Red Haze

Red Haze

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Red Haze Complete Guide (Beta Release v0.3) [SPOILERS]
By LeyDud
The complete guide for Red Haze including all secrets and endings! Be warned this contains almost all major spoilers. Will make a non-spoiler version in the coming days.
   
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Foreword
This guide is currently being constructed and requires some additional input on somethings. The major missing component is Ending A as it is not in the game yet. So this will be up to the current version of Red Haze and will be updated for ending A and the A-Z door once the update drops hopefully in August 2024.
Full Game Walkthrough
This first half of the guide will detail an optimized path to complete the entire game. The route includes all necessary quests and objectives that will allow you to achieve every possible ending and observe all content in Red Haze. Some of the runs will take longer and are more dangerous than others, but you can also play at your own pace and take your own paths. However, if you are looking to clean up endings or things you have missed please refer to the Simplified Endings & Side Quest sections of the guide.
Run #1 (Ending Y)
So first we are going to go ahead and get a very tedious ending out of the way first since later it proves to be an annoyance. Along with that we can also get a really easy ending too. We are going to be getting 3 Good Points really early on in the game. For this we will need to proceed through the game as intended by going through 204 and into the hobo hole, however we will decide not to take the key in room 201 and leave the room. This will earn us our First Good Point. It is also important to go ahead and check the lit window in 201 as it will be important for an ending later.

Now we will proceed down to the first floor and head right to the Custodian Closet. We are going to need the Janitor's keys which can spawn in 4 different locations while avoiding Edmund the Custodian who will throw us into the well if he catches us. Since this key has 3 uses we need to use them carefully. Once we grab them we are going to open the Ice Room for later then open 105 and get the hammer by doing a puzzle. We need to make a clock that says 12:45 using the lamp and Rockette’s shadow. Grab the hammer and head back down the hall. Next we need to go on forward until we reach the door to the parking lot, which we need to unlock with the Janitor keys. Outside in front of a car is a baby carriage that we need to check, but not mess around with in order to get our Second Good Point.

Then we are going to go back inside and enter the Ice Room. We are going to inspect the fridge and choose not to open it, giving us our Final Good Point. This will start a sequence that will be skipped in future playthroughs so it is good to do it now. In the freezer you need to head to the room on the right and grab the Cook Key in the top right corner. Edmund will come in and try to catch you, but he is pretty easy to avoid if you stay near the top wall. Once you leave, you can head out into the South Wing Connector and down towards the Basement Connector.

Head all the way back though until you reach the apartments side again. Now we can return upstairs and open up the Men's Bathroom with the hammer and head into the far stall. Flushing the toilet a few times will cause the judge to spawn. Since we have our 3 good points we will say that we have been good and that will get us Ending Y.
Run #2 (Ending Z)
Similar to Ending Y, we need to get to the bathroom on the 2nd Floor. This time we do not care about being good and want to admit we are a sinner. To do this we just need to grab the janitor keys from the Custodian Closet and the small hammer from 105. Head back up to the bathroom and remove the boards. Go to the stall with the saint and tell him we have not been good for Ending Z.
Run #3 (Ending N)
This ending is going to be a bit longer than it normally takes because we are going to tackle one of the major quests at the same time. First we are going to proceed normally, but we have to make sure we interact with the least things possible as this affects a key we receive later. We are going to take a dangerous path to the basement that is quicker overall.

We are going to go straight downstairs and head left towards the connector stairs. We will head over and go straight up to the South Wing and into the halls. Head up to the first door on the left wall and grab the key on the table. This key changes depending on how much we interact with things around us like notes and objects. For interacting with less than 7? things we will get the Spade Key. For more than 7? we would have gotten the Cross Key, and more than 14? would give us the Crescent Key. For now go up to the very top of the corridor you are in and unlock 002.

This is the Teru Teru Bozu room. Here we can change the direction of the dolls to face a certain weather symbol on the wall and it will change certain rooms. Left is the Void, Down is the Sun, Right is Foggy, and Up is Rain. For now let's turn the red one down to face the sun and head out.

Avoid Edmund and head up to the lighthouse. Keep going up until you reach the 3rd floor. Remember this floor for later as this is where Aunti G is located. We are going to go down to the far right and enter the detergent room. This room serves a few purposes including the tutorial about detergent, the ability to jump down into The Abomination's lair, and the end goal for Ending D. We are going to interact with the note and then jump down. We need to get down to the bottom left, however first shock The Abomination and get achievement progress. It is very slow in this stage so the real problem is waiting. Once both are done we can exit at the bottom left.

Now we are finally able to enter the basement by going down the stairs. We need to head all the way down to the first door on the left. This will also trigger the warning of the Driller on the way. Now that we are here, turn on the Generator and head back upstairs to the South Wing Hallway. This time we want Edmund to catch us and throw us into the well with Pale Smile.

We are going to play his game and find him as it will be a huge time saver later and unlock the path to Ending V. To find him in the maze, take a step back, turn left and run into the wall, turn left and follow that path passing the first and second turns you see, once you enter a 2 tile wide hallway, turn right and then left into the middle nook where his mouth is.

Now that we found him we are going to let him find us and instead turn left and leave to go outside. Before we go out into the field, press the button and this will turn on the lights in the Trafficking Dungeon which is required to progress in the game. Whew that was a lot. Now go out and enjoy Ending N.

Run #4 (Ending P)
Alright now we should get 4 major side quests out of the way and start 1 major quest for later and unlock one of the most vital tools in the game. So let's go on forward and go get our Janitor’s Keys. Along the way let's go and interact with as many things as we can to get the Crescent Key for later. With the Janitor's Keys we are going to unlock 105 and get the Hammer. We are also going to disregard the warning and unlock 104. Walk in as this will start the quest for Ending E.

Go ahead and make your way to the Basement Connector and on the way talk to Starry and watch her cut scene. It does not matter what option you choose as we will save time later when we can skip to the choice in future runs.

Now that we have done that, go to the South Wing Hallway and if you have gotten enough interactions grab the Crescent Key in 001 and go ahead and unlock the Library in the center of the hall and the Museum in the room prior. In the Library grab the stool and push it to grab the cassette tape. Grab the rubber gloves and now we are going to run back and get caught by Edmund. We are going to decline Pale Smile's game and he will throw us in a jail cell.

Quickly move the stool and use the Hammer on the wall and head on through. If you are too slow, Edmund will walk up to the cell and you will get Ending F which is best to save for later. In the tunnel we are going to take the lower path and drop down to the first mummy room.

This room has the Star Key which we need to unlock the 2nd Floor Connector. Everytime you move, the mummy will also move. Get too close and you are dead. Weave around the mummy and grab the Star Key and leave.

There is a Star Key door right outside here that we need to enter. We can go ahead and read the note to gain some backstory on Mariana which will be key in a later ending. Now go up and left to exit into the basement.

Go upstairs to the 2nd floor of the lighthouse and use the gloves on the sink for the Teal Ring. While you are here, go to the bottom right room and grab the Toy Plane from the cabinets. This will be important when we go back to get caught by Edmund again later.

Now be very careful as next up we are going up to the 3rd floor and into the red light room. Break open the wall in the left room and walk in. Avoid the red light and make your way to the right side of the room. If you get caught it will be difficult to return to that room as the light will seek you out. Once we make it to the door we will take the Teal Key from the statue and head through the door on the bottom right side of the red light room.

Now we can open the Star Key door and head down to the 2nd Floor Connector. First we are going to spam the save shrine until we reach 1000 saves and unlock the Magical Girl Outfit and the Hallows Key. Then we will take the Teal Key and unlock the door to 203 from the west side. This will speed up getting to the lighthouse from the start of the game.

Finally head all the way back down to the Museum across from the Ice Room in the South Wing Connector. In the Museum interact with the scuba outfit in the top right. Be careful if Rockette mentions it moving or staring at her. If so, run out of the room instantly. Then interact with the ghost boy on the far left. Since we have the Toy Plane we can refuse to give it back and he will reward us with the Enchanted Toy Plane.

With this go up to the 4th Floor of the lighthouse and take it to the Weeping Mother. She will then dissolve into a pool of sweet white fluid. This will be useful later on but we are finished here. Now we will go and get caught by Edmund a second time in the South Wing Hallway.

Because this is the second time you have entered the well in one playthrough, you will immediately get Ending P. This will also trigger the scene where you get caught enough times to unlock Adrenaline to be used on Edmund if you want to remove him. You will also get a freebie, but we will say no and let him catch us.
Run #5 (Ending C)
Now we will get Ending C. However, you will be reminded that you have been cursed and the dolls will start to block certain paths going forward. For now it will block the rooms in the starting hall and the room after with the bathrooms. It will then block the Custodian Closet, locking us out of the Janitor Keys. Instead we are going to make our way over to the South Wing and get caught there instead. Now we are going to proceed with Pale Smiles game and let him try and find us. But we are going to be fast and hug the wall with it on our right. Once we reach the door we find, take 2 steps back and turn right. Run Straight for that door. Now we can enjoy Ending C!
Run #6 (Ending I)
Now lets knock out some more out of the way things. This time though we will have the ability to unlock the costume closet. We are going to go into 201 and grab the Magical Girl Outfit then head downstairs we need the Janitor's Keys to go outside.

When we enter 201 we will watch the Gregory and Adams cutscene and grab the Strange Knife too. Once we get the keys and the Hammer, go back up to the bathroom and stab the invisible entity blocking a stall. Now go in and to the right room. Read the note on the table as this is the second of Mariana’s notes. Now return the way we came and head down to the Basement Connector. Now we need to carry on forward to the room right next to Cootie’s and interact with the dolls. They will then lead us to the basement hole which is normally blocked unless you get the Hydrochloric Acid.

Look at the hole in the room they take you to and then jump down the pit. Back in the basement we are going back up and to the South Wing Hallway. In room 007 we need to inspect the drawers and get a strange key. Now because going into the light house locks you out of going back to the apartments, we are going to warp to the East Wing with our Magical Girl Outfit.

Now we will head outside and do the entire sequence of going to the cabin by interacting with the baby carriage. The Shadow Man will follow you around, but will not do anything otherwise. Later on if you hear pulsating, then you will need to avoid him as he will kill you. In the cabin we can use the Strange Key on the hatch and this will take us to Ending I.
Run #7 (Ending K)
On the next run we will proceed as normal and get Ending K now. We are just going to grab the Fairy Outfit and teleport to the West Wing. Go up and talk to the doll outside the key room. Then rush up to Aunti G and talk to her in the street for Ending K. Because we need to talk to Aunti G later to go into the Dungeon, we need to watch Ending K once.
Run #8 (Ending G)
Next run we will speedrun over and grab the Spade Key from 001. If you do not get the Spade Key, then turn around and run into Edmund. Go into the Teru Teru Bozu room and turn the yellow one to the right or foggy. Now we will head on up to the 2nd Floor and trigger the dolls once again. Since they block our path we will go out to the left on the first floor and head out to the graveyard. Interact with the top middle grave and watch Ending G.
Run #9 (Ending V)
Now we will unlock the Debug Room. First we need to get caught by Edmund and say yes to Pale Smile. But we are going to do this in the South Wing Hallway as we need to trigger the last part of the doll curse since they should be up the lighthouse. We can also meet The Host in the room next to the save barrel to start Ending H. Now since we won the first game before we can skip it going forward. We are going through the door towards his next game but taking a left at the door in the indent. This will allow us to play a watered down version of Girl’s Graveyard. Proceed through this and you will get Ending V. However, we also need to avoid the Shadow Rockettes for the debug room to be unlocked.
Run #10 (Ending J)
So now we are going to grab the Fairy Outfit and then proceed as normal though the hobo hole. This leads us into the Debug room sequence which is just Girl’s Graveyard but more funky! Just reach the end and the room is unlocked. Then just warp to Aunti G and get Ending J. You can also go downstairs and proceed with Ending H progress in which The Host will tell you to dress accordingly then come back later.
Run #11 (Ending O)
It is best to now do Ending O as it is a bit out of the way. However, exiting the starting room reveals the horrible message that you're going to regret it. This means the game is significantly harder, but for this run Edmund is removed from the game outside of events. Just make your way down and grab the Janitor's keys. They will now spawn right outside the door. This time we are going to unlock the Ice Room. Interact with the fridge and then you will have to wait a few seconds before being tossed into the freezer. Go into the room on the right and up to the top right to grab the Cook Key. Edmund will come in and try to find us, so just avoid him. Leave through the left door and you'll find your clothes. You can take them or leave them, it doesn't matter right now. Now go to the room just before the Connector with the bookcases. Open the door on the left and grab the glass heart from inside. Ignore Cootie Patrootie hanging in the center. But before we proceed, check the bottom left window as this will be our 2nd Window Light for Ending X. Next go into room 007 in the South Wing Hallway and place the heart into the cadaver on the gurney. Then go back to Cootie’s room to find her alive! Talk to her then carry on through the Cootie Patootie section and watch Ending O!
Run #12 (Ending L)
To set up future endings, we are going to unlock the Top of the Lighthouse. First let's run and grab the Spade Key from the Key Room. Be careful in the hall as Edmund is now able to kill you when he catches you. We are also going to go into 007 and get the Strange Key for later. Open the Teru Teru Bozu room and set the Green one to Rain. Then walk to 006 and unlock the door. This reveals the Empty Wine Bottle. We are going to take this up to the 4th floor and use it on the Weeping Mother's remains from way earlier. We can also stop by The Host and watch the clothed scene before grabbing the remains upstairs. With this Sweet smelling mixture, walk to the crack in the floor and examine it. The Monster blocking the path will jump down the hole and allow you access to the upper floors. While up here, go forth to the 6th Floor and watch the cutscene with Starry. Then go through the door and proceed through the Static chase sequence. Once through go up and grab the Crystal Ball. Now we can return back down through the Lighthouse and down to the detergent pit. This time we are going to the top right and unlocking the door via the computer. Then we must push this raft to the bottom right near the water. The abomination shouldn't bother you in here so just push it down. DO THIS FIRST BEFORE SHOCKING THE ABOMINATION AS THE COMPUTER WILL TURN OFF. Then head for the exit, but first shock the Abomination again. We then need to head to the basement and to the top right. Open the door with the Strange Key and jump on the Raft we pushed earlier. The last of Mariana's notes is here which is perfect for us now that we have the Crystal Ball. You will travel to an abandoned facility, just proceed through and you will get Ending L.
Run #13 (Ending D)
Oh boy this ending is tedious. We need to find all 8 Detergents and drop them into the pit. Go ahead and grab the fairy outfit, but use it to teleport to the Custodian Closet (East Wing). This is a quick way to become nude as we need to watch a cutscene with The Host while nude. There is an easy one in the Custodian Closet in the middle left of the room. Since Edmund is no longer here, it should be easier to travel through the room. Now the next two require the keys and one needs the Hammer. Get the hammer and break down the wall in Room 101. There is one right inside the hole. Don't go further as this will get you Ending M. Then we will head outside to the parking lot and get the one on the bottom side. By this point the Shadow Man should be hostile so be careful. Back inside we are going to head to the Basement Connector. You will see Edmund walk out and you can now enter The Well of your own volition. Jump down the well and say no to Pale Smile. Go through the hole and down to the Star Key room. Grab the key and head back upstairs to the 1st Floor. In the South Wing Hallway there is Detergent in 007 with the cadaver. Next there is a Detergent in the Red Light room in the top left corner. There is another in the actual Detergent pit room which we also need to jump down in. In the pit we need to go to the bottom middle on the right side to get the next Detergent. While you are here, go ahead and Shock the Abomination again, but this time it will permanently die for good. Exit and head up to the 1st Floor and watch the next Host cutscene while nude. We are now going up to the 4th Floor and going into the Dark Room on the bottom left. This room is probably where you are going to burn a lot of Adrenaline. You need to push the light down through the room and stay close to it. You have to avoid an enemy that only moves when you are not hugging the light. If you are able to get to the left side of the room, there is a way to trap it in a spot then push the light to where it can't escape. Then you can just run through the darkness scot free. However if you can't, try baiting it to a spot that won't kill you and push past it as fast as you can or bait it then run for the lights if you are close enough. Grab the Void Key and leave the room. Take this key to the 6th floor and open the door. Ring the bell for the Orange Diamond Key and head down to the 3rd Floor. Open the Star Key Door and head down to the connector hallway. We are going to open the top left door with the diamond key. The last detergent is on the left side behind the counter. Just avoid the mummy then leave. Also walk into the room on the right side of the hall in the very middle. This room has one of the Resting Places we need for Ending A in the top right corner. Finally walk back up to Ending D and drop all the detergent in the hole. Walk through the door and follow the path for the ending.
Run #14 (Ending B)
Now this ending is slightly easier, but still annoying as you have to deal with the 2 worst enemies in the game. Follow the directions to get the Star Key and the Orange Diamond Key then go to the 4th Floor. On the way, you might as well try and get the Spade Key and the Empty Wine Bottle again. This time fill it with Algae in the room before the Red Light room and take it to the top right room on the 4th floor. First open up the Diamond Door and grab the Corkscrew. Do not drink any of the wine as it has been poisoned and will cost an Adrenaline. Then go into the Workshop and unlock the door with the Algae bottle. In this room is the toughest mummy in the game. We need to get up to the top right and check the 3rd window light then return down. Now with Star Key in hand, open up the room on the 5th Floor. Use the Corkscrew on the bottle and enter it. Instantly try to find cover as The Scuba Diver is in here. He is very fast and will kill you if spotted, but he is roaming the same path so just watch for places to hide in. Head to the far left and watch Ending B unfold.
Run #15 (Ending U)
This ending is best to do now because it requires 14 Endings. We are going to first go all the way to Starry, but we are going to tell her not to come with us. Jump down the well and say no to Pale Smile. Take the Hole and Jump down the top one. These are Dumplings, which bite Rockette until she takes 10 hits, killing her. Avoid these plushies and grab the Yellow Cassette while in here. We need to unlock this door for later on. On the way back upstairs, we will finally encounter The Driller as he busts open the wall. This is literally the only reason why 14 endings are needed because we need him to be active so a hole in the prison room of the basement is opened up. Now go and see Aunti G. Now that you are in the dungeon, escape from the north and find the cell with Starry inside. Talk to her and let her know you are present. Once done, walk into the tunnels and you will hear The Scuba Man again. This time he has a chance to have completely sporadic movement that is entirely random. We need to head to the bottom middle of the tunnel so stay to the lower path and duck into places as needed. In the computer room turn it on and use it to unlock Starry’s Cell and Cell 6 which is the left middle and right top. Then head back to Starry and take her towards the tunnel. She will disappear and we then have to head back into the tunnel. This time we need to head all the way to the far right and into Cell X. Starry's Dress will be on the floor and a note saying Hang It Proper. We are going to disregard the note and instead take her dress for ourselves. Now wearing the dress, make your way back to Cell 6. Crawl through the vent and you will end up back in the Basement. Go back through the unlocked door and into the top room. Head to the middle section and into the hole, but careful about The Driller seeing you as he is fast once he spots you. Once in the hole, examine the picture of Starry and proceed through the next section to get Ending U.
Run #16 (Ending T)
Now for a much easier ending. This is the run where we need to be mean to Starry. So first we are going to grab the Fairy Outfit and teleport to the Custodian Closet. Next, go straight to Starry and we are going to take her with us, but we are also going to have her give us her clothes. Now with her in tow head up towards the lighthouse where she will disappear and block off the way back. Proceed through the hall and stop by The Host for the last cutscene which requires Starry's Dress. Next just head up to Aunti G and to the dungeon. Talk to Starry and ideally you want to Question or Belittle her. Now we are going to unlock Starry's Cell and Cell 3 the same way as last time. In Cell 3 go towards the Chains for the Second Resting Place for Ending A. Then grab Starry and make your way back to the tunnel this time heading to the top right of the tunnel. Go through this door and Starry should be waiting near the top of the stairs, but not to help you. She will rush you the moment you get too close and play out Ending T.
Run #17 (Ending W)
Now we are going to rinse and repeat the same steps, however we don't really care about our choices with Starry this time we just need to make sure we talk to her both in the Connector and the Basement. In the dungeon we are going to unlock Starry's Cell, but the second does not matter. We are going to take the top left path in the tunnels this time and find a blue door. Through this door we will watch a cutscene in which we eventually need to run away from the street lamp and into one of the girls coming towards us for Ending W.
Run #18 (Ending S)
This ending is the direct opposite of Ending T where we have to make good choices with Starry. Talk to Starry and have her join you by picking the first option which is to let her tag along. Then go upstairs and examine the bookcase near the table to watch the memory scene. Starry will comment on this in which we need to respond with thinking about my sister. Then in the dungeon we need to Comfort Starry and then unlock Cell 1 and her cell. With Starry, go into Cell 1 and grab your clothes from the vent. Next head to Cell X and hang up Starry's Dress. Then head back to the blue door and this time stay close to the Lamppost. After this Starry should follow you out and you both can escape the lighthouse and watch Ending S.
Run #19 (Ending Q)
Once in the dungeon, just bolt it to the top right door and escape for Ending Q. You can take this time to go ahead and get thrown into The Freezer again and grab the final Resting Place in the top middle behind trash bags. You can also go into the Red Light room and inspect the 4th Window Light on the north wall at some point before going to the dungeon.
Run #20 (Ending R)
For Ending R, be nice to Starry preferably and get your clothes back. Then just bolt it for the escape once clothed again.
Run #21 (Ending F)
Now it's time for the big ending clean up. First let's go and jump down into the well. We will say no to Pale Smile one last time before we sit in Jail until Edmund comes to check on us for Ending F.
Run #22 (Ending M)
Next we are going to grab the Hammer and bust open 101’s wall and follow the path to Ending M.
Run #23 (Ending H)
Ending H is next up and all we need to do is go and visit The Host one last time and watch the cutscene.
Run #24 (Ending E)
Now you can get Ending E by going through the door opened by the Dolls. Travel down the path to watch the ending play out.
Run #25 (Ending X)
Now that we have all 5 window lights, go up to the Telescope Room and look through it for Ending X.
Run #26 (Ending A)
Time for the grand finale. We by this point should have every resting place collected and every other major ending finished. From this point go straight up to the wall of the damned on the 6th Floor where we found the Crystal Ball. You will need to escape the static monster one last time. Past the wall is a door that leads into the final area. Be prepared as this is the final challenge.

[AS OF 8/1/24 ENDING A IS NOT AVAILABLE YET. PLEASE WAIT WARMLY]
Walkthrough Pt7
Dark Harvest (PLS HELP ME WITH GETTING ALL COSTUMES SOMEBODY)

Okay so now we are going to do one final run. But this is going to be split into 2 parts. First we are going to tackle Dark Harvest before making our way to Ending A. Because we do not actually die in Dark Harvest we can just reload a save afterwards, and this also applies to beating it. So first grab the Hallow’s Key from the Costume Closet and head to where The Host is. Talk to him and say no to watching Ending H again. Behind him will be a door to Dark Harvest. You can learn what Dark Harvest does in the lobby room and proceed through the door up top. Past the door with the gHost is the start and you can’t return past that point so be prepared. Starting off just follow the path towards the field and enter. You need to look for a key while avoiding Mariana’s Ghost. If any enemy catches you the game will close and you will have to restart. Grab the key which is usually on the left and head north. This will take you into the apartments from the dungeon side. You are going to navigate the maze while avoiding the Dumplings inside. Next you will find yourself in a cell with a bunch of girls blocking the way. Be careful though because each time you or these girls walk into each other will cause the mummy to move and head straight for you. Head down through the door and walk upstairs. Jump into the pit at the top and wander until you find Pale Smile and talk to him. Next walk forward and head to the second floor area which seems to be different. The Shadow man will block you sometimes so try and make it towards the right side door. In the freezer here you need to grab the cooks key at the top right as usual, but this time the Shadow Man will be in here trying to kill you. Once you grab it head south out of the area and down to the South Wing Hallway. The Scuba Diver is in here and has the same chances of having movement patterns in the dungeon. So if he is moving randomly be extremely careful. You need to get the escape keys from the Key Room then head south. Walk through the connector in space and you will reach the final area. You need to collect 3 keys total then head to the right and unlock the gate. However your visibility is lower and Mariana is back. This time she moves faster with each key and on the 3rd she will be on a 30 second timer. If she hits 30 seconds she will sprint towards you and is almost guaranteed to kill you if you are too far from the gate since she moves faster than Rockette can walk or run. After this you can walk through the door and around the top of the lighthouse until you reach a shadow and talk to it. There is a free costume in the bottom right corner that you can grab as well.

The Backrooms

If you see a glitchy tile in the wall, find a place to save immediately. This is an ending you should do the moment you can. Upon walking through the tile, you will follow the sequence until you end up in The Backrooms. Now we are gonna be searching for a small vent to crawl into. Keep in mind this area is massive and is very easy to get lost in. Just check all major things you come across as it can spawn in random places. Once you find it crawl in and take the path. You will need to run closer to the end as something will follow. From exiting just keep going and circle the room when you become fast and loop in the same area. Once you find the way out just walk until you reach a door and try to open it for the ending. You will be rewarded with a special costume that changes the appearances of several things including enemies and allies.
Simplified Endings
These are all 29 endings in the game, but they have been simplified to be easier for people to follow. This section is also for those who decide to play at their own pace and need help figuring out how to get the endings they are missing. I have included a difficulty to gauge how hard each ending is to get in general.
Ending F
Difficulty: Very Easy

From the start, head the normal route until you get down to the Apartments 1F East. Head to the Custodian Closet and get caught. Say no to playing Pale Smile's game and remain in the cell until Edmund shows up. You can also get caught by Edmund in different rooms he appears in before 10 endings or jump into the well on your own after 10 endings.
Ending X
Difficulty: Medium

There are 5 total Window Lights that need to be found through out the course of the game.

  • Apartment 2F East - Room 201
  • Apartment 1F West - Cootie's Room
  • Lighthouse 4F - Doll Mummy Room
  • Lighthouse 2F - Red Light Room
  • Lighthouse 5F - Cleaning Closet

It is best to do these over the course of multiple runs, but can be done in 1 run provided that you are able to get the Star Key & Spade Key. Once all of the lights have been found, go to the Telescope Room in Apartment 2F West and look through the telescope.
Side Quest Guide
Clearing the Hand Monster

Grab the Spade Key and turn the Green Teru Teru Bozu to Rainy. Go into Room 006 and grab the Empty Wine Bottle. Next acquire a Sickenly Sweet Mixture which can be obtained from 2 sources. 1. Edmund’s Mother which requires the Janitor's Keys and access to the Cabin. Probably the easiest to do if you can backtrack to the cabin. 2. The Weeping Mother which requires her being melted in a previous run by the Enchanted Toy Plane. This is longer but can be set up while progressing to another ending. You need to grab the Toy Plane from the Orphan Bedroom and take it to Thomas in the Museum. When he asks to give it back say no and he will enchant it for you to save his mother. Then take the plane to melt her on the 4th Floor. Fill the bottle with either mixture and then inspect the cracked floor on the 4th Floor.
Enemies
Edmund

Edmund II

Dumplings

Mummies

The Shadow Man

The Waver

The Scuba Diver

The Driller

Pale Starry

The Abomination

The Umbrella

The Pale Static

The Vent Creep

Mariana's Ghost (Dark Harvest)

Mariana's Ghost II (Dark Harvest)
Ending Requirements (Will Add to each ending later)
Requirements:
Ending A: 5th Floor Access, Mariana’s Notes, Resting Places, Crystal Ball, Hammer, Strange Knife, Strange Key, Star Key
Ending B: 5th Floor Access, Star Key, Void Key, Orange Diamond Key, Corkscrew
Ending C: Well Access
Ending D: 8 Detergent, Void Key, Orange Diamond Key, Star Key, The Janitor’s Keys, The Small Hammer
Ending E: Star Key, Room 104 Curse
Ending F: Well Access
Ending G: Spade Key, Ending I
Ending H: Ending G, Rockette’s Clothes, Nudity, Starry’s Dress
Ending I: The Janitor’s Keys, Strange Key, Wire Cutters
Ending J: None
Ending K: None
Ending L: Raft Pushed, Strange Key
Ending M: The Small Hammer, The Janitor’s Keys
Ending N: None
Ending O: Cook’s Key, The Janitor’s Keys, Glass Heart
Ending P: None
Ending Q: Dungeon Access, Nudity
Ending R: Dungeon Access, Rockette’s Clothes
Ending S: Dungeon Access, Rockette’s Clothes, Starry Likes You, Starry Rescued
Ending T: Dungeon Access, Starry Hates You, Starry Rescued
Ending U: Dungeon Access, 14 Endings, Driller Opened, Basement Unlocked, Starry’s Dress
Ending V: Well Access, Pale Smile Found
Ending W: Dungeon Access, Starry Rescued
Ending X: 5 Window Lights, Empty Bottle, Spade Key, 5th Floor Access, Cook’s Key, Star Key
Ending Y: The Small Hammer, The Janitor’s Keys, Crescent Key
Ending Z: The Small Hammer, The Janitor’s Keys
Changelog
Changelog

0.3
-Added sections for all 26 individual runs in an optimal playthrough
-Sorted out every section of the walkthrough section into parts

0.22
-Fixed the section for Ending L progression to be more accurate (thanks to Luxifer for spotting that!)

0.21
-Added section for Ending X
-Added section for Enemies (Will research them all and add more if necessary)

0.2
-Steam Guide release
-Reordered some sections to be more concise for later updates
-Added Section for Ending F

0.12
-Added unfinished section for Ending A and notice informing that the ending is not implemented yet

0.11
-Added separate section for individual endings and quests

0.1
-Beta Release
2 Comments
LeyDud  [author] Aug 8, 2024 @ 12:53pm 
One is in the Doll Room on the 4th Floor, One is in the Red Light Room, and One is in a room on the 5th Floor. You must do them in this order. Ill make a dedicated section to ending x and something else now that i have some free time
GreySlates Aug 5, 2024 @ 7:07pm 
wheres the last 3 of the lights in windows? i found the first two but dont know where to find the rest