Come in Story Campaign Guide: A Walkthrough of the Forest Cabin
Updated 2026-06-10

Introduction to the Story Campaign
The story campaign in Come in is the core single-player experience, a psychological horror journey that unfolds over approximately 4-6 hours. You play as a character who, after months of online conversation, accepts an invitation to a secluded cabin in the woods. What begins as a romantic getaway quickly descends into a nightmare of psychological manipulation and hidden truths. This guide provides a complete walkthrough of the main story campaign, focusing on key puzzles, narrative choices, and survival strategies. For an overview of the game's mechanics, see our gameplay overview.
Chapter 1: The Arrival
The game begins with your arrival at the forest cabin. The atmosphere is serene but immediately unsettling. Your host, a woman named "Elena," is welcoming but evasive.
Key Objectives
- Explore the Ground Floor: Search the living room, kitchen, and hallway. Look for a photograph on the mantlepiece—it's a crucial clue.
- Examine the Note: On the kitchen table, you'll find a handwritten note that reads, "Don't go into the basement." This is the first of many warnings.
- Interact with Elena: Engage in dialogue. Your choices here don't drastically alter the plot, but they affect your relationship meter, which influences later events.
Puzzle: The Locked Study Door
The study on the ground floor is locked. To open it, you need a key.
- Check the flower pot: In the living room, a small key is hidden under a potted plant.
- Use the key: Unlock the study door. Inside, you'll find a journal detailing Elena's past experiments.
Callout: Important: The study contains a map of the local area. Mark it on your in-game map—it reveals a hidden path to the old church, visited in Chapter 3.
Chapter 2: The Basement and the First Anomaly
Despite the warning, you must eventually descend into the basement to restore power after a mysterious blackout.
Steps to Restore Power
- Locate the fuse box: It's in the far corner of the basement, behind some old boxes.
- Solve the wire puzzle: Connect the red, blue, and yellow wires to their corresponding terminals. The correct order is red to top, blue to middle, yellow to bottom.
- Witness the anomaly: As the lights flicker on, you see a shadowy figure in the reflection of a cracked mirror. This is your first encounter with the game's primary antagonist, "The Other."
Narrative Choice
After restoring power, you can choose to confront Elena or remain silent. Confronting her leads to a tense conversation where she reveals she is being haunted by a past trauma. This choice unlocks a small side quest in Chapter 4.
Steps: Survival Tip: Always carry a flashlight. The basement is pitch black, and the batteries drain quickly. You can find spare batteries in the pantry upstairs.
Chapter 3: The Old Church
Using the map from the study, you can venture to the old church in the woods. This area is optional but provides essential lore.
What to Find
- The Ritual Circle: Behind the church altar, a ritual circle is drawn on the floor. It matches symbols found in the basement.
- The Priest's Diary: This diary explains that Elena's family was involved in occult practices to communicate with the dead.
- The Key to the Attic: Hidden behind a loose brick in the church wall, this key opens the attic in the cabin.
Callout: Lore Connection: The symbols in the church are identical to those on the basement door. This confirms that the cabin's haunting is not random but a deliberate, generational curse.
Chapter 4: The Attic and the Final Confrontation
With the attic key, you can finally access the most locked part of the cabin. This is the climax of the story campaign.
Solving the Attic Puzzle
The attic door is protected by a combination lock. The code is derived from clues found throughout the game:
- First number: The number of candles on the dining table (3).
- Second number: The year written in the priest's diary (1987).
- Third number: The number of mirrors in the basement (2).
Enter the code: 3-8-7-2.
The Final Choice
Inside the attic, you find Elena's true form—a manifestation of her guilt and trauma. You have three choices:
- Embrace: Try to comfort her. This leads to a bittersweet ending where the curse is broken, but Elena fades away.
- Destroy: Attack the manifestation. This results in a violent ending where you escape, but the cabin remains haunted.
- Ignore: Leave the attic and the cabin. This is the "neutral" ending, where you survive but are forever haunted by the experience.
Conclusion and Endings
The story campaign of Come in offers multiple endings based on your exploration and choices. To see all endings, you'll need to replay the game and make different decisions. For more tips on surviving the psychological horror, check out our beginner guide. The game's strength lies in its atmospheric storytelling and the slow-burn dread that builds from the moment you step through the door. Good luck, and remember: not everything that invites you in, wants you to leave.
Related pages
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