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Static Dread Walkthrough – Night 1

The world has ended—or at least, that’s what you’ll feel as you step into the worn shoes of a solitary lighthouse keeper. Static Dread: The Lighthouse, developed by solarsuit.games and published by Polden Publishing, launched on August 6, 2025, offering a chilling blend of bureaucratic simulation and cosmic horror.

In this walkthrough, we’ll guide you through the lighthouse’s unsettling halls. We’ll help you master key mechanics, make sense of cryptic encounters, preserve your sanity, and—most importantly—keep the light burning.



The Courier

The game begins with a message explaining why the old lighthouses were revived. You then receive a call from your family and as the game opens up you find yourself at your station. Check the red front door to talk to the Courier.

Go through his dialogue options. Take the supplies and your pay cheque and head to your desk. Look at the tooltip for the Perk, Energy. Answer the call from the Chief.

You figure out you are at Outsmouth Lighthouse. Read the article and ask the Chief to show you the ropes. He will ask you to pull a lever – its behind the green door to your left, near the stairs. Before you head there check your desk for the Keeper’s Memo. You learn how to use the desk.

Who is on frequency 237.0?

You will also learn that the frequency to contact your family on the radio is 237. You can choose to call them and let them you are okay. Next turn the lighthouse on.

Who is on frequency 181.1?

Night 1 will begin. A call will come in on the radio. Go ahead and answer the call. It’s the Chief again and he tells you about searching for Frequencies on the radio. Essentially, you turn the dial and listen for frequencies where the light turns green. The Chief is on 181.1.

He will then send over some forms to mimic ship callsigns and this will teach you how to help ships navigate to ports. Draw the route on the map the Chief sent over.

Place the form over the fax machine to send it back. You will then learn that “Ships must be guided to their designated ports.” Otherwise, guide them to Blackfort. The Chief will finish your briefing and you will hear knocking on the door.

Tip

You can check the radio for any random frequencies before going to the door. If you tune into 181.3, you find a Morse code note.

Jackie

At the door you will find a Young Man. He is Jackie, captain of the Sturgeon.

He will give you the journal of the last Lighthouse Keeper. You can collect three journals to find out what happened to the old keeper. Go through the conversation options and Jackie will want to come in. In this playthrough, I refused to let him in. He will threaten you and leave.

Who is on frequency 036.7?

Go back to the desk and check for a ship emergency on the radio. You will find a ship on 036.7. It’s Captain Drake from the Coast Guard. He will talk to you about some Pirates and eventually hang up.

Who is on frequency 033.6?

Check the radio again – at 033.6, you will find the vessel, Pluto.

Talk to the captain about the other dialogue options. Ultimately, guide the ship to Blackfort.

Who is on frequency 082.0?

Once again check the radio and at 082.0 you will find the vessel, Typhoon. Guide her to Blackfort.

Tip

Drink from the supplies to stay awake.

The Chief will call again and ask you turn the Lighthouse light back on. Do that and get back to the radio. At 082.0 you will find a strange call.

Tip

If you listen to this voice, and turn in to bed. You will wake up in the morning and leave. This will get you the coward ending.

The Old Fisherman

Check the door now. It’s the Old Fisherman. He will hand you a fish.

You can choose to decline. I didn’t. He seems like a nice guy. You will notice that the village is getting darker as is the lighthouse. Keep the lights on by flipping the switch on near the spiral staircase.

Check the radio again. At 054.4, it’s Captain Drake again – ask him about the weird drugs he found on the pirates and eventually guide his ship to Blackfort port. A call from the Chief again. Tell him about the strange call you received. End the call soon after. Its morning now. Hit the clock on the small side table to get into bed.

You will read the Old Keeper’s journal. Then there is another knock on the door – it’s the Old Fisherman. You can buy fish and items from the man with your pay cheque.

Tip

You can buy anything off him – I got some fish and the Oil Lamp.

You will notice the tooltip for Perk: Sanity.  You will then notice a call on the radio – it’s the Chief. He will talk about the drug bust and that no help is coming for you. He will also tell you that the key to the generator room is on it’s way. Look around the place if you want to but eventually flip the switch to start your shift.


This concludes this part of the Static Dread Walkthrough.

For more interesting articles related to indie games, check out the links below. 

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