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    FAQ/Walkthrough by Conquerer

    Version: 1.51 | Updated: 03/16/06 | Printable Version | Search This Guide

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        ||                                                               ||
        ||            S I L E N T  H I L L  4  T H E  R O O M            ||
        ||                 F A Q / W A L K T H R O U G H                 ||
        ||    ------------------------------------------------------     ||
        ||           İ  C O P Y R I G H T  2 0 0 4 - 2 0 0 6             ||
        ||                    B Y  C O N Q U E R E R                     ||
        ||                                                               ||
        ||   This FAQ/Walkthrough is Copyright 2004-2006 by Andrew       ||
        ||   Haffenden, Conquerer. This FAQ may not be published on      ||
        ||   any website or in any magazine without written consent of   ||
        ||   the author. Otherwise, this FAQ is for Personal Use only    ||
        ||   This FAQ may not be altered or used by publishers and       ||
        ||   cannot be sold. This FAQ is ONLY allowed on the following   ||
        ||   web sites:                                                  ||
        ||                                                               ||
        ||                   - http://gamefaqs.com                       ||
        ||                   - http://faqs.ign.com                       ||
        ||                   - http://neoseeker.com                      ||
        ||                   - http://cheatcc.com                        ||
        ||                                                               ||
        ||   I'm only allowing this FAQ on these sites because I'm       ||
        ||   tired of sites with old versions of my FAQs, thus leading   ||
        ||   to tedious e-mails for things I've already answered in      ||
        ||   newer versions. Feel free to link to the FAQ list for       ||
        ||   this game, or to this FAQ from my site, but consult me      ||
        ||   first. If any part of this FAQ is found by anyone on a      ||
        ||   site or magazine without permission, please e-mail me,      ||
        ||   telling me the site name or magazine name and issue         ||
        ||   number.                                                     ||
        ||                                                               ||
        ||                                                               ||
        ||===============================================================||
        ||                                                               ||
        ||                                                               ||
        ||   Silent Hill 4 The Room is a trademark of Konami Computer    ||
        ||   Entertainment Tokyo, Inc. İ 1999 2004 Konami Computer       ||
        ||   Entertainment Tokyo. All rights reserved.                   ||
        ||                                                               ||
        ||                                                               ||
        ||====================---------=====---------====================||
        ||                                                               ||
        ||                   Silent Hill 4: The Room                     ||
        ||                                                               ||
        ||                     Developer: Konami TYO                     ||
        ||                     Publisher: Konami                         ||
        ||                      Platform: PlayStation 2                  ||
        ||                         Genre: Adventure                      ||
        ||                        Origin: Japan                          ||
        ||             Number of Players: 1                              ||
        ||                 Released Date: 09/07/04                       ||
        ||                   ESRB Rating: M for Mature                   ||
        ||                                                               ||
        ||                                                               ||
        ||===============================================================||
        ||              S P O I L E R  F O R E W A R N I N G             ||
        ||                                                               ||
        ||   This FAQ contains many spoilers that may ruin your game     ||
        ||   experience. Read on at your own risk.                       ||
        ||                                                               ||
        ||                                                               ||
        ||====================---------=====---------====================||
        ||                                                               ||
        ||                    E - M A I L  P O L I C Y                   ||
        ||                                                               ||
        ||    READ THE FREQUENTLY ASKED QUESTION SECTION FIRST BEFORE    ||
        ||                          EMAILING ME                          ||
        ||                                                               ||
        ||   I will accept e-mails from people asking questions or       ||
        ||   making comments on the game or walkthrough. If you expect   ||
        ||   me to read your e-mail, please, put "Silent Hill 4" or      ||
        ||   "SH4" in the subject or it may be deleted. E-mail           ||
        ||   responses will usually take place in a day or less from     ||
        ||   the day the e-mail was received. If not, I may be on        ||
        ||   vacation or I deleted the e-mail because it didn't have a   ||
        ||   relevant subject line. But if you haven't read the          ||
        ||   section you're stuck on and you think you are special and   ||
        ||   you e-mail me before you check it, you are not special      ||
        ||   and you can read that part yourself.                        ||
        ||                                                               ||
        ||   [E-mail:] Conquerer13@hotmail.com                           ||
        ||                                                               ||
        ||                                                               ||
        ||====================---------=====---------====================||
        ||                                                               ||
        ||            W A N T  T O  R A T E  T H I S  F A Q ?            ||
        ||                                                               ||
        ||   If you feel this FAQ has helped you in any way and you      ||
        ||   want to thank me, please, all I ask is for you to give my   ||
        ||   FAQ a good rating wherever acceptable. But it's your        ||
        ||   decision, I am not forcing you.                             ||
        ==---------------------------------------------------------------==
    
             Some parts of this FAQ may be considered violent or cruel.
    
                                               silent hill 4   T H E   R O O M
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    TABLE OF CONTENTS.................................................[SH4_00]
    --------------------------------------------------------------------------
    MAIN
    1.   INTRODUCTION.................................................[SH4_01]
    2.   UPDATES......................................................[SH4_02]
    3.   FAQS.........................................................[SH4_03]
    4.   PROLOGUE.....................................................[SH4_04]
    5.   CHARACTERS...................................................[SH4_05]
    6.   ENEMIES......................................................[SH4_06]
    7.   WEAPONS AND SUPPLIES.........................................[SH4_07]
    8.   CONTROLS.....................................................[SH4_08]
    9.   PLAYING THE GAME.............................................[SH4_09]
    10.  DIFFICULTY SETTINGS..........................................[SH4_10]
    11.  WALKTHROUGH..................................................[SH4_11]
    12.  SPEED WALKTHROUGH............................................[SH4_12]
    13.  ENDINGS......................................................[SH4_13]
    14.  RANKING......................................................[SH4_14]
    15.  HAUNTINGS....................................................[SH4_15]
    16.  ITEM LIST....................................................[SH4_16]
    17.  EXTRAS.......................................................[SH4_17]
    18.  PORTAL LOCATIONS.............................................[SH4_18]
    19.  MEMOS........................................................[SH4_19]
    
    MISCELLANEOUS
    20.  VICTIM FILES.................................................[SH4_20]
    21.  SONG LYRICS..................................................[SH4_21]
    22.  COOL AND SCARY THINGS........................................[SH4_22]
    23.  MY PERSONAL REVIEW...........................................[SH4_23]
    
    CONCLUSION
    24.  CREDITS......................................................[SH4_24]
    --------------------------------------------------------------------------
    
    SEARCH - Press Ctrl + F for the Search menu to pop up. Copy the code from
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                              M      A      I      N
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    1.                       I N T R O D U C T I O N
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    INTRODUCTION......................................................[SH4_01]
    
    Welcome to my Silent Hill 4: The Room FAQ/Walkthrough! Konami and Team
    Silent are back with the latest edition of Silent Hill, with almost a
    completely different style to the game. Although it is argued and
    sometimes seen very negatively, the game has a great artistic and
    atmospheric feel to it, however, very different from the previous three
    entries. Give the game a chance and divulge yourself into its brilliant
    dream-like atmosphere, and maybe you'll see what the game truly has to
    offer.
    
    Everything you should need to know about Silent Hill 4, and quite a bit
    more to be honest, can be found within this FAQ. Although the Walkthrough
    section has been editied, the rest of the FAQ has yet to be edited, so
    don't be surprised if you find a lot of errors, which will mostly be typos
    and sentences where I may have drifted off while typing. If you have any
    questions about the game or walkthrough, feel free to email me. I have
    FAQ/Walkthroughs for all four Silent Hill games on GameFAQs, so check
    those out if you enjoy my work and need some help in those games, or are
    just interested in extras and such.
    
    Although this FAQ was originally put online in 2006, quite some time after
    the release of the game, it was started in late 2004. I entered a rather
    complicated moment in my FAQ-making career then, and started an
    overwhelming number of FAQs without actually finishing any of them.
    Therefore, I have a lot of time and work spread over at least five large
    FAQ/Walkthroughs that have yet to be put on the internet, and that is the
    main reason why this FAQ is so late. A few very minor sections have yet to
    be completed to make this FAQ finally complete, but expect more updates
    in other sections in the future, including a 10 star ranking segment in
    the Ranking section.
    
      -  Conquerer
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    2.                            U P D A T E S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    UPDATES...........................................................[SH4_02]
    
    Most Recent Updates:
    
    [03/16/06] - 506 KB
    Finished the Victim Files section. Also made minor updates in the Memos
    section.
    
    [03/11/06] - 489 KB
    Major update. Completed the following sections: Endings, Ranking,
    Hauntings, Item List, Extras, Portal Locations, Memos, Song Lyrics.
    Edited the whole Walkthrough section and made other updates throughout the
    whole FAQ. Only three minor sections remain to be completed.
    
    [02/07/06] - 365 KB
    First sent FAQ in. Work has been in progress for over a year but only
    picked up heavily recently. This is the first version, and the FAQ is not
    complete. All the essentials are finished, however, the rest is soon to
    come. Since this is an early version, it has not been edited yet, so many
    errors including typos can be found within the FAQ. Plently more work to
    come.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    3.                               F A Q S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    FAQS..............................................................[SH4_03]
    
    Frequently Asked Questions
    
    Q: Is this game first person?
    A: Only the times when you're in your apartment room. The rest is like
       classic Silent Hill.
    
    Q: I've heard that this game is a disappointment. Is that true?
    A: I don't think so at all. It is a great game, however, comparing it to
       the other Silent Hill games, you could probably say it's a bit on the
       downside. Characters are vague and don't have much feeling, and the
       atmosphere is quieter, with less scares here and there, and altogether
       not as disturbing as past Silent Hills.
    
    Q: Is this game the sequel to Silent Hill 2?
    A: No, it has a new storyline, however, there are some minor links and
       references to Silent Hill 2.
    
    Q: I heard the inventory is limited in this game. How many items can you
       hold at once?
    A: You can hold up to ten items at once. There is a chest in Henry's
       apartment for storing items, and has unlimited capacity.
    
    Q: There are only two firearms in this game and they're both handguns...
       What's the best weapon in the game?
    A: With confidence, I'd say the Rusty Axe. It is very powerful and quick
       to use; also, its charge up attack has the longest range in the game
       other than firearms and is very powerful and effective. The Pistol and
       Revolver are okay weapons, but stacking up ammo can be costly to your
       inventory, and it's pretty easy to kill with the Axe, anyway.
    
    If you have any questions, contact me through email and I will try to
    answer your questions as quickly and thoroughly as I can.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    4.                           P R O L O G U E
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    PROLOGUE..........................................................[SH4_04]
    
    Two years ago, Henry Townshend moved into Room 302 of South Ashfield
    Heights, an apartment building in Ashfield, a neighbouring town of Silent
    Hill. Since then, he has lived a normal life, although there are no signs
    that he has a job. However, five days ago, Henry began having a recurring
    dream each night. He could not leave Room 302. The door is chained up and
    the doors a sealed shut; also, no one is able to hear him from outside
    even when he screams or makes banging noises.
    
    A message written in red on Henry's front door reads, "Don't go out.
    Walter." Henry begins to find Red Diary editions, who turn up to be from a
    man by the name of Jospeph Schreiber, a journalist who lived in Room 302
    before Henry. On the sixth day, Henry discovers a large hole in his
    washroom. Could this be the way out?
    
    Prologue (in-game):
    
         "It was two years ago
          that Henry Townshend moved into
          Room 302 of South Ashfield Heights,
          an apartment building in the medium-sized city of Ashfield.
          Henry was happy and enjoying
          his new life.
    
          But five days ago, something
          strange happened.
          He began to have a recurring dream
          each night.
          One other thing...
    
          He couldn't leave Room 302..."
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    5.                         C H A R A C T E R S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    CHARACTERS........................................................[SH4_05]
    
    Henry Townshend
    ___ _ ____ _ __
    
    Age: 28
    
    Not much is known about our hero, Henry Townshend, and he is evidently a
    quiet person. Henry lives in Room 302 of South Ashfield Heights, and he
    has short-medium lengthed brown hair and green eyes. Henry's occupation is
    unknown and nothing indicates that he even has a job. Henry used to visit
    Silent Hill often when he was younger, and also enjoys photography -- he
    has some personal photos of Silent Hill in his bedroom, which he comments
    on. During conversations with other peole, it is revealed that Henry is
    somewhat of a shy person, but he is a serious guy. Henry is very confused
    at what's happening to him, and many times, the only thing he can come to
    say is, "What...the...hell...?".
    
    Eileen Galvin
    _ ___  _ __ _
    
    Age: Mid 20s
    
    Eileen is Henry's nextdoor neighbour, the occupant of Room 303 of South
    Ashfield Heights. Eileen has brown hair and green eyes. Although Eileen is
    Henry's next door neighbour, she only knows has name and face, and vice
    versa. They know each other from passing acquaintances, and that's about
    it. Not much appears to be happening in Eileen's life and she spends most
    of her time at home in her apartment, watching TV and cleaning. Eileen
    tends to have bad luck often, and she also doesn't mind going to parties,
    so there may be a wild side to her.
    
    Frank Sunderland
    ___  _ ____  _ _
    
    Age: 60s
    
    Frank is the superintendent and owner of South Ashfield Heights in South
    Ashfield. He is an old man with white hair, and has heard of and seen some
    strange things in his times, many of them in Room 302 as superintendent of
    South Ashfield Heights. Henry remembers one time that Frank told him his
    son and daughter-in-law went to Silent Hill and haven't been seen since,
    bot nothing is certain what happened to them.
    
    Cynthia Velasquez
    _ ___ _ _ ___  __
    
    Age: 29
    
    Cynthia is a an attractive woman who can get things done through her
    beauty. Her name is Spanish and she seems to have a Spanish accent. Henry
    meets Cynthia in the Subway, and she says she's having a dream. She is a
    sexy and wild woman who doesn't mind having some fun every once in a
    while. Henry's award for helping her escape the Subway is a "special
    favour", but the question is, will he be able to get that favour?
    
    Jasper Gein
    ___   ___ _
    
    Age: Early 30s
    
    Jasper is an impediment man whom Henry meets in the Forest. H-he-he seems
    t-to h-have t-trouble speaking c-c-clearly. Jasper is familiar with Silent
    Hill and enjoys going there sometimes. He writes in his diary that he
    tends to get thirsty when he visits cool places like Silent Hill, and he
    has a preference for chocalate. Jasper is evidently obsessed with occult
    activity and has interests in Wish House and some large stones in the
    Silent Hill woods, which seem to have lured him to Silent Hill.
    
    Andrew DeSalvo
    ___ _ ____  __
    
    Age: Early 50s
    
    This old man makes an acquaintance in the Water Prison, but is initially
    found locked up in a cell, screaming to be released. He states that a
    person by the name of Walter is going to kill him. Andrew is an alcoholic
    and used to work in the Wish House orphanage, monitoring the kids.
    
    Richard Braintree
    __ ___ _    ___ _
    
    Age: Mid 40s
    
    An unfriendly man whom is a resident of South Ashfield Heights, the
    occupant of Room 207. Richard is almost always in a bad mood and is widely
    known for his bad temper to the other residents of South Ashfield Heights.
    In the past, Richard has been involved in a few mishaps, and has been
    known to teach a few lessons.
    
    Little Walter
    ___ _ _  _ __
    
    Age: Unknown
    
    Henry confronts this little boy several times on his journey, and the kid
    is a bit mysterious. Although his identity is unclear, he resembles a
    little boy who was always hanging around Room 302 of South Ashfield
    Heights in the past. The small boy reveals at one time that he doesn't
    really have a name, but many people call him Walter.
    
    Man in the Coat
    ___ _ ____  ___
    
    Age: Unknown
    
    This very strange man is encountered several times throughout Henry's
    journey and his identity is unknown. He has long blonde hair and wears a
    blue trenchcoat. Not much is known about this mystery man, however, Frank
    Sunderland, the superintendent of South Ashfield Heights, noticed that he
    had been inside Room 302 and moved a few things around. At one point, the
    man reveals that he met Eileen before and he carries a doll that was
    apparently obtained from her. Who could this man be, and why has he been
    seen in South Ashfield Heights several times?
    
    Joseph Schreiber
    ___  _ _  ____ _
    
    Age: Unknown
    
    This character is never truly present anywhere in Henry's adventure, but
    he was the previous occupant of Room 302 of South Ashfield Heights. Henry
    finds several of his diaries through his journey and learns a lot of
    information from these diaries. Joseph was a journalist who was known for
    his investigation in Wish House and 4S, the Silent Hill Smile Society, but
    it is unknowned what happened to him. Apparently, a while back Joseph
    locked himself in his room and wouldn't come out. He went missing six
    months before Henry moved in. Seems like a familiar situation...
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    6.                            E N E M I E S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    ENEMIES...........................................................[SH4_06]
    
    Beware of spoilers near the end of this sections -- the Ghost Victims. You
    may want to beat the game before reading about them.
    
    Sniffer Dog
    __ _   ____
    
    Location(s):
    Subway World, Forest World, Building World, Apartment World, Subway World
    2nd time, Forest World 2nd time, Building World 2nd time.
    
    Appearance:
    A furry, mutated dog with several bites and wounds on its body, and a long
    tongue that reaches and drags along the ground. Come in two sexes -- male
    and female. Males have more of a consistent yellow the them, while females
    have more visible bites and have a pinkish colour. Males have red tongues
    and females have purple tongues.
    
    Strategy:
    Sniffer Dogs tend to be extremely annoying creatures and it's very likely
    that frustration will be within you when fighting them, or simply even
    moving past them. Most of the time, it's best to run past the, however,
    they have a lurching attack which makes this difficult. If you run
    windingly, enough so that it's hard for them to attack you but not too
    much so it takes forever to get somewhere, they will have trouble
    attacking you, although sometimes they probably will get you. Other than
    the lurching attack, which Sniffers will quickly run at you and bite you,
    Sniffers have a standing bite attack, which can hold you up for a second
    or two. To attack Sniffers, any weapon like the Steel Pipe will work. Find
    a Sniffer and smack it. It will shortly jump backwards to avoid a
    subsequent attack, so before swing again, move towards it and whack it
    again. Repeat to kick it. The Pistol works pretty nicely as well, and you
    can take Sniffers out from a decent distance without risking attack. Males
    are the most common, but are slightly weaker than the females, and females
    also have more damaging attacks.
    
    Suggested Weapon(s):
    In the early stages of the game, the Steel Pipe will do just fine. It's
    not very powerful but it stuns Sniffers after each strike anyway, so it's
    all right. However, later in the game when you find better similar melee
    weapons, like the Aluminum Bat and Rusty Axe, they work better. Take note
    of the range of your weapon, because some may be surprising short and you
    make leave yourself open to attack after swing at the air. The Pistol is
    the only recommended firearm, since the Revolver is definitely overkill.
    
    Wall Man
    _  __ __
    
    Location(s):
    Subway World, Water Prison World, Subway World 2nd time, Water Prison 2nd
    time, Outside Room 302.
    
    Appearance:
    The form of a man half in the wall, half out from the torso. Seems to be
    covered with a yellowish skin-type substance and has two claw hands. The
    creature is unable to move from the wall but can somewhat pivot from its
    torso, and also go back in the wall. Other Wallmen, known as new types,
    hang from sliding panels with the same skin-type substance stretched
    around the frame.
    
    Strategy:
    These wall creatures can be severely annoying sometimes, especially in one
    particular area that you vist and have to go through three times. Wall Men
    strike you will their claws as you try to move past them, pounding you to
    the ground. These attack inflicts a lot of damage and should be taken
    heavy note of. Most of the time you can slip past Wall Men, waiting for
    them to move back in the wall -- makes you sure you start running past as
    they move in the wall, because they can come out rather quickly. The thing
    that makes things difficult however, is which pattern each Wall Man
    follows, because they can be different and you may be fooled into running
    straight into an Wall Man's arms. That's where fighting them comes it.
    The Pistol works quite well, especially since you're a safe distance away,
    however the Steel Pipe and similar weapons work great. Hold up your
    preferred rod (no pun intended), and continuously strike the thing as you
    move up to it. If you're at a particular part, and you'll know when you
    reach it, just keep smashing the Wall Man as you automatically move up
    past it. Once a Wall Man is killed, it will hang lifeless and soon go back
    into the wall.
    
    Suggested Weapon(s):
    Weapons that work best on Wall Men are the Steel Pipe and Rusty Axe, since
    both have decent range. The Rusty Axe also has the extreme range charge up
    attack, and that works really well. In terms of firearms, the Pistol is
    safe to use from far away, and the Revolver works wonderfully, killing
    Wall Men in one shot.
    
    Hummer
    ___ __
    
    Location(s):
    Forest World, Water Prison World, Building World, Apartment World,
    Hospital World, Forest World 2nd time, Water Prison World 2nd time,
    Building World 2nd time.
    
    Appearance:
    A bat-like creature, small in size and black in colour. Has wings and
    can fly freely. Has some fur on its general neck area and has a long beak.
    Quite a misleading name if you're thinking of size.
    
    Strategy:
    Naturally, simply running may first come to your mind here, but a lot more
    often then not, you'll be stricken by a Hummer, often more than once, by
    running away. The Hummer's attack is simply flying into you, quickly
    pecking you as it passes by. It doesn't inflict much damage at all, but it
    can become annoying very fast. Hummers are extremely weak creatures and
    one hit with an weapon will kill them, so that's great. Even so, however,
    the preferral weapon is always the Steel Pipe -- one swing with any weapon
    knocks them down, so power isn't a factor whatsoever, and it has longer
    range than the other rod weapons. Using non-rod weapons tends to be
    difficult because you're often striking at a specific area instead of
    swinging in a non-specific, short radius. There is Bug Spray in the game
    which instantly kills Hummers on contact, but it's quite pointless weapon
    to ahve in your invenory when pretty much any otehr item will do. Both the
    Pistol and especially the Revolver are overkill, but one shot is enough to
    send a Hummer to the ground. Always be sure to stomp on each Hummer
    because they're not dead after falling to the ground, unless at a
    ridiculous height, and they will get back up and hunt you down.
    
    Suggested Weapon(s):
    The Steel Pipe works the best. Swings are quick and its has long enough
    range to sufficiently use against Hummers. Similar weapons like gold clubs
    and the Aluminum Bat work well also, but the Steel Pipe works best. If you
    want to have a little fun with the pipe, try a 360 degree swing to send a
    Hummer out of the park.
    
    Twin Victim
    __ _ ____ _
    
    Location(s):
    Water Prison World, Forest World 2nd time, Water Prison World 2nd time,
    Outside Room 302.
    
    Appearance:
    A large creature with two very large hands as its feet, wearing a black
    overcoat/cape, complete with a face of two baby faces stuck together. The
    creature is actually Victim 07 and 08 molded into one, which are Billy and
    Miriam Locane, noted as murdered in Silent Hill 2. Instead of taking the
    form of individual Ghosts, they take the form of one monster, since they
    were killed together and are brother and sister. The creature tends to
    point at its own victim before attacking it.
    
    Strategy:
    Twin Victims are large, awful-looking creatures, but looks can be
    deceiving. Upon finding a Twin Victim, it wil shortly run up to you and
    try to smack you in a smacking spin attack. If chasing you, they may dive
    at you, which is quite frightening. Both these attack inflict a decent
    amount of damage, but not too much. These creatures are somwhat sluggish
    in a way, so you may just want to run past them. To fight them, however,
    weapons like the Steel Pipe, Aluminum Bat, and Rusty Axe work great. Be
    sure to strike quickly and continuously, or you'll probably receive a
    beating. With firearms, the Pistol works find and the Revolver takes one
    shot to knock a Twin Victim down -- don't waste a Revolver bullet unless
    you're close enough to deliver a finishing stomp, however, because it will
    get right back up within a second or two if not.
    
    Suggested Weapon(s):
    The Rusty Axe works great on Twin Victims, as does it with all enemies.
    Its charge up attack works great without risking attack from farther away.
    Similar weapons like the Steel Pipe work nicely, but aren't as powerful.
    Both the Pistol and Revolver work great, but be sure to stomp the
    creatures after knocking them down.
    
    Toadstool
    ___ ___ _
    
    Location(s):
    Water Prison World, Hospital World, Water Prison World 2nd time.
    
    Appearance:
    Basically demon fungi, a stem which grows out of the ground in certain
    areas. Come grouped, and never is a single fungus plant alone. Each plant
    has a long, brown stem with a large head at the top, and are generally
    Henry's height.
    
    Strategy:
    There is no actual strategy for these fungi, since they're not exactly
    enemies, although considered as so. They flail about from their stems and
    are never really aware of your presence. If you run into one, you will
    take damage and it will decompose. Toadstoals always come in groups, very
    often blocking hallways, so you'll have to clear the wall to get through.
    You can just walk into them to get rid of them, but you'll take
    unnecessary and excessive damage doing so. Instead, take out the Steel
    Pipe or something similar and whack away. Using firearms is completely
    ridiculous, but if you must, I can't stop you.
    
    Suggested Weapon(s):
    The Steel Pipe is the only preferred weapon here, since it has long range
    and is easy to use. Other melee weapons work fine, but are generally
    slower and unnecessary, since power is not a concern. It really doesn't
    matter what you use, really, because one strike is always enough. Just
    deal with whatever is in your inventory if you can.
    
    Whitestool
    _ ___ __ _
    
    Location(s):
    Building World, Building World 2nd time.
    
    Appearance:
    Similarly to Toadstoals, demon fungi that grow from the ground, however,
    taller, skinnier, and a different colour. Come in a greenish-white colour
    and are bunched together in larger groups, since each one takes up less
    space. Instead of having a large head, it has a thin and consistent shape
    up to its snake-like head.
    
    Strategy:
    Since these creatures are basically the exact same as Toadstoals, they're
    not quite true enemies and have no offensive attacks. If you run into
    them, however, you'll take damage. Since Whitestools will block paths in
    certain areas, you'll need to take them out of the picture to continue on.
    For that, use the Steel Pipe are a similar weapon to clear the way.
    
    Suggested Weapon(s):
    The most simple weapon to use is the Steel Pipe, since it's quick, has
    long range, and power isn't a factor. Similar weapons work just as fine,
    although they may be slightly slower.
    
    Tremer
    __ _ _
    
    Location(s):
    Water Prison, Water Prison World 2nd time, Building World 2nd time.
    
    Appearance:
    A small, slimy, juicy, slug-like creature, although large for a slug. Come
    in colours blue and red -- respectively known as Blue Tremer and Red
    Tremer. Though the same size, the two look different -- the Blue Tremer
    is somewhat disected into two sides at is center, one side being larger,
    and the Red Tremer is more consistent, although narrowing at one side.
    Leave dark trails of slime as they move along walls.
    
    Strategy:
    These little buggers aren't quite enemies, although they are classfied as
    enemies. They have no offensive attacks although they can fall on you. You
    will take damage if you walk into one, but it will also die on contact.
    To kill them, simply stomp them and they will explode, exposing their
    juices. It's quite fun to see them splatter, so I recommend you have some
    fun killing a lot of them. Tremers aren't only found on the ground, and
    they can be found on walls and roofs. On walls, you can strike them with
    the Steel Pipe or something similar, and they will exploded with a direct
    hit -- they'll still fall to the ground if you don't hit them directly,
    though. In area where Tremers are on the roof, they may fall conveniently
    in front of you (note the sarcasm), possibly causing you to take damage
    running into them. Since they're never a threat, it's never truly
    necessary to kill them, but it's always fun.
    
    Suggested Weapon(s):
    When they're on the ground, use your most powerful weapon -- your foot.
    On the walls, knock them down or splatter them right there with the
    Steel Pipe or something similar. That is if you really feel like killing
    them, which you should. It's tempting, isn't it?
    
    Gum Head
    __ _   _
    
    Location(s):
    Building World, Subway World 2nd time, Forest World 2nd time, Building
    World 2nd time.
    
    Appearance:
    An ape-like creature, very similar to the Romper in the first Silent Hill,
    although not quite as active and jumpy. Takes the form of an apeman, with
    a human-type head and a tail, and sometimes carry weapons. Come in two
    forms, known as old type and new type. Old types take the general colour
    of gray and seem to have another head bulging horizontally out of their
    neck and chest area -- a large adam's apple, one might say. New types are
    gray as well, with patches of red from scrapes and wounds, but have more
    of a flat chest
    
    Strategy:
    Although they move slow, Gum Heads will stalk you, so it's wise to kill
    them most of the time. You can get away with running a lot of the time,
    but they usually come in groups, so they may team up on you if you don't
    kill them individually as them come. Gum Heads attack with kicks, bites,
    and a smack with their weapon, and each of these attack inflicts a lot of
    damage, so try your best to avoid them. Since Gum Heads are initially met
    in the Building World, the Aluminum Bat, which is also found there, is
    probably the most suitable weapon for them. Although it's range may be a
    bit short, it's quite powerful, and the 360 degree swing works great. The
    Pistol works fine if you have the ammo, and Revolver works very well, if
    you stomp them quickly enough after a shot. Be sure to watch out for any
    Gum Heads carrying golf clubs or other weapons, and also note that they
    may steal your weapons and use them themselves. Once you kill them, you
    can get their weapon or your weapon back. Between the two types of Gum
    Heads, new types are stronger and smarter.
    
    Suggested Weapon(s):
    Any of the powerful melee weapons work great. The Aluminum Bat, Rusty
    Axe, Spade, all work great. The Steel Pipe works fine and has nice range,
    but it is a bit down on the stopping power. The two hanguns work fine if
    you have the ammo to supply them as well.
    
    Patient
    _____ _
    
    Location(s):
    Hospital World, Outside Room 302.
    
    Appearance:
    A large hospital patient creature in the form of a human, wearing a gown
    and bearing the dull colour of gray. Well over six feet tall and carries
    a hatchet.
    
    Strategy:
    Initially encountered halfway through the game, these tall beasts are
    machine-like enemies and are very consistent in their fighting style.
    They swing forehand and backhand in a pattern and walk forward at a steady
    pace towards you while doing so. They never stop their swinging pattern
    unless you fight pack and hurt them, but they'll continue again
    afterwards. The Rusty Axe works very well in dealing with Patients, is it
    inflicts heavy damage and is quick, not to mention its charge up attack.
    The Paper-Cutting Knife, which is found in the same area Patients are
    first encountered, also works very well, but not because of its power --
    it is so blindingly quick and one hit stuns the creature, anyway, so you
    can knock down the enemy within a matter of seconds. If you have it with
    you, the Pistol can deal pretty nicely, but it may be a hassle to stock
    up enough ammo to actually kill a number of Patients, and it also works
    nicely when two or more Patients are present, as does the Revolver.
    
    Suggested Weapon(s):
    The Rusty Axe and Paper-Cutting Knife work great. The reason for the
    Paper-Cutting Knife is not only because it's found where Patients are
    first met, although that's but of it, but because of its great speed and
    versatility. With multiple Paitents, the Pistol and Revolver work
    efficiently.
    
    Wheel Chair
    __  __ ____
    
    Location(s):
    Hospital World, Building World 2nd time.
    
    Appearance:
    An empty normal wheelchair, with red lining and everything a normal
    wheelchair would have. Moves on its own, not in any particular pattern.
    
    Strategy:
    Once you get over the fact that empty wheelchairs are able to move by
    themselves and even throw you to the ground, you should know that Wheel
    Chairs are indestructible and act as Ghosts, wherein just the presence
    of them is able to damage you (you can use Saint Medallions to suppress
    this). You can, however, temporarily put Wheel Chairs offline by giving
    them a number of decent smacks. Until you leave the area, they will stay
    at a "dead" state. Although somewhat laughable upon sight, Wheel Chairs
    are quite the enemies. They have powerful attacks and can be hard to avoid
    sometimes, since they can wheel themselves right into you after suddenly
    changing paths. They can turn on a dime and can even open doors! Yes,
    that's right, they can open doors. Since Wheel Chairs have an attack which
    throws you to the ground, inflicting considerable damage, you might want
    to think about putting them offline sometimes. The Rusty Axe works great,
    and any other weapon like the Steel Pipe works as well. The Pistol and
    Revolver work, too, if you have the ammo to spare. If you want to have a
    little fun with Wheel Chairs, deactivate them by attacking, and then push
    them from behind to wheel them away. Now they at least have someone else
    controlling them, the bastards.
    
    Suggested Weapon(s):
    If you can, try to run past them. In narrow halls and heavy populated
    areas, it may be difficult, so attacking them may be necessary. Use any
    weapon like the Rusty Axe or Steel Pipe, and you'll be fine. Both handguns
    work fine as well.
    
    Bottoms
    _ __  _
    
    Location(s):
    Outside Room 302.
    
    Appearance:
    A large and extremely odd-looking creature, very similar to the Twin
    Victim but without the cape, with two large hands as its feet and a large
    bulge where the head should be. Its actual head, which looks very human,
    faces down out of its stomach area; hence the name "Bottoms".
    
    Strategy:
    Bottoms are pretty much stronger Twin Victims that look a bit different,
    so the strategy for them isn't really different. They share the same two
    attacks, which are the slash and the dive, and have generally the same
    characteristical behaviour. Weapons like the Rusty Axe work great for
    killing Bottoms, and the two handguns work fine as well. You'll almost
    always encounter Bottoms in groups are at least grouped with Twin Victims,
    so it may be necessary to use firepower. Also, since Bottoms are
    noticeably stronger than Twin Victims, there's even more reason to use
    firearms, and furthermore, the Revolver.
    
    Suggested Weapon(s):
    Bottoms have a lot better defensive power than Twin Victims, so the Pistol
    and Revolver are ideal. The Rusty Axe and similar items like the Steel
    Pipe and Aluminum Bat also work quite well.
    
    Man in the Coat
    ____ _ ___  _ _
    
    Location(s):
    Subway World 2nd time (under Subway World), Forest World 2nd time, Water
    Prison World 2nd time, Outside Room 302.
    
    Appearance:
    A strange-looking man with long blonde hair, wearing a blue trenchcoat and
    brown pants with brown shoes. Carries a Pistol, identical to Henry's
    Compact M1911, although sometimes two Pistols, and sometimes also a Steel
    Pipe or a Chainsaw. The man laughs almost every time he attacks.
    
    Strategy:
    The first time through the game, you'll most definitely be severely pissed
    off by this man, because it's really quite ridiculous when he's present.
    As you encounter him, initially starting past halfway, he'll shoot at you,
    and whack you with his Steel Pipe or Chainsaw if he gets the chance. It's
    really quite annoying, but if you run in a windling line, you can usually
    avoid his bullets. Sometimes it may be better the fight the man, however.
    There is no way to kill this man during the stages where he follows you
    through several areas, but you can temporarily put him offline by
    delivering enough blows to him. Upon this, he'll slowly fall to the ground
    and you can stomp him, but he won't officially die. He just won't be able
    to attack you in the current area until he gets up, which will take quite
    a while. The fight him off, use a melee weapon like the Rusty Axe to beat
    him until he falls. After every two or so whacks, he'll be stunned for a
    moment, allowing you to continue attacking. Not after long he'll fall
    down. You can also use firearms, but they don't tend to work nearly as
    well and the Man in the Coat will simply shoot back at you.
    
    Suggested Weapon(s):
    You can't kill the Man in the Coat, but you can most certainly beat him to
    the ground, which is sometimes worth it just to see the bastard fall. If
    you choose to fight him, the Rusty Axe or Pickaxe of Despair will greatly
    help you. The Pistol doesn't work too well, so it's not recommended, but
    the Revolver may find your liking, although it's still not as good as
    melee weapons.
    
    Ghosts
    _  ___
    
    Location(s):
    Subway World, Water Prison World, Building World, Apartment World, Subway
    World 2nd time, Forest World 2nd time, Water Prison World 2nd time,
    Building World 2nd time, Outside Room 302.
    
    Appearance:
    Take not only the form but appearance of a human -- a dead human -- and
    furthermore, mostly males. Have very white skin colour (unless not
    Caucasian), resembling a dead person, of course, and have ragged clothes.
    Float usually about a foot off the ground as they follow their victims.
    Some carry weapons.
    
    Strategy:
    Run. That's the only real strategy for Ghosts, since they can't be killed
    and inflict damage when you're simply near them. Always run past them when
    you make an acquaintance, and try to go near them in open areas. Equipping
    Saint Medallions suppresses their damage infliction from their presence,
    it also makes Ghosts move a lot slower and not nearly as capable of
    attacking. Holy Candles can do the same suppressing effect when planted
    near a Ghost, and Swords of Obedience can pin Ghosts down, disallowing
    them from moving and following you. They still alive when pinned down,
    however, and they will get back up as normal when the swords are removed.
    Some Ghosts may be difficult to knock down, and that's where Silver
    Bullets come in. Put a Silver Bullet in your Pistol and fire at a ghost
    to put it offline, and then stab a Sword of Obedience into it. If you can,
    however, try to knock Ghosts down with your normal weapons and then stab
    a sword into them.
    
    Suggested Weapon(s):
    In terms of beating Ghosts down, almost any weapon will do. The Rusty Axe,
    Pickaxe of Despair, Aluminum Bat, Spade, and Steel Pipe are all melee
    candidates, while the Pistol and Revolver are quite all right themselves.
    In terms of defence, Saint Medallions are your best friends, and Holy
    Candles aren't bad either. And to offensively protect yourself from
    Ghosts, Swords of Obedience and Silver Bullets will greatly help you.
    
    Victim
    _ __ _
    
    Location(s):
    
    Appearance:
    All old type Victims, which are Victims 01, 02, 03, 06, and 09. Victims
    Jimmy Stone, Bobby Randolph, Sein Martin, George Rosten, and William
    Gregory, respectively.
    
    Strategy:
    These are the weakest Ghosts in the game, and don't deal as much damage
    from just their presence. Since they don't hurt you much at all, it's not
    necessary to ever fight them. Just leave them alone and run.
    
    Suggested Weapons(s):
    If you really want to fight one and pin it down with a Sword of Obedience,
    use normal melee weapons like the Rusty Axe. None of these Ghosts are much
    of a threat, so it's not worth it to use a sword on them.
    
    Victim 04
    ___ __  _
    
    Location(s):
    
    Appearance:
    The Ghost of Steve Garland, the pet shop owner. Has very short hair and
    is somewhat balding from the front. Wears blue suspender trousers, with
    one side coming off, and carries and trowel as a weapon.
    
    Strategy:
    Victim 04 is one of the very few Ghosts to use a weapon, and he can deal
    quite a bit of damage with it, so beware. He is a very confident and
    aggressive attacker, and that's probably because he was murdered in his
    pet shops with all the animals -- not a great moment. Just run past him
    and watch out for his weapon.
    
    Suggested Weapons(s):
    Just run past him, but you can use any melee weapon to knock him down.
    
    Victim 10
    _ __ ____
    
    Location(s):
    
    Appearance:
    The Ghost of Eric Walsh, the bartender of Bar Southfield. Wears a green
    jacket and green paints, and also has very short hair. Initially found
    with a Sword of Obedience stuck in him.
    
    Strategy:
    If you leave him alone when you find him, you'll never have to deal with
    Victim 10. The reason for that is that he is found with a Sword of
    Obedience conveniently stabbed into him, holding him down. You can take
    the sword if you really want it, but the Ghost will follow you through
    both versions of the Building World. You probably won't need the sword,
    anyway, so it's best to leave it there (better than keeping it in your
    inventory or storage chest, doing nothing).
    
    Suggested Weapons(s):
    It's recommended that you leave the sword in him, so that you'll never
    have to deal with Victim 10. Take it if you really want, but prepare to
    deal with the Ghost.
    
    Victim 12
    __   _  _
    
    Location(s):
    
    Appearance:
    The Ghost of Peter Walls, a high school student and the first victim of
    the Sullivan Case Round Two. Wears a black jacket, yellow pants, and a
    brown beanie hat.
    
    Strategy:
    You only encounter this Victim a few times in the game, and he's never
    much trouble. Nothign special about him, and not sword worthy.
    
    Suggested Weapons(s):
    Just leave him alone and run past him whenever you encounter him.
    
    Victim 13
    __ _ __ _
    
    Location(s):
    
    Appearance:
    The Ghost of Sharon Blake, a housewife. Wears a red dress and a woman's
    hat.
    
    Strategy:
    Victim 13 is one of the weakest Ghosts in the game, and she doesn't
    inflict much damage by her presence alone. Therefore she is quite easy to
    beat down, but still not sword worthy.
    
    Suggested Weapons(s):
    Just run on by instead of fighting.
    
    Victim 14
    _    __ _
    
    Location(s):
    
    Appearance:
    The Ghost of Toby Archbolt, a priest of the Holy Mother Sect. Wears a
    beige-like sweater with black pants. 
    
    Strategy:
    This Ghosts shows up several times through the game and is one of the most
    prominent Ghosts. He will deal a decent amount of damage, so beware of him
    when he's present. He may be stronger than the average Ghost, but save
    your swords for real threats.
    
    Suggested Weapons(s):
    As usual, save your swords for tougher Ghosts. Just run by this one.
    
    Victim 16
    _ __ __ _
    
    Location(s):
    Subway World 2nd time.
    
    Appearance:
    The Ghost of Cynthia Velasquez, the attractive woman you met in the
    Subway. Wears a red shirt with a short, black skirt and has long black
    hair which flails about. Very similar to a common-looking monster seen in
    certain films.
    
    Strategy:
    This Ghost can really be a pain if you don't do something right away,
    especially in the Subway World 2nd time. When you meet her, you'll notice
    her hair sort of moves around on its own, and you can get caught up in it
    if you're not careful. The tough thing about Victim 16 is that it's quite
    difficult to beat her down and stab a sword into her quickly enough,
    because she slips away on the ground very quickly. She is also a strong
    Ghost and doesn't go down easily to begin with, so she's quite worthy of a
    Silver Bullet, which can be found in the following corridor where you
    initially meet her in the Subway World 2nd time.
    
    Suggested Weapons(s):
    This is the first Ghost you encounter that's really worthy of a Sword of
    Obedience, but it's hard to beat her down. Try weapons like the Revolver,
    with it's power, and the Rusty Axe. Use a Silver Bullet from the Pistol
    only if you need to, and then stab a sword into her.
    
    Victim 17
    _____  __
    
    Location(s):
    Forest World 2nd time.
    
    Appearance:
    The Ghost of Jasper Gein, the stuttering skinny guy you met in the Forest.
    It's hard to recognize him because he's on fire, but he wears a green
    shirt with brown pants, and also holds a chalice with a spike on it as a
    weapon.
    
    Strategy:
    Victim 17 is one of the strongest Ghosts in the game, and he also has a
    weapon that can deal decent damage, so it's best not the fight the Ghost
    and try to stay away from him. Furthermore, the Ghost only appears a few
    times in the game, so he's not really worth an obedience sword. Just watch
    out for his weapon and run past him.
    
    Suggested Weapons(s):
    Just stay away from this Ghost since he's rarely met and is very strong.
    It's not worth taking the time to beat him down and sword him, so just
    ignore him.
    
    Victim 18
    _ __ __ _
    
    Location(s):
    Water Prison World 2nd time.
    
    Appearance:
    The Ghost of Andrew DeSalvo, the fat man encountered in the Water Prison.
    Doesn't have a shirt, but black pants, and the numbers 18/21 are revealed,
    carved into his large stomach. Sings indistinct songs as he floats around.
    
    Strategy:
    The special thing about Victim 18 is that you'll be forced to fight him to
    get an item from his body, and that's not good news. He is very strong and
    has quite the attacks, including heavy damaging barrel rolls. Victim 18
    has great fortitude, which helps him stay out for a long time. It's very
    difficult to knock this big boy down with your weapon, and he really
    thirsts for a Silver Bullet. It's recommended that from the two Silver
    Bullets you find, you use one on this Ghost. Stab a sword into him and get
    the item from him. You might as well take the sword back, because he's
    scarcely encountered past the Water Prison.
    
    Suggested Weapons(s):
    The most ideal thing to do here is use the Pistol to fire a Silver Bullet
    at him, because he doesn't go down easily otherwise. Follow it up with a
    Sword of Obedience. Regular weapons don't work too well on knocking the
    big man down, but weapons like the Revolver and Rusty Axe may work for
    you.
    
    Victim 19
    _ _ _____
    
    Location(s):
    Building World 2nd time.
    
    Appearance:
    The Ghost of Richard Braintree, the wiseass met in the Building area.
    Wears a blue shirt and black pants, and also carries a crowbar-pipe
    weapon. Does not hover above the ground and instead walks, but has the
    ability to transport to other places around you.
    
    Strategy:
    Victim 19 is a very unique Ghost. He's the only Ghost that can walk and
    transports all around you, and also seems to hinder his attacks while
    doing so. Therefore, it's quite confusing if you choose to fight this
    Ghost, because he'll keep appearing somewhere else while you're beating
    him. That's why a Silver Bullet may be necessary, followed by a Sword of
    Obedience. Victim 19 is one of the few Ghost worthy of a sword, and
    furthermore worthy of a Silver Bullet. It's recommended that you use one
    of the two Silver Bullets for Victim 18, but the other is your choice of
    either Victim 16 or Victim 19. Victim 19 will only appear in the Building
    World so he's not too annoying overall, but can be trouble because he
    appears quite a few times in that area, notably near the end in a
    stairwell.
    
    Suggested Weapons(s):
    If you didn't use a Silver Bullet on Victim 16 and still have one, use it
    on this Ghost and stab a Sword of Obedience into him. Fighting him with
    normal weapons is a pain because you'll only be able to get off probably
    one, if any, swipes before he moves somewhere else. The Revolver is all
    right, but it's still difficult because of him transporting.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    7.                W E A P O N S  A N D  S U P P L I E S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    WEAPONS AND SUPPLIES..............................................[SH4_07]
    
    w e a p o n s
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    Throughout the worlds in Silent Hill 4, there are a total of 26 weapons.
    Although 12 of those are golf clubs, this is excessively more than any of
    the previous games. The biggest change in the weapon department, however,
    is the number of firearms compared to melee weapons. Out of the 26 weapons
    in the game, just two of them are firearms; not to mention the severe
    decrease in ammo pickups compared to the earlier games in the series. Over
    the course of the game, you'll need to learn how to adapt with the melee
    weapons, and ultimately you'll realize how much better the melee weapons
    are, and the importance of melee combat.
    
    Refer to the charts below and the legend as well to learn the effectivity
    of each weapon on each enemy. Certain weapon may work on certain enemies,
    but are too slow or way too unnecessary, and therefore may be marked as
    not effective. As you can see, the Rusty Axe is the best overall weapon,
    capable of efficiently killing (or just fighting) any enemy. Between the
    two firearms, the Revolver is clearly better in power, but overall the
    Pistol is the better weapon, with better speed and more ammo available.
    
     ____________________________________________________________________
    |Melee Chart     |WB |BWB|SP |SG |AB |SPA|RAX|BS |PCK| T |PAX| C |GC |
    |--------------------------------------------------------------------|
    |Sniffer Dog     | E | E |VE | E |VE |VE |VE |NE |VE | E | E | E |VE |
    |Wall Man        |NE |NE |VE |NE |VE | E |VE |NE | E | E | E |NE |VE |
    |Hummer          |NE |NE |VE |NE |VE |NE |VE | E | E |VE |NE |NE |VE |
    |Twin Victim     |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
    |Toadstool       | E | E |VE |NE |VE | E |VE |NE | E |VE | E |NE |VE |
    |Whitestool      | E | E |VE |NE |VE | E |VE |NE | E |VE | E |NE |VE |
    |Tremer          | E | E |VE |NE |VE | E |VE |NE |VE |VE | E | E |VE |
    |Gum Head        |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
    |Patient         |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
    |Wheel Chair     |NE |NE | E |NE | E | E |VE |NE | E |NE | E |NE | E |
    |Bottoms         |NE |NE | E | E |VE |VE |VE |NE |VE | E |VE | E | E |
    |Man in the Coat |NE |NE | E |NE | E | E |VE |NE |NE |NE | E |NE | E |
    |Ghosts          |NE |NE | E |NE | E |VE |VE |NE |NE |NE |VE |NE | E |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     ________________________
    |Firearm Chart   | P |RR |
    |------------------------|
    |Sniffer Dog     |VE |VE |
    |Wall Man        |VE |VE |
    |Hummer          | E | E |
    |Twin Victim     | E |VE |
    |Toadstool       | E | E |
    |Whitestool      | E | E |
    |Tremer          | E | E |
    |Gum Head        | E |VE |
    |Patient         | E |VE |
    |Wheel Chair     | E |VE |
    |Bottoms         |VE |VE |
    |Man in the Coat |NE | E |
    |Ghosts          |NE |NE |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
               Legend
     --------------------------
    |Weapons:                  |
    |WB  - Wine Bottle         |
    |BWB - Broken Wine Bottle  |
    |SP  - Steel Pipe          |
    |SG  - Stun Gun            |
    |AB  - Aluminum Bat        |
    |SPA - Spade               |
    |RAX - Rusty Axe           |
    |BS  - Bug Spray           |
    |PCK - Paper-Cutting Knife |
    |T   - Torch               |
    |PAX - Pickaxe of Despair  |
    |C   - Chainsaw*           |
    |GC  - Golf Clubs          |
    |                          |
    |P   - Pistol              |
    |RR  - Richard's Revolver  |
    |                          |
    |VE  - Very Effective      |
    |E   - Effective           |
    |NE  - Not Effective       |
    |N/A - Not Applicable      |
    |                          |
    |*   - Extra Weapon        |
     --------------------------
    
    _ ____  _ ___
    
    Melee Weapons
    ____  _   ___
    
    A whopping total of 24 melee weapons are found in Silent Hill 4, and
    that's definitely a good thing. Combat has changed significantly since
    Silent Hill 3, and melee weapons are now your most valuable tools. Golf
    clubs are commonly found throughout the game, but between the other 12
    melee weapons, quite a few of them are very effective and great weapons.
    Each melee weapon is unique with its standard attacks, and each weapon
    has a special charge up attack, which is the most powerful single attack
    the specific weapon can produce. Hold R2 to ready melee weapons, and press
    X to take a swing. To perform a charge up attack, hold X while R2 is held
    down and you will see the charge up meter at the top middle of the screen
    being charged -- once it is full and flashing, release X to perform the
    charge up attack.
    
    Wine Bottle
    ____  _ ___
    
    "Bottle of white wine from the
     refrigerater. It'll break eventually
     if I keep using it as a weapon."
    
    Nothing in particular truly says anything good about the Wine Bottle, but
    the best thing about it is that you won't have to use it for long or even
    at all. It is a short weapon so range is extremely limited. The equivalent
    to the Wine Bottle previously in the series would be the Knife, which is
    quite a terrible weapon, frankly. Henry works somewhat quickly when
    swinging the Wine Bottle, but stopping power is minimal since the bottle
    is quite dull. Its only attack is an underhand swing, but an interesting
    thing about the Wine Bottle is that you can break it, turning it into the
    Broken Wine Bottle. To break the bottle, you must use it to whack enemies
    (or the snake-like creature in the Subway) until it breaks, which doesn't
    take too many swings. The Wine Bottle is the first weapon found in the
    game, and it sights right in Henry's fridge inside his apartment (from the
    beginning of the normal apartment).
    
    Broken Wine Bottle
    _   _ ___  ____ __
    
    "Bottle of white wine from the
     refigerator. Now that it's broken, it's
     even more dangerous as a weapon."
    
    The Broken Wine Bottle, although an improvement of the regular Wine
    Bottle, still lacks power and is not easy to use. To break the Wine
    Bottle, first of all, you must use it to smack enemies until the bottle
    gives way. Although it is still generally the same weapon, the Broken Wine
    Bottle has its own attack, which is a forward thrust. This attack is
    slower than the original attack, but is more powerful. The standard Wine
    Bottle is found in Henry's fridge in his apartment and the Broken Wine
    Bottle is "acquired" by smashing it.
    
    Steel Pipe
    ___ _ _ __
    
    "3-foot-long sewer pipe.
     Not very powerful, but fairly easy
     to use."
    
    A traditional Steel Pipe, faithful to the series. A decent step up from
    the Wine Bottle, the Steel Pipe offers longer range and is a lot more
    easy to use. Probably the most effective use for the Steel Pipe is
    smacking down Hummers flying in the air, and it does this job perfectly.
    The Steel Pipe has two standard attacks, and those include an over
    shoulder swing and an overhead downward swing. Pressing X regularly will
    perform an over shoulder swing, and if you continue tapping X, Henry will
    perform an overhead downward swing the third time in the same combo. The
    charge up attack is a 360 degree swing, which is delivers heavy stopping
    power. The Steel Pipe is found hanging from the hole in the wall as a
    sewer pipe in Henry's apartment washroom, when the hole first appears.
    
    Stun Gun
    _   _ __
    
    "High-voltage stun device. Fairly short-
     ranged, due to its need for direct contact."
    
    The Stun Gun is somewhat of a secret weapon, and it is not likely for the
    player to find the first time through the game. Unlike the Stun Gun in
    Silent Hill 3, this one does not require ammunition or batteries. You have
    an unlimited supply of electricity to zap the bad guys. Its only attack is
    a simple forward thrust, with obviously use of an electric shock, which
    knocks down normal enemies in one zap, which can then be followed by a
    stomp. It is a bit awkward to use the Stun Gun and it is somewhat slow, so
    it's not that great of a weapon. The Stun Gun can be found on the stand in
    the initial lower east cell of the 2F cellblock in the Water Prison World.
    In the Surveillance core, you must arrange the 3F cells so that a cell
    with a hole aligns with the lower east position on your map.
    
    Aluminum Bat
    __ _ ____ __
    
    "Aluminum alloy bat.
     Reasonably powerful and easy
     to use as a weapon."
    
    Truly an ideal weapon -- an aluminum baseball bat. The Aluminum Bat is
    a very effective weapon once you first get it, and it deals considerable
    damage. Negatively speaking, however, it lacks range and is quite slow.
    You might be surprised of the short range the bat has, so you'll have to
    get quite close to your enemies. The Aluminum Bat shares the same attacks
    as the Steel Pipe -- regular over shoulder attack and an overhead downward
    swing at the end of the combo. It's charge up attack is the same as the
    Steel Pipe, but deals very heavy damage, unlike the pipe. The charge is in
    no way quick, but the wait is worth it. The Aluminum Bat can be found on
    the ground in Albert's Sporting Goods Store B5 in the Building World.
    
    Spade
    __  _
    
    "Ordinary spade from a construction
     site. It looks like it would be an
     impressive weapon."
    
    The Spade is a durable digging shovel and it is one of the best melee
    weapons in the game. It deals around the same damage as the Aluminum Bat,
    but is a bit slower. The standard and only attack of the Spade is an
    overhead downward swing, and its charge up attack is a forward thrust,
    which has great range. Henry steps forward and thrusts the spade forward,
    giving it about five feet it range (charge up attack). The charge up
    doesn't take long and it's really where the weapon shines. The standard
    swing is slow and doesn't deal too much damage, so the Spade is better for
    charge up attacks. A nice attribute the Spade has, however, is that you
    can use it shove into an enemy on the ground and stomp on the shovel to
    finish the enemy off, instead of stomping directly on the enemy (with the
    Space equipped). The Spade is located lying against the wall at the end of
    the hallway on the north side of the elevator in the Building World, and
    can easily be missed.
    
    Rusty Axe
    _ __ _ __
    
    "One-handed axe.
     A little short, but powerful and easy
     to handle."
    
    In my view, by far the best and most versatile weapon in the entire game.
    The Rusty Axe is lightweight and is quick, and delivers moderate stopping
    power and one hell of a charge up attack. The Axe's standard attack is a
    simple over shoulder swing, which Henry can perform rather quickly over
    and over. The key factor to the Rusty Axe being such an amazing weapon is
    its charge up attack, which has the most range out of all melee weapons by
    far. The attack charges up rather quickly, and Henry steps foward and
    aggressively swipes the Axe in a downward arc with one hand. The thing
    about the attack is that Henry doesn't just take one step forward, he
    takes a few steps, giving the attack about six feet in range. Most enemies
    can't attack from that range, so it is key to charge up and move to within
    Rusty Axe range of the enemy, then perform the attack. The Rusty Axe can
    be found on the circle table by the bar in Bar Southfield B15 in the
    Building World.
    
    Bug Spray
    _ _ _ ___
    
    "Aerosol insecticide.
     Effective against certain enemies."
    
    Although the Bug Spray is effective on Hummers, it makes for a fairly
    useless weapon on any other enemy. What the Bug Spray does is spray fluid
    into the air where it is aimed, and if a Hummer enters that spraying
    radius it will squeal and fall down dead. Although the Bug Spray has no
    damage effect on other enemies, it can briefly blind them when sprayed at
    them, and they'll be shortly confused. An in all, the Bug Spray is quite
    a useless weapon period. It's unnecessary to waste the time to stand still
    and spray for a few second when you can use the Steel Pipe or almost any
    other weapon to take care of Hummers more quickly and effectively. The Bug
    Spray lies on the floor by the small crates in the living room of Room 203
    2F in the Apartment World.
    
    Paper-Cutting Knife
    ____ _ ___   _ ____
    
    "Originally made for cutting paper.
     It's hard to use as a weapon."
    
    This little bugger is one blindlingly quick weapon, although it does lack
    in power. However, its stopping power isn't really a problem because all
    normal enemies are stunned for a brief moment on the impact from any
    weapon, and the quick speed of this xacto knife is no problem for
    repetitive strikes. Not to mention is also blindingly quick charge up.
    Simply pressing X two or three times will fill the charge up bar, and so
    you can perform two standard swipes and then a charge up thrust, which is
    actually quite effective. Anyway, the standard attack of the Paper-Cutting
    Knife is a simple side swing, which doesn't inflict much damage but is
    quick, and its charge up is a forward thrust. To experience this weapon's
    awesomeness yourself, consider taking it in One Weapon Mode, for a decent
    challenge. The Paper-Cutting Knife can be found on the table in the Office
    1F in the Hospital World.
    
    Torch
    ___ _
    
    "Equipable item. The tip can be lit on
     fire to light up dark areas. Soak the
     torch in oil to make it last even longer."
    
    The purpose of the Torch is not primarily a weapon, and its main focus is
    is namesake -- a torch. Once equipped, you must find a flame and examine
    it to light the Torch. The life of a flame on the Torch normally isn't
    that long, but it will be considerably lengthened if you dip it into the
    kerosene in the laundry room in Henry's apartment. Other than its ability
    to bear a flame, a Torch is almost exactly like the Steel Pipe, with the
    same standard attack, speed, and power. However, the Torch only has the
    single standard over shoulder swing, and no charge up, since it's meant to
    be a guide item. Whether the Torch is lit or not, the damage inflicted on
    enemies is the same, and the flame will extinguish when you unequip the
    weapon, since it's quite unsafe to have a burning item stashed in your
    pockets or wherever you keep it on your body. Its best use is for Hummers
    encountered in the Forest World, and doesn't deal too much damage to
    anything else. The Torch is found on the northwest corner ledge in the
    cemetary, Forest World 2nd time. Since the item is only used as a guide
    in that world, it is pretty much rendered useless afterwards.
    
    Pickaxe of Despair
    _  _ _____  _ ____
    
    "Ordinary pickaxe from a
     construction site. 'Despair' is written
     on the handle. Very powerful."
    
    Although the Pickaxe is the slowest weapon in the game, it is the most
    powerful in the game, so that makes up for it. It is awkward to use the
    Pickaxe since it is slow, but the power is overwhelming, dealing
    considerably heavy damage to its target. The Pickaxe's standard attack is
    an overhead downward swing, which is very powerful but slow. Its charge up
    attack is quite an interesting one, which is a 360 degree swing that is
    different than that of the Steel Pipe and Aluminum Bat. Henry actually
    swings the Pickaxe the way he does with those weapons, and then he spins
    himself around as well, so the attack is really almost a 720 degree spin.
    This attack is extremely lethal and is by far the single most powerful
    attack in the entire game, however, it takes a very long time to charge
    up and it's a bit awkward to perform before an enemy smacks you or moves
    out of your reach. Since the Pixckaxe is quite slow, it's recommended
    that you don't use it often for regular enemies, because other weapons are
    just fine. Just like the Spade has its special stomping attack when
    equipped, you can use the Pickaxe to crush enemies instead of stomping on
    them, and Henry will plunge the giant axe down on the creature to finish
    it off. The Pickaxe of Despair is found lying on the ground by the short
    fence in the excavation cave in the northwest path of the Forest World.
    Don't mistake between the Pickaxe of Despair and the Pickaxe of Hope,
    because the latter is only an item and can't be used.
    
    Chainsaw
    _  _ ___
    
    "Originally made for cutting wood.
     As a weapon, it's a fearsome thing."
    
    The Chainsaw is an extra weapon which can only be acquired in A Brand-new
    Fear game. This Chainsaw is one fun weapon to play with but it's truly sad
    how little damage it actually does. Unlike the Chainsaw in Silent Hill 2,
    this Chainsaw is a lot more versatile and easier to use, although there is
    still some difficulty. The standard attack of the Chainsaw is a slight
    downward arc, which does little damage. Its charge up attack is a slow
    forward arc which does significant damage. The Chainsaw is unlocked after
    beating the game once, and it can be found by a tree stump in the
    northeast pathway with the car in the Forest World, in A Brand-new Fear.
    
    _   _ ____
    
    Golf Clubs
    __ _ _____
    
    Throughout the game you will find several golf clubs, and most of the time
    you probably won't even care about them because you already have enough
    weapons. However, golf clubs are quite strong melee weapons and are very
    effective for fightinh normal enemies. There is a catch, though, and they
    break after around a dozen hits, rendering them completely useless. Broken
    golf clubs just take up inventory space and cannot be used at all, so it's
    pointless to have them anywhere but in your item chest. As soon as you
    find a golf club, there's no use storing it in your item chest.
    Immediately start using it until it breaks. You'll get a new one every
    once in a while so you'll be fine, as if your other weapons aren't good
    enough.
    
    There are twelve golf clubs available for find, and they all share the
    same regular and charge up attacks, but some are stronger than others.
    Standard attacks are similar to the Steel Pipe -- the over should swing
    and overhead downward swing at the end of the three-hit combo. Charge up
    attacks are 360 degree swings, which are very powerful. The Driver and the
    low-numbered golf clubs are the strongest, and the higher-numbered and
    rest of the clubs are slightly weaker. Refer to below for information and
    locations of each golf club.
    
    Driver
    _   __
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Also known as 1-Wood, which is actually a metal head in modern times, used
    for hitting long shots from a tee, and one of the strongest clubs. Found
    on the ground in the beginning hallway B1 of the Building World 2nd time.
    
    3-Wood
    ___  _
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    A club used for making long shots. Woods originally had wooden heads, but
    now metal "woods" are standard, which is quite ironic. Found on the ground
    in Albert's Sporting Goods Shop B5, Building World 2nd time.
    
    3-Iron
    _   __
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
    the Building World 2nd time. You must kill the monster to acquire it.
    
    4-Iron
    __ _ _
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club, the strongest club of the bunch in the game. Found
    on the ground in the broken display glass room 2F of the Hospital World.
    
    5-Iron
    _ __ _
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Found on the ground in Albert's Sporting Goods
    Shop B5, Building World.
    
    6-Iron
    ___ __
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Found on the platform in the last area in the
    southeast path of the Forest World.
    
    7-Iron
    _  _ _
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
    the Building World 2nd time. You must kill the monster to acquire it.
    
    8-Iron
    __  __
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Carried by a Gum Head in the north lot on B10 of
    the Building World 2nd time. You must kill the monster to acquire it.
    
    9-Iron
    __   _
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    Narrow metal head club. Found on a sitting bench inside the open subway
    train on the King Street Line platform B4, Subway World.
    
    Pitching Wedge
    _   _ ____ ___
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    A short iron with a large degree of loft, used for hitting high but short
    shots onto the green. Carried by a Gum Head by the door at the south of
    the B12 path, Building World. You must kill the monster to acquire it.
    
    Putter
    __ ___
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    A club specifically designed for putting, with very low loft that makes
    the ball roll. Found lying against the shelf in the northeast bedroom of
    Room 207 2F, Apartment World.
    
    Sand Wedge
    _ __ __ __
    
    "Golf club. Powerful and easy to use,
     but it looks like it could break easily."
    
    The shortest and most lofted iron used for playing from sand bunkers; also
    called a sand iron. Carried by a Gum Head in the north lot on B10 of the
    Building World 2nd time. You must kill the monster to acquire it.
    
    Broken Driver
    __ _ ___  _ _
    
    "It's broken and useless as a weapon."
    
    Derived from the Driver after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 3-Iron
    __ _ ___    _
    
    "It's broken and useless as a weapon."
    
    Derived from the 3-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 3-Wood
    _    ___  ___
    
    "It's broken and useless as a weapon."
    
    Derived from the 3-Wood after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 4-Iron
    __ _  _______
    
    "It's broken and useless as a weapon."
    
    Derived from the 4-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 5-Iron
    ______  __ __
    
    "It's broken and useless as a weapon."
    
    Derived from the 5-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 6-Iron
    __ _ ___  _ _
    
    "It's broken and useless as a weapon."
    
    Derived from the 6-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 7-Iron
    __ _ ___   __
    
    "It's broken and useless as a weapon."
    
    Derived from the 7-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 8-Iron
    _  _ ___  _ _
    
    "It's broken and useless as a weapon."
    
    Derived from the 8-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken 9-Iron
    _ ___  _  ___
    
    "It's broken and useless as a weapon."
    
    Derived from the 9-Iron after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken Pitching Wedge
    ___ __  _ ___   ___ _
    
    "It's broken and useless as a weapon."
    
    Derived from the Pitching Wedge after around a dozen whacks. When broken,
    it's completely useless and can't be used, so dump it in your inventory.
    
    Broken Putter
    __ _  _ ___ _
    
    "It's broken and useless as a weapon."
    
    Derived from the Putter after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    Broken Sand Wedge
    ___ _ _   _ _____
    
    "It's broken and useless as a weapon."
    
    Derived from the Sand Wedge after around a dozen whacks. When broken, it's
    completely useless and can't be used, so dump it in your inventory.
    
    _   ____
    
    Firearms
    __  _  _
    
    Silent Hill 4 lacks both firearms and ammo, so your dependence on them
    won't be as much as before. As if that wasn't bad enough for all you gun
    lovers, each ammo pickup you come across in the game will take up one full
    space in your ten space inventory, causing you to take up at least half of
    your inventory for a decent amount of ammo. These pickups cannot be merged
    with each other and obviously cannot all fit into your firearms, so this
    easily becomes a hassle. But enough with that. Once you pick up a firearm
    you'll need to continue picking up ammo to keep using it. Hold R2 to aim a
    firearm at a target and press X to shoot.
    
    Pistol
    _  ___
    
    "Easy-to-use handgun, but not much
     stopping power."
    
    What looks to be a Compact M1911, the Pistol is not as helpful as it was
    in earlier Silent Hill games, mostly because the the issue with ammo
    pickups. Regardless, the Pistol bears moderate firing power and fires at
    a decent, steady rate. The amount of ammo one clip can hold varies for
    each difficulty level -- 12 on Easy, 10 on Normal, 8 on Hard. Compared to
    the Revolver, the Pistol lacks power, however, makes up for that with its
    quick speed. The Pistol is the first firearm obtained in the game and it
    is located behind the cabinet along the far side wall, near the kitchen,
    the first time you return from the Subway World (move the cabinet to find
    it).
    
    Richard's Revolver
    ___  _ ___  _ ____
    
    "Holds a maximum of six bullets. Easy to
     use, with moderate stopping power."
    
    Richard's Revolver is the only firearm next to the Pistol, and it is quite
    a strong one. The Revolver is very powerfully, knocking down almost any
    regular enemy in one hit, although it lacks in firing rate and ammo is
    rare. It's best to conserve at least some ammo for boss fights -- only one
    fight, really, with Walter -- if you prefer using firearms for that
    occasion. Many weaker enemies can be killed quite easily already, so using
    the Revolver may just be overkill. Richard's Revolver isn't found until
    quite a bit in the game, and it is found lying on the chair in the living
    room of Room 207 2F of the Apartment World.
    
    __ _   _  ____ _
    
    Eileen's Weapons
    __ _ ___ _   ___
    
    After retrieving Eileen from her room in the Hospita World, you have the
    option to choose whether to put Eileen into combat or to keep her out of
    it. For the sake of the health state, it's better for her to stay out of
    fights, but she can actually deal large amounts of damage with certain
    weapons, which can be helpful, especially when fighting multipe enemies.
    Once a weapon for Eileen is found, equip it from your inventory and she
    will have it equipped. Unequip from the inventory whenever you don't want
    her to fight. If you return to your apartment with Eileen's weapon still
    equipped, you will not be able to put it in your item chest. You must
    unequip the weapon first to put it away, which makes this a hassle.
    
    Eileen's Bag
    __ _  ____ _
    
    "Eileen's handbag. Looks like it could
     cause a little bit of damage."
    
    This is the first weapon found for Eileen, and it really isn't worth her
    using it because of its lack of damage. I mean, come on, how much damage
    could a handbag possible do? Let's just hope she has some gold in there or
    something. Eileen's attack with her bag is a simple one hand smach and
    deals very little damage. It's only real helpful use it for whacking down
    Hummers, which Eileen does quite well, however, that doesn't make much of
    an impact on the longer run. Simply said, an ineffective weapon. Eileen's
    Bag is found on the floor by the stairwell in the Lobby 1F, Hospital
    World.
    
    Riding Crop
    __   _ ____
    
    "Light and easy to use with good reach.
     It looks like it would be very painful."
    
    Now this is where Eileen's weapons start getting good. The Riding Crop is
    a crop, or a whip, used for horseback riding or just plain punishment
    (whipping). The latter is obviously the intended use here, but Eileen
    won't whip Henry for pleasure, even if he desires so. The range of the
    crop is quite decent, so Eileen isn't at much risk when using it. The
    Riding Crop is found on the strange chair in the blocked off hallway on
    the north side of B2, Subway World 2nd time.
    
    Chain
    _ ___
    
    "Light and easy to use.
     One snap could cause a lot of damage."
    
    Eileen's Chain is really a fantastic weapon, and she can almost deliver as
    much damage as some of Harry's toughest weapons! Since it's a chain, it's
    very versatile and easy for Eileen to use. The Chain has a snapping
    action, and so it does a lot of damage. Whenever Eileen has the Chain
    equipped, you'll hear it drag along the ground as she moves, so don't
    think something else is following you. The Chain is found on the jungle
    gym along the east wall in the Wish House compound of the Forest World
    2nd time.
    
    Nightstick
    _ _ __  __
    
    "Lead-weighted, leather nightstick.
     Does not require much force to
     cause damage. Looks extremely painful."
    
    The Nightstick is a short stout club which is usually used by policemen,
    and it is Eileen's best normal weapon. With the Nightstick, Eileen deals
    the most damage and becomes a helpful contributor when fighting, although
    she isn't incredibly smart with fighting and isn't nearly as agressive as
    Henry can be. The Nightstick has a short range than that of the Riding
    Crop and the Chain, but it deals just a bit more damage. The Nightstick is
    somewhat hidden and is located on the ground in the 3F Surveillance Room
    in the Water Prison World 2nd time.
    
    Submachine Gun
    _   ____ _ _ _
    
    "Small-sized, one-handed machine gun.
     Perfect for Eileen."
    
    This is an extra weapon for Eileen which is unlocked once you score a rank
    of at least 9 out of 10 (90/100). Upon doing so, it will be available in A
    Brand-new Fear. The Submachine Gun is quite unncessary to be honest,
    because you shouldn't need Eileen to do your work. Furthermore, you
    shouldn't need an injured, limping, temporarily one-eyed, scared woman
    doing your work for you. But with that aside, it's pretty iteresting to
    see Eileen fire the Submachine Gun and it is qutie damaging. The bad thing
    about it, though, is that the recoil damages Eileen. She can't die, of
    course, but having her use the Submachine Gun can quickly lead to her
    possessed state. Once you have obtained a ranking of at least 9 out of 10,
    the Submachine Gun can be found on the kitchen island counter, in A
    Brand-new Fear.
    
    s u p p l i e s
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    As you progress through the worlds of Silent Hill 4 you will find supplies
    to refresh both your health and ammunition, and also anti-spirit items to
    protect you from Ghosts and hauntings. Unlike the previous three entries
    in the Silent Hill series, health items are barely found at all until
    halfway through the game, and the reason for that is that your apartment
    regenerates your health up until a certain point around halfway through
    the game. Although ammunition is found regularly, it's quite significantly
    less than the earlier games.
    
    Just like the previous games, however, there are the exact same three
    health items that can be found lying around all over the areas you visit,
    though some have different names. During the first part of the game,
    health items really don't mean anything to you, unless you want to use
    them right on the spot instead of returning to your apartment. But in the
    latter half of the game, you will realize the importance of of health
    items. Ammo supplies, however, aren't as helpful since there are only two
    firearms, which are both handguns, in the game. New to the Silent Hill
    series, however, are anti-spirt items, which can be used to repel the
    damaging effect of a Ghost's presence or put them "out of service".
    
    Refer to the chart below to learn what the numbers mean for each supply
    listed under it.
    
         Legend
     ----------------
    |Availability    |
    |1 - Scarce      |
    |2 - Rare        |
    |3 - Usual       |
    |4 - Often       |
    |5 - Very Common |
    |                |
    |Health Restored |
    |25%-100%        |
    |                |
    |Power           |
    |1 - Terrible    |
    |2 - Bad         |
    |3 - Okay        |
    |4 - Good        |
    |5 - Great       |
    |                |
    |Usage:          |
    |1 - Rare        |
    |2 - Unoften     |
    |3 - Usual       |
    |4 - Often       |
    |5 - A lot       |
     ----------------
    
    Nutrition Drink
    __  ___  _ _ __
    
    Availability: 5
    Health Restored: 25%
    
    "Heals your body with supplemental
     nutrition."
    
    This small bottle is filled with some sort of red nutrition drink, and is
    the exact same thing as the Health Drink in the previous three games; only
    the name is different. Nutrition Drinks replenish a quarter of your health
    and are useful for quick use. In the first half of the game, your
    apartment regenerates your health, so Nutrition Drinks (and other medical
    items) aren't truly useful, nor widely available. However, instead of
    going back to your apartment, Nutrition Drinks are good for quick boosts
    in health when you find them in the different worlds on your journey.
    You'll only find a few Nutrition Drinks in the first half of the game
    because of their lack of necessity, but in the latter half of the game
    you'll find many of them.
    
    Portable Medical Kit
    ___  ___  _   ____ _
    
    Availability: 3
    Health Restored: 50%
    
    "Heals your body by repairing wounds."
    
    A medical kit that offers a strong recovery of health, although not as
    abundant as Nutrition Drinks. Portable Medical Kits, although named
    different, are the same as First-Aid Kits from the earlier games and
    offer the same effects. You'll barely find any medical kits early in the
    game, but you'll start finding a decent amount of them once hauntings
    first start to appear in your apartment. Portable Medical Kits heal around
    half of your health status, so don't waste them on minor wounda. Leave
    that to Nutrition Drinks, and leave substantial wounds to Ampoules, if you
    have them.
    
    Ampoule
    __ __ _
    
    Availability: 1
    Health Restored: 100%
    
    "Restores a fairly large amount of health.
     Continues to restore health for a long time."
    
    Ampoules are extremely rare health items that in return completely recover
    your health no matter what your health status is. Over time, Ampoules also
    slowly recover your health, and are very significant items. The drawback,
    though, is that there are only two Ampoule in the entire game. If you're
    goind to waste any supply, don't make it an Ampoule. Only use an Ampoule
    if your condition is critical and it is necessary.
    
    Pistol Bullets
    ___   _ ___ __
    
    Availability: 4
    Power: 3
    
    "Small-diameter bullets for use in
     the "Pistol." Not very powerful."
    
    An ammo pack for the Pistol, with a varried amount of ammo based on your
    difficulty level. Each ammo box contains 12 bullets on Easy, 10 bullets on
    Normal, and 8 bullets on Hard. The availability of pistol ammo isn't
    nearly as much as previously in the series, although it is nowhere near
    scarce. Firearms don't play a large role in Silent Hill 4, so you
    shouldn't rely on them to save you. Each ammo box takes up a spot in your
    inventory, so this becomes quite a pain. If you seriously plan on using
    the Pistol, take around three boxes of ammo each time you leave your
    apartment.
    
    Revolver Bullets
    _  _   _ _____ _
    
    Availability: 2
    Power: 5
    
    "Large-diameter bullets for use in
     'Richard's Revolver.' Reasonably
     powerful."
    
    Ammo for Richard's Revolver, which is obtained around halfway through the
    game. The Revolver is a very powerful weapon and so its bullets are quite
    useful when you're using it, but ammo boxes for the Revolver are quite
    rare and only hold six bullets each. It should only take one bullet to
    kill an enemy with the Revolver, provided that you are close enough to
    deliver a finishing kick on time. Don't waste Revolver ammo, but don't go
    relying on it either. Each pickup takes up a spot of your inventory, so
    firearms aren't very preferable to begin with.
    
    Silver Bullets
    _ _ ___   _ __
    
    Availability: 1
    Power: 5 (special)
    
    "Special bullets effective against ghosts.
     Small diameter. Best used with 'Pistol.'"
    
    Silver Bullets can only be used with the Pistol, and are extremely scarce
    items. Only two Silver Bullets are found in the game, and although named
    differently, only contain one bullet per pack. The effect of Silver
    Bullets is to temporarily kill Ghosts, most notably so you can stab a
    Sword of Obedience into them. Although it seems as if Ghosts are dead when
    shot with Silver Bullets, they're not. They'll get right back up in a
    moment, and you'll have completely wasted a Silver Bullet. Silver Bullets
    can be used on normal enemies, but it's truly a waste. One bullet will
    kill any regular enemy, but the Revolver already does that job (coupled
    with a finishing kick). Silver Bullets are best used against the two most
    annoying Ghosts. Recommended usage is for the Ghost of Andrew DeSalvo in
    the Water Prison World 2nd time, and either the Ghost of Cynthia in the
    Subway 2nd time or Richard in the Building 2nd time. Be sure to follow the
    Silver Bullet with a Sword of Obedience, or it will be useless. To load a
    Silver Bullet, press Square on the Silver Bullets icon in your inventory
    bar to load it into the Pistol, if it's in your inventory as well.
    
    Saint Medallion
    _  _ _____ ____
    
    Availability: 3
    Usage: 4
    
    "Can be equipped along with a weapon.
     Anti-spirit effects when held, but will
     eventually break."
    
    This medallion repels the effect of a Ghost's presence when worn, and it
    is very effect to slip by Ghosts unharmed. Saint Medallions cause Ghosts
    to move a lot slower than normal and have difficulty injuring you because
    of this slowness, however, they still can hurt you. The catch with Saint
    Medallions, however, is that they will break once they've been used
    enough, and you can tell how much power they have by the faintness of them
    in your inventory. Saint Medallions also help rid of hauntings in your
    apartment, although they aren't as convenient as Holy Candles for that
    matter and are more valuable to waste. Saint Medallions aren't rare, but
    aren't abundant either, so be sure to make good use of them when you find
    them.
    
    Holy Candle
    __ _    ___
    
    Availability: 5
    Usage: 3
    
    "Special candle with anti-spirit effects.
     Begins working shortly after being lit
     and placed down."
    
    Holy Candles in the travelling worlds in the game aren't very useful,
    however, they are extremely handy in your apartment for taking care of
    hauntings. These large white candles share the same general effect as
    Saint Medallions, however, the are not portable (in the sense of being
    used while on the go). Holy Candles significanly slow down Ghosts nearby
    them and also repel their damaging effects from only their presence.
    However, the radius of these candles is quite small, so they're not very
    effect outside of your apartment. In your apartment, place a Holy Candle
    by a haunting, and if correctly placed, the haunting will diminish and
    shortly disappear. To place a Holy Candle, move up to where you want to
    plant it and use it from the inventory heads up display. Holy Candles are
    quite abundant in the latter half f the game, around when the hauntings
    start appearing, and should be used when necessary. Leave it to Saint
    Medallions for dealing with Ghosts in the severl different worlds.
    
    Sword of Obedience
    __ _   _ _____ ___
    
    Availability: 2
    Usage: 3
    
    "Extremely rare sword. When used
     against downed ghosts, it stops them in
     place. When pulled out, the ghost is revived."
    
    These swords are very useful for stopping annoying Ghosts from stalking
    you, although they are rare and work within a specific rule. This rule is
    that they can't be killed, per se, by the swords, but out of commision
    until the swords are removed. Swords of Obedience are used to pin down
    Ghosts to prevent them from moving anywhere else, and there's no way they
    can move until the sword is removed. The only condition in which you can
    use a Sword of Obedience is when a Ghost is on the ground, and you must
    act quick, becase Ghosts don't stay on the ground for long at all. Silver
    Bullets work like a dream to throw the Ghosts down, and for a while,
    actually, but they are rare. Just keeping shooting or smacking a Ghost
    until it falls and quicky use a Sword of Obedience from your heads up
    display when standing in front of the Ghost. If you wish to take the sword
    back, you can, but the Ghost will soon return to service. There are five
    Swords of Obedience in the game, so there's no reason not to use them.
    Just pick the Ghosts you find most annoying and pin them down to save you
    from future frustration.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    8.                          C O N T R O L S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    CONTROLS..........................................................[SH4_08]
    
    Control                         Function
    D-Pad/Left Analog Stick         Movement, Move cursor in menu/screen
    START                           Pause game, Accept, Skip scene
    SELECT                          Open inventory
    X                               Accept, Examine, Attack, Stomp or Kick
    Square                          Equip/Use item
    Circle                          Run, Cancel, Exit menu/puzzle
    Triangle                        View Map/Scrapbook
    R2                              Ready weapon
    L2                              Position camera behind Henry
    Right Analog Stick              Look in all forward directions
    L1                              Sidestep left (first person)
    R1                              Sidestep right (first person)
    R2 + Circle                     Hop backwards
    R2 + Left + Circle              Hop to the left
    R2 + Right + Circle             Hop to the right
    Start + Select + L1 + R1        Soft Reset
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    9.                    P L A Y I N G  T H E  G A M E
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    PLAYING THE GAME..................................................[SH4_09]
    
    00 // Contents...............[PTG_00]
    -------------------------------------
    01 // Menu Navigation........[PTG_01]
    02 // Game Basics............[PTG_02]
    03 // The Room...............[PTG_03]
    04 // Combat Strategies......[PTG_04]
    05 // Items..................[PTG_05]
    06 // Health Items...........[PTG_06]
    
    01 // m e n u  n a v i g a t i o n                                [PTG_01]
    ____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____
    
    There are several menus in the game, and this section deals with
    navigating in those menus and their features.
    
    __ _ ____
    
    Main Menu
    _   _____
    
    Opening Movie
    _ _ ____  ___
    
    When you start up the game with or without a memory card save, the opening
    movie will play. It's basically a trailer sequence, displaying cutscenes
    and actions from the game. If you wish to see it again without restarting
    the console, leave the controller alone for a while at the main menu and
    it will play.
    
    New Game
    __ _ ___
    
    This option is obviously to start a new game, but it should only be used
    to start a brand-new game, as in the first time you play the game. Upon
    choosing New Game, you will then have to choose a difficult level for
    which the game will be played on. Make your choice and select it, and the
    game will begin. If you've already beaten the game, you should continue
    from a saved file on your memory card to get more unlockables and endings.
    Once you beat and save the game, the save file will be named "A Brand-new
    Fear" -- select this to start a replay game, with all your unlockables and
    endings.
    
    Continue
    __ _ ___
    
    The Continue option allows you to continue from the last place you were in
    the game, before you died or exited (via Soft Reset for the latter).
    Whichever area you die in, you will start at the beginning of that area
    after using a Continue, so you will not have any items that you picked up
    in that particular room.
    
    Load
    __ _
    
    This is how you load your game once you have a saved game on your memory
    card. If you've saved your game, select Load and find the file you would
    like to load -- you can have up to 1-30 save files. To continue playing in
    a save file after the game has been beaten and saved, find the file that
    says "A Brand-new Fear" and start that.
    
    
    Options
    __ __ _
    
    Select this option to enter the Options menu, where you can change several
    options, including subtitles, sound volume, et cetera. For all the options
    you can change, see the Options Menu below.
    
    __ _ ____  __
    
    In-Game Menus
    __ ______ _ _
    
    Inventory Menu
    _   _ ____ ___
    
    Your inventory is where you hold all your items on your journey, and it's
    how you use and equip items. Your inventory can only hold ten items at
    once, so you'll have to drop a lot of items in your storage chest when not
    using the. While playing the game, press Select to access your inventory.
    You can use item from the menu itself, but you can also use items from the
    bottom bar on the screen by pressing Square to open it up and Square to
    use an item after cycling through your items. Check out the ASCII picture
    below to see what the inventory menu looks like and its features. The
    numbers along the bottom represent invetory spots.
     _______________________________________________
    |                                               |
    |                                               |
    |                                               |
    |                                               |
    |                                               |
    |                                               |
    |               In-Game Screen                  |
    |                                               |
    |                                               |
    |    _______________________________________    |
    |   |Item Name                              |   |
    |   |Item Description. Brief description of |   |
    |   |what it is and its features            |   |
    |   |_______________________________________|   |
    |                                               |
    |   |ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ|    |
    |   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Item Chest Menu
    __ _ ____ _____
    
    Since your inventory can only hold ten items, it is necessary to store
    items in the item chest in your apartment. It's just to the right of the
    television in the living room, if you didn't know. Unlike your inventory,
    the item chest can hold an unlimited amount of items, and you'll be using
    it all the time to store and retrieve items. Take a look at the ASCII
    picture below for a feel on how the Item Chest Menu works. To place an
    item in the chest, press down to access your items, where it's marked
    "PLAYER" -- that would be you -- and select an item to put in the chest.
    The item chest in organized by two categories -- Weapons and Others.
    Weapons include obviously all firearm and melee weapons, and also
    ammunition. Others include items and supplies. To take an item out of the
    chest while to chest items are highlighted instead of yours, go to the
    section you want to take a weapon from (press Up to change) and choose
    an item to take. Everything you put in here will stay forever and will not
    move, including broken golf clubs.
     _______________________________________________
    | BOX _________________________________________ |
    |                    __                        ||
    | __Weapons         |                          ||
    ||    Item    Item    Item    Item    Item     ||
    ||  Others                                     ||
    ||                       __|                   ||
    ||   _______________________________________   ||
    ||  |Item Name                              |  ||
    ||  |Item Description. Brief description of |  ||
    ||  |what it is and its features            |  ||
    ||  |_______________________________________|  ||
    ||_____________________________________________||
    | PLAYER                                        |
    |                                               |
    |   |ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ||ŻŻ|    |
    |   |1 ||2 ||3 ||4 ||5 ||6 ||7 ||8 ||9 ||10|    |
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Scrapbook Menu
    __ ______ _ __
    
    This works also as the Map function, by the wall. After collecting memos
    throughout the game, they can be found in your Scrapbook. Press Triangle
    to visit the Scrapbook Menu to see the list of the memos you've obtained.
    Press Triangle while in the Scrapbook Menu to look at the Map for your
    current area. Press Circle to exit the menu all together. Whichever of the
    two functions you use last, Scrapbook or Map, before exiting, will pop up
    first when you next press Triangle. Press Triangle again in the menu to
    swap between the two.
    
    Pause Menu
    _  ____  _
    
    During the game, press Start to pause the game. While the game is paused,
    time will stop and it won't affect your final result time. At the Pause
    Screen, you'll notice it tells you you can go to the Options Menu by
    pressing Triangle.
    
    ___  ____ __
    
    Options Menu
    _  ____ __ _
    
    In the Options Menu, you can adjust several features which are listed
    below. There are two options menus, known as 1 and 2. Judging on the past
    games, consider the second menu the Extra Options Menu. The options and
    their selections are listed below.
    
    Option 1
    __ _ ___
    
    Option               Selections
    Brightness           1, 2, 3, 4, 5, 6, 7, 8
    Screen Position      X and Y Coordinates
    Language             English, Japanese
    Subtitles            Off, On
    Vibration            Off, On
    Sound                Stereo, Monaural
    BGM Volume           |||||||||| (1-10)
    SE Volume            |||||||||| (1-10)
    
    Option 2
    ____ ___
    
    Option               Selections
    Button Config        Type A, Type B, Type C
    Default Control      Walk, Run
    Noise Effect         Off, On
    Blood Color          Red, Green, Purple
    Head Motion          Off, On, Slight
    Hide Gauge           Off, On
    Hide Icon            Off, On
    
    _____  ___ ___
    
    Save/Load Menu
    __ _ ____ _ __
    
    These are really two different menus, for saving and loading respectively,
    but they look the exact same and have the same functions (except for the
    idea of saving and loading). To access the Save Menu, examine the notepad
    save point in your apartment, by the windows in the living room. Select
    one of the 30 slots and save. To access the Load Menu, select Load from
    the Main Menu, and select a file to load.
    
    Saving and Loading
    ___ ____ _ __ ____
    
    Use portals through the game to get back to your apartment and use the
    notepad on the table by the windows in your living room to save your game.
    If you haven't saved yet, start a new file or overwrite one of your old
    files, but make sure you're not overwriting a file of unlockables with a
    brand-new file. Once you save your game in a file, the file will have your
    current location written on it, and that is the world you are currently
    in. Once you beat the game and save it, it will read "A Brand-new Fear"
    instead. To load a file, select Load from the Main Menu and choose a file
    to load. Read the locations of each file to make sure you load the right
    one. If you want to start a new game with unlockables after you have a
    beaten save file, go to the Load Menu and select it -- you'll notice it
    will read "A Brand-new Fear". If you ever start a regular new game and
    overwrite A Brand-new Fear file, including one that's in progress, the
    Brand-new Fear file will be lost, along will all unlockables and endings
    it had opened.
    
    02 // g a m e  b a s i c s                                        [PTG_02]
    __ _ _ _______ _  _ _______ _  ______  ______  ___ ___       ___ _ _____ _
    
    This section contains general knowledge on how to play the game, including
    navigating through your apartment, using the map, and much more.
    
    __ _ _ ____
    
    Audio/Video
    __ _ ___ __
    
    Camera
    _ _ __
    
    The camera in Silent Hill 4 will be found by many as awkward, and it may
    be annoying to some. Silent Hill veterans like myself have no problem with
    it and it really isn't a hassle at all, but it may take some getting used
    to for newcomers to the series. Most of the time in the game, you have a
    clear chase view of Henry, with the camera perfectly set behind him.
    However, sometimes the camera agle may change to infront of beside Henry
    in certain areas, and with the standard 2D control (with 3D control not
    even in the game), you'll have to adjust your direction on the analog
    stick, corresponding the the camera angle change. Most of the time you can
    use the Right Analog Stick to free look in front of you, and L2 usually
    switches the camera angle back and forth or gives you a better angle
    behind Henry. Experiment with these features to further adapt to the
    Silent Hill 4 environment.
    
    Subtitles & Sounds
    _ _ _ ___ __ _____
    
    When a character talks during a cutscene, or even in the game for that
    matter, their speech will be captioned at the bottom of the screen.
    Subtitles are initially on, but you can turn them off from the Options
    Menu, although there isn't much reasoning to turn them off as they're
    rather helpful. Keep your volume up so you can hear characters speak
    themselves, even though subtitles are always helpful, and also for the
    sake of hearing other sounds that may or may not be to your liking...
    
    Sudden Noises
    __ _ _ ___ __
    
    Those familiar with Silent Hil are more than welcome to sudden sounds,
    which tend to create jump scares. There actually aren't that many of them
    in Silent Hill 4, and not many in the Silent Hill series at large. But if
    you hear a sudden noise, don't worry about. Just keep playing and maybe
    you'll found out what it is. Then again, maybe you won't...
    
    __  _ ____
    
    Using Maps
    ____ ___ _
    
    As always in Silent Hill, the map is your best friend. A different
    approach on the issue of maps in Silent Hill 4 is that you never find
    maps, but Henry draws them himself. That's partly good, partly bad, but
    it's really no difference. The good thing is that you don't have to worry
    about finding a map, and you'll always have one from the beginning of each
    area, but the bad things is that you can only see areas on your map that
    you've travelled. As mentioned already, it doesn't really make a
    difference, as the game is pretty straightforward. As for the signs on the
    map, Henry draws an "X" over areas that are inaccessible, a squiggly line
    over doors that can't be opened, and solid line of doors that are locked
    and can be open from either keys or the other side, and arrows over doors
    that are unlocked (both way arrows). In order to mark these things on your
    map, you'll have to check them first.
    
    Compass Directions
    ____ _ ____   _ __
    
    Through the walkthrough in this FAQ, compass direction are use to describe
    where to go most of the time. It's important to get a grasp of that in
    order to follow the walkthrough properly, and that's not hard to do.
    Although there is never a compass on any of your maps since Henry draws
    his own maps, north is up on the map, east is right, and so on. Compass
    directions are extremely easy to understand, but if you were born
    yesterday, the following are the compass directions used in the
    walkthrough:
    
    North, east, south, west, northeast, southeast, southwest, northwest.
    
    ___ _  ___ __
    
    Game Concepts
    __   _ ___ __
    
    Memos
    _ ___
    
    There are 52 memos that can be found on the game, and your ranking is
    partly based on how many of those 52 memos you get. Around half of the are
    Red Diaries found in your apartment, and the rest are found on the
    battlefield. You'll find several other small notes as well which are
    listed as memos, and generally aren't important. As for memos, they are
    listed in your Scrapbook and are very helpful for learning more of the
    game's story and solving puzzles.
    
    Running
    ___ _ _
    
    Most of the time during the game, running is the best solution. No, it
    does not make you a wussie; it saves your life. The most important enemies
    to run away from are Ghosts, as you can't kill them and they damage you
    just by being near you. In long hallways or areas with multiple enemies,
    it may be best to flee the scene before you're minced meat.
    
    Ammo Conservation
    ___ _ _ ____  _ _
    
    Honestly, ammo conservation is no biggie in Silent Hill 4. Melee weapons
    are masters of their domains and rule over firearms, anyway. That does not
    mean take your ammo and fire it at a wall, no, and still use it wisely.
    Melee weapons are really one step ahead of firearms now, and it's never
    really necessary to use a firearm -- you can beat the game without using
    one without a problem whatsoever. Be very conservative with your Silver
    Bullets, however, because there are only two in the game. Pick the two
    most annoying Ghosts to you in the game and use the bullets on them,
    following up with pinning them with a Sword of Obedience each.
    
    Melee Weapons
    __ _ ____  __
    
    Melee weapons are quite the weapons in Silent Hill 4, and you'll generally
    be using them at least around 85% of the time. Myself, I use melee weapons
    probably 95% of the time, as they truly prevail over the scarce firearms
    in this edition. Unlike the previous games where using melee weapons was
    to conserve ammo, use melee weapons for the sake of convenience. There's
    also the fact that ammo pickups take up a space of your limited inventory,
    so melee weapons are more ideal candidates right there alone.
    
    Searching Areas
    __ _ _   ____ _
    
    Check each area you visit thoroughly for any interesting items. That
    includes keys items and supplies, as well as weapons. Keep a sharp eye for
    anti-spirit items especially, because some of the are quite small and are
    hard to see sometimes. Henry stares at any nearby items in sight, so take
    note of that when looking for items. Sometimes, the camera angle may hint
    at an item, which is very helpful, although other times some items may be
    out of view and not open to general sight.
    
    Checking Doors
    __   __ ____ _
    
    As usual, many doors in Silent Hill 4 cannot be opened. There ratio of
    accessible to inaccessible doors in Silent Hill 4 is probably more than
    previously, but there are still a significant number of inaccessible doors
    and areas in the game. Be sure to check every door you find, and generally
    in the order you find them -- it doesn't really make a difference, but a
    farther door may start a new path and lead somewhere completely different,
    whereas there might have been an item through a closer door; and vice
    versa. Refer to your map to learn which doors you've tried to open and
    which doors you haven't.
    
    Using Elevators
    ____  _   _____
    
    There's only one area in the game which contains accessible elevators, and
    that's the Building World, both times. Head through an elevators doors to
    enter it, and then examine the side panel to choose a floor. Upon doing
    so, you'll see a sub menu like so:
    
    Press a button?
    Top button  Middle button
    Bottom button  Forget it
    
    There are three floors in the Building World that can be accessed directly
    from the elevators, and from top to bottom are: B8, B10, B12 -- these
    correspond to "Top", "Middle", and "Bottom", respectively, on the elevator
    panel. If you wish to exit the panel sub menu , select "Forget it", which
    is quite funny. It would be even more funny if it said, "Forget about it",
    with an Italian Mafioso accent. After exiting the sub menu, go through the
    elevator door to exit. If you press a button, you're free to move around
    as the elevator ascends or descends. Some elevators have doors on both
    sides, while others have one door at the front and a ladder at the back.
    Be sure to look for both of these to be able to continue on and also
    collect hidden items.
    
    Using the Torch
    __  _ ___  _ __
    
    There is no flashlight in the game, which was a traditional item in the
    series until now. Instead, you have to use a Torch, however, only for one
    area of the game for a certain purpose. The use of the Torch isn't at all
    to brighten up the area around you so you can see where you're going, but
    instead investagting wells. In the Forest World 2nd time, you'll find the
    Torch, and you'll need to use it to check the five wells in the Forest for
    items. Once picked up, the Torch must be lit to have any use of search,
    and you can light the Torch with the several flames in different areas of
    the Forest. The Torch has "Holy Flame" written on it, as to the flame
    stands, so they need to be used together. The flame will extinguish after
    not a long time, so you'll need to light it a few times. To make the flame
    last longer, dip the Torch in the kerosene tank in the laundry room of
    Henry's apartment. The Torch may also be used as a weapon, although the
    fire does not make it stronger, but it isn't much of a weapon, anyway. If
    you ever unequip the Torch or return to your apartment, the flame will
    extinguish.
    
    Codes
    _ ___
    
    You'll find some combination codes on your journey, so you may want to
    have a pen and a notepad with you while playing for convenience. However,
    all codes can be found in the memo it was found it, in your inventory,
    which you may take a bit to find. That's why having a notepad may be more
    convenient, but you're the one to make the decision on that.
    
    Revisiting Areas
    ___  __ __ _  __
    
    Instead of having Nightmare, or Alternate, areas, Silent Hill 4 has you
    revisit the five main areas of the game. The appearance of the worlds
    don't change, although some things may rearranged differently and so on,
    but there will be new item placements and newly accessible or inaccessible
    rooms. You'll play through the first five world of the game, and then
    you'll visit an indifferent world, and then you'll revist the same five
    worlds in the same order. Upon revisiting each of these areas, a new Ghost
    Victim will be introduced, which is relevant to the ending of the
    corresponding first time through the world, except for the Apartment
    World, for a specific reason. Get used to this and try to use Swords of
    Obedience to pin them down.
    
    Soft Reset
    __ _  ____
    
    While in-game, there is no option to exit back to the main main onscreen
    in any menu, but there this a button combination you can press to return
    to the Main Menu. During the game, press and hold Start + Select + L1 + R1
    + L2 + R2 to return to the Main Menu. If you wish to return to the game
    after doing so, select Continue (it will affect your ranking if you do
    this and actually continue, by the way). If you ever load the wrong file,
    just use Soft Reset to return to the Main Menu.
    
    03 // t h e  r o o m                                              [PTG_03]
    ____ _ _    ______  _ _______    _ __________   _ _____ _ _____   ___ ____
    
    Looking at the game's title, Silent Hill 4: The Room, as well as the
    concept of the game, it is much of a different entry in the Silent Hill
    series than the first three. The reason "The Room" takes its subtitle with
    Silent Hill 4 is because of a simple reason -- the game revolves around
    "The Room", which is Room 302 of South Ashfield Heights, Henry Townshend's
    apartment.
    
    The concept of Silent Hill 4, as already mentioned, differs greatly from
    the early games, and Room 302 will be visited way too often. The apartment
    room has several features, and is what one might call a safe point. Many
    things can be done in Room 302, including saving your game, picking up or
    dropping off items from your item chest, and so on. This section speaks of
    everything your apartment can do, everything you can do in your apartment,
    and other bits of information about this "special" room. Anything you need
    to know about Room 302 should be able to be found here.
    
    __ __ 
    
    Rooms
    _ _ _
    
    Living Room
    ___  _  _ _
    
    This is the room where the most can be done. The living room contains the
    item chest, radio, windows, and wall peephole -- you could also consider
    the front door part of the living room.
    
    Kitchen
    _  _ __
    
    The only interesting thing in here is the fridge, which sometimes contains
    items. There's also a sink which you'll have to use once in the game for a
    certain purpose.
    
    Bedroom
    __ _ __
    
    This is where the game begins and where you wake up whenever you return to
    your apartment. The bed is nothing special, but you can check the windows
    to see what's outside, like the living room.
    
    Washroom
    _   _ __
    
    The Washroom is the most interesting room in the first half of the game,
    and that's because it contains a large hole in the wall that allows you to
    enter different worlds. The bathtub isn't special, but it may be at some
    point in the game...
    
    
    Laundry Room
    __ _ _____ _
    
    Ah, the "clean" room of the apartment. Other than feeling claustrophobic,
    this room has quite an empty feeling. It's actually useless for the first
    part of the game, but something will open up past halfway...
    
    _  _ ____
    
    Interests
    __    _ _
    
    Front Door
    __ _   ___
    
    You'll visit the front door very often, which is really a natural feeling
    -- the front door is the prime area for escape, although it's chained
    shut, and very well. Nonetheless, the front door has a peephole which can
    be used to see the outside hallway. Several minor events happen out here,
    but many aren't worth checking. Another thing about the front door is that
    you'll find several memos that have seemingly been slipped under the door
    for your leisure. The large majority of the memos will be Red Diary
    entries, which contain useful information on advancement of the plot.
    
    Windows
    _ _ ___
    
    As the equivalent of the door being chained shut, all the windows in your
    apartment are shut tight and cannot be opened. You can still see through
    them and take a look outside. Sometimes there may be something interesting
    happening outside, so you should check your windows every once in a while.
    There are windows in the living room and the bedroom, which can see
    generally the exact same things.
    
    Wall Peephole
    __  _ ___ ___
    
    You'll discover this true "peep" of a peephole not at the beginning of the
    game, but still quite early. After discovering the moved shelf by the far
    wall by the kitchen, move it and examine the chipped wall. Through this
    peephole, you can see Eileen's bedroom and what she does in there. Nice...
    There is no actual purpose to the hole, other seeing Eileen, but it's
    still quite interesting. Evidently, Eileen doesn't have much of a life.
    Then again, either does Henry if he spends all his time looking through a
    hole in his apartment to see what a woman is doing in her bedroom. But can
    you blame him, good old Peeping Henry?
    
    Radio
    _ ___
    
    In the living room of Henry's apartment, there's a stero on the back
    shelf. Since you can't pop in a CD or a cassette or anything else, all it
    serves as is a radio. At first, the radio won't seem to be much use to
    you, but it will contain some interesting bits of information if you turn
    it on once in a while -- sometimes the information might be more than you
    wanted to hear. Past halfway through the game, the radio in your apartment
    serves a similar purpose to the pocket radios in the earlier games, by
    emitting static at the presence of monsters -- except the monsters are the
    hauntings in your apartments. If you turn on your radio and you hear
    static, there is a haunting present in your apartment, and usually more
    than one if you don't do everything at once. If there is no sound at all
    from the radio when you turn it on, your apartment is clear. Read more
    about hauntings under the Hauntings subtitle below.
    
    Telephone
    __ _ __ _
    
    Henry tries to use the phone after waking up, but it doesn't work. Yet...
    it works for you sometimes, and when you call a certain number, for one.
    Take a look outside the window of your bedroom or living room, and look
    high up on the buildings to the left. Try the number you see on the
    telephone. Other than that, there's no use you have for the phone. No
    prank calling tonight.
    
    Fridge
    __ _ _
    
    Raid the fridge! Unfortunately, you'll find that Henry doesn't seem to be
    a fan of food. All you'll find in Henry's fridge is a bottle of Chocolate
    Milk and a Wine Bottle. The Wine Bottle serves as a weapon, and Henry
    won't drink the Chocolate Milk. So he decided to preserve the Chocolate
    Milk instead of the wine... Nice choice, smart one -- maybe he'll learn in
    the future. The Wine Bottle serves as a weapon, and the Choclate Drink an
    item.
    
    Item Chest
    __ _ ___ _
    
    Probably the most useful thing in your apartment, and you absolutely will
    need to use it. The item chest stores items that your not using, since
    your inventory space is quite limited. It's wise to store health items in
    here for the first half of the game for use in the second half. Read more
    about the item chest in the Game Basics section above.
    
    Portal
    _ _ __
    
    Definitely the most interesting thing in your entire apartment. At the
    beginning of the game, a hole is found the wall of the washroom.
    Travelling through this wall, you can access different worlds and make
    progress, so the hole works as a portal. The hole starts off rather
    narrow, and expands as you reach different worlds, following up with the
    look of a talisman -- which is the familiar Halo of the Three Suns,
    although the center of it is missing because of the hole. Halfway through
    the game, the Portal in your washroom will be sealed up and won't be able
    to be used anymore. However, you can create another Portal in the laundry
    room once this happens by using certain items.
    
    __ _ ___
    
    Features
    _____ __
    
    Hauntings
    __  _  __
    
    The game begins in a twisted, but familiar, apartment (by familiar, I mean
    one that becomes familiar) in somewhat of a nightmarish or alternate
    atmosphere. This ends up being an apparent dream, but past halfway through
    the game, your apartment will start to turn into a similar state, although
    much worse. Instead of just a haunting appearance, several parts and
    objects of your apartment will become possessed, including the television,
    clock, fridge, and many more. When these objects are in possessed states,
    the have the same effect of Ghosts, which is damage from presence alone.
    When you move near any of these hauntings, you may lose health. However,
    you can make these hauntings disappear with your anti-spirit items --
    Saint Medallions and Holy Candles. Read the Hauntings section of this FAQ
    for more information on hauntings, including what they are and their
    locations.
    
    Regeneration
    ______ __ __
    
    In the first half of the game, your apartment regenerates your health.
    This is extremely helpful since it allows you to conserve health items for
    when the regeneration effect is no more. Although there aren't many health
    items in the first part of the game because of this, it can really pay off
    later in the game when you're thirsting for health. Instead of using
    health items in the field, try to return to your apartment to heal. Taking
    a look at your health bar during regeneration, you'll notice that it is
    somewhat slow, although not really. If you have very low health, hang
    around until your health is full. If you leave before your health is full,
    the regeneration will stop. Once the fan in your living room breaks, your
    apartment will no longer offer regenerator. It's not because of the fan
    falling, that's just a sign.
    
    Memos
    __  _
    
    There are 52 memos to be collected during the game, and around half of
    those memos are found in your apartment. You'll find nearly all of these
    memos by your front door, but sometimes they may be in different places,
    including the living room and laundry room. Be sure to get these memos
    whenever you see them, because they not only help you understand the plot,
    but the more you find will better your ranking at the end of the game.
    Refer to the Memo section of this FAQ for the content of all 52 memos.
    
    04 // c o m b a t  s t r a t e g i e s                            [PTG_04]
    _____   _______ _ _ ___    _       __ _ ______     __ _____     _ ____  __
    
    Within this section are strategies for killing each enemy and general
    fighting strategies, as well as important things to note.
    
    ___ _   _ ___ __
    
    Fighting Enemies
    _    _ ____ ____
    
    Sniffer Dog
    __  _ _  __
    
    Sniffers are always encountered in groups, so try to kill them
    individually by letting them come to you, or simply don't run into the
    middle of them all until you've killed one or two of them. Any weapon
    like the Steel Pipe will do. Just bash them quickly, and deliver a stomp.
    Sniffers tend to jump backwards after you attack them, and your next swing
    will likely miss in this case, so move towards the Sniffer and then smack
    it again.
    
    Wall Man
    _  _ ___
    
    Whenever you encounter these pests on escalators, try to bash them with
    the Steel Pipe or a similar weapon as you pass by them. If you can, wait
    for them to go back in the wall and then run by them. In groups, its
    probably best to use the Pistol, or Revolver if you have it. As for Wall
    Men in other areas, try to use a weapon's charge up attack, notably the
    Rusty Axe with its long range.
    
    Hummer
    __ _ _
    
    These little buggers may be small, but they come in large ground and don't
    find it hard to swarm you. If you try to run past a group of them, even if
    running unpredictably, you'll very likely take some damage. So it's wise
    to stop and take them out before continuing, unless in a very small area.
    The Steel Pipe works best, as it is quick versatile with long range, but
    other rod weapons can work fine as well -- just not as perfect as the
    Steel Pipe.
    
    Twin Victim
    ___    _ __
    
    For this haunting creature, The Pistol works efficiently, and if you have
    ammo for the Revolver, one hit will knock the thing down -- be sure to be
    close enough to stomp it, though. Melee weapons work great as well, as
    usual, and weapons like the Rusty Axe are great. The Steel Pipe isn't that
    strong, but it will still work fairly well.
    
    Toadstool
    _  ____ _
    
    These suckers block paths all the time, so you'll have to kill them on
    many occasions. Since they grow in flocks, you'll need to kill a decent
    amount of them to slip by without damage. The perfect weapon is the Steel
    Pipe because of its quickness and long range, but pretty much any weapon
    will do just fine, especially since Toadstools can't move freely.
    
    Whitestool
    _  _ ___ _
    
    Just as with Toadstools, you'll have to kill several Whitestools to
    complete certain parts of the game. Any melee weapon should do, but the
    Steel Pipe has enough range so that you have little chance of walking into
    the things, taking damage, and it also is quite quick, making it
    preferral.
    
    Tremer
    __ _ _
    
    No real problem dealing with these little guys. You're very likely to step
    on Tremers through the game, whether it be an accident from you not seeing
    them or one might fall from the roof. They barely inflcit any damage, but
    it can add up, so don't get careless. No weapon but your foot is required
    to kill both Blue and Red Tremers, and you acn stomp them whenever their
    on the ground. You can knock them off the wall or splatter them on it with
    a melee weapon, but there's no real use for that unless you want to get
    your kills up for a better ranking. If that's your case, go on a killing
    spree of Tremers, because they count as one enemy each!
    
    Gum Head
    _ _ ____
    
    By the time you meet Gum Heads in the Building World, you should have a
    decent array of great weapons (including some obtained in the Building
    World), so fighting them shouldn't be a problem. Although the Steel Pipe
    may be a bit weak, it stil works fine. Weapons like the Aluminum Bat and
    Rusty Axe, and Spade, found in the Building World al work exceptional. Gum
    Heads usually come in groups but they're not always near each other, so
    take advantange of individual Gum Heads and bash their brains in before
    the others get to you.
    
    Wheel Chair
    __  _ __ __
    
    You can kill these bad boys, so there's no real reason in fight them. You
    can temporarily deactivate them with weapons, but they become "alive"
    again once you reenter the area. If you really wish to fight Wheel Chairs,
    the Rusty Axe works great -- use it's charge up.
    
    Patient
    _  _ __
    
    These machine-like creatures are tall, but easy to kill. The Rusty Axe is
    probably the best weapon to use against them, especially with its charge
    up attack, which can take out two Patients at once if orchestrated
    properly. The Paper-Cutting Knife works a charm thanks to its lightning
    speed, and is found where Patients are first found, so that's quite nice.
    
    Bottoms
    _  _ __
    
    These things are virtually identical to Twin Victims, not only in
    appearance but characteristics and general strength. The Rusty Axe works
    great on Bottoms, as do other powerful weapons like the Pickaxe of Despair
    and Spade. The Revolver plays in quite nicely because Bottoms are stronger
    than their Twin Victim companions. Bottoms get up extremely quickly after
    being knocked down, within a second, so make sure you're close enough to
    deliver a finishing stomp. 
    
    Ghosts
    _ _ __
    
    You should only fight these creatures when you plan on inserting a Sword
    of Obedience into their bodies, to pin them down. However, you can beat a
    Ghost down if it's really annoying you and you want to make it fall
    behind. For the four "familiar" Ghosts you encounter in the latter half of
    the game, it's wise to use your Swords of Obedience on them -- there are
    four of them and five swords, so you can have one extra, although one is
    found very late in the game. You can find two Silver Bullets in the game,
    so pick two Ghosts to use those on -- the toughest ones -- and follow the
    Silver Bullet shots up with the swords to keep them down. As for
    suppressing Ghosts and their damaging effect from their presence, equip
    Saint Medallions whenever you find them. Use Holy Candles for the
    hauntings, sometimes including Ghosts, in your apartment.
    
    ___ _ _  ____ _ ___
    
    Fighting Strategies
    __  _ ______ _ ____
    
    Fighting Multiple Enemies
    ___ _ __ ____ _ ______ __
    
    Several times during the game there will be multiple enemies onscreen,
    and they'll tend to team up up you. There is no Shotgun this time around,
    so it's a little more difficult. However, it is easier to run this time,
    and monsters aren't too skilled in capturing you. But if you're fighting
    multiple enemies, including on part at the end of the Water Prison World
    2nd time, stick to one enemy until it's dead, and then go on to another
    enemy. If you keep fighting different enemies, the same amount will
    continuously be attacking you -- whereas if you killed one or two enemies,
    there would be one or two less enemies attacking you. The Rusty Axe is one
    of the best weapons in the game, so always have that at your side. Weapons
    that have 360 degree swing charge up attacks like the Steel Pipe and
    Aluminum Bat work great as well, knocking down more than one enemy
    sometimes. But once you find the Pickaxe of Despair, that works absolutely
    great on multiple enemies -- if they're all around you, peform a charge up
    attack, the 360 degree swing (it's actually more than 360 degrees), to
    throw them all to the ground. Deliver stomps as quick as FedEx and repeat
    if you really want to kill all the enemies.
    
    Surrounded
    ___ _ _ __
    
    Let me guess, you've gone and done it once again? You've completely
    surrounded yourself by enemies. Just like when fighting multiple enemies,
    stick to one enemy at a time when killing, so you can get rid of that
    enemy and reduce the total nubmer of enemies attacking you at once. As
    also mentioned above, 360 degree swing weapons work great when you're
    surrounded, like the Steel Pipe, Aluminum Bat, or any golf club. The
    Pickaxe of Despair especially works great because of its extreme power and
    crazy 360+ degree swing. Be sure to act quick on the stompings, though.
    
    Kicking Enemies
    ___ _   _ _____
    
    For the most part, shooting or beating an enemy down just makes it prone
    so Harry can kick it. There are exceptions, and sometimes monsters will
    die without a finishing kick. But you should always expect to finish the
    enemy off with a kick. You'll notice that the radio static doesn't stop
    sometimes when enemies are on the ground, and this means they're still
    alive. Step in front of them and kick them or stomp on them for a killing
    blow.
    
    Pushing Enemies
    _   _   _____ _
    
    Sometimes you'll encounter enemies somewhat blocking your way in a hall,
    or maybe enemies have surrounded you. If you ran at them, you can push
    yourself past them, although you do risk attack while doing so. It may be
    best just to kill enemies instead of blocking them sometimes, especially
    if they're on their own. In groups, try to keep running past them to
    escape the frenzy.
    
    Evading Attacks
    ____    _ _ ___
    
    Some enemies have the ability to grap you by biting your holding you
    during an attack, and you won't be able to move while this is happening.
    You're only truly prone to this when you're standing still, and it's a lot
    more rare for it to happen to you while you're running. An example of an
    enemy that can hold you up would be a Sniffer Dog biting you. If you don't
    do anything about it, you'll take maximum damage, but you can wiggle the
    movement and shoulder buttons to escape the attack more quickly and avoid
    maxiumum damage.
    
    Fighting Bosses
    ___  _  ___ ___
    
    Surprisingly enough, there are only two boss fights in Silent Hill 4, and
    one of them you could probably call more of a puzzle, really. Still,
    prepare yourself for boss fights by stocking up on weapons, or ammo if you
    plan to use firearms, even though they're not great. Your inventory only
    holds ten items, but it's always nice to have a variety of weapons to use,
    because some may be better for bosses than others.
    
    Charge Up Attacks
    __  _  ____  __ _
    
    A new feature in Silent Hill 4 is the charge up attack. This is a special
    move with melee weapons, and it is very helpful. Each melee weapon has its
    own standard attacks, and most of them have a charge up attack as well,
    which involves charging up your weapon and then making heavy use of it in
    one blow. From the twelve normal melee weapons in the game, seven of them
    have charge up attacks, plus the twelve golf clubs which all have the same
    charge up attack. Charge up attacks generally vary from weapon to weapon,
    but usually involve a 360 degree swing. Some weapons have very special
    charge up attacks that are more unique and powerful, and should be taken
    advantage of.
    
    Once a weapon that has a charge up attack is equipped, ready your weapon
    with R2 and hold X to start charge up -- simply pressing X does make the
    meter move, so you can charge up by doing this when fighting enemies, but
    holding X is always much faster. You'll see a circle icon at the top of
    the screen by the life bar, and that's the charge up meter. Once it fills
    up with yellow and starts flashing, it's ready. With a full charge up
    meter, release X to perform the charge up attack. Most of the time you'll
    need to be near your target to hit it, but some weapons have very
    long-range charge up attacks. Experiment with each weapon's charge up
    attack to get a handle of the concept. It really comes in handy for the
    tougher monsters and bosses.
    
    Hopping
    ___ _ _
    
    Unlike the previous three games in the series, you can't strafe or
    sidestep, since there is no 3D control. However, there is an alternate
    method, which is hopping. Before you start laughing, you must understand
    that you can hop backwards, and to the left and right by holding R2 and
    pressing Circle, as well as left or right if you plan to jump to a side.
    So you can only do this while your weapon is ready, but it works great
    when fighting enemies with melee weapons. If you try to swipe an enemy but
    you miss, try to quickly hop backwards or to the side before the enemy
    attacks you. If fighting multiple enemies, smack an enemy and hop
    backwards -- let them come to you and repeat.
    
    Reloading
    ___ _ ___
    
    Another one of the differences between the old Silent Hill and the new
    Silent Hill is that there is no reload option in your inventory, as well
    as each ammo pickup taking up one inventory spot, but the idea is still
    the same. Once you fire off a full clip of ammo in your Pistol, or empty
    all six Revolver chambers, Henry will reload the gun in-game when you try
    to shoot again. However, you can reload from your inventory or icon menu
    at the bottom of the in-game screen -- to relead, you just press Square
    over the gun, not the ammo. If your firearm still has bullets in it and
    you insert a new clip or ammo bunch into it, only the ammo needed to fill
    the clip or the gun wil be inserted, leaving some bullets left over in the
    bullet inventory spot.
    
    05 // i t e m s                                                   [PTG_05]
    ____ _ _ ______     __ ______ _  __ _   _____      _ _______  _ _ _____ __
    
    This section deals with items, including finding and using them.
    
    _  _ ____ ___
    
    Finding Items
    ___ _ ____ __
    
    Not like there's anything hard about finding items, but you should keep a
    sharp eye. Search everywhere you visit for items, looking for keys, other
    key items, supplies, and even memos. Watch for camera angle changes as
    well, because they may give you clues. Key items are fairly open to sight,
    but some supplies, especially Saint Medallions are small and may be hard
    to see sometimes.
    
    Using Items
    ___ _  ____
    
    There are different types of items found in the game, including keys,
    other key items, weapons, and supplies. How you use these items varies.
    
    Keys
    __ _
    
    A lot of the items you'll find in the game are keys, and obviously keys
    open doors (although some may be slightly different, opening a cage or
    something, for example). All door keys are used upon trying to go through
    the door it unlocks when you have the key. You can also use keys from the
    icon menu at the bottom of the screen or from your inventory, but that's
    really unnecessary.
    
    Other Items
    ___ _ _ ___
    
    Other items include every key item in the game that is not an actual key.
    This includes placards, coins, etc. In order to use these items, you'll
    need to use the inventory or the icon menu at the bottom of the screen --
    move up to where you use the item and use it.
    
    Supplies
    __ _ ___
    
    Using supplies is exactly the same as using other key items, except for
    not having to use them in specific areas. Activate the icon menu and press
    Square to use a supply, be it a health item or ammunition (you need to
    have the corresponding firearm in your inventory to load it with ammo).
    When using anti-spirit items, it works the same way, although you'll equip
    Saint Medallions instead of using them.
    
    06 // h e a l t h  i t e m s                                      [PTG_06]
    _____  _ _______ _ _      _ ______   _ _ ______ _    _ ____ _____ ______ _
    
    Althought health supplies don't play a large role in the first half of the
    game, the do in the latter half. This section explains the health bar and
    health items in general.
    
    ___ _ _  _
    
    Health Bar
    ___ _ _ __
    
    Instead of your status displayed in a small screen in your inventory like
    the previous three entries in the series, you have a health bar that
    displays your health, and it works a lot better. Instead judging your
    status on a colour, you now get a clear look at how much health you have.
    Normally, the health bar only appears when you're fighting, and it's on
    autohide -- you can go in the Options Menu and take autohide off, which I
    highly recommend, so you can see your health status at all times.
    Initially the health bar is completely filled, meaning you have full
    health, and it decreases when you receive damage. The colour blue inside
    the bar represents your health, and the outline of the health bar
    represents what health you're capable of. As you take damage, red will be
    displayed on the bar for a brief moment, representing the health lost from
    the attack that just occurred. When the health bar becomes empty, you're
    dead.
    
    ___ _ _ ___ __
    
    Health Pickups
    ______ _  __ _
    
    You won't find many health items in the first portion of the game since
    your apartment does healing for you. At halfway, you'll really start to
    acquire them, and you'll need then.
    
    
    Nutrition Drink
    ____  _ _ _____
    
    These drinks give boosts in nutrition, hence the name, and obviously boost
    your health. Although they don't up your health too much, they really pay
    off in the long run. You'll find a lot of them past halfway through the
    game, too many if anything. Nutrition Drinks are mainly for on the field
    health boosts and other health items should be saved for larger injuries.
    
    
    Portable Medical Kit
    ___ _ _   _ _____ __
    
    Portable Medical Kits aren't as abundant as Nutrition Drinks, but are
    obviously better and more powerful in recovering health. Only use med kits
    for large injuries, and don't waste one if it will fill your health bar
    but waste the rest since it's full. Keep to using Nutrition Drinks on the
    battlefield, and store these babies in your item chest for when actually
    needed.
    
    Ampoules
    __ _ ___
    
    The gold of health items. Ampoules fill your health to maximum no matter
    what condition you're in. Save Ampoules only for when you're in critical
    condition, as they are definitely not to be wasted -- there are only two
    in the game!
    
    _    _ ____  _  _
    
    Recovering Health
    ___ _ _ ____ _ __
    
    To heal with your items, use either the icon menu at the bottom of the
    screen or the inventory. The icon menu is a lot quicker, but if you're
    fighting enemies or in the middle of a boss fight, the inventory is safer.
    Your apartment regenerates your health in the first half of the game, so
    take advantage of that. Use health items in the first half of the game
    only if you're in bad condition and don't plan on returning to your
    apartment soon.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    10.                D I F F I C U L T Y  S E T T I N G S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    DIFFICULTY SETTINGS...............................................[SH4_10]
    
    With a partly new and partly old concept, Silent Hill 4 only offers one
    type of difficulty setting. What were known as Acton Level and Riddle
    Level in Silent Hill 2 and 3 are now bunched together to form one
    difficulty setting, which is the same concept as the Silent Hill (although
    the riddles were always the same in SH1). Below are the difficulty
    settings in Silent Hill 4 and their characteristics.
    
    Easy
    _  _
    
    Taking the name "Easy", Easy mode keeps to its namesake and maintains a
    rather easy atmosphere throughout the entire game. Enemies are at their
    weakest as are their attacks, and enemies are slower and less responsive
    to your attacks. The numbers of enemies during the game are notably less
    than Normal and Hard, and each Pistol magazine holds 12 bullets
    
    Normal
    __ _ _
    
    The way the game is meant to be played, and the standard way of
    everything. Enemies are more abundant than Easy and at normal strength by
    moderately powerful attacks, with some capable of heavy damaging attacks.
    Enemies are quicker and more reactive, posing a decent threat, and each
    Pistol magazine holds 10 bullets.
    
    Hard
    _ __
    
    Recommeded for harcore players and veterans of Silent Hill. Hard is the
    toughest difficulty setting in Silent Hill 4, with no extra or extreme
    levels, and has its difficult moments. Enemies are abundant and have
    powerful attacks for the most part, backing things up with strong physical
    strength. Enemies are able to find you more easily and team up on your
    quite effectively, and each Pistol clip holds 8 bullets.
    
    Recommended Difficulty Level
    __ _ ____ _    _ _ ____   __
    
    Newcomers to the world of Silent Hill are probably best off introducing
    themselves to the series with Easy mode, although Normal is actually not
    very difficult even the first time. Veterans of previous Silent Hill games
    should opt with Normal, since it's really not much difficulty. And
    although Hard is not as hard as it's probably supposed to be, it's not
    recommended for first timers to the game -- even Silent Hill veterans. Try
    to beat the game at least once or twice before trying Hard.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    11.                       W A L K T H R O U G H
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    WALKTHROUGH.......................................................[SH4_11]
    
           ________
          / LEGEND \
         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         |  New Area                                                    |
         |  __ _ ____   _  _____   _ _____    __  ____  _ ___           |
         |                                                              |
         |  Puzzle                                                      |
         |  -------------------------------------------------           |
         |                                                              |
         |  -------------------------------------------------           |
         |                                                              |
         |  Boss                                                        |
         |  ====----====----====---===---====----====----====           |
         |                                                              |
         |  ====----====----====---===---====----====----====           |
         |                                                              |
         |  ROOM 302                                                    |
         |  -------------------------------------------------           |
         |  Inside Room 302                                             |
         |  -------------------------------------------------           |
         |                                                              |
         |  New Small Area                                              |
         |  --------------                                              |
         |                                                              |
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    [Note:] This walkthrough was written while playing on Normal Difficulty
    Level, and so enemy numbers and locations may slightly vary. However, the
    walkthrough works just as fine on Easy and Hard Difficulty, and puzzles
    and bosses are described for all levels.
    
    All items, weapons, supplies, memos, and portals are in CAPITALS.
    
    
    00 // r o o m  3 0 2  ( p o s s e s s e d )
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "Is this even my room?"
    
    From the start, the story is displayed. Henry has been locked in his
    apartment room for five days and has been having strange nightmares.
    
    After the cutscenes and you're out of bed, exit the rusty, bloody bedroom,
    hearing the classic scream of pain. Head down the hall, hearing TV static
    blasting within the air. Feel free to check out some things in this area,
    but nothing is really relevent. Head over to the far wall to notice a
    creepy face on the wall there -- you'll automatically turn towards it and
    a comment will be displayed if you walk near it, which you must do. When
    you're ready to continue, turn around and move back towards the hall.
    
    Enjoy the cutscene and the opening credits.
    
    
    01 // r o o m  3 0 2
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "My whole world has suddenly turned insane..."
    
    So that was a dream, eh? Shortly after the cutscene, either move forward
    or examine the phone to the right -- either way, Henry will try the phone
    to find that it doesn't work... but then it does... and the cord's cut...
    Anyway, if you look out your window, Henry will notice someone standing at
    the entrance to the subway, and they will descend down the stairs
    eventually. After, look out the window to the left to notice a billboard
    with a phone number on it. Feel free to dial the number on the telephone.
    Yes, the cord is cut, but that didn't seem to make a difference earlier,
    and the number does work.
    
    Exit the room and find your front door for a cutscene. Don't count on
    getting out of your apartment soon. A sound is heard and Henry checks the
    peephole on the front door, noticing his neigbor, Eileen, isn't having
    much luck with her groceries.
    
    Check the foot of the door for the FIRST LETTER memo. Enter the kitchen
    and open the fridge to find a WINE BOTTLE (weapon) and CHOCOLATE MILK. The
    Chocolate Milk is not a health item so don't count on drinking it. Head
    towards the TV in the living room and Henry will notice a chest that could
    hold a lot of stuff. You can store any item in this chest and you'll
    certainly have to use it -- many times. 
    
    After checking the chest, a sound is heard coming from the bathroom area.
    But first, continue through the living room and grab the BOOK SCRAP stuck
    behind the far bookshelf. Note the SAVE NOTEBOOK on the far small table.
    It's the only one in the game, so you'll know where to come when you need
    to save.
    
    Now move down the hall and enter the far room on the right, which is the
    washroom. Inside the washroom on the left wall is a hole in the wall -- it
    looks like you may be able to get out through it. A sewage pipe hangs from
    the top part of the hole. Grab the STEEL PIPE and enter the hole.
    
    It appears that Andy Dufresne was in Henry's apartment, although he forgot
    to cover up the hole with a poster this time around. Once in the narrow but
    straight hole, you'll have to manually pull yourself through the rabbit
    hole -- head towards the light for your own redemption.
    
    
    02 // s u b w a y  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "That's right. This is just a dream. And a really terrible one too."
    
    After the cutscene on the escalator, move down the hallway towards the
    woman standing near the far wall. Meet Cynthia. She wants you to help her
    find the exit, with the reward being a "special favour". Hmm... Sounds
    interesting. Move ahead of Cynthia and around the corner to the next
    hallway. Continue down the lifeless hallway for another cutscene. Cynthia
    doesn't feel that well and she enters the ladies' room. Another odd
    cutscene plays and new enemies called Sniffer Dogs (male) are introduced.
    
    Don't bother wasting time with the doggies, and enter the ladies' room.
    Cynthia isn't found inside, but a strange hole is... Enter the PORTAL.
    
    ROOM 302
    --------------------------------------------------------------------------
    Henry wakes up from his bed in a cutscene. Exit the bedroom and walk over
    to the living room area. You may notice your health regenerating -- Room
    302 nourishes Henry's health and should be taken advantage of. Anyway, you
    should notice a piece of furniture near the kitchen by the far wall that
    appears to have been slightly moved -- check it out and straighten it.
    
    Grab the nicely placed PISTOL lying on the floor, and check the left wall
    for a note. Then investigate the tunnelled wall for a cutscene. Henry can
    see Eileen in her bedroom from here, and she doesn't look too busy. When
    done investigating the hole, the distant ringing of a phone is heard --
    enter your bedroom. Pick up the phone to hear a familiar voice. Exit the
    bedroom and enter the washroom. The hole is still here so enter it.
    --------------------------------------------------------------------------
    
    Back in the subway, examine the stunning mannequin, and once again for the
    LYNCH STREET LINE COIN. Exit the washroom back to the Sniffer-occupied
    hallway. Instead of fighting them, quickly run to the next area to the
    left, running windingly to dodge their attacks.
    
    Head to the right to find a Sniffer by the turnstiles. If you'd like some
    more Pistol ammo, continue past it and to the next corridor. Two Sniffers
    and a snake-like pipe (known as Greedy Worm) occupy this area. Move up the
    far right stairs and grab the PISTOL BULLETS. If you have the Wine Bottle,
    feel free to break it on the Greedy Worm in the hallway to get the BROKEN
    WINE BOTTLE, which is a more powerful weapon. Then head back to the
    turnstiles.
    
    Find the north side turnstiles -- Lynch Street Line -- and use your LYNCH
    STREET LINE COIN to pass through the right (entrance) turnstile. Head down
    the stairs and watch the cutscene for not the best news. New enemies
    called Ghosts are introduced this area. Ghosts can never die and are very
    annoying. The best method for now is to just run, but later in the game
    there will be certain items which will help you when dealing with Ghosts.
    
    Quickly move down the lower stairs to Henry's right before the Ghosts
    touch you. Continue down the stairs to the Lynch Street Line platform to
    confront Cynthia locked in a subway car. She doesn't seem very happy in
    the car, but there's no way you can open the door from here. Head south to
    the end of the platform, past any Ghosts, and enter the first car through
    the farthest door. Examine the red light beside Henry and push the button.
    Exit the subway car to see if the button did what you wanted it to.
    
    Move north and Cynthia will accompany you once again. There's nothing else
    to do on this side of the platform, so now you need to get to the west
    side. To do that, you'll need to navigate through the six subway cars on
    the tracks, which may be a bit confusing. Continue northbound past any
    Ghosts and enter the north end subway car through the open doors. The
    aisle of the subway car is blocked so you'll have to use the right cement
    column to get to the other side of the car. There is a toy box on a bench
    there but it's locked. Forget about it and go through the nearby door to
    enter the next subway car.
    
    Enjoy the view and follow the path, subsequently entering the next car
    south. Use the cement column to get to the southwest subway car and go
    through the north door to the next car. Use the column once again to get
    to the other side of this car, and enter the next car north. Follow the
    path and exit the subway car through the west open doors.
    
    After the enduring subway car maze, start moving south. You'll find PISTOL
    BULLETS up the stairs ahead if you're interested. Continue south on the
    subway platform and enter the maintenance room through the door at the end
    -- you may notice that Cynthia is either very far behind or walking
    slowly; don't worry about it. Once you go through the door, Cynthia won't
    be with you anymore. If you go back she won't be there, so just continue.
    Note the PORTAL on the wall and go down the ladder in the room.
    
    Follow the path past the interconnecting hallway and go up the next ladder
    if you're interested in some Pistol ammo. Grab the PISTOL BULLETS on the
    floor up there and head back down the ladder. Follow the pathway between
    the two ladders around a corner and through the door down a set of stairs,
    ignoring any Ghosts on the way.
    
    Now on the King Street Line platform, quickly bash the Sniffer to the
    right with your Steel Pipe, then move down the platform. Cynthia is heard
    on the intercom and she has apparently found the exit. She wants you to
    come to the turnstiles. The subway train at the north side of the platform
    contains four Sniffer Dogs -- one of which will probably run out of the
    car quickly. For those who choose to fight the Sniffers, or simply run
    past them in the train, can find a 9-IRON golf club sitting on the far
    right bench in the subway train. Golf Clubs are powerful and effective,
    however, they break very easily.
    
    Continue west on the platform to find escalators with a NUTRITION DRINK at
    the foot of them. Farther west is a PORTAL to lead you back to your
    apartment, but you've got other things to do. Step on the escalator
    (preferably the one moving upwards) to start your ascent up to the
    turnstiles.
    
    In this area there are several enemies called Wall Men that are half in
    the wall and half out -- at any time, these creatures can come out of or
    go back in the wall, and they are prominent attackers. Wall Men can simply
    throw you to the ground if you try to run past them, and so precautions
    should be made. Observe their attacks and try running past them at the
    right time, just after they set back in the wall. Most Wall Men atack with
    a single swipe, and then you should be able to quickly run past them.
    However, some Wall Men are unpredictable and may attack two or even three
    times in a row. Another good strategy is to use the Steel Pipe to whack
    the Wall Men as you pass them, or just use the Pistol if you have the
    ammo.
    
    Some Wall Men stay out of the wall for long periods of time, rather than
    going back in the wall after every attack. If there are two of these Wall
    Men in a row, you might want to use the Pistol, or you can try to do
    perfect timing, but it's difficult. Feel free to use the recently picked
    up Nutrition Drink if you really need it. Don't use it unless you might
    die in one or a few more attacks, because Room 302 recharges your health.
    
    Once you're at the top of the escalator and off it, head down the hallway
    to the left to find PISTOL BULLETS on the ground at the dead-end. Then
    head back and go up the nearby exit stairs. What appear to be Cynthia's
    belongings lie on the floor. Examine the nearby office door and take the
    TEMPTATION PLACARD on it. Then enter the office for a cutscene.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up to sirens, see what's going on outside your window. Exit
    the bedroom and listen to the radio transmission coming from your living
    room radio. Then grab the RED DIARY - APRIL 8 under your front door.
    Consider saving your game and emptying some items into your item chest --
    you won't need the subway coin so dump that in the chest for sure, and
    also get rid of the placard you just got. Enter the washroom to check on
    the hole, and you'll find that it's bigger now. Well, there's nothing else
    to do but enter it and see where it takes you this time.
    --------------------------------------------------------------------------
    
    
    03 // f o r e s t  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "Oh, chocolate... Oh, chocolate..."
    
    After waking up in the forest, move forward to find a tree stump with
    weird writing on it that Henry can't read -- there will be several objects
    with this writing on them, but they're not important anyway. Move through
    the gate at the end of the path and follow the next path to the double
    doors at the end, with a PORTAL beside them. Nothing interesting is in
    your room so continue through the double doors.
    
    In this factory area, follow the path and move down the ramps. New enemies
    called Hummers are introduced here. Use your Steel Pipe to whack them to
    the ground and quickly stomp them to finish them off. Down the second ramp
    to the left are PISTOL BULLETS by some barrels. After taking them, turn
    around and move through the far double doors by more barrels.
    
    Move down the ramp ahead to be swarmed by Hummers. Continue to the right
    down another ramp and go through the gate to Henry's left. In this next
    area, there's an idling car in the grass ahead of you. Go to the open
    driver door and examine the interior to find a note and JASPER'S MEMO PAD.
    Continue down the forest pathway and enter the rocky area through the far
    gate.
    
    In this rock area you'll meet someone new, who seems to be Jasper, the
    person responsible for the car in the earlier pathway. The man is just
    ahead of you sitting down, and he doesn't say anything for a while, but
    eventually opens his stuttering mouth. Listen to what he has to say if you
    want -- you'll have to deal with his speech impediment. On the other side
    of the wooden shelf object is a NUTRITION DRINK on the ground. Move
    through the far gate when you're done here.
    
    There are several Sniffers in this area. Just ingnore them and run past
    them. Follow the path to find an odd structure with a rock anvil -- if you
    move near it, it will fall and you won't be able to get past it. However,
    you can simply use the grass to the left or right to get by. Run windingly
    to the next gate and go through it. This is another pathway filled with
    Sniffers, as well as some Hummers. Run windingly down the path, dodging
    the Sniffers' attacks, and go through the double doors at the end to enter
    the Wish House orphanage compound.
    
    In this area, note the PORTAL on the north wall.
    
    ROOM 302
    --------------------------------------------------------------------------
    If you go through the hole to go back to your apartment, you may notice
    your doorbell ringing -- go check out your peephole for a cutscene. Then
    return to the forest.
    --------------------------------------------------------------------------
    
    If you go up to the door of the orphanage, you'll only find that it's
    locked. Check your map and go through the northwest door in this area --
    there are no key items or anything that important this way, but there is a
    new health item that you should get as well as an interesting area for
    Silent Hill veterans. If you're not interested, skip the next paragraph,
    but I advise that make yourself interested.
    
    In the first northwest path, ignore any Hummers in the area and enter the
    cave through the gate at the end of the path. In the cave, follow the path
    past any Hummers and move through the hole at the end to the waterfront.
    For those of you familiar with Silent Hill 2 or 3, this is Toluca Lake. By
    the left cave wall is a PORTABLE MEDICAL KIT. Farther down is another
    PORTAL on the cave wall. Now that you're done investigating the northwest
    path, head all the way back to the Wish House compound.
    
    Back at Wish House, find and go through the southwest double door gates in
    the area. Move past the blood on the path and go through the gate at the
    other end. There's a Ghost in this area which you should ignore -- use the
    left grass to get by, and find the double doors at the end of the path.
    Note the PORTAL to the left and continue on to the next area through the
    doors. From the strange view, move forward for a cutscene. After the
    eyebrow-raising cutscene, note the open grave with the numbers "11121"
    carved into the coffin, and head all the way back to Wish House.
    
    Relocate the entrance door of Wish House to find our friend, Jasper,
    standing next to the door. He talks a bit and tells you that he has
    something useful. After, he says he's thirsty, and furthermore, for
    chocolate. Hmm... Give him the CHOCOLATE MILK (if you don't have it, go
    back to your apartment and get it -- it's originally in the fridge).
    Jasper enjoys the "awesome" chocolate milk and tosses a spade on the deck
    for you to take.
    
    Move up the steps and get the BLOOD-INSCRIBED SPADE. Written on it is:
    
         "Opposite where the lake and house meet,
          inside the hand holding onto the ground."
    
    That must be where you use this. If you remember earlier in Jasper's Memo
    Pad, he talked about this -- take a look at that memo in your scrapbook.
    The lake and house meet in the northwest, so the opposite of that would be
    the southeast. Find and go through the southeast door in the compound. Try
    to run past the four Sniffers in this pathway and move through the gate at
    the other end. Follow the next path and through the other gate to an area
    with some trees in the middle of it.
    
    Move around to the other side of the tree in front of you to find what
    looks like a hand coming out of the ground... Creepy. Examine it to find
    that it's only a tree root. This must be the "hand holding onto the
    ground" described on the spade. Use the BLOOD-INSCRIBED SPADE to dig and
    get the RUSTED BLOODY KEY. Written on the key is:
    
         "The holder of this key will wander for
          eternity."
    
    What it's telling you is that you won't be able to get back to where you
    came from, carrying this key. If you try to go back to Wish House, you'll
    find that you can't get past the pathway just west of you. The area will
    be all misty and you'll reappear by the gate leading to the tree area if
    you go through the other gate. You'll need to find a way to get rid of the
    key for now, but still be able to use it later.
    
    Go through the other gate in the area to the southeasternmost area of the
    forest. Up some steps ahead of you is a 6-IRON golf club, and a PORTAL is
    to its right -- perfect, that's how you'll get rid of the key. Enter the
    portal before the Ghost in the area messes with you.
    
    ROOM 302
    --------------------------------------------------------------------------
    Enter the living room and examine your item chest. Put the RUSTED BLOODY
    KEY inside it, along with any other currently useless items. Return to the
    forest.
    --------------------------------------------------------------------------
    
    Now that you don't have the key, return to the Wish House compound. Enter
    the portal on the north wall of the compound to return to your apartment.
    
    ROOM 302
    --------------------------------------------------------------------------
    Enter your living room again and grab the RUSTED BLOODY KEY from the item
    chest. Then return to the forest once again.
    --------------------------------------------------------------------------
    
    Finally you can enter Wish House. Move up the steps by Jasper and use the
    RUSTED BLOODY KEY to enter Wish House. Now inside the building, finally,
    you can find a small note by the tipped over bookshelf ahead of you. To
    the left is a locked door, and a HOLY SCRIPTURE SCRAP memo on the red
    carpet. Jasper will go through the nearby door while you're reading the
    memo... Even though it was locked. Examine the door he went through and
    take the SOURCE PLACARD hanging on the door. Then enter the room, curious
    of what's going on, for a strange cutscene.
    
    ROOM 302
    --------------------------------------------------------------------------
    Back in your apartment, there's a news report heard in the cutscene.
    After, exit your bedroom to notice your doorbell ringing again. Check the
    front door peephole for a cutscene. Clean out your inventory by putting
    the placard you just got in the chest, as well as anything else you won't
    need. Eileen isn't doing much in her room and there's nothing else to do,
    so save your game if you want and enter the washroom. Checking the hole,
    it's larger once again. Enter it.
    --------------------------------------------------------------------------
    
    
    04 // w a t e r  p r i s o n  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "He's...he's gonna kill me! Walter's gonna kill me!"
    
    Henry wakes up to find himself in prison, wondering just what the hell he
    did last night -- luckily he's not in a jail cell, though. A voice is
    heard in the distance, and someone really wants your help. After the
    cutscene, follow the curved path to find the small EXPLORATION MEMO on the
    ground, and farther down, the yelling man, who is locked in a cell. You
    can't do anything about it just now, but go ahead and listen to what he has
    to say. He mentions a familiar name, which should leave Silent Hill 2
    veterans questioning themseleves. Could it really be?
    
    This floor, as well as the second and third floor, has eight cells, each
    with their own individual positions on the map. So that you're not
    confused with my directions, the "northeast" cell is the cell at the top
    of your map on the right side, and the "upper east" cell is the cell at
    the right of your map on the top, and so on.
    
    Continuing on, a pack of PISTOL BULLETS waits in the upper east cell,
    along with a note on the wall. New enemies called Toadstoals occupy the
    northwest cell, but nothing else is in there. Find the double doors to the
    south when you're done and go through them. Ahead of you is a PORTAL to
    your apartment, with a GUARD's DIARY on the wall to the right of it. A new
    edition of the Red Diaries waits at your door so enter the portal.
    
    ROOM 302
    --------------------------------------------------------------------------
    Check your front door for the RED DIARY - APRIL 4. Reading the memo,
    you'll find the confirmination of the Silent Hill 2 character only on
    paper. Empty any unnecessary items and head back to the prison.
    --------------------------------------------------------------------------
    
    Continuing investigation of the room, you'll find that the east door is
    locked, however, the west isn't, so go through it. In this descending
    curved pathway, you'll come across several ladders -- you don't have to
    use them but it sure makes better use of your time. Besides, there are
    annoying Wall Men in the curving walls of this pathway. Go down the nearby
    red ladder or walk the pathway, to find that the double doors on B1 won't
    open. Continue down to B2, but follow the path this time -- don't worry,
    there are no Wallmen.
    
    At the north point of B1 you'll find a SAINT MEDALLION lying on the
    ground. It's a small item and may be hard to see. Saint Medallions are
    anti-spirit items that eliminate the loss of health near Ghosts or similar
    enemies, as well as making them much slower, and furthermore, less of a
    threat. However, these medallions can break, and will if you continue to
    use them. Don't worry too much about them breaking as there are plenty to
    spare in the following areas of the game.
    
    Follow the rest of the steps in the pathway to the doorway at the end,
    which is the beginning of B2, and go through it. Move down the steps in
    this area to the main ground, to discover several Hummers on the inside
    walls of the waterwheel hull. Use your Steel Pipe to eliminate them if
    they notice you. On the southeast outer wall in the area, you can find a
    PORTAL. At the northeast point of this area is an unlocked door. From the
    inside, it appears to be a generator room, however, you'll witness
    something strange to the extreme if you move down the hall past the
    generator...
    
    Anyway, at the northwest point of the waterwheel hull, examine the ledge
    by the sign standing there to get the WATER PRISON EXIT KEY. Examine the
    sign for Henry to copy the WATERWHEEL ROOM PLATE MESSAGE into his
    scrapbook. The memo instructs you to open the sluice gate on the roof to
    turn on the lights on the 3rd floor, although you're not there yet. Now
    that you have an exit key, exit back to the 1F passageway room with the
    locked door (also with the portal).
    
    Back up here, go through the east door, using the WATER PRISON EXIT KEY.
    Now outside, enjoy the view for a bit, then decide your path to get to 2F.
    Instead of walking the grueling pathway, climb up the ladder just beside
    you, along with the subsequent ladder on the higher platform. Head through
    the 2F double doors, and hearing the presence of Toadstools, move around
    the curved pathway to also discover new enemies called Blue Tremers on the
    walls. These enemies are very fun to kill, specifically to see them
    splatter. You'll have to knock them off the walls to do this well, but you
    can squish them on the walls with a weapon. It's better to graze them to
    make them fall, then crunch them with your foot. Enjoy the experience.
    
    The only thing relatively interesting on this floor besides the enemies in
    this hallway is a diary in the northwest cell, although Henry won't put it
    in his scrapbook. Head back through this floor's double doors and move up
    the ladder to 3F. You can enter the 3F cellblock now if you wish, but the
    sluice gate on the roof was mentioned for opening in a memo earlier, and
    the roof is just one floor up. So head up the ladder and pass through the
    large double doors on the roof.
    
    Ahead of you in this interesting area is a door that won't open, but if
    you move around to the other side of the water tank, you'll find the
    sluice gate. Turn the handle for a short cutscene and to get the water
    running. Exit this area and return to 3F via the ladder, and enter the 3F
    cellblock. In the southwest cell of this slightly flooded corridor are
    several useless books, along with a note in the close left corner of the
    room. It just explains the solution to the surveillance room puzzle, which
    you haven't done yet. Light and water is the answer though, according to
    the occupant of this cell. You've already (or should've) opened the sluice
    gate on the roof, which made for both light and water, so don't worry
    about this note.
    
    Continuing west, you'll find a gaping hole and some blood in the lower
    west cell -- don't jump down the hole just yet, although you ultimately
    will have to. Continue exploring first. Just past the cell is a disturbing
    new enemy called a Twin Victim, which is even pointing at you! Feeling
    freaked out as hell, run up to it and bash it to death, preferably with
    the Steel Pipe (be sure to stomp on it as well). In the upper west cell is
    another hole, with the shape of a body in blood on the bed. A pack of
    PISTOL BULLETS waits in the northeast cell, but is guarded by a very
    aggressive Wall Man -- there is also another one in the room but it
    shouldn't be a threat.
    
    If you want the Pistol ammo, wait for the right time (once it has a break
    after several attacks) and move up to it and bash it until it dies. Then
    claim your well-earned ammo, and feel free to examine the note on the
    wall. Near the upper east cell is another eerie Twin Victim, and in the
    cell there is another dubious hole. In the lower east cell is a family of
    Toadstools, and a PRISON DIARY on the left stand. When you're done in this
    corner, return to the lower west cell and jump down the hole. If you jump
    down a different hole, it will either right away or ultimately lead to an
    already unlocked cell on a lower floor, which isn't what you want. If you
    happen to jump down one of these wrong holes, return to 3F and jump down
    the proper hole.
    
    Once on 2F, jump down the hole in the cell -- do the same for 1F. Landing
    in the Shower Room on B1, you'll find two Twin Victims in the room waiting
    for hot water. Deal with them or ignore them and pass through the double
    doors in the room, unlocking them first. In this corridor, the east doors
    won't open, but you can unlock the south doors for later usage. Move north
    and go up the ladder in the circle area.
    
    In this circular room you can find the 1F SURVEILLANCE ROOM REPORT on the
    desk. The memo explains some useful information on the cells and rotating
    them. Continue up the ladder to 2F and grab the 2F SURVEILLANCE ROOM
    REPORT on the left desk, which contains more information on turning the
    cells. Also in the room is handle to turn the cells. Don't do anything
    with it just yet, and move up the ladder to 3F. Ahead of Henry on the wall
    is the SECRET NUMBER MEMO, which contains the code for the Kitchen back
    door on B1.
    
    Another handle to turn the cells is found up here. It looks like it's time
    to solve a puzzle.
    
    There is a Stun Gun hidden in one of the cells of this prison, and it's
    located in the initial lower east cell on 2F (4 o'clock position), before
    you arrange the cells from the surveillance room. The door to that cell
    can't be opened, so you'll have to drop to the hole from 3F from a cell
    with a hole up there, and there's also a hole in the Stun Gun cell that
    you can use to drop down to 1F, and you can continue down another to the
    basement.
    
    To do this right, you need to line up the cells on each floor so a cell
    on each floor has a hole (must be the Stun Gun cell on 2F). Initially, the
    Stun Gun cell is aligned with a cell on 1F, so all you need to do is align
    the 3F cells one over to the right -- turn the 3F handle once to the
    right. Then jump down the corresponding hole on 3F to reach the correct
    cell. Then grab the STUN GUN on the stand. Now jump down the hole again to
    1F and continue down again to the basement. You land in the kitchen, and
    the secret number keypad door can be found in the other room, but it's
    too dark to enter the code. Therefore, you must complete the puzzle to
    move on, so return to the surveillance rooms. If you do all this, I
    recommend you turn the 3F handle back once to the left to make the
    following puzzle easier for you if using this walkthrough for it.
    
    s u r v e i l l a n c e  r o o m  p u z z l e
    --------------------------------------------------------------------------
    The idea of this puzzle is to align the cells on each floor in a certain
    order described in the two Surveillance Room Reports. The solution to this
    puzzle is the same for each difficulty, although the two memos will be
    different and very unhelpful on Hard. Read the Surveillance Room Reports
    you recently picked up to solve the puzzle yourself, if you can. If
    playing on Hard, just refer to the Easy/Normal memos below, because you'll
    learn nothing from the Hard memos, and Easy/Normal memos still work on
    Hard, since the solution is always the same. All right, here's the content
    of both memos:
    
    1F Surveillance Room Report:
    
          [Easy/Normal]
    
         "This place continues to deteriorate.
          The doors to a number of cells no longer
          open. As a result, the kids inside can no
          longer go outside. But the less they
          know about that, the better.
    
          I can't open the doors, but from this
          room, I can watch them get more and
          more emaciated each day. With no food
          and never showering themselves, they
          turn into smelly little grey lumps in
          there.
    
          Following the suggestion of an engineer,
          we've disposed of the corpses by
          digging a hole below the cells. Since each
          floor of this building can be rotated
          independently, we can dispose of the
          bodies without the others noticing by
          aligning each cell with a body in it
          vertically.
    
          P.S.
          Chief,
          I bet you're just dying to see the
          interrogation room behind the kitchen.
          I understand your feelings, but have
          you noticed?
    
          There are three rooms with bloody
          beds. One is on the 1st floor, one is on
          the 2nd floor, and one is on the
          3rd floor. If you line those three rooms
          up, then it's 'bingo.'"
    
          ---
    
          [Hard]
    
         "I'm sleepy..."
    
    2F Surveillance Room Report:
    
          [Easy/Normal]
    
         "To keep a close eye on the kids,
          it's important to keep the cells well lit.
          The lights on the 3rd floor were
          originally bought as searchlights.
    
          As a precaution against a blackout,
          they were set up to run on a private
          generator. There's a hydroelectric
          generator in the basement. To light up
          the 1st and 2nd floors, use the corpse
          disposal chutes.
    
          Since each floor of this building can be
          rotated, you can light up any of the
          cells by matching up the holes.
          Repeating this periodically is an
          effective way to keep the kids fearful
          and well-behaved.
    
          P.S.
          Chief, if you turn the handle in the
          middle of this room, you can easily
          rotate the cells. You can't rotate the 1st
          floor, so align the 2nd and 3rd floors
          with the 1st floor cell that has the
          blood-stained bed.
    
          By the way, if you use the peephole in
          this room, it's easy to make sure you're
          doing it right. Give it a try.
          Also, please don't forget to open the
          sluice gate on the roof.
          Much appreciated, Chief!"
    
          ---
    
          [Hard]
    
         "I want to go home."
    
    All right, once you've read both memos you should know exactly what to do.
    First, move down to the 1F circular room and find the blood-stained bed --
    the blood-stained bed the memo is referring to the bed with the shape of a
    body in blood, of course, and not any of the beds with blood on the floor
    beside them. Checking the peepholes on 1F, you'll find that the northeast
    cell contains the blood-stained bed and a hole.
    
    Head back up to 2F and check the peepholes to discover that the southwest
    cell contains the blood-stained bed, if you haven't turned the handle in
    the room yet. To align this cell with the northeast cell on 1F (the master
    cell, if you will), you'll have to turn the handle in the room four times
    either to the left or right. By four times, I mean examine it and press
    "Turn Left" or "Turn Right" four times; it may seem like Henry turns it
    more than once each time, but he doesn't. After turning it four times
    left or right, respectively, confirm that the blood-stained bed is in the
    desired position through the peephole, and head up to 3F.
    
    Upon examining the peepholes up here, you'll find that the blood-stained
    bed is initially in the upper west cell. So examine the handle and turn it
    twice to the right. After you turn it once, a cutscene will play of our
    friend down on 1F, but you're not done your task yet. Once you turn the
    handle twice to the right in total, confirm that the blood-stained bed
    cell lies at the northeast position. Now you are done this puzzle,
    although it may not seem like you accomplished much.
    --------------------------------------------------------------------------
    
    Once the three blood-stained bed cells on are aligned, what you want to do
    is to get to the northeast 3F cell, which should be the blood-stained bed
    cell. Head back down the ladder to B1 for a cutscene. Whitestools will
    start to form around you after the cutscene. Before they form, move south
    and go through the south double doors, unlocking them if you haven't
    already.
    
    Out in the stairs pathway, use the ladder to Henry's right to get up to
    1F, and pass through the small portal room to the east to go outside. Head
    up to 3F via the ladders and enter the 3F cellblock. Enter the northeast
    cell, which should have a blood-stained bed, and furthermore, be aligned
    with the other two blood-stained beds on 1F and 2F respectively. Jump down
    the three holes on their respective floors, starting from 3F, to reach B1
    again, hopefully in a new area.
    
    You'll end up in the Kitchen on B1 after jumping down the three holes,
    with several Whitestools in front of you. Turn around and examine the
    double doors for the WATCHFULNESS PLACARD. Examine the keypad on the door
    and enter the code from the Secret Number Memo that was originally in the
    3F inner circular room. The code is 0302. Upon entering the code, Henry
    will go through the door and a cutscene will play.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up, enjoy the sunset in your apartment. Exiting the bedroom,
    you should hear a water tap blasting away, which is coming from your
    washroom. An amazing sight waits in your bathtub, and you can't get rid of
    it. Also note the strange sounds in here, which seem to be coming from the
    hole. The hole is bigger, but don't enter it just yet. Exit the washroom
    and head to your front door. Hearing a muffled conversation, check your
    front door peephole for a cutscene, and get the RED DIARY - JULY 23 after,
    along with the SUPERINTENDENT'S MEMO that was just slipped under your door
    (it's covered in blood and can't be read, oddly enough).
    
    Feel free to check the Eileen peephole, and there might be an announcement
    about a zoo on your radio if you turn it on, but nothing relevant to your
    situation here. Put the Watchfulness Placard in the item chest with any
    other temporarily useless items, since it's time to move on. Save your
    game if you wish and enter the bigger hole in your washroom.
    --------------------------------------------------------------------------
    
    
    05 // b u i l d i n g  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "Hey, you're the guy that lives across from me..."
    
    After waking up in a rackety environment surrounded by walls, note the
    PORTAL behind Henry on the left wall, as well as stairs and a door on the
    roof... Weird. Run down the narrow pathway and around the corner to the
    next area. Hearing maniacal sounds, try to stay dry and head down the
    nearby stairs to meet a new enemy called a Gum Head. Bash it with your
    pipe and continue down the other stairs to the left for a cutscene.
    
    Meet Richard. This guy sure knows how to make an entrance! Once he leaves,
    a Gum Head will drop down in front of Henry, blocking the sequential door.
    Another Gum Head will enter the area -- either fight the two of them or
    run up to the one by the door, and go through the door while in its face.
    In this next area, move down the hallway to enter the main room -- hearing
    an odd sound, you'll find a Ghost in the room pinned down by a sword.
    Examine the helpless Ghost and Henry will notice something in its hand --
    take the GHOST'S KEY.
    
    After taking the key, you can also take the SWORD OF OBEDIENCE keeping the
    Ghost pinned to the ground. You can use it to deal with future Ghosts,
    however, you might as well leave it here because this Ghost will stalk you
    around this area of the game if you take it. There are more of these
    swords lying around later on in the game, so you don't really need this
    one that much. After you make your decision, use the GHOST'S KEY to pass
    through the door to the right.
    
    In the staircase, new Red Tremers are on the close fence in front of
    Henry. Pass by them to the left and move down the stairs. Continue around
    the outside ledge and move down the next set of stairs. Find the southwest
    door under the stairs and go through it. Find the other door in this empty
    hallway and go through it. In this next reeky room, you can find PISTOL
    BULLETS on the far shelf ahead of Henry. Afterwards, head through the gray
    door to the left.
    
    Inside this sports shop, two new weapons are available. Most importantly
    is the ALUMINUM BAT on the floor to the far right, but also a 5-IRON golf
    club lies on the floor in the other right corner of the room. Also note
    the PORTAL on the south wall, which you may want to use to check on your
    apartment.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up, you can hear someone knocking on your door. Check the
    front door peephole to see what's up. Then return to the Building World.
    --------------------------------------------------------------------------
    
    The west door in the room is locked, so head through the north door beside
    it. Move down the red-coloured stairway to B7 and go through the green
    door down there. Down the middle aisle of this pet shop are two Sniffer
    Dogs as well as another one to the west -- they don't look like great pets
    anyway, so bash their heads in with the Aluminum Bat. At the far end of
    the middle aisle by some cat food is ALBERT'S SPORTS KEY. In the northwest
    of the shop are several Hummers on the wall. There's also an unlocked door
    there.
    
    If you go through the northwest door and enter the room at the bottom of
    the staircase, you'll only find a rusted clock door that won't open. You
    just might also happen notice that the room appears upside-down... When
    you're done in this area and the pet shot, return to Albert's Sports Shop
    on B5, now that you have a key for it.
    
    In the sports shop, go through the west door, using ALBERT'S SPORTS KEY.
    Gum Heads can be heard and seen on this stairway. When you start moving
    down the first section of stairs, another Gum Head will drop down from
    somewhere and land on the flat walkway you were just on. This Gum Head is
    a new type of Gum Head, although it's basically the same. In total there
    will be three Gum Heads on this stairway. Try to ignore the ones that
    aren't in the way, and move down the stairs all the way to the bottom.
    
    Once on the pavement at the bottom of the stairs, two more Gum Heads (one
    new type, one old type) will fall from the sky. Continue over to the right
    and head around the left corner by the sealed door, to the next area. Move
    past another sealed door and enter the second elevator, since the first
    one isn't on this floor. Watch the cutscene as you descend to floor B12.
    
    Although the elevator just took you down to B12, there is a very effective
    weapon and a helpful item back on B8. Examine the elevator panel and press
    the top button to head back up to B8. Exit the elevator through the north
    doors and follow the zigzag pathway, past the Ghost if it's there, to find
    a SWORD OF OBEDIENCE at the end on the ground, and the SPADE lying against
    the wall. The Spade is one of the best weapons it the game -- it's
    powerful and effective, although Henry runs like a girl when it's
    equipped. Reenter the elevator and return to B12, pressing the bottom
    button, since the elevator doors won't open on B10 (middle button floor).
    
    Move through the front elevator doors on B8 and grab the PISTOL BULLETS by
    the fence to Henry's right. You can see some enemies on the other side of
    the fence -- Sniffers and Gum Heads -- and you can fool around here if you
    want. You can smack the Sniffers through the fence, but they can't touch
    you. Take out the Spade that you just got, and smack away -- the charge up
    attack works beautifully, and you can kill the dogs without stomping them
    if you charge attack them a few times. This is helpful because you'll
    shortly be in that area.
    
    Reenter the elevator and go down the yellow ladder at the back of it. The
    ladder across from you just leads to the other elevator, so move into the
    shower room here and grab the NUTRITION DRINK on the left side of the far
    shower block. To the left are Whitestools blocking the pathway. Eliminate
    them and move up the ladder past them.
    
    Now you're in the pathway on the other side of the fence by the elevator,
    where you got the Pistol Bullets earlier. Follow the pathway past two Gum
    Heads and three Sniffer Dogs, if you spared them earlier. You may notice
    that the old type Gum Head is carrying a golf club. If you kill it you can
    take its 5-IRON. Also watch out for Gum Heads taking your Steel Pipe,
    because you very likely won't even notice it if it happens. Follow the
    rest of the pathway and to the right, near the fence, to the next area.
    There are four Gum Heads in this area -- the one blocking the succeeding
    door has a PITCHING WEDGE, which you can pry out of its cold dead hands.
    Move through the door afterwards.
    
    Head down the stairs in front of Henry to discover the shadow of a large
    fan on the roof of the empty room. Move through the green door under the
    stairs to the southeast. Once on the stairway, make your way to the bottom
    of it, past any Tremers on the fence wall. At the bottom, go through the
    far green door by the trash can. Ignore the Tremers on the walls and set
    your eyes ahead of you on the small, circular table. Take the awesome
    RUSTY AXE, which can easily be described as the best weapon in the game.
    It's small, light, powerful, and has probably the most useful charge up
    attack -- the most unique as well.
    
    Move past the small table to find the BARTENDER'S MEMO on the bar. The
    memo talks about the code for the southwest door in the room. It says the
    code is the last 4 digits of the store's phone number. This is Bar
    Southfield, and the phone number for it can be seen on a billboard from
    your apartment. So enter the PORTAL on the wall by the billiards table in
    the room.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up, look outside your bedroom window. Look up and to the
    left. "Bar Southfield 555-3750" -- there you go. Enter your washroom and
    return to the Building World.
    --------------------------------------------------------------------------
    
    Examine the panel on the southwest door and enter the code, which is the
    last 4 digits of the phone number -- 3750. After inputting the code and
    going through the door, you'll find yourself in a huge staircase. You
    can't go down because a section of the stairs there is missing. Follow the
    path for a short while to hear someone scream from the top of the
    staircase. Start your ascent up this massive staircase and you'll hear
    some noises on the way. At some point in time you should see a Ghost,
    which should follow you all the way to the top of the stairway.
    
    Continue running and don't stop. The Ghost should be moving as fast as
    you, but should be under the walkway/stairs you're running on. Feel free
    to equip a Saint Medallion, if you have one, to make the Ghost slower. At
    the top of the enduring stairway, examine the door for the CHAOS PLACARD.
    Then go through the door, which is marked "207" from Henry's apartment,
    for a cutscene.
    
    ROOM 302
    --------------------------------------------------------------------------
    Exit your bedroom to hear another radio transmission coming from your
    living room radio. You might be able to hear a commercial for Silent Hill
    on your radio as well, if you turn it on. If you look through the window
    here, Henry will notice a man in Room 207 pointing at Room 303, Eileen's
    apartment. If you check on Eileen, it looks like she's getting ready for
    her party. Consider saving your game and empty some items into your chest,
    including the Chaos Placard, and enter the washroom. There's an
    interesting feature in the washroom this time around. Examine the toilet
    for a very short experience, which is a Silent Hill 2 reference.
    Apparently Henry isn't man enough like James. Anyway, the portal is now
    even bigger and rounder. Enter it to see where it takes you this time.
    --------------------------------------------------------------------------
    
    
    06 // a p a r t m e n t  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "I got this from Miss Galvin a long, long time ago..."
    
    After the odd cutscene, look to your direct right and enter Room 301.
    Enter the living room to see what Henry is staring at. On the table is
    MIKE'S DIARY and a piece of RED PAPER. There are also some porno magazines
    on the floor to the right, which Henry admires. Note the PORTAL on the
    west wall, but don't enter it yet. Follow the left hallway to the first
    room on Henry's right. There are two orange-tinted photos in this room
    with keys on them. Get the SUPERINTENDENT'S KEY from the left photo, and
    the LOCKER KEY #106 from the far photo. Also in the room is JOSEPH'S
    ARTICLE on the bed frame, which should be familiar to Silent Hill 3
    veterans.
    
    When you're done here, return to the living room to find a Ghost
    floundering about. Ignore it and enter the portal on the northwest wall of
    the apartment.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up, head for your door after exiting to the hallway. You
    should hear a nasty noise coming from the laundry room -- go investigate
    it for a surprise. I hope those weren't whites in there... Exit the
    laundry room and check your front door peephole for a startling sight.
    Then grab the RED DIARY - MAY 2 at the foot of the door. Return to the
    Apartment World.
    --------------------------------------------------------------------------
    
    Quickly exit the room before the Ghost causes any harm, and head down the
    hallway towards Room 302. An apparition of the little boy knocks at your
    door, and there are three dead Sniffers here... Odd. Room 302 won't open,
    of course, so continue down the hallway past the locked Room 303 and
    around the corner. Move past yet another dead Sniffer and enter the
    stairway through the double doors ahead, since Room 304 is locked as well.
    
    Start to move down the stairs to Henry's left to notice a man in a
    trenchcoat sitting down. The polite man talks about the doll in his hand,
    that was apparently given to him by Eileen a long time ago. He then offers
    you the SHABBY DOLL. This doll is not a key item and you don't ever have
    to take it. In fact, you're a lot better off just to leave it here. It has
    no use so you'll probably toss it in your item chest in your apartment;
    but doing this will engage a haunting later in the game, which will make
    access to your item chest more difficult without losing health. The
    haunting is cool to see, but you should decide whether to take it or not.
    If it's your first time, you should probably just take it for the hell of
    it.
    
    Continue down the stairs all the way to 1F, since all the rooms on 2F are
    locked. There are four more dead Sniffers here, as well as a PORTAL on the
    west wall. Find the lockers near the foot of the stairs and use the LOCKER
    KEY #106 to open the Room 106 locker. Well, that was a waste -- there are
    only love letters from Mike to Rachael in here. Enter the west corridor
    through the west double doors in the area when you're done.
    
    Move forward and note the "Superintendent's Room" sign next to Room 105 --
    enter the room, using the SUPERINTENDENT'S KEY. Enter the living room to
    find some items of interest by the west wall. Take the APARTMENT KEYS on
    the key rack, as well as the RED PAPER and TORN RED PAPER in the box to
    the left of it. Find the hallway and follow it to the far right room. On
    the nightstand is the SUPERINTENDENT'S DIARY (UMBILICAL CORD).
    
    Now that you have the APARTMENT KEYS, you can use them to unlock every
    room in the apartments, except for Room 303 because the key is missing, as
    well as the complicated Room 302 -- good luck getting that to open. Move
    down the hallway and enter Room 106. Inside this room, find the northeast
    bedroom for a PORTABLE MEDICAL KIT on the bed frame. Also on the bed frame
    is what looks to be a familiar nurse uniform...
    
    There is a phone in the bedroom which you can use to dial the number on
    the notepad by it, but it's not important at all, really, and only helps
    you figure out the third person of the love triangle (we already know Mike
    and Rachael). As well as a headache, you'll trigger a Ghost to appear in
    the room and it will stalk you throughout the whole apartment building.
    Make a decision and exit to the hallway. Room 107 contains nothing
    interesting, so head back to the lobby.
    
    You'll be doing a lot of exploring in the apartments, so you should
    consider emptying all your items into your item chest in Room 302, except
    the Apartment Keys and a trusty weapon -- I recommend the Rusty Axe. Enter
    the east 1F corridor after you make a decision. Move ahead to encounter a
    Sniffer coming around the left corner. Use your Axe to ensure your safety.
    Room 104 only contains a flock of Hummers, so continue around the left
    corner, past both the Sniffer and the empty Room 103.
    
    Enter Room 102 to find a bunch of Red Tremers in the kitchen. They seem to
    be interested in something around here, so examine the fridge after
    stomping on them. Henry finds a dead cat wrapped in some jeans, and most
    importantly, another TORN RED PAPER. Exit the room and enter the adjacent
    Room 101 farther down the hall. Once inside, don't get too excited about
    the Shotgun on the kitchen counter, as well as the filled gun rack of past
    Silent Hill firearms and other weapons in the living room -- they're only
    models.
    
    On the bright side, there's a pack of PISTOL BULLETS on the kitchen
    counter. Other than gawking at the model guns, there's nothing else to do
    here. Exit all the way back to the stairway and enter the east 2F
    corridor. Move around the left corner past the empty Room 204, and enter
    Room 203. You can find a can of BUG SPRAY by the liquor bottles on the
    living room floor, which is only effective on Hummers -- it's pretty much
    useless since any other melee weapon will take care of Hummers as well as
    real enemies. In the northwest bedroom is a torn and blood-stained shirt
    with another TORN RED PAPER in the pocket.
    
    Exit the room and enter Room 202 farther down the hall. Inside you'll find
    the ringing phone that caused you to take an Advil, unless you played it
    smart and never phoned anyone. Pick it up to find that... there's no one
    there. Well, what did you expect anyway? Take a look at the portraits of
    various apartment renters scattered around the apartment, then exit the
    room. Farther down the hall is another Ghost, and Room 201 contains some
    Hummers to test your Bug Spray on. Return to the stairway and enter the
    west 2F corridor.
    
    In Room 205 you'll find the "SKINNED MIKE" CASSETTE on the coffee table in
    the living room, but that's it. Room 206 contains two Sniffer Dogs; one in
    each of the east bedrooms. Past Room 206 in the hallway are three
    Sniffers. The dogs seem to be guarding Room 207, which contains a weapon
    worth the risk, so run past them and enter Room 207.
    
    Inside, move in towards the living room to notice a surprise at the
    window. Also, Henry notices Eileen in Room 303 if you examine the window.
    Anyway, take RICHARD'S REVOLVER on the orange chair by the window. Another
    weapon, a PUTTER golf club, locates in the northeast bedroom in the
    apartment room. There is also a cassette player there, but sadly Henry
    doesn't say anything about it, so you can't listen to the "Skinned Mike"
    Cassette just yet.
    
    Exit the room and head back up to 3F. You should hear Eileen trying to
    get out of her apartment, but apparently she can't. Move along to your
    door, Room 302. If you check one of the red papers in your inventory,
    Henry says he'll slip it under his door. Retrieve any red papers from your
    item chest first if you need to -- make sure you have five in total, full
    and torn combined. Slip the two pieces of RED PAPER and the three pieces
    of TORN RED PAPER under the door of Room 302, from the Apartment World.
    Once you do that, enter the nearby Room 301 and enter the portal.
    
    ROOM 302
    --------------------------------------------------------------------------
    Exit your bedroom and head for the front door. At the foot of the door are
    five memos -- RED DIARY - MAY 14, RED DIARY - MAY 20, RED DIARY SCRAP,
    RED DIARY SCRAP (CONT.), and MIKE'S LOVE LETTER. The two Red Diary scraps
    talk about Eileen Galvin's apartment room key. Upon reading the continued
    version of the scrap, enter your bedroom. The memo basically tells you to
    look around the bed for Eileen's key, so do that. Move between the bed and
    the windows to find the DOLL KEY, which is the key to Room 303.
    
    Another thing you can do in your apartment right now is listen to the
    "SKINNED MIKE" CASSETTE on your living room radio. Afterwards, return to
    the Apartment World.
    --------------------------------------------------------------------------
    
    Exit Room 301 and use the DOLL KEY to enter Room 303 for a cutscene.
    
    ROOM 302
    --------------------------------------------------------------------------
    See what's going on outside your window after waking up to sirens. Exit
    the bedroom and go up to your front door. The RED DIARY - JULY 13 and
    SUCCUBUS TALISMAN wait under the door. Also notice the very faint 20th
    handprint on the wall out your front door peephole. If you enter your
    washroom, you'll find that the hole is blocked... You might've noticed
    your dryer being silent at the moment, so enter the laundry room.
    
    You should notice something on the wall -- examine it and Henry comments
    that it looks like an evil demon. If that doesn't make you think of the
    Succubus Talisman already, there's also a demon on the card. So use the
    SUCCUBUS TALISMAN on the demon stain. Read the newly appearing note on the
    wall, and notice the four square depressions around it. Retrieve the four
    placards from you item chest and insert them into the appropriate
    depressions.
    
    The TEMPTATION PLACARD goes in the left depression, the SOURCE PLACARD in
    the right depression, the WATCHFULNESS PLACARD at the top, and the CHAOS
    PLACARD at the bottom. A new, perfectly round hole will appear. Consider
    saving your game and emptying some items in your chest, including the
    Apartment Keys, and enter the portal.
    --------------------------------------------------------------------------
    
    
    07 // h o s p i t a l  w o r l d
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "He told me to go down... down into the deepest part of him..."
    
    A cutscene will play at the beginning of this area; not to pleasent for
    Henry. He exits the room from fright of the man in the coat, who was just
    performing his personal type of surgery. You can reenter the room but the
    man is gone. You will, however, find a new enemy called a Patient. Use the
    Axe to bring it down and to hear the enemy's humorous pain call. Anyway,
    in the lobby you'll notice several Hummers on the floor. Try to quickly
    stomp on a fair bit of them before they get up and fly around.
    
    Enter the northeast room on your map when you're done. Move to the other
    side of the room to find a new weapon on the far desk -- a PAPER-CUTTING
    KNIFE. This weapon isn't very powerful, but its blinding speed makes up
    for it. Give it a try on some enemies later. Head through the other door
    in the room afterwards. You can examine the white board in the room for a
    cutscene, and you can find the NURSE'S MEMO on the right table in the
    room. Exit through the other door.
    
    The next room to the south is a Washroom and contains a PORTAL. Nothing
    new waits in your apartment, so enter the room on the other side of the
    hall, which is the south Emergency Room. Grab the NUTRITION DRINK on the
    far, small shelf in the room. Note the scenery and exit back to the hall.
    Moving on south, a cutscene will play near the object on the floor. It's
    EILEEN'S BAG, and it's a weapon for Eileen, not an item.
    
    Inside the east room by the purse, which is the Doctor's Lounge, and a
    very familiar one, too, you can find a PORTABLE MEDICAL KIT on the low
    table in the middle of the room. There's also a baby's medical chart on
    the desk that Henry is staring at but it seems to be of no importance.
    Exit the room and enter the room on the other side of the hall, which is
    the Supply Room. Instead of exiting right away, battle the two Patients in
    the room with your Axe, then claim your prize on the far right shelf -- an
    AMPOULE; one of only two in the entire game. Exit the room.
    
    The south end elevator isn't working, so head through the door right
    beside it, to enter the stairway. Move up the stairs to 2F and go through
    the door at the top. Oddly enough, moving wheelchairs occupy the hallway,
    which are enemies and are called Wheel Chairs. Yes, that's right, they are
    your enemies. Use the Axe to defend yourself, or they'll throw you to the
    ground on contact. They also have the Ghost fever, which means they'll
    make your screen flash red when near them, and you can lose health. As if
    that's not bad enough, they can enter rooms.
    
    Anyway, there are 22 rooms in this very long hallway. The organization of
    the rooms in this hallway is always completely random. The hallway will
    always look the same from the outside, but the location of each room will
    be different. You can find several items in the various rooms here,
    including a HOLY CANDLE, SAINT MEDALLION, 2 NUTRITION DRINKS, two packs of
    PISTOL BULLETS, REVOLVER BULLETS, and a 4-IRON golf club. So you might
    want to clear up some space in your inventory in your apartment; use the
    portal in the Washroom on 1F if necessary. There are quite a few
    completely strange rooms that you may not want to spend much time in, and
    one is definitely a "what the hell" sight. You should be checking every
    room anyway, so take the time to look at the scenery in each room.
    
    One of the rooms in this hallway is locked -- you need to find a key to
    unlock it. In one room, you'll find a statue of a snake with a HOSPITAL
    ROOM KEY in its mouth. When you take it, a circular cage will fall and
    cover you... Great. Don't get upset too quickly, remembering that you just
    got a key. Face the gate door of the cage by the door of the room and use
    the HOSPITAL ROOM KEY to escape the cage. Just in case you're wondering,
    getting that key wasn't pointless; it has another use. Exit the room once
    you're out of the cage. Find the locked room in the hallway and use the
    HOSPITAL ROOM KEY to get inside.
    
    Once inside, Eileen is asleep on the bed. Walk up to her and examine her
    for a cutscene. Henry explains his story to Eileen, and she believes him
    after first doubting him. Eileen will now accompany Henry basically until
    the end of the game, so make sure you protect her. Eileen doesn't have a
    system of health, and she can never die when she's with you, however, she
    will sometimes need to stop and rest for a bit, if she's taken a lot of
    damage. Her state of condition may influence which ending you'll receive
    at the end of the game, as a result of this factor, so make sure she
    doesn't take too much damage. Read the Endings section of this FAQ for
    more information.
    
    Eileen moves slowly and it is very easy to leave her behind in areas. If
    you leave Eileen alone like this in areas with enemies, and/or if she
    takes a lot of damage, she will become "cursed". You'll be able to see
    bloodflow throughout Eileen's body if this is your situation. You can set
    Holy Candles at Eileen's feet to recover her condition, but it only works
    temporarily. Instead of relying on this trick to receive a better ending,
    actually do your best to protect Eileen. Eileen can also hold weapons to
    defend herself, however, she may be a little aggressive sometimes and may
    receive a smacking because of it.
    
    All right, exit the room after the cutscene. Start to run down the hallway
    towards the south end -- you should notice Eileen moving fairly slower
    than Henry. The analog stick is pressure sensitive, so don't run as fast
    to stay at a close distance from Eileen. If Eileen's room was right beside
    the elevator, you probably won't notice this; keep it in mind, though. On
    the way to the elevator, you'll have to get past two Patients. Get Eileen
    out of the way and use the Rusty Axe's charge up attack. Once the path is
    clear, make your way to the elevator.
    
    If you're smart enough and have a good memory, you'll know that you have
    to call the elevator to enter it first, since it's down on 1F. Do so and
    enter the elevator. You'll find a Patient inside the elevator, and a panel
    with broken buttons. The real point of calling this elevator was to clear
    the elevator shaft on 1F, because there were no doors blocking the shaft
    down there; it was only the elevator. So maybe there's something in the
    shaft...
    
    Enter the stairway and exit to 1F after moving down the stairs, making
    sure Eileen is close behind you. On 1F, there are two Patients to the
    right of you, and to the left is the open elevator shaft, however, there
    is a locked gate on the other side of it. Remembering the portal, there
    may be something in your apartment. Enter the Washroom with Eileen and use
    the portal to see if you can get back to your apartment with her.
    
    ROOM 302
    --------------------------------------------------------------------------
    Waking up back in your apartment, it's all bad news in your wake. First of
    all, Eileen isn't here. Shortly after waking up, you should hear something
    shatter in your living room. Check it out, noticing that Henry comments
    that the air feels heavy on the way. Great... Your ceiling fan is broken.
    Furthermore, you may notice that the apartment no longer nourishes Henry's
    health. By the radio bookshelf in the living room are three memos: RED
    DIARY - JUNE 11, RED DIARY - ??/??, RED DIARY - JUNE 14. Also, slipped
    under your front door is the RED DIARY - JULY 20 with a SMALL KEY in an
    envelope. Toss some items in the item chest and return to the hospital
    though the laundry room hole.
    --------------------------------------------------------------------------
    
    After returning, Henry confronts Eileen again, and she tells him she never
    saw a hole. Henry tells her about Joseph and his letters, and that he told
    him to go down into the deepest part of "him". Anyway, exit the room after
    the cutscene. Now that you have a key, enter the open elevator shaft to
    the south to see if it works. Go through the gate on the other side of the
    shaft, using the SMALL KEY.
    
    Now you are in a long, descending stairway, with three Patients coming up
    towards you. Take advantage of the lone Patient right near you, using the
    the Rusty Axe. Follow the Patient as it burps itself down the stairs, then
    stomp on it. Try to do the same for the other two. Afterwards, follow the
    stairs and go through the door at the bottom, marked "Ever Downward".
    
    Once through the door, you'll be on a descending, circular staircase.
    Start to make your way down it, not moving too far ahead of Eileen. Near
    the end of the staircase, you'll find a PORTAL down a connecting, straight
    staircase. Use it to get back to your apartment and save your game if you
    wish.
    
    ROOM 302
    --------------------------------------------------------------------------
    If you return to your apartment, you'll probably experience your first
    haunting. It will either be you ticking clock, rattling windows, or
    wandering slippers. To clear these hautnings, you'll have to set a Holy
    Candle by them or use a Saint Medallion. Depending on how many of these
    hauntings you clear will affect the ending you'll receive at the end of
    the game. To get a better ending, clear as many as you can.
    --------------------------------------------------------------------------
    
    Continue down the stairs to finally reach a door at the bottom, and go
    through it.
    
    
    08 // s u b w a y  w o r l d  2 n d  t i m e
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "This looks like South Ashfield Station..."
    
    Once in this area, follow the metal pathway around two corners to reach
    the pavement. To the left on a shelf is a HOLY CANDLE. Go through the door
    at the right on the left wall, unlocking it first. Right after entering
    this area, there will be a Gum Head in front of you. Run down the narrow
    hallway past it to enter the main hall. Far down to the left is another
    Gum Head by the large escalator, and another one to the right. Take the
    right path past the Gum Head and around the corner to the next area.
    
    Run down the pathway to the washhoom area -- if you don't have the Lynch
    Street Line Coin in your inventory, which you very likely don't, enter the
    ladies' room and go through the PORTAL on the wall there, after stomping
    on the Red Tremers blocking the way.
    
    ROOM 302
    --------------------------------------------------------------------------
    Back in your apartment, you'll probably experience another haunting. Under
    you front dooor waits the RED DIARY - JULY 25 and a KID's LETTER, along
    with a TOY KEY. Be sure to get the Lynch Street Line Coin from your chest
    if you don't have it, then return to the subway.
    --------------------------------------------------------------------------
    
    Back in the washroom complete with the subway token, exit to the hallway.
    If you're interested, there's a NUTRITION DRINK in the men's room by the
    farthest stall. Continue down the hall to the turnstiles area. You should
    notice the extreme quietness in this area -- take the right path for a
    cutscene, noticing the hair on the ground. Here you will meet Cynthia's
    Ghost -- Victim 16. This one of the most annoying Ghosts in the game, so
    you may want to use a Sword of Obedience to pin her down -- she's tough
    to knock down and make her stay down, so a Silver Bullet may be
    necessary, and one is just ahead. Instead of fighting the Ghost, continue
    to the next corridor of the subway for some helpful items.
    
    Three Gum Heads occupy the area, but don't let that throw you off -- the
    items are worth it (one in particular). First, get the NUTRITION DRINK in
    the right alcove ahead. Up the left stairs are SILVER BULLETS, although
    you'll only get one. Head back to the turnstiles area to meet Victim 16
    again, and feel free to shoot her with a Silver Bullet and pin her down
    with a sword if you find it necessary. Anyway, use the LYNCH STREET LINE
    COIN to pass through the appropriate turnstile with Eileen. After doing
    so, head down the stairs.
    
    Hearing the sounds of Sniffers, continue down the stairs and head to the
    right (Henry's left). You might be able to see a bit of a Sniffer's head
    through the wall, and you can actually hit it through the wall -- be
    careful, though; it can do the same to you. Through the doorway is another
    Sniffer down the hall a bit. Continue farther down to find a RIDING CROP
    for Eileen on the very strange-looking chair object. At the end of the
    hallway is a NUTRITION DRINK on the ground by the shelf blocking the way.
    Taunt the Sniffer on the other side and head all the way back to the
    stairs, then continue down the descending stairs to the Lynch Street Line
    platform.
    
    Continue down the rest of the stairs and enter the northeast subway car
    through the open doors. Use the center column to get to the south side of
    this subway car and use the TOY KEY to open the toy box on the left bench.
    You'll get a FILTHY COIN; how convenient... Exit the car back to the east
    platform and follow the platform south. Enter the southeast subway car if
    you're interested in a Saint Medallion. Once in the car, use the open
    doors to the right, and the center column, to get to the southwest car.
    Grab the SAINT MEDALLION on the floor by the south door and exit back to
    the east platform.
    
    Back on the platform, go through the door at the end of the path to the
    south. In here, grab the HOLY CANDLE by the ladder and move down the
    ladder. Eileen will tell you in a cutscene that she can't use a ladder in
    her condition, and so she can't follow you for now. Down in the
    maintenance pathway, head up the east ladder and use the PORTAL there to
    get back to your apartment.
    
    ROOM 302
    --------------------------------------------------------------------------
    At your front door you can find the RED DIARY - JULY 17. Remembering the
    Filthy Coin you just got in the subway, maybe you can wash it off. The
    first place you should think of is the kitchen sink. Head into the kitchen
    and use the sink to wash the FILTHY COIN to get the 1$ COIN. Empty any
    unnecessary items into your item chest and return to the subway.
    --------------------------------------------------------------------------
    
    Back in the subway, go through the door in the room, since you came from
    the ladder earlier. Two Sniffer Dogs patrol the platform. Preceding the
    stairs on the platform are PISTOL BULLETS on the last left bench. Up the
    stairs you can find a PORTABLE MEDICAL KIT by the rubble blocking the
    path. You can also find a HOLY CANDLE in the northeast subway car here --
    enter the northwest car through the open doors and use the center column
    to get to the other car and get the candle.  
    
    When you're done here, return to Eileen in the southeast maintenance room.
    Go through the door in the room and find the vending machine on the
    platform, noticing the "1$" marking on it. Use the 1$ COIN in the vending
    machine to get the MURDER SCENE KEY. Afterwards, head south and reenter
    the southeast maintenance room.
    
    This time, use the pathway between the two ladders down here, passing by
    the two Ghosts in the area. Follow the path down the stairs around the far
    corner, and head through the door there. Now on the King Street Line
    platform, check out the subway train for anything new. If you enter the
    train and check the front, you'll find that a handle is missing from the
    control panel, but it seems that you'd be able to move the train with that
    if you could find it. Moving on, head west to the escalators. You should
    consider using the PORTAL on the west end wall if your health isn't too
    great and you don't have any health supplies on you. Move onto the up
    escalator here to start your ascent.
    
    Great...now you have to do this part again. Like the first time in the
    subway, it's best to use a melee weapon to whack the Wall Men as you pass
    them while the escalator moves up -- that is if you're having trouble
    getting past by running. With melee weapons, charge up attacks work
    wonderfully, however, normal attacks work as well. I highly recommend the
    Rusty Axe for this part (as well the entire time you have it). The Axe's
    charge up attack has long range, so you can start it from far away and
    bash a Wall Man while invulnerable in the middle of the attack.
    
    Good timing doesn't work as well as it did before -- many of the Wall Men
    don't even go back into the wall after attacking and will stay out as you
    pass, and therefore will try to swing at you and probably will hit you.
    For the ones that actually do go back inside the wall, just run past them
    after they attack (when they go back into the wall).
    
    Once you're finally at the top of the escalator on the pavement, head
    through the doorway to the left and down the path. Bash the Sniffer to
    death and grab the NUTRITION DRINK on the left shelf. Return to the
    escalator area and head up the nearby stairs. Once up here, you can find
    CYNTHIA'S COMMUTER TICKET by the top of the right section of the stairs.
    Take it and enter the office right beside it, using the MURDER SCENE KEY.
    Inside this bloody room, take the TRAIN HANDLE on the ground past the
    blood-stained floor and exit the room.
    
    Now that you have Cynthia's Commuter Ticket, it renders the Lynch Street
    Line Coin obsolete. You can still use the coin, but the ticket lets you
    pass through both Lynch Street and King Street turnstiles. Use CYNTHIA'S
    COMMUTER TICKET to pass through the exiting turnstile here and use it
    again to get through the Lynch Street turnstile. Head down the Lynch
    stairs as well as the next set of stairs, to get to the east Lynch Street
    Line platform.
    
    Enter the southeast maintenance room to reclaim your baggage, Eileen. Exit
    the room and use the stairs on the platform to get back to B2, then use
    the next stairs to get to B1. Use CYNTHIA'S COMMUTER TICKET (or the LYNCH
    STREET LINE COIN) to pass through the exiting turnstile, and use CYNTHIA'S
    COMMUTER TICKET to pass through the entering turnstile for King Street.
    Then head down the stairs. Continue down the stairs and move onto the down
    escalator with Eileen.
    
    Yes, you have to do this yet again, but this time you're heading downwards
    and it's easier. Use the same strategy with the Rusty Axe (specifically
    the charge up attack) to get past the Wall Men. You can easily do this
    without getting hit once. Once at the bottom on the King Street Line
    platform, head east and enter the subway train. Follow the path in the
    train all the way to the front car, moving past the Victim 16 Ghost. Use
    the TRAIN HANDLE on the controls and the train will move, but only about
    one car length.
    
    Head back east to find a passageway through the open north doors. Follow
    the passage down the stairs with Eileen to find a SWORD OF OBEDIENCE lying
    against the right wall by the door. Take it and head through the door. A
    cutscene will play and the Man in the Coat seems to be here to kill you,
    with a Pistol and a Steel Pipe. You don't need to fight him at all,
    though, and I especially recommend that you don't. Just head through the
    door in front of you after the cutscene.
    
    Now you're in another spiral staircase, just like the one before. You can
    also find a PORTAL near the bottom. Consider saving your game, as well as
    putting the subway coin and ticket in your chest with any other items, and
    continue down the rest of the staircase to the door at the end. Unlock it
    and go through.
    
    
    09 // f o r e s t  w o r l d  2 n d  t i m e
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "That's what everybody calls me, but I don't really have a name."
    
    Welcome to the forest...again. Starting in the cemetary, investigate the
    area. In the northwest corner of the area you'll find a TORCH lying on the
    small platform, beside the fixed torch. "Holy Flame" is written on your
    Torch, and you'll find the same writing on the fixed torch. Put two and
    two together and examine the fixed torch with your own Torch equipped to
    light yours.
    
    You can do some more exploring in the east of this area, however, that
    will trigger the Man in the Coat to appear in the area, and he's equipped
    with a Pistol and a Steel Pipe. You should know who the Man in the Coat is
    by now, so I'll refer to him as Walter from now on.
    
    ---
    Walter's Mechanics:
    
    Walter will follow you through several areas of this world, and many parts
    during the rest of the game, wielding his weapons, and he will attack you
    if you're close. If you're somewhat in arms reach, Walter will use his
    pipe to smack you, however, it's very easy to get away from this, since
    Walter noticeably winds up his arm before attacking. If you're out of arms
    reach, he'll be opted to fire his Pistol at you, which will not only lower
    your health, but will also stun you for a second and cost more time, thus
    you won't be able to get away that easily.
    
    Just try to stay away from Walter while moving through the following areas
    of the forest, and try to run windingly, which will lower Walter's hit
    rate for his Pistol while shooting at you, however, it will not always
    help you dodge his bullets; you're only human. Whenever running away from
    Walter, keep Eileen in mind and make sure she's never too far behind you.
    This is also a benefit of running windingly in areas with Walter. 
    
    You can in fact beat Walter to a pulp and he will fall down. You can even
    kick him while he's on the ground but he will never die, exactly like a
    Ghost (Swords of Obedience can't be used on him, though). Once you do
    this, however, Walter will be out of action for quite a while, leaving you
    lots of time to fool around and get the items you need.
    
    To temporarily put Walter offline, you'll need to introduce a lot of
    damage to him -- I recommend the Rusty Axe. With the help of Eileen and
    her weapon (preferably the Riding Crop or the Chain you find in the
    forest), you can quickly diminish Walter's status. As Henry, you can use
    the Axe's normal attack which should be good enough, but you can also use
    the charge up attack. It will take more time to charge up and you'll
    probably take some more damage, but Walter will consequently "die" faster.
    
    But like I said earlier, just try to stay away from Walter and use dodging
    methods to get past him. Beating him up in every area you meet up with him
    can be annoying and definitely isn't always necessary.
    ---
    
    Around the center of the area is the 11/21 coffin. If you move near it,
    several Hummers will emerge from the grave, so try to stay away. Just
    south of the grave (as well as to the north), you'll find some weird
    writing like before, but Eileen somehow manages to read it, and she can
    read all the weird writing found in the forest. All right, enough fun
    here, exit through the north double doors with Eileen behind you.
    
    Be sure to keep in mind that Walter will come through the doors behind you
    once you start to move down the forest pathway, and it's inevitable so
    don't worry too much about it. Note the PORTAL on the wall right by the
    double doors, but don't visit your apartment just yet. Just ahead of you
    from the door is a well, and upon examination with the Torch equipped and
    lit, you'll find a DOLL'S HEAD... Interesting. By this time, Walter will
    definitely be in the area. If you don't have the Torch lit, you won't be
    able to get the item; return to the previous area and light your Torch
    with the "Holy Flame".
    
    Quickly grab the NUTRITION DRINK on the ground to the east of the well and
    continue in that direction. There will be two Sniffers down the path, but
    you've already got enough to worry about, and hopefully it's behind you.
    Continue all the way down the path, running windingly for three reasons
    -- not getting too far ahead of Eileen, dodging Walter's bullets, and
    dodging the Sniffers' attacks. Once you reach the gate, pass through it.
    
    Another Sniffer will be in here, but once again, forget about killing it.
    Run windingly past the Sniffer all the way to the far gate and go through
    it. Once inside the Wish House compound, relax, you're home free. Looks
    like there was an unfortunate accident with Wish House...it's got a "new"
    look to it. Around the center of the wreckage on the ground lies JASPER'S
    BURNED MEMO. Right by that is a sloped piece of wood, leading up to a
    platform. Move up it.
    
    At the left of the platform is a HOLY CANDLE, and to the right...a
    headless, armless, legless, human-sized doll sitting in a wheelchair.
    Examine it for the WHEELCHAIR DOLL TEXT memo. Two parts of the memo seem
    quite significant and hold the key to the puzzle:
    
         "I cut my body into five pieces and hid
          them in the darkness"
    
         "When my body is once again whole, the
          path to below will be opened."
    
    All right, so there are five doll pieces lying around the forest in
    "darkness", eh? Well, you already found one (the head), and it was in a
    well, which was in fact in darkness. So apparently, you need to look for
    more wells.
    
    For now, insert the DOLL'S HEAD into the doll to reclaim an inventory
    spot. Now start looking for more doll parts. You've already checked the
    southwest pathway of the forest, so try the southeast. But first, head to
    the east of this area to the left side of the orange jungle gym, to find a
    CHAIN (Eileen weapon). Also note the PORTAL on the north wall -- actually,
    enter the portal.
    
    ROOM 302
    --------------------------------------------------------------------------
    Back in your apartment, you'll find the RED DIARY - JULY 18 at your door,
    regarding more informaton on Walter. Enter the laundry room. As you may
    have found out earlier, there's a blue tank filled with kerosene in here,
    directly under the large portal. Stand close to the tank, looking at it --
    try to equip the Torch and Henry will soak the Torch in kerosene. Doing
    this will make your torch able to maintain a flame for a longer period of
    time, and this will help out a lot when looking in other wells in the
    forest without worrying too much about the life of your flame. Return to
    the forest. 
    --------------------------------------------------------------------------
    
    When ready, head through the southeast door. Just Hummers in here,
    thankfully. To the east of the path somewhat near the following door is a
    NUTRITION DRINK. Continue to the next area through the east gate. More
    Hummers in here, however, accompanied by Walter with his Pistol and new
    Chainsaw -- be careful. Quickly run to and go through the east gate.
    
    In here, run forward and turn left past the far tree ahead to find SILVER
    BULLETS (only one bullet). This is the second of only two Silver Bullets
    in the game, so be sure to get it. Move through the nearby gate to the
    next area. Up the left stairs ahead lies a NUTRITION DRINK, and a PORTAL
    is on the wall to the right of it. If you haven't noticed already, there's
    a well in between the middle and right sets of stairs in here (the right
    staircase is blocked, however). There's also a "Holy Flame" (fixed torch)
    in the center of the area, so you're set.
    
    If you haven't already, soak your Torch in kerosene with the tank in your
    apartment laundry room, to improve the life of your flame. You don't have
    to do it right now, but do it after this if you haven't yet. Anyway,
    examine the well with your light source to find the DOLL'S LEFT LEG. Then
    return to the Wish House compound.
    
    Back here, insert the DOLL'S LEFT LEG into the wheelchair doll. Now search
    the northeast pathway of the forest. Head through the northeast double
    doors. A taunting Twin Victim stands in the area and you can easily kill
    it, but you can also easily head through the east gate. Do the latter.
    Through the gate just to the left is another well. If you still have your
    Torch equipped and lit, examine the well to get the DOLL'S LEFT ARM. If
    not, get it later (don't go back, keep following the pathways). Follow the
    pathway to and through the east gate.
    
    A cutscene will play in here, and a friend from before is here to haunt
    you, as a Ghost -- Victim 17, Jasper. This Ghost is actually on fire and
    wields a small, but powerful weapon; stay away. Quickly dodge the Ghost
    and move past him to the left. On the other side of the large left stone
    is a SAINT MEDALLION, between two small rocks -- use that to repel the
    Ghost, since he will follow you through several stages of the forest. Go
    through the east gate with Eileen.
    
    As Hummers fly around the area, the fiery Ghost tries to pull itself
    through the fence in the area. Before it finishes, run through the east
    gate. Now in the factory area, run to Henry's left and move up the small
    ramp. By the far wall ahead lies a NUTRITION DRINK, and another Ghost
    should come from the right ramp. Leave it alone and go through the double
    doors up the ramp.
    
    Follow the path to the south and move up the ramp before the two Ghosts in
    the area get to you. Follow the ramp pathway all the way to and through
    the double doors at the end. In this pathway, note the PORTAL on the wall
    by the doors you came through, and make good use of the "Holy Flame"
    behind the far tree on the right side (Henry's right) of the pathway from
    the door. Even if your Torch's flame is still running, light it again.
    Follow the rest of the path and move through the east end gate.
    
    Right after entering the area, you'll hear the presence of a Gum Head. You
    don't need to kill it, but if you want to, use the Torch so your flame
    doesn't go out (it'll go out if you put it away). On the other side of the
    fence by the west gate is a NUTRITION DRINK -- you'll have to move along
    the fence and around the tree to get to the other side -- and there's a
    well on the east side of the pathway farther down. With your Torch,
    examine the well to get the DOLL'S RIGHT ARM. Even farther down the path
    is a HOLY CANDLE, by the far fence.
    
    Now it's time to head all the way back to the Wish House compound. Be
    aware of the four Gum Heads in the first pathway after the cliffs, and if
    you didn't get the Doll's Left Leg in this northeast section of pathways,
    get it on the way back. Once back in the compound, insert the DOLL'S LEFT
    ARM and the DOLL'S RIGHT ARM into the wheelchair doll, then go through the
    northwest door in the compound to start your investigation of the
    northwest pathway of the forest.
    
    In this misty pathway are two Twin Victims. If your Torch's flame is dead
    right now, you might as well kill them with the Axe. However, there is a
    well near the west gate which contains the DOLL'S RIGHT LEG. There is a
    flame just ahead, though, so don't worry if you're flame-free. Continue
    down the path to find a NUTRITION DRINK on the ground by the gate, and go
    through the gate to enter the cave.
    
    Although this area is noisy, it contains no enemies at the moment. Move a
    bit into the cave, and you'll be able to find PISTOL BULLETS to the right
    by some barrels and tanks. Just a bit past that on the left side is the
    haunting PICKAXE OF DESPAIR, which is a slow, but very powerful weapon.
    Just a bit past that is a NUTRITION DRINK by the far wall. Once you're
    done here, move through the exit of the cave to the west.
    
    Just to the right of you here on the lakefront is another "Holy Flame" --
    light your Torch if you haven't gotten the Doll's Right Leg yet, so you
    can get it on the way back. Beside the flame a little down along the cave
    wall are REVOLVER BULLETS. If you stand still near the entrance of the
    cave, and a few other areas, you can see someone by a grave to the south,
    so check it out by moving over there, and a cutscene will play.
    
    Right after the cutscene, an item on the grave will be in the center of
    the camera view -- take the CRESTED MEDALLION. Note the PORTAL on the cave
    wall here, and head all the way back to the Wish House compound, getting
    the Doll's Right Leg on the way back if you don't have it yet. Once back
    at Wish House, insert the DOLL'S RIGHT LEG into the wheelchair doll for a
    cutscene. After the cutscene, a hole in the floor where the wheelchair
    doll was will be revealed. Go through the hole in the floor, going down
    the stairs inside it.
    
    Continue down the stairs to find the DESCENT OF THE HOLY MOTHER - THE 21
    SACRAMENTS on an altar, and a familiar crest on the wall... To the left of
    the altar is a locked door with a round depression about 10 inches wide --
    if you check your CRESTED MEDALLION, it says it's 10 inches wide -- use
    it. Exit through the door.
    
    Now in another spiral staircase, run down it to find a PORTAL near the
    bottom. You have no use for the Torch anymore, and it's quite a weak and
    useless weapon, so toss it in your item chest. Continue past the portal
    and go through the following door with Eileen. In this circular room, step
    into the circular elevator just ahead of you.
    
    
    10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "It's so damp and gross in here..."
    
    After the cutscene of your arrival to the prison, note the PORTAL on the
    wall in front of you and exit through the door at the other side of the
    area, after unlocking it. Once outside, you may notice a gun in your
    face... Not good. Quickly run around Walter so he doesn't attack you, and
    he'll probably run away. There isn't anything interesting up here so
    quickly exit through the large double doors in front of Henry.
    
    On the ledge, take the easy way down the ladder and let Eileen do the
    walking. As long as you stay by the ladder on 3F, Walter won't enter the
    area (from the roof); if you move away, he will start coming. Once Eileen
    catches up to you, enter the 3F cellblock through the double doors by the
    ladder. In the corridor just to Henry's right is a Twin Victim pointing
    fingers. There are also two other Twin Victims occupying the corridor.
    
    Checking out the area, you can find PISTOL BULLETS in the lower east cell,
    guarded by a Wall Man, a HOLY CANDLE in the upper east cell, and PISTOL
    BULLETS in the lower west cell. By now, you'll likely find that Eileen is
    getting in the way a lot and it's a pain to wait for her all the time, so
    you're best to ditch her up here right now. You can bring her down to the
    lower levels of the prison, but eventually you WILL have to ditch her, and
    in the 3F cellblock a good place to do it.
    
    If you head down to 1F, you'll notice that you can't access the basement
    levels due to a locked door, but if you remember from the first time in
    the prison, you arranged the blood-stained bed cells to get down to B1. So
    find the northeast cell, which will lead you to your destination, and jump
    down the following holes in the northeast cell on each floor as you
    submerge.
    
    Once you land in the Kitchen on B1, turn around and go through the double
    doors. Walk over the small bridge to find a PRISONER'S SHIRT on the floor,
    with something written on it in wax. Henry comments, "Maybe if you soak
    it in some kind of colored liquid..." if you examine it. Hmm... Maybe
    something is in your apartment... Anyway, exit the room and cross over to
    the Dining Hall next to the Kitchen. Clear the path of Whitestools and
    grab the SAINT MEDALLION on the left bench and the NUTRITION DRINK on the
    table past it, then exit to the hall after unlocking the double doors
    here.
    
    Now in the hallway, several Whitestools block the path to the ladder to
    Henry's right -- maybe something is up there... If you make your way past
    the Whitestools and make it all the way up to the 3F surveillance room,
    you'll find a NIGHTSTICK on the floor for Eileen. Back in the hallway on
    B1, you'll find PISTOL BULLETS inside the Shower Room, past some more
    Whitestools. Exit from the inner hall out to the stairs pathway.
    
    Now on the stairs, you can head down to B2, but you'll have to go there
    later, anyway, and you'll probably find that your inventory is getting
    full. So head up to 1F via the ladder to the west of the B1 double doors
    and move through the door on 1F next to the ladder, after unlocking it.
    In here, grab the NUTRITION DRINK on the ground to Henry's right, next to
    the PORTAL on the wall. Remembering the Prisoner's Shirt you just picked
    up, return to your apartment through the portal.
    
    ROOM 302
    --------------------------------------------------------------------------
    First, be sure to lighten your inventory, then check your front door for
    the RED DIARY - JULY 28. Now try to find some coloured liquid to soak the
    Prisoner's Shirt in. There's nothing in your kitchen, so check your
    washroom. Looking to your right, you'll notice the stunning bathtub
    besmirched in blood -- examining it, Henry will comment that it smells the
    same as the room in the prison, the room where you got the shirt -- this
    should work. Move up to the bathtub and use the PRISONER'S SHIRT to soak
    it in blood, to reveal the NOTE FROM THE BLOODY PRISONER'S SHIRT.
    
    Now readable, the wax words on the shirt mention the basement key for the
    prison, and that the author has a sword in his cell to be used to stab
    the guy with the key -- the fat one. His cell is apparently on the second
    floor with "black things" inside it. So that is your next destination.
    Exit the washroom and return to the prison via the portal in your laundry
    room.
    --------------------------------------------------------------------------
    
    From 1F, make your way up to the 2F cellblock via the ladders outside.
    Checking for a cell with black things, you'll find that it's the southwest
    cell. The black things are the bottles on the bed and the nightstand.
    Anyway, the sword is under the bed -- examine the corner of the bed by the
    far wall to get a SWORD OF OBEDIENCE. You don't have to get this sword to
    progress in the game and you don't have to use this specific sword on the
    guy with the key later on, but you're better off doing it. All right, now
    exit back to the stairs pathway outside.
    
    Since you're already up here and you'll have to get Eileen sometime, go
    retrieve her from wherever you left here. If you followed this walkthrough
    then you probably left her in the 3F cellblock. Use the map to look for a
    red arrow if you don't know where Eileen is -- that's her. Move back down
    to 1F with Eileen. If you take the ladders, Eileen may run into a few
    Hummers on her way down, but that's no big deal. As for Walter, stay on
    the roof of the 1F passage room (in between the two small ladders near the
    bottom of the stairs pathway) to avoid confronting him.
    
    Pass through the passage room on 1F to the stairs pathway inside the
    prison. A cutscene will play of the "fat one" who stole the basement key,
    who is Victim 18, the Ghost of DeSalvo. After the cutscene, you'll have to
    beat down the Ghost to get the key. I recommend that you go back to your
    apartment and retrieve the Pistol and a Silver Bullet if you don't have
    these already, that is if they are available to you. Back in the stairs
    pathway, load the Pistol with a Silver Bullet.
    
    Run down the stairs in the pathway, destructing any Whitestools in the way
    with the Axe. When you start hearing faint words being spoken, the Ghost
    is near you. Equip the Pistol and locate the Ghost. Target him and make
    sure you're aiming at him, then load a Silver Bullet into his stomach. If
    you don't have a Silver Bullet, try to use the Rusty Axe, Pickaxe of
    Despair, or whatever else works to try to bash the Ghost to the ground.
    It's quite difficult this way, and that's why a Silver Bullet is
    recommended. Approach the Ghost on the ground and stab a SWORD OF
    OBEDIENCE into him, and you'll get the WATER PRISON GENERATOR ROOM KEY.
    
    After getting the key, you can take your sword back, and I recommend you
    do. If you take it out, this Ghost will only appear in the following area
    in the basement and Outside Room 302 -- nowhere else -- so you're wasting
    a good sword if you leave it. Anyway, follow the rest of the pathway down
    to the door at the end, clearing the path of Whitestools for both you and
    Eileen, and go through the door.
    
    Move down the stairs onto the floor, and note the PORTAL on the other side
    of the waterwheel, as well as a PORTABLE MEDICAL KIT on the ground in
    front of it. Locate the door near the end of the stairs you came down and
    pass through it, using the WATER PRISON GENERATOR ROOM KEY. Inside the
    Generator Room, move forward past the generator, and stop at the
    awe-inspiring sight. Wow... Prepare yourself and start to move down the
    strange hallway.
    
    You'll have to get rather close for the six Twin Victims to start heading
    your way, and you can't really just run past them to the door, because
    Eileen will be bumped and she'll pick a fight with one of the Twin
    Victims, if not several of them. So have the Axe ready to smash some
    brains in with, and start pounding away when the Twin Victims arrive right
    in front of you. I recommend you give Eileen a weapon here, for the
    benefit of the both of you.
    
    Eileen will perform quite a dandy deed for you if she has a weapon. She'll
    hit any Twin Victim in a fair-sized radius around her, even behind her.
    You should bash some of the enemies yourself, but whenever Eileen knocks
    one down, rush to stomp it. Don't expect everything to be great here;
    Eileen will very likely take damage, and the same goes for yourself, that
    is if you actually take part of the fight.
    
    After demolishing the six baddies, head down the rest of the hallway to a
    normal sized door this time, although quite a narrowing hallway. Go
    through the door with Eileen.
    
    Navigate down the same old spiral staircase to reach a predictable PORTAL
    near the bottom, as well as a door farther down. Move through the door at
    the bottom with Eileen to continue on.
    
    
    11 // b u i l d i n g  w o r l d  2 n d  t i m e
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "My name's Walter. Walter Sullivan."
    
    After the opening cutscene in the "new" area, you can surely guess who
    that just was. Checking the area, you'll find the REMINISCES memo on the
    ground ahead of Henry, and also a NUTRITION DRINK by the left car. The
    memo speaks of four happy memories of the author, and it looks like you
    may be up for somewhat of a puzzle. Noticing the PORTAL on the east wall,
    you can find the RED DIARY - JULY 29 at your front door. Head over to the
    right and you may notice Richard's Ghost lowering to the ground. You
    should consider using a Silver Bullet and a Sword of Obedience on him
    right here to prevent future annoyance.
    
    Anyway, enter the elevator in the area by the fence and press the bottom
    button on the panel to go down to B12. If you move through the elevator's
    south doors you can find a HOLY CANDLE by the east wall. There's a fence
    blocking the path to the west so reenter the elevator and go down the
    yellow ladder inside, inevitably leaving Eileen behind.
    
    Down in the shower room, find the hallway where the sound is coming from
    and clear the path of Whitestools blocking the way. Down the hall by the
    ladder is a BILLIARD BALL, which evidently has something to do with the
    Reminisces memo. Move up the ladder here and follow the noisy, ambient
    pathway around the two corners, and a cutscene will play. Afterwards, the
    Ghost of Cynthia as well as another Ghost will appear in the area, unless
    you managed to pin either down earlier on. You should try to get out of
    the area, but don't miss the PORTABLE MEDICAL KIT by the fence. To
    continue on, quickly run in between the walls just to the south to reach
    the next area.
    
    Now without any disturbances, run over towards the door by the boxes. If
    you move in the box area, the camera angle will change to reveal a
    VOLLEYBALL by the boxes. There's also a very easy to miss SAINT MEDALLION
    near the railing past the boxes. Through the green door here you'll enter
    the familiar large fan room, however, hearing a noise that wasn't present
    last time. Yes, there are Wheel Chairs in here -- five of them! Move down
    the stairs to the last few steps and take a look at the situation.
    
    Note the door in the camera view and wait until there aren't any
    Wheel Chairs very close to it, and then run for it. Through the door is
    another staircase. Without moving down the stairs first, you can find a
    HOLY CANDLE by moving around the stairs to the other side of the walkway.
    Now run down the stairs to the bottom and go through the door at the end
    of the path, since the other two won't open, as you already show know.
    
    Right away you should notice the billiard table in the room -- put the
    BILLIARD BALL on the table. After doing that nothing really happens, but
    there is more to the apparent puzzle from the Reminisces memo. There is a
    memo in the room and a door with a keypad, which you can find out the code
    for and go through it, but there's really no point since through that door
    leads to the end of the area and you do not have Eileen with you at the
    moment. So leave the room and move back up the staircase and through the
    door to the Wheel Chair room again.
    
    Back here, you don't really have any time to plan, so just run for the
    stairs and go back through the door on the top walkway. There's nothing
    left to do on this floor so return to the elevator and Eileen, following
    the pathways to the ladder in the northwest, moving down the ladder and
    through the shower room, and back up the east ladder. Now press the top
    button on the elevator panel to go up to B8. Once up there, if you go
    through the north elevator doors you can find a HOLY CANDLE along the path
    and REVOLVER BULLETS at the end, however, you'll have to deal with three
    Gum Heads.
    
    Back in the elevator, go through the south doors to the outside ledge, and
    start moving west. Richard will be here if you didn't pin him down
    earlier. Continue along the ledge to the next area and pick up the
    NUTRITION DRINK by the door. Two Sniffers should show up shortly and you
    may want to take care of one or both of them before you go up the stairs.
    Anyway, move up the stairs all the way to the top and through the door up
    there.
    
    Inside the sports shop there are CAKE CANDLES on the counter by the door
    and a 3-WOOD golf club on the floor farther in the room. If you move over
    to the large basket in the northeast corner of the room, the camera angle
    will change, clearly pointing out the basket full of volleyballs. Put the
    VOLLEYBALL in the basket to fulfill the second of four reminisces
    described in the earlier memo. The only thing left in the room is the
    PORTAL on the south wall, but nothing is new in your apartment.
    
    Moving on, go through the south door in the room, remembering the birthday
    cake from last time in the Building World. In the storage room you can
    pick up the HOLY CANDLE by the south shelf, then go through other door to
    the hallway and then through the other door in that hallway. There are a
    few Ghosts in this stairwell so you better run quickly here -- follow the
    path around the open area and up the stairs, repeat that, and go through
    the door at the top of the stairs.
    
    If you left the struggling Ghost being pinned down by the Sword of
    Obedience last time you were here, he'll still be on the ground and you
    can take the sword, however, it's nice to see him so peaceful. Right by
    the door is a STUFFED CAT, which appears to be the last part of the
    Reminisces memo. Anyway, move into the room and put the CAKE CANDLES on
    the birthday cake on the table to complete the third reminisce.
    
    If you wish to continue looking for items before heading back to the
    sports shop, then go through the south door in this room. Up the stairs in
    the first area you can find a NUTRITION DRINK in between the next set of
    stairs and the fans, but beware of the two Sniffers. Up these next stairs
    you can find REVOLVER BULLETS on the hood of the car and a HOLY CANDLE on
    the tank object near the car. In the next hallway all the way at the end
    past the two Sniffers is a DRIVER golf club, which isn't really worth it,
    and a PORTAL on the wall.
    
    Back in the birthday cake room, there's nothing else left to do here, so
    head back to the sports shop on B5. Back in the shop, the Reminisces memo
    mentioned the pet store relating to the cat, so go through the north door
    in the room and through the door at the bottom of the stairs, hearing a
    lot of animal noises. There should be two or three Ghosts in here, so do
    things quickly.
    
    First, go down the first isle by the wall and you'll notice the camera
    angle change to point out an open animal cage. Put the STUFFED CAT inside
    and Henry will notice a clock sound coming from somewhere. If you remember
    the room with the clock door from last time, if you saw it, you should
    know where to go, but first get the NUTRITION DRINK and PISTOL BULLETS on
    separate shelves in the easternmost isle.
    
    When you're done here, go through the northwest door in the room. Once
    through the door, check the ground and examine the newspaper for a
    chilling article, and right after reading it, listen in to an amazing
    experience, extremely relevant to the article you just read. Wait until
    the whole sequence is over before you reenter the pet shop out of
    curiosity. Awesome. Anyway, back in the hallway, go down the stairs and
    head through the door at the bottom.
    
    Entering the room, get rid of the Hummers flying around and find the clock
    door up one of the ramps. By the way, if this room is inverted, you
    haven't fulfilled the four reminisces yet. Go through the clock door to
    enter an unfamiliar stairwell. This stairwell is filled with Ghost Victims
    and has several doors that do not open. The only other door that will open
    is the one at the very bottom in the east, so don't go wasting your time
    checking the others. Once at the bottom, go through the east door.
    
    Out here you'll encounter four Gum Heads, each with its own golf club, and
    a Sniffer Dog. If you kill a Gum Head you can take its golf club, but it's
    really not worth it. However, if you really want to, the Gum Heads have a
    7-IRON, 8-IRON, 3-IRON, and a SAND WEDGE, respectively. Moving on to the
    south, you can pick up a NUTRITION DRINK by the fence. Go through the door
    in the south to carry on.
    
    In this stairway you'll encounter Richard again, unless you dealt with him
    earlier. Go through the door all the way at the bottom of the stairs,
    after unlocking it, and follow the path, past any Ghosts and Hummers, to
    the south and to the next area. Now go through the door by the boxes to
    the Wheel Chair room, and this time it will be more difficult, since you
    have Eileen to worry about. Once again, plan things out while standing on
    the last few steps of the stairs and run for the door under the walkway
    when it's best, and go through the door.
    
    Move down the staircase here, hearing some noises, and you'll either see
    or hear a Gum Head drop and land on the stairs, probably by Eileen. Bash
    it to death, as well as the Hummer in the area, and go through the
    unlocked door at the bottom of the stairs on the pavement. Once in the
    bar, kill the Gum Head in front of you, and now that you have Eileen here
    it's time to focus on escaping this place.
    
    On the bar you'll find the LATER BARTENDER'S MEMO, which explains that the
    phone number of the bar has been changed and that they'll also need to
    change the billboard, which can be seen from Henry's apartment. The code
    has also been changed because of it, and if you remember from last time in
    the Building World you'll know why. The last four digits of the bar's
    phone number was the code to the keypad for the other door in the room
    last time, and the same goes for this time. However, since the phone
    number has been changed, the code has been changed, so you must find out
    what the new phone number is. You should know what to do here. Enter the
    PORTAL on the wall by the pool table.
    
    ROOM 302
    --------------------------------------------------------------------------
    After waking up, look out your bedroom window and look up and to the left.
    The sign is still the same -- 555-3750. If you enter that code in the
    keypad back in the Building World, it won't work, since the code was
    changed. So how else can you figure out the new phone number? Hmm... How
    about calling the old phone number to see if they tell you? Call the
    phone number on the billboard, 555-3750, and a message will play telling
    you that the new phone number is 555-4890 -- so the code is 4890. Return
    to the Building World.
    --------------------------------------------------------------------------
    
    Enter the code, 4890, into the keypad to go through the door. If you try
    to go up by following the pathway straight from the door, you'll find that
    a collapsed wall prevents you from continuing. But if you turn to Henry's
    right from the door you'll notice that a collapsed wall has filled in the
    gap to go down. Start running down the stairwell with Eileen, whacking the
    Hummers to the far below ground when they come near you, and once you
    reach the bottom you can find a PORTABLE MEDICAL KIT by the final door.
    Take a moment to laugh at all the dead Hummers down here, if you knocked
    any down from high above, and go through the door.
    
    A short cutscene will play upon entering the area. There appear to be
    large Wall Men on moving wall platforms in this room, and it's time for a
    boss fight.
    
    b o s s  1 :  t h e  o n e  t r u t h
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    This is more of a puzzle than a boss fight, really, but it can still be a
    challenge. First of all, there are twelve large Wall Men in this room --
    one of them is "real" and the other eleven are "fake"; hence the "One
    Truth". The other door in this large room is locked and you must find and
    kill the "One Truth" to unlock it. In order to find the "One Truth" you
    must hit the Wall Men until you discover something unique in one of them.
    Whenever you attack a Wall Man, that Wall Man will flinch, and you'll
    eventually find that every Wall Man will flinch when you hit a certain
    Wall Man -- this is the "One Truth".
    
    Starting off, go to the closest Wall Man to you and start bashing it,
    preferably with the Rusty Axe, while it's down at relatively your level.
    If the Wall Man you attack is the only Wall Man to flinch, move on to the
    next one and wait for it to come down, then bash it to see what happens.
    Repeat this strategy moving clockwise or counter-clockwise after trying
    each Wall Man. Note that you can't kill any of the dummy Wall Men, so it's
    a complete waste of time to continuously attack a dummy Wall Man.
    
    The Wall Men have two different types of attacks. One is the simple arm
    swing which will inflict quite a bit of damage and throw you to the ground
    -- this is the attack you will see the most often, especially when moving
    to the next Wall Man. The other attack is a head butt, which Wall Men can
    sometimes do even while you're attacking them, quite unfortunately. You'll
    just have to learn to deal with it, and don't hesitate to use the Portable
    Medical Kit you just picked up in the previous area if you really need to.
    
    Once you find the single Wall Man that causes every other Wall Man to
    flinch as well when it is hit, continue to attack that Wall Man, and stay
    right under it the whole time. Whenever it's down, continuously bash it
    with the Axe while simultaneously charging up, and perform a charge up
    attack on the Wall Man once the meter fills each time. Continue bashing
    the same Wall Man, and when it moves up, just wait for it while standing
    in the same place and charging up with the Axe, and repeat the strategy
    when it comes down. It may take a while to kill the Wall Man, but when you
    finally do, all twelve Wall Men will die and the other door in the room
    will unlock.
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    
    Go through the door after it unlocks to leave the area.
    
    Now in another descending circle staircase, although a bit darker than
    usual, start your descent to the bottom. As usual, there's a PORTAL near
    the bottom, and you can find the RED DIARY - AUGUST 7 at your front door.
    
    Continue down the staircase to reach the ground. Follow the rest of the
    path of blood off the stairs to the door with "302" marked on it, as well
    as being part of a fifteen foot long wall, oddly enough. Checking the
    ground when the camera angle changes by the door, pick up the
    SUPERINTENDENT'S DIARY (MAN WITH THE COAT) on the tile floor. After
    waiting for Eileen, go through the door.
    
    Room 302 of the Past
    --------------------
    After noticing the transition to a black and white, but similar,
    apartment, move inside the room to the living room area to find two memos
    on the table. Take the OLD PICTURE BOOK and the CRIMSON TOME.
    Investigating some more, you'll find that the laundry room door won't
    open, so follow the nice array of candles along the hallway floor, taking
    a look at the strange end wall for now if you like, and enter the bedroom
    on the left.
    
    With the impressive contrast between the dull black and white room and the
    red peices of paper on the desk and floor, as well as the typewriter that
    stands out quite clearly, pick up the RED DIARY - AUGUST 2, RED DIARY -
    AUGUST 3, RED DIARY - AUGUST 4, and RED DIARY - AUGUST 5. The used Holy
    Candle on the bed isn't an actual item and there's nothing else to do here
    but leave the room. Moving into the open bathroom you'll find a PORTAL,
    but there's nothing new in your apartment, although there may be a strange
    message for you...
    
    Move back down the hallway and move into the living room, noticing the
    suspicious dark substance on the ground, which was there earlier, for a
    cutscene. In the cutscene, you should notice a Pickaxe in the wall at the
    end of the hallway, so take the PICKAXE OF HOPE out of the wall afterwards
    -- by the way, this is not a weapon, and you already have a Pickaxe weapon
    anyway.
    
    Take a clearer investigation of this wall here, reading the notes on the
    two side walls and noticing the cracked up wall that Joseph tried to
    destroy. The notes may arouse the thought of destroying the wall yourself
    by using the Pickaxe you just picked up, but you can't do that here.
    Thinking about it, Joseph must've tried this when he was in the actual
    Room 302 (this is Room 302 of the Past) -- your apartment. So enter the
    portal in the washroom to return to your apartment, hoping to use the Axe
    on your wall.
    
    ROOM 302
    --------------------------------------------------------------------------
    Getting out of bed, exit the bedroom to the hall. Before you do anything
    with the Axe, head down the hallway to see if anything new is in your
    apartment -- on the way you should hear a very loud crash from behind you.
    That came from through the hallway end wall! There's nothing else new in
    your apartment so move up to the wall, at the end of the hall, and use the
    PICKAXE OF HOPE. Henry will smash the wall, creating a large whole -- go
    through it to see what's been hiding in your apartment all this time...
    
    After the stunning cutscene, go examine the "object" of interest, if your
    mind wills it, and investigate it for Henry to comment that something is
    in the coat pocket. Check again to get the KEYS OF LIBERATION. There's not
    much else interest anywhere else around the room, other than two familiar
    items from Silent Hill 2 on the table that you can't pick up, so go back
    through the hole to the hallway.
    
    Thinking what the keys you just picked up are for, take one wild guess --
    what could possibly require so many keys, not to mention the word
    "Liberty" in the name of the keys? Could it be...? Is it time...? Go to
    your front door and use the KEYS OF LIBERATION to unlock the chains and
    liberate yourself. After the cutscene, you'll finally get to exit your
    apartment... But what awaits out there?
    --------------------------------------------------------------------------
    
    
    12 // o u t s i d e  r o o m  3 0 2
    ________  ____________ _  __ _______________ _   ________  ___     _______
    
    "Number 21... 'The Receiver of Wisdom'... Henry Townshend..."
    
    Ah, freedom! Well... Not really. Unfortunately the real world appears to
    be just as bad as the otherworld, if not worse. Eileen will rejoin you
    after the cutscene and it's time to roll. But just so you know, from now
    to the end of the game there won't be any portals on the wall to take you
    back to your apartment, since this is the real world now. In order to get
    back to your apartment, you'll have to return to this floor and enter Room
    302, the same place you exited in the cutscene. And don't worry about the
    Apartment Keys in your chest, you won't need them.
    
    Bars blocking the hallway prevent you from moving south past Room 302 and
    to the stairway, so head up the hallway and enter Room 301. Inside, you'll
    be greeted by two Twin Victims. Try to clear the room right away because
    there's another enemy downstairs -- yes, there are stairs in the
    apartment. If you're interested, there's a SAINT MEDALLION in the second
    circle cage in the southeast of the room.
    
    You might be hearing some walking downstairs as you move around up here,
    sounding like a Twin Victim. However, it is a new enemy, known as a
    Bottoms, although very identical to the Twin Victim in appearance and
    attacks, but they are slightly stronger. Move downstairs to introduce
    yourself to the new creature, or just wait for it to come up. Down the
    stairs leads to Room 201, on the second floor, where you'll find a
    NUTRITION DRINK in the southeast circle cage. Nothing else is of interest,
    other than the notes talking about a ritual on the fences in the room, so
    exit to the east 2F hallway.
    
    Head south down the hallway towards Room 202, and once you get near the
    door you should hear a familiar laugh and a gun clicking -- Walter is
    behind the bars just ahead about to shoot you, so quickly enter Room 202.
    In the northwest room in 202 you'll find a SWORD OF OBEDIENCE on the
    floor, the last of five in the entire game. In the living room you'll find
    a hole in the wall leading to the next room south, Room 203 -- go through
    the hole.
    
    There aren't any items in here but Cynthia's ghost is, so quickly exit the
    room through the front door. Now on the other side of the bars in the
    hallway, you'll find a NUTRITION DRINK on the kitchen counter in Room 204,
    however, Walter is also in the room. He's waiting in the hallway of the
    apartment which is blocked off, but he can still shoot you if you walk by
    it -- just don't go past the kitchen area and you'll be fine. Nothing else
    is in the room so leave and enter the stairwell to the west.
    
    There are a total of five Patients in this room, each with its own axe as
    always. Initially there will only be two near you after first entering the
    stairwell, so take care of them first, and then the rest when their turns
    come. The stairs leading down are fenced off, but you can still travel up
    to 3F, remembering the gate blocking the hallway on 3F earlier, but only
    if you're interested in a few supply items. At the top of the stairwell
    you'll find PISTOL BULLETS, to the left after the steps. Through the
    double doors, Room 304 contains a NUTRITION DRINK on the bed in the only
    open room in the apartment, and a Twin Victim and a Wall Man also wait for
    you inside the apartment room. Finally, in Room 303 you can find REVOLVER
    BULLETS on the coffee table in the living room, with a Patient guarding
    it. There may also be a special item on the cushion chair in here,
    depending on if you've received one of the better endings in the game.
    
    Back in the stairwell, head through the double doors to the west corridor
    on 2F to meet an empty hallway. Inside Room 205 is a NUTRITION DRINK in
    the southeast room if you're interested. Bars block the hallway around the
    corner, forcing you to enter Room 206, where you'll meet Walter once
    again. Instead of running around like a little school girl, why not beat
    Walter down? Just take your Axe and give him some of your best punishment
    treatment. You can't kill him as usual, but he'll lie prone on the ground
    until you leave the room.
    
    Anyway, once Walter is on the ground, you'll have some breathing room. In
    between the bunk beds in the east room is a HOLY CANDLE. To move on, go
    through the hole in the wall in the northeast room to Room 207. Now in
    Richard Braintree's apartment, you'll meet his Ghost in here, and there
    are also PISTOL BULLETS in the northeast room. Exit the apartment through
    the front door to the other side of the bars in the corridor.
    
    In the hallway, a Bottoms welcomes you from the north. While he's pointing
    at you, quickly run up to him and give him some charge up Axe treatment.
    Then continue down the stairs right by the monster, to the west 1F
    corridor. Hearing some voices, continue down the stairs and scout the
    rooms in the corridor for items if you wish. Inside Room 107 is a
    NUTRITION DRINK, as well as DeSalvo's ghost. Room 106 contains a HOLY
    CANDLE on the kitchen counter, a PORTABLE MEDICAL KIT in the northeast
    room, and an AMPOULE in the washroom in the northwest.
    
    Moving around the corner in the hallway, you'll notice the Super's room
    covered in chains, preventing you from entering it at this time. To remove
    these chains, you'll have to do some business in the east corridor on this
    floor. Enter the lobby through the east double doors and you may notice a
    sketchbook in the middle of the lobby floor. Eileen will walk towards it
    and will not budge after seeing it. You'll have to leave her here as you
    find a way to break the chains off Room 105. Since she's just standing
    there doing nothing, unequip her weapon if she has one, since she won't be
    helping you fight anymore and you won't be able to unequip it sometime
    later. Anyway, enter the east corridor through the east double doors.
    
    Just ahead in the corridor you'll notice a hanging body wrapped in chains,
    looking identical to Walter, although gray. Once you move up to it you'll
    hear voices of an older man talking angrily and the hanging body will
    disappear. If you check Room 105 in the west corridor after it disappears,
    you'll notice one chain will be gone. In order to remove all six chains on
    the door, you'll need to find all the hanging bodies in this corridor,
    both in the hallway and in each apartment room here. One down, five to go.
    
    Entering Room 104, you can find a PORTABLE MEDICAL KIT being guarded by
    two Wall Men along the south wall -- you decide if it's worth it. Looking
    for the hanging Walter in the room, you'll find it at the northwest of the
    hallway in the room, inside the tall cage object. Leave the room once it
    disappears. Moving on, enter Room 103 after dealing with the Twin Victim
    lurking around the door outside, to meet two Bottoms inside the apartment
    room. A NUTRITION DRINK lies at the north end of the hallway in the room
    and the hanging body is in the living room -- you'll have to kill the
    monsters in here before the speech plays and the body disappears. Leave
    the room when finished.
    
    Continuing north up the hallway, noticing a haunting figure pointing at
    you from the end of the hallway, leave it alone for now and enter Room
    102. Inside, you'll find another NUTRITION DRINK on the kitchen counter,
    and the hanging body in the living room. There's also a Ghost in the room,
    but a Saint Medallion will keep it at bay long enough to do the deed in
    here. Exit back to the corridor and run north to the Bottoms by Room 101.
    Now you can beat the thing senseless, also noticing the hanging body
    behind it. Once the hanging body disappears, enter Room 101.
    
    Reacquainting with the model Shotgun and other firearms in the apartment
    room, grab the PISTOL BULLETS in the southwest room if interested. Looking
    for the hanging body, you'll find it in one of the two cage objects on the
    east side of the hallway in the room. Now that you've met all six hanging
    Walters, all the chains will be gone from Room 105, allowing you to enter
    it. First of all, return to the 1F lobby to retrieve Eileen from her
    sketchbook addiction.
    
    After hearing Eileen's sympathy for the little boy in the cutscene, enter
    Room 105 in the west corridor. Checking the room in the hallway before the
    living room, you'll find yet another NUTRITION DRINK. Now moving into the
    living room, noticing the camera angle change by the east wall, examine
    the small orange box on the shelf for a cutscene. Eileen tells you she's
    leaving in the cutscene, so now you won't have to worry about leaving her
    behind anymore. Afterwards, you'll get the UMBILICAL CORD, which is what
    the small orange box contains. Leave the room.
    
    Henry will have a strange vision in a cutscene out in the corridor, trying
    to lead him back to his apartment. Follow your vision by first going up
    the stairs in the hallway to the north, however, after taking a look at
    the newly placed sketch on the floor by Room 105. Once up the stairs in
    the west 2F corridor, take a look through the bars blocking the hallway
    for what's to come shortly -- good luck with that. Enter Room 207, passing
    through the hole in the living room to Room 206, ignoring the Wall Man on
    the wall in 207. Now that Walter is not in Room 206, take it easy and exit
    through the room's front door.
    
    Outside in the corridor you'll meet two Bottoms -- one to the right, one
    to the left -- and a Twin Victim farther left. Don't even bother taking
    the time to fight these beasts -- just run and pray. As the enemies chase
    you down, follow the corridor around the corner to the south and enter the
    stairwell through the double doors. Meeting up with familiar Patient
    corpses in the stairwell, go through the east double doors to the lonely
    east corridor.
    
    Pass through the hole in Room 203 to get to Room 202, and exit to the
    hallway from there, on the other side of the bars. Enter Room 201, move up
    the stairs in the room to Room 301, and exit to the 3F corridor from up
    there. Henry will meet some more friends up on 3F before being able to
    enter his apartment. Instead of fighting the two Bottoms and Twin Victim,
    it might be wise just to run past them if you can, and enter Room 302.
    
    ROOM 302
    --------------------------------------------------------------------------
    Now back in your apartment, the Outside Room 302 section seems to be
    complete. If you check your laundry room, the portal will still be there,
    but it will pointlessly lead by to Room 302 of the Past. Be sure to pick
    up JOSEPH'S LETTER on the box in the laundry room, which summarizes what
    you have left to do later on. On a related note, go check on Walter in the
    back storage room to see how he's doing.
    
    Once in the room you'll notice that Walter is missing... Take a look at
    the depression under it and examine it for Henry to realize that it's not
    a "normal depression" and that he might be sucked into it, and you'll be
    asked if you want to enter it. Before doing so, reenter the main section
    of your apartment and take some time dumping out your inventory. Choose
    your items wisely because the final boss is coming up very shortly.
    
    Go to your item chest and get rid of anything you won't need. To give you
    advice, you won't need any Holy Candles or Saint Medallions. You should
    only carry one to three weapons, unless maybe you feel one weapon is
    enough (which I would suggest the Rusty Axe). I recomend that if you're
    going to take three weapons, take the Rusty Axe, Pickaxe Axe of Despair,
    and the Spade -- these three are the best weapons in the game. You may
    want to take a firearm, but to be honest they don't work very well. If
    you're going to take one, take the Revolver, not the Pistol, and some
    ammo.
    
    As for health, you should consider taking a few health items, being the
    best health items you have. If you have an Ampoule, take that (or both if
    you got and still have both). Portable Medical Kits are great as well, but
    Nutrition Drinks are not so good and should be left behind, unless they're
    all you have. Also make sure you heal up to full health with any remaining
    health items in your chest.
    
    Other than that, all you'll need is the Umbilical Cord. In total, it is
    recommend that you have at least three empty spaces in your inventory,
    allowing you for a total of seven items. I suggest you take at least two
    weapons and two or three health supplies, leaving you with one or two
    extra spaces to take whatever you want. If you're taking a gun, take some
    ammo as well, but really, ammo is a waste of space because the guns aren't
    as great as melee weapons.
    
    If you would like a recommendation, I suggest you take the Rusty Axe,
    Pickaxe of Despair, an Ampoule (if in stock), three Portable Medical Kits
    (if in stock; use Nutrition Drinks as substitutes if not available), and
    the Umbilical Cord (which you have to take, as already mentioned). If you
    never unequipped Eileen's weapon before she left, you won't be able to get
    rid of it and it will take up one spot, so you should probably take off
    one Portable Medical Kit (or a Nutrition Drink if using instead) to make
    enough space. If you're wondering why you should have three empty spots in
    you're inventory, you'll learn why soon enough.
    
    Before taking to the depression, be sure to save your game. When ready,
    return to the secret room and enter the depression. 
    --------------------------------------------------------------------------
    
    Red Room
    --------
    After the strange cutscene, you'll be alone in a red-lit room with a large
    hole in the center of the floor and large drawings on the wall. There's
    nothing to do in here so just jump down the hole.
    
    b o s s  2 :  t h e  f i n a l  s a c r a m e n t s
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    After being welcomed to the party in the cutscene by Walter Sullivan
    himself, it's time to fight the final boss. First of all, you probably
    noticed Eileen in the cutscene in a possessed manner, and that she started
    to walk forward, and you can notice after the cutscene that she's slowly
    walking into a large pool of blood with twisting machinery, which
    definitely isn't good. The idea of this boss is to kill Walter, but to
    achieve one of the most satisfactory endings you must beat Walter before
    Eileen walks into the machinery. If Eileen does walk into the machinery
    before you eliminate Walter, she will die and she won't come back. Once
    you hear her scream, she's dead.
    
    However, the speed that Eileen walks on her platform depends on the
    treatment you gave her when she accompanied you. If she received a lot of
    damage as well as being left alone in rooms with enemies for long periods
    of time, she will walk quite fast, making it almost impossible to win the
    battle with her alive. So don't hit yourself if Eileen dies before you
    beat Walter, because you might not be able to save her at all, anyway. In
    order for her to walk slow on the platform, she must receive none or
    little damage and cannot be left alone for long periods of time.
    
    The worse Eileen's condition is, the more possessed she will be and the
    faster she will walk. You can tell what her state of possession is at any
    time of the game when she's with you by looking at her back. If her back
    looks pretty good, that's great. But if you can see what looks like
    bloodflow on her back, the darker the worse, that is bad news. The thing
    about Eileen's state of possession is that you can never make it better
    permanently. You can place a Holy Candle by her feet when she's with you
    to heal her for a short period of time, but never permanently. During this
    battle, every once in a while the screen will change to Eileen's view for
    a split second to notify you, and you can see how close she is to the pool
    of blood with the machinery and how fast she's walking. Once Eileen walks
    into the mechanism, you'll hear a very loud scream, and that's how you
    know when she's officially dead.
    
    Now that you know the mechanics of Eileen and whether you might be able to
    save her or not, let's get down to the actual battle between Henry and
    Walter. At the beginning of the fight, Walter will be a black shadow and
    it is impossible to touch him. It is pointless to try to fight him like
    this so scout the area a bit. You'll notice large stones with spears
    coming out of them, however, they are locked in place. Keep moving until
    you get to the huge monster's head in the battle area, which is in fact
    the body of the real Walter Sullivan -- how it got so large is
    questionable.
    
    Thinking for a moment, you might remember reading a few memos earlier that
    talked about this ceremony. Once specifically states, "you must bury part
    of the Conjurer's mother's flesh within the Conjurer's true body." Thanks
    to Joseph's diaries, you might also remember reading, "mother's
    flesh=super's room", and by "super's room" it should be quite apparent
    that the idea here is the Umbilical Cord. Also, the Conjurer's true body,
    which is Walter's true body, is the huge creature in the area. Therefore,
    you must bury the Umbilical Card within the true Walter's body. Check your
    inventory and use the UMBILICAL CORD while standing in front of the
    massive head.
    
    In the short cutscene, the Crucified Walter seems to take some pain from
    the Umbilical Cord, as if it wasn't in enough pain already, and the camera
    angle changes to show one of the spears on the stones -- maybe that
    unlocked them... Checking the first spear on the left, you'll find that
    they are now unlocked. Firstly, now that you used an item you'll have four
    empty slots in your inventory -- you'll notice that there are four spears
    on each side of the area. 
    
    Get each SPEAR OF THE HOLY MOTHER on the left side of the area and then
    run back to the Crucified Walter. If you remember an earlier memo, you
    must stab eight of the Holy Mother spears into Walter's body (his true
    body). Once standing in front of the massive figure again, use each SPEAR
    OF THE HOLY MOTHER from your inventory to stab the giant monster under the
    chin. If the shadow-figure Walter is in view, you may notice him fall to
    the ground in pain.
    
    Once those four spears have been inserted into the giant head, now do the
    same by collecting the four spears on the other side of the area. Once
    Walter gets back up from the ground he will move much quicker, now that
    you've pissed him off. He'll sometimes slide towards you very quickly and
    try to swipe you with his pipe. Just keep running and you should be fine.
    Once you have the four spears from this side, return to the giant head and
    stab the four spears into it, hearing a distict sound of pain once all
    eight spears have been inserted.
    
    Go check on Walter now to find him on the ground. After being on the
    ground for a bit, he'll get up and he'll turn into normal form instead of
    a shadow figure, and you can now hurt him -- now the true battle begins.
    From the weapons you have with you, choose which one is the best to use
    (personally, I always use the Rusty Axe) and start using it on Walter. The
    trick here is to always charge it up, even while whacking Walter -- the
    charge up should be your primary attack at all times.
    
    Starts things off by charging up your weapon while smacking Walter with it
    at the same time (press X to swipe, and hold X after swiping to continue
    charging up; rinse and repeat). Walter may shoot or whack you before you
    start getting things right, and that's normal. The idea is to get into a
    pattern and stick to it.
    
    Use the charge up attack of your weapon to hit Walter to begin things, if
    you haven't already. While Walter gets pushed back from the attack,
    continue charging up for another attack. While doing so, move close to him
    so you're in his whacking range and he doesn't shoot you -- instead he
    should try to whack you with his pipe, which you can easily step back to
    avoid once you see him starting to swing. However, don't get too close or
    he'll spin around and throw you to the ground with a body twirl, which is
    completely ridiculous. Keep a distance of around two people (neck and
    neck) away from Walter to do this right.
    
    The charge up should finish right after Walter starts his swing, so
    release X to perform the charge up attack. Now just continuously repeat
    this strategy, and things are quite easy. The key factor to this strategy
    is to stay within a certain range, which is described above. You must be
    close enough so that he doesn't shoot you, but not too close so he doesn't
    perform his spin attack and throw you to the ground.
    
    However, you can move farther back to make Walter draw his Pistol and
    still smack him with a charge up attack before he shoots you -- actually,
    he'll still shoot at you but it won't hurt you since you'll be performing
    the charge up attack (you're invulnerable while performing a charge up
    attack). But the flaw with this strategy is that you'll barely avoid
    getting shot all the time and sometimes you probably will be shot because
    of it. So keep to the other strategy by staying within whacking range, and
    stepping back after Walter initiates his swing, then perform the charge up
    attack on him.
    
    Walter has a total of four attacks during the whole battle, one with his
    Pistol, two with his pipe, and one with his body. Walter's most commom
    attack is a shot from his Pistol, which he can use from far away at times.
    This inflicts a decent amount of damage, and you can avoid it by running
    windingly when he's targeting you. With his pipe, Walter has two attacks
    -- two simple swings, which you see a lot of while collecting the spears,
    and the more powerful charge up swing. The first pipe attack does very
    little damage and is easy to avoid -- just keep running. But the second
    pipe attack he does when you're in his whacking range sometimes -- with
    this attack he will wind his arm back and then perform the actual swing,
    more slowly than the simple swings. This attack inflicts a lot more damage
    but is extremely easy to avoid -- once you see his arm wind up, simply
    step back, just out of his range.
    
    Walter's final, and most ridiculous, attack involves him spinning his body
    around when you're very close to him, which will pound you to the ground,
    causing quite a bit of damage. If you're careless while using the Rusty
    Axe strategy above, you may see this a few times. To prevent this attack
    from ever happening, never go too close to Walter and stay just within
    whacking range, which is when he should perform the charge up attack.
    Sometimes you may be able to avoid the attack just when he starts to do it
    by quickly running away, but only if you're able to get away quick enough
    (if you have your weapon ready, you probably won't get away).
    
    Repeat the strategy above with the Rusty Axe (or Spade) and you should
    have no problem beating Walter. You may also want to try using the Pickaxe
    of Despair during the battle as an alternate strategy, however, it is much
    different. Since the charge up attack with the Pickaxe takes much longer
    to charge up, it is harder to do and may take a lot of practice.
    
    Once Walter is defeated, you'll hear a distinct pain sound and the battle
    will be over. Instead of worrying about beating Walter, you may be more
    worried about beating the clock to save Eileen before she is sliced and
    diced by the mechanism in the blood pool. If you've tried your best and
    still can't win with Eileen alive, don't worry about it and try next time.
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    
    After defeating Walter, a cutscene will play in the area, and then your
    ending will play, followed by the credits. Congratulations on completing
    Silent Hill 4: The Room!
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    12.                 S P E E D  W A L K T H R O U G H
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    SPEED WALKTHROUGH.................................................[SH4_12]
    
    This speed walkthrough is intended for those who have beaten the game at
    least once, but it is recommended only after beating the game at least a
    few times, so you are aware of your surroundings and where things are in
    general.
    
    In order to get a quick time, you'll need good coordination throughout the
    entire game, and that's why it's vital to know where things are. You
    should where items are, and this walkthrough is basically a reminder -- to
    have quick coordination. Therefore you may want to consider playing
    through the game just so you know for sure where all the items are.
    
    This is a speed walkthrough, so it's recommended that you spend as little
    time as you can fighting. Occasionally, it may be necessary, but it takes
    up valuable time and most of the time you can get away with running. Try
    to only kill enemies that block hallways or pose a threat to you if you
    decide to kill at all. Don't even bother wasting time fighting in open
    areas and with multiple enemies.
    
    Since this is a speed walkthrough, supplies are not mentioned. Generally,
    you don't need any supplies because you have your melee weapons and you
    shouldn't be fighting much, if it all, anyway. However, pick up any
    supplies that you'll actually use, like health and anti-spirit items, when
    you find them in your path and not out of the way. Don't bother with Holy
    Candles, unless you plan to clear your apartment. Be sure to grab an Saint
    Medallions near you since they will help you very much in avoiding Ghosts,
    saving time. As for weapons, try to only pick up the weapons that will
    actually help you, and that are in your path, to save time and inventory
    soace. There may be some good weapons somewhat out of the way, but there
    are already enough good weapons in your path, so don't waste time getting
    far away weapons.
    
     ____________________
    |       Legend       |
    |                    |
    | n e w  a r e a     |
    | ___ _ _ ___    __  |
    |                    |
    | ROOM 302 ROOM 302  |
    | -Inside Room 302   |
    | ROOM 302 ROOM 302  |
    |                    |
    | -----------------  |
    | -Puzzle            |
    | -----------------  |
    |                    |
    | =====-----=====--  |
    | -Boss              |
    | =====-----=====--  |
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    [Note:] Watching cutscenes does not count towards your total time, but it
    is still recommended that you skip all of them to stay on task. Watching
    cutscenes may interrupt the process of speed and you may lose focus, so
    it's recommended that you don't indulge yourself into them. As for pausing
    the game, the timer will stop when you press Start, so when you need to
    take a short break, you don't need to worry about time. However, when
    going for speed, your focus will be at its best if you do it all at once
    without taking breaks, or watching cutscenes.
    
    All weapons, items, and maps are in CAPITALS.
    
    00 // r o o m  3 0 2  ( p o s s e s s e d )
    __ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______
    
    -Once you wake up after the story is displayed, exit the bedroom and go to
     the face on the far wall in the living room
    -After the comment on the face, head back to the hall
    
    01 // r o o m  3 0 2  ( n o r m a l )
    __ __  ______   _ _ _________     _   ______   _ ______    _ ______ ______
    
    -After waking up in the normal apartment, after Henry checks the phone,
     exit the room and go to your front door
    -Move into the living room and go to the window after taking note of 
     the chest
    -Exit the view from the window and go to the washroom after you hear the
     noise
    -Grab the STEEL PIPE to the left and enter the hole
    -Move through the hole towards the light
    
    02 // s u b w a y  w o r l d
    ___   _ _____    ________ ___    _______ _      ____ _ _______     ____  _
    
    -Run down the hall to meet Cynthia, then head around the left corner
    -Run towards the washrooms, then enter the ladies' room afterwards
    -Find the hole around the corner and enter it
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302 
    -Exit the bedroom and straighten the cabinet in the living room,
     then grab the PISTOL on the ground and examine the black section of wall
    -Enter your bedroom and answer the phone, then enter the hole in your
     washroom
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Grab the LYNCH STREET LINE COIN from the mannequin and exit the room
    -Run left down the hall and use the LYNCH STREET LINE COIN to go through
     the north turnstiles in the next area, then go down the stairs
    -Go down the next stairway on Henry's right and run south along the train
     and enter the front car
    -Examine the light to Henry's left and press the button
    -Exit the car and enter the northernmost car through its now open doors
    -Use the center column to get around to the south section of the current
     car and move through the door to the next one to the south
    -Go through the door at the other end of this car and then go through the
     open doors to the west to the next car, then go through the north door
    -Use the center colum to get around the block passage and enter the next
     car
    -Exit the car through the open doors and run all the way south and go
     through the south door
    -Go down the ladder and follow the pathway around the right corner and
     through the door around the next corner and down the stairs
    -Run to the west, and get the 9-IRON club in the subway car here if you
     want
    -Find the escalators in the west and move onto the up escalator
    -Use your running skills to get past the Wallmen here as you move up, or
     use the Steel Pipe to bash them as you pass them
    -Once at the top go up the stairs in front of you to the left
    -Take the TEMPTATION PLACARD on the office door to the right and enter the
     room
    
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Exit the bedroom and get the CHOCOLATE MILK from your fridge, as well as
     the WINE BOTTLE, then enter the larger washroom hole
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    03 // f o r e s t  w o r l d
    _      _ _______         _ _ ________    _ ________ __ _    _____ __   ___
    
    -Go through the gate to the north and then through the double doors to the
     west in the next pathway
    -Follow the pathway down the ramps and go through the doors straight ahead
    -Run down the ramp and the ramp to the right as well, then go through the
     nearby gate
    -Go through the other gate to meet Jasper and go through the next gate
    -Follow the path, moving around the anvil object through the grass, and go
     through the next gate
    -In the Wish House compound, go through the southwest gate
    -Go through the other gate in this area as well as the next gate in the
     next area
    -Move forward in the graveyard and return to the Wish House compound after
     the cutscene
    -Go the the front door of Wish House and give Jasper the CHOCOLATE MILK
    -Grab the BLOOD-INSCRIBED SPADE after Jasper drops it and go through the
     southeast door in the area
    -Go through the other gate here and then through the other gate in the
     next area
    -Find the tree root that looks like a hand on the other side of the tree
     in front of you and use the BLOOD-INSCRIBED SPADE
    -After getting the RUSTED BLOODY KEY continue through the next gate and
     enter the hole up the steps, after getting the 6-IRON on the ground if
     you want it
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Put the RUSTED BLOODY KEY in your storage chest and return to the forest
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Return to the Wish House compound and enter the hole on the north wall
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Retrieve the RUSTED BLOOD KEY from the chest and return once again to the
     forest
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Enter Wish House through the front door, using the RUSTED BLOODY KEY
    -Run ahead to the left and read the memo on the carpet
    -After reading, grab the SOURCE PLACARD on the right door and go through
     the door
    
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Exit the bedroom and enter the hole in the washroom
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    04 // w a t e r  p r i s o n  w o r l d
    _______      ______  _ ______  _ ___   __    ______  __    ____  ____ ____
    
    -Run around the circle pathway and go through the south double doors
    -Go through the west door and move down the ladder
    -Go down the next ladder on the right side of the doors and then go
     through the nearby door at the end of the path
    -Run down the stairs along the railing and get the WATER PRISON EXIT KEY
     by the sign just to the west
    -Go back up the stairs and up the ladder through the door
    -Go up the next ladder to the left and go through the door to the right
    -Go through the east door in here, using the WATER PRISON EXIT KEY
    -Now outside, move up the ladder by the door as well as the next one on
     the roof
    -Continue to move up the ladders until you reach the top level, then go
     through the large doors
    -Run around to the other side of the area and turn the valve up the small
     set of stairs
    -Exit the area and move down the ladder, then go through the 3F double
     doors
    -Enter the lower west cell and jump down the hole, as well as the other
     two holes
    -After landing in the Shower Room, exit the room through the double doors
     after you unlock them
    -Climb up the ladder ahead to the 1F Surveillance Room, and then move up
     again to 2F
    --------------------------------------------------------------------------
    -You must align the cells with the bloody beds on each floor, positioning
     the 2F and 3F beds over the fixed 1F bed, at the northeast cell position
     on your map
    -Turn the handle in the room four times either to the right or left
    -Move up to 3F and turn the handle twice to the right -- don't be fooled
     by the cutscene, you still need to turn the handle to the right again
    --------------------------------------------------------------------------
    -Return to the B1 inner corridor and exit through the south double doors
     after the cutscene
    -Move up the left ladder and go through the right door
    -Exit through the right door to outside and move up to 3F via the ladders,
     then enter the cellblock
    -Now with the bloody bed cells on each floor aligned, enter the northeast
     cell and jump down the three holes to the Kitchen on B1
    -Turn around and grab the WATCHFULNESS PLACARD on the door, then use the
     code 0302 on the keypad to go through the door
    
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Exit the room and enter the hole in the washroom
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    05 // b u i l d i n g  w o r l d
    ____    _ _____   _ _____       ____  _   ______    ___  _ _____  ________
    
    -Run down the hallway and around the corner to the next area
    -Go down the stairs around the corner and down the next stairs to the
     south
    -After the cutscene go through the door behind the Gum Head
    -Move into the room and get the GHOST'S KEY from the Ghost on the floor,
     as well as the SWORD OF OBEDIENCE if you want it
    -Use the GHOST'S KEY to go through the door and run down the stairs, then
     follow the platform around to the other side and down the stairs there,
     and go through the southwest door
    -Go through the other door in the hallway and through the other door in
     the room to enter the sports store
    -If you're interested, there's an ALUMINUM BAT to the right of the cabinet
     ahead and a 5-IRON on the floor to the right
    -Go through the other unlocked door in the room (on the north wall) and go
     down the stairs and through the door at the bottom
    -Move into the room and move down the middle isle -- grab ALBERT'S SPORTS
     KEY at the end of the shelf on Henry's left
    -Go back through the same door to the stairs and go back up to the sports
     store through the door up the stairs
    -Use ALBERT'S SPORTS KEY to go through the door on the west wall and run
     down the stairs all the way to the bottom
    -Follow the path around the corner ahead to the next area along the wall
     and enter the second elevator, to automatically go down to B12
    -If you're interested, a SPADE and SWORD OF OBEDIENCE are at the end of
     the path through the north elevator doors back up on the top floor
    -On B12, go down the ladder in the elevator and find the path in the
     Shower Room with the Whitestools blocking the way
    -Kill them and go up the ladder past them
    -Follow the pathway around the corners all the way to the end, and go
     through the door there near the boxes
    -Go down the stairs and through the southeast door in the room
    -Go down the stairs all the way to the bottom and go through the door at
     the end of the path
    -Inside the bar, grab the RUSTY AXE ahead, which is very likely the best
     weapon in the game, and run over to the far right door and examine the
     keypad
    -Enter the code 3750 and go through the door
    -Follow the pathway along the ledge up the very wide stairway and grab the
     CHAOS PLACARD on the door at the top, then go through the door
    
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Enter the hole in the washroom
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    06 // a p a r t m e n t  w o r l d
    ____  _ ______   __ _ _______  _ ___   _______ __    _____ _ _____       _
    
    -Enter Room 301 right beside you and get the SUPERINTENDENT'S KEY from the
     orange picture on the left wall in the first room on your right in the
     room's hallway
    -Also get the RED PAPER in the living room and enter the stairway at the
     end of the hall back outside
    -Go down the stairs past the man in the coat, not picking up his doll, and 
     enter the west 1F corridor
    -Enter Room 105, using the SUPERINTENDENT'S KEY, and get the APARTMENT
     KEYS, RED PAPER and TORN RED PAPER on the west wall -- use the APARTMENT
     KEYS to unlock locked apartments from now on
    -Reenter the stairwell and cross over to the east corridor, then grab the
     TORN RED PAPER on the kitchen counter in Room 102
    -Reenter the stairwell and enter the east 2F corridor
    -Enter Room 203 and get the TORN RED PAPER from the northwest bedroom, and
     also the BUG SPRAY on the living room floor if you want
    -Head back to the stairwell, and if you're interested there's RICHARD'S
     REVOLVER and a PUTTER in Room 207 of the west wing
    -Go back up to 3F and put all the pieces of RED PAPER and TORN RED PAPER
     under the door of Room 302, your apartment
    -Enter Room 303 and use the hole on the west wall to return to your
     apartment
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Pick up the pieces of RED PAPER and more importantly the pieces of TORN
     RED PAPER under your front door
    -After reading the torn memo about the location of Room 303's key, enter
     the bedroom and get the DOLL KEY by the far wall on the floor, by the
     bed, then enter the hole in your washroom again
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Enter the hallway and use the DOLL KEY to enter Eileen's apartment, Room
     303
    
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Check the foot of your front door and pick up the SUCCUBUS TALISMAN by
     the Red Diary
    -Enter the laundry room and first use the SUCCUBUS TALISMAN  while facing
     the demon-looking mark on the wall, then place the TEMPTATION PLACARD,
     SOURCE PLACARD, WATCHFULNESS PLACARD, and CHAOS PLACARD in their
     appropriate depressions once they appear with the note on the wall
    -Enter the hole when it appears
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    07 // h o s p i t a l  w o r l d
    ___ _ _______   _ _____    ___ _______   _ _____  _ ______         ___ ___
    
    -Once in the lobby, you can find the PAPER-CUTTING KNIFE in the northeast
     room, if you want it
    -Run to the south in the lobby, picking up EILEEN'S BAG if interested, and
     enter the stairwell on the east wall
    -Run up the stairs and go through the door to the 2F hall
    -Take note that every room in this hallway is randomly located each time
     through the game, and try to find the room with the HOSPITAL ROOM KEY
     inside
    -Once you find the room and get the key, use the HOSPITAL ROOM KEY to
     unlock the cage that immediately falls, then use the HOSPITAL ROOM KEY
     back in the hallway to enter Eileen's Room, after finding it
    -In the other rooms you can find some supplies as well as a 4-IRON,
     although the latter isn't exactly worth the time finding
    -Run south down the hall with Eileen and call the elevator at the end of
     the hallway, but do not get in it
    -Use the stairs through the nearby door to get back down down to 1F and
     enter the washroom on the east wall, which is the second door on your
     right after the stairwell
    -Enter the hole on the far wall
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -At this point in the game your apartment will no longer heal you so you
     must rely on health items from now on
    -At your front door get the SMALL KEY by the Red Diary and enter the hole
     in the laundry room 
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Reenter the lobby and use the SMALL KEY to go through the door in the
     elevator shaft in the south (if the elevator is in the way you need to
     call the elevator on 2F, to bring it up there and out of the way)
    -Run down the stairs and go through the door at the bottom
    -Follow the circle staircase all the wall to the bottom and go through the
     door down there, with Eileen just behind you
    
    08 // s u b w a y  w o r l d  2 n d  t i m e
    ____ __    ____   _______  _ __________ _ ___    __ _______   __ ____ ____
    
    -Find and go through the door at the other end of this area and follow the
     path to the right and to the next area
    -Enter the ladies' room and use the hole to get back to your apartment
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Get the LYNCH STREET LINE COIN from your chest and check your front door
     for the TOY KEY, then return to the subway
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Run to the turnstiles, the next area ahead, and continue after the
     cutscene to the next area and get the SILVER BULLETS up the east stairway
    -Back at the turnstiles, use the LYNCH STREET LINE COIN to go through the
     north turnstiles and run down the stairs
    -You can pick up the RIDING CROP for Eileen down the west pathway here,
     but to continue on go down the northeast stairs
    -Enter the northernmost subway car down here through its open doors, and
     use the center column to get around to the south side of the car
    -Use the TOY KEY on the strange box on the left bench to get the FILTHY
     COIN, then exit the subway car from where you entered
    -The coin needs to be cleaned off so head back up the stairways to the
     turnstiles, using the LYNCH STREET LINE COIN to get through the exit
     turnstile, and use the hole in the washroom in the corridor to the north
     to get back to your apartment
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Go in the kichen and use the FILTHY COIN on the sink to wash it, and
     you'll get the 1$ COIN
    -Enter the washroom hole to return to the subway
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Find your way back to the Lynch Street platform, using the LYNCH STREET
     LINE COIN to get through the turnstiles
    -Use the 1$ COIN on the vending machine in the north to get the MURDER
     SCENE KEY
    -Enter the Maintenance Room at the south end of the platform, and move
     down the ladder, leaving Eileen behind
    -Head around the nearby corner and follow the path to the end and go
     through the door
    -Run west until you reach the escalators and move on the up escalator
    -Use the Rusty Axe or another good item to hit the Wallmen on the walls
     as you move up past them or time it right and run past them
    -After the escalator run up the stairs to the north
    -Take CYNTHIA'S COMMUTER TICKET from the ground and enter the office by
     the stairs
    -Get the TRAIN HANDLE from the floor and use CYNTHIA'S COMMUTER TICKET to
     get through the exit turnstile outside, and use it again to go through
     the Lynch Street turnstile
    -Run down the stairways to the platform and retrieve Eileen from the
     southeast Maintenance Room or wherever you left her
    -Go back up to the turnstiles with Eileen and use CYNTHIA'S COMMUTER
     TICKET to exit through Lynch and enter King
    -Run down the stairs and move on the down escalator to start your descent
    -Again, use the Rusty Axe or another weapon to bash the Wallmen as you
     pass them or run past them with good timing
    -At the bottom of the escalator on King Street Line, enter the subway
     train to the north through the open door at the east side of it
    -Run down inside the train and use the TRAIN HANDLE to move the train
     forward a bit
    -Find the new opening through the close by doors and get the SWORD OF
     OBEDIENCE down the stairs against the wall
    -Go through the door here as well as the next door in front of you after
     the cutscene
    -Follow the circle staircase all the way to the bottom and through the
     door down there
    
    09 // f o r e s t  w o r l d  2 n d  t i m e
    ___     __ ______  _ _ _______    __ _      _____   _ _____  _ ____ ____ _
    
    -Grab the TORCH in the northwest corner of the area and light it there as
     well -- if you want the flame to last longer, use the TORCH in your
     apartment laundry room while looking at the oil can on the floor
    -Go through the double doors to the north and get the DOLL'S HEAD from the
     well just ahead
    -Continue through the doors at the other end of the path and the next
     doors after that, to arrive in the Wish House compound
    -You must attach all the doll pieces to the doll in the wheelchair in the
     ruins of Wish House, and I suggest you attach any pieces you have when
     you come through here
    -On the jungle gym along the east wall is a CHAIN for Eileen
    -Go through the northwest gate in the area and get the DOLL'S RIGHT LEG
     from the well in the area
    -Go through the other gate at the end of the path and move through the
     cave to the waterfront through the exit at the other end
    -Run over to Henry's left and get the CRESTED MEDALLION on the grave after
     the cutscene
    -Return to Wish House and go through the northeast doors in the compound
    -Get the DOLL'S LEFT ARM from the well in this pathway to the north and
     continue through the next gate
    -After the cutscene go through the other door in the area and move up the
     ramps and through the next doors
    -Once again, run up the ramps and go through the next doors, and use the
     Holy Flame at the right of the pathway ahead to light your Torch again
    -Continue down the path and through the double doors to the next area
    -Get the DOLL'S RIGHT ARM from the well here and return to the Wish House
     compound
    -This time go through the southeast door and go through the next door down
     the pathway
    -Follow the path and go through the other door in the area, get the SILVER
     BULLETS on the ground by the strange tree roots, and then continue
     through the next door
    -Light your Torch in here again if necessary and get the DOLL'S LEFT LEG
     from the well in between the two stairways to Henry's right
    -Return to the Wish House compound and attach the DOLL'S HEAD, DOLL'S LEFT
     ARM, DOLL'S RIGHT ARM, DOLL'S LEFT LEG, and DOLL's RIGHT LEG to the doll
     sitting in the Wish House ruins
    -Go down the stairs through the hole in the floor after the cutscene and
     insert the CRESTED MEDALLION into the depression on the door at the
     bottom
    -Go through the door and run down the circle staircase all the way to the
     bottom and through the door down there
    -Once inside the circular room move inside the odd elevator
    
    10 // w a t e r  p r i s o n  w o r l d  2 n d  t i m e
    ____  _ _____   _ ________         __ _ ______      ______   _ _____ ___ _
    
    -Find the exit door in this circular area and go through it
    -Quickly run past Walter and go through the large doors behind him
    -Go down the ladder and enter the 3F cellblock through the double doors
    -Enter the northeast cell and jump down the holes on each floor until you
     reach the Kitchen on B1, leaving Eileen behind
    -Go through the double doors behind you and get the PRISONER'S SHIRT on
     grate floor
    -Exit back to the Kitchen and pass through the next room to the hall, and
     if you're interested the NIGHTSTICK is on 3F up the ladder here
    -Exit through the south double doors to the stairs pathway and climb up
     the ladder to the west of the doors
    -Go through the door beside you after unlocking it and enter the hole on
     the south wall
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Enter the washroom and use the PRISONER'S SHIRT on the blood in the
     bathtub
    -After reading the words, go to your storage chest and take a Silver
     Bullet and the Pistol, as well as a Sword of Obedience
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -You don't need to use the SWORD OF OBEDIENCE on 2F that was mentioned in
     the memo, but you can get that if you want
    -Before continuing on, go retrieve Eileen from 3F or wherever you left her
     and then come back down here
    -Go through the west door in here and load your Pistol with a Silver
     Bullet after the cutscene
    -Make your way down the path, past the Whitestools, and shoot DeSalvo's
     Ghost with a Silver Bullet from your Pistol
    -Run up to the motionless Ghost and stab a SWORD OF OBEDIENCE into him,
     and you'll get the WATER PRISON GENERATOR ROOM KEY
    -Take the sword back if you wish and run to the bottom of the stairs and
     through the door
    -Run down the stairs and use the WATER PRISON GENERATOR ROOM KEY to get
     through the door along the wall after the stairs
    -Run ahead and beat the Twin Victims with the help of Eileen, and continue
     through the door at the other end of the hall
    -Follow the staircase to the bottom and through the door with Eileen
    
    11 // b u i l d i n g  w o r l d  2 n d  t i m e
    _____________     _ ______    _____ _  ___ _  __ ____     __  _____ _ ____
    
    -To deal with Richard's Ghost in this area you may want to use a Silver
     Bullet and Sword of Obedience, if you have the equipment, or you can
     always just run past him
    -Dart to the elevator and move down to the bottom level
    -Go down the ladder in the elevator, leaving Eileen behind, to the Shower
     Room and get the BILLIARD BALL in the hallway past the Whitestools
    -Climb up the ladder by the ball and follow the pathway all the way to the
     end and pick up the VOLLEYBALL by the boxes near the door
    -Go through the door, down the stairs, and through the other door in the
     room
    -Head down the stairs to the ground and go through the door at the end of
     the path
    -Put the BILLIARD BALL on the Billiard table and return to Eileen all the
     way back in the elevator
    -Move up to the middle level in the elevator and exit through the
     elevator's south doors
    -Follow the walkway west to the next area and go through the door at the
     very top of the stairs
    -Get the CAKE CANDLES on the countertop and put the VOLLEYBALL in the
     volleyball basket in the room
    -There's also a 3-WOOD on the floor if you're interested
    -Pass through the storage room to the south and through the other door in
     the hallway outside
    -Follow the pathways and stairs and go through the door at the top
    -Use the CAKE CANDLES on the cake on the table and grab the STUFFED CAT on
     the floor by the door you came through
    -Go back through the same door and return to the sports shop on B5
    -Go through the door on the north wall and through the door at the bottom
     of the stairway
    -Place the STUFFED CAT in the cage to the north and then go through the
     other door in the room in the northwest
    -Go down the stairs and through the door at the bottom
    -Go through the now unlocked clock door in the room, up the ramp, and go
     through the door at the very bottom and end of the stairwell
    -Go through the door at the south of this area and through the door at the
     bottom of the stairs
    -Follow the pathway south all the way to the end door and go through it
    -Go down the stairs in here and through the door under the walkway
    -Follow the stairway to the bottom and go through the door at the end of
     the path
    -Use the code 4890 on the keypad to get through the other door in this
     room and go through the door at the very bottom of the large stairway
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    -You must find the "One Truth" among these 12 giant Wall Men and destroy
     that  Wall Man
    -When looking for the real Wallman, hit each Wallman to see if all the
     other's flinch
    -Once you find the Wallman that causes all twelve Wallmen to flich when
     attacked, continue to bash that Wallman until it dies, hitting it as many
     times as you can when it comes down, preferably with the Rusty Axe
    -Once the "One Truth" is dead the other door in the area will unlock, so
     go through it
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    -Follow the staircase to the bottom and go through the Room 302 door
    
    Room 302 of the Past
    --------------------
    -Once inside, you must collect all the memos in the apartment -- get the
     two on the coffee table and the rest in the bedroom
    -After collecting all the memos, return to the living room
    -Grab the PICKAXE OF HOPE on the hallway end wall after the cutscene and
     enter the hole in the washroom
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Exit your bedroom and use the PICKAXE OF HOPE on the wall at the end of
     the hallway, just to the left after leaving the bedroom
    -Go through the hole in the wall and get the KEYS OF LIBERATION from
     Walter's corpse after the cutscene
    -Go back through the hole and use the KEYS OF LIBERATION on the locks on
     your front door
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    
    12 // o u t s i d e  r o o m  3 0 2
    _____ _     _ ______  ___ __ ___ _ _ ________     _ _ ________  _____   __
    
    -Enter Room 301 up the hallway and use the stairs to get down to Room 201
     and exit to the east 2F hall
    -Enter Room 202 and pass through the hole in the living room wall to Room
     203, finding a SWORD OF OBEDIENCE in the bedroom
    -From the east hall use the stairwell to cross over to the west hall and
     enter Room 206
    -Go through the hole in the northeast bedroom to Room 207 and go down the
     stairs just outside
    -Pass through the stairwell on this floor to the east corridor, leaving
     Eileen behind in the stairwell, and start finding the hanging chained-up
     corpses -- once you find one and it disappears, a chain on the super's
     door will disappear, so you must find all six
    -The first hanging corpse is in the corner where the hallway turns left,
     and the next one is in the circle cage in the hallway inside Room 104
    -The hanging corpse in both Room 103 and Room 102 is in the living room
    -At the end of the hall in the north is another hanging corpse and the
     last is in one of the east rooms inside Room 101
    -Reenter the stairwell for Eileen to accompany you again and enter Room
     105 in the west corridor
    -Get the UMBILICAL CORD on the shelf in the room and exit to the hall
     after the cutscene
    -Run up the stairs to the north and pass through the hole in Room 207 and
     exit to the other side of the hallway from Room 206
    -Enter Room 203 and pass through the hole and exit from Room 202
    -Enter Room 201 and use the stairs to get up to Room 301 and exit up there
    -Enter Room 302, your apartment, and start stocking up for the final boss
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Using your storage chest, put away items you don't plan to use, and take
     a powerful weapon like the Rusty Axe or Pickaxe of Despair, as well as
     the Umbilical Cord and some health items, and make sure you have three
     empty spots in your inventory
    -Go through the hole at the end of the hallway and examine the depression
     under where Walter's corpse used to be
    ROOM 302 ROOM 302 ROOM 302 ROOM 302 -- ROOM 302 ROOM 302 ROOM 302 ROOM 302
    -Jump down the hole as well as the next hole after the cutscene
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    -Run up to the creature's large head and use the UMBILICAL CORD to unlock
     the spears in the area
    -Now that you have four empty spots in your inventory, grab each SPEAR OF
     THE HOLY MOTHER on one of the sides of the creature and stab them all
     into it
    -Do the same for the other side and Walter will become vincible once all
     eight spears have been used
    -Use the Rusty Axe or Pickaxe of Despair to attack Walter, using the
     charge up attack
    -While holding R2 and charging up move to the left of right to dodge
     Walter's bullets
    -With the Rusty Axe you can perform the charge up attack from quite a
     distance away, but not with the Pickaxe
    -For the Rusty Axe strategy, perform a charge up attack on Walter and
     instantly start charging up again, then you should be able to attack him
     again with a charge up right before he hits you -- sidestep left or right
     just in case he gets a shot away, though
    -For the Pickaxe strategy, stay close to Walter while revolving around him
     and charging up, so you can strike him when the meter is full
    -Once Walter falls on the ground the game is over
    =====-----=====-----=====-----=====----=====-----=====-----=====-----=====
    
    Congratulations on beating the game for speed. If you time is less than
    three hours, you faired all right. If under two hours, you did really
    well. See if you can get down to around an hour, because it is possible.
    Good luck.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    13.                          E N D I N G S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    ENDINGS...........................................................[SH4_13]
    
    As traditional in Silent Hill, Silent Hill 4 contains multiple endings.
    A total of four endings can be achieved, and for the first time all
    endings in the game are serious and nomal endings. Therefore, there are no
    joke endings and so there is no UFO ending, unlike the past three games.
    This section discusses the four endings in the game and the requirements
    to get them.
    
    h o w  t h e  e n d i n g  s y s t e m  w o r k s
    ____ _  _____   _ ___    _ _________    ___  _______ _      _ ______   ___
    
    Similarly to the first Silent Hill, there are two factors that decide
    which ending you get, and between those two factors, one can be done and
    the other not done and vice versa, both can be done, or none can be done.
    With that, four endings can be achieved. These two factors only come into
    play past halfway through the game, and continue until the end of the
    game. The following looks into the two factors and their results.
    
    The first factor is whether Eileen lives or dies in the final boss fight,
    and Eileen's condition plays into part here, which can be quite a
    nuisance. Once you meet up with Eileen in the Hospital World, you're
    responsible for taking care of her until the end of the game. Eileen does
    not have an actual health status, and she can never actually die, however,
    her condition is what matters. At the time when she leaves you at the end
    of Outside Room 302, her state of condition is what affects how fast she
    walks in the final boss fight with Walter. When she's on the walkway,
    she'll slowly walk into the pool of blood ahead of her, to her death, and
    the worse her condition is, the faster she'll walk. You can tell what her
    condition is at any time she's with you by looking at her back.
    
    When you initally meet Eileen in the hospital, she's perfectly fine in
    terms of her status, although she limps and has numbers carved into her
    back. Her back is all clear except for the numbers and this is good.
    However, as she takes damage or if you leave her all by herself for a bit,
    her back will show blood flow and it increases to a very noticeable state.
    At her worst, Eileen's back will be dark red with extremely visible blood
    flow all over her body, which is best seen from the back. At this state,
    she is in very poor condition and is somewhat possessed -- sometimes
    she'll partly turn into a Ghost Victim for a second and smack herself to
    stop it. If Eileen is in this state before she leaves you at the end of
    Outside Room 302, she'll walk really fast on the platform in the final
    fight and you probably won't be able to save her.
    
    If you want to ensure Eileen's survival protect her well when fighting
    monsters, and don't leave her alone a room too often and for too long when
    you're off doing something else -- make sure she's right behind you before
    you go through doors, or you may lose her and forget about her, increasing
    the bloodflow on her body and moving more towards her possessed state.
    There is a Holy Candle trick that recovers Eileen's condition (read more
    about this in the Extras section), but it only works temporarily and
    doesn't always end up working even if you perform it right before Eileen
    leaves you in the apartments. To save Eileen in the boss fight with
    Walter, it's important to work quickly with precision. When Eileen walks
    into the pool of blood and gets eaten up by the mechanism, you'll clearly
    hear her scream and that means she's dead. If Eileen dies, you'll receive
    one of the two endings where Eileen dies, and you'll receive one of the
    two endings where she lives if you save her. The factor that determines
    which of those two endings you'll receive is described below.
    
    The second factor that determines which ending you get is the status of
    your apartment, meaning the presence of hauntings. Past halfway through
    the game, hauntings will start appearing in your apartment (read more
    about hauntings in the Hauntings section of this FAQ). Whether you leave
    your apartment alone or purify is the factor here. If you clear at least
    80% of these hauntings before the end of the game, you'll receive one of
    the two purified apartment endings; if you don't clear them, you'll
    receive one of the possessed apartment endings. Instead of trying to clear
    80%, just clear all of them whenever they appear to be safe.
    
    Putting these two factors together, they work to determine one of the four
    endings. Each factor cancels out two endings individually, but when they
    work together they eliminate three endings to determine a final. If you
    save Eileen in the final boss fight, you'll receive one of the two Eileen
    survival endings (Escape, Mother). If you clear more than 80% of your
    apartment hauntings, you'll receive on of the two apartment clear endings
    (Escape, Eileen's Death). If you don't save Eileen in the final boss fight
    you'll receive one of the two Eileen death endings (Eileen's Death, 21
    Sacraments). If you don't clear 80% of the hauntings in your apartment,
    you'll receive one of the two haunted apartment endings (Mother, 21
    Sacraments). You should be able to determine which ending you'll get from
    doing what from this description, but you can read about each ending below
    and their individual requirements.
    
    t h e  e n d i n g s
    ___     _ ______      _ _______   ________ _     __ _ _______      _______
    
    The following are the four endings of Silent Hill and the requirements to
    get them. Unlike the past three games, each ending is available the first
    time through the game, thanks to no extra endings.
    
    [Note:]
    If you have difficulty saving Eileen in the Final Sacraments battle and
    you want to save her to get a certain ending but you can't, you probably
    won't be able to save her, anyway. This may be because her status when she
    left you in the apartments was so terrible that she walks too quickly on
    the platform to save her. So if you can't save her, just let it go and try
    it another time, with more concern for Eileen when she's with you.
    
    Escape
    __ _ _
    
    The happiest ending in the game, which is perhaps the hardest ending to
    achieve, although none are truly hard to get. To get the Escape ending,
    the player should be concerned about the health and safety of Eileen, and
    also be aware and take action against the hauntings in Room 302.
    
    The player must clear at least 80% of the hauntings in Henry's apartment
    before the end of the game, and to make sure of this, it is important to
    clear each haunting as it appears. Don't pick up the Shabby Doll either,
    because that will just make things harder. As for Eileen, Henry must save
    Eileen in the Final Sacraments battle with Walter at the end of the game,
    by defeating Walter before Eileen steps into the pool of blood and dies.
    To ensure her survival, take good care of Eileen once you retrieve her
    from the Hospital World, and try not to let her engage in your fights, for
    her protection, and don't leave her alone often.
    
    -Clear at least 80% of the hauntings in Room 302
    -Save Eileen in the Final Sacraments battle
    
    Mother
    _  ___
    
    To achieve the Mother ending, the player should show compassion towards
    Eileen and her condition, but not be worried about the state of Room 302.
    
    Eileen is the only worry here, and she must be saved in the final battle
    with Walter by defeating Walter before she walks into the machinery. Be
    sure to be on watch of her condition so she walks slow enough in the final
    battle, and don't leave her alone too often because you don't want her to
    become possessed and walk very fast. As for Room 302, the apartment room
    must not be cleared in order to get the ending, so don't clear any of the
    hauntings for assurance.
    
    -Save Eileen in the Final Sacraments battle
    -Do not clear 80% of the hauntings in Room 302
    
    Eileen's Death
    __  _ ____  __
    
    The result of this ending is quite obvious, as the name disallows anything
    to be hidden. With this ending, the player is not awfully concerned about
    Eileen's condition and her protection, but is concerned and responsive to
    the hauntings in Room 302. Quite ironic, actually, and selfish.
    
    The hauntings in Room 302, at least 80% of them, must be cleared in order
    to get this endings, but there is no worry for Eileen. Feel free to let
    her fight alongside Henry for convenience when fighting monsters, and
    don't worry about ditching her whenever necessary -- you'll still need to
    retrieve her to continue on to different worlds, though. To make things
    easier with the hauntings, don't pick up the Shabby Doll.
    
    -Clear at least 80% of the hauntings in Room 302
    -Do not save Eileen in the Final Sacraments battle
    
    21 Sacraments
    __  _   ___ _
    
    The player must show generally no true care whatsoever about anything, not
    worrying about the growing hauntings in Room 302 and not too concerned
    about Eileen's safety.
    
    Henry is without a worry in this ending, not required to do anything at
    all. Working along that, however, your "requirements" are to not save
    Eileen in the final battle, so you can drag her along with you, ditch her,
    let monsters beat her up, and whatever -- just remember to pick her up to
    continue on --, and also to not purify Henry's apartment. Be laid back
    without a care and just go along with everything. As a result, not only
    Eileen dies, but so does Henry; hence the "21 Sacraments".
    
    -Do not clear 80% of the hauntings in Room 302
    -Do not save Eileen in the Final Sacraments battle
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    14.                          R A N K I N G
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    RANKING...........................................................[SH4_14]
    
    01 // t h e  r a n k i n g  s y s t e m
    ___ _ _ ____  _ ____   _______ _ _______     _ ________  _ ___   _________
    
    Once you complete the game, a ranking screen will be displayed, which is
    your final evaluation on how well the game was played. The following lists
    each ranking title and what it is:
    
    Difficulty            The Difficulty Level chosen at the start of the game
    Play Time             The amount of time it takes to complete the game
    Saves                 The number of times the game is saved
    Continues             The number of Continues used during the game
    Enemies Defeated      The number of enemies deafeated during the game
    Memos Items Found     The number of memos collected during the game
    Ending                The ending that is received at the end of the game
    Rank                  The amount of stars you receive
    
    
    02 // r a n k i n g  r u b r i c
    ___ _ _ ____  _ ____   _______ _ _______     _ ________  _ ___   _________
    
    This sections deals with the grading of the ranking system and what each
    selection and result is based off of.
    
    Result                Observations                   Stars Awarded
    --------------------------------------------------------------------------
    Difficulty            Easy                           0
                          Normal                         10
                          Hard                           20
    Play Time             Under 2 hours                  20
                          Under 2 hours 30 minutes       19
                          Under 3 hours                  18
                          Under 3 hours 30 minutes       17
                          Under 4 hours                  16
                          Under 4 hours 30 minutes       15
                          Under 5 hours                  14
                          Under 5 hours 30 minutes       13
                          Under 6 hours                  12
                          Under 6 hours 30 minutes       11
                          Under 7 hours                  10
                          Under 7 hours 30 minutes       9
                          Under 8 hours                  8
                          Under 8 hours 30 minutes       7
                          Under 9 hours                  6
                          Under 9 hours 30 minutes       5
                          Under 10 hours                 4
                          Under 10 hours 30 minutes      3
                          Under 11 hours                 2
                          Under 11 hours 30 minutes      1
                          Over 11 hours 30 minutes       0
    Saves                 0                              10
                          1                              9
                          2                              8
                          3                              7
                          4                              6
                          5                              5
                          6                              4
                          7                              3
                          8                              2
                          9                              1
                          10                             0
    Continues             0                              10
                          1                              9
                          2                              8
                          3                              7
                          4                              6
                          5                              5
                          6                              4
                          7                              3
                          8                              2
                          9                              1
                          10                             0
    Enemies Defeated      1 star per 6 enemies           1-20
    Memos Items Found     52/52                          20
                          51/52                          19
                          50/52                          18
                          49/52                          17
                          48/52                          16
                          47/52                          15
                          46/52                          14
                          45/52                          13
                          44/52                          12
                          43/52                          11
                          42/52                          10
                          41/52                          9
                          40/52                          8
                          39/52                          7
                          38/52                          6
                          37/52                          5
                          36/52                          4
                          35/52                          3
                          34/52                          2
                          33/52                          1
                          32/52 or less                  0
    Ending                Doesn't matter                 N/A
    Rank                  Total stars awarded            1-100
    
    Freebies                                             2
    --------------------------------------------------------------------------
    Total Stars                                          102
    
    And so the highest possible result is a ranking of 10.2 stars out of 10,
    or 102/100, thanks to the two freebies. The rest of the system is more
    difficult than past Silent Hill games, with the requirement of no saves,
    no continues, all memos, and under two hours play time. However, those two
    freebies relieve some of the pressure here, although it's still somewhat
    difficult to get a 10 star ranking.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    15.                        H A U N T I N G S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    HAUNTINGS.........................................................[SH4_15]
    
    Silent Hill 4 focusses heavily on returning to your apartment several
    times for certain reasons, and after halfway through the game this comes
    more and more difficult because of the presence of Ghost-like occurences
    called hauntings. The moment the fan in the living room falls from the
    roof and shatters signifies the beginning of hauntings, since the air is
    heavy and is hard to breathe in, much like Joseph Schreiber's Room 302.
    
    The way hauntings work, they haunt a certain section of your apartment,
    wherever the haunting is located. If you ever move into the small radius
    of a haunting, the screen will flash red, much like the effect of a nearby
    Ghost, and you can lose health if you stay in the radius long enough. If
    you leave these hauntings alone, they will eventually disappear, although
    it takes a while, and this wil count against you in terms of which ending
    you qualify for. To complete the haunting requirement for one of the two
    good endings, you must purify at least 80% of these hauntings, and so not
    more than 20% can left alone to disappear, or not touched but still active
    late in the game.
    
    To purify these hauntings, you must use Saint Medallions and Holy Candles
    found throughout the game. Holy Candles work best, and are more effective
    for exorcising certain hauntings, although Saint Medallions work better
    for some, but very few. To exorcise a haunting with a Holy Candle, you
    must move up to the area of the haunting and place the candle on the floor
    or on a table or other object beside the haunting, and you will see the
    candle diminish as the haunting does so as well. You can't just place the
    candles anywhere, and it must be in a specific place by the haunting. Look
    for an object to put the candle on if you can, but a lot of the time the
    floor will be the spot to put it. Sometimes when there are multiple
    hauntings close to each other in one area, you can purify them all with
    only one Holy Candle. Place the candle in the middle of the hauntings and
    watch them all dissipate.
    
    Saint Medallions don't work very well for exorcising hauntings, as they
    break easily and usually only last one haunting -- Holy Candles last one
    haunting and can't be picked upp, but they are much more abundant than
    Saint Medallions and are easier to use. To clear a haunting with a Saint
    Medallion, equip one from the icon menu and move into the radius of the
    haunting. You won't take damage since the medallion represses the
    Ghost-like damage effect. The haunting should clear before the medallion
    breaks, unless it's a used medallion. When the medallion is working,
    you'll notice it pumping in the icon menu on the screen, and it will stop
    when the haunting clears. Since Saint Medallions are rare and not as easy
    to use as Holy Candles, try to leave the purifying business to Holy
    Candles, and stick to using Saint Medallions to repress Ghosts in the
    different worlds Henry travels.
    
    There are a total of fourteen different hauntings that can occur in your
    apartment, however, it is extremely unlikely to see them all in one game.
    Some occur very often, and others occur very rarely. Once a certain
    haunting has been cleared, it doesn't necessarily mean it's gone for good.
    Some haunting can and will occur more than once, but most will only appear
    once and some not at all sometimes.
    
    To detect hauntings in your apartment, turn on the radio in the bookshelf
    near the living room windows. If you hear static, there are hauntings in
    your apartment. If you don't, your apartment is clear. The radio only
    works this way passed halfway through the game when the hauntings start to
    appear, and in the first part of the game it may produce static for no
    reason, with no hauntings or anything present.
    
    The following is each haunting with a description of it, where it is, and
    what to do to purify it:
    
    Rattling Windows
    __ _ ____   ____
    
    Your living room windows will rattle like crazy, trying to open and close
    rapidly. This is one of the early hauntings you'll see, and it occurs
    quite often. Although your bedroom has similar windows, this haunting is
    exclusive to the living room windows. Place a Holy Candle on the small
    table by the right window to purify it.
    
    Cushion Chair
    __ _ ____  __ 
    
    The single-person couch in your living room will silently become
    possessed. This haunting is not visible at first, and you'll only notice
    that a haunting is there by stepping into its radius. Place a Holy Candle
    on the small table by its side to see the chair drenched in blood as the
    haunting disappears.
    
    Television Set
    ___ _ _     __
    
    The television set in the living room will blast static, also displaying
    snow with faces visible at certain moments. This occurs right beside your
    item chest, so it should be cleared right away for convenience. Place a
    Holy Candle on the floor in front of the TV to dispose of the haunting.
    
    Wall Clock
    _  _ ___ _
    
    You living room wall clock will tick like crazy and the clock hands will
    constantly spin. Place a Holy Candle on the chair sitting under the clock
    to exorcise it.
    
    Wall Cracks
    __ ____  __
    
    Your living room and bedroom walls will grow strange large cracks, green
    and red in colour, but the cracks are not normal -- they grow and move
    around. This is probably the most common haunting, which tends to reappear
    a lot, and occurs in both your living room and bedroom. Equip a Saint
    Medallion and stand in its radius to clear it.
    
    Kitchen Faucet
    __ _ ____  ___
    
    The kitchen faucet will poor blood continuously into the sink. Put a Holy
    Candle on the floor in front of the sink to get rid of it.
    
    Refrigerator
    __ _ ___  __
    
    At first you'll hear meowing all around your apartment, and you'll find a
    dead cat in your fridge, drenched in blood. Toss a Holy Candle on the
    floor in front of the fridge to purify the haunting.
    
    Wandering Slippers
    __ _ ____   _ ____
    
    The slippers normally located by your front door are found in the middle
    of the kitchen floor, with trailing bloody footsteps. Put a Holy Candle on
    the ground by them to clear it.
    
    Front Door Visitor
    __  ______  _ ____
    
    Check the peephole of your front door to take a look at Victim 21/21, of
    whom you should know. The haunting will affect you whenever standing near
    the door. Drop a Holy Candle on the floor by the front door to get rid of
    it.
    
    Telephone Caller
    ___ ___ _   ____
    
    Somebody won't stop calling you from your bedroom phone, and it will
    affect you every time you get out of bed, making it ideal to get rid of
    right away. Fortunately, this haunting is very rare. Place a Holy Candle
    on the ground by the phone to clear it.
    
    Closet Visitor
    _ _ ___  __  _
    
    The shadow of a small boy will appear in your bedroom closet. This also
    makes it difficult when waking up each time, so purify it right away. Put
    a Holy Candle on the floor in front of the closet to make it disappear.
    
    Walter's Portrait
    ___ _ _  __ _____
    
    The photo of the church in Silent Hill that Henry took will change into a
    portrait of Walter, but this is a rare haunting. Put a Holy Candle on the
    dresser it's on to make it go away.
    
    Emerging Ghosts
    ___ _   _ _____
    
    Ghosts will emerge from the walls in every room of your apartment,
    although this is somewhat rare and there will never be Ghosts in all
    rooms at once. It is only one Ghost trying to emerge from a wall when the
    haunting occurs, which can do so in all four rooms, but it never makes it
    all the way through. The Ghost emerges from the wall above the far couch
    by the painting in the living room, above the bed by the painting in the
    bedroom, above of toilet in the washroom, and by the portal in the laundry
    room. The washroom and especially the laundry room are very small rooms
    and it's very easy to take damage when trying to purify the haunting in
    these rooms, so try to do it in the living room or bedroom. Drop a Holy
    Candle on the floor in front of the Ghost wherever the haunting is
    happening to clear it.
    
    Item Chest Wall
    __  _ ____  ___
    
    Small, ugly doll figures will appear extruding from the wall above your
    item chest and make crying sounds over and over, making it difficult to
    use your item chest. This haunting only occurs if you take the Shabby Doll
    offered to you by Walter in the Apartment World and you place it in your
    item chest. Whenever the haunting is happening, the Shabby Doll won't be
    in your chest, so you can't take it out without disposing the haunting
    first. If you have the doll in your chest, this haunting will absolutely
    occur, and if you continuously leave it in the chest it will continue to
    appear. Don't take it in the first place and you'll be fine. To clear the
    haunting, place a Holy Candle on the ground in front of the chest.
    
    Now that all the hauntings have been described, here is a list of which
    hauntings occur in which room of your apartment:
    
    Living Room
    -Windows
    -Chair
    -Clock
    -Television
    -Walls (Cracks)
    -Walls (Ghost)
    -Front Door
    -Item Chest*
    
    Kitchen
    -Fridge
    -Sink
    -Slippers
    
    Bedroom
    -Telephone
    -Portrait
    -Closet
    -Walls (Cracks)
    -Walls (Ghost)
    
    Washroom
    -Walls (Ghost)
    
    Laundry Room
    -Walls (Ghost)
    
    * - Only occurs if you take the Shabby Doll and put it in your item chest
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    16.                        I T E M  L I S T
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    ITEM LIST.........................................................[SH4_16]
    
    Every weapon and key item found in the game is within this section,
    including Henry's weapons, Eileen's weapons, and key items. For each item,
    its location, description, and purpose is written, and notes instead of
    purpose for weapons, for obvious reasons. The description of each item is
    what Henry comments about the item in the inventory, and notes for weapons
    briefly explain some interesting things and features.
    
    Weapon Name
    __  _ ___ _
    
    3-Iron
    3-Wood
    4-Iron
    5-Iron
    6-Iron
    7-Iron
    8-Iron
    9-Iron
    Aluminum Bat
    Broken 3-Iron
    Broken 3-Wood
    Broken 4-Iron
    Broken 5-Iron
    Broken 6-Iron
    Broken 7-Iron
    Broken 8-Iron
    Broken 9-Iron
    Broken Driver
    Broken Pitching Wedge
    Broken Putter
    Broken Sand Wedge
    Broken Wine Bottle
    Bug Spray
    Chainsaw
    Driver
    Paper-Cutting Knife
    Pickaxe of Despair
    Pistol
    Pitching Wedge
    Putter
    Richard's Revolver
    Rusty Axe
    Sand Wedge
    Spade
    Steel Pipe
    Stun Gun
    Torch
    Wine Bottle
    
    Eileen-Only Weapon Name
    ___ _ ___  ___ _    __
    
    Chain
    Eileen's Bag
    Nightstick
    Riding Crop
    Submachine Gun
    
    Item Name
    __ _  ___
    
    1$ Coin
    Albert's Sports Key
    Apartment Keys
    Billiard Ball
    Blood-Inscribed Spade
    Cake Candles
    Chaos Placard
    Chocolate Milk
    Crested Medallion
    Cynthia's Commuter Ticket
    Doll Key
    Doll's Head
    Doll's Left Arm
    Doll's Left Leg
    Doll's Right Arm
    Doll's Right Leg
    Filthy Coin
    Ghost's Key
    Hospital Room Key
    Keys of Liberation
    Locker Key #106
    Lynch Street Line Coin
    Murder Scene Key
    Nurse's Uniform
    Pickaxe of Hope
    Prisoner's Shirt
    Red Paper
    Rusted Bloody Key
    Shabby Doll
    "Skinned Mike" Cassette
    Small Key
    Source Placard
    Spear of the Holy Mother
    Stuffed Cat
    Succubus Talisman
    Superintendent's Key
    Temptation Placard
    Torn Red Paper
    Toy Key
    Train Handle
    Umbilical Cord
    Volleyball
    Watchfulness Placard
    Water Prison Exit Key
    Water Prison Generator Room Key
    
    w e a p o n s
    _____ _  _____   _ _____  _______ _     _____  ____ ____      _____   ____
    
    __________________________________________________________________________
    Weapon:     | 3-Iron
    Location:   | Held by a Gum Head in the north lot of B10, Building World
                | 2nd time (the Gum Head must be killed to acquire it).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | One of the strongest clubs. Breaks after short period of
                | use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 3-Wood
    Location:   | On the ground in Albert's Sporting Goods B5, Building World
                | 2nd time.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | One of the strongest clubs. Breaks after short period of
                | use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 4-Iron
    Location:   | On the ground in the broken display glass room 2F, Hospital
                | World (random room on map).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | One of the strongest clubs. Breaks after short period of
                | use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 5-Iron
    Location:   | On the ground in Albert's Sporting Goods B5, Building World.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 6-Iron
    Location:   | On the platform up the steps, in the end path of the
                | southeast pathway, Forest World.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 7-Iron
    Location:   | Held by a Gum Head in the north lot of B10, Building World
                | 2nd time (the Gum Head must be killed to acquire it).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 8-Iron
    Location:   | Held by a Gum Head in the north lot of B10, Building World
                | 2nd time (the Gum Head must be killed to acquire it).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | 9-Iron
    Location:   | On a subway bench in the subway train at the King Street
                | Line platform B4, Subway World.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Aluminum Bat
    Location:   | On the ground by the volleyball basket in Albert's Sporting
                | Goods B5, Building World.
    Description:| Aluminum alloy bat.
                | Reasonably powerful and easy
                | to use as a weapon.
    Notes:      | A powerful weapon with a very powerful charge up attack, but
                | has short range.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 3-Iron
    Location:   | Derived from the 3-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 3-Wood
    Location:   | Derived from the 3-Wood after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 4-Iron
    Location:   | Derived from the 4-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 5-Iron
    Location:   | Derived from the 5-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 6-Iron
    Location:   | Derived from the 6-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 7-Iron
    Location:   | Derived from the 7-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 8-Iron
    Location:   | Derived from the 8-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken 9-Iron
    Location:   | Derived from the 9-Iron after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken Driver
    Location:   | Derived from the Driver after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken Pitching Wedge
    Location:   | Derived from the Pitching Wedge after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken Putter
    Location:   | Derived from the Putter after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken Sand Wedge
    Location:   | Derived from the Sand Wedge after around ten whacks.
    Description:| It's broken and useless as a weapon.
    Notes:      | Completely useless. Cannot be used and takes up inventory
                | space. Dump it in your item chest if you break the normal
                | club.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Broken Wine Bottle
    Location:   | Derived from the Wine Bottle when it's broken after use.
    Description:| Bottle of white wine from the
                | refigerator. Now that it's broken, it's
                | even more dangerous as a weapon.
    Notes:      | More powerful than the regular Wine Bottle but slower.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Bug Spray
    Location:   | On the ground by the liquor crates in the living room of
                | Room 203 2F, Apartment World.
    Description:| Aerosol insecticide.
                | Effective against certain enemies.
    Notes:      | Only effective for Hummers, and it's still not a great item
                | that way. Awkward to use and a waste of inventory space.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Chainsaw
    Location:   | Stabbed into the ground by the tree stump in the northeast
                | pathway with Jasper's running car, Forest World (only in A
                | Brand-new Fear).
    Description:| Originally made for cutting wood.
                | As a weapon, it's a fearsome thing.
    Notes:      | Quite a useless weapon because of its impotency, although it
                | can be fun to use. Its charge up attack is pretty good,
                | though.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Driver
    Location:   | On the ground in the beginning northern hallway of B1,
                | Building World 2nd time.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | One of the strongest clubs. Breaks after short period of
                | use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Paper-Cutting Knife
    Location:   | On the table in the Office 1F, Hospital World.
    Description:| Originally made for cutting paper.
                | It's hard to use as a weapon.
    Notes:      | Blindingly-quick, and therefore quite an effective weapon.
                | Its charge up attack takes less than a second to charge, and
                | the weapon works efficiently even on the tougher monsters.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Pickaxe of Despair
    Location:   | On the ground in the cave in the northwest pathway, Forest
                | World 2nd time.
    Description:| Ordinary pickaxe from a
                | construction site. "Despair" is written
                | on the handle. Very powerful.
    Notes:      | The most powerful weapon in the game, however, slow. Works
                | great a tough enemies, and its charge up attacks is
                | extremely powerful and useful, if you can perform it
                | effectively. A helpful weapon for the final boss.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Pistol
    Location:   | Behind the moved desk in the living room, right next to the
                | kitchen, in Henry's apartment, after meeting Cynthia in the
                | Subway World.
    Description:| Easy-to-use handgun, but not much
                | stopping power.
    Notes:      | Moderate stopping power but easy to use. Holds 10 bullets
                | on Normal, and 12 and 8 on Easy and Hard, respectively. Not
                | a great weapon overall because of inventory space for ammo.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Pitching Wedge
    Location:   | Held by a Gum Head in front of the door at the south of the
                | B12 pathway, Building World (the Gum Head must be killed to
                | acquire it).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Putter
    Location:   | Lying against the shelf in the northeast bedroom of Room 207
                | 2F, Apartment World.
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Richard's Revolver
    Location:   | On the chair in the living room of Room 207, Apartment
                | World.
    Description:| Holds a maximum of six bullets. Easy to
                | use, with moderate stopping power.
    Notes:      | Very powerful firearm, knocking down normal enemies in one
                | shot. Shoot from close range to be able to deliver a stomp
                | in time. Ammo is scarce.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Rusty Axe
    Location:   | On the circular table in Bar Southfield B15, Building World.
    Description:| One-handed axe.
                | A little short, but powerful and easy
                | to handle.
    Notes:      | Simply the best weapon in the game, and a great all around
                | weapon. Quick, versatile, and a very effective on any enemy,
                | and has a very long range charge up attack. Very helpful for
                | bosses and tough enemies.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Sand Wedge
    Location:   | Held by a Gum Head in the north lot of B10, Building World
                | 2nd time (the Gum Head must be killed to acquire it).
    Description:| Golf club. Powerful and easy to use,
                | but it looks like it could break easily.
    Notes:      | An average club. Breaks after short period of use.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Spade
    Location:   | Lying against the wall at the end of the winding hallway
                | north of the elevator on B8, Building World.
    Description:| Ordinary spade from a construction
                | site. It looks like it would be an
                | impressive weapon.
    Notes:      | A great rival to the Rusty Axe, with great power and
                | effectivity. Its charge up attack is powerful and has long
                | range, so it's very useful.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Steel Pipe
    Location:   | Hanging from the hole in the washroom of Henry's apartment
                | as a sewer pipe, at the beginning of the game.
    Description:| 3-foot-long sewer pipe.
                | Not very powerful, but fairly easy
                | to use.
    Notes:      | An extremely versatile weapon, good for use on almost any
                | enemy, although not as powerful as the better weapons. Has
                | great range and is very helpful for smacking down Hummers.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Stun Gun
    Location:   | On the stand in the inital lower east cell (4 o'clock) of
                | the 2F cellblock, Water Prison World (must align with a cell
                | with a hole on 3F and jump down from there).
    Description:| High-voltage stun device. Fairly short-
                | ranged, due to its need for direct contact.
    Notes:      | Slow and awkward to use, so not a preferable weapon. Maybe
                | not even worth going through the trouble of getting it.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Torch
    Location:   | On the northwest ledge of the cemetary at the end of the
                | southwest pathway, Forest World 2nd time.
    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.
    Notes:      | Light with a "Holy Flame" to walk around with the Torch lit,
                | to search wells in the Forest World 2nd time. Also a weapon,
                | similar to the Steel Pipe, without a charge up attack. Dip
                | in the oil in Henry's laundry room for the flame to last
                | longer.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Wine Bottle
    Location:   | Inside Henry's fridge in his apartment at the beginning of
                | the game.
    Description:| Bottle of white wine from the
                | refrigerater. It'll break eventually
                | if I keep using it as a weapon.
    Notes:      | Weak weapon with very limited range, and doesn't last long;
                | breaks after short period of use, and turns into the more
                | powerful Broken Wine Bottle.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    e i l e e n - o n l y  w e a p o n s
    ______  ______     ____ _ __   _ _____   __ _____    _ _______   __      _
    
    __________________________________________________________________________
    Weapon:     | Chain
    Location:   | Hanging on the jungle gym along the east wall in the Wish
                | House compound, Forest World 2nd time.
    Description:| Light and easy to use.
                | One snap could cause a lot of damage.
    Notes:      | Arguably Eileen's best weapon, with long range and a very
                | damaging snap, inflicting around the same damage as Henry's
                | attacks.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Eileen's Bag
    Location:   | On the floor at the south of the Lobby 1F, near the
                | stairwell, Hospital World.
    Description:| Eileen's handbag. Looks like it could
                | cause a little bit of damage.
    Notes:      | Quite a useless weapon, ineffective on most enemies and has
                | extremely short range. All it really does is put Eileen in
                | a position open to attack.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Nightstick
    Location:   | On the ground in the 3F surveillance room, Water Prison 2nd
                | time.
    Description:| Lead-weighted, leather nightstick.
                | Does not require much force to
                | cause damage. Looks extremely painful.
    Notes:      | Eileen's best overall weapon. Powerful with a thrust attack,
                | and has decent range.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Riding Crop
    Location:   | On the chair object on the north side of the blocked hallway
                | on B2, the pathway connecting Lynch Street Line and the
                | turnstiles, Subway World 2nd time.
    Description:| Light and easy to use with good reach.
                | It looks like it would be very painful.
    Notes:      | Very long range with decent power. A lot better than
                | Eileen's Bag, so it makes a great replacement.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Submachine Gun
    Location:   | On the kitchen counter in Room 101 1F, Apartment World (only
                | in A Brand-new Fear after achieving a 9 star rank or more).
    Description:| Small-sized, one-handed machine gun.
                | Perfect for Eileen.
    Notes:      | Very powerful and useful continuous fire, but affects
                | Eileen's condition when in use. Great for using if Eileen's
                | status is not your concern.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    i t e m s
    ___ _____  _ ____     _ _ _____     _ _______      _ _      _____  ___ ___
    
    __________________________________________________________________________
    Weapon:     | 1$ Coin
    Location:   | Derived from the Filthy Coin after washing in the kitchen
                | sink in Henry's apartment, during the Subway World 2nd time.
    Description:| Toy coin with "1$" written on it.
                | Maybe someone meant to write "1$"?
    Purpose:    | Insert into the vending machine at the north of the east
                | Lynch Street Line platform B3, Subway World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Albert's Sports Key
    Location:   | On the west shelf at the end of the middle isle by the cat
                | food in the pet shop B7, Building World.
    Description:| Found in the pet shop.
                | It has "Albert's Sports" written on it.
    Purpose:    | Unlocks the west door in Albert's Sporting Goods B5,
                | Building World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Apartment Keys
    Location:   | On the key rack in the living room of Room 105 1F, Apartment
                | World.
    Description:| Keys to each apartment in the building.
                | Actually, it looks like #303 is missing.
    Purpose:    | Unlocks every apartment room except for Rooms 302 and 303,
                | Apartment World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Billiard Ball
    Location:   | At the end of the hallway in the shower room under the
                | elevators on B12, Building World 2nd time.
    Description:| It's white with no number on it.
                | That means it's the cue ball.
    Purpose:    | One of the four reminiscent items required to unlock the
                | Building World 2nd time clock door on B8. Place on the
                | billiard table in Bar Southfield B15, Building World 2nd
                | time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Blood-Inscribed Spade
    Location:   | Offered by Jasper after feeding him the Chocolate Milk by
                | the Wish House front door in the compound, Forest World.
    Description:| Written in blood is: "Opposite where
                | the lake and house meet, inside the hand
                | holding onto the ground."
    Purpose:    | Use to dig to find the Rusted Bloody Key by the hand-looking
                | tree root in the 2nd last southeast pathway, Forest World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Cake Candles
    Location:   | On the counter in Albert's Sporting Goods B5, Building World
                | 2nd time.
    Description:| Colorful candles for putting on
                | a birthday cake.
    Purpose:    | One of the four reminiscent items required to unlock the
                | Building World 2nd time clock door on B8. Place into the
                | cake on the kitchen table in the birthday room on B3,
                | Building World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Chaos Placard
    Location:   | Hanging on the door marked "207" at the top of the large
                | staircase on B10, accessed from Bar Southfield, Building
                | World.
    Description:| Placard from Building World.
                | It has an abstract picture and says,
                | "Chaos."
    Purpose:    | One of the four placards needed to insert into its
                | respective depression in the laundry room of Henry's
                | apartment to create a new portal, after using Succubus
                | Talisman, following the Hospital World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Chocolate Milk
    Location:   | In the fridge of Henry's apartment at the beginning of the
                | game.
    Description:| Chocolate-flavored milk. Very sweet.
                | It was in the refrigerator at home.
    Purpose:    | Give to Jasper at the steps of Wish House in the compound in
                | return for the Blood-Inscribed Spade, Forest World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Crested Medallion
    Location:   | On the small statue on the Toluca Lake waterfront at the end
                | of the northwest pathway, Forest World 2nd time.
    Description:| Medallion with a disturbing emblem
                | carved into it.
                | It's about 10 inches in diameter.
    Purpose:    | Insert into the circle depression on the door under Wish
                | House, through the hole after clearing the wheelchair doll,
                | Forest World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Cynthia's Commuter Ticket
    Location:   | On the ground among Cynthia's dropped items inside the King
                | Street Line turnstiles by the office on B1, Subway World 2nd
                | time.
    Description:| Commuter ticket for the subway's King
                | Street and Lynch Street Lines. Can be
                | used multiple times.
    Purpose:    | Use to access both King and Lynch Street Line platforms from
                | the B1 turnstiles, Subway World 2nd time. Renders the Lynch
                | Street Line Coin obsolete.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Doll Key
    Location:   | By Henry's bed by the far wall in his apartment bedroom,
                | after reading the Red Diary Scrap Cont. memo after slipping
                | the specific Torn Red Paper under Room 302's door during the
                | Apartment World.
    Description:| Key with a girl's doll keychain attached.
                | "303" is engraved on it.
    Purpose:    | Unlocks Room 303 3F, Apartment World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Doll's Head
    Location:   | In the well in the second southwest pathway, Forest World
                | 2nd time (Torch must be equipped and lit to get).
    Description:| A wooden doll's head. It's charred
                | and blackened.
    Purpose:    | One of the five doll pieces needed to insert into the doll
                | in the wheelchair among the Wish House remains, Forest World
                | 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Doll's Left Arm
    Location:   | In the well in the second northeast pathway from the Wish
                | House compound, Forest World 2nd time (Torch must be
                | equipped and lit to get).
    Description:| Left arm from a wooden doll.
                | It's charred and blackened.
    Purpose:    | One of the five doll pieces needed to insert into the doll
                | in the wheelchair among the Wish House remains, Forest World
                | 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Doll's Left Leg
    Location:   | In the well in the southeast end pathway, Forest World 2nd
                | time (Torch must be equipped and lit to get).
    Description:| Left leg from a wooden doll.
                | It's charred and blackened.
    Purpose:    | One of the five doll pieces needed to insert into the doll
                | in the wheelchair among the Wish House remains, Forest World
                | 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Doll's Right Arm
    Location:   | In the well in the northeast end pathway, Forest World 2nd
    Description:| time (Torch must be equipped and lit to get).
                | Right arm from a wooden doll
                | It's charred and blackened.
    Purpose:    | One of the five doll pieces needed to insert into the doll
                | in the wheelchair among the Wish House remains, Forest World
                | 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    __________________________________________________________________________
    Weapon:     | Doll's Right Leg
    Location:   | In the well in the first northwest pathway, Forest World 2nd
                | time (Torch must be equipped and lit to get).
    Description:| Right leg from a wooden doll.
                | It's charred and blackened.
    Purpose:    | One of the five doll pieces needed to insert into the doll
                | in the wheelchair among the Wish House remains, Forest World
                | 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Filthy Coin
    Location:   | Inside the toy box at the south of the northeast subway car
                | at the Lynch Street Line platform, Subway World 2nd time
                | (use Small Key to unlock box).
    Description:| Coin caked with dust and grime.
                | I bet I could clean it in the kitchen
                | sink in my room.
    Purpose:    | Wash in the kitchen sink of Henry's apartment to get the 1$
                | Coin, during the Subway World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Ghost's Key
    Location:   | In the hands of the Ghost found pinned with a Sword of
                | Obedience in the birthday room on B3, Building World.
    Description:| The key that the ghost was holding.
    Purpose:    | Unlocks the east door in the same birthday room on B3,
                | Building World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Hospital Room Key
    Location:   | In the mouth of the snake in the snake statue room 2F,
                | Hospital World.
    Description:| Key found in the hospital.
                | It's probably the key to Eileen's
                | hospital room.
    Purpose:    | Unlocks the randomly only locked door, Eileen's room, in the
                | 2F hallway of the Hospital World. Also unlocks the cage that
                | comes down on Henry after picking the key up in the snake
                | statue room in the same corridor.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Keys of Liberation
    Location:   | In the pocket of the coat on Walter's corpse in the hidden
                | back room in Henry's apartment (through the Pickaxe of Hope
                | hole), after returning to Henry's apartment from Room 302 of
                | the Past.
    Description:| Extremely evil-looking keys
                | held by the corpse of Walter.
    Purpose:    | Unlock the chains on Henry's front door, allowing it to be
                | opened, after returning to Henry's apartment from Room 302
                | of the Past.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Locker Key #106
    Location:   | Taped to the back of one of the orange-tinted photos on the
                | wall in the open hallway room in Room 301 3F, Apartment
                | World.
    Description:| It looks like a locker key.
                | "106" is written on it.
    Purpose:    | Unlocks locker number 106 in the lobby 1F, Apartment World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Lynch Street Line Coin
    Location:   | In the hand of the "mannequin" in the women's washroom B1,
                | after getting the Pistol from Henry's apartment, Subway
                | World.
    Description:| Train token for the subway's Lynch
                | Street line.
                | Can be used any number of times.
    Purpose:    | Use to access the Lynch Street Line platform from the B1
                | turnstiles, Subway World (also 2nd time). Is rendered
                | obsolete after taking Cynthia's Commuter Ticket in the
                | Subway World 2nd time, but can still be used.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Murder Scene Key
    Location:   | Falls out of the vending machine at the north of the east
                | Lynch Street Line platform B3, after using the 1$ Coin,
                | Subway World 2nd time.
    Description:| Key from the vending machine.
                | The tag on it says, "Murder Scene."
    Purpose:    | Unlocks the office within the King Stree Line turnstiles on
                | B1, Subway World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Nurse's Uniform
    Location:   | On the cushion chair in the living room of Room 303 3F,
                | Outside Room 302, only in A Brand-new Fear.
    Description:| Clothes found in Eileen's room.
    Purpose:    | Unlocks Eileen's Nurse costume, after beating the game with
                | an ending in which Eileen lives, with the item in your
                | inventory.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Pickaxe of Hope
    Location:   | Stabbed into the wall at the end of the hallway of Room 302
                | of the Past, after the cutscene in the room, at the bottom
                | of the spiral staircase beneath the Building World 2nd time.
    Description:| "Hope" is written on the handle.
                | It doesn't look like I can use it as a
                | weapon.
    Purpose:    | Use to break a hole in the wall at the end of the hallway
                | in Henry's actual apartment, after returning from Room 302
                | of the Past.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Prisoner's Shirt
    Location:   | On the ground of the circular platform in the northwest room
                | of the inner core on B1, Water Prison World 2nd time.
    Description:| Something is written on it in wax.
                | Maybe if you soak it in some kind of
                | colored liquid...
    Purpose:    | Soak in the blood in the bathtub in the washroom of Henry's
                | apartment, to reveal a message (this must be done in order
                | to continue on, although you do not get any items for it).
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Red Paper
    Location:   | Two locations: on the table in the open room in Room 301 3F,
                | and in the small box by the key rack in the living room of
                | Room 105 1F. Both found in the Apartment World. 
    Description:| Just red paper with nothing
                | written on it...
                | I'll stick it under Room 302's door.
    Purpose:    | Slip under the front door of Room 302 3F from outside, and
                | become readible from your apartment, Apartment World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Rusted Bloody Key
    Location:   | In the earth by the hand-looking tree root in the second
                | last path in the southeast pathway, Forest World (use the
                | Blood-Inscribed Spade to dig up).
    Description:| Rusted and bloody key. Inscribed on it
                | is: "The holder of this key will wander
                | for eternity."
    Purpose:    | Unlocks the front door to Wish House at the center of the
                | Forest World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Shabby Doll
    Location:   | Placed on the steps by the Man in the Coat in the stairwell
                | 3F, Apartment World.
    Description:| 
                | 
    Purpose:    | Not a key item and does not need to be acquried. What it
                | does is haunt your item chest if you leave it in there. It
                | is recommended that you don't take the doll.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | "Skinned Mike" Cassette
    Location:   | On the living room table in Room 205 2F, Apartment World.
    Description:| Audiocassette with "Skinned Mike"
                | on the label.
    Purpose:    | Not a key item, but can be inserted into the radio on the
                | shelf in Henry's apartment living room to hear its contents.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Small Key
    Location:   | On the ground by the front door in Henry's apartment after
                | returning from the Hospital World, after finding Eileen.
    Description:| Small but ordinary key found in the red
                | envelope.
    Purpose:    | Unlocks the gate in the elevator shaft at the south of the
                | Lobby 1F, Hospital World (must call the elevator on 2F
                | beforehand to be able to enter the shaft).
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Source Placard
    Location:   | On the door at the left side inside Wish House, after Jasper
                | goes through the door while you're reading the nearby memo,
                | Forest World.
    Description:| Placard from Forest World.
                | It shows a baby and says, "Source."
    Purpose:    | One of the four placards needed to insert into its
                | respective depression in the laundry room of Henry's
                | apartment to create a new portal, after using Succubus
                | Talisman, following the Hospital World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Spear of the Holy Mother
    Location:   | Eight of them are found stuck in the stone statues during
                | the Final Sacraments battle with Walter, after Outside Room
                | 302 (they unlock after Henry uses the Umbilical Cord on the
                | true Walter's body).
    Description:| Spear with "Holy Mother" carved into
                | it. The "Crimson Tome" says that I
                | have to stick eight of these spears into
                | Walter's body.
    Purpose:    | Stab all eight spears into the neck of the large head
                | creature during the Final Sacraments battle, after using the
                | Umbilical Cord. This causes Walter to become vulnerable to
                | your attacks.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Stuffed Cat
    Location:   | On the ground by the northeast door in the birthday party
                | room on B3, Building World 2nd time.
    Description:| Stuffed cat with droopy ears.
    Purpose:    | One of the four reminiscent items required to unlock the
                | Building World 2nd time clock door on B8. Place in the open
                | cage on the counter in the northwest of the pet shop B7,
                | Building World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Succubus Talisman
    Location:   | Slipped under the front door of Henry's apartment after
                | completing the Hospital World.
    Description:| Card with some kind of frightening
                | demon on it.
    Purpose:    | Use while facing the demon-looking face on the wall in
                | the laundry room of Henry's apartment to create four
                | rectangle depressions (for the four placards), after
                | completing the Hospital World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Superintendent's Key
    Location:   | Taped to the back of one of the orange-tinted photos on the
                | wall in the open room in Room 301 3F, Apartment World.
    Description:| South Ashfield Heights'
                | superintendent's key.
                | It says "105" on it.
    Purpose:    | Unlocks Room 105 1F, Apartment World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Temptation Placard
    Location:   | On the door of the office within the King Street Line
                | turnstiles on B1, Subway World.
    Description:| Placard from Subway World. It shows a
                | woman and says, "Temptation."
    Purpose:    | One of the four placards needed to insert into its
                | respective depression in the laundry room of Henry's
                | apartment to create a new portal, after using Succubus
                | Talisman, following the Hospital World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Torn Red Paper
    Location:   | Three locations: in the box by the key rack in the living
                | room of Room 105 1F, inside the fridge in the kitchen of
                | Room 102 1F, and in the shirt on the bed frame in the
                | northwest room of Room 203 2F. All locations in the
                | Apartment World.
    Description:| Just torn red paper with nothing
                | written on it...
                | I'll stick it under Room 302's door.
    Purpose:    | Slip under the front door of Room 302 3F from the Apartment
                | World, to be able to read them from Henry's apartment (one
                | specific piece must be read in order to continue on).
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Toy Key
    Location:   | On the ground at the front door of Henry's apartment, with
                | a memo, during the Subway World 2nd time.
    Description:| A key-shaped plastic kids' toy.
    Purpose:    | Use to unlock the 1000$ toy box at the south of the
                | northeast subway car of the Lynch Street Line platform on
                | B3, Subway World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Train Handle
    Location:   | On the floor in the bloody office within the King Street
                | Line turnstiles on B1, Subway World 2nd time.
    Description:| Handle from the King Street Line train.
                | It's like a key needed to run the train.
    Purpose:    | Insert into the control panel at the front of the subway
                | train at the north of the King Street Line platform on B4,
                | Subway World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Umbilical Cord
    Location:   | On the shelf in the living room of Room 105 1F, Outside Room
                | 302.
    Description:| Walter Sullivan's umbilical cord. The
                | superintendent has kept it for years.
    Purpose:    | Use while standing in front of the giant head creature
                | during the Final Sacraments battle to release the eight
                | spears around the room.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Volleyball
    Location:   | On the ground by the boxes near the door at the south of the
                | B12 pathway, Building World 2nd time.
    Description:| Looks like a plain volleyball.
    Purpose:    | One of the four reminiscent items required to unlock the
                | Building World 2nd time clock door on B8. Place in the
                | volleyball basket in Albert's Sporting Goods B5, Building
                | World 2nd time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Watchfulness Placard
    Location:   | On the door at the west of the Kitchen B1, Water Prison
                | World.
    Description:| Placard from Water Prison World.
                | It shows an eye and says,
                | "Watchfulness."
    Purpose:    | One of the four placards needed to insert into its
                | respective depression in the laundry room of Henry's
                | apartment to create a new portal, after using Succubus
                | Talisman, following the Hospital World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Item:       | Water Prison Exit Key
    Location:   | On the ledge at the northwest of the waterwheel on B2, Water
                | Prison World.
    Description:| Key found in the waterwheel room
                | (2F basement). "Up" is carved into it.
    Purpose:    | Unlocks the east door in the passage room at the south of
                | 1F, Water Prison World.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    __________________________________________________________________________
    Weapon:     | Water Prison Generator Room Key
    Location:   | In the hand of Victim 18 (fat, shirtless Ghost) in the
                | indoor stairs pathway on B1, up for grabs only after a Sword
                | of Obedience has been stabbed into him, Water Prison World
                | 2nd time.
    Description:| Key held by the ghost of Andrew.
                | It opens the door on B2.
    Purpose:    | Unlocks the northeast door in the B2 waterwheel room, which
                | is the door of the generator room, Water Prison World 2nd
                | time.
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    17.                           E X T R A S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    EXTRAS............................................................[SH4_17]
    
    __ _ ____  __ __
    
    A Brand-new Fear
    __  ____  _ ____
    
    After completing the game once, this special mode will be unlocked, and it
    is the basis for all extra in Silent Hill 4. In order to collect and use
    extras, or unlock more extras, A Brand-new Fear must be played. New Game
    is only used the first time, and subsequent games after that are meant to
    be all "A Brand-new Fear" mode, although for some reason the player might
    decide to start a completely new game with the New Game function. Once
    items are unlocked, play a A Brand-new Fear mode in the same file to find
    those items.
    
    _ _ ____  ___
    
    Extra Weapons
    ___  __ ___ _
    
    There's only one extra item in the game available for use to the player,
    although there's another weapon, but only for Eileen. Once an extra
    weapon is unlocked, it can only be found in A Brand-new Fear game, and not
    a standard New Game.
    
    Chainsaw
    _ _ ____
    
    Unlocked after completing the game once. The Chainsaw works somewhat
    similarly to the Chainsaw in Silent Hill 2, although it is quite different
    at the same time. It is much more simple to use but is also much more
    weaker and is somewhat depressing. Hold R2 to ready the Chainsaw and press
    X to perform a standard downward arc attack, which is quite weak. The
    charge up attack is actually pretty powerful, however, and is a slow
    forward arc. Once the Chainsaw is unlocked, it can be found stabbed into
    the ground by the tree stump in the northeast forest pathway with the
    running car in the Forest World, only in A Brand-new Fear.
    
    Submachine Gun [Eileen-only weapon]
    __  _ _____   _ ____   _____ _   __
    
    Unlocked after receiving a ranking of 9 stars or higher (9.0/10 or
    90/100). This is quite the interesting weapon, although only Eileen can
    use it. The Submachine Gun has infinite ammo and is a great weapon,
    especially for Eileen, however, the recoil does damage to her and
    increases her state of possession. If you don't care about Eileen's
    condition, this is the perfect weapon for her, and she'll contribute quite
    a fair bit when dealing with enemies. Once unlocked, the Submachine Gun
    can be found on the counter in Room 101 1F of the Apartment World, only in
    A Brand-new Fear.
    
    __ _ ___
    
    Costumes
    _  _____
    
    There are two extra costumes in Silent Hill 4, however, none for Henry.
    There are extra costumes for both Eileen and Cynthia, the two women of
    Silent Hill 4. These costumes not only change the clothes of these two
    characters, but adds a very interesting new feature when in motion.
    Although they are well worth the time and effort, they take quite a
    while to actually see.
    
    Nurse Eileen
    ___ _ ______
    
    This costume is obviously a nurse uniform for Eileen. What's better than
    a sexy nurse? Well, other than an even sexier nurse, nothing! Eileen
    doesn't wear this costume the entire game, unfortunately enough, and it
    replaces her purple party dress that she wear from the halfway point in
    the game all the way to the end. One of the very interesting things about
    this costume is the excellent jiggle effect, which I'm sure you know what
    I mean. When Eileen is in motion, you can notice some serious jiggle, and
    the animation is quite impressive. Feel free to bump into Eileen
    accidentally and excuse yourself. Don't make it obvious, though.
    
    The sad thing about this costume is that it takes a long time to actually
    see -- at least on your third time through the game. It is unlocked after
    completing the game with one of the two endings where Eileen lives
    (Escape, Mother), and can be found as an item the next time through the
    game where you must keep it in your invetory and receive an ending where
    Eileen survives again (Escape, Mother), and can finally be seen the next
    time through the game. Once unlocked, the "Nurse's Uniform" item can be
    found on the chair in the living room of Room 301 3F, Eileen's apartment,
    Outside Room 302. You must keep it in your inventory and beat the game
    with Eileen alive in the Walter battle. Then, when starting the next game,
    you will be prompted which Eileen costume you would like to use; select
    "Nurse".
    
    Sexy Cynthia
    __ __ _ ____
    
    This costume is worn by Cynthia, the woman Henry meets in the Subway
    World, and only by that character -- her Ghost does not wear it. When you
    meet Cythia in the Subway World at the beginning of the game, she will be
    waiting for you wearing it. Also stop and take a look at Cynthia's special
    "dance" before you meet her in the subway. Similarly to Eileen's costume,
    character motion will induce noticeable jiggle, although you can't really
    push Cynthia around like Eileen.
    
    Just like Eileen's costume, however multiplied, Cynthia's extra costume
    takes a while to unlock, although it's worth it. In order to unlock her
    costume, you must complete the game at least four times. You need to have
    all four endings received in one save file, and you also need to have
    gotten Eileen's "Nurse's Uniform" in her apartment at the end of the game
    and beaten the game with it in your inventory. Once you start another "A
    Brand-new Fear", you will be prompted which Eileen costume to use, and
    this also affects which Cynthia costume will be used. Therefore, select
    "Nurse" and Cynthia, as well as Eileen, will be wearing her extra costume.
    And so, Cynthia's costume works in uniform (no pun intended) with Eileen's
    costume, and they will both be wearing their extra costumes or both will
    not be wearing them. No problem there.
    
    _ ___   _ _ ___
    
    One Weapon Mode
    __ _ ___   ____
    
    This is an extra mode of play unlocked once you achieve a 10 star ranking.
    Once you unlock this mode, you will notice ">" arrow when you look at your
    "A Brand-new" Fear" save file, which will also turn red in colour, instead
    of white or yellow. Press right as the arrows suggest and select the newly
    unlocked "One Weapon Mode" to play it. This mode is quite self-explanatory
    by its name, and you'll be able to choose and have one weapon to use
    during the entire game, with the exception of the Pistol, because it
    causes a key event when you pick it up, the Torch, which is a key item and
    not only a weapon, and all golf clubs.
    
    When playing a One Weapon Mode game, after the introdcution escalator
    scene in the Subway World, every weapon in the game, except for the
    breakable golf clubs, the Pistol, and the Torch, are laid out on the
    ground in front of you. You must select one, and only one item to take
    with you for the entire game. Upon making your choice and picking up one
    weapon, the rest will disappear.
    
    Other than the golf clubs, Torch, Pistol, and Eileen's weapons (minus the
    Submachine Gun, even if it's unlocked, for some reason), no weapons will
    be found in their actual locations throughout the game, since this is a
    special mode. Ammo and health supplies are found as normal, and a funny
    thing is that you can find Revolver Bullets even if you don't select it as
    your single weapon, so don't bother picking those up in this mode. Once
    you receive a 10 star ranking in One Weapon Mode, you'll unlock All
    Weapons Mode, which is quite explanatory as well.
    
    For One Weapon Mode, it is very important that you make a good solid
    choice for your single weapon. The Rusty Axe is the best weapon in the
    game, so you can never go wrong taking it, but it's nice to go for a
    challenge and take an item like the Paper-Cutting Knife, or something else
    like the Steel Pipe or Aluminum Bat. Taking the Revolver is a completely
    stupid thing to do since you'll barely ever find any ammo for it and it's
    not that great, anyway, leaving you only with golf clubs and the Pistol,
    really. Not a smart choice.
    
    ___  _  ___  ___
    
    All Weapons Mode
    __ _  ____ _____
    
    This is another extra mode of play, with the same idea as One Weapon Mode
    but of course different for a specific reason. In order to unlock All
    Weapons Mode, you must receive a 10 star ranking in One Weapon Mode. Once
    this mode is unlocked, you'll notice a "<" arrow mark as well as the ">"
    that you should be familiar with, and you can also notice that the save
    file will turn green, after being red in One Weapon Mode. Press left as
    the new arrow suggests and select "All Weapons Mode" to play it. For this
    mode, you can take every single weapon in the game at the beginning of the
    game and so you can use any item and any point in the game, other than
    certain golf clubs, the Pistol, and the Torch, which are found in their
    normal locations (same with Eileen's weapons).
    
    Exactly like One Weapon Mode, every weapon in the game, other than those
    listed above, will be laid out on the ground at the beginning of the
    Subway World. But instead of one weapon, you can take them all. Therefore
    you'll have all these weapons at all times and don't have to worry about
    looking for them in the other worlds. Not only that, every time you visit
    your apartment, ten Health Drinks will spawn in the fridge and six clips
    of Pistol Bullets will spawn on the shelf in the laundry room.
    
    Just like One Weapon Mode, all supplies and other weapons not laid out can
    be found in their normal locations. Once you beat All Weapons Mode with a
    10 star ranking, you don't unlock anything, but you'll still have bragging
    rights.
    
    ____  ____    _ _____ __
    
    Secret Weapon - Stun Gun
    __ _ ____  _ ___   _____
    
    The Stun Gun is not an extra item and can be found the first time through
    the game, however, it is somewhat of a secret because it is hard to find
    and there are no clues in the game as to where it is. The Stun Gun is
    similar to the Stun Gun is Silent Hill 3, except that it requires no
    batteries. It is powerful but is obviously for very close range use only.
    Hold R2 to ready to weapon and press X to strike. Since it's really
    somewhat of a firearm, the Stun Gun has no charge up attack. The Stun Gun
    locates in the Water Prison World in one of the cells that can't be
    opened, however that has a hole.
    
    The Stun Gun is found on the stand in the initial lower east cell (4
    o'clock cell) on 2F, before you do any rearranging in the surveillance
    room. You must arrange the cells on each floor so that there's a cell with
    a hole in the Stun Gun cell position on each floor. Floors one and two are
    intially aligned together at the 4 o'clock position which is great, but
    the 3F cells must be aligned one over to the right -- turn the 3F
    sureillance room handle once to the right. Then head up to 3F and jump
    down the hole in the 4 o'clock position to the 2F cell and get the Stun
    Gun. Jump down two more floors to the kitchen of the basement to continue.
    And if you're wondering, if you try to continue on without doing the
    bloody bed cells puzzle, the next room is to dark to enter the secret
    code.
    
    ___ _ ___  __
    
    Eileen Glitch
    _ _ ___   ___
    
    It can be a real hassle to drag Eileen along with you during the latter
    half of the game, and for one section of the game there is a glitch that
    can make things a little easier. During the Building World 2nd time,
    Eileen can't use ladders and won't be able to follow you everywhere. You
    must find and perform the four reminisces describes in the Reminisces memo
    in order to unlock the clock door near the pet shop for an alternate
    route, allowing you to continue on with Eileen and complete the area.
    Without completing this mini-puzzle, there is no other way to complete
    this section of the game, with the exception of this glitch.
    
    After entering the elevator on B10 at the beginning of the world and
    arriving at B12, there is a small area through the south elevator doors.
    Exit through the south doors to this small lot to set up the glitch. The
    idea is to keep Eileen at the farthest away point from the elevator (west
    elevator), and then quickly run for the elevator without her following
    you and enter it. To do this, bring Eileen to the southeast corner of the
    lot. Make her face you and bump into her, briefly stunning her and
    preventing her from moving for a second, and then sprint for the elevator
    and enter it. This should be very easy to do.
    
    From here, everything is all good. Back in the elevator alone, head down
    the ladder on the northside and use the shower room to access the west
    pathway up the far ladder in the hallway. Once you reach the fence, you'll
    see Eileen on the other side, but she can't accompany you just yet.
    Continue to the south area on B12, and stand still after entering the
    area. You should hear some footsteps and Eileen will walk up to you. Since
    you're not in the previous pathway, the game does the detect the fence in
    front of Eileen, and so she just walks right through it and meets up with
    you again. Mission Accomplished.
    
    By doing this glitch, you don't have to do the reminisces mini-puzzle, and
    therefore you don't need to pick up any of those four items. Just continue
    on to the Wheel Chair room down to Bar Southfield and move on.
    
    ____ _ ___  _ __  _____
    
    Silent Hill 2 Reference
    _ ____    _ _   ___ ___
    
    After completing the Building World, you'll be able to see a short Silent
    Hill 2 reference in the washroom of Room 302. When you check the toilet,
    Henry notices something in there, and you'll be asked if you want to check
    it out. Even if you select "Yes", Henry will wimp out, just like Heather
    in Silent Hill 3, and so James is still the man in the world of Silent
    Hill.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    18.                  P O R T A L  L O C A T I O N S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    PORTAL LOCATIONS..................................................[SH4_18]
    
    Throughout the game, you'll find several holes in walls that serve as
    portals to Henry's apartment, and they work to the equivalent of save
    points in the previous entries in the series, since they allow you to
    return to your apartment where the only save point is. Each world has its
    owns portals, except for Outside Room 302, since it's the real world, and
    you can just enter Room 302 through its front door.
    
    The portals found through the game are large red crests with a large hole
    at the center of them. The crest is the Halo of the Suns crest from Silent
    Hill 3, although the center is cut out as the hole and therefore it may be
    hard to recognize the crest. The following are the locations of every
    portal in the game:
    
    Subway World
    __  _ ___ __
    
    -On the wall in the women's washroom in the second corridor on B1
    -On the wall in the southwest maintenance room on the Lynch Street Line
     platform, B3
    -On the far west wall on the King Street Line platform, B4
    
    Forest World
    _  _ ___   _
    
    -On the west wall in the second pathway starting from the northeast path
    -On the north wall in the Wish House compound at the center of the forest
    -On the rock wall in the northwest end path on the waterfront
    -On the south wall in the second path in the southwest pathway
    -On the wall in the southeast end pathway, up the steps
    
    Water Prison World
    ___   _ ____   _ _
    
    -On the south wall in the passage room to the south of the cellblock on 1F
    -On the south wall in the waterwheel basement room, B1
    
    Building World
    __   _ ____  _
    
    -On the wall where you start in the north hallway of B1
    -On the wall in Albert's Sporting Goods, B5
    -On the wall by the pool table in Bar Southfield on B15
    
    Apartment World
    _  ____  _ ____
    
    -On the northwest wall in Room 301, 3F
    -On the west wall in the lobby, 1F
    
    Hospital World
    __  ____  _ __
    
    -On the wall in the washroom, 1F
    
    Subway World 2nd time
    __  _ ____  _ ___ ___
    
    -On the wall in the women's washroom in the second corridor on B1
    -On the wall in the southwest maintenance room on the Lynch Street Line
     platform, B3
    -On the far west wall on the King Street Line platform, B4
    
    -On the hanging wall in the spiral staircase under the Subway World
    
    Forest World 2nd time
    _    _ _____  _ _____
    
    -On the west wall in the second pathway starting from the northeast path
    -On the north wall in the Wish House compound at the center of the forest
    -On the rock wall in the northwest end path on the waterfront
    -On the south wall in the second path in the southwest pathway
    -On the wall in the southeast end pathway, up the steps
    
    -On the hanging wall in the spiral staircase under the Forest World
    
    Water Prison World 2nd time
    _____  _    _ _____   _   _
    
    -On the wall inside the circular room with the elevator on the roof, RF
    -On the south wall in the passage room to the south of the cellblock on 1F
    -On the south wall in the waterwheel basement room, B1
    
    -On the hanging wall in the spiral staircase under the Water Prison World
    
    Building World 2nd time
    _____    __ _____  _ __
    
    -On the east wall in the empty lot where you start, B10
    -On the wall where you start in the north hallway of B1
    -On the wall in Albert's Sporting Goods, B5
    -On the wall by the pool table in Bar Southfield on B15
    
    -On the hanging wall in the spiral staircase under the Building World
    -Inside the washroom of Room 302 of the Past, just before Outside Room 302
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    19.                            M E M O S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    MEMOS.............................................................[SH4_19]
    
    Within this section there are the locations and content of all 52 memos
    found in the game, plus all the minor notes found as well. The contents
    order for the Memos takes the order of the memos in the Scrapbook menu in
    the game. For the original order, refer to the walkthrough.
    
    ____  ___   _ ___
    
    Table of Contents
    __ _ ___  __ ____
    
    Memos
    __ __
    
    First Letter
    Book Scrap
    Jasper's Memo Pad
    Holy Scripture Scrap
    Exploration Memo
    Guard's Diary
    Waterwheel Room Plate Message
    Prison Diary
    1F Surveillance Room Report
    2F Surveillance Room Report
    Secret Number Memo
    Bartender's Memo
    Superintendent's Memo
    Mike's Diary
    Joseph's Article
    Superintendent's Diary (Umbilical Cord)
    Mike's Love Letter
    Nurse's Memo
    Kid's Letter
    Jasper's Burned Memo
    Wheelchair Doll Text
    Descent of the Holy Mother - The 21 Sacraments
    Note from the Bloody Prisoner's Shirt
    Reminisces
    Later Bartender's Memo
    Superintendent's Diary (Man with the Coat)
    Crimson Tome
    Old Picture Book
    Red Diary - April 4
    Red Diary - April 8
    Red Diary - May 2
    Red Diary - May 14
    Red Diary - May 20
    Red Diary Scrap
    Red Diary Scrap (cont.)
    Red Diary - June 11
    Red DIary - June 14
    Red Diary - July 13
    Red Diary - July 17
    Red Diary - July 18
    Red Diary - July 20
    Red Diary - July 23
    Red Diary - July 25
    Red Diary - July 28
    Red Diary - July 29
    Red Diary - August 2
    Red Diary - August 3
    Red Diary - August 4
    Red Diary - August 5
    Red Diary - August 7
    Red Diary - ??/??
    Joseph's Letter
    
    Notes
    _ _ _
    
    The Baby and the Mother
    Front Door note
    Wall message
    Danger
    Jasper's note
    Wish House main entrance note
    Wish House compound note
    Forest Waterfront sign
    Note about cult
    Suicide note
    Being Watched note
    Pants note
    Picking nose graffiti
    Prison diary
    Clothes graffiti
    In trouble note
    Hide note
    Sleeping note
    The Answer
    Mike's love letter
    Room 105 plate
    Rachael's note
    107 portrait
    206 portrait
    202 portrait
    106 portrait
    204 portrait
    304 portrait
    102 portrait
    203 portrait
    207 portrait
    301 portrait
    101 portrait
    105 portrait
    205 portrait
    Walter's Universe
    Down
    Forest Flames
    Pet Store article
    Left Wall note
    Right Wall note
    The Ritual part 1
    The Ritual part 2
    
    
    m e m o s
    __ _ ______   _    _ ______  _ _   ________ __     _ ______  ____ _ ______
    
    --------------------------------------------------------------------------
    Title:    First Letter
    Location: On the ground at the foot of the front door in Room 302, before
              the Subway World.
    Context:
    
    Mom,
    Why doesn't u Wake up?
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Book Scrap
    Location: Slipped behind the bookshelf in the living room of Room 302
              before the Subway World.
    Context:
    
    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.)
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Jasper's Memo Pad
    Location: On the seat inside Jasper's car in the third pathway from the
              northeast in the Forest World.
    Context:
    
    I'm not sure what that nosy guy meant
    where he said:
    "His home is in 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."
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Holy Scripture Scrap
    Location: On the red carpet near the end door inside Wish House, Forest
              World.
    Context:
    
    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.
    Drom 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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Exploration Memo
    Location: Lying on the ground at the southeast of the 1F cellblock hallway
              in the Water Prison World.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Guard's Diary
    Location: Pinned on the wall to the right of the portal in the passageway
              room at the south of 1F, Water Prison World.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Waterwheel Room Plate Message
    Location: On the sign by the northwest tip of the waterwheel wall edge in
              the B2 waterwheel room, Water Prison World.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Prison Diary
    Location: On the nightstand in the lower east cell in the 3F cellblock,
              Water Prison World.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    1F Surveillance Room Report
    Location: On the desk in the 1F surveillance room, Water Prison World.
    Context:
    
    [Easy/Normal Difficulty]
    
    This place continues to deteriorate.
    The doors to a number of cells no longer
    open. As a result, the kids inside can no
    longer go outside. But the less they
    know about that, the better.
    
    I can't open the doors, but from this
    room, I can watch them get more and
    more emaciated each day. With no food
    and never showering themselves, they
    turn into smelly little grey lumps in
    there.
    
    Following the suggestion of an engineer,
    we've disposed of the corpses by
    digging a hole below the cells. Since each
    floor of this building can be rotated
    independently, we can dispose of the
    bodies without the others noticing by
    aligning each cell with a body in it
    vertically.
    
    P.S.
    Chief,
    I bet you're just dying to see the
    interrogation room behind the kitchen.
    I understand your feelings, but have
    you noticed?
    
    There are three rooms with bloody
    beds. One is on the 1st floor, one is on
    the 2nd floor, and one is on the
    3rd floor. If you line those three rooms
    up, then it's "bingo."
    
    [Hard Difficulty]
    
    I'm sleepy...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    2F Surveillance Room Report
    Location: On the desk in the 2F surveillance room, Water Prison World.
    Context:
    
    [Easy/Normal Difficulty]
    
    To keep a close eye on the kids,
    it's important to keep the cells well lit.
    The lights on the 3rd floor were
    originally bought as searchlights.
    
    As a precaution against a blackout,
    they were set up to run on a private
    generator. There's a hydroelectric
    generator in the basement. To light up
    the 1st and 2nd floors, use the corpse
    disposal chutes.
    
    Since each floor of this building can be
    rotated, you can light up any of the
    cells by matching up the holes.
    Repeating this periodically is an
    effective way to keep the kids fearful
    and well-behaved.
    
    P.S.
    Chief, if you turn the handle in the
    middle of this room, you can easily
    rotate the cells. You can't rotate the 1st
    floor, so align the 2nd and 3rd floors
    with the 1st floor cell that has the
    blood-stained bed.
    
    By the way, if you use the peephole in
    this room, it's easy to make sure you're
    doing it right. Give it a try.
    Also, please don't forget to open the
    sluice gate on the roof.
    Much appreciated, Chief!
    
    [Hard Difficulty]
    
    I want to go home.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Secret Number Memo
    Location: Pinned on the wall in the 3F surveillance room, Water Prison
              World.
    Context:
    
    The Secret Number for getting through
    the door in back of the kitchen this
    month is "0302."
    Thanks for your cooperation.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Bartender's Memo
    Location: On the bar in Bar Southfield on B15, Building World.
    Context:
    
    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?
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Superintendent's Memo
    Location: Slipped under Henry's front door in Room 302 in a peephole
              cutscene after the Water Prison World.
    Context:
    
    (It's stained with blood and
    can't be read.)
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Mike's Diary
    Location: On the table in the living room of Room 301 3F, Apartment World.
    Context:
    
    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 come 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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Joseph's Article
    Location: On the table in the open hallway room inside Room 301 3F,
              Apartment World.
    Context:
    
    Teaching Despair: "Wish House"
    
    "Wish House," an orphanage on
    the outskirts of Silent Hill. But
    behind its false image is a place
    where children are kidnapped
    and brainwashed.
    
    Wish House is managed by the
    "Silent Hill Smile Support Society,"
    a charity organization sometimes
    called "4S."
    It's true that 4S is a well-respected
    charity that "takes in poor children
    without homes and raises them with
    hope."
    
    But at its heart, it is a heathen
    organization that teaches its own
    warped dogma in lieu of good
    religious values.
    
    Mr. Smith (temp), who lives near
    "Wish House," had this to say:
    "Sometimes at night I can hear their
    weird prayers and the sounds of
    [children] crying. I went there to
    complain one time, but they ran me
    right out. Since then, it hasn't changed
    a bit."
    
    In fact, this reporter was refused
    admission when he attempted to
    take photographs in the facility.
    What exactly do the folks at
    "Wish House" have to hide?
    
    During my investigations, I was
    able to discover, however, a
    suspicious-looking round concrete
    tower which appears to be part of
    their facilities.
    
    Unfortunately no one was willing
    to tell us what the tower was used
    for. But it seems unlikely that it has
    anything to do with the business of
    raising orphans. It may in fact be a
    prison, or a secret place of worship.
    
    The cult religion that operates
    "Wish House" is known by the
    locals simply as "The Order."
    
    It's a religion that is deeply interwoven
    with Silent Hill's history.
    But its worshippers' fervent belief
    that they are among the elite "chosen
    people" has a dark and dangerous side.
    
    I intend to continue my
    investigation of "Wish House"
    and the cult behind it.
    I've always believed that "telling
    the whole truth" and showing the
    children the true path, is our most
    important duty.
    
    Joseph Schreiber
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Superintendent's Diary (Umbilical Cord)
    Location: On the nightstand in the bedroom of Room 105 1F, Apartment
              World.
    Context:
    
    The red box seems even stranger today.
    It's giving off a terrible smell.
    It's disgusting, but I just can't throw it
    away.
    
    It must have been around 30 years ago.
    That young couple was living in
    the apartment, but one day they just
    suddenly disappeared.
    Ran off just like thieves in the night.
    
    I don't know why. It must have been
    money troubles, or maybe they got
    themselves into some kind of danger.
    The problem came after that. They left
    their newborn baby when they took off.
    I even found the umbilical cord.
    
    I called the ambulance right away and
    I heard the baby survived, but I don't
    know what happened to him.
    Although a few years later, I often
    saw a young kid hanging around the
    apartment.
    
    One day he just stopped coming by.
    But now that I think of it, I'll bet he
    was that abandoned baby.
    
    It's a horrbile 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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Mike's Love Letter
    Location: One of the three pieces of Torn Red Paper slipped under the door
              of Room 302 3F by Henry in the Apartment World; can be found and
              read at the front door inside Henry's apartment after this is
              done.
    Context:
    
    [letter is bloody and hard to read]
    
    Rachael...
    ...love you...always
    watching...window...
    ...protect you...ith love,
    Mike
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Nurse's Memo
    Location: On the desk in the Reception 1F, Hospital World.
    Context:
    
    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...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Kid's Letter
    Location: Slipped under the front door of Room 302 at the beginning of the
              Subway World 2nd time.
    Context:
    
    Mommy, I'll giv you this so pleez
    wake up soon.
    It's inside my toy train.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Jasper's Burned Memo
    Location: On the ground amoung the wreckage of Wish House at the center of
              the Forest World 2nd time.
    Context:
    
    Something's here but nothing's here.
    I feel something from the well.
    Something's missing.
    Aaaaaaaahhhh!!!!!
    It has begun!!!
    
    Jasper
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Wheelchair Doll Text
    Location: On the doll sitting in the wheelchair on top of the Wish House
              wreckage at the center of the Forest World 2nd time.
    Context:
    
    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...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Decent of the Holy Mother - The 21 Sacraments
    Location: On the altar in the small room under Wish House, after moving
              the wheelchair doll above, Forest World 2nd time.
    Context:
    
    "The Descent of the Holy Mother
    -- The 21 Sacraments"
    
    The First Sign
    And God said,
    At the time of fullness, cleanse the
    world with my rage.
    Gather forth the White Oil, the Black
    Cup and the Blood of the Ten Sinners.
    Prepare for the Ritual of the Holy
    Assumption.
    
    The Second Sign
    And God said,
    Offer the Blood of the Ten Siners and
    the White Oil.
    
    Be then released from the bonds of the
    flesh, and gain the Power of Heaven.
    From the Darkness and Void, bring
    forth Gloom,
    and gird thyself with Despair for the
    Giver of Wisdom.
    
    The Third Sign
    And God said,
    Return to the Source through sin's
    Temptation.
    Under the Watchful eye of the demon,
    wander alone in the formless Chaos.
    Only then will the Four Atonements
    be in alignment.
    
    The Last Sign
    And God said, separate from the flesh
    too, she who is the Mother Reborn and
    he who is the Receiver of Wisdom.
    If this be done, by the Mystery of
    the 21 Sacraments, the Mother shall be
    reborn and the Nation of Sin shall be
    redeemed.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Note from the Bloody Prisoner's Shirt
    Location: Revealed written in wax on the back of the Prisoner's Shirt
              found in the Water Prison World 2nd time, after it's dipped in
              the blood in Room 302's bathtub.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Reminisces
    Location: On the pavement of the B10 entrance lot, a few feet in front of
              the entrance door to the Building World 2nd time.
    Context:
    
    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...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Later Bartender's Memo
    Location: Sitting on the bar in Bar Southfield B10, Building World 2nd
              time.
    Context:
    
    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...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Superintendent's Diary (Man with the Coat)
    Location: On the floor tiles in front of the door marked "302" at the
              bottom of the spiral staircase after the Building World 2nd
              time.
    Context:
    
    I had that weird dream today.
    The one with the man with the long hair
    and coat. He was crying and looking for
    his mother again.
    
    I saw that man with the coat 10 years
    ago at this apartment.
    He was going up the stairs, carrying a
    heavy tool, an old-looking bowl and a
    bag that was dripping blood.
    
    I never saw him again after that.
    But a few days later, the neighbors
    complained that they heard strange
    noises coming from the supposedly
    empty Room 302.
    
    So I took a look around Room 302 and
    found signs that someone had been in
    there, but nothing odd other than that.
    But that's when it all started.
    I still hear strange noises coming from
    the window of Room 302.
    
    Sunderland
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Crimson Tome
    Location: On the coffee table in Room 302 of the Past, after the Building
              World 2nd time.
    Context:
    
    "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.
    
    There that be called the "21 Sacraments"
    be not sacramental one whit.
    The "21 Sacraments" be naught but the
    21 Heresies.
    
    To give birth to a realm of wickedness
    within the blessed realm of our Lord be
    blasphemy and the work of the Devil.
    
    If thou would stop the Descent of the
    Devil, you must bury part of the
    Conjurer's mother's flesh within the
    Conjurer's true body.
    
    Thou must also pierce the Conjurer's
    flesh with the 8 spears of "Void,"
    "Darkness," "Gloom," "Despair,"
    "Temptation," "Source,"
    "Watchfulness" and "Chaos."
    Do so and the Conjurer's unholy flesh
    will become that which once it was,
    by the grace of our Lord.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Old Picture Book
    Location: On the coffee table in Room 302 of the Past, after the Building
              World 2nd time.
    Context:
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - April 4
    Location: On the ground by the front door of Room 302, during the Water
              Prison World.
    Context:
    
    Lately I've been feeling like
    my life is in serious danger.
    I've been through a lot in my life,
    but I've never felt this kind of pure,
    animal fear.
    
    In case something happens to me, I've
    decided to write down what I've learned
    for whoever you are that's living in the
    apartment now.
    
    I've been investigating the mass murder
    that took place 7 years ago in which 10
    people were killed in 10 ten days.
    They were killed in a variety of ways,
    but the one thing they had in common
    was that each corpse had the following
    numbers, in order of their deaths,
    carved into them:
    
    01121, 02121, 03121,
    04121, 05121, 06121,
    07121, 08121, 09121,
    10121 ... The name of their killer...
    it was carved in as well...
    
    His name was...Walter Sullivan.
    
    April 4
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - April 8
    Location: At the foot of the front door of Room 302, after completing the
              Subway World.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - May 2
    Location: At the foot of the front door of Henry's apartment during the
              Apartment World.
    Context:
    
    I figured out the riddle behind
    the numbers.
    "01121" is actually "01/21."
    In other words, 1 out of 21.
    So Walter was planning on killing
    21 people...?
    But he never finished the job.
    
    He was convicted for the murders of
    Billy and Miriam Locane, the 7th and
    8th victims. Afterwards, he committed
    suicide in his jail cell.
    
    The grisly mass murder of 10 people
    shocked the world and came to be
    known as the "Walter Sullivan Case."
    
    There are two big puzzles here.
    The first is: What was the motive
    for the murders?
    The second is: Why did he kill himself
    before completing his task?
    Was he simply insane...?
    
    May 2
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - May 14
    Location: One of the two pieces of Red Paper slipped under the door of
              Room 302 3F by Henry in the Apartment World; can be found and
              read at the front door inside Henry's apartment after this is
              done.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - May 20
    Location: One of the two pieces of Red Paper slipped under the door of
              Room 302 3F by Henry in the Apartment World; can be found and
              read at the front door inside Henry's apartment after this is
              done.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary Scrap
    Location: One of the three pieces of Torn Red Paper slipped under the door
              of Room 302 3F by Henry in the Apartment World; can be found and
              read at the front door inside Henry's apartment after this is
              done.
    Context:
    
    I lost the key to Eileen Galvin's room.
    I've gotta find it and bring it back.
    Let me think... The last place I saw it
    was...
    
    (It's ripped here and
    the rest can't be read.)
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary Scrap (cont.)
    Location: One of the three pieces of Torn Red Paper slipped under the door
              of Room 302 3F by Henry in the Apartment World; can be found and
              read at the front door inside Henry's apartment after this is
              done.
    Context:
    
    Oh yeah, I had a really wicked headache
    that day and just collapsed on the bed.
    Maybe if I look near the bed in my
    room -302's bedroom- I'll find it.
    I get headaches every day now.
    It's terrible.
    What am I going to do?
    
    May 22
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - June 11
    Location: Stuck behind the bookshelf in Henry's apartment at the beginning
              of the Subway World 2nd time.
    Context:
    
    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 copy
    cat and are proceeding on that basis.
    But they haven't made any progress and
    recently discovered victim number 13.
    This corpse also had their heart intact.
    The police still haven't even identified
    a suspect.
    
    I've got a working hypothesis.
    Very few people knew the details of the
    original crimes and would be able to
    copy Sullivan's MO so precisely.
    
    First I'll head to Silent Hill...
    To the graveyard near that beautiful
    little lake.
    Maybe I'll find the answer there.
    
    June 11
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - June 14
    Location: Stuck behind the bookshelf in Henry's apartment at the beginning
              of the Subway World 2nd time.
    Context:
    
    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 can't be 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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 13
    Location: At the front door of Henry's apartment after completing the
              Apartment World.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 17
    Location: At the front door of Henry's apartment during the Subway World
              2nd time.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 18
    Location: At the foot of the front door of Henry's apartment at the
              beginning of the Forest World 2nd time.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 20
    Location: Under the front door of Henry's apartment after finding Eileen
              in the Hospital World and trying to return to your apartment
              with her.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 23
    Location: On the ground by the front door of Room 302, after completing
              the Water Prison World.
    Context:
    
    I found something that's extremely
    effective against the ghosts.
    It saved my life.
    
    It was stuck into the huge rock in this
    woods near the orphange.
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 25
    Location: Slipped under the front door of Room 302 at the beginning of the
              Subway World 2nd time.
    Context:
    
    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 enery when it's worn
    (equipped).
    I'm starting to gain some hope.
    
    July 25
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 28
    Location: Slipped under Room 302's front door during the Water Prison
              World 2nd time.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - July 29
    Location: Slipped under the front door of Henry's apartment during the
              Building World 2nd time.
    Context:
    
    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 become even
    deeper.
    
    Walter became preoccuppied with one
    particular tract from the cult's "Bible."
    "The Descent of the Holy Mother
    -- The 21 Sacraments"
    "By the 21 Sacraments, the Holy Mother
    shall appear in the countries of the world
    and shall bring salvation to the sinful ones."
    
    After Walter left Wish House, he
    moved to Pleasant River, a town
    neighboring Silent Hill. For a while, he
    lived the life of a normal student, but he
    was still filled with bitterness and
    resentment towards the rest of the
    world.
    Several years later, he launched his plan
    there. The 21 murders...
    
    July 29
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - August 2
    Location: One of the several Red Diaries in the bedroom of Room 302 of the
              Past.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - August 3
    Location: One of the several Red Diaries in the bedroom of Room 302 of the
              Past.
    Context:
    
    I can't break down the wall.
    
    August 3 -Joseph
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - August 4
    Location: One of the several Red Diaries in the bedroom of Room 302 of the
              Past.
    Context:
    
    When the bell rings, Eileen=mother's
    body, blood.
    
    August 4 -Joseph
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary - August 5
    Location: One of the several Red Diaries in the bedroom of Room 302 of the
              Past.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    
    --------------------------------------------------------------------------
    Title:    Red Diary - August 7
    Location: Slipped under Room 302's front door after the Building World 2nd
              time.
    Context:
    
    No. 1...Ten heart...
    No. 2...Ten...
    No. 3...Ten hearts...
    No. 4...Ten hearts  Steve Garl...
    No. 5...Ten...
    No. 6...Ten heart...
    No. 7...Ten hearts  Billy Locane
    No. 8...Ten hearts  Miriam Locane
    
    No. 9...Ten hearts...
    No. 10...Ten...
    No. 11...Assumption  Walter Sullivan
    No. 12...Void...
    No. 13...Darkness...
    No. 14...Gloom...
    No. 15...Despair  Joseph Schreiber
    
    No. 16...Temptation  Cynthia Velasquez
    No. 17...Source  Jasper Gein
    No. 18...Watchfulness  Andrew DeSalvo
    No. 19...Chaos  Richard Braintree
    No. 20...Mother  Eileen Galvin
    No. 21...Wisdom  Henry Townshend
    
    August 7
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Red Diary -- ??/??
    Location: Stuck behind the bookshelf in Henry's apartment at the beginning
              of the Subway World 2nd time.
    Context:
    
    How long has it been since I left this
    room? I can't tell if it's been days or
    hours...
    
    But during that time, they've found
    the body of "14/21."
    I've been having hallucinations lately.
    I think I'm losing my mind.
    
    (No date written.)
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Joseph's Letter
    Location: On the box on the ground in the laundry room in Room 302, before
              going to the final battle area in the Outside Room 302 section
              of the game.
    Context:
    
    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
    --------------------------------------------------------------------------
    
    
    n o t e s
    __ _ ______   _    _ ______  _ _   ________ __     _ ______  ____ _ ______
    
    --------------------------------------------------------------------------
    Title:    The Baby and the Mother
    Location: On the coffee table in the living room of the possessed version
              of Room 302 at the very beginning of the game
    Context:
    
    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.
    
    (It's ripped here and
    can't be read anymore.)
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Front Door note
    Location: Written in red on the inside of the front door to Room 302.
    Context:
    
    Don't go out!!
    Walter
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Wall message
    Location: Low on the wall after moving the cabinet in Room 302 after first
              returning from the Subway World.
    Context:
    
    The faint hope I had is slowly changing
    to despair.
    
    I've somehow managed to tunnel this
    far, but no matter what I do, I can't get
    any farther.
    
    The hallway, the windows, the walls...
    
    It feels like this room is stuck
    in another dimension.
    
    Eileen never noticed...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Danger
    Location: On the wall beside the double doors in the second pathway from
              the northeast in the Forest World.
    Context:
    
    Danger. Do Not Enter.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Jasper's note
    Location: On the seat inside Jasper's car in the third pathway from the
              northeast in the Forest World.
    Context:
    
    It's been a while since I came here to
    Silent Hill. Maybe I'll meet the Devil
    this time.
    
    But whenever I come to a cool place
    like Silent Hill, I always get real
    thirsty.
    
    Jasper Gein
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Wish House main entrance note
    Location: Written on the sign and on the entrance double doors to the Wish
              House compound from the northeast pathway, as well as on the
              sign near the front door of Wish House in the compound, Forest
              World.
    Context:
    
    Silent Hill Smile Support Society
    "Wish House"
    --------------------------------------------------------------------------
    
    
    --------------------------------------------------------------------------
    Title:    Wish House compound note
    Location: Written on the sign on the left wall at the northeast entrance
              of the Wish House compound, inside the compound, Forest World.
    Context:
    
    The Outside is filled with dangerous
    things.
    
    If someone goes Outside without an
    adult's permission, the Master is sad.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Forest Waterfront sign
    Location: The sign standing on the waterfront of Toluca Lake in the
              northwest end pathway of the Forest World.
    Context:
    
    Toluca Lake
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Note about cult
    Location: On the floor by the tipped bookshelf, inside Wish House, Forest
              World.
    Context:
    
    Have you found Alessa yet?
    How is Walter's progress coming
    along?
    
    Send me a report.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Suicide note
    Location: On the bed by the noose hanging from above, in the upper west
              cell in the 1F cellblock, Water Prison World.
    
    Context:
    
    I'm sick of being watched.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Being Watched
    Location: Written in red on the left wall in the upper east cell in the 1F
              cellblock, Water Prison World
    Context:
    
    I'm being watched
    from the middle room.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Pants note
    Location: Pinned on the left wall in the southeast cell in the 2F
              cellblock, Water Prison World.
    Context:
    
    I peed in my pants. I gotta wash
    them so nobody finds out.
    
    Oh, I just saw a shadow.
    I think someone saw me.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Picking nose graffiti
    Location: Written in black on the left wall in the northwest cell in the
              2F cellblock, Water Prison World.
    Context:
    
    Picking my nose a lot
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Prison diary
    Location: On the nightstand in the northwest cell in the 2F cellblock,
              Water Prison World.
    Context:
    
    I've been watching the surveillance
    room's peephole the whole time,
    and sometimes he's there.
    
    I can tell 'cause I see a shadow move or
    hear his footsteps.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Clothes graffiti
    Location: Written on the left wall in the southeast cell in the 3F
              cellblock, Water Prison World.
    Context:
    
    I got no clothes on.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    In trouble note
    Location: On the bed in the lower east cell in the 3F cellblock, Water
              Prison World.
    Context:
    
    I'm in trouble. I stood in front
    of the surveillance room and yelled as
    loud as I could, but nobody came out.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Hide note
    Location: Written in red on the left wall in the northeast cell in the 3F
              cellblock, Water Prison World.
    Context:
    
    I wanna hide. But I can't hide.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Sleeping note
    Location: On the nightstand beside the bed with clothes on it, in the
              northwest cell in the 3F cellblock, Water Prison World.
    Context:
    
    Now it will look like I'm sleeping.
    
    Huh? Were those footsteps?
    I wonder if they saw me.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    The Answer
    Location: Written in black on the left wall in the southwest cell in the
              3F cellblock, Water Prison World.
    Context:
    
    I'm a boy genius, and I figured out the
    answer to the surveillance room puzzle.
    
    It's light and water!
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Mike's love letter
    Location: Inside the locker of Room 106 in the 1F lobby, after using the
              Locker Key #106, Apartment World.
    Context:
    
    I love you, Rachael... -Mike...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Room 105 plate
    Location: On the wall by the door to Room 105 1F, Apartment World.
    Context:
    
    Superintendent's Room
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Rachael's note
    Location: On the stand beside the telephone in the bedroom of Room 106 1F,
              Apartment World.
    Context:
    
    My darling's number
    
    [a bunch of numbers are listed]
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    107 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a young man]
    
    107
    
    He listens to great music.
    
    But I feel sorry for him, having
    to live under Braintree.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    206 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of two adults and a lot of children] 
    
    206
    
    How can they even sleep with so
    many noisy kids?
    
    Besides that, they have to live next
    to Braintree.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    202 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a man holding a brush]
    
    202
    
    Self-portrait
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    106 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a nurse]
    
    106
    
    My beautiful darling.
    Lately she's been bothered by a stalker.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    204 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a plump woman]
    
    204
    
    She's always eating something.
    
    But I wish my girlfriend liked to cook
    like her.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    304 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of an old couple]
    
    304
    
    A nice, sweet old couple.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    102 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a woman holding a cat]
    
    102
    
    She loves cats too much and missed
    her chance to get married.
    
    A kind of felt sorry for her while she
    was mourning for one of her dead cats.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    203 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a man drinking alcohol]
    
    203
    
    He's so noisy. I wish he would stop all
    that drinking and fighting.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    207 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of Richard Braintree]
    
    207
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    301 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a man holding a porno magazine]
    
    301
    
    That perverted stalker...
    He got what he deserved!
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    101 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a man with a gun]
    
    101
    
    A gun maniac, he's always coughing
    from his cat allergy.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    105 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of the superintendent]
    
    105
    
    Sunderland, the superintendent.
    
    The super mistakenly thought that
    Mike was Rachael's lover.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    205 portrait
    Location: Sitting around the room inside Room 202 2F, Apartment World.
    Context:
    
    [painting of a man playing videogames]
    
    205
    
    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.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Walter's Universe
    Location: Written on the wall in the laundry room of Henry's apartment
              after using the Succubus Talisman, after the Apartment World.
    Context:
    
    After he did the Ritual of the Holy
    Assumption,
    
    other worlds began to force their way
    into his universe and it began to swell
    horribly.
    
    But his universe is different than ours
    -- it has limits.
    
    And in the limits of that universe,
    he rules as a king.
    
    And in the deepest part of his kingdom
    is his Mother.
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Down
    Location: Written beside the door at the end of the stairs accessed from
              the elevator shaft in the Hospital World.
    Context:
    
    Ever downward
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Forest Flames
    Location: Written on the Torch and all the fixed sticks with fire at the
              head of them, Forest World 2nd time.
    Context:
    
    Holy Flame
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Pet Store article
    Location: On the ground just outside the northwest entrance door to the
              Pet Shop on B7, Building World 2nd time.
    Context:
    
    According to the Ashfield police, on...
    
    at approximately 8:30 in the
    evening, witnesses near the pet store,
    Garland's,
    
    reported the sound of multiple
    gunshots, possibly from an automatic
    weapon.
    
    By the time the police arrived, the
    perpetrator had already fled and the
    shop owner, Steve Garland,
    
    was found dead with a probable
    submachine gunshot wound to
    the head.
    
    All of the store's animals were brutally
    slaughtered and the store left in extreme
    disarray.
    
    In addition, inside sources say that
    Garland's heart had been removed,
    
    and on his back 5 number were carved
    ............
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Left Wall note
    Location: Written in red on the left side wall at the end of the hall,
              inside Room 302 of the Past
    Context:
    
    The gate to Hell
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    Right Wall note
    Location: Written in red on the right side wall at the end of the hall,
              inside Room 302 of the Past
    Context:
    
    Why must I destroy this wall...?
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    The Ritual part 1
    Location: Seven notes are spread around on the fences in Room 201 2F,
              before picking up the Umbilical Cord, Outside Room 302, to make
              up a single note, really.
    Context:
    
    [each line is one note around the room]
    
    It's starting...
    
    Soon...
    
    Very soon now...
    
    Any time now...
    
    Soon it will begin...
    
    Soon, soon!
    
    The ritual... The ritual...
    --------------------------------------------------------------------------
    
    --------------------------------------------------------------------------
    Title:    The Ritual part 2
    Location: Seven notes are spread around on the fences in Room 201 2F,
              after picking up the Umbilical Cord, Outside Room 302, to make
              up a single note, really.
    Context:
    
    [each line is one note around the room]
    
    The Show is about to begin!
    
    It has begun...
    
    It has...begun...
    
    It has commenced!
    
    It's here!!!
    
    It's finally begun.
    
    The time has finally come!
    --------------------------------------------------------------------------
    
    
                      M  I  S  C  E  L  L  A  N  E  O  U  S
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    20.                      V I C T I M  F I L E S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    VICTIM FILES......................................................[SH4_20]
    
    This section contains the Walter Sullivan Victim Files for the 21
    Sacraments, originally found on Silent Hill 4's web site. Some of the
    content has been edited and chaged to make more sense. These victim files
    contain major spoilers about the plot of Silent Hill 4, and if you have
    not beaten the game yet, I suggest you don't read this section.
    
    Victim: 01/21 - Jimmy Stone
    Occupation: Priest of Valtiel
    Sex/Feature: Middle aged white male, muscular
    Height/Weight: 190 cm, 85 kg
    Hobby: Playing darts
    Other: Nicknamed "Red Devil"
    Theme of Murder: Ten hearts
    Method of Murder: Shot in the back of the head with a gun
    Murder Location: First floor in the Wish House in Silent Hill
    Item Left Behind: Shred of scripture
    
    Jimmy Stone created and became a priest of the Valtiel sect to
    mediate between the Holy Mother sect and Saint Ladles sect. The
    Valtiel sect is closer to the God and their ethics are to worship
    Valtiel which also means acting as executioners. Jimmy was killed
    with a gun and his body was found in Wish House which was managed
    by the Holy Mother sect. Ironically, his right-hand man, George
    Rosten's body was found in Wish House as well.
    
    
    Victim: 02/21 - Bobby Randolph
    Occupation: High School student
    Sex/Feature: Husky black male (aged 18 at time of death 10 years ago)
    Height/Weight: 180 cm, 140 kg
    Hobby: Likes ghosts/paranormal/horror/scary stuff
    Other: Hanging out with fellow hobbyists Sein and Jasper
    Theme of Murder: Ten hearts
    Method of Murder: Killed by strangulation
    Murder Location: Pleasant River University campus
    Item Left Behind: Book about occult/paranormal stuff
    
    Bobby was a student and horror fanatic who used to hang out with
    Sein and Jasper. On the day he was killed he said he was going
    to look for a devil. In fact, a book shout occult and paranormal
    subjects was found by his side. Sein Martin was killed at the
    same location as Bobby and both of them were murdered by being
    strangled to death.
    
    
    Victim: 03/21 - Sein Martin
    Occupation: High School student
    Sex/Feature: Thin white male (aged 18 at time of death 10 years ago)
    Height/Weight: 184 cm, 65 kg
    Hobby: Loves paranormal/scary/horror stuff
    Other: Hanging out with fellow hobbyists Bobby and Jasper
    Theme of Murder: Ten hearts
    Method of Murder: Killed by strangulation
    Murder Location: Pleasant River University campus
    Item Left Behind: Camera
    
    Sein liked to hang out with Bobby and Jasper, who shared his
    interests in the paranormal. They seemed to be fascinated by
    Silent Hill and its eerie atmosphere. One day they overheard a
    conversation about someone being compared to the "Holy Mother"
    but who could also be a devil from a church in Silent Hill. They
    heard them say this person was now at Pleasant River University.
    Sein and his friends could not hold back their curiosity and
    decided to sneak into the university.
    
    
    Victim: 04/21 - Steve Garland
    Occupation: Manager of a pet shop called "Garland's"
    Sex/Feature: Middle aged white male, muscular
    Height/Weight: 180 cm, 80 kg
    Hobby: Walking dogs
    Other: Easily angry with peple, kind to animals
    Theme of Murder: Ten hearts
    Method of Murder: Shot by submachine gun over entire body except chest
    Murder Location: Inside own pet shop, "Garland's", in Ashfield
    Item Left Behind: Small shovel
    
    There was something Steve, a pet shop owner, couldn't forget. It
    was 26 years ago. A boy who came to his shop happened to drop an
    animal cage from a shelf and injured an important pet. Years
    later in the same shop, Steve was murdered with a submachine gun,
    his body filled with dozens of bullets. His heart was taken away,
    and a 5 digit number was carved into his neck. Bloody things
    happened twice in the pet shp "Garland's".
    
    
    Victim: 05/21 - Rick Albert
    Occupation: Manager of sports store, "Albert's Sports"
    Sex/Feature: Middle aged white male, small and muscular
    Height/Weight: 170 cm, 70 kg
    Hobby: Baseball, volleyball, golf
    Other: Gentle and kind, but strong
    Theme of Murder: Ten hearts
    Method of Murder: Hit by a golf club
    Murder Location: Warehouse of "Albert's Sports" in Ashfield
    Item Left Behind: Volleyball
    
    A volleyball was missing... Rick Albert, a delicate but avid
    sports man, was looking for a volleyball in his warehouse when a
    shop staff employee who was working part time rushed into the
    warehouse and excitedly told Rick that the owner of the pet shop
    was killed. He explained that the owner was shot by a submachine
    gun, his heart was taken away, and there was a crest carved on
    his back. Rick wondered how he knew so many details about the
    murder.
    
    
    Victim: 06/21 - George Rosten
    Occupation: Priest of Valtiel sect
    Sex/Feature: Middle aged white male, slender
    Height/Weight: 180 cm, 68 kg
    Hobby: Unknown
    Other: Working as a right-hand man for Jimmy Stone
    Theme of Murder: Ten hearts
    Method of Murder: Killed with an iron pipe
    Murder Location: Underground altar in Wish House, forest of Silent Hill
    Item Left Behind: Scripture on the sect
    
    George, the priest in charge of the Holy Mother sect, was the
    right-hand man of Jimmy Stone, who was also known as the "Red
    Devil." He devoted himself to raising a certain individual to
    become a skilled follower. He succeeded in having Valtiel sneaked
    into this person's unconsciousness to permit the 21 Sacraments to
    take place. But he could not control the person whom he raised,
    and the 21 Sacraments began to be performed in a way he didn't
    expect.
    
    
    Victim: 07/21 - Billy Locane
    Occupation: Elementary School student
    Sex/Feature: Adolescent white male
    Height/Weight: 138 cm, 45 kg
    Hobby: Baseball
    Other: Close relationship with younger sister, Miriam
    Theme of Murder: Ten hearts
    Method of Murder: Killed with an Axe
    Murder Location: In front of the Locane house in Silent Hill
    Item Left Behind: Shoe 
    
    Painters were painting Billy Locane's roof. The color was a vivid
    blue, a shade reminiscent of the Mediterranean sea. While Billy
    was playing with his ball, the sky grew cloudy and threatened to
    rain as a damp wind blew in. Billy's father came out to call him
    back inside the house and found that Billy was hiding in the
    bushes. He told Billy to come out, but Billy didn't move. As his
    father approached the bushes, he found Billy dead, slashed by an
    axe.
    
    
    Victim: 08/21 - Miriam Locane
    Occupation: Elementary School student
    Sex/Feature: Adolescent white female
    Height/Weight: 126 cm, 40 kg
    Hobby: Making cookies
    Other: Close relationship with older brother, Billy
    Theme of Murder: Ten hearts
    Method of Murder: Killed with an Axe
    Murder Location: In front of the Locane house in Silent Hill
    Item Left Behind: Hair
    
    While her father stood standing and staring at the dead body of
    his son, Billy, her panicked mother came out of the house and saw
    something even more horrible. Miriam's body was laying on the
    street. Miriam had been killed the same way as Billy, but
    Miriam's body had been even more brutalized, because all her
    mother could find was part of Miriam's body.
    
    
    Victim: 09/21 - William Gregory
    Occupation: Owner of Watch and Clock store
    Sex/Feature: Elderly white male
    Height/Weight: 168 cm, 65 kg
    Hobby: Fixing machines
    Other: Neat, punctual, obsessive work habits
    Theme of Murder: Ten hearts
    Method of Murder: Stabbed with a Screwdriver
    Murder Location: Workroom at his watch store in Ashfield
    Item Left Behind: Flat Screwdriver
    
    William Gregory was famous for his skills with clock and watch
    work. Despite his age, his skills were not at all rusty. 16 years
    ago a middle-aged man dressed in all black left him a broken
    watch. At the first sight, William realized that it was not a
    normal watch, but he didn't know why. That night, William had a
    strange dream. A basket that has volleyballs... a kitty that
    keeps weakly meowing... a feast and a birthday cake on a table...
    an upside down room... billard balls moving without people
    playing. It was as if the dream was trying to imply something.
    
    
    Victim: 10/21 - Eric Walsh
    Occupation: Bartender
    Sex/Feature: Young white male, slender
    Height/Weight: 175 cm, 65 kg
    Hobby: Driving, billiards
    Other: Calm, but his character changes when he's driving
    Theme of Murder: Ten hearts
    Method of Murder: Shot in the face with a Gun
    Murder Location: Living room of his house in Ashfield
    Item Left Behind: A billiard ball
    
    It was Eric the bartender's special day and things only seemed to
    get better due to the information given to him by a middle-aged
    customer. He said that the pet shop owner was brutally killed and
    the pet shop was trashed. As a result, the bar's owner decided to
    close early because the criminal was reported to still be at
    large, and Eric got to go home early. When he arrived home, a
    feast and cake were prepared on the table to celebrate his
    special day. Eric looked for his family, but it wasn't his family
    who were in the house.
    
    
    Victim: 11/21 - Walter Sullivan
    Occupation: Unknown
    Sex/Feature: Middle aged white male
    Height/Weight: 190 cm, 84 kg
    Hobby: Unknown
    Other: Unknowm
    Theme of Murder: Assumption
    Method of Murder: Suicide - used spoon to sever carotid artery
    Murder Location: Prison cell in Silent Hill
    Item Left Behind: Spoon
    
    Everything is unknown. Even the dead body has not been found
    so it may be inappropriate to call it John Doe, however, it is
    true that there is a victim. He is considered to be able to
    perform the "Assumption Ceremony" using a scripture, white
    chrism, obsidian goblet, and ten hearts. They said the one who
    can perform the assumption ceremony is the one who was raised by
    George Rosten. But all details are uncertain.
    
    
    Victim: 12/21 - Peter Walls
    Occupation: High School student
    Sex/Feature: Juvenile white male
    Height/Weight: 180 cm, 75 kg
    Hobby: Getting high with marijuana
    Other: Junkie. A coward without marijuana
    Theme of Murder: Void
    Method of Murder: Beaten to death
    Murder Location: Hotel room of South Ashfield in Ashfield
    Item Left Behind: Marijuana joint
    
    Peter was getting high in the alley across from South Ashfield
    street. There is a rumor that he bought marijuana from Toby
    Archbolt, the priest. There was an old ladder belonging to the
    hotel next to the alley. He just climbed up the ladder in front
    of his friends and all of a sudden he disappeared. Nobody saw him
    again until his body was found.
    
    
    Victim: 13/21 - Sharon Blake
    Occupation: Housewife
    Sex/Feature: Middle aged white female
    Height/Weight: 170 cm, 72 kg
    Hobby: Cleaning, washing clothes
    Other: Her family are members of the cult
    Theme of Murder: Darkness
    Method of Murder: Drowned
    Murder Location: Woods in Silent Hill
    Item Left Behind: Black hat
    
    Sharon knew the Silent Hill church was a fraud. She believed that
    the church had abducted and was keeping her family. She would
    often go to the church but wouldn't be allowed to see them. One
    day Sharon decided to go to the "Wish House" that she had heard
    about in the article about child abuse that had just been
    published. Worried about her family, she decided to go into the
    woods...
    
    
    Victim: 14/21 - Toby Archbolt
    Occupation: Priest of Holy Mother sect
    Sex/Feature: Middle aged black male
    Height/Weight: 180 cm, 78 kg
    Hobby: Gambling, sex
    Other: Likes underage girls
    Theme of Murder: Gloom
    Method of Murder: Pushed off a 100 meter high cliff
    Murder Location: Woods in Mexico
    Item Left Behind: Old picture book
    
    The Valtiel sect's influence began to dwindle after its two
    priests had been killed. Seeing opportunity, Toby Archbolt, a
    priest of the Holy Mother sect, began illegal dealings to
    increase his own sect's influence. One venture included starting
    a sightseeing business using the money he made through his shady
    ventures. After reopening Wish House for orphans, Toby was
    elected to city council for his contribution to the city and
    people.
    
    
    Victim: 15/21 - Joseph Schreiber
    Occupation: Journalist
    Sex/Feature: Middle aged white male
    Height/Weight: 185 cm, 87 kg
    Hobby: Reading and fishing
    Other: Very active and competent journalist
    Theme of Murder: Despair
    Method of Murder: Unknown
    Murder Location: Unknown
    Item Left Behind: Red doormat
    
    Also known as "J," the journalist who was interviewing and
    researching a cult infamous for the negative rumors that
    surrounded it and had heard the screams from a mother whose son
    was kidnapped by the cult. He introduced a 5-page scoop article
    about them in the gossip magazine "Concord" to get people's
    attention.
    
    
    Victim: 16/21 - Cynthia Velasquez
    Occupation: Unknown
    Sex/Feature: White female
    Height/Weight: 172 cm, 68 kg
    Hobby: Unknown
    Other: Usually has "nice" dreams...
    Theme of Murder: Temptation
    Method of Murder: Stabbed multiple times
    Murder Location: South Ashfield Street Subway
    Item Left Behind: Scattered purse contents
    
    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...
    
    
    Victim: 17/21 - Jasper Gein
    Occupation: Unknown
    Sex/Feature: Thin white male
    Height/Weight: 185 cm, 67 kg
    Hobby: Loves paranormal/scary/horror stuff
    Other: Former friend of the late Bobby and Sein
    Theme of Murder: Source
    Method of Murder: Burned alive
    Murder Location: Wish House Orphanage in Silent Hill
    Item Left Behind: Chocolate Milk Bottle
    
    A special news report...
    
    In a forest near Silent Hill, the burned
    corpse of a 30-year-old male was discovered
    earlier today.
    The police have ruled it a homicide and are
    investigating.
    The numbers "17121" were reportedly carved
    into the man's body.
    Due to the marks on the victim, the police are
    investigating possible links to the Walter
    Sullivan case 10 years ago....
    
    
    Victim: 18/21 - Andrew DeSalvo
    Occupation: Guard
    Sex/Feature: Middle aged fat white male
    Height/Weight: 168 cm, 98 kg
    Hobby: Unknown
    Other: Watched over the children at Wish House Orphanage
    Theme of Murder: Watchfulness
    Method of Murder: Drowned.
    Murder Location: The Water Prison in Silent Hill
    Item Left Behind: Bloody Shirt
    
    My room is on the 2nd floor and I had
    to drink something with black things in
    it. I hid the sword with the triangle
    handle under my bed. That guy,
    the fat one, took the basement key.
    Next time I'll stick this triangle sword
    into that pig and take the key.
    
    
    Victim: 19/21 - Richard Braintree
    Occupation: Unknown
    Sex/Feature: Middle aged white male
    Height/Weight: 178 cm, 76 kg
    Hobby: Unknown
    Other: Had a "disagreement" with a neighbor named Mike
    Theme of Murder: Chaos
    Method of Murder: Electrocuted
    Murder Location: Apartment 207 in South Ashfield
    Item Left Behind: Revolver
    
    205
    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.
    
    206
    How can they even sleep with so
    many noisy kids?
    Besides that, they have to live next
    to Braintree.
    
    207
    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.
    
    
    Victim: 20/21 - Eileen Galvin
    Occupation: Unknown
    Sex/Feature: White female
    Height/Weight: 170 cm, 68 kg
    Hobby: Unknown
    Other: Knew Walter Sullivan as a child
    Theme of Murder: Mother
    Method of Murder: Beaten with fists (Unsuccessful)
    Murder Location: Apartment 303 in South Ashfield
    Item Left Behind: Handbag
    
    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.
    
    
    Victim: 21/21 - Henry Townshend
    Occupation: Unknown
    Sex/Feature: White male
    Height/Weight: 185 cm, 80 kg
    Hobby: Photography
    Other: Used to visit Silent Hill when he was younger
    Theme of Murder: Wisdom
    Method of Murder: Unknown (Unsuccessful)
    Murder Location: Unknown
    Item Left Behind: Unknown
    
    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.                       S O N G  L Y R I C S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    SONG LYRICS.......................................................[SH4_21]
    
    Although few songs with lyrics are in the game, there are five on the
    Official Soundtrack. I recommend you buy the soundtrack if you like the
    music, because it's really nice to have if you're a fan of Silent Hill.
    
      ________________
     /Table of Contets\
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |Tender Sugar                                |
    |Cradle of Forest                            |
    |Your Rain                                   |
    |Room of Angel                               |
    |Waiting For You ~LIVE AT "Heaven's Night"~  | 
    |____________________________________________|
    
    
    Tender Sugar
    __ _ ____ __
    
    (0:34) I run, and fall
    (0:40) What ripped away
    (0:42) Check my body now
    (0:46) Was it body or soul?
    (0:50) The darkness fades; fades to the light
    (0:58) Disappearing now
    (1:02) Disappears from the night
    
    (1:06) And all these nightmares I once had, as I child
    (1:14) The morning always came; it came to late
    (1:22) What did my mind forget? Forget to hide
    (1:30) Could the nightmare be awake? I don't know
    
    (1:37) In or out; up or down?
    (1:41) Never know; it's an illusion
    (1:46) 'round and 'round; on and on
    (1:50) Every day spins my confusion
    
    (1:54) Not again, not again, not again
    (1:59) From this dream, I can't awake
    (2:02) What is real, what is real, what is real?
    (2:07) It's getting hard for me to take
    (2:10) What I need, what I need, what I need
    (2:15) A little something I rely
    (2:18) And the white sugar gently hides me
    
    (2:26) Oh, the sweet sugar saves me
    (2:30) It's the room that confines me...
    
    (2:39) Confines me...
    
    (2:48) Sweet sugar...
    
    
    (3:54) Yesterday; back and forth
    (3:58) Broken door no longer opens
    (4:01) Breaking down; need it now
    (4:05) Love is sugar; always loves me
    
    (4:11) Not again, not again, not again
    (4:16) From this dream, I can't awake
    (4:19) What is real, what is real, what is real?
    (4:24) It's getting hard for me to take
    (4:27) What I need, what I need, what I need
    (4:32) A little something I rely
    (4:35) And the white sugar gently hides me
    
    (4:43) Oh, the sweet sugar saves me
    (4:47) It's the room that confines me...
    
    
    Cradel of Forest
    ___ _ ___  _ ___
    
    (0:25) There deep, deep in the forest night
    (0:34) Children dance the waltz
    (0:38) They laugh, whispering hand in hand
    (0:47) Just like children like to do
    (0:51) Their eyes, what are they looking for?
    (1:00) White dress flutters the beat
    (1:04) Their song, starting to make some sense
    (1:10) Yeah
    (1:13) Only if you're listening...
    
    (1:18) Dance, dance like butterflies
    (1:23) Shadows appear, right before my eyes
    (1:31) Sound, echo the absurd
    (1:36) Hard to explain
    (1:39) Something that I heard
    
    (1:44) Now, hear the forest talking, insects and birds
    (1:50) Does the scent of soil and beast
    (1:53) Breathe a life into the animal you hide?
    (1:58) It's a great illusion, one never knows
    (2:02) When you think you're really alone
    (2:06) Feel the eyes of someone looking in on you...
    
    
    (2:35) Again, see how the children play
    (2:43) Red moon colours the trees
    (2:48) Their feet, innocent rustling sounds
    (2:54) Oh
    (2:57) Playful dreamlike fantasies
    
    (3:01) Dance, dance like butterflies
    (3:07) Shadows appear, right before my eyes
    (3:14) Sound, echo the absurd
    (3:20) Hard to explain
    (3:22) Something that I heard
    
    (3:27) Now, hear the forest talking, insects and birds
    (3:33) Does the scent of soil and beast
    (3:37) Breathe a life into the animal you hide?
    (3:41) It's a great illusion, one never knows
    (3:46) When you think you're really alone
    (3:50) Feel the eyes of someone looking in on you...
    
    
    (4:32) Now, hear the forest talking, insects and birds
    (4:38) Does the scent of soil and beast
    (4:42) Breathe a life into the animal you hide?
    (4:46) It's a great illusion, one never knows
    (4:51) When you think you're really alone
    (4:54) Feel the eyes of someone looking in on you...
    
    (5:00) Hear the forest talking, insects and birds
    (5:04) Does the scent of soil and beast
    (5:07) Breathe a life into the animal you hide?
    (5:12) It's a great illusion, one never knows
    (5:17) When you think you're really alone
    (5:20) Feel the eyes of someone looking in on you...
    
    
    Your Rain
    __ _ __ _
    
    (0:30) Dancing alone again
    (0:35) Again, the rain falling
    (0:41) Only the scent of of you remains
    (0:48) To dance with me
    
    (0:51) Nobody showed me how to return the love you give to me
    (1:01) Mom never holds me, Dad loves a stranger more than me
    
    (1:11) I never wanted to ever bring you down
    (1:21) All that I need are some simple loving words
    
    (1:31) You touched my body once
    (1:36) It burns me still softly
    (1:42) Never forgets, never again will be
    (1:49) I cry
    
    (1:52) Out of my head and I don't know what I found
    (2:02) Over and over I feel it break me down
    
    (2:22) On the sidewalk of the city
    (2:25) Are my screams just a whispher
    (2:28) Busy people going nowhere
    (2:30) See me soak in the rain
    (2:33) No compassion, nothing matters
    (2:35) My resistance is waiting
    (2:38) Like a flower in the basement
    (2:40) Waiting for a lonely death
    
    (3:14) Out of my head and I don't know what I found
    (3:24) Over and over I feel it break me down
    
    (3:44) On the sidewalk of the city
    (3:47) Are my screams just a whispher
    (3:49) Busy people going nowhere
    (3:02) See me soak in the rain
    (3:54) No compassion, nothing matters
    (3:57) My resistance is waiting
    (3:59) Like a flower in the basement
    (4:02) Waiting for a lonely death
    
    
    Room of Angel
    __ _ __   ___
    
    (0:41) You lie, silent there before me
    (0:47) Your tears, they mean nothing to me
    (0:54) The wind, howling at the window
    (1:01) The love you never gave
    (1:07) I give to you
    (1:11) Really don't deserve it
    (1:15) But now, there's nothing you can do
    (1:22) So sleep, in your only memory
    (1:28) Of me, my dearest mother
    
    (1:36) Here's a lullaby to close your eyes
    (1:40) Goodbye
    (1:43) It was always you that I despised
    (1:49) I don't feel enough for you to cry
    (1:54) Oh well
    (1:56) Here's a lullaby to close your eyes
    (2:01) Goodbye
    (2:04) Goodbye
    (2:08) Goodbye
    (2:12) Goodbye
    
    (2:17) So insignificant
    (2:21) Sleeping dormant deep inside of me
    (2:26) Are you hiding away, lost, under the sewers?
    (2:34) Maybe flying high, in the clouds
    (2:40) Perhaps you're happy without me
    (2:44) So many seeds have been sown in the field
    (2:49) And who could sprout up so blessedly if I had died
    (2:54) I would have never felt sad at all
    (3:00) You will not hear me say
    (3:03) "I'm sorry", where is the light
    (3:08) Wonder if it's weeping somewhere
    
    (3:12) Here's a lullaby to close your eyes.
    (3:17) Goodbye
    (3:19) It was always you that I despised
    (3:26) I don't feel enough for you to cry
    (3:30) Oh well
    (3:32) Here's a lullaby to close your eyes
    (3:37) Goodbye
    (3:39) Here's a lullaby to close your eyes
    (3:44) Goodbye
    (3:46) It was always you that I despised
    (3:53) I don't feel enough for you to cry
    (3:58) Oh well
    (4:00) Here's a lullaby to close your eyes
    (4:05) Goodbye
    (4:08) Goodbye
    (4:11) Goodbye
    (4:15) Goodbye
    
    (4:20) Here's a lullaby to close your eyes
    (4:25) Goodbye
    (4:27) It was always you that I despised
    (4:34) I don't feel enough for you to cry
    (4:39) Oh well
    (4:41) Here's a lullaby to close your eyes
    (4:46) Goodbye
    (4:48) Here's a lullaby to close your eyes
    (4:53) Goodbye
    (4:55) It was always you that I despised
    (5:02) I don't feel enough for you to cry
    (5:06) Oh well
    (5:08) Here's a lullaby to close your eyes
    (5:13) Goodbye
    (5:17) Goodbye
    (5:20) Goodbye
    (5:24) Goodbye
    
    
    Waiting For You ~LIVE AT "Heaven's Night"~
    ___ _ ____   _____ __   ___ _   ____    __
    
    (0:39) Your gentle voice I hear
    (0:44) Your words, they come inside me
    (0:49) You said you long for me
    (0:53) That you love me
    (0:58) And I want to see you too
    (1:04) Feels just like I'm falling
    (1:08) Is there's nothing I can do?
    (1:14) Wonder if you hear my calling
    
    (1:19) I'm here and waiting for you
    (1:24) Where are you? I can't find you
    (1:29) I'm here and waiting for you
    (1:35) I'll wait forever for you
    
    (1:39) Mom's gone to heaven now
    (1:45) Why won't she come back down
    (1:50) Does she have someone she loves more than me
    (1:59) I thought I could love you better
    (2:04) We were always together
    (2:09) If we took some time apart
    (2:14) You would finally know my heart
    
    (2:20) I'm here and waiting for you
    (2:25) Where are you? I can't find you
    (2:30) I'm here and waiting for you
    (2:35) I'll wait forever for you
    
    
    (3:10) I've been in love with you
    (3:13) And now you're gone
    (3:20) There's nothing left within my lonely room
    (3:26) Without you
    
    (3:31)*I'm here and waiting for you
    (3:36) Where are you? I can't find you
    (3:41) I'm here and waiting for you
    (3:46) I'll wait forever for you
    
    (3:51) I'm here and waiting for you
    (3:56) Where are you? I cannot, I cannot find you!
    (4:03) I'm waiting for you, where are you, where are you!?
    
    [* starting at 3:31, quietly in background]
    I'm here and waiting for you,
    Where are you? I can't find you.
    
    I'm here and waiting for you,
    I'll wait forever.
    
    I'm here and waiting for you,
    Where are you? I can't find you.
    
    I'm here and waiting for you,
    I'll wait forever.
    
    I'm here and waiting for you,
    Where are you? I can't find you.
    
    I'm here and waiting for you,
    I'll wait forever.
    
    I'm here and waiting for you,
    Where are you? I can't find you.
    
    I'm here and waiting for you,
    I'll wait forever.
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    22.              C O O L  A N D  S C A R Y  T H I N G S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    COOL AND SCARY THINGS.............................................[SH4_22]
    
    COMING SOON!
    
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    23.                M Y  P E R S O N A L  R E V I E W
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    MY PERSONAL REVIEW................................................[SH4_23]
    
    COMING SOON!
    
                      C   O   N   C   L   U   S   I   O   N
    __________________________________________________________________________
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    
    24.                          C R E D I T S
    ___ _  ________   _ ___  _ _______  _ ___________  _ _______ __ _ ________
    __________________________________________________________________________
    CREDITS...........................................................[SH4_24]
    
    In this section, I'd just like to thank some people and organizations for
    making this FAQ possible, and just some general thanks.
    
     - Thanks to Konami TYO for Developing this game
    
     - Thanks to Konami for Publishing this game
    
     - Thanks to Akira Yamaoka for composing another great soundtrack!
    
     - Thanks to CJayC for posting this FAQ on GameFAQs
    
     - Thanks to Stephen NG for posting this FAQ on IGN
    
     - Thanks to http://dictionary.reference.com as I almost always had it
       open while writing this FAQ
    
     - Thanks to everyone who gives this FAQ a good rating
    
         İ  C O P Y R I G H T  2 0 0 4 - 2 0 0 6  B Y  C O N Q U E R E R
                                E N D  O F  F I L E