All immobile fear: end of the lighthouse and how to get them

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15 days in a lighthouse may feel like eternity when you are away from your family. You feel as if the whole world is resting on your arms and Static fearLiterally yes. Slow construction with a catastrophic climax, there are many ways to do this adventure.

What reality Can you trust and who you leave to succumb to darkness, waste on the versatile ocean bottom?

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It is not very clear in a real cosmic way, how many endings Static fear has. When the whole game moves to the fresh branch every time you make an essential choice. There is also no obvious default or end of the canon, because your first game will probably look different than mine. To add to the confusion, there is only one achievement related to all except two endings. “End?” The achievement is unlocked when defeating the game, regardless of the result.

Although there are a lot of diversity, there are very harsh paths that you travel, which close you into smaller branches, and all of them transfer you to the same place: Necronomicon. Static fear It begins rather open and becomes more and more narrower in its project due to the elections made all the time.

Static fear: a guide to all endings

Screenshot by Destructoid

We have exhausted all the options on the fifteenth day so that we can safely tell you that you can not do anything more, but talk to the darkness and choose what you want to devote. Although you can either attack a great ancient man or strengthen it, both lead to the same path in which you need to free what ancient guardian has lost protection. You can only employ a lighthouse bundle three times against or for the benefit of an unearthly unit. Dialogue is repeated until you are blocked from using the radio, where (after talking to an older village) you are forced to touch Necronomicon.

If you decide to strengthen the great ancient man, the cultists will take over the black when the darkness is released from the lighthouse (as long as the city remains intact).

There is no way to end

Clicking on resignation from the hint on the bed in the lighthouse
Screenshot by Destructoid

The unknown (ancient goalkeeper) will speak to you in the first place, ordering you to leave the lighthouse. Listen to his words and go to the bedroom, clicking and confirming “Give up“Must on the bed. Lightkeper gives up before something really starts. But what house will he return to? The place of denial and loneliness is not different from the isolation of work in this very lighthouse. Without a goalkeeper to fill shoes, Blackfort will undergo darkness.

End of darkness

Choosing listening to his wife's voice as an unknown is trying to wake you up
Screenshot by Destructoid

We recommend loading on the second day to get this ending, because darkness is more hard to absorb a stronger ancient man. Turn off all the lights (including a lantern) After starting a night shift and wait for the darkness to overwhelm you (the red brain icon shows when you are going to lose consciousness). Then choose the dialog options that favor your wife and daughter to let Lightkere fall asleep at the sound of his voices. Reality becomes an ordinary concept for Lightkeper when it enters the abyss, unable to break away from his past.

Nuclear codes ending

Looking at the board with frequencies pinned at it
Screenshot by Destructoid

This is the most hard ending to unlock because you need to collect information during the game.

The most essential note needed for this end is located on the tenth day. On the BlackFort side and soldiers throughout the fun to obtain this ending. The fax page for nuclear codes is distorted, illegible border. Colonel Edwards believes that the launch codes have been destroyed, but the three -digit set is almost legible on the fax that was sent. Directly underneath and lightly overlapping the words “secret” in the middle of the side 74 20 73. You will receive the frequency of air storms by playing, but you do not have to activate nuclear heads yet.

Film shot of the great old man behind the lighthouse
Screenshot by Destructoid

Get the commander’s instructions, playing through the fifteenth day and standing with the soldiers while playing to reach the ancient village effectively. Set the frequency to 18.9 Between attacking great ancient eyes and determining the course for nearby ships. Follow this dialogue to destroy the deity:

  • Apply military encryption
  • Activate voice control
  • 357 – Alpha – 57
  • Activate emergency control
  • 800 – 15 – 32
  • Start the torpedo
  • Turn off the pump
  • 357 – Omega – 32
  • Disable torpedoes
  • Power supply to strategic weapon systems
  • 800 – 15 – 57
  • Enter the launch codes
  • 74 – 20 – 73
  • Activate nuclear heads

Klaatu Barada Nobody end

A daughter who tells us to let go of darkness
Screenshot by Destructoid

Let the fisherman be released or scared on the seventh night to get the key to the basement. Find two glowing elements near the rotary device at the top of the lighthouse and under a wooden floorboard in the bedroom (I need a crowbar from the generator room). Place glowing pieces on the basement door (which is activated only at night). Reach until the fifteenth night.

Play last night until you talk to a rural elder. Go to the basement to leisurely down the darkness And make your last wish. Keper will automatically insert the Cthulhu -looking sign into the door. Choose “Touch Necronomicon”, “Let the darkness, exile it from the lighthouse” and “Develop the barrier protecting the lighthouse” to achieve this ending. The culture wins, transforming what the remains of black in mutants, which worship the great ancient. The fresh world has started.

Note: This completed achievement will unlock for the first time you decide to touch Necronomicon, regardless of whether you have fulfilled your final wish or not.

End of the family

My wife looks at us with a broken car behind her
Screenshot by Destructoid

Following the same route as the previous ending, touch Necronomicon, but choose “I want to ask darkness about the last wish.” It is here that the other endings Static fear wait for. In this case, choose “I will sacrifice the old guardian“To”Be with my family. “Like the end of darkness, the guardian undergoes this greater evil to be with his family, because he was unable to go further and reconcile with his own mortality.

An alternative to obtaining this ending is Take the city to save the family. This causes the same cutscene as the dedication of an ancient guardian for your family, but at the expense of black erasure.

Selfless ending

The Lightkeper family is resurrected
Screenshot by Destructoid

Touch Necronomicon to Take yourself to save your family. You didn’t put an end to the nightmare, but your family is alive. Having places, they must now learn to go on without you.

Sacrifice

Red beams flying from the light of the lighthouse when the aurora flows above
Screenshot by Destructoid

Touch Necronomicon, but choose “sacrifice yourself. “Choose or”I want this monster to disappear” Or “Restore the old world“To get this ending. The events are repeated when the world returns to how it was, but this time a fresh guardian must replace you. Both options make darkness stronger than the great ancient one.

Alternatively, you can devote an ancient guardian and choose the dialogue option for your wishes. Darkness will still win, but bringing everything in the ancient world means that you will wake up at the beginning of the game, realizing that a cosmic nightmare will always happen no matter what. Preventing people cannot do much against concepts much greater than our understanding.

End of destruction

Looking at the destroyed Black and
Screenshot by Destructoid

The last ending we received sacrifice the Black Fort so that the great ancient man can be destroyed. It leaves Lightkeper, knowing that the darkness still escaped and took the whole city with it. Never again cultists, mutants and acceptance that his family has disappeared, Lightkeper must find a fresh meaning for life now when his duties are over.


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