____ _ _ _____ _ _ _______ _ _ _ _ _ ___ / ___|| || | | ___|| \ | ||__ __| | | | || || | | | / _ \ | |__ | || | | |___ | \ | | | | | | | || || | | | |_| | | \__ \ | || | | ___|| \| | | | | |__| || || | | | / / \ || || | | | | |\ | | | | __ || || | | | / / ___/ || || |___ | |___ | | \ | | | | | | || || |___ | |___ / /__ |____/ |_||_____||_____||_| \_| |_| |_| |_||_||_____||_____| |_____| SILENT HILL 2 SILENT HILL 2 GREATEST HITS SILENT HILL 2: DIRECTOR'S CUT SILENT HILL 2: RESTLESS DREAMS SILENT HILL 2: INNER FEARS SILENT HILL 2: SAIGO NO UTA SILENT HILL 2 HD ==---------------------------------------------------------------== || || || S I L E N T H I L L 2 P U Z Z L E G U I D E || || ----------------------------------------------------- || || Copyright 2004-2019 by Andrew Haffenden aka Conquerer || || || || Silent Hill is a registered trademark of Konami Computer || || Entertainment Tokyo, Inc. Copyright 1999 2001 Konami || || Computer Entertainment Tokyo, Inc. All rights reserved. || || || ||====================---------=====---------====================|| || || || Silent Hill 2 || || || || Developer: KCET (Team Silent) || || Publisher: Konami || || Platform: PlayStation 2/Xbox/PC || || Genre: Adventure || || Origin: Japan || || Number of Players: 1 || || Original Release Date: September 24, 2001 || || ESRB Rating: "M" for Mature || || || ||====================---------=====---------====================|| || || || This FAQ/Walkthrough covers all versions of the game, || || including: || || || || - Silent Hill 2 || || - Silent Hill 2 (Greatest Hits) || || - Silent Hill 2: Director's Cut || || - Silent Hill 2: Restless Dreams || || - Silent Hill 2: Inner Fears || || - Silent Hill 2: Saigo no Uta || || - Silent Hill 2 HD || || || ||====================---------=====---------====================|| || || || W A N T T O R A T E T H I S F A Q ? || || || || If you feel that this FAQ has helped you in any way and || || you wish to thank me, feel free to do so by appropriately || || rating it wherever possible. Thank you. || || || ==---------------------------------------------------------------== S I L E N T H I L L 2 |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| TABLE OF CONTENTS................................................[SH2_P00] -------------------------------------------------------------------------- 1. UPDATES.....................................................[SH2_P01] 2. FREQUENTLY ASKED QUESTIONS..................................[SH2_P02] 3. RIDDLE DIFFICULTY LEVELS....................................[SH2_P03] 4. FULL PUZZLE SOLUTIONS.......................................[SH2_P04] MAIN SCENARIO: LETTER FROM SILENT HEAVEN------------[LFSH_00] 01 // Clock Puzzle (Wood Side)..................[LFSH_01] 02 // Safe Combination (Blue Creek/Optional)....[LFSH_02] 03 // Old Coin Desk (Blue Creek)................[LFSH_03] 04 // 3F Patient Wing Keypad (Brookhaven).......[LFSH_04] 05 // "Louise" Box (Brookhaven).................[LFSH_05] 06 // Trick or Treat Box (Brookhaven/Optional)..[LFSH_06] 07 // Roach Trap Keypad (Historical Society)....[LFSH_07] 08 // Box of Faces (Labyrinth)..................[LFSH_08] 09 // Free the Innocent Man (Labyrinth).........[LFSH_09] 10 // Locked Briefcase (Lake View)..............[LFSH_10] 11 // Music Box Puzzle (Lake View)..............[LFSH_11] MINI-PUZZLES----------------------------------------[LFSH_mp] a // Garbage Chute (Wood Side).................[LFSH_aa] b // Shower Drain (Brookhaven).................[LFSH_bb] c // Fallen Fridge (Brookhaven)................[LFSH_cc] d // Lady of the Door (Brookhaven).............[LFSH_dd] e // Praying Woman Statue (Rosewater Park).....[LFSH_ee] f // Stuck in a Well (Historical Society)......[LFSH_ff] g // Tablets and Scaffold (Toluca Prison)......[LFSH_gg] h // Floor Hatch (Toluca Prison)...............[LFSH_hh] i // Wire Door (Labyrinth).....................[LFSH_ii] j // Handcuffed Gate (Labyrinth)...............[LFSH_jj] k // Cloakroom Briefcase (Lake View)...........[LFSH_kk] l // Employee Elevator (Lake View).............[LFSH_ll] m // Tin Can (Lake View).......................[LFSH_mm] n // Venus Tears Bar Exit (Lake View)..........[LFSH_nn] o // Hotel Warp Hallway (Lake View)............[LFSH_oo] p // Pyramid Head Eggs (Lake View).............[LFSH_pp] SUB SCENARIO: BORN FROM A WISH-----------------------[BFAW_00] 01 // Gravestone Memorial (Baldwin Mansion).....[BFAW_01] MINI-PUZZLES-----------------------------------------[BFAW_mp] a // Attic Light Source (Baldwin Mansion)......[BFAW_aa] 5. QUICK REFERENCE SOLUTIONS...................................[SH2_P05] 6. CREDITS.....................................................[SH2_P06] -------------------------------------------------------------------------- [SEARCH:] Press CTRL/CMD + F to bring up the search menu. Copy the code from the Table of Contents above for the section or puzzle you would like to visit. -------------------------------------------------------------------------- ========================================================================== 1. U P D A T E S ========================================================================== -------------------------------------------------------------------------- UPDATES..........................................................[SH2_P01] [10/14/2019] - 110 KB Since I entirely updated and refreshed my full walkthrough including all puzzle solutions, it's only right I transfer them here to keep this document up to date. So I did just that and included all mini-puzzles and events plus quick reference solutions while refreshing the formatting in the process. Final update for real this time. Or maybe another in 15 years? [12/31/2004] - New Year's Eve - 49 KB Created the FAQ from the puzzles from my walkthrough. First and final update. -------------------------------------------------------------------------- ========================================================================== 2. F R E Q U E N T L Y A S K E D Q U E S T I O N S ========================================================================== -------------------------------------------------------------------------- FREQUENTLY ASKED QUESTIONS.......................................[SH2_P02] Q: Are all the solutions for every puzzle in this FAQ? A: Yes, including solutions for every single difficulty. Q: Even Extra Riddle Level? A: Yes. Q: How do you unlock Extra Riddle Level? A: Complete the game on Easy, Normal and Hard Riddle Level, then select Hard on your next playthrough. Since it is a hidden difficulty, you'll only be able to see "Extra" listed in your save file. Q: Is that one puzzle from the Maria scenario in here? A: Yes, the Gravestone Memorial puzzle is in here. Q: Are puzzles the same every time or are there fixed solutions? A: Depends. Some puzzles have fixed solutions that are always the same on each riddle level, and some are completely randomized each time. The puzzle solutions specify which is the case for each one. Q: I can't read the bloody wall code in the Special Treatment Room in the hospital. What do I do? A: Give that puzzle section a read and I guarantee you it'll help you out. There's even a few sample codes of some of the most troubling numbers. Q: How am I supposed to read the bloody wall code when the camera angle is so high and far away? A: Examine the wall where the code is and a close-up will be displayed. That's how you determine the code. -------------------------------------------------------------------------- ========================================================================== 3. R I D D L E D I F F I C U L T Y L E V E L S ========================================================================== -------------------------------------------------------------------------- RIDDLE DIFFICULTY LEVELS.........................................[SH2_P03] Upon starting a New Game you will be prompted to select your Action Level, setting the difficulty of combat, and the Riddle Level, setting the difficulty of all riddles and puzzles referred to in this FAQ. Refer to below for a rundown of each Riddle Level. Easy Riddle Level ----------------- All puzzles are very simplified and straightforward. Solutions are regularly spelled out to you or are at least very clear, and sometimes puzzles are avoided by being giving the solution right from the start. A decent way to start and familiarize yourself with the puzzles if you find riddles intimidating, but shouldn't pose any real challenge. Normal Riddle Level ------------------- Moderate puzzles with a share of difficulty in deciphering, but mostly fair and relatively clear. Not much outside knowledge is needed to decipher riddles but still helps. Some aspects may be extremely clear while others may require a deeper examination. Recommended for your first time through the game if you don't mind using your brain a bit. Hard Riddle Level ----------------- Difficult puzzles that often require deeper thinking and an open mind. Certain aspects will be clear while others may be downright confusing. Knowledge of certain popular works will generally go a long way but can always be quickly researched if need be. Each riddle will likely require a few thorough readings to acquire a good understanding. Recommended for players who have have either already completed Normal, or are very eager for some mind-bending riddles. But be careful what you wish for. Extra Riddle Level ------------------ Unlocked upon completing Easy, Normal and Hard Riddle Levels, puzzles are of extreme difficulty and riddles will require multiple reads and a very open mind to understand. Some parts will be clear while others will almost always be extremely confusing, vague or almost nonsensical. Deeper knowledge of certain fairy tales is a must, along with a general idea of other literature and concepts. Be sure to examine any items involved as they may offer subtle hints corresponding to their riddles. It'll be fairly common to have a good understanding of most of a riddle but be stumped by one or two parts, sometimes seemingly unaddressed at first glace. Once unlocked, you will still never see the "Extra" option in the Riddle selection menu, however you will enter this level upon selecting "Hard". After saving the game you will see "Extra" Riddle Level listed in your save file if you met the requirements. Additionally, the next time you play on Hard it will be Hard, and then Extra after that, continuing to alternate in this fashion. -------------------------------------------------------------------------- ========================================================================== 4. F U L L P U Z Z L E S O L U T I O N S ========================================================================== -------------------------------------------------------------------------- FULL PUZZLE SOLUTIONS............................................[SH2_P04] Here you will find the solutions for each riddle level of each puzzle found in the game, both for the main and sub scenarios, along with all mini-puzzles. Some puzzles will have elements of randomization each time, requiring some work by the player, while some will always have the same solution per riddle level. This is clearly explained for each puzzle below. ----------------- ++++++++++++++++ LEGEND: Mandatory Puzzles Optional Puzzles ----------------- ++++++++++++++++ ========================================================================== M A I N S C E N A R I O [LFSH_00] ========================================================================== 01 // CLOCK PUZZLE: WOOD SIDE APARTMENTS, ROOM 208 2F [LFSH_01] -------------------------------------------------------------------------- REQUIRES: CLOCK KEY: Found on the shelf of room 208, found after acquiring the FLASHLIGHT, HANDGUN and reaching for the key behind the bars on the third floor. --- There are several clues in this apartment on how to solve this puzzle, including this small clock room and the living room. Firstly, there's a note on the right side of the clock that says: "The scars from the past shall remove the nail that stops Time." The idea is to push the clock out of the way to see what is behind it, but it won't move, so you'll need to find more clues. Directly opposite the clock on the other wall, you'll find the "scars from the past" that the riddle alludes to. The names Henry, Mildred and Scott are etched in the wall alongside directional arrows, which appear to correspond to the three hands of the clock. But which ones? It looks like we could still use more information. Lastly, in the living room of the apartment you'll find a memo by the phone on the small table along the wall. This memo is different depending on your riddle level: EASY: "Three different sizes, time on the run. Three young men circlin' round the sun. Henry is short and very, very slow, Scott can't stop, he's always on the go." "Three different sizes" refers to the three hands of the clock -- hour, minute, second -- which are of different lengths and thicknesses. It also likens the hands to men, giving the names Henry and Scott. Henry is clearly the hour hand, which is the shortest hand and moves the slowest. Scott must be the second hand which is always on the go as it ticks around the clock face. There is no mention of the minute hand, but it must be Mildred, the only remaining name from the scars. There's also a subtler way to tell the names of the clock hands, which confirms Mildred's identity. Notice anything about the first letters of each name of the scratches on the wall? (H) Henry - (H) Hours (M) Mildred - (M) Minutes (S) Scott - (S) Seconds So that makes things very clear. But what of the arrows beside each name etched in the wall? They must represent the direction the corresponding hands face on the clock. You'll have to estimate the approximate number each arrow would be facing on the clock. Upon doing so, you should be left with this: Henry (hour hand): facing 9 (9 hours) Mildred (minute hand): facing 2 (10 minutes) Scott (second hand): facing 3 (15 seconds) And there's your solution. You must set the clock to 9:10 and 15 seconds. You'll notice you cannot move the second hand, but it's already locked in place at 15 seconds. So go ahead and move the fat, short hand to 9 and the longer hand to 2 and you'll hear a clank. That is the scars from the past removing the nail that stops time. For the record, any time between 9:07 and 9:13 should work, so don't worry if it's not exact. NORMAL/HARD/EXTRA: "Three needles stand of three different heights. The fat, the tall and the thin. From slow to fast they move to the right. Scott rests not on three, but fifteen." "Three needles stand of three different heights" describes the three hands of the clock. "The fat, the tall and the thin" -- hour, minute and second hands. "From slow to fast they move to the right" describes the order the hands will appear on the clock face from left to right. That means the slow hour hand will be furthest left, the faster minute hand to its right, and the even faster second hand to the right of both. Further, the riddle concludes by telling us that "Scott rests not on three, but fifteen." This means that Scott represents the second hand, just like the Easy puzzle. When the second hand sits over the 3 on a clock face, it actually means 15 seconds. You'll also notice that the second hand already sits at 15 seconds on this clock and cannot be manipulated, so we can move past this one. Unlike the Easy mode riddle, you're not told any other names in memo, but you'll still find the names on the wall along with directional arrows. Even if you can't deduce that the first letter of each name indicates which hand it represents (H/M/S), you can use the hint in the riddle that the hour, minute and second hands move from left to right. Therefore, you should be left with this: Henry: facing 9 (furthest left, therefore hour hand) = 9 hours Mildred: facing 2 (right of hour hand, therefore minute hand) = 10 minutes Scott: facing 3 (furthest right, therefore second hand) = 15 seconds So there we go, it's the same solution as the Easy riddle. Again, you can't move the second hand but it's already set on 15 seconds. Simply use the D-pad to set the clock to 9:10 (anywhere within the range of 9:07 to 9:13 will work) and you'll hear the clank that is the nail of time being removed. You can now push the clock and move on. For future reference, no matter what Riddle Level you're playing, the answer to this puzzle is always 9:10. -------------------------------------------------------------------------- 02 // SAFE COMBINATION: BLUE CREEK APARTMENTS, ROOM 203 2F [LFSH_02] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ REQUIRES: "Wallet in toilet bowl" memo found in 203's toilet, containing the combination. --- Inside room 203 you will find a locked safe in the living room and a combination inside the washroom's toilet. First of all, this puzzle is optional, so if you really don't want to bother with it you can just move on. However, there's a whole bunch of ammo inside and it's quite a simple puzzle, so I recommend you go for it. The combination is random each time so you will get your own unique code, but it'll follow the format of four numbers separated by three sections of arrows like so: ## >> ## << ## >> ## Now, depending on your riddle level you will see either all numbers or some combination of numbers with roman numerals or letters. Refer to the difficulty levels below for each solution. As for the safe and inputting the code, it works the same way on all difficulty levels so let me clarify. You must rotate the safe dial in any direction to the first number, then rotate right to the second number, then left to the third number, then right to the final number upon which the safe will open. What may confuse you here is that the dial counts down when you turn right and up when you turn left, but that's exactly as it would in real life. If you find it confusing, just remember that the arrows mean for you to press that direction until you reach the correct number, regardless of how it's turning. So that means: go to first number, press right until second number, press left until third number, press right until fourth number and it'll open. The highest number on the dial is 20 so you won't see a number (or numeral or letter) that adds up to more than that. Refer to your corresponding riddle level below for interpreting your code. EASY/NORMAL: Here you will get the simplest code with plain old numbers. Let's grab a random code to demonstrate: 15 >> 08 << 12 >> 06. If this were your code, you would turn the dial in any direction to 15. Then you would turn the dial right until 8. Next, you'd turn the dial left until 12. Finally, you'd turn the dial right and stop at 6, at which point the safe would open. HARD: Now you'll get a code with some normal numbers and roman numerals mixed in, but it's super simple. The only two numerals that will appear here are V (5) and X (10), however they can be used on their own, in multiples, or mixed with regular numbers. Therefore you may see VV, XV or XX. VV is 5 + 5 = 10; XV is 10 + 5 = 15; and XX is 10 + 10 = 20. Normally 10 would be just be X, but in this case the goal is always to add numerals together so you may see VV instead. You may also see numerals mixed with regular numbers, for example: X5, VV2 or XV4. X5 would be 10 + 5 = 15; VV2 would be 5 + 5 + 2 = 12; and XV4 would be 10 + 5 + 4 = 19. Taking this into account, here's an example code: 9 >> 6 << VV1 >> X0. If this were your code, you would turn the dial in any direction to 9. Next, you'd turn the dial right until you reached 6. Then you'd turn the dial left until you reached 11 (5 + 5 + 1 = 11). Finally, you'd turn the dial right and stop at 10 (10 + 0 = 10) and the safe would open. EXTRA: Combinations on this level tend to look like shockers at first, but it's quite simple to understand. This time the combination in the memo will be composed of numbers and letters. Each of the four numbers can only be either a number or a letter, not combined together, which makes things easier. There's no real in-game clue as to what the letters mean, however you may or may not have some general understanding of different numbering systems of the world. Normally we use the decimal or base-10 system, which only uses numbers 0-9 for counting, with multiple digits used together for figures above 9. Another system is the hexadecimal or base-16 system, which uses 0-9 as well, but also A, B, C, D, E and F to represent 10, 11, 12, 13, 14, and 15. The vigesimal or base-20 system takes this further by adding G-J to represent 16-19. It stops there, thus with a finite number of 20 different symbols for number representation (and thus "base-20"), but you can always extrapolate this system to make use of the full alphabet. In our case we only need to extend it one more letter for K to represent 20, the highest number on the dial. And with that we have unlocked the key to the puzzle. While numbers 0 through 9 still exist normally, numbers 10 through 20 will be replaced with letters a through k (displayed in lowercase). Basically we can simplify it by taking each letter's position in the alphabet (1-26) and adding 9 to determine what each letter represents. Nothing past k (11 + 9) matters and will not be seen in this puzzle since the dial tops out at 20. Therefore we can determine all the possible numbers and letters that can appear and what each of them represent like so: 0 1 2 3 4 5 6 7 8 9 a b c d e f g h i j k 10 11 12 13 14 15 16 17 18 19 20 For example, c is the third letter in the alphabet (3 + 9 = 12) and i is the ninth letter (9 + 9 = 18). All right, let's now make up a code: 3 >> j << 4 << b. If this were your code, you would turn the dial in any direction to 3. Next, you'd turn the dial to the right until you reached 19 (10 + 9 = 19). Next, you'd turn the dial to the left until you reached 4. Finally, you'd turn the dial to the right and stop at 11 (2 + 9 = 11) and the safe would open. --- With the safe open, grab the four boxes of HANDGUN BULLETS inside. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 03 // OLD COIN DESK: BLUE CREEK APARTMENTS, ROOM 105 1F [LFSH_03] -------------------------------------------------------------------------- REQUIRES: COIN [OLD MAN]: Outside at the bottom of Wood Side's west entrance garbage chute after knocking the garbage loose with the CANNED JUICE from 2F. COIN [SNAKE]: Inside the carriage in the Wood Side courtyard's empty pool. COIN [PRISONER]: On the nightstand in the mirror room of room 109, Blue Creek 1F. --- Examining the desk, you'll find an engraving of a riddle, which is different for each riddle level, and five circular slots, approximately one-inch wide. The slots are around the same size of the three coins you have, so it appears that you'll be inserting those three coins into certain slots in correspondence to the riddle engraved in the desk. Although there are five slots, there are only three coins, so don't worry about that. To get a better understating of just what the riddle on the desk is saying, enter your inventory and examine each coin. You'll notice the following images on the coins: Old Man - an old man Snake - a snake Prisoner - a woman These three coins correspond to the references in the engraved riddle on the desk, which differs per your riddle level and generally gets more difficult to understand the higher you go. Refer to below for each solution. To insert a coin into a slot, enter your inventory while standing in front of the desk and use one. You will then be able to select a slot to put the coin in. To remove an inserted coin, examine the desk, skip the riddle to get the view of the five holes, and then you will be able to select a coin to remove. EASY: "To the right is the lady. To the left is the old one. In the center crawls the other. Now just two spaces remain, But fear not for now, The puzzle is done. The puzzle is done." Solution: OLD MAN, Empty, SNAKE, Empty, PRISONER This couldn't be any simpler. The first line, "To the right is the lady", explains that the Prisoner, who is a woman as shown on the coin and the only woman here, sits in the right end slot. The next line, "To the left is the old one", clearly states that the Old Man sits in the left end slot. Lastly, "In the center crawls the other" explains that the Snake, the only one remaining and a creature that naturally crawls, sits in the middle slot. The rest of the riddle just explains that only three coins are needed for this puzzle, not five. Now that you have the solution, put the COIN [OLD MAN] in the left end slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the right end slot. NORMAL: "Three bright coins in five holes be At one end sits the Seducer of she The wind from behind the woman doth play The Formless One, Null, lies furthest from they The Old One beside the Serpent sits not. Tis to the Prisoner's left that he doth rot" Solution: Empty, OLD MAN, PRISONER, Empty, SNAKE The first line, "Three bright coins in five holes be", simply describes that three coins fit into the five slots and no more are needed. "At one end sits the seducer of she" tells us that the seducer of "she" sits at one of the two end slots. The seducer in this case would be the Snake, seducing Eve to eat the apple in the Garden of Eden. So the Snake sits at one of the two end slots. The next line, "The wind from behind the woman doth play" describes which end the Snake sits at. If you take at look at the Prisoner coin (which is the woman), you'll notice that she faces to the right. If the woman is causing the wind and is behind the Snake, she has to be on the Snake's left. If she were at the right, it wouldn't make sense because she would be facing the opposite direction and therefore be in front of the Snake. Moreover, the wind could be interpreted as a slot in itself, in between the Snake and the Prisoner, although exactly which slots these two would represent isn't in stone just yet. "The formless one, null, lies furthest from they" signifies that the slot furthest from the Prisoner and Snake is empty (formless). This has to be the leftmost slot as the Snake has already locked into the right end slot, in order for the right-facing woman to play the wind behind it. "The old one beside the serpent sits not" states that the Old Man doesn't sit immediately left of the Snake, which we've already interpreted as the slot that occupies the wind the woman is playing anyway. Further, "Tis to the prisoner's left that he doth rot" explains the rest. So the Old Man sits in the slot to the left of the Prisoner, and to the right of the formless one (empty) that occupies the left end slot. Now that you have the solution, place the COIN [OLD MAN] in the second slot, the COIN [PRISONER] in the middle slot, and the COIN [SNAKE] in the fifth slot. HARD: "First lies the seat of He who is Peerless Silent and empty, heartless and fearless Beside him sits one who knows The place of the servant is next to the throne Dozens of feet, yet not a single toe The One that is Hidden beside him doth go Seducer of dreams, creature of Hades Lying further from Man and closer to Lady Man and Woman seeing all Heedless to the Raven's call Silent and Hidden the two may be They be not there for you to see Return them to whence they would be And blessing shall descend on thee I speak thus with the North Star behind me The birth of the sun is the start of the story" Solution: Empty, OLD MAN, Empty, SNAKE, PRISONER This riddle plays out a little differently and like a story, listing all the slots in order as it goes. Whether the first slot lies on the left or right we'll have to wait for the end to find out, so we'll keep the order in mind as numbers until then. "First lies the seat of He who is Peerless; Silent and empty, heartless and fearless" explains that the first slot is empty. Silent, empty, heartless, fearless -- this cannot be the Old Man, Prisoner or Snake. They all have hearts for one, the humans likely have fears, perhaps the snake cannot be silent, and none of them are empty. Therefore the first slot is empty and not a coin. "Beside him sits one who knows The place of the servant is next to the throne" is somewhat difficult to interpret. "One who knows" seems to signify an Old Man, who has come to know because of his age. The entire sentence together eliminates the Snake, which under normal thinking could not possibly know where a servant belongs. Further, the Prisoner isn't likely to know this either as they are locked away, but either way this appears to fit the Old Man the best so far. "Dozens of feet, yet not a single toe" clarifies that there is no human (but possibly the Snake) between the second and fourth slots -- "feet" being a unit of measure and "toe" simply serving as a pun. "The One that is Hidden beside him doth go" applies to the same slot, being hidden and beside "him" (Old Man). So the third slot is the "One that is Hidden" and not a coin. "Seducer of dreams, creature of Hades" may be somewhat misleading, as the creature of Hades should be a three-headed dog named Cerberus. However Hades has been portrayed while holding or accompanied by snakes in various portraits. Further, "Seducer of dreams" could signify the Snake in the Garden of Eden, seducing Eve to eat the apple. The Snake could also be interpreted as the only "creature" in this riddle, amongst men and women as humans, and silent, hidden ones. Therefore, the Snake appears to take the fourth slot. The meaning of "Lying further from Man and closer to Lady" is rather clear in placing the Snake relative to the (Old) Man and Lady (Prisoner). At the moment, the Old Man sits at the second slot and the Snake in the fourth. Taking this into account, the Prisoner can't be placed in the first or third slots, which would make her closer to the Man or equal distance to the Man and the Snake, and not correct. These two slots are already taken anyway by silent and hidden ones as we're about to shortly confirm, but if placed in the fifth slot, the Prisoner (Lady) is now closer to the Snake and further from Man as described. It also follows the format so far of listing every slot in order. "Man and Woman seeing all Heedless to the Raven's call" tells us that between the man (Old Man) and woman (Prisoner), they must see all five slots, perhaps directly. With the arrangement we currently have, this works out. The Prisoner sees the Snake's slot and her own, and the Old Man sees the two slots on his sides and his own. Man and Woman see all. The riddle goes on, stating that "Silent and Hidden the two may be They be not there for you to see". This confirms that the two slots mentioned earlier as being empty are in fact empty -- the first slot, which is "silent", and the middle slot, which is "hidden". While we've only determined slot numbers so far, we don't yet know if the first slot starts on the left or right, so we turn to the final paragraph to clarify. "I speak thus with the North Star behind me; The birth of the sun is the start of the story". If the author speaks with the North Star behind them, then they'd be facing the south. And the birth of the sun? Well, it rises from the east every day. If facing south, the east is to the left. So the start of the story, the first slot, is on the left. Now that you have the solution, put the COIN [OLD MAN] in the second slot, the COIN [SNAKE] in the fourth slot, and the COIN [PRISONER] in the fifth slot. EXTRA: "Like coins in the hazy aether tossed Our souls must by their sinful weight Descend to earth with lightness lost To "right" the sins that they hath laid When thrice in falling they intone The Happiness shall be thy own The first note be not by the Horned One rung Though it be there that all sins be sprung The Bringer of Life and the Bringer of Shame The sins of the latter be ever more tame Though coming in the Aged One's wake The Formless One's soul in fear doth quake The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" Solution: OLD MAN, Empty, SNAKE, PRISONER, Empty This riddle is very complex and requires very deep examining and thinking. The sentence, "Our souls must by their sinful weight; Descend to earth with lightness lost" seems to imply that the sins become greater as they descend to the earth. The next verse clarifies how that pertains to the coins. "To 'right' the sins that they hath laid" means that the more sinful one is, the farther to the right of the five holes they belong. "When thrice in falling they intone The Happiness shall be thy own" just implies that three (thrice) coins fit into the five slots and that you shall be happy once you place them correctly and receive the prize. "The first note be not by the Horned One rung though it be there that all sins be sprung" determines that the Snake does not hold the first slot, however it is because of the Snake that "all sins be sprung". The key here is the Snake being represented as the Devil, the "Horned One", and the first sin. To connect the Devil (Horned One) to the Snake, there is what James describes as a crescent moon on the back of the Snake coin if you examine it, which can also appear to be a horn. Elaborating on the first sin, in the Garden of Eden with Adam and Eve, the Devil took the form of a snake to seduce Eve to eat the apple, and from there sprung all sins -- that's the context. "The Bringer of Life and the Bringer of Shame; the sins of the latter be ever more tame" says that the Snake, the Bringer of Shame, is less sinful (more tame) than the Prisoner (woman), the Bringer of Life. Women give birth to children and thus life, furthered by an image of eggs on the back of the Prisoner coin. Additionally, in the Garden of Eden, Adam and Eve walked naked and felt no shame, until the snake convinced Eve to eat the apple. After this, Adam and Eve covered themselves up with fig leaves, ashamed of their nakedness but also for disobeying their God and sinning. Thus, the Snake is the Bringer of Shame. The word "latter" in this case signifies the second of two things mentioned, so the sins of the Bringer of Shame (Snake) are lesser than the Bringer of Life (Woman/Prisoner). Therefore the Snake lies farther right than the Prisoner. "Though coming in the Aged One's wake the Formless One's soul in fear doth quake" mentions that there is an empty slot beside the Old Man, but we don't yet know where and on which side either will be placed. One could think being in the wake of (behind) the Aged One (Old Man), similar to being in the wake behind a ship passing through the water, puts the Formless One (empty slot) behind the Old Man. In the coin photo, the Old Man faces to the right, which would put the Formless One to its left in that case. However, as we'll shortly find out, this doesn't work, so perhaps it's simply referring to the Formless One attending the wake of the Old Man. A wake is a social gathering associated with death, usually held before a funeral, and serves as a celebration of the life of the dead. Further, there is a gravestone located on the back of the Old Man coin, signifying death, so this fits. Even more to the point, the verse signifies that the Formless One is trembling in fear of the Old Man. Why? Well, perhaps because he's looking at a dead man. One could suggest even further that the Formless One is fearful because he is full of more sin than the Old Man, possibly placing him to his right, but we'll wait before we lock that in. "The Needless One, silent, with hungers all sated Is least then in sin with his lusts all abated" states that the Old Man is the least sinful of them all, with all his lusts lessened. This is furthered by the idea of him being dead with the gravestone on the back of the coin. No longer alive, he is silent, his hungers satisfied and his lusts dwindled, and thus it is impossible for him to sin any more. So that situates the Old Man at the left end as the least sinful and an empty slot (the Formless One quaking in fear) beside him. Otherwise, we know that the Snake will be farther left than the Prisoner since it is less sinful, but we don't know in which slots they fit just yet. So onto the final verse. "For the gravest of sinners His place be appointed And if he be lucky May his soul be anointed" states that a new person fits in the right end slot since they are the most serious and greatest sinner of them all. Although it is a "he", it cannot be the Old Man who is already the least sinful. Further it cannot be the Snake or the Prisoner (woman), nor the Formless One who is already situated beside the Old Man at the left. Thus the fifth and final slot is empty. Now we have the first, second, and fifth slots set into stone, leaving only the third and fourth slots left for the Snake and Prisoner. But the Snake is less sinful than the Prisoner, and therefore the Snake will sit at the third slot and the Prisoner at the fourth slot just beside it. Now that you have the solution, put the COIN [OLD MAN] in the first slot, the COIN [SNAKE] in the middle slot, and the COIN [PRISONER] in the fourth slot. --- With the desk unlocked, you will be rewarded with the LYNE HOUSE KEY that opens room 209. -------------------------------------------------------------------------- 04 // 3F PATIENT WING KEYPAD: BROOKHAVEN HOSPITAL, 3RD FLOOR [LFSH_04] -------------------------------------------------------------------------- Upon checking the doors to the 3F patient wing, you'll find they're locked by the nearby keypad. The solution to this puzzle is always on the whiteboard in the Doctor's Lounge. On Easy/Normal you're simply told the code but on Hard/Extra you'll have to solve a little riddle to decipher the code. EASY/NORMAL: "3rd floor patient wing hall - 7335" There you go, just enter the code to unlock the doors. HARD/EXTRA: "The pin number this month is 'T'. Last month it was 'X' and before that it was 'Z.' But what are they going to do next month? That's all they can express with 4 numbers. Anyway does the door to the Patient Wing really need to have its combination changed this often?" So the code was a Z, then an X, and now it's a T... How do you get a number from that? Well, simple. How do you draw a T? Naturally, you'd first draw the top from left to right, then the bottom from top to bottom. Some may do it differently, perhaps from top to bottom and then the left to right top, but the people who work at this hospital operate the first way, as we're about to find out. Again, how does this relate to numbers? Well, look at the keypad and imagine how you'd draw a T on it. You would do so like this: 1 2 3 1--2--3 | 4 5 6 4 5 6 | 7 8 9 7 8 9 The keypad uses a 4-digit code, so following our drawing format described above, we would start at 1 and cross over to 3. Then we'd move to 2 and drop down to 8. 1328. That's the code. If there's any confusion as to why it's not 1238, especially from that diagram, just think about it. When you draw the T, you move from 1 to 3, passing through the 2 without actually stopping there. Only then do you go to the 2 and continue down to the 8. This is also why 5 is not a part of the code since it's only passed through. Again, someone could also draw the T from 2 to 8 and then 1 to 3, but these folks at Brookhaven do it the first way. Although it doesn't matter, if you're curious about the codes from the last months, they likely would've been 1937 (X) and 1379 (Z), again using the same principle of drawing point to point. --- Keep in mind that this code is always the same for the corresponding Riddle Levels. It will always be 7335 on Easy/Normal and always 1328 on Hard/Extra. So once you know the code you can even skip the Examination Room Key since there's no need to go read the whiteboard. -------------------------------------------------------------------------- 05 // "LOUISE" BOX: BROOKHAVEN HOSPITAL, ROOM S14 3F [LFSH_05] -------------------------------------------------------------------------- REQUIRES: "PURPLE BULL" KEY: On the desk in the Document Room 1F. "LAPIS EYE" KEY: Inside the open drawer of room M2 2F. Code: "Imprint on carbon paper": Typewriter, Examining Room 3 2F. Code: "Tern tern tern the numbers": 3F Special Treatment Room padded cell. --- Examining the box, it has two key locks and two combination locks keeping it closed. When you acquired the "Purple Bull" Key in the Document Room, there was a note that said it was probably for "that box". Additionally, the "Lapis Eye" Key has a blue center described by James as being "lapis lazuli", which is a deep-blue rock known for its unique colour. On the box you may notice some blue tape, matching the two together. So there we go. To speed things up, combine and use the "PURPLE BULL" KEY and "LAPIS EYE" KEY from your inventory (or use them separately, doesn't matter). That takes care of the two key locks, with two combination locks remaining. If you remember, the bloody wall code had a message written under it that began with "Tern tern tern the numbers", implying it's for a turning lock. So input that code into the turning lock on the left, referring to the memo with the same title in the Memo section of your inventory to see it again. You also found another code on the "Imprint on carbon paper" memo in Examining Room 3, also now found in that Memo section. On Easy/Normal Riddle Levels, this memo mentions "the button key doesnt scare me", so go ahead and input the code into the button lock on the right. On Hard/Extra Riddle Levels it doesn't specify, but it's obvious enough through the process of elimination. Once all four locks have been released, the box will open. Inside the box will be a strange reward: a PIECE OF HAIR. Deciphering the Bloody Wall Code -------------------------------- Now, the bloody wall code is extremely notorious for being difficult to read due to how messy it is. Unfortunately the code is random every time so this is going to be up to you to solve exactly what the numbers are, but I can give you some tips to do that. My first word of advice would be to look at the code and write down all the possibilities that each number could be to give you some solutions to try. Fives can look like sixes or even just random lines, sevens can look like twos, threes or nines, and ones can look like bent lines. But really, fives and sevens are the most troublesome so consider trying those out if your numbers are in the ballpark of looking like them -- remember, the code was written by a psychotic mental patient at the end of the day. Note that although the code is randomly selected, there is only one way a number in each specific column can look. So a five as the third number will always look the same in that column, but it will look different than the fives that can appear in the other columns. Therefore this code should become easier to decipher the more you play, and you may see troubling codes like 5757 appear more than once. [EXAMPLE CODE]: Since this is such a troublesome part of the game for many people, let me attempt to show you a potential code, what your process should be, and what the final code is. Although hard to accurately represent with text, this is what a potential code could look like, taken straight from an actual playthrough: _ _____ / \ / \ ____ \_| | | \ / _/ \___| / _ / \__| / / / \ / | _ \ / \ / \__/ Ok so what the hell is that? With my experience in helping people over the years with this, my first guess at this code upon seeing it was 7996. However, I'd prepare for it to be wrong by guessing alternatives for each number. First Number: Looks like a 7 but the way it starts to curve at the bottom may suggest a 2. Doesn't look like any other number so we can be confident it's one of those two. Second Number: Looks like a 9, but there is that weird spot where it kind of crosses onto itself twice. The top of it in-game is somewhat faded so maybe there's an outside chance it's a 4? It can't be an 8 since the bottom doesn't match, nor anything else. Third Number: Looks like a 9, but the circle part at the top of very narrow, so maybe it could possibly be a 7, but nothing else fits. Fourth Number: This looks like a 50/50 between 5 and 6 but nothing else fits. Ok, so now we're left with two possibilities for each number, but we can narrow it down further by delaying the suggestions that look like more of a reach. I said the second number has an outside chance of being a 4, but it really looks like a 9. Same thing for the third number being a 7 since it looks a lot more like a 9. So we can lock in the middle 9s to start things off and only come back if it doesn't work out. That leaves us with either a 2 or 7 for the first number and a 5 or 6 for the last number and thus four potential codes: 2995, 2996, 7995, 7996. Trying these codes, 7996 is correct, which was also my initial guess since I've seen that 7 and 6 many times before. But if these codes were all wrong, I'd bring back the potential 4 and 7 for the two middle numbers and try some more combinations until the lock would open. This is the process. Follow it and you will eventually get the code right. But to be as helpful as I can, refer to below for a few more codes, including some of the most troubling numbers of them all -- 5s and 7s. Remember, the numbers that can appear in each specific column will always appear the same way in that column. Therefore between the code above and the four below, you can see every possible rendition of the 5 and 7 for each column. / _____ ___ / | / | / \ /___ | / | | / __ / | | |\__ \ | |_ / / _| / |___|_ | \ / / | \ /____ / / | \__/ / / \_/ |___ | 5 4 6 7 1 6 2 2 ____ ____ ____ _____ __ | / / / / / | __ / | / / / |___| /__ | /__ / / \ \ /_ \ | \ / / / | |__| |__ /// / / / / _ \ \_/ 3 7 7 7 9 5 5 5 Note the 5 in the first code looks like a series of sharp lines, while the 7 in the same code looks a bit like a 3. Note the 7 directly below that one is identical because it's in the same column, following what we've explained above. The 3777 and 9555 codes demonstrate how different each number can look in each column, with the 5s in particular the most extreme and messy by design. But perhaps the 7 has the biggest identity crisis in general -- as shown, it can look like a 2 in the first column, a 9 in the second, perhaps an actual 7 in the third and a 3 in the fourth. Go figure, eh? --- One last note for the lost souls who are trying to decipher the code from the third person view without examining the wall, press X for the close-up view. Yes, I've interacted with people who didn't know this before, so just putting it out there. Again, my best advice to is just write down the code as it appears and keep guessing possible numbers for each digit. Some will appear obvious so you can more or less lock them in, but keep experimenting with the hard to read ones and try a bunch of potential combinations. With enough effort or trial and error, you will decipher the code correctly. Just hang in there. -------------------------------------------------------------------------- 06 // TRICK OR TREAT BOX: NIGHTMARE HOSPITAL, STOREROOM 3F [LFSH_06] ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Inside the Storeroom (after hearing the Trick or Treat elevator announcement) you'll find a large, glitzy treasure chest on the counter. It contains a panel with nine buttons, which appears as so: 1 2 3 Q1 o o o Q2 o o o Q3 o o o In order to claim your prize, you must answer the three multiple choice questions correctly by pressing one button for each question on the box. If you answer correctly, the box will open and you can take your prizes. If you answer incorrectly however, spray will come down from the roof and bring you to critical health. So you better be sure. The three questions were given to you on the elevator ride to 2F with Maria. These questions and answers are always the same, no matter what riddle level you're on, so let's go through them, straight from the host's mouth: 1. Merry-Go-Round, haunted house, roller coaster, ferris wheel and tea cups. Silent Hill is home to a thrilling amusement park that both children and adults love. The question is: What is the name of this amusement park? One, Fantasy Land. Two, Silent Hill Amusement Park. Three, Lakeside Amusement Park. 2. Silent Hill witnessed a gruesome murder a few years back. A brother and sister were playing in the road when they were attacked and chopped into pieces with an axe. Torn flesh, smashed bones, splattered blood, and finally... What a terrible tragedy. What a gruesome end to such innocent lives. What was the name of the murderer who committed this vile act? One, Walter Sullivan. Two, Scott Fairbanks. Three, Eric Gein. 3. South of the lake is a deserted old neighborhood called South Vale. From there to Paleville, the central resort area northwest of the lake, there's only one road you can take. Just one road, no more. The third and final question is: What is the name of that road? One, Bachman Road. Two, Rendell Street. Three, Nathan Avenue. Now that you know the questions, you have the ability to answer them all entirely by yourself. Check your map for the answers to 1 and 3 and read the "Article about murder incident" in the Memo section of your inventory for the answer to 2. But we can also go over the answers together just to be sure: 1. The name of Silent Hill's amusement park. Where could you find that? Check your map and find the map of Silent Hill by scrolling up or down. Looking at the full large map, check the top just beside the Lake View Hotel to find the answer: Lakeside Amusement Park. 2. The killer of the two kids. Do you remember reading an article about this? At the bottom of the Wood Side Apartments garbage chute? Enter your inventory and go to the Memo section. The name of the memo is "Article about murder incident". If you read the memo, it gives you the answer, which is Walter Sullivan. 3. The name of the road that goes from South Vale to Paleville. Check your map of Silent Hill again for the answer. Looking at South Vale south of the lake, the road at the top of that area is called Nathan Avenue. If you follow it west, it connects to Sandford Street, which moves north to Paleville. So the answer is Nathan Avenue. Now that you have the answers, you can solve the puzzle. Press the 3, 1 and 3 buttons like so: 1 2 3 Q1 o o x Q2 x o o Q3 o o x Your reward inside is five boxes of SHOTGUN SHELLS and two AMPOULES. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 07 // ROACH TRAP KEYPAD: SILENT HILL HISTORICAL SOCIETY, SEWER [LFSH_07] -------------------------------------------------------------------------- After picking up the SPIRAL-WRITING KEY in the small room, your Flashlight battery will die. Use the DRY CELL BATTERY from your inventory to replace it. The room is then revealed to be full of Creepers and the door is locked, with a keypad beside it. The entire keypad is slightly illuminated, but if you look closely you will see that two or three numbers are brighter than the others. This must be because they were pressed more recently, clearing some of the dust and dirt away, and thus making them the numbers of the code. To find the correct code, you'll need to try different combinations with the highlighted numbers until the door unlocks. If the inputted code is incorrect, you'll hear a buzzing sound. If it is correct, you'll hear a distinct beep and the door will unlock. Before trying any codes, consider first writing down all possible combinations from the numbers you have, then cross them off as you try them (or just do it in your head if able). The maximum number of possible combinations will always be six; no more, no less. For example, if your numbers are 3, 6, 8, try 368, 386, 638, 683, 836 and 863. The door will unlock with one of those combinations. If your numbers are 6 and 9, then try 669, 699, 696, 996, 966 and 969. The door will unlock with one of those combinations. Do be on top of your health here since the Creepers may attack you between guesses, and keep trying to check the panel as quickly as possible to minimize your vulnerability. As already mentioned, there are always only six possible combinations, so simply find out what they are and try them one by one and the door will eventually unlock. -------------------------------------------------------------------------- 08 // BOX OF FACES: LABYRINTH [LFSH_08] -------------------------------------------------------------------------- When you first attempt this puzzle, you'll likely find yourself totally confused as to just what the hell you're doing, but it starts to make sense as you learn it and observe things closely. Firstly, looking at the odd cube in the center of the room, it contains several faces of different colours and can be rotated in almost any direction. You also may or may not notice a doorway along the indentation in the wall behind it that leads to a boxy, metallic room with door outlines all around it. If there is no doorway there, move the box around and it should appear. The doorway may also disappear if you move the box. After investigating the cube in the main room and the large metallic room, you'll notice that whatever you do to the cube, the same thing is done to the metallic room. If you turn the cube 90 degrees to the right, the room will turn 90 degrees to the right exactly like the cube. This is where the positions of the doors come into play. Normally the doorways are dead ends unless they are positioned in the right spots. The idea of this puzzle is to create a doorway on the other side of the room, directly opposite the entrance, while also keeping a doorway that allows you to enter the room itself. So you will need to think ahead and locate two doorways directly across from each other in the large metallic room and find a way to line those up with the entrance and exit, using the box of faces in the other room. If you cannot see any potential solutions on the walls or floor, flip the box up or down accordingly to see what else there is. Easy/Normal Riddle Level have preset solutions that will work every time, while Hard/Extra is randomized, but the box still operates in the exact same fashion. Do take note that you cannot make certain movements on the cube due to the axis it rotates from. The yellow and green faces can face any direction (left, right, up, down), while the red and blue faces can only face up or down due to the axis. Take this into account when figuring out a solution. EASY/NORMAL: Here there is always the same potential solution that works both ways. Inside the metallic room you will see two doorways across from each other. Go to the box and turn it accordingly to line those doorways up to the entrance and exit. Those solutions are: 1. Green-eyed upside-down face 2. Yellow-eyed upside-down face Each of these faces represents one of the doorways and they are on opposite sides, thus they work interchangeably. Once you turn the box to one of these faces, a doorway will open up at the entrance and exit of the room on the other side. You're finished here. HARD/EXTRA: On Hard and Extra, the solution is randomly selected each time, so you'll have to use the manual method by searching for a spot in the metallic room with two doorways on opposite sides. Rotate the box in correspondence to these two doorways so that they align with the entrance and the exit on the opposite side. If you can't see any workable solutions on the walls or floor then rotate the room accordingly and check again. Once you align two doors properly, you'll notice the doorway and staircase at the other side of the metallic room. If you want to go for the hit or miss method, feel free to do so. There are twelve possible faces on the cube and if you try them all you'll eventually come up with the solution that puts a doorway and staircase at the other end of the metallic room. Refer to below for all possible solutions. The colour of each face is stated, along with all the possible directions each one can... face. Yellow Eyes - up, down, right, left Red Eyes - up, down Green Eyes - up, down, right, left Blue Eyes - up, down -------------------------------------------------------------------------- 09 // FREE THE INNOCENT MAN: LABYRINTH [LFSH_09] -------------------------------------------------------------------------- The first thing you'll want to do is examine the two signs on the fence in the room with the six nooses. They should give you a clue as to what you have to do. The small sign is the same on all riddle levels and reads as follows: "Only the sinless one can help you here. Mistakenly pull on a criminal's rope and your reward will be returned to you in a shape most wondrously strange." Six men were hanged and their corpses remain in the first room, each with an identifying plate over his head. Five of them were guilty while one was actually innocent. In addition to the smaller instruction sign in the noose room, you will find an in-depth riddle on the larger sign beside it that is the key to solving the puzzle. The idea is to determine which of the six hanged men was actually innocent by deciphering the riddle. Then you must locate that man's corpse in the corpse room, using the identification cards on their front sides. Then you must note the location of that corpse in respect to the other men and move to the noose room, where you must pull the corresponding noose in the same position relative to the other nooses. Upon doing so, a key will appear in the corpse room in the place of the innocent man. The innocent man will be different on each riddle level, however it will always be the same on those individual riddle levels. Despite this, the positions of the corpses and thus the correct noose will be randomized each time. Depending on your riddle level, six of eight different criminals will appear in the corpse room. These are: Kidnapper - one who steals a human being Bodily Injurer - one who causes physical harm or injury Arsonist - one who maliciously sets fire to property Counterfeiter - one who copies with intent of forgery Thief - one who steals, especially by stealth Swindler - one who cheats or defrauds of money or property Embezzler - one who takes money for own use in violation of trust Murderer - one who brutally kills another The same six will always appear on each individual riddle level, but some will not appear in other riddle levels. Now we can move on to the meat of this puzzle, the riddle on the larger sign in the noose room. This will be different on each riddle level and will require its own deep examination for solving. Refer to below for the riddles and in-depth solutions. EASY: "He committed an evil crime. He turned a happy home into a pile of ash. For that, he should die. They also committed crimes. They tried to fraud and trick others. So their reward too is natural. Even he cannot be forgiven, My friend without his left hand. And so his death bothers me not. And what of him? He also is not sinless. There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt. His death was a tragedy. That is all I wish to say. It was neither justice nor retribution." "He turned a happy home into a pile of ash" is very clear. The arsonist is guilty. "They also committed crimes. They tried to fraud and trick others" describes three of the six accused men -- the counterfeiter, who tricks people with fake money or other items, the swindler, who defrauds of money or property, and the thief, who sneakily takes what is not his. They are all forms of fraud or trickery, and as described they are all guilty. "Even he cannot be forgiven, My friend without his hand. And so his death bothers me not" describes the bodily injurer, who causes harm or injury to another but not murder. So the bodily injurer is also guilty. Then there's the final accused man: "There is only one here who is innocent. The missing child was nowhere to be found, And so there was no proof of his guilt." The kidnapper is the innocent man. NORMAL: "Dead men, dead men swinging in a tree How many dead men do you see? Tongue turned blue and face gone grey Watch them as they twist and sway The first one killed the butcher man Then cooked him in the frying pan Served him to his hungry guests And gave them seconds on request The next one with his smile and sweets Stole poor children off the streets To men who dressed unsavory He sold them into slavery Breaking into home at night The thief he had a nasty fright Filled his foolish head with ale Woke in the morn in the county jail The artist with his daunting skill Tried his hand at painting bills But caught in rain he was undone When the ink he'd use did start to run With promises of great return Taking gold he did not earn Bundled it up out of sight Quietly slipped off into night Three houses into ashes burned The sheriff with no place to turn Did spy a stranger to his town Locked him up and beat him down Dead men, dead men swinging in a tree How many dead men do you see? Six feet long and six men wide Round their necks the noose be tied" After a fantastic introduction, our first clue is found in the second paragraph. "The first one killed the butcher man" refers to the murderer, who is certainly guilty. The rest is a nice little verse with more details but we already have the answer. "The next one with his smile and sweets Stole poor children off the streets" obviously describes the kidnapper, so he's guilty too. "Breaking into a home at night The thief he had a nasty fright" is also painfully obvious, making the thief guilty. "The artist with his daunting skill Tried his hand at painting bills" explains that an artist made counterfeit money, making him the counterfeiter and therefore guilty. "Taking gold he did not earn" is the crime of embezzlement. Perhaps he worked at a bank with access to the gold in the vault. Either way, the embezzler is guilty. That leaves us with five guilty men but one more potential criminal, the arsonist. "Three houses into ashes burned; The sheriff with no place to turn Did spy a stranger to his town; Locked him up and beat him down". There is no proof that this poor man committed the crime and the sheriff only assumed he did. Therefore the arsonist is the innocent man. HARD: "I do not wish to die. But tomorrow I will climb the thirteen steps. Please someone - answer me, Why must I die come the morning? The man imprisoned beside me believed me. "Because they're all insane, that's why," he said. Of course I know his opinion will change nothing. "Now you know why I struck out at them," he muttered. The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true. But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true. The man who was hung today did not answer. "They'll kill me either way," he said. He was caught embezzling public money, so he hasn't any hope for mercy. The man who is always quietly smiling to himself said "I am happy for I will soon be with her." I do not wish to die. I long only to return home. But I know it is not to be. Though I have done nothing, this crime has been thrust upon me. Someone save me. This is not judgement. They are bloodthirsty and I am their sacrificial lamb!" Half of this riddle is very clear and half may take deeper examination. Let's go in order again, and note that the author appears to be one of the six accused men. The third paragraph, which describes the first accused man, is quite difficult to understand. The man imprisoned beside the author of this riddle told him the reason he'll die come the morning is "Because they're all insane, that's why. Now you know why I struck out at them". The key here is the word "struck", which means to hit sharply, as with the hand, fist, or some form of weapon. This seems to describe the bodily injurer, who must've attacked and injured one or more of the prison guards while already in jail for another crime, or perhaps he even refers to everyone in the outside world after attacking someone. Either way, the bodily injurer is guilty. "The man who was executed yesterday, the one who had said his job was to sell dreams, said that was not true." This next man sold "dreams" to people. Dreams that didn't come true. So he stole their money while giving promises of great return. This is the crime of swindling, so the swindler is guilty. "But the man who is to be executed the day after tomorrow for stealing children shouted back that it was true." This clearly describes the kidnapper, who stole children, so he's guilty too. In the next paragraph, the answer is given to you. In the third line we're told, "He was caught embezzling public money so he hasn't any hope for mercy." Crystal clear -- the embezzler is guilty. "The man who is always quietly smiling to himself said 'I am happy for I will soon be with her.'" This paragraph while not exactly direct should still make some sense. This matches the description of a crazy murderer, likely who killed his wife or a woman close to him whom he now misses and can't wait to see again in Heaven. But perhaps he's going somewhere else... Why did he kill her if he can't wait to see her now? Well, ask the crazy murderer, not me. Either way, the murderer is guilty. The key to this riddle is in the last paragraphs, and we've already determined the five guilty men. "Though I have done nothing, this crime has been thrust upon me", says the author of the riddle, who is the sixth and final hanged man. But how do we identify this innocent man? What was the crime he was accused of? Check the face plates in the corpse room to find the only unaccounted-for criminal is the counterfeiter. By process of elimination, the counterfeiter is the sacrificial lamb and innocent man. EXTRA: "We may visit death upon the head of the sinner but to what avail? In the name of retribution, we took part in a bitter comedy this day. You, hanging as you do, by your neck, Unforgiven and cursed by all. Five of them committed crimes, six went out for a drink and were captured there. Only one of them was innocent, but they knew not that. The bloodstains remaining are proof of their guilt. Trodden upon and thus created, they are the paths to Hell or the Void. The white bandages stained with crimson, The remains upon the scorched black earth, The whispered cries of the maiden. They are but a meaningless contract. They are also signs of guilt. But one of them was done without reason. It was done out of fear and a ripe imagination. Spinning alone at the end of a rope, it is nothing less than a disgrace to us all." The first five paragraphs serve as a set up, however the sixth paragraph, "The bloodstains remaining are proof of their guilt", hints that the evidence of the crimes proves the guilt of the corresponding accused, or perhaps it just hints at the bodily injurer and murder crimes. So let's continue. "The white bandages stained with crimson" brings two crimes to mind: bodily injury and murder. However bandages don't belong on a dead person as they will do nothing, so it has to be bodily injury. "The remains upon the scorched black earth" is very clearly describing the remains of a fire, which burns and turns things black. Arson. The next phrase, "The whispered cries of the maiden", describes an unmarried woman trying to scream, but all that comes out is a whimper or a whisper since she's terrified. If you've ever had a dream where you tried to scream but couldn't, you should be able to understand. This definitely describes the crime of kidnapping. "They are but a meaningless contract" is a bare sentence adding onto the three crimes already mentioned and its meaning is deep inside, so you really have to think about it. It may not even appear to be referring to one of the criminals at first glance and rather just back to the first three, but it is the only sentence that seems to tackle the following crime, so let's break it down. A contract is an agreement, but it is meaningless if you're not going to follow it. So far the unspoken crimes are thievery, murder, and swindling. Swindling is cheating or defrauding of money or property, and this phrase could be interpreted as breaking a contract, potentially to illegally obtain money or property through deception. So the swindler fits here. The next paragraph, "They are also signs of guilt", confirms our earlier suggestion that the evidence of the crimes indicates the guilt of the corresponding criminals. So the bodily injurer, arsonist, kidnapper and swindler are certainly guilty. The second last paragraph isn't that clear either, but it's a bit easier to follow. "But one of them was done without reason. It was done out of fear and a ripe imagination." Without reason, eh? We only have thievery and murder left. Can you steal something out of fear and a ripe imagination? I mean, who knows, but it doesn't really make sense, does it? But could you kill someone out of fear? Absolutely. An example would be self-defense. Elaborating, the ripe imagination could be from this person thinking they were going to be killed by the other, perhaps jumping to extreme conclusions to arrive there, so they thought it was kill or be killed. Either way, the answer here is murder, making the murderer guilty. Only five of the six men have been mentioned in this riddle, so what's this all about? What about the other guy? Well, we've determined which five men are guilty, so that leaves the final accused as the innocent man. The only unaccounted-for accused in the corpse room is the thief, who was never mentioned in the riddle, and thus he is the innocent man. --- Once you determine the innocent man, locate him in the corpse room. Full solutions are above, but for quick reference these are the innocent men for each riddle level: Easy: Kidnapper Normal: Arsonist Hard: Counterfeiter Extra: Thief Note the innocent man's position out of the six men by reading the face plates, then head over to the room with six empty nooses. Here, find the noose in the same position as the innocent man in the other room in respect to all the nooses. Then move up to it and press X to pull it down. Do not pull any other ropes as this will undo your answer. If you do pull the wrong one first by accident, just pull the correct one after. Now head back to the corpse room. If you pulled the correct noose in the other room, the innocent man will now be gone in this room and in his place will be the KEY OF THE PERSECUTED. If you pull an incorrect noose in the other room, there will be two Lying Figures in the corridor connecting the two rooms each time you do so. This would be your reward "in a shape most wondrously strange", as described on the sign in the noose room. If you don't kill them and pull another incorrect noose, a third Lying Figure will appear in the corridor, but that's the maximum number that will appear at once. Make sure you do the puzzle correctly the first time to avoid this. -------------------------------------------------------------------------- 10 // LOCKED BRIEFCASE: LAKE VIEW HOTEL, ROOM 202 2F [LFSH_10] -------------------------------------------------------------------------- REQUIRES: THINNER: Inside the basement elevator. --- As you can see, the locked briefcase requires a four-letter combination, and no, it's not Mary. The combination is random each time but it always makes up an actual word. You may notice there's only a certain selection of eight letters on each dial (from left to right): m e s p l a r n k x m l h v l k d u e e t p c a o o w t n i v r What you'll need to do here is spell the matching four-letter word that unlocks the briefcase. Examine the suspicious photos all over the bed and James will find one specifically of the briefcase's dial, but the combination is crossed out with black ink. If you check your inventory, you'll find a useful item. Use the THINNER to remove the ink on the photograph and reveal the combination. If you don't have it yet, it's in the open elevator in the basement. From playing this game several times, you'll notice a pattern in these random four-letter codes. It will usually be a dark, depressing or negative word, such as: damn dark dose down dull dust hell help kill lock lose love null over From the pattern, you should be able to sometimes determine the code yourself without even using the Thinner. You might also find it easy if you're good at arranging jumbled letters into words once you know the negative pattern. Once the combination is revealed, examine the case again and input the combination from the photo to open it. -------------------------------------------------------------------------- 11 // MUSIC BOX PLAYER: LAKE VIEW HOTEL, LOBBY 1F [LFSH_11] -------------------------------------------------------------------------- REQUIRES: "LITTLE MERMAID" MUSIC BOX: On the west fountain out the back entrance. "CINDERELLA" MUSIC BOX: Inside the locked briefcase in room 202 2F. "SNOW WHITE" MUSIC BOX: On a shelf in the Pantry 1F. --- The idea of this puzzle is to make the large music box play music in the correct tune so that the turntable spins, revealing an item on the other side. If you make it play music as is, it will sound terribly out of tune because it requires six music boxes placed in the correct spots on the turntable, and three of them are missing. The other three are on the other side of the turntable, out of sight for the moment. If you examine the three open slots, you'll find an inscription written in each, differing per riddle level. What you need to do is read the inscriptions and solve the short riddles to correctly place the three music boxes in the correct slots. Refer to the riddles and their solutions for each difficulty below. EASY: All three slots contain the same inscription: "When the Lost One is returned the sour note shall turn sweet" There's no real puzzle here. These inscriptions just tell us that when the three music boxes are placed in the player, the music will play in tune. Therefore it doesn't matter which boxes go where. Place the "LITTLE MERMAID" MUSIC BOX, "CINDERELLA" MUSIC BOX and the "SNOW WHITE" MUSIC BOX in the three slots in any order. NORMAL: This time, each of the slots have different inscriptions which describe the corresponding character on each music box. In order from left to right, they read as follows: "Seat of the Princess who fled at midnight." "Seat of the Princess who awoke from death." "Seat of the Princess who spoke no words." This is a rather easy puzzle and only requires basic knowledge of the Cinderella, Snow White, and Little Mermaid fairy tales. Cinderella was the princess who fled at midnight, and she also left a shoe. It was her fairy godmother who turned her into a princess, allowing her to visit the ball where she met and danced with the prince. But she was warned that the spell would wear off at midnight. When the clock struck 12, she remembered this and rushed to her carriage as quickly as she could. Thus the "CINDERELLA" MUSIC BOX goes in the left slot. Which princess awoke from death? That would be Snow White. After she ate the poisoned apple from the Queen, she was put into a deep sleep thought to be death. However the Seven Dwarfs couldn't bear to hide her beauty and bury her. A prince then found her, and depending on the version of the story, a piece of the poison apple became dislodged during transit of her body, or it was the kiss of the prince that brought her back to life. So the "SNOW WHITE" MUSIC BOX goes in the middle slot. Lastly, the princess who spoke no words was certainly the Little Mermaid. A mermaid princess named Ariel, half woman and half fish, saved a prince from drowning and began to fall for him. A sea witch named Ursula offered her human legs in exchange for her voice, which she accepted in the name of love, and thus never spoke. Therefore the "LITTLE MERMAID" MUSIC BOX belongs in the right slot. HARD/EXTRA: This time the inscriptions delve a little deeper into each fairy tale. From left to right they read: "Twas shameful greed did stain her shoe with blood." "Even so, I still want to believe that she was happy." "Beauty - Both a blessing and a curse thou be." Let's look at the first one. The word "shoe" sort of gives it away here, but the part about blood may understandably raise an eyebrow. There are apparently over 3,000 versions of Cinderella and some are certainly more PG than others, but this one hearkens back to earlier versions of the fairy tale, which are much darker than the pop culture version. In all versions, Cinderella ultimately goes to the ball, dances with the prince, runs off when midnight strikes and loses her shoe. The prince then sets out to find out whose shoe it was, or rather who was the beautiful young lady he danced with, by getting all the young women he could find to try it on. This brings him to the house of Cinderella and her two step sisters. In the children's story, the first step sister's foot is much too long and the other's much too wide, leading to Cinderella trying it on with a perfect fit. Earlier versions of the fairy tale however, take a darker turn through this part of the story. The stepmother, desperate for one of her daughters to marry the prince, hacks off the first step sister's big toe for the slipper to fit. It does and she leaves with the prince, but some birds cry out that there's blood in the shoe, which is also too small, and that the right bride is still at home. Next, the stepmother hacks off the heel of the second step sister and the slipper fits her, but the birds warn the prince again. Upon returning to the home, Cinderella finally tries on the shoe and it fits perfectly without any gruesome modifications, since it's hers after all. As for how this applies to this riddle, it was indeed shameful the stepmother's greed for the prince's riches did stain Cinderella's shoe with blood. With that, the "CINDERELLA" MUSIC BOX belongs in the left slot. The second inscription is very vague, but upon deeper examination it describes the Little Mermaid. Ariel had the finest, most beautiful voice of all mermaids and humans. She saved a prince from drowning and began to fall for him. A sea witch offered her human legs in exchange for her voice so that she could be a human and have the prince return her love. Ariel accepted her offer and thus became a mute. She did end up living happily ever after with the prince but at the cost of losing her beautiful voice. Even though she's now a mute, I still want to believe that Ariel was happy. Therefore the "LITTLE MERMAID" MUSIC BOX sits in the middle slot. The last sentence refers to Snow White and how beautiful she was. The Queen, Snow White's stepmother, was so obsessed with her beauty and would always ask her mirror who was "the fairest of them all", to which the mirror would always reply that it was her. But as Snow White grew older and more beautiful, the mirror eventually told the Queen that it was in fact Snow White who was the most beautiful. And the mirror could not lie. Upon this, the Queen ordered a huntsman to kill Snow White, but he could not bear to kill such a beauty and agreed to let her run off into the forest, where she'd find her new home with the Seven Dwarfs. Still hearing her mirror reveal Snow White as the fairest and thus still alive, the Queen tracked her down and managed to feed her a poisoned apple. Snow White eats the apple and falls into a deep sleep. Assuming she is dead but unable to bury her and her beauty, the Seven Dwarfs place her in a glass casket. Soon a prince stumbles upon her and agrees to take the princess to her proper resting place. On the way while transporting her body, a prince's servant trips and this dislodges a piece of the poisoned apple inside Snow White, and thus she returns to life. In other versions this is more romanticized and it is the prince's kiss that brings her back to life, but either way the result is the same. The story goes on but that is the essential resolution and gives us the full context for this riddle. Beauty was both a blessing, as Snow White was so beautiful to everyone around her, and also a curse in that the Queen attempted to kill her. This puts the "SNOW WHITE" MUSIC BOX in the right slot. --- With the three music boxes in the correct locations, make the large music box play and it will do so in the correct tune, offering up a catchy little composition. The music box turntable will begin turning and then stop to reveal the other three music boxes that were inside it, along with the HOTEL STAIRWAY KEY on the middle box. If the music is still out of tune, you have the boxes in the wrong slots, so go back and figure it out. -------------------------------------------------------------------------- ========================================================================== M I N I - P U Z Z L E S [LFSH_mp] ========================================================================== This section covers all the briefer puzzles or mini-events that are more about understanding which items to use or performing some action rather than solving a riddle or uncovering a code. a // GARBAGE CHUTE: WOOD SIDE APARTMENTS, LAUNDRY ROOM 2F [LFSH_aa] -------------------------------------------------------------------------- REQUIRES: CANNED JUICE: In front of room 107 in the east 1F hallway. Approach the garbage chute where the stuck garbage is in the second floor laundry room and use the CANNED JUICE from your inventory to knock it loose. Return to the stairwell, descend to 1F and leave through the front entrance. Follow James' left around the corner to the bottom of the garbage chute where you'll find the COIN [OLD MAN] and a newspaper article. -------------------------------------------------------------------------- b // SHOWER DRAIN: BROOKHAVEN HOSPITAL, SHOWER ROOM 3F [LFSH_bb] -------------------------------------------------------------------------- REQUIRES: BENT NEEDLE: In the teddy bear inside the Women's Locker Room 2F. PIECE OF HAIR: Inside the "Louise" Box, room S14 3F. Standing in front of the drain, combine and use the BENT NEEDLE and PIECE OF HAIR from your inventory to acquire the ELEVATOR KEY from the drain. -------------------------------------------------------------------------- c // FALLEN FRIDGE: BROOKHAVEN HOSPITAL, DAY ROOM 2F [LFSH_cc] -------------------------------------------------------------------------- James cannot open this fridge himself and instead requires Maria's help. To retrieve Maria, head to the hospital's basement and she'll barge right in after you move the shelf and try to descend the ladder. -------------------------------------------------------------------------- d // LADY OF THE DOOR: NIGHTMARE HOSPITAL, 3RD FLOOR [LFSH_dd] -------------------------------------------------------------------------- REQUIRES: COPPER RING: On the floor in the basement's basement, down the ladder after moving the shelf. LEAD RING: Inside the fallen fridge in the Day Room 2F, acquired with Maria's help. Upon checking the patient wing stairwell door on the third floor, you'll find there's a lady drawn on it who has 3D hands protruding from the door, as if wanting you to use them in some way. Although it's simple enough to just guess what to do here, the only real hint was mentioned in the room S11 memo about the "Lady of the Door", which reads with broken punctuation as follows: "She is an angel no one knows only I can see the Lady of the Door they cannot walk along her Bridge of Thread they fall from the weight of their crimes. Like bloated and ugly corpses their sins she devours them sin and sinner alike she saves me she is an angel." Note the one part, "Like bloated and ugly corpses their sins she devours them". If you examine the two rings you acquired, the lead one has a "disgusting, bloated" face on it while the copper one has a spider, which can also be interpreted as ugly perhaps. And there you go, it's as simple as that. Go ahead and combine and use the COPPER RING and LEAD RING on the door (combining is optional but faster) to unlock it. -------------------------------------------------------------------------- e // PRAYING WOMAN STATUE: ROSEWATER PARK [LFSH_ee] -------------------------------------------------------------------------- REQUIRES: WRENCH: Found on the porch of a house on the west side of Lindsey Street, just north of Gonzale's Mexican Restaurant (during nighttime). Find the statue at the west side of the park and examine the exposed dirt behind it to dig. Then use the WRENCH from your inventory once the tin box has been exposed to acquire the OLD BRONZE KEY inside it. -------------------------------------------------------------------------- f // STUCK IN A WELL: SILENT HILL HISTORICAL SOCIETY [LFSH_ff] -------------------------------------------------------------------------- Once down in the well, approach and examine every foot or so of brickwork. James will explain it's just a wall that would be impossible to climb, but when you find the right spot he'll say it feels different like it could be broken. Equip the Steel Pipe or Wooden Plank and smack that spot until the bricks collapse, revealing an exit door. The "different" patch is approximately 135 degrees to the left from the exact spot James faces after standing, or one-quarter turn plus another half-quarter turn. -------------------------------------------------------------------------- g // TABLETS AND SCAFFOLD: TOLUCA PRISON, COURTYARD [LFSH_gg] -------------------------------------------------------------------------- REQUIRES: TABLET OF "GLUTTONOUS PIG": On the table at the back of the cafeteria. TABLET OF "THE SEDUCTRESS": Inside the northeast open shower in the shower room, west corridor. TABLET OF "THE OPPRESSOR": On the bed in the 7th cell from the east in the north cellblock. In the eerie courtyard you'll find a scaffold with three square depressions and illustrations of two Pyramid Heads involved in an execution. An inscription reads: "I give you blood to atone for the Three Sins." Simply put, just insert the three tablets, TABLET OF "GLUTTONOUS PIG", TABLET OF "THE SEDUCTRESS" and TABLET OF "THE OPPRESSOR", in any order. Combine and use them all at once for the quickest resolution. Once inserted you'll hear a scream. Turn back and you'll find a HORSESHOE on the courtyard door handle. -------------------------------------------------------------------------- h // FLOOR HATCH: TOLUCA PRISON, NORTHWEST CORRIDOR [LFSH_hh] -------------------------------------------------------------------------- REQUIRES: WAX DOLL: On the bed in the 2nd last cell on the way east, southern cellblock. HORSESHOE: On the exterior courtyard door after inserting the three tablets into the scaffold. LIGHTER: On the counter of the civilian side of the intact visiting room, accessed from the northwest corridor. On the other side of the gate in the northwest corridor you'll find a floor hatch with no handle, so you'll need to make your own. To do this, combine and use the WAX DOLL, HORSESHOE and LIGHTER. James will place the Horseshoe in the empty slot, then use the Lighter to melt the Wax Doll in that slot and allow it to harden and hold it in place. Now you can access the prison basement through the hatch. -------------------------------------------------------------------------- i // WIRE DOOR: LABYRINTH, ACROSS FROM ENTRANCE [LFSH_ii] -------------------------------------------------------------------------- REQUIRES: WIRE CUTTER: Stabbed into the breaker box by the box of faces, after meeting Maria in the cell. This area is accessed via the path down the southeast ladder in the entrance corridor. After entering the Labyrinth you'll find a series of wires blocking the doorway ahead of you. You must simply locate and use the WIRE CUTTER (above) to cut the wires and pass through. -------------------------------------------------------------------------- j // HANDCUFFED GATE: LABYRINTH [LFSH_jj] -------------------------------------------------------------------------- REQUIRES: KEY OF THE PERSECUTED: On the floor in the place of the wrongly accused man in the corpse room, after solving the Free the Innocent Man puzzle. Once you find the handcuffed gate blocking the hallway after the Free the Innocent Man puzzle, simply use the KEY OF THE PERSECUTED you just acquired to open it. -------------------------------------------------------------------------- k // CLOAKROOM BRIEFCASE: LAKE VIEW HOTEL, CLOAKROOM 2F [LFSH_kk] -------------------------------------------------------------------------- REQUIRES: "FISH" KEY: On the set table in the "Lake Shore" Restaurant on 1F. Inside the Cloakroom you will find a locked briefcase on the counter. Simply use the "FISH" KEY from your inventory to unlock it and get the KEY TO ROOM 204 inside. -------------------------------------------------------------------------- l // EMPLOYEE ELEVATOR: LAKE VIEW HOTEL, EMPLOYEE ELEVATOR ROOM [LFSH_ll] -------------------------------------------------------------------------- REQUIRES: EMPLOYEE ELEVATOR KEY: On the table inside room 204 2F. Inside the Employee Elevator Room, enter the open elevator and an alarm will sound. Check the panel and James will find a note saying the weight allowance is one person. Now examine the shelf in the room and place all your items on it. Remember, you must read the weight allowance note in the elevator before you can use the shelf. Now re-enter the elevator and use it to descend to the employee-only section of the first floor. -------------------------------------------------------------------------- m // TIN CAN: LAKE VIEW HOTEL, KITCHEN BF [LFSH_mm] -------------------------------------------------------------------------- REQUIRES: CAN OPENER: Inside the open safe in the basement Office. Inside the basement Kitchen you'll find a large tin can on the counter. Use the CAN OPENER to open it and take a LIGHT BULB from inside. -------------------------------------------------------------------------- n // VENUS TEARS BAR EXIT: LAKE VIEW HOTEL, "VENUS TEARS" BAR BF [LFSH_nn] -------------------------------------------------------------------------- REQUIRES: BAR KEY: Hanging on the boiler in the basement's Boiler Room. LIGHT BULB: Inside the tin can in the basement Kitchen, opened with the Can Opener. From inside the bar, the front exit will be locked. Despite having the key, James cannot see the keyhole and use it because he does not have his Flashlight. On the bar near the door is a portable lamp. Approach it and insert the LIGHT BULB to light up the door, then exit with the BAR KEY. -------------------------------------------------------------------------- o // HOTEL WARP CORRIDOR: NIGHTMARE HOTEL, 2ND FLOOR [LFSH_oo] -------------------------------------------------------------------------- Inside the western and eastern 2F hotel corridors after viewing the videotape, accessing certain doors will warp you to in front of others. View the list below to understand which doors warp to where. room 207 >> room 204 room 204 >> room 207 room 202 >> room 219 room 219 >> room 220 room 220 >> room 207 room 212 >> room 202 The idea here is to get to the east corridor of this floor, which is inaccessible through normal methods. The only door that will warp you there from this corridor is 202. So attempt to enter 202 to warp over to the east wing in front of 219. No rooms are actually open here and some will just warp you back, so don't bother with any more room doors. Instead, continue along to the mideast corridor to access the elevator. -------------------------------------------------------------------------- p // PYRAMID HEAD EGGS: NIGHTMARE HOTEL, LOBBY [LFSH_pp] -------------------------------------------------------------------------- After defeating the Pyramid Head Duo, examine both standing corpses to acquire the RUST-COLORED EGG and SCARLET EGG from their hands. The two doors to the south are locked but both contain egg-shaped indentations. Simply insert the RUST-COLORED EGG and SCARLET EGG into the doors, upon which both will unlock. -------------------------------------------------------------------------- ========================================================================== S U B S C E N A R I O [BFAW_00] ========================================================================== 01 // GRAVESTONE MEMORIAL: BALDWIN MANSION, FIREPLACE [BFAW_01] -------------------------------------------------------------------------- REQUIRES: White Board: On the 2F north balcony above the Entrance Hall. Black Board: Right beside the grave. Red Board: Right beside the grave. --- Upon examining the gravestone, an epitaph reads: "Along with you died joy. All that remains is despair and a future of meaningless tomorrows. But I will never give up. One, to see your beautiful smile again. One, to beg the blessings of the Gods. I wait for that day. When the boards cover all All sadness too will be covered But until my dreams return to reality I will have to swallow all the pain." Under the inscription is a large square depression around the size of the three boards you now have, and a key that won't budge under that. "When the boards cover all; All sadness too will be covered" implies that you must insert the boards into the depression to release the key, however there's a catch. Checking the boards in your inventory, you'll notice they each have square holes punched through them at different locations on each one, and there's a blue background on the square depression of the gravestone, which you will notice through the board holes if you place them in the depression. So what you have to do is find a way to insert all three boards so that the blue background is entirely covered. You will find that each board has four rows and four columns where a hole can potentially be, and when standing upright they look like so: White Board Black Board Red Board ________________ ________________ ________________ | | | | | | | [] [] | | [] [] [] | | [] [] | | | | | | | | [] [] | | | | [] [] | | | | | | | | | | [] [] | | [] | | | | | | | | [] [] | | [] | | [] | |________________| |________________| |________________| [NOTE]: If you'd like to get crafty and try a fun way to solve this puzzle on your own, use three equal-sized pieces of square paper (sticky notes work well as they are already squares) and cut the matching holes into them as per the three boards you have. Be sure to mark each paper by its board colour and also identify where the top of the board is. Once that is done, simply lay the "boards" on top of each other and figure out a combination that covers all the holes. If you'd rather just do it in your mind, which is very much doable as well, continue reading below. --- The first board you insert into the depression must go in straight up, but the next two boards you insert can go in either straight up (as is), 90 degrees to the left, 90 degrees to the right, or 180 degrees (upside down). Feel free to reference the boards above and find a solution that works by manipulating the boards in your mind. Do yourself a favour and keep one board upright, but even if you find a solution with no boards upright, all you have to do is shift each board accordingly so that one of them faces upright and that one you will insert first. If you get what I mean, your solution actually won't change at all, but rather just the way you're looking at it. One way to wrap your mind around it is to look at the holes as numbers, or even coordinates. With this perspective, the White Board has holes at (1,1) (1,2) (2,2) (2,4) (4,1) and (4,4) while standing upright. If we put the Black Board on top of it as is, it will cover up the holes at (1,1) (2,2) (2,4) and (4,4), thus leaving only (1,2) and (4,1) exposed. No new holes will be made either as the White Board covers the other holes in the Black Board. Now if we put the Red Board in as is, it will cover (4,1) but not (1,2). However if we rotate it 90 degrees left first, it will cover both (1,2) and (4,1), and thus it is a potential solution that will work every time. You can visualize it here: White Board Black Board Red Board AS IS AS IS 90 DEGREES LEFT ________________ ________________ ________________ | | | | | | | [] [] | | [] [] [] | | [] [] | | | | | | | | [] [] | | | | [] | | | | | | | | | | [] [] | | [] [] | | | | | | | | [] [] | | [] | | [] | |________________| |________________| |________________| As you can see, every hole in each of the boards will be covered by at least one of the other boards. This is the only arrangement of the boards that works as a solution, however the entire arrangement can be shifted and work in another form. That is, if you put the Red Board in first as is, then the White and Black Boards just have to be shifted 90 degrees to the right. The boards will sit on top of each other and block the same holes, just all shifted 90 degrees to the right. So the order you insert them really doesn't matter, just as long as the White and Black Boards go in the same way. Either way, you have the solution to the puzzle in its most simplified form: 1. Insert the WHITE BOARD as is. 2. Insert the BLACK BOARD as is. 3. Insert the RED BOARD 90 degrees to the left. Once correctly inserted, the ACACIA KEY will come loose. -------------------------------------------------------------------------- ========================================================================== M I N I - P U Z Z L E S [BFAW_mp] ========================================================================== This section contains mini-puzzles or events from Maria's sub scenario. a // ATTIC LIGHT SOURCE: BALDWIN MANSION, ATTIC [BFAW_aa] -------------------------------------------------------------------------- REQUIRES: MATCHES: On the nightstand in the Kid's Room, Baldwin Mansion 2F. Climb the dark attic and find the candle on the table right by the stairs. Use the MATCHES from your inventory to light it and brighten the room, allowing you to find the BIRTHDAY CARD under the chair. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 5. Q U I C K R E F E R E N C E S O L U T I O N S ========================================================================== -------------------------------------------------------------------------- QUICK REFERENCE SOLUTIONS........................................[SH2_P05] In this section you'll find just the solutions for every puzzle. Refer to the previous section for full explanations. ========================================================================== MAIN SCENARIO: LETTER FROM SILENT HEAVEN ========================================================================== CLOCK PUZZLE: Use the CLOCK KEY and set the time to 9:10. -------------------------------------------------------------------------- SAFE COMBINATION (OPTIONAL): Refer to the toilet bowl code and turn any way to the 1st number, right to the 2nd, left to the 3rd and right to the 4th number and it will open. Combinations are random every time. V means 5, X means 10, and any letter represents its numbered-position in the alphabet plus 9. -------------------------------------------------------------------------- OLD COIN DESK: EASY: OLD MAN, Empty, SNAKE, Empty, PRISONER NORMAL: Empty, OLD MAN, PRISONER, Empty, SNAKE HARD: Empty, OLD MAN, Empty, SNAKE, PRISONER EXTRA: OLD MAN, Empty, SNAKE, PRISONER, Empty -------------------------------------------------------------------------- 3F PATIENT WING KEYPAD: EASY/NORMAL: 7335 HARD/EXTRA: 1328 -------------------------------------------------------------------------- "LOUISE" BOX: Combine and use the "PURPLE BULL" KEY and "LAPIS EYE" key, then insert the typewriter's carbon paper code in the button lock and the bloody wall code into the turning lock. Codes are random every time. -------------------------------------------------------------------------- TRICK OR TREAT BOX (OPTIONAL): Push the buttons 3, 1, 3 like so: 1 2 3 Q1 o o x Q2 x o o Q3 o o x -------------------------------------------------------------------------- ROACH TRAP KEYPAD: Use the two or three illuminated numbers to decipher the correct code as one of six possible solutions. Code is random every time. Eg: Numbers: 3, 7 Possible Codes: 337, 373, 377, 733, 737, 773 Numbers: 2, 6, 9 Possible Codes: 269, 296, 629, 692, 926, 962 -------------------------------------------------------------------------- BOX OF FACES: EASY/NORMAL: Display one of: 1. Green-eyed upside-down face 2. Yellow-eyed upside-down face HARD/EXTRA: Locate two doorways opposite each other in the metallic room and rotate the cube correspondingly to line them up to the entrance and exit across from each other. Correct solution is random every time. -------------------------------------------------------------------------- FREE THE INNOCENT MAN: Locate the innocent man's corpse in the corpse room and pull the rope in the same position in the noose room. The innocent man for each difficulty: EASY: Kidnapper NORMAL: Arsonist HARD: Counterfeiter EXTRA: Thief -------------------------------------------------------------------------- LOCKED BRIEFCASE: Use the THINNER obtained from the basement elevator to erase the ink on the combination photo on the bed to reveal the four-letter code for the briefcase in the same room. The code is random every time. -------------------------------------------------------------------------- MUSIC BOX PUZZLE: [LEFT SLOT] [MIDDLE SLOT] [RIGHT SLOT] EASY: any any any NORMAL: Cinderella Snow White Little Mermaid HARD/EXTRA: Cinderella Little Mermaid Snow White ========================================================================== SUB SCENARIO: BORN FROM A WISH ========================================================================== GRAVESTONE MEMORIAL: 1. Insert the WHITE BOARD as is. 2. Insert the BLACK BOARD as is. 3. Insert the RED BOARD 90 degrees to the left. -------------------------------------------------------------------------- -------------------------------------------------------------------------- ========================================================================== 6. C R E D I T S ========================================================================== -------------------------------------------------------------------------- CREDITS..........................................................[SH2_P06] In this section I'd just like to thank some people that contributed to the making and hosting of this FAQ, along with some general thanks. - Thanks to Team Silent, KCET and Konami for developing and publishing one of the finest survival horror games of all-time. - Thanks to GameFAQs, IGN and all other web sites for hosting this FAQ. - Thanks to all other web sites for allowing this walkthrough to reach as many people as possible. - Thanks to everyone who gives this FAQ a good rating. It is much appreciated. COPYRIGHT 2004-2019 BY CONQUERER END OF FILE