True Fear: Forsaken Souls Part 3 – ACT 1 – Written Walkthrough Guide (Switch)

written 2/19/26, updated 2/20/26

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Read on for Act 2

Read Act 3


  • Published: Digital Lounge
  • Platform Played: Nintendo Switch 2
  • Price: MSRP: $9.99
  • Rated: T (Mild Violence)
  • Genre: Adventure
  • Date Released: February 16, 2026

I played the original games (2018 and 2019) and LOVED THEM so much! Those games are the direct reason why I love these puzzle adventure games so much. It’s been a long time in the making and release, but it was well worth the wait! Often these series types of games skimp out on endings, but this was AMAZING!!! HIGH, HIGHLY recommended series! Fine details and fun quips are always big points of appreciation for me as a player and this does not disappoint. It’s best to play them in order as the quality greatly increases with each game and you need to know the first two to get the references in the last one to make it that much more enjoyable. I will eventually go back and write the first 2 guides, but here is the 3rd game (NOTE: there are plenty of guides on the internet and I usually save my guides for games that don’t have them, but I love these games so much that I’m going to just write them to show my support)


Game Start – Act 1

This game is so long that I have to split the guide up into different parts

Watch the intro cinematics

NOTE: These puzzle solutions are for the CASUAL difficulty

Tutorial

Awaken

  • Open the nightstand drawer, take the Lighter, then use it on the wall sconce across the way
  • Take the Gear from the book on the nightstand, the corner of the painting near the door, and behind the portrait on the shelf
  • Use the Gear x3 on the moon box, close the lid, then press the button
  • Take the Key and use it on the door
  • Use the Lighter on the candle
  • Take the Keychain and Carbine from your bag
  • Use the Carbine on the broken door chain, then unlock the door
  • Take the doll and the Honey Jar from the bench
  • Go into the kitchen, look at the sink, use the Keychain on the faucet, then take the Cup
  • Look at the microwave
  • Move the empty jar, use the Honey Jar in its place, use the Cup on the water rings on the counter, pour the milk, then use the honey
  • Open the microwave, place the cup inside, then turn the knob
  • Take your cup out
  • Use the Lighter 3 times

Wake Again

  • Look at the first aid kit, then take the Packing Tape and Letter Button x2
  • Look at the debris below the first aid kit, and take the Paper Scraps x7
  • Look at the desk
  • Move the papers, take the Letter Button, then use the Paper Scraps x7

Photo Puzzle

Solve the puzzle by placing the pieces in the correct place

  • Use the Packing Tape then take the clue
  • Remove the sheet on the chair, take the Letter Button, then use the Letter Button x4 on the box lock

Letter Button Puzzle

Using the clue “WHO ARE YOU” press the letters in order to make that phrase appear on the box

Solution: OYU EAR HOW

  • Take the paper

Dark Falls High School

Gate

  • Look at the ground, take the Metal Comb, Comb, and clue, then place the 5 pieces of wood on the broken ladder (the last one is under the rock)
  • Use the Metal Comb on the wood over the broken window for some Nails
  • Take the Broken Glass, Coin, Pebbles, and Olivia Harper Figurine I
  • Use the Coin on the vending machine, take the clue and Soda
  • Use the Soda and Toothbrush on the rusty toolbox for a Paperweight
  • Use the Nails and Paperweight on the Ladder
  • Use the Ladder on the gate
  • Use the Broken Glass on the goggles at the base of the lamppost
  • Go backwards, use Rubber Band and Pebbles on the Slingshot
  • Back on the other side of the gate, use the Slingshot on the balloons
  • Take the Pattern Plate from the tree branch, then open the box for a Screwdriver. Don’t forget the paper next to the box
  • Use the Screwdriver 7 times on the base of the lamppost and take the Pattern Plate
  • Use the Screwdriver on the “DANGER” sign on the fence
  • On the other side of the fence, look at the ground to get a Lever and a clue
  • Open the electrical box, then use the Lever to get the Pattern Plate
  • Use the Pattern Plate x3 on the school doors

Pattern Plate Puzzle

Move the plates to create patterns

Inside

  • Look at the skeleton on the ground
  • Take the Note and the Stone from his pocket
  • Open the bag, take the Map, Broken Pencil, Red Cross Emblem, and remove the book box
  • Look at the desk, take the Book
  • Open the drawer, take the Ruler and Stone
  • Look at the lockers, use the Ruler to get the Stone and Scissors
  • Back at the desk, open the lid of the container
  • Place the Stone x3 on the desk
  • Take the Key from the lockers, then use it on the door
  • Open the double doors, take the Clue and Jack Lever
  • Back out, look at the crate, take the Clue, and use the Jack Lever
  • Take the Lab Key and use it on the door
  • Take the Book from the crate, use the Scissors on the parcel near the microscope for another Book and Book Token
  • Use the Red Cross Emblem on the box in the cabinet to the left of the anatomy model, take the Tweezers and Hose
  • Take the Note from the other side of the cabinet
  • Use the Screwdriver on the latch below for a Book and Wire Roll
  • Go back to the entrance, take the Note from the brown seat near the window and use the Tweezers
  • Use the Book Tokens on the book near the ground skeleton

Book Token Puzzle

Rotate the tiles until the paths are complete

  • Take the Employee Photo and Book
  • Back in the lab, inspect the bookshelf to the right of the anatomy model
  • Take the Note, then use the Books x5
  • Go into the classroom
  • Use the Broken Pencil on the pencil sharpener on the east wall for a Sharpened Pencil
  • From the desk, take the Note, move the papers, then take the Horse Token and Broken Board
  • Use the Sharpened Pencil on the notebook for a Clue
  • On the teacher’s desk take the Note, then inspect the combination lock

Teacher’s Desk Combination Lock Puzzle

Using the clue, input the combination

Solution: 4397

  • Take Dahlia’s Story Page and Cat Pendant
  • Go to the door and use the Cat Pendant on the broken portion
  • Use the Key to open the door
  • Inspect the rubble pile on the ground, moving aside the debris to get the Horse Token and Window Handle. Pick up the Note
  • Take the Deflated Basketball from the ground
  • Take the Threads and Note from the file cabinet
  • Look at the window, take the Clue and Shoe Spoon
  • Use the Window Handle
  • Go outside

Outside

  • Head towards the carousel to stop the infernal, creepy noise
  • At the cliff’s edge near the elevator, take the Note, then open the red bag for Medical Oxygen and use the Shoe Spoon to grab the Jerrycan
  • Take the Note from near the school bus, then use the Jerrycan and Hose for a Jerrycan with Gas
  • Backtrack to the classroom, use the Horse Token on the bag near the wall for Threads, South America, and Hygienic Lipstick (whatever that means)
  • Go all the way back to the entrance; use the Hygienic Lipstick on the bag in the lockers for a Clue, Charged Battery, and Santa’s Beard
  • Go to the classroom and look a the teacher’s desk
  • From the clue earlier, click on the box, then use the Charged Battery and Wire Roll to make a DIY Magnet
  • Go back outside and look at the brambles on the ground to the left
  • Use the Jerrycan with Gasoline, Lighter, then DIY Magnet
  • Use the Carousel Panel Key on the carousel panel
  • Take North America and remove the 2 broken fuses
  • Head back to the classroom and use North America, South America, and Africa on the globe
  • Take the Clue and Microscope Lens
  • Go back to the lab
  • Inspect the wooden crate, then use the Deflated Basketball and Medical Oxygen
  • Take the Spray Paint, Bolts, and Alcohol
  • Use the Microscope Lens and Broken Board on the microscope

Microscope Puzzle

Turn the panels to create the correct paths

  • Take your new Circuit board to the classroom and put the Flashlight together
  • Go to the room with the big crate and through the double doors, and use the Flashlight to go down the stairs
  • Look straight ahead, take the Power Key, go back up the stairs, and use it on the panel of the dark stairwell (And there was light!! Nothing scarier than a dark basement)
  • Go down the now-lit stairs and take the Hacksaw Handle from in front of the door
  • All the way back at the carousel
  • From the roots of the tree, take the Heather Stonehouse Figurine I and Africa, then use the Hacksaw Handle and Bolts on the saw blade on the roots to get a Hacksaw
  • Back in the basement, use the Hacksaw on the door with all the “Danger” signs on it
  • Inside the workshop, take the envelope
  • Take the Sugar, Green Paint, and Clue from atop the metal chest
  • Inspect the staticky section

Static Memory – Workshop

  • Take the Cork, Pencil Sharpener, Leather, and Amulet x4
  • Use the Pencil Sharpener on the Pencil
  • Use the Pencil on the paper
  • Use the Cork on the blue drawer
  • Take the Sewing Machine Handle, Scissors, and Amulet
  • Use the Amulet x5 on the box
  • Solve the puzzle

Sliding Flower Box Puzzle

Slide the flowers until they line up

Solution: I slid #2 all the way up then down to the middle line, then #5 up to the middle, then finally #7 down then up until everything was in line

  • Take the Threads
  • Use the Scissors on the paper, then Leather, then Scissors, then take the Leather for Gloves
  • Inspect the sewing machine; use the Sewing Machine Handle, Threads, then Leather for Gloves

Back from the Static

  • Back in present time, take the Glove out to the hallway, and use it on the red valve
  • Take the Yellow Paint, Glasses, and Note
  • Inside the workshop, click on the wooden step stool, then the vent above it, then back out
  • Look at the golden music box on the chair in front of the desk
  • Open it, and take the Note, Threads and History Token
  • Go back up to the lab and inspect the anatomy model
  • Use Employee Photo on the wall, then Santa’s Beard, Glasses, Threads x3, Scissors, and Spray Paint (how convenient the spray paint is brown)
  • Take the Mannequin Head down to the basement and use it on the computer lab door lock at the end
  • Inspect the sink; take the Note, Shaving Brush, and UV Lightbulb
  • Look at the ground, take the Clue, tap the broken lamp to remove the broken piece, then use the UV Lightbulb
  • Click the left side of the lamp to turn it on, then follow the stain
  • Pick up the tile; take the Tape and Socket Wrench, and remove the broken snips
  • Go back to the workshop and use the Socket Wrench on the metal chest’s locks

Metal Chest Matching Puzzle

Find identical pairs

  • Look at the volcano model in the back of the workshop; use the new Baking Soda, Sugar, Alcohol, and Lighter
  • Use the Shaving Brush on the black gunk for a Shaving Brush with Soot
  • Take the Volcano Badge
  • Take that back to desk in the school entrance and use it, Tape, and Scissors on the glass
  • Bring the Fingerprint down to the basement, click on the cabinet lock, then use it
  • Take the Silicone Plate Grabber, Water Bottle, and Note
  • Back in the computer lab, use the Silicone Plate Grabber to take the Half a Wire Cutter
  • Oops. Quickly combine the two halves of the Wire Cutter (that you took out of the ground earlier), and use it on the fire extinguisher in the basement hallway
  • Use the Fire Extinguisher on the burning machine, pop off the panel to get Chalk, then use it on the chalkboard nearby
  • Head into the static

Static Memory – Surveillance Room

  • Take the Button and Power Plug
  • Open the book; take the Note and Clip
  • Use the Clip on the pencil bag for a Key and Pencil, then use the Button on the machine behind the bag
  • Use the Key on the drawer for a Screwdriver and Electrical Tape
  • Use the Power Plug and Electrical Tape on the keyboard
  • Turn on the machine, click on the screens, then use the Note

Surveillance Room Monitor Puzzle

Part 1: Input the password using the 2 buttons

Solution: 96821

*For the life of me I can’t figure out why this is the answer*

Part 2: Click the 4 number buttons until you put together the proper images

Solution: 2,3,1,4,1

  • Use the Pencil on the notebook to get the Schema
  • Move the button box and the 2 top monitors aside, then use the Screwdriver and Schema on the vent cover

Back from the Static 2

  • Take the Glass Cleaner from the shelf in the hallway
  • Look at the vending machine and use the Volcano Badge
  • Take the Clue and Radio Controlled Car
  • Go into the workshop; move the wooden stool and use the Radio Controlled Car
  • Move the stool again to get the Hard Sponge
  • Go back to the computer lab; look at the sink and use the Glass Cleaner and Hard Sponge on the mirror

Mirror Lock Puzzle

Clean the mirror, then open the lock

Solution: Down, Right, Up, Left, Down, Up

  • Take the Blue Paint, Math Token, and Music Cylinder
  • Back in the Workshop, use the Music Cylinder on the music box and crank it for a Whirligig and Figurine Parts
  • Go back to the hallway outside the Classroom and use the Whirligig on the broken filing cabinet
  • Push it out of the way and go into The Principal’s Office
  • Look at the desk; Take the cactus flyer, click on the elephant, take the Heavy Stamp, then move the document holder

Desk Puzzle

Move the colored circles so that they cover all the holes

Solution (Click to Expand)

NOTE: Be careful not to move pieces unnecessarily, but at least in easy mode you’re able to undo your moves

Casual Difficulty:

  1. First, move the red piece all the way to the top right
  2. Push the orange piece so that it sits right under the red
  3. Push the light blue piece all the way down and to the bottom right corner
  4. Push the yellow piece above the blue
  5. Ignoring the green for now, go up and around to push the pink piece next to the orange
  6. Push the green piece up and next to the red
  7. Push the blue piece next to the yellow
  8. Finally, push the purple piece into the last slot next to the light blue
  • Take the Spoke and Chemistry Token
  • Use the Spoke in the hole at the top of the chair to get Vial A
  • Look behind the desk; use the Wire Cutters on the cactus with flowers, then take Vial B
  • Check out the locker; Take the Note and Freezer Handle
  • Back up and look at the small shelf to the left of the desk
  • Take the Note, then use the Water Bottle, Vial A, then Vial B
  • Check out the cactus area again; use the Heavy Stamp and Water Bottle on the cigarette dish where you cut off the cactus fruits to make Red Paint
  • Go all the way back to the Workshop
  • Look at the desk and coloring page; then the Green, Red, Yellow, and Blue Paints

Coloring Page Puzzle

Using the paint colors, finish the picture.

HINT: When the game says “blend colors,” it means that you need to use one color on the page, and then the combo color after. It doesn’t combine on the paintbrush

  • Take the Colored Drawing to the computer lab and use it plus the Figurine Parts on the locked cabinet

Colored Figurine Puzzle

First, place the correct pieces, then move them into the proper positions using the clue

  • Take the Literature Token and Dahlia Stonehouse Figurine I
  • Go back to the hallway outside the Principal’s Office and use the Acid on the padlock of the double doors
  • Take the Chain and go into the Cafeteria
  • Look at the golden box; Take the Hammer Head, Physics Token, and Note
  • To the left of the box in the rubble, take the Nail from the post, Cold Welding, and Note
  • Look at the stove; Remove the lid then take the Pot
  • Use the Freeze Handle on the vending machine, then the Pot
  • Look at the stove again, use the Lighter and Pot with Ice to get a Gem
  • …which fits perfectly in that golden box
  • Take the Anchor and Fuse
  • Back in the Principal’s Office, use the Cold Welding on the Key to the left of the desk, then take it to the basement hallway to smooth it out with the tool in the green cabinet
  • Head across the way to the Workshop and use the new Polished Key under the volcano
  • Get one of Dahlia’s Story Pages and a Clue
  • Go back to the Principal’s Office and check out the large cabinet
  • Use the History, Math, Chemistry, Literature, and Physics Tokens

Principal’s Cabinet Puzzle

Place the tokens in order using the prior clue

Solution (Left to Right): Chemistry, Physics, Mathematics, History, Literature

  • Open the bag for a Mirror, Note, and Fuse
  • Go across the way to the carousel,
  • Use the Chain and Nail on the metal door, then connect the other end to the carousel seat with the Anchor
  • Go to the panel; Use the Fuse x2 then pull the lever
  • Go through the doorway

Light Puzzle

Move the mirrors until the colored lights hit the corresponding-colored orbs

  • Take the Special Dagger out to the tree and stab it into the purple root

Dark Falls Temple

Entry

  • Look at the gold safe, take the Flute and Dry Brush
  • Look halfway up the slope to the right of the path; Take the Bucket, Stud Earring, Dry Brush, and Note
  • Use the Special Dagger and Hammer Head on the wood for a Hammer
  • Go up the path
  • Inspect the refrigerator and use the Flute on the foil next to it for a Flute in Foil, then take the Dry Brush and Note
  • Go down to the temple
  • Inspect the generator

Generator Chain Puzzle

Untangle the chain so that the disks are green

  • Take the Clock Hand and Valve
  • Look at the car, use the Hammer on the window
  • Open the bag for Dahlia’s Story Page, Clock Hand, and Clue. Don’t forget to take the Note and Charles Laudius’s Figurine I from the backseat
  • Look at the cart in front of the door; Take the Clue, Note, Dry Brush, and Temple Key
  • Now, check out the temple door and use the Clock Hands. Click on it, then use the Temple Key
  • Inspect the furnace; Open the furnace door, take the Coal
  • Back up, look at the gold gates to the right of the doorway; Use the Mirror on the sunlight, and the Coal on the moon emblem
  • Take the Dry Brush and Bell Amulet
  • Back at the furnace, take the Note, click on the Clue, use the Valve and Flute in Foil on the pipes, use the Dry Brush x5 and Lighter on the coals, then Wood Chip then Lighter, then click it. Finally, turn the valve
  • Go through the doors
  • Take the Cane, Capsule Wheel, and Note from the ground
  • Inspect the computer; Take the Note, then click on the screen
  • Press “OK” and then “Files” to get a Clue
  • Go back and use the Cane on the ring hanging from the ceiling, then go up the staircase
  • Take the Capsule Wheel from the railing
  • Use the Stud Earring on the bench
  • Take the Capsule Wheel then use the Bell Amulet on the box

Bell Amulet Box Puzzle

Press the bells in the correct sequence using the prior clue

Solution: 1, 2, 3, 1, 2

  • Take the Chess Piece and Feather Amulet
  • Inspect the large desk and use the Feather Amulet on the drawer lock
  • Take the Scissors, Lemon, Corkscrew, Brush with Oil, Matches, and Candle
  • From the bottom drawer take Ticks, Book, and Diadem
  • Open the top drawer and take the Burner and Glue
  • Use the Book then Candle on the book stand
  • Use the Scissors on the scroll
  • Use the Corkscrew on the glass bottle
  • On the bowl, use the Burner, Diadem, Glass Bottle, Lemon, then Matches
  • Click on the 3M (orange) timer
  • Use the Ticks
  • Inspect the sheet music machine; remove the old string, then use the Leather Lace and Glue
  • Finally, use the Glued Leather then Brush with Oil

Back from the Static

  • Take the Pliers and Note
  • Inspect the padlock with weird key; Use the Pliers and Hammer
  • Go down and past the chamber to the golden gates
  • First, take the Capsule Wheel from the leftmost gate, then use the Special Key on the rightmost gate
  • Go backwards to the entrance, look at the middle of the floor and use the Capsule Wheels x4

Time Capsule Wheel Lock Puzzle

Rotate the wheels to form a pattern

  • Head over to the computer and use the CD-ROM
  • Open the Disk File to get a Clue
  • Go back to the golden gates, look at the leftmost one, and click on it (not a puzzle)
  • Go through the rightmost gate; Look the ground near the green toolbox, take the Pipe Wrench and Note
  • Look at the spider webby wall, take the Chess Piece
  • Go back and through the leftmost gate; from the back wall, take the Note and Christopher Smith Figurine I
  • Look at the golden statue, take the Clue and the Chesspiece
  • Inspect the throne, take the Note, then use the Chesspiece x3 on the chessboard

Chessboard Puzzle

Move the pieces so that none of their paths overlap

  • Take the Scepter and Glass Sphere
  • Look at the statues on the back wall; take the left Glass Sphere which will open the one on the right.
  • Give the right one, then the left one a Glass Sphere to open the door
  • Through the door to the fountain room, click 5 times on the wooden debris
  • Welp… Oh well. Open the draw under the headless statue and take the Incense, Safety Pin, and Ring
  • Go back to the organ room; use the Incense and Lighter on the Censer, then use it on the spider webs across the way
  • Remove the webs, then use the Pipe Wrench
  • Back in the fountain room, use the Bucket on the fountain and put out the fire
  • Take the Matches from the golden thing and use it on the candles
  • Look at the shelf; Take the Feathers, Documents, and Polymino Details
  • Look at the statue; Take the Braid, Polymino Details, and Documents
  • Look inside the confessional; Take the Polymino Details and Documents, then use the Braid and Feathers on the handle for a Feather Duster
  • Use the Polymino Details on the gold thing

Tetris Puzzle

Fit the pieces so that they fill all the spaces

  • Take the Documents and Key
  • Use the Key in the confessional for a Colored Lens
  • Use the Feather Duster and Colored Lens on the cobwebby painting so that you highlight the bird, horse head, and griffin (saddle)
  • Look at the box on the shelf and press the correct symbols
  • Look at the clue, pull aside the rug, open the container, take the Documents, then pull the lever
  • Take the last Document from the other confessional door, and load them all up onto the cart

Back from the Static 2

  • Pick up the Glass Sphere
  • Back up a room and take the left statue’s Glass Sphere, but leave the right
  • Go to the organ room, and give both statues a Glass Sphere
  • Go through the door to the Dungeon Room
  • Use the Pin on the green ribbon the chest, for a Pin on a Ribbon
  • Look at the open pit; Use the Special Dagger on the pebble in the gear, throw the lever, and go down
  • Take the Bandages and Note
  • Go through the far door and use the Pipe Wrench on the pipe to the left
  • Look at the drop off; Take the Number Button, Key, and Note, then use the Pin on a Ribbon to get the red sachet
  • Use the Bird Amulet on the cage nearby for a Ring and Oven Handle
  • Go back, and through the left doorway into the Torture Chamber
  • Look at the barbed wire on the ground; Use the Cane then the Key
  • Take the Shackles, Wheel, and Note
  • Take the Car Battery, Sphere Fragment, Engraver, and Clue from near the spotlight
  • Remove the case, and open the crate to reveal a Hindu Ganesha statue
  • On the torture rack, use the Shackles and Wheel to get the Battery Cables. Don’t forget to take the Number Button
  • Go back to the room with the giant rift in it and look at the tomb
  • Take Dahlia’s Story Page and Number Button, then use the Car Battery, Battery Cables, and Engraver
  • Go back to the dungeon, use the Oven Handle on the furnace, take the last Number Button, and use them on the big thing on the wall

Number Button Dungeon Puzzle

Using the buttons, move the cubes to where the steam is

This is how I did it:

  • Use the Scepter and take the Emerald
  • Use the Emerald on the Ganesha elephant statue in the Torture Room
  • Take the Ring x3 back to the chessboard room, and use them on the golden statue
  • Go through the door to the Pulpit; Take the Gargoyle Head and Clue
  • Go to the organ room and take the Glass Sphere from the right statue
  • Use it on the statue in the chessboard room to get to the fountain room
  • First, look in the right bottom corner of the room; Use the Cane and Bandages, then Lighter for a torch
  • Use the Gargoyle Head on the headless statue
  • Take the Plate back to the pulpit and use it on the railing
  • Grab the left statue’s Glass Sphere again, give it to the one in the organ room and go into the Dungeon
  • Use the Torch on the snake in the pit; Take the Note and notice the engraving on the wall
  • Take the statue’s Glass Sphere again, and go back to the Pulpit
  • Input the number into the briefcase (3281), take the Glue & Brush
  • Using the Glass Sphere go into the Fountain Room, look at the broken sphere on the ground, use the Sphere Piece and Glue & Brush
  • Awesome! Now you don’t have to play the glass sphere game anymore!
  • Give the Glass Sphere to the empty handed statue, then go back out the computer room

Chess Floor Puzzle

Using the clue from before, move the pillars to their proper positions

  • Look inside the iron maiden for a Heart Amulet
  • Take it down to the tomb and use it to get a Lock Part
  • Use it on the last golden gate
  • Inside the creepy circle of…. Dahlia’s Story Pages??? Use the Burnt Cane to pull your bag inside from the other side of the gate

ACT 1 END!!

Watch the cutscene and realize that you’re now both horrified, confused, and uncomfortably aware that everything you thought was truth was… likely not…

Status: Bad Ending!


Read on for Act 2

Read Act 3

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Dreamscapes: Nightmare’s Heir Written Walkthrough + Bonus Level + Beholder Locations (Nintendo Switch)

written 1/17/26, updated 1/18/26

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  • Published: Joindots
  • Platform Played: Nintendo Switch 2
  • Price: $7.49; MSRP: $15.99
  • Rated: T (Mild Language, Violence)
  • Genre: Adventure
  • Date Released: January 15, 2026

Played the 1st game in the series (Dreamscapes: The Sandman), and this is the direct sequel. This was originally released December 3, 2014 on PC

Game Start

Watch the intro cinematics

Tutorial: Hospital

  • Click on Laura (who looks like a cultist)
  • Take the Handle from the windowsill, use it in the alley
  • Back out, use the Shovel on the patch of snow to the right in front of the power pole
  • Take the Key from Door [sic] and use it on the back of the ambulance
  • Take the Surgical Saw and use it on the hospital doors

This game has some very noticeable bugs in it, though nothing game breaking. You can’t use the “Y” button to keep your inventory open and use the items in the inventory. Then, every time you try to talk to a character in the game, you’ll see some full screen glitches

  • Go inside
  • Look on the desk, take the Valve, look at the file, take the Clip
  • Open the doors at the end of the room, and go through (Not sure how the screen is working if time is stopped, but whatever)
  • Take the cop’s Gun from his side, use it on the glass cabinet to the left
  • Take the Oxygenous Pillow (I guess it’s supposed to be an oxygen reservoir bag?), use it and the Valve on the yellow tank next to the cop
  • Head all the way back to the ambulance, and use the Clip on the locked back inside for Alarm Clock Bell
  • Go back to the hospital lobby, use the Oxygen Cylinder on the elevator door
  • Take Dr. Ember’s Card from his pocket and use it on door to Tim’s room
  • Go in, and click on him
  • Take the Key from Clock from around Tim’s neck, then use it and Alarm Clock Bell on the alarm clock next to the bed

Dream World 1

  • Click on the creature
  • Look at the circle on the walkway, take the Mask
  • Look at the TV area, take the Mask on the bear, Mask under TV, Sphere, and Lever
  • Look at the power strip, take the Ring
  • Look at the TV, take the Chesspiece
  • Back out, use the Ring on the circle on the walkway, take the file, Key, and alarm clock piece
  • Use the Key on the TV stand

Hidden Object: TV

  • Get Bell
  • Back up, use Bell on the rope hanging from the ceiling, then ring it
  • Go forward, click on the Sandman
  • Use Lever where it’s missing

Walkway Lever Puzzle

Pull the levers so that all the rocks line up into a walkway

I just moved them a lot until it worked

  • Pick up the Chesspiece then go forward
  • Take the eastmost Sphere
  • Take the Mask and Scissors from the boat
  • Go back and use the Scissors on the Mask hanging to the right of the TV
  • Look at the tree-looking thing, take the Chesspiece and diary page, then place a Sphere
  • Go up the stairs
  • Click on the creature
  • Use the Sphere on the left pedestal
  • Go up and use the Mask x5 on the door

Mask Door Puzzle

Find the correct placement of masks

Nightmare: Car Crash

  • Take Bucket, then move the tire and take Towing Cable
  • Look at the sign pole, take the Stone
  • Look down the cliff, talk to Tim
This is the full screen glitch I’m talking about every time you talk to a character
  • Take the Chesspiece, Fin Piece, and Stone
  • Go back, then forward down the road
  • Click on the debris

Hidden Object: Rockfall

  • Get Chainsaw
  • Look at the rocks on the lower left of the screen, take the Chesspiece and Can with Oil
  • Go up the path, click on the creature
  • Take the Rug
  • Look at the right pillar, take the Chesspiece and Medallion Part
  • Go back to the entrance, use the Rug on the bottom right portion of the pole that’s sticking out
  • Look down the cliff, use the Metal Plate on the dried brush
  • Go back to the cave entrance, use the Metal Plate on the dirt in front of the right pillar
  • Use the Chainsaw on the spike
  • Go inside
  • Use the Dried Brush, Can with Oil, and Stones on the campfire
  • Take the Bone from the animal skeleton
  • Take diary entry and alarm clock piece from back wall, then use Stones

Stone Wall Puzzle

Place stones in proper places

  • Use the Bone on the rockface window to remove the climber’s apparatus
  • Go back to the entrance
  • Use the Tow Cable on the bottom of the signpost, then go to the cliff and use the Rope

If you haven’t found all the Beholders, do it now

  • Talk to Tim and pick up the alarm clock piece

Dream World 2

  • Take the Medallion from the right flower, then use it back near the TV on the left curtain
  • Use the Scissors on the bear’s nose
  • Go through, use the Chesspiece x7 on the chess board

8 Queens Puzzle

Place the chess queens such that they never cross paths (8 Queens is a real puzzle)

  • Take the Nippers from the ground
  • Head back to the boat, use the Bucket on the water, then use the Nippers on the chain
  • Look at the boat, then look at the buoy, take the Growth Accelerator and Ring
  • Go back across the walkway to the staircase, and use the Growth Accelerator on the left flower
  • Take the Fire Sign back to the light pillar, use it on the right side, then press the button
  • Go up the stairs

Nightmare: Tim-belina

Just a joke on Thumbelina

  • Look at the green chair, take the Lightbulb and Ring
  • Look at the yarn bowl, take the Knitting Needles
  • Click on the cat
  • Go through the doorway
  • Look at the table, take the Glove, click on Laura
  • Look at the dresser

Hidden Object: Hall Dresser

  • Get Not Inflated Balloon
  • Go up the stairs
  • Take the Glove from shelf, and Valve from box on ground
  • Look at the console, take the diary entry and Key from Mouse
  • Look at the left coil, use Glove x2
  • Take Battery
  • Go back to hall, use Screwdriver on wall panel, take Lightbulb
  • Use the Valve and Not Inflated Balloon
  • Back in the living room, use the Ball (they mean balloon) on the cat, then the Knitting Needles
  • Look at Tim, take the Battery, use the Key from Mouse, take the Door Handle and Mechanical Mouse
  • On the green chair, use the Battery x2, press the button
  • Look at the fire truck, take the Wrench, use the Door Handle
  • Look at Tim, use the Wrench
  • Talk to Tim
  • Go into hall, use Mechanical Mouse on the cat, take the alarm clock piece
  • Talk to Tim for A Puzzle Piece of the Box then take the Insulating Tape
  • Go upstairs, use A Puzzle Piece of the Box on the box, take Diving Mask, Sphere, and Thread
  • Use Sphere on the left coil of the console
  • Go back to the hall, use the Thread on Laura
  • Take the Part of the Car and use it on the fire truck
  • Talk the kids, take the Lightbulb, go up the stairs

If you haven’t found all the Beholders, do it now

  • Look at the console, use the Lightbulb x3

Rope Puzzles

This is a 3-part puzzle, create the images (Hint: unravel the lines first, then solve it. The 3rd puzzle is the easiest)

  • Talk to the kids, pick up the alarm clock piece

Dream World 3

  • Look at the pillar of light, use the Diving Mask on the stairs, then inspect the light pillar itself and use the Ring x2

Light Pillar Ring Puzzle

Rotate the rings to complete the image

  • Take the diary entry and Sphere
  • Go back to the TV, use the Insulating Tape on the power strip and plug in the plug
  • Go to the water’s edge, use the Sphere on the rightmost pedestal
  • Get into the boat and go forward
  • Click on the Sandman, then the creature
  • Take alarm clock piece from box
  • Go forward to the doors, use the Fin Piece on the fins on the ground
  • Take the Flippers, Handle, and Locket as well as the diary page
  • Go way back to light pillar, use the Flippers on the stairs, and the Handle on the ground to the left of the pillar
  • Take Scuba and Ice Axe (looks just like a regular mattock)
  • Go back to the junk pile, use the Ice Axe on the ice, take the Ice Sign
  • Now, you have a choice of where to go next: either use the Ice Sign on the light pillar and press the button, or remove the Sphere from the water’s edge and use the Scuba on the whirlpool

Nightmare: Under the Sea

  • Look at the ship in the distance
  • Look at the right buoy, take the Medallion Part and Iron Rod
  • Look at the left buoy, take the Electrode
  • Go back, look at the rocks to the right, use the Iron Rod, take the Knife
  • Look at the bathyscape, use the Electrode on the device, look at the porthole, take the Ring
  • Go to the shipwreck
  • Look at the right buoy, use the Knife
  • Take the Buoy back to the bathyscape, use it on the handle
  • Take the Balloon (pretty sure they mean oxygen tank) and Flashlight
  • Back at the shipwreck, use the Flashlight in the darkness

Hidden Puzzle: Shipwreck

  • Get Rope
  • Look at the buoy, use the Ring in the crack, the Welding Apparatus on the ring, the Rope on that, then the Balloon in the port
  • Take the Buoy to the bathyscape and use it on the other handle
  • Go up

Find all the Beholders before picking up the alarm clock piece

Dream World 4

  • Head to the next nightmare. If you just did the underwater one, go back to the light pillar, use the Ice Sign, take the alarm clock piece, and press the button
  • Go into the nightmare

Nightmare: Swamp

  • Talk to Tim
  • Take Boards x2
  • Look at rightmost post, take Nail
  • Look at walkway to left of Tim, take Nail
  • Go forward
  • Look at waterwheel, take Magnet and Nail
  • Go back, use Magnet on walkway left of Tim
  • Go to the door next to the waterwheel, take the Nail, then use the Ring

Barn Lock Puzzle

Figure out the solution, answer is how many legs each animal has

Solution: 2480

  • Go into barn, take Board from ground
  • Look at box, take Nail
  • Look at scythe, take Nail
  • Look at pile of stuff

Hidden Object: Barn

  • Get Hammer
  • Look at broken ladder in the back, use Boards x3, Nails x6, and Hammer
  • Take the Ladder out to the waterwheel and use it on the gutter above
  • Take the Crowbar into the barn, use it on the wooden box
  • Take the Shovel, Screwdriver, and diary entry
  • Look at scythe, use Screwdriver, take the Scythe
  • Go out to the gutter, use the Shovel
  • Look at post in front of barn door, use Scythe
  • Go back, look at rightmost post, use Scythe
  • Back at the waterwheel, click on the rope end
  • Talk to Tim, take the alarm clock piece

Dream World 5

  • Go to the junk area
  • Click on the big book, use Medallion Part x2
  • Go in

Nightmare: Up at Tree

  • Go left, take the Ladder from ground, and Garage Key from the grass
  • In front of the house, take the Hose
  • Use the Garage Key on the garage door
  • Take Can from next to sleeping mouse
  • Look at motorcycle

Hidden Object: Garage

  • Get Razor, use on the bags in front of the house, get Solid Grease
  • Go left to the mailbox, use the Razor on the package inside, take Valve
  • Back in the garage, use Ladder on the mechanic’s pit, and go down
  • Use the Hose and Valve on the blue tank
  • Connect the handle end, then use Can and Solid Grease
  • Pick up the wand (make sure you turn the valve)
  • Take the Grease up to the windowsill and use it
  • Go inside
  • Take Knife from the wall
  • Look under the bed
  • Look on the desk, click on the bread, take the Bulb
  • Go back to the garage, use the Bulb on the Flashlight
  • Look under the bed, take the Panel, use the Flashlight

Hidden Object: Underbed

  • Get Key, use it in the garage on the metal box
  • Take Sleeping Pills back to the desk, click on a piece of meat, use Knife, then use the Sleeping Pills (not quite sure how the pills stay in there…?)
  • Go back to the tree, and put the Sleeping Sausage on the grass where you got the keys

If you haven’t found all the Beholders, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 6

  • Go way back to the TV, install the Panel, turn the knob
  • Go into the screen

Nightmare: On the Edge

  • Look at sofa, move pillow, take Glass
  • Look at window, take Picture Part
  • Look at bed, moved blanket, take Pin and Picture Part
  • Use Pin on door
  • Click on creature, pick up diary entry
  • Look at bathtub

Hidden Object: Bathtub

  • Get Spot Remover
  • Look at sink, take Locket and Safe Part
  • Use Glass on faucet
  • Look at mirror, take Soap Ball and Picture Part
  • Back in the room, use Spot Remover on sofa
  • Use Hot Water on windowsill
  • Use Picture Part x3 on picture
  • Underneath that, use Safe Part

Wall Safe Puzzle

Figure out the combination based on clues found

Solution: 278

  • Take Handle, use Soap Ball, take Slingshot
  • Use Handle on window, go out
  • Take Coin, use on bed
  • Back outside, use the Slingshot, then the Board

If you haven’t found all the Beholders, do it now

  • Talk to Tim, take the alarm clock piece

Dream World 7 (END)

  • Get on the boat and go past the junk area to the door
  • Use the Locket x2

Ball Puzzle

Rotate the level to get drop the balls in accordance with their colors

Yeah, I tried, but I hate this type of puzzle. Got this far and just skipped

  • Go in
  • Take the last alarm clock piece
  • Place the Clock in the device and close the door

GAME OVER!!

Beholder Locations

Dream World

Entrance (3)

  1. Left floating platform
  2. Above lamp
  3. Walkway hole

TV (3)

  1. Bottom of curtain opening
  2. Top edge of TV
  3. Eyehole of eastmost mask

Water’s Edge (3)

  1. Middle stalactite
  2. Left rockface near top
  3. Rightmost sphere holder

Stairwell (1)

  1. Base of right pedestal

Behind the Curtain (1)

  1. Edge of floor

Walkway to Pillar (3)

  1. Walkway, right
  2. Walkway, left
  3. Ground edge, left of pillar

Light Pillar (2)

  1. Back edge left of pillar
  2. Right corner right of pillar

Water (1)

  1. Rock in water, right

Junk Pile (5)

  1. Right bottom of ice in wheel spoke
  2. Right middle in boxes
  3. Left middle in books
  4. Left of ice (zoom in)
  5. Left side of tires above ice

Ritual Room Door (2)

  1. Left of tire
  2. Top left of door

Ritual Room (3)

  1. Top left pipes
  2. Top middle ceiling
  3. Right side of apparatus (zoom in)

Nightmare: Car Crash

Road (4)

  1. Ground near sign
  2. Underside of sign
  3. Under guardrail, right
  4. Ground next to sign pole (zoomed in)

Cliff (3)

  1. Rocks near weed, left
  2. Rocks near dried brush
  3. Top edge guardrail, right

Rockfall (3)

  1. Under large rock
  2. Under guardrail
  3. Rocks lower left of screen near road

Cave Entrance (3)

  1. Left pillar
  2. Right top of cave entrace
  3. Lower right part of screen, left of big rock

Cave (5)

  1. Eye socket of skull
  2. Upper right ceiling
  3. Ceiling above cow skull
  4. Upper right of rockface window (after puzzle)
  5. Bottom middle of rockface window (after puzzle)

Nightmare: Tim-belina

Living Room (4)

  1. Toy train
  2. Bottom edge of fireplace
  3. Right of yarn bowl
  4. Fire truck near ladder (need batteries)

Hall (4)

  1. Yellow light
  2. Top edge of dresser
  3. Teapot spout
  4. Behind panel (need screwdriver)

Laboratory (4)

  1. Top of brick support
  2. Gold sphere on ceiling
  3. Uppermost rafter
  4. Right side of right coil

Nightmare: Under the Sea

Entrance (4)

  1. Left Rock
  2. Ocean floor
  3. Right rock formation, mid
  4. Near knife (zoom in)

Bathyscape (3)

  1. Left rock
  2. Right rock
  3. Porthole

Shipwreck (3)

  1. Figurehead
  2. Ship bottom
  3. Ship mid

Out of the Water (2)

  1. Bathyscape body
  2. Top edge of door (after taking diary entry)

Nightmare: Swamp

Walkway (2)

  1. Above fence, left
  2. Hole in roof

Waterwheel (4)

  1. Top left gutter
  2. Above waterwheel crotch of wood
  3. Waterwheel under rope
  4. Gutter, right edge (need ladder)

Barn (4)

  1. Left of bucket
  2. Left of scythe (zoom in)
  3. Under top rafter, mid
  4. Hole in wall, right

Nightmare: Up a Tree

Housefront (4)

  1. Above middle window
  2. Circle window
  3. Crack on driveway
  4. Window frame (zoom in)

Tree (4)

  1. Tree trunk
  2. Road drain
  3. Fence left of mailbox
  4. Circle window of house

Bedroom (4)

  1. Stereo speaker
  2. Bookshelf
  3. Top edge of edge
  4. Basket on desk

Nightmare: On the Edge

Bedroom (4)

  1. Above door
  2. Ceiling Light
  3. Lamp
  4. Arm of sofa (zoom in)

Bathroom (3)

  1. Above mirror
  2. Edge of sink
  3. Sink overflow (zoom in)

Outside (2)

  1. Side of building
  2. Edge of ledge

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Extra Gameplay

  • Talk to Laura

Extra: Dream World 1

  • Look at the boat, take the Oarlock
  • Go to the staircase, take the Mirror, Funnel, and Vine
  • Go to the junkyard, and continue forward
  • Look at the hole, use the Oarlock and Vine, go down
  • Take the Stone from the middle cocoon thing
  • Take the Handle from the rightmost cocoon thing
  • Go back to the junkyard and use the Handle on the refrigerator
  • Go in

Extra Nightmare: Frozen

  • Go to the cabin
  • Look at the window, use Stone, take Key
  • Back up, then go towards the vehicle
  • Take Kettle from wheel treads and Mirror Shard from sideview mirror
  • Use Key in door

Hidden Object: Snow Vehicle

  • Take the Hook over to the tower, and use it to pull down the ladder
  • Go up, take the Crowbar
  • GO backwards to the junkyard and use the Crowbar on the box to the left
  • Take the Rag and Jarrycan[sic] (They mean jerrycan), then use the Mirror Shard on the Mirror
  • Use the Rag on the broken window at the cabin, then backtrack again to the staircase with the flowers
  • Use the Glass Knife on the left flower
  • Take the 3 Mirrors to the spider’s nest, and put each one in a cocoon holder

Spider Mirror Puzzle

Turn the mirrors to bounce the light at the spider

  • Use the Glass Knife on the cocoon where the big spider was
  • Take the Torch back to the doorway, use it on the cable fire, then use it on the hole in the spider’s den with the red eyes
  • Take the Hose
  • Go back to the red vehicle, look at the fuel tank, then use the Jerrycan and Hose
  • Go to the generator, use the Funnel and Gasoline
  • Look at the snow in the corner of the cabin, take the Stove Handle, then use the Kettle
  • Oh look, the door is open now! Go inside
  • Look at the table in the back, take the Pliers, then use the Stove Handle and Kettle of Snow
  • Remove the cloth, take the Starter, then use it on the generator
  • Turn the knob of the hot plate, take the Boiling Kettle up the tower, then pour it onto the icy antenna (I’m not actually sure if you can use the hot plate before turning on the generator)
  • Use the Pliers on the cord
  • Go back down, talk to the critter
  • Go inside and talk to Tim…? I think he… smashed the creature?
  • Look at the console, remember the numbers, then go the red vehicle and look at the back panel

Vehicle Lock Code

Input the numbers seen earlier to unlock the hatch

Solution: 30, 31, 22

  • Take the Sleeping Dart way back to the boat, and use it
  • Take the Tranquilizer (Blowgun) back to the cabin and shoot Tim
  • Search his pocket for Sal Ammoniac and use it on the creature

GAME DONE!

Extra: Beholder Locations

Extra: Dream World

Water’s Edge (4)

  1. Middle stalactite
  2. Left bottom rock
  3. Floor of boat
  4. Right edge next to grass, between boat and pedestal

Staircase (3)

  1. Staircase, left
  2. Right flower, bottom
  3. Lotus seed pod, left

Junkyard (3)

  1. Wooden box with stuffed animal
  2. Rock under lollipop
  3. Pink cat umbrella

Ritual Room Door (3)

  1. Left wall
  2. Bottom left metal
  3. Bottom left remains of door

Antenna Tower (2)

  1. Pole, left
  2. Railing, mid

Extra Nightmare: Frozen

Fun fact: this scenery is the same as in the prior game

Entrance (1)

  1. Edge of snow bank

Cabin Exterior (3)

  1. Roof light
  2. Inside generator (zoom in)
  3. Top of tower

Snow Vehicle (3)

  1. Wheels, right-mid
  2. Wheels, front
  3. Right of fuel tank (zoom in)

Cabin Interior (3)

  1. Rafter, left
  2. Rafter, right
  3. Desk

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