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Scarlet Hollow Walkthrough – Chapter 5 – Friday

Welcome to the Into Indie Games walkthrough for Scarlet Hollow Chapter 5 – Friday.

For more information on Scarlet Hollow beyond this walkthrough of Chapter 5, check the Steam page here.

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Stella’s House

Depending on your choices from the previous night, you either wake up at the manor or at Stella’s house. I stayed over at Stella’s house and so I woke up there. Go into the kitchen and be nice to Stella. She made pancakes.

Over breakfast you can talk about Reese and make plans about checking the Forbidden Wing of the mansion – as Wayne said last night. Make your way to the manor with Stella.

You can find the other starting point below.

Scarlet Manor (Other Starting Point)

If you stayed at the manor, you wake up in a hidden hallway in the Forbidden Wing. If Dustin and his mom are there trying to wake you, the Talk to Animals trait lets you actually chat with them, but they do not have much to add. All they can really confirm is that Wayne was the one who carried you here.

You can peek through the keyhole and spot the guest bedroom, but there is not much you can do there yet. Your only real option is to start exploring deeper into the wing.

Scarlet Manor

Once you get to the manor with Stella, check your bedroom. Wayne has ransacked the place. You can check the drawers for Dustin and his mom but they are not there. Check the ransacked closet. You will end up in the Forbidden Wing and you will also run into Wayne’s footprints now.

It is important to check every room and gather as much information as you can.

Forbidden Wing – Ornate Entryway

Once you investigate the entryway, you can examine the painting and the hidden room. Examining the painting shows locations you have already visited and found seals in. One location remains unexplored.

Forbidden Wing – Enoch’s Office

Investigating the secret room with BOOKSMART will lead you to finding a map.

Checking the table and the drawers will show you that the office belonged to Enoch. Checking the bottom drawer will lead to the discovery of Dustin and his mom and glass vials. The top drawer contains a picture of Theodore, the man from your vision last chapter.

  • If you have the Mystical trait, you’ll recognize that the little vials holding the messages are actually part of a communication system.
  • If you’re Street-Smart, you’ll also spot a hidden drawer tucked away in the desk. Inside, there’s information about the stone seals, which adds a pretty big piece to the overall puzzle.

After you’re done digging through the desk, head back out into the hallway to check out the next rooms.

Forbidden Wing – Third Floor

After following Wayne’s footprints, check the window to notice the sheer drop. Next move the boxes from the nearest door, if you have Powerful Build as a trait.

Removing the boxes will let you enter Edwardine’s room.

Forbidden Wing – Edwardine’s Room

You will find greeting cards from Tabitha’s dad here in the drawer. You will need them later. I chose to tell Tabitha.

Check the closet for clothes and a super creepy note. Go back into the hallway and check the middle room.

Forbidden Wing – Nursery

Check the bookshelf for handwritten books by Alexandra Scarlet. You will learn she possibly switched places with a boy in the wall.

You will also find drawings by Alexandra. Go back to the hallway and to the farthest room now.

Forbidden Wing – Ritual Room

This room has a candelabra and a large rug. If you have Mystical or Keen Eye, you can pull back the rug or the curtains to uncover what’s hidden underneath.

This reveals an occult symbol tied to the five stone seals, with a sixth power marked in the center. If you check behind the curtain, you can also find a bloody sacrificial area.

From there, the room opens up into another hallway, leading you even deeper into the wing.

Forbidden Wing – The Locked Room

In this room you will find the missing doll – Alexandra’s doll from your closet.

Examining the doll will cause Stella to freak out and you will hear music coming from the piano room. Stella heads back to the hallway with you and wonders if its Wayne. Follow the music.

Forbidden Wing – Piano Room

You will find Wayne here.

Wayne will say some strange stuff and leave. Stella and you leave soon after.

Path to Town

Stella wants to tell Tabitha. If you have Booksmart you can hold off on that. You can also choose to mistrust Stella and question her.

You’ll get a bunch of different options on who to visit next, or you can even try to flee town entirely. No matter what you pick though, everything eventually funnels you toward the Tremaine Farmstead.

The choices you see depend on how much information you uncovered in Enoch’s office and from Wayne. Depending on that, your options basically boil down to this:

  • Find the “Witch” which is only available if you spoke to Wayne in the Piano Room (which I didn’t)
  • Seek out the next stone seal
  • Talk to Tabitha
  • Go to the police
  • Talk to someone you trust
  • Attempt to leave town

It’s worth noting that only Stella, Doc Kelly, Tabitha, and Avery can actually become your companions for the trip out to the Tremaine Farm.

I chose to go see Tabitha at the mines. This probably works best if you’re alone with Tabitha at her office, but I had Stella with me which angers Tabitha . But if Gretchen is dead and Stella and Tabitha have grown closer, the two of them will basically stage a mini intervention for you at Tabitha’s place instead.

Either way, you’re heading to the Tremaine farm next, whether that’s riding with Tabitha or being arrested.

One major warning to note here – depending on the choices you made after leaving the manor and how your conversation with Tabitha goes, there is a hard fail state here. If you try to physically overpower Tabitha using POWERFUL BUILD, she will respond by shooting and killing you.

The Mines

Tabitha and I hadn’t bonded very well. Regardless, she is in her office with a shotgun in hand. I told her about the cards.

The conversation turns sour quickly because Tabitha and Stella hadn’t bonded either in my run. This led me to being arrested. The cop will leave Stella behind and take you. Deputy Franklin will then take you to the farmstead.

Tremaine Farmstead

When you arrive at the Tremaine farmstead, who you’re with changes how everything plays out. You’ll either show up in the back of a patrol car or alongside Avery, Doc Kelly, Tabitha, or Stella.

Arriving with Avery:

You get there before the police and before Doc Kelly. That gives you a quick moment to talk with Irma Calloway, and Duke. Bo has already gone into the Tremaine house and hasn’t come back out.You follow Avery into the garage, where you find what’s left of Big Betty. From there, it’s down into the root cellar, where you find Julius, Bo, and Julius’ new “son”. You spot the seal and, at this point, passing out is scripted. After that, the police, Duke, and Doc Kelly show up.

Keen Eye is extremely important here. It lets you work with Avery to convince Julius to let his “son” feed from him instead and release Bo.

Without that, your main alternative is to kill the “son,” which results in both Julius and Deputy Franklin dying. Technically, you can also just let the “son” finish feeding on Bo, which is what I did.

Arriving with Tabitha:

The police are already inside when you get there, along with Duke. Doc Kelly is outside with Irma.

You and Tabitha head in, find Sheriff Hugby dead from an axe to the face that was the booby trap that we heard about in earlier chapters, and then move into the basement. Julius, Avery, the “son”, and Deputy Franklin are already there.

You and Tabitha both pass out at the sight of the seal, and then you witness the ending. After that, it’s up to you to decide how to handle the situation.

Arriving with Doc Kelly:

You enter the house, head down into the basement, and find Julius, Avery, and the “son” already there.

From that point on, the confrontation unfolds the same way, and you’re the one making the big calls.

Arriving with Stella:

The sequence largely mirrors the other companion routes. You enter the house together, eventually make your way down to the basement, and face the same core confrontation with Julius and the “son”.

The emotional tone shifts depending on your relationship with Stella, but the critical choices remain in your hands.

Arriving in the patrol car:

If Tabitha got you arrested, you’ll be stuck waiting outside while things inside the farmstead start getting tense. At the right moment, Wayne quietly opens the patrol car door and lets you out.

He refuses to go into the house with you and Doc Kelly will join you instead, and the two of you head into the basement where you’re faced with the same final decisions as the other routes.

Inside you will find the Sheriff with a new axe in his face.

You will eventually end up in the basement and see the vision of Enoch making the deal with the Witch, Verena. You then wake up to find Avery, Julius and Bo.

You have to deal with Julius’ story about dealing with the witch and a baby growing out of Bo. You can ask Julius about the baby, about Sybil being the witch and the current situation.

No matter what you do, even if you run out the clock, the outcome is the same. The faucet starts and floods the room. You will end up in a memory or a dream of some sort, and the UI will change as well.

You can go through all the options but it will lead you to accept your daughter(s) deaths over the years. This is until you do the final one.

You will see Kaneeka. You can try to talk her out of her decision if your relationship is strong enough, but regardless, she will make her final decision.

If you have Strong Build you can pull her out of the dream and wake up in Tetanus Lake.


This concludes the walkthrough for Chapter 5 of Scarlet Hollow.

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