When I first played this game, there was a point where I got stuck and searched out a walkthrough. The couple I looked at were written just fine, but they only went through how to get each ending. Due to how this game plays, it was nigh impossible for me to just hop in and figure out what I was supposed to be doing. So the goal here is to attempt a general walkthrough that can be referenced as needed for a quick solution, and then the various ending walkthroughs can be used for more in depth looks at how to do optimal routes once you've learned the basics of the game.
General Notes
A few notes before we really dive in.
Stamina
Jennifer's stamina is displayed in the lower left corner, represented by a portrait with a colored background. As your stamina decreases, Jennifer's face will begin to look more and more worried and the background will shift from blue to yellow to orange to red. Stamina decreases as you run or perform certain actions. You can stop and rest to slowly recover your stamina. For the most part, this isn't something you need to be stressed out over. However, there are times when being in the red can be detrimental.
As Jennifer runs from Scissorman, she will occasionally do the horror movie girl thing and trip. The lower your stamina, the higher the chances of tripping are. Once your stamina gets into the red, your ability to successfully complete a Panic Mode action will be basically zero.
In Original Mode, Jennifer's stamina will deplete fairly quickly when running, and it very slow to recover when resting. Keep this in mind as you explore.



Adrenaline Mode
When Jennifer is being chased, she will enter Adrenaline Mode. When in this state, she will only run and be unable to walk. The hotspots for interactivity will also change. Jennifer will not be able to interact with the environment as she will when exploring. Instead of being able to pick up keys and such, you will only be able to click on potential hiding spots or weapons.
Panic Mode
There are times when Jennifer can complete a physical feat or fight back against an enemy. In this instance, Jennifer's profile background will begin flashing. When you see that flashing, begin to rapidly press the Panic Button. If you're fast enough, you will successfully complete the task. This can result in you temporarily knocking over Scissorman and allowing you to live just a bit longer, and other beneficial effects throughout the game. As your stamina lowers, it becomes harder to survive Panic Mode.
Scissorman Encounters
As you progress through the game, you'll encounter the fearsome Scissorman at specific parts of the game (see Scissorman page for locations). You cannot defeat this fearsome foe, you can only hide or briefly stun him with various objects found in the house. If you run at Scissorman, you'll have a chance to initiate Panic Mode and potentially knock him over and run past him. Useful for escaping a dead end situation, but is inconsistent in Original Mode and won't trigger at all with Red stamina.
Jennifer's Intelligence
Jennifer is of average intelligence for a fourteen year old. Meaning she won't just do certain things without a good reason. Sometimes you'll have to examine certain objects before you can interact with other things. This can get annoying if you've been trying to, say, move a crate to reach something high up but have not yet had Jennifer examine the high up thing.
Random Generation
Nearly all of the rooms in the West Building are randomly placed. You can check out the map for more info, but otherwise just keep checking doors until you find the room you're looking for. In addition, there is also a key that can be in one of two locations. The other fun bit is the key item used to access the final area can be one of two different items. There are also some events and Scissorman encounters which occur at random.
With that out of the way, let's move on to the walkthrough proper.
Find the Three Keys
Once you gain control, chat with all three girls. Talk to them all again and Jennifer will volunteer to find out what's taking Ms. Mary so long. Walk left into the next room, and you'll hear a scream behind you before you get too far. Run to the right to find the lights off and everyone gone. Run all the way to the right to find the front door is locked. From here the main adventure begins. Our first major objective is to find the West Building Key, the Golden Key, and the Silver Key. We'll start by tracking down the West Building key, as its location can be a little random.
Head back to the left and exit the Foyer into the East Corner Hall you heard the scream in, then keep running left to exit through the door.
East Hallway 1F
Make your way to the left and enter the first door.
Den
Along the left wall is a bookcase, and atop the bookcase is a box. Click on the box to have Jennifer search it. Depending on how things were randomly laid out when the game started, you might find the West Building Key in the box. Whether or not you got the key, go ahead and leave through the door on the right side of the back wall.
Did you find the key in the box? Click the appropriate response below to continue:
Yup, got the key!
Nope, box was sadly empty.
East Bedroom
Search the dresser drawers to find some perfume, which coincidentally enough is the same scent Ms. Mary uses. That's all we need to do in here, but there are a couple option actions you can take:
- Inspect the photo on the desk for a closeup look at it.
- Inspect the mirror. There's a chance you'll get a scene of ghostly hands reaching out to try and strangle Jennifer.
- If you want to set up a hiding spot for later, you can inspect the parrot cage. The parrot will escape from the cage and start dive-bombing you. When you regain control, click on the right-hand bed and Jennifer will capture the parrot in the sheets. You can now hide from Scissorman under the left bed without the parrot alerting him to your presence.
East Hallway 1F
Move to the left. When Jennifer approaches the third door, she'll hear a noise and stop. You can either enter the door or keep moving. For the purposes of this general guide, we're going to enter the door.
East Bathroom
The bathroom is filled with steam. Obviously, the only normal recourse is to see who is in the shower, like the least creepy person in the world. Highlight the shower curtain and click to make Jennifer walk through the inner door and open up the curtain. Inside you'll spot the body of Laura, and the Scissorman will emerge from the bathwater! We need to stay alive here, so just start jamming on the right shoulder button. Jennifer runs from the tub to the middle of the room and then just stops. If you're hitting that R button then she'll start running as soon as you have control again, which reduces the chances of Scissorman catching up to you before you get through the inner door. Just make sure you keep running through both doors until Jennifer makes it back into the hallway.
East Hallway 1F
Run to the left and through the door at the end of the hall.
Grand Staircase 1F
Go up the staircase.
Grand Staircase 2F
Head all the way to the left and head through the far door. We're in Original Mode, so this can get tricky. Jennifer will stop at the bend in the balcony, so the farthest left door might not be in frame. If you run to the left, she'll usually skid to a halt in a way that moves the camera far enough left to see the second door. If you still only see one door, try to open it. It'll be locked, but the far door will come into frame. However you finagle its appearance, exit through the farthest left door.
East Storage Hall
Go through the open doorway in the back wall.
East Storage Room
Quickly click on the crate behind the cabinet on the left, and Jennifer's adrenaline rush will allow her to clamber over top...with a little help from you mashing the panic button when her portrait flashes, of course. If you were quick enough, she'll be on the other side before Scissorman makes it into the room. He'll look around and then leave. Jennifer will climb back over the cabinet.
Which would be great if we didn't need something on the left side of the cabinet. Click on the crate back there again, and we'll find out that without being in a panic state Jennifer does not have the upper body strength to lift her over the cabinet. When she drops back down, click on the crate in the middle of the floor to have Jennifer slide it over to the cabinet. Click on the other side of the cabinet again and she'll use the crate we just moved to give herself a boost over.
Once on the other side, she'll inspect the contents of the crate and pick up a Black Robe. New outfit in hand, she'll climb back over. There's a Rope on the floor in here, which you may or may not need to use. Better safe than sorry, so you don't end up softlocked. Near the door in the foreground are two canisters of Pesticide, go ahead and pick one of those up. We're done here, so head back out into the East Storage Hall.
East Storage Hall
Exit and make your way back down to the first floor.
Grand Staircase 1F
Head to the left and exit through the farthest door.
Kitchen Hallway
Go through the open doorway in the back wall.
Kitchen
Along the back wall, there's a walk-in freezer on the left. Use the Pesticide on it and Jennifer will spray it all over the food within...although this does have the benefit of eliminating all the killer bugs that were lurking inside. Jennifer will pick up a Gold Key as a bonus. There is some Ham in the fridge that you should take, just in case.
Grand Staircase 1F/2F
Now that we have the Gold Key we can open one of two doors. You'll have noticed that the doors to the Kitchen Hallway and the East Storage Hallway both have a door to the right of them. One of these can be unlocked by the Gold Key, but which one is randomized. Try the one on the first floor while we're here, and if that doesn't work head upstairs and unlock that door. Once you find the right door, Jennifer will unlock it and head inside.
Sitting Room
What you see inside will vary depending on what the game randomly decides to load when you open the door. You'll either see Ms Mary in here with the lights on, or an empty room with the lights out. Whether or not she is here will affect which of the endings you can get. On an ending specific run, you'll want to just reset the game until you get the outcome you want. Since we're doing a generic walkthrough, just continue on based on whatever you just walked into.
Were you greeted by the delightful and friendly Ms. Mary? Click the appropriate response below to continue:
Why yes! And we had some lovely tea.
Nope, greeted by a dark room.
East Bedroom
Search the dresser drawers to find some perfume, which coincidentally enough is the same scent Ms. Mary uses. That's all we need to do in here, but there are a couple option actions you can take:
- Inspect the photo on the desk for a closeup look at it.
- Inspect the mirror. There's a chance you'll get a scene of ghostly hands reaching out to try and strangle Jennifer.
- If you want to set up a hiding spot for later, you can inspect the parrot cage. The parrot will escape from the cage and start dive-bombing you. When you regain control, click on the right-hand bed and Jennifer will capture the parrot in the sheets. You can now hide from Scissorman under the left bed without the parrot alerting him to your presence.
East Hallway 1F
Move to the left. When Jennifer approaches the third door, she'll hear a noise and stop. You can either enter the door or keep moving. For the purposes of this general guide, we're going to enter the door.
East Bathroom
The bathroom is filled with steam. Obviously, the only normal recourse is to see who is in the shower, like the least creepy person in the world. Highlight the shower curtain and click to make Jennifer walk through the inner door and open up the curtain. Inside you'll spot the body of Laura, and the Scissorman will emerge from the bathwater! We need to stay alive here, so just start jamming on the right shoulder button. Jennifer runs from the tub to the middle of the room and then just stops. If you're hitting that R button then she'll start running as soon as you have control again, which reduces the chances of Scissorman catching up to you before you get through the inner door. Just make sure you keep running through both doors until Jennifer makes it back into the hallway.
East Hallway 1F
Run to the left and through the door at the end of the hall.
Grand Staircase 1F
Go up the staircase.
Grand Staircase 2F
Head all the way to the left and head through the far door. We're in Original Mode, so this can get tricky. Jennifer will stop at the bend in the balcony, so the farthest left door might not be in frame. If you run to the left, she'll usually skid to a halt in a way that moves the camera far enough left to see the second door. If you still only see one door, try to open it. It'll be locked, but the far door will come into frame. However you finagle its appearance, exit through the farthest left door.
East Storage Hall
Go through the open doorway in the back wall.
East Storage Room
Quickly click on the crate behind the cabinet on the left, and Jennifer's adrenaline rush will allow her to clamber over top...with a little help from you mashing the panic button when her portrait flashes, of course. If you were quick enough, she'll be on the other side before Scissorman makes it into the room. He'll look around and then leave. Jennifer will climb back over the cabinet.
Which would be great if we didn't need something on the left side of the cabinet. Click on the crate back there again, and we'll find out that without being in a panic state Jennifer does not have the upper body strength to lift her over the cabinet. When she drops back down, click on the crate in the middle of the floor to have Jennifer slide it over to the cabinet. Click on the other side of the cabinet again and she'll use the crate we just moved to give herself a boost over.
Once on the other side, she'll inspect the contents of the crate and pick up a Black Robe. New outfit in hand, she'll climb back over. There's a Rope on the floor in here, which you may or may not need to use. Better safe than sorry, so you don't end up softlocked. Near the door in the foreground are two canisters of Pesticide, go ahead and pick one of those up. We're done here, so head back out into the East Storage Hall.
East Storage Hall
Walk all the way to the left end of the hallway. Click on the bird nest to have Jennifer notice it, then click on the nearby crate to have Jennifer move it to the wall. If you don't look at the nest first, she'll just climb over the crate if you click on it first. Once the crate is under the nest, select the bird nest again and Jennifer will climb up and shove her hands in the nest. Inside will be the West Building Key. Head back to the right and exit back to the Grand Staircase.
Grand Staircase 1F
Head to the left and exit through the farthest door.
Kitchen Hallway
Go through the open doorway in the back wall.
Kitchen
Along the back wall, there's a walk-in freezer on the left. Use the Pesticide on it and Jennifer will spray it all over the food within...although this does have the benefit of eliminating all the killer bugs that were lurking inside. Jennifer will pick up a Gold Key as a bonus. There is some Ham in the fridge that you should take, just in case.
Grand Staircase 1F/2F
Now that we have the Gold Key we can open one of two doors. You'll have noticed that the doors to the Kitchen Hallway and the East Storage Hallway both have a door to the right of them. One of these can be unlocked by the Gold Key, but which one is randomized. Try the one on the first floor while we're here, and if that doesn't work head upstairs and unlock that door. Once you find the right door, Jennifer will unlock it and head inside.
Sitting Room
What you see inside will vary depending on what the game randomly decides to load when you open the door. You'll either see Ms Mary in here with the lights on, or an empty room with the lights out. Whether or not she is here will affect which of the endings you can get. On an ending specific run, you'll want to just reset the game until you get the outcome you want. Since we're doing a generic walkthrough, just continue on based on whatever you just walked into.
Were you greeted by the delightful and friendly Ms. Mary? Click the appropriate response below to continue:
Why yes! And we had some lovely tea.
Nope, greeted by a dark room.
Ms. Mary will greet you, and Jennifer will let her know that people are dying. Mary is oddly calm and she'll offer you a drink to calm you down as well, but it's a trap and Jennifer will pass out.
Shed
Jennifer wakes up in a large cage with a very disheveled man. Use the Ham from the kitchen on him to satiate his hunger to find out that this is Mr. Barrows, the owner of the mansion. If you didn't get the Ham, you'll have to reset the game. Talk to him again and he'll tell you about the "cradle under the star." He'll lose interest in you, so just hang out for a bit.
After a moment, Lotte will come running into the room and open the cage door. You'll follow her out, but she'll be attacked by Ms. Mary as soon as she runs out the door. Once Mary tells you to stay put, select the plank sitting by the door and Jennifer will smash it over Mary's head when she reenters. Jennifer will run outside the shack.
Courtyard
Run all the way to the left. Click on the crate by the wall, and Jennifer will move it to the side. Walk left through the door you just unblocked.
South Hallway 1F
You find yourself in the South Hallway. Head to the left to make your way back to the Sitting Room
Sitting Room
The lights should be off when you enter. If for some reason Ms. Mary is there, then run out of the room before she kills you. Just keep entering and exiting until she's gone. Inspect the coffee table to find the Silver Key, then exit the room. As a fun side note, if you missed the Black Robe earlier in the East Storage room, you can pick one up from the wardrobe in this room.
Under the Star
Now that we have the three keys, it's time to find the star that Simon was babbling about. Before that, we need to find a key item to facilitate the "under" part of "under the star." This will make sense in a bit.
Grand Staircase 1F/2F
The Silver Key unlocks the other door along the left wall. So if the Gold Key unlocked the door beside the Kitchen Hallway, you'll want to head upstairs and use the Silver Key on the door to the right of the East Storage Hallway, and vice-versa.
Mural Room
Use the hotspot on the mural to inspect it. It seems to depict a ritual, but there's a bookshelf blocking part of it. You may or may not be able to push over the freestanding bookshelf, depending on a couple factors. The first factor is our old friend Randomization, which determines whether or not the bookshelf is even selectable. The second factor we'll get to later. Before we move on, you can inspect the books on the desk to read about the switches at the top of the clock tower.
Well, how about it? Was the bookshelf selectable? Click the appropriate response below to continue:
Yup, there was a hotspot.
Nope, there was no hotspot and I am sad.
Since we're in here with the lights off, inspect the coffee table to find the Silver Key, then exit the room. As a fun side note, if you missed the Black Robe earlier in the East Storage room, you can pick one up from the wardrobe in this room.
Under the Star
Now that we have the three keys, it's time to find the star that Simon was babbling about. Before that, we need to find a key item to facilitate the "under" part of "under the star." This will make sense in a bit.
Grand Staircase 1F/2F
The Silver Key unlocks the other door along the left wall. So if the Gold Key unlocked the door beside the Kitchen Hallway, you'll want to head upstairs and use the Silver Key on the door to the East Storage Hallway, and vice-versa.
Mural Room
Use the hotspot on the mural to inspect it. It seems to depict a ritual, but there's a bookshelf blocking part of it. You may or may not be able to push over the freestanding bookshelf, depending on a couple factors. The first factor is our old friend Randomization, which determines whether or not the bookshelf is even selectable. The second factor we'll get to later. Before we move on, you can inspect the books on the desk to read about the switches at the top of the clock tower.
Well, how about it? Was the bookshelf selectable? Click the appropriate response below to continue:
Yup, there was a hotspot.
Nope, there was no hotspot and I am sad.
Mural Room
Click on the freestanding bookcase to have Jennifer push it over. After you've toppled it, you'll have revealed the other part of the mural, which shows a large green jar with something sticking out of it. Inspect the mural again (the hotspot by the purple cloud). With that complete, go ahead and leave the room.
Grand Staircase 1F/2F
Head through the door along the back wall of whichever floor you're on. If on 2F, Jennifer will unlock the door with the West Building Key. The first floor door is already unlocked.
South Hallway 1F/2F
Head all the way to the right and through the door at the other end. If on the second floor, you can just waltz on through. If on the first floor, Jennifer will unlock the door with the West Building Key.
West Hallway (Left) 1F/2F
Whether upstairs or downstairs, you'll enter through a door along the back wall near a staircase. To start with, make sure we're on the second floor in Stairs West Hallway (Center) 2F.
West Hallway (Left) 2F
Head to the right and through the door at the end.
West Hallway (Center) 2F
There are three doors here. The first one you'll come across is random, should be worth at least peaking inside to see what it is, but our main objective right now is the middle door. So head through that one.
Nursery
All sorts of fun things in here, but we want to inspect the table by the door with the clown doll on it. Jennifer will find a Ritual Key, and the doll hanging from the ceiling will come to life and attack. Be ready to mash that panic button once your portrait starts flashing. Once you fend off the doll, leave the room through the same door you entered.
West Hallway (Center) 2F
Head to the right.
Corner Hall (West) 2F
Head to the right.
West Hallway (Right) 2F
Walk to the right until you reach a hole in the floor. Inspect the floor, and now that Jennifer is aware of its existence you can select the large plank leaning on the wall to have Jennifer lay it across the hole. Walk to the right until you find a door, then head on through.
West Storage Room
Inspect the top edge of the upper crate to notice the wall is painted a different color. Select the bottom crate and Jennifer will use the dolly to move the crates out of the way. Once Jennifer is done noticing again that the wall is different, grab the nearby plank leaning on the bookshelf. Move through the doorway you just uncovered.
Hidden Room
Inspect the two files and black bag on the floor, then inspect the corpse in the corner. Jennifer will read her father's journal as she cradles him in her arms. Once you're done learning about Bobby and Dan and Mary, make your way back to West Hallway (Right) 2F.
West Hallway (Right) 2F
Here comes the tricky part. We need to find the Piano Room. There are five places it could be, and the location shuffles each game. One such possibility is the left-hand door in West Hallway (Center) 1F. If it's not there, it could also be in the left-hand or right-hand door downstairs in West Hallway (Center) 1F, or either of the doors in West Hallway (Right) 1F. To get there, head down the stairs in this room.
West Hallway (Right) 1F
I generally start my search here by heading to the right and checking the two doors in this room. If you still haven't found the Piano Room, head left to the Corner Hall (West) 1F
Corner Hall (West) 1F
Head left again to exit this hall.
West Hallway (Center) 1F
Ignore the middle door and check the other two. One of the doors here, and possibly the left door in West Hallway (Center) 2F might not selectable. If you've checked all five doors, you will have found the piano room.
Piano Room
Check the curtain along the left wall. You'll fund an umbrella stand back that with a fancy Cane that Jennifer will purloin. Head back out of the room.
West Hallway (Center) 1F/West Hallway (Center) 2F/West Hallway (Right) 1F
We've got one more place to find. In the five rooms we were just checking, you may have come across the Cage Room (a room with short cages on the left containing crows and rats, and a workbench on the right).
West Hallway (Center) 1F
Open the middle door and Jennifer will unlock it with the Ritual Key.
Ritual Room
If you successfully knocked over the bookcase in the ritual room earlier, you can use the Cane on the green vase in the back right corner. Jennifer will plant the Cane in the hole at the bottom, which opens up a trapdoor in the center of the room. If the bookcase did not topple earlier, head back there now and knock it over to inspect the whole mural. Once you return, Jennifer will use the Cane properly rather than just note the hole in the bottom of the vase. When you're done here, go through the open trapdoor.
Cavern 1
Head to the right and you'll stop to watch a robed figure walk past a vicious guard dog. Keep walking to the right once you regain control, and again after Jennifer stops to mention that there's something up ahead. When she stops in front of the dog, use the Perfume on her and then use the Black Robe on her as well. Once she dons the disguise, she'll walk past the dog and disrobe.
Once Jennifer takes off her disguise, she'll start walking to the right. There's nothing of not over there, so just stop and enter the doorway along the back wall near the dog.
Cavern 2
Head all the way to the right. Jennifer should automatically climb the ledge once she gets past the table and kerosene containers. Keep heading to the right until Jennifer climbs down the other side. I usually fill up my stamina here, but it really doesn't matter. You can survive the upcoming event even when you're in the red, unlike most things in this game. When you're as rested as you feel like being, head to the right.
Cradle
Select the large red curtain to have Jennifer pull it to the side, revealing a large and massively deformed child. Jennifer runs out of the room as it gives chase.
Cavern 2
Sprint to the left, then just start mashing the panic button. Jennifer will make her way along the ground, through the water, and up the hill on the other side. If you're good enough on the ol' panic button, she'll make it up the hill and knock some kerosene behind her to incinerate the monster.
Run to the left some more until you come to the doorway on the back wall. Head through.
Cavern 3
Run to the right, then inspect the elevator call button to summon the elevator. Jennifer will move inside.
Ending
From here, one of the endings will play out. Your actions throughout the game, as well as what floor you tell the elevator to go to, will determine what ending you receive. For more in depth info on how to get each one, check out the ending-specific guides.
Mural Room
With the bookcase not having a hotspot, check out the other bookcase against the wall. There are two hotspots here: one roughly in the center, and one in the lower right. Check out the lower right to find out a paper talking about a statue among statues.
Grand Staircase 1F/2F
Head through the door along the back wall of whichever floor you're on. If on 2F, Jennifer will unlock the door with the West Building Key. The first floor door is already unlocked.
South Hallway 1F/2F
Head all the way to the right and through the door at the other end. If on the second floor, you can just waltz on through. If on the first floor, Jennifer will unlock the door with the West Building Key.
West Hallway (Left) 1F/2F
Whether upstairs or downstairs, you'll enter through a door along the back wall near a staircase. The room to the left aren't needed for this ending, so we can ignore those. To start with, make sure we're on the second floor in Stairs West Hallway (Center) 2F.
West Hallway (Left) 2F
Head to the right and through the door at the end.
West Hallway (Center) 2F
There are three doors here. The first one you'll come across is random, should be worth at least peaking inside to see what it is, but our main objective right now is the middle door. So head through that one.
Nursery
All sorts of fun things in here, but we want to inspect the table by the door with the clown doll on it. Jennifer will find a Ritual Key, and the doll hanging from the ceiling will come to life and attack. Be ready to mash that panic button once your portrait starts flashing. Once you fend off the doll, leave the room through the same door you entered.
West Hallway (Center) 2F
Head to the right.
Corner Hall (West) 2F
Head to the right.
West Hallway (Right) 2F
Walk to the right until you reach a hole in the floor. Inspect the floor, and now that Jennifer is aware of its existence you can select the large plank leaning on the wall to have Jennifer lay it across the hole. Walk to the right across the plank you laid earlier and inspect the second green statue to find the Statue. It's a spooky visage and cold to the touch, no doubt safe to just carry around with us. Head downstairs and to the left until you reach the three doors.
West Hallway (Center) 1F
Open the middle door and Jennifer will unlock it with the Ritual Key.
Ritual Room
The shelves on the left are filled with candles. In the center of the bottom shelf is a golden object that Jennifer identifies as an iron disk. Use the Statue on it, and a trapdoor will open up in the middle of the floor. Not much else to do in here except to optionally inspect the other stuff, so go on through the open trapdoor.
Cavern 1
Head to the right and you'll stop to watch a robed figure walk past a vicious guard dog. Keep walking to the right once you regain control, and again after Jennifer stops to mention that there's something up ahead. When she stops in front of the dog, use the Perfume on her and then use the Black Robe on her as well. Once she dons the disguise, she'll walk past the dog and disrobe.
Once Jennifer takes off her disguise, she'll start walking to the right. Keep moving in that direction until you come across Lotte in a ritualistic circle of candles. She tells Jennifer about the switches at the top of the clock tower before breathing her last. Head back to the left and enter the doorway along the back wall near the dog.
Cavern 2
Head all the way to the right. Jennifer should automatically climb the ledge once she gets past the table and kerosene containers. Keep heading to the right until Jennifer climbs down the other side. I usually fill up my stamina here, but it really doesn't matter. You can survive the upcoming event even when you're in the red, unlike most things in this game. When you're as rested as you feel like being, head to the right.
Cradle
Select the large red curtain to have Jennifer pull it to the side, revealing a large and massively deformed child. Jennifer runs out of the room as it gives chase.
Cavern 2
Sprint to the left, then just start mashing the panic button. Jennifer will make her way along the ground, through the water, and up the hill on the other side. If you're good enough on the ol' panic button, she'll make it up the hill and knock some kerosene behind her to incinerate the monster.
Run to the left some more until you come to the doorway on the back wall. Head through.
Cavern 3
Run to the right, then inspect the elevator call button to summon the elevator. Jennifer will move inside.
Ending
From here, one of the endings will play out. Your actions throughout the game, as well as what floor you tell the elevator to go to, will determine what ending you receive. For more in depth info on how to get each one, check out the ending-specific guides.
