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There is a guide with maps that show all deaths, but it will spoil item locations too. I don't think you can find those spots out without getting spoiled since there are spots later on that only kill you in certain scenarious or if you don't have a certain item.
- Do not go inside Saul's room
- Only climb out the window on the far right in the attic
- Don't look inside the sink, they'll get pulled in and drown
Chapter 2
- Do not take off the cover for the mirror in one of the storage rooms. The reflection in the mirror will pull the character inside.
- In the basement, do not go inside the orange-red door. Listen, and you'll hear something and your character's heartbeat will increase. Only go inside after you complete a certain event inside the storage room maze.
- If Rene dies, and you enter the L-shaped corridor that leads to the apartments and issac's apartment, listen for breathing/change of music. do not go forward if you hear any of that, or else you will die.
Chapter 3
- Make sure you collect the shears in the ajar door, when you go inside the room with the power strip thingy. If you don't take it, the character in the next location will die at the end of the location, unless it is Rene
- In the second location, at the hallway with doors leading to the cafeteria/kitchen or offices, do not go to the last door, on the office side (one side has cafeteria/kitchen and the other one has office)
Chapter 4
- In the Old Cloister, do not go inside the well, without putting a lit lantern inside the bucket next to it first. Your character will climb down, and get pulled in by the Presence.
- Do not take the grenade from the deceased soldier in the granary, doing so will kill your character as the grenade will explode
- In the Refectory, do not go inside the room on the left of the room where you find grease. Listen for sounds/character's heartbeat. Your character will die.
- In the graveyard, when you see a mausoleum open, you may go inside, and take a special item inside, but be very quick, or else the character will be locked in, and die.
Chapter 5
- Do not untie the belt at the fridge inside the morgue. Doing so will lead your character getting dragged inside. Only do so when you have electricity connected to the morgue.
- Do not enter any padded cells, unless you have the stethoscope, which allows you to hear which doors are safe.
Also, a quick tip here. If you find a deceased character's spirit, you must be mindful of what they say. If they say something positive, or if they are talking about a close one, they are friendly, and will give you their personal item when talking to them. If they say something negative, or thinking their close one betrayed them, they are hostile, and will kill your character.
If you really want to avoid death and whatnot when it comes to deceased character's coming back to life, just follow what I typed down there. (No Spoilers)
- Sophie will talk about about trying to help Daniel if she's friendly, but she'll say that she regrets meeting Daniel if she's hostile
- Etienne will regret sending Daniel to the Husher Mansion if he's friendly, but will ask his son, Albert to follow him to the Darkness if he's hostile
- Alina would think about her sister, Rosa if she's friendly, but she's hostile if she talks about her mama.
- Alexander will pray and whatnot if he's friendly, but will wish that he still had his gun if he's hostile
- Erica will generally be confused, and wants to know what's going on, calling out for her father if she's friendly, but she'll blame her father if she's hostile
- Ernest will wish that he ask for forgiveness from a specific someone if he's friendly, but he'll blame them for abandoning him if he's hostile
- Grace will ask help from Omar if she's friendly, but will say that she should have trusted Merino, if she's hostile
- Omar will pray and ask Grace to help him if he's friendly, but will blame Grace if he's hostile
wow this is long
Edit: I make a correction (I played the last year, bringing back memories xD): only one character died for a "?" scene. I lost more characters, but for failing minigames (specially the last one, the no-QTE based, my favourite of the game btw) and (only) one puzzle with instadeath. It doesn't change my commentary anyway, I was only my fault. Bad decisions or playing incorrectly in situations with sense.
Yeah, everyone has his opinion, his right to dislike a game, of course. But I don't understand complaining about features served as selling points even before the game's release. Again, if its execution doesn't have any sense or the game cheats you constantly, it's flaw, sure. But if it's on the contrary...it's not a flaw in my book.
And one more thing. Everyone dies again and again and again (and yes, sometimes with one hit) in Souls-type games...great games for everyone (I love Dark Souls btw, it's not criticism against these games). But in other genres or subgenres...bad design by default. Why? Because you can't smash the cause of your death with your anger? Because are consequences for failing only acceptable for one or two (popular) genres now?
Sorry if my english is not perfect, btw xD .
Alina, girl, you'd better stay frosty XD
I don't have a problem wit the permadeath aspect of the game. If I screw up and lose a character due to my own fault, that's understandable. But when a game has made it clear to investigate everything, then at some point just pulls the rug out from under you and kills you immediately, that isn't cohesive game design that's just being unfair.
I don't dislike the game. Until the sink death I was really enjoying it. It reminds me a lot of classic Alone in the Dark. I was even interested IN the permadeath aspect. But the game does cheat by making instant kill options with no warning. Falling off the roof was my fault, granted, but the sink was not hinted to be dangerous at all. Especially since moments before I had just stuck a pair of tongs in a disgusting toilet to get out a doll. If a game teaches you a pattern and then punishes you for repeating that pattern, that is a flaw and the game IS cheating.
This argument is entirely flawed. Dark Souls and games like it aren't permadeath for one. If I die fighting a boss in Dark Souls I don't lose my character and am one step closer to a game over. Secondly, in Dark Souls, if I come up against a boss that one shots me, I can do a lot of things to avoid getting killed. I can learn patterns, grind levels, equip better gear, summon a specter to help, etc. It has nothing to do with being unable to 'smash the cause of death with anger'. It's about what is fair within the setting of the game and what is expected of the player. How am I expected to know something is dangerous with no context clues?
In "?" parts I only died once on the whole game. And it was pretty obvious that was an incorrect choice, the curiosity killed the cat xD .
Updated death in Episode 2 - When you exit the doorman's office into the foyer (where you first encounter the Silence), the hallway may morph into an infinite hallway. Do not tread through it. If you do, the screen will get darker and your character will be less visible. When they are completely invisible, they will be killed. (They are either cursed to walk through forever, die from starvation or killed by the Presence.