____  _  _      _____  _    _  _______   _    _  _  _      _        ___
/ ___|| || |    |  ___|| \  | ||__   __| | |  | || || |    | |      / _ \
| |__  | || |    | |___ |  \ | |   | |    | |  | || || |    | |     |_| | |
\__ \ | || |    |  ___||   \| |   | |    | |__| || || |    | |        / /
   \ || || |    | |    | |\   |   | |    |  __  || || |    | |       / /
___/ || || |___ | |___ | | \  |   | |    | |  | || || |___ | |___   / /__
|____/ |_||_____||_____||_|  \_|   |_|    |_|  |_||_||_____||_____| |_____|

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. © 1999 2001 Konami Computer       ||
   ||   Entertainment Tokyo, Inc. All rights reserved.              ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||                        Silent Hill 2                          ||
   ||                                                               ||
   ||                     Developer: KCET (Team Silent)             ||
   ||                     Publisher: Konami                         ||
   ||            Original Platforms: PlayStation 2/Xbox/PC          ||
   ||                         Genre: Adventure                      ||
   ||                        Origin: Japan                          ||
   ||             Number of Players: 1                              ||
   ||          Initial Release Date: September 24, 2001             ||
   ||                   ESRB Rating: "M" for Mature                 ||
   ||                                                               ||
   ||====================---------=====---------====================||
   ||                                                               ||
   ||   This Puzzle Guide 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 // Grandfather Clock (Wood Side).............[lfsh_01]
            02 // Safe Combination (Blue Creek).............[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 Chest (Brookhaven).........[lfsh_06]
            07 // Trap Door 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 Player (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 // Tablet 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 you would like to visit.



--------------------------------------------------------------------------
==========================================================================
1.                            U P D A T E S                      [SH2_P01]
==========================================================================
--------------------------------------------------------------------------


[12/31/2019] - New Year's Eve - 111 KB [FINAL]
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    [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      [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        [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 // GRANDFATHER CLOCK: WOOD SIDE APARTMENTS, ROOM 208 2F       [lfsh_01]
--------------------------------------------------------------------------

REQUIRES:
CLOCK KEY: Found on the shelf of room 208, 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 as is 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 farthest 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 (farthest left, therefore hour hand)        =  9 hours
Mildred: facing 2 (right of hour hand, therefore minute hand) = 10 minutes
 Scott: facing 3 (farthest 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, the
solution to this puzzle is always 9:10 on all riddle levels.

--------------------------------------------------------------------------



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.

---

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.

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 without any additional input.

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.


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 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 6. Then you'd turn the dial left until
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 of 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 right to 19 (10 + 9 = 19). Next, you'd turn the dial left to 4.
Finally, you'd turn the dial right and stop at 11 (2 + 9 = 11), where 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 and five circular
slots approximately one-inch wide, similar in size to your three coins.
Therefore you must insert your three coins into the correct slots as
described in the riddle.

To get a better understating of how to coins correspond to the riddle,
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


To insert a coin into a slot, stand in front of the desk and use one from
your inventory. You will then be able to select a slot to insert the coin.
To remove an inserted coin, examine the desk, skip the riddle to view the
five holes, and then you will be able to select a coin to remove.

How complex the riddle is depends on your riddle level. View all riddles
and their solutions below.


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."


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 as shown below.

  _______        _______        _______        _______        _______
 /       \      /       \      /       \      /       \      /       \
/         \    /         \    /         \    /         \    /         \
/  OLD MAN  \  /           \  /   SNAKE   \  /           \  / PRISONER  \
\           /  \           /  \           /  \           /  \           /
\         /    \         /    \         /    \         /    \         /
 \_______/      \_______/      \_______/      \_______/      \_______/


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"


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 Snake sits in one of the
two end slots. It was the Snake who seduced Eve to eat the apple in the
Garden of Eden after all.

The next line, "The wind from behind the woman doth play", describes which
end the Snake sits at, and the Prisoner in relation to it. If you take a
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. And to clarify the English, it's
the "wind from behind" that the woman is playing, not wind that is behind
the woman. Moreover, the wind could be interpreted as a slot in itself,
between the Snake and the Prisoner.

"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 taken 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.

"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 thus 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 as shown below.

  _______        _______        _______        _______        _______
 /       \      /       \      /       \      /       \      /       \
/         \    /         \    /         \    /         \    /         \
/           \  /  OLD MAN  \  / PRISONER  \  /           \  /   SNAKE   \
\           /  \           /  \           /  \           /  \           /
\         /    \         /    \         /    \         /    \         /
 \_______/      \_______/      \_______/      \_______/      \_______/


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"


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 since she's locked away, so this appears to fit
the Old Man the best, putting him in the second slot.

"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 or 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 in 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 as demonstrated below.

  _______        _______        _______        _______        _______
 /       \      /       \      /       \      /       \      /       \
/         \    /         \    /         \    /         \    /         \
/           \  /  OLD MAN  \  /           \  /   SNAKE   \  / PRISONER  \
\           /  \           /  \           /  \           /  \           /
\         /    \         /    \         /    \         /    \         /
 \_______/      \_______/      \_______/      \_______/      \_______/


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"


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" serves as a pun, signifying 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 Prisoner
lies farther right than the Snake.

"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 more sinful 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 removed. 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 all gone, 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. The Snake
is less sinful than the Prisoner and therefore belongs in the third slot
with the Prisoner in the fourth 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 like below.

  _______        _______        _______        _______        _______
 /       \      /       \      /       \      /       \      /       \
/         \    /         \    /         \    /         \    /         \
/  OLD MAN  \  /           \  /   SNAKE   \  / PRISONER  \  /           \
\           /  \           /  \           /  \           /  \           /
\         /    \         /    \         /    \         /    \         /
 \_______/      \_______/      \_______/      \_______/      \_______/

---

With the desk unlocked, you will be rewarded with the LYNE HOUSE KEY that
opens room 209.

--------------------------------------------------------------------------



04 // THIRD FLOOR PATIENT WING KEYPAD: BROOKHAVEN HOSPITAL       [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 first floor
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, although you
can decide if the Shotgun Shells in the Doctor's Lounge are worth the
trip.

--------------------------------------------------------------------------



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 in 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.


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 is 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</pre><pre id="faqspan-2">
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 is to 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 CHEST: NIGHTMARE HOSPITAL, STOREROOM 3F     [lfsh_06]
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Inside the 3F 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 to
inflict damage and the box will be permanently locked. Note that your
answers will be locked in once three answers are selected, so make sure
they're correct.

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 go over it 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". Read it to find the murderer's name,
  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 // TRAP ROOM 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. Refer to below for an
example of illuminated numbers and their solutions:


Sample Numbers:      Possible Codes:

        3 6 8       368, 386, 638, 683, 836, 863

          5 9       559, 595, 599, 955, 959, 995


As you can see there's always only six combinations. Apply the same
pattern to your illuminated numbers to uncover the potential codes.

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. Leave the room as soon as the door unlocks.

--------------------------------------------------------------------------



08 // BOX OF FACES: LABYRINTH                                    [lfsh_08]
--------------------------------------------------------------------------

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 the entrance
door to allow access. 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 it around so you can see what was on the roof.

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, take a look around and find the two doorways
on opposite sides. Then 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.

It's hard to see the roof though, so if you can't see any potential
solution on the walls and floor, flip the box to see what was on top. 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

---

Once the doorways have been opened up, head down the staircase at the
other end.

--------------------------------------------------------------------------



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 of these eight 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 these men 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. You may be able to relate to this if you've
ever had a dream where you tried to scream but couldn't for the life of
you let it out. 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 examine it 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.

Each time you pull an incorrect noose and go check the other room to
confirm it was wrong, there will then be 2-4 Lying Figures in the
connecting corridor. This would be your reward "in a shape most wondrously
strange", as described on the sign in the noose room. Make sure you're
right the first time you pull 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 generally notice a pattern in
these random four-letter codes. It will usually be a dark, depressing or
negative word with a couple outliers. Below are all potential solutions:


damn     dull     kill     mist
dark     dust     lock     null
dose     hell     lose     over
down     help     love     town


From the pattern, you might be able to sometimes determine the code
without even using the Thinner, especially if you're good at rearranging
jumbled letters into words, or if you just try all these listed here.

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 has a different inscription which describes
the corresponding character on each music box. They read as follows:


    "Seat of the Princess       [left slot]
     who fled at midnight."


    "Seat of the Princess       [middle slot]
     who awoke from death."


    "Seat of the Princess       [right slot]
     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.

This leaves you with the following solution:

____________       ____________       ____________
|            |     |            |     |            |
|"CINDERELLA"|     |"SNOW WHITE"|     |  "LITTLE   |
|            |     |            |     |  MERMAID"  |
|____________|     |____________|     |____________|

[left slot]        [middle slot]      [right slot]


HARD/EXTRA:

This time the inscriptions delve a little deeper into each fairy tale.
They read as follows:


    "Twas shameful greed did stain          [left slot]
     her shoe with blood."


    "Even so, I still want to believe       [middle slot]
     that she was happy."


    "Beauty - Both a blessing               [right slot]
     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 draws from earlier versions of the fairy
tale which are much darker than the pop culture versions.

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 fairest. 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 a curse in that the Queen attempted to kill her. This puts the
"SNOW WHITE" MUSIC BOX in the right slot.

This leaves you with the following solution:

____________       ____________       ____________
|            |     |            |     |            |
|"CINDERELLA"|     |  "LITTLE   |     |"SNOW WHITE"|
|            |     |  MERMAID"  |     |            |
|____________|     |____________|     |____________|

[left slot]        [middle slot]      [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 take them out and try
again.

--------------------------------------------------------------------------



==========================================================================
                        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 // TABLET 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</pre><pre id="faqspan-3">
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, ABOVE 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 at least 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     [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
==========================================================================

GRANDFATHER CLOCK:

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

--------------------------------------------------------------------------

THIRD FLOOR 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 CHEST (OPTIONAL):

Push the buttons 3, 1, 3 like so:

   1  2  3
Q1  o  o  x

Q2  x  o  o

Q3  o  o  x

--------------------------------------------------------------------------

TRAP ROOM 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 PLAYER:

            [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.



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==========================================================================
6.                            C R E D I T S                      [SH2_P06]
==========================================================================
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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 everyone who gives this FAQ a good rating. It is much
  appreciated.


               © COPYRIGHT 2004-2019 BY ANDREW HAFFENDEN
                               END OF FILE