The Boogie Man

The Boogie Man is a freeware horror adventure game by Uri made in WOLF RPG Editor. It is the third game in the Strange Men Series.

Keith Baring is a cold, devoted detective whose boss decides he needs to take some time off.
While on a tour of an old castle with his wife Helena, she makes a startling confession to him.
Keith goes to bed bewildered - but things only become stranger as the Boogie Man's game begins...


(Content Severity: Discretion Strongly Advised)
Click here for content warnings.

Blood and gore.
Various kinds of death and murder.
Suicide.
Mention of self-harm.
A few cases of ableist language re: mental illness.
Animal death.
Swearing.

The Strange Men Series
The Crooked Man | The Sandman | The Boogie Man | The Hanged Man



Download The Boogie Man (Version 3) | (Mirror)
(Chrome may falsely flag the download as malicious, but it's safe to ignore.)

Voiceless Version | (Mirror)
If the regular version's filesize is too big, this version removes the main voice acting. It is generally only recommended if you can't download the full game.

The Boogie Man is now available on Steam and Playism for $3.
The game will remain free here, but you can show Uri your support by purchasing it.

Supported Platforms
The game's engine is made for Windows only, with no native support for other platforms. To play on Mac, you can try a general-purpose tool like WineBottler.




Usage Notes

Videos are allowed, but should not be profited off of, with the exception of YouTube monetization. Live streams are allowed.

Fanworks are generally allowed and can be sold. However, you should not sell anything that uses any specific resources from the game.

[1] Japanese rules page



Troubleshooting

Make sure to extract the game to its own folder instead of running directly from the ZIP file. If you don't do so, any saves made will be lost the next time you run the game.

If pictures aren't appearing where it seems they should, you must run the game as an administrator. Right-click Game.exe, go to Properties, and under the Compatibility tab, check "Run this program as an administator." (The first such picture should be a closeup of Keith at the very beginning.)

You may get an error about Game.dat not being found if the game folder's filepath contains special characters (accents, etc.). This can be fixed by moving the game folder somewhere without special characters in the path. There may also be errors when running in certain locales, but it should always work in English or Japanese locale.



Screenshots

Screenshot
Screenshot
Screenshot



Walkthrough

I've provided a walkthrough. It gives the steps to reach the end and the happy ending requirements. The endings branch based on two major events and whether or not you get all the "optional" happy end flags.

Click or highlight the black boxes to show spoiler text.

Walkthrough

Introduction

Enter the building and talk to Stevie at the table on the right.
Go around the ship and meet everyone, and talk to them afterward.
Once you've talked to everyone, the ship will arrive.

In the castle, there are optional scenes in each of the three doors up on the second floor.
To advance, go to the study (toward the south in the hallway with all the guest rooms) and check the right book on the table.

You can go back to the dining room and talk to everyone there.
To advance, return to the Barings' room.

After waking up, check the bedroom.
Leave the room and head to the reception hall (middle door on the second floor).



Finding Stevie

Head to the south end of the hallway with the guest rooms.
Enter the top room and get the wrench hammer from the toolbox.
Enter the middle room and check the note on the door.
Enter the bottom room and take the corkscrew from the corpse.

Use the corkscrew on the door in the middle room.
Enter the top room and push a chair up to the breaker on the wall to fix the power.
Return to the middle room, flip on the lightswitch beside the door, and enter.



Finding Lance

Get the 2F Passage Key from the open drawer behind Stevie.
Use it to unlock either of the doors upstairs to the 2F passage.

For Happy Ending (Click to Show)
Enter the room on the east side of 2F.
Check the head from the front and "take what's inside."
Get the video tape from the body that falls afterward.

Enter the room on the west side of 2F. Turn on the lights and check the fishtank.
After seeing the message, go to the cafeteria (middle door on 1F) and check the fish on the wall for the Theater Key.

Open the middle door in the 2F passage with the Theater Key.
Play the video tape on the projector.
(The tape will break after saving the Grundlers, so watch it before then.)

Down the stairs to the east is a note claiming to have the passcode for the panel in the 2F passage, 21653704. However, using this code only gets you a slight hint. Finding the correct code is more of a puzzle.

Hint: Refer to the records in the top-right room on 2F.
Hint 2: The colors on the dials are more important than the numbers.
Answer: Look at the color used for the word "boogie" in those albums on both sides. Purple, red, white, orange, pink, green, blue, yellow. 71065324.

After putting the correct code in the panel, go up the stairs, but don't walk too far forward.
Carefully navigate around the suits of armor, never standing in front of one, or you'll die.

For Happy Ending (Click to Show)
In the armor maze, look at the painting in the back.
(You can push the suit of armor just below it left to safely reach it.)
Three of the armors surround and face a single tile, and when you step on it, they'll swing their swords to the floor. After seeing the painting, push those three armors forward so they all strike that tile. Get the bit-key.

Open the door to the left of the armor maze with the wrench hammer and some kicks.
Open the gate with the bit-key, and proceed to the cell for a scene.

In the room of green graffiti, use the wrench hammer to get the axe off the wall.
Enter the door in the next hallway to find Lance.

To save Lance, use the axe on the door three times and get the Restraints Key inside to free him.
Everything else is a red herring or unimportant for the time being.
(The code for the hidden panel is 12111, though.)



Searching With Lance

After saving Lance (or during), knock down the shelves and take the iron plate on the left that comes loose.

Continue down the halls outside the room where Lance was until you reach an L-shaped hall going to the left. If you go down the hallway, you'll be shot at, so use the iron plate anywhere in the room. Grab the doll from the side or behind.

Continue until you reach the 2F passage again. Enter the room of mounted animals on the top-left.
Read the paper. Look at the "wolf" to get some information from Lance.
The other hint for the puzzle is on a painting in one of the 3F rooms.

Answer:
The eagle is the predator and the sheepdog is the protector.
Push the sheep behind the dog, all the way to the right wall.
From top to bottom: The "coward" facing right is on top, by the bow. The "rebel" facing left is below it, aligned with the dog. And the "fool" facing down is below the rebel.
The positions should look like this.


After placing the sheep, the pistol will come off the wall.
Take the pistol, shoot the eagle with it, and get the Hooked Gem.
Place the gem in the eagle emblem behind the note in the 3F hallway.

After going up the stairwell, enter the big door in front.
Talk to Lance to take him along, and go back downstairs the way you came.
Enter the left door and move the table onto the spikes.
Go back to the room and talk to Sophie from the left side.



David and Shirley

Go south from the safe room and jump over the hole.
Enter the room and look at the painting.
Continue downstairs. Don't step on the electrified floor to the west or you'll die.
Go east. Pick either weapon; they'll both serve the same purpose.

There's a tall statue in the same hallway where there was the gun-toting doll (downstairs and then left).
If you've checked the painting of Salome (the woman holding a severed head), you can notice something in the statue's mouth, but can't grab it.
Instead, use the saw or sledgehammer to break the statue and get the heart key.

Return to the hallway with the electrified floor and open the control panel with the heart key.
The switch inside will turn off the electricity so you can safely head west.

For Happy Ending (Click to Show)
Get the rope from the right room.
Go back to the hole in the floor and use the rope to go down and get a video tape. (Note: You can't use the rope or go down if David is with you.)
Return to the stairs beyond the once-electrified floor. Enter the right room and play the tape.
(The player with be destroyed when you find David, so watch it before then.)

The left room has a hint on how to get access to both the saw and sledgehammer.
Note, though, that getting both isn't strictly necessary.

Answer:
On the left side of the stage Sophie and Richard were hung above, there's a panel.
The circles show the code for this panel, which opens both glass walls in the weapon room.
(The O's are the buttons to press.)
X X O X X
X O X X X
X X X O X
O X X X O


Go up the stairs and talk to David on the outside bridge.
Proceed past the bridge. In the room of colored tiles, only step on the black or white tiles, not the red or green which kill you.
Kick the control panel at the end to disable the traps. Take the knife from the middle case on the wall.

At the four-way intersection, head east to the dead end, then walk back.
Open the box. Check it again after the scene for a key.
Open the south door at the intersection with the Chapel Key and enter the chapel.

Once the fire starts, use the knife to pass it to David so he can get Shirley free.
Leave the chapel and head west at the four-way intersection.
Either use the saw/sledgehammer to open the boarded door, or keep kicking it until it opens.
Inside, get the fire axe and use the control panel to raise the water pressure.

Continue west to the outside area.
Climb up to the window you see the Boogie Man jump out of.
Go down the hatch. Then go down the ladder past it.

Use the fire axe to break the pipe. If the water pressure is high, it'll put out the flames.
(Breaking the pipe and raising the pressure can be done in either order, but yeah.)
Go to the chapel and check on David and Shirley.



Searching With David

Return to the chapel (take the door north of the safe room), push the cross backward, and climb up it through the window.
Walk left along the pipes, and definitely not down. You'll climb up when you reach the end.

For Happy Ending (Click to Show)
Go inside and into the first door. Play the music box by the bed.
After it finishes, the key will fall out; take it.

Enter the large door at the end. Note that if you check the corpse and leave, you can't go back in.
Use the music box key on the front of the piano. Check it from the right side to open the top panel.
Press the switch inside the piano to open the painting.

If you don't check the corpse - which causes David to run away - you can borrow his lighter here, but it doesn't make much difference. Read the storybook page inside.

Head south from the outside area after going along the pipe.
You need to align the pieces on the giant chessboard such that "the battle hasn't begun."
They should look something like this, but all that matters is their horizontal position.
Push the white pieces left into the column with the white flags, and push the black pieces right into the column with the black flags. The gate will then open.



Where's Sophie?

Check the bathtub to find Sophie's escape route.

Head back south to the hallway where you heard Richard's voice.
Enter the door to the study. You can translate the Stale Papers by using them with the diary on the table.
In the hall of four rooms to the left, go in the third room (Svnoyiehinvdo's) and get Stale Paper 2 from under the bed.
You must translate Stale Paper 2 before you can solve the associated puzzle.

Hint: There are several sources of info for this puzzle: the Child's Diary, the "dictionary," the Stale Papers, and the names on the room plates.
Hint 2: The song in the Child's Diary plus Stale Paper 2 imply that the key was passed in the order of sun, wind, flower, moon. The servants' names have those meanings.
Answer: There's a key under the grate in Atsilvsgi's room. Atsilvsgi's name means "flower," making him the one the girl met, who was quickly executed and thus failed to pass on the key.

Head to the hallway left of the chessboard. Open the locked door on the top-left with the key.
Proceed out through the garden and enter the other building.

As Sophie, climb up on the bathtub.
In the vents, head toward the upper-left until you find a grate that opens.

During the dog attack scene, running out of HP will simply be a game over.
But if Sophie is at 30 or less HP (the bar will turn red) when Keith and David arrive, she'll die, leading to bad endings. She must be above that to survive the scene.
You can quickly end the scene (for either result, depending on your current HP) by using the Shelves Key from the previous room on the bottom-right shelves to hide inside.



Searching With David Again

Head left from the safe room, walking past the room where Sophie and Richard were suspended.
You'll hear footsteps; check the broken wall to the right of that room to have David help you over.

For Happy Ending (Click to Show)
Go to the bottom-right hallway and enter the room. Check the balled-up paper, and you'll hear footsteps.
Turn off David's lighter and hide in the top-left corner, left of the shelves, so that the Boogie Man won't see you - if he does, he'll run away.
The Boogie Man will enter, and Keith will try to ambush him.
If you have all the happy ending flags so far, the Helena scene will play out better.

Afterward, there will be a piece of paper and a recorder in the passage. Listen to the message.

Go down the long stairs and enter the door across from the foot of them.
Walk along the waterway and check the corpse for a rusted key.
Return to where you entered this secret area and climb back over the wall.

Head back through the garden to the other building where Sophie was attacked by dogs.
Go right and through the now-open gate. Check the door, then just turn around.
After the scene, open the door with the fire axe, and quickly dodge to the left or right upon entering.
Take the small key from the arrow. Use it to open the door to the west.

As David, open the curtains above. To survive, you must tear down one of them and wear it.
In addition, there are some puddles on the floor from fallen barrels - do not step on them.
Break through the window and run through. You can climb over a barrel to avoid the first puddle.

As Keith, head outside, to the other building, then to the room with the valve upstairs. Open the trap door with the Rusted Key.
Walk through the water to the west. Check the hole full of knives, but don't just grab the bronze key, or Keith will bleed to death.
Instead, head back east to the small room and get the towel.
Wrap it around your hand, then get the bronze key and open the door with it.



To the Top

Return to the hallway where David fell in the trap door and proceed.

Bad End 1: Boogie's Fine Tonight
Requirements: Both Sophie and David dying.

Walkthrough:
Keep walking down the stairs.
Enter the left gate. Climb the stairs to the top and pull the lever twice.
Go back down and go through the right gate. Enter the door.



Bad End 2: White Room
Requirements: Sophie dying and David living.

Walkthrough:
After the conversation in the room full of graffiti, check the painting to find a secret passage.
Head all the way down and enter the room there. Check the stack of books.
Proceed along to the room with two gates and enter the left one.
Go out to the veranda and head back.
Travel back to the safe room.



Bad End 3: Precious Box
Requirements: Sophie living and David dying.

Walkthrough:
Keep walking down the stairs.
Enter the left gate. Climb the stairs to the top.
Defeat the Boogie Man.
Take the key. Go down and open the right gate with it.
Find Helena downstairs.



Bad End 4: Happy Dream
Requirements: Both Sophie and David living, but without all the happy ending flags.

Walkthrough:
After the conversation in the room full of graffiti, check the painting to find a secret passage.
Head all the way down and enter the room there. Check the stack of books.
Go back up to the room of writing and proceed left.
Enter the left gate. Climb the stairs to the top.
Defeat the Boogie Man.



Happy End
Requirements: Both Sophie and David living, with all the happy ending flags.
1. Watch the Video Tape from the body in the decapitated head room.
2. Meet Helena in the cell you reach by heading left from the armor maze.
3. Watch Video Tape 2 down in the hole near the safe room.
4. Read the Punchinello story behind the painting opened by the piano switch.
5. Listen to the recorder after getting knocked out by the Boogie Man in the secret passage.
If you get all the flags, you'll be locked onto the happy ending route instead of Bad End 4.


Walkthrough:
After the conversation in the room full of graffiti, check the painting to find a secret passage.
Head all the way down and enter the room there. Check the stack of books.
Head back down the hallways and enter the now-open door. Get the video camera.
Enter the secret room to the left using the chapters of Genesis indicated by the notebook scrap: 5711.
Play the video in the video camera on the video/DVD player.
Proceed left from the room with the stack of paper.
Enter the left gate. Climb the stairs to the top.
Defeat the Boogie Man.



Extra Links

These contain spoilers for all aspects of the game. Only read after you've beaten it fully.

Translator's Notes
Bonus Thoughts



Don't blame it on the sunshine...