You strike a match over the basement boiler, drop a Marked Doll into the flames, and somewhere upstairs Emilia starts moving faster. Pacify turns every burned doll into a step toward escape and, at the same time, a reason for the haunting to get meaner.
| Genre | Co-op horror investigation |
| Players | Solo or up to 4 |
| Employer | PAH Inc. (Paranormal Activity Helpers Incorporated) |
| Dolls mission goal | Find and burn every Marked Doll, then escape |
Your first job for PAH Inc. sends you into an old house that a broker wants to sell, except everyone in town says something evil lives inside. The company promises you will never be in real danger, and the corridors prove that promise wrong within minutes. Your task is to explore the narrow halls, unlock rooms, find the satanically Marked Dolls and burn them in the basement boiler while Emilia, the possessed girl, roams the house. Nothing on screen tells you this in a checklist, so much of the first run is spent learning the rules by surviving them.
That lack of hand-holding is deliberate. The house teaches you through mistakes, and the first mistake usually ends with Emilia at your back.
Players who love figuring out a horror game’s rules on their own will enjoy this opening hour more than anything else in the game. Once you understand the loop, every later run becomes a race to execute it cleanly.
There are two kinds of dolls, and mixing them up is the classic beginner error. Marked Dolls are the white ones you must burn to complete the exorcism, and they are not always where you left them, because they can move and run. The colored ones are pacifiers, and handing one to Emilia when she charges stuns her long enough for you to get away. Supplies of both are limited, so wasting a Pacify Doll early leaves you exposed later.
Community players simply call it pacifying, and timing it well is the core survival skill. Panic-throwing a doll the moment you hear footsteps is how teams run dry before the final burn.
A good habit is to assign one teammate as the doll keeper. That player holds the Pacify Dolls and stays near whoever is carrying Marked Dolls down to the basement.
Progress depends on keys. There are five keys hidden around the house, but only four are needed to finish, which means a smart team stops searching once it has enough. Each key opens rooms where Marked Dolls and supplies hide, and the order you unlock them changes how far you must travel with Emilia nearby.
Wood and matches feed the boiler. Like the dolls, they are limited, so every burn needs to count.
Emilia is not static. As the game progresses, she gets smarter and faster, and the gap between hearing her and seeing her shrinks with every doll you burn. Once a few Marked Dolls are gone, quiet stretches become rare and her charges come with less warning. Sound is your best early alert, because the grainy darkness hides her until she is close.
Her stiff, jerky movement is the detail every player remembers. It looks almost mechanical, and that strangeness is exactly why her sudden turns are so unsettling.
Some players find the robotic animation cheap, while others think it is the scariest part of the house. That split comes up in nearly every discussion thread about the game.
The proximity voice chat means you only hear teammates who are close, and certain spots distort voices with special effects. Splitting up covers more rooms, but it also means nobody hears you scream when Emilia finds you. Teams usually settle into pairs: one searching, one guarding with Pacify Dolls.
Co-op groups who enjoy panicked shouting will find this system hilarious and terrifying in equal measure. Losing track of a teammate’s voice is part of the scare.
Solo play is possible, but the store page itself warns it is difficult, and most players agree. Alone, you carry every doll, key and match yourself, and one mistimed pacify can end the run.
Give her a Pacify Doll, one of the colored dolls, to stun her. The stun buys you time to escape or finish a task. Because supplies are limited, save them for genuine charges rather than distant footsteps.
There are five keys in the house, but only four are required to finish the Dolls mission. Once your team holds four that open the rooms with remaining Marked Dolls, stop searching. That saves time and reduces encounters with Emilia.
Yes, PAH Inc. sends you on separate missions with their own monsters and rules. Players encounter an invisible witch and shadow monsters that steal items. Each mission requires learning how to avoid, pacify, weaken and capture that specific entity.
Pacify rewards teams who keep a doll keeper close, stop at four keys and save the last matches for the basement boiler, because Emilia only gets faster with every Marked Doll that burns. Learn her sounds early, and the final burn stops feeling impossible.