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

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

writ­ten 1/17/26, updat­ed 1/18/26

Back to Video Game Guides

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

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

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Hospital

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

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

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

Dream World 1

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

Hidden Object: TV

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

Walkway Lever Puzzle

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

I just moved them a lot until it worked

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

Mask Door Puzzle

Find the cor­rect place­ment of masks

Nightmare: Car Crash

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

Hidden Object: Rockfall

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

Stone Wall Puzzle

Place stones in prop­er places

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

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

  • Talk to Tim and pick up the alarm clock piece

Dream World 2

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

8 Queens Puzzle

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

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

Nightmare: Tim-belina

Just a joke on Thum­be­li­na

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

Hidden Object: Hall Dresser

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

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

  • Look at the con­sole, use the Light­bulb x3

Rope Puzzles

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

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

Dream World 3

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

Light Pillar Ring Puzzle

Rotate the rings to com­plete the image

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

Nightmare: Under the Sea

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

Hidden Puzzle: Shipwreck

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

Find all the Behold­ers before pick­ing up the alarm clock piece

Dream World 4

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

Nightmare: Swamp

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

Barn Lock Puzzle

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

Solu­tion: 2480

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

Hidden Object: Barn

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

Dream World 5

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

Nightmare: Up at Tree

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

Hidden Object: Garage

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

Hidden Object: Underbed

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

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

  • Talk to Tim, take the alarm clock piece

Dream World 6

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

Nightmare: On the Edge

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

Hidden Object: Bathtub

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

Wall Safe Puzzle

Fig­ure out the com­bi­na­tion based on clues found

Solu­tion: 278

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

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

  • Talk to Tim, take the alarm clock piece

Dream World 7 (END)

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

Ball Puzzle

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

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

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

GAME OVER!!

Beholder Locations

Dream World

Entrance (3)

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

TV (3)

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

Water’s Edge (3)

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

Stairwell (1)

  1. Base of right pedestal

Behind the Curtain (1)

  1. Edge of floor

Walkway to Pillar (3)

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

Light Pillar (2)

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

Water (1)

  1. Rock in water, right

Junk Pile (5)

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

Ritual Room Door (2)

  1. Left of tire
  2. Top left of door

Ritual Room (3)

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

Nightmare: Car Crash

Road (4)

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

Cliff (3)

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

Rockfall (3)

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

Cave Entrance (3)

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

Cave (5)

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

Nightmare: Tim-belina

Living Room (4)

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

Hall (4)

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

Laboratory (4)

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

Nightmare: Under the Sea

Entrance (4)

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

Bathyscape (3)

  1. Left rock
  2. Right rock
  3. Port­hole

Shipwreck (3)

  1. Fig­ure­head
  2. Ship bot­tom
  3. Ship mid

Out of the Water (2)

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

Nightmare: Swamp

Walkway (2)

  1. Above fence, left
  2. Hole in roof

Waterwheel (4)

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

Barn (4)

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

Nightmare: Up a Tree

Housefront (4)

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

Tree (4)

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

Bedroom (4)

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

Nightmare: On the Edge

Bedroom (4)

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

Bathroom (3)

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

Outside (2)

  1. Side of build­ing
  2. Edge of ledge

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Extra Gameplay

  • Talk to Lau­ra

Extra: Dream World 1

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

Extra Nightmare: Frozen

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

Hidden Object: Snow Vehicle

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

Spider Mirror Puzzle

Turn the mir­rors to bounce the light at the spi­der

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

Vehicle Lock Code

Input the num­bers seen ear­li­er to unlock the hatch

Solu­tion: 30, 31, 22

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

GAME DONE!

Extra: Beholder Locations

Extra: Dream World

Water’s Edge (4)

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

Staircase (3)

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

Junkyard (3)

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

Ritual Room Door (3)

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

Antenna Tower (2)

  1. Pole, left
  2. Rail­ing, mid

Extra Nightmare: Frozen

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

Entrance (1)

  1. Edge of snow bank

Cabin Exterior (3)

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

Snow Vehicle (3)

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

Cabin Interior (3)

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

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