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Silent Hill: Homecoming Puzzles
By URMarty
Silent Hill: Homecoming Puzzles and solutions.
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Fuse Puzzle
The Fuse Puzzle is a puzzle that must be solved twice in Silent Hill: Homecoming. In both encounters, the object is to rewire five colored wires in a fuse box so that power is restored to a certain location. The wires are connected at the top of the box, but left disconnected at the bottom. The player must figure out the correct place that each wire attaches to at the bottom by testing the connection with a switch. The switch determines how many wires are in the correct place, but not which or where. Each green light that turns on (there are five in total) after flipping the test switch signifies a wire in the right place, but it is left to the player to discern which wire that is

Solutions
Grand Hotel - The solution in all difficulty settings is:

White, Yellow, Blue, Red, Green

Overlook Penitentiary
Overlook Penitentiary - The second time Alex encounters this puzzle is in the Overlook Penitentiary, after freeing Deputy Wheeler. Before rewiring the fuse box, Alex must first find Deputy Wheeler Box Wire (three wires) that are missing from it. The locations of the missing wires are:

**In the cell adjacent to the cell with the fuse box. It is exposed from an abandoned radio.
**On the ground floor of the same block, in the cell with a truck rammed inside. The wire is hanging from one of the truck's lights.
**In the guard tower of the following upstairs corridor. It is amongst a set of tools meant to fix a broken surveillance camera.

After collecting the three wires needed and placing them in the box, the process of solving the puzzle is the same as previously encountered in the Grand Hotel. The solution in all difficulty settings is:

Red, White, Green, Blue, Yellow
Penitentiary Riddles
Near the beginning of the Overlook Penitentiary's transformation into the Otherworld Alex Shepherd must solve a puzzle through a series of riddles. In the room, a pillar appears that blocks the passage to a corridor below, and in order to move it Alex must reach into a hole after correctly answering three riddles. To answer them a dial must be turned with the choice facing up, and should Alex make a wrong choice he will be damaged by the hole in the pillar and be forced to fight Needlers.

Solutions

Riddle 1 - I stand beside the holy man
The monarchs fear my wrath
None may move the way I can
Ever the crooked path


The choices given are all chess pieces, and by analyzing the poem the answer can be discerned as The Knight










Riddle 2 - The man who devised it
Does not want it
The man who bought it
Does not use it
The man who used it
Does not realize it

Some choices on the dial can be identified: a skull and crossbones, a coffin, a knife, and a set of bars. Through the riddle we can identify The Coffin as the proper answer.

Riddle 3 - What man loves more than life
Fears more than death or mortal strife
What poor men have, the rich acquire
And all contented men desire
What misers spend and the wastrels save
And each man carries to his grave?

This riddle is arguably the more complex of the three. The choices given are: a heart ("love"), An omega symbol, A dollar symbol, an empty space (symbolizing "nothing") and a clock ("time"). Analyzing the riddle, one can infer the answer is the blank space, or "nothing".

Explanations

The Knight:
  • He stands beside the "holy man," the bishop
  • His is a "crooked" L-shaped path no other piece can have.
  • The monarch fears him refers to the fact check mate can easily be achieved with your knights still on the board.

Coffin :
  • The man who built the coffin doesn't want it
  • The man who bought the coffin won't be using it for himself
  • The man in the coffin cannot realize it for he is dead

Nothing

  • The poor man has nothing
  • Contented men want nothing
  • Misers (one who hoards) spend nothing
Water and Power Puzzle
There are three machines in the facility that control the water feed, the boiler and the steam feed. A diagram on the wall depicts the three machines and designates a letter-name to them:

  • A: Water Feed
  • B: Boiler
  • Steam Feed

Solution
B,A,C.
Founding Families Puzzle
Solution


Part 1 :

The first part of the puzzle involves rotating two large concentric rings to to match the Bartlett, Fitch and Holloway families to their methods of sacrifice. By inspecting the ground, Alex identifies Dr. Fitch's prescription pad on one of the highlighting points. Thus we can discern that point belongs to the symbol for the Fitch family. The solution from the beginning in all difficulties is:

  • Outer ring: 8 rotations
  • Inner ring: 2 rotations

Part 2

Once the symbols of the two circles on the ground match up, a similar mechanism on the door becomes accessible. On this part only the information of the Shepherd family is needed. The rotations aren't in a fixed state and can be controlled freely by the player. In order to solve the puzzle, simply line the symbol for the Shepherd family (the curved pitchfork) above the symbol for drowning (the water drop).
Shepherd Emblem Puzzle
Solution

8 Comments
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punkmangt Mar 27 @ 5:31pm 
Thanks You very very very much , im so tired before 5 hours using my mind ¡¡¡
Mizerykordia Aug 16, 2013 @ 4:10pm 
This game has some of the easiest riddles I have ever seen in survival-horrors. Nice guide anyway.
URMarty  [author] Aug 1, 2013 @ 10:19am 
Then try to kill yourself, there must be autosaved somewhere.
Muffindriveby Aug 1, 2013 @ 10:17am 
Well.....its kinda....not. I must have forgotten to do that.
URMarty  [author] Aug 1, 2013 @ 10:16am 
just restart from the last save point, it must be in the graveyard no ?
Muffindriveby Aug 1, 2013 @ 10:13am 
I am stuck on the emblem part and really messed up. Do you think if I take a screenie you can solve it?
URMarty  [author] Jan 30, 2013 @ 6:41pm 
nothing special there really, it's all about timing. Scarlet can be annoying .
Muffindriveby Jan 30, 2013 @ 6:35pm 
Can you do a bosses guide? I am really stuck at scarlet, really annoying, especially when you forget a crowbar.