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O~~~~~~~~~~~~~~~~O | CONTENTS | O~~~~~~~~~~~~~~~~O SECTION 1 - LEGAL INFORMATION (UD1) SECTION 2 - UPDATES (UD2) SECTION 3 - STORYLINE (UD3) SECTION 4 - CHARACTERS (UD4) SECTION 5 - CONTROLS (UD5) SECTION 6 - WALKTHROUGH (UD6) - PROLOGUE - LAST YEAR (UD6.0) - CHAPTER 1 - MEMENTO MORI/FRIENDSHIP (UD6.1) - CHAPTER 2 - JEALOUSY/DARKNESS (UD6.2) - CHAPTER 3 - HAUNTED/ISOLATION (UD6.3) - CHAPTER 4 - MALEVOLENCE/LOYALTY (UD6.4) - CHAPTER 5 - DREAD/PREY (UD6.5) - CHAPTER 6 - PSYCHOSIS/VENGEANCE (UD6.6) - CHAPTER 7 - LOSS/VIOLENCE (UD6.7) - CHAPTER 8 - REVELATION/ANIMUS (UD6.8) - CHAPTER 9 - DESPAIR/KARMA (UD6.9) - CHAPTER 10 - RESOLUTION/REPENTANCE (UD6.10) SECTION 7 - BUTTERFLY EFFECTS (UD7) SECTION 8 - COLLECTIBLES (UD8) - THE TWINS CLUES (UD8.1) - 1952 CLUES (UD8.2) - MYSTERY MAN CLUES (UD8.3) - TOTEMS ((UD8.4) SECTION 9 - DEATH SCENES (UD9) SECTION 10 - EXTRAS (UD10) - UNDRESSING JESSICA - CHARACTER INJURIES SECTION 11 - TROPHIES (UD11) SECTION 12 - WHY, THANK YOU VERY MUCH! (UD12) O~~~~~~~~~~~~~~~~~~~~~~~~O | LEGAL INFORMATION | (UD1) O~~~~~~~~~~~~~~~~~~~~~~~~O This guide is Copyright (c) 2015 Marie Roberts. It may be used - ONLY with permission - on any gaming sites and for personal/private use. If I find that this FAQ is being used on a website without my permission it is a violation of copyright, is prohibited and is not acceptable. This FAQ was completed through the writer's (my) hard work, and copying it for profit or any other reason without my permission is strictly forbidden. This FAQ is only to be used on: Gamefaqs.com Ign.com Neoseeker.com Supercheats.com O~~~~~~~~~~~~~O | UPDATES | (UD2) O~~~~~~~~~~~~~O 21/10/2015 Added a trophy section after somebody pointed out to me that there isn't one. I hadn't added one as trophies are not very important to me - I obviously forgot that I was writing a walkthrough for other people, not myself! 11/10/2015 It's done! Finally, it's done! After hours of going through unskippable dialogue, replaying the game from Chapter 3 just to get one outcome in Chapter 10, and genuinely trying so hard to find as many possibilities as possible, I can finally put this online for people to read. I know it's quite late after the game's release, and that the hype has died down by now. But if this walkthrough garners the interest of someone who would like a bit more detail, and finds this walkthrough easy to follow, then it will all have been worth it. 28/09/2015 Went on holiday for a week, so a bit behind. Going through all the choices is taking a lot longer than expected as I keep suddenly thinking "But what would happen if this/that/the other happened?" and going back to a chapter I'd previously "finished". Everyone says there aren't enough choices in this game, but trust me, unless you've dissected everything and seen just how many different things can happen, you have no idea. If it was as simple as everyone said, it would not take this long to get through all the choices. I've been working on this walkthough in all of my spare time (which isn't much), so I am really trying to get this done. Hoping it will be out there within a week or two. 14/09/2015 Main bulk of the wakthrough is done. Just going through finishing up all the leftover choices, seeing what happens when timers run out, failing QTEs etc. Also checking structure and formatting, and adding extras. O~~~~~~~~~~~~~~~O | STORYLINE | (UD3) O~~~~~~~~~~~~~~~O The following information is courtesy of the Until Dawn Wikia, 14/09/15. In 2014, ten friends are gathered together at the Washington lodge on Blackwood Mountain for their annual winter getaway. During their celebrations, a few of them decide to play a prank on Hannah, who is romantically interested in Mike. While Josh and Chris are passed out drunk in the kitchen, Mike invites Hannah up to his room. Unbeknownst to her, Jess, Emily, Matt and Ashley are hiding under the bed and in the closet. As Mike convinces Hannah to start taking off her clothes, the hidden observers reveal themselves just as Sam bursts in to warn Hannah of the cruel prank. Humiliated, Hannah runs out of the cabin and into the snowy woods as some of her friends run after her, trying to apologize and convince her to come back. Hannah's twin, Beth, after learning that Hannah has been humiliated, tells them off and chases after her sister. The two girls were never heard from again. On the one year anniversary of the disappearances of Hannah and Beth Washington, the remaining seven friends accept Josh's invitation back to the mountain and make their way there. As the group separates to partake in their own festivities, their seemingly idyllic getaway begins to quickly turn sinister in more ways than one. Strange noises in the night; ghosts responding to a Ouija board; a Stranger in the woods. Thing become more and more chaotic as the night goes on. It's down to you, the player, to shape the way the nights turns out. Who will live and who will die? Their lives are in your hands... O~~~~~~~~~~~~~~~~O | CHARACTERS | (UD4) O~~~~~~~~~~~~~~~~O SAM Age: 19 Traits: Diligent, considerate, adventurous Warm and caring, but not afraid to put up a fight if she needs to, Sam is a bit of a peacemaker within the group. She was completely against the prank against Hannah (who was her best friend). After the incident with the twins, Sam becomes quite close with Josh, to the point where she is the only person he could really talk to about his sisters. Competent when it comes to physical activity such as rock-climbing, and brave enough not to shy away from danger, Sam is a durable survivor. She does have a soft side though, being an animal lover and preferring to stay out of conflict. JOSH Age: 20 Traits: Thoughtful, loving, complex Hannah and Beth's older brother, Josh, is seen to be a light-natured guy. He makes jokes all the time, and due to his father's career as a movie producer, is heard quoting movies quite a lot. The group are quite worried about Josh, since he has just lost both of his sisters. They all make an effort to show up to the lodge for him, to help him get over their deaths. CHRIS Age: 19 Traits: Methodical, protective, humorous Chris is the "nerd" of the group, a lover of gadgets and bad jokes. His good sense of humour is probably why he's Josh's best friend. He also has a soft spot for Ashley, although he hasn't been brave enough to tell her this. Although not the bravest of the group, Chris' inner hero will shine through when it comes to protecting his friends from danger. He is also quite resourceful and isn't taken in easily by the "supernatural". ASHLEY Age: 18 Traits: Academic, inquisitive, forthright Ashley is the most shy member of the group. She has a crush on Chris, but is too scared of breaking up their friendship to try anything with him. Although quite academic, Ashley has a vivid imagination and so is easily taken in by the slightest suggestion of anything supernatural. Ashley jumps to conclusions easily and does not have a good grip of her emotions. This can often lead to her making rash decisions that can put others in danger. She is very loyal to those who she is close to, but can be quite vengeful when she is betrayed by somebody. MIKE Age: 19 Traits: Intelligent, determined, persuasive A bit of a casanova, Mike has been romantically involved with two of the four girls who go up to the ski lodge. This causes quite a bit of drama, which is turn causes him to end up separated from the rest of the group at the beginning of the game. However, as with all things, Mike takes this in his stride. A man of action, he has no problem with taking charge and doing what it takes to get the job done - regardless of how much danger awaits. Beneath all the bravado, Mike is a resourceful guy who is definitely handy in a tight situation. JESSICA Age: 19 Traits: Confident, trusting, irreverent On the surface, Jess comes across as a bit of an airhead. And perhaps she is - but there's something that she knows she has, and that's looks and sexuality. Her motto is "If you've got it - flaunt it!" However, underneath all this, Jessica is just as insecure as anybody else. Although she can come across as brash and in-your-face, she is actually quite vulnerable on the inside. By the end of the game, there is a drastic change in Jessica's personality. MATT Age: 18 Traits: Motivated, ambitious, athletic A peacemaker more than a fighter, Matt has a big heart and is very loyal to his girlfriend, Emily, even when she belittles him. Athough not very smart, Matt has enough brawn to get through tough situations should it be required. Matt avoids confrontation when he can. However, when pushed too far he can really lose his temper, or get sulky. He seems quite aware that his relationship with Emily is very one-sided. EMILY Age: 19 Traits: Intelligent, resourceful, convincing Emily is a very intelligent woman. However, this in turn makes her quite patronising and stuck-up. She easily gets into arguments, and belittles her own boyfriend, Matt, by calling him names and making him carry her bags around. It is shown that she can be quite manipulative in order to get what she wants. When on her own, Emily's facade drops a little bit and she is forced to rely on her own skills to get by. She is able to use her brains well enough and succeeds at keeping herself calm, but occasionally this all crumbles and she shows a vulnerable side. HANNAH Naive, trusting and slightly obsessive, Hannah had a huge crush on Mike before she disappeared into the woods. She was so into him that she even got a tattoo to try and grab his attention (although this didn't work). When the teens pull the prank on her, she is more than willing to go upstairs to meet Mike "alone", even going so far as to remove her shirt when he suggests they begin by making out. BETH Level-headed and protective of her sister Hannah, Beth will do anything for those close to her. This is shown when she immediately runs off into the woods after her sister. Beth is also shown to be quite close to Josh, having the option to run to him for help before following Hannah. THE STRANGER Age: 52 A man wearing goggles, wielding a flamethrower. He is seen to be watching the group frequently throughout the events of the game. Is he a friend or foe? DR. ALAN HILL Age: 62 This psychiatrist asks an unknown character questions throughout the game. These questions shape the rest of the game. O~~~~~~~~~~~~~~O | CONTROLS | (UD5) O~~~~~~~~~~~~~~O EXPLORATION MODE CONTROLS: LEFT CONTROL STICK - Move your character. RIGHT CONTROL STICK - Move the camera slightly. R1 BUTTON - Enter Character menu START BUTTON - Enter Pause menu X - Used to examine objects R2 BUTTON - Use to pick up or hold objects. MOTION CONTROLS - Used to move character's head around, allowing them to see more examinable objects. Also used to rotate an object the character is holding. QTE MODE CONTROLS: R2 BUTTON - Hold an object, e.g. a latch on a door. MOTION CONTROLS - Used to ram doors down, move objects, and bolt doors. Also detected during DON'T MOVE QTEs. SQUARE, TRIANGLE and O - Use to perform actions such as jumping and climbing. O~~~~~~~~~~~~~~~~~O | WALKTHROUGH | (UD6) O~~~~~~~~~~~~~~~~~O DISCLAIMER: This walkthrough contains spoilers. It was pretty much a necessity to have spoilers in this guide, or else I couldn't have informed the reader about the consequences of their decisions. I have tried to be vague where possible, and to keep the plot unspoiled until absolutely necessary. This really is a game where a walkthrough should only be used on your second playthrough. If you would like to play this game without any spoilers, I recommend that you don't use this guide. First playthroughs should be performed blind anyway. TIPS: Your character traits and relationships matter very little, believe it or not. By this, I mean that they do not make important, plot-changing changes to the game. Your character traits sometimes change lines of dialogue, but these instances are few and far between. And there is only one instance in the entire game where character relationships actually change something, and that is between Mike and Jess. So although I will highlight which dialogue options will change which status type, do not make the traits and relationship statuses change the way you play your game. Only the Butterfly Effects should do this. X--------------------------------------------------------------------------X |||(UD6.0) PROLOGUE ||| ||| LAST YEAR ||| X--------------------------------------------------------------------------X *OPENING CUTSCENE* You start the game as Beth, twin sister to naive Hannah Washington and younger sister to Josh. Give yourself a bit of time to explore the menus (R1 BUTTON) before you begin. All of the different sub-menus will make a lot more sense by the time you have completed your first hour of gameplay. When you are ready, take control of Beth. Move her around the room by using the LEFT CONTROL STICK. If you would like to make her move a bit faster, hold the L1 BUTTON while you are moving. Move around the kitchen counter, towards the slumped figure in the jumper with the white stripe on it (Josh). The game will bring up a tutorial. If you face Josh, you will see an X on the counter. Approach this symbol and press the X BUTTON. You will then be told to press and hold R2 to pick up the bottle. Do so. Use your motion controls to rotate the bottle for further examination. When you are finished, back out with the O BUTTON. Congratulations! You just learned how to examine objects. Move to the right side of the screen, where you will find a note on the counter (a white orb shines above it; this always indicates the presence of an examinable item, as long as your character is facing it). Examine the back of the note to learn that Mike has invited Hannah upstairs to the bedroom, more than likely to pull the aforementioned prank on her. *CUTSCENE* Beth sees Hannah pass by the window. You now get a tutorial teaching you how to make a split decision. You are given two options; to take one, tilt the PS4 CONTROLLER in the direction of the option you would like to take, then press X when presented with the opportunity. ---------------------------------------------------------------- | YOUR CHOICE | |--------------------------------------------------------------| | WAKE JOSH | FIND THE OTHERS | |-------------------------------|------------------------------| | Beth attempts to wake Josh | Beth rushes straight through | | and fails. She tries to find | the door to find the others. | | the others. | | ---------------------------------------------------------------- *CUTSCENE* The game will now teach you about quicktime events (or QTEs). During an action sequence, QTEs will pop up on the screen very quickly, asking you to press a certain button or perform a certain movement with your controller. These are often on a time limit (indicated by the white circle surrounding the button), so must be done very quickly. If you complete the correct action within the time limit, the character will succesfully pass the QTE. If you press the wrong button or run out of time, the character will fail the QTE, sometimes with very bad consequences. If failing a QTE is going to have lethal or game-changing consequences, I will tell you so. !!!!!!!!!!!!!!!!!!!!!!!!!!!! !! ACTION SEQUENCE BEGINS !! !!!!!!!!!!!!!!!!!!!!!!!!!!!! Beth will start running. * As she approaches a fallen tree, press the SQUARE button to jump over it. You will be presented with a choice as to which route to take. ---------------------------------------------------------------------------- | YOUR CHOICE | |--------------------------------------------------------------------------| | FAST | SAFE | |-------------------------------------|------------------------------------| | * Press the TRIANGLE button when | Beth takes the stairs; there is no | | prompted to make Beth drop down | QTE. | | safely. | | //-----------------------------------------------------------------------\\ // Beth hears a noise down one route and see footsteps down another. \\ \\ Which route do you choose? // \\-----------------------------------------------------------------------// | FOLLOW FOOTPRINTS | FOLLOW NOISE | |-------------------------------------|------------------------------------| | Beth comes across some menacing | Beth follows the noise but finds | | deer. She scares them away before | nothing. She comes to a fork in | | continuing. | the road; on one path, she sees a | | Action sequence ends here. | shadow move, on the other is | --------------------------------------| footprints. The player must choose | | again. | |------------------------------------| | FOLLOW | FOLLOW | | SHADOW | FOOTPRINTS | |------------------|-----------------| | Regardless of your choice, Beth | | finds nothing and the Action | | Sequence ends here. | -------------------------------------- !!!!!!!!!!!!!!!!!!!!!!!!!! !! ACTION SEQUENCE OVER !! !!!!!!!!!!!!!!!!!!!!!!!!!! When prompted, swipe the TOUCH SCREEN on your PS4 CONTROLLER to unlock the screen on Beth's phone. She can now use it as a flashlight! Get yourself accustomed to the flashlight controls by moving the PS4 controller around as you walk with the LEFT CONTROL STICK. It takes some getting used to, but it's the best way of finding CLUES and TOTEMS. Keep following the path. Beth will be startled by a passing deer, but keep walking. Up ahead, quite obviously illuminated on the left side of the path, is a DEATH TOTEM lying on the ground. Pick it up and examine it by turning it over. (For more information on TOTEMs, see the TOTEMs section of the walkthrough.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COLLECTIBLE - DEATH TOTEM #1 CHAPTER: Prologue FOUND BY: Beth Location: Left hand side of the mountain path as Beth is searching for Hannah. VISION: Shows Beth falling spine-first onto a rock; blood splatters from her mouth as she continues to fall. She hits the ground next to Hannah. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Don't be surprised when the characters don't react to the totems; they never will. Continue along the linear path. On the way, you might notice a burst of flame once or twice, out in the wilderness. Carry on down the path until you get a cutscene. *CUTSCENE* After Hannah and Beth are backed off of the cliff, you are given a choice. The outcome is always the same, and the difference is very slight and unimportant. ----------------------------------------------------------------------------- | YOUR CHOICE | |---------------------------------------------------------------------------| | DROP HANNAH | LET GO | LET TIMER RUN OUT | |---------------------------|--------------------------|--------------------| | Beth apologises to her | Beth lets go of the | The branch Beth is | | sister before releasing | cliff, and both she and | holding breaks, | | her to the depths below. | Hannah fall to the | and both sisters | | She tries to grab The | bottom. Beth hits a rock | are sent falling | | Stranger's hand, but a | on the way down, which | to the depths | | branch breaks from her | breaks her back. | below. Beth hits a | | grip and she tumbles down | | rock on the way | | after her sister, | | down, which breaks | | breaking her back on the | | her back. | | the way. | | | X---------------------------------------------------------------------------X X Both sisters land in a cave at the bottom of a very deep slope. Their X X eyes stare lifelessly into the distance. X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX O------------------------O | THE ANALYST - PART ONE | O------------------------O "The past is beyond our control." !INFO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! ! ! If you are in Episode Select mode after ! ! completing the game, Dr. Hill will ! ! begin this session slightly differently.! ! ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! In between chapters, you will find yourself in first-person mode. You will be analysed by a psychiatrist: Dr. Hill. In these sessions, Dr. Hill will ask the player questions, or tell them to complete activities. How you respond to this will affect your gameplay experience. With this in mind, I recommend that if you are on your first playthrough, you should answer as quickly and as honestly as you can. If you are on a subsequent playthrough, feel free to play around with your answers a bit. I will always advise on how your answers change gameplay, if you are interested. After a short introduction, Dr. Hill will ask you to pick up a card and examine the picture on the other side, after which you must tell him how you feel about it. Do so now. When you are finished, Dr. Hill asks how you feel about the picture. There are many different branches of questions for you to answer in this session, but the effect they have on the game is minimal and unimporant. Just answer his questions as you wish until the session is over. Watch the opening credits and enjoy the awesome song. In the middle of the opening credits, you will get a cutscene which shows Sam sitting on a bus, heading up the mountain one year after Hannah and Beth's disappearance. Josh has invited the group back to the mountain in order to remember his sisters, and to also move on from the incident by having a good time. X--------------------------------------------------------------------------X |||(UD6.1) CHAPTER ONE ||| ||| MEMENTO MORI/FRIENDSHIP ||| X--------------------------------------------------------------------------X x---------------------------x | SAM | | PATH TO CABLE CAR STATION | | 21:02 | x---------------------------x When you gain control, move Sam forward down the linear path until you reach some wrought-iron gates. Examine the note left on the gate by Chris; it tells you that the gate is locked, and suggests that you climb over! If you examine the back of the paper, you can read an email from Josh telling Chris how to get to the mountain. Just a bit of background story. Look to the left side of the gate to see a wall that you can climb up. You can either take the QUICK option or the SAFE option. Here at the QTEs for each: NOTE: If you fail any of the QTEs, or take too long to choose, Sam merely falls back down and must start the climb again. ---------------------------------------------------------------- | YOUR CHOICE | |--------------------------------------------------------------| | SAFE | QUICK | |-------------------------------|------------------------------| | 1) Press the SQUARE BUTTON. | Press the TRIANGLE BUTTON. | | 2) Press the O BUTTON. | | |-------------------------------|------------------------------| | CLIMB | JUMP | |-------------------------------|------------------------------| | 1) Press the TRIANGLE BUTTON. | Press the O BUTTON. | | 2) Press the SQUARE BUTTON. | | ---------------------------------------------------------------- Sam jumps down automatically after reaching the top. Continue on down the linear path until you come across a little squirrel. The game now teaches you how to complete a DON'T MOVE QTE. !INFO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! DON'T MOVE QTEs ! ! ! ! DON'T MOVE sections can be really quite tricky. ! ! This is unfortunate as some of them can really ! ! make or break your ending. Basically, you are ! ! supposesd to hold your PS4 CONTROLLER very ! ! still while keeping it level. It is very ! ! sensitive, and there is very little room for ! ! error. As the game progresses, the results ! ! of failing a DON'T MOVE section become more and ! ! more dire. You should, at this point, make a ! ! decision. ! ! ! ! DECISION #1: Give it a whirl! If you feel that ! ! you have a fair chance of passing DON'T MOVE ! ! sections, then just carry on playing. ! ! ! ! DECISION #2: If you think you will struggle too ! ! much, or if you have a condition that causes ! ! your hands or body to shake, it is advisable to ! ! go into the settings of your PS4 (not the game) ! ! and disable vibration. Whenever a DON'T MOVE ! ! section pops up, you should either lay the ! ! controller in a safe position on a cushion/your ! ! lap, or place it straight on a table next to ! ! you. As long as you were prepared enough to lay ! ! down your controller in time, you should pass ! ! the DON'T MOVE sections with no trouble at all. ! ! I tried and tested this myself, and it worked ! ! every time. ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! After successfully completing the DON'T MOVE section, carry on down the path. As you approach a sign, Sam will automatically stop to read it. The sign, although it isn't clear, is referring to TOTEMS. After reading it, Sam will automatically pick up a TOTEM on the ground. Turn it over to examine the back. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COLLECTIBLE - GUIDANCE TOTEM #1 CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP FOUND BY: Sam Location: Beside the Native American butterfly sign VISION: Shows a bird landing on a picnic table. Mike reveals himself from behind a tree as the bird flies away. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Continue up the steps, which leads you to the lower cable car station. If you like, you can go straight ahead and examine the graffiti on the map of the mountain; it isn't important. The wording should sound familiar, though. Go right and try to enter the station. The door is locked, so continue to the right until you find Chris' bag. As you examine it, his phone starts ringing. This leads you to our first BUTTERFLY EFFECT decision. __ __ ( \,/ ) \_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+---------------------------------- (_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| ANY OF YOUR BUSINESS | ---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------| | IF YOU CHOOSE TO CLOSE THE BAG | | | | * Sam respects Chris' privacy | | * Chris will be happy to see Sam | | * It changes a cutscene later in the chapter, but only very slightly. | | * Sam's HONESTY metre rises slightly | | * Sam and Chris like each other more (see Relationship Status in your | | menu) | | | | IF YOU CHOOSE TO SNOOP | | | | * Sam looks at Chris' incoming message | | * Chris will be offended by Sam's indiscretion | | * Sam's HONESTY metre decreases | | * Sam's CURIOSITY metre rises | | * Sam and Chris like each other less (see Relationship Status in your | | menu) | | * Chris makes a sarcastic comment to Sam in a cutscene later in the | | chapter, but that's the extent of the damage. | | | ---------------------------------------------------------------------------- After you've made your choice, Chris will want to show Sam something around the back of the station. Follow him round the back. On the way, you will find your first MYSTERY MAN CLUE pinned to the wall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COLLECTIBLE - MYSTERY MAN CLUE CLUE #1 - WANTED POSTER CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP FOUND BY: Sam Location: On the outside wall of the lower cable car station ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After examining the clue, keep following Chris. It turns out that he wants to show you the shooting range that Josh's dad keeps, randomly sat around the back of the station. *CUTSCENE* X-------------------X | CHRIS | | CABLE CAR STATION | | 21:11 | X-------------------X Now controlling Chris, you can learn how to aim and shoot/throw. This is far easier than it seems. To do this, move your PS4 CONTROLLER around to aim your weapon. When you are hovering your crosshair over the target symbol, press R2 to fire/throw. Be aware that all of these are timed, and as usual the further into the game you get, the less time you have to complete the action. It may be very useful for you to know that you CANNOT MISFIRE. If you are aiming anywhere outside of the target symbol and you press R2, the weapon will not fire and there will be no consequences as you can't waste ammo. With this in mind, feel free to mash the R2 BUTTON madly. This may help those of you who do not have confidence in their aim, or who over-aim and go whizzing past the target. Shoot the first four targets. Sam will comment on your shootin' skills. (If the timer runs out, it doesn't matter; you get to try again.) Shoot either bottle when given the choice, it really doesn't matter which. After this, a cute little squirrel comes bounding into view. You now are presented with your next BUTTERFLY EFFECT decision. Believe it or not, this decision makes a pretty big difference later on - so if you don't mind things being spoiled for you, read the results of your decision in the box below! __ __ ( \,/ ) \_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+---------------------------------- (_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| RATS WITH BUSHY TAILS | ---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------| | IF YOU CHOOSE NOT TO SHOOT THE SQUIRREL, AND SHOOT THE SACK INSTEAD | | | | * Chris chooses not to shoot the squirrel | | * Nature remains in balance | | * Chris and Sam like each other more | | * Sam is able to hide succesfully when being chased in Chapter 5 | | | | IF YOU CHOOSE TO SHOOT THE SQUIRREL | | | | * Chris shoots the squirrel | | * Nature bites back: a bird attacks Sam | | * Chris' CHARITY metre goes DOWN | | * Chris' FUNNY metre goes UP (for some unknown reason) | | * Chris and Sam like each other a lot less | | * When Sam bangs her head while being chased in Chapter 5, the | | scratches from the crow open up and leave a blood trail. The psycho | | easily follows this, making it impossible for Sam to get through the | | chase without being captured | | | ---------------------------------------------------------------------------- Follow Sam back round to the front of the station. If you missed the WANTED POSTER CLUE earlier on, Chris will automatically examine it now. At the front of the station, the door is locked, so examine it to make Chris unlock it. While you wait for the cable car to arrive, you can look inside the station for clues. Walk left and up the steps into the back room. Examine the poster on the wall to learn the Blackwood Pines once housed a hotel and a sanatorium. You can continue left and examine the security monitor. At first glance, it appears to be monitoring a bathtub (yikes!) but swiftly changes so that it's viewing the outside of the station you are in. It's very difficult to see (I only noticed it on my second playthrough) but for a split second, there is a person standing in the shadows, watching the station you're in. It disappears when Chris says "Huh?". When the cable car arrives, Sam gets in. Follow her. *CUTSCENE* X-------------------------X | JESSICA | | UPPER CABLE CAR STATION | | 21:17 | X-------------------------X Now controlling Jessica, move her over to the right hand side of the screen. Sam and Chris will ask you to let them in. Press R2 to open the door for them. Chris will now snatch Jessica's phone off of her (rude!). Depending on what you made Sam do with Chris' phone earlier, your first Butterfly Effect will update. __ __ ( \,/ ) \_ | _/ BUTTERFLY EFFECT UPDATE: ANY OF YOUR BUSINESS (_/ \_) Chris continued to trust Sam OR Chris criticised Sam for being nosy You now get to make a conversation choice where you must choose whether or not to tell Chris and Sam that Jess and Mike are now in a relationship. ----------------------------------------------------------------- | YOUR CHOICE | |---------------------------------------------------------------| | INSIST | EXPLAIN | |-------------------------------|-------------------------------| | * Jessica does not tell Chris | * Jessica explains that Mike | | and Sam that she is in a | and Emily split up, and now | | relationship with Mike now. | Jess is with Mike. | | * Jessica's FUNNY metre goes | * Jessica's HONESTY metre | | UP. | goes UP. | | * Jessica's relationship with | * Jessica's relationship with | | CHRIS gets WORSE. | SAM gets WORSE. | | * Jessica's relationship with | * Jessica's relationship with | | * SAM gets BETTER. | CHRIS gets BETTER. | ----------------------------------------------------------------- *CUTSCENE* x--------------------------x | MATT | | WASHINGTON LODGE GROUNDS | | 21:24 | x--------------------------x We're now with Matt and Emily! Make Matt follow the path and go through the little wooden tunnel. *CUTSCENE* Emily and Mike start having a small argument. Matt gets the chance to step in. ----------------------------------------------------------------- | YOUR CHOICE | |---------------------------------------------------------------| | THREATEN | WELCOME | | Back off, Mike. | We're all friends here. | |-------------------------------|-------------------------------| | * Matt tells Mike to behave, | * Matt acknowledges that this | | in no uncertain terms. | weekend is going to be | | * Matt's CHARITABLE metre | awkward. | | goes DOWN. | * Matt's CHARITABLE metre | | * Matt's ROMANTIC metre goes | goes DOWN. | | UP. | * Matt's relationship with | | * Matt's relationship with | EMILY gets WORSE. | | EMILY gets BETTER. | * Matt's relationship with | | * Matt's relationship with | MIKE gets BETTER. | | MIKE gets WORSE. | | ----------------------------------------------------------------- After Mike leaves, Emily suddenly says that she has to go down to the station to talk to Sam. This gives Matt another conversation option. ----------------------------------------------------------------- | YOUR CHOICE | |---------------------------------------------------------------| | AGREE | PERSIST | | Okay, I'll go. | I'm not leaving you alone. | |-------------------------------|-------------------------------| | * Matt agrees to take the | * Emily feels like Matt is | | bags up to the house. Emily | being over-protective and | | stays in a good mood with | gets pissy with him. Matt | | him. | takes the bags to the lodge | | * Matt's CHARITABLE metre | anyway. | | goes UP. | * Matt's ROMANCE metre goes | | * Matt's ROMANTIC metre goes | DOWN. | | UP. | * Matt's relationship with | | * Matt's relationship with | EMILY gets WORSE. | | EMILY gets BETTER. | | |---------------------------------------------------------------| | Both options can potentially change how Emily reacts to | | another decision in Chapter 6. This simply changes a line of | | dialogue, though, and does not affect the game in an | | important way. | ----------------------------------------------------------------- Emily and Matt go their separate ways for now. X--------------------------X | ASHLEY | | WASHINGTON LODGE GROUNDS | | 21:32 | X--------------------------X Ashley is looking through a set of binoculars. The game goes into First Person Mode and lets you control what she sees. If you look around a bit, you'll eventually see Mike and Emily having a "moment". Drama! After Ashley has finished narrating the scene, move the binoculars around to the right. BANG! Matt and Ashley have a short conversation, before he asks what she saw through the binoculars... Awkward! Make your choice. __ __ ( \,/ ) \_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+---------------------------------- (_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| THE SOUL OF DISCRETION | ---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------| | IF YOU CHOOSE TO MISLEAD MATT | | | | * Matt asks if you're sure the binoculars are broken. You get a second | | option; let him look (in which case see the results for ENCOURAGING | | him below) or you can insist that the doesn't look. | | * If you insist that he doesn't look, your BUTTERFLY EFFECT will update | | to say that MATT DIDN'T SEE MIKE AND EMILY FLIRTING. | | * Matt and Mike do not argue later on. | | | | IF YOU CHOOSE TO ENCOURAGE MATT | | | | * Matt looks down the binoculars and sees his girlfriend Emily flirting | | with her ex-boyfriend, Mike. He becomes furious. | | * Your BUTTERFLY EFFECT will update to say that ASHLEY ENCOURAGED MATT | | TO USE THE TELESCOPE. It will shortly update again to say MATT SAW | | MIKE AND EMILY FLIRTING. | | * Matt and Mike will argue later on. | | | ---------------------------------------------------------------------------- X-------------------------X | JESSICA | | UPPER CABLE CAR STATION | | 21:51 | X-------------------------X We begin with the option to read a book or check Jessica's phone. Do either; neither makes any difference at all. A snowball will then be chucked at Jessica. Mike now makes an appearance and starts an impromptu snowball fight. Here are your options. ----------------------------------------------------------------------------- | YOUR CHOICE | |---------------------------------------------------------------------------| | RUN TO BENCH | GRAB SNOWBALL | DO NOTHING | |---------------------------|--------------------------|--------------------| | * Jessica makes a run for | * Jessica makes a run | * Mike hits Jess | | it and Mike chucks his | for it and you must | with his snowball| | snowball. Press the | aim to throw your | and she runs to | | TRIANGLE BUTTON to | snowball at him. | the bench. There | | dodge it. | | is no QTE. | //-----------------------------------------------------------------------\\ // Jessica hides behind a picnic table and Mike hides behind a \\ \\ tree. Jessica makes a snowball and prepares to throw it at Mike. // \\-----------------------------------------------------------------------// | 1) Aim your crosshair at the target and press R2 to hit Mike. | | 2) Mike throws another snowball at Jessica as she makes a dash for cover -| | press the SQUARE BUTTON to dodge his snowball. | | 3) It's Mike's turn to run - as he does so, aim at him and press R2 to | | throw another snowball. (If you fail this QTE, you get another one | | where you must press the O BUTTON.) | ----------------------------------------------------------------------------- A bird lands on a table nearby. The game will now tell you that sometimes doing nothing is the correct action to take. Such is the case now. You may remember a GUIDANCE TOTEM you picked up earlier with a bird in it. It is referring to this moment, and is telling you that if you leave the bird alone, Mike will reveal himself so you can throw another snowball at him. Wait for the timer to run out on the bird's target. As soon as that happens, Mike will jump out from behind the tree and a target will appear over him. Throw a snowball at him! !INFO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ! ! ! If you do hit the bird, it will fall to the ground and die. ! ! This mortifies Jessica and throws Mike off guard. The ! ! conversation changes ever so slightly in a moment and ! ! you'll also have to perform a QTE. ! ! ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Mike finally catches up to Jessica and they tumble to the ground. After some extremely cheesy dialogue, you get another option. ---------------------------------------------------------------------------- | YOUR CHOICE | |--------------------------------------------------------------------------| | KISS MIKE | GRAB SNOWBALL | DO NOTHING | |---------------------------|------------------------|---------------------| | * Mike and Jessica kiss, | * Jessica grabs a | * Skips ahead to | | and after some more | snowball and chucks | the next scene. | | corny exchanges they | it in Mike's face. | * Jess and Mike | | continue to the lodge. | He takes it in his | like each other | | * Jessica's BRAVERY metre | stride before they | less. | | goes DOWN. | both continue to the | | | * Jessica's ROMANTIC metre| lodge. | |
| goes UP |* Jessica's FUNNY metre | |
| * Jessica's CURIOSITY | goes UP. | |
| metre goes UP | | |
| * Jessica and Mike like | | |
| each other more. | | |
---------------------------------------------------------------------------
If you hit the bird with the snowball a few moments ago, an icicle above
the two teens now falls towards them and you must press the TRIANGLE BUTTON
to dodge it. You won't die if you miss the QTE, though.
Jess and Mike head to the cable car station.
O------------------O
| ANALYST - PART 2 |
O------------------O
We are back in the room with Dr. Hill. You may have noticed his office
has changed ever so slightly. Watch these little changes as the game
continues, as they correspond with your choices.
Dr. Hill hands you a book. The object of this activity is to find out what
scares you the most (or, as he puts it, makes you feel the most anxious).
After each page turn you will be presented with two choices, and you must
pick which of the two makes you the most anxious. I will let you know below
which options will actually change the game.
----------------------------------------------------------------------------
| YOUR CHOICE | RESULT |
|--------------------------------------------------|-----------------------|
| 1 | Men worry me | OR | Women worry me | No visible changes. |
|---|------------------|----|----------------------|-----------------------|
| 2 | Planes scare me | OR | Crowds scare me | No visible changes. |
|---|------------------|----|----------------------|-----------------------|
| 3 | I fear heights | OR | I fear drowning | No visible changes. |
|---|------------------|----|----------------------|-----------------------|
| 4 | Snakes scare me | OR | Rats scare me | Affects question 6. |
|---|------------------|----|----------------------|-----------------------|
| 5 | Guns are scary | OR | Knives are scary | No visible changes. |
|---|------------------|----|----------------------|-----------------------|
| 6 | Snakes/Rats | OR | I fear cockroaches | You will see more of |
| | scare me | | | your chosen fear in |
| | (dependant on | | | the game's |
| | which you chose) | | | environment. |
|---|------------------|----|----------------------|-----------------------|
| 7 | Clowns scare me | OR | Scarecrows scare me | Affects question 11. |
|---|------------------|----|----------------------|-----------------------|
| 8 | Gore disgusts me | OR | Crows are scary | Affects question 10. |
|---|------------------|----|----------------------|-----------------------|
| 9 | Rats/Snakes/ | OR | Spiders are creepy | You will see more of |
| | Cockroaches | | | your chosen fear in |
| | scare me | | | the game's |
| | | | | environment. |
|---|------------------|----|----------------------|-----------------------|
|10 | Crows are/ | OR | I fear needles | If you choose crows/ |
| | gore is scary | | | gore, it affects |
| | (dependant on | | | question 12. If you |
| | which you chose) | | | choose needles, it |
| | | | | changes the psycho's |
| | | | | weapon later and also |
| | | | | can be seen in the |
| | | | | game's environment. |
|---|------------------|----|----------------------|-----------------------|
|11 | Clowns/ | OR | Zombies scare me | You will see more of |
| | Scarecrows scare | | | your chosen fear in |
| | me | | | the game's |
| | (dependant on | | | environment. |
| | which you chose) | | | |
|---|------------------|----|----------------------|-----------------------|
|12 |Crows/Needles are/| OR | I fear dogs | Affects question 13. |
| | Gore is scary | | | |
|---|------------------|----|----------------------|-----------------------|
|13 | Crows/Dogs/ | OR | Storms scare me | You will see more of |
| |Needles are scary | | | your chosen fear in |
| | | | | the game's |
| | | | | environment. The |
| | | | | Psycho's weapon may |
| | | | | also change. |
----------------------------------------------------------------------------
X--------------------------------------------------------------------------X
|||(UD6.2) CHAPTER TWO |||
||| JEALOUSY/DARKNESS |||
X--------------------------------------------------------------------------X
X--------------------------X
| CHRIS |
| WASHINGTON LODGE GROUNDS |
| 22:00 |
X--------------------------X
We start the chapter with most of the group (minus Mike, Jessica and Emily)
meeting up at the Washington Lodge. Depending on your actions earlier,
Matt will either be talkative and jovial or reclusive and moody. Chris and
Josh approach the lodge and you receive two dialogue options.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| GOSSIP | WORRY |
| ...Matt and Emily... | You doin' alright? |
|---------------------------------|----------------------------|
| * Chris' CHARITY metre goes | * Chris' CHARITY metre |
| DOWN | goes up. |
| | * Chris' relationship with |
| | Josh improves. |
----------------------------------------------------------------
The lock to the front door is iced over, so Josh can't unlock it. Chris and
Josh agree to break in through an alternative entrance. On the way down,
Chris stops to talk to Ashley and you get another dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| UNSETTLED | CONFIDENT |
| It's weird to be back. | It's nice being back. |
|---------------------------------|----------------------------|
| * Chris' CURIOSITY metre goes | * Chris' ROMANCE metre |
| UP. | goes UP. |
| | * Chris' relationship with |
| | Ashley improves. |
----------------------------------------------------------------
Rather than following Josh, make Chris head toward the front of the screen.
In front of Matt, you will find another TOTEM on the floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - GUIDANCE TOTEM #2
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
Location: Before breaking in to the lodge, find Matt (opposite the lodge
stairs). There is a TOTEM in front of him.
VISION: Shows Mike getting his fingers caught in a trap.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A bit grim, that one! Now talk to Matt. His mood varies depending on whether
or not he saw Emily flirting with Mike earlier. You get a dialogue option:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| FRIENDLY | NOSY |
| How're you doing? | So, you and Em...? |
|---------------------------------|----------------------------|
| * Chris' CHARITABLE metre goes | (If Matt saw flirting): |
| up. | * Chris' CURIOSITY metre |
| * Chris and Matt like each | goes UP. |
| other more. | * Chris' other traits go |
| | DOWN slightly. |
| | * Chris' relationship with |
| | MATT goes DOWN. |
| | |
| | (If Matt didn't see |
| | flirting): |
| | No status changes. |
----------------------------------------------------------------
You can carry on past Matt and have a conversation with Sam if you like, but
you don't get any options that will change anything.
When you're ready, backtrack to the lodge and go to the right of the steps,
round to the back of the house. On the way, Josh comments that Ashley is
looking pretty "hot" today and then stops. If you want, you can stop to
talk to Josh to get a couple of dialogue options.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| AGREE | PROTEST |
| Yeah, absolutely. | Cut it out, man. |
|---------------------------------|----------------------------|
/ Both options are followed by the same question. It is \
\ adviseable to follow the same tone of conversation for both /
| questions. |
|--------------------------------------------------------------|
| AGREE | DISAGREE |
| Maybe you're right. | I don't know... |
|---------------------------------|----------------------------|
| * Chris and Josh like each | * Chris' HONESTY metre goes|
| other more. | UP. |
| * Chris' HONESTY metre goes UP. | * Chris' other traits go |
| * Chris' ROMANCE metre goes UP. | DOWN slightly, except |
| * Chris' other traits go DOWN | for his curiosity. |
| very slightly. | |
----------------------------------------------------------------
Continue around to the back of the house. On the wall of the house, you
will find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #4 (yes, the order is all wrong)
AXE HOLDER
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
Location: Before breaking into the lodge, this clue is on the wall of the
lodge right near the window that you need to break into.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue along until you find a metal cabinet. Examine it and then use
the motion controls to move it to the left until it is under the window.
Chris will climb up.
*CUTSCENE*
Uh oh! We're all alone, and things are about to get spooky! Use your lighter
to look around the room (it also illuminates clues and other objects).
Start by walking directly opposite the window you entered through. On the
ground is a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #1
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
LOCATION: On the floor in the lodge's utility room, straight after breaking
in through the window.
VISION: Emily is thrown onto the floor, her entire body on fire.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go through the wide open door on the far left corner of the room to find
a little closet with a CLUE in it. Pick up the newspaper clipping from the
shelf and turn it over to collect it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #2
Newspaper Cutting
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
LOCATION: Right after breaking into the lodge, Chris will find this in
a little utility closet in the same room where he climbed in
through the window.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exit the little closet and go right, and through the partially-open door.
Follow the corridor around and examine the portrait on the wall for another
CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #4
FAMILY PORTRAIT
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
Location: After breaking into the lodge, you will have to walk along a
corridor to get into the main area. This huge portrait is on the
wall in that corridor, you can't miss it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue down the corridor. As you reach the end, a door will slam shut!
Weird. Go through it, anyway.
You're now in the entrance room. If you like, you can go to the front door
and try to spook Sam and Ashley, but there's no real reason to do this and
it changes nothing. Instead, carry on through into the huge living area.
Go to the right side of the screen and go all the way around the edge of
the room until you come to large door on the opposite side leading to the
dining room. Go through it.
At the back of this room on a sideboard you will find a clue (you will have
to press a button on the answerphone first).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #3
ANSWERPHONE MESSAGE
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
Location: In the dining room of the lodge, on the sideboard at the back.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exit the dining room and head right until you find another sideboard against
the wall. Another clue can be found here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS #3
PROM NIGHT PHOTO
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris/Sam
Location: On a sideboard in the huge main living area, just to the left of
the stairs that lead up.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue right until you find a set of stairs going DOWN. Take these, and
go all the way to the bottom. Directly opposite the stairs, and next to the
cinema room doors, is another clue on a sideboard. Pick it up!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS #2
BEACH PHOTO
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris/Sam
Location: In the main area of the lodge, down the stairs and on the
sideboard right next to the cinema room doors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Work your way back upstairs to the main level, and head back to the middle
of the room where you will find a final set of stairs leading all the way
to the top floor. Take these and go left at the top, where you will see an
open window (the source of the noise you're hearing). You can't shut it, but
walk past it to the left. There is an opening here that you need to go
through, but before you do that carry on to the left until you find a
bookcase at the end of the railing. On this bookcase is a well-hidden clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS #1
FILM TROPHY
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Chris
Location: In the main area of the lodge, go up the stairs and left past the
open window. Carry on all the way left until you come to a
bookcase at the end of the railing. The clue is on the bookcase.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head back into that opening and follow it through in the direction it's
telling you to go - through that open door.
At this point you'll start to hear a strange rattling noise. It's coming
from behind a closed door, the only other door in the room at this moment
in time. Go through it!
You're in the bathroom now (the same bathroom that was briefly on the
security monitor at the cable car station earlier). Examine the cupboard
straight ahead of you and open it. You'll find the can of deoderant you
were looking for! Pick it up.
*CUTSCENE*
Everyone enters the lodge. Mike eventually joins you. This scene changes
entirely depending on whether or not Ashley let Matt look through the
telescope earlier. If you did not let Matt look, then you can skip this
next segment between him and Mike as it will not happen. If Matt DID see
Emily and Mike flirting, then read on.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: THE SOUL OF DISCRETION
(_/ \_) Matt confronted Mike
OR
Matt was relaxed when Mike and Jessica arrived at the lodge
Matt makes some sarcastic comments towards Mike, and you are given some
options.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| WARN | CHALLENGE |
| Stay away from Emily. | I saw you and Em. |
|-----------------------------------|---------------------------------------|
| MIKE PRETENDS TO KNOW NOTHING. | MIKE DEFLECTS THE QUESTION. |
|-----------------------------------|---------------------------------------|
| ATTACK | BACK OFF | DISTRUST | APOLOGISE |
|Stop being a dick| Forget it |Watch yourself, Mike| I overreacted |
|-----------------|-----------------|--------------------|------------------|
| Matt becomes | Matt backs off, | Matt warns Mike, | Matt apologises, |
| aggressive and | but the | but leaves the | and Mike accepts.|
| actively tries | atmosphere is | matter there. | * Matt and Mike |
| to hurt Mike. | soured. | * Matt and Mike | like each other|
| * Butterfly |* Relationship | like each other | less. |
| Effect: Mike | with everyone | a lot less. | |
| and Matt fought.| except Emily |----------------------------------------
| * Relationship | goes down |
| with everyone | slightly. |
| except Emily |------------------
| goes down |
| hugely, Mike's |
| goes down |
| completely. |
| |
| THIS MAKES JESS |
| AND MIKE HEAD |
| STRAIGHT TO THE |
| CABIN, AND THE |
| CONFRONTATION |
| BETWEEN EMILY |
| AND JESS |
| DOESN'T HAPPEN! |
-------------------
*CUTSCENE*
IF Matt and Mike had a fight, then this next part doesn't happen and you
should skip ahead to Mike and Jessica being exiled from the lodge. Otherwise
continue reading.
Emily and Jessica start to fight and Matt gets some dialogue options.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| PROVOKE | DEFUSE |
| That's uncalled for, Jess. | Chill out, Emily. |
|-----------------------------------|---------------------------------------|
| * Matt and Emily's relationship | * Matt and Emily's relationship gets |
| gets better. | worse. |
-----------------------------------------------------------------------------
And shortly after...
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| PROVOKE | DEFUSE |
| Shut your mouth, Jess! | Emily, stop! |
|-----------------------------------|---------------------------------------|
| * Matt and Emily's relationship | * Matt and Emily's relationship gets |
| gets better. | worse. |
-----------------------------------------------------------------------------
Depending on who you sided with, you'll get a different Butterfly Effect
Update to a new Butterfly Effect:
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| WHOSE SIDE ARE YOU ON |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| |
| IF YOU SIDED WITH EMILY: |
| |
| Emily will be slightly kinder to Matt for now, and their relationship |
| improves. |
| |
| * MATT SIDED WITH EMILY DURING THE FIGHT WITH JESSICA |
| |
| IF YOU SIDED WITH JESSICA: |
| |
| Emily will be less happy with Matt later on, and their relationship gets |
| worse. |
| |
| * MATT SIDED WITH JESSICA DURING THE FIGHT WITH EMILY |
| |
----------------------------------------------------------------------------
*CUTSCENE*
X-------------------------X
| MIKE |
| ASHINGTON LODGE GROUNDS |
| 22:43 |
X-------------------------X
Exiled to the cabin, Mike and Jess make their way through the snow.
They need to get the generator working first so they can see where
they're going.
Follow Jess down the stairs. If she stops over by the bench, go and talk
to her. She asks you to take a selfie of the two of you. Aim the phone's
camera with your motion controls and do your best to get both Mike and Jess
centred before you shoot with R2. Jess will comment on how good or bad you
did, then continue onwards. (This doesn't make any difference - it's just
a bit of fun!) Also, this little part doesn't happen if your relationship
with Jess is too low.
Follow Jess down the path. If Emily and Jessica had their bitch-fight
earlier, Jess will stop in the middle of the path and you can examine her
to talk to her. If you do so, you get the following dialogue option:
----------------------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------------------|
| AGREE | DISAGREE |
| (Emily was being a bitch) | (Ease up on Em, okay?) |
|------------------------------------|-------------------------------------|
| * Mike's CHARITY metre goes DOWN | Jessica states that Emily is not her|
| * Mike and Jessica like each other | problem, nor is she Mike's problem. |
| more. | You get another dialogue option. |
-------------------------------------|-------------------------------------|
| AGREE | DEFEND |
| (Yeah, screw | (Leave Emily |
| Emily) | alone) |
|-------------------|-----------------|
| * Mike's CHARITY | * Mike's CHARITY|
| metre goes DOWN | metre goes UP |
| * Mike's FUNNY | * Mike's ROMANCE|
| metre goes UP. | metre goes UP |
| * Mike and Jess | |
| like each other | |
| less. | |
---------------------------------------
If Mike and Matt had a full-on fight earlier, Jess will stop and you can
talk to her about it. Here are your options:
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| AGGRESSIVE | EVASIVE |
| Matt's a dick! | Just showing off. |
|---------------------------------------|-----------------------------------|
| * Mike's CHARITABLE metre goes DOWN | Jessica insists that Mike seems |
| * Mike's relationship with Jess gets | pretty pissed off. You get to |
| better. | choose again: |
----------------------------------------|-----------------------------------|
| EVASIVE | TRUTHFUL |
|------------------|----------------|
| * Mike's HONESTY |* Mike's HONESTY|
| goes DOWN. | goes UP. |
| * Mike and Jess | |
| like each | |
| other less. | |
-------------------------------------
Carry on forward and you will find a gate. For some reason, it is an
electronic gate and the pair of you aren't smart enough to just climb over
the wall. Go right from here and you'll find a shed. Before entering,
pick up the TOTEM on the floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #1
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: On the floor right next to the shed with the generator in it.
Vision: Ashley gets punched in the face by a masked psycho.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enter the shed and examine the generator. Pull down the little door and
flick the switch down. Now pull the lever twice to get the generator to
rumble to life! Afterwards, the game will go a little strange and ask you
to move Mike to the left. BAM!
Once out of the shed, go back to the electronic gate and push the button.
Then pull the handle up to go through.
Follow Jess over the bridge and along the path until she stops at a tree
with police tape on it, left there since the investigation into Hannah and
Beth's deaths. The mood changes completeley and you get a conversation
option with Jess.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| RESPECTFUL | ASK |
| I hope they're at peace. | What do you remember? |
|---------------------------------|----------------------------|
| * Mike's ROMANCE metre goes UP. | * Mike's CURIOSITY metre |
| * Mike and Jess like each other | goes UP. |
| more. | * Mike and Jess like each |
| | other less. |
----------------------------------------------------------------
Carry on up the path.
*CUTSCENE*
Mike and Jessica come to a fork in the road. The left path is blocked, so
you should both head down the right into the mines.
*CUTSCENE*
Jess has fallen into the mines, but she's unharmed. You get a choice about
what to do next. This is a BUTTERLY EFFECT CHOICE.
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| BE HER HERO |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------
| IF YOU CHOOSE TO JUMP DOWN INTO THE MINES WITH JESS |
| |
| * Mike's BRAVERY metre increases |
| * Mike's ROMANCE metre increases |
| * Mike and Jessica like each other more. |
| |
| * MIKE CAME TO JESSICA'S AID IMMEDIATELY -> JESSICA APPRECIATED MIKE'S |
| HEROISM |
| |
| IF YOU CHOOSE TO BE CAUTIOUS AND GET JESS TO PUSH THE CART HERSELF |
| |
| * Mike's BRAVERY metre goes DOWN. |
| |
| Jess can't push the cart by herself. You get a series of choices where |
| you can continue to refuse to assist Jessica, or be a hero and jump |
| down. If you choose to jump down, Jessica will not be pleased with your |
| reluctance - regardless, this still raises Mike's ROMANCE metre and |
| Jessica will like him more. If you eventually just throw the flashlight |
| down for her instead of jumping down, Mike's ROMANCE metre will decrease |
| and Jessica will not like him very much. |
| |
| * MIKE CAME TO JESSICA'S AID RELUCTANTLY -> JESSICA DIDN'T APPRECIATE |
| MIKE'S RELUCTANCE |
| |
---------------------------------------------------------------------------
After jumping down, approach the mine cart and examine it. If Jess is on
your side of the mine cart, then use your motion controls to shift it.
If she's on the other side of the mine cart, Mike will squeeze through the
gap on his own. Carry on further into the mines until you hear a
noise and the camera changes. A mine cart starts rolling towards you!
Press the TRIANGLE BUTTON when prompted to make Mike stop it. If you fail
the QTE nothing disastrous happens, but Jess does make fun of Mike.
You come to a fork in the path. Go right first. There is a TOTEM at the
dead end!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #1
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: After nearly getting run over by a mine cart, take a right when
you get to the fork in the path. This totem is at the end of
that path.
Vision: Jessica, although injured, gains consciousness in a cave of some
sort.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you came to Jess' rescue and jumped down to help her, you'll see
something scurry across the room behind Mike. If you didn't help Jessica,
you won't see this.
Backtrack and take the left path and go up the stairs. At the top, go
right towards a glinting object on a barrel. Examine it to get a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #5
CIGAR STUBB
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: In the mines, on a red barrel. On the right after ascending the
stairs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go right a little more to find another CLUE on the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #6
MYSTICAL SYMBOL
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: In the mines, on the wall. On the right after ascending the
stairs, and behind the red barrel.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue through the room - the ceiling will cave in slightly, but there is
no danger there. Carry on, and on a table to your right you will find
another CLUE!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #1
MINE DANGER MAP
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: In the mines, just after the ceiling collapses. On a table to
the right.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now continue through the room and eventually you will exit the mines, and
find yourself back outside.
As you reach the wooden railing, Jessica will try to go right. Although your
instinct would be to follow her, you will find a hidden path if you go
left. At the end you'll find a LOSS TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #2
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Mike
Location: Right after exiting the mines, you end up at a wooden railing.
Jessica may head to the right, but you should go left to find this
totem on the floor at the end of a hidden path.
Vision: Jessica is flung down an elevator shaft and lands brutally on the
hard metal floor of the elevator; her lower jaw has been ripped out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That totem is a brutal contrast to the fortune one we just found! Looks like
we have a decision coming up soon.
Now you can go the other way, all the way right and up the stairs next to
the sign that reads CABIN. At the top of the stairs, you find yourself in
a picnic area and Jessica looks through the telescope. After a while, she
claims to have seen someone at the cabin. You should now look through the
telescope yourself. Examine the cabin.
When you are done, you can have a look at the sign on the left for some
extra dialogue. Then go through the gate to the left of the sign.
Go down the stairs. You'll see a stag at the bottom. Approach it until the
game does what the game does. Mike flips out, and then you get a dialogue
option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| ANNOYED | WITTY |
| Rats with wings... | I was just...flirting. |
|-------------------------------|------------------------------|
| * Mike's FUNNY metre goes | * Mike's FUNNY metre goes up.|
| DOWN. | * Mike's ROMANTIC metre goes |
| * Mike's ROMANTIC metre goes | UP. |
| DOWN. | * Mike's relationship with |
| * Mike's BRAVERY metre goes | Jess improves. |
| UP. | |
----------------------------------------------------------------
Go over the bridge and into the clearing.
*CUTSCENE*
X------------------X
| SAM |
| WASHINGTON LODGE |
| 22:44 |
X------------------X
We are on the quest for hot water! Starting off in the bathroom, exit
through the only door. We can now go through the door on the right, an
option we did not get when playing as Chris. Do so now to find yourself in
Hannah's bedroom.
First check out the left-most bedside table for a CLUE you may recognise!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #8
POSTCARD
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Sam
Location: In Hannah's bedroom, located to the right of the bathroom. This
clue is on Hannah's bedside table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Directly opposite, on a table, is another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #5
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Sam
Location: In Hannah's bedroom, located to the right of the bathroom. This
clue is on the table to the right of the entrance stairs.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Although not a clue, you can examine Hannah's purple music box, which was
a present from Josh. It plays Frere Jacques. This comes into play much
later in the game.
You can also have a look at the corkboard for a bit of insight into just
how into Mike Hannah was. Continue round into the little walk-in wardrobe
on the left.
On the floor, you'll find the last CLUE in the room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS #6
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND BY: Sam
Location: In Hannah's bedroom, located to the right of the bathroom. This
clue is on the floor in the walk-in wardrobe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can now exit Hannah's room, go left past the bathroom and out into the
main living area.
Head downstairs.
*CUTSCENE*
This is a chance to collect any clues you may have missed with Chris
earlier.
Follow Josh downstairs, where you will get a dialogue option in regards to
Ashley and Chris.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| MOCKING | FLATTERING |
| Chris needs to go for it! | They are sweet together. |
|-------------------------------|------------------------------|
| * Sam's CHARITABLE metre goes | * Sam's ROMANTIC metre goes |
| down. | UP. |
| * Sam and Josh like each | |
| other less. | |
----------------------------------------------------------------
Josh also makes an interesting comment about Chris and Ashley that ties
in with something that happens later in the game. It makes more sense on
your second playthrough.
Follow Josh through the door and you'll get another dialogue option, where
Josh expresses his appreciation that everybody turned up on this getaway.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| UNEASY | REASSURING |
| It's weird to be back. | We're here for you. |
|------------------------------|-------------------------------|
| No status changes. | No status changes. |
----------------------------------------------------------------
Follow Josh down the stairs. He and Sam share a bit of banter about the
stairs which indirectly references an event with Sam later in the game.
Carry on into the depths of the basement. You may want to explore, but the
game won't let you, no matter which direction you go in.
*CUTSCENE*
You should now head over to the locker on the right and examine the
baseball bat there. This puts a BUTTERFLY EFFECT into motion (believe it
or not).
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| SOMETHING FOR LATER |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| IF YOU PICK UP THE BASEBALL BAT |
| |
| * Sam picked up the baseball bat. |
| * In Chapter 5, while Sam is being chased, she has the option to hide in |
| this area. If she chooses to do so, she will know that this bat is here|
| and be able to attack the threat with it if she gets caught. This only |
| applies to this hiding place, though. |
| |
| You get a dialogue option for picking up the baseball bat. Say what you |
| like, it doesn' really make a difference. |
| |
| IF YOU DID NOT PICK UP THE BASEBALL BAT |
| |
| * Josh locked the baseball bat in the cupboard. |
| * In Chapter 5, while Sam is being chased, she has the option to hide in |
| this area. If she chooses to do so, and gets caught, she will have no |
| back-up defense and will be unable to escape. |
| |
----------------------------------------------------------------------------
Josh asks you to hold the flashlight at the boiler so he can see what he's
doing. You'll need to perform a DON'T MOVE QTE!
There is no consequence for failing the DON'T MOVE QTE, but if you do fail
the game will make you keep doing it until you succeed.
Josh says that you have to increase the water pressure to get the boiler
started. He leaves Sam to do this, with no instructions. It's simple once
you know what to do (although if you fail repeatedly Josh gets quite
annoyed!).
Flick the switch to "ON", making sure to keep the R2 button held down
as the water pressure rises on the dial. Eventually the light will flash
orange; when this happens, release R2 to make Sam let go of the switch.
Then press R2 to make her press the button.
After succeeding, a figure passes behind the shelving unnoticed. This can
easily distract you from a tricky QTE that allows you to high-five Josh.
As soon as it comes up, mash that TRIANGLE button, or else things get
slightly awkward. If you high-five Josh, his relationship with Sam increases
slightly.
Sam and Josh hear a weird noise, and Josh accuses Sam of being creeped out.
You get a dialogue option:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| PROTEST | PRANK |
| I wasn't scared. | Something behind you... |
|------------------------------|-------------------------------|
| ACCUSE | PROTEST | Josh doesn't believe you the |
| You were | I totally | first time, and you get to |
| freaked out |wasn't scared!| either gloat or carry on |
| too! | | pranking him. |
|---------------|--------------| |
| * Sam and Josh| No status | If you gloat, Sam's FUNNY |
| like each | change. | metre goes UP, but Josh likes |
| other less. | | her less. |
| | | If you prank him, Sam's |
| | | FUNNY metre goes UP and her |
| | | relationship with Josh doesn't|
| | | change. |
----------------------------------------------------------------
Sam and Josh hear more noises, this time more regular. Josh seems unnerved
for once, and you get a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| CONCERNED | HEROIC |
| We should check it out. | I'll check it out. |
|------------------------------|-------------------------------|
| * Sam's CHARITY metre goes | * Sam's BRAVERY goes UP. |
| DOWN. | * Sam's other TRAITS except |
| * Sam's BRAVERY goes DOWN | curiosity go DOWN. |
| A LOT. | * Sam and Josh like each |
| * Sam and Josh like each | other more. |
| other more. | |
----------------------------------------------------------------
Go to the end of the corridor and... BAM!
!!!!!!!!!!!!!!!!!!!!!
! ACTION SEQUENCE !
!!!!!!!!!!!!!!!!!!!!!
1) Press the O BUTTON to pull the mattress down and trip up your assailant.
2) Use your motion controls to ram into the door.
There is no consequence for failing the QTEs.
!!!!!!!!!!!!!!!!!!!!!!!!!!!
! ACTION SEQUENCE OVER! !
!!!!!!!!!!!!!!!!!!!!!!!!!!!
*CUTSCENE*
O------------------------O
| PREORDER BONUS SEGMENT |
O------------------------O
If you pre-ordered the game, you will get a short gameplay segment here with
Emily and Matt. If you did not pre-order the game, skip this whole section
with Emily and Matt and go straight to the Analyst's third session.
There is another opportunity to pick up a totem you may have missed as
Chris earlier. (If you already collected the Totem then the game will not
let you watch it - it's not a glitch.) There are plenty of opportunites to
change Matt and Emily's relationship during this extra segment.
Before following Emily forwards, go around the back of the lodge like Chris
and Josh did earlier. Those footprints on the ground do not belong to any
of the teens - that's why we're returning to an area we've already been to.
There is a very, very easily missed clue here. Just before the box on the
wall with the missing axe, there is a stubbed out cigar butt on a rock.
Examine it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #32
CIGAR STUB
CHAPTER: 2 - JEALOUSY/DARKNESS (Pre-order bonus segment)
FOUND BY: Matt
Location: Around the back of the lodge, where Chris and Josh broke in
through the window. This cigar butt is on a rock next to the
missing axe clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Please note, if you did not get the pre-order bonus, or if you miss this
clue, you can still get the trophy for collecting all the Mystery Man clues.
You just have to collect all of the other Mystery Man clues to get it (asides
from one more clue you can find right at the end of the pre-order bonus
segment). It wouldn't be fair if only the people who pre-ordered the game
could get the trophy, would it?
Return to the front of the lodge and go down the path. Depending on your
decisions earlier, Emily and Matt may or may not talk about the Mike
incident. Go down the path and open the gate.
If you let Matt see Mike and Emily flirt, earlier, you can talk to Emily
about it now. Depending on your choices, you get certain options.
If you sided with EMILY during the bickering earlier, you get these choices
(depending on whether or not Matt saw Emily and Mike flirting):
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| DISMISS | QUESTION |
| Let's start over. | What'd you see in Mike? |
|------------------------------|-------------------------------|
| * Matt's ROMANTIC metre goes | * Matt's CURIOSITY metre goes |
| UP. | UP. |
| * Matt and Emily like each | |
| other more. | |
----------------------------------------------------------------
If you sided with JESS during the bickering earlier, you get these choices
(depending on whether or not Matt saw Emily and Mike flirting):
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| CRITICISE | DISMISS | SYMPATHISE |
| Maybe you should chill. | Let's start over.|You feelin' better?|
|------------------------------------|------------------|-------------------|
| Emily asks if you're trying to | * Matt's ROMANTIC| * Matt's CHARITY |
| blame the whole argument on her. | metre goes UP. | metre goes UP. |
| You get another dialogue choice. | * Matt and Emily | * Matt's ROMANTIC |
|------------------------------------| like each other| metre goes UP. |
| PROTEST | BACK DOWN | more. | * Matt and Emily |
| Not what I meant!| You're right... |------------------| like each other |
|------------------|-----------------| | more. |
| * Matt's HONESTY | * Matt's FUNNY | ---------------------
| metre goes UP. | metre goes |
| * Matt's CURIOUS | DOWN |
| metre goes UP. | * Matt's BRAVERY|
| * Matt's other | metre goes |
| traits go DOWN.| DOWN |
| * Matt and Emily | * Matt and Emily|
| like each other| like each |
| less. | other less |
--------------------------------------
You can look through the binoculars again if you like, but the only thing
you'll see is a wandering stag. Follow Emily down the path.
Halfway down, the lights will switch on. This is Jessica and Mike booting
up the generator on the other side of the lodge. Continue down the path
and Emily will (insultingly) tell you to follow her. You get a dialogue
option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| FLIRT | RESIST |
| ...somewhere private? | Let's go back. |
|------------------------------|-------------------------------|
| * Matt's ROMANCE metre goes | * Matt's BRAVERY metre goes |
| UP. | DOWN. |
| * Matt and Emily like each | * Matt's HONESTY metre goes |
| other more. | DOWN. |
| | * Matt's CHARITABLE metre |
| | goes UP. |
| | * Matt's CURIOSITY metre goes |
| | DOWN. |
| | * Matt and Emily like each |
| | other less. |
----------------------------------------------------------------
You can try and open the gate leading further into the mountain if you like,
but oddly enough it's locked. Emily will make more patronising comments if
you do this, but you don't get to respond. Follow Emily for now.
A few steps further and Emily will stop...again. Talk to her to see what
she wants this time. Dropping the stuck-up charade for a moment, she thanks
you for coming with her to get her bag. You can choose a response, although
once again your options will differ depending on whether or not Matt saw
Mike and Emily flirting earlier.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| BOAST | SULK | NEGOTIATE |
| No prob, babe. | It's fine...really. | Is this worth my while? |
|------------------------|------------------------|-------------------------|
| * Matt's FUNNY metre | * Matt's ROMANTIC metre| * No status changes. |
| goes UP. | goes DOWN. | |
| | * Matt's BRAVERY metre | |
| | goes DOWN. | |
-----------------------------------------------------------------------------
Continue down the path.
*CUTSCENE*
In this little picnic area, you have the chance to examine the picnic table.
This gets Emily really agitated, and she starts insisting you find somewhere
else. If you're curious, you can continue wiping down the picnic table to
reveal a carving that Emily and Mike made last year - evidently they
"christened" this picnic table already. Matt gets a little upset, but
smooths things over before continuing. This doesn't change your relationship
status, by the way.
Go over the bridge, and Emily will stop halfway. Talk to her to find out
why she wanted this bag so much. Turns out it has a special pair of undies
in it. You get a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| FLIRT | IMPATIENT |
| Who needs undies? | Why didn't you say so! |
|------------------------------|-------------------------------|
| No status changes. | * Matt's FUNNY metre goes |
| | DOWN. |
| | * Matt's BRAVERY metre goes |
| | DOWN. |
| | * Matt's ROMANCE metre goes |
| | UP. |
----------------------------------------------------------------
Carry on until you reach a fork in the road. Emily even stops, so you don't
even get an indication of which way is the right way to go. You should go
up the stairs on the right first, towards the totem pole.
Emily starts joking around about putting her hand in the totem pole -
before her entire arm gets pulled into it! You get a choice.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| RESCUE EMILY! | INVESTIGATE THREAT | TIME RUNS OUT |
|--------------------------|--------------------------|---------------------|
| * Matt's CHARITY metre | * Matt's CURIOSITY metre | Emily isn't happy |
| goes UP. | goes UP. | about being |
| * Matt's BRAVERY metre | | outwitted, but you |
| goes UP. | | get no status |
| * Matt's FUNNY metre | | change. |
| goes DOWN. | | |
-----------------------------------------------------------------------------
You actually do hear a noise in the distance after this - time to
investigate! Go back down the steps and take the left path, dropping down
at the end. Follow the path again - Emily goes straight forward but if
you like you can go up the stairs on the right to discover that you are now
on the other side of that gate earlier (although it's still locked).
Follow Emily to eventually come across a gruesome sight: a pig's head on
a stake with a note attached. Pick up the note to get a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN #31
PIG HEAD NOTE
CHAPTER: 2 - JEALOUSY/DARKNESS (pre-order bonus)
FOUND BY: Matt
Location: Out in the mountain by Matt and Emily.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*CUTSCENE*
O----------------------O
| THE ANALYST - PART 3 |
O----------------------O
The office has changed a bit, hasn't it? You may notice some of your fears
from the last session popping up a bit.
This bit is interesting. The analyst is essentially trying to see how
honest you are. When you answer his questions, try to be honest in how
you have been playing your game, not how you feel in real life. If you
say something that contradicts your character's in-game actions, the analyst
will instantly recognise this.
To get the most out of this session, and to be asked more questions, try
to be as honest as you can about how you have played your game. If you
tell one "lie", the analyst cuts the session short. It doesn't matter, but
I feel it makes the session less interesting.
You will now get asked which you value more: loyalty, honesty and charity.
Answer however you like here; it doesn't affect future gameplay. Dr. Hill
just says slightly different things here, based on what you say.
X--------------------------------------------------------------------------X
|||(UD6.3) CHAPTER THREE |||
||| HAUNTED/ISOLATION |||
X--------------------------------------------------------------------------X
X--------------------------X
| ASHLEY |
| WASHINGTON LODGE LIBRARY |
| 23:00 |
X--------------------------X
You start the chapter as Ashley. Josh, Chris and Ashley have decided to
do a séance. Chris says that Ashley should be the ones to ask the spirits
questions.
You get to choose a series of questions throughout the séance. I could go
into further detail, but honestly, not a single one of your choices here
changes the outcome of the game, or Ashley's stats, or anybody's
relationship status. Please choose whatever you like.
The gist of what happens is that one of the sisters (Hannah or Beth, whoever
you choose) tells you that they were murdered, and that there is proof in
the library. Josh gets upset and storms off, even though the whole thing
was his idea.
Everyone's relationship with JOSH goes down at this point.
X-------------------X
| MIKE |
| PATH TO THE CABIN |
| 23:22 |
X-------------------X
Here we are again! After Mike leaps the fence, go up to the old tractor and
examine it. Open the door for a scare. If you want to collect an easily
missed TOTEM, go left from the tractor and follow the path to the end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #2
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Mike
Location: while searching for Jessica, Mike can examine an old tractor for
a jumpscare. Go left from here to find a TOTEM on the ground.
VISION: A stag gets enraged.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now return to the tractor and follow the path all the way to the right.
*CUTSCENE*
Predictable! Jessica makes fun of Mike, and you get to make a dialogue
choice.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| GRUMPY | WITTY |
| Fine, you win. | Gotta try harder, Jess. |
|------------------------------|-------------------------------|
| * Mike's ROMANTIC metre goes | * Mike's FUNNY metre goes UP. |
| DOWN. | * Mike's ROMANTIC metre goes |
| * Mike's BRAVERY metre goes | DOWN. |
| DOWN. | * Mike's relationship with |
| * Mike's FUNNY metre goes | Jess gets better. |
| DOWN. | |
| * Mike's relationship with | |
| Jess goes DOWN. | |
----------------------------------------------------------------
After a short cutscene, you resume control. Pick up the TOTEM on the floor
right in front of you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - GUIDANCE TOTEM #3
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Mike
Location: After Mike gets scared by Jessica, this Totem is on the floor to
the left of the bridge.
VISION: Shows Sam climbing up a ledge opposite a waterwheel.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you want to find something interesting, you can head towards the bottom
right side of the screen and go back down the path quite a way to find a
carving on a tree. It says M + E... Uh oh! Jess takes notice of this and
say she didn't realise you were so sappy. You get a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| DENY | CONFESS |
| It wasn't me. | Okay, I'm a sap. |
|------------------------------|-------------------------------|
| * Mike's HONESTY metre goes | * Mike's HONESTY metre goes |
| DOWN. | UP. |
| * Mike's other traits go DOWN| * Mike's ROMANTIC metre goes |
| except for CURIOSITY. | UP. |
| * Mike and Jessica like each | * Mike's relationship with |
| other less. | Jess improves. |
----------------------------------------------------------------
In case you were wondering, even though you can head back to the tractor
you can't get Jessica to comment on it. If you already got scared by it,
Mike will simply examine the mask again. If you didn't get scared by it,
you can't even examine it with Jess with you.
Return to the bridge and head over it. Follow the path for quite a while
until Mike hears a twig snapping. You get the option to throw a snowball
into the trees or to leave it. Either way, a deer comes jumping out in
front of you both, before running off.
If you threw the snowball into the trees, Mike's CHARITY goes down but his
BRAVERY goes up.
Continue onwards and over a little wooden bridge until you find a shed. Go
inside and pick up the mask on the table for a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #2
OLD MASK
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Mike
Location: On a table in the little shed Mike and Jess comes across after
being frightened by a deer.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You then get an option:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| SCARE | SHOW |
| Sweet revenge! | Check out this mask. |
|------------------------------|-------------------------------|
| * Mike's FUNNY metre goes | * Mike's CHARITABLE metre |
| UP. | goes DOWN |
| * Mike's ROMANTIC metre goes | * Mike's ROMANTIC metre goes |
| DOWN. | DOWN. |
| * Mike and Jess like each | * Mike's CURIOUS metre goes |
| other less. | UP |
----------------------------------------------------------------
Follow Jess down the path until a deer jumps out in front of you (that one
gets me every time!). Follow the deer and listen to the disturbing noises.
Carry on down the path until you discover what has become of the deer.
There are deep lacerations in the deer's neck, and it is obviously in
great pain and dying. You get an option: comfort the deer, or kill it.
I can't honestly tell you what difference this makes to character traits
as the game does not make it clear - it is safe to assume that comforting
the deer upsets Jessica less, though.
Afterwards, something suddenly drags the deer away and Mike and Jess decide
to run for it.
!!!!!!!!!!!!!!!!!!!!!
!! ACTION SEQUENCE !!
!!!!!!!!!!!!!!!!!!!!!
1) Press the SQUARE BUTTON to jump over the broken bridge.
2) You get a choice:
RISK SHORTCUT: 1) Press the O BUTTON to climb the ledge.
2) Press the TRIANGLE BUTTON to climb the slope.
STAY ON PATH: 1) Press R2 and use your motion controls to open the gate.
!!!!!!!!!!!!!!!!!!!!!!!!!!
!! ACTION SEQUENCE OVER !!
!!!!!!!!!!!!!!!!!!!!!!!!!!
Mike and Jess finally reach the cabin, but as Mike is about to unlock the
door, Jess trips over and sprawls out on the floor. You get an option:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| HELP JESSICA | GRAB KEY |
|------------------------------|-------------------------------|
| Although she doesn't appear | Mike grabs the key and yells |
| to appreciate it, Mike helps | at Jess to hurry up as he |
| Jessica up. In truth, she is | unlocks the door. |
| just panicking. | |
| | * Mike's relationship with |
| * Mike's relationship with | Jessica gets worse. |
| Jessica gets better. | |
----------------------------------------------------------------
Once inside the cabin, you get a BUTTERFLY EFFECT UPDATE depending on
whether you helped Jess up or not.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: BE HER HERO
(_/ \_) Mike continued to impress Jessica
OR
Mike failed to impress under pressure
OR
...But he subsequently impressed
Safe and sound for now, Jessica demands that you get a fire started. You
can, if you wish examine the rifle by the front door. You can either show
it to her or scare her with it. If you want to get in Jess' good books, do
NOT show her the gun at all because either option will cause her to like
you less, and also cause Mike's romance metre to decrease.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| SHOW | SCARE |
| (Check out this gun.) | (Hands over your head!) |
|------------------------------|-------------------------------|
| * Mike's FUNNY metre goes UP | * Mike's FUNNY metre goes UP. |
| * Mike's CURIOUS metre goes | * Mike's BRAVERY metre goes |
| UP | UP |
| * Mike's HONESTY metre goes | * Mike's ROMANTIC metre goes |
| DOWN | DOWN |
| * Mike's CHARITY metre goes | * Mike's relationship with |
| DOWN | Jessica gets worse |
| * Mike's ROMANTIC metre goes | |
| DOWN | |
| * Mike's relationship with | |
| Jessica gets worse | |
----------------------------------------------------------------
On a table to the right of the gun rack and to the left of the fireplace,
you will find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #7
NATIVE AMERICAN BOOK
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Mike
Location: On a table in the cabin, next to the fireplace.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walk behind the sofa to initiate a cutscene where Jessica realises her
phone is missing. Tragedy of the century, right there! If you decided to
scare her with the mask earlier, she'll also get irate because she's wet
and there's no way for her to warm up. After that little drama, pick up the
MATCHBOOK from the table right in front of Mike.
You could light a fire right now, but there are more clues to be found.
Go all the way to the right and into the kitchen area. You can try to turn
on the lights if you like, but the electric's out. Instead, go down the
little corridor and pick up the CLUE from the table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #7
TENNIS PHOTO
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Mike
Location: In the cabin, on a table outside the bedroom.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Enter the bedroom and go around the bed. On the dresser you can pick up
and examine the Kama Sutra for some funny dialogue. The last thing you
can do is go into the bathroom and make Mike look behind the shower curtain
for a goofy scene.
Head back to where Jess is sitting and turn on the little lamp next to the
fireplace for some "mood lighting". Then go over to the fire and examine it.
Open the door, chuck in some firewood and then strike a match to light the
fire. Voila!
If your relationship with Jessica is as high as it can possibly get, then
you won't have any problems here. And you can skip ahead to the part where
Mike and Jess hear glass smashing.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: BE HER HERO
(_/ \_) JESSICA WAS A PUSHOVER!
If you relationship is anywhere below "full", you will have to talk to her
for a bit. Here are your choices:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| REASSURE | SEDUCE |
| What's wrong? | Let's just make out. |
|------------------------------|-------------------------------|
| Jessica tells Mike that he | Jess gets upset and asks if |
| isn't the person she thought | Mike really thought that |
| he was. | would work. He says it always |
| * Mike's HONESTY metre goes | has before. (Notice he used |
| DOWN. | the same line to "seduce" |
| * Mike's ROMANCE metre goes | Hannah?) If you showed Jess |
| UP. | the initials carved into the |
| * Mike and Jessica like each | tree earlier, she'll also |
| other more. | bring this up for no good |
| | reason. |
| | * Mike's ROMANCE metre goes |
| | DOWN. |
| | * Mike's FUNNY metre goes UP. |
| | * Mike's BRAVERY metre goes |
| | UP. |
| | * Mike and Jessica like each |
| | other less. |
----------------------------------------------------------------
Go over and close the shutters. Jess still isn't happy, and tells you that
she feels insecure. You get another choice.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| REASSURING | DISMISSIVE |
| You're super hot. | Sounds complicated. |
|------------------------------|-------------------------------|
| * Mike's CHARITY metre goes | * Mike's FUNNNY metre goes UP |
| UP. | * Mike's BRAVERY metre goes |
| * Mike's ROMANCE metre goes | UP. |
| UP. | * Mike's ROMANCE metre goes |
| * Mike's HONESTY metre goes | DOWN. |
| DOWN. | * Mike and Jessica like each |
| * Mike's BRAVERY metre goes | other less. |
| DOWN. | |
| * Mike and Jessica like each | |
| other more. | |
----------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: BE HER HERO
(_/ \_) Jess resisted Mike's advances
If Jess likes you as much as she can, or if you smoothed things over with
her, you'll hear a smash and have to investigate. Head straight to the
bathroom and pick up... Jessica's phone?
If Jess really isn't into you, she'll send you to the bedroom to get some
blankets. Go to the bedroom and examine the chest under the window. Use
R2 and your motion controls to open it and take out the blanket. Mike
returns to Jessica, and as they're about to get busy, you'll hear a smash
and be asked to investigate. Go to the bathroom and pick up... Jessica's
phone?
*CUTSCENE*
After all that, you regain control of Mike. Move towards Jessica.
Hey, I didn't say how lONG you'd regain control for!
*CUTSCENE*
X--------------------------X
| ASHLEY |
| WASHINGTON LODGE LIBRARY |
| 23:14 |
X--------------------------X
Before following Chris, go behind you and to the right to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #9
HANNAH'S GLASSES CASE
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Ashley
Location: Before following Chris downstairs to the library, explore the
upstairs and find this on a table to the right.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now follow Chris downstairs. Before you enter the double doors into the
main library, go left a little to find a grate in the floor with light
coming from it. Strange, since there's allegedly no electric... Examine it
for a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #10
LIGHT FROM BELOW
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Ashley
Location: A grate in the floor on the bottom floor of the library, before
you enter the double doors.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go through the open double doors into the main library.
*CUTSCENE*
Press the button on the bookshelf.
X--------------------------X
| CHRIS |
| WASHINGTON LODGE LIBRARY |
| 23:19 |
X--------------------------X
We're Chris now! Enter the little hidden room. What you see on the camera
depends on how you answered the analyst's questions earlier - it will be
either a spider, a cockroach or nothing. Pick up the CLUE from the table.
Turn it over to get ANOTHER CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #8
PORTRAIT PHOTO
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Chris
Location: In the hidden room of the library.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #9
THREATENING LETTER
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Chris
Location: In the hidden room of the library. Flip over the photo of Hannah
and Beth to find this clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You get a choice now.
------------------------------------------------------------------
| YOUR CHOICE |
|----------------------------------------------------------------|
| PROTECTIVE | HONEST |
| There's nothing here. | Take a look at this... |
|------------------------------|---------------------------------|
| * Chris' HONESTY metre goes | * Chris' HONESTY metre goes UP. |
| DOWN. | |
------------------------------------------------------------------
Exit back out to the previous room and a door will swing open. Great! Go
through it. Go all the way down the corridor, but before going through the
door at the end, turn left and pick up the CLUE from the table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #11
NATIVE AMERICAN LETTER
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND BY: Chris
Location: After a door swings open by itself, go through it and all the way
to the end of the corridor. This clue is on a table to the left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can go through the door. You'll find yourself back in the entrance
hall. Proceed through to the main living area.
*CUTSCENE*
In that cutscene, Chris will basically make a summary of the situation by
talking about all of the clues you found. If you haven't found many clues,
this conversation will be shorter and less convincing.
Ashley hears a noise from the kitchen - it sounds like Josh! She goes to
investigate, but something pulls her in and the door slams shut behind her.
Use your motion controls to ram the door down.
*CUTSCENE*
O----------------------O
| THE ANALYST - PART 4 |
O----------------------O
The room has changed even more!
You now get asked to do a little activity. The book you are given has a
picture on each page of the teens from the storyline. You must decide which
teen you LIKE the MOST out of each pair. Do this until the analyst stops you
again. You are now asked to choose who you most DISLIKE out of the teens.
Your choice will be between the teens you said you didn't like just now.
The analyst will make a different comment depending on who you dislike the
most. The session then ends.
X--------------------------------------------------------------------------X
|||(UD6.4) CHAPTER FOUR |||
||| MALEVOLENCE/LOYALTY |||
X--------------------------------------------------------------------------X
X-------X
| MIKE |
| CABIN |
| 23:59 |
X-------X
You start this chapter with a nifty action sequence! Read very carefully,
now, as this is your first opportunity to get a character killed off.
If you would like Jessica to survive, you must choose ONLY the RISKY, FAST
OPTIONS. And you must also try not to fail any QTEs. You can fail on one,
that's fine. But do not fail any more than that, or she will die. It's
handy to know that if you feel you have failed too many, you can close the
game down and start the game up again - you can then start the action
sequence over from the beginning. Make sure to do this before you get to
the old building, though.
If you would like Jessica to die, choose ONLY the SLOW, SAFE OPTIONS. Or you
could take the fast routes and fail all the QTEs. Take your pick and read
on.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| RISK SHORTCUT | FOLLOW PATH |
| (Quick option) | (Slow option) |
|-------------------------------|------------------------------|
| Mike must jump across some | Mike must jump over a gap in |
| slippy barrels. Your QTEs are | a bridge. Press the TRIANGE |
| as follows: | BUTTON. |
| | |
| 1) Press the TRIANGLE BUTTON. | |
| 2) Press the O BUTTON. | |
| 3) Press the SQUARE BUTTON. | |
----------------------------------------------------------------
You reach a cliff and look down your scope to see what's going on. Look to
the right to see Jessica being dragged away, before you are presented with
your next choice:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| GO AROUND | JUMP DOWN |
| (Slow option) | (Quick option) |
|------------------------------|-------------------------------|
| No QTEs. | Mike sides down the slope and |
| | must perform a QTE: |
| | |
| | 1) Press the SQUARE BUTTON. |
----------------------------------------------------------------
You now have to perform a series of jumps and ducks.
1) Press the TRIANGLE BUTTON.
2) Press the SQUARE BUTTON.
3) Press the O BUTTON.
4) Press the TRIANGLE BUTTON.
You are presented with one more choice:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| JUMP | SHIMMY |
| (Quick option) | (Slow option) |
|------------------------------|-------------------------------|
| 1) Press the O BUTTON. | Push the left control stick |
| 2) Press the TRIANGLE BUTTON.| to the right. |
----------------------------------------------------------------
Mike finally comes to an old mining building. You get your last choice
here.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| FOLLOW PATH | RISK SLIDE DOWN |
| (Slow option) | (Fast option) |
|------------------------------|-------------------------------|
| No QTEs. | 1) Press the O BUTTON. |
| | 2) Press the TRIANGLE BUTTON. |
| | 3) Press R2 to pick up the |
| | lantern. |
----------------------------------------------------------------
If you chose the FAST OPTIONS, you'll get a status change at this point. Mike
will become slightly less CHARITABLE, FUNNY and ROMANTIC. However, his
BRAVERY goes up a lot.
If you chose the SAFE OPTIONS, Mike will become slightly more HONEST,
CHARITABLE, FUNNY and ROMANTIC, but also slightly less BRAVE and CURIOUS.
!!!!!!!!!!!!!!!!!!!!!!!!!!
!! ACTION SEQUENCE OVER !!
!!!!!!!!!!!!!!!!!!!!!!!!!!
*CUTSCENE*
Inside the mining building, go straight forward and down the stairs on the
right. You'll see a sign saying UNSAFE, KEEP OUT, which is where you need to
head. BUT FIRST, pick up the very hard-to-see TOTEM on the floor to your
left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - GUIDENACE TOTEM #4
CHAPTER: 4 - MALEVOLENCE/LOYALTY
FOUND BY: Mike
Location: After chasing Jesica into the old mining building, but not having
found her yet, go down the stairs. This totem is on the left at
the bottom of the stairs.
Vision: Mike making friends with a wolf.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you should go through the entrance under the sign. Follow the path all
the way to the end and head towards the elevator.
*CUTSCENE*
IF YOU WERE FAST AND SUCCEEDED WITH YOUR QTEs
Jessica will be alive on the elevator, but extremely injured. Reach out to
grab her with R2 and she'll fall down the elevator shaft,
----
| | IF YOU TOOK THE SAFE OPTION OR FAILED TOO MANY QTES
| |
----- ----- There will be no one at the elevator. Mike looks up... and
| R.I.P | Jessica is thrown onto the elevator from above; she has
----- ----- been gravely lacerated, and her lower jaw has been ripped
| | off entirely! Mike reaches out to her inert body, but the
| | elevator crashes down to the depths below, taking
| | Jessica's corpse with it.
| |
----
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| TO THE RESCUE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| IF YOU CHOSE THE QUICK ROUTE WHEN CHASING AFTER JESSICA: |
| |
| * MIKE SUCCESFULLY CHASED AFTER JESSICA |
| * The story will pick up with Jessica in Chapter 10. |
| |
| IF YOU CHOSE TOO MANY SLOW ROUTES OR FAILED TOO MANY QTES: |
| |
| * MIKE STUMBLED WHEN CHASING AFTER JESSICA |
| * MIKE WAS TOO LATE: JESSICA WAS DEAD |
| * Jessica does not appear in Chapter 10. |
| |
----------------------------------------------------------------------------
Regardless of what happened here, Mike hears a noise above him and looks
through the scope of his rifle. He sees someone at the top; it is up to you
if you decide to shoot at it or not. If you do, it will make a very minor
change in a charcter's appearance later.
X-------X
| MIKE |
| MINES |
| 00:12 |
X-------X
You now have to perform another action sequence. You can fail the QTEs as
much as you like here; Mike cannot die at this point in the game. But I'll
tell you what to press, anyway!
1) Press TRIANGLE at the top of the ramp.
You get to choose whether you climb the safe way or the quick way. Here are
your QTES:
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| SAFE | QUICK |
|-------------------------------------|-------------------------------------|
| 1) Press the O BUTTON. | 1) Press the O BUTTON. |
| 2) Press the TRIANGLE BUTTON. | 2) Press the TRIANGLE BUTTON. |
| 3) Press the SQUARE BUTTON. | 3) Press the SQUARE BUTTON. |
| 4) Press the O BUTTON. | 4) Press the O BUTTON. |
|-------------------------------------|-------------------------------------|
| SHIMMY | CLIMB | SHIMMY | JUMP |
|------------------|------------------|------------------|------------------|
|1) Press O. |1) Press TRIANGLE |1) Press SQUARE |1) Press TRIANGLE |
|2) Press TRIANGLE |2) Press SQUARE |2) Press TRIANGLE |2) Press SQUARE |
|Now choose JUMP. |3) Press O |Now choose CLIMB |3) Press TRIANGLE |
|1) Press TRIANGLE |4) Press SQUARE |1) Press TRIANGLE |4) Press SQUARE |
|2) Press SQUARE |------------------|2) Press SQUARE |-------------------
|3) Press TRIANGLE | |3) Press O |
|4) Press SQUARE | |4) Press SQUARE |
-------------------- --------------------
At the top, Mike sees someone walking away quite calmly. Eventually he will
point the gun at him, and you can choose whether to shoot or not. It doesn't
matter, as either way your gun will be out of ammo. Yes, that is regardless
of whether or not you chose to shoot up the elevator shaft earlier.
As the man walks away, the shutter begins to close behind him. If you were
quick enough at climbing the mine shaft, you get this quicktime event:
Press the TRIANGLE BUTTON to make Mike slide under the shutter.
----------------------------------------------------------------------------
If you were too slow or failed the QTEs while climbing the mineshaft, the
shutter will close really quickly and Mike takes an alternate route.
After dropping down the ledge, walk towards the front of the screen and
follow the path until Mike's lighter goes out. Flick it back on three
times - you will see something unsightly the second time.
----------------------------------------------------------------------------
Mike luckily finds another lamp now. Set it alight so you can see.
Mike follows the guy out into the wilderness, and sees him heading towards
the old Sanatorium. Guess where Mike's going next?
X------------------X
| CHRIS |
| WASHINGTON LODGE |
| 00:41 |
X------------------X
Now conscious, but very much alone, make Chris head forward. On the left
corner before you turn, pick up Ashley's purse from the ground. Now go
through the double doors and examine the blood on the wall. Follow the
corridor and exit the lodge.
Go down the stairs and follow the blood trail down the path. When presented
with a fork in the road, go left. Keep going until... BAM! By the way,
this mannequin looks different depending on your choices with the analyst
earlier.
Go behind the mannequin and examine the pig's head on the floor for another
CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTSERY MAN CLUE #15
PIG'S HEAD
CHAPTER: 4 - MALEVOLENCE/LOYALTY
FOUND BY: Chris
Location: While you are searching for Ashley, you'll come across a fork
in the path. Go left, and this will be behind the scary mannequin.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
On the floor to the left of this pig's head is a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DEATH TOTEM #4
CHAPTER: 4 - MALEVOLENCE/LOYALTY
FOUND BY: Chris
Location: While you are searching for Ashley, you'll come across a fork inn
the path. Go left, and this will be behind the scary mannequin.
Vision: Chris is lifted off his feet and into the air by an unknown source.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go back down the path and take the right turn now. Follow the path all
the way to a huge shed. DO NOT ENTER THE SHED YET. Go around the back, where
you will eventually find another TOTEM on the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #3
CHAPTER: 4 - MALEVOLENCE/LOYALTY
FOUND BY: Chris
Location: While searching for Ashley, you come across a large shed. Before
you enter, go around the back of the shed to find this on the
ground in a clearing.
Vision: Ashley's decapitated head rolls on the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can enter the shed.
Make your way through the darkness, listening to Ashley's voice, and walk
towards the window.
*CUTSCENE*
You now have to make a nasty decision. Do you make Chris save his best
friend, Josh? Or should he save his crush, Ashley? You decide.
Buuuut, if you like things spoiled for you, or you already know what
happens, you are more than welcome to read what will happen below!
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| ...AND WHICH ONE WILL DIE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| |
| IF YOU CHOOSE TO SAVE ASHLEY: |
| |
| Pull the lever towards Josh. The saw slowly moves forward...and Josh |
| sliced clean in two! His guts spill out onto the floor as Chris watches |
| in horror. |
| |
| * CHRIS SAID THAT HE WOULD SAVE ASHLEY. |
| |
| IF YOU CHOOSE TO SAVE JOSH: |
| |
| Pull the lever towards Ashley. However, the voice announces that you |
| have chosen to kill Josh and save Ashley! Chris panics, as this is not |
| what he wanted. The saw moves slowly foward...before slicing Josh in |
| half! His guts spill out onto the floor as Chris watches in horror. |
| |
| * CHRIS SAID THAT HE WOULD SAVE JOSH, BUT THEN DIDN'T |
| |
| IF YOU LET THE TIME RUN OUT WITHOUT MOVING THE LEVER: |
| |
| The saw will head towards Josh, before slicing him in half. Your |
| Butterfly Effect will depend on who you SAID you would save. |
| |
----------------------------------------------------------------------------
*CUTSCENE*
O--------------------O
| ANALYST PART 5 |
O--------------------O
This place is gross.
The analyst will ask you a series of questions, which you can answer however
you wish. At this point, nothing you ask him will matter. He will give you
a couple of different answers, but only one makes a difference: when he
asks if you truly believe if he is real. If you tell him he's real, he
will look the same for the rest of the game. If you tell him he doesn't
exist, he will get more and more decayed.
Basically, do whatever you please in this session.
X--------------------------------------------------------------------------X
|||(UD6.5) CHAPTER FIVE |||
||| DREAD/PREY |||
X--------------------------------------------------------------------------X
X--------------------X
| MIKE |
| SANATORIUM GROUNDS |
| 01:03 |
X--------------------X
Mike approaches the Sanatorium. Go forward, towards the fountain. Rather
than heading towards the building, go left and towards the large gates. At
the foot of these gates is a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #2
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Sanatorium grounds, to the left of the fountain (opposite
the building itself. On the floor by the large gates.
Vision: Matt is safe on one side of a metal door, as something tries and
fails to barge it down.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head back towards the building. Instead of going through the large double
doors, go left and examine the CONDEMNED sign on the wall. Carry on left
to find that metal sheet we saw the stranger moving before. Examine it
and use your motion controls to move it aside. Mike enters the room.
Head backwards, towards the front of the screen, and through the wire
fence. Right at the back of the room is a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #4
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: After going past the sheet of metal to get into the secret room
(before even entering the main sanatorium), this TOTEM is at the
back of the room.
VISION: Matt gets his face ripped off by a creature.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now examine the red barrel in the middle of the room and use your motion
controls to push it across to the ledge. You can now climb up to the
ledge. Once up there, move Mike across the pipe, go right to the end and
climb up through the hole in the ceiling.
*CUTSCENE*
The Chapel door is locked; we need a security pass to continue. Go back,
all the way back out to the entrance doors of the Sanatorium (so all the
way to the right). In this tiny entrance room, you can find a CLUE on the
table against the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #3
ADMINISTRATION NOTES
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: Right next to the inner entrance of the Sanatorium.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go back into the big room and head towards the door marked ADMIN (a red
sign). You can examine the plaque next to it if you like, then go through
the door.
In this next room, go immediately left and follow the wall to find a safe.
Pry the safe open to collect another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #6
CLOCKING-IN CARDS
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the admin room, take a sharp left and you will find these
cards in a safe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now exit this little side-room and go forward into the main part of the
room. Before going through the open door, search the far left side of the
room to find a CLUE on top of a filing cabinet.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #4
BROKEN CAMERA
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: On the far left side of the admin room, on top of a filing
cabinet.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can go through the open door on the right side of the room.
You get two choices here - follow the yellow lines to the morgue, or
continue right. For now, you must continue right and go through the door
at the end. There is a CLUE right at the back of this room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #8
OLD NEWSPAPER
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the sanatorium, before following the yellow lines to the
morgue, continue right and go into the little room. This clue
is at the back on a desk.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now exit back out and follow those yellow lines towards the morgue. Right
before you go through that big door leading to the morgue, take the door
on the right and take another CLUE off of the table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #5
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: Before you head through the large door leading to the morgue, go
into the room on the right and take this clue from a table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Right. NOW you can go down to the morgue! Follow those stairs down to the
bottom and try to go through the open door on your right. It is jammed by
a table...a table with a handy machete in it!! Move the table and grab that
machete.
Rather than going further into the room by pressing forwards, make Mike
come towards the front of the screen to enter another room. Pull back the
green curtain in here to find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #9
RESTRAINING CHAIR
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: After finding the machete, walk towards the front of the
screen to find a room with some green curtains. Pull back the
green curtain to find this clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Return to the previous room and walk forward. As you reach the other end of
the room, cling to the left to make the camera angle change. You'll find
something scratched into the wall. It's not a clue, but it's interesting.
Go towards the front of the screen from here, then carry on to the right.
You'll see the shadow of a wolf through the door leading to the Wards. We'll
go through that door in a moment; for now, go through the door on the right.
At the back of this room, you'll find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #10
TELEGRAM ABOUT MINERS
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Sanitorium, you'll see the shadow of a wolf go past a
door. Rather than go through that door, go through the one to the
right of it. This clue is at the back of the room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Return to the previous room and go through the door where you saw the
wolf shadow. Follow the corridor along and you'll see a set of open double
doors that say "OPERATING ROOM" above them. There is a door on the right,
but there isn't anything that important inside. Simply go into the
operating room.
Okay. Listen to me, now. You see that severed arm that's waving around
lazily in the non-existant breeze? That is a trap. It is quite obviously a
trap. If you pay very close attention to GUIDANCE TOTEM #2 you will see
that it is a trap. Take my word for it; this is a trap, not meant for you
but meant for something else. There is actually no good reason to examine
this trap except for if you just want to see what happens. So I will, for
your benefit, write out what happens if you do decide to trigger the trap.
But please, there is really no need to examine it!
----------------------------------------------------------------------------
| IF YOU CHOOSE TO EXAMINE THE TRAP: |
| |
| Mike touches the trap - the second that he does so, his hand is dragged |
| down into a bear trap hidden beneath the hand! Two of his fingers are |
| trapped, bleeding. You are given two options: |
| |
| ------------------------------------------------------------------- |
| | YOUR CHOICE | |
| |-----------------------------------------------------------------| |
| | AMPUTATE FINGERS | OPEN BEAR TRAP | |
| |--------------------------------|--------------------------------| |
| | Mike braces himself, before | Mike tries to open the trap | |
| | slicing right through two of | with his machete - it breaks, | |
| | his fingers using his machete. | but is still useable. You get | |
| | He is free from the trap, and | the choice again - amputate | |
| | still has a useable machete. | Mike's fingers, or open the | |
| | | trap. If you choose to amputate| |
| | * Mike's BRAVERY metre goes UP.| Mike's fingers, check out the | |
| | | box on the left. If you choose | |
| | | to open the trap, the machete | |
| | | will break again, and you are | |
| | | given the choice to amputate | |
| | | your fingers again or to open | |
| | | the trap. If you choose to | |
| | | open the trap again, Mike's | |
| | | fingers are finally free! | |
| ------------------------------------------------------------------- |
---------------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| AT WHAT PRICE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| This Butterfly Effect can appear this early on if you make Mike examine |
| and touch the trap. It will also occur once you've finished exploring |
| the morgue, whether you made Mike check the trap or not. |
| |
| IF YOU MADE MIKE AMPUTATE HIS FINGERS: |
| |
| * Mike hacked off his own fingers |
| * Mike will have a useable machete for the rest of the game. |
| |
| IF YOU CHOSE TO OPEN THE TRAP: |
| |
| * Mike freed himself from the bear trap. |
| * Mike no longer had a useable machete. |
| |
-----------------------------------------------------------------------------
Okay, so now you can make Mike walk on past this trap (possibly with a few
less fingers or one less weapon, if you ignored my billion warnings about
it being a trap). Go through the next doors and into the room where they
keep the corpses. OoooOoo.
You still need a keycard to progress, so search the little door furthest on
the left and pull the body out. Take the CHAPEL KEYCARD from the corpse.
Check the next little door along to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #13
DEATH CERTIFICATE
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Sanatorium's morgue, you get to open some freezers where
they keep the corpses. There are two on the left side that you
can examine; this is found in the right-most of the two.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There's one more little door to open on the right-hand side. Do so to find
another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #11
NAME TAG
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Sanatorium's morgue, you get to open some freezers where
they keep the corpses. Open the only examinable door on the right
and you will find this clue in there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
One last clue in this room. Go to the right side of the room. On a shelf
next to the door is a strange head in a jar. Examine it to get this CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #12
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Sanatorium's morgue. This skull is in a glass jar on the
shelf next to the door that requires a keycard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now examine the door next to this shelf and use your newly acquired
CHAPEL KEYCARD on it. This takes you to a stairwell. Ascend the stairs
until...bam! A wolf appears and begins to chase Mike! Mike gets up the
stairs safely and closes the door on wolfie. You'll get a Butterfly Effect
Update now (or possibly a brand new Butterfly Effect, if you didn't examine
the trap earlier).
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: AT WHAT PRICE
(_/ \_) Mike got to the morgue
AND
Mike still had a useable machete
OR
*CUTSCENE*
If you go right, you'll find a set of stairs ending in a drop. Drop down
to find yourself back in the entrance hall. Head to the Chapel and use your
keycard to enter. Walk in...
BAM!
You get the choice to either kick the wolf or let the timer run out. There
is absolutely NO benefit to kicking the wolfie, so simply let the timer run
out.
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| MAN'S BEST FRIEND |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| IF YOU KICK THE WOLF: |
| |
| Mike kicks the wolf in the jaw and it backs away into its corner. It will |
| not trust Mike unless he goes to some lengths. If you were to approach |
| the wolf now and try to stroke him, he wouldn't let you. |
| |
| * MIKE KICKED THE WOLF |
| |
| |
| IF YOU LET THE TIMER RUN OUT: |
| |
| The wolf backs down easily enough, and goes to sit in his corner. Although|
| wary, he does not see Mike as a threat so is more ready to trust him. |
| If you try to stroke the wolf, he will let you. |
| |
| * MIKE DIDN'T KICK THE WOLF. |
| |
-----------------------------------------------------------------------------
It is beneficial to you to earn the wolf's trust, as he can come in handy
later on in the game. (Kind of like in Resident Evil 4, where if you save
the wolf from the trap he comes back to help you during a boss fight.)
With this in mind, try to approach the wolf again and when given the option,
choose to APPROACH him. If you did NOT kick the wolf earlier, the wolf will
let Mike stroke him and you'll get a Butterfly Effect Update. It you DID
kick the wolf, he will not let you stroke him and you'll have to find an
alternative method of befriending him.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: MAN'S BEST FRIEND
(_/ \_) Mike made a friend.
If you get the above Butterfly Effect Update, wolfie will definitely
come to your aid later on.
Head further into the chapel now. Against the back wall, where there is a
mesh wall, you will see a jacket that you can examine. Mike will then
wear the jacket for the rest of the game. Mike then notices a revolver
behind the mesh. He can't quite reach it. Pull down the cinder block using
your motion controls to bring the revolver into reach. You need the gun to
continue.
Continue left along this back wall and go into the opening to find a wall
with loads of clippings on it. Examine it to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #13
CLIPPINGS WALL
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the Chapel of the sanatorium, this can be found on the wall
in one of the mesh areas.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
In the centre of the room is a armchair with a small table next to it.
Examine what is on the table to get another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #12
CIGAR BOX
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: In the centre of the sanatorium's Chapel, on the table next to
the armchair.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, ascend the steps at the end of the room and open the chest to get
a BONE. Return to the other end of the room and give the wolf his bone.
If he wasn't your friend before, he will be now - even if you kicked him.
If the MAN'S BEST FRIEND Butterfly Effect hasn't updated to say the wolf
is your friend, it will do now.
Now return to the far end of the room and examine the door on the right
(the one that says EXIT next to it). You can now shoot the lock off of it.
Go through the door, and then through the double doors into a huge room with
a giant window and a staircase. Before you go down the stairs, go to the
right side of them. On the ground near the window is another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #7
MINE RESCUE PHOTO
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: After passing through the chapel, there is a room with a huge
window and stairs. This clue is at the back of the room, on the
right hand side of the window.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go left a little. On the floor, well-hidden in the shadows, is a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DEATH TOTEM #3
CHAPTER: 5 - DREAD/PREY
FOUND BY: MIKE
Location: After passing through the chapel, there is a room with a huge
window and stairs. This totem is at the back of the room, on the
left hand side of the window.
Vision: Mike flicks a lighter on; the room sets alight with him still in it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Return to the big set of stairs and go down them. At the bottom, go through
the archway on the left and round the corner where there is a metal fence.
Examine the barrel in front of it and push it out of the way. The barrel
falls over on its side and leaks flammable liquid onto the floor.
You now must shoot the lock open. Yes, even with the flammable liquid around
you. Do so now.
*CUTSCENE*
X-------------------------X
| MATT |
| UPPER CABLE CAR STATION |
| 01:05 |
X-------------------------X
If you like, let Matt check the gate behind him to find that somebody has
remotely locked it. No turning back now...not even if they could hop that
very low wall next to the gate! Nope.
Follow Emily towards the cable car station. Before approaching the station,
head to the large snowy area opposite the station. Here you'll find some
fresh red paint in a bucket. There's also a TOTEM on the ground a bit
further to the left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DEATH TOTEM #2
CHAPTER: 5 - DREAD/PREY
FOUND BY: MATT
Location: In the picnic area outside the upper cable car station.
Vision: Matt falls down a cliff and lands with heavy impact on his face.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Approach the cable car station and take the axe out of the door. This axe
is both a weapon and a CLUE!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #16
AXE
CHAPTER: 5 - DREAD/PREY
FOUND BY: Matt
Location: Stuck in the door of the upper cable car station.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The door to the station is locked. There is a half-open window nearby,
though. You have two choices here:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| HELP EMILY THROUGH | SMASH DOOR |
|-------------------------------|------------------------------|
| If Emily doesn't like Matt, | * Matt's relationship with |
| she will refuse to climb in. | Emily improves. |
| Matt must smash down the door.| |
| | If Matt is smashing the door |
| If Emily likes Mike enough, | because Emily rejected his |
| she will squeeze through the | "window" plan: |
| window but she won't be happy | * Matt and Emily like each |
| about it. | other less. |
| * Matt and Emily like each | |
| other less. | |
----------------------------------------------------------------
Go up the steps and investigate the fallen map on the wall. Then check the
control panel in the room to see that you need a key to access the cable
car.
Emily now says that the two of you should reach the radio tower. What you
say next doesn't seem like it should be important, but it kind of is.
This next decision is only a big deal depending on the decisions you make
for Matt later on. The short story is that Matt can POSSIBLY be put in
a life-threatening situation later on - but it is your choice whether or not
this happens or not in the first place. If he DOES end up in danger, he
can only survive if he has a flare gun to defend himself with. What you
say to Emily now affects what Matt will do with the flare gun if you give
it to him.
It is worth noting that if Matt has the flare gun, Emily will have no
defense against an attack. She will not die if she gets attacked, but
it will cause some drama later on that will give you the choice to kill
Emily. But again, that is your choice, it doesn't have to happen.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| AGREE | DISAGREE |
| We need that radio. | Let's head back. |
|-------------------------------|------------------------------|
| * Matt's BRAVERY metre goes | * Matt and Emily like each |
| UP. | other less. |
| * Matt's ROMANCE metre goes | |
| DOWN. | |
| * Matt and Emily like each | |
| other more. | |
|-------------------------------|------------------------------|
| OUTCOME LATER ON | OUTCOME LATER ON |
|-------------------------------|------------------------------|
| * If you give the flare gun | * If you give the flare gun |
| to Matt, he will waste it | to Matt, he will stow it |
| by shooting it straight | in his pocket. He will |
| into the sky. He will have | a defense against a |
| no defense against a | possible threat later on. |
| possible threat later on. | |
----------------------------------------------------------------
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| ON THE SAME PAGE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| |
| IF MATT AGREED TO GO TO THE RADIO TOWER |
| |
| Matt is in Emily's good books for now, and she will be sympathetic with |
| him later on (but it doesn't really matter in the grand scheme of things).|
| He will waste the flare gun later on if the player decides to give it to |
| him. |
| |
| * Matt supported Emily's plan to go to the tower and get help. |
| |
| IF MATT REJECTED THE IDEA TO GO TO THE RADIO TOWER |
| |
| Emily won't be best pleased and will be slightly more bitchy towards Matt |
| later on (if you can believe that). He will keep the flare gun later on |
| if the player decides to give it to him. |
| |
| * Matt resisted Emily's plan to go to the fire tower. |
| |
-----------------------------------------------------------------------------
Either way, Matt and Emily will always head to the radio tower.
Exit the station and Emily will find a ladder. Help her to reach it so she
can pull it down, then descend the ladder after her. Shimmy around the
corner. As Emily reaches the end, she nearly slips - be ready for the QTE!
Press the SQUARE BUTTON to prevent her falling. If you fail the QTE, you'll
have to press the R2 BUTTON and use your motion controls to help her up
onto the ledge. If you fail THIS, she will pull herself to safety, and
shimmy around until she's on solid ground again.
Continue to shimmy around until you're safe. If you didn't help Emily when
she fell off the ledge, she will now be very displeased and have a go at
Matt. This has no effect on your relationship status, though.
Exit through the door and head LEFT into the snowy area to find a TOTEM on
the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - GUIDANCE TOTEM #5
CHAPTER: 5 - DREAD/PREY
FOUND BY: Matt
Location: After shimmying around the cable car station, this is immediately
to the left upon exiting.
VISION: Shows Emily giving Matt the flare gun.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Follow Emily up the long slope and then along a wooden platform. At the
end of the wooden platform, do NOT follow Emily to the right. Instead, go
left and into the little wooden building. In here, Matt will make a floor
board come up by accident. A happy accident - there is a clue underneath.
Lift up the floorboard to find it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #10
BETH'S PHONE
CHAPTER: 5 - DREAD/PREY
FOUND BY: Matt
Location: After going around the mountain on a wooden platform, go left
instead of following Emily right. Beth's phone is under the
floorboards in a little wooden building.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exit the wooden house and continue to the right. At the base of a tree is
an easily missable TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #3
CHAPTER: 5 - DREAD/PREY
FOUND BY: Matt
Location: After going around the mountain on a wooden platform, follow
Emily to the right and find this at the base of a tree.
Vision: Ashley lets Chris into the lodge as something screeches behind him.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Follow Emily all the way to the right to find yourselves at the cliff where
Hannah and Beth fell. It's a long way down... Examine the sign at the end
before backing away from the cliff.
*CUTSCENE*
X------------------X
| SAM |
| WASHINGTON LODGE |
| 01:11 |
X------------------X
Creepy time! First off, you can examine the chair next to the exit to
find out that Sam's clothes have been taken (except for a sock!). Exit the
bathroom and head through the double doors. Go past the grandfather clock
and follow the balloons down the first set of stairs. (If you look hard
enough, you can see the Psycho going down the stairs to the basement beneath
you). In the main living area, the balloons will try to make you go to the
lower level. First, we can collect an easy to miss clue. Head all the way
to the right side of the room and go into the entrance hall, where Chris
had to use the deoderant and lighter to defrost the lock. In this room, on
the table beside the front door, is a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #14
BUSINESS CARD
CHAPTER: 5 - DREAD/PREY
FOUND BY: Sam
Location: When the psycho is trying to lead you to the basement with
balloons and candles, instead head back to the entrance hall.
This clue is on a table by the front door.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you fancy a bit of a scare, go near the television to the right of the
door leading to the entrance room. Try to turn it off before following the
balloons down the stairs and finally into the Cinema Room.
*CUTSCENE*
!!!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!!!!
You get a lot of choices in this bit of the game. I will advise you on how
to succeed at everything here, but I am also going to advise you which
are the least dangerous and best methods to follow. Also, if you DON'T want
Sam to get caught, make sure you pay attention to what I say. Note that
if Sam gets captured, she will not die, but you will miss out on the
opportunity to find a lot of clues later on. It is in your best interests
to get away from the psycho successfully.
And away we go with choice number one!
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| THROW VASE | RUN |
| (The best option!) | |
|-------------------------------|------------------------------|
| Aim at the Psycho and press | Sam runs straight into the |
| R2 to throw the vase at him. | next room and shuts the door |
| Sam runs to the next room. | behind her. |
| | |
| * Sam's BRAVERY metre goes UP | * Sam's BRAVERY metre goes |
| * All the other traits except | DOWN. |
| for curiosity go UP | * All the other traits go UP |
| very slightly. | very slightly except for |
| | curiosity. |
| You get the same status | |
| changes even if you let the | |
| timer run out. | |
----------------------------------------------------------------
----------------------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------------------|
| JUMP | HIDE |
| (The best option!) | |
|-------------------------------------|------------------------------------|
| Sam jumps straight over the bed, | Sam hides under the bed. Press the |
| giving the psycho an obstacle to | TRIANGLE BUTTON to turn off her |
| get around. Carry on reading below! | torch and then complete the DON'T |
| | MOVE QTE. |
| | |
| | If you succeed, skip to the next |
| | YOUR CHOICE box. |
| | |
| | If you fail, the Psycho finds Sam |
| | and you have a chance to get away. |
| | You're given the options below - |
| | if you fail any QTEs or let the |
| | timer run out, Sam gets caught and |
| | the chase will end here. |
--------------------------------------|------------------------------------|
| GRAB | KICK |
|-------------------|----------------|
| This doesn't work | Sam gets away. |
| and you must hit | Carry on to the|
| the SQUARE BUTTON | next YOUR |
| in order for Sam | CHOICE box! |
| to get away. If |-----------------
| you fail, Sam |
| Sam gets caught |
| and the chase ends|
| here. |
---------------------
Sam approaches the basement steps.
1) Press the TRIANGLE BUTTON to get down the steps successfully.
If you failed the QTE, you don't get caught so don't worry.
At the bottom, Sam gets another choice.
----------------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------------|
| RUN | HIDE |
| (The best option!) | |
|-------------------------------|------------------------------------|
| Sam heads right on through to | Press the TRIANGLE BUTTON to make |
| the next room. | Sam turn off her torch. |
| | You must then complete a DON'T MOVE|
| | QTE. If you FAIL, Sam will get |
| | caught. If you SUCCEED, you get the|
| | following options: |
--------------------------------|------------------------------------|
| STAY | RUN |
|--------------|---------------------|
| Sam gets the | IF SAM FOUND THE |
| same choice | BASEBALL BAT: |
| again. If you| 1) Press the SQUARE |
| keep hiding, | BUTTON. |
| Sam will | Sam hits the Psycho |
| get caught. | with the bat and |
| | keeps running. |
| | |
| | IF SAM DID NOT FIND |
| | THE BASEBALL BAT: |
| | Sam gets caught. |
--------------------------------------
If you did not find the baseball bat earlier and chose to hide, Sam will
always get caught here. If you did hide, had the baseball bat option but
failed the QTE, she will get caught.
If you had the baseball bat, and succeded with the QTE, Sam manages to
get away for now - continue reading!
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: SOMETHING FOR LATER
(_/ \_) Sam had the option to use the bat when being chased
AND/OR
Sam hit the Psycho to escape/The Psycho captured Sam in the cellar
Sam comes to a door that is missing the handle and is presented with two
more options.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| FORCE | PULL |
| (The best option!) | |
|-------------------------------|------------------------------|
| Use your motion controls to | Sam pulls down the wine |
| ram the door down. Then use | shelves and picks up the |
| your motion controls to shut | handle for the door. She |
| both the bolt and the window. | manages to get through the |
| | door in time - use your |
| | motion controls to shut both |
| | the bolt and the window. |
----------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: SOMETHING FOR LATER
(_/ \_) ...But Sam made the right choices to avoid the Psycho in the cellar.
You'll come to a fork. There is a door on the left and a door straight
ahead. Always, always, always choose the door straight ahead - no matter
what your previous actions were, the killer will ALWAYS be behind the door
on the left!
You'll have to use your motion controls to ram down the door. Sam falls
down a drop here and bangs her head. If you shot the squirrel earlier on
in the game, you get a butterfly effect:
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: RATS WITH BUSHY TAILS
(_/ \_) Sam's fall through the door opened the wound.
If you got the above Butterfly Effect, you're screwed now, by the way.
Continue with this knowledge!
Head towards the far end of the corridor and you'll be presented with your
final choice. There really is only one correct option here - this is your
final chance to survive (provided you didn't shoot the squirrel at the
beginning of the game).
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| RUN | HIDE |
| | (The best option!) |
|-------------------------------|------------------------------|
| This choice will always end | Sam jumps into the elevator |
| with Sam getting captured by | shaft. You must press the |
| the psycho. | TRIANGLE BUTTON to turn off |
| | your flashlight. Then you |
| | need to complete a very |
| | tense DON'T MOVE QTE. If you |
| | fail this, Sam will get |
| | caught. If you succeed, Sam |
| | escapes! |
----------------------------------------------------------------
If you shot the squirrel earlier, Sam's blood from the head wound gives
away her position and she will be unable to escape, no matter what.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: RATS WITH BUSHY TAILS
(_/ \_) A drop of Sam's blood gave her position away
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: SOMETHING FOR LATER
(_/ \_) Sam was captured by the Psycho in the old hotel
Whether you got caught or not, this section will come to and end and you'll
now get a new Butterfly Effect.
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| RUN OR HIDE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| |
| IF YOU MADE ALL THE RIGHT CHOICES AND ESCAPED THE PSYCHO: |
| |
| Sam will get to explore the Psycho's workshop later on, allowing you to |
| pick up clues which will practically tell you who the Psycho is (if you |
| haven't already figured it out). |
| |
| * SAM MADE ALL THE RIGHT CHOICES DURING THE CHASE |
| |
| IF SAM GOT CAUGHT AT ANY POINT: |
| |
| Sam will be taken hostage by the Psycho and used as bait. She gets no |
| opportunity to search for extra clues. |
| |
| * SAM GOT HERSELF CAUGHT |
| |
-----------------------------------------------------------------------------
*CUTSCENE*
You'll get another session with Dr. Hill here, but you don't get to make
any choices this time. Just watch.
X--------------------------------------------------------------------------X
|||(UD6.6) CHAPTER SIX |||
||| PSYCHOSIS/VENGEANCE |||
X--------------------------------------------------------------------------X
X----------X
| MATT |
| CLIFFTOP |
| 02:03 |
X----------X
We're back with Matt and Emily at the cliff. Emily starts freaking out and
asks what you should do. You get a dialogue choice.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| CALM | REBUKE |
| Stay calm, Emily. | Get ahold of yourself! |
|-------------------------------|------------------------------|
| * Matt's CHARITY metre goes | * Matt's ROMANCE metre goes |
| UP. | DOWN. |
| * Matt's BRAVERY metre goes | * Matt's relationship with |
| UP. | Emily gets worse. |
| * Matt's relationship with | |
| Emily gets better. | |
----------------------------------------------------------------
Start moving towards the deer, twisting and turning your way through the
crowd. Eventually Matt will come to a halt in front of a deer that won't
budge. The deer doesn't seem like it's going to attack you, but hey! You
get the option to attack it anyway.
It's worth remembering that attacking an animal never, ever benefits you
in this game. With that in mind, look at your next choices:
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| IN SELF DEFENSE |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| IF MATT CHOSE NOT TO ATTACK THE DEER: |
| |
| Matt and Emily walk calmly through the herd without incident. There is |
| no risk of death. |
| |
| * MATT WALKED CALMLY THROUGH THE HERD |
| |
| IF MATT ATTACKED THE DEER: |
| |
| The deer get angry and force Matt off of the edge of the cliff! He hangs |
| on - just. You must complete some QTEs to get him to climb back up to |
| the top of the cliff. |
| |
| It is very important to note that if you fail any of these QTEs, Matt |
| will die here and Emily will continue on her own. |
| |
| !!!!!!!!!!!!!!!!!!!!!!! |
| !!! ACTION SEQUENCE !!! |
| !!!!!!!!!!!!!!!!!!!!!!! |
| |
| 1) Press the TRIANGLE BUTTON. |
| |
| ------------------------------------------------------------------ |
| | YOUR CHOICE | |
| |----------------------------------------------------------------| |
| | GRAB LEDGE | CLIMB AROUND | |
| |-------------------------------|--------------------------------| |
| | 1) Press TRIANGLE. | 1) PRESS O. | |
| | 2) PRESS SQUARE. | | |
| | 3) PRESS TRIANGLE. | | |
| |----------------------------------------------------------------| |
| | CLIMB TO TOP | Don't choose SHIMMY! | LEAP | |
| |------------------| It will only lead you to |-----------------| |
| |1) Press SQUARE. | the Climb to top/Shimmy |1) Press SQUARE | |
| |2) Press TRIANGLE.| Right option, or the other|2) Press TRIANGLE| |
| |3) Press O. | way round. You'll find | | |
| |4) Press TRIANGLE.| yourself going in circles!| | |
| |----------------------------------------------------------------| |
| | At the top of either path, you must grab Emily's hand by | |
| | pressing the TRIANGLE BUTTON! | |
| ------------------------------------------------------------------ |
| |
-----------------------------------------------------------------------------
You'll get a BUTTERFLY EFFECT UPDATE depending on your actions:
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: IN SELF DEFENSE
(_/ \_) Matt and Emily escaped the threat unscathed
OR
Matt managed to climb to safety
OR
Matt fell to his death.
----
| |
| | IF YOU ATTACKED THE DEER, AND FAILED THE QTES AS MATT WAS
----- ----- CLIMBING:
| R.I.P |
----- ----- Matt loses his grip and goes tumbling down to the bottom of
| | the cliff. He lands - hard - on the side of his face,
| | crushing his skull and killing him instantly. Emily watches
| | in horror as Matt's body is dragged away by some unknown
| | entity.
| |
----
Depending on whether or not you made a foolish decision, Matt may or may
not be dead at this point. Regardless, control always switches to Emily.
X----------X
| EMILY |
| CLIFFTOP |
| 02:21 |
X----------X
Yes, apparently it took them 18 minutes to get past those deer.
Follow the linear path until you get to the base of the radio tower.
*CUTSCENE*
Let there be light! It's kind of cool actally, if you make Emily (and Matt
if he's alive) stand still for long enough, the light turns off. The game
actually took into consideration the motion sensor!
Before heading up the stairs, pick up the TOTEM on the ground next to the
picnic bench.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - GUIDANCE TOTEM #6
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Emily
Location: Before climbing the stairs to the radio tower, this totem is on
the floor next to a picnic table.
VISION: Shows Chris putting a gun down on a table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go up the stairs and take several ladders upwards until you find yourself
at a hatch that you must push open. Do so to find yourself inside the
radio tower. If he's still alive, Matt leaves his axe at the bottom, the
fool.
First off, open the locker behind you to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #11
HANNAH'S POSTER
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Emily
Location: Inside a locker in the fire tower.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can try to get the radio and the printer working, but the power is out
so that's a no-no. You should now head through the door near the printer.
There is a switch in the little box right next to the door. Use your motion
controls to turn the power on. We're getting somewhere! But before we try
using the radio, there is one very important thing we must do. Head round
to the back of the tower to find an EMERGENCY FLARE in a big red box. Pick
it up. You now have some choices to make - what you choose can change a lot
of things!! I've explained this in some detail earlier in the walkthrough,
but it will make more sense here.
IF EMILY KEEPS THE GUN:
She will have a chance to fend off an attack later. The attack will NOT kill
her. However, if she does get attacked, it will lead to a dramatic event
later on that allows the player the choice to kill Emily. This is the
player's choice though, you don't have to do it. In short, only let Emily
keep the gun if you want to avoid some drama later on.
IF EMILY SHOOTS THE GUN INTO THE AIR:
This serves absolutely no purpose as you are about to call for help
anyway. Essentially, you are wasting the flare gun and no one gets any
protection later on.
If Matt is still alive:
IF MATT GETS THE GUN, BUT AGREED TO GO TO THE RADIO TOWER EARLIER:
Matt will instantly waste the gun by shooting it into the air. This means
he has no chance to protect himself against possible death later on
(although this death is avoidable if you don't care how much Emily likes
Matt).
IF MATT GETS THE GUN, AND DIDN'T WANT TO GO TO THE RADIO TOWER:
Matt will stow the gun away. In a few minutes, there is a possibility for
Matt to die (if you make a certain choice). Having this flare gun gives you
the opportunity to fight back against the threat, saving his life. However,
this whole thing is avoidable if you just make a different choice later on.
This is definitely the most complicated BUTTERFLY EFFECT in the entire
game, but once you understand it, it becomes simple. The only lethal
consequence that can happen here is if Matt doesn't have a flare gun and
chooses to save Emily TWICE later on.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: ON THE SAME PAGE
(_/ \_) MATT FIRED THE FLARE GUN TO SIGNAL FOR HELP
OR
MATT KEPT THE FLARE GUN
Head back inside the radio tower and use the printer to receive another
CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #12
BETH'S POSTER
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Emily
Location: After restoring power to the radio tower, use the printer to
get this clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Finally, try and use the radio. Twist the dial all the way to the right to
get a signal!
You get to talk to the park ranger. Say whatever you like to him; the
outcome is always the same. Eventually it is agreed that they will send out
a helicopter to get you after the storm is over...so not until dawn.
*CUTSCENE*
You will have to perform a quick QTE when a printer falls towards Emily.
1) Press the TRIANGLE BUTTON to make Emily dodge the falling object. It's
not a big deal if you miss, though. (It will give Emily a cut on her head
for the rest of the game, but that is all.)
If Matt is dead, skip the box and go straight to the section with Chris and
Ashley.
-----------------------------------------------------------------------------
| IF MATT IS ALIVE: |
| |
| X-------X |
| | MATT | |
| | MINES | |
| | 02:43 | |
| X-------X |
| |
| Uh oh. This is quite the predicament. Matt eventually finds Emily - she's |
| in danger and really needs helping up. However, possibly out of panic she |
| turns into a super-bitch-queen and starts insulting Matt again. You have |
| some dialogue options (because now is the time for conversation!). |
| |
| Bear in mind, none of the choices you make during the conversation make |
| a blind bit of difference in terms of Butterfly Effect, traits or |
| relationships. Because of this, I won't cover them in detail as I usually |
| would. What I can tell you is that, if Matt saw Emily and Mike flirting |
| earlier, you can actually squeeze a confession out of her. If he didn't |
| see ike and Emily flirting, he can instead tell her to start treating him |
| like a human being. |
| |
| This next bit is quite important. You get to make this choice twice; the |
| first time you can try to save Emily if you like, and there will be no |
| consequences as you get a second chance to change your choice. But you |
| need to consider things before you even think about saving her a second |
| time. |
| |
| Only save Emily the second time if Matt has the FLARE GUN. If he doesn't, |
| he will fall deeper in the mines, get attacked and have no way to defend |
| himself, ending in his death. If he does, Emily will not be mad at him for|
| leaving her to die and he has the chance to survive the attack. So I |
| repeat, if Matt does NOT have the flare gun, do not save Emily when |
| prompted the second time. Jump to safety instead. |
| |
| |
| ---------------------------------------------------------------- |
| | YOUR CHOICE | |
| |--------------------------------------------------------------| |
| | SAVE EMILY | GET TO SAFETY | |
| |-------------------------------|------------------------------| |
| | * Matt tries to save Emily but| * Matt will jump straight to | |
| | can't reach. | safety; behind him, the | |
| | * Emily and Matt like each | radio tower plunges to the | |
| | other a bit better. | depths below, taking Emily | |
| | * You get the choice to save | with it. | |
| | Emily or jump to safety one | * Emily and Matt like each | |
| | more time; make your choice.| other less. | |
| | | |
| ---------------------------------------------------------------- |
| |
| |
| __ __ |
| ( \,/ ) |
| \_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+------------------------- |
| (_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| SAVE YOURSELF | |
| ---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+------------------------| |
| | IF YOU JUMP TO SAFETY: | |
| | | |
| | Matt jumps to the ledge directly opposite him as the radio tower| |
| | crashes into the depths below, taking Emily with it. He's safe, | |
| | for now. | |
| | | |
| | * MATT JUMPED TO SAFETY | |
| | | |
| | IF YOU TRY TO SAVE EMILY WHEN GIVEN THE SECOND CHANCE: | |
| | | |
| | Matt reaches for Emily, but she loses her grip and goes falling | |
| | into the depths below. The radio tower starts to fall with Matt | |
| | still on it. Matt manages to jump off into a cave in the mines. | |
| | The player can walk Matt through the cavern a little... before | |
| | an unknown entity grabs Matt by the legs and starts dragging | |
| | him along the ground at the speed of light! | |
| | | |
| | If Matt still has a flare gun, the player must now aim it at | |
| | his assailant and fire in order to survive - he will face an | |
| | ugly demise, otherwise. If Matt has no flare gun then he can't | |
| | defend himself - he dies helpless and alone. | |
| | | |
| | * MATT TRIED TO SAVE EMILY | |
| | * MATT FELL INTO THE MINE AND WAS ATTACKED | |
| | * MATT WAS KILLED/MATT ESCAPED DEATH! | |
| | | |
| | (ON THE SAME PAGE BUTTERFLY EFFECT UPDATE: MATT HAD NO DEFENSE | |
| | AGAINST THE ATTACK/MATT HAD A DEFENSE AGAINST THE ATTACK -> | |
| | ...AND USED IT TO SAVE HIS LIFE) | |
| ------------------------------------------------------------------- |
| |
| |
| ---- |
| | | |
| | | IF YOU TRIED TO SAVE EMILY ON YOUR SECOND CHANCE, AND |
| ----- ----- HAD NO FLARE GUN/FAILED THE QTE |
| | R.I.P | |
| ----- ----- Matt gets dragged away by an unknown assailant; it swings |
| | | him into the air with incredible force right towards a |
| | | metal hook on the ceiling. Matt can only look on in |
| | | as he his hooked right through the jaw and up through |
| | | his mouth. He struggles fruitlessly against the hook for |
| | | a moment, before his mouth fills with blood and his eyes |
| ---- roll into the back of his head. |
| |
-----------------------------------------------------------------------------
X------------------X
| ASHLEY |
| WASHINGTON LODGE |
| 02:03 |
X------------------X
Follow Chris downstairs. As you approach the stairs, you'll get a BUTTERFLY
EFFECT UPDATE.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: AND WHICH ONE WILL DIE
(_/ \_) ASHLEY WAS GRATEFUL AND INDEBTED TO CHRIS
Ashley will always be grateful to Chris at this point, even if you intended
to kill her - she will be convinced that you changed your mind.
Enter the Cinema Room at the bottom of the stairs. If Sam threw a vase at
the Psycho earlier, Ashley can examine the broken remnants on the floor.
Now through the open door on the right. Keep going and try to open the door
in front. It'll slam shut as Ash tries to open it! Go through the door on
the left instead.
At this point, a pale figure walks across at the other end of the room.
Ashley swears she saw a ghost, but Chris, who didn't see it, says it was
nothing. You get a conversation choice:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| INSIST | CONCEDE |
| I saw a ghost! | I don't know what I saw. |
|-------------------------------|------------------------------|
| * Ashley's HONESTY metre goes | No status changes. |
| UP | |
| * Ashley's ROMANTIC metre | |
| goes DOWN | |
| * Ashley's relationship with | |
| CHRIS gets worse. | |
----------------------------------------------------------------
Follow Chris down the stairs and into the basement. As you walk further
into the room, various paranormal activities will happen to spook the teens.
Go to the left of the room to find a dollhouse. Examine it to discover that
you need a key to open it.
Now follow Chris down the corridor in the centre of the room and the ghost
will make another appearance. Chris misses it - again!
*CUTSCENE*
Examine the wall that the painting fell off of to receive a KEY. This
key opens the dollhouse. Return to it and use the key.
*CUTSCENE*
Pick up the pink book from the top of the dollhouse to get Hannah's Diary.
Shortly afterwards, a door opens. This is the door opposite where you got
the key. Head over there and open the door... Take a few steps in.
After a short scene in which Chris lets Ashley back in the room, you should
head over to the right to find some cardboard boxes on a table. Push them
aside to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #17
HIDDEN CAMERA
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: In the basement, the ghost scares you by popping up in your face.
Right after, turn right and find this clue hidden beteween some
cardboard boxes on a table.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A little further left, you'll find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #19
LIGHTBULB CATALOGUE
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: In the basement, the ghost scares you by popping up in your face.
Right after, turn right and find this clue on a table in plain
sight.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Automatically after picking up that clue, you get to pick up the large
pair of SCISSORS that was underneath it. This gives you a BUTTERFLY EFFECT.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: FOREWARNED IS FOREARMED
(_/ \_) Ashley took the scissors
Carry on after Chris. If you like, you can pick up the doll's head on the
shelves to the left. It doesn't matter if you do or not, though.
Continue around the corner. The whole room shakes; don't worry, that's just
Mike blowing up that Sanatorium. (Chris and Ashley's timeline has only just
caught up.) Keep going down the corridors that Chris is going down.
On your way you can find the area where Sam either hid in the elevator,
or got caught by the psycho. If Sam got caught while hiding in the elevator
shaft earlier, you can find her bracelet on the floor.
Carry on to the left and talk to Chris. He talks to you about the whole
Hannah situation last year and you get a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| DISMISSIVE | SYMPATHETIC |
| Hannah overreacted. | We made her look stupid. |
|-------------------------------|------------------------------|
| * Ashley's CHARITY metre goes | * Ashley's CHARITY metre |
| DOWN. | goes UP. |
| * Ashley's BRAVERY metre goes | * All other traits except |
| UP. | curiosity go DOWN slightly |
| * Ashley's HONESTY metre goes | * Ashley's relationship with |
| UP. | CHRIS gets better. |
| * Ashley's relationship with | |
| CHRIS gets worse. | |
| | |
| A long bit of wood falls off | |
| of the wall and hits Chris | |
| in the head. Random! | |
----------------------------------------------------------------
Continue down the corridor and round the corner. It may just be my
imagination, but I could swear that there's a figure walking away on the
other side of the wood and rubble. Go through the door on the left.
In this larger room, you can find a CLUE on the right hand side.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #18
FAKE NEWSPAPERS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: In the basement, after Chris talks to you about the Hannah prank
last year. Chris will stop at the top of a staircase - before
approaching him, go right and find this in the corner of the
room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now approach Chris to intiate another cutscene where Ashley becomes
reluctant to continue. Chris points out that if they left now, Sam would
be left there to die and it'd be their fault. You get a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| RELUCTANT | COURAGEOUS |
| I'm really scared. | Let's find Sam. |
|-------------------------------|------------------------------|
| * Ashley's BRAVERY metre goes | * Ashley's BRAVERY metre |
| DOWN. | goes UP. |
| * Ashley's ROMANCE metre goes | * All other traits except |
| UP. | for curiosity go DOWN. |
| * Ashley's relationship with | * Ashley's relationship with |
| CHRIS gets better. | CHRIS gets better. |
----------------------------------------------------------------
Follow Chris down two flights of stairs and talk to him again. Afterwards,
follow the corridor to the right and go through a door. You'll find another
CLUE on the floor, blatantly obvious in the foreground of the screen.
Examine it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #20
BATTERIES AND TIMERS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: In the basement, Ashley will become reluctant to continue. After
she and Chris decide to carry on, you'll go down two flights of
stairs and around another corner. Through the next door, this
clue is in the foreground of the screen, on the floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Carry on down the corridor and into a room with a mannequin that has a saw
in the centre of its chest. Strange... Head towards the front of the screen
until you go through a set of double doors. The doors slam shut behind you.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: FOREWARNED IS FOREARMED
(_/ \_) Ashley didn't take the scissors
You only get the previous Butterfly Effect update if you didn't take the
scissors earlier.
Immediately on your left, on the wall, will be some hooks and chains. These
are a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #23
HOOKS AND CHAINS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: After the double doors slam shut behind you in the old hotel,
this is found on the wall to your immediate left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go directly right from here to find yourself in a kitchen area with
a strung-up pig carcass. Examine it for another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #21
DEAD PIG
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: After the double doors slam shut behind you in the old hotel,
there is a kitchen area on your right. This pig can be found
there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now follow Chris around to corner to find a corkboard on the wall with photos
of all the teenagers pinned to it. Examine this to get another CLUE. It's
interesting to note that whoever you told Dr. Hill you dislike the most will
have their eyes scratched out here. Also, if Ashley's eyes are scratched out
she doesn't even comment on it. Sad, really - an oversight by the
developers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #22
PHOTOS OF FRIENDS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND BY: Ashley
Location: After the double doors slam shut behind you in the old hotel,
this is directly in front of you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go deeper into the room. Rather than going through the open door on
the right, go through the closed door straight ahead. There is an old
film projector in here. Examine it and flick the switch. The projector shows
the old film from last year of the prank against Hannah (Matt filmed it
with a selfie-stick, remember?). Ashley and Chris had never seen the actual
video of the prank, and it really upsets them to see it. Chris expresses
his surprise that Ashley was such a willing participant and you get a
dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| UNREPENTANT | APOLOGETIC |
| It was just a prank. | I couldn't feel worse. |
|-------------------------------|------------------------------|
| * Ashley's CHARITY metre goes | * Ashley's FUNNY metre goes |
| DOWN. | DOWN. |
| * Ashley's ROMANCE metre goes | * Ashley's BRAVERY metre |
| DOWN. | goes DOWN. |
| * Ashley's relationship with | * Ashley's ROMANCE metre |
| CHRIS gets worse. | goes DOWN. |
| | * Ashley's relationship with |
| | CHRIS gets better. |
----------------------------------------------------------------
Now exit the room and go through the door on the right. Follow Chris around
the corner and approach the heavy metal door he's standing in front of.
There is blood around the door, and Chris is struggling to hold the door
open for Ashley. However, Ashley swears she sees a shadow the other way
and wants to see if it's Sam. You get a choice:
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| STICK TOGETHER |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| |
| IF YOU CHOSE TO INVESTIGATE THE MOVEMENT: |
| |
| Chris gets shut on the other side of the heavy door, and Ash is on her |
| own for the moment. She takes a peek through the boards on the right, and |
| catches a glimpse of the psycho in his workshop! Worried that he'll see |
| her, she escapes through a wooden door and runs into Chris again. |
| |
| There is no real benefit to this, it just makes the storyline about a |
| minute longer. |
| |
| * ASHLEY SAW THE PSYCHO IN HIS WORKSHOP. |
| |
| IF YOU CHOSE TO FOLLOW CHRIS: |
| |
| Ashley will squeeze through the door with Chris. |
| |
| * ASHLEY FAILED TO SEE WHO WAS IN THE WORKSHOP. |
| |
-----------------------------------------------------------------------------
*CUTSCENE*
If you followed Chris, and Sam got captured by the Psycho earlier, you
will now find a dummy wearing Sam's clothes. Otherwise there are just a
bunch of pig carcasses hanging up.
Regardless of what happened, you end up reunited with Chris and you both
hear Sam scream. Go through the big metal doors on the left. Chris and
Ashley see a figure strapped to a chair... Use your motion controls to
swing the chair around for a better look.
Depending on your decisions earlier, things may be different here. This
can either be Sam, captured earlier and dressed in her towel. Or it is a
dummy (clown, scarecrow or zombie, depending on your choices with Dr. Hill)
in Sam's clothing as the Psycho had to improvise after Sam's escape.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: RUN OR HIDE
(_/ \_) CHRIS AND ASHLEY FOUND A DUMMY IN SAM'S CLOTHES!
OR
CHRIS AND ASHLEY FOUND SAM!
Suddenly, the psycho appears behind Chris - it was all a distraction! He
knocks Chris out, and Ashley is next. If you didn't pick up the scissors
earlier in the game, the psycho will just knock Ashley out straight away.
If you do have the scissors, you get the choice whether to use them or not.
For this, I will refer you to DANGER TOTEM #1, which shows Ashley getting
punched in the face by the psycho. The psycho will only punch Ashley if she
stabs him with the scissors. AND, there is no actual benefit to stabbing
the psycho. So it is your choice whether you do so or not - if you want
Ashley to end up with a black eye, stab him.
*ASHLEY HAD A CHANCE TO DEFEND HERSELF
* ASHLEY HAD NO DEFENCE AGAINST THE PSYCHO
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: FOREWARNED IS FOREARMED
(_/ \_) * ASHLEY STABBED THE PSYCHO
OR
* ASHLEY HAD A CHANCE TO DEFEND HERSELF
OR
* ASHLEY HAD NO DEFENCE AGAINST THE PSYCHO
X-----------X
| CHRIS |
| OLD HOTEL |
| 03:11 |
X-----------X
Chris and Ashley wake up in the middle of the old hotel, strapped to chairs
and with a sawblade above them. There is a table between them with a gun
on it.
Before the action starts, Ashley and Chris share their feelings for each
other (or attempt to, anyway, rather incoherently). The sawblade starts up
and the psycho speaks to them.
The rules are simple: If Chris shoots Ashley, he walks out alive. If Chris
shoots himself, Ashley walks out alive.
Start by pointing the gun at Chris; this doesn't do anything, I promise.
It's the safest option at this point in time and it activates a short
dialogue between Chris and Ashley that leads to the important part.
Before you do ANYTHING, I think you should refer to GUIDANCE TOTEM #6. This
shows Chris placing his gun on the table rather than choosing to shoot
anyone. So yes, waiting until the timer runs out is a valid option.
So, here are your options and here are your consequences:
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| POINT BLANK |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+----------------------------------|
| IF YOU CHOOSE TO SHOOT ASHLEY: |
| |
| Chris and Ashley's relationship decreases to as low as it can. There will |
| be very lethal consequences for Chris later in the game. What I mean by |
| this is, if you choose to shoot Ashley now, CHRIS CANNOT SURVIVE THE GAME.|
| |
| * CHRIS SHOT ASHLEY |
| |
| IF YOU CHOOSE TO SHOOT CHRIS, OR JUST LET THE TIMER RUN OUT: |
| |
| Chris and Ashley's relationship metre will rise, and Chris will become |
| more charitable. Chris has a chance of survival later in the game. |
| |
| * CHRIS DIDN'T SHOOT ASHLEY |
| |
-----------------------------------------------------------------------------
*CUTSCENE*
You'll get another scene with Dr. Hill, but it really is just that - a
scene, no questions asked, no games to play.
X--------------------------------------------------------------------------X
|||(UD6.7) CHAPTER SEVEN |||
||| LOSS/VIOLENCE |||
X--------------------------------------------------------------------------X
If Sam did NOT get captured by the Psychopath earlier, you will get to
control her now. If she DID get captured, you need to skip ahead to the part
where Sam finds Mike.
X---------------------------X
| SAM |
| WASHINGTON LODGE BASEMENT |
| 03:05 |
X---------------------------X
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: RUN OR HIDE
(_/ \_) Sam explored the Psycho's workshop
If you did not get captured by the psycho earlier, you get an excellent
opportunity as Sam to explore the psycho's workshop and get some clues that
may well help you figure out WHO the psycho is.
Use your motion controls to kick the vent open. Once in control of Sam,
head towards the front of the screen to find our first CLUE - one that will
be very telling indeed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #26
DEATH MACHINE PLANS
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: Only available if Sam escaped the Psycho earlier in the game.
Straight away after exiting the vent and entering the workshop,
make Sam walk towards the front of the screen to find this CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head to the left and open a drawer to find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #30
PSYCHIATRIC REPORT
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: Only available if Sam escaped the Psycho earlier. Straight away
after entering the psycho's workshop, go right and find this
CLUE inside a drawer.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From here, head to the far left instead of going through the obvious gap in
the shelves. You will find another CLUE (an important one) on some shelves
on the far left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #27
JOSH'S CELLPHONE
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: Only available if Sam escaped the Psycho earlier. After finding
the Psychiatric Report in a drawer, take a sharp left instead of
going through the gap in the shelves and you'll find this clue on
another shelf.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now walk around the shelf and you'll find a corkboard to the left. This
is yet another CLUE. Examine it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #28
REMEMBRANCE BOARD
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: Only available if Sam escaped the Psycho earlier. This one is
fairly obvious; while exploring the workshop you'll see a large
pipe with some wheels on it. To the left of this is this
corkboard.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go right and through the door. Follow the linear path and go down some
steps. Examine the wooden door right in front of you to see the psycho
watching his security monitors! Afterwards, walk past the stairs that lead
upwards and examine the voice recorder on the table to collect a CLUE. It's
pretty damning evidence if you ask me.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #29
VOICE RECORDING
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: Only available if Sam escaped the Psycho earlier. After going
through the workshop, you can see the Psycho watching his
monitors behind a wooden door. After this, walk past the set
of stairs rather than ascending them. This clue is on a table;
make sure to listen to it ALL THE WAY in order for the CLUE's
collection to register.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now head up the stairs, round the corner and through the double doors.
Look familiar? It should, you were just here!
Examine the video camera on the tripod to get a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE #24
VIDEO CAMERA
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: In the room where either Sam woke up, or the dummy in Sam's
clothing was (depending on whether or not Sam escaped the Psycho).
Really easy to see.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now examine the dummy to get your final Mystery Man clue!
(If you didn't get the Pre-Order bonus, you might notice there is a clue
missing. You'll still get the trophy for collecting all the Mystery Man
Clues even if you don't have Clue #32, so don't worry).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - MYSTERY MAN CLUE
DUMMY IN SAM'S CLOTHES
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Sam
Location: In the room where Chris and Ashley got captured by the Psycho.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walk left from the dummy for a surprise... Mike is here, too!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! IF YOU WOKE UP AFTER BEING CAPTURED !!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Mike wakes up the unconscious Sam and tells her to scoot over to him. Use
your motion controls to move the wheelie chair over to Mike.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: RUN OR HIDE
(_/ \_) Sam needed to be saved by Mike
If Mike still had the machete, he will give it to Sam. Use the motion
controls to remove Sam's restraints.
If Mike has no machete, he will burn Sam's arm restraints off with his
lighter, before handing it to her. You must then use the touchpad and the
R2 BUTTON to burn off Sam's leg restraints.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! THE PATHS MEET HERE !!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Sam gets a dialogue option. The options you are given depend on whether
or not Mike chopped off his fingers in the Sanatorium.
----------------------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------------------|
| CONCERNED | CURIOUS | SHOCKED |
| ...Where's Jessica? | How'd you get down there? | ...Your fingers! |
|-----------------------|---------------------------|----------------------|
| * Sam's CHARITABLE | * Sam's CURIOSITY metre | No status change. |
| metre goes UP. | goes UP. | |
| * Sam's relationship | * All other traits go | |
| with MIKE goes UP. | DOWN very slightly. | |
| * Sam's relationship | | |
| with JESS goes up. | | |
----------------------------------------------------------------------------
If you discovered enough clues in the Psycho's workshop, Sam mentions that
she thinks Josh had something to do with the whole thing before he died.
Mike asks if you can unlock his door from your side.
Go through the door on your right, down the steps and unbar the door on the
left to let Mike in.
*CUTSCENE*
Mike and Sam hear crying in the next room. They both approach the metal
door. Use your motion controls to ram it open.
*CUTSCENE*
X-------X
| EMILY |
| MINES |
| 03:00 |
X-------X
We're in a bit of a predicament, aren't we? Swing Emily closer to the
bars by using your motion controls. When prompted, press the O BUTTON
to make her grab the bars.
*CUTSCENE*
Interesting facts for you about Emily's appearance: if you missed the QTE
in the radio tower and Emily got hit by the HAM radio, she will now have
a big cut across her forehead. Also, if Matt is dead, her make-up will be
slightly smudged from crying.
Follow the linear path, listening to the strange screeches along the way.
When a sign tells you to turn right to go to the surface elevator, do so.
You'll eventually come to a wooden gate with a huge metal padlock on it.
The gate itself looks pretty fragile. Head to the left where you'll find a
minecart with a lever on it. Before examining this, go past it a little and
you'll find a green metal chest on the floor. Open this to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #15
MINER PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: When you come to an area where you must release the brake on a
minecart to break open a wooden gate, first continue past the
minecart to find this clue in a green metal chest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can return to that minecart and pull the lever on it. This releases
the brakes, and the minecart goes hurtling down the track, breaking the
wooden gate in the process.
Emily will now be in front of an elevator. However, it isn't working. Head
to the right and you'll find another CLUE on the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #14
CLOCKING-IN MACHINE
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the broken surface elevator, head right and
find this machine on the wall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cling to the right wall and continue all the way to the right. You'll see
a burst of flame above you; don't worry, we aren't dealing with dragons
here! Eventually you will come to a ladder. Before you climb the ladder,
continue past it and round the corner to find a TOTEM on the ground
between two barrels.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DEATH TOTEM #5
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: In the room with the surface elevator, cling to the right until
you come to a ladder. Before climbing the ladder, go right past
it and you'll find this totem on the floor at a dead end.
VISION: Emily is shot through her left eye.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NOW you can go up that ladder.
...Or not! Vweee hee hee. Follow the tunnel to the end and you'll find your
path blocked by wooden planks. Well, we know what to do here, don't we!
Use your motion controls to bust down those planks.
In this new cavern, take a really sharp turn to your right to find a
chest that holds another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #16
MINER'S FAMILY PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After making Emily ram down some wooden boards, take a sharp
turn to the right to find this clue in a chest at a dead end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Return to the previous area. There are a few things scattered about that
you can examine (a miner's helmet; an old rusty ladder that's broken off)
but none of the count as clues.
Head to the wall at the back (the one with a broken ladder at the top) and
examine it to make Emily start climbing it. As usual, you get a few
choices; the quick option or the safe option. I'll give you your QTEs for
both.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| CLIMB | LEAP |
|-------------------------------------|-------------------------------------|
| 1) Press the O BUTTON. | 1) Press the SQUARE BUTTON. |
| 2) Press the SQUARE BUTTON. | 2) Press the TRIANGLE BUTTON. |
|-------------------------------------| |
| REACH UP | LEAP RIGHT | Go to the Climb to Ladder/Jump to |
|------------------|------------------| Ladder option below. |
|1) Press TRIANGLE |1) Press O | |
|2) PRESS O | | |
|3) PRESS SQUARE | Go to the Climb | |
| | Ladder/Jump to | |
| Emily makes it | Ladder option | |
| onto the ladder. | below. | |
| SKIP the below | | |
| options and make | | |
| Emily climb to | | |
| the top using the| | |
| joystick. | | |
|-------------------------------------|-------------------------------------|
| CLIMB TO LADDER | JUMP TO LADDER |
|-------------------------------------|-------------------------------------|
| 1) Press the TRIANGLE BUTTON. | 1) Press the O BUTTON. |
| 2) Press the O BUTTON. | 2) Press the SQUARE BUTTON. |
| 3) Press the SQUARE BUTTON. | |
-----------------------------------------------------------------------------
Make Emily climb up the rest of the way. Go down the path on the left.
It's quite a long way, but keep following it. Towards the end of the path
Emily's phone will go dead, leaving you without a light source. Oh, goody!
Carry on and go up the steps. You'll find yourself at the top of that ladder
you broke earlier. Emily picks up her torch and you get to use your motion
controls to flip the switch. The electricity comes back to life, which means
the surface elevator should be working! Excellent.
What you should do now is go down those stairs to your right. Follow them
all the way down and you'll find a TOTEM on the ground before a doorway.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #3
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After making Emily ram down some wooden boards, take a sharp
turn to the right to find this clue in a chest at a dead end.
VISION: A clawed hand reaches out through some bars, before snatching at
Mike. He dodges it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go through the doorway and follow the linear path.
*CUTSCENE*
So much for THAT escape route.
If Matt died after being backed off of the cliff by deer earlier, Emily
will can find his shoe by her feet here.
If you head left, you can find a CLUE on the floor near some wooden planks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #13
HANNAH'S GLASSES
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the steep snowy slope that Emily fails to
climb, go left and find this clue on the floor near some wooden
planks.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After examining this clue, you'll see some red barrels at the front of the
screen. Go over to them and examine the CLUE on top of them.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #17
TATTOO PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the steep snowy slope that Emily fails to climb,
you'll see some red barrels towards the front of the screen. This
clue is on top of the barrels.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Make your way towards the opening in the distance. On your way, make sure
you keep checking to the right. When the camera angle changes, you can
examine the wooden planks to move them aside. There is a CLUE here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #15
MARKS ON ROCK
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the steep snowy slope that Emily fails to climb,
head over to the opening on the left. When the camera angle
changes, check the boards to your right to find this CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue along the path. Before you go through the opening on the left,
go right a little bit to find one more CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #16
BETH'S CROSS
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the steep snowy slope that Emily fails to climb,
head over to the opening on the left. Before going through the
opening, turn right to find this CLUE on the ground at a dead
end.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head back to the left and go through the opening. Follow this path to the
very end before examining another CLUE on a barrel. Shake it to get it to
open, ensuring the game registers that you have collected the clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #14
HANNAH'S LOCKET
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: After discovering the steep snowy slope that Emily fails to climb,
go through the opening to the left. At the end of the path, you
will see a barrel. The clue is on top of it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Backtrack a little and go through the wonky door on the right. Go towards
the front of the screen (where Emily is facing) to find your final clue of
the chapter.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #18
BETH'S HEAD
CHAPTER: 7 - LOSS/VIOLENCE
FOUND BY: Emily
Location: When you go through a wonky metal door, come towards the front of
the screen to find Beth's head propped up on something.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The plot thickens! Now you can go right and through a door. This leads you
back to the surface elevator area - finally! Approach the surface elevator
and pull the lever to reach the level above.
Emily is about to go around a corner when... the STRANGER appears and starts
coming towards her!
!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!!
You have to complete a DON'T MOVE QTE.
If you fail the DON'T MOVE QTE, The Stranger finds Emily and grabs her. He
tells her to "shhh", but you have the option to PRESS TRIANGLE to hit him,
in which case he releases her. Even if you don't PRESS TRIANGLE, Emily will
run away. Bit pointless having a QTE there, eh?
Regardless of how well you hid, Emily does a runner.
1) Press the TRIANGLE BUTTON to jump the first gap. (Non-lethal if failed)
2) Press the TRIANGLE BUTTON to jump the second gap. (Non-lethal if failed)
3) When prompted, aim your controller at the target and press R2 to make
Emily throw her torch a the oil spillage.
Emily reaches a dead end. If you failed to set the oil on fire, The Stranger
catches up with Emily and this section ends here.
If you set fire to the oil, you get a choice: either turn back, or hide.
IF YOU PICK HIDE:
Emily will get to pick up an extra clue in Chapter 8.
IF YOU PICK TURN BACK, OR LET THE TIMER RUN OUT:
Emily will miss the opportunity to pick up an extra clue in Chapter 8.
*CUTSCENE*
In this big reveal cutscene, we discover that Josh was the "psycho" all
along! It was an elaborate prank, to get revenge on those who inadvertedly
caused the death of his sisters the year before. If you found enough clues,
Sam tells Josh that it was obvious that he was behind it, and that it was
as if he wanted to be caught - a cry for help. In his psychiatric report,
and by referencing the texts on Josh's phone, you can see that Josh is
seriously mentally ill, and may be off his medicine as well.
However, Josh thinks the whole thing is a joke. When Mike tells him that
Jessica is dead, Josh looks genuinely shocked. Refusing to believe Josh,
Mike hits him across the head with his revolver.
*CUTSCENE*
X--------------------------X
| CHRIS |
| WASHINGTON LODGE GROUNDS |
| 03:41 |
X--------------------------X
Chris and Mike make Josh walk through the snow at gunpoint. Josh insists
that he did not hurt Jessica. Chris gets a dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| SCOLD | DISMISS |
| You deserve this. | Shut up! |
|-------------------------------|------------------------------|
| Josh proclaims that he is a | Josh says that he and Chris |
| healer. | are supposed to be partners. |
| | Chris responds bluntly, to |
| | which Josh responds by |
| | calling him a dick. |
----------------------------------------------------------------
Further on down the path, Josh swears once again that he has no idea what
happened to Jessica. You're presented with another dialogue option.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| ANGRY | SKEPTICAL |
| We can't trust you. | Something feels wrong. |
|-------------------------------|------------------------------|
| No real reaction. | Mike gets annoyed at Chris |
| | and claims he saw Josh kill |
| | Jessica. |
----------------------------------------------------------------
Josh starts goading Mike, who gets angry (again) and pushes Josh onto his
knees, into an exeuction pose. You get another dialogue choice.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| DEFENSIVE | AGGRESSIVE |
| You're the coward. | You need to shut up. |
|-------------------------------|------------------------------|
| Josh states that he's the only| Josh says he has no regrets. |
| one who's had the guts to try | |
| and make changes in his life. | |
----------------------------------------------------------------
Mike and Chris tie Josh up, after which it becomes apparent that he really
isn't in a mentally fit state at all. Depending on who you chose to "kill"
with the sawblade earlier, Josh will react differently in the next part.
IF YOU CHOSE TO SAVE ASHLEY
Josh starts goading Chris, telling him he wasn't man enough to try it on
with Ashley.
IF YOU CHOSE TO SAVE JOSH
Josh doesn't goad Chris, and skips straight to goading Mike.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: ...AND WHICH ONE WILL DIE
(_/ \_) Josh felt betrayed and antgonised Chris
OR
Josh was sympathetic to Chris and antagonised Mike
Josh turns on Mike, and starts teasing him about Jessica. Mike loses it
and points his gun at Josh's head. Chris gets to make another decision.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| DISARM MIKE | HIT JOSH | LET TIMER RUN OUT |
|--------------------------|----------------------|-------------------------|
| Chris hits Mike in the | Chris hits Josh hard | Josh goads Mike again, |
| hand with the stick, | in the head with the | stating that he knew |
| making him drop the gun. | stick, making him | Mike wouldn't shoot him.|
| Mike complains that he | pass out. Mike freaks| * Chris' relationship |
| wasn't ACTUALLY going to | out, as he was never | with MIKE goes DOWN. |
| shoot Josh. | actually going to | * Chris' relationship |
| | shoot Josh. | with JOSH goes DOWN. |
| | * Chris' relationship| * Chris' HONESTY metre |
| | with MIKE goes DOWN| goes UP. |
| | * Chris' relationship| * Chris' BRAVERY metre |
| | with JOSH goes DOWN| goes DOWN. |
| | | |
| | Later on, if Chris | |
| | asks Mike to give him| |
| | the revolver, Mike | |
| | will refuse. This is | |
| | not a lethal problem,| |
| | though. | |
-----------------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: ...AND WHICH ONE WILL DIE
(_/ \_) CHRIS CONSIDERED VIOLENCE
Mike tells Chris to head back to the lodge and let the others know what's
happening. Mike will stay with Josh until the morning to make sure he
doesn't get into any trouble.
X--------------------------------------------------------------------------X
|||(UD6.8) CHAPTER EIGHT |||
||| REVELATION/ANIMUS |||
X--------------------------------------------------------------------------X
*CUTSCENE*
X-------X
| EMILY |
| MINES |
| 04:01 |
X-------X
What the hell was that? Whatever the case, it looks like the Stranger with
the flamethrower is actually an ally, and that all along he has been
fighting something with fire.
Use your touchpad to light the flare, and you'll regain control.
Things will be slightly different here depending on whether Emily hid from
the Stranger or not earlier. If she hid from him, keep reading. If she
turned back or let the timer run out, skip this part and carry on reading
where the paths meet.
First, head in the opposite direction to where Emily is facing (so towards
the back of the screen). On the right you'll see a little wooden shack;
there is a CLUE inside.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #17
ROMANTIC POSTCARD
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Emily
Location: Straight away after resuming control as Emily, head behind her
and to the right to find a little wooden shack. This clue is
inside.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go left and drop down the ledge.
!!!!!!!!!!!!!!!!!!!!!!!
!!! PATHS MEET HERE !!!
!!!!!!!!!!!!!!!!!!!!!!!
Walk along the tunnel, keeping an eye out for a wooden structure on the right
hand side. When you reach this structure, look on the ground for a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #4
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Emily
Location: After dropping down a ledge, follow the tunnel along until you see
a wooden structure on the right. On the floor inside it, you will
find a totem.
VISION: Mike lowers his gun, refraining from shooting somebody.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Follow the path until you reach a seemingly dead end. You need to take a
deep breath now... Before squeezing your way through the gap in the rocks
to the right.
Pay close attention to my instructions. They might just save a life.
!!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE! !!!
!!!!!!!!!!!!!!!!!!!!!!!!
1) Press the TRIANGLE BUTTON to avoid being grabbed by the clawed hand.
2) Press the TRIANGLE BUTTON to jump the first gap.
3) Press the SQUARE BUTTON to ensure that Emily doesn't lose her flare.
(This QTE doesn't happen if you failed QTE no#2)
4) When given the choice to go left or right, your best choice is to go
LEFT as it avoids a nasty jumpscare. Make sure you make this choice
quickly as, regardless of the timer, you'll get jumpscared if you don't
pick within about four seconds.
Emily finally reaches the surface elevator. If you take more than two
seconds to do the next QTE, the Wendigo jumps down behind her and kills
her. Emily's journey will end there and you'll have to skip ahead to the
lodge.
5) Pull the lever DOWN.
The elevator rises, and reaches the top, but Emily hears noises. Next to
one shoulder is a clawed hand... Behind her other shoulder, the creature's
face can be seen through the wooden planks!
Note: This DON'T MOVE QTE doesn't happen if you hid from the Stranger
earlier, and haven't failed any QTEs during this step.
6) DON'T MOVE! (Or else Emily dies.)
Emily makes it outside and continues running. It's not over yet!
7) Press the SQUARE BUTTON to pull the chain, releasing boulders that act
as an obstacle for the creature.
8) Press the O BUTTON to knock over a barrel.
9) Press the TRIANGLE BUTTON to knock over another barrel, which spills oil.
(IF YOU FAIL THIS ONE - THE WENDIGO WILL CATCH UP TO EMILY AND KILL
HER! DON'T FAIL IT!!!)
Emily does the clever thing by herself, and drops her flare into the oil to
create a fire. She then drops down a ledge and gets onto a conveyor belt.
What you do next changes things up a little, so look at the relevant QTEs.
------------------------------------------------------------------
| YOUR CHOICE |
|----------------------------------------------------------------|
| STAY ON | LEAP OFF |
| (Risky - possible death) | (Safest option) |
|-------------------------------|--------------------------------|
| There is an open panel with | Emily jumps onto the adjacent, |
| many grinding gears at the | stationary conveyor belt and |
| end of the conveyor belt! | works her way around to the |
| | wooden shack without facing |
| 1) Press the O BUTTON to jump | any danger. There are no QTEs. |
| to safety. | |
| | |
| IF YOU FAIL THE QTE | |
| | |
| Emily doesn't jump far enough | |
| and grasps at the ledge. You | |
| get one last chance to save | |
| her. | |
| | |
| 2) Press the TRIANGLE BUTTON. | |
-------------------------------------------------------------------
----
| | IF YOU FAILED CERTAIN QTES, OR TOOK TOO LONG IN PLACES:
| |
----- ----- The Wendigo grabs Emily's head and uses its thumbs to
| R.I.P | impale her through the eyeballs!
----- -----
| | IF EMILY FELL INTO THE GRINDER AT THE END OF THE
| | CONVEYOR BELT:
| |
| | Emily falls legs-first into the grinder - she screams in
| | pain as the bottom half of her body is crushed to pieces.
----
In the shack, Emily notices that the creature is closing in on her. Two
things can happen here:
IF YOU HAVE THE FLARE GUN:
You get a very short window to shoot the flare gun at the creature, fending
off its attack and thereby preventing a dilemma later on in the game.
Without even pausing to think, aim your flare gun at the creature while
mashing the R2 BUTTON repeatedly (don't forget, you can't misfire in this
game). If you successfully fire at the creature, Emily escapes without
getting bitten. Skip past the "IF YOU DON'T HAVE A FLARE GUN" section.
If you fail the QTE, the creature catches up to Emily and bites her. You can
skip ahead to the section where Emily reaches the lodge, now.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: WHO GETS THE GUN
(_/ \_) Emily used the flare gun as defense
OR
Emily had a defense against the attack
IF YOU DON'T HAVE THE FLARE GUN:
Emily will streak through the wooden door behind her. Use your motion
controls to bolt it shut. Regardless, the creature comes bursting through
the door and bites Emily on the shoulder. This is unavoidable, as Emily
had no means to defend herself.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: WHO GETS THE GUN
(_/ \_) Emily fired the flare gun -> Emily had a defense against the attack
OR
Emily had no defense against the attack
OR
Emily had no defense against the attack and was bitten
!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! PATHS MEET HERE !!!
!!!!!!!!!!!!!!!!!!!!!!!!!!
Whether Emily was bitten or not, she will now have to complete a final set
of QTEs to get to the end of the action sequence (unless she had a flare
gun and failed to use it, in which case skip this bit).
1) PRESS THE SQUARE BUTTON
2) PRESS THE O BUTTON
3) PRESS THE TRIANGLE BUTTON
FYI - If you fail the QTEs then the Wendigo simply pushes Emily off the
edge, and she falls down. You can't die after she's been bitten.
*CUTSCENE*
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| ONCE BITTEN |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| |
| IF YOU HAD THE FLARE GUN, AND SUCCESSFULLY USED IT AGAINST THE WENDIGO: |
| |
| * EMILY ESCAPED UNSCATHED. |
| |
| Emily will not have a bite; this means that nobody can accuse her of |
| being a danger to the rest of the group later, ergo nobody will try to |
| shoot her. |
| |
| IF YOU HAD NO FLARE GUN, OR DID HAVE A FLARE GUN BUT FAILED THE QTE: |
| |
| * EMILY WAS BITTEN. |
| |
| When Emily gets to the lodge, her bite will be noticed and the group |
| assumes that Emily will turn into a Wendigo. The player will get a choice|
| whether or not to shoot Emily. |
| |
----------------------------------------------------------------------------
X------------------X
| CHRIS |
| WASHINGTON LODGE |
| 04:23 |
X------------------X
Emily makes it back to the lodge, against all odds. She's screaming about
being chased by a monster. You get to make a dialogue choice:
(Note: If Emily died in the mines, it will be Mike running back to the
lodge after hearing Emily's death scream. If this is the case, skip Emily's
dialogue here and go to the part where someone knocks at the door.)
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| CONFUSED | CONCERNED |
| Wait. A monster? | Em, are you okay? |
|-------------------------------|------------------------------|
| Emily reiterates that the | Emily states that she's fine |
| thing chasing her wasn't | and doesn't feel any pain. |
| human, and that it was | No one is paying any |
| nothing to do with Josh. | attention to what she's |
| | saying about the monster. |
----------------------------------------------------------------
You get another dialogue choice:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| CONFUSED | CONCERNED |
| What happened? | Where's Matt? |
|-------------------------------|------------------------------|
| Emily recounts the events | Emily will either be worried |
| that happened to her and Matt.| or angry at Matt, depending |
| | on whether he jumped to |
| | safety or not earlier. |
----------------------------------------------------------------
Emily tells the group that she found Beth's remains, and that she doesn't
think Hannah died straight away. (If she found enough clues.)
*CUTSCENE*
There's a knock at the door! So now there's a stranger outside the door and
you don't know if it's safe or not. Chris gets a choice.
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| DEMAND | SUGGEST |
| Give me the pistol. | I'll cover the door. |
|-------------------------------|------------------------------|
| IF YOU ATTACKED JOSH IN THE | Chris gets to open the door. |
| SHED: | Use your motion controls to |
| | do so. |
| Mike refuses to give Chris the| |
| gun. Chris must open the door | |
| with the motion controls. | |
| | |
| IF YOU DIDN'T HIT JOSH IN THE | |
| SHED: | |
| | |
| Mike will give Chris the gun | |
| but Chris must still open the | |
| door. Use the motion controls.| |
| | |
| When The Stranger bursts in, | |
| Chris has the option to try | |
| and shoot him. Regardless of | |
| whether or not you succeed at | |
| the QTE, The Stranger disarms | |
| Chris. | |
----------------------------------------------------------------
*CUTSCENE*
A revelation indeed. So the creature we've been seeing this whole time is
a Wendigo, a human transformed by a curse after they resorted to
cannabalism.
If Chris hit Josh on the head in the shed, he will refer to this now. Sam
gets upset at this, but it doesn't really affect anything.
Regardless, Chris decides to go with The Stranger to find Josh.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: POINT BLANK
(_/ \_) Ashley was concerned about Chris as he left
OR
Ashley didn't speak to Chris as he left
Believe it or not, the above Butterfly Effect update is very important as
it decides whether or not Chris survives to the end of this chapter.
Follow The Stranger down the stairs and along the path to the shed where
Josh was tied up. If you didn't take the left turn in the fork to collect
the totem and clues earlier, you can do so now.
Head into the shed to find that Josh is gone!
*CUTSCENE*
Before you leave, you can have a look around the shed. The items you can
examine are the stool that Josh was sat on, the sawblade he used to "kill"
himself, and his fake body. None of these are clues, but it's cool that you
can look at them properly now.
When you're ready, follow The Stranger outside and get ready for a very
sudden DON'T MOVE QTE, followed by an ACTION SEQUENCE.
Regardless of whether or not you failed the DON'T MOVE QTE, The Stranger's
journey will always end here. What a shame, after surviving all these years.
This next bit always freaks me out. I think it's the Wendigo's posture as
it attacks.
!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!!
Be aware that if you fail a single one of these QTEs, Chris will die.
1) The Wendigo jumps at Chris and you have the option to either shoot a
barrel or the Wendigo. The barrel option is funnier.
2) Press the TRIANGLE BUTTON to duck under a branch. (If you fail, you
won't die.)
3) The Wendigo attacks again. Shoot it!!
Chris drops down a ledge to get to the lodge. However, he somehow manages
to hurt himself while doing so.
4) The Wendigo attacks once more! Shoot it.
5) The Wendigo attacks a final time. Either shoot it or the barrel - the
result is always the same.
Chris reaches the lodge and screams to be let in. Depending on your past
actions, you may lose a character here.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: POINT BLANK
(_/ \_) Ashley opened the door, saving Chris' life
OR
Ashley didn't open the door to let Chris in -> Chris was killed
----
| |
| | IF YOU TRIED TO SHOOT ASHLEY DURING JOSH'S FINAL "TRAP":
----- -----
| R.I.P | Chris screams to be let into the lodge, but Ashley stares
----- ----- at him with a deadpan look. The Wendigo hurtles up to
| | Chris - before ripping his head clean off his neck before
| | Ashley's eyes. Mike sees this, and urges Ashley to come
| | down to the basement; she continues to stare out of the
| | door in a daze. Mike pulls her along and they both head
| | to the basement.
----
IF THE WENDIGO KILLS CHRIS BEFORE HE REACHES THE LODGE:
Ashley is at the lodge's back door, waiting for Chris to
return. The Wendigo hurls Chris' decapitated head at the
doorstep!
If Ashley let Chris into the lodge, they both run down to the basement to
join the others.
*CUTSCENE*
X-----------X
| MIKE |
| OLD HOTEL |
| 04:47 |
X-----------X
The group starts discussing options to get out of here, as Mike thinks
waiting in the basement is like waiting for death to arrive. They eventually
decide that Josh must have the cable car key.
If Emily is alive, a lot can happen here. Look at the options below to see
which scenario belongs to your playthrough. If Emily is dead, then Mike will
head straight to the mines to find Josh. You should skip ahead to the section
where Ashley is reading a book.
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: ONCE BITTEN
(_/ \_) Emily reached the lodge without injury
OR
Mike faced a dilemma
IF EMILY WAS NOT BITTEN EARLIER:
Mike heads off to go and find Josh - alone. Skip ahead to where the player
controls Ashley in a moment.
IF EMILY WAS BITTEN EARLIER
Ashley notices Emily's bite and starts freaking out. Mike and Ashley gang
up against Emily, trying to get her to voluntarily leave the room in case
she turns into a Wendigo. When Emily doesn't comply, Mike points his
revolver at her and backs her into a wall. You get a choice:
IF YOU SPARE EMILY BY LETTING THE TIMER RUN OUT:
Mike runs off to try and find Josh - alone. Emily, traumatised and worried,
lies down on the table.
----
| | IF MIKE SHOT EMILY:
| |
----- ----- Mike shoots Emily right through the eyeball. She dies
| R.I.P | instantly. Although shocked, Mike is convinced he did the
----- ----- right thing. There is silence for a moment, before Mike
| | heads of to try and find Josh - alone.
| |
| |
| |
| |
----
*CUTSCENE*
X-----------X
| ASHLEY |
| OLD HOTEL |
| 04:51 |
X-----------X
Ashley picks up The Stranger's book. Each page here is a clue. I highly
recommend you flick the pages LEFT first before reading the book in the
correct direction, or else you will miss a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #18
JOURNAL: INTRODUCTION
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Ashley
Location: When Ashley is reading through The Stranger's book in the
basement, make sure she flicks the pages to the left first to
find this easily missed clue.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #19
JOURNAL: CANNIBALISM
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Ashley
Location: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #20
JOURNAL: HISTORY
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Ashley
Location: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #21
JOURNAL: COMBAT
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Ashley
Location: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #22
JOURNAL: BITE
CHAPTER: 8 - REVELATION/ANIMUS
FOUND BY: Ashley
Location: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Uh-oh! You now get a decision with Ashley about whether or not to confess
about the information you just found in the book, regardless of whether or
not Emily is still alive:
-----------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------|
| CONFESS/REASSURE | DECEIVE/CONCEAL |
| (Their bites aren't infectious/ | (Just some crazy stuff in here) |
| Em, you'll be okay.) | |
|----------------------------------|----------------------------------|
| Ashley tells Sam that the bites | Ashley tries to tell Sam that |
| aren't infectious. | there's nothing interesting in |
| | the book, but Sam takes it and |
| Sam and Ashley like each | reads the page for herself. |
| other more. | |
| | Sam and Ashley like each other |
| | less. |
-----------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: ONCE BITTEN
(_/ \_) Ashley was faced with a dilemma and told the truth
If Emily is still alive, she will find out that the bites aren't infectious
no matter what. Fuming that Ashley and Mike were so eager to kill her
without good reason, she slaps Ashley and has a huge grudge against her and
Mike for the rest of the game.
Sam decides that, given the information they've found in the book, they
should go after Mike to warn him about the Wendigos. Whoever is left alive
goes with her.
*CUTSCENE*
O-----------------O
| THE ANALYST |
O-----------------O
Dr. Hill makes a comment that refers to whoever you chose to dislike the most
earlier. You'll also get some dialogue choices - choose whatever you wish,
as nothing you can say at this point makes any difference to the game.
X--------------------------------------------------------------------------X
|||(UD6.9) CHAPTER NINE |||
||| DESPAIR/KARMA |||
X--------------------------------------------------------------------------X
X------------X
| MIKE |
| SANATORIUM |
| 05:03 |
X------------X
We're back in the Sanatorium with Mike. But this time, things are going to
be quite different.
Bolt the door behind you. We're making our way back to the Chapel now, so
things will look familiar. Walk down the corridor, turn right, keep walking
and then go up the steps on the left. Go all the way to the top and make
Mike walk towards the front of the screen. In the next little room, go
through the door next to the EXIT sign to re-enter the Chapel.
If you missed any clues in the chapel earlier, you can collect them now.
Go all the way to the left side of the room (past the little area where
the wolf's bones were kept) and go through the door in the corner of the
room (we were unable to open it previously). In the little room right before
you head outside, you can find a TOTEM on the floor to the left.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #4
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: In the chapel, there is a door in the far left hand corner that
leads into a small room which takes you outside. In the small
room, this Totem can be found on the floor to the left.
VISION: A burnt Wendigo slashes at Mike repeatedly.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now head outside and check out the little graveyard to find a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #23
MAKESHIFT GRAVEYARD
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: When you return to the chapel, take the door in the far left
corner. Pass through the small room to find yourself outside.
Examine the little graveyard - you can't miss it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head back into the chapel and check out the next door on the left to find
that it is locked with a heavy padlock. We'll take care of this in a
minute.
Head to the far right side of the room, to the Chapel entrance (where you
entered the Chapel from back in Chapter 5). You can't use the door anymore,
but you can now go up a flight of stairs. Do so now. Follow the balcony
until you get to a hole at the end: jump down. This takes you into a
previously inaccessible room.
Head over to the desk and pick up the torch (you must light it), shotgun and
shells. Strangely enough you can now exit through the previously locked
door! Go over to the other side of the chapel, to that door with the padlock
I told you about earlier. Use your newly acquired gun to shoot the lock off
and enter.
*CUTSCENE*
If you didn't kick the wolf earlier, or if you kicked the wolf but then
gave him a bone, the wolf will now make a reappearance. The only instance
in which he won't help you is if you kicked him and didn't try to make
amends.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: MAN'S BEST FRIEND
(_/ \_) The wolf guided Mike around the Sanatorium.
The wolf generally shows you the right way to go, and he can also take a
hit for you if you fail a DON'T MOVE section in a bit. However he can die,
which a) Is horrible and sad and we don't want that to happen, and b)
prevents you from getting the TROPHY.
Follow the makeshift tunnel outside until you reach another doorway. Head
inside and go through the little open door. The next door is shut, so we
need to pull the lever next to it. This opens the door a little bit.
Examine the door to make Mike squeeze through, then use your motion controls
to open it even more.
Go down the stairs and follow the sign that says "DETENTION AREA" to the
left. Inside this room, on a table tucked away in a corner, is a CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #24
JOURNAL: DOCTOR'S REPORT
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: After pulling the lever and squeezing through the door, go down
a set of stairs and go left at the bottom into the DETENTION
CENTRE. The clue is on a table at the back of the room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Exit the room and go right this time. Here you'll find the corpse of the
darker coloured wolf. It's been ripped apart by something, alright...
You can examine the wolf's body, the dented door to the left and inside the
cell are some words scratched into the wall. When you're done here,
go right from the wolf's corpse and follow the corridor all the way around
until you are able to go through a crumbling opening on the left. Do so.
Pass through this little room and you'll find yourself in a corridor, where
there is a sign that points you to the "B WING". Instead of heading towards
this sign, go in the opposite direction (towards the front of the screen)
and into the first door on the right. There is a really obvious CLUE in
here on the table in the middle of the room.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #25
OLD FILM REEL
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: While exploring the Sanatorium, you'll come to a sign that
says "B WING". Instead of going towards it, head towards the
front of the screen and go through the first door on the right.
Here you'll find the CLUE in the form of an old projector.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Come out of this room and keep going towards the front of the screen. You'll
eventually come to the Doctor's Office on the left. Enter it and open the
desk drawer to find another CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #27
CASE STUDY DOSSIER
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: While exploring the Sanatorium, you'll come to a sign that says
"B WING". Instead of going towards it, head towards the front of
the screen until you come to a dead end. Go through the door on
the left into the Doctor's Office and open a desk drawer to find
this CLUE.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your final 1952 CLUE is also in the general vicinity. You may have noticed
the suspicious looking wooden wall with the light flooding through it at
the back of the room. Examine it to be given the option to ram open a
secret door! Shoot the lock off of the next door to find yourself in the
doctor's secret room. The doctor is in here, too! Yes, I am going to ask you
to approach him. Examine his body and yank your final 1952 CLUE out of his
hand!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - 1952 CLUE #26
SUICIDE NOTE
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Mike
Location: While exploring the Sanatorium, you'll come to a sign that says
"B WING". Instead of going towards it, head towards the front of
the screen until you come to a dead end. Go through the door into
the Doctor's Office. At the back of the room is a wooden wall.
Examine it and ram down the secret door. Shoot the lock off of the
next door and examine the corpse in here to find this clue in his
hand.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With a bit of luck, or with the help of this walkthrough, you should now
have all the 1952 clues, in which case a trophy will pop! Well done, you!
Now exit both rooms and return to the corridor. You can now go down to the
B WING. At the end of the corridor, turn right to find yourself in another
one of those strange, angled corridors. Go all the way around until you
find yourself with no other option but to go through the door into the big
centre room. Prepare yourself.
!!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!!!
It is important to note that if you fail to shoot the Wendigo in time in
this section, Mike's journey through the Sanatorium comes to an end, HE
IS NOT DEAD - but you don't get to play the rest of this section. At least
it's not lethal!
The game asks if you want to shoot the box that's moving. Look at the
size of the box. Do you really think a Wendigo could hide in that?
You can shoot the box if you want, but you really don't have to.
Shoot the Wendigo when prompted.
Here you are presented with a choice:
NOTE: If you let the timer run out, Mike will be attacked by the Wendigo
and the screen goes black. This happens regardless of whether you have the
wolf or not. Skip ahead to Ashley's section.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| GO STRAIGHT | GO LEFT |
|------------------------------------|--------------------------------------|
| 1) Press R2 and use your motion | 1) Use your motion controls to |
| controls to shut the door. | barricade the door behind you. |
| 2) Shoot the Wendigo away from the | 2) Press the O BUTTON when the |
| door. | Wendigo attempts to get through |
| 3) Press the R2 BUTTON and use | the little window. |
| your motion controls to re-open | (If you fail this, and you have |
| the door. | the machete, the Wendigo will |
| 4) Shoot the Wendigo again. | take it now.) |
| | (If you don't have the machete, |
| Mike now goes through the door on | you must aim your shotgun at the |
| the left anyway - you should now | Wendigo and press R2 to shoot. If |
| read the instructions for "GO LEFT"| you fail this, nothing bad |
| -------------------> | happens - Mike still continues to |
| | the next area.) |
| | 3) Use your motion controls to bolt |
-------------------------------------| the door behind you. |
| 4) You must now succeed at a DON'T |
| MOVE QTE! If you fail, and you |
| have the wolf with you, the wolf |
| will take the hit for you. If |
| you fail and you DON'T have the |
| wolf, the screen blacks out and |
| Mike's section ends here. |
| 5) Press the TRIANGLE BUTTON to grab |
| the bottle before it falls. |
----------------------------------------
Mike finds himself walking down a cell block. I'm going to ask you to refer
to DANGER TOTEM #3. It will apply in a second, so prepare yourself for the
scene and camera angle you're looking for.
1) Either shoot the Wendigo or let the timer run out - it doesn't matter.
2) I warned you - press the TRIANGLE BUTTON.
3) Watch your feet - press the SQUARE BUTTON! Either shoot it or let the
timer run out.
4) On your right - press the O BUTTON!
5) That was a close one - shoot the Wendigo or let the timer run out.
6) On your left - press the SQUARE BUTTON! Do your best to succeed at this
QTE as it actually DOES matter. If you fail it, you must shoot the
Wendigo. If you then fail THAT, an unchained Wendigo comes round the
corner and attacks Mike. If you have a machete, you must succeed at
a QTE to continue. If you have no machete, but you have wolfie, then
the wolf will distract the Wendigo, allowing you another chance to
shoot the Wendigo. If you fail AGAIN, wolfie will take the hit for you
and die.
Mike reaches the end of the corridor, but the door at the end is stiff and
there is a Wendigo behind you.
7) Use your motion controls to ram the door open slightly.
8) Shoot the Wendigo on the ceiling.
9) Press the O BUTTON to knock over the barrel.
10) Use R2 and then your motion controls to knock the barrel over to the
RIGHT.
11) Press the O BUTTON to kick the barrel towards the Wendigo.
12) You can do one of two things here - you can either shoot the barrel
or attempt to shoot one of the two Wendigo.
If you shoot the Wendigo, the other attacks Mike. If you have the wolf
with you, he will take the hit for Mike, dying in the process. If you
don't have the wolf with you, the screen blacks out and Mike's section
ends here.
13) Use R2 and the motion controls to bolt the door shut.
Move Mike through the doors to the right and into the Psychiatric Ward. Go
all the way up the stairs and wind your way through the broken walls (it's
a linear path - you can't go wrong). When you reach another corridor, work
your way towards the wooden door at the other end - and another Wendigo
will attack.
14) Shoot the lock off of the door!
You now get a quite important choice:
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| BARRICADE DOOR | KEEP RUNNING |
|------------------------------------|--------------------------------------|
| Mike shoves a locker in front of | Mike drops down a hole in the ground.|
| the door and we hear the Wendigo | |
| screaming in fury, as they can't |IF WOLFIE IS WITH YOU - Wolfie |
| get into the room. Mike drops down |appears at the top of the hole. Mike |
| through a hole in the ground. |urges him to follow, but a Wendigo |
| |attacks Wolfie; the two go flying out |
| IF WOLFIE IS WITH YOU - Wolfie |of sight. A moment later, Wolfie's |
| appears at the top of the hole. |inert body is flung over the side of |
| Mike urges him to follow, but the |the hole; he didn't make it. |
| wolf is reluctant to drop down and | |
| trots away. Nonetheless, the wolf | |
| still made it and you get a trophy | |
| for keeping him alive. | |
-----------------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: MAN'S BEST FRIEND
(_/ \_) Mike's new friend survived
OR
Mike failed to protect his new friend
Mike makes his way over to a door in this basement.
15) Use your motion controls to ram the door open.
The Wendigo have made it into the basement! And not just one; several.
You have a choice here: continuously shoot the Wendigo until Mike's section
ends, or blow up the room using the barrels, releasing the Wendigo spirits.
This will change things slightly in Chapter 10:
IF YOU SHOOT THE WENDIGO - Mike eventually gets attacked by a Wendigo and
the screen goes black. Sam must go all the way
to the Sanatorium to find him later.
IF YOU SHOOT THE BARRELS - The basement explodes and Mike meets Sam in the
mines later.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: AT WHAT PRICE
(_/ \_) Mike found another way through the Sanatorium
*CUTSCENE*
If Mike was fast enough earlier on, we see Jessica regain consciousness at
the bottom of the elevator!
X----------------------X
| ASHLEY |
| TUNNEL TO SANATORIUM |
| 05:16 |
X----------------------X
If Chris is still with you: he is struggling because of his injuries and
says you ought to go on ahead, as he will only hold you back. You get a
dialogue option:
----------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------|
| INQUIRE | REASSURE |
| You gonna be okay? | We're not leaving you. |
|-------------------------------|------------------------------|
| Chris gets left behind. He | * Ashley's CHARITABLE metre |
| will try to catch up with the | goes UP |
| group later, but depending on | * Ashley's ROMANTIC metre |
| choices you make in a moment | goes UP |
| has a chance of dying. | * Ashley and Chris like each |
| | other more |
| | |
| | Chris sticks with the group. |
----------------------------------------------------------------
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| LEFT BEHIND |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| |
| IF YOU REASSURE CHRIS: |
| |
| Chris will stick with the group; this eliminates any chance of him dying |
| during this chapter. |
| |
| * ASHLEY WOULDN'T LEAVE CHRIS |
| |
| IF YOU LEAVE CHRIS BEHIND: |
| |
| There is a chance for Chris to die in four different instances when he |
| tries catch up to the rest of the group. I will point these out to you |
| when the time comes. |
| |
| * ASHLEY LEFT CHRIS BEHIND |
| |
| IF YOU LEAVE CHRIS BEHIND, BUT GO BACK AND TALK TO HIM AGAIN: |
| |
| Ashley will convince Chris to come with the group. |
| |
| * ASHLEY LEFT CHRIS BEHIND |
| * ...BUT SHE WENT BACK FOR HIM |
----------------------------------------------------------------------------
With or without Chris, cling to the left wall as you continue to find a
TOTEM in an alcove.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #5
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Ashley
Location: At the beginning of the journey to the Sanatorium, you have to
walk down a long corridor. Cling to the left to find an alcove
with this totem inside it.
VISION: Josh as a Wendigo, basically.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Continue down the corridor to where the other characters are waiting (or
just Sam, if everyone else is dead).
*CUTSCENE*
Examine the very obvious drainage hole in the floor and use your motion
controls to remove the cover.
*CUTSCENE*
Ashley decides that we shouldn't leave the hole uncovered (or if you left
Chris behind, she wants to leave marks so he can find the group), so of
course she gets left her on her own to do it. Use your motion controls to
close the drainage hole and you'll find yourself alone at the bottom. Go
down the corridor until you hear voices in the distance. Is that...Jessica?
----------------------------------------------------------------------------
| YOUR CHOICE |
|--------------------------------------------------------------------------|
| INVESTIGATE VOICE | REJOIN GROUP |
|-------------------------------------|------------------------------------|
| Sadly, you must do this if you want | Ashley ignores the voice and meets |
| to collect every TOTEM. There is a | the rest of the group moments |
| possible death down here, but if | later. If Chris is there because |
| you follow my instructions you can | Ashley refused to leave him behind,|
| get the collectible AND survive. | you secure his safety for the rest |
| | of the chapter (and get a |
| Walk Ashley down the path, clinging | Butterfly Effect Update telling |
| to the left hand side where you'll | you so). |
| find LOSS TOTEM #3 (see details | |
| below). Now carry on to the path on | |
| the right where you'll find the | |
| source of that banging noise. It's | |
| a trapdoor... It's practically | |
| screaming "trap". It even has the | |
| word "trap" in it. | |
| | |
| IF YOU OPEN THE TRAPDOOR: | |
| | |
| Ashley will be killed by a Wendigo. | |
| We skip ahead to Sam's section. | |
| Note: If you first unbolt the door | |
| then cancel the action without | |
| opening it, the Wendigo will burst | |
| through the moment you try to walk | |
| away. | |
| | |
| IF YOU WALK RIGHT PAST: | |
| | |
| Walk down the path to the right of | |
| the trapdoor and examine the ledge | |
| at the end when given the chance to | |
| rejoin the group. Ashley survives | |
| for now. | |
----------------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: LEFT BEHIND
(_/ \_) Ashley rejoined the group
OR
Ashley followed the voice -> Ashley rejoined the group
OR
Ashley followed the voice -> Ashley went to the trapdoor
If you investigated the voice, here are the details or the TOTEM you may
have picked up:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #5
CHAPTER: 9 - DESPAIR/KARMA
FOUND BY: Ashley/Chris
Location: While heading to the Sanatorium, Ashley hears a voice. Choose to
investigate it. Cling to the left and you'll eventually take a
turning into a dead end, where you can find this TOTEM.
VISION: A Wendigo crushes Josh's head with its hands.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------------------------------------------
| |
| IF YOU LEFT CHRIS BEHIND EARLIER: |
| |
| You now take control of Chris and must catch up to the group. When you |
| reach the fork in the road, you get two options (like Ashley did). Here |
| is what happens depending on which path you take, and also depending on |
| Ashley's life status. |
| |
| INVESTIGATE VOICE (AND ASHLEY DIED FROM OPENING THE TRAPDOOR): |
| |
| Make Chris walk along the path until you reach the trapdoor area, where |
| he will find Ashley's hat and a blood trail leading to the trapdoor. |
| |
| If you open the trapdoor, you have to use R2 and your motion controls. |
| Chris opens the trapdoor but sees nothing in the cavern below. He closes |
| the trapdoor...and the Wendigo strikes from behind it! It pulls Chris' |
| head clean off of his neck and Chris' story ends here. |
| |
| If you choose to walk past the trapdoor, you'll get the death from DEATH |
| TOTEM #3. Just as Chris is approaching the ledge, he suddenly gets |
| pulled up to the ceiling by the Wendigo, lurking above. It pulls his |
| head clean off of his neck, and Chris' story ends here. |
| |
| INVESTIGATE VOICE (AND ASHLEY REJOINED THE GROUP): |
| |
| Make Chris walk along the path until you reach the trapdoor area. You |
| can either open the trapdoor, resulting in Chris' death, or you can walk |
| right past it and rejoin the group. |
| |
| REJOIN GROUP (AND ASHLEY DIED FROM OPENING THE TRAPDOOR): |
| |
| Nope - this still isn't a safe option! Chris drops down the ledge to |
| rejoin the group, and as he walks forward the Wendigo is lurking above. |
| It pulls Chris up to the ceiling, and decapitates him. |
| |
| REJOIN THE GROUP (AND ASHLEY REJOINED THE GROUP EARLIER): |
| |
| Chris drops down a ledge on the right. Make him keep walking until he |
| safely joins the other survivors. |
| |
| __ __ |
| ( \,/ ) |
| \_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: LEFT BEHIND |
| (_/ \_) Chris was killed |
| OR |
| Chris was safe |
| |
----------------------------------------------------------------------------
.
----
| |
| | IF YOU MADE ASHLEY OPEN THE TRAPDOOR
----- -----
| R.I.P | Ashley can't see anything of interest in the darkness
----- ----- beneath the trapdoor... But then the Wendigo jumps up
| | and grabs her head! It twists with brutal force until
| | it has decapitated Ashley. Her head falls to the floor...
| | before the Wendigo grabs it and her body, dragging them
| | back into the trapdoor.
| |
---- IF CHRIS WAS LEFT BEHIND AND TRIES TO JOIN THE GROUP
AFTER ASHLEY LET THE WENDIGO IN
Chris is suddenly lifted to the ceiling by the Wendigo -
it was hiding! It decapitates him; his head falls to the
ground.
IF CHRIS OPENED THE TRAPDOOR
The Wendigo either jumps from the depths underneath the
trapdoor or is hiding in the background when Chris shuts
the trapdoor. It grabs his head, twists it and decapitates
Chris.
*CUTSCENE*
X-------X
| SAM |
| MINES |
| 05:35 |
X-------X
Time for another dramatic climbing session! Here are your QTE choices:
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| LEAP | CLIMB |
|--------------------------------------|------------------------------------|
| 1) Press the O BUTTON. | 1) Press the TRIANGLE BUTTON. |
| 2) Press the SQUARE BUTTON. | 2) Press the O BUTTON. |
| 3) Press the TRIANGLE BUTTON. | |
| 4) Press the O BUTTON. | |
|--------------------------------------|------------------------------------|
| LEAP |CLIMB TO OUTCROP | JUMP TO OUTCROP | CLIMB AROUND |
|--------------------|-----------------|------------------|-----------------|
| 1) Press SQUARE. |1) Press O | 1) Press SQUARE. |1) Press TRIANGLE|
| 2) Press TRIANGLE. |2) Press TRIANGLE| 2) Press O. |2) Press SQUARE |
| Sam reaches the top|-----------------| 3) Press TRIANGLE|3) Press O |
---------------------| IF YOU JUMP TO | 4) Press O. | |
| LEDGE: |------------------|-----------------|
| | IF YOU JUMP TO | IF YOU LEAP: |
|1) Press SQUARE | LEDGE: | |
|2) Press TRIANGLE| |1) Press SQUARE |
| | 1) Press SQUARE |2) Press TRIANGLE|
| IF YOU CLIMB | 2) Press TRIANGLE| |
| AROUND: | | Sam reaches the |
| | IF YOU CLIMB | top |
|1) Press O | AROUND: | |
|2) Press SQUARE | | IF YOU CLIMB TO |
| | 1) Press O | OUTCROP: |
| Sam reaches the | 2) Press SQUARE | |
| top | |1) Press O |
------------------| Sam reaches the |2) Press TRIANGLE|
| top | |
-------------------| Sam must follow |
| either of the |
| steps below. |
|-----------------|
| IF YOU JUMP TO |
| LEDGE: |
| |
|1) PRESS SQUARE |
|2) PRESS TRIANGLE|
| |
| IF YOU CLIMB |
| AROUND: |
| |
|1) PRESS O |
|2) PRESS SQUARE |
| |
| Sam reaches the |
| top |
-------------------
At the top, you have a choice of directions to go in. You can drop down to
the left, or go up the stairs on the right. If you're collecting all the
CLUES, you need to go up the stairs to the right. Although it is a more
dangerous, it is necessary.
IF YOU GO UP THE STAIRS ON THE RIGHT:
Go up the stairs. Some boulders will fall, breaking steps behind you. Can
you tell that this is the dangerous way, yet?
Walk along this wooden walkway. Do not go left when you see a turning - go
straight ahead instead and up the stairs. To the left in this little
cavern is a TOTEM. There's also a wall you can examine with a few items
of interest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DEATH TOTEM #6
CHAPTER: 9 - DESPAIR
FOUND BY: Sam
Location: After climbing the rock wall in the mines, you get a choice of
which direction to take. Go up the stairs on the right, and walk
along a wooden walkway. Do not go left, go straight ahead and up
another set of steps. The totem is on the left in this little
cavern.
VISION: A Wendigo clutches Sam's face with one claw, lifting her up into the
air. It crushes her skull.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can head back out of the cavern, and take the left turning on the
walkway. You'll get a short action sequence here:
1) Press the O BUTTON to make Sam hold onto the railing.
2) Press the TRIANGLE BUTTON to make her jump the gap.
(If you failed the previous QTE, you will have to press SQUARE instead.)
Walk forward a little and Sam will hear a shriek behind her. She panics
and looks backwards; in doing so, she finds a metal pipe she can use as
a weapon. Pick it up with the R2 button and drop down the ledge ahead.
(You should now skip ahead to where the two paths meet.)
IF YOU DROP DOWN TO THE LEFT:
This is just a linear path through a cavern. This way is much creepier, but
there are no QTEs. Just keep walking and try to go through the metal mesh
door at the end. Sam can't do it, but picks up a handy shovel. Use this to
pry the door open.
!!! !!!
!!! THE TWO PATHS MEET HERE! !!!
!!! !!!
As you approach the door, one of two things can happen depending on what
Mike did in the Sanatorium. If you blew up the Sanatorium by shooting the
barrels in the basement, read the first section here. If you either failed
a QTE in the Sanatorium (making the screen black out) or shot the Wendigo
instead of blowing up the Sanatorium, skip this first section and read the
one after it.
IF MIKE SURVIVED RIGHT TO THE END OF THE SANATORIUM, THEN BLEW IT UP BY
SHOOTING THE BARRELS:
Sam approaches the door - and Mike comes bursting through it! He tries to
shut out a flaming Wendigo (which obviously didn't die in the explosion)
and is tackled to the ground by it! You should now aim at the Wendigo and
hit R2 to make Sam bash it on the head. Do the same thing again after to
save Mike.
Note: If you failed the QTE, Mike will simply shoot the Wendigo as it jumps
at Sam; neither of them can die here. Also interesting to note is that Mike
uses his shotgun to bar the door - this is why he doesn't have it at the
end of the game.
*CUTSCENE*
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: AT WHAT PRICE
(_/ \_) Sam rescued Mike in the mine
You should now skip ahead to CHAPTER 10.
IF MIKE FAILED A DANGEROUS QTE IN THE SANATORIUM, OR SHOT THE WENDIGO INSTEAD
OF BLOWING UP THE BASEMENT:
Using R2 and your motion controls, open the large metal door.
Now outside, you have many paths you can take. This choice is up to you,
although you will find an empty red gas canister if you go right and then
left - examine it for an interesting "scare" that changes depending on
what you told Dr. Hill you feared earlier.
My suggestion would be that you take the right-most paths to reach the
Sanatorium quicker. You aren't actually on a time limit or anything though,
so feel free to explore.
You'll know you've gone the right way when you come to a flimsy wooden
bridge. Cross this and then you'll reach a fancy gate. Use your motion
controls to ram to gate open. Keep going forward. As you walk past a window,
a Wendigo comes into view and Sam panics a little. She runs to the entrance
and you get to unbar the door. Use R2 and the motion controls, again, to
enter.
Inside, Mike is on the floor wrestling with a Wendigo. Sam comes to the
rescue! When prompted, aim at the TARGET that comes up and press R2 to
whack the Wendigo in the face. You'll be prompted to do so a second time -
just...do it!!!
If you fail either QTE, Mike will simply shoot the Wendigo before it can
pounce on Sam.
*CUTSCENE*
__ __
( \,/ )
\_ | _/ BUTTERFLY EFFECT UPDATE: AT WHAT PRICE
(_/ \_) Sam rescued Mike in the Sanatorium
O-----------------O
| THE ANALYST |
O-----------------O
This is your final session with Dr. Hill. It always plays out the same way.
The only possible difference here will be in Dr. Hill's appearance, depending
on some of your choices throughout the game.
X--------------------------------------------------------------------------X
|||(UD6.10) CHAPTER TEN |||
||| REPENTANCE/RESOLUTION |||
X--------------------------------------------------------------------------X
X-------X
| JOSH |
| MINES |
| 06:10 |
X-------X
You finally get to control Josh! The poor thing is not in a good way,
though. When you gain control, move him towards any edge of the screen.
*CUTSCENE*
Move him to any side of the screen, again.
*CUTSCENE*
Once more, move Josh to any side of the screen. When the giant pig's head
makes an appearance, prepare for a QTE - press the SQUARE BUTTON. (Although
it doesn't matter if you miss it.)
*CUTSCENE*
Well, that was disturbing.
X-------X
| SAM |
| MINES |
| 06:00 |
X-------X
We're back with Sam and Mike - it's time to find Josh. Walk forward until
you get to a drop down ledge. Before dropping down, we should do a couple
of things. First, check out the area to the right of the ledge for a
TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #5
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Sam
Location: Before dropping into the water in the mines, look to the right
to find this totem on the floor.
VISION: The lodge is on fire - but Mike gets up from the ground outside it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now go all the way to the left and around the rocks until you come to a
dead end, where you'll find another CLUE on the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #19
BETH'S WATCH
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Sam
Location: Before dropping into the water in the mines, look to the left and
go around the rocks until you find an empty grave. This CLUE is
on the floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*CUTSCENE*
Return to the ledge and drop into the water. I will now refer you to
GUIDANCE TOTEM #3. It shows Sam climbing up a ledge near a waterwheel. This
is much more important than it seems as this is the determining factor for
Josh's fate at the end of the game. As you approach the waterwheel, turn
LEFT instead of going straight to find the ledge shown in the vision.
Climb up it and look on the ground to the left to find your final THE TWINS
CLUE and also the item that will change Josh's fate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - THE TWINS CLUE #20
SCRAWLED JOURNAL
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Sam
Location: While wading through the water in the mines, go left at the
waterwheel instead of straight and climb up the ledge. This clue
is on the floor.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| IMPORTANT DISCOVERY |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| IF YOU PICK UP HANNAH'S JOURNAL: |
| |
| * SAM FOUND HANNAH'S JOURNAL IN THE MINE |
| |
| This is quite an important item, as it single-handedly determines Josh's |
| fate. He can only survive if you pick this item up. You'll understand |
| why soon. |
| |
----------------------------------------------------------------------------
Hop back down into the water and go straight past the waterwheel. Climb the
ledge at the other side. Open the metal door at the top with the R2 button
and the motion controls.
If at this point you have not picked up the Scrawled Journal, you get a
Butterfly Effect Update.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: IMPORTANT DISCOVERY
(_/ \_) Sam failed to discover a vital record.
*CUTSCENE*
The Stranger's head will always come rolling out of the door at this point.
However, if any of the teens are dead then their heads will come out, too.
Mike will comment if Jess is there.
Mike and Sam find Josh in the middle of his hallucination - he snaps out of
it when Mike slaps him.
If Sam found the Scrawled Journal earlier, you'll get a Butterfly Effect
Update now.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: IMPORTANT DISCOVERY
(_/ \_) Josh heard the truth about the monster.
Regardless, Josh will hand over the cable car keys. Sam climbs out of the
mines to reach the others, and Mike escorts Josh the other way as he is
not in any fit state to climb out.
X-------X
| JOSH |
| MINES |
| 06:14 |
X-------X
Walk forward, and when you get the chance dip into an opening on the left.
On the ground over here you'll find a TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - FORTUNE TOTEM #6
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Josh
Location: When you're in control of Josh and are following Mike out of the
mines, take a left in the cavern you begin in. You'll find this
TOTEM on the floor.
VISION: A wendigo approaches Sam in the lodge. It gets very close to her -
but in the background we see Mike very close to the exit.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you can follow Mike out of the cavern. When you get to the water, drop
down the ledge and wade across to the other side of the cavern. About
halfway through the water, you'll get a cutscene. What happens in this
cutscene depends on whether or not you found the SCRAWLED JOURNAL a moment
ago.
*CUTSCENE*
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: IMPORTANT DISCOVERY
(_/ \_) Josh recognised Hannah...and Hannah recognised Josh
OR
Josh recognised Hannah too late and was killed
----
| |
| | IF YOU DIDN'T PICK UP THE SCRAWLED JOURNAL
----- -----
| R.I.P | The Wendigo picks Josh up by the skull, and begins to
----- ----- crush him with both hands. As the pressure becomes
| | too much to bear, Josh notices the butterfly tattoo
| | on its arm...too late! Hannah crushes her brother's
| | skull with her bare hands; gore and eyeballs squeeze
| | out from between her fingers.
| |
----
X-------X X----------X
| MATT | | JESSICA |
| MINES | OR | MINES |
| 06:24 | | 06:24 |
X-------X X----------X
If Matt or Jessica is alive at this point, you get another section of
gameplay here. If neither has survived, simply skip ahead to Sam's next
section.
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: TO HER RESCUE
(_/ \_) Jessica was still alive!
OR
Matt was all alone in the mine
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: SAVE YOURSELF
(_/ \_) Matt found Jessica!
OR
Matt was all alone in the mine
Matt/Jess finds a lamp. Pres R2 to pick up a lighter, and swipe your
touchpad to light the lamp.
-----------------------------------------------------------------------------
| |
| IF BOTH MATT AND JESSICA ARE ALIVE: |
| |
| Jess will approach Matt from the right and, not recognising him, try to |
| attack him. Press the TRIANGLE BUTTON to avoid her attack! If you fail |
| the QTE, Matt just ends up with a nasty gash in his cheek. |
| |
| You get a dialogue choice as Matt. |
| |
| ---------------------------------------------------------------- |
| | YOUR CHOICE | |
| |--------------------------------------------------------------| |
| | INFORM | QUESTION | |
| | Not alone up here. | What happened to you? | |
| |-------------------------------|------------------------------| |
| | * Matt's HONESTY metre goes | * Matt's HONESTY metre goes | |
| | UP | DOWN | |
| | * Matt's CHARITABLE metre | * Matt's FUNNY metre goes | |
| | goes UP | DOWN | |
| | * All other traits except for | * Matt's CHARITABLE metre | |
| | curious decrease slightly | goes DOWN | |
| | | * Matt's CURIOSITY metre | |
| | | goes UP | |
| ---------------------------------------------------------------- |
| |
-----------------------------------------------------------------------------
As Matt or Jess, move into the back of the room. If you like, you can
examine the elevator to the right. If both Matt and Jess are alive, Jess
will tell you that's where she fell. Ouch! If Jess is dead, Matt will merely
wonder what caused the cave-in. If Matt is dead, Jess will not get the
option to examine the elevator.
Go through the door on the left and follow the path until you reach some
mine tracks on the floor. Walk towards the front of the screen to find a
TOTEM on the ground.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - LOSS TOTEM #6
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Matt
Location: Follow the linear path until you get to the mine tracks. Go
towards the front of the screen to find this TOTEM right there,
on the ground.
VISION: Mike falls to the floor amidst and explosion; he is severely burned.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now continue up the path and turn right when you get the chance. Follow the
linear path until...Matt gets his first Wendigo sighting!
!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!!
You must play you cards right here and be very, very careful. Pay attention
to what I say and make the right decisions.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| HIDE | RUN AHEAD/TRY TO RUN |
| (Possible to survive) | (Jessica dies) |
|-------------------------------------|-------------------------------------|
| Matt and/or Jessica hide behind some| IF BOTH MATT AND JESSICA ARE ALIVE: |
| wooden planks. You must complete | |
| a DON'T MOVE QTE, possibly followed | Matt runs ahead, but Jessica can't |
| by a quick and important QTE. | keep up because of her injuries. |
| | The Wendigo catches her - and rips |
| 1) Survive the DON'T MOVE QTE. | out her jaw! Matt keeps running. |
| 2) (If both Jess and Matt are alive)| See the below options. |
| Press the SQUARE BUTTON when Jess| |
| tries to move. | IF MATT IS ALIVE AND JESSICA ISN'T: |
| Matt and/or Jessica continues, but | |
| the Wendigo finds them again. If | Matt runs ahead, and then gets the |
| both Matt and Jess are alive at | choices below. |
| this point, look at the ABANDON | |
| JESSICA/HIDE TOGETHER choices below.| IF JESSICA IS ALIVE, AND MATT ISN'T:|
| | |
| If just Matt is alive at this point,| Jess tries running ahead, but is |
| look at the KEEP RUNNING/BREAK | too injured to move fast enough. |
| THROUGH choices below to the right. | The Wendigo catches her, and she |
| Do the same if Jess is alone. | dies. Skip ahead to Sam's section. |
|-------------------------------------|-------------------------------------|
| ABANDON JESSICA | HIDE TOGETHER | KEEP RUNNING/ | BREAK THROUGH |
| (Jessica dies) | (Possible to | TRY TO RUN | |
|(Only if Jessica is | survive) |-------------------|-----------------|
| still alive) | | IF YOU ARE MATT: | Whether you are |
|---------------------|---------------| | Matt or Jess, |
| Matt leaves Jess | Matt and Jess | Matt goes through | you must now |
| behind and the | hide on the | a metal door. You | complete a DON'T|
| Wendigo catches her,|cliff together.| must now press the| MOVE QTE to |
| ripping her jaw off.| You must | O BUTTON to make | survive! |
| Matt gets a choice: | complete one | him bolt the door |-----------------|
| | DON'T MOVE QTE| and survive! |
| 1) BREAK THROUGH | in order for | |
| Matt breaks through | them both to | IF YOU ARE JESS: |
| some boards, and | survive. | |
| ends out on a cliff |---------------| Jess tries to run |
| outside. You must | | away but is just |
| complete one DON'T | | too injured. The |
| MOVE QTE in order | | Wendigo catches |
| for him to survive. | | up and kills her. |
| | ---------------------
| 2) KEEP RUNNING |
| Matt goes through a |
| metal door and you |
| must press the O |
| BUTTON to bolt it |
| shut behind him. If |
| you succeed, Matt |
| survives. |
-----------------------
If you managed all of your QTEs, Matt and/or Jessica survives until dawn!
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: TO THE RESCUE
(_/ \_) Jessica survived until dawn
OR
Jessica failed to escape the second time
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: SAVE YOURSELF
(_/ \_) ...and survived until Dawn!
OR
..but was was killed trying to escape.
----
| |
| | IF YOU CHOSE TO KEEP RUNNING, ABANDONED JESSICA, MADE JESS
----- ----- TRY TO RUN ON HER OWN OR FAILED ANY QTES
| R.I.P |
----- ----- The Wendigo grabs Jess and throws her to the ground. With
| | one hand on the top of her head, it uses the other hand to
| | pry Hannah's lower jaw off graphically.
| |
| |
| |
----
----
| | IF YOU FAILED THE QTES
| |
----- ----- The Wendigo grabs Matt and throws him to the ground. It
| R.I.P | leaps into the air and pounds him in the face; Matt's
----- ----- mouth and nose are crushed so much that they are practically
| | inside his own face.
| |
| |
| |
| |
----
*CUTSCENE*
X-------X
| SAM |
| MINES |
| 06:36 |
X-------X
Oh, look, we're climbing with Sam. Again.
Here are your QTEs. As usual, there is no penalty for failing the climb.
You just start again from the bottom.
-----------------------------------------------------------------------------
| YOUR CHOICE |
|---------------------------------------------------------------------------|
| JUMP | CLIMB |
|-------------------------------------|-------------------------------------|
| 1) Press the TRIANGLE BUTTON. | 1) Press the TRIANGLE BUTTON. |
| 2) Press the SQUARE BUTTON. | 2) Press the SQUARE BUTTON |
| 3) Press the TRIANGLE BUTTON. | |
|-------------------------------------|-------------------------------------|
| GRAB OVERHANG | CLIMB AROUND | CLIMB AROUND | JUMP |
|-------------------|-----------------|------------------|------------------|
| 1) Press SQUARE. |1) Press TRIANGLE|1) Press TRIANGLE |1) Press TRIANGLE |
| 2) Press TRIANGLE.|2) Press SQUARE |2) Press SQUARE |2) Press SQUARE |
| 3) Press O. |3) Press TRIANGLE|3) Press O |3) Press O |
--------------------------------------|4) Press TRIANGLE |4) Press TRIANGLE |
|5) Press SQUARE |5) Press SQUARE |
---------------------------------------
This is another snowy section where you get to choose which path you go
down. If you want to get your final COLLECTIBLE (a DANGER TOTEM), then you
need to stick to the right at every opportunity. Stick to the right path.
You'll come to a part where you can choose to go left or right again; go
right. At the base of a tree on the left side of this path, you'll find the
TOTEM.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COLLECTIBLE - DANGER TOTEM #6
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND BY: Sam
Location: Once Sam climbs out of the mines on her own, take the right path
twice to find thie TOTEM at the base of a tree.
VISION: Two Wendigos are in the living area of the lodge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you've been following this guide, you should have every TOTEM now and
the trophy will POP. You can also press the TRIANGLE BUTTON in your TOTEMS
menu to play a really cool movie.
Continue forward and the two paths will meet. Follow the linear path until
you come to a small body of water. Yes, it's going to be very cold. Jump in
and wade through to the other side. Climb up the ledge and keep walking
until you come to a drop. Make Sam drop down it.
*CUTSCENE*
The chase begins!
!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE !!!
!!!!!!!!!!!!!!!!!!!!!!
1) Press the TRIANGLE BUTTON to duck under a log.
2) Press the O BUTTON to jump over a barrel.
Note: There are no consequences for failing the QTEs.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!! ACTION SEQUENCE OVER !!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*CUTSCENE*
Pick up the rock from the floor with the R2 button and use your motion
controls to bash the glass on the door. Sam reaches in and unlocks the door
from the other side. Sam tries to turn the lights on (they're working now)
but Mike turns them off again, stating that it's a bad idea. This may seem
like pointless dialogue, but it's actually the game trying to put something
into your mind. You'll see later.
Walk Sam over to the left and go down the stairs to the Cinema Room.
*CUTSCENE*
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X X
X Welcome to the final confrontation! X
X X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Things get tough, intense and important here. You can have as many as four
deaths happen at this point if you don't do the right thing, so please pay
close attention to what I tell you.
You have a choice: FOLLOW MIKE or LOCK DOOR. Believe it or not, neither
makes a difference as the Wendigos break in anyway. If you let the timer
run out, Mike comes back and drags Sam away.
The team makes it to the living area, but when Sam joins them they are all
standing stock still. It soon comes to Sam's attention that Hannah (if you
hadn't figured out the true identity of the main Wendigo by now) is
currently sitting atop the decorative ball hanging from the ceiling. It is
time to do as Mike tells you: DON'T MOVE.
The in-depth guide on how to survive this bit is below, but if you want
the abridged version, here it is: To let everyone survive, hide at every
opportunity (and save Mike when given the chance), and succeed at every
DON'T MOVE QTE. This way, everyone gets out alive. You will know when
everyone has escaped the lodge as Sam will automatically run for the light
switch without your input.
Also, if you let any timers run out, someone will die. Usually it's Sam,
but on one occasion it can be Mike, Ashley or Emily.
-----------------------------------------------------------------------------
| DON'T MOVE SECTION #1 |
|---------------------------------------------------------------------------|
| IF YOU SUCCEED | IF YOU FAIL |
|--------------------------------------|------------------------------------|
| The three Wendigos from downstairs | Mike will walk in front of Sam, |
| join the party... and start tearing | protecting her from injury. |
| each other apart in front of the | However, this results in him taking|
| group's eyes! One of them hits a pipe| the hit. Hannah picks him up and |
| and gas starts leaking into the room.| hurls him over to the other side of|
| Mike and Sam notice this. They also | the room. This injures Mike for the|
| notice the gas lamps set up around | rest of the confrontation and he |
| the room, and the lightswitch placed | CANNOT SURVIVE the lodge. |
| near the exit. Their eyes meet and | |
| they come to a silent agreement. But | The two Wendigos from downstairs |
| surely, you as the player are going | and start fighting. They break a |
| to take the priority of letting | pipe, and gas leaks into the room. |
| everyone get out of the lodge alive | Mike and Sam both realise that |
| before you set it alight...right? | they can use this to their |
| | advantage. The Wendigo continue |
| The Wendigo continue fighting...and | fighting...and then Sam |
| then Sam accidentally makes a noise! | accidentally makes a noise! |
| Hannah notices! | Hannah notices! |
|---------------------------------------------------------------------------|
| DON'T MOVE SECTION #2 |
|---------------------------------------------------------------------------|
| IF YOU SUCCEED | IF YOU FAIL |
|--------------------------------------|------------------------------------|
| Mike reaches the lightbulb on the | Hannah notices Sam and kills her! |
| other side of the room and breaks it | If he's still alive at this point, |
| with his bare hand (bad-ass!). This, | Chris escapes the lodge. If Chris |
| however, makes a noise and attracts | is dead, Emily will escape the |
| the attention of Hannah. | lodge. If Emily is dead, Ashley |
| | will escape the lodge. |
| If he's still alive at this point, | |
| Chris will escape the lodge. If Chris| One of two things will happen, now.|
| is dead, Emily will escape the lodge.| |
| | IF MIKE IS UNINJURED: |
| Hannah makes her way over to Mike. | |
| What happens here depends on whether | Mike will sprint towards the exit. |
| or not Mike got injured by Hannah | He flicks the lightswitch as he |
| after DON'T MOVE SECTION #1. | escapes from the lodge - and the |
| | room bursts into flame! This kills |
| IF MIKE IS UNINJURED: | Hannah and the other Wendigos. |
| | Unfortunately, if Emily and/or |
| Hannah will approach Mike. Sam gets | Ashley were still alive, they will |
| the option to save him. | now die in the explosion, as they |
| | didn't have time to escape. |
| IF MIKE IS INJURED, AND EMILY, CHRIS | |
| AND ASHLEY ARE ALIVE: | IF MIKE IS INJURED: |
| | |
| Hannah attacks Mike, throwing him to | Mike, too injured to run to the |
| the ground. She then makes her way | exit, realises there is only one |
| over to Emily and Sam has the option | thing left to do. He takes his |
| to save her. | lighter out of his pocket, takes |
| | a deep breath - and flicks it. The |
| IF MIKE IS INJURED, EMILY AND ASHLEY | room bursts into flame, killing |
| ARE ALIVE AND CHRIS IS DEAD: | Hannah and the other Wendigos. |
| | However, if Emily and/or Ashley |
| Hannah attacks Mike, throwing him to | were still alive, they will now |
| the ground. She then makes her way | die in the explosion along with |
| over to Ashley and Sam has the option| Mike, as they didn't have time to |
| to save her. | escape. |
| | |
| | THE GAME ENDS HERE. |
|---------------------------------------------------------------------------|
| SAVE MIKE/EMILY/ASHLEY | LET TIMER RUN OUT | RUN TO SWITCH |
|----------------------------|-----------------------|----------------------|
| Sam shouts at Hannah to | IF MIKE WAS IN DANGER:| Sam dashes for the |
| distract her. Hannah whips | | light switch by the |
| around and makes her way | Hannah picks Mike up | exit. She escapes - |
| towards Sam. Depending on | with brutal force and | and the lodge bursts |
| certain circumstances, | inflicts serious | into flame! This |
| Emily or Ashley can escape | lacerations to his | kills Hannah and the |
| at this point. | abdomen. This doesn't | Wendigos - but also |
| | immediately kill him, | kills Mike and any |
| You must now complete a | but he will now be | other survivors left |
| DON'T MOVE QTE. | too injured to escape | inside the lodge. |
| | the lodge. Sam must | |
| | now complete a DON'T | THE GAME ENDS HERE. |
| | MOVE QTE. | |
| | | |
| | IF EMILY OR ASHLEY WAS| |
| | IN DANGER: | |
| | | |
| | Hannah picks up her | |
| | victim an impales them| |
| | through the eyes! Sam | |
| | must now complete a | |
| | DON'T MOVE QTE. | |
|---------------------------------------------------------------------------|
| DON'T MOVE SECTION #3 |
|---------------------------------------------------------------------------|
| IF YOU SUCCEED | IF YOU FAIL |
|---------------------------------------|-----------------------------------|
| Hannah can't see Sam so instead she | Hannah notices Sam and kills her! |
| walks away. Sam gets another choice. | Depending on certain |
| | circumstances, either Ashley or |
| | Emily can escape the lodge at this|
| | point. |
| | |
| | IF MIKE IS UNINJURED: |
| | |
| | Mike will sprint towards the exit.|
| | He flicks the lightswitch as he |
| | escapes from the lodge - and the |
| | room bursts into flame! This kills|
| | Hannah and the other Wendigo. |
| | |
| | IF MIKE IS INJURED: |
| | |
| | Mike, too injured to run to the |
| | exit, realises there is only one |
| | thing left to do. He takes his |
| | lighter out of his pocket, takes |
| | a deep breath - and flicks it. |
| | The room bursts into flame, |
| | and Mike perishes in the |
| | explosion, taking Hannah and the |
| | other Wendigo with him. |
| | |
| | THE GAME ENDS HERE. |
|---------------------------------------|-----------------------------------|
| HIDE | RUN FOR SWITCH |
|---------------------------------------|-----------------------------------|
| Sam moves behind the nearby pillar. | Sam dashes for the light switch |
| Hannah hears her and comes to | by the exit. She escapes - but |
| investigate. Depending on the | blows up the lodge with any |
| circumstances, Emily can escape at | survivors still in it. |
| this point. You must survive another | |
| DON'T MOVE QTE. | THE GAME ENDS HERE. |
|---------------------------------------------------------------------------|
| DON'T MOVE SECTION #4 |
|---------------------------------------------------------------------------|
| IF YOU SUCCEED | IF YOU FAIL |
|---------------------------------------|-----------------------------------|
| While Hannah was busy searching for | Hannah notices Sam and kills her! |
| Sam, Mike managed slightly closer | |
| to the exit (assuming he wasn't | IF MIKE IS UNINJURED: |
| injured). Hannah gets distracted and | |
| begins to walk away again. You are | Mike will sprint towards the exit.|
| presented with your final choice. | He flicks the lightswitch as he |
| | escapes from the lodge - and the |
| | room bursts into flame! This kills|
| | Hannah and the other Wendigo. |
| | |
| | IF MIKE IS INJURED: |
| | |
| | Mike, too injured to run to the |
| | exit, realises there is only one |
| | thing left to do. He takes his |
| | lighter out of his pocket, takes |
| | a deep breath - and flicks it. |
| | The room bursts into flame, and |
| | Mike perishes in the explosion, |
| | taking Hannah and the other |
| | Wendigo with him. |
| | |
| | THE GAME ENDS HERE. |
|---------------------------------------|-----------------------------------|
| HIDE | RUN FOR SWITCH |
|---------------------------------------|-----------------------------------|
| Sam moves a little closer to the | Sam dashes for the light switch |
| lightswitch. Hannah hears her - again.| by the exit. She escapes - but |
| As long as he was uninjured, Mike | blows up the lodge with Mike still|
| moves back, and rather than exiting | inside it. |
| the lodge, he waits by the lightswitch| |
| in case Sam doesn't make it. He will | THE GAME ENDS HERE. |
| always survive at this point, as long | |
| as he wasn't injured. You must now | |
| survive your final DON'T MOVE QTE. | |
|---------------------------------------------------------------------------|
| DON'T MOVE SECTION #5 |
|---------------------------------------------------------------------------|
| IF YOU SUCCEED | IF YOU FAIL |
|---------------------------------------|-----------------------------------|
| Sam automatically makes a run for the | Hannah notices Sam and kills her! |
| lightswitch. As she reaches it, the | |
| Wendigo are moving in...and Sam flicks| IF MIKE IS UNINJURED: |
| the switch! The room bursts into flame| |
| and explodes - killing Hannah and the | Knowing that there is the only |
| other Wendigo! If Mike was uninjured, | thing left to do, Mike flicks the |
| he will make it out at this point. If | lightswitch and jumps out of the |
| Mike was injured, he will still be | lodge. The whole lodge explodes, |
| unconscious on the floor and gets | but Mike and possibly Emily, Chris|
| killed in the explosion. | and Ashley survive. |
| | |
| THE GAME ENDS HERE. | IF MIKE IS INJURED: |
| | |
| | Mike, too injured to run to the |
| | exit, realises there is only one |
| | thing left to do. He takes his |
| | lighter out of his pocket, takes |
| | a deep breath - and flick its. |
| | The room bursts into flame, and |
| | Mike perishes in the explosion, |
| | taking Hannah and the other |
| | Wendigo with him. |
| | |
| | THE GAME ENDS HERE. |
-----------------------------------------------------------------------------
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: ONCE BITTEN
(_/ \_) Emily pushed past Ashley and Ashley was killed
----
| |
| | IF YOU RAN TO THE LIGHTSWITCH TOO EARLY:
----- -----
| R.I.P | Anyone who hasn't escaped the house will be caught in the
----- ----- explosion and die. The only survivor in this scenario is
| | Sam and anyone else who got out if you distracted the
| | Wendigo at any point.
| |
| | IF YOU FAILED THE 2ND, 3RD, 4TH OR 5TH DON'T MOVE QTES:
| |
---- Hannah notices Sam, and with one clawed hand lifts Sam
to the ceiling by her face. Sam struggles momentarily -
before Hannah impales her through the abdomen with her
ENTIRE ARM. She flings Sam to the ground; the light
fades from her eyes.
IF SAM DIED, AND MIKE WAS INJURED BECAUSE HANNAH ATTACKED
HIM:
Mike, realising that there is no other way, gets his lighter
out and flicks it on. The room explodes, killing anyone
who hasn't escaped.
IF HANNAH TRIED TO ATTACK EMILY, BUT SAM CHOSE NOT TO
HELP HER:
Hannah grabs Emily by the head, and uses her clawed thumbs
to impale Emily through the eyes!
IF HANNAH TRIED TO ATTACK ASHLEY, BUT SAM CHOSE NOT TO
HELP HER:
Hannah grabs Ashley by the head, and uses her clawed thumbs
to impale Ashley through the eyes!
*CUTSCENE*
__ __
( \,/ )
\_ | _/ +-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+----------------------------------
(_/ \_) |B|u|t|t|e|r|f|l|y| |E|f|f|e|c|t| THE RESULT OF CHAOS |
---------+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+---------------------------------|
| DEPENDING ON WHO LIVES AND WHO DIES: |
| |
| * Sam escaped/Sam died in the lodge |
| * Mike escaped/Mike died in the lodge |
| * Emily escaped/Emily died in the lodge/Emily was shot by Mike/Emily |
| died in the mines/ Emily was killed in the lodge by the Wendigo |
| * Chris escaped/Chris died before making it back to the lodge/ Chris |
| died in the lodge |
| * Ashley escaped/Ashley died in the lodge/Ashley was killed in the lodge |
| by the Wendigo |
| |
----------------------------------------------------------------------------
The end credits will roll now. Watch them; they're quite interesting. What
the characters will say depends on who lived and who died, and what decisions
you made throughout the game.
If Josh recognised Hannah in time, and she didn't kill him, you get a
little cutscene after the credits... Sequel, anyone?
__ __
( \,/ )
\_ | _/ POSSIBLE BUTTERFLY EFFECT UPDATE: IMPORTANT DISCOVERY
(_/ \_) Josh was alive, trapped and cannibalistic.
CONGRATULATIONS! You've completed the game, and hopefully have the
outcome you wanted.
If you haven't done so already, watch all the videos in the BONUS section
of the menu to see how the game was made.
You can now access Episode Select from the main menu. Here is some
important info about Episode Select:
1) IT DOES NOT SAVE OVER YOUR ORIGINAL CHOICES. If you choose an episode,
that is fine, you can keep going from there making new choices and the
game will remember them. However, if you wish to keep these choices
you must press RESUME when returning to your game. You cannot make
a choice in one chapter, then exit and head to another chapter to
skip a load of gameplay to get to your resulting consequences. For
if you select a new episode at any point, the game automatically reverts
back to your original decisions.
Bottom line: the game doesn't want to be skipped. If you want to make
different decisions, there are no shortcuts. You must play the game
all the way through to see the consequences, you can't just skip ahead
a few chapters as it will simply revert to your original choices and
won't remember what you just did.
2) If you select "NEW GAME", it literally starts everything over. It wipes
your choices, you lose all your collectibles, and Episode Select
disappears until you've completed the game again.
O~~~~~~~~~~~~~~~~~~~~~~~~O
| BUTTERFLY EFFECTS | (UD7)
O~~~~~~~~~~~~~~~~~~~~~~~~O
This is a complete list of all the Butterfly Effects.
__ __
( \,/ )
\_ | _/ ANY OF YOUR BUSINESS
(_/ \_)
CHAPTER: 1 - Memento Mori/Friendship
WHEN: Sam finds Chris' backpack at the cable car station. She's given the
option to close the bag, or snoop at Chris' phone.
CHARACTERS INVOLVED: Sam, Chris
CHOICE 1) - Sam respected Chris' privacy
- Chris was happy to see Sam
- Chris continued to trust Sam
CHOICE 2) - Sam looked at Chris' incoming message
- Chris was offended by Sam's indiscretion
- Chris criticised Sam for being nosy
CONSEQUENCES: This is just an opening Butterfly Effect, to get you used to
the whole idea, so there is not much of a punishment or reward
for it. It slightly changes how Chris and Sam feel about
each other, but this is not reflected at all for the rest of
the game.
__ __
( \,/ )
\_ | _/ RATS WITH BUSHY TAILS
(_/ \_)
CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP, 5 - DREAD/PREY
WHEN: Sam and Chris are at the shooting range, and a squirrel comes and sits
on a log. You get the choice to shoot the squirrel or to leave it.
CHARACTERS INVOLVED: Chris, Sam
CHOICE 1) - Chris chose not to shoot the squirrel
- Nature remained in balance
- Sam, unharmed, hid successfully
CHOICE 2) - Chris shot the squirrel
- Nature bit back! A bird attacked Sam
- A drop of Sam's blood gave her position away
Consequences: This one matters more than it may seem at first. If Sam gets
attacked by the bird, her head wound opens up when she falls
over during the chase in Chapter 5. This leaves behind a blood
trail, making it impossible for her to escape from the Psycho
as he'll find her when she hides. At least if Sam has no head
wound, she has a chance of escaping!
__ __
( \,/ )
\_ | _/ THE SOUL OF DISCRETION
(_/ \_)
CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP, 2 - JEALOUSY/DARKNESS
WHEN: Ashley sees Emily and Mike embracing through the binoculars. Matt
asks if he can look through the binoculars after.
CHARACTERS INVOLVED: Ashley, Matt, Emily, Mike
CHOICE 1) - Ashley encouraged Matt to use the telescope
- Matt saw Mike and Emily flirting
- Matt confronted Mike
- (Possible) Mike and Matt fought
CHOICE 2) - Ashley misled Matt
- Matt didn't see Mike and Emily flirting
- Matt was relaxed when Mike and Jessica arrived at the lodge
- Emily and Jessica fought
Consequences: This isn't a particularly important one. It can change the
following character relationships between Mike, Jess, Emily
and Matt, but only very slightly. It really isn't very
important.
WHOSE SIDE ARE YOU ON
CHAPTER: 2 - JEALOUSY/DARKNESS, 6 - PSYCHOSIS/VENGEANCE
WHEN: Jessica and Emily have a bitch fight in the lodge.
Characters involved: Matt, Emily, Jessica
CHOICE 1) - Matt sided with Emily during the fight with Jessica
- Emily was sympathetic to Matt
CHOICE 2) - Matt sided with Jessica during the fight with Emily
Consequences: Emily will either like Matt more or like him less, depending
on what you did here. Later on, when the radio tower collapses,
she will either be really nasty to Matt while he's trying to
help her, or be sympathetic and let him get on with it.
__ __
( \,/ )
\_ | _/ BE HER HERO
(_/ \_)
CHAPTER: 2 - JEALOUSY/DARKNESS, 3 - HAUNTED/ISOLATION
WHEN: Jessica falls down the mine shaft and Mike has the option to help
her.
CHARACTERS INVOLVED: Mike, Jessica
CHOICE 1) - Mike came to Jessica's aid immediately
- Jessica appreciated Mike's heroism
- Mike continued to impress Jessica/Mike failed to impress Jessica
- Jessica was a pushover/Jessica resisted Mike's advances
CHOICE 2) - Mike came to Jessica's aid reluctantly
- Jessica didn't appreciate Mike's reluctance to help
- But he subsequently impressed/Mike failed to impress Jessica
- Jessica resisted Mike's advances
Consequences: If Mike does even one thing that upsets Jessica, he won't be
able to get her into her underwear. That includes helping her
when she falls in the mines, the moment where she falls over
when they're being chased, AND all of the bits of dialogue
in between. It's really quite difficult to impress her enough
to get her to strip down.
You can get her to take her coat off if you are kind to her
when she resists Mike's advances. But if you try to seduce
her instead, she gets upset and keeps her coat on.
__ __
( \,/ )
\_ | _/ SOMETHING FOR LATER
(_/ \_)
CHAPTER: 2 - JEALOUSY/DARKNESS, 5 - DREAD/PREY
WHEN: Sam is in the basement helping Josh fix the boiler. She can examine
this in the locker is she chooses to, or she can just walk away.
CHARACTERS INVOLVED: Sam
CHOICE 1) - Sam found the baseball bat and left it in the cellar
- ...But Sam made the right choices to avoid the psycho in the
cellar/The Psycho captured Sam in the cellar/The Psycho captured
Sam in the old hotel
CHOICE 2) - Josh locked the baseball bat away in the cupboard
- The psycho captured Sam in the cellar/Sam was captured in the
old hotel
Consequences: The baseball bat is a back-up for if you get caught at a
specific part of Chapter 5's chase. You can get through the
whole chase without ever using it, but I'll tell you where
it comes in handy if you should need it:
When Sam first enters the basement, she has the choice to
RUN or HIDE. If you make her HIDE, the only way you can escape
is if you have this baseball bat and use it.
__ __
( \,/ )
\_ | _/ TO HER RESCUE
(_/ \_)
CHAPTER: 4 - MALEVOLENCE/LOYALTY, 10 - REPENTANCE/RESOLUTION
WHEN: Jessica is being dragged away from the cabin, and Mike must chase her.
Characters involved: Mike, Jessica
CHOICE 1) - Mike successfully chased after Jessica
- Jessica was still alive!
- Jessica survived until dawn/Jessica failed to escape the second
time
CHOICE 2) - Mike stumbled when chasing after Jessica
- Mike was too late: Jessica was dead
- (Possible) Matt was all alone in the mine
Consequences: This is the first BUTTERFLY EFFECT in the game that can result
in a death. Basically, if you choose too many safe routes or
fail too many QTEs while chasing Jessica, she will be dead
when you reach the elevator shaft in the mines. If you are
quick enough and fail very few QTEs, she will be alive in
Chapter 10.
__ __
( \,/ )
\_ | _/ ...AND WHICH ONE WILL DIE
(_/ \_)
CHAPTER: 5 - MALEVOLENCE/LOYALTY, 7 - LOSS/VIOLENCE
WHEN: Chris must choose between Ashley and Josh in the Psycho's first trap
CHARACTERS INVOLVED: Chris, Ashley, Josh
CHOICE 1) - Chris said that he would save Ashley
- Ashley was grateful and felt indebted to Chris
- Josh felt betrayed and antagonised Chris
- Chris considered violence
CHOICE 2) - Chris said that he would save Josh, but then didn't
- Ashley was grateful and felt indebted to Chris
- Josh was sympathetic to Chris and antagonised Mike
Consequences: This isn't actually as big a deal as it seems. Ashley will
always be happy with Chris as she always thinks he tried to
save her. The only thing that changes is Josh's relationship
with Chris and a small piece of dialogue.
It is worth noting that it is who Chris SAYS he will save that
changes this one, not who he pulls the lever towards.
__ __
( \,/ )
\_ | _/ AT WHAT PRICE
(_/ \_)
Chapter: 5 - DREAD/PREY 9 - DESPAIR/KARMA
WHEN: Mike finds a severed arm waving around in the Sanatorium's morgue
Characters involved: Mike, Sam
CHOICE 1) - Mike got to the morgue
- Mike still had a useable machete
- Mike found another way through the Sanatorium
- Sam rescued Mike in the mine/Sam rescued Mike in the Sanatorium
CHOICE 2) - Mike freed himself from the bear trap
- Mike no longer had a useable machete
- (Possible) Mike had no machete with which to defend himself
CHOICE 3) - Mike hacked his fingers off
- Mike still had a useable machete
- Mike found another way through the Sanatorium
- Sam rescued Mike in the mine/Sam rescued Mike in the Sanatorium
Consequences: This is entirely to do with the machete Mike finds in the
Sanatorium and whether or not he examines the "arm" trap.
If Mike ignores the trap, or examines it and cuts his fingers
off, he will still have a machete to use when he's exploring
the Sanatorium again in Chapter 9 (although he won't die even
if he doesn't have it). The only way to lose the machete is
if Mike examines the trap and chooses to open it three times
in a row.
__ __
( \,/ )
\_ | _/ MAN'S BEST FRIEND
(_/ \_)
Chapter: 5- DREAD/PREY, 9 - DESPAIR/KARMA
WHEN: Mike finally enters the Chapel and is confronted by a wolf.
Characters involved: Mike
CHOICE 1) - Mike didn't kick the wolf
- Mike made a friend
- The wolf guided Mike around the Sanatorium
- Mike's new friend survived/Mike failed to protect his new friend
CHOICE 2) - Mike kicked the wolf
- (Possible) But he made amends
- The wolf guided Mike around the Sanatorium
- Mike's new friend survived/Mike failed to protect his new friend
Consequences: If Mike befriends Wolfie in Chapter 5, he comes back to guide
Mike through the Sanatorium in Chapter 9. Wolfie also takes
the hit for Mike if he fails the DON'T MOVE QTE in the room
where the bottle rolls off the table (although Wolfie will
die if this happens), and can also take a hit for Mike if
he doesn't shoot the barrel when there's a choice of two
Wendigos to shoot (again, resulting in Wolfie's death). If
Mike keeps Wolfie alive throughout this Chapter, it unlocks
a trophy.
__ __
( \,/ )
\_ | _/ ON THE SAME PAGE
(_/ \_)
Chapter: 5 - DREAD/PREY, 6 - PSYCHOSIS/VENGEANCE
WHEN: Emily suggests that they go to the fire tower to call for help.
Characters involved: Emily, Matt
CHOICE 1) - Matt resisted Emily's plan to go to the fire tower
- (Possible) Matt kept the flare gun
- (Possible) Matt had a defense against the attack
- (Possible) ...And used it to save his life
CHOICE 2) - Matt supported Emily's plan to go to the tower and get help
- Matt fired the flare to signal for help
- (Possible) Matt had no defense against the attack
Consequence: A tricky and important Butterfly Effect. If Matt agrees to
go to the Radio Tower with Emily, and she gives him the flare
gun later on, he will merely shoot the flare gun into the
sky (wasting it). If Matt refuses to go to the Radio Tower with
Emily, and she gives him the flare gun, he will stow it away
(potentially saving his life, depending on the decision he
makes a few minutes after).
__ __
( \,/ )
\_ | _/ RUN OR HIDE
(_/ \_)
Chapter: 5 - DREAD/PREY, CHAPTER 7 - LOSS/VIOLENCE
WHEN: Sam is being chased by the Psycho
Characters involved: Sam, Chris, Ashley
CHOICE 1) - Sam got herself caught
- Sam needed to be saved by Mike
CHOICE 2) - Sam made all the right choices during the chase
- Chris and Ashley found a dummy in Sam's clothes
- Sam explored the Psycho's workshop
Consequences: The worst thing that can come of Sam getting caught is the
fact that she misses the opportunity to search the Psycho's
workshop, where she could find some important clues and
potentially figure out who the Psycho is for herself.
__ __
( \,/ )
\_ | _/ IN SELF DEFENSE
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE
WHEN: Matt and Emily are surrounded by a herd of deer
Characters: Emily, Matt
CHOICE 1) - Matt walked calmly through the herd
- Matt and Emily escaped the threat unscathed
CHOICE 2) - Matt attacked the deer herd
- The herd retaliated and forced Matt over the cliff
- Matt managed to climb to safety/Matt fell to his death
Consequences: As usual, attacking animals benefits nobody. If you just leave
the deer alone, you avoid any drama. If you were to attack
the deer, you would have to perform some tricky QTEs in order
for Matt to survive.
__ __
( \,/ )
\_ | _/ WHO GETS THE GUN
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE
WHEN: Emily and Matt are at the top of the fire tower, and find a flare gun
Characters: Emily, Matt
CHOICE 1) - Emily kept the flare gun
- Emily had a defense against the attack/Emily used the flare gun
as defense
- (Possible) Mike faced a dilemma
CHOICE 2) - Emily gave the flare gun to Matt
- Matt had a defense against the attack
- Emily had no defense against the attack and was bitten
Consequences: I hate explaining this one! Here's a simplified version of
the consequences for this.
* GIVE THE GUN TO MATT, BUT MATT SHOOTS IT BECAUSE HE AGREED
TO GO TO THE RADIO TOWER: The gun gets wasted and
potentially Matt could die later.
* GIVE THE GUN TO MATT, AND HE STOWS IT BECAUSE HE REFUSED TO
GO TO THE RADIO TOWER: Matt keeps the gun and has a defense
against the Wendigo if he tries to save Emily twice. Of
course, if he jumps instead of trying to save Emily then
this is pointless as he doesn't need the gun, and Emily
could have used it to prevent herself getting bitten later.
* MAKE EMILY SHOOT THE GUN: This is just a huge waste. Emily
will have no defense against the Wendigo bite later.
* MAKE EMILY STOW THE GUN: Emily has the chance to defend
herself against the Wendigo bite later, meaning that nobody
has a reason to try to shoot her.
__ __
( \,/ )
\_ | _/ SAVE YOURSELF
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE
WHEN: Emily is hanging off the edge of the fire tower and Matt has the option
to save her
Characters involved: Matt, Jessica
CHOICE 1) - Matt jumped to safety
- Matt was all alone/Matt found Jessica
- ...And survived until dawn/...But was killed trying to escape
CHOICE 2) - Matt tried to save Emily
- Matt fell into the mine and was attacked
- Matt escaped death/Matt was killed
- (Possible) Matt was all alone/Matt found Jessica
- (Possible) ...And survived until dawn/...But was killed trying
to escape
Consequences: If Matt jumps to safety, he will definitely survive up until
Chapter 10 - however, Emily may not like him much; this shows
in the end credits, if Emily survives.
If Matt tries to save Emily, he will fall deeper into the
mines. If he doesn't have the flare gun, he will die here.
If she survives, Emily will think favorably of Matt in the
credits.
__ __
( \,/ )
\_ | _/ FOREWARNED IS FOREARMED
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE
WHEN: Ashley and Chris are exploring the basement
Characters involved: Ashley, Josh, Chris
CHOICE 1) - Ashley took the scissors
- Ashley stabbed the Psycho
- The Psycho gave Ashley a black eye
- Chris hit Josh
CHOICE 2) - Ashley too the scissors
- Ashley had a chance to defend herself
CHOICE 3) - Ashley didn't take the scissors
- Ashley had no defense against he Psycho
Consequences: This one's a bit stupid. If you have the scissors and choose
to stab the Psycho with them, it causes a nasty chain
reaction. The Pyscho will punch Ashley in the eye, Chris will
get mad at him later for doing so and punch him back. This
can all be avoided by either not stabbing the Psycho, or not
picking up the scissors. There is no benefit to stabbing the
Psycho.
__ __
( \,/ )
\_ | _/ STICK TOGETHER
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE
WHEN: Ashley and Chris are exploring the basement
Characters involved: Ashley, Chris
CHOICE 1) - Ashley followed Chris
- Ashley failed to see who was in the workshop
CHOICE 2) - Ashley split up from Chris
- Ashley saw the Psycho in his workshop
Consequences: The only benefit to splitting up from Chris is that Ashley
sees the Psycho in his workshop. There are no extra clues,
no QTEs or anything. It just makes the storyline slightly
longer. As in, about three minutes longer.
__ __
( \,/ )
\_ | _/ POINT BLANK
(_/ \_)
Chapter: 6 - PSYCHOSIS/VENGEANCE, 8 - REVELATION/ANIMUS
WHEN: Ashley and Chris are in the Psycho's second trap
Characters involved: Ashley, Chris
CHOICE 1) - Chris didn't shoot Ashley
- Ashley was concerned about Chris as he left
- Ashley opened the door, saving Chris' life
CHOICE 2) - Chris shot Ashley
- Ashley didn't speak to Chris as he left
- Ashley didn't open the door to let Chris in
- Chris was killed
Consequences: This is a biggy, as it directly kills Chris if you get it
wrong. Basically, if you shoot Ashley during the Psycho's
"gun game", she will never forgive Chris. When he's being
chased back to the lodge by a Wendigo in Chapter 8, she
won't open the door for him and watches him get killed.
If you were to "save Ashley's life" during the "gun game",
she would be indebted to Chris and save his life here.
__ __
( \,/ )
\_ | _/ ONCE BITTEN
(_/ \_)
Chapter: 8 - REVELATION/ANIMUS
WHEN: Emily is escaping the mines
Characters involved: Emily, Mike, Ashley
CHOICE 1) - Emily was bitten
- Mike faced a dilemma
- Mike spared Emily
- Ashley was faced with a dilemma and told the truth
- Emily pushed past Ashley, putting her at risk/Emily pushed past
Ashley and Ashley was killed
CHOICE 2) - Emily was bitten
- Mike faced a dilemma
- Mike shot Emily
CHOICE 3) - Emily escaped unscathed
- Emily returned to the lodge without injury
Consequences: If Emily gets bitten by the Wendigo (either because she had
no flare gun, or the flare gun QTE timer ran out), the others
will notice it when she gets to the lodge. Assuming that the
bites turn you into a Wendigo, they have to decide whether or
not to kill Emily. The player can either shoot Emily, or let
her live. They later find out that the bites aren't contagious.
If Emily uses her flare gun succesfully and doesn't get bitten
by the Wendigo, then the whole incident never happens.
If Mike didn't shoot Emily, she will find out the truth about
being bitten. As a result, she will push past Ashley later
on; this leaves her closer to danger in the final
confrontation. If Chris is still alive at this point, it
won't make any difference. But if he is dead, then Ashley
can potentially be killed by Hannah before she can escape the
lodge.
__ __
( \,/ )
\_ | _/ LEFT BEHIND
(_/ \_)
Chapter: 9 - DESPAIR/KARMA
WHEN: Sam, Ashley, Chris and possibly Emily try to find Mike
Characters involved: Chris, Ashley
PHASE 1 CHOICES - 1) - Ashley wouldn't leave Chris
OR
2) - Ashley left Chris behind
OR
3) - Ashley left Chris behind
PHASE 2 CHOICES - 1) - Ashley followed the voice
- Ashley joined the others
OR
2) - Ashley followed the voice
- Ashley went to the trapdoor
OR
3) - Ashley ignored the voice
- Ashley joined the others
PHASE 3 CHOICES - 1) - Chris was killed
(Only if Chris OR
got left behind) 2) - Chris was safe
Consequences: Depending on what you do here, you can end up killing off two
characters. First off, if you investigate the voice and then
try to open the trapdoor as Ashley (or even just unbolt it),
she lets a Wendigo in and gets beheaded. You can just walk
past the trapdoor to safely join the rest of the group, or
you could just not investigate the voice in the first place.
If Ashley dies, but left Chris behind, there is absolutely
no chance for Chris to survive. If he opens the trapdoor...
he dies. If he walks past the trapdoor... he dies. If he
tries to rejoin the group... he dies. He simply can't survive
if Ashley has let the Wendigo in.
If you didn't leave Chris behind, he will always survive
Chapter 9.
__ __
( \,/ )
\_ | _/ IMPORTANT DISCOVERY
(_/ \_)
Chapter: 10 - REPENTANCE/RESOLUTION
WHEN: Sam finds the scrawled journal, or doesn't find it and opens the metal
door
Characters involved: Sam, Josh
CHOICE 1) - Sam found Hannah's journal in the mine
- Josh heard the truth about the monster
- Josh recognised Hannah...and Hannah recognised Josh
CHOICE 2) - Sam failed to discover a vital record
- Josh recognised Hannah too late and was killed
Consequences: Another important one; both in terms of plot and survival. This
one item controls Josh's fate. If Sam finds the scrawled
journal, then she tells Josh about Hannah and he realises that
the Wendigo is Hannah. So, when she attacks him in the water,
he calls out her name and in turn she recognises HIM. Instead
of killing him, she drags him away and after the credits we
discover that he has had to turn to cannibalism, turning him
into a partially-transformed Wendigo.
If Sam doesn't find the journal, Josh doesn't know about
Hannah. So when she attacks him, he sees her tattoo too late
to call out - and she crushes his head.
__ __
( \,/ )
\_ | _/ THE RESULT OF CHAOS
(_/ \_)
Chapter: 10 - REPENTANCE/RESOLUTION
WHEN: Right at the end of the game.
Characters involved: Sam, Mike, Ashley, Emily, Chris
CHOICE: - Sam escaped/Sam died in the lodge
- Mike escaped/Mike died in the kidge
- (Possible) Chris escaped/Chris died before making it back to the
lodge
- (Possible) Emily escaped/Emily was killed in the lodge by the
Wendigo/Emily died in the lodge
- (Possible) Ashley escaped/Ashley was killed in the lodge by the
Wendigo/Ashley died in the lodge
Consequences: This all depends on which of the five characters above survives
the lodge incident. Ashley, Chris and Emily can all die before
the final confrontation; Ashley and Emily can also die during
the final confrontation, either if you blow up the lodge or
if you do not distract Hannah from attacking one of them
(this only happens under certain circumstances).
O~~~~~~~~~~~~~~~~O
| COLLECTIBLES | (UD8)
O~~~~~~~~~~~~~~~~O
--------------------------
|COLLECTIBLES - THE TWINS| (UD8.1)
--------------------------
CLUE 1 - FILM TROPHY
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge
LOCATION: In the main area of the lodge, go up the stairs and left past the
open window. Carry on all the way left until you come to a bookcase
at the end of the railing. The clue is on the bookcase.
GAME DESCRIPTION: An award for a movie that Josh's Dad directed.
Update: Josh learned about special effects from his Dad's
movie experience.
ITEM DETAILS: WINNER
Best Horror Film 2009
Dir. Bob Washington
"Blood Monastery"
------------------------------
CLUE 2 - BEACH PHOTO
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge
LOCATION: In the main area of the lodge, go down the stairs and this is
on the sideboard next to the cinema room.
GAME DESCRIPTION: A photo of Josh, Hannah and Beth on the beach. It was
taken the summer before they disappeared.
Update: The Wendigo in the mine had an identical butterfly
tattoo.
ITEM DETAILS: Aug' 13 - Cape Cod
Josh with his lovely sisters,
Hannah + Beth
looking great, guys!
08.16.13
------------------------------
CLUE 3 - PROM NIGHT PHOTO
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge
LOCATION: On the sideboard in the huge main living area, just to the left of
the stairs leading to the top floor.
GAME DESCRIPTION: A photo of Hannah, Sam, Mike and Emily at the high school
prom.
Update: The Wendigo in the mine also had a tattoo of a
butterfly on its right shoulder.
ITEM DETAILS: 04.24.13
Ready for the Senior Prom!
Hannah/Sam/Mike/Emily
------------------------------
CLUE 4 - FAMILY PORTRAIT
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge
LOCATION: After breaking into the lodge, you will have to walk along a
corridor to get into the main area. This huge portrait is on
the wall in that corridor, you can't miss it.
GAME DESCRIPTION: A portrait of the Washington family. Hannah is wearing a
distinctive locket.
------------------------------
CLUE 5 - TATTOO CARD
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND - Washington Lodge
LOCATION: In Hannah's bedroom, located to the right of the bathroom. This
clue is on the table to the right of the entrance stairs.
GAME DESCRIPTION: Hannah had an appointment to get a tattoo. She chose a
butterfly design.
Update: The Wendigo that attacked Josh had a tattoo of
the same design.
ITEM DETAILS: Johan D. Smith
Tattoo Artist.
254a E Leeds St
Vancouver, BC V72 9B5
555-0145
------------------------------
CLUE 6 - COMPATIBILITY TEST
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND - Washington Lodge
LOCATION: In Hannah's bedroom, located to the right of the bathroom. This
clue is on the floor in the walk-in wardrobe.
GAME DESCRIPTION: A screwed-up magazine quiz. It looks like Hannah wasn't
happy with the answer she got. It's an indication of her
emotional state on the night of the twins' disappearance.
ITEM DETAILS: Mostly C's. Uh-oh! This is NOT going to work! He's like a
crazy reckless hunk of a man and you're staying at home
working on your embroidery and practicing G Minor on the
piano. Give up on it! OR do something like REALLLY wild. Run
away from home or get a tattoo or something. Anything to
attract his precious attention. I mean - it's for luuuurvee,
right? So just do it!
------------------------------
CLUE 7 - TENNIS PHOTO
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Washington Cabin
LOCATION: In the cabin, on a table outside the bedroom.
GAME DESCRIPTION: A framed photo of Hannah playing tennis.
Update: The Wendigo in the mine had an identical butterfly
tattoo.
ITEM DETAILS: Hannah winning Bronze -
Alberta Invitational 2013
------------------------------
CLUE 8 - PORTRAIT PHOTO
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Washington Lodge
LOCATION: Location: In the hidden room of the library. You have to pick it
up to proceed.
GAME DESCRIPTION: A portrait of the Washington twins. This must have been
taken a few months before they disappeared.
Updaate: Hannah's tattoo is identical to the tattoo that
the Wendigo in the mine had.
------------------------------
CLUE 9 - HANNAH'S GLASSES CASE
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: WASHINGTON LODGE
LOCATION: Before following Chris downstairs to the library, explore the
upstairs and find this on a table to the right.
GAME DESCRIPTION: A glasses case with Hannah's initials on the back. Hannah
was wearing her glasses on the day she went missing.
Update: Hannah's glasses were found in the mine.
------------------------------
CLUE 10 - BETH'S PHONE
CHAPTER: 5 - DREAD/PREY
FOUND: Mountainside
LOCATION: After going around the mountain on a wooden platform, go left
instead of following Emily right. Beth's phone is under the
floorboards in a little wooden building.
GAME DESCRIPTION: Beth never went anywhere without her cellphone. She must
have passed this way on the night of the disappearance.
------------------------------
CLUE 11 - HANNAH'S POSTER
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Fire Tower
LOCATION: Inside a locker in the fire tower.
GAME DESCRIPTION: A Missing Person poster for Hannah Washington. It mentions
her tattoo and her glasses.
ITEM DETAILS: MISSING
Have you seen this person?
HANNAH WASHINGTON
Hannah Washington was last seen in the location of the
Blackwood Pines Ski Lodge, Alberta, between 1:30am and 2:30am
on Feb 2nd, 2014.
She may have been in some distress.
IDENTIFYING CLOTHING/FEATURES: Hannah was wearing a black top,
dark jeans and brown leather boots. She was not wearing a
coat. She has glasses, and has a tattoo on her right shoulder.
Height: 172cm (5"8)
Weight: 110lbs
Eyes: Brown
Hair: Brown
Can you help?
CALL 1-877-555-0127
------------------------------
CLUE 12 - BETH'S POSTER
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Fire Tower
LOCATION: After restoring power to the radio tower, use the printer to
get this clue.
GAME DESCRIPTION: A Missing Person poster for Beth Washington. It mentions
her pink coat and her beanie hat.
ITEM DETAILS: MISSING
Have you seen this person?
BETH WASHINGTON
Beth Washington was last seen in the location of the Blackwood
Pines Ski Lodge, Alberta, between 1:30am and 2:30am on Feb
2nd, 2014/ She may have been in some distress.
IDENTIFYING CLOTHING/FFEATURES: Beth was wearing a bright pink
padded jacket, black leggings, snow boots and a white beanie
hat.
Height: 172cm (5"8)
Weight: 110lbs
Eyes: Brown
Hair: Brown
Can you help?
CALL 1-877-555-0127
------------------------------
CLUE 13 - HANNAH'S GLASSES
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the steep snowy slope that Emily fails to
climb, go left and find this clue on the floor near some wooden
planks.
GAME DESCRIPTION: Hannah's broken glasses. Found near a sheer drop into the
mine. She must have fallen near here.
------------------------------
CLUE 14 - HANNAH'S LOCKET
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the steep snowy slope that Emily fails to climb,
go through the opening to the left. At the end of the path, you
will see a barrel. The clue is on top of it.
GAME DESCRIPTION: Hannah's tarnished locket with a portrait of the
Washington family inside. It can't have fallen here.
Someone must have moved it further into the mine.
Update: This is the same locket that was found in the
mine.
------------------------------
CLUE 15 - MARKS ON ROCK
CHAPTER: LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the steep snowy slope that Emily fails to climb,
head over to the opening on the left. When the camera angle
changes, check the boards to your right to find this CLUE.
GAME DESCRIPTION: The scratched marks show the date of Hannah and Beth's
disappearance, and a tally of days. Someone was alive
down here for a long time.
Update: According to Hannah's journal, she was down in
the mine on her own for weeks.
ITEM DETAILS: 02.02.14
------------------------------
CLUE 16 - BETH'S CROSS
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the steep snowy slope that Emily fails to climb,
head over to the opening on the left. Before going through the
opening, turn right to find this CLUE on the ground at a dead
end.
GAME DESCRIPTION: A simple wooden cross with Beth's name scratched on it.
Update: According to Hannah's journal, Beth was killed
from the fall.
------------------------------
CLUE 17 - TATTOO PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the steep snowy slope that Emily fails to climb,
you'll see some red barrels towards the front of the screen. This
clue is on top of the barrels.
GAME DESCRIPTION: A photo of Hannah showing off her new tattoo.
Update: This photo was taken on the same day as Hannah
got her tattoo.
ITEM DETAILS: 03.18.13
When are you getting yours, Beth? :)
------------------------------
CLUE 18 - BETH'S HEAD
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: When you go through a wonky metal door, come towards the front of
the screen to find Beth's head propped up on something.
GAME DESCRIPTION: The remains of Beth Washington's head, resting on her
jacket in the mine. There is no sign of the body.
------------------------------
CLUE 19 - BETH'S WATCH
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND: Mine
LOCATION: Before dropping into the water in the mines, look to the left and
go around the rocks until you find an empty grave. This CLUE is
on the floor
GAME DESCRIPTION: An empty grave with Beth's watch lying in the dirt.
Someone or something has dug up her body.
Update: Hannah's journal suggests that she dug up the
body, driven mad with hunger.
------------------------------
CLUE 20 - SCRAWLED JOURNAL
CHAPTER: 10 - REPENTANCE/RESOLUTION
FOUND: Mine
LOCATION: While wading through the water in the mines, go left at the
waterwheel instead of straight and climb up the ledge. This clue
is on the floor.
GAME DESCRIPTION: A bundle of papers that Hannah used as a journal. It tells
of how she was trapped down the mine and starving. She
took desperate action for which she felt profoundly
guilty. Then her body began to change. The journal ends
as incoherant scribbles.
ITEM DETAILS: Day 1
My little sister is dead. The fall killed her... I watched
the color drain from her face.
My leg is broken.
I'm all alone, stuck here with Beth's body.
Someone will come soon.
Day 5
I've never been so HUNGRY. It feels like my stomach is
twisting around inside.
I took Beth's sweater. Much warmer now. She's still looking
out for me.
Day 30
I'm sorry Beth. I have no choice. I'm DYING.
It's the only way I can survive any more. If someone finds
this I'm SORRY. I had to. I had no choice.
Forgive me Beth.
I'm sorry.
Day 33
My hands feel unclean
My nails fell out PUSHED OUT
I am aching but no more COLD NO PAIN
I am getting stronger!!
(Further writing devolves into scrawls)
------------------------------
---------------------
|COLLECTIBLES - 1952| (UD8.2)
---------------------
CLUE 1 - MINE DANGER MAP
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Mine
LOCATION: In the mines, just after the ceiling collapses. On a table to the
right.
GAME DESCRIPTION: A map showing structural faults in the mine, marked up
by a mine engineer. It looks like the owners knew there
was a risk of collapse.
Update: According to the telegram, the owners were trying
to cover this up.
------------------------------
CLUE 2 - OLD MASK
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Old Shack
LOCATION: On a table in the little shed Mike and Jess comes across after
being frightened by a deer.
GAME DESCRIPTION: An old mining gas mask. The name inside says it belonged
to a miner called Billy Bates.
------------------------------
CLUE 3 - ADMINISTRATION NOTES
CHAPTER: 5 - DREAD/PREY
FOUND - Sanatorium
LOCATION: Right next to the inner entrance of the Sanatorium.
GAME DESCRIPTION: A note asking staff to prepare beds for miners who were
rescued after an incident at the mine. The miners were
brought to the Sanatorium to recover.
ITEM DETAILS: MEMORANDUM
DATE: 4th January 1952
TO: SANATORIUM STAFF
FROM: MR. ROUCHE
RE: RESCUE OF MINERS
Be advised that the miner rescue is due to be completed
tomorrow (5th January). As the number of survivings miners is
unknown, prepare all beds in Ward A.
The press shall be in attendance tomorrow. We must be seen to
be giving the miners the best possible care.
Note that press visitors are not to be allowed into the
Psychiatric Ward.
Failure in this regard would reflect badly upon Mr. Bragg
and the Sanatorium as a whole, and shall result in the on-the-
spot dismissal.
------------------------------
CLUE 4 - BROKEN CAMERA
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: On the far left side of the admin room, on top of a filing
cabinet.
GAME DESCRIPTION: The lens of this camera is smashed. It looks like someone
did this on purpose.
Update: This must be the camera mentioned in the newspaper
article. Someone really didn't want these pictures getting
out.
------------------------------
CLUE 5 - MEDICAL NOTES
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: Before you head through the large door leading to the morgue, go
into the room on the right and take this clue from a table.
GAME DESCRIPTION: Miners rescued from the mine were healthier than expected
although some had exhibited "reinegration" problems.
Update: The report mentions 12 miners, but there were
30 clocking-in cards retrieved from the mine. There is no
indication of what happened to the other 18 miners.
ITEM DETAILS: 06/01/1952
MINER MEDICAL REPORT
ATTENDING PHYSICIAN:
Dr. N.H.F. Bowen
MEDICAL REPORT
Report follows re: the initial state of the twelve miners
after the collapse of the mine, and subsequent rescue, at
Blackwood Pines.
ADMITTANCE:
On receipt of the twelve patients at the Sanatorium's medical
faciity, we had fully expected to find emaciated shells of
men, starved and confused. Thankfully, the miners appear
cogent and relatively healthy, attributed to their apparent
discovery of emergency food supplies in the mine. Inhibited
respiratory function was detected in a few of the older men,
as predicted, as well as symptoms of pneumonia.
Psychologically, after being trapped for 23 days, the shock
of reintegration has been difficult for some of the group.
Though their outward health is better than expected, they do
seem affected by their time in the mine.
TREATMENT:
Due to the delicate nature of some of the patients, we have
closed off the A Wing of the Sanatorium. Psychological
evaluations will take place as soon as possible. The men with
respiratory problems have undergone a bronchoscopy, and are
prescribed a course of streptomycin. The others are simply
kept under strict, 24-hour observation.
Signed
Dr. Nicholas Henry Fowlis Bowen.
------------------------------
CLUE 6 - CLOCKING-IN CARDS
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the admin room, take a sharp left and you will find these
cards in a safe.
GAME DESCRIPTION: A batch of 30 clocking-in cards from the mine, locked away
in a safe. This means there were 30 miners trapped in
the mine.
ITEM DETAILS: 30
Clocking in time cards
------------------------------
CLUE 7 - MINE RESCUE PHOTO
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: After passing through the chapel, there is a room with a huge
window and stairs. This clue is at the back of the room, on the
right hand side of the window.
GAME DESCRIPTION: A framed photo of the group of miners rescued after a
cave-in, dated 1952. The plaque says that all 12 miners
survived.
Update: There were 30 clockin in cards from the mine.
ITEM DETAILS: "THE MIRACLE MEN"
The successful rescue of all 12 miners trapped in the
disaster of 5th January 1952
------------------------------
CLUE 8 - OLD NEWSPAPER
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the sanatorium, before following the yellow lines to the
morgue, continue right and go into the little room. This clue
is at the back on a desk.
GAME DESCRIPTION: A newspaper, dated 1952, with a story about a reporter
being banned from visiting a group of miners. The reporter
had his camera confiscated.
ITEM DETAILS: THE ALBERTA POST
9th January, 1952
REPORTER ASSAULTED ON BLACKWOOD MOUNTAIN
BLACKWOOD PINES, AB - A reporter from the Alberta Bugle was
assaulted and hospitalized yesterday by security personnel at
the Blackwood Sanatorium. Chuck Bernstein, a senior news
reporter, was seeking an interview with the miners dramatically
rescued on Tuesday. The men had been trapped underground for
over three weeks after a structural collapse at the North West
Mine in December and are now being treated at Blackwood
Sanatorium for malnutrition and trauma.
Jefferson Bragg, sole proprietor of both the North West Mining
Company and the Blackwood Sanatorium, told the Bugle yesterday
that the incident was "unfortunate". And that "a full internal
enquiry had been launched". He also claimed that Bernstein had
been "trespassing on Sanatorium grounds without permission."
It is believed that the assault arose from an argument about
Bernstein's camera which was confiscated immediately prior to
the attack.
------------------------------
CLUE 9 - RESTRAINING CHAIR
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: After finding the machete, walk towards the front of the
screen to find a room with some green curtains. Pull back the
green curtain to find this clue.
GAME DESCRIPTION: A chair with leather straps to restrain the patient.
There's blood on it. It looks like it was used as part of
a weird experiment.
------------------------------
CLUE 10 - TELEGRAM ABOUT MINERS
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the Sanitorium, you'll see the shadow of a wolf go past a
door. Rather than go through that door, go through the one to the
right of it. This clue is at the back of the room.
GAME DESCRIPTION: A telegram warning about press interest in survivors
brought to the Sanatorium. The mine owners were trying to
cover something up.
ITEM DETAILS: WESTERN PROVINCE
TELECOMMUNICATIONS CO.
TELEGRAM
BW.OS54A/1= PD=MNT.MADAHEE
AB24 907A=
DR. RICHARD CASTLE /
BLACKWOOD SANATORIUM=
TO: MR. J BRAGG=
INCIDENT UPDATE=
12 SURVIVORS RECEIVED AT SANATORIUM=
SHOWING SIGNS OF MENTAL TRAUMA AY NEED TO CONTAIN=
LOCAL PRESS NOW HAVE A SCENT OF BLOOD=
BECOMING A PROBLEM=
PLEASE ADVISE FURTHER=
------------------------------
CLUE 11 - NAME TAG
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the Sanatorium's morgue, you get to open some freezers where
they keep the corpses. Open the only examinable door on the right
and you will find this clue in there.
GAME DESCRIPTION: A mortuary tag. The name on it reads: Nicholas Bowen.
Update: Dr. Bowen was killed on the same day as those
buried in the makeshift graveyard.
ITEM DETAILS: Emergency Medical Tag
Name:
Nicholas Bowen.
Tagged Date:
February 24th 1952
Description:
Attack by inmate
Fatal lacerations to throat
------------------------------
CLUE 12 - STRANGE SKULL
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the Sanatorium's morgue. This skull is in a glass jar on the
shelf next to the door that requires a keycard.
GAME DESCRIPTION: A disfigured human head suspended in formaldehyde.
Update: It looks like a partially transformed Wendigo?
------------------------------
CLUE 13 - DEATH CERTIFICATE
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the Sanatorium's morgue, you get to open some freezers where
they keep the corpses. There are two on the left side that you
can examine; this is found in the right-most of the two.
GAME DESCRIPTION: A hastily written death certificate, dated 24th February
1952. It describes the body as partially eaten!
Update: Another death that occurred on the 24 February
1952. There must have been a massacre.
ITEM DETAILS: Name of Deceased: Sarah Smith
Date of Death: February 24th 1952
I hearby certify that I attended deceased from: March 8th 1951
to February 24th 1952 and last saw her alive on February 24th
1952.
Cause of death: Severe laceration to the abdomen. Intra-
abdominal injuries. Subsequent blood loss.
If death was due to external causes (violence) fill in also
the following:
Accident, suicide of homicide:
Homicide
Manner of injury: Laceration by sharp implement. Possibly
FINGERNAILS!
Additional notes:
Please use the box provided overleaf for any additional
relevant information
Signed by N. Bowen MD
Address: Blackwood Sanatorium
Date: February 24th 1952
(on reverse)
Additional notes:
Body was not discovered until 6-8 hours after death.
Sections of the intestine and kidneys were apparently
EATEN by the attacker.
------------------------------
CLUE 14 - CLOCKING-IN MACHINE
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After discovering the broken surface elevator, head right and
find this machine on the wall.
GAME DESCRIPTION: This is how mine supervisors knew how many men were down
the mine. The cards in the "IN" section are missing.
Update: The cards had been removed and locked away in a
safe in the Sanatorium.
------------------------------
CLUE 15 - MINER PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: When you come to an area where you must release the brake on a
minecart to break open a wooden gate, first continue past the
minecart to find this clue in a green metal chest.
GAME DESCRIPTION: A photo of a group of miners called the Blasting Crew,
taken at North West Mines in 1951. They were blasting new
tunnels.
ITEM DETAILS: (on reverse)
The Blasting Crew
Preparing to dynamite the new shafts.
North West Mines,
December 1951.
------------------------------
CLUE 16 - MINER'S FAMILY PHOTO
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Mine
LOCATION: After making Emily ram down some wooden boards, take a sharp
turn to the right to find this clue in a chest at a dead end.
GAME DESCRIPTION: A photo of a miner called Billy Bates, posing with his
family.
ITEM DETAILS: (on reverse)
Dearest Billy,
Hurry home safely.
From your loving wife and daughter,
Agnes and Louise
xx
------------------------------
CLUE 17 - ROMANTIC POSTCARD
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Mine
LOCATION: Can only be found if Emily hid from The Stranger. Straight away
after resuming control as Emily, head behind her and to the right
to find a little wooden shack. This clue is inside.
GAME DESCRIPTION: A postcard of Calgary with a romantic message on the back.
Update: Billy was part of the crew that blasted new
tunnels deep in the mines.
ITEM DETAILS: (on reverse)
Billy Bates
Blasting Crew
North West Mines
Alberta
Hey Billy,
I had a great time. Look me up if you're ever in Calgary"
Loretta
xxx
------------------------------
CLUE 18 - JOURNAL: INTRODUCTION
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Old Hotel
LOCATION: When Ashley is reading through The Stranger's book in the
basement, make sure she flicks the pages to the left first to
find this easily missed clue.
GAME DESCRIPTION: The opening section of the flamethrower guy's journal.
ITEM DETAILS: This journal is an account of the Wendigo.
This creature is real and dangerous!!
If you are reading this, you will have questions. But I do not
have all the answers.
This is all evidence and stories of my own experience.
------------------------------
CLUE 19 - JOURNAL: CANNIBALISM
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Old Hotel
LOCATION: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
GAME DESCRIPTION: A section of the journal about how cannibalism causes the
Wendigo curse.
ITEM DETAILS: Only a few men have dared to hunt the Wendigo.
I am the only man who has ever kept them under control.
Heed these words, or it shall be your death. And your death
will not be the last.
The Wendigo must be contained!
The Wendigo grows out of CANNIBALISM! When a human is
desperate and craves food, trapped on the mountain in the
fierce winter storms. When he has eaten nothing for days, the
Wendigo spirit will begin to possess him. Even the strongest
man is weak to it. He will kill without remorse - often those
companions who have travelled with him. He will eat the flesh
raw from the corpses.
I have seen this happen, many years ago, a craving for flesh
that cannot be sated. And then the change begins. The eyes
turn first and become milky and white. Then the teeth become
longer, like fangs. The creature grows and the skin is pulled
taut across the bones.
------------------------------
CLUE 20 - JOURNAL: HISTORY
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Old Hotel
LOCATION: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
GAME DESCRIPTION: A section of the journal detailing the history of the
mountain.
ITEM DETAILS: There was a trible that lived in these mountains. The Cree.
Their shamans tell stories of a tall creature. "Born in ice".
The trible respected the mountain and all the animals which
lived on it. The mountain became sacred to the Cree. Every
animal became sacred also. The Cree believed it was bad luck
to harm an animal on the mountain and would hunt elsewhere.
In 1893, the miners arrived. They found tin and later, traces
of radium. They mined deep into the sacred mountain. The
Cree say that the mountain cried out and the spirit was
released.
------------------------------
CLUE 21 - JOURNAL: COMBAT
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Old Hotel
LOCATION: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
GAME DESCRIPTION: A section of the journal about how to fight and trap
Wendigos.
ITEM DETAILS: The Wendigo's eyes change. They become both sharper and more
dim. The Wendigo sees movement. It is a hunter, like a hawk.
But it cannot see stillness. If you are to keep totally still
then the Wendigo will not be able to see you.
The skin and flesh of the Wendigo are hard, like armor. They
seem to feel no pain. They cannot be cut or stabbed. Bullets
will not pierce their skin, though a shotgun will keep them
at bay.
Because the Wendigo is mutated from a human, it knows how to
hunt us. It can perfectly mimic its prey. You must remain
sharp and disciplined.
I have killed 6 Wendigos. Kives or bullets will not harm them.
Use a flamethrower. It is the best weapon. Fire envelops them,
burns away their skin and makes them weak.
But try not to kill them.
Killing a Wendigo should be the last resort. Death releases the
Wendigo spirit into the air.
I have contained them. I used traps to catch them and fire to
drive them into cages. The traps were baited with human
limbs from those who had no further use for them.
One by one I caught those who had infested the mountain.
------------------------------
CLUE 22 - JOURNAL: BITE
CHAPTER: 8 - REVELATION/ANIMUS
FOUND: Old Hotel
LOCATION: One of the pages of The Stranger's book. You can't miss this one
as you must look at it to progress.
GAME DESCRIPTION: A section of the journal about the Wendigo's bite.
ITEM DETAILS: There may be defences. Shamans wrote of rituals. I have found
native artefacts on the mountain, and copied them. Totems.
Bunches of herbs and feathers. I copied their designs. I have
tested them. Out o the mountain they work. They keep the
Wendigo at bay. Not entirely, but enough. But inside
buildings, they do not work.
Cree legends say that the Wendigo grows from the bite of
another Wendigo. But the bite is harmless. I have been bitten,
but I did not change. The only way is to eat the flesh of
another. There is no other way.
------------------------------
CLUE 23 - MAKESHIFT GRAVEYARD
CHAPTER: 9 - DESPAIR/KARMA
FOUND: Sanatorium
LOCATION: When you return to the chapel, take the door in the far left
corner. Pass through the small room to find yourself outside.
Examine the little graveyard - you can't miss it.
GAME DESCRIPTION: All the crosses bear the same date - 24 February 1952.
What happened to make so many people die on the same day?
Update: The Wendigos in the Sanatorium must have killed
all these people.
------------------------------
CLUE 24 - DOCTOR'S REPORT
CHAPTER: 9 - DESPAIR/KARMA
FOUND: Sanatorium
LOCATION: After pulling the lever and squeezing through the door, go down
a set of stairs and go left at the bottom into the DETENTION
CENTRE. The clue is on a table at the back of the room.
GAME DESCRIPTIONM: The report by Dr Bowen notes several serious
irregularities in some recent patients. It appears that
the patients were undergoing some sort of physical
change.
ITEM DETAILS: REPORTING PHYSICIAN: DR. W. B. CATHCART
INITIAL REPORT
The patients were first admitted to Blackwood's medical
facility 5 days ago. During this time we have run a number of
tests, both physiological and psychological. The results have
been extraordinary: in contravention of common medical
expectations.
SYMPTOMS OBSERVED
Pallor
Skin dyspigmentation
Severe vitamin D deficiency
Social dysfunction
Longer than average readaption period post-traumatic event
Interpersonal behaviour 'erratic'
Violence towards orderlies
3 attempted assaults
1 attempted scratching
SYMPTOMS EXPECTED BUT NOT OBSERVED
Malnutrition/scurvy
Avg. Quetelet Index was only within -35 of normal expected
values
(They should be DEAD!!)
Frostbite
Patients' stimulus response within acceptable bounds
(130-410ms)
(On reverse)
Frailty/weakness
Distention of itbia, fibia and humerus (avg. +1")
Observed unusual growth in strength
One patient lifted 725lb weights
SUGGESTED ACTION
Place under strict observation
Restraint strongly recommended
Change from 1 orderly to 3 orderlies
24/day observation
------------------------------
CLUE 25 - OLD FILM REEL
CHAPTER: 9 - DESPAIR/KARMA
FOUND: SANATORIUM
LOCATION: While exploring the Sanatorium, you'll come to a sign that
says "B WING". Instead of going towards it, head towards the
front of the screen and go through the first door on the right.
Here you'll find the CLUE in the form of an old projector.
GAME DESCRIPTION: A restrained patient seems to turn into some sort of
creature and becomes violent. It attacks the people making
the film.
Update: It looks like the restrained miner was turning
into a Wendigo.
------------------------------
CLUE 26 - SUICIDE NOTE
CHAPTER: 9 - DESPAIR/KARMA
FOUND: SANATORIUM
LOCATION: While exploring the Sanatorium, you'll come to a sign that says
"B WING". Instead of going towards it, head towards the front of
the screen until you come to a dead end. Go through the door into
the Doctor's Office. At the back of the room is a wooden wall.
Examine it and ram down the secret door. Shoot the lock off of the
next door and examine the corpse in here to find this clue in his
hand.
GAME DESCRIPTION: A suicide note signed by Jefferson Bragg. He locked
himself in his safe room and took poison. He seems to be
describing some sort of massacre outside.
Update: The Wendigos must have overrrun the Sanatorium.
Bragg's body was never found.
ITEM DETAILS: They are dying outside. I hear them screaming and crying.
This hell is my only legacy.
God's punishment for my mistakes.
No escaping my fate. Death awaits me now.
Jefferson Bragg.
---------------------------------
CLUE 27 - CASE STUDY DOSSIER
CHAPTER: 9 - DESPAIR/KARMA
FOUND: SANATORIUM
LOCATION: While exploring the Sanatorium, you'll come to a sign that says
"B WING". Instead of going towards it, head towards the front of
the screen until you come to a dead end. Go through the door on
the left into the Doctor's Office and open a desk drawer to find
this CLUE.
GAME DESCRIPTION: A series of photos of a miner called Billy Bates. They
show transformation over several days. By the end, the
miner has clearly become a Wendigo.
Update: This was one of the Wendigos caged up in the
Sanatorium.
ITEM DETAILS: Blackwood Pines
Blackwood Sanatorium
Medical Examination
Patient No.9
Progression of Skeletal Hyperostosis
CONFIDENTIAL
Jan 9th, 1952
Day 4
* Epidermal dyspigmentation; expected after time underground
* Sever curvature of thoracic region; post traumatic kyphosis?
* Corned dystrophy and clouding.
Acuity 20/160
Jan 14th, 1952
Day 9
* Chronic kyphosis
* Scarring alopecia
* Extreme nasal septum perforation
* Extodermal dysplasia? (pointing of teeth)
Jan 17th, 1952
Day 12
* Telogen effluvium, not alopecia?
* Maxillary canine length 1"
* Consistent w/cornmeal oedema but acuity now 20/22
* Epidermal toughening; stratum corneum *
-------------------------------------------------------------
----------------------------
|COLLECTIBLES - MYSTERY MAN| (UD8.3)
----------------------------
CLUE 1 - WANTED POSTER
CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP
FOUND: Lower Cable Car Station
LOCATION: On the outside wall of the lower cable car station. The game
forces you to examine this one.
GAME DESCRIPTION: A torn-up wanted poster about a fugitive on the mountain,
dated 1998. Someone didn't want people to see this.
Update: Josh made this to set up his Psycho story.
ITEM DETAILS: WANTED
MILGRAM, VICTOR
Sex: Male
Height: 6'2" (1.88m)
Last known address: Blackwood Pines
Last seen: 03/16/1998
Wanted in connection with a first-degree arson offence, as
well as various death threats.
Anyone with information regarding this dangerous criminal
should contact the BPMC as soon as possible.
Blackwood Provincial Mounted Constabulary
Police Montée Provinciale de Blackwood
July 1998
------------------------------
CLUE 2 - NEWSPAPER FRAGMENT
CHAPTER: 2 - JEALOUSY/DARKNESS
Found: Lodge Storage Room
LOCATION: Right after breaking into the lodge, Chris will find this little
utility closet in the same room where he climbed in through the
window.
GAME DESCRIPTION: The report covers a court case related to Blackwood Pines.
An old janitor tried to burn the place down. In the dock
he swore revenge on the Washington Family.
Update: The newspaper is a fake. Josh had it printed to
set up the idea there was a Psycho on the mountain.
ITEM DETAILS: 5th June 1997 - The Alberta Bugle
EX-JANITOR CONVICTED FOR ARSON
SWEARS REVENGE ON MOVIE MOGUL'S FAMILY
By Charlie Scott - Chief Reporter
Victot Milgram 52, was yesterday sentenced to 16 years in
prison for aggravated arson, commited on Blackwood Pines.
Milgram was employed as the janitor of the mountain's old
hotel for 28 years. However, when Hollywood producer Bob
Washington acquired the property, Milgram was fired.
In a sensational twist, the sentencign ended with an enraged
Milgram screaming obscenities at Washington's heavily pregnant
wife, Melinda. Calling her a "f------ whore", he vowed to
"get all of you, your f------ husband and kids," and said that
he would "make them suffer".
Melinda had visibly struggled to maintain her composure
throughout the case, and later claime that though she was
"upset" by Milgram's threats, she had "full faith in the legal
system" to keep her and her family safe.
------------------------------
CLUE 3 - ANSWERPHONE MESSAGE
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Lodge
LOCATION: In the dining room of the lodge, on the sideboard at the back.
GAME DESCRIPTION: A message from a local police officer about a convict
being released from jail. It sounds like a warning.
Update: It was Josh's voice. There never was an escaped
convict.
------------------------------
CLUE 4 - AXE HOLDER
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge Exterior
LOCATION: Before breaking into the lodge, this clue is on the wall of the
lodge right near the window that you need to break into.
GAME DESCRIPTION: A wall-mounted holder that should contain an axe. But the
axe is missing.
Update: Matt and Emily found the axe down at the Cable Car
Station.
------------------------------
CLUE 5 - CIGAR STUB
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Mine
LOCATION: In the mines, on a red barrel. On the right after ascending the
stairs.
GAME DESCRIPTION: A stubbed out cigar butt. It looks like it was left
recently. There must be someone else up on the mountain.
Update: The label is the same as the cigar box found in
the Sanatorium.
------------------------------
CLUE 6 - MYSTICAL SYMBOL
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Mine
LOCATION: In the mines, on the wall. On the right after ascending the stairs,
and behind the red barrel.
GAME DESCRIPTION: Strange sumbols painted onto the wall of the mine. It's
not clear what they mean.
Update: According to the book in the cabin, the symbols
are to ward off evil spirits.
------------------------------
CLUE 7 - NATIVE AMERICAN BOOK
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Washington Cabin
LOCATION: On a table in the cabin, next to the fireplace.
GAME DESCRIPTION: There is a section showing symbols which Native Americans
used to keep evil spirits away.
ITEM DETAILS: Native American Signs and Symbols
Native American hunters used symbols and signs scratched on
to trees or daubed on to walls to commnicate with other tribe
members. Many sumbols conveyed religious or mystical beliefs,
others warned of danger or offered protection, and some told
of good hunting grounds. Most symbols were specific to the
tribe that used it and would be unrecognisable to other
tribes.
, Shown below and opposite are some symbols used by tribles in
North America and Canada.
(Image of a hunter sumbol)
Good hunting ground
(Image of a butterfly symbol)
A vision of dream of the future
(Image of a skull symbol)
A ward or spell protecting against evil spirits
------------------------------
CLUE 8 - POSTCARD
CHAPTER: 2 - JEALOUSY/DARKNESS
FOUND: Washington Lodge
LOCATION: In Hannah's bedroom, located to the right of the bathroom. This
clue is on Hannah's bedside table.
GAME DESCRIPTION: An invitation for a Halloween party with a creepy picture
of a scarecrow on the other side.
ITEM DETAILS: Hannah, Josh & Beth
You are invited to
Sam's Halloween Party
October 31st, 2013
Fancy dress obligatory!!
------------------------------
CLUE 9 - THREATENING LETTER
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Lodge Library
LOCATION: In the hidden room of the library. Flip over the photo of Hannah
and Beth to find this clue.
GAME DESCRIPTION: A creepy note written to the Washington family,
threatening to exact revenge on Hannah and Beth.
Update: Another one of Josh's set ups. There was no
Psycho.
ITEM DETAILS: I WILL TAKE THEM AND BLEED THEM LIKE PIGS AND RIP THEIR SOFT
WHITE SKIN OFF!
FUCKING 16 YEARS
16 YEARS I WAITED FOR PRETTY LITTLE HANNAH AND BETH
------------------------------
CLUE 10 - LIGHT FROM BELOW
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Lodge Library
LOCATION: A grate in the floor on the bottom floor of the library, before
you enter the double doors.
GAME DESCRIPTION: The electricity is out. But there is an electric light
shining from the room below the library.
Update: The light came from Josh's lair in the cellar.
------------------------------
CLUE 11 - NATIVE AMERICAN LETTER
CHAPTER: 3 - HAUNTED/ISOLATION
FOUND: Washington Lodge
LOCATION: After a door swings open by itself, go through it and all the way
to the end of the corridor. This clue is on a table to the left.
GAME DESCRIPTION: A letter from Josh's mother about the Native American
tribes that used to live on the mountain. On the back is a
scrawled note about a strange man she saw near the Lodge.
Update: The strange man near the lodge was the
flamethrower guy.
ITEM DETAILS: November 8, 2013
Dr. C. J. Swaffham
Race and Ethnicity Department
183 Haskell Hall
6130 Amsterdam Road
Vancouver, BC V729B1
Dear Dr. Swaffham,
Thank you for your response. It's good to know that the tribe
still feel an attachment to the land here, even if we have a
few unfortunate problems (graffiti, people sleeping in the
outbuildings). This is their ancestral home, after all.
I have made contact with the descendants of the tribe and
intend to make a donation to their elder council. Healing the
wounds of the past won't be necessary, but I feel it's a step
that is necessary.
Yours sincerely,
Melinda Washington.
(on reverse)
Saw that crazy guy again.
Thurs 9.17pm - hanging around the generator shed.
I'm going to start keeping a record.
------------------------------
CLUE 12 - CIGAR BOX
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the centre of the sanatorium's Chapel, on the table next to
the armchair.
GAME DESCRIPTION: A wooden cigar box. Only a single cigar is left. It has
a distinctive brand label.
------------------------------
CLUE 13 - CLIPPINGS WALL
CHAPTER: 5 - DREAD/PREY
FOUND: Sanatorium
LOCATION: In the Chapel of the sanatorium, this can be found on the wall
in one of the mesh areas.
GAME DESCRIPTION: A map of the mountain with "sightings" of recent
disappearances marked with dates. It looks like the work
of an obsessive mind.
Update: These must have been Wendigo sightings the mystery
guy was collecting.
------------------------------
CLUE 14 - BUSINESS CARD
CHAPTER: 5 - DREAD/PREY
FOUND: WASHINGTON LODGE
LOCATION: When the psycho is trying to lead you to the basement with
balloons and candles, instead head back to the entrance hall.
This clue is on a table by the front door.
GAME DESCROPTION: An order for saws and cutting blades from an abbatoir
supply business. It's not what you expect to be delivered
to a remote mountain lodge.
Update: So that's where Josh got all that gear.
ITEM DETAILS: La Viande Meat Processing Ltd.
Jack Mahoney
Slaughterhouse Equipment Sales
555-0127
(on reverse)
1x FS-X5 circular saw
5x FS-X5-B replacement blades
15th Jan (Thurs)
12-5pm
------------------------------
CLUE 15 - PIG'S HEAD
CHAPTER: 4 - MALEVOLENCE/LOYALTY
FOUND: Mountainside
LOCATION: While you are searching for Ashley, you'll come across a fork
in the path. Go left, and this will be behind the scary mannequin.
GAME DESCRIPTION: A pig's head dumped on the mountain. It's fresh and
there's blood splattered over it.
Update: How many pigs died just so that Josh could punk
his friends?
------------------------------
CLUE 16 - AXE
CHAPTER: 5 - DREAD/PREY
FOUND: Cable Car Station Door
LOCATION: Stuck in the door of the upper cable car station.
GAME DESCRIPTION: An axe stuck into the door of the cable car station. It
definitely wasn't there before!
Update: Josh put the axe there as part of his plan to
freak his friends out.
------------------------------
CLUE 17 - HIDDEN CAMERA
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Lodge basement
LOCATION: In the basement, the ghost scares you by popping up in your face.
Right after, turn right and find this clue hidden beteween some
cardboard boxes on a table.
GAME DESCRIPTION: A video camera, hidden between some boxes.
Update: Josh had a plan to upload all this to the
internet.
------------------------------
CLUE 18 - FAKE NEWSPAPERS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Old Hotel
LOCATION: In the basement, after Chris talks to you about the Hannah prank
last year. Chris will stop at the top of a staircase - before
approaching him, go right and find this in the corner of the
room.
GAME DESCRIPTION: A packet of old newspapers with a story about Blackwood
Pines. But the date of postage suggests that they were
printed recently.
Update: Josh had the newspapers faked to back up his
Psycho story.
ITEM DETAILS: 18th August 2014
Return address:
Quality Copy Ltd.
2100 - Clarke Ave. SW,
Edmonton,
Alberta,
T6N 8J5
------------------------------
CLUE 19 - LIGHTBULB CATALOGUE
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: WASHINGTON LODGE BASEMENT
LOCATION: In the basement, the ghost scares you by popping up in your face.
Right after, turn right and find this clue on a table in plain
sight.
GAME DESCRIPTION: A specialist lightbulb catalogue. The circled lightbulb
is for a specific tyupe of projector.
Update: This bulb was the right type for the projector
found in the old hotel.
ITEM DETAILS: Original lamp for RB-type projectors.
Lamp with housing. 96W.
Avg. 5000 hours.
------------------------------
CLUE 20 - BATTERIES AND TIMERS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Old Hotel
LOCATION: In the basement, Ashley will become reluctant to continue. After
she and Chris decide to carry on, you'll go down two flights of
stairs and around another corner. Through the next door, this
clue is in the foreground of the screen, on the floor.
GAME DESCRIPTION: Batteries, switches and timers wired up together. It looks
like they're used to control electronic devices remotely.
Update: This is how Josh controlled the TV, doors and
lights in the lodge.
------------------------------
CLUE 21 - DEAD PIG
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Old Hotel
LOCATION: After the double doors slam shut behind you in the old hotel,
there is a kitchen area on your right. This pig can be found
there.
GAME DESCRIPTION: A pig's carcass hanging from the ceiling. It's been
recently gutted.
Update: Josh needed the guts for his death machine. That's
some commitment to realism!
------------------------------
CLUE 22 - PHOTOS OF FRIENDS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Old Hotel
LOCATION: After the double doors slam shut behind you in the old hotel,
this is directly in front of you.
GAME DESCRIPTION: Photos taken with a telephoto lens. The Psycho has been
watching for a long time.
Update: Josh had plenty of opportunity to take these
over the last year.
------------------------------
CLUE 23 - HOOKS AND CHAINS
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
FOUND: Old Hotel
LOCATION: After the double doors slam shut behind you in the old hotel,
this is found on the wall to your immediate left.
GAME DESCRIPTION: Bloodied chains and hooks. This looks like equipment
from a slaughterhouse.
------------------------------
CLUE 24 - VIDEO CAMERA
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Old Hotel
LOCATION: In the room where either Sam woke up, or the dummy in Sam's
clothing was (depending on whether or not Sam escaped the Psycho).
Really easy to see.
GAME DESCRIPTION: A video camera on a tripod pointing at a chair. The
Psycho is collecting footage of what's going on.
Update: Josh was going to upload all this to the internet.
------------------------------
CLUE 25 - DUMMY IN SAM'S CLOTHES
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Old Hotel
LOCATION: Only available if Sam didn't get captured by the Psycho.
In the room where Chris and Ashley got captured by the Psycho.
GAME DESCRIPTION: A dummy dressed up as Sam. It looks like the Psycho had
to improvise after Sam got away.
------------------------------
CLUE 26 - DEATH MACHINE PLANS
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Lodge Basment
LOCATION: Only available if Sam escaped the Psycho earlier in the game.
Straight away after exiting the vent and entering the workshop,
make Sam walk towards the front of the screen to find this CLUE.
GAME DESCRIPTION: The plans show how a mannequin could be used to give the
impression that someone was cut in half. But the person
using the machine is really standing safely out of the
way. It looks like the machine that killed Josh.
Update: That fake death machine must have cost Josh
some serious money.
------------------------------
CLUE 27 - JOSH'S CELLPHONE
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Lodge Basement
LOCATION: Only available if Sam escaped the Psycho earlier. After finding
the Psychiatric Report in a drawer, take a sharp left instead of
going through the gap in the shelves and you'll find this clue on
another shelf.
GAME DECRIPTION: There are lots of messages from Josh's psychiatrist,
warning him not to proceed with an unspecified plan.
ITEM DETAILS: MESSAGES
Dr. Hill
Tue, Jan 13, 09:47AM
DR. HILL: Hi Josh, it's Alan. I hope you don't mind me texting
you, but this is important. I got your email. I don't think
that your plan is going to help. I think you need to stop what
you're doing and come to see me.
DR. HILL: Please, pick up your phone. I'm getting worried.
JOSH: LEAVE ME ALONE
DR. HILL: Are you still taking your meds?
JOSH: im fine
DR. HILL: It's very dangerous to stop taking your drugs
mid course Josh.
DR. HILL: Contact my office to make an appointment, please.
DR.HILL: Josh?
DR. HILL: Josh, please respond.
------------------------------
CLUE 28 - REMEMBRANCE BOARD
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Lodge Basement
LOCATION: Only available if Sam escaped the Psycho earlier. This one is
fairly obvious; while exploring the workshop you'll see a large
pipe with some wheels on it. To the left of this is this
corkboard.
GAME DESCRIPTION: A board with lots of pictures and mementos of Hannah and
Beth. Whoever made this seems to be obsessed with the
twins.
Update: Josh made the board to honor the memory of his
sisters.
------------------------------
CLUE 29 - VOICE RECORDING
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Lodge Bsement
LOCATION: Only available if Sam escaped the Psycho earlier. After going
through the workshop, you can see the Psycho watching his
monitors behind a wooden door. After this, walk past the set
of stairs rather than ascending them. This clue is on a table;
make sure to listen to it ALL THE WAY in order for the CLUE's
collection to register.
GAME DESCRIPTION: It sounds like the psycho rehearsing his speech. But
suddenly the voice modifier cuts out and someone else's
voice can be heard.
Update: Josh used a voice modifier to sound like the
Psycho.
------------------------------
CLUE 30 - PSYCHIATRIC REPORT
CHAPTER: 7 - LOSS/VIOLENCE
FOUND: Old Hotel
LOCATION: Only available if Sam escaped the Psycho earlier. Straight away
after entering the psycho's workshop, go right and find this
CLUE inside a drawer.
GAME DESCRIPTION: A psychiatric report on Josh. He's been on medication for
a long time. His current therapist is called Dr. Hill.
ITEM DETAILS: JOSHUA WASHINGTON
FINAL PSYCHIATRIC EVALUATION
05/21/2014
DR. A. HILL
CONFIDENTIAL
PHYSICIAN HISTORY
06/11/2006
Jeremy Harris, MD
Whale Point Surgery
Referred on 04/02/2007 after incident at school
10/23/2009
Roisi Williams, MD
Santa Buena Medical Center
Referred on 12/09/2009 after disagreement over treatment
01/03/2010
Sarah North, MD, PhD
Cranleigh Hospital
Referred on 11/29/2013 after patient's response to drugs
tapered badly
12/19/2013 - Present
Alan Hill, MD, MPH
South-Western Psychiatry
Referred on 03/14/2014 due to potential suicide risk
HISTORY OF PRESCRIBED ANTIDEPRESSANTS
Fluoxetine (06/18/2006 - 01/24/2010)
Patient reported that side-effects (headaches, nausea) were
becoming too severe, and wanted to change drug.
--------------------------------------------------------------
Duloxetine (02/13/2010 - 11/01/2013)
Patient claimed that the drug was no longer having any effect.
Reported that his mood had badly worsened.
--------------------------------------------------------------
Amitriptyline (11/29/2013 - 04/05/2014)
Patient began self-medicating, taking stronger doses.
--------------------------------------------------------------
Phenelzine (04/15/2014)
30mg dose. Twice daily, increasing to three times daily after
2 weeks.
If the patient reports any of the following symptoms, please
contact a physician IMMEDIATELY.
Side effects: hypotension, blurred vision, dizziness,
insomnia, vomiting, diarrhea, muscle tremors, liver damage
hepatitis),
On withdrawal: nausea, insomnia, nightmares, agitation,
hallucinations, paranoia, aggressiveness, slurred speech,
ataxia, catatonia, shocks
SUMMARY OF TREATMENT
Patient arrived delirious/confused. Strong symptoms of major
depressive disorder, related to death/disappearance of
sisters.
Placed patient under observation.
ECT was considered, given patient's historry of tapering drug
effects, but rejected.
CBT, IPT, psychoanalysis, etc, failed to produce any
improvement.
New course of drugs was necessary.
Patient moved onto a non-selective MAOI. Rationale being that
SSRIs and SNRIs have proven ineffective in the past.
Phenelzine 60mg initially. Higher than average dose was
necessary to see reduction of symptoms.
After 2 weeks, patient's symptoms and mood were greatly
improved.
Discharged on 16th May after final consultation proved
satisfactory.
Dr. Alan Hill
OCEAN VIEW HOSPITAL
DATE: 05/16/2014
INVOICE # 5132
1 Pinnacle Drive
Pacific Road
CA 90187
SHIP TO
Washington Pictures Incorporated
Valley Town
Burbank
CA 90321
QTY. TREATMENT RATE AMOUNT
30 Nights residence 395 11850.00
(observed)
1 Phenelzine 105.24 105.24
(200x 15mg)
1 Initial Consultation 750 750.00
14 Review Consultation 595 8330.00
(1 hour)
7 CBT (1 hour) 745 5215.00
TOTAL: 26250.24
PAYMENTS/CREDITS: 0.00
------------------------------
CLUE 31 - PIG HEAD NOTE
CHAPTER: 2 - JEALOUSY/DARKNESS (Pre-order bonus only)
FOUND: Mountainside
LOCATION: At the end of the pre-order bonus with Matt and Emily. You have to
pick it up to continue.
GAME DESRIPTION: A "Welcome Back" note pinned to a Pig's head. The paper is
headed State Penitentiary.
Update: Josh was behind this whole macabre setup.
ITEM DETAILS: Welcome Back
(on reverse)
Northern Provinces Penitentiary
------------------------------
CLUE 32
CHAPTER: 2 - JEALOUSY/DARKNESS (Pre-order bonus only)
FOUND: Outside the lodge
LOCATION: Around the back of the lodge, where Chris and Josh broke in through
the window. This cigar butt is on a rock next to the missing axe
clue.
GAME DESCRIPTION:A stubbed out cigar butt. The label is distinctive.
Update: The label is the same as the cigar box found in
the Sanatorium.
------------------------------
--------------
| TOTEMS | (UD8.4)
--------------
DEATH TOTEMS
------------
Colour: Black
Vision: The possible DEATH of the person who finds it.
DEATH TOTEM #1
Found on the mountain by Beth
CHAPTER: Prologue
LOCATION:
VISION: Shows Beth falling spine-first onto a rock; blood splatters from
her mouth as she continues to fall. She hits the ground next to
Hannah.
WHAT DOES IT MEAN?: This is the only unavoidable death in the entire game,
as it shapes the story. This Death Totem warns that Beth will fatally fall
off of a cliff.
DEATH TOTEM #2
Found near the upper cable car station by Matt
CHAPTER: 5 - DREAD/PREY
LOCATION: In the picnic area outside the upper cable car station.
VISION: Shows Matt falling off of a cliff before his head smashes against
a rock; the impact is fatal and likely crushes half of his
face. Much blood spills out onto the snow.
WHAT DOES IT MEAN?: During Chapter 6, Matt and Emily get backed onto the
edge of a cliff by a group of deer. If Matt should choose to attack the
"enraged deer" when given the choice, he will fall off of the cliff. It the
player fails the next Quick Time Event, Matt falls to his death and Emily
must continue alone.
DEATH TOTEM #3
Found in the Sanatorium by Mike
CHAPTER: 5 - DREAD/PREY
LOCATION: After passing through the chapel, there is a room with a huge
window and stairs. This totem is at the back of the room, on the
left hand side of the window.
VISION: Shows Mike flinch as he flicks on a lighter. The flame causes a
gas explosion and Mike is engulfed in fire.
WHAT DOES IT MEAN?: At the end of the game (chapter 10), there will be a
final confrontation at the lodge. If Sam dies, and Mike is too injured to
get to the door of the lodge, he will flick on his lighter. This causes a
gas explosion that kills himself and anyone else left in the lodge.
DEATH TOTEM #4
Found on the mountain by Chris
CHAPTER: 4 - MALEVOLENCE/LOYALTY
LOCATION: While you are searching for Ashley, you'll come across a fork inn
the path. Go left, and this will be behind the scary mannequin.
VISION: Shows Chris being lifted into the air by something; a struggle
ensues as something shrieks.
WHAT DOES IT MEAN?: In Chapter 9, Chris can be separated from the group if
the player so chooses. The player will play as Ashley for a bit - if the
player gets Ashley killed by opening a trapdoor, then Chris will be unable
to avoid death. The player will gain control of Chris, and no matter where
they make him go he will die. The above vision is just one of the possible
deaths. What's the lesson here? Don't open that door!
DEATH TOTEM #5
Found in the mine by Emily
CHAPTER: 7 - LOSS
LOCATION: In the room with the surface elevator, cling to the right until
you come to a ladder. Before climbing the ladder, go right past
it and you'll find this totem on the floor at a dead end.
VISION: Shows Emily being shot through the eyeball; she dies instantly.
WHAT DOES IT MEAN: In Chapter 8, if Emily survives the mines but gets
bitten, there will be a dilemma in which the other teens fight over whether
the bite is infectious or not. The player gets the choice to shoot Emily.
This is the result.
DEATH TOTEM #6
Found in the mines by Sam
CHAPTER: 9 - DESPAIR/KARMA
LOCATION: After climbing the rock wall in the mines, you get a choice of
which direction to take. Go up the stairs on the right, and walk
along a wooden walkway. Do not go left, go straight ahead and up
another set of steps. The totem is on the left in this little
cavern.
VISION: A Wendigo clutches Sam's face with one claw, lifting her up into the
air. Blood spurts from her mouth.
GUIDANCE TOTEMS
---------------
Colour: Yellow
Vision: A vision of guidance for a future choice.
GUIDANCE TOTEM #1
Found near the lower cable car station by Sam
CHAPTER: 1 - Memento Mori/Friendship
LOCATION: Beside the Native American butterfly sign - Sam automatically
reads it.
VISION: Shows a bird landing on a table in the snow; it flies away as
Mike reveals himself hiding behind a tree.
WHAT DOES IT MEAN?: During Chapter 1, Jessica and Mike have a snowball
fight. Towards the end of it, a bird lands on a picnic table. Jessica gets
the choice to throw her snowball at Mike, or to throw her snowball at the
bird, which kills it. This then results in the player having to perform a
QTE a few minutes later, when an icicle falls towards Mike and Jess. It
does not matter if the player fails this, though.
GUIDANCE TOTEM #2
Found outside the Washington Lodge by Chris
CHAPTER: 1 - MEMENTO MORI/FRIENDSHIP
LOCATION: Before breaking into the lodge, find Matt (opposite the lodge
stairs). There is a TOTEM in front of him.
VISION: Shows Mike's fingers getting stuck in a bear trap. He shouts out in
pain.
WHAT DOES IT MEAN?: During Chapter 5, Mike sees a small table with a
severed arm waving around on it. If Mike chooses to investigate the table,
it activates a trap and two of his fingers become trapped in a bear trap.
He must either amputate his fingers, or break his machete to free his
fingers. The totem is warning that this trap exists (if you look carefully
enough, you can see the severed arm in the vision) and that you shouldn't
even look at it.
GUIDANCE TOTEM #3
Found on the path to the cabin by Mike
CHAPTER: 3 - HAUNTED/ISOLATION
LOCATION: After Mike gets scared by Jessica, this Totem is on the floor to
the left of the bridge.
VISION: Shows Sam climbing up a ledge opposite a waterwheel.
WHAT DOES IT MEAN?: During Chapter 10, Sam can get hold of a Clue that
reveals a lot of information and also changes the fate of Josh. The first
time that Sam gets into the water in the mines, go up the ledge to the left
of the water wheel to find this Clue.
GUIDANCE TOTEM #4
Found in abandoned mine building by Mike
CHAPTER: 4 - MALEVOLENCE/LOYALTY
LOCATION: After chasing Jesica into the old mining building, but not having
found her yet, go down the stairs. This totem is on the left at
the bottom of the stairs.
VISION: Shows Mike stroking a wolf.
WHAT DOES IT MEAN: This is just telling the player to make friends with the
wolf Mike finds in Chapter 5.
GUIDANCE TOTEM #5
Found near upper cable car station by Matt
CHAPTER: 5 - DREAD/PREY
LOCATION: After shimmying around the cable car station, this is immediately
to the left upon exiting.
VISION: Shows Emily giving a flare gun to Matt.
WHAT DOES IT MEAN?: During Chapter 6, Emily can find a flare gun at the top
of the Fire Tower. She has the option to keep it to herself or use it, or
to give it to Matt (who will then either stash it or use it, depending on
previous choices). The game suggests you give it to Matt as it can save him
from death if you make a certain choice later on down the line. However,
you can also have Emily keep it to save her from a dilemma later on in the
game.
GUIDANCE TOTEM #6
Found near the fire tower by Emily
CHAPTER: 6 - PSYCHOSIS/VENGEANCE
LOCATION: Before climbing the stairs to the radio tower, this totem is on
the floor next to a picnic table.
VISION: Shows Chris, clearly vexed, placing a gun on the table in front of
him.
WHAT DOES IT MEAN?: During Chapter 6, Chris and Ashley find themselves in
another of the psycho's traps. Chris is given a gun, and must either shoot
Ashley to save himself, or shoot himself to save Ashley. The totem suggests
that the player should not make a choice at all, and is better off doing
nothing.
LOSS TOTEMS
-----------
Colour: Brown
Vision: The potential loss of a friend.
LOSS TOTEM #1
Found in the Washington Lodge by Chris
CHAPTER: 2- JEALOUSY/DARKNESS
LOCATION: On the floor in the lodge's utility room, straight after breaking
in through the window.
VISION: Emily is flung to the floor by an explosion, and is set aflame.
WHAT DOES IT MEAN?: Another reference to the final confrontation in Chapter
10.
LOSS TOTEM #2
Found near the abandoned mine by Mike
CHAPTER: 2 - JEALOUSY/DARKNESS
LOCATION: Right after exiting the mines, you end up at a wooden railing.
Jessica will head to the right, but you should go left to find
this totem on the floor at the end of a hidden path.
VISION: Jessica is dropped down an elevator shaft, already dead, her jaw
ripped clean off.
WHAT DOES IT MEAN?: During Chapter 3, Jessica is captured and Mike must
chase her. If Mike fails too many Quick Time Events, or chooses the safe
routes instead of the risky ones, Jessica will be dead by the time Mike
reaches her.
LOSS TOTEM #3
Found near the old shed by Chris
CHAPTER: 4 - MALEVOLENCE/LOYALTY
LOCATION: While searching for Ashley, you come across a large shed. Before
you enter, go around the back of the shed to find this on the
ground in a clearing.
VISION: Ashley's decapitated head rolls onto the floor. Her body is seen
nearby.
WHAT DOES IT MEAN?: During Chapter 9, Ashley hears Jessica's voice in the
basement, calling out for help. Ashley then gets the choice to either
investigate the voice, or continue with the group. If she investigates the
voice, she will come across a trapdoor. If the player opens it, Ashley will
be decapitated.
LOSS TOTEM #4
Found in the Sanatorium by Mike
CHAPTER: 5 - DREAD/PREY
LOCATION: After going past the sheet of metal to get into the secret room
(before even entering the main sanatorium), this TOTEM is at the
back of the room.
VISION: A creature attacks Matt, ripping his face clean off.
WHAT DOES IT MEAN?: During Chapter 10, Matt and Jessica are escaping the
mines. Whilst being chased, they are given the choice to Hide or Run. If
the player chooses to hide, but does not stay still enough when prompted,
Jessica and Matt will both perish.
LOSS TOTEM #5
Found in the mine by Ashley or Chris
CHAPTER: 9 - DESPAIR/KARMA
LOCATION: When Ashley (or Chris) gets separated from the group and hears
Jessica's voice, she has the option to investigate the voice.
Choose to investigate the voice, and cling to the left hand side
as you follow the path. When you reach a fork in the road, take
the left one to find this totem at a dead end.
VISION: Josh's head is being crushed by the huge clawed hands of a creature.
WHAT DOES IT MEAN: During Chapter 10, Sam and Mike venture into the mines to
find Josh. On the way, the player can turn left at the
waterwheel to find a ledge Sam can climb. On this ledge
is a CLUE that determines Josh's fate - the Scrawled
Journal. If the player doesn't pick up the journal, this
will be Josh's fate.
LOSS TOTEM #6
Found in the mine by Matt
Chapter: 10 - REPENTANCE/RESOLUTION
LOCATION: Follow the linear path until you get to the mine tracks. Go
towards the front of the screen to find this TOTEM right there,
on the ground.
VISION: Mike is engulfed in flames.
WHAT DOES IT MEAN?: During the final confrontation in Chapter 10, the player
has the option to make Sam hide continuously, allowing
the other survivors to escape the lodge, or flick a
light switch, causing a gas explosion that kills any
remaining teens. The above vision happens if Sam runs to
the door too early, or if Mike is too injured to escape
the lodge.
DANGER TOTEMS
-------------
Colour: Red
Vision: The threat of a future danger.
DANGER TOTEM #1
Found near the generator by Mike
CHAPTER: 2 - JEALOUSY/DARKNESS
LOCATION: On the floor right next to the shed with the generator in it.
VISION: Ashley is punched in the face by the Psycho.
WHAT DOES IT MEAN?: During Chapter 6, Chris gets attacked by the Psycho. If
Ashely grabbed the Scissors earlier in the Chapter, she has the choice to
stab him in the shoulder. This decision does not deter the Psycho, but
causes him to punch her straight in the eye.
DANGER TOTEM #2
Found on the path to the cabin by Mike
CHAPTER: 3 - HAUNTED/ISOLATION
LOCATION: while searching for Jessica, Mike can examine an old tractor for
a jumpscare. Go left from here to find a TOTEM on the ground.
VISION: A stag appears to be enraged
WHAT DOES IT MEAN?: This refers to an incident in Chapter 6, where Emily and
Matt are being backed off of a cliff by deer. The danger
will only happen if Matt attacks the deer; this causes
him to get backed off of the cliff, potentially dying.
If Matt doesn't make the deer angry (by attacking them),
he and Emily escape unscathed.
DANGER TOTEM #3
Found in the mine by Emily
CHAPTER: 7 - LOSS/VIOLENCE
LOCATION: After making Emily ram down some wooden boards, take a sharp
turn to the right to find this clue in a chest at a dead end.
VISION: Mike is walking down a corridor. A long, clawed hand attempts to
grab him as he walks by.
WHAT DOES IT MEAN?: During Chapter 9, Mike is walking through the Sanatorium
with a shotgun. As he walks through a corridor full of trapped Wendigos, one
of them reaches for him. This initiates a Quick Time Event.
DANGER TOTEM #4
Found in the Sanatorium by Mike
CHAPTER: 9 - DESPAIR/KARMA
LOCATION: In the chapel, there is a door in the far left hand corner that
leads into a small room which takes you outside. In the small
room, this Totem can be found on the floor to the left.
VISION: A Wendigo leaps on top of Mike and begins scratching at his face.
WHAT DOES IT MEAN?
DANGER TOTEM #5
Found in the Sanatorium tunnel by Ashley
CHAPTER: 9 - DESPAIR/KARMA
LOCATION: At the beginning of the journey to the Sanatorium, you have to
walk down a long corridor. Cling to the left to find an alcove
with this totem inside it.
VISION: Josh turns to face the camera, grunting. His face is disfigured,
with elongated, enlargened teeth and lacerations across his face.
WHAT DOES IT MEAN?: After the credits roll, the player can get one of two
scenes depending on whether Sam found Hannah's Journal in the mines, near
the Waterwheel. If the player found that Clue, then Sam informs Josh of
Hannah's fate. This causes him to recognise Hannah later on when she
attacks him as a Wendigo. In turn, Hannah recognises him. Instead of
killing him, she takes him away. He is not seen again until after the
credits, where he is seen feasting on flamethrower guy's head. A search
party enters the room and finds him. Josh slowly turns around to face them;
his face is disfigured as he is partially transformed into a Wendigo. He
attacks the search team.
DANGER TOTEM #6
Found on the mountain by Sam
CHAPTER: 10 - REPENTANCE/RESOLUTION
LOCATION: When Sam climbs up out of the mines, leaving Josh and Mike behind,
she will reach a snowy path where she can go left or right. Take
the right path, and keep going until you find this TOTEM on the
ground at the base of a tree on the left.
VISION: Two Wendigos are in the living area of the lodge.
WHAT DOES IT MEAN?: It means exactly what it says it means - that two
Wendigos from the mines will eventually find their way
into the lodge. This is unavoidable though.
FORTUNE TOTEMS
--------------
Colour: White
Vision: A prophecy of good fortune.
FORTUNE TOTEM #1
Found in the abandoned mine by Mike
CHAPTER: 2 - JEALOUSY/DARKNESS
LOCATION: After nearly getting run over by a mine cart, Mike and Jessica
will reach a fork in the path. Go right to find this totem at a
dead end.
VISION: Jessica regains consciousness, alone and injured, but alive.
WHAT DOES IT MEAN?: In Chapter 4, Jessica gets dragged away by a creature.
Mike must chase after her. If he takes the quick paths
and succeeds at most of the QTEs, she will survive and
be playable in Chapter 10.
FORTUNE TOTEM #2
Found in the Sanatorium by Mike
CHAPTER: 5 - DREAD/PREY
LOCATION: In the Sanatorium grounds, to the left of the fountain (opposite
the building itself. On the floor by the large gates.
VISION: Matt is on the outside of a heavy metal door - a creature shrieks on
the other side of the door.
WHAT DOES IT MEAN?: If Matt survives the radio tower incident, he will be
playable in Chapter 10. If he is on his own, he can
survive being attacked if he keeps running and bolts a
door shut behind him.
FORTUNE TOTEM #3
Found on the mountain by Matt
CHAPTER: 5 - DREAD/PREY
LOCATION: After going around the mountain on a wooden platform, follow
Emily to the right and find this at the base of a tree.
VISION: Ashley lets Chris into the lodge as a creature screeches behind him.
WHAT DOES IT MEAN?: If Chris chooses NOT to shoot Ashley during the "gun
trap", she will be indebted to him and save his life
in Chapter 8 by letting him into the lodge.
FORTUNE TOTEM #4
Found in the mine by Emily
CHAPTER: 8 - REVELATION/ANIMUS
LOCATION: After dropping down a ledge, follow the tunnel along until you see
a wooden structure on the right. On the floor inside it, you will
find a totem
VISION: Mike refrains from shooting somebody
WHAT DOES IT MEAN?: In Chapter 8, if Emily is bitten, there will be a
dilemma in which the teens try to decide whether the
bites are infectious or not. The player will have the
choice to shoot her; this vision shows that the correct
thing to do is NOT shoot Emily.
FORTUNE TOTEM #5
Found in the mine by Sam
CHAPTER: 10 - REPENTANCE/RESOLUTION
LOCATION: Before dropping into the water in the mines, look to the right
to find this totem on the floor.
VISION: The lodge is completely aflame; however, Mike steps out of the trees,
relatively unharmed.
WHAT DOES IT MEAN?: This one is simple - it just shows that Mike can escape
the final confrontation at the lodge.
FORTUNE TOTEM #6
Found in the mine by Josh
CHAPTER: 10 - REPENTANCE/RESOLUTION
LOCATION: When you gain control of Josh after Sam and Mike find him, stick
to the left side of the cavern and you'll find a little area
where this totem is lying on the ground.
VISION: A Wendigo approaches Sam, getting dangerously close; however, in the
background, Mike is right near the exit.
WHAT DOES IT MEAN?: In the final confrontation, Sam should stay still and
"hide" as often as possible in order for everyone to
survive.
O~~~~~~~~~~~~~~~~~~~~O
| DEATH SCENES | (UD9)
O~~~~~~~~~~~~~~~~~~~~O
This section is for those of you who want to know how to achieve a specific
death, or for those of you who are just curious.
--------------------------
| JESSICA'S DEATH SCENES |
--------------------------
JESSICA'S DEATH #1
Chapter: 4
When: Jessica is being dragged away to the mines by the Wendigo. Mike must
chase her.
How to achieve: The player must either pick mainly slow options, or fail a
few QTEs.
Details: Mike reaches the elevator, and sees Jess's phone on the ground,
playing her favourite song. He tentatively glances up the elevator
shaft... and Jessica's body is flung down from above! She is already
dead, her lower jaw missing entirely. Mike reaches out towards her
inert body, but the elevator plunges to the depths below. Mike
watches in horror as Jessica disappears into the darkness.
JESSICA'S DEATH #2
Chapter: 10
When: Jessica is in the mines (with or without Matt)
How to achieve: Jessica must have survived in Chapter 4. While Jessica is
being chased by the Wendigo in Chapter 10, the player must
either force Jessica to run instead of hide, or let the
timers run out. Alternatively, the player could make Jessica
hide and then fail the DON'T MOVE QTE on purpose.
Details: The Wendigo catches up with Jessica, and tackles her to the ground.
Pushing Jessica's head against the ground, the Wendigo uses her
other claw to pry Jessica's lower jaw open. We see Jessica's cheeks
begin to stretch and tear, before her lower jaw is ripped off
entirely. Jessica dies almost instantly, her tongue hanging out of
the gaping space where her mouth used to be.
This is arguably the most graphic death in the entire game, as it
is shown in the most detail.
-----------------------
| MATT'S DEATH SCENES |
-----------------------
MATT'S DEATH #1
Chapter: 6
When: Matt and Emily are being backed off of the edge of a cliff by a herd
of deer.
How to achieve: When Matt is stopped in his tracks by a deer that won't
move, you are given the option to attack it with the axe.
Do so. The herd backs Matt off of the cliff, and the player
must complete a series of QTEs in order for him to climb
back up again. Simply fail any of these in order for Matt
to die. Emily will continue the rest of the chapter on her
own if this happens.
Details: Matt loses his grip and falls down the cliff. It's a long drop.
He yells before his head hits a rock at the bottom with great
force; blood splatters everywhere and he dies instantly. Emily
screams and stares over the edge of the cliff. She watches as
Matt's corpse is dragged away into the mines.
MATT'S DEATH #2
Chapter: 6
When: Matt and Emily are at the fire tower, and it collapses. He is given
the chance to save Emily.
How to achieve: Matt must have survived the incident with the herd of deer.
He must also have no flare gun on him; this means that either
Emily must have it, or that Matt agreed to go to the fire
tower back in Chapter 5 and as a result, shot the flare into
the sky when handed the flare gun.
When Matt has the option to save Emily when the fire tower
is collapsing, choose to save her BOTH times. He will
fall deeper into the mines, where the Wendigo is, and be
attacked. With no defense, he will succumb to an undesireable
death. (Alternatively, if he DOES have the flare gun, you
could just fail the QTE.)
Details: Matt falls deeper into the mines, and the player can make him move
forward a bit. As he enters the cave, something runs behind him,
making him spin around. After a couple of seconds, he is grabbed
from behind and dragged along the floor. Matt desperately searches
his pockets for some kind of defense, but does not have anything.
A moment later, he is being lifted into the air by a creature with
glinting eyes - and his eyes widen in terror as he is speared
through the jaw with a huge metal hook. He struggles to pull the
hook out of his mouth, but it is futile. Matt's mouth fills with
blood and his eyes rolls into the back of his head; he goes limp
and is left hanging from the hook.
MATT'S DEATH #3
Chapter: 10
When: Matt is in the mines (with or without Jessica)
How to achieve: Matt must have survived all prior incidents in Chapter 6.
When Matt is being chased by the Wendigo, the player must
either fail a QTE or let the timer run out. Alternatively,
they could make Matt hide and then fail the DON'T MOVE QTE
on purpose.
Details: The Wendigo throws Matt to the floor. Winded, he cannot move; the
Wendigo jumps on top of him with both claws curled into fists and
pounds his face in one blow. Matt's nose and mouth are caved in
completely, nothing more than bloody pulp. His eyes flit around
desperately before the life leaves his body.
------------------------
| EMILY'S DEATH SCENES |
------------------------
Boy, this section is going to be popular. Probably NOT by coincidence, Emily
has the most possible deaths.
EMILY'S DEATH #1
Chapter: 8 and 10
When: Emily is running away from the Wendigo in the mines/Emily is about to
be attacked by the Wendigo at the lodge
How to achieve: Either take too long pulling the lever for the elevator, fail
the DON'T MOVE QTE at the top of the elevator, or fail the
O BUTTON QTE where Emily must knock over an oil barrel in
order to set it alight.
This exact death can be mimicked in Chapter 10 during the
final confrontation. In order to achieve it, Chris must
still be alive. Mike must have been injured by the player
failing the first DON'T MOVE QTE. This leaves the Wendigo
to attack Emily instead of Mike - the player must let the
timer run out instead of saving Emily.
Details: The Wendigo jumps towards Emily and holds her head in both claws.
Emily struggles for a moment, her eyes wide open in horror as
the Wendigo holds its thumbs directly above them - and plunges
them straight through Emily's eyeballs! There is a bloody mess
as the Wendigo twists its claws around, seemingly enjoying it. Then
the Wendigo takes its claws out, and we see the gaping hole where
Emily's eyes used to be. She dies almost immediately.
EMILY'S DEATH #2
Chapter: 8
When: Emily is running away from the Wendigo, and finds herself on a
moving conveyor belt
How to achieve: When Emily is on the moving conveyor belt, choose to STAY
ON rather than jump off. Emily ends up at the end of the
belt, where there is a huge gap leading to a grinding
machine. If you fail the QTEs here, Emily will fall in and
die.
Details: Emily falls into the grinder; she screams as it crushes her legs,
and she is pulled in all the way up to her midriff. Blood spurts
out of her and she dies very quickly.
EMILY'S DEATH #3
Chapter: 8
When: Emily is confronted about her bite by Mike and Ashley, and the player
gets the option to shoot her
How to achieve: First of all, Emily must have been bitten by the Wendigo
during the chase at the beginning of the chapter. This
means she must either have had no flare gun, or had a flare
gun and failed to use it. Then, when Mike points his gun
at Emily later in the chapter, hover the cursor over the
target and press R2 to shoot.
Details: Mike pulls the trigger on the gun; the bullet goes straight through
Emily's eye and she dies almost instantly. We see the bloody hole
where the bullet hit her.
EMILY'S DEATH #4
Chapter: 10
When: During the final confrontation at the lodge
How to achieve: This one is easy; make Sam run straight for the light switch
at the first given opportunity. However, this can also
be achieved if Sam dies and Mike makes a run for the light
switch, or if Sam dies and Mike is injured, resulting in him
using his lighter to blow up the lodge.
Details: The lodge explodes in a burst of flame; Emily rolls onto the floor
with a scream; her body is charred and melting.
------------------------
|ASHLEY'S DEATH SCENES |
------------------------
ASHLEY'S DEATH #1
Chapter: 9
When: Ashley has the choice to investigate a voice and opens a trapdoor.
How to achieve: When Ashley hears what sounds like Jessica's voice in the
distance, choose to INVESTIGATE the voice. Walk along the
path until you come to a trapdoor in the floor, which is
being rammed repeatedly. Make Ashley unbolt it and open it.
Alternatively, you could make Ashley unbolt it and then
back out without even opening it; the result is the same,
except that the Wendigo will open the trapdoor itself.
Details: Ashley opens the trapdoor...and a Wendigo jumps up from the depths!
It instantly grabs Ashley by the head with one of its claws, and
twists with great power. Ashley's head rolls onto the floor,
a look of shock on her face. Her body falls onto the ground next
to her. Ashley's pupils dilate as she dies, and her body is dragged
away into the trapdoor.
ASHLEY'S DEATH #2
Chapter: 10
When: Ashley is about to be attacked by the Wendigo at the lodge
How to achieve: This one is trickier to get. First, Chris must be DEAD by
this point, and Emily still alive. Emily must have been
bitten, as this results in her pushing Ashley out of the
way in anger when they're both running away from the two
miner Wendigos.
The next phase of getting this deaths is to make sure Mike
is injured by failing the first DON'T MOVE QTE. This leaves
the Wendigo to attack Ashley instead of Mike later on,
giving the player the option to save her.
Details: The Wendigo notices Ashley and picks up her head with both claws.
Ashley panics as the Wendigo's clawed thumbs hover above her
eyeballs...before piercing through them completely! Ashley screams
and momentarily struggles to remove the claws from her eyes; the
Wendigo twists its thumbs around, enjoying the brutality. Eventually
Ashley stops struggling and goes limp. The Wendigo removes it claws
from her eyes, revealing two gaping holes where Ashley's eyeballs
used to be.
ASHLEY'S DEATH #3
Chapter: 10
When: During the final confrontation at the lodge
How to achieve: This one is easy; make Sam run straight for the light switch
at the first given opportunity. However, this can also
be achieved if Sam dies and Mike makes a run for the light
switch, or if Sam dies and Mike is injured, resulting in him
using his lighter to blow up the lodge.
Details: The lodge explodes in a burst of flame; Ashley's body is thrown to
the ground from the impact. Her skin is charred and melting.
-----------------------
| CHRIS' DEATH SCENES |
-----------------------
CHRIS' DEATH #1
Chapter: 8 and 9
When: Chris is running back to the lodge after the Wendigo has killed The
Stranger. Also if Chris is left behind in Chapter 9 and Ashley has
opened the trapdoor, or Chris opens the trapdoor himself.
How to achieve: Either fail a QTE against the Wendigo or let the timers
run out. In Chapter 9, make the group leave Chris behind
and make him examine the trapdoor when you gain control of
him.
Details: The Wendigo rips Chris' head straight off of his neck and hurls
it to the ground. His eyes dilate as the life leaves him. We see
strands of sinew around his neck.
CHRIS' DEATH #2
Chapter: 8
When: Chris is running back to the lodge after the Wendigo has killed The
Stranger.
How to achieve: Back in Chapter 6, you must have made Chris SHOOT ASHLEY
in the Psycho's "gun trap". This makes her have a grudge
against Chris, resulting in her refusing to open the door
to the lodge when he tries to get in.
Details: Chris runs up to the back entrance of the lodge, and desperately
asks Ashley to let him in. She stares at him, silent, and watches
as the Wendigo grabs Chris and decapitates him. Mike grabs Ashley
and pulls her down to the basement with him.
CHRIS' DEATH #3
Chapter: 9
When: Chris is left behind by the group and is catching up; Ashley has
already opened the trapdoor.
How to achieve: Leave Chris behind, and make Ashley open the trapdoor.
When playing as Chris, either try to join the others or
investigate the voice but walk straight past the trapdoor.
Details: Chris will suddenly be yanked into the air by a pair of claws
hiding in the ceiling. We see his legs flailing around as he
struggles to free himself. His body falls to the floor, limp. His
head is then thrown down afterwards. His eyes dilate as the life
leaves him. We see strands of sinew around his neck.
-----------------------
| MIKE'S DEATH SCENES |
-----------------------
MIKE'S DEATH #1
Chapter: 10
When: During the final confrontation at the lodge.
How to achieve: Make Sam run to the lightswitch early before Mike can get
close to the exit.
Details: The lodge explodes in a burst of flame; Mike yells and is thrown
to the ground. His skin is charred and melting.
MIKE'S DEATH #2
Chapter: 10
When: During the final confrontation at the lodge.
How to achieve: Make sure that Mike is injured by failing the first DON'T
MOVE QTE, then kill Sam in any subsequent DON'T MOVE QTE.
Details: Mike, gravely injured, cannot make it to the light switch near the
exit. Realising that there is no other way, he takes his lighter
out of his pocket and flicks it on. The lodge explodes in a burst
of flame and engulfs Mike; we see him flinch as he burns alive.
---------------------
| SAM'S DEATH SCENE |
---------------------
SAM'S ONLY DEATH SCENE
Chapter: 10
When: During the final confrontation
How to achieve: Simply fail either the 2nd, 3rd, 4th or 5th DON'T MOVE QTEs.
Details: The Wendigo picks Sam up by the head with one claw; Sam struggles
for a couple of seconds before we hear a squelching noise and she
suddenly stops resisting. The camera pans out to reveal that the
Wendigo has ripped through Sam's abdomen with its whole arm. It
takes its arm out and hurls Sam to the floor. Sam's pupils dilate
as the life leaves her.
----------------------
| JOSH'S DEATH SCENE |
----------------------
JOSH'S ONLY DEATH SCENE
Chapter: 10
When: Mike is leading Josh out of the mines, and they wade through a body
of water.
How to achieve: When Sam and Mike are searching for Josh, do NOT pick up the
Scrawled Journal that can be found byn climbing up the
ledge to the left of the waterwheel.
Details: As Mike and Josh are wading through the water, something pulls
Mike underneath. Josh moves forward - and the Wendigo bursts up
in front of him. Josh yells that it isn't real, before it picks him
up by the skull and begins to crush him between its palms. In his
agony, Josh sees a butterfly tattoo on the Wendigo's arm and
realises that this is what has become of his sister, Hannah. His
screaming increases with his horror, and eventually the pressure
becomes too much - his skull explodes in a fleshy mess between
the Wendigo's fingers. It drags his body away as Mike hides behind
a corner, terrified.
O~~~~~~~~~~~~~~O
| EXTRAS | (UD10)
O~~~~~~~~~~~~~~O
----------------------
| Undressing Jessica |
----------------------
I am only putting this section in my walkthrough as I know there will be
a demand for it, judging from online forums. Here are all the steps you need
to get Jessica into her bra and underwear. Granted, there are probably a
couple of unnecessary steps in there, but by following the below steps you
are 100% guaranteed to get Jessica into her unmentionables.
1) Make Jessica KISS Mike after the snowball fight.
2) When Jessica and Mike are exiled from the lodge, choose to AGREE with her
that Emily is a bitch (if the girls fought), or be AGGRESSIVE and say
that Matt's a dick (if Matt and Mike had a physical fight).
3) When examining the police tape on the mountain trail, make Mike be
RESPECTFUL about Hannah and Beth.
4) When Jessica falls into the mine, make Mike be HEROIC and jump in after
her immediately.
5) When Mike gets jumpscared by the bird, choose the WITTY dialogue option.
6) After Jessica jumpscares Mike, choose the WITTY dialogue option.
7) Straight after the previous cutscene, backtrack towards the front of the
screen and look at the tree carving, then choose to make Mike CONFESS to
being a sap.
8) If you don't need to collect all the clues, simply walk past the little
shed with the mask inside it. If you really need to pick up the mask
as you need to collect the clue, choose to SHOW it to Jessica. Do NOT
scare her as this will ruin everything.
9) Choose to COMFORT the deer.
10) When Jessica falls over, choose to HELP her up.
11) Do not even look at the gun in the cabin, as Jessica is unimpressed
with either option presented.
12) Pick up the matches straight away and sort out the fire and mood
lighting - Jess will be happier if you don't mess around or take too
long.
----------------------
| Character injuries |
----------------------
Something pretty cool about the game is that the characters can get (or
avoid) various injuries depending on how you play. This even includes
Hannah. These injuries last for the rest of the game, and most can be seen
in detail if you look at the character's face in the menu. Below are a few
examples for you.
MIKE: - Can get two light scratches across his forehead if you miss the
QTE where he has to duck under a log while chasing Jessica.
- Can become extremely filthy, covered in snow and mud, if he fails
the "Risk Slide" QTE while chasing Jessica.
- He can get a deep gash in his neck if you fail a QTE against one
of the caged Wendigos.
SAM: - Can get two scratches on her forehead if you make Chris shoot the
squirrel in Chapter 1.
EMILY: - If you fail the QTE where the printer falls towards her as the
fire tower collapses, she will get a nasty cut on her forehead.
MATT: - If you fail the QTE where Jessica hits him with a shovel, he will
have a gash across his cheek.
- If Matt got dragged by the Wendigo after trying to save Emily from
falling off of the fire tower (and if he survived by using the
flare gun, obviously), he will be absolutely filthy in Chapter 10,
with a bruised cheek to go with his ragged clothing.
ASHLEY: - If you choose to stab the Psycho with the scissors, he will
punch her. She has a black eye for the rest of the game.
DR. HILL: - If you hit the Psycho with the baseball bat while he's chasing
Sam, Dr. Hill will have a bloody wound on his head.
- If you tell Dr. Hill that he doesn't exist, he will steadily
become more decayed and zombified as the game progresses.
HANNAH (As a Wendigo): After chasing Jessica, Mike looks up the elevator
shaft to see Hannah looking down at him from afar.
If you shoot her, she will have a bullet lodged in
her skull for the rest of the game.
O~~~~~~~~~~~~~~~~~~O
| TROPHIES | (UD11)
O~~~~~~~~~~~~~~~~~~O
Below you will find a list detailing how to get every trophy in the game.
You cannot get every trophy in one playthrough. Therefore, to "platinum"
the game, you must play the game multiple times.
Below the list, I have included a couple of suggestions on how to get the
most trophies out of a playthrough.
Please note that some trophies do not "pop" until the end of the chapter.
If a trophy hasn't unlocked for you, keep playing until the end of the
chapter as it is likely to pop then.
When the game was first released, there were glitches with certain trophies.
These glitches appear to have been resolved with the most recent update.
Please make sure that you are playing the most recent version of the game.
-----------------------------------------------------------------------------
| TROPHY COLOUR | TROPHY NAME | HOW TO ACHIEVE |
|---------------|-------------------------|---------------------------------|
| Bronze | Let eM in | * Make sure Emily gets bitten |
| | | by the Wendigo in Chapter 8. |
| | "Mike allowed Emily to | |
| | stay in the basement" | * Later in Chapter 8, Mike will |
| | | have the choice to shoot |
| | | Emily. Let the timer run out |
| | | instead of shooting her. |
| | | |
|---------------|-------------------------|---------------------------------|
| Bronze | The Exorcism of Emily | * Make sure Emily gets bitten |
| | | by the Wendigo in Chapter 8. |
| | "Mike shot Emily" | |
| | | * Later in Chapter 8, Mike will |
| | | have the choice to shoot |
| | | Emily. Do so by pointing the |
| | | crosshair at the target and |
| | | pressing R2. |
| | | |
| | | * Be aware that this choice |
| | | results in Emily's death. |
| | | |
|---------------|-------------------------|---------------------------------|
| Bronze |You Let The Wrong One In!| * In Chapter 9, as either Chris |
| | | or Ashley, investigate the |
| | "Ashley or Chris opened | voice when prompted to do so. |
| | the trapdoor and let | |
| | the monster in" | * Follow the path along until |
| | | you come to a trapdoor. Open |
| | | the trapdoor to earn this |
| | | trophy. |
| | | |
| | | * Be aware that this choice |
| | | will kill Chris if it was he |
| | | who opened the trapdoor. If |
| | | it was Ashley who opened the |
| | | trapdoor, then she will die |
| | | (although potentially Chris |
| | | can also die as a result of |
| | | this). |
| | | |
|---------------|-------------------------|---------------------------------|
| Bronze | Fatal Grudge | * In Chapter 6, Chris and |
| | | Ashley find themselves in the |
| | "Chris chose to shoot | Psycho's "gun trap". When |
| | Ashley" | given the choice, make Chris |
| | | shoot Ashley. |
| | | |
| | | * Be aware that this choice |
| | | seals Chris' fate, and means |
| | | he will definitely die in |
| | | Chapter 8. |
| | | |
|---------------|-------------------------|---------------------------------|
| Silver | Ashley Snaps | * In Chapter 6, Chris and |
| | | Ashley find themselves in the |
| | "Ashley snapped and let | Psycho's "gun trap". When |
| | Chris die" | given the choice, make Chris |
| | | shoot Ashley. |
| | | |
| | | * In Chapter 8, make sure that |
| | | Chris survives all of the |
| | | QTEs against the Wendigo. |
| | | |
| | | * When Chris reaches the lodge, |
| | | Ashley will not open the door |
| | | for him, resulting in his |
| | | death. |
| | | |
|---------------|-------------------------|---------------------------------|
| Silver | Instant Inferno | * In Chapter 10, there is a |
| | | final confrontation in the |
| | "Sam immediately | lodge. After the second DON'T |
| | flicked the switch to | MOVE QTE, the player is given |
| | set the lodge ablaze" | the option to "Run to Switch".|
| | | Choose to do so to earn this |
| | | trophy. |
| | | |
| | | * Please note that the trophy |
| | | only unlocks if you run to |
| | | the switch the FIRST time you |
| | | are given the choice. If you |
| | | do not run to the switch the |
| | | first time, but choose to do |
| | | so any time after, you will |
| | | not get the trophy. |
| | | |
| | | * Be aware that this choice |
| | | results in the death of Mike. |
| | | It may also result in the |
| | | deaths of Ashley and Emily, |
| | | if either of them are alive |
| | | at this point. |
| | | |
|---------------|-------------------------|---------------------------------|
| Silver | Don't Scare Jessica To | * In Chapter 4, make sure that |
| | Death | Mike gets to Jessica in time. |
| | | To ensure that this happens, |
| | "Jessica survived her | take all the quick and risky |
| | night of terror" | routes, and do not fail any |
| | | QTEs. |
| | | |
| | | * In Chapter 10, make sure that |
| | | Jessica survives. There are |
| | | more details in the main |
| | | guide, but essentially you |
| | | should always HIDE when given |
| | | the choice - never run. And |
| | | make sure to succeed at those |
| | | DON'T MOVE QTEs. |
| | | |
|---------------|-------------------------|---------------------------------|
| Silver | Scream Too! | * In Chapter 5, Mike will be |
| | | exploring the Sanatorium. He |
| | "Mike cut off his | comes across a trap in the |
| | fingers to free himself | form of a severed arm. Make |
| | from the bear trap" | him examine it, and try to |
| | | take the tag hanging from it. |
| | | This causes Mike's fingers to |
| | | be trapped. |
| | | |
| | | * When given the choice, choose |
| | | to AMPUTATE Mike's fingers. |
| | | |
|---------------|-------------------------|---------------------------------|
| Silver | The Psycho Path | AS SAM: |
| | | |
| | "Sam or Ashley attacked | * In Chapter 2, Sam goes into |
| | the Psycho with a | the basement with Josh. When |
| | weapon" | he is fiddling with the water |
| | | pressure machine, examine the |
| | | baseball bat in the locker. |
| | | |
| | | * In Chapter 5, Sam will be |
| | | chased into this same basement|
| | | area by the Psycho. Make her |
| | | HIDE when given the choice. |
| | | Succeed at the DON'T MOVE QTE |
| | | then choose to RUN when given |
| | | a choice. Sam will remember |
| | | that the baseball bat is |
| | | nearby. Press SQUARE when |
| | | prompted to make her attack |
| | | the Psycho. This unlocks the |
| | | trophy. |
| | | |
| | | ALTERNATIVELY, AS ASHLEY: |
| | | |
| | | * In Chapter 6, Ashley will go |
| | | through a door and get |
| | | jumpscared by the ghost. In |
| | | this room, make sure to pick |
| | | up the CLUE on the table to |
| | | the right. Underneath this |
| | | clue is a pair of scissors. |
| | | Be sure to pick them up. |
| | | |
| | | * A bit later in Chapter 6, |
| | | Chris and Ashley are attacked |
| | | by the Psycho. Make Ashley |
| | | stab the Psycho with the |
| | | scissors to unlock this |
| | | trophy. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | The Tale of Two Sisters | * Make sure you find all of the |
| | | clues from the "The Twins" |
| | "The group found all | section of the menu. For more |
| | the clues from the | details, either follow the |
| | Twins Clueline" | walkthrough or check out the |
| | | "collectibles" section. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | The Fateful Descent | * Make sure you find all of the |
| | | clues from the "1952" section |
| | "The group found all | of the menu. For more details,|
| | the clues from the | either follow the walkthrough |
| | 1952 Clueline" | or check out the |
| | | "collectibles" section. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | You Opened Their Eyes | * Make sure you find all of the |
| | | clues from the "Mystery Man" |
| | "The group found all | section of the menu. For more |
| | the clues from the | details, either follow the |
| | Mystery Man Clueline" | walkthrough or check out the |
| | | "collectibles" section. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | Four Daughters Of | * Finish the game with Sam, |
| | Darkness | Ashley, Emily and Jessica |
| | | still alive. |
| | "All of the girls | |
| | survived until dawn" | * This doesn't mean that all the|
| | | girls live and all the boys |
| | | die. You can have the boys |
| | | survive and still get this |
| | | trophy, as long as all four |
| | | girls survived. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | They All Live | * Finish the game with everyone |
| | | still alive. |
| | "All eight friends | |
| | survived until dawn" | * This includes Sam, Ashley, |
| | | Emily, Jessica, Mike, Matt, |
| | | Chris AND JOSH. |
| | | |
| | | * This does NOT include the |
| | | Stranger, Hannah or Beth, as |
| | | none of them can survive. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | This Is THE End | * Finish the game with everyone |
| | | dead. |
| | "Nobody survived until | |
| | dawn" | * This includes Sam, Ashley, |
| | | Emily, Jessica, Mike, Matt, |
| | | Chris and Josh. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | The Skilful Wolf Man | * In Chapter 5, Mike will be |
| | | frightened by a wolf in the |
| | "Mike kept the wolf | Sanatorium's Chapel. Do not |
| | alive throughout the | kick it; befriend the wolf by |
| | Sanatorium" | approaching and stroking it. |
| | | If you DID kick the wolf, you |
| | | can still befriend it if you |
| | | give it a bone. |
| | | |
| | | * In Chapter 9, the wolf will |
| | | return to guide Mike through |
| | | the Sanatorium. If Mike fails |
| | | certain QTEs against the |
| | | Wendigos, or chooses to RUN |
| | | instead of BARRICADE the door,|
| | | the wolf will die. So make |
| | | sure you don't make any |
| | | mistakes. You will find all |
| | | QTEs in the main walkthrough. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | The Quicker Man | * Finish the game with Matt, |
| | | Mike, Chris and Josh still |
| | "All the boys escaped | alive. |
| | death" | |
| | | * This doesn't mean that all |
| | | the boys live and all the |
| | | girls die. You can have the |
| | | girls survive and still get |
| | | this trophy, as long as all |
| | | four boys survived. |
| | | |
|---------------|-------------------------|---------------------------------|
| Gold | Night of the Totem | * Make sure you find all of the |
| | Hunter | totems in the game. For more |
| | | details, follow the main |
| | "The group found all | walkthrough or check out the |
| | the totems on the | "collectibles" section. |
| | mountain" | |
|---------------|-------------------------|---------------------------------|
| Platinum | A Symphony of Horror | * Collect all of the above |
| | Trophies | trophies. |
| | | |
| | "You collected all | |
| | Gold, Silver and Bronze | |
| | trophies in Until Dawn" | |
-----------------------------------------------------------------------------
Here are my recommended playthrough choices for achieving trophies quickly:
-------------------------------------------------
PLAYTHROUGH #1 - The "Save Everyone" Playthrough
Trophies earned: 12
"Scream Too"
"The Psycho Path"
"You Opened Their Eyes"
"Let eM In"
"The Skilful Wolf Man"
"The Fateful Descent"
"The Tale Of Two Sisters"
"Don't Scare Jessica To Death"
"Night of the Trophy Hunter"
"Four Daughters of Darkness"
"The Quicker Man"
"They All Live"
Details: In this playthrough, we will save everybody, along with getting the
non-lethal trophies and all the collectibles. To find all the
collectibles, check out the full walkthrough or the "collectibles"
section.
CHAPTER 1: - Play the game however you would like.
CHAPTER 2: - Play the game however you would like.
CHAPTER 3: - Play the game however you would like.
CHAPTER 4: - As Mike, make sure you choose all the quick/risky options when
chasing after Jessica. Do not miss any QTEs. (See main
walkthrough for full guide.)
CHAPTER 5: - As Mike, make sure you examine the trap in the Sanatorium. Make
Mike AMPUTATE his own fingers to unlock the "Scream Too"
trophy.
- As Mike, befriend the wolf in the Sanatorium.
CHAPTER 6: - As Matt, DO NOT attack the deer on the cliff.
- As Matt, DO NOT try to save Emily at the radio tower.
- As Ashley, make sure you pick up the SCISSORS while exploring
the basement.
- Make sure that Ashley stabs the Psycho to unlock the "The
Psycho Path" trophy.
- As Chris, DO NOT shoot Ashley during the "gun trap". Make him
shoot himself, or let the timer run out.
CHAPTER 7: - Finish collecting all of the "Mystery Man" Clues to earn the
"You Opened Their Eyes" trophy.
CHAPTER 8: - Make sure that Emily succeeds at all the QTEs during the Wendigo
chase.
- Ensure that Emily gets bitten by the Wendigo, either by not
having the flare gun or by failing to shoot the flare gun.
- As Chris, succeed at all of the QTEs during the Wendigo attack.
- When given the option as Mike, choose NOT to shoot Emily (let
the timer run out). This earns you the "Let eM In" Trophy.
CHAPTER 9: - As Mike, succeed at all the QTEs in the Sanatorium, and make
sure to BARRICADE the door rather than run. The wolf
survives, and you unlock the "The Skilful Wolf Man" trophy.
- You should have collected your last 1952 clue, earning you the
"The Fateful Descent" trophy.
- As Ashley, make Chris stay with the group - do not leave him
behind.
- As Ashley, do not investigate the voice, just join the group.
CHAPTER 10: - As Sam, make sure to pick up the Scrawled Journal clue before
finding Josh.
- By this point, you should have all the The Twins clues, earning
you the "The Tale of Two Sisters" trophy.
- As Matt, make sure to hide with Jessica. Succeed the DON'T
MOVE QTE and succeed at the QTE afterwards (SQUARE BUTTON).
When given another choice, choose to HIDE WITH JESSICA and
succeed at another DON'T MOVE QTE. You will now earn the
"Don't Scare Jessica to Death" trophy.
- Pick up your final totem as Sam to earn the "Night of the
Totem Hunter" trophy.
- During the final confrontation, never run for the switch.
Succeed at the first two DON'T MOVE QTEs. When given the choice
to Save Mike, do so. Survive the next DON'T MOVE QTE. From then
on, only choose the HIDE option until Sam automatically runs
for the switch herself.
- You should now earn the "Four Daughters of Darkness", "The
Quicker Man" and "They All Live" trophies.
-------------------------------------------------------
PLAYTHROUGH #2 - The "Screw Everything Up" Playthrough
Trophies Earned: 5
"Fatal Grudge"
"Ashley Snaps"
"The Exorcism of Emily"
"You Let The Wrong One In!"
"This Is THE End"
Details: This is the playthrough where we turn Ashley into a nutter, turn
the scenes into homicidal maniacs and kill eeeeeeveryone. So in
other words, this is the fun playthrough!
CHAPTER 1: - Play the game however you would like.
CHAPTER 2: - Play the game however you would like.
CHAPTER 3: - Play the game however you would like.
CHAPTER 4: - As Mike, make sure you choose all the safe options when chasing
after Jessica. Fail a few QTEs along the way. Jessica should
die. Death #1.
CHAPTER 5: - Play the game however you would like.
CHAPTER 6: - Make Matt attack the deer. They will back him off the edge of
the cliff; make sure you fail the QTEs. Matt will die. Death #2.
Alternatively, for those of you who do not want to hurt the
deer, you could choose to SAVE EMILY twice at the radio tower,
and then make sure that Matt doesn't shoot the flare gun at the
Wendigo.
- As Chris, make sure you DO choose to shoot Ashley during the
"gun trap". This earns you the "Fatal Grudge" trophy.
CHAPTER 7: - Play the game however you would like.
CHAPTER 8: - As Emily, survive all the QTEs during the Wendigo chase.
- Ensure that Emily gets bitten, either by not having the flare
gun or by not using the flare gun.
- As Chris, survive all the QTEs during the Wendigo attack to
ensure that he reaches the lodge. If you made Chris shoot Ashley
earlier, as I instructed, she will not shut him out of the
lodge. The Wendigo decapitates Chris. Death #3. You should now
earn the "Ashley Snaps" trophy.
- Make Mike shoot Emily in the basement. Death #4. You should now
earn the "The Exorcism of Emily" trophy.
CHAPTER 9: - As Ashley, investigate Jessica's voice. Follow the path and
make sure you open the trapdoor. Death #5. This earns you the
"You Let The Wrong One In!" trophy.
CHAPTER 10 - As Sam, make sure you DO NOT pick up the Scrawled Journal. Josh
will die as he wades through the water in the mines. Death #6.
- In the final confrontation, FAIL the first DON'T MOVE QTE. This
will ensure Mike's death at the end of the confrontation. Death
#7.
- In the final confrontation, fail any DON'T MOVE QTE after the
first one to kill off Sam. Death #8. You should now unlock the
"This Is THE End" trophy.
------------------------------------
PLAYTHROUGH #3 - Picking up those last two trophies
Trophies - 2
"Instant Inferno"
"A Symphony of Horror Trophies"
Details: The only trophy you should need now is in Chapter 10, so use your
Episode Select to start Chapter 10 again.
CHAPTER 10: - In the final confrontation, make Sam RUN TO SWITCH the very
first time you are given the option. That should be when Mike
is about to be attacked by the Wendigo. This will earn you
the "Instant Inferno" trophy.
- That should have been your last trophy, so you should now get
earn the "A Symphony of Horror Trophies" trophy. Congrats on
Platinum!
o~~~~~~~~~~~~~~~~~~~~~~~~~~~O
| WHY, THANK YOU VERY MUCH! | (UD12)
O~~~~~~~~~~~~~~~~~~~~~~~~~~~O
I'd like to say thank you very much to my brother, Adam, for testing the
main bulk of the walkthrough for me. I know it's not an easy thing to do
in one run-through as it can be a lengthy game with little interactivity,
but thank you for having a passion for the story and the choices, and thank
you for helping me.
I'd also like to say a big thank you to my sister, Kana, for taking over
from Adam and testing the last two chapters. It's not easy to pick up a
game you haven't played when it's right near the end, but you nailed it and
pick it up so quickly.
Thank you so much to you, the reader. I worked so hard on this, but it
would never have been worth it if I hadn't been able to help somebody. Thank
you for your interest in horror and interactive drama. Thank you for choosing
my walkthrough.