Walter. Put Your Chainsaw Away, Walter. Let's Play Silent Hill 4! [Finished]

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Alternate Thread Title: Too-ra Roo-lye-aye, Let's Play Silent Hill 4!

The Game

Silent Hill 4: The Room is the fourth game in the Silent Hill franchise. For once that's not completely redundant to point out, as in the conceptual phase of the game's development it was instead intended as a spin-off set within the greater Silent Hill universe with loose ties to the main games. For whatever reason, Konami wanted it to be a part of the main line series. Possibly they were worried people would miss that it's a spin off and think it was a case of self plagiarism, or more pragmatically they just thought a Konami horror game wouldn't sell well without the Silent Hill branding. Whatever the case, early on it was reworked into being Silent Hill 4 and ended up being Team Silent's oddball send off for the series.

As you'd expect from a game that wasn't meant to be directly tied to it's immediate predecessors, this game has many basic trappings of the Silent Hill games but shakes up the formula in a number of ways. There are first person segments within a home base apartment, distinct levels you are warped to, you only can save from within your apartment, gunplay has been heavily de-emphasized while melee combat takes the forefront, and the game has a greater emphasis on ghosts and spirits as opposed to monsters. The game also completely retools the inventory system and adds additional mix ups to create a very tense and oppressive atmosphere come the late game. At release, Silent Hill 4 had no shortage of people who disliked it, finding it a drastic departure from the previous games in all the wrong ways. Additionally, it's very experimental and not everything it tries lands properly. On its face it also has by far the worst replay value of any game in the series. With time though, there are people who have reappraised the game and have gathered a bit of an appreciation for what it does do right. Likewise, while there is a clear formula shake up it still has many of the signature aspects of the franchise that people love Silent Hill for, from it's sound work to its visuals. And the end of the day, as much as you can criticize the gameplay, 1 and 2 don't really play that much better and they're still considered stone classics. One of the people who really likes this game is this guy right here, and I'm hoping to show you why!

The Let's Play

As is standard for my Silent Hill let's plays, I will leave no stone unturned and obtain every ending, beat the game with the max ranking, and show off every unlockable. Silent Hill 4 is tragically a bit less realized in the latter category than the preceding games, but there's still a little bit to show off. The game also has many obscure and obtuse mechanics to it that could always use more videos elaborating on it. I'll be doing my best to play through the game in an optimal manner, but I hope to show off as many Easter eggs as possible as well as collect all the items you'll want to have to make your life easier all throughout the game. Anything I'd like to show off that doesn't fit too well into a clean run of the game, I'll be sure to have additional clips at the end of the relevant videos showing them off. With that all said:

The Videos

Part 1, Daydream Nation
Part 2, The Peeper and The Temptress
Part 3, Burning Man
Part 4, Deadman Wonderland
Part 5, Concrete Jungle
Part 6, Door to Door
Part 7, Come On Eileen
Part 8, Bad Hair Day
Part 9, Walter's Dollhouse
Part 10, Prison Break
Part 11, The One Truth
Part 12, Too-Ra Loo-Rye-Aye
Part 13 (Finale), Interplay of Sex and Violence
Live 10.1 Star Clear with Escape Ending
10.2 Star Rank Playthrough
Last edited by Cullen on Fri Sep 08, 2023 2:58 am, edited 15 times in total.

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Part 2 has been uploaded! Notable events in this video include me getting mauled by dogs repeatedly, our first encounters of the ghostly variety, one of the world's shortest escort missions, and Escalator Land.

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Part 3 is up! This time around, we enter a world of green, get annoyed by bugs, I get to confirm for myself the Chainsaw is a terrible weapon, we meet a man with a worse speech impediment than me and we discover elements that P.T. would use to much greater acclaim a decade later.

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Part 4 is up! In this edition, Henry gets directed to a new outlet for his voyeurism, we get an insight to the extent of human cruelty, we get confirmation that the creepy child is indeed creepy, and we take advantage of static puzzle solutions.

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Part 5 is out! In this edition, we educate ourselves on the sprawl of urban decay, we learn just how durable human bone structure can be, we find that horror can be found just outside your windows, and we break into a bar. We're rapidly approaching the major gameplay shift, but we have one more major area to clear before that kicks in.

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Part 6 is out! In this edition, we find that hell and home is where the heart is, Henry gets to expand his voyeur tendencies into whole new horizons, Henry is not the only creeper at South Ashfield heights and that apparently stripping someone is only a degree of separation from flaying them alive. And then things take a turn for the disastrous. If I can be real for a moment, this is hands down the most boring level in the game, so apologies if I sound little checked out at parts. Thankfully, next video will see the major gameplay shift for the second half of the game kick in, and things get a lot more exciting and dangerous from this point!

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Part 7 is out! In this edition, Henry learns a thing or two about demons, we discover a hospital that isn't quite up to code, we get the Silent Hill version of a Scooby Doo Doors section, and finally we gain a new companion to hinder aid us in the coming trials! Not all is quite so rosy on the homefront though, the air quality has taken a serious downturn.

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Since we're at the point in the game where things become a fair more difficult, I thought I'd dedicate a post to explaining probably the least liked aspect of the game and definitely one of the most misunderstood. Starting from the Hospital world, you have to escort Henry's neighbor Eileen through every level in the game seen thus far, with new challenges and obstacles awaiting you. Since Eileen is severely injured and has an arm in a cast, there are several moments where we'll need to find roundabout ways to get her through areas she simply isn't capable of traversing the same way Henry is. While we are expected to protect Eileen, it's important to note that she CANNOT actually die from injuries sustained during the escort quest. The gradual damage Eileen takes is instead tied to a timer in the final boss fight. The more damage Eileen has racked up, the faster this timer ticks down and if it expires, you'll get a worse ending. There are several other smaller problems associated with Eileen taking damage, but the ending is likely the main reason you'll care to protect her. It's worth noting that on Easy and Normal, the final boss is a relatively quick affair and even with substantial damage to Eileen you'll likely finish it with plenty of time to spare. All information in this post is most helpful to know on Hard mode, where the final boss is a MUCH longer fight and carries a very real risk of this timer running out even if you've protected Eileen perfectly throughout the game.

Let's start with the basics. Eileen has a counter associated with her that represents her possession level, the formal representation of how much damage she has taken. This counter starts at 0.000 and maxes out at 1.0. To visualize this more easily, let's invert our perspective on it and say that Eileen starts with 1,000 hit points. The more hit points she loses, the more possessed she becomes with 3 notable stages of possession. Should Eileen run out of hit points, she will be fully possessed and numerous problems arise from this. The most notable issues is that Eileen will go into seizing fits that causes her to register as a victim ghost. Eileen cannot move forward until these fits are over and actually deals passive damage to Henry should he stand in her presence. These fits can be cleared with Saint Medallions and Holy candles, but obviously those are resources you'd probably rather use on different things. Additionally, the more damaged Eileen is, the more likely she is to collapse to the ground when taking further damage. Eileen is required to pass through level exits, so a lot of time can be lost and lot of safety can be forfeited if Eileen is critically injured and you're at the point where you need to advance to the next level.

As far as damage sources go, this has less concrete information available for it. It's important to know there's actually quite a bit of RNG in how much Eileen is actually hurt for in any given situation. The most well documented damage values are the ones related to leaving Eileen alone in a room. Should you leave Eileen alone in a room without any enemies, Eileen will take 2-5 hit points of damage for every screen transition that happens while she's left behind. (Contrary to popular belief, this is not a time based factor) This is a pretty negligible amount and there are several instances where you are forced to leave her, so there's only once specific case where it's a serious consideration about the risk-reward of leaving Eileen behind. More substantially though, if Eileen is left in a room that has enemies in it, she takes an automatic 50 HP damage for every screen transition. Eileen can have her possession maxed out in as little as 20 screen transitions if abandoned in this circumstance. The only exception to these are portal transitions back to Room 302. These do not trigger damage to Eileen and she's more or less in complete stasis while you're in Room 302. For damage received from enemies, this is really random and everything has slightly different values they hurt Eileen for. Thankfully, things that are obnoxious and random to deal with like Hummers deal 1-3 damage which can easily be ignored, while most other things in the game strike for about 10-20 HP of damage.

Now this makes it sound like Eileen has the potential to rapidly rack up injuries, but there are some allowances made to make this quest not at all difficult for those who put in the effort to keep Eileen safe. For starters, Eileen has a grace period upon joining where she does not take any damage, as mentioned in part 7. This grace period is a little random, but essentially Eileen can tank 12-13 hits from enemies for a spell when she first joins you. This grace period erodes over time and is essentially gone by the time you return to Forest World, but it does allow you some mistakes against the patients in the Hospital. Another thing is that the game keeps a running total of how many screens Eileen travels with Henry. This total actually builds up a resistance to damage for Eileen, and if she goes extended periods of time without taking damage and keeping pace with Henry, the game actually gives her some immunity to damage received from enemies as well as making her immune to transition damage in safe rooms. This goes the other way though, if you abandon Eileen frequently, she actually becomes more vulnerable to damage and it takes a number of screens traveled with her to offset this. If it is your intent to get the best ending of the game, it behooves you to keep Eileen with you any time you have a choice in the matter. With all this laid out, I'd just like to address a couple myths and misconceptions about this portion of the game.

Myth #1, You can fully heal Eileen by placing a Holy Candle at her feet, making it unnecessary to seriously protect her.

This is by far the most persistent myth about the game that has been thoroughly debunked and it's pretty much obligatory that any modern Silent Hill 4 let's play notes this doesn't work. The reason for this myth is because the Holy Candle does have an effect on Eileen, visually purging her of her possession state and making her immune to becoming a ghost for a period of time. This is strictly temporary, however, and the true amount of damage Eileen has taken is still stored by the game and she gradually reverts to her wounded state. Another potential source of confusion is that there are sources of "fake damage", things that cause Eileen's visual condition to worsen but don't carry the usual penalties of that and gradually fades away. The holy candle does not affect the timer in the final boss at all, which will run off of the true damage Eileen has taken no matter what. While it's generally known by people who actively play the game that this is a myth, a lot of outdated sites still list it as fact, which can cause confusion for people looking up info about the game.

Myth #2, Aside from healing with the Holy Candle, the damage Eileen takes is otherwise permanent and you must be diligent about protecting her at all costs if you don't use the Holy Candle Trick.

Mercifully this is actually false. The holy candle bit is bogus for obvious reasons, but Eileen does actually heal over time. In addition to the gradual damage resistance she can gain, if Eileen enters a new room with Henry without taking damage in the previous one, and does not have any penalties for being abandoned for a number of screens, Eileen will actually heal a small amount of HP, 1-3 hit points at random to be specific. While this is a pretty small amount, it can actually offset most of the potential damage Eileen can take from stuff like Hummers or the occasional enemy that breaks past Henry. It is in fact possible to fully heal Eileen via door transitions should you have the patience to do so. Another thing that gives slight healing to Eileen is breaking her out of a ghost state when she's fully possessed by using either a Saint's Medallion or a Holy Candle. This is the one situation where the Holy Candle can ever so slightly recover Eileen's status in a persistent fashion, but the amount healed is very small and won't change her visual condition once the normal effect of the Holy Candle wears off.

Myth #3, The sub-machine gun causes damage to Eileen should she use it, and thus you should never use it if going for the best ending.

This is a myth that has pretty straightforward reasons for existing because the game actively tries to trick you into thinking this. I've mentioned a couple times there are sources of "fake damage" or "fake possession", and the sub-machine gone is one of them. Youtuber RuminInLove has a video going in depth on this strange mechanic. The basic gist is that the sub-machine gun functions like a reverse holy candle, gradually causing Eileen's visual condition to worsen even if she so much as holds it, but she isn't actually being hurt by it. Gradually, the cursed appearance will fade and Eileen will revert to her true condition. This means you can use the Sub-machine gun willy nilly with no penalty to yourself, and it's actually rather helpful for obtaining a 10+ Star ranking should you have access to it. Just for the sake of mentioning it somewhere, the other source of "fake possession" is from ghost victims. The damaging effect from standing near them without a Saint's Medallion will also cause Eileen's condition to deteriorate if she is near by, but this is "fake damage" and not anything that will cause any problems. As far as I can tell, ghost victims are perfectly content to ignore Eileen altogether.

Myth #4, as long as the area has no enemies, it is safe to leave Eileen behind since it lets you accomplish goals faster.

I already addressed this in the basic mechanics explanation, but since it bears emphasis, this is false. Eileen being left behind period causes small amounts of damage to her, and it's purely based on how many screens you travel rather than a time factor so simply being quick will not mitigate this. Now for the most part, there aren't that many safe places for Eileen beyond where the game forces you to ditch Eileen for the purpose of solving a problem to get her through the level, but there is one area where you have the option to ditch Eileen for an extended period that seems like a good idea. When we return to Forest World, Eileen is not required for any part of that level nor is there any part with a mandatory split, but you do have the option to leave her in the central Orphanage area where the main level objective is and just complete the surrounding goals without her. On Normal mode this is more or less fine to do, but on Hard mode the damage Eileen takes from this is more problematic, and you have the added problem that the more screens she is left alone, the more vulnerable to damage she is while the less she will recover by the time the final boss rolls around. It helps to know this is a problem if you are planning on grabbing the game's best ending. Do note that there is one area where you can pretty safely ditch Eileen since she will teleport ahead if you happen to do that, and I'll be sure to point it out when we get there.

As for miscellaneous things to mention, you have no direct control over Eileen but you can influence her based on her equipment. If she has no weapon equipped, she will not engage with enemies and will do her best to keep moving if Henry is moving. Certain weapons make Eileen more aggressive and willing to engage enemies independent of Henry, so always be mindful of whether or not she has a weapon equipped if you use her to help in combat. For the most part, the really dangerous problems that can slow you down from Eileen being heavily damaged only happen when she's at her most wounded, so as long as she isn't getting slapped constantly you shouldn't have to worry too much about her holding you back. If you're going for a 10+ Star run, it actually is in your best interest to keep Eileen at least a little safe, since her becoming a ghost or collapsing can seriously slow you down or open you up to danger. Finally, the aforementioned youtuber RuminInLove has a commentated breakdown of how Eileen works that I'd recommend checking out if you had a hard time following my explanation.

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Part 8 is out! In this edition, we learn about the potential harrying hauntings we can deal with, Henry understands the importance of hair care, we get free subway rides for life and we pick up a stalker, thus showing that anyone can gain a negative parasocial relationship.

I've included links to videos with all available hauntings in the game in the pinned comment for this video! There's an extreme amount of randomness in what hauntings you get in a given playthrough, and some are extremely rare so this is the easiest way for me to share them within this let's play.

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Part 9 is out! In this edition, we learn about the many different ways you can interpret the visual symbolism of this series, I plug far more dedicated and talented channels than my own, Jasper has addressed his chill, and Henry plays with dolls.

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Part 10 is out! In this edition, Walter channels his inner John Wick, a prisoner gets a post-humous opportunity to stick it to The Man, Henry learns the tricks of the trade for coal mining and child slaughter ensues. Next episode will feature the most complicated level of the Escorting Eileen portion of the game as well as major plot revelations!

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Part 11 is out! In this edition, one of our neighbors drops in again, we plan a sweet birthday party, I begin to suspect Eileen will hate ladders for the rest of her life once this is over, and finally we get some answers. Next video will be the story finale!

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Part 12 is out! In this edition... well we see the final boss and the end of the game! This is not the end of the let's play quite yet, there are some miscellaneous aspects of Brand New Fear to check out, and of course getting the coveted 10.2 star ranking. I already have the latter recorded so this LP will be wrapping soon enough!

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The final normal video of the let's play is out! There is weaponry, and there is ass. I am currently rendering out the 10.2 star rank run I've recorded for this series, which will serve as the informal finale to the series as a whole. I'll draft up some route notes to go along with it so I can elaborate on what my exact methodology was for getting through the game and I can highlight the points where I could have saved serious time. Additionally, I'll link a stream vod where I obtained a 10.1 star rank live in the OP, which also contained the successful version of Water Prison Twin Victims skip. Hope every body who's watched has been enjoying the videos, I've been having a blast making these!

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The 10.2 star run has been posted and the let's play is formally finished. I've posted some route notes below so that you can get an idea of what my mindset was for how I approached this. Thank you so much to everyone who watched, I had a blast making this. I was super worried I'd burn out on this game in the process of getting it ready, but I honestly gained a new appreciation for it and had a ton of fun optimizing my route for a faster clear and getting a 10.2 star rank. It's a bit sad to be completely done with the Team Silent games, but there are plenty more games out there for me to fully explore with the incentive of recording for them. Hope to see you in what I do next!

10.2 Star route notes:


To start things off, for this 10.2 star run I played on One-Weapon Mode for the purposes of unlocking All Weapons Mode. How does this affect the run? Well for the most part it actually doesn't, and more than likely costs quite a bit of time. For starters, you can't use the very fast Pick Axe of Despair kill on Walter, which easily eliminates any potential time save starting with the Axe gives you. Not that I would have used it, but One Weapon also disables the spawn of the Sub Machine gun, removing a very useful way Eileen can contribute. And finally, the simple fact is that most of the first half of the game has you avoiding combat at all costs and any kills I snagged prior to when you normally get the Axe were purely for safety in avoiding deaths and having to restart. The only area I estimate this legitimately saved me time was Building World 1, where I opt to kill the Sniffer Dogs in the pet store to avoid any complications in collecting the key to Albert's. Contrary to what some may say, I don't find this mode to make the game any easier if you pick the axe, at least in the context of a ranking run, and it probably makes it harder overall. With that established, let's breakdown the run as follows,

Starting Out and Subway World: This part of the game is fairly automatic, simply a matter of checking all the key triggers to spawn the bathroom hole. Once you pick up the pistol and return to Subway world, this is where routing starts to become a factor. I opt to pick up all pistol bullets save for the pack on the opposite end of the first floor where you later find the silver bullets, since you can simply grab them once you return to Subway World the second time. We need 56 bullets altogether for The One Truth, and I plan to use a bunch on the escalator for safety against the Wall Men, so rather than aggressively route my pick ups I just opt to grab as many as possible along the way I normally go. After grabbing Cynthia and heading to the portal room on the opposite platform, it's important to take the B3 ladder back up to the other side and unlock the door there to save time on Subway World second visit. On B3, we see one of the few times I make use of the Axe in the early game to dispatch the Sniffer dog on the B3 platform. I like to kill this dog to avoid any potential damage before getting on the escalator, and while I normally use bullets the axe is much simpler and cheaper. I avoid the nutrition drink in case I need it later, and then there's a fairly sloppy escalator section. This part is easily one of the toughest to optimize in the early game, but as long as I get through it relatively quickly and finish greater than being on death's door, I'm fine. Since we have forced usage of the chest when we pick up the Rusty Bloody Key in Forest World, I hang onto all items I have until that point.

Forest World First Time: This is another pretty automatic area. I stop to pick up the pistol bullets on the first Hummer screen, and it eats a bit of time to kill all the Hummers, but it's also pretty slow and much more dangerous to let them nip at you while grabbing the bullets, so I consider it an acceptable time loss. Afterwards, the only thing I have to be mindful of is grabbing the memo from Jasper's car, since we only get two opportunities to grab it. The only scary section here is the path to the rusty key, which has an absolute party of sniffer dogs along the way which can very easily sprawl out into a death with a bad approach and low health. Thankfully this goes about as good as it can go short of avoiding damage entirely, and we're past the last potentially difficult part of the first half of the game.

Water Prison World First Time: The first area where I had notable time loss due to my famous faulty memory kicking in. I forgot to grab the Saints Medallion on the trip to the basement and had to waste time grabbing it after spinning the wheels, and I also entered the third floor prematurely before opening the sluice gates on the roof. As usual, I get kind of lost in the third floor, but you do really want to be thorough here as there are several memos within this level and forgetting any of them will nullify the 10.2 star run. Otherwise, this area is practically a glorified cutscene, all combat is perfectly avoidable, especially if you ignore the pistol bullets in the Wall Men cell. I could have easily cleared this about 45 seconds faster without the routing flubs, but this is far from the worst time loss we'll see in this area (Unfortunately).

Building World First Time: Before entering, it's critical you check the peep hole at the front door to get the bloody memo from Frank. This memo is permanently missable, and not just in the sense that it takes too much time to backtrack for it. Otherwise, Building World is almost a complete straight shot. We see the second major use of the Axe here, taking out the Sniffer Dogs in the pet store much more efficiently than if we used the Aluminum Bat. We get the axe at the end of this level normally, so this is where One-Weapon with the Axe merges with a normal run, and begins to bleed time due to missing stuff like the Pick Axe. I opt to grab the second sword of Obedience since I wanted to pin all the new victims in this run, but you can easily shave 30 seconds off the time I got here if you ignore it. Jasper and Richard are almost completely ignorable (Jasper especially) so it's not a huge deal if you don't have Swords or anti-spirit supplies to deal with them.

Apartment World First Time: Once again, this is more like a cutscene than a level. To complete this, we only have to hit 4 rooms: Room 301, Room 105, Room 102 and Room 203. All these rooms have the memos we need for a max rank, as well as room 102 having the one we need to advance the game. None of the other rooms are really worth the time to grab anything from, though there is plenty of spare time to grab the portable med kit from Room 106 if you desire to have the extra healing. At this point, we of course meet up with Eileen and the game begins to get a lot more difficult.

Hospital World: Starting this out, I opt to kill the Hummers but honestly it's better to ignore them because they despawn once you grab Eileen. We need to get the Nurses memo, and I grab the med kit and ampoule for future use. Once we get to the Hallway, there were only two items I considered necessary to grab: the Saint Medallion for battling Cynthia and a Holy Candle for dealing with hauntings since we want to get the Escape ending. Unfortunately I had terrible RNG for the doors and ended up having to search everything anyway. Obviously I ignored the Revolver bullets and I passed on the pistol bullets in the squishy room since it's too much of a time loss to take them but otherwise I grabbed everything else. Once meeting up with Eileen, we return to Room 302 and do some light inventory management. Since we have to return here shortly after starting Subway World anyway, it's not super critical you grab every item you need but it is wise to clear space at least since you'll likely be full up if you grabbed every item in the hallway sequence. I also grab the pistol to quickly dispatch the Gum Head that blocks the hallway when you first re-enter Subway World. We have all the ammo we need at this point to defeat The One Truth, so I won't be going out of my way to pick up extra, but I'll definitely be grabbing anything else that is in the way. Returning to Eileen with the key to the gate out of the hospital, I play it safe with the stairway patients and knock them onto the center step to dispatch them. It is faster to just run past them and let Eileen catch up, but I want to do my best to protect Eileen and extend her health as much as possible since we need to use the slower Rusty Axe method to defeat Walter in this run.

Subway World Second Time: Picking up the Holy candle along the way, I dispatch the Gum Head in the hallway with the pistol and rush to the bathroom with Eileen in tow. Unfortunately we need to return to the apartment again as soon as we enter Subway World to get the Toy Key, and this puts us into contact with our first Haunting. Holy candles are the way to go for dispatching these, Saints medallions not only take longer to dispel the hauntings and require you to stand still and let them run until the haunting is gone, they also only have enough durability at max to get rid of two hauntings. Very inefficient and since we end returning to the apartment at least 6 times this run, I do need to collect as many holy candles as that for safety's sake. I make sure I have everything I need, and return to Subway World. Entering the central terminal, we engage Cynthia in combat. Quick uncharged strikes with the axe and saint medallion equipped end this fight in record time. I also place a holy candle but I have been informed this doesn't actually stack with the saint's medallion damage, so ultimately it was a waste to do so. Even if you're not going to pin all the new victims, it's advisable to do so for Cynthia as she is by far one of the most aggressive and potentially dangerous if left unpinned. Heading down to the B2 Platform, we grab the filthy coin and take advantage of the door we unlocked earlier to quickly get to the opposite platform and leave Eileen in a much better spot to collect later. Returning to the apartment to wash the filthy coin and dump the Lynch Street Line Coin, I don't actually go out onto the portal side platform because the items there just aren't worth the effort to get. Grabbing the murder scene key, I make my way towards the escalators on B3 and return to 1F to grab the Commuter's Ticket and the Train handle. At this point, I travel into the Greedy Worm hall to pick up the Silver Bullet and Pistol Bullets I passed on earlier. This area has several Gum Heads in it that are too much of a hassle to kill, so I like to come here on returning for Eileen so I don't have to worry about her getting surrounded, though this isn't strictly necessary. Picking up Eileen and back tracking to B3 with the Commuter's Ticket, we stick the train handle and grab our third sword of obedience. It's important to finish this area with 2 open item slots so we can grab the Torch and the first doll piece without having to do an inventory dump at the apartment.

Forest World Second Time: Picking up and lighting the torch as we enter, we grab the first doll piece and make a rush for the orphanage. This area can be a little scary with Walter and Sniffer Dogs chasing you down, but fortunately we're in good standing for health and Eileen generally keeps up. When entering the burned out orphanage, it's important to check the wheelchair Doll for its memo, as this will be permanently lost once you return the pieces. We slot in the piece we grabbed, pick up the Holy Candle, and return to Room 302 to dump items, clear hauntings and soak the torch in oil. With really good item routing, it's not necessary to return and there's enough holy flames that it really isn't necessary to soak the torch, but may as well since we're here anyway. Returning to Forest World, I pick up the chain for Eileen since she can help out in a couple places and set about taking out the most dangerous areas first. Now to be honest, for speed purposes it's best to ditch Eileen here since it wastes close to a minute having to wait for her as we travel along the various paths, but she takes a lot of damage from doing this and won't be healing it off at all for the rest of the game more than likely. For the best chances of getting Escape, we want to have Eileen stay with us the whole time. We head towards the cliff area first to grab the talisman, and I utilize the pistol and Chain Eileen to deal with the twin victims along the way. Were we playing a standard mode run, we'd want space in our inventory for the Pick Axe of Despair, but that's a non-issue in One Weapon. We grab the talisman, relight our torch and grab the doll piece along the way, and prepare ourselves for Jasper next. Jasper is really tanky and has a tendency to kite away after taking enough damage, so he can take awhile even with Eileen helping out. If there's one new victim to skip, he's the one because he only really hassles you on his path in Forest World and one area in Building World, and he's completely walled out by a Saint's Medallion. We pin him for bragging rights and continue about our quest, swapping our destroyed Saint's Medallion for the fresh one in Jasper's room in the process. When reaching the well in the back of this path, Gum Heads will spawn in the previous room when returning through it, but you should be able to just run past without them even sparing a thought to you or Eileen. We grab the other doll piece on the return trip and make our way to Rusty Key path to get the final piece there as well as the second silver bullet. The doll has been assembled and the level is complete.

Water Prison Second Visit: Oh God, I was guaranteed to completely balls up one world in this run and this one came very close to killing this recording. I made several costly goofs here, which is frustrating because otherwise this is the shortest and easiest level in the second half. This level has a simple start, we return to floor 3, drop down to the kitchen through the previously lined up hole, grab the prisoner's shirt and the saint's medallion and return to room 302 on the first floor portal. I set myself up to clear this level and the next by grabbing the pistol, the two silver bullets, and our reserve Sword of Obedience. We quickly drop Andrew and pin him for the generator room key, and here's where things start to go sideways. I accidentally skip stopping at the second floor for the sword of obedience for Richard before grabbing Eileen, and have to wait for her to enter the floor with me so we can grab it together, costing about 30 seconds. Once we make it to the basement generator room, for the first time since I've started performing the trick, I completely botch Twin Victims skip, causing Eileen to get her shit slapped repeatedly while I nearly get killed, only being saved by having the foresight to grab the portable med kit in the previous room. Luckily I survive and Eileen has been protected well enough to this point that she doesn't take too much damage, but this does force a return to room 302 to use the ampoule to recover. Overall this screw up wasted about 2 minutes and potentially made getting the Escape ending a lot more dicey, but not by as much as you might expect.

Building World Second Visit: Much like the let's play proper, we cap Richard immediately and pin him to start things out before grabbing the Reminisces memo. Richard will flee the area if you attempt to beat him with a Saint's boosted axe, so he's a good recipient for the Silver Bullet to avoid having to bash his head in twice. We won't be doing the Building World skip in this run, so that forces about 8 minutes to be spent on the Reminisces puzzle. Fortunately, beyond grabbing the Volley Ball and depositing the cue ball, this level is pretty linear. We do the aforementioned tasks and regroup with Eileen, completing the rest of the puzzle and making our way to the bar. There are a couple scary areas here but if you run straight through them and have Eileen unequipped, you can just just blast right through and ignore every enemy with no issue. Upon reaching the bar, we send the Gum Head in it on the lightless walk and return to the apartment to stock up for The One Truth. We need a fully loaded handgun and 48 bullets to get a pistol kill here. I also bring the chain in case we engage it in a spot where Eileen can help out. We slowly wind down the staircase to the boss, taking out hummers along the way but honestly it might just be better to blitz through the area as these things are of minimal danger to Eileen. I end up need to use the portable med kit I brought along due to the chip damage we were taking, but it's okay because we get another at the stair base. The One Truth ends up being a pretty mediocre fight, with the Truth being towards the center of the room and the 5th one I end up checking. Thankfully, from the position we hit it, Eileen ends up being able to assist with the chain and we drop the thing in record time with plenty of ammo to spare. Took more damage than I would have liked here, but it's how it goes sometimes. We make our way to Room 302 of the past, collect all the memos, and make our way to the end of the game.

Apartment World Second Visit: After getting the Keys of Liberation, make sure to get the memo in the utility room. Would really suck to miss it and void a 10.2 star run at this point. Once again, Apartment World is basically a cutscene, being a linear path to the end and a glorified fetch quest. Luckily, we can ditch Eileen in the starting hallway since she'll get teleported to the ground floor once we start the quest to check the Walter apparitions. If there's one optional room that's worth checking here, once again it's room 106 which several healing items, including the final ampoule of the game. I skip it to save time, but it's something to keep in mind. Once we secure the umbilical cord and Eileen wanders off to the final boss fight, we're ready to return to room 302 and finish the game. I grab a couple healing items for safety, expel the last haunting of the game, and enter the final boss arena.

Walter and the Conjurer: There's a very easy way to tell if you'll succeed in saving Eileen here. If you can use the umbilical cord on the conjurer and grab the 4 spears on the western side of the chamber before Eileen makes her first step, you are clear to go for winning this fight with Eileen still alive. We finagle Walter into his spot in the second spear monolith and the east side of the chamber and stick the conjurer with the final 4 spears. Sadly, he did Shun Goku Satsu to get out of it, but that doesn't matter too much with a pure Rusty Axe strategy. Once he's vulnerable, we proceed to wail on him with fully charged strikes, backing him into the wall so he can't escape our onslaught. It takes 26-27 fully charged strikes with the Axe to deep six Walter, and I luck out and get the 26 hit kill with a few steps to spare on Eileen. Game is finished and the coveted 10.2 star rank is obtained!

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