Henry wakes up one morning to find that he's been trapped in his own apartment. Then 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 take part 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 generally lack of common sense all point towards disorders such as schizophrenia.
- 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.
- Flat Character: Even getting the better endings, he doesn't do an awful lot of growing within his character arc, all things considered. Accusing him of this is fairly common, as a result. This rather sets him apart from most protagonists for the series, as it's like he blundered in by total accident with little to learn. Which turns out to make a lot of sense: the game is about how screwed up Walter is, and, is therefore, not primarily focused on Henry's issues. The only possible development Henry ever gains is when he gives Eileen flowers at the end of the game, or even during the escort mission where Henry goes from not giving a shit to being protective of Eileen once she gets trapped in the Otherworld herself. And the latter is completely up to the player; you can choose to be a complete 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. 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.
- 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, but the story really revolves around Walter; Henry is just in the wrong place at the wrong time.
- 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.
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 leftover care 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, as 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.
- 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.
- 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.
- 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.
- 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: 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.
- 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.
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, 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, stabbing his own neck with a spoon in his prison cell after being apprehended for the murder and heart removal of 10 victims prior. 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.
- 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.
- 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.
- Chainsaw Good: He's armed with a pistol and a chainsaw 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, 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.
- 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.
- 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.
- Famous Last Words: Calling for his mother in a pool of his own blood. Couldn't be anything else.
- 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 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.
- 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. 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 and slowly bleeds to death, Eileen is brutally beaten 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.
- King Mook: As far as gameplay goes, he's a glorified Victim Ghost until the Final Boss fight, and only after applying the Umbilical Cord and impaling the 8 spears into his "true" body 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.
- Monster Sob Story: All he wants is to be with his "mommy". A "mommy" in the form of an inanimate apartment room.
- My Death Is Just the Beginning: Well, actually not the beginning, but the halfway mark of his 21 Sacraments.
- Nice Job Fixing It, Villain!: Of all the "Givers of Wisdom" that could have taken up residence in his beloved Room 302, it had to be a very diligent and very prolific writer. If Joseph hadn't done the research on Walter, the 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 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 realise this. He thought his mother was an apartment for God's sake!
- Once Killed a Man with a Noodle Implement: 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.
- 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.
- Rise from Your Grave: In the Forest World, Henry uncovers his empty plot. Walter's ghost dug up his body and installed it in Room 302.
- Serial Killer: He's killed 15 people before the game begins. The game shows him taking out victims 16 through 19, and the second half of the game showcases his attempt to take out victims 20 and 21.
- Shrouded in Myth: Authorities are baffled at how this guy continues killing when he's already dead. As far as the normal world is concerned, their best guess is 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 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.
- Used to Be a Sweet Kid: Tried his hardest to be one, before The Order got to him.
- The Villain Makes the Plot: His effort to complete the 21 Sacraments, and gain access to Room 302, is the main focus of the plot. Henry is involved only because he happens to be the current occupant of Room 302.
- 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.
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, 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... but baiting Walter by complimenting his natural good looks before then belittling his homelessness was uncalled for.
- 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.
- 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.
- 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.
- Stringy-Haired Ghost Girl: Comes back as one.
- Stripperiffic: Her normal clothes are quite bold, and on a second playthrough you can unlock an even more revealing costume - dominatrix-styled lingerie.
- Super-Persistent Predator: Her ghost is the most persistent of the four 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.
- Tragic Monster: She's revived as a ghost after her death. Not helping matters is the fact that, during said ghost's introduction cutscene, she sounds like she's crying in desperation.
- 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 Placcard, "Source", is difficult to associate at first, but he does die by fire, making him a source of light. Not to mention Jasper was present as Walter was killing his second and third victims, making him, as per the ritual ordered, "return to the source" in a manner of speaking.
- Break the Haughty: His two best friends died to a psychopath before his eyes. Anyone would be shaken by such an event afterwards.
- Improbable Weapon User: His ghost 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, because said man was burned alive as part of the 21 Sacraments.
- Meaningful Name: His last name is probably a reference to Ed Gein.
- Playing with Fire: While his ghost doesn't shoot fire, he himself is immolated. As a result, it gets hard for the player to be near him to deal melee damage because of his flames. Plus, he hits harder due to havin a weapon.
- 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 prison. He was the watchman of the Water Prison, 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 his death.
- Dissonant Serenity: His ghost, which seems oddly happy and looks like it's similing as it sings a creepy song about the 21 Sacraments.
- 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.
- Ironic Nursery Tune: As a hostile ghost, Andrew sings a distorted song about the 21 Sacraments ritual.
- 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".
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 etched 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 not 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.
- Crowbar Combatant: Richard uses one after being brought back as a ghost.
- Dying for Symbolism: Richard is murdered in the electric chair, reminiscent of how criminals are put to death. Walter had this death in mind for him based off of witnessing Richard "skinning" Mike (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.
- Flash Step: As a victim ghost, he'll teleport right up to you to smack you around with a 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.
- 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.
- Psycho Electro: By virtue of his Cruel and Unusual Death. It carries over to gameplay as well: Should the player fight him, he'll randomly twitch and spaz out like he's being shocked by lighting, 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.
- 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.
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.
- 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.