The first act of the game tells the story of an unhappy painter and his family.
It takes place in a decaying mansion.
On this page of the guide you will find a walkthrough of the first act.
We show how to advance to the next chapters of the story, and supply solutions to encountered puzzles.
The walkthrough presented on this page shows only one of the exemplary ways to complete the stages.
Depending on your decisions, your experience may differ slightly.
The general layout of the levels and the puzzles remain unchanged.
Lighthouse
You start the game as a writer currently staying in alighthouse.
Pick it up and talk to the representative of the agency.
Next, go back to the starting room andinteract with the typewriteron the desk.
The officeis locatedon the upper floor of the building, on the left side when looking from the stairs.
You will find the key in thedesk’s left drawer.
After finding the key, go back to the workshop and sit down at the easel.
Chapter 1
In the next room,collect the key held by the person on the painting.
The key opens a small box on the left.
Leave the room through the door with “NEVER FORGET” written on it.
Continue going forwarduntil you encounter a lever in the wall.
Pull it to get access to the next room.
Trunk Puzzle
The room is a well-lit living room.
Your task will be to pop pop the trunk standing on the left side of the room.
You now have to code (6-9-4).
Inside the trunk, you’ll find a keythat matches the lock from the previous room.
In the corridor, you’ll find2 armchairs-red and green, and pathways leading to opposite directions.
Be warned - this is one of the first choices that affects the ending of the Act.
The color red symbolizes unhealthy passion and madness of the main character.
Green, on the other hand, is the color of his wife’s eyes, symbolizing their love.
In this walkthrough, we’ve chosen to follow the wife arc.

Head in the chosen direction and pick up the painting on the ground.
Perspective and Easels Puzzle
The puzzle hereis based onperspective.
Looping room puzzle
Performing that action will allow you to stop the looping.
The door on the right will lead you to a small office.
Turn the light on to discovera secret pathway in the chimney.
After this sequence, collecta piece of canvasthat is nailed down by a knife.
Approach the easel and interact with it to complete this chapter of the story.
The workshop serves as a bang out of hub for this act of the story.
Chapter 2
After reaching the elevator, activate it by closing the door and pulling a lever.
In the looped corridor,follow the footprints on the ground(go two times left).
You’ll encounter another similar corridor.
Here too,the chosen path will affect the development of the story.
Candles Puzzle
Upon reaching the burning attic, your task will be to find2 candles.
Lamp
In the corridor you’ll finda lantern.
From now on, it’s possible for you to light your surroundings by pressingRight Mouse Button.
The lantern can also be used in combat and when neutralizing cursed objects.
An opportunity to use it will appear right away - there isa child echositting on a chest.
Just point the beam on the cursed object andfocus the lightby holdingLeft Mouse Button.
Don’t overdo it, as extended use of the lamp will overheat it.
When that happens, you’ll need to let it cool down before using it again.
After the sequence in the burning room,head right to the roomwith the gramophone.
Pick up the nearby gramophone record and activate the gear.
Chapter 3
As you go through a long, dark, corridor, you’ll encountera phantom.
To defeat it,focus the lantern light on it.
Keep the light pointed until the phantom is temporarily destroyed.
Be careful, as the phantom will appear again.
If you let the monster get too close, it will attack the hero and deprive him of life.
Don’t worry though.
Upon reaching a looping staircase,follow the stairs up.
Neutralize them all with the lantern.
One of the cursed books will leavea key.
To escape, you should probably find3 pieces of paperthat joined create a code for the padlocked door.
After collecting all of the pieces, proceed to the padlocked door andinput 6-1-4as the code.
The actionswitches to the writerwhich you’ve had the opportunity to control during the prologue.
Chapter 4
Head towards the room with 3 doors and a lamp.
To learn which door to choose,light the floor with the lamp.
The arrows will show you the right way.
After arranging the furniture, all that is left to do isto light the lamp.
Upon reaching a fork in the road,you once again need to choose the path.
Collecting it activatesthe second chase sequencewhere you gotta run from the phantom.
Your task is to find3 keys and 3 corresponding doors.
After experiencing the sequence, leave the room to enter the painter’s workshop - the chapter is concluded.
Chapter 5
Upon reachinga corridor with rats, your task isto run awayfrom the horde.
Rememberthat it’s possible for you to hold SHIFT to move faster.
After completing a short sequence with the phantom, you’ll find yourself in a small, locked office.
Get the keyfrom the person on the painting.
When the hero starts to experience hallucinations,light the candlesfound in the center of the room.
Pass through next doors,lighting a candlein every next room.
In the room with the chain,start pulling the chain down.
Phones Puzzle
Upon arriving at the office,the phone will ring.
To find it, you oughta look fora hidden room behind the bookshelf.
After listening to a short conversation, your task will be to findthe right, 3-digit phone number.
After answering all of the phones, continue along the path the game shows you.
After turning the crank, you’ll pull the chain higher, and there arehanging picturesat its end.
it’s possible for you to point the beam to the chain and let the paintings fall down.
The ending may be affected based onyour decision on what to do with the hanging paintings.
The ending is affected based onwhat you’ve done with the wheelchair.
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