Once again, I stole this ^^
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 that's 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 enemies 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 them, 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 form 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 (you 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 your 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.