s i l e n t h i l l 3 ||||||||||||||||||||||||||||||||||||||||||||||||||
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T A B L E O F C O N T E N T S..................................[SH3_P00]
__________________________________________________________________________
1. UPDATES.....................................................[SH3_P01]
2. FREQUENTLY ASKED QUESTIONS..................................[SH3_P02]
3. RIDDLE DIFFICULTY LEVELS....................................[SH3_P03]
4. FULL PUZZLE SOLUTIONS.......................................[SH3_P04]
MAIN PUZZLES:
01 // Shakespeare Anthology (Mall)...............[puz_01]
02 // 2F Patient Wing Keypad (Hospital)..........[puz_02]
03 // Dead Man's Briefcase (Hospital)............[puz_03]
04 // Crematorium Oven Door (Hospital)...........[puz_04]
05 // Tarot Card Door (Church)...................[puz_05]
BONUS PUZZLE:
01 // Church Library Riddle......................[bpz_01]
MINI-PUZZLES:
a // Key Under Skid (Mall)......................[mpz_aa]
b // Finding the Flashlight (Mall)..............[mpz_bb]
c // Ladder and Hanger (Mall)...................[mpz_cc]
d // Moth Hallway (Mall)........................[mpz_dd]
e // Walnut, Moonstone and Moon Door (Mall).....[mpz_ee]
f // Platform 2 Locked Gate (Subway)............[mpz_ff]
g // Catching The Train (Subway)................[mpz_gg]
h // Stuck Drawer and Elevator Shaft (Office)...[mpz_hh]
i // Flame Purifies All (Office)................[mpz_ii]
j // Silver Coin and Vending Machine (Office)...[mpz_jj]
k // Monster Fairy Tale (Office)................[mpz_kk]
l // Key Glued to Wall (Hospital)...............[mpz_ll]
m // Basement Shelf and 3F Keypad (Hospital)....[mpz_mm]
n // Blood Ritual (Hospital)....................[mpz_nn]
o // Mountain Coaster (Amusement Park)..........[mpz_oo]
p // Borley Haunted Mansion (Amusement Park)....[mpz_pp]
q // Swing Rocket Gate (Amusement Park).........[mpz_qq]
r // Life-Sized Dolls (Amusement Park)..........[mpz_rr]
s // Happy Carousel (Amusement Park)............[mpz_ss]
t // Crying Girl Footstep Hallways (Church).....[mpz_tt]
u // Aglaophotis Abortion (Church)..............[mpz_uu]
5. QUICK REFERENCE SOLUTIONS...................................[SH3_P05]
6. CREDITS.....................................................[SH3_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 [SH3_P01]
==========================================================================
--------------------------------------------------------------------------
[12/31/2019] - New Year's Eve - 100 KB [FINAL]
Created and assembled the document with the main puzzle solutions from my
FAQ after refreshing it so many years later. Filled out the rest of the
FAQ with the mini-puzzles. Figured it was worth it since these are the
most in-depth solutions I've seen anywhere, not glossing over anything.
--------------------------------------------------------------------------
==========================================================================
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 [SH3_P02]
==========================================================================
--------------------------------------------------------------------------
Q: Is any outside knowledge required for the puzzles in this game?
A: On Hard Riddle Level, you will absolutely require knowledge of some of
Shakespeare's popular works for the first puzzle, while an optional and
hidden puzzle in the Church requires knowledge of a few works. The
hospital's Hard Crematorium Oven Door is entirely based on the "Who
Killed Cock Robin" nursery rhyme, but the original source material is
not needed to solve it. Although you'll still need a creative mind with
some liberties in thought. That said, all riddles are thoroughly
explained within.
Q: My first time through I didn't face any moths in the mall hallway. Why
this time?
A: Because they are never there on Easy Riddle Level, allowing you to
continue past without any action. The Bleach and Detergent are also not
found since they are not needed. Normal and Hard Riddle Levels always
require you to deal with them using these items.
Q: How do I open up the stuck office drawer? It wasn't stuck last time.
A: Right, it's not stuck on Easy Riddle Level. But as described in that
mini-puzzle below, you must find and use the Screwdriver in the art
gallery hallway on 5F to open it.
Q: What is this church library riddle?
A: It is a bonus and completely optional riddle which reveals the code for
the "Royal Flush" Shirt if solved. Be warned, it's quite vague and
difficult, but the full solution is contained within.
Q: What are tarot cards?
A: Interestingly enough they are playing cards that predate modern playing
cards. Just like modern cards they have four suits of Ace through 10,
Queen and King, but instead of Jack they have Page and Knight cards (as
described in the Church Library Riddle, Page and Knight effectively
merged to become Jack in modern playing cards). Additionally, tarot
decks have 22 numbered trump cards (the only one that survived in
modern cards is the "Fool" or "Joker") which include those that you
collect in the Church, although the Eye of Night is a made-up card for
this game. If interested, search up tarot cards to learn more since
they can be quite fascinating. You can even buy a deck and play several
games with them, or use them for fortune telling.
--------------------------------------------------------------------------
==========================================================================
3. R I D D L E D I F F I C U L T Y L E V E L S [SH3_P03]
==========================================================================
--------------------------------------------------------------------------
Upon starting a New Game or Extra 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
-----------------
Puzzles are very simplified if not spelled out to you, requiring very
little analysis or action, and in some cases are bypassed entirely. Some
items required for Normal and Hard will not be present or needed, while
others will be easier to acquire.
Normal Riddle Level
-------------------
Default puzzle difficulty with riddles most people should be able to solve
with some thinking, but nothing too advanced or overly difficult. Some may
require only a slight bit of creativity to solve.
Hard Riddle Level
-----------------
Riddle difficulty increases dramatically with multiple puzzles requiring
extremely deep analysis and multiple reads to understand. Riddles have
confusing elements to throw you off while some verses may be vague. A very
creative mind is required, some liberties in thought or the usual process
may have to be made, and knowledge of outside literature is required for
at least one puzzle. This stands as the hardest individual riddle
difficulty in the entire series and is intended for an intellectual mind.
--------------------------------------------------------------------------
==========================================================================
4. F U L L P U Z Z L E S O L U T I O N S [SH3_P04]
==========================================================================
--------------------------------------------------------------------------
Here you will find the solutions for each riddle level of each puzzle
found in the game. 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.
==========================================================================
M A I N P U Z Z L E S
==========================================================================
These are the main puzzles of the game, with different riddles and
solutions depending on your riddle level, sometimes set in stone per
difficulty and sometimes randomized.
REQUIRES:
SHAKESPEARE ANTHOLOGY 1-5: On the floor by the shelf (only 1 & 3 on Easy).
---
At the back of the bookstore you'll find a locked door with a keypad and
some books that fell off the shelf in the middle of the store.
If you examine the shelf where the books fell, Heather wonders if she
should align the books in order. Additionally there may be another clue
written beside the door depending on your riddle level. Refer to the
clues and their solutions below.
EASY:
Here there will be no clue by the back door because it's simple enough
already. Check the books on the shelf where the two others fell and you'll
see numbers drawn on their spines, but of course two are missing. Use the
SHAKESPEARE ANTHOLOGY 1 and put it in the first slot. Then use the cursor
and select the next book in the blue box, which is SHAKESPEARE ANTHOLOGY
3, and put it in the open third slot. This will fully reveal the code,
which is random each time.
NORMAL:
"Fair is foul, and foul is fair.
Put these books out of order."
Going off the memo clue, you'll have to arrange the five books on the
shelf out of their numbered order to reveal the code. So do as it says and
put SHAKESPEARE ANTHOLOGY 1 through 5 on the shelf one at a time in a
random order to reveal partial numbers written on their spines.
Note where the code on different books potentially lines up and put them
beside each other, slowly revealing the code until you can put them all
together in the correct order. Click a book to remove it and add it back
from the small box in the corner. Once done you'll have the randomized
code right in front of you.
HARD:
"In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death.
The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last.
As did this one, playing at death,
find true death at the last.
Killing a nameless lover, she
pierced a heart rent by sorrow.
Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!
Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truths and lies, life and death:
a game of turning white to black
and black to white.
Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood.
One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain.
Ah, but verily...
In here is a tragedy---
art thou player or audience?
There is nothing which cannot
become a puppet of fate or an
onlooker, peering into the cage."
It looks like we have quite the Shakespearian riddle to solve here...
Unfortunately this riddle genuinely requires some serious outside
knowledge to solve, so we're going to have to dive into some of
Shakespeare's works.
Which works? Well, only the five books you have. In your inventory you can
examine each anthology to learn which Shakespeare work it contains. They
are as follows:
Shakespeare Anthology 1: Romeo and Juliet
Shakespeare Anthology 2: King Lear
Shakespeare Anthology 3: Macbeth
Shakespeare Anthology 4: Hamlet
Shakespeare Anthology 5: Othello
Since there's no written numbers on the book spines this time, you'll have
to use the anthology numbers with the books inserted in the correct order
as per the riddle to determine the code. Let's get started.
"In here is a tragedy---
art thou player or audience?
Be as it may, the end doth remain:
all go on only toward death."
This opening verse simply serves as an introduction, reminding us that all
these stories are tragedies that lead to death. We continue on.
"The first words at thy left hand:
a false lunacy, a madly dancing man.
Hearing unhearable words, drawn
to a beloved's grave---and there,
mayhap, true madness at last."
"The first words at thy left hand" explains that the books will be placed
from left to right as described in the riddle. The rest of the verse
explains the plot of our first work, which is Hamlet. "A false lunacy, a
madly dancing man" refers to Hamlet faking his descent into madness so no
one suspected him as he spied on his uncle Claudius (the new king) and
mother to learn if they schemed to kill his father, the old king. Through
a ploy of a play, he learns his uncle did kill his father after all.
"Hearing unhearable words" refers to Hamlet's father's ghost demanding he
avenge his death. The "beloved's grave" he was drawn to is that of
Ophelia, his girlfriend who fell into a genuine spiral of madness and
drowned herself.
"And there, mayhap, true madness at last" refers to the "friendly" sword
fight arranged by Claudius between Hamlet and Laertes, Ophelia's brother
and whose father Hamlet accidentally killed and Laertes wants to avenge.
Claudius and Laertes secretly agreed to coat Laertes' sword with poison
and also spike Hamlet's wine.
During the fight, Laertes' sword strikes Hamlet, but they both drop their
swords which get switched up as Hamlet picks up the poisoned one and
strikes Laertes with it. Hamlet denies his mother's offering of the spiked
wine, unbeknownst to her, and so she decides to drink it instead.
She dies from the poison, which finally propels Hamlet with the courage to
avenge his father and kill Claudius, with Hamlet and Laertes also dropping
dead once the poison kicks in and thus, "mayhap, true madness at last."
Therefore the book of Hamlet, SHAKESPEARE ANTHOLOGY 4, gets placed in the
first slot on the shelf.
"As did this one, playing at death,
find true death at the last.
Killing a nameless lover, she
pierced a heart rent by sorrow."
This describes the plot of Romeo and Juliet, specifically Juliet. As two
teenage lovers from two feuding families, Juliet's potential marriage to
Romeo required a complicated plan. To avoid an unwanted marriage with
another man, Friar Laurence suggests Juliet to drink a poison to put her
into deep sleep for 48 hours, fooling her family into thinking she's dead
and allowing her to later elope with Romeo, thus "playing at death".
"Killing a nameless lover" refers to Juliet in effect killing Romeo
through her deception, since she or Friar Laurence did not inform him of
the plan, but he finds out and discovers Juliet's lifeless body and drinks
his own lethal poison to kill himself from sorrow. He is referred to as a
"nameless lover" because he explains earlier to Juliet that names are
artificial and meaningless, and that they are in love with each other and
that's all that matters, regardless of any feud.
Upon awakening to Romeo's actual dead body for which she was responsible,
Juliet can't bear the sorrow and pierces her heart with a dagger to "find
true death at the last." Another tragedy indeed. And so SHAKESPEARE
ANTHOLOGY 1 takes the second slot in the shelf.
"Doth lie invite truth?
Doth verity but wear the
mask of falsehood?
Ah, thou pitiful, thou
miserable ones!"
This is the vaguest verse of this riddle, speaking of the conflict between
lies and truth. This theme is most profound in Macbeth in which the
titular character, teased by prophecies from three witches and egged on by
his wife, kills the king to succeed the throne. A series of lies and
deception follows, including Macbeth and his wife purporting that their
servants killed the king while in their home.
Macbeth is further deceived through the same three witches that told him
of the earlier prophecies, adding that he won't be killed by a man born of
a woman and won't be defeated as king until the nearby forest approaches
his castle, leading him to believe he cannot be killed and has no fear of
being vanquished.
But alas, Macbeth's castle is approached by an army using the forest's
tree leaves as camouflage, and Macduff, who was born of a caesarian
section and technically not "of a woman" in this bizzaro world, kills
Macbeth. And thus Macbeth receives a taste of his own medicine through the
deception. That puts SHAKESPEARE ANTHOLOGY 3 in the third slot.
This verse can also be interpreted as the lies and deception in Othello,
specifically of Captain Iago turning General Othello on his wife amongst
several other characters, and while the correct code can still be obtained
with that assumption, the next verse is the one that applies to that piece
of work as we're about to uncover.
"Still amidst lies, though the end
cometh not, wherefore yearn
for death?
Wilt thou attend to thy beloved?
Truths and lies, life and death:
a game of turning white to black
and black to white."
Again with the recurring theme of truth and lies, the key to this verse
lies at the end. There is a board game where pieces turn from black to
white and white to black. The name of that game is literally "Othello"
(originally known as Reversi with slightly different rules), deriving from
the play.
Connecting it further and the reason for the derivation, Othello the play
retains the recurring themes of black and white, even with its main
character General Othello being a black man who marries a white woman
named Desdemona, opening up the story into racism albeit transcended by
Othello.
Along with the black and white are "Truths and lies, life and death".
Captain Iago plants the falsehood that Desdemona is having an affair with
Lieutenant Cassio and fabricates it further with deception. Othello
believes his dear Desdemona, whom he calls a pearl (a symbol of perfection
and purity due to its white colour), has blackened through a supposed
affair and deception, furthering the black and white themes. This also
leads him to kill his beloved before learning of the truth. But anyway, as
we've uncovered it is SHAKESPEARE ANTHOLOGY 5 carrying Othello that
belongs in the fourth slot.
One could possibly interpret this verse as referring to Macbeth or even
King Lear and still get the correct code, but the theme of black and white
strongly ties it instead to Othello.
"Is not a silence brimming with
love more precious than flattery?
A peaceful slumber preferred to
a throne besmirched with blood."
This verse speaks of King Lear, a play about a king who has three
daughters named Goneril, Regan and Cordelia. At the beginning Lear
announces he will step down and hand the throne to the daughter that
declares the most love for him. Goneril and Regan suck up and flatter him,
receiving large portions of the kingdom, while Cordelia who actually does
genuinely love him unlike her sisters, refuses to play the game of
flattery. This explains the first two lines.
Lear then banishes Cordelia, and his remaining two daughters turn on him
once they have the power, eventually turning on each other as well. With
Cordelia returning in command of the French forces, she reunites with Lear
who has now turned crazy, but both are captured.
With Goneril arrested for treason, she poisons her sister Regan and stabs
herself, while Cordelia is hung and Lear dies with her in his arms. And
thus the story ends with the throne besmirched in blood.
It is possible one may confuse this verse for Macbeth killing his own king
to usurp him because of the second part (and you can still end up with the
correct code), but the silence and flattery themes clearly point to King
Lear. Therefore SHAKESPEARE ANTHOLOGY 2 belongs in the fifth and final
slot on the shelf.
With no codes written on the book spines, this instead leaves us with the
following order of the anthology books on the shelf: IV, I, III, V, II, or
41352. But we have one number too many for a four-digit code, and we have
more to go in the riddle.
"One vengeful man
spilled blood for two;
Two youths shed tears for three;
Three witches disappeared thusly;
And only the four keys remain."
This verse explains some modifications we must make to the numbers that we
already have. "One vengeful man" refers to Hamlet avenging his father's
death. "Spilled blood for two" signifies that we will be doubling the book
number of Hamlet. As Anthology 4, that number will bump to 8.
"Two youths shed tears for three" rather clearly explains that Romeo and
Juliet's number 1 will be multiplied by 3, making it now 3.
"Three witches disappeared thusly" explains that the 3 representing
Macbeth, the book that contains the three witches who told prophecies,
will be removed entirely. Thus we remove anthology 3, "And only the four
keys remain."
That leaves us with 8352 as the final code, which can be visualized more
clearly below.
4 (Hamlet) x 2 = 8 ("One vengeful man spilled blood for two")
1 (Romeo and Juliet) x 3 = 3 ("Two youths shed tears for three")
3 (Macbeth) disappears = - ("Three witches disappeared thusly")
5 (Othello) = 5
2 (King Lear) = 2
Macbeth's number disappears entirely rather than just turning to zero
because the quote specifically says the witches "disappeared", and further
implies only the four keys remain.
Note that there is still some margin for error or allowance for different
interpretation in this riddle. Even if you identify the third work to be
Othello, the fourth to be Macbeth or King Lear, or the fifth to be
Macbeth, you can still end up with the resulting code of 8352 after
removing Macbeth's number 3. That said, the solution we've explained here
is the one that makes the most sense for each corresponding work.
---
Reading the code written on the spines (Easy/Normal) may be difficult
because some of the numbers may be partially lost in the cracks, so use
your imagination to fill in the rest.
Note that on Hard you really don't need to put the books back on the
shelf to determine the code (or Easy/Normal if you can put it together by
sight only), but it's still a good idea to clear them out of your
inventory so you don't have to scroll through them for the rest of the
game.
The paper memo on the chalkboard explains the solution to unlock the door,
differing per riddle level. Once the correct code has been inputted into
the keypad, the doors will unlock. Refer to the riddles and solutions
below.
EASY:
"Press, move 2 right;
press, move 1 up;
press, move 2 down;
press, the door shall open."
Looks fairly simple but where's the starting point? Well, let's visualize
the keypad as we go through it.
1 2 3
4 5 6
7 8 9
The riddle says to move 2 right after pressing the first number, so it has
to be 1, 4 or 7 in the left column. You must be able to move up 1 row
after the second number so that eliminates starting in the top row with 1.
You must also be able to move 2 down after the third number (which is 1 up
from the second) so that eliminates 7 in the bottom row (you can't go down
2 from the middle row). Therefore the starting point is 4.
Now just follow the directions: Press 4, move 2 right; press 6, move 1 up;
press 3, move 2 down; press 9, the door shall open. The resulting code is
4639 and it's the same every time on this difficulty.
NORMAL:
"The first is larger than the second;
the second twice the third;
the third smaller than the fourth;
the fourth is half the first.
Four of the numbers are not repeated
Three are not in the top row
Two are not in the right row
One of the numbers is the final key"
So here we will have to do a little algebra to uncover the code. The memo
should leave you with the following relative information about each
number:
#1 > #2
#2 = 2x#3
#3 < #4
#4 = 0.5x#1
The easiest way to start here is the last number which must be half the
first and thus both are even numbers. That means the first number must be
2, 4, 6 or 8, and fourth number must be 1, 2, 3 or 4 respectively. Now
let's move backwards.
The third number is less than the fourth, which is no higher than 4, so
the third is no higher than 3. Further, for the third to be less than the
fourth, the fourth cannot be 1 (but instead 2-4) since there is no 0.
The second number is twice the third, so it must be 2, 4 or 6 (double 1, 2
or 3). It can't be 8 because the third can't be 4 (or higher). Still with
me?
Lastly, the first number is larger than the second. We already determined
the first must be 2, 4, 6 or 8, but since it must also be higher than the
second which must be at least 2, that eliminates 2 as a possibility for
the first. It also means the first must be the highest number.
So let's just jot down where we're at with our potential solutions so we
can start to wrap our head around this madness:
1st Number: 4, 6 or 8
2nd Number: 2, 4 or 6
3rd Number: 1-3
4th Number: 2-4
Continuing the riddle, "Four of the numbers are not repeated" means the
code uses four different numbers. This eliminates 4 entirely as the first
digit since it requires the fourth to be 2 (half of 4) which means the
third can only be 1 (less than 2) and the second only 2 (double 1), which
repeats the number 2 and doesn't work. It also eliminates 2 as the fourth
digit since it's directly tied to 4 as the first. If this all sounds like
gibberish you'll have to trust me that it makes sense.
"Three are not in the top row" implies only one number from the top row
(1, 2, 3) is used in the code (three are NOT in that row). This eliminates
6 entirely as the first digit since it requires the fourth to be 3 (half
of first) and thus the third either 1 or 2 (less than fourth), which puts
at least two digits in the top row. Thus 3 is also eliminated as the
fourth digit as well as 1 as the third and 2 as the second since they all
require more than one digit in the top row.
Therefore that locks in 8 as the first and 4 (half) as the fourth. The
second can now only be 4 or 6 and the third 2 or 3. However the second
cannot be 4 because the fourth is already 4 and no numbers repeat, which
also eliminates 2 (half of 4) as the third. Therefore that leaves us with
only one possible solution: 8634.
But we still have two lines to double check our work, or to give us more
chances in case we're finding it hard to follow along. "Two are not in the
right row" means only two numbers are 3, 6 or 9 while two are not. Our
code has 3 and 6 so it fits the criteria.
Lastly, "One of the numbers is the final key" -- what could that mean? The
final number must be 9? No, it means one of the numbers of the code is the
final key or button. The final key is the "fourth" one. So the code must
have the number 4, and ours does. Got it? Just a play on words.
Therefore 8634 is confirmed as the resulting code, which will be the same
every time on Normal. Quite the ride, eh?
HARD:
"Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you.
Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt.
Would you simply smile,
not saying a word?
Even curses from your mouth
would be as beautiful as pearls.
I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole.
And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood.
How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?
You can't know the maddening
hunger I've felt in the midst of
our kisses, so many of them
I've lost count.
As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick.
Oh, what euphoric heights I would
reach, having my desires fulfilled
like a greedy, gluttonous cur.
I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child.
And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh.
Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets.
Ah, but what must you think of me?
Do you hate me? Are you afraid?
As though inviting you to the agony
at the play's end, if you wish, you
could destroy me---I wouldn't care.
As you wish, you may destroy me
---I wouldn't care."
This author is one sick bastard, that much is clear... While you won't
find any number or button hints in this memo at all, you'll have to think
with a creative mind. As crazy as it sounds, the author reveals the code
through a series of movements and actions on a face, which represents the
keypad like so:
1 2 3 (o) (o)
eye eye
4 5 6 (| () |)
ear nose ear
7 8 9 \ \__/ /
cheek mouth cheek
You may question the proportions in relation to each other, but it is the
arrangement that most makes sense corresponding to a keypad, at least in
the sense that is described by the author. Now let's get started.
"Pure eyes, blue like a glassy bead---
You are always looking at me
and I am always looking at you."
This sets the stage that the author is facing his female victim. Therefore
the girl's left eye, ear and cheek are on his right, and so on. Keep that
in mind while paying attention to the language, and let's try to establish
just what he's doing here.
"Ah, you're too meek---
beautiful, unspoiled:
thus I'm so sad, I suffer---
and so happy, it hurts.
I want to hurt you
and destroy myself
What you would think
if you knew how I felt."
Essentially the girl is too pretty and innocent for him and thus he wants
to destroy her, rearranging her face in a way he's about to describe.
"I place my left hand on your
face as though we were to kiss.
Then I suddenly shove my thumb
deep into your eyesocket.
Abruptly, decisively,
like drilling a hole."
This marks the beginning of deciphering the code. His left hand being
placed on her face would naturally be his left and her right as one of 1,
4 or 7. Shoving his thumb into her eyesocket is the first move,
representing a press of the 1 button on the keypad which corresponds to
where the face's eye is. Sick to your stomach yet?
"And what would it feel like?
Like jelly?
Trembling with ecstasy, I obscenely
mix it around and around: I must
taste the warmth of your blood."
Now he wants a taste... But how would the sick bastard do this? We must
follow the blood trail.
"How would you scream?
Would you shriek "It hurts!
It hurts!" as cinnabar-red tears
stream from your crushed eye?"
So her bloody tears are streaming down her face, allowing the author to
taste them as he wished. Normally tears would flow down the cheek, but we
need to remember our setup of the keypad. Therefore the tears flow down
from her right eye (1) to her right ear (4). That is where the bastard is
able to taste her and thus it is our second number.
"As though drinking in your cries,
I bring my hopes to fruition:
biting your tongue, shredding it,
biting at your lips as if tasting
your lipstick."
Here the psycho moves from licking her bloody tears to biting her tongue
and lips, representing the 8 on the keypad. But his desires are beginning
to escalate as he moves around the rest of her face.
"I longed, too, for your cherry-tinted
cheeks, tasty enough to bewitch my
tongue.
I would surely be healed,
and would cry like a child."
And just like that the freak switches to her cheeks. But which side? We'll
have to continue to find out.
"And how is your tender ear?
It brushes against my cheek;
I want it to creep up to my lips so
I can sink my teeth into its flesh."
This guy moves quickly... he's already onto the ear, but which one? And
which cheek was it before? We must read on first.
"Your left ear, always hearing words
whispered sweet as pie---
I want it to hear my true feelings.
I never lied, no...
but I did have my secrets."
And there is our answer. Her left ear, which is the author's right,
signifying the number 6 on the keypad. It only makes sense now that the
cheek he snacked on earlier was her left and his right, between the mouth
and ear, which is number 9 on the keypad. The riddle concludes itself but
we've already uncovered all of its clues.
And thus we are left with a five-number code: 14896. But it's one number
too many, which even Stanley points out in his memo beside the keypad:
"I mean, 4 numbers would've been
good enough, but he kept on going."
So we still have more work to do to get the final code. Let's just analyze
where we got each number from with each of the corresponding actions:
1: crushing, drilling her right eye
4: tasting the warmth of her blood (tears); drinking in her cries
8: biting, shredding her tongue; biting her lips, tasting her lipstick
9: tasting her left cheek with his tongue
6: sinking his teeth into her left ear
What stands out here as different? 4, 8, 9 and 6 all involve biting and
tasting her and her blood, while 1 only set the stage by crushing her eye,
didn't it? He never implied he tasted her eye, but rather the blood that
streamed from it, and thus below it (at her ear).
Further, read the riddle again and look specifically for this theme of
biting, tasting and hunger. It's everywhere.
"I must taste the warmth of your blood." "You can't know the maddening
hunger I've felt in the midst of our kisses". "I bring my hopes to
fruition: biting your tongue, shredding it, biting at your lips as if
tasting your lipstick." "Oh, what euphoric heights I would reach, having
my desires fulfilled like a greedy, gluttonous cur." "I want it to creep
up to my lips so I can sink my teeth into its flesh."
He's made it very clear. He is hungry for her blood, and that is the key
to the code. So we can eliminate the 1 which precedes the sick tasting of
her blood and rather just begins the adventure.
With that we're left with the resulting code of 4896, which is the same
each time on Hard. Hope you didn't enjoy that one too much, you sick
bastard.
To unlock the briefcase you'll need to uncover a code, but from where?
Well, there was a corpse in Examining Room 3 with the following tattoo:
"The start time is my key."
Further, the memo at the back of that room explained that the dead man's
bed and effects are as he left them in room M4, this very room. Stanley's
diary confirms the clock and briefcase as the dead man's as well, and
Stanley even jokes about writing something on his own body for Heather.
Therefore the key is the clock as the tattoo explains. How it is used
differs per riddle level, with randomized solutions each time. Refer to
the steps below.
EASY:
Here there will be a four-digit code written in red on the clock face.
Enter it into the briefcase. Very simple.
NORMAL:
With no code on the clock face, it will be set to a certain time with no
other clues. Therefore the time is the key. The small hour hand represents
the first two digits and the longer minute hand represents the final two
digits. If the hour hand is a single digit then the first number will be a
zero.
So if the clock reads 5:21 then your code is 0521. If it's 11:37 then your
code is 1137.
HARD:
Just like Normal the clock will be set to a certain time, but instead of
regular 12-hour time you must input the code in 24-hour time (military
time). So if the clock reads 8:39 then your code is 2039. If you don't
understand military time, just add 12 hours to what the clock says like
so: 8:39 + 12:00 = 20:39
[NOTE]:
For Normal and Hard, remember that if the minute hand is close to the end
of the hour, the hour hand will be very close to the next hour but the
corresponding part of the code will be the previous hour.
What appears on the locked oven door, or whether it's even locked at all,
depends on your riddle level, in addition to the corpse placement on
gurneys around the room. Find the appropriate solution below.
EASY:
Here there is no puzzle; the oven will be open with a key inside.
NORMAL:
The oven cover will display a four-by-three chart that contains the roman
numerals I, II, III and IV in four randomized slots.
| | |
----|----|----|---- I II (placed within)
| | | III IV
----|----|----|----
| | |
Additionally you'll find 10 gurneys placed around the room, some with
covered corpses and some empty. Between them all they count from 0 through
9. They will always be placed like so in respect to the oven at the top of
the room:
[OVEN]
1 2
(four gurneys will have covered corpses)
3 4 5 6
(six gurneys will be empty)
7 8 9 0
It potentially matches up with the chart on the oven door, doesn't it?
Note that there's only four gurneys that contain covered corpses, the
same number of roman numerals on the oven cover. Your job is to match them
to each other to decipher the code.
To do this is quite simple. Note the position of the roman numeral "I" and
find the gurney in that same position amongst the gurneys. It will be one
of the four covered corpses -- the number written on it will be the first
number of your code. Do the same with the other three to reveal the rest.
The gurney numbers will always be the same each time, but the covered
corpses and the numerals on the oven door will be randomized so you'll
have to uncover the code yourself. But let's go through an example:
[OVEN]
Eg. II | | | IV 1 2 I = 5
----|----|----|---- II = 1
| | I | 3 4 5 6 III = 7
----|----|----|---- IV = 2
III | | | 7 8 9 0
(oven door chart) (gurney locations) (resulting code)
If this were your oven door, your resulting code would be 5172. Note that
while the solution is randomized, you will always have a 7 in your code
which corresponds to the corpse of Stanley Coleman as revealed by the
mystery caller on the Men's Locker Room telephone.
HARD:
This time there will be a very complex puzzle based on the nursery rhyme,
"Who Killed Cock Robin?", with a five-verse riddle etched into the locked
oven door. Each gurney either with a covered corpse or empty also carries
a brief poem related to a single character from the same literature.
The key to this puzzle is that the first four of the five verses on the
oven each describe a character. It is your task to match up each of those
verses with the correct character based on the corpse memos. The code will
be deciphered from the gurney numbers of those corpses, in the same order
the verses are listed on the oven.
The riddle reads as follows:
"Burn the one who knows no death
Pure, adored by those above (A)
No prayers within, just simple love
And now the pining hunter
The flames longing for his rebirth (B)
A distant breath within the earth
Burn up that heavy body of his
Make it wind, dancing in the sky (C)
That bottomless gut now a cloud,
now a sigh
The sweet blood on his laughing lips
Now calls him to the gates of Hell (D)
There burns evermore that soulless shell
Four bodies return to ashes
Thus the door is opened
Thus the door is opened"
I've singled out the four verses on the side (A-D) that correspond to a
specific character. Below you will find the memos from each gurney listed
by their numbers. I've also marked which above character they correspond
to with the same markings (A-D) but we'll go over the full solution below.
1: "The Song of the Sparrow"
"Who killed Cock Robin?
'The Sparrow,' they said
'He wants them all dead (D)
To him, honey-sweet is
their sobbin''"
2: "The Song of the Owl"
"The Owl who forgot the sky
Resigned to his poor earthbound state
Hungry or full didn't matter at all (B)
He ate and he ate and he ate"
3: "The Song of the Thrush"
"The grass the Thrush so loved to eat
Gave him sweet happiness
He sank ever deeper and finally fell
To destruction and fatal distress"
4: "The Song of Cock Robin"
"Cock Robin, who hid the key away
Is ash in the oven, all right
The place he held is empty now
And the doors remain shut tight"
5: "The Song of the Lark"
"The Lark's child lost all his words
And walled himself up all away
Heart and mouth both locked up tight
In a cage where none want to stay"
6: "The Song of the Dove"
"The Dove's hope died; he chose his path
His flapping wings fell still
Drenched in scarlet here they lay
His cheeks pale white and chill"
7: "The Song of the Linnet"
"He seeks out her soul by his own
black ambition
Frightening her out of her wits (C)
Whispering love songs into her ear
What cruel Linnet wants, he gets"
8: "The Song of the Rook"
"The black Rook is the praying sort
Who hears the gods in the skies
His whispered petitions go on
without end
And glassy and dim are his eyes"
9: "The Song of the Wren"
"The Wren, with pure heart as
yet unrefined
Makes us laugh with his feeble
lip-smacking (A)
But still we all know he shall
never grow old
And he knows not how much
he is lacking"
0: "The Song of the Kite"
"The Kite, hot, crazy, and panting mad
Sweet shackles that tease and excite
Death itself would drive him wild
Red blood that turns milky white"
If you are familiar with the nursery rhyme "Who killed Cock Robin?" you
may be a little more at home here, but either way it doesn't make a big
difference since this stands as its own independent riddle. So go ahead
and find and read the original rhyme wherever if you wish, but it won't
really help you here. Let's go through the oven verses and try to identify
the corresponding character for each one.
VERSE A:
"Burn the one who knows no death
Pure, adored by those above
No prayers within, just simple love"
Which bird "knows no death"? How about the Rook, "Who hears the gods in
the skies; His whispered petitions go on without end". Perhaps it is
debatable if "glassy and dim are his eyes" suggests he has risen above
death or is in fact approaching it through old age, but the first line
does say he's the "praying sort" while verse A says "No prayers within",
so we can cross him out after all.
What about the Wren? "He shall never grow old" matches "knows no death",
while "pure heart" fits "Pure, adored by those above; No prayers within,
just simple love", with themes of love and purity. "Makes us laugh" also
perhaps aligns with him being adored by those above. This one's a solid
fit. The Wren's verse sits upon corpse number 9, making 9 the first number
of the code.
VERSE B:
"And now the pining hunter
The flames longing for his rebirth
A distant breath within the earth"
The phrase "pining hunter" is key here since it means the bird must be a
hunter and on the decline. So who fits? The Owl, Thrush, Dove, and perhaps
the Lark all sound like birds on the decline, but only the Owl stands out
as a bird of prey that hunts other birds and even fish, while the others
feed on insects and worms.
Looking more closely, "The Owl who forgot the sky; Resigned to his poor
earthbound state" certainly fits as a pining hunter. "A distant breath
within the earth" strongly corresponds to his "earthbound state" as he ate</pre><pre id="faqspan-2">
away until he became too heavy to fly. The middle line about flames and
rebirth conjures up images of a Phoenix, but no such bird exists in this
puzzle and everything else perfectly suits the Owl, whose number 2
represents the second number of the code.
VERSE C:
"Burn up that heavy body of his
Make it wind, dancing in the sky
That bottomless gut now a cloud,
now a sigh"
Wait... "bottomless gut" sounds just like the Owl who "ate and he ate and
he ate", but we already determined him to be the pining hunter. And he's
not the only bird who likes to eat. The Sparrow has blood on his lips as
the murderer of Cock Robin, the Thrush "so loved to eat", and there's
even the Wren with his "feeble lip-smacking", but he already represents
verse A.
We can eliminate the Sparrow who really doesn't line up with the rest of
the verse while the theme of heaviness and eating does suit the Thrush
fairly well, who "sank even deeper" from eating. But perhaps sinking into
his destruction and fatal distress doesn't fit "Make it wind, dancing in
the sky" which is at the other end of the spectrum, and he is not the
correct bird here. So what gives... who is verse C then?
Speaking of sinking, we're going to have to dive deep to uncover this one,
which goes so far beyond birds that I can't fault anyone for getting
confused by it. But do any of these verses stick out as a little peculiar
or invoking images outside of this puzzle? How about number 7, the Linnet.
Give it another read:
"He seeks out her soul by his own
black ambition
Frightening her out of her wits
Whispering love songs into her ear
What cruel Linnet wants, he gets"
It is the only verse that mentions "her". All the others say "he", "his"
or "him", don't they? So who is this "her" then, since it's clearly not
Cock Robin nor the Linnet who is also a "he".
Let's take it further. Does this sound like anyone familiar? How about
that sicko Stanley Coleman who left memos for Heather everywhere in this
hospital? Seeking out Heather's soul, frightening her out of her wits,
whispering love songs into her ear... these are exactly the things he's
been doing.
After all, remember the mystery phone caller in the Men's Locker Room said
Stanley's new name is number 7 and is underground now. What's the Linnet's
number? Number 7. You can even hear him breathing his last breaths as you
approach the corpse for the first time. It all makes sense now... This
verse is much more about Stanley than the Linnet and is a total curveball.
But what connects the Linnet's verse and Stanley Coleman to verse C on the
oven door? Well, "Burn up that heavy body of his" hints at the potential
burning of the subject's body while Stanley does lie in a crematorium, and
we know he's number 7 and thus a corpse from the telephone call.
But what of "heavy body" and "that bottomless gut"? Perhaps it is
referring to Stanley's endless hunger for Heather and her affection. The
man even explains in one of his memos, "Your pristine glance; Like a
feast, when you smile". Perhaps "now a sigh" refers to Heather being able
to relax after his body has been burned, no longer the subject of his
creepy affection.
Now it would be even stronger if we could make a connection to that sick
keypad riddle about biting and tasting a poor girl, but as Stanley reveals
in his nearby memo it was written by a quack doctor rather than him. But
we've made enough of a connection anyway through Stanley's endless hunger
for Heather.
But there is still somewhat of a connection to the Linnet bird itself too.
"Burn up that heavy body of his; Make it wind, dancing in the sky"
conjures up the image of a Phoenix rising from the flames, or the colours
of red and orange. The Linnet aka Stanley "seeks out her soul by his
black ambition". Red, orange and black together all make up colours of the
Linnet.
And there you go. That one certainly required a lot of analysis and
creative thinking, leaving us with the Linnet and Stanley's number 7 as
the third number of the code. The hardest part is over.
VERSE D:
"The sweet blood on his laughing lips
Now calls him to the gates of Hell
There burns evermore that soulless shell"
Who has blood on his lips? That would be the Sparrow who killed Cock
Robin. "To him, honey-sweet is their sobbin'" further aligns with verse D
and the "sweet blood".
The Kite's verse does mention "Sweet shackles" and "Red blood" but
otherwise the connection ends there. And the Thrush's "sweet" is from
eating the grass which gave him happiness, so he's not a fit.
And it shouldn't be difficult to realize why the murderous Sparrow is the
"soulless" one called to be burned at the gates of Hell, while we see no
reason for the Kite to be called there, instead only "hot, crazy, and
panting mad" rather than a murderer. Therefore it is the Sparrow's number
1 that represents the final number of the code.
That leaves you with the final resulting code of 9271, which is always the
same on this difficulty.
REQUIRES:
"EYE OF NIGHT" TAROT CARD: On the ledge by the Chapel's stained glass.
"MOON" TAROT CARD: On the far table in the library, upper level.
"HANGED MAN" TAROT CARD: On a gurney in the mortuary, lower level north.
"FOOL" TAROT CARD: Inside the Aglaophotis book in Alessa's hidden
hospital room at the south of the lower level.
"HIGH PRIESTESS" TAROT CARD: On the bed in the southernmost bedroom in the
south hall, upper level.
---
The locked door in this room contains nine card slots for you to place
your five tarot cards, and the key to this puzzle is the riddle in the
sketchbook on the bed. The solution is different per riddle level but it
will always be the same on each level. Read through the riddles and their
solutions below.
To place the cards, first you must use one from your inventory. Then you
can choose in which slot you wish to place it and insert the other cards
by clicking on them in the blue corner box and placing them accordingly.
Click on the cards in their placed slots if you wish to remove them.
But first, what are tarot cards? Simply put, they are an earlier form of
modern playing cards, from which the latter descended. A tarot deck most
often contains 78 cards, including four suits of 14 cards (Minor Arcana),
comprised of Ace through 10, Page, Knight, Queen and King, in addition to
22 trump cards (Major Arcana) with unique names and numbers from 0-21. All
five cards you've collected are trumps, although the Eye of Night is a
fictional card created for this game. With that understood, let's look
closely at our cards to see what we have:
HIGH PRIESTESS: A priestess standing between two pillars at the entrance
of a temple. Marked with II as the second trump card.
HANGED MAN: A man hanging from one foot on a cross of wood, relaxed as
if this position and perspective is of his own choice.
Marked with XII as the twelfth trump card.
MOON: A moon portrayed both in full and crescent form, above a
wolf and a dog howling near a crayfish leaving the water.
Marked with XVIII as the eighteenth trump card.
FOOL: A vagabond carrying a bindle (blanket stick), accompanied
by a small dog. Marked with 0 as an unnumbered trump card
(or sometimes serves as the first trump card), it is also
known as the Jester in different tarot decks, and further
is the origin of the modern Joker playing card.
EYE OF NIGHT: A mysterious eye in the dark sky amongst stars and clouds.
Not a real tarot card but instead made-up for the game, it
is marked with XXII to serve as the twenty-second and
final numbered trump card in this specific deck.
With an understanding of our cards, we can now move on to solving the
puzzle as per each riddle difficulty.
EASY:
The sketchbook reveals an illustrative diagram with five different images
at specific spots of the page, something like so (in descriptive form):
vagabond with crescent moon
a blanket stick above two dogs
and a dog and a crayfish
large eye
amongst stars
man hanging priestess with
upside-down from a cross and
a cross of wood wearing a crown
This one is real simple. Just open up your inventory to examine each tarot
card and you'll find they each look exactly like one of the images in the
sketchbook. With the positions on the page representing the card slots on
the door, it leaves you with the following solution:
"The door sure does rattle,
but it's stuck tight.
A secret is hidden out
of your sight!
You may be thinking,
'What could it be?'
You'll need five magic cards
if you want to see.
What to do, then,
with all these?
I'll tell you straight
and I won't tease--
Just as long as
you say 'please'.
Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit.
The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound.
The moon is up above the sky,
Full or crescent, floating high.
Twinkling light sits like a crown
On the head of a crazy clown.
Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?
Do you have it now?
You didn't forget?
One major point you
must not omit.
And now at the last,
before you take a whack
Here's one more hint to
help keep you on track.
Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight.
So you'll open the door?
I'm just sure that there'll
Be nothing beyond it but
frightening peril.
Forget about that!
Just stay and play!
Or else I'll be left
here alone all day."
The first two verses simply explain that you need to insert the five tarot
cards into the door to unlock it and that the riddle will tell you where
they go if you pay attention. Now onto the first major clue:
"Now the first thing you must know
Is that there's something
in each row.
But that is not the half of it:
Three would be too hard to fit."
This means there is at least one card in each row but no row contains
three cards. This also extends to columns and means that two rows and
columns will hold two cards and one row and column will each hold one, as
no other combination will satisfy the above criteria.
"The upside-down man
under the ground:
To his right, to his left,
there's no one around.
Leave him alone, though
his tears are profound."
The Hanged Man is hanging upside-down on his card, and thus he is in the
middle of the bottom row with no cards beside him. Very clear.
"The moon is up above the sky,
Full or crescent, floating high.
Twinkling light sits like a crown
On the head of a crazy clown."
This means the Moon card, portrayed both in crescent and full form
simultaneously, is in the top row ("up above the sky"), directly above the
Fool card ("like a crown On the head of a crazy clown"). The Fool is known
to be a madman in tarot and in some decks is called the Jester (also the
origin of the Joker in modern playing cards), making him the "crazy
clown". They can't go in the middle row cause that'd be three in a row
with the Hanged Man already at the bottom, but we'll have to keep reading
to determine if they're on the left or right.
"Your Excellency,
praying to God most high
Do you think you
can tell me why
You always look up
at the night sky?"
"Your Excellency" refers to the High Priestess and the "God most high" she
is praying to, or at least the "night sky" she looks up at, is represented
by the Eye of Night (and the only remaining card). So the Eye of Night is
in the top row with the High Priestess directly below, but again we'll
have to keep reading to determine in which column. The next verse hints
that there's one more important clue, given in the following verse.
"Scary and hateful, that
thing in the night
Better be careful --
it's not on your right!
Turn to the left and
you'll keep it in sight."
This must be the Eye of Night in the sky, placing it on the left side with
the High Priestess directly below it. That means the Moon and Fool cards
belong at the right. This leaves you with the follow solution:
"I had a dream.
In my dream, I opened a door.
But was that really me?
I had a different name.
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
5 are true and 4 are lies---
and there are some fibs mixed
in with the truth.
That's 'cause it's scary to write
only the truth.
But dreams...dreams are like lies,
after all."
The main point of interest here is the chart of nine different sections of
letters. What else are there nine of in regards to this puzzle? Nine card
slots on the door. So they must represent each slot.
The riddle explains, "5 are true and 4 are lies". What else are there five
of? Five cards. So five of these sections represent an individual card
while four do not and are simply gibberish. Additionally, "there are some
fibs mixed in with the truth." So even the five that represent cards have
some trickery mixed into them that we'll have to uncover.
So let's just take a look at the nine-sectioned chart and see what we can
learn from it:
ING WXX NXA
OEI IFI VII
MOX NOT XVH
XON HNG III
XAA CXX CCX
JII IEI IHT
Anything stand out? You may have noticed roman numerals written on each
tarot card, and each slot here (except the middle) also contains roman
numerals, albeit with non-numerals mixed in. Those are the "fibs mixed in
with the truth." So let's remove any letter that doesn't represent a roman
numeral with the following legend as our guide:
LEGEND: I = 1 V = 5 X = 10 L = 50 C = 100 D = 500 M = 1000
II XXII XVII
MXX 0 XVIII
XII CXXII CCXI
This is what we're left with. Note that the middle is zero because it
doesn't contain any roman numerals. One could argue the O or 0 in that
original section remains as the only numeral and thus stands as an
absolute zero (while 0 can't be mixed and used with other roman
numerals), but there really is no symbol for zero in roman numerals and
there's no indication that the original character is 0 instead of the
letter O. Instead zero would be the lack of any numerals. But either way,
with either method we're left with zero or "nulla" (Latin for "none") for
the middle slot.
Now examine your tarot cards in your inventory to similarly find numerals
printed on all as listed below. Match each numeral/card up with the chart
to identify the corresponding slots for the cards on the door.
HIGH PRIESTESS: II [II] [XXII] XVII
HANGED MAN: XII
MOON: XVIII MXX [0] [XVIII]
FOOL: 0
EYE OF NIGHT: XXII [XII] CXXII CCXI
Note that while 0 is not a roman numeral, it is still written on the Fool
card and thus matches with the 0 or "nulla" of the middle slot. And what
of the four other slots? Remember, "5 are true and 4 are lies". That
leaves you with the following solution:
==========================================================================
B O N U S P U Z Z L E
==========================================================================
Below is an entirely optional and somewhat of a secret puzzle, only found
under the conditions described.
After completing the game at least once and then starting an Extra New
Game on Hard Riddle Level, you'll come across eight hidden notes on the
Church's library shelves (no visual clue, you just have to find the right
spots blindly) that piece together a very difficult riddle. Read it below
in whole:
"A secret told before you awake:
the start of a new transformation.
The first number is
'the traveller to St. Ives.'
The second number is
'the hare wear a crown of straw.'
The third number is 'king of beasts
and goddess of harvests.'
The fourth number is 'representative
of both knight and page.'
The fifth number is
'lapis lazuli or turquoise.'
There's no separating numbers from
beginning to end.
14 buttons all told; therefore, one
is always two."
Where to even begin here... With the first line perhaps referring to this
riddle being found only in an Extra New Game (new transformation), five
number clues are listed along with two additional hints. Let's start with
the clue for the first number, which is "the traveller to St. Ives." This
refers to a famous nursery rhyme riddle called "As I was Going to St.
Ives". It reads as follows:
"As I was going to St. Ives,
I met a man with seven wives,
Each wife had seven sacks,
Each sack had seven cats,
Each cat had seven kits:
Kits, cats, sacks, and wives,
How many were going to St. Ives?
The trick to this riddle is all in the language. Rather than pulling out a
calculator, simple reading comprehension reveals only the author to be
going to St. Ives, while the man and his wives, sacks, cats and kits are
completely inconsequential and not accompanying him to St. Ives. Note that
even our riddle spells it out with "the traveller", indicating it's one
person from the start. With just one person going, the first number of our
riddle is 1.
Onto the second, "the hare wear a crown of straw." This is a tricky one,
but if you're familiar with Lewis Carroll's Alice in Wonderland you may
remember the March Hare from the tea party scene with the Mad Hatter. In
the original illustrations by John Tenniel inside Carroll's book, the
March Hare wears strands of straw on his head like a crown. Okay, so how
do we deduce a number from this character? Well, March is the third month
of the year. Therefore the second number is 3.
"King of beasts and goddess of harvests." Who's that? Well, the king of
beasts is certainly the lion, also known as the king of the jungle as well
as the zodiac symbol for Leo, from July 23 to August 22. Continuing the
zodiac theme, what comes next? That would be Virgo from August 23 to
September 23. The symbol for Virgo is a (female) virgin or maiden, with
heavy association with wheat as this period from August to September is
known as harvest time when the crops are cut. Further, Greek and Roman
mythology associate Virgo with Proserpina, the Roman goddess of harvest.
And the common theme between Leo (king of beasts) and Virgo (goddess of
harvests)? They both share the month of August, the eighth month of the
year. Therefore the third number is 8.
Now the fourth number, "representative of both knight and page." This
calls back to the history of playing cards which descended from tarot
cards. Tarot cards ascended from ace to 10 just as do modern playing
cards, however the face cards were Page, Knight, Queen and King. Modern
playing cards retained Queen and King, but effectively merged the Page and
Knight under the new name of Jack. As the first face card and thus the
11th numbered card, and representing both knight and page, the fourth
number of the riddle is 11.
And now our last number, "lapis lazuli or turquoise." Simple enough to
figure out, lapis lazuli and turquoise are both birthstones for the month
of December, the 12th month of the year. Therefore the fifth number is 12.
And so we're left with 1 3 8 11 12, but it's not the final form of our
code. We read on for two more clues:
"There's no separating numbers from
beginning to end.
14 buttons all told; therefore, one
is always two."
So we won't have any spaces in our code and the final form must have 14
button presses. "One is always two" refers to standardizing each number as
two digits, which means 1 becomes 01 while 11 remains as is, and so on.
But if we go with 0103081112 we only have 10 buttons all told.
How do we get the final four if we can't use spaces? Well, what do we
often use on the internet to solve this problem? Underscores, specifically
four of them -- one between each two-digit number. 10 numbers plus 4
underscores is 14 buttons all told. That leaves us with the following
code:
01_03_08_11_12
This is the password for the "Royal Flush" Shirt. Enter it into the Extra
Costume menu to add it to your inventory on your next Extra New Game
playthrough.
==========================================================================
M I N I - P U Z Z L E S
==========================================================================
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 // KEY UNDER SKID: CENTRAL SQUARE, NORTH END STOREROOM 2F [mpz_aa]
--------------------------------------------------------------------------
REQUIRES:
TONGS: On the counter in Helen's Bakery near the 2F center of the mall.
Use the TONGS to reach and acquire the KEY TAKEN WITH TONGS underneath the
skid. Examine the tag to see it's for My Bestsellers bookstore in the
central 2F hall.
b // FINDING THE FLASHLIGHT: NIGHTMARE MALL, NORTH STOREROOM 1F [mpz_bb]
--------------------------------------------------------------------------
On the wall beside the light switch you'll find the following note:
"Warning!
When leaving the room,
be sure to turn out the lights.
It will be obvious if they are
not switched off."
Follow instructions by using the switch and you'll see light still shining
from between the boxes along the wall. Examine it to get the FLASHLIGHT.
You will need this to pick up the next items and advance to the next
floor.
c // LADDER AND HANGER: NIGHTMARE MALL, WEST SHOP 2F [mpz_cc]
--------------------------------------------------------------------------
REQUIRES:
FLASHLIGHT: Between the boxes in the north storeroom beside the ladies'
room on the first floor.
HANGER: On a clothing rack in the women's clothing store in the 1F north
center hall.
First get the FLASHLIGHT from the storeroom beside the ladies' room, then
acquire the HANGER in the women's clothing store and use it while standing
in front of the high-hanging ladder in the west end shop. The Flashlight
must be on to do so. Then climb up to the second floor.
d // MOTH HALLWAY: NIGHTMARE MALL, SOUTHEAST HALL 2F [mpz_dd]
--------------------------------------------------------------------------
[NOTE]:
This mini-puzzle doesn't exist on Easy Riddle Level. Instead, this hallway
will be clear and the following items cannot be found and aren't needed.
REQUIRES:
BLEACH: On the narrow shelf in the women's washroom on the first floor.
DETERGENT: On the table in Helen's Bakery on 2F.
While trying to pass through the 2F southeast hallway, you'll come across
a swarm of moths blocking the way. To pass by, you'll need to exterminate
them. If you find and examine the above items, Heather realizes they can
be mixed to create poisonous chlorine gas.
To do this, first turn off the fan in the previous hall since it connects
to this hallway and we'll need the mix the linger. Then approach the
bucket beside the door in the moth hallway and combine and use the BLEACH
and DETERGENT. Heather will mix them and run out of the room as the strong
chemical reaction makes its way around the hall.
Back in the previous hall, turn the fan back on to clear up the chemicals
and pass through to find the moths all dead. On Normal, Heather won't step
back in the hall until you turn the fan on, while you can re-enter
prematurely on Hard and potentially lose health. So be safe and remember
the fan before advancing.
e // WALNUT, MOONSTONE AND MOON DOOR: NIGHTMARE MALL, 3F HALL [mpz_ee]
--------------------------------------------------------------------------
REQUIRES:
WALNUT: In the smashed display case in the 2F south shop near the
southwest elevator.
MOONSTONE: Inside the Walnut. Crack it open with the vise in the northwest
shop in the east 2F hall.
Ahead of the escalators on the third floor you'll come across a door with
the following written on it:
"Piling up the 300th day and night
From beyond the door,
cries of pain are heard
And the final destination
has become real
Though not a blessed beginning"
While this sounds like gibberish and isn't really a riddle that needs to
be solved, it seems to allude to pregnancy. 300 days works out to 10
months, not far off the general 9 months a baby sits in its mother's womb.
You will soon see how the theme of pregnancy (and perhaps "cries of pain")
is important as you progress through the game.
As for what you need to do, first you require the WALNUT found in the
south shop at the west of 2F. Heather will explain there's something
shaking inside it when you examine it but she cannot open it by hand.
Therefore you'll need to find the northwest shop in the east 2F hall and
crack it up with the vise there to acquire the MOONSTONE inside. Insert it
into the 3F door to unlock it and pass through.
Back to the theme of pregnancy, perhaps the riddle is more relevant after
all, with the Walnut pregnant with the Moonstone inside. And maybe the
cries of pain beyond the door could also hint at a challenge that lies
just ahead...
REQUIRES:
NUTCRACKER: On a table down the stairs below north platform 2, initially
accessed from the platform 1 stairs in the northeast of B2.
The southeast gate to south platform 2 is initially found locked by a nut,
bolt and chain. You must find the NUTCRACKER above and use it to open the
gate.
g // CATCHING THE TRAIN: SUBWAY, EAST PLATFORM 3 [mpz_gg]
--------------------------------------------------------------------------
Upon arriving at the subway you can immediately proceed to platform 3,
which is the platform Heather can reach home from as she explains if you
examine any subway maps. However, you cannot reach the east end of it
until you make your way under platform 2 with the Nutcracker.
Upon reaching east platform 3, to spawn the subway train you must jump on
the tracks and try to open the door with the red light at the east end.
Immediately upon doing so, multiple Double Heads will spawn and a train
horn will sound. You now have limited time to run back and climb back up
on the platform (do so a bit past the railing). Be sure to stay on the
near side of the tracks the entire time since a train may ram you either
way if you go too far.
Once back up, the train will stop in the cutscene. Now you can head west
down the platform, pass through the gate after unlocking it, and move up
and down the next stairs to reach the open door at the end of the subway
train. Enter it to proceed.
h // STUCK DRAWER AND ELEVATOR SHAFT: HILLTOP CENTER, THIRD FLOOR [mpz_hh]
--------------------------------------------------------------------------
REQUIRES:
SCREWDRIVER: On the boxes at the north end of the Gallery of Fine Arts
corridor on 5F (only present and needed on Normal/Hard).
JACK: On the back left shelf in the large west room of KMN Auto Parts on
5F.
ROPE: Inside the stuck drawer (open on Easy) in the Monica's Dance Studio
office on 3F.
First head to 5F to pick up the SCREWDRIVER (not found nor needed on Easy)
and JACK. Then use the SCREWDRIVER to open the stuck drawer and get the
ROPE in the office in Monica's Dance Studio on 3F, which is accessible
from the start on Easy.
Now head to the west elevator on 3F and use the JACK to prop open the
doors further, then use the ROPE to create a passage to 2F. Descend down
the rope to the second floor.
i // FLAME PURIFIES ALL: NIGHTMARE HILLTOP CENTER, ART GALLERY 5F [mpz_ii]
--------------------------------------------------------------------------
REQUIRES:
OXYDOL: In the cabinet in the middle room of Green Ridge Mental Health
Clinic on 2F, after meeting Vincent.
PORK LIVER: In the mini-fridge of Last Drop Cafe on 1F.
MATCHBOOK: On the table in the southwest conference room of KMN Auto Parts
on 5F.
In the main gallery of the Gallery of Fine Arts on 5F, you'll come across
a large painting with the following caption:
"Flame Purifies All
By these remains may a person
find the road to Paradise."
As it suggests, you must burn the painting to "find the road to Paradise."
To do this you must first acquire the OXYDOL, PORK LIVER and MATCHBOOK,
while a junior high school chemistry book found near the Oxydol provides
some advice on how to do this, although it is only found on Easy/Normal
Riddle Level (the second page only appears on Easy).
"When you pour diluted hydrogen
peroxide onto manganese dioxide,
oxygen is produced.
Although oxygen will not burn on
its own, it will help other things
to burn.
Oxygen is also formed when the
disinfectant oxydol is poured onto
grated vegetables or liver."
To clear up any confusion, the Oxydol you have is hydrogen peroxide.
Oxydol is the term used for this chemical in Japan. According to the
chemistry book, the solution itself will not be sufficient for a sustained
fire, while pouring it onto liver will allow the oxygen to continuously
burn it when lit.
With that, combine and use the OXYDOL, PORK LIVER and MATCHBOOK while
standing in front of the bucket by the painting. Heather will pour the
Oxydol on the Pork Liver and burn it with the Matchbook, creating a large
enough fire to burn the painting.
Pass through the small doors to continue your adventure towards Paradise.
j // SILVER COIN AND VENDING MACHINE: NIGHTMARE HILLTOP CENTER 4F [mpz_jj]
--------------------------------------------------------------------------
REQUIRES:
SILVER COIN: On a table in the northwest room of Onestop Imports on 4F.
In the northwest room of Onestop Imports you'll find a vending machine
with a message written on the wall beside it.
"Thus one's life turns to riches:
What was a bag of silver coins is
now the number in a book.
Yet fate hath no price...
Ah, but do people know this?"
Speaking of riches and silver coins, use the SILVER COIN acquired from the
desk in the same room and insert it into the vending machine to receive a
can of pop, which has the LIFE INSURANCE KEY inside it.
k // MONSTER FAIRY TALE: NIGHTMARE HILLTOP CENTER, 1F HALL [mpz_kk]
--------------------------------------------------------------------------
REQUIRES:
LIFE INSURANCE KEY: In the pop can received from the vending machine
after using the SILVER COIN in the northwest room of
Onestop Imports on 4F.
Upon proceeding to the first floor in Nightmare Hilltop Center, you'll
find a large monster called the Glutton blocking the exit. This monster
cannot be killed through combat but instead through finding the end of
the fairy tale that sits on the floor in front of it, which is the first
of three parts.
While part two is not necessary to expel it, you'll find it on the table
on your way down from behind the 5F art gallery painting to 4F.
Part three is located in the open southern room of Elberton Life Insurance
on the first floor. Once you read it, Heather will say the magic words,
"TU FUI, EGO ERIS" that expel the beast for good, just as they did in the
fairy tale.
To obtain the LIFE INSURANCE KEY above to access that hallway and room,
you must first solve the above mini-puzzle with the Flame Purifies All
painting and then use the SILVER COIN in the vending machine room at the
northwest of 4F.
m // BASEMENT SHELF AND 3F KEYPAD: BROOKHAVEN HOSPITAL [mpz_mm]
--------------------------------------------------------------------------
REQUIRES:
INSTANT CAMERA: Inside the locked dead man's briefcase in room M4 on 2F.
The double doors to the 3F patient wing are found locked with no clue in
the immediate surrounding. However just inside the nearby Storeroom you
may find one of Stanley's diaries that fills you in:
"The key is behind the shelves in
the underground garage.
Why there? Ask that idiot doctor."
While this may be a translation error or perhaps simply the words of a
crazed lunatic, the "underground garage" he refers to is the basement
Storeroom where you will find a blood smear near a shelf. Heather cannot
quite see behind it as is and cannot move the thing either, so you'll need
to get creative here.
Use the INSTANT CAMERA to take a photo of what's behind the shelf,
revealing a four-digit code in polaroid form, which is the key to the 3F
patient wing keypad. It shouldn't be nearly as hard to read as the bloody
wall code from Silent Hill 2, but may sometimes take a careful look.
REQUIRES:
PLASTIC BAG: In the garbage bin in the Women's Locker Room on 2F.
PLASTIC BAG (WITH BLOOD): Fill the PLASTIC BAG with the blood bucket
inside Examining Room 4 on 3F.
In room C4 you'll come across a stretcher that looks like a makeshift
altar. On the other nearby stretcher you'll find the familiar "Lost
Memories" book with a new excerpt that guides you in the right direction:
"One characteristic, mentioned only
in rare documents and dying out in
the modern age, is that of the ritual
sacrifice.
'Offering prayers, pierce a man's
chest with a copper stake. Drench
the altar in the blood which spouts
red from the heart, to praise and to
show loyalty unto God.'"
Sound like something familiar? There is a body hanging in Examining Room 4
that's dripping blood into a fully-filled bucket. First you must acquire
the PLASTIC BAG, then use it here to acquire the PLASTIC BAG (WITH BLOOD).
Following the "Lost Memories" instructions, pour the PLASTIC BAG (WITH
BLOOD) on the altar.
This will reveal a bloody trail and a ladder that leads down to Leonard.
Behave yourself.
o // TURNING OFF MOUNTAIN COASTER: LAKESIDE AMUSEMENT PARK [mpz_oo]
--------------------------------------------------------------------------
REQUIRES:
ROLLER COASTER KEY: Found in a tin box that falls after moving to the back
left of the souvenir shop and then away from the area.
Normally if you progress to Mountain Coaster and run the tracks, you'll
get killed by the oncoming roller coaster since it's running, just like
your nightmare. So you'll have to find a way to stop it.
What you must do is enter the souvenir shop in the previous circular path.
Move to the back left of the room, then to the right side or somewhere
else and you'll hear a crash. Move back to find fallen boxes everywhere
and the ROLLER COASTER KEY in one of them.
Now head up to the platform and use the ROLLER COASTER KEY to enter the
small control room beside the tracks. Examine the panel near the door and
turn it off. Now you can proceed.
While on the tracks this time, the ride manages to turn itself on anyway,
but the extra time it was off provided Heather with just enough time to
look for a place to safely drop and survive.
p // SURVIVING BORLEY HAUNTED MANSION: LAKESIDE AMUSEMENT PARK [mpz_pp]
--------------------------------------------------------------------------
[SPIKY ROOF HALLWAY]:
Normally this is just another hallway with a dropping spiky roof gag of no
real consequence, but on Hard Action Level it will kill Heather if she
proceeds through the hallway normally.
Instead, you must hold R2 (with or without a weapon) to slightly lower
Heather's stance in caution mode, providing just enough of a buffer to
avoid the spikes.
[RED GLOW HALLWAY]:
Additionally you'll have to escape deadly red glow in the following
hallways. Use the following map to help you anticipate corners ahead of
time, and be sure to press or release Square to induce a brief walk to
avoid bumping into any walls while running on Hard. Both hallways move the
same way, while the first door near the end of the first hall does not
open and should be ignored.
REQUIRES:
CHAIN: On the right side bleachers in the small amphitheatre near the
Swing Rocket ride.
After exiting the haunted mansion, you'll soon come across the Swing
Rocket ride and a nearby gate door that's rusted shut and cannot be opened
through normal means, but Heather thinks there may be another way.
Heather notices the CHAIN acquired nearby has hooks at both ends. What you
need to do is use it to attach one end to the gate, and then run up the
ride and use it again to attach the other side around the center column of
the ride, specifically from the metal bar sticking out.
Now enter the nearby control room right by the small stairs and turn on
the ride, breaking the door open in the process.
r // LIFE-SIZED DOLLS: MARCHEN TRAVEL, LAKESIDE AMUSEMENT PARK [mpz_rr]
--------------------------------------------------------------------------
REQUIRES:
RED SHOE: On the center of the amphitheatre stage near the Swing Rocket
ride.
DOLL HEAD: On the table in the Fortune House in the next pathway after
meeting with Douglas.
Upon entering Marchen Travel beside the Fortune House, you'll come across
two life-sized dolls of Snow White and Cinderella. Just past them are two
photos hinting at what to do here while the left end door cannot be opened
for the time being.
One photo shows a shadow of one of the life-sized dolls with the shadow of
a shoe beside her (Cinderella). The other reveals the shadow of the other
doll with something in her hand (Snow White).
The shoe shadow should make things very easy here, so find the matching
plate near the Cinderella doll on the right side and place the RED SHOE
there. Then put the DOLL HEAD in Snow White's hand on the left and the
left end door past the statues will unlock, allowing you to advance.
s // HAPPY CAROUSEL RIDDLE: LAKESIDE AMUSEMENT PARK [mpz_ss]
--------------------------------------------------------------------------
Once aboard the carousel it'll start to spin and play music as the horsies
move up and down. Find the beaten up one on the inside that isn't moving
to read a riddle pinned on it:
"When 13 turns count 4,
you will die from their curse.
If you wish to escape,
there is but one way out.
To kill before you are killed:
you will be saved by the 12th death."
What this means is that when the carousel spins 52 times (13x4), you will
die. But there is a way out... "you will be saved by the 12th death." But
12th death of what? Take a look around -- can you find 12 of anything
here? What about the horses...
There are exactly 12 of them and one appears to already be dead with the
memo pinned to it. So what you need to do is kill the remaining 11 horses
and you will solve the mini-puzzle and survive.
Pull out your Katana (or the Steel Pipe if you missed it) and start
swinging away at the horses, using the overhead downward swing (hold X)
for quickest results. You can use firearms but it's a complete waste of
ammo. You'll hear horse noises after every hit and then a very distinct
death sound, upon which the horse will shortly stop moving. Move onto the
next one.
Also note that each horse spits out a type of gas from its mouth that will
hurt you if you're not careful. To best deal with this, kill the horses
in a clockwise fashion so you approach from the reach and are never
exposed to the gasses.
Once all 12 horses are "dead", some time will pass and they'll all begin
moving again but you've solved the riddle. Soon you will be greeted by
your next enemy.
t // CRYING GIRL FOOTSTEP HALLWAYS: CHURCH [mpz_tt]
--------------------------------------------------------------------------
Fairly early on in the Church you'll come across a hallway where you'll
hear a young girl crying accompanied by footsteps, matched with bloody
footprints on the floor that one-by-one approach the nearby painting. Once
the footsteps reach the painting, examine it and Heather will get the idea
to move it. Push it aside to reveal the next door.
Later on in the south end of the lower level you'll hear and see the same
bloody footprints accompanied by the same girl's cries. Watch them this
time approach the wall. Examine the wall once they reach it to reveal a
hidden door to another room.
u // AGLAOPHOTIS ABORTION: CHURCH, BEYOND TAROT DOOR [mpz_uu]
--------------------------------------------------------------------------
REQUIRES:
PENDANT: Carried by Heather from the beginning of the game.
After progressing past the tarot card door and the following hallway,
you'll come across Claudia and Vincent in a cutscene. Claudia senses the
birth of the God via Heather's body is very close before you briefly
regain control. It's now up to you to stop it.
The TALISMAN doesn't work and is quite useless as Claudia explains, but
what else do you have? Remember reading that book about Aglaophotis in
Alessa's hospital room in the Church? Here's what it says:
"Aglaophotis
Red liquid or crystals resembling
blood. According to the Kabbalah,
the name is taken from an herb with
the power to dispel evil spirits. It is
said to grow in Arabian deserts.
It may be vaporized or applied as
a poultice to guard against demons.
It is powerful, but as it is rare, it is
extremely difficult to obtain."
Guards against demons, eh? Do you also remember what that liquid did in
the first game? Inside your PENDANT is a red tablet that Harry gave to
Heather to wear at all times... could it be? Use it to stop this madness
once and for all.
Note that if you take too long or attack Claudia, Heather will begin
birthing the God and it'll be Game Over.
--------------------------------------------------------------------------
==========================================================================
5. Q U I C K R E F E R E N C E S O L U T I O N S [SH3_P05]
==========================================================================
--------------------------------------------------------------------------
In this section you'll find just the solutions for every main puzzle.
Refer to the previous section for full explanations.
EASY: The oven is open with the key already exposed.
NORMAL: Match the roman numerals on the oven door to the corpse gurneys
in the corresponding locations around the room. The numbers
matching with I, II, III and IV represent the 1st, 2nd, 3rd and
4th numbers of the code. Code is random every time.
--------------------------------------------------------------------------
==========================================================================
6. C R E D I T S [SH3_P06]
==========================================================================
--------------------------------------------------------------------------
In this section I'd just like to thank some people that contributed to
the making and hosting of this FAQ, along with some general thanks.
- Thanks to Team Silent, KCET and Konami for developing and publishing
Silent Hill 3.
- Thanks to GameFAQs, IGN and all other sites for hosting this FAQ and
allowing it to reach as wide an audience as possible.
- Thanks to everyone who gives this FAQ a good rating. It is much
appreciated.