Gaming Guide

Tales of Fear – Episode Zero Walkthrough: All Three Cases and 10 Achievements

A complete run through Doai Station, Enfield Encounter, and Alice and Bob, plus how the 10 Steam achievements are tracked.

A complete run through Doai Station, Enfield Encounter, and Alice and Bob, plus how the 10 Steam achievements are tracked.

Tales of Fear – Episode Zero is a free first-person horror anthology from MediaTale, built around three self-contained cases. Each one drops you into a single protagonist’s night, hands you a running objective prompt, and ends with a “TRUTH OR TALE?” decision where you judge whether the story really happened. A full clear means finishing all three cases and picking up the collectibles hidden inside them.

Quick answer: Play all three cases to the end credits, grab the tickets aboard the ghost train in Doai Station, and answer the “TRUTH OR TALE?” prompt after each case to close out the 10 Steam achievements.


Before you start: Install and case order

The game launched on September 1, 2026 for Windows and costs nothing. It needs a 64-bit system, Windows 10, 4 GB of RAM, a GTX 960-class GPU, and 5 GB of disk space. English has full voice acting, and 12 languages have interface and subtitle support.

The three cases are independent, so the order you tackle them in does not lock anything out. Here is what each one covers.

CaseYou play asSetting
Case 01 – Enfield EncounterPatrick McKelvyA rural home and cornfield
Case 02 – Alice and BobA tech company employeeA night shift with an AI experiment
Case 03 – Doai StationHaru TakasakiDoai Station, Japan, 1998

Doai Station walkthrough (Case 03)

The case opens with Kaito Takasaki, a freelance journalist chasing a rumor near Mount Tanigawa, losing his phone connection mid-call. Two hours later you take over as his brother Haru, arriving by van at Doai Station on May 1, 1998 at 12:30 AM with the objective “Search for Kaito.”

Enter the triangular station building and sweep the concourse. The ticket gates, timetable boards, a broken vending machine, and missing person poster MIN-90-003 for Tanaka Ken are all readable, and they set up the rest of the case.
Head down the hallway and pick up the journal page Kaito dropped. It describes strange footprints on Mount Tanigawa and the way the police responded to them.
Continue to the locked metal double doors. Touching them triggers “NEW OBJECTIVE: Find something to break the door open with,” which is your cue to search the staff area.
Take the Door Key off the cluttered office table, use it on the security monitoring office, and pull the crowbar out of the storage cabinet inside. The Minakami Tourism Map standee in the hallway corner is worth a look on the way back, but it is not required.
Pry the metal doors open with the crowbar and take the long fluorescent-lit stairway down to Platform 1, the deep underground platform the real station is known for.
Go into the platform office and talk to the station worker. He warns you about ghost trains, mentions his diabetes, and hands you 150 Yen for a sugary drink.
Buy a bottle of Big Japan Cola from the blue vending machine on the platform and return to the office. The worker is gone, and the train arrives with its doors already open.
Board the carriage and search it before anything happens. The collectible tickets are scattered through the car, and Kaito’s discarded phone is sitting on one of the benches.
When the lights die and the chanting starts, keep running forward through the repeating carriages until you are put back out onto the platform and the train pulls away.
Climb the tunnel stairs while Kaito’s voice calls out. The tall figure waiting under the light at the top ends the case, followed by narration confirming neither brother was seen again after their phones were handed to police the next morning.

Enfield Encounter walkthrough (Case 01)

Patrick McKelvy’s quiet evening jumps forward four hours before the case properly starts. From there it is a chain of small errands that steadily narrows into a chase.

Answer the loud knock at the front door. Your neighbor Lenny is outside and asks to borrow salt, which flips the objective to fetching it from the kitchen.
Kitchen interior with the objective to get the salt from the kitchen on screen
The kitchen with the salt objective active. Image: MediaTale
Hand the salt to Lenny and let the conversation play out. He mentions Bill’s monster sighting before he leaves, which is the first hint at what is in the field.
Take the cat food from the kitchen once the objective updates to feeding the cat next to the barn, then head outside.
New objective prompt to take the cat food and feed the cat beside the barn
The new objective to grab the cat food and feed the cat beside the barn. Image: MediaTale
Walk to the feeding bowl by the barn. A noise from the cornfield interrupts you and the objective changes to investigating it.
Push into the corn and follow the path to the scarecrow, where the cat is lying dead. A screech goes up almost immediately and Patrick bolts for the house.
Get to the dining room and take the revolver off the shelf when the objective calls for your gun. That is your only weapon for the rest of the encounter.

Alice and Bob (Case 02)

The second case swaps the countryside for an office. You play an employee at a large tech company working a night shift alongside a colleague on an artificial intelligence experiment meant to push the company forward. The coworker leaves partway through because of an emergency, and you are left running the test alone. It performs well at first, then keeps performing well past the point it should, and control of the AI models slips away.

Like the other two cases, progress here is driven by objective prompts, interactive dialogue, and small puzzles rather than combat. Read every terminal and note you are pointed at before advancing, since the clues you gather feed directly into the truth judgment at the end.


Truth or Tale prompts and the 10 Steam achievements

Each case closes with a “TRUTH OR TALE?” screen asking whether the story you just played was real or invented. Some cases are based on real events and some are not, and the game compares your verdict against what other players chose. Answering is part of finishing a case, so do not quit out at the ending narration.

There are 10 achievements in total, and progress syncs through Steam Cloud, so a run split across machines carries over. You can confirm what has unlocked and what is still outstanding on the game’s Steam achievements page, which updates as soon as the overlay pops an unlock notification in-game.

Note: collectibles are easy to miss because most of them sit in short, one-way sequences. The train carriage in Doai Station is the clearest example, since the tickets stop being reachable once the lights cut out and the loop begins. If a collectible-based achievement does not fire, replay that case from its start rather than reloading mid-scene.


All three cases are short, and a single sitting is enough to see everything if you are methodical about searching rooms before triggering the scripted scares. The one habit worth keeping throughout is reading anything the game lets you interact with, because the notes, posters, and dialogue are the only material you have when the truth question comes up.