Mad Father

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, 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 revamped version of Mad Father is now available on Steam and Playism for $5.
The 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. 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 21 gems.

Hint Guide (Free Version, 2.xx)

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

Hint Guide (Paid Version, 3.xx)

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
16. See event between mother and daughter subjects in 2F Bedroom
(Get the Pendant in Archives and use it in Bedroom)
17. Fulfill a requirement in B1F Corpse Room
(Lead body to head)
18. Give the eyeless girl in B1F Hall eyes
(Part of the plot, silly)
19. Fulfill a requirement in B2F Laboratory
(Use the chainsaw to let the subject run loose)
20. Free the man in the B2F Jail
(Go through the optional caves from the upper-left cell for the key)
21. 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)



Walkthrough

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

Walkthrough (Free Version, 2.xx)

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 (Paid Version, 3.xx)

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.



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.