DreadOut: Keepers of The Dark

DreadOut: Keepers of The Dark

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Keepers of the Dark Walkthrough
Von Don't kick her, Sharkeisha!
Level by level walkthrough of DreadOut: Keepers of the Dark.
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100: Realm of the Unseen
Linda awakens in Limbo. Instead of running towards the light, the first achievement can be found. To your right, an orb of light can be approached. Getting close will cause an entire scene to erupt, depicting the beginning of the original DreadOut. Turn away from the light, heading backwards towards the darkness and inspect all of the orbs. Notably, all of them can be walked through--except for the woman in red, the First Sister. Checking out all of the memories catches you up on the events of the first game and awards the first achievement of the game.

Achievement: Astral Showreel. View all of Linda's Past Projections in Limbo.

Once completed, head towards the light. Linda will find herself in the Realm of the Unseen: a long, nearly-deserted hallway with eight doors along the walls and a solitary janitor cleaning the rug. Talking with the janitor (who the game refers to as an "unemployed person") will provide hints to Linda, although they repeat and end up exhausted pretty quickly. At the far end of the hall is a bare wall which, as more realms are completed, slowly erupts with a dark stain that develops into a ninth door.

Take Note:

  • Each door, beside a name plate showing a number, has next to it one to two candles. These candles represent a boss ghost that needs to be dealt with or defeated within that realm. The doors themselves will also be illuminated as long as there are useful items, documents, or story events to be taken in that area. Once a realm has been completed, the door will go dark and the candles will be melted.
  • Reentering a completed realm is not always safe; you may encounter a Pocong Warrior or two in previously "safe" areas.
  • The realms can be entered and solved in any order, through some require items from other locations to be finished. To collect and complete everything, you'll have to backtrack at least once to 102, 103, and 106.
  • When inside a realm that is incomplete, you can choose to return to the Realm of the Unseen by finding the jeweled, golden mirror in the level. Interacting with this mirror will immediately transport Linda back to the hub world.
101: Dark Sewers
TETAPAN KEMATIAN
The Death Gaze


Entering this door, you’ll find yourself knee-deep in water in what appears to be a marsh. Your immediate left is blocked by boulders and overgrowth from the forest, so your only choice is to head right towards an imposing stone structure.

Climb the bloodstained stairs to find the KAMI POEM, then head between the iron gate into a courtyard with a large pool in the center. Heading straight ahead to the far end of the structure houses the mirror to return to the Realm of the Unseen, while the left and right entryways lead to the flooded wings of the sewer building.

KUNTILANAK
Suggested Weapon: Irisphone
The first of two spirit encounters in this level is the Kuntilanak from the original DreadOut: the beautiful ghost of a pregnant woman with long black hair. While invisible to the naked eye, she tends to give away her position with a mature-sounding woman’s laugh. The more damaged she gets, the quicker she moves, but as long as you’re scanning in a 360° circle for her approach she’s an easy opponent. If you do have trouble, it may help to lead her to the large open room in the right wing of the building. Keep in mind the Kuntilanak is not a boss fight and doesn’t extinguish a candle.

SUNKEN HEAD VICTIM

Suggested Weapon: SLR Camera
Scattered around the flooded wings of the building are 4 pale women’s heads with their eyes sewn shut. Most noticeably, they can be located by a childish giggling echoing through the halls. Some wander, some stay still, and some actively hunt for Linda. Regardless, they all attack the same way: lashing out like a snake attached to a tendril of hair. They’re fairly weak, especially if taken on one at a time, and will fall after two snapshots.

After defeating all of the sunken heads, darkness will overcome the location. Head back to the main courtyard for the boss fight.

KAMI
Suggested Weapon: SLR Camera
The source of the sunken heads is revealed emerging from the center pool of the courtyard: a humongous head with medusa-coils of hair tendrils that each end with a blinded head. The exits will be barred with hair and the fight ensues. While the Kami head in the center stays mostly immobile, the 4 sunken heads from before will rise from the water in each of the four corners of the pool. Taking a single picture of a small head will make it slink away back into the water, but it will soon pop up again as long as Kami is still fighting. Kami has three attacks: first, sending a tendril of hair whipping towards you, second, ramming her large head into you to try and take a bite, and third, the “death gaze” wherein her eyes glow red and Linda will continuously flinch until it ends. While the death gaze doesn’t do much damage, it makes fighting almost impossible and makes Linda vulnerable to one of the four sunken heads. For this reason, it’s suggested to sit in one of the corners and keep shooting the small head there so that when Kami does the death gaze, Linda will be safe. After this attack, Kami will collapse on the bottom of the pool for a few moments and give Linda a chance to counterattack. After taking enough abuse, Kami and the other heads will collapse and sink into the pool.

Once banished, Linda will be returned back to the Realm of the Unseen. Back in the hall, take note of the dark stain that's showed up on the previously empty wall.
102: Village Outskirts
CINTA SEJATI
'Till Death do us Part


Linda will find herself standing in a bungalow on the outskirts of the village. Exiting the home, to the left is a dead end (and a wandering ghost that's an Easter egg) while the right leads to a wooded pathway.

In this forested area, to your left will be a cliff face while the right is a row of bungalows. The second bungalow on your right (behind a fallen tree) will have a glowing item to collect: a CHARM NEEDLE. Keep heading down this path and you’ll be met with the sound of heavy footfalls and the first ghost encounter of the level.

BELOVED HORSE
Suggested Weapon: Irisphone
The ghost of a lonely girl and her beloved pet manifest as a giant ghostly horse. Unsurprisingly, their preferred method of attack is to charge Linda and try to trample her. It’s possible to stand your ground and catch her in a picture just before the point of collision, but it’s much easier to dodge out of the way then take a quick picture while they’re trying to circle back into the fog. She’ll frequently retreat, through buildings or cliffs or trees, making tracking her difficult. After getting a few shots in, the Beloved Horse will create two phantom copies that, although they are disposed of in two or three camera shots, are just as dangerous and try to blindside Linda when you’re trying to take a picture of another horse. There doesn’t seem to be a tell or difference in behavior between the copies and original, so if you’re getting overwhelmed move towards the far end of the wooded area (not the way you came from but the way you were headed) and pick them off as they get close. After making a second set of copies, enough photographs will cause the Beloved Horse to fall and both it and it’s rider to be banished.

Banishing a boss ghost will instantly teleport out of the current level, regardless of whether or not you’ve finished it. Head back into 102 and continue exploring. At the end of the wooded area where we fought Beloved Horse will be the next document: KAMI ARTICLE.

ZOOK
Suggested Weapon: SLR Camera
In rooms 102 and 103, Linda may make note of a “powerfully hostile” presence in the vicinity. This is the Japanese spirit Zook, who haunts both the village outskirts and the graveyard. He, unlike other ghosts, has to be defeated in both locations (though it only takes a single shot) and has a wider area he can spawn in. He is usually crouched down and is difficult to see, with the only tell he is in the area a slight musical sting that, for the most part, is hard to catch. Here in the village outskirts, he haunts around the end of the wooded area to the beginning of the clinic. If Linda strays to close, he’ll quickly strike her down with his katana and you’ll have to resurrect. It seems he doesn’t always make multiple appearances in the same level once you’ve been killed: you may need to leave the area, then return later for him to show up again. Most of the time, though, he'll simply relocate to another part of the level. Being killed by him once will make the ASSASSIN CONTRACT show up in your documents menu.

Head between a rocky outcropping and towards a dilapidated building. Passing an ambulance, your way will be blocked by a collapsed terrace. Snake around to the far side of the building and enter the clinic. Entering the clinic, the music will suddenly change to a haunting piano melody. To your right, through the doorway, is the mirror exit. Turn left first, however, to spot the sad ghost of a young child in a hospital gown. Approaching her bed will cause her to disappear, leaving behind a PHOTOGRAPH SCRAP. The photograph shows a person, though Linda right now is only able to connect it to room 108: The Great Hall.

Walking back towards the entrance, the child’s ghost will appear again to Linda, saying, “Find her!” before again disappearing. For now, simply exit through the mirror and return to the Realm of the Unseen.
103: Graveyard
PENGABDI SETAN
Resurrection


Turn right and to face a large boulder in the center of a pond. The pathway directly opposite leads to the graveyard itself, while to your right are two pathways with shrines and to the left is the exit mirror. Zook haunts this area, so be careful when approaching any of these pathways. Photographing him a second time will exorcise him for good.

Start by moving counterclockwise from the starting point. The first pathway will lead to a small clearing with a shrine and the second PHOTOGRAPH SCRAP. Continue to the second pathway with a second shrine and pick up the CHARM NEEDLE.

The next pathway is a long, flooded trail bordered by gravestones. About a third of the way resting on gravestone you’ll find the KOIL IN CONCERT document. Continue onwards to a large circular clearing at a base of a giant tree. In the clearing there will be four gravestones, each with a particular item hovering above it: an electric guitar, motorcycle helmet, spatula, and an abacus. Linda will make note of the items and assume some sort of ritual is going on, but is unable to do anything at this time.

The final pathway will lead to a third shrine, the exit mirror, as well as a second CHARM NEEDLE. Pick up the remaining item and leave this level for now.

Second Visit

KOIL
It turns out the NerdDeath was attempting a necromantic ritual to bring back his favorite rock band. Collecting all 4 of the NERD NOTES across the different realms will allow Linda to the complete the ritual. Head back to room 103, the graveyard, and return to the four tombstones with the band members’ belongings. Standing in the direct center of the four gravestones will complete the ritual and wake the dead.

The leader, with his guitar, will take wide swings in Linda’s direction, while the helmet member will take leaping dives towards Linda. Spatula will do a running charge towards Linda, while Abacus will simply swing his fists half-heartedly. If you get overwhelmed, back off into the graveyard pathway and try to pick them off one at a time. Compared to the other fights, Koil only has numbers on their side and even that isn’t much of an advantage against Linda.

104: Colonial Sewers
TELAGA ANGKER
Curse of the Beast


Linda comes to in a sewer tunnel. Head forward to a T-junction and take a right, as heading forward leads to a dead end. Pass some abandoned furniture, and scampering rats, to reach another T-junction. Heading forwards this time will lead to a document to collect, the DANCE PERFORMANCE FLIER, while left will head towards the first ghost encounter of the level.
Reaching another T-junction, a wailing will come from the right. Numerous babies, umbilical cords still attached, are crawling amongst the walls like cockroaches. Thankfully, they won’t attack, but they will continue to wail while you walk down their tunnel to collect the GRAMOPHONE HANDLE. Pick it up and head down the opposite tunnel entryway.

DEVORADOR
Suggested Weapon: SLR Camera
Wandering the tunnels in a cloud of filth is the torso of a canine-looking abomination called the Devorador. The spirit of a sociopath that tortured pet dogs, he now crawls on his hands through the muck in the sewers looking for victims. His one attack seems to be a sudden charge towards Linda, but here you have a chance to take the offensive: get a good shot of him when he’s close and he’ll start to retreat. Instead of waiting for a second attack, give chase, sniping him with the zoom function of the camera before he has a chance to recuperate. After just a few shots, he’ll be banished.

Unfortunately, banishing the Devorador will gain the attention of another denizen of this sewer. Cautiously move forward, staying on the defensive, until your encounter Nine Tails. She’ll have trouble in the cramped passageways, so use this to your advantage. Run when she tries to lunge for you then snap a photo with the Irisphone while you stay out of her reach. Rather quickly she’ll give up and retreat deeper into the sewer.

Continue through the passageways into a small alcove full of junk and furniture along with the level’s exit mirror. Instead of leaving, keep moving forward to a 4-way junction. Right is a dead end, forwards is another CHARM NEEDLE to pick up, and left heads towards Nine Tails. Step over a few decayed corpses and enter the den of Nine Tails, where she waits for a fight.

NINE TAILS
Suggested Weapon: Irisphone
The open space doesn’t do Linda any favors here: Nine Tails is fast and Linda is about as quick as an Asian heroine in danger tends to be in scenarios like these. She’ll start with her same tactic as before, namely a slow walk interspersed with a quick lunge that Linda can easily take advantage of. She’ll quickly change this up, however, dropping to all fours to pursue Linda and intermittently climbing onto the walls of the room to dive towards Linda. She’ll swap the half-assed lunges for desperate clawing in Linda’s direction and tail whips that can knock Linda off her feet. Do your best to keep space between you and pay attention for her weak spots, which seem to be right after she tries to tail whip as well as right after she does an “evasive” jump away from Linda. She eventually gives in, allowing Linda to take the final shot before curling up in her tails and evaporating.
105: Deserted Suburbia
KAMPUNG BERHARAH
Macabre


Linda finds herself in a small shack illuminated by a single candle. Open the double doors and step out into the village suburbs where the original DreadOut set its’ prologue chapter. To your immediate right is a house on stilts. In this level in particular you’ll need to pay attention to the blue vignettes that identify collectables in Linda’s vicinity. For this level, the majority of the clues will be invisible unless viewed through a camera lens. Entering the stilt house, cautiously approach the back of the room. Amidst a swarm of rats and insects there’s a pile of gore and blood splatters besides a table of tools and instruments.

The first side quest of this area involves locating missing body parts. In total, there is a heart, a head, an arm, a torso, and a leg. Their location is somewhat randomized, and because they’re invisible you’ll need to pay attention to the blue vignette to get a clue as to where they are.
Potential locations include:
  • Landing of the stairs leading to the stilthouse.
  • Bedroom of bamboo bungalow opposite the stilthouse.
  • Large bamboo house.
  • Main room of the yellow bungalow.
  • Second floor bedroom of the villa.
  • Nailed to a palm tree by the swing set.
  • Villa garage behind the pickup truck.
  • Hanging in the vines by the hole in the brick wall leading to the villa.
Leaving the stilt house, to the right there will be a bamboo bungalow, then a grey, vine-covered home with double doors opposite the shack you started the level in. Beyond that is a brick-and-concrete house with a lamppost in front of it. Keep in mind that it’s possible to walk around the outside of the brick house behind it.

HAUNTING OF CHILD
Follow the main pathway, past the lamppost, and approach what appears to be the ghost of a young girl waiting in the path way. Instead of attacking or disappearing, she’ll excitedly ask you to play a game of hide and seek with her. If you can’t see her, you may have to continue exploring houses: the yellow bungalow and the large bamboo house (that, incidentally, Linda started the first game in) should be quickly investigated.

After meeting you, the little girl will skip off down the alleyway and disappear. Continue to the end of this alley; to the right will be a small playground with the exit mirror, while the left, past piles of garbage and food carts, will be a hole in the brick wall to climb through where the little girl ghost is seen walking.

Stepping through the hole in the wall will bring Linda into the yard of a large villa. Approach the building and you’ll hear splashing water—a clue to where the little girl is hiding. The first floor bathroom through the kitchen is empty, so instead head upstairs, hang a left, and look in the second floor bathroom. She’ll be hiding in the bathtub and congratulate you for finding her. If, instead, you’ve taken too long, she’ll tell you it’s her turn to find you. After a quick count down, she’ll hunt you down for a jump scare that, although it won’t kill you, will put you into danger status. If you want to retry her game you’ll have to exit and reenter the level.

Finding her the first time will start a second round as soon as you head down the villa stairs. While you’re here, though, make sure you photograph NERDDEATH in one of the bedrooms, a ghostly, computer-obsessed Indonesian nerd, and collect his NERD NOTE 1. On the first floor, before you head out, make sure you collect the CHARM NEEDLE on the cabinet in the living room.

To find her second hiding place, hoof it back to the first area and find the brick-and-concrete house with the lamppost in front. Squeeze between the fence and the house wall to reach a small nook where she’s hiding. She’ll thank you for playing with her and then leave you a gift: a total of five CHARM NEEDLES.

Note that the hide-and-seek girl is the most likely ghost to bug out; you should avoid taking the right hallway in the first floor of the villa until after you finish her hide and seek because she can glitch out and run back and forth in that hallway. As of the most recent update, she seems to have been fixed. Occasionally, she may also reverse her hiding places and start first behind the house and then hide second in the villa bathroom.

BEAST
Suggested Weapon: Irisphone
Hopefully by now you’ve found and photographed the five body parts, which will cause Linda to comment on the putrid stench that now fills the air. A red mist will hang in the area, leading you back to the stilt house. Get your camera ready and approach. Kneeling over the pile of gore is the Beast, a cannibalistic serial killer, hacking away at body parts. Engage him with a photo then begin a retreat towards the playground area, taking a few shots when you have a chance on the way. Because the level is so cramped, the swing set will be your best defense for keeping space between you and him: unlike other ghosts, the Beast is tangible and has to run around obstacles to reach you. Camera shots don’t seem to stagger him, and he’ll occasionally spew out more of his putrid stink to cloud your vision before charging you and hacking away with his cleaver. Banishing him will finish the level.
106: Haunted School
ASMARA BERDARAH
Beauty, Everlasting.


Linda is immediately greeted in the main hall of the school by a mob of mannequins. In fact, the entire first floor of the building (and absolutely crowding the outside, at least seen from the windows) are ceramic mannequins.

You should quickly catch on that some of the mannequins stand out; a handful of the mannequins have hair, react when focused on with a camera lens, and are contorted into gruesome positions. The entire right wing of the school is blocked, as is the main stairway in this hall, so the entirety of this level will take place on the first and second floor of the left wing connected by the side stairwell at the far side of the building. For now, navigate your way through the crowd of mannequins to collect another CHARM NEEDLE in the main hall next to the left stairway. After picking up the needle, head deeper into the school.

Which hallway you take first doesn’t matter; both loop around and lead towards three things: the stairway to the second floor, a lonely room at the end of the building with a few cots, and the first floor bathroom. Before that, however, is an open passage through two center rooms with a crowd of mannequins and a desk with yet another CHARM NEEDLE on top to collect. Every other door will be locked. Open the door to the bathroom (the only door on the first floor that isn’t locked) and take a picture of NERDDEATH, who will leave you with NERD NOTE 2.

CERAMIC WOMAN
Suggested Weapon: Irisphone
Outside of the open room, there will be a SUSUK ADVERTISEMENT to pick up and add to your documents. After collecting these items, head into the open room of the first floor. Inside stands a trio of mannequins along with four occupied cots containing, of course, more mannequins. Taking a photo of the peculiar mannequin in the center will awaken the Ceramic Woman.

Achievement: Sharpshooter. Defeat 'Ceramic Woman' without damaging her decoys. To get this achievement, the only mannequins you should photograph during the level should be the Ceramic Woman's hosts, identified by the blackened, cracked face and limbs.

Your photograph will cause the ceramic to burst, revealing the desiccated ghost of the Ceramic Woman, who will take off running instead of trying to fight. If you get in her way, she’ll knock Linda down but won’t even try to attack; instead, she seeks refuge in another one of the haired mannequins spread across the floor. To damage the Ceramic Woman, you need to locate her current host body, identified by the cracked ceramic on her face and limbs, and take a photo.
Meanwhile, you’ll be harangued by some of the other dummies that will slowly pursue you across the level while you try to locate the Ceramic Woman. As long as Linda keeps a light foot, there shouldn’t be any problems with the dummies—especially because they only move when they aren’t being watched.

SUSUK LADY
Suggested Weapon: SLR Camera
The second floor of the school houses the Susuk lady, a woman who’s embedded countless charm needles into her skin to become more beautiful. The CHARM NEEDLE items you’ve been collecting thus far will be put to use by overall weakening her; the more needles (a total of 14 exist in the game) you have, the easier it will be to defeat her. If you want to engage her now, you can, but remember there’s an easier way by completing the other levels and then returning to finish the Susuk Lady. If you want to come back, make a break for the end of the hall and the exit mirror as soon as you reach the top of the stairs.

Achievement: Pinned Down. Defeat 'Susuk Lady' with 10 'Susuk Needles' or less.

Otherwise, enter the very first door to your right upon reaching the second floor. In this room, amidst a sea of blood and dismembered limbs, is the final CHARM NEEDLE. The next door opens into the room of the Susuk Lady herself, admiring herself in a mirror. After a few lines of dialogue, she’ll turn her attention to you and give chase. A slow, Michael Myers-esque chase. If she does catch you, she’ll slam Linda into the ground for a good amount of damage. Keeping a distance, however, will cause her to throw chairs and other debris at Linda that can knock Linda down. Find a maximum distance down the hallway then use the zoom function on the camera to take a series of long-range shots.

The more pictures you take, the more her needle-ridden visage will become apparent. Eventually she’ll realize her ugliness and take off running for cover and cower in one of the rooms on the second floor. Give chase, and follow up with more pictures. If you’ve neglected to pick up enough CHARM NEEDLES, she very well may stand up from this point and resume the attack, in which case you’ll have to whittle her down again until her ugly side is revealed so you can go in for the kill. Repeat, however many times, until she’s banished and the level is complete.
107: Abandoned Village
OBSES DALAM KELAR
Report from the Grave


Ignore the corpse in the well and, instead of heading deeper into the abandoned village, turn around and head backwards. Cross the small bridge and pass the large clearing with the tour bus. There’s a fenced pathway with a terrace overhanging. Outside the building at the end of this pathway (actually the school) there will be a mass of eyeballs growing like fungus from the stairs. Pick up the INVESTIGATION JOURNAL 2 nestled amongst them then retrace your steps back to the well.

Heading past the well, you should make two lefts and come face to face with a few food carts. On top of the middle is the GRAMOPHONE RECORDING. Put it in your bag then continue forwards, heading toward a strange banging sound. As you approach a row of houses, to the left of a blue house will be a man banging his head against a tree.

Approaching him reveals a severe lacking in the eyeball department. Linda will note that he seems to be looking for something. The blind man will turn and immediately engage Linda. Like the Susuk Lady, you can engage him now, but it will be easier to return shortly when we’re prepared. For now, dodge his vomit and head towards the building under construction. Before entering, make a quick left to visit the porch of a bungalow where another eyeball fungus has sprouted up to collect INVESTIGATION JOURNAL 1.

Head through the double glass doors of the construction site, hang a right and then an immediate left through the collapsed wall to another cluster of eyeballs. Here, collect the EYEGLASSES. Head outside, take a left at the large electrical transformer, and walk through the field of bird cages. You may spot the ghost of a woman wandering around here, but she doesn’t seem interested in you and Linda can’t interact with her at all.

SUNDEL BOLONG
On the far side of the bird cage field, you’ll begin to hear the desperate wheezing of a woman. This is the Sundel Bolong from the original DreadOut, who shows up here as well as in room 108. In both encounters she’s invisible to the naked eye and has to be spotted with the camera lens like the Kuntilanak, and, like her, will give her position away with her wheezing. Dispatch her quickly and resume exploring the area.

To your right after leaving the bird cage field should be a small house with an open entryway illuminated with a candle. Walk in to meet up with the NERDDEATH again. Take his picture a third time to get his NERD NOTE 3. Caddy corner from the nerd’s building is a small alcove with another eyeball cluster and the SCALPEL. Before heading back to fight the blind ghost, finish exploring the remainder of the level and find the exit mirror as well as a CHARM NEEDLE sitting on the back of a truck.

SEEING BLIND
Suggested Weapon: SLR Camera
Once a German detective, Seeing Blind was on the hunt for a prolific serial killer that would cut out his victim’s eyeballs. Following the trail to Indonesia, he was unfortunately the killer’s final victim, being force-fed the collected eyeballs until he died. In death, he haunts the abandoned village searching for the suspect.

Seeing Blind is weakened by having the SCALPEL and EYEGLASSES items collected on this stage, so it’s suggested to collect them before fighting him. He’ll spend the fight alternating between spewing a high-velocity eyeball throw-up, swinging blinding in the dark trying to punch Linda, and opening his mouth to reveal a huge, ghostly white eye. The eye is his weak point, most easily shot using the zoom function. It’s quite a bit easier to fight Seeing Blind at a corner, ducking into cover when he starts to vomit and them creeping back out to get a good shot. Finishing him will cause him to keel over and the level to end.
108: The Great Hall
SENANDUNG TRAGEDI
The Last Symphony


Linda starts on the second floor of the great hall, still decorated forr a wedding banquet. Leave through the door in front of her and take a right. Linda will almost immediately start to panic, a red vignette appears, and a strange clinking noise will approach from behind.

SOPHIE
An antique doll, Sophie is looking for her owner, but in the meantime a playmate will suffice. Like the ceramic decoys in the haunted school, Sophie will only move when Linda’s back is turned, and trying to pick her up with hurt Linda. She doesn’t however seem to attack Linda outright. The only option now is to run.

Instead of heading down the stairs, continue along the second floor until you reach a set of wooden double doors adorned with red curtains. Inside, on the table in the immediate hall, pick up the third and final PHOTOGRAPH SCRAP, revealing it to be of a little girl with her doll, Sophie.

The hospital ghost was not asking for you to find a person; she wanted her doll returned to her. Having the completed photograph means that Sophie will allow you to pick her up. Return to level 102 and enter the clinic, where walking to the hospital bed you first saw the child’s ghost at will let Linda give Sophie back. Reunited, the two will banish themselves for you.

There’s a sitting room on the second floor of the Great Hall, but nothing waits there except the wheezing of another Sundel Bolong. Instead, take the stairs to the ground floor. Keep left and head towards the side dining rooms. In the first room you’ll find NERDDEATH a final time, waiting to give you the final NERD NOTE 4.

The other two rooms, though you can explore them, are empty save for some ghostly laughter. Head to the far side of the great hall, passing the gramophone for now, and duck behind the large partition screen on the stage. Backstage, there will be two hallways. The right, marked with a portrait of the woman in red, leads to the music room that contains the GRAMOPHONE CONE, while the other hallway leads to the exit mirror and, beyond that, the front gate of the building where a Sundel Bolong awaits. You don’t, however, need to fight her.

TRAGIC DANCER
With all the gramophone pieces in hand, head back to the center of the great hall and reassemble the gramophone. Playing the record will summon the spirit of the Tragic Dancer and her boss fight will ensue. Don’t bother getting your camera ready, you won’t need it. Neither the dancer nor her shades can be damaged; this fight is entirely dependent on you surviving the length of the dance.

The dancer herself will not move and not hurt Linda in any way. Partway into the song, however, phantoms of the dancer will emerge from the shadows to assist her. At first, they will mostly ignore you, but as the tempo picks up they will begin to seek you out.

The song itself isn't long, and for most of it the shades amble around without caring about you too much. The final, and hardest, part of the song is when the tempo picks up and one of the shades will spin wildly around the area and the other moves in sudden teleports in time with the beat of the music.

First off, the inky black smoke around the hall will hurt if you head too far into it, but you can enter it a few steps without getting hurt. Use this to your advantage, running a circuit around the table with the gramophone, past the long buffet table, around the far side of the dining table, the loop past the front of the stage.

The first is hard to read but tends to aim to where you're moving, so sudden jukes and dodges in your circuit will help throw her off balance. The second can be hard to avoid because she teleports faster than you move. However, when she does hit she spawns back onto the main dancer. You probably are going to get hit by this one, so try and time it so that when you're hit by this one you're at a far enough point from the center that she spawns with enough space for you to escape. After finishing her dance, she’ll simply bow and let you take her picture.
109: Keeper of the Dark
Achievement: Knocking on Heaven's Door. Open the Hidden Big Door.

SERPENT MISTRESS
Suggested Weapon: Irisphone
By now, the black stain on the wall will have manifested as an ornate door taking up the majority of the back wall in the Realm of the Unseen. When ready, interact with the doors to reveal a shadowy hallway lined with candles. When Linda approaches the hallway, a reptilian hiss will echo through the room and a flood of sewer water will surge forward.

Linda stands in knee-deep, murky water in a sewer similar to room 104. However, here is incredibly dark, mostly flooded, and crowded: wandering through this area (which forms a rough figure-8 shape) are a number of phantom corpses that seem to take up space and trigger Linda's red vignette.

PHASE 1
Work your way through the sewer, dispatching the corpses (one photo will do, and they don't respawn) as the voice of a woman welcomes you to her domain. Sooner or later, you'll come face-to-face with the Serpent Mistress, the last keeper. she spends most of her time in this phase of the battle submerged, meaning most of the time you'll need to wander blindly in the dark until she decides to attack. She'll usually leap out of the water, sometimes when you can luckily dodge her, and then stand before you and taunt you a bit before returning to the water; this is your time to strike. Expect, however, to get hit before you can land your own attacks.

PHASE 2
After about a half dozen photographs, the Serpent Mistress will decide to take off the kid gloves and, before you, the once-beautiful maiden splits her body from the bottom of her mouth down the rest of her torso in a giant crocodilian maw full of teeth and anger. She'll sink into the water again, to crawl towards you, but upon getting close she'll leap out of the water and mostly stay there. From then on her main attack will simply consist of rushing towards you trying to snap shut on Linda's head. Take advantage of the long hallways to keep distance between the two of you and take a few shots during your retreat. In more open areas, especially in the wider rooms, she'll quickly dodge out of your camera lens before you can take a picture, so you'll likely want to stay in the tigher hallways to keep ground on her. After enough pictures, she screams at you, asking if you know what you've done, and then collapses.

Achievement: There's a Light in the End of the Tunnels. Finish the lost chapter.

EPILOGUE

The final playable section takes place in oblivion, surrounded by darkness. In front of Linda is a fully human version of the Serpent Mistress standing in front of a set of candles, though only one of them is still lit. Behind her, affixed to a freestanding wall, is a huge portrait of the First Daughter. Simply take a picture of the final candle to extinguish it, causing the giant arm of Ms. Siska to burst from the painting and drag the Serpent Mistress inside. After a cryptic message, an escape is shown to Linda.
Appendix: Collectable Items & Equipment
ANTIQUE DOLL
Description:
Use: Sophie, an antique doll, is haunting room 108 waiting for the return of her owner. Upon completing the old photograph, you'll be able to reunite them: her owner is the young child ghost in a hospital gown that haunts the clinic in room 102 (Village Outskirts).
Location: 108 (Great Hall) until you collect all pieces of the Photograph, the doll will stalk behind you for the majority of level and hurt you if you try to pick it up. Having all three pieces, though, will allow you to collect this item.

CHARM NEEDLE
Description: A needle made of silver supposedly possessing mystic powers.
Use: There's a total of 14 Charm (Susuk) Needles in the game. The more you collect, the weaker the Susuk Lady ghost of room 106 will be during her fight, though there's an achievement for defeating her with ten or less. Keep in mind that defeating the Susuk Lady may cause all other existing needles to disappear.
Location:
  • 102 (Village Outskirts) on a bungalow porch behind a fallen tree.
  • 103 (Graveyard) by a shrine in the second clearing when moving counterclockwise from the starting point.
  • 103 (Graveyard) by a shrine and the exit mirror in the third clearing when moving counterclockwise from the starting point.
  • 104 (Colonial Sewer) at the end of a sewer tunnel on the way to Nine Tails' den.
  • 105 (Deserted Suburbia) in the living room of the large villa where Haunting of Child plays hide and seek with Linda.
  • 105 (Deserted Suburbia) five total needles are given as a gift by Haunting of Child for playing hide and seek with her.
  • 106 (Haunted School) in the main hall by the left stairwell.
  • 106 (Haunted School) first floor wing sitting on a desk in a room full of mannequins.
  • 106 (Haunted School) second floor room full of blood and gore, held by a dismembered hand.
  • 107 (Abandoned Village) by exit mirror at the end of the level sitting on the back of a truck.

EYEGLASSES

Description: A dusty pair of eyeglasses.
Use: Together with the Scalpel, these items weaken the Seeing Blind ghost.
Location: 107 (Abandoned Village) amongst a cluster of eyeballs in the construction site.

GRAMOPHONE CONE

Description:
Use: Together with the handle and recording, the cone fixes the gramophone in 108 (Great Hall) so that the Tragic Dancer ghost can be summoned.
Location: 108 (Great Hall) music room.

GRAMOPHONE HANDLE
Description:
Use: Together with the cone and recording, the handle fixes the gramophone in 108 (Great Hall) so that the Tragic Dancer ghost can be summoned.
Location: 104 (Colonial Sewer) in a sewer tunnel, surrounded by ghostly babies.

GRAMOPHONE RECORDING
Description:
Use: Together with the cone and handle, the recording fixes the gramophone in 108 (Great Hall) so that the Tragic Dancer ghost can be summoned.
Location: 107 (Abandoned Village) sitting on top of a food cart on the path leading to Seeing Blind.

IRISPHONE
Description: A dependable cell phone with long battery life.
Use: The first of Linda's cameras. Has a flashlight so that Linda can see in the dark and is fairly quick to ready, but has a fixed range that may put Linda in danger while trying to get a shot.
Location: Linda starts the game with this in her inventory.

SCALPEL
Description: A surgery tool that looks worn out.
Use: Together with the Eyeglasses, this item weakens the strength of the Seeing Blind ghost in the Abandoned Village.
Location: 107 (Abandoned Village) in a small alcove beyond the field of bird cages, nestled among a cluster of eyeballs.

SLR CAMERA
Description: A modern SLR camera.
Use: Linda's second camera that can accessed with Q. Unlike the Irisphone, the SLR Camera only has a camera flash that has to be continuously pressed. However, the light is brighter and farther reaching than her phone's flashlight. The SLR Camera is a little slower to ready, but is capable of taking pictures much faster and has a zoom function (mouse scroll) to keep Linda at a safe distance.
Location: Linda starts the game with this in her inventory.
Appendix: Documents
Please Note: Some of the documents, especially the longer ones, can come off as confusing or even nonsensical in their current state. For example: "The authority still don't have any solid lead or motives to this unexplainable events, as the victims property are still remains, despite of struggling signs of their past owner, and no valuables was taken."

I've taken the liberty of transcribing them the way I think a native speaker would phrase it.

Assassin Contract
Location: Appears in Linda's documents after being killed by Zook once.
We will provide you with the requested items after you have eliminated the indicated target.

Dance Performance Flyer

Location: 104 (Colonial Sewer) in a sewer tunnel with a dead end.

Investigation Journal 1

Location: 107 (Abandoned Village) on the porch of a bungalow before the construction site.
That silent predator has taken another victim. This time, the body was found in an alleyway. Like the others, the eyes were surgically removed. Similar to previous reports, passersby witnessed a woman with a feathered hat in the vicinity.

Investigation Journal 2

Location: 107 (Abandoned Village) on the steps leading to the back entrance of the school, reached by heading backwards from the starting point.
The forensic team has concluded that the tool used to remove their eyes was a scalpel. All the clues so far have supported my assumption that the perpetrator has some sort of medical training or experience.

Kami Article
Location:102 (Village Outskirts) at the end of the wooded area where Beloved Horse is fought, just before heading up the path to the clinic.
Another Strange Missing Person Case
Yet another disappearance, again from their own home, occurred yesterday. Identical to other cases in the area that have stumped local authorities, the house was found with no occupants and water from the sink flooding the rest of the home. While there were signs of a struggle, no valuables were found to be stolen. With no solid leads or motives, and no human remains found, these unexplainable events add more to the growing list of missing persons cases police are struggling to solve.

Kami Poem
Location: 101 (Dark Sewer) on the bloodstained stairs leading to the front gate at the beginning of the level.
Slither sisters
Midnight lurkers
mother, tangled to a twine
We are many we are one
Boiled cold spine shivers
In our home dare not enters
Seek not for mother's wrath
A watery grave, you shall have
-Mary, 4th Grade, Rawa Kalong Elementary School


KOIL in Concert
Location: 103 (Graveyard) sitting on a gravestone on the flooded path leading to the ritual site.
KOIL in Concert
Bigger!
Faster!
Louder!


Nerd Note 1
Location: 105 (Deserted Suburbia) in the second floor bedroom of the larga villa.
The book arrived today. Now I can focus my full attention to resurrecting them. All of them. It's been years since any deserving messenger has been around to deliver the words of the dark lord. My efforts will be proven when the world shall once more bask in the sweet incantations of the true bearers of faith.

Nerd Note 2
Locaton: 106 (Haunted School) in the first floor bathroom.
I've acquired several reagents needed for the ritual. However, the key ingredients are missing; I'll need a personal possession from each band member.

I'll have to search online in order to hunt them down.


Nerd Note 3
Location: 107 (Abandoned Village) in a candlelit building beyond the field of bird cages.
I finally have them! A spatula, an electric guitar, an abacus, and a motorcycle helmet. The price to obtain them was staggering, but the reward shall be a millionfold. I've been looking forward to the day of their return ever since I first discovered their music. Now it will come to pass. Soon.

Nerd Note 4
Location: 108 (Great Hall) first floor side dining room.
I just realized the book is missing a page. This worries me. Is that part important? What will the ritual accomplish if there's something missing?

There's no going back now--all of the requirements have been collected. The ritual must proceed as planned. If it ends in failure, I can always look for other ways. The dark lord will know that I've tried my best.


Photograph Scrap 1
Location: 102 (Village Outskirts) left behind by the child ghost in a hospital gown inside the clinic.

Photograph Scrap 2
Location: 103 (Graveyard) at the shrine in the first clearing when moving counterclockwise from the starting point.

Photograph Scrap 3
Location: 108 (Great Hall) second floor mirror room, on a small table in the hall before the actual room.

Susuk Advertisement
Location: 106 (Haunted School) first floor hallway in front of Ceramic Woman's room.
Get your SUSUK today!
Men will adore you, fortune will follow you!


Appendix: Ghostpedia Part I
Please Note: These are not the verbatim entries from Digital Happiness. Like the documents, I've taken the liberty of cleaning up the syntax and diction of the Ghostpedia entries to sound a little more natural.

Kami
Location: 101 (Dark Sewer).
Description: Kami was once a woman whose beauty was only matched by her vanity. Of particular pride was her long, flowing hair that she refused to allow anyone other than herself to even touch. The mere sounds of scissors or shears would cause her to panic and give whatever unwary person a mouthful of angry words. Her beauty caught the eye of many men that wished to court her, though she never was never interested in romance. That is, until she fell head over heels for one particular man. Unfortunately, her love was unrequited.

Furious that any man would dare turn her down, she stalked her beloved and the girl that had stolen his heart instead. What could that other girl possibly have that she didn't? Certainly it wasn't her beauty. She had to be sure--sure that whatever he saw in that girl he would be able to see in her too. One day, while her love was away, she attacked his girlfriend and beheaded her, so that she could take the time to study her competition. She found, to her chagrin, no particularly exceptional qualities--not her hair, not her eyes, not her lips. She was easily the more beautiful woman, so why didn't he love her instead?

Beloved Horse
Location: 102 (Village Outskirts).
Description: Folktales about a phantom horse and its ghostly rider have been around for quite some time. It is said that she was the daughter of a wealthy family that, though they raised her in a life of luxury, were too busy to spend time with her. Lonely, she found companionship in the company of her dear horse. Every day after school, she would hurry to the stables to go riding, often staying out until long after nightfall. Even years later, when her horse had grown tired and weary, she still treasured the precious time she spent with her best friend.

One day, while riding along a country trail, the pair were blocked by a fence. The old horse, still obedient to his master, did his best to carry her as quickly as possible though he had aged. Leading her horse at a gallop to try and jump the obstacle, his elderly frame gave way, crushing the poor girl and breaking his neck in the fall. Far from help and pinned under his heavy frame, both the girl and the horse were dead within minutes.

Zook
Location: 102 (Village Outskirts) & 103 (Graveyard).
Description: Little is known about the origin of this enigmatic being. Some believe him to be the spirit of an ancient warrior, quite possibly stranded here from before colonial times. He always appears wearing a strange skull mask and carrying a sword on his back similar to a katana, suggesting he may have come from Japan. The story, passed around in rumors and whispers, is that he is a dark spirit enacting vengeance upon random people indiscriminately. Many say he often appears when it's raining, surreptitiously poised to deliver an instant death to his victims.

In past decades, folktales about Zook have described different figures altogether: sometimes a noticeably female form, sometimes an intimidatingly tall man, sometimes short like a child, all identified by the constant sword and morbid mask. It's been speculated that Zook is some sort of shapeshifter, or that perhaps the mask itself is the malignant entity, using its victims bodies as puppets to continue its bloody quest for revenge.

KOIL
Location: 103 (Graveyard).
Description: A very popular rock band in their day, KOIL was lauded as the next "big thing" in music. Well respected for their commitment to artistry and performance, they were an example of musicans that blasted sky high to the stars with a big bang and suddenly, literally into thin air, disappeared from the lime light.

There were always rumors going around about just how they acquired that level of fame and stardom practically overnight, and how they mastered their instruments to a prodigous degree. Whispers in the backs of music halls and venues claimed that their success was a deal with the devil: trading their souls for fame and fortune. While most of KOIL's fanbase never took these notions seriously, dismissing them as slander passed around by jealous musicians, other fans gladly welcomed the idea that their idols had a demonic side.

During a national tour, KOIL was set to play a special venue beachside at the famed, annual "MalanSatuSuro" festival. The lineup was going to be nothing but the best--the '69 Woodstock of Indonesia--except it event ended up being one super-group short. KOIL had never arrived. Major national newspapers saw the missing band in their headlines for a week, though no clues to their disappearance were ever found. The bus they rode in and everyone in it had simply vanished without a trace.

NerdDeath

Location: 105, 106, 107, 108.
Description: Among the ghosts that manifest themselves in the area, the ghost of this young man is the most recent addition. Having died only recently, his life was a very secluded one. After finding life to be full of disappointments, he decided the world was not meant for him and so decided to shut himself out entirely from direct human contact. Having a plentiful inheritance, he could live comfortably as a hermit and only would have to leave his flat when absolutely necessary. From that day onward, his perspective of the world came only from the blue light of his computer screen.

He found solace in the works of a band called KOIL. Though not particularly interested in classic rock, he claimed their lyrics could penetrate his soul the way nothing else ever could. He was greatly disappointed to learn his new favorite band was considered disbanded after all of its members disappeared under mysterious circumstances.

Devorador

Location: 104 (Colonial Sewer).
Description: Taking the shape of a deformed canine abomination, this demon was once a human being. Having the appearance of a man but not the conscience of one, this sociopath derived a sick pleasure in torturing animals--especially dogs. It's possible this particular habit he picked up as a result of the horrific abuse he endured at the hands of his father during childhood.

One night, he decided to move from strays to stealing one of his neighbor's pets: a Labrador Retriever. Like he did to the others he'd taken, he threw the dog into a pit near a vacant lot. He liked the helpless way they would paw at the sides of the pit, try to get a footing and climb up to freedom only for the dirt to loosen and dog to fall back to the bottom, exhausted. He would check on his prisoner each night, waiting for it to slowly die of starvation.

After a week of these nightly trips, he snuck to the vacant lot to see if his latest victim had finally died. Unbeknownst to him, the suspicious owner had followed him and, upon finding his dog in the pit, confronted him. A brawl ensued, and by a twist of irony he tumbled into the pit he had left countless dogs to die in. With its last bit of energy, the Labrador attacked his captor and devoured his face. Furious and disgusted, the owner saved his beloved pet and left him to die.
Appendix: Ghostpedia Part II
Nine Tails
Location: 104 (Colonial Sewers).
Description: A monstrous fox with nine tails. It's said that the more tails a mystical fox has, the older and more powerful she is. Therefore, she's lived for more than nine centuries. Being a trickster in nature, she sometimes takes the appearance of a beautiful maiden just for fun.

During her early years, she lived close to a rural village. During one stroll through the forest, she was caught in a trap set by a young girl. The girl took pity on Nine Tails and released her soon after discovering her. In gratitude, the fox formed a lasting friendship with the girl. They would play together out in the forest almost every day for years, and when the girl matured into a woman, the fox was sure to attend her childhood friend's wedding in the guise of a peasant farmer.

Haunting of Child
Location: 105 (Deserted Suburbia).
Description: Full of persistence and determination, this little girl was the best among her friends at hide and seek and she knew it. She could stay hidden forever, long after her friends would give up trying to find her.

One day, the little girl and her friends started a game near the outskirts of their village. Heedlessly, she went into the forest to find a good hiding spot. Soon, though, the sunny day was interrupted by a sudden and heavy rain. Her friends decided to end the game and began to call for her. Stubborn, and thinking her friends might be trying to trick her into losing the game, she refused to abandon her hiding spot.

For a long time she hid, and it wasn't before the day had grown into night, the weather grew cold, and the storm grew heavier that she decided to return home. Unfortunately, the darkness and rain kept her from finding her way home, instead leading her deeper into the forest where she became hopelessly lost.

The Beast
Location: 105 (Deserted Suburbia).
Description: His real name has been lost to time, but when he was alive The Beast had found his one true passion and purpose in life: devouring human flesh. With a particular taste for young maidens, he always had a little fun breaking his meals before he feasted. He found that the most exquisite taste was to be found in his food that had lost all hope; tenderized by fear and desperation. A favorite game of his to play was to have one girl watch in horror as he tore into another girl, still alive, and begin eating.

Eventually, he was careless enough to let one victim escape from his clutches. Learning of his grim pasttime, a mob of angry townspeople captured and sentenced him to death. For his unspeakable crimes, the townspeople devised a cruel and unusual punishment: they began to mutilate him, force-feeding him his own flesh. To everyone's horror, he enjoyed it.

Ceramic Woman
Location: 106 (Haunted School).
Description: Her beauty was undeniable and her charm was second to none. She could get everything she wanted with her good looks alone; men wanted her and women envied her. Realizing that her beauty would eventually fade, she became obsessed with preserving her most cherished assets. Thinking that clay would keep her skin as flawless and smooth as porcelain, she started to bathe regularly with it. This quickly became a nightly ritual of hers.

One particular night, a fire broke out in her home during one of these clay-bathing rituals. Trapped inside, she burnt alive while still in a full layer of ceramic, the burning hot clay melting into her skin.

Some say she still lingers in our world to this day, giving silent guidance to lost travelers but never daring to move when within eyeshot. Many travelers have reported seeing a lone porcelain statue of a woman during their journey, and many more have instintively known to avoid shining any lights toward it. Revealing its flawed and cracked condition would invite the creature lurking beneath the white veneer to send unwary travelers to their doom.


Susuk Lady

Location: 106 (Haunted School).
Description: This ghost always appears with charm needles ("Susuk") protruding from many points on her body. According to superstition, these needles can enhance the natural attributes of a human being, from charisma or beauty to even sexual libido. These charm needles, which are often made of precious metals like silver or gold, are inserted beneath the skin in different places to correspond to the desired effect.

Troubled by insecurities and low self-esteem, the promise of a better self drove the so-called Susuk Lady to excessive use of the Susuk, driving dozens of the charm needles into her body. Embracing the age old practice of Susuk, while alive she became well known for her beauty and captiving allure among men. Women, however, wondered what men saw in her that was so appealing.

Seeing Blind
Location: 107 (Abandoned Village).
Description: When he was alive, this ghost was a decorated homicide detective in Germany. No case was ever going to be closed in his book.

His final mission, however, proved to be the toughest case to crack and would lead him to several countries. He was tasked with apprehending a serial killer who would remove the eyes of his victims after murdering them as some sort of macabre trophy. Leaving behind his wife and children to chase this now infamous killer, 3 years of searching lead him to Indonesia. Now a flow-blown obsession, he was detemined to capture the only murderer that had eluded him. Unfortunately, the killer got to him first. He was captured, tortured for days, and force-fed the eyes the killer had been collecting for years from all of his victims. He was finally immolated, burning to death with a belly full of eyeballs.

Local police officers would find him the next day, noting his own eyes had been ripped out of their sockets as well and added to the gruesome force-feeding. Before authorites could conduct a complete autopsy, the body mysteriously disappeared. According to legend, he still wanders around trying to arrest the suspect and avenge the murdered victims. He is tied to the souls of all the killer's victims, and any attempt to open his mouth and ask for help is overwhelmed by the pained screams of the murdered innocents and eyeballs filling his mouth that block any coherent utterances.
Appendix: Ghostpedia Part III
Sophie
Location: 108 (Great Hall).
Description: An antique doll that was the cherished possession and constant companion of her previous owner. Unlike a doll, a person can only live for so long--and when her owner unexpectedly passed away, Sophie had been accidentally left behind by the family. Refusing to leave with anyone except her owner, Sophie was nowhere to be found anytime someone would return to the house to retrieve her.

The doll still lingers there, in that house, patiently waiting for the return of her one and only friend. The house has changed owners three times since then, and each household has reported strange experiences. The doll would sometimes appear, always in different places, around the house. Some nights, they could hear the soft patter of footsteps on the floor, stopping at outside their bedroom doors.

People visiting the local graveyard have also mentioned seeing a lonesome doll sitting next to a particular tombstone. Presumably, it's the resting place of her former owner.

Tragic Dancer
Location: 108 (Great Hall).
Description: In life, she was a beautiful and passionate dancer that thrived on the stage. Always elegant and majestic, she easily won the love and support of the audience during each performance.

Until one tragic day. She had been rehearsing a particular piece for a dance competition; one, in fact, she considered to be her greatest work yet. While driving to the event, however, the car she was riding in swerved off of the highway and slammed into a tree. The crash killed her instantly. Enraged fans blamed the driver, who was rumored to be drunk at the time.

Today, residents of the area near where she died often report seeing a beautiful woman dancing, barefoot, in the mists--trying to finish the dance she had prepared so many years before.

Serpent Mistress
Location: 109 (Keeper of the Dark).
Description: Stories have been spreading like wildfire about the existence of a very powerful demon that shifts between a beautiful, alluring woman and a scaly, lizard-like monstrosity.
23 Kommentare
dreadoutfan 12. Nov. 2024 um 17:45 
i hate zook with a burning passion :steamsad:
Xx_Sk1bidiGodz1lla_xX 17. Juli 2024 um 1:29 
is door 102 and 106 suppose to still light up after finishing the game?
9. Jan. 2023 um 6:01 
Nice guide, thanks.
Shade 6. Feb. 2021 um 11:15 
Regarding Zook the samurai ghost, I was not able to banish this thing my first run through of 102 and 103, I did not get a camera glitch.

Upon completion of room 108 and returning the doll 102 I got the camera glitch and was able to banish him 1st try. When I returned to 103 it was dark and he killed me if you banish the Coil members first then return a third time it will be day again and hes easily banishable.

The audio cue was always pretty clear for me, turn your volume up when your hunting him if needed.
Shade 6. Feb. 2021 um 9:54 
Not sure if the game has been patched since the comments on this...but I did photograph nerddeath and get nerd note 4 from room 108, in the same location the guide states.
benzo 19. März 2020 um 4:23 
thx
Darklord 16. Aug. 2019 um 11:29 
What a brilliant walkthorugh! But I noticed 1 mistake. The nerd note 4 is not in room 108. It's in the abandoned village. Cost me some nerves;)
PureChaosX 26. Juni 2018 um 3:30 
I'm probably missing something here... but at the start when you're in Limbo and you're supposed to walk towards the orbs or whatever, I can't. I'm as far away from the light as possible, walking backwards shows nothing and it doesn't matter how long I run for, I never get closer to the light or the orbs (which I can see glowing in the same direction as the light). Is my game bugged out? Or do I need my save file from DreadOut??
CrustyThorn 9. Feb. 2018 um 13:20 
Thanks for making a real text guide and not just some gameplay videos!
D@S-T3ST4M3NT 5. Jan. 2018 um 15:31 
Ok so update...

I decided to just play on since I refuse to lose all my progress. I went into door 105. After just exploring and looking around I found this suburban double story house. Its kind of hard to miss since it is the only house not a single story and not on stilts. I looked around and found another needle. When I went upstairs a red vignette appears. When I went looking for its source, LOW AND BEHOLD! There was NerdDeath sitting at his PC. I snapped his pic and voila I now have Nerd Note 4. It seems this guy is not always at the same positions or maybe the game corrected itself. Either way, seems I have what I need to continue.