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Silent Hill 4: The Room Walkthrough

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Silent Hill 4: The Room, Guide
Contents:
Introduction
Game Basics
Characters
Enemies
Weapons
Walkthrough
Endings
Secrets
Acknowledgements
Introduction:
Welcome to IGN's Silent Hill 4: The Room exclusive guide. Silent Hill
returns with more action than ever in this exciting fourth edition! This
complete and descriptive walkthrough should guide you through the game
without any real problems. All weapons and items, all memos and secrets --
they're all here! The game sure sounds exciting but it's truly
terrifying...
Game Basics:
T H E C A M E R A
FIRST PERSON
During instaces where you're in your apartment, the only available view
is first person. The left analog stick is used to navigate forward and
backward, and side to side. Meanwhile, the right analog stick is used to
look up and down, and side to side, therefore helping you move through
your apartment.
THIRD PERSON
ALl those familiar with previous Silent Hill games shouldn't have much
trouble with the control and camera. But there is a difference -- the only
available type of control is 2D. Hold the left analog stick (or use the
D-Pad) to move around. Just hold the direction you want to go, based on
the camera angle, and not the position of your character. However, when
the camera angle changes you may have to adjust, although you have time
to do this. Finally, the right analog stick can be used to move the camera
angle around a bit, but not really changing it.
T H E R O O M
The entire game revolves around Henry's apartment, Room 302 of South
Ashfield Heights, meaning you will return to it very often.
SAVING
There is only one save point in the entire game, and it's in Henry's
apartment. It sits on a small stand over by the living room window area.
Whenever you're wandering in the creepy "worlds" of the game, you must
return to your apartment to save. Thus, you will have to find a portal
hole.
HEALTH
Room 302 will heal Henry's health but not for the entire game. Use the
portals to get back to Henry's apartment and your health will start to
recharge. If you leave before it's finished, you won't have full health;
it will be where it left off.
ITEM CHEST
There is an item chest in the living room which can be used to store
items. You WILL have to use it, and it's 100% recommended, anyway. The
chest has infinite capacity, organized in weapons and items. For any items
you are not currently using or plan to use soon, toss them in the chest.
FRONT DOOR
There are several optional cutscenes that take place through Henry's front
door peephole. You don't need to see them all, but you should for
additional knowledge of the plot. There will often be memos tucked under
the door, so look for them each time you return to your apartment.
MEMOS
The game consists of 52 memos -- around half of them will be in Henry's
apartment. They are only under the front door and by the bookshelf near
the living room windows. Check for memos every visit back to your
apartment to be informed on more plot knowledge, and to collect them for
your ranking's sake.
D E A L I N G W I T H E N E M I E S
WEAPONS
Many, many, many different weapons can be found throughout the game. There
are more golf clubs in the game than in any other Silent Hill game. Those
plus around 10-15 other weapons make the combat better -- and harder as
well. There are so many melee weapons and only two firearms. The game
consists of around 85% melee combat and 15% gun combat.
FIREARM AMMO
Ammo conservation is the least important in this Silent Hill. Guns aren't
absolutely necessary and not much ammo is in the game anyway. There's
actually around 150 bullets for the Pistol, but that isn't much compared
to other Silent Hill games. So, honestly, conserve your ammo if you want,
but it's not fully necessary. However, I do recommend you don't waste your
bullets, and try to make sure you always have some just incase.
COMBAT BASICS
Melee weapons are actually the best way to go because they are usually
more powerful than firearms. Almost all melee weapons have a charge up
attack, which is unique for all of them (except the golf clubs). There is
an icon just to the right of the health bar (press R2 to make it come up).
This is the chrage up icon. More information on this is in the weapons
section.
RUNNING
One of the best strategies to deal with enemies is to run. It doesn't make
you a wussie -- it keeps you alive when you don't want to fight. Certain
enemies move very quicky, like the Sniffer Dogs, and it's impossible to
actually outrun them. When running in areas with Sniffer Dogs and other
enemies with capabilites of hitting you while you run, simply run in a
squiggly line.
Characters:
HENRY TOWNSHEND
Not much is known about our hero, except that he moved into his current
apartment two years ago and has apparently been "enjoying his life". Henry
is in his twenties and seems to be on the nice side of a person. He has a
quiet life and evidently is currently unemployed.
EILEEN GALVIN
The lonely Eileen lives by herself in Room 303, next to Henry. She knows
Henry's name and face, but that's about it. Eileen doesn't appear to be
occupied by personal acquainatances at all, but she doesn't mind parties.
CYNTHIA VELASQUEZ
An attractive woman that's seemingly on the wild side. Henry meets Cynthia
in the Subway and she wants him to help her find the exit, with the reward
of a "special favour".
JASPER GEIN
An impediment young man with interest in the cult. Henry confronts him
among some sacred stones in the Forest that he appears to be stimulated
by, and he carries an item of your interest. Accordingly, he likes
chocolate and becomes thirsty often.
LITTLE WALTER
A six-year old child who must have some involvement with the Wish House
orphanage, as he suits the age and is found in the general area. Although
he's not too familiar to Henry, he strongly resembles the little boy that
came around South Ashfield Heights often.
FRANK SUNDERLAND
The superintendent of South Ashfield Heights. Frank has plently interests
with his apartment building, and especially Room 302.
ANDREW DeSALVO
Found in the prison of Wish House for some reason, Andrew used to monitor
orphans at Wish House and knows Little Walter.
RICHARD BRAINTREE
The occupant of Room 207 of South Ashfield Heights. Richard might appear
to be a nice person, but inside he is not, and can be a whole new person.
MAN IN THE COAT
Henry doesn't know who this out of place man is but he seems to have
interest of Henry. Frank Sunderland, Henry's superintendent, was noted
that a man in a coat ventured through Room 302 before Henry moved in, and
he noticed different placement of furniture. Who can this strange man be?

Enemies:
Unlike any other Silent Hill, The Room contains two basic types of
enemies: mortal and immortal. There are Ghosts, and then there are your
typical monsters. Monsters will fall to the ground after a certain amount
of hits, and then a stomp will kill them. Ghosts will fall to the ground
and can be stomped on, but they won't die.
SNIFFER DOG (MALE)
You'd probably think these Sniffers are similar to Double Heads from
Silent Hill 3, but they are entirely different. They are very quick and
lethal. There are two types of Sniffers -- male and female. Males are the
easiest to deal with, although are still quite annoying.
SNIFFER DOG (FEMALE)
Probably the most annoying enemy in the game. Similar to the male Sniffer,
but quicker, and has the ability to lunge forward a fair distance so it
can easily hold you up by grabbing your leg, making females more of a
threat. Try to stay away from females (the pinkish ones) more than males.
WALL MAN
Another extremely annoying enemy, but the small amount does tone it down.
Wall Men are enemies that are half sticking out of walls. The have great
range and rather powerful attacks. Their typical attack is a single swing,
but they sometimes perform double or even triple swings, being right after
another. Charge up attacks from weapons like the Steel Pipe and Rusty Axe
work best.
HUMMER
Hummers aren't a threat at all, really. They barely do any damage and are
easy to kill. One hit from any enemy will knock a Hummer down, but weapons
with good range work best. The Steel Pipe is the best and recommend weapon
for them, but the Axe also works good. Obviously the Bug Spray works, but
it's pointless to have it if you have a good weapon. Hummers have only one
attack which is a biting attack, after they fly up to you. In large areas,
it can be inevitable to avoid it, that's why it's recomended that you kill
Hummers.
TWIN VICTIM
Seemingly the most disturbing enemy in the game. As if its appearance
isn't enough, Twin Victims are always pointing at you. Twin Victims have
three attacks: a regular forward hand swing, running toward you and
swinging while turning around, and an alarming dive attack. The dive
attack is the most threatening, but it is easy to outrun Twin Victims
anyway, so they probably won't hit you. Any weapon like the Steel Pipe
should work fine for defeating these monsters.
TREMOR
Tremors come in two colours (they look a little different, too): blue and
red. These creatures aren't much of an enemy as they are small and can
barely move. Tremors are usually on walls, but sometimes on the ground.
To kill them you can knock them off the walls and stomp on them (charge up
attacks can kill them on the wall). Although not really a threat, these
enemies are worth kiling -- go ahead, stomp on one!
TOADSTOOL
Toadstools are long fungues-type creatures and have no attacks. They just
dangle around from their "roots" or whatever keeps them standing. Always
found in groups but are easy to exterminate. One hit from any weapon will
do the job. Long range works best, so that would be the Steel Pipe, Rusty
Axe, etc.
WHITE TOADSTOOL (WHITESTOOL)
Very similar to Toadstools, but are skinnier and taller. Whitestools are
found in larger numbers and are closer together. Long range weapons work
best, of course, however Whitestools have no attacks.
GUM HEAD (OLD TYPE)
One variation of Gum Heads, old types being the weakest. Old types have
small range and are very slow, leaving them open for attacks. The Rusty
Axe and Spade work very well. The lack of range seems to be a trick to
get you in close, as their close range attacks are very lethal, especially
the neck bite attack.
GUM HEAD (NEW TYPE)
Unlike old types, new type Gum Heads are very quick and not so
predictable. New types have greater range, and some even have golf clubs.
An attack from a club will do significant damage, so go for them first --
preferably with a firearm or a weapon with long range (like the Axe).
WHEEL CHAIR
Instead of being scenery like in previous Silent Hill games, Wheel Chairs
are now enemies. Wheel Chairs roll along, not really aiming for you, but
will throw you to the ground (not literally) if contact is made. Wheel
Chairs are very similar to Ghosts -- the screen flashes red when near them
and you can lose health by this. Also, Wheel Chairs can't exactly be
killed. You can render them obsolete, but they can come back to life when
you reenter an area. Surpisingly enough, they can actually enter rooms,
but don't occupy them for long. It's recommended to just run past them but
long range weapons like the Rusty Axe (charge up attack) work well.
PATIENT
Rather strange enemies, but powerful nonetheless. Patients are easy
targets due to their heights, but are real hell when fighting in groups.
Patients wield Hatchets that they use for consecutive attacks. Once a
Patient starts doing this, it may be hard to get out of it and can drain
your health. The Rusty Axe's charge up attack works exremely well on
single Patients, but the Pistol may be more preferable for Patients in
groups.
BOTTOM
Bottoms come very late in the game, but there are still a fair amount of
them. They're very similar to Twin Victims. Only they look a bit different
and are quicker and stronger. Therefore firearms may come in more handy
here, or weapons with long range like the Axe. The charge up attack of the
Axe will knock a Bottom to the ground, which is very good news. However,
Bottoms get up very quickly -- and the Axe's special attack might throw
Bottoms a bit too far to stomp on fast enough.
WALL MAN (NEW TYPE)
Similar to normal Wall Men but hang in frames with orange sheet covers.
Very similar swing attacks to normal Wall Men -- single, double and triple
swings. The only real difference in the two Wall Men is the lack of new
type Wall Men.
GHOSTS
All Ghosts are victims of the Walter case. At first there are six victims,
but the amount increases up to ten. People that you meet that die will
turn into Ghosts. When you're near these Ghosts with no purification item,
your screen will flash red and Henry will put his hand on his head as a
sign of pain. You will lose health if you're in the radius of a Ghost for
too long. Saint Medallions and Holy Candles prevent loss of health during
these situations, however Medallions will eventually break and Candles
will expire. Ghosts' attacks are usually whackings, but are unique for
each victim. You can knock Ghosts down and kick them, but they will only
be unconscious, if you will, for a very short period of time. There are
special "Swords of Obedience" that can be used to pin these Ghosts down
once they're on the ground, and will stay there until removed.

Weapons:
There is an overwhelming amount of weapons in Silent Hill 4. In fact,
there are 26, although 12 of them being golf clubs. Surprisingly enough,
there are only two firearms, and not a whole lot of bullets like in other
Silent Hill games (there is a fair amount, however). So don't get too used
to playing Bond games, as you'll be using melee weapons for about 85% of
the game.
WINE BOTTLE
Procured in Henry's apartment fridge. Frankly, not too much of a good
weapon because of its limited range and weak power. Its only method of
attack is natural a side-to-side swing. You may want to toss this in your
Item Chest right when you get it, or not get it at all. But there is a
good thing about the Wine Bottle -- it can break; meaning it will do more
damage.
BROKEN WINE BOTTLE
Procured when your Wine Bottle breaks. It takes about ten hits to break,
so you won't have the normal Wine Bottle for too long if you use it a lot.
It can only be broken on enemies and the snake-like pipe in the Subway
World. The Broken Wine Bottle's attack is a rather threatening thrust
attack.
STEEL PIPE
Traditional Steel Pipe, with a slight bend around the middle. It's found
at the entrance of the bathroom hole near the beginning of the game. Weak
it may be, but its range can be useful. Best for swatting Hummers since
one hit from any weapon will knock one down, and because of it's range.
It has two methods of attack: over-shoulder swing and downward swing. In
a pattern, the over-shoulder swing will come twice, followed by the
latter. Its charge up attack is a powerful 360 degree swing.
PISTOL
A Colt 1911 Compact Pistol. Is found under the moved furniture when
returning from the Subway World the first time. Pistol Bullets are
required to fire. The Pistol isn't very powerful, but its range is
excellent for taking out enemies.
STUN GUN
More of a secret item, really, but can be found the first time. Located
in the Water Prison, initially in the bottom east 2F cell. You'll have to
rotate the cells and use a hole on 3F to get to it. The Stun Gun is very
powerful and will knock down all normal enemies in one hit. Its method of
attack is a forward thrust.
ALUMINUM BAT
One of the better weapons in the game, the Aluminum Bat can be found in
the Sporting Goods store in the Building World. Great for whacking
Sniffers, although its range is probably a bit smaller than you think. Its
charge up attack is just like the Steel Pipe's 360 degree swing, but is a
bit more powerful.
SPADE
Procured in the Building World path north of the elevator on B8. Although
a bit slow, it can work well for bashing enemies on the head with its
standard overhead swing. However, its forward thrust charge up attack is
good stuff, as it is powerful and has nice range.
RUSTY AXE
To me, the Rusty Axe is the best weapon in the game. Not only is its
primary over-shoulder swing great, but even more is its charge up attack,
which has the best range in the game, as well as being powerful. It is an
overhead swing from the momentum of stepping forward, and will knock down
almost every singe enemy in one hit. Procured in the Building World Bar
South Ashfield on level B15.
BUG SPRAY
The Bug Spray is simply the worst weapon in the game. It works great for
killing Hummers, but that's it. It can damage other enemies, but barely.
Its method of attack is an arc spray. The Bug Spray can be found in the
Apartment World in Room 203, by the liquor bottles in the living room.
RICHARD'S REVOLVER
Superior to the Pistol in power, but inferior in speed. Revolver Bullets
are scarce so you should save them for when necessary. One bullet should
be sufficient for one enemy, as it will knock down all normal enemies in
one hit. Try to be quick to stomp on them. Richard's Revolver can be found
in Room 207 of the Apartment World.
PAPER-CUTTING KNIFE
The quickest weapon in the game, but not very powerful. The Paper-Cutting
Knife is probably an underrated weapon. It isn't that powerful but its
speedy quickness makes up for it. Especially its charge up attack which
is blindingly fast. Enemies will require more swings with the weapon, but
one hit should stun the enemy anyway, setting you up for another attack.
TORCH
The Torch is found in the Cemetary in the Forest World 2nd Time, by the
"Holy Flame". The Torch can be used as a weapon, but its main purpose is
a light source. Its power is similar to the Steel Pipe, along with the
primary over-shoulder attack, however it has no charge up attack.
PICKAXE OF DESPAIR
The most powerful weapon in the game, however the slowest. Due to its
slowness, accuracy is critical. If you miss the enemy, you'll be in a
perfect situation to be attacked. The Pickaxe's charge up attack is a
grueling 360 degree swing that can clear an area with close by enemies.
Just remember to stomp on them afterward. The Pickaxe locates in the
northwest cave in the Forest World 2nd Time.
CHAINSAW
The Chainsaw is a secret item and is only available in a replay game. It's
located by the tree stump in the pathway containing Jasper's Car, Forest
World 2nd Time. Its primary attack is a downward slicing action, which is
not very powerful. The only good thing about it is its charge up attack,
which proves to be powerful. Try standing with the Chainsaw (don't press
anything) for a while and see what happens.
GOLF CLUBS
There are 12 golf clubs throughout the game. Golf clubs are powerful and
effective, but they break -- in about 10 or so hits. Most of the clubs can
be found lying around, but five of them will be held by Gum Heads.
Defeating golf clubbed-Gum Heads should be a high priority as they will do
more damage than others. Anyway, all twelve golf clubs are similar, but
are yet quite different. Primary attack for all clubs is an overshoulder
swing, and the charge up attack is a 360 degree swing, which tends to be
quite powerful. The location for each club is listed below.
DRIVER
Found in the Building World Return, where you originally start the first
time, level B1.
3-WOOD
Found on the floor of the Sporting Goods store, Building World Return, on
level B5.
3-IRON
Established in the hands of a Gum Head in the last area of level B10,
Building World Return.
4-IRON
Locates in one of the randomly situated Hospital World 2F hallway rooms --
the one with the two sides of broken display glass.
5-IRON
Found in the Building World Sporting Goods store on B5.
6-IRON
Sits on the stair area of the southeasternmost path in the Forest World,
by the portal on the wall.
7-IRON
Held by a Gum Head in the last area of level B10, Building World Return.
8-IRON
Located in the hands of a Gum Head in the last area of level B10, Building
World Return.
9-IRON
Sits on the far right bench of the haulted subway train at the King Street
Line Platform, Subway World level B4.
PITCHING WEDGE
Wielded by a Gum Head in the last area of level B10, Building World
Return.
SAND WEDGE
Carried by a Gum Head in the last area of level B10, Building World
Return.
PUTTER
Waits in the northeastern room of Room 207, 2F, of the Apartment World.

Walkthrough:
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!
INTRO
At 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, Henry
will 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).

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. After
the 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 back
and 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 CORRIDOR
Ignore 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
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 PLATFORM
Start 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 PASSAGEWAY
If 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
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 ESCALATOR
There 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. Save
your 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 through
your 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
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 in
the 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 a
corpse 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.
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 PATHWAY
Four 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. If
you 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
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
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 ROOM
Move 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 ROON
You 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 you
step 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
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 get
the 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
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 the
first 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 is
required 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
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
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 might
be 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 AREA
Gums 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, you
may 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.
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, quickly
run 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 far
door.
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 --
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
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, and
then 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 the
SUPERINTENDENT'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
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 on
the 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 CORRIDOR
Enter 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.
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 207
On 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.
STAIRWAY
You 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.
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 find
RED 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.
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. This
item 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
responding.
STAIRWAY
Move up the stairs and through the door at the end.
2F HALLWAY
New 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 her
alone 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.
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 the
lobby.
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.
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 it
now. 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
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 PASSAGEWAY
Find 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
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 ROOM
Since 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 on
the 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 WALKWAY
At 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
using the MURDER SCENE KEY.
KING STREET OFFICE
Get the TRAIN HANDLE past the bloody floor and exit the room.
TURNSTILES AREA
Go 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 STAIRCASE
Start 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
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 HOLE
on 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.
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 END
Up 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
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 the
path.
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.
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. Down
the 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 with
Toadstools). 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.
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.
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 SWORD
OF 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 OBEDIENCE
back 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 ROOM
Move 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.
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 this
area. 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 SAINT
MEDALLION 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.
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 ASHFIELD
Move 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.
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 go
through 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 CAT
inside. 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
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 the
ground 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 to
the 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 ROOF
Find 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.
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't
already 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 when
it 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
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 the
Red 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 any
portals (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 circle
cage 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.
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 207
PISTOL 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. The
Superintendent'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.
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 102
Get 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 101
The 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.
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. You
should 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.
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 spin
attack 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 on
other endings are in the Endings section.

Endings:
There are four different endings in Silent Hill 4, varrying by only two
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
ESCAPE
The best ending in the game -- received if Eileen is kept alive and your
apartment is at least 80% cleared of hauntings. In order for Eileen to
stay alive in the last battle, you should make sure she always has good
stamina (protect her, obviously) and isn't cursed. If you've done so she
should walk very slowly in the final battle; if not, probably quickly.
MOTHER
Exactly the same ending as Escape, however it is received if Eileen
survives and your apartment hasn't been at least 80% cleared of hauntings.
To get it, simply forget about your apartment and consider Eileen's
protection.
EILEEN'S DEATH
Received if Eileen dies in the final battle, but your apartment has been
at least 80% cleared of hauntings. Purify your apartment and don't worry
about Eileen's condition, or just beat the final battle very slowly.
21 SACRAMENTS
The worst ending in the game, and the easiest to acheive. Received if
Eileen dies and your apartment hasn't been at least 80% purified of
hauntings. This is the ending you'll probably receive first, because it's
common for carelessness, or not even knowing you can do anything about it.

Secrets:
U N L O C K A B L E S
CHAINSAW
Procured only in a replay game -- found by the tree stump in the Forest
pathway with Jasper's car, in the return of the area. Not a very exciting
weapon, but its special attack may convince you to use it. Stand with the
Chainsaw for a moment until an event is triggered (those who did it in SH2
probably expected it...).
SUBMACHINE GUN (EILEEN-WEAPON ONLY)
Unlocked upon at least a 90% ranking (9 big stars). It locates in Room 101
of the Apartment World, with the gun replicas. Henry cannot use this
weapon, it is a weapon for Eileen. It is effective for killing enemies
without your effort, but the recoil will damage Eileen and may cause her
to become cursed.
NURSE EILEEN COSTUME
This costume is found as an item, in a replay game after receiving either
the Mother or Escape ending. In the apartment wolrd return, it's on the
chair in Eileen's apartment, Room 303. Beat the game with this item in
your inventory and then you'll be able to activate it in a brand-new fear.
SEXY CYNTHIA COSTUME
Unlocked when you've received all four endings in one file. Upon a brand-
new fear, you will witness Cynthia in this sexy costume. For both Eileen
and Cynthia secret costumes, you'll be able to see a serious amount of
jiggle.
H A U N T I N G S
There are fourteen possible hauntings that can vacate your apartment,
although you're not likely to see them all in one playthrough. Hauntings
start to occur in the Hospital World, after finding Eileen. These
hauntings each have a radius of which will introduce a red flash and
possible health loss to you when entered. Hauntings affect your apartment
and how easily you move around in it -- if you don't heal any, you're
likely to lose health each time you visit your apartment after they start
to become a real threat.
There are two different types of purifying items (for your apartment) in
the game -- Holy Candles and Saint Medallions. Saint Medallions work best
as no health is lost, or even a warning (red flash, indicating damage) is
displayed. But they are more scare than Holy Candles, therefore Holy
Candles are highly recommend over Saitn Medallions. There are certain
hauntings that can only be healed with Saint Medallions so you should save
them for those. Saint Medallions purify by being activated, then entering
the radius of the hauntings. Holy Candles need to be placed in the radius
of the hauntings, therefore you will witness the red flash warning of
health damage. You will usually need to place the candle on the ground or
on an object. And if you can't, you'll need to use a Saint Medallion.
The fourteen haunting locations and methods of purifying are listed below.
RATTLING WINDOWS
Your living room windows will rattle around like crazy. This haunting is
one of the early ones and you might see it first. Use a Holy Candle and
place it on the ground by the right window.
SLIPPERS
The slippers, that Henry isn't even sure are his, that normally vacate by
the front door will be mysteriously in the kitchen, followed by bloody
footprints. Place a Holy Candle on the floor to get rid of it.
TELEVISION SET
Henry's living room TV emits static and won't turn off. Place a Holy
Candle at the foot of the set.
WALL CLOCK
Henry's living room clock goes crazy and the hands continuously spin,
along with a constant "tick-tock". Put a Holy Candle on the chair beside
the TV to stop it.
WALL CRACKS
The looks of spiny living creatures vacate Henry's living room and bedroom
walls, as if to be cracks. This haunting tends to appear more than once.
Only Saint Medallions will able to stop the cracks; you won't be able to
use Holy Candles.
KITCHEN SINK
The kitchen sink faucet pours blood. Place a Holy Candle on the floor in
front of it.
LIVING ROOM CHAIR
Henry's living room chair will become cursed, although you won't be able
to see it. Place a Holy Candle on the small table to the right of the
single chair to see the true haunting and it disappearing.
FRONT DOOR
Blood pours from your front door peephole and someone familiar is seen
standing in front of your door. Take a good look at this one, then place
a Holy Candle by the door to clear it.
REFRIGERATOR
Sounds of a cat meowing are heard and a dead cat waits in your fridge.
Place a Holy Candle at the foot of the fridge and watch it heal.
BEDROOM CLOSET
The shadow of a small boy is seen in Henry's bedroom closet. This
haunting makes it difficult to get out of your bed area without losing
health. Place a Holy Candle on the floor by the open closet.
BEDROOM PAINTING
Instead of the normal picture above Henry's dresser is Walter's portrait.
This makes leaving the bedroom more difficult. Place a Holy Candle on the
dresser to make it go away.
TELEPHONE
The phone in Henry's bedroom won't stop ringing. Place a Holy Candle on
floor by the phone.
EMERGING GHOSTS
A ghosts slowly tries to pull itself through the wall of your bedroom,
living room or washroom. Put a Holy Candle on the floor near it to make it
stop.
ITEM CHEST WALL
Whining babies are seen, emerged from the wall above your item chest.
This haunting will only occur if you take Walter's Shabby Doll and leave
it in your item chest, and it will keep repeating, even if you heal it.
Place a Holy Candle on the floor by the item chest to stop it.

Acknoweldgements
I'd like to thank some people in this section. If you're in this guide for
information, there's nothing really relevent is here, so just pat yourself
on the back for finishing all of the guide (even though you didn't).
- Special thanks to Stephen NG at IGN for providing me with a copy of the
game, and even a neet-o capture card
- Thanks again to Stephen NG for letting me do this guide, after I
foolishly declined for SH3.
- Thanks to the editor of this guide for their effort and time
- Thanks to Konami for making the game, of course
- Thanks to Akira Yamaoka at Konami for making yet another amazing
soundtrack
- Thanks to http://dictionary.reference.com for the time it saved me
during the making of this guide
- Thanks to all who take a look at this guide (you know who you are!)
And Good Night to all!
Submitted by Conquerer13 - Created 11/11/04
See All Silent Hill 4: The Room Walkthroughs and FAQs
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