How to Kill the Demented and Unlock Freed
The Demented freezes while watched but cannot be damaged. Here is the trap position, look-away timing, and recovery logic that worked for me.
Read Guide →Game Guide Hub
A practical starting point for all 13 shifts, solo priorities, pet surgery, every ending, special Entities, and achievement planning.
Recommended Order
Use these guides in order if you are starting a new casino.
Guide
The Demented freezes while watched but cannot be damaged. Here is the trap position, look-away timing, and recovery logic that worked for me.
Guide
Choose your pet, cover every medicine bill, learn what it does at work, and protect the $250 surgery fund without confusing store money.
Endings
Every ending depends on the Clyde choice and whether your personal funds reach the $250 surgery cost after Shift 13.
Guide
I finished all 13 Story Mode shifts alone. This is the priority system I use when customers, drivers, warnings, cleanup, and Hunts overlap.
Guide Cluster
The Demented freezes while watched but cannot be damaged. Here is the trap position, look-away timing, and recovery logic that worked for me.
Read Guide →Choose your pet, cover every medicine bill, learn what it does at work, and protect the $250 surgery fund without confusing store money.
Read Guide →Every ending depends on the Clyde choice and whether your personal funds reach the $250 surgery cost after Shift 13.
Read Guide →I finished all 13 Story Mode shifts alone. This is the priority system I use when customers, drivers, warnings, cleanup, and Hunts overlap.
Read Guide →Blood Moon survival starts before the attack. Here is my fast two-lane setup, Arsenal timing, and response to each confirmed threat.
Read Guide →The Music Box can hide beside aisles, counters, or trash-bin clutter. This is the floor-search route and rewind check I use before the third song.
Read Guide →Use a low-risk 100% roadmap for all 10 achievements, including Relentless, Freed, Locked And Loaded, three endings, and two unresolved Entity routes.
Read Guide →Shift At Midnight Story Mode contains 13 shifts. I treat the run as three connected problems: survive the active threat, protect useful store income, and preserve the personal funds needed for the pet’s $250 surgery. Use the problem table below to jump directly to the guide that solves the current blocker.
| What is blocking your run? | Start here | What the guide covers |
|---|---|---|
| Too many tasks while playing alone | Solo Guide | All 13 shifts, task priority, customers, drivers, shopping, restocking, cleanup, and Hunt preparation |
| Unsure whether to call Clyde | Endings Guide | True Ending, Grave Decision, Empty Home, Shift 13 income, and the final $250 check |
| Pet medicine or surgery is approaching | Pet Guide | Pet selection, $20 and $40 treatment, store behavior, personal funds, and surgery |
| The Demented freezes and takes no damage | Demented Guide | Observation, trap positioning, look-away timing, failed triggers, and Freed |
| A small Music Box starts playing | Jack-in-the-Box Guide | Floor-search route, confirmed locations, rewind completion, and co-op roles |
| A Blood Moon or Entity Assault begins | Entities Guide | Two-lane defense, Shock Trap placement, Arsenal timing, Baby Entities, and special warnings |
| You are planning 100% completion | Achievements Guide | All 10 requirements, the three-run roadmap, Relentless, Freed, Arsenal progress, and ending achievements |
| Every-shift rule | Why it matters |
|---|---|
| Read warnings first | The warning determines which trap, weapon, route, or special response is required |
| Keep checkout accessible | A blocked counter slows customer flow and reduces useful income |
| Verify before shooting | Killing a real human loses the transaction and can reduce personal earnings |
| Record fuel and plate together | This reduces unnecessary travel between the driver, vehicle, registry, and pump |
| Prepare one passive defense lane | Solo players cannot actively watch both entrances during a Hunt |
| Track personal funds late-game | Store quota and shopping money do not guarantee the $250 surgery payment |
When several jobs compete, my decision chain is:
Immediate threat → special Entity mechanic → waiting customer → nearly completed driver → blocking restock or cleanup → optional work
This is the full logic behind the Solo Guide. The Hub does not repeat every customer, driver, shopping, or cleaning step.
Story Mode tasks and threats can vary, so I use broader stages rather than assuming every player receives the same event on the same Shift.
| Story stage | Main pressure | What matters most |
|---|---|---|
| Opening shifts | Learning customers, stock, cleaning, and quota | Build one repeatable route between the computer, shelves, checkout, and exit |
| Early expansion | Drivers and more travel between work areas | Collect the fuel amount and plate before returning inside |
| Mid-story | Detection tools and special warnings | Read the computer before shopping and keep required tools accessible |
| Late story | Hunts overlap with customers and store clutter | Pre-place warning-specific equipment and reduce optional work |
| Final three days | Personal earnings affect surgery | Protect verified transactions and avoid human-kill penalties |
| Shift 13 | Final survival, payout, and ending check | Buy essential defense and skip cosmetic perfection |
The exact route through each stage is covered in the Solo Guide.
The pet route begins with observed $20 and $40 treatment payments before the final $250 surgery requirement.
Store-shopping money cannot pay these medical costs. The final surgery uses personal funds, and the Shift 13 payout can still contribute before the final check.
| Final route | Requirement | Result |
|---|---|---|
| True Ending | Don’t Call Clyde and finish with $250 or more | Pet and Clyde survive |
| Grave Decision | Call Clyde | Pet survives and Clyde dies |
| Empty Home | Don’t Call Clyde and finish below $250 | Clyde survives and the pet dies |
The important hidden rule is:
Don’t Call Clyde does not automatically produce the True Ending.
Use the Pet Guide for treatment, pet selection, and store behavior. Use the Endings Guide for the complete Clyde decision and final payout calculation.
Special threats do not share one universal combat solution.
| Threat | First response | Full guide |
|---|---|---|
| Demented | Stop shooting while it is frozen; prepare a trap and control eye contact | Demented Guide |
| Jack-in-the-Box Music Box | Stop normal work and search floor-level clutter immediately | Music Box Guide |
| Blood Moon / Entity Assault | Cover two routes and prepare before the opening wave | Entities Guide |
The warning on the computer is the real preparation signal. I do not assume that a normal firearm solves an observation mechanic, countdown event, or warning-specific Entity.
For a first Story Mode run, I use this order:
This keeps the Hub focused on navigation while each specialist page handles the full route, evidence, screenshots, and troubleshooting.
Yes. I completed all 13 Story Mode shifts alone. Solo is mainly harder because one player must handle customers, drivers, warnings, store work, and Hunts without assigning tasks to teammates.
Story Mode contains 13 shifts. The exact combination of customers, tasks, warnings, and threats can vary, so I use stage-based priorities rather than one rigid night-by-night script.
There are three main outcomes: True Ending, Grave Decision, and Empty Home. They are determined by the Clyde choice and whether personal funds reach the $250 surgery requirement.
No. Weapons, traps, ammunition, healing, stock, and decorations use the store-shopping balance. Pet medicine and the $250 surgery use personal funds.
Start with the Solo Guide for the full task-priority system. Then open the matching Entity guide when a special warning appears, followed by the Pet and Endings guides before the final story decision.