Walkthrough
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.
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.
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:
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:
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.
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.
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04. Water Prison World"He's...he's gonna kill me! Walter's gonna kill me!"
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.
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.
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.
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05. Building World"Hey, you're the guy that lives across from me..."
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.
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.
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.
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.
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06. Apartment World"I got this from Miss Galvin a long, long time ago..."
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.
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.
Exit Room 301 and use the Doll Key to enter Room 303 for a cutscene.
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07. Hospital World
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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
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Complete maps |
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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
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Complete maps |
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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 MechanicsWalter 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.
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.
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."
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.
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.
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.
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12. Outside Room 302"Number 21... 'The Receiver of Wisdom'... Henry Townshend..."
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.
Red Room
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! |
by Conquerer |