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** The Apartment World is notable for how illogical the apartment rooms are designed.One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]] and inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. The context seems left [[NothingIsScarier open to interpretation]]. In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.

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** The Apartment World is notable for how illogical the apartment rooms are designed. One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]] and inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. The context seems left [[NothingIsScarier open to interpretation]]. In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.
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** The Forest World has a slasher film vibe to it, with the gasping howls of an unknown creature heard somewhere out of bounds. Indeed, on your revisit to the world, Walter's adult avatar starts showing up with weapons such as a Chainsaw or even dual pistols; he can be defeated but never killed.

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** The Forest World has a slasher film vibe to it, with the gasping howls of an unknown creature heard somewhere out of bounds. Indeed, on your revisit to the world, Walter's adult avatar starts showing up out of the blue -- like [[Franchise/FridayThe13th Jason Voorhees]] -- with weapons such as a Chainsaw or even dual pistols; he can be defeated but never killed.

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Organizing while leaving stand-out nightmare fuel to their own bullet points.


** The Subway World has a maze of trains, and absurdly long escalators, with a giant "Greedy Worm" who inhabits the depths of the subway station and who is indeed also present in multiple stages of the game.

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** The Subway World has a maze of trains, and absurdly long escalators, with a giant "Greedy Worm" who inhabits the depths of the subway station and who is indeed also present in multiple stages of the game. There are also corpses that look less like humans and more like armless penis-people with mouths. There's even one nailed to a subway seat with an open book that has "abnormality" written across its pages. Nope nope nope.



** The Building World feels especially dream-like, with its maze of buildings and confusing walkways connecting them all, like Walter's memories of this place are very disjointed. Another example is an impossibly long square-spiral stair case that Henry must ascend to reach Richard Braintree's room. On top of that, this world also contains Walter's memory of his sub-machine gun shooting at a pet store where he killed the owner and many of the animals.

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** The Building World feels especially dream-like, with its maze of buildings and confusing walkways connecting them all, like Walter's memories of this place are very disjointed. Another example is an impossibly long square-spiral stair case that Henry must ascend to reach Richard Braintree's room. On top of that, this world also contains Walter's memory of his sub-machine gun shooting at a pet store where he killed the owner and many of the animals. At the bottom of an elevator shaft in the Building World, you can see the decayed bodies of corpses jammed in the gears. Also, walled off behind bars, is some kind of shivering, convulsing, shapeless...thing in a cage hanging from the ceiling. It doesn't attack you or symbolize anything, it's just ''there.''



* In the Subway World, there are corpses that look less like humans and more like armless penis-people with mouths. There's even one nailed to a subway seat with an open book that has "abnormality" written across its pages. Nope nope nope.



* At the bottom of an elevator shaft in the Building World, you can see the decayed bodies of corpses jammed in the gears.
* Also in the Building World, walled off behind bars, is some kind of shivering, convulsing, shapeless...thing in a cage hanging from the ceiling. It doesn't attack you or symbolize anything, it's just ''there.''

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* Walter's Otherworlds themselves are a visual and audio museum of how Walter Sullivan views the world and his main mental distress is all on display through the game. What makes it potentially unnerving is how relatively normal the worlds look similar to how [[VideoGame/SilentHill2 James Sunderland's]] experience is a world of urban decay filled with monsters. However, unlike Jame's world, the layout is more dream-like with features that don't have any functional sense:
** The Subway World has a maze of trains, and absurdly long escalators, with a giant "Greedy Worm" who inhabits the depths of the subway station and who is indeed also present in multiple stages of the game.
** The Forest World has a slasher film vibe to it, with the gasping howls of an unknown creature heard somewhere out of bounds. Indeed, on your revisit to the world, Walter's adult avatar starts showing up with weapons such as a Chainsaw or even dual pistols; he can be defeated but never killed.
** The Prison World can feel too synthetic with its cylindrical layout. Walter's memories of the place seem distorted, creating a dream-like prison with bizarre features such mechanisms to rotate each floor and open chutes to dispose of bodies into the lower levels.
** The Building World feels especially dream-like, with its maze of buildings and confusing walkways connecting them all, like Walter's memories of this place are very disjointed. Another example is an impossibly long square-spiral stair case that Henry must ascend to reach Richard Braintree's room. On top of that, this world also contains Walter's memory of his sub-machine gun shooting at a pet store where he killed the owner and many of the animals.
** The Apartment World is notable for how illogical the apartment rooms are designed.One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]] and inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. The context seems left [[NothingIsScarier open to interpretation]]. In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.



* One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]]
* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. The context seems left [[NothingIsScarier open to interpretation]].



* In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.
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** Some unused animations in the game files show Eileen dropping down to her knees in front of the hole, or already face-to-face with Henry, unblinkingly staring back at Henry while her head twitches and her jaw hangs slack, all while making gurgling and choking noises. It's unknown why these were cut, or if they were meant to be hauntings or early indicators that Eileen was getting possessed. Either way, they're extremely creepy. [[https://youtu.be/s7CR8t6_al0?t=126 Check it out here!]]
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* The 21 Sacraments in general. 21 people (Walter himself included as 11/21) with no particularly obvious connection to one another to suffer cruel and gruesome deaths that range from being mutilated with a knife, burned alive, drowned in disgusting water, electrocuted slowly, and other horrible ways to die. To make matters worse, by the time the game starts, 15 have already died horrible deaths, and 4 more will right in front of you...

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* The 21 Sacraments in general. 21 people (Walter himself included as 11/21) with no particularly obvious connection to one another to suffer cruel and gruesome deaths that range from being mutilated with a knife, burned alive, drowned in disgusting water, electrocuted slowly, and other horrible ways to die. To make matters worse, by the time the game starts, 15 have already died horrible deaths, and 4 more will right in front of you...you, 1 more ''might'' if you fail, and if you SERIOUSLY bone it up, you will too...
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Added additional points.

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* The 21 Sacraments in general. 21 people (Walter himself included as 11/21) with no particularly obvious connection to one another to suffer cruel and gruesome deaths that range from being mutilated with a knife, burned alive, drowned in disgusting water, electrocuted slowly, and other horrible ways to die. To make matters worse, by the time the game starts, 15 have already died horrible deaths, and 4 more will right in front of you...
** Worse yet, Walter is ''11/21, meaning he is already dead and that his ghost is carrying out the remaining murders''.
** What's especially scary, noted on the {{Fridge}} page....''what are the 21 Sacraments even supposed to accomplish''? Walter is so brainwashed into believing Room 302 is his mother that it leaves ridiculousness in the rearview and plunges headlong into terrifying as it's unclear what the end-result will even be, especially when it comes to light that ''Dahlia Gillespie'' is the one who told him the room was his mother and about the 21 Sacraments...
** The fact that the 21 Sacraments are being performed by [[FauxAffablyEvil a seemingly soft-spoken and relatively polite, if a little unnerving]], individual like Walter is scary all on its own...
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* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. Leaving it [[NothingIsScarier open to interpretation]] can enhance the creepiness.

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* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. Leaving it The context seems left [[NothingIsScarier open to interpretation]] can enhance the creepiness.interpretation]].
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* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overly scary but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. Leaving it open to interpretation may enhance the creepiness.

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* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overly overtly scary relative to what you've seen so far but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. Leaving it [[NothingIsScarier open to interpretation may interpretation]] can enhance the creepiness.
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* Inside one of the apartments is a room filled with multiple 1-person bunk beds, way more beds for residents than an apartment is usually used for. It's not overly scary but can have frightening implications such as the unspoken possibility that Walter Sullivan had children in their sights; that or it may have been a memory of sleeping quarters from Walter's time in The Order. Leaving it open to interpretation may enhance the creepiness.
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### Jasper Gein/Victim 17 is [[ManOnFire eternally ablaze]], haunting the Forest World around the Wish House area with the candlestick he used to carve the numbers 17/21 into his chest. Now he uses it as a weapon against Henry. The fire makes his attacks hit a lot harder than other Ghosts, and his burning flesh looks like charcoal. He also doesn't moan so much as he ''gurgles and chokes''.

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### Jasper Gein/Victim 17 is [[ManOnFire eternally ablaze]], haunting the Forest World around the Wish House area with the candlestick he used to carve trace the numbers 17/21 carved into his chest. Now he uses it as a weapon against Henry. The fire makes his attacks hit a lot harder than other Ghosts, and his burning flesh looks like charcoal. He also doesn't moan so much as he ''gurgles and chokes''.
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### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now [[DeadWeight even more bloated]] from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding the keys needed to leave the Prison.

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### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now [[DeadWeight even more bloated]] from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding the keys needed to leave the Prison.
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* One of the sights you may see in your room upon waking up is a picture of decaying mugshot coming out of the church picture. It alludes to Walter Sullivan's corpse stashed right next to your bedroom.

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* One of the sights you may see in your room upon waking up is a picture of a decaying mugshot coming out of the church picture. It alludes to Walter Sullivan's corpse stashed right next to your bedroom.



** They can go through walls and other objects in the area, and sometimes even directly follow Henry from one room to another in what seems to be an endless chase. It's no use trying to batter them with conventional weapons: even being close to them does harm to you, as they have a negative aura which causes headaches and slowly drains your health; something that can only be halted, temporarily, by a Holy Candle being put down nearby or equipping a Saint Medallion, both of which can wear out quickly. Unlike many other monsters in the franchise, the Ghosts cannot be harmed unless Henry unless he pins them down with a finite number of Swords of Obedience scattered around the different Worlds. There's only five you can use against TEN you'll meet during gameplay, so you should reserve them for the New-Type Ghosts.

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** They can go through walls and other objects in the area, and sometimes even directly follow Henry from one room to another in what seems to be an endless chase. It's no use trying to batter them with conventional weapons: even being close to them does harm to you, as they have a negative aura which causes headaches and slowly drains your health; something that can only be halted, temporarily, by a Holy Candle being put down nearby or equipping a Saint Medallion, both of which can wear out quickly. Unlike many other monsters in the franchise, the Ghosts cannot be harmed unless Henry unless he pins them down with a finite number of Swords of Obedience scattered around the different Worlds. There's only five you can use against TEN you'll meet during gameplay, so you should reserve them for the New-Type Ghosts.
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* [[https://www.youtube.com/watch?v=80NK479eI_k The opening cinematic]]. Holy mother of jumpscares. In short; moaning ghosts, the Twin Victim enemy running towards the camera and screeching, creepy shots of places in the game and "Room of Angel" playing. It does an excellent job of scaring the shit out of you in preparation for starting the game.

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* [[https://www.youtube.com/watch?v=80NK479eI_k The opening cinematic]]. Holy mother of jumpscares. In short; moaning ghosts, the Twin Victim enemy running towards the camera and screeching, creepy shots of places in the game and game, "Room of Angel" playing.playing, and a shot of Ghost!Cynthia crawling (sped-up) towards the camera with frenetic breathing. It does an excellent job of scaring the shit out of you in preparation for starting the game.
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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never left and your trip to the Otherworld is AllJustADream. It's like Henry is trapped within a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be rescued and put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what danger Henry is in.

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* The way that you return to The Room from the Otherworld as if -- like waking up from a dream -- can be unnerving as if you never left and your trip to the Otherworld is AllJustADream. It's like Henry is trapped within a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be rescued and put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what danger Henry is in.
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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never left and your trip to the Otherworld is AllJustADream. It's like Henry is trapped with a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be rescued and put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what danger Henry is in.

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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never left and your trip to the Otherworld is AllJustADream. It's like Henry is trapped with within a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be rescued and put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what danger Henry is in.
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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never woke up and your trip to the Otherworld is AllJustADream. It's like Henry is trapped with a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what predicament Henry is in.

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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never woke up left and your trip to the Otherworld is AllJustADream. It's like Henry is trapped with a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be rescued and put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what predicament danger Henry is in.
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* The way that you return to The Room from the Otherworld as if waking up from a dream can be unnerving as if you never woke up and your trip to the Otherworld is AllJustADream. It's like Henry is trapped with a DreamWithinADream of infinite depth and nobody in the real world is able to get into his apartment to take his comatose body to the hospital. Even if his body can be put on life support, Walter Sullivan won't allow him to wake up so doctors and nurses would likely be powerless and unable to comprehend what predicament Henry is in.

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* The hospital in general, not just the Eileen head, but almost every other patient room is pointless except to scare you. There's the room with the (harmless) descending ceiling, the room connected to a sanitarium with a body in it, a room with a big tarp of skin held up ("On closer examination, there is a chunk of meat stuck in the middle of it"), the room with the wheelchair that disappears, and the room with the broken glass cases. The fact that the layout of all 24 rooms is randomized in every playthrough doesn't help.

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* The hospital in general, not general:
** You first enter the Hospital World by appearing inside an operating room where Adult Walter is working on a Patient Zombie and he spontaneously becomes aware of Henry's presence in the room. He walks over to Henry as if to intimidate him and Henry flees the room. When you return, Walter is gone as if he was a ghost but the Patient he was working comes to attack you.
** Not
just the Eileen head, but almost every other patient room is pointless except to scare you. There's the room with the (harmless) descending ceiling, the room connected to a sanitarium with a body in it, a room with a big tarp of skin held up ("On closer examination, there is a chunk of meat stuck in the middle of it"), the room with the wheelchair that disappears, and the room with the broken glass cases. The fact that the layout of all 24 rooms is randomized in every playthrough doesn't help.
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* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole other continent and Walter could pop up at any time and kill you. Paranoid yet?

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* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole other continent and Walter could pop up at any time and kill you. bring you into his Otherworld the moment you fall asleep. Paranoid yet?yet? To the outside observer, it would appear you died in your sleep and many would be unaware that you're imprisoned in a nightmare world as a zombie most likely.

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[[folder:Miscellaneous]]
* [[https://www.youtube.com/watch?v=80NK479eI_k The opening cinematic]]. Holy mother of jumpscares. In short; moaning ghosts, the Twin Victim enemy running towards the camera and screeching, creepy shots of places in the game and "Room of Angel" playing. It does an excellent job of scaring the shit out of you in preparation for starting the game.
* Despite all the horrible, painful ways people can (and do) die in this series, few compare to Jasper ''laughing euphorically and screaming '' as he burns alive, glad to have finally met "the Devil", followed by ''tracing the numbers 17/21 Walter carved into his chest with a candlestick'' right before he dies. While we're at it, Richard's death by electrocution is much more terrifying, and he dies just as slowly as Jasper.
* The bloody mannequin in the restroom. "Reminds me of Cynthia."
* The giant Eileen head in the hospital, with the realistic concussion eyes. The most disturbing thing about Eileen's head is the fact that you don't see it as soon as you enter the room. At first, the camera's facing Henry, and you only can hear something breathing. Then you take a step, and the camera [[JumpScare immediately cuts to Eileen's head]]. It seems to have emerged from the wall, along with cobwebs dangling where the neck should be. ''Her eyes follow you'': Even with another character in the room, they only follow Henry.
** Note how the Eileen Head has more lacerations than the real one. Makes sense if you consider Henry's guilt for not saving her. But stuff like this is an insight into ''Walter's'' psyche as much as Henry's. (Remember Walter rummaging around the innards of a female cadaver earlier?). Really makes you wonder what's going on inside his brain.
* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole other continent and Walter could pop up at any time and kill you. Paranoid yet?
* The Greedy Worms. They can be found in in the Subway, Forest and Water Prison worlds. They're unkillable, but thankfully they're also harmless, and on the occasion that you can reach them [[NightmareRetardant you can beat the crap out of them if you find that to be therapeutic]].
* Discovering Cynthia dying in the subway station, when "Room of Angel" plays in the background. The sheer visceral beating the poor woman had endured before being left to bleed out, while strange numbers were carved onto her chest, [[SignatureScene sets the tone of the story and what to expect from thereon]].
** Hearing Cynthia screaming "It's him...! HE'S COMING!!" on the PA system, while she was trying to help guide Henry to the exit. [[YouAreTooLate No matter how fast you try to reach to Cynthia, the killer has already got to her first]].
* The aftermath of Eileen's assault by Walter is just as jarring as Cynthia's death. Thankfully she survives, but it's very unsettling how Walter possesses no compunctions ''at all'' about brutalizing women.
* The hospital in general, not just the Eileen head, but almost every other patient room is pointless except to scare you. There's the room with the (harmless) descending ceiling, the room connected to a sanitarium with a body in it, a room with a big tarp of skin held up ("On closer examination, there is a chunk of meat stuck in the middle of it"), the room with the wheelchair that disappears, and the room with the broken glass cases. The fact that the layout of all 24 rooms is randomized in every playthrough doesn't help.
* During your session of game, a shady-looking man may come to your door and stare back at you through the peephole while you look through it. You eventually find out that he is none other than Walter Sullivan.
* Like the other games in the series, [=SH4=]'s full of ambient, creepy noises guaranteed to make you lose sleep.
** While heading up a fire escape in the Building World revisit, you can hear [[https://www.youtube.com/watch?v=xps0w_Yqxx8&t=5h42m27s what sounds like microphone feedback]]. It's way creepier than it should be.
** The first time you enter the Forest World, [[https://www.youtube.com/watch?v=xps0w_Yqxx8&t=54m25s you can hear something howling in the distance]].
* The Water Prison is easily one of the creepiest levels in the entire series. It's a place used by the cult to punish the orphans, and they would send them there even if they hadn't done anything wrong. Once there, they were subject to constant surveillance and random beatings, forced to [[{{Squick}} drink water with leeches in it]], and if the doors to their cells stopped working? The guards just watched as they starved to death, then quietly disposed of the corpses. It's also where you meet the Twin Victims for the first time.
* In the Subway World, there are corpses that look less like humans and more like armless penis-people with mouths. There's even one nailed to a subway seat with an open book that has "abnormality" written across its pages. Nope nope nope.
* The spiral Staircase that connects Walter's Otherworlds together can be best described as a museum of utterly terrifying modern art. Some of the [[SarcasmMode lovely]] sights include caged mannequins, two corpses bowing before an armless angel statue, baby dolls and even a ''sheep.''
* One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]]
* There's a pair of tree-roots in the Forest World that resemble human hands clawing their way out of the ground. Just in case that didn't spook you, the [[HellIsThatNoise distant cry]] of what sounds like an irate minotaur has you covered.
* At the bottom of an elevator shaft in the Building World, you can see the decayed bodies of corpses jammed in the gears.
* Also in the Building World, walled off behind bars, is some kind of shivering, convulsing, shapeless...thing in a cage hanging from the ceiling. It doesn't attack you or symbolize anything, it's just ''there.''
* In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.
* Walter's open grave can be visited in the Forest World. The coffin is empty, save for the number "11121" written in blood...and several [[GoddamnedBats Hummers.]]

[[/folder]]


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[[folder:Walter's Otherworlds]]
* [[https://www.youtube.com/watch?v=80NK479eI_k The opening cinematic]]. Holy mother of jumpscares. In short; moaning ghosts, the Twin Victim enemy running towards the camera and screeching, creepy shots of places in the game and "Room of Angel" playing. It does an excellent job of scaring the shit out of you in preparation for starting the game.
* Despite all the horrible, painful ways people can (and do) die in this series, few compare to Jasper ''laughing euphorically and screaming '' as he burns alive, glad to have finally met "the Devil", followed by ''tracing the numbers 17/21 Walter carved into his chest with a candlestick'' right before he dies. While we're at it, Richard's death by electrocution is much more terrifying, and he dies just as slowly as Jasper.
* The bloody mannequin in the restroom. "Reminds me of Cynthia." To put it into perspective, you enter a portal in the restroom to return to your apartment and return to find a creepy mannequin suddenly positioned on a toilet.
* The giant Eileen head in the hospital, with the realistic concussion eyes. The most disturbing thing about Eileen's head is the fact that you don't see it as soon as you enter the room. At first, the camera's facing Henry, and you only can hear something breathing. Then you take a step, and the camera [[JumpScare immediately cuts to Eileen's head]]. It seems to have emerged from the wall, along with cobwebs dangling where the neck should be. ''Her eyes follow you'': Even with another character in the room, they only follow Henry.
** Note how the Eileen Head has more lacerations than the real one. Makes sense if you consider Henry's guilt for not saving her. But stuff like this is an insight into ''Walter's'' psyche as much as Henry's. (Remember Walter rummaging around the innards of a female cadaver earlier?). Really makes you wonder what's going on inside his brain.
* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole other continent and Walter could pop up at any time and kill you. Paranoid yet?
* The Greedy Worms. They can be found in in the Subway, Forest and Water Prison worlds. They're unkillable, but thankfully they're also harmless, and on the occasion that you can reach them [[NightmareRetardant you can beat the crap out of them if you find that to be therapeutic]].
* Discovering Cynthia dying in the subway station, when "Room of Angel" plays in the background. The sheer visceral beating the poor woman had endured before being left to bleed out, while strange numbers were carved onto her chest, [[SignatureScene sets the tone of the story and what to expect from thereon]].
** Hearing Cynthia screaming "It's him...! HE'S COMING!!" on the PA system, while she was trying to help guide Henry to the exit. [[YouAreTooLate No matter how fast you try to reach to Cynthia, the killer has already got to her first]].
* The aftermath of Eileen's assault by Walter is just as jarring as Cynthia's death. Thankfully she survives, but it's very unsettling how Walter possesses no compunctions ''at all'' about brutalizing women.
* The hospital in general, not just the Eileen head, but almost every other patient room is pointless except to scare you. There's the room with the (harmless) descending ceiling, the room connected to a sanitarium with a body in it, a room with a big tarp of skin held up ("On closer examination, there is a chunk of meat stuck in the middle of it"), the room with the wheelchair that disappears, and the room with the broken glass cases. The fact that the layout of all 24 rooms is randomized in every playthrough doesn't help.
* During your session of game, a shady-looking man may come to your door and stare back at you through the peephole while you look through it. You eventually find out that he is none other than Walter Sullivan.
* Like the other games in the series, [=SH4=]'s full of ambient, creepy noises guaranteed to make you lose sleep.
** While heading up a fire escape in the Building World revisit, you can hear [[https://www.youtube.com/watch?v=xps0w_Yqxx8&t=5h42m27s what sounds like microphone feedback]]. It's way creepier than it should be.
** The first time you enter the Forest World, [[https://www.youtube.com/watch?v=xps0w_Yqxx8&t=54m25s you can hear something howling in the distance]].
* The Water Prison is easily one of the creepiest levels in the entire series. It's a place used by the cult to punish the orphans, and they would send them there even if they hadn't done anything wrong. Once there, they were subject to constant surveillance and random beatings, forced to [[{{Squick}} drink water with leeches in it]], and if the doors to their cells stopped working? The guards just watched as they starved to death, then quietly disposed of the corpses. It's also where you meet the Twin Victims for the first time.
* In the Subway World, there are corpses that look less like humans and more like armless penis-people with mouths. There's even one nailed to a subway seat with an open book that has "abnormality" written across its pages. Nope nope nope.
* The spiral Staircase that connects Walter's Otherworlds together can be best described as a museum of utterly terrifying modern art. Some of the [[SarcasmMode lovely]] sights include caged mannequins, two corpses bowing before an armless angel statue, baby dolls and even a ''sheep.''
* One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]]
* There's a pair of tree-roots in the Forest World that resemble human hands clawing their way out of the ground. Just in case that didn't spook you, the [[HellIsThatNoise distant cry]] of what sounds like an irate minotaur has you covered.
* At the bottom of an elevator shaft in the Building World, you can see the decayed bodies of corpses jammed in the gears.
* Also in the Building World, walled off behind bars, is some kind of shivering, convulsing, shapeless...thing in a cage hanging from the ceiling. It doesn't attack you or symbolize anything, it's just ''there.''
* In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.
* Walter's open grave can be visited in the Forest World. The coffin is empty, save for the number "11121" written in blood...and several [[GoddamnedBats Hummers.]]

[[/folder]]
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Added entries to Miscellanious.

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* In the Subway World, there are corpses that look less like humans and more like armless penis-people with mouths. There's even one nailed to a subway seat with an open book that has "abnormality" written across its pages. Nope nope nope.
* The spiral Staircase that connects Walter's Otherworlds together can be best described as a museum of utterly terrifying modern art. Some of the [[SarcasmMode lovely]] sights include caged mannequins, two corpses bowing before an armless angel statue, baby dolls and even a ''sheep.''
* One of the apartments is covered wall-to-wall with [[RoomFullOfCrazy indecipherable writing.]]
* There's a pair of tree-roots in the Forest World that resemble human hands clawing their way out of the ground. Just in case that didn't spook you, the [[HellIsThatNoise distant cry]] of what sounds like an irate minotaur has you covered.
* At the bottom of an elevator shaft in the Building World, you can see the decayed bodies of corpses jammed in the gears.
* Also in the Building World, walled off behind bars, is some kind of shivering, convulsing, shapeless...thing in a cage hanging from the ceiling. It doesn't attack you or symbolize anything, it's just ''there.''
* In the Otherworld's apartment lobby you can see a pale, androgynous corpse strung up by its breasts with a giant beaked helmet covering its head.
* Walter's open grave can be visited in the Forest World. The coffin is empty, save for the number "11121" written in blood...and several [[GoddamnedBats Hummers.]]

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Changed: 235

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* Discovering Cynthia dying in the subway station, when "Room of Angel" swells up... truly hair-raising. The static does not help.

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* Discovering Cynthia dying in the subway station, when "Room of Angel" swells up... truly hair-raising. plays in the background. The static does not help.sheer visceral beating the poor woman had endured before being left to bleed out, while strange numbers were carved onto her chest, [[SignatureScene sets the tone of the story and what to expect from thereon]].
** Hearing Cynthia screaming "It's him...! HE'S COMING!!" on the PA system, while she was trying to help guide Henry to the exit. [[YouAreTooLate No matter how fast you try to reach to Cynthia, the killer has already got to her first]].
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### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now even more bloated from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding the keys needed to leave the Prison.

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### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now [[DeadWeight even more bloated bloated]] from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding the keys needed to leave the Prison.
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** Old-Type victims are spooky and annoying, but the New-Type victims have a personal axe to grind. These are the neighbors whom Henry has met throughout his journey, each slain by Walter as part of the 21 Sacraments ritual. They resurface in the {{Remixed Level}}s as enhanced versions of Old-Types. They have unique attacks and high stamine, so you'll need to wail on them with melee attacks (or a well-placed revolver round) until they succumb long enough to pin them down with a Sword.

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** Old-Type victims are spooky and annoying, but the New-Type victims have a personal axe to grind. These are the neighbors whom Henry has met throughout his journey, each slain by Walter as part of the 21 Sacraments ritual. They resurface in the {{Remixed Level}}s as enhanced versions of Old-Types. They have unique attacks and high stamine, stamina, so you'll need to wail on them with melee attacks (or a well-placed revolver round) until they succumb long enough to pin them down with a Sword.
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* The Ghosts. [[InvincibleMinorMinion Invincible]], [[IntangibleMan intangible]] manifestations of Walter's victims that haunt his Otherworlds in several different rooms. They will attempt to shove their hands through Henry's chest and rip out his heart if he come snear.

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* The Ghosts. [[InvincibleMinorMinion Invincible]], [[IntangibleMan intangible]] manifestations of Walter's victims that haunt his Otherworlds in several different rooms. They will attempt to shove their hands through Henry's chest and rip out his heart if he come snear.gets near.
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* The giant Eileen head in the hospital, with the realistic concussion eyes. The most disturbing thing about Eileen's head is the fact that you don't see it as soon as you enter the room. At first, the camera's facing Henry, and you only can hear something breathing. Then you take a step, and the camera [[JumpScare immediately cuts to Eileen's head]]. It seems to have emerged from the wall, along with cobwebs danging where the neck should be. ''Her eyes follow you'': Even with another character in the room, they only follow Henry.

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* The giant Eileen head in the hospital, with the realistic concussion eyes. The most disturbing thing about Eileen's head is the fact that you don't see it as soon as you enter the room. At first, the camera's facing Henry, and you only can hear something breathing. Then you take a step, and the camera [[JumpScare immediately cuts to Eileen's head]]. It seems to have emerged from the wall, along with cobwebs danging dangling where the neck should be. ''Her eyes follow you'': Even with another character in the room, they only follow Henry.
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* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole oother continent and Walter could pop up at any time and kill you. Paranoid yet?

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* Some of the murders Walter committed took place outside of the country. That's right. You could be on a whole oother other continent and Walter could pop up at any time and kill you. Paranoid yet?
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* Walter's horrific body (the Conjurer) which looms over you during the boss fight with him. This is his cadaver which got sucked underground after you took the apartment keys from it (note the black feathers still atached). Now it's grown to giant size, causing the skin to peel away and become transluscent. Walter's ghost seems to have inherited all of his intelligence; this thing is just a beast which writhes in agony.

to:

* Walter's horrific body (the Conjurer) which looms over you during the boss fight with him. This is his cadaver which got sucked underground after you took the apartment keys from it (note the black feathers still atached).attached). Now it's grown to giant size, causing the skin to peel away and become transluscent. Walter's ghost seems to have inherited all of his intelligence; this thing is just a beast which writhes in agony.
Is there an issue? Send a MessageReason:
None


### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now even more bloated from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding holding to leave the Prison.

to:

### Andrew De Salvo/Victim 18 haunts the Water Prison World, his stomach now even more bloated from the water he took in while drowning. The first truly evil ghost, he sings an EarWorm to himself relating to the 21 Sacrament scriptures, like a nursery rhyme. (Go watch a speedrun or Let's Play, it's funny how gamers tend to sing along with it.) He floats around and barrel rolls towards Henry. This is the only Ghost you you ''have'' to pin down, as Andrew is still holding holding the keys needed to leave the Prison.

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