Welcome to our comprehensive guide for GESTALT: The Fifth Day! In this article, we will walk you through every scenario in the game, including the new ones from the Another Day DLC. Get ready to conquer GESTALT: The Fifth Day with our spoiler-free walkthrough, written by KINJA.
INTRODUCTION
Hello!
Developer speaking. GESTALT: The Fifth Day has received a good amount of updates, a DLC, and a lot of new content, so I think it’s time for there to be an official guide available to the public. This guide is for those of you who want to explore the new content, hunt for good endings, and achieve Ending II, allowing you to access the Another Day post-game story included in the DLC. While there is a guide within the game’s files for the base game scenarios, I think re-releasing this guide for Steam will reach many more people (and will hopefully become something you can search online, unlike the text file walkthrough).
Some people like guides in their puzzle/mystery games, okay? None of us are proud of it, but when you’re stuck and just want to move forward without making a colossal mistake, sometimes you peek and see what Polygon or Reddit has to say. This is a difficult game, and if you come from a non-puzzle gamer background, this game can be even more challenging. So, let’s get you some help.
- A way to warn you formally about each trigger in each scenario.
- A brief on each scenario.
- A small introduction to the game’s main and deeper mechanics.
- (Mostly) Spoiler-Free. I’ll be mostly focusing on the solutions and why they’re there.
- A step-by-step for the main solutions that will unlock each scenario’s good ending.
- A director’s commentary. Why’d I write that? What does this all mean? You decide!
- A content spoiler. No dialogue will be discussed, and scenes will be described vaguely when needed.
- Short! There’s more content than you’d think for a game so small!
- Average Playtime: 1.5 hours – 2.5 hours
- Genre Tags: Psychological Horror, Point-and-Click, Visual Novel
- Controls: Mouse and Keyboard (not optimized for joystick)
- Native Resolution: 1280 x 720
Lastly, at the end of every scenario beyond Day 1, I will offer the the in-depth solution explanation after each scenario for those that want to see it. This will be hidden by spoiler text, so if you prefer to keep it answer-key-only, just scroll past it and you won’t be spoiled.
Without wasting any more time, let’s get you started in GESTALT: The Fifth Day!
HIDDEN MECHANICS
For the best experience possible, it’s recommended that you play through GESTALT at least once without a guide, going in as blind as you can.
The following information will give away a lot of the game’s strangeness, mystery, and horror
without experiencing it yourself at least once. This is because the game is intended to be
beaten at least twice, and it will become clear why in just a moment. So, if you are looking at this
guide before you begin, play it first! It’s quite short! If you don’t care or have already done so,
then please continue reading.
This game takes place over the course of five in-game days. Within these five days are
scenarios you will play through, which have a good and bad outcome. However, getting either outcome will move the story forward, meaning this game does not start you at the beginning upon failure. Either outcome becomes part of the story, which affects the ending to the game. If you fail a scenario and receive the main ending (which ends on a grim, bleak note), it can look like the situation itself is hopeless, and you may try again in order to actually get good results this time around and see what happens. However… You may find some things have changed from your last playthrough.
Three days in the game have randomized scenarios. On Days 2, 3, and 4, one of three things
can happen each day. This means that, in the middle of the game, there are nine different scenarios that you will only see three of per playthrough. So, if you think you know how to solve the scenario on Day 2 that you failed before, you may restart the game only to see it’s a totally different situation!
Additionally, if you downloaded the Another Day DLC, an extra scenario is added to each day. This makes it so that one of four scenarios can happen each day instead.
Overall, there are 27 unique playthrough possibilities (125 with DLC) in the game in terms of what scenarios you will see, and even more varied factors that I can’t count that make many playthroughs unique. Additionally, Each day has a “bad” and “good” ending, which will affect the overall ending you get in the game. Finally, there are 5 possible endings to the game, and this guide will cover primarily how to unlock the Ending II of the game (which serves as the game’s “good” ending), which requires you to get the good ending to days 2, 3, and 4 of the game in order to make this possible. This will also unlock the Another Day post-game story if you have downloaded the DLC.
You will know if you’ve gotten the good ending to a scenario when you’re visited by… Something. This entity will share some useful hints for you, which is dependent on what scenario you’ve successfully completed. After each scenario, WRITE DOWN THE CLUE IT GIVES YOU. You will need to succeed on all 3 of whatever scenarios you get during Days 2, 3, AND 4, otherwise you cannot get Ending II. You will use these clues on Day 5.
Now that we know what we’re working with, let’s begin going through these 5 days!
DAY 1
The game opens with some narration setting the premise, and our first day begins. This
scenario never changes, and will always be the same on every playthrough. This day follows Wicke coming home from work, and preparing to go to bed.
Auditory Horror, Disturbing Imagery, Blood, Violence, Suicidal Ideation, Mention of Suicide
Day One is effectively the game’s tutorial. For your own playthrough and to make following this guide as easy as possible, please become familiar with the layout of Wicke’s house, its five major rooms, and the interactable objects in each room. Some objects are added dependent on the scenario.
LIVING ROOM
- Television
- Coffee Table/Laptop
- Couch
- Window
BATHROOM
- Toilet
- Mirror
- Sink
- Under Sink
- Bathtub
BASEMENT
- Under Stairs
- Shelves
- Work Bench
BEDROOM
- Dresser
- Bed
- Nightstand
KITCHEN
- Stove
- Sink
- Under Sink
- Cabinets
- Fridge
There is no traditional good ending to Day 1, and no matter how it ends, you can still get any of the game’s endings. However, there is still a good end of sorts to this day that will give you your first major hint in how to get the second ending to the game, so we’re going to cover how to reveal this hint. Complete 3 of any of the following tasks:
Kitchen > Stove > Cabinets > Fridge > Stove
Bedroom > Nightstand
Once you’ve completed any of these 3 tasks, go to the bedroom, click the bed, and select “Yes.”
After a bit of dialogue and Wicke goes to bed, you will be… visited. Listen carefully to what it has
to say, and just keep it in mind. This thing will appear any time you get the good ending of a scenario, so this won’t be the last time we hear from it.
DAY 2: RATS
receive one of three/four scenarios, all with different solutions. For the next three days, we’ll be covering each solution to each scenario.
Wicke has found herself in a pest control dilemma, and needs to figure out what to do about it. The goal is to make one good, consistent decision in order to get rid of them.
Loud noises, Blood, Violence, Animal Death
Click “Check Bed”, and the scenario will begin. After this you’ll find yourself in the game’s room select. For now, find the four items needed to complete either ending for this scenario:
Kitchen > Cabinets (Bait)
When you’re done, select the Bedroom, then click Go To Bedroom. After this, you’ll be given two choices. Either choice can result in a good ending, the trick comes in the second choice. You will be prompted to bring two of the items you found with you upstairs, and they must coincide with the first choice you made. Here is the solution to the good ending based on your first choice:
CAPTURE: Bring the Bait and the Trap.
KILL: Bring the Shovel and the Poison.
Afterwards, your last option will be to Check Bed. If you followed the steps, you’ll get the good ending to this scenario, even if it may not look that way. This scenario can only be failed by picking objects that do not correlate with the Capture and Kill options.
Consistency is the only secret here. If you bring the wrong tools for whatever intent you have, you will fail.
DAY 2: PLANTS
Wicke tries her hand at gardening again, but finds that the plants she is trying to tend to are very strange, and very picky eaters.
Audio Horror
One of the two scenarios of the game with a major puzzle mechanic. First, when prompted to Check Shelves, do so. Eventually, you’ll see a list of instructions. The “NOTE TO SELF” section of these instructions is what’s important here, which say the following:
“The left plant is carnivorous.”
“The mid-left plant despises mice.”
“The middle plant cannot chew.”
“The mid-right plant [REDACTED]”
“The right plant enjoys live meals.”
After this, the scenario begins. You’ll be able to select the clues for what each plant eats from a book icon in the lower left of the screen. In order to get the good ending of this scenario, the correct items must be fed to the correct plant. First, find the items you’ll need in the following areas:
OR Kitchen > Sink
Once you have all five items, go to the Living Room, and select the Plants to feed them. Feed each plant their corresponding item:
If you do this, you will unlock this scenario’s good ending. This ending can only be failed by feeding the wrong items to any of the plants.
Wicke mentions in the start of the scenario that she is considering writing her own notes, and throughout the scenario, she will. After you collect each item, she will write a new note within the pages of the book she carries, found by clicking through the pages. There will be a total of 5 notes after all items are found. Aggie’s solution is incomplete, and by following the book’s instructions as-is, the solution to the yard plants is unsolvable. You need Wicke’s notes to figure out the rest.
Combining Wicke’s and Aggie’s notes together spell out the correct solution.
DAY 2: MOTHER
Wicke is home from work, and wants to have a night off just for herself. She instead finds that she must yet again engage in another round of pest control.
Disturbing Imagery, Arachnophobia, Violence, Audio Horror
This can be a tricky scenario. You have two goals: Find the creatures, and collect the three items. Wicke will be focused on the pest control, but upon searching for them, you may come across one of these items, and their importance will be alluded to. Also, the creatures show up in specific parts of the house based on how many you’ve exterminated. A surefire way to find them is to follow the audio. The audio plays quietly on in hallway, and will play at full volume if the creatures are in that room. Below are the list of creature locations, and the items you need for the good ending:
Check Fridge (Item #1 [Vodka])
Check Sink (Item #2 [Hair Sticks])
Check Nightstand (Item #3 [Lighter])
After all of this, something else will now happen. Go to the Basement, which was previously locked off and is now open to explore. When Turn Left and Turn Right appear, click either one of them three times. If you collected all three items before entering the Basement, the good ending of this scenario will unfold on it’s own. You can only fail this scenario if you go into the basement without all 3 of the items.
The solution is as written: There are additional items you need on top of your pest-quest. You need all three before you enter the basement, otherwise you will get the bad ending.
DAY 2: BUTCHER [DLC]
Wicke is attacked in her kitchen, and needs to find several places to hide until the threat leaves.
Auditory Horror, Blood, Mention of Stalking
The scenario begins in the kitchen. You don’t have to do anything but watch the scenario unfold, and then you’ll be able to select a room like usual. The goal of this scenario is to successfully hide in all 5 rooms of the house without getting caught. When entering any room of the house, there will be a new “HIDE” button that has become available.
You can hide in any room in any order. HOWEVER: You can make sure if it’s safe or not by checking certain areas of each room. What you are looking for is if there is a knife in these locations or not. If there is nota knife, you can hide in this room, and if there is a knife, you need to select a different room. The knives can be found in the following areas in each room:
If you enter a room and don’t see a knife in these locations, you can hide here. Wicke will have some dialogue, and if you’ve chosen right, you’ll have the options to “CHECK”, “WAIT”, and “LEAVE.” First, click CHECK. If you hear any noise at all, click WAIT next. You can click CHECK as much as you want to see if there is a noise or not, and clicking WAIT will reset the room. If you are positive you aren’t hearing any noise, click LEAVE. If the scenario doesn’t end, you chose right. This room is no longer going to be safe, so repeat this process until you’ve cleared every room. If you’ve done everything right, you will get this scenario’s good ending.
This scenario can be failed by either clicking HIDE while room isn’t safe, or clicking LEAVE when the room isn’t safe.
Like many Day 2 scenarios, this one is as written. You need to check to see if the knife is in a room before you hide in it. When you hide, you need to use “CHECK” first before you leave that area. Once you have used an area to hide in, there will always be a knife in that room, meaning that you cannot hide in the same room twice. Additionally, the more rooms you clear, the higher the appearance rate of the Butcher becomes when you check for knives or and when clicking “CHECK” while hiding. If there’s a room or two you haven’t hidden in yet and you keep seeing a knife, leave to the hallway, and re-enter the room until it’s safe.
DAY 3: EMMA
Wicke receives a visit from one of her only friends, a girl named Emma. While entertaining her, Wicke must also exercise another more malicious unwanted guest from her house.
Audio Horror, Disturbing Imagery, Mention of Drugs & Alcohol, Mention of Abuse
This is one of the hardest scenarios in the game and takes some serious detective work to figure out. Luckily, we’re about to make it easy. In order to complete this scenario, you need two special items, and correctly select two of five correct symbols, all while doing both in the correct room. In order to get the good ending to this scenario, find the two items you’ll need first:
After this, you’re ready to start the seance. Go to the Living Room, and select the icon of the seance book in the lower left corner of the screen. Select “Perform Seance Here” and then select “Yes.” When prompted to select the two items you’ll use for the seance, select the candles and the photo (order does not matter). After this, you’ll be taken to a screen that will have you select two of five symbols. Select the second symbol from the left, and the symbol on the far right. A longer scene will play, but if you followed these instructions, you will get the good ending to this scenario.
This scenario can be failed if you select any of the wrong items or symbols, or perform the seance in any room but the Living Room.
There’s three aspects to this solution: The room for the seance, the 2 true sigils, and the 2 items you need. While this is a difficult scenario, once you solve even one of these three aspects, you’ll automatically solve the other two.
All you need to do to solve this scenario is to look at the sigils in each room VERY carefully. Like the book states, the room for the seance will be the room that contains “the marriage of the two true sigils,” in this case, meaning that there is one room that has both of the sigils you’re looking for. The solution to this is the orientation of the sigils: In every room, the sigils are all rotated in different directions, but in three rooms, two sigils have the same orientation. The bedroom contains a sigil with the same orientation as the one in the living room (the sigil on the far right). the basement contains another sigil that has the same orientation as a sigil in the living room (the middle left sigil). The living room has both of these sigils, so this is your room to perform the seance in. Additionally, you will need items that are found nearby the “true sigils”, and because the two true sigils are in the basement and bedroom, you will need to use the Black Candles and the Photo.
DAY 3: RADIO
Wicke prepares to go to work, and decides to play her radio in the background.
Disturbing Imagery, Mention of Abuse
This scenario can be tricky if you don’t do one important task: Listen to the radio.
Once the radio is turned on, the scenario begins. Go back to the Kitchen, select the radio, and select “Listen to Radio.” After listening to what it has to say, select “Listen to Radio” again. Once you get this special broadcast, Wicke will have some dialogue. Continue to “Listen to Radio” three more times to get another special broadcast, and then three more times to get another. This time, don’t listen to the radio again, and instead leave the kitchen.
Go to the Basement, and you will see that there is a fungus in the room now. Select it, and head back to the Kitchen. Select the radio, and, once again, click “Listen to Radio” three times to get your next special broadcast. This is the last broadcast you need to listen to. BEFORE YOU LEAVE THE KITCHEN, there is now a set of knives you can select in the room. Click them, and leave the kitchen.
A scene will play. When prompted, select “Stab.”
After doing all of that, you’ll get the good ending to the Radio scenario. This scenario can be failed by either running out of time getting ready for work, taking a shower, ignoring the fungus, or failing to take the knife with you.
This scenario requires you to listen to the radio a LOT, and you will succeed. The two things to look out for are when it mentions the fungus in the basement (that will not appear until the radio mentions it), and the knife block that becomes available once it warns Wicke about the violent entity. As long as you follow the radio’s instructions and Wicke’s curiosity, you will succeed.
DAY 3: TRAINING
Wicke spends the morning of her day off stuck doing leadership training from her laptop. However, unlike other years, this year’s training seems different…
Disturbing Imagery, Depictions of Suicide, Depiction of Death, Abusive Language
!!NOTE!!: Any and all depictions of suicide and death are NOT real. They are stock images and images I have altered myself, and I do not use any real images of dead people in any project I create.
You will enter a special scenario once you click “Begin Training.” You will have to select all of the correct options in this survey, which can be tricky as the scenario goes on. To obtain the good ending of this scenario, select the following options in this order:
- TEXT ENTRY: You can type anything here.
- Right Image (Man carrying Box)
- Left Image (Woman Running)
- Right Image (Hanging)
- Right Image (Large Mouthed Woman)
- Right Image (Man on Floor)
- Left Image (Wide-Mouthed Wicke)
- Right Image (Eyes)
- Right Image (Wicke)
- Strongly Agree, Agree, or Neutral.
If you did everything correctly, you will unlock the good ending. You can fail this scenario by getting more than three wrong answers.
You must follow the training instructions as they are, and do not trust the entity that begins to talk to you and do the opposite of what it tells you. Not so much of a trick, this solution is a tad finnicky.
*Note*: This is the only scenario the developer doesn’t like.
DAY 3: GNOMES [DLC]
Wicke finally decides to deal with a feature of the house that has been bothering her for some time now.
The scenario begins, and will take you to the basement. Click “Check Shelves” and the scenario will play a little more, and then begin. To simply get the good ending (while not reading or using some of the other mechanics of this scenario), simply start by getting the items in these areas of the house:
Once you have these items, go to the living room, and click the gnomes. They all need to be given specific items, so give each gnome the following item:
If you gave them all the right item, each one will give you a slightly different card. Select Gnome #2, and click “Lock Up.” A scene will play out, and you will get the good ending.
This scenario has two bad endings. The first occurs if you give any of the gnomes the wrong item, and the other occurs when you lock up the wrong gnome at the very end.
Some will notice that the work bench in the basement is mysteriously unlocked for the player, which never happens unless it is meant to be used. While there is nothing to do on the bench for most of the scenario, the solution to this scenario comes when you’ve gotten all 6 cards. When you have them all, go to the work bench in the basement, and you will be free to look at all of the cards at once. You are free to move them around, as there is no drag-and-drop section here. What you want is to create in image, as each card contains a piece of a larger picture. All of them except one will help create the image, meaning there is an outlier that doesn’t fit anywhere. This is the card given to you by Gnome #2, meaning this one is the killer.
DAY 4: ETERNITY
Wicke comes home from work, but is surprised when her power goes out. She needs to turn it on, but there is something off about this situation…
Loud Noises, Suicidal Ideation, Mention of Suicide, Mention of Abuse
This scenario has a timer that you will see in the corner of the screen. If this timer runs out, you will see that, instead of the day ending like normal, it instead starts over. In order to end this day, you need to perform a number of tasks before the timer can run out. To do this, you can search the house for all the clues you’ll need, or you can read below and see what you need to do:
Combination: 1818
Unlock the Basement with the Basement Key Click the breaker box will be on the Basement wall (only appears in this scenario).
This will turn the power back on in the house, but the scenario isn’t over. Leave the Basement to enter the Hallway to see what I mean. After a bit of dialogue, you will be given two choices. To end the scenario, click “Stay.” This ends the scenario, and unlocks the good ending.
It’s almost impossible to fail this scenario.
The name “Shelly” on the lock in Wicke’s nightstand refers to Mary Shelly, the author of
FRANKENSTEIN, a book you can find on the couch in the living room. You can see that the book was published in 1818, which is the lock’s combination. DRACULA and DON QUIXOTE are not needed to solve this scenario.
In order to solve the breaker box puzzle in the basement, you will need the two clues underneath the sinks in the bathroom and kitchen. Wicke will write the patterns you find on two pieces of paper. DON’T BE TRICKED! Once you have the two pieces of paper, an icon will appear for each, where you can look at the pattern again. Just because the button to view the pattern is on the left does NOT mean this represents the left side of the breaker box, and vice versa. The left button shows the pattern for the right side of the box, and, again, vice versa. You can make sure you have the right orientation by making sure the dots on the pattern are on facing outward (just like the dots you click on the breaker box).
The last thing to make sure you know about are the use of “X” and “O”. An “X” means you flip that switch on the breaker box, and an “O” means you leave it alone.
DAY 4: DRAIN
After a hard day at work, Wicke decides to try and have a normal dinner. But, something in the drain is preventing that from happening.
Disturbing Imagery, Audio Horror, Violence
Select Check Fridge and Look for Skillet to unlock the Thaw Fish option. This will begin the scenario. The goal here is to collect 4 items from around the house, and to not let that thing in the drain out of your sight for more than a second. Below are the locations of each item in the scenario. For the best results, GO BACK TO THE KITCHEN AFTER FINDING EACH ITEM, select the sink, and then select Use Item. Do this for all 4 items.
If you were diligent and went right back to the Kitchen and checked the sink after you got each item, the good ending will occur after all 4 items are used. This scenario can either be failed by checking too many rooms, and if the thing in the drain is left alone too long for your 4 items to be effective.
It says it in the guide: Return to the kitchen IMMEDIATELY after you get each item. Wicke mentions that she doesn’t want to leave this thing alone for too long, and you should listen to her. The timer for this scenario ticks down every time you enter a room, and resets when you use an item on the thing in the drain. It does not take a lot of time for it to make its way out of the sink, so you need to make sure to not let it out of your sight for too long.
DAY 4: RITUAL
Wicke wakes up in the morning to find that something is not right with her hand. This is likely caused by something in the house, and something needs to be done about it before there’s more than just her hand to worry about.
Disturbing Imagery, Blood, Dismemberment, Body Horror, Flashing Lights, Suicidal Ideation
This is the other major puzzle scenario of the game, and it has MUCH more going on with it than the Plants scenario. First, when prompted, select Check Shelves. The situation will be established, and the scenario will begin.
You will see two new icons when you enter a room: An icon of Wicke’s hand that will appear in every room, and an icon of the ritual book that only appears in the Living Room. DO NOT CLICK THE HAND RIGHT NOW. IMMEDIATELY grab the items you need for the first ritual. You can find them in the following rooms without wasting too much time:
Fridge (Salmon)
Return to the Living Room, click the ritual book icon in the lower left corner, and begin the first ritual. when prompted, select each of the items you just picked up. If you grabbed the right ones, you’ll be able to move on to the next ritual. DO NOT LEAVE THE LIVING ROOM YET, there is an item you need for this ritual in this room. For this item and the other two, here’s where to find them:
Just like before, go back to the Living Room, click the book icon, and begin selecting the three items you just grabbed for this ritual. If you succeeded, you’ll just have one more to go. This last one can be tricky and the final three items are harder to find than the rest. Go to the Bedroom next to get all three items without using up too much time:
Nightstand (Knife)
Again, stay in the room for now. Finally, click the hand icon in the lower left corner of the screen. Some new options will appear that only appear when you’ve obtained the knife. When prompted, select “Cut Hand” to obtain the Blood item. We’re not done, as another option should become available at this point when Wicke’s hand has grown more fingers (NOTE: If the fingers aren’t appearing for you, then not enough time has passed. Simply walk into a room or two and click the hand icon, and you will see them). When prompted, select “Remove Finger” to obtain the Finger. Once you have it, return to the Living Room and perform the last ritual by selecting the book icon one more time. Use all three of the items that you’ve obtained, and if you followed the instructions, the scenario will end and you will obtain the good ending.
This scenario can be failed by running out of time by checking too many rooms or objects, or by selecting the wrong components for any of the three rituals.
READ EVERY RITUAL’S INSTRUCTIONS FIRST. Another timer is used in this scenario. This timer doesn’t tick down when you enter a room, but instead ticks down when you check anything within any room. This includes checking Wicke’s hand, the mirror, the laptop, the window, ANY interaction in the room will use up time. While you have much more time to work with than in the DRAIN scenario, this means that you need to collect what you think you need for the ritual, return to the living room, and perform it immediately. The ritual does not reset the timer, but it does exactly what it says, and instead gives you some time back.
The trickiest ritual is the last one, specifically the “Blood of Maiden” and “Eldritch Flesh.” You can find a pocket knife by checking the nightstand in Wicke’s room, and curiously, it cannot be offered in any of the rituals. This is because you need it to use on yourself to get these two components. You can collect “Blood of Maiden” at any point after getting the knife by clicking Wicke’s hand afterwards, and using the new option that will appear that lets you cut your hand. “Eldritch Flesh” is a reference to the “Eldritch Hand,” the entity the book mentions that is trying to transform Wicke. If the transformation is severe enough, Wicke’s hand will grow new fingers, and if you have the knife, one of the fingers (Eldritch Flesh) is what you need to cut off for the final ritual. You need to be careful doing all of this because, as stated earlier, clicking to view Wicke’s hand also uses up time. The safest time to check her hand to collect these two items is as soon after the second ritual as possible.
The only two items that are never used in this scenario are the Monkey’s Paw and the Hair Sticks.
DAY 4: DUNGEON [DLC]
Wicke finds a strange game on her laptop and doesn’t know where it came from, or what it’s trying to tell her.
Auditory Horror, Digital Horror
The scenario starts you in the living room. To start the story, select the coffee table, and a scene will play out that will introduce the premise. You’ll be back in the living room when the scenario begins. Like all Day 4 scenarios, this one has a timer ticks down based on how many dungeons you enter in the game, and how many areas of the house you check.
To do this scenario as fast as possible, enter these four rooms to get these items (AVOID THE KITCHEN):
Immediately return to the living room. Click the coffee table and open the laptop, and the video game “The Last Dungeon” will play. Follow the in-game instructions for navigation. First, find the Hungering Dungeon, and click ENTER. You will see text saying the Beast as fled. Press Q and exit this game.
You’ll be back in the living room, and the kitchen is safe now. Enter the kitchen, and click the fridge in order to get the lamb. Return to the living room, click the coffee table, and open The Last Dungeon again. Find the Filth Dungeon (middle left) and click ENTER. Do the same for the Sanctuary Dungeon (top right), the Underground Dungeon (middle top), and finally, the Community Dungeon (bottom left). If you did everything right, the video game ends, and you’ll get the good ending.
This ending can be failed by running out of time (both within The Last Dungeon and inside of the house), or by entering a room where the Beast currently is.
Following Day 4’s other scenarios, this new scenario has its own unique timer as well. The timer works in two parts, the first of which can be seen in “The Last Dungeon.” Within the laptop game, entering a dungeon ticks down the timer by 1, however, it doesn’t tick down when checking
the various areas within the dungeons themselves, meaning you’re free to explore once inside. LEARN WHERE EVERYTHING IS. The second past of the timer is Wicke’s home in the real world. The timer works in the opposite way, not ticking down when you enter a room, but when you interact with anything within the room (much like the RITUAL scenario).
“The Last Dungeon” is a reflection of the home’s layout: The kitchen, living room, bathroom, bedroom, and basement, are represented by the Hungering, Community, Filth, Sanctuary, and Underground dungeons respectively. You NEED to play “The Last Dungeon” to solve this scenario. Because the game represents the house, this means that the “Beast” it mentions is also in the house with Wicke in the real world. If Wicke walks into a room that the Beast is located in, you will immediately fail the scenario. However, the opposite is true in “The Last Dungeon.” For example, the first room the Beast occupies is the Hungering Dungeon, and if you try to enter it, it will tell you it’s not safe, and simply not let you in. Not only does this not use up time, it also tells you what room the Beast is in within the house.
The next aspect of this scenario is the items you need. Within “The Last Dungeon,” you’ll quickly see that the game doesn’t actually collect anything. This is where the house comes in. Explore the 4 dungeons that are unoccupied, and remember where each of these unobtainable items are. The dungeon’s interior also reflects each room’s layout as well, these items exist in the house in the same locations within those rooms. This way, you can find where every item is within the, and know precisely where to go in the house so that you save time by not clicking around carelessly. Once you get those items from Wicke’s home, they will mysteriously already be in the player character’s inventory within the game. The items are all available within the house as soon as the scenario begins, so as soon as you know an item’s location, you should grab it in the house.
The is one last trick to look out for: The titular last dungeon of the game. The Community Dungeon will be the last dungeon the Beast occupies, which presents a few problems. For one, Wicke is currently using the laptop. If you quit the game while the Beast occupies this dungeon, you’ll end up in the living room with the Beast, and lose automatically. Second, the Community Dungeon is the only dungeon in the the game that requires in item found within itself to clear out the Beast (the sword). In the house, this is the pocket knife found in the couch in the living room. This means that, if you didn’t find the pocket knife BEFORE the Beast runs to the Community Dungeon, it’s impossible to win. This is why you need to collect every item you can as SOON as you know where in the house you can find it.
DAY 5
Wicke wakes up, and must confront a visitor.
Suicidal Ideation, Flashing Lights, Loud Noises
We’re finally out of randomly-selected scenarios, and are at the game’s ending.
When visited, you will eventually be given a text prompt (in most cases). Normally, anything you input will result in the primary ending to the game, also known as Ending I. Instead, if you have been diligent about writing down or remembering the three hints you were given after every scenario’s good ending, take all three hints given to you by the hint creature, and combine them all into one word. For example, if the three hints you received after each good ending were “HEST,” “AL,” and “DER,” you would input HESTALDER into the text field. Input this name when you are prompted, and a very different scene will occur than the one in the game’s first ending.
After this, congratulations! You’ve successfully gotten Ending II!
The entity that speaks to you after getting the “good” ending to Day 1 will tell you that celestial beings must, “be undone by their own given names, spoken like venom.” The “sacred and most blasphemous knowledge” the entity gives you is the clues at the end of each scenarios good ending: the celestial’s true name. This celestial can have one of 27 names (125 with DLC included) which is generated by getting the good ending to days 2, 3, and 4. Combine every piece of its name that you were given in order, input when the celestial prompts you, and you can get Ending II. This means the name will change across playthroughs, with each section of its name correlating to a specific scenario.
You need to remember or write down each piece of its name once you have it during each playthrough (my condolences to the unfortunate players I’ve seen who collect all three pieces and forget them by Day 5).
CONCLUSION
this guide made the experience better for you. I’ve loved all of the YouTube playthroughs and steams, and love how well GESTALT has been received.
If you come across any bugs or (god forbid) error screens or missing assets, please feel free to keep posting in the Steam discussion page, or email me at:
Lastly, I know there are many well-hidden secrets in this game. I obviously can’t police it or stop anyone at the end of the day, but as a personal request, please try and refrain from spoiling these secrets through a data mine. That would ruin a some of the magic I think. If you’re curious about how I’ve done any of this, you’re free to ask me either through DM or tagging me at @Kinja[bsky.app] or @Kinjako[bsky.app] on BlueSky, or via email. I made a game with deceitful complexity and secrets because I love games like that, and the act of finding this deeper content and story simply by exploring the game itself. If you happen across any of these secrets through exploring like this, you’re totally free to share any of your findings online!
Thank you for playing! I hope you look forward to whatever my next project is.
– KINJA
☆ KINJA on BLUESKY[bsky.app]
☆ KINJAKO on BLUESKY[bsky.app]
☆ KINJAKO Official Website[www.kinjako.com]
And that wraps up our share on GESTALT: The Fifth Day: GESTALT: The Fifth Day, Ending II Walkthrough [SPOILER-FREE]. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Kinja, who deserves all the credit. Happy gaming!