Skip to content

Story walkthrough and endings (spoilers)

A figure makes a ferry crossing beneath a cloudy sky.

Full plot spoilers. Follow the numbered stops on each map; marked gates may need keys, tools or earlier events. Use the floor selector when a route crosses levels. The interactive map shows rooms and gates, and the item catalog covers keys, rings and tools.

Start with the files in Red Walker’s car and Jackman’s call: Walker is to find Eddie Velvet, with the Crimson Bear Motel named as the first lead. At the motel, check the guest ledger for Eddie’s Grizzly Suite entry dated September 26, 1993. It places him there but does not reveal where he went. The town is evacuating as a storm approaches; Walker reports that he found the ledger but not Eddie. A later phone report says Eddie left by cable car, turning the motel record into the first onward lead. The map also records Wormbird Bug and Faceless encounters around the motel; neither is established as a mandatory fight.

Follow the ferry and town-access connections on the Outskirts map. If the ferry’s control panel is unusable, its interaction text points to a blown fuse. Its fuse minigame requires an Electrical Fuse (20A), marked in the Downtown ferry parking-ticket area. This is a conditional repair record, not proof that every first crossing requires a fuse.

29 areas · 7 discoveries

Outskirts Diner Exterior · OutskirtsMotel Interior Shop SubMap 1 · Crimson Bear MotelMotel Interior Shop SubMap 1Motel Interior Bungalo 3 Part 1 · Crimson Bear MotelMotel Interior Bungalo 1 SubMap 2 · Crimson Bear MotelMotel Interior Checkin Part 1 · OutskirtsMotel Interior Checkin Part 1Motel Interior Grizzly Room Suite Part 2 · Crimson Bear MotelMotel Poolside SubMap 3 · Crimson Bear MotelMotel Interior Changing Room · Crimson Bear MotelMotel Interior Changing RoomMotel Pool · Crimson Bear MotelMotel PoolOutskirts Diner Interior SubMap 3 · OutskirtsOutskirts Diner Interior SubMap 3Outskirts Diner Exterior Road Part 3 · OutskirtsMotel Poolside SubMap 1 · Crimson Bear MotelOutskirts Ferry Landing Part 1 · OutskirtsOutskirts Motel Road Part 5 · OutskirtsOutskirts Tunnel · OutskirtsOutskirts TunnelMotel Interior Checkin Part 2 · OutskirtsOutskirts Motel Road Part 4 · OutskirtsOutskirts Ferry Landing Part 2 · OutskirtsLighthouse · OutskirtsLighthouseMotel Courtyard · Crimson Bear MotelOutskirts Diner Exterior Road Part 1 · OutskirtsMotel Interior Breezeway · Crimson Bear MotelOutskirts Diner Shed · OutskirtsMotel Interior Game Main Part 1 · Crimson Bear MotelMotel Interior Game Main Part 1Motel Interior Bungalo 1 SubMap 1 · Crimson Bear MotelMotel Poolside SubMap 2 · Crimson Bear MotelOutskirts Motel Road Part 3 · OutskirtsOutskirts Diner Exterior Road Part 2 · OutskirtsMotel Interior Grizzly Room Suite Part 1 · Crimson Bear MotelMotel Poolside SubMap 1 ↔ Motel Interior Grizzly Room Suite Part 1 — Locked routeMotel Courtyard ↔ Motel Poolside SubMap 2 — Locked routeMotel Poolside SubMap 2 ↔ Motel Interior Bungalo 3 Part 1 — Locked routeOutskirts Diner Exterior ↔ Outskirts Diner Interior SubMap 3 — Locked routeOutskirts Diner Exterior Road Part 1 ↔ Outskirts Diner ShedMotel Interior Checkin Part 1 ↔ Motel Interior Checkin Part 2Outskirts Diner Exterior Road Part 3 ↔ Lighthouse1. Outskirts Diner12. Motel check-in23. Grizzly Room Suite34. Ferry landing (conditional repair)4

Arrival and motel

Start at the Diner and follow Jackman’s first lead to the motel. Check the ferry afterward only if its panel is blocked; repair the fuse only when the panel says it is blown.

  1. · F1
  2. · F1
  3. · F2
  4. · F1

Floor transfers

  • Transfer between Motel Poolside SubMap 1 and Motel Poolside SubMap 2; the map has no corridor here.

Open this route on the interactive map

Roberts directs Walker toward the Sheriff’s Department. His dialogue and the office keypad note give the front-door code 17-15. Roberts first encourages the idea that Eddie is in custody, then says Eddie is no longer there and offers the interview tape as a way to open the relevant door. The tape records Sheriff Wulfe accusing Eddie over Alice Baker’s disappearance; Eddie denies killing her and describes their relationship differently. Treat these as testimony, not a solved case.

Use the map to distinguish the interrogation room from optional records and locked wings: Sheriff’s Office interrogation. The map records separate North Wing, Basement, Evidence Lockup and Armory gates. These key names identify their doors; the source does not establish that each room is required for the interview. A missing-person notice and police memo confirm that Alice disappeared and that Wulfe ordered a search for Eddie, not that Eddie is guilty.

49 areas · 4 discoveries

Downtown Loomis ST Part 3 · DowntownDowntown Ferry Landing Part 2 · DowntownDowntown Loomis ST Part 1 · DowntownDowntown Market St SubMap 5 · DowntownDowntown Ferry Landing Parking · DowntownDowntown Ferry Landing Part 5 · DowntownSheriff Interrogation · Sheriff's OfficeSheriff InterrogationParking · Sheriff's OfficeParkingRiverside Sheriff Exterior Part 3 · RiversideDowntown Market St SubMap 4 · DowntownSheriff Reception · Sheriff's OfficeSheriff ReceptionDowntown Market St SubMap 3 · DowntownDowntown Market St SubMap 3Sheriff Save · Sheriff's OfficeRiverside Sheriff Exterior Part 2 · RiversideSheriff Basement West Corridor · Sheriff's OfficeRiverside Sheriff Exterior Part 5 · RiversideDowntown Loomis ST Part 2 · DowntownOffice · Sheriff's OfficeOfficeDowntown Market ST Alley SubMap 7 · DowntownDowntown Loomis ST Part 4 · DowntownDowntown Ferry Landing Part 1 · DowntownOutskirts Diner Exterior Road Part 3 · OutskirtsOutskirts Ferry Landing Part 4 · OutskirtsRiverside Woods Part 1 · RiversideOutskirts Ferry Landing Part 1 · OutskirtsSheriff Lobby Part 3 · Sheriff's OfficeOutskirts Tunnel · OutskirtsOutskirts TunnelSheriff Basement Hallway Part 2 · Sheriff's OfficeDowntown Market St SubMap 2 · DowntownDowntown Riverside Bridge Part 2 · DowntownDowntown Ferry Landing Part 4 · DowntownOutskirts Ferry Landing Part 2 · OutskirtsDowntown Ferry Landing Part 3 · DowntownDowntown Ferry Landing Part 3Outskirts Downtown Ferry · OutskirtsRiverside Sheriff Exterior Part 4 · RiversideSheriff Basement Holding Part 2 · Sheriff's OfficeLobby · Sheriff's OfficeLobbyDowntown Clinic Exterior SubMap 1 · DowntownSheriff Basement Holding Part 1 · Sheriff's OfficeSheriff Corridor North Part 2 · Sheriff's OfficeDowntown Riverside Bridge Part 1 · DowntownRiverside Sheriff Exterior Part 1 · RiversideDowntown Mess Hall · DowntownDowntown Mess HallOutskirts Ferry Landing Part 3 · OutskirtsSheriff Lobby Part 2 · Sheriff's OfficePark Exterior Statue · Town SquareRiverside Crossroad SubMap 6 · RiversideRiverside Crossroad SubMap 5 · RiversideRiverside Crossroad SubMap 7 · RiversideDowntown Market St SubMap 4 ↔ Downtown Market St SubMap 5 — Locked routeSheriff Basement Holding Part 1 ↔ Sheriff Basement Holding Part 2 — Locked routeRiverside Sheriff Exterior Part 1 ↔ Riverside Sheriff Exterior Part 2 — Locked routeDowntown Riverside Bridge Part 2 ↔ Riverside Woods Part 11. Outskirts Ferry Landing12. Downtown Ferry Landing23. Sheriff’s Department exterior34. Sheriff’s Office45. Interrogation room5

Ferry and Sheriff’s Office

The office code is 17-15; the interview tape opens the interview route. North Wing and Armory rooms are optional side areas.

  1. · F1
  2. · F1
  3. · F1
  4. · F1
  5. · B1

Floor transfers

  • Transfer between Sheriff Basement Holding Part 2 and Sheriff Lobby Part 3; the map has no corridor here.

Open this route on the interactive map

At Town Hall, hear the argument about the evacuation and Alice’s disappearance, then speak with Eddie when the scene allows it. He rejects the accusation. A Dwarf vision describes an unidentified man being killed and stripped of his memories. The source strings never identify the man, so this clue does not settle the Dwarf’s identity or whether the vision is literal.

Use the Town Square map to orient around Town Hall and nearby connections. Localized objective labels are useful signposts; the extracted Objectives table is not a linear quest journal.

13 areas · 0 discoveries

Park Exterior Townhall SubMap 3 · Town SquarePark Townhall Basement Corridor · Town SquareDowntown High St Alley Part 1 · DowntownPark Townhall Assembly Hall SubMap 1 · Town SquarePark Townhall Assembly Hall SubMap 1Park Exterior Townhall SubMap 1 · Town SquareToilet · Town SquareToiletPark Exterior Garden · Town SquarePark Townhall WC Part 1 · Town SquarePark Exterior Townhall SubMap 2 · Town SquarePark Townhall Stairwell East · Town SquarePark Townhall Entrance · Town SquareMayor's Office · Town SquareMayor's OfficePark Exterior Statue · Town Square1. Town Hall exterior12. Assembly Hall23. Mayor’s Office3

Civic plaza

Use the assembly hall to follow the evacuation and Alice discussion. The vision does not identify the man.

  1. · F1
  2. · F1
  3. · F1
Open this route on the interactive map

Look through Alice’s diary pages in the Union Apartments. She describes a growing attachment to Eddie, wanting to leave town, and a “little man” who prevents her from leaving. Later pages say Eddie came to take her away. Other entries shift between longing and anger, so the diaries complicate the police account without establishing the later cause of Alice’s death or a clean event timeline.

The apartment map records independent gates: Apartment 4B Key opens a fourth-floor apartment, Utility Room Key opens the utility room, and Union Level 3 Key matches the level-three stairwell. Their source locations do not prove how or when you obtain them.

33 areas · 4 discoveries

Apartment Level 1 Hallway Part 1 · Union ApartmentsDowntown Apartment Street SubMap 2 · DowntownApartment Save · Union ApartmentsApartment Level 4 Hallway · Union ApartmentsApartment 1C Painter · Union ApartmentsApartment 1C PainterApartment Stairwell SubMap 5 · Union ApartmentsEntrance · Union ApartmentsEntranceApartment Stairwell SubMap 3 · Union ApartmentsApartment Exterior Shed · Union Apartments4A · Union Apartments4AApartment Exterior Front SubMap 6 · Union ApartmentsApartment Exterior Front SubMap 4 · Union ApartmentsApartment Level 2 Hallway Part 2 · Union ApartmentsApartment Exterior Front SubMap 5 · Union ApartmentsDowntown Silver Road Part 5 · DowntownApartment Stairwell SubMap 4 · Union ApartmentsApartment Exterior Front SubMap 3 · Union ApartmentsDowntown Movie Theatre Front · DowntownApartment Level 1 Hallway Part 2 · Union ApartmentsApartment 4B Part 2 · Union ApartmentsDowntown Apartment Street SubMap 1 · DowntownApartment Stairwell SubMap 2 · Union ApartmentsRoof Access · Union ApartmentsRoof Access1A Supervisor · Union Apartments1A SupervisorDowntown Apartment Street SubMap 5 · DowntownElevator · Union ApartmentsElevatorApartment Basement · Union Apartments4B · Union Apartments4BDowntown Market ST Alley SubMap 5 · DowntownApartment Stairwell SubMap 1 · Union Apartments1B · Union Apartments1BDowntown Apartment Street SubMap 4 · DowntownApartment Level 3 Hallway Part 2 · Union ApartmentsApartment Level 3 Hallway Part 2 ↔ Apartment Stairwell SubMap 4 — Locked routeApartment Level 4 Hallway ↔ 4B — Locked routeDowntown Apartment Street SubMap 1 ↔ Downtown Apartment Street SubMap 2Apartment Exterior Front SubMap 4 ↔ Apartment Exterior Shed1. Union Building approach12. Apartment stairwell23. Apartment 4B3

Union Apartments

Check the diary-bearing apartments across floors. 4B and Utility gates are separate side rooms, not a proven diary order.

  1. · F1
  2. · B1
  3. · F4

Floor transfers

  • Transfer between Apartment Stairwell SubMap 1 and Apartment Stairwell SubMap 2; the map has no corridor here.
  • Transfer between Apartment Stairwell SubMap 2 and Apartment Stairwell SubMap 3; the map has no corridor here.
  • Transfer between Apartment Stairwell SubMap 3 and Apartment Stairwell SubMap 4; the map has no corridor here.
  • Transfer between Apartment Stairwell SubMap 4 and Apartment Stairwell SubMap 5; the map has no corridor here.

Open this route on the interactive map

5. Repair the boat when its route is blocked

Section titled “5. Repair the boat when its route is blocked”

At the Downtown dock workshop, the engine interaction says parts are missing. The serialized repair requires a Gear Box to complete the engine, then the Boat Engine item to finish repairing the boat. The map marks the Gear Box in the Outskirts Diner Shed and the Engine at the dock workshop. Completion writes the boat-repaired progression flag and changes the inspection text to say the boat is fully operational.

Use this as a checklist if the boat route is blocked, not proof that the repair occurs at this exact point in every playthrough: Diner Shed · dock workshop.

30 areas · 3 discoveries

Downtown Loomis ST Part 3 · DowntownDowntown Ferry Landing Part 2 · DowntownOutskirts Diner Exterior · OutskirtsDowntown WestBridge SubMap 6 · DowntownDowntown Loomis ST Part 1 · DowntownDowntown Ferry Landing Parking · DowntownDowntown Ferry Landing Part 5 · DowntownDowntown Gazette Exterior Part 1 · DowntownDowntown Loomis ST Part 2 · DowntownDowntown Dock Workshop Part 2 · DowntownDowntown Ferry Landing Part 1 · DowntownOutskirts Diner Exterior Road Part 3 · OutskirtsOutskirts Ferry Landing Part 4 · OutskirtsOutskirts Ferry Landing Part 1 · OutskirtsDowntown Dock Workshop Part 1 · DowntownOutskirts Tunnel · OutskirtsOutskirts TunnelDowntown WestBridge SubMap 5 · DowntownDowntown Ferry Landing Part 4 · DowntownOutskirts Ferry Landing Part 2 · OutskirtsLighthouse · OutskirtsLighthouseDowntown Ferry Landing Part 3 · DowntownDowntown Ferry Landing Part 3Outskirts Downtown Ferry · OutskirtsOutskirts Diner Exterior Road Part 1 · OutskirtsOutskirts Diner Shed · OutskirtsDowntown WestBridge SubMap 3 · DowntownDowntown Gazette Exterior Part 2 · DowntownOutskirts Ferry Landing Part 3 · OutskirtsSilver Gazette · DowntownSilver GazettePark Exterior Statue · Town SquareOutskirts Diner Exterior Road Part 2 · OutskirtsDowntown Gazette Exterior Part 1 ↔ Downtown Gazette Exterior Part 2Outskirts Diner Exterior Road Part 1 ↔ Outskirts Diner ShedOutskirts Diner Exterior Road Part 3 ↔ Lighthouse1. Diner Shed — Gear Box12. Dock workshop23. Engine repair interaction3

Boat repair, when needed

If the workshop says parts are missing, find the Gear Box in the Diner Shed and use the Boat Engine at the dock. This repair is conditional.

  1. · F1
  2. · B1
  3. · B1

Floor transfers

  • Transfer between Downtown Gazette Exterior Part 1 and Downtown WestBridge SubMap 6; the map has no corridor here.

Open this route on the interactive map

Phone-checkpoint dialogue points Walker toward Church Hill and Alice. Search the cemetery, chapel and funeral-home areas for records. The map matches Cemetery Key, Flower Shop Key, Confession Key and Attic Key to named gates; it does not prove a required story order or acquisition route.

Father Foster’s notes say water once calmed Alice and that he could not reach her after a musician stirred old memories. In the confession scene, the Dwarf identifies the missing woman as Alice Baker and says Eddie tried to take her away. This is the Dwarf’s account, not independent proof. The Church Hill map shows the connected buildings.

25 areas · 3 discoveries

Church Chapel Exterior · Church HillChurch Chapel ExteriorChurch Chapel Interior Part 1 · Church HillChurch Funeral Home Interior SubMap 6 · Church HillChurch Hill Upper Part 2 · Church HillBus Depot · Church HillBus DepotDowntown WestBridge SubMap 1 · DowntownChurch Chapel Interior Confession SubMap 1 · Church HillChurch Funeral Home Interior SubMap 2 · Church HillChurch Funeral Home Interior SubMap 2Church Woods Lighthouse Part 3 · Church HillParish Hall · Church HillParish HallChurch Chapel Tower SubMap 1 · Church HillChurch Cemetary Part 1 · Church HillChurch Cemetary Part 1Church Funeral Home Interior SubMap 1 · Church HillChurch Woods Beach Part 4 · Church HillChurch Cemetary Part 2 · Church HillChurch Hill Upper Part 1 · Church HillChurch Hill Lower Part 3 · Church HillChurch Chapel Interior Part 2 · Church HillChurch Hill Lower Part 1 · Church HillChurch Hill Lower Part 2 · Church HillChurch Dock SubMap 5 · Church HillChurch Hill Lower Part 4 · Church HillChurch Chapel Interior Confession SubMap 2 · Church HillChurch Hill Upper Part 4 · Church HillChurch Hill Upper Part 3 · Church HillChurch Chapel Interior Part 1 ↔ Church Chapel Interior Confession SubMap 1 — Locked routeChurch Hill Upper Part 1 ↔ Church Cemetary Part 1 — Locked routeChurch Cemetary Part 1 ↔ Church Cemetary Part 21. Church Hill approach12. Cemetery23. Chapel confession area34. Funeral home4

Church Hill

Follow the cemetery, chapel and funeral-home records. The map does not establish a required key order.

  1. · F1
  2. · F1
  3. · F1
  4. · F1
Open this route on the interactive map

A map connection records a Sewer Key gate between the Loomis Street sewer and Park Sewer. Sewer areas label valves and flow control, but the available objective data does not establish a universal valve order.

Walker’s phone reports and the Dwarf’s visions keep pointing toward Thelend Broadcasting. Boots’s intimidation is a separate threat; the map records a Talk to Boots event, not a required Eddie/Alice objective. The source also maps a Shroud encounter in the sewer. Check the sewer map before deciding whether to fight or avoid mapped encounters.

12 areas · 2 discoveries

Downtown Market St SubMap 1 · DowntownPark Sewer Part 1 · SewersPark Upper Sewer · SewersDowntown Gazette Interior Part 2 · DowntownDowntown Market St Sewer Part 2 · SewersDowntown Loomis St Sewer Part 1 · SewersDowntown Market St Sewer Part 1 · SewersDowntown Market St Alley Sewer Part 1 · SewersPark Sewer Part 3 · SewersPark Sewer Part 2 · SewersPark Exterior Statue · Town SquareDowntown Loomis St Sewer Part 2 · SewersPark Sewer Part 3 ↔ Downtown Loomis St Sewer Part 1 — Locked routePark Sewer Part 1 ↔ Park Sewer Part 21. Market Street Sewer12. Loomis Street Sewer23. Park Sewer3

Sewers and streets

The Loomis-to-Park gate uses the Sewer Key. Valve markers do not provide a confirmed universal order.

  1. · B1
  2. · B1
  3. · B1
Open this route on the interactive map

8. Get the cable car running and reach the peak

Section titled “8. Get the cable car running and reach the peak”

The minigame source records the call sequence E → G → D → C → F → A → B. Five portable bells—A, B, D, E and F—are missing and must be installed; C and G are already present. The broken-plaque clue C → F → A → B is only the final four calls. Use the Broken Plaque on its separate damaged-plaque interaction to restore the plaque and read the C → F → A → B fragment. This clue is optional; the minigame entry does not require the plaque. The full order comes from the serialized minigame data.

At the peak, Alice’s records and the Dwarf’s account challenge Wulfe’s accusation, but none settles what happened to Alice. Phone notes point from the peak to the studio. See the cable station map and Mount Siah Kopa map.

28 areas · 1 discoveries

Peak Cable Station Bridges SubMap 2 · Mount Siah KopaTunnel · Mount Siah KopaPeak Cable Station Back Part 2 · Mount Siah KopaPeak Forest Crossroad · Mount Siah KopaPeak Tunnel Collapsed · Mount Siah KopaStudio Exterior Front SubMap 2 · Thelend BroadcastingPeak Cable Station Machine Room Part 2 · Mount Siah KopaDowntown Cable Car Station Exterior SubMap 4 · DowntownPeak Cable Station Bridges SubMap 6 · Mount Siah KopaPeak Tunnel Entrance Part 2 · Mount Siah KopaPeak Cable Station Bridges SubMap 3 · Mount Siah KopaPeak Path To Studio · Mount Siah KopaDowntown Cable Station Interior SubMap 3 · DowntownDowntown Cable Station Interior SubMap 3Peak Cable Station Bridges SubMap 5 · Mount Siah KopaDowntown Cable Station Interior SubMap 1 · DowntownPeak Cable Station Back Part 1 · Mount Siah KopaPeak Tunnel Exit · Mount Siah KopaPeak Cable Station Main SubMap 2 · Mount Siah KopaWeather Station · Mount Siah KopaWeather StationPeak Cable Station Machine Room Part 1 · Mount Siah KopaCable Car Station · Mount Siah KopaCable Car StationDowntown Peak Gondola · DowntownPeak Cable Station Side · Mount Siah KopaDowntown Cable Car Station Exterior SubMap 1 · DowntownPeak Tunnel Entrance Part 3 · Mount Siah KopaPeak Tunnel Entrance Part 3Peak Cable Station Bridges SubMap 1 · Mount Siah KopaPeak Cabin Exterior Part 1 · Mount Siah KopaDowntown Cable Station Interior SubMap 2 · DowntownDowntown Cable Station Interior SubMap 2Downtown Cable Station Interior SubMap 1 ↔ Downtown Cable Station Interior SubMap 21. Downtown cable station12. Mt. Siah Kopa cable station23. Peak station machine room34. Path to Thelend4

Cable car and peak

Install the five portable bells A/B/D/E/F; C and G are already present. Use E–G–D–C–F–A–B. The plaque clue C–F–A–B is optional.

  1. · F1
  2. · F1
  3. · F2
  4. · F1

Floor transfers

  • Transfer between Downtown Cable Station Interior SubMap 2 and Downtown Cable Station Interior SubMap 3; the map has no corridor here.
  • Transfer between Downtown Cable Station Interior SubMap 3 and Downtown Peak Gondola; the map has no corridor here.
  • Transfer between Peak Cable Station Back Part 1 and Peak Cable Station Machine Room Part 2; the map has no corridor here.

Open this route on the interactive map

9. Reach Thelend and learn Jackman’s real assignment

Section titled “9. Reach Thelend and learn Jackman’s real assignment”

Explore the studio spaces by their map connections; Tower Key, Stage 1 Key and Backdoor Key match named gates. These side-room gates do not prove the required final route or key acquisition. Near the end, Jackman tells Walker to kill Eddie and presents the promised beach escape as the price. The Dwarf separately urges Eddie’s death for revenge. Eddie says he expected to escape with a woman, blames himself and asks Walker to end the nightmare.

The sources support those conflicting motives, not a supernatural explanation. Use the studio map and read the final interaction before choosing.

17 areas · 1 discoveries

Lobby · Thelend BroadcastingLobbyStudio Exterior Fire Escape Part 2 · Thelend BroadcastingStudio Exterior Front SubMap 1 · Thelend BroadcastingStage A · Thelend BroadcastingStage AStudio Exterior Front SubMap 2 · Thelend BroadcastingStudio Lobby Part 2 · Thelend BroadcastingStudio Exterior Window · Thelend BroadcastingBleachers · Thelend BroadcastingBleachersStudio Exterior Stage 2 · Thelend BroadcastingStudio Exterior Fire Escape Part 1 · Thelend BroadcastingExecutive Office · Thelend BroadcastingExecutive OfficeProp Storage · Thelend BroadcastingProp StorageStudio Green Room Part 2 · Thelend BroadcastingStudio Exterior Front SubMap 3 · Thelend BroadcastingStudio Green Room Part 1 · Thelend BroadcastingStudio Exterior Entrance Part 1 · Thelend BroadcastingStudio Recording Booth Part 1 · Thelend BroadcastingStudio Exterior Fire Escape Part 1 ↔ Studio Exterior Fire Escape Part 21. Studio exterior and front entrance12. Executive Office23. Stage A3

Thelend Broadcasting

Use the studio map to find the final Eddie interaction. Side-room keys are only needed for their marked gates.

  1. · F1
  2. · F1
  3. · F1
Open this route on the interactive map

10. Follow the Rabbit Hole and choose an ending

Section titled “10. Follow the Rabbit Hole and choose an ending”

To reach Rest, follow this sequence:

  1. Open the curtains on the Rabbit Hole stage and confirm Yes to expose the cracked wall and its two sockets.
  2. Bring two Gold Rings to the wall; either ring variant fits either socket. Use one ring in each socket.
  3. Proceed through the altered Rabbit Hole conversations with the Lady and Cowboy, then face the Dwarf’s arena fight.
  4. After defeating the Meatball V2, talk to the Dwarf until all three post-fight conversations finish and the exit unlocks.
  5. Leave through the unlocked exit to enter the beach scene and receive Rest / 安息.

At the Rabbit Hole stage map area, pull the curtains open with the Pull open the curtains? prompt and confirm Yes; no item is needed. The opened curtains reveal the cracked-wall event: the ring wall. Each socket accepts either the tarnished Gold Ring or the plain Gold Ring; one ring goes in each socket, and the game consumes both. The game does not require a particular ring on a particular side. The source interaction consumes both rings when the two sockets are filled.

There are two item routes:

  • At the body the game presents as Alice’s in Downtown West Road Water, examine it and complete the ring minigame to receive the tarnished ring. Choosing Leave at the Eddie interaction returns Walker to West Road Water. The minigame record itself does not name an Eddie-spared requirement; that does not establish access through every branch.
  • For the plain ring, combine one Star at a time with a Locked Ring Box. Five Stars advance the box through its serialized states and produce a plain Gold Ring. The mapped box pickup is in the Outskirts Diner water closet; another source names Linus’s Fight Club but has no mapped location. The five Star locations are the Downtown Mess Hall, Motel Bungalow 3 safe, Caravan Hole entrance, Studio Exterior entrance, part 2 and Rabbit Hole bar. The Bungalow safe uses code 6671. The Caravan pin marks the fall entrance, not an interior floorplan; once inside, complete the Shovel dig sequence to expose the Star crate.

Inside the altered Rabbit Hole, the Lady describes Walker as a former onstage drinker who looked for young women in the audience. Walker says she has mistaken him for someone else, says “That’s not me,” and insists he is Red Walker, a private investigator. She then says the pattern changed when “she” appeared, “like a moth to a flame.” The dialogue raises an identity and memory question without establishing that Walker is Eddie or that the woman is Alice. Cowboy tells Walker that his part is done and the rest is up to him. Outside, the Dwarf demands that Walker kill Eddie and blames him for Alice. Walker refuses to treat Eddie’s death as a way to bring her back. This is the Dwarf’s accusation, not an independent account of Alice’s death or proof that the Dwarf is the “little man” from the diaries.

After the fight, the Dwarf says both of them are finished; Walker says he will end it his own way. The unlocked exit leads to the beach. The ending summary is Rest / 安息; no separate Rest menu appears. The Ending Beach scene has a sunrise conversation with Alice followed by the star-field sequence as the stars go dark. The game presents the body at Downtown West Road Water as Alice’s, and the later scene shows Alice with Walker. Her cause of death and the relationship between those scenes and the visions remain unresolved.

122 areas · 15 discoveries

Park Exterior Townhall SubMap 3 · Town SquareDowntown Loomis ST Part 3 · DowntownDowntown Ferry Landing Part 2 · DowntownDowntown High St Alley Part 1 · DowntownOutskirts Diner Exterior · OutskirtsPeak Cable Station Bridges SubMap 2 · Mount Siah KopaDowntown Cable Car Station Exterior SubMap 2 · DowntownMotel Interior Shop SubMap 1 · Crimson Bear MotelMotel Interior Shop SubMap 1Downtown High St Alley Tunnel Part 1 · DowntownOutskirts Diner Interior SubMap 1 · OutskirtsPark Exterior Townhall SubMap 1 · Town SquareDowntown High St Alley Part 4 · DowntownDowntown High St Alley Part 2 · DowntownDowntown Market ST Alley SubMap 1 · DowntownRabbit Hole · DowntownRabbit HoleStudio Exterior Front SubMap 1 · Thelend BroadcastingTunnel · Mount Siah KopaPeak Cable Station Back Part 2 · Mount Siah KopaDowntown Silver Road Part 2 · DowntownPeak Forest Crossroad · Mount Siah KopaPeak Tunnel Collapsed · Mount Siah KopaDowntown Loomis ST Part 1 · DowntownDowntown West Road Part 4 · DowntownStudio Exterior Front SubMap 2 · Thelend BroadcastingDowntown Ferry Landing Parking · DowntownDowntown Ferry Landing Part 5 · DowntownDowntown Mess Hall Back Part 1 · DowntownDowntown High St Alley Part 5 · DowntownDowntown High St Alley Part 6 · DowntownDowntown Cable Car Station Exterior SubMap 4 · DowntownMotel Interior Bungalo 3 Part 1 · Crimson Bear MotelMotel Interior Bungalo 1 SubMap 2 · Crimson Bear MotelDowntown Market ST Alley SubMap 4 · DowntownMotel Interior Checkin Part 1 · OutskirtsMotel Interior Checkin Part 1Downtown Market St SubMap 3 · DowntownDowntown Market St SubMap 3Downtown Caravan Exterior SubMap 3 · DowntownStudio Exterior Entrance Part 2 · Thelend BroadcastingDowntown Caravan Interior · DowntownMotel Interior Bungalo 3 Part 2 · Crimson Bear MotelDowntown Silver Road Part 5 · DowntownPeak Cable Station Bridges SubMap 6 · Mount Siah KopaDowntown West Road Part 3 · DowntownPeak Tunnel Entrance Part 2 · Mount Siah KopaMotel Poolside SubMap 3 · Crimson Bear MotelPark Exterior Garden · Town SquareDowntown West Road Part 2 · DowntownOutskirts Diner Kitchen · OutskirtsMotel Interior Changing Room · Crimson Bear MotelMotel Interior Changing RoomDowntown West Road Water · DowntownMotel Pool · Crimson Bear MotelMotel PoolPeak Cable Station Bridges SubMap 3 · Mount Siah KopaDowntown Loomis ST Part 2 · DowntownPeak Path To Studio · Mount Siah KopaDowntown Market ST Alley SubMap 7 · DowntownDowntown Loomis ST Part 4 · DowntownOutskirts Diner Interior SubMap 3 · OutskirtsOutskirts Diner Interior SubMap 3Downtown Ferry Landing Part 1 · DowntownOutskirts Diner Exterior Road Part 3 · OutskirtsDowntown Cable Station Interior SubMap 3 · DowntownDowntown Cable Station Interior SubMap 3Park Exterior Townhall SubMap 2 · Town SquareOutskirts Ferry Landing Part 4 · OutskirtsPeak Cable Station Bridges SubMap 5 · Mount Siah KopaDowntown Cable Station Interior SubMap 1 · DowntownMotel Poolside SubMap 1 · Crimson Bear MotelOutskirts Ferry Landing Part 1 · OutskirtsDowntown Market ST Alley SubMap 6 · DowntownDowntown Silver Road Part 3 · DowntownOutskirts Motel Road Part 5 · OutskirtsPeak Tunnel Exit · Mount Siah KopaPeak Cable Station Main SubMap 2 · Mount Siah KopaOutskirts Tunnel · OutskirtsOutskirts TunnelWeather Station · Mount Siah KopaWeather StationDowntown West Road Part 1 · DowntownDowntown Market St SubMap 2 · DowntownDowntown Ferry Landing Part 4 · DowntownOutskirts Motel Road Part 4 · OutskirtsOutskirts Ferry Landing Part 2 · OutskirtsLighthouse · OutskirtsLighthouseDowntown Ferry Landing Part 3 · DowntownDowntown Ferry Landing Part 3Downtown Silver Road Part 4 · DowntownDowntown Silver Road Part 4Outskirts Downtown Ferry · OutskirtsMotel Courtyard · Crimson Bear MotelDowntown Liqour Store Sewer · SewersOutskirts Diner Exterior Road Part 1 · OutskirtsMotel Interior Breezeway · Crimson Bear MotelDowntown Market ST Backlot Part 1 · DowntownOutskirts Diner Shed · OutskirtsCable Car Station · Mount Siah KopaCable Car StationDowntown Rabbit Hole Interior Stage · DowntownDowntown Clinic Exterior SubMap 1 · DowntownMotel Interior Game Main Part 1 · Crimson Bear MotelMotel Interior Game Main Part 1Downtown Peak Gondola · DowntownPeak Cable Station Side · Mount Siah KopaDowntown Caravan Exterior SubMap 4 · DowntownOutskirts Diner WC · OutskirtsDowntown Market ST Backlot Part 2 · DowntownPark Sewer Part 2 · SewersMotel Poolside SubMap 2 · Crimson Bear MotelDowntown Mess Hall · DowntownDowntown Mess HallDowntown Market ST Alley SubMap 3 · DowntownOutskirts Ferry Landing Part 3 · OutskirtsStudio Exterior Tunnel Part 1 · Thelend BroadcastingPark Exterior Statue · Town SquareOutskirts Motel Road Part 3 · OutskirtsOutskirts Diner Interior SubMap 2 · OutskirtsDowntown Market ST Alley SubMap 5 · DowntownDowntown High St Alley Part 3 · DowntownDowntown Caravan Exterior SubMap 5 · DowntownDowntown Cable Car Station Exterior SubMap 1 · DowntownPeak Tunnel Entrance Part 3 · Mount Siah KopaPeak Tunnel Entrance Part 3Downtown Caravan Exterior SubMap 2 · DowntownDowntown Rabbit Hole Interior Back Part 2 · DowntownPeak Cable Station Bridges SubMap 1 · Mount Siah KopaDowntown Rabbit Hole Interior Back Part 1 · DowntownDowntown High St Alley Part 7 · DowntownDowntown Mess Hall Back Part 2 · DowntownDowntown Silver Road Part 1 · DowntownOutskirts Diner Exterior Road Part 2 · OutskirtsDowntown Rabbit Hole Interior Bathroom Part 2 · DowntownDowntown Apartment Street SubMap 4 · DowntownPeak Cabin Exterior Part 1 · Mount Siah KopaDowntown Cable Station Interior SubMap 2 · DowntownDowntown Cable Station Interior SubMap 2Downtown High St Alley Part 1 ↔ Downtown High St Alley Part 2 — Locked routeMotel Courtyard ↔ Motel Poolside SubMap 2 — Locked routeMotel Poolside SubMap 2 ↔ Motel Interior Bungalo 3 Part 1 — Locked routeOutskirts Diner Exterior ↔ Outskirts Diner Interior SubMap 3 — Locked routeOutskirts Diner Interior SubMap 1 ↔ Outskirts Diner Interior SubMap 2Outskirts Diner Exterior Road Part 1 ↔ Outskirts Diner ShedDowntown High St Alley Part 5 ↔ Downtown High St Alley Part 6Downtown Cable Station Interior SubMap 1 ↔ Downtown Cable Station Interior SubMap 2Outskirts Diner Exterior Road Part 3 ↔ LighthouseTwo-ring wall socketsStar — Mess HallStar — Rabbit Hole barStar — Studio exterior entranceStar — Bungalow 3 safeStar — Caravan hole1. Tarnished Gold Ring minigame12. Locked Ring Box23. Bungalow 3 safe — Star (code 6671)34. Mess Hall — Star45. Caravan Hole fall entrance — Star56. Studio entrance — Star67. Rabbit Hole bar — Star78. Curtain and two-ring wall8

Rest route

Collect the tarnished ring at West Road Water and the Locked Ring Box at the Diner WC, then gather the five marked Stars. The Motel safe uses code 6671; in Caravan Hole, complete the Shovel dig sequence to expose its container, then collect the Star. These are item-preparation stops, not a fixed pickup order.

  1. · B1
  2. · F1
  3. · F1
  4. · F1
  5. · F1
  6. · F1
  7. · F1
  8. · F1

Floor transfers

  • Transfer between Downtown West Road Water and Downtown West Road Part 1; the map has no corridor here.
  • Transfer between Downtown Cable Station Interior SubMap 2 and Downtown Cable Station Interior SubMap 3; the map has no corridor here.
  • Transfer between Downtown Cable Station Interior SubMap 3 and Downtown Peak Gondola; the map has no corridor here.

Off-map story steps

  1. Caravan Hole dig crate

    Enter at the mapped fall entrance, then complete the Shovel dig sequence to expose the forced-loot container and collect its Star.

  2. Open curtains and place two rings

    Confirm Yes on Pull open the curtains?; no item is required. Each wall socket accepts either Gold Ring variant and consumes it.

  3. Nightmare boss and unlocked exit

    Follow the Lady/Cowboy scenes, defeat Meatball V2, then complete all three post-fight Dwarf conversations. The last unlocks the exit to standard Ending Beach, which sets Rest / 安息. The arena/ending scenes have no map geometry.

Open this route on the interactive map

At the final Eddie interaction, choose Kill Eddie Velvet / 杀死艾迪·韦尔维特 or Leave / 离开. Confirming Kill starts the shooting sequence and transitions to Nightmare Diner Exterior. There, confirm the car prompt “Leave Silver Pines?” to reach Nightmare Drive and the summary Leave / 离开. Walker’s narration frames this route as completing Jackman’s assignment and expecting the promised pay and beach escape. Choosing Leave at the Eddie prompt spares him and returns to Downtown West Road Water, where the body interaction above is available.

At the furnace interaction in Outskirts Shore Shack, the prompt asks whether to burn all Mementos and end this. Confirming Yes leads to the displayed summary Live / 存活. The ending montage combines fire and fading memory with a separate scene of people finding Eddie in the water; the samples do not establish the order of those images. The serialized prompt-to-ending route is exact once you reach the furnace; earlier access requirements remain unverified.

23 areas · 2 discoveries

Downtown High St Alley Part 4 · DowntownDowntown Market ST Alley SubMap 1 · DowntownRabbit Hole · DowntownRabbit HoleDowntown Silver Road Part 2 · DowntownDowntown West Road Part 4 · DowntownDowntown High St Alley Part 5 · DowntownDowntown High St Alley Part 6 · DowntownDowntown Caravan Exterior SubMap 3 · DowntownDowntown Silver Road Part 5 · DowntownDowntown West Road Part 3 · DowntownDowntown West Road Part 2 · DowntownDowntown West Road Water · DowntownDowntown Silver Road Part 3 · DowntownDowntown West Road Part 1 · DowntownDowntown Silver Road Part 4 · DowntownDowntown Silver Road Part 4Downtown Rabbit Hole Interior Stage · DowntownDowntown High St Alley Part 3 · DowntownDowntown Cable Car Station Exterior SubMap 1 · DowntownDowntown Rabbit Hole Interior Back Part 2 · DowntownDowntown Rabbit Hole Interior Back Part 1 · DowntownDowntown High St Alley Part 7 · DowntownDowntown Silver Road Part 1 · DowntownDowntown Rabbit Hole Interior Bathroom Part 2 · DowntownDowntown High St Alley Part 5 ↔ Downtown High St Alley Part 6Two-ring wall sockets1. West Road Water — Alice ring interaction12. Rabbit Hole curtain and ring wall2

Final choice and branching routes

The mapped stops show branch preparation locations. Eddie’s Leave/Kill choice and the Live furnace enter separate scenes not drawn as one walkable route.

  1. · B1
  2. · F1

Floor transfers

  • Transfer between Downtown West Road Water and Downtown West Road Part 1; the map has no corridor here.

Off-map story steps

  1. Eddie selector and Leave car prompt

    Kill transitions to Nightmare Diner Exterior; confirming Leave Silver Pines? reaches the UI Leave ending. Choosing Leave at the Eddie selector spares Eddie and returns to West Road Water.

  2. Live furnace prompt

    At Outskirts Shore Shack, confirming Yes to burn all Mementos reaches the UI Live ending; earlier access to the prompt is unresolved.

Open this route on the interactive map

Leave, Rest and Live are alternative outcomes with separate transitions, not one continuous ending. The source evidence leaves Alice’s cause of death and the meaning of the visions unresolved.

Review pending · Inspected Windows file snapshot, 2026-10-11; Steam build ID unverified

Sources and credits

Story dialogue, bilingual strings and scene/choice records: story evidence. Room connections, gates and encounter markers: world evidence. Configured enemy records: enemy evidence. Exact identity-linked full-body sprite references for Boots, Deputy Roberts and the Dwarf: character evidence; portraits are not included and reuse permission is unreviewed. The Bilibili recording by 友利奈绪大魔王丶 (uploaded October 8, 2026) is available at the original video. All 17 parts were frame-sampled locally; the recording was not watched continuously, and no audio transcription or native caption track was used. See the bounded frame-review record for sampled timestamps and frame hashes. No video or frame was rehosted.

Topic art: native Silver Pines comic panel, credited to Wych Elm / Team17. Source records and asset hashes; reuse permission for the underlying artwork has not been established.

Click the picture or scroll to zoom, drag to move. Click outside it or press Esc to close.

Unofficial fan wiki, not affiliated with Wych Elm / Team17. Game content belongs to its owners.

Report a problem

Reporting

This goes to the wiki maintainer’s private issue tracker, not to a public page. Please leave out personal information.

An update number helps if you know one.PNG, JPEG or WebP, up to 2 MB. It goes to the private tracker, never to a public page.