
This guide takes you cleanly through all of Act 1 in Project Songbird: the apartment prologue, Dakota’s first four days at the cabin, every important item (flashlight, batteries, scrap, bullets, fuse, pump tools), the full pump valve solution, and the entire mannequin/office maze sequence including the guillotine lever and first enemy encounter.
I’ll assume you want minimal backtracking and maximum safety. Whenever there’s a choice of paths, I’ll point out which route I found fastest and where I grabbed extra resources for later chapters.
Once you first gain control, you’re in Dakota’s bedroom in her apartment. This section is mostly scene-setting, but there are a lot of interactables if you like lore:
Nothing here is missable gameplay-wise. When you’re done looking around, watch the long intro sequence that leads to the cabin.
Once you’re in control near the lake, you’re officially in Act 1, Day 1.
From this point, you can open Dakota’s journal with D-pad Up (controller) – I recommend glancing at it regularly; it reinforces what the game expects you to do next.
Now grab the key items in the cabin area:
Once you’ve checked these and explored as much as you like, Day 1 ends automatically when you finish looking around and rest.
Day 2 starts with Dakota trying to lay down a scratch track.
From here, you’ll start learning the layout of the woods, plus a few critical item routes.
From the front of the cabin, go left toward the green hose. You’ll see a forest path.
Triangle on PS5) and selecting it.Continue until you reach a sign and chain-link fence, with a radio tower beyond.
Scrap is what you’ll use later to upgrade the axe, so get into the habit of grabbing every piece you see.
Backtrack down. As you move away from the tower, watch for a short rocky dead-end path to the right – just note it for now; there’s nothing vital here yet.
Return to near the cabin and look for another boarded path opposite it.
Turn around from the church:
Right after inspecting the painting, you’ll hear a noise back at the cabin. Return there to find the front door open but no one inside. This is your cue to head toward the pump house.

From the cabin door, follow the path straight across toward the sign marked Pump House.
Once you’ve checked everything here and head back and settle in, Day 2 will wrap up.
You wake up in the middle of the night to your first proper darkness segment.
Nothing here is missable; just don’t forget the battery, since it gives you a small buffer for the next night sequence.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Guide Strategy Guide + Weekly Pro Tips
Day 3 is about fixing the cabin’s water. Head straight back to the pump house from the cabin.
At the pump, do the following in order:
With that done, return to the cabin’s spigot outside and interact with it. You should now get clean running water and a short cutscene confirming success.
If the water doesn’t work, you likely either forgot to shut off the blue valve before the sequence or miscounted one of the turns. Reset by turning valves a few times, then carefully repeat the exact order with the main valve off.
This is the biggest chunk of Act 1: a surreal office complex with an enemy, puzzles, the mannequin sequence, and several key items.
When Dakota wakes again, go outside and follow the dark cloud through the woods, over the previously broken bridge, into a clearing, and finally through a glowing red door. You’ll appear in an office hallway.
When Dakota wakes again, go outside and follow the dark cloud through the woods, over the previously broken bridge, into a clearing, and finally through a glowing red door. You’ll appear in an office hallway.
Compare prices instantly and save up to 80% on Steam keys with Kinguin — trusted by 15+ million gamers worldwide.
*Affiliate link — supports our independent coverage at no extra cost to you

Go through the red-lit door, up the stairs, to reach a reception-like area full of mannequin imagery.
In the side room just off reception (near another eye drawing), you’ll find a weapon bench again. If you’ve been diligent with scrap, you should have enough to upgrade the axe’s damage now. I strongly recommend doing it before the upcoming enemy encounter; it makes a direct fight survivable if you slip up.
From reception, go through the other door into a corridor with toilets, an elevator, and a far door.
To navigate the maze and avoid wandering aimlessly, use this route:
In the next room:
Inside the vents, use your camera flash periodically to see where you’re going.
Now you need to backtrack toward the cubicles. This is where the first real enemy appears.
As you approach the cubicle room again, the tree-like monster spawns and starts patrolling.
I’ve had the most success just sprinting past once I know the layout, but if it corners you:
R2 (or your block button) to block its attack, which reduces damage enough to survive.Once you reach the fuse room near the elevator lobby, place the picture you picked up earlier on the sacrificial altar. You’ll need more of these soon, and this also effectively “activates” the area.
Install the fuse so you can finally power the elevator. Call it, step inside, and ride up to the next section.
When the elevator stops, exit and go right. You’ll find two doors marked with II and III.
Run the loop again. This time, another new door opens into a meeting room containing the clock puzzle for the mannequin’s arm.
Once the clocks are set correctly, open the TICK TOCK box to collect the mannequin arm. Attach this to the mannequin in the looping hallway as you did with the leg.

With the arm attached, another route opens:
Back in the main corridor, you’ll now notice neon signs guiding your path.
Exit back to the central area and take the elevator down again.
Remember the locked box under the “Fragile is the Throat” scribble in reception? Now that things have progressed, you can open it and retrieve the guillotine lever. This is the missing piece for the mechanism you saw earlier.
Before heading back up, go into the red door room near the fuse altar and place your second picture in the fire.
Ride the elevator up again, turn right, then left to go down the stairs. Take the first door on the right to reach the guillotine room.
Take the head back to the mannequin in the main looping corridor, but watch for the enemy:
Once you place the head, the mannequin is complete. Go down the stairs again; a new picture will be available at the bottom. Grab it.
Return via the elevator to the sacrificial area:
You’ll snap back to Dakota’s apartment. Walk into the living room and answer the ringing phone again, then leave through the front door to a grassy space and on into Finn’s studio to listen to their conversation. When this sequence concludes, Night 3 is effectively over.
Day 4 starts back in the woods.
If you followed this route, you should finish Act 1 with your axe upgraded, a decent stock of bullets, scrap, and painkillers, and all key puzzles solved without excess wandering – leaving you in good shape for the much harsher sequences that follow.