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    You're about to witness a gruesome experience and to make it even greater,

    play with headphones, alone in the dark. Good Luck!

    Okay, now I'll just pop in the disk, and let's start this walkthrough!

    INTROAt the beginning, the story will be displayed. Henry's Apartment has

    become possessed and you are free to play when he gets out of his bed.

    Even if you're familiar with other Silent Hill games, you most likely

    won't be with this area -- it's in first person.

    POSSESSED APARTMEMT

    You can find many things to examine in this room but nothing is important.

    You should hear a classic pain scream though. Head out the door when

    you're ready. Any notes, books et cetera aren't important in this area,

    but feel free to look around. To the left of the couch is a creepy face.

    Examine it, and when you're ready, move back towards the bedroom area for

    a cutscene. Then the opening credits will roll -- Enjoy!

    ROOM 302 (NORMAL)

    So that was a dream, eh? Try to move or look around and you will turn

    towards the phone... Only to find that it's not working. But then it

    does... Weird. Exit the bedroom and find the entrance door to Henry's

    apartment for a cutscene. Some noise is heard from outside -- it's Henry's

    neighbor, Eileen Galvin. Exit the peephole and check the ground to find

    the FIRST LETTER memo. Open the fridge in the kitchen to find a WINE

    BOTTLE (weapon) and CHOCOLATE MILK. Moving into the living room, Henrywill notice and comment on a storage chest.

    No, it's not like Resident Evil, but I guess it's somewhat similar. It can

    hold items but this is the only chest -- there are no others. Move towards

    the window and Henry will notice someone by the subway entrance. Exit the

    view from the window and a loud noise will occur. Before checking it out,

    note the notebook on the far, small table, which is a SAVE POINT (it's

    the only one in the game, but you'll understand later). Move to the hall

    and go through the right, which is the bathroom.

    Some noises are heard and there's a hole in the wall. Guess that's the

    only way out... Examine the hole and take the broken sewage pipe hanging

    down, which is a STEEL PIPE. This weapon isn't that powerful but it has

    great range and is probably one of the best weapons in the game because of

    it. Time to enter the hole -- do so and move your way through it to the

    light at the end (yes, you'll have to do it yourself).

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    S U B W A Y W O R L D

    WELCOME TO THE SUBWAY

    After the cutscene, head down the hallway to find a woman -- whose name is

    Cynthia. Cynthia wants to find the exit so she will accompany Henry. Afterthe cutscene, go around the left corner and into the next corridor.

    SUBWAY 2ND CORRIDOR

    Another cutscene will occur near the washrooms and Cnythia enters the

    ladies' room. In the next cutscene, a new enemy is introduced -- a Sniffer

    Dog, along with his friends... Probably not actually. Equip the Steel Pipe

    to feel a bit safer. Instead of messing with the Sniffer Dogs, enter the

    ladies' room to check on Cynthia.

    LADIES' ROOM

    All found in here is a strange HOLE, so enter it.

    ROOM 302

    Another dream, eh? Exit the bedroom and move into the living room. A

    piece of furniture has noticeably been moved -- straighten it to find a

    PISTOL on the ground. Examine the side wall and read the writing. Also

    check out the suspicious-looking wall to discover you can see Eileen's

    bedroom, nextdoor -- nice...

    Get out of the peephole to hear a phone ringing -- from the bedroom. Go

    and pick it up. You've got to get back to the subway, but first, go backand continue investigating the living room. Some sweeping is heard and can

    be seen through the front door peephole, and a BOOK SCRAP memo is by the

    corner bookshelf of the living room. Then enter the hole in your washroom

    to get back to the subway.

    BACK TO THE SUBWAY

    Whoah, what a sight! Examine the "mannequin" and take the Lynch Street

    Line Coin. Exit the washroom.

    SUBWAY 2ND CORRIDORIgnore the Sniffer Dogs and run to the left, and enter the next area.

    TURSTILES AREA

    A Sniffer is heard in this area. Try to avoid it and find the center gates

    of this area. But even before that, you may want to continue to the next

    corridor to find PISTOL BULLETS on the right stairs, along with two

    Sniffers. Anyway, there are Lynch Street and King Street Lines -- you have

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    a LYNCH STREET LINE COIN, so use it to get past the Lynch entrance gate,

    and go down the stairs.

    MIDDLE STAIRS WALKWAY

    New ememies are introduced here -- Ghosts. Ghosts cannot die but there are

    items that can help you deal with them and keep them pinned down. Anyway,go down the stairs and down the other stairs to Henry's right.

    EAST LYNCH STREET LINE PLATFORM

    Cynthia's locked in a subway car so you'll need to get her out. Move south

    alongside the train past the ghost, and enter the subway front by the red

    lights. Examine the small red light and push the button -- that'll do it.

    Exit the train to find Cynthia with you. Since some doors are now open on

    the train, enter the northernmost car through its open doors, dodging any

    Ghosts on the way.

    SUBWAY CAR MAZE

    Run out of the car to the pavement and move upward to the other section of

    the same car. There is a strange looking box here but it's locked, so go

    through the door by it to the next car to the south. Move straight through

    the car and through the other door to the southernmost car. Cross over to

    the car to the west through the open doors by the middle column and enter

    the next car to the north. Same thing here, but use the middle column to

    get to the other section of the car, then enter the next car. Move

    straight through this car and exit to the west, onto the platform.

    WEST LYNCH STREET LINE PLATFORMStart moving south past any Ghosts, and go up the stairs there for some

    PISTOL BULLETS. Continue south and go through the door at the end. Cynthia

    either won't follow you or will be very slow. It's inevitable for her come

    with you to the next area.

    SOUTHWEST MAINTENANCE ROOM

    Cynthia's gone, but don't worry about that. There's a HOLE in the wall

    here, but there's nothing new in your apartment. Go down the ladder to B4.

    B4 MAINTENANCE PASSAGEWAYIf you go up the ladder to the west you'll find some PISTOL BULLETS.

    Unlock the door there if you get it. Back in the grate area, take the

    south passage, past a Ghost in the wall, and follow it to door after the

    stairs -- go through it.

    KING STREET LINE PLATFORM

    Quicky beat the Sniffer Dog down and run to the west. Four more Sniffers

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    will be in the train and may come out after you. In the subway train you

    can find a 9-IRON golf club. On the platform, move west to the escalators.

    On the ground by the up escalator is a NUTRITION DRINK. To the west even

    more is a HOLE. Once ready, move onto the up escalator.

    UP ESCALATORThere will be new enemies here called Wallmen. They're half in the wall

    and have great range. If you just try to run past the, they are likely to

    fling you to the ground. Wait for them to swipe, and then run for it. Run

    up the escalator but be ready to slow down when a Wallman is there. You

    can also try bashing them with your Steel Pipe, but you shouldn't use any

    Pistol Bullets. This is hard and you may need to use the Nutrition Drink

    you just got; but only use it if you have very low health.

    MIDDLE KING STREET LINE WALKWAY

    Up here, you can find a pack of PISTOL BULLETS in the left hallway. Head

    up the exit stairs when ready (dodge the Ghost in the area if it's near

    you).

    TURNSTILES AREA

    You'll find what seem to be Cynthia's belongings on the ground. Take the

    TEMPTATION PLACARD on the office door and enter the office.

    ROOM 302 - SUBWAY CLEAR

    Investigate what's going on out the window and then exit the room. Listen

    to the radio and then read the RED DIARY - APRIL 8 by the door. The super

    is cleaning the hall outside and Eileen isn't doing much in her room. Saveyour game if you want and enter the washroom. The hole is bigger now...

    Enter it.

    F O R E S T W O R L D

    WELCOME TO THE FOREST

    After the cutscene, find the gate and go through it.

    FOREST 2ND PATH

    Continue along the path to find a HOLE. There'll be a new cutscene throughyour door's peephole so you may want to check it out. Go through the

    large double doors when you're ready.

    FACTORY AREA

    Move along the path and ramps to notice new enemies swarn towards you --

    Hummers. Just whack them with the Steel Pipe and stomp on them. PISTOL

    BULLETS can be found by the end of the ramp by some barrels. Find the

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    other double doors and go through them.

    FACTORY AREA 2

    Head down the ramp and whack the Hummers swarming you. More might come if

    you go near the next ramp. Go down it and through the gate to the south.

    CAR PATHWAY

    Check out the car to the left to find a little note, along with JASPER'S

    MEMO PAD. Go through the next gate when you're done.

    CREEPY ROCK AREA

    You'll meet the stuttering Jasper here. Listen to what he has to say and

    then get the NUTRITION DRINK on the other side of the candle fence (on the

    ground). Go through the other gate to continue.

    FOREST TRAP PATHWAY

    There are three Sniffer Dogs in this area, along with some sort of anvil

    rock that will fall if you go near it -- it can't hit you though. Move

    past it in the grass and go through the gate at the end of the path.

    WISH HOUSE ENTRANCE PATHWAY

    Three more Sniffer Dogs here, along with two Hummers. Quickly run along

    the path, dodging the Sniffers' attacks, and go through the doors at the

    end, after Henry comemnts.

    WISH HOUSE COMPOUND

    Welcome to Wish House, but the entrance door is locked. There's a HOLE inthe wall near the entrance; there will be a new cutscene through your door

    peephole and Eileen is just sitting around in her room. Go through the

    northwest door in the compound.

    NORTHWEST PATHWAY

    Follow the path and eliminate the Hummer when it comes. Go through the

    gate door at the end of the path.

    FOREST CAVE

    Move forward and some Hummers will come -- get rid of them. There's acorpse hanging from the roof grating, oddly enough. Go through the doorway

    to the lakefront.

    TOLUCA LAKE WATERFRONT

    Welcome to Toluca Lake! To the left is a PORTABLE MEDICAL KIT on the

    ground. Further along is a HOLE. Eileen is playing with some flies in the

    hallway and there will be a funny message on the radio, so check it out.

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    Back at the lakefront, head back to Wish House and go through the

    southwest door.

    SOUTHWEST PATHWAY

    Nothing here, just go through the other gate.

    SOUTHWEST 2ND PATHWAY

    Move past the Ghost hovering above the path to find double doors and a

    HOLE. Nothing's new in your apartment so go through the double doors.

    GRAVEYARD

    Move forward for a cutscene. After, you may want to check out the dug up

    coffin with "11121" carved into it. Exit the graveyard and head back to

    the Wish House compound

    WISH HOUSE COMPOUND

    Go over to the entrance door of Wish House to find Jasper standing there.

    He claims he has something really good but he won't give it to you for

    free, and then he says he's thirsty... and further more "chocolate". Give

    him the CHOCOLATE MILK. If you don't have it, go through the hole by the

    entrance of the compound -- it's in your fridge if you never picked it up.

    Take the BLOOD=INSCRIBED SPADE that he tosses on the ground for you. It

    says "Opposite where the lake and house meet, inside the hand holding onto

    the ground." The opposite of where the lake and house meet is to the

    southeast, so go through the southeast door in the compound.

    SOUTHEAST PATHWAYFour Sniffers in here -- quickly run and go through the other gate.

    SOUTHEAST 2ND PATHWAY

    Nothing here, just go through the other gate.

    SOUTHEAST TREE AREA

    Move forward and investigate the other side of the tree to find a root

    that looks like a hand -- this must be the hand from the spade. Use the

    BLOOD-INSCRIBED SPADE to dig, and you'll get a RUSTED BLOODY KEY. The key

    has "The holder of this key will wander for eternity" written on it. Ifyou remember Jasper's Memo Pad, it says the nosy guy told him you must put

    the key away before you go back. If you try to go back, the area will be

    all misty and you'll end up infront of the same gate when you try to go

    through the other. So go through the other gate door in the tree area.

    SOUTHEAST END

    Go up the ahead stairs to find a 6-IRON golf club. There's also a Ghost

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    patrolling the area. To the right is a HOLE. Hmm... You could put the key

    away in your storage chest... Enter the hole and put the RUSTED BLOODY KEY

    in your storage chest. Richard will walk by your door and Eileen is just

    sitting around so enter the washroom hole. Then head back to the Wish

    House compound.

    WISH HOUSE COMPOUND

    Go over to the north HOLE in this area and enter it. Get the RUSTED BLOODY

    KEY from your storage chest, and while you're there listen to the weather

    report on the radio, then return. Go up to the Wish House entrance door

    by Jasper and use the RUSTED BLOODY KEY to enter.

    WISH HOUSE (INSIDE)

    There's a rather interesting referencing note by the tipped bookshelf, and

    a HOLY SCRIPTURE SCRAP memo on the ground by the carpet to the left.

    Jasper will enter the close by room while you read it... Even though it

    was locked... Hearing some noise, try to go through the slightly open door

    and take the SOURCE PLACARD, then enter the room Jasper entered.

    ROOM 302 - FOREST CLEAR

    After hearing the news report, exit the room. Someone's ringing your

    doorbell and knocking - check it out. Eileen's doing nothing much in her

    room so enter the washroom to find a bigger hole. Embrace yourself, then

    enter it.

    W A T E R P R I S O N W O R L D

    WAKING UP IN PRISON

    From the sound of the voice, you may find someone in a cell, and they want

    out -- you can't do anything about it now, so don't worry about it.

    There's nothing really important on this floor except for PISTOL BULLETS

    on the ground the of top east cell (on your map). You can also find the

    EXPLORATION MEMO on the ground by the east rooms in the corridor. You may

    find some new enemies called Toadstoals in one of the rooms here, but the

    room has nothing in it. Go through the south double doors when done here.

    1F PASSAGE ROOM

    There's a HOLE on the wall in front of Henry and a GUARD's DIARY memo to

    the right of it. The east door is locked so go through the west door.

    STAIRS PATHWAY

    If you follow the stairs you will encounter very annoying Wallmen, so just

    go down the ladder right by you -- it leads to the same place and it's a

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    lot faster. Head around to the left (clockwise on your map) and you'll

    find a SAINT MEDALLION on the floor at the north of the B1 stairs path.

    Continue all the way to the bottom and go through the door past the up

    ladder.

    B2 WATERWHEEL ROOMMove down the stairs to discover a giant waterwheel. Several Hummers are

    on the inside walls -- hopefully you have your Steel Pipe with you. You'll

    find the WATER PRISON EXIT KEY by the sign at northwest corner of the

    waterwheel hull -- also examine the sign so Henry can copy the WATERWHEEL

    ROOM PLATE MESSAGE memo into his scrapbook. The northeast room/hall is

    accessible, but also a strange sighting. In the southeast is a HOLE.

    +ROOM 302+

    Your TV has magically turned on and you can't turn it off (Henry doesn't

    even try). Moving over to your door, you'll find the RED DIARY - APRIL 4

    memo on the floor. Eileen appears to be playing with more flies through

    the door peephole.

    B2 WATERWHEEL ROOM (CONT.)

    Head back up the stairs and through the door once you're done done here.

    STAIRS PATHWAY

    Go up the nearby ladder to B1, and then go up the one to the west a bit.

    Go through the door right by the ladder.

    1F PASSAGE ROONYou now have the WATER PRISON EXIT KEY so use it on the ahead door, then

    go through it.

    OUTSIDE STAIRS PATHWAY

    Instead of following the path and encountering annoying Hummers, go up

    both of the small ladders by you and go through the 2F double doors.

    2F CELL HALLWAY

    A strange sound is heard and new enemies called Tremors are on the walls.

    These little creatures are worth killing -- watch what happens when youstep on them, after you've knocked them off the wall! Move clockwise to

    find out what the noise is -- Toadstools. Other than two notes in certain

    cells, nothing is interesting here, so exit through the double doors.

    OUTSIDE STAIRS PATHWAY

    Once again, just go up the ladder instead of encountering several Hummers

    on the pathway heading up. Since you're this high, why not take the ladder

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    to the top. Go through the large doors up at the top.

    WATER TANK ROOF AREA

    Move around to the other side of the area to find a handle on the tank --

    turn it. Exit the area through the double doors.

    OUTSIDE STAIRS PATHWAY

    Go back down the ladder and go through the 3F double doors.

    3F CELL HALLWAY

    Toadstools occupy the bottom east cell, as well as a PRISON DIARY memo.

    Two new enemies called Twin Victims may be hanging out in the hall. Two

    Wallmen are found in the northeast cell -- one of them guarding a pack of

    PISTOL BULLETS. Use the Steel Pipe's great range to kill the Wallmen.

    You'll come across three holes in three of the accessible rooms in the

    corridor -- jump down the hole in the bottom west cell.

    ONE HOLE AFTER ANOTHER

    Jump down two more floors and you'll land in the shower room of B1.

    SHOWER ROOM

    Two Twin Victims occupy the room so quicky exit through the double doors,

    after you've unlocked them.

    B1 INNER CORRIDOR

    You want to unlock the south double doors for future use. Then head up the

    ladder to the north.

    1F INNER CIRCLE ROOM

    On the right desk is the 1F SURVEILLANCE ROOM REPORT memo. There are cell

    peepholes along the outer wall -- check out the northeast cell to notice

    a bed with blood shaped in a human form. Head up the ladder.

    2F INNER CIRCLE ROOM

    On the left desk is the 2F SURVEILLANCE ROOM REPORT memo. This memo and

    the other one talk about turning the cells to dispose of corpses. It tells

    you what to do, but you're not disposing corpses -- you're trying to getthe hell out of here. Since the bloody beds must be aligned, turn the

    handle in the room four times to the right. Move up the ladder when the

    2F bloody bed cell is at the northeast (top right on your map).

    3F INNER CIRCLE ROOM

    Ahead on the wall is the SECRET NUMBER MEMO. The bloody bed is at the top

    west position, so turn the handle in the room twice to the right. A

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    cutscene should play after the first turn, but you're not done yet. Only

    once the bloody bed cell is at the northeast point should you go back

    down the ladders back to B1.

    +GETTING THE STUN GUN+

    The Stun Gun is somewhat of a secret weapon, but can be acquired even thefirst time through the game. The Stun Gun can only be acquired by

    arranging the cells with the turning vavles in the second and third floor

    inner circle rooms. The Stun Gun initially lies in the bottom east 2F

    cell, so what you want to do is turn the cells on the 3rd floor so a cell

    with a hole is in the bottom east position on the map (or just align the

    initial bottom east 2F cell with a hole). Once you used a 3F hole to get

    to it, grab it on the stand, and then you'll have to jump down two more

    floors, to the kitchen. Retreat to wherever you left off and continue.

    B1 INNER CORRIDOR

    Watch the interesting cutscene, and when it's done new enemies will start

    to from around you -- White Toadstools (Whitestools) -- they're very

    similar to normal Toadstools but they're talled and skinnier. Exit through

    the south double doors here (unlock them first, if you haven't already).

    STAIRS PATHWAY

    Go up the nearby ladder and go through the close by door up there.

    1F PASSAGE ROOM

    Pass through here to outside.

    OUTSIDE STAIRS PATHWAY

    Go up the ladders to 3F and go through the double doors there.

    3F CELL HALLWAY

    Enter the northeast cell (you should've aligned them correctly already).

    Jump down the three holes that lead to the kitchen.

    KITCHEN

    Whitestools are in the area but are pointless to kill. Turn around and

    examine the right double door to get the WATCHFULNESS PLACARD. A code isrequired to open the door, and you can find it in the Secret Number Memo

    in your scrapbook -- 0302. Moving through the doors, a cutscene will play.

    ROOM 302 - WATER PRISON CLEAR

    Enjoy the sunset in your room, then check out your front door for the RED

    DIARY - JULY 23 memo. Noises are heard, so check out the door peephole for

    a cutscene. Remembering the note mentioned, check the ground for the

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    SUPERINTENDENT'S MEMO (it's bloody and you can't read it). You'll notice

    a terrifying sight upon entering the washroom. Enter the even bigger hole

    to lead you to wherever it takes you.

    B U I L D I N G W O R L D

    BUILDING 1ST HALLWAY

    After the cutscene you can notice a HOLE on the wall behind you. Continue

    down the corridor, hearing a variety of noises, and go around the corner

    and to the next area.

    BUILDING ROOFS

    Head down the nearby stairs to discover a new enemy called a Gum Head.

    Continue down the next set of stairs in the area for a cutscene. After,

    two Gum Heads will fall in front of you. There's nothing interesting here

    so quickly go through the ahead door -- run up to the Gum Head blocking

    it and just go through it.

    BIRTHDAY PARTY ROOM

    Coming into the main section of the room, a Ghost is seen on the floor

    with something pinning him down. Get the GHOST'S KEY from his hand --

    furthermore, there's a SWORD OF OBEDIENCE stabbed into him, keeping him

    pinned down. The use of the sword is what you're seeing now -- it keeps

    Ghosts pinned down. You're better of leaving it because you'll come back

    here in the future, and it's a hassle dealing with the Ghost in other

    areas, as well as here. Exit through the nearby door with the GHOST'S KEY.

    STAIRWAY

    Some Tremors (red ones) will be on the fence in front of you -- just move

    past them and down the stairs from the other side. Head around the area to

    the next set stairs and go down them. At the bottom, go through the door

    under the stairs.

    CONNECTING HALLWAY

    Find the other door here and go through it.

    STORAGE ROOM

    On the ahead shelf is a pack of PISTOL BULLETS. Go through the other door

    to the right to continue.

    SPORTING GOODS SHOP

    Right beside the door is a HOLE. Before going through it, pick up the

    ALUMINUM BAT on the floor of the other side of the room. There is also a

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    5-IRON golf club on the floor -- take it if you want.

    +ROOM 302+

    See who's knocking on your door to discover something strange... Then head

    over to the living room and you may notice a head float by the window.

    Okay... That's weird. Eileen may or may not be in her room, and you mightbe able to listen to a weather report if you turn on your radio. Then head

    back through the hole in your washroom.

    SPORTING GOODS SHOP (CONT.)

    Head through the other unlocked door in the room.

    BLOODY STAIRWELL

    Move down the stairs and go through the door at the bottom.

    PET SHOP

    3 Sniffers are in the area. Try to get rid of the two patrolling the isles

    first, then you may notice the last is stuck in a small area. Moving over

    there, Hummers will swarm you. Get rid of them, then move to the middle

    isle and get the ALBERT'S SPORTS KEY. The other door in the shop leads to

    a stairwell and then a room with a clock door -- which can't be opened. So

    head back all way the to the sports shop sicne you have a key for it.

    SPORTING GOODS SHOP

    Move through the right door, using the ALBERT'S SPORTS KEY.

    WEST STAIRWAY AREAGums Heads are heard and seen on the stairs -- there are three of them so

    try to knock them down and just run past them. When you get to the bottom

    they should all jump off by you. Keep running and head to the next area

    past the door since it won't open.

    B8 ELEVATOR PATHWAY

    Move past a door and the first elevator and enter the second one.

    ELEVATOR

    Watch the cutscene while you automatically move down to B8. After, youmay want to head back up for some easily missed items. Examine the panel

    and press the top button. On B8, head through the elevator's back door.

    B8 SECRET PATHWAY

    Before the haunting Ghosts pulls itself through the wall, run to the end

    of the winding hallway, to find a SWORD OF OBEDIENCE and a SPADE as a

    weapon. Moving back, dodge the Ghost and reenter the elevator.

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    ELEVATOR

    Back in the elevator, examine the panel and press the bottom button, to

    go back down to B12. Head through the south side of the elevator if you

    want some more ammo.

    BLOCKED SOUTH B8 PASSAGE

    On the ground by the fence are PISTOL BULLETS. The menacing Sniffers

    won't be able to touch you but you won't be able to touch them. Reenter

    the elevator.

    ELEVATOR

    At the back of the elevator you can find a yellow ladder leading downward

    -- take it.

    SHOWER ROOM

    By the far left pillar is a NUTRITION DRINK, and to the left of it are

    bloodthirsty Whitestools blocking the path. Kill them and go up the ladder

    at the end of the path.

    B12 EAST PATHWAY

    Two annoying Gum Heads are in area -- use your bat or quickly run around

    them and the corner. Around the next corner are more Sniffers. Follow the

    path past them and into the next area.

    B12 SOUTH PATHWAY

    Five more Gums Heads occupy the area -- if you want to stay alive, quicklyrun through the door that one of the Gum Heads is blocking. But if you're

    interested, one of them has a PITCHING WEDGE golf club.

    LARGE FAN ROOM

    Move down the stairs and make your way to the door in the southeast corner

    and through it.

    SOUTHEAST STAIRWELL

    Move down the stairs, past some Tremors, and when you get to the pavement,

    there are three doors -- but only one is unlocked. Head through the fardoor.

    BAR SOUTH ASHFIELD

    Ignoring the Tremors on the left wall, move forward and take the awesome

    RUSTY AXE. This is definitely one of the best weapons in the game so be

    sure to take it. Check out the BARTENDER'S MEMO on the counter. The memo

    explains that the code -- which is for the exiting door of this area --

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    is the last four digits of the bar's phone number. Yes, it's the one you

    can see from your window. If you go through the HOLE by the pool table,

    and check the billboard outside your window, you'll find that the number

    is 555-3750 -- 3750 being the code. Find the keypad door and enter the

    code, then go through it.

    LARGE STAIRWELL

    Since the down stairs are blocked off by a hole, head forward to hear a

    scream. Move all the way up the stairs with a Ghost continuously following

    you -- if you have a Saint Medallion, use it. At the top, get the CHAOS

    PLACARD on the door, then go through it for rather caustic cutscene.

    ROOM 302 - BUILDING WORLD CLEAR

    Checking your bedroom window, Hnery will spot something strange. Exiting

    your room, your radio is on again. Listen to it and check on Eileen. She

    seems to be getting ready for a party. In your washroom, a larger and

    rounder hole is waiting. Prepare for the unexpected and enter it.

    A P A R T M E N T W O R L D

    EAST 3F CORRIDOR

    After the cutscene, enter Room 301 right beside you.

    ROOM 301

    Inside on the living room table is the strange MIKE'S DIARY memo, along

    with a piece of RED PAPER. On the far wall is a HOLE.

    +ROOM 302+

    If you went through the hole, you may want to check the laundry room.

    Hopefuully those weren't whites in there... Eileen isn't in her room and

    nothing is at your door, so head back to through the hole.

    ROOM 301 (CONT.)

    Moving down the narrow passage, of the room, a small room on the west side

    contains the familiar JOSEPH'S ARTICLE. Checking out the orange pictures

    on the wall, you can find the SUPERINTENDENT'S KEY and the LOCKER KEY #106(you have to examine them twice to get the keys). Back in the main section

    of the room, a Ghost may appear -- you're done anyway so just exit.

    EAST 3F CORRIDOR

    Moving down the corridor, someone's seen standing by your door and another

    edition of the Red Diaries is waiting for you to read in your apartment

    (the door is locked, so you'll need to go through a hole). Henry finds out

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    that this is how the diaries were by his door -- so slip your piece of RED

    PAPER under the door. Moving past two mysterious dead Sniffer Dogs, and

    the locked Room 303 (and 304), emter the stairway.

    STAIRWAY

    A strange man is sitting on the stairs. Listen to what he has to say, andthen he'll offer you his SHABBY DOLL. You don't have to get this item and

    it isn't helpful at all. All it will do is waste a spot in your inventory

    -- and if you keep it in your chest, it will cause a haunting where the

    screen will flash red every time you go near it, and you can lose health.

    You should take it to experience it the first time because it's pretty

    cool to see. All of the 2F rooms are locked, so head to the 1F Lobby. A

    HOLE is on the west wall.

    +ROOM 302+

    Back in your apartment, you can find the RED DIARY - MAY 2 (if you

    haven't already gotten it) and the RED DIARY - MAY 14 if you put under the

    door earlier. Other than that, Eileen is okay, so head back through the

    hole.

    STAIRWAY (CONT.)

    By the stairs you can use the LOCKER KEY #106 to open the 106 locker --

    but all there is inside are love notes from Mike to Rachel. Enter the west

    corridor when ready.

    1F WEST CORRIDOR

    The first door on the left is the Superintendent's Room, so use theSUPERINTENDENT'S KEY to unlock and enter it.

    ROOM 105 - SUPERINTENDENT'S ROOM

    In the living room are a few items. Get the APARTMENT KEYS (which will

    unlock all the locked apartments except 303 because it's missing, and 302

    because one key won't be able to open it). To the left is another piece of

    RED PAPER and TORN RED PAPER. A scribbled note is also there for you to

    read. In the super's bedroom you'll find the SUPERINTENDENT'S DIARY -

    (UMBILICAL CORD) on the nightstand. Exit the room.

    1F WEST CORRIDOR

    Now that you have the APARTMENT KEYS, you'll be able to enter every room

    (except 302 and 303) after you unlock them. Enter Room 106.

    ROOM 106

    In the northeast room is a PORTABLE MEDICAL KIT beside a familiar nurse

    uniform... By the phone is a note with a phone number -- you will be asked

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    if you want to call the number, which will ultimately lead you to the

    third person's room involved with the Mike-Rachel situation; however, the

    ringing will awaken a Ghost in this room and it will follow you throughout

    the floor corridor and apartment rooms. Do what you want and exit the

    room.

    1F WEST CORRIDOR

    Room 107 contains nothing interesting so head over to the east corridor.

    1F EAST CORRIDOR

    Around the corner will come a lone Sniffer -- use the Rusty Axe's charge

    up attack to eliminate it. Another Sniffer is by Room 302 if you want to

    be a menace. Enter Room 102.

    ROOM 102

    Nothing too interesting in here, except for a suspicious amount of Tremors

    in the kitchen -- more specifically being lured by something in the

    fridge...? Open up the fridge for a wonderful sight -- then take the TORN

    RED PAPER inside. Exit the room.

    1F WEST CORRIDOR

    At the end of the abnormal hallway, enter Room 101.

    ROOM 101

    Before you get too excited about the weapons in the living room, they're

    only models. Instead of being beaten, take the PISTOL BLLETS by the

    Shotgun on the counter. Enjoy the gathering of past Silent Hill guns onthe gun rack, then exit the room before the gloomy Ghost makes your day

    even worse.

    1F WEST CORRIDOR

    Head back down the lonely corridor and enter the stairway.

    STAIRWAY

    Head up to 2F and start your investigating in the west wing.

    2F WEST CORRIDOREnter the ahead Room 205.

    ROOM 205

    In the living room you'll find the "SKINNED MIKE" CASSETTE TAPE, which

    you can listen to on the radio in your room. You don't need this item but

    it's pretty cool anyway. Exit the room.

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    2F WEST CORRIDOR

    North up the corridor are three Sniffer Dogs, and entering Room 206 will

    lead to two more Sniffers. A great weapon is waiting in Room 207, so run

    windingly past the Sniffers and enter it.

    ROOM 207On the living room chair waits the eager to kill RICHARD'S REVOLVER. A

    PUTTER golf club is also in the room -- in the northeast bedroom. Exit the

    room.

    2F WEST CORRIDOR

    Challege the Sniffers to a deathmatch with your axe or quickly run and

    enter the east side of 2F through the stairway.

    2F EAST CORRIDOR

    The ring tone sounds stonger and louder in this area so it must be here.

    Move forward around the corner and past the Ghost. Enter Room 203.

    ROOM 203

    Quickly find the northwest bedroom before the Ghost comes through the wall

    and take the TORN RED PAPER from the bloodstained shirt. In the living

    room is a can of BUG SPRAY on the ground by the liquor bottles. Exit the

    room when you're done.

    2F EAST CORRIDOR

    Continue up the corridor and enter Room 202.

    ROOM 202

    Finally, you've found that damn annoying phone! Pick it up to find...

    there's no one there. Check out the portraits of apartment owners in the

    living room and the narrow hall, then exit the room.

    2F EAST CORRIDOR

    You're done here (Room 201 is just filled with Hummers) so enter the

    stairway.

    STAIRWAYYou should have some red papers to put under your door so why don't you

    do that? Go up to 3F.

    3F EAST CORRIDOR

    You can hear some noise from Room 303 but you can't do anything about it

    yet. Continue to your door -- Room 302 -- and slip the RED PAPER and three

    TORN RED PAPERS under your door. Then enter Room 301.

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    ROOM 301

    Quickly enter the living room hole before the Ghost hurts you.

    ROOM 302

    Check your door for the red papers you just stuck under your door to findRED DIARY - MAY 20, RED DIARY SCRAP, RED DIARY SCRAP (CONT.) and MIKE'S

    LOVE LETTER (there may be more if you put the others under you're door

    just now, or less if you already picked some up). The two red diary scraps

    lead you to your bedroom. Enter your bedroom and go to the other side of

    your bed to find the DOLL KEY by the far wall. Enter the washroom and the

    hole now that you have the key for 303

    ROOM 301

    Exit the room before the Ghost hits you.

    3F EAST CORRIDOR

    Run to Eileen's room -- Room 303 -- and use the DOLL KEY to enter for a

    cutscene.

    ROOM 302 - APARTMENT CLEAR

    Check the window after the cutscene, then check your door for the RED

    DIARY - JULY 13 and the SUCCUBUS TALISMAN. Check the Eileen peephole for

    a suprise sighting and a conversation. In your washroom you'll notice that

    the hole is blocked... There is a lot to do in your apartment -- first

    put the "SKINNED MIKE" CASSETTE in your radio.

    Enter your laundry room to find a demon-looking stain on the wall. If you

    check your SUCCUBUS TALISMAN it has a demon on it, so use it. A note is

    on the wall, along with four inscribed depressions around it. Now is the

    time to get the four placards from your chest -- TEMPTATION PLACARD,

    SOURCE PLACARD, WATCHFULNESS PLACARD, CHAOS PLACARD -- and use them on

    their respective locations (read the inscriptions in each depression).

    After this is done, a new hole is reavealed. Enter it.

    H O S P I T A L W O R L D

    LOBBY

    Henry exits the first room in the cutscene, and now he's in the lobby.

    There are several Hummers on the ground in this area. Quickly stomp on as

    many as you can before they start to get up, then test out your Bug Spray

    if you have it. Reenter the Emergency Room -- the room Henry exited in the

    video.

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    NORTH EMERGENCY ROOM

    A new enemy called a Patient will be in here. Quickly whack it with your

    Axe (if you don't have it, get it from your chest) and stomp on it.

    There's nothing else interesting in here so exit it.

    LOBBY

    Enter the northeast room, which is an Office.

    OFFICE

    On the northeast desk is a new weapon -- a PAPER-CUTTING KNIFE. This

    weapon is very quick and nice to use, although it lacks power. Go through

    the other door in the room.

    RECEPTION

    On the far right desk is a NURSE'S MEMO. Examine the left fluorescent

    board for a cutscene. Go through the other door back to the lobby.

    LOBBY

    Enter the southwest Emergency Room (just south of the lobby entrace doors.

    SOUTH EMERGENCY ROOM

    Check out the ahead table for a NUTRITION DRINK, then exit the room.

    LOBBY

    Across the hall is an unlocked washroom with a HOLE on the wall. Further

    south a cutscene will play -- pick up EILEEN'S BAG on the ground. Thisitem is only a weapon for Eileen has no other use. Go through the left

    door if you want heath.

    DOCTOR'S LOUNGE

    Grab the PORTABLE MEDICAL KIT on the other side of the table in the room,

    then exit.

    LOBBY

    Enter the room across the hall.

    SUPPLY ROOM

    Two Patients are in here. Battle them to the death and grab the one

    AMPOULE out of two in the entire game, on the right shelf further back.

    Exit the room.

    LOBBY

    Continue south and go through the left door, since the elevator isn't

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    responding.

    STAIRWAY

    Move up the stairs and through the door at the end.

    2F HALLWAYNew enemies called Wheelchairs vacate the hall, oddly enough. Wheelchairs

    are like Ghosts -- they make your screen flash red and can drain your

    health like that -- but you can kill them; however they will come back to

    life when you enter and exit a room. Anyway, the organization of rooms in

    this hallway is random. There are many items in certain rooms, which

    include a HOLY CANDLE, SAINT MEDALLION, 2 HEALTH DRINKS, PISTOL BULLETS

    x2, REVOVLER BULLETS and a 4-IRON golf club. And in one room there is an

    extra creepy sighting -- you'll know when you see it.

    There is one room with a HOSPITAL ROOM KEY found in the mouth of a snake

    object. A surrounding cage will close on you. Simply use the HOSPITAL ROOM

    KEY you just got to get through the small gate door opposite to the snake.

    Another room will be locked and you will be required to use the HOSPITAL

    ROOM KEY to open it. This room contains Eileen -- she will accompant Henry

    for a long period of time.

    Eileen does not have health and can never die; although she may need to

    stop and sit down for a bit. If she gets injured a lot or you leave alone

    for awhile, she may become "cursed". You'll be able to see what looks

    like bloodflow on her skin if this is your case -- it is best seen on her

    back. If you protect her and don't abandon her (yoy will have to leave heralone in some areas) for long periods of time, you should be able to get

    one of the two best endings in the game -- but it depends on the final

    battle (see the Endings section).

    When Eileen accompanies you, you'll notice two Patients by the elevator

    that are coming towards you. If you run towards them, you may notice that

    Eileen runs a bit slow due to her injuries. When you go through doors,

    make sure she's near you or else she will stay in the previous area. Equip

    Eileen's Bag so he holds it as a weapons. Move down the hallway and call

    the elevator. Enter it when it comes up.

    ELEVATOR

    Quickly destroy the Patient and then you'll notice that's the only thing

    you can do in here -- the only reason to call the elevator is so you can

    access the door in the elevator shaft on 1F. Exit the elevator and enter

    the stairway.

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    STAIRWAY

    Go back down to 1F and go through the door.

    LOBBY

    Two Patients are here. Quicky dispose of them and check out the elevator

    shaft to find a locked gate. Enter the washroom on the east side of thelobby.

    WASHROOM

    Enter the hole in the wall for a cutscene.

    ROOM 302

    Back in your apartment, there are sveral new things, all being bad --

    Eileen isn't with you and your apartment no longer heals you. You should

    hear something shatter from your living room -- go check it out. Henry

    comments that the air feels heavy. In your living room, your fan fell from

    the roof and is now busted -- great. Over on the floor by the window is

    the RED DIARY - ??/??, RED DIARY - JUNE 11 and RED DIARY - JUNE 14. Check

    your door for the RED DIARY - JULY 20 and a SMALL KEY, then head back

    hrough your laundry room hole.

    WASHROOM

    Watch the cutscene to find that Eileen's okay. Exit the room.

    LOBBY

    Go in the elevator shaft and use the SMALL KEY to open the locked gate.

    DESCENDING STAIRWAY

    Three Patients are seen down the stairs. When you reach them, knock them

    down and they should fall down the stairs a bit. When they stop, step on

    them. At the bottom, read the simple note to the right, then go through

    the door.

    DESCENDING CIRCLE STAIRCASE

    Make your way down the gloomy staircase, not getting too far ahead of

    Eileen. About halfway down is a HOLE in the middle of nowhere.

    +ROOM 302+

    Back in your apartment, you'll witness your first haunting. It will

    usually be the rattling living room windows, your wandering slippers in

    the kitchen or the clock out of control. You can heal these hauntings with

    Holy Candles and Saint Medallions -- if you want to get one of the two

    endings, you should do so.

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    DESCENDING CIRCLE STAIRCASE (CONT.)

    Continue down the circling staircase with Eileen trailing behind you. At

    the bottom, go through the door.

    S U B W A Y W O R L D R E T U R N

    GRATE PATHWAY AREA

    Navigate down the path to find a HOLY CANDLE on the shelf by the door --

    then go through the other door.

    SUBWAY 1ST CORRIDOR

    Quickly murder the Gum Head ahead, before he snaps at you. Two Gum Heads

    are around either corner (they'll both usally be to the left) -- go to the

    right and around the left corner to the next area.

    SUBWAY 2ND CORRIDOR

    If you don't have you're Lynch Street Line Coin, enter the Ladies' Room --

    if you do, enter it anyway.

    LADIES' ROOM

    Go through the HOLE on the wall back to your apartment, promptly leaving

    Eileen.

    ROOM 302

    A new haunting may occur in yuor apartment. It usually varies, but anyway,

    check your door for the RED DIARY - JULY 25 and the KID'S LETTER with a

    TOY KEY. You need this key to continue further on, but it's best to get itnow. Expect to come back here after using it. Head back through your

    laundry room hole.

    LADIES' ROOM

    Reaccompanying Eileen, exit the washroom.

    SUBWAY 2ND CORRIDOR

    If you're interested, a NUTRITION DRINK waits by the last stall of the

    Men's Room.

    TURNSTILE AREA

    Head around to the right for a cutscene. This Ghost will follow you

    throughout the subway -- make sure you have a Saint Medallion ready. Head

    over to the next area of the subway for an important item and so pistol

    ammo.

    SUBWAY DEADEND STAIRS AREA

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    Three Gum Heads vacate the area but are worth dealing with for the items.

    First, get the NUTRITION DRINK in the right alcove by the door. Up the

    left staircase are SILVER BULLETS (you only get one though) and PISTOL

    BULLETS are up the right staircase. Save the silver bullet for later -- it

    will provide convenience in the future. Head back over to the turnstiles

    area.

    TURNSTILES AREA

    Make your way to the Lynch Street entrance turstile and use your LYNCH

    STREET LINE COIN to get through. Then move down the stairs.

    MIDDLE STAIRS PATHWAY

    Move down the stairs and to the right. A Sniffer may come through the

    doorway. Another lone Sniffer waits through the doorway a bit down the

    hall. There's a RIDING CROP weapon for Eileen on the left chair thing in

    the reddish floor area. Grab the NUTRITION DRINK by the dead end and head

    back to the stairs area. Take the descending stairs to the platform area.

    LYNCH STREET EAST PLATFORM

    Down the stairs, enter the near subway car.

    NORTHEAST SUBWAY CAR

    Use the middle pavement column to get to the southern section of the car,

    and use the TOY KEY on the funny looking box (if you don't have the key,

    go back to your apartment). You'll get a FILTHY COIN. This coin is for the

    vending machine on the platform, but it's too dirty to use. Exit the car

    through the doorway you came in.

    LYNCH STREET EAST PLATFORM

    Head south down the platform and go through the door there.

    SOUTHEAST MAINTENANCE ROOM

    Grab the HOLY CANDLE by the ladder, then go down the ladder. A cutscene

    will play -- Eileen can't go down the ladder in her condition, but you can

    just leave her there for a bit.

    B4 MAINTENANCE PASSAGEWAYFind the southwest ladder here and go up it.

    SOUTHWEST MAINTENEANCE ROOM

    Use the HOLE on the wall to go back to your apartment.

    ROOM 302

    By your door, the RED DIARY - JULY 17 waits. You should have a few Holy

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    Candles now so use some to cure the possessed areas of your apartment --

    place a Holy Candle on the ground by the haunting (or on the counter for

    some). Wash the FILTHY COIN in your kitchen sink to discover it's a 1$

    COIN (no, it's not a dollar sign, but, oh well). Head back to the subway.

    SOUTHWEST MAINTENANCE ROOMSince you're here already, go through the door.

    WEST LYNCH STREET PLATFORM

    Two Sniffer Dogs patrol the platform. Grab the PISTOL BULLETS on the left

    bench near them and go ahead and get the PORTABLE MEDICAL KIT up the

    blocked off stairs here. Then return to Eileen.

    EAST MAINTENANCE ROOM

    Once you're back with Eileen go through the door. Find the vending machine

    and use the 1$ COIN to get the MURDER SCENE KEY. A HOLY CANDLE lies in the

    northeast subway car and a SAINT MEDALLION in the southwest car, but they

    may be too much of a hassle to get. Head back to the B4 Maintenance

    Passageway via the southeast maintenance room (down the the ladder).

    B4 MAINTENANCE PASSAGEWAY

    Take the south path past the Ghost and grab the lonely NUTRITION DRINK by

    the left wall on the ground. Continue to and down the small stairs and

    through the door.

    KING STREET LINE PLATFORM

    Move all the way to the escalators. Feel free to use the nearby HOLE onthe wall. Then go on the escalator.

    UP ESCALTOR

    This was already one of the hardest parts in the game before -- now you

    have to do it again. Wait until Wall Men are inbetween attacks when you

    bolt past them. This won't always work. Another strategy is just to use a

    melee weapon (or gun) and whack them while passing them -- or use the

    Axe's charge up attack (this is the best strategy for me).

    MIDDLE KING STREET LINE WALKWAYAt the end of the left path is a Sniffer waiting by a NUTRITION DRINK. Go

    up the Exit stairs in the main area.

    TURNSTILES AREA

    Take CYNTHIA'S COMMUTER TICKET on the ground by the stairs -- she won't be

    needing it anyway. This item makes the Lynch Street Coin obsolete, as this

    works for both Lynch Street and King Street turnstiles. Enter the office

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    using the MURDER SCENE KEY.

    KING STREET OFFICE

    Get the TRAIN HANDLE past the bloody floor and exit the room.

    TURNSTILES AREAGo all the way back to the southeast Lynch Street maintenance room (using

    CYNTHIA'S COMMUTER TICKET for the turnstiles) and pick up Eileen, then

    come back here. Head down the stairs.

    MIDDLE KING STREET LINE WALKWAY

    Go over to the escaltor and go on it (make sure Eileen is with you).

    DOWN ESCALATOR

    Same strategy as the up escalator. Using the Axe and its charge up attack

    should be enough to get you through here alive.

    KING STREET LINE PLATFORM

    Find and enter the subway train. Then use the TRAIN HANDLE at the front

    control booth. Find the open pathway and go down the stairs. Grab the

    SWORD OF OBEDIENCE lying by the door and go through the door.

    SUBWAY LAST PASSAGE

    Watch the cutscene and then there will be a man in a coat behind you.

    Instead of fighting him, go through the door just ahead with Eileen.

    DESCENDING CIRCLE STAIRCASEStart moving down the staircase to discover another HOLE about halfway

    down. Continue all the way to the end and go through the door, after

    unlocking it.

    F O R E S T W O R L D R E T U R N

    [Note:] There will be the same "weird writing" on certain objects in this

    area and Eileen can read them. You don't need to examine them, just stand

    by them and Eileen should tell you what they say.

    GRAVEYARD

    Move over to the northwest corner of the yard and grab the TORCH by the

    fire. You can also light the Torch in the fire and you should.

    THE TORCH

    The Torch serves as a light souce but can be used as a weapon; although it

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    is weak. The flame will last longer if you dip it in the oil in your

    apartment laundry room. Whenever you take you another weapon, the fire

    will go out as well, but you can light it on fire sticks like this.

    GRAVEYARD (CONT.)

    After lighting the Torch, head though the nearby double doors.

    SOUTHWEST PATHWAY

    Up ahead is a well -- go to it. On the way, however, the sound of the

    doors opening behind you is heard. The man in the coat is back -- and he

    won't die! Quickly investigate the well to find the DOLL'S HEAD. Then dash

    to the other gate and go through it (ignore the two Sniffers there). Get

    the NUTRITION DRINK on the ground by the well on your way.

    2ND SOUTHWEST PATHWAY

    Quickly navigate down the path, past the Sniffer, while the man in the

    coat comes through the gate behind you. Try not to get too far ahead of

    Eileen so you don't have to wait for her -- run in a squiggly line.

    WISH HOUSE COMPOUND

    The coat man won't be coming in here so don't worry about him. Over by the

    front of the Wish House remains is JASPER'S BURNED MEMO. Up the ramp to

    the left a HOLY CANDLE waits. Examine the "thing" in the wheelchair to the

    right to get the WHEELCHAIR DOLL TEXT. If you read the memo, you should

    know what you have to do -- you already have the DOLL'S HEAD, so use it.

    At the east of the compound you can find a weapon for Eileen on the left

    side of the jungle gym -- a CHAIN. You also should head through the HOLEon the north wall.

    ROOM 302

    A new haunting may occur in your living room so you may want to cure it

    with a Holy Candle. By your door waits the RED DIARY - JULY 18. Enter the

    laundry room and find the blue tank of oil. Put the TORCH in it so the

    fire lasts longer in the forest. Head back through the hole.

    WISH HOUSE COMPOUND (CONT.)

    Back at Wish House, take the northwest path through the door.

    NORTHWEST PATHWAY

    Up ahead is a Twin Victim pointing at you. Once you kill it, point and

    laugh at it, then follow the path to discover another Twin Victim. Your

    Torch's fire is probably out by now so ignore the well for now. Grab the

    NUTRITION DRINK by the gate door and go through the gate.

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    FOREST CAVE

    Follow the path and you can find the PICKAXE OF DESPAIR just lying to the

    left on the ground. It is the most powerful weapon in the game so I

    suggest you take it. Another HEALTH DRINK lies a bit further. Head out of

    the cave to the lake.

    TOLUCA LAKE WATERFONT

    Move over to the left for a cutscene. After, grab the CRESTED MEDALLION on

    the grave statue. Note the HOLE on the close by wall and move back over to

    the flame by the cave entrance. Light the Torch and enter the cave.

    FOREST CAVE

    Unfortunately, the cave is now occupied by two restless Ghosts. Quickly go

    through the gate door on the other side of the cave.

    NORTHWEST PATHWAY

    Now that you have light, examine the well for the DOLL'S RIGHT LEG, then

    reenter the Wish House compound.

    WISH HOUSE COMPOUND

    Attach the newly acquired DOLL'S RIGHT LEG onto the wheelchair doll and

    go through the southeast door.

    SOUTHEAST PATHWAY

    Bloodthirsty Hummers buzz around the area. Use the lit Torch to clear them

    out of your way, then grab the NUTRITION DRINK on the left grass. Go

    through the other gate door to continue.

    SOUTHEAST 2ND PATHWAY

    More Hummers and the man in the coat will be here -- just quickly run down

    the path and go through the gate door.

    SOUTHEAST TREE AREA

    Over on the other side of the trees lies the second of two SILVER BULLETS

    in the game. Head through the gate door nearby.

    SOUTHEAST ENDUp the ahead stairs is a NUTRITION DRINK, and to its right is a HOLE. Feel

    free to light your Torch with the flame in the center of the area. Then

    examine the well by the middle stairs for the DOLL'S LEFT LEG. Now head

    all the way back to Wish House.

    WISH HOUSE COMPOUND

    Attach the DOLL'S LEFT LEG to the wheelchair doll and head through the

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    northeast door.

    NORTHEAST PATHWAY

    Move down the path to discover a Twin Victim that will dart toward you.

    At the end of the path, go through the gate door.

    FOREST TRAP PATHWAY

    Examine the well just ahead for the DOLL's LEFT ARM. Continue through the

    grass past the blockade and through the other gate door.

    CREEPY ROCK AREA

    Watch the cutscene and say hello to your old comrade. A SAINT MEDAILLION

    sits on the ground where Jasper was sitting when you first found him a

    while back. Go through the gate door near it.

    CAR PATHWAY

    Make your way down the pathway, past the Hummer, and go through the other

    gate door.

    FACTORY AREA

    Run up the ramp ahead to discover a NUTRITION DRINK sitting on the

    slightly higher platform by the wall ahead. Then head up the ramp with

    the greater slope and go through the double doors by the Ghost.

    FACTORY AREA 2

    There are two Ghosts in this area -- run quick and you shouldn't have any

    trouble. Go up the ramps and through the double doors at the end of thepath.

    LOW FENCE PATHWAY

    On the wall to the left is a HOLE. Feel free to light your Torch on the

    nearby flame. Then head through the other end double doors.

    NORTHEAST END PATHWAY

    First, send the Gum Head ahead to the ground and deliver a stomp. Check

    the well for the DOLL'S RIGHT ARM. Grab the HOLY CANDLE at the end of the

    path and the NUTRITION DRINK the other side of the low fence by the gate.Now head back to Wish House (run past the three Gum Heads in the next

    area).

    WISH HOUSE COMPOUND

    Attach the DOLL'S LEFT ARM and the DOLL'S RIGHT ARM to the wheelchair doll

    for a cutscene (if you're missing any doll parts you'll need to attach

    them first). After, go down the staircase through the newly revealed hole.

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    WISH HOUSE BASEMENT

    Down the stairs, the DESCENT OF THE HOLY MOTHER - THE 21 SACRAMENTS memo

    lies on an altar. To get through the left door, you'll need to insert the

    CRESTED MEDALLION into the depression. Go through the door.

    DESCENDING CIRCLE STAIRCASE

    Descend down the gaping staircase to find a HOLE about half way down.

    Continue past it and go through the door at the bottom.

    CIRCULAR ELEVATOR AREA

    Simply walk into the elevator in front of Henry for a large descent.

    W A T E R P R I S O N W O R L D R E T U R N

    CIRCULAR ELEVATOR AREA

    After the cutscene, a HOLE is seen in front of Henry. Around the other

    side is a door -- unlock it and go through.

    WATER TANK ROOF AREA

    Walter will be waiting with his guns pointed at you. Quickly run past him,

    straight towards the double doors behind him, and go through (don't move

    too quick for Eileen).

    OUTSIDE STAIRS PATHWAY

    You can go down the bearby ladder or move down the path with Eileen. Downthe ladder would be the best idea, as taking the path will render Walter

    to come out and follow you pretty quickly, and there are several annoying

    Hummers waiting. Wait for Eileen to come down the and enter the 3F

    cellblock through the double doors.

    3F CELLBLOCK

    Three Twin Victims patiently wait in this corridor. Try to eliminate them

    now to prevent future anger. PISTOL BULLETS can be found in the bottom

    west cell (on your map), a HOLY CANDLE in the top east cell, and a hard to

    see NUTRITION DRINK on the bed in the southwest cell (along withToadstools). Then enter the northeast cell and jump down the hole. Eileen

    can't come with you so you might as well ditch her in the hall. Continue

    down the holes until you reach the kitchen

    KITCHEN

    Ignore the Whitestools growing in front of you and go through the doors

    behind Henry.

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    B1 WATER ROOM

    More pointless Whitestools to Henry's right; move forward and pick up the

    PRISONER'S SHIRT. It has wax on it -- maybe you could soak it in some kind

    of coloured liquid... Head back into the Kitchen.

    KITCHEN

    Head around the table and through the double doors there.

    DINING HALL

    Destroy the cluster of Whitestools and get the easy to miss SAINT

    MEDALLION on the left bench, as well sd the NUTRITION DRINK sitting on the

    far table in the room.

    B1 INNER CORRIDOR

    A pack of PISTOL BULLETS and Whitestools occupy the Shower Room if you're

    interested. Also a new Eileen weapon -- the NIGHTSTICK -- lies on the

    ground of the 3F Inner Circle Room (up the ladder by the Whitestools in

    this area). Exit through the double doors to the stairs pathway.

    STAIRS PATHWAY

    Go up the nearby red ladder and through the door up there, after unlocking

    it.

    1F PASSAGE ROOM

    Move to the HOLE in the room to find a lonely NUTRITION DRINK sitting to

    the left of it. Enter the hole because you may have some "coloured liquid"in your apartment...

    ROOM 302

    By your front door waits the RED DIARY - JULY 28. Enter your washroom for

    any possible new discoveries. Nothing new, but the pool of blood in your

    bathtub seems like it could be used for something... Use the PRISONER'S

    SHIRT. Henry will copy the NOTE FROM THE BLOODY PRISONER'S SHIRT into his

    scrapbook. Although you gain nothing (you actually lose an item) you have

    to do this. Enter the hole once you're done.

    1F PASSAGE ROOM

    Now you should be heading back for Eileen, wherever you left her. If you

    left her in the 3F Cellblock, go retrieve her. Be sure to let her try out

    the Nightstick if you got it. You'll probably notice Waler arbitrarily

    shooting on the stairs pathway -- take advantage of this. Enter the 2F

    Cellblock once you have Eileen with you.

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    2F CELLBLOCK

    Eileen may run to a Twin Victim to the east -- do the same and kill it

    with her. Three more Twin Victims wait around the hallway, along with some

    big juicy Tremors on the walls and roof that are fun to kill. PISTOL

    BULLETS and a Twin Victim can be found in the southeast cell if you're

    interested. Enter the southwest cell and examine the bed to find a SWORDOF OBEDIECE (you also have to get this as it triggers an upcoming event).

    If you want it, a HOLY CANDLE lies on the floor of the northwest cell, but

    you'll have to fight a Twin Victim in there. Exit the cellblock and head

    back to the 1F Passage Room.

    1F PASSAGE ROOM

    I'd recommend you head to your apartment to pick up your Pistol and Silver

    Bullet for what's ahead. Head though the west door.

    STAIRS PATHWAY

    Watch the cutscene, and after it's done, you'll have to kill the Ghost to

    get a key. Like I mentioned earlier, you should get your Pistol and a

    Silver Bullet for this part as one shot will end the whole thing.

    Otherwise, the Ghost is very strong and has deadly attacks. Use your Axe

    or another melee weapon to get past the Whitestools blocking the hallway.

    When you reach the Ghost, blast him with a Silver Bullet. If you don't

    have one, the Axe, Pistol and/or Revolver should do the job well.

    Once he's on the ground, quickly run up to him and stick a SWORD OF

    OBEDIECE into him (even if you used a Silver Bullet). You'll get the WATER

    PRISON GENERATOR ROOM KEY. You may want to yoink your SWORD OF OBEDIENCEback and run down the stairs. Clear the ahead path for yourself and

    Eileen, and when you reach the bottom, go through the door.

    B2 WATERWHEEL ROOM

    If you stole back your Sword, the Ghost will be in here as well, but

    shouldn't be a problem. You may want to use the HOLE in the area to save

    your game for what's ahead. When ready, use the WATER PRISON GENERATOR KEY

    to enter the northeast Genrator Room.

    B2 GENERATOR ROOMMove forward a bit -- Wow, look what's ahead... Good luck dealing with

    them. Try to move slowly and stop when the first two Twin Victims start

    moving towards you. Fighting them with a melee weapon may be difficult,

    especially with them hitting Eileen -- equip a weapon for her. You may

    want to use the Pistol, or even the Revolver. The Axe can be good but you

    and Eileen may receive a few bashings. Head through the door down the

    decreasing in size hallway when you're done.

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    DESCENDING CIRCLE STAIRCASE

    This staircase appears to be dark and heavy, but it's safe. Follow it to

    discover a predictable HOLE near the end. Continue past it and move

    through the door at the end.

    B U I L D I N G W O R L D R E T U R N

    FIRST AREA

    After the cutscene, read the REMINISCES memo on the ground in front of

    you. Moving over to the relative elevator area, the Ghost from the

    cutscene appears. This Ghost change locations to appear in a different

    spot near you, and is very deadly. I recomend you use a SWORD OF OBEDIENCE

    (and a SILVER BULLET to knock him down, if you have one) on him to prevent

    future (there will be a few of them) encounters. If you head through the

    nearby HOLE on the wall, you'll find the RED DIARY - JULY 29 at your door.

    Enter the elevator.

    ELEVATOR

    Examine the panel and press the bottom button. Be sure to get the HOLY

    CANDLE in the outside area through the south elevator doors, then go down

    the ladder at the back of the elevator.

    B12 SHOWER ROOM

    Find the path filled with Whitestools and clear it. At the end of the hall

    by the ladder is a BILLARD BALL -- one of the four puzzle items in thisarea. Go up the ladder.

    B12 WEST PATHWAY

    Navigate the path, knocking any Hummers to the ground. A cutscene will

    play around the second corner. After the cutscene you'll be in the middle

    of a deathtrap with a Ghost in your face and a Hummer behind you. Grab

    the PORTABLE MEDICAL KIT by the fence and run south to the next area.

    B12 SOUTH ROOF

    By the door in this area lies a VOLLEYBALL by some boxes, and a SAINTMEDALLION between the boxes and ladder. Go through the door by the boxes

    after getting the items.

    LARGE FAN ROOM

    Down the stairs wait five angry Wheelchairs. Dodge them and run through

    the door under the stairs.

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    SOUTHEAST STAIRWELL

    First, go around to the other side of the stairs before going down, to

    claim another HOLY CANDLE. Make your way all the down the stairs and go

    through the farthest door.

    BAR SOUTH ASHFIELDMove over to the billard table and put the BILLARD BALL on it. Grab the

    LATER BARTENDER'S MEMO on the counter. There is a HOLE in the room and a

    locked keypad door, but you'll come back here later. Head back all the way

    to Eileen in the elevator.

    ELEVATOR

    Back with Eileen, press the top buttom to access B8. If you want to fight

    for some Revolver ammo, head through the north elevator doors. Follow the

    pathway to ultimately encounter a total of three Gum Heads. Brutally

    sabotage them one by one, then grab the REVOLVER BULLETS at the end of the

    path. Retreat back to the elevator and move through the south doors.

    B8 ELEVATOR PATHWAY

    Head in the opposite direction of the deadend wall to another area.

    WEST STAIRWAY AREA

    Grab the NUTRITION DRINK to the left. Two Sniffers may come towards you --

    be ready. Kill them and run up the stairs in the area. At the top of the

    stairs, there may be a STEEL PIPE for you to pick up. Follow the rest of

    the pathway to and through the door.

    SPORTING GOODS SHOP

    You can use the VOLLEYBALL and toss it in the basket full of other

    volleyballs. To the right of it lies a 3-WOOD golf club. There are also

    CAKE CANDLES on the counter of the shop. If you enter the HOLE on the wall

    you can find the RED DAIRY - JULY 29 by your front door. Head through the

    southwest door when ready.

    STORAGE ROOM

    By the farthest shelf lies yet another HOLY CANDLE. Go through the other

    door in the room.

    CONNECTING HALLWAY

    Find the other door in the narrow hall and go through it.

    EAST STAIRWELL

    Head around to the other side of the area and go up the stairs. Repeat

    this for the next staircases and go through the door at the top.

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    BIRTHDAY PARTY ROOM

    Right next to the door on the floor is a STUFFED CAT. If you didn't remove

    the sword from the Ghost in the room before, he'll still be in the same

    position as you last saw him -- leave it like that. Move in towards the

    table and use the CAKE CANDLES by the birthday cake. You can chose to gothrough the door down the nearby narrow passage. Many items are in the

    following areas, along with Sniffer Dogs, so I suggest you get them.

    HOTEL SOUTH ASHFIELD ROOF

    Two Sniffer Dogs near the door -- quickly take them out with the help of

    Eileen, and head up the stairs. If you don't go all the way up, you may be

    able to hit the two Sniffers on the other side of the metal bars. A

    NUTRITION DRINK lies north between the next stairs and the fans. Up the

    next stairs is a HOLY CANDLE by the water tank, and REVOLVER BULLETS on

    the other side of the car hood. Move to the pasage to the next area for

    some more items.

    LONG HALLWAY

    Around the corner are two Sniffers very far apart. Quickly attack each of

    them and move down to the end of the hallway. Note the HOLE on the left

    wall, and pick up the DRIVER and PITCHING WEDGE golf clubs, as well as a

    HOLY CANDLE. Now head all the way back to the Sporting Goods Shop.

    SPORTING GOODS SHOP

    This time, go through the north door, thinking of the Pet Shop.

    BLOODY STAIRWELL

    Move around to the stairs and go down them all the way to the door at the

    bottom, and go through it.

    PET SHOP

    The Pet Shop is haunted by two teaming Ghosts (three if you removed the

    obedience sword from the Ghost in the birthday party room). Try to move

    quickly so they can't attack you. There are PISTOL BULLETS and a HEALTH

    DRINK on the northeast shelves, although they might be hard to get.

    Quickly move to the cage near the northwest and put the STUFFED CATinside. If you've done all of the four reminisces described in the memo at

    the beginning of this world, you'll hear a clock sound. Head out the

    northwest door because the clock room is just around here.

    BLOODY STAIRWELL 2

    On the floor in front of Henry is an interesting note which will alter the

    appearance of the Pet Shop. After reading the note, listen to the great

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    sound effects, and then check out the Pet Shop. Then head down these

    stairs and through the door at the bottom.

    CLOCK ROOM

    This room is filled with Hummers, and will be inverted if you haven't done

    the four reminisces (go back and fulfil them). Quickly bash them to theground and grab the PISTOL BULLETS on the shelf in the area. Then find the

    clock up one of the ramps -- it's a door so go through it.

    MULTIPLE DOOR STAIRWELL

    There will be several side doors here, but every single one of them won't

    open, so don't even try. The stairwell contains three Ghosts which should

    make things harder. Eventually you'll reach the actual ground of the

    stairwell, and the only unlocked door is the southeast one -- go through

    it.

    B10 LARGE OPEN AREA

    This area is a deathtrap!! There are four threatening Gum Heads -- all of

    them with golf clubs -- and a Sniffer Dog. Stick to one target at a time

    and be sure to get the NUTRITION DRINK by the west fence if you need

    health. If you bashed all the Gum Heads to death, collect the SAND WEDGE,

    3-IRON, 7-IRON and 8-IRON at their respective corpses. Then head through

    the south door around the corners.

    B10 - B12 STAIRWELL

    The Ghost of Richard will be in this stairwell if you haven't already

    dealt with him (stuck a sword in is body). If he's in here, quickly run tothe bottom and he shouldn't be a problem, although Eileen's speed probably

    will. Unlock the door at the bottom and go through it.

    B12 WEST PATHWAY

    Now you finally have Eileen here (well, you should have her), which was

    the entire point of your works just earlier. Quickly navigate the path,

    dodging any Ghosts, and move to the next area to the south through the

    narrow passage

    B12 SOUTH ROOFFind the door by the boxes and go through it.

    LARGE FAN ROOM

    Now that you have Eileen here, you should be more careful. Down the

    stairs, wait for the right moment and dash to the door with Eileen, then

    go through it.

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    SOUTHEAST STAIRWELL

    Down the stairs, you may discover a Gum Head and a Hummer. Kill them and

    go through the southernmost door with Eileen.

    BAR SOUTH ASHFIELD

    There may be a Gum Head in here -- quickly dispose of it. If you haven'talready gotten the memo on the counter, get it and read it. In the memo it

    says the code for the keypad door has been changed to the last four digits

    of the new number. So slip into the hole and go back to your apartment.

    ROOM 302

    You can see the Bar South Ashfield billbaord out your bedroom window, but

    it's the same as before. So call the number -- 555-3750. You should hear

    a message telling you that the new number is 555-4890. So the code for the

    Building World door is 4890. Head back there through the hole.

    BAR SOUTH ASHFIELD (CONT.)

    Move over to the keypad door and enter the code -- 4890 -- and it will

    unlock. Move through the door.

    LARGE STAIRWELL

    You can't go up because the path is blocked, but you can go down due to

    some conveniently placed cement on the stairs. Moving down the stairs, try

    to deal with the Hummers flying about so they don't pester you and Eileen

    while moving down the stairs. Once on the pavement at the bottom, collect

    the PORTABLE MEDICAL KIT by the door, then go through the door.

    WALL MEN BATTLE ROOM

    Upon entering the room, a cutscene will play. There are a dozen Large

    Wall Men in here. If you move to the other door on the other side of the

    room and examine it, it says you must defeat the "One Truth" to open the

    door. Among these 12 Wall Men, one of them is real and the others a fake,

    if you will. When one comes down, whack it (or shoot it) and see if the

    attack affects all of the other Wall Men, as well as the one being

    attacked. If so, you've found the One Truth. If not, keep looking. Bash

    the true Wall Man to his death -- it should take awhile. The Wall Man will

    go back up several times, but use this to your advantage -- be ready whenit comes down. After the Wall Men are all dead, the door will unlock -- go

    through it.

    DESCENDING CIRCLE STAIRCASE

    Just like usual, descend down the long staircase. A HOLE is found near the

    bottom. The RED DIARY - AUGUST 7 is waiting by your door. At the bottom of

    the staircase, you door -- Room 302 -- is found. Read the SUPERINTENDENT'S

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    DIARY (MAN WITH THE COAT). Enter Room 302 when ready.

    PAST ROOM 302

    A nice array of Holy Candles sit around the grey apartment room, but you

    can't take any of them. On the living room table are the CRIMSON TOME and

    OLD PICTURE BOOK memos. In the bedroom you'll find several editions of theRed Diary: RED DIARY - AUGUST 2, RED DIARY - AUGUST 3, RED DIARY - AUGUST

    4, RED DIARY - AUGUST 5. Exit the room and move into the living room for a

    cutscene. After, grab the PICKAXE OF HOPE on the far narrow hall wall,

    displayed in the cutscene. You can't destroy this wall here, so why not

    try it in your apartment. Enter the HOLE in the washroom.

    ROOM 302

    Out of your bedroom, you can hear a noise from behind if you move towards

    the living room. So go up to the wall between the bedroom and washroom and

    use the PICKAXE OF HOPE. Move through the hole for a cutscene. When it's

    finished, move ahead and examine the object of interest in the room. You

    can find the KEYS OF LIBERATION in the coat. Hmm... What could these be

    used for...? Go to your front door and use the KEYS OF LIBERATION for a

    cutscene.

    A P A R T M E N T W O R L D R E T U R N

    3F EAST CORRIDOR

    Ah, freedom... Well, not really. Eileen rejoins you in the cutscene -- it

    may look like it but, no, she's not trying to kill you. There won't be anyportals (holes) that lead back to your apartment here -- you'll have to

    enter it yourself. Move north and enter Room 301.

    ROOM 301/ROOM 201

    There will be a Twin Victim in front of Henry inside -- quickly kill it.

    You'll probably hear another Twin Victim running from downstairs. Let it

    come up, then render it obsolete. Before you go downstairs, get the

    helpful SAINT MEDALLION in the southeast circle cage object. Downstairs,

    you'll encounter a new enemy called a Bottom. It's very similar to Twin

    Victims but is a bit faster and more powerful. In the southeast circlecage object is a NUTRITION DRINK. Leave the room from the second floor

    when ready.

    2F EAST CORRIDOR

    Moving south, Walter is waiting on the other side of a gate blockade. Make

    sure Eileen is close to you and quicky enter Room 202.

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    ROOM 202

    A SWORD OF OBEDIENCE lies on the ground of the northwest bedroom. Get it

    and go through the hole in the living room.

    ROOM 203

    Make your way to the front door, past the vicious Ghost in the hallway.Then exit the room.

    2F EAST CORRIDOR

    In Room 203 is a HEALTH DRINK on the kitchen counter. Walter is in the

    room but won't be able to reach you from there. Enter the stairwell.

    STAIRWAY

    A grueling five Patients vacate the stairway. It may be best to run past

    them. If you move up the stairs to 3F, you can find PISTOL BULLETS to the

    left. And inside Room 301 are REVOLVER BULLETS on the living room table

    (as well as a Patient in the room). Then enter the west 2F corridor.

    2F WEST CORRIDOR

    A NUTRITION DRINK can be found in Room 205 if you want it. Enter Room 206.

    ROOM 206

    Walter waits inside this room. Try to knock him to the ground to buy some

    time, then grab the HOLY CANDLE in the eastern room and go though the hole

    in the northeast room.

    ROOM 207PISTOL BULLETS can be found in the northeast room. Exit the room.

    2F WEST CORRIDOR

    To the right stands a pointing Bottom -- put it out of its misery and go

    down the stairs by it.

    1F WEST CORRIDOR

    In Room 107, you can find a NUTRITION DRINK in the northeast room, as well

    as a Ghost. In 106, HOLY CANLDE is in the kitchen, and a PORTABLE MEDICAL

    KIT and an AMPOULE in the northeast and northwest rooms respectively. TheSuperintendent's Room is covered with chains, so enter the stairway.

    STAIRWAY

    Move and examine the skechbook in the middle of the floor. Eileen appears

    to be somewhat intrigued by it and won't follow you anymore, but you're

    almost done anyway. Enter the east corridor.

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    1F EAST CORRIDOR

    Straight ahead is what looks like a chained up, hanging corpse. There will

    be six of these things -- one in each apartment in the corridor, and two

    in the hall. Each one corresponds to one chain on the super's door -- when

    one disappears (you'll hear someone talking during this) a chain on the

    super's door will disappear. Enter Room 104.

    ROOM 104

    The hanging corpse in here is in a circle cage object near the northwest.

    A PORTABLE MEDICAL KIT lies on the ground in relative area, but it's

    guarded by two Wall Men (only one is really guarding it). Move past the

    first and use the Axe's charge up attack on the Wall Men to claim your

    prize. Then exit the room.

    1F EAST CORRIDOR

    Now move north to discover a Twin Victim by Room 203. Enter the room.

    ROOM 103

    Quickly dispose of the Bottom in this room, then go up to the hanging

    corpse in the living room. Another Bottom waits to the right. Grab the

    NUTRITION DRINK at the end of the north narrow corridor and exit the room.

    1F EAST CORRIDOR

    Up ahead is another Bottom, but it's pretty far away, so forget about it

    and enter Room 102.

    ROOM 102Get the NUTRITION DRINK on the counter and move to the hanging corpse in

    the living room. You might want to knock the Ghost in the room to the

    ground so you can actually make the hanging corpse disappear. Exit the

    room.

    1F EAST CORRIDOR

    Move north and destroy the Bottom by Room 101. Go by the hanging corpse at

    the hallway end, then enter Room 101.

    ROOM 101The hanging corpse is in one of the east rooms here. PISTOL BULLETS are in

    the southwest room. Exit the room and reenter the west corridor (you

    should see a cutscene in the stairway, and Eileen will rejoin you).

    1F WEST CORRIDOR

    If you made all the hanging corpses in the east corridor disappear, then

    there will be no chains blocking Room 105 -- so enter it.

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    ROOM 105

    Find the orange box on the living room shelf and examine it for a

    cutscene. Eileen will leave to look for the boy. After the cutscene,

    you'll get the UMBILICAL CORD. Grab the NUTRITION DRINK in the southeast

    room, then exit the room itself.

    1F WEST CORRIDOR

    Watch the cutscene, then check out the piece of paper to the left, and

    move up the northern stairs.

    2F WEST CORRIDOR

    Pass through the hole in Room 207 and exit from 206. Then you will

    discover three Bottoms and a Twin Victim -- instead of fighting them, run

    to the double doors and pass through the stairway to the east corridor.

    2F EAST CORRIDOR

    Pass through the hole in Room 203 and exit from 202. Use the stairs in

    Room 201 to get to 301, then exit.

    3F EAST CORRIDOR

    Run past the two Bottoms and the Twin Victim and enter Room 302.

    ROOM 302

    Back in here, I recommend you save your game for what's coming up. If you

    want a better ending, try to clear the hauntings of your apartment because

    you won't be coming back. Empty any useless items in your chest. Youshould only have the Umbilical Cord, a good weapon or two (I recommend the

    Axe; the Revovler can work all right if you have the ammo) and some

    health. Go through the hole on the wall you made earlier. Something's

    missing... Examine the black depression on the ground by the missing

    object -- it's a hole; jump down.

    RED ROOM

    Watch the cutscene, then jump down the large hole since there isn't

    anything else to do here.

    FINAL BATTLE AREA

    After watching the cutscene, Wa;ter will be a black shadow object and

    can't be hit. Also note that Eileen is in danger -- she seems to be

    possessed and os moving towards the blood water. The amount of time you

    spent with her and the damage she took earlier will affect how fast she

    moves. She'll move faster if she's hit a lot and is abandoned often.

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    The spears in the area won't budge so you must have to do something.

    Quickly run to the left and go up to the large creature -- use the

    UMBILICAL CORD. This will unlock the spears. Move to the left and grab the

    first SPEAR OF THE HOLY MOTHER. If you have the space, grab the rest. The

    spears say you have to stick eight of the spears into Walter's body (the

    large creature, which is the real Walter). Go back to the creature,dodging any of Walter's attacks, and use the SPEARS OF THE HOLY MOTHER to

    stab the creature.

    After using the four left side spears, collect the four on the right while

    Walter gets up -- Walter will move faster now that you've already used

    four spears. Stab the rest of the spears into the creature and now Walter

    will be like normal (still inhuman, but can actually be hit). This next

    part is completely ridiculous, but you'll have to deal with it.

    Walter has a few attacks. First, he has a Pistol and won't hesitate to

    shoot you. He can also whack you with his Pipe -- either a simple swing

    or a charge up swing. Lastly, if you're near him, he can turn his body and

    knock you down (this is completely ridiculous).

    The Rusty Axe is the best weapon for the battle -- more specifically its

    charge up attack. On Easy and Normal you can do the charge up attack just

    before Walter shoots you. Try to get it set up, then after he gets stunned

    (pushed from the attack), back up just a little while charging up, and

    right when the charge up meter is full, do the attack. It should be just

    in time -- even if Walter shoots you during the attack, it won't affect

    you. If you don't back up, Walter can just do his retarded body spinattack and throw you to the ground. If Walter is aiming his gun at you

    while you're in the early stage of charging up, move right or left and you

    can usually dodge the bullets.

    Repeat this process and the battle should eventually end with Walter on

    the ground. Other weapons like the Revolver can work, but aren't fast

    enough, therefore you'll need more health.

    After the cutscene of the battle ending, your ending will play.

    Congratulations on beating the game and enjoy your ending. Information onother endings are in the Endings section.

    Endings:

    There are four different endings in Silent Hill 4, varrying by only two

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    factors: Eileen's survival and your apartment's status.

    EILEEN'S SURVIVAL

    Once Eileen joins you in the hospital, you can either protect her or not

    worry about her. Obviously it's best to protect her, since it will gain

    you one of the two better endings. Eileen has no health and cannot die,however she does have a system of stamina, if you will. The condition of

    her skin is her stamina. If her skin displays bloodflow, she is cursed.

    The most important factor in preventing this is protecting her, of course.

    Give her a weapon, but don't make her do any fighting unless necessary.

    Holy Candles will heal Eileen's stamina, but for a short period of time.

    Protect her and use a Holy Candle to fulfil her stamina near the end of

    the game, because it will affect her speed in the final battle.

    ROOM 302 PURIFICATION

    Starting in the hospital world, you will witness several hauntings in

    your apartment throughout until the end of the game. There are fourteen

    of them, but it's not likely that you'll see them all in one game. When

    you enter the areas of the hauntings, the screen will flash red and you

    can lose health, and die if you stand there for too long. These hauntings

    can all be cleared by Holy Candles and Saint Medallions. Depending on

    whether you clear the hauntings or not will affect the ending you receive

    at the end of the game.

    ENDINGS

    ESCAPEThe best ending in the game -- received if Eileen is kept alive and your

    apartment is at least 80% cleared