| 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.
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| 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. |
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Wine Bottle
Description: Bottle of white wine from the refrigerator. It'll break eventually if I keep using it as a weapon. Notes: 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. |
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Broken Wine Bottle
Description: Bottle of white wine from the refrigerator. Now that it's broken, it's even more dangerous as a weapon. Notes: 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. |
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Steel Pipe
Description: 3-foot-long sewer pipe. Not very powerful, but fairly easy to use. Notes: 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. |
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Golf Clubs
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 3-Wood 3-Iron 4-Iron 5-Iron 6-Iron 7-Iron 8-Iron 9-Iron Pitching Wedge Putter Sand Wedge |
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Stun Gun
Description: High-voltage stun device. Fairly short-ranged, due to its need for direct contact. Notes: 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. Maybe not even worth going through the trouble of getting it. |
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Aluminium Bat
Description: Aluminum alloy bat. Reasonably powerful and easy to use as a weapon. Notes: 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. |
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Spade
Description: Ordinary spade from a construction site. It looks like it would be an impressive weapon. Notes: 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). |
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Rusty Axe
Description: One-handed axe. A little short, but powerful and easy to handle. Notes: 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 forward 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. |
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Paper-Cutting Knife
Description: Originally made for cutting paper. It's hard to use as a weapon. Notes: This little bugger is one blindingly 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. |
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Pickaxe of Despair
Description: Ordinary pickaxe from a construction site. "Despair" is written on the handle. Very powerful. Notes: 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 Pickaxe 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. 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. |
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Torch
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: 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. Since the item is only used as a guide in that world, it is pretty much rendered useless afterwards. |
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Bug Spray
Description: Aerosol insecticide. Effective against certain enemies. Notes: 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. |
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Chainsaw
Description: Originally made for cutting wood. As a weapon, it's a fearsome thing. Notes: 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. |
| 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. |
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Pistol
Description: Easy-to-use handgun, but not much stopping power. Notes: 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. |
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Richard's Revolver
Description: Holds a maximum of six bullets. Easy to use, with moderate stopping power. Notes: 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. |
| After retrieving Eileen from her room in the Hospital 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 multiple 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. |
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Eileen's Bag
Description: Eileen's handbag. Looks like it could cause a little bit of damage. Notes: 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 smash 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. |
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Riding Crop
Description: Light and easy to use with good reach. It looks like it would be very painful. Notes: 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. |
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Chain
Description: Light and easy to use. One snap could cause a lot of damage. Notes: 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. |
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Nightstick
Description: Lead-weighted, leather nightstick. Does not require much force to cause damage. Looks extremely painful. Notes: 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 aggressive 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. |
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Submachine Gun
Description: Small-sized, one-handed machine gun. Perfect for Eileen. Notes: 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 unnecessary 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 interesting to see Eileen fire the Submachine Gun and it is quite 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. |
| Used "Silent Hill 4: The Room FAQ by Conquerer". |




















