All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)




Alone in the Dark (2024) Walkthrough & Guide

All Chapters Walkthrough. Puzzles, Weapons, Secrets, Colletables.
Alone in the Dark (2024) Walkthrough & Guide
Author
Anton Latoshkin
Date of publication
14 March 2024

Walkthrough Alone in the Dark (2024)

Chapter 1

Derceto

Select a character with the analog stick and the interaction button. Navigate through the garage and pick up the flashlight and the key to the Kitchen Garden in the horse stall to your left. Unlock the door and proceed into the Kitchen Garden. From here, you can enter the Conservatory where you can pick up a key from a broken pot on the other side of the fountain. This unlocks the door just down the stairs of the Derceto building.


Walk through the Staff Lounge & Laundry and take a left turn in the Kitchen & Preparation and enter Stair Hall. Walk up one flight of stairs and open the second left-hand door to reach Lottie's Room. Pick up the Piazza key and the Derceto floor plan (the key is behind the map). Note the medicine box on the table, leave the room and unlock the door to the Piazza located in the Stair Hall to reach the Foyer where a cutscene will trigger. You end up in in Jeremy’s Room. Pick up the Commonplace Book and the puzzle piece on the table to your left. Enter the puzzle piece in the apparatus on your right and solve the puzzle to trigger the next cutscene.

French Quarters

You are now in French Quarters. Make your way out of the room and downstairs to leave the building. Make your way across the courtyard, and take down the enemy. Exit the courtyard and continue to the right down the street to reach the spiritual supply shop Johnny The Conqueror, where a cutscene will play upon entering.


You receive Batiste's key chain at the end of the cutscene. Exit the store from where you came and take the left turn and continue down the street. Take a right turn at the crossroads and make your way down the street. At the end of the street there will be a gate to the left which Batiste's key chain will open.

Make your way into the courtyard, fight the enemies and continue up through a gate on the left side. Follow the balcony to the other side of the courtyard to access the entrance of the Seance Room — where the talisman can be picked up. Place the talisman in the socket on the table. Through the talisman schematics you received at the beginning of the level, you learn that the code back to Derceto is 3-5-8, first number being the smallest circle on the talisman. Enter the code, and a light will shine from a door. Enter the door to trigger two cutscenes and return to Derceto.

Chapter 2

Back to Derceto 1

You are now in the Waiting Hall. You are tasked with investigating an astronomical clock. Upon inspection, you will notice that there is a broken socket/plate which needs two pieces to complete. You can solve those puzzles in any order.


Well puzzle

Make your way back through the Foyer and Piazza again, and take a right through the Library. Open the door with Batiste's keychain and enter the next room (Parlor). Trying to exit the Parlor out to the Conservatory will trigger an anomaly where the room is flooded with oil and a furniture maze. Make it through to pick up a bolt cutter. Use the bolt cutter on the door out to the Conservatory for the anomaly to end.

The Parlor also has a box with a shotgun in it. You need the collar found in the drawing room, the fountain pen in Batiste room and the rubber stamp in the waiting hall to be able to open it. All items can be obtained once returning from Oil Rig and going back to Derceto. After completing Cemetery, the player should be able to obtain the shotgun regardless of having obtained the lagniappes or not. Go through the Conservatory to the Kitchen Garden. Open the tool shed with the bolt cutter and pick up a water hose extension. Walk over to the well straight in front of the Conservatory door and add the water hose extension to the yellow water hose on the ground. Interact with the faucet below the Piazza to the right to fill the well with water, revealing a bucket with a disc fragment for the astronomical clock. Next to the tool shed in the garden, there is a ladder. Interact with it to open a shortcut to the Piazza.


Perosi's puzzle

(After well puzzle) — Traverse through the Piazza, the Foyer and enter the Waiting Hall — from here you can enter the Administration by unlocking the door with Batiste’s Keychain. Inside of the Administration, on the desk to your right, you find Perosi’s Key to her room. Make your way back to the Astronomical clock through the Foyer and up the stairs. On the left hand side you enter the hall in which Perosi’s is located all the way down the hall — a cutscene is triggered when entering the hall if you are playing as Edward. Unlock Perosi’s room, while inside on the bed, you will find Perosi's Journal which has a series of numbers and zodiac signs.

On the wall to your left, you will find a series of paintings. Turn the paintings and keep the ones with rot turned with the backside towards you. Read the nameplates: William Arges, Franklyn Mosig and Simone Danny. On the wall to your right, you find a family tree with a series of names with numbers attached. Here you will notice that William is 2, Simone is 4 and Franklin is number 9. Take note of the order of the names in the family tree — reading left to right. Now match these numbers to the zodiac signs in Perosi's Journal, which will reveal the combination: Pisces, Libra, Taurus. Enter this code on drawer pad lock. This will give you another disc fragment. Exiting Perosi's Room will trigger another anomaly. Exit it at the end of the hall. Use the two disc fragments in the astronomical clock. Solving the puzzle on the right-hand side of the clock will make the three clocks on top reveal the talisman code. Interact with the finished puzzle to put the talisman on the disc, and enter the code 3-4-6. Enter the hallway (Hall) you came from. Baptiste's door will open automatically and lead you to Oil Rig.


Oil Rig

Exit the starting room by jumping down from the platform to the right. Follow a path straight across the yard to a warehouse ramp. When entering the warehouse, you will see that to access the other side of the building, you will have to lower a bridge, which is missing a lever. Enter the room to the left side and search the lockers for the Backdoor Key. Exit the warehouse through the bolted windowed door, and walk over straight ahead to the house across the road. Go through the house and leave through the backdoor, using the Jetty Key. Directly go to your left and enter the open room up the wooden steps. Inside you will the lever needed for getting across the water in the warehouse. Between the open room and the house you exited through the backdoor, there is a shortcut back to the yard. Jump down this shortcut and go straight ahead, which takes you back to the warehouse. Enter the warehouse and use the lever to lower the bridge, then go up the stairs and get to the other side of the room where you can see a chain hanging outside — interact with it and a cutscene will trigger where you fall down and start just outside of the warehouse.

Pick up the melee weapon to your left and destroy the barricade to the left. Follow the path to the oil rig tower where many enemies will appear. Looking at the tower there is a path on the right side. Follow it to the other side of the tower. Interact with the lever by the ladder to stop the mechanism, and climb up the ladder that leads to the top of a shed to your right. From here, you can walk on the beam leading to another ladder. Climb to the top of the oil rig, there a sturdy canvas can be picked up and used to take the zip-line, triggering a cutscene that takes you down the tower to the other side of the swamp. Follow the path through the forest, and just before the bridge at a tree, you will encounter the mound beast. After it runs off, continue over the bridge and proceed into the mound ahead, where a cutscene will trigger, and you will return to Derceto.


Back to Derceto 2

You return to parlor in Derceto, on the floor there is bag containing the palette knife and sitting room key, pick them up and continue to open the drawing room using the palette knife to remove the wedge that blocks you from opening the door. Inside the drawing room you pick up the cellar key located on the table. Just as in the previous astronomical clock puzzle you must now find two disc fragments and complete two puzzles to receive them. Medicine bottles Make your way back to the astronomical clock on the second floor. This time unlock the door the Sitting Room to your right using the sitting room key. Enter the second room to your right (Cassandra's Room) to trigger a cutscene (when playing Edward).

In the room there is a puzzle where you need to complete a set of medicine bottles to solve it and you will also need to arrange medicine bottles in the correct order. One bottle is found on the table in the middle of the room. You also find a note telling you that Lottie (the orderly you met in the cutscene at the end of the Oil Rig) has the medicine in her room. Backtrack to Lottie's Room (where you found the map and the Piazza key) to learn that the box is locked. A note in her room will tell you that Grace took the key, who likes to play in the piano room (Grand Parlor).

Exit Lottie's Room and climb the stairs in Stair Hall and use the palette knife on the door at the left as you reach the top, which takes you to a hallway — where you take the door directly to you right into the Mezzanine. Entering the Mezzanine through the hallway will trigger a cutscene (if playing as Edward). From here, unlock the door at the other end of the Mezzanine. Descend one floor and enter the door to Grand Parlor (a cutscene will trigger if playing as Emily). On the piano, there is a key for the medicine box. Backtrack to Lottie's Room (you can unlock the door to the Dining Room from Grand Parlor and enter the Stair Hall). In Lottie’s room. unlock the medicine box and to get a bottle, then return to Cassandra's room. Interact with the puzzle and add the two bottles. Mark up the serpentine patterns on the bottles to have three numbers revealed. These numbers correlate to the zodiac signs in Perosi's Journal. Enter the corresponding zodiac signs (Pisces, Gemini, Leo) to the pad lock on the bureau in order to receive a disc fragment.

The Cellar

Return to the Stair Hall and enter the cellar. If you enter the first room on your right, you find a puzzle on the side of the boiler. However, you can't traverse across the Boiler Room due to a steam leak. Now, you need to find a valve to close the steam off. Advancing through the Food Cellar you will encounter a locked door to the Wine Cellar. Use the Cellar key and walk past the shelves. Pick up the lever to the right and add it to the circuit box opposite of the inaccessible, electrified area. Insert the lever to turn off the electricity and walk past the water, where a valve can be picked up. Return to the Boiler Room and use the valve. You can now progress into a side room where a clerk is found sitting on the floor. Interacting with him will trigger an anomaly which will produce a disc fragment on the floor. Return to the boiler, insert both disc fragments and solve the puzzle. Figure of the solved puzzle. The valves gauges will reveal a number combination. Once again, add the talisman to the disc and enter the combination (9-7-5). Walk towards the Wine Cellar again to get transported to the Cemetery.

Cemetery

Here you have to find three medallions. Continue along the path unto you fine a statue adorned with yellow flowers. Pick up the medallion from its hand and add it to the door. Enter through the door and follow the path to the chapel. Exit through a hole in the fence to your left and continue along the path for some time until you enter an area with patrolling enemies. Squeeze through a crack in the tomb wall. Exit through the iron bar door into the angel statue arena. Enter the crypt to your left. Traverse through the crypt and find another statue adorned with yellow flowers. Pick up the medallion from its hand and exit the crypt. Here you have returned back to the angel statue arena, and a monster will break free from an iron gate. Enter the gate the monster came from and climb down the hole.

Add the your two medallions to the socket on the locked door at the end of the crypt. Continue until you will trigger a chase sequence. Find your way into another area (marked by torches on the sides) enter the room to trigger stones falling down, sealing off the path for any pursuers. Pick up the final medallion at the end of this area (from another statue adorned with yellow flowers) and embark to the surface to your right. Add the medallions to the chapel door and enter to trigger a cutscene that takes you back to Derceto.

Back to Derceto 3

Back at Derceto you are brought back to Perosi’s room, with a letter and Chest Key. Enter Jeremy’s Room and retrieve the telescope lens from his trunk using the key you received when returning from Cemetery. Make your way back to the Drawing Room where you will find a telescope. Add the telescope lens and solve the puzzle by making the lenses align. This will reveal a wall mounted puzzle. Solving it will give you the code to get to Convent of Taroella (9-4-1) that will be entered automatically into the talisman. To teleport to Taroella you need to go through the Dining Room into the Main Parlor.

Chapter 3

Convent of Taroella

Walk past Juan and into the small library to the left. Jump down into the catacombs and find your way to the grand library. Ascend two stairs and take the right by the cross shaped socket on a pillar. Follow the path and ascend yet another pair of stairs to the 3rd floor. Pick up the cross from the socket on a pillar at the end of this floor and use it on the other pillar behind the bookshelf behind you in order to lower the ladder. Descend and return to the pillar at the beginning on floor 2. Add the cross to lower a ladder that takes you to floor 3. Follow the path to an open door, enter the room to the left and add the cross to a pillar to lower a ladder that takes you to floor 4. Follow the path via the giant clerestory window to the other side of the floor. Add the cross to the pillar by the elevator. Enter the elevator and pick up the book inside of the elevator to start a cutscene that makes you end up in Gallatin Street.

Gallatin Street

After the cutscene you end up in the middle of the street — note the barrier behind you, and the warehouse in front of you, then turn right to progress. Make a left turn as soon as you can, where you will see a little boathouse. You have to continue along the street to get to a ladder behind it. Climb up and jump through the floor, which will reveal a crane key on the desk. Exit the small house and go forward towards the docks, turn right and continue until you find the crane machinery. Use the key to operate the crane, getting access to the sewers. Walk down the stairs to the left of the crane, and follow the sewers straight as far as possible and make a right turn. You should soon see a ladder. Climb the ladder to get into the warehouse.

Inside the warehouse you will go up the stairs and walk towards the office. Pick up the safe combination from the cabinet (L4-R5-L4). Open the safe to get the cargo manifesto and the Tommy Gun. Walk out the office and down the stairs towards the main entrance. Here you will be ambushed. Survive the ambush and make it back to the very beginning of the level where you can now access the back streets. Follow the street until you get to a building. Make your way up the stairs and enter the showroom. In the showroom a cutscene will play. Solve the sarcophagus puzzle where you need the talisman. Behind where the talisman is placed you will see some symbols that will match up with Perosis journal and the zodiac signs. The code is 258.

Desert Standing Stones

Follow the path down the dunes past the pillars and pick up the rope at the camp. Use the rope on the wire anchor next to the hole in the ground. A cutscene will play. Pull the lever next to the door, descend the stairs and traverse under a fallen pillar into a lens puzzle room. Pick up the lens, add it to the lens holder and pull the lever next to the door. Aim the beam at the eye above the door to open it. Ascend the stairs and take left to find another mirror on the balcony. Use it to open the door on the opposite balcony to the right and return the beam to the eye in the ceiling. Find your way to the door you just opened. Descend the stairs and pick up the ancient pick in the open room. Destroy the barricade to the left in the hallway and find another lens puzzle. Pull the lever, direct the beam to the eye on the box on the floor and pick up the lens. Return to the hallway and destroy the barricade on the other end. Backtrack up the stairs, take left and climb the stairs to the balcony on the opposite side of the giant statue. Add the lens and direct it to the eye above the door on ground floor. Then aim the beam at the mirror above the giant statue.

Backtrack to ground floor and enter the door you just opened. Descend the stairs, run through the hallway and destroy the barricade on the right side. Enter the room and pull the lever, direct the beam to the hole in the wall shaped like an eye. Go out to the hallway again and enter the room all the way down the hallway, direct the lens to the eye on the box and pick up the third lens. Backtrack up the stairs and take right just before entering ground floor, up another set of stairs. Destroy the barricade, turn right and ascend the stairs. Find your way to the other side of the balcony and add the lens to the lens holder. Direct the beam to the mirror left of the giant statue. This will activate the lens above the giant statue. Head up to the lens and direct it to the plate on the floor. This will trigger an escape event where you will be funnelled to the ground floor. Interact with the plate on the floor which triggers a cutscene, where you find the The Dark Man’s Contract and Sacrifical Dagger.

Chapter 4

Back to Derceto 4

The player starts outside the attic. You now have the option of either completing the puzzle for progressing to Steamboat or one of the respective traumas for Edward (French Quarters revisit & Pearl River Bridge) and Emily (War Photo). They can be done in any order. French Quarters & Pearl River Bridge progression — Edward only Drawings puzzle Open the door to the Sitting Room (walk through Grand Parlor -> Dining Room -> Stair Hall -> Library -> Conservatory -> ladder to Piazza -> Foyer and up the stairs to Sitting Room). This will trigger a cutscene with MacCarfey. After the cutscene there will be a Vestibule 1st floor key on the floor. Enter the Vestibule on the first floor. Enter Empty Room, open the safe, by solving the puzzle by ripping off the wallpaper and matching the numbers to Edwards detective ID (L6 R9 L2) and pick up the coin.

Enter the hallway where an anomaly will trigger if you get too close to the door to the Foyer. Turn and run away, then try the door to the Grand Parlor to the far right to escape the anomaly. Unlock the vent in MacCarfey's Room with the coin and get a drawing. Get the key to Gray’s Office from the safe in Administration & Records (code is in the note you received when returning from AW3, it is L9 R1 L3). Find a drawing, globe piece and spiral stair key in Gray's Office. Go to Grace’s Room, add the drawings and solve the puzzle. The globe piece can be used on the globe right outside her room. Exiting Grace's Room will take you to French Quarters 3.

French Quarters Revisit (Edward's trauma)

Open the door to Edward’s office and pick up the desk key in the corner behind the desk. Interact with Edward’s ghost. Pick up the clues in the desk-drawer along with the other clue located in the corner of the room. Add them to the clue board on the wall behind the desk to open the door. Descend the stairs, exit the building and follow the red thread to another of Edward’s ghosts. The ghost can be found by going down the street, turn left, and make a right to an alleyway. Interact with it and enter the building. Head up the stairs and interact with the third ghost. Enter the hole in the wall from where an enemy burst through. Go out through the balcony and follow the red thread/street to the right through the tram and enter the park in the hole of the fence. Make your way to the fountain in the middle of the park, and off to the side, a car will be crashed with a ghost in it. Interact with the ghost in order to order a gate on the other side of the park, leading to St. George Hotel.

Enter the hotel and interact with Edward’s ghost by the reception. Follow the red thread to the top floor (two stairs up) and enter the room behind the first door. Pick up the three clues in the room and put them on the map on the bed. Notice their different sizes. Sort them like below, with the two left clues being one more step to the left to solve the puzzle.

Pearl River Bridge (Edward's trauma)

Exit the hotel room and you will see you have arrived at Pearl River Bridge. In front of you there is a boat, and upon interacting with it, Edward will note that he needs to raise the bridge in order to progress. Facing the house you came from, turn left and follow the path under the bridge and take a right to get on top of the bridge. Here you can approach the middle of it to trigger a cutscene with Grace. Cross the bridge and ascend the stairs on the left hand side. Make your way into the shed on the middle of the bridge.

Pull the lever, and the you will notice that the bridge is being held down by something. Exit the building and make your way around to the other side of the shed, where there will be a hatchet on the left side. Take note of the vines growing on the bridge railings. Hit them three times with the hatchet in order for them to retract. There is vines on every corner of the bridge, and enemies will spawn whenever a vine cluster is destroyed. The bridge will rise once all vines are gone. Descend the stairs at the far end of the bridge (same side as the door of the shed is facing) and head across the path on the ground to find a shortcut back to your level starting location at a “jump down” marked with yellow paint. Interacting with the boat again will trigger a cutscene.

War photo and Closed off section progression- Emily only

Ruth’s Camera Puzzle

Open the door to the Sitting Room (walk through Grand Parlor -> Dining Room -> Stair Hall -> Library -> Conservatory -> ladder to Piazza -> Foyer and up the stairs to Sitting Room). This will trigger a cutscene with MacCarfey. After the cutscene there will be a Vestibule 1st floor key on the floor. Enter the Vestibule on the first floor. Enter Empty Room, open the safe (L9 R1 L8) and pick up the flash bulb. OBS Anomalies: to experience Emily's trauma anomaly (body pile event) you need to first go to the Administration in the foyer. the safe in the back of the post office can be opened with the code 913. Enter then Dr. Grays office with the key and pick up the spiral stair gate key. Head to the waiting room to activate the Steamboat anomaly as well. You can now make your way to the medical-ward in the bottom of the spiral stairs, and go to the last room on the right to activate the bodypile event. The Maccabean anomaly can be activated once you have seen the Dark man in the vestibule (after obtaining the spiral stair key). Once the dark man has disappeared, leave the vestibule and re-enter. Walk to the end of the corridor towards the grand parlor, and you will then get teleported to the Maccabean Anomaly. Enter Ruth’s Room and add the flash bulb to the camera in order to progress to Warphoto.

Warphoto (Emily's Trauma)

Make your way out of the first building and follow the trench until you reach a crawl traversal. Note the enemies behind the gate to the left but make a right turn. Here you will quickly see the mound beast jump down from the top of the trench. Immediately turn back towards the exit of the crawlspace, and you will see the Moundbeast run past and through the gate at the left, killing the enemies. Follow the trench through the now broken gate, until you see that the trench is blocked by a destructible barricade. Two enemies will attack you from the little passage to the right of the barricade. Deal with the enemies and backtrack slightly until you see a little shack with a melee weapon inside, which can be used to destroy the barricade. After destroying the barricade, follow the trench until you reach a narrow opening that leads into a wooden indoor corridor. Follow it and exit. Follow the path until you see a trench. The mound beast will pop up at the end of the trench and walk around so make sure that you are hiding in the first space on the side to your left. Exit and make a run once the Moundbeast has walked past your location.

Follow the path until you are on top of the trenches. Walk straight ahead and find a jump down to the right. Enter the tunnel just to the left next to the Moundbeast. Take left (following the arrow to the trench). Exit the tunnels and follow the path for some time (avoid the Moundbeast) until you arrive at a jump down taking you to another tunnel. Quickly enter the tunnel until you reach a dead end where you will find a radio. Adjust the frequency and spin the handle to call for an airstrike. The Moundbeast will appear and is then buried under the collapsing tunnel. Crawl out from the debris and interact with the frozen explosion.

Medical ward — closed off section (Emily’s trauma)

Returning from Warphoto with Emily puts you in the Medical Ward — the Morgue. Here you find a crowbar to open up boxes that contains blueprints. Putting the blueprints together in the puzzle (See Figure) inside of the Morgue will give you a key which unlocks the door going out from the Morgue. This enables you to continue exploring the rest of Medical Ward. Blueprint puzzle for Emily in Medical Ward, AW4, after returning from Warphoto. This is the orientation of the blueprints that solves the puzzle. Enter Quarantine and pick up the fuse. Pick up another fuse on the wall in Surgery along with a piece of X-ray film. Use the fuses in the circuit box found in the inner room in Lab & X-Ray, by having all the pins point downwards. Solve the X-Ray puzzle and receive statuette piece. Traverse through the stair hall (through the anomaly) up to the attic. Open the box and add the piece. Solve the statue puzzle to get the numbers to Steamboat. Add the talisman and the numbers (9-3-1) to the statue, and you can jump down the broken floor in the attic to enter steamboat.

Derceto (Getting to Steamboat)

Find your way to the Spiral Stair (through Dining Room and Grand Parlor) and open the iron gate with the key obtained in Gray´s Office. Descend into the basement. Enter the first room to your right. Pick up pliers and get the fuse from the wall. Enter the second room on the same side and pick up another fuse. Add the fuses to the circuit box in the first room to your left from the entrance to the basement. Making all the pins point downwards to solve it, and this will activate the X-ray puzzle next to it. Solve it to get a statuette piece. Return to the attic, open the box and add the piece. Solve the statue puzzle to get the numbers to Steamboat. Add the talisman and the numbers (6-4-1) to the statue, and you can jump down the broken floor in the attic to enter steamboat.

Steamboat

Walk through the double glass door and make your way across the room. Exit the room through the door on your right where you will get outside, and enter the room with the red chairs and poker tables. Walk past the big hole in the floor and deal with the Steamboat enemy and go through the next door to the outside. Make your way up to the top deck. Walk up past the hole the hole in the floor (there is a collectible down there) and you will be on the left side. Walk down the side a bit, and make your way to the right side, and you will notice a destructible wall in the wheelhouse — Destroy it with a melee weapon and take the ladder down to reach the lower deck. Go through the squeeze through at the bottom to reach the engine-room. Here you can pick up a fuel can and notice a generator. Pick up the fuel can and turn the valve to remove the steam from the stairs. Up the stairs you can fill up the fuel can and use it on the generator down the stairs in order to get power.

Make your way back to the top deck and go to the lifeboat on the starboard side. You can now use to lifeboat to make your way down to a separate area of the lower deck. Make your way across the room and turn left. To your right you can now see that you are on the other side of the engine room. Turn off the valves inside of the room to be able to access the part of the room you were in before. On the right side (from the “new” entryway) behind the blowing steam there is some coal. Pick it up, walk back and turn left to put it in the furnace. You can now power up the boat engine with the control panel in the middle of the room. A cutscene will play that will take you back to Derceto.

Back in Derceto 5 (returning from Steamboat and the trauma)

You will be funneled to Gray’s Apartment. Inside Gray´s Apartment pick up the false book and add it to the book shelf. Go through the secret door and head into the room to the right. Remove the cloth from the mirror and pick up the key from the shelf. Use the key on the closet in Gray´s Bedroom. The telephone in the office will start ringing. When you have picked it up the glass on the clock will smash to pieces. Add the talisman to the socket on the clock and set the it to the same position as seen on the markings on the floor in Gray´s Bedroom. This will allow you to enter to Arctic through the closet in Gray’s Bedroom.

Arctic

Make your way through the wrecked ship and crawl out. Here you will see a little camp with a flare gun. Your goal is to use the flare gun to locate flags out in the blizzard. Move between the flags until you reach some stairs going up a mountain with a structure on top. When entering it you will be attacked by Jacob’s first form. Kill Jacob and move inside the giant globe where you have to insert the Sacrificial dagger and talisman in the floor tot he right of the entrance and line up the pattern on the floor. The outer disc also needs to be rotated until the structure starts rotating. This will grant you access to the final fight with Jacob. Interact with him when he is downed and weakened to stab him with the knife. Do this three times and it will trigger a cutscene.

Chapter 5

Final boss fight. You start in the Conservatory. Interact with the tree after the cutscene. After yet another cutscene walk up the ramp on the right and enter the hole in the wall and traverse to the roof. Enter the destroyed Mezzanine to start the fight. Avoid her strikes (will be marked by visuals on the floor) and fire at her ulcers. This will eventually make you fall down one floor. Fire on the ulcers on the top of her head. Shooting at the ulcers on her legs will render her unconscious for a while and she will spawn monsters. Kill them off and keep on shooting at the ulcers on her head. When all of the ulcers are gone she is dead and the final cutscene begins

Game from the guide
  • Platform: PS5, PC, Xbox Series S/X
  • Genre: Action, Survival horror, Horror, Adventure
  • Release date 20 March 2024