Mad Father is a freeware horror adventure game by Sen (Miscreant's Room) made in WOLF RPG Editor.

Aya Drevis is a young girl living in an isolated mansion in northern Germany.
Since her mother's passing, she's felt lonely living with just her father and his assistant Maria.
What's more, having heard the screams from the basement, she knows her father's secret...

(Content Severity: Gory)

Click here for content warnings.

Blood, gore, and murder (offscreen or with a cut to black).
Body horror.
Decapitation (mostly of inanimate human figures).
A few jumpscares.
Animal death.


Download Mad Father 2.08 | (Mirror)

(Chrome may falsely flag the download as malicious, but it's safe to ignore.)

A remade version of Mad Father is now available on Steam and Nintendo Switch.
The original game will remain free here, but you can show Sen 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 and streams are allowed, but should not be monetized. Exceptions are now allowed for YouTube's Partner Program and NicoNico Douga's Creators Program (but only for the paid remake version).

Including the game's title and linking the game page/store page in any videos of it is appreciated.

[1] Japanese video guidelines


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 the game freezes your computer on startup, it's likely caused by a problem with auto-installing fonts. Go into the Data folder, install all of the fonts, then delete the font files and try running the game again. It's supposed to install them automatically, but this seems to freeze some systems - deleting the fonts will stop it from trying.

If dialogue doesn't show up or uses the wrong font (which may cause cutoff text), manually install the fonts in the Data folder.


Screenshots

Screenshot Screenshot Screenshot

Hint Guide

Below is a hint-based walkthrough that addresses places where you may get stuck. Click or highlight the black boxes to show the spoiler text. It also lists the locations of all gems.

Hint Guide (Free Version)

After the Intro

To get into the basement, you need a Lighter (filled with Lighter Oil) and Oil.

How do I get the Lighter?
Push the stool in the Reception Room over to the top-left dresser to get a Cutting Knife, then use that to open the taped box in the Changing Room.

How do I get the Lighter Oil?
Get the Lamp from the safe in the Bedroom (the hint for the code is in the Archives), pull away the rug in the Kitchen, and send Snowball through the small hole into the Storehouse.

How do I get the Oil?
It's on the counter in the Kitchen.


B1F

Total guess, but is there something I need to do for the true ending here?
Er... yes. You need to check on Maria after the cutscene in the Laboratory twice for an item, then find where to use it before the ending.

How do I go further than the Open Room?
Get the Ladder there and use it in the Attic. Push the movable pot off the edge to get the Mini Chainsaw.

How do I help the girl in the cell?
You need the Eyeball Bottle from the Taxidermy Room, as well as the Wood Bucket also found there. You can't give the bottle to her directly, so...
Go to the Reception Room on 1F and go behind the painting to the Courtyard. Fill the Wood Bucket with water and bring it to put out the fire in the Reception Room.


B2F

How do I get the key out of the toilet?
Get the Forceps from chainsawing a wooden crate in the B2F Laboratory, use them, and wash the key in the bucket.

How do I feed the boy in the Cafeteria?
Cut down the hunk of ham with the chainsaw, fry it on the stove, and give it to him on a plate.

What do I do in the Trick Room?
Make the two sides match. (Not mirrored, that's a different game.)

What do I do in the diary rooms?
Simply try to recreate what's described in the entries using whatever's available.


B3F

How do I dodge the rats?
Just grab the Door Key in the middle and retreat. You can't force your way all the way through.

How do I get Mom's Perfume back?
Push the shelf in the room on the right to the left to find a crack in the wall. Chainsaw it.

What do I do in the Guest Rooms?
Reopen the fourth door from the left after it closes. Run away from the zombie into that room. Sleep on the bed to make it move. Bait the zombie into the fifth room and pull the pot back as you retreat.
Lastly, run out and close the door to the fifth room (try to walk through and it'll do it automatically) to trap the zombie.


Tunnels

How do I get past the patrolling zombie?
Pull the plank and push a sandbag on it to weigh it down. Chainsaw the chandelier when the zombie is underneath.

What do I do with the mandrake?
You need Earplugs to avoid dying. Smash the cracked pot in the Cultivation Room with the Hammer to get some.

And then what?
Take it with you to the Dead End and place it in the little niche in the rocks to kill (?) the dog. Use the Scalpel on the dog to get the key back.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to a potentially better ending.
If you haven't fulfilled a certain requirement, you're forced onto another bad ending.
If you have, you have the option to get that or the true ending.

Collecting all 21 gems gets you an extra scene after the true ending, after which the If story and Gallery are unlocked.


Gem Locations

Found Normally

  1. 2F Nursery (Required)
  2. Entrance Hall
  3. 1F Kitchen
  4. Attic
  5. 1F Cafeteria
  6. Courtyard
  7. 2F West Passage Hidden Room
    (Watch where the crawling corpse goes)
  8. 2F Doll Room
  9. B1F Cultivation Room
  10. B1F Open Room
  11. B1F Passage
  12. B2F Passage
  13. Tunnel Hidden Passage (from B2F Jail)
  14. Tunnel Big Passage
  15. Tunnel Cultivation Room

Special Events

  1. See event between mother and daughter subjects in 2F Bedroom
    (Get the Pendant in Archives and use it in Bedroom)
  2. Fulfill a requirement in B1F Corpse Room
    (Lead body to head)
  3. Give the eyeless girl in B1F Hall eyes
    (Part of the plot, silly)
  4. Fulfill a requirement in B2F Laboratory
    (Use the chainsaw to let the subject run loose)
  5. Free the man in the B2F Jail
    (Go through the optional caves from the upper-left cell for the key)
  6. Help the stuffed dog in the left B3F Private Room
    (Get a bone from a skeleton and put it in its mouth)
Hint Guide ("Original" Paid Version)

After the Intro

To get into the basement, you need a Lighter (filled with Lighter Oil) and Oil.

How do I get the Lighter?
Push the table in the Reception Room over to the top-left dresser to get a Kukri Knife, then use that to cut the spider web in the Changing Room.

How do I get the Lighter Oil?
Get the Lamp from the safe in the Bedroom (the hint for the code is in the Archives), pull away the rug in the Kitchen, and send Snowball through the small hole into the Storehouse.

How do I get the Oil?
It's on the far-right shelves in the Kitchen.


B1F

Total guess, but is there something I need to do for the true ending here?
Er... yes. You need to check on Maria after the cutscene in the Laboratory twice for an item, then find where to use it before the ending.

I did a loop to the Storehouse; how do I proceed?
Get the Ladder there and use it in the Attic. Push the crate off the edge to get the Mini Chainsaw. Use it to break the wooden barricade.

How do I help the girl in the cell?
You need the Eyeball Bottle from the Taxidermy Room, as well as the Wood Bucket also found there. You can't give the bottle to her directly, so...
Go to the Reception Room on 1F and go behind the painting to the Courtyard. Fill the Wood Bucket with water and bring it to put out the fire in the Reception Room.


B2F

How do I get the key out of the toilet?
Get the Forceps from chainsawing a wooden crate in the B2F Laboratory, use them, and wash the key in the bucket.

How do I feed the boy in the Cafeteria?
Cut down the hunk of ham with the chainsaw, use it on the stove to fry it, and give it to him on a plate.

What do I do in the Trick Room?
Make the two sides match. (Not mirrored, that's a different game.) The final task is to imitate the peeking girl.

What do I do in the diary rooms?
Simply try to recreate what's described in the entries using whatever's available.


B3F

How do I dodge the rats?
Just grab the Door Key in the middle and retreat. You can't force your way all the way through.

How do I get Mom's Perfume back?
Push the shelf in the room on the right to the left to find a crack in the wall. Chainsaw it.

What do I do in the Guest Rooms?
Reopen the fourth door from the left after it closes. Run away from the monster into that room. Sleep on the bed to make it move. Bait the monster into the fifth room and pull the pot back as you retreat.
Lastly, run out and close the door to the fifth room (try to walk through and it'll do it automatically) to trap the monster.


Tunnels

How do I get past the patrolling doll?
Pull the plank and move sandbags onto it to weigh it down. Chainsaw the chandelier when the doll is underneath.

What do I do with the mandrake?
You need Earplugs to avoid dying. Smash the cracked pot in the Cultivation Room with the Hammer to get some.

And then what?
Take it with you to the Dead End and use it at the far-right of the cliff kill (?) the dog. Use the Scalpel on the dog to get the key back.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to a potentially better ending.
If you haven't fulfilled a certain requirement, you're forced onto another bad ending.
If you have, you have the option to get that or the true ending.

Collecting all 21 gems gets you an extra scene after the true ending, after which the If story and Gallery are unlocked.


Gem Locations

Found Normally

  1. 2F Nursery (Required)
  2. Entrance Hall
  3. 1F Kitchen
  4. Attic
  5. 1F Cafeteria
  6. Courtyard
  7. 2F West Passage Hidden Room
    (Watch where the crawling corpse goes)
  8. 2F Doll Room
  9. B1F Cultivation Room
  10. B1F Passage
  11. B2F Passage
  12. Tunnel Hidden Passage (from B2F Jail)
  13. B2F Mirror Room
    (The mirror's showing you where to look)
  14. Tunnel Big Passage
  15. Tunnel Cultivation Room
    (Once freed, one of the mandrakes is glowing...)

Special Events

  1. See event between mother and daughter subjects in 2F Bedroom
    (Get the Pendant in Archives and use it in Bedroom)
  2. Fulfill a requirement in B1F Corpse Room
    (Lead body to head)
  3. Give the eyeless girl in B1F Hall eyes
    (Part of the plot, silly)
  4. Fulfill a requirement in B2F Laboratory
    (Use the chainsaw to let the subject run loose)
  5. Free the man in the B2F Jail
    (Go through the optional caves from the upper-left cell for the key)
  6. Help the stuffed dog in the left B3F Private Room
    (Get a bone from the mandrake after uprooting it and put it in its mouth)
Hint Guide (Paid Remake)

After the Intro

To reach the underground lab, you need to make a torch.

How do I learn how to make a torch?
Get the Archives Key from the Bedroom. In the Archives, find The Flame Egg, and read it for a list of materials.

How do I get Cloth?
Push the chair in the Reception Room over to the top-right dresser to get an Old Key. Use that to open the safe behind the painting for a Dagger. Use it to cut the dress in the Changing Room.

How do I get Wire?
Get the Lamp from the safe in the Bedroom (the hint for the code is in the Archives). Pull away the rug in the Kitchen, and send Snowball through the small hole into the Storehouse.

How do I get Firewood?
There's a pile of it on the right side of the Kitchen.


B1F

Total guess, but is there something I need to do for the true ending here?
Er... yes. You need to check on Maria after the cutscene in the Laboratory twice for an item before she moves later on, then find where to use it before the ending.

I've hit a dead end in the Shed.
Push the crate off the edge to get the Mini Chainsaw. Use it to break the wooden barricades back at the Crossroads.

How do I help the girl in the cell?
You need to give her the Bottle of Eyeballs from the Taxidermy Room. You can't give the bottle to her directly, so...
Use the Mini Chainsaw to break the left barricade in the B1F Crossroads and get the Flame Retardant. Go to the Reception Room on 1F and use it to put out the fire. Crawl inside and drop the bottle.


B2F

How do I get the key out of the toilet?
Go where the old man points to find the B2F Laboratory. Get the Forceps from chainsawing the wooden crate inside. Use them to get the key, and wash the key in the sink.

How do I feed the boy in the Cafeteria?
Cut off a sausage with the chainsaw, use it on the stove to cook it, then pick it up and give it to him.

What do I do in the Gimmick Room?
Make the two sides match. (Not mirrored, that's a different game.) The final task is to imitate the peeking girl.

What do I do in the Room of Memories?
Simply try to recreate what's described in the entries using whatever's available.


B3F

How do I dodge the rats?
Just grab the Rusty Key in the middle and retreat. You can't force your way all the way through.

How do I get Mom's Perfume back?
Push the shelf in the room on the right to the left to find a crack in the wall. Chainsaw it.

What do I do in the Doll House?
Enter the coffin room, and reopen the door after it closes. Go right, then run from the killer doll into that room.
Sleep in the coffin to make it move. Go through the passage and get the Herbicide, then use it on the plants on the door. Open the door to bait the doll in, and pull the robot doll back as you retreat.
Lastly, run out and close the door to the bed room (try to walk through and it'll do it automatically) to trap the doll.


Tunnels

How do I get past the patrolling doll?
Move the plank, then move sandbags onto it to weigh it down. Chainsaw the chandelier at the right time so it lands on the doll.

How do I complete the tile puzzle?
Take the Puzzle Piece in the Dead End. Solve the puzzle such that the existing pieces are in the right place, quit out, then insert the final piece.

What do I do with the Alraune?
Take the pot with you to the Dead End and put it under the claw. Hit the switch and run to the Cultivation Room. Afterward, use the Scalpel on the dog.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to a potentially better ending.
If you haven't fulfilled a certain requirement, you're forced onto another bad ending.
If you have, you have the option to get that or the true ending.

Collecting all 20 gems gets you an extra scene after the true ending, after which the If story and Gallery are unlocked.


Gem Locations

Found Normally

  1. 2F Nursery (Required)
  2. Entrance Hall
  3. 1F Kitchen
  4. 1F Cafeteria
  5. 1F Bathroom
  6. 2F West Hallway
    (Hide in the top-left and let the maid go by)
  7. 2F Doll Room
  8. B1F Incubation Room
  9. Shed
  10. B1F Crossroads
    (Take the ladder from the left and move it to the right)
  11. B2F Mirror Room
    (The mirror's showing you where to look)
  12. B2F Passage
  13. Tunnels Large Passage
  14. Tunnels Cultivation Room
    (Once freed, one of the mandrakes is glowing...)

Special Events

  1. See event between mother and daughter subjects in 2F Bedroom
    (Get the Pendant in Archives and use it in Bedroom)
  2. Complete the sub-mission in B1F Mortuary
    (Check head, check cloth that moves, open door, then lead body to head)
  3. Give the eyeless girl in B1F Hall eyes
    (Part of the plot, silly)
  4. Unlock the handcuffs in the B2F Jail
    (Solve box puzzle: push right box up, push left box left, push second box from left up, push rightmost box up twice, push box to left)
  5. Complete the sub-mission in B2F Laboratory
    (Use the chainsaw to cut the rope)
  6. Help the stuffed dog in the left B3F Private Room
    (Get Bone from Alraune after retrieving key, put it in stuffed dog's mouth)

Walkthrough

If the hint guide isn't enough, here's a more complete walkthrough.

Walkthrough (Free Version)

After the Intro

Go into the Nursery and take Snowball. Go into the Bedroom (left of the Nursery) and leave, then come back in to get the Archives Key.

Go west across the Entrance Hall to the 2F West Passage. Go into the Archives and look through the shelves for the Code Memo. Make sure to read The Flame Egg.

Use the note's hints to figure out the code for the safe in the Bedroom [7482], then open it for the Lamp and Mom's Perfume.

In the Reception Room (accessed through left door in Entrance Hall), push the stool over to the top-left dresser and stand on it to get the Cutting Knife.

Go to the Bathroom (left of the Reception Room) and get the Cafeteria Key. Open the taped box in the Changing Room (left of the Archives) with the Cutting Knife to get the Empty Lighter.

Go to the Kitchen (through center door in the Entrance Hall). Get the Oil on the counter.

With the Lamp from the safe, go into the door under the Kitchen rug. Send Snowball into the hole in Outside Storehouse to get the Lighter Oil. Fill the Empty Lighter with it.

Go into the door on the right of the Entrance Hall to reach the basement stairs. Burn the monster with the Lighter and Oil.


B1F

Get the Wood Bucket and the Eyeball Bottle in the Taxidermy Room.

[NOTE: You need to check on Maria after the cutscene in the Laboratory twice for an item important to getting the true ending. Make sure to find out where to use it before the ending.]

Proceed to a dead end. Get the Ladder in the Open Room.

Return to 2F and go all the way right to the Attic. Use the Ladder to get up, then push the movable pot off the edge to break it open and get the Mini Chainsaw.

Backtrack to the Open Room and use the chainsaw to smash the barrels in the way.

When you find the crying girl in the cell, make sure to (attempt to) show her the Eyeball Bottle.

Go to the Reception Room on 1F. Check the painting and move it aside. In the Courtyard, use the Wood Bucket at the water and carry it to put out the fire in the Reception Room. Drop the Eyeball Bottle down the hole in the fireplace.

Return to the cell and let the girl come out, then pull the lever inside the cell to open the door.

After finding that the corridor loops, go left and talk to the woman to get her to follow you. Once she's gone, the corridor will no longer loop.


B2F

Go where the old man points: right through the wall. Chainsaw the wooden crate in the B2F Laboratory to get the Forceps.

Go to the Toilet (bottom-right room from B2F Passage). Use the Forceps to get the Rusty Key out of the toilet and wash it in the bucket. Use it to open the door in B2F Passage.

On your second visit to the Cafeteria, cut down the hunk of ham with the chainsaw. Fry the Raw Ham and give it to the boy to get a Napkin.

In the Trick Room, make the two sides match by:
1) Flipping the painting on the right turnways.
2) Taking the spear from the soldier on the right and giving it to the armor.
3) Pushing the armor on the right left a space.
4) Taking half the flowers (AKA the Bouquet) from the left vase and putting them in the right.
5) Moving the king from the upper room into position, then decapitating him with the chainsaw.

In the first diary room, simply push the baby toward the mother.
In the second diary room, pick up the two animals, putting each in the dresser, and push the mother out the door.
In the third diary room, pick up the Kitchen Knife from the counter, give it to the boy, and wipe the mother's face with the Napkin.
In the fourth diary room, decapitate the girl with the chainsaw.


B3F

In the hallway of rats, grab the Door Key in the middle and retreat. (You can't force your way all the way through.)

Go into the room on the right, smash the barrels, and push the shelf left to find a crack in the wall. Chainsaw it to get back Mom's Perfume. Apply it to get past the rats.

In the Guest Rooms, reopen the fourth door from the left after it closes. Run away from the zombie into that room. Sleep on the bed to make it move. Bait the zombie into the fifth room and pull the pot back as you retreat.
Lastly, run out and close the door to the fifth room (try to walk through and it'll do it automatically) to trap the zombie.

Try to go through the door in B3F Hall, then take the Creepy Doll. Go back to B3F Passage to find a new path.


Tunnels

Pull the Scalpel out of Ines in the Incinerator Room and try to open the door.

When you reach the zombie patrolling, go up the ladder when it's looking away. Pull the plank and push a sandbag on it to weigh it down. Chainsaw the chandelier when the zombie is underneath.

Get the Hammer in the area with the mad dog. Go to the Cultivation Room and solve the tile puzzle to open the door. Use the Hammer to smash the cracked pot to get the Earplugs.

Don't uproot the mandrake in the Cultivation Room, but do take it with you. In the Dead End, place it in the little niche in the rocks to kill (?) the dog and not you. Use the Scalpel on the dog to get the Incinerator Key.

Go back to the Incinerator Room, open the door, and throw the Creepy Doll into the fires of Mt. Drevis. Return to the door it was guarding on B3F.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to the potential true ending.
If you haven't read Maria's backstory in her room, you're forced onto another bad ending.
If you have, you get the option to help her. Check on her after she's attacked, get the Bandage from the shelves, and use it on her.

Collecting all 21 gems gets you an extra scene after the true ending, after which the Gallery and If story are unlocked.

Walkthrough ("Original" Paid Version)

After the Intro

Go into the Nursery and take Snowball. Go into the Bedroom (left of the Nursery) and leave, then come back in to get the Archives Key.

Go west across the Entrance Hall to the 2F West Passage. Go into the Archives and look through the shelves for the Code Memo. Make sure to read The Flame Egg.

Use the note's hints to figure out the code for the safe in the Bedroom [7482], then open it for the Lamp and Mom's Perfume.

In the Reception Room (accessed through left door in Entrance Hall), push the table over to the top-left dresser and stand on it to get the Kukri Knife.

Go to the Bathroom (left of the Reception Room) and get the Cafeteria Key. Cut the spider web in the Changing Room (left of the Archives) with the Kukri Knife and get the Empty Lighter.

Go to the Kitchen (through center door in the Entrance Hall). Get the Oil on the rightmost shelves.

With the Lamp from the safe, go into the door under the Kitchen rug. Send Snowball into the hole in Outside Storehouse to get the Lighter Oil. Fill the Empty Lighter with it.

Go into the door on the right of the Entrance Hall to reach the basement stairs. Burn the monster with the Lighter and Oil.


B1F

Get the Wood Bucket and the Eyeball Bottle in the Taxidermy Room.

[NOTE: You need to check on Maria after the cutscene in the Laboratory twice for an item important to getting the true ending. Make sure to find out where to use it before the ending.]

Proceed to loop around to the Storeroom. Get the Ladder there.

Return to 2F and go all the way right to the Attic. Use the Ladder to get up, then push the movable pot off the edge to break it open and get the Mini Chainsaw.

Backtrack to the B1F Corridor (through the Storeroom) and use the chainsaw to break the wooden barricade.

When you find the crying girl in the cell, make sure to (attempt to) show her the Eyeball Bottle.

Go to the Reception Room on 1F. Check the painting and move it aside. In the Courtyard, use the Wood Bucket at the water and carry it to put out the fire in the Reception Room. Drop the Eyeball Bottle down the hole in the fireplace.

Return to the cell and let the girl come out, then pull the lever inside the cell to open the door.

After finding that the corridor loops, go left and talk to the woman to get her to follow you. Once she's gone, the corridor will no longer loop.


B2F

Go where the old man points: right through the wall. Chainsaw the wooden crate in the B2F Laboratory to get the Forceps.

Go to the Toilet (bottom-right room from B2F Passage). Use the Forceps to get the Rusty Key out of the toilet and wash it in the bucket. Use it to open the door in B2F Passage.

On your second visit to the Cafeteria, cut down the hunk of ham with the chainsaw. Use the Raw Ham on the stove to fry it and give it to the boy to get a Napkin.

In the Trick Room, make the two sides match by:
1) Flipping the painting on the right turnways.
2) Taking the spear from the nun on the right and giving it to the armor.
3) Pushing the armor on the right left a space.
4) Taking half the flowers (AKA the Bouquet) from the left vase and putting them in the right.
5) Decapitating the girl in the upper room with the chainsaw, then placing the Doll Head on the headless doll.
6) Lastly, imitate the peeking girl doll by standing on the right side of the wall and checking it.

In the first diary room, simply push the baby toward the mother.
In the second diary room, pick up the two animals, putting each in the dresser, and push the mother out the door.
In the third diary room, pick up the Kitchen Knife from the counter, give it to the boy, and wipe the mother's face with the Napkin.
In the fourth diary room, decapitate the girl with the chainsaw.


B3F

In the hallway of rats, grab the Door Key in the middle and retreat. (You can't force your way all the way through.)

Go into the room on the right, smash the barrels, and push the shelf left to find a crack in the wall. Chainsaw it to get back Mom's Perfume. Apply it to get past the rats.

In the Guest Rooms, reopen the fourth door from the left after it closes. Run away from the monster into that room. Sleep on the bed to make it move. Bait the monster into the fifth room and pull the pot back as you retreat.
Lastly, run out and close the door to the fifth room (try to walk through and it'll do it automatically) to trap the monster.

Try to go through the door in B3F Hall, then take the Creepy Doll. Go back to B3F Passage to find a new path.


Tunnels

Pull the Scalpel out of Ines in the Incinerator Room and try to open the door.

When you reach the patrolling doll, go up the ladder when it's looking away. Pull the plank and move sandbags onto it to weigh it down. Chainsaw the chandelier when the doll is underneath.

Get the Hammer in the area with the mad dog. Go to the Cultivation Room and solve the tile puzzle to open the door. Use the Hammer to smash the cracked pot to get the Earplugs.

Don't uproot the mandrake in the Cultivation Room, but do take it with you. In the Dead End, place it on the far-right edge of the cliff to kill (?) the dog and not you. Use the Scalpel on the dog to get the Incinerator Key.

Go back to the Incinerator Room, open the door, and throw the Creepy Doll into the fires of Mt. Drevis. Return to the door it was guarding on B3F.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to the potential true ending.
If you haven't read Maria's backstory in her room, you're forced onto another bad ending.
If you have, you get the option to help her. Check on her after she's attacked, get the Bandage from the shelves, and use it on her.

Collecting all 21 gems gets you an extra scene after the true ending, after which the Gallery and If story are unlocked.

Walkthrough (Paid Remake)

After the Intro

In the Nursery, take Snowball. Go into the Bedroom (left of the Nursery) and take the Archives Key in the back.

Go west across the Entrance Hall to the 2F West Hallway. Use the Archives Key to enter the door. Check the leftmost shelves for the Code Memo. Read The Flame Egg on the rightmost shelves.

Use the note's hints to figure out the code for the safe in the Bedroom [4280], then open it for the Lamp and Mom's Perfume.

In the Reception Room (accessed through left door in Entrance Hall), push the chair over to the top-right dresser and stand on it to get the Old Key.

Check the Reception Room painting and pass the quick-time event. Use the Old Key to open the safe for a Dagger.

Cut the dress in the Changing Room (1F East Hallway) with the Dagger to get Cloth.

Go to the Kitchen (behind stairwell in the Entrance Hall). Get Firewood from the pile on the right side.

With the Lamp from the safe, go into the door under the Kitchen rug. Send Snowball into the hole in Outside Storehouse to get Wire.

Use the torch materials to combine them into a Torch. Go to the Kitchen and use the Torch on the oil cointainer to soak it in oil.

Go to the Reception Room and light the torch using the fireplace. Go behind the stairs in the Entrance Hall and go down to the basement, and burn the dolls.


B1F

Get the Bottle of Eyeballs that falls in the Taxidermy Room.

[NOTE: After the cutscene in the Laboratory, you need to check on Maria twice before she leaves that spot for an item important to getting the true ending. Make sure to find out where to use it before the ending.]

Keep moving ahead. Check on the crying girl in the cell.

Keep going until you reach the Shed. Go up the ladder and push the movable crate off the edge to break it open and get the Mini Chainsaw.

Backtrack to the B1F Crossroads and use the chainsaw to break the left wooden barricade and get the Flame Retardant.

Return to the Reception Room on 1F (fastest to exit the Shed via the barricaded entrance). Put out the fireplace with the Flame Retardant. Look inside, move the wood, and drop the Bottle of Eyeballs down the hole.

Return to the cell and let the girl come out. Go through the door in the back.

After taking the stairs several times, go left and talk to the woman to get her to follow you. Head back out. After the scene, go back and take the stairs down.

(For Blood Mode: Use the chainsaw on the invisible presence.)


B2F

Go where the old man points: right through the wall. Chainsaw the wooden crate in the B2F Laboratory to get the Forceps.

Go to the Toilets (bottom-right room from B2F Passage). Use the Forceps to get the Cell Key out of the toilet and wash it in the sink. Use it to open the door in B2F Jail.

Proceed through the tunnel avoiding anything that makes sound: the creaky bridge, puddles, the cracked floors, stepping under the glass light, the mouse, the door. If you do trigger anything, you can retry if you pass the QTE.

At the end, use the Chainsaw while standing on the cracked floor to summon the doll and break the floor. Take the Hand Lever.

Return to B1F Hall and put the Hand Lever on the switch. Use it to open the door. Keep going forward.

On your second visit to the Cafeteria's Kitchen, cut down some hanging meat with the chainsaw. Use the Sausage on the stove to cook it. Pick it up off the table and give it to the boy to get a Napkin.

In the Gimmick Room, make the two sides match by:
1) Using the chainsaw to put a crack in the rightmost pillar.
2) Taking the spear from the nun on the right and giving it to the armor on the right.
3) Pushing the armor on the right left a space.
4) Taking half the flowers (AKA the Bouquet) from the left vase and putting them in the right.
5) Decapitating the girl in the upper room with the chainsaw, then placing the Doll Head on the headless doll.
6) Lastly, imitate the peeking girl doll by standing behind the middle pillar on the right and checking it.

In the first diary room, simply push the baby toward the mother.
In the second diary room, pick up the two animals, putting each in the dresser, and push the mother out the door.
In the third diary room, pick up the Kitchen Knife from the counter, give it to the boy, and wipe the mother's face with the Napkin.
In the fourth diary room, decapitate the girl with the chainsaw.


B3F

In the hallway of rats, grab the Rusty Key in the middle and retreat. (You can't force your way all the way through.)

Unlock the room on the right. Push the dress right to find a boarded-up wall. Chainsaw it to get back Mom's Perfume. Apply it to get past the rats.

In the Doll House, enter the coffin room, and reopen the door after it closes. Go right, then run from the killer doll into that room. Sleep in the coffin to make it move. Go through the passage and get the Herbicide, then use it on the plants on the door. Open the door to bait the doll in, and pull the robot doll back as you retreat. Lastly, run out and close the door to the bed room (try to walk through and it'll do it automatically) to trap the doll.

Try to go through the door in B3F Outside Lab, then take the Creepy Doll. Go back to B3F Passage to find a new path.


Tunnels

Proceed ahead, avoiding being seen by the dolls. Also, don't step on the glass shards near the end.

Pull the Scalpel out of the girl in the Incinerator Room.

When you reach the patrolling twin doll, go up the ladder. Move the plank, then move sandbags onto it to weigh it down. Chainsaw the chandelier at the right time so it lands on the doll.

Take the Puzzle Piece in the Dead End. Go to the Cultivation Room and solve the tile puzzle except for the bottom-right piece. Choose to give up, then insert the final piece to open the door.

Don't uproot the Alraune in the Cultivation Room, but do take it with you. In the Dead End, place it under the claw, hit the switch, and run into the Cultivation Room. Use the Scalpel on the dog to get the Incinerator Key.

Go back to the Incinerator Room, open the door, and throw the Creepy Doll into the fires of Mt. Drevis. Return to the door it was guarding on B3F.


Endgame

Choosing to "Grant mom's wish" leads to a bad ending.

Choosing to "Save father" leads to the potential true ending.
If you didn't read Maria's diary in her room, you're forced onto another bad ending.
If you did, you get the option to help her (getting that same bad ending if you don't). Check on her after she's attacked, get the Bandages from the shelves, and use them on her.

Beating the game unlocks Blood Mode. Collecting all 20 gems gets you an extra scene after the true ending, after which the Museum and If story are unlocked.


Music

Below are all the songs in the game and their sources. Note that there may be some spoilers in the track names.

Do not reupload these songs elsewhere without permission from their respective creators.

Song List
Name Original Name Source Link
Drevis Residence Tin Coffee Maker [Slow] Source
Black Shadow Black Shadow 1 - Curious Source
Psychopath Psychopath Source
No One Here Desert of No One Source
Warped World Exitless Forest Source
Tension Loop #103 Source
Memory Starry Promenade Source
Shudder Death's Axe Source
Mystery Salesman Not To Be Trusted Source
Love and Hate Love and Hate Source
Madness Small Fugue Source
Melody Tchaikovsky's Melody Source
Light Left Light Left Source
Old Doll Old Puppet Source
Singing Aya Greensleeves Source
Mad Father Tin Coffee Maker [Short] Source
Game Over Silence of Despair Source

Translation Notes
(These contain spoilers for all aspects of the game. Only read after you've beaten it fully. Also covers Misao.)


Original Author: Sen (Miscreant's Room)
Site: http://novice2.web.fc2.com/game/mad/index.html
Email: seeen*outlook.com (* to @)


That sounds made-up.