Defoliation Game Written Walkthrough Guide + Red Leaf Locations (Nintendo Switch)

writ­ten 6/13/26, updat­ed 6/17/26

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  • Pub­lished: COSEN
  • Devel­oped: Ris­ing Win Tech
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: $1.99 MSRP: $9.99
  • Rat­ed: T (Blood, Vio­lence)
  • Genre: Adven­ture, Puz­zle, Sur­vival
  • Date Released: May 31, 2018

This is a puz­zle, adven­ture game set in Tai­wan. The con­trols are a bit clunky on the Switch, the trans­la­tion is not per­fect, and there’s a bit of a cul­tur­al gap. The east­ern-mind­ed puz­zles are dif­fer­ent from the west­ern-mind­ed ones I gen­er­al­ly play. I wrote this to help any­one who needs it (and also to help myself try to work through some of them), because there are zero walk­throughs any­where… In Eng­lish, at least. It’s rec­om­mend­ed to have a notepad or some way to write out the puz­zles to under­stand them bet­ter. I don’t 100% know how some of the answers are got­ten, but I did work through the ones that make sense to me.


Table of Con­tents

*Use the search func­tion (ctrl+f) or click on the links below to nav­i­gate the page


GAME START


Chapter 1: The Accident

  • Read the dia­logue
  • Choose: “Beg again and again”

Bad Ending 0: Nothing Happened

  • Choose: “I give up this time”

Chapter 2: The Cabin

  • Read dia­logue
  • Take Pot­ted Plant
  • Take Hand­ker­chief
  • Look at win­dow, read dia­logue, and take Iron Crow­bar
  • Look at red bricks, inspect the mid­dle upper one, get Red Bolt
  • Look at the shoe rack

Shoe Puzzle

Solve using Hand­ker­chief clue found

Solu­tion (click to expand)

Top Row: Blue slip­per, Yel­low boot, Green boot, Blue slip­per, Green slip­per, Red boot, Red slip­per, Yel­low slip­per

Bot­tom Row: Red boot, Blue boot, Green slip­per, Yel­low slip­per, Blue boot, Red slip­per, Green boot, Yel­low boot

  • Get Scis­sors and Red Bolt
  • Look at chair; Use Scis­sors; Get Red Bolt
  • Equip Pot­ted Plant and use it on the ground
  • Get Paper with Win­dow Graph­ic
  • Look at rug in front of the door
  • Click on the top left cor­ner, then use the Iron Crow­bar
  • Get Red Bolt
  • Look at the door

Lock Puzzle

Look at the win­dow. First, you have to solve this puz­zle to get the code for the door using the clues you’ve read and found:

  • Clock­wise
  • Loca­tion of num­bers to use
  • Mid­dle cir­cle of num­bers in win­dow indi­cates this is math-ori­ent­ed
  • Using the last dig­it
Solu­tion (click to expand)

Num­ber Code: 52351247

Add Red Bolt x4

  • Go inside

Chapter 3: The Old Lady

  • Read dia­logue
  • Take Green Leaf Bolt from tree on shelf
  • Look at the code input

Shelf Lock Puzzle

  • Look at books, read all of the titles and dia­logue
  • Look at the dec­o­ra­tive dish’s num­bers, ele­ments, and direc­tion­al nota­tions
  • Solve the code
Solu­tion (click to expand)

Num­ber Code: 2385

*Hon­est­ly, I have no idea how this is the answer. I think you have to know some­thing about Chi­nese his­to­ry and stuff, which I don’t.

  • Get Rag and Green Leaf Bolt
  • Go into the Kitchen
  • Take Pot from the counter; Use on the faucet
  • Use Pot Filled with Water on the stove
  • Look at the sink; Get Clump of Hair
  • Use Clump of Hair on the pot on the stove; Boil it
  • Get Green Leaf Bolt
  • Use Rag on dirty poster

Kitchen Utensil Puzzle

Ori­ent the kitchen uten­sils into the cor­rect order using the clue

Solu­tion (click to expand)

If: 123456

Then: 653412

  • Look at top unlocked cab­i­net; Get Tile with Num­ber On It
  • Look at bot­tom unlocked cab­i­net; Get Green Leaf Bolt
  • Look at the floor; Use Tile with Num­ber On It

Kitchen Door Lock Puzzle

Using the rules of Sudoku puz­zles, solve the puz­zle to get the door code

Solu­tion (click to expand)

Answer:

2314

4132

1243

3421

Using the clue from the Sudoku Puz­zle, open the door lock

Solu­tion (click to expand)

Code: 3234

Use Green Leaf Bolt x4

  • Go inside

Bad Ending 1: Die at the Cabin

  • Go into the old lady’s room

Chapter 4: Trapped

  • Choose: “Don’t open it
  • Take Coin from the near bath­tub rim
  • Take Han­dle from far bath­tub rim (how you did­n’t get killed I have no idea)
  • Use Coin above toi­let; Get Handrail
  • Look under sink; Take Plunger
  • Com­bine Plunger + Han­dle = Plunger
  • Use Plunger on toi­let; Get Clump of Hair
  • Use Clump of Hair on bath­tub; Get Cat Toy
  • Look at the mir­ror

Plumbing Puzzle

Solve the num­ber puz­zle under the sink using the clue from the mir­ror

Solu­tion (click to expand)

Answer: 13, 7, 12, 9 (Blue, Red, Yel­low, Gray)

I think I fig­ured out why (below). Which is kind of mis­lead­ing giv­en the way the green shape is ori­ent­ed. This is only way the answer works. #6 is there to mis­lead

  • Now that the water is off, open the cur­tain
  • Take the Cur­tain
  • Use the Handrail on the wall, start­ing on the south­east cor­ner of the cube and work your way counter-clock­wise just as the graph­ic indi­cates

Bad Ending 2: Killed by a Monster

  • Choose: “Open it” as soon as the chap­ter starts, or any­time before turn­ing off the water valves

Chapter 5: The Wardrobe

Fun Note: If you did­n’t take the cur­tain or use the hair in the water, you’ll still end up with the Cat Toy and Cur­tain in this chap­ter

You have to fig­ure out (through tri­al and error, super obnox­ious) how to get out of the wardrobe alive

Solu­tion:

  1. Choose: “Do not open it
  2. Use Cur­tain
  3. Choose: “Do not open it
  4. Equip Cat Toy, click on the bath­room hole; Grass will drop the Cat Toy
  5. Wood will say: “I can’t hold it any­more”
  6. Choose: “Go through door

Bad Ending “4”: Killed by the Old Lady

This is a typo as it’s sup­posed to be End­ing 3

You get this if you do any of the fol­low­ing:

  1. Don’t do any­thing and let the timer count down
  2. Go through the door
  3. Use Cur­tain and go out the door
  4. Use Cat Toy and go out the door
  5. Use Cur­tain and Cat Toy and let timer count down
  6. If you try to go back into the bath­room, Grass will drop Cat Toy. If you count down, or go through the door

Chapter 6: The Door Downstairs

  • Look at the yel­low jack­et 2x; Get Blade and Red Leaf Bolt
  • Look at the blan­ket; Get Red Leaf Bolt
  • Look at the win­dow; Note the pat­tern
  • Take Bot­tle from foot of bed
  • Take Bot­tle from head of bed
  • Use Blade on floor cush­ion; Get Red Leaf Bolt
  • Take Bot­tle from table
  • Take Bot­tle from shelf
  • Look at the indents in the shelf

Cabinet Lock Puzzle

Fig­ure out what to put in the indents, and in what order using clues from before

  • Smash each Bot­tle on the floor (just like the pot­ted plant in the begin­ning)

IMPORTANT: Do not smash the bot­tles with­out first mem­o­riz­ing which shape of bot­tle you’re smash­ing

  • Remem­ber what col­or belongs to each Bot­tle
  • Order the spheres cor­rect­ly on the shelf
Solu­tion (click to expand)

Answer: Blue, Green, Yel­low Red

  • Look at the antique phone; Take Fin­ger Plate
  • Use Fin­ger Plate on the cab­i­net at the head of the bed

Bed Cabinet Puzzle

Using the clue from the phone­book, solve the num­ber puz­zle

Solu­tion (click to expand)

Answer: 984955956

*I have no idea how this is the answer. Maybe I don’t under­stand some­thing about Tai­wanese phone num­bers? If some­one can fig­ure it out, let me know in the com­ments

  • Get Paper with Maze on It and Red Leaf Bolt

Basement Door Lock Puzzle

Ooo almost out! Using the clues received, solve for the code

Solu­tion (click to expand)

Num­ber Code: 215

Place Red Leaf Bolt x4: up, down, up, down

  • Go through the door

Chapter 7: Downstairs

  • Smash the vase; Get Point­ers (Clock hands) and Bolt
  • Use Point­ers on wall clock

Clock Puzzle

For once an easy puz­zle. Pull on the 3 ropes to change the hands so that the time is cor­rect on the clock (denot­ed by the red marks)

Solu­tion (click to expand)

Answer: Left (x5); Right (x2); then the Mid­dle

  • Get Black Chess Piece
  • Go to the Tea Room
  • Take Match from the couch; Use it on the wood han­dle to the right of the couch; Get Lit Match
  • Take Bolt from the padded chairs
  • Look at the rug near the padded chairs; Get a Bolt
  • Look at Go game­board on couch

Gomoku Puzzle

Look at the game and place the Black Chess Piece in the cor­rect place. Con­sid­er what the char­ac­ters have already said about the game

Solu­tion (click to expand)

Answer: Place it on the bot­tom mid­dle, in sur­ren­der

*Yeah… I don’t know how to play Go

  • Get Teacup and Bolt
  • Use Teacup on tea set on table; Get Cab­i­net Han­dle (Flower men­tions that it fell out of nowhere after they replaced the teacup. Creepy…)
  • Use Lit Match on teapot
  • Lis­ten to dia­logue; Choose Drink
  • Go back to the stair­case; Use Cab­i­net Han­dle on the holes under the stairs
  • Get Bolt and Piece of Draw­ing Paper

Stair Lock Puzzle

Using the pro­vid­ed clue, solve the lock puz­zle

Solu­tion (click to expand)

Code Num­ber: 521846937

Place Bolt x4

*Nope. I don’t get it.

  • Open the door

Bad Ending 4: Killed by Teenager

  • Choose: “Do not drink” when asked about drink­ing the tea

Chapter 8: Leave the Cabin

  • Take Note­book
  • Take Knife
  • Lis­ten to dia­logue
  • Choose: “Note­book
  • Look at the wall that’s just been opened up

Othello Door Puzzle

Using the rules of Otel­lo, place the pieces into the game board

Solu­tion (click to expand)

Solu­tion:

  • Go inside

Bad Ending 5: Killed by a Teenager

  • Choose: “Knife” when prompt­ed

Chapter 9: The Pond

Option 1

  • Lis­ten to the dia­logue
  • Choose: “Yes”
  • Things are get­ting more unnerv­ing

Option 2

  • Lis­ten to the dia­logue
  • Choose: “No
  • Look at things
  • In the end, no mat­ter what, you have to give Yifeng the Knife

Chapter 10: The Well

  • Click any­where but the puz­zle; Get Knife
  • Look at col­or­ful puz­zle

Colorful Puzzle

Match the col­ors to com­plete the puz­zle

*Good luck to any­one with vision impair­ments! It’s real­ly small and dark!

Solu­tion (click to expand)

Solu­tion

  • Go in

Chapter 11: The Hallway

  • Choose: “Yes” when asked to tie up Yifeng (oth­er­wise you play through the entire chap­ter and then die)
  • Take Key from the pond; Use it to unlock the bul­letin board

Kaleidoscope Wall Lock Puzzle

Solve for the code using the clue from the bul­letin board

Solu­tion (click to expand)

Answer: 7369

Rea­son­ing: The num­bers are sup­posed to be set up like a cal­cu­la­tor (if you try the hints, it will men­tion cal­cu­la­tor).

Num­ber Sequence:

789

456

123

So, if the clue is Blue, Pur­ple, Black, Green, then the answer accord­ing to loca­tion of the col­ors is 7, 3, 6, 9

  • Get the moth­er­load: Book, Pen­cil Case, Pen, Eras­er (Pen­cil), Piece of Chalk, and Eras­er (Chalk Board)

Scale Puzzle

Weigh each of the items from the pri­or puz­zle to ascer­tain their weights

Solu­tion (click to expand)

Answer: 7528 (Pen, Pen­cil Case, Pen­cil Eras­er, Book)

Rea­son­ing: Book > Pen > Pen­cil Case > Board Eras­er > Pen­cil Eras­er > Chalk

Book = Chalk + Pen­cil Eras­er + Pen­cil Case

Pen­cil Case = P Eras­er + B Eras­er

B Eras­er = P Eras­er + Chalk

Pen = Pen­cil Case + P Eras­er

So,

Book = 8

Pen = 7

Pen­cil Case = 5

B Eras­er = 3

P Eras­er = 2

Chalk = 1

  • Look at the ground that just unlocked

Water Pipe Puzzle #1

Ori­ent the water pipes so that the col­ors near the arrows are con­nect­ed

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get Col­or­ful Beads x3

Water Pipe Puzzle #2

Uuu­ugggh. Now you have to do it again!!!

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get anoth­er set of Col­or­ful Beads x3
  • Can you guess what’s going to hap­pen next?

Water Pipe Puzzle #3

*Sigh* Again it is…

Solu­tion (click to expand)
  • Lemme guess… Col­or­ful Beads x3!!

Aaaaand no more pipe puz­zles!!

  • Except now there’s a new puz­zle because 9 col­or­ful beads seem like they would match…

Overhead Door Colorful Bead Puzzle

Using the kalei­do­scope again, place the beads in the cor­rect order

Solu­tion (click to expand)

Answer:

Blue, Black Green

Yel­low, Red, White

Orange, Light Pur­ple, Dark Pur­ple


  • Choose: “No” when Yifeng asks to be untied

Bad Ending 6: Killed by a Teenager

  • Choose: “No” when asked to tie up Yifeng in the begin­ning. (Super bum­mer because now you have to play the entire chap­ter again!!)
  • Choose Yes” at the end when Tifeng asks to be let go

Chapter 12: The Stairwell

  • Enjoy the dia­logue
  • Take Cards x8 from the floor and stairs
  • Take Rag from the stairs
  • Look at the lights on the stairs

Stairwell Card Puzzle

Place the cards in their appro­pri­ate places accord­ing to the clues (Hint: either col­or or sym­bol need to touch)

Solu­tion (click to expand)
  • Get a Long Pole
  • Com­bine Rag + Long Pole = Mop (a Swif­fer, it looks like)
  • Use Mop on the stain on the ceil­ing
  • Look at the tele­phone

Rainbow Telephone Puzzle

Using the clues pro­vid­ed, solve for the tele­phone num­ber

Solu­tion (click to expand)

Num­ber: 7445665

Rea­son­ing: Count the num­ber of col­ored stars on the ceil­ing. The phone has a rain­bow on it explain­ing the order of num­bers (Red, Orange, Yel­low, Green, Blue, Pur­ple, Teal)

  • Lis­ten to the dia­logue (Good. There’s a clear plan now)
  • Get Win­dow Han­dle; Use it on the win­dow
  • Go through

Chapter 13: The Red Leaf

  • Lis­ten to the dia­logue (The trans­lat­ed Eng­lish is dif­fi­cult to fol­low… Or maybe the sto­ry is just dif­fi­cult to fol­low)
  • Choose both ques­tions
  • Lis­ten some more (Weird sto­ry all around)
  • Choose: “Red Leaves
  • Choose :“You’re right, but she’s our old lady.

Bad Ending 7: Atonement

  • Choose: “No, I killed the old lady”, and you’ll decide that you should stay in that world alone to atone for your sins

Chapter 14: The Adventure

  • Take Key from the ground; Use it on the teacher’s desk
  • Get Rag; Use it on top of the desk
  • Read the papers on the wall
  • Take Note from top-left desk with shoe prints and a bag on the side
  • Take Note from mid­dle-left desk with cracks in the top
  • Take Note from bot­tom-left desk’s floor with the glue stick on top
  • Take Note from bot­tom-mid­dle desk with heart doo­dles on it
  • Take Note from top-right desk with can­dy
  • Take Note from mid­dle-right desk with all the words on it
  • Take Note from the bot­tom-right desk with the green mat on it

Warn­ing: If you haven’t been pay­ing atten­tion to what the notes say, do it now. Write it down some­where or take screen­shots. Once you com­bine them, you won’t be able to see what they say again! …Or just don’t glue them togeth­er until you solve the puz­zle

  • Go back to the bot­tom-left desk and click on the glue stick (You should have Notes x7)
  • Choose: “Yes
  • Get Com­plete Note (“Luoyu”)

Teacher’s Desk Schedule Puzzle

Using the clues from the Notes, fill in the blanks on the sched­ule

Notes:

  • There is only one sec­tion ‘E’
  • There is no ‘M’ and “E’ before noon
  • The after­noon class has ‘M,’ ‘C,’ and ‘E
  • No lessons in sec­tion 1 and 2, except Wednes­days
  • There are four sec­tions ‘C’
  • The morn­ing class on Mon­day is dif­fer­ent from Tues­day
  • Mon­day has 4 sec­tions ‘C’ and Fri­day only has 1 sec­tion ‘E’

Hint: The char­ac­ters on the top row are 5, 4, 3, 2, 1 (Fri­day, Thurs­day, Wednes­day, Tues­day, Mon­day), as they read from right to left

Solu­tion (click to expand)

Answer:

Rea­son­ing:

  • C: Only 4 total; Only on Mon­days; Can be either morn­ing or after­noon
  • M: Only in the after­noon
  • E: Only 1 total; Only on Fri­days; Only after­noon
  • S: Only morn­ings
  • Fri­days only have 1 les­son??
  • And I don’t under­stand why Wednes­day 1st sec­tion does­n’t have class even though it specif­i­cal­ly states that no lessons on the 1st and 2nd sec­tions (peri­ods) except Wednes­day. Per­haps it’s a cul­tur­al thing I don’t know about their schools
  • Notice the 17:10 (5:10pm) etched in what appears to be blood sud­den­ly on the table­top
  • Look at the far­thest left desk with the col­or­ful graf­fi­ti on it; Click on the box

Desk Lockbox Puzzle

Use the clue to solve for the code (Thank good­ness for a straight­for­ward, easy one…)

Solu­tion (click to expand)

Answer: 1710

  • Get Wal­let with Leaf Pat­tern and Chalk
  • Use Chalk on the chalk­board

Chalkboard Door Puzzle

Fig­ure out the cor­rect pat­tern to open the board using the giv­en clue

Solu­tion (click to expand)
  • Choose: “Open it

Chapter 15: Another Person

  • Read the dia­logue to learn about Xifeng and Beiyue’s back­ground sto­ries

Note: You can look around the class­room if you’d like, but Zhiqiu will just tell you there’s noth­ing to find. The only one that’s dif­fer­ent is the far-left desk where the lock­box was. Zhiqiu will men­tion that the col­or­ful graf­fi­ti is evi­dence of bul­ly­ing

  • Go Behind the Black­board
  • If you want to be a creep­er, choose “No” and keep ogling the sleep­ing beau­ty
  • Choose: “Yes

Chapter 16: Run Away

Great. Now that they teamed up, they imme­di­ate­ly want to kill us and we’re play­ing the ulti­mate cat and mouse game. AND there’s a 60 sec­ond timer

Author’s Note: There’s only 1 pos­si­ble path to take. I tried them all. You’re wel­come

  • Choose: “Let’s hide in the stair­well
  • Choose We run down­stairs
  • ChooseMove to Main Hall­way
  • Choose Go to the near­est Stair­well

Bad Ending 8: Time to Kill Game

  • Let the timer count down
  • Choose: “Go down­stairs first
  • Choose: “Let’s hide in the back of the class­room
  • Choose: “Quick­ly go through Hall­way
  • Choose: “Hide in the restroom
  • Choose: “Fol­low them
  • Choose: “We hide in the oppo­site class­room
  • Choose: “Stand still
  • Choose: “Run to the base­ment

Chapter 17: The Truth

Note: If you did­n’t both­er gath­er­ing or com­bin­ing the notes in the class­room, you won’t be able to wake up the girl and will have to redo Chap­ter 14 and get the Com­plete Note

  • Use Com­plete Note on the girl
  • Read the dia­logue (con­fus­ing at best, but made worse through the trans­la­tion)

Chapter 18: Back to the Cabin

  • Read the dia­logue (It’s start­ing to all come togeth­er…)

Chapter 19: Bleeding Tree


Bad Ending 9: Not Going Back

  • Read the dia­logue (All is revealed!)
  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, wait for me.” Beiyue and Yifeng stay. The old lady dies in the hos­pi­tal before the 4 of them arrive)

Play Chap­ter 19 again


Bad Ending 10: Sorry

  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, I’m sor­ry,” and stays behind with Beiyue and Yifeng, telling you to apol­o­gize to the Old Lady, but she already passed away at the hos­pi­tal)

Play Chap­ter 19, yet again


True Ending

NOTE: You need to get 100/100 Red Leaves to get the good end­ing of this game. This means you need all 10 end­ings (as each end­ing gives you Red Leaves) and all of the leaves through­out the game. So now, you need to go back through all the chap­ters and find them all. The good news is that it will auto­mat­i­cal­ly save once you find one, so unless you did­n’t com­plete the dif­fer­ent End­ings, you don’t have to do the puz­zles over again.

  • Take Key from Out­side the Cab­in
  • Go inside; Use Key on the shelf
  • Get ‘Civil­ian’ Card (“Strength”)
  • Take Key from the Kitchen
  • Take Key from the Bath­room
  • Take Key from the Clos­et
  • Go Down­stairs, then into the Tea Room
  • Take Key
  • Use Key on locked cab­i­net at the bot­tom of the stairs
  • Get Witch Card (“High Priest­ess”)
  • Go Pool­side; Take Key
  • Go back to the Bed­room
  • Use Key x4 on draw­ers in Bed­room
  • Get Gaso­line, Match, King Card, and Queen Card
  • Go back Out­side the Cab­in
  • Choose: “Don’t burn it
  • Read the dia­logue for the REAL ENDING OF THE GAME!!! (Luoyu says, “Grand­moth­er, thank you.”)

Final Puzzle

Match the cards with the right char­ac­ter using the hints from Wood

  • Civil­ians do not lie
  • Witch­es lie
  • The King tells one less lie than the Queen
Solu­tion (Click to open)
  • Civil­ian (“Strength”) = Luoyu
  • Queen = Beiyue
  • Witch (“High Priest­ess”) = Zhizhu
  • King = Xifeng

GAME OVER!!


Story Spoiler

Open to see the end­ing spoil­er (Click to Open)

Sum­ma­ry: Instead of burn­ing the tree, they all dec­o­rate the tree with the 100 red leaves they’d gath­ered. The weath­er turned from stormy to sun­ny. Beiyue and Xifeng are ner­vous about going back, giv­en their lives are crap­py. Wood’s real name is Lu Heyuan. They get back to their world (out of Luoyu’s heart/soul world, because that’s her pow­er). They get a call that grand­ma is ill. They all go to the hos­pi­tal where they get to talk to her, then watch her pass away. Time pass­es and their lives change for the bet­ter, slow­ly, while they all remain friends, nev­er for­get­ting the adven­ture that pushed them togeth­er.

End­ing dia­logue (word for word):

Zhizhu want­ed to share the good news with the old lady, but she was­n’t home. The phone range. It was the hos­pi­tal. The old lady passed out at the front door. She is in crit­i­cal con­di­tion. We picked up Luoyu, Xifeng and Beiyue on the way to the hos­pi­tal. The old lady was so weak when we arrived. Luoyu cried out loud when she saw the old lady at the hos­pi­tal. The old lady smiled at Luoyu. Luoyu could­n’t stop cry­ing. The old lady looked at us and smiled. She asked Luoyu to come clos­er and then she whis­pered to her.

Grand­ma: “Luoyu, you are spe­cial and unique. Be your­self!

Luoyu: “I will, grand­moth­er!

The old lady passed away with a smile. Time flies! Luoyu’s par­ents appre­ci­at­ed that we had spent a lot of time with the old lady and brought Luoyu back. After­wards, Luoyu began to take care of Xifeng and Beiyue’s mat­ters. Luoyu report­ed the orphan­age’s direc­tor’s behav­ior to the police. I still remem­ber when I saw Beiyue at the orphan­age. She was skin­ny and wore dirty clothes. Luoyu pulled some strings to help Beiyue so she could be adopt­ed. Not sure that this is the right deci­sion, but at least Beiyue can live in a bet­ter place.

Beiyue: “I sud­den­ly think that you are the best.

Luoyu: “What are you talk­ing about, Beiyue?

About Xifeng, his moth­er went back home to take care of him. Luoyu con­vinced his father to divorce his moth­er while he was in jail. Zhizhu also helped Xifeng. Zhizhu hired Zifeng to work for him, so Xifeng could cov­er his own expens­es. This way, Xifeng could spend more time study­ing. Xifeng took the job and thanked Zhizhu.

Luoyu: “Well! Like grand­moth­er said, ‘Be your­self!’ ”

Xifeng: “You are!”

Heyuan, Zhizhu, Luoyu, and I went back to the old lady’s house. The house was sim­ple and ele­gant, just like before. We walked around and thought of the old lady and every­thing that had hap­pened.

Zhizhu: “Hey! Let’s make an apple pie!”

Great idea. How­ev­er, we don’t have any apples. Zhizhu rush­es to buy some.

Luoyu: “Zhiqui, your apple pie tastes just like the old lady’s!

Zhiqui: “Ha! I can teach you how to make an apple pie.”

ZhiZhu: “Haha. What did you just say? Are you sure you can teach her, haha!

Zhiqui: “What did you say?!

We spent the day at the house and had a great time togeth­er. We all know that we need to move on.

Luoyu: “It’s unbe­liev­able!

Heyuan: “What’s the mat­ter?

Luoyu: “We’ve been through a lot.

Heyuan: “We have. I won’t for­get what we have been through.

Luoyu: “Me too.”

Luoyu did­n’t under­stand what I was talk­ing about, but she will some­day

Note: I don’t under­stand what they’re talk­ing about, either, or who, exact­ly, is nar­rat­ing

.…

Zhizhu: “Look.”

Xifeng and Beiyue wave to us. They are late. Every­one is inside the house, enjoy­ing apple pie and chat­ting. Luoyu and I stay out­side to watch the red leaves fall down from For­ev­er Red.

Zhiqui: “It’s beau­ti­ful.

Luoyu: “Yeah, It’s beau­ti­ful. Thank you.

END


Red Leaf Locations

Total: 104

Note: I went to play through a 2nd time and end­ed up with extra leaves! I already hit 100 and got more Which means that I’m not sure where the extra ones came from, and that there’s pos­si­bly 105

For every end­ing, you get Red Leaves, and they are scat­tered through­out the game. You basi­cal­ly have to click/poke every­where to find them

Anoth­er Note: Some­times some leaves give you +2, and some­times it does­n’t. I’ve played through at least 5 times now, and ones that gave +2 changed to +1 and some that were +1 changed to +2. It seems super ran­dom

Chapter 1: The Accident

Total: 2

  • +1 — for fin­ish­ing the chap­ter
  • +1 — for Bad End­ing 0

Chapter 2: The Cabin

Total: 6

Note: For­got to fix the pic­ture, sor­ry! Did­n’t cir­cle the one on the low­er left cor­ner of the win­dow

  • +1 — Mid­dle pan­el under shoes
  • +1 — Fold­ed cor­ner of rug, near the hole
  • +1 — Pot­ted plant/handkerchief
  • +1 — Remov­able brick
  • +1 — Low­er left cor­ner of win­dow
  • +1 — Fin­ish­ing chap­ter

Chapter 3: The Old Lady

Total: 11

  • +1 — Under branch, right side of tree
  • +1 — Locked pan­el on shelf
  • +1 — Low­er left of door frame to bed­room
  • +1 — Mid­dle black frame
  • +1 — Trash­can next to sink in kitchen
  • +1 — Mid­dle of upper cab­i­nets
  • +1 — Water stream at the lev­el of the sink
  • +1 — Low­er left cor­ner of bath­room door in the kitchen
  • +1 — Wall Pic­ture (Leaf icon does not show, but counter goes up)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 1

Chapter 4: Trapped

Total: 7

  • +1 — Between base of toi­let and bath­tub
  • +1 — Cor­ner of tub with han­dle
  • +1 — Under cab­i­net doors
  • +1 — Low­er left cor­ner of mir­ror
  • +1 — Mid­dle of bath­tub (no cur­tain)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 2

Chapter 5: The Wardrobe

Total: 4

  • +2 — In between fold­ed clothes #2 and #3
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 3

Chapter 6: The Door Downstairs

Total: 6

  • +1 — Pock­et of yel­low jack­et
  • +1 — Bot­tle at end of bed
  • +1 — Upper right cor­ner of mat­tress
  • +1 — Upper right leg of floor table
  • +1 — Low­er right cor­ner of glass door
  • +1 — Fin­ish chap­ter

Chapter 7: Downstairs

Total: 7

Note: There’s more in the tea­room, but if you wait until the next chap­ter you can avoid run­ning into dia­logue while search­ing. Your choice

  • +1 — Upper left cor­ner of rug, near wall
  • +2 — Bot­tom right cor­ner of han­dle door
  • +1 — Bot­tom of post, 2nd from the top
  • +1 — Bot­tom right edge of rug
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 4

Chapter 8: Leave the Cabin

Total: 7

  • +1 — To the right of the left arm­rest
  • +1 — Low­er left leg of the tea table
  • +2 — Upper edge of the left padded chair
  • +1 — Low­er right cor­ner behind couch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 5

Chapter 9: The Pond

Total: 1

+1 — Fin­ish chap­ter

Chapter 10: The Well

Total: 3

  • +1 — Mid­dle of puz­zle
  • +1 — Mid-right between well and well-top (after puz­zle, but before leav­ing)
  • +1 — Fin­ish chap­ter

Chapter 11: The Hallway

Total: 7

  • +1 — Key next to plant bed out­side
  • +1 — Low­er right cor­ner of wall
  • +1 — Low­er right cor­ner of door frame
  • +1 — Low­er left root of scale plant
  • +1 — Blob of root under floor hatch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 6

Chapter 12: The Stairwell

Total: 11

  • +1 — On the Rag
  • +1 — Low­er left most cor­ner of lev­el
  • +2 — Low­er right-most cor­ner of lev­el
  • +2 — Upper right cor­ner of upper stairs
  • +2 — Bot­tom of pil­lar where rag was
  • +1 — Upper right por­tion of ban­nis­ter
  • +1 — Upper left por­tion of stairs (I just poked in the area a lot and got one)
  • +1 — Fin­ish chap­ter

Chapter 13: The Red Leaf

Total: 2

  • +1 — Fin­ish Chap­ter
  • +1 — Bad End­ing 7

Chapter 14: The Adventure

Total: 9

  • +2 — Lock on door
  • +1 — Left cor­ner of desk #4, mid­dle
  • +2 — Left side of teacher’s dais
  • +1 — Left side of 2nd desk back, far left
  • +1 — Glue stick
  • +1 — Top of green desk
  • +1 — Fin­ish chap­ter

Chapter 15: Another Person

Total: 2

  • +1 — Beiyue’s out­stretched fin­gers
  • +1 — Fin­ish chap­ter

Chapter 16: Run Away

Total: 6

  • +3 — Get caught and killed
  • +3 — Fin­ish chap­ter

Chapter 17: The Truth

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 18: Back to the Cabin

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 19: Bleeding Tree

Total: 6

  • +3 — Bad End­ing 9
  • +3 — Bad End­ing 10

Thank you for read­ing!


Back to Video Game Guides

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

writ­ten 2/19/26, updat­ed 2/20/26

Back to Video Game Guides

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


True Fear: For­sak­en Souls Part 1

True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)


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