Here you can find a complete Tormented Souls Walkthrough with all Puzzles, Key Items, Inventory Items, Collectibles, and Trophies. Everything needed for 100% completion is included.
This walkthrough shows the best route through the game, which also comes in handy when you do a Speedrun. Tormented Souls is a very puzzle-heavy game. You can expect your first playthrough to take 6 hours with the help of this walkthrough, or 10-12 hours without. Some locations have different names depending on whether looking at the map or the name that appears when you enter the room. For consistency this guide will use the names displayed on the map where possible.
This walkthrough is kept as spoiler-free as possible and doesn’t discuss cutscene contents or major story plots.
Depending on which patch you play this game on, you may find that certain sections of this walkthrough do not match. That is because some items were moved around, and even some rooms changed entirely, in the early patches. This is especially noticeable between 1.00 and 1.01. This walkthrough is accurate as of patch 1.03 (for PS5). The PS4 version of the game has all updates in patch 1.00.
Overview of item coloring:
- Diary Entries
- Key Items
- Regular Items
Beginning
After the cutscenes, you’ll be in the Private Bathroom. Check the locker to find William’s Diary 03. Interact with the cabinet to get a pocket watch, which shows the time 12:35. Now interact with the combination lock and input 1235. Grab the Wrench, adjust the head so it’s slightly open, then use the Wrench on the door (Escape ).
In the corridor, you have a chance for another trophy by walking into the darkness and dying (Death ), however, doing so you will start the game again. Walk around the corner to find a Lighter. Equip this and you can now head down the corridor. Take the first left into Waiting Room, grab some nails on the bench, and walk through to Examination Room. In here you can get Plastic Heart Part (Left) from a container on the bench. You can also get a vial of morphine in the cabinet, a recording tape near the desk and save your game here if you like (Registry ). Return to the East Wing Corridor and follow it around until you find a bulletin board where you can find E-F1 Map. You can also find Maria’s Diary A. Proceed down the stairs and go underneath to find Hex Socket in a locker. Now head into Basement East.
Here we’ll see our first enemy, Wheelchair. After the cutscene, run down the hall away from Wheelchair and enter X-Ray Room. In here you’ll receive your first two weapons, Nailer from the priest, and Crowbar on boxes in the back. Head down the hall to find Maria’s Diary B on a table, then continue down the hall, grab the morphine and use Crowbar on the door to access the Generator Room. Open the locker to get some nails, then head to the back and up the stairs to get Basement Map and Valve. Head back downstairs to the Generator Panel, use the Valve on the first pipe, then rotate the valves so the kg/cm reading shows 11. Power up the generator (Electricity ), then head through the door for your first fight.
Kill Wheelchair or run past and head back upstairs. Return to the Waiting Room where you’ll encounter 2 Crawlers, a new enemy. Deal with them and head into the now unlocked Dentist Room. There’ll be another Crawler, some morphine and nails in the cabinets, as well as William’s Diary 01. Grab Plastic Heart Part (Right) from the container and combine both halves, then return to the hallway and enter the Maternity Ward. Interact with the flashing light on the wall to open a secret passage, then grab the nails and head down. Grab the recording tape next to you, then use your Lighter to light the candles on the mirror. Head through the mirror and climb back up the ladder.
You’ll find a Crawler as well as morphine in the cabinet and nails on the bed. Use the Plastic Heart on the baby doll, then head back through the mirror and up the ladder. Head over to the body on the bed, press the switch and pull the lever to receive T Handle, then combine it with your Hex Socket. Return the Waiting Room and open the gate to Main Hall.
Main Hall
Head through the opposite door into Chapel. Deal with 2 Crawlers and grab W-F1 Map on the bench and morphine on a pew. Head through Kitchen into Store where you’ll find a Wheelchair, nails and Acid. Unlock the door and head through to find Iron Door Knocker on a bench. Unlock the gate and go up the small stairs into the Studio for a recording tape, shotgun ammo and save point, and go into West Corridor/Service Area. Light the candle stands and you’ll find Maria’s Diary F to your left, as well as a Wheelchair and nails downstairs. Go into West Bathroom, light the candle stand, deal with the crawler and grab Anna’s Diary 02. Head around the corner to find Shotgun Part A, and head back into Main Hall.
Grab the nails and head upstairs into Meeting Room where you’ll find some morphine on some shelves, and go into Stay Corridor with your Lighter equipped as it is completely dark. Walk down past the suits of armor to turn on the lights, then deal with a new enemy, Waller. These can be safely killed with the crowbar. Grab the nails and head into Sewing Room. Here you’ll find nails, a recording tape, Stethoscope, Maria’s Diary C and a save point. Head back through the corridor for morphine, E-F2 Map and a second Waller. Use Iron Door Knocker on the door. For the puzzle, you can use the Stethoscope on the statue in the Main Hall to hear the solution, but the answer is: Slow, Fast, Fast, Fast, Slow, Slow.
Head through Library and grab the recording tape, morphine and nails. In the hallway you can get (Crucifixion ) by leading the Wheelchair into the sword trap, just step close to the swords to trigger them when the Wheelchair is next to you. Head into Dining Room to meet the priest again. He’ll give you a Thread Bolt, and you can find Maria’s Diary D by the entrance. Head through the hallway into Main Hall where you can find some nails, as well as open a shortcut gate.
Operating Hall
Head into Reception and grab some nails, then use your Thread Bolt on the fusebox to unlock the door. Grab the nails and W-F2 Map and deal with the Wheelchair. Head into Room 2E for a recording tape, shotgun shells, first aid kit and save point. Go down the elevator, then push the trolley in to block the door. Go back to Reception and grab your Thread Bolt, then head back down into the elevator to return upstairs, and use the Thread Bolt on the second fusebox (Mind ).
Head through the door and you’ll find a Crawler and a new enemy, Slider. Head down the left corridor into the Observation Room where you’ll find Shotgun Part B, which you can combine for Shotgun (Gunsmith ). Grab the nails and talk to the priest. Pay attention to the enemy walking counter-clockwise in the next room. Head around to the Operating Room where you can find some shotgun shells and nails. Turn the lights off, then walk around the operating table counter-clockwise until the Walker wakes up. Kill him to receive Scalpel, and re-equip your Lighter as it will be dark. Head through Anesthesia Room to grab some nails, then go into Disinfectant Room for some morphine, shotgun shells and William’s Diary 05. Head into the last room for this area to find another Slider, some morphine, William’s Diary 04 and unlock the door back to the Main Hall.
Basement
Return to the Generator Room in the Basement and turn off the generator. Now go back through Main Hall into the West Corridor/Service Area and use the Scalpel on the hatch near where you grabbed the shotgun part to access the Boiler Room. Downstairs you’ll find a candle, a Crawler, shotgun ammo and a first aid kit, while upstairs you’ll find a candle stand, a Slider and William’s Diary 02. Head through the door and you’ll find some candle stands and 2 Crawlers, a morphine and 2 sets of nails in the basement area, as well as the Metal Dial and morphine in the open bathroom/shower area, just past the jump scare. Head through the water and flick the switch to make the water safe to cross once then power is back on. Take a right to unlock a shortcut gate, then back to the left into the Morgue.
Head through to unlock the door on the other side, which will allow you to turn the power back on. Return to the Morgue, grab the nails and move the metal cabinet to access the Experiment Room. Light the candles, deal with the Wheelchair, grab William’s Diary 06 from a filing cabinet and morphine from the cabinet. Head over to the skeleton and press any of the buttons to reveal another passage.
Head down there to find VHS Tape (Experiment Room). Return to the Morgue and head up the ladder in the back of the room. Use VHS Tape (Experiment Room) on the VHS machine and you’ll head into the past (Journey ). Head downstairs and you’ll find Bertram’s Diary 04. Now for the next puzzle. Head over to the skeleton and press the buttons in the following order: Head, Stomach, Hand, Throat, Heart, Throat.
Go through to the cells where you’ll meet Anna (Frustration ). Use the Acid on the padlock. Grab a recording tape from the other cell, then return to the present. Go back down the ladder to Anna’s cell to find Anna’s Diary 04 and Incomplete Key, which you can combine with the Metal Dial from earlier to create the Combination Key.
Combination Key Doors
With the Combination Key in hand, you can now open the combination key doors you’ve likely seen but been unable to open. Head to East Wing Corridor to open the door to the Pharmacy. The solution is: Star, Triangle, Hexagon. Inside you’ll find William’s Diary 02 in front of you (this is a duplicate collectible), as well as a first aid kit, electric lance charge and Battery.
Next head to the Chapel to unlock the door to Archives. The solution is: Square, Triangle, Star. In here you can find shotgun shells, a recording tape and another door.
Head through and open the cash register with 0414. This will give you morphine and Coin. Return to the Chapel and use the Coin on the vending machine. You’ll have to play 5 rounds of Simon Says with the buttons, which rewards you with a Blood Bag.
Now head upstairs to the Dining Room for the next combination key door where you’ll now find a Crawler. The solution is: Square, Hexagon, Pentagon. Equip your Lighter and head in to find some shotgun shells and VHS Tape (Chapel).
For the final combination key door, head through to West Wing Corridor to open the door to Intensive Care Corridor. The solution is: Pentagon, Triangle, Circle (Master Key )
Collecting the Keys to the Mausoleum
Head in and you’ll immediately encounter a Slider. Go into Room 2B to find a recording tape, as well as the priest. Head into Bathroom AB, light the candles and enter the mirror. Go back through to Room 2D, where you’ll find some shotgun shells as well as a guillotine. Use your Scalpel on the guillotine to obtain Parchment Scroll. Go into Bathroom CD for some morphine and a Hammer, then into Room 2C. Light some candles and deal with the Slider, then open the chest for a Mannequin Arm. Grab the shotgun shells and return through the mirror, unlocking a gate on your way.
Return to Room 2C, dealing with a Slider on the way, and equip your Lighter before entering. Go through the bathroom to Room 2D for the next puzzle. In the middle of the room is a judge’s block. Use your Parchment Scroll on the indent, and then rotate the monkeys to the following positions: Hands on Eyes, Hands on Ears, Hands on Mouth, Headless. Now use your hammer on the block to receive the Staple Gun.
Return through the mirror and go to the mannequin in Room 2B. Use the Mannequin Arm, then examine your Staple Gun to change the power. Now use it to staple the arm on before returning through the mirror. Speak to the priest and he’ll give you an Electrical Lamp, which allows you to fight enemies in dark areas (Surgery ).
Go through the mirror yet again and head to the end of the Intensive Care Corridor to deal with the Waller. Head into Room 2A, deal with the Wheelchair, unlock the gate and head back through the mirror for the final time. You can now head through the gate you opened to grab the Electric Lance, as well as a first aid kit and nails.
You’ll now find some new enemies spawned in previous areas. Head through Main Hall, dealing with 3 Crawlers on the way, downstairs into West Corridor/Service Area, where you’ll find a Slider. Go around the back to the Laundry, dealing with the Crawler and Waller. Go in and and grab Maria’s Diary G on a washing machine as well as some nails on a chair. Turn off the washing machine in the corner and try to leave to spawn a Crawler. Deal with it and pick up the Mold (Empty). Combine the mold with the Blood Bag. Go into the Shower Room to find a Floppy Disk in a bath being held by a skeleton, as well as an electric lance charge and first aid kit behind all the bathtubs, and shotgun shells by the exit.
Now return to the Meeting Room and use VHS Tape (Chapel). Go into the past and enter the Kitchen. Use the Mold (Filled) on the fridge. Go downstairs into the Closet and use the Battery on the battery charger, then return to the present. Head into Chapel and deal with two Sliders. Grab your Battery as well as some nails, then return to the Kitchen to retrieve the Frozen Blood Medallion. Now go into Store, downstairs to the computer. Examine your Floppy Disk and flick the write protect switch on the back of it. Use it with the computer and input the key word Martha. Grab your Floppy Disk and go back upstairs to the Library.
Go into the corner and use the Battery on the lift. Go upstairs and you’ll find 2 Sliders, a recording tape and the Key Dial. Now go back into the Stray Corridor and use the Floppy Disk on the reader next to Bedroom. Here you’ll find a Crawler, a Vinyl, Maria’s Diary E and morphine. Go through into the Penthouse. In this room you’ll be introduced to the Monster, a persistent enemy that will now chase you through many rooms. They cannot be killed, but can be knocked down for easier passage. You can also quite easily bait an attack and kite around them. Go into Children’s Bedroom to grab Anna’s Diary 03. Now go back through the other door into the Office. Grab the nails on the wheelchair and the WE-40 on the stand. You’ll also find William’s Diary 08 on the desk.
Next, return back to the Maternity Ward from near the beginning of the game and go down the ladder and through the mirror. Go upstairs to face a Walker, then use the WE-40 on the rusted gears above and below the door. Then use the Hammer on the handle to open it up.
In here you’ll find a Slider. Head through to Delivery Room to find a Wheelchair and some shotgun shells, as well as another mirror, go through and you’ll find a save point. Go into East Wing Hall and grab Maria’s Diary H on a bench (Love ), then go downstairs to deal with 2 Crawlers. Interact with the clock and change the date/time to 25 Dec 8:15:25 to receive a Jade Eye. Before you leave you will find a vial of morphine.
Return to the Office and use the Jade Eye on the bust to reveal the next puzzle. Use the Vinyl on the gramophone to hear the tune you need to replicate for the puzzle. Going clockwise, the solution is: 1, 2, 6, 6, 1, 2. This will unlock a secret passage, so head down.
Grab the nails and Anna’s Diary 05, then head around past a Walker to find Bertram’s Diary 01 and ID Card.
Mausoleum
Return to the Main Hall and go downstairs to find a control panel with three slots, as well as a Crawler. Insert the ID Card into the left slot, Frozen Blood Medallion in the middle and Key Dial in the right. However, before you can insert the Key Dial you will have to adjust its dials to match the slots. Doing this will unlock the gate (Obsession ).
Head through and go into the Little Room to find a recording tape, electrical lance charge and a save point. Head downstairs to grab some nails, and turn right down the corridor to deal with a Slider. Now head through the door into the Infinite Room. This room is one big puzzle, with 4 doors, 4 plinths and 4 directions. There is a plaque in the corner that tells a story, and you need to go through the right door for it to progress, else it resets. With every correct step of the puzzle, a candle in the chandelier will light up. Below are the correct steps to escape:
- “New Adventure” – Golden Door
- “Fallen into the sea” – Empty Basin
- “Ursa Minor” – North
- “Furious Storm” – Wooden Door
- “Floating Alone” – Dirt Basin
- “Deserted Island” – Ember Basin
- “Days have past” – West/O
After going through the final door, you’ll arrive in Passage and receive (Loop ). There’ll be 2 Walkers in your path, as well as a Waller. Head into Bunker 3B where you’ll find an electrical lance charge, Bertram’s Diary 06 and Antidote. Return to before the Infinite Room and go into the Mausoleum. There’ll be a Walker in the first room with chairs where you’ll find Bertram’s Diary 02 on a wheelchair in the front row as well as an electrical lance charge, before the path splits to the Hidden Meeting Chamber, where you can find some morphine. Continue further in to find another two Walkers. Go up to the statue and interact with its ring finger to reveal a path underneath the tomb. Before you go down, you can find some shotgun shells and a gate shortcut. Head downstairs and you’ll be in the Sewers.
Sewers
In here you’ll find an electrical lance charge, Bertram’s Diary 03 and a Walker. Head downstairs again and you’ll find Anna’s Diary 06 on a barrel and another Walker. Continue heading around and you’ll find Anna’s Diary 07 on a crate, as well as a valve you can turn to drain the water in front of the vault. Head down to the vault door to pick up the TV Dial. Go back to the forked path you walked past and head down to find some shotgun shells next to a barred fence. Continue on and you’ll enter Sewer Storage Room. In here you’ll find morphine, recording tape, Anna’s Diary 08, a save point, a closed safe and a mirror. Light the candles and head into the mirror.
You’ll arrive in Caroline’s Bedroom. Use the TV Dial on the TV and you’ll be able to cycle through 12 channels, 5 of which will show an image. You need to cycle between the 5 images in a particular order, much like a combination lock. Do note that if you over-rotate the dial at all, it will reset the puzzle. Simply turn the TV off and on to try it again. The solution is:
- Start on the Yin Yang
- Turn dial right/clockwise 8 times to the Spider
- Turn dial left/counter-clockwise 5 times to the 4-Leafed Clover
- Turn dial right/clockwise 7 times to the Tricycle
- Turn dial left/counter-clockwise 4 times to the Die
If done correctly you will receive a Sun Necklace. Return back through the mirror and the safe will now be open, containing a Moon Necklace. Combine the two to get the Eclipse Necklace. Head halfway back through the Sewers and you’ll find a door you can unlock. Head through and go up the ladder into the Office. Head into the Children’s Bedroom and use the Eclipse Necklace on the wall indent to open a secret room. Go in there to find Fishing Hook, Anna’s Diary 01, and you’ll also receive (Remembrance and Suffering ).
Return to the Office to see a button revealed on the desk, pressing it reveals VHS Tape (Dentist). Grab the tape, head to Meeting Room, use it and go to the past. Head to the end of East Wing Corridor and you’ll find William’s Diary 07 (Dedication ). Go into Private Bathroom and use Scalpel on your body to remove your own eye. Combine it with Fishing Hook to receive Fishing Hook (w/Eye). Head back down into the Sewers, go down to the vault door, and use the Fishing Hook (w/Eye) on one of the retina scanners. Use the other retina scanner yourself to open the vault (Sacrifice ). After the cutscene, you will find Bertram’s Diary 08 just before the door. Head through for the final section of the game.
Bunker
At the top of the stairs you’ll find some nails, and at the base of the stairs you’ll find a machine and a closed hatch. Interact with the machine and you’ll need to line up the two grips. Stopping the machine when the moving grip is at the top left nut will line it up. Now use the Padlock you’ve had in your inventory since the very beginning to lock them together, and turn it back on to open the door.
Head down and grab an electrical lance charge next to you, then head through the door to Bunker 1A. There’ll be 2 Walkers and a Pipe Cap. Continue into the next room to find more nails. Head through the door into Bunker 2A. Take a left and you’ll find a new enemy, the Hammer, blocking a door where you’ll find another save point and the second Pipe Cap. Head down the other path and through the door to Bunker Stairs. You’ll find Bertram’s Diary 05 on a crate next to you, and some morphine behind some spike traps. Head down the stairs and continue to Bunker 3B.
There’ll be 2 more Hammers in here, as well as some shotgun shells and the final Pipe Cap in the open room in the corner. Go through the door and you’ll find some nails next to you, and if you take a left at the spike trap you’ll find Bertram’s Diary 07 (Redemption ). Continue down the path and head left to find a Walker and a door to the Prison. In here you’ll find shotgun shells by the entrance, an electrical lance charge in the first cell on the left, a Hammer blocking your way, some morphine in the last cell and a Gas Canister up the stairs to the left. Now head back out and go the opposite path to find Bunker 3A. You’ll find a first aid kit in the cabinet (Relief ), 2 Walkers, and some nails at the end of the corridor. Head through the door to Bunker Stairs and unlock the gate. Go upstairs back to Bunker 1-2B for the final puzzle.
First of all, examine your Gas Canister and open the lid, then interact with the pump to place the canister down. You now need to direct the gasoline through the pipes by capping pipes and turning valves. Valves that are parallel to the pipe are on and valves that are perpendicular to the pipe are off. See below for the solution:
Now that you have the gasoline, it is advised make a save as the decision point for the different endings is coming up shortly. This will allow you to reload your save and get them out of the way, if you so desire. This is also your last chance to fully backtrack while being able to still finish the game, so if there’s anything you missed, now is the time to get it.
Head downstairs to the water pump, add the gasoline and pull the trigger to drain the water and open the new path (Water ).
Adoption Ending
Head down into the Preparation Room. After the cutscene, you’ll be greeted by 4 Hammers, which you will have to kill in order to progress. Use your Shotgun and Electric Lance, if you’ve been collecting all the ammo you should have enough to kill them, even if you’ve killed every other enemy. Don’t use your Nailer unless you have to, as it’s best saved for after this fight. After defeating them, the Cross Key will drop down. You can also get morphine, shotgun ammo and electric lance charges from where the Hammers spawned. Use the Cross Key on the stairs to lower them.
This is where you make the first of two decisions that change the endings. Interact with the Monster and use the Antidote on them to reveal a pair of Bolt Cutters. Grab them, then continue down the elevator, but take note that this is the point of no return. In the Graveyard you’ll find a recording tape, the final save point, as well as a duplicate collectible of Bertram’s Note 02. Continue through the door and head down the stairs for the final encounter.
In order to defeat the boss, you will need to interact with 3 wheels around the area. These are protected by bulbs which cannot be attacked until you weaken the boss, 6 nails will do. Now attack one of the bulbs, either with a single lance charge, or by hitting twice with the Crowbar and dodging backwards. Once the bulb disappears, quickly interact with the wheel so the bulb doesn’t grab it again, and press the button when the wheels line up with the gap. Press the button successfully 3 times to clear that wheel. Repeat this process for the other two wheels after hurting the boss, and once you have cleared the final wheel, the boss will be dead. You can find some nails, shotgun shells and a first aid kit in the room if needed. Head up the elevator.
Head back through the areas until you reach the Meeting Room, all other paths will be blocked off. This is where you make the second decision that changes the endings. For the Good Ending, use the VHS Tape (Experiment Room) to return to Anna. Use the Bolt Cutters on her cell and talk to her. After the cutscene, use the Cross Key on the front door to leave and finish the game (Sisters and Nostalgia ).
Forgetfulness Ending
For the Forgetfulness Ending, you have two options. First, you will have to use the Antidote on the Monster, same as in the Adoption Ending. However after defeating the boss, do not save Anna in the past and simply go to the Main Hall and leave through the front door. Alternatively, you can simply use the Scalpel on the Monster which will force you into the Forgetfulness Ending. There is no trophy tied specifically to this ending however.
Remorse Ending
In order to get the Remorse Ending, simply do not administer the Antidote to the Monster. Defeat the last boss and escape like in the Forgetfulness Ending (Remorse ) – this trophy was glitched in the earlier versions and was fixed in patch 1.03, however if you have an earlier version you will not be able to unlock this.
This concludes the complete Tormented Souls Walkthrough.
More Guides:
- Tormented Souls All Diary Locations (Collectibles)
- Tormented Souls Puzzle Solutions
- Tormented Souls Trophy Guide & Roadmap
Lacek84 says
With today’s new patch (1.02) the Remorse trophy is still unobtainable.
Lacek84 says
The problem is there are no more numbers around the dial since the latest patch. :D
Archavia says
Yeah I’ve just finished another playthrough to check all the changes and updated everything accordingly, thanks for the updates you’ve provided. Hopefully they don’t move around any items or change any puzzles in future patches, haha.
Lacek84 says
They already did 2 major changes with the 2 patches since I play the game. They changed enemy/item placements, did room texture changes, room furniture/item placement changes, lighthing changes, there are totally changed puzzles, so 3 of my playthroughs was like a new game every time, and thank god they fixed the choppy frame rates on PS5 and it is not over yet I think. :D
PS: In controls it says “R3 lantern on/off” – I bet they forgot this from an older version. :D
Archavia says
Yeah my first 4 playthroughs were all on 1.00 to prepare the guides for release, so I was quite surprised to find out that a lot had changed and needed updating the moment it went live. It really does feel like a whole new playthrough sometimes, especially from 1.00 to 1.01.
Mário Braga says
The PS5 version has no subtitles in Portuguese from Brazil
Bompo says
The TV puzzle solution isn’t working for me. I do exactly what it says and nothing happens.
Archavia says
Sorry that was due to the dials having numbers starting on 01 before the current patch, but now there are no numbers on them. I’ve updated the walkthrough accordingly. Also make sure you don’t over-rotate, as if you go one too far in a direction it will reset.
Lacek84 says
With the new patch the dial for the key is not in the boiler room anymore. It’s new place Basement West toilet, right after the locker jumpscare.
Archavia says
Thank you for this. I will update the walkthrough accordingly.
Kaiser says
After patch 1.02, Betran’s Diary 04 is now down the stairs in the Experiment Room when you go back to the past to meet/save Anna.
Archavia says
Thanks, I’ll update the walkthrough with this info.
Maxi says
MARTHA password doesn’t workinkg for me… On the disk it’s usual 3+6-9. Any idea?
Maxi says
Got it.
Mr. Death says
Either I am stuck with a bug or the guide is incorrect. The water is electrified and remains electrified no matter what you do in the basement/sewer.
“Just past the jump scare. Head through the water and flick the switch to make the water safe to cross once then power is back on. Take a right to unlock a shortcut gate, then back to the left into the Morgue.”
Archavia says
You have to first go to the Basement in the East section and turn off the generator in the Generator Room. This will make the water in the West section passable.
Cameron Maslen says
Will there be a video walk though for the speedrun ?
PowerPyx says
Nothing planned. I’m currently working on some other guides and won’t have time to make videos for this one.
RandomCommentor says
You can also get the forgetfulness ending by using the scalpel on the monster.
Kevin Roy Myrvang says
As of patch 1003.000 on ps5 the remorse trophy is no longer bugged. just got it now! great game!
Naterod says
Where do you get the acid? I think I jist lost almost two hours of gameplay.
PowerPyx says
See “Main Hall” section of the guide (the item name is bolded there) 🙂
Charly917 says
I finished the game but I can’t find what’s the best ranking you can get. I got ++++ not sure if that’s good or horrible
Jersh says
Disk overwrite gave me some trouble. I was getting “overwrite protected” message no matter which position the switch was in. Tried half a dozen times out of desperation, and it did finally work. Not sure what the deal is there.
jmsalal says
Thanks for this! Some puzzles were obscure to the point of being “Nintendo Hard!” The game is really good. My only critique is that I wish there were a lower difficulty that either made supplies more plentiful or enemies weaker/lower attack damage. That way, we could focus on enjoying the story. Other than that, this got right what Silent Hill: Homecoming tried but failed.
Jorge says
This was a very handy guide. I started using it when I got stuck on the rotating counter clockwise by the dead body on the table. I couldn’t figure it out. Guide was incredible !
AudioJihad says
I unlocked the sisters trophy, got the ending, got the pop-up, got the screenshot, but my trophy list shows it as hidden and locked still ?
Yi says
I think you missed some items, which are unimportant. Anyways, thanks for the thorough walkthrough.
Archavia says
That might be due to changes since patch 1.03, as they like moving around/adding items between updates. I intend to play the game again soon though for the PS4 release so will hopefully get it updated.
man athan says
“In this room you’ll be introduced to the Monster, a persistent enemy that will now chase you through many rooms. They cannot be killed, but can be knocked down for easier passage. You can also quite easily bait an attack and kite around them.”
Meh. A special track plays whenever you enter a room and he’s there. Just exit and reenter, and he should be gone. Works even the first time you encounter him.
Vitor says
Thanks for this awesome walkthrough! Great game!