_________ __ __ __ ___ ___ __ __ __ _____ / _____/|__| | ____ _____/ |_ / | \|__| | | | / | | \_____ \ | | | _/ __ \ / \ __\ / \ | | | | / | |_ / \| | |_\ ___/| | \ | \ | / | |_| |__ / / /_______ /|__|____/\___ >___| /__| \___|_ /|__|____/____/ \____ | \/ \/ \/ \/ |__| ____________________________________________________________________________ |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | Author: Alex Eagleson (A I e x) | | Completed: July 31st, 2005 | | Email: StarOceanDC(at)gmail(dot)com | | University of Guelph, Ontario | |____________________________________________________________________________| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ____________________________________________________________________________ |~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~| | || TofC || Table of Contents || TofC || | |_||______||______________________________________________________||______||_| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| | - Table of Contents............TofC | | - Walkthrough..................1.00 | | - Controls................0.00 | | - Room 302................1.01 | | - Subway World............1.02 | | - Room 302................1.03 | | - Subway World............1.04 | | - Room 302................1.05 | | - Forest World............1.06 | | - Room 302................1.07 | | - Forest World............1.08 | | - Room 302................1.09 | | - Water Prison World......1.10 | | - Room 302................1.11 | | - Water Prison World......1.12 | | - Room 302................1.13 | | - Building World..........1.14 | | - Room 302................1.15 | | - Apartment World.........1.16 | | - Room 302................1.17 | | - Hospital World..........1.18 | | - Room 302................1.19 | | - Hospital World..........1.20 | | - Subway World 2..........1.21 | | - Room 302................1.22 | | - Subway World 2..........1.23 | | - Forest World 2..........1.24 | | - Water Prison World 2....1.25 | | - Building World 2........1.26 | | - Room 302 of the Past....1.27 | | - Room 302................1.28 | | - Outside Room 302........1.29 | | - Ritual Area.............1.30 | | - Plot Summary.................2.00 | | - Item Checklists..............3.00 | | - End of the Game..............4.00 | | - Review.......................R.0V | | - Legal & Copyright............L.0C | | - Credits & Thanks.............C.0T | |____________________________________________________________________________| |~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~| | || 1.00 || Walkthrough || 1.00 || | |_||______||______________________________________________________||______||_| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For an introduction to the game, please see the review section at the bottom. +--------------------------------- CONTROLS ------------------------- 0.00 --+ +--------------+-------------------------------------------------------------+ | D-Pad | Cycle through items | |--------------+-------------------------------------------------------------| | Left Analog | Move your character | |--------------+-------------------------------------------------------------| | Right Analog | Move the camera | |--------------+-------------------------------------------------------------| | X | Examine and/or attack, also confirm | |--------------+-------------------------------------------------------------| | Circle | Hold to run, also cancel | |--------------+-------------------------------------------------------------| | Square | Open inventory | |--------------+-------------------------------------------------------------| | Triangle | Open map | |--------------+-------------------------------------------------------------| | R1 | Dodge right | |--------------+-------------------------------------------------------------| | R2 | Position yourself in combat ready state | |--------------+-------------------------------------------------------------| | R3 | N/A | |--------------+-------------------------------------------------------------| | L1 | Dodge left | |--------------+-------------------------------------------------------------| | L2 | Move camera to face forward | |--------------+-------------------------------------------------------------| | L3 | Dodge | |--------------+-------------------------------------------------------------| | Select | See information about item in inventory | |--------------+-------------------------------------------------------------| | Start | Pause the game | +--------------+-------------------------------------------------------------+ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.01 --+ Upon awaking, examine everything in your bedroom, you can examine something when the eyeball icon appears. Enter your living room and kitchen next. Examine everything that you can and try to return to your bedroom. This should trigger a scene. After the opening credits you will awaken in your room once again. Feel free to look out the window to see what is going on. Leave your bedroom and approach your front door. Go back into your living room and note a scrap of paper sticking out from behind the bookcase, next to the television. After reading it, check the opposite corner to find a red book on the table. You can use this to save your game whenever you wish. Approach the door again, pass by the large chest sitting against the wall and it will automatically bring you to a little men. You can use this to store as many items as you want, since you can only hold ten things at once. Look under your front door to find a scrap of paper. After reading it, go into the room beside the front door and check everything out. In your kitchen, open the fridge door and take the -Wine Bottle- as well as the -Chocolate Milk-. Now it's time to check out that loud noise that came from the bathroom. Go there and watch the scene. When you're ready examine the hole to get the -Steel Pipe- then enter the hole. Hold up to reach the Subway World. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD ------------------------------------------------- 1.02 --+ Equip your Steel Pipe (using the square button) when you reach the bottom of the escalator. Head West (assording to your map which you can look at by pressing triangle) to trigger a scene with a mysterious woman. Now she'll be following you around, as you go around the corner past the washrooms another scene occurs. Now it's time to take on your first enemies. Hold R2 to get into the fighting pose. Remember these creatures will attack violently if you try to turn your back and run, but they will hesitate if you stay facing them. Hold X to charge up your attack then get close and let loose. Keep your distance while charging. Once the enemies are defeated, make absolutely sure by approaching the bodies and pressing X to stomp on them. They won't be getting up after that. Enter the washroom to find another hole, go into the hole which takes you back to the bedroom at your apartment again. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.03 --+ Leave the bedroom and return to the living room. Notice your health is gradually returning to full while here, be sure to keep this in mind, that you can return to your apartment and heal rather than wasting items all the time. Check the small shelf in the corner of your living room near the kitchen to see that it has moved, choose to straighten it. You will find a -Pistol- on the ground. Examine the writing on the wall. After reading it, examine the hole in the wall. After doing so you'll hear the sound of a phone ringing. It's coming from your room, go back and answer it. When you leave the room another sound is heard. This time head to your front door and look out the peephole. That's brings an end to everything you need to do here, it's time to visit the world of the hole again. Return to your bathroom and climb in. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD ------------------------------------------------- 1.04 --+ When you reach the washroom again, examine the bloody mannequin to get the -Lynch Street Line Coin-. Leave the washroom and make a left. In the next area you will find a couple of turnstiles and a dog wandering around. Kill the dog by cramming your Steel Pipe down its throat then continue across, past the turnstiles, to the next area. Here are two of those evil dog monsters as well as an enormous worm-like body of which you can only see a piece of. Don't worry about this worm, while creepy, it can neither attack you nor be killed. It does however react to your attacks, so feel free to whack it for fun. Be sure to eliminate the enemies before messing around however. Go around behind the worm down the hall to the West to find -Pistol Bullets-. That's all there is to get here, return to the turnstiles. There are four turnstiles here but only one of them will change to a stationary camera view when you stand in front of it. This one has a little token box on the left. Face the actual turnstile, not the toekn box and press square to bring up the little inventory menu. Use the D-pad to cycle right to the coin and press square to use the Lynch Street Line Coin to open up the turnstile. At the bottom of the stairs there's a quick cutscene and a new type of enemy appears. These are the ghost enemies, they have the ability to harm you even without attacking, simply being in their vicinity will damage you and they are cannot be killed so unlike the dogs, the best thing to do is to just run. At the bottom of the stairs make a right (when facing down the stairs) and keep going down. At the bottom you will hear a voice, use the right analog stick to look over and see Cynthia trapped in one of the subway cars. Run all the way to the end of the waiting platform and go into the final door on the subway at the top (South end.) There is a red button beside you, press the button and leave this subway car. Return to the train car where you saw Cynthia trapped previously, she has already been let out and will quickly rejoin you, but you still want to go through that door. Go through the door on the right then head up, and go through the door on the left. There is a box in this train car, feel free to examine it but you cannot do anything with it at the moment. Go up through the door, and up through the next door. In this car make a right to get out of the subway car and go up, there should be two doors here. Head throguh the door on the right, then go down and throguh the door at the bottom. There's a door on your left here, go down, through the door on the right and down again. This is the last area you have to go through, just go down as much as you can, then right to escape. You are finally out of the subway cars now, just South of you are some stairs leading up, at the top pick up the -Pistol Bullets-. Descend the stairs again and run all the way to the South end, the door here is open. You will find a hole on the other side. At this point, in terms of progressing the game there is no reason to go htorugh the hole, however, in terms of healing yourself and using your storage box back at the apartment there may be a good reason to use it. Since there are no negative consequences at all to going back and healing, you might as well do it. When you return to the Subway World through the hole again you will pop right back out in this room. Climb down the ladder to the bottom and take a few steps to reach a fork in the path. Don't go across the wooden boards to the South, instead climb the ladder to the West. You will find -Pistol Bullets- at the top of the ladder. Examine the door and you will unlock it. That's all you need to do, climb back down the ladder and go South at the fork, across those boards. It's a pretty linear path to the door at the end. Kill the dog monster when you come out of the door. There are quite a few of these in this area, if you move gradually you should be able to take them on one at a time rather than four at once. When you see the open door of a subway car, go isnide and run to the end. There is a golf club on the seat, pick up the -9-Iron-. The goldclub is much strong than the Steel Pipe however like the description says, if you keep using it, it will break and there's no way to prevent this, so it's just kind of a temporary weapon. Leave the subway car and keep going West until you see an escalator. Grab the -Nutrition Drink- at the bottom and ride the escalator up. If you ignore the escalator and keep going West you will find another hole. The next thing you have to do is kind of dangerous, I would seriously recommend returning and restoring your health first. Also if you have a full inventory, be sure to drop off some items in your chest like the Lynch Street Line Coin, some of those many Pistol Bullets, perhaps the Wine Bottle. Return to the Subway World and go East then head up the escalator This is kind of difficult, the escalator is very long and creatures will appear of of the walls to attack you. There are a few tactics you can use to avoid damage. Personally I prefer to run and just try to time the movements between attacks. You can whip out the Steel Pipe to either stun or even kill the things in the walls, perhaps you will find it easiest to use the Pistol. Either way, you'll eventually reach the top. Run East down to the end of the hall and grab the -Pistol Bullets- then climb the stairs to the top. After examining the objects on the ground, examine the door to get the -Temptation Placard-. Open the door and watch the cutscene to be warped back. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.05 --+ Take a look out your window upon waking here. Something odd is going on outside. Leave your bedroom and listen to the radio transmission that chimes in. Once it ends, take a look under your door for a scrap of paper. After reading it you've done pretty much everything there is to do (besides take another peek on Eileen, you can do that whenever you want.) Head for the bathroom and get ready to enter the hole once again. Before you go check your inventory. You can drop off most of the irrelevant items, in fact the only two things you absolutely need are the Chocolate Milk and Steel Pipe. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD ----------------------------------------------- 1.06 --+ Move West and go through the gate. Down this path you will find a large set of metal double doors and a hole to get back to your apartment beside them. In this room there are some flying creatures buzzing around. The Steel Pipe will make short work of these enemies, no need to even chage it up, in fact it works better if you just swing quickly and wildly. Grab the -Pistol Buttlets- from the bottom of the ramp and go into the next room where you'll find more of those obnoxious buzzing things. Proceed through the gate and examine the car that is running, the driver's side door is open and there is a note in it. Examine it again to find a second memo. Before leaving, if you've beaten the game prior to this, you'll find the -Chainsaw- in this area. Now go down the path and through the gate to find a man sitting on the rock. Listen to what he has to say then notice there is a kind of a fence thing in the middle with candles on it. Well in one corner, on the opposite side of the fence from Jasper you'll find a -Nutrition Drink- laying on the ground. Now porceed through the gate at the Southwest corner and be ready with your pipe. Defeat the three dog monsters in this areea and be careful of the sort of fenced in area in the middle, a large object will drop though I'm fairly sure it can't actually hurt you. In the next area there are three more of them as well, once again, use your pipe to club their faces and keep going. Once you reach the large open area, enter the hole on the right side at the start. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.07 --+ Leave the bedroom and go answer the buzz at the front door. There will be a scene when you look out of your peephole. If you've saved your game, healed up and stuck the Chocolate Milk in your inventory, then it's time to go back. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD ----------------------------------------------- 1.08 --+ There is more than one door here, the one you want is the upper left (Northwest) door when looking at your map. Run through this area and the next area to reach a place that overlooks the lake. There is a -Portable Medical Kit- on the ground here beside you. There's also a hole here to get back to your apartment but since you pretty much just came back, don't bother. Return to the area where you cameout of the hole and take the Southwest door this time. Follow the linear path, past the ghost, past the hole and through the door where you'll find a young child. Step forward to trigger a scene. Afterward examine the open grave which has a number written on it. Check the door on the South side, since it's locked turn around and go back. Return to the orphanage (the Wish House) and speak with Jasper out front. Jasper is very thirsty and yearning for some chocolate, so you know what to do. Press square and cycle to the Chocolate Milk and press square again. Offer him the chocolate milk and he gives you the -Blood-Inscribed Spade-. This time take the lower right (or Southeast) door. There are four of those monstrous canines and a couple buzzers going around. Watch out for the one dog that has a somewhat red tint to it, this is a more powerful version of the normal ones. Go through the next area after this and then you'll find yourself in front of a large, off looking tree. On the back of this tree there are some hands coming up out of the ground. Use your Spade here to dig up the -Rusted Bloody Key-. Now try and go back the way you came, notice that the previous screen loops forever. That is because you are holding the Rusted Bloody Key, read the description of the key and re-read the memo you found in the car to learn why you are looping, and how to solve it. Go through the East gate and climb the steps. There is a hole here, but before going into it, check the left side on the ground for a -6-Iron-. Now enter the hole back home. Deposite the key in your chest along with anything else you don't need, allow yourself time to fully heal, save the game and return to the Forest World. Now you can freely run back to the Wish House without any trouble. Enter the hole to return to your apartment and put the Rusted Bloody Key into your inventory again. Return to the Forest World and use the key to open the Wish House. Examien the scribbled notes in front of the cabinet then read the memo on the ground in the corner at the end of the room beside the door. Now when you hear crying, examine the door beside the memo you just read to get the -Source Placard- then go through the door to trigger a cutscene inside. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.09 --+ Leave your room and go answer the door, well by answer, I mean look out the peephole for a scene. Dump everything that you do not need into the chest beside the television. Save your game and go back into the hole again. ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD ------------------------------------------ 1.10 --+ Stand up and begin to run around the circular path until you find a memo on the ground. Read the memo and then keep running until you have done a full circle according to your map. Now take a look at your map, this is important because it is how I will reference the rooms. Each floor has the same basic layout as this, there are eight rooms in the circle. Pretend the rooms are like the numbers on a clock face. There are no rooms exactly up, down, left or right, meaming no 12 o'clock, 3 o'clock, 6 o'clock or 9 o'clock. Every other number is on there. Just to make it easier to avoid confusion I will refer to them in two ways. If I say up-right room, I mean from the exact middle at the top, the room on the right. Up-right would be different from right-up though, right-up means from the exact middle of the right side, one room up. It's beside the room I mentioned first. Since this may also sound complicated I'll just use both. First go to the down-right (5 o'clock) room. You'll know you understood directions right if this is the room with the crying man inside. There's nothing you can do for him now. Head to the left- up (10 o'clock) cell and go inside. Read the note and just... bask in the creepyness. The last room to go into the the right-up (2 o'clock) room. Inside you will find -Pistol Bullets- on the bed. Now it's time to leave this cell block area. Take the lagre double doors located on the South side. There is a hole in this room as well as two other doors apart from the one you came from. Take the door leading West. Climb down the red ladder directly in front of you and at the bottom, face West and start running. Keep an eye on the ground, you will pass a small object after five seconds or so, it is the -Saint Medallion-. Ignore the ladder at the bottom and go through the door. Watch out for the buzzing things here, they are flying around. You'll see a hole on the far side of the wall, though you haven't really encountered anything yet to hurt you very much. Read the sign that is kind of posted in the middle to get the -Water Prison Exit Key-. Read the sign afterward. Now remember that red ladder you passed on the way down just before entering this room? Go back and climb up that ladder. Run in the opposite direction you did when you came down (counterclockwise) to get back up to that room with the hole. Check the memo on the wall beside the hole and go back through it. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.11 --+ You will notice when you leave the bedroom that the television is on. No matter how hard you try you cannot turn it off, so don't even bother trying. Notice that another note has been slipped under your front door, be sure to read this one. Afterward head back to the washroom and re-enter the hole. ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD ------------------------------------------ 1.12 --+ The key you found at the bottom is used to open the door in this room leading East. Right when you get outside there is a ladder beside you, climb up it. Now climb up the other one to reach a set of large double doors. Go through the doors. Really the only room of interest here si the up-right (1 o'clock) room. There's a diary in it that you can read, that's it. When you're ready to go then leave the cell area and head back to the outdoor walkway. There's a ladder next to the double doors, climb up it. Climb it a second time to reach the roof and go through the doors. Run around behind the large tank in the centre and turn the handle to open the gate. Leave the roof area and climb back down the ladder once, enter the cell block here. Run around this area to find two large two-headed enemies. Personally if I were you, I'd pull out the Pistol for these things, and make sure to stomp them right away after you do. Enter the up-right (1 o'clock) room and kill the wall man above the -Pistol Bullets-. Also be sure to check out the two diaries in the right-down (four o'clock) room. When you're ready to proceed go to the left-down (eight o'clock) room. There is a hole in this room, drop down... three times. Be ready with your weapon because you aren't alone down in the shower room. Unlock the door and exit the shower room. Run up and climb the ladder in the middle. Read the memo sitting on the desk. Feel free to look through the holes, now climb the ladder up to the next floor and read the document on the desk. Climb the ladder once again and read the memo on the wall. The secret number for getting through the door will be here. You don't have to right it down, it will always be in your scrapbook. Turn the handle here to the right once and the man on the first floor should be set free. Climb down the ladder three times to reach the basement and trigger a cutscene. Go through the South door and there should be a ladder just West of here. Climb up and go through the door beside you. Feel free to make a return trip to your apartment to save your game and heal up. Once you're ready, head back. Leave this room through the East door which takes you outside again. CLimb the ladders to reach the third floor cell area. This time enter the right- down room (four o'clock) and jump down the hole. Before jumping a second time, check the table on the left to get a -Stun Gun-. Drop down to the very bottom to reach the Dining Hall. Go through the North door to find the kitchen, but it's too dark to punch numbers into the panel. The solution follows. Leave the kitchen and the dining hall, climb the ladder in the middle to reach the surveillance room again. Go up to the second floor surveillance room and turn the handle to the right four times. Now climb up to the top and turn the handle to the right once. All of the bloody beds should be lined up now, you can use the peepholes to verify. Return to the kitchen once again and now the panel is illuminated. Examine the door to get the -Watchfulness Placard-. Check your scrapbook (press triangle on the map screen) and read the secret number memo, this is the number you need to punch into the door. Put in the code and the door should open, triggering a scene. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.13 --+ Leave the bedroom and when you hear a noise, go into the bathroom and take a look at your bathtub. Next head for the front door and take a look out the peephole. After a scene get the two memos from under your door. Read them and save your game. Now head for the bathroom and go into the hole again. ______________________________________________________________________________ ______ (, / ) /---( ) / ____) +-- (_/ ( UILDING WORLD ---------------------------------------- 1.14 --+ Run down the alley and around the corner to the next area. Run down the stairs to find a new type of enemy, one of the crazy monkeys. Use either your Steel Pipe or Stun Gun on it (Stun Gun works much better.) Run down to the bottom of the stairs and watch the cutscene. Afterward defeat the crazy monkeys and enter the room. There is a dead guy, or dead ghost, lying on the ground. Examine his body to get the -Ghost's Key-. After getting the key examine the body a second time to get the -Sword of Obedience-. Quickly go through the door before the ghost gets up, because he will. It's a pretty linear path here, run down a few flights of stairs to get to the bottom and head through the door. Run up the hall and go thorugh the door on your right (West.) Get the -Pistol Bullets- off the shelf and go through the North door. Notice there are a number of baseball bats against the wall here, pick up the one on the ground to get the -Aluminum Bat-. There's also a -5-Iron- on the ground on the other side. You're probably carrying a lot of things now so use the hole here to return to your apartment. You won't really need the Steel Pipe anymore, might as well dump the golf club. You can dump the Sword of Obedience as well, and even the pistol. Hang on to the Stun Gun, the Aluminum Bat, and bring the Saint Medallion as well, along with perhaps a healing item. Now answer that damn knock at your door (in this game, answer means look out through the peephole.) After this check through the peephole in the wall to see what's going on with Eileen, then back to the bathroom and into the hole. Take the North door out of the room and go down the stairs, then enter the door at the bottom. This is a great place to test out that new bat, there's dogs wandering around in this room. Down at the end of one of the aisles you will find a key on the shelf near someboxes, pick up the -Albert's Sports Key-. Now that you have the key, return to the room with the hole where you found the bat, that's the sports shop. The key works on the door on the West wall. Run down the stairs using your Stun Gun to kill any crazy monkey men along the way. At the bottom of the stairs there is a thin walkway leading East, go through the door at the end to find yourself on an elevator. After the scene when you get off the elevator, go through the South door and pick up the -Pistol Bullets- from the ground. Enter the elevator again and examine the button panel, choose to press the top button. Take the door on the opposite side (North) out of the elevator and ready to run down the hall. The hallway here is very thin and populated by ghosts, be careful. Remember that the Saint's Medallion will negate the evil effect of ghosts. Run as fast as you can to the end of the hall where you will find a -Spade- and a -Sword of Obedience-. Return to the elevator and press the bottom button. Take the ladder on the North side down to the lower floor. There is a -Nutrition Drink- on the North side beside one of the pillars. Head down the hall leading West but not before taking out those long dangly tentacles. Climb the ladder to reach the top, watch out for the monkey men here. There's also dogs wandering around, this area can get very difficult. Don't worry about checking the doors, just rn down to the end of the alley until you hit the next screen. Many more monkey men here, stay away from the door for most of the time, the one there won't move unless you get close. Eventually once the time does come to fight him be careful because he's equipped with a Pitching Wedge! You're free to pick up the -Pitching Wedge- once he's dead of course. Descend down the stairs and go through the door on the East side at the bottom. Keep going down again until you hit the bottom, there are a number of doors here. Go through the door on the South wall. There's a -Rusty Axe- sitting on a stool near the door. Also read the Bartender's Memo which is on the counter. Henry happens to live on South Ashfield Street, perhaps the answer lies in his apartment. Back into the hole you go! Examine your chest and get ready to switch up the old inventory. I would drop the Pitching Wedge, the Aluminum Bat, the Pistol (if you haven't already) and hang onto the Rusty Axe, Stun Gun, Spade, and Saint Medallion. Look out your living room window and check left, there should be a large billboard that says "Bar Southfield 555-3750." Save your game and go back into the hole.Examine the door and input the number "3750" to unlock it. There are ghosts in this area so it may be a good idea to use the Saint Medallion here. Run up about eight billion flights of stairs and examine the door at the top to get the -Chaos Placard-. Enter the room and watch the scene before it fades. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.15 --+ Take a look out your window when you wake up. Head for the living room and listen to the transmission. Put whatever items you have that you don't need into the bin, check through the peephole to see what Eileen's up to, save your game and return to the bathroom. Time for another trip through the hole. ______________________________________________________________________________ _____ (, / | /---| ) / |_ +-- (_/ PARTMENT WORLD --------------------------------------- 1.16 --+ Begin by turning around and going into room 301. Walk over to the desk and read the diary. Grab the slip of -Red Paper- from the table then go into the bedroom and read the magazine on the bed. Equip the Saint Medallion then examine the two red posters on the wall. One contains -Locker Key #106- and the other contains -Superintendent's Key-. Getting this key will make a ghost appear in the room, which is why you equipped the medallion. Run out of the room and unequip it. Go to your door, Room 302, and use the Red Paper to slide it under the door. Now run to the end of the hall and go through the door. On the staircase the long haired man is there, speak to him and he'll offer you the doll. It is up to you whether you want to pick it up or not, it isn't required. If you do, then you'll get the -Shabby Doll-. Run down to the bottom of the stairs and beside the little desk table with the lamp, are some lockers. Open your inventory and use Locker Key #106. Nothing important really, so climb through the hole on the opposite wall to get back. Examine the two red pieces of paper under your door. Check through the peephole to see if anything is there, then save your game and dump the doll in the chest if you picked it up. Now climb back into the hole to get to the Apartment World again and go through the double doors leading West. Use the Superintendent's Key on the first door on your left. Check out the pieces of paper on the side of the room to get -Red Paper- and -Torn Red Paper-. Beside it there are some keys hanging on the wall, examine ti to get -Apartment Keys-. Head into the bedroom and read the diary on the table. Now leave this room and go up the hall, and into the first room on the right. Check the bedroom to find a -Portable Medical Kit-. Sitting on the end table is a phone, do not dial the numbers, it will just make enemies appear. Down at the end of the hall, room 107, has some interesting stereo equipment but not much else. Return to the room with the hole and lockers and such. Proceed through the doors on the opposite side, leading into the East hall. There are a couple of dogs in this room, you can take care of them easily with your Rusty Axe or Spade. Look around for the room marked 102 and go inside it. Stomp on all the leeches in here. If you've beaten the game before and unlocked it, you'll find the -Submachine Gun- here. Your mail goal in this room is to open the fridge and get the -Torn Red Paper- from inside. Run to the end of the hall and go into Room 101. Unfortunately the only thing in this room that's actually real are the -Pistol Bullets- on the counter. Run back up to the third floor where you started. Put the Red Paper and two pieces of Torn Red Paper under your door, Room 302. Now enter Room 304 and grab the -Pistol Bullets- from the bedroom. Descend down to the second floor and go thorugh the doors leading into the East hallway. Ignore Room 204 and enter Room 203, perhaps with the Saint Medallion equipped. On the floor in the middle of the living room is a bottle of -Bug Spray-. Also check the bloody shirt in the bedroom to get another piece of -Torn Red Paper-. That's all there is to do here, return to the stairs area and head through to the West hallway on the second floor. Go through the first door on the left and pick up the -"Skinned Mike" Cassette- from the coffee table. The next room you want to go into is Room 207. Pick up -Richard's Revolver- from the electric chair. Also check the bedroom to find a -Putter-. Climb back up to the third floor again and put the Torn Red Paper under your door, this should be the fourth one. Use the hole in Room 301 to return to your apartment. Read all four of the pieces of paper under the door and then return to your room. You'll find the -Doll Key- between your bed and the window. Go back through the hole to the Apartment World and open Eileen's door for a scene. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.17 --+ Look out your window when you wake up, then go into the living room and look through the peephole in the wall into Eileen's room. Read the piece of red paper under the door and get the -Succubus Talisman- from under there as well. You're free to listen to that Casette Tape if you want, the stereo is beside the television. Now open your chest and put everything in there except the Succubus Talisman and a weapon. Also take out the Chaos Placard, Watchfulness Placard, Source Placard and Temptation Placard. Enter the bathroom and take a look at the hole. Now go into the laundry room, the one beside you front door. There is something odd on the wall, look at it and use the Succubus Talisman. Now there are four indentations, each with words that match the names of your placards. Put them in the correct slots and a hole will appear. ______________________________________________________________________________ ____ ___) (, / / /---/ ) / / +-- (_/ (__ OSPITAL WORLD ----------------------------------------- 1.18 --+ After leaving the room go over to the South side of this hall and pick up -Eileen's Bag- from the ground. Watch out for all the buzzers, axe them to death with the power of your axe. There are two doors on the East side, go through the upper one. Read the memo on the desk and take a look at the board. Now exit through the North door. You'll find a -Paper Cutting Knife- on the desk here. Leave this room now, notice there are three doors on the West side of this area, take the third one down from the top. Sitting on a shelf you'll find a -Nutrition Drink-. Now when you're ready, enter the bottom West door. Get ready to swing your axe with full power the second you get in here. These things are so powerful that sometimes it takes two stomps to really kill them. Take a look on the shelves for something that stands out, you'll find an -Ampoule- which pretty much restores almost all of your health and has a regenerative effect. Leave the room and go into the one directly opposite it, there is a -Portable Medical Kit- on the table in here, that's about it. You've found quite a bit of crap already and you only just got here. If your inventory is getting full you might want to return to your apartment and dump somestuff off, most of these medical supplies will be unnecessary at this point and there's little reason to carry around that knife. Drop everything with the exception of the Rusty Axe and Eileen's Handbag. Coming up is a section where you'll get a hell of a lot of items. Head to the very South end of the large hall and go into the room beside the elevator on the East side. Ascend the stairs and go through the door. There's a hallway here with tons of rooms and crazy wheelchairs moving up and down the hall. The chairs can hurt you but you can't hurt them so just stay out of the way. Unfortunately while the rooms don't actually change, their positions are random. Basically this means that the room beside the stairs for me might have a bed and nothing else, while the room beside the stairs for you might have enemies and some X-Rays or something. You'll still find the room with just the bed, but perhaps it might be down the hall. I'll just describe them in the order I find them, starting on the same side as the stairs. Enter the room beside the stairs and walk across the sticky floor to find -Pistol Bullets- beside the bed. Next is a pointless room with a bunch of X-Rays. Next is a room with a falling spike roof that almost lands on your head but doesn't, nothing in here. Next is a room with some skin on the bed and a bunch of things stuck in it, you'll find -Pistol Bullets- in here. Next there's a weird room with a bed handing under the floor, after that a room where it's raining inside. Next a room with a broken bed and a -Nutrition Drink-. After that a room with hooks hanging on the walls. After that is a room with a wheelchair and some -Revolver Bullets-. Next is a room with a -Holy Candle- in it. Next comes the fabled "face" room. Across the hall now is a locked door then a room with a cobra holding a -Hospital Room Key-. Use the key to unlock the cage when it falls. This key will unlock the locked door, but don't do that until you're done exploring the other rooms. The next room has a -Nutrition Drink- in it. Next there's a nice room with another -Saint Medallion-. Next is a room with a number of baby chambers. After this is a room with broken glass and a -4-Iron- on the ground. Next is a room with a cloth over something with legs coming out the bottom. After there's a patient enemy in the room and nothing else of interest. Next there's some kimbs on the bed and finally a room with two patient enemies. That's it. In case you're interested, you should have found the following items: Pistol Bullets, Pistol Bullets, Nutrition Drink, Revolver Bullets, Holy Candle, Hospital Room Key, Nutrition Drink, and 4-Iron not necessarily in that order. Head back to the room which was locked, the one at the far end on the left assuming it isn't random and use the Hospital Room Key. After a scene Eileen will start following you around. If you have Eileen's Bag with you then open your inventory and equip it, it's a weapon for her. Leave this room and the instant you do, begin charging up your Rusty Axe. You probably won't be able to see too well because of the camera, but in this hall the wheelchairs have been replaced by two patients. Kill them then run to the South end and press the button to call the elevator up, don't gon inside though, instead head back downstairs. Make sure Eileen is right behind you when you go through doors otherwise you'll leave her behind. There are two more patient demons on the first floor, be careful. Enter the washroom and go back through the hole. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.19 --+ At this point, your apartment changes, and not for the better. The most notable of these changes is that you are no longer healed when you return here, so the carelessness you have enjoyed in combat up to this point must change to carefulness. Leave your room and head into the living room, take a look at your ceiling fan, then go get the envelope from under the door. It has a -Small Key- in it. Also check beside your bookshelf, the one with the radio on it, there should be three pieces of red paper. Dump most of the crap you found into the bin. Now that you can't heal in the room anymore you might want to consider keeping a Portable Medical Kit with you at all times. I would take the Rusty Axe, Portable Medical Kit, Eileen's Bag, Small Key and perhaps a Saint Medallion, you never know when it might come in handy. Once you're ready then head back into the hole in your laundry room. ______________________________________________________________________________ ____ ___) (, / / /---/ ) / / +-- (_/ (__ OSPITAL WORLD ----------------------------------------- 1.20 --+ Leave the room after the scene and go into the elevator, since it should be on the second floor you'll kind of just be walking on the gears. The Small Key that you found will unlock the gate in the shaft. Begin charging up your Rusty Axe right when you get in here then start down the stairs. Let loose on the patients in this hall and stomp them into the ground. Go through the door at the bottom and run down the spiraling path. Ignore the stairs on your left unless you really need to get back to your apartment for some reason. All you need to worry about is getting to the door at the bottom of the walkway. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - 2ND TIME -------------------------------------- 1.21 --+ You're back in a familiar place now. Around the corner before the door you will find a -Holy Candle- on the shelf. I will explain the use of these the next time you go back to your apartment. Unlock the door and head through it. Be ready with your axe to fight these enemies, actually I find the axe isn't too effective against them (unlike the Stun Gun) but it gets the job done. Run around to reach the washroom and go into the men's washroom. Grab the -Nutrition Drink- from the stall and leave. Now into the women's washroom, jump into the hole and head back to your apartment once again. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.22 --+ All right, time to learn about hauntings, because they're going to start now. A haunting is like a ghost presance, when you are near it, the screen will go red and you will begin to take damage. The difference is that in most cases there is no ghost, it's just an oddity, and they are found in your apartment. There are two steps, the first is detecting and locating, the second is eliminating. Detecting is easy and is made possible by your radio, go and turn it on now. If the radio is silent then there are no hauntings in your apartment, if it's loud then there are. You can find a haunting either by an odd physical disturbance, or just the fact that when you stand near it the screen goes red. I won't spil it by explaining the details of each one, but you'll know them when you see them. Once you've located the haunting you can get rid of it in two ways. Those Holy Candles you have, this is what they are for. Get to the centre of the haunting source and set the Holy Candle down on some surface, let it burn and it should gradually get rid of the haunting for you. The other is to equip a Saint Medallion and just walk into it, but the Saint Medallion will break quickly (and Holy Candles bur out too of course, you won't have an infinitely usable fix for them.) Anyway once your apartment is free of hauntings, check under your door for a piece of red paper and an envelope with a -Toy Key- inside. Open the chest and get the Lynch Street Line Coin and a Sword of Obedience out of it, you'll need them. Now head back. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - 2ND TIME -------------------------------------- 1.23 --+ Leave the washroom, equip the Saint Medallion, and head down the hall toward the turnstiles. Prepare for you first boss fight, sort of. You don't have to fight this boss but opting out of doing so means she will not go away, and she will reappear. Here's what you do, equip the Rusty Axe and start smacking. Don't use the change up attack, just keep hitting her until she falls, THEN use the charge up attack. After doing so see if you can stomp on her corpse. This won't kill her, but it will mean that it's time to use the Sword of Obedience. The next time you knock her down, don't attack or stomp, hit square to use the sword and pin her to the ground. Continue past the turnstiles to the next area. Defeat the monkey men and go into the little area to the West before the worm to find -Nutrition Drink-. Past the worm down the East path get the -Silver Bullets-. Return to the turnstiles and use the Lynch Street Line Coin again to get thorugh. Descend the stairs and go left and down the hall toward the dead end where you'll find another -Nutrition Drink-. Just back a bit before the drink, look agains tthe wall to find a -Riding Crop- in the pile. Equip it while standing beside Eileen, it's a new weapon for her. Return to the hall and keep going down the stairs. Enter the subway car at the bottom and go right, up, and left back into the car. Remember that colourful box from the beginning of the game? Use your Toy Key to open it now and get the -Filthy Coin-. Return to the bottom of the stairs and make your way all the way down to the South end, go through the very last open subway door (not the one you have to open yourself, this one is already open). Head right into the next car and look on the ground above you to find a -Saint Medallion-. Leave the subway cars once again and go thorugh the far South door on the wall. In the event this door is locked it means you are either just coming to this guide for help at this point, or just suck at following it. I say this because earlier in the station i told you to go out of your way to unlock this door, hopefully you did, if not you'll be able to get to the same place by going through all the subway cars and around a different path. Your destination is that underground weird walkway with the wooden boards to walk across. Anyway assuming you have been following the guide, climb down the ladder after picking up the -Holy Candle-. At the bottom go down and head right at the fork. If you have room in your inventory (I don't) then pick up the -Nutrition Drink-, if not, then just remember it's there because you're can come back afterward if you want. Head back a few steps and go down at the fork this time, climb the other ladder. There is a hole at the top here, return to your apartment so you can dump things off. If your radio is making noise (assuming you turned it on) then you'll have to get rid of a haunting first. I find at this point it's usually the one in the kitchen, take your Holy Candle and go set it on the counter beside your shoes. If it's not that one then obviously put it somewhere else. Open the chest and drop Eileen's Bag, any Saint Medallions, the Lynch Street Line Coin, and the Silver Bullets. Hang onto the Filthy Coin for now, maybe a health item if you're paranoid, and maybe one Saint Medallion. Head over to your sink and use the Filthy Coin to get the -1& Coin-. Read the piece of red paper under your door. Now if you're set, jump back into the hole again. Go through the door leading North and charge your Rusty Axe to slash those damn dogs. Run North while kepping an eye on the benches to your left to find -Pistol Bullets-. When you pass the stairs, turn around and go up to find a -Portable Medical Kit-. Back down again, enter the subway car at the end and go left to find a -Holy Candle- on the ground. Now run all the way back to the South end and go through the door, and down the ladder. Grab the Nutrition Drink is you didn't before and keep going in that direction, perhaps with a Saint Medallion equipped. Head out to the open area King Street Line subway platform. You need to go up the escalator. Make sure you kill all the wall men on your way up, in fact you might even want to consider going up the down escalator. The reason for this is that the wall men don't come back once they're dead, and you'll be bringing Eileen back this way, so it will save you a lot of trouble in the long run. At the top, run down the hall leading North and get the -Nutrition Drink-. Leave this area and ascend the stairs. Get -Cynthia's Commuter Ticket- off the floor at the top of the stairs and use it on the turnstile to get out of here. You don't need the Lynch Street Line Coin, use the Commuter Ticket again instead of the coin and it lets you through. Head down the stairs and at the bottom, use the 1& Coin on the vending machine with the same symbol to get the -Murder Scene Key-. Before going back up the stairs where you just came from (which you are going to do) run to the end of the platform and get Eileen out of the room. Now head to the top of the stairs where the turnstiles are and use the Commuter Ticket to get into the King Street Line again. Open the door to the room where Cynthia died using the Murder Scene Key and pick up the -Train Handle- off the floor. Go down the stairs and down the escalator. Enter the train car and run to the end where you can use the train handle. Now a few steps back the door is open leading North down into a new tunnel. Beside the door you will find a -Sword of Obedience-. Through the door there's a scene and then a boss! A boss you cannot harm at all, to defeat him, go thorugh the door, that's it. This place should look familiar, run to the very and and go through the door. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD - 2ND TIME ------------------------------------ 1.24 --+ There are two tombstone-esque things in the graveyard with red writing that you can't read, approach them with Eileen and try to read them, she should interrupt and read them out to you. Examine the torch at the Northwest corner to acquire -Torch-. Examine it again to light the torch (after equipping it) and quickly run through the door. Follow the path for a few steps then look left for a well, when you examine it you'll get the -Doll's Head-. At this point you may have noticed the long haired man in the coat has followed you thorugh the door, he has a gun and he's not afraid to fire. Run! Quickly grab the -Nutrition Drink- from under the lamp post and run like hell. Don't run too fast though. Head back to the Wish House area. So much for that thing. Run to the middle of it and you'll find a memo on the ground. Also look for a wheelchair in the middle of it, when you examine it there's a memo. Use the Doll's Head here then grab the -Holy Candle- on your left. Hanging from the broken playground pieces on the East side is a chain, go over there and pick up the -Chain-. It's a new weapon for Eileen, have her equip it. You can dump the Riding Crop now, head back through the hole to the North. Exercise any hauntings around your apartment and then check under the front door for a piece of red paper. Drop anything you don't need into the chest, this includes the Commuter Ticket but does not include the Torch or the Sword of Obedience, you need those. Enter the laundry room now, below the hole and a little to the left is a canister of oil. Use your Torch on it to soak the Torch in oil. Now head back through the hole to reach the Forest World. If you're ready to continue then take the upper left door (according to the map) out of this area. Charge your Rusty Axe and bring it down on those damn two headed freaks. There's a -Nutrition Drink- on the ground just before the door. There's all sorts of stuff in this next room, on the right you will find -Pistol Bullets-. At the upper left is a -Nutrition Drink- and beside it on the ground is the -Pickaxe of Despair-, the strongest weapon in the game. Leave this room and go left for a cutscene. Afterward examine the pedestal beside you to get -Crested Medallion- and you'll find -Revolver Bullets- to the North as well. Since you're probably overloaded on stuff, return to your apartment through the hole here and dump it all. Be sure to keep the Axe or the Pickaxe, the Torch, the Chain, Sword of Obedience, and Crested Medallion. You'll need the Torch equipped, light it with the flame beside the exit to this area. Now run back toward the Wish House. Ignore the victims in this area, but make sure to wait for Eileen before going through the door. On the path here there is another well, examine it to get the -Doll's Right Leg-. Return to the Wish House and use the Doll's Right Leg on the doll. Now take the upper right door, run down this path to the next area and at this point check immediately on your left for another well with -Doll's Left Arm- inside. Assuming you soaked the torch in oil, it should easily still be burning at this point. Remember this is the room with that large ugly sack that fell down in the middle. Contine along the path, still going away from the Wish House. Unequip your torch before going through the door. You'll probably need the Rusty Axe for this one, I find the Pickaxe of Despair just doesn't have a fast enough recovery time time to allow you to strike and then jam the Sword of Obedience before he is able to get up. When fighting, just be sure to keep your distance most of the time and you should be fine. Eileen can pull her own weight. Re-equip the Torch and use the flame to light it, now continue East. Run through the next area to reach the factory. Here's an interesting tip, if you take off Eileen's weapon then she won't waste time trying to fight the ghosts and actually bother to keep up, it might really help you out. You can find a -Nutrition Drink- on the far East side, after grabbing it head South to the door. Follow the linear path through the factory, along the path after it, and when you come to an area with one of those monkey men, examine the well on your left to get -Doll's Right Arm-. Defeat the enemy and pick up the -Holy Candle- off the ground. Before going, grab the -Nutrition Drink- from behind the fence near the gate. Return to the Wish House are and place those limbs back on the doll. Now take the final door you haven't taken yet, the lower right one. Run along the path, picking up the -Nutrition Drink- along the way. In the next area get ready to run because the man in the coat is back, and he's replaced his Steel Pipe with a Chainsaw! When you make it through, in the next section look on the other side of the weird tree to find -Silver Bullets-. Finally, through the gate light the Torch and examine the well to get -Doll's Left Leg- as well as a -Nutrition Drink- on the ground. Now head through the hole once again. Use that Holy Candle on whatever crazy hauntings are occurring in your apartment. Drop the following items into the chest, Silver Bullets, Nutrition Drinks, and the Torch. Now head back to the Forest World. Make your way back to the Wish House and place the final piece of the doll, on the doll. It will roll out of the way and reveal a staircase which you can take down. Read the bokk sitting on the table at the bottom. Place the Crested Medallion into the door and run down the spiral staircase to revisit the Water Prison World. ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD - 2ND TIME ------------------------------- 1.25 --+ Enter the elevator thing and watch the scene. At the bottom, prepare yourself. Take off any weapon Eileen is carrying and when you go through the door get ready to run, all you have to do is run a few steps down and through the double doors. The danger is the long haired coat, he's replaced his Chainsaw this time with another Pistol. Outside on the walkway now, start running. Since Eileen can't climb ladders you need to take the long way, but once you start running he'll be chasing, so keep running! Go thorugh the first door to reach the third floor cell area. Start by going into the left- down (8 o'clock) room and getting the -Pistol Bullets-. Next head into the right-up room (2 o'clock) and grab the -Holy Candle-. Once you've done this then your destination is the up-right (1 o'clock) room. Drop down the hole, then again, then again. When you reach the kitchen, go thorugh the door with the number panel to reach the death chamber. Examine the shirt on the ground to get -Prisoner's Shirt-. Head back into the kitchen and out the other door. There are two items in this room, a -Nutrition Drink- and a -Saint Medallion-. The medallion is on the floor near the exit door. Leave this room and kill the damn tentacle things blocking the ladder. Climb to the third floor and get the -Nightstick-. Back down at the bottom of the ladder go through the West door and pick up the -Pistol Bullets-. Now take the South door from the previous room. Ascend the ladder and go through the door at the top, pick up the -Nutrition Drink- sitting beside the hole and enter the hole once again. Drop the following items off in the chest, the Holy Candle, the Saint Medallion, all those Pistol Bullets, and if you still had it unequipped, Eileen's Chain (since the Nightstick is better). There should be a piece of red paper under your door so look for it, then go into the bathroom. Use the Prisoner's Shirt on the bathtub to be able to read it. Now jump through the hole back to the Water Prison World. Proceed through the North door to reach the first floor cell block. Enter the down-right (5 o'clock) room to find some -Pistol Bullets-. There's a -Nutrition Drink- in the down-left (7 o'clock) room. Be sure to go into the left-up (10 o'clock) room to find a -Holy Candle-. That's all there is to do here, go back out and through the East door to reach the outdoor walkway. Climb the ladder to the second floor cell block door. For this part, go into the down-right (5 o'clock) door and get the -Pistol Bullets-. Next go into the down-left (7 o'clock) room. This is the room the note on the shirt was talking about, examine the bed to get a -Sword of Obedience-. Lastly, go into the up-left (11 o'clock) room, there's an enemy in here, your main goal is to pick up the -Holy Candle- off the floor. Leave the room and climb the ladder up to the third floor again. Check your map for a red marker icon, this is Eileen of course, go into the room and retrieve her. Leave this whole cell area and begin running down the long winding walkway, being extra careful, because the friggin coat man is here. Wait for Eileen at the bottom and go through the door, then through the hole. At this point you should have enough candles to exercise any hauntings your apartment may throw at you. If at any point you have been wondering the purpose of those Silver Bullets, now is when you're going to find out. Wipe the rust off that Pistol and take one Silver Bullet, forget normal bullets entirely. You'll also have to have your Sword of Obedience of course, and hang onto the Rusty Axe and Nightstick. Lastly, if I were you, I'd take a Portable medical kit. Things might be starting to get a little dangerous. When your arrive back again, go into your inventory and press square on the Silver Bullet to load it. Equip the Rusty Axe and head through the West door for a scene. Now use the axe to cut through those tentacle things on your way down the path until you encounter the ghost, change equipment to the Pistol and hang on for a second. The ghost has a single attack but it's dangerous and powerful, he'll spin around then launch at you. During this time when he is spinning, that is your best chance to fire. Immediately after firing run up to the ghost and use the Sword of Obedience. I used the Rusty Axe on him for awhile but he never even fell down, the Silver Bullet is the way to go here. In the event you can't pin him after one bullet then you'll have to switch over to the Rusty Axe but it's VERY difficult to fight this guy without being hit, those lunge attacks just devistate. You must use the Sword of Obedience on this guy, doing so automatically gets you the -Water Prison Generator Room Key-. Run to the very bottom with Eileen following you and go through the door. At the end of this room, across from the hole on the ground (it's somehwat difficult to see) there is a -Portable Medical Kit- (thank god) so if you took a lot of damage from that fight, use it. Head over to the upper right side door and use the Water Prison Generator Room Key on it. This is where things get interesting, walk forward a few steps so you can see down the long hallway, you might happen to notice there are many figures down at the end. It's time for a bloodbath, and you're the axe wielding executioner. Whether you choose to charge your weapon first and walk slowly, to run staight into it, or to wield a gun or seomthing sissy like that, it's up to you to take out the trash. Actually despite my confidence, I found myself wounded quite badly, so if you're in the same boat then exit through the door at the end of the hall and use the hole on the way down the spiral staircase to return to your apartment and heal up. Since you used your Silver Bullet you'll need another one for the boss in this world. Also you should have one Sword of Obedience left if you've been following the guide. If you don't carry a Spirit Medallion with you at all times this may be a good time to start. Back into the hole you go then through the door to Building World. ______________________________________________________________________________ ______ (, / ) /---( ) / ____) +-- (_/ ( UILDING WORLD - 2ND TIME ----------------------------- 1.26 --+ Right away read the diary on the ground after the scene. Beside the door you just came from on the left as well is a -Nutrition Drink-. Wait for Richard to appear then get ready to fire, in between all those fresh dance moves he's got. Here's what you do, stand somewhere away from him and hold R2. Wait until he is right in front of you for maximum accuracy and bullet ripping power and fire. He should go down right there and allow you to jam that Sword of Obedience directly into him. I found it a fair bit easier than doing it to Andrew. Enter the elevator and press the bottom button. Descend the ladder when it reaches the bottom and down at the end of the hall you'll find a -Billiard Ball- on the floor. Climb up the ladder beside where you found the ball. There's nothing to do in this alley besides just running to the end. After the scene grab the -Portable Medical Kit- beside you and head South. Sitting beside next to the water tower on the opposite side on the ground, beside the ladder, is a -Saint Medallion-. You might have trouble seeing it. Also beside it is a -Volleyball-, pick that up as well. Proceed through the door then descend the stairs and go through the door at the bottom. You'll find a -Holy Candle- around the other side of this walkway. Now go down the stairs to he bottom and enter the bar again. Walk over to the pool table and use the Billiard Ball to set it down on the table. Read the bartender's memo on the counter and then enter the hole to get back to your apartment. Take a look under your front door for another piece of red paper. Drop the Pistol into the chest, save your game and return to the Building World. Time for a lot fo backtracking, leave the room through the way you came, head back up all these stairs and the next ones past the wheelchairs. At the top run down the alley and down the ladder at the end. Climb up the ladder on the other side of this area, now you should be in the elevator with Eileen. If you entered the wrong elevator, go into the one Eileen is in. Of the two elevators, you should be in the Eastern one. Ride the elevator to the top floor and go out the door facing North. Defeat the monkey men and run to the end of the hall, you'll find -Revolver Bullets-, and that's about all. Re- enter the elevator and take the other door out, still on the top floor. Go down the hall and pick up the -Nutrition Drink- in the next area before killing the two dogs. Ascend the stairs and go through the door at the top. Pick up the -3-Wood- off the floor and the -Cake Candles- off the counter. Use the Volleyball on the basket to drop it in. Proceed through the door beside the hole and get the -Holy Candle-. Go through the East door and then the East door again after that. Climb the stairs to the top, preferably with your Saint Medallion equipped and Eileen unequipped. Through the door at the top you will find a -Stuffed Cat- on the ground. You may notice there is a cake on the table, use the candles on it to set them in place, take the door out of this room leading South. There are two dogs here on the ground floor, and two more dogs on the second floor along with a -Nutrition Drink-. On the third floor you'll find both a -Holy Candle- and some -Revolver Bullets- sitting on the hood of the car. Follow the long alley down to the end, fighting the dogs as you go and pick up the -Driver- before going in the hole. Drop those golf clubs, drop the candles (or use them if your apartment is haunted), drop the Revolver Bullets, drop some health items if you have any left. You get the idea. Save your game and go back into the hole. Run down the hall, down the stairs through the door, keep going and blah blah blah eventually you'll find yourself back at the sports store again. This time leave through the North door. Climb down the stairs to the pet shop, check the shelves to get -Nutrition Drink- and -Pistol Bullets-. On the Northwest side of the room is a cage on the counter, the camera angle changes when you get close. Use the Stuffed Cat on it. Now go further Northwest and head through the door. Examine those newspapers on the ground beside the door and you'll hear some noise, go back in to check it out. Head back to where the newspapers were and go down the stairs. Enter the room at the bottom, it's all sideways and weird. There's -Pistol Bullets- on one of the shelves, after grabbing them go examine the door with the clock on it. Run all the way down the stairs and proceed through the door on the Southeast wall. Tons of monkey men in this room, and one dog with them. Take out your Risty Axe and get swingin'. It's going to take some hardcore moves to eliminate all these guys. They all drop golf clubs and yes you can pick them up, grab the -Sand Wedge-, -8-Iron-, -7-Iron-, and -3-Iron-. There's also a -Nutrition Drink- around the corner. When you're ready head for the other door. Descend the stairs and go through the door, run down the alley to the next area and go through this door as well. I'm sure you recognize this place anyway, basically you're just trying to get back to the bar again. Given you have all those damn golf clubs it's probably a good idea to head back through the hole right about now, and by good idea, I mean you have to do it anyway. Put everything you don't need into the chest, which is probably most of the crap you're carrying. If you remember, you're going to need to know the new phone number of the bar. Look out your living room window at the sign, the number (555-3750) has not actually changed. The solution? Go into your room and dial the number into your phone. It will tell you that the new number is (555-4890). Re-enter the hole again and punch the number 4890 into the code thing on the wall. Run down many flights of stairs and grab the -Portable Medical Kit- at the bottom, then head through the door beside it. This is kind of a boss, and kind of not. Read the riddle on the door on the opposite side of the room. What it means is that only one of these enemies is real. The way you tell which one is real quite easily. Go around striking each one of them until you found one that when hit, makes all of them react to the hit, that's the real one. Kill it and go through the door. At the bottom of the spiral staircase there is a memo. Now enter Room 302, your apartment. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - OF THE PAST --------------------------------- 1.27 --+ Check out the two memos on the coffee table and then go into the bedroom. Here you will find four red pieces of paper. Return to the living room for a scene then it's time to take the hole and return to your real apartment. Before doing so make sure to grab the -Pickaxe of Hope- from the wall at the end of the hall in between the bathroom and the bedroom. Now enter the hole. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 ----------------------------------------------- 1.28 --+ Read the memo under the door after taking out all the hauntings and then go into the laundry room and read the memo on the ground there. Leave this room and go to the end of the hall. Use the Pickaxe of Hope in the equivalent spot to where you found it and a hole opens up. Go in and watch the cutscene, then examine the corpse to get the -Keys of Liberation-. Use the keys on your front door to break open all the locks and finally get out of your room. ______________________________________________________________________________ __) /(, ) / / / / +-- (___ / UTSIDE ROOM 302 ------------------------------------------ 1.29 --+ Head up and go into Room 301. Run to the end of the hall and go right into that cylindrical cage thing to find a -Saint Medallion- on the ground. Go down the stairs in the main room and get the -Nutrition Drink- on the lower floor. Leave the room on this floor and run down the hall to Room 202. Move quickly (but not so quick that you leave Eileen) because the man in the coat is behind the barrier. Check the bedroom to find a -Sword of Obedience- on the ground. Now head through the hole in the wall then leave the room. Out in the hallway again, your destination is Room 204. Coat man is here, don't make any odd movements, simply walk into the kitchen, grab the -Nutrition Drink- and leave. When you're ready (and have a good weapon equipped) then go leave the hall through the West exit. Get ready to take on like five or six patients, I lost count, but the point is to kill them! After you do then climb up the stairs to the next floor and grab the -Pistol Bullets- off the ground. Head into the third floor hallway and enter Room 304. All you're doing in here is picking up the -Nutrition Drink-. Now it's time to go into Eileen's room, Room 303. Check the living room for -Revolver Bullets- and a -Nurse Costume- if you've beaten the game before and acquired the appropriate ending. Leave this room and return to the stairway, run down to the second floor and enter the West hallway this time. Go into Room 205 and you'll find a -Nutrition Drink- in the bedroom. Next you'll want to head into Room 206. Watch out for the coat man! It's close quarters in here, you can "kill" him if you want to, either way enter the first bedroom to get a -Holy Candle- and then the second bedroom to find a crack in the wall. Go through. Check the bedroom here to find -Pistol Bullets- and then leave. Defeat the monster and run down the stairs. At the bottom is Room 107, go inside and get the -Nutrition Drink- out of the back storeroom. Next you'll want to go into Room 106. Lots of great stuff in here including a -Portable Medical Kit, and -Ampoule- and a -Holy Candle- in the kitchen. Leave the room and leave this hall. In the next area Eileen walks toward the middle of the room and stops. Don't bother trying to get her to follow you anymore. Now enter the East hallway and go into Room 104. You'll see a -Portable Medical Kit- past some wall men, go grab it then enter the cylindrical cage thing and examine the corpse. Room 103 has another corpse to examine and a -Nutrition Drink- in the back room. In the hallway again, there is a hanging corpse at the South end, the North end, and some -Pistol Bullets- beside the boxes. Go into Room 101. You'll find another hanging corpse here and some -Pistol Bullets-. Return to the main area where you left Eileen and watch the scene. Now head back to the West hall and go into Room 105. Examine the red case for a scene and to acquire the -Umbilical Cord-. There's also a -Nutrition Drink- in the back room. Leave this room for another scene, then examine the piece of paper on the ground. Climb the stairs in this hallway and enter Room 207. Go through the crack in the wall and leave the room, watch out for crazy double headed baby monsters. Return to the second floor East hallway and enter Room 203. There's a hole in the bedroom wall, leave again and enter Room 201. Climb the stairs to reach Room 301, leave the room and enter your apartment. If there are any hauntings in your room then eliminate them. Open the chest and get ready to switch up some items. Dump the Nightstick, the Sword of Obedience, the Saint Medallions, and such. This is where you get ready for the end so stock up, but be sure to leave at least three or four spaces open, you won't need that much crap anyway. As far as I'm concerned, just as guns weren't too useful in the game, they won't be too useful at the end, and not having to bring much ammo is a good thing but it's up to you. If you've still got that Ampoule then bring it along, maybe with a Portable Medical kit. The Rusty Axe or better yet, the Pickaxe of Despair and perhaps the Revolver with one set of bullets. And of course you must bring the Umbilical Cord. When you're ready then save the game and go through the hole at the end of the hall leading into the hidden room. Examine the black hole and choose to go in. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ ITUAL AREA -------------------------------------------- 1.30 --+ If you're ready, then after the scene, jump down the hole. It's time to take on the boss of the game. Here's what you need to do, begin by running over to the large monstrous creature and using the Umbilical Cord, after that your next duty becomes clear. There are eight spears around this area, since you used the Umbilical Cord you should have four open slots, go to one side of the monster and grab the four spears, then jam them into its body. After doing this go to the left side of the huge monster and grab the other four spears, jamming them into its body. Remember to be quick, as you may have noticed Eileen is kind of walking toward her doom. (Note the battle does not end if she dies, it affects the ending.) The best way to fight this battle is with the Pickaxe of Despair, no question. Forget the guns. After Walter has become human what you want to do is equip the pickaxe and start charging it. Something which will be very important in this battle is the sidestep. While charging your axe, move left ro right and press circle to jump to the side, you can easily avoid Walte'rs bullets this way if you time it right. Once the axe is charged, approach him. Wait until he either starts to lift his hand to fire, or pull back to swing the pipe and let loose. Since the axe is so powerful this is also the fastest way to kill him, so it has the highest chance of killing him before Eileen walks into the machine. Good luck. ______________________________________________________________________________ For information on the end of the game and how to acquire each ending, see the "End of the Game" section further down in this walkthrough. ______________________________________________________________________________ ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || 2.00 || Plot Summary || 2.00 || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.01 --+ Two years ago Henry Townshend moved into Room 203, his apartment, happy to start a new life. Five days ago however he began to have a recurring dream. Soon he made a startling discovery, he could not leave Room 302. He wakes up to a room, covered in a rust coloured film, things aren't hwere he remembers them and the door is bolted shut. He leaves the room and enters the living room to find similar oddities. Suddenly out of the wall come a number of cracks as the body of some kind of creature pulls itself through the wall. As this monstrous humanoid body drops to the floor, the opening credits roll. Henry Townshend wakes up, believing that everything which just occurred was a dream. He turns around and picks up his telephone, which doesn't seem to be working. As he hangs up suddenly the phone rings. It's a woman's voice on the other end, she is calling out for help, but soon the voice cuts out and Henry realizes the phone line has been cut the whole time. Henry leaves his room and moves to the front door. It is bolted with chains, the windows are permanently shut too. A notice on the inside of the door, written in red reads "Don't go out! - Walter." Through the peephole he spies a woman, Eileen, she is his neighbor. Henry is able to see the outside world just fine, he simply cannot get there. On the wall outside his door there are fifteen handprints on the wall. Henry goes back into his living room only to find a scrap of paper hidden behind a bookshelf, the piece of paper reads: "Through the Ritual of the Holy Assumption, he built a world. It exists in a space separate from the world of our Lord. More accurately, it is within, yet without the Lord's world. Unlike the world of out Lord, it is a world in extreme flux. Unexpected doors or walls, moving floors, odd creatures, a world only he can control... Anyone swallowed up by that world will live there for eternity, undying. They will haunt that realm as a spirit. How can our Lord forgive such an abomination...? (This part of the book is too damaged to read.) ...It is important to travel lightly in that world. He who carries too heavy a burden will regret it... (The book is too damaged to read any more.)" Next Henry takes a look inside the large chest nearby and hears a loud crash. It sounded like it came from the room beside him. As he walks toward the room Henry notices a scrap of paper under the door. It reads "Mom, Why doesn't u Wake up?" He checks the room nearby but there doesn't seem to be anything different, perhaps the bathroom. Henry enters the bathroom to find a large hole in the wall. He pulls a Steel Pipe out which happens to be blocking the opening and then decides he has no choice but to go into it, there is absolutely no other way for him to get out of his apartment. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - PLOT SUMMARY ---------------------------------- 2.02 --+ As the scene cuts in, Henry is sitting on an escalator moving downward. At the bottom is a subway tunnel, it is not known how the hole led him here, but at the moment there is no way for him to escape. After only a few steps he meets up with a mysterious woman. He asks her name, and she laughs. She wonders why someone in her dream wouldn't even know her name. She thinks she is in a dream, why else would she be in such a place. She introduces herself as Cynthia and says that if Henry helps her find the exit, perhaps she'll do him a special favour. It's a dream, she may as well have some fun. As they go around the corner past the washrooms suddenly Cynthia feels very sick and she runs into the women's lavatory. Henry waits patiently outside until the door slowly creaks open, and a disgusting dog like creature with an enormous tongue flies out of the washroom, dead, followed by two other dog monsters which proceed to suck the creature's insides out. He thrashes the creatures with his Steel Pipe and goes to check the women's washroom. Cynthia is gone but there is a large hole in the wall. With few other options left, Henry climbs into the hole. The next thing he knows he is waking up in bed. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.03 --+ Henry wakes up in his room once again, like awaking from a bad dream. When he goes out to his living room, to his surprise it seems like someone has moved the shelf in the corner. Only when straightening it out does Henry come across the Pistol, lying on the floor, under the shelf. It's a mystery as to how it got there. There is also some writing in the wall, it looks like it was carved by an ice pick or something. He reads the writing: "The faint hope I had is slowly changing to despair. I've somehow managed to tunnel this far but no matter what I do, I can't get any farther. The hallway, the windows, the walls... It feels like this room is stuck in another dimension. Eileen never noticed..." There is a small hole in the wall that can be used to peep through into Eileen's apartment next door. Henry sees Eileen but she just walks away, he is unable to contact her. As he steps back from the hole he hears a phone ring. It's back in his room. The woman on the other line is Cynthia, she sounds like she is in a panic. She says to hurry up and come save her, if he needs a token, there's one here. Henry leaves his room only to hear another sound. Looking out the peephole in his door he finds it's only Eileen, sweeping the floors in the hall. The fifteen bloody handprints are still there. With nothing else to do, Henry enters the hole in the bathroom again. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - PLOT SUMMARY ---------------------------------- 2.04 --+ Henry finds himself back in the women's washroom again. There is a bloody mannequin in one of the stalls, it holds the token Cynthia was talking about, the Lynch Steet Line Coin which allows you to move the turnstiles and get down into the subway. He uses the coin for just such a purpose and goes down the stairs. At the bottom, something moans and a head appears out of the wall. This figure pulls itself through the wall and drops to the ground before rising up and floating. It's like a zombie, except not really disfigured, and it levitates. These are ghosts, and they have the power to not only damage the body but the mind as well. Henry feels pain just being close to these things and so he must always run from them. At the bottom of the stairs there is Cynthia, in one of the subway cars, trapped. Henry has to find a way to get her out. Behind him he spies an odd vending machine. The machine itself isn't so off but someone has painted something similar to "1&" but rather than that sign, it's more like the number 8 with a vertical line through it. Henry finds a button in one of the subway cars that unlocks all the doors and frees Cynthia. Now they must find a way to escape. Inside the subway car, a small coloured box sits on the seat with "1000&" written on it. It's locked and there is no way for him to open it. They manage to weave through all the subway cars to the other platform. Just as Henry walks through the door at the end, Cynthia disappears. She did not follow him through the door, nor is she back on the other side. Simply put, Cynthia is just gone. Henry finds himself in a room, bright with red light and a large hole in the wall leading back to his apartment. As he progresses further into the subway a voice comes over the loudspeaker. It is Cynthia, she says she has found the exit, she calls for Henry to come meet her at the exit but suddenly with a scratch, her voice is cut off. When Henry reaches the top he finds Cynthia's purse and all of her things scattered on the ground covered in blood. Inside the room beside them he makes a shocking discovery. Blood everywhere, on the ground, the walls and all over Cynthia who is lying on the ground barely alive. She says it was all supposed to be just a dream, she feels like she's dying and with that, Cynthia is gone. Carved into her chest is the number "16121." ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.05 --+ When Henry wakes up he hears sirens. He looks out his window to see an ambulance and a police car at the entrance to the subway tunnel. Could this possibly have some connection with Cynthia? He leaves the room and realizes his radio is on. A voice cuts in saying to move the ambulance quickly. THe same voice is heard saying "...she's got numbers carved into her chest." It must be something to do with Cynthia however that's the last that is heard of the voice. There is a scrap of paper stuck under Henry's door. It reads: "Although the cult itself is gone, I'm sure the spirit is still alive. There are too many strange things happening in that town. I'm investigating two people. Or maybe I should say just one. I've just about discovered what's going on. April 8" With nothing else left to do, Henry gets ready to enter the hole once again. When he gets into the bathroom he finds something is different. The hole has grown in size. Regardless of this fact, Henry climbs in to see what awaits. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD - PLOT SUMMARY -------------------------------- 2.06 --+ Once again Henry appears sitting down, but not on an escalator. This time he is sitting on a path, in a forest. Nothing is said as he stands up and begins to familiarize himself with the surroundings. As he wanders along the path Henry comes across a car parked, with the brakes engaged and the headlights on but no one in it. He finds a note on the driver's seat that reads: "It's been awhile since I came here to Silent Hill. Maybe I'll meet the Devil this time. But whenever I come to a cool place like Silent Hill, I always get real thirsty. Jasper Gein" That's not the only thing Henry finds, there is also another memo: "I'm not sure what that nosy guy meant when he said: "His home is the orphanage in the middle. The lake is northwest. So the opposite is southeast." The nosy guy said one other thing I don't understand: "If you bring the dug-up key, you can't go back. Put it away somewhere before you return there." Down the path Henry finds a man sitting on a rock. The man has a very bad stutter. He says that someone else was here, something to do with an old native "stone" they called the Mother Stone. They used it in some kind of cult ritual, something to do as well with the children from the orphanage but the man isn't making a lot of sense. He mentions a ceremony for talking to the dead. This man is Jasper Gein, the one who wrote the first memo. At the end of the path Henry finds another hole and makes a return trip back home. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.07 --+ As he steps out of his room, there is a buzz at the door. Henry walks over and takes a look out of his peephole. Eileen is there. He pounds on the door to try and get her attention. Richard Braintree appears and talks to Eileen. She says something weird is going on in the room. Richard says it's probably nothing and asks Eileen if she knows the person who lives in there (Henry) very well. She says she only knows his name and face. Ricahrd tells her he will go and call the super. With that, Henry goes back thorugh the hole. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD - PLOT SUMMARY -------------------------------- 2.08 --+ Back in the forest world again Henry goes past the orphanage to reach the cliff overlooking Toluca Lake, something you may be familiar with from previous Silent Hill games. There is nothing on interest here besides the lake so Henry finds a different path and soon, a young boy. He asks the little boy what he is doing here, but the boy doesn't respond. Jasper appears from behind saying it's going to happen, it's finally going to happen! THe little boy runs off and Jasper is gone too. Henry finds himself in a cemetery, he looks down at a coffin in an open grave. The numbers "11121" are written on the bottom of the coffin. On the South side of the cemetery is a door, on the door is a symbol. This is the cult symbol from Silent Hill 3, the same symbol in fact that was used as the save points in that game. Finally Henry returns to check out the orphanage (Wish House), Jasper is out front saying that no one can go inside. He says the nosy guy gave him something really good, but he won't give it away from free, he's soooo thirsty. Henry offers him the Chocolate Milk he had in from the fridge back in his apartment. In return Jasper gives Henry the Blood-Inscribed Spade: "Opposite where the lake and house meet, inside the hand holding onto the ground." This is what is written on the spade. Henry takes the spade and follows the path leading to a large tree. Not just any tree, the roots of this tree are protruding out of the ground in the shape of hands reaching up. He digs here using the spade and discovers the Rusted Bloody Key. The description of the key reads that the holder will "wander for eternity" and it is correct. Henry has no way to return to the Wish House, when he tries to run back, the fog thickens and the path loops forever. The note he picked up in the car said that you can't go anywhere with the dug up key, you have to put it somewhere. The solution is for Henry to return to his apartment and store it there. Doing so allows Henry to bring the key back when he reaches the Wish House and get inside. The whole place has been broken down pretty bad, tables, chairs and shelves lie tipped in all directions. He finds a note on the ground: "Have you found Alessa yet? How is Walter's progress coming along? Send me a report." Over in the back corner there is another memo on the ground beside the door: "The Second Sign And God said, Offer the Blood of the Ten Sinners and the White Oil. Be then released from the bonds of the flesh, and gain the Power of Heaven. From the Darkness and Void, bring forth Gloom, and gird thyself with Despair for the Giver of Wisdom. The Third Sign And God said, Return to the Source through sin's Temptation. Under the Watchful eye of the demon, wander alone in the formless Chaos. Only then will the Four Atonements be in alignment." Once the note has been read Henry hears crying coming from the door beside him. Smoke pours through the crack as he goes toward it. Another placard, the Source Placard sits in the door. It's very similar to the Temptation Placard he found just before discovering Cynthia's body. Inside the room there is Jasper, holding something to his hand while his entire body is up in flames. The door shuts behind Henry and Jasper says he finally saw him, the one the nosy guy was talking about... the devil, and he falls to the floor. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.09 --+ Once again Henry wakes up in his bedroom. A voice is heard, less like a radio transmission and more like a news report. It is a woman's voice. She says a body was found burned to death in a forest near Silent Hill, the body of a thirty year old male. It has been ruled a homicide due to the ritualistic carving of the numbers "17121" in the man's body. They are also considering a possible link to the Walter Sullivan case from ten years ago. Henry leaves his room and hears a buzz at the door. It's the superintendent, Frank Sunderland (James Sunderland was the main character in Silent Hill 2, Frank Sunderland is supposed to be his father.) He tries to get the door open but the key doesn't work. He thinks he hears a noise, and then says something it "it's the just like back then" as if this has happened before. Afterward, he wanders away. On the wall outside his room, there are seventeen bloody handprints. There were fiteen when the game began, sixteen after Cynthia died and now seventeen after the death of Jasper. Henry wanders into the bathroom and takes a look at the hole, it has grown once again. He climbs inside. ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD - PLOT SUMMARY --------------------------- 2.10 --+ Henry sits up in the round hallway of some kind of prison. There is a man constantly screaming "get me out of here" somewhere on this floor. In the hall there is a memo laying on the ground, he picks it up and reads: "Lucky! I finally escaped from the cell. I decided to take a careful look around this building. The scariest place was the 1st floor basement. There's a kitchen in the northeast, but next door in the northwest is a death chamber. To get in there, you have to punch in the right numbers. I don't know the numbers, and it was too dark to even see the panel, so I didn't go in." The man who is crying out is inside one of the cells, it's locked and there is no way to open it even from the outside. He's saying they're going to kill him, but nothing can be done right now. Henry enters one of the unlocked cells. There is a noose hanging down from the ceiling and a note that says "I'm sick of being watched." A peephole is located at the top that seems to suggest people could be looking in on the prisoners whenever they wanted. Footsteps are heard from above and a shadow passes by when the footsteps are right overhead. Another room has written on the wall "I'm being watched from the middle room." Henry comments that it looks like a child's writing. At the bottom of the long stairs outside, Henry finds the following message: "To turn on the lights in the 3rd floor cells, turn the waterwheel. Remember that the water must flow in the direction of the waterwheel. Of course, you also have to open the sluice gate on the roof." Now Henry decides that it is time to return back to his apartment again. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.11 --+ The television has been turned on in Henry's apartment but he never turned it on. He is also unable to turn it off no matter what he tries. Along with this oddity, another note has been slipped under the door. It reads: "Lately I've been feeling like my life is in serious danger. I've been through a lot in my life, but I've never felt this kind of pure, animal fear. In case something happens to me, I've decided to write down what I've learned for whoever you are that is living in the apartment now. I've been investigating the mass murder that took place 7 years ago in which 10 people were killed in 10 days. They were killed in a variety of ways, but one thing that had in common was that each corpse had the following numbers, in order of their deaths, carved into them: 01121, 02121, 03121, 04121, 05121, 06121, 07121, 08121, 09121, 10121 ... The name of thier killer... it was carved in as well... His name was...Walter Sullivan. April 4" This is beginning to shed some kight on the subject, Henry has already come into contact with the nameWalter numerous times and victims with numbers carved into them. Cynthia had the number "16121" carved, Jasper had "17121" in his body and on the bottom of the coffin was "11121." With nothing else of interest going on in the apartment, Henry climbs back into the hole again. ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD - PLOT SUMMARY --------------------------- 2.12 --+ Back in the prison world Henry makes it to another cell block. In one of the rooms there is a diary sitting on the table, it reads as follows: "I've been watching the surveillance room's peephole the whole time, and sometimes he's there. I can tell 'cause I see a shadow move or hear his footsteps." The more rooms he explores the more diaries he finds. Two more from one cell: "I'm in trouble. I stood in front of the surveillance room and yelled as loud as I would, but nobody came out." "We had beef stew yesterday. In the cafeteria, I heard there's a death chamber behind the kitchen, and they take meat straight from the dead people and cook it. That really scared me." Some of the rooms have large holes in the centre, the purpose of which isn't exactly clear, perhaps for throwing bodies down. Henry jumps down to reach the shower room in the basement. From there it's a short climb to the surveillance room. A memo sits on the desk in there, he reads it: "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 turns into smelly little grey lumps in there. Following the suggestion of an engineer, we've disposed of the corpses by digging a hole below the cells. Since each floor of this building can be rotated independently, we can dispose of the bodies without the others noticing by aligning each cell with a body in it vertically. P.S. Chief, I bet you're just dying to see the interrogation room behind the kitchen. I understand your feelings, but have you noticed? There are three rooms with bloody beds. One is on the 1st floor, one is on the 2nd floor, and one is on the 3rd floor. If you line those three rooms up, then it's "bingo."" On the second floor surveillance room there is another document there. "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 blackout, they were set up to run on a private generator. There's a hydroelectric generator in the basement. To light up the 1st and 2nd floors, use the corpse disposal chutes. Since each floor of this building can be rotated, you can light up any of the cells by matching up the holes. Repeating this periodically is an effective way to keep the kids fearful and well behaved. P.S. - Chief, if you turn the handle in the middle of this room, you can easily rotate the cells. You can't rotate the 1st floor, so align the 2nd and 3rd floors with the 1st floor cell that has the blood-stained bed. By the way, if you use the peephole in this room, it's easy to make sure you're doing it right. Give it a try. Also, please don't forget to open the sluice gate on the roof. Much appreciated, Chief!" Henry turns the handle that rotates the cells once, and the door to the cell with the man in it, on the first floor, opens. The man is now free. Henry climbs down to the basement where he finds the man speaking with the child, but the child walks away without saying anything. Henry asks the man who that child is, the man says the child's name is Walter... Walter Sullivan THe man says he used to work at the orphanage watching over the children, but it was only called an orphanage as a cover, it was actually the centre of the religion. Walter was really into that kind of stuff, especially the descent of the holy mother. The man introduces himself as Andrew DeSalvo and then wanders off alone. Henry goes off to align the cells with the bloody beds and finally illuminate the panel in the kitchen, leading to the supposed death chamber behind it. The code works and he finds himself in the death chamber which really lives up to its name. Buzzsaws hang on the walls, and Andrew DeSalvo, lies in a pool of green muck with the number "18121" carved in his chest. Nothing is said as everything slowly fades away and he wakes up again. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.13 --+ There is a noise in the apartment, coming from the bathroom. Henry goes to investigate and finds his bathtub, totally covered in blood. Screams can also be heard in the distance. He leaves the bathroom and heads for the front door. Outside the peephole Eileen and Frank Sunderland are there. Frank says he tried to open the door but something's blocking it from the inside. This isn't the first time it's happened either, and not just the guy who lived here before. Everyone who has ever lived in this apartment. He slips a note under the door and they wander off. Eighteen bloody handprints now reside on the wall. Henry looks down, the superintendent's memo is too stained with blood to even be able to read. Another memo has been pushed under as well: "I've found something that's extremely effective against the ghosts. It saved my life. It was stuck into the huge rock in the woods near the orphanage. It's a sword blade with a hand-made, triangle-shaped wooden handle that has some kind of spell written on it. As a weapon, it's heavy and hard to carry. But somehow it seems to change in response to the ghost-victim's power. Strike when the sword is energized! If you don't reduce their power, your attacks will be repelled. As far as I know, there are only 5 swords in existence with that kind of power. It's extremely valuable. July 23" That's all that is new in the apartment, Henry ventures back into the hole. ______________________________________________________________________________ ______ (, / ) /---( ) / ____) +-- (_/ ( UILDING WORLD - PLOT SUMMARY ------------------------- 2.14 --+ Henry wakes up on the ground in an alleyway between two buildings. Down at the bottom of the stairs he comes across Richard Braintree, the guy who lives across the hall. He asks what's going on, something about the hole and this freaky world. He says that if Henry is here too it must be a problem with the whole apartment building. It must be the same thing that happened to the other guy, the guy who lived in 203 before Henry. He was a journalist or something, he got a little crazy toward the end and shut himself up in his room. Anyway, Richard says to be careful, he's going to go find the exit. Just as he leaves, Henry awkwardly tells him to watch out for "that kid." Soon enough Henry finds yet another hole that takes him back to his apartment, but something is odd. There is a knock at the door. When he goes to check it out, the words "BETTER CHECK ON YOUR NEIGHBOR SOON!" are written on the wall in blood. When Henry looks through the peephole in the wall he sees Eileen in her room, almost like she's in pain from something out of sight, perhaps more like an annoyance that pain, there is a creepy noise everytime she is irritated. Back in the Building World, Richard is speaking with the little boy in an elevator, waving his gun. The boy looks kind fo scared. Richard asks the kid if he knows what's going on. He says the kid looks familiar, like some punk he caught sneaking aorund once. After that the kid runs off and the scene shifts back to Henry. Soon enough Henry reaches the Bar Southfield down at the bottom where he comes across a memo: "The boss said that the numder this time is the last 4 digits of this store's phone number. But the phone number is written right there on the sign on the roof. Anybody could see it from South Ashfield Street. It that really okay?" For those just tuning in, Henry Townshend's house is on South Ashfield Street. So with that he climbs into the hole and takes a trip back home. He sees the phone number through his window and returns to input the code. There is a large spiraling staircase area which leads up to a door at the top. A scream is heard. The door in number 207, the same door from the apartment, the same room that Richard Braintree lives in. Henry finds yet another Placard on the door and enters the room. Richard Braintree is indeed in there, sitting on an electric chair. The young boy stands calmly beside him. Richard barely manages to say "that's... no... kid... it's... the... 11121... man" before he dies. Everythign fades and yet again, Henry wakes up in his apartment. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.15 --+ Henry looks out his window, back in the apartment. There is a man in room 207, Richard's room, pointing out the window at room 303, Eileen's room. When he leaves the room there is another kind of radio sound and a voice. Someone is talking about the murder of Richard, saying that it's the numbers carved into the body again. The number "19121" was carved into Richard. The man on the transmission says it's just like the case ten years ago, the Walter Sullivan case, but he's dead and they even have the body. Must be some crazy copycat. Henry enters the bathroom once more, and proceeds into the hole. ______________________________________________________________________________ _____ (, / | /---| ) / |_ +-- (_/ PARTMENT WORLD - PLOT SUMMARY ------------------------ 2.16 --+ Henry wakes up in his apartment, but things are not normal, the walls are red as if covered in blood, and the floors are made of a metal mesh. Eileen is there as well as a mysterious man knocking on her door, room 303. Henry begins by going into room 301 where he finds a diary sitting on the table: "The last few months, Joseph, the guy next door to me who gave me that rare porn magazine, looks like he's been working super hard. He said he found another rare one, he'd give it to me but he hasn't shown his face around much lately. He said he was a journalist and he is always investigating stuff. But I think something strange is going on with him. He's been shut in his apartment and I can hear all these weird noises coming from there. July 1 - Mike Oh my beautiful Rachael, What's with the note on the red paper? I thought you'd written a note back to me... But I guess maybe it was somewhere else... He took it along with my clothes. Those were my best clothes. July 2 - Mike" Beside the diary is a piece of red paper with nothing written on it. Henry decides that he will stick it under room 302's door (his room.) In the bedroom Henry finds a magazine article lying on the bed there: "Teaching Despair: "Wish House" "Wish House," an orphanage on the outskirts of Silent Hill. But behind its false image is a place where children are kidnapped and brainwashed. Wish House is managed by the "Silent Hill Smile Support Society," a charity organization sometimes called "4S." It's true that 4S is a well-respected charity that "takes in poor children without homes and raises them with hope." But at its heart, it is a heathen organization that teaches its own warped dogma in lieu of good religious values. Mr. Smith (temp), who lives near "Wish House," had this to say: "Sometimes at night I can hear their weird prayers and the sounds of [children] crying. I went there to complain one time, but they ran me right out. Since then, it hasn't changed a bit." In fact, this reporter was refused admission when he attempted to take photographs in the facility. What exactly do the folks at "Wish House" have to hide? During my investigations, I was able to discover, however, a suspicious-looking round concrete tower which appears to be part of their facilities. Unfortunately no one was willing to tell us what the tower was used for. But it seems unlikely that is has anything to do with the business of raising orphans. It may in fact be a prison, or a secret place of worship. The cult religion that operates "Wish House" is known by the locals simply as "The Order." It's a religion that is deeply interwoven with Silent Hill's history. But its worshippers' fervent belief that they are among the elite "chosen people" has a dark and dangerous side. I intend to contine my investigation of "Wish House" and the cult behind it. I've always believed that "telling the whole truth" and showing the children the true path, is out most important duty. Joseph Schreiber" After picking up a couple of keys Henry heads for his own room. In the distance he can see the young child, the one who is supposedly Walter Sullivan, banging on his door. As he approaches the child disappears. There is a red piece of paper under his door, He places his piece of red paper under there as well. In the next room, the long haired man who was knocking on Eileen's door is sitting on the stairs and holding a doll. He says that miss Galvin (Eileen) gave it to him, she was younger than him back then. He offers it to Henry, who is free to take it if he wants. Down at the bottom of the stairs are a number of lockers, Henry uses the key that he found to open one and a number of letters fall out. All of them are love letters, from Mike to Rachael. Henry decides now to go back through the hole to his apartment. Two red pieces of paper are stuck under his door just like he saw before: "It was four years ago that they discovered the body with "12/21" carved into it. Right away I had this terrible feeling and couldn't stop shaking. The victim had been murdered six months earlier, but Walter had been dead for seven years, having committed suicide three years before the murder. The police think it's a copycat crime and are calling it the Sullivan Case Round Two. But something about it bothered me... May 14" "I figured out the riddle behind the numbers. "01121" is actually "01/21." In other words, 1 out of 21. So Walter was planning on killing 21 people...? But he never finished the job. He was convicted for the murders of Billy and Miriam Locane, the 7th and 8th victims. Afterwards, he committed suicide in his jail cell. The grisly mass murder of 10 people shocked the world and came to be known as the "Walter Sullivan Case." There are two big puzzles here. The first is: What was the motive for the murders? The second is: Why did he kill himself before completing his task? Was he simply insane...? May 2" Looking out the peephole Henry sees the long haired man staring back through the peephole at him, until the man walks away. There are a total of nineteen bloody handprints on the wall. Back in the hole again, Henry finds the superintendent's room. There is a diary on his bedside table that reads: "The red box seems even stranger today. It's giving off a terrible smell. It's disgusting, but I just can't throw it away. It must have been around 30 years ago. That young couple was living in the apartment, but one day they just suddenly disappeared. Ran off just like thieves in the night. I don't know why. It must have been money troubles, or maybe they got themselves into some kind of danger. The problem came after that. They left their newborn baby when they took off. I even found the umbilical cord. I called the ambulance right away and I heard the baby survived, but I don't know what happened to him. Although a few years later, I often saw a young kid hanging around the apartment. One day he just stopped coming by. But now that I think of it, I'll be he was that abandoned baby. It's a horrible story. Abandoning a newborn baby... That all happened in Room 302... And the umbilical cord I found there... Well I still can't get myself to throw it away." Henry comes across Riachard Braintree's room as well. The electric chair where Richard died is there, and the revolver he was carrying is sitting on the chair. With nothing else to check out, Henry crams all the red paper under his door in the Apartment world and returns to his real Apartment. There are now four pieces or red paper and torn red paper under the door: "Rachael... ...love you...always watching...window... ...protect you...ith love, Mike" "I lost the key to Eileen Galvin's room. I've gotta find it and bring it back. Let me think... The last place I saw it was..." "Oh yeah, I had a really wicked headache that day and just collapsed on the bed. Maybe if I look near the bed in my room -302's bedroom- I'll find it. I get headaches every day now. It's terrible. What am I going to do? May 22" "I picked up the key that Eileen from Room 303 must have dropped. I thought I'd return it but she wasn't home. I guess I'll give it to the super. May 20" In his room, like the letter describes, Henry finds the Doll Key, the key to Eileen Galvin's room, Room 303. In the Apartment World again, Henry uses the key to open Eileen's door and hears a scream. Inside the little boy is there and Eileen is on the floor, bloody, with the number "20/21" carved into her back. She says "thanks" to the kid and asks "did you ever find your mommy?" before collapsing on the ground. Henry wakes up in his room to hear sirens. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.17 --+ Through the window Henry sees an ambulane pulling out of the apartment parking lot, presumably with Eileen. Looking through the peephole in the wall into Eileen's room you can hear a conversation between two cops. They are talking about Eileen's murder, saying she's not going to make it. They call it the Walter Sullivan Case Round Three, but since they never caught the guy behind Round Two it could be the same one, or perhaps, the same guy for all three. The pink bunny (Silent Hill 3) sitting in Eileen's room now faces the peephole, rather than away from it. Under the door there are two things, one piece of red paper and another thing. The piece of red paper reads: "I don't think I can protect myself. He's truly insane. I can'thold on any longer. His power can't be measured. I was so scared today that I sealed off the back of the storage room. I wonder if Eileen Galvin is okay. She has no idea what's going on... But she's in danger nevertheless. July 13" The other object under the door was something called the Succubus Talisman. The hole in the bathroom has been totally covered over. Henry finds in his laundry room, some weird image on the wall. With the power of the Succubus Talisman it turns into four indentations and some writing in red: "After he did the Ritual of the Holy Assumption, other worlds began to force their way into his universe and it began to swell horribly. But his universe is different than ours -- it has limits. And in the limits of that universe, he rules as a king. And in the deepest part of his kingdom is his Mother." This causes four indentations to appear, each labelled with names that match those of the placards Henry found before each of the corpses. Placing them into the wall, a new hole appears in the laundry room of his apartment. ______________________________________________________________________________ ____ ___) (, / / /---/ ) / / +-- (_/ (__ OSPITAL WORLD - PLOT SUMMARY -------------------------- 2.18 --+ Henry wakes up in some kind of hospital room. The long haired man is there covered in blood with his hands inside the cut open chest of a woman, white as a ghost all over her body. He quickly runs out of the room before the man can do anything. He finds Eileen's handbag lying on the ground, and in the reception room there is a large whiteboard with X-rays and photographs of Eileen's many injuries. There's also a nurse's memo sitting on the table: "I lost Eileen Galvin's hospital room key. She was a patient brought in with severe injuries. I wonder if I left it in one of the other gospital rooms. I really hope not..." Upstairs in one of the rooms, Henry finds Eileen. She seems to have survived the attack, her arm is broken and the numbers are still carved into her back, just more faint. He explains to her that he found this hole in his apartment and he saw people getting killed in weird worlds, including her. There was a child with her. She says she remembers now, the child saved her from the man with the coat, she was getting ready to go to a party. She asks Henry to take her with him. They go back down to the first floor and enter the hole. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.19 --+ Henry wakes up in his apartment and something feels odd. Eileen has not come with him, and the air seems somewhat heavier. In game terms, at this point Henry is no longer healed automatically when he comes back to the apartment. He walks out into the living room, the ceiling fan is now broken and lying against the coffee table, it has fallen down. There is also a red envelope under his door with a key and a note written on it: "You've seen that horrible world as well... That horrible nightmare. But if you get sucked into it, it's not just a nightmare. Don't get lost in there. If you get pulled in, you'll be killed. But there's still hope. Maybe this small key will guide you. If you've seen the door with the placard set in it, look on the other side of the door. Then keep going down. To the deepest part of him. And look for the ultimate Truth. July 20 - Joseph" Three more pieces of red paper sit behind Henry's bookshelf. They read: "Walter Sullivan did kill himself. He died in his prison cell of blood loss after he stabbed himself in the neck with a spoon. His body was buried in a cemetery just outside his hometown of Silent Hill in an unmarked grave. After that, his name became famous all over the world and it looked like his string of mass murders was finished at 10 out of 21. But 3 years later, they found a corpse that had "12/21" carved into it. The corpse was from six months earlier. In other words, the person was killed two and a half years after Sullivan committed suicide. The MO was exactly the same as Sullivan's. Except for one thing. All 10 of SuUllivan's victims were found with their hearts cut out and their chest wounds sewn together expertly with thread. On the other hand, the "12/21" victim still had their heart. Naturally the police think it's a copy cat and are proceeding on that basis. But they haven't made any progress and recently discovered victim number 13. This corpse also had their heart intact. The police still havn't even identified a suspect. I've got a working hypothesis. Very few people knew the details of the original crimes and would be able to copy Sullivan's MO so precisely. First I'll head to Silent Hill... To the graveyard near that beautiful little lake. Maybe I'll find the answer there. June 11" "How long has it been since I left this room? I can't tell if it's been days or hours... But during that time they've found the body of "14/21." I've been having hallucinations lately. I think I'm losing my mind. (No date written)." "The weather that day was very strange. Even though I avoided the earlier storm, there was still a thick fog clinging to everything. Fortunately, that allowed me to avoid being seen and get right to work. The police are still stubbornly acting as if it's just a copycat case. So I figured things probably hadn't been touched here. But I was wrong. I should have come sooner. The cemetery was in such bad condition that it was almost sad. The storm must have raised the sea level. Anywaym that's how it was when I found Walter Sullivan's grave. (The diary is pretty damaged around this point and I can't read anymore...) I'm still in shock... There was no body in the grave... And on top of that, written on the coffin were the numbers "11/21"... June 14" With that Henry goes back into the laundry room and proceeds through the hole. ______________________________________________________________________________ ____ ___) (, / / /---/ ) / / +-- (_/ (__ OSPITAL WORLD - PLOT SUMMARY -------------------------- 2.20 --+ Eileen is in the room when Henry returns. She says he just disappeared, she never saw any hole. Henry says he might know how to save them. He asks if she knows a guy named Joseph. Eileen says it was the man who lived in Henry's apartment befor ehim but he disappeared six months earlier. Henry says he heard from Jospeh that you have to go down to the "deepest part of him" and suggest "let's do that" as if it's something you can just, do. Regardless they head through the hospital and find a door that leads outdoors to an odd spiraling walkway. The door at the bomottom of the walkway has the odd religious symbol on it, and it leads back to the Subway World once again. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - 2ND TIME - PLOT SUMMARY ----------------------- 2.21 --+ They arrive back in a familiar area, the hall where Henry met Cynthia originally. Things haven't changed much, in fact the washrooms are as he remembers them and there is still the same hole in the women's washroom. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.22 --+ Arriving back at the apartment Henry begins to experience the hauntings. There are ghastly forces similar to the ghost victims in the evil world that damage Henry unless he wards them off with the medallion of special candles. Along with the lack of a regenerative effect now, his apartment is becoming less and less appealing. Under the door there is an envelope with a toy key inside of it and a piece of red paper. They both read respectively: "Mommy, I'll giv you this so pleez wake up soon. It's inside my toy train." "I've found two mysterious and powerful artifacts that seem to be effective for evading the ghost- victims: the Holy Candles and the Saint Medallion. Not only are they effective against the ghost-victims in the Other World, they also seem to prevent them from invading my room. Just light the candle near where they're coming in and its holy power is activated. The Saint Medallion seems to repel unholy energy when it's worn (equipped). I'm starting to gain some hope. July 25" Henry picks up the Toy Key and keeps it with him as he re-enters the hole. ______________________________________________________________________________ __ (__/ ) / ) / +-- (_/ UBWAY WORLD - 2ND TIME - PLOT SUMMARY ----------------------- 2.23 --+ Arriving back in the Subway World, at the turnstile, something happens. The body of Cynthia, although somewhat less recognizable, is laying on the ground on the other side of the turnstile. It begins to levitate and phase through the bars, this is her ghost and Henry has to fight it. With the poer of one of those special swords Joseph wrote about he is able to pin Cynthia's ghost to the ground. He moves down into the subway area for a second time. WHen Henry comes across a ladder, Eileen chooses to remain at the top since her arm is broken. Soon after Henry takes another hole back ot his apartment. Under his front door there is yet another piece of red paper stuck there: "A few days after Walter killed himself in his cell, several residents witnessed a long-haired man with a coat here. Through his window, Richard Braintree in 207 saw the man moving something heavy and doing something in Room 302. Even Sunderland, the superintendent, saw the man with the coat hanging around Room 302, and confirmed there were signs someone had been in there. July 17" Back in the Subway World again, Henry and Eileen get hold of a key that allows them into the room where Cynthia was murdered. There's blood everywhere but the only object of note is a Train Handle. They use it to move a train forward and reveal a hidden path. Through the door, there is a hazy ivison of the long haired man in the coat. He says nothing as he holds his gun up and runs toward Henry and Eileen, trying to shoot them and hit them with the pipe. The only thing they can do is run through the door. The door takes them to the odd walkway, the same one that connected the Hospital World to the second Subway World. Well this time is connects them to the second Forest World. ______________________________________________________________________________ ________) (, / /___, ) / +-- (_/ OREST WORLD - 2ND TIME - PLOT SUMMARY --------------------- 2.24 --+ The man with the long hair and coat follow them into this world, still attacking. Once they reach the Wish House however he disappears, or at least, what remains of the Wish House. It seems when Jasper burned down, the house burned with him. There is a memo lying on the ground in the house's remains: "Something's here but nothing's here. I feel something evil from the well. Something's missing... Aaaaaaaahhhh!!!!! It has begun!!! Jasper" A wheelchair sits also in the remains with the torso of a doll, it reads: "Though my body may be destroyed, I will not let you pass here. To prepare for the Receiver of Wisdom... I cut my body into five pieces and hid them in the darkness." With nothing else to do Henry returns through the hole back to his apartment again. Under the front door, someone has slipped another piece of red paper: "My theory is that Walter never died at the prison. It may have been someone else who committed suicide. Either that, or the person the police arrested was not the real Walter Sullivan. I'm in no position to investigate what really happened at the prison, but in any case, Walter didn't die at the prison. The man with the coat that showed up here was the real Walter. 7 years ago, he did something in that apartment. I'm certain there's a link between that and the bizarre things that have been happening here. Just a little bit more and I'll have this whole thing figured out. I may even find that the real Walter is somewhere nearby... July 18" That's all to do in the apartment, Henry once again returns to the Forest world. At the cliff that overlooks the lake, Henry finds the young child. Henry asks if his name is really Walter Sullivan, and he says that's what everyone calls him. His parents left after he was born, but soon he will get to see his mother again, it's written in the Scriptures, she's waiting where he was born and he has to go. Henry goes back to the Wish House after collecting all the pieces of the doll which was blocking the stairs down into the basement. The basement is full of religious items, including a book: "The Descent of the Holy Mother -- The 21 Sacraments" The First Sign And God said, At the time of fullness, cleanse the world with my rage. Gather forth the White Oil, the Black Cup, and the Blood of the Ten Sinners. Prepare for the Ritual of the Holy Assumption. The Second Sign And God said, Offer the Blood of the Ten Sinners and the White Oil.Be then released from the bonds of the flash, and gain the Power fo Heaven. From the Darkness and Void, bring forth Gloom, and gird thyself with Despair for the Giver of Wisdom. The Third Sign, And God said, Return to the Source through sin's Temptation. Under the Watchful eye of the demon, wander alone in the formless Chaos. Only then will the Four Atonements be in alignment. The Last Sign, And God said, separate from the flesh too, she who is the Mother Reborn and he who is the Receiver of Wisdom. If this be done, by the Mother of the 21 Sacraments, the Mother shall be reborn and the Nation of Sin shall be redeemed." Through the door Henry once again finds himself in the Water Prison World ______________________________________________________________________________ __ __) (, ) | / | /| / |/ |/ +-- / | ATER PRISON WORLD - 2ND TIME - PLOT SUMMARY ---------------- 2.25 --+ The long haired man with the coat has followed them here as well, it seems he won't back off. Henry leaves Eileen as he jumps down one of the corpse chutes in the cells. There is a prisoner's shirt in the death chamber where Andrew DeSalvo was killed, something is written on it but it cannot be read. When Henry returns to his apartment and washes it in the blood from his bathtub, the colour of the blood reveals the hidden message written on the back: "My room is on the 2nd floor and I had to drink something with black things in it. I hid the sword with the triangle handle under my bed. That guy, the fat one, took the basement key. Next time I'll stick this triangle sword into that pig and take the key." Another scrap of red paper has been puched under the door, it reads: "I'm going to summarize everything that I've learned about Walter Sullivan so far. He was born right here in Room 302 of "South Ashfield Heights." His parents abandoned him soon afterwards and disappeared somewhere, leaving the baby alone. He was discovered and sent to St. Jerome's Hospital. He was "adopted" by "Wish House," an orphanage in the forest near Silent Hill that's run by the secret Silent Hill religious cult. When he was six years old, someone from the cult showed him where he was born. Since then, he started to believe that Room 302 itself -- in other words, this room -- was his mother. Every week, he travelled from the orphanage to South Ashfield Heights, a pretty long trip for a kid his age. Sometimes he took the subway, and sometimes the bus. ---------------------------------- I'm tired... My headache is already killing me. I'll write more tomorrow." July 28" In the Water Prison World, Henry comes into contact with Andre DeSalvo's ghost, just like he did with Jasper's ghost in the forest world and Cynthia's ghost in the Subway World. After defeating Andrew and pinning him with a Sword of Obedience Henry finds the door to the next world, the Building World. ______________________________________________________________________________ ______ (, / ) /---( ) / ____) +-- (_/ ( UILDING WORLD - 2ND TIME - PLOT SUMMARY -------------- 2.26 --+ Immediately as they enter the building world, the ghost of Richard Braintree appears. There is a diary on the ground which Henry takes the time to read: "I want to go back to that time... Things were so good then..." The day of my birthday... The cute cat in the pet store... All those balls in the basket... Playing pool was fun too... The door of time was wide open... When I see four things, I can't help bu remember that time..." After defeating the ghost, down at the end of the alley Henry finds the man in the coat and the child. The child tells the man to move, he's in the way for the boy going to see his mother. The man in the coat says his name is Walter Sullivan, and it's time to complete the 21 Sacraments. He grabs the boy and takes him away. Henry makes his way back to that bar again and finds a memo: "The boss said we had to change our phone number 'cause of all the complains about the weird noises. Now we have to change the store sign on the roof. What a pain. By the way, the number is the last 4 digits of the new phone number. Not too smart if you ask me..." In Henry's apartment once again there is a piece of red paper under the door: "Continuing from yesterday, I'm going to summarize everything that I've learned about Walter Sullivan so far. Naturally, it was a long way for a kid his age to travel, but he made the trip every week by subway or bus. Unfortunately, someone else was living in this apartment and so he couldn't be reunited with his mother (Room 302). For years, he continued to come here almost like he was possessed, just to peek into the apartment. Eventually, the tenants began to complain and treat him badly when they saw him hanging around. Walter began to fear the tenants and see them as obstacles preventing him from seeing his mother. As the years passed and Walter matured, he began to be more and more influenced by the teachings of the cult. Furthermore, his obsession with his mother and his feelings of resentment towards the outer world became even deeper. Walter became preoccupied with one particular tract from the cult's "Bible." "The Descent of the Holy Mother -- The 21 Sacraments" "By the 21 Sacraments, the Holy Mother shall appear in the countries of the world and shall bring salvation to the sinful ones." After Walter left Wish House, he moved to Pleasant River, a town neighboring Silent Hill. For a while, he lived the life of a normal student, but he was still filled with bitterness and resentment towards the rest of the world. Several years later, he launched his plan there. The 21 murders... July 29" The the Building World there is a room, with monsters on the walls, which slide up and down. A locked door poses the following riddle: "To reach the deepest part, you must defeat the One Truth. Do so and this door will open." The one truth happens to be the one creature which is real, while the other ones are not. Through the door is another spiral staircase leading down, but this time it leads right to Room 302. Outside is a memo on the ground: "I had that weird dream today. The one with the man with the long hair and coat. He was crying and looking for his mother again. I saw that man with the coat ten years at this apartment. He was going up the stairs, carrying a heavy tool, an old-looking bowl and a bag that was dripping blood. I never saw him again after that. But a few days later, the neighbors complained that they heard strange noises coming from the supposedly empty Room 302. So I took a look around Room 302 and found signs that someone had been in there, but nothing odd other than that. But that's when it all started. I still hear strange noises coming from the window of Room 302. Sunderland" Henry enters into Room 302. The Room 302 from the past. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - OF THE PAST - PLOT SUMMARY ------------------ 2.27 --+ Two things sit on the coffee table and they read as follows: "There was once a baby and a mother who were connected by a magical cord. But one day the cord was cut, and the mother went to sleep. The baby was left all alone. But the baby made lots of friends at Wish House, and everyone was very nice to him. The baby was happy. His friends told him how to wake up his mother. So the baby went right away to go and wake her up. But the mother wouldn't wake up. No matter how hard he tried, she wouldn't wake up. Because the one that he was trying to wake up was actualy the Devil. The baby had been deceived. Poor baby. The baby cried and cried and cried. When he thought of the mother, he remembered the feeling of being connected to her through the magical cord. Just then a ray of light came down from the sky. The light was very warm and made the baby feel good. When the baby looked into his hand, he saw that the magical cord was lying there. With the cord clutched in his hand, the baby went happily to sleep." "Crimson Tome She who is called the "Holy Mother" be not holy one whit. The "Descent of the Holy Mother" is naught but the Descent of the Devil. Those that be called the "21 Sacraments" be not sacramental one whit. The "21 Sacraments" be not bu the 21 Heresies. To give birth to a realm of kickedness within the blessed realm of our Lord be blasphemy and the work of the Devil. If thou would stop the Descent of the Devil, you must bury part of the Conjurer's mother's flesh within the Conjurer's true body. Thou must also pierce the Conjurer's flesh with the 8 spears of "Void," "Darkness," "Gloom," "Despair," "Temptation," "Source," Watchfulness," and "Chaos." Do so and the Conjurer's unholy flesh will become that which once it was, by the grace of our Lord." In Henry's room there are a total of four red pieces of paper: "What's wrong with this room? It's covered in blood and rust... This is my room... But what the hell has happened to it...? This room... Is it really my room...? It's in terrible shape... The air is so heavy... My head hurts... Creepy... it looks like a face. What the hell am I writing...? August 2 - Joseph" "I can't break down the wall. August 3 - Joseph" "When the bell rings, Eileen = mother's body, blood. August 4 - Joseph" "The Crimson Tome "Bury part of the Conjurer's mother's flesh within the true body of the Conjurer." Part of the flesh = super's room? August 5 - Joseph" Back in the living room, Henry finds the ghost of Joseph Schreiber. Joseph explains how Walter considered this room to be his mother, and performed the ritual of the Holy Mother. Even now in dead he is trying to complete the task. Number 20, "The Mother Reborn" is Eileen Galvin, and number 21, is Henry Townshend. No matter where they run Walter will find them. It may not be too late, follow the Crimson Tome he says, kill Walter is the only solution. Using the hole in the bathroom, Henry returns to his apartment. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ OOM 302 - PLOT SUMMARY -------------------------------- 2.28 --+ There is a red slip of paper under the front door that reads: "No. 1...Ten heart... No. 2...Ten... No. 3...Ten hearts... No. 4...Ten hearts Steve Garl... No. 5...Ten... No. 6...Ten heart... No. 7...Ten hearts Billy Locane No. 8...Ten hearts Miriam Locane No. 9...Ten hearts... No. 10...Ten... No. 11...Assumption Walter Sullivan No. 12...Void... No. 13...Darkness... No. 14...Gloom... No. 15...Despair Joseph Schreiber No. 16...Temptation Cynthia Velasquez No. 17...Source Jasper Gein No. 18...Watchfulness Andrew DeSalvo No. 19...Chaos Richard Braintree No. 20...Mother Eileen Galvin No. 21...Wisdom Henry Townshend August 7" Also in the lauundry room there was a loud crash, and a memo on the ground: "He used this place as the locus for the creation of his world. I'm certain he must have performed the "Ritual of the Holy Assumption" near here. But I'm not strong enough to stop him anymore... He locked me up in this room and played with me just like a toy... My eyes started to go blind... The Pain... I can feel my body starting to die... But... things are taken care of... Whoever lives here after me... You'll be the 21st, the last of the sacrifices... I leave it up to you... When the bell tolls, the ritual begins. Eileen = mother's body, blood. Part of the mother's flesh = the super's room. This is all that I've been able to figure out. I hope this letter gets to you in time... Joseph Schreiber" After using his pickaxe on the wall at the end of the hall, Henry manages to break open a hole. Inside he finds all sorts of ritual items, and the real body of Walter Sullivan, crucified on a cross with some kind of pipes running through his body, and 11/21 carved into his feet. On his body are the Keys of Liberation which finally unlock the door to Henry's apartment to let him out. ______________________________________________________________________________ __) /(, ) / / / / +-- (___ / UTSIDE ROOM 302 - PLOT SUMMARY --------------------------- 2.29 --+ The halls and walls have been covered in a disgusting red substance, the whole apartment it seems has gone evil. They make their way through it down to the first floor where Eileen sees a sketchbook on the ground, inside it is some kind of stick figure drawing of "Walter's father"? She stops following Henry at this point and remains only to stand by the sketchbook. In the next area Henry finds corpses hanging from ropes, when he looks at them he hears the following words. "I told you we shouldn't have a baby," "Anyway, let's get out of here, I can't stand it anymore...", "You little crybaby," "If that super hears him we're in trouble. There's something about that guy... I just don't like the look of him...," "Oh shut the hell up, you can't blame it all on me," "Hurry up -- get packed!" Back in the hall where Eileen stayed, she meets Henry again saying she feels sorry for the little boy who was abandoned by his parents and wants to help him. In the superintendent's room Henry opens the case containing the umbilical cord. Henry falls to the ground in pain. Eileen says that even finishing the 21 Sacraments will not help that boy, and she's going back to help him. Eileen then leaves. Outside the room there is a sketch on the ground of a woman, possibly Eileen, with some kind of round spiky contraption surrounding her. Back in Henry's room, Walter's corpse has disappeared from the secret room leaving only some kind of blackened hole at the base of the cross, leading to some other dimension. ______________________________________________________________________________ _____ (, / ) /__ / ) / \_ +-- (_/ ITUAL AREA - PLOT SUMMARY ----------------------------- 2.30 --+ Henry battles Walter Sullivan in the Ritual Chamber while Eileen Galvin slowly walks toward the machine in the centre, in some kind of a trance. Whether Henry kills Walter before or after she reaches the machine changes the ending. For more information regarding the plot, check out http://www.sh2004.com. ______________________________________________________________________________ ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || 3.00 || Item Checklists || 3.00 || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.01 | +----------------------------------------------------------------------------+ | _ | | Wine Bottle............................................................|_| | | Chocolate Milk.........................................................|_| | | Steel Pipe.............................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- SUBWAY WORLD 3.02 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.03 | +----------------------------------------------------------------------------+ | _ | | Pistol.................................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- SUBWAY WORLD 3.04 | +----------------------------------------------------------------------------+ | _ | | Lynch Street Line Coin.................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | 9-Iron.................................................................|_| | | Nutrition Drink........................................................|_| | | Pistol Bullets.........................................................|_| | | Temptation Placard.....................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.05 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- FOREST WORLD 3.06 | +----------------------------------------------------------------------------+ | _ | | Pistol Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.07 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- FOREST WORLD 3.08 | +----------------------------------------------------------------------------+ | _ | | Blood Inscribed Spade..................................................|_| | | Rusted Bloody Key......................................................|_| | | 6-Iron.................................................................|_| | | Source Placard.........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.09 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- WATER PRISON WORLD 3.10 | +----------------------------------------------------------------------------+ | _ | | Pistol Bullets.........................................................|_| | | Saint Medallion........................................................|_| | | Water Prison Exit Key..................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.11 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- WATER PRISON WORLD 3.12 | +----------------------------------------------------------------------------+ | _ | | Pistol Bullets.........................................................|_| | | Stun Gun...............................................................|_| | | Watchfulness Placard...................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.13 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- BUILDING WORLD 3.14 | +----------------------------------------------------------------------------+ | _ | | Ghost's Key............................................................|_| | | Sword of Obedience.....................................................|_| | | Pistol Bullets.........................................................|_| | | Aluminum Bat...........................................................|_| | | 5-Iron.................................................................|_| | | Albert's Sports Key....................................................|_| | | Pistol Bullets.........................................................|_| | | Spade..................................................................|_| | | Sword of Obedience.....................................................|_| | | Pitching Wedge.........................................................|_| | | Rusty Axe..............................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.15 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- APARTMENT WORLD 3.16 | +----------------------------------------------------------------------------+ | _ | | Red Paper..............................................................|_| | | Locker Key #106........................................................|_| | | Superintendent's Key...................................................|_| | | Shabby Doll............................................................|_| | | Red Paper..............................................................|_| | | Torn Red Paper.........................................................|_| | | Apartment Keys.........................................................|_| | | Submachine Gun.........................................................|_| | | Torn Red Paper.........................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | Richard's Revolver.....................................................|_| | | Putter.................................................................|_| | | Doll Key...............................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.17 | +----------------------------------------------------------------------------+ | _ | | Succubus Talisman......................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- HOSPITAL WORLD 3.18 | +----------------------------------------------------------------------------+ | _ | | Eileen's Bag...........................................................|_| | | Paper-Cutting Knife....................................................|_| | | Nutrition Drink........................................................|_| | | Ampoule................................................................|_| | | Portable Medical Kit...................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | Revolver Bullets.......................................................|_| | | Holy Candle............................................................|_| | | Hospital Room Key......................................................|_| | | Nutrition Drink........................................................|_| | | 4-Iron.................................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.19 | +----------------------------------------------------------------------------+ | _ | | Small Key..............................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- HOSPITAL WORLD 3.20 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ | Items -- SUBWAY WORLD 2 3.21 | +----------------------------------------------------------------------------+ | _ | | Holy Candle............................................................|_| | | Nutrition Drink........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.22 | +----------------------------------------------------------------------------+ | _ | | Toy Key................................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- SUBWAY WORLD 2 3.23 | +----------------------------------------------------------------------------+ | _ | | Nutrition Drink........................................................|_| | | Silver Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | Riding Crop............................................................|_| | | Filthy Coin............................................................|_| | | Saint Medallion........................................................|_| | | Holy Candle............................................................|_| | | Nutrition Dirnk........................................................|_| | | 1& Coin................................................................|_| | | Pistol Bullets.........................................................|_| | | Portable Medical Kit...................................................|_| | | Holy Candle............................................................|_| | | Nutrition Dirnk........................................................|_| | | Cynthia's Commuter Ticket..............................................|_| | | Murder Scene Key.......................................................|_| | | Train Handle...........................................................|_| | | Sword of Obedience.....................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- FOREST WORLD 2 3.24 | +----------------------------------------------------------------------------+ | _ | | Torch..................................................................|_| | | Doll's Head............................................................|_| | | Nutrition Drink........................................................|_| | | Chain..................................................................|_| | | Nutrition Drink........................................................|_| | | Pistol Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | Pickaxe of Despair.....................................................|_| | | Crested Medallion......................................................|_| | | Revolver Bullets.......................................................|_| | | Doll's Right Leg.......................................................|_| | | Doll's Left Arm........................................................|_| | | Nutrition Drink........................................................|_| | | Doll's Right Arm.......................................................|_| | | Holy Candle............................................................|_| | | Nutrition Drink........................................................|_| | | Nutrition Drink........................................................|_| | | Doll's Left Leg........................................................|_| | | Nutrition Drink........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- WATER PRISON WORLD 2 3.25 | +----------------------------------------------------------------------------+ | _ | | Pistol Bullets.........................................................|_| | | Holy Candle............................................................|_| | | Prisoner's Shirt.......................................................|_| | | Nutrition Drink........................................................|_| | | Saint Medallion........................................................|_| | | Nightstick.............................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | Holy Candle............................................................|_| | | Pistol Bullets.........................................................|_| | | Sword of Obedience.....................................................|_| | | Holy Candle............................................................|_| | | Generator Room Key.....................................................|_| | | Portable Medical Kit...................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- BUILDING WORLD 2 3.26 | +----------------------------------------------------------------------------+ | _ | | Nutrition Drink........................................................|_| | | Billiard Ball..........................................................|_| | | Portable Medical Kit...................................................|_| | | Saint Medallion........................................................|_| | | Volleyball.............................................................|_| | | Holy Candle............................................................|_| | | Revolver Bullets.......................................................|_| | | 3-Wood.................................................................|_| | | Cake Candles...........................................................|_| | | Holy Candle............................................................|_| | | Stuffed Cat............................................................|_| | | Nutrition Drink........................................................|_| | | Holy Candle............................................................|_| | | Revolver Bullets.......................................................|_| | | Driver.................................................................|_| | | Nutrition Drink........................................................|_| | | Pistol Bullets.........................................................|_| | | Sand Wedge.............................................................|_| | | 8-Iron.................................................................|_| | | 7-Iron.................................................................|_| | | 3-Iron.................................................................|_| | | Nutrition Drink........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 OF THE PAST 3.27 | +----------------------------------------------------------------------------+ | _ | | Pickaxe of Hope........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- ROOM 302 3.28 | +----------------------------------------------------------------------------+ | _ | | Keys of Liberation.....................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- OUTSIDE ROOM 302 3.29 | +----------------------------------------------------------------------------+ | _ | | Saint Medallion........................................................|_| | | Nutrition Drink........................................................|_| | | Sword of Obedience.....................................................|_| | | Nutrition Drink........................................................|_| | | Pistol Bullets.........................................................|_| | | Revolver Bullets.......................................................|_| | | Nurse Costume..........................................................|_| | | Nutrition Drink........................................................|_| | | Holy Candle............................................................|_| | | Pistol Bullets.........................................................|_| | | Nutrition Drink........................................................|_| | | Portable Medical Kit...................................................|_| | | Ampoule................................................................|_| | | Holy Candle............................................................|_| | | Nutrition Drink........................................................|_| | | Pistol Bullets.........................................................|_| | | Pistol Bullets.........................................................|_| | | Umbilical Cord.........................................................|_| | | Nutrition Drink........................................................|_| | | | +----------------------------------------------------------------------------+ | Items -- RITUAL AREA 3.30 | +----------------------------------------------------------------------------+ | | | None...................................................................... | | | +----------------------------------------------------------------------------+ ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || 4.00 || End of the Game || 4.00 || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are a total of four endings in Silent Hill 4, and the requirements to get each one are not very complicated at all. They are as follows: Escape --------- All or most of the hauntings in your apartment are eliminated - Eileen Galvin survives the final battle Mother --------- Very few of the hauntings in your apartment are eliminated - Eileen Galvin survives the final battle Eileen's Death - All or most of the hauntings in your apartment are eliminated - Eileen Galvin does not survive the final battle 21 Sacraments -- Very few of the hauntings in your apartment are eliminated - Eileen Galvin does not survive the final battle ______________________________________________________________________________ When the game has been completed there is a ratings screen, the best possible rating you can get like the other games is of course a ten large star rating. In order to do this the following conditions must be satisfied: - The game must be completed on hard mode - The game must be completed in less than 2:00:00 (Two hours) - The game is not saved once - The player does not use the "continue" option once - A minimum of 120 enemies are defeated - A minimum of 50 memos (out of 52) are found - The ending you get is irrelevant As a bonus, finding all 52 memos will allow you to save once, and complete the game in under 2:30:00 and still obtain the ten star ranking. A ranking of ten starts unlocks some bonus options and features which are separate from the normal items unlocked just by beating the game (the Chainsaw and Submachine Gun for example). To play a new game with these special bonuses, you must load the "New Fear" save game you made afer the credits rolled and you will be able to begin anew with any bonuses you acquired. ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || R.0V || Review || R.0V || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This review contains traces of slight spoilers and adult language. Be advised. How the system works: Gameplay looks at generally how the game plays and how enjoyable it would be to someone actually sitting down and playing the game. Graphics delve deep into impressive (or unimpressive) visuals you might might here. Music & Sound will obviously look at how the game sounds in terms of both effects and musical score. Control will rate how easy it is to play the game in terms of control. Awesome Factor serves for the most part as the tilt, how will Awesome NES Man rate the fun factor of this game? Read on! GAME............[09/10] Say hello to a man named Henry Townshend, he lives in South Ashfield Heights, Room 302. Henry isn't a particularly interesting man, but he is soon to find himself in a rather interesting situation. His apartment you see, is completely fucked up. One day after days of being locked up inside his own apartment, he finds a hole in his bathroom and does what any self respecting man would do: climbs into the hole to find himself in an underground subway with a mysterious woman offering him sexual favours. The story only gets better from there. It is a story about murder, betrayal, fucked up demon things, and more murder. A psychological thriller to entertain even the most skeptical players. For a story that revolves about a man with a hole in his bathroom, Silent Hill 4 turned out pretty fucking awesome. GRAPHICS........[10/10] This is the perfect example of what games eventually look like once a few years have passed and developers are really comfortable with a piece of hardware. The character models are some of the best you will find and everything just looks crisp and well done. Beyond technical specs, the design and gory run down nature of the game is shown extremely well. A perfect score. MUSIC & SOUND...[09/10] Silent Hill games have always had great soundtracks, and this one is no different. Whether it be ambient noise or a creepy song in the background. Some of the lyrical tuns, while good, kind of distract from the moment when they play in the background while characters are speaking, but beyond that, it's good. CONTROL.........[08/10] Dropping the traditional survival horror style, Silent Hill 4 adopts a more action oriented style with 3D control type, a health meter, charge up attacks and more. The loss of the traditional style though is not all bad, some of the battles in this game are more interesting (although less scary) given the control style. Too bad there aren't more bosses to fight. AWESOME FACTOR..[09/10] Henry Townshend is a total badass. This man, this boring suburbanite nobody, wakes up with this crazy apeshit demon create ripping itself out of his apartment wall, and he stands there as if he's about to ask what's for dinner. The man is the master of calmness and takes everything in stride no matter what is going on. Big awesome points for that. Also this game gets big awesome points for all the different ways you can club two headed baby monsters, whether it be a pick axe, a stun gun, or a golf club, you can cram whatever the hell you find down the throats of these creatres, and the noises them make will reflect it will. Overall awesome game. FINAL SCORE...[090/100] It doesn't quite measure up to Silent Hill 2, but if you're the type who skips out on awesome games just because they are slightly less awesome than REALLY awesome games, then fuck that. Get out of my guide. ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || L.0C || Legal & Copyright || L.0C || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This guide is copyright (c) 2006 - 2007 Alex Eagleson, the author. This walkthrough was written solely to be hosted at www.gamefaqs.com. It can also be found at www.ign.com, www.neoseeker.com and many other websites, all who sent an email asking permission to put them guide up on their site. I do by the way, encourage people to send email, feedback is always appreciated in any form, it's always nice to know you've helped someone. For a list of all my work, please visit the following URL: http://www.gamefaqs.com/features/recognition/45802.html ______________________________________________________________________________ ~~\/~~~~~~\/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\/~~~~~~\/~~ || C.0T || Credits & Thanks || C.0T || __||______||______________________________________________________||______||__ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thanks to CJayC for continuing to keep GameFAQs running smoothly, and the same to Sailor Bacon. Thanks to Sean, Mark and Jeremy here at the University of Guelph, thanks to everyone in the GameFAQs FAQ contributor community for being great people, and thanks to everyone who takes the time to send feedback. Thank you very much finally, to anyone and everyone reading this walkthrough. ______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~