Down in the maintenance pathway, head up the east ladder and use the Portal there to get back to your apartment. Head through the 2F double doors, and hearing the presence of Toadstools, move around the curved pathway to also discover new enemies called Blue Tremers on the walls. Feel free to check out some things in this area, but nothing is really relevent. Henry finds a dead cat wrapped in some jeans, and most importantly, another Torn Red Paper. Continue along the ledge to the next area and pick up the Nutrition Drink by the door. After getting the key, you can take your sword back, and I recommend you do. If you left the struggling Ghost being pinned down by the Sword of Obedience last time you were here, he'll still be on the ground and you can take the sword, however, it's nice to see him so peaceful.
Besides, there are annoying Wall Men in the curving walls of this pathway. This weapon isn't very powerful, but its blinding speed makes up for it. Note the Portal on the wall and go down the ladder in the room. Walk over the small bridge to find a Prisoner's Shirt on the floor, with something written on it in wax. At some point in time you should see a Ghost, which should follow you all the way to the top of the stairway.
Try to ignore the ones that aren't in the way, and move down the stairs all the way to the bottom. Note the Save Notebook on the far small table. Forget about it and go through the nearby door to enter the next subway car. So enter the Portal on the wall by the billiards table in the room. In this corridor, the east doors won't open, but you can unlock the south doors for later usage. You can't rotate the 1st floor, so align the 2nd and 3rd floors with the 1st floor cell that has the blood-stained bed.
Empty any unnecessary items into your item chest and return to the subway. Once you do that, enter the nearby Room 301 and enter the portal. Save your game if you wish and enter the bigger hole in your washroom. This game has unused graphics. Doing this will make your torch able to maintain a flame for a longer period of time, and this will help out a lot when looking in other wells in the forest without worrying too much about the life of your flame.
Once inside, Eileen is asleep on the bed. Another Sniffer will be in here, but once again, forget about killing it. Henry has been locked in his apartment room for five days and has been having strange nightmares. Hearing a muffled conversation, check your front door peephole for a cutscene, and get the Red Diary - July 23 after, along with the Superintendent's Memo that was just slipped under your door it's covered in blood and can't be read, oddly enough. Head back down the ladder to B1 for a cutscene. There are more of these swords lying around later on in the game, so you don't really need this one that much.
If you have the Wine Bottle, feel free to break it on the Greedy Worm in the hallway to get the Broken Wine Bottle, which is a more powerful weapon. Find the double doors to the south when you're done and go through them. You can find several items in the various rooms here, including a Holy Candle, Saint Medallion, 2 Nutrition Drinks, two packs of Pistol Bullets, Revolver Bullets, and a 4-Iron golf club. Enter the living room to see what Henry is staring at. Preceding the stairs on the platform are Pistol Bullets on the last left bench. Checking the hole, it's larger once again.
Room 302 After waking up, head for your door after exiting to the hallway. Grab the Saint Medallion on the floor by the south door and exit back to the east platform. Room 302 If you go through the hole to go back to your apartment, you may notice your doorbell ringing -- go check out your peephole for a cutscene. Back here, you don't really have any time to plan, so just run for the stairs and go back through the door on the top walkway. Follow the path to find an odd structure with a rock anvil -- if you move near it, it will fall and you won't be able to get past it.
Run windingly to the next gate and go through it. Move to the other side of the room to find a new weapon on the far desk -- a Paper-Cutting Knife. Turn the handle for a short cutscene and to get the water running. Exit the washroom and return to the prison via the portal in your laundry room. Observe their attacks and try running past them at the right time, just after they set back in the wall.