Part 5: Richard — 100% Walkthrough
Last updated: 2026-09-22 · 9 min read
Part 5 covers Chapters 12 and 13. It is shorter and more directed than Clara Woods, and it is the last section where your kill decisions are still comfortably reversible. If you are working the save point from Part 4 toward a specific ending, this is where the arithmetic gets settled.
Chapters: 12–13 · Role: the bridge between the Clara Woods estate and the CEG HQ endgame · Decision point: whether you are killing enemies or avoiding them from here to the final boss, which is what the Abandoned and Forever endings hinge on.
Chapters 12 and 13: Richard's Section
Richard's section narrows the game back down after the open estate. There is less to sweep and more to simply walk through, which makes it a good place to check your collectible counts against the per-part expectations before the endgame locks everything in.
The section also continues the CRTV signal hunting that has run through the whole game. If you are chasing Sweeping Signals (all CRTV signals), tune to anything that looks like an available frequency as you go — signals are tracked cumulatively across playthroughs, so missing one now is not fatal, but it does mean another pass.
The under-4-hours trophy is exceptionally lenient: a story-only run takes under 2 hours, and one collecting all documents takes under 3. Two details matter though. The timer stops while you are in the pause menu, but it keeps running in every other menu and during cutscenes — so if you are checking a guide, pause rather than leaving the game sitting on a menu. And you can display the timer in-game via Game Options > Show Time Played, which is the same counter shown on your saves.

FIG. 02 — Signals and phone numbers both track cumulatively, so collecting them here is never wasted.
The Kill Count Decision
This is the section where you decide what your ending will be, even though the ending itself is still hours away. The rule has not changed since Part 1: the game compares your Discoveries (Clues and Documents collected) against your kills at the end of the playthrough, and that comparison picks between Justice, Forever and Abandoned.
| If you want | Do this from here to the final boss |
|---|---|
| Justice (the "good" ending) | Keep killing to a minimum and keep collecting. You have roughly 30 kills of leeway in a full run as long as your Discoveries total is high. |
| Forever (the "normal" ending) | Kill enough to bring Kills close to Discoveries, without letting Kills overtake them. The published boundary is approximate, so the safe method is to edge the two totals together. |
| Abandoned (the "bad" ending) | Kill everything in sight and stop collecting. Passing roughly 60 kills appears to guarantee it even with a high Discoveries total. |
The Justice and Abandoned bands are well understood: a large Discoveries lead gives Justice, and more kills than Discoveries gives Abandoned. The narrow band in between is the one nobody has pinned to a precise number. This site will not invent one. The reliable approach is described in the endings guide: get the two totals as close as possible without kills taking the lead, and use the Part 4 save to reload if the result is not what you wanted.
One thing that does not matter, despite what you might assume: time played, healing items used, other collectible categories, and dialogue choices have no effect on which main ending you get. Only the Kills versus Discoveries comparison does. That is worth stating plainly because it removes a lot of unnecessary anxiety from the last third of the game.

FIG. 01 — From here to the final boss, every enemy you choose to fight is a vote in the ending calculation.
Collectibles in This Section
Part 5 is sparse compared to Clara Woods, but the pattern is the same as everywhere else: Documents and Clues live on surfaces you pass, and they are the ones that matter for the ending. Sweep the rooms rather than the corridor.
Two categories are worth a specific look here, because both are cumulative and both are easy to assume you have finished:
- Phone numbers. Any number you learn here must be called here, as the character who learns it. A number added to your list but never called does not count toward the all-calls trophy.
- CRTV signals. Tuning is a deliberate act. If you are walking past radios without interacting with them, you are leaving signals behind.
Both track across playthroughs, so neither is a run-ender. But if you are trying to keep the platinum to two runs, the cheapest time to collect them is while you are already standing there.

FIG. 03 — Part 5 is the last stretch where the ending arithmetic is still cheap to correct.
Part 5 Trophies
| Trophy | Notes | Missable? |
|---|---|---|
| Cumulative combat trophies | Counters carry across playthroughs, so partial progress here still counts | Yes — cumulative |
| Cumulative stealth and distraction trophies | Radios, bottles and car alarms continue to accrue | Yes — cumulative |
| Sweeping Signals | All CRTV signals — tune to everything available in this section | Yes — cumulative |
| Cold Calling | Keep calling numbers as you find them | Yes — cumulative |
Nothing in Part 5 is a hard story trophy, which is why the section reads as a lull. Use it: it is the last stretch where you can correct your ending arithmetic without reloading a save.
Part 5 Checklist
| Check | Why it matters now |
|---|---|
| Decide kill policy for the endgame | Justice, Forever or Abandoned is decided from here |
| Call any new phone number as you learn it | A number in your list but never called does not count |
| Tune every CRTV signal you pass | Cumulative, but free to collect now |
| Keep collecting Documents and Clues | Directly feeds the Discoveries side of the ending |
| Check your total against the per-part expectations | The endgame will not let you go back for misses |