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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

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, just got into the lab. So, 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. And, what about you?"

"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... It's alright, thanks. You know what's weird? The fuses on the generator were missing. I'm currently trying to find the last 2 fuses..."

"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.

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.

Dialogue[]

Upon starting the dream:

"Is everyone in their places?"

"Ethan: Yes, Daisy is with me."

"Tom: Mark and I are together."

"Good. Keep an eye on each other... Don't let your partner leave your side. Lock the doors and windows. And the main greenhouse research project is now put on hold, of course. Mark, did you stabilize the TS-237 gas in the greenhouse?"

"Mark: Yes, the gas pumps are now idle and the TS-237 substance is maintained at a steady pressure. I checked my measurements and looks like the greenhouse is still perfectly sealed."

"Perfect. Now, understand the situation here... We don't know who killed Cate. It could have been either one of us..."

"Daisy: You act like it wasn't you... You were alone with her that night!"

"I understand that you don't trust me. That's why I volunteer to guard the greenhouse. It's still a ticking time bomb and if it falls into the murderer's hands... What the... Somebody exited through the lobby doors..."

"Tom: Strange, we're all in our places, right?"

"Ethan: What's going on?"

"Let me check..."

Upon exiting the building:

"Mark: Uhh, is everything ok?"

"Either one of you is lying, or there is someone else on this island..."

"Mark: But John... John it can't simply be one of us..."

"Tom: Yeah, Mark is right next to me."

"Ethan: And Daisy is right next to me. It's impossible!"

"There's a note on the ground..."

After receiving the 3rd note:

"Tom: John, are you there? You've been silent for a while..."

"Don't worry, I'm still here. Is there a problem or something?"

"Tom: Mark has disappeared. We heard knocking and he went to check it out. Then it went dark and he just disappeared..."

"Ha, looks like our main suspect is on the run."

"Daisy: How are we going to catch him?"

"Let's see, where the notes lead me..."

After receiving the 6th note:

"It's Mark... He's gone..."

"Ethan: What?! What happened?!"

"I saw him fall... From the watchtower."

"Tom: That's it... We need to contact REVIVEL as soon as possible."

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.

Notes[]

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.
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.

"X2: I feel fearless. I could do anything...
X1: Control yourself. Otherwise, you're gonna hurt me and yourself. You're putting this operation at risk.
X2: I'm resilient. A few drops of untested drug won't hurt or change me.
X1: That's why we are here X2. We don't yet fully understand the effects of this drug. That's why we were assigned here to test it.
"

Note 4[]

Found at the Café.

"X1: [blurred]'s plan was so perfect... Get rid of unwanted people from the company and test a mind manipulating drug at the same time.
X2: Too bad it didn't go as planned though.
X1: How Revivel is going to hide their deaths?
X2: I'm sure the Revivel company has already made an announcement that a plane carrying its scientists had crashed into an ocean.
"

Note 5[]

Found at the Theatre.

"X1: We should've contacted the Revivel company by now.
X2: There is no way of contacting them.
X1: The sooner we contact them and get out of here, the better.
X2: I'll start to do my job. You do your's. We have to fulfill the company's plan to get rid of these trouble makers from the company.
"

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 music during the FLEE minigames is the music from night 1's 3rd dream minigame.

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.

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

  • The front door.
  • One double-pane window.

Kitchen & Dining Room

  • Two double-pane windows.

1st Floor Hallway

  • One small window.

Living Room

  • The back door.
  • One single-pane window.
  • One double-pane window.

Bathroom (from living room)

  • One small window.

2nd Floor[]

John's Bedroom

  • A balcony door.

2nd Floor Lounge Area

  • Another balcony door.

Primary Office

  • Two windows.

Secondary Office

  • 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.

  1. The 1st clue on the note is the text, "HOW MANY DO I HAVE TO KILL?"
    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.
  2. 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.
  3. 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.
  4. 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.

Entering these numbers into the combination lock on the kitchen door will open it and allow them to proceed into the main floor hallway.

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.

Task 1
3258
Task 2
Symbol Count:

Swords in Xs: 5
Centipedes: 3
Stars: 4, Arrows: 3
Crossed Tick Marks: 4, Broken Infinitys: 4 5348

Task 3
Switch Locations:

Tube Locations:

Switch Positions:

YES NO

YES NO

Code: 2465

Dialogue[]

Upon starting the dream:

"Daisy: John? John! Are you there? Please, please answer!"

"Daisy... I'm here, Daisy, talk to me!"

"Daisy: Someone was in my house! He got in my room, but I pretended that I was asleep. Shortly after, he went away..."

"Did you manage to see who it was? Was it Ethan or Tom?"

"Daisy: Sorry... I couldn't see anything it was pitch black. Wait... I see him. Outside my window... John, I think he's coming your way!"

After completing Part 1:

"Daisy, are you there?"

"Daisy: Yes I'm here, are you alright John?"

"I'm... I'm fine. He got in my house, too. I was able to hide from him. I think he's gone..."

"Daisy: Were you able to make out who it was?"

"No, I... I don't know. It was too dark."

"Daisy: Where is he now? Did you see where he went?"

"I have no idea. He, he might have... Wait... I hear a strange sound. Come on... Damn it, the battery is dead."

Upon entering the dilapidated cottage:

"Unknown: Hello, Mr. Herrin. It's nice to finally speak with you. I do apologize for disturbing your peace so late at night... Since our secret project with the test drug didn't work out as planned, time is of the essence, and I cannot afford failure. Anyway, lets better focus on what's important right now, in this very moment, Mr. Herrin. It would've been a child's play to get you all in the greenhouse and make you suffocate from the deadly substance within, but where's the fun in that? It would've been far too easy and anticlimactic... I like to pull my victims' strings, and see them struggle in their defeat. This, is your chance to cut those strings, Mr. Herrin. I will give you 15 min. to escape from this cottage. Tom is locked away in his cottage, too. Succeed, and earn both of your freedoms. Fail, and I will flood both of your cottages with a deadly substance. I will revel in you choking and squirming at your last moments of pure agony. Your time starts, now! Let the amusement, begin..."

After completing Part 2:

"Unknown: Congratulations, Mr. Herrin! You've succeeded! Now, can you hear those screams? You should probably make haste..."

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, Storage 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.

Dialogue[]

Upon starting the dream:

"So Ethan and Daisy are behind it all... I need to contact a station or an outpost to call for help. There's gotta be some long range radio equipment on this island. Hmm..."

Upon entering the watchtower:

"Well the long range radio is here, but some of the parts are burned to shit. Damn it! What do I do now... Huh? That might be Mark's radio."

"Ethan: John, please, listen. It's all over. You don't have to be afraid of us anymore, we aren't going to hurt you. Our main goal is done here."

"Keep lying Ethan, both you and Daisy have done a really good job of it so far..."

"Ethan: Listen, Daisy and I are both assigned for 2 things here - eliminate the people who were dangerous to Revivel and test a drug. That's it - that's the truth. The "test drug"... That didn't go as planned of course, but the people who needed to be gone are gone. And you - you were supposed to be kept alive, for later examination."

"Oh, so all I am to you is a lab rat?! And what happens when I'm no longer needed for this "examination"? Failed experiments are usually disposed of when they are no longer needed... And what if you and Daisy had succeeded in drugging me? What if the drug killed me, or drove me mad? You probably would've had to kill me..."

"Ethan: John..."

"I witnessed 3 people die right in front of my eyes and my own life was put at risk! After going through something like that, do you really expect me to trust you?!"

"Ethan: Your life was never put at risk, John. There was no gas in that cottage. It was just a game to keep you occupied while Tom was suffocating in his cottage. I told Daisy - let's just end Tom in his sleep, but she really insisted on playing that sick, sadistic game instead. Something is clearly wrong with her, John. That's why you mustn't cause any more trouble."

"Sure, I'll be a loyal minion of Revivel and not cause any trouble..."

"Ethan: Listen, if you'll do anything stupid or put the company at risk, we'll have no choice but to..."

"Yeah, yeah, you'll do this, or you'll do that... I'm sick of your lies and games. Good luck Ethan, have fun with Daisy. God, I do hope that my signal can reach someone, anyone out there... Need to make sure that Revivel doesn't intercept it. But before I do that, I need to get this radio equipment working first. The underground facility - that's it! I remember reading about this island. They had a lab in plain sight when the island was still a vacation resort. This radio might have come from the facility in the first place, I bet there might be some spare parts for it laying around there... it's worth a shot. Hmm, this might unlock the pathway to the underground facility."

Upon entering the bunker:

"Hmm... The power is out. I should try to restore it somehow."

After restoring the power:

"There we go. That should unlock those motorized door locks. Now I can go look for those radio parts..."

After receiving the 3rd radio part:

"Someone just entered the facility..."

After receiving the 5th radio part:

"That's the last one. Time to get the hell out of here..."

Upon exiting the tunnel:

"Ethan: Hey, wait wait wait! John, please, don't go! Hear me out. Please, just unlock the door!"

"I think you'll be comfortable here for a nice, long time Ethan."

"Ethan: No, please, John, you don't understand! You've got to let me out. She... She has the second key..."

"You really think that I can trust the person who most likely just tried to harm me? No. I think you'll stay in this cell for good."

"Ethan: God damn it John, I didn't kill a single person on this forsaken island nor did I attempt to hurt you down there. I just... I tried to get you to cooperate..."

"No, you just wanted to have me under control so that I wouldn't do anything against your interests. Am I right? Am I right?!"

"Ethan: If you would've listened to me on the radio and wouldn't have ran away from me down there, we would've had a chance to talk things through. Listen, this is not even the main concern now - it's Daisy! There is something seriously wrong with her. We still have a chance to take care of her. It's that syringe that she got stabbed with... Ever since then, she has completely changed and become more radical. I'm worried that she might go further than she already has."

"There's nothing to talk through. I've heard enough of your lies already. Even... Even if that's true, I'll make sure that neither of you or Revivel will kill me."

"Ethan: So that's what you're up to... You're gonna try to call for help on the radio and establish contact with the outside? And you think that you'll actually succeed?"

"Hasn't this damn company done enough already? How many more people have to die and suffer in Revivel's shadow? This is my only chance to put an end to this."

"Ethan: Science has always demanded sacrifice. What do a few lives mean in the grander scheme of things? Think about the greater good and think of all that Revivel has already achieved! And you just want to throw it all away... Hah, thankfully, Revivel has taken precautions for reckless individuals like you, John. There's nothing you can do to stop the inevitable. I've read your file, I know everything about you, John Herrin. I know why you were sent here in the first place. I even know the final chapter of your story. But most importantly, I know what you did to..."

"Enough. Don't you dare mention that ever again. I will put an end to this myself."

"Ethan: Haha, John, we're in the middle of nowhere. The only signal you'll ever receive on that radio will come from Revivel."

"We'll see."

Upon re-entering the watchtower:

"Alright, let's get this fixed... There, that should do. Let's see who's out there... This is Pinetree Island, does anyone copy? Hello, this is Pinetree Island, does anyone read me? Is... Is anyone out there? Anyone! Please, this is an emergency! Huh? What's this?"

After receiving the message:

"No. No no no no! Shit... That... That was my last chance to escape from Revivel. How the hell did they already know what was going on? Fuck, what do I do know..."

"Daisy: Why did you lock up my partner John? How rude. And did you actually try to call for help on that radio?"

"Ethan: John, I told you the only signal you'd ever get on that radio would be from Revivel. Oh and, thank you Daisy for letting me out."

"Daisy: You do know that contacting outsiders during secret research is high treason against the company, right?"

"Ethan: I'm afraid it's no longer optional to keep you alive, John..."

"Right, haha... So you two are teaming up against me. Huh, I do admit, you two make a really good team, honestly... Despite the fact that one of you is trying to turn against the other. Isn't it right, Ethan?"

"Daisy: What's he talking about?"

"Ethan: What an act, John! Don't listen to that liar. He's trying to divide us and create a diversion."

"Of course Ethan... Of course I'm lying! Why on earth would you want to ditch Daisy to work with me? It's not like you didn't beg to let you out, just so we could team up against her."

"Daisy: Is this true?"

"Ethan: What? No, of course not! You really believe that nonsense he's spitting out? Give me a break..."

"Well, all the proof was up there, where one can see everything - the emergency system. When I turned on the power to the radio, the emergency system did too, automatically locking the radio system to a specific frequency. When it connected, it showed a message, saying that it had already been used to send an emergency signal. Now, it is possible that poor Mark was the one who tried to send that emergency signal first, but I feel like that wasn't the case. I think one of you might know better... But if it was really Ethan, then wow - Ethan lost confidence in Daisy really quick!"

"Ethan: Shut up! Daisy, let's not waste our time with this. If we want to kill him, we have to do it before they arrive. Daisy?"

"Daisy: You... You didn't have faith in me?"

"Ethan: What? No! I have faith in you. I've always had faith in you."

"Daisy: You got scared and you lost faith in me."

"Ethan: That's not true... I..."

"Daisy: You couldn't handle what was going on. Do you believe something is not, right, with me?"

"Ethan: I think you're fine, there's nothing wrong..."

"Daisy: Your actions speak otherwise. I see - that's why you didn't kill him down there right away. It... It all makes sense now."

"Ethan: Daisy, listen..."

"Daisy: Do you know, how it feels, when someone betrays you? When someone turns their back against you, not caring at all for you."

"Ethan: Come on, stop it! Where is this even coming from? Remember what we were assigned here for. We're supposed to work together!"

"Daisy: All my life I've been pushed around and used like a doll. It was so hard for me to change, I always lacked self-confidence and strength. But now, now it's different. I feel like I've broken free from the chains that kept me tied down for so long. For the first time in my life, I feel alive."

"Ethan: Daisy, please... Think about this!"

"Daisy: I'm in charge, you understand me?! I fight for myself. And I will NOT let anyone push me aside ever again. EVER. Those who do, stand in my way and let me down..."

Notes[]

Note 1[]

Found in the Power Room after restoring the power.

"My name is Michael Okarell. I was a psychologist researcher here at Revivel's RL-95 Human Reconditioning Center. "Why in the past tense?" Because when you'll be reading these pages, I will already be gone. To be frank, the probability of someone picking up these papers some day is very meagre. Most likely, that day will never come, and these pages will rot away along with this foul facility. My hope is that someday these pages will be found by someone, but if not, well, at least writing these pages will help me to face this harsh reality and come to some sort of closure. Right before the end, I had to leave something behind, anything to prove that I existed and to document what really happened here. If by any chance you're actually reading this, well, you made writing these more worth it. If you've cared enough to read this one, my last wish is that you'll find the remaining pages as well, which are scattered throughout the facility. Hopefully, at least some of them will survive long enough. Thank you and good luck on your search for the other pages."

Note 2[]

Found next to the 1st radio part.

"Perhaps the best way to explain this cursed situation is to start with the Social Integration Project. It was our duty as scientists to find a cure for the poor souls that were affected by severe mental illness, and to nurture them back into society. I always used to be against using humans as experimental test subjects, but this was different... It had a promise of a bright future for curing mental illness. However, the road to hell is paved with good intentions. By injecting a series of our newly created drugs into the patients, our hope was to completely erase any signs of mental issues by resetting their psyche. As you might have noticed, the land above us had a secret purpose. Which was to act as the final testing ground for integrating our cured patients back into society. After many tests and drug injections later, our first patient was ready to be sent to the surface. To me, he seemed like a normal, happy, genuine person, but if that would've been the case, well, I wouldn't be sitting here in my last moments writing these pages."

Note 3[]

Found next to the 2nd radio part.

"What I am about to tell you is something even I don't know the full extent of. During our first surface test, the reports indicated that everything was going as planned. Despite the early success, eventually we received a distressed transmission from our observer that our patient had apparently snapped due to an unknown reason, returning him to his horrid mental state. I can only ponder at what caused it. Either something must have provoked a traumatising memory in the patient's subconscious, or it had to do with our drugs. Shortly after, our underground facility was locked down, as part of Revivel's emergency protocol. The last thing we were told was to await further instruction from Revivel. After a few days of radio silence, we started to question whether someone would ever come for us."

Note 4[]

Found next to the 3rd radio part.

"Each day felt like an eternity. I imagine this is what prison feels like, but worse. There were only 4 staff members and 6 patients. Our supplies were dwindling rapidly, and patients' conditions weren't getting any better either. The team of scientists I had once known quickly turned hostile towards each other. Fights over rations broke out, and uncertainty about the patients grew stronger every day. Unfortunately, they showed no signs of progress. In fact, many were regressing. Their future would rest upon what the group was willing to sacrifice for them. With attrition starting to set in, we had to determine a course of action to ensure long term survival. As far as what had been going up on the surface - I'm pretty sure the police had investigated the island at some point, but most likely Revivel cooperated with the government to cover up their dirty deeds. Bastards. They were the ones who cast us into this awful nightmare. Now in the 11th hour, in this grim situation it was up to me to find a way to lead our broken group out of this misery."

Note 5[]

Found next to the 4th radio part.

"What the current situation led to is something that will haunt me till my last breath. In order to keep the remaining staff alive, a tough decision had to be made. The biggest problem was the patients. They were draining our already minuscule resources with worsening mental conditions. It was dangerous to keep them alive! It became clear that they had to die. I HATED that conclusion. It was morally wrong for me to decide who should live or who should die. But the odds were against them and there was no other way. I fought for a quick and tortureless death for them, but no one was able to muster the courage to kill the patients directly. So we sealed off the cell rooms, took their rations for ourselves and left them to die. I'll never forget how the patients screamed and cried for help in the most horrific and deeply unsettling ways. 3 days after locking them in, I could hear them scraping, banging and breaking things in their cells. Listening to that made me feel like my skin was peeling off of my bones and I couldn't sleep for weeks. This lasted 15 days and then... it faded away. We had gained supplies that would last us awhile, but I couldn't look anyone in the eyes anymore. Then it was just us 4 left..."

Note 6[]

Found next to the 5th radio part.

"Well, I guess no one will be coming after all... This is the sixth and final page I will leave. My colleagues couldn't take it anymore and have all decided to check out early, so I am the only one left. My supplies are exhausted and in all honesty, I no longer have the will to carry on. I did one last thing though... I mustered the courage to go to the patient cells and put them in body bags. That was the least I could do for them. After all, they were the ones who got the bad end of the deal. Somehow, right when the facility went into lockdown, I had a feeling that it would eventually come to this, but I still had the tiniest shred of hope that I would see the light of day again. And then I could quit Revivel, finally start a family and have a kid or 2. But unfortunately, that dream will die in somber darkness. In this meagre time which I have left, my regrets lie within these pages, and I hope that someone will use them to bring justice to Revivel who have escaped from it for too long. The power room is the place where I will do it - where I'll finally wake up from my torturing nightmare. This is my farewell to you, who cared enough to read through these pages. My dying wish is that what happened here and what we went through is never forgotten. The future of this story is now in your hands.
Goodbye.
Michael Okarell
"

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