Table of Contents
- Overview
- Collectibles Summary
- Walkthrough
- Don't Move Tutorial
- Cutscene - The Set Up
- Taking Control of Beth - Inside the Lodge
- Collectible #1 - The Death Totem #1
- Collectible #2 - New Interactable: Camera
- Collectible #3 - New Interactable: Laptop
- Cutscene - Prank
- First Choice - Wake Josh or Find Others
- Into the Forest — QTE Sequence
- Cell Phone Flashlight
- The Deer Encounter (Second)
- Second Choice - Follow the Path
- Finding Hannah - The Cliff
- Final Choice - Drop Hannah or Let Go
- Dr. Hill Session - First Therapy Session
- Tips and Notes
Platform: PS5 / PC
Playable Character: Beth Washington
Setting: Washington Lodge & Blackwood Mountain Forest
Time Period: One year before the main events
Collectibles Available: 1 Totem, 2 New Interactables
Overview
The Prologue of the Until Dawn Remake serves as both the narrative setup and a gameplay tutorial. Set one year before the main story, it follows Beth Washington as she searches for her twin sister Hannah, who has fled the Washington Lodge after being humiliated by a cruel prank. The Prologue introduces core mechanics such as player choices, Quick Time Events (QTEs), the Don’t Move mechanic, and collectible discovery. Regardless of player decisions, the Prologue always ends the same way but the specific choices made here can affect trophy eligibility and set the tone for the therapist sessions that follow.
Collectibles Summary
| # | Type | Name | Location |
|---|---|---|---|
| 1 | Death Totem #1 | – | At the end of the snowy path outside, in front of a broken fence |
| 2 | New Interactable | Camera | Behind the fireplace, on a table in the small back room |
| 3 | New Interactable | Laptop | On the kitchen island counter |
Walkthrough
Don’t Move Tutorial
The game opens outside the Washington Lodge on Blackwood Mountain. While taking out trash, Beth notices movement in the forest. This is the first Don’t Move sequence of the game. When prompted, hold your controller completely still. The game will introduce a vibration/rumble during this segment to try and trick you into moving. If you succeed, the deer lingers a moment longer before running away. If you fail, the deer bolts immediately.
Cutscene – The Set Up
A group of friends – Mike, Jessica, Emily, Matt and Ashley – are plotting a prank on Hannah Washington, who has a well-known crush on Mike. They leave a note for her on a laptop and wait for Hannah to take the bait…
Taking Control of Beth – Inside the Lodge
After the cutscene, you gain control of Beth inside the lodge’s kitchen area. Chris is sleeping on a sofa to the left and Josh is passed out on a sofa to the right, next to an empty liquor bottle.
You can now freely explore the kitchen. Objects that can be interacted with will have a visible glint or shimmer. Use the left analog stick to move Beth.
Collectible #1 – The Death Totem #1
Go outside (through the double doors on the left), go down the stairs and keep walking along the snowy path. Before you reach a small broken fence at the end, you will find a totem lying on the ground. It has a subtle glow to help you spot it.
Pick it up with R2 (or the equivalent PC input) and rotate it with the right analog stick. Look for a small hole or lit section on the totem – align it to trigger a brief vision cutscene showing a possible future death.
This is Death Totem #1, a black totem that shows a premonition of how a character may die. In this case, it depicts a vision of the fate of Hannah and Beth. Death Totems throughout the game show possible deaths, but they are not set in stone, your choices can alter these outcomes (though not in this case, as the Prologue’s ending is fixed).
Collectible #2 – New Interactable: Camera
Now go back inside and walk behind the fireplace. In the small room behind it, you will find a camera sitting on a table. Interact with it to register this as one of the 10 New Interactables added in the Remake.
Collectible #3 – New Interactable: Laptop
Return to the kitchen island. There is a laptop sitting on the counter. Interact with it to register the second Interactable.
You can also examine a note on the counter addressed to Hannah, and look at Josh passed out nearby. These are optional observations with no collectible value.
After exploring the kitchen, interact with the double doors to trigger a cutscene.
Cutscene – Prank
After a playable section as Beth, the game is back to our group of pranksters. They successfully lure Hannah upstairs under the pretense that Mike wants to spend time alone with her. When Hannah begins to undress, the group reveals themselves, laughing. Humiliated, Hannah runs out of the lodge and into the freezing forest.
First Choice – Wake Josh or Find Others
Hannah’s departure is discovered, and you are presented with your first player choice:
| Choice | Result |
|---|---|
| Wake Josh | Beth tries to shake Josh awake, but he is too intoxicated to respond. Beth then goes to find the others on her own. |
| Find Others | Beth skips trying to wake Josh and heads straight for the door to look for Hannah. |
This choice has no meaningful impact on the story – both options lead to the same outcome. Beth heads outside to search for Hannah regardless. This is a Butterfly Effect moment, but it does not branch the narrative.
Into the Forest — QTE Sequence
A cutscene plays as Beth runs out into the snowy forest after Hannah.
Cell Phone Flashlight
Beth arrives at a section of the forest with footsteps and a fallen tree. She takes out her cell phone. You will be prompted to swipe right on the touchpad to unlock the phone screen and activate the flashlight.
Once the flashlight is active, you can aim it with the right analog stick while moving Beth with the left analog stick. Get accustomed to this – you will use this dual-stick navigation for flashlights and other light sources throughout the game.
The Deer Encounter (Second)
As you move forward along the path, a deer will appear and startle Beth. This is a scripted moment – simply continue walking forward past it. There is no QTE or Don’t Move prompt here. Beth will come across an old shack. Approach it, open the door and look around using your flashlight.
You will encounter your first Quick Time Events (QTEs). Follow the on-screen button prompts to navigate the path. Beth will stumble and dodge obstacles as she chases after her sister.
Second Choice – Follow the Path
During the chase, you will be presented with a choice:
| Choice | Result |
|---|---|
| Safe Path | A longer route with easier or no QTEs. |
| Fast Path | A shorter route that involves more QTEs. |
Like the first choice, this has no impact on the outcome. Beth reaches Hannah either way. Both Paths converge to the same point.
Finding Hannah – The Cliff
A cutscene triggers: a mysterious figure – who could that be? – pursues the twins. Hannah and Beth are backed toward the cliff’s edge and slip. Beth manages to grab a branch with one hand and hold Hannah with the other. A stranger (the Flamethrower Man) appears above, reaching his hand out to help.
Final Choice – Drop Hannah or Let Go
You are given a timed decision:
| Choice | Result |
|---|---|
| Drop Hannah | Beth releases Hannah, who falls. Beth then falls as well moments later. A brief, slightly different cutscene plays. |
| Let Go | Beth releases her grip on the cliff. Both sisters fall together. |
| Let Timer Run Out | The branch Beth is holding snaps. Both sisters fall. |
All three outcomes result in the same narrative conclusion – both Hannah and Beth Fall from the cliff and are presumed dead. The only difference is in the specific cutscene animation that plays.
Dr. Hill Session – First Therapy Session
After the fall, the screen transitions to the office of Dr. Alan J. Hill, a therapist (played by Peter Stormare). This is the first of several analyst sessions that occur between chapters throughout the game.
Dr. Hill will explain that the past cannot be changed – only future decisions matter. He will eventually present you with a card showing an image of a cottage with a scarecrow. He asks how the picture makes you feel, then asks follow-up questions that drill deeper into your psychological profile. The conversation branches based on your answers and ultimately determines one core fear (isolation, the dark, failure, or the supernatural).
For a casual playthrough, answer however you wish – these choices primarily affect environmental flavor and minor scare tactics in later chapters.
Tips and Notes
On Choices in the Prologue: None of the narrative choices in the Prologue alter the story. Hannah and Beth’s fate is sealed regardless. The Prologue functions as a tutorial to familiarize you with the game’s decision-making, QTE, and exploration systems before stakes become real in Episode 1.
On the Don’t Move Mechanic: The Don’t Move segments throughout the game require you to hold your controller motionless. On PS5, the DualSense’s gyroscope detects even small movements. For difficult Don’t Move segments, you can place the controller on a flat surface. The Prologue’s deer encounter is one of the easier ones, but it is the only Don’t Move in the game that can be permanently failed without a retry – you cannot replay it via Chapter Select and have it retroactively count for the trophy without replaying the entire game from the start.
Chapter Select Limitation for Interactables: The 10 New Interactables required for the “It’s Shining” trophy must all be collected in a single continuous playthrough. Using Chapter Select to go back for missed Interactables will not count toward this trophy. Plan accordingly and grab the Camera and Laptop in the Prologue on your first full run.