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 through 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


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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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