Unlocking All Endings in All Static Dread: The Lighthouse Guide

Unlocking All Endings in All Static Dread: The Lighthouse Guide

Spending 15 days at the lighthouse can stretch into an endless journey, particularly when family feels worlds away. In Static Dread, that weight is all too real—both in feeling and consequence. This game unfolds in a slow build that culminates in a catastrophic climax, with countless paths for the player to explore.

What reality can you trust? Whom will you sacrifice to save yourself from the all-consuming darkness lurking beneath the ocean? These questions linger as you navigate your decisions.

True to the essence of cosmic horror, Static Dread contains a multitude of endings—none clearly defined. Each choice you make branches the narrative in unpredictable ways, culminating in an array of possible outcomes. Your initial playthrough will likely differ significantly from someone else’s, especially since only one achievement pertains to all but two endings. The “The End?” achievement unlocks after completing the game, irrespective of the path taken.

Despite the vast range of experiences, certain decisions lock you into specific branches, leading to the same focal point: the Necronomicon. The game begins with an expansive narrative but narrows down to more confined choices based on your gameplay.

Static Dread: All Endings Guide

By the fifteenth day, all avenues have been explored. The only option left involves conversing with The Darkness and determining what you are willing to sacrifice. Whether you choose to combat The Great Old One or empower it, both choices ultimately converge where you must confront what the Old Keeper defended at the cost of his own sanity. Your use of the lighthouse beam is limited to three significant instances, which, after speaking with the Village Elder, will lead you to the Necronomicon.

If you decide to enhance The Great Old One, expect a takeover of Blackfort by cultists once The Darkness escapes the lighthouse, provided the city remains unharmed.

No Way Ending

On your first night, The Unknown (Old Keeper) urges you to abandon the lighthouse. Heed its command and confirm the “Give up” choice in the bedroom. The Lightkeeper quits before the main events can unfold. But what awaits him back home? A void of denial and solitude echoes the isolation of the lighthouse.

Darkness Ending

To obtain this ending, restart on day two. The attempt becomes increasingly futile as The Darkness grows stronger. Ensure to turn off all lights, including your flashlight, after beginning the night shift, and let yourself be engulfed by the darkness. Favor your wife and daughter in your dialogue selections to have the Lightkeeper fall asleep to their voices, losing himself to the abyss of memory.

Nuclear Codes Ending

This is the most challenging ending to achieve, requiring you to gather crucial information throughout your gameplay.

Essential clues appear on the tenth day. Align yourself with Blackfort and its military forces throughout your playthrough to unlock this route. A critical fax page related to nuclear launch codes appears distorted, but you can discern the three-digit sequence beneath the “Top Secret” marking: 74 20 73. You’ll acquire the Aircraft Carrier Tempest frequency, though activating the nuclear warheads isn’t necessary at this stage.

On the fifteenth day, collaborate with the soldiers to ensure their success in reaching the old village. Set the frequency to 18.9 while following prompts to attack The Great Old One’s eyes:

  • Apply Military Encryption
  • Activate Voice Control
  • 357 – Alpha – 57
  • Activate emergency control
  • 800 – 15 – 32
  • Launch torpedoes
  • Turn off the pump
  • 357 – Omega – 32
  • Disable torpedo launchers
  • Supply power to strategic weapon systems
  • 800 – 15 – 57
  • Enter Launch Codes
  • 74 – 20 – 73
  • Activate nuclear warheads

Klaatu Barada Nikto Ending

On night seven, either allow or scare away the Fisherman’s dog to acquire the basement key. Locate the two glowing pieces near the rotation device at the lighthouse’s summit and under the bedroom floorboard. The floorboard requires a crowbar from the generator room to access. Once on the fifteenth night, speak to the Village Elder and enter the basement to unleash the Darkness. Make one final wish; the Keeper will seal the door with a Cthulhu-like mark. Choose “Touch the Necronomicon,” “Let go of the darkness,” and “Dispel the barrier” to finish this ending, leading to cultists transforming Blackfort into a place of worship for The Great Old One.

Family Ending

Following the path taken for the previous ending, touch the Necronomicon and request one last wish: choose to “sacrifice the Old Keeper” or “be with my family.” This ending echoes the Darkness route, showing the Keeper’s desperation to reunite with his loved ones.

Alternatively, you can sacrifice the city to save your family, resulting in the same cutscene as before but annihilating Blackfort in the process.

Selfless Ending

Touching the Necronomicon to sacrifice yourself for your family’s safety ensures they endure while you linger in the nightmare. They must navigate their new reality without you.

Sacrifice Ending

Touch the Necronomicon and select “sacrifice myself.” Decide either “make this monster disappear” or “restore the old world.” This ending returns the world to its previous state, albeit with a new Keeper stepping into your shoes, facing inevitable darkness.

Destruction Ending

Our final ending had us sacrifice Blackfort to obliterate The Great Old One. Left alone, the Lightkeeper acknowledges that the Darkness has escaped, taking his city with it. The legacy remains: his family gone, he must forge a new meaning of existence.

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