Transference

Title

Welcome to the TA walkthrough for Transference, a walking simulator in the horror vein and the first game from SpectreVision, a film production company founded by Elijah Wood. The title tells the story of a small family plunged into madness, a story you'll uncover by exploring several versions of the family's apartment from different times in its dark history. Prepare yourself for some jump scares along the way.

All of the game's 14 achievements are tied to the main story except for 3, which are related to collectibles. One is for collecting all 13 video logs. A second is for all 10 audio logs. The last is for a picture. You'll be able to reach the full 1,000 GS in under an hour, even if you spend some time exploring the game beyond what the completion requires.

Video logs can be accessed and tracked via the main menu, but it isn't easy to tell which is which. Audio logs cannot be tracked so be careful to get them all. Collectibles are saved between playthroughs.

That's all you need to know. On to the walkthrough!

After the opening cutscene, you'll begin outside an apartment building. Approach it and then walk down the sidewalk on the left. Unfortunately, there is no way to sprint. Retrieve the key next to the backpack with cn_A and then return to the door you just passed near the building's corner. Insert the key into the lock and then use it to open the door.

Inside, you'll see that the way forward is glitched; it's missing a sound file, which is a hint at what to do next. There are plenty of items scattered around to examine. Only necessary items and actions will be detailed in this guide, but feel free to explore here and throughout the game if you so desire.

Look at the mailboxes on the left to see the C box having a bit of a virtual freakout. Look inside it for some sheet music and pick it up. Now notice that each mailbox has a button beneath it. You need to press these lettered buttons in the same order as the notes on the musical staff. With no G mailbox, you'll only be able to make it halfway through the code, but that's enough. Turn right and open the door.

Into the Rabbit Hole

The Player has successfully uncorrupted the Lobby.

Into the Rabbit Hole
1 guideOffline Game ModeSingle PlayerMain Storyline

In the hall, hit the light switch next to the door with a B. It's on the left.

Proceed through the hall. Take a look downstairs if you dare before going upstairs. Before you reach the first door, there will be another glowing light switch. Hit it. Now approach the door to see that the knocker is missing. Don't worry about ascending or descending the stairs; you'll encounter the same door on every floor.

Hit the light again to return to the somewhat less creepy version of this area. Now go back down to the basement, which is safe this time. At the bottom of the stairs, continue straight toward the disturbing racket. Grab the possessed knocker from the red door on the left.

Go back to the previous light switch two floors up and hit it again. Place the knocker on the glitched door and then go inside.

Is There Anyone Home?

The Player has successfully uncorrupted the apartment entrance door.

Is There Anyone Home?
1 guideOffline Game ModeSingle PlayerMain Storyline

Right after entering the family's apartment, look right to see a boy run away. You'll then hear an answering machine, which is on the small table next to you. Activate it for an Audio Log (1/10). A few of the audio logs later on will be acquired at this same answering machine so remember where it is.

Look behind you on the left to see a room with a cello and other instruments. Open the drawer under the projector on the right to get the first Video Log (1/13). You can get rid of the VHS with cn_B after you pick it up. Like with every video log, the video itself is stored for viewing in the menu if you'd like to take a look for some backstory.

Go down the hall until you've reached the spot where the boy was earlier. Turn a sharp right to find another light switch next to you. Press it. Now move back to the answering machine and listen to the next Audio Log (2/10), which will play automatically. Wait next to it until it's done, just to be safe.

Now you can take some time to explore the apartment. There isn't much to see, but you can get familiar with the layout of the rooms. Most of it isn't yet accessible in the main version of the apartment. On the dining room table, there's a strange device that's missing some crystals. When you're done exploring, grab the yellow crystal from the other side of the table and put it in the first slot.

Strange Machine

The player has placed the first crystal on the machine.

Strange Machine
1 guideOffline Game ModeSingle PlayerMain Storyline

Back in the basement, you can watch the short video before going through the red door. This will put you back in the apartment.

Go right toward Ben's voice and find his door, which has a whiteboard with a missing password. You'll revisit it later. Continue through the door on the left into the kitchen.

There's a new glitch here with another red-lettered clue. The radio is on the right. You can turn the knob left and right to listen to a few odd broadcasts, but this is optional. Look further to the right to see another light switch. Press it.

Go to the radio and tune it to about 96, where the frequency marker will light up and become immovable. Listen to the conversation between Ben and his dad for as long as you'd like before using the light switch again.

Tune this iteration of the radio to the same frequency, slightly to the right of 96. Listen to the conversation until the lights start to flicker and the door on the right opens. Go back into the hallway for another spooky encounter.

Radio Frequency

The player has successfully uncorrupted the kitchen.

Radio Frequency
1 guideOffline Game ModeSingle PlayerMain Storyline

Once back in the kitchen, open the closet to the left of the fridge. Get the key on top of the box inside and use it on the door to the outside, which is behind you. Turn the key and pass through.

Crouch by pressing either thumbstick to enter the shack at the bottom of the stairs. Use the radio at the back. Turn around and look above the entrance to the miniature house. You'll see a DVD, which is a Video Log (2/13).

Return to the kitchen and press the light switch again. Back in the blue-lit version of the kitchen, there's a recorder on the counter next to the stove. This is an Audio Log (3/10). Pick it up to listen to it.

Now go back down the stairs outside. Turn left to spot a doghouse. Make note of the name on it before going into the garage via the door further left.

First, open the locker on the right and get a Video Log (3/13) at the bottom inside. Now turn around and pick up the flash drive on the desk right in front of the computer. This is another Video Log (4/13). Open the top drawer of the filing cabinet next to the desk and search the folders to find the game's lone picture, which is of the development team.

Behind the Curtain

Find the picture of Raymond Hayes' undergraduates.

Behind the Curtain
2 guidesOffline Game ModeSingle PlayerCollectable

Try to open the freezer if you'd like a bit of a scare. Hit the blue button on the computer to start the video you last picked up. This will also power up some blue cables leading out of the garage.

Return to the kitchen yet again. Pick up the recorder next to the stove. This time it has a new Audio Log (4/10). Use the halls to get back to the answering machine and use it for another Audio Log (5/10).

Enter the dining room, which is where you just saw the father upon reentering the kitchen. There are several pieces of paper flashing red and floating in the center of the room. There are four in all. They can be pieced together in midair to reveal a passcode (2476). Input the code on the laptop on the table.

Snowflake

The Player has successfully uncorrupted the dining room.

Snowflake
1 guideOffline Game ModeSingle PlayerMain Storyline

A 3D printer will materialize on a counter in the back left. Approach it and open the right cabinet door below to find a Video Log (5/13) on the top shelf.

Now it's time to work on the whiteboard's password in front of Ben's room. As you've been making your way through the apartment, you may have noticed one or more magnet letters scattered around. These spell out the password, which is--you guessed it-- the name of the dog, Laika.

Use the 3D printer to get the K and then press the switch in the kitchen. Now you can put the letter on the fourth blank on the whiteboard in front of Ben's room. The rest need to be collected and brought back to their place one at a time. The L and the first A are on the fridge. The I is on the floor below the whiteboard. The second A is on the floor just outside of the front door of the apartment. Once the password is complete, enter Ben's bedroom.

Open the closet on the left to find a Video Log (6/13) next to the shoe inside. Go to Ben's desk on the right and pick up the walkie-talkie near the edge. This is an Audio Log (6/10). Pick it up and press cn_RT to listen to it.

Now open the jittery desk drawer to discover the green crystal. Grab it and use the white light switch out in the hallway. Place the crystal in the middle slot on the device in the dining room.

Synchronized Benjamin

The Player has placed the second crystal on the machine.

Synchronized Benjamin
1 guideOffline Game ModeSingle PlayerMain Storyline

There are some eerie videos to watch in this basement visit. Move through the red door when you're ready.

After the door shuts behind you, open it and get the film reel, a Video Log (7/13), inside.

Head over to the room that had the instruments for the next glitch. It requires the piano, which requires a bulb. The bulb is in the dining room, inside the right cabinet below where the 3D printer was. Retrieve it and put it where it belongs above the piano.

This puzzle requires you to have all six lights on at once. Each of them has a black key below it that switches one or two different bulbs when pressed. After some experimenting, you'd also find that all of the lights reset after you press four keys. Press the 2nd, 3rd, 4th, and 6th keys to eradicate the glitch.

Maestro

The Player has successfully uncorrupted the music room.

Maestro
1 guideOffline Game ModeSingle PlayerMain Storyline

Open the double doors across from the music room. This is the living room. Get a Video Log (8/13) on a low shelf under the left lamp right in front of you. Turn right and look inside the top drawer of the filing cabinet nearest you for another Video Log (9/13).

Exit the room and move toward Ben's room. When you reach the second hallway, turn right and go inside the door you see at the end of the hall. This is the parents' bedroom. Walk to the alarm clock in the opposite corner of the room.

Things will turn a bit topsy-turvy. Move to the three filing cabinets. Open the top (or now bottom) drawer of the one in the corner and press the light switch inside.

You'll be in the bathroom, perhaps for the first time. Exit the room and press the yellow light switch in the kitchen.

Return to the living room to see that it underwent another change. Pick up the Video Log (10/13) on the back left table. Use the radio on the ground to the right. It's unclear whether this radio or the last one like it counts, but between them you'll have an Audio Log (7/10).

Go to Ben's room and pick up the bottle of sand from his desk. Hit the light switch in the kitchen again. Walk back into the living room. If you haven't noticed, clocks have been going haywire up to this point. They're the theme of the next puzzle.

An hourglass awaits you. You could flip it now, but the change it brings only lasts as long as the sand inside is falling. It doesn't have any yet. Put the sand inside.

You need to be quick for this next part. Turn the hourglass to bring the isolated section of the room back to where it should be. Hurry over to that corner. You need to be almost touching the desk to stay there when the section moves back.

DON'T touch the clock that appears. First, look on the right side of the desk and pick up the Audio Log (8/10) there. Now you can turn the normal analog clock to the time that is shown on all the strange clocks around you: 8:56.

Time is Relative

The Player has successfully uncorrupted the living room.

Time is Relative
1 guideOffline Game ModeSingle PlayerMain Storyline

Look to the right and get a Video Log (11/13) from on top of the fireplace mantle. Look further right to the TV. Another Video Log (12/13) is on the ground behind it. Keep looking right until you see a walkie-talkie next to a stack of binders. Pick it up and use it to get an Audio Log (9/10). Use the answering machine just outside the room for the final Audio Log (10/10).

Broken Family

The Player has triggered all the audio logs.

Broken Family
2 guidesOffline Game ModeSingle PlayerCollectable

Go to the former music room to find the red crystal jiggling. Pick it up and then use the white light switch in the hallway by Ben's room and the bathroom. Set the crystal on the device in the dining room.

Synchronized Raymond

The Player has placed the third crystal on the machine.

Synchronized Raymond
1 guideOffline Game ModeSingle PlayerMain Storyline

DON'T go through the red door yet. Get the final Video Log (13/13) on the floor to your left in the dark room.

The Whole Story

The Player has found all the collectible video logs.

The Whole Story
2 guidesOffline Game ModeSingle PlayerCollectable

Go through the door. You're getting close now. Open the front door of the apartment and start walking down the stairs. You'll descend many levels. The bottom will come eventually. When you reach it, go through the door back into the apartment.

Enter the parents' bedroom. Start the music box the mother was in front of by winding the handle all the way to the right. After the song, get the final crystal inside.

Walk out into the halls for some chaos. After a while, the front door will fly open. Walk through and place the crystal in the placeholder at the end of the hall.

Face Your Fears

The Player has faced the monster with the fourth crystal.

Face Your Fears
Offline Game ModeSingle PlayerMain Storyline

Walk through the red door one last time. Wait until the end.

"Deus ex machina"

The Player has reached the end of the game.

Deus ex machina
2 guidesOffline Game ModeSingle PlayerMain Storyline

Congratulations on the completion! I hope this guide made it quick and painless for you. Good luck in your future gaming endeavors!

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