collectables guide
To get 100% completion registered in the game, you must collect all
52 cards of the Old Habits deck and all 9 guest invitations.
This page contains locations and
instructions for all of them. Ideally,
you should follow these instructions toward the end of your game - with both door passcodes,
every power including mirror-walk, and the ruby ring obtained.
Click here to navigate to
the
relevant section:
Invitations
Reginald Sixpence
Sixpence's invitation can be found on his body after his death. Can only be collected after returning to the chapel with the ruby ring.
Clay Rockridge
Clay's invitation can be found on his body after his death.
Trinity Carrington
Trinity's invitation can be found on her body after her death.
Willow Blue
Enter Grinmaw's chamber using a sated hungry charm, while Willow isn't there. After talking to Grinmaw, he'll place the invitation on top of his tank.
Tequila Belle
After Tequila's death, light the candle in the main stage of the music hall and talk to the ghost standing by the piano.
Greyson Grayson
Greyson's invitation can be found in the safe Sixpence opens in the chapel. You must use Greyson's mask power to unlock the safe before Sixpence opens it at 13:10.
Redd Rockridge
Redd's invitation can be found on his body after his death. You need to wait for Greyson to be fully dead (23:20) before going on stage.
Aurum Runes
Aurum's invitation is given by a ghost in the VIP dance hall, in exchange for a sated hungry charm. You need to get the charm and feed it twice in the guest rooms, and to open the door to the VIP bar with the password. Light the candle and talk to the pickpocket ghost after he steals from Aurum (any time after 17:30).
Thanos Gorecki
Thanos' invitation can be found on his body after his death, in the basement. He falls out of the elevator at 23:00.
Clay Rockridge
Clay's invitation can be found on his body after his death.
Trinity Carrington
Trinity's invitation can be found on her body after her death.
Willow Blue
Enter Grinmaw's chamber using a sated hungry charm, while Willow isn't there. After talking to Grinmaw, he'll place the invitation on top of his tank.
Tequila Belle
After Tequila's death, light the candle in the main stage of the music hall and talk to the ghost standing by the piano.
Redd Rockridge
Redd's invitation can be found on his body after his death. You need to wait for Greyson to be fully dead (23:20) before going on stage.
Aurum Runes
Aurum's invitation is given by a ghost in the VIP dance hall, in exchange for a sated hungry charm. You need to get the charm and feed it twice in the guest rooms, and to open the door to the VIP bar with the password. Light the candle and talk to the pickpocket ghost after he steals from Aurum (any time after 17:30).
Thanos Gorecki
Thanos' invitation can be found on his body after his death, in the basement. He falls out of the elevator at 23:00.
Greyson Grayson
Greyson's invitation can be found in the safe Sixpence opens in the chapel. You must use Greyson's mask power to unlock the safe before Sixpence opens it at 13:10.
Reginald Sixpence
Sixpence's invitation can be found on his body after his death. Can only be collected after returning to the chapel with the ruby ring.
Playing cards
For anyone else who likes a
visual guide, I marked the cards' locations on the map, as well as any interactions required
to
get them.
If you prefer a video guide, I recommend this one by GlitchDB on
YouTube. If you prefer a written guide, I recommend this
one on Neoseeker.
Orange markers are fireplace cards (must be collected before 3:00 PM), and green markers are hidden & require object interactions or mask powers to obtain. The specific mask required is marked on the map.
casino & lobby
guest rooms & music hall
theatre
heaven and hell
basement
- The card in the kitchen dumbwaiter will only be available until 4:00PM (when the statue's arm replaces it).
- The pinball machine requires a ball from the dealer animatronic room. Use it on the machine to get the card.
- In the gramophone room, run on the record until a card flies out of the horn.
- The bridge in the card room will grow as you collect more cards, until you can walk across and reach the card in the center.