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SILENT HILL 4 THE ROOM

Before entering the game and using the main walkthrough, I advise to
read
this Part A "General Tips" because they may be necessary, especially
when
you play this game the first time.

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A- GENERAL TIPS & NOTES
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1) When travelling to the alternate worlds, you will see many strange-
designed holes scatterring around. Have Henry enter them, you'll be
back to
apartment Room 302. This is the ONLY place where you can save during
the
game, place items in the infinite storage box and where you can heal
Henry
fully for the first half of the game so then there will be many things
needed to be paid attention here :

- The Save Point is the orange notebook by the window in the Living
Room. As you are playing the game, especially when you are new, it's
recommended to save at every little process you have made. The game can
grow more challenging than you thought, so ALWAYS save and don't regret
about that.

- "Silent Hill 4 : The Room" has got rid of characters' infinite


inventory. There's no Menu Screen and the items you get will be shown
in
the bottom of the screen like a pop-up. You can only carry a certain
number
of items each time (10 items). If the number of items are over 10, you
can't hold anymore. Seems difficult, right ? especially when we have
got
used too much to the three previous games. But you'll be familiar with
it
soon. As your inventory is limited, the Storage Box in Room 302 is your
friend along with the Save Point during the game. Since Henry cannot
exchange or leave items on the way (like the characters in Resident
Evil
Outbreak); when your inventory is over-limit, you must put away some
unnecesary items by going back to use the box whose capacity is
unlimited.
I assure that you'll use it more often than expected, since Henry will
be
given tons of stuffs in the journey, even including some things you may
not need, and later his partner's a few properties. So try to do your
best, okay ?

+ Finally, the healing ability of Room 302. In the first half of the
game, this is the only place where Henry can find the best safety. So
whenever you get damaged, return here and your lifebar will be
automatically healed fully. During this time, try NOT to use healing
items
to save them as much as you can until this beloved ability is ended.
I'll
notice you when this comes.

That is everything you must know about your home sweet home "The
Room".

2) Try to get used to melee weapons. It seems that Silent Hill 4 has
been
created for you to touch up these simple weapons. First reason : Guns
and
their ammunition take tons of spaces in your inventory, as you CAN NO
MORE
combine the bullet clips into one like before. In my opinion, it's good
for you to always have at least one melee weapon - your favourite one -
in
your inventory. If you prefer guns, bring one and a few bullet clips
which
should be two or three. Bringing more will give you a few troubles
later.
Secondly, most living enemies in Silent Hill 4 can be dealt by melee
weapons without so many difficulties. Just use guns for harder enemies,
mini-bosses, and later, to prevent your partner from getting damaged.

3) Well, this is a rule for all Silent Hill players : MAP IS YOUR
FRIEND !
I assure that Silent Hill games have been designed for you to stick
with
map. You can easily get confused by the large environments and
sensitive
cameras. And one more thing : Unlike previous Silent Hill games, you
can't
always find maps for each area you come cuz you are supposed to explore
them yourself and Henry will help you draw it. If you travel the whole
place, you'll have its full map and that will be very necessary for
later
revisiting trips.

4) In the map, the blue arrow stands for Henry, and the red arrow shows
his partner (if there is).

5) When you kill an enemy, make sure that they have died by letting
Henry
stand close to the body and press the Action button. He will stamp on
it
as the finishing touch. This works for all enemies, except the undead
spirits and the final boss who hangs around the game. I think this has
been familiar with you who have spent playing the previous Silent Hill
games.

6) One new thing in "Silent Hill 4 : The Room" is the First-person view
which is only available in Room 302. Use the Right Analog Stick to move
the view as and look around and use the Left Analog Stick to move your
character. Once an Eye symbol shows up on the top left of the screen,
that
means you are seeing an objects that can be checked. Press the Action
button then lets you examine them or use them. Besides, Henry can do
nothing else in this First-person mode : You can't equip/unequip
weapons
here, for example.

7) Each time you complete a certain task or move to another world,


remember to go back to Room 302. New files can appear for you to take.
They can stay either under the entrance door or at the bookshelf by the
window in the living room. You should read them for the story, and the
number of files you collect can decide your ranks after beating the
game.
Moreover, not only are new memos and new events behind the peekholes
what
you get, but you may also find some "interesting" phenomena as well if
you
keep a good attention.

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B- MAIN GAME WALKTHROUGH
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PART 1 : PROLOGUE - ROOM 302
Objective : Examine the room to find something wrong.
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-------------------------
ALTERNATE ROOM 302
-------------------------

You start in the bedroom of Room 302, in First-person mode. Examine


the
things here if you like : the phone, the bed, the windows, the desk and
the
paintings. It's not so necessary, but you'll figure out something wrong
to the hero. Enter the only door here.

This is Living Room and Kitchen stuck to each other. Objects that can
be
examined here are : the refrigerator, wash-basin, cooker, photos next
to
the light, the windows and the Storage Box (which the character hasn't
figured what it is yet). But please examine the strange image (a man's
face)
stuck to the wall above the photos. A cutscene is triggered and you end
up
here.

-------------------------
NORMAL ROOM 302
-------------------------
You find yourself in the bedroom again. This time examine the wider-
-opened window. If you press the button when the Eye is at the lower
full
glass pane, Henry will say that it's cracked. If you press at the upper
pane which is partly covered, you'll be able to view the outside world.
The
windows here and the ones in Living Room are the same. In the outside
pay
attention to a girl in red walking down the Subway. Then press the
Cancel
button twice to end the view when it's available. You can try touching
the
phone if you like. Nothing major here, so head to the next door.

Proceed a few steps to trigger a cutscene. You'll realize Henry's


awful
situation now.

The first door you see that opposes the bedroom door takes you to
Bathroom which has nothing to do now. Walk to the kitchen. The door at
the
corner is Laundry Room, which has nothing yet either. After the
cutscene,
you should examine the locked entrance door for the blood text and a
small
key hole that can help you see the apartment corridor. Then look down
to
find a File. Press the Action button to take it.

You want to know where the Save Point is, right ? It's the orange
notebook on the table near the window which is pretty easy to see.
Remember
it, okay ?

Bump the fridge to grab [WINE BOTTLE] and [CHOCOLATE MILK]. You can
equip the Wine Bottle as a weapon, but I don't recommend to use such an
easy-broken item. Next, you can examine the TV, the bookshelf and turn
on/off the cassette above. There is a Book Scrap at the bottom of the
bookshelf though. Now it's time to get acquainted with the Storage Box
at a
corner of the room. You can either leave the items in the fridge or get
them
and place in the box, as you don't use them now. After doing all the
tasks,
Henry will hear a strange noise. This time enter the right door to
Bathroom.

There's a hole caused by some abnormal thingy. Grab the [STEEL PIPE]
and
equip it. This seems to be a pretty useful weapon for a long time of
your
game. Have Henry get in it to enter your first alternate world - the
Subway World.

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PART 2 : THE SUBWAY WORLD
Objective : Get in the hole in Bathroom to enter The Subway
World.
Do whatever the new partner asks you til the end.
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-------------------------
THE SUBWAY
-------------------------
Henry will land down after going on a strange escalator. Go straight
to
the next area.

Here the right path has all doors locked, so ignore and approach the
lady
in red in front of you - Cynthia - who is your first partner. After the
cutscene, head to the next area until another cutscene appears.

Try to damage the two dogs with the pipe. When they lie, step on them
so
that they will really die. You should do this for every enemy you
fight.
That won't be so hard. There's nothing that can be found in Men's
Toilet.
So enter the Women's Toilet. There's a hole here. You can enter it if
you
like, but I recommend it's not time now. So exit the toilet and run
straight to the next area.

Here you find the entrance and exit to Lynch Street Line and King
Street
Line. But before that, strike the only dog here go ahead.

This is a forkroad with two blocked staircases. The gate on the right
is
cracked too. A giant worm ? Don't worry, it's just harmless. Approach
the
right way where the worm stays to search for [PISTOL BULLETS]. If you
like,
you can get some blood from the worm by beating it for fun. But it's
just
useless.

After having taken a look at the whole area, make your way back to
the
Women's Toilet and get in the hole.
There will be a cutscene and you are in Room 302 now. Go to the other
room and check the drawer next to the kitchen (where the photos are),
Henry
will push it aside to reveal a hole to the room next door. Grab the
[PISTOL]
- one of your beloved weapons and read the text beside the hole if you
like.
From this time on, you can use this hole to watch your neighbour :
Eileen
Galvin, who sometimes shows up there. Do your first time by pressing
the
Action button while placing the Eye symbol at the peekhole. As another
cutscene is triggered, go back to the bedroom and pick up the phone to
listen to Cynthia's words for a clue. Then when you take control of
Henry,
head for the Living Room and look through Eileen's room again. Then
enter
the Bathroom to return to the Subway through the hole.

A mannequin that looks like Cynthia appears in your sight. Examine it


for
[LYNCH STREET LINE COINS]. Then go out.

Make your way to the station where you saw gates to Lynch Street
Line.
Stand at the entrance and use the Lynch Street Line Coins to go in. Get
downstairs.

You may be attacked by two undead monsters. Don't forget that they
are
undefeatable. You can use your weapon to stun them for a while and now
try
to dodge them by moving. On Henry's left (the right side on the screen)
ahead is a little room which has nothing but dogs. So don't go there.
Instead, go down the next stairs.

You meet Cynthia again. She's getting stuck in the train and you must
help her out. Keep running to the first compartment of the train (on
the
south end in the map) and get in it. In the compartment, press the red
button on the right. Then go out and take Cynthia. Go along the train
to
find another opened entrance to enter it. Don't forget to notice the
vending machine that has the symbol "1$". Your task now is to overcome
the
compartments to reach the other side of the station. It's very
confusing,
just try to get in the ways that you can. If you get blocked, find
another
way. It looks annoying but there's only one way so just do your best.
The
undead monsters pursue you tremendously here, so don't get confused and
try
to dodge them and use your weapons when necessary. You'll be able to
reach
the other side. On the way remember to notice a locked red box that has
"1000$" written on it.

Here is the map of the train : You begin at the entrance of the 1st
compartment to reach the exit at 6th compartment. Look at this guide
map
to support your going.

*Symbols Explanation :
+ E : entrance/exit
+ X : the ways/doors you can go through
+ "===" or "___" : blocks (you can't pass)
+ B : the locked red box you need to notice

___ ___ ___


| | | |
E X X___|
6 | | X E 1
| | |===|
| | |B |
|___|___|_X_|
_X_|___|___
| | | |
| X | |
5 | | | | 2 Where you got down
|===| | |
| X | |
|___|___|_X_|
_X_|___|___
| | | |
| | X |
4 | X |===| 3
| | X E
| | | |
|___|___|___|
|___|___|___|
When you have been in the other side, go upstairs and grab [PISTOL
BULLETS] lying on the floor. There are two doors here but only one is
openable. Get in it (Cynthia will leave you once you go in). Another
hole here ! If you like, enter it to save. After that, climb down the
ladder to a hellish area.

Go along the path. Just ignore the right way and head straight to
another
ladder. Climb up.

Again, some [PISTOL BULLETS] for you. This is the opposite room of
the
one that has the hole. So unlock the door because you'll return here
later.
Go back down the hellish area and take the right path. Some freaking
undead
are around here, so be careful. Keep running til a staircase. Get down
and
enter the door.

Another freaking area ! Kill all the dogs and go along. Here you can
find
another train. Get in it and go all the way to first compartment to
search
for a [9-IRON GOLF]. Leave the train. Keep going to the left, you see
the
escalators. Take the [NUTRITION DRINK] around and please save it. If
you
want to save or heal, go to the back of the escalators for another hole
and you should place the Nutrition Drink to the Storage Box, since they
will be very necessary for you in the later chapters of the game. Go on
the escalators.

Welcome to the home of wall monsters. As Henry is being taken up,


these
babes rise from the wall to joke him. If you don't want to beat them,
try to pass them when they stop attacking. A strike of them can throw
Henry
a long way down and takes a little of your lifebar. If you want to give
them some hits, use whatever weapon you like. Both long-ranged and
melee
weapons can end each of them within about 2 hits. When reaching the
peak,
run left to the little room for [PISTOL BULLETS]. Then go upstairs to
the
turnstile.

Examine the left door for [PLACARD OF "TEMPTATION"]. Enter it to see


a
cutscene. This is the end of your first journey as well as your first
partner... If you forget to write down the number shown during the
cutscene,
don't worry, cuz it's not necessary.

-------------------------
ROOM 302
-------------------------
After the cutscene, head to the other room. This time take the
[CHOCOLATE
MILK] with you. From now on, please PRACTICE this habit every time you
return here : Look through the peekhole to Eileen's room ; examine the
peekhole on the entrance door ; look around for new scraps and files.
The
reason is that some of them will trigger cutscenes to continue the
story
and you can't refuse to do that. Besides, the files provide you with
the
story information, too. Collecting all the files will give you more
points
in the ranking. This time the new file under tne entrance door is "Red
Diary - April 8".

When you have finished, enter the Bathroom. The hole has grown a bit
bigger. Get in it.

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PART 3 : THE FOREST WORLD
Objective : Enter The Forest World. Examine everything and follow
the guides you receive til the end.
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---------------------
THE FOREST
---------------------
Henry finds himself sitting in a forest ground. Notice the well here,
then enter the only door here.

**During this Forest chapter, please try to notice and remember the
locations of the wells cuz you'll need them later. But if you don't
remember, it's okay as I'll let you know then. Besides, you'll find
Henry
keeps paying attention to any objects that have weird carvings on them.
He
can't read them, but it's alright, since they are no use. You'll be
able to
read them later. Now I have copied the Forest map to make it easier for
you
to keep track of my walkthrough.

*Symbol explanations :
+ S : Holes to return to Room 302
+ B : where you start
+ C : Jasper's car
+ T : Strange tree root
+ M : [MEDICAL KIT]
+ G : [GOLF CLUB]

____
___ _________| |
| | ___| | | C | ______ _____
| | | | | |____|_|S |
M| |---| ___| |----|----| | | |
S| | | | | | | | | B
|___| |__S___| | | |____|------|
| | | |___| |
|___|Wish |---| |_____
__|House |___
| | | |
| |______| |
| | | |---|
_______| | | | |
| | | |---| |---|---|
|__S____|__| | | T | GS|
| | |---|___|___|
| |
|___|

The next area has a hole. Use it if you need. Strike the flying bugs
and
search the area for [PISTOL BULLETS]. Proceed to the next one.

This is a similar area to the previous one, and the jerks are still
bugs.
Kill them and go ahead.

You have reached a forest place. Examine the car that you see and
obtain
Jasper's Memo and another file. Head to the next area.

This area has a guy (Jasper Gein?) mumbling something. If you like,
stay
there for a while to listen to his speech. It's not useless, yet not
very
necessary. Enter the next place.

The two next areas both have dogs or sometimes flying bugs, and I
recommend you to kill them all since you can do that. There's nothing
major.
So keep running til you reach the centre of the first - the Wish House.
Get
in the hole here if you like. The door to the house is locked and your
target in this chapter is to open it. This area has many doors taking
you
to different places around here. So follow the steps I'm writing below.

Look at the map and take the south-west door. There's nothing around
but
dogs and bugs. Clean them with your skill and go straight to the final
enterable area - the cemetary. A cutscene appears and Henry has a talk
with
a strange kid and Jasper. Afterwards, you can examine the tombstones
and
the weird carvings if you like. There's a door carved with the familiar
symbol in Silent Hill 3, but it's locked. Not only this place, but
you'll
see these doors in every world you come later and all are locked. Now
just
ignore it and make all the way back to the Wish House.

You'll see Jasper standing at the door after that cutscene. But don't
talk to him now. Take the north-west door.

As usual, this area is full of enemies, especially the second room


that
has a bunch of bats. Simply wipe them all. You can make all the way to
outside
(Toluca Lake) if you like and search for a [MEDICAL KIT] on the ground.
There
is a hole here. Finally, return to the Wish House.

It's time to travel the south-east area if-you-like. There may be


some
enemies around. Notice the strange tree root whose shape resembles a
hand
(look at my map). Besides, there's a hole and a well in the last room
though and you can grab a [6-IRON GOLF CLUB] nearby. Get back to the
orphanage (Wish House).

This time talk to Jasper. You are asked to give him some food if you
want
to get any clue from him. If you have had the [CHOCOLATE MILK] in your
inventory, use it on him. If not, use the hole nearby to return to Room
302 and take it for him. Then Jasper will give you the [BLOOD-INSCRIBED
SPADE]. Now make your way to the area that has the strange tree root.

Stand at the root and use the Spade to dig up for the [RUSTED BLOODY
KEY]. Examining it lets you know that its holder will walk in eternity.
What does that mean ? If you want to know, try making your way back to
the
Wish House. Fog covers your sight and you'll find out that you'll never
be
able to return; Instead, walk in the same place again and again. So now
head straight to the last room of this area (which has the hole and the
well). Enter the hole.

---------------------
ROOM 302
---------------------
Go to the Living Room and put the Rusted Bloody Key into the Storage
Box.
As you hear the bell ringing, examine the peekhole on the entrance
door.
Then get in the hole in the Bathroom to return to the Forest.

---------------------
THE FOREST
---------------------
Now you can freely go back to the orphanage without any difficulty.
As
you reach the destination, it's time to use the hole here.

---------------------
ROOM 302
---------------------
In the Living Room, grab the key from the Storage Box and enter the
hole
again.

---------------------
THE FOREST
---------------------
You finally made it ! Use the key on the door to the Wish House and
enter
it along with Jasper.

---------------------
WISH HOUSE
---------------------
Check around the hall for whatever stuffs you can find. There's a
locked
door. Examine the scroll in front of the door to get "Holy Scripture
Book".
Jasper will be able to enter the door and then get troubles. As the
door
he's just got in is open, take out the [PLACARD OF "SOURCE"] and enter
it.
You'll end the Forest World trip here.

---------------------
ROOM 302
---------------------
Listen to the radio for hot news about your "new" friend. Then do
your
usual task : examine the peekhole at the entrance door and the one to
Eileen's room. Then search around for new files if there is.

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PART 4 : THE WATER PRISON WORLD
Objective : Examine all the areas and follow the guidance given
in the scattering memos.
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Save and prepare yourself carefully. Bring your favourite weapons and
then enter the hole in the Bathroom which has grown larger...

-----------------------
THE WATER PRISON
-----------------------
Henry starts the journey on 1st floor of Water Prison. As you hear
the
scream, go along the cells to find one in which a man is confined.
He'll
be helped later, so just ignore him now. First, go along the circular
hallway and find "Exploration Memo" on the floor. Second, I recommend
you
to explore all the cells here. Some are locked and just ignore them. In
order to help you explore the cells more easily, I'll base on maps of
them and number the cells following this order :

8 1
7 2
6 3
5 4

Look at the maps Henry draws and you'll get it.

These are the cells of 1st floor :

Cell 1 : locked
Cell 2 : There are [PISTOL BULLETS] and a graphiti on the wall.
Cell 3 : locked
Cell 4 : a man is confined here, locked.
Cell 5 : nothing here
Cell 6 : locked
Cell 7 : there's a file.
Cell 8 : monsters

When you have finished, exit through the big double door.

This room has two other single doors and a hole to Room 302. Grab the
paper stuck to the wall by the hole for "Guard's Diary". The left door
is
locked, so enter the right one.

You are in a long spiral with bunches of wall monsters on the wall.
If
you don't want to get troubles in later visits, walk along the
staircase
yourself and wipe the monsters. If you prefer a quick shortcut, use the
ladders that take you down. There's a [SAINT MEDALLION] - an anti-
spirit
item which you shouldn't miss lying on the staircase. So you'd better
go along if you want to get it. It's an equipped item but don't use it
right now, since you'll need it badly in the second half of the game.
Also, don't forget to notice a locked double door on the way. Just head
to
the end of the staircase and get in the single door here.

This looks like a water-disposal room. Kill the bats and get
downstairs.
Approach the bulletin to find the [WATER PRISON EXIT KEY] hanging
there.
Then reading the message on the bulletin will add a new file in Henry's
Scrapbook list : "Waterwheel Room Message". Now make all the way back
to
the large room that has the hole. This time you can use the ladders
around the spiral staircase to reach it faster.

Use the key to unlock the other door to outside.

Another spiral staircase, but much longer. This time if you explore
the
whole staircase by yourself, what you get is just plenty of bats. So
now
climb up the ladders nearby to reach the double-door on 2nd floor.
Enter
it.

This is similar to the cell area on 1st floor. Just like the last
time,
check all the cells for stuffs. Here they are :

Cell 1 : A lot of strange bottles here.


Cell 2 : locked, there's a hole inside.
Cell 3 : locked, there are a hole and a [STUN GUN] on the left table.
Cell 4 : A note and hanging clothes.
Cell 5 : locked, there's a hole inside.
Cell 6 : locked, there's a hole inside.
Cell 7 : locked, there's a hole inside.
Cell 8 : There's a diary.

Then exit. Use the nearby ladder to reach 3rd floor, enter the double
door for another similar area if-you-like. This time go along the
hallway
to get used to another new baby : double-head. You can use melee weapon
on
him and keep hitting til he falls. Then stamp on to end his life. In
fact
he's very dangerous with long-ranged attacks (long arms, jumping
attack)
and especially when you encounter bunch of them. There are two double-
head
monsters and tons of slugs around here. After that, just do whatever
you
did in the previous areas : examine each of the cell.

Cell 1 : Two wall monsters and [PISTOL BULLETS] on the chair.


Cell 2 : There's a hole.
Cell 3 : Toadstools and "Prison Diary".
Cell 4 : a clothe lying on the floor
Cell 5 : useless books
Cell 6 : There's a hole.
Cell 7 : A hole and a bloody bed (IMPORTANT)
Cell 8 : Clothes lying on the bed and a diary

After the exploration, exit for outside and climb up the final ladder
for
the peak of the prison. Enter the double door here.

As usual, the emblem door you first see here is locked. Run to its
back
and find a valve handle. Rotate it to dispose the water and to light up
the 3rd floor area. Go back to 3rd floor cell area.

You may wonder where to go, right ? Now stand on 3rd floor and
examine
the maps of the three cell areas and find a room which has a hole
taking
you down to explored rooms of the below cells (which were found
locked).
In my game, it's the Cell 6 : it is unlocked and has a hole, while the
Cells 6 of 1st and 2nd floors are all locked. Find that cell and enter
the hole in it.
If you choose the right one, the same room in 2nd floor also has a
hole.
Jump down it to 1st floor.

Again, another hole right here. Get down it to the new area.

Welcome to... two double-headed babies. This is the Shower Room and
if
I'm right, there's nothing to get here, so don't waste time joking with
the monsters. Just unlock the double door and go out. One thing for
sure
is that you don't have to return to this room anymore later.

In this hallway, the opposite door of the one where you've just got
out
is locked from other side. Just unlock the south door but don't enter
it
(It takes you back to the spiral staircase which has wall monsters).
Instead, climb up the ladder nearby.

This may be the central surveyor's room of 1st floor. Take the file
"1F
Surveillance Room Report" on the desk. Now you look through the 8 holes
on
the wall to have a view of the 8 cells. Use the Right Analog Stick to
move
the view to see more spaces. Try to find the cell THAT HAS A BLOODY BED
AND
A HOLE. In my game, it's always the locked Cell 1. After that, climb up
the
ladder to 2F.

Again, grab the "2F Surveillance Room Report" on the desk. This room
has
a valve handle. Do the same task as you did on 1st floor : Look through
the holes until you find a cell with bloody bed and a hole. In my game
it's Cell 5. Turning the valve will rotate the whole cell area of 2nd
floor. Your task is to turn the room with bloody bed here to coincide
the room with bloody bed on 1st floor. Mark it on the map and turn
until
it coincides. If your cells are the same as mine, just turn right until
they are settled. When you have finished, get on 3rd floor.

Read the paper on the wall for "Secret Number Memo". Then do the same
thing. In my game, the cell that has bloody bed is number 7. Turn the
valve here to line it with the other two. There will be a cutscene
showing
the confined man managing to get out of his cell. Just keep turning
until
your task is complete.

------EXTRA : GETTING THE [STUN GUN]-----------------------------------


----
As I said above in the 2F cells information, there's a locked cell in
which there's a hole and a [STUN GUN]. It's Cell 3 (if you haven't
turned
the 2nd floor yet). Since all rooms on 3rd floor are unlocked, if you
want
to get this Stun Gun, simply try to make a room with hole on 3rd floor
coincide the room that has Stun Gun on 2nd floor. Then jump down the
hole
on 3rd floor and search for it. It's on the left table near the hole.
This
is a pretty cool weapon. One touch can knock out a double-headed
monster
and what you do next is just stamping on it. The disadvantage of this
weapon is rather low speed.
-----------------------------------------------------------------------
----

When you have finished, get down the ladder to B3 floor to see a
cutscene
with the man - Andrew DeSalvo and the familiar child you met in the
Forest
World. After that, use the south double door to leave.

From the spiral staircase, make all the way to outside, then enter
the
3rd floor cell area. Enter the cell with bloody bed that you have just
lined up. Jump down the hole. Keep jumping to 2nd, then 1st, then the
final basement. Congratulations ! You have reached the kitchen which
has
been lit.

There's nothing here beside the Whitestools - a new type of monsters


that
is similar to Toadstools. Strike them. There are two doors here. One of
them takes you to the Dining Hall, which currently has nothing to get.
Find
a door locked by a code. Take out the [PLACARD OF "WATCHFULNESS"] on
it.
Then input the code that you read in "Secret Number Memo" file (In my
game
it's always "0302"). Get in the door and this chapter ends.

-----------------------
ROOM 302
-----------------------
Wake up and you'll hear a familiar news. Go out to Living Room and
check
the bottom of the entrance door for new scraps. Besides, take a look at
the peekhole there and the one to Eileen's room too. Save here if you
like.
Settle your items in the storage box, especially place the new Placard
here
also.

Finally, the hole in the Bathroom has grown larger. Enter it for a
new
exploration.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
PART 5 : THE BUILDING WORLD
Objective : Search around the place til the end.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-----------------------
THE BUILDING
-----------------------

Henry starts in an alley somewhere in South Ashfield. There's a hole


in
the end of the path. Just go along the alley to the next area. Go
downstairs.

Either fight or dodge the money monsters if you like. Every door is
broken, so don't mind. Go down another staircase for a cutscene with
Richard Braintree - who lives in the same apartment as Henry. Once he
has
gone, the monsters will invade the area soon. Try to kill them,
especially
the one that guards the door. Enter it.

The first two white door are locked, so just get in the main portion.
Examine the spirit that is nailed by the [SWORD OF OBEDIENCE] to grab
the
[GHOST'S KEY]. Use it to unlock the next door. The Sword of Obedience
is
used to seal these spirits which are impossible for you to defeat. So
if
you need it for more fearful ghosts later, take it out. But that will
make that spirit get up. Quickly enter the next door.

This room has some more spirits. Just go down all the stairs and get
in
the final door. In the next little hallway, get in the second door to
Albert's Sports Shop. There's a red hole here by your side. First,
search
the place for [5-IRON GOLF CLUB] and [ALUMINUM BAT]. There are two more
doors here. One is locked, so enter the other. Go all the way down to
another door. It's a Pet Store.

There are several dogs and bats here. Be careful with them. Search
all
the shelves for [ALBERT'S SPORTS SHOP KEY] (Food & Accessories shelf).
The
other door here is also available, but you don't have to enter it now.
Just
go back to the Sports Shop and unlock the other door with the key.

Take all the stairs down. There are tons of monkey monsters on the
way.
Reach the ground and run right to the next area.

You are on an airborne alcove. The first elevator doesn't work, so


take
the second one. You'll see a cutscene. After that, examine the buttons
and
choose the Top bottom to go up. Then enter the opposite door. When you
are
out, go all the long way to the end and search around for a [SPADE] - a
pretty cool weapon and the [SWORD OF OBEDIENCE]. Then make your way to
the
elevator and choose to reach bottom floor. Go out by the door. This is
just
a small yard, run to the fence for [PISTOL BULLETS]. Be ware of the
dogs
here. Enter back to the elevator and climb down the ladder.

This looks like a Shower Room. The opposite ladder you see just takes
you
to the empty room of the elevator that Richard has got. So search
around
the portion for a [NUTRITION DRINK]. Then go in the small path. Kill
the
whitestools and get on the ladder here.

You've come to another alley. There are at least two monkeys here.
The
door opposing the ladder is locked from other side. All the others are
broken. So just run along this alley to the next place.

Tons of monkeys are waiting here. It's tough now so do your best.
Search
around the door for a [PITCHING WEDGE] that one of the enemies held
(You
must defeat them in order to obtain their weapons). Then enter.

Go all the way down and get in the next door. Another place to go
down.
Currently there's nothing here. Reach the below ground. The first two
doors
are locked, so enter the third one.

Many leeches are around here. Examine the chair for an [RUSTY AXE].
Then
check the bar for "Bartender's Memo". It tells you about the code used
to
unlock the next door consists of 4 last digits of their telephone
numbers
that can be seen on their sign. If you have paid attention to this code
before and remember it, type the code at the panel now. If not, enter
the
red hole here to return to Room 302.

-----------------------
ROOM 302
-----------------------
Examine the window and look at the outside. Move the Right Analog
Stick
to the left til you see the big sign with the image of wine cups. The
phone
number is written at the bottom, so memorize the last 4 digits. Make
your
way back to the bar.
**In the previous times if you frequently looked through the peekhole
on
the door, there would be a scene in which the superintendent told
Eileen
that he would put a piece of paper under the door to contact Henry. If
you
have seen that scene, now examine the bottom of the door. You'll get
the
"Superintendent's Memo". In fact the content of this memo has been
stained.
But getting it as well as collecting all 52 memos in the scenario will
help
your rank in the end be better.**

-----------------------
THE BUILDING
-----------------------
Enter the code you've just memorized at the panel to get in the door.
There's a very long staircase in front of you. The stairs down have
collapsed. So your only choice is to run up. It's pretty long so do
your
best. Some spirits may annoy you, too. Reach the final door here and
end this chapter. If you pay attention carefully to this cutscene,
you'll
figure out that Richard has revealed a pretty interesting info about
the
kid...

-----------------------
ROOM 302
-----------------------
Do your usual task : examine the entrance door bottom if there's any
new
file. Try looking through the peekholes to the hallway and Eileen's
room.
Rearrange your items with the Storage Box. Then enter the bigger hole
in
the Bathroom.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX
PART 6 : THE APARTMENT WORLD
Objective : Find a way to enter Eileen Galvin's room - Room 303.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

Wow, this is the first time the journey takes place at your home
sweet
home. Are you ready ? Let's go.

-----------------------
THE APARTMENT
-----------------------
See a cutscene. You'll find that Room 302 and Room 303 can't be
entered.
So get in Room 301 (Mike's room) nearby.

Approach the table to get "Mike's Diary" and a [RED PAPER]. Go to the
only small segment of the room and grab "Joseph's Article". Examine the
two
red stuffs to take the [SUPERINTENDENT'S KEY] and the [LOCKER #106 KEY]
(optional). When you've done, a spirit will appear and he always stays
in
this room. That means you'll meet him whenever you come here. Leave
this
room.

In fact you can end this chapter very quickly just by entering
necessary
doors. I'll show that way, but then will guide you to other rooms also
if
you want to get some more stuffs. Your objective in this world now is
to
find a way to enter Eileen's room - Room 303. Currently, all other
rooms in
the apartment are locked. First, stand at your room - Room 302 and
place the
Red Paper under the door. You'll find several Red Papers like that
around
the apartment, and just bring all of them to place under the Room 302
door.
One of them will reveal a very important hint for you to continue the
story.
So now get out of this hallway by the double-door.

This is the hallway. Get downstairs, you'll see a man sitting here.
If
you stop and talk to him, after some words he'll give you the
[SHABBY DOLL]. Taking this item or not will affect your later chapter.
So
make your choice. After that, just go down to 1st floor. If you have
got
the Locker #106 Key, use it to unlock the mailbox in the hallway. It's
nothing but useless letters <:). Then enter the left hallway.

Use the Superintendent's Key to unlock Room 105. Obtain the pile of
boxes
to search for a [RED PAPER], a [TORN RED PAPER] and the [APARTMENT
KEYS]
hanged nearby. Then check the segmented room here for "Superintendent's
Diary
(Umbilical Cord)". As usual, go out and place both of red papers at
Room 302.
And with the Apartment Keys, you can enter any room in this apartment,
except
Room 302 which is locked inside and Room 303 whose key is lost.

The other rooms in this hallway are not necessary to enter. If you
don't
like to waste time, just ignore these below optional passages about
them. But
if you like, here they are :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Room 106 : I guess this is Rachael's room. You can find a [MEDICAL
KIT]
in the bedroom. Here there's a telephone which you can try inputting
the
number. But it's just a useless joke and you shouldn't waste your time
with it. In case you like, just say "Yes" to input the number, then
you'll
hear the ringing somewhere. Want to know ? It's the phone in Room 202.
Besides, nothing else can be found here.

- Room 107 : Nothing, just garbage.

- Room 108 : Nothing major, either.

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The next room you MUST enter is ROOM 102. Get out of the current
hallway
and enter the opposite double-door. Then get in Room 102. Step ALL the
leeches here, until you find that you can open the refrigerator. Grab
the
[TORN RED PAPER] inside. Many people have forgotten this paper because
they
thought they couldn't open the fridge, while the reason was tons of
leeches
blocking Henry. This is the most important piece, so put it under Room
302
door.

Again, let me tell you about the other rooms in this area which are
not
necessary :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Room 101 : Tons of guns here... Cool... but... they are just models
(^_^). Take [PISTOL BULLETS] on the bar. If you like, go to the small
segmented room which is a mini-library. Check the bookshelf for some
fun
facts about Richard if you like.

- Room 103 : nothing.

- Room 104 : Nothing, just annoying bats.

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

It's time to leave. Get on 2nd floor if-you-like, since all rooms are
optional, but have some files you should get. These are rooms on 2nd
floor (both hallways) :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

- Room 201 : nothing.

- Room 202 : This is an art gallery. Looking at the paintings will


let
you know some fun facts about people in the apartment. Besides, nothing
to get here.

- Room 203 : There's a [BUG SPRAY] in the mess. I think it's a


actually
useless weapon. Besides, go to the bedroom, examine the bloody clothes
for another [RED PAPER]. Place it under Room 302 if you want to know
its content. But it's not very necessary for the events of the game.

- Room 204 : nothing.

- Room 205 : Approach the book mess to obtain [SKINNED MIKE


CASSETTE].
You can use the radio in your present Room 302 to play it.

- Room 206 : nothing.

- Room 207 : As you have known, this is Richard's room. There's a


[PUTTER] in the segmented bedroom and [RICHARD'S REVOLVER] on the
bloody
chair. This gun is more powerful than your pistol, but has lower
capacity.
You can get in the segmented room to examine a window here. There you
can
see someone pointing at Eileen's room.

The remaining room you haven't visited should be Room 304 on 3rd
floor :

- Room 304 : In a small segmented room you can find [PISTOL BULLETS].

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

It's time to stick all the red papers to the locked Room 302. Then
use a
hole to go back to your true room to get them all. You can use the hole
at
either Room 301 or the 1F Hall.

-----------------------
ROOM 302
-----------------------
Approach the entrance door and read all the red notes. You'll find
that
one of them mentions the Room 303 key "under 302's bed". So what's up ?
Get
in your own bedroom and find it : the [DOLL KEY] is between the bed and
the
windows. Take it, then use the hole in the Bathroom to return. Remember
that this key CAN ONLY appear here after you read that Red Scrap
volume,
which is the Red Paper found in Room 102 that most people often forgot.
-----------------------
THE APARTMENT
-----------------------
Make all the way to Room 303 and unlock it with the key. A cutscene
is
triggered and you end up here.

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

XXXX
PART 7 : THE HOSPITAL WORLD
Objective : Find Eileen Galvin and do whatever she tells you.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXX

-----------------------
ROOM 302
-----------------------
The room has grown darker now. If you get in the Bathroom, you'll see
that the hole to other worlds have been closed. Where do I go now ? Go
out
to the entrance door and take the [SUCCUBUS TALISMAN] and another Red
Diary
under it. Do you see a mark above the light in Living Room ? It's a
sign,
but not what you need now. Enter the Laundry Room.

Whoa, a bigger mark ! Examine it and Henry will say it looks like a
demon. Use the Succubus Talisman on it. There appear four holes to
insert
something and a text. Checking the holes will let you know what to do
next.
Go to the Storage Box and take out all four Placards you got from
previous
chapters. Place the "Temptation" Placard on the left hole, the "Source"
Placard on the right, "Watchfulness" on the top and "Chaos" at the
bottom.
Another black hole is opened. Get in it to reach your destination : The
Hospital World.

-------------------------------
THE HOSPITAL - 1ST FLOOR
-------------------------------
A cutscene is trigger, and Henry is annoyed by a mad killer. After
it,
you see him get out of the room. In fact you can return to that room,
but
you'll find nothing besides a nurse mons... no, a mutant Patient. There
are
many other "awful" things to examine also if you like. But generally
there's nothing to do in this room - the first Emergency Room. Try to
get
used to this Patient monster cuz you'll need-to-encounter-them several
times later.

Let me copy the Hospital map for your ease, so you'll know which room
I
mention during the walkthrough :

*Symbol explanations :
+ D : usable doors
+ C : broken door (can't be entered)
+ E : Elevator
+ I : [EILEEN'S BAG]

_____________C________________
| | | |
| Emergency | | Office |
| Room 1 | | |
| (where | | |
| you D |___D______D___|
| start) | | |
|___________| | |
| | |Reception
C D |Room
| | |
| |______|
|___________ | |
| | D |Washroom
| Emergency | | |
| Room 2 D |______|
| | | |
| | | |
|___________|_____ | |Doctor's Lounge
| | | |
| | D |
| Supply Room D I |______|
| | | |
| | DStairs|
|_________________|__E__|______|

There are a bunch of bats in the hall. Just get rid of them. Enter
the
Emergency Room 2 and search for [NUTRITION DRINK]. Then the Supply Room
:
You'll be welcomed by two "Patients". Defeat them, go in and examine
the
shelves for an [AMPOULE] - the best healing item. Leave this room.

Enter the Office and examine the desk for a [PAPER-CUTTING KNIFE].
This
is a weapon, but I don't think it's really good to use. Go into the
next
door to Reception Room. Here you can find a "Nurse's Memo" saying about
the key to Eileen's hospital room. Examine the white blackboard with a
lot
of photos for a cutscene (This is the first time I see the emotionless
Henry get moved). After that, go out for the hall.

In the Washroom there's a hole to return. Use it if you like. In the


Doctor's Lounge you can find a [MEDICAL KIT]. I wonder why Henry keeps
looking at the files on the desk nearby, but you can't get it. Just
exit.

Try approaching the elevator. A cutscene will be shown and you find
something on the floor : [EILEEN'S BAG]. Grab it if you like. The
elevator
doesn't work now. So finally, enter the stairway. Run up to 2nd floor.

-------------------------------
THE HOSPITAL - 2ND FLOOR
-------------------------------
In front of you is a long hallway with 22 rooms (11 on each side).
Tons
of wheelchairs run around. Hey, don't despise them. They are invisible
spirits and can crash you anytime. Your weapons don't work with them,
so
just try to dodge. You can only stun them by hitting them.

Here I'll let you know what's in the 22 rooms. But this is an
IMPORTANT
note : THESE 22 ROOMS ARE SWITCHED RANDOMLY EACH TIME YOU PLAY THE
GAME.
When you replay the game and reach this place, you'll find that the
rooms
don't stay the same as your previous game. Here I'll list the rooms
following the order of my game, so please remember that they are random
and
may be different in your game, okay ?

There's always a locked room and a room that has Hospital Room Key
among
them. In my game, the locked room is number 5 on the left and the room
with key is number 6 on the left. In my previous game, the locked room
is
the 10th one on the right and the 6th room also on the right has key.
Your
task is to find the room that has key to get the key. Then find the
locked
room and open it with the key you've just achieved. Try to search each
of
the room til you discover them. Here they are :

*The room that has key : The first thing you see is a snake statue.
Examine it to grab the [HOSPITAL ROOM KEY]. Then you'll realize this is
a
trap. Don't worry, use the key you've just got to unlock the cage. Then
go
out.

*The locked room : Use [HOSPITAL ROOM KEY] to unlock it. Then talk to
Eileen. She'll go with Henry. Equip her with [Eileen's Bag] if you have
got it. Once you obtain Eileen, the mad wheelchairs in the hallway will
be
no more. Instead, two Patients are waiting for you there.

-----NOTES-------------------------------------------------------------
----
It seems that Eileen will follow you during the rest of the game. So
try
to "update" her weapons so that she can defend and help you better. But
remember that she can also get damaged like you do. The more damage she
gets, the more red marks appear on her body. I won't spoil so much, but
it's better for you to protect her as much as you can, since the fact
how
much damage Eileen gets will affect the final battle which decides
partly
your ending.

During the game, you should lower your speed (by walking more than
running) so that Eileen can follow you. If you want to leave her alone
in
a certain place, just simply run as fast as you can to other room so
that
she won't be able to catch up with you. Then she'll stay there. But
there
will be some cases in which you can't leave her, which Henry will
notice
you when you have him enter a door.

If you leave Eileen in an area that has enemies around, she can alone
deal with them. But there are chances that she will get damaged.
------------------------------------END OF NOTES-----------------------
----

Kill the Patients. Then approach the elevator on the south. Press the
button on the right to call it. Once you enter inside, you'll encounter
another Patient. Kill him, then leave.

That's all for 2nd floor. If you want to explore the remaining 20
rooms
in this area, here they are (I repeat, this is RANDOM order) :

OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* Room 1 : There's some dried up flowers in the centre. Grab the [HOLY
CANDLE] nearby.

* Room 2 : This is a patient wing that has sticky floor. You can find
[PISTOL BULLETS] here.

* Room 3 : There are two monstrous Patients and a hanging human skin.

* Room 4 : Another patient wing. You can find a [SAINT MEDALLION]


here.

* Room 5 : Just a monstrous Patient.

* Room 6 : Another patient wing. There are [PISTOL BULLETS] near the
bed.

* Room 7 : This room has bloody floor. If you examine it BEFORE


getting
Eileen, here you'll find a "big version" of Eileen's face here : An
injured
face whose eyes keep glaring at Henry. If you examine this room AFTER
getting Eileen, it will either still exist or even disappear (according
to
a bunch of different players).

* Room 8 : nothing.

* Room 9 : A room full of umbilical cords, but nothing major.

* Room 10 : You see some X-ray images of Eileen's injury.

* Room 11 : Nothing, but a joking Spike Ceiling.

* Room 12 : A collapsed bed on which there's a [NUTRITION DRINK].

* Room 13 : nothing.

* Room 14 : nothing.

* Room 15 : A room with some smelly dead bodies. You can obtain a [4-
IRON
GOLF CLUB] on the floor.

* Room 16 : This room has an iron net floor below which there are tons
of
bats.

* Room 17 : A rainy room ?!! Nothing besides a bunch of Toadstools.

* Room 18 : A dead body plus humid Toadstools.

* Room 19 : A wheelchair and [REVOLVER BULLETS] behind the curtain.

* Room 20 : A sterile room and a [NUTRITION DRINK] on the floor.

END OF OPTIONAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Finally, are you finish ? Take Eileen with you and go down to 1st
floor
hall.

There are about two Patients around. Get rid of them. You'll see that
the
elevator here has been available. But the next door is still locked and
you
can't proceed. Take Eileen to Washroom and have Henry get in the hole.

-----------------------
ROOM 302
-----------------------
You may hear a sound of something breaking. It's time to equip the
Saint Medallion. I'll explain later. Check the bottom of the entrance
door for Joseph's Red Diary and a [SMALL KEY]. There are also three new
files below the bookshelf. Take them all. You'll figure out that the
ceiling fan has just broken down, as Henry can feel the heavy air
around.
Then save if you need.

***OPTIONAL BUT SHOULD BE READ~~~~~~~~~~~~~~~~~~~~~


Before entering the hole in Laundry Room to go back to the Hospital,
let
me tell you about what is happening : Your room is going to be invaded
by
evil spirits soon and YOU CAN'T RECOVER YOUR HEALTH HERE ANYMORE. What
you
can do is to dispel them by using either the Saint Medallion or Holy
Candles. It also means that you have to rely on healing items to
survive
the remaining chapters from now. That's why I told you to save them
from
the beginning.

The sign of spirits coming to your room is the fearful noise and the
screen turning red. If you want to clean ALL the spirits, you should
wipe
them as soon as they come when the above phenomena appear. The spirits
can
be either invisible or appear in front of you, leaving an infested
areas.
Here are how to wipe them :

*Using Saint Medallions : Just equip it when you are in the room.
When
spirits come, you'll hear the noise, but the screen doesn't go red.
Instead, the equipped medallion is sounding in your inventory. It means
there are spirits around and your medallion is weakening it. You can
keep
using the Saint Medallions as much as you can until they are all
broken.

*Using Holy Candles : From this point to the end, you'll frequently
be
given these candles. When your room has demons coming, try to find the
infested areas or where the demons come from, then move your view DOWN
to
the floor nearby and light the candle. Demons will be dispelled as the
candle gradually runs out. You SHOULD STAND THERE WAITING UNTIL THE
CANDLE COMPLETELY RUNS OUT. Then that demon fades away. If you go away
when the Candle is still burning, there are chances that the evil
forces
haven't gone as you expected. In case you see the screen goes red and
noises are sounded but don't see the demons or infested areas, equip
the
Saint Medallion instead. If you run out of Saint Medallions, your last
choice is to burn the candle at any position on the floor. Most of the
times it may also work. NOTES : You can use ONE Holy Candle for
MULTIPLE
demons that are invading your room at the same time.

Now it's time to tell you about the [SHABBY DOLL] that you got from
the
man in coat in The Apartment World. If you didn't take the doll or if
you
don't put it in the storage box, there'll be nothing major. But if you
place the doll in the storage box, there will be new demons appearing
above the box : Crying Children, at a certain moment. They may appear
once
or twice. You can also clean them up by using Holy Candles.

As I told you, some ghosts are invisible in the red screen and the
fearful noise, some show exact phenomena. These are the ones that have
exact actions that I spotted in my game. Just use the Holy Candles when
the screen turns red then (Thanks to Roger Ocelot for a bunch of
important
phenomena) :

- A ghost infesting the wall in the living room, above the peekhole to
Eileen's room. Use the Holy Candle just under him.

- A ghost infesting the wall above the bed in the bedroom.

- The banging windows. You'll hear big rattles when you return to the
bedroom from alternate worlds. Then going out to the living room,
you'll
see the windows slapping. If you approach them, you'll spot the demons
nearby that cause the windows to bang. Just light a Holy Candle close
to them to exorcise the demons.

- The wall in the bedroom gets black infestation. Light the Candle
under
it.

- A crying child's shadow in the wardrobe next to the bed in the


bedroom.
You'll hear his cry first. Move your view to the watdrobe to find the
shadow, then use the Candle at him.

- The crying children above the Storage Box (if the Shabby Doll is
placed
in it). Light the Candle under them, next to the Storage Box.

- In the bedroom there's a photo of a church in Silent Hill. When Room


302 gets invaded, there will be a certain time when it turns into an
image of Walter Sullivan. If the screen turns red, use a Holy Candle
here.

- In the bedroom, someone keeps saying through phone "I'm always


watching you !".

- The tap in the kitchen begins dripping blood. Another ghost needed to
be exorcised is there.

- The shoes of Henry, which are next to the door, take a walk to the
kitchen, leaving blood where they stepped. Be careful !

- You may hear a cat's cry in a certain time. Well, that cat is in the
refrigerator in the kitchen.

- The sofa in the Living Room are soaked with blood or something like
that.

- The radio is turned on in the L0

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