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

writ­ten 2/22/26, updat­ed 2/28/26

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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)



Game Start — Act 3: Temple Redux

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 to the Menu

Fraying at the Edges

If you played the oth­er games, you would imme­di­ate­ly rec­og­nize this loca­tion

  • From the ground, take the Note and Hook Part
  • Go to the back of the house and look at the tree; Take the Wire and Bro­ken Plate
  • Look at the car win­dow and use the Wire
  • Take the Screw­driv­er and Blan­ket; Don’t for­get to take Heather Stone­house Fig­urine II

I still don’t know where I keep miss­ing the first Heather Fig­urine

  • Pull the emer­gency brake
  • Use the Screw­driv­er on the dent­ed cab­i­net; Take the Tin Sol­dier, Dou­ble Bar­rette, and Note
  • Use the Dou­ble Bar­rette on the back­pack before; Take the Zip Ties, Hook Parts, and Hedge Clip­pers
  • Look at the falling water tow­er; Use the Hedge Clip­pers and take the Trow­el
  • Use the Trow­el under the tree for a Wrench and Hook Part
  • Con­nect the Chain and Hooks to the red tank, then con­nect it around the water tank
  • Use the Wrench and watch destruc­tion
  • Down in the Cel­lar, take the Stetho­scope from the cab­i­net
  • From the work­table, take Sledge­ham­mer Han­dle, Oil Can, and Sharp­en­ing Stone
  • Use the Bro­ken Plate and Tin Sol­dier on the table
  • Use the Domi­no on the cab­i­net win­dow

Domino Cellar Cabinet Puzzle

Swap the pieces so that all the sides match

  • Use the Sledge­ham­mer Han­dle on the head in the box
  • Use the Sledge­ham­mer on the bro­ken wall

Entry

  • Look at the gold safe, take the Note, then use the Stetho­scope

Safe Cracking Puzzle

Turn the dial and pay atten­tion to the beats to break the safe

  • Remove the bow, take the Swing and Organ Card; Don’t for­get to take Heather Stone­house Fig­urine II
  • Look at the red tank; Click the Pipe until you get it
  • Look at the area with the bro­ken axe head; Take the Note, then use the Pipe, Zip Ties, then Sharp­en­ing Stone to make an Axe
  • Use the Blan­ket in the pud­dle in the mid­dle of the path to get a Wet Blan­ket
  • Go up the path and down to the tem­ple
  • Use the Wet Blan­ket on the tem­ple door, then click on it
  • Click the arched win­dow 3x, then use the Swing

Inside

  • Look at the bench to the right; Take the Bunch of Keys, Note, then click on the arrow
  • Go back out to the front of the tem­ple and use the Bunch of Keys on the car trunk
  • Take the Rope and Can­is­ter
  • Go back inside the tem­ple to the bench; Use the Axe then Rope on the arrow for an Arrow with String
  • Use the Axe on the bench for some Fire­wood
  • Take the Rub­ber Boot from the bot­tom of the bro­ken stair­case
  • Look at the fur­nace to the left of the door­way; Use the Fire­wood, Can­is­ter, then Lighter inside the stove door (some­how not burn­ing your­self…)
  • Use the Lighter on the wood piece sit­ting on top, click it, then turn the valve to light the tem­ple
  • Go through the door­way; Take the Gut­ter from the ground in the mid­dle
  • Go straight twice and pick up the Piece of Met­al from the gate lock
  • Go back once, then go to the right into the Organ Room
  • Look at where the green tool­box has been crushed by a col­umn; Remove the plas­tic bot­tle, then take the Organ Card, Medal­lion, and Note
  • Use the Piece of Met­al on the plas­tic bot­tle; Take the Key to the Chest and Fun­nel
  • Go back out to the front of the tem­ple
  • Look at the gen­er­a­tor; Remove the fuel cap then use the Fun­nel and Can­is­ter
  • Press the red but­ton, then go up the hill
  • Look at the refrig­er­a­tor and plug the cords in so that the cords run left and right
  • Take the Note
  • Go back down the path; Press the “up” but­ton on the ele­va­tor
  • Take the Red Part of Stat­ue and Rub­ber Glove
  • Look at the gold safe; Use the Arrow with String to get Bow and Arrow with String
  • Go into the tem­ple; While in the entry way, use the Bow and Arrow with String on the bro­ken stair­case to the right to get a Rub­ber Boot
  • Look at the ground where the time cap­sule was; Use the Rub­ber Glove to get a Water Glove
  • Go back out and up the hill to the refrig­er­a­tor
  • Swap the plug so that it’s only con­nect­ed on the right side; Use the Water Glove on the refrig­er­a­tor then open it for an Ice Glove
  • Go back inside to the tem­ple entry way
  • Look at the blue crys­tal behind the grate; Use the Lighter and Ice Glove on their respec­tive locks
  • Take the Glass Sphere
  • Head for­ward through the door­way; Use the Medal­lion on the iron maid­en

Iron Maiden Medallion Puzzle

Rotate the board so that the medal­lions fit into their spe­cif­ic col­or spot

Solu­tion (Click to Expand)

Click the Left (L) but­ton and Right ® but­ton as indi­cat­ed below

Casu­al: L, L, R, R, L, L, R, R, L, R, R

Left x2, Right x2, Left x2, Right x2, Left, Right x2

Advanced: L, L, R, R, R, L, R, R, R, R

Left x2, Right x3, Left, Right x4

  • Open the iron maid­en, undo the red string, then take the Glass Sphere
  • Go for­ward, then left towards the Throne Room
  • Look at the table in the back left; Take the Clue and Amulet Mold, then Use the Bunch of Keys on the box
  • Go to the Organ Room and use the Glass Spheres on the two stat­ues
  • Go down into the Dun­geon
  • Look at the brown chest; Use the Key to the Chest then Take the Bel­lows, Gut­ter, and White Part of Stat­ue
  • Go for­ward into the Crypt; Use the Oil Can on the left wall
  • Use the Rub­ber Boots on the elec­tri­fied water
  • Take the Gut­ter, Organ Card, and Note
  • Click the oth­er side of the room, then press the but­ton on the stat­ue 3x for a clue
  • Go to the Dun­geon; Use the Gut­ters x3 on the run­ning water to the right
  • Take the shirt from the flood­ed cell; Take Let­ter But­ton and Yel­low Part of Stat­ue
  • Go left into the Tor­ture Room; Use the White Part of Stat­ue, Red Part of Stat­ue, and Yel­low Part of Stat­ue on the stat­ues

3 Statue Puzzle

Move the joints and heads to put the stat­ues in their prop­er posi­tions accord­ing to the ear­li­er clue

  • Go back to the Throne Room with the chess­board; Use the Oil Can on the brown door to the left near the demon bust
  • Go up to the Pul­pit; Take the Bronze Fig­urine
  • Go to the new­ly opened Secret Room

Don’t for­get to take the Christo­pher Smith Fig­urine II from where the big stat­ue used to be

  • Take the Cac­tus, Engraved Stone, and Organ Card
  • Look at the brown cab­i­net on the right; Use the Bel­lows on the top for an Organ Card
  • Look at the book dis­play; Take the Let­ter But­ton
  • Try to look at the pro­jec­tor
  • Look at the desk top; Take the Can­dle, Organ Card, and Clue
  • Don’t for­get to take the Real You Fig­urine from under the book
  • dis­play
  • Go back to the Throne Room; Use the Engraved Stone on the box in the back left

Moving Stone Box Puzzle

Pull the pieces to cre­ate paths between num­bers and sym­bols

Hint: this is a code key puz­zle. You’re try­ing to fig­ure out which sym­bol goes with which num­ber

  • Go to the Organ Room; Use the Organ Cards x6 on the organ

Organ Puzzle

Place the music cards in the cor­rect loca­tions accord­ing to the clue. When you’re hap­py with the order, click on the gold thing on the bot­tom right of the organ

  • Take the Dia­mond
  • Go back to the Secret Room; Use the Dia­mond on the book dis­play
  • Take the Clue and Tweez­ers
  • Look at the bro­ken lantern; Use the Tweez­ers for Let­ter But­ton, then use it again on the bro­ken glass of the lantern
  • Take the Can­dle and Ring Pull
  • Look at the draw­er under the desk; Use the Ring Pull
  • Take the Let­ter But­ton, Black Chalk, Video Switch, and Note
  • Look at the brown cab­i­net; Use the Let­ter But­tons x4

Letter Button Puzzle: Redux

Huh. This is famil­iar, yet dif­fer­ent!

Press the but­tons in order to cre­ate a mes­sage accord­ing to the clue

Solu­tion (Click to Expand)

In order: I, Blank Space, ?, M, Blank Space, A, H, O, W

  • Take Forg­ing Tongs, Audio Tape, and Plate
  • Go to the Dun­geon
  • Look at the fur­nace to the left; Use the Amulet Mold, Bronze Fig­urine, Bel­lows, then Forg­ing Tongs
  • Use Forg­ing Tongs again, then quench the Heat­ed Mold in the flood­ed cell
  • Open the mold for Moth­er’s Heart
  • Back in the Secret Room, look at the desk top; Use the Cac­tus, Black Chalk, Plate, and Lighter
  • Look at the cab­i­net; Use Moth­er’s Heart and take the Can­dle and VHS Tape
  • Use the Lantern on the play­er, then the Audio Tape, VHS Tape, and Video Switch
  • Take the Fig­urine II from the bot­tom of the stat­ue
  • Look at the stat­ue; Take the last Can­dle and use it in front of the bro­ken mir­ror to the right

Yellow Vs. Purple Candle Game Puzzle

Click on a can­dle to turn it your col­or. Try to get the most col­or on the game board

Just do your best. This was a sur­pris­ing­ly nail-bit­ing game. Thought I was going to lose!

  • Take the Spe­cial Dag­ger
  • Look at the stat­ue; Give moth­er back her Heart
  • Use the Spe­cial Dag­ger to silence this night­mare!

GAME OVER!!


I’m so hap­py they did such a great job on this game! I know it’s a good puz­zle game when I actu­al­ly play 90% of the puz­zles instead of skip­ping them. I only ran into one glitch which is in the bonus con­tent when you try to play for the fig­urines you missed before where it crash­es the entire game. As of 2/28/2026, I have report­ed it to the group. I end­ed up miss­ing… 2–3 of them, I think. Even in the 2nd playthrough, I’m not sure where they are!



True Fear: For­sak­en Souls Part 1

True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)


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

writ­ten 1/17/26, updat­ed 1/18/26

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  • 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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