Characters / Silent Hill 4

Henry Townshend

Voiced by: Eric Bossick
Five days ago... That's when I first had the nightmare. I haven't been able to get out of my room since then.

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".

  • Action Survivor: He's an ordinary guy trapped in an extraordinary situation. He still makes the best of his circumstances, and eventually stands up to a dangerous Serial Killer. If he makes the right choices, he can completely eliminate Walter's influence from this world and save the girl.
  • Ambiguous Disorder: Henry's seeming lack of emotion, extreme introversion and shyness, poor social skills, and tendency to fail spot checks and generally lack of common sense all point towards disorders such as schizophrenia or adult ADHD.
  • The Call Knows Where You Live: Literally. Or, more specifically, "The Call Wants Inside Where You Live".
  • Catch-Phrase: "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. Henry does, however, say 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 final boss fight. Dude looks pissed.
  • Dull Surprise: Whereas previous Silent Hill protagonist expressed at least some level of shock and horror at the situation they have found themselves in, Henry's reaction to nearly everything is tired, vague surprise. This is at least somewhat due to the fact that the start of the game he's already at day five of his imprisonment and is plagued by strange nightmares whenever he closes his eyes, as he shows a decent range of emotion during important cutscenes.
  • The Everyman: Word of God is that he is supposed to evoke the image of an "average" man.
  • Flat Character: Even getting the better endings, he doesn't do an awful lot of growing within his character arc, all things considered. Accusing him of this is fairly common, as a result. This rather sets him apart from most protagonists for the series, as it's like he blundered in by total accident with little to learn. Which turns out to make a lot of sense: the game is about how screwed up Walter is, and, is therefore, not primarily focused on Henry's issues. The only possible development Henry ever gains is when he gives Eileen flowers at the end of the game, or even during the escort mission where Henry goes from not giving a shit to being protective of Eileen once she gets trapped in the Otherworld herself. And the latter is completely up to the player; you can choose to be a complete jackass to Eileen and just let Walter have her at the end. Also, as stated above, going from being scared and confused at Walter to showing genuine anger in the final boss fight.
  • The Hermit: He'd done a wonderful job of isolating himself from much of the world even before he got locked into Room 302. He is eventually forced to grow out of it since his and Eileen's chances of survival depend on it.
  • Hidden Depths: Compared to previous Silent Hill protagonists, who are usually characterized by tragic backstories and/or ongoing struggles, Henry is very distant and remote from even the player - though it is heavily implied that he has his own demons, as can be inferred from numerous stray comments and observations of his. Luckily enough, Silent Hill doesn't have its sights on him - in fact, it sooner sends him into the Otherworld to put a stop to Walter's plot.
  • 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.
  • Nice Guy: He's actually quite nice toward Eileen for example, or comforting a dying Cynthia. He's also cordial enough with Richard, and tries to warn him about at least one danger in the Otherworld.
  • Protect This House: Along with escorting Eileen through Walter's Otherworlds, this also becomes one of the things he needs to do to survive.
  • The Quiet One: And, that's putting it mildly. Even murder doesn't get him to say much above a quiet speaking voice. Or more than a few words.
  • Right Man in the Wrong Place: Unlike all other Silent Hill protagonists (with the possible exception of Travis Grady), Henry wasn't called by Silent Hill or closely related to someone with close ties to the cult. He's just a random schmuck who just happens to have the bad luck of being the guy currently living in Apartment 302 when Walter's endgame goes down. He still manages to survive and potentially thwart Walter's plot.
  • 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.
  • When He Smiles: In the endings "Mother" and "Escape", Henry goes to visit Eileen in the hospital, and greets her with a brief but genuine smile as he enters the room.

Eileen Galvin

Voiced by: Anna Kunnecke
Hope my luck changes before the party.

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.

  • Anti-Frustration Features: The amount of damage done to Eileen in the second half of the game will affect how fast she walks towards her death during the Final Boss... But if you decide to sacrifice a Holy Candle right before said boss, you can completely heal her of all damage done to her and ensure a much easier time.
  • 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.
  • Distressed Damsel: Almost getting killed and being sucked into the Otherworld; distressing indeed.
  • Damsel out of Distress: Can hold her own against enemies very well, even despite her severely injured state. Especially if you let her cut loose with an infinite-ammo submachine gun! Although the recoil will eventually take its toll on her...
  • Escort Mission: Her presence turns the whole second half of the game into one.
  • Green Eyes: She has beautiful emerald green eyes.
  • Jiggle Physics: Only if wearing the Nurse outfit.
  • Minidress of Power: Deconstructed. A skimpy dress worn by the star of Walter's snuff fantasies.
  • Naughty Nurse Outfit: An unlockable costume on a second playthrough.
  • No Good Deed Goes Unpunished: Gets tangled up in Walter's mommy issues by virtue of being kind to him as a child. He even decides to pass it on to Henry, offering the doll she gave him as a child, which, if Henry accepts, can trigger a Haunting.
  • Parental Substitute: Walter seems to think of her as this in a way, thus she is "The Mother Reborn".
  • Samaritan Syndrome: Lying on the floor, bleeding to death, with "20121" carved into her back, Eileen's first thought is to thank the little boy and urge him to run away. Her soft-heartedness toward Little Walter lands her in hot water later.
  • Videogame Caring Potential: Her condition is one of the two variables that affect what ending you will get.

Frank Sunderland

James Sunderland's father and the superintendent of South Ashfield Heights.

  • Chekhov's Gun: He offhandedly mentions to Eileen while Henry's listening in that he keeps Walter's umbilical cord in his room, which for some reason he can't bring himself to get rid of.
  • Continuity Nod: To Silent Hill 2, of course.
  • Collector of the Strange: The umbilical cord of a random infant left in your apartment complex is pretty strange, yeah.

Walter Sullivan

Voiced by: Dennis Falt
My name's Walter. Walter Sullivan. It's time to complete the 21 Sacraments.

A supposedly dead serial killer — so what is he doing still stalking the halls of Ashfield Heights, killing (or attempting to kill) everyone he comes across?

  • And Show It to You: His first ten victims for his 21 Sacraments had their hearts removed as well.
  • Ascended Extra: Briefly mentioned in a newspaper article in Silent Hill 2, and became the Big Bad of this one.
  • Badass Longcoat: A blue raincoat.
  • The Bad Guy Wins: He manages to kill Eileen and Henry in the "21 Sacraments" ending, completing the ritual.
  • Barbarian Long Hair: Let's see, serial killer, uncombed hair, Perma-Stubble, yup, he seems like a pretty civilized guy.
  • Blood Is the New Black: His raincoat is covered in a bit of blood.
  • Big Bad: He's the one behind the latest string of murders, and wants also to kill Eileen and Henry to complete the 21 Sacraments ritual.
  • Calling Card: Carving numbers into the bodies and—albeit only for the Ten Hearts victims—ripping out their hearts and carving his name.
  • Chainsaw Good: He's armed with a pistol and a chainsaw in Forest World Revisited. Neither option is pleasant.
  • Crucified Hero Shot: Inverted — His corpse is strung up and mounted on a giant metal cross.
  • Dead All Along: The Walter Sullivan you encounter throughout the game is just a projection. The real Walter's moldering corpse is hidden behind a false wall in Henry's apartment.
  • Dissonant Serenity: The most laid-back character the series has produced yet. He's also a Implacable Serial Killer that has murdered countless men, women and children.
  • Even Bad Men Love Their Mamas: Even serial killer Walter loves his mommy, the apartment you're stuck in. In fact, his love for his mommy is his primary motivation.
  • Evil Laugh: Attempts to cause Walter injury merely amuse him.
    • He may do it while/before attacking.
  • Famous Last Words: "Mom?" Well, what else?
  • Faux Affably Evil: Behaves this way to Henry. He is quite soft-spoken and calm speaking to Henry, and never holds any particular malice over him. One would almost think it's a privilege to be the last of Walter's twenty-one victims. Though this just makes the things he's done all the creepier.
  • Feather Motif: The cross his corpse is strung to and his monstrously huge form both have black feathers attached to them.
  • Firing One-Handed: And holding a long steel pipe in the other.
  • Freudian Excuse: Walter's got one. Or a dozen.
  • 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.
  • Guns Akimbo: And that's when he's most annoying, as he can fire a seemingly endless stream of bullets once you're in his sights.
  • The Heavy: The plot completely revolves around Walter's plans. Henry is an important character, but only because he is both a part of Walter's plans, and a threat to them.
  • 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, not to mention that his Otherworlds are rife with mutilated female corpses.
  • Humanoid Abomination: His ghost is highly reminiscent of BOB in both appearance and mannerisms.
  • 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, especially if she's possessed.
    • 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.
  • Improbable Weapon User: A lot of his 21 Sacraments kills were with odd weapons. For example, the sporting goods shopkeeper he killed with a golf club.
  • King Mook: As far as gameplay goes, he's a glorified Victim Ghost until the Final Boss fight, and only after applying the Umbilical Cord and impaling the 8 spears into his "true" body.
  • Monster Sob Story: He just wants his mommy!
  • My Death Is Just the Beginning: Well, actually not the beginning, but the halfway mark of his 21 Sacraments.
  • 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.
  • Once Killed a Man with a Noodle Implement: Killed himself in prison with a serving spoon. Ouch.
  • Parental Abandonment: He was left behind by his birth parents shortly after his birth.
  • Perma-Stubble: His adult ghost has this facial feature.
  • Poor Communication Kills: His young and unschooled mind confused "Mother is in Room 302" with "Mother is Room 302", birthing his bizarre obsession. It's implied that Dahlia Gillespie meant for him to think that and perform the 21 Sacraments as a backup method for summoning God.
  • Psychopathic Manchild: In fact, as close to a literal example as it gets.
  • Rise from Your Grave: In the Forest World, Henry uncovers his empty plot. Walter's ghost dug up his body and installed it in Room 302.
  • Serial Killer: He's killed 15 people before the game begins. The game shows him taking out victims 16 through 19, and the second half of the game showcases his attempt to take out victims # 20 and 21.
  • Shrouded in Myth: Authorities are baffled at how this guy continues killing when he's already dead. As far as the normal world is concerned, their best guess is it's a copycat killer.
  • Thanatos Gambit: Walter killed himself after being apprehended. He rose again as ghost and dug up his own corpse, which he then walled up inside Henry's apartment.
  • Troll: Before his true identity revealed, he would give Henry Shabby Doll. Tricking the player into thinking that it might have some importance later in the game while it give nothing but an extra Haunting if placed in the item chest.
  • Used to Be a Sweet Kid: Before The Order got their mitts on him.
  • The Villain Makes the Plot: His effort to complete the 21 Sacraments, and gain access to Room 302, is the main focus of the plot. Henry is involved only because he happens to be the current occupant of Room 302.
  • Woobie, Destroyer of Worlds: In the end Walter is just a boy who wants his mommy.
    • When the player first gets wind of him, you'll want to kill him for your freedom. By game's end, you're sorta wondering if you're doing him a favor by just putting the guy out of his misery.
  • Would Hurt a Child: The Locane twins. Interestingly, they are the only victims who appear as monsters (Twin Victims) rather than ghosts.

Cynthia Velasquez

Voiced by: Lisa Ortiz
This is my dream and you don't even know my name? It's Cynthia.

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".

  • Absolute Cleavage: Has no problems showing off the goods and uses them to try and seduce Henry. They also provide a good spot for Walter to carve 16/21 on her left breast.
  • All Just a Dream: What she believes her experience in the Otherworld to be. Even when dying from multiple stab wounds, she still holds this belief, which Henry uses to let her die peacefully.
  • 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.
  • Camping a Crapper: Subverted; she runs off to the restroom after suffering a spontaneous case of nausea, but finding Cynthia's (bloody) mannequin in the stall and then later Cynthia in the subway implies Walter had found her, which induced a chase. Instead, she meets her end in the subway cart.
  • Fan Disservice: Whether it's in her default outfit or her unlockable costume, the sight of her nearly soaked head to toe in her own blood with "16/21" carved into her left breast is far from pleasant on the eyes.
  • Distressed Damsel: Finds her trapped in a subway cart before being pursed by Walter. By the time Henry gets to her, it's too late.
  • Hope Spot: Her efforts to reunite with Henry and escape were all for naught when the latter arrives too late to save her from Walter. It's even worse since she just found the exit before being attacked and murdered.
  • Impaled with Extreme Prejudice: Several times.
  • Jerk Justifications: Cynthia was 29 at the time of her death, and was understandably repulsed by a strange man who supposedly had been "eavesdropping" on she and her friends for ''10 years''. If anything, most people would be put off by someone who's apparently been stalking them for quite some time. On the other hand, one could say that on Walter's terms, Cynthia's reaction pretty much sealed her fate in the near future as a case of Too Dumb to Live.
  • Kill the Cutie: Maybe one of the most heart-wrenching deaths in the game, especially when she believed it was all a dream induced by drinking too much.
  • Let Them Die Happy: Henry indulges her on believing that her current predicament was only a dream in her final moments, making her revival as a ghost more tragic.
    "It's's just a dream."
  • Really Gets Around: Her willing to grant Henry a "special favor" implies that she's given said type of favors before. The fact that one of her last words was mentioning how she never gave Henry that favor almost cements it, though she still thinks it's just a dream.
  • "The Reason You Suck" Speech: Her Crimson Tome entry explains that her first encounter with Walter led to her giving him a few choice words.
    "Hey, you misunderstood me. You look handsome, but it doesn't mean I think you're attractive. Your clothes are filthy, and smell so bad. Do you think that's the kind of thing a girl like me is into? No way. And just how is it you know my name?"
  • Skewed Priorities: As she's dying from multiple stab wounds, her sole gripe was not being able to give Henry "that special favor". To be fair, she thought it was all a dream.
  • Stringy-Haired Ghost Girl: Comes back as one.
  • Stripperiffic: Her normal clothes are quite bold, and on a second playthrough you can unlock an even more revealing costume - dominatrix-styled lingerie.
  • 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.
  • Tragic Monster: She's revived as a ghost after her death.
  • The Vamp: Her sexual appeal and flirtatious demeanor literally crowned her to become the "Temptation" victim.
  • Wild Child: Would sneak into nightclubs at the age of 13.
  • Wrong Genre Savvy: And how. Telling Henry during their first meeting, "This is my dream and you don't even know my name?", indicates that she is not aware of what's going on, though she's also understandably scared.

Jasper Gein

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.

  • Man on Fire: Jasper is ablaze even in (un?)death, because said man set himself on fire as part of the 21 Sacraments.
  • Meaningful Name: His last name is probably a reference to Ed Gein.
  • 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.
  • Speech Impediment: Except when he dies.
  • Trademark Favorite Food: Jasper Gein sure loves that chocolate milk.

Andrew DeSalvo

An obese man Henry comes across while the former is trapped in the Wish House's prison. Victim 18 of 21, "Watchfulness".

  • Acrofatic: Later.
  • 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.
  • Fat Bastard: He is overweight, and while he isn't rude to Henry whatsoever, he was very abusive to the boys at the orphanage. This is played straight in-game when you have to fight him as a ghost.
  • 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.
  • Ironic Nursery Tune: Andrew sings a song that is about the 21 Sacraments.
  • 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 role-playing as Walter beating him up.

Richard Braintree

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".

  • Asshole Victim: His anger management issues were well-known in the apartment complex (scaring a good number of the neighbors), and his persecution of children, including young Walter, proves his undoing. This is a rare trope of equal parts asshole, equal parts victim. Richard certainly wasn't an easy guy to approach or talk to and he did have a temper; but to those who didn't get on his bad side like Eileen or Frank, he was pretty civil. Hell, he was pretty casual to Henry as well.
  • 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.
  • Child Hater: He is described as always yelling at the kids in the apartment, especially at Young Walter.
  • Crowbar Combatant: Richard uses one after being brought back as a ghost.
  • 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. Oddly enough, after his electrocution, his ghost does seem much younger than Braintree did when he was alive. A possible connection to Walter's past, remembering the man he feared long ago.
  • Electric Torture: How Richard bites the dust. He dies very slowly and tries to make words out to Henry as he is being fried to a crisp.
  • Flash Step: As a victim ghost, he'll teleport right up to you to smack you around with a crowbar.
  • Ghostly Glide: Averted, his ghost is actually the only one that doesn't float at all (besides the Walter ghosts). He'll still teleport to bean you one in the thinker with that crowbar, but he won't ever fly around.
  • Hair-Trigger Temper: It would be easier to list the things that didn't piss him off. Barring Eileen, the superintendent, and to a lesser extent Henry (neither knew each other all that well), he wasn't too popular with the other roommates.
  • Jerkass: Richard is quite an angry and violent man according to the residents of the apartment who loses his temper quite often.
  • Jerk with a Heart of Gold: When he isn't pissed off, he seems to be pleasant. He seems to at least be on good terms with Eileen and is genuinely concerned that Henry is going through what the last resident of 302 had.
    • Richard is actually a really decent guy who is quick to anger that can be quite pleasant so long as his berserk buttons aren't pressed. Unfortunately, damn near everything is a Berserk Button to the guy.
  • Meaningful Name: A bit of a stretch. The brain has roots, or rather the nervous system spread throughout a body. He is killed when his nervous system is stimulated with electricity.
  • Psycho Electro: By virtue of his Cruel and Unusual Death. It carries over to gameplay as well: Should the player fight him, he'll rarely spaz out like he's getting shocked by lighting, leaving him completely vulnerable to attack.
  • 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.

Joseph Schreiber

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".

  • And Now for Someone Completely Different: A retroactive case. He's the Player Character in the prologue of the game, suddenly finding himself in a haunted version of Henry's Room 302.
  • 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.
  • Continuity Nod: From Silent Hill 3, in the same way that Walter Sullivan and Frank Sunderland are from Silent Hill 2.
  • Fallen Hero: Though not an evil one.
  • 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.
  • Prophecies Are Always Right: During his time locked in room 302, he gains knowledge of the future through visions. One example is that he sees the inside of Henry's apartment. He also learns the names of the last six victims a long time before Walter Sullivan actually goes after them. As his role is the "Giver of Wisdom", this is quite appropriate.