South Ashfield Heights Residents
Voiced by: Eric Bossick
Henry wakes up one morning to find that he's been trapped in his own apartment. Five days later, he finds a hole in his bathroom wall, and it all goes south from there. The quiet and reserved young man is suddenly thrust into an Otherworld built by the insanity of a serial killer, and now must find a way to escape it along with his next-door neighbor before both are entangled in an evil ritual.
Henry is number 21 of the 21 Sacraments, "The Receiver of Wisdom", the final stage of Walter's ritual to awaken his "mother".
- Action Survivor: He's an ordinary guy trapped in an extraordinary situation. He still makes the best of his circumstances, and eventually stands up to a dangerous Serial Killer. If he makes the right choices, he can completely eliminate Walter's influence from this world and save the girl.
- Ambiguous Disorder: Henry's seeming lack of emotion, extreme introversion and shyness, poor social skills, and tendency to fail spot checks and general lack of common sense all point towards disorders such as schizophrenia.
- Arc Symbol: "Wisdom", as its "Receiver" in the 21 Sacraments. Henry learns about Walter and the ritual as the story progresses, and is finally given the information necessary to defeat him within Room 302 of the Past by its previous occupant, Joseph Schreiber, the "Giver" of the wisdom Henry needs to possibly escape the nightmare he found himself in.
- The Call Knows Where You Live: Literally. Or, more specifically, "The Call Wants Inside Where You Live".
- Catchphrase: "What the hell?!", even though he says it only four times throughout the game, or (for those keeping track at home) only one fewer time than Harry Mason describes his daughter to people as "just turned seven last month, short, black hair" And, one presumes, this is only because he ran out of people to ask. Henry does, however, say it a lot more when inspecting items and environments.
- Death Glare: Henry might be known for not showing much reaction to things, but check his facial expression at the start of the final boss fight. Perhaps it's safe to say Henry Took a Level in Badass, small as it may be.
- Dull Surprise: Whereas previous Silent Hill protagonist expressed at least some level of shock and horror at the situation they have found themselves in, Henry's reaction to nearly everything is tired, vague surprise. This is at least somewhat due to the fact that the start of the game shows he's already at day five of his imprisonment and is plagued by strange nightmares whenever he closes his eyes, as he shows a decent range of emotion during important cutscenes.
- The Everyman: Word of God is that he is supposed to evoke the image of an "average" man. Appearance-wise, he's as plain as it gets.
- Flat Character: Even getting the better endings, he doesn't do an awful lot of growing within his character arc, all things considered. Accusing him of this is fairly common, as a result. This rather sets him apart from most protagonists for the series, as it's like he blundered in by total accident with little to learn. Which turns out to make a lot of sense: the game is about how screwed up Walter is, and, is therefore, not primarily focused on Henry's issues. The only possible development Henry ever gains is when he gives Eileen flowers at the end of the game, or even during the escort mission where Henry goes from caring too little to being protective of Eileen once she gets trapped in the Otherworld herself. And the latter is completely up to the player; you can choose to be a complete jerkass to Eileen and just let Walter have her at the end. Also, as stated above, going from being scared and confused at Walter to showing genuine anger in the final boss fight.
- The Hermit: He'd done a wonderful job of isolating himself from much of the world even before he got locked into Room 302. He is eventually forced to grow out of it since his and Eileen's chances of survival depend on it.
- Hidden Depths: Compared to previous Silent Hill protagonists, who are usually characterized by tragic backstories and/or ongoing struggles, Henry is very distant and remote from even the player - though it is heavily implied that he has his own demons, as can be inferred from numerous stray comments and observations of his. You have to do a good deal of digging on your own to delve further into his character. Luckily enough, Silent Hill doesn't have its sights on him - in fact, he falls into the Otherworld to put a stop to Walter's plot simply because he picked the wrong apartment to live in.
- The Needless: It's not elaborated on, but it seems that Henry doesn't need to eat as long as he's in Room 302. Examining his stove at different times will make him comment that he should be hungry, but isn't.
- Hikikomori: The game is an odd exploration of this trope. He was a reclusive agoraphobic before the events of the game, but during the game...
- Ironic Hell: An agoraphobic who can't leave his apartment. Gotcha!
- Nice Guy: He's shown to be a decent person rather early on, such as his comforting of a dying Cynthia and how the player can choose to protect Eileen from all harm. He's also cordial enough with Richard when they meet, and tries to warn him about the danger in the Otherworld, not to mention nearly frying his hand trying to get Richard out of the electric chair, not seconds after he enters the room and spots him.
- Protect This House: Along with escorting Eileen through Walter's Otherworlds, this also becomes one of the things he needs to do to survive.
- The Quiet One: And that's putting it mildly. Even murder doesn't get him to say much above a quiet speaking voice. Or more than a few words.
- Right Man in the Wrong Place: Unlike all other Silent Hill protagonists (with the possible exception of Travis Grady), Henry wasn't called by Silent Hill or closely related to someone with close ties to the cult, nor do his personal demons cause enough damage to his life to warrant the city scarring him into learning a lesson. He's just a random schmuck who just happens to have the bad luck of being the guy currently living in Room 302 when Walter's endgame goes down. Should the player work towards the best ending, he still manages to survive and thwart Walter's plot.
- Ship Tease: Between him and his neighbor Eileen over the course of the story, especially in the best ending.
- Shrinking Violet: Henry is mentioned by the others as very shy, so it's not seen to be too strange when he doesn't emerge from his apartment for days on end.
- The Stoic: Whatever emotions Henry may have, he certainly doesn't express them very strongly, leading to many Dull Surprises.
- Sugar-and-Ice Personality: Henry shows a lot of willingness to help others but rarely expresses the fact. Justified in that he never really expresses much of anything.
- Supporting Protagonist: Henry is the focal character whose perspective we follow, but the story really revolves around Walter's years of plotting around and then acting on his obsessions; Henry is just in the wrong place at the wrong time just as Walter reaches his end game.
- When He Smiles: In the "Mother" and "Escape" endings, Henry goes to visit Eileen in the hospital, and greets her with a brief but genuine smile as he enters the room.
Voiced by: Anna Kunnecke
Henry's next-door neighbor in Room 303. She's caring, upbeat and perky when the player first gets to meet her. As it turns out, she met Walter when he was a homeless man out in the subway, cold and alone. Still a very young girl, she gave him the small doll she was holding at the time to give him comfort, despite her mother's protests about approaching the creepy-looking man. Walter took this single act of kindness in his life to heart, as Eileen noticed he was crying as she left with her mother.
Eileen is number 20 of the 21 Sacraments, "The Mother Reborn". She should have been killed by Walter, but he was stopped by his younger self, perhaps out of lingering feelings for Eileen. She still suffered many injuries, however, and was sent to the hospital, but ended up being sucked into the Otherworld; this time, however, Henry managed to get to her before Walter did, taking her under his care and protection, and so Henry must now escort her to the end of the game. She cannot die, but she can deal and suffer damage, which affects her survival at the game's end.
- Anti-Frustration Features:
- The amount of damage done to Eileen in the second half of the game will affect how fast she walks towards her death during the Final Boss. But if you decide to sacrifice a Holy Candle or two right before the cutscene where she leaves Henry alone, you can completely heal her of all damage done to her and ensure a much easier time.
- Furthermore, you can also exploit the Holy Candles during said final boss, by placing them at the stairs leading to the walkway Eileen is at, which will make her walk much slower towards Walter's death machine.
- Arc Symbol: She represents the "Mother Reborn" portion of the ritual, a person who has shown Walter the only kindness he ever had in his life, meant to be sacrificed to bring about the full return of what he perceives to be his "mother". Eileen fits the role precisely because of her caring personality and her willingness to protect, which are seen as motherly qualities.
- Artificial Stupidity: During the escort mission, she becomes more or less aggressive depending on how much damage she's taken throughout the playthrough. This would be fine if she didn't insist on attacking Walter's ghost (who is invincible), which if allowed to go on long enough will result in her damage level skyrocketing as he beats her up, which can render her useless in the future and make saving her at the end harder to accomplish. The only way to get her to stop is to take her weapon away, forcing her to follow Henry as closely as possible.
- Bare Your Midriff: Her default tank top.
- Break the Cutie: Once completely unaware of the terror going on, all she wanted to do for the evening was go to a party. And then the man she was once nice to enters her room and beats her to near-death, dragging her into his own twisted perception of reality and scarring her mentally, preparing her slowly for the sake of waking his "mother" up next door. Should Henry not protect her well, Walter will end up killing her on top of everything else.
- Covered in Scars: During the Escort Mission phase, she's still severely scarred from her encounter with Walter. This can get worse as you keep playing unless you take good care not to let her get hurt.
- Distressed Damsel: Almost getting killed and being sucked into the Otherworld; distressing indeed.
- Damsel out of Distress: Can hold her own against enemies very well, even despite her severely injured state; especially if you let her cut loose with an infinite-ammo submachine gun! Although the recoil will eventually take its toll on her...
- Escort Mission: Her presence turns the whole second half of the game into one.
- Girl Next Door: Literally next door to Henry, although if their relationship escalates beyond a friendship is ambiguous.
- Infinity +1 Sword: Beating the game on at least a 9-star ranking will unlock a Submachine Gun she can use. The player still has to find it and pick it up, though. Once she has it, however, she can mow down everything in your way all by herself; it has good range and rate-of-fire, and each hit pushes enemies backward and stuns them.
- Jiggle Physics: Only if wearing the Nurse outfit.
- Minidress of Power: Deconstructed. A skimpy dress worn by the star of a misogynistic killer's snuff fantasies.
- Naughty Nurse Outfit: An unlockable costume on a second playthrough, if you got an ending where Eileen survives.
- No Good Deed Goes Unpunished: Gets tangled up in Walter's mommy issues by virtue of being kind to him as a child. He even decides to pass it on to Henry, offering the doll she gave him as a child, which, if Henry accepts, can trigger a Haunting.
- Parental Substitute: Walter seems to somewhat think of her as this, thus she is "The Mother Reborn".
- Pink Means Feminine: Her normal dress and her unlockable Nurse outfit are pink in tone, and her bedroom does have some pink objects in it to reflect her girly-ish personality.
- Protectorate: To Henry.
- The Load: Averted in that she's capable of defending herself and isn't at all an annoying character. But if she sustains enough damage, she'll start attacking less and less, not to mention being sporadically possessed by Walter's influence, which will cause a temporary "ghost aura" to form around her, which can damage Henry by proximity.
- Samaritan Syndrome: One of the only people genuinely concerned about Henry not having left his apartment in days. And even lying on the floor, bleeding to death, with "20121" carved into her back, Eileen's first thought is to thank the little boy for protecting her and urge him to run away. Her soft-heartedness toward Little Walter lands her in hot water later.
- Ship Tease: Between her and her neighbor Henry over the course of the story, especially in the best ending.
- Videogame Caring Potential: Her condition is one of the two variables that affect what ending you will get.
The superintendent of South Ashfield Heights and the father of James Sunderland, the protagonist of Silent Hill 2. He was the one who found Walter Sullivan in Room 302, abandoned as a baby. After his umbilical cord was cut, Frank decided to keep it in a box at his apartment.
- Chekhov's Gun: He offhandedly mentions to Eileen while Henry's listening in that he keeps Walter's umbilical cord in his room, which for some reason he can't bring himself to get rid of.
- Collector of the Strange: Keeping the umbilical cord of a random infant left in your apartment complex is pretty strange, yeah.
- Continuity Nod: To Silent Hill 2, being James Sunderland's father. Henry mentions when examining one of the pictures in his apartment how Frank hasn't seen his son or his daughter-in-law in a long time after they went to Silent Hill.
- Cool Old Guy: Reasonable, friendly and an overall nice man to talk to. Cutscenes show him being very civil and polite with Eileen, and he'll often come by the door to Room 302 to check on it.
- Invisible to Normals: On the receiving end. Frank only hears about the deaths in the game by proxy, and since he has the smallest, least important tie to Walter's history, he's one of the few characters not to be dragged into Walter's Otherworlds, nor is he a part of the 21 Sacraments.
- Spanner in the Works: It is thanks to Frank inexplicably and bizarrely deciding to keep Walter's umbilical cord that it is possible to defeat him and put an end to Dahlia and the Order's final remaining backup plan to resurrect their God and destroy or reshape the entire world.
The 21 Sacraments
Voiced by: Dennis Falt
A serial killer briefly mentioned in a newspaper clipping found in Silent Hill 2, now the main villain of 4. He was abandoned in Room 302 as a baby, still with his umbilical cord on him. His parents didn't even bother giving him a name. Since the apartment room was the first thing he saw, he imprinted on it as his mother. He was then found by the superintendent, who had the umbilical cord removed and kept it to himself as a memento. He was given the name Walter Sullivan and grew up in an orphanage out in the woods near Silent Hill, where he was often the subject of abuse and neglect by his caretakers, sent to a "Water Prison" multiple times and having an all-around unstable growth environment. As the orphanage was actually a front by the Order to carry out their teachings, Walter became interested in the "21 Sacraments for the Descent of the Holy Mother" ritual when Dahlia Gillespie put the idea in his head as part of a backup plan to resurrect the Order's god, thinking that it would help him reunite with his "mother", which he now believed was Room 302 itself, willing to kill anyone who crossed him before or was simply around him in order to complete it.
As a part of the 21 Sacraments, Walter himself became number 11, representing Assumption, presumably stabbing his own neck with a spoon in his prison cell after being apprehended for the murder and heart removal of 10 victims prior. Or from sacrificing himself behind one of the apartment's walls. Post-mortem, his spirit carried out the rest of the killings, leading to the main plot of the game.
- Adorably Precocious Child: Subverted. He might look innocent and cute, but Walter's child self is far from it. His desire for revenge and willingness to kill all started because of his rough childhood, around the age his younger half appears as during the game. Walter may have actually been this trope when young, but it doesn't do anything to hide the monster he's become.
- Ambiguous Situation: Was it really Walter who was arrested, confessed and killed himself with a spoon in his jail cell, and his ghost later dug up his body and installed it in Room 302? Or was it a brainwashed and/or disguised imposter or illusion or supernatural creation of some sort, while the real Walter killed himself behind the wall in Room 302? Either way, Joseph Schreiber, the journalist investigating Walter's backstory, doesn't believe it was really him who was arrested, and Frank Sunderland, Richard Braintree and other residents of South Ashfield Heights spotted him days after his supposed suicide lurking around Room 302.
- Alas, Poor Villain: His final words are a cry out to his mother. That speaks volumes about him.
- All There in the Manual: While the game does a fine job of explaining the reasons and methods behind his ritual, the remainder of Walter's story and his relations to his victims is told through Translated Memories, an online page that translates the Japanese manual for Silent Hill 4 in detail.
- And Show It to You: His first ten victims for the "Ten Hearts" portion of the 21 Sacraments had their hearts removed as well.
- Arc Symbol: "Assumption", as per the "Ritual of the Holy Assumption" mentioned in the 21 Sacraments scriptures, which requires the practitioner to sacrifice himself in order to return as a spirit and carry on with the ritual. The word itself is often used in reference to Christianity to refer to the ascension of a saint or holy figure.
- Ascended Extra: Briefly mentioned in a newspaper article in Silent Hill 2, now the Big Bad of this one.
- Ax-Crazy: As a serial killer, this comes with the territory. Although he has a clear goal behind his murders, he is clearly enjoying himself.
- Badass Longcoat: A blue raincoat covered in blood.
- The Bad Guy Wins: If the player gets the 21 Sacraments ending, Walter successfully kills both Henry and Eileen and stays with Room 302.
- Barbarian Long Hair: It adds to his unkempt, hobo-like look.
- Blood Is the New Black: His raincoat is covered in blood splatters.
- Big Bad: He's the one behind the latest string of murders, and wants also to kill Eileen and Henry to complete the 21 Sacraments ritual.
- Body Horror: His real dead body once you reach the endgame. It goes from a pale corpse frozen in a screaming expression while connected by tubes to an iron cross and black feathers to a disgusting, unsettling creature stuck to the wall of Room 302's "womb" by larger tubes, roaring and squirming.
- Calling Card: Carving numbers into the bodies of his victims and - albeit only for the Ten Hearts victims - ripping out their hearts and carving his name. For good measure, he numbered himself as well as he committed suicide in keeping with the Sacraments.
- Came Back Strong: While plenty dangerous as an unhinged Serial Killer, his ghost is an unstoppable, supernatural menace and just about the most dangerous entity that Henry faces in the game.
- Chainsaw Good: He's armed with a pistol in one hand and a chainsaw in the other during the Forest World revisit.
- Cold Ham: Walter might be a quiet fellow, but his words and actions still dominate any scene with him.
- Creepy Child: Zigzagged. Even in his earlier years, his behavior was questionable on its own, given that he was apparently a rather quiet child, preferring to observe things happening around him for the most part, and would stalk women in the subway. However, the game itself doesn't portray Walter's child form as inherently evil or creepy, and he looks absolutely adorable compared to his psychotic adult self. It's only once you see him outright dismissing Andrew's desperate pleadings and nonchalantly pointing towards Room 303 (Eileen's room) as Richard is electrocuted do you realize that his desire for revenge on the people who wronged him came from this early point in his life.
- Crucified Hero Shot: Inverted in that he's definitely not heroic to anyone but himself. His corpse is strung up and mounted on a giant metal cross behind a wall in Room 302, possibly placed there by his own ghost.
- Dead All Along: The Walter Sullivan you encounter throughout the game is just a projection, or rather, his own spirit "ascended" from his body. The real Walter's moldering corpse was stolen by his ghost and is hidden behind a false wall in Henry's apartment.
- Disappeared Dad: Although much of Walter's personality involves him pining for his mother, there's a small section of Apartment World depicting his lingering bitterness towards being abandoned as a baby. Several voice clips show that it was Walter's father who made the decision to abandon him, and even mentions that he never wanted to have a baby in the first place.
- Dissonant Serenity: Rarely ever seen frowning as an adult, always with a serene smile on his face. And he's also an implacable Serial Killer that has murdered men, women and children alike. Masahiro Tsuboyama cited this as a key element of his design.
- Even Bad Men Love Their Mamas: Although DEFINITELY not his real mother. Instead he loves the apartment you're stuck in, Room 302, believing it to be his mother. In fact, his love for his mom is his primary motivation.
- Evil Is Visceral: Several areas of his Otherworld are made of what looks like human flesh and pulsating walls and organs. His body's final form itself is a grotesque aberration of flesh and blood.
- Evil Laugh: In his Ghost form, he'll often cackle evilly as he assaults Henry and Eileen.
- Evil Sorcerer: Kind of. His murders are all part of a series of rituals he must perform to become a king of his own realms, and to eventually bring the Order's god into ours. However, he doesn't have any real malicious intent behind any of it.
- Faux Affably Evil: Behaves this way to Henry. He is quite soft-spoken and calm speaking to him, and never holds any particular malice over him. One would almost think it's a privilege to be the last of Walter's twenty-one victims. Though this just makes the things he's done all the creepier.
- Feather Motif: The cross his corpse is strung to and that same corpse's monstrously huge final form both have black feathers attached to them.
- Firing One-Handed: Gun on one hand and a long steel pipe (or even a chainsaw) in the other.
- Flash Step: In the final battle with him, he'll use this to move around the arena.
- Freudian Excuse: His real mother abandoned him as a baby in an empty apartment, any caring figure that came into his life abused him emotionally and physically, and any women he approached (Eileen being the one exception) rejected him because of his unkempt looks. Going on a killing spree is not the right response to any problem, but there are definitely good reasons for why Walter is so tormented and cruel.
- Future Me Scares Me: The scene with Little Walter meeting his future self. Little Walter doesn't quite grasp the implications, but the player does.
- Giving Someone the Pointer Finger: One way Walter shows who their next victim is.
- Guns Akimbo: When he dual-wields pistols, that's when he's most annoying, as he can fire a seemingly endless stream of bullets once you're in his sights.
- The Heavy: The plot completely revolves around Walter's plans, where he serves as this on behalf of the Order. Henry is an important character, but only because he is both a part of Walter's plans, and a threat to them.
- He-Man Woman Hater: A misogynist, as evidenced by Cynthia and Eileen's murder and attempted murder, respectively. He also makes a pastime of mutilating female cadavers, which rise again as the Patient monsters, not to mention that his Otherworlds are rife with mutilated female corpses. While none of his victims' deaths were pleasant, the male victims at least didn't suffer for long regardless of how they were killed. But the female victims were killed in such ways as to prolong their suffering: Cynthia is stabbed multiple times, has the numbers carved on her breast, and slowly bleeds to death, Eileen is brutally beaten, numbered across her back, and also left to succumb to her injuries, and Miriam Locane is dismembered so badly her own mother could barely recognize her, which directly contrasts with Billy's instantaneous death from a single blow with an axe.
- Humanoid Abomination: Walter has essentially become an inhuman killing machine by the time the plot begins, no matter how human his Ghost may look on the outside. His real body plays this trope literally, however, becoming the horrific, fleshy creature known as the Conjurer.
- The Illegible:
- Walter's personal diary is scattered throughout the Forest area on stones; however, Henry is unable to make out these passages due to the script being very childish and scrawling. Eileen is able to translate them when you return later, especially if she's possessed.
- When he started killing, police were unsure why he was carving numbers like "01121" into his victims. It turns out that the middle character was actually a slash ("01/21"). He was counting his victims down.
- Implacable Man: Being that he's a ghost himself, Walter Sullivan absolutely Can. Not. Be. Killed. You can knock him down or pump him full of lead, but he'll always rise back up again.
- Improbable Weapon User: A lot of his 21 Sacraments kills were with odd weapons. For example, the sporting goods shopkeeper was killed with a golf club.
- I Want My Mommy!: Calls for his mother as he dies.
- King Mook: Mirror Boss fighting style aside, in practical gameplay terms he's a glorified Victim Ghost with Contractual Boss Immunity until the Final Boss fight, and only after applying the Umbilical Cord and impaling the 8 spears into his "true" body does he become vulnerable.
- Knight of Cerebus: Not that the game was ever really very light-hearted to begin with, but shortly after he first shows up, things really start to go south. Henry can no longer heal in his apartment, which is now plagued by hauntings that he'll have to exorcise. Further, his brutal assault of Eileen is one of the most subtly horrifying things in the game, forcing Henry to come out of his shell and protect her from harm.
- Licked by the Dog: During his time living on the streets, a then-child Eileen gave him her doll, displaying the one act of kindness he'd ever known in his life and causing him to break down. Of course, this lands Eileen in a whole heap of trouble.
- Mirror Boss: The occasional supernatural Flash Step aside, Walter fights more like a player character rather than a monster, running around while dual-wielding a pistol and an axe, pipe, or chainsaw.
- My Death Is Just the Beginning: Well, actually not the beginning, but the halfway mark of his 21 Sacraments.
- My God, What Have I Done?: He doesn't look terribly happy to have "succeeded" in the "21 Sacraments" ending, since what he was really doing was summoning the Order's god instead of bringing his mother back to him.
- Nice Job Fixing It, Villain!: Of all the "Givers of Wisdom" that could have taken up residence in his beloved Room 302, it had to be a very diligent and very prolific writer. If Joseph hadn't done the research on Walter, the Order and particularly the Crimson Tome, Henry may as well just serve Eileen to Walter on a platter.
- Obliviously Evil: A unique mix of this and Ax-Crazy. While he's clearly enjoying himself (as evidenced by his Evil Laugh) and realizes he's killing people, he thinks that his murders are helping to bring his mother back. In reality, he's summoning the Order's God, which would not end well for anyone. And he was too steeped in his delusion to realize this. He thought his mother was an apartment for God's sake!
- Once Killed a Man with a Noodle Implement: May have killed himself in prison with a serving spoon. He also killed other victims with this method.
- Only Known by Their Nickname: Walter Sullivan was the name given to him by the Order since his real parents abandoned him, not bothering to give him a name.
- Our Liches Are Different: Despite being a ghost, he shares a few traits with a lich. For starters, he's clearly a sorcerer of sorts, having created a series of Otherworlds filled with monsters and the ghosts of his victims, and his immortality is tied to a specific object that, when pierced, leaves him vulnerable.
- Parental Abandonment: He was left behind by his birth parents shortly after his birth.
- Perma-Stubble: His adult ghost has this facial feature.
- Perpetual Smiler: His present form is never seen without a smile on his face. Even if you manage to kill him in the Good endings, he'll die calling out to his "mother" with a serene expression.
- Poor Communication Kills: His young and unschooled mind confused "Mother is in Room 302" with "Mother is Room 302", birthing his bizarre obsession. It's implied that Dahlia Gillespie meant for him to think that and perform the 21 Sacraments as a backup method for summoning God. It didn't help that he already imprinted on the apartment as his mother since he was a baby.
- Psychopathic Manchild: In fact, as close to a literal example as it gets. At the end of the day, Walter is just a fucked-up kid who wants to be with his mother. A mother that is an inanimate, unfeeling apartment room.
- Pyrrhic Villainy: In the "21 Sacraments" ending, he successfully kills both Eileen and Henry, and completes the ritual, but it's not what he was led to believe. He wanted to be reunited with his birth mother, and instead, he unleashed the Order's God on the apartment, quite possibly with the rest of the world soon to follow. He doesn't look all that happy about it, either.
- Rise from Your Grave: In the Forest World, Henry uncovers his empty plot. Walter's ghost may have dug up his body and installed it in Room 302.
- Serial Killer: He's killed 15 people including himself before the game begins. The game shows him taking out victims 16 through 19, and the second half of the game showcases his attempt to take out victims 20 and 21.
- Shrouded in Myth: Authorities are baffled at how this guy continues killing when he's already dead. As far as the normal world is concerned, their best guess is that it's a copycat killer.
- Soft-Spoken Sadist: Walter is a very quiet and serene man, completely clashing with his violent actions.
- Thanatos Gambit: It's played in-story as a demand of the 21 Sacraments. Walter killed himself after being apprehended, rose from the dead and dug up his own corpse, which he then walled up inside Henry's apartment.
- Troll: Before his true identity is revealed, he would give Henry the Shabby Doll, the very same doll Eileen gave to him years before. This tricks the player into thinking that it might have some importance later in the game while it gives nothing but an extra Haunting if placed in the item chest at Room 302.
- Unwitting Pawn: Is ultimately this for the Order that brainwashed him, working towards resurrecting their god with a monstrous ritual that involves serial killing, torture and suicide, while operating under the false belief it will bring him back his mother.
- Used to Be a Sweet Kid: Tried his hardest to be one, before The Order got to him.
- Villain of Another Story: Walter Sullivan and his crimes are mentioned several times during the events of Silent Hill 2, even though he doesn't play any important role in the plot of that game.
- Walking Spoiler: Detangling Walter's involvement in the plot means analyzing the entire game itself, so it makes him this trope.
- Woobie, Destroyer of Worlds: In the end Walter is just a boy who wants his mommy. When the player first gets wind of him, you'll want to kill him for your freedom. By game's end, you're sorta wondering if you're doing him a favor by just putting the guy out of his misery.
- Would Hurt a Child: The Locane twins. Interestingly, they are the only victims who appear as monsters (the Twin Victim monster) rather than ghosts.
Voiced by: Lisa Ortiz
A mysterious flirty woman whom Henry encounters in Subway World after he first enters the hole in his apartment. Walter met and stalked her when she was 5, and at age 14, she was already a frequenter to nightclubs. One day, a young Walter approached her in the subway and she rudely dismissed him, causing her to be within his sights for when he started the ritual.
Victim 16/21, "Temptation" in the 21 Sacraments. Walter traps her within the subway's control station and stabs her to death repeatedly, leaving Henry to find her inches from death. She later comes back as a hostile ghost.
- Absolute Cleavage: Has no problems showing off the goods and uses them to try and seduce Henry. They also provide a good spot for Walter to carve 16/21 on her left breast.
- Arc Symbol: Her Placard, "Temptation". Cynthia was the first slightly-sexual encounter Walter had in his life, and her habit of going to nightclubs at a young age probably cemented her as a "temptress" in his mind.
- All Just a Dream: What she believes her experience in the Otherworld to be. Even when dying from multiple stab wounds, she still holds this belief, which Henry uses to let her die peacefully.
- All There in the Manual: Unlike the other characters who have some connection to Walter in some way revealed later in the game, the only way to find out how she connects in all this is in the Other Crimson Tome, which is not in Silent Hill 4.
- Asshole Victim: Slightly. Telling off a creepy stalker who eavesdropped on you during your daily commute for 10 years (and can immediately name how long he has listened to you) is perfectly within reason. The worst she did was insult and belittle him, being rightfully angry at someone who stalked her ever since she was 10 years old.
- Camping a Crapper: Subverted; she runs off to the restroom after suffering a spontaneous case of nausea, but finding Cynthia's (bloody) mannequin in the stall and then later Cynthia in the subway implies Walter had found her, which induced a chase. Instead, she meets her end in the subway control room.
- Death of a Thousand Cuts: In the realistic sense of the trope, this is how Walter kills her, by stabbing her multiple times.
- Disposable Woman: Cynthia is the first person Henry encounters in the story, and her death was emotional, as she had been Henry's companion during the Subway World. However, the purpose of her death was to show how high stakes were in the game and she's promptly forgotten until you meet her as a ghost later on.
- Distressed Damsel: Henry finds her trapped in a subway cart after she vanishes from the toilet. He does manage to get her out before she disappears again, supposedly being pursed by Walter. By the time Henry gets to her, it's too late.
- Fan Disservice: Whether it's in her default outfit or her unlockable costume, the sight of her nearly soaked head to toe in her own blood with "16/21" carved into her left breast is far from pleasant on the eyes.
- Hope Spot: Her efforts to reunite with Henry and escape were all for naught when the latter arrives too late to save her from Walter. It's even worse since she just found the exit before being attacked and murdered.
- Jerk Justifications: Cynthia was 29 at the time of her death, and was understandably repulsed by a strange man who supposedly had been "eavesdropping" on she and her friends for ''10 years''. If anything, most people would be put off by someone who's apparently been stalking them for quite some time. On the other hand, one could say that on Walter's terms, Cynthia's reaction pretty much sealed her fate in the near future as a case of Too Dumb to Live.
- Jerk with a Heart of Gold: She doesn't brush off the quiet and passive Henry during their first meeting, and even seems to like him in their short stay together. She also risks her own life helping Henry find the exit to escape together, making it all the more tragic when she inadvertently catches the killer's attention instead.
- Kill the Cutie: Maybe one of the most heart-wrenching deaths in the game, especially when she believed it was all a dream induced by drinking too much.
- Let Them Die Happy: Henry indulges her on believing that her current predicament was only a dream in her final moments, making her revival as a ghost more tragic."It's okay...it's just a dream."
- Ms. Fanservice: Went to nightclubs at age 14. Seems she'd grow to like this sort of approach, even if it got her into a deadly situation.
- No One Gets Left Behind: Could have easily just tried to leave Henry behind upon finding the exit herself, but decides to notify him of her whereabouts via PA system instead. This unfortunately gets her killed, as she gives her position away to the killer who was after her.
- Really Gets Around: Her willing to grant Henry a "special favor" implies that she's given said type of favors before. The fact that one of her last words was mentioning how she never gave Henry that favor almost cements it, though she still thinks it's just a dream.
- "The Reason You Suck" Speech: A smaller one than most examples, but her Crimson Tome entry explains that her first encounter with Walter led to her giving him a few choice words."Hey, you misunderstood me. You look handsome, but it doesn't mean I think you're attractive. Your clothes are filthy, and smell so bad. Do you think that's the kind of thing a girl like me is into? No way. And just how is it you know my name?"
- Skewed Priorities: As she's dying from multiple stab wounds, her sole gripe was not being able to give Henry "that special favor". To be fair, she thought it was all a dream.
- Spicy Latina: Played straight in her introduction. She drops it not too long afterwards once she's being pursued by a serial killer.
- Stripperiffic: Her normal clothes are quite bold, and on a second playthrough you can unlock an even more revealing costume - dominatrix-styled lingerie.
- The Vamp: Her sexual appeal and flirtatious demeanor literally crowned her to become the "Temptation" victim.
- Wild Child: Would sneak into nightclubs at the age of 13.
- Wrong Genre Savvy: And how. Considers her situation as "just a dream", even though there's plenty of stuff to indicate it's not the case (like pain, a feeling of nausea, etc).
A guy with a stutter who's obsessed with the paranormal. Henry meets him in Forest World after Cynthia dies. Jasper and his friends, Bobby Randolph and Sein Martin, were paranormal fanatics visiting the woods near Silent Hill. Walter found them and said he could show them to "The Devil" if they followed him. Bobby and Sein did so, meeting their ends when the psychopath strangled them both for the sake of his ritual, while Jasper himself saw what happened and ran away, which sadly only prolonged the inevitable.
Victim 17/21, "Source" in the 21 Sacraments. He's burned alive within the Wish House orphanage with the numbers carved into his chest, which he traces with a candlestick. He later returns as a hostile ghost, still ablaze.
- Arc Symbol: His Placard, "Source", presents an image of a baby, and given that Jasper is killed in the Wish House orphanage, this is probably intended to refer to the "source" of life and knowledge.
- Break the Haughty: His two best friends died to a psychopath before his eyes. Anyone would be shaken by such an event afterwards.
- Meaningful Name: His last name is probably a reference to Ed Gein.
- Speech Impediment: Stutters frequently as he speaks. A few players have theorized it might be due to PTSD from watching his best friends die strangled by a murderer. Oddly enough, as he's burning to death, it stops, which caused other fans to theorize the stuttering was due to feeling cold and the fire stopped it.
- Trademark Favorite Food: Fans have associated chocolate milk with him, most likely because of the way he asks Henry for the bottle.
An obese man Henry comes across while the former is trapped in the Wish House's Water Prison. He was the watchman of the place, working under the Order while not exactly being a member himself. He was highly abusive to the children trapped there, Walter included, making them eat rotting food and doing nothing as they died of starvation or worse. Only when he's dragged into Walter's otherworld does he realize his error.
Victim 18/21, "Watchfulness" in the 21 Sacraments. Henry finds him in the Water Prison's torture chamber, having drowned in a filthy pool with the numbers carved onto his bloated stomach through his shirt. He later returns as a ghost holding the key to the door leading out of the Prison, now a dangerous entity.
- Arc Symbol: His Placard is reminiscent of Walter's past, on how Andrew kept watching him and a special eye out to beat him and his friends whenever he wanted, hence why Andrew represents "Watchfulness". The tables were turned when Henry first meets Andrew in the Water Prison, whereas Walter was watching him in the center of the prison as he was kept in a cell.
- Asshole Victim: Not to Henry, per se. However, when the player re-enters the Water Prison and you find out what he did, it's hard to really have any sympathy for him after his death.
- Fat Bastard: He is overweight, and while he isn't rude to Henry whatsoever, he was very abusive to the boys at the orphanage in the past. This is played straight in-game when you have to fight him as a ghost.
- Karmic Death: Andrew runs the very prison that he is trapped in within the Otherworld. You find out that the children were often forced to drink water with leeches in it, among other awful things. Henry eventually finds him drowned in the kitchen's back room, a torture chamber, with "18/21" carved on his stomach.
- Meaningful Name: He is most likely named after Albert DeSalvo, the man suspected of being the Boston Strangler. Could also be a reference to Marquis de Sade.
- Stock Monster Symbolism: Andrew is the guard that beat up Walter in his childhood. As a result, he is killed by the same kid he once mistreated. Later, when he returns as a ghost, Henry needs to pin him down with the Sword of Obedience to get his key, being the only ghost in the entire game that needs to be pinned down in order to continue. Essentially, Henry is doing what Walter always wanted to do and "sticking that triangle sword into that fat pig".
- Would Hurt a Child: He did this multiple times as the Water Prison's watchman, especially to Walter, who was a constant victim of his abuse.
A Jerkass and a major control freak that lives in the same apartment complex as Henry and Eileen, at Room 207. When Walter was a kid, Richard would constantly see him sneaking into South Ashfield Heights to visit his "mother" and, being the child hater that he was, would threaten Walter to leave. One day, after dragging one of his neighbors into his apartment to "skin him alive" (said neighbor being an overweight stalker to one of the female residents), Walter was among the crowd and saw Richard leave the apartment with a bloodied shirt. Braintree promptly threatened him again, which Walter naturally took with him into adulthood.
Victim 19/21, "Chaos" of the 21 Sacraments. After threatening Young Walter yet again with his revolver, Henry finds Richard in his apartment, strapped to an electric chair, with 19/21 written in blood on his forehead. He later returns as a hostile ghost, moving and twitching erratically, and attacking with a crowbar.
- Arc Symbol: Richard's Placard, Chaos, isn't quite fitting of a man who loved order so much until you put it together with Walter's past. Richard was the first time Young Walter had ever been scared of anything, and it was in fear of Richard that Walter stayed away from him at all costs, even when Walter went to visit his "mother". Richard introduced Chaos to Walter's little world.
- Asshole Victim: His anger management issues were well-known in the apartment complex (scaring a good number of the neighbors), and his persecution of children, including young Walter, proves his undoing. This is a rare example of equal parts asshole, equal parts victim. Richard certainly wasn't an easy guy to approach or talk to and he did have a temper; but to those who didn't get on his bad side like Eileen or Frank, he was pretty civil, if a bit uptight. He even at least bothers to act somewhat casual to Henry when they meet.
- Child Hater: He is described as always yelling at the kids in the apartment, especially at Young Walter, a frequent target of these threats. Apparently he was also not afraid to use a revolver to do the scaring, as he demonstrates when he meets Walter again in the Building World.
- Control Freak: His temper comes from how obsessive he is with keeping the peace around the apartment complex. Any little bother is enough to make his hair stand on end, so when he hears that one of his neighbors is stalking another one, he blows his top and unleashes his anger on him.
- Dying for Symbolism: Richard is murdered in the electric chair, reminiscent of how criminals are put to death. Walter had this death in mind for him based off of witnessing Richard "skinning" Mike (Richard simply beat the guy up until he was bleeding, but Young Walter thought that he killed Mike by skinning him alive in the literal sense). Oddly enough, after his electrocution, his ghost seems much younger than Braintree did when he was alive, perhaps as a result of Walter's strongest memories of him being from when he was still young.
- Electric Torture: How Richard bites the dust. He dies slowly and agonizingly, trying to make words out to Henry as he is being fried to a crisp.
- Everyone Has Standards: While he's notoriously grumpy and hostile to almost everybody, he hates Mike for being a disgusting pervert and beat him to a pulp.
- Hair-Trigger Temper: It would be easier to list the things that didn't piss him off. Barring Eileen, the superintendent, and to a lesser extent Henry (neither knew each other all that well), he wasn't too popular with the other tenants.
- Jerkass: Richard is quite an angry and violent man according to the residents of South Ashfield Heights, someone who lost his temper quite often at very small things simply because they were in his "territory".
- Jerk with a Heart of Gold:
- When he isn't pissed off, he seems to be pleasant enough to carry out conversations just fine. He seems to at least be on good terms with Eileen and is genuinely concerned that Henry is going through what the last resident of 302 had. Too bad that, apparently, there's so much that serves to antagonize him.
- Alternatively, it could also simply be because Henry's inactivity and Eileen drawing attention to it means something is wrong in his "sanctuary" and Richard, control freak that he is, doesn't like it and wants it to be fixed immediately.
- Revolvers Are Just Better: Richard's trademark is a revolver he constantly carries with him to drive his points across. Henry can gain it later, and it's quite a piece of power. Ammo, of course, is rather rare for it though.
Voiced by: Robert Belgrade
A journalist introduced back in Silent Hill 3 as a writer of a magazine article regarding Silent Hill's Wish House (then known as the "Hope House"), where Walter was raised. In this game, he's the former resident of Room 302 before Henry moved in. Joseph was researching the Walter Sullivan case as a freelance investigator, and eventually also found himself locked within his apartment with a hole in his wall leading to the Otherworld created by Sullivan's demented mind, witnessing several murders and even discovering how to deal with the Ghosts in that world. Fearful of being the next one to die, however, he sealed the storage room inside Room 302, but as time goes on, he starts suffering from chest pains, temporary blindness and headaches. As his diary described, he knew his time was running short.
Victim 15/21, "Despair" of the 21 Sacraments, although we never learn how exactly Walter killed him or where his body is, just that he suddenly disappeared from the room altogether some time before Henry took residence. His ghost appears before the final Otherworld revisit, to inform Henry and Eileen of Walter's intentions with the 21 Sacraments.
- And Now for Someone Completely Different: A retroactive case. He's the Player Character in the prologue of the game, suddenly finding himself in a haunted version of Henry's Room 302.
- Apocalyptic Log: Joseph's Red Diary, which are notes regarding his investigation of the Sullivan case and his personal experiences inside Room 302, all of which can be found throughout the game.
- Arc Symbol: "Despair". He was the first person to be locked within Room 302 and learn about Walter's previous murders, knowing that his time was coming but having no way to stop it, which all served to drive him into this.
- Badass Baritone: When he speaks in Room 302 of the Past, he addresses Henry in a deep, booming and echoing voice.
- Benevolent Precursors: As convenient as it is that he's a significantly prolific writer, the more he learns about Walter, the more he realizes his role as the Giver to the coming "Receiver of Wisdom". His later notes are the most specific and most helpful to the player.
- Continuity Nod: To Silent Hill 3, in the same way that Walter Sullivan and Frank Sunderland are related to Silent Hill 2.
- Meaningful Name: Schreiber is German for "writer", and he's a journalist.
- Mr. Exposition: When Henry finds him in Room 302 of the Past, he explains Walter's backstory, as well as the means to stop Walter. He's also the writer of the Red Diary excerpts which Henry keeps finding slipped under his front door. By doing so, however, he's fulfilling his role as the Giver of Wisdom and essentially preparing Henry to become the final Sacrament. Given that the excerpts of his Red Diary were likely going to be used for this purpose anyway, it could be argued that Joseph would have served this purpose whether he wanted to or not, so his giving additional information was unlikely to actually harm Henry.
- Never Found the Body: How or when Walter killed him is uncertain, but Joseph's body was never discovered, with the other residents of the building saying that he simply vanished one day, never to return. The opening does hint that he was killed by an intruding Ghost victim, but even this is ambiguous as it doesn't exactly fit with Walter's modus operandi. The only certainty that he is dead is his ghost appearing inside Walter's Otherworld.
- Nice Job Breaking It, Hero!: Played with. The Red Diary excerpts are Walter's way of making him the "Giver of Wisdom" to Henry, and Joseph himself doesn't realize this until later on. However, later portions of this "wisdom" contain what's needed to help Henry finally defeat Walter. Almost qualifies as a Spanner in the Works if not for the fact his excerpts result in a win for Walter if he kills Henry whether or not the Diary excerpts were good or bad for Henry.
- Prophecies Are Always Right: During his time locked in room 302, he gains knowledge of the future through visions. One example is that he sees the inside of Henry's apartment. He also learns the names of the last six victims a long time before Walter Sullivan actually goes after them. As his role is the "Giver of Wisdom", this is quite appropriate.
Hellish-looking canine monsters that feed on corpses around the Otherworlds Walter's mind conjured, appearing in male and female variants. They represent Walter's past experience with a dog that nearly bit him in a pet shop he visited in his youth.
- Animalistic Abomination: They only vaguely resemble dogs, with the snouts and overall body shape, but they neither sound nor act like canines.
- Bizarre Alien Biology: The red organ hanging from their mouths isn't a tongue, but their intestines, which they use to perforate carcasses and drain them of their insides like a proboscis.
- Canis Major: Averted. They're no bigger than an average large-scale dog breed.
- Gameplay and Story Integration: They represent something Walter isn't fond of, so his ghost will actively chase and attack these monsters if they're in the same room, which can be a great opportunity for Henry and Eileen to escape or attack.
- The Goomba: Very commonly found in every single one of Walter's Otherworlds, and relatively easy to deal with as long as you're on your toes to dodge.
- More Deadly Than the Male: Females are slightly larger and have pinkish fur instead of yellow-green like the males. They're also somewhat more aggressive.
- Hell Is That Noise: They use Stock Sound Effects of lions, jaguars and other large felines for their growls and roars.
- Recurring Element: A canine monstrosity representing someone's fear of dogs, in this case Walter's.
- Tertiary Sexual Characteristics: The females are pink-colored and slimmer-looking.
Small flying enemies that appear often in Walter's reality. Supposedly they represent minor annoying creatures that Walter grew up hating during his time at the Wish House.
- Big Creepy-Crawlies: They sound and act kinda like large flying bugs.
- The Cameo: They appear in Silent Hill: The Arcade as enemies during the Spiral Staircase segment.
- Gameplay and Story Integration: As with the Sniffer Dogs, Walter's ghost will go out of its way to attack these if they're in the room, since they represent something he despises.
- Hell Is That Noise: Exactly What It Says on the Tin. If you enter a room and hear the humming of insect wings, you have a swarm of them to deal with.
- Mix-and-Match Critters: They have elements of bats, hummingbirds and insects to their design.
- The Swarm: They often appear in these, being weak annoyances that can be easily swatted aside.
Fungi-like creatures that grow out of dank, dark places and over dead bodies. Toadstools have swollen "heads" that grow out of their stalks, while the Whitestool variants appear more often during the revisits to the different Otherworlds and are thinner-looking and white-colored.
- The Cameo: Appear in The Arcade as minor enemies.
- Festering Fungus: Like in real life, they grow in humid, dark places in Walter's reality, and are essentially a symbol of decay. They'll even grow out of the bodies of other dead monsters Henry killed before.
- Fungus Humongous: Human-sized fungi that appear everywhere in Walter's reality.
- The Goomba: They deal contact damage to Henry, but not only does that kill them in return, they die to a single hit from any weapon and are usually nothing more than a hazard that can be easily destroyed.
- Hell Is That Noise: They roar when they're hit.
- Rule of Symbolism: The "head" of the Toadstools vaguely resembles a fetus, with the stalk serving as its umbilical cord. Akin to a real cord, a fungus' stalk serves to transport nutrients to the main body.
Large leech-like creatures that can crawl on walls and other surfaces all over the Otherworlds. They come in two variants, Blue and Red, with the Red ones being slightly more dangerous, but still pretty negligible.
- The Cameo: They appear in The Arcade as minor enemies, with the Split Worm acting as their King Mook.
- Chromatic Superiority: The Red Tremers deal more damage than their Blue counterparts, but both are similarly pathetic.
- The Goomba: Like the Toadstools, they only deal damage if Henry comes into contact with them, but they die to a single hit from any weapon. Henry stomping on them also kills them without any damage to himself.
- Mix-and-Match Critters: Supposedly they're leeches, but they have the proportions and body shape of larger-than-average slugs.
Ape-like monsters that appear from the Building World onward, and Walter's perception of human adults. The Old Types are more common and appear often, while the New Types are redder in tone and can wield weapons.
- The Cameo: They appear in The Arcade as common enemies, albeit with a slight redesign.
- Chromatic Superiority: The reddish New Type variant is more dangerous and can wield blunt instruments like golf clubs to attack Henry.
- Faceless Goons: Assume this role for Walter's reality, having no faces of their own.
- Golf Clubbing: New Types can stand up straight and use golf clubs as weapons.
- Hell Is That Noise: Stock monkey sounds on loop, which will last until all the Gum Heads in the room are down.
- Humanoid Abomination: They are a cross of humans and apes, with blank faces and a head-like tumor growing from their chests and attached to their necks.
- Misanthrope Supreme: They're a living embodiment of this side of Walter's psyche, being the way he sees all adults, ie aggressive, feral, deformed monsters looking to harm others for no discernible reason, be it with their bare hands or weapons at their disposal, since this is the treatment Walter got from mostly every adult in his life.
Human-like creatures that emerge from walls in every single one of Walter's inner worlds. They are often in groups and will attack Henry if he gets too close. They represent Walter's claustrophobia and fear of isolation, as well as being another representation of humans in his twisted view.
- Ambushing Enemy: They hold their heads out and wait for Henry to approach before emerging and swinging at him. Unlike usual examples of this trope, they can only deal damage.
- Faceless Goons: Much like the Gum Heads, they have no distinct facial features and appear in groups.
- Hell Is That Noise: Their distorted moans and animalistic growls when they emerge and attack respectively, as well as the disgusting cracking of cement whenever they emerge, which also sounds rather organic.
- Humanoid Abomination: Faceless creatures with human torsos that emerge from walls.
- Megaton Punch: Megaton Slap, but they can swing their arms and send Henry in a flip down to the ground, across a room.
- Rule of Symbolism: They're creatures that emerge from the walls to attack passerby, referring to Walter's feeling of claustrophobia in the Water Prison and feeling cornered in his cell. They can also be another manifestation of his hatred for humanity, since they're humanoid monsters found everywhere that attack on sight.
A continuous, gigantic worm creature found in all of Walter's Otherworlds but only visible occasionally. They are spotted on occasion but will not attack Henry, even if it's possible for him to attack them.
A hostile version of this monster appears in Silent Hill: The Arcade as a boss battle at the Toluca Prison.
- Does This Remind You of Anything?: There's more than one of this worm, but the fact they're always seen burrowing into walls gives the impression they're one continuous creature going through each of Walter's worlds, which led many to believe it symbolized his umbilical cord. The theory doesn't explain, however, why you only see it in the first three worlds. That being said, their heads in the Water Prison make them look rather phallic.
- Giant Space Flea from Nowhere: In The Arcade, where it just emerges from a cell block and chases after Eric and Tina through the prison.
- Invincible Minor Minion: They won't attack Henry at all, but they also can't be hurt in any way, shape or form, and will only react by writhing and bleeding from the blows. The hostile Worm fought in The Arcade also doesn't die from Eric and Tina's gunfire, it just gets scared off.
- Lamprey Mouth: Downplayed in terms of teeth, since it doesn't have too many, but it's still a circular mouth that contracts and expands.
Creatures resembling deformed, desiccated female corpses with gaping holes in their stomachs where their uterus should be. They appear at the Hospital World onward and attack Henry and Eileen with rusty pipes.
- The Cameo: The Patient that Walter is seen "operating" on when Henry first enters the Hospital World uses the same facial model as Claudia Wolf.
- Hell Is That Noise: They give off belching noises when you hit them, possibly from air being let out through their abdominal cavities. For many players, it sounds ridiculous enough to be a Nightmare Retardant.
- He-Man Woman Hater: A physical version of Walter's misogyny, manifested as mutilated female corpses.
- Humanoid Abomination: Horrifying female creatures with holes in their stomachs.
- Improvised Weapon: They wield steel pipes to swing at Henry and Eileen.
- Recurring Element: They're this game's version of the Nurse-type enemies seen often in the Silent Hill games, although easily the most distinguished of them, since they're hospital-themed and female, but not Nurses.
A horrific abomination with conjoined baby heads, long arms and large hands that it uses to walk, and no visible legs, its body covered in a dirty brown cloth. They are manifestations of Walter's 7th and 8th victims, young siblings Billy and Miriam Locane, both of which were killed by Walter with an axe.
The Bottoms appear in the second visit to the Water Prison world. Their body type is similar to the Twin Victims, but they're naked and have a single head underneath their grotesque fleshy mass of a body, while still keeping the same oversized arms and hands to move with.
- Ascended Extra: In a way. The Locane twins were mentioned in the same newspaper clipping Walter Sullivan was named in during Silent Hill 2. While their real selves are never seen, the Twin Victim monster is a manifestation of the twins in Walter's distorted reality.
- Body Horror: Two baby heads connected to a grotesque body in a cloth that walks on its huge arms, and a fleshy mass with a head beneath it.
- Creepily Long Arms: Long enough for them to walk on, since neither monster has legs.
- Death by Irony: Henry can acquire a Rusty Axe in the Building World which, assuming it resembles the axe that killed the twins, basically means Henry is killing them the same way Walter did.
- Hell Is That Noise:
- Their voices... Whenever they're far away from Henry, they'll creepily point at him and whisper "receiver..." in low, distorted voices.
- The trailer for Silent Hill 4 had them screech in what seemed to be distorted baby-like voices more appropriate for their appearance. In the game proper, they're given low-pitched groans instead.
- The Last of These Is Not Like the Others: They're the only 21 Sacraments victims represented in Walter's reality as monsters instead of Ghosts.
- Multiple Head Case: It has two conjoined baby heads with their Eyes Always Closed. The Bottom averts this.
- Palette Swap: The Bottoms are this to the Twin Victims, even symbolizing something entirely unrelated to the Locane twins (namely childbirth).
Animated wheelchairs found in the Hospital and Building Worlds. They represent Walter's distaste for hospitals, much like the Patients also do.
- Animate Inanimate Object: Sentient wheelchairs that move on their own.
- Area of Effect: They have the same aura effect as the Ghosts and will hurt Henry if he stays close for too long.
- Invincible Minor Minion: They can't be destroyed by any weapon. Henry can only avoid them and use items to diminish the hurtful aura effects.
- Living Shadow: If a Wheelchair is against a light source, the player will see they cast a shadow of a person on the wall.
A group of gigantic Wall Men whose bodies emerge from flesh stretched and hung up on large metal frames. They are fought as a boss at the end of the revisit to the Building World. As their name implies, only one of them is the "real" boss and Henry must kill it to kill the others.
- Degraded Boss: Individual One Truth enemies will appear in the second visit to the Apartment World.
- Keystone Army: Their gimmick is that only one of them is the real enemy. Henry must find the real one and attack it, which will also damage the others simultaneously.
- King Mook: To the Wall Men.
- Meaningful Name: Only one of them is the "real" boss, so there's only "One Truth". Furthermore, the name can indicate one out of two deeper meanings regarding Walter:
- The fact they're stationed right before Room 302 of the Past indicates they're guarding it, and Henry finding the "one truth" amidst lies is a test for him as the Receiver of Wisdom.
- The many "truths" that the Order spreads, with their metal frames resembling windows which they're blocking with their bodies, preventing people from seeing out into new possibilities.
Walter Sullivan's corpse, transformed into a grotesque creature pinned to a wall. Also called "The Fetus", it's fought as part of the final battle against Walter himself, at the core of his imagining of Room 302.
- Body Horror: This creature is the same entity as Walter's own dead body, found in the secret room of Room 302. Whatever happened to it when Henry left his apartment into the Apartment World, it turned into a disgusting monster with membranes around its head and its torso glued to the wall of Room 302's "womb".
- Does This Remind You of Anything?: Its alternate name is "the Fetus", and it resides within the core of Walter's fantasy within Room 302.
- Feather Motif: Has the same black feathers that adorned Walter's corpse, further proof that it's the same being.
- Final Boss: Part of it. The Conjurer must be hurt before Walter, since he won't suffer any damage as long as this thing is still active.
- Puzzle Boss: To hurt Walter in the final battle, Henry must use the Umbilical Cord on the Conjurer, which will allow him to remove the eight "Spears of the Holy Mother" from around the arena and use them on the monster. This, in turn, will put it out of commission and allow Walter's spirit to be hurt.
Walter's previous victims, reanimated as floating, undead corpses, living husks of their former selves made deadlier and monstrous by their killer's psyche. While only a few of the 21 Sacraments appear as enemies in the game, they're undoubtedly the most dangerous enemies to face, as they cannot be killed by Henry, only temporarily stunned. They will also deal proximity damage due to having a ghostly aura that will cause Henry severe headaches and slowly drain his health over time unless prevented by placing a Holy Candle or equipping a Saint Medallion. Ghosts can be pinned down with the Sword of Obedience item, but only five exist in the whole game, which are insufficient to contain all of them, and removing the sword from the pinned spirit will render it able to return later, meaning they should only be used for the worst of them.
Ghosts come in two varieties, Old Types and New Types. Old Types refer to Walter's string of murders from victims 01 to 15 (14 gameplay-wise), while the New Types are the victims Henry encounters in the different Otherworlds before and after their deaths. New Types are distinct and will have unique traits to them that the previous Ghosts lack. Walter Sullivan himself is a Ghost-like enemy in his own world, but for tropes associated with him, see his character folder.
- Area of Effect: Their ghostly aura, which will hurt Henry and slowly chip away at his health the longer he stays near them. Staying near a group of them in a tighter room is even worse, as the effect stacks the more Ghosts are present.
- Attack on the Heart: Their main direct form of attack is to reach towards Henry's heart and grab it, dealing damage until the player breaks free from their grasp.
- Fate Worse than Death: An interpretation of their state. If they truly are the souls of Walter's victims corrupted into monsters in his reality, they're in constant suffering and pain, bound to his demented world and ordered to attack other people.
- Ghostly Glide: The vast majority of them move like this, floating just above the ground and chasing after Henry, also being able to soar up higher if the player ascends ladders of stairs to continue their chase. The only exceptions are Walter himself and New Type Richard, both of which walk "normally" (less so Richard, who twitches erratically).
- Hell Is That Noise: Any appearance from them is preceded by their deep, haunting, continuous moaning, which will resonate as long as they're active and in the area. Pinning them down will often result in them groaning in pain through their distorted voices as they struggle fruitlessly to get back up.
- Invincible Minor Minion: Their defining trait, and easily their worst. They cannot die to any of Henry's weaponry, nor will they stay down for too long if he attacks them enough, only lying down stunned for the player to pin them down using a Sword of Obedience or run away to a safe room. Using the Sword keeps them down where Henry left them, but removing it lets them get right back up after a while.
- Thinking Up Portals: They move across different rooms in this manner, emerging from blood-like splatters on the wall and pushing themselves out of the gooey substance until they're free to start hovering.
- Our Zombies Are Different: They're called Ghosts, but their moaning and undead appearance brings to mind a classical depiction of zombies.
Victim 01 - Jimmy Stone (Ten Hearts)
- And Show It to You: One of the Ten Hearts murders. Walter extracted his heart from his body post-mortem.
- Asshole Victim: A top member of the Order who introduced Valtiel into Walter's subconscious, turning him into a serial killer carrying out a grotesque ritual to resurrect the Order's evil god. Let's just say he had his murder coming to him.
- Boom, Headshot!: How Walter killed him, shooting him in the back of his head.
- Death by Irony: He's a member of the Order's Valtiel Sect along with George Rosten, the latter of which imprinted the "angel" into young Walter's subconscious. Both ended up killed by their student and used for the ritual they taught him about (George is Victim 06, but has no Ghost equivalent).
- Karmic Death: Became victim number one after what he did to Walter.
- Mascot Mook: The Ghost most often seen in promotional material for the game, including the original trailer, the main box art and some posters.
- Recurring Boss: The most common Ghost fought in the game besides Victim 13.
- Red Baron: Called the "Red Devil" by other members of his sect due to his triangular red hood he wore during ceremonies. A photo of him from Translated Memories shows that it vaguely resembles Pyramid Head's iconic helm.
- Sinister Minister: A priest of the Valtiel Sect of the Order, and one of the members who taught Walter about the 21 Sacraments.
- The Villain Knows Where You Live: He's one of the hauntings that can appear in Room 302, emerging from the bloody portal in any of the different rooms of the apartment. A Holy Candle or Saint Medallion makes him retreat after a while.
Victim 04 - Steve Garland (Ten Hearts)
- And Show It to You: One of the Ten Hearts. Walter riddled him with bullets but left his chest intact so his heart wouldn't be damaged for extraction.
- Animal Lover: Owned a pet shop in Ashfield, and was noted to love his animals more than he loved the people who came to buy them.
- Damage-Sponge Boss: Takes the most damage to be stunned out of the Old Types.
- Improvised Weapon: A trowel, being the only Old Type Ghost to use a weapon.
- More Dakka: Shot to death by a submachine gun. Walter also used it to massacre the whole pet shop, killing all the animals in it, which Henry gets to hear later in his revisit to the Building World.
- Right-Hand Attack Dog: Had one in life, which he used to scare little Walter out of his store. The grown-up Walter killed it too during his rampage at the pet shop.
Victim 10 - Eric Walsh (Ten Hearts)
- Already Done for You: His ghost is first met in the Building World, with the first Sword of Obedience already keeping him down. This serves to introduce the player to the mechanic and to point out this is the only way to keep the Ghosts from attacking again. Unfortunately, taking the Sword out of Eric's Ghost requires letting him go free, although he's not too hard to escape from.
- And Show It to You: The last of the Ten Hearts murders.
- Apocalyptic Log: The Reminisces memo, which is part of the Four Reminiscences puzzle Henry must complete in his revisit to the Building World.
- The Bartender: His profession before he died.
- Boom, Headshot!: Walter shot him in the face at his own apartment.
- Hope Spot: Died in his birthday, when he closed the bar early and ran home, thinking he'd be safe from the killer who murdered Steve Garland in the same town block he worked at. He arrived home to a ready birthday table... set by Walter, who shot him soon after he took notice.
Victim 12 - Peter Walls (Void)
- Arc Symbol: Represents the "Void" in the 21 Sacraments scriptures, likely due to his perceived empty life as a junkie.
- The Cameo: The Ghost enemy in Book of Memories uses an updated version of Peter's model.
- Junkie Prophet: A drug addict, he was high on marijuana in an alley when Walter's spirit cornered him. Looking up at Walter as he ascended a ladder near Hotel South Ashfield, he told his friends below he was seeing "God" before vanishing.
- No-Holds-Barred Beatdown: Walter lured Peter over a ladder near Hotel South Ashfield and spirited him away into his Otherworld, where Peter was beaten to death by him. His corpse was later found in a hotel room, completely bruised.
Victim 13 - Sharon Blake (Darkness)
- Arc Symbol: "Darkness", tying back to the Void mentioned in the ritual scriptures.
- Cruel and Unusual Death: Walter cornered her in the woods outside Silent Hill and drowned her in Toluca Lake.
- The Goomba: The weakest of the Ghosts, and therefore a minor annoyance compared to the others.
- I Have Your Wife: Her family was involved with the Order, and one day they disappeared, with Sharon fearing they were kidnapped by them. She later found their graves in the woods near Silent Hill, where Walter was also waiting for her.
Victim 14 - Toby Archbolt (Gloom)
- Arc Symbol: "Gloom", which he certainly felt as his influence in the Order diminished.
- Body Horror: His Ghost has a visible head injury and bent limbs from the fall that killed him.
- Disney Villain Death: Walter pushed Toby off a cliff during a trip to Mexico.
- Hope Spot: Despite his dubious activities, his life was getting better, as he was elected for the Silent Hill City Council, gaining a trip to Mexico. And then Walter pushed him off a cliff.
- Sinister Minister: A priest of the Holy Mother Sect of the Order.
Victim 16 - Cynthia Velasquez (Temptation)
- And I Must Scream: Promotional artwork showing Cynthia's ghost shows her with her mouth wide open and her face fully covered, emulating this feeling. Especially if one subscribes to the theory that the Ghosts really are Walter's victims in eternal suffering.
- Body Horror: Her body is pale-white and her skin looks decomposed, her clothes soaked in blood and what appears to be her stab wounds visible through some of her exposed body.
- Glass Cannon: Deals a lot of damage with her grab attack and can move faster than other ghosts, especially if she's on the ground, where she'll slither away creepily, away then back again. That being said, she's comparatively easier to bring down than her other New Type counterparts.
- Hell Is That Noise: Introduced with distorted, reversed sobbing.
- Prehensile Hair: Her long hair moves on its own and can latch onto Henry, slowing him down for her to approach and attack.
- Stringy-Haired Ghost Girl: Resembles an onryuu, with the long hair and paler skin.
- Super-Persistent Predator: The most persistent of the four New-Type ghosts (not counting Walter). If she is not pinned down, she will show up more often (starting at Building World) to harass and attack the player, not to mention the amount of rooms she can cross in just a single world.
- Tragic Monster: During her introduction cutscene, she sounds like she's crying in desperation.
Victim 17 - Jasper Gein (Source)
- Body Horror: All of his upper body is charred and burnt. When he's pinned down, the flames die down enough to show he's still burning, the skin showing flickers of fire like it's made of charcoal.
- Hell Is That Noise: Unlike the other ghosts, Jasper sounds like he's choking and gurgling, likely from the burnt air that filled his lungs.
- Improbable Weapon User: Uses the same candlestick he used to trace the 17/21 on his chest as he was dying.
- Man on Fire: Jasper is ablaze even in (un?)death, due to his immolation.
- Playing with Fire: While he doesn't shoot fire, he himself is immolated. As a result, it gets hard for the player to be near him to deal melee damage because of his flames, which worsen his ghostly aura. Plus, he hits harder due to having a weapon.
Victim 18 - Andrew DeSalvo (Watchfulness)
- Acrofatic: Floats surprisingly fast for a ghost with his girth, and is capable of doing a roll attack towards Henry that goes very quickly.
- Body Horror: His skin is cyanotic and his body is bloated from all the water he took in. His eyes are also dilated and fully white.
- Dissonant Serenity: Seems oddly happy and looks like he's smiling as he sings a creepy song about the 21 Sacraments.
- Gate Guardian: Holds the key for the door that leads out of the Water Prison World into the Spiral Staircase, making him the only Ghost enemy that requires using the Sword of Obedience on to progress.
- Hell Is That Noise: He actually sounds relatively normal when you hit him and pin him down with the Sword, as his voice is less distorted then, but he still gives off the same horrible groans of pain as the other ghosts when he's kept down, and his singing is absolutely distorted and off-tone.
- Ironic Hell: Andrew worked for the Order but was a non-believer, calling it "mumbo-jumbo" when he talked to Henry previously. As a Ghost in Walter's reality, he's now singing their scriptures with a smile on his face, likely enforced by Walter's cognition.
- Ironic Nursery Tune: Chants the Descent of the Holy Mother scriptures in song form as he floats.
- Rolling Attack: Can curl up and throw himself at Henry to deal a good chunk of damage.
Victim 19 - Richard Braintree (Chaos)
- Body Horror: His skin is charred dark from his electrocution, his hair is messier and burnt to black, and his clothes are equally burnt. Specks of blood can also be seen under his nose and on his shoulders.
- Crowbar Combatant: Uses a pitch-black rusted crowbar to attack.
- Damage-Sponge Boss: Takes the most amount of punishment out of all the ghosts to put down. Using a Silver Bullet is advisable to make sure he falls quickly.
- Flash Step: He'll teleport right up to Henry to attack him with the crowbar. He can also move erratically and suddenly speed up as he attacks.
- Ghostly Glide: Averted, his ghost is actually the only one that doesn't float at all (besides Walter himself). He compensates for it by teleporting and twitching around.
- Hell Is That Noise: His groans of pain are different from the other ghosts, more hoarse and phlegmy-sounding, while his pinned down sounds are similar to Jasper's in that he sounds like he's choking.
- Ominous Visual Glitch: Invoked, since his electrocution made it so Richard now moves as if he's constantly glitching. He'll also sometimes freeze in place, do his attack motion backwards, slow down, twitch erratically on the spot or even do all at once in sequence before speeding up.
- Psycho Electro: By virtue of his Cruel and Unusual Death. He'll randomly twitch and "glitch" out like he's being shocked by lightning, leaving him completely vulnerable to attack. But it can also be dangerous since, after he twitches, he'll either move in slow motion or suddenly speed up as he moves and attacks.
- Speed Echoes: All of his movements use this effect, to illustrate his death by electricity and that, indeed, he moves fast if he twitches enough times.
- Teleport Spam: Uses this to evade attacks and resume his own if Henry engages him in battle.