Puzzles

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01. Motel's Safe (Devil's Pitstop)
02. Ticket Machine (Devil's Pitstop)
03. Water Wheels (Devil's Pit)
04. Train Controls (Devil's Pit)
05. Envelopes (The Centennial Building)
06. Vault Door (The Centennial Building)
07. Theater Play (St. Maria's Monastery)
08. Cottage Chest (St. Maria's Monastery)
09. X-Ray Machine (St. Maria's Monastery)
10. Watchtower Safe (Overlook Penitentiary)
11. Workshop Storage Keypad (Overlook Penitentiary)

Motel's Safe (Devil's Pitstop)

The safe's door has five dials. Not all dials turn as they should - some skip numbers and some affect other dials as they are turned. The code to this safe comes from the number on the window - 26381. Follow these instructions to open the safe:

Easy
The safe has two trick dials: 2 and 4. Steps to open the safe:

  1. Turn dial 2 left one click.
  2. Turn dial 4 left two clicks.
  3. Turn dial 2 left three clicks.
  4. Turn dial 1 right two clicks.
  5. Turn dial 3 right one click.
  6. Turn dial 5 left three clicks.

Normal
The safe has three trick dials: 2, 3 and 4. Steps to open the safe:

  1. Turn dial 2 right one click.
  2. Turn dial 3 left two clicks.
  3. Turn dial 4 left two clicks.
  4. Turn dial 2 right three clicks.
  5. Turn dial 1 right two clicks.
  6. Turn dial 5 left three clicks.

Hard
The safe has four trick dials: 1, 2, 3 and 4. Steps to open the safe:

  1. Turn dial 2 right two clicks.
  2. Turn dial 3 left three clicks.
  3. Turn dial 2 right two clicks.
  4. Turn dial 4 right one click.
  5. Turn dial 5 right five clicks.
  6. Turn dial 1 left three clicks.

After you open the door, the safe will reveal a Colt.

Ticket Machine (Devil's Pitstop)

You need to place three balls into the corresponding slots in the upper area as the water rises. The configuration of the game field depends on your chosen puzzle difficulty the configuration, but the goal is the same. It shouldn't be too difficult.

Water Wheels (Devil's Pit)

To power up the lift you need to move water chutes in proper positions to direct water. The board near the valves shows the statuses of three mechanisms: power, elevator, pumps. Before you power the lift, you can direct the power to the pumps to drain the flooded cave. In the cave you'll find a First Aid Kit and Pistol Bullets (also a Screamer lying in the water playing dead). Here are the steps required to redirect water to power up the lift for different puzzle difficulties.

Easy

  1. Turn the left valve three times.
  2. Turn the middle valve twice.
  3. Turn the right valve twice to activate the lift (once for the pumps).

Normal

  1. Before you touch the valves move the crate under the slamming door to prevent it from blocking your way back.
  2. Turn the left valve three times.
  3. Turn the middle valve twice.
  4. Turn the right valve twice to activate the lift (once for the pumps).

Hard

  1. Before you touch the valves move the crate under the slamming door to prevent it from blocking your way back.
  2. Turn the middle valve twice.
  3. Turn the left valve three times.
  4. Turn the right valve twice to activate the lift (once for the pumps).

Train Controls (Devil's Pit)

To activate the train you need to press the appropriate colored buttons in the right sequence. The help comes from the Poem you've found on the body. The contents of the poem are different for different puzzle difficulties and so is the right sequence.

Easy
The key words in the poem are "red jacket", "water that's blue" and "orange shoes". It's quite simple and obvious. The answer is:

Red (E), Blue (A), Orange (C).

Normal
The key words in the poem are "cerulean sky", "emeralds", "her shadow" and "bronze cliffs". The answer is:

Blue (A), Green (B), Grey (D), Orange (C).

Hard
The key words in the poem are "ash", "blood", "trees" and "Toluca". The answer is:

Grey (D), Red (E), Green (B), Blue (A).

Envelopes (The Centennial Building)

There are six envelopes with fragments of numbers on the desk. To learn the original combination you must arrange the envelopes. Depending on the chosen puzzle difficulty a different number of the envelops will be already in place. After some trial and error you should align the envelops in the right way and get the code - 851136. You'll also get the Envelope Sketch in your journal. By the way, you don't really have to align the envelopes correctly to open the locked door - you just need to know the combination.

Vault Door (The Centennial Building)

The vault door has three numbered dials. The code to the door is learnt from the slides you picked up earlier. Once inserted, the projector cycles through a series of three slides. To decipher the combination, you must determine the digit and dial indicated by each of the slides.

Easy
The clock's hand indicates the digit. The dial's number appears at the top of the each image.

Normal
The clock's hand indicates the digit. Only one image has a dial's number written on it.

Hard
The digit is indicated by the minute hand and the number of the corresponding dial is indicated by the hour hand.

No matter what puzzle difficulty you chose, the combination is going to be the same - IX, VI, I (9, 6, 1).

Theater Play (St. Maria's Monastery)

You need to start the play. In order to do that, you need to do things in a certain order. The order is revealed in the Technician’s Notes as well as some help comes from the labeled cue lights, however most of the tags are illegible (the number of illegible tags depends on your chosen puzzle difficulty). Here is the right sequence of actions:

  1. Use the switch on the right in the Control Room to turn off the lights.
  2. Put the Vinyl Record into the gramophone and play it.
  3. Operate the spotlight to light up the stage.
  4. Hit the lever to the left of the spotlight to drop the first set into place.
  5. Insert and hit the lever to the right of the spotlight to drop the second set into place.
  6. Use the wooden cylinder in the corner to imitate rain
  7. Use the hanging sheet metal to imitate thunder.

If you perform the wrong action, you'll have to start the whole sequence again. After you complete the proper sequence, the theater will transform into the play’s setting.

Cottage Chest (St. Maria's Monastery)

You need to assemble a picture of Gretel. Depending on your chosen puzzle difficulty the number of blocks will be different:

  • Easy - 16 blocks
  • Normal - 25 blocks
  • Hard - 36 blocks

You can rotate each puzzle block left or right. It takes some trial and error, but in the end you should get a portrait of a girl sitting on the beach.

X-Ray Machine (St. Maria's Monastery)

To find which Screamer has the key you need to scan them in the X-ray machine. Roll a gurney into the machine and activate the control panel to the left to scan the body. Once you determine the appropriate Screamer, pull the gurney out and begin searching the body. Follow the on-screen instructions to search the belly of the Screamer. When you find the right spot, push the button to get a Key and the Poem Fragment 3 (36/54).

Note: If you try examining the wrong Screamer it will trigger a fight with it and you'll have to defeat the enemy before resuming the search.

Watchtower Safe (Overlook Penitentiary)

Clear the planks from the board with the mug shots. You'll see that Murphy’s prisoner number is illegible on the photo. Look at his jumpsuit to learn the number and that's gonna be the code to the safe - 11752. Follow these instructions to open the safe for each difficulty level:

Easy

  1. Turn dial 1 right three clicks.
  2. Turn dial 2 right one click.
  3. Turn dial 3 left three clicks.
  4. Turn dial 4 left two clicks.
  5. Turn dial 5 left four clicks.

Normal

  1. Turn dial 3 right two clicks.
  2. Turn dial 2 right one click.
  3. Turn dial 4 left two clicks.
  4. Turn dial 5 left four clicks.
  5. Turn dial 1 right three clicks.

Hard

  1. Turn dial 3 right two clicks.
  2. Turn dial 2 right one click.
  3. Turn dial 4 right one click.
  4. Turn dial 5 right four clicks.
  5. Turn dial 1 left one click.

After you open the safe, it reveals a Small Key and a Quarter Dollar. Use the Small Key to unlock the gun rack in the watchtower and get a Shotgun.

Workshop Storage Keypad (Overlook Penitentiary)

The digits for the keypad’s code are hidden throughout the workshop rooms. They are not visible in broad light - use the UV light to find these numbers. Look at the ground and take a notice of the footprints. At some points of this path where are clusters of footprints indicating there's a hidden number nearby (on hard puzzle difficulty there's only one cluster at the starting point).

The spots, where you should look for the digits, are:

  1. The first number is on the ceiling right above the spot here you found the Forensic Flashlight - "2" (this digit is missing on easy puzzle difficulty).
  2. Follow the footsteps to the southeastern corner of the next room and examine the license plates for the second number - "2".
  3. Third number is in the southwestern corner of the room behind a vent box. Move the vent to reveal a number "3".
  4. Continue into the south workshop and turn on the machine in the northeastern corner. As the machine's mechanism rotates look for the hanging down plate to learn the fourth number - "4". Switch off the machine afterwards.
  5. Follow the trail to the end and look at the workbench to the left for the last digit - "5".

The keypad code is:

  • Easy - 2345
  • Normal, Hard - 22345

While walking in the workshops, some machines may switch on themselves. When this happens, quickly turn off the active machine, as the noise coming from it attracts creatures to the workshops.