Henry wakes up one morning to find that he's been trapped in his own apartment.Henry is number 21 of the 21 Sacraments, "The Receiver of Wisdom", the final stage of Walter's ritual to "awaken his mother".
Henry is infamous for "What the hell?", even though he says it only four times throughout the game, or (for those keeping track at home) only one fewer time than Harry Mason describes his daughter to people as "just turned seven last month, short, black hair" And, one presumes, this is only because he ran out of people to ask.
He says it a lot more when inspecting items and environments.
Death Glare: Henry might be known for not showing much reaction to things, but check his facial expression at the start of the last boss fight. Dude looks pissed.
The Needless: It's not elaborated on, but it seems that Henry doesn't need to eat as long as he's in Room 302. Examining his stove at different times will make him comment that he should be hungry, but isn't.
Hikikomori: The game is an odd exploration of this trope. He was a reclusive agoraphobic before the events of the game, but during the game...
Ironic Hell: An agoraphobic who can't leave his apartment. Gotcha!
Kuudere: Henry shows a lot of willingness to help others but rarely expresses the fact. Justified in that he never really expresses much of anything.
Protect This House: Along with escorting Eileen through Walter's Otherworlds, this also becomes one of the things he needs to do to survive.
Shrinking Violet: Henry is mentioned by the others as very shy, so it's not seen to be too strange when he doesn't emerge from his apartment for days on end.
The Stoic: Whatever emotions Henry may have, he certainly doesn't express them very strongly, leading to many Dull Surprises.
Supporting Protagonist: Henry is the focal character, but the story really revolves around Walter; Henry is just in the wrong place at the wrong time.
Voiced by: Anna Kunnecke
Henry's next-door neighbor. She's upbeat and perky.Of the 21 Sacraments, she is 20/21, "The Mother Reborn". She should have been killed by Walter, but he was stopped by the mysterious boy (Young Walter). She still suffered many injuries and was sent to the hospital, but ended up being sucked into the dark world again; this time, Henry managed to get to her before Walter did, taking her under his care and protection. She cannot die, but she does suffer damage, which affects her survival at the game's end.
Artificial Stupidity: During the extended escort mission, she becomes more or less aggressive depending on what weapon she's holding. This would be fine, if she didn't insist on attacking Walter (who is invincible), which if allowed to go on long enough will result in her damage level skyrocketing as he beats her up. The only way to get her to stop is to take her weapon away, forcing her to follow Henry as closely as possible.
Bandage Babe: Emphasis on the "babe", especially with the Nurse outfit on.
Covered In Scars: During the Escort Mission phase, she's still severely scarred from her encounter with Walter. This can get worse as you keep playing unless you take good care not to let her get hurt.
Future Me Scares Me: The scene with Little Walter meeting his future self. Little Walter doesn't quite grasp the implications, but the player does.
He-Man Woman Hater: Has issues with the fairer sex, evidenced by his brutal beatdown of Eileen, as well as Cynthia's bloody death. Also makes a pastime of mutilating female cadavers, which rise again as scary ol' giantesses.
The Illegible: Walter's personal diary is scattered throughout the Forest area on stones; however, Henry is unable to make out several passages due to the script being very childish and scrawling. Eileen is able to translate them when you return later.
When he started killing, police were unsure why he was carving numbers like "01121" into his victims. It turns out that the middle character was actually a slash — "01/21". He was counting his victims down.
Implacable Man: Being that he's a ghost himself, Walter Sullivan absolutely Can. Not. Be. Killed. You can knock him down or pump him full of lead, but he'll always rise back up again.
Nice Job Fixing It, Villain: Of all the "Givers of Wisdom" that could have taken up residence in his beloved Room 302, it had to be a very diligent and very prolific writer. If Joseph hadn't done the research on Walter, the Cult, and particularly the Crimson Tome, Henry may as well just serve Eileen to Walter on a platter.
A mysterious flirty woman whom Henry encounters in Subway World after he first enters the hole in his apartment. She's Walter's 16th victim, representing "Temptation".
All There in the Manual: Unlike the other characters who have some connection to Walter in some way revealed later in the game, the only way to find out how she connects in all this is in the Other Crimson Tome, which is not in Silent Hill 4.
Stripperiffic: Her normal clothes are quite bold, and on a second playthrough you can unlock an even more revealing costume.
Super-Persistent Predator: Her ghost is the most persistent of the four boss ghosts (not counting Walter). If she is not pinned down, she will show up more often (starting at Building World) to harass and attack the player.
A guy with a stutter who's obsessed with the paranormal. Henry meets him in Forest World after Cynthia dies. Victim 17/21, "Source", in Walter's 21 Sacraments.
Playing with Fire: While his ghost doesn't shoot fire, he himself is immolated. As a result, it gets hard for the player to be near him to deal melee damage because of his flames. Plus, he hits harder.
Asshole Victim: Not to Henry, per se. However, when the player re-enters the Water Prison and you find out what he did, it's hard to really have any sympathy for his death.
Arc Symbol: His Placard is reminiscent of Walter's past, on how Andrew kept watching him and a special eye out to beat him and his friends whenever he wanted. The tables were turned when Henry first meets Andrew in the Water Prison, whereas Walter was watching him in the center of the prison.
Karmic Death: Andrew runs the very prison that he was trapped in. You find out that the children were often forced to drink water with leeches in it. Henry eventually finds him drowned in the kitchen's back room, with "18/21" carved on his stomach.
Meaningful Name: He is most likely named after Albert DeSalvo, the man suspected of being the Boston Strangler.
Stock Monster Symbolism: Andrew is the guard that beat up Walter in his childhood. As a result, he is killed by Walter. Later, when he returns as a ghost, Henry is going to have to pin him down with the Sword of Obedience to get his key. Essentially, Henry is sticking it into the fat pig that Walter always wanted to do. Because you have to beat him down (he's the only ghost you have to defeat and pin down in order to proceed), and you're in Walter's world to do it, it's also means that you are roleplaying as Walter beating him up.
A Jerk Ass who terrorized his neighbors, Richard's response to falling into the Otherworld is to wave his gun around, fat lot of good that does him. Victim 19 of 21 — "Chaos".
Arc Symbol: Richard's placard, Chaos, isn't quite fitting of a man who loved order so much until you put it together with Walter's past. Richard was the first time Young Walter had ever been scared of anything, and it was in fear of Richard that Walter stayed away from him at all costs, even when Walter went to visit his "mother". Richard introduced Chaos to Walter's little world.
Dying for Symbolism: Richard is murdered in the electric chair, reminiscent of how criminals are put to death. Walter had this death in mind for him based off of witnessing Richard "skinning" Mike (Young Walter thought that Richard killed him by skinning him alive), and thinking that he killed him.
Revolvers Are Just Better: Henry can gain it later, and it's quite a piece of power. Ammo, of course, is rather rare for it though.
A journalist introduced back in Silent Hill 3 as a writer of a magazine article regarding Silent Hill's Wish House, where Walter was raised. In this game, he's the former resident of Room 302 before Henry moves in. He's also Walter's 15th victim, representing "Despair", who's supposed to serve as a guide for Henry, "The Receiver of Wisdom".
Badass Baritone: When he speaks in Room 302 of the Past, he addresses Henry in a very deep, booming and echoing voice.
Benevolent Precursors: As convenient as it is that he's a significantly prolific writer, the more he learns about Walter, the more he realizes his role as the giver to the coming "Receiver of Wisdom". His later notes are the most specific and most helpful to the player.
Meaningful Name: His last name is Schreiber, which is German for writer, and he's a journalist.
Mr. Exposition: When Henry finds him in Room 302 of the Past, he explains Walter's backstory, as well as the means to stop Walter. He's also the writer of the Red Diary excerpts which Henry keeps finding slipped under his front door.