00. Room 302 (Possessed)
01. Room 302
02. Subway World
03. Forest World
04. Water Prison World
Surveillance Room Puzzle
05. Building World
06. Apartment World
07. Hospital World
08. Subway World 2nd Time
09. Forest World 2nd Time
10. Water Prison World 2nd Time
11. Building World 2nd Time
Boss 1
12. Outside Room 302
Final Boss


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.

Color legend
Chocolate Milk - items
Wine Bottle - weapons
Pistol Bullets - supplies
First Letter - memos
Portal - portals connecting Room 302 and various Worlds

00. Room 302 (Possessed)

"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. Room 302

"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 (1/52) memo. Enter the kitchen and open the fridge to find a 1 Wine Bottle (weapon) and 2 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 (2/52) 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 3 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. Subway World

"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 4 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 5 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 6 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 7 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 8 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 (3/52) 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. Forest World

"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 (4/52). 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 9 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 10 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 11 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 (5/52) 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 12 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. Water Prison World

"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 (6/52) 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 Toadstools 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 (7/52) 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 (8/52). 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 13 Water Prison Exit Key. Examine the sign for Henry to copy the Waterwheel Room Plate Message (9/52) 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 (10/52) 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 (11/52) 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 (12/52) 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 Mem (13/52), 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 14 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.

Surveillance Room Puzzle

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:


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

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

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.'


I'm sleepy...

2F Surveillance Room Report:


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.

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!


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 15 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 (14/52) after, along with the Superintendent's Memo (15/52) 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. Building World

"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 16 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 17 Aluminium Bat on the floor to the far right, but also a 18 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 19 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 20 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 B12 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. Follow the rest of the pathway and to the right, near the fence, to the next area. There are five Gum Heads in this area – the one blocking the succeeding door has a 21 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 22 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 (16/52) 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 23 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. Apartment World

"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 (17/52) and a piece of 24 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 25 Superintendent's Key from the left photo, and the 26Locker Key #106 from the far photo. Also in the room is Joseph's Article (18/52) 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 (19/52) 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 27 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 28 Apartment Keys on the key rack, as well as the 29 Red Paper and 30 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) (20/52).

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 31 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 32 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 33 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 34 "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 35 Richard's Revolver on the orange chair by the window. Another weapon, a 36 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 (21/52), Red Diary - May 20 (22/52), Red Diary Scrap (23/52), Red Diary Scrap (cont.) (24/52), and Mike's Love Letter (25/52). 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 37 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 (26/52) and 38 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. Hospital World

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

A cutscene will play at the beginning of this area; not too pleasant 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 39 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 (27/52) 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 40 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 41 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 42 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 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. Slipped under your front door is the Red Diary - July 20 (28/52) with a 43 Small Key in an envelope. Also, by the radio bookshelf in the living room are three memos: Red Diary - June 11 (29/52), Red Diary - ??/?? (30/52), Red Diary - June 14 (31/52). 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. Subway World 2nd Time

"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 (32/52) and a Kid's Letter (33/52), along with a 44 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 45 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 46 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 (34/52). 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 47 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 48 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 49 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 50 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. Forest World 2nd Time

"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 51 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 52 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 (35/52). 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 (36/52) 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 53 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 (37/52) 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 54 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 55 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 56 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 57 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 58 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 59 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 Decent of the Holy Mother - The 21 Sacraments (38/52) 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. Water Prison World 2nd Time

"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 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 60 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 61 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 (39/52). 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 (40/52).

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. Also, you can get some Pistol Bullets in the southeast cell and a Holy Candle in the northwest cell – both are guarded by Twin Victims. 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.

If you want to get more supplies, check 1F cellblock. Corridors here are roamed by a couple of Twin Victims as well as Hummers and Tremers. Southeast cell has Pistol Bullets, southwest cell has a Nutrition Drink and upper west cell has a Holy Candle.

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 62 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. Building World 2nd Time

"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 (41/52) 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 (42/52) 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 63 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 64 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. There's also a Portal in the room - you can go back to get some load off. After that 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 65 Cake Candles on the counter by the door and a 66 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 - beware though that it will trigger appearance of Richard's ghost if you haven't got rid of him earlier. 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 is a Ghost and some Treamers 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 67 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 four Sniffers here. 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 68 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. On the shelf you can find Pistol Bullets. 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 69 7-Iron, 70 8-Iron, 71 3-Iron, and a 72 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 (43/52), 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.

Boss 1: The One Truth

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 (44/52) 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) (45/52) 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 (46/52) and the Crimson Tome (47/52). 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 (48/52), Red Diary - August 3 (49/52), Red Diary - August 4 (50/52), and Red Diary - August 5 (51/52). 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 73 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 74 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. Outside Room 302

"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 in the bedroom, 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 75 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 three Bottoms 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 (52/52) 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.

Final Boss: The Final Sacraments

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 76  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!