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    Heather Mason 

Voiced by: Heather Morris (original), Amanda Winn-Lee (HD)
Is this a dream? It's gotta be... not even a kid could believe in this... but when am I gonna wake up?

The main protagonist, a spunky 17-year-old girl whose shopping day takes a turn for the horrendous when her town is influenced by the Otherworld of Silent Hill. As it turns out, the Order has a great interest in her that even she isn't quite aware of, and they've finally caught up with her after years of hiding with her father in secrecy.

Her real name is Cheryl Mason, the daughter of former protagonist Harry Mason from the first game, and the reincarnated form of the Order's sacrificial maiden Alessa Gillespie.

  • Action Girl: The first female protagonist of the series with a game all to herself. It’s implied she doesn’t have much experience in combat, being a comparatively normal teenaged girl, but she isn’t afraid to fight for her life against various monsters while traveling around Silent Hill with a bloody trail following her.
  • Amnesiac Dissonance: Heather finds out through Harry's memoirs that she is Alessa reincarnated, but unlike Alessa, Heather chooses to keep on living rather than give into her other self's desire to just end it all.
  • Anger Born of Worry: Upon seeing Douglas with an injured leg, she questions why he had to go out of his way to sacrifice himself and asks what would happen to her if he dies.
  • The Anti-Nihilist: Heather has no illusions about the horrors that she has experienced in both her past lifetimes. Nonetheless, she chooses life.
    Heather: (to Claudia) Suffering is a fact of life. Either you learn to deal with that, or you go under.
  • Apocalypse Maiden: She's the reincarnation of Alessa, the young girl sacrificed by the Order to usher in their demented vision of Paradise, now carrying the seed of what will become their evil god. She only avoids this trope when she takes the Aglaophotis.
  • Badass Adorable: Is a very cute and kind-hearted teenager who takes down the horrors of Silent Hill all on her own.
  • Berserk Button: The quickest way to get on Heather's bad side is to talk badly of her father or harm him. Claudia exploits this by killing him, in order to have Heather build as much malice and hatred in her heart, and cause the God growing inside of her to be born.
  • Break the Cutie: She's a sweet and spunky teen who's unfortunately dragged into the world of Silent Hill due to her past as Alessa and of course, Harry's death.
  • Buffy Speak: Sometimes. It's more evident when she's examining items around her in gameplay.
    Heather: And what's this? Something strange in a cage-y box thing.
  • Character Development: Grows from terrified of her situation and distrusting of Douglas but gradually warms up to him, becomes braver and ends up standing her ground against God himself.
  • Daddy's Girl: Loves her father to death, and after learning that he was murdered by Claudia, she sets out on a Roaring Rampage of Revenge just for him.
  • Deadpan Snarker: She starts out mocking Douglas when most would be intimidated by his "gruff detective act," but when things start going to hell, this aspect of her personality diminishes a bit, since she's (with good reason) scared out of her wits. As time goes on and she starts accepting the madness around her, she starts up again, in particular snarking directly to the face of God herself. This is why the fans love her.
  • Establishing Character Moment: In the introductory mall scene, Heather has a loving chat with her father on a payphone before Douglas approaches her. While she is uncomfortable with him questioning her, she remains unimpressed and snarky.
  • Eye Beam: HEATHER (HEZAA) BEAM!!
    • And the upgraded version: Sexy Beam!
  • Family Theme Naming: Heather Mason and her father Harry Mason.
  • Fanservice: Not on the game itself, but on the game's original soundtrack album cover. She's pictured wearing her trademark white sleeveless vest, but without the orange shirt she usually wears under it, thereby exposing her cleavage.
  • Fetus Terrible: The reason Heather keeps doubling over in pain? She's still carrying the God Dahlia put into Alessa, feeding it with her hatred...and it wants out. If you shoot Claudia instead of spewing it out with the Aglaophotis, it does break out, killing Heather in the process.
  • Good Wears White: She wears a white vest and she's the heroine of the story, which contrasts her to Claduia's all-black garb.
  • Guest Fighter: She joined the list of survivors in Dead by Daylight in 2020 under her real name, Cheryl Mason.
  • Hair of Gold, Heart of Gold: Played with. She's a blonde and a good person (if a bit snarky), but the good ending strongly implies that she bleaches her hair—which makes sense, since both Alessa and the original Cheryl had black hair.
  • Heroic BSoD: After Harry, her father, is murdered. She eventually snaps out of it.
  • Hope Spot: After going through levels and levels of undiluted hell, she finally makes it back home to her father. And she arrived too late, as he's dead in the living room.
  • I'll Kill You!: She states this to Claudia about the death of her father
    Heather: I'll...GET YOU FOR THIS! (original)
    Heather: I'll kill you, you bitch! (HD Remake)
  • In-Universe Catharsis: After beating the Final Boss, she repeatedly kicks them down and then breaks down and cries over the death of her father.
  • It's Personal: The reason she goes to Silent Hill is due to Claudia killing her father, Harry.
  • Jerk with a Heart of Gold: Moody and sarcastic like you'd expect a teenage girl to be, but she has an unwavering set of morals and a strong sense of justice. She can also be friendly to people she likes and trusts.
  • Magical Girl: Unlockable secret for New Game Plus. Required if you want to get this game's UFO ending.
  • Meaningful Rename: In the Normal ending, she decides to go by "Cheryl" as a way to move on from her father's death and live a happy life.
  • Mirror Boss: Memory of Alessa.
  • Mood Whiplash: The normal ending.
    Douglas: Is it over?
    Heather: Not yet... (holds up her knife, points it at him, and starts walking toward him menacingly) You're still alive... Boo! Just a joke.
    • It's even worse if you know what the 'bad/possessed' ending entails.
  • Mystical Pregnancy: She's got the fetus of the Silent Hill cult's god inside her, though she doesn't know it.
  • Not So Stoic: Despite her plucky and snarky attitude, she falls apart the instant she finds the dead body of her dad. She breaks down again after defeating the Final Boss.
  • Oh, Crap!: Briefly has this look when Vincent states his infamous "They look like monsters to you?" line.
    Heather: (steps back, hand over mouth) Oh no...
  • Older than They Look: She was first born 31 years ago. She lived 7 years as Alessa, then split into two beings (Cheryl and burned Alessa) with another seven years each, and finally she lives for 17 years as Heather. So she's 24, or 17... or 31.
    • In a way, subverted. Despite what Claudia and the crazy man on the phone tell you, Heather's current body and personality are clearly only 17 years old. In other words, she's more Harry's Cheryl than Claudia's Alessa.
  • Plucky Girl: Unlike previous (and future) protagonists, Heather is unruffled by attempts to scare her, which might explain her popularity.
  • Pregnant Badass: Though she doesn't realize it at first, and doesn't look like it.
  • Reincarnation: The combined reincarnation of both Alessa Gillespie and Cheryl Mason, who themselves were two halves of the same soul.
  • Roaring Rampage of Revenge: Due to her father, Harry Mason's death.
  • Seen It All: She eventually becomes fairly used to all the horrific things going on around her.
  • Sleeves Are for Wimps: An Action Girl who wears an orange sleeveless shirt under her white vest.
  • Smoking Is Not Cool: Interacting with a pack of cigarettes lying on a table with have her say, "No more smoking. I quit for good."
  • Spin-Offspring: She's the daughter of Harry Mason, the protagonist from the first Silent Hill game.
  • Sticky Fingers: Played realistically, when debating taking money:
    Heather: I mean, I'm no thief... I might act like one now and then, though.
  • Tarot Motifs: Officially represented by The Fool in-game and through the Book of Lost Memories, the arcana representing infinite potential and self-discovery through adversity, fitting with Heather as the protagonist.
  • Tsundere: She has a rough exterior at first, coldly telling Douglas off when he approaches her for example, but she eventually warms up to him.
  • Walking Spoiler: To a point, considering it's revealed that she is Cheryl Mason, the little girl that Harry was looking for in Silent Hill, now in her teens.
  • What the Hell, Hero?: Vincent chews her out in the library as he describes her enjoying killing the enemies she comes across. When she asks if he is talking about the monsters, he follows it up by asking if they looked like monsters to her, but then follows it up that he was only joking.
  • You Killed My Father: Becomes her motivation after Claudia had her father, Harry Mason, murdered.
  • Youthful Freckles: Has these on her face and shoulders as well, to emphasize the fact that she's a kind-hearted youth thrown into a horrible situation over the course of the game.

    Douglas Cartland 

Voiced by: Richard Grosse (original), Kirk Thornton (HD)
That's fine. Nobody's gonna cry over my grave anyway.

A Private Detective hired by Claudia to bring Heather back to Silent Hill. After scaring her off and showing he's also seeing the monsters, he sympathizes with her and takes her side instead, helping her against the Order.

  • Cool Old Guy: It takes a while for him to open up to Heather and actually get some words in, but he's ultimately a nice guy who earnestly wants to help.
  • Deadpan Snarker: To a certain extent. Especially prominent when he confronts Claudia.
  • Didn't See That Coming: He thought finding Heather would be a typical missing persons case, until he saw Harry's corpse.
  • Fan Disservice: On Extra New Game, after putting in the Konami code at the main menu, Douglas will run around in his Goofy Print Underwear for the entire game. (Obviously, the trenchcoat stays on.)
  • The Ghost: He's mentioned in a memo in Silent Hill: Homecoming, having exposed the Order's practices through an article found in one of their torture rooms.
  • Guttural Growler: Adding to his "grizzled detective" look, he has a noticeably hoarse voice. He later mentions that he smokes.
  • Hero of Another Story:
    • Prior to the events of the game, he went to Silent Hill on a missing persons case. He doesn't go into detail about what happened, but apparently the town makes him really uncomfortable.
    • Apparently had his own little Silent Hill adventure while Heather was having hers, culminating in confronting Claudia on his lonesome and getting his leg broken. His contribution to Heather's story, meanwhile, basically consists of being an Unwitting Instigator of Doom, giving her a ride to Silent Hill, and providing some much-needed moral support.
    • According to a note in Silent Hill: Homecoming, he released an article exposing the Order and their practices.
  • Killed Off for Real: In the "Possessed" ending.
  • Knight in Sour Armor: Douglas mentions to Heather at one point that he always wanted to be Superman when he was younger, which is likely the reason he joined law enforcement. Somewhere down the line, his son was shot during a bank robbery and Douglas himself was forced to shoot someone (which may or may not be the same event), rendering him bitter and sarcastic to everything around him. Despite this, he still volunteers to help Heather in the end and knows when he's doing the right thing.
  • Mundane Solution: Of all the supernatural ways Claudia could've tried to hunt down Heather and Harry, it's hiring an ordinary private detective that does the trick in the end.
  • Must Make Amends: After realizing how his investigations led to Harry's death, he decides to do all he can to help Heather.
  • My God, What Have I Done?: After the Missionary fight, Heather returns to the apartment to find him clearly distraught over Harry's death, and he risks his life getting involved with Silent Hill again to make up for indirectly causing it.
  • My Greatest Failure: The death of his son still haunts him to this day.
  • Naked People Are Funny: See Fan Disservice.
  • Outliving One's Offspring: His son was shot robbing a bank in an effort to relieve the Cartlands' financial troubles. Douglas blames himself for being a "penniless good-for-nothing".
  • Parental Substitute: Implied to have become Heather's in the normal ending.
  • Private Detective: Hired by Claudia to take Heather to Silent Hill, under the false pretense that she's been taken away from the town by a man claiming to be her father.
  • Tarot Motifs: The Hanged Man, representing sacrifice for enlightenment and the juxtaposition between heaven and earth. Much like how the card entails that doing something good won't make you be appreciated immediately, it's only when Douglas does start working with Heather that he finds a better place to act from and be a better person.
  • Unwitting Instigator of Doom: Just by doing his job, he leads Claudia right to Heather and Harry's doorstep, leading to Harry's death. To his credit, he does his best to make up for it.

    Claudia Wolf 

Voiced by: Donna Burke (original), Laura Bailey (HD)
They've come to witness the Beginning. The rebirth of Paradise, despoiled by mankind.

A high-ranking member of the Order within the Valtiel Sect. The main antagonist, Claudia seeks to bring forth the Order's god through Heather and fulfill the Order's goal of ushering Paradise.

  • Alas, Poor Villain: After her admittance that she'll end up paying the consequences for killing Harry, it may be a little sad to see her killed by the very God that she was trying to summon to bring about Paradise for all. Even Heather looks shocked at the admittance.
  • Anti-Villain: A definitive Well-Intentioned Anti-Villain. She genuinely believes that she is leading humanity into Paradise with her actions throughout the game. When Heather calls her out for this late in the game, she claims I Did What I Had to Do and follows it up with that she doesn't deserve entry into Paradise herself after what she's done to Heather, with Heather noticeably taken aback.
  • Barefoot Loon: She is perpetually barefoot, just like Dahlia Gillespie (it is probably a common practice in the Order), and is a really unhinged religious fanatic.
  • Big Bad: Of Silent Hill 3. She's the one who wants the birth of the God, and does what she can to make it happen.
  • The Dog Bites Back: Finally has enough of Vincent and stabs him multiple times. She leaves the dagger embedded in him as he tumbles over.
  • Empty Piles of Clothing: After swallowing up the fetus and being suddenly taken away by Valtiel.
  • Evil Former Friend: She was Alessa Gillespie's childhood friend, and is well aware of her reincarnation as Cheryl/Heather. In truth, she actually wants to avert this trope by convincing Alessa to join her in bringing forth Paradise, but not only does Heather refuse, Alessa herself wants nothing to do with the idea, forcing Claudia's hand in the process.
  • Evil Brit: Which is strange, since Silent Hill is in America and her own father has an American accent.
  • Freudian Excuse: Her father Leonard was abusive to her both physically and psychologically, essentially hammering the Order's scriptures into her from day one to the point she became hopelessly devoted to them. Leonard's abuse was so big that even Vincent is sympathetic towards her in this regard.
    Vincent: The memory of [your father's] cruelty is... forever burned into my mind.
  • Good Colors, Evil Colors: Claudia wears a flowing black dress while Heather has a white vest.
  • Insane Troll Logic: Due in part to the Order's own beliefs, but Claudia honestly thinks that letting the god be born out of a large amount of hatred and bile will somehow make it compassionate. This leads to...
  • Hypocrite: She sincerely believes filling someone with hatred and pain will result in the birth of a benevolent and understanding God, seemingly forgetting that her father did the exact same thing to her and only made her hate him. She's also convinced that her father's vision of Paradise is wrong for being exclusive to believers, only to threaten Vincent by mentioning he's going to hell for mocking God.
  • Moral Myopia: Her having a monster kill Harry Mason? All part of a plan to bring about paradise. Hearing how Heather killed her father? She gets pissed.
  • No Body Left Behind: All that remains of her after the God's birth is her dress.
  • No Brows: She doesn't have eyebrows.
  • No Place for Me There: Evil? Yes. Remorseful? Also yes. Deluded enough to think that no matter what she does, she'll get Paradise? No.
  • Psychopathic Womanchild: As noted by Vincent, her belief that God will usher in a Paradise for all humanity is likely her just desperately seeking love due to her miserable childhood that her father put her through, and her belief that a loving god can be born out of hatred is a ridiculously naïve idea. And the murder of Harry that she orchestrated comes across as petulant, seeing how she admitted that it was at least in part done out of revenge.
  • Red Right Hand: Claudia purposely lacks eyebrows to give her an unsettling appearance.
  • Strike Me Down with All of Your Hatred!: She says this to Heather several times. She wants the God in Heather's body to feed off of Heather's hatred. And if you have Heather shoot Claudia near the end of the game, the God bursts free of Heather, killing her.
  • Tarot Motifs: The High Priestess, symbolizing intuition, divine knowledge and the sacred feminine. Claudia is a high-ranking member of the Order (a high priestess herself, in fact) following her own desires, fervently thinking that she's ushering in Paradise through her actions despite how unethical and horrible they are in reality. Which, in turn, invokes the card's effect reversed, signifying disconnect from intuition and secrecy, as she acts completely outside of Alessa's will and even against it, only leading herself to an early demise.
  • Well-Intentioned Extremist: She admits that she will be unworthy to be part of Paradise due to her actions, but is resolute in her determination to do whatever is necessary to create it.
  • Witch with a Capital "B": Heather calls her a "self-righteous witch" in the cathedral.

    Vincent Smith 

Voiced by: Clifford Rippel (original), Yuri Lowenthal (HD)
Heather... that's what you're called now, isn't it?

A mysterious man who seems to have connections with Claudia and the Order, following Heather around and either teasing her or offering cryptic advice.

  • All There in the Manual: His last name is only given in the novelization.
  • Asshole Victim: Heather hardly sounds upset when Claudia murders him in front of her. Probably has to do with Vincent's untrustworthy and sneering disposition towards Heather every time the two spoke, along with being comfortable with the idea of using a scared teenager to kill God as opposed to doing it himself, which Heather calls him out on.
    • Though if you examine his body afterward, Heather admits that even though she hated him, she didn't want him to die.
  • Con Man: Helped rebuild the Order to make money off of its adherents, extorting and scamming them out of their money.
  • Deadpan Snarker: He's very sarcastic and makes a couple of small snarks at Heather and Claudia here and there between antagonizing them.
  • Defector from Decadence: Assuming he was even in the decadence to begin with (it's implied he only joined the Order to skim money off the top).
  • Enemy Mine: He's a conniving, selfish man, but ultimately he takes Heather's side because he prefers to have her win rather than tolerate any of Claudia's lunacy.
  • Enigmatic Minion: Though it's not clear if he answers to anyone, he's certainly aligned with the Order to a degree and his true intentions aren't made explicit in-game.
  • Everyone Has Standards:
  • Faux Affably Evil: While he's not a direct antagonist to Heather, he's certainly not a friendly ally. He strikes up conversations with her that tends to exhibit his Smug Snake and Jerkass attitude, and makes a very tasteless joke about the monsters she had been killing (unless it wasn't a joke, but there's evidence for and against it).
  • Four Eyes, Zero Soul: And for added creepiness, closer inspection reveals he has a lazy eye, so he's never looking straight at Heather.
  • Good All Along: Sort of. While he's manipulative and comes off as very selfish and self-serving, and he's clearly done some bad things (including joining the Order just so he could skim money from it), he's actually on Heather's side and trying to stop Claudia from resurrecting God. If he had any ulterior goals beyond that, they're not realized, as he's stabbed to death by Claudia.
  • Hiding Behind Religion/Sinister Minister: More of a con artist than a priest. He reorganized the Order and built a new chapel under his ministry to spend the collections on himself. His belief in the Order's mythos is surface-level at best, overtaken by his greed and by his fascination with how the cult harnesses the town's power.
  • In the Back: He gets stabbed in the back by Claudia near the end of the story. It doesn't quite kill him, but it's a bad wound, and Claudia finishes him off soon after.
  • Jerkass: Vincent is best described as a condescending and self-serving snake who enjoys seeing Heather struggle throughout her nightmarish experiences a little too much. Even though he and Heather are working together to stop Claudia, he does not hesitate in being rude and inconsiderate to her. Not that she doesn't return the favor.
  • "Just Joking" Justification: His reasoning for giving Heather his infamous line.
    (as Heather is dealing with the rammifications of said line) "Don't worry, it was just a joke."
  • Kick the Dog: While Claudia is by no means a good person, it still seemed rather cruel to tell her to go to Hell after she admitted to being undeserving of Paradise for what she did to Heather.
  • Lack of Empathy: He seems to get off on the hardship of others.
  • Large Ham: A dry example, although he does tend to chew the scenery when he raises his voice. Not to mention his body language.
  • Manipulative Bastard: Until the end of the story, it's clear he's manipulating both Heather and Claudia, but his actual goal isn't apparent until near the end.
  • Milking the Giant Cow: He's very expressive with his hands when speaking to others.
  • Nominal Hero: He aids Heather in stopping Claudia and preventing the birth of God, but it is in his own self-interest rather than out of genuine heroism.
  • Non-Action Guy: Although he helps Heather in forming plans and exchanging useful information, he doesn't want to dirty his own hands and leaves the fighting to her. This costs him when they eventually confront Claudia.
  • Perma-Stubble: It helps him look more disreputable.
  • Pet the Dog: When the topic of Claudia's abusive father comes up, Vincent becomes uncharacteristically sympathetic towards her.
  • Pragmatic Villainy: Sure, he exploits his own cult for money and is one of the most questionable guys you'll ever meet, but it's not like he wants to destroy the world or anything. That would get in the way of money.
  • Sissy Villain: Vincent has a bit of this (e.g. criticizing Claudia's "atrocious scenery" in the church), though nothing over-the-top.
  • Slasher Smile: He's prone to make wide, knowing grins at Heather in conversation. Although this doesn't make him menacing, it does make him look conceited.
  • Slimeball: To a T. He cons members of the Order, and gives Heather mixed signals about his agenda. He also quite possibly gaslights her into thinking she's been killing humans all along and has just been hallucinating them as monsters.
  • Smug Snake: Nearly every other line he gives is dripping with contempt and smugness, right up to his death. Amusingly enough, he calls out Heather for the latter, although he's not exactly wrong.
  • Suspiciously Similar Substitute: Of Dr. Kaufmann, another stooge of The Order with a materialistic streak who sides with the main character to stop their evil plan for selfish reasons and is killed when The Dog Bites Back.
  • Tarot Motifs: The Moon, which represents illusion and fear, things being not quite what they seem, which is perfect for someone like Vincent who repeatedly keeps the truth to himself and strings others along by having all the answers yet hiding them away. This also applies for his position in the Order, playing devout when he's scamming them big time.
  • Toothy Issue: His are discolored and rotted.
  • Troll: CONSTANTLY. Even in the Otherworld, he doesn't think twice about making light of a serious situation and stringing Heather along for his own enjoyment. Even his most famous line (see below) can be assumed to be part of this trope... maybe.
  • The Unsmile: Vincent cannot seem to express a smile that doesn't make him look like he's sneering at others.
  • Waistcoat of Style: He's always wearing a nice vest.
  • Wham Line: Arguably one of, if not THE biggest example of this in all of Silent Hill, especially since it perfectly encapsulates not only Vincent's character, but also the ambiguity of the Otherworld's existence, functioning and, in a fantastic way, even the nature of the series as a whole. Regardless, when he chastises Heather on how she gleefully kills and slaughters her way to revenge, and Heather asks if he's talking about the monsters...
    "Monsters? (gasps before grinning) They looked like monsters to you?"

    Leonard Wolf 

Voiced by: Matt Lagan (original)

"Death to all who turn their backs on God!"

A member of the Order and Claudia's abusive father. His religious fanaticism eventually rendered him completely insane even by the Order's standards and they had him committed to Brookhaven Hospital, with Heather going after him in order to acquire the Seal of Metatron... Except Leonard might be a little more than just insane.

  • Abusive Parents: He was abusive to his daughter Claudia. This is one of the major reasons for why Claudia went off the deep end.
  • Ambiguously Human: Much like the other Order-related monsters, it's unclear just how much of Leonard's current state is due to Silent Hill's influence, or even if his monstrous form is just how Heather perceives him.
  • Arc Villain: For Brookhaven Hospital, as the person Heather needs to get the Seal of Metatron from.
  • Boss Room: The flooded basement of the Otherworld Brookhaven Hospital.
  • Dead All Along: He's heavily implied to be this. Since he seems to have lost his human form, it's possible that what Heather meets was his ghost, leaving him Deader than Dead post-battle.
  • Large Ham: Wouldn't exactly fit the "religious nutcase" image if he was subtle. Although the comedic elements are severely downplayed due to just how much of an actual monster this man is. In more ways that one.
  • Not Even Human: When Heather encounters Leonard, he's actually some kind of aquatic creature rather than a human being. Maybe. Leonard's daughter is human and no one ever makes note of his appearance. He could very well be human, and Heather may simply be seeing Through the Eyes of Madness. Or, he might have been human once, but no longer. He might even be a creation of the town, the way Maria was in the previous game. It's never really explained. All of the exact same points can be applied to The Missionary, Claudia's minion, that Heather fights earlier, so whatever is going on isn't just unique to Leonard.



A creature worshipped by the Order, with an entire sect dedicated to it alone. He often appears throughout the story as an important yet unsettling presence, heralding the arrival of the Order's deity and ensuring it's preservation should Heather die.

  • Ambiguously Evil: While he's definitely associated with the Order, he seems distant from their methods and goals, and his only loyalty is to the God itself, not the Order. He never attacks anyone, including Heather (who's following her father's footsteps and trying to destroy the God). Occasionally, he can even be seen during the Game Over screen, gently carrying Heather's body to safety.
  • Angelic Abomination: Appears to be the closest thing to a physical angel in Silent Hill, on account of its association with the God and Metatron, but has an utterly monstrous appearance. Valtiel is humanoid in appearance, but his head vibrates and twitches rapidly, obscuring his facial features; although there aren't many features to behold, as his face is blank and leathery, with a series of crude stitches where his mouth should be.
  • The Blank: Its face is deformed and stitched shut, with its features unable to be seen clearly.
  • Cold-Blooded Torture: Often seen doing this to other monsters in the Otherworld, such as repeatedly hanging a Nurse over a grating hole in the Otherworld that hangs over a complete void. In fact, Nurses seem to be his favorite target for torture, and it's implied he's also the eternal tormentor of Lisa Garland.
  • Demonic Head Shake: Valtiel's head is constantly twitching erratically, no matter what he's doing.
  • The Dragon: Not to Claudia, but to the Order's God itself, as evidenced by his name.
  • Game-Over Man: Dying in certain places will result in a short cutscene where Valtiel drags Heather's body offscreen.
  • The Last of These Is Not Like the Others: He's one of the few entities of the series that doesn't seem to be tied to someone's psyche specifically, mostly just doing what must be done to ensure the arrival of the God creature, hinting that he's one of the few creatures to be tied directly to the influence of Silent Hill itself.
  • Meaningful Background Event: He'll be often seen in the background during Otherworld sections doing something cryptic and disturbing. Most notably, the Chapel has a lot of appearances from him, including the now famous scene of Valtiel turning a large crank under two hanging pairs of legs under drapes, which Heather can see at the end of a blocked hallway.
  • Meaningful Name: As analyzed by Roahm Mythril, Valtiel's name comes from both "valet" and the typical "-iel" suffix in angel names. Thus, Valtiel is, in name and actions, the attendant of God.
  • Non-Malicious Monster: Despite being creepy, Valtiel never actually harms you. He is seen attacking other monsters (as if to ensure Heather's safety) and goes out of his way to resurrect Heather if she is to die, though this is probably due to the fact that she is carrying the God in her. On the other hand in Silent Hill 4 it is revealed that its consciousness and influence was introduced into Walter Sullivan as a boy and guided/drove him to carry out the 21 Sacraments.
  • Our Angels Are Different: As the "attendant of God", he serves the closest position to an angel within Silent Hill. He even has the Seal of Metatron branded on his shoulders.
  • Rule of Symbolism: There is plenty to unpack with Valtiel, from his design to his actions throughout the game, most of which is still to be properly deciphered even now. It's well known, however, that the famous scene where he turns a large wheel under two hanging pairs of legs is meant to represent the duality of Cheryl and Alessa as one entity, doing all the hard word required to usher in his superior's arrival.
  • Tarot Motifs: Despite being a monster, he's assigned the Magician in the Book of Lost Memories, the Arcana representing mysticism, beginnings and wisdom, while also representing destruction and fraud when inverted, referencing the two opposing viewpoints in regards to "God" and the Order.
  • Undying Loyalty: To the Order's God.
  • The Unfought: At no point in the story does Valtiel make any attempt to harm Heather, and considering how Valtiel appears in areas she is not able to reach, the player is not able to harm him either.
  • What Happened to the Mouse?: Disappears after snatching Claudia upon her having eaten the fetus of God to birth it in Heather's place, and then to awaken God for Heather to battle as the final boss, and never makes another appearance afterwards. Perhaps Valtiel had realized that his role had ended, and thus he had no other purpose but to take his leave.


An enormous humanoid monster with large club-like arms, the first monster killed by Heather in the Otherworld.

  • Creepily Long Arms: The most prominent feature on the Closer are its long arms that end in huge, meaty clubs.
  • Demonic Head Shake: Its head is perpetually having violent spasms that throw it around everywhere.
  • Elite Mook: Despite being introduced so early, they're very much a threat in confined spaces and can deal a lot of damage in a small amount of time.
  • Facial Horror: The Closer's head is an elongated fleshy mass that abruptly ends in nothing but a huge pair of lips that constantly spin and gyrate, making a wet sound in the process.
  • I'm a Humanitarian: Introduced eating a human corpse within a store.
  • Lean and Mean: Closers are towering figures, easily two heads taller than Heather.
  • Meaningful Name: It's often seen in tight hallways blocking the way, so it closes Heather's passage.
  • Rule of Symbolism: The Closer and Slurper seem to call the original game’s Rompers to mind, in that they reference Alessa’s fear of adults. The Closer in particular seems to be wearing high heels and a skirt, likely stemming from memories of Dahlia.
    • The dress-like design and the heavy arms also bring to mind mall shoppers, especially since the creature is first seen at the Central Square Shopping Center where Heather went precisely to do shopping that day. Essentially, they're faceless masses with heavy shopping bags actually fused into their arms, forced to carry the burden around constantly. This, in turn, also invokes the possibility of Greed being a factor in their composition, since the first is found at a women's clothing shop feeding off a female corpse, possibily referencing how "greed feeds on shoppers".
    • They might also represent femininity in a way, with the dress also being similar to what Alessa wore in life, the slit-like mouth resembling a labia and the blade-like appendages that can emerge from their club-like arms being reminiscent of penetration.

    Numb Body

A weak, half-formed monster that hobbles around on two legs, shifting the weight of its protuberant back around, seen mostly during the first half of the game.

  • Armless Biped: The Numb Body resembles nothing so much as a blob on legs with a black hole at the front.
  • The Cameo: They're enemies in The Arcade during the Central Square Mall sequence, and aren't seen again afterwards.
  • Chuck Cunningham Syndrome: Once Heather realizes the truth of who she is, Numb Bodies stop appearing.
  • Fetus Terrible: The Numb Body’s veiny, raw appearance is likely a symbol of the God growing within Heather.
  • Giant Mook: As you progress through the game, Numb Bodies start appearing in larger sizes. Not that this makes them more threatening.
  • The Goomba: Although it’s the second monster you meet, it’s the first you’re able to fight in-game (as Heather kills the first Closer in a cutscene). Their weakness leaves them aptly described as the whipping boys of the game.
  • Hollywood Acid: The Arcade gives them the ability to spew out a ball of green, gaseous acid at the player.
  • Rule of Symbolism: Interestingly averted by Word Of God; Masahiro Ito, creature designer for the series, only made five of the monsters for Silent Hill 3, with other creatures made to be more abstract in design and without a proper meaning to them. When asked what the Numb Bodies could represent, his response was that "they're just creatures".
    • That being said, it's not impossible to attribute meaning to them. As said above, their fetus-like design could be a nod to the God fetus inside Heather, and their growing size as the game goes on could signify its growth. Their lumbering walks might also be a nod to the burden Heather carries as Alessa, since once she finds out about it, they vanish, signifying that she's released herself of at least one burden on her back.
  • Zerg Rush: They're often fought in packs, and will pose a serious threat if there's far too many around Heather at the same time. This is also their primary strategy in The Arcade.

    Double Head

A canine creature covered in bandages and with a head split down the middle. They walk in packs and attack Heather on sight.

  • Composite Character: They're essentially a mishmash of the Groaners and the Split Head boss from the original Silent Hill, as a dog-like creature with a head that opens in the middle.
  • Go Look at the Distraction: The beef jerky item can be used to distract them and keep them away from Heather so the player can make their escape.
  • Multiple Head Case: As you can no doubt surmise, the Double Head’s noggin is split in two right down the middle.
  • Recurring Element: A canine monstrosity in a Silent Hill game that usually represents someone's fear of dogs. In this case, the Double Head is not only a reference to enemies from the first game that represented this, they do add to 3's theme of duality.
  • Rule of Symbolism: Once again they represent Alessa Gillespie's dislike of dogs, but the divided heads bring to mind the theme of duality and division, likely in reference to Heather's own double nature as Alessa and how she's distanced herself from it. The bandages on it also bring to mind Alessa's burned body and her treatment at the hospital.
    • The fact they're canine and have multiple heads also brings to mind a Cerberus, the guardian dog of Hell, and they're encountered not long before the first Otherworld transition.
  • Suspiciously Similar Substitute: Very similar to the first game’s Groaners. Quite fitting, considering that Alessa, who was afraid of large dogs, is still a part of Heather.


A bizarre creature made of two flipping torsos, surrounded by blades. It floats in the air without any obvious means to do so.

  • Airborne Mook: They spin in mid-air in order to move around, despite not having any obvious means to keep them flying. Hitting them enough times will also make them fall to the ground and continue their assault on "foot".
  • Body Horror: They are made of two mutilated humanoid bodies with their arms amputated below the shoulders, blades sticking out of their foreheads and their torsoes fused at the midsections.
  • Death of a Thousand Cuts: They have blades all throughout their bodies, so their primary attack method is to slash at Heather, and will deal loads of damage if fought up close.
  • Hell Is That Noise: Their cries are usually loud and high-pitched, not unlike the sound of metal scraping and grinding.
  • Meaningful Name: The heads both have blades hanging from them, so it resembles a pendulum trap upside-down.
  • Multiple Head Case: Like the Double Head, the multiple craniums on a Pendulum, especially the way they constantly rotate in a seeming struggle for dominance, perhaps represents the duality of Heather and Alessa.
  • Rule of Symbolism: Like the Numb Bodies, they were conceived without symbolism in mind for their designs, so they technically avert this. Still, they are two torsos and heads fused together, so they do bring the theme of duality to mind, once again in reference to Heather and Alessa being one and the same.
    • One interpretation gives them a niche similar to the Missionary and the Scrapers as enforcers of the Order: If the former demonstrates the toll on people thanks to the forces of Silent Hill, then the Pendulum shows just how far that can go to being so far removed from humanity.
  • Spin Attack: Their main form of harm towards Heather, spinning themselves vertically at her like a spinning sawblade.

    Split Worm

The first boss, a suspicious-looking worm creature fought at the end of the Otherworld Central Square Shopping Mall. Heather must kill it in order to end the living nightmare she's trapped in at the beginning.

It also appears as a boss in The Arcade during the Toluca Prison section, fought in the middle of Toluca Lake during a trip to the Otherworld.

  • Boss Room: The Otherworld Mall's basement right under the main lobby, which doesn't exist in the Fog World.
  • Call-Back: It's a direct homage to the Split Head from the first game, especially since it's also the first boss of its game.
  • Does This Remind You of Anything?: Never has a monster in this series looked as phallic as this, resembling either an actual phallus or a sperm cell.
  • Giant Space Flea from Nowhere: It shows up with no fanfarre and no build-up in The Arcade during the Toluca Prison area, except this time fought in an aquatic environment as the prison courtyard shifts to an Otherworld version of Toluca Lake's surface.
  • King Mook: In The Arcade, where it spits out Tremer enemies from Silent Hill 4: The Room, implying they're its infants.
  • Luckily, My Shield Will Protect Me: Its head is covered by a protective layer of thick skin, periodically shielding it from damage. It will only ever get hurt by Heater's attacks when it's open and revealing the creature's head.
  • Nested Mouths: Split Worm has a second mouth with very pronounced teeth inside the outer layer of its head.
  • Rule of Symbolism: Again, it's very phallic-looking, resembling a shaft or a sperm, referencing the idea of sex and Heather's apparent fear of it, especially due to how the Split Worm tends to go in and out of "holes" on the arena.
    • Alternatively, it could also be a horrifying depiction of childbirth, with the "outer shell" covering the head representing the vagina and the head being like an infant about to be born, all of which take a monstrous appearance here because of the actual monster Heather is carrying in her womb.
  • Suspiciously Similar Substitute: Like Split Head in the first game, Split Worm is a creature with a horizontally-separating head that serves as the first boss.
  • Warm-Up Boss: Despite resembling a train-sized worm monster, it doesn't have a lot of things going for it and it goes down after a few rounds from a handgun.
  • Whack-a-Monster: It slides in and out of giant doors across the Otherworld Mall's lobby to try and catch Heather off guard.

    Insane Cancer

A bloated monstrosity that’s hard to kill and hits like a bowling ball. First spotted in the Hazel Street Station after acquiring the shotgun.

  • An Odd Place to Sleep: Sometimes Heather will find them resting on the ground, alive but asleep. While players who can afford it have the choice to just take a preemptive strike and keep going until it dies, players lacking in supplies might want to walk slowly around them to prevent them from waking up.
  • Body Horror: It definitely lives up to its name, resembling nothing but a bloated, cancerous tumor with limbs.
  • The Cameo: In The Arcade, where they're common enemies fought especially often at the Toluca Prison.
  • Elite Mook: High HP, deals a lot of damage and can be surprisingly quick despite its girth. If you're not careful, these monsters will destroy you in a few hits. Thankfully, it's not seen as often as other monsters.
  • Healing Factor: Don’t be fooled when you knock down an Insane Cancer; it’s not done. While downed, Insane Cancers will actually regenerate health until you manage to finish them off.
  • Inflating Body Gag: Played for horror and uncanniness, but a good way to tell that you've actually killed one is to see if its body deflates after it falls, because they will do that once they die.
  • Kevlard: Its girth likely contributes to its sheer tankiness.
  • Lightning Bruiser: It's surprisingly fast for a creature that moves around like a fat man wearing heels. Adding this to it's sky high health, tanking several shotgun blasts, it makes it for a really dangerous foe.
  • Resting Recovery: Don't be fooled if they fall down or seem to be sleeping, because doing this lets them recover enough health to continue being a major headache as soon as they do get up.
  • Rule of Symbolism: The Book of Lost Memories refers to them as "a cancer running wild" and, as such, they represent corruption and decay as literal giant tumors with arms and legs;
    • They can represent the corruption of Silent Hill itself, a town long since cast into hell by Alessa's death and the Order's practices, like an evil cancer that killed the town and spreads outside of it into the world.
    • Alternatively they can represent Alessa's own self-esteem, seeing herself as the evil cancer that refuses to go away, a sentiment that she expresses in the writing left by the Memory of Alessa's defeat.


A scavenging humanoid monster that looks like a male with defined muscles and wearing only shorts, with a head that looks like a mask made of skin.

  • Does This Remind You of Anything?: Their main method of attack is to crawl at Heather, knock her down and then crawl on top of her, not to mention the fact they look like men wearing nothing but tight shorts over their muscular bodies.
  • Foreshadowing: A Slurper is first seen lying motionless under a bridge at the Underpass when Heather is on her way to get the hair dryer item, only for the monster to have vanished when she crosses the bridge again.
  • Go Look at the Distraction: They're scanvengers, so they're easily distracted by the beef jerky item.
  • Palette Swap: Slupers fought in the Otherworld are noticeably covered in blood.
  • Rule of Symbolism: Much like the Rompers in the original game, the Slurpers seem to represent Heather's (or Alessa's) apprehension towards adult men, as well as a fear of stalkers and would-be rapists. They may also be a reference to the suction aspiration method of childbirth due to their tube-like snouts and propensity to drink bodily fluids.
  • Suspiciously Similar Substitute: As a masculine humanoid monster with disturbingly sexual attacks that likely stems from Alessa’s fear of adult men, the Slurper is quite similar to the first game’s Romper.

    Monster in the Sewers

An unnamed creature found in the Underpass. Mostly unseen, it will attack Heather and kill her instantly should she attempt to cross a certain bridge, but it can't be killed through direct confrontation.

  • Combat Tentacles: All we get to see of this creature is one or two tentacles that it will use to drag Heather under the water with, and that appear when it gets electrocuted to death.
  • Five-Second Foreshadowing: Not too far from the area it's found in, Heather will find a worker's log talking about some kind of creature spotted in the sewers that presumably killed two other workers. The writer thinks it might be an alligator but also ponders that it's something else entirely.
  • One-Hit Kill: Should the player try to cross the bridge over its water hole without killing it first, the monster will wrap Heather in its tentacles and pull her under, killing her instantly.
  • Puzzle Boss: It works as a Cutscene Boss that will kill Heather instantly if she tries to cross the bridge without killing it first. The only way to do it is to find the hairdryer and use it at the plug near the water, causing Heather to throw it in so the resulting electrical discharge kills the monster.
  • Rule of Symbolism: Downplayed. Besides the note warning of its existence, there's no obvious theory explaining what it is. One interpretation is that it comes into existence after Heather reads the note warning about it, possibly making it a case of Your Mind Makes It Real, but it will appear even if the player never reads the note. Speculation also involves claiming it represents Heather's fear of the unknown, or Alessa's fear of bugs and snakes.
  • Sewer Gator: The worker's log alluding to it initially suspects it to be one of these in actuality, though they're quick to say afterwards they imagine it to be something worse.
  • Suspiciously Similar Substitute: Tentacle(s) that guard a certain area until certain requirements are met, which are invincible otherwise and attack you if you draw near? Sounds like a dead ringer for the Bloodsucker from the first game.
  • The Spook: In particular, it's this. The only real world presence it's known to have is by the account of a worker in the Underpass who said something in the waters killed two of their friends and likely got them as well, something that isn't just a Sewer Gator like they initially believe. In the game proper, we only see it in the Underpass as the end of a tentacle only briefly seen below the bridge or when it kills Heather. It doesn't even have a name or a clear answer of what it's supposed to symbolize compared to virtually every other monster.


A large monster that blocks the exit of the Otherworld Hilltop Center, standing in Heather's way. The only way to make it vanish is to find all the pages of a fairytale about a similar monster.

  • Gratuitous Latin: The fairytale's title and the spell that defeats the monster is "Tu Fui, Ego Eris", a phrase that means "As you are, I was; as I am, so you shall also be" and ties back to the similarly themed "Memento Mori" ("remember that you will die").
  • Hungry Menace: Expected given the name, the Glutton was said in a fairytale to eat the knights and their horses all up as they approached it to defeat it. Surprisingly, however, it never actually does this to Heather no matter what she does.
  • Invincible Minor Minion: While it can't hurt Heather in any way, it can't take damage either, and will remain on the first floor until Heather finds the fairytale that defeats it.
  • Meaningful Name: A "glutton" is someone or something that eats excessively. The monster in the fairytale book is a creature that eats men whole and can't be killed by conventional weaponry, alluding to the creature itself.
  • No Body Left Behind: When Heather goes back to the first floor after completing the fairytale and reading the words, the monster will have completely vanished with no indication it was ever there.
  • Nothing Is Scarier: Part of the creepy factor of the Glutton is just how inexplicable it is. It only ever appears once "standing" at the end of the Otherworld Hilltop Center, boasting one of the most abstract appearances of any monster in the series, and even though it's name and "Tu Fui, Ego Eris" give the impression of it being an aggressive and hungry monster, it doesn't do anything, and Heather can't do anything to it either. Then, just as quickly as you find the answer on how to defeat it, it vanishes without a trace.
  • NPC Roadblock: The Glutton can’t hurt you, and yet, you cannot harm it. However, it parks itself right in front of the exit, forcing Heather to search the Otherworld Hilltop Center for another way to get rid of it.
  • Our Monsters Are Weird: It's hard to describe just what the hell this thing is, appearing as a limbless body with two constantly twitching mouths, suspended in a metallic "cage" filled with spikes, red hoses and strips of flesh.
  • Rule of Symbolism: Quite a few theories exist for what this monster actually is:
    • The fairytale Heather must find talks about a creature that eats people whole and is only finally killed when a priestess recites the words "Tu Fui, Ego Eris" (see above). Heather (or Alessa) remembers that she once borrowed the book from a friend in her childhood, heavily implied to be Claudia. Either Claudia herself wrote the tale or it was her favorite, since there is clearly a message of devotion to the story, especially in how the priestess dies but is brought back to life by God, likely as a reference to Alessa's own state as the Order's messianic figure.
    • The monster could be Claudia's interpretation of Harry Mason, as a "monster" who took away Alessa and is now keeping her "trapped" the same way the monster in the fairy tale did to the village.
    • It could also add to the theme of maternity by representing a fetus, and being named a "Glutton" due to how the unborn child must consume a lot of nutrients through the umbilical cord to stay healthy.
  • Talking the Monster to Death: What Heather must do to get out of the building, by finding all the pages of a fairytale book and reading the story's words, in particular the spell "Tu Fui, Ego Eris", which will cause the monster to cry out and vanish.
  • Unique Enemy: You only encounter it blocking the exit of the Otherworld Hilltop Center. It is not a boss, but an NPC Roadblock that just comes and goes.

    Missionary and Scraper

Ambiguously Human creatures connected with the Order; the Missionary is faced as a boss after he kills Harry on Claudia’s orders, while the weaker Scraper appears later as a minor enemy in the Chapel.

  • Ambiguously Human: True to the game's Wham Line, it's hard to tell if these creatures are humans Heather is seeing as monsters due to their affiliation with Claudia and the Order, or actual monsters under the Order's sway.
  • Blade Below the Shoulder: They carry nightstick-like weapons with bladed ends that they use to hit Heather with.
  • Boss Room: Heather fights the Missionary at the rooftop of her apartment building after it killed Harry.
  • Hero Killer: Harry Mason tragically dies at the hands of the Missionary, guided by Claudia so Heather's hatred will feed the seed of god inside her.
  • Lightning Bruiser: Both enemies are fast and can hit for substantial damage. The Missionary in particular will take full advantage of the open rooftop space and run around before charging at Heather for a slash.
  • Mook: The Scrapers in particular are only seen later, patrolling the Chapel, so one can assume they serve this role for the Order.
    • King Mook: But with the Missionary also taking orders from Claudia directly, he's essentially her underling, as well as serving as a boss prelude to what the Scrapers will be later.
  • Parrying Bullets: They have quick enough reflexes to block handgun bullets. Shotgun shells and melee weapons are free game though.
  • Rule of Symbolism: The Scraper, while being a monster associated with the Order (and therefore an Order militant Heather might be seeing as a monster), could also be a lesser manifestation of the Missionary, a constant reminder towards Heather of her father's death, especially since they show up as soon as Heather leaves the recreation of her father's room in the Chapel.


A staple in the series, this time having a full head of hair and malformed faces.

  • Ambiguously Human: Much like the Order-affiliated enemies, there's a likely chance that these are actual nurses from Brookhaven mutated into these monstrosities by the town's corruptive influence.
  • Composite Character: They combine elements of the Puppet Nurses from the original and the Bubble Head Nurses from 2.
  • Eyes Always Closed: These nurses do have faces, but their eyes are never open.
  • Improvised Weapon: Like Bubble Head Nurses from 2, they use pipes as a weapon to hit Heather with. Unlike the Bubble Heads, these Nurses are also smart enough to use guns.
  • Primal Stance: Much like the first game’s Puppet Nurses, Brookhaven Nurses have a hunched, stooped posture with their head held low.
  • Rule of Symbolism: They're the remains of Alessa's memories during her time at Alchemilla Hospital for her burns, in particular referencing her personal nurse Lisa Garland.
  • Suspiciously Similar Substitute: With their posture, relatively-professional uniforms as opposed to most games’ nurses, and having actual faces, Brookhaven Nurses hearken more to the original game’s Puppet Nurses. No parasites this time, though.
  • Tamer and Chaster: Because Heather isn’t dealing with sexual frustration unlike James, the nurses in Silent Hill 3 take on a more conservative appearance, reflecting how Alessa viewed the nurses at her stay in Alchemilla Hospital.

    Memory of Alessa (SPOILERS UNMARKED) 

"It would be better for "myself" to die. After all, it's nothing to be afraid of... That child... that demon... When I think of the endless pain it will bring when it is birthed... I decided that, instead of the suffering and cruelty I endured in that sick room... That I would like to bestow a more gentle and peaceful death on "myself". Why do "I" resist? I never thought of "myself" as such a fool..."

At the climax of her journey, Alessa's presence finally makes itself physically known to Heather as she prepares to head for the Chapel through the Lakeside Amusement Park, trying to put an end to "herself" so the God fetus within Heather won't be born.

  • Boss Room: The Otherworld version of Lakeside's carousel, which is going downwards like an elevator towards the Chapel.
  • Call-Back: In the dream from earlier in the game, Heather was carrying a knife, a handgun, a steel pipe, and a submachine gun. Alessa uses one of these weapons in each phase of the fight, in this same order.
  • Climax Boss: For much of the same reasons that she's a Walking Spoiler.
  • Death Seeker: As Alessa simply wants herself to die so the God can’t be born, she faces Heather to see if she truly has the resolve to see this through to the end, as well as trying to stop what she thinks is a foolish attempt from her present self to cling to life.
  • Evil Knockoff: Looks like a zombified version of Heather with torn, rotting, diseased skin, Heather's clothes caked in blood, mud, and soot, and distinctive black hair, calling back to Alessa's dark hair, whose memories she represents.
  • Fighting from the Inside: What Alessa is essentially doing. Her manifestation is one final attempt at ending her own life so she'll deny the Order the birth of their God, by force if necessary.
  • Four Is Death: The only boss in the game with multiple phases to it, with a total of four. This is also the manifestation of Alessa that wants to end her own suffering by killing her reincarnated form.
  • I'm Melting!: Take down one of her phases and she'll melt into a bloody puddle on the ground before respawning somewhere else in the carousel.
  • Marathon Boss: The only boss fight in the game with different phases to it, four to be exact, as she'll change up her arsenal and approach against Heather to keep the player guessing.
  • Mirror Boss: Essentially, Heather is facing herself. Memory of Alessa has access to all the weapons Heather did during the opening nightmare, and changes between them with each phase of the fight.
  • Rule of Symbolism:
    • Alessa appearing as a darker manifestation of Heather could be a very abstract approach to the idea of suicide. Essentially, Heather/Alessa is contemplating ending her own life so the God fetus inside her won't be born at all, sparing the world of the Order's monstrosity, which is even stated by Alessa in the text she leaves behind after her defeat (see quote above), wanting to give herself a quick death so she'll spare herself and others the suffering that will ensue should the God come to be.
      • Related to the above, Alessa appearing as Heather could also be a testament to Heather's own willpower, especially in how she faces herself and chooses to confront whatever lies in wait at the Chapel.
    • The arena itself references Alessa's suffering and how she's been in such a state for so long, especially in how the center of the carousel has three burning figures staked to it, representing her immolation years before.
  • Walking Spoiler: Because this is the second-to-last boss in the game, and is faced after many, many important events and revelations, it’s impossible to talk about the Memory without spoiling essentially everything.

    The Final Boss (SPOILERS UNMARKED) 


After Claudia consumes the fetus expelled from Heather by the Aglaophotis, Valtiel whisks her away to an underground chamber beneath the Chapel with Heather right behind them. Down there, she faces the fruit of Claudia's haste and religious delusion: a malformed monstrosity bearing Alessa's visage, and the final enemy in Heather's way.

  • Boss Room: An underground chamber beneath the Chapel.
  • Dem Bones: Aside from its head and fleshy female torso, its spine and pelvis bones are all exposed.
  • Demiurge Archetype: She is worshipped by the Order as their deity and is the very essence of Silent Hill itself, a false world where everyone within is tormented by illusions. Despite being supposedly a god, it is killable and more of a powerful but mindless monster than anything.
  • In Name Only: Its name is simply "God" and it's supposedly a manifestation of the deity worshipped by the Order, but it's nothing more than a really powerful monster that is still perfectly able to die.
  • Light Is Not Good: By all intents and purposes, the divinity worshipped by the Order is some kind of goddess of the sun, but one whose idea of paradise is born out of human hatred and suffering. Rituals meant to invoke the goddess involve either immolation or the pain of loss, as seen with both Alessa and Heather, so a deity who supposedly represents something warm and bright acts through incredibly sadistic and delusional ways if the Order members seen are to be believed.
  • Playing with Fire: She can send out waves of fire through the floor in fixed patterns from either side.
  • Rule of Symbolism:
    • In order to face it, Heather has to jump down a hole opened by Valtiel that closely resembles vaginal lips, implying the creature is in some kind of metaphorical uterus, especially given how it's still rather incomplete-looking despite being born not long ago.
    • The monster bears Alessa's face and it looks fleshy and disgusting. Heather's mind could be the reason it looks like that, since she openly scolded Claudia for wanting a god born out of hatred, which is likely why it looks so monstrous, as she's unable to perceive sainthood in something that requires death and suffering to be born.
    • The creature could also be a creation of Claudia's, especially since it bears her friend Alessa's face much like how the Order itself idolized her as a saint. The creature could be a deformed version of Claudia's body after the fetus was born from her consuming it, which would explain the absence of Claudia's body in the arena. Alternatively, its visceral appearance could tie back to Claudia's abusive childhood and upbringing, forming into a horrible monster that she ended up becoming because of it.


    Stanley Coleman 

"Oh, how I love you, Heather."

A patient at Brookhaven Hospital who's obsessively infatuated with Heather, leaving a series of notes around the place describing his feelings for her. The problem is that it's difficult to say if he's really in there at all.

  • Alas, Poor Villain: Maybe not a villain since we don't know anything about him, but Heather, who had only ever found him disgusting, finds the sight of the torn-up doll to be a sad one.
  • Ambiguous Situation: Stanley is a complete enigma, which largely comes from the fact he's never actually seen in the flesh. He's somehow able to watch Heather's every move and leave notes all over the hospital without being seen, and he talks about events from before Heather's arrival yet somehow knows her to the point he was eagerly expecting her to arrive. Worse, the "Happy Birthday" caller in the Otherworld Hospital mentions Stanley is "underground now" and "his new name is #7", indicating he's the corpse under the "7" tarp in the Crematorium, implying he was Dead All Along even before Heather got to Silent Hill, or that he died very recently yet without any clear indication of it happening.
  • Apocalyptic Log: His diary. Reading the first entry at the Visiting Room as soon as the player enters Brookhaven triggers the other entries to appear, and they'll vanish when Heather leaves the area they were in.
  • Calling Card: You can tell a note was left behind by Stanley when they're placed beside a small doll. Tellingly that something has gone awry, the final entry's doll is in pieces.
  • The Cuckoolander Was Right: Despite his obsession, he correctly warns Heather to stay away from Leonard Wolf, telling her he's "no ordinary guy".
  • Dead All Along: Maybe. The mysterious caller in the Otherworld mentions that Stanley's underground and now goes by "#7", implying the stretcher with the #7 label contains Stanley's dead body. Either he's been dead the entire time Heather's been in the hospital, or he died recently without any indication that it happened.
  • Stalker with a Crush: Towards Heather, somehow being infatuated with her to the point he thinks their meeting was fated despite not even knowing her face or name, as he himself puts it in one of his diary entries. He continues to leave her his creepy diary entries until the very last one, where he laments not being able to "take her to his world" before his writing cuts off.

    Robbie the Rabbit 

Lakeside Amusement Park's mascot, a white cartoon rabbit with overalls that always looks very cheerful, very animated, and very bloody. Introduced in 3, he's since become a series staple, appearing as a cameo in other games of the franchise and even some outside of it.

  • Ascended Extra: In The Arcade, Robbie is an actual (and the only) enemy fought in the Amusement Park level, portrayed as a group of walking costumes with several weapons at their disposal.
  • Blood from the Mouth: No matter where or how Robbie's seen in a Silent Hill game, he'll always be shown with blood around his cartoony muzzle, if he's not drenched in blood completely.
  • The Cameo: After his debut in Silent Hill 3, Robbie has shown up in other games of the franchise usually in this capacity, although still sometimes being a plot point or item that is noticed and referenced by other characters.
  • Giving Someone the Pointer Finger: In Silent Hill 4, after Eileen is beaten to near-death, looking through the peephole into her room will show that the Robbie plushie on her bed is now bloodied and doing this towards Henry, as if saying he's next.
  • Hell Is That Noise: His Arcade incarnation as an enemy is given a hellish-sounding high-pitched laugh that precedes his appearances. Killing them also makes them give off an equally-shrill screech.
  • Mascot: In-universe and out. He's the in-game mascot for the Lakeside Amusement Park in the town of Silent Hill, as well as the out-of-universe mascot for the Silent Hill franchise.
  • Running Gag: He's been in several other games in the franchise in one way or another, effectively serving as an inside joke for it, appearing often as a normal plushie that tends to indicate something bad is about to happen.