True Fear: Forsaken Souls Part 3 — ACT 1 — Written Walkthrough Guide (Switch)

writ­ten 2/19/26, updat­ed 2/20/26

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Read on for Act 2

Read Act 3


  • 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 1

This game is so long that I have to split the guide up into dif­fer­ent parts

Watch the intro cin­e­mat­ics

NOTE: These puz­zle solu­tions are for the CASUAL dif­fi­cul­ty

Tutorial

Awaken

  • Open the night­stand draw­er, take the Lighter, then use it on the wall sconce across the way
  • Take the Gear from the book on the night­stand, the cor­ner of the paint­ing near the door, and behind the por­trait on the shelf
  • Use the Gear x3 on the moon box, close the lid, then press the but­ton
  • Take the Key and use it on the door
  • Use the Lighter on the can­dle
  • Take the Key­chain and Car­bine from your bag
  • Use the Car­bine on the bro­ken door chain, then unlock the door
  • Take the doll and the Hon­ey Jar from the bench
  • Go into the kitchen, look at the sink, use the Key­chain on the faucet, then take the Cup
  • Look at the microwave
  • Move the emp­ty jar, use the Hon­ey Jar in its place, use the Cup on the water rings on the counter, pour the milk, then use the hon­ey
  • Open the microwave, place the cup inside, then turn the knob
  • Take your cup out
  • Use the Lighter 3 times

Wake Again

  • Look at the first aid kit, then take the Pack­ing Tape and Let­ter But­ton x2
  • Look at the debris below the first aid kit, and take the Paper Scraps x7
  • Look at the desk
  • Move the papers, take the Let­ter But­ton, then use the Paper Scraps x7

Photo Puzzle

Solve the puz­zle by plac­ing the pieces in the cor­rect place

  • Use the Pack­ing Tape then take the clue
  • Remove the sheet on the chair, take the Let­ter But­ton, then use the Let­ter But­ton x4 on the box lock

Letter Button Puzzle

Using the clue “WHO ARE YOU” press the let­ters in order to make that phrase appear on the box

Solu­tion: OYU EAR HOW

  • Take the paper

Dark Falls High School

Gate

  • Look at the ground, take the Met­al Comb, Comb, and clue, then place the 5 pieces of wood on the bro­ken lad­der (the last one is under the rock)
  • Use the Met­al Comb on the wood over the bro­ken win­dow for some Nails
  • Take the Bro­ken Glass, Coin, Peb­bles, and Olivia Harp­er Fig­urine I
  • Use the Coin on the vend­ing machine, take the clue and Soda
  • Use the Soda and Tooth­brush on the rusty tool­box for a Paper­weight
  • Use the Nails and Paper­weight on the Lad­der
  • Use the Lad­der on the gate
  • Use the Bro­ken Glass on the gog­gles at the base of the lamp­post
  • Go back­wards, use Rub­ber Band and Peb­bles on the Sling­shot
  • Back on the oth­er side of the gate, use the Sling­shot on the bal­loons
  • Take the Pat­tern Plate from the tree branch, then open the box for a Screw­driv­er. Don’t for­get the paper next to the box
  • Use the Screw­driv­er 7 times on the base of the lamp­post and take the Pat­tern Plate
  • Use the Screw­driv­er on the “DANGER” sign on the fence
  • On the oth­er side of the fence, look at the ground to get a Lever and a clue
  • Open the elec­tri­cal box, then use the Lever to get the Pat­tern Plate
  • Use the Pat­tern Plate x3 on the school doors

Pattern Plate Puzzle

Move the plates to cre­ate pat­terns

Inside

  • Look at the skele­ton on the ground
  • Take the Note and the Stone from his pock­et
  • Open the bag, take the Map, Bro­ken Pen­cil, Red Cross Emblem, and remove the book box
  • Look at the desk, take the Book
  • Open the draw­er, take the Ruler and Stone
  • Look at the lock­ers, use the Ruler to get the Stone and Scis­sors
  • Back at the desk, open the lid of the con­tain­er
  • Place the Stone x3 on the desk
  • Take the Key from the lock­ers, then use it on the door
  • Open the dou­ble doors, take the Clue and Jack Lever
  • Back out, look at the crate, take the Clue, and use the Jack Lever
  • Take the Lab Key and use it on the door
  • Take the Book from the crate, use the Scis­sors on the par­cel near the micro­scope for anoth­er Book and Book Token
  • Use the Red Cross Emblem on the box in the cab­i­net to the left of the anato­my mod­el, take the Tweez­ers and Hose
  • Take the Note from the oth­er side of the cab­i­net
  • Use the Screw­driv­er on the latch below for a Book and Wire Roll
  • Go back to the entrance, take the Note from the brown seat near the win­dow and use the Tweez­ers
  • Use the Book Tokens on the book near the ground skele­ton

Book Token Puzzle

Rotate the tiles until the paths are com­plete

  • Take the Employ­ee Pho­to and Book
  • Back in the lab, inspect the book­shelf to the right of the anato­my mod­el
  • Take the Note, then use the Books x5
  • Go into the class­room
  • Use the Bro­ken Pen­cil on the pen­cil sharp­en­er on the east wall for a Sharp­ened Pen­cil
  • From the desk, take the Note, move the papers, then take the Horse Token and Bro­ken Board
  • Use the Sharp­ened Pen­cil on the note­book for a Clue
  • On the teacher’s desk take the Note, then inspect the com­bi­na­tion lock

Teacher’s Desk Combination Lock Puzzle

Using the clue, input the com­bi­na­tion

Solu­tion: 4397

  • Take Dahli­a’s Sto­ry Page and Cat Pen­dant
  • Go to the door and use the Cat Pen­dant on the bro­ken por­tion
  • Use the Key to open the door
  • Inspect the rub­ble pile on the ground, mov­ing aside the debris to get the Horse Token and Win­dow Han­dle. Pick up the Note
  • Take the Deflat­ed Bas­ket­ball from the ground
  • Take the Threads and Note from the file cab­i­net
  • Look at the win­dow, take the Clue and Shoe Spoon
  • Use the Win­dow Han­dle
  • Go out­side

Outside

  • Head towards the carousel to stop the infer­nal, creepy noise
  • At the clif­f’s edge near the ele­va­tor, take the Note, then open the red bag for Med­ical Oxy­gen and use the Shoe Spoon to grab the Jer­rycan
  • Take the Note from near the school bus, then use the Jer­rycan and Hose for a Jer­rycan with Gas
  • Back­track to the class­room, use the Horse Token on the bag near the wall for Threads, South Amer­i­ca, and Hygien­ic Lip­stick (what­ev­er that means)
  • Go all the way back to the entrance; use the Hygien­ic Lip­stick on the bag in the lock­ers for a Clue, Charged Bat­tery, and San­ta’s Beard
  • Go to the class­room and look a the teacher’s desk
  • From the clue ear­li­er, click on the box, then use the Charged Bat­tery and Wire Roll to make a DIY Mag­net
  • Go back out­side and look at the bram­bles on the ground to the left
  • Use the Jer­rycan with Gaso­line, Lighter, then DIY Mag­net
  • Use the Carousel Pan­el Key on the carousel pan­el
  • Take North Amer­i­ca and remove the 2 bro­ken fus­es
  • Head back to the class­room and use North Amer­i­ca, South Amer­i­ca, and Africa on the globe
  • Take the Clue and Micro­scope Lens
  • Go back to the lab
  • Inspect the wood­en crate, then use the Deflat­ed Bas­ket­ball and Med­ical Oxy­gen
  • Take the Spray Paint, Bolts, and Alco­hol
  • Use the Micro­scope Lens and Bro­ken Board on the micro­scope

Microscope Puzzle

Turn the pan­els to cre­ate the cor­rect paths

  • Take your new Cir­cuit board to the class­room and put the Flash­light togeth­er
  • Go to the room with the big crate and through the dou­ble doors, and use the Flash­light to go down the stairs
  • Look straight ahead, take the Pow­er Key, go back up the stairs, and use it on the pan­el of the dark stair­well (And there was light!! Noth­ing scari­er than a dark base­ment)
  • Go down the now-lit stairs and take the Hack­saw Han­dle from in front of the door
  • All the way back at the carousel
  • From the roots of the tree, take the Heather Stone­house Fig­urine I and Africa, then use the Hack­saw Han­dle and Bolts on the saw blade on the roots to get a Hack­saw
  • Back in the base­ment, use the Hack­saw on the door with all the “Dan­ger” signs on it
  • Inside the work­shop, take the enve­lope
  • Take the Sug­ar, Green Paint, and Clue from atop the met­al chest
  • Inspect the stat­icky sec­tion

Static Memory — Workshop

  • Take the Cork, Pen­cil Sharp­en­er, Leather, and Amulet x4
  • Use the Pen­cil Sharp­en­er on the Pen­cil
  • Use the Pen­cil on the paper
  • Use the Cork on the blue draw­er
  • Take the Sewing Machine Han­dle, Scis­sors, and Amulet
  • Use the Amulet x5 on the box
  • Solve the puz­zle

Sliding Flower Box Puzzle

Slide the flow­ers until they line up

Solu­tion: I slid #2 all the way up then down to the mid­dle line, then #5 up to the mid­dle, then final­ly #7 down then up until every­thing was in line

  • Take the Threads
  • Use the Scis­sors on the paper, then Leather, then Scis­sors, then take the Leather for Gloves
  • Inspect the sewing machine; use the Sewing Machine Han­dle, Threads, then Leather for Gloves

Back from the Static

  • Back in present time, take the Glove out to the hall­way, and use it on the red valve
  • Take the Yel­low Paint, Glass­es, and Note
  • Inside the work­shop, click on the wood­en step stool, then the vent above it, then back out
  • Look at the gold­en music box on the chair in front of the desk
  • Open it, and take the Note, Threads and His­to­ry Token
  • Go back up to the lab and inspect the anato­my mod­el
  • Use Employ­ee Pho­to on the wall, then San­ta’s Beard, Glass­es, Threads x3, Scis­sors, and Spray Paint (how con­ve­nient the spray paint is brown)
  • Take the Man­nequin Head down to the base­ment and use it on the com­put­er lab door lock at the end
  • Inspect the sink; take the Note, Shav­ing Brush, and UV Light­bulb
  • Look at the ground, take the Clue, tap the bro­ken lamp to remove the bro­ken piece, then use the UV Light­bulb
  • Click the left side of the lamp to turn it on, then fol­low the stain
  • Pick up the tile; take the Tape and Sock­et Wrench, and remove the bro­ken snips
  • Go back to the work­shop and use the Sock­et Wrench on the met­al chest’s locks

Metal Chest Matching Puzzle

Find iden­ti­cal pairs

  • Look at the vol­cano mod­el in the back of the work­shop; use the new Bak­ing Soda, Sug­ar, Alco­hol, and Lighter
  • Use the Shav­ing Brush on the black gunk for a Shav­ing Brush with Soot
  • Take the Vol­cano Badge
  • Take that back to desk in the school entrance and use it, Tape, and Scis­sors on the glass
  • Bring the Fin­ger­print down to the base­ment, click on the cab­i­net lock, then use it
  • Take the Sil­i­cone Plate Grab­ber, Water Bot­tle, and Note
  • Back in the com­put­er lab, use the Sil­i­cone Plate Grab­ber to take the Half a Wire Cut­ter
  • Oops. Quick­ly com­bine the two halves of the Wire Cut­ter (that you took out of the ground ear­li­er), and use it on the fire extin­guish­er in the base­ment hall­way
  • Use the Fire Extin­guish­er on the burn­ing machine, pop off the pan­el to get Chalk, then use it on the chalk­board near­by
  • Head into the sta­t­ic

Static Memory — Surveillance Room

  • Take the But­ton and Pow­er Plug
  • Open the book; take the Note and Clip
  • Use the Clip on the pen­cil bag for a Key and Pen­cil, then use the But­ton on the machine behind the bag
  • Use the Key on the draw­er for a Screw­driv­er and Elec­tri­cal Tape
  • Use the Pow­er Plug and Elec­tri­cal Tape on the key­board
  • Turn on the machine, click on the screens, then use the Note

Surveillance Room Monitor Puzzle

Part 1: Input the pass­word using the 2 but­tons

Solu­tion: 96821

*For the life of me I can’t fig­ure out why this is the answer*

Part 2: Click the 4 num­ber but­tons until you put togeth­er the prop­er images

Solu­tion: 2,3,1,4,1

  • Use the Pen­cil on the note­book to get the Schema
  • Move the but­ton box and the 2 top mon­i­tors aside, then use the Screw­driv­er and Schema on the vent cov­er

Back from the Static 2

  • Take the Glass Clean­er from the shelf in the hall­way
  • Look at the vend­ing machine and use the Vol­cano Badge
  • Take the Clue and Radio Con­trolled Car
  • Go into the work­shop; move the wood­en stool and use the Radio Con­trolled Car
  • Move the stool again to get the Hard Sponge
  • Go back to the com­put­er lab; look at the sink and use the Glass Clean­er and Hard Sponge on the mir­ror

Mirror Lock Puzzle

Clean the mir­ror, then open the lock

Solu­tion: Down, Right, Up, Left, Down, Up

  • Take the Blue Paint, Math Token, and Music Cylin­der
  • Back in the Work­shop, use the Music Cylin­der on the music box and crank it for a Whirligig and Fig­urine Parts
  • Go back to the hall­way out­side the Class­room and use the Whirligig on the bro­ken fil­ing cab­i­net
  • Push it out of the way and go into The Prin­ci­pal’s Office
  • Look at the desk; Take the cac­tus fly­er, click on the ele­phant, take the Heavy Stamp, then move the doc­u­ment hold­er

Desk Puzzle

Move the col­ored cir­cles so that they cov­er all the holes

Solu­tion (Click to Expand)

NOTE: Be care­ful not to move pieces unnec­es­sar­i­ly, but at least in easy mode you’re able to undo your moves

Casu­al Dif­fi­cul­ty:

  1. First, move the red piece all the way to the top right
  2. Push the orange piece so that it sits right under the red
  3. Push the light blue piece all the way down and to the bot­tom right cor­ner
  4. Push the yel­low piece above the blue
  5. Ignor­ing the green for now, go up and around to push the pink piece next to the orange
  6. Push the green piece up and next to the red
  7. Push the blue piece next to the yel­low
  8. Final­ly, push the pur­ple piece into the last slot next to the light blue
  • Take the Spoke and Chem­istry Token
  • Use the Spoke in the hole at the top of the chair to get Vial A
  • Look behind the desk; use the Wire Cut­ters on the cac­tus with flow­ers, then take Vial B
  • Check out the lock­er; Take the Note and Freez­er Han­dle
  • Back up and look at the small shelf to the left of the desk
  • Take the Note, then use the Water Bot­tle, Vial A, then Vial B
  • Check out the cac­tus area again; use the Heavy Stamp and Water Bot­tle on the cig­a­rette dish where you cut off the cac­tus fruits to make Red Paint
  • Go all the way back to the Work­shop
  • Look at the desk and col­or­ing page; then the Green, Red, Yel­low, and Blue Paints

Coloring Page Puzzle

Using the paint col­ors, fin­ish the pic­ture.

HINT: When the game says “blend col­ors,” it means that you need to use one col­or on the page, and then the com­bo col­or after. It does­n’t com­bine on the paint­brush

  • Take the Col­ored Draw­ing to the com­put­er lab and use it plus the Fig­urine Parts on the locked cab­i­net

Colored Figurine Puzzle

First, place the cor­rect pieces, then move them into the prop­er posi­tions using the clue

  • Take the Lit­er­a­ture Token and Dahlia Stone­house Fig­urine I
  • Go back to the hall­way out­side the Prin­ci­pal’s Office and use the Acid on the pad­lock of the dou­ble doors
  • Take the Chain and go into the Cafe­te­ria
  • Look at the gold­en box; Take the Ham­mer Head, Physics Token, and Note
  • To the left of the box in the rub­ble, take the Nail from the post, Cold Weld­ing, and Note
  • Look at the stove; Remove the lid then take the Pot
  • Use the Freeze Han­dle on the vend­ing machine, then the Pot
  • Look at the stove again, use the Lighter and Pot with Ice to get a Gem
  • …which fits per­fect­ly in that gold­en box
  • Take the Anchor and Fuse
  • Back in the Prin­ci­pal’s Office, use the Cold Weld­ing on the Key to the left of the desk, then take it to the base­ment hall­way to smooth it out with the tool in the green cab­i­net
  • Head across the way to the Work­shop and use the new Pol­ished Key under the vol­cano
  • Get one of Dahli­a’s Sto­ry Pages and a Clue
  • Go back to the Prin­ci­pal’s Office and check out the large cab­i­net
  • Use the His­to­ry, Math, Chem­istry, Lit­er­a­ture, and Physics Tokens

Principal’s Cabinet Puzzle

Place the tokens in order using the pri­or clue

Solu­tion (Left to Right): Chem­istry, Physics, Math­e­mat­ics, His­to­ry, Lit­er­a­ture

  • Open the bag for a Mir­ror, Note, and Fuse
  • Go across the way to the carousel,
  • Use the Chain and Nail on the met­al door, then con­nect the oth­er end to the carousel seat with the Anchor
  • Go to the pan­el; Use the Fuse x2 then pull the lever
  • Go through the door­way

Light Puzzle

Move the mir­rors until the col­ored lights hit the cor­re­spond­ing-col­ored orbs

  • Take the Spe­cial Dag­ger out to the tree and stab it into the pur­ple root

Dark Falls Temple

Entry

  • Look at the gold safe, take the Flute and Dry Brush
  • Look halfway up the slope to the right of the path; Take the Buck­et, Stud Ear­ring, Dry Brush, and Note
  • Use the Spe­cial Dag­ger and Ham­mer Head on the wood for a Ham­mer
  • Go up the path
  • Inspect the refrig­er­a­tor and use the Flute on the foil next to it for a Flute in Foil, then take the Dry Brush and Note
  • Go down to the tem­ple
  • Inspect the gen­er­a­tor

Generator Chain Puzzle

Untan­gle the chain so that the disks are green

  • Take the Clock Hand and Valve
  • Look at the car, use the Ham­mer on the win­dow
  • Open the bag for Dahli­a’s Sto­ry Page, Clock Hand, and Clue. Don’t for­get to take the Note and Charles Laudius’s Fig­urine I from the back­seat
  • Look at the cart in front of the door; Take the Clue, Note, Dry Brush, and Tem­ple Key
  • Now, check out the tem­ple door and use the Clock Hands. Click on it, then use the Tem­ple Key
  • Inspect the fur­nace; Open the fur­nace door, take the Coal
  • Back up, look at the gold gates to the right of the door­way; Use the Mir­ror on the sun­light, and the Coal on the moon emblem
  • Take the Dry Brush and Bell Amulet
  • Back at the fur­nace, take the Note, click on the Clue, use the Valve and Flute in Foil on the pipes, use the Dry Brush x5 and Lighter on the coals, then Wood Chip then Lighter, then click it. Final­ly, turn the valve
  • Go through the doors
  • Take the Cane, Cap­sule Wheel, and Note from the ground
  • Inspect the com­put­er; Take the Note, then click on the screen
  • Press “OK” and then “Files” to get a Clue
  • Go back and use the Cane on the ring hang­ing from the ceil­ing, then go up the stair­case
  • Take the Cap­sule Wheel from the rail­ing
  • Use the Stud Ear­ring on the bench
  • Take the Cap­sule Wheel then use the Bell Amulet on the box

Bell Amulet Box Puzzle

Press the bells in the cor­rect sequence using the pri­or clue

Solu­tion: 1, 2, 3, 1, 2

  • Take the Chess Piece and Feath­er Amulet
  • Inspect the large desk and use the Feath­er Amulet on the draw­er lock
  • Take the Scis­sors, Lemon, Corkscrew, Brush with Oil, Match­es, and Can­dle
  • From the bot­tom draw­er take Ticks, Book, and Dia­dem
  • Open the top draw­er and take the Burn­er and Glue
  • Use the Book then Can­dle on the book stand
  • Use the Scis­sors on the scroll
  • Use the Corkscrew on the glass bot­tle
  • On the bowl, use the Burn­er, Dia­dem, Glass Bot­tle, Lemon, then Match­es
  • Click on the 3M (orange) timer
  • Use the Ticks
  • Inspect the sheet music machine; remove the old string, then use the Leather Lace and Glue
  • Final­ly, use the Glued Leather then Brush with Oil

Back from the Static

  • Take the Pli­ers and Note
  • Inspect the pad­lock with weird key; Use the Pli­ers and Ham­mer
  • Go down and past the cham­ber to the gold­en gates
  • First, take the Cap­sule Wheel from the left­most gate, then use the Spe­cial Key on the right­most gate
  • Go back­wards to the entrance, look at the mid­dle of the floor and use the Cap­sule Wheels x4

Time Capsule Wheel Lock Puzzle

Rotate the wheels to form a pat­tern

  • Head over to the com­put­er and use the CD-ROM
  • Open the Disk File to get a Clue
  • Go back to the gold­en gates, look at the left­most one, and click on it (not a puz­zle)
  • Go through the right­most gate; Look the ground near the green tool­box, take the Pipe Wrench and Note
  • Look at the spi­der web­by wall, take the Chess Piece
  • Go back and through the left­most gate; from the back wall, take the Note and Christo­pher Smith Fig­urine I
  • Look at the gold­en stat­ue, take the Clue and the Chess­piece
  • Inspect the throne, take the Note, then use the Chess­piece x3 on the chess­board

Chessboard Puzzle

Move the pieces so that none of their paths over­lap

  • Take the Scepter and Glass Sphere
  • Look at the stat­ues on the back wall; take the left Glass Sphere which will open the one on the right.
  • Give the right one, then the left one a Glass Sphere to open the door
  • Through the door to the foun­tain room, click 5 times on the wood­en debris
  • Welp… Oh well. Open the draw under the head­less stat­ue and take the Incense, Safe­ty Pin, and Ring
  • Go back to the organ room; use the Incense and Lighter on the Censer, then use it on the spi­der webs across the way
  • Remove the webs, then use the Pipe Wrench
  • Back in the foun­tain room, use the Buck­et on the foun­tain and put out the fire
  • Take the Match­es from the gold­en thing and use it on the can­dles
  • Look at the shelf; Take the Feath­ers, Doc­u­ments, and Polymi­no Details
  • Look at the stat­ue; Take the Braid, Polymi­no Details, and Doc­u­ments
  • Look inside the con­fes­sion­al; Take the Polymi­no Details and Doc­u­ments, then use the Braid and Feath­ers on the han­dle for a Feath­er Duster
  • Use the Polymi­no Details on the gold thing

Tetris Puzzle

Fit the pieces so that they fill all the spaces

  • Take the Doc­u­ments and Key
  • Use the Key in the con­fes­sion­al for a Col­ored Lens
  • Use the Feath­er Duster and Col­ored Lens on the cob­web­by paint­ing so that you high­light the bird, horse head, and grif­fin (sad­dle)
  • Look at the box on the shelf and press the cor­rect sym­bols
  • Look at the clue, pull aside the rug, open the con­tain­er, take the Doc­u­ments, then pull the lever
  • Take the last Doc­u­ment from the oth­er con­fes­sion­al door, and load them all up onto the cart

Back from the Static 2

  • Pick up the Glass Sphere
  • Back up a room and take the left stat­ue’s Glass Sphere, but leave the right
  • Go to the organ room, and give both stat­ues a Glass Sphere
  • Go through the door to the Dun­geon Room
  • Use the Pin on the green rib­bon the chest, for a Pin on a Rib­bon
  • Look at the open pit; Use the Spe­cial Dag­ger on the peb­ble in the gear, throw the lever, and go down
  • Take the Ban­dages and Note
  • Go through the far door and use the Pipe Wrench on the pipe to the left
  • Look at the drop off; Take the Num­ber But­ton, Key, and Note, then use the Pin on a Rib­bon to get the red sachet
  • Use the Bird Amulet on the cage near­by for a Ring and Oven Han­dle
  • Go back, and through the left door­way into the Tor­ture Cham­ber
  • Look at the barbed wire on the ground; Use the Cane then the Key
  • Take the Shack­les, Wheel, and Note
  • Take the Car Bat­tery, Sphere Frag­ment, Engraver, and Clue from near the spot­light
  • Remove the case, and open the crate to reveal a Hin­du Gane­sha stat­ue
  • On the tor­ture rack, use the Shack­les and Wheel to get the Bat­tery Cables. Don’t for­get to take the Num­ber But­ton
  • Go back to the room with the giant rift in it and look at the tomb
  • Take Dahli­a’s Sto­ry Page and Num­ber But­ton, then use the Car Bat­tery, Bat­tery Cables, and Engraver
  • Go back to the dun­geon, use the Oven Han­dle on the fur­nace, take the last Num­ber But­ton, and use them on the big thing on the wall

Number Button Dungeon Puzzle

Using the but­tons, move the cubes to where the steam is

This is how I did it:

  • Use the Scepter and take the Emer­ald
  • Use the Emer­ald on the Gane­sha ele­phant stat­ue in the Tor­ture Room
  • Take the Ring x3 back to the chess­board room, and use them on the gold­en stat­ue
  • Go through the door to the Pul­pit; Take the Gar­goyle Head and Clue
  • Go to the organ room and take the Glass Sphere from the right stat­ue
  • Use it on the stat­ue in the chess­board room to get to the foun­tain room
  • First, look in the right bot­tom cor­ner of the room; Use the Cane and Ban­dages, then Lighter for a torch
  • Use the Gar­goyle Head on the head­less stat­ue
  • Take the Plate back to the pul­pit and use it on the rail­ing
  • Grab the left stat­ue’s Glass Sphere again, give it to the one in the organ room and go into the Dun­geon
  • Use the Torch on the snake in the pit; Take the Note and notice the engrav­ing on the wall
  • Take the stat­ue’s Glass Sphere again, and go back to the Pul­pit
  • Input the num­ber into the brief­case (3281), take the Glue & Brush
  • Using the Glass Sphere go into the Foun­tain Room, look at the bro­ken sphere on the ground, use the Sphere Piece and Glue & Brush
  • Awe­some! Now you don’t have to play the glass sphere game any­more!
  • Give the Glass Sphere to the emp­ty hand­ed stat­ue, then go back out the com­put­er room

Chess Floor Puzzle

Using the clue from before, move the pil­lars to their prop­er posi­tions

  • Look inside the iron maid­en for a Heart Amulet
  • Take it down to the tomb and use it to get a Lock Part
  • Use it on the last gold­en gate
  • Inside the creepy cir­cle of.… Dahli­a’s Sto­ry Pages??? Use the Burnt Cane to pull your bag inside from the oth­er side of the gate

ACT 1 END!!

Watch the cutscene and real­ize that you’re now both hor­ri­fied, con­fused, and uncom­fort­ably aware that every­thing you thought was truth was… like­ly not…

Sta­tus: Bad End­ing!


Read on for Act 2

Read Act 3


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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