Paranoiac

Paranoiac is a freeware horror adventure game by Uri made in WOLF RPG Editor.

Miki Takamura moves into a house formerly owned by her aunt.
Filled with mysteriously locked doors, the house has an oppressive air.
And though wanting to use it to recuperate, strange things keep happening to her...


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

Themes of mental illness and abuse, with some ableist language.
A number of chase scenes. (Generally improved in the remake version.)
Jumpscares. (Not very many in the remake version.)
Suicide.



Download Paranoiac (Remake) | (Mirror)
(Chrome may falsely flag the download as malicious, but it's safe to ignore.)

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."



Screenshots

Screenshot
Screenshot
Screenshot



Walkthrough

I've provided a walkthrough. Don't hesitate to consult it, as there are parts that are simply trial and error.

Walkthrough (Remake)

Click here for a map of the house that indicates all hiding spots.



Day One

Check all the doors around the house. Once you do, a phone will start ringing. Go to the Kitchen (1F east, upper door, then go right one) and answer the phone.

Go to the Bathroom (1F east, bottom-left door) to take a shower.

Head for the Guest Room just left of the stairs on 2F and you'll hear a sound. Go downstairs to the Entryway and get the Key from the coat rack that fell over. Return to the Guest Room and sleep in the bed.



Night One

Go to the Kitchen (1F east, upper door, then go right) and use the Pills in your inventory.

Go back and check the bed in the Guest Room. When you hear a sound, enter the open door to the Study (2F east hall). Check the stain on the floor. Leave and try to exit the hallway.

During the chases, hiding places are indicated by pink arrows, and there is a specific correct place to hide each time. You can only enter hiding places in the few seconds before the monster enters the room.

If you choose wrong, you'll lose some health and can try again. If you run out of health or touch the monster, you'll get a game over, but have the option to retry.

DAY 1 HIDING PLACE: Under the kotatsu in the Traditional Room (1F east, upper door, right in Living Room, down in Kitchen).



Day Two

Go to the Study. Check the book that falls out for a note. Be sure to check the center bookcase for a later puzzle.

Use the Key from your inventory to unlock Aunt's Room (2F east, bottom-right door). Find a note in the trash can. The phone will ring shortly after you find both notes. Go to the Kitchen and answer it.

As alluded to by the second note, go to the Garden (right from the Kitchen) and check the yellow flowers for a Key. Go to the Entryway and answer the door. After the scene, go to bed in the Guest Room.



Night Two

Note: Taking your Pills in the Kitchen every day has gameplay benefits: you get 5 health for that day's chase instead of 3.

Go to the Kitchen and check the phone (fax machine).

DAY 2 HIDING PLACE: The closet in Aunt's Room (2F east, bottom-right door).



Day Three

Go right to the Kitchen and check the phone (fax machine).

Use the Key to unlock the Dressing Room (2F west, bottom-right door). Read the note on the vanity, then check the bottom-right closet and inspect the yellow clothes for a Key. (You must have checked the center bookcase in the Study to do this.)

Use the Key to open the Piano Room (1F west, bottom-left door). Play the piano, then check under the lid for a Key. Answer the front door.



Night Three

Walk into the east 2F hall. When you hear the piano, go to the Piano Room (1F west, bottom-left door). Press the buttons as they pop up to get free. (If you fail, it sends you to the title screen, so you may want to save first.)

DAY 3 HIDING PLACE: The bath area in the Bathroom (1F east, bottom-left door).



Day Four

Go to the phone in the Kitchen and make a call.

Use the Key to unlock the Storeroom (1F west, bottom-right door). Take the Key from the floor and the Flashlight from the rack along the bottom.

Use the Key to unlock Uncle's Room (2F east, bottom-left door). Read the note on the table. Turn on the lamp, turn off the lightswitch, and check the lamp for a Key.

When you return to west 2F, the phone should ring. Answer the phone in the Kitchen.

Click here for a guide through the residential district. The place to be most careful is the bottom-left, as you'll collide with the shadow if you keep walking forward. Approach the intersection carefully and go to the right as soon as possible.



Day Five

Use the Key to unlock the Bedroom (2F west, upper door). Check the lump in the left bed, then the doll for a Key.

Use the Key to open the Nursery (2F west, bottom-left door). Check the kana chart on the wall. Combined with the "*yuriko#" note, this tells you the combination *839225#. Enter it into the Living Room safe (1F east, upper door) for a note.

Go to the Garden (exit right from Kitchen), turn on the Flashlight, and check the well for a Key.

Check the upper wall. Enter the hole and turn on the Flashlight. Keep moving.

Check the bed to sleep. In the dream, head to the Study (2F east, upper door).



Night Five

Head to the Entryway.

DAY 5 HIDING PLACE: The closet in Uncle's Room (2F east, bottom-left door).



Day Six

Use the Key to unlock the basement door (1F center, by the stairs). Enter the Worshop and turn on the Flashlight. Check the panda doll, leave, then come back. Check the wall behind to get the password: 2LNYZ4.

Go to Aunt's Room (2F east, bottom-right door) and type the password into the laptop. (You need to have actually seen the password to view the computer.) Read the diary to the last entry.

It's recommended you save before answering the door, as you'll get a choice that determines the ending. Specifically: "There's really a monster" is the good ending, "just a delusion" is the bad ending.

Go to the Kitchen and use the Pills. Answer the phone. Go to the open door to the Study (2F west, upper door).

DAY 6 HIDING PLACE: Head through the basement door to the Workshop.

Walkthrough (Original)

Day One

Look around the house. (All that's really needed is to go into the guest room (2F center, left door).)

A phone will ring while in the entry hall. Go to the dining room (1F east, right door) to answer it.

Go to the bathroom (1F center, right door) to take a shower.

Try to go upstairs, and get the key from the coat rack when it falls over.

Go to the guest room (2F center, left door) and sleep in the bed.



Night One

Go to the kitchen (1F east, left door) and use the sink.

Go back upstairs. When you head for the west side of 2F, the right door in the center area will open by itself.

Go into the study (2F center, right door). Check the stain on the floor, and check the far-right bookshelf for a note.

Leave and try to return to the guest room.

HIDING PLACE 1: Dresser on the right side of the bathroom (1F center, right door).



Day Two

Go to the safe in the living room (1F west, top doors) and enter the code ("saeki" or "Saeki") for a key.

Use one of your keys to open the dressing room (2F west, bottom-left door). Check the dresser drawer for a note.

Go downstairs and answer the phone in the dining room (1F east, right door).

Go to the garden (1F east, right exit). Check the flowers at the bottom and dig them out for a key.

Use one of your keys to open the storehouse (2F west, top-left door). Check the shelves on the left for a key.

Use one of your keys to open auntie's room (2F east, lower-left door) and look around.

Answer the door.



Night Two

Answer the phone in the dining room (1F east, right door).

HIDING PLACE 2: The dresser on the left side of the dressing room (2F west, bottom-left door).



Day Three

Use the remaining key to open the uncle's room (2F east, lower-right door). Check the empty bookshelves (a specific tile) for a note.

Go to the dressing room (2F west, bottom-left door) and check the pink dress for a key.

Use the key to open the piano room (1F west, bottom door). Play the piano for a key.

Answer the door.



Night Three

Go to the east side of 2F.

Go to the piano room (1F west, bottom door) and check the piano.

HIDING PLACE 3: The dresser in the lower-left of the uncle's room (2F east, lower-right door).



Day Four

Go to the phone in the dining room (1F east, right door) and call mom.

Use the key to open the nursery (2F west, bottom-right door). Check the trash can for a note.

Go to the uncle's room (2F east, lower-right door). Turn on the lamp, turn off the lightswitch, and check the lamp for a key.

Use the key to open the bedroom (2F west, upper-right door). Check the left nightstand for a note.

Go to the garden (1F east, right exit) and check the well for a key.

Check the upper wall. Keep moving.

(If you want to make saves, make them at the END of each area, not the beginning. The monster stops when the menu is open, but the timer for it changing areas will still run. And of course, use a separate save slot to be safe.)

Look around the house, then go to bed.



Night Four

Try to leave the house.

HIDING PLACE 4: The sliding closet on the right side of the traditional Japanese room (1F east, bottom door).



Day Five

Use the key to unlock the door by the stairs to the basement.

Check the dresser outside the bathroom on 2F for a flashlight and go back downstairs.

Check the upper-right corner of the stuffed animal room for a code.

Use the code (2436) on the computer in auntie's room (2F east, lower-left door).

You should save before answering the door, as it gives you a choice that decides the ending.

Answer the phone in the dining room (1F east, right door).

Go to the study (2F center, right door).

HIDING PLACE 5: Head to the basement.



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



I want to go home...