As Dusk Falls: Detailed Walkthrough & Decision Guide

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As Dusk Falls is an interactive drama that invites players to step into the mood of a cinematic experience, become acquainted with a compelling narrative, and strive to protect every character. This guide provides a detailed walkthrough and notes the consequences of pivotal choices.

Please be aware: spoilers may be present in the material.

Throughout the game, players will encounter Quick Time Event scenes. It is recommended not to miss these moments, so unless advised otherwise, use the corresponding keys to mirror the outcomes shown in the guide. The guide also strives to maintain warm, human connections with all involved characters.

Some decisions can significantly shape a character’s arc. In addition to outlining possible consequences, certain choices are highlighted in a separate color:

  • Blue – the chosen line in dialogue.
  • Red— unused events.

The player will be guided toward the best ending, and at the end of the guide the most crucial decisions to achieve that ending are summarized.

Book 1: Collision

After the introductory video, the player selects one of the suggested options. The scene shifts to a sky view. The current location becomes clear, and if extra time is needed, the option “I’m not done” can be chosen. The girl asks about the number of stars on her backpack. A correct answer is “Six.”

The journey begins by starting the car and heading out. In a dialogue, choose “Let’s Pretend It’s a Vacation.” The character relationship is navigated with the option “Maybe It’s True.” During the dispute, the player halts the grandfather with the line “Jim, That’s Enough.” After the collision, the player must perform the on-screen buttons in time to stop the car.

Fast forward to another character, Jay. A question is asked: “Who lives here?” and the code “5926” is remembered. The player climbs over the fence, uses a stick to coax a dog, and successfully completes the QTE to secure him in the barn.

In conversation, the option “Do not let yourself be distracted” is used to examine two objects and apply “Maybe another time.” When Jay spots the sheriff’s wife, the story advances to Vince.

The player waits for the manager, avoids ringing the bell, and chooses “Please” to obtain keys to two rooms. The daughter is allowed to watch TV.

Upon Jim’s arrival, a critical choice arises:

  • “Go with Jim.” The man shares information about his illness and asks to stay with the hero and family. This choice activates a sequence of conversations and helps maintain a relationship with Jim through lines like “Fear of Uncertainty,” “But now you’re with us,” and “I’ll Talk to Michelle.”
  • “Stay with Michelle.” Vince hears the same information, but Jim may feel slighted by his son.

Back at the motel, robbers strike the crew. The story then returns to Jay and the events from thirty minutes earlier.

The player prevents the assailants from triggering the panic button and ensures the replica line “We Won’t Touch You” remains. A careful examination of a photo, a bookcase, and a table, followed by another look at the shelves and entering code “5926,” leads to answering a brother with a line about family.

When the sheriff returns, successfully completing a QTE allows the group to leave the house. If a single click is failed, a key choice must be made:

  • “Run to the door.” The brothers escape, but Dale shoots the police officer.
  • “Fight the Sheriff.” Jack attacks the officer and the group manages to break free from the confrontation.

Back at the motel, the sequence continues with the replicas “Can You Trust,” “Try to Negotiate,” and “She’s Not Joking.” The player faces several important choices, though not all alter the plot significantly. The first choice is:

  • “Throw.” Vince lowers the sawed-off shotgun while Jay distracts Joyce, allowing Tyler and his band to reclaim their weapons.
  • “Goal.” The outcome mirrors the first, but this time Tyler lands a punch on Vince.

Next, the replica “Can’t you live without it?” leads to another decision:

  • “Calm the dog.” Vince struggles to calm the animal immediately.
  • “Calm down Dale.” The man grows even angrier.

Another attempt to calm the dog unfolds:

  • “Calm down Zeus.” Vince’s attempt fails, and the dog bolts away, prompting Dale to kick the animal in an attempt to soothe it.
  • “Ask not to interfere.” Vince stops Joyce while Jay calms the animal.

If both attempts to calm the dog fail, Dale forces Vince to silence the girl:

  • “Close your mouth.” Vince complies with Dale’s instruction.
  • “To refuse.” The robber lands a single strike, though the decision bears little long-term consequence.

In dialogue, the group avoids revealing all family details and uses the line “Together with my father.” When Vince confronts Tyler, the option “You’re wrong” is activated in the exchange.

After the police officer arrives at the motel, another choice presents itself:

  • “Hide the evidence.” Michelle and Zoya reach the reception alone, discover the brooch on the floor, and the officer notices it.
  • “Leave evidence.” Dale finds Vince’s family and brings them to the front desk; the officer then departs the premises.

Either way, the player answers several questions from the officer. Not every replica yields a major plot shift, but selecting the first option early on avoids triggering the event “We pack and leave” or a confrontation with the officer. The following lines are used:

  1. “with father.”
  2. “Not my car.”
  3. “We are moving.”
  4. “Criminals on the run.”

If the agent’s departure option “For assistance” is chosen, the officer will call for backup and exit the motel.

Another moment arises when Tyler attempts to leave the motel with Michelle. The player can choose among:

  • “Begging” — Vince apologetically negotiates with his wife, but a different path may be needed.
  • “Attack Tyler.” If a QTE succeeds, Vince seizes a sawed-off shotgun and aims at the mugger.
  • “Get the gun.” The same outcome as the previous option, but this time Tyler is impressed by the move.

If the weapon is snatched, one more decision awaits:

  • “Surrender.” Vince returns the shotgun to Tyler; the robber points the weapon at the hero and pulls the trigger.
  • “Shoot Tyler.” Vince fires.

No one dies in these branches, as Tyler had removed the cartridges earlier.

At episode’s start, the police arrive at the motel. If Vince has not revealed critical information, Joyce reveals it in a later conversation.

To be continued…

There are no further notes beyond this point.

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