
Game intel
Scarlet Hollow
The free-to-play first episode of a horror-mystery game with dark humor and hand-drawn art from award-winning graphic novelist Abby Howard.
After spending a few playthroughs untangling Chapter 5 of Scarlet Hollow, I realized how easy it is to miss crucial clues in the Forbidden Wing or stumble straight into a hard fail at the Tremaine Farmstead. My first run, I rushed the manor, barely explored, and walked into the farm sequence totally unprepared. The second, I pushed Tabitha too hard and learned the hard way that this chapter absolutely will kill you for bad decisions.
This guide walks through Chapter 5 as I wish I’d played it the first time: a step-by-step, trait-aware route that:
I’ll keep the focus on mechanics and consequences so you can preserve as much narrative surprise as possible, but expect some spoilers for Chapter 5’s events.
On my main run I woke up at Stella’s place. Head into the kitchen, talk to her over pancakes, and be decent to her if you care about your relationship. Over breakfast, you can:
Once you’ve exhausted the conversation, you and Stella will head to Scarlet Manor together. Having Stella with you in the Forbidden Wing slightly changes how you handle some physical obstacles (she effectively acts as extra muscle if you don’t have Powerful Build), and her reactions also color the horror beats.
If you slept at the manor, you wake up already in the Forbidden Wing, in a hidden hallway.
Either way, you end up in the same space: the Forbidden Wing, with Wayne’s presence lingering in the background and a thin linear path that hides a lot of optional lore if you just bee-line the footprints.
My big mistake on my first pass was following Wayne’s footprints and ignoring side rooms. Don’t do that. This is where you pick up the best stone seal info and family lore, and several trait checks only appear here.
In the ornate entryway, examine everything:
Inside Enoch’s office, trait checks matter a lot:
Also check:
Once you’ve ransacked this room, do not skip it on any run. Even if you plan to replay later, this is where a lot of the chapter’s logic starts to click.
Back in the hallway, follow Wayne’s footprints but stop to interact:
This is a good early example of how traits and companions affect simple exploration, not just dialogue.
In Edwardine’s room, loot carefully:
Once done, head back out and hit the next room.
In the nursery:
Nothing here is trait-gated, but it gives important backstory that makes the next rooms hit harder.
This room is easy to misread as just “creepy ambiance” if you don’t have the right traits. Pay attention to:

This is the moment where the game visually says, “Yes, everything going on with the seals is part of one big ritual system.” It also primes you for what you’ll later see under the Tremaine farm.
In the locked room you finally find Alexandra’s missing doll – the one from your own closet.
The piano room is one of Chapter 5’s most tense scenes. Wayne is here, and you finally get a direct conversation instead of just stalking and threats. How much he tells you depends partly on how you’ve treated him before, but the big mechanical point is this:
My advice: stay calm, ask questions, don’t try to be a tough guy. You can’t fight him here anyway, and his perspective is one of the few windows into what’s truly happening in Scarlet Hollow.
Once you’re out of the Forbidden Wing, the game throws a bunch of choices at you – but they all funnel to the same destination: the Tremaine Farmstead. What changes is:
In broad strokes, your options look like this:
In broad strokes, your options look like this:
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It’s worth knowing that only Stella, Doc Kelly, Tabitha, and Avery can actually become your companions for the trip to the Tremaine Farm. Everyone else is more about flavor, context, and small branches.
If you go to see Tabitha at the mines, she’s likely armed and on edge. On one of my runs, our relationship was rocky and I thought, “Fine, I’ll just use my traits and force the issue.”

Do NOT use a combination of Powerful Build and Street-Smart to physically overpower Tabitha. If you try to take control of the situation that way, she panics and shoots you dead. That’s a full chapter hard fail, not a fake-out.
Instead:
If Tabitha does come with you, or if you end up arrested, you still wind up at the same farmstead, just in different configurations.
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No matter how you navigate the crossroads, the story drags you to the Tremaine Farmstead. This is Chapter 5’s big confrontation, and it’s where traits like Keen Eye really pay off.
This is one of my favorite routes mechanically. With Avery:
This is where Keen Eye becomes crucial:
On my “best outcome” run, I used Keen Eye and saved both Bo and the deputy. If you have the trait, aim for that.
If you made peace with Tabitha (or at least avoided getting shot), she rides with you to the farm.
When you come back, you have to decide how to resolve the “son” situation, just like in the Avery route. Keen Eye still enables the same non-lethal solution. The difference is mostly in how Tabitha reacts and what this experience does to your relationship.
This route plays very similarly to arriving with Avery:
Doc Kelly adds some medical perspective and moral commentary, but mechanically, your options mirror the Avery path. Again: use Keen Eye if you have it.
With Stella as your companion, the beats are almost the same:
The big difference here is emotional. If you’ve built a strong relationship with Stella, her reactions to the horror and to your choices land much harder, but your critical mechanical path doesn’t change: Keen Eye remains the best way to avoid extra deaths.
If things went badly with Tabitha or the authorities, you might roll up in the back of a patrol car instead of with a friendly companion.

So no matter how messy your pre-farm choices were, the core confrontation is essentially the same – it’s just your support network and guilt that change.
Once you see the seal in the basement, the game rips you out of the present. You experience a vision of Enoch making his deal with the witch, Verena, and when you “return,” the scene begins to warp.
The faucet starts running, the room floods, and the UI itself changes. You’re effectively in a dream or memory space, and you need to work through it to finish the chapter.
Here’s what tripped me up at first:
Eventually, you encounter Kaneeka within this dream-space. You can:
With Powerful Build, you can literally grab her and drag her back, and you both wake up at Tetanus Lake. Without that trait, your influence is limited to words, and the scene resolves much more bleakly.
Between Keen Eye at the farmstead and Powerful Build here, Chapter 5 is very upfront about rewarding specific builds. On later runs, I built characters specifically to see each outcome, but for a “best lives saved” run, Keen Eye + Powerful Build is incredibly strong.
If you want a solid first clear of Chapter 5 with minimal irreversible disaster, here’s what I recommend based on my own trials:
Chapter 5 is designed to feel overwhelming and unfair on a blind run. But once you know where the trait gates and hard fails are, it becomes a tense, manageable puzzle instead of a gotcha. If I could go from getting shot by my own cousin to walking out of the farmstead with Bo and the deputy still breathing, you can absolutely do it too.