A gameplay-innovative story of conflicted brothers, an ancient sect, and a lonely island.

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Detailed guide about this mod's mechanics and puzzles.

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SDP 1.03 - walkthrough

Before reading any further, check your Teddy Bear in-game; you might avoid spoilers.

NOTE: If anything in this guide is outdated, please write a comment about it on ModDb.



Chapter 0 - New game mechanics


There are 2 new major mechanics:

-Teddy Bear tips; look at his description in inventory whenever stuck. There should be tips there if you are close to a puzzle.

-Potion Crafting;
To craft a potion you need to be near a lit bonfire.
Then you can combine some of the ingredients to create potions:
Blue + Yellow = Health
Blue + Purple = A lot of health
Blue + White = Sprint
...


Chapter 1 - the Boat

You'll start the game on a bunk bed. Read the note on the left, then open the cabinet on the right and take the note and the two ingredients.
Go near the fire stove and mix the ingredients in the inventory. Use the crafted potion
and exit the inventory. As soon as you do that, you will get a key. Use it to leave the room.

You will get a new objective- get to the cockpit. To make things faster, go into the door on the right first. Collect the ladder from the cabinet. Then go down the corridor and into the third room - there, on the bed, will lay the Teddy Bear.

On the left side of the exit from that room there is an electrical cabinet. Open it and get the key which fell out. You can use it to open the nearby door - the one from whichc you can hear mechanical noises.

Go down and then across the machine room. To your right there is a landing - use the ladder on it and climb up. Go along the path until you reach the cockpit. There, pick up the key which is lying on the captain's chair.

Now, turn around. An event should trigger. You will be trapped between two walls of fire - you can either walk back to where you came from and trigger a cutscene or just jump into water.



Chapter 2 - the Beach

You will wash ashore a sandy beach. Collect whatever you can find and go into the wooden hut. It is advisable to craft and use a health potion near the stove inside; you are in a rather bad health. Proceed to read the note on the desk. Now you can find the mentioned key; go outside and follow along the direction set by the hut's window. Just a step into the water and the key should be under your feet. Go back uphill, open the gate and leave this area.



Chapter 3 - the Woods

Follow down the path. You'll hear some noises and an enemy will spawn. Run further until you reach a broken bridge and jump across; here comes the tricky part. The enemy should fall into the river, however the AI is a bit unpredictable and it sometimes doesn't work.
If the enemy doesn't fall down, just die and try again. The enemy won't spawn after you die for the third time.
Regardless, wait until the enemy is gone and leave this area via the path on the other side of the bridge (it won't change the map if the enemy is still there!).


Chapter 4 - Outside the Manor

Explore as much as you want. You can do the refinery level now (check below for guidance) if you want to speed things up later. You can skip the path to castle for now, as there isn't much to do there yet.

Go through the big gate and try the front door - it is locked. You need to find another way in - turn back and go around the right corner of the manor. There is a hatch there - crouch and drop in there. Go up the stairs and enter the manor.


Chapter 5 - the First Wing

Go up the stairs and read the note lying just outside the door. Go to the room on your right and read the note lying on a nightstand by the entrance. Go to the door, move the doormat, and use the key which you will find to open the main door to the manor. Don't go outside however- this is just to make a shortcut.

Go into the room on the opposite of where you came from and read 2 notes in there. Avoid the stairs to the cellar for now. Then go to the corridor behind the stairs and look around there. You will find a small room, a food storage - there, on the floor there is a grid through which you can see a key. You can't reach it, however. Keep that in mind. Go through the wooden corridor until you reach the dining room. Pick up the map, it will help later when you go outside.

Now, go upstairs and look through the rooms on the right. Especially pay attention to the further one - a note with a hint to an upcoming puzzle is on a desk in there.

Go back to the stairs and enter the first room on the other side of the landing. Notice the weird contraption on the left, read the note next to it and open the metal cabinet to find some acid.

You can try to open the last door upstairs, but an event will lock the door. It will be open the next time you come back to this level.

You can search the Second Wing of the manor, however you won't find anything useful there yet.

After rummaging through all the rooms you are ready to go to the cellar.



Chapter 6 - the Cellar

You will find yourself trapped in the basement.
Feel free to poke around a little. You will find stairs going down with a locked door at their end. Go the door you entered with and enter the room to the right. There should be a huge box there. You need to drag it all the way to the stair and throw them down.

After recovering from the surprise, hide from the enemy. You will need to lure him upstairs and far enough so that you can go where he came from. When you reach the lower floor, notice the boarded up doorframe on your right. Go to the left and find a row of pipes. Yank out one of them and use it to break the aforementioned boards. Go through and prepare to run for the exit.



Chapter 7 - Back to the other Cellar

Go down the corridor and pick up everything, especially the FIRST SCULPTURE PIECE. Push the cupboard blocking the way and you will find yourself in the very same cellar which you used to enter the manor the first time. You have nothing left to do but go up the stairs and go back inside.



Chapter 8 - Back to the First Wing

Now you are ready to get the key from the grating. To do that, you need to magnetise the pipe you got from the cellar. Go upstairs and left into the room with the weird device.
Pour the acid into the container and place the pipe on the device. After the animation is over, get the pipe and use it on the grating downstairs to get the key. You can finally go to the second wing now (use either door).



Chapter 9 - the Statue Wing

If you used the upstairs door, collect the note to the left. Regardless of which door you came from, you will find the huge room with statues in it. Check out everything you want, and especially pay attention to the blank space at the end of the room. Now go upstairs, pick up the note from the weird panel and explore as much as you want. You will find only one locked door - use the key you got to open it. Inside there will be another note and a painting which depicts the Statue Room. Pick it up and hang it on the blank space. Now you can use the panel upstairs. However, you will come to find that the statues are stuck and the mechanism needs some lubricant to work. This is the time we go to the refinery.



Chapter 10 - the Refinery

Leave the manor, the unlocked front door will finally come in handy.

Before you leave the manor area, go left and check the flower pot which is marked on the map. Get the key from it and leave. Before you go to the refinery, go to the end of the lake (marked on the map) and open the chest. Get the SECOND SCULPTURE PIECE from inside.

Go into the small wooden building. This is the Refinery.

There, go to the left and pick up a jar. Go to the opposite wall and read the instructions. Nearby the furnace there is a pile of planks. Stick a lot of them into the furnace - you will need at least 6. Close the door and pull the lever. Now for the surprise - you need to survive for a minute before you can pick up the jar with tar and leave. The most effective strategy is to remain in stealth and use the horizontal planks in the middle of the room - you can go under and hide around them, but the enemy has to go around. The enemy paths are random, so you need to pay attention to the monster.

When the tar is ready, a prompt will appear. Pick up the jar and leave for the Second Wing of the manor.



Chapter 11 - Back to the Statue Wing

Now you can grease up the statues. You need to use the tar on all four of them. Then go to the panel and set the statues as they are in the painting - which is facing towards the middle. The truth is, you need to press all three buttons two times, no matter the order, and it will work. In case of trouble press the 'R' button to reset the statues.

When you set them in the correct position, a secret door will open on the right side of the room. Go inside and climb the ladder. Read the note inside, collect the THIRD SCULPTURE PIECE and open the secret door by pressing a button on the wall. Leave the Manor and head for the castle. You can combine the statue pieces, as well (they will create a skull).



Chapter 12 - To The Castle

Outside the manor head for the path with a tower visible above. Interact with the invisible wall to change areas.

You will arrive on a path in the woods. Go forward and you will reach a drawbridge.
Notice the window on the left. You will need to throw a rock at the lever which is visible inside. The bridge will fall down and you will be able to go to reach the yard.

The front door is locked, so you need to go inside through a window. Climb the stairs and jump across the shackle holders protruding from the wall. You can break the window by using the pipe or throwing a rock at it. Use the door inside the room.



Chapter 13 - Inside the Castle

Your goal is to find a statue on which you can plant your stone skull sculpture.
You will start on a balcony. Go to the room on your left. There, in one of the desk drawers, is the key to the main door. You can use it to create a shortcut, but if you followed this guide you should already have the skull and you don't need to go back. You can still use the key to free up your inventory.

Go downstairs and into the further room. By the wall on your right, there is a cupboard.
There is a key in it. Use the key to open the room between two sets of stairs.
Inside there are even more statues. What you will notice is that only one of them lacks a head and matches the color of the skull. Place the skull and watch a new pathway open.
Go down and enter the next area.



Chapter 14 - The Vestibule

Go down the staircase. Don't miss the lantern ! It's the only one you can pick up, even though there are many more lanterns later.

Go downstairs, to the big room. If you read the note on the table near a bonfire, you will learn that you can craft oil from certain ingredients.

After exploring the room, you will find that the only way to proceed is to break down one of the walls; it's the one in the corner near the stairs and it's surrounded by a doorframe. What you need to do is grab a pickaxe and smack the rocks a couple times. Some rocks need only one hit, some might need even four. After you break the wall, go down the corridor and then down the stairs. The metal door isn't an option, so you need to find another way. Grab a pickaxe from the shelf on your way and go to the corner of the room which is opposite to the end of stairs. There is a corridor which ends with a fall, but just above it's floor there are more rocks which you can crush. Do that and go through the tunnel.

You will reach a room. Proceed down the corridor until our old friend makes an apperance- start running. You will find yourself descending a huge staircase, and you need to occasionally jump across a gap. However, one of the gaps will turn out too wide and you'll fall. This is expected.



Chapter 15 - The Shaft

You will fall into a huge pit filled with bones and break a leg from the impact.
Crawl towards the wooden door in front of you and break it with the pipe you have in the inventory. Squeeze through the created opening.

Inside you will find a piece of rope and two ingredients. Combine the rope with the pipe to craft a splint and you will be able to walk again (yup, it's BS, I know).

If you have a tinderbox, you can light up the bonfire to make some oil for your lantern. If you don't, you can find one in the pit room, on one of the bigger piles - there are ingredients for a health potion on the other pile and one of the doorframes, as well.

Go into the room nearby the place you landed at and now you will be able to arrange some stuff into a makeshift staircase. Place the big box at the shelf and then drag the rock from just behind the doorframe to use it as a step. Climb up and go until you reach a room with a shelf and a steel-bar-door.

Notice the opening beneath the ceiling - stack up some boxes to reach it and go through.
You will end up in another stealth arena. You need to go to the far end of the room. Luring the enemy is advised, as the key item is in a dead end - you might get trapped if he goes there. Grab the red shard and go back to the door with the altar. Place the shard in the bowl and wait until it opens. Proceed to next area.



Chapter 16 - the Rift

Explore as much as you want. When you are ready, go to the last door on the right and go until you reach a collapsed passage. You will need to do the pickaxe trick again.

When you get through, you will find yourself in a room with another red shard door, but without a shard in sight. Go into the water and into the drain. After a chance encounter, you will need to fetch a lantern from one of the previous rooms. Your own lantern won't work. Just pass the lantern through the bars and wait until you get the red shard. Open the door above you and go down the corridor. You will reach a landing hanging beneath the stairs and the void beneath. Climb the ladder on the left and go through the huge door.



Chapter 17 - the Lair of Slumber

Go straight. In the chamber, pick up the note on your right and then examine all the bodies. Now stand on the empty podium and wait until the secret door fully opens. This will bring you enough time to reach it before it closes.



Chapter 18 - the Last Chamber

Drop down. As you step out of the water, the enemy will spawn (if you die 4 times, he will stop appearing). Your goal is to collapse the ceiling by breaking 3 wooden supports. The simplest way is this:

The enemy has a set patrol route. Wait until he leaves the corridor and then go where he came from. Look up - there should be a ladder there. Throw something at the lever next to it to free the ladder. Climb. There, get the bucket from the shelf. Go across the scaffold and break the wooden diagonal support. Now wait for the enemy to go away or distract him by throwing something; You need to get down and he will certainly notice the falling parts of the support.

Once you are down, sneak to the water pond and fill the bucket. Straight ahead of one of the small staircases there's a small passage covered by a rag. Light shines from behind it. Go there.

Inside you will find a pipe with a handle. Fill the pipe with water and wait until the handle floats up. Now grab the handle and follow the bloody trail. At the end you will find a socket for the handle (if the monster blocks your way, you can leave through the other tunnel).

Place and use the handle. To your right a door will open. Go upstairs and break the second support.

Now, if you were lucky the monster already broke the last support, which is located in the middle of the main chamber. If not, drop down and break it. Don't worry about the enemy, as a cutscene will trigger. The next map will load.



Chapter 19 - the Last Chamber aftermath

The enemy is dead. Read the note in front of you, climb up the rubble and read the note on the door. Leave.



Chapter 20 - the Lair of Slumber aftermath

Go forward. Watch the cutscene and head for the big door at the end of the bridge to end the Custom Story.

Thanks for playing !

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