Bad Dream: Coma

Bad Dream: Coma

199 ratings
Bad Dream: Coma Bad Route Walkthrough
By Convenient Spider
This is my first time making a guide. I'm gonna walk you through this game chapter by chapter one ending at a time. This guide will also be updated one chapter at a time when I have the time. We'll start with the easiest ending to go for, the bad ending. There will be guides for the neutral and good ending in the future but additional endings such as voice of reason won't be covered. Achievements will also not be covered either.
6
   
Award
Favorite
Favorited
Unfavorite
Introduction
For this ending, you want to hurt yourself and others as much as possible.

You lay down to sleep and your nightmare begins.
Chapter 1 - The Bridge
Start off by punching a bird. The good ending is immediately closed off. On the lower right is a battery underneath an old paper. Pick it up. You'll see a little RC car next to a tire. We'll get to that soon. Head forward.

You'll find news clippings around saying stuff about a missing nurse, a hospital ad, bad weather reports, the bridge being closed, and people trapped in this dream unable to wake up just like you are now. This information is important to the plot later on.

There's an RC controller to the left. Use the battery with the RC controller. Pick up the RC controller. Take note of the long wooden planks on the side. Head forward.

North of the first big hole in the middle of the road is a magnifying glass. Pick it up. Head forward.
On the ground is some car keys. Pick them up. There's a gap ahead. Can't go any further than this so for now, head back to the RC car.

Use the controller with the car. Click the stick until it faces right and press the forward button. You'll hear a car crash. Examine the car with the magnifying glass. Oh no, there was tiny person inside that car. He's holding a bottle of booze. Pick it up. Use the keys on the trunk. There's a crowbar inside. Pick it up. Head back to where you saw the wooden planks.

Use the crowbar to take a plank. Head back to the gap.

Use the plank to cover the gap so you can get across. You attempt to cross and there's an earthquake. When the rumbling stops, cross forward.

There's a lift gate and some exposed wires. Drag your mouse cursor over to the wires and it lifts the gate a little but not enough to let you pass. You hear a baby crying. Head back until you see a baby carriage.

Examine the baby carriage to see a wind-up baby doll inside. Break its head open with the crowbar and take one of the wires sticking out. Head back to the wooden plank bridge.

You attempt to across, but there's another earthquake and this time it breaks your wooden plank. You'll need the other one and your crowbar's gone too. Head back to the start.

There's a blind homeless man with shopping cart full of junk. He asks for a drink. Give him the booze. He shows you some papers. All you have to do is spot the difference.

Picture 1: Dead bird left of the car, car trunk is open, a fish in the water, brick lines left just above the water surface, stones above the left archway, and distant taller building on the right.

Picture 2: brick lines on the lower left, small splat of goo left of the top-middle splat, a small feather above the top left big feather, a small feather next to the bottom right big feather, cross shade markings on the south pointy end of the bird leg, a tear above the bottom right corner.

The homeless man gives you the crowbar then tells you to leave him alone. Head back to the last wooden plank.

Use the crowbar to take the last wooden plank. Head back to the gap.

Use the plank on the gap. Head forward.

Use the wire on the exposed wires. The gate lifts up and then lightning strikes and breaks it. It starts raining. Head forward.

There's a wooden bridge ahead, but there's coin on the ground. Ignore it. Head forward.

OH MY GOD!!! WHAT IS THAT THING?!!! You encounter some bird-headed demon thing. You can stay put and wait or you can...HEAD BACK, HEAD BACK, HEAD BACK, HEAD BACK!!! *CRUNCH* AAARRRGGGHHH, MY FINGERS!!! Three of your fingers are taken. You pass out and wake up to see a man wearing an ominous mask standing over you then pass out again.

Chapter 1 complete.
Chapter 2 - The Hospital
You're in a room with hospital beds. The man with the mask tells you that we're all trapped in a nightmare where neither pain nor fear can wake us up. A rumbling occurs and he has to leave. We need to face facts: Our fingers on one hand are gone so we have get new ones somehow.

There's a man on the hospital bed who looks like he's in a full-body cast except his one exposed arm. Nothing we can do about him for now so step out into the hallway.

Newspaper clippings tell of the terrible deeds we've done as well as the monster we encountered on the bridge.

There are two rooms both left and right of us and a hallway that goes left and right. All the doors are locked except the 2nd right door where we came from. Take the left hallway to the reception area.

To your left is the reception desk. Check it out.

Grab the scissors on the desk in front of you. Plug in the computer (it'll be important in a later chapter). Go back to the room with the patient in the full body cast (it's the room we started in).

He has fingers; we need fingers. Take the scissors and cut them off. Take the fingers. He won't miss them. The neutral ending is now closed off. Go back to the reception hallway and head forward to the waiting room.

Wow, this place is badly damaged. The lunchroom lady tells you that there are spiders in her kitchen. She wants us to get rid of them. She gives us a key. Go back to the hallway with the four doors.

Use the key on the furthest door on the left and enter the lunchroom.

There are three spiders. Left on the closest table, on the wall beneath the dirty dishes, left-above the cash register. SMASH THEM!!! Grab the jar left of the cash register. Head back to the waiting room.

The lunch lady thanks you and takes your jar then heads back to her kitchen. Head back to the lunchroom.

You can now enter the room with the turnwheel on it. Do it.

In front of the armchair is a tube of glue. Take it. Head back to the hallway.

The man with the mask is back and he tells you that the doctor is ready so we can attend to our wounded hand. Go back to the waiting room.

Go into the door on the left to the doctor's office.

The "head" doctor tells you to show him your hand so click on him. There's a worm in your hand ewww. Take it out. Apply the glue and then put the fingers on. All better now. There's a key on the stool, but the doctor won't let you take it. Go back to the hallway with the four doors again.

There's a light switch between the two right doors. Click it. This will change it from day to night. Go back to the doctor's office.

He's fast alseep now. Take the key off the stool. Head over to the hallway-elevator (the right hallway).

There's a bird in the window. It has an ear. Use the scissors on the bird and take the ear. Head back to the four door hallway once more.

If you go back to the room you started in, you'll find that the patient whos fingers you cut off had his eyes removed as well and his patient card edited. Your patient card has also been edited.

Use the key you took from the doctor's office on the furthest right door and enter.

There's a key on the table next to the bottled water. Take it. There's headless teddy bear and and an old man missing his eyes, ear, and hair. Go ahead and use the ear on him. Head back into the hallway.

Use the key on the closest left door and enter the bathroom or water closet as it is called in europe.

Look in the mirror to see a really bad nosebleed. Flush the toilet and it backs up. Check the sink. There's hair clogging the drain. Take it. Use the showe handles and an eye will appear in the peephole (naughty pervert). Use the scissors to poke out the eye. Go back to the to the room behind the lunchroom.

There's a bloody eye on the floor now (poor guy must've ran off after we stabbed him). Take the eye. Head back to the reception desk.

Use the worm on the fish in the fish bowl. Examine the fish bowl. An eye floated to the surface. Take it. Head back to the room with the patient in need of eyes and hair.

Put the eyes and hair on the patient. The man with the mask comes in to help. He asks the old man how he suffered his injuries in the graveyard in an attempt to find out why no one can die. Clues might be hidden in the graveyard so off we go. We need to find out why death has stopped. The man in the mask takes the scissors away and gives us a shortcut to the graveyard. Everything goes black.

Chapter 2 complete.
Chapter 3 - The Graveyard
You wake up and find yourself in a freshly dug grave. Don't worry, you're not dead because nobody can die and we need to find out why. Click on the sky to climb on out.

Left of the grave you just crawled out of is a bone sticking out of the dirt. Take it. There's also a shovel next to the door to the shack. Take that too. The shed is locked. Nothing we can do about that just yet. Click on the arrow sign on the tree to go to the cliff.

Take note of the big hungry spider. Click on him and he bites you good. In the far background between the two right graves is a box of matches. Pick them up. Go back to the area with the open grave.

Go down to the cementery.

Take note of the cemented block in front of the grave stone. Go down to the statue.

Use the matches to light the candle in front of the angel statue. It starts crying blood. A key drops. Take it. Go down to the crypt.

The crypt is locked until we put a few items on the thing above the door. We have one so put the bone there. Go right to the old cementery.

Take note of the vase on the right grave and the scarecrow in the background. Go right to the bench.

There's a person sitting there. She tells us that Death has left and no one can escape the dream without her. One must die in order to wake up. Immortality has brought suffering especially to those horribly attacked by monsters. Head all the way back to the cementery.

Head far back to the right to the gate.

On the right is a flower on the thorny vines. Take it. OUCH!! On the left on the ground is a piece of paper. Inspect it. Take note of the star in the sky. Head back to the old cementery.

Put the bloody flower in the vase. A fly is attracted to it. Go back to the open grave.

Use the key on the shed door and go in.

There's a human skull between the two cupboard doors. Try to take it and a mouse appears. Click the mouse and he bites you just as bad as the big spider. There's a leather glove on the right in the crate. Take it. Leave the shed and head back to the old cementery.

The scarecrow has moved and there's a pickaxe in the tree. Take it. Go back to the cementery with the cemented grave.

Use the pickaxe on the cement block and then use the shovel to dig the grave open. A zombie rises. Don't worry. He won't eat your brain or anything. Use the scissors to cut off his arm that's pointing out. Take it. Go back to the cliff.

Feed the big hungry spider the arm you took. Go back to the old cementery.

The scarecrow moved again. Go the bench and back. The scarecrow is gone. Head back to the cementery.

The scarecrow did something to the zombie. Take the tiny rotten meat chunk between all those cement slabs and the grave. Go back to the shed.

Give the mouse the rotten meat. Take the skull. Go back to the crypt.

Put the skull with the bone above the door. Head back to the cliff.

The spider is done eating and left a bone. Take it. Head back to the crypt.

Place the bone above the door with the skull and the other bone. Enter the crypt.

Use the matches on the candles. A symbol appears on the wall. Examine it. We need to find five stars in the sky. Thankfully, it's night time and there are candles everywhere.

Star 1: To the right just outside the crypt.
Star 2: In the old cementery between to trees to the right.
Star 3: Left of the statue between two trees.
Star 4: In the drawing you took note of earlier back at the gate.
Star 5: Left of the big spider's tree at the cliff.

Back at the crypt, examine the symbol. Touch the pentagram. A panel opens up. Something knocks at the door. Everything goes black. A match is automatically lit. Leave the crypt. Go back to the gate.

The gate itself is erased. Death doesn't want us following her. Take the piece of eraser beneath the message. Go back to the shed.

There's a person with a teddy bear's head for a head. He knows what we did at the hospital. He says he's guarding the graves of his friend's parents. He wants his own body back. It was stolen. Hey, remember that headless teddy bear back at the hospital? He asks to help look for his body. Go into the Morgue to the left.

There's a fly in a jar. Let it out. Take the jar. A horrible banging on the door can be seen. Exit.

The body is lying in a pool of blood and the teddy bear head is separated. Take the teddy bear head. Exit and go back to the gate.

The scarecrow is there and has drawn a new doorway. Give him the eraser piece. Go through to the forest.

Chapter 3 complete.
Chapter 4 - The Forest
Start off by going right to the House in the Forest.

The house itself is locked and there's a bear trap. Take note of it. Go to the mountain on the right.

There's a broken ladder leading up to a bird's nest and I don't like the look of that dog. The dog won't let you pass. There's a key in the garbage next to the dog. Take it. Go back to the house.

Use the key on the door of the house. Go inside.

It's a little dark in here. Use a match to light a fire in the fireplace where the big pot is. There's some delicious red meat on the table. Take it. Exit the house.

Put the meat in the bear trap and go back to the wall (starting point).

Wait a few seconds and you'll hear a distant crunch and a howling sound. Go back to the house.

The trap was a success. Animal abuser! Now go back to the mountain.

Go left to the lake.

Talk to the camper. He says he can take you back to town, but he needs to chillax first. He needs bait for his fishing rod. Go right to the swamp-path.

Look for a worm sticking out and pluck it out of the ground. Should be right next to a rock. Go back to the lake.

Use the worm on the fishing rod leaning against the camper's tent. Take the rishing rod. It'll be immediately cast out into the lake. You'll see a disturbing image of what happened to that poor worm. The camper thanks you and says he needs rest. Go back to the wall.

We can't wait on the camper. We want to get back into town NOW! You'll see a sleeping man against the wall. Take the piece of paper beside him. Poison recipe? Okay, this'll work. Ingredients: spiny flower, nasty mushroom, rotten fish, dirty worm, leech, blood, salt, egg, and motor oil.

Spiny flower: At the starting point, it's on the vines wrapped around the tree. Take it with the leather glove or take it unprotected and hurt yourself.
Nasty mushroom: It grows on the tree in the swamp-path. It's dark and dripping. Take it.
Rotten fish: Examine the fishing rod to get a rotten fish or the pile of fish next to it.
Dirty worm: At the lake, there's a pile of dead fish. Check one for a worm inside.
Leech: At the swamp right of the swamp-path, touch the corpse head right of the boardwalk. OUCH! You should have the leech in your inventory. A leech appears above. You can feed it the blood from your wound by dragging the cursor to its mouth to make the bleeding go away. It'll follow you every screen until you do.
Blood: There's some around the bear trap after what happened to the dog. Collect it in the jar. Make sure you empty it into the big pot inside the house before going after the motor oil.
Salt: In the house, on the table.
Egg: Two wooden rods can be found. One left of the fireplace in the house. The other is in the swamp on the boardwalk. At the mountain (where the path splits), use the wooden rods on the ladder and take the egg from the nest.
Motor oil: At the split path, go right into the forest and go right to the road. There's a vehicle. It probably belongs to the camper. There's an oil spill underneath the front. Collect it in the jar.

Grab an empty can from the trash pile left of the camper At the lake. Go back to the house.

Empty all your ingredients into the pot. Use the empty can on the pot. Go back to the lake.

Give the poison drink to the camper. He drinks it and gets sick. While he's out, check out the inside of his tent.

Take the car keys on his sleeping bag. Exit and go back to the vehicle.

Some jerk slashed the back tire and ran off (that sonuva!). We'll need to fix the tire. Go back to the tent.

Grab the used gum on the floor. Exit.

Take the fishing rod. Go to the swamp-path.

Use the salt on the snail. Take its remains. Go to the swamp.

Use the fishing rod on the left side of the boardwalk. You pull up a corpse hand. Examine it. It has a cigarette. Take it. Go back to the forest with the beehive.

Use the cigarette on the beehive and light it with a match. Take a chunk of the beehive into the jar. Go back to the vehicle.

Examine the back tire. Use all three items you've gained to close the hole on the tire. Use the keys on the vehicle.

Chapter 4 complete.
Chapter 5 - The Park
We begin at a bus stop. Go right to the park.

We meet the lunchlady from the hospital and two really injured people. The lunchlady goes on about spiders and runs off. Examine the sewer entrance. There's a loud banging and a call for help. Go right to the entrance.

You meet two more injured people here. Try getting into the hospital. They won't let you in the building until the nurse is found. Go back to the park and go down to the ruins.

Go into the ruined building.

There's tree with what looks like eyeballs. The roots are holding onto a crowbar. Right of the two wooden boards is a little liquor bottle. Take it. Go back and then go right to the gate.

It's the hospital's lunchlady again. She can't get through the gate because it's locked. She asks you to bring the key. Search the trash bin for a floppy disk. Go back to the hospital entrance.

Use the bottle on the greenish liquid to the left. Go back to the inside of the ruins.

Use the bottle of poison on the eye tree to kill it. Take the crowbar. Go back to the park.

Use the crowbar on the sewer lid. It's the missing nurse we've heard so much about. Apparently, she hid in the sewers to escape a monster and regrets leaving the hospital. Go back to the hospital entrance.

Go inside.

Go to the reception desk. Examine the calender. The number 13 is the only number not scratched out. Take note of it. Take note of the mouse hole on the right too. Go to the waiting area.

To the left is a dead mouse and a mousetrap. Examine the mousetrap. Use the crowbar on the mousetrap to trigger it. Take the mousetrap. Check the voucher right of the door. It's broken. The old man from laughs at you. Go back to the reception desk.

Use the mousetrap on the mouse hole. Use the floppy disk on the computer. Examine the computer. Try anything you'll receive a pop up saying the computer is infected. To the exit the computer, double-click on games and then double-click on coma. Examine the calender. Take the number 13. Go to the hallway with the four doors.

Go into the rightside left door.

Use the teddybear head on the teddybear body. Take the key off the table. Go to the hallway elevator.

There's a number 3 by the window. Take it. Go back to the waiting room.

The man with the cut open stomach says he lost his ticket. The nurse is serving patient number 2 right now. Give the guy the number 13. Go back to the hallway elevator.

Click on the elevator button. When the doors open, click inside to go out. Go back to the gate where the lunchlady is.

Give her the key. She gives you a nickel and exits. Go back into the hospital and towards the waiting room.

The nurse is serving patient number 3. Go inside the office.

Give the nurse your ticket number 3. She will go ahead and heal your wounds (if you've sustained any thus far) as much as she possibly can. She learns about the status of the teddybear. She'll go take a look as soon as she's done. There's a leech on the desk. Touching and feeding it is optional. Exit and go back to the reception desk.

The first aid cabinet to the right is open. Take the needle and thread inside. Go back to the patient room with the teddybear.

The old man from before has ordered a meal and he's still waiting for it. He wants you to bring him food. Go back to the reception desk.

A mouse was caught in the trap. Take the key out of the mouse hole. Go back to the four door hallway.

Use the key on the leftmost door to enter the bathroom or water closet.

There are leeches in this place, be careful...or not. Take the rotten fish in front of the toilet. Go back to the patient room.

Give the old man the fish. It's not enough. He wants it chewed. Go back to the hallway.

Take the leftmost right door into the lunchroom.

Give the rotten fish to the spider head above the dirty dishes to get the chewed fish. Go back to the patient room again.

Give the chewed food to the old man. Now he wants a drink. Will this ever end? Go back to the hallway elevator.

Use the nickel on the drink machine. If only drinks could cost a nickel. Grab the drink and...oh, it's empty. Go back to the bathroom.

You can fill the can with water from the tap or the toilet. Your choice. Go back to the patient room.

Give the old man the drink. Exit.

The nurse just went in so go back in.

She asks for the needle and thread to repair the teddy. Give them to her. To pass time while she fixes the teddy, she tells us there's an old VHS tape in the office we can watch. Go back to the office.

Grab the VHS tape off the desk. Go back to the lunchroom.

When exiting the waiting room, you'll see a giant figure faintly appear left of the city.

Use the VHS tape on the TV to the right.

It's a clown sitcom. Click on the door to the left. Your main character enters. Examine the note on the freezer door. We need to make dinner and our fish is dead. Open the freezer and take the fish. Open the oven and put the frozen fish inside. Close the oven. Open the cupboard above the freezer. Take the can of beans. Take the pan out of the sink. Put the pan on the stove and put the beans in the pan. Open the oven. Take the fish out and put it on the cutting board on the table. Grab the knife off the left counter. Use the knife to cut up the fish. Take out the worms. Mix the worms with the beans on the stove. Open one of the drawers below the microwave. Take the bottle of poison. Use it in the worms and beans. Exit through the left door. A few moments later. Examine the body. Use the knife on the body. Again. Again. Exit out the right window. Fin!

Take the clown doll off the floor. Go back to the patient room.

The teddybear is okay and the man in the mask is here too. He asks the teddybear what we was doing at the graveyard. The teddybear was taking care of his friend's parents who are deceased. A rumbling occurs and the bear gets scared, too scared to give anymore info. The man in the mask asks us to give the teddy something to calm him down. Go back to the reception area.

The nurse is there. She gives us pills in hope that they will help. Go to the reception desk.

Put the pills in the trash. Examine the computer. Double-click on the trash icon and double-click the medicine. Virus healed! If only getting rid of computer viruses were that easy. Now double-click on the floppy disk and double-click on the drawing. It's a coloring book page. Click take color, pick a color, click fill, and then click on a spot in the drawing. Follow the directions and make each part of the drawing is given the correct color as listed below. When the drawing is finished put it in the trash by clicking the delete file icon and then double-click on games and coma. Check the trash bin to get the drawing. Go back to the patient room.

Give the bear the drawing. It reminds him of when his friend used to draw pictures before he stopped coloring. He lost his parents who were very ill to death and wanted to stop death by setting up traps with his toys and that didn't work. The bear remembers his duties at the graveyard and we need to find the child who tried to stop death.

Chapter 5 complete.
Chapter 6 - The Apartment
Go forward to the outside.

Take note of the mailbox on the side of the left entrance of the apartment building. The right entrance is currently locked. Go inside the left entrance.

Take note of the lockers on the right. Open the top left locker and take the paper inside. It's the electric bill. Don't you just hate gettings these in the mail? Go through the door to the stairwell.

The downstairs is gone. Go upstairs.

Read the note on the left door to residential premises No 1. The electricity bill is over due so they shut off the power to that place. Residential premises No 1 & 2 are locked. Look under the doormat of Door 1. There's a key. Take it. Use it to unlock door 1. Go in.

They weren't kidding. It's dark in here and none of the light switches work. On the right is the bathroom; Don't go in there until you get the power back on because the blackout is even worse in there. Go into the rightmost left door into the bedroom.

Click on the curtains to bring in some light from the window. There's a diary on the bed. Read it. The kid needs money from the tooth fairy. Exit.

Go right into the kitchen.

Click the curtains to bring in light from the window. Take note of the piggy bank left of the fridge. Click the envelope on the table. Put the electric bill in the envelope. Take a stamp off the fridge. Go back.

Click on the mirror left of the door back to the stairwell.

We're now in the apartment behind door 2. Don't go into the bathroom on the left in here either; too dark to do anything. Check the jacket hanging on the right to get a button. Go into the leftmost right door into the bedroom.

Click the curtain to bring in the light from the window. Check the family photos above the bed. Everyone is marked out. Exit.

Go left into the kitchen.

It's light this time so don't worry. Open the drawer left of the stove to get a pen. Read the note on the freezer. There's a key in the toilet. Go back.

Click the button next to the bathroom. The fuse box on the right opens up. Go through the mirror back to Apartment 1.

Open the fuse box on the left. Take a fuse. Go back through the mirror to Apartment 2.

Use the fuse on that fuse box. Turn on the bathroom light switch. Go into the bathroom.

Much better. Look in the sink. Take the bloody teeth. Exit.

Go through the mirror back to Apartment 1.

Go into the bedroom.

Use the bloody teeth on the pillow. Exit.

Go through the mirror back to Apartment 2.

Go into the bedroom.

Close the curtains. Exit.

Go through the mirror back to Apartment 1.

Go into the bedroom.

Take the fake coin. Exit.

Go through the mirror back to Apartment 2.

Go to the kitchen.

Put the fake coin in the piggy bank. Go back.

Go through the mirror back to Apartment 1.

Go to the kitchen.

Use the crowbar to smash the piggy bank and get nickel. Put the nickel into the envelope with the electric bill. Don't we wish our electric bills would cost only a nickel? Seal the envelope. Use then pen on it. Put the stamp on it. Take it. Go back to the outside where the mailbox is.

Mail the electric bill by putting it in the mailbox. Go back iniside to Apartment 1.

Turn the bathroom light on. Go into the bathroom.

Much better. Take the board game out of the toilet. Really? Take the plunger underneath the sink. Exit.

Go through the mirror back to Apartment 2.

Go into the bathroom.

Use the plunger on the toilet. Click the toilet to flush it. Exit.

Go back to the stairwell where you can see the missing downstairs.

Use the pen on the missing space where the downstairs should be. Go downstairs.

Akey comes out of the pipe. Take it. Go back to the entrance with the lockers.

Use the key on the middle left locked locker. Take the cassette.

Go through the mirror back to Apartment 2.

Go into the bedroom and a figure appears in the mirror and the mirror breaks. Uh-oh.

Use the cassette on the radio. You'll hear the doorbell. Exit.

There's a note underneath the door. Examine it and take the paper clip. Use the paper clip on the roghtmost right door to the living room. Go in.

There's a key on the table. Take it. Open the left bottom cabinet. Take the dice. Exit.

Use the key on the door back to the stairwell. Exit.

Go back to the Apartment 1 kitchen.

Set the board game down on the table. Examine the board game. It's a deathtrap obstacle rpg dungeon adventure boardgame. Place the dice on the board game. Place the button on the boardgame. Use the pen to edit the board game and eliminate any obstacles you don't want until the pen runs out of ink. You won't eliminate everything so just get what you think is the worst out of the way. Click the dice and click the button to play. You must beat the board game to advance. Once you make it halfway through, the doorbell rings. Go answer it.

There's nobody there. Back to the kitchen.

Him again? The guy who slashed the tire to our getaway vehicle? He edits the board game to make it harder. SONUVA!!! Play through until you beat it. The kid who tried to stop death appears. He suspects you're a bad person. He made the board game because he doesn't have any computer to play games. He threw it away because he thought it was dumb. Judging from the way we edited it, we didn't either. The kid says he's worried about his parents and that they might be at their old house by the forest. Off we go.

Chapter 6 complete.
Chapter 7 - The Old House
We're back on the road from the end of chapter 4. Start by going forward into the forest.

Nothing's changed here. Go left to the mountain.

Oh! Death wants us to go away. The lake and house path are erased. Go back then.

There's a rabbit. I don't like it anymore than I liked the dog. Ignore it. Go back.

The top right of the screen is peeling off. What is the meaning of this? Interact with it. You can see an icon of a pair of scissors. Take it. Head back to the "Go Away!"

Use the scissors on the arrow above "Go Away!" You now have it in your inventory. Place it left of the whole where it used to be. Click on the arrow to go to the lake.

Things are looking worse. The bottom left of the screen is torn out and the swamp path is erased. Go into the tent.

Check the photo on the sleeping bag. It's a photo of the camper in front of the lake. Use the scissors on the bottom left corner. Exit.

Death is giving us a warning. Use the cut out photo piece on the torn out section of the screen. Go left to the old house.

We're here. We can't go inside because some deformed baby doll blocks the way. Check the doghouse.

You can see a piece of paper in the darkness. Examine it. It's a drawn treasure map of the area telling us where to go and what to look for. Exit.

Go back to the mountain.

Check the knothole in the tree. It's a drawing of a happy family. Use the scissors on the key in the top right corner of the drawing. Go back to the old house.

Use the key on the mailbox right of the door. Examine the open mailbox. There's an envelope with a "Pass" inside. Take it. Give the pass to the creepy baby doll. Go inside the house.

It's too dark to do anything for now. There are creepy vocals and then Death brings us back outside the house. The moon is out.

Go back to the lake.

Take the fishing rod. Go back to the old house.

Use the fishing rod on the spot right of the boardwalk to fish out a bottle. Click the bottle to break it open. Another happy drawing. Use the scissors to cut out the sun. Place the sun over the moon. Go inside the house again.

The toys protect this place. Do not touch them unless you want more pain. Check the drawing in the frame on the right wall. Things are starting to look bad. Go forward into the kitchen.

Check the drawing on the wall next to the old cupboard. RIP Spike. Try to go right into the parents room or the kid's room and there'll be a painful man's scream. Can't go there yet. Check the fridge and you'll hear a painful woman's scream. Can't do that yet. Go back outside.

Click on the arrow on the tree left of the doghouse to go to the toilet.

Check the drawing inside. Creepy dolls. You the scissors to cut out their eyes. Go back inside the house.

Try to go into the kitchen. It's Death again! Death kicks us out and shuts the door for good.

Use the crowbar to reopen the door and go back inside.

Go into the kitchen.

The dolls are blind now. Wait, where did our scissors go? Check the box with the ? on it at the bottom right corner. OUCH! There they are. Take them back. OUCH! Why? Next to the box is your nose. Pick it up. Check the space above the doll head in the fridge. Another child's drawing. Grandparents are gone. Go into the parent's bedroom.

Take note of the trapdoor underneath the rug. Check the framed drawing above the bed. Mom's is gone. Go back.

Enter the kid's bedroom.

Check the child's drawing in the ripped out drawer. Oh, now dad's not looking so good. Check the note on the desk. The kid is trying to reason with Death, but Death has to do what Death has to do, sorry. Check the trash can. A child's imagination vs an entity beyond nature. Take the broom on the left corner. Go back into the parents' bedroom.

Use the broom on the rug to sweep away the tacks. Move the rug. The trapdoor is locked. Go back outside.

Death is back. We're sent back to the start with a big "GET OUT!"

Click on the tape to peel it away. Move the "GET OUT!" out of the way. Go into the forest again and make your way back to the old house and go inside.

Our whole inventory is gone. Go into the kid's bedroom.

Check the trash can. There's our inventory. Take it all back. We have a key now also. Go back.

Go into the parent's bedroom again.

Death is losing her patience. She's erased almost everything. Take the handle off of the drawer. Go back to the hall.

Use the handle on the bottom drawer. Open it. It's a convenient drawing of the parents' bedroom. Enter the basement by clicking on the trapdoor drawing.

Check the drawing on the table by the candle. It was all for nothing. He's an orphan now. Death is here and she is not pleased that we made it this far. She's also displeased how people resent her for a job she does and that the child's drawings broke her heart thus she has stopped doing her work. She thinks the world will be a better place without her. She demands that we prove why she should return to her work.

Chapter 7 complete.
Chapter 8 - The Exit
We start from where the last chapter left off, in the basement. Check the drawing on the table. Use it to take you back to the cliff at the graveyard.

The kid is there. He says he has moved on from the time of his parents' death and needs death to release us all. He'll meet us back at the hospital. Go right back across the bridge to the old house.

Use the key on the door. Go inside.

Take the teddybear head by the table. Go back outside.

A big spider blocks the way. Give him your arm. AAAUUUGGGHHH!!! You lose an arm and you pass out. You wake up and the spider is eating your arm. You'll have to use your other arm to grab items now. Go back inside the house and out again.

The big spider is gone. Go back to the cliff beyond the spider's web.

From the cliff, go back to the open grave, to the cementery, to the statue (it's gone from crying tears of blood to having a skull face), and to the crypt.

Put the teddybear head above the door to the crypt. Go inside.

Grab what's in the open hole in the bottom wall. It's a drawing. Click on the hot air balloon and it will leave the drawing. Exit.

Go back to the cliff.

The hot air balloon is there. Click on it. You're brought back to the waiting room at the hospital.

Go back to the reception desk. The kid is there. He says providing Death with photographic evidence of suffering will convince her to return to her job. He has the camera. We need a battery and film. Go back to the lunchroom.

There's film sticking out of the VCR slot on the TV. Take it. Go into the room beyond.

Hey, that guy is missing an eye. Was he the naughty pervert? Check the radio to get a battery. Go back to the reception desk.

Use the battery and the film on the camera. Take it.

There are more suffering patients than film in the camera. Take as many pictures as you can until the film runs out. Suffering patients can be found in the following rooms: the room behind the lunchroom, elevator hallway, the two patient rooms. When the film runs out, go back to the reception desk.

The kid says it'll take time to print the photos. You'll hear a scream in the distance. Go back to the waiting area.

Remember when we poked that guy's eye out back in chapter 2? Now there's a cyclops rampaging through the city. There's two ways this can end.

End 1: Let the cyclops destroy the whole city and then go back to a random room. Soon he'll start destroying the hospital. Death will witness the results of the destruction you have allowed to be unleashed and decide to punish you.

End 2: You have about 2 minutes more or less to do this. Go back to the reception desk. Grab the doorhandle on the floor at the door. Go back to the lunchroom. There's a screwdriver on the right of the left counter. Take it. Go back to the waiting area. Use the door handle on the doctor's office door. Use the screwdriver next. Go inside. Take the sharp pointy object. Head back to the reception desk. The ugly face of that cyclops can be seen right through the big hole in the door. Use the sharp stick to kill it.

With the cyclops dead, go back.

The kid will be there. He's impressed you got rid of the cyclops. He gives you the photos. Go back to the elevator hallway.

The hot air balloon is there on the right. Click on it. You're brought back to the graveyard.

Make your way back to the crypt and go inside.

Death asks for the proof she asked for earlier. Give her the photos. Death comes to a conclusion that she'll return to her job, but not to take the lives of everyone, just those that would hurt others starting with you.

Chapter 8 complete. The End.
61 Comments
Sanic 4 Oct @ 8:50am 
this is hell on earth without the guide
Convenient Spider  [author] 29 May @ 3:00pm 
@ghhouliaa It's in the lunch room up on the right.
ghhouliaa 29 May @ 2:56pm 
When on chapter five, and you use the VHS tape I genuinely cannot for the life of me find the TV on the right. "Use the VHS tape on the TV to the right." is the direction i'm talking about btw.
Convenient Spider  [author] 30 Dec, 2024 @ 7:09am 
@guminabear You should take pictures of just the people you deliberately hurt.
guminabear 30 Dec, 2024 @ 1:21am 
I followed all the steps and didnt get the villain ending, just the Messenger one. not sure what i did wrong
dweebusthevideogame 1 Jan, 2024 @ 11:43am 
There's a bug that won't let me grab the fishing rod so I can fix the tire, I've tried everything I can think of
goblinbry 18 Dec, 2023 @ 9:26pm 
for chapter 5, to prevent the slip from flying away u can close the window first when entering the hospital building
mina wina 3 Dec, 2023 @ 9:33am 
Tip for chapter 5: for the love of my life I couldn’t get into the doctors room at the waiting area because I had no idea where my number 3 slip went. When you click on the it at the window, it goes flying out so you have to take the elevator out to the outside of the hospital where the paper is on the ground for you to pick up.
portalfan 10 Aug, 2023 @ 2:18pm 
toilets drawing has stuff on it
Pyro Clown 28 Jun, 2023 @ 3:19pm 
This ending does Make me feel bad honestly :(
Good guide tho