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ROOM 302 (2)
Silent Hill 4: The Room

ROOM 302 (2)

Guide to Silent Hill 4: The Room's Room 302 (2) section. Learn how to navigate the forest world, deal with Hummers and Sniffers, and find Jasper.

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Guide to Silent Hill 4: The Room's Room 302 (2) section. Learn how to navigate the forest world, deal with Hummers and Sniffers, and find Jasper.

Waking up to sirens, check out your bedroom window to see what's going on. Exit to your living room to listen to the transmission coming from your radio in the corner.

Grab the RED DIARY - APRIL 8 under your front door. Consider saving your game and emptying some items into your item chest -- you won't need the subway coin or the placard you just got, so dump them and anything else you can do without. Prepare to do this often to keep your inventory unclogged, especially at the end of each world.

Enter the washroom to check on the hole, which has grown even larger. Well, there's nothing else to do but enter it and see where it takes you this time.

03 // Forest World

Waking up in a forest, you'll find a tree stump nearby with some weird writing that you can't read, along with some others in this world. Disregard them for now. Head through the gate at the end of the path.

The next path is empty as well but contains a PORTAL by the double doors at the other end. Continue through the doors.

Industrial Pathways

Follow the path down some ramps and you'll meet new bat-like enemies called Hummers. They don't hit hard but they can be really annoying by stunlocking you. Bat them down with the Steep Pipe and stomp them.

Down the second ramp to the left are PISTOL BULLETS by some barrels. Move on through the next double doors. Move down another ramp to be swarmed by more Hummers. Continue to the right down another ramp and go through the gate to Henry's left.

Meeting Jasper

Here you'll find an idling car with the driver's door open. Check the interior to find a note and JASPER'S MEMO PAD on the seat. Continue down the forest pathway and enter the rocky area through the far gate.

By the large rocks you'll meet who's presumably Jasper. Eventually he'll start talking but you have no obligation to stay and listen to his stuttering. On the other side of the wooden shelf in the middle is a NUTRITION DRINK on the ground. Head through the other gate when done.

Consider evading the several Sniffers in the next path by zigzagging appropriately, or you may have better luck by sneakily walking around the perimeter. You'll find Sniffers are so much less likely to engage if you calmly walk past them here and anywhere else.

You'll reach an odd structure with a massive rock anvil, which will fall and block the path if you go near it. It has no real significance, so head around it and through the next gate.

You'll have to deal with Sniffers and Hummers on the next path, so consider evading them as well unless you're up for a fight. Head through the end double doors to the Wish House compound.

Wish House Compound

Note the PORTAL on the right wall, which is only worth the trip if you need to restore some health.

The orphanage's front door is locked and there's nothing else here for the time being, so you'll have to do more exploring. Check your map and head through the northwest door to see what's that way. For the record, there's no key items this way but there is a new health item and an interesting sight for any Silent Hill veterans.

Northwest Passage

Ignore or deal with the Hummers and enter the cave through the next gate. Pass some more Hummers inside and leave through the exit on the other side to the waterfront. If this area looks a bit familiar to you, it's because this is Toluca Lake from Silent Hill 2.

By the left cave wall is a PORTABLE MEDICAL KIT and a PORTAL farther down. Now that you're done investigating the northwest path, head back to the Wish House compound and through the southwest double door gate to check that way.

Southwest Passage

Head through the next gate to meet the first Ghost of the area. Just run on the left past it towards the PORTAL on the wall and move through the double doors.

Introduce yourself to the little boy as Jasper joins in a brief scene. Well, all right then. Note the open grave here with the numbers "11121" carved into the coffin and head all the way back to Wish House.

Wish House Compound: Jasper on the Front Porch

Back here you'll now find Jasper waiting on the front porch of Wish House. He'll tell you that he has "something really good" but won't give it up for free. He then says he's really thirsty and goes on about chocolate... Ringing any bells?

You may remember something from your apartment fridge, so use the nearby portal to return to 302 unless you already have the item.

A Brand-New Fear Weapon: Chainsaw

After completing the game once and starting A Brand-new Fear, the CHAINSAW will be found stabbed into the ground by the tree stump in the fifth area of the northeast passage, the same area as the running car.

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