True Fear: Forsaken Souls Part 3 — ACT 2 — Written Walkthrough Guide (Switch)

writ­ten 2/20/26, updat­ed 2/22/26

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  • 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)


Back to Video Game Guides

Greed 3: Old Enemies Returning Written Walkthrough (Nintendo Switch)

writ­ten 1/5/2026, updat­ed 1/17/2026

Back to Video Game Guides

Read Greed 1

Read Greed 2

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: Bun­dled Price; MSRP: $15.99
  • Rat­ed: E10 (Fan­ta­sy Vio­lence, Mild Blood)
  • Genre: Adven­ture
  • Date Released: June 20, 2024

Sim­i­lar to the 1st game, I’m writ­ing this walk­through not only because I ran into a game-break­ing glitch, but some of the log­ic is hilar­i­ous­ly bad. At least the graph­ics are leagues bet­ter! Hope­ful­ly like the 1st game, restart­ing the game will allow me to move for­ward. We’ll find out!

Game Start

Watch the intro cin­e­mat­ics

Tutorial

  • Answer the phone (oh, look, it’s Sara from the first game!)
  • Look at the news­pa­per on the desk, take the Cab­i­net Key, then use it on the glass cab­i­net

Filing Cabinet Puzzle

Move the files by click­ing on them until they’re all in alpha­bet­i­cal order

  • Read through the files to remind your­self of what hap­pened in Case 93: Pon­toon Lab­o­ra­to­ries, and find the address

Part 1: Arrival

  • Talk to Sara (She looks exact­ly the same as before and is weird­ly wear­ing 2 dif­fer­ent­ly col­ored shoes)
  • Look at the vine-cov­ered wall and take the Map and Bat­ter­ies
  • Look at the gate, take the Search­light, then com­bine it with the Bat­ter­ies
  • Use the light on the haz­ardous bar­rels

Hidden Object: Gate

I real­ize that the games just use the same objects over and over again

  • Get the Super­vi­sor’s Diary
  • Open the inven­to­ry and check it out to get the Demo­li­tion Kit Code which you will now use on the lock­box to the right

Demolition Lockbox Code Puzzle

Turn the dials until you make the com­bi­na­tion on the clue: 84670

Solu­tion (Click to Expand)

Turn the num­bers to 84670 by turn­ing the dials in this order: 3rd, 5th, 4th, 1st, 2nd

  • Take the Explo­sives and use it on the ivy cov­ered wall
  • Go inside and watch the cutscene
  • Look at the bull­doz­er, take the Car­jack
  • Look at the bull­doz­er’s door, take the Chain

Bulldozer Door Sign Puzzle

Fig­ure out the order to open the locks

Solu­tion (Click to Expand)

4, 1, 5, 3, 2

  • Go back­wards to the gate, use the Chain on the buck­et next to the gate, and then use the Water on the uncon­scious man
  • Go back

Hidden Object: Lab Entrance

  • Get Scalpel and First Aid Kit
  • Use the Car­jack on the car, take the Fuse
  • Use the Scalpel on the met­al box, then the Fuse

Fuse Puzzle

Move the fus­es to the cor­rect space

Solu­tion (Click to Expand)

  • Take the Vac­u­um Gloves and Radi­a­tion Cell
  • Use the First Aid Kit on the man
  • Exam­ine the man again, take the Elec­tric Tape and Bull­doz­er Key
  • Use the Bull­doz­er’s Key on the bull­doz­er’s door, then take the Radi­a­tion Gun
  • Com­bine Radi­a­tion Gun + Radi­a­tion Cell, then use it on the green mist
  • Take the Dis­charged Bat­tery over behind the bull­doz­er, use the Elec­tri­cal Tape on the spark­ing wire, then the Dis­charged Bat­tery
  • Com­bine the Vac­u­um Gloves + Charged Bat­tery, then go up to the Roof
  • Look at the green mist, take the Oil
  • Look at the pile of junk

Hidden Object: Roof

  • Get Chain Cut­ter (More accu­rate­ly tongue and groove pli­ers),
  • Com­bine Oil + Chain Cut­ter and use it on the met­al in the mid­dle of the rood (tongue and groove pli­ers aren’t real­ly made for cut­ting wire…)
  • Go down into the Ele­va­tor
  • Com­bine the two items there: Fish­ing Rod + Fish­ing String
  • Go back up to the Roof, use the Fish­ing Rod on the tree beyond the pile of junk for a Rag
  • Take the Dag­ger off the rail­ing, then use it on the black thing on the pole to get the Rub­ber Straps
  • Go back down to the Ele­va­tor and use the Rag on the con­sole

Elevator Console Puzzle

This is a mem­o­ry game

Solu­tion (Click to Expand)

  • Watch the custscene
  • Look at the device on the floor, take the Duct Tape and Paper
  • Go back to the Roof, and look at the junk pile again

Hidden Object: Roof #2

  • Get the Wrench and Crow­bar
  • Use the Crow­bar on the Fire Extin­guish­er in the Ele­va­tor
  • Com­bine Fire Extin­guish­er + Duct Tape, then use it on the fire
  • Take the Sling­shot and Screw
  • Com­bine Sling­shot + Rub­ber Straps + Paper, use it on the pole
  • Use the Tun­ing Fork on the device in front of the ele­va­tor

Tuning Fork Puzzle

Mem­o­rize the sequence and press them in order

Solu­tion (Click to Expand)

3, 2, 4, 1, 2, 4, 1, 3

  • Remove the old cell, then com­bine Radi­a­tion Gun + Radi­a­tion Cell, then use it on the green mist on the roof
  • Use the Screw and Wrench on the lad­der, then go down

Part 2: Inside

  • Watch the cutscene
  • Take the Oil from the red machine
  • Take the Radi­a­tion Cell and Brush from the next to the met­al door
  • Look at the machine to the right

Bura Pharmacy Sign Puzzle

Press the lines until you cre­ate the Bura Phar­ma­cy sign

  • Use the Brush on the floor
  • Take the Snake Grab­ber and Test Tube
  • Use the Oil on the red lever
  • Now that the blue laser is turned off (it was just on unsu­per­vised and just doing what­ev­er for days now…?), com­bine the Radi­a­tion Gun + Radi­a­tion Cell, and use it on the green mist in the crevice
  • Use the Snake Grab­ber to get the Blank Card, then use it on the con­sole in the orange machine

The con­sole is the same as the train in the 1st game, and the test tubes fit­ting on the logo to unlock some­thing is anoth­er blow­back to the 1st game. On my 2nd playthrough, mak­ing the Access Card glitched out where it did­n’t actu­al­ly run the ani­ma­tion… I hope that does­n’t bode poor­ly for lat­er in the game since I restart­ed the game because a major glitch broke my 1st playthroughInter­est­ing­ly enough, I made the walk­through guide for the 1st game because it glitched out some­thing awful, too.

  • Use the Access Card to open the door, then go in
  • Look at the robot, take the Brick and Tube
  • Look at the door, take the Chip
  • Look at the junk pile

Hidden Object: Vault Door

  • Get Shears, go back to the red machine, and use it on the plants to get a Test Tube
  • Use the Brick on the lock to get a Chip
  • Go for­wards, use the Test Tube x2 on the wall plaque, take the Chip
  • Look at the robot and use the Chip x3

Robot Puzzle

Put the col­ors in the right posi­tions

Solu­tion (Click to Expand)

Top (left to right): Blue, Red, Yel­low

Bot­tom (left to right): Green, Pink

  • Use the Vault Code on the door

Vault Door Puzzle

Fol­low the instruc­tions and input the com­bi­na­tion to open the door (the con­trols were so bad that I was forced to skip the puz­zle). The “-” is turn left, and “+” is turn right

  • The junk pile is lit up again

Hidden Object: Vault Door #2

  • Get a Drill Machine and Screw­driv­er
  • Go into the vault
  • Look at the plant, take the Fuel Con­tain­er
  • Look at the bar­rels, take the Flame Throw­er, Knife, and Muf­fin
  • Use the Drill Machine and Fuel Con­tain­er on the bar­rel (you might have to click on the bar­rel first)
  • Com­bine Flame Throw­er + Fuel Con­tain­er + Tube, then use it on the crazy machine
  • Take the Elec­tric Wire from under­neath the laser beams
  • Go through the door
  • Talk to the work­ers
  • Look at the junk pile

Hidden Object: Containment Room

  • Get Stick and Radi­a­tion Cell

Right around here is where my 1st playthrough broke the game. I think I used the radi­a­tion gun before plug­ging up the steam pipe. I nev­er used the muf­fin at all in my first playthrough and it stayed in my inven­to­ry despite there being no steam

  • Use the Muf­fin in the pipe of the con­sole where the steam is leak­ing from, take the Key, then use it on the wall cub­by for Fin­ger­print Paper
  • Use the Radi­a­tion Gun on the green mist, then Screw­driv­er and Elec­tric Wire

This is def­i­nite­ly what glitched out in the first game. I was nev­er able to access the pan­el to use the screw­driv­er or pow­er cord. I just used the radi­a­tion gun and sud­den­ly I was play­ing the door pres­sure puz­zle, the game pro­gressed, and the work­ers inside dis­ap­peared. I could­n’t do any­thing and had to restart the game. No mat­ter of clos­ing and open­ing solved it

Glass Door Lock Puzzle

Move the bars until they’re in the right ori­en­ta­tion (For what­ev­er rea­son, the game accept­ed this ver­sion of my puz­zle as the solu­tion)

  • Lis­ten to the work­ers
  • Click on the shiny junk pile

Hidden Object: Containment Room #2

  • Get Hack­saw, Bat­ter­ies, and Fin­ger­print Pow­der
  • Look at the inter­com on the glass, use Fin­ger­print Pow­der and Fin­ger­print Paper for Fin­ger­print
  • Go back to the pri­or room, use the Knife and Stick on the plant for Sap
  • Go back­wards, use Hack­saw on the robot
  • Com­bine Hack­saw + Sap + Fin­ger­print, then the Fin­ger­print­ed Robot Arm on the laser barred con­sole (How exact­ly would you nor­mal­ly unlock this?)
  • Take the Clip­pers, use it on the plant, then use the Leaf to pull the lever
  • Go through

Part 3: Outside (End)

  • Look at the bush, take the 2 File Pieces and Fish­ing Net
  • Look at the door to the right, take the Lad­der and File Piece
  • Look at the floor below the plants, take the 2 File Pieces and Suc­tion Pump
  • Look at the stairs, take the Radi­a­tion Cell and get rid of the green mist
  • Com­bine Suc­tion Pump + Bat­ter­ies, then use it on the green liq­uid
  • Take the 2 File Pieces and go down the stairs
  • Look at the water to the left, take the 2 File Pieces and Bug Spray, then use the Fish­ing Net on the water to get a Plaque Tile
  • Click on the junk pile in the back

Hidden Object: Courtyard

  • Get Sledge­ham­mer and File Piece
  • Go back and use the Sledge­ham­mer on the ground below the plants, for Dr. Good­win File and Plaque Tile
  • You should have all the pieces by now, so com­bine Dr. Good­win File + File Pieces x10
  • Use the Bug Spray on the bush, then take the Plaque Tile
  • Go down to the green mist, and use the Lad­der on the barbed wire
  • Use the Plaque Tile x3

Green Energy Puzzle

Using the clue from Dr. Good­win’s file, solve the light­ning bolt puz­zle. Basi­cal­ly, just turn all the green thun­der­bolts so that they point South­east (I almost beat it and then got stuck on the last light­ning bolt. Oh well.)

  • Watch the cutscene, then click on the junk pile again

Hidden Object: Courtyard #2

  • Get Trow­el and Sponge
  • Use Sponge on mossy box in front of the water, get the Gloves, then go to where the drone is and use it on the thorns for Bul­lets
  • Use the Trow­el on the bush to get the Gun
  • Com­bine Gun + Bul­lets, then shoot the drone
  • Go through the door
  • Click on the junk pile

Hidden Puzzle: Helipad

  • Get Water­ing Can and Scis­sors
  • Go back to the tree, and use the Water­ing Can on the water in the pool
  • Use the Scis­sors on the bun­dle from the for­est ground, take the Evi­dences [sic] and Rope
  • Take the Evi­dences x2 from the walk­way, use the Water­ing Can on the box
  • Take the Stun Grenade, then use it on the wolf
  • Take the Evi­dences x2 and Grap­pling Hook
  • Com­bine Grap­pling Hook + Rope, then use it on the walk­way above
  • Go up
  • Talk to the vil­lain
  • Take the Syphon Pipe next to the col­umn
  • Go back and click on the junk pile again

Hidden Object: Helipad #2

  • Get Crow­bar and Boot
  • Back up at the heli­pad, use the Crow­bar on the pan­el on the col­umn

Helipad Laser Puzzle

Drag the lasers so they all point at the mid­dle

  • Take the Key and Walk­ing Stick from under the vil­lain
  • Look at the net to the left, take the Con­tain­er
  • Use the Boot on the raven, then the Walk­ing Stick on the net
  • Look at the tail of the plane, use in order: Key, Con­tain­er, then Syphon Pump
  • Use the Diesel on the Chain­saw under­neath, then use it on the Net
  • No, the game did­n’t glitch out, go down to where the wolf was, take the Net, then use it on the vil­lain (because that’ll some­how hold him safe­ly cap­tive)

Con­grat­u­la­tions! Game Over!

…What a ter­ri­ble end­ing!

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