Dreams

The dream stage is the stage entered after the completion of the falling asleep phase. In each dream, John relives some of his past memories as a worker in the labs on Pinetree Island.

Controls

 * WASD: Move
 * E/Left Click: Interact
 * F: Flashlight
 * Space Bar: Jump
 * Left Control: Sneak
 * Left Shift: Hold To Run

Night 1= The dream sequence in Night 1 takes place in the Revivel Laboratory on Pinetree Island. It involves John and Cate, and is a simple dream sequence with a simple task.

Plot
The laboratory's power has been cut, and John and Cate are trying to find out what's going on. John finds out that the generator outside the main lab building is missing fuses. In order to continue, the player must find all 5 fuses scattered throughout the map. The five fuses' locations are:
 * On the ground in the southwest corner of the map. (assuming that the building is due north of the field)
 * Inside one of the warehosues.
 * Inside the observation hallway of the greenhouse.
 * At the end of the 2nd floor.
 * In the meeting room on the 3rd floor.

After finding all 5 fuses, the player must return to the generator. As John returns to the lobby to unite with Cate, he hears her screams of agony. Arriving at the lobby reveals Cate is dead.

Dialogue
Upon starting the dream: "OK Cate, I just got into the lab. What now? Cate: Good! You should check out the power generator, the one that's near the water towers? It might be the reason for the whole power shortage throughout the facility... Got it. Where will you be at? Cate: I'll be at the main power box. I'll check if there are any fried circuits that need to be repaired. Sounds good. If there's something wrong with the generator, I'll try to fix it the best I can. Cate: Alright then, good luck!"

After receiving the 3rd fuse: "Cate: Hey, you good? Yeah... I just... I'm not feeling that well. Cate: If you need any help, I can come over. No, no... I think I'll be fine, thanks. The generator is missing a few fuses. Trying to find the rest of them now. It's just weird that they're all over the place... Cate: Ok, that's a bit odd... That could fix the power shortage though. After I'm done here, I'll come over to you. Sounds good."

After placing the fuses in the generator: "Cate: Hey, the power is back on! Yeah, looks like the missing fuses were the only problem after all. It doesn't seem right, though. Feels like, these fuses were put all over the place, by someone... Cate: Ok, I just got back to the lab. Let's meet up, get out of here and then we can talk about it, ok? I'll wait for you in the main lobby. Alright, I'm on my way."

Upon entering the building to return to Cate: "Cate? CATE?!"

Minigames
Each fuse has a minigame that must be completed successfully in order to progress through the story and reach the end of Night 1. Every failure will increase the player's stress level by 1 unit, but the fuse will still be collected. The player can fail 2 minigames with no penalty, but a 3rd failure will reset the entire dream. The minigames are always played in this order regardless of the order the fuses are collected in:

#1: Flee to the Exit
The player must escape from an unknown maintenance facility without being caught by Copper. The doors around the edges of the map are boarded up, but one of them is emitting a bright white light. The player must find it to succeed.

How to Beat
Turn right immediately upon starting. Take the hallway next to the one that Copper is running out from. Go around the corner, then turn left at the first opportunity. The exit is directly ahead.

#2: Close the Doors
The player spawns in an octagonal room with a door on each wall. Seven doors are red and are numbered 1 through 7, while the 8th is metal and has an EXIT sign. The player must run to each door as soon as it opens and press Left Click to close it. The game is lost if too many doors are open at once, with Murgs running out from a door at them. Once enough doors have been closed, the door marked EXIT will open, allowing you to escape the minigame. Sometimes multiple doors will open together, you must be quick to close both before more doors open.

How to Beat
Stand next to the exit door and look for any opening doors. Listen for the distinct CLICK that each door makes when it starts to open.

#3: Follow the Light
The player spawns in an unknown bunker facility where it is pitch black. The room lights will turn on one by one, lighting the path to follow to escape. Once the player reaches a light, the next light will turn on. If the player does not make it to the light in time (because they went down the wrong path or took too long), or takes to long to enter the exit portal, the game is lost and Copper will attack. Contrary to some beliefs, no monster chases the player during this game. The game uses invisible triggers to detect when you reach each light. Once you enter the trigger, the light will turn off and another will turn on. If the player does not reach the trigger in time, the game is lost.

How to Beat
Run up to light 1. Light 2 will appear to your right. It is far away, so don't move your mouse up or down. Light 3 will appear to your right. Light 4 will appear to your left. Light 5 will appear around a corner to your left. Light 6 will appear around a corner to your right. Light 7 will appear in the furthest corridor. Light 8 will appear around a corner if you turn left from light 7. Light 9 is around a corner, visible straight ahead from light 8. Light 10 is on the right of the intersection. The exit is straight ahead from light 10.

#4: Reach the End
The player spawns in a series of underground tunnels, and must run through them to find the end. After running for a few seconds, the player will get to the main part, a giant parkour course. The player must navigate the course following the metal catwalks and find the end of the course.

#5: Flee to the Exit
This minigame is the same as the first, with the only difference being that the player spawns in a different location, the exit is at a different location, and Murgs spawns at the same place the player spawned in minigame 1.

How to Beat
Look behind you immediately upon starting. When Murgs comes out from a doorway, turn back around and take the first corridor ahead to your left. Keep running until you are forced to turn left. Do so, and then run straight ahead until the exit appears on your right.

Scare Events

 * When entering either hallway towards the exit, you will see Murgs around the corner, who will retreat and disappear when you get close.
 * On random probability at any time, Murgs will spawn a certain distance away from you, and begin running at you with a soft growling sound, disappearing when it touches you with the screen flashing black.
 * At the 2nd floor, when heading past the lounge area towards the end and one of the fuses, the flashlight will suddenly extinguish and a light will flash illuminating the silhouette of a monster (presumably Copper). After the light stops flickering, a tooltip will appear, "Press "F" to turn on the flashlight".
 * At the 3rd floor, when entering the meeting room, the flashlight will suddenly extinguish and the meeting room projector will turn on to show the image of Copper. The image turns off and on, each time with him being closer than before. Suddenly, he appears in front of the screen flailing about and screaming, and then disappears.

Trivia

 * The scream made by Copper in the meeting room is one of the old screams used in the Try to Fall Asleep Demo.
 * -|Night 2=The dream sequence in night 2 features similar gameplay as the one in night 1, except all five minigames are the same. The only difference is the plot, and the sheer size of the map, allowing the player to roam all around Pinetree Island.

Plot
After Cate was killed, John and the other scientists gather in their rooms to guard the place from possible intruders. After John hears the lobby doors swing open, he decides to go investigate what is going on. He then finds a note on the ground containing dialogue of two people conversing, whose names are unknown. Each note has, in bloody handwriting, the location of the next note. The notes eventually lead John to the watchtower, where he sees Mark fall from.

Minigames
Just like night 1, each note collected requires a minigame to be successfully completed, and they have two failures allowed. There are 5 notes with minigames, the 6th one is free and will finish the dream when picked up, after the ending cutscene.

The minigames are all the same, with one command: "DON'T LOOSE THE LIGHT." but should be spelled "LOSE" instead. A monster will chase them during the minigame, Copper in the 1st to 3rd minigames, and Murgs in the 4th and 5th. They are faster than the player in these games, but have to slow down to make turns. The player's flashlight is extinguished, and the moonlight is removed, but other light sources on the map still work. The only guide to help the player run away from the monster is a white orb that quickly floats away from the player, and if the player loses track of it, they will basically be running blindly. After a certain amount of time running, the minigame is completed successfully.

Note 1
Found outside the lab. X1: Do you have any idea how much you've screwed up?

X2: It's not my fault. I didn't know that Cate's gonna be there. I had to silence her. She stabbed me with the syringe that was meant for John.

X1: Do you at least have the antidote?

X2: The bottle was shattered in the fight with Cate.

Note 2
Found on the bridge between islands. X1: What do we do now? The dose is too big for you. The symptoms will be way more effective for you.br /> X2: Stop worrying. She didn't inject the whole thing. It's gonna be alright. We need to continue our task and get rid of these people as planned.

X1: How are we going to do that?

X2: Since John was supposed to become the murderer by the drug, I'll do his part instead of him.

Note 3
Found near Cottage Town.

Note 4
Found at the Café.

Note 5
Found at the Theatre.

Note 6 (no minigame)
Found at the Watchtower. WATCH OUT

Scare Events

 * On random probability, a shadowed black figure will appear running towards the player, disappearing when it touches you with the screen flashing black.

Trivia
The dream sequence in night 3 features a different gameplay style. Instead of completing five tasks in a row, the player must complete two parts of the dream, with each part having three tasks that have to be completed in a row in order to succeed. Failing a task will send the player back to the beginning of that part, and they will have to complete all the tasks of that part again.
 * The music during the FLEE minigames is the music from night 1's 3rd dream minigame.
 * -|Night 3=

Part 1: Stealth
John wakes up in the middle of the night in his cottage, and is warned by Daisy that an intruder is coming. The player may explore the entire house, followed by walking up to the front door to begin the task.

When the player touches the hitbox of the front door, the camera zooms in on BURT, the monster for this level. After zooming out, the player will receive a title, "LOCK ALL DOORS AND WINDOWS." They will have [insert number] seconds to complete the first 2 tasks.

Task 1: Locking Entrances
The player must find and lock all entrances to the house, not including the doors to move between rooms, and not including the skylights on the 2nd floor. These include (in the recommended visiting order):

1st Floor
Family Room Kitchen & Dining Room 1st Floor Hallway Living Room Bathroom (from living room)
 * The front door.
 * One double-pane window.
 * Two double-pane windows.
 * One small window.
 * The back door.
 * One single-pane window.
 * One double-pane window.
 * One small window.

2nd Floor
John's Bedroom 2nd Floor Lounge Area Primary Office Secondary Office
 * A balcony door.
 * Another balcony door.
 * Two windows.
 * Another two windows.

If the player takes too long, all the lights in the house will fade out, followed by BURT jumpscaring the player and restarting part 1.

Successfully locking all the doors and windows will give them another title, "FIND A PLACE TO HIDE." The player will have the remaining time that is left on the [insert number] second timer to complete task 2.

Task 2: Hiding
To complete the 2nd task, the player must hide inside one of the three hiding places in the house. These include:
 * The boxes in the secondary office.
 * The closet wardrobe in the primary office.
 * The closet wardrobe in the living room.

If the player does not enter the hiding spot and close the door in time, they will receive a title in red: "TOO LATE" and will be jumpscared by BURT and return to the start of part 1. After hiding, the player will receive a tooltip, "WHEN MONSTER ENTERS THE ROOM, PRESS AND HOLD "SPACE" TO HOLD BREATH."

Task 3: Breathing
The player will have to listen until the point where BURT enters the room, and hold SPACE to hold their breath. Their breath is signalled by a meter that slowly gets shorter and pulses red when low. If the player presses it too early, BURT will hear them gasp for air and kill them, sending them back to the start of part 1.

If the player presses SPACE too late, BURT will hear them breathing and scare them also.

If the player presses SPACE at the right moment, BURT will not hear them breathing at the start, and will leave before they gasp for air. Safety is guaranteed once the player hears the door close.

The recommendation is to close the door to their hiding room. From the time that BURT opens the door, the player has 5 seconds to press SPACE. For best results they must press SPACE at 4 seconds, so at the last second.

Once the player hears the door of their hiding room close, they are safe, and part 1 is completed. The player can then proceed to the door to start part 2. After a short call over radio, the player can exit John's cottage to begin the second part.

Part 2: Escape
The player can now roam freely around Cottage Town, exploring all the different cottages, including one that looks extremely damaged and dilapidated. Entering it will see the door behind them slam shut and be blocked by a bunch of debris, and a message from an unknown sender will play from the tape recorder on the table. It says that the player will have 15 minutes to escape the cottage, and if they fail, they will flood the cottage and Tom's cottage with neurotoxin. True to this, once the message finishes, a TV will turn on in the kitchen giving them 15 minutes in yellow text. The text with the timer will slowly change color as time passes, from bright yellow with plenty of time, to bright red once it is about to run out. If that happens, the timer will flash white, and after a certain time, the cottage will be filled with deadly neurotoxin, with a taunting message from the unknown sender. This will send them back to the start of part 2; the player does not have to redo part 1 if the fail in this section.

Task 1: Finding Clues
The player must find four numbers around the room, using clues on the note next to the tape recorder. This references the text on the wall. It reads: "THERE WERE 5 OF YOU ON THIS ISLAND. I KILLED ... OF THEM. HOW MANY DO I HAVE YET TO KILL?" To solve for the number, the player must remember who has been killed in nights 1 and 2. Entering these numbers into the combination lock on the kitchen door will open it and allow them to proceed into the main floor hallway.
 * 1) The 1st clue on the note is the text, "HOW MANY DO I HAVE TO KILL?"
 * 1) The 2nd clue on the note shows a timer. If the player looks at the timer in the kitchen, it will momentarily display the number.
 * 2) The 3rd clue on the note shows a sound icon. If the player interacts with the tape player, it will play a distorted voice that speaks the number.
 * 3) The 4th clue shows just a number sign symbol. If the player looks under the spot where they picked up the note, it will show the number.

Task 2: Spotting Symbols
Upon entering, the player receives another note, as well as a flashlight, which can be toggled on and off with F and converted into a blacklight with G. The player must use the blacklight to count symbols on the walls of the rooms, including the 1st one they were in before. The player will also need to go upstairs to find more symbols on the 2nd floor. THe offices are boarded up.

The player must solve the simple sums based on the number of each symbol. The symbol count is shown below in the Answers table.

Entering the correct code into the 2nd combination lock will grant them access to the living room, where the 3rd task starts.

Task 3: Finding Items
The player must find the tubes and YES/NO switches scattered throughout the cottage, and place them in their correct positions on the desk in the living room.


 * -|Night 4=The Night 4 dream is the longest and most developed area of the entire game so far. It takes place on Pinetree Island plus the Underground Facility RL-95.

Minigames and Stress
The 4th night contains many stages with different threats. Like nights 1 and 2, the 4th night utilizes a Stress mechanic to track the player's mistakes. A stress level is given:


 * Each time Osore or BURT catches the player.
 * Each time a minigame is failed.
 * Each time the player falls off the catwalks in the Power Room.

Introduction
To introduce the 4th night dream, John starts just outside Cottage Town. After realizing that Ethan and Daisy are against John, he must head to the watchtower to call for help. After realizing that he must find equipment to fix the radio, he must head for the underground facility to find parts. After locating the entrance, the player proceeds to Bunker Entry.

Bunker Entry
The layout of the tunnel to enter the bunker is the same as the layout of the Reach the End minigame of night 1. They traverse in the opposite direction they did in night 1, from the exit to the bunker. The only light provided is the flashlight which only illuminates a small area. The player should utilize this opportunity to study their path carefully, as this knowledge will become useful later. There is no time limit, and falling off the catwalks will send them back to the start of the tunnel to try again.

After successfully entering the bunker, the player moves into the Main Hub, and at this point, the Stress mechanic is now active.

Main Hub
The Main Hub allows the player to traverse to different areas of the underground bunker. Before they may do anything, they must restore power in the Power Room. No threats are active while the power is off.

After restoring power, Project "Osore" is now active in the main hub and will attack if the player makes too much noise near them. Walking, running, and toggling the flashlight will alert them to the player's presence and will begin to chase, so the player must hold Left Ctrl to sneak while they are nearby. There also are broken glass shards on the floor and other litter that will make noise even while sneaking, so the player must be wary not to stepe on them.

They are faster than the player's sprinting speed but are slower around corners. It is possible to evade them by running around multiple corners and attempting to remove a line of sight, even though neither can actually see.

After finding 3 items, BURT also becomes active in the main hub, raising the threat level. They both behave in the same way, and you must be wary. Getting caught by either will add a stress level to your bar.

Once power is restored, the player must head to Library, Subject Cells, Area Under Construction, Water Room, and one other room to find the parts for the radio. On the way they will encounter notes giving lore information.

Library
The Library gives the first part for free with no extra challenges involved.

Area Under Construction
The Area Under Construction contains two minigames which must be followed to successfully complete. Failing a minigame will skip it and add a stress level.

The first minigame is Follow the Light, with the exact same route as night 1. The player must follow the blinking lights, which are much brighter. Failing this will teleport you to the end of the minigame to the end.

Upon attempting to exit, the second minigame will begin. The lights will turn a toxic orange and BURT will begin chase. The player must reach the exit by remembering the route they took to enter the area. A success is signified by the screen flashing black. Getting caught will add a stress level and teleport the player back to the hub.

Subject Cells
The Subject Cells has the Close the Doors minigame which must be completed. This occurs once when entering the Subject Cells, the room will glow red and the minigame will begin. They must close the doors in time, leaving a door open for too long will cause BURT to attack and a stress level added.

If this minigame is failed, it must be repeated until successfully completed.

Bunker Exit
Exiting the bunker brings back the Reach the End minigame from night 1. The player must complete this course again under a very strict time limit with BURT advancing on them from behind. Getting caught or falling into the void will result in the player having to start over from the start of the exit tunnel. The player may retry this part as many times as they need to to complete it.