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The Abstract Daddy appears as two entangled bodies lying on the frame of a bed, covered in a "blanket" of putrid skin, with the two forms fused together, apparently having sexual intercourse. The two figures seem to be trapped in a rectangular board, with the "male" or upper figure's arms and legs dangling out the bottom. It moves on all fours, and the lower portion of the beast has the appearance of a bed with four posts. On the bottom of the monster is a long vertical slit. It also has two distorted mouths.

Symbolism: The Abstract Daddy represents Angela's father, Thomas Orosco, and/or brother, hanging over her on a bed. The figure beneath screams in torment, while their "mouths" resemble a vaginal cavity. These aspects represent Angela's sexual abuse and anguish, and the sexual violence of her father and/or brother. The lower sphere head means "Angela in mirage of nightmare".

Another possible theory is that it represents abusive masculinity, in that James suffocated his wife, Mary Shepherd-Sunderland, while she was in bed. This would explain why both Angela and James can see the monster, as they are both involved with the mentality at hand.


Its appearance is similar to that of a pteranodon but with the usual characteristics of the series' manifestations: its legs and torso are entirely covered by pale leathery skin and are vaguely humanoid but its elonged head shows two glassy eyes like those of a fish. The creature stands roughly half the height of a human giving it a quite impressive wingspan.

In Silent Hill: Book of Memories, the Air Screamer's head has two sideways jaws rather than resembling a pteranodon. It has three talon-like toes on each foot.

Its name is derived from the high-pitched screeching noises it makes when attacking or attacked. Air Screamers' danger lies in their mobility. They attack by biting at Harry and slashing at him with their talons.

Symbolism: The Air Screamer is a manifestation of an illustration in one of Alessa Gillespie's favorite books, The Lost World by Sir Arthur Conan Doyle, which presumably depicted a Pteranodon; but the creature also has the torso and legs of a human.

As well, a latter speculation could also suggest the Pteranodon-like beast can serve a second purpose: its elongated legs (the ancient reptiles were not believed to be as long) and reddish hue is associable to demons, dark icons of many religions who reside in Hell. Their demon-like physique and behavior can be representative of what Silent Hill is: a very hellish town.


They hang upside down from the ceiling and attack by grabbing and choking Travis Grady. Instead of feet, they have another pair of hands, holding onto the strings they hang from. Attacking one will result in knocking it down, where it will then stand on its hands and begin to "kick" instead. As they are made from fragile porcelain, they are weak, but can be tricky when dealt with in numbers or in confined spaces.

Ariels often work in pairs or threes. They can be easily avoided by turning off the flashlight, but beware of making loud noises in their presence. They can be difficult to avoid in narrow corridors. After being struck down from the ceiling, they are stunned for a few moments, and completely defenseless. These moments are the best opportunity to kill them with a finishing move, killing them easily. This is well-advised too, seeing as Ariels are most treacherous when on the ground, as they will move faster.

Symbolism: The name "Ariel" is derived from the servant character of the same name from William Shakespeare's The Tempest, which Alessa Gillespie saw at the Artaud Theater.

As their feet are hands, holding onto the strings, they could symbolize that they are in control, and that they can let go of the strings that bind them; unlike Travis, where the memories of his father still linger. It is likely that the theme of "hanging puppets" bares resemblance to Richard Grady's death.

It can also be speculated that Ariels represent an "upside-down" childhood, something Travis certainly had with a mentally-ill mother and a depressed father who committed suicide. Psychologically, it is in youth in which a child can be most easily influenced and/or affected by their parents, and with him being involved in a dysfunctional family, Travis's mental state could too easily have been impacted. This could be connected to Travis's more introverted personality, which could be represented by his lonely job as a truck driver.


Bottoms are naked, with their faces horribly deformed and their bodies a cancerous, lumpy, deformed mass of flesh. Bottoms also have a face dangling from the bottom of their torso, hence their name, which bears a strong resemblance to the Gum Head. Like the Twin Victim, they stand on a pair of giant hands which are fairly normal in form.


Symbolism: In the Official Strategy Guide by Piggy Bank Interactive, it is stated that the Bottom was created by Walter Sullivan's memory and hatred for the parents that abandoned him. They are only encountered in South Ashfield Heights, supporting this symbolism. The way the head is at the bottom of the monster could suggest childbirth since Walter was born in Room 302.


The Bloodsucker resembles three leeches fused together at the base, which writhes like octopus tentacles.

The Bloodsucker acts as, essentially, a colossal leech. The parasite is fueled by the desire to fill itself, and therefore has an extremely strong magnetism towards sources of blood. Like many organisms, it is defensive over its "prey", and will therefore respond violently if Harry attempts to approach either the blood pack or the puddle of blood it had been previously eating. Its need to sustain itself with blood is also clear in Nowhere when it attempts to break free from the fridge and grab Harry, hoping to feed on his blood. However, seeing as the Bloodsucker in the Otherworld of Alchemilla Hospital never averted its attention from its available meal to focus on Harry (unless Harry's proximity became too close for it to tolerate), it appears likely that it takes on scavenger behaviors and also hints that there must have been no source of blood in the fridge during its latter appearance. The Bloodsucker, overall, is rather nonchalant towards Harry unless disturbed while feasting.

Symbolism: The Bloodsucker serves as the embodiment of Alessa Gillespie's strong aversion to leeches, worms, snakes and other similar entities.

It's also very probable that the creature could hold symbolism of being "sucked in" to something, for both Harry and Alessa. Harry Mason was unintentionally dragged into the business of the Order, and towards the end of the game, Dahlia Gillespie even says her daughter should be thankful for Harry's inadvertent assistance, putting him into a position Harry never endeavored to occupy. Alessa herself was also "sucked into" her mother's plans; albeit a believer in the Order, she never wanted part in the heinous ceremony her mother performed on her.

The beast also very likely symbolizes greed, as seen with its ravenous appetite for blood. This selfishness could be a hint towards Dahlia, seeing as she was practically blind with yearning for her daughter to hasten the birth of the Order's god.


The Caliban is a mutilated and contorted human figure. They are lumbering creatures, walking on all fours; however, its "hind" legs are actually its arms, with its spine curled backwards and its "front" legs positioned over its own shoulders, with its head between its legs. This disfigurement gives it slow movement capability, but its sheer body mass is more than potent enough as a weapon alone.

The Caliban is based on a costumed character from a play that Alessa Gillespie once attended in the Artaud Theater. According to the play's program, the costume was designed by taking "a native buffalo spirit, fusing it with the stark, iconic images seen in the ancient local cult of Valtiel". Another note mentions that the garb terrified Alessa, and became the basis for the monster's existence.

In the PSP version of the game, the Caliban's face is exposed and there are bloody holes on its body. However, in the PS2 version there are bandages on its head and legs, and there are no holes on it.


Symbolism: "Caliban" comes from William Shakespeare's The Tempest. Alessa, with her fear of dogs, was scared by this dog-like character while she watched the play at Artaud Theater.

Another reference to Caliban is an audio flashback played when Travis gets the stage office key in Artaud Theater. It is one of the most famous speeches delivered by Caliban:

Be not afeard. The isle is full of noises,
Sounds, and sweet airs, that give delight and hurt not.
Sometimes a thousand twangling instruments
Will hum about mine ears, and sometime voices
That, if I then had waked after long sleep
Will make me sleep again; and then in dreaming
The clouds methought would open and show riches
Ready to drop upon me, that when I waked
I cried to dream again.
Shakespeare - The Tempest, Act III


Its brownish body seems to mock the female form, as its entire face resembles a pair of lips; it also seems to be wearing a miniskirt and dark boots resembling Heather's. The Closer is a tall, menacing creature, with thick, all-encompassing arms. Some sections of the creature's arms seem to be stitched together and bandaged up. The Closer's lips rotate and twitch relentlessly, emanating a wet sound. Two sharp protrusions are held inside the creature's arms and can be extended outwards much like one uncurls a finger. When attacking, they extend one of these "blades" and thrust it forward rather sluggishly.

In the Order's chapel, Closers become infested with animated, dark globs moving along their skin, and they are also notably faster. They seem to have a green tinge. Closers move slowly, but their massive size and reach make them very dangerous, as is their tendency to appear in tight spaces.

Symbolism: According to the Book of Lost Memories, its name is derived from its ability to obstruct a path with its huge body.

The Closer may be a manifestation of Alessa Gillespie's memories of her mother's abuse, hence the enlarged arms. The Closer's arms also seem to resemble punching bags, further alluding to Heather's repressed memories of being abused. It is also similar to one of the monsters Alessa used to draw as a child; the drawing is found in a corner of Alessa's room, near the locked door leading to the final boss fight. The "outfit" the Closer wears is similar to the dress that Alessa wore in Silent Hill.

The Closer may symbolize ideas of one of the seven deadly sins; in this case, greed. Greed can extend to consumerism and materialism; their feminine form may symbolize women who go to shopping malls and shop non-stop. They are encountered in a women's clothing store feeding on a woman, which may symbolize how "greed/consumerism/materialism feeds on women".


In Silent Hill, the Creeper appears as a large, cockroach-like insect with three pairs of legs and two long "antenna" from the back.

In Silent Hill 2, the Creeper is slightly smaller with a stronger green tinge to its body and the two antenna-like tails on its back are absent.

In the film, the Creeper has a horseshoe crab-like appearance with what resembles a human face underneath its head.

Symbolism: According to the Book of Lost Memories, the Creeper in Silent Hill represents Alessa Gillespie's dislike of insects, with the exception of butterflies. It is possible that there were plenty of insects lurking in the basement of Alchemilla Hospital. In her diary, Lisa Garland states that she has been seeing insects, a possible drug (PTV) withdrawal symptom. It is possible Lisa began to see phantom Creepers.

In Silent Hill 2, the Book of Lost Memories states that it can be assumed that the Creepers are derived mostly from the power of Silent Hill itself, almost as if they are a lingering residue leftover from the events of the first game. They may be elements of James' and Maria's psyches. They could also represent Mary Shepherd-Sunderland and her disease, which may be why both James and Maria encounter these monsters.

Aside from this, they could also represent the protagonists; small, like insects, compared to the immense power and fear instilled by the town and its many dangerous creatures.


Dolls are nearly stationary monsters, often seen posing like department store mannequins. They are humanoid, resembling a slim woman with pale skin that has a plasticine sheen to it. Dolls are dressed provocatively in a short, dark dress with a bright red or pink bra underneath and sometimes ripped stockings. Some are completely naked except for red liquid splashed across their bodies or their hands. They have platinum blonde or silver hair that is cut in modern short style. Some Dolls are missing most of their faces, with a large cavity suggesting that their nose, mouth, and jaw have been smashed off. Others have expressions indicative of sex toys, a fact pointed out by Murphy Pendleton when he finds a stationary Doll inside the Centennial Building. They seem to be made of plaster or ceramics, as they will crumble slightly when struck. However, once incapacitated, Dolls move more organically when struck on the ground. Murphy can also see them running very fluidly as they run well out of harm's reach.

The Shadows of the Doll are perfect silhouettes of the Doll itself, but they are nearly impossible to see. They move in a lunging fashion. Occasionally when illuminated, they will be outlined faintly in white, but this may be a game mechanic to make them easier to battle. It can be noted that the Shadows are slightly easier to see when not looked at directly by the player. Dolls and their shadows also frequently let out soft, wheezing cackles and giggles. When struck, they emit intense moans.

Dolls can be rather manipulative, and may try to trick Murphy into coming closer by letting out loud, sobbing cries from a distance; however, once Murphy is close enough to be attacked, the Doll will laugh menacingly and spawn Shadows.

Dolls have a rather limited mobility, often remaining totally still, but the Shadows they spawn are fast, aggressive and nearly invisible.

Symbolism: A book of art found in the library, an area densely populated with Dolls, references negative space's ability to transform the inanimate (the Dolls) into the animate (their Shadows).

"Negative Space is an invaluable drawing technique that allows the brain to disconnect from the common shapes and patterns it's been trained to see, instead focusing on the space around a subject. By focusing on recreating this negative space, rather than the subject, the artist is able to create a much more accurate image. This phenomenon proves that the objects, people, and things we take for granted don't actually exist as we see them. In fact, they are merely shadows flickering through the empty canvas of the human subconscious."
In Anne's Story, the Dolls seem to be manifestations of Anne's guilt for cheating on Mark Cunningham with Leonard B. Trent, and her shattered innocence.


From the jawline, their heads are split vertically down the middle, with their tongue often hanging lazily between the split halves. Each side of the head seems to function independently as if they are two dogs instead of one. They are "bandaged" in bloody strips of flesh and appear to be horribly burned.

One notable aspect is their eyes. The Double Head's right eye is red and has a visible pupil; its left eye appears grey or blue and lacks a visible pupil, possibly meaning that it is blind in its left eye.

When they are attacked by Heather, they sometimes yelp twice instead of once, once for each head.


Symbolism: Its appearance is greatly influenced by the image of Alessa Gillespie after she was incapacitated due to the fire as well as her fear of dogs. It is also a symbol of Heather's true self hidden within her known as Alessa (one side of the split head is Heather, the other side is Alessa). The bandages and burns are reminiscent of Alessa's burning and her subsequent hospitalization. A cooked dog (not a Double Head) can also be found in a Chinese restaurant, also alluding to Alessa's burning and her feelings of being used, abused, and exploited.

According to the Making of Silent Hill 3, their split skulls are meant to evoke Cerberus, the guard dog of the Greek underworld, and to indicate Heather is entering a nightmarish world. They are the first enemy in the game, seen in Heather's dream.

There is a running theme of maternity and femininity in Silent Hill 3 and its monsters due to the central conflict of the game centering on impregnation in the cult's attempts to force Heather to birth their god. It is possible that this monster's split head could be symbolic of labia or vaginal lips, which must be parted in order for copulation, impregnation, and birth to occur. The tongue hanging out from between the two halves of its head could be symbolic of an still-intact umbilical cord just after giving birth. The Double Head's name may invoke thoughts of conjoined twins with two heads, which could also tie into body horror and women's fears of problematic pregnancies.


The Ghosts are the tormented souls of Walter Sullivan's numerous victims, who roam in his worlds. They appear out of walls, leaving gooey spatters of blood as they emerge, and then float around after Henry Townshend with the intent of killing him. Even being near them is harmful to Henry, as he suffers intense headaches and even takes damage over time, much like being near the haunting of his apartment. They also attack by reaching into Henry's chest and grabbing at his heart, doing even more damage this way. Ghosts make zombie-like groaning noises and appear as rotten, undead reflections of their former selves.


Types

There are two "series" of ghosts, Old Types and New Types, with Old Types being more prevalent. Old Type Ghosts are Walter's victims from a time before Henry moved into the apartment. They behave, for the most part, much like each other and are more or less interchangeable and equally threatening. There are only four New Type Ghosts, which are all characters Henry met for the first time in each world, who met a grisly fate at Walter's hands. They are each quite different from each other and are menacing in their own respects.

Old Types
There are a total of 6 Old Type ghosts that appear, though Walter had many more victims than this. (For more information on each character, see Walter's list of victims.) The ghosts are:

Victim 1 (Jimmy Stone)
Victim 4 (Steve Garland)
Victim 10 (Eric Walsh)
Victim 12 (Peter Walls)
Victim 13 (Sharon Blake)
Victim 14 (Toby Archbolt)
All these ghosts behave similarly, save for Victim 4 (Steve Garland) who attacks with his trowel, which is faster but does less damage and does not grapple with Henry.

New Types

Victim 16 (Cynthia Velasquez): After Cynthia is stabbed to death by Walter, she appears as a Ghost in the Subway World. Victim 16 uses her long hair to tangle up Henry, slowing his movements and making him easier to grapple and damage. To complicate matters, when she is floored she will slither along the ground wildly, making Henry's stomp attack almost useless. She's also one of the most prevalent Ghosts, as she appears quite frequently in other worlds if not dealt with early on.

Victim 17 (Jasper Gein): Jasper is immolated in the Forest World, in the Wish House Orphanage, and appears later as a screaming, flaming Ghost. Victim 17 uses the candlestick he clung to in life as a weapon, making him faster and slightly more dangerous. It is difficult to deal with him and not be injured in return.

Victim 18 (Andrew DeSalvo): Met in the Water Prison, he is drowned by Walter in an execution room. Victim 18 is the only Ghost that must be pinned with a Sword of Obedience, as he holds a key needed to continue forward. Andrew is a fat, water-bloated Ghost, who in addition to traditional Ghost abilities, can slam his girth into Henry to knock him down and deal a great deal of damage in the process. His tolerance for damage is also quite high, making a Silver Bullet recommended for dealing with him.

Victim 19 (Richard Braintree): Richard is killed by an electric chair in the Building World, where he is later encountered as a very violent Ghost. Victim 19, rather than floating through the air, actually walk on his own two legs. However, he has the ability to teleport instantly from one location to another, making him difficult to damage in many situations. In addition to this, his teleport maneuver makes him sometimes difficult to hear coming. He attacks Henry with a crowbar, which deals more damage than most enemies, and sometimes stops for several moments in order to convulse and shake as if being electrocuted. As such, he's a very dangerous Ghost and is often a high nominee for a Sword of Obedience.


The Glutton resembles a tall monster encased in decaying skin, trapped within (or part of) a cylindrical cage that surrounds its entire body. The bottom rung of the cage is adorned with an array of sharp spikes, akin to stalagmites, while the top is draped with what appears to be shrouds of the monster's skin, which may act as a form of a tentacle. Features similar to feet can be seen between the spiked prongs, giving the impression that the Glutton is suspended within its cage. The spiked prongs are similar to those in the scenery of the battle with God.

The Glutton possesses two mouths that convulse and squirm from its chest and "head". Although initially believed to be eyes, these are confirmed to be mouths; the Tu Fui, Ego Eris fairy tale shows a picture of a knight's foot extending from the Glutton's mouth as he is devoured whole. Around the Glutton's upper head is what appears to be a metal ring. This ring could possibly be mirroring a halo, perhaps alluding to Claudia Wolf's perspective that the monsters are holy figures created by the Order's God. From the fairy tale, the Glutton is portrayed as a formidable foe; this would be expected, given the monster's somewhat aggressive nature and the radio's emission of static, but the Glutton appears to show no such interest in Heather.


Symbolism: The Glutton's name is attributed to the creature in the story Tu Fui, Ego Eris, which gobbled up knights and villagers who attempted to leave their village. While the creature makes no hostile actions, it still blocks Heather from leaving the building, much like how the creature in the story was an obstacle to the villagers, preventing them from leaving their home. It embodies the fear of helplessness before the circumstances.

The fairytale speaks of a priestess that is once killed, resurrected from compassion and returns to defeat the monster. The reason the Glutton does not attack Heather might be that the priestess in the story is an embodiment of Heather, reborn from Alessa Gillespie out of compassion, returning to face the monsters.

Additionally, the folds hanging from the upper rung and the spikes protruding from the bottom rung slightly resemble a jaw full of teeth. The creature that is inside may actually be a representation of the monster's devoured victims as in the story.


Maternity and femininity:

There is a particularly emergent theme of maternity and femininity running through Silent Hill 3 and its monsters due to the central conflict of the game centering on impregnation in the cult's attempts to force Heather to birth their god. The Glutton can be seen to be symbolic of various things involving this theme:

The Glutton may be symbolic of an infant, as infancy in all living creatures is a time of consumption and ravenous gluttony so one can grow. Although the creature is described as dangerous in the story, it is actually as harmless as an infant.
The Glutton may represent the female genitals, as its body's shape is slightly reminiscent of a medical diagram of said area in the way it starts out wide on the top and becomes slender down toward the bottom, just like the uterus and the vagina. Its two orifices could represent the urethra cavity and vaginal introitus as well. It is also worth noting that one of the vagina's general functions is to take things into itself (i.e. consume), such as penises and semen, which fits the theme of gluttony. The soldiers which the Glutton in the story eats could be seen to be a metaphor for sperm.
The creature within it could be symbolic of a fetus in the womb, which could be taken further to be seen as a breached birth in noticing that its feet are coming out from the bottom. The subject of breeched birth can tie into women's fears of problematic pregnancies.


In Silent Hill, the Grey Children appear as child-like creatures with pale grayish-green skin wielding long knives. They have gap-like mouths and a series of slits where their eyes would be.

Their official art differs slightly from their in-game appearance. Their official art has a greener tint, reminiscent of the Hanged Scratcher. Their in-game appearance also has belt-like restraints around their torsos.

In the film, they have dull, gray-colored skin and staring eyes. Their faces are twisted on the sides of their heads. They continuously burn from the inside out, shrieking the scream of a child in immense pain.

These creatures walk quickly and generally attack in pairs or groups of three. They are slender with long arms, and each wields a long knife.

As they approach a target, they leap at their victim, grabbing it by the legs and pinning it while they attack and laugh.

Symbolism: As the Book of Lost Memories was written for the Mumbler, there is no official confirmation on what Grey Children represent. The Mumbler is noted as being the image of small menacing animals and small demons from fairytales. It is unknown if this symbolism carries over to the Grey Child.

One interpretation is that Grey Children are the distorted, disturbed perception of Alessa Gillespie's classmates as seen through her eyes, reminders of the torment and ridicule they abused her with, such as scribbling "GO HOME" and "DROP DEAD" on her desk. This is supported by the Grey Children's childish laughter whenever they attack Harry. They also resemble children in how they hug his legs as young ones occasionally do. They latch tightly to Harry and the player must constantly shake them off, possibly a symbol of how relentless Alessa's bullying was.

Unlike Mumblers, Grey Children carry knives, which may symbolize how Alessa felt her classmates were hostile and ready to attack her at any moment.

While Rose runs away from them, the Grey Children do not particularly seem to want to harm Rose on purpose, acting instead like a child in pain who is trying to get their mother's attention. The first one Rose sees reaches its arms out to her, acting as though it wants to be held, and only when Rose starts running away and tries to kick them off so they start to act with more aggression. They would most likely burn Rose if they held her any longer than the ones who held her ankles did. The monsters may not realize they would burn or injure Rose and instead only feel the pain of the burning and a longing for a mother to comfort them. It is possible they are attracted to the flame, as Rose is holding a lighter when they first appear.



Gum Heads are humanoids with gray, mottled skin that appears to be decaying. Their faces appear somewhat human, however, they hardly have any eyes or a mouth. Furthermore, they make monkey-like screeching and grunting noises. They have long, thin tails.

They also have a tendency to steal golf clubs or pipes from Henry Townshend, if he is carrying any, which can be retrieved once Henry has killed them.

They come in two varieties, called Old Types and New Types:

Old Type Gum Heads are completely gray and are much more common. They have large tumors growing out of their throats, which almost appear like an exposed heart or another head emerging. The flesh on the face seems to be melted and stretched downward, leading into the second head.

The New Types have red patches on their bodies that appear like scrapes and cuts and the tumor-like appendage is now a bloody red. Both heads have faces.


Symbolism: The Gum Heads may be a representation of Walter Sullivan's misanthropic views of the majority of society, his fear of adults as a child, and generally negative of humanity, perhaps even viewing them as "monstrous". They appear masculine and not feminine; it is likely that they symbolize men, while the Patients probably symbolize how Walter views women.

Some Gum Heads holds weapons, which gives the beasts an authoritative air and the ability to abuse like Walter was abused by Andrew DeSalvo. The fact that Gum Heads have a strong tendency to steal items from Henry may indicate Walter views people as greedy and self-interested. Their blurry, indistinguishable, indiscernible faces may symbolize people's lack of individual identity to Walter and how no one seems "real" to Walter, only copies of one another. This can be seen through his attitude when he kills others, not really seeing the people as fellow sentient beings, but simply sacrifices that must be handled to see his "mother".

Their similarity to apes and monkeys may represent how Walter views humanity as primitive, of lower intellect and consciousness. Gum Heads come in two varieties, dubbed Old and New. New Type Gum Heads almost look as if they are wearing pants and their eyes are almost more discernible, but their neck growth appears bloodier as well. This could symbolize how Walter sees civilization, and how regardless of what clothes men wear, their original behavior and inherent dark nature remains the same.

When Gum Heads approach Henry, they have a tendency to waddle side-to-side and rarely attack him immediately, almost as if they are enticed by Henry and are trying to analyze him, almost as if they are wondering, "Is he one of us or not?" This gives more credence to them being Walter's idea of "humans".

The Gum Heads also have tumorous growths that may symbolize how Walter views humanity as cancer or disease to the planet or his general negative view of people. The growths appear on the neck, dangling from their mouths, and over their hearts/chest area, which might symbolize how people can say harmful/hurtful things, or hold harmful/hurtful things in their metaphorical "heart".


The name "Insane Cancer" is derived from its outward appearance being reminiscent of a cancerous mass. They are almost completely covered in fatty, bulbous flesh, with pus-like excretions oozing from open sores. Their heads aren't very distinct, being small bulbs with a wound-like opening as their only feature.

As with the Closer, they often block off portions of the environment with their sheer mass. They attack by swinging their fat, claw-tipped arms and throwing themselves on top of Heather. Although they usually move slowly, shifting their weight back and forth, they will sometimes run towards Heather and knock her down with surprising speed for such a juggernaut.

Symbolism: The Book of Lost Memories claims it represents a "cancer running wild" and its name stems from its cancerous-like appearance.

Insane Cancers may also represent Silent Hill's very corruption, like evil cancer spreading throughout the world. They can also represent Alessa Gillespie's re-emergent feelings about herself, that she is cancer that won't stay dead. These feelings are also reflected in the message left behind by the Memory of Alessa. Their mimicry of dying, when in reality they are regenerating, may be related to Alessa's hospitalization; to everyone (other than her mother, Lisa Garland, and Michael Kaufmann), she was dead, when actually she was alive in the hospital and wanted to die, but was unable to due to Dahlia's incantation and the god in her womb protecting its mother's host body.

The Insane Cancer could also represent elements of body horror associated with pregnancy, as some women fear they will become obese or overweight, bloated, disgusting, and unattractive during pregnancy.


Their entire bodies appear to be trapped in a straightjacket of flesh, complete with stereotypically feminine legs and visible buttocks. On their feet, they wear a pair of what seem to be platform heels encased in flesh. When they scurry across the ground, they make a high-pitched wailing noise that sounds like the scraping of metal against cement. They seem to have zippers on their faces.

They attack by spewing a spray of poisonous mist from an opening in their chest which will knock James/Maria back and force him/her to recover for a few seconds before being able to resume his attack. Because of this, it's best to deal with them from range, preferably by using the handgun, as a few good shots can down the creature. However, if melee is the only option, it's advised to use the steel pipe while strafing left/right to avoid the poison.

They are slow-moving while standing upright; however, when knocked down, they can easily hit James/Maria by skittering very quickly along the ground, easily outrunning the player. It's best to flee if the situation arises.

Symbolism: The Lying Figure represents the image of a hospital patient squirming in agony. This is a manifestation of James's internal suffering. The novelization also mentions they were created from feelings of confinement.


These monsters consist of a feminine human torso, clad in what looks like a leotard made from putrid skin, and legs, upon which rest two more legs standing upright, though they noticeably lack feet. The top pair of legs are used for striking while the bottom pair are used for walking. When on the attack, they rub their upper legs together like an insect's mandibles.

The creatures stand completely still at plain sight, like statues, and react strongly to the flashlight, suddenly becoming animate and attacking when the light strikes them from a relatively short distance. This is in contrast to most other creatures, which react to light even when they are far from the light's source.

A Mannequin will also come to life when James steps within a radius of three to five feet around it, even with the flashlight off. Although they are not overly strong creatures, they may be hard to detect in dark environments due to their immobility, which can trick the player's vision by making them blend in with the environment. Mannequins also have the advantage of stealth, as the radio will not emit static to warn the player of their presence until they start moving.

Symbolism: The Mannequin is a manifestation of James's natural urges and inclinations. The creature is likely manifested because of his sexual frustration with his wife's ailment. They are literally "just pairs of legs" and nothing more. The novelization mentions they were "born from lust".

Pyramid Head's introductory cutscene has him abusing two Mannequins. Because of this, it's possible that the Mannequin may also be an image of female innocence and helplessness being misused or otherwise destroyed by an oppressive, masculine force — a symbol that is later touched on in Toluca Prison, where James finds the Tablet of "The Oppressor", a likely metaphor of James's final act upon his wife.


The mannequin monster closely resembles a spider, crawling on multiple legs and spinning seemingly plastic webs. The monster is actually a compound being of multiple mannequin legs, arms, torsos, and heads conjoined by red, sinewy flesh.

The "central" head of the mannequin is a pair of mismatched mannequin faces grasped by two arms that hold each side as if to cover them. It has two living and moving eyes that seem to serve as its main eyes. The mask splits down the center to reveal a gruesome, leech-like mouth which in turn hides another extending mouth. This trait is closely related to the Split Worm, which also has a vertically opening head. Underneath this main head is a pair of two, small arms that act very similar to a spider's mandibles.

Other heads appear on the main fleshy mass of its torso as well as being carried in several of its arms. Each of these heads appears warped and distorted to be in an expression of pain. The masks become sentient when grasped by the monster, and subsequently, fall under its control when it inserts a tendril from one of its fingers into their forehead. Whether this serves any practical purpose to the monster is unknown.


Symbolism: The Mannequin Monster is likely a reference to the many identities of Alessa Gillespie, one of which is Heather Mason. It may also refer to Heather's constant changing of names, like Mary and Cathy, as she moves from town to town to avoid a fanatical religious cult. Thus, the Mannequin Monster may be the result of Heather's built up frustration due to always changing identities. This is again referenced when the Mannequin Monster's head opens vertically in a similar fashion to the Split Worm and Double Head from the game. This could relate to how identity can be split in half, or may even symbolize a dual nature, as is the case with Heather and Dark Alessa. It may even symbolize hatred and spite, as the Mannequin Monster's expressionless face reveals itself to contain something more hostile and ugly within, which would tie into the function of the Seal of Metatron in the film, revealing "the true nature of things", or Heather's "true nature" as Alessa.

Mannequins can be seen as a symbolism for likeness, as they mimic the form of the human body, posing as if they are real people showing off their clothing and fashion with pride. Female mannequins are often tall, graceful, flawless, and could symbolize how teenage girls often find themselves trying to strive for these ideals. Like the game, the mannequins in the storeroom are completely naked. This may relate to the student who mocked Heather's outfit at her school, acting cold to her as if she only cares about the exteriors of people (in this case, clothing). Even though mannequins mimic real humans, they are cold, hard, lifeless, plastic shells and are nothing more than mere objects to be put on display. This theory is shown to be true in the original version of Revelation's script, which shows that the girl lying on the table is the same teenage girl who mocked Heather about her clothes earlier that day. However, this version of the story only occurs in the script, and the girl seen in the final film is a different character, as well as having Suki added to the scene.

The Mannequin Girl is seen transforming into a mannequin, her flesh and organs becoming plastic, and the monster decapitates it to adds to its collection of heads. This could symbolize Heather's fear of becoming a "mannequin" of sorts. With every mannequin head decapitated, the Mannequin Monster seems to increases in size and power. If this is the case, the disturbing idea of the mannequin being composed entirely of real people who were transformed into mannequins arises.

The Mannequin Monster also seems to have a tendency to target and attack women almost exclusively, as every single mannequin in its lair is female. This could serve to represent Heather's feelings of vulnerability in finding herself alone in Silent Hill, without her father to protect her. The Mannequin Monster can be seen attacking Dark Nurses in the ending credits of the film. This further accentuates its preference for female victims.


This monster resembles a draped face stretched tightly outward with hooks, chains, and even train tracks, with pale skin and a searchlight worn as a monocle on its left eye. Monocle Man possesses the ability to talk, asking Murphy if he enjoyed his ride through the caverns.


Symbolism: Monocle Man represents John P. Sater, perceived as a monster either by himself or by Murphy. This is suggested by the fact that the Monocle Man appears in the caverns right before the train derails, mirroring the accident that caused Sater's suicidal guilt.

The monster may be hostile towards Murphy based on Murphy's refusal to acknowledge his crimes surrounding Patrick Napier's death, reflected in the conversation he has with Sater before the latter's suicide: "Murder's a mortal sin; you go to hell for murder... And how 'bout you, Murphy? Someone know all your dirty little secrets?" The monocle being a searchlight could also reflect Murphy's apprehensiveness regarding this conversation's exposure of his past crimes.



Monsters are manifested by the town of Silent Hill, which acts as a mirror of anxieties and fears. Due to the recurring themes of hospitalization, insanity, and death, each game usually features a trip to one of Silent Hill's two hospitals: Alchemilla Hospital (which houses the town's emergency room) in Old Silent Hill and/or Brookhaven Hospital (which houses long-term patients and the mentally ill) in South Vale. Invariably, once inside the hospital, the player will encounter monsters manifested by the town which resemble malformed, disfigured nurses.

The Nurses share many common traits across the entire series, with alterations both large and small that reflect the mentality and personality traits of the game's protagonist (and in some cases, such as the original Silent Hill, other characters). Generally, these monsters wear uniforms that reflect those of contemporary nurses, though in the first Silent Hill game the Nurses wear a much older form of attire, including cardigans, rather than modern-day nurse scrubs.


Symbolism:
Puppet Nurses: These monsters are created from Alessa's memories of her hospitalization and of the nurses who worked there, including Lisa Garland. Although they weren't necessarily members themselves, they were acting as puppets of the Order by keeping her alive.

They are brunette or blond-haired women and are seen wearing blue or green cardigans and white blouses with matching skirts. They are the nurses who worked at Alchemilla Hospital but became controlled by parasites.


Bubble Head Nurse: The Bubble Head Nurse is a result of severe anxiety in James over Mary's terminal illness, along with the sexual deprivation that resulted and his difficulty in dealing with both. The highly sexualized figures of the nurses are created to further James's anxiety. Nurse's head symbolizes suffocated swollen Mary's head.

The nurses wear low-cut blouses with the first several buttons undone to display their cleavage; their heads face downward and are swollen and covered in gauze, and they twitch and convulse violently as if about to burst. Their only visible facial feature is their bloody, exposed jaws and teeth. There is also another, darker version of the nurses, which appears in the hospital and later, the streets. These nurses lack the bloody mouths; instead, they have what looks like a transparent film over the nose and mouth. They also have thin black spines coming out of the head and parasites on their backs, similar to the Puppet Nurses.

The Patient: The Patients are manifestations of Walter Sullivan's aversion to hospitals and the like, finding them terrifying as the Patients themselves are imposing. The bloodstains on their hospital gowns make it seem as though they are bleeding from where their wombs should be, suggesting that they are a manifestation of Walter's hatred for his biological mother. In the Hospital World, Walter is seen disemboweling one by a horrified Henry, supporting the idea that Walter hates them.

They are large, humanoid, nurse-like creatures, standing tall in height and towering over Henry Townshend. They have mottled grey skin with chunks missing from their bodies and wear bloody grey hospital gowns. They move very fluidly and lack the twitching movements common to nurses in previous game installments.


The Prisoners are two unseen monsters found in Toluca Prison in Silent Hill 2. They are located in one cell in each of the prison keeping hallways and seem to chant "ritual" in a deep, monstrous voice. Although the radio does not emit static in their presence, the Book of Lost Memories identifies them as monsters.

Symbolism: The Prisoners seem to chant "ritual". It's unclear why these Prisoners are there.

One prevalent theory is that the Prisoners were discussing a ritual involving inmates being sacrificed by the executioners of the prison (the Valtiel sect of the Order).

They could be referring to the "Rebirth" ending. When "ritual" is reversed, it sounds like "Are you sure?". This could represent James's conflicting thoughts on whether or not he should perform the ritual for Mary's resurrection. Similarly, "The Reverse Will", the ending music of the "Rebirth" ending, contains subliminal messages that can only be heard when the song is reversed.

The Prisoner could represent Mary, as it is a defenseless being entrapped in a room and James (depending on the player's action) puts it out of its misery.


Pyramid Head has been called various names throughout his many appearances in various media, including the Red Pyramid Thing, Red Pyramid, as well as the Bogeyman and the Shadowed One.

They are usually portrayed as, at the most basic, violent monsters. A deeper meaning given to them explains their existences as punishers and executioners of sinful humans. In Silent Hill 2, one Pyramid Head proves his acts of violence are not aimed solely at humans, as he has also brought harm to the other creatures that inhabit Silent Hill.

In all forms, Pyramid Head's appearance is that of a large, muscular human, and typically is seen wielding the Great Knife or Great Spear. The appearance of the frightening monster is based off the executioners that plagued the juncture of lofty occult activity in Silent Hill's history. The monster has a head in the shape of a triangle with sharp right angles and acute edges that suggest the possibility of pain.

The Pyramid Heads' physical appearance is influenced by Valtiel's existence, and their outfit was the guise of Silent Hill's executioners. There are many physical similarities between Pyramid Head and Valtiel, such as their executioner garbs and gloves. Pyramid Head is modeled after Valtiel, and "his" (unknown if referring to Pyramid Head, Valtiel or both) form is seen differently depending on the person. Pyramid Head takes the shape of Valtiel's reason for existence, meaning Pyramid Head was born from the Order's idolatrous ideologies.

It has also been theorized whether or not Pyramid Head is Xuchilbara, a demi-god of the Order.


The Raw Shocks are hairless, pale-skinned, humanoid creatures without facial features or distinguishing traits, save for their twitching, grotesque body language and emaciated frame. Their sex is initially impossible to ascertain, as they bear no identifiable sexual features or genitalia; however, they tend to shriek in high-pitched, feminine voices. They can also be heard murmuring in deep undecipherable voices, such as when Harry is in hiding.


As the game progresses, the Raw Shocks begin to adopt different traits according to the player's Psych Profile. There are four possible traits that the Raw Shocks may adopt.

Feminine: The Raw Shocks have exaggerated female traits, with prominent breasts and buttocks. The only feature on their faces are big, wide lips. On their backs are patterned zipper-like rips in their flesh, similar to a corset's threads. Their limbs appear to be stitched to resemble stockings, and their feet are molded into the shapes of high heels. Eventually, they become more explicitly perverted, with organs, bones and what seem to be nipples exposed. When they embrace Harry, they do so in very sensual and sexually compromising ways.

This trait is associated with the Sleaze and Sirens ending, which can be obtained by focusing perversely on women and sex.


Diseased: Their skin is bloated; bubbles and a fungi-like flesh cover their skin. Overall, they appear sickly and cancerous.

This trait is associated with the Drunk Dad ending, which can be obtained by focusing on alcohol and drugs, but mostly anything that involves drinking.


Abstract: Their limbs are turned into discs, with pieces of their body hovering in the air, giving them a sliced-like appearance. Their heads are shaped into crosses with a circular hole in the center. Eventually, they'll become more and more stone-like with heads resembling bricks or mountains, with rectangular protuberances coming out of their knees and shoulders.

This trait is associated with the Love Lost ending, which can be obtained by being what would normally be understood as a good and caring person and focusing on finding Cheryl Mason without any distractions.


Atrophied: The Raw Shocks have holes all over their body, with joints and bones poking out in random places, giving them a mutilated, disfigured look. Their feet appear to be stubs and their legs are very thin.

This trait is associated with the Wicked and Weak ending, which can be obtained by being distracted by trivial things and focusing on being what one would typically see as uncaring and rude.


Symbolism: The Raw Shocks are agents of repression (censors) created by Cheryl Mason's mind. They are trying to stop Harry Mason from finding Cheryl, and are Cheryl's attempts to keep the fantasy in her mind alive for as long as possible instead of accepting the truth of who her dad really was, as well as his death. They "attack" Harry by clinging and hugging him, unwilling to let go and they never actually hurt him; instead, they coo and stroke his head when he passes out and brings him back to the start of each Ice World nightmare sequence.

Eventually, towards the end of the game, the Raw Shocks overwhelm Harry and pile on top of him. However, they immediately freeze and shatter. This could be because Cheryl is beginning to accept the truth.

Their petite appearance (barring the one overweight variation) can also reflect the association that children usually draw to being responsible for their parents' divorce; in turn, seeing any child-like beings in her memories as monsters that will ruin lives.


For the most part, his role seems to serve little more than to provide an ambiguous level of unease to the player, due to the odd nature of his existence within the world of Silent Hill, his bright colors contrasting from the rust brown and dark red of everything else, and his recurring cameos. Robbie's character could be seen either as an in-joke, a homage to the many horror films that depict bloodied rabbits as nightmarish killers, or it could even be an element of the town itself. It is possible he is simply there as a plot device to help tie each game together in a small, yet memorable way.

Some versions of Robbie are large enough to act as a mascot costume for a human and it is unknown whether there is a person, dead or alive, inside, or if the mascot is sentient. Many believe he is sentient and watching the player on behalf of Silent Hill.

Robbie is primarily seen with pink fur, and occasionally blue and yellow, under overalls. In some of his appearances, his mouth is stained with blood. His pink variant wears a green bow-tie while his blue variant wears a yellow bow-tie.


The Screamer is humanoid in appearance and resembles a woman wearing a tattered dress and high-heeled boots. They have dark, gray-toned skin with deformed, stretched-tight flesh on their face, inhumanly wide mouths, thin, wispy hair, and empty, bleeding eyes. Screamers' weapons are their hands, which are permanently affixed in a fist thanks to the several nails driven from the top of their hands through their fingers, which they jab and slash with. Their garb is ripped in many places, exposing tattered flesh underneath. A Screamer's dress is also hugged close to the figure, as too is the monster's hair, which suggests her being soaked by rain.

At close range, the Screamer usually just attacks with quick strikes. From farther away, however, this creature tends to make use of her incapacitating scream.

Symbolism: The Screamer may represent:

The alarm sirens at Murphy's prison and how they would ring if he tried to escape his cell, and, by extension, police sirens as well.

A murder victim. Her body is covered in decaying flesh, and her screams may reflect the screams that a victim lets out during their struggle.

Murphy's wife, Carol Pendleton, and how she abandoned him. When idle, the Screamer sometimes holds her arms close, rocking back and forth with head slightly tilted, as if cradling a child. This could represent Murphy's concern about how Carol dealt with Charlie Pendleton's death and Murphy's fear of Carol, thinking that she blames and hates him for their son's death. Thus, he sees the woman he loved now as a woman that is twisted, distorted, and hostile.

Part of Sanchez's psyche, a possible rapist or sexual predator due to the way he treats Anne Marie Cunningham during the bus transfer representing his possible misdeeds. This seems to be supported by his use of derogatory language towards the Screamer ("Bitch!"). The Screamer is not overtly sexual (she has a very flat chest beneath a heavy coat) and this may demonstrate his own predatory nature of possibly forcing sexuality upon them. Sanchez is shown repeatedly beating her face, which is heavily scarred with slashes, and her skin is stretched very tightly as if she has had plastic surgery; this could suggest that Sanchez has previously beaten his victim(s) so badly that they required facial reconstructive surgery. Her flesh-like coat is torn most around where her breasts would be, possibly hinting at a link to sexual violence and sadism. As Murphy displays no signs of sexual aggression, this further supports that she is Sanchez's monster.

Anne Cunningham's response to her father's murder. It is given in the game that she is distrustful of Murphy and suspects him to be Frank's murderer, and the various cutscenes between the two are characterized by volatility. The Screamer's intense shriek, followed by her vicious attack on Murphy, could be representative of Anne taking out her anger upon the protagonist.


The creature appears to be a large set of sleeping conjoined twin infants wearing a tattered, dirty smock and what looks like a scarf. They also appear to be feathery to a mild degree. Along with pale skin, they have enormous, adult-like arms on which they stand. Their arms come out from underneath their smock as if they are a pair of legs.

After being disturbed, they will dart about the room fairly quickly, continuously harassing Henry and then running away until killed. They are capable of dealing heavy damage by hitting Henry or jumping on him. Their arms also have surprisingly long reach, and they can immediately turn around and swipe at Henry if he is behind them, meaning distance should be kept. When they fall by being attacked, they start "sobbing" and writhing on the floor like young children during a tantrum.

Symbolism: Walter Sullivan's seventh and eight victims were twins Billy and Miriam Locane, who was first mentioned in Silent Hill 2. They are the only two of Walter's victims that have been reincarnated in the form of a monster instead of ghosts.

Although this makes sense for the creature's origin, it is unknown why there are so many of them in the game. However, this can possibly be explained by a potential latter meaning. The Twin Victims are essentially conjoined twins, which occurs when a fertilized cell fails to split properly, making it so two beings are fused together. A main theme in the game is Walter's demented level of attachment and misunderstanding of his mother, and it is revealed throughout the gameplay of just how "attached" he is to her. The Twin Victims could also be a manifestation of this severe attachment.


Two-Back has the appearance of a mutilated humanoid with its lower front fused into the lower back of a large monstrous creature. The appearance suggests the two mutilated creatures are participating in a sexual act. The larger humanoid's front arms are stubs that end in horrific needle-like protrusions, while the smaller/"back" humanoid has stubs as both its arms and legs, also having needle-like limbs.

It attacks by spitting acid or ramming into Travis Grady. It may also grab him, which is quite powerful as it spews acid on Travis's face when it does this.

Symbolism: The Two-Back represents Travis's inability to have normal relationships and likely sexual deprivation as a lone trucker. In an early cutscene, a fellow trucker mentions that he should find himself a nice girl. In the Bad Ending, it is hinted that Travis was a serial killer that targeted females. They appear frequently at the motel, and some motels have a reputation for being sex sites. In one room, Lisa Garland and Michael Kaufmann are seen buttoning up beside a heart-shaped bed.

Among the other Shakespeare references in the game, Othello is also referenced. In the play, Iago describes Desdemona's sexual relationship with Othello by stating that they are "making the beast with two backs". This is a reference to intercourse, supposedly fusing two people into a single beast, in this case, literally.


His name means "attendant" by way of the French word "valet"; his existence as an angel is derived from suffixing "-el". Thus, he is "Attendant of God", a title attributed to theological angels.

Valtiel is humanoid in appearance, but his head vibrates and twitches rapidly, obscuring his facial features; although there are not many features to behold, as his face is blank and leathery, with a series of crude stitches where his mouth should be. He is garbed in ceremonial robes and wears gloves. His hands and parts of his body are smudged in what appears to be blood.

Valtiel has the Seal of Metatron on both of his shoulders. Metatron and Valtiel are both considered the "Agents of God", and this mark could suggest that Valtiel is in Metatron's servitude or that he himself is actually Metatron.

Because of his passive role in the game and his designation as a servant, it is thought that Valtiel is the subordinate of another dominant supernatural presence in Silent Hill. In the long-standing tradition of Silent Hill, Valtiel is a saintly being corresponding to an angel, possibly Metatron.

In the religious tradition of Silent Hill, Valtiel was one of the beings said to be created by God in order to lead people to obey Her. A special sect was made in the honor of Valtiel, founded by Jimmy Stone, called the Valtiel Sect. In it, this angel is venerated as a way to become closer to God. Likewise, Pyramid Head wears similar ceremonial robes and gloves and appears to have cloth stitching, all in homage to this being. Valtiel was worshiped as the one close to God and also as an executioner.

When a shift in the Otherworld occurs, Valtiel appears before Heather Mason, the protagonist of Silent Hill 3. In many instances, Valtiel is seen turning a valve; this is both a symbolic gesture of the cycle of rebirth, which he governs and an implication that Valtiel has some control over the shifting to the Otherworld that takes place throughout the series. Valtiel seemingly has little to no concern for Heather, but rather for the god that sleeps within her. Should Heather die, there is a random chance of Valtiel dragging her corpse back to a nearby Halo of the Sun, intending to resurrect the "Mother of God". Thus, Valtiel should not necessarily be thought of as Heather's "caretaker" or "guardian" because he is merely sending Heather on another way to her death, as God's birth ensures the death of the host mother.

Symbolism: Unlike most monsters in the series, Valtiel doesn't appear to be a manifestation of any person's emotions or subconscious. It is possible he is a unique being that exists in the Otherworld whose existence is independent of humans, directly serving God.

As God's attendant, Valtiel observes Heather in order to ensure the birth of God. His garb consisting of a mask, smock, and gloves is reminiscent of surgical wear, symbolizing his role in helping to deliver the reborn god.

Although he makes no appearance outside of Silent Hill 3, the presence of the Otherworld in the rest of the series suggests Valtiel is there, watching over the safety of the "Holy Mother".

Valtiel could be identified with either Lobsel Vith or Xuchilbara, the Yellow Angel and Red Angel respectively, mentioned in "Myth 4: Creation". Both having been created to assist God in keeping humanity obedient to Her, both are tasked with a rather important duty. Given Valtiel's distinction as being the closest to God, he could be synonymous with either one. In the same myth, there is a being similar to Valtiel, if not Valtiel himself, in the bottom left of the painting. This, coupled with the fact that Valtiel and Pyramid Head have yellow and red colored heads respectively, could be further proof of a connection to the Yellow and Red gods. However, Masahiro Ito verified that Pyramid Head and Xuchilbara have no connections.


This creature has grayish-toned skin, with sunken and deformed areas of flesh on its face. It has a massive mouth with what seems to be a huge cleft in its upper lip, and tiny eyes sunken deep into its flesh. Similar to many bat species, its face overall appears to be "pinched," or tight. The upper torso is heavily defined with muscle, while its appendages remain very thin. Weeping Bats are massive creatures with their legs reaching Murphy Pendleton's shoulders. They attack with their three-clawed hands, with similar ones on their feet which they use to cling to rock. Some Weeping Bats have pinkish skin mottled with deep red vein-like patterns.

Symbolism: The Weeping Bats are named after animals of the same name that inhabited the caves of Devil's Pit. A sign says that they cower in the darkness and are very afraid of lights. It also says that they sometimes attack humans, though there have been no reported casualties.

It has been speculated that this monster represents Murphy's wish to hide from the authorities or to escape from his fate in jail, as observed by the creature being very quick and stealthy. It has also been thought that this monster represents the authority of law enforcement and government officials.

An inmate's time spent in prison contributes to a perceived lack of personal safety and a need to constantly watch their back. At any moment and without warning, they can be attacked on the whim of another inmate. The Weeping Bat may be the embodiment of this mentality; never able to let one's guard down even for a second, never knowing where a threat may come from. This is supported by their behavior; when found they are often huddled up, but if threatened they stretch up to their full intimidating height to fend for themselves. When standing idle, a lone Weeping Bat tends to look over its shoulders repeatedly as if always expecting someone to sneak up on it.

Part of the Weeping Bat's symbolism is solitary confinement. These are conditions that Murphy might have experienced during his time in prison.[1] It is likely for this reason that they were made to be reclusive, bat-inspired creatures that do their best to stay in the dark and under cover (in Devil's Pit caves, under bridges, etc.), whose sickly translucent skin suggests that they never see much sunlight.

They also seem to represent prison gangs to an extent, as they are quite persistent when it comes to guarding Monocle Man during the train ride almost as if Monocle Man was their gang leader.

Alternatively as some creatures, such as the Bogeyman, represent more than one person's psyche then the Weeping Bats may represent the parents of the children killed in the Devil's Pit Train crash. The Bats only attack Murphy after he knows the truth about John Sater, and appear most frequently on the train ride. Given how Monocle Man seems to be in constant pain, being splayed out on meat hooks for all to see, they may represent the guilt and torment that binds him to Silent Hill.

It is hinted that the "mysterious creatures" that forced the Gillespie Coal & Iron Company to suspend mining operations in Superstition Caverns were Weeping Bats, given the timing of the train's automated tour guide dialogue and the appearance of a Weeping Bat that suddenly attacks Murphy.

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