Overview
This guide will show you to get all achievements, endings, anomalies, and adler notes.
Introduction
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Hello! I’m Monkey! Thought I’d make a guide for my favorite horror game.
This guide will NOT be SPOILER FREE. I’m going to be talking so much about the game, it’ll be impossible to avoid spoilers. Please, play the game first: play it naturally, honestly, enjoy the game for what it is. Then read this guide. I’d really appreciate it.
Thanks for checking it out! Hope it helps.
All Achievements
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Okay so I got all the achievements for this game, My roomie played through the first time and absolutely fell in love with it, and told me I needed to play it immediately. I really recommend everyone plays through the game blind BEFORE achievement hunting.
You want those phat achievements? Everyone does. Here’s the guide.
You can’t miss this achievement, you automatically get it after beating the game for the first time. So like I said, play through blind, do things how YOU want.
Everyone wants to be Mario. When you reach Towhee woods on your way to pick up Ren, there should be a huge gap, it may look like you can’t jump across, so you’ll want to climb down and go the long way around, but if you jump, you get some funny dialogue + this nice achievement! You can get this achievement at any point in the game, all you gotta do is make that leap of faith.
This achievement is super easy to get, and you’ll probably get it your first playthrough. Honestly Ren & Nona ended up together in almost all my playthroughs, even when I did the Strong Silent Type. It’s wild.
- Don’t be too nosy or try to force them to talk about the idea of them dating
- Agree with Ren to be cool about it
- DO NOT RAT HIM OUT IN THE GAME OF TRUTH OR SLAP.
- When speaking with Nona, don’t try to force her to like him, it’ll come naturally if you let them work it out by themselves. So don’t pick options like “Ren’s a really great guy”, blahblah.
- When reaching Maggie Adlers estate, before you get the boat key, you can speak with Nona while she’s sitting at the dock with Clarissa. She’ll say “Forget telling Ren the whole I’m not interested in dating thing”, just say Okay/Sure! She’ll appreciate that and it’ll basically confirm they’re gonna hook up.
- DO NOT SACRIFICE CLARISSA OR TELL THE GROUP YOU PLAN ON SACRIFCING HER. This was literally the only time during my playthroughs they didn’t end up together, if you say you’re gonna sacrifice Clarissa, Nona turns into a literal beast and will be too focused on kicking your ass to date Ren.
BRINGING MICHAEL BACK FROM THE DEAD WILL CAUSE YOU TO MISS THIS ACHIEVEMENT, besides that, just be really nice to Jonas. Take him back with you into town, talk with him a lot. It’s easy to bond with him since he’s with you 3/4 of the game.
Update: I have been told you can bring Michael back from the dead and still get this achievement.
Tell Michael to go to school in town/stay in town. By doing this he never tries to leave, never goes to the lake one last time with Alex, and never drowns. You can do this in the final timejump back with Michael, where Alex is in their house with him.
Ruin your relationship with literally everyone. Choose the meanest options available with every dialogue choice.
- Do not bring Michael back to life.
- Tell everyone you’re going to sacrifice Clarissa, but at the very end when the ghosts give you the choice to leave, don’t sacrifice her. You need her around + her to hate you as well.
- Insist on leaving without Clarissa every chance you get, it’ll really bump up those Hatred points.
- Also, just for fun, slap Ren.
- Update: I have been told you can get this achievement even if you sacrifice Clarissa.
Slap Ren in the game of Truth or Slap. Easy Peasy.
Don’t let Nona & Ren get together. I got this with my firestarter playthrough.
- Butt in as much as possible, it’ll annoy the heck out of Nona
- Insist they aren’t right for eachother (Dialogue options while talking to Ren mostly)
- I don’t think it really matters who you take into town with you, as long as you don’t leave Ren & Nona alone together. So take your pick: Nona or Ren.
- Also it doesn’t hurt to rat Ren out in the game of truth or slap. (I’m sorry Ren, I just love what happens when Alex snitches on you.)
Never choose any dialogue options during your playthrough. This is good way to see how the characters interact with eachother without Alex interjecting constantly. Love the dialogue in this game.
- Ren and Nona will end up dating most likely, it happened to me on my run.
- I also revived Michael with this playthrough, as he assumed my silence was him wanting him to stay.
- You can still interact with objects, but if a dialogue option appears, do not click it.
- Jonas will still bond with you, even if you never say a word to him.
Adler Letters. Part 1.
Collect 4 of Maggie’s letters. The location of each letter will be included in the Adler Notes section of this guide.
Adler Letters. Part 2.Collect 8 of Maggie’s letters. The location of each letter will be included in the Adler Notes section of this guide.
Adler Letters. Part 3.Collect all of Maggie’s letters. The location of each letter will be included in the Adler Notes section of this gude.
Adler notes will sparkle briefly on the screen when you’re near one. There’s also the Adler Note Hint Station on the radio which will tell you the location in code.
Fine Toothed CombFind all the hidden Anomalies / Hidden Frequencies. The location of each anomaly will be included in the Anomalies section of this guide. Anomalies are found by stacks of rocks around the island. Keep an eye out for them!
Anomalies & Their Locations
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Anomalies, or hidden frequencies, are like a little bonus in the game, you can find them by standing next to stacks of rocks around the island, and taking out your radio to tune into them. Some of them are very easy to see, while others are hidden. I’ll be including screencaps of each Anomaly location, for your benefit.
Note: Finding all Anomalies will get you an achievement!
Located in the Facilities, you’ll need the WAV radio to unlock the door. Find the station and tune into it in order to unlock the door. Inside will be the pile of rocks you need to tune into in order to get the anomaly. You overhear a conversation between two people.
Voice 1: Something keeps touching my leg in the water and I don’t know what it is. Can we just go in the cave now?
Voice 2: Oh, sure, sure. I- I just want you to have a good time.
Voice 2: Wait there’s – I think there’s something down there.
Voice 1: Wait, Jason, there’s – don’t trip, there’s a-… Jason?
At campgrounds, located on the left pathway. It sounds like a news cast.
“Yesterday, the remains of four bodies were discovered in two cars submerged west of Cape Meares. How the cars got in the water, no one – “
Located in the US Army RCS
“Every individual, it is maintained, is enveloped in a radiant invisible to the common eye, and only perceived by the soul accustomed to it.”
At campgrounds, located on the right path after crossing the bridge. I honestly have no idea what this anomaly is about.
“Baychimo, Thresher, Peterhoff, Arizona. “
At bridge stand, next to the ‘smallest cemetary’. The message becomes very distorted towards the end. It says: “If, indeed, he find fault with anything, or expose it, with charity: the Abbott shall discuss it prudently – lest perchance God has sent him for this very thing.”
You’ll need the WAV Radio before you can reach this anomaly. It’s the building right next to town. Unlock the door, and inside will be a stack of rocks. If the message is sped up voice’s can be heard saying “You have until dawn.”
At the top right of bridge stand, The message:
Voice 1: Well, how do you know you’re Bobby Dunbar?
Voice 2: I know who I am, and I know who you are, and nothing else makes a difference.
Located in Epiphany fields, by the bomb shelter. A voice can be heard saying the following:
“The island is famously named after Colonel Caleb Edwards for his glorious and triumphant slaughtering of countless families, during one of the great ethnic cleansings of the 20th century. The forceful removal of an ignorant people to make space for destined holders is a time-honored tradition in our still young country. You will be a part of that heritage, Alex. Do not resist, it will be over soon.”
In Towhee Woods, if you make the leap across the chasm, and climb down the rocks instead of heading over to the bridge stand, you’ll find this anomaly. It sounds like a conversation, then is interrupted by static, following with a news cast.
Voice 1: Ah, it’ll be good having somebody else here to watch over the grounds, Bill.
Voice 2: I was a park warden at Grants Pass, so, this’ll be old hat to me.
Voice 3 (News Cast): William Russell, a local park ranger working in Edwards Forest, killed himself today, after what his wife describes as a year’s-long battle with depression. His body was found hanging from a tree in –
At Fort Milner, near the firing range.
“A low-frequency radio wave is incident upon a body of- radio waves travel forever until it is absorbed by matter or a person. “
On the lowest straight path in Epiphany Field, heading back to town / or after you get the WAV Radio. It’s Alex asking a question.
Alex: How- How many of you are there?
It’s hidden amongst some trees right after entering Relay Point
“Did he also register images on objects, places, and persons on magnetic tape, taking into consideration the impossibility of – “
Adler Letters Locations & Summaries
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Margaret Adler is a mysterious woman who lived on Edwards Island for over 50 years. At the halfway point in the game, you go to the towns post office to retrieve the keys to her estate, there you find a WAL equipped radio, and a weird note. Upon reading the note it’s revealed that she has buried other notes all around the island, and hopes they fall into the right hands. You can receive clues as to where the notes are hidden with the cardinal station 140.1. The notes reveal the truth behind The Sunken & what happened to them.
“For the ships coming home, turn on the–Lima, India, Golf, Hotel, Tango.”
L I G H T
In front of the lighthouse in Epiphany Fields.
In this letter Maggie states she grew up in Maine, she talks briefly about her dear friend Anna, and a member of the army named Francis Salter.
“Under the ladder, below the–Tango, Oscar, Whiskey, Echo, Romeo.”
T O W E R
At the foot of the tower in Milner Outpost.
Maggie talks about how they taught everyone stationed at the fort how to make codes and decipher them. She thinks back on how Francis Salter- revealed to be an engineer on the Kanaloa, often called her Radio Woman. She was a Comms Officer.
“Memories would fade without this–Papa, Lima, Alpha, Quebec, Uniform, Echo.”
P L A Q U E
The letter is located by the plaque under ♥♥♥♥ Tower- I mean Harden Tower.
It’s revealed the Kanaloas sinking was caused by Margaret herself, she mistook the garbled distress signal as a rader jammer attempt. She gave the order to scout & bomb if necessary.
“Everything becomes a–Alpha, November, Tango, India, Quebec, Uniform, Echo–eventually.”
A N T I Q U E
Right by the Antique Story, near the alley and trash can off to the side: The letter’s there.
The USS Walter Roy, a destroyer escort, sunk the USS Kanaloa with friendly fire on October 25th, 1943. It’s also noted that the USS Kanaloa had a developemental nuclear reactor on board, and was out in sea that day for a test run of sorts.
“Time for–Sierra, Lima, Echo, Echo, Papa–in the middle of things.”
S L E E P
By the beds in the Facilities.
Members of the fort began to receive childlike and playful messages on the radio. Margaret dismissed it as a joke until she decoded a message that turned out to be a may day signal from Calvin Gilbert, who was aboard the Kanaloa when it was destroyed.
“At the top of the hill, in the–Charlie, Oscar, Lima, Oscar, Romeo, Echo, Delta–field.”
C O L O R E D
At the top of discovery cliffs, by the orange leaf piles. Or orange bushes? Let’s call em leaf piles.
With the help of Marianne Bozek, who tells Margaret that she communicated with a man named Calvin, who’s an electrician, Maggie learns that her hypothesis about the messages received through the radio are from the dead crew who were on the Kanaloa is correct.
“If you want directions, this–Golf, Uniform, India, Delta, Echo–can help.”
G U I D E
Located at the bottom path of the US Army RCS, next to the sign post & a pile of rocks (that’s an anomaly!)
Margaret reveals that she managed to convince one of the passengers of the USS Kanaloa: Henry Griffin (Before it was destroyed), to allow her friend Anna to join her on the island as a replacement crew member when people began transferring off.
“People lose their names and give them to–Golf, Romeo, Alpha, Victor, Echo, Sierra.”
G R A V E S
At the bottom of bridge stand, by the smallest cemetary.
With Anna’s help, Margaret and her come to the conclusion that the call signs they receive through the radio are the members of the USS Kanaloa, but they’re not dead, they’re trapped in an alternate dimension. She’s able to identify one passenger: Henry, through his call signs. She notes that the mental state of all of the members aboard the Kanaloa have been reduced to children.
“At the cliff’s–Lima, Echo, Foxtrot, Tango–edge.”
L E F T
This letter is located at the top of the cliffs in the Campgrounds, near the stone walls.
Margaret and Anna come to the conclusion that waves of any kind, seem to be able to pass through all existences, which explains why they were able to communicate with the members of the Kanaloa. She reveals on April 4th, 1952: they would attempt to reverse the manifest breakdown to free the sunken.
“A penny for a–Whiskey, India, Sierra, Hotel.”
W I S H
Located at the wishing well in Relay Point.
Margaret and Anna tuned into the source located in the cave, they spoke to Henry Griffin, but Anna was sucked into the ridge. They failed, and Margaret had lost her dear friend.
“A fallen–Tango, Romeo, Echo, Echo–now called something else.”
T R E E
The fallen log in Towhee Woods, located near the bottom entrance to the campgrounds
After the fort closes, Margaret buys up the island & orders the land under protection. She’s upset that the island is turned into a tourist resort beside her efforts.
“From top to bottom, under–Sierra, Tango, Alpha, India, Romeo, Sierra.”
S T A I R S
At beacon beach, by the bottom of the stairs next to the entrance of the cave.
Maggie says don’t blame the Kanaloa crew, they don’t realize what they’re doing now. and her final words are: “But, please, remember the name, Anna Shea. Know that she did not deserve her fate. “
You automatically get this letter with story progression.
Endings
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
There are many variations of the endings you can get, mostly because of who ends up with who. With this I’ll provide a brief explanation of each ending + how to get it.
Most people consider this the good ending, so i’ll list it as such.
- Jonas & Alex bond as siblings
- Ren & Nona start dating
- Alex and Clarissa reconcile.
- You don’t revive Michael
Be nice to Jonas, and make sure you let him talk to his mom at the end.
To get Ren & Nona to date, don’t butt in on their “budding romance”, if you don’t do anything to interfere, it’ll happen naturally.
Don’t be rude to Clarissa, apologize a lot, say you want to be friends, and don’t agree to sacrifice her.
There are several variations of this ending, they include:
- You don’t bond with Jonas, but manage to stay connected with at least Ren, Nona, and Clarissa.
- Ren & Nona don’t date, but you still manage to bond with Jonas, and Clarissa. It’s also a bonus that Nona and Jonas are hinted at as a relationship in this ending
- You don’t reconcile with Clarissa, but you’re good with everyone else.
- You don’t revive Michael.
- You do revive Michael, but tell him to break things off with Clarissa.
Either you didn’t click with Jonas, or you kept sticking your nose into Nona’s feelings, or just straight up ruined Ren’s plans on wooing her, or hey! You hate Clarissa because she acts like a jerk for the entire game. Any of these will classify as a neutral ending.
There are three variations of this.
- Make everyone hate you
- You don’t Sacrifice Clarissa
- You don’t revive Michael
I explained how to get this ending with my firestarter achievement guide listed earlier. It’s honestly too much to retype, I’m lazy y’all.
- You sacrifice Clarissa
Buddy, Pal, I know Clarissa can act like a real, uh, meanie, but I automatically count any run with her sacrificed as a bad ending. Clarissa is a complex character with a lot of trauma, and it was already confirmed/hinted at during the flashbacks with Michael that she suffers from severe depression. Please, be nice to my girl.
- You go to Edwards Island, despite the warning.
This can happen 1 of 2 ways. 1: You didn’t choose the right dialogue options, or didn’t say anything, so Alex doesn’t take the warning from herself seriously, and still decides to go to Edwards Island. 2: You willingly choose to continue the cycle- and return to Edwards Island
Considered the best, so I list it as such.
- You bond with Jonas as your new friend, you become besties.
- Ren & Nona date.
- You revive Michael, and save his relationship with Clarissa.
I explained earlier how to revive Michael, but just for recaps sake because it’s not that long to retype: during the final flashback with him, tell him to stay in town. Also tell him to stick with it, when he asks on your opinion of Clarissa during the beach flashback.
- You never go to Edwards Island, thus breaking the cycle, and escaping the neverending loop.
In order to get this you have to have beat the game once. Once you replay there will be radios that appear during timeloops, when you interact with them you will have several choices on what you can say. I’ve experimented a little, and one thing that basically makes Alex scared out of her mind is by telling her: Don’t use the radio, or, Don’t go to Edwards Island. If you choose either of these, you will get the option to not go to the island at all.
Morse Code
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
There are SO MANY HIDDEN MESSAGES IN THIS GAME, SERIOUSLY, HAVE YOUR RADIO OUT AT ALL TIMES SCANNING THROUGH THE CHANNELS, LISTEN TO THE OST, LISTEN TO THE BONUS OSTS, *LOUD SCREAMING BECAUSE I AM VERY EXCITED ABOUT THIS PART*
I managed to translate most of the messages by myself, but the ending credits code, I was absolutely stumped, so I broke down and checked the wiki, and the solution for it is bonkers?
At Fort Milner:
- –. / . / – / – / .. / -. / –. / … / -.-. / .- / .-. / . / -..
.-.. / — / … / .. / -. / –. / – / …. / .. / -. / –. / …
.-.. / — / …- / . - getting scared.
losing things.
love.
At Towhee Woods
- … / – / .. / .-.. / .-.. / …. / . / .-. / . / .-.-.-
-.-. / .- / -. / -. / — / – / — / — / …- / . / .-.-.-
…- / . / .-. / -.– / -.-. / — / .-.. / -.. / .-.-.-
.-.. / — / …- / . / .- / -. / -. / .- / .-.-.- - still here.
cannot move.
very cold.
love anna.
At Epiphany Fields
- .-../—/…/../-./–./.-.-.-/-…/..-/
-/..-.-.-/.-../..-/–./…./.-/-./-../.-.-.- - losing.
but.
lughand.
At Beacon Beach
- .-../—/…-/./.-.-.-/.-/-./-../.-.-.-/
- love.
and. - -…./-./—/.–/.-././…/-/—/.-././-../-/—/-/…././
.–/—/.-./.-../-../-.././-/..-/…/.-
-./.-./.-/-.–/-/…./.-/-/.–././.-/-.-././-…/./-./—/.–/ - now restored to the world
detus pray that peace be now
At ♥♥♥♥- Harden Tower
- -…/./…/..-/.-././-.–/—/..-/…./.-/
…-/./-.-./—/.-./.-././-.-./-/-/../–/./.-.-.-/ - be sure you
have correct time
End Game Scene
- -.. — -.– — ..- .– .- -. – – — .–. .-.. .- -.– ..–.. -… .- -. .- -. .- .-.-.-
- do you want to play?
banana
End Credits (for real this is ridiculous howd you guys even think to do this)
- .- / …. / .-. / —– / -.-. / …. / — / -…. / .-.. / -.– / —-. / –.- / -.-. / …. / -. / —– / .-.. / — / .-.. / —– / .-.. / —– / .-.. / . / -.. / -.. / -.– / -…-
- A H R 0 C H M 6 L Y 9 Q C H N 0 L M L 0 L 0 L E D D Y <BT>
Ok thats what I got but apparently according to the wiki if you do some serious sleuthing:
- Ask a man about a dog
and thats the end of the frequencies in game that i’ve found + the only fricking message i couldnt decode by myself (yes im salty). there’s probably even more honestly.
Beacon Beach
- — / .- / –. / –. / .. / .
- M A G G I E
Beacon Beach
- .- .-.. .-.. / .. … / .-.. — … – / .- .-.. .-.. / .. … / .-.. — … – / .- .-.. .-.. / .. … / .-.. — … – / .-.. — … –
- ALL IS LOST ALL IS LOST ALL IS LOST LOST
Beacon Beach
- -.– — ..- / .– .. .-.. .-.. / -.- -. — .– / .– …. . -. / .. – / .. … / – .. — . / – — / –. —
- YOU WILL KNOW WHEN IT IS TIME TO GO
Update: Even more morse code has been found, here are the translations!
- … — .-. .-. -.– – …. .- – .. .– . -. – .- …. . .- -.. .-.-.- -. — – -.– — ..- .-. ..-. .- ..- .-.. – .-.-.- .-.. — …- . .- -. -. .- .-.-.-
- Sorry that I went ahead
not your fault
Love Anna.
- …. .- .-. -.. – — – …. .. -. -.- .-.-.- .- .-. . -.– — ..- – …. . .-. . ..–.. .-.. — …- . .- -. -. .- .-.-.-
- Hard to think.
Are you there?
Love Anna.
Radio Frequencies
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
This section is dedicated to things you can pick up on the Radio.
WIP: I am replaying the game to go through the radio at all times to make a list here. Once I finish with my notes, I will list the frequencies by number & location.
Usual Things to pick up:
- Distorted Songs from the soundtrack
- Jonas’s mothers song (Lost), Lost Prologue, Beacon Beach, and Through the leads.
- Garbled ‘pained’ screeching and yelling.
- Speeches, that are given during times of war.
- Cartoons
- Helicopter noises
Caves:
- 97.4 – Beeping with distorted breathing
- 106.2 – Beeping with classical music
- 107 – What sounds like an Anthem
- 97.1 – Heavy Breathing
Harden Tower:
- 97.1 – A playful jig
- 88.5 – Old timey singing
- 103.3 – Distorted slow speaking
- 101.7 – Distorted speaking, It was very hard to understand but I managed to pick up: “The fire started on the ship.”
Epiphany Fields:
- 94.3 – Someone playing the guitar
- 103.4 – “First we will eat and drink, then we’ll go see the girls, yes?”
-“Yes.”
“You see, she doesn’t know.” - 107 – Song from OST
Towhee Woods:
- 107 – Out of tune piano playing, ends with a cartoon voice saying: “Ah, to hell with it.”
- 100.9 – Piano playing in tune.
- 92.5 – Demonic screeching, quite literally.
- 90.8 – “There was plenty of time for thinking. Thinking about a lot of things you remembered. Sometimes about what was ahead. That was a special time of thinking. But when you looked around, you saw you weren’t the only one doing it. Somehow that made you feel a lot closer.”
At Fort Milner:
- 99.4 – MAYDAY, MAYDAY, KANALOA, MAYDAY, MAYDAY
Theories
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Ok this section you can skip if you want, I just wanted to share my various theories about the game.
This section isn’t going to be properly formatted either because I don’t even know how to like..organize my weird ass thoughts. Also it’s pretty short because I’m not going in depth.
Anna and Margaret were totally girlfriends.
Alex was trapped in the loops for a long time, without even realizing it, but with the Leave. Possible. ending, she can finally be free.
I think The Sunken attach to Clarissa so easily, and I believe she accepts them as well(?), because she’s already lost the will to live. She suffers from depression over Michaels death, and she hasn’t coped well at all. It’s only natural The Sunken would take advantage of that.
Update: I’ve decided maybe Clarissa actually openly and consciously accepted the sunken because they’re company, and look what it allowed her to do in game? Torture the person she blames for losing the most important person to her. Like wild.
Most of the morse code messages you receive in game are probably from Anna, trying to communicate with Margaret, which would explain the love, ___ messages. Listen: Listen: they’re gay.
I don’t think The Sunken ever had the intention of hurting Alex and Co. Even when they played their dangerous games, they always planned on letting them leave, because eventually, they’ll come back, and their waves can be absorbed more. Why let them die? It would ruin their plan, even if it won’t work. It’s like the last shred of hope they have.
Also last one, kinda weird and out there: Maybe Alex continues to go back to Edwards Island just for a chance to revive Michael, and be with him again, even if only for a little while. I mean, if you could see your dead loved one again, wouldn’t you do it?
Update: It’s interesting after all this time we never actually saw the ending where you never find any of Maggies letters, and fail to connect with the Sunken and help them remember their individuality, and Alex becomes apart of the collective.
Ok that’s it fam.
Finale
- Introduction
- Achievements
- Anomalies
- Adler Notes
- All Endings Guide
- Bonus Part 1 (Morse Code Fun Time)
- Bonus Part 2 (Radio Frequencies)
- Bonus Part 3 (Theories)
- Closure
Thanks for checking out my guide! I hoped it helped!
I say it’s 100%, but honestly… There are probably A LOT of secrets I missed.
One last time for fun: A final summary of the game.
Margaret Adler caused the destruction of the USS Kanaloa, and because of the Nuclear Reactor on board, all members aboard the Kanaloa were dragged into a different dimension. With the help of Anna, Margaret and her managed to communicate with The Sunken via Radio. They tried to help free them from the dimension they were trapped in, but The Sunken ultimately dragged Anna in with them. Margaret never forgave herself for this, and spends the rest of her life on the island, trying to make sure no one else tunes into the signal.
Fast forward, We have our main crew going to the island, Maggie just recently died, so guess what the idiots do, they tune into the source. Thus trapping them in the time loop alternate space dimension hellzone.
Depending on your actions, everyone can get out alive, or they’ll be trapped forever.
and that’s all folks. hope you enjoyed.