Project Songbird is a cinematic first-person horror story set deep in the woods of West Virginia. You play as Dakota, a struggling musician dealing with musician’s block, who retreats to a remote cabin to try and finish a new album… but things start to feel off pretty quickly. In this part of the walkthrough we go through the final act to find out what happened to Finn and sign off with a very personal message from Conner Rush.
Act 3
Day 23
Dakota starts inside the cabin on this day, as it is raining. Head outside. A call on the radio will come over from Rob. Head to the chain link fence behind the cabin and use the bolt cutters on it.

Follow the path down. You will find metal scarps on the floor on the left. Take a left at the clearing and you will reach a mine.

Check the yellow blinking generator. It is out of gas. Pick up the red gas jerry can and the batteries from the side.

Head inside the mine and take the left path. You will find a boxcutter on the table at the end.

Open the elevator doors at the end of the path to check, but it doesn’t have any power at the moment. Head back out of the mine and head to the cabin. Use the box cutters on the hose on the side of the cabin.

Go to the run down truck on the other side now and siphon diesel from the fuel tank. Go back to the generator and load it up. Go to the elevator now and ride it down. Get out of the elevator a the bottom and go straight. Pick up the scrap metal on your way. You will find a locked door on the left before crossing over a plank. Turn left at the end of the path. There will be a green padlocked door at the end of the path.

Shoot the padlock off and enter the room. Pick up the rifle bullet from the crate inside and the scrap metal from the table. Head back out and take the other path going down the side. Go past the mine cart and turn left and then left again. You can pick up a rifle bullet here. At the end of the path you will find the Coal Mine key.

As you make your way back to the locked door, a call from Finn will come in. Go back over the plank and watch the cutscene of Dakota falling down. You now have no inventory items as you have just lost Dakota’s backpack. Follow the path down till you reach the clearing with the machinery and red light over the door. Check the note from Billy on the table.

Go to the right from the locked door and then left past the mine cart. Turn left at the end and you will reach an open area. Going to the right will see the path branch in to two directions. Take the left path and keep going till you see the rail tracks. You will see a skeleton and a green light over a door at the end. Enter this room and you will find painkillers on the table on the left. You will also find a hunting rifle on the floor next to the skeleton.

On the table next to the skeleton is the second note from Billy. He speaks of Toothman again. And its making me nervous. Turn the switch on top of Billy’s skeleton around and an alarm will start blaring. There is a workbench nearby, where you can upgrade your only weapon, the hunting rifle. Head out and you will see, what I assume is one of the Toothmen we have been fighting all this time. There will be more. Two more on each side. You cannot take them all down, so run past them all till you are back at the exit.

Run through the door. Climb up the ladder. You will be back on the upper level of the mine. Go through the door at the end, and you will be back in the woods. Follow the light to the next red door but first pick up Dakota’s backpack. Go through the red door. You will be in Finn’s house now. Pick up the metal scraps from the table on the left. Check the walls for X marks for missing paintings. Go up the stairs and pick up the painkiller from the bottom of the shelves.

Enter the closet on the right and pick up the painting of a door from the wall. On the opposite end is another red door. Pick up the metal scraps near it and head down. Hang the painting of the door on the wall downstairs. It can only match one outline.

Turn around and a door will appear here. Go through the door. Follow the path through and the other door at the end. Follow the arrows on the wall and pick up the landscape painting from the easel. Keep going you will find Finn’s painting and a perch.

Turn back around – if you keep following to the left you will be caught in a loop. Go out the door and back to the landing. Go up the stairs and hang the Landscape painting on the wall.

Turn around and another door will appear. Go through this door now. You will be in a toilet. Pick up the rifle bullet from the left. Go through the door past the tv and pick up the metal scraps from the boxes outside. Turn the valve to shut the steam off and go through. In the next room crouch past the boxes and take care of the Toothman. Take the left path and go into the central room to turn off the steam valve. There are a couple more of them here so either take them out or distract them with the bottles. There are two more valves. One is inside the toilet on the far-left side of the area. The valve is guarded by a Toothman.

Distract it or if you have the bullets take it out and turn the valve. Go back out and you will find another room with the final valve in it.

Turn it, and you should have shut off all three streams of steam. Run through the opening now and through the door. Open the door and you will find the square painting in the bathtub. Check the bathroom wall for the 1 written on it. Go downstairs and hang the painting on the square outline. There was a number in the basement wall – 9.

Once again, turn around and a door will appear. Go through and down the stairs. Repair the axe which had broken from the fall in the mine on the workbench. There is a model lighthouse on the table near here. Check it out for an achievement. Go into the other room and pick up the square but oddly shaped painting.

There is a film projector here but no film. Go back up to the stairs and place the final painting in its oddly shaped outline.

Once the door appears, due to your turning away. Follow the instructions on the wall and just keep moving. Go through the door at the end and your radio will go crazy now with all kinds of whispers. Pick any path and keep moving, eventually there will be a note on a table.

You will keep running the same loop over and over again if you keep going forward. Turn back and go through the large opening you emerge from everytime.

There is a number on the kitchen wall here – 4. Pick up the small painting of the red door from the kitchen, near the fridge. Go upstairs and hang the painting on the wall near the red door.

Once the door appears keep going through the doors. Eventually the sequence will end. You will be in a living room with a piano. Go through the door next to the piano. Shoot the lock off the door on the right. Pick up the painkillers off the table. Go back out and turn the corner. You can pick up a rifle bullet from the table near the wardrobe. Go through the door here and past the boxes, finally to another red door. There was a door with a heart symbol back under the fallen shelf that is locked. Going through the red door will lead you to another basement and a workbench. Keep going and fight off the Toothmen. The green door on the left is closed. Pick up the metal scraps and bullet from this room. On the left is a green door, go through it and take care of the Toothman. There is another one here around the corner. Eventually you will run across a room with an open vent. Go through and come out the other side to find batteries and a bullet.

Exit this room to find another Toothman. Take it out and then shoot the padlock off the green door on the right. Inside you will find metal scraps. Go back out and keep moving till you reach the room with the red light and lockers. Pick up the bullet from the locker and take out the next Toothman. Pick up the bullet from the drum and go through the door at the end. You will find the heart key here. Go back up to the door with the heart marking, crouching under the fallen shelf.

Open the door and pick up the taxidermy bird from the bed. Now make your way back to the perch and Finn’s painting. It’s the door on the right when you get downstairs. Place the crow on the perch and go back the way you just came. You will run into one of those annoying blink monsters. Keep backpedalling through the corridors, keeping the monster in sight. Eventually, you will reach a red chair and a door. Go through. Check the box on the left table. The code is 1-9-4-2. You will find a film reel inside. Go back down to the basement. The stairs won’t seem to end, but keep going. Use the film reel on the projector. Go back upstairs and into Finn’s studio. Watch the cutscene and keep moving through the darkness towards the light. Once you have control, make your way back to the cabin. Run past the monsters and into the cabin. You have an album to finish.
More indie games
For more articles on other indie games, please check out the links below: