[ivory-search id="137303" title="AJAX Search Form"]

Static Dread Walkthrough – Night 6

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 part of the walkthrough, we’ll guide you through the aftermath of the storm – and deal with increasingly strange vessels showing up at port.


Table of contents


Today, you will deal with the aftermath of the storm. There are now dangerous shallows on the map and you need to avoid them when routing ships.

The next call will be from the Sheriff. He will update you on Captain Drake’s condition. The sheriff’s frequency is 150.6.

Check the door, and you will find a note from the smugglers who are none too happy that you saved Captain Drake.

Check the radio now. At 181.2, you can hear more radio chatter; the same applies to 084.2.

Who is on frequency 015.9?

It’s a vessel called KSOT. Absolutely unhinged communications come from their end.

They need to go to the dry place. Check the new dangerous zones map that the port sent over while directing the ships.

Check the door – it’s the boy again. After the conversation, you will get a call on the radio from Ares. It’s distorted and cuts off. The next call that comes in from Misty. The villagers have attacked their outpost. Guide Misty to Blackfort.

Check the door, it’s Deputy Tides again. She will ask you to let her stay inside. I let her in.

She will be in the guest room. Return to your desk and answer the calls.

Who is one frequency 591.8?

It’s a ship called Anna Brooks. These communications are getting more unhinged by the minute. Route them to Blackfort.

Go around the place and clean, turn on lights, turn on the generator and the lights – as you need. On the radio you can listen to chatter on 181.3.

Who is on frequency 129.4?

It’s a vessel called Swift. It’s a military missile boat accompanied by an aircraft carrier. Route them to Blackfort.

Who is on frequency 077.3?

Another bonkers bit of conversation with a vessel called Sea Wanderer. Guide them to Marshport.

Back on the radio, you can listen to chatter on 062.6 and 074.5.

Who is on frequency 633.7?

Finally, a normal conversation with a ship called Eastern Breeze. Route them to Blackfort.

Check the lighthouse for spawns of darkness, and get some cleaning done. Eat and/or drink to keep awake.

Who is on frequency 700.0?

It’s a ship called Iceberg and the captain addresses you as Warm Human. Great. They want to go to Sandport, which isn’t available so send them to Blackfort.

Soon, your shift will end. So get into bed and read the old Keeper’s journal.

The Boy will show up in your dreams.

You will be on ramp/walkway. On the left is your desk where you can talk to your family.

On the right is the red front door of the lighthouse. Keep going up the ramp to the light. This will end Chapter 2 and you can see the choices you made.

Flip the breaker to start Day 7.


This concludes this part of the Static Dread Walkthrough.

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

Share By

Related Posts