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 2 — Written Walkthrough Guide (Switch)

writ­ten 2/20/26, updat­ed 2/22/26

Back to Video Game Guides

Read Act 3

Back to Act 1


  • 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)


True Fear: For­sak­en Souls Part 3 — ACT 1 Guide

Game Start — Act 2: Home

NOTE: The puz­zle solu­tions are for CASUAL mode. Also, this game is so long that I have split up the guide into dif­fer­ent ACTS

WARNING: This game’s autosave func­tion isn’t the great­est, so if you want to save your game, make sure to back out the Menu

Break the Loop!

This was such a cool way to not only have the sto­ry with the loop­ing phe­nom­e­non, but also to revis­it and pay homage to the orig­i­nal games… Espe­cial­ly because this final part was 7 years in the mak­ing. I’ll def­i­nite­ly have to go back and not only play but make guides for the orig­i­nal games, too

  • Go onto the porch; Take the Jes­si­ca Sachs Fig­urine I from the chair
  • Use the Spe­cial Dag­ger on the can­vas facade, then go inside… an ele­va­tor??
  • Take the Scarf, Daisy Emblem, and Fish­ing Pole
  • Take the Note on the wall
  • Look out the emer­gency exit for a cutscene
  • Take the Map and News­pa­per from the bul­letin board
  • Take the Match­es from the win­dowsill
  • Go down the hall; Look at the red box on the wall and take the Daisy Emblem
  • Go back to the bicy­cle and use the Daisy Emblem on the pouch for San­i­tiz­er
  • Back down the hall, look at the bro­ken floor, then use the Fish­ing Pole, San­i­tiz­er, then Scarf
  • Try to open the door 4 times, then use the Tray

Kitchen Door Lock Puzzle

Nav­i­gate the chain to the end

  • In the Kitchen, look at the AC Unit and take the Tube of Glue
  • Take the Ket­tle from the refrig­er­a­tor
  • Open all the cab­i­nets and draw­ers; Take the TV Remote and Corkscrew
  • Use the Ket­tle in the sink, then use the Match­es on the stove
  • Take the Boil­ing Ket­tle over to the freez­er to get the Lit­tle Demon
  • Look at the kitchen table and use the Lit­tle Demon

Angel and Demon Puzzle

This is a 2‑part puz­zle where you need to guide the respec­tive enti­ties to either hell or heav­en. For the demon, turn all the cir­cles brown, and for the angel, turn them all white

Puz­zle is super easy. I have marked the paths you can take that won’t touch any tokens

  • Take the Fork
  • Go out the door; Take the Tire Iron from the wall, then use the News­pa­per and Fork on the left door
  • Open the door with the Room Key
  • Pull aside the cur­tain; Take the Awl and Olivia Harp­er Fig­urine II
  • Remove the 4 pieces of tape on the pic­ture on the back wall; Take the Bat­tery, Scis­sors, and Note
  • Look on the desk and take the Clue
  • Look above the desk; Use the Corkscrew, then pull the string and click on the clock draw­ing
  • Go all the way back to the bicy­cle and use the Tire Iron on the Bike Ped­al, then use on the crank out­side the win­dow for a Mag­net
  • Back in the Kitchen, look at the pad­locked cab­i­net and use the Awl
  • Take the Clue and Wood­en Star back to the Kid’s Room and use it on the cab­i­net

Cabinet Story Puzzle

Press the ele­ments on the cab­i­net in accor­dance with the sto­ry

  • Take the Umbrel­la, Bat­tery, and Clue
  • Back in the Kitchen, use the TV Remote, remove the back cov­er, use the Bat­ter­ies and press the remote (I’m not sure why grand­par­ents’ din­ing room was so sig­nif­i­cant)
  • Look at the kitchen table and sud­den­ly there’s a sil­ver plate cloche, click on it and take the Clock Hand (ah. That’s why the TV was impor­tant)
  • Put the Clock Hand on the grand­fa­ther clock in the hall, click on it twice, then take the Clue and Black Chalk
  • Use the Black Chalk on the wall across from the clock until it turns into a door

Static Memory — Playroom

  • Look at the light­ed doll­house and place the 3 move­able fig­ures in the cor­rect spot
  • Look at the desk; Take the Doll and Fig­urine of a Girl
  • Take the Red But­ton from the green chair, and put the Doll on it
  • Back at the doll­house, put the next set in the cor­rect posi­tions
  • Look at the mid­dle of the floor; Take the Fig­urine of a Girl and Black Mark­er, then use the Red But­ton on the com­put­er

Memory Game

It’s ran­dom every time, so if play­ing on the Switch, just change the dif­fi­cul­ty and take a screen­shot before the cards turn

  • Take the Polaroid No 2, then Image Sequence over to the thing on the desk and input the code
  • Take the Bird Emblem and Quar­ter then place the Polaroid on the desk
  • Use the Bird Emblem on the green mail­box and take the Fam­i­ly Pho­to
  • Use the Quar­ter on the claw machine to get Dahlia Stone­house Fig­urine II and Scalpel (NOTE: You are wel­come to keep play­ing for all the toys if you want)
  • Go back to the doll­house for the last round of place­ment
  • Look at the toy train set; Take the Nee­dle & Thread and Polaroid No.3
  • Place the last pho­to on the desk with the oth­ers
  • Look at the doll on the green chair; Use the Black Mark­er, click on its dress, use the Scalpel, use the Fam­i­ly Pho­to, use the Nee­dle & Thread, then take Dahli­a’s Doll over to the train and put it on the back

Mother’s Room

  • Use the Key on the door ahead, then go into Moth­er’s Room
  • From the desk take the Press Crank, Pen Rod, Leather Glove, and Note
  • Go back into the hall­way and use the Leather Glove on the door to the right of the clock
  • Inside the bath­room, use the Cork on the bro­ken faucet
  • Pull up the blinds, open the win­dow, and use the Scis­sors on the Mos­qui­to Net
  • Look at the bath­tub and take Can­dle Stubs x5
  • Go back to the kitchen table; Use the Mos­qui­to Net on the bowl, dump the bowl onto it, then use the Tube of Glue on the Hexa­gon
  • Back in Moth­er’s Room, use the Hexa­gon on the desk box

Animal Box Lock Puzzle

Move the tiles so that the ani­mals butt up against each oth­er

  • Take the Hair­pin back to the Kid’s Room and use it on the ship-in-a-bot­tle for a Lock Detail
  • Go back to the bath­room, and check out the press
  • Use the Press Crank and the Squeezed-Out Glue, then take the Left­over Glue and Lock Detail
  • Go back to Moth­er’s Room; Look under the bed and use the Match­es, then pull out the brief­case and use Lock Detail x2

Briefcase Lock Puzzle

From tri­al-and-error try to fig­ure out the com­bi­na­tion

Solu­tion: Left, Right Left, Left

  • Take the Clue and Mir­ror
  • Go back to the Bath­room and look at the draw­er under the press
  • Use the Mir­ror then Pen Rod, to get Light­bulb and Wire Cut­ters
  • Back in Moth­er’s Room, move the par­ti­tion aside and use the Wire Cut­ters
  • Place the Bro­ken Vinyl on the chair

Vinyl Puzzle

Place the pieces to com­plete the vinyl

  • Use the Left­over Glue then place the Vinyl on the record play­er
  • Go into the clos­et and use the Match­es on the lantern
  • Take the Exit Key and Note
  • Head back to the begin­ning, and use the Exit Key on the emer­gency exit door
  • Look at the clos­et door; Use the Umbrel­la on the red con­tain­er to get the Fire­fight­ing Emblem and Pail
  • Look down the stair­well; click on the rail­ing
  • Use the Fish­ing Rod and Mag­net to get the Wardrobe Key
  • Look on the ground to get the Clue and Paint Roller
  • Go back to the bath­room and use the Pail on the bath­tub for a Pail of Water and Fire­fight­ing Emblem
  • Go back to the emer­gency exit hall, look at the red box; Take the Bulb from the top and use the Fire­fight­ing Emblem to get a Put­ty Knife
  • Look at the plant stand; Use the Pail with Water, Paint Roller, then Put­ty Knife
  • Notice the clue, then use it open the lock across from the red box

Hall Padlock Puzzle

Solve the com­bi­na­tion

Solu­tion: 18, 45, 23, 37

  • Turn on the light switch
  • Take the Thread Snips and Gor­gon Emblem
  • Use the Wardrobe Key

Static Memory — Wardrobe

  • Take the Screw­driv­er, Hand­ker­chief, and Pin
  • Use the Pin on the clothes cov­er
  • Take the Tri­an­gu­lar Key and use it above
  • Take the Han­dle and use it on the bot­tom of the left door, then open it
  • Use the Screw­driv­er on the screws
  • Take the Old Boot and use it to smash the mir­ror on the right, then use the Hand­ker­chief on the bro­ken glass
  • Use the Mir­ror Shard on the taped up suit­case
  • Use the Bat­tery on the lights above, and pay atten­tion to the design

Stained Glass Silhouette Puzzle

Cre­ate the design from the clue

  • Use the Feath­er Emblem on the final lock

Rotating Puzzle

Spin the discs until the image is com­plete

  • Take the Spell Card

Jessica’s Apartment

  • Go to Moth­er’s Room into the clos­et
  • Use the Spell Card and Black Chalk
  • Take the Spe­cial Dag­ger that appeared sud­den­ly on the shelf, and use it on the pur­ple part of the Dahlia flower plant block­ing the emer­gency exit hall­way
  • Out­side, pick up the easel and take the Book Spine
  • Pick up the table and use the Gor­gons Emblem

Gorgon Emblem Table Puzzle

Rotate and swap the emblems to com­plete the image

  • Take the Can Open­er
  • Go back to the hall­way with the bro­ken floor; Use the Can Open­er on the door across from the kitchen
  • Click on the lock and go into Jes­si­ca’s Sit­ting Room
  • Take the Bulb on the table
  • Use the Thread Snips on the chair cov­er and take the But­ter­fly Net
  • Look at the cab­i­net and slide the right-side door; Take the Ele­phant
  • Look at the bro­ken door; Use the Tar­pau­lin and go in
  • Look at Jes­si­ca’s Kitchen, then the stove; Take the Door Hold­er and Note
  • Look up to the left; take the Ele­phant and Bulb
  • Back out one so that you’re still look­ing at the big hole, and click on the cord that sur­rounds the door­way to the right
  • Click on the cord on the ground
  • Zoom into the ground, take the Bulb, use the Door Hold­er, then click the cord
  • Use the But­ter­fly Net on the Can­dle Mold that’s now illu­mi­nat­ed by the light
  • Go back to Sit­ting Room; Look at the wall shelf and take the Can­dle Stub, then use Ele­phant x2

Elephant Weight Puzzle

Swap the ele­phants until they are in the cor­rect posi­tions

Solu­tion (Click to Expand)

If: 1, 2, 3, 4, 5, 6, 7

then: 5, 2, 6, 4, 7, 1, 3

  • Take the Bulb and Amber
  • Click on the sta­t­ic cor­ner of the room

Static Memory — Jessica’s Sitting Room

  • Take the Spoon from the table, the Ruler from behind the por­trait, and the Cat Fig­urine from the chair
  • Open the bot­tom pock­et on the shirt; Take the Hand­ker­chief
  • Use the Spoon on the plant; Take the Cat Fig­urine
  • Use the Ruler on the stuck upper draw­er; Take the Cat Fig­urine
  • Remove the lamp­shade, turn off the light, get the Cat Fig­urine
  • Open the box, take the Han­dle, use it on the right side of the table, and take the item inside out
  • Use the Hand­ker­chief on the bro­ken glass
  • Open the shirt, use the Hand­ker­chief with Glass, then take the Cat Fig­urine
  • Click on the item on the table

Cat Figurine Puzzle

Turn the col­ors to solve the puz­zle

Jessica’s Room

  • Take the Cred­it Card to Jes­si­ca’s Kitchen area, use it on the door to the right with­out a knob, and go into Jes­si­ca’s Room
  • Take the Cas­sette, Can­dle Stub, and Clue from the right table
  • Take Jes­si­ca Sachs Fig­urine II from the left side dress­er
  • Take the Can­dle Stub, Wheel, and Note from the back draw­ers
  • Use the Cas­sette on the Recorder on the bed
  • Go into Jes­si­ca’s Kitchen and use the Amber on the eye of the plant mon­ster
  • Click on the crow on the ground, fol­low­ing it until it lands inside the bird­cage
  • Take the Met­al Rose from the plant mon­ster
  • Back in Jes­si­ca’s Sit­ting Room, use the Wheel on the bro­ken book­case door
  • Take the Yel­low Paint, Shelf Emblem, and Clue
  • Use the Book Spine on the mid­dle brown book, and take the Clue
  • Go into the Kitchen prop­er; Look at the pet bowl on the ground, take the Shoelace, Boot, and Note
  • Look at the stove; Use the Can­dle Mold, Match­es, Can­dle Stubs, and Shoelace (in the mold); Then click on the pot
  • Take the Can­dle
  • Look up at the stained glass cab­i­net and use the Shelf Emblem

Rotating Wood Puzzle

Rotate the wood pieces to move the piece 15through the maze

HINT: You can move the piece along the way; you don’t have to wait until all the pieces are rotat­ed

  • Take the Angel Plaque
  • Go all the way back out­side onto the emer­gency exit; Use the Yel­low Paint on the easel

Color the Cityscape Puzzle

Use the col­ors to paint the pic­ture. Like before, com­bine col­ors as indi­cat­ed

HINT: Remem­ber that you blend the col­ors on the paper, not the brush

  • The bells are ring­ing, so use the Recorder
  • Go to the Sit­ting Room, look at the cor­ner altar; Use the Met­al Rose, Can­dle, Match­es, and Recorder
  • Take the Dia­mond to Jes­si­ca’s Room and use it on the box
  • Go back out the Emer­gency Exit; Use the Small Light­bulbs and Cubes with Num­bers on the jum­ble of cords in the right cor­ner (If you use the Cubes first, you’ll add the Light­bulbs lat­er)

Number Cube Puzzle — 2 Parts

Part 1: Solve the puz­zle so that the num­bers go from 1–30 start­ing in the upper left cor­ner

Part 2: Cycle through the image tiles to cre­ate the image from the ear­li­er clue

  • Take the Rope Lad­der and use it on the bro­ken stair­case

Rooftop

  • Look at the red thing under the water tow­er; Use the Fork and take the Wood­en Cuck­oo and Nails
  • Look at the grand­fa­ther clock; Take the Dart, then use the Wood­en Cuck­oo for a Cat Plate, Note, and Fuse
  • Click the roof fan to move to the oth­er side
  • Open the bag for Cat Food and a Fan
  • Take the Chair Legs x2 from the mid­dle thing
  • Look at the shut­ter mech­a­nism; Take the Cig­a­rette Butt and But­tons
  • Open the cov­er, take the But­tons, and remove the old fuse
  • Go back to the oth­er side of the roof; Use the Chair Legs x2, Nails, and Boot on the bro­ken lad­der, then go up to the Water Tow­er
  • Take the Doll and Dart
  • Look at the gut­ter; Take the Dart, use the Fan, take the Mech­a­nism Man­u­al
  • Go back to the shut­ter mech­a­nism; Use the Fuse, then Mech­a­nism Man­u­al

Shutter Mechanism Puzzle — 2 Parts

Part 1: Replace the but­tons in the cor­rect loca­tions

Part 2: Set all the con­trols accord­ing to the man­u­al

  • Press the green but­ton once the cov­er drops
  • Look at the uncov­ered win­dow, pull the cord, then take the Cat Plate
  • Go to the emer­gency exit and use the Cig­a­rette Butt on the mat­tress for Draw­ing “Hand”
  • Go to Jes­si­ca’s Kitchen; Take the Adapter and Dart, then use the Cat Food
  • Go to the Sit­ting Room; Use the Cat Plates on the wall

Cat Plate Puzzle

Move the plates to illus­trate Mr. Kit­ty’s sto­ry

  • Take the Pho­to Slide to Jes­si­ca’s Room and use it on the pro­jec­tor
  • Back in the Sit­ting Room, use the Angel Plaque on the box in th right part of the room where the sta­t­ic used to be

Angel Tile Puzzle

Move the tiles to the cor­rect loca­tion from the pro­jec­tor clue

  • Take the Draw­ing “Heart”
  • Go back up to the roof; Use the Darts x4 on the bal­loons, and take the Music Box Han­dle
  • Go to the Water Tow­er, and use the Music Box Han­dle on the machine

Music Box Repeat the Pattern Puzzle

Just hit the but­tons in the cor­rect order. It’s easy on all dif­fi­cul­ties, just takes for­ev­er

Solu­tion (Click to Expand)

Casu­al: Blue, Green, Red, Yel­low, Blue

Advanced: Red, Blue, Yel­low, Red, Yel­low

Expert: Yel­low, Blue Green, Red, Yel­low, Red

  • Go into the tow­er, take the Wind­ing Key and use it on the mon­key toy right out­side
  • Take the Mosa­ic Piece over to where you popped the bal­loons

Mosaic Rotation Puzzle

Rotate the cir­cles to get the col­ored pieces in the right spots

  • Take the Note and Lantern

No Map Sequence

NOTE: At this point, you will tem­porar­i­ly lose the abil­i­ty to map trav­el

  • Go back to the water tow­er and use the Lantern on the dark ten­ta­cles
  • Take back the Lantern, then flip the lamp switch

Water Tower Lamp Puzzle

Spin the 3 parts of the lamp­shade to cre­ate a pic­ture on the wall

  • Take the Mag­a­zine from the lad­der, Scis­sors from the plants
  • From the back­pack, take Mag­a­zine, Pho­to, and Pen­cil Case
  • Lay every­thing out on the table

Magazine Cutout Puzzle

Put togeth­er the pic­ture by cut­ting and glu­ing things in order

Solu­tion (Click to Expand)
  1. Cut out the old peo­ple, con­ser­va­to­ry, mail­box, lawn, tree­house, rose bush, and house front
  2. Take the glue stick and use it on the paper, then place the lawn
  3. Use glue stick above it, place tree­house, con­ser­va­to­ry, and house front
  4. Use glue stick, place rose bush, mail­box, and old peo­ple
  • Take Draw­ing “Eye” and Key
  • Go down, use the Key on the door
  • Inside, take the Hook, Tog­gle Switch, and Wrench from the ground, and Cac­tus Fly­er (real) from the bench
  • From the desk in the back, take the Note, then click on the paper

Grandparents Letter Puzzle

Place the scrap pieces in the cor­rect places to per­vert the mes­sage

  • Take the Nail File over to the glass­es, to get the Lens
  • Use the Hook on machine #2 to get the Insu­lat­ing Tape
  • Use the Wrench, Insu­lat­ing Tape, and Tog­gle Switch on the elec­tri­cal box

Electrical Box Math Puzzle

Flip the switch­es so that the num­bers are equal

Solu­tion (Click to Expand)

If you add the two num­bers and divide in half, you get the tar­get num­ber

So, from RESET, flip #10, #4, and #17 so that both sides equal 49.

Flip the switch­es I’ve indi­cat­ed below

  • Open the floor hatch, use the Lantern
  • Uh oh. Look at the desk; Take out the bad lens, use the new Lens, then try the hatch again
  • Yay! Head on down to the ele­va­tor shaft
  • Click the piece of met­al on the low­er right of the screen, then use the Wrench on the elec­tri­cal box. Ughh… Does noth­ing work in this place??

Electrical Box Circuit Puzzle

Place the cir­cuits so that they are con­nect­ed while ful­fill­ing the con­di­tions

  • Take the Fold­ing Lad­der off the wall and place it across the gap. Go for­ward
  • Jump down, clear the debris, then use the Wrench on the hatch
  • Go into the ele­va­tor
  • Take the Clip and Note
  • Press the but­ton, then use the Fork
  • Shut off the pow­er, and take the Clip from the door
  • Press the red but­ton on the phone, take the Clip
  • Use the Paper­clips on the pan­el

Paperclip Maze Puzzle

Guide each col­or to the goal

  • Use the Wire Cut­ters on the tele­phone cord, and use the sub­se­quent Elec­tri­cal Wire on the pan­el
  • Close the pan­el, turn on the pow­er, then press the but­ton

Charles Laudius’s Apartment

NOTE: The map func­tion works again

  • Go to the Bath­room and use the Lantern on the black ten­ta­cles. Head on through
  • Take the Door­knock­er from the box
  • Open the steplad­der and take the Clue
  • Use the Match­es on the smoke detec­tor and take the Cos­met­ic Bag, Chess Lock Han­dle, and Note
  • Look under the door­mat for a Clue
  • Use the Door­knock­er on the door

Doorknocker Tap Code Puzzle

Input the code to open the door

Solu­tion (Click to Open)

O: 3 taps, pause, 4 taps

P: 3 taps, pause, 5 taps

E: 1 tap, pause, 5 taps

N: 3 taps, pause, 3 taps

  • Inside Laudius’s apart­ment, look at the chair: Take the Note, then use the Thread Snips for a Doll and Torn Pic­ture
  • Open the cab­i­net; Take the Charles Laudius Fig­urine II and Doll
  • Go right into the kitchen; Click on the crow and the plank of wood
  • Take the Base­ball Bat from the fridge, and the Heat Me Note from the face jars
  • Go to Jes­si­ca’s Kitchen across the way and take the Man­nequin Fin­ger from the tree mon­ster now that all the crows are con­tained
  • Go to Jes­si­ca’s Room
  • Look at the iron­ing board; Use the Adapter and Heat Me Note, then click the iron, and take the Clue
  • Go back to Laudius’s Apart­ment and use the Man­nequin Fin­ger on the guil­lo­tine in the cab­i­net
  • Take the Ring
  • Pull aside the rug, use the Base­ball Bat on the bear trap, and take the Bride’s Hand
  • Go into Laudius’s Bed­room; Take the Tiny Sphere from beside the locked brief­case, and move the cloth on the mir­ror for a jump-scare
  • Use Wire Cut­ters on the barbed wire around the bed; Take the Torn Pic­ture and Shawl
  • Move the light­house pic­ture, and input the code from the clue (1492)
  • Take the Lighter, The­ater Mon­o­cle, then click on the toy to get Draw­ing “Lips”
  • Look at the desk cab­i­net and use the Chess Lock Han­dle

Chess Lock Puzzle

Slide the pieces out the way to get the han­dle to unlock

  • Take the Note and Night­stand Key
  • Use the Night­stand Key on the night­stand, then take the Pho­to Car­tridge to the cam­era in the oth­er room
  • Use the Torn Pic­tures on the pic­ture frame on the ground, then the Dolls on the shelf above.

Creepy Doll Family Puzzle

Arrange the dolls in accor­dance with the clue

Notice the imagery here?? Black doll with cig­a­rette and 3 kids??

  • Press the red but­ton on the cam­era for a Pho­to
  • Look the dis­play cab­i­net; Use the Tiny Sphere on the lion in the cab­i­net for a Tiny Sword, then use the Pho­to on the enve­lope
  • Look under Laudius’s bed for a box with a green mail­box inside, and use the Enve­lope
  • Take the Bird Emblem
  • Look on Laudius’s desk

Coin Box Puzzle

Place the coins in their cor­rect places

  • Use the Bird Emblem in the emp­ty slot, then the Tiny Sword, for a Tiny Gear
  • Go to Laudius’s Kitchen and use the The­ater Mon­o­cle on the paper stuck in the plants for a Clue
  • Open the oven and use the Shawl on the coal
  • Back in his room, look at the locked brief­case and enter the code you just found (3561)
  • Try to open the oth­er side… It broke.
  • Pick up the Tiny Gear, and then use them in the bro­ken slot

Briefcase Gear Puzzle

Place the gears so that the mech­a­nism works

  • Take the Man­nequin Head and Note
  • Look at the enclosed flow­ers beside the bed; Use the Black Shawl on the pipe to the left

Enclosed Bouquet Puzzle

Press the but­tons in order (Some of the clues are pur­pose­ful­ly par­tial)

Solu­tion (Click to Expand)

If: 1, 2, 3, 4, 5, 6

Then: 2, 4, 1, 2, 6, 5

  • Look at Laudius’s bed; Use the Bride’s Hand, Ring, Man­nequin Head, Cos­met­ic Bag, and Dry Bou­quet
  • Take Draw­ing “Comb”
  • Go all the way back to Moth­er’s Room Clos­et
  • Click on the rune on the ground; Use all 5 Draw­ings on their cor­rect spots, then stab it with the Spe­cial Dag­ger!!

ACT 2 END!


Read on for Act 3

Back to Act 1


True Fear: For­sak­en Souls Part 1

True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)


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