Major spoilers begin immediately. A completion-safe Sally Face walkthrough has five locks: enter 5364 correctly in Episode 1, finish the Super Gear Boy work before crawling beyond room 504 in Episode 2, win Episode 3’s opening journal before the timer expires, finish the apartment sweep before entering room 103 in Episode 4, and record all six colored tiles before Episode 5 asks for their order. Those are the points where a normal story clear can leave an episode below 100%.
One Episode 1 replay is unavoidable if you want both tea achievements because Sleep Aid and Old Laxative are mutually exclusive. Dark Melodies, Destroyer, and Escaping Death are execution challenges; learn their surrounding route on a normal clear, then repeat the episode if a missed note or Game Over breaks the clean attempt. The episode-by-episode route below keeps every other missable beside the story action that can close it.
Use the episode card to choose the replay
Steam groups the 35 achievements as seven per episode: one story clear and six optional checks. When an episode card stays below 100%, use the missing achievement to choose a repair target instead of searching every room again.
| Episode | Check before starting the next one |
|---|---|
| 1 | The unused tea branch; Sanity’s Fall played twice; the morgue, wall, and kitchen Unknown trio; Lisa’s secret dialogue; all House of the Wretched levels. |
| 2 | Four seals; Rosenberg-Todd-Addison history; room 403’s ghost; the box piece, symbols, and follow-up dialogue; every Larry line; all eight Super Gear Boy chapters. |
| 3 | Both timed opening puzzles; Travis dialogue 3-2-3-2; Larry’s blank canvas; 1,000 points in Clumpy; the Messenger room; all 11 journal pages. |
| 4 | Every resident; repeated Larry reactions; five teeth; nine tapes; five barrier songs without a missed note; the clean Endless One performance. |
| 5 | The shed code on the first attempt; all readable cult records; every Light, Dark, and Jim conversation; six tiles and Void door 5; no Game Over; Episodes 1-4 already at 100% for the epilogue. |
Do not rely on an unofficial quit-and-reload trick to rescue a failed skill check. The reliable result is the achievement registering after a clean sequence. If local and platform achievement lists disagree, reconcile their current sync state only after the in-game action has actually been completed.
Episode 1: protect the tea replay and finish The Unknown
Read the dream as a four-digit dependency
Answer the phone, switch on the light, push the small cabinet, and take the key marked 5. The next doors spell D-O-G. Before leaving the O corridor, look left for 3; above the dog, read 6; at Diane’s grave, read 4. Enter 5364 at the old door and confirm it. The scene may continue after a bad entry, but the correct first entry protects the hidden completion trail and becomes a code the game deliberately recalls later.
In the morgue, do not walk straight to the bed. Probe the apparently blank drawer area two columns beyond the already open compartment until the hidden drawer reacts, then inspect the bed. That interaction is one part of The Unknown. Its lack of a normal highlight is the test; seeing the drawer open is the success signal.
Make the Gear Boy useful before interviewing everyone
Back in apartment 402, push the furniture at the left side of Sal’s room to retrieve the Gear Boy, then take its batteries from the kitchen bags. Meet the policeman, the fifth-floor stranger, Lisa, Charley, Mr. Addison, the detective, and Larry. In the basement Lost + Found box, take the old game cartridge. In Larry’s apartment, inspect the kitchen apparition, exhaust Larry’s first conversation, and interact with both his radio and painting.
Delay the small opening left of room 501 until the investigation sends you back upstairs. The purpose is not merely to see every hotspot; it is to keep The Unknown’s eye interaction aligned with the morgue and basement sightings. After the first room 403 search, ask Larry to play the Sanity’s Fall song again for Metalhead, then take the Lisa and Larry dialogue chain in this order:
- Ask Lisa whether she needs help and promise to keep Larry out of trouble.
- After Larry has trusted Sal with his secret, return to Lisa and tell her he revealed it.
- Return to Larry and discuss the curse. If Lisa never mentions the secret, one of those prerequisite conversations is missing.
Use the quarter from Henry’s office to trade with Chug for the bathroom key, inspect the fifth-floor wall opening, and enter room 504’s bathroom to meet Megan. Leave, speak with Chug, and return when the Gear Boy responds. Complete all five House of the Wretched levels now: search off-screen left for the first key, use the courtyard branch at the fire pit, check the first armchair in the house, pair the far-right bookshelf with the left filing cabinet in the study, then inspect the chest, bodies, final bedroom, and note in the last level.
Choose one cup, not an accidental mixture
Get Addison’s tea before picking the ingredient for Charley. The Sleep Aid is in Sal’s bathroom; the Old Laxative is in room 504’s bathroom. Picking one commits the cup, so collect only the ingredient for the achievement you want on this run. Give the prepared tea to Charley, take the missing pony while he is asleep or in the bathroom, and give it to the detective.
A story clear needs only one branch. A 100% Episode 1 record needs a second run with the other branch: Go To Sleep and Irritable Bowels cannot both be earned from the same cup. Before walking to the ambulance, confirm the Gear Boy game is finished, Larry replayed the song, Lisa discussed his secret, and all three Unknown sights reacted. If the episode ends below 100%, the first repair target is the unused tea branch, not a random tenant loop.
Episode 2: build the Super Gear Boy before room 504 closes the map
The opening sewer is a compact state puzzle. Climb through the pipe floors and activate the switches in second floor, third floor, first floor order. Sal saying the water works confirms the sequence; the pony’s body then creates the route out. Continue through the murder memory and the black corridor until Sal wakes.
At the tree house, inspect Larry’s family objects and take the metal puzzle box. Keep using Larry’s optional dialogue whenever the story changes. At room 504, confirm Megan will not appear yet, then ask Larry where Todd lives. Take the antenna from Larry’s radio and combine it with the walkie-talkie at Todd’s workbench: antenna supplies reception, walkie-talkie supplies power, and the result is the Super Gear Boy.

Run the apartment sweep as one loop rather than bouncing to the final objective:
- Show the device to Larry. Use it at the tree-house picture and the basement kitchen.
- Exhaust Rosenberg’s dialogue in 102 before scanning her. Scan 204, the boarded wall near 501, and the bird cage in 502. The four seals are the basement kitchen, 204, the fifth-floor wall area, and 502; Devour should register after the fourth.
- Ask Todd about Megan, then ask Mr. Addison about Addison Tea. If that option is absent, finish Rosenberg’s conversation and Todd’s Megan explanation first.
- Recover Megan’s necklace from Lost + Found and return to 504. The new ghost conversation proves the story state changed.
For David’s crowbar, help the party in 301 with Chess Tournament, radio 89.3, and Telephone. Ask David again, enter 302, and collect the loose piece near the couch. That is the physical part missing from Larry’s puzzle box.
The Super Gear Boy chapters are distributed across Rosenberg’s room, the tree house, Todd’s bathroom, both areas of room 504, the basement kitchen, room 403, and the space beyond 504. In Chapter 2, record the three floor symbols. Put them on the metal box in reverse discovery order, open it, and take the result through Larry, Todd, then Larry again. The box opening and the follow-up dialogue are both required; a correct face pattern without those conversations is not a finished chain.
Use the crowbar on room 403 and scan the dried blood for Sanderson. Open the 504 bedroom, scan the mattress, and clear its newly available Gear Boy chapter. The hole beyond 504 is the point of no return. Before crawling through it, verify:
- all four seals were found;
- the metal box opened and was discussed with Larry and Todd;
- every current Larry dialogue was exhausted;
- 403 and both 504 hotspots were scanned;
- Chapter 7 beyond the hole will be the last missing In Seeking Providence chapter, not the first clue that several were skipped.
Beyond the hole, scan the noose and complete the last chapter before the perspective changes to Dr. Enon. The clean success signal is 100% Episode 2 with Conjure, Devour, The Addison Family, Unseen, The Box, Best Buds, and In Seeking Providence accounted for.
Episode 3: win the timed journal before chasing the bologna
The opening has one forgiving tool: pause
Study the Phantom’s four symbols before the timed run begins. In the moving-symbol corridor, set them top, bottom, top, middle from first to fourth. Think in bar counts: one bar belongs at the top, three at the bottom, one at the top, and two in the middle. Pause between inputs if necessary; the failure signal is reaching the end without entering the White Room and receiving Jim’s journal.
The White Room code is grouped as 9687 96753 47 663 63 6269. You begin beside the rightmost keypad, so enter it in spatial order: 6269, 63, 663, 47, 96753, 9687 while moving left. Each X resets only its local group. When the six displayed groups match and the journal arrives with page 1, Premonition is safe.

Keep the sticky tack and make two window throws
After the Doodle sequence, talk to Kim, take the paperclip from room 104, and take the sticky tack from the science lab. Do not give the tack to Ash. Shake the courtyard tree until the tennis ball falls, retrieve Ash’s camera from her locker, and coordinate with Larry. Throw the ball at the window, photograph the bird in the upper-right area of the far courtyard tree, give the bird photo to Kim, then throw the ball again after Larry’s state changes.
In the boys’ bathroom, read the discarded note and answer Travis with dialogue options 3, 2, 3, 2. Page 2 and Atonement confirm that the sequence landed. Back in Packerton’s classroom, open the desk with 3141, the first four digits of pi shown above the board, and take the metal object.
Finish the apartment ledger before meeting Todd
When the group returns to Addison Apartments, Todd’s bedroom advances the chapter. Sweep the building first:
- Check the mailbox for page 4. In 402, take the Gear Boy and tea cup. Use 491145 on Henry’s computer; it encodes DIANE by alphabet positions. Take the nearby letter for page 8.
- Use the sticky tack on Robert’s loose poster in 401 to earn a quarter. Scan 403 and 501 for journal pages, scan Megan in 504, and scan the 304 kitchen.
- Spend the quarter on Addison Tea, deliver it to Todd’s parents in 202, and take the chocolate they return. Give that candy to Chug in 303 after exhausting his request dialogue to obtain the Clumpy game.
- Visit Rosenberg in 102 and scan her chair after the scene for another page. Inspect the flowers at Lisa’s door, find her in the basement kitchen, exhaust the new conversation, then interact with Larry’s blank canvas for Dead Potato.
- Play Clumpy on Larry’s television to 1,000 points. Grey flies give slow, safe progress; red and green flies accelerate the score but punish poor stamina timing. A stable position near an upper corner lets the attack meter recover between targets.
Inside Packerton’s hidden rooms, scan the blood, tune the radio to 104.7, and set the clock to 12:12. In bedroom 1, scan Mr. Packerton and switch off the machine. In bedroom 2, translate the blood marks with the wall key and enter 1413 at the freezer.
The temple is a final page audit. Activate both trident lights with the bulb and Gear Boy, then continue right past Todd to the hidden chest for page 9. Set the main mechanism with the right lever once and left lever twice before stepping on the button.
- Larry follows sound: right door, middle door, left door. Continue off-screen left to the secret control, then use the floor sequence 5-4-3-4-3-2-3-2-1.
- Sal follows silence: middle door, left door, right door. Continue right to the secret control. Beyond the far door, switch the lights on with the Gear Boy, then collect page 10 before solving the return path.
- After the final mechanism rises, do not exit left. Walk right for page 11 and read the assembled journal while the game still allows it. Then leave left to finish the episode.
If Missing Pages does not register, compare the inventory against the opening page, Travis, mailbox, 402 computer, scans in 403/501/304/102, the temple chest, the hidden Messenger room, and the final right-side page. Repeating the freezer or floor puzzles cannot repair a page that was never picked up.
Episode 4: count lines, invert the teeth, then protect every song
Two codes share the same visual rule
In Beelzebub’s rooms 1-3, count the strokes in each pair of runes. The sums are 7, 6, 8, which open room 4. Record the digital-looking wall number 342697 exactly and inspect the artwork before returning to Beelzebub. Take door 6 and collect the LOST tape from the television.
At the house, recover the phone from Neil, read the yellow note, and use 4035364 at the shed for the PHANTOM tape. Charge the phone and meet Larry. Wait long enough to hear all three automatic conversation beats before leaving the house area; interact with the front door and walk back once if the dialogue seems to stop early.

Search every occupied apartment and speak to every resident for Catching Up. For Brothers, go further: react to rooms, objects, and Larry several times when the text changes. The noose beyond 504 requires three interactions, room 403 should be revisited until Larry has no new line, and the tree house belongs in the conversation route even though it is outside the apartment stack.
The five teeth are in 102 beside Rosenberg’s chair, bedroom 1 of the secret basement apartment, the 202 bathroom, the 304 kitchen, and the 501 window. Put the dark tooth in the center of the cage mechanism in 502. The surrounding teeth use cardinal directions, but the Made in China label is upside down: invert the compass before placing north/south and east/west. The key appears only when the orientation is correct.
Use the pocket knife from 203 to repair the BRIDGE tape in 404 and open the bird cage. Take HUNGER by interacting repeatedly with the wall opening in 503. Cut the damaged carpet in 201 and return to the number from Beelzebub’s gallery. Count the strokes in each digit of 342697; the result is 435542, which opens the floor cache containing OTHERS.
Swap Sal and Larry when their tools stop working
After the temple and tree-house scenes, Larry uses the Deadstone to expose or transfer objects; Sal uses the guitar to break each barrier. Do not drop to the next floor until both characters have finished the current floor.
| Barrier | Larry must prepare | Sal’s notes | Extra before dropping |
|---|---|---|---|
| Roof | Charge the Deadstone at the spark and activate the pillar. | 2, 6, 11 | None. |
| Fourth floor | Absorb energy from the 402 television and 401 radio. | 1, 5, 8, 9 | Transfer the tape in 404; Sal takes EVOLVE. |
| Third floor | Make both versions of the 301 radio read 93.7, then charge and activate. | 3, 7, 1, 9, 10 | Larry takes the dark pony in 303. |
| Second floor | Unlock the 202 bathroom, retrieve the 201 key through the toilet, then charge at the bedroom machine. | 4, 7, 9, 7, 10, 6, 3 | Put the dark pony in 204; Sal takes RAGE. |
| First floor | Activate the pillar. | 10, 6, 9, 5, 10, 6, 3, 8, 2 | Do not enter 103 yet. |
On the fifth floor, Larry opens 501 and affects the figure inside; Sal retrieves its key and opens 504. Larry transfers the hidden object beyond the 504 hole so Sal can collect SKIN. After the final barrier, Sal takes the carrot from 104 and places it at the cracked 101 door. Larry takes the lighter at the far end of the alternate first floor and uses it on the transformed object; Sal then collects the ninth tape, ///.
Only after the ninth tape is safe should Sal enter 103. Dark Melodies requires every barrier song without a failed note. Destroyer separately requires the Endless One sequence without falling. Watch the displayed wheel, press deliberately, and treat a fall or replay prompt as a failed clean attempt even if the story lets you continue.
Episode 5: record six tiles before the combat gauntlet
The final episode is easier if you separate three ledgers: colored tiles for DOG, optional Void conversations for Vestige, and every readable cult record for Seeker of Knowledge. None of those should be sacrificed to hurry the no-Game-Over attempt.

Write down dot count as well as color
| Tile | Location | Record |
|---|---|---|
| Cemetery | Walk left from the opening graves. | Green, five dots. |
| House | Bathroom floor near the sink. | White, one dot. |
| Temple | East hall near the second pillar while placing C-4. | Blue, three dots. |
| First Void memory | Under Sal’s bed in the cartoon apartment. | Dark brown/black, two dots. |
| Second Void memory | Down-left from the 3D field spawn, near the crater. | Red, four dots. |
| Third Void memory | Walk fully right before entering the cave. | Purple, six dots. |
Use 4035364 on the shed at the first attempt for Memorized. Read the prophecy material, Todd’s records in the house, basement, and shed, and every later document around the temple mechanism and safe. Treat each newly readable paper or photo as unfinished until it has been inspected; a platform list can confirm a completed action, but it cannot replace a document that was never opened.
At the temple, place C-4 in the east, west, inner-west, and inner-east pillar areas. Watch the patrolling cultist rather than moving as soon as he turns; being seen is already a Game Over for Escaping Death. The clean signal is reaching the dungeon transition without a capture screen.
Match each Void door to its visual rule
- Door 2, cartoon apartment: read the microwave as 145, television as 5023, and mirror as 7842. Align the three dials upward, then add the numbers: 145 + 5023 + 7842 = 13010. The first pyramid confirms the door is finished.
- Door 3, 3D field: copy both sun/moon grids before touching the remote boards. Reproduce the first and second observed patterns, then use dial sequence 1-2-3-1-2-3. The second pyramid confirms the board states were correct.
- Door 4, cave: collect the purple tile before entering, talk to Tala, expose the handprint mechanism, and use 1-2-3-3 on the three dials. The third pyramid confirms the cave mechanism is complete.
On every return to the House in the Void, visit both the Light and Dark rooms and exhaust their new lines, then speak to Jim before choosing the next memory. Vestige fails through a missed return conversation, not through the pyramid code. At the cemetery, use the paper to translate each pyramid’s half-circle symbols and place the currently glowing pyramid.
After the stop-motion room opens, read the nearby record and enter 1983 at the safe for the final protected document. Before operating the central console, use the hidden library passage to return to Void door 5. Sort the six tiles by their dot counts, not by pickup order: white, brown/black, blue, red, green, purple. The extra memory and DOG are the confirmation that the ordering was correct.
The central console uses three lever/slider pairs: lever down with slider 3; lever up with slider 1; lever down with slider 2. All three green lights must remain on together before the chamber opens.
Escaping Death begins before the final battle
A clean attempt includes the C-4 stealth section and every later combat scene. Do not count only the last Sal sequence. Ash’s blade has generous reach, but waiting in the center of two approaching enemies invites a trade; offset toward one side, kill that threat, then turn for the slower second attacker. Larry’s field affects the full screen, so react to movement at the edge rather than chasing a target.
Sal’s fights change rules between rooms:
- For the ground vines, remove mobile enemies first and stand between the two fixed strike points.
- For the mouths, focus one opening at a time and shoot before its projectile fully drops.
- For the radial vines, direction matters more than movement; the first dangerous cue arrives from the lower-right diagonal.
- For the moving eyes, holding one lane and taking safe shots is more reliable than sweeping every target.
- For the final field, do not move into the closing walls. Trigger the defense early because its protection is not instantaneous.
If any Game Over screen appears, finish the story if this is your learning run. Restart Episode 5 later for Escaping Death instead of turning a collectible run into a rushed combat attempt. The End? confirms the episode clear; the extra epilogue confirms that Episodes 1-4 were already at 100% when the final run began.
The walkthrough is closed when the episode cards and visible results agree: both Episode 1 tea branches are recorded, Episodes 1-4 show the completion state you intend to carry, DOG opens after the six-tile order, the central chamber ends without a Game Over on the Escaping Death attempt, and Episode 5 reaches The End? plus the epilogue. If the epilogue is absent, repair the named gap on an earlier episode card before planning another Episode 5 run; searching the cemetery again cannot replace a missing tea branch, journal page, tape, or barrier performance.