
#SCARLET HOLLOW REDDIT FULL#
Please visit our website ( ) if you need a full list of content warnings”. well done, game, for managing to completely throw me for a loop after I thought I already had all the basics figured out.Content warning: “Scarlet Hollow is a horror game, and it is not intended for all audiences. Because I had the Powerful Built trait, a death was no longer inevitable, so it wasn't part of my premonition.Īll that is to say. And wouldn't you know it, when I had my "things will go badly" moment, it did not include a foretelling of death. Then of course to top it all off, I had to try a playthrough with both Powerful Build and Mystical, to see whether I would still have a premonition of death when none was guaranteed. And I felt terrible, yes, even worse than I felt about Duke dying, because Duke wasn't an animal in my care, and Gretchen was.


My suspicion was correct Gretchen died on that playthrough. So I had to try another playthrough and choose to grab the flashlight without the option to also hold on to Gretchen. maybe Gretchen could die if I'd hadn't held on to her. And by that logic, if Duke could be saved by grabbing the flashlight. While I really hadn't given any thought at all to the flashlight before, now I realized it was the key to Duke's survival. I'd taken Duke's death as something fated to occur, something that was written to happen no matter what choices I made, but here he was, alive and leading me through the woods to the Ditchlings' nest. Now, I was presented with the chance to hold Gretchen to me and grab the flashlight. (Yeah, I know, I hadn't exhausted all the options, but come on, letting go of Gretchen isn't a real choice!) So, as I started my third playthrough, choosing Powerful Build and Hot, I fully expected Duke to die a third time.īut Powerful Build opens an option that's not there for the other traits. And again, I watched Duke die.Īt that point I figured that Duke's death was unavoidable. Without considering any other option, I again saved Gretchen. Eventually, there's Bertie, and Duke, and the moment with the flashlight on the ground and Gretchen about to slip away. The journey through the woods progressed much the same, though I did enjoy seeing how my different choices got different reactions out of Stella. They unlocked some new fun options, and without Mystical I lacked my premonition that someone would die, but I figured bad stuff was still coming. Skipping over the rest of the chapter, when I started a second playthrough I selected the Street Smart and Keen Eye traits.

I had to secure Gretchen, dammit! I caught Gretchen, held her close to me, and Duke tried to fire a shot at one of the creatures, but fumbled and shot himself instead. So it didn't occur to me to grab the flashlight. Me being me, if there's an animal in my care I am all about protecting that animal. Duke tells you to grab the flashlight, but Gretchen is about to get away if you don't do something, and while you don't know what has you surrounded, it's clear they're bad news. This is the big dramatic moment for Chapter One: Stella dropped her flashlight, there's a mutilated chicken, Gretchen is threatening to slip from her harness, and Duke is trying to aim his gun at the mysterious creatures that are surrounding you. The story continued, Stella and I searched for Skunk Ape, we got deeper into the woods, and eventually ran into Duke's chicken, Bertie, and then into Duke himself again. Additionally (at least on that playthrough), I told him that someone would die that night.

When I first encountered Duke and he tried to convince me to stay out of the woods, the Mystical trait unlocked a dialogue option that (paraphrased because my memory definitely isn't perfect) warned him this night would go badly. On my very first playthrough, I chose the Mystical and Book Smart traits, because they appealed to me the most. Over my first two playthroughs I developed some assumptions about the game and about certain outcomes being inevitable, only to have those assumptions come crashing down on playthrough number three.
