BrokenLore: UNFOLLOW is easiest to lose when a familiar room changes behind Anne. The critical path is rarely hidden in a huge map; it is usually behind the last door you tested, the branch opposite a dead end, or an item that only appears after a cutscene. This walkthrough follows those state changes through all seven chapters, then gives a chapter-exit ledger for the 9 Mini Anne Dolls, 12 CDs, and 15 Elysium Symbols.
Major spoilers follow. Two decisions affect the normal endings: the bully choice in Chapter 2 and the mother choice in Chapter 4. The secret ending uses all 15 Elysium Symbols. If you also want the under-three-hour or no-death achievements, treat those as later runs; stopping for every document and side collectible works against a clean speed route.

Research boundary: this route was checked on July 18, 2026 against Steam AppID 2133830 and walkthrough material written for the January 2026 release. Steam lists a January 15 release in the US store locale, while the developer announcement uses January 16. No numbered post-launch gameplay patch note was visible in the official announcement feed during this check. If an interaction prompt differs in a later build, the current client takes priority.
The first house loop changes after each failed door
At the start of Chapter 1, turn on the light behind Anne, then enter the ground-floor living room on the left. The first Mini Anne Doll is on the table by the window. The corridor on the other side of the foyer leads toward the basement, but the lower door cannot be used yet. Go upstairs instead: check the master bedroom for a CD on the dresser, climb to the third floor for the Flashlight, then return to Anne’s newly opened bedroom for its Battery.
Take the working light to the basement stairs and test the locked door at the bottom. Backtrack. The bathroom at the opposite end of the first-floor corridor opens only after that failed attempt. Take the Summer Hell comic, use the switch near the mirror, and let the red-room scene finish. Collect the Elysium Symbol on the bathroom wall, leave, and answer the ringing telephone. That call changes the basement from a dead end into the next route.
- On the second descent, take the Elysium Symbol from the side of the lit crate.
- Follow the linear lower passage. Pick up the CD from the packed shelf and the Painting Piece at the far table.
- When the masked figure appears, run back toward the stairs. If it blocks the line, loop it around a column rather than crouching in the open.
- Back in the locked corridor, wait for the crawlspace to open beneath the telephone shelf. Pass through, follow the red-lit route, and get through the same doorway the figure uses to enter.
Anne returns to the bathroom after the chase. Install the Painting Piece in the foyer picture, then revisit the second-floor laundry room. Its new passage leads to the Attic Key; collect the Elysium Symbol on the back of the wooden board while returning. Use the key upstairs and inspect the photograph in the attic room to trigger the call to dinner.
The kitchen refrigerator asks who the “Whale” is. The comic provides the answer: enter ANNE. Take the milk, then check the pantry for the third Chapter 1 CD. After the monster arrives, collect the spaghetti from the bathroom toilet and the heart from the laundry basket in the master-bedroom closet. Add the heart, milk, and spaghetti to the pot, take the finished Heart Milk Spaghetti, and feed it to the monster. The ice-cave section after this is linear: answer the phone in the furnished pocket, continue across the wooden structures, and approach Grace.
Treat the school gym as a hub with three ID returns
Chapter 2 begins in the school utility area. Follow the yellow-locker hallway, collect the Elysium Symbol from the side of an orange locker, and crawl through the classroom desks. The classroom contains a CD. Continue to the principal’s office for a Battery, then enter the gym and approach the screens. The ballot box beneath them is your hub; the chapter does not progress until it receives Camilla’s, Leo’s, and Rob’s student IDs.

Left branch: escape Camilla before looking for her ID
From the ballot box, take the left passage. Check the gym stands first: the left-side seating holds a Mini Anne Doll, while the opposite stands place an Elysium Symbol under the Harmony Hornets sign. Continue through the tight gap beside the blue lockers and turn around immediately for another Elysium Symbol on the back of a locker.
Enter the showers, inspect the bathroom branch, then follow the red-lit extension until Camilla begins chasing Anne. Keep circling toward the red lights; the real exit is the low passage beneath the pipes. Camilla’s ID is on the bench in the safe locker section beyond it. The nearby screen ends the branch and reopens the way to the gym.
Right branch: the library key comes before both IDs
Take the right passage from the ballot box and collect the CD from the table near the gym entrance before entering the library. Leo controls the side containing the Metal Key. Stay outside his sightline, use shelves and desks as cover, and take the key from the table with the lit lamp. Unlock the far library door and pick up Leo’s ID beyond the narrow shelves.
The next shelf shift starts Rob’s chase. This is a forward escape, not a stealth loop: run through the changing aisles, move the blocking table when prompted, and break Rob’s grab at the quick-time prompt. His ID is on the table by the exit. Before leaving the library branch, take the Mini Anne Doll from a shelf near its central pursuit area.
Place all three IDs in the ballot box. Choose Let Go for the good-ending path or Revenge for the bad-ending path. The masked figure may make the following scene look as though Anne has been pushed toward revenge, but the ending references consistently use the button you selected as the Chapter 2 flag.
After the scene, use the rear gym exit and enter the school kitchen. Take the CD from the counter and the Mini Anne Doll from the trash can near the television. Watch the screen, meet the monster through the nearby double doors, then return to the bully cage for the required ingredients. Cook them on the lit stove and bring the dish back to finish the chapter.
Build the birthday doll from top to bottom, then cut the basement power
Chapter 3 reuses the house, but the birthday cake replaces the refrigerator as the progression check. Let the computer scene in Anne’s locked bedroom finish, go downstairs, and take the CD by the front door before entering the kitchen. Interacting with the cake reveals the stand for three doll parts.
- Lower piece: on the cabinet in the master bedroom. Search the adjoining closet for an Elysium Symbol on a box.
- Middle piece or dress: on the stool by the piano in the attic room. A CD sits on the third-floor shelf near the attic door.
- Top piece or head: at the far end of the new basement route. Before descending, take the third CD from the hidden passage behind the laundry room.
The basement door opens after the two upper pieces are collected. Take the Elysium Symbol from the toolbox or container in the first room, replace the flashlight Battery, and crawl through the broken wall. The red basement hallway holds a Mini Anne Doll on a metal box. The later vent contains both another Mini Anne Doll and another Elysium Symbol, so look left before crawling out to the room with the doll head.
On the return route, hide beneath the table until the masked patrol turns away. The stair exit is on the left side of the larger basement zone, but electrified water blocks it. Go right first, crawl under the wooden barrier, and use the breaker in the small room. The space beneath the table remains a reliable reset point if the patrol sees Anne. Once the power is off, follow the red lights to the left-side stairs, emerge through the second-floor cupboard, and install all three parts beside the birthday cake.
The hospital phone is a weapon, a stun tool, and a route check
The Chapter 4 opening room gives the keypad solution through two medical files: Anne’s record is missing its first digit, and Camilla’s supplies it. Enter 5317. In the corridors beyond, pass the wheelchair, enter the red room, and test the locked far door. That interaction spawns a lit table and the Smartphone. Use its light on the hostile mannequin’s marked head and arms, then leave through the door it was guarding.
When Mother begins stalking Anne, keep the phone light on her while backing down the corridor she entered from. Turn into the shelving route and squeeze through; this breaks the first pursuit. At the stairwell, the hungry monster requests Spicy Drunken Brain:
- Backtrack through the shelves and enter the side room for Red Wine in the mini-fridge.
- Squeeze past the fridge into the cooking room and take the Chili Pepper.
- After the forced scene, leave the dark room, go left, and use the laundry-room washing machine for Anne’s Brain.
- Return to the oven, cook the three ingredients, take the dish, and feed the monster.
Before descending the newly cleared stairwell, go up for the chapter’s only CD. In the flooded lower floor, take the only Chapter 4 Mini Anne Doll from the gurney on the left near the entrance. Then keep to the left through the stretchers and hanging bags until a lit gurney yields the Cafeteria Key. After taking it, do not search for the missing entry shelves. Run toward the Exit sign, follow the glowing butterfly, climb the stairs, and squeeze between the upper shelves.

Use the key on the cafeteria doors. During the Mother fight, keep moving away from tentacle impacts. Burn down each wave of shadows with the phone before aiming at the exposed heart of the cocoon. Complete three damage cycles. The decision after the fight is the second ending flag: choose Forgive Mom for the good path or Revenge for the bad path.
In the pool and retro worlds, read the landmark before the corridor
Chapter 5: use the Elysium walls as chase exits
At the start of Night at the Pool, go downstairs and take the Elysium Symbol from the bowl on the foyer cabinet before using the living-room television. In the flooded world, head left until two doorways appear, use the right doorway, then keep right toward the pink tree and apartment door. Loop around the first flooded section for an Elysium Symbol on a door before climbing away.
After the tree scene, move toward the bright rear corner, climb the long stairs, pass either side of the giant doll, and continue beyond the harmless overhead skeleton. At the television sequence, the left and right corridors reconnect. Scan the wall immediately after the Dr. Knite screen for the chapter’s third Elysium Symbol instead of relying on a fixed left/right instruction; the two walkthrough references describe that approach from opposite orientations.
The final sequence alternates roles. When Aki has the knife, follow red lights to the large Elysium wall. When Anne has the knife, follow the white spotlight to the crouched target before the one-minute timer expires. The pattern runs three cycles; on the final blood-covered escape, follow the yellow arrows to the symbol.
Chapter 6: count upward and reject door zero
Retro Nightmare has no dolls, CDs, or Elysium Symbols in the verified checklist. Watch the opening monitors, approach the dream house until it moves, enter the wall behind it, and ride the grounded hot-air balloon to the upper path. Keep following the screens until the house drops into the pit, then jump after it.
The chase route is numeric: take door 1, then keep choosing the next higher number until you pass 6. Do not enter a door marked 0. Red “POW!” balloons can hit and rotate Anne, so re-read the number on the wall after any collision rather than continuing in the direction the camera now faces. Beyond the TV-lined corridor, reach the house and follow the last memories to the chapter transition.

The belly route is switch, return, chase, then stealth
At the Chapter 7 spawn, turn back and take the Lighter held in the waiting hand. Keep it lit near living membranes and tentacles; proximity burns open the route. The first half of the chapter is built around switches that change earlier dead ends:
- At the first split, find the switch on one branch, then return to the branch that was closed. Check the nearby nodule or flesh wall for an Elysium Symbol.
- Just beyond the reopened path, take the side room on the right for a CD and the cat. Continue past the metal antenna shapes, turn left, and activate the second switch. Backtrack to the membrane it opened.
- At the next clearing, take the yellow-lit left route to the Dr. Knite screen and another switch. The second Chapter 7 CD is in the nodule or eyeball-screen room here.
- Return to the clearing, take the formerly blocked straight route, and crawl into the blood channel. Search its side nodule for another Elysium Symbol before triggering the pursuit.
The first monster chase is lethal on contact. Run forward, keep the lighter out so tentacles begin burning before Anne reaches them, and crouch through the closing gaps without stopping. After the river slide, the same creature becomes a patrol.
In the stealth area, go left first and burn the tentacle barrier. At the next clearing, use the left branch for a switch, then return and take the low tunnel opposite it. The right-side flooded crawlspace is optional but holds a Mini Anne Doll in a clawed hand; the left-side route continues progression. After squeezing into the next patrol room, burn the central tentacles, cross to the far side, and use the narrow opening under the red light. The last Elysium Symbol is in a nodule along the late tunnel.
The spiral staircase is the escape landmark. When the scene diverts Anne from it, follow the new flesh wall and climb out through the mouth. Before walking to the bright final screen, run back toward the monster and take the last Mini Anne Doll from the floor beneath it.
Use this collectible ledger before leaving each chapter
The pause-menu legend tracks collectible progress. The table below is most useful as an exit check: if a chapter count is short, search the named room before crossing its final cutscene. Chapters 4, 5, 6, and 7 deliberately omit at least one collectible type.
| Chapter | Mini Anne Dolls | CDs | Elysium Symbols |
|---|---|---|---|
| 1 | 1: living-room table by the window | 3: master-bedroom dresser; basement shelf by the Painting Piece; kitchen pantry | 3: red bathroom wall; lit basement crate; back of the board in the laundry passage |
| 2 | 3: left gym stands; central library shelf; school-kitchen trash can | 3: classroom desk; table near gym entrance; school-kitchen counter | 3: side of orange locker; under Harmony Hornets sign in right stands; back of blue locker |
| 3 | 2: metal box in red basement hall; inside the vent route | 3: foyer by front door; third-floor shelf by attic; passage behind laundry room | 3: master-bedroom closet box; first basement room; inside the vent route |
| 4 | 1: gurney on the left at the flooded-area entrance | 1: on the equipment platform above the stairs once the monster has been fed | 0 |
| 5 | 0 | 0 | 3: foyer bowl; door in first pool area; wall after the Dr. Knite screen |
| 6 | 0 | 0 | 0 |
| 7 | 2: optional right-side flooded crawlspace; floor beneath the monster after emerging | 2: cat side room; nodule room after Dr. Knite | 3: early flesh-wall nodule; flooded crawlspace nodule; late-tunnel nodule |
| Total | 9 | 12 | 15 |
Separate ending cleanup from challenge achievements
Steam currently exposes 20 achievements. Seven are chapter completions, while Bon Appetit comes from the first monster meal. First Doll, First Track, and What Is This? trigger on the first item in each collectible family. Doll Collector, Playlist Complete, and Finder of Truth require the totals in the table. Finder of Truth also opens the secret ending in the Extras menu after all 15 Elysium Symbols have been collected.
- Good ending: select Let Go in Chapter 2 and Forgive Mom in Chapter 4.
- Bad ending: select Revenge in Chapter 2 and Revenge in Chapter 4.
- Secret ending: collect all 15 Elysium Symbols, then play the unlocked ending from Extras.
- Librarian: collect every paper and drawing that enters the inventory. The readable references do not provide a reliable total, so use the in-game document inventory rather than assuming the named notes in a walkthrough are exhaustive.
- Speed Runner: finish in under three hours; the pause menu displays the run timer.
- Untouchable: reach the finale without dying. Do this separately from Game Over, which requires more than five deaths.
A sensible cleanup order is collectibles and one ending first, the opposite ending next, then a stripped-down speed or no-death run once the seven chapter transitions are familiar. The available evidence does not establish a universal chapter-select or save-backup method, so this guide does not promise that one save can recover both normal ending flags.
Sources & credits
Game identity, AppID 2133830, developer Serafini Productions, publishers Serafini Productions and Shochiku, Windows release state, 20-achievement count, content warning, and all public article images were verified through BrokenLore: UNFOLLOW on Steam. Studio identity and the game’s social-media and mental-health focus were cross-checked with the official Serafini Productions website. Readable walkthrough references were compared for room order, codes, collectible positions, and ending flags, then rewritten here as a checkpoint route. No third-party media was carried into the article.