The Casting of Frank Stone is a horror game set in the world of Dead by Daylight from the developers Supermassive Games. There are loads of choices, several endings, and a bunch of collectibles. In order to get 100% of this spook title, you'll want to use our The Casting of Frank Stone walkthrough.
Note: this walkthrough is a work in progress and will be updated regularly and promptly until it's complete.
The Casting of Frank Stone Walkthrough - All Chapters
In order to complete this one, you will need to find all the collectibles and complete all the 32 achievements in The Casting of Frank Stone. This guide is split up by chapter, going over what each different choice will get you, how to get everyone to survive, all the endings, and everything else you'll need to complete it.
Chapter 1: The Burning Maw
This chapter takes place in 1963 at the mill that will be important to the rest of the story. In it, you play as Sam Green, the police officer who interrupts a serial killer before he can take his final victim.
Cedar Steel Mill
As you pull up the mill, you encounter Tom, the night watch. You will have several choices to make while in conversation with him. There are two possible outcomes to the conversation with Tom; most choices will get you to argue or talk to Tom about who has looked around, and the others will allow you to look into the logbook and come up with some insights. Here's how to unlock both split paths for this scene:
- Path 1: All decisions that don't follow the path below will get you the first, most common path.
- Path 2: For choice 1, choose "Serious: I need to ask you a few questions." After that, pick "Curious: Can I check your records?" You will then gain access to the check in and check out record book.
Mill Entrance
After speaking with Tom, it's time to head into the mill itself. There are several collectible items here and a couple of path choices for Sam to make.
Trinket collectible 1 of 12: Iridescent King
When you first gain control of Officer Green, you will be able to find the first of twelve Trinket collectibles. It will be hidden behind the section above. You need to squeeze into the crevasse marked on the screenshot above, then look around inside for a small box on the ground.
The Champion Artifact 1 of 10: Staff File
Once inside, you will need to squeeze through stack of steel sheets, then through a door. Once you are in the office, you will have a filing cabinet and a sheet of paper you can interact with. If you shake the filing cabinet, a clipboard with Frank Stone's Staff File will fall out. This is an important Artifact, and there will be several more throughout the game.
Continue through the warehouse, and you will come across Tom again as well as Merlin the dog. After leaving the interior location, you will come across a grate that Sam wishes to move. This requires the help of a crowbar, which is found by jumping over this section of the fence and grabbing it.
Jump back over to the other side, then click the crowbar on the grate to open it with a simple Quick Time Event (QTE). This QTE will be another split path.
- Path 1: Fail the QTE and have Tom help you open the grate instead.
- Path 2: Pass the QTE with the crowbar.
Completing this will begin a dialogue with Tom again. You can choose to be kind or mean, creating yet another split path.
- Path 1: Supportive: I need your help here. (Trusted Tom)
- Path 2: Frustrated: We don't have time for this! (Sam snapped)
Storm Drain
It's time to climb down into the storm drain. The ladder will collapse underneath you, making it impossible to return to surface this way. So you have no choice but to head down into the furnace itself.
Trinket collectible 2 of 12: Wooden Horse
After dropping down into the underground furnace tunnels, you will drop your hat. You will start this section always facing towards the furnace area, but this trinket will be in the other direction. So turn around from your starting position, then make the first left down the tunnel. On the right side wall, there will be an open door. Inside this room is another wooden box on the floor with the horse Trinket.
The Champion Artifact 2 of 10: Symbols
As you head towards the furnace from the place you dropped down, you will have to turn right into a well-lit tunnel marked with a yellow sign that says "Furnace Access." On the wall next to this sign will be a symbol of a crude weapon painted on the wall. This is the Champion Artifact 2. There are actually a couple of these, but the game only counts the first one you interact with
Relliks 1 of 12: The Hillbilly
Just before the first location where Sam has to crawl, look to the right. There will be some pipes that are low enough to jump over; the Hillbilly Rellik will be on the other side of the pipes on the ground. After you finish crawling though the crawl space, then you will need to squeeze past a section of wall. After that will be another QTE; for this one, you will either:
- Path 1: Cut your hand and break your flashlight.
- Path 2: Pass the QTE and keep your flashlight.
Furnace Chamber
After making it into the furnace and seeing the baby, you will have the choice between taking either the:
- Path 1: Furnace Ramp.
- Path 2: Furnace Ladder.
Both are triggers for another QTE; you will fall and face a second QTE if you fail. Either way, you will get up to face another path once you are in combat with Frank Stone.
- Path 1: Fail the hand-to-hand battle QTE and get your eye gouged out.
- Path 2: Pass the QTE checks, but don't have the flashlight or fail the flashlight QTE.
- Path 3: Blind Frank Stone with the flashlight by passing all QTEs while still having the flashlight.
The next path come with the QTE when you need to react to getting hung up on the wall.
- Path 1: You fail the pipe check and permanently injure your shoulder.
- Path 2: You succeed pulling the pipe out of the wall.
Fate Sealed for Chapter 1
In the final path in Chapter 1, you can either Fail to stop Frank Stone and the baby dies, or you can shoot Frank Stone and save the baby.
- Path 1: Fail all the quick time event, and Frank will kill the baby before you can stop him.
- Path 2: Pass all the QTEs, and you will shoot Frank before he can kill the baby.
Chapter 2: In the House of Darkness
Chapter 2 takes place in modern day England. You are Madi, a young college student who has gotten an mysterious invite from a woman who has asked her to visit her mansion: Gerant Manor.
Lonely Road
After a bad nightmare, you wake on a plane on the way from Berlin to England. You then end up in a rental car, driving along a very small, out-of-the-way road. You have a choice as you come up on a stranger whose car has a flat tire and is trying to hitchhike. You have five seconds to decide to pick her up or not.
- Path 1: Choose to pick up Linda
- Path 1a: Apprehensive: Ask Linda what she knows about Gerant Manor.
- Path 1b: Don't ask Linda anything by letting time run out on the question.
- Path 1c: Curious: What do you do for a living?
- Path 2: Refuse to pick up Linda
Lobby
After entering the manor, you will still be controlling Madi. There will be a couple of items you will want to look at to help you 100% this section. It's a pretty short chapter, so it won't be difficult to get all the possible choices.
The Storyteller Artifact 1 of 10: Estate Letter
Before exploring the downstairs, head up the stairs and to the left. There will be an unlocked door to a sitting room; it will contain a piano to the right, a few sofas in front of a roaring fireplace in the center, and two objects on two different tables to the left by the windows. Pick up the letter to get the first Storyteller Artifact.
Relliks 2 of 12: The Huntress
Head upstairs from the lobby, and interact with the tables at the top of the first set of stairs. There will be some music at the top on a scrap of paper. Look at it, then head into the only room on the top floor you can go into. Inside will be a piano; interact with it to play the music from the sheet. A secret passage will open up, and the Rellik will be in the room at the bottom of the stairs.
Parlor
On the bottom floor, you can find a set of double doors that are unlocked. If you head inside, you'll meet Stan, another person who has been invited to this manor.
The Champion Artifact 4 of 10: Epic of Gilgamesh
On a table in the back of the room, there is a copy of the Epic of Gilgamesh. Inside, you can find notes and highlights. This is another Artifact.
Murder Mill Artifact 1 of 10: The Poster
In order to move the plot forward, you need to open a cabinet on the wall by the door you came in. Opening it up will give you the first Murder Mill Artifact. After this, you'll get a long cutscene with your host, and she will ask you if you want a drink. Madi can either turn it down or take her up on it.
- Path 1: Decline the drink.
- Path 2: Accept the drink.
Fate Sealed for Chapter 2
This will get you all of the possible paths for Chapter 2, filling out this section of the Cutting Room Floor.
Chapter 3: A Curiosity on Main Street
In Chapter 3, you are back in 1980, as a group of teenagers are filming in the abandoned mill. While filming, you will play as Jamie as he is being filmed by his friend Linda and his girlfriend Chris.
Storage Shed
You will have a couple of choices or QTEs during filming (none of which are paths in the game), then you will have a few more decisions to make after Sam Green interrupts your filmmaking.
- Path 1: Jamie apologizes to Sheriff Green.
- Path 2: Jamie defies Sherriff Green
- Path 2a: Refuse the bribe.
- Path 2b: ?
- Path 2c: Accept the bribe.
Casa Rivera
Back in the Rivera garage, you get to meet up with Bonnie, Jamie's older sister. You have the option to ask her for money, but only if you are nice to her.
- Path 1: Ask Bonnie for money after being supportive of her.
- Path 2: If you've already gotten money from Sam, you won't ask her for any money.
- Path 3: Make Bonnie angry by choosing first the "Jovial: Howdy, Partner," then "Shocked: That's pretty harsh," then "Serious: Family comes first."
- Path 3a: Jamie is honest and calls Bonnie back to give her the purse.
- Path 3b: Do nothing when you have the option to steal or call Bonnie.
- Path 3c: Steal money from Bonnie's purse.
Main Street
- Path 1: Choose the Curiosity shop first.
- Path 1a: Purchase the camera without haggling.
- Path 1b: Haggle the price.
- Path 1b1: Buy the camera without accepting the mirror.
- Path 1b2: Accept the additional gift of the mirror.
- Path 2: Choose the Drugstore first.
- Path 2a: Jamie purchases fireworks.
- Path 2b: If you accepted money from any source but only got $10, Jamie will not buy any fireworks.
- Path 2c: Buy the camera without haggling.
- Path 2d: Haggle the price of the camera.
- Path 2d1: Don't accept the mirror.
- Path 2d2: Accept the mirror.
Relliks 3 of 12: The Trapper
When you are inside the curiosity shop, you can find a Rellik, regardless of whether you go there first or second. With your back to the entrance, go all the way to the back of the store on the right side, walking right by the check out counter, then to the very back. This Rellik will be on the ground in the back right corner of the store.
The Storyteller Artifact 2 of 10: Lawyer Letter
Before leaving the curiosity shop, make sure to look to the left of the front door. Underneath the sign that says "Dead Weight" near the window, you can find a piece of paper on a couple of trunks. This letter is a Storyteller Artifact.
In the Drugstore, you can complete an achievement and pick up another trinket collectible. In order to finish the achievement, you need to play the arcade cabinet called Fear Trap in the back of the drugstore until you get high score. It's a Space Invaders clone, and you need to score 5040 or more points to get the top spot.
Murder Mill Artifact 2 of 10: Lost Movie Magazine
In the Drugstore on the soda jerk counter, there is a magazine open to an article about lost movies. This is a Murder Mill Collectible.
Trinket collectible 3 of 12: Waterlogged Shoe
After stepping into the Drugstore, when facing away from the entrance, head to the aisle furthest to the right. In this aisle will be a small box on the left side, bottom shelf, about halfway down the aisle. In this box, you will find another trinket, the Waterlogged Shoe.
Fate Sealed for Chapter 3
Here are all the possible timelines and choices from Chapter 3:
Chapter 4: These Walls Have Eyes
It's time to catch up with Linda in Gerant Manor. Augustine has left you alone, and you are just sitting around the manor, waiting for something to happen. Madi is asleep.
Gerant Manor
- Path 1: Choose to go outside the room with Stan.
- Path 2: Stay inside the room with Madi.
If you stay with Madi, you get a second chance at picking up the Epic of Gilgamesh on the side table if you missed it the first time.
The Storyteller Artifact 3 of 10: Blueprints
Once you are in the parlor, Stan will try to convince you to shoot one of your movies in the mansion. After that conversation is over, you will be able to wander around in the stairwell. Interact with the painting over the fireplace, and you can wipe off the nameplate. It's actually a button that will open a secret door. If you go inside the secret compartment, you can find a blueprint collectible inside.
Atrium
In the Atrium, you only have one artifact to look at, and you need to have a conversation with Madi that can change your relationship with her. And that will mark the end of Chapter 4.
The Champion Artifact 6 of 10: Face of Evil
When you go to climb the stairs, Linda will start a conversation with Stan and Madi about where they got their film pieces. After that, you can go up the stairs. Walk forward on this second floor, and there will be a book on a table in the back left of the room. It will be a book about Frank Stone; pick this up to get the fifth Champion Artifact.
Fate Sealed for Chapter 3
After picking up and looking at the book, look at the metal door to the left of the book, then talk with Madi to move onto the next scene. She will ask for a story of her mom, and you have the option to tell her one or not.
- Path 1: Share a story with Madi about Bonnie.
- Path 2: Refuse to share a story about Bonnie with Madi.
Published: Sep 18, 2024 12:54 am