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- This is a walking/talking game. There are no game over scenarios so just relax and be spooked.
- You'll need 3 playthroughs to see the whole story as it continues through NG+ and NG++. Conveniently, you can also 100% the game in exactly 3 playthroughs.
- There are two kinds of collectibles. Anomalies are the rock piles you'll have to go a little out of your way to find. Just tune your radio like you would with the cursed objects/portals. Two of them are behind radio-locked doors.
- The other are Maggie Adler's letters. They're a little trickier to find because they are not obvious like the piles and can be even farther out of the way. You can't pick them up until you find the WAL radio either. Tune to 140.1 in every map section to hear a clue on its location.
- Adler's letters give valuable insight into the story. Anomalies are just for spookin. Neither will affect how your character acts.
- Taking the portal dooms a certain character.
- You can't make Clarissa like you. Sorry.
- I don't think it ever comes up before the game asks you, so: 85 officers died.
- The game saves on every area transition. If you badly mess up a dialogue option or get stuck in terrain due to spooky bugs, quit out before you do anything else.
- One particular part will loop indefinitely unless you go down instead of up.
- Ren lied: the radio definitely gets reception in most every part of the island.