Luto walkthrough – Complete guide and puzzle solutions – GameSpew

Luto walkthrough – Complete guide and puzzle solutions – GameSpew


Not only is Luto one of the creepiest games we’ve played recently, it’s also very puzzly. And so, if you find yourself getting stuck on a puzzle or wondering where to go next, our Luto walkthrough should tell you everything you need to know. This atmospheric horror game is mostly linear, but there are many times where the game doesn’t make it clear where to go or what to do next. So there’s no shame in needing to use our guide for help.

You can simply follow our step-by-step guide from start to finish, or you can use the table of contents below to jump to a specific chapter. We’ve also boxed out some useful hints or certain puzzle solutions, so keep an eye out for those.

One thing’s for sure, though: whether you use our Luto walkthrough or not, you’re going to have a fantastic time. Turn down the lights, turn up the sound, and get fully immersed in this unsettling game.

Chapter 1: It’s Happening Again

Monday

  • You’ll start in the desert. Walk forward until a sandstorm kicks in. Tap R1 repeatedly when prompted.
  • After the dream sequence, you’re in a bathroom. Leave, and turn left into the corridor, following it round. You’ll eventually reach a landing space with an armchair. On the bannister to your left, collect a note.
  • Turn right and make your way down the stairs. At the end of the hallway on a console table, pick up the keys. Interact with the front door.

Tuesday

  • Same again: you’re back in the bathroom. Repeat your movements. Run when prompted.

Wednesday

  • It will automatically cut to the next day. Once again, repeat your movements. This time, go all the way down the stairs. Just to the right at the bottom, there’s a small chest to interact with.
  • Near the front door, interact with the sketchbook you’ll find on the floor. You can inspect the sketchbook by pressing down on the d-pad and flick through its pages. There’s also a bin here with a document you can collect.
  • Interact with the front door: it’s locked. Turn around and go through the door to the left of the staircase to go down into the basement.

Luto screenshotHead down this not-at-all-creepy looking basement entrance. Screenshot: GameSpew

  • Make your way around until you find a messy desk. There’s a ‘house’ flash card to pick up, and a piece of paper with a sketch of a symbol.
  • Go back up the basement stairs, and then head up the main staircase. Follow the corrior around then open the door on the end, leading back into the bathroom.
  • On the sink, you’ll find some keys to pick up.
  • Go all the way back down to the front door. Interact with the front door when you reach it.

Thursday

  • You’re back in the bathroom, and the phone is ringing. Leave the bathroom and head to the phone, which is downstairs by the front door. Interact with it.
  • Turn around and head into the basement again. Interact with the trapdoor in the floor. Go down.

Chapter 2: Beyond the Noise

  • Keep pressing down on your left analogue stick to descend the ladder. When you reach the bottom, keep walking forward and go through the door ahead.
  • Walk down the corridor towards the strip lights and interact with the door underneath. You’ll now be in a living room. On a side table to your right you’ll find a sketchbook sheet – pick it up.
  • Move down the corridor to the right of the side table, and make your way down the stairs. Examine the flash card in the hole in the wall as you pass and pick it up.
  • At the bottom of the stairs, there’s a note to pick up on a ladder. Head through the doorway and move left.
  • Head towards the room with the flickering light. Keep moving around and you’ll find yourself in a bathroom. Examine the note on the sink, and the clock in the bath. Interact with it: note that it stops at 5 o’clock.
  • Head back out of the bathroom. On your left you’ll see a door with clocks around it: now we’ve found one clock, there’s a cross through the 5 o’clock clock. Looks like we need to find more.

Luto screenshotThis door is key to moving forward: we need to find all the clocks. Screenshot: GameSpew

  • Go straight ahead down the corridor. Before you go through the door into the next room, there’s a desk with some items to examine. Pick up the note and look at the post-its. Just before you enter the door, look up: there’s another clock. Interact with it: it’ll stop at 1 o’clock.

Note: Make sure you have your speakers turned up: You’ll hear a ticking when you’re very close to a clock, so pay attention if you’re struggling to find them.

  • Go through the door and down the stairs. Head through the doorway on your left, and you’ll find a third clock on a chair to your right. Interact with it: this one stops at 2 o’clock.
  • On your left is another door to go through. Open it and move left, following the corridor back into a familiar living area. There’s a clock on the lower level of the side table. Interact with it: this one stops at 3 o’clock.
  • Head behind the chair and you’ll find an open door on your left. Pick up another flash card (ghost) on a stack of cardboard boxes. There’s nothing else in the room, so leave and head right, back into the living area.
  • Head down the corridor leading to the stairs. At the mid-point landing, there’s another clock. Interact with this one, and it will stop at 4 o’clock.
  • Look up, and you’ll see a hammer hanging from the light fitting. You can’t get it yet, but we’ll come back to this soon.
  • Make your way to the bottom of the stairs and turn left. Just in front of the blue-glowing door you’ll find another clock: interact with this one and it’ll stop at 7 o’clock. Just one more to find.
  • The last one is behind a barricaded door – and we need the hammer to be able to remove the barricades.

How to get the hammer in Luto

If you’re eagle-eyed, you might have spotted a hammer hanging from a light fixture in Luto chapter 2. Getting it down is key to progressing through the game.

Head right to the desk at the end of the corridor on the ground floor and interact with the phone on the desk. Press the ‘SOS’ button three times. Each time you press it, you’ll hear a bang, then something should fall.

Head back to the bottom of the stairs, and you’ll see that the hammer has fallen off the light fitting. Pick it up.

  • Make your way to the top of the stairs and once you’re in the living room area, you’ll see a door just ahead with wooden barricades on them. Now you have the hammer, you can remove them. Interact with each nail on each side of each board to remove it.

Luto screenshotRemove these boards once you’ve got the hammer to get the last clock. Screenshot: GameSpew

  • The final clock is in here: interact with it, and it’ll stop at 6 o’clock. There’s also a picture to pick up in here, and a flash card (box).
  • Now we’ve found all the clocks, we can head back down the stairs to the door with the clocks around it. Interact with the door to open it and go through.

How to open the door with the clocks in Luto

In chapter 2 of Luto, you’ll find a door that has seven pictures of clocks around it, all displaying different times. Around the house you’ll find seven clocks to interact with. Once you’ve found and interacted with them all, you’ll be able to open the door.

Other than the first clock, which you’ll find in the bathtub, we’ve taken screenshots of each clock’s location below.

  • In the next room, you’ll find a note on a chair to your left. Take the money that’s hanging from the ceiling. Note the scrawl on the wall: “a lie multiplies 7 times”.
  • Look through the peephole on the clock door and you’ll see a number one scribbled on the wall.

Luto screenshotHere’s what you’ll see through the peep hole in the clock door. Screenshot: GameSpew

  • The next puzzle is a little tricky. First, look at your sketchbook and find the page with six cells, lettered A to F. Remember the desk with the phone? It has the letters ‘F A D B’ pinned to a noticeboard above it. You need to pay attention to cells F, A, D and B in that order.

Luto screenshotThese pages of your sketchbook are very important. Screenshot: GameSpew

  • First, cell F. It shows someone looking in a mirror. There’s a mirror just past the living room area upstairs. Look in it, and you’ll see the number ‘1’.
  • Cell A shows a monkey. We saw a monkey when we looked through the peephole of the clock door. This was a number 1 too — but cell A doesn’t quite represent what we saw. So does that mean it’s a lie? Remember the room behind the clock door said we had to multiply a lie 7 times. So this is number ‘7’.
  • Next is cell D. This shows four numbered ‘ghosts’. There are some objects that look very similar in a room upstairs, except there are only three. In the comic book image, it’s the ghost labelled ‘2’ that’s missing. So this is number ‘2’.
  • Finally, cell B. This is a wet clock, so it must represent the clock we found underwater. That clock was set to 5 o’clock, so the number we need here is ‘5’.

Luto screenshotDial 555-1725 on the telephone. Screenshot: GameSpew

  • That leaves us with ‘1725’. Now, go to the phone on the desk downstairs and input 555-1725. We know it’s a 555 prefix thanks to the post-it note on the desk. A phone call will kick in, and you’ll hear something happen somewhere in the house.
  • Walk towards the blue glowing door. It’s now open. Go through it and make your way down the corridor. A toy ambulance will lead the way, so follow it until it stops at an open door. Go through it, and down some stairs.
  • At the bottom of the stairs, take a sketchbook sheet from the table on your left. Keep walking forward and open another door.
  • You’ll find yourself in a room with sketches all ove rthe walls. Make your way through and down some more stairs. Follow the corridor down until you end up in a familiar-looking bathroom. Pick up the note from the side of the sink.
  • Turn around, and the corridor has changed. There’s a pixelated coin in front of you…? Move towards it, when something happens.

Luto screenshotHead towards this strange coin. Screenshot: GameSpew

  • Go through the dialogue options. We chose ‘Hello’, and ‘Is anyone there’, but we don’t suppose it matters what you choose. You’ll wake up in what appears to be a cave.
  • Move forward through the cave. You’ll eventually reach a narrow bit that you’ll need to squeeze through. Keep going. You’ll now be in a desert. Wait for the sandstorm to kick in, then tap R1 repeatedly when prompted.

Chapter 3: One More Time

  • You’ll wake up back in the bathroom. This feels very familiar. Leave the bathroom and make your way town the corridor. On a table to your right before you reach the stairs, you’ll find a script page. Pick it up.
  • Keep moving forward and go down the stairs. Pick up the keys from the console table by the door, then interact with the door.

Tuesday

  • Follow in your own footsteps again, making your way down the corridor. Look at the script again: it’s gone… strange. Go downstairs, pick up your keys from the console table then go through the door.

Wednesday

  • Yet again, leave the bathroom and follow the corridor around. Pick up the script page, pick up the keys, then interact with the door.

Thursday

  • Once again, repeat the process. Leave the bathroom, pick up the script, go down the stairs, pick up your keys and leave through the door.

Friday

  • It’s Friday and… something is different. Leave the bathroom and go down the corridor. This time, the first door on your left will open up. Go in.

Luto screenshotHead into the bedroom, which is now open. Screenshot: GameSpew

  • Examine the sketchbook sheet on the desk.
  • Look at the corkboard on the desk, and add the drawing of the monkeys into the empty space.
  • Examine the TV (which is currently playing Night of the Living Dead). Keep watching for a while, and a trophy/achievement will pop.
  • Interact with the bed, and place the monkey from your inventory with the other money on the bed. Something will happen, and the monkeys will move: they’re now on the shelf above the desk. Look away, and they will move again. They’re now on the fan. Look at them, then look away. This time, they’ve moved to the bin to the left of the TV. Once again, look away so they can move. Now they’re on the shelf to the right of the TV. Interact with them to get an eyeball.

Luto screenshotOnce you’ve chased the monkeys around the bedroom, this is where they’ll end up. Screenshot: GameSpew

  • Leave the room, and go left down the corridor. Pick up the screenplay, then make your way down the stairs. Pick up the keys by the door, then interact with the door.
  • You’ll find yourself back in the bathroom. Open the door and, once again, make your way down the corridor. Just as you turn the corner, things will go dark. Keep making your way around, going down the stairs. At the bottom of the stairs, on the table to the right, pick up the stamp of a virgin. Examine it and read the text on the back.
  • Just ahead, pick up the flashlight. Use it by pressing the right stick.
  • Go to the door, and pick up the sketchbook sheet attached to it. Once you’ve picked it up, interact with the door. Nothing happens.
  • Turn around and go back upstairs. In the corridor, you’ll find four pictures on the wall. Interact with the fourth picture: it’s of a moon and some fish, and looks very much like a page in your comic book. It’ll fall off the wall, and there’s a note attached to the back of it. Pick up the note.

Luto screenshotInteract with the fourth painting hung on this wall. Screenshot: GameSpew

  • Interact with the crack in the wall where the picture was, and take the key. Look through the crack.
  • Go back downstairs, and use the key on the locked box just to your right when you reach the bottom. In the box, you’ll find a small door. Pick it up.

Luto screenshotYou now have a key to open up this lockbox. Screenshot: GameSpew

  • Head towards the front door – or at least where the front door used to be, and go through it. You’ll find yourself in a very dark, dingy corridor. Keep moving forward.
  • You’ll eventually reach a ruined house. Make your way around the rubble. Eventually, you’ll come to a cart with another flash card (sand) to pick up. Head forward through a doorway, and go down a flight of stairs.
  • Keep moving, and you’ll find yourself in a cave again. Keep moving forward, and you’ll come across a large storage crate blocking a door. Interact with the crate to move it. Open the door it was blocking, and walk through.
  • You’re back in a familiar house. The phone will start ringing: make your way downstairs to answer it. The voice tells you, “In order to escape, you have to go back”. Hmm. Do we trust it?
  • After a fade to black, you’re once again back in a bathroom. You can now tap R1 to resist the darkness.
  • Leave the bathroom, and make your way down the corridor. Go through the door at the other end and go down the stairs. Follow the corridor around until you end up in the living area. From there, go through the door that leads to the dark corridor and keep going, opening doors until you see a glowing white figure. The figure will turn dark, and keep walking towards it until a cutscene kicks in.
  • The game will wrestle the controls from you, going to the menu and selecting the ‘quit’ option. Don’t panic. At the main menu screen, select ‘continue’.
  • Walk towards the glowing figure in the desert, tapping R1 to resist the darkness. Walk into the figure, then let the sandstorm take you (stop resisting).

Chapter 1: It’s Happening Again (again)

  • You’re back in the bathroom. Leave via the door and make your way down the corridor and down the stairs. You’ll find yourself in a loop on the stairs. Keep going down, and it’ll keep changing as you get lower. You’ll eventually reach a hole. Go down it.

Luto screenshotGoing down a dark hole never seems like a good idea, but here goes. Screenshot: GameSpew

Chapter 4: Thanks for Pushing Me

  • Go through the door straight ahead. Head down the corridor, and go into the second door on your right – it’s glowing blue. Inside, in a cabinet on your left, you’ll find a sketchbook sheet.
  • Interact with the storyboard on the wall. Looks like we need some more pictures go here. Back out, and leave the room. Keep moving left down the corridor. When it opens up into a room, you’ll find a note on the counter to your right.
  • Follow the room around past the clock and go through the door. Go into the bathroom here. Something is very wrong with the bathtub. Leave to your right, then take the right path when the corridor splits. Go down the stairs.
  • You’ll find yourself in a room with giant sketches. Pick up the drawing of two monkeys from the floor. Move right to make your way around the room. You’ll eventually find a door with a golden piece inserted into it. Take the golden piece.
  • Go back the way you came, through the comic book room and up the stairs. At the top, turn right through the now-open door. Move left down the new corridor until you eventually reach an ajar door. Open it and go into the next room.

Luto screenshotYou’ll find yourself in this room. Screenshot: GameSpew

  • Move straight ahead to find a desk. There’s another flash card (movie) to pick up. Go through the door to the right of the desk, then turn left. At the boarded-up door, turn left and follow the corridor around. When you get to the split in the corridor, this time take the left path.
  • Go up the stairs and follow the corridor around. You’ll find another image to collect on the balcony. Go back down the stairs, follow the corridor around until you’re back near the barricaded door. Go ahead, and turn left down a corridor with lots of broken doors.
  • You’ll find a barred door to your right that you can place your golden piece into. The door will open, so go through it. Move forward, and you’ll see a door with a knocker. Take the knocker and the door will fall. Don’t go down the stairs just yet: instead, turn back. We’ll come back here soon.
  • Make your way back to the corridor with the split, and go right. Go straight ahead (not down the stairs). You’ll be back in the corridor with all the doors. You’ll notice that all the doors have a mark on them where a knocker should go. Move to your left, and listen: you’ll hear a beeping sound/a distorted phone ringing when you’re near the correct door. It’s the second door to your right.
  • Place the knocker on the door, and knock it. If it’s the right door, it will unlock. If it’s the wrong door, the knocker will simply fall to the ground so you can keep trying.

Luto screenshotPlace the knocker on the correct door. Screenshot: GameSpew

  • Open the door and go through. Answer the phone to your right.
  • After the phone call, make your way around the new area you find yourself in, heading towards a blue light. Just before you reach it, there’s a console table on the right with the third picture. Head through the glowing blue door.
  • Turn right, towards a gate that says ‘House of Lost Dreams’. Open it and go through. At the bottom of a set of stairs is some sort of shrine. Pick up the silver piece and head back up the stairs. Looks like we’ll have to come back here later.
  • Go back the way you came through the blue door and start retracting your steps. As you make your way through the room, a ghost will come running at you.
  • The screen will fade to black, and you’ll need to select dialogue options. We chose ‘Here again’ and ‘Who are you?’.
  • Once again, you’ll find yourself in a desert cave. Make your way through the cave until you reach an open space. Push forward towards the glowing figure, pressing R1 to keep resisting until you reach it. Once you’ve passed through the figure, stop pressing R1 and wait to fade to black.
  • You’re back in a bathroom. Leave, and go through the opposite door on the left. Make your way around and down the corridor back into the bedroom glowing blue. Examine the notice board.
  • We need to place the pictures we’ve collected in the right place:

Where to place the drawings on the board in Luto chapter 4

You’ll first need to find the three drawings around the area — follow our Luto chapter 4 guide above to ensure you’ve got them all in your inventory. Once you’ve got them all, head to the blue-glowing bedroom and interact with the notice board. Here’s where you need to place them:

  • Look for the signs amidst all the noise: Drawing of strange symbols
  • Find the childhood that hides from pain: Drawing of two monkeys
  • Escape from the false prison of memories: Drawing of a canarian house

Luto screenshotHis is the order you need to place the drawings in. Screenshot: GameSpew

  • When they’re all placed, turn as if you’re going to leave the room. As you turn around, the board will fall off the wall, revealing tally marks. It counts up to 42. Whatever that means…
  • Leave the bedroom and go down the corridor towards the fork. Take the right option, and go down the stairs.
  • You’re back in the room with the big sketches. There’s now an open chest with a sketchbook page you can collect. Make your way through the room towards the barred gate at the end. Use the silver piece on it, and go through it.
  • Go down the stairs and head left. Go right down to the end of the corridor where you’ll be able to turn left to go down a narrow passageway. Keep going, and right at the end you’ll find a valve. Take the valve, and head back. The way you came has been blocked off, so you’ll have to crawl through a crack in a bricked-up door.

Luto screenshotYou’ll need to crawl through this gap. Sorry. Screenshot: GameSpew

  • You’ll see a strange pixel coin ahead again: keep moving towards it. Keep moving down the passageway until you reach a door blocked by a storage locker. Move it out of the way so you can pass through.
  • Turn right, then go down the next right, going down some stairs. You’ll find a red pipe down here. Use the valve you just collected, which will shut off a flow of blood, revealing a ladder. Go down the ladder.
  • Right down at the bottom, turn around and make your way forward, and you’ll find… Joel’s dull heart. Huh. Pick it up. Turn back and go back up the ladder.
  • Come up the steps, turn left up the corridor and go through the blue flashing entrance back into the house. There’s a new door open just to your right: go through. Pick up the sketchbook sheet to your right.
  • Straight ahead, you’ll find a picture on the wall with a gap for a door. Interact with it and put the entrance door from your inventory on it.

Luto screenshotPlace the tiny door from your inventory here. Screenshot: GameSpew

  • Just to the left, you’ll find a note to pick up. There’s also a locked chest here that needs a combination. The note seems to be the clue here. We need to find out how many painted roof tiles, clay pieces, wooden crosses and lizard figurines are in the current room.
  • We counted up:
    • Painted roof tiles: 3
    • Clay pieces: 7
    • Wooden cross: 1
    • Lizard figurines: 5
  • Input the code 3715 into the locked box and it will open up. There’s nothing to take out, but you’ll hear a knock. Interact with the tiny door you place on the wall. It will open up, and you’ll find Eva’s shattered photograph inside.
  • Make your way back to the bathroom, and you’ll find a flash card (heart) in the bath.
  • Leave the bathroom, and go down the corridor to where it splits in two. Take the left fork and follow it around and up the stairs. What was a locked door will now be open. Note the TV screen with an ‘equals’ sign. Go to collect the VHS cassette from the windowsill, but it’ll fall off.

Luto screenshotHead into here to find a VHS tape. Screenshot: GameSpew

  • Now to find the tape. Make your way down the stairs. You’ll find the tape in a basket just outside the bathroom door.
  • From here, head to the room with TVs. Follow the corridor left of the bathroom, and you’ll see it straight ahead. Use the VHS cassette on the blank TV. You can control the video, so move forward and go down the stairs. You’ll see a symbol pop up on screen: a spiral. Move through the area, heading right until another symbol pops up: it looks like a chalice. Finally, move forward in the next area, and the third symbol to pop up looks like a Triforce.
  • Still controlling the VHS tape, follow the corridor around to the right until you eventually reach a room that looks like the one you’re in. It should open the door to your left.
  • You’ll be taken out of the tape, so now go through the door that’s just opened up. Follow the path around until you reach the balcony at the end. There’s a sketchbook page to pick up here.
  • Head back the way you came and leave the TV room through the main door. Outside the door, turn right, then take the next right down the stairs. Follow it all the way down to the bottom. Now it’s time to put the symbols in the correct order. Interact with the screens so spiral is at the top, the chalice is in the middle, and Triforce is at the bottom. The door will now open.

Luto screenshotChange the symbols to spiral, chalice and Triforce. We’re sure they’re not the official names. Screenshot: GameSpew

  • Go through, heading left and following the room around. Pass through a long doorway. From here, head to the left through another doorway towards a ghost wearing glasses. Take the glasses. Head to go back, and you’ll fall down a hole.
  • Inexplicably, you’re back to where you were a little while ago. Head down the stairs, go back through the TV room, then go right and right again to head down the stairs. Go back the way you came, but this time instead of turning left after going through the long doorway, turn right. It’s a bit labyrinthine, but make your way around and you should eventually find a blue gift.

Luto screenshotScreenshot: GameSpew

  • Make your way back out of this area and head up the stairs. We’re heading back to the comic book room, so at the top of the stairs turn left, then go right through the entrance hall. When you reach the fork in the corridor, take the right path. Go down the stairs.
  • In this room, look at the monkeys on the crate and, as we did before in the bedroom, you need to look away and wait for them to move.
  • From the crate, they’ll then move onto the top of the wooden frame to your right behind the bookcase. Look away, and they’ll move again.
  • Next, move forward and around the next wooden frame and they’re just in front of a ‘ghost’. Look away so they can move again.
  • Now, go to the end of the room and look through a gap between the wall and a board on the right. You’ll see them next to a basketball. Look away one final time.
  • Turn around and they’re just above a crate next to a deflated basketball. Pick up the ball.

Luto screenshotPick up the deflated ball once you’ve found all the monkey locations. Screenshot: GameSpew

  • With the deflated ball in tow, leave the room the way you came, by going up the stairs. Go through the door on the right, then through the open door just up the corridor.
  • In the next area, follow the corridor around to the left until you reach the blue ‘exit’ sign. Through there, go down the pathway marked with ‘House of Lost Dreams’.
  • In here, there are four dishes underneath four paintings, and each one requires an item.
    • Under El Amanecer (the dawn), place Eva’s shattered photograph.
    • Under El Mediodia (the middle day), place Isaac’s deflated ball.
    • Under La tarde (the afternoon), place the broken glasses.
    • Under La noche (the night), place Joel’s dull heart.
  • Turn around to leave, and you’ll see a ghost. Resist by pressing R1 and make your way towards it and interact with it.
  • After the cutscene, one of the paintings will fall off the wall, revealing a hole in the wall. Climb through it.

Luto screenshotClimb through this hole. It doesn’t look ominous at all… Screenshot: GameSpew

  • Make your way down the small corridor. Hold forward until control is taken away from you.
  • You’re back in the bathroom. Open the door and go through. Make your way around the corridor unti you see a ghost. Follow it into the frame that’s on the floor.
  • You’ll be back in the bathroom. Walk out and around the corridor, but this time, instead of walking into the frame, turn back around and, where the bathroom once was, there’s a new staircase leading down.
  • Go down the stairs and you’ll find yourself in a flooded area. Make your way around the corridor, turning right when prompted. Go through the door on your right marked exit.
  • You’ll be at the start of this area again. Move around, going right again, but this time don’t go through the door: go towards where it says ‘still hurts’. Follow it around and you’ll find another exit door. Go through.
  • This will take you to a new area. Follow it around and on your right you’ll see an exit door. Take it.
  • You’ll be back at the start again. Follow it around and, this time, go left at the fork, then left through the exit. In the next area, follow it around and go all the way forward towards the phrase ‘shut up’ to ‘collect’ it. Go back towards the second exit door and go through it.

Luto screenshotThings start getting REALLY weird about here… Screenshot: GameSpew

  • You’ll find yourself in a third area. Move forward, following the words. When you reach a junction, go left towards ‘Am I lost?’. Keep going until you’ve collected all the words then turn around to go all the way down to the other end of the corridor. You’ll reach an exit door and the word ‘SAM!’. Collect the word, but keep moving forward to ‘Be careful’. Turn around to where it says ‘Can you escape’? Turn back around and look at the ‘far away’ words behind the boxes. Go through the exit door just to the side of you.
  • We’re back at the beginning. Once again, retreat your steps: At the first fork, go left then left again through the door. Follow the corridor around, going through the second ‘exit’ door you reach. In the third room, follow the corridor, go right, then go through the first ‘exit’ door you reach.
  • You’ll now be in a dark area. Walk towards the ‘Do you believe in ghosts?’ wording. A moon will appear – walk towards it. Something will happen, and you’ll find yourself back in the small corridor from before.
  • Move forward down the corridor. At the other end, you’ll crawl out of the bathroom mirror. There’s a note on the door. Interact with it.
  • Open the door, where a ghost is waiting for you – you can’t avoid it.
  • You’ll find yourself faced with a dialogue choice again. We chose ‘Am I dreaming?’, ‘I don’t think so…’, and ‘Are you a ghost?’.
  • After fading to block and you’ll find yourself in a cave again. Move forward, and you’ll see a ghost. Run to where it was stood to see a painting. Follow the path to the left.
  • Once you’re out in the open, make your way to the glowing figure. Press R1 to resist the storm and keep going. After you’ve reached the first figure, repeat for the second.
  • You’re back in the bathroom. Turn around and leave the door, heading towards a coin. Head right up the stairs. Look at the paintings and try the door up here: it’s locked.
  • Go back downstairs and, in the corridor to the right, a door has opened up. Go through it, down a dark passageway.

Luto screenshotHead through this door. Screenshot: GameSpew

Chapter 5: Playing with the Truth

  • Keep making your way down the passageway then down some stairs. Once you reach the bottom, turn right, then follow the path around. You’ll go down a set of stairs. Go straight forward, and up another set of stairs.
  • At the top, go left to the end of the corridor, then down another set of stairs. Just ahead, on a console table, there’s a sketchbook page to pick up.

Luto screenshotGrab the note on the table to the right before you move forward. Screenshot: GameSpew

  • The lights will have gone off. Move straight forward, then veer right to pick up a flash card (lose). Turn back around then go right, heading forward and following the path. At the end you’ll find a ‘staff’ key. Pick it up.
  • Turn around and head all the way back the way that you came: up the stairs and turn left down the corridor. You’ll find another flash card (love) on the way back. Keep going forward and you’ll find a door with a ‘staff only’ plaque. Open it with the key you’ve just picked up.

Luto screenshotGo through the ‘staff only’ door to continue. Screenshot: GameSpew

  • Go through the door and follow the path around to the left. Go down the corridor, heading towards a spotlight. Pick up a videotape here. There’s a strange message here, too: “for some reason, the white door opens if you click on it too many times in a row.”
  • Turn back around. Things look a bit weird. Go back the way you came. Keep moving forward and you’ll reach a white door. Keep clicking on it (or bashing the ‘interact’ button) and it eventually opens. Go inside.
  • There’s a television on the floor. Interact with it and insert your videotape.
  • It’s another section where you have to ‘control’ the action on the tape. Turn around away from the door and head towards the ghost. Interact with it to make it disappear.
  • Go up the stairs, and you’ll see a line of ghosts, all with letters above their head. To the left of the TV screen, you’ll see a hangman game. We need to guess the word. You can move all around the area to find the letters you need.

Luto screenshotTime for a game of Hangman. Screenshot: GameSpew

  • The word you need to spell is ROMPER — we’re given an O to start and, if you look at your flash cards, ‘romper’ (meaning break) is the only one that fits. As you add letters, the light in the room will go out and next, a large figure will appear at your side. Don’t panic, and keep finding the letters.
  • ‘R’ is the trickiest letter to find, so make sure you scour the area fully. From the starting position, go up the stairs and to the right. Head left, and go past a door (that you’re physically in, outside of the TV). At the end of the corridor, follow the stairs down and around. You’ll find the ‘R’ at the fork.
  • Once you’ve spelled out the word, you’ll be thrown back into the real world. To the left of the TV, there’s another flashcard (win) on a ladder to pick up.
  • Leave the room. Go right and right again, through a doorway and down some stairs. At the bottom, turn left, and go down another set of stairs. Open the door at the end and go through.
  • You’re back in a familiar-looking corridor with lots of doors. Look to your left: there’s a ghost. Head right, and the ghost will follow you, only moving when you’re not looking. Keep moving right down the corridor, and you’ll pass through a glitch that says ‘chase sequence’, then reach another that says ‘load level’.

Luto screenshotYou’ll see a lot of these ‘glitches’, as we call them in our guide. Screenshot: GameSpew

  • Pass through the ‘load level’.

Chapter 22: A Mouth Full of Sand Can’t Scream

  • Look down to get your bearings. There’s a coin in the distance to collect – head towards it. Head back towards the light.
  • Find a radio and interact with it to stop the noise.
  • You need to find another radio – follow the fog and the sound. Interact with it, and it’ll disappear. Move towards the spotlight.
  • You’ll find yourself at a third radio – turn it off, then move towards the spotlight. Something will catch you as you go.
  • Once again, you’ll be at a radio. Turn it off, then move towards the spotlight. This time, you can get there. Pick up the sketchbook sheet inside a dog bed.

Luto screenshotTake the sketchbook page out of this dog bed. Screenshot: GameSpew

  • From the dog bed, keep wandering and following the noise until you find a table. There’s another sketchbook drawing to pick up here. Make sure you stay in the light — if the light stops tracking you and you’re going into the dark, you’re going in the wrong direction.
  • After finding the second sketchbook page, keep following the noise until you find another radio. Approach this, and it’ll disappear without you needing to interact with it.
  • A ghost figure will appear – keep walking towards it, pressing R1 to resist until you can get close enough to interact with it.
  • After the cutscene, move past the chair and head forward, heading towards the noise. You’ll find another radio. Interact with it. This one lets you change the frequency. Move it down to just below 53 AM to hear classical music. A ghost will approach. Let it reach you, and a ‘load level’ glitch will appear. Walk into the glitch.
  • You’re back in the corridor of doors. Head forward and go through the first open door on your left.
  • In this room there’s a ‘backwards’ and ‘forwards’ glitch, and a void that, if you fall into, you’ll find yourself back at the start of the room. You need to get to the other side. Here’s how to do it:

How to get to the other side in the room with the toy ambulances in Luto

Luto screenshotThis is a fun but bizarre puzzle. Screenshot: GameSpew

You’re in a room with a ‘backwards’ and ‘forwards’ glitch marker. When you walk through either marker, you’ll affect the toy ambulances in the room: walking through the ‘backwards’ glitch makes them move backwards, and walking through the ‘forwards’ glitch makes them move forwards.

There’s one particular ambulance that moves all the way through the room and that’s the one you need to keep your eye on. When you walk through the ‘backwards’ glitch, it’ll start heading towards the void. Let it keep moving and follow it.

When you reach the ‘forward’ glitch, side-step it – you can walk around it at the left. At that point, stand on the toy ambulance, which will then carry you over the void to the area at the other side.

  • Once you’re at the other side, go left in the corridor towards the ringing phone. Answer it.
  • Go back down the corridor and go up the stairs. Go through the door behind you towards the ‘play music’ glitch.

Luto screenshotHead through this doorway next. Screenshot: GameSpew

  • Move forward until you find a ladder. Climb up it. It’s barricaded at the top: keep banging on it until you’re glitched back to the main menu. Choose ‘continue’.
  • Press ‘continue’ multiple times to hear the narrator speak. Choose options to hear the narrator speak too. We kept clicking ‘continue’ after clicking ‘options’ and ‘new game’ a few times and eventually a cutscene kicks in.
  • You’re now in a new game called ’30/03′. Click ‘yes’ to continue. Move forward, collecting coins as you go. Make your way around the corridors, collecting coins and avoiding spiders. You don’t have to complete it: exiting will bring you back to the bathroom.
  • When you’re in the bathroom, leave through the door and go straight forward – there’s a glowing figure at the other end of the room.

Luto screenshotHead towards the tiny white figure in the centre of the screen. Screenshot: GameSpew

  • Head towards it. Before you go through the door, turn left towards the lava lamp and turn around to find a sketchbook sheet on a bed.
  • Go back and go through the door, which now says ‘trigger title’.

Chapter 3: One More time (again)

  • Go through the first door on the right, which has never been open before. Move to the end of the room and pick up the home keys on the box. Leave the room.
  • Go right down the corridor and down the stairs. Head towards the front door and interact with it.
  • Walk forward until you reach the bathroom. Turn back and go the way you came, and once again go through the ‘trigger title’ glitch. Make your way along the corridor, down the stairs and through the front door (which now says ‘change day’).
  • Turn right and go through the ‘increase speed’ glitch. Make your way down the corridor and follow it around until you reach a strange room with lots of doors.

Luto screenshotThere doesn’t seem to be anything you need to do in this area, but it’s fun to play around in. Screenshot: GameSpew

  • Interact with the door labelled ‘teleport’ and go through. You’ll go through a ‘play music’ and ‘light candles’ glitch.
  • You’ll reach a split corridor – choose left or right. We went right, but we don’t think it matters.
  • Go straight down the corridor to find a flash card (labyrinth) on a trolley.
  • Leave and follow the corridor down going through the ‘House of Lost Dreams’ gate. Follow the corridor, then drop down. You’re back in the room with the doors.
  • Keep making your way around the room until you see some artifacts. Pick up the radio.
  • There’s a chest to open, and you’ll find a blank flash card inside.
  • Keep following the room around to follow the glowing figure. You’ll see him walking up a set of stairs towards an exit sign.

Luto screenshotTry to head up to the exit sign – but you’ll walk through the stairs. Screenshot: GameSpew

  • Follow him, but rather than climbing the stairs, you’ll pass through them.
  • In the next area, go straight forward through the door at the other side. Keep following the corridor to the end. You’ll now be in a room with two moons.
  • Just behind the large moon is a hole, but it has an ‘out of bounds’ glitch in it that will just send you back to the start of the room if you drop down. Interact with the small moon and push it down the hole. Quickly follow it down and you’ll pass straight through, reaching the area underneath.
  • Go forward towards the glowing figure. Interact with it.
  • After the cutscene, pick up the sketchbook sheet on the chair. Move around, and the narrator’s voice will kick in. Exit to the main menu, and choose ‘continue’.
  • Now you’re in the desert, and need to make your way towards all four glowing figures. Remember to press R1 to resist the sandstorm. After you’ve got the fourth ghost, interact with a cardboard box, and choose to go down.
  • Time for dialogue options again. We chose ‘Am I dead?’, ‘What does this place mean?’, ‘Are there more people here?’, ‘Shouldn’t I have seen you?’, ‘Who are you?’, ‘Are you real?’, and ‘Who has helped me?’.
  • Move towards the equals sign, then move around it until another cutscene kicks in.
  • Dialogue choices again. We chose ‘I’m afraid’, ‘I’m afraid it’s all my fault’, ‘But I’m tired…’, ‘I can’t take it anymore’, ‘My brother died’, ‘My dog died’, ‘My father died’, ‘Why do I feel so guilty?’, ‘It’s not worth continuing’, ‘Is it worth continuing?’, ‘I think…’, ‘Why is it so difficult?’, ‘I don’t want to feel alone anymore…’, ‘I want to be happy again’, ‘I want to live’, and ‘It wasn’t my fault’.
  • Turn around and walk towards the equals sign again.
  • After fading to white, you’ll find yourself on a beach. Move towards the ‘ghost’ and interact with it.
  • You’re back in the bathroom. Open the door and make your way down the corridor. Go down the stairs, take the keys from the side table and go through the door.

That’s it: you’ve completed Luto, and we hope our walkthrough helped you solve the game’s toughest puzzles.

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Originally Appeared Here