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Static Dread Walkthrough – Night 3

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 night starts with the Chief calling in and giving you the instructions for the night.

If someone has anomalies on board, they need to fax over proof. Check the door for the village elder. The Elder will leave his radio frequency – 388.3. Check the light board to see if anything is down – for me it was the antenna that was down. So I went out the door on the right of the desk and turned it back on.

Back on the radio, you can listen to some radio chatter on 253.5.

Who is on frequency 512.0?

Flip to frequency 512.0 to get in touch with the James Pryor.

Guide the vessel to Blackfort. Back on the radio you can hear some chatter on 133.9 and 031.9. on 031.2, Captain Drake will call in to complain about Ember.  Guide him to Blackfort. Next up, you will receive a call from Misty. She is at the newly formed research station. She will request you to guide The Sturgeon to Mystic Point where the research station is and not to his father.

Check the front door for the Old Fisherman. You can and should buy some fish off him – tiredness comes quickly now.

Back at the radio, frequency 133.9 and 245.7 tunes you into some radio chatter.

Who is on frequency 539.4?

On 539.4 you will find the vessel Curie. After hearing they have something “strange”. Ask them to fax over proof.

Route them to Mystic Point. Check around the place and turn on the lights.

Who is on frequency 329.5?

Flip to 329.5 to reach the vessel, Silver Salmon. This is a cargo vessel so send them to Deep Creek. The Chief will call in about the light going out, so flip the switch near the stairs. The chief will call again, so head to the top and fix the rotation. Next, a call will come in from Pluto – the ship we guided to port on Night 1. The Static will interrupt and remind you of that and tell you that this is something from the deep and not the real Pluto. He will demand you send Pluto to him.

Again, decide what you want to do. I sent the Pluto to Deep Creek as it is a cargo container. The Static will get mad now and cover the lighthouse in darkness.

Go around the room and turn all the lights on and use your flashlight to take the spawns of darkness out.

Note: If you keep the markings clean, less dark spawn portals will show up.

Soon the Village Elder will be back at your door. Send him off and check back at the Radio. You can hear some chatter on 227.7.

Who is on frequency 181.2?

On 181.2 you will be in touch with King Hebbert, a gas tanker. She wants to go to the research station. So ask for proof.

Look at the proof and route them to Mystic Point. You can listen to more chatter on 131.5.

Who is on frequency 257.3?

Turning over to 257.3 you will be in touch with Black Whale, a fishing trawler. They have a lot of dead fish and want to go to the research station. Ask for proof.

Route them to Mystic Point. You will hear a knock on the door, the Village Elder is back again. Once again, he will ask to come in. I asked him to go back home. He didn’t like that. Clean around the place and listen to radio chatter.

Who is on frequency 060.9?

It’s a yacht called Albatross. They want to go to the research station too. Ask for proof. Since they don’t have any send them off to Old Harbor.

Who is on frequency 249.1?

Tune into frequency 249.1 to talk to the Sturgeon. You will notice the Village Elder standing right next to you.

At this point, you have two choices send Jackie to Misty and the scientists or bring him back to the village. I sent him to Mystic Point.

End the shift. After reading the next page on the old Keeper’s journal. You will receive a strange call from your family.  Go up the ramp and you will see how the choices you made have shaped Chapter 1. Next morning, the Old Fisherman will be back. Buy some fish off him.

A call will come in from the Chief.

After the very weird conversation with the Chief – flip the switch and start the 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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