Chapter 1 - The Evening Chores
You wake on the couch as Henry after dozing off. Chapter 1 is the calm before everything goes wrong, and it doubles as a tutorial for the interaction system. Take your time, because the house layout matters later in the dark.
- Turn off the radio to start the dialogue.
- Go to the kitchen-diner and use the light switch left of the door. Pick one of the three foods on the dining table.
- Move into the kitchen, flip the light switch on the pillar to the right of the entrance, grab the cup off the counter, then use the sink to get water.
- Check your chore list on the fridge.
- The phone rings - answer it. Benson announces he is coming over that evening.
- Take out the trash: grab the bags to the right of the kitchen exit and carry them to the can outside the front door.
- A passing car drops a stack of papers. Pick them up.
- Carry the papers upstairs (light switch is at the top-left of the stairs) to your bedroom - the second door on the left.
- Interact with your desk to place the documents, then interact with the homework pile to begin the quiz.
The Homework Quiz
Henry is asked to complete his homework and you choose a subject. The Biology set is the most common path. The full answer key lives on our dedicated page, but here are the essentials to keep momentum.
- Name: Henry (it is written on the fridge chore list).
- 2 x 2 = 4, 9 / 2 = 4.5, 2^3 = 8.
- The labelled diagram is the Mitochondria.
- Cells in one eye: 137 Million. Atoms in a single cell: 100 Trillion.
After the quiz you get a snack (Chips For Noobs on the counter), receive an unsettling phone call, hear glass smash downstairs, clean it up, and finally fall asleep - which starts the first dream sequence.
Dream sequence choices
During the dream you answer a short dialogue. The safe path players report is: Hello, Yes (tired), Yes (purpose), then Hello, Home, and Fallen Angel.
Chapter 2 - Feeding the Animals
You wake after dark having forgotten to feed the animals. This is where the horror starts in earnest and where the curfew matters.
- Grab the flashlight and head for the stairs. A knock comes at the door.
- Use the peephole. There is a man standing far away - except it is not a man. Ask why he is standing so far away to continue.
- Get the horse feed from under the counter to the right of the fridge.
- Open the sliding doors and go to the barn. The horses are gone.
- Follow the red square marker with the exclamation mark to the edge of the woods.
- Inside the woods, keep to the left at forks. A second marker leads you to the grim remains of the horses.
- Return along the path to the house. You may glimpse something with wrong-looking limbs inside.
- Back inside, scratches cover the floor. Check the house, then return to your room and read the files on your desk.
Chapter 3 - The VHS Tape
- The files include a VHS tape. Take it downstairs to the living room TV - but the TV does not work.
- Henry decides to use the spare TV in the basement. Head into the hall; the basement door is straight ahead.
- Go down the stairs. A mannequin jumpscare triggers - after it, turn right and reach the TV.
- Interact to watch the VHS. The footage is deeply unsettling.
- Henry goes to bed, starting a 90s fever-dream of his camping-trip presentation.
- At the end of the cutscene, shine your flashlight on the thing.
Chapter 4 - The Closet and the Cornfield
- You wake to a beeping smoke alarm. Turn it off - something reaches over and kills the lights.
- Go to the bathroom (last door on the right) and interact with the toilet.
- A noise triggers: hurry to the closet.
- The closet door-holding minigame begins. Click the dots before they vanish to keep the door shut. The dots accelerate until they are nearly impossible - you do not need to win to continue.
- When the creature breaks in, headlights distract it. Your brother Chris is back.
- Leave the house, avoiding the fire, and move toward the red square to find the car. Chris is missing.
- Enter the cornfield maze. Use the follow-the-left-wall trick to reach the end.
- At the end you find something - and it is not Chris. The closing cutscene plays.
Reaching the Good Ending
Completing Volume 1 along the path above gives you the standard good ending. The route is largely linear, so the "good" result mostly comes from following objectives, surviving the scripted scares, and shining your flashlight when prompted in the camping cutscene.
For extra completion, grab the hidden Secret Tape from the main menu and unlock Section 4 with the 8137 code before you finish. Both are optional but add story and a badge.