Creatures

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 visit 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 preferred 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 have in your inventory when pretty much any other 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 will 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 somewhat 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 dissected 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 classified 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 handguns 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 Patients, 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.

Bottom

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 behavior. 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 defense, 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 (Old Type)

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

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

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

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. Nothing special about him, and not sword worthy.
Suggested Weapons(s):
Just leave him alone and run past him whenever you encounter him.

Victim 13

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

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.