How to Get The Lighthouse endings in All Static Dread

By Daniel Hidalgo | 2025-08-14 08:44:37
15 days at the lighthouse can feel like an eternity when you’re away from family. You feel as though the whole world rests upon your shoulders, and in Static Dread, it literally does. A slow build with a catastrophic climax, there are so many ways this adventure can go.
What reality can you trust, and who will you leave to succumb to the darkness, wasting away on the all-consuming ocean floor?
In true cosmic fashion, it’s not very clear just how many endings Static Dread has. The entire game branches every time you make an important choice, and there’s no obvious "default" or "canon" ending—your first playthrough will likely look different from mine. To add to the confusion, there’s only one achievement tied to all but two endings: "The End?" unlocks when you beat the game, regardless of your outcome.
While there’s a lot of variety, there are very strict paths you traverse that lock you into smaller branches, all leading to the same place: the Necronomicon. Static Dread starts open-ended but grows increasingly narrow based on your choices.

Static Dread: All Endings Guide


We’ve exhausted all options by the fifteenth day, confirming that your only remaining choice is to talk to The Darkness and decide what you’re willing to sacrifice. Whether you attack The Great Old One or strengthen it, both paths converge—you must release what the Old Keeper lost his mind protecting.
You can only use the lighthouse beam three times (either against or in favor of the eldritch entity). Dialogue repeats until you’re locked out of the radio, forcing you to touch the Necronomicon after speaking with the Village Elder.
If you empower The Great Old One, the cultists will take over Blackfort—assuming the city remains intact when Darkness is unleashed.

1. No Way Ending


How to Unlock:
  • On Night One, The Unknown (Old Keeper) will command you to leave the lighthouse.
  • Obey its words—go to the bedroom and select "Give up" on the bed.

Outcome:
The Lightkeeper quits before the horrors truly begin. But what kind of home awaits him? A life of denial and loneliness is no better than the isolation of the lighthouse. With no Keeper to replace him, Blackfort succumbs to the darkness you could have fought against.

2. Darkness Ending


How to Unlock:
  • Load into Day Two (this ending becomes harder if The Great Old One grows stronger).
  • During your night shift, turn off all lights (including your flashlight).
  • Wait until the red brain icon appears (signaling you’re about to lose consciousness).
  • Choose dialogue options favoring your wife and daughter until the Lightkeeper falls asleep to their voices.

Outcome:
Reality becomes meaningless as the Lightkeeper descends into the abyss, unable to escape his past.

3. Nuclear Codes Ending (Hardest to Unlock)


Requirements:


  • Side with Blackfort’s soldiers throughout your playthrough.
  • On Day Ten, find the distorted fax page with nuclear codes. Though mostly unreadable, the numbers 74 20 73 appear under the "Top Secret" stamp.
  • Obtain the Aircraft Carrier Tempest frequency (automatically received by progressing).


Final Steps (Day 15):


  • Set the radio frequency to 18.9 after attacking The Great Old One’s eyes.
  • Follow these exact dialogue prompts:

    • Apply Military Encryption
    • Activate Voice Control
    • *357 – Alpha – 57*
    • Activate emergency control
    • *800 – 15 – 32*
    • Launch torpedoes
    • Turn off the pump
    • *357 – Omega – 32*
    • Disable torpedo launchers
    • Supply power to strategic weapon systems
    • *800 – 15 – 57*
    • Enter Launch Codes
    • *74 – 20 – 73*
    • Activate nuclear warheads

  • Outcome:


    The deity is destroyed, but at what cost?

    4. Klaatu Barada Nikto Ending


    How to Unlock:


    • On Night Seven, interact with the Fisherman’s dog (either let it in or scare it away) to get the basement key.
    • Find two glowing pieces:

      • Near the lighthouse rotation device (top floor).
      • Under a loose floorboard in the bedroom (requires the crowbar from the generator room).
    • Place the pieces on the basement door (only active at night).
    • On Night 15, speak to the Village Elder, then enter the basement.


    Final Choices:


    • Touch the Necronomicon
    • Let go of the darkness, banishing it from the lighthouse
    • Dispel the barrier protecting the lighthouse


    Outcome:

    The cultists win, transforming Blackfort’s survivors into mutants who worship The Great Old One. A new world begins.

    Mode:
    Video preview



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