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MADiSON

PC
Welcome to our MADiSON walkthrough & puzzle guide! MADiSON, a game where you play as Luca, a perfectly normal guy who wakes up in a house that is absolutely, definitely, 100% not normal. This walkthrough is here for one simple reason: the house is just rude. It locks doors for no reason, hides important objects in plain sight, changes things when you’re not looking, and generally expects Luca (and you) to figure it all out without explaining anything. This guide exists so you can outsmart the house without ruining the experience. You will still be scared. You will still jump. You will still stare at a wall wondering if it was always like that. But you won’t be stuck!

Sections

Overview & Tips1PUZZLE 1: ESCAPE THE BEDROOM (Your First Bad Decision)2PUZZLE 2: The Creepy Hallway & All The Noises 3PUZZLE 3: The Study & The Generator4PUZZLE 4: The Door, The Well To Hell & The Sewer5PUZZLE 5: The Godforsaken Attic6PUZZLE 6: The Maze7PUZZLE 7: St. Juniper's Cathedral, Candles and Hans8PUZZLE 8: The Storage & Ritual Book Rooms9PUZZLE 9: The Elevator 10PUZZLE 10: The Green Safe & Clock Room11PUZZLE 11: The Red Safe & Johnny's Room12PUZZLE 12: F'ing Blue Knees13PUZZLE 13: The Final Puzzle

Overview & Tips

1. What Kind of Game Is MADiSON?: MADiSON is a first-person psychological horror game focused on exploration, environmental storytelling, and puzzle-solving. There is no combat. Progression is driven entirely by observation, item usage, and interpreting visual and audio cues. The game frequently blurs the line between reality and hallucination. Environments may shift unexpectedly, and not everything should be taken at face value.


2. Core Gameplay Loop: Throughout the game, players will repeatedly engage in the following loop: -Explore rooms and hallways carefully -Interact with objects that stand out visually or audibly -Collect items that may be used immediately or much later -Observe changes in the environment after major events -Solve puzzles to unlock new areas or advance the story Progress is often subtle...new paths may open without obvious indicators.


3. Exploration Tips (Non-Spoiler): -Check every room thoroughly. Many interactable objects are easy to miss. -Look at items from multiple angles. Some clues are only visible when inspecting objects closely. -Backtrack often. Returning to earlier areas is frequently required after key moments. -Pay attention to sounds. Audio cues often signal when something has changed. -Lighting matters. Darkness can obscure details, but light can also reveal new information.


4. Inventory & Item Usage: -Items are contextual and situation-specific: -Some items are used automatically when interacting with the correct object. -Others must be actively selected before use. -Not every item is used immediately—holding onto objects is essential. -If an item feels important, it probably is.


5. Puzzles: What to Expect (Overview-Not Instructions):


Puzzles in MADiSON typically involve:


-Visual patterns

-Symbol recognition

-Environmental manipulation

-Logical sequencing -Observation over time

-They are rarely explained outright.


The game expects players to make connections independently. If stuck, the solution usually lies in:


-A nearby object you haven’t examined closely -

A room you haven’t revisited

-A detail you noticed earlier but didn’t fully understand


6. Saving & Progression Notes:


-The game uses manual save points rather than constant autosaves.

-Save whenever possible, especially before experimenting or exploring unfamiliar areas.

-Some events are irreversible, but the game is structured to prevent permanent failure states.


7. Horror & Accessibility Considerations:


MADiSON relies heavily on:


-Psychological tension

-Sudden environmental changes

-Disturbing imagery and sound design

-Players sensitive to horror or sensitive topics should use caution when approaching the end of the game.

1

PUZZLE 1: ESCAPE THE BEDROOM (Your First Bad Decision)

Easy

The game starts with you waking up in a locked bedroom while someone on the other side of the door is aggressively pounding and yelling complete nonsense. Naturally, your first thought is: “Cool. I need to leave. Immediately.” Unfortunately, MADiSON does not believe in “just opening the door,” so welcome to your first puzzle: escaping the bedroom.


1. Right in front of the door is a SUNBOX. Pick it up. This is important, even though the game does not explain why yet.


2. The TV is currently the only source of light in the room, because of course it is. Grab it and head toward the stairs just to the right of where the TV is.


3. Rotate the TV so it shines light around the couch area. When you’ve got it positioned correctly, something under the couch will start glistening, like it’s trying very hard to get your attention.


4. Go over to the glistening object and pick it up. Surprise...it’s a DOORKNOB. Take it, then head back up the stairs and rotate the TV again so it lights up the entire lofted area you’re standing in.


5. On the left wall, you’ll spot a small hatch. Use the DOORKNOB on it, open it up, and grab the HAMMER inside.


6. No, you cannot use the hammer on the person losing their mind outside the door. Tragic. If you need to, rotate the TV back toward the door, slightly to the right. You’ll notice a second doorway nearby that’s been thoughtfully boarded up.


7. Use the hammer to remove the boards, head into the crawlspace, and keep going until you reach a hallway. Congrats...you’re out of the bedroom. Unfortunately, this house is just getting started!

2

PUZZLE 2: The Creepy Hallway & All The Noises

Medium

Now you’re in the creepy hallway, where your goal is simple: get out of the house. Unfortunately, the house has other plans. The only visible exit is locked shut with an unnecessary amount of padlocks, because... of course it is. No, you won’t be escaping this way. Instead, you’ll need to accept your fate and head further into the house, which is exactly what you wanted to do in a horror game right? Welcome to your second puzzle of MADiSON, The Hallway.


1. Walk up to the blank wall to your left after emerging from the crawlspace and interact with it so Luca can have a completely reasonable meltdown about the DOOR that definitely used to be there.


2. Head back down the hallway and notice a BLANKET-COVERED GRANDFATHER CLOCK SHAPE that was absolutely not there five seconds ago. Go over to it and pull the blanket off.


3. Congrats, that worked! The door to the left of the crawlspace that you likely clicked on 14 times...is now unlocked.


4. Go inside the room and grab the OVAL SHAPED PHOTO off the right-hand wall.


5. In the middle of the room is now a GIFT, which is never a good sign. Pick it up anyway and open it to get the POLAROID CAMERA.


6. You will also notice a LOCKED HATCH in here. Ignore it completely. You’re not allowed to deal with that until much, much later and the game will not explain why.


7. When you try to leave, the door will suddenly lock behind you because... well, this game hates you. Look up and take a photo of the LIGHTBULB hanging above the gift. The door will unlock again.


8. Head back into the hallway and, shockingly, the BLANKET CLOCK is back. Pull the BLANKET off it, again. Then head back down to the other end of the hallway.


9. Above the desk will be an empty space where a photo should be. Take a photo of that empty space, then go back into the hallway once more.


10. Because the house is committed to the bit, the BLANKET CLOCK appears again. Pull the blanket off one more time and take the NAIL out of the face of the clock. You have to look pretty closely to find it.


11. Head back to the desk and use the nail on the empty photo spot above the desk, then hang the OVAL PHOTO that you grabbed earlier.


12. Take a photo of the OVAL PHOTO you just hung. This will finally make the MISSING DOOR reappear behind you, right where it should have been in the first place. We love a full circle moment!


13. Then head back to the room that had your gift in it.


14. Check the broken gramophone. There’s a drawer underneath it you can open and inside is the STUDY KEY. Use it to unlock the door that reappeared out in the hallway.


TO NOTE: Luca's Camera is a MAJOR inventory item throughout the entire game. You will see that you can view the polaroid's that you've taken. You'll learn later why you need to remember to do that!

3

PUZZLE 3: The Study & The Generator

Medium

Now, you've made the conscious decision to go deeper into the house. Like there was any other option right? This is a double whammy here so, without further ado I welcome you to puzzle number 3, The Study &The Generator.


1. After walking into the study you'll notice a giant PENTAGRAM looking, ritualistic graffiti painting on the wall. Beautiful right? Snap a photo of it, you'll need that soon.


2. Go into the little close room located in the study; this is where your SAFE is. Friendly reminder that this game doesn't allow you to drop items, so you do have to utilize your safe throughout. There is a CASSETTE TAPE labeled TAPE #1 next to the red safe, grab that and keep it in your inventory.


3. Use your KEY, "J KEY" to open the safe. You'll be greeted with LUCAS'S NOTEBOOK. Take a minute to look through it, then stick that in your inventory. Go ahead and place your SUNBOX in the safe.


4. Go through the door to the right of the TV and into the kitchen/dining room. Follow the red lights down the hallway and head downstairs to the GENERATOR.


5. Interact with the FUSE PANEL on the wall. Each fuse can be flipped up or down. There’s no real logic here; it's a guessing game until you get it right. Flip things until the game decides you’ve suffered enough, then interact with the generator to restore power.


6. Go through the door next to the fuse panel and pick up the SOLAR MEDALLION from the shelf in the hallway. Then head back upstairs and go into the dining room.


7. There will be a TAPE PLAYER on the little table; play TAPE #1. You will see a clue to our next puzzle as the tape plays.

4

PUZZLE 4: The Door, The Well To Hell & The Sewer

Hard

We're having fun right? You've probably done a decent amount of walking at this point taking in all of the beautifully creepy scenery, enjoying all of the lovely sounds. Now.. let's get right into puzzle numero 4, The Door, The Well To Hell & The Sewer.


1. Now, I'm not certain if this step is required before this puzzle starts; this is just the way I played it. But just in case it IS needed to trigger the event... Go into the kitchen and rummage through drawers until you find the TRIANGULAR KEY. You can keep it in your inventory or stick it in your safe for now.


2. Backtrack down to the basement and head into the hallway where you grabbed the medallion earlier, and shimmy your way through the crawlspace. At the far end of the crawlspace is the RED DOOR. Take a photo of it and don't ask why; apparently doors only respect cameras in this house.


3. Beyond the door is a WELL sealed shut with a stone slab and THREE PADLOCKS. You'll notice the symbols on the PADLOCKS around the WELL... they look familiar right? Check the photo you snapped of the pentagram graffiti in the study room.


4. Identify the three symbols that are emphasized (they’re randomized per playthrough, because consistency is overrated), then set the locks to match. Once done correctly, this will trigger the well to open.


5. You will see a LADDER appear; your subconscious will tell you to run the opposite way, but you can't. Once in the sewer, you will find a MOONBOX leaning against one of the columns. Again, you won't need this until much later in the game.


6. A POLICE RADIO appeared; you thought you were leaving didn't you? Head back over so that you're standing under the light between the columns and watch reality unravel.


7. The police radio now is actually your friend, I promise. The RED LIGHT will blink faster when you're approaching the correct area it wants you to be in. Slowly pan around until it's having a full fledged conniption and then snap a photo. After you see what happens, you'll need to repeat that step a few more times until you land in the middle of a circle of RED DOORS.


8. Open each door. Then snap a photo of each door individually until you get teleported back into the basement like nothing happened.

5

PUZZLE 5: The Godforsaken Attic

Hard

I'll admit, the puzzles up to this point have been relatively simple. This next one took me a LONG time to figure out on my own, so I'm going to do you the favor of being super detailed for this guide. I do suggest trying to figure it out on your own, but if you're approaching a rage quit, here is puzzle number 5, The Godforsaken Attic.


1. You will get smacked with a sudden mental postcard from the ATTIC. Translation: you can now climb the LADDER that's in the hallway between the kitchen and the TV room. The house has unlocked yet another inconvenience.


2. You'll want to explore the attic a bit and get an understanding of what it's wanting you to do. The goal is to mount 4 portraits, all in their incredibly specific correct places. Two of them, the SQUARE and the DIAMOND shaped portraits are already in the attic, just not in the correct spots.


3. Before we start this though, you'll find a HEART-SHAPED KEY hanging from the beam in front of the bed; head back downstairs and use that to unlock GRANDMA & GRANDPA'S BEDROOM, conveniently located across from the bathroom.


4. Inside, open the cabinet to collect the OLD SLIDES for a projector you haven’t met just yet. Head back out to the TV room; you'll notice the door to the left of the TV has decided to cooperate. Head down that hallway and grab TAPE #2 off of the floor, then head back to the DINING ROOM to play it.


5. Return back to the hallway and follow the STATUE that has decided to learn how to move, which isn't creepy at all right? You'll find a MOVIE ROOM at the end of the hall. Just ignore it and ignore the red clock silently judging you, and continue on into GRANDPA'S OFFICE. You will find the CIRCULAR PORTRAIT hanging on the wall that you need for the ATTIC.


6. Head back into the MOVIE ROOM, and put the OLD SLIDES into the projector. As they start playing through, an image will occasionally flash on screen. When you see that, snap a photo to reveal the third SOLAR MEDALLION. Take it off of the wall.


7. Return to GRANDMA & GRANDPA'S ROOM and go into the ensuite bathroom. There you will see a SOLAR MEDALLION PUZZLE where one medallion is already placed. You should have the medallion you found in the basement in your inventory as well as the one you just grabbed from the projector wall. Look at the photo you took of the projector slides; see the order the planets are in? Place the MEDALLIONS in that order. This should unlock a boarded door in the bedroom.


8. Remove the BOARDS of that door with your HAMMER and snag the HEXAGONAL PORTRAIT which is the final piece of the portrait headache attic puzzle.


9. Now go back to the attic. Photograph the empty portrait spaces to reveal hidden numbers, because numbers are apparently shy. Using those clues, place the portraits as follows: 38 = SQUARE (Albert) 13 = DIAMOND (Giovinna) 25 = CIRCULAR (Filomina) 10 = HEXAGONAL (Pascual)


10. Once all of the portraits are mounted in their correct places, peek through the CRACK IN THE WALL After the event, grab the LIGHTER that will be to your left. That will be your only light source as you head into the open void before you because you know, this house hasn't been completely unreasonable quite yet.

6

PUZZLE 6: The Maze

Hard

I'm going to be honest; this part nearly made me rage quit because it took me so long to figure out what exactly I was supposed to do. Once I did figure it out and played the game through again, it was much more obvious than I realized, my anxiety was just at a 1000 the first time. So, here's puzzle number 6, The Maze.


1. Make sure to keep your LIGHTER on as you enter this hellhole of a MAZE. Because that's exactly what it is, a maze. Once you get a little deeper into the maze, you'll start seeing someone. The trick is to FOLLOW IT. This game has jokes doesn't it? You'll want to run, but seriously, FOLLOW IT.


2. If you do it right and continue following it, you will reach a super creepy hallway with CROSSES hanging everywhere. Keep going until you reach the GRAVEYARD. Continue on the path until you see ST. JUNIPER'S CATHEDRAL. And that's it... that's The Maze puzzle.


We'll need a whole new section for this next one.

7

PUZZLE 7: St. Juniper's Cathedral, Candles and Hans

Hard

Welcome to St. Juniper’s, where MADiSON fully commits to the idea that logic is optional and suffering is educational. This next section is, unfortunately, a LOT. The St. Juniper’s puzzle is one of the most complex in the game...it involves multiple timelines, way too many candles, and the expectation that you remember things the game definitely did not properly explain. That said, I’m going to do my best to walk you through it step by step with clear instructions, no story or event spoilers, and minimal emotional damage. If this guide feels long, that’s not on me, that’s on the church. Take a breath. We’ll get through it! Welcome to puzzle numero 7, St. Juniper's Cathedral, Candles and Hans.


1. When you land in this section of the game, you'll see a bunch of pallets, graffiti and little colored pamplets that say Red Maze, Yellow Maze, Blue Maze and Green Maze. You have the ability to pick those up and take a look but honestly, I found it pointless because you can't add them to your inventory.


2. Walk the open path and grab the Yellow Candle that's sitting on pallets to the left of the doorway you're about to enter. Then head down the hallway to the FOUNDATION STONE and take a photo of the sign that says 1987, because time travel is now part of your to-do list.


3. While you’re here, read the PLAQUE beneath the coffin in the main church area. You'll notice the i is missing; remember that for later.


4. Then make your way down to the belltower (the doorway directly across from where you entered this church) and photograph the TWO PORTRAITS PAINTINGS nearby so the game can quietly teach you color association homework. You will want to take a photo and then look to see the color change. But to make things easy for you: ANGELS PORTRAIT = GREEN, CRUCIFICTION PORTRAIT = RED.


5. Just past those portrait paintings, right in front of the bell, pick up the RED CANDLE.


6. Then head back to where you started to the time travel room. Take a photo of the 1951 sign, where you’ll find the BLUE CANDLE sitting politely on a bench. Grab it. No tricks. This time.


7. Still in 1951, head back to the belltower hallway and photograph the two portrait paintings there to learn the remaining color rules. Remember take the photo and then view to see the color change. But again to make it easy for you: VIRGIN MARY = BLUE, GOD = YELLOW. Congratulations, you now understand the Cathedral’s extremely specific art-to-candle logic!


8. Using the pamphlet maps scattered around the Cathedral, you’ll need to complete the Yellow, Blue, and Red mazes in either 1951 or 1987. (They do not exist in 2022, because of course they don’t.)


9. In each maze, you will want to find the little rooms that have small tables underneath them. Your job is to place the candle that matches the maze’s color beneath the correct portrait painting and leave it there. For example: Red maze, red candle, crucifixion painting. Simple. Randomized.


10. If you reach the end of a maze and the correct portrait painting isn’t there, congratulations... you're in the wrong timeline. Do the same maze in the other year instead. Because the paintings are randomized, expect some back-and-forth until the Cathedral decides to cooperate.


11. Once the red, blue, and yellow candles are placed, return to 1951 and go into the confessional. This will trigger something, but it will also spawn the GREEN CANDLE in the center aisle of the church. Grab it quickly and place it beneath the angel painting in the Green Maze as fast as possible. No pressure.


12. After all four candles are finally in place, head to the 1987 belltower. Beneath the bell, you’ll find the CONFESSIONAL KEY, just sitting there like this was all perfectly reasonable.


13. Go back to 1951 and use the key to open the confessional booth. Inside is a plaque that reads Hans Goring: 1951. Pry the letter “I” out of it (don’t ask questions), then take it to 1987 and place it into Madison Hale’s PLAQUE beneath the coffin.


14. Take a photo of the COFFIN. Pick up MADISON'S SKULL.


15. Go through the door to enter a long hallway lined with pictures and bad vibes.


16. Walk back and forth between the TWO DOORS that refuse to open. When a certain something appears, turn around and sprint away. I know.. that was a lot. I promise this was the most complex puzzles in the game, it's relatively simple from here on out. Kind of!

8

PUZZLE 8: The Storage & Ritual Book Rooms

Medium

Whew... that last one was a doozy. This next one is relatively simple! To avoid any spoilers or hints we're just going to jump right in. Here's puzzle number 8, The Storage & Ritual Book Rooms.


1. Once you are back in the house, head to the dining room and listen to the ANSWERING MACHINE MESSAGE that absolutely could’ve been a text. Once that’s done, go to Grandma and Grandpa’s bedroom and into the little side room where you shoved the Solar Medallions earlier.


2. There’s a suspiciously loose floorboard in there now. Interact with that and snatch the BASEMENT KEY. No, you still can’t get everything in that floorboard just yet. Yes, that’s intentional.


3. Take that key down to the basement, go through the crawlspace, and unlock the RED DOOR again. Surprise! It no longer leads somewhere familiar.


4. Interact with the hanging LIGHTBULB to change the room layout and continue doing so until you see a CROWBAR sitting on a shelf. Grab it. This is the item the game expects you to somehow intuitively know you’ll need later.


5. Hit the light again and now the VIRGIN MARY statues decide it’s their turn to be involved. The room keeps shifting, and one of the statues is “wrong.” You’ll know which one.


6. Snap a photo of the POSSESSED STATUE when you find it. Repeat this process: rearrange, listen, take a photo, until the door out of the room finally reappears and lets you leave.


7. Take your shiny new CROWBAR back upstairs to the loose floorboard where you found the Basement Key. Pry it up properly this time and claim the WEDDING RING hiding underneath.


8. Go to the room where you originally got Luca's camera; the door is next to the first crawlspace you went down to enter the house. You’ll find FOUR TATUES standing in a circle, each with a little BOWL like they’re waiting for offerings. Read the RITUAL BOOK sitting on the chair between them, then pick up another TRIANGULAR KEY conveniently placed nearby.


9. Head back out to the hallway; remember the door with all of the locks from the beginning? Use both TRIANGULAR KEYS to finally unlock it. Head down and help yourself to a TABLE SAW and BOLT CUTTERS.


10. You’ll also see another FUSE BOX PUZZLE. Solve it the same way as before (trial, error, mild frustration) until the power comes on and the saw activates. Place the MOONBOX into the saw to crack it open. Yes, this is normal here now.


11. Return to the room with all of the statues and place the following items into the statues’ bowls: the WEDDING RING, the MOONBOX, the SUNBOX, and MADISON'S SKULL. If you see the statue's face change, you have the correct item in the correct bowl.


12. Finally, look at the locked hatch that’s been sitting there since we were first introduced to this room. This is the game’s way of saying, “Yes, we know you’ve been staring at this. Soon.”

9

PUZZLE 9: The Elevator

Medium

Now.. This puzzle isn't super difficult. There's just portions where you think.. "How the hell was I supposed to know to do this?" This section revolves around listening very carefully, taking very specific photos, and not panicking. Follow the steps, remember the numbers and don't overthink it! Welcome to puzzle 9, The Elevator!


1. Leave the 'statue/ritual book' room and on the window just ahead of you is TAPE #3 on the windowsill. You guessed it! Go listen to it.


2. Go to the TV room and snap a photo of the ANTLERS on the wall. The photo will show a number and this number is important. Memorize it. Write it down. Take a photo with your phone. Burn it into your brain. This is lock code number one. No I can't give you the number because this is randomized every play through! I'm sorry, I would if I could.


3. MAKE CERTAIN you have the hammer in your inventory and not in the safe before doing anything else. Go down to the basement and kill the power on the GENERATOR. (Yes, this is one of the parts where I thought to myself "now how the hell was I supposed to figure out that THAT'S what the game wanted me to do?"


4. Remember where the projector room is? Go there now, and head towards the red light. A new door has now decided to exist. Go through it to reach a morgue with an ELEVATOR that serves FIVE floors, because subtlety is dead.


5. Your objective here is to take a photo one specific 'BODY' per floor. Listen closely to the radio you'll hear talking on each floor.


6. Some bodies are hidden behind walls you’ll need to break with the HAMMER. Make sure to pay attention to the years on each body you observe. For those that just want the answers, here you go!


1ST FLOOR: ROBERT HALE

2ND FLOOR: JUDITH HALE

3RD FLOOR: DRAKE FLETCHER

4TH FLOOR: LYNN JAIME


To note: If nothing happens, you’ve got the wrong body. Try again. The game will let you know when it’s satisfied!


7. Once floors 1-4 are completed correctly, take the elevator to the 5TH FLOOR. Snap a photo of the MIRROR.


8. The photo will reveal a number. This is the SECOND LOCK CODE NUMBER, make sure to remember this one too. Write it down, take a photo, anything to make sure you have it later.


9. After observing the lock code number in the photo, where the mirror used to be is the CLOCK ROOM KEY.


10. Grab the key, take a deep breath, and head back to the house.

10

PUZZLE 10: The Green Safe & Clock Room

Hard

If you thought the house was done messing with you, congrats, it has introduced a room entirely dedicated to clocks, all of which are wrong in different ways. This section is less about speed and more about pattern-matching, patience, and resisting the urge to smash everything with your hammer. Let’s untangle time with puzzle 10, The Green Safe & Clock Room.


1. Go to the door near the TV room that has a clock on it, and use the CLOCK KEY to open it. Inside is a truly unnecessary number of clocks.


2. Use your BOLT CUTTERS on the locked desk inside the clock room to grab part of a safe combination in the drawer. The rest of it is hiding in the bathroom near the sealed toilet on the SHELF, because obviously it is.


3. Head into GRANDPA'S OFFICE, the room that is past the projector room to the left of the red light. Now again, I believe the safe code is randomized per game. The numbers that are not scribbled and that have LEFT or RIGHT next to them are the actual numbers for the code. The safe works in segment counts, not as a clock face. So if your numbers are 9 left, 11 right, 5 left. You will count 9 left clicks from the starting point, 11 right clicks, 5 left clicks.


**TO NOTE: My game actually glitched at this part, and it would not open despite me inputting the combination correctly until I closed and reopened the game. So if you're experiencing this and close to rage quitting, that should do the trick for you too!


4. Once the green safe is opened, grab the CLOCK FACE. this is the tool that makes the rest of the clock room puzzle possible.


5. Go back to the CLOCK ROOM. Each clock face that you can interact with needs to match the surrounding clocks on its wall. If the background clocks all show the same time, the loose one needs to copy them exactly. The times are randomized every playthrough, so yes, this is personalized suffering. But for example, if all the surrounding clocks say 12:30, you need to find the clock face that is 12:30 and place it on the interactable clock on that wall.


6. Now remember, the clock room isn't the only place interactable clocks exist in this house. There is one outside of GRANDPA'S OFFICE, one in the HALLWAY from the beginning by the oval portrait, one in the KITCHEN and one up in the ATTIC.


7. Swap faces around until each clock room wall finally agrees with itself. This is essentially musical clock faces until you get them all to match.


8. Once all four clocks are set correctly, snap a photo of the DOOR in the clock room.


9. There you'll find the THIRD LOCK CODE NUMBER for the hatch lock in the room with all the statues (commit it to memory immediately).


10. You'll also see a CLOCK HANGING FROM THE CEILING; grab that and hang onto it for now.

11

PUZZLE 11: The Red Safe & Johnny's Room

Medium

This next section is pretty simple and straightforward. But trust me the game isn't quite over yet, I think they just wanted to give you an easy puzzle before knocking your hopes back down with Blue Knees. Who is Blue Knees you ask? You shall see. Anyways, lets jump in to puzzle number 11, The Red Safe & Johnny's Room.


1. After finishing the clock room puzzle and grabbing the lock code & hanging clock, you will be blessed with a new drawing. It looks like 3 circles with red notches. This is not abstract art. This is the game handing you THE RED SAFE COMBINATION and expecting you to reverse-engineer it.


2. But before touching any safes, go to the BATHROOM with the LOCKED TOILET and use your bolt cutters. Inside is a small concrete block that you will now own forever. Yes, it’s gross but it's needed.


3. Head to GRANDPA'S OFFICE and stand in front of the RED SAFE. Using Luca’s drawing, figure out the combination by counting marks and arrows from the outside ring inward. The solution changes every playthrough, so don’t panic if yours doesn’t match anyone else’s. Once opened, grab the KEY to JOHNNY'S ROOM.


4. Use the key on the door just outside of the projector room. Inside, you’ll find four hooks with animals on them and a poem that is doing its best to sound helpful while actually being cryptic.


5. The goal is to hang the objects by weight and symbol: SHARK=HEAVIEST BLOCK, SNAKE=MEDIUM BLOCK, RAT=SMALLEST BLOCK, and then the CLOCK you found hanging in the clock room goes on the RABBIT hook.


6. Snap a photo of the cage in the room to make a book appear: Blue Knees. Pick it up and read it all the way through. Yes, all of it. No, you can’t skip it no matter how creepy you think it is.

12

PUZZLE 12: F'ing Blue Knees

Medium

If you're anything like me you've already tried this next part several times before seeking guidance. And let me tell you somethin, Blue Knees is a real peach. He's rude, and he almost made me rage quit because I just couldn't figure out how NOT to die. So without further ado, I welcome you to puzzle 12, F'ing Blue Knees.


1. After finishing the book, you'll notice another shift. Candles appear. A hole opens. Blue Knees itself shows up and chooses violence.


2. Now, remember in the book where it mentioned light being your only safeguard from Blue Knees? The only way to deal with him is to snap a photo at the exact moment he lunges at you. Do this correctly and it’ll back off, temporarily.


3. The house will now be littered with GRAMOPHONES. Play each one so that the Blue Knees song plays all the way through, then check the inside of the gramophone. Some will spit out EYEBALLS. Some won’t. This is randomized, so keep moving until you collect TWO.


4. Once you have TWO EYEBALLS, return to the room you started this mess in and DROP both eyeballs into the hole. Then snap a photo it to receive the FOURTH & FINAL LOCK CODE NUMBER for the hatch in the statue/ritual book room.

13

PUZZLE 13: The Final Puzzle

Easy

Alright... we're here. We're approaching the final act of MADiSON! The house is out of puzzles, you’re out of patience, and Blue Knees is done pretending this isn’t personal. This last stretch is less about problem-solving and more about following instructions without second-guessing yourself. Welcome to the final puzzle, puzzle number 13, The Final Puzzle.


1. Take your fully assembled lock code and what's left of your sanity and head back to the room with the statues and the locked hatch door.


2. Enter the numbers in the exact order you earned them on the lock. If your memory has betrayed you (understandable), or if you forgot to write them down, the photos in your inventory have your back.


3. Unlock the hatch to reveal a small stand holding ELIZABETH MAXWELL'S ASHES.


4. Interact with the ashes and watch what happens.


5. Interact with the now-empty plinth and put your camera there. Yes, the thing you’ve been using to survive. No, you don’t get to argue with the house about this.


6. Interact with the chair to trigger the final cutscene and bring MADiSON to its conclusion.


And that's it folks! The way they ended this game can spring some emotion. But remember, this is just a game and in our opinion, one of the best ever created.


Stay tuned for more full game walkthrough's and puzzle guides and let us know your honest thoughts in the comments! We want to make sure we're providing the best experiences to our visitors and if there's anything we can change to make it better, we'll do it!

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