dodge these hits by normal moving, running or evading.

2. Second type of damage : When Henry touches something that-he-
shouldn't-
touch. For instance, when a ghost shows up from a wall, he causes 
sticky 
black slime around and then floats out with it. If you let Henry touch 
this 
slime, he'll surely get hurt. So don't think that it's harmless. If you 
don't believe, just try. 

3. Third type of damage : Headache. The lifebar will be absorbed a 
little 
when Henry gets headache, and this happens whenever there are ghosts 
around. If you are staying in an area that has ghosts, sometimes they 
will 
do something to make Henry get headache with these phenomena : fearful 
noises and the screen going red. Avoid this by not going around with 
them, 
and run to another area soon. The ghost can still cause Henry's 
headache 
even when you are having him beat them. This becomes more "usual" when 
Room 302 is invaded by demons later in the game, if you don't exorcise 
them with special items.    


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      D- DIFFICULTY SETTINGS                                               
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  This game has three basic difficulties : Easy, Normal and Hard. 
Needless
to say, choosing the difficulty will affect the whole scenario you'll 
play
next. So let me give you some words before getting one. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~
  EASY MODE    
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This mode is the best choice for beginners of this game. You can 
easily
get through the game by the first playthrough and even be able to 
obtain
the best/good ending. Enemies in this mode have fairly bad health and 
low
AI (Artificial Intelligence) that are mostly your pieces of cakes. They
won't try to attack you so much, leaving spare time for you to kill 
them.
Moreover, Henry seems strong as their hits grows weaker compared to
other modes. Generally, I think if you are a newcomer, trying this mode 
is 
better than Normal mode. For the reason, read the next passage about 
Normal
mode. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  NORMAL MODE  
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Its name "Normal" may let you think that it suits most of players. 
But in
my opinion, it's not. In order to play through this mode, I think you       
have certain skills and certain knowledge about the ways and the 
enemies, 
since they are harder than you expected. The enemies are wiser and they
themselves can dodge your hits and counterattack. They bear much 
stronger 
vitality and their hits exactly cause more damage on Henry. Since the     
number of healing items is limited while you need them for later half,     
you may need to return to Room 302 many times to heal. Most of the 
enemies
in this mode won't let you have time to breathe once you join in the 
battles. For the Sniffer Dogs, don't think that you can dodge them like
you often did with some other enemies. They are faster and more 
accurate
than you thought. Anyway, my best advice for you is that you should 
play
Easy mode before choosing this mode. Then you won't be shocked so much. 

  I also hear that Normal mode in the American version is equal to the
Easy mode in Japanese version, while its Easy mode is just more and 
more
easier. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  HARD MODE    
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Well, what can I say here ? If you want to imagine how this mode, 
just 
think of Normal mode, then double its difficulty plus a little harder 
riddles. This is not a joke anymore. In order to play through this 
mode, 
you must have great skills at both evasion and attack. Since dodging 
doesn't work with most of the enemies, attacking and killing them are 
always ways to defend if you are a good fighter who can end the battles 
without receiving so much damage. If you can play through Hard mode 
under 
2 hours, kill a certain amount of enemies on the way and obtain all the 
files (and a fine ending if you can), you'll surely get 10 big stars. 

  Besides, a few riddles in Hard mode are altered a bit. But they don't 
matter at all if you have learned by heart the Normal game.

 

=======================================================================
====
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
  []                                                                  
[]
  [] SECTION V : CHARACTERS                                           
[]
  []                                                                  
[]
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
=======================================================================
====

  There are several characters you need to know about this game. But in 
order not to spoil your game, here are the most essential ones you must
get acquanted with : 

|~~~~~~~~~~~~~~~~~~~~~|
|   HENRY TOWNSHEND   |
|~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~|
|  A 28-year-old single man. You will take control of him during the 
game.|
|  Not much is known about his biography. What we know is that two 
years  | 
|  ago, he moved to live in Room 302 of an apartment in South Ashfield    
| 
|  Heights, a town which is a few kilometres from Silent Hill. It was     
|
|  going happily for him until one day, Henry dreamed of a nightmare. 
Then|
|  things happened to him so suddenly : He was confined by his very 
room  | 
|  whose entrance door is locked by a bunch of undestroyable chains ; 
the |
|  toilet can't be used ; even the windows are cracked ; all means of     
| 
|  communication such as TV and telephone don't work. All his screams 
for |
|  help from outside were strangely not heard no matter whatever he 
did.  | 
|  He was completely cut off from the outside world by the cursed room 
and|
|  it's been five day when his "real" journey to find the Truth 
begins... |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~|


|~~~~~~~~~~~~~~~~~~~~~|
|   EILEEN GALVIN     |
|~~~~~~~~~~~~~~~~~~~~~|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~|
|  The pretty lady who lives next door to Henry. There's a hole in his    
|
|  room that connects to Eileen's which was created by someone staying    
|
|  there before Henry came to live. But it's strange that Eileen seems 
to |
|  be unaware of the existence of the hole and Henry can do nothing to    
|
|  contact her with it but see through it.                                
|
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~|



=======================================================================
====
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
  []                                                                  
[]
  [] SECTION VI : WALKTHROUGH                                         
[]
  []                                                                  
[]
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
=======================================================================
====

  Before entering the game and using the main walkthrough, I advise to 
read
this Part A "General Tips" because they may be necessary, especially 
when 
you play this game the first time. 

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      A- GENERAL TIPS & NOTES                                              
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 1) When travelling to the alternate worlds, you will see many strange-
designed holes scatterring around. Have Henry enter them, you'll be 
back to
apartment Room 302. This is the ONLY place where you can save during 
the
game, place items in the infinite storage box and where you can heal 
Henry 
fully for the first half of the game so then there will be many things 
needed to be paid attention here :

   - The Save Point is the orange notebook by the window in the Living 
Room. As you are playing the game, especially when you are new, it's 
recommended to save at every little process you have made. The game can 
grow more challenging than you thought, so ALWAYS save and don't regret
about that.

   - "Silent Hill 4 : The Room" has got rid of characters' infinite 
inventory. There's no Menu Screen and the items you get will be shown 
in 
the bottom of the screen like a pop-up. You can only carry a certain 
number 
of items each time (10 items). If the number of items are over 10, you 
can't hold anymore. Seems difficult, right ? especially when we have 
got 
used too much to the three previous games. But you'll be familiar with 
it 
soon. As your inventory is limited, the Storage Box in Room 302 is your 
friend along with the Save Point during the game. Since Henry cannot 
exchange or leave items on the way (like the characters in Resident 
Evil 
Outbreak); when your inventory is over-limit, you must put away some 
unnecesary items by going back to use the box whose capacity is 
unlimited. 
I assure that you'll use it more often than expected, since Henry will 
be 
given tons of stuffs in the journey, even including some things you may 
not need, and later his partner's a few properties. So try to do your 
best, okay ?

  + Finally, the healing ability of Room 302. In the first half of the 
game, this is the only place where Henry can find the best safety. So 
whenever you get damaged, return here and your lifebar will be 
automatically healed fully. During this time, try NOT to use healing 
items
to save them as much as you can until this beloved ability is ended. 
I'll 
notice you when this comes.   

  That is everything you must know about your home sweet home "The 
Room".

2) Try to get used to melee weapons. It seems that Silent Hill 4 has 
been
created for you to touch up these simple weapons. First reason : Guns 
and 
their ammunition take tons of spaces in your inventory, as you CAN NO 
MORE
combine the bullet clips into one like before. In my opinion, it's good
for you to always have at least one melee weapon - your favourite one - 
in 
your inventory. If you prefer guns, bring one and a few bullet clips 
which
should be two or three. Bringing more will give you a few troubles 
later.
Secondly, most living enemies in Silent Hill 4 can be dealt by melee 
weapons without so many difficulties. Just use guns for harder enemies, 
mini-bosses, and later, to prevent your partner from getting damaged.

3) Well, this is a rule for all Silent Hill players : MAP IS YOUR 
FRIEND !
I assure that Silent Hill games have been designed for you to stick 
with
map. You can easily get confused by the large environments and 
sensitive
cameras. And one more thing : Unlike previous Silent Hill games, you 
can't 
always find maps for each area you come cuz you are supposed to explore 
them yourself and Henry will help you draw it. If you travel the whole 
place, you'll have its full map and that will be very necessary for 
later 
revisiting trips.

4) In the map, the blue arrow stands for Henry, and the red arrow shows
his partner (if there is). 
 
5) When you kill an enemy, make sure that they have died by letting 
Henry
stand close to the body and press the Action button. He will stamp on 
it
as the finishing touch. This works for all enemies, except the undead
spirits and the final boss who hangs around the game. I think this has
been familiar with you who have spent playing the previous Silent Hill
games. 

6) One new thing in "Silent Hill 4 : The Room" is the First-person view 
which is only available in Room 302. Use the Right Analog Stick to move 
the view as and look around and use the Left Analog Stick to move your
character. Once an Eye symbol shows up on the top left of the screen, 
that 
means you are seeing an objects that can be checked. Press the Action 
button then lets you examine them or use them. Besides, Henry can do 
nothing else in this First-person mode : You can't equip/unequip 
weapons 
here, for example.   

7) Each time you complete a certain task or move to another world, 
remember to go back to Room 302. New files can appear for you to take. 
They can stay either under the entrance door or at the bookshelf by the 
window in the living room. You should read them for the story, and the 
number of files you collect can decide your ranks after beating the 
game.
Moreover, not only are new memos and new events behind the peekholes 
what
you get, but you may also find some "interesting" phenomena as well if 
you
keep a good attention.    



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      B- MAIN GAME WALKTHROUGH                                             
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XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                      PART 1 : PROLOGUE - ROOM 302
      Objective : Examine the room to find something wrong. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
  
-------------------------
   ALTERNATE ROOM 302
-------------------------

  You start in the bedroom of Room 302, in First-person mode. Examine 
the
things here if you like : the phone, the bed, the windows, the desk and 
the
paintings. It's not so necessary, but you'll figure out something wrong 
to the hero. Enter the only door here. 

  This is Living Room and Kitchen stuck to each other. Objects that can 
be
examined here are : the refrigerator, wash-basin, cooker, photos next 
to 
the light, the windows and the Storage Box (which the character hasn't 
figured what it is yet). But please examine the strange image (a man's 
face) 
stuck to the wall above the photos. A cutscene is triggered and you end 
up 
here.   


-------------------------
   NORMAL ROOM 302
-------------------------
  You find yourself in the bedroom again. This time examine the wider-
-opened window. If you press the button when the Eye is at the lower 
full
glass pane, Henry will say that it's cracked. If you press at the upper 
pane which is partly covered, you'll be able to view the outside world. 
The
windows here and the ones in Living Room are the same. In the outside 
pay
attention to a girl in red walking down the Subway. Then press the 
Cancel 
button twice to end the view when it's available. You can try touching 
the
phone if you like. Nothing major here, so head to the next door.

  Proceed a few steps to trigger a cutscene. You'll realize Henry's 
awful
situation now. 

  The first door you see that opposes the bedroom door takes you to 
Bathroom which has nothing to do now. Walk to the kitchen. The door at 
the 
corner is Laundry Room, which has nothing yet either. After the 
cutscene,
you should examine the locked entrance door for the blood text and a 
small
key hole that can help you see the apartment corridor. Then look down 
to 
find a File. Press the Action button to take it.
 
  You want to know where the Save Point is, right ? It's the orange 
notebook on the table near the window which is pretty easy to see. 
Remember
it, okay ? 

  Bump the fridge to grab [WINE BOTTLE] and [CHOCOLATE MILK]. You can 
equip the Wine Bottle as a weapon, but I don't recommend to use such an 
easy-broken item. Next, you can examine the TV, the bookshelf and turn 
on/off the cassette above. There is a Book Scrap at the bottom of the 
bookshelf though. Now it's time to get acquainted with the Storage Box 
at a 
corner of the room. You can either leave the items in the fridge or get 
them 
and place in the box, as you don't use them now. After doing all the 
tasks, 
Henry will hear a strange noise. This time enter the right door to 
Bathroom. 

  There's a hole caused by some abnormal thingy. Grab the [STEEL PIPE] 
and 
equip it. This seems to be a pretty useful weapon for a long time of 
your 
game. Have Henry get in it to enter your first alternate world - the 
Subway World.   


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                        PART 2 : THE SUBWAY WORLD
      Objective : Get in the hole in Bathroom to enter The Subway 
World.
                  Do whatever the new partner asks you til the end.  
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX 

-------------------------
   THE SUBWAY     
-------------------------
  Henry will land down after going on a strange escalator. Go straight 
to
the next area. 

  Here the right path has all doors locked, so ignore and approach the 
lady
in red in front of you - Cynthia - who is your first partner. After the
cutscene, head to the next area until another cutscene appears. 

  Try to damage the two dogs with the pipe. When they lie, step on them 
so
that they will really die. You should do this for every enemy you 
fight. 
That won't be so hard. There's nothing that can be found in Men's 
Toilet. 
So enter the Women's Toilet. There's a hole here. You can enter it if 
you
like, but I recommend it's not time now. So exit the toilet and run 
straight to the next area.  

  Here you find the entrance and exit to Lynch Street Line and King 
Street 
Line. But before that, strike the only dog here go ahead. 

  This is a forkroad with two blocked staircases. The gate on the right 
is
cracked too. A giant worm ? Don't worry, it's just harmless. Approach 
the
right way where the worm stays to search for [PISTOL BULLETS]. If you 
like, 
you can get some blood from the worm by beating it for fun. But it's 
just
useless. 

  After having taken a look at the whole area, make your way back to 
the
Women's Toilet and get in the hole. 

  There will be a cutscene and you are in Room 302 now. Go to the other 
room and check the drawer next to the kitchen (where the photos are), 
Henry 
will push it aside to reveal a hole to the room next door. Grab the 
[PISTOL]
- one of your beloved weapons and read the text beside the hole if you 
like. 
From this time on, you can use this hole to watch your neighbour : 
Eileen 
Galvin, who sometimes shows up there. Do your first time by pressing 
the 
Action button while placing the Eye symbol at the peekhole. As another 
cutscene is triggered, go back to the bedroom and pick up the phone to 
listen to Cynthia's words for a clue. Then when you take control of 
Henry,
head for the Living Room and look through Eileen's room again. Then 
enter 
the Bathroom to return to the Subway through the hole.

  A mannequin that looks like Cynthia appears in your sight. Examine it 
for
[LYNCH STREET LINE COINS]. Then go out. 

  Make your way to the station where you saw gates to Lynch Street 
Line. 
Stand at the entrance and use the Lynch Street Line Coins to go in. Get 
downstairs.

  You may be attacked by two undead monsters. Don't forget that they 
are 
undefeatable. You can use your weapon to stun them for a while and now 
try
to dodge them by moving. On Henry's left (the right side on the screen)
ahead is a little room which has nothing but dogs. So don't go there. 
Instead, go down the next stairs. 

  You meet Cynthia again. She's getting stuck in the train and you must 
help her out. Keep running to the first compartment of the train (on 
the 
south end in the map) and get in it. In the compartment, press the red 
button on the right. Then go out and take Cynthia. Go along the train 
to 
find another opened entrance to enter it. Don't forget to notice the 
vending machine that has the symbol "1$". Your task now is to overcome 
the 
compartments to reach the other side of the station. It's very 
confusing, 
just try to get in the ways that you can. If you get blocked, find 
another 
way. It looks annoying but there's only one way so just do your best. 
The 
undead monsters pursue you tremendously here, so don't get confused and 
try 
to dodge them and use your weapons when necessary. You'll be able to 
reach 
the other side. On the way remember to notice a locked red box that has 
"1000$" written on it. 

  Here is the map of the train : You begin at the entrance of the 1st 
compartment to reach the exit at 6th compartment. Look at this guide 
map
to support your going. 

  *Symbols Explanation :
       + E : entrance/exit
       + X : the ways/doors you can go through
       + "===" or "___" : blocks (you can't pass)
       + B : the locked red box you need to notice

                     ___ ___ ___
                    |   |   |   |
                    E   X   X___|
                 6  |   |   X   E 1
                    |   |   |===|
                    |   |   |B  |
                    |___|___|_X_|
                     _X_|___|___
                    |   |   |   |
                    |   X   |   |
                 5  |   |   |   | 2  Where you got down
                    |===|   |   |                
                    |   X   |   |
                    |___|___|_X_|
                     _X_|___|___
                    |   |   |   |
                    |   |   X   |
                 4  |   X   |===| 3
                    |   |   X   E
                    |   |   |   |
                    |___|___|___|
                    |___|___|___|



  When you have been in the other side, go upstairs and grab [PISTOL 
BULLETS] lying on the floor. There are two doors here but only one is 
openable. Get in it (Cynthia will leave you once you go in). Another 
hole here ! If you like, enter it to save. After that, climb down the 
ladder to a hellish area. 

  Go along the path. Just ignore the right way and head straight to 
another
ladder. Climb up. 

  Again, some [PISTOL BULLETS] for you. This is the opposite room of 
the 
one that has the hole. So unlock the door because you'll return here 
later. 
Go back down the hellish area and take the right path. Some freaking 
undead 
are around here, so be careful. Keep running til a staircase. Get down 
and
enter the door. 

  Another freaking area ! Kill all the dogs and go along. Here you can 
find
another train. Get in it and go all the way to first compartment to 
search
for a [9-IRON GOLF]. Leave the train. Keep going to the left, you see 
the
escalators. Take the [NUTRITION DRINK] around and please save it. If 
you 
want to save or heal, go to the back of the escalators for another hole
and you should place the Nutrition Drink to the Storage Box, since they
will be very necessary for you in the later chapters of the game. Go on
the escalators. 

  Welcome to the home of wall monsters. As Henry is being taken up, 
these
babes rise from the wall to joke him. If you don't want to beat them, 
try to pass them when they stop attacking. A strike of them can throw 
Henry
a long way down and takes a little of your lifebar. If you want to give 
them some hits, use whatever weapon you like. Both long-ranged and 
melee 
weapons can end each of them within about 2 hits. When reaching the 
peak, 
run left to the little room for [PISTOL BULLETS]. Then go upstairs to 
the 
turnstile. 

  Examine the left door for [PLACARD OF "TEMPTATION"]. Enter it to see 
a 
cutscene. This is the end of your first journey as well as your first 
partner... If you forget to write down the number shown during the 
cutscene, 
don't worry, cuz it's not necessary.   


-------------------------
   ROOM 302       
-------------------------
  After the cutscene, head to the other room. This time take the 
[CHOCOLATE
MILK] with you. From now on, please PRACTICE this habit every time you
return here : Look through the peekhole to Eileen's room ; examine the 
peekhole on the entrance door ; look around for new scraps and files. 
The 
reason is that some of them will trigger cutscenes to continue the 
story
and you can't refuse to do that. Besides, the files provide you with 
the
story information, too. Collecting all the files will give you more 
points
in the ranking. This time the new file under tne entrance door is "Red 
Diary - April 8".  

  When you have finished, enter the Bathroom. The hole has grown a bit
bigger. Get in it. 


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                        PART 3 : THE FOREST WORLD
      Objective : Enter The Forest World. Examine everything and follow
                  the guides you receive til the end. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

---------------------
  THE FOREST   
---------------------
  Henry finds himself sitting in a forest ground. Notice the well here, 
then enter the only door here. 

 **During this Forest chapter, please try to notice and remember the 
locations of the wells cuz you'll need them later. But if you don't 
remember, it's okay as I'll let you know then. Besides, you'll find 
Henry 
keeps paying attention to any objects that have weird carvings on them. 
He 
can't read them, but it's alright, since they are no use. You'll be 
able to 
read them later. Now I have copied the Forest map to make it easier for 
you 
to keep track of my walkthrough. 


  *Symbol explanations :
     + S : Holes to return to Room 302
     + B : where you start 
     + C : Jasper's car 
     + T : Strange tree root
     + M : [MEDICAL KIT] 
     + G : [GOLF CLUB] 

 
                                     ____
    ___                    _________|    |
   |   |               ___|    |    |  C |  ______ _____
   |   |              |   |    |    |____|_|S     |
  M|   |---|       ___|   |----|----| |    |      |
  S|   |   |      |   |   |           |    |      |  B 
   |___|   |__S___|   |   |           |____|------|
       |   |      |   |___|                       |
       |___|Wish  |---|                           |_____
         __|House |___
        |  |      |   |
        |  |______|   |
        |  |      |   |---|
 _______|  |      |   |   |
|       |  |      |---|   |---|---|
|__S____|__|          |   | T | GS|
|   |                 |---|___|___|
|   |                          
|___|                         


  The next area has a hole. Use it if you need. Strike the flying bugs 
and 
search the area for [PISTOL BULLETS]. Proceed to the next one. 

  This is a similar area to the previous one, and the jerks are still 
bugs. 
Kill them and go ahead. 

  You have reached a forest place. Examine the car that you see and 
obtain 
Jasper's Memo and another file. Head to the next area. 

  This area has a guy (Jasper Gein?) mumbling something. If you like, 
stay 
there for a while to listen to his speech. It's not useless, yet not 
very 
necessary. Enter the next place. 

  The two next areas both have dogs or sometimes flying bugs, and I 
recommend you to kill them all since you can do that. There's nothing 
major. 
So keep running til you reach the centre of the first - the Wish House. 
Get 
in the hole here if you like. The door to the house is locked and your 
target in this chapter is to open it. This area has many doors taking 
you 
to different places around here. So follow the steps I'm writing below. 

  Look at the map and take the south-west door. There's nothing around 
but
dogs and bugs. Clean them with your skill and go straight to the final
enterable area - the cemetary. A cutscene appears and Henry has a talk 
with
a strange kid and Jasper. Afterwards, you can examine the tombstones 
and
the weird carvings if you like. There's a door carved with the familiar 
symbol in Silent Hill 3, but it's locked. Not only this place, but 
you'll 
see these doors in every world you come later and all are locked. Now 
just
ignore it and make all the way back to the Wish House.

  You'll see Jasper standing at the door after that cutscene. But don't 
talk to him now. Take the north-west door. 

  As usual, this area is full of enemies, especially the second room 
that 
has a bunch of bats. Simply wipe them all. You can make all the way to 
outside 
(Toluca Lake) if you like and search for a [MEDICAL KIT] on the ground. 
There 
is a hole here. Finally, return to the Wish House. 

  It's time to travel the south-east area if-you-like. There may be 
some 
enemies around. Notice the strange tree root whose shape resembles a 
hand 
(look at my map). Besides, there's a hole and a well in the last room
though and you can grab a [6-IRON GOLF CLUB] nearby. Get back to the 
orphanage (Wish House). 

  This time talk to Jasper. You are asked to give him some food if you 
want
to get any clue from him. If you have had the [CHOCOLATE MILK] in your
inventory, use it on him. If not, use the hole nearby to return to Room
302 and take it for him. Then Jasper will give you the [BLOOD-INSCRIBED 
SPADE]. Now make your way to the area that has the strange tree root.

  Stand at the root and use the Spade to dig up for the [RUSTED BLOODY 
KEY]. Examining it lets you know that its holder will walk in eternity.
What does that mean ? If you want to know, try making your way back to 
the
Wish House. Fog covers your sight and you'll find out that you'll never 
be
able to return; Instead, walk in the same place again and again. So now 
head straight to the last room of this area (which has the hole and the 
well). Enter the hole. 


---------------------
  ROOM 302     
---------------------
  Go to the Living Room and put the Rusted Bloody Key into the Storage 
Box. 
As you hear the bell ringing, examine the peekhole on the entrance 
door. 
Then get in the hole in the Bathroom to return to the Forest. 


---------------------
  THE FOREST   
---------------------
  Now you can freely go back to the orphanage without any difficulty. 
As
you reach the destination, it's time to use the hole here. 


---------------------
  ROOM 302     
---------------------
  In the Living Room, grab the key from the Storage Box and enter the 
hole 
again.


---------------------
  THE FOREST   
---------------------
  You finally made it ! Use the key on the door to the Wish House and 
enter
it along with Jasper. 


---------------------
  WISH HOUSE   
---------------------
  Check around the hall for whatever stuffs you can find. There's a 
locked
door. Examine the scroll in front of the door to get "Holy Scripture 
Book".
Jasper will be able to enter the door and then get troubles. As the 
door 
he's just got in is open, take out the [PLACARD OF "SOURCE"] and enter 
it. 
You'll end the Forest World trip here. 


---------------------
  ROOM 302     
---------------------
  Listen to the radio for hot news about your "new" friend. Then do 
your
usual task : examine the peekhole at the entrance door and the one to
Eileen's room. Then search around for new files if there is. 

 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                    PART 4 : THE WATER PRISON WORLD
      Objective : Examine all the areas and follow the guidance given 
                  in the scattering memos. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX 
  
  Save and prepare yourself carefully. Bring your favourite weapons and 
then enter the hole in the Bathroom which has grown larger...


-----------------------
  THE WATER PRISON
-----------------------
  Henry starts the journey on 1st floor of Water Prison. As you hear 
the
scream, go along the cells to find one in which a man is confined. 
He'll
be helped later, so just ignore him now. First, go along the circular 
hallway and find "Exploration Memo" on the floor. Second, I recommend 
you 
to explore all the cells here. Some are locked and just ignore them. In 
order to help you explore the cells more easily, I'll base on maps of 
them and number the cells following this order :

                              8  1
                            7      2
                            6      3
                              5  4     

  Look at the maps Henry draws and you'll get it. 

  These are the cells of 1st floor :
  
  Cell 1 : locked
  Cell 2 : There are [PISTOL BULLETS] and a graphiti on the wall.
  Cell 3 : locked
  Cell 4 : a man is confined here, locked.
  Cell 5 : nothing here
  Cell 6 : locked
  Cell 7 : there's a file.
  Cell 8 : monsters

  When you have finished, exit through the big double door. 

  This room has two other single doors and a hole to Room 302. Grab the
paper stuck to the wall by the hole for "Guard's Diary". The left door 
is 
locked, so enter the right one. 

  You are in a long spiral with bunches of wall monsters on the wall. 
If 
you don't want to get troubles in later visits, walk along the 
staircase
yourself and wipe the monsters. If you prefer a quick shortcut, use the
ladders that take you down. There's a [SAINT MEDALLION] - an anti-
spirit
item which you shouldn't miss lying on the staircase. So you'd better 
go along if you want to get it. It's an equipped item but don't use it 
right now, since you'll need it badly in the second half of the game. 
Also, don't forget to notice a locked double door on the way. Just head 
to 
the end of the staircase and get in the single door here. 

  This looks like a water-disposal room. Kill the bats and get 
downstairs. 
Approach the bulletin to find the [WATER PRISON EXIT KEY] hanging 
there. 
Then reading the message on the bulletin will add a new file in Henry's 
Scrapbook list : "Waterwheel Room Message". Now make all the way back 
to 
the large room that has the hole. This time you can use the ladders 
around the spiral staircase to reach it faster. 

  Use the key to unlock the other door to outside.

  Another spiral staircase, but much longer. This time if you explore 
the
whole staircase by yourself, what you get is just plenty of bats. So 
now 
climb up the ladders nearby to reach the double-door on 2nd floor. 
Enter 
it.

  This is similar to the cell area on 1st floor. Just like the last 
time,
check all the cells for stuffs. Here they are :

  Cell 1 : A lot of strange bottles here.
  Cell 2 : locked, there's a hole inside.
  Cell 3 : locked, there are a hole and a [STUN GUN] on the left table. 
  Cell 4 : A note and hanging clothes.
  Cell 5 : locked, there's a hole inside.
  Cell 6 : locked, there's a hole inside. 
  Cell 7 : locked, there's a hole inside. 
  Cell 8 : There's a diary. 

  Then exit. Use the nearby ladder to reach 3rd floor, enter the double 
door for another similar area if-you-like. This time go along the 
hallway 
to get used to another new baby : double-head. You can use melee weapon 
on 
him and keep hitting til he falls. Then stamp on to end his life. In 
fact 
he's very dangerous with long-ranged attacks (long arms, jumping 
attack) 
and especially when you encounter bunch of them. There are two double-
head 
monsters and tons of slugs around here. After that, just do whatever 
you 
did in the previous areas : examine each of the cell. 

  Cell 1 : Two wall monsters and [PISTOL BULLETS] on the chair. 
  Cell 2 : There's a hole.
  Cell 3 : Toadstools and "Prison Diary".
  Cell 4 : a clothe lying on the floor
  Cell 5 : useless books
  Cell 6 : There's a hole.
  Cell 7 : A hole and a bloody bed (IMPORTANT)
  Cell 8 : Clothes lying on the bed and a diary

  After the exploration, exit for outside and climb up the final ladder 
for
the peak of the prison. Enter the double door here. 

  As usual, the emblem door you first see here is locked. Run to its 
back
and find a valve handle. Rotate it to dispose the water and to light up
the 3rd floor area. Go back to 3rd floor cell area.

  You may wonder where to go, right ? Now stand on 3rd floor and 
examine 
the maps of the three cell areas and find a room which has a hole 
taking
you down to explored rooms of the below cells (which were found 
locked).
In my game, it's the Cell 6 : it is unlocked and has a hole, while the
Cells 6 of 1st and 2nd floors are all locked. Find that cell and enter
the hole in it. 

  If you choose the right one, the same room in 2nd floor also has a 
hole.
Jump down it to 1st floor. 

  Again, another hole right here. Get down it to the new area.

  Welcome to... two double-headed babies. This is the Shower Room and 
if
I'm right, there's nothing to get here, so don't waste time joking with 
the monsters. Just unlock the double door and go out. One thing for 
sure
is that you don't have to return to this room anymore later.  

  In this hallway, the opposite door of the one where you've just got 
out
is locked from other side. Just unlock the south door but don't enter 
it 
(It takes you back to the spiral staircase which has wall monsters). 
Instead, climb up the ladder nearby. 

  This may be the central surveyor's room of 1st floor. Take the file 
"1F 
Surveillance Room Report" on the desk. Now you look through the 8 holes 
on 
the wall to have a view of the 8 cells. Use the Right Analog Stick to 
move 
the view to see more spaces. Try to find the cell THAT HAS A BLOODY BED 
AND 
A HOLE. In my game, it's always the locked Cell 1. After that, climb up 
the 
ladder to 2F. 

  Again, grab the "2F Surveillance Room Report" on the desk. This room 
has
a valve handle. Do the same task as you did on 1st floor : Look through
the holes until you find a cell with bloody bed and a hole. In my game
it's Cell 5. Turning the valve will rotate the whole cell area of 2nd
floor. Your task is to turn the room with bloody bed here to coincide
the room with bloody bed on 1st floor. Mark it on the map and turn 
until
it coincides. If your cells are the same as mine, just turn right until
they are settled. When you have finished, get on 3rd floor.

  Read the paper on the wall for "Secret Number Memo". Then do the same
thing. In my game, the cell that has bloody bed is number 7. Turn the 
valve here to line it with the other two. There will be a cutscene 
showing
the confined man managing to get out of his cell. Just keep turning 
until
your task is complete. 

------EXTRA : GETTING THE [STUN GUN]-----------------------------------
----
  As I said above in the 2F cells information, there's a locked cell in
which there's a hole and a [STUN GUN]. It's Cell 3 (if you haven't 
turned
the 2nd floor yet). Since all rooms on 3rd floor are unlocked, if you 
want
to get this Stun Gun, simply try to make a room with hole on 3rd floor 
coincide the room that has Stun Gun on 2nd floor. Then jump down the 
hole
on 3rd floor and search for it. It's on the left table near the hole. 
This
is a pretty cool weapon. One touch can knock out a double-headed 
monster
and what you do next is just stamping on it. The disadvantage of this
weapon is rather low speed. 
-----------------------------------------------------------------------
---- 

  When you have finished, get down the ladder to B3 floor to see a 
cutscene
with the man - Andrew DeSalvo and the familiar child you met in the 
Forest
World. After that, use the south double door to leave. 

  From the spiral staircase, make all the way to outside, then enter 
the
3rd floor cell area. Enter the cell with bloody bed that you have just
lined up. Jump down the hole. Keep jumping to 2nd, then 1st, then the
final basement. Congratulations ! You have reached the kitchen which 
has
been lit. 

  There's nothing here beside the Whitestools - a new type of monsters 
that 
is similar to Toadstools. Strike them. There are two doors here. One of    
them takes you to the Dining Hall, which currently has nothing to get. 
Find 
a door locked by a code. Take out the [PLACARD OF "WATCHFULNESS"] on 
it. 
Then input the code that you read in "Secret Number Memo" file (In my 
game 
it's always "0302"). Get in the door and this chapter ends.     


-----------------------
  ROOM 302        
-----------------------
  Wake up and you'll hear a familiar news. Go out to Living Room and 
check
the bottom of the entrance door for new scraps. Besides, take a look at
the peekhole there and the one to Eileen's room too. Save here if you 
like.
Settle your items in the storage box, especially place the new Placard 
here
also. 

  Finally, the hole in the Bathroom has grown larger. Enter it for a 
new
exploration. 


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                      PART 5 : THE BUILDING WORLD    
      Objective : Search around the place til the end. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-----------------------
  THE BUILDING    
-----------------------

  Henry starts in an alley somewhere in South Ashfield. There's a hole 
in
the end of the path. Just go along the alley to the next area. Go 
downstairs. 

  Either fight or dodge the money monsters if you like. Every door is
broken, so don't mind. Go down another staircase for a cutscene with
Richard Braintree - who lives in the same apartment as Henry. Once he 
has 
gone, the monsters will invade the area soon. Try to kill them, 
especially
the one that guards the door. Enter it. 

  The first two white door are locked, so just get in the main portion. 
Examine the spirit that is nailed by the [SWORD OF OBEDIENCE] to grab 
the
[GHOST'S KEY]. Use it to unlock the next door. The Sword of Obedience 
is
used to seal these spirits which are impossible for you to defeat. So 
if 
you need it for more fearful ghosts later, take it out. But that will
make that spirit get up. Quickly enter the next door. 

  This room has some more spirits. Just go down all the stairs and get 
in
the final door. In the next little hallway, get in the second door to
Albert's Sports Shop. There's a red hole here by your side. First, 
search 
the place for [5-IRON GOLF CLUB] and [ALUMINUM BAT]. There are two more
doors here. One is locked, so enter the other. Go all the way down to 
another door. It's a Pet Store. 

  There are several dogs and bats here. Be careful with them. Search 
all
the shelves for [ALBERT'S SPORTS SHOP KEY] (Food & Accessories shelf). 
The
other door here is also available, but you don't have to enter it now. 
Just 
go back to the Sports Shop and unlock the other door with the key. 

  Take all the stairs down. There are tons of monkey monsters on the 
way. 
Reach the ground and run right to the next area. 

  You are on an airborne alcove. The first elevator doesn't work, so 
take
the second one. You'll see a cutscene. After that, examine the buttons 
and 
choose the Top bottom to go up. Then enter the opposite door. When you 
are 
out, go all the long way to the end and search around for a [SPADE] - a 
pretty cool weapon and the [SWORD OF OBEDIENCE]. Then make your way to 
the 
elevator and choose to reach bottom floor. Go out by the door. This is 
just 
a small yard, run to the fence for [PISTOL BULLETS]. Be ware of the 
dogs
here. Enter back to the elevator and climb down the ladder.

  This looks like a Shower Room. The opposite ladder you see just takes 
you
to the empty room of the elevator that Richard has got. So search 
around 
the portion for a [NUTRITION DRINK]. Then go in the small path. Kill 
the
whitestools and get on the ladder here. 

  You've come to another alley. There are at least two monkeys here. 
The 
door opposing the ladder is locked from other side. All the others are
broken. So just run along this alley to the next place. 

  Tons of monkeys are waiting here. It's tough now so do your best. 
Search
around the door for a [PITCHING WEDGE] that one of the enemies held 
(You
must defeat them in order to obtain their weapons). Then enter. 

  Go all the way down and get in the next door. Another place to go 
down.
Currently there's nothing here. Reach the below ground. The first two 
doors
are locked, so enter the third one. 

  Many leeches are around here. Examine the chair for an [RUSTY AXE]. 
Then 
check the bar for "Bartender's Memo". It tells you about the code used 
to 
unlock the next door consists of 4 last digits of their telephone 
numbers 
that can be seen on their sign. If you have paid attention to this code
before and remember it, type the code at the panel now. If not, enter 
the 
red hole here to return to Room 302. 


-----------------------
  ROOM 302        
-----------------------   
  Examine the window and look at the outside. Move the Right Analog 
Stick
to the left til you see the big sign with the image of wine cups. The 
phone
number is written at the bottom, so memorize the last 4 digits. Make 
your
way back to the bar. 

  **In the previous times if you frequently looked through the peekhole 
on 
the door, there would be a scene in which the superintendent told 
Eileen 
that he would put a piece of paper under the door to contact Henry. If 
you
have seen that scene, now examine the bottom of the door. You'll get 
the
"Superintendent's Memo". In fact the content of this memo has been 
stained.
But getting it as well as collecting all 52 memos in the scenario will 
help
your rank in the end be better.**


-----------------------
  THE BUILDING    
-----------------------
  Enter the code you've just memorized at the panel to get in the door. 
There's a very long staircase in front of you. The stairs down have 
collapsed. So your only choice is to run up. It's pretty long so do 
your 
best. Some spirits may annoy you, too. Reach the final door here and
end this chapter. If you pay attention carefully to this cutscene, 
you'll
figure out that Richard has revealed a pretty interesting info about 
the
kid... 


-----------------------
  ROOM 302        
-----------------------
  Do your usual task : examine the entrance door bottom if there's any 
new
file. Try looking through the peekholes to the hallway and Eileen's 
room.
Rearrange your items with the Storage Box. Then enter the bigger hole 
in
the Bathroom.  



XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                      PART 6 : THE APARTMENT WORLD 
      Objective : Find a way to enter Eileen Galvin's room - Room 303.   
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

  Wow, this is the first time the journey takes place at your home 
sweet
home. Are you ready ? Let's go. 

-----------------------
  THE APARTMENT   
-----------------------
  See a cutscene. You'll find that Room 302 and Room 303 can't be 
entered. 
So get in Room 301 (Mike's room) nearby.

  Approach the table to get "Mike's Diary" and a [RED PAPER]. Go to the 
only small segment of the room and grab "Joseph's Article". Examine the 
two 
red stuffs to take the [SUPERINTENDENT'S KEY] and the [LOCKER #106 KEY] 
(optional). When you've done, a spirit will appear and he always stays 
in
this room. That means you'll meet him whenever you come here. Leave 
this
room. 

  In fact you can end this chapter very quickly just by entering 
necessary
doors. I'll show that way, but then will guide you to other rooms also 
if
you want to get some more stuffs. Your objective in this world now is 
to 
find a way to enter Eileen's room - Room 303. Currently, all other 
rooms in 
the apartment are locked. First, stand at your room - Room 302 and 
place the 
Red Paper under the door. You'll find several Red Papers like that 
around 
the apartment, and just bring all of them to place under the Room 302 
door.
One of them will reveal a very important hint for you to continue the 
story.
So now get out of this hallway by the double-door. 

  This is the hallway. Get downstairs, you'll see a man sitting here. 
If 
you stop and talk to him, after some words he'll give you the 
[SHABBY DOLL]. Taking this item or not will affect your later chapter. 
So
make your choice. After that, just go down to 1st floor. If you have 
got
the Locker #106 Key, use it to unlock the mailbox in the hallway. It's 
nothing but useless letters <:). Then enter the left hallway.

  Use the Superintendent's Key to unlock Room 105. Obtain the pile of 
boxes
to search for a [RED PAPER], a [TORN RED PAPER] and the [APARTMENT 
KEYS] 
hanged nearby. Then check the segmented room here for "Superintendent's 
Diary
(Umbilical Cord)". As usual, go out and place both of red papers at 
Room 302. 
And with the Apartment Keys, you can enter any room in this apartment, 
except 
Room 302 which is locked inside and Room 303 whose key is lost. 

  The other rooms in this hallway are not necessary to enter. If you 
don't
like to waste time, just ignore these below optional passages about 
them. But 
if you like, here they are : 

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  - Room 106 : I guess this is Rachael's room. You can find a [MEDICAL 
KIT] 
in the bedroom. Here there's a telephone which you can try inputting 
the 
number. But it's just a useless joke and you shouldn't waste your time 
with it. In case you like, just say "Yes" to input the number, then 
you'll 
hear the ringing somewhere. Want to know ? It's the phone in Room 202. 
Besides, nothing else can be found here. 

  - Room 107 : Nothing, just garbage.
  
  - Room 108 : Nothing major, either.

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  The next room you MUST enter is ROOM 102. Get out of the current 
hallway
and enter the opposite double-door. Then get in Room 102. Step ALL the 
leeches here, until you find that you can open the refrigerator. Grab 
the
[TORN RED PAPER] inside. Many people have forgotten this paper because 
they
thought they couldn't open the fridge, while the reason was tons of 
leeches 
blocking Henry. This is the most important piece, so put it under Room 
302
door. 

  Again, let me tell you about the other rooms in this area which are 
not
necessary :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  - Room 101 : Tons of guns here... Cool... but... they are just models 
(^_^). Take [PISTOL BULLETS] on the bar. If you like, go to the small 
segmented room which is a mini-library. Check the bookshelf for some 
fun 
facts about Richard if you like.

  - Room 103 : nothing.

  - Room 104 : Nothing, just annoying bats.

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  It's time to leave. Get on 2nd floor if-you-like, since all rooms are 
optional, but have some files you should get. These are rooms on 2nd
floor (both hallways) :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  - Room 201 : nothing.

  - Room 202 : This is an art gallery. Looking at the paintings will 
let
you know some fun facts about people in the apartment. Besides, nothing 
to get here.

  - Room 203 : There's a [BUG SPRAY] in the mess. I think it's a 
actually
useless weapon. Besides, go to the bedroom, examine the bloody clothes
for another [RED PAPER]. Place it under Room 302 if you want to know
its content. But it's not very necessary for the events of the game. 

  - Room 204 : nothing.

  - Room 205 : Approach the book mess to obtain [SKINNED MIKE 
CASSETTE]. 
You can use the radio in your present Room 302 to play it.

  - Room 206 : nothing.

  - Room 207 : As you have known, this is Richard's room. There's a 
[PUTTER] in the segmented bedroom and [RICHARD'S REVOLVER] on the 
bloody 
chair. This gun is more powerful than your pistol, but has lower 
capacity.
You can get in the segmented room to examine a window here. There you 
can
see someone pointing at Eileen's room.  

  The remaining room you haven't visited should be Room 304 on 3rd 
floor :

  - Room 304 : In a small segmented room you can find [PISTOL BULLETS].

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  It's time to stick all the red papers to the locked Room 302. Then 
use a
hole to go back to your true room to get them all. You can use the hole 
at
either Room 301 or the 1F Hall.     


-----------------------
  ROOM 302        
-----------------------
  Approach the entrance door and read all the red notes. You'll find 
that
one of them mentions the Room 303 key "under 302's bed". So what's up ? 
Get
in your own bedroom and find it : the [DOLL KEY] is between the bed and 
the
windows. Take it, then use the hole in the Bathroom to return. Remember 
that this key CAN ONLY appear here after you read that Red Scrap 
volume, 
which is the Red Paper found in Room 102 that most people often forgot. 


-----------------------
  THE APARTMENT
-----------------------
  Make all the way to Room 303 and unlock it with the key. A cutscene 
is
triggered and you end up here.



XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                       PART 7 : THE HOSPITAL WORLD    
      Objective : Find Eileen Galvin and do whatever she tells you.     
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-----------------------
  ROOM 302        
-----------------------
  The room has grown darker now. If you get in the Bathroom, you'll see 
that the hole to other worlds have been closed. Where do I go now ? Go 
out 
to the entrance door and take the [SUCCUBUS TALISMAN] and another Red 
Diary 
under it. Do you see a mark above the light in Living Room ? It's a 
sign, 
but not what you need now. Enter the Laundry Room.

  Whoa, a bigger mark ! Examine it and Henry will say it looks like a 
demon. Use the Succubus Talisman on it. There appear four holes to 
insert
something and a text. Checking the holes will let you know what to do 
next. 
Go to the Storage Box and take out all four Placards you got from 
previous
chapters. Place the "Temptation" Placard on the left hole, the "Source" 
Placard on the right, "Watchfulness" on the top and "Chaos" at the 
bottom. 
Another black hole is opened. Get in it to reach your destination : The
Hospital World. 


-------------------------------
  THE HOSPITAL - 1ST FLOOR    
-------------------------------
  A cutscene is trigger, and Henry is annoyed by a mad killer. After 
it,
you see him get out of the room. In fact you can return to that room, 
but
you'll find nothing besides a nurse mons... no, a mutant Patient. There 
are 
many other "awful" things to examine also if you like. But generally 
there's nothing to do in this room - the first Emergency Room. Try to 
get
used to this Patient monster cuz you'll need-to-encounter-them several 
times later. 

  Let me copy the Hospital map for your ease, so you'll know which room 
I
mention during the walkthrough : 

  *Symbol explanations :
     + D : usable doors
     + C : broken door (can't be entered)
     + E : Elevator
     + I : [EILEEN'S BAG] 


                _____________C________________
               |           |   |              |
               | Emergency |   |   Office     |
               | Room 1    |   |              | 
               | (where    |   |              |  
               |  you      D   |___D______D___|  
               |  start)   |           |      |  
               |___________|           |      |  
               |                       |      |Reception
               C                       D      |Room
               |                       |      |  
               |                       |______|  
               |___________            |      |  
               |           |           D      |Washroom
               | Emergency |           |      | 
               | Room 2    D           |______|  
               |           |           |      |  
               |           |           |      |  
               |___________|_____      |      |Doctor's Lounge
               |                 |     |      |
               |                 |     D      |
               |   Supply Room   D  I  |______|
               |                 |     |      |
               |                 |     DStairs|
               |_________________|__E__|______|


  There are a bunch of bats in the hall. Just get rid of them. Enter 
the 
Emergency Room 2 and search for [NUTRITION DRINK]. Then the Supply Room 
:
You'll be welcomed by two "Patients". Defeat them, go in and examine 
the 
shelves for an [AMPOULE] - the best healing item. Leave this room. 

  Enter the Office and examine the desk for a [PAPER-CUTTING KNIFE]. 
This 
is a weapon, but I don't think it's really good to use. Go into the 
next 
door to Reception Room. Here you can find a "Nurse's Memo" saying about 
the key to Eileen's hospital room. Examine the white blackboard with a 
lot 
of photos for a cutscene (This is the first time I see the emotionless 
Henry get moved). After that, go out for the hall. 

  In the Washroom there's a hole to return. Use it if you like. In the
Doctor's Lounge you can find a [MEDICAL KIT]. I wonder why Henry keeps
looking at the files on the desk nearby, but you can't get it. Just 
exit. 

  Try approaching the elevator. A cutscene will be shown and you find 
something on the floor : [EILEEN'S BAG]. Grab it if you like. The 
elevator
doesn't work now. So finally, enter the stairway. Run up to 2nd floor. 


-------------------------------
  THE HOSPITAL - 2ND FLOOR    
-------------------------------
  In front of you is a long hallway with 22 rooms (11 on each side). 
Tons
of wheelchairs run around. Hey, don't despise them. They are invisible
spirits and can crash you anytime. Your weapons don't work with them, 
so
just try to dodge. You can only stun them by hitting them. 

  Here I'll let you know what's in the 22 rooms. But this is an 
IMPORTANT
note : THESE 22 ROOMS ARE SWITCHED RANDOMLY EACH TIME YOU PLAY THE 
GAME. 
When you replay the game and reach this place, you'll find that the 
rooms
don't stay the same as your previous game. Here I'll list the rooms
following the order of my game, so please remember that they are random 
and
may be different in your game, okay ? 

  There's always a locked room and a room that has Hospital Room Key 
among
them. In my game, the locked room is number 5 on the left and the room
with key is number 6 on the left. In my previous game, the locked room 
is
the 10th one on the right and the 6th room also on the right has key. 
Your
task is to find the room that has key to get the key. Then find the 
locked
room and open it with the key you've just achieved. Try to search each 
of
the room til you discover them. Here they are :  

 *The room that has key : The first thing you see is a snake statue. 
Examine it to grab the [HOSPITAL ROOM KEY]. Then you'll realize this is 
a 
trap. Don't worry, use the key you've just got to unlock the cage. Then 
go 
out.

 *The locked room : Use [HOSPITAL ROOM KEY] to unlock it. Then talk to
Eileen. She'll go with Henry. Equip her with [Eileen's Bag] if you have
got it. Once you obtain Eileen, the mad wheelchairs in the hallway will 
be 
no more. Instead, two Patients are waiting for you there. 

-----NOTES-------------------------------------------------------------
----
  It seems that Eileen will follow you during the rest of the game. So 
try
to "update" her weapons so that she can defend and help you better. But 
remember that she can also get damaged like you do. The more damage she
gets, the more red marks appear on her body. I won't spoil so much, but
it's better for you to protect her as much as you can, since the fact 
how
much damage Eileen gets will affect the final battle which decides 
partly
your ending.

  During the game, you should lower your speed (by walking more than 
running) so that Eileen can follow you. If you want to leave her alone 
in 
a certain place, just simply run as fast as you can to other room so 
that 
she won't be able to catch up with you. Then she'll stay there. But 
there 
will be some cases in which you can't leave her, which Henry will 
notice 
you when you have him enter a door. 

  If you leave Eileen in an area that has enemies around, she can alone
deal with them. But there are chances that she will get damaged. 
------------------------------------END OF NOTES-----------------------
----

  Kill the Patients. Then approach the elevator on the south. Press the 
button on the right to call it. Once you enter inside, you'll encounter
another Patient. Kill him, then leave. 

  That's all for 2nd floor. If you want to explore the remaining 20 
rooms
in this area, here they are (I repeat, this is RANDOM order) :  

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 * Room 1 : There's some dried up flowers in the centre. Grab the [HOLY 
CANDLE] nearby.

 * Room 2 : This is a patient wing that has sticky floor. You can find 
[PISTOL BULLETS] here.

 * Room 3 : There are two monstrous Patients and a hanging human skin.

 * Room 4 : Another patient wing. You can find a [SAINT MEDALLION] 
here.

 * Room 5 : Just a monstrous Patient.

 * Room 6 : Another patient wing. There are [PISTOL BULLETS] near the 
bed.

 * Room 7 : This room has bloody floor. If you examine it BEFORE 
getting
Eileen, here you'll find a "big version" of Eileen's face here : An 
injured
face whose eyes keep glaring at Henry. If you examine this room AFTER 
getting Eileen, it will either still exist or even disappear (according 
to
a bunch of different players). 

 * Room 8 : nothing.
 
 * Room 9 : A room full of umbilical cords, but nothing major.

 * Room 10 : You see some X-ray images of Eileen's injury. 

 * Room 11 : Nothing, but a joking Spike Ceiling.

 * Room 12 : A collapsed bed on which there's a [NUTRITION DRINK]. 

 * Room 13 : nothing.

 * Room 14 : nothing.

 * Room 15 : A room with some smelly dead bodies. You can obtain a [4-
IRON
GOLF CLUB] on the floor.

 * Room 16 : This room has an iron net floor below which there are tons 
of
bats. 

 * Room 17 : A rainy room ?!! Nothing besides a bunch of Toadstools.

 * Room 18 : A dead body plus humid Toadstools. 

 * Room 19 : A wheelchair and [REVOLVER BULLETS] behind the curtain. 

 * Room 20 : A sterile room and a [NUTRITION DRINK] on the floor. 

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Finally, are you finish ? Take Eileen with you and go down to 1st 
floor
hall.

  There are about two Patients around. Get rid of them. You'll see that 
the 
elevator here has been available. But the next door is still locked and 
you
can't proceed. Take Eileen to Washroom and have Henry get in the hole.  
 

-----------------------
  ROOM 302        
-----------------------
  You may hear a sound of something breaking. It's time to equip the
Saint Medallion. I'll explain later. Check the bottom of the entrance
door for Joseph's Red Diary and a [SMALL KEY]. There are also three new 
files below the bookshelf. Take them all. You'll figure out that the 
ceiling fan has just broken down, as Henry can feel the heavy air 
around. 
Then save if you need. 


***OPTIONAL BUT SHOULD BE READ~~~~~~~~~~~~~~~~~~~~~
  Before entering the hole in Laundry Room to go back to the Hospital, 
let 
me tell you about what is happening : Your room is going to be invaded 
by 
evil spirits soon and YOU CAN'T RECOVER YOUR HEALTH HERE ANYMORE. What 
you 
can do is to dispel them by using either the Saint Medallion or Holy 
Candles. It also means that you have to rely on healing items to 
survive 
the remaining chapters from now. That's why I told you to save them 
from 
the beginning.
 
  The sign of spirits coming to your room is the fearful noise and the 
screen turning red. If you want to clean ALL the spirits, you should 
wipe 
them as soon as they come when the above phenomena appear. The spirits 
can 
be either invisible or appear in front of you, leaving an infested 
areas. 
Here are how to wipe them : 

  *Using Saint Medallions : Just equip it when you are in the room. 
When
spirits come, you'll hear the noise, but the screen doesn't go red. 
Instead, the equipped medallion is sounding in your inventory. It means
there are spirits around and your medallion is weakening it. You can 
keep
using the Saint Medallions as much as you can until they are all 
broken. 

  *Using Holy Candles : From this point to the end, you'll frequently 
be 
given these candles. When your room has demons coming, try to find the 
infested areas or where the demons come from, then move your view DOWN 
to 
the floor nearby and light the candle. Demons will be dispelled as the 
candle gradually runs out. You SHOULD STAND THERE WAITING UNTIL THE 
CANDLE COMPLETELY RUNS OUT. Then that demon fades away. If you go away 
when the Candle is still burning, there are chances that the evil 
forces 
haven't gone as you expected. In case you see the screen goes red and 
noises are sounded but don't see the demons or infested areas, equip 
the 
Saint Medallion instead. If you run out of Saint Medallions, your last 
choice is to burn the candle at any position on the floor. Most of the 
times it may also work. NOTES : You can use ONE Holy Candle for 
MULTIPLE
demons that are invading your room at the same time. 

  Now it's time to tell you about the [SHABBY DOLL] that you got from 
the 
man in coat in The Apartment World. If you didn't take the doll or if 
you 
don't put it in the storage box, there'll be nothing major. But if you 
place the doll in the storage box, there will be new demons appearing
above the box : Crying Children, at a certain moment. They may appear 
once 
or twice. You can also clean them up by using Holy Candles. 

  As I told you, some ghosts are invisible in the red screen and the 
fearful noise, some show exact phenomena. These are the ones that have
exact actions that I spotted in my game. Just use the Holy Candles when
the screen turns red then (Thanks to Roger Ocelot for a bunch of 
important 
phenomena) :

- A ghost infesting the wall in the living room, above the peekhole to
Eileen's room. Use the Holy Candle just under him. 

- A ghost infesting the wall above the bed in the bedroom. 

- The banging windows. You'll hear big rattles when you return to the
bedroom from alternate worlds. Then going out to the living room, 
you'll
see the windows slapping. If you approach them, you'll spot the demons
nearby that cause the windows to bang. Just light a Holy Candle close
to them to exorcise the demons. 

- The wall in the bedroom gets black infestation. Light the Candle 
under
it. 

- A crying child's shadow in the wardrobe next to the bed in the 
bedroom.
You'll hear his cry first. Move your view to the watdrobe to find the
shadow, then use the Candle at him.  

- The crying children above the Storage Box (if the Shabby Doll is 
placed 
in it). Light the Candle under them, next to the Storage Box. 

- In the bedroom there's a photo of a church in Silent Hill. When Room 
302 gets invaded, there will be a certain time when it turns into an
image of Walter Sullivan. If the screen turns red, use a Holy Candle
here. 

- In the bedroom, someone keeps saying through phone "I'm always 
watching you !". 

- The tap in the kitchen begins dripping blood. Another ghost needed to
be exorcised is there. 

- The shoes of Henry, which are next to the door, take a walk to the
kitchen, leaving blood where they stepped. Be careful ! 

- You may hear a cat's cry in a certain time. Well, that cat is in the
refrigerator in the kitchen.

- The sofa in the Living Room are soaked with blood or something like
that. 

- The radio is turned on in the Living Room.

- The TV is turned on, showing an image of Walter Sullivan. 

- The clock in the Living Room begins to run with a very high speed, as 
you can hear its strange noise. 

- The peekhole on the entrance door drips blood. If you look through 
it,
you can see an image of blood-stained half-dead Henry. It can hurt you
when you try to get notes under the entrance door.  


  Finally, cleansing up demons in Room 302 is a task that affects your
ending as well. The harder the difficulty you chose (Easy, Normal, 
Hard) 
is, the more possible ghosts/phenomena may show up. Refer to "Ending 
Information" section for more info about its effects toward the endings
of the game. 
  
***END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~
 

  Now go back to Hospital world. 


-------------------------------
  THE HOSPITAL - 1ST FLOOR    
-------------------------------
  There's another conversation between Henry and Eileen, and she still
follows you, okay ? 

  Approach the elevator. Use the Small Key to unlock the door to a 
staircase. 

  Wow, it's pretty tough here. Three Patients are coming, while you 
have to
protect Eileen. There's a pretty easy method if you are good at 
fighting 
them : It will take them a long time to reach the top of the staircase 
where you are standing. So have Henry run fast to them and end them 
directly with a strong melee weapon before Eileen approaches. Don't 
forget 
to stamp them to make sure that they are really dead. If you can kill 
each 
of the Patient quickly enough, there will be no chance for Eileen to 
join 
in the mess so that she'll be safe. The Stun Gun may work well in this 
case.

  After that, enter the next door. 


-------------------------------
  UNKNOWN SPIRAL STAIRCASE    
-------------------------------
  From this chapter on you'll see this spiral staircase in every of the
later chapters. There are many terrible things on the way and there's
always a split staircase that takes you to the hole to Room 302. Get in 
it
if you want to save and prepare items. Reach the end of the staircase 
and 
enter the door there.  
 

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                  PART 8 : THE SUBWAY WORLD - 2ND TIME
      Objective : Examine the room where Cynthia was murdered to find 
the
                  key. Take Eileen with you and use it on the King 
Street
                  Line train to open a new way. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX


-----------------------
  THE SUBWAY      
-----------------------
  You find yourself having just got out from a locked door in the 
hallway. 
Continue through the hall and pick the [HOLY CANDLE] at the left door. 
This
door is locked, so unlock the right door to return to the familiar 
hallway.
Dogs are no more here. Instead, MONKEYS !!! Try to kick them away, then
continue your trip.

  Head to the Women's Toilet and use the hole here. Back to Room 302. 

-----------------------
  ROOM 302        
-----------------------
  Here just use the Holy Candle you've got if there's any demon around. 
There are new things under the entrance door : the "Kid's Letter" and a
[TOY KEY]. Then open the Storage Box to take the [LYNCH STREET LINE 
COINS]
for a temporary use and a Sword of Obedience if you like. When you have 
finished, go back to The Subway through the Laundry Room hole. 

-----------------------
  THE SUBWAY      
-----------------------
  Leave the toilet. Make your way straight to the station (where there 
are
the entrances and exits of and Lynch Street Line and King Street Line). 

  A cutscene is triggered. And you encounter a long-haired female 
spirit -
one of the most dangerous ghosts. She can attack you from distance with 
her
evil long hair, and she has the ability to crawl on the floor, which 
the
other ghosts don't have. This lady does not only threaten you here, but 
also will pursue you DURING ALL LATER CHAPTERS. So it's better for you 
to 
beat her down and "gift" her with the Sword of Obedience. Okay ? 

  Before getting in the station, go straight forward to the forkroad 
where
you saw the big "worm". Approach the stairs nearby for another [SILVER
BULLET]. 

  Use the Lynch Street Coins to enter Lynch Street Line. Go downstairs. 

  When you reach the ground, run to the right room segment and kill the 
two
dogs here. Grab the [NUTRITION DRINK] nearby. Then examine the corpses 
for
[RIDING CROP] - a better weapon for Eileen. Then leave and go down the 
next 
stairs to the train station. 

  Enter the trains and search for the red box. Use my maps to help your  
searching if you like. Then use the Toy Key to open it to get a [FILTHY 
COIN]. Here I show you the map of the trains again with a new item 
updated :

  *Symbols Explanation :
       + E : entrance/exit
       + X : the ways/doors you can go through
       + "===" or "___" : blocks (you can't pass)
       + B : the red box   
       + C : the new [HOLY CANDLE]

                     ___ ___ ___
                    |   |   | C |
                    E   X   X___|
                 6  |   |   X   E 1
                    |   |   |===|
                    |   |   |B  |
                    |___|___|_X_|
                     _X_|___|___
                    |   |   |   |
                    |   X   |   |
                 5  |   |   |   | 2               
                    |===|   |   |    where you start
                    |   X   |   |
                    |___|___|_X_|
                     _X_|___|___
                    |   |   |   |
                    |   |   X   |
                 4  |   X   |===| 3
                    |   |   X   E
                    |   |   |   |
                    |___|___|___|
                    |___|___|___|


  Now, there used to be a locked door in the end of Lynch Street Line 
pavement. If you are in Lynch Street and have unlocked it in the last 
trip 
here, so now enter it. Grab the [HOLY CANDLE] and go down the ladder to 
the 
hellish area (Eileen can't follow you, okay ?). Then climb up the 
opposite 
ladder to get to the room the has a hole which you should get in now. 
If 
you haven't unlocked that door yet, pass the trains to the other side, 
enter the room that has the hole and use it. But if you want to grab 
the 
Holy Candle, descend the ladder and get on the next one to reach the 
room. 


  You're back to Room 302 again.

-----------------------
  ROOM 302        
-----------------------
  Equip a Saint Medallion or use the Holy Candle if there's something 
wrong. Reach the kitchen and wash the Filthy Coin in the sink to have
the true [1$ COIN]. Keep it and return to the Subway. 


-----------------------
  THE SUBWAY      
----------------------- 
  Now get back to the vending machine that has the strange symbol and 
use
the coin on it to get [MURDER SCENE KEY]. Go up the blocked staircase 
for 
a [MEDICAL KIT]. As the key's name implies, you'll use it to unlock the 
room where Cynthia got killed. Go to the room that has the hole and 
climb 
down the ladder (yeah, only Henry). In the hellish area, take the other 
path and keep running straight to the door at the end. Be ware of the 
freaking ghosts around. 

  Reach the going-up escalator and use it. The wall monsters will 
welcome
you again. So be careful. 

  In the next area, before going upstairs, search around for a dog and 
a
[NUTRITION DRINK]. In the next place where you see Cynthia's dropped 
items, 
search for [CYNTHIA'S COMMUTER TICKETS]. With this item, you can either 
enter Lynch Street or King Street Line unlimited times. This helps you 
to 
take Eileen with you without passing the damn ladders. Now approach the 
left 
door and use the Murder Scene Key to unlock. Examine the mess for 
[TRAIN 
HANDLE]. 

  Your next objective is to use the Train Handle on the train in King 
Street Line station which have the giant worm and the escalators. But 
before that, you must have Eileen with you. 

  Use Cynthia's Commuter Ticket to get out of King Street Line. Again, 
use
it to enter Lynch Street Line and reach the train station. Get into the
red room to take Eileen with you. Then make your way back to the 
turnstile
area. Insert the Commuter Ticket for King Street Line entrance and go  
downstairs. Then head for the escalator. 

  It's tough now, since you not only deal with the wall monsters, but 
protect Eileen as well. The best way is that you must proceed further 
than
her and kill the monsters quickly before she reaches you. It's not 
easy, I
guess. It's a better idea to use gun if you are good enough. You'll be 
okay
soon.  

  Now get in the train of this place. Be careful with the ghosts if 
there's
any of them around. Head to the driver's compartment (the first car) 
and
use the Train Handle to open a new way. Go back and enter it. It's a 
staircase leading down to a door. On the right of the door, take the 
[SWORD 
OF OBEDIENCE] lying against the wall (Thanks to a GameFAQs member and 
reader
whose email name is Kevin Ayton for reminding this Sword of Obedience). 
There'll be a cutscene and you'll find yourself chased by the man with 
coat. 
Just quickly enter the door that appears if you don't want to get 
troubles. 

  **Just one more note : From now the man in coat will pursue you 
during the
rest of the game. Always stay alert ! He's equipped with a handgun 
(mostly)
and a melee weapon (pipe, chainsaw, or something like that). When you 
see 
him around, there are two choices : One is to run away to other places, 
since he just wanders in certain areas ; One is to fight him. Just 
damage 
him by whatever you have, and Eileen will help you if she's with you. 
Normally he doesn't attack Eileen, but if she beats him or passes by 
his 
attack, she still can get damaged. Once he gets enough hits, he'll fall 
down, staying unconscious. So you have time to examine the area and 
escape.**   


-------------------------------
  UNKNOWN SPIRAL STAIRCASE    
-------------------------------
  You'll enter this place again. It's the same as the previous one, but 
a
little darker. Use the hole on the split staircase to go back to Room 
302. 
Just do your usual tasks which this time are : Search for new files and
dispel demons if there is. Then back to the staircase and proceed to 
the
end. Enter the door. 


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                  PART 9 : THE FOREST WORLD - 2ND TIME
      Objective : Get the torch in the Cemetary and burn it up. Search
                  for the body parts under the 5 dark wells and attach 
                  them to the destroyed doll in Wish House. 
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-------------------------
  THE FOREST                  
-------------------------
  You find yourself in the Cemetary of The Forest World. Wow, Eileen 
can
read the strange writings on the objects. So now if you want to read 
any
strange texts in this forest, just take her with you and leave her 
standing
at the object for a while, she'll read them for you. This is optional 
and
I won't say much about this, okay ? 

  Check one of the corners of the cemetary for a [TORCH]. Have Henry 
equip
it. Then press the Action button to burn the torch. After that, exit 
this
place. 

  In the next area, I'm assure that you'll meet the man in coat and a 
bunch
of enemies here. To beat him or not is your choice. In this Forest 
World, 
the man will appear in some certain dark tree areas. First, please run 
straight to the well here. As the burning torch lights the way, Henry 
will 
be able to find a [DOLL'S HEAD] in the well. Don't forget to grab the
[NUTRITION DRINK] around. Get in the next door.

  There are some dogs here. Kill them and go straight to Wish House. 

  Here you see the house has already burnt down. First, check around 
the
remains for a [HOLY CANDLE] and some memos. Then approach the top to 
find
a doll on wheelchair. Examine this doll, you'll receive a message 
telling
you to find his five scaterred body parts around the forest. Well, have 
you
known your objectives ? The 5 body parts are hidden in the 5 wells 
which
you've been asked to notice in the last trip. Let me remind you :  

  *Symbol explanations :
    + S : Holes to Room 302
    + X : the positions of the wells
          X1 - [DOLL'S HEAD]
          X2 - [DOLL'S RIGHT LEG]
          X3 - [DOLL'S LEFT ARM]
          X4 - [DOLL'S RIGHT ARM] 
          X5 - [DOLL'S LEFT LEG]
    + B : rare item - a [SILVER BULLET]
    + T : Torches with burning Holy Flame (where you can light your own 
          torch)
    + P : [PICKAXE OF DESPAIR] 
    + N : Nutrition Drinks 
  



                                     ____
    ___                    _________|    |
   |   |               ___| N  |    | N  |  ______ _____
  T|   |              |   | T  |    |____|_|S     |
   |   |---|       ___|   |----|----| |T   |      |
  S|NP |   |      |   | X3|           |    |      |  X4 
   |___| X2|__S___|   |   |           |____|------|
       |   |      |   |___|                       |
       |___|Wish  |---|                           |_____
         __|House |___
        |  |      |   |
        |  |______|   |
        |  |      |   |---|
 _______|  |      |   |   |
| X1  N |  |      |---|   |---|---|
|__S____|__|          |   |  B|T S|
|   |                 |---|___|_X5|
|  T|                          
|___|                         


  The well where you got the [DOLL'S HEAD] was X1. Now attach the head 
to
the doll. Get down the pile of remains and head to the toy basket on 
the
east to search for [CHAINS] - a new weapon for Eileen. Make choice here 
:
You can either leave Eileen here for convenience or take her with you 
on
the trip to find the other 4 body parts. But I can't make sure that 
this
Wish House area is as safe as it seems. And don't forget that the man 
in
coat is still in charge and he can get you any time. 

  First, make your way to the well of the northwest area on the map. If
your torch has been lit, use it on the well to get [DOLL'S RIGHT LEG]. 
If
not, keep going to the next area and then Toluca Lake. Some Double-
heads
have invaded the forest areas. In the cave just before the lake, there 
are 
[NUTRITION DRINK] and a [PICKAXE OF DESPAIR] on the ground. When you 
reach 
the lake, grab [REVOLVER BULLETS] on Henry's right. Then go south and 
have 
a talk with the kid. 

  After the cutscene, examine the goddess' statue nearby for [CRESTED
MEDALLION]. Then use the burning torch here to light your torch. Make 
your
way back to grab the Doll's Right Leg (if you haven't got it) from the 
well 
and then attach it to the doll at Wish House.

  **You can make the fire last longer on your torch by returning to 
Room
302. Enter the Laundry Room and examine the oil tank on the floor. Soak
up the torch with oil.**  

  The next area should be the south-east area. There may be double-head
freaks and some other spirits around. Don't forget to obtain the 
[SILVER
BULLET] that is a very rare and powerful item (See my map). Then go to
the end of this room. Light up your torch and examine the well for
[DOLL'S LEFT LEG]. As usual, return this part to the doll in Wish House 
and 
head for the remaining two.

  From Wish House, it's time to enter the north-east area. The first 
place
has a double-head. The second place has a well which has [DOLL'S LEFT 
ARM]
if you have had your torch lit. If not, go to the third place for a 
Holy
Flame torch. But before that, you'll encounter a burning spirit in this 
place. I think you should try to dodge him and save your Sword of 
Obediences. But if you have got three of them until now, feel free to 
use 
it on him. There's a [NUTRITION DRINK] by the fence behind a big rock. 
After that, head to fourth place which just has enemies and enemies. In 
the fifth area, well, search the bottom ground for a [NUTRITION DRINK]. 
There may be ghosts encountering you here. Run to the next room and 
there's a Holy Flame. Light your torch if it has run out, then 
continue. 
You'll be rewarded with a [HOLY CANDLE], [NUTRITION DRINK] and finally, 
the well in the last place gives you the [DOLL'S RIGHT ARM]. Just be 
ware 
of some Mr. Monkey around. 

  Now take these final body parts to the doll in Wish House. He will 
move
aside, leaving a secret hideout. Get in it. 

  This room looks familiar, right ? On the altar there is the "Descent 
of 
the Holy Mother -- 21 Sacraments" memo for you to grab. Then examine 
the 
right exit door and insert the Crest Medallion to enter it. Phew, it's 
over 
for this world now. 


-------------------------------
  UNKNOWN SPIRAL STAIRCASE    
-------------------------------
  As usual, take Eileen down the long staircase and enter the door at 
the
end. Use the hole to Room 302 if you need and don't forget to do your
usual tasks : get rid of demons and check for new memos. 

  In the next area, proceed to the elevator to be taken down to...


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
               PART 10 : THE WATER PRISON WORLD - 2ND TIME
      Objective : Enter the death chamber to find a hint. Follow it to
                  reach the destination.  
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

---------------------------    
  THE WATER PRISON            
---------------------------   
  ...yeah, the sweet prison home ! You start in the terrace of the 
tower.
Just leave the elevator, you'll soon meet your old close friend : the 
man
in coat. Defeat him or run through the double doors. 

  Well, the spiral staircase ! As Eileen is with you, you can't leave 
her
here by using the ladders, cuz there are 90% that the man in coat will
chase you here again, no matter if you have beaten him or not in the 
terrace. And there are 70% that he sticks around here during the Water 
Prison chapter. So defeat him now if you like, and be ware of the bats 
too.
Enter the 3rd floor double-door. 

  Two or three double-head monsters are staying in the circular 
hallway. So
kill them all before you have the right to walk freely. Explore all the
cells for stuffs :

  Cell 1 : There's a hole and bloody bed (which you have settled 
before).
  Cell 2 : There's a [HOLY CANDLE]
  Cell 3 : Humid Toadstools. 
  Cell 4 : Just a hole and nothing else.
  Cell 5 : Wall monsters and a [NUTRITION DRINK].
  Cell 6 : Geez, [PISTOL BULLETS]
  Cell 7 : Tons of useless books.
  Cell 8 : Nothing. 

  Remember the secret way to the kitchen that you have made before ? 
It's
the 1st cell. Enter it and jump down (Eileen will be safe here (^_^)). 
Keep
jumping down to 2nd, 1st floor, then the basement kitchen. Enter the 
room
where you found Andrew DeSalvo's body. Now there's a [BLOODY SHIRT] 
instead. Take it. Then back to the kitchen. 

  In the Dining Hall there are a [NUTRITION DRINK] and a [SAINT 
MEDALLION]. 
Enter the door to the hall with a ladder. Next, enter the next double-
door
for the Shower Room. Grab the [PISTOL BULLETS]. 

  Use the ladder to go up to 3rd floor and find the [NIGHTSTICK] for 
Eileen. Then climb down all the way to the basement. Get in the south
double-door to the spiral staircase. Run up to the door with the hole 
to
Room 302. Enter it to return to your room. 


----------------------         
  ROOM 302                    
----------------------
  Leave the bedroom and get in the Bathroom. Examine the blood-sprayed
bathtub and soak the Bloody Shirt to see its writings. Go through the 
hole
in the Laundry Room to get back.          


---------------------------    
  THE WATER PRISON            
--------------------------- 

  If you like to explore 2F cell area. Read the below passages. 

  Here take the door to outside. Use the two left ladders to reach 2F 
cell
area. 

  There may be two double-head monsters and some slugs. Then enjoy 
yourself
in the cells :

  Cell 1 : locked. 
  Cell 2 : locked. 
  Cell 3 : locked.       
  Cell 4 : There are [PISTOL BULLETS], a diary and... monsters. 
  Cell 5 : Examine the room to find another [SWORD OF OBEDIENCE]. Don't
place it in the storage box, cuz you'll use it soon. 
  Cell 6 : locked.                 
  Cell 7 : locked.                    
  Cell 8 : Prepare for the double-head here, then examine the floor for 
a
[HOLY CANDLE]. 

  Then make your way back to 1st floor. Enter the other door for 1F 
cell
area. 

  Cell 1 : locked. 
  Cell 2 : Nothing.               
  Cell 3 : locked.       
  Cell 4 : Just some [PISTOL BULLETS]. 
  Cell 5 : Look for a [NUTRITION DRINK] here. 
  Cell 6 : locked.                 
  Cell 7 : There's a [HOLY CANDLE].   
  Cell 8 : Nothing. 

  After all the free trip, now remember what you have read from the 
bloody
shirt. Make sure you have a Sword of Obedience. I suggest using 
firearms
(Pistol or Revolver) in this battle. Leave the cell area and get in the 
right door. There'll be a cutscene showing your new enemy :

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~
  MINI-BOSS FIGHT : ANDREW DESALVO 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Difficulty : Medium
  Strategy : First, have Henry walk along the spiral staircase. There 
will
be tons of humid Whitestools on the way, so strike them. When you see 
the screen
goes fizzy, it's the ghost approaching you. He spends most time 
floating
around more than fighting you. So when he's on screen, take up your gun
and give him some bullets. Keep shooting until he floats out of screen 
and
disappears. Then just have Henry walk around waiting for him. Repeat 
the
attacks. The ghost really attacks you when you see he bends down into a 
ball. If you don't interfere soon, the "ball" will spin to you in great
speed, stealing a deal of your lifebar. So when he is seen to spin, 
quickly
hurt him so that he will stop spinning and return to normal, then float
away. Repeat the strategy until he falls down, lying on the ground. 
This
time, QUICKLY approach him and use the Sword Of Obedience as soon as 
possible. Otherwise, he'll get up and you must redo everything, cuz 
he's a
spirit. Just nail him like you did with any normal ghost, okay ?

  When you succeed, he'll drop the [WATER PRISON GENERATOR ROOM KEY] 
for 
you to get.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

  Well, know what to do ? Get back all the way to 3rd floor to take 
Miss
Galvin. Then again, go all the way down to this staircase. Sorry, you 
can't
use the ladders anymore, so be more patient and deal with the brats 
around.

  Reach the staircase where you fought the fat ghost. Then go a long 
way
to reach the final door at the end (I assure that the Whitestools will
grow again here). Enter the door. 

  It's the waterwheel room. Now use your new key to unlock the other 
door.
Don't forget to grab the [MEDICAL KIT] near the hole. Get in the new 
area.

  You're close to the end now. But... do you see something far away 
?...
  Aaaaaahhhhhhh !!! A bunch of double-heads. More correctly, there are
six of them waiting for you. I'm afraid that you'll have to deal with 
them
all, unless you are good enough to dodge, suffer damage along with your
clumsy partner and reach the door at the end to escape. Okay, I suggest
using guns or the Stun Gun here. And if it's so tough, reload the 
Silver 
Bullet. If you have equipped Eileen with the latest weapon, she will be 
a 
pretty good fighter, but you'd rather save her than let her solve 
things 
by herself.

  After finishing, get in the next door to end the nightmare here.  


-------------------------------
  UNKNOWN SPIRAL STAIRCASE    
-------------------------------
  Well, do I have to tell you again ? Use the hole here and don't 
forget to 
"clean" Room 302 frequently. I recommend you to rearrange things in 
your
inventory now, since the next chapter will begin with a mini-boss 
battle.
Bring your most favourite weapon, but I suggest guns for this boss too. 
If
you still have a Sword of Obedience left, you should have it in your 
inventory now. Reach the door at the end of staircase to continue to 
the 
following world.  
  

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                 PART 11 : THE BUILDING WORLD - 2ND TIME
      Objective : Grab the "Reminisces" memo in the beginning area.
                  Do all the requests in this memo to reach the
                  destination with Eileen Galvin.   
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

*******NOTES***********************************************************
****
  What I'm writing soon is the official walkthrough of this part, 
showing
you how to end this chapter following the right order. But if you want 
to
complete it faster without solving any puzzles but still can bring 
Eileen 
with you. If you want, ignore the below passage and check it out AT THE 
END 
of this part. 
*****************************************END OF 
NOTES********************** 

---------------------------    
  THE BUILDING                
---------------------------
  Hey, someone welcomes you. Is that fun ? 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~
  MINI-BOSS FIGHT : RICHARD BRAINTREE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Difficulty : Fairly Hard
  Strategy : This guy gets in charge soon after the cutscene, and will 
strike you with the club on his hand. If you feel you are good enough,
beat him with a melee weapon. But he can become really dangerous with
teleporting. Henry is slow compared to him and he often fades away when
you damage him, then re-appears at your back. That's why I suggested
using guns, cuz you'll be able to attack as well as rotate faster than
melee weapon. Just knock him down. This is one of the dangerous ghosts 
who
will encounter you during the rest of the game, along with the long-
haired
lady and Andrew DeSalvo, so I recommend a Sword of Obedience on him. 
Besides, once you wipe him here, this will become a safe place for 
Eileen
while you explore the area. Isn't it better than taking her along ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

  After the battle, search around for an important scrapbook (The 
"Reminisces"). There's a hole nearby and you can use if you like. If 
you 
have nailed the ghost, leave Eileen here and run to the elevator. 

  In the elevator, choose the Top button to get on the top floor - 
where
you have explored in the first trip. First, take the long alley path 
for
three monkey freaks and at the end, the [REVOLVER BULLETS]. Then go 
back
and take the other door. 

  There are two dogs. Just wipe them. You've got used to them too much 
now, 
right ? Take the [NUTRITION DRINK] by the broken door. Go up all the 
stairs 
to Albert's Sports Shop. There's a new weapon [3-WOOD]. Examine the 
basket
of volley balls if you like. Then examine the bar for [CAKE CANDLES]. 
Exit
through the door near the hole. 

  In the collapsed area, grab the [HOLY CANDLE]. Leave this place 
through
the other door. Pass the empty alley and then go all the way upstairs 
until
you reach a dormitory where you first saw a ghost nailed by the Sword 
of
Obedience (Well, if you did take out the sword last time, you'll meet 
that
"baby" who still wanders around here and is haunting you now). In this 
room
there's a table on which lies a cake. Place the Cake Candles on the 
cake.
Get the [STUFFED CAT] nearby and leave this room through the other door 
(the entrance). Get rid of the dogs, then go upstairs. Some other dogs
need to be dealt with. Examine around the fan thingies for a [NUTRITION
DRINK]. Then go up the next staircase. The next floor has a car in 
which
you can find [REVOLVER BULLETS], a [HOLY CANDLE] is on the floor. 
Finally,
the place beyond is a long alley with two dogs, a [DRIVER] (new weapon) 
and
a hole at the end. That's all. It was a long way, right ? Sorry to tell
you : Make your way back to the Sports Shop now. 

  From here take the door that leads you to Pet Store via a staircase 
area.
When you reach the store, your task is to find an empty cage to put the
Stuffed Cat in. It's on the cashier bar. But before that, do your best 
to
dodge the undead spirits here. If you have nailed the long-haired 
woman's
ghost in Subway, she won't be here and there are only two who are not 
very
cunning. But if not, she'll be the one whom you must notice first along
with her two "companions". After putting the Stuffed Cat, head to the 
next
door.

  It's another staircase. Thanks to Reneisdead for this tiny event : 
There 
are newspapers lying at the door you have just got in. They are about 
one
Walter's victims whom you don't see in this game. Try examining it, 
then 
you'll hear some gunshots (just a joke). 

  Go downstairs and enter the way here.

  Hey, what the hell is going on ?!! Nothing, just an upside-down room.
The bats will welcome you first, so be careful. I know it's hard for 
you,
but please try proceed a "few" steps for [PISTOL BULLETS]. You don't 
need
to search around too far, since the next door has been locked with a 
dead
clock. If you have got the "Reminisces" memo but haven't checked it 
carefully, read it now. You'll understand what is going on. 

  Go back to the Sports Shop, then return to the elevator. This time 
press
the Bottom button to get down. The area outside has [PISTOL BULLETS] by 
the
fence and a [HOLY CANDLE] at the opposite corner for you to get. Then 
go in 
again and climb down the ladder. 

  Here is the underground Shower Room. The opposite ladder just leads 
you 
to nowhere, so just search around room. Get into the path and kick away 
all 
the "obstacles". Then collect the [BILLIARD BALL] on the floor. Then 
climb 
up the third ladder. 

  You are in a familiar alley. The opposite door is locked from the 
other
side. Besides, all the other doors are broken. Remember it if you can. 
Then
go along, getting rid of the bats. When you reach a window booths, a 
cutscene is triggered. 

  After that, take the [MEDICAL KIT] next to the fence. Then keep going 
to
the next area. Here you must obtain a [VOLLEY BALL] among the boxes, 
then
a [SAINT MEDALLION] by the capsule in front of the door. Enter the 
door. 

  Go downstairs. Don't mind going to the portion of the room : there's 
nothing to get but mad wheelchairs. Get in the door down here.

  In the next room, before running downstairs, run to the left end for 
a
[HOLY CANDLE]. Get down to the ground. The first two doors are cracked. 
So
enter the remaining one.

  This is the familiar bar. Check the "Later Bartender's Memo", you'll 
know
that the code for the next door has been changed. It's still the last 
4 digits of their phone number written on the sign, but the sign hasn't
been changed yet. Before solving this, place the [BILLIARD BALL] on the
billiard pool. Then enter the hole to go back to your room.    
   

---------------------------    
  ROOM 302                    
---------------------------
  Do your usual tasks first : check for new scraps and get rid of 
demons if
they come. Then go back to the bedroom. If you don't remember the old 
phone
number of the restaurant, just look through the window (In my game it 
is
always 555-3750). Then use the telephone : input the number to call 
them. 
You'll receive a message saying that this number is not available 
anymore. 
Instead, they'll read the new number for you. Write down or memorize 
it.
Then enter the Laundry Room and go back to the bar.


---------------------------    
  THE BUILDING                
--------------------------- 
  Just access the new code to the panel. The door will be unlocked, but
don't enter it now, since you still have to take Eileen, right ? Make 
all
the way back to the elevator. Then go to the place where Eileen stayed 
and
take her with you. Choose the Top button to go up. Go all the ways to
Albert's Sports Shop. Remember to place the Volley Ball into the 
basket. 
You'll hear a sound informing your completion. 
  
  After that, enter the Pet Store and head straight to the upside-down
room. It's no longer upside-down and the clock has worked again. Enter 
the
door that has the clock. You'll come to a new path, which is ruled by
four monkeys and a dog. It's very tough now, so be careful. Use the gun 
if
it turns to be so dangerous. If you kill all the monkeys, you can 
obtain
their weapons. All doors here are broken, except the last one. Get in 
it. 

  You have returned to the alley where you saw the cutscene between the 
man in coat and the kid. Get in the door just next to the ladder. I 
think
you remember the way, right ? Some new monsters may have invaded the 
remaining areas, so watch out. The bar also has a new monkey. Head back
there and kill him. 

  Now enter the code door to the last area. Last time you went up here, 
right ? Now the going-up way has been blocked. Instead, go all the way 
down 
to the bottom. It's pretty long, and look out for the random spirits. 
Waiting for you at the bottom is a door. You think that you have come 
to
the end of this chapter, don't you ? Sorry, it's not over yet. What 
behind
the door is... 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~
  MINI-BOSS FIGHT : GRAND WALL MONSTERS (THE DUMMY)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Difficulty : Fairly Hard
  Strategy : This battle won't be so tough if you have carried at least 
a 
healing item, and if-you-don't-mind-about-your-partner's-damage. Things 
will go wrong if you try to protect her so much. Several grand monsters 
periodically drop down in groups to hurt you. What should we do ? Kill 
each of them. No ! That's just silly. It's better to have a gun. But if 
you
don't have, melee weapon is still alright. They are crowded, but all of
them live dependently on an elite monster (The DUMMY). If you find and 
damage this dummy, the others will get hurt simultaneously. What you 
have 
to do is to try to approach EACH OF THEM and give them some hits. If 
the 
monster gets hurt and the others who don't receive damage get hurt too, 
it's the Dummy and then just keep on hitting it until it dies. And the 
battle will be ended quickly. The difficult here is just to dodge their 
attacks and try each one until the right one appears. If you have some 
healing items carried, things won't be so hard. And your partner can 
give 
you a hand, too. 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

  Now it's really the end. Enter the next door.   


-------------------------------
  UNKNOWN SPIRAL STAIRCASE    
-------------------------------
  Geez, just the same staircase as usual. But it's dark and fearful 
now.
Go all the way down to the bottom. It's not only a single door, but the
collapsed version of your apartment as well. Take "Superintendent's 
Diary"
on the floor. Then enter that door to another version of Room 302.


***** QUICK WALKTHROUGH TO COMPLETE "THE BUILDING WORLD - 2ND TIME" 
*******

  With this walkthrough, you can take Eileen alongside with you without
solving the stupid "Reminisces" puzzle. Let's begin from the start of 
the
chapter. This is submitted by Merciless101 and has been fixed and 
rearranged. I have tested it and it does work. Another note here is 
that
once you take this walkthrough, you have to accept abandoning some 
items
in the places where you won't have to come, okay ? Here it is : 

 1. In the beginning, read the "Reminiscese" scrap on the floor. You 
can
fight Richard Braintree if you like. If you want to beat the game under
2:00 to get 10 big stars, you can ignore him. Enter the elevator with 
Eileen.
 
 2. Inside the elevator, choose the Bottom button.
 
 3. Leave through the door.
  
 4. Grab [PISTOL BULLETS] near the fence. Then get the [HOLY CANDLE] at 
the 
opposite farther corner. This is where you leave Eileen. Place her at 
the
farthest corner, then run FAST to the elevator and enter it. It may 
take you
a few times to succeed this. Just try again until Henry appears ALONE 
inside 
the elevator.

 5. Go down the opposite ladder. You'll be back in the underground 
sewer.
 
 6. Kill the Whitestools and go up the ladder at their place. IGNORE 
THE 
[BILLIARD BALL].
 
 7. Go along the path and skip the cutscene.
 
 8. Take the [MEDICAL KIT] that is by the fence and just continue along 
the 
path.
 
 9. When you've come to the next area, you'll hear some footsteps. IT'S
EILEEN. Wait for her, she'll be able to join you.
 
10. Enter the door nearby. IGNORE THE [VOLLEY BALL].
 
11. Go down the stairs, ignoring the Wheelchairs. Enter the door at the
end.
 
12. Before going down the stairs, run to the left end for another [HOLY 
CANDLE]. Then run down and get in the third door which is the only
available one.
 
13. Read the "Later Bartenter's Memo" and head for the door and just do
whatever I showed you in the official walkthrough. The code is always
4890.
 
14. Input 4890 at the panel and enter the door. 

15. Go down all the way. Kill the bats that come in your way.

16. Enter the door at the end and fight The Dummy. 

17. Enter the next door and go along the unknown spiral staircase.

  And of course, this quick walkthrough can be done in any difficulty.

***********************************************************************
**** 


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                     PART 12 : ROOM 302 OF THE PAST  
      Objective : Take all the memos scattering around the room.
                  Trigger Joseph Schreiber who will give you the 
                  next hints.     
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX


-------------------------------
  ROOM 302 OF THE PAST        
-------------------------------
  Here you'll find ALL the remaining volumes of Joseph's Red Diary and 
some other files, too, in the living room and in the bedroom, showing 
the 
final days of his life. The Bathroom has a hole for you to return to 
your 
true Room 302. The Laundry Room has been broken. When you have finished 
and obtained all the memos, go back to the living room and you'll meet 
him : Joseph Schreiber. Talk to him and listen carefully to what he 
says. 

  After the cutscene, go to the end of the path between the bedroom and 
the
bathroom to grab the [PICKAXE OF HOPE]. Get through the hole in the 
bathroom to return to the present. 


-------------------------------
  "NORMAL" ROOM 302           
-------------------------------
  Use the Holy Candle to exorcise demons if they come. Then go out. 
Approach the wall where you got the Pickaxe of Hope in the past room. 
Use
it here, Henry will be able to open a secret hideout behind the room 
which
he has never noticed.

  Examine the body. Just say "Yes" until Henry manages to take the 
[KEYS OF
LIBERATION], used to unchain the entrance door. Then leave the hideout. 

  Well, is it over ? Sorry, not yet. After unchaining the door, you'll 
know
what I mean. Let's go to the semi-final walkthrough part below... 


XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                     PART 13 : OUTSIDE OF ROOM 302   
      Objective : It'll be over soon.
                  Reach the superintendent's room (Room 105) to take 
                  the [UMBILICAL CORD]. 
                  When the bell tolls, return to the secret hideout
                  of Room 302 for the battle of destiny.          
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-------------------------------
  THE APARTMENT               
-------------------------------
  Try on, this is your final chapter in the game. This time the 
apartment
has got blocked at several positions, so it'll take you a long time to
reach the "flesh" - Superintendent's Room aka Room 105. The first block 
is between your room and Eileen's, that you see first. There will be 
tons
of them scattering later. And whenever you want to save, you must go 
the
long way back to Room 302 to touch the only Save Point. That sucks. 

  First, take Eileen with you and enter Room 301. 

  *Room 301 : There are two cloaked double-heads and a naked double-
head
downstairs (Room 201). So watch out. Go to the small path and search
around the cage for another [SAINT MEDALLION]. Then go downstairs. 

  *Room 201 : Grab the [NUTRITION DRINK] nearby. Then go out for 2F
hallway. 

  The man in coat surely appears around this time, so quickly take 
Eileen
to the next destination : Room 202. The other rooms have been 
separated,
you see. 

  *Room 202 : There's a hole next to the paintings. Find the [SWORD OF 
OBEDIENCE] in a segmented room. Then enter the hole.

  *Room 203 : If you haven't got the [BUG SPRAY], it's still here in 
the
mess, in case you want to have it. If you haven't nailed the long-
haired 
female ghost, she may show up here. If so, it's time to use the last 
Sword 
of Obedience you've just got to fix her here forever. Reach the 
segmented 
room and enter the hole nearby.  

  *Room 204 : There's a [NUTRITION DRINK]. Exit through the entrance 
door.

  Make your way out to the hall. Oh hoh ! A bunch of "big" Patients. 
Pretty
tough now. Just try to strike them as much as you can and stamp them 
soon
before you are annoyed by the others. Eileen will help you damage the 
others. Your next destination is remaining rooms on 2nd floor, since 
the 
way down the 1F has been blocked. But if you need Revolver Bullets, get 
on 
3rd floor and enter Eileen's room.

  *Room 303 : Search around for [REVOLVER BULLETS]. You'll have to deal 
with a Patient here. That's all. 

  Enter the other hallway of 2F. Get in the rooms here.

  *Room 205 : Reach the bedroom for [NUTRITION DRINK]. Then leave.

  *Room 206 : Guess who welcomes you ? It's the man in coat. From now 
on,
he will stay here til the end. Whenever you want to save, you must pass
this place and meet him. In the bedroom there's a [HOLY CANDLE]. Enter
the hole in this room. 

  *Room 207 : Grab the [PISTOL BULLETS]. Then exit through the other 
door.

  Well, one of two double-head monsters will visit you. Go downstairs 
to
1st floor. Then explore all the rooms here :

  *Room 107 : There's a [NUTRITION DRINK] to grab. 

  *Room 106 : There are a [HOLY CANDLE], an [AMPOULE] and a [MEDICAL 
KIT]. 

  *Room 105 : Your destination here. But sorry again. Konami won't let 
you
enter it that soon. There are six chains locking this door. Leave it 
now
and enter the double door to 1F Hall.   

  Read the sketchbook in the centre of the hall. Then go to the other
hallway. 

  The first thing you see is the ghost of a hanged figure. Approach it 
and
press the Action button to trigger a conversation. It's the key to 
unlock
Room 105 : The triggered talk has unlocked one of the chains, which 
means
you must obtain 6 of them to unlock the door completely. Now go to the
end of the hallway. It's there again, so trigger another line. Two 
chains
have been unlocked. Now enter the rooms here.

  *Room 104 : Grab the [MEDICAL KIT] in the covered area. There may be 
two
wall monsters falling down to joke you. Ending them or not is your 
choice.
Go to the small path and enter one of the cage that has the hanged 
figure.
Trigger the conversation. Three chains have been opened now. 

  *Room 103 : Kill all the double-heads here. Take the [NUTRITION 
DRINK]
here. Then trigger the hanged figure just right at the freaks. Four
chains now.  

  *Room 102 : Another [NUTRITION DRINK] for you. The hanged figure is
around here, too. Five chained unlocked.

  *Room 101 : Here's for the last chain : the hanged freak stays in one 
of
the cages. Check around for [PISTOL BULLETS], too. Six chains have been
solved.
 
  Know where to go now ? Room 105. BUT... before that, you have to 
encounter a cutscene in 1F Hall. After the cutscene, I suggest some 
task :

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~
  TRICK TO HEAL EILEEN !
  Doing this or not is up to you, cuz she will leave Henry soon. This 
trick 
works for me and some other players. Push Eileen to the centre of the 
hall. 
Then light a Holy Candle close to her. Try to push her to the candle. 
As 
the candle is fading, you'll see Eileen's red marks gradually 
disappear. 
When she recovers enough, DO NOT wait until the Holy Candle completely 
fades. Just run to Room 105 soon. As the cutscene takes place when her 
red 
marks are gone, she'll be kept healthy for the final battle.

  In case if you wait til the candle is put off, the blood marks may 
re-
appear and Eileen returns to her original status. You can see more 
details
about this trick in "Secrets" section. 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

  Get in Room 105 to see a cutscene. Henry will take the [UMBILICAL 
CORD]. 
After the cutscene, leave this room. You'll hear the bell toll, it's 
time 
to go back to Room 302. 

  Well, things are a little different. Some of the rooms and all the
hallways have been ruled by coming monsters, especially double-heads. 
Room 
206 has no more man in coat, but dogs instead. Room 207 has wall 
monsters. 
Even the hallway of your room has been invaded, too.

  When you are in Room 302, read the next part. 



XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
                          PART 14 : FINAL BATTLE   
      Objective : Follow the guidance in the "Crimson Tome".
                  Defeat Walter Sullivan before Eileen Galvin
                  is sacrificed, or you'll get the worst fate
                  ever.               
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

----------------------------------------
  PREPARATION FOR FINAL BATTLE            
----------------------------------------
  First, read the "Crimson Tome" to know some facts. The most important 
thing you must have is the UMBILICAL CORD. Then in the battle you'll 
have 
to touch something like the eight spears, which means you should leave 
some spaces in the inventory to carry the spears as fast as possible. I 
suggest you two choices : 

  *Leave AT LEAST 7 spaces in the inventory :
 ..............................................
   So these are the three items I suggest you should carry : Your 
favourite
UNBREAKABLE melee weapon, a healing item (Ampoule), the Umbilical Cord 
(OBLIGED). So after using the cord, you'll have totally 8 spaces so 
that 
you can carry the spears in only one turn. This will make the battle go 
faster, that can affect the ending. But warning : You MUST BE EXTREMELY 
GOOD AT FIGHTING IF YOU CHOOSE THIS PREPARATION. One healing item for 
such 
a battle is truly desperate even in Easy mode, ya know.


  *Leave AT LEAST 3 spaces in the inventory :
 ..............................................
   Except the Umbilical Cord which is OBLIGED, I let you decide your 6 
carried items. This choice gives you chance to use gun. If you still 
have 
some Silver Bullets left, you can load it now. Anyway, it's always good 
to 
have at least an unbreakable melee weapon along. Finally, bring at 
least two 
healing items, which should be either Ampoules or Medical Kits. With 
this 
inventory, after using the Umbilical Cord, you'll have 4 spaces so that 
you 
can grab the spears within two turns. 

  If you choose melee weapon, I suggest not using the clubs, since all 
of 
them can possibly break on the way. Here are my comments about the
unbreakable ones you can use :


  + Spade : This weapon not only has pretty strong power but moderate 
speed
as well. This is the best choice if you have got used to it.

  + Pickaxe of Despair : This may be the strongest weapon of all. But 
its
speed is awful. You must exactly master using this weapon if you still 
want
to have it for the final battle. If not, I'm afraid you can get hurt 
before
Henry manages to strike down the pickaxe on Walter. 

  + Chainsaw (Brand New Fear game): I'm not sure of its power compared 
to
Spade and Pickaxe of Despair, but can be considered one of the 
strongest. 
But it's pretty slow and not very convenient for Henry to handle it in
such a fight.  

  + Rusty Axe : Like the Spade, this weapon is a good choice since it 
has
all acceptable power, range and speed. 

  + Aluminum Bat : Well, I chose this one in my first time playing 
through
and was able to save Eileen just in time (Easy mode) cuz I had 
forgotten to
get the Spade and Pickaxe of Despair. It's faster than the above two, 
but 
has weaker power. With this weapon equipped, do your best to strike as 
much 
as you can.  

  + Steel Pipe : Its advantages are justified range and that it's 
unbreakable. But I advise you not to take this because of its awfully 
bad 
power.
 

  Those are just my suggestions. You can decide whatever items to carry 
and
how many spaces to leave. It's your choice. 

  Use the Nutrition Drinks to heal Henry fully. Then save. 

  Finally, get in Walter's secret hideout. You'll see that his body has
gone. Enter the hole. 

  An empty red dimension ? Yeah, but this is your last time to reselect 
the
weapon you are equipped. Make choice now. When you have been ready, 
enter 
the next hole. 

  If you are a newbie, you should watch the cutscene carefully to 
notice these objects : a giant monster (The Conjurer ?), the eight 
bodies 
around the battlefield impaled by the eight spears, Eileen Galvin and 
the 
strange ball that she is reaching. After that, the true battle begins : 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~
  FINAL BATTLE : WALTER SULLIVAN 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Difficulty : Hard 
  Strategy : 

  In the beginning of the fight, Walter is invincible so you can't hurt 
him. Quickly use the UMBILICAL CORD on the giant monster. Walter will 
be 
downed for a while, but not vulnerable yet. There'll be a period camera 
angle showing Eileen's process to reach the magical ball within the 
battle. 
If you can end this battle quickly BEFORE SHE TOUCHES THE BALL, Eileen 
will 
be saved and the ending will be better. One more "fun" fact : The 
lesser 
damage she got from the main game, the slower she walks now. That's why 
I 
kept telling you to save her and even suggested you heal her, unless 
you 
want to see how the bad endings are. 
 
  Now it's time to grab all the spears on the eight bodies. Four of 
them
are on the left side, other four are on the right. Try to fill up your
inventory with the spears, then approach the giant monster and pierce
him with all of them. The more empty spaces you have in your inventory,
the less turns it takes you to take out the spears and impale the 
monster. 

  When all spears have been settled, the monster will be hurt heavily 
and
Walter becomes mortal. It's time to defeat the main boss now. As usual,
he is equipped with a melee weapon and a gun, which means he can hurt 
you
at both close and far distance. Give him the Silver Bullet first if you
have. Then take up your favourite weapon and end him gradually. Walter
grows dangerous with his spinning attack, which not only takes out a 
great
deal of your lifebar, but throws you away and wastes your time 
approaching
him again as well. He plays that attack when getting enough continuous
damage from you. Try to keep this up and beat him as quickly as you 
can.
 
  Using firearms is better for Walter, in the situation you are 
required to 
end the battle fast. Firearms not only help you attack Walter from 
distance, but also don't waste your time approaching him like melee 
weapons. You can really use Richard's Revolvers with about totally 24 
bullets to defeat Walter if you are playing in Easy or Normal mode 
(submitted by badtaiwanese69). But don't forget that firearms are not 
very 
powerful, okay ? Just switch to the melee weapon when you run out of 
ammunitions. 

  Keep this up till it's over.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~

  If you have defeated Walter, so CONGRATULATIONS ! No matter which
ending you get, just sit back and watch it. 
 


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  [] SECTION VII : ENDING INFORMATION (CONTAINS SPOILERS)             
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====

  There are two main elements that decide the ending of "Silent Hill 4 
: 
The Room" :

  - The status of Room 302 
  - Eileen's ending after the final battle ("dead or alive"). 

  You'll get one of these 4 endings : 


==============================================
  THE WORST ENDING : "21 SACRAMENTS"
==============================================
 - Requirements : 
    + Room 302 is not clean of demons.
    + Eileen is not saved in final battle. 
 - Description :
      As Room 302 has been fully invaded and Eileen Galvin has been 
      sacrificed to succeed the Descent of Holy Mother, or the Descent 
of
      the Devil, Walter Sullivan is finally the winner at all cost. 
Henry 
      gets the heaviest headache he has ever suffered, getting 
possessed 
      gradually. He has become the 21st Sacrament as Walter wanted.   
      Young Walter finally managed to get in the cursed Room 302 - his 
      "mother", whom he has always been waiting for. "I won't let 
anyone 
      get in my way... I'm gonna stay with you, forever..." - he says 
in 
      satisfaction. 
 
      The following moment, the news said that the police had found 
five
      dead bodies killed by the same way, and a sixth body who was 
      identified as Miss Eileen Galvin, who was rushed to St. Jerome 
      Hospital and died short after that. One of the dead bodies, who 
was 
      male and disfigured, was discovered in Room 302 of the same 
      apartment...  
      

==============================================
  THE BAD ENDING : "EILEEN'S DEATH" 
==============================================
 - Requirements : 
    + Room 302 is completely clean of demons.
    + Eileen is not saved in final battle. 
 - Description :
      Walter falls down, breathing his last breath. "Mom..." - that is 
his
      last word. Before that, the curse ruling Room 302 had been 
completely 
      exorcised. As mature Walter was defeated, Young Walter , who was 
      knocking at the door, falls down and disappears...      
 
      Henry found himself get up safely in his true bedroom. Finally he      
      was the only one alive. Then he goes outside. The newscaster 
reports 
      about five dead bodies discovered scattering in South Ashfield 
      Heights, one of them was identified to be Eileen Galvin. She 
      had been transported to St. Jerome Hospital in dangerous status, 
and 
      died short after that. 
      Henry falls down on the floor... "Eileen..." - he mourns. 


==============================================
  THE GOOD ENDING : "MOTHER"        
==============================================
 - Requirements : 
    + Room 302 is not clean of demons.
    + Eileen is saved in final battle.     
 - Description :
      Walter falls down, breathing his last breath. "Mom..." - that is 
his
      last word. Everything was getting in chaos. Eileen was saved from
      being sacrificed as the Descent of the Holy Mother. "Eileen !" -   
      Henry calls out. Young Walter, who was knocking at Room 302, 
falls
      down and disappears, as the failure of the sacrament... 

      Henry, walking out slowly, holding onto his arm, takes a look 
back at
      South Ashfield Heights apartment... 

      The day after,
      Henry visits Eileen, who has recovered in the hospital, with a 
      bouquet. "Well, I guess I can go back to South Ashfield Heights 
now."
      - says Eileen. In another cutscene, Room 302 is shown fully 
invaded 
      by demons.


**Comments** 
  As this is just the alright ending, I guess it's incomplete. Eileen 
says 
that she will come back to the apartment room maybe because she hasn't 
known the damns invading her neighbour's - Room 302. The scene gets 
switched just after Eileen's line and we don't know Henry's reaction 
then.

  There's also an unknown information which I'm not sure of. It said 
that
in this ending, Eileen gets pregnant with Walter's new life after the 
event. If this is true, it may explain the incompletion of "Mother" 
ending
that I said above. Walter himself may have been defeated by Henry, but 
he
has been able to possess Room 302. And since Eileen was chosen as the 
"Mother Reborn" (Read my analysis in "Miscellany" section - 
"Interesting/
Plot Facts in SH4"), Walter reincarnated as a child of Eileen as he 
used 
to wish. This case is possible, just like Alessa Gillespie has 
reincarnated into Heather Mason in Silent Hill 1 and 3.    


==============================================
  THE BEST ENDING : "ESCAPE"        
==============================================
 - Requirements : 
    + Room 302 is completely clean of demons.
    + Eileen is saved in final battle.     
 - Description :
      Walter falls down, breathing his last breath. "Mom..." - that is 
his
      last word. Everything was getting in chaos. Eileen was saved from
      being sacrificed as the Descent of the Holy Mother. "Eileen !" -   
      Henry calls out. Young Walter, who was knocking at Room 302, 
falls
      down and disappears, as the failure of the sacraments... 

      Henry, walking out slowly, holding onto his arm, takes a look 
back at
      South Ashfield Heights apartment... 

      The day after,
      Henry visits Eileen, who has recovered in the hospital, with a 
      bouquet. "Guess I'll have to find a new place to live, huh ?" - 
says 
      Eileen with a bright smile. Henry nods in satisfaction.


  Those are the endings I know. I hear several rumours about more 
endings
or some kind of UFO ending. But they haven't been confirmed yet. I'll 
update this guide if there's any major changes, especially in the NA 
and
EU version.


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====
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  [] SECTION VIII : SECRETS                                           
[]
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[]
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----------------------------------
  HENRY'S FUNNY ANIMATION              
----------------------------------
  In Third Person view, leave Henry stand without pressing any buttons 
on
the control pad for a pretty long moment. See what he does then. 

  Besides, if you equip Henry with a Chainsaw, he will have a different
funny animation. (Thanks to Markscrider for this info on his website). 


----------------------------
  THE TELEPHONE...
----------------------------
  Thanks to a lot of readers for having reminded me of this little 
secret.
When you look over the window, you'll see a sign with a telephone 
number
that will be used in The Building World. But now try accessing that 
number
in your telephone when it's not needed. You'll hear something fun. 


---------------------------
  JUST A JOKE !
---------------------------
  Thanks to many readers for having informed me about this.

  During the Building World, have Henry look through the window for a 
long
while. Expect what you see then... 


-------------------------------------------
  THE SHABBY DOLL (ABOUT ITS FUNCTION)
-------------------------------------------
  I have placed separated parts telling you about the Shabby Doll in 
the
walkthrough when you get it and even in the "Key Item List", but since 
many 
people don't notice it. Let me repeat a few important things here :

  [SHABBY DOLL] is an item you can take from the man sitting on the 
stairway in The Apartment World. In fact you don't have to take it 
since
it's useless in the process of the game. So these are the cases that 
will
happen to you related to that doll :

- If you don't take it : No need to worry, there will be nothing wrong 
in
the game later. Just play as usual.

- If you take the doll, but NEVER place it in the Storage Box when Room 
302
is invaded : Same as above, nothing wrong either.

- If you take the doll and leave it in the Storage Box when Room 302 is
invaded : there will be a certain time in which a new demon showing up 
on
the wall above the box : Crying Children. They may appear once or 
twice. 
You can also wipe them by using Holy Candles if you want to clean up 
the
room for a certain ending.  

  I also hear rumours that taking the Shabby Doll can even affect 
Walter's lifebar in the final battle. But I'm not sure of this.  


-------------------------------------
  EILEEN'S DIFFERENT BEHAVIOURS
-------------------------------------
  Near the end of the game before the final battle, there is a cutscene 
in 1F Hall (The Apartment World) in which Eileen gets possessed and
mumbling about Young Walter towards Henry. During the scene, the quotes 
are always the same, but she can express either slightly or angrily, 
depending on how much damage she has got during the main game before 
that. If she doesn't get damage or just a little of them, she will act 
gently. If you let her take so much damage and her body is full of 
blood marks, she will mumble angrily, behaving toughly as if she were 
blaming Henry.  


----------------------
  HEALING EILEEN
----------------------
  There's a little trick to heal Eileen if you want a better ending. 
You
can do this AFTER travelling the 1F Hallway that has the hanged figure 
(The Apartment World - 2nd time) and BEFORE entering Room 105 which
has just been unlocked. It's better to do this trick in the large 1F
central hall. I have written this trick in the walkthrough when it can 
be
done. By the way, a few players have also noticed me that THIS GLITCH
MIGHT HAVE BEEN FIXED IN THE NORTH AMERICA & LATER VERSIONS. So PLEASE 
DO 
NOT surprise if it doesn't work in your game. A glitch is still a 
glitch.
Here I repeat the tasks :  

  - Push Eileen to the centre of the hall. Then light a Holy Candle 
close 
to her. Try to push her to the candle. As the candle is fading, you'll 
see 
Eileen's red marks gradually disappear. When she recovers enough, DO 
NOT 
wait until the Holy Candle completely fades. Just run to Room 105 soon. 
As 
the cutscene takes place when her red marks are gone, she'll be kept 
"healthy" for the final battle also.

  In case if you wait til the candle is put off, the blood marks may 
re-
appear and Eileen returns to her original status. In fact you can do 
this
trick in anywhere if you can satisfy these standards (my own 
experience) :

- Choose a safe and large place which has no enemy (of course).
- Try to push Eileen close to the candle as much as you can.
- DO NOT wait until the candle runs out. Leave before it fades away. 
- Trigger a cutscene SOON AFTER THAT. 

  The cutscene may be the key "glitch" that makes Eileen's recovered 
status is preserved. But since this is just my own experience and I 
have
just tried a few places which are not very effective, don't waste the
candles then. Just wait til the final chapter, just before the Room 105 
cutscene and heal her in 1F Hall, as I've shown you here and in the
walkthrough when it's needed.   

  And one final note : This trick is JUST A GLITCH ! And we abuse it to
heal Eileen. I don't guarantee about its true effect or if you are able
to do it or not. So then if you still can't do it although you have 
tried step-by-step or if the effect is not as good as you expected, 
don't feel strange.   
   


-------------------------------------
  UNLOCK "BRAND NEW FEAR" GAME
-------------------------------------
  Finish the game once in any mode. Then save the game after the 
credits. 


--------------------------------------
  UNLOCK SECRET WEAPON : CHAINSAW
--------------------------------------
  Well, the familiar secret weapon of Silent Hill is here, too. Finish 
the
game once in any mode, then save as "Brand New Fear" file. Then load 
this
file to continue the game. When you reach Forest World the first time, 
go to the area with Jasper's car. Find a cut trunk and examine around 
it. 
The [CHAINSAW] is by its side. This is a very powerful weapon, but 
rather 
slow.


--------------------------------
  EILEEN'S NURSE COSTUME
--------------------------------
  Like the Chainsaw, this stuff can be obtained in Brand New Fear game. 
When you are in "Outside of Room 302", find a way to enter Room 303.
Search the segmented room for a nurse costume. KEEP IT WITH YOU (don't
place it in the Storage Box) til the end of the game and try to get 
either the "Mother" or "Escape" ending in which Eileen is still alive. 
Then you'll be able to select this costume in the third playthrough. 


-----------------------------------
  CYNTHIA'S ALTERNATE COSTUME
-----------------------------------
  First, obtain all 4 endings in THE SAME memory card slot. In the 
final
playthrough, remember to get Eileen's nurse costume and choose it for 
the next fifth playthrough. So then when you meet Cynthia, she will
automatically has the alternate costume.  


---------------------------------------------
  UNLOCK SECRET WEAPON : SUBMACHINE GUN 
---------------------------------------------
  In order to obtain this weapon, you must beat the game and get 9 big 
stars or more in the ranking screen. So in the next playthrough, you'll
find the Submachine Gun in Room 102 - the Apartment World. This weapon
is used by Eileen only. 

  By the way, a big star stands for 10%, a tiny star stands for 1%. The
maximum you can obtain is 10 big stars (=100%). 


----------------------------------
  UNLOCK ONE WEAPON MODE                 
----------------------------------
  Beat the game and get 10 big stars for that scenario. In the next 
playthrough, press the Right directional button when selecting the 
difficulty to find this mode. 

  In this mode, when you first come to the Subway, a lot of weapons of 
the game will be shown for you : Steel Pipe, Wine Bottle, Stun Gun, 
Aluminum Bat, Shovel, Rusty Axe, Bug Spray, Richard's Revolver, 
Paper-cutting Knife, Pickaxe of Despair and Chainsaw. 

  Pick your most favourite one and then all the others will disappear. 
Your task is to get through the game with that weapon only. 


----------------------------------
  UNLOCK ALL WEAPON MODE                 
----------------------------------
  Beat One Weapon Mode to unlock this super-easy mode. In the next 
playthrough, press the Left directional button when selecting the 
difficulty to find this mode. 

When you visit the Subway, you are allowed to pick all the weapons 
given : Stun Gun, Aluminum Bat, Shovel, Rusty Axe, Bug Spray, Richard's 
Revolver, Paper-cutting Knife, Pickaxe of Despair and Chainsaw.   

  Whenever you return to Room 302, there are always 10 Nutrition Drinks 
in the fridge and 6 clips of Pistol Bullets in the storage room. 

  **submitted by Angie Pants. C**



  **Well well, you'll see that I have marked this section "Complete". 
It
means it's complete due to my playing. In fact, I'm not a very good 
Silent
Hill player so digging up for its secrets is not what I can do easily. 
Above are the secrets that I've found. If you find the list missing, 
just
email me. I really need your help here !

    Thanks a lot ! **

---------------------
   **RUMOURS**
---------------------
  Recently I have heard people rumouring that there is a fifth ending 
(which may be the joke ending) of Silent Hill 4 existing in the Xbox 
version by having Eileen's alternate costume and press some buttons 
right
after you beat the game. Anyone please help me to confirm this ? I 
won't
believe any more confirmation unless you can describe exactly what 
happens
in this ending. 


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  [] SECTION IX : FILE TRANSCRIPTS                                    
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[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
      A- THE 52 MEMO FILES                                                 
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]

  These are the files that you can obtain to Henry's memo inventory. 
There
are totally 52 files in this game and they will be also counted in the
ranking when you beat the game. 


---------------------------
  1. FIRST LETTER
---------------------------
  Location : Room 302, under entrance door.
  Contents :

 "Mom,
  Why doesn't u Wake up ?"


---------------------------
  2. BOOK SCRAP  
---------------------------
  Location : Room 302, under the bookshelf.
  Contents :

 "Through the Ritual of the Holy Assumption, he built a world.
  It exists in a space separate from the world of our Lord.
  More accurately, it is within, yet without the Lord's world.
  Unlike the world of our Lord, it is a world in extreme flux.
  Unexpected doors or walls, moving floors, odd creatures, a world only 
he
can control...
  Anyone swallowed up by that world will live there for eternity, 
undying.
  They will haunt that realm as a spirit.
  How can our Lord forgive such an abomination... ? 

  (This part of the book is too damaged to read.) 

  It is important to travel lightly in that world. He who carries too 
heavy
a burden will regret it...

  (The book is too damaged to read any more.)"


---------------------------
  3. JASPER'S MEMO PAD
---------------------------
  Location : The Forest World, in Jasper's car (You must read his quick 
notes first before getting this memo).
  Contents :

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

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


-------------------------------
  4. HOLY SCRIPTURE SCRAP
-------------------------------
  Location : The Forest World, in Wish House.
  Contents :

 "The Second Sign
  And God said,
  Offer the Blood of the Ten Sinners and the White Oil.

  Be then released from the bonds of the flesh, and again the Power of 
Heaven. From the Darkness and Void, bring forth Gloom,
and gird thyself with Despair for the Giver of Wisdom. 

  The Third Sign 
  And God said,
  Return to the Source through sin's Temptation.
  Under the Watchful eye of the demon, wander alone in the formless 
Chaos.
  Only then will the Four Atonements be in alignment."


---------------------------
  5. EXPLORATION MEMO
---------------------------
  Location : The Water Prison World, the 1F cell hallway, just in front 
of 
Cell 3.
  Contents :

 "Lucky ! I finally escaped from the cell. I decided to take a careful 
look
around this building.

  The scariest place was the 1st floor basement. There's a kitchen in 
the
northeast, but next door in the northwest is a death chamber.
  To get in there, you have to punch in the right numbers. I don't know 
the
numbers, and it was too dark to even see the panel, so I didn't go in."


---------------------------
  6. GUARD'S DIARY
---------------------------
  Location : The Water Prison World, on the wall next to the returning 
hole 
on 1st floor.  
  Contents : 

 "To get to the surveillance rooms in the middle of this complex, you 
have
to use the corpse disposal chutes in the cells. However, on the 1st and 
2nd
floors, these cells are locked. That's so the kids wouldn't discover 
them.

  So you have to get to the 1st floor from one of the cells on the 3rd 
floor. I know how to do it, but it's really a pain. Also, the lights 
only
work on the 3rd floor."


-------------------------------------
  7. WATERWHEEL ROOM PLATE MESSAGE
-------------------------------------
  Location : The Water Prison World, Waterwheel Room.
  Contents :

 "To turn on the lights in the 3rd floor cells, turn this waterwheel. 
Remember that the water must flow in the direction of the waterwheel. 
Of
course, you also have to open the sluice gate on the roof."


---------------------------
  8. PRISON DIARY
---------------------------
  Location : The Water Prison World, 3rd floor, Cell 3.
  Contents :

 "We had beef stew yesterday. 
  In the cafeteria, I heard there's a death chamber behind the kitchen, 
and
they take meat straight from the dead people and cook it.
  That really scared me."

  
--------------------------------------
  9. 1F SURVEILLANCE ROOM REPORT
--------------------------------------
  Location : The Water Prison World, 1F Surveyor's Room.
  Contents :

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

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

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

  P.S.
  Chief,
  I bet you're dying to see the interrogation room behind the kitchen. 
I
understand your feelings, but have you noticed ? 
  
  There are three rooms with bloody beds. One is on the 1st floor, one 
is
on the 2nd floor, and one is on the 3rd floor. If you line those three
rooms up, then it's "bingo"."


---------------------------------------
  10. 2F SURVEILLANCE ROOM REPORT
---------------------------------------
  Location : The Water Prison World, 2F Surveyor's Room.
  Contents :

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

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

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

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

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


--------------------------------
  11. SECRET NUMBER MEMO
--------------------------------
  Location : The Water Prison World, 3F Surveyor's Room.
  Contents :

 "The Secret Number for getting through the door in back of the kitchen 
this month is "0302".
  Thanks for your cooperation."


----------------------------------
  12. SUPERINTENDENT'S MEMO
----------------------------------
  Location : Room 302, under the entrance door, after returning from 
the
Building World (1st time). Examine the peekhole to activate it.
  Contents :

 (It's stained with blood, and I can't read it...) 



-----------------------------
  13. BARTENDER'S MEMO
-----------------------------
  Location : The Building World, in the bar. 
  Contents :

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


---------------------------
  14. MIKE'S DIARY
---------------------------
  Location : The Apartment World, Mike's room (Room 301).
  Contents :

 "The last few months, Joseph, the guy next door to me who gave me that
rare porn magazine, looks like he's been working super hard.
  He said if he found another rare one, he'd give it to me but he 
hasn't
shown his face around much lately.

  He said he was a journalist and he is always investigating stuff. But 
I
think something strange is going on with him. He's been shut in his
apartment and I can hear all these weird noises coming from there.

  July 1 - Mike

  Oh my beautiful Rachael,
  What's with the note on the red paper ? I thought you'd written a 
note
back to me...
  But I guess maybe it was somewhere else...

  He took it along with my clothes.
  Those were my best clothes.

  July 2 - Mike"


---------------------------------------------------
  15. SUPERINTENDENT'S DIARY (UMBILICAL CORD)
---------------------------------------------------
  Location : The Apartment World, Room 105.
  Contents :

 "The red box seems even stranger today. It's giving off a terrible 
smell.
It's disgusting, but I just can't throw it away.

  It must have been around 30 years age. That young couple was living 
in
the apartment, but one day they just suddenly disappeared. 
  Ran off just like thieves in the night. 

  I don't know why. It must have been money troubles, or maybe they got
themselves into some kind of danger. The problem came after that. They 
left
their newborn baby when they took off. I even found the umbilical cord. 

  I called the ambulance right away and I heard the baby survived, but 
I
don't know what happened to him.
  Although a few years later, I often saw a young kid hanging around 
the
apartment. 

  One day he just stopped coming by. But now that I think of it, I'll 
bet
he was that abandoned baby. 

  It's a horrible story. 
  Abandoning a newborn baby...
  That all happened in Room 302...
  And the umbilical cord I found there...
 
  Well, I still can't get myself to throw it away."


------------------------------
  16. MIKE'S LOVE LETTER
------------------------------
  Location : The Apartment World, Room 105. 
  Contents : 

 "Rachael...
  ...love you...always
  watching...window...
  ...protect you...ith love,

  Mike"


---------------------------
  17. NURSE'S MEMO
---------------------------
  Location : The Hospital World, Reception Room.
  Contents :

 "I lost Eileen Galvin's hospital room key. She was a patient brought 
in
with severe injuries.
  I wonder if I left it in one of the other hospital rooms. I really 
hope
not..."


---------------------------
  18. KID'S LETTER
---------------------------
  Location : Room 302, under the entrance door.
  Contents :

 "Mommy, I'll giv you this so pleez wake up soon.
  It's inside my toy train."


--------------------------------
  19. JASPER'S BURNED MEMO
--------------------------------
  Location : The Forest World - 2nd time, collapsed mess of Wish House.
  Contents :

 "Something's here but nothing's here. 
  I feel something from the well.
  Something's missing. 
  Aaaaaaaahhhh !!!!!
  It has begun !!!
  
  Jasper"


---------------------------------
  20. WHEELCHAIR DOLL TEXT
---------------------------------
  Location : The Forest World - 2nd time, on the destroyed doll in Wish 
House.
  Contents :

 "Though my body be destroyed, I will not let you pass here.
  To prepare for the Receiver of Wisdom...
  I cut my body into five pieces and hid them in the darkness.

  When my body is once again whole, the path to below will be opened. 
  If you are the Receiver of Wisdom, you will understand my words. 

  The ritual has begun..."


-----------------------------------------------------------
  21. DESCENT OF THE HOLY MOTHER - THE 21 SACRAMENTS
-----------------------------------------------------------
  Location : The altar in the secret hideout below the Forest World - 
2nd 
time.
  Contents :

 ""Descent of the Holy Mother 
   --The 21 Sacraments"

  The First Sign
  And God said,
  At the time of fullness, cleanse the world with my rage.
  Gather forth the White Oil, the Black Cup and the Blood of the Ten 
Sinners.
  Prepare for the Ritual of the Holy Assumption.

  The Second Sign
  And God said,
  Offer the Blood of the Ten Sinners and the White Oil.

  Be then released from the bonds of the flesh, and gain the Power of 
Heaven. 
  From the Darkness and Void, bring forth Gloom,
  and gird thyself with Despair for the Giver of Wisdom. 

  The Third Sign 
  And God said,
  Return to the Source through sin's Temptation.
  Under the Watchful eye of the demon, wander alone in the formless 
Chaos.
  Only then will the Four Atonements be in alignment.

  The Last Sign
  And God said, separate from the flash too, she who is the Mother 
Reborn 
and he who is the Receiver of Wisdom. 
  If this be done, by the Mystery of the 21 Sacraments, the Mother 
shall be
reborn and the Nation of Sin shall be redeemed."



-------------------------------------------------
  22. NOTE FROM THE BLOODY PRISONER'S SHIRT
-------------------------------------------------
  Location : The Water Prison World - 2nd time, death chamber.
  Contents :

 "My room is on the 2nd floor and I had to drink something with black 
things in it. I hid the sword with the triangle handle under my bed. 
That
guy, the fat one, took the basement key. Next time I'll stick this 
triangle
sword into that pig and take the key."


---------------------------
  23. REMINISCES  
---------------------------
  Location : The Building World - 2nd time, beginning area. 
  Contents :

 "I want to go back to that time...
  Things were so good then...
  The day of my birthday...
  The cute cat in the pet store...
  All those balls in the basket...
  Playing pool was fun too...
  The door of time was wide open...

  When I see four things, 
  I can't help but remember that time..."


----------------------------------
  24. LATER BARTENDER'S MEMO
----------------------------------
  Location : The Building World - 2nd time, in the bar.
  Contents :

 "The boss said we had to change our phone number 'cause of all the 
complaints about the weird noises. Now we have to change the store sign 
on
the roof. What a pain.
  By the way, the number is the last 4 digits of the new phone number. 
Not
too smart if you ask me..."


------------------------------------------------------
  25. SUPERINTENDENT'S DIARY (MAN WITH THE COAT)
------------------------------------------------------
  Location : Outside of Room 302 of the Past.
  Contents :

 "I had that weird dream today.
  The one with the man with long hair and coat. He was crying and 
looking 
for his mother again. 

  I saw that man with the coat 10 years ago at this apartment.
  He was going up the stairs, carrying a heavy tool, an old-looking 
bowl 
and a bag that was dripping blood.

  I never saw him again after that. 
  But a few days later, the neighbours complained that they heard 
strange
noises coming from the supposedly empty Room 302. 
  So I took a look around Room 302 and found signs that someone had 
been 
in there, but nothing odd other than that. 
  But that's when it all started.
  I still hear strange noises coming from the window of Room 302.

  Sunderland"


---------------------------
  26. CRIMSON TOME
---------------------------
  Location : Room 302 of the Past.
  Contents :

 ""Crimson Tome"

  She who is called the "Holy Mother" be not holy one whit. 
  The "Descent of the Holy Mother" is naught but the Descent of the 
Devil.
  
  Those that be called the "21 Sacraments" be not sacramental one whit.
  The "21 Sacrements" be naught but the 21 Heresies. 

  To give birth to a realm of wickedness within the blessed realm of 
our
Lord be blasphemy and the work of Devil. 

  If thou would stop the Descent of the Devil, you must bury part of 
the
Conjurer's mother's flesh within the Conjurer's true body. 

  Thou must also pierce the Conjurer's flesh with the 8 spears of 
"Void",
"Darkness", "Gloom", "Despair", "Temptation", "Source", "Watchfulness" 
and
"Chaos". 
  Do so and the Conjurer's unholy flesh will become that which once it 
was,
by the grace of our Lord."


----------------------------
  27. OLD PICTURE BOOK
----------------------------
  There once was a baby and a mother who were connected by a magical 
cord.
But one day the cord was cut, and the mother went to sleep. 
  The baby was left all alone.

  But the baby made lots of friends at Wish House, and everyone was 
very
nice to him. 
  The baby was happy.

  His friends told him how to wake up his mother. 
  So the baby went right away to go and wake her up.
  But the mother wouldn't wake up.
  No matter how he tried, 
  she wouldn't wake up. 

  Because the one that he was trying to wake up was actually the Devil.
  The baby had been deceived.
  Poor baby. 

  The baby cried and cried and cried. When he thought of the mother, he
remembered the feeling of being connected to her through the magical
cord. 

  Just then, a ray of light came down from the sky.
  The light was very warm and made the baby feel good.
  When the baby looked into his hand, he saw that the magical cord was
lying there. 

  With the cord clutched in his hand, the baby went happily to sleep. 


------------------------------
  28. RED DIARY - APRIL 4
------------------------------
  Lately I've been feeling like my life is in serious danger. 
  I've been throught a lot in my life, but I've never felt this kind of
pure animal fear. 

  In case something happens to me, I've decided to write down what I've
learned for whoever you are that's living in the apartment now. 

  I've been investigating the mass murder that took place 7 years ago 
in
which 10 people were killed in 10 days. 
  They were killed in a variety of ways, but the one thing they had in
common was that each corpse has the following numbers, in order of 
their
deaths, carved into them : 

  01121, 02121, 03121,
  04121, 05121, 06121,
  07121, 08121, 09121,
  10121,... The name of their killer... it was carved in as well...

  His name was... Walter Sullivan. 

  April 4 


------------------------------
  29. RED DIARY - APRIL 8
------------------------------
  Although the cult itself is gone, I'm sure the spirit of it is still
alive. 

  There are too many strange things happening in that town. 

  I'm investigating two people. Or maybe I should say just one. I've 
just
about discovered what's going on. 

  April 8


-----------------------------
  30. RED DIARY - MAY 2  
-----------------------------
  I figured out the riddle behind the numbers.
  "01121" is actually "01/21". 
  In the other words, 1 out of 21.
  So Walter was planning on killing 21 people...?
  But he never finished the job. 

  He was convicted for the murders of Billy and Miriam Locane, the 7th 
and
8th victims. Afterwards, he committed suicide in his jail cell. 

  The grisly mass murder of 10 people shocked the world and came to be 
known as the "Walter Sullivan Case". 

  There are two big puzzles here.
  The first is : What was the motive for the murder ?
  The second is : Why did he kill himself before completing his task ?
  Was he simply insane...?

  May 2


-----------------------------
  31. RED DIARY - MAY 14 
-----------------------------
  It was four years ago that they discovered the body with "12/21" 
carved
into it. Right away I had this terrible feeling and couldn't stop 
shaking.
The victim had been murdered six months earlier, but Walter had been 
dead
for seven years, having committed suicide three years before the 
murder. 

  The police think it's a copycat crime and are calling it the Sullivan
Case Round Two.
  But something about it bothered me...

  May 14


------------------------------
  32. RED DIARY - MAY 20 
------------------------------
  I picked up the key that Eileen from Room 303 must have dropped. 
  I thought I'd return it but she wasn't home. I guess I'll give it to 
the
super. 

  May 20


----------------------------
  33. RED DIARY SCRAP    
----------------------------
  I lost they key to Eileen Galvin's room. I've gotta find it and bring 
it
back. Let me think... The last place I saw it was...

  (It's ripped here and I can't read the rest...)


---------------------------------------
  34. RED DIARY SCRAP (CONTINUE)
---------------------------------------
  Oh yeah, I had a really wicked headache that day and just collapsed 
on 
the bed. Maybe if I look near the bed in my room - 302's bedroom - I'll
find it.
  I get headaches everyday now.
  It's terrible.
  What am I going to do ? 

  May 22


-------------------------------
  35. RED DIARY - JUNE 11
-------------------------------
  Walter Sullivan did kill himself.
  He died in his prison cell of blood loss after he stabbed himself in 
the
neck with his spoon. 

  His body was buried in a cemetary just outside his hometown of Silent 
Hill in an unmarked grave. 

  After that, his name became famous all over the world and it looked 
like
his string of mass murders was finished at 10 out of 21.
  But 3 years later, they found a corpse that had "12/21" carved into 
it.
  The corpse was from 6 months earlier. 

  In other words, the person was killed two and a half years after 
Sullivan
committed suicide.
  The MO was exactly the same as Sullivan's. 
  Except for one thing.

  All 10 of Sullivan's victims were found with their hearts cut out and
their chest wounds sewn together expertly with thread. 

  On the other hand, the "12/21" victim still had their heart. 

  Naturally the police think it's a copycat and are proceeding on that 
basis. But they haven't made any progress and recently discovered 
victim
number 13. This corpse also had their heart intact. The police still 
haven't identified a suspect. 

  I've got a working hypothesis. Very few people knew the details of 
the
original crimes and would be able to copy Sullivan's MO so precisely. 

  First I'll head to Silent Hill... 
  To the Graveyard near that beautiful little lake.
  Maybe I'll find the answer there. 

  June 11


------------------------------
  36. RED DIARY - JUNE 14
------------------------------
  The weather that day was very strange.
  Even though I avoided the earlier storm, there was still a thick fog 
clinging to everything.

  Fortunately, that allowed me to avoid being seen and get right to 
work.

  The police are still stubbornly acting as if it's just a copycat 
case. So
I figured things probably hadn't been touched here.
  But I was wrong.
  I should have come sooner. 
 
  The cemetary was in such bad condition that it was almost sad. 
  
  The storm must have raised the sea level. Anyway, that's how it was 
when
I found Walter Sullivan's grave. 

  (This diary is pretty damaged around this point and I can't read 
anymore...)

  I'm still in shock...
  There was no body in the grave...
  And on top of that, written on the coffin were the numbers "11/21". 

  June 14


-------------------------------
  37. RED DIARY - JULY 13
-------------------------------
  I don't think I can protect myself. 
  He's truly insane.
  I can't hold on any longer.
  His power can't be measured. 

  I was so scared today that I sealed off the back of the storage room. 

  I wonder if Eileen Galvin is okay. She has no idea what's going on...

  But she's in danger nevertheless.

  July 13


-------------------------------
  38. RED DIARY - JULY 17
-------------------------------
  A few days after Walter killed himself in his cell, several residents
witnessed a long-haired man with a coat here. Through his window, 
Richard
Braintree in 207 saw the man moving something heavy and doing something 
in
Room 302. Even Sunderland, the superintendent, saw the man with the 
coat
hanging around Room 302, and confirmed there were signs of someone 
having
been in there. 

  July 17


-------------------------------
  39. RED DIARY - JULY 18
-------------------------------
  My theory is that Walter never died at the prison. It may have been
someone else who committed suicide. Either that, or the person the 
police
arrested was not the real Walter Sullivan. 
 
  I'm in no position to investigate what really happened at the prison, 
but
in any case, Walter didn't die at the prison. The man with the coat 
that
showed up here was the real Walter. 

  7 years ago, he did something in that apartment. I'm certain there's 
a
link between that and the bizarre things that have been happening here. 
Just a little bit more and I'll have this whole thing figured out. I 
may 
even find that the real Walter is somewhere nearby. 

  July 18 


------------------------------
  40. RED DIARY - JULY 20
------------------------------
  You've seen that world as well...
  That horrible nightmare.
  But if you get sucked into it, it's not just a nightmare. Don't get 
lost
in there. If you get pulled in, you'll be killed. 

  But there's still hope.
  Maybe this "small key" will guide you. 

  If you've seen the door with the placard set in it, look on the other 
side of the door.
  Then keep going down. To the deepest part of him.
  And look for the ultimate Truth.

  July 20 - Joseph


------------------------------
  41. RED DIARY - JULY 23
------------------------------
  I've found something that's extremely effective against the ghosts.
  It saved my life. 

  It was stuck into the huge rock in the woods near the orphanage. 
  It's a sword blade with a hand-made, triangle-shaped wooden handle 
that
has some kind of spell written on it.

  As a weapon, it's heavy and hard to carry. But somehow it seems to 
change in response to the ghost-victim's power. Strike when the sword 
is
energized ! If you don't reduce their power, your attacks will be 
repelled.

  As far as I know, there are only 5 swords in existence with that kind 
of
power. It's extremely valuable. 

  July 23


------------------------------
  42. RED DIARY - JULY 25
------------------------------
  I've found two mysterious and powerful artifacts that seem to be very 
effective for evading the ghost-victims : the Holy Candle and the Saint
Medallion. Not only are they effective against the ghost-victims in the
Other World, they also seem to prevent them from invading my room. Just
light the candle near where they're coming in and its holy power is 
activated. 

  The Saint Medallion seems to repel unholy energy when it's worn 
(equipped).
  I'm starting to gain some hope. 
 
  July 25 


-------------------------------
  43. RED DIARY - JULY 28
-------------------------------
  I'm going to summarize everything that I've learned about Walter 
Sullivan so far. 

  He was born right here in Room 302 of "South Ashfield Heights". 
His parents abandoned him soon afterwards and disappeared somewhere, 
leaving the baby alone. He was discovered and sent to St. Jerome's
hospital. 

  He was "adopted" by "Wish House", an orphanage in the forest near 
Silent
Hill that's run by the secret Silent Hill religious cult. When he was 
six
years old, someone from the cult showed him where he was born. 

  Since then, he started to believe that Room 302 itself -- in other 
words, this room -- was his mother. Every week, he travelled from the
orphanage to South Ashfield Heights, a pretty long trip for a kid his 
age.
Sometimes he took the subway, and sometimes the bus. 

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

  I'm tired...
  My headache is already killing me.
  I'll write more tomorrow. 

  July 28


-------------------------------
  44. RED DIARY - JULY 29
-------------------------------
  Continuing from yesterday, I'm going to summarize everything that 
I've 
learned about Walter Sullivan so far.

  Naturally, it was a long way for a kid his age to travel, but he made 
the trip every week by subway or bus. Unfortunately, someone else was
living in this apartment and so he couldn't be reunited with his mother
(Room 302). 

  For years, he continued to come here, almost like he was possessed, 
just to peek into the apartment. Eventually, the tenants began to 
complain and treat him badly when they saw him hanging around. Walter
began to fear the tenants and see them as obstacles preventing him from 
seeing his mother. 

  As the years passed and Walter matured, he began to be more and more
influenced by the teachings of the cult. Furthermore, his obsession 
with
his mother and his feelings of resentment towards the outer world 
became
even deeper. 

  Walter became preoccupied with one particular tract from the cult's
"Bible." "The Descent of the Holy Mother -- The 21 Sacraments".
  "By the 21 Sacraments, the Holy Mother shall appear in the countries 
of
the world and shall bring salvation to the sinful ones." 

  After Walter left Wish House, he moved to Pleasant River, a town 
neighbouring Silent Hill. For a while, he lived the life of a normal 
student, but he was still filled with bitterness and resentment towards
the rest of the world. 
  Several years later, he launched his plan there. The 21 murders...

  July 29


------------------------------
  45. RED DIARY - AUGUST 2
------------------------------
  What's with this room ?

  It's covered in blood and rust...

  This is my room...
  But what the hell has happened to it...?

  This room...
  Is it really my room...?

  It's in terrible shape...
  The air is so heavy... My head hurts...

  Creepy... It looks like a face.

  What the hell am I writing...?

  August 2 - Joseph


-------------------------------
  46. RED DIARY - AUGUST 3
-------------------------------
  I can't break down the wall. 

  August 3 - Joseph


-------------------------------
  47. RED DIARY - AUGUST 4
-------------------------------
  When the bell rings, Eileen=mother's body, blood. 

  August 4 - Joseph


--------------------------------
  48. RED DIARY - AUGUST 5
--------------------------------
  The Crimson Tome
  "Bury part of the Conjurer's mother's flesh within the true body of 
the
Conjurer."
  Part of the flesh=super's room?

  August 5 - Joseph


-------------------------------
  49. RED DIARY - AUGUST 7
-------------------------------
  No. 1...Ten heart...
  No. 2...Ten...
  No. 3...Ten hearts...
  No. 4...Ten hearts Steve Garl...
  No. 5...Ten...
  No. 6...Ten heart...
  No. 7...Ten hearts Billy Locane
  No. 8...Ten hearts Miriam Locane
  No. 9...Ten hearts
  No. 10...Ten...
  No. 11...Assumption Walter Sullivan
  No. 12...Void...
  No. 13...Darkness
  No. 14...Gloom...
  No. 15...Despair of Joseph Schreiber
  No. 16...Temptation  Cynthia Velasquez
  No. 17...Source  Jasper Gein
  No. 18...Watchfulness  Andrew DeSalvo
  No. 19...Chaos  Richard Braintree
  No. 20...Mother  Eileen Galvin
  No. 21...Wisdom  Henry Townshend

  August 7


-----------------------------
  50. RED DIARY - ??/??  
-----------------------------
  How long has it been since I left this room ? I can't tell if it's 
been
days or hours...

  But during that time, they've found the body of "14/12".
  I've been having hallucinations lately. 
  I think I'm losing my mind. 

  (No date witten.) 


----------------------------
  51. JOSEPH'S LETTER     
----------------------------
  Location : Room 302, Laundry Room, just before the final battle.
  Contents :

 "He used this place as the locus for the creation of his world. I'm 
certain he must have performed the "Ritual of the Holy Assumption" near
here.
  But I'm just not strong enough to stop him anymore...

  He locked me up in this room and played with me just like a toy...
  My eyes are starting to go blind...
  The pain...
  I can feel my body starting to die...
  But... things are taken care of...

  Whoever lives here after me...
  You'll be the 21st, the last of the sacrifices...
  I leave it up to you...

  When the bell tolls,
  the ritual begins.
  Eileen = mother's body, blood.
  Part of the mother's
  flesh = the super's room.
  This is all that I've been able to figure out.
  I hope this letter gets to you in time...

  Joseph Schreiber



----------------------------
  52. JOSEPH'S ARTICLE    
----------------------------
  Location : The Apartment World, Room 301.
  Contents :

 "Teaching Despair : "Wish House"

  "Wish House", an orphanage on the outskirts of Silent Hill. But 
behind 
its false image is a place where children are kidnapped and 
brainwashed.

  Wish House is managed by the "Silent Hill Smile Support Society", a 
charity organization sometimes called "4S".
  It's true that 4S is a well-respected charity that "takes in poor 
children without homes and raises them with hope."

  But at its heart, it is a heathen organization that teaches its own 
warped dogma in lieu of good religious values. 

  Mr. Smith (tempt), who lives near "Wish House", had this to say :
"Sometimes at night I can hear their weird prayers and the sounds of 
[children] crying. I went there to complain one time, but they ran me 
right
out. Since then, it hasn't changed a bit."

  In fact, this reporter was refused admission when he attempted to 
take
photographs in the facility. What exactly do the folks at "Wish House"
have to hide ? 

  During my investigation, I was able to discover, however, a 
suspicious-
-looking round concrete tower which appears to be part of their 
facilities.

  Unfortunately no one was willing to tell us what the tower was used 
for.
But it seems unlikely that it has anything to do with the business of
raising orphans. It may in fact be a prison, or a secret place of 
worship.

  The cult religion that operates "Wish House" is known by the locals 
simply as "The Order". 

  It's a religion that is deeply interwoven with Silent Hill's history.
  But it's worshippers' fervent belief that they are among the elite 
"chosen people" has a dark and dangerous side. 

  I intend to continue my investigation of "Wish House" and the cult 
behind
it.
  I've always believed that "telling the whole truth" and showing the
children the true path, is our most important duty. 

  Joseph Schreiber"


[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
      B- RED WRITINGS AROUND THE FOREST WORLD                              
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]

  These are the red writings on the rocks scattering around The Forest
World. You can have Eileen read them for you when you have her along. 
These writings are full of spelling mistakes and the words are pretty 
simple and kidding. I believe this is very Young Walter's diary when he 
was 
living in Wish House. 

  This is the content : 

 "October 1st
  He told me to write whatever 
  Nobody will see it anyhow
  I like to write. Teacher told me how.

  October 2nd 
  I played with Bob. It was fun, but I went too far and HE got really 
mad.

  October 3rd
  I played with Bob again.
  I went even further this time.
  There was a huge rock.
  It was really cool.
  He beat me up after it.

  October 4th
  My cheek hurts.
  I hate him.

  October 5th
  I got hit again.
  I didn't do anything wrong. 
  I wish he was dead. 

  October 6th
  Tomorrow is Book study in the chapel
  If I can't read good I'll wind up like John.
  I am really scared. 

  October 13th
  I finally got outside.
  John is still stuck in the round cell.
  I hope I can read good tomorrow.

  October 14th
  I did good reading today.
  I was so happy.
  But the 21 sacraments for the descent of the holy mother was hard. 

  October 15th
  Bob is gone.
  Nobody will tell me what happened.
  I bet HE did it -- Andrew!

  October 16th
  Some important people came today
  One of them was a lady named Dahlia...

  October 17th 
  The important lady told me mommy was asleep in Ashfields.
  I got a mommy too ! I'm really happy !
  I wanna see her. Where is Ashfield anyhow ?

  October 18th
  I have to stay in the round cell tomorrow even if I read good. 
  If I do it God wil be happy so I wil do it.
  HE comes into the round cell a lot to visit but its okay I guess. 

  October 21st
  I only leave the round cell on Sunday
  Then I go and read the Book.
  I read realy good today too !
  If I can keep reading the 21 sacraments for the descent of the holy 
mother good,
  I can see mommy.
  That's what the important lady said
  But tomorrow I'm going to the round cell again. 

  October 28th
  I have to take a train or something to go to Ashfield.
  Everybody says Ashfield is a realy scary place but I realy wanna see 
my 
mommy.

  February 10th
  I went to Ashfield again
  Again I couldn't find mommy.
  Some mean girls in the train said mean stuff to me and I got scared. 
He
beat me again too. 

  March 17th
  I went to Ashfield again
  It was my forth time
  Just like before I didn't see mommy.
  This city is scary and the apartment where mommy is has a scary guy 
in 
it.
  If I can just read the 21 sacraments for the holy mother thing I can 
be
with her."


=======================================================================
====
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  [] SECTION X : ITEM LIST                                            
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[~]   A- SUPPORT ITEMS                                                  
[~]
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~~~~~~~~~~~~~~~~~~~~~~
  NUTRITION DRINK
~~~~~~~~~~~~~~~~~~~~~~
  Location : Scattering                              
  Description : Heals your body with supplement nutrition. 
  My take : You can use this in normal battles to heal Henry when 
necessary. It just recovers a small amount of health (1/3 or 1/4 your
lifebar).


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  PORTABLE MEDICAL KIT
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : Scattering
  Description : Heals your body by repairing wounds. 
  My take : If you can, leave this for the final battle along with 
Ampoules. But if you get so big troubles in normal encounters, just
use it. 


~~~~~~~~~~~~~~
  AMPOULE 
~~~~~~~~~~~~~~
  Location : * Hospital 1F, Supply Room.
             * Outside of Room 302 (The Apartment), Room 106. 
  Description : Restores a fairly large amount of health. Continues to
restore health for a time. 
  My take : These completely should be left for the final battle.


~~~~~~~~~~~~~~~~~~~~~~
  SAINT MEDALLION
~~~~~~~~~~~~~~~~~~~~~~
  Location : * The Water Prison World, the interior spiral staircase. 
             * The Hospital World, one of the rooms on 2nd floor (It's 
a 
               patient wing).
             * The Forest World - 2nd time. 
             * The Water Prison World - 2nd time, the cafeteria.
             * The Building World - 2nd time, at the same place where
               you grabbed the Volley Ball.
             * Outside of Room 302 (The Apartment), Room 301, in a 
cage.  
  Description : Can be equipped along with a weapon. Anti-spirit 
effects  
while held, but will break eventually. 
  My take : Equip this whenever returning to invaded Room 302 to 
prevent
the spirits from taking away your life. 


~~~~~~~~~~~~~~~~~
  HOLY CANDLE
~~~~~~~~~~~~~~~~~
  Location : Scattering
  Description : Special candle with anti-spirit effects. Begins working 
shortly after being lit and placed down. 
  My take : Light this on the floor to kick away the demons when they 
come.



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      B- WEAPONS                                                           
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=======================================================================
====
   1. Melee Weapons
=======================================================================
====

~~~~~~~~~~~~~~~~~~~~~~~
  3-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, from a defeated Gum Head.  
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  3-WOOD GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World - 2nd time, Albert's Sports Shop.
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  4-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : Hospital 2F, a random room.
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  5-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, Albert's Sports Shop.
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  6-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Forest World, the place that has the well on the 
southeast area.
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  7-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, from a defeated Gum Head.  
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  8-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, from a defeated Gum Head.  
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~~
  9-IRON GOLF CLUB
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : Subway, King Street Line station, in the train.
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~~~~~
  ALUMINUM BAT
~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, Albert's Sports Shop
  Description : Aluminum alloy bat. Reasonably powerful and easy to use 
it
as a weapon.        


~~~~~~~~~~~~~~~
  BUG SPRAY
~~~~~~~~~~~~~~~
  User : Henry
  Location : The Apartment World, Room 203.   
  Description : Aerosol insecticide. Effective against certain enemies.  


~~~~~~~~~~~~~~
  CHAINS 
~~~~~~~~~~~~~~
  User : Eileen
  Location : Forest World - 2nd time, in a basket around Wish House.
  Description : Light and easy to use. One snap could cause a lot of 
damage.


~~~~~~~~~~~~~~~
  CHAINSAW 
~~~~~~~~~~~~~~~
  User : Henry
  Location : Brand New Fear game, The Forest World, where Jasper parks 
his 
car.
  Description : Originally made for cutting wood. As a weapon, it's a 
fearsome thing. 


~~~~~~~~~~~~~
  DRIVER
~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, alley.              
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~
  EILEEN'S BAG 
~~~~~~~~~~~~~~~~~~
  User : Eileen
  Location : The Hospital World, hallway.            
  Description : Eileen's handbag. Looks like it could cause a little 
bit of
damage.


~~~~~~~~~~~~~~~~~
  NIGHTSTICK 
~~~~~~~~~~~~~~~~~
  User : Eileen
  Location : The Water Prison World - 2nd time, 3F Surveyor's room.
  Description : Lead-weighted, leather nightstick. Does not require 
much  
force to cause damage. Looks extremely painful.


~~~~~~~~~~~~~~~~~~~~~~~~~~
  PAPER-CUTTING KNIFE
~~~~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Hospital World, Office.             
  Description : Originally made for cutting paper. It's hard to use as 
a  
weapon.     
 
       
~~~~~~~~~~~~~~~~~~~~~~~~~
  PICKAXE OF DESPAIR
~~~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Forest World - 2nd time, the cave just before Toluca 
Lake.
  Description : Ordinary pickaxe from a construction site. "Despair" is
written on the handle. Very powerful.  


~~~~~~~~~~~~~~~~~~~~
  PITCHING WEDGE
~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, from one of the Gum Heads. 
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~
  PUTTER
~~~~~~~~~~~~~
  User : Henry
  Location : The Apartment World, Room 207. 
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~~~~~~~
  RIDING CROP 
~~~~~~~~~~~~~~~~~~
  User : Eileen
  Location : The Subway world - 2nd time, on the corpses in Lynch 
Street
Line station.            
  Description : Light and easy to use with good reach. It looks like it 
would be very painful.


~~~~~~~~~~~~~~~~
  RUSTY AXE 
~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, in the bar.
  Description : One-handed axe. A little short, but powerful and easy 
to  
handle.     
        

~~~~~~~~~~~~~~~~~~~~~~~
  SAND WEDGE      
~~~~~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Building World, from a defeated Gum Head.  
  Description : Golf club. Powerful and easy to use, but it looks like 
it
could break easily. 


~~~~~~~~~~~~
  SPADE 
~~~~~~~~~~~~
  User : Henry
  Location : The Building World, Top floor.
  Description : Ordinary spade from a construction site. It looks like 
it
would be an impressive weapon. 


~~~~~~~~~~~~~~~~~
  STEEL PIPE 
~~~~~~~~~~~~~~~~~
  User : Henry
  Location : Room 302, in the Bathroom.
  Description : 3-foot long sewer pipe. Not very powerful, but fairly 
easy
to use.             


~~~~~~~~~~~~~~~~~
  STUN GUN   
~~~~~~~~~~~~~~~~~
  User : Henry
  Location : The Water Prison World (1st time), Cell 3 on 2nd floor 
(default form). 
  Description : High-voltage stun device. Fairly short-ranged, due to 
its 
need for direct contact.


~~~~~~~~~~~~
  TORCH 
~~~~~~~~~~~~
  Location : The Forest World - 2nd time, Cemetary.  
  Description : Equipable item. The tip can be lit on fire to light up 
dark
areas. Soak the torch in oil to make it last even longer. 
  Use : Light it up to find objects in the dark wells. Can be used as a 
melee weapon. 


~~~~~~~~~~~~~~~~~~~
  WINE BOTTLE
~~~~~~~~~~~~~~~~~~~
  User : Henry
  Location : Room 302, in the refrigerator.         
  Description : Bottle of white wine from the refrigerator. It'll break  
eventually if I keep using it as a weapon. 


=======================================================================
====
   2. Firearms & Ammunition
=======================================================================
====

~~~~~~~~~~~~~~~
   PISTOL
~~~~~~~~~~~~~~~
  Location : Room 302, under the photo desk.
  Bullets : Pistol Bullets, Silver Bullets. 
  Capacity : 12 bullets/clip in Easy mode.
             10 bullets/clip on Normal mode.
  Description : Easy-to-use handgun, but not much stopping power.  


~~~~~~~~~~~~~~~~~~~~~~
   PISTOL BULLETS
~~~~~~~~~~~~~~~~~~~~~~
  Location : Scattering
  Description : Small-diameter bullets for use in the "Pistol". Not 
very
powerful. 


~~~~~~~~~~~~~~~~~~~~~~
   SILVER BULLETS
~~~~~~~~~~~~~~~~~~~~~~
  Location : * The Subway World - 2nd time, on the stairs by the worm.
             * Forest World - 2nd time. 
  Description : Special bullets effective against ghosts. Small 
diameter. 
Best used with "Pistol". 


~~~~~~~~~~~~~~~~~~~~~~~~~~
   RICHARD'S REVOLVER
~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, Room 207, on the bloody chair.
  Bullets : Revolver Bullets
  Capacity : 6 bullets/clip in Easy mode.
             5 bullets/clip in Normal mode. 
  Description : Holds maximum of six bullets. Easy to use, with 
moderate
stopping power.


~~~~~~~~~~~~~~~~~~~~~~~~
   REVOLVER BULLETS 
~~~~~~~~~~~~~~~~~~~~~~~~
  Location : * A random room on Hospital 2F. 
             * The Building World - 2nd Time (two).
             * The Apartment Revisiting, Room 303.  
  Description : Large-diameter bullets for use in "Richard's Revolver".
Reasonably powerful. 


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      C- KEY ITEMS                                                         
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~~~~~~~~~~~~~
  1$ COIN 
~~~~~~~~~~~~~
  Location : Washed filthy coin.
  Description : A vending machine coin. "1$" is inscribed on it. 
  Use : Insert in the vending machine to get Murder Scene Key.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ALBERT'S SPORTS SHOP KEY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Building World, Pet Store, on "Food & Accessories" 
shelf.
  Description : Found in the Pet Shop. "Albert's Sports" is written on 
it.
  Use : Unlock the door in Albert's Sports Shop. 


~~~~~~~~~~~~~~~~~~~~~~
  APARTMENT KEYS 
~~~~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, Room 105.          
  Description : Keys to each apartment in the building. Actually, it 
looks 
like #303 is missing.
  Use : Unlock every door in the Apartment, except Room 302 and 303. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  BILLIARD BALL (CUE BALL)  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Building World - 2nd time, Shower Room.
  Description : It's white with no number on it. That means it'a the 
cue 
ball.
  Use : Placed on the billiard pool to run the clock.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  BLOODY-INSCRIBED SPADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : Wish House, from Jasper Gein.
  Description : Inscribed on it is : "Opposite where the lake and the
house meet, inside the hand holding onto the ground." 
  Use : Used to dig up the strange tree root to get Rusted Bloody Key. 


~~~~~~~~~~~~~~~~~~~
  CAKE CANDLES  
~~~~~~~~~~~~~~~~~~~
  Location : The Building World - 2nd time, Albert's Sports Shop.
  Description : Colourful candles for putting on a cake. 
  Use : Placed on the cake to run the clock. 


~~~~~~~~~~~~~~~~~~~~~
  CHOCOLATE MILK 
~~~~~~~~~~~~~~~~~~~~~
  Location : Room 302, in the refrigerator.
  Description : Chocolate-flavored milk. Very sweet. It was in the 
refrigerator in Room 302. 
  Use : Give this to Jasper so that he will response to you. 


~~~~~~~~~~~~~~~~~~~~~~~
  CRESTED MEDALLION 
~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time ; by Toluca Lake.
  Description : Medallion with a disturbing emblem carved on it. It's 
about 10 inches in diameter. 
  Use : Unlock the door in the secret altar under the wheelchair doll. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  CYNTHIA'S COMMUTER TICKET
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Subway World - 2nd time, murder scene.
  Description : Commuter ticket for the subway's King Street and Lynch 
Street Lines. Can be used multiple times.   
  Use : You can pass Lynch Street and King Street Line multiple times
with this. 


~~~~~~~~~~~~~~~~~~
  DOLL'S HEAD
~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time, in the well in the southwest
area.
  Description : A head from a wooden doll. It's charred and blackened. 
  Use : Attach it to the wheelchair doll.


~~~~~~~~~~~~~~~~~~~~~~
  DOLL'S LEFT ARM
~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time, in the well in the northeast
area.
  Description : Left arm from a wooden doll. It's charred and 
blackened. 
  Use : Attach it to the wheelchair doll. 


~~~~~~~~~~~~~~~~~~~~~~
  DOLL'S LEFT LEG
~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time, in the well in the southeast
area.
  Description : Left leg from a wooden doll. It's charred and 
blackened. 
  Use : Attach it to the wheelchair doll. 


~~~~~~~~~~~~~~~~~~~~~~
  DOLL'S RIGHT ARM
~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time, in the well in the northeast
area, where you started in the 1st time.
  Description : Right arm from a wooden doll. It's charred and 
blackened. 
  Use : Attach it to the wheelchair doll. 


~~~~~~~~~~~~~~~~~~~~~~
  DOLL'S RIGHT LEG 
~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World - 2nd time, in the well in the northwest
area.
  Description : Right leg from a wooden doll. It's charred and 
blackened. 
  Use : Attach it to the wheelchair doll. 


~~~~~~~~~~~~~~
  DOLL KEY 
~~~~~~~~~~~~~~
  Location : Room 302, between the window and the bed.
  Description : A girl doll is attached the key. "#303" is written on 
it.
  Use : Unlock Room 303 in the Apartment World. 


~~~~~~~~~~~~~~~~~~~~
  FILTHY COIN 
~~~~~~~~~~~~~~~~~~~~
  Location : Lynch Street Line train, in the red box.
  Description : A coin with dirts and grime. Can be washed in the sink 
in
Room 302. 
  Use : Wash it in the sink in your Room 302. 


~~~~~~~~~~~~~~~~~~~
  GHOST'S KEY
~~~~~~~~~~~~~~~~~~~
  Location : The Building World, in the cake room.
  Description : A key that the ghost was holding. 
  Use : Unlock the door nearby. 


~~~~~~~~~~~~~~~~~~~~~~~~
  HOSPITAL ROOM KEY 
~~~~~~~~~~~~~~~~~~~~~~~~
  Location : A room on Hospital 2F
  Description : Key found in Hospital World. It's probably used for 
Eileen's hospital room.  
  Use : Unlock the locked door on Hospital 2F. 


~~~~~~~~~~~~~~~~~~~~~~~~~
  KEYS OF LIBERATION 
~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : Secret hideout in Room 302, in the dead body.
  Description : Extremely evil-looking keys held by the corpse of 
Walter.
  Use : Unlock the chained door in Room 302. 
  

~~~~~~~~~~~~~~~~~~~~~~~~ 
  MURDER SCENE KEY
~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Subway World - 2nd time, from the vending machine.
  Description : Key to murder scene. 
  Use : Unlock the room where Cynthia was murdered. 


~~~~~~~~~~~~~~~~~~~~~~~
  LOCKER #106 KEY 
~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, Room 301
  Description : A locker key. "#106" is written on it.
  Use : Unlock Locker #106 in 1F Hall.  


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  LYNCHSTREET LINE COINS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Subway World, from the mannequin in Women's Toilet.       
  Description : Train token for the subway's Lynch Street Line. Can be 
used
any number of times. 
  Use : You can pass Lynch Street Line station multiple times with 
this. 


~~~~~~~~~~~~~~~~~~~~~~
  PICKAXE OF HOPE 
~~~~~~~~~~~~~~~~~~~~~~
  Location : The end of Room 302 in the past.
  Description : An ordinary pickaxe. "Hope" is written on the handle. 
  Use : Use this to break the back wall of Room 302 to reveal a secret 
hideout.


~~~~~~~~~~~~~~~~~~~~~~~~~
  PLACARD OF "CHAOS"
~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Building World, on the door to Richard's room.
  Description : Placard from The Building World. It shows an abstract 
image and says : "Chaos". 
  Use : Unseal the hole to Hospital World.


~~~~~~~~~~~~~~~~~~~~~~~~
  PLACARD OF "SOURCE" 
~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World, on the door in Wish House.
  Description : Placard from The Forest World. It shows a baby and 
says : "Source". 
  Use : Unseal the hole to Hospital World.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  PLACARD OF "TEMPTATION"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Subway World, on the door to King Street Line guard 
room.
  Description : Placard from The Subway World. It shows a woman and 
says : "Temptation". 
  Use : Unseal the hole to Hospital World.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  PLACARD OF "WATCHFULNESS"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Water Prison World, on the door to death chamber.
  Description : Placard from The Water Prison World. It shows an eye 
and 
says : "Watchfulness". 
  Use : Unseal the hole to Hospital World.


~~~~~~~~~~~~~~~~~ 
  RED PAPER 
~~~~~~~~~~~~~~~~~
  Location : * The Apartment World, Room 301
             * The Apartment World, Room 105
             * The Apartment World, Room 203
  Description : A red paper with nothing written on it. Can be placed 
under
Room 302 entrance door. 
  Use : Place it under Room 302's door. 


~~~~~~~~~~~~~~~~~~~~~~~~~
  RUSTED BLOODY KEY 
~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Forest World, under the strange tree root.
  Description : A rusted bloody key. Inscribed on it is : "The holder 
of 
this key will wander for eternity." 
  Use : Unlock the door to Wish House. 


~~~~~~~~~~~~~~~~~~~
  SHABBY DOLL 
~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, from the man in coat.
  Description : Old doll given by the man sitting on the apartment's       
stairway.
  Use : Nothing. When being placed in the Storage Box while Room 302 is 
invaded, it causes a new demon on the wall above : Crying Children.             


~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  SKINNED MIKE CASSETTE 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, Room 205.          
  Description : Audiocassette with "Skinned Mike" on the label.
  Use : Put it in the radio in your Room 302 to hear the content.
  Content :
  "How do you like that, you sick little freak ?
   You had it comin' to you !

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

   I know...

   It'll be perfect to wrap his body in.

   Hold it. Hold it... I think I'll keep that one for myself.
 
   You !!
   You snoopin' around again ?!

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


~~~~~~~~~~~~~~~~
  SMALL KEY 
~~~~~~~~~~~~~~~~
  Location : Under Room 302's entrance door, after returning from 
Hospital
World.
  Description : Small but ordinary key found in the red envelope. 
  Use : Unlock the door in the elevator, Hospital World. 


~~~~~~~~~~~~~~~~~~
  STUFFED CAT 
~~~~~~~~~~~~~~~~~~
  Location : The Building World - 2nd time, in the cake room.
  Description : A stuffed cat with droopy ears. 
  Use : Place it in empty cage in Pet Store to run the clock. 


~~~~~~~~~~~~~~~~~~~~~~~~
  SUCCUBUS TALISMAN
~~~~~~~~~~~~~~~~~~~~~~~~
  Location : Under Room 302's entrance door, after returning from the 
Apartment World World.
  Description : A card with an image of a frightening demon on it. 
  Use : Unseal the hole to Hospital World.


~~~~~~~~~~~~~~~~~~~~~~~~~~~
  SUPERINTENDENT'S KEY 
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Apartment World, Room 301
  Description : The superintendent's room key. "#105" is written on it.
  Use : Unlock Superintendent's Room - Room 105.  


~~~~~~~~~~~~~~~~~~~~~~~~~
  SWORD OF OBEDIENCE
~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : * The Building World, in the cake room.
             * The Building World, Top floor passageway.
             * The Subway World - 2nd time, King Street Line train, in 
the
               secret path.
             * The Water Prison World - 2nd time, 2F Cell 5.
             * Outside of Room 302, Room 202. 
  Description : Extremely rare sword. When used against downed ghosts, 
it 
stops them in place. When pulled out, the ghost is revived.  
  Use : You can nail a ghost forever with this, unless you take it out. 
Use 
the Sword of Obedience just like you use other key item : Select it in 
the 
inventory and press the Action button when it's needed. It can be used 
when 
a ghost is COMPLETELY knocked down, lying on the ground. 

  A completely unconscious ghost will lie on the ground pretty long and 
won't wake up soon after that and you can have Henry stamp on him/her. 
Besides, you won't hear the fearful music background anymore then. 

  You can use any melee weapon to defeat the ghost. If it's too hard, 
equip 
a SAINT MEDALLION or light up a HOLY CANDLE nearby to weaken them 
along. 
These are the possible reasons for your failure : 

  - Henry wasn't standing really close to the body.
  - The ghost was not COMPLETELY knocked down. 


~~~~~~~~~~~~
  TORCH 
~~~~~~~~~~~~
  Location : The Forest World - 2nd time, Cemetary.  
  Description : Equipable item. The tip can be lit on fire to light up 
dark
areas. Soak the torch in oil to make it last even longer. 
  Use : Light it up to find objects in the dark wells. Can be used as a 
melee weapon. 


~~~~~~~~~~~~~~~~~~~~~
  TORN RED PAPER 
~~~~~~~~~~~~~~~~~~~~~
  Location : * The Apartment World, Room 105
             * The Apartment World, Room 102
  Description : A torn red paper with nothing written on it. Can be 
placed 
under Room 302's entrance door. 
  Use : Place it under Room 302's door. 


~~~~~~~~~~~~~~
  TOY KEY
~~~~~~~~~~~~~~
  Location : Under Room 302's entrance door, after returning from The 
Subway
World - 2nd time.
  Description : A key-shaped plastic kids' toy. 
  Use : Unlock the red box in Lynch Street Line train. 


~~~~~~~~~~~~~~~~~~~~
  TRAIN HANDLE  
~~~~~~~~~~~~~~~~~~~~
  Location : The Subway World - 2nd time, the murder scene (King Street 
Line).
  Description : Handle from the King Street Line train. It's like a key 
needed to run the train. 
  Use : Unseal a new path in King Street Line train. Use it at the 
first
compartment. 


~~~~~~~~~~~~~~~~~~~~~
  UMBILICAL CORD 
~~~~~~~~~~~~~~~~~~~~~
  Location : Outside of Room 302 (The Apartment World), Room 105.       
  Description : Walter Sullivan's umbilical cord. The superintendent 
has
kept it for years. 
  Use : Use this on the Conjurer (giant monster) to hurt Walter 
Sullivan. 


~~~~~~~~~~~~~~~~~~
  VOLLEY BALL 
~~~~~~~~~~~~~~~~~~
  Location : The Building World - 2nd time.
  Description : Looks like a plain volleyball. 
  Use : Place this in the volley-ball basket in Albert's Sports Shop to
run the clock.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  WATER PRISON EXIT KEY 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Water Prison World, in waterwheel room.
  Description : Key found in the waterwheel room (2F Basement). "Up" is 
carved into it. 
  Use : Unlock the door to outside spiral staircase. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  WATER PRISON GENERATOR ROOM KEY 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Location : The Water Prison World - 2nd time, from Andrew DeSalvo's
ghost.
  Description : Key held by the ghost of Andrew. It opens the door on 
B2. 
  Use : Unlock the door to Water Prison Generator Room. 


=======================================================================
====
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  [] SECTION XI : ENEMY LIST                                          
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  This section features all the enemies in "Silent Hill 4 : The Room",
arranged following alphabetical order. 


------------------------------
   DOUBLE HEAD (OLD TYPE)
------------------------------
  Locations : * The Water Prison World (two times)
              * The Forest World - 2nd time
              * Outside of Room 302. 
  Difficulty : Medium 
  Strategy : As its name implies, it has two faces stuck to each other. 
The
old type is cloaked with a black coat and move by arms. Their long arms 
can
reach you from distance with a dashing attack. So watch out. In fact, 
they
are not very hard to fight if you get on first, then keep hitting until
they die (Of course STAMP ON THEM when they lie after that). But 
sometimes
they can stay away when getting enough hits from you. Then if you move
forward, they will suddenly turn back and give you a heavy strike. Just
always have your weapon prepared up and don't let them have a chance to
attack you. Stun Gun works well against them. 

  In case you fight a group of them... Hm... what can I say here ? 
FIGHT
LIKE HELL !!! Try to attempt on a monster until it dies. Don't let 
yourself annoyed by the others. Using handguns will help you damage 
them
from distance, and one shot can damage more than one Gun Head if they 
are
close to one another. As usual, don't forget to stamp on the lying ones
no matter what you do. 


------------------------------
   DOUBLE HEAD (NEW TYPE)
------------------------------
  Locations : * Outside of Room 302.    
  Difficulty : Medium
  Strategy : I called them "naked double head" in the walkthrough. They    
belong to the same type of normal Gun Heads, but have no black coats 
and   
the arrangement of their two faces is different, too. Just apply the 
same  
strategy as beating old type Gum Heads. 


  ***SUBMITTED BY PEACE SPARROW***
......................................
  In Japanese SH4 website, the cloaked double-headed monster is called 
"Victim 7 & 8" that are exactly Billy Locane and Miriam Locane. So why
do they turn into such regular monsters instead of evil spirits like 
the
others in Walter's twisted world ? Refer to "Miscellany" section Part A
for the answer. Finally, a lot of thanks to Peace Sparrow for this 
info.


----------------- 
   DUMMY                 
-----------------
  Locations : * At the end of The Building World - 2nd times. 
  Difficulty : Medium/Hard 
  Strategy : This is one of the wall monsters which you are forced to 
fight
at the end of The Building World - 2nd time. Just like normal wall 
monsters,
it strikes you with its long arms. In this battle, the Dummy is the 
elite
monster that the other ones must depend on. Once the Dummy dies, the 
other
wall monsters will, too. So your task is to recognize and defeat this 
monster. When you damage a wall monster, if the others get hurt, too, 
it's
the Dummy. Then just keep hitting this one until it dies. You will kill 
all
the others, too. 


------------------------------
   GUM HEAD (OLD TYPE)   
------------------------------
  Locations : * The Building World (two times)
              * The Forest World - 2nd times. 
  Difficulty : Medium 
  Strategy : These must be the monkeys which you encounter mostly in 
the   
Building World. They also have two heads (a main head a spare one 
rising on
its body). They seem pretty stupid and like joking around more than 
attempting to fight you. When you hit them enough, they may either 
pretend
to stay away or get angry and then inflict you with a heavy strike. 
Just
beat them til they are knocked out, then STAMP on them. Groups of these 
monsters are dangerous too, and just apply the same strategy as you 
defeat
groups of Double Heads if you use normal melee weapons. Although one 
hit of
Stun Gun can knock down Gum Head like it could with Double Head, I 
don't
recommend using this weapon here, since Gum Head is wiser and more 
active
as it takes Henry an unsafe moment to draw the Stun Gun. 


------------------------------
   GUM HEAD (NEW TYPE)   
------------------------------
  Locations : * The Building World (two times)
              * The Forest World - 2nd times. 
  Difficulty : Medium 
  Strategy : They are the same as original Gum Heads, but have darker 
colours and are equipped with melee weapons. They are a bit wiser and 
don't
joke you as much as the old ones. Instead, they really beat you, 
especially
when you make them angry. Just apply the same strategy to beat old Gum 
Heads
with them. But be more careful. 


---------------------------
   PATIENTS            
---------------------------
  Locations : * The Hospital World.     
              * The Apartment World - 2nd time.
  Difficulty : Medium/Hard
  Strategy : These are the mutant patients that you first meet in the 
Hospital World. They are bigger than you and each one is equipped with 
a
melee weapon. Their striking attacks are heavy to Henry's lifebar, too.    
Fortunately, they are very slow in moving and posing, so you can 
completely
get enough time to make Henry inflict a Patient before he can damage 
you,
unless you equip your character with a heavy weapon that causes slow 
reactions. It takes you several hits to kill a Patient with a normal
flexible melee weapon (golf clubs, pipe, bat, etc). You can knock out a
Patient quickly be using Stun Gun, then step on them. 

  There are some times in the game when you encounter groups of 
Patients. 
It's really dangerous since you can get damaged from a Patient while 
targetting to attack another. If they are not very crowded and scatter, 
have Henry proceed fast and end the one that is coming first, then the
next one, until they are all killed. If they come in group 
simultaneously,
just attack like hell. Firearms can help you avoid some troubles, since
you can attack from distance and have time to run away. But no matter 
what
weapon you are using, DON'T FORGET TO STAMP ON THE LYING PATIENT to 
kill
him completely. If not, he'll soon recover and you have to begin again
with the same quantity of them.   


--------------------
   SNIFFER DOGS
--------------------
  Locations : Everywhere
  Difficulty : Medium
  Strategy : This is the most popular type of enemies in this game. You
encounter in most of the locations. The male one is yellow, the female 
is
pink. They all have the same popular attack : dashing into you and 
grind
your foot. It takes them a long moment to prepare before dashing, so 
you
interfere them with a hit then. Dodging their attack is not hard 
either. 
Just move aside by normal movements or using Evade button. Use a good 
melee 
weapon to strike them. A few hits can kill one dog. When they get hurt 
enough, they will lie on the ground, roaring around. Then DON'T FORGET 
TO 
STAMP ON THEM. The dogs just really die after getting stamped.


---------------------------
   TOADSTOOLS          
---------------------------
  Locations : * The Water Prison World. 
              * The Hospital World.   
  Difficulty : Easy
  Strategy : These creatures grow up in humid areas. They look like 
long   
thin worms with a big bloody head and grows like plants. You can kill 
them 
with only one strike of any weapons. If you touch them, they die, but 
Henry
gets damaged, too. 


------------------------------
   VICTIMS/EVIL SPIRITS
------------------------------
  Locations : Everywhere.               
  Difficult : Medium
  Strategy : They are the people who were pulled to the same alternate 
worlds with Henry, then got killed by Walter Sullivan and became undead
spirits haunting the place forever. Plus the new victims whose deaths 
Henry
witnesses during the game, there are totally 16 spirits in the game 
(Number 
15 is missing ; Number 7 & 8 are manifested into monsters instead - 
Refer 
to section "Miscellany" Part A for more info). All the spirits have the 
same manners and attacks : 

  - They are undefeatable by normal weapons. But you can make them lie 
on
the ground temporarily by keeping striking them like hell. Then stamp 
on
them. 

  - They can wander everywhere.

  - They get out from a wall with some kind of sticky black slime that 
can
hurt Henry if you let him touch it.

  - They can cause Henry's headaches if you let him go around with 
them.
lifebar. Just never let them touch you.

  - All of them can be nailed by Swords of Obedience. Impale them with
the swords when they have laid on the ground. Use any melee weapon to 
knock 
them down. If you are equipped with a Saint Medallion or light up a 
Holy
Candle nearby, you'll be able to beat up the ghost more easily. It'll 
be 
too late if they get up. Then you must beat them again til they are 
down. 

  These are the general terms about the spirits. Among them are some 
certain spirits whom you must watch out for. They have some special 
moves
and will chase you DURING THE REST OF THE GAME since you finished
the Hospital World. All these "VIPs" deserve to receive a Sword of
Obedience for each one. 


  .........................................
    Victim No. 16 : Cynthia Velasquez 
  .........................................
    She first returned in the Subway World - 2nd time as the most 
flexible 
ghost, also the ghost who is shown the most in the game trailer. Her 
long 
hair is a dangerous weapon that can reach you from distance to strangle 
Henry, absorbing his life. When getting enough damage and lying on the 
ground, she can still follow you quickly by crawling and then suddenly 
rise 
up to continue the jokes. She is fast and very hard to be knocked down, 
I 
think. So you should use a Saint Medallion or a Holy Candle to support 
you,
then a Sword of Obedience is recommended for her.  


  ....................................
    Victim No. 17 : Jasper Gein      
  ....................................
    First showing up in The Forest World - 2nd time, this guy doesn't 
have 
any remarkable attack, but look at him : His ghost is always covered by 
burning flame, just as his death. You can get heavy damage by touching 
the 
flame or getting his strike. What to do now ? You can still strike him 
as 
normal spirits, but pick a weapon that has a good range to avoid the 
flame. 
Another Sword of Obedience for him, I think.


  ......................................
    Victim No. 18 : Andrew DeSalvo   
  ......................................
    The Water Prison was where he died and where he is born again as an
undead ghost. There has been an own strategy for him written in the 
walkthrough cuz you are forced to defeat him with the Sword of 
Obedience in 
the main game. Here I just insist on the main points : He loves 
floating 
around more than fighting you. When he has played around enough, he 
will 
cast his true attack : bending into a ball and spin towards you like a 
wheel, giving you a lovely damage. Just knock him down and give him the 
Sword of Obedience. 


  ...........................................
    Victim No. 19 : Richard Braintree
  ...........................................
    He welcomed you in the beginning of The Building World - 2nd time.       
Unlike most of the ghosts, Richard can move on the ground along with       
floating. With a club equipped on his hand, Richard approaches you, 
seeking 
chances to hit you. His special move is teleporting. He can suddenly 
disappear after getting damaged, then suddenly showed up behind you or    
somewhere else in the field. Just beat him like hell when you have been 
able to touch him. Then quickly nail him with the Sword of Obedience. 


  So why are there 19 spirits ? Well, they are the very Walter's "21
Sacraments". The 20th and 21th spirits will be Eileen Galvin and Henry
Townshend if they die. And saving these two is your main objective in
this game, okay ? 


---------------------------
   WALL MAN (OLD TYPE) 
---------------------------
  Locations : * The Subway World - King Street Line escalators.
              * The Water Prison World
  Difficulty : Easy/Medium 
  Strategy : These yellow babies suddenly rise up from the walls, 
striking 
you with their long arms. With this old type, a few melee weapon 
strikes or
shots from handgun can kill them quickly. Just be careful with their 
hits which hurt a lot and even throws Henry away. If you use guns, you 
can
damage them from any distance. But if you use melee weapons, try to 
wait
until they stop hitting and take a moment of rest, approach and give 
them
the finishing touches. 


---------------------------
   WALL MAN (NEW TYPE) 
---------------------------
  Locations : * The Water Prison World. 
              * The Apartment World.  
  Difficulty : Easy/Medium 
  Strategy : They are the same as old-type wall monsters, but grey and 
have
better stamina. It means you have to give them more hits to end their 
lives. Just apply the same strategy as beating the yellow ones. 


---------------------------
   WHEELCHAIRS         
---------------------------
  Locations : * The Hospital World.     
              * The Building World - 2nd time. 
  Difficulty : N/A 
  Strategy : They are undefeatable ? Yeah, somehow. These Wheelchairs      
run around and then turn up, suddenly strike you with a heavy damage 
that  
can cause Henry to be thrown away. You can't kill them, but you can 
stun    
them by giving a hit, then find chances to dodge and run away. 


---------------------------
   WHITESTOOLS         
---------------------------
  Locations : * The Water Prison World. 
              * The Building World, Shower Room.
  Difficulty : Easy 
  Strategy : May belong to the same type of Toadstools. They are white 
plants growing in humid areas. When they are still growing in small 
size,
you can pass them without any difficulty. But when they have been long     
enough and develop their heads (that are a little bigger than the 
bodies),
you have to get rid of them in order to pass safely. Just like the 
Toadstools, one hit of any weapon can kill a Whitestool. But you'll 
also 
get damaged if you touch them, and then they die, too. 

  MORE COMING SOON !!! 


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  [] SECTION XII : MISCELLANY                                         
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[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
      A- INTERESTING/PLOT FACTS IN "SILENT HILL 4 : THE ROOM"                   
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
  
  This section features some fun facts, or even interesting plot facts 
that
are found in the game. But be ware, it also contains BIG SPOILERS, too. 
So
newbies shouldn't read this section until you complete the game AT 
LEAST
ONCE. It also contains spoilers about previous Silent Hill games, if 
you
haven't played them. Although this section may contain some plot facts,
remember that it's just considered in "Miscellany", which mean I won't 
go
in analyzing too much these events. If you want to know more, you 
should
look for a Plot Guide that specializes in them. I'm also planning to 
make 
a Plot Guide, but don't know where to start. Just forget it, what I 
need 
now is that :
 
 "If you can find more interesting facts in this game that seem to make
big sense or are related to other Silent Hill games or anything like 
that,
or if you can find the answers or explanations for some questions I
wonder within the text and want to contribute to this section, just 
email 
me and I'll add to this section. All your helps will be appreciate and 
credited." 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1. HENRY'S PHOTO ?  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  In the beginning of the game when you are in the Alternate Room 302, 
examine the Living Room and you can obviously see a photo of Henry on 
the
right of the Silent Hill landscape photo above the sofa. If you examine
the photo of Henry, your character will say that he doesn't know who 
that
guy is (???). When you return to the normal Room 302, that photo has 
been
replaced by another one of the South Ashfield Heights apartment. 
 
  Geez, what does that mean ? A photo of Henry appears in the Alternate
Room, but then he doesn't even recognize himself there. 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|  *** Theory submitted by Nielle from address              | 
|      NasuAngel6541@cs.com ***                             |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|    I think the reason why Henry doesn't recognize himself |
|  is because the character you are controlling is not      | 
|  Henry. I believe the person you first play as in the     | 
|  intro is Joseph Schreiber. The reason why I believe it is|
|  him is because when you first start the intro to the game|
|  and check the TV. The person you are playing as says     |
|  something along the lines of, "What's this ? I thought I |
|  had a record player here." If you look around at the     |
|  furniture layout in "Room 302 of the Past", you'll notice|
|  a record player in place of the TV.                      | 
|                                                           |
|    So I guess you start out as Joseph and then get killed |
|  by the ghost, turning the stage over to Henry.           |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|

  Well, Nielle's theory seems acceptable due to the events we see in 
the game.   

  But after thinking of this theory for a while, I suddenly think of 
some other problems, too. Your theory seems right due to the events in 
the game. So is there any suggestion for the appearance of Henry's 
photo in Joseph's room ? Then, also following this theory, besides 
Henry's photo, all the other photos about Silent Hill scenery which 
are claimed to be taken by Henry in present Room 302, appeared in the 
intro when Joseph was still living there. Is that okay ? After all the 
intro is that Henry wakes up from that nightmare. I thought it was 
Henry's own dream. So is it possible if he dreams of being Joseph, but
couldn't recognize the photo of himself there ?  

  Then I'm glad to receive another reader's idea that agrees with
Nielle's and confirms some of my new questions. 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|  *** Theory submitted by Hima ***                         | 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|    At the beginning of the game, it wasn't Henry. It was  |
|  Joseph Schreiber. According to "Red Diary - August 2", it|
|  is exactly what the character in the beginning of the    | 
|  game said when you explore things around the room. Henry |
|  cannot be the person who type this for sure, and Joseph  | 
|  won't know what Henry said in his dream either. So the   | 
|  only explanation is that the person at the beginning is  | 
|  Joseph, not Henry. That's why he doesn't recognize the   |
|  face in the photo. It was Henry's dream, but it wasn't   |
|  Henry in his dream.                                      | 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2. THE HANDPRINTS OPPOSING ROOM 302
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  When you look through the peekhole on Room 302's door, you always 
notice there is a bunch of handprints on the opposite wall, right ? 
When you first see them, there are 15 handprints. But following the 
process of the game, you'll see more and more new handprints (with 
fresh 
red colour) show up there, until they reach the number of 19... You 
have 
understood, right ? Each time a victim gets killed by Walter Sullivan, 
a new handprint appears, including the Holy Assumption of himself as 
well. At first you saw 15 of them because there had been 15 victims til 
that time, with Joseph Schreiber - the Despair, as the last one. Then 
during the main game, the next four victims are Cynthia Velasquez, 
Jasper 
Gein, Andrew DeSalvo and Richard Braintree that adds four more 
handprints 
on the wall. 

  Anyway, I don't really know the way how those handprints show up ? 
What
a "Silent-Hill-style" mystery ! What do you think about them ?  

  **Submited by a reader**
  You may wonder why other people in the apartment never seem to care 
about such bloody handprints on the wall. It's because they-do-not-see-
them. The peekhole in Room 302 door may be also haunted like the room 
itself. So when Henry looks through it, he sees them, while in fact 
they
don't exist in normal people's view. 



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3. "WISH HOUSE" or "HOPE HOUSE"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This is a location you can visit in Silent Hill 4. But this is not 
the
first time you see Wish House. A view of this orphanage was clearly 
shown
fast in the opening movie of Silent Hill 1. 

  You see that the "Joseph's Article" memo in this game completely 
matches
the "Hope House Article" found in Brookhaven Hospital in Silent Hill 3.
After reading it, Heather Mason said that it got very familiar to her. 

  In this Japanese version of this game Silent Hill 4, in The Forest 
World, when Henry and Jasper enter the Wish House, you can find a 
strange note near the staircase. Something like :

"Have you found Alessa yet ?
 How is Walter's process coming along?
 Send me a report."

  According to the red writings, maybe the author of this note was 
Dahlia Gillespie. Also according to the red writings, it was very       
Dahlia who gave Walter the impression of his mother being in Room 302 
of
South Ashfields Apartment. Maybe Dahlia was also responsible for 
teaching
Walter and it was her duty to take such a reason, in fact, to teach the 
religious cult to Walter Sullivan so that he will grow up as a cult 
member and do the 21 sacraments he was studying.     
 
  Besides, the first sentence of the notes also proved that Alessa     
Gillespie used to live in the Wish House, too. Perhaps Dahlia sent her
there to have her taught with the Silent Hill cult. But then she ran
away all out of her expectation. All the events after that, as we have 
known, took place in Silent Hill 1 and 3. Alessa is still alive, but in
the form of Heather/Cherryl Mason who is now no more a god and no more
related to Silent Hill cult. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4. THE SUNDERLAND FAMILY 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  The superintendent of South Ashfield Heights apartment is Mr. Frank
Sunderland. If you examine the photo of the superintendent in Henry's
living room and in Room 202 of the apartment in certain time, you'll
find out that Mr. Frank Sunderland was described to be a kind man, who 
got a son and a daughter-in-law that had gone missing. Well, could 
they be James Sunderland and Mary Shepherd-Sunderland who caused the 
events in Silent Hill 2 ? The answer is probably "Yes". 

  By the way, which event does "had gone missing" imply ? It can't be
called "missing" if James and Mary wanted to live independently. Does
Frank know that Mary has died ? 

  Mary might have already died when Silent Hill 4 took place. But what 
about James ? Remember Douglas Cartland in Silent Hill 3. He is an 
experienced detective who has worked in many interesting missions, but 
he said that there was one missing affair which he couldn't solve. 
Could that be James' case ? 

  There's also another theory coming around : Silent Hill 2 was really 
ended with one of the bad endings : "In Water", "Maria" or even 
"Rebirth" ending (Thanks to President Evil for his plot analysis that
explained the meaning of these endings). 

  + "In Water" ending : James surely committed suicide because he 
couldn't suffer being tormented by his crime of killing his wife Mary.
That completely agrees with his "missing".

  + "Maria" ending : James did not die in this ending. But instead, he
would have to witness Maria's death as a reflection of his crime to 
Mary again after that. Who knows if he could survive then ? He could 
also commit suicide, or run away again ? 

  + "Rebirth" ending : This is also a possible ending, since we all 
can't be sure of the result of his reviving Mary ceremony. But in my 
own opinion, such kind of ceremonies never brings good result. 

  + "Leave" ending : I don't think James could go missing in this case. 
He has decided to forget his guilty past and continued to live happily
with Laura along. When you are happy, you don't have to isolate 
yourself like a missing case.   



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  5. SOMETHING IN THE TOILET
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  First, thanks to Hima for informing me about this little 
circumstance.

  After you finish the Building World (1st time), enter the bathroom 
and
examine the toilet. Henry will say there's something in the toilet and
ask if you want to get it. No matter which you choose "Yes" or "No", 
Henry will all refuse to do that. Then if you come back here and 
examine 
the toilet after finishing the Apartment World, Henry just says "I 
don't 
need to use it now." 

  Well, so what is the "thingy" in the toilet there ?

  Most gamers, including me, agree on the idea that this is just a 
familiar joke of Konami. In Silent Hill 2, there's a scene in which
James has his hand in the toilet to get a wallet. And then in Silent
Hill 3, if you have SH2 saved file, you can make Heather do the same
thing in the Men's Toilet in Shopping Mall.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  6. THE MISSING PAINTINGS ?      
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  As you knew, Room 202 is a mini gallery of the owner. Here his found 
masterpieces are about all the people living in South Ashfield Heights
apartment, EXCEPT the owners of Room 302 and 303, as we could find some 
blank canvases that have nothing painted yet. Why so ? 

  If I'm right, as we don't count the wrapped blank canvases in the
segmented room, there are three blank canvases in the main portion of 
the room that may be for the three Joseph, Henry and Eileen.  


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  7. THE BABY'S CHART IN HOSPITAL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  I'm playing the Japanese version and I wonder if the other versions
have this strange episode, too. In Hospital World, the Doctor's Lounge, 
you see that Henry keeps looking at the files on the desk although 
there's no item to get there. If you examine it, he says that it's a 
baby 
patient's chart. But does it have anything strange more than that which
attracts his attention ? Or is this just a glitch ? 

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|  *** Theory contributed by Winniemoo ***                  | 
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|    I believe the baby's chart was there to suggest that   |
|  Walter Sullivan may have been to the hospital as a baby. |
|  It's logical following the events in the game : He was   | 
|  born in Room 302, and then abandoned by his parents. The |
|  superintendent - Frank Sunderland - probably found him,  | 
|  and took him to St. Jerome Hospital to check if the baby | 
|  was okay.                                                |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  8. "PICKAXE OF DESPAIR" ? 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This weapon makes me wonder a lot. When you have Henry take it up, 
he says that it gives him some creeps. So what's the truth behind this 
Pickaxe ? 

  Its name "Pickaxe of Despair" first reminds me of Joseph Schreiber - 
the
dead journalist who was considered the "Despair" in Walter Sullivan's 
"21 
Sacraments" list. Joseph is also the one who gives you the later 
"Pickaxe 
of Hope", which Henry used to break the Room 302 wall to reveal 
Walter's 
true hideout. Why was there such a "Pickaxe of Despair" and does it 
have 
anything related to Joseph ? I guess Joseph used to use this weapon and 
dropped it in the Forest World. But it just sounds so simple. What 
about 
you ? What's your idea ?  

|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|  *** Theory contributed by Hima ***                       |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
|  For my idea of the Pickaxe of Despair, I think it's      |
|  because of Joseph's despair from trying to break the wall|
|  in his room, but he couldn't. And he probably used it as |
|  weapon instead while he was traveling in Walter's sick   |
|  world, and dropped it in the Forest World just like you  | 
|  guess. Maybe that's why the new Pickaxe is called the    | 
|  Pickaxe of Hope. Since Henry and Eileen are the only two | 
|  that can stop Walter, or they are the only 'hope', this  |
|  Pickaxe will breakdown the wall that Joseph tried before.| 
| (And it can really breakdown that wall!).                 |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  9. WALTER SULLIVAN AND HIS VICTIMS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This part has been featured following Hima's ideas wondering about 
Walter
Sullivan's "21 Sacraments" list. Most of Walter's victims are related 
to
his life and the Silent Hill cult. 


 - STEVE GARLAND - VICTIM NO.4
   According to a newspaper, this guy must have been the owner of the 
Pet 
Store in the Building World. We don't really know anything about him, 
beside the fact that Joseph has mentioned his name incompletely in the
victim list and that he got killed after a gun fight. After you examine
the this newspaper, Henry will hear some gunshots coming from the Pet
Store. And then if you enter back, the Pet Store gets changed into a
murder scene.  

   There was also an info saying that many years ago, a boy came to his
shop and injured a pet there. Now Steve has also been murdered in this
very shop. Could that boy be Walter Sullivan ?

   Besides, many people have wondered if there's any relation between
Steve and Lisa Garland - the dead nurse who Alessa Gillespie rebuilt as 
a 
demon in Silent Hill 1 ?


 - BILLY LOCANE & MIRIAM LOCANE - VICTIM 7 & 8 
   (A.K.A. DOUBLE HEAD MONSTERS) 
   No information is known about these two. Many people have emailed me 
that they were really mentioned in Silent Hill 2 in a newspaper. I had
known that, but didn't mention here. Because what we learned was only 
that Billy and Miriam were two local pupils in Silent Hill who got 
murdered with their hearts taken away. Walter Sullivan was said to have 
killed them with unknown reason, while he didn't look like the type of 
killer.   

  Unlike other victims who became evil ghosts in Walter's twisted 
world,
Billy and Miriam are manifested into the Double-headed - a regular 
monster during the trip. Why is this ? In fact I don't have an exact 
answer for this question. But we can theorize that they are too young 
to
go to Hell that they couldn't become ghosts. So Walter manifested them
into the haunting monsters instead. This has explained the reason for
their weird forms : two similar heads are stuck to each other, as Billy
and Miriam are brother and sister. And they always appear along with
children's cry. 

  By the way, there's anothing I notice here : Except the final 
Apartment
chapter where all monsters are summoned to stand on Henry's way, these 
Victim 7&8 monsters only show up in The Water Prison World. I'm not 
sure
of the reason. But since it's the place where Walter spent a period of 
his bitter childhood, he might want these kids to suffer the same 
thing. 


 - JOSEPH SCHREIBER : 
   Victim no. 15. He was a journalist who has written the article about 
Hope/Wish House located in Silent Hill. And according to his diary, 
it's 
clear that he has been to Silent Hill to for several investigations, 
some 
of which are about Walter. According to "Mike's Diary" and all volumes 
of
Red Diary, Joseph also got locked in Room 302 for his final days like 
Henry
now, suffering more and more despair with time (as Walter named him the
"Despair" in his list). Most theories claim that he has got killed by a
ghost invading Room 302 as what we have seen in the beginning of the 
game.  

  And if you pay careful attention, Walter has killed 19 victims, but 
there
are only 18 evil spirits wandering around ? More interestingly, the 
missing
one is number 15 - Joseph, at least until he disappeared after telling 
Henry the truth. Thanks to O Totoro for his theories : 

  Among all Walter's killed victims, Joseph might be the only one who 
first realized the cause of his situation and his coming death (then 
Henry
and Eileen). He knew so much about Walter, but couldn't help. That was 
his
"Despair" : He knew that other victims, including his neighbour Eileen, 
were in danger. But what he could only do was standing helplessly. 
Perhaps 
he was also the one who created the hole to Eileen's room and wrote the 
text
nearby. He might have tried to contact her for help, but then she 
wasn't even
aware of the hole. 

  After his own death, he may have been being corrupted in Walter's 
twisted 
world. His strong will to stop such a crime has helped him race with 
Walter's 
power to meet Henry and tell the truth before he himself becomes evil. 
If you 
hear the conversation between Joseph and Henry in "Room 302 of the 
Past", his 
final lines have grown stranger as he keeps repeating "kill him... 
kill... 
kill..." as though he were unaware of his own speech and becoming 
possessed.

  There is also another theory that it was Walter who had Joseph exist 
in 
his world as a puppet to help Henry fulfill his role as the Receiver of 
Wisdom. Henry must know everything cuz he is supposed to do. For 
Walter,
he may be just another toy he is playing with, just like the Cynthia 
mannequin or Eileen's Shabby Doll.     

  One more question remained about this interesting hidden character : 
How could dead Joseph link to Henry to do such tasks as pushing the 
drawer 
(revealing the Pistol and the peekhole to Eileen's room) and delivering 
the pages of his Red Diary and some other stuffs via the entrance door 
?

  **Found and submitted by Charles Lai : The voice saying "I'm always
watching you !" that sometimes showed up when Room 302 is invaded can 
be
Joseph's. And if it's true, there's an agreement with the above 
analysis
that Joseph has never really left the "real" world.    



 - CYNTHIA VELASQUEZ 
   This woman gives me some doubts. She may be one of the mean girls 
mentioned in the red writings aka Young Walter's diary. She has a lot 
of 
tokens to bypass the stations and especially the special Commuter 
Ticket 
which Henry received in the game. So she could be someone working in 
the 
Subway, or a familiar passenger there. Walter used to pass this Subway 
to reach South Ashfield Heights apartment to meet his "mother" Room 302 
and might have known Cynthia. Just look at the way how Cynthia acts 
towards Henry, we can conclude she loves acting foxily to the men, 
among whom Henry is not the only one. Maybe her fascinating 
"temptation" 
has made her become the "Temptation" victim in Walter's view. (Thanks 
to 
Vertigo200 for having added this info). 

   According to justkeepwalking from GameFAQs message board (thanks to 
him), the Cynthia mannequin that gave Henry the tokens was created by
Walter in his twisted world. Walter spent a childhood which could be
considered "unhappy" without parents, no gifts and toys. All his 
victims
were his playing toys. In "Joseph's Letter", Joseph has described that
Walter "locked me up in this room and played with me just like a toy" 
that led the journalist to the end of his "Despair". The Shabby Doll 
(which could be a toy of Eileen) and Cynthia mannequin may have the
same meaning.  


 - JASPER GEIN 
   This guy used to walk around Wish House and knows someone in the
orphanage. He was the one hiding the Rusted Bloody Key and showed it to
Henry after receiving the Chocolate Milk from him. Currently I don't 
figure out why he was chosen as the "Source" victim. The word "Source"
just reminds us of the Wish House - where Walter grew up and spent his
childhood. But why Jasper ? (More info has been added by Vertigo200).

  Well, there are some little stuffs spotted by Charles Lai : Jasper
wears a "Samael" T-shirt and keeps muttering about seeing the Devil. 
Maybe
he is a fanboy of Silent Hill cult ? Besides, his surname is Gein - 
sounds
related to Eric Gein who spoke in the radio trivia show in Silent Hill 
2. 
Remember, James got on the elevator in Brookhaven Hospital and got 
stalked
by this radio show.     

  Finally, the big puzzle about Jasper is : Who was the "nosy guy" he 
mentioned in his memo ? There are many ideas about this guy's identity.
Some say it's Walter Sullivan, who might have taken him around Wish 
House; 
others claim it's Joseph who was investigating the Wish House when he 
was
still alive.  


 - ANDREW DESALVO   
   His identity is still pretty vague. But according to the text on the 
bloody shirt, he may be the warden of the Water Prison, also where 
Walter 
spent his childhood, located in Silent Hill. And in Young Walter's 
diary,
Andrew was proved to be an evil guy who tortured the children in the 
prison and killed them by the fact that Walter claimed he had killed 
his
friend Bob. He loved watching the kids through the peekholes in the 
Surveillance Room and mocked them. He controlled the disposal system 
throughout the Water Prison and did many bad things. Maybe that's why 
Walter called him the "Watchful Eye" (or "Watchfulness") and he became 
Walter's victim no. 18. 
 

 - RICHARD BRAINTREE 
   The "Chaos" victim. This may be the "scary guy" Walter mentioned in 
the red writings. We can relatively understand "Chaos" implies 
something 
disorder and rough. The artist in Room 202 described Richard to be an 
evil 
guy who is tough to children, as he had done to "the one that hangs 
around" 
- who is very young Walter Sullivan. Also according to the artist, he 
used 
to hook up other people in the apartment and made them become his 
slaves, 
or he would use violence against them (Mike is the best example as a 
victim of this guy). This was indeed an evil guy, just like a side 
reflection of Walter himself. 

  Thanks to Charles Lai for his contribution. It's possible that Young 
Walter must have witnessed Richard's crime of skinning Mike. Walter did 
say that he would cleanse Room 302 - his "mother" from all dirts and 
evil 
and then he killed a neighbour Richard by electrocuting him to wash 
this 
evil. 
 

 - EILEEN GALVIN 
   When giving Henry the Shabby Doll, Walter was talking about Eileen. 
His speech may contain a deep jealousy when he spoke of seeing Eileen 
going happily with her mother. Walter didn't have a flesh-and-blood 
mother 
and his desire is all to meet "her". He envied Eileen of her happiness. 
Maybe that's the reason why he wants to kill Eileen by choosing her as 
the Mother Reborn. 

  If you look at the Room 303 key of Eileen, it's attached with a doll
that looks like the Shabby Doll which Walter gave you. So we can 
suspect
the Shabby Doll is Eileen's, too. 

  ***Another different idea submitted by Vertigo200 : The designation 
of 
Mother make perfect sense of Eileen that she acts in a motherly manner 
in
Walter's view.
 
   Try to remember all events related to Eileen : She may be the 
kindest 
(along with Henry) of all Walter's victims. I'm not sure of Joseph's 
and 
other victims' characteristics, but since all Cynthia, Andrew and 
Richard were punished for their own evil, Eileen just seems to have no 
evil but her idealistic behaviours : She may be the only one who cares 
about Henry being shut in his room and asks Richard and the 
superintendent 
for help. One more event is that when you see Eileen get injured in her 
apartment, she said that Young Walter had tried to save her and told 
him 
to run away. During her journey with Henry, sometimes you also hear her 
muttering about poor Walter. Well, Mature Walter might have wanted to 
kill 
her, but the young one stopped him. In Young Walter's view, she would 
be a 
perfect mother whom he used to wish for. Maybe because of this, Mature 
Walter did not kill her directly but had a machine do it instead.     
 

 - HENRY TOWNSHEND 
   Despite being the protagonist of Silent Hill 4, Henry is the one 
whose
profile is revealed the least. We really don't know anything about him 
but
the fact that he has moved to this apartment Room 302 for two years. 
What I 
found making sense is that Henry has ever travelled to Silent Hill, 
proved 
by the fact that there are Silent Hill photographs that he took hanging 
around in his room. As the 21st victim - the Receiver of Wisdom, Henry 
was 
chosen for Walter to share his childhood and his "inner side" by taking 
him 
to the twisted world so that Henry "must" witness his bitterness via 
the 
deaths of the other victims before his own death. 

  According to "Joseph's Letter", whoever lives in Room 302 after him 
will 
be the final victim no matter what. And maybe this is why Henry was 
chosen.  



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 10. WHAT HAPPENED TO MIKE ?  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  A bunch of people, including me, are wondering about this hidden 
character Mike. All the info in the game has claimed to us that Mike 
was
skinned by Richard that sounded really terrible. You can figure out 
this
event by examining all the paintings in Room 202 in the first trip to 
the
Apartment World. Let me summarize this. 

  First, I'll analyze the characters due to the proofs we have found in 
the game : 

  MIKE
  A guy who lived in Room 301 and was extremely interested in porns. He
claimed to everybody that he loved Rachael via his diary and tons of 
his
love letters to her. The superintendent, Sunderland, is one of those 
who
believe in this love. "That perverted stalker... He got what he 
deserved !"
- the artist wrote about him. 

  RACHAEL
  She was a nurse and lived in Room 106. According to the artist, she 
is 
his lover - "My beautiful darling. Lately she's been bothered by a 
stalker." This may be true. Since if you try accessing her lover's 
number
in the phone in Room 106, it will link to the phone in Room 202.  

  THE ARTIST
  There are not many info given about him. He was the owner of Room 202 
and made a lot of paintings about other people in South Ashfields 
Heights
apartment. 

  RICHARD BRAINTREE
  This is one of Walter's victims. And according to his attitudes, he 
doesn't seem like a good person. What the artist wrote about him was : 
"
Braintree, that prick. He's always yelling at kids. Especially that 
weird
one that hangs around. But he took Mike into his apartment and peeled 
his
skin off, so he's my hero."

  THE OWNER OF ROOM 205
  He must be the one who recorded the "Skinned Mike Cassette" and you 
found
this item in very Room 205. He may be also the second guy talking in 
the
cassette beside Richard. According to the artist, "He's always shut in 
his room. It looks like he has lots of weird interests. I heard he 
tape-
-recorded Mike getting beaten up by Richard".  

   a) Here is my first theorized story :

  Rachael was the artist's lover. But recently she was stalked by Mike 
- 
the porn addict. He placed tons of love letters to her mailbox and even
sent the superintendent a torn red paper with his loving words to her. 
The
artist hated him because of that and wanted to give him a lesson. But 
later
Richard has helped him do that by peeling off Mike's skin, with the 
witness
of the guy from Room 205, who was tape-recording the scene. So the 
artist
admired Richard and felt satisfied as he wrote.

  So the questions here are : 

 - Is it really true that Mike was skinned alive by Richard ? How could
such an action be accepted ?

  We must find out the true meaning of "skinning". In Mike's diary, he
mentioned about his clothes taken away by someone. And in the "Skinned
Mike Cassette", Richard and the other guy were also talking about some
clothes. So we can understand that "skinning" here just means taking 
out
Mike's clothes. And it has nothing to be worried. But in the next part
of the cassette, the tape-recorder has mentioned a body. Again, this
makes things grow more complicated. 

 - If it's true that Mike was really "skinned" with its exact meaning, 
where is his body then ? This is not answered in the cassette. What we 
could hear is Richard's bad temper and the Room 205 guy's joking 
suggestion about wrapping some body. 

 - Why did Richard beat up Mike ? Was there a private argument between 
them, or did Richard do this following the artist's request ? 

 - Finally, did Mike really love Rachael ? Or did he just want to stalk
her to satisfy his ridiculous interest ? 

   **Comments** 
   More than half of the players I know agree on this story if we 
understand the facts following their exact presentation. By the way, 
this theory seems to be so incomplete, as the above questions I wrote
proved its disagreement with some other events. So read my second 
theory collected from a survey. 

  b) Mike wasn't killed at all. "Skinning" just means that Richard beat
him up and took away his bloody clothes and felt disgusted. Then the 
tape-
-recording guy suggested they should use them to wrap a "body". The 
"body" 
here may imply the dead cat of the lady living in Room 102. According 
to 
her painting found in Room 202, she is a cat's lover and was very sad 
when 
her cat was away. The fact is that Henry has found the cat dead in the 
refridgerator when you examined it for a Torn Red Paper. And then maybe 
Richard bumped into this cat and got disgusted... 

   **Comments**
  Unlike the first theory, this story seems a bit better since we don't 
have to face such unexplicable question about Mike getting "skinned 
alive"
by Richard. It was just simply an argument between them and Mike lost 
his
clothes to Richard.   

  One question remained about this theory : Why all those stupid things
appear in Walter's twisted world ? 

  As I said above, Walter must have known people in the apartment via 
his 
trips, one of whom was Richard who caused a bad impression on him. I 
have 
also suggested a little theory that Walter might have witnessed what 
Richard did to other people, including Mike. So all those things that 
existed in his memory were rebuilt in the twisted world, too.     


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  11. THE HANGED PERSON & THE SKETCH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  In the final chapter of the game, you must trigger this hanged body 
in
order to unchain Room 105 - your destination. So who is this hanged 
figure
anyway ? 

  Whenever you trigger the body, there shows a piece of a conversation 
(or
an argument) between a man and a woman - whom I think to be Walter's 
parents. The argument was all about the two people's own prolems and 
about
keeping the baby or not. 

  I guessed the hanged person may be his parent, or may be his mother. 
When I first look at the body, I mistook it for Eileen Galvin, and I 
wonder
if any other people feel the same way. 

  Vertigo200 thought it was Walter's father cuz the arguing voice we 
heard
was male and maybe it's the hanged one's. Besides, remember that before
seeing the hanged one, you have had Henry examine the strange sketch in
the 1F Hall which is supposed to be Walter's father. But in fact, it 
looks
like a Pyramid Head that we saw in Silent Hill 2. Don't forget that we 
are
in Walter's handy world. So maybe what Walter figures out about his 
father
is that he was an evil one, too. There is also a theory that it was him 
who killed the mother and abandoned little Walter in Room 302. The 
meaning
of the sketch may be that Walter's father was nothing but another 
sinner,
just like James Sunderland who had been metaphorized into the Pyramid 
Head
in Silent Hill. 

  The twisted world must be a revision of Walter's childhood, so why 
could 
this hanged body appear as a part in his memory ? 

  Beth Green thought that could be Walter himself via the long brown 
hair,
wrapped in a blanket like a baby. Maybe Walter did realize his parents' 
harsh words even when he was still a baby. And they impressed his 
heart. 

  Well, somebody may not believe. But I myself think Beth's idea can be
right. It's in Walter's handy world and it's logical if we see his baby
form there (like we have seen the Young Walter). About how a baby can
hear sounds and understand them, that can exist, too. Anyone who loves
detective films and may have seen the Italian movie "Mozart Assasino" 
will know an interesting fact that even a fetus can hear the sounds 
and react with them. In that film, a pregnant woman was killed by her
husband with a shot. The baby in the fetus was somehow saved, but 
later grew up as a psychedelic serial killer because that sound of 
gunshot had influenced her life. Why can't we think that Walter is in 
the same case ?   


 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  12. "RACHEL" or "RACHAEL" ?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Thanks to Winniemoo for reminding me of this episode.

  In Silent Hill 2, when James encounters Laura in "Venus' Tears" bar, 
she
told him about a "Nurse Rachel" who had given her the letter from Mary. 

  Now in Silent Hill 4, you hear of a nurse named Rachael in Room 106 -
South Ashfield Heights apartment. 

  The two names just have a little typo. Could they be the same ? 

  We don't have any clue about James and Mary living in the apartment. 
But
since his father, Frank Sunderland, is the superintendent there, we can
relatively accept the fact that Rachael might have some relation with 
Mary
and had her letter, consuming that the two names implied the same 
person. 
 
  
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  13. THE GIANT WORM or... ? 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Thanks to all GameFAQs members for all analysis on this "giant worm" 
because of this stupid question of mine.

  It's NOT a worm, it's a version of Walter's UMBILICAL CORD.

  Walter created the dark world in order to execute the 21 Sacraments 
to
reunite with his "mother". As all people know, the umbilical cord is
something standing for the bound relation between the mother and her 
baby.
One of the memos - "Old Picture Book" also mentions this via a little 
story. We can relatively understand that this umbilical cord works like 
a 
path leading Walter to his mother throughout his crimes on the way, as 
we 
could see it connecting the worlds in his twisted dimension, 
metaphorically displayed as the unknown long spiral staircases which 
Henry 
and Eileen had to pass to reach the "flesh" - Room 105, where the true 
Umbilical Cord was kept. 


~~~~~~~~~~~~~~~~~~~~~~~~~~~~     
  14. CURSED BUNNY ?           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Thanks to a lot of readers for having reminded me of this.

  As you know, Eileen has a stuffed Robbie bunny figure which can be 
seen
through the peephole. After Eileen gets injured, there will be a 
certain 
time when you look through the hole, you'll see the bunny turn back his 
face and point his finger at you. 

  Geez, scary, Eileen is not in the room, so how could the bunny turn 
back ?

  Now temporarily stop discussing about how the bunny turns back by 
himself, what does he mean by pointing at the peephole ? 

  I think he may point at it to imply Henry and to inform him that the
existence of the peephole is known. And the bunny may be controlled by
some unknown force.

  Vertigo200 thinks that the bunny is in fact pointing at the back wall
of Room 302, where you will figure out Walter's secret hideout later. 

  Grublord and a few other people think that the bunny is pointing at 
you
- Henry Townshend - the next victim right after Eileen. At this time 
Henry
may not have realized his being the 21st sacrament yet (until reading 
Joseph's diary which lists the victims' names). And this is just a 
notification, just like the cases of Richard Braintree and Eileen 
Galvin.
Remember, during the scenario in The Building World 1st time, if you 
look
through the peekhole on the entrance door, you'll see a note telling 
you 
to check up Richard. And then you end up in The Building World by 
seeing
Richard getting electrocuted. In the Apartment World, when you 
examine the window near the bookcase in the segmented room of Room 207,
you'll see someone pointing at Eileen, and she indeed gets troubled 
after
that.   
 
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~     
  16. THE HOLE ?               
~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
  Recently I have received a bunch of emails asking about this "hole" 
in
Silent Hill 2 and they all wonder if it relates to the holes leading 
Henry 
to dark worlds in Silent Hill 4.

  In Silent Hill 2, when you have James examine the graphiti in 
Neely's Bar, it is said that there used to be a HOLE there. And you 
just
can never do anything else with that hole in the game.  

  Does it have any relation with Silent Hill 4 ?

 

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      B- FREQUENTLY ASKED QUESTIONS (FAQs)                                 
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.......................................................................
....

 * QUESTION : How do I save in this game ?

   ANSWER : Wow, it's true that a number of players can't figure out 
how
to save in this game as this Silent Hill game is pretty deviant from 
its
predecessors. I have also written this in the "General Tips" part 
before 
the main walkthrough. The orange notebook in the Living Room of Room 
302, 
located near the sofa by the window, is the ONLY SAVE POINT throughout 
this 
game. Whenever you want to save, get in the returning holes to go back 
and 
use it to save.  

.......................................................................
....

 * QUESTION : How can I use the Sword of Obedience ? 

   ANSWER : Geez, I can't believe that a bunch of people haven't 
figured 
out how to use this item. So I'll answer EVERYTHING ABOUT IT here and I 
won't reply any more emails asking about this in the future. As you 
see, I 
have listed Sword of Obedience the "Key Items" section instead of the 
"Weapons" where it seems to belong. In fact, you use the Sword of 
Obedience 
just like you use other key item : Select it in the inventory and press 
the 
Action button when it's needed. The Sword of Obedience can be used when 
a 
ghost is COMPLETELY knocked down, lying on the ground. 

  Many people have also complained to me that they can't use the sword 
even
when the ghost has been knocked down (especially Cynthia Velasque 
ghost).
You can use any melee weapon to defeat the ghost. If it's too hard, 
equip a
SAINT MEDALLION or light up a HOLY CANDLE nearby to weaken them along. 
These are the possible reasons : 

  - Henry wasn't standing really close to the body.
  - The ghost was not COMPLETELY knocked down. A completely unconscious 
ghost will lie on the ground pretty long and won't wake up soon after 
that
and you can have Henry stamp on him/her. Besides, you won't hear the 
fearful music background anymore then. 

  When you fail, think of those reasons. About Cynthia, I agree with 
you
she is the most sucking ghost in the game. But that's why you must try 
to
nail her as soon as possible. Use the Saint Medallion or the Holy 
Candle
with you. Just be patient and do it more accurately, you'll succeed 
eventually. 
.......................................................................
....

 * QUESTION : Where can I find the Stun Gun ?

   ANSWER : Well, it took me a very long time to figure it out, too. 
It's
in the DEFAULT Cell 3 of 2nd floor (when you haven't turned this floor 
yet)
- The Water Prison World (1st time). You must turn the floors in order 
to 
get into this room by using the hole. Check walkthrough Part 4 for how 
to 
get it and "Item List" for its info. 

.......................................................................
....

 * QUESTION : The Rusted Bloody Key (or some item) was lost when I 
placed 
it in the Storage Box.

   ANSWER : At first, I thought you guys were doing something wrong. 
But
these questions have come to me more frequently, I begin to think that 
this
could be a popular glitch existing in some SH4 disc. First, you should
restart from the nearest point where you have saved. If it still 
happens,
exchange the disc to the game shop. 
 
.......................................................................
....

 * QUESTION : I can't input the code at the panel in the Kitchen (Water 
Prison World) because Henry says it's too dark to see anything. Is 
there
anything wrong ?

   ANSWER : Tons of people have taken this. Either of these reasons can 
cause the problem you mentioned :

  - You haven't turned the valve on the roof top yet.
  - Either of the cells you lined up doesn't have bloody bed. 
  - You haven't watched the cutscene between Andrew DeSalvo and the 
kid. 

  If you still don't understand or don't know what you were wrong at, 
check
the whole walkthrough of mine at "Part 4 : The Water Prison World" in 
which
I've told you to do the tasks following an acceptable order. 

.......................................................................
....

 * QUESTION : The order of the rooms on Hospital 2F are written so 
confusingly. It's different from mine.

   ANSWER : I have told you in the walkthrough : The order of those 
rooms
is RANDOM. You may have looked at other walkthroughs or guide images, 
right ? And you saw that most of their authors list the rooms in a 
fixed
order. If you pay attention carefully, each of their guides has a 
different
order, simply because it's supposed to be RANDOM. In the walkthrough, I 
can
only tell you what's in those rooms. Got it ? 
 
.......................................................................
....

 * QUESTION : Is there anyway to recover Eileen ? I have let her get 
damage
so much (according the blood marks on her body).

   ANSWER : I'm not very sure, but there's a trick that works for me 
and
some other players. Refer to "Secrets" section or the main walkthrough. 
This trick can be used to get rid of Eileen's blood marks. But I'm not 
sure
if it can affect Eileen's speed in the final battle. 

.......................................................................
....

 * QUESTION : What will happen if Eileen gets too much blood marks as 
well
as damage ?

   ANSWER : The marks will grow darker and darker. Sometimes on the 
way,
Eileen suddenly kneels down, uttering confusing things as if she were
possessed. At times, she can even beat Henry with her equipped weapon, 
too.
And of course, her walking speed in the final battle will be extremely
fast. 

.......................................................................
....

 * QUESTION : Is it really possible to wipe all demons in Room 302 
clearly ? I remember that I have exorcised them all with the Holy 
Candles,
but after the final battle in which I did save Eileen, I still get the 
"Mother" ending ? 

   ANSWER : Just tell you one thing : I did get the best ending 
("Escape") 
in my first time playthrough. Before that, I had also got worried as 
much 
as you about the true status of Room 302. However, your problem has 
really 
happened to a number of players. So it's better to wipe the demons AS 
SOON 
AS they come. Don't ignore them, since not all of them will return for 
you 
to exorcise. Generally, pay attention to any moments when strange 
phenomena 
show up or the screen going red. It's good to equip a Saint Medallion 
whenever you return to Room 302. When it runs out, then use the Holy 
Candles to exorcise the remaining demons.

.......................................................................
....

 * QUESTION : I have cleansed the Crying Children above the storage 
box,
but they still keep returning ? 

   ANSWER : It's true that some ghosts are really returning no matter 
if 
you have wiped them or not. Crying Children is one of those. Just 
exorcise
them as usual unless you run out of exorcist artifacts (Holy Candles 
and
Saint Medallions). They will be ended eventually. 
 
.......................................................................
....

 * QUESTION : I couldn't defeat Walter Sullivan. I have followed your
strategy : using the Umbilical Cord on the monster, impaling him with 
the
spears, but Walter is still invulnerable. When the hell does he turn
mortal ? 

   ANSWER : There may be a few possible reasons : 

- Your game disc gets glitched there. 
- You have pierced the monsters with the spears, but not enough 8 of 
them.
This reason is pretty popular. Make sure that you have got TOTALLY 
EIGHT
spears and used them ALL on the monster. 

.......................................................................
....

  * QUESTION : Can I kill the enemies without stamping on them ?
    
    ANSWER : If you mean the exact meaning of "stamping" here, the 
answer
is "Yes" : Equip Henry with either the Chainsaw or the Pickaxe of 
Despair
and press the Action button when the enemy is unconscious, Henry will 
do
other things to end the enemy instead of stamping. 
             Then, if your question means the action which you have 
Henry 
do to kill an unconscious monster, the answer is "No". I have tried 
many 
times and the results were all that the monsters were recovered when I 
returned. Why do you have to be lazy stamping on them when you have 
tried
to defeat them ? 

.......................................................................
....

  * QUESTION : How many endings are there ? Is there an UFO ending like
previous Silent Hill games ?

    ANSWER : According to my knowledge and to this game Silent Hill 4 
Japanese version, there are 4 official endings (bad, bad+, good, good+) 
and
there's no UFO ending here. Refer to section "Ending Information" for 
more
info.  

.......................................................................
....

 * QUESTION : In the Red Diary it says there are 5 Swords of Obedience 
throughout the game. But I didn't find enough 5 of them.

   ANSWER : Check "Item List" section and find my writing about Sword 
of 
Obedience in "Key Items" part. I have listed all the 5 locations there. 
If
you follow my entire walkthrough, you are reminded about them, too.  
 
.......................................................................
....

  * QUESTION : Is there any relation between the superintendent and 
James
Sunderland (Silent Hill 2) ?

    ANSWER : Read part A "Interesting/Plot Facts in Silent Hill 4 : The 
Room" for my theories.  

.......................................................................
....


[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]
      C- CONTACT INFORMATION                                               
[~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~][~
][~]


  If you have anything needed to talk to me, just email me at the 
address
fireaquarian@yahoo.com.

 *Things you CAN/SHOULD do :

- Read the "Frequently Asked Questions" (FAQs) to find your problems 
before
deciding to send me emails. This is what you SHOULD do.  

- You can also check my "Updates/Revision History" for the process of 
the
guide. And sometimes, I can write some important things which you 
should
refer, too. 

- Send emails to ask questions about the game that are not answered 
clearly
in the FAQ. The questions must be : Not answered in the guide, or at 
least
not answered CLEARLY in the guide. The subject of the mail should 
contain 
the text "Silent Hill 4" so that I can distinguish them when checking 
my
mails.  

- Chat with me politely. 

- Need help on playing game.

- Inform me about mistakes in the guide. 

- Contribute missing stuffs, new information, your ideas, etc. I'm in 
extreme need of all these stuffs, so all helps and contributions will 
be 
appreciate and listed in my Credits. 

  As for this Silent Hill 4 guide, I'll be very appreciate if you can 
help 
me with any remarkable info of Xbox version or PC version or any others 
(NA, EU version) if there's any major changes since I can't play them. 

  In addition, you can also have ideas about the display of my guide, 
or if 
you find some inconvenience when reading it. All your ideas will be 
read 
and I'll try to fix the guide as well as I can to satisfy you. 

- If you can, please drop a line saying how good my guide is. I really 
need
your critics (^_^).


 *Notes for readers who want to contribute to this guide :

- Remember, I can't answer all messages. I also have my private life 
and
I'm not a computer-mania all the time to read and reply all the mails. 
I'm
extremely glad when I receive readers' emails and keep it in mind. I'll 
surely reply mails that are necessary to be replied such as important
contributions.  
 
- Don't forget to write your alias name or anything about yourself so 
that 
I can credit you when your contribution has been accepted. I don't have
time to write back to ask your name then. You'll still be creditted, 
but
with your email account's name which may not be yours. 

- Not all contributions are accepted. Accepted contributions should be 
remarkable and not mentioned in the guide. 

- When your contributions have been accepted, I'll often write back a 
letter to you about that and possibly tell you in which version they 
will 
be updated.

- It may take about 2 or 3 days for the new update to be displayed in 
GameFAQs (www.gamefaqs.com). Then the other sites will update it later. 
So please wait. GameFAQs will be the first site where you see the 
latest 
updates of my guide. Just use the direct link my contributor's page 
typed
in the end of this part.  

- NO MORE CONTRIBUTION IS MARKED ONCE THE VERSION OF THIS GUIDE REACHES
"FINAL". 


 *Things you SHOULDN'T do :
- Send me emails written in foreign languages which are not English or
Vietnamese. Sorry that I don't know any more languages besides English. 
I
can write smoothly in English or Vietnamese. I have received many 
emails
that asked me in other languages that I can't answer. I really 
apologize
for those I haven't replied because of this reason, and notice about 
this.
Thank you for your sympathizing.

- Send me questions that have been answered in my guide or especially 
in
"Frequently Asked Questions" section. There are 80% that I won't reply 
these messages. I repeat, I WON'T REPLY THOSE MESSAGES ANYMORE ! 

- Use rude words in your messages. I'm also frustrated by messages in 
which you uppercased all the letters as if you were flaming me. I have 
several messages like that and that's why I must emphasize here. I 
don't 
have to reply you if you have acted so impolitely.  

- Ask me about Game Shark Codes. For me, using Game Shark Codes is not 
any
fair. I never use Game Shark Codes to play games. You can ask me about 
the
cheats of the game ITSELF. But restrict asking me about Game Shark 
Codes or
codes accessed by extra hardware. I know nothing about them.


 *Things you MUSTN'T do :
- Send flaming, hate emails, ads and advertisements.
- Send virus or attachments with them. 
- Ask for my private personal profile.
- Talk about stupid topics. I hate those.


  I thank you very much if you can do those rules. Please sympathize me 
if
I have made you unpleasant.

  Well, you can refer to other works of mine at :

 * Mysticcat's Contributor Page 

  http://www.gamefaqs.com/features/recognition/10477.html


=======================================================================
====
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
  []                                                                  
[]
  [] SECTION XIII : SPECIAL THANKS                                    
[]
  []                                                                  
[]
[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][
][][
=======================================================================
====

  In the end of this guide, I'd like to send my special thanks to those 
who
have helped me to play the game and create this guide and some 
remarkable
contributors :

 o  The first one must be Konami - for having created and published 
Silent
Hill series, including "Silent Hill 4 : The Room". Tons of thanks to 
you
for having created one of the most unwashed horror series for such a 
silly
gamer as me.

 o  Mattias Fridell - for his very useful walkthrough that has helped 
me 
get through the game when I was stuck. My big thank is to him. You 
should 
also take a look at his FAQ/Walkthrough at GameFAQs, too.  

 o  The next ones in my list are no doubt ALL people from GameFAQs 
Message
Board, especially Advert, Manuel Garcia C, ChronoSauce, Olivier Hague, 
O Totoro, ShiRa, etc for helping me to play "Silent Hill 4 : The Room". 
So 
heartily have they answered all my questions about the game. Thank you 
tons of times. 

 o  Roger Ocelot - for having contributed more noticeable phenomena in 
the
invaded Room 302.

 o  Markscrider - for his cool Silent Hill site www.felixmcli.org with 
loads of information and medias. You Silent Hill fans shouldn't miss
this site. It contains more than what you expect. 

 o  A reader whose alias name is "Someone" and "Melchio of WG" from 
GameFAQs message board - for helping me find the secret Stun Gun. 
Thanks
for your patience, Melchio. 

 o  Merciless101 from GameFAQs message board - for having let me use 
his 
quick walkthrough to complete "The Building World - 2nd time" the 
fastest. 
Check it out at the end of walkthrough Part 11 : "The Building World - 
2nd 
time". You should also take a look at Merciless101's 10-star ranking 
walkthrough at GameFAQs. 

 o  A lot of Readers - for a bunch of important information, including 
:
    + Angie-Pants C.
    + Ahmed Hesham
    + Leon Kelista
    + Reneisdead
    + Lazkid 
    + badtaiwanese69
    + Those whose name I forget 

 o  President Evil and The Hellbound Heart - for having created very 
great
plot guides for Silent Hill series. I couldn't have understood the 
series
this much without their works. 

 o  Those who have contributed to the "Interesting Facts in "Silent 
Hill 4 
: The Room"" section :

    + O Totoro, Winniemoo, justkeepwalking, mrcaliche and ALL others... 
from GameFAQs message board. 
    + Nielle 
    + Hima from Thailand  
    + Vertigo200
    + Charles Lai 
    + Beth Green 
    + Brandon Parker
    + grublord
    + Peace Sparrow
    + Some others whose name I forget 

 o  Jeff "CJayC" Veasay - for having built and devoted all to GameFAQs, 
the 
best gaming site on the Internet and for having posted my guides. Thank 
you very much.

 o  All other webmasters who have hosted my guides legally - for having 
introduced my works to more readers.

 o  All readers who have spent time taking a look at this guide or 
contributing to make it better that I forgot to mention. All your 
submissions are appreciate and thank you tons of times. 

  Again, thanks to everyone.


:::::::::::::::::::::::::::::::::{ THE END  
}::::::::::::::::::::::::::::::
             This is "Silent Hill 4 : The Room" FAQ/Walkthrough
                 owned by Phan Nguyen Khanh Dan "Mysticcat"
                     (c) 2004 All Rights Reserved.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
::::