Tales of Fear – Episode Zero: Full Walkthrough and All 10 Achievements
Every case solved, all collectibles found, and each achievement unlocked in order across Enfield Encounter, Alice and Bob, and Doai Station.
Every case solved, all collectibles found, and each achievement unlocked in order across Enfield Encounter, Alice and Bob, and Doai Station.
by Kabir Anand
Tales of Fear – Episode Zero is a free first-person horror adventure split into three self-contained cases: Enfield Encounter, Alice and Bob, and Doai Station. A full 100% run means clearing every puzzle, grabbing every collectible, and triggering all 10 Steam achievements. The tasks are linear and scripted, so following the exact order below completes everything in a single playthrough.
Quick answer: Play all three cases to completion, collect all four cat toys in Case 01, grab the USB and enter the CEO cleaning room in Case 02, pet the cat early, and answer each “Truth or Tale?” screen to close the case. Doing this in order unlocks all 10 achievements without a second run.
All 10 achievements and how they trigger
Every achievement is tied to a specific action inside one of the three cases. Most come naturally from finishing each story, but a handful require picking up hidden items or interacting with an optional object. Use this table as a checklist before you close out a case.
Achievement
Case
How to trigger
Meow
Case 01
Pet the cat sleeping in its bed in the dining room during the first night.
Gotta catch em all
Case 01
Collect all four cat toys; the fourth is on a shelf inside the barn.
Enfield Encounter
Case 01
Answer the first “Truth or Tale?” screen to finish the case.
What a creep!
Case 02
Enter the cleaning room and find the wall of photos of Caroline.
Leaked
Case 02
Grab the USB stick from the desk in the server room.
Note: The remaining achievements are awarded through story progress in each case and the final “Truth or Tale?” answers. As long as you complete all three cases in full, they resolve automatically.
Case 01 – Enfield Encounter walkthrough
You play Patrick McKelvy in Enfield, USA, 1973. The case runs across two in-game nights, and all four cat toys plus the “Meow” pet must be done before the finale. Start by selecting “Play” from the main menu and choosing Case 01.
After Patrick wakes, get out of bed and take the first cat toy from the bench at the foot of the bed. Then check Peter’s room and read the note on the desk.
In the dining room, pet the cat sleeping in its bed. This unlocks the “Meow” achievement. Talk to Peter by the back door, take the flashlight from the living room shelf, and go into the cornfield to check the glowing lights.
Return inside, reassure Peter, and go back to bed. The scene transitions to the next morning, where Patrick wakes in the bathroom and heads outside to see off his wife and son.
Walk toward the barn. The third cat toy sits in a bowl by the garden. Inside the barn, the fourth cat toy is on a shelf, which unlocks “Gotta catch em all.”
Head outside and talk to the neighbor kid, Bill, about the monster. Grab a basket and harvest the eggplants, chili peppers, bell peppers, and tomatoes from the garden.
Investigate the noise in the cornfield and find the dead cat under the scarecrow. Run inside for the revolver, return to the cornfield, and shoot the creature with glowing pink eyes.
After the outro, the “Truth or Tale?” screen appears. Selecting “This story is true” completes Case 01 and unlocks the “Enfield Encounter” achievement.
Case 02 – Alice and Bob walkthrough
You play AI expert Caroline Perry on a night shift at the “connect” office in San Francisco, USA, 2017. Two collectible-style achievements live here: “Leaked” for the USB stick and “What a creep!” for the hidden photo room. Both come near the end, so keep them in mind.
Log into your PC, run the post-training evaluation, and check the AI code. Talk to Andy about the experiment data, then use your keycard to enter the AI server room.
Go back to your desk, chat with the AI “Janis,” and start the “Alice & Bob” experiment. Shortly after, the power goes out and you switch to your phone as a flashlight.
Searching the office storage as the experiment begins. Image: MediaTale
Return to your PC. Janis reports the AI models are communicating in an unrecognized language, then warns that Alice and Bob have locked you out of the server room. Threatening messages start arriving.
Investigate the noise in the lobby, then find the pizza box on your desk and log in to read the delivery message. An alert then confirms the AI models have gained local access.
The suspicious-behavior alert for “Alice & Bob.exe” signaling local access. Image: MediaTale
After personal threats appear and Andy calls in a panic about leaked files, Janis suggests grabbing the master keycard from the CEO’s office and offers three possible PIN codes. Use 1998 to unlock the office and take the CEO Keycard.
When Janis warns the room is overheating, agree to overclock the hardware to force a shutdown. Caroline collapses from the heat and wakes in a hospital, closing the case.
Case 03 – Doai Station walkthrough
This case is set at Doai Station, Japan, on May 1, 1998. You play Haru, searching for his brother Kaito after their phone call cuts out. The main collectible goal is finding all five tickets (Tickets 1/5 through 5/5) before the ending.
Enter the station lobby and use the red ticket dispenser near the ticket gate to collect the first ticket (1/5). Read the missing person poster for Tanaka Ken and the safety warning nearby.
Search the hallways and pick up Kaito’s handwritten note on the floor near the dead end. Try the metal double doors at the end of the corridor to receive the objective to break them open.
Use the Door Key to unlock the control room with the CCTV monitors. Open the tall locker to get the crowbar, then return to the double doors and pry them open.
Speak to the station worker in the platform office. He asks for a sugary drink and hands you 160 Yen. Buy the Big Japan Cola from the vending machine for 112 Yen.
Return to the office to find the worker gone. As you search the platform, a train arrives. Collect the fourth ticket (4/5) from a wooden bench on the platform.
Board the train. Pick up the fifth and final ticket (5/5) from a seat and recover Kaito’s mobile phone from the floor. Walk through the eerie train cars until it stops and lets you out.
Climb the tunnel stairs. At the top, a shadowy figure appears and the screen cuts to black. After the ending narration, answer the “Truth or Tale?” prompt to finish the case.
Confirming 100% completion
You know a case is done when its “Truth or Tale?” screen resolves and returns you toward the next case or the completion screens. For the achievement count, open the Steam achievements panel and confirm all 10 are marked. The two easiest to miss are “Gotta catch em all” (all four cat toys, with the fourth on the barn shelf) and “Leaked” (the server-room USB), so verify those before assuming a case is complete.
If an achievement did not pop, the usual cause is skipping the optional pickup or interaction it depends on, since story progress alone does not grant the collectible ones. Reload the relevant case and repeat the exact action, then confirm the pop-up appears. The game is free to play on Steam, so a clean second pass through a single case is quick if you need to clean up a straggler.