Welcome to the step-by-step walkthrough guide for the Desolation video game. Join me as I lead you through each chapter, providing a floor map for easy navigation. The starting point is marked as number 1 on the map, with consecutive numbers assigned to the rooms as you progress. Only important rooms are numbered. There are two types of things you can find: Items and Notes. Items are essential for your journey, while notes are mostly optional. Both are listed separately by room. Let’s get started!
TABLE OF CONTENTS BY CHAPTER
1 – Carter Scott: Hospital
2 – Sophie Whalen: Office
3 – James Oslac: Carter’s last Location
4 – Christopher Black: News Paper Building
5 – Carter Scott: Apartment
6 – Sophie Whalen: Innsmouth
7 – James Oslac: Zotiques Enterprises
8 – Christopher Black: The Bookshop
9 – The Omen: Revelations Begin
10 – Sophie Whalen: Innsmouth – Again
11: Christoper Black – The Bar
12: Christopher Black – The Truth is very close
13: The Nameless City

CHAPTER 1 – CARTER SCOTT
The game begins with the player assuming the role of Carter Scott, who awakens in a hospital room after being abducted. Below, you will find a step-by-step guide on how to successfully escape.
Below is the rough floor plan of the hospital, where Chapter 1 is taking place.
1 – Bedroom
2 – Corridor
3 – Morgue
4 – Escape
BEDROOM (1)
Carter wakes up in a hospital room with a locked door, no apparent escape, and no memory of his identity.
There are two things you can pick up in this room:
ITEM
There’s a coin somewhere in the sofa
NOTES
There is a Medical Report on the bedside table.
To proceed, access the inventory, retrieve the coin, and use it to unlock the vent cover next to the door. Then, Carter should carefully leave the room and enter the adjacent corridor (2).
MORGUE (3)
Walk down the corridor (2) to get to the morgue. Have a closer look at the big table with the animal skull. There are a couple of things to pick up:
ITEM:
The Coke can on the table
NOTES:
Herbert West’s Diary (two parts)
A Tape Recorder with Experiment 112
Adjacent to the table, there is a drawer unit, although it may not be immediately noticeable. Look for it by guiding your cursor until you locate it, indicated by the eye symbol.
ITEMS (Inside the drawer):
Set of Keys
Leather Wallet
Metal Pin
Rusty Key
The Rusty Key is meant for the emergency door in the morgue; however, it’s too corroded to be of any use. Access your inventory and utilize the Coke on the Rusty Key. This action will yield the coveted item: the Shiny Key.
Now use the Rusty Key on the Emergency Door to escape. In the exit room (4) go through the exit door to complete the chapter.


CHAPTER 2: SOPHIE WHALEN
You have taken on the role of Sophie Whalen, a coworker of Carter’s, who finds herself located within the confines of an office building.
Below is the preliminary floor plan of the office, where Chapter 2 is set to unfold.
1 – Sophie Whalen’s Office
2 – Corridor
3 – Miriam’s Office
4 – Carter’s Office
SOPHIE WHALEN’S OFFICE (1)
This chapter opens with a scene where you step into the shoes of Sophie Whalen, immersing yourself in her office.
NOTES:
The Cult of the Sleeping God
The Esoteric Order of Dagon
Paper Notes
Then, exit the room through the only door into the corridor (2) to go to Miriam’s Office (3).
MIRIAM’S OFFICE (3)
Have a conversation with Miriam. She will kindly leave an envelope on her desk for you, which Carter specifically left for Sophie.
Retrieve Letter to obtain a note for your inventory. Upon reading, you will discover Carter’s disclosure of the location of a specific item…
CARTER’S OFFICE (4)
Carter’s office is completely messy as if someone quickly rummaged through it in search of something.
ITEM (Inside Pnakotic Manuscripts on the bookshelf):
Silver Key
NOTES:
Blue folder on the desk: The Eye of Azathoth – Blue folder on the desk.
Paper on the window desk: The Esoteric Order of Dagon – Paper on the desk by the window.
Inside the Pnakotic Manuscripts Book on the bookshelf: Diary Sheet
Exit through the office door. This will end this chapter.

CHAPTER 3: JAMES OSLAC
James Oslac, a private investigator and friend, is currently searching for Carter Scott and Christopher Black at the last known location where they were together.
Below is the rough floor plan of the office building, where Chapter 3 is located.
1 – Outside
2 – Lobby
3 – Corridor
4 – Garage Corridor
5 – Garage
6 – Security Room
OFFICE BUILDING LOBBY (2)
Enter the building the only way you can from outside (1). As soon as James enters the lobby, he can hear Carter’s phone ringtone.
NOTES
Armitage, Books & Antiques Notes
Exit to the LEFT of the elevators
CORRIDOR (3)
You find yourself in a corridor with a large glass window, which has three doors: a brown door leading to the garage, an open door with an emergency bar, and a normal white, closed door.
Also in this corridor, look for the fire system on the wall. It’s a small red box like in the screenshot below. It’s opposite of the brown door. Go through the brown door to get to the garage corridor (4).

GARAGE (5)
In the garage corridor, just go through the double door with the two red bars.
The garage looks like a war zone. There is a fire burning, blood on the floor and here you can pick up ITEM: Carter’s phone with a drawing note on it. – Just opposite the fire.

Go back to the corridor (3) and interact with the firebox to extinguish the fire. Back in the garage, you can now enter the Security Room (6).
SECURITY ROOM (6)
The building’s security room monitors everything inside the building.
You can see what happened in the garage when you interact with the green monitor.
Look for a drawer with the ITEM: Luminol
The screenshot below shows the drawer’s location.
Exit to the Garage.
GARAGE (5)
To progress in the game, access your inventory and utilize the Luminol on the blood spot near the security room on the floor. Check out the accompanying screenshot for reference.
Exit the garage by following the blood highlighted by the Luminol. This will finish chapter 3.

CHAPTER 4: CHRISTOPHER BLACK
Christopher is an investigative reporter, beginning his journey in a newspaper office building.
Below the rough floor plan of the office building where Chapter 4 is happening.
1 – Room with Desks
2 – Second Room with Desks
3 – Game Room with a View
4 – Third Room with Desks and Sofa
5 – Break Room
6 – The Archive
ROOM WITH DESKS (1)
A row of desks in an office building room.
NOTES on the tables:
Article on the desk
Wooden Notebook on the desk
Another article on the desk
Walk through the exit to the left.
SECOND ROOM WITH DESKS (2)
Another row of desks in an office building.
NOTES on tables:
Article on the desk
Another article on the desk
You can also look at a picture of a man on one of the desks. This is important for later.
There are four exits here: Back to the first room with desks(1), the Archive (6), the Game Room (3), and a third room with desks (4) to the left.
GAME ROOM WITH A VIEW (3)
A room with a view, a gaming console, a long table, and two copy machines.
NOTES on the table:
Purple leaflet: Shocking Discovery
Article: Robbery at the Cathedral’s Museum
Exit the room to the Third Room with Desks (4) to the left.
THIRD ROOM WITH DESKS AND A SOFA(4)
Another row of desks in an office building but this time with a sofa and a coffee table.
NOTES:
On the desk: Emergency Call, Part 1
On the coffee table: Emergency Call, Part 2
Exit to the Break Room to the left.
BREAK ROOM (5)
The Break room is at the far left of the floor. There are four notes on the tables in this room that you have to pick up:
NOTES:
Newspaper on the table: Church Desecrated in MU
Yellow note on the table where the magazine is open: Envelope
Notes on the table near the yellow sofa: The Faceless Man, Part 2
Notes on the table near the exit: The Faceless Man, Part 1
Exit room to the right.
SECOND ROW OF DESKS (2)
Return to the Second Row of Desks room where the entrance to the Archive (6) is.
The same picture is on the desk as in the Break room. Take it: Henry Armitage
Enter the Archive (6)
THE ARCHIVE (6)
The room will have all archived information from previous investigations You can move the shelves in the archive with your hand. Get all the information in the same order as below:
1
Move to the letter A for Armitage and look through the files with the eye symbol to find Henry Armitage’s file and take it: San Martin Beldarrain, Xabier
2
Move the archives to the letter S for San Martin Beldarrain and look at the files with the Eye-Symbol. Pick up the file: Diaz Garcia-Longoria Alejandro
3
Move the archives to the letter D for Diaz. Look for the Diaz Garcia-Longoria file and take it: Ortiz de Landazuri Izarduy, Enrique
4
Move the archives to the letter O for Ortiz. Look for the Ortiz de Lanazuri Izarduy, Enrique file and take it: Pendergast, Aloysius X.L.
5
Move the archives to the Letter P for Pendergast. Look for the Pendergast, Aloysius X.L. file and take it: Freeborn, Tyler M.
6
Move the archives to the Letter F for Freeborn. Look for the Freeborn, Tyler M. file and take it: Armitage, Henry
This concludes Chapter 4.

CHAPTER 5: CARTER SCOTT
Carter Scott escaped the hospital and is now standing in front of his apartment building.
Below is the rough floor plan of the apartment, where Chapter 5 is set.
1 – Outside
2 – Staircase
3 – Apartment Corridor
4 – Apartment Kitchen
5 – Apartment Lounge
6 – Apartment Bedroom
OUTSIDE APARTMENT BUILDING (1)
An apartment building with a locked door. Talk to the doorbells, tell them. They will let you in to the staircase (2) to your apartment door.
Open your inventory, take “Set of Keys” and use it on the lock.
Enter the apartment
APARTMENT CORRIDOR (3)
There is a picture on the wall with Carther and Christopher to take.
Enter the kitchen (4), the door just next to the entrance.
APARTMENT KITCHEN (4)
Pick up two things in the kitchen.
ITEM:
Cable on the kitchen table: Laptop Charger
NOTES:
Article on the kitchen counter: News
Leave the Kitchen in the corridor, and enter the Lounge (5)
APARTMENT LOUNGE (5)
Pick up those things in the Lounge.
NOTES
File on the coffee table: The Sleeping God
File on the black folders on the floor: The Man in the Mask
Paper on Laptop desk: The Cult of the Sleeping God
Book on the Laptop desk: Meteorite Dagger
Stack of books near the window: It all begins with a story.
Open inventory and use the cable on the laptop
You can now use the laptop but it’s password-protected with the word “Carioca”.
Enter the number 2013 it’s the year when Carter and Christoper went to Brazil – it’s on one of the pictures near the TV.
Inside the Laptop, there is only one file on the Desktop. Take it: The Door
Leave the lounge to the corridor (3) and enter the Bedroom (6) from there.
APARTMENT BEDROOM (6)
You can pick up the following notes on a bookshelf:
Notebook on Small Bookshelf: Warning
Look at the Wardrobe. There is a Safe inside
Open your inventory, and use the Metal Pin on the safe. The Safe now requires a password. Open your inventory notes and read the “THE DOOR” file. At the back, you see the number 151937#. Use it. Don’t forget the hashtag.
Take the items in the safe: Pieces of the Door and Notes: New Location
This will finish Chapter 5

CHAPTER 6: SOPHIE WHALEN
Sophie has traveled to Innsmouth to investigate the village. There will be two plans for this chapter a Village floor plan and a Lighthouse floor plan. For the Underground plan, go to LIGHTHOUSE
See below the rough floor plan of the VILLAGE ABOVE GROUND, where Chapter 6 is taking place.
1 – Village Entrance
2 – Village Right Alley
3 – Village Temple Park
4 – Village South Alley
5 – Village Bar
6 – Factory Building
7 – Path to the Lighthouse
8 – Shore
VILLAGE ENTRANCE (1)
There is the symbol of the order (the eye) on a wall that you can look at. It’s part of a puzzle. You don’t have to write it down. I will show you the solution in due time.
Turn right at the crossing.
VILLAGE RIGHT ALLEY (2)
In the alley, turn to the wall to your right, where you can look at another symbol. It represents Hydra.
Turn to back where you came from to talk to the Bystander. Then, read the writing on the wall next to the Bystander.
Leave and walk down the alley to the park (3)
VILLAGE TEMPLE PARK(3)
At the end of the alley is a weird, unkept park and a big building that looks like a church. There is a girl with a basket staring at Sophie. When you talk to her, she’s warning you not to come any closer to the temple.
Leave the area by taking the south alley (4), and walking past the temple.
VILLAGE SOUTH ALLEY (4)
In this alley is another creepy Bystander. Talk to him. He will tell you everything for some whiskey.
He will leave after the conversation and you can enter the bar (5).
VILLAGE BAR (5)
Inside the bar, look at the top of the bar and take the ITEM: screwdriver.
Leave the bar to the Village South Alley (4).
VILLAGE SOUTH ALLEY (4)
In the alley in front of the bar, look for the fuse box just next to the entrance. Open your inventory and use the screwdriver on the fuse box. The fusebox is now open and you can kill the power. Enter the bar (5) again.
VILLAGE BAR (5)
At the back of the bar, you can take a bottle of whiskey.
Leave the bar and go to the Factory Building in the south (6)
FACTORY BUILDING (6)
The drunk Bystander is here in this factory building. There is also a round symbol drawn on a wall: Azathoth
Open your inventory and give the Whiskey Bottle to the drunk Bystander. Now you can talk to him. He will give you a Heavy Key at the end of the conversation.

Leave the factory building to get to the Village South Alley (4).
VILLAGE SOUTH ALLEY (4)
There is a lighthouse sign there. The fence there has a door (which is not clearly visible). You can open it with the Heavy Key. Open your inventory and use the Heavy Key on the Lighthouse fence. Now you can go through there to get to the Path to the Lighthouse (7).
PATH TO THE LIGHTHOUSE (7)
There are three paths you can take here. One is back to the village, one is to the shore, and the other one to the Lighthouse.
Take the path to the Shore (8).
SHORE (8)
There is a secret entrance with seven buttons that you have to press in the right order. Press them in the order as shown in the screenshot below, from 1-7.
Enter the Village Underground.
LIGHTHOUSE
See below the rough floor plan of the LIGHTHOUSE, where Chapter 6 is taking place.
9 – Underground Entrance
10 – Lighthouse Storage Room
11 – Lighthouse Kitchen
12 – Lighthouse Dining Room / Lounge
13 – Lighthouse Entrance / Exit
14 – Lighthouse Bedroom
UNDERGROUND ENTRANCE (9)
At the Underground Entrance, you have two paths you can take: The exit with the open door and the light, the ladder up or straight ahead into the dark.
Go straight up the ladder.
LIGHTHOUSE STORAGE ROOM (10)
There is a puzzle here on the floor. You’ll see it when you look down.
Exit the storage room to the Kitchen (11).
LIGHTHOUSE KITCHEN (11)
In the Lighthouse Kitchen, there is a note on the Fridge to take. Then, exit the kitchen to the lounge/dining area (12).
LIGHTHOUSE LOUNGE / DINING AREA (12)
On the dining table, there is a notebook you can pick up: Chthonic Revelations.
Then exit through the wooden glass door.
LIGHTHOUSE ENTRANCE / EXIT (13)
In this entrance corridor, there is a door to the left that takes you to the bedroom (14).
LIGHTHOUSE BEDROOM (14)
Pick up the drawings on the wall: Manuscripts and look at the framed map.

Exit the room and go back to the Lighthouse Storage Room (10).
LIGHTHOUSE STORAGE ROOM (10)
In the storage room, look down and you will see some sort of plate with a stick pointing up. Move the stick by clicking on the directions just as they are shown in the painting above. In written form, more the stick in this order:
UP, RIGHT, UP, RIGHT, UP, LEFT, UP, LEFT, DOWN, LEFT, UP, LEFT, UP.
This will open the secret safe and you can pick up: the Statue of Dagon and a Diary.
This will finish the chapter.

CHAPTER 7: JAMES OSLAC
James Oslac has traveled to Zotiques Enterprises, the company of the van that he saw on the surveillance footage.
See below the rough floor plan of the Hospital (Zotiques Enterprises), where Chapter 7 is taking place.
1 – Parking Lot
2 – Parking Lot
3 – Building Entrance
4 – Hospital Corridor
5 – Hospital Bedroom
6 – Morgue
7 – Exhibition Room
8 – Break Room
9 – Dagger Room
PARKING LOT (1)
Look at the open passenger door of the blue car in the parking lot and take the lockpicks from the glovebox.
Then, walk up the parking lot.
PARKING LOT (2)
This is the second section of the parking lot, right opposite the Zotiques Enterprises building. From here you can cross over to the building’s entrance (3).
BUILDING ENTRANCE (3)
The reception area of Zotiques Enterprises. Talk to the guard. He wants your security card. Go back to the Parking Lot (2).
PARKING LOT (2)
At this parking lot is a car that has a security card in it. Open your inventory and use the lockpicks on the car. Then you can take the Access Card from the passenger seat. Go back to the Building Entrance (3). There you can talk to the guard to give him the card.
HOSPITAL CORRIDOR (4)
You are now in the same hospital corridor as Carter was in Chapter 1. Talk to the guard in the corridor and ask him if he wants a coffee.
The corridor has various doors you can go in: The Hospital Bedroom, The Exhibition Room, The Morgue and the Break Room.
First of all, go to the Hospital Bedroom.
HOSPITAL BEDROOM (5)
You are now in the same hospital bedroom as Carter was in Chapter 1. There is a bottle of strong painkillers on the bedside table that you can take.
MORGUE (6)
Exit the Hospital Bedroom and go down the corridor to the Morgue. Pick up the Coffee Mug near the dead body. Then exit the Morgue to the corridor. Before going to the break room, let’s have a look in that weird exhibition room.
EXHIBITION ROOM (7)
Inside the Exhibition Room, take the rolled-up document: “The Nameless City” from the table with the laptop and the document: “The Black Door Must be Opened” from the bookstand at the back.
Then, leave the exhibition room and go to the break room next to the guard in the corridor.
BREAK ROOM (8)
In the Break Room is a coffee machine. Open your inventory and use the coffee mug on the machine. Then, in the inventory, use “A Bottle of Strong Painkillers” on “A Cup Full of Coffee”. You then get a “Cup full of Coffee with Pills“.
Exit to the Hospital Corridor (4). Talk to the guard and give him the “Cup Full of Coffee with Pills”.
DAGGER EXHIBITION ROOM (9)
You’re now standing in the Dagger Exhibition Room, the room the guard stood in front of. Take the dagger in the center of the room: “Old Dagger”.
Exit to the corridor and escape the hospital the same way Carter did – through the Morgue.
This will conclude this Chapter.

CHAPTER 8: CHRISTOPHER BLACK
Christopher Black has traveled to Henry Armitage’s Bookshop.
See below the rough floor plan of the BOOKSHOP, where Chapter 8 is taking place.
1 – Front Bookstore
2 – Middle Bookstore
3 – Back of the Bookstore
4 – Backroom
5 – Secret Room
FRONT BOOKSTORE (1)
In the bookstore take the following NOTES:
A hand in a wooden box: Sedefkar Simulacrum
A thick, yellow book near the entrance: The Black Power – Jackson Elias
Three Stones inside a bookshelf – The glowing ones from an Indiana Jones Movie: Shankara Stones
A book in the righthand side bookshelf with the entrance door in the back: Dune – Benjamin James Taylor.
Look at a black box on the floor and take the ITEM: Crowbar The “Old Lever”.
Then, walk to the next piece of the Bookstore.
MIDDLE BOOKSTORE (2)
Here in the next part of the bookstore is an open laptop. When you click on it you get the message “It is on”. You can also look up to see wires. When you click on them you get the message that there was something connected and someone must have pulled it out.
Before you continue on to the back, make sure to look at the screenshot below. There is a light switch here that turns on the lights at the back. You have to come back here after you realize it is pitch-black at the back.
Walk to the back of the bookstore.
BACK OF THE BOOKSTORE (3)
Here at the back, Christopher will hear something. Here are the NOTES that you can pick up:
Something bright red on top of books: Elephant Heart.
A box on the floor in the aisle with a pile of books on the floor: Matchbox
A brown big book in the shelf to the right inside the screenshot below: Cultes Des Goules – D’Erlette
Next, Christopher is going to enter the next room through the door at the back. When it’s too dark to enter, you have to go hit the light switch at the Middle Bookstore (2).
BACKROOM (4)
The security camera is lying on the floor. Look at it and take the memory card. You can go back to the laptop at the Middle Bookstore (2) to see what is on the Memory Card. But it is not essential for solving the game.
The white drawer with the blood on the screenshot below is stuck. Open up your inventory and use the crowbar on the drawer. Inside you’ll find: Loose Page of a Diary, Note, ITEM: Blood-Stained Book.
Use the Blood-Stained Book on the bookshelf where the noise is coming from at the very back of the area. Enter the Secret Room (5).
SECRET ROOM (5)
In the secret room, you’ll hear some noise. Turn around and you will see this monster.
Now this Chapter is finished.

CHAPTER 9: THE OMEN – REVELATIONS BEGIN
After Christopher Black encounters the monster in the Bookshop, Carter Scott finds himself in the forest talking to IDH-YAA.
See below the rough floor plan of the HOUSE, where Chapter 9 is taking place.
1 – Forest and House
2 – Lounge
3 – Kitchen
4 – Secret Room
FOREST AND HOUSE (1)
Walk in the only direction possible.
Talk to the security system of the house. Use the passphrase to get inside.
In this room, there is a slogan on the wall – the same one Carter just used to open the door. There are two doors one to the left and one to the right of this slogan.
Left is the Lounge (2), and right is the Kitchen (3).
THE LOUNGE (2)
In the lounge, pick up this statue. Then exit the lounge and go to the Kitchen (3).
THE KITCHEN (3)
In the kitchen, take the newspaper from the table and move the weird vase on the kitchen top. It will show a button. Use the statue from the lounge on the button.
Leave the kitchen and go back to the Lounge (3)
THE LOUNGE (2)
A bookshelf has moved and you can go through the passage.
SECRET ROOM (4)
In the secret room behind the bookshelf, take the map from the wall.
Take the compass from the glass table.
OTHER NOTES:
Document on the table: History of the Cult of the Sleeping God
Another document near the door: The Ambrose Chambers Society.
A newspaper on the old bench: Obituaries
Document near the window: Milestones
Exit through the bookshelf door to finish the Chapter.

CHAPTER 10: SOPHIE WHALEN
After Christopher Black encounters the monster in the Bookshop, Carter Scott finds himself in the forest talking to IDHYAA.
See below the rough floor plan of the VILLAGE PART 2, where Chapter 10 is taking place.
1 – The Beach
2 – Village South Alley
3 – Factory Building
4 – Northern Park
5 – The Other Beach
6 – The Cave
THE BEACH (1)
Check out the boat on the beach. It has a hole and Sophie wants to patch it. The only way you can go from there is to the building.
VILLAGE SOUTH ALLEY (2)
Sophie is back at the Village South Alley where the bar is. Head to the factory building down the alley.
Look just above the bar entrance and grab the ITEM: oars.
FACTORY BUILDING (3)
The drunk Bystander has finished the Whiskey and you can pick up the broken bottle from the floor to get the ITEM: Cork Stopper. Exit the Factory Building and head down the other side of the Village South Alley to get to the temple.
All residents are in the temple. At the temple, take the exit to the north, so you get to the northern park (4).
NORTHERN PARK (4)
Sophie didn’t have to visit this area previously. It’s a small park with trees and a sign that says: No Littering On the Coast. Look for a rag on the floor next to a tree. It’s an ITEM: Stained Hankerchief. Head back to the boat.
THE BEACH (1)
Interact with the boat first, so you see the hole. Now open the inventory, pick up the handkerchief, and use it on the hole. Do the same now with the cork stopper to plug the hole. Then do the same with the oars, aiming at the plugged hole.
THE OTHER BEACH (5)
Sophie arrived on the other beach. There is only one way to go: Into a cave (6).
THE CAVE (6)
In the first section of the cave, look at the symbols and the drawings. There are also creepy footprints on the floor. It is difficult to draw a floor plan for the cave. Walk straight ahead. In this area, you will find the symbol with the eye in the center. Here, straight ahead, is a passage that takes you to a door.
There is a door on the other side. When you interact with it, you are automatically sent to the amulet and another door:
Use the Statue in your inventory on the amulet. Then, use the key in your inventory on the door near the statuette.

CHAPTER 11: CHRISTOPHER BLACK
Christopher Black now finds himself in an ally of an unknown town…
See below the rough floor plan of the town and the bar, where Chapter 11 is taking place.
1 – Empty Town Alley
2 – Stinky Backalley
3 – Bar Entrance
4 – The Center of the Bar
5 – The Back of the Bar
6 – Employees Only
EMPTY TOWN ALLEY (1)
At night, Christopher Black is standing in front of a shop called “La Puerta de Tannhäuser”.
There is a red car parked in front of the shop. Next to it is a toolbox. When you open it, you can take the ITEMS: Hammer and a Glass Pipette.
There is a path you can go next to the shop.
STINKY BACKALLEY (2)
Here in the Backalley you can pick up the ITEM: Car Battery. Open your inventory and use the Glass Pipette with the battery to get “Glass Pipette with Acid“.
In this stinky alley, look for the blue door. You can use the Glass Pipette with Acid on this door lock. Now you can enter the location.
BAR ENTRANCE (3)
In the bar, there is a button between the bottles. Push it. Now you can go deeper into the bar, straight ahead from the entrance.
THE CENTER OF THE BAR (4)
At the back of the bar, there is another path you can take further in.
EMPLOYEES ONLY (6)
Further in the bar, next to a video game station, there is a door to the back office. Here, behind the scenes, you can pick up a couple of NOTES:
A book on the table with a laptop
A Report about Manson
A Report about Archduke Franz Ferdinand of Austria
A Report about Chernobyl
Look on the floor. It will sound weird when interacting with it. Open your inventory and hit the floor with the hammer. This will reveal a puzzle that requires five letters.
Hit the Party Mode Button and go back to the bar.
Now everything is in Ultraviolet light and some letters on posters are highlighted.
“C” Nameless City Poster (2019)
“H” James Starkweather (1933)
“R” Orient Express (1888)
“P” “Randolph Carter” (1928)
“I” Elias Jackson (1925)
Enter RIPHC in the puzzle and take the document out of it: Ritual to keep young and a paper with numbers: 41.8286, -71.4052 looks like coordinates.
Also, interact with the puzzle on the floor again to get Housekeys!
This will finish this chapter!

CHAPTER 12: CHRISTOPHER BLACK
The story continues with Christopher Black and the Truth seems to be very close. He finds himself in the same forest as Carter before.
I’m going to reuse the Cult House floor plan from Chapter 9 here. This time, Christoper only needs to go to three rooms:
1 – Forest and House
2 – Lounge
4 – Secret Room

FOREST AND HOUSE (1)
Walk in the only direction possible.
There is no doorbell or security system to talk to at this time. The door is locked. Open the inventory and use the “House Keys of Society” with the door. Then enter the house.
Inside, there is the same corridor with two doors. The right door is the kitchen, and the left door is the Lounge.
THE LOUNGE (2)
In the lounge, the secret bookshelf entrance is open and you can enter the secret room.
SECRET ROOM (4)
In the secret room behind the bookshelf, just take a document with various mugshots from the bench and the “5 years ago” back story starts, how Christoper met Carter.

CHAPTER 13: THE NAMELESS CITY
James and Carter are the main protagonists in this chapter.
You won’t need an overview map for this. Just follow the green glow. You’re supposed to get lost.
THE LOST CITY
The chapter starts in the middle of nowhere somewhere in the country, playing Carter. There is a “The Nameless City” sign that you can interact with. This will give you Notes: Inscription. Continue to walk towards the ruined church.
In the ruins, it does not matter, where you go. Walk around, following the green glow like in the screenshot below, until you meet James.
THE PORTAL
After the cutscene, you are at the Portal, playing as Carter. Each of the pillars has an engraving for one of the “Pieces of the Door” in Carter’s inventory. Use the “Pieces of the Door” on the round cave in the center of the portal, where the eye is.
In the next step, the man with the mask arrives. Look at them, after the cutscene, IDH-YAA will be behind you.
THE END
DESOLATION
Release: June 22nd, 2021
Developer: Superlumen
Publisher: Soedesco, Superlumen
Official Website: https://desolatium.com/