Tara's Route¶
Spoilers ahead
This walkthrough covers story events, discoveries, and relationship outcomes. Intimate scenes are summarized without graphic detail.
Tara's route moves through a broken phone, three attempts at finding work, outings around Woodchester, a confrontation with Tyler, four Blackjack chapters, and a longer relationship-and-care arc afterward. Each numbered step below is kept separate, including short setup scenes, item interactions, follow-ups, and alternative Blackjack outcomes.
Use the phone Guide to match your current chapter. Later day means after the previous Tara event. The five time slots are Morning, Afternoon, Evening, Night, and Late Night. Many daytime steps work through Evening; the card games begin at Night.
How to read branches and skipped numbers
A win, loss, and rematch are alternatives or repeats within the same chapter, not three compulsory victories. The numbering skips Chapter 15. Labels such as 16-replay mean a rematch within that Blackjack chapter. Follow your phone Guide for the next objective.
Preparation and route gates¶
| Requirement | Used for |
|---|---|
| Reach Lily 6-1 | Unlocks the acquaintance with Cass needed for Tara's supermarket job search. |
| Strength 8+ and Dexterity 8+ | Both stats must exceed 7 for the Tyler confrontation. Train through the stats system. |
| Blackjack funds | $150, $200, $400, then $600 for Chapters 16–19. Keep extra cash for losses; see earning money. |
| Care package | Teddy Bear, Pain Killers, and Water Bottle for Chapter 26. All three must be in inventory together. |
The three job chapters involve Cass, Molly, and Kaleb. The recurring bullies are Angus and Dweezil; Tyler is a separate character and central to Chapter 14.
Chapter 1 — First encounter¶
1-0 — Pass through the hallway¶
Where: Upstairs Hallway.
Leave your room and encounter Tara. The opening exchange establishes the hostile starting point of the route. Finish the scene and let a day pass before returning for the argument that follows.
Chapter 2 — The broken phone¶
2-0 — Hear Tara arguing¶
Where: Upstairs Hallway or Tara's Room. When: Morning through Evening, on a later day.
The protagonist overhears Tara yelling during a phone argument. Her phone is broken in the aftermath. This is the setup for the repair request; you cannot skip straight to repairing it before she brings it to you.
Chapter 3 — Repairing Tara's phone¶
3-0 — Tara brings the phone¶
Where: Your Room. When: Morning through Evening, on a later day.
Tara interrupts the protagonist's quiet time and hands over the broken phone. Complete the exchange to activate the repair objective. The protagonist decides he needs outside help with the hardware, pointing you to the Mall.
3-1 — Visit the Electronic Store¶
Where: Electronic Store at the Mall. When: Morning through Evening.
Meet Karl, the protagonist's friend who works at the store. He supplies the repair setup in the story. This is distinct from Kaleb, the lifeguard introduced later. Once the store scene finishes, return home with the equipment.
3-2 — Work on the phone¶
Where: Your Room. When: Morning through Night.
The protagonist follows the kit's instructions, repairs the phone, and discovers private material while using its recovery tools. The repair is handled by the scene rather than a separate crafting minigame. Afterward, the next task is returning the device.
Chapter 4 — Return the phone¶
4-0 — Give Tara her repaired phone¶
Where: Upstairs Hallway or Tara's Room. When: Morning through Night.
Hand the phone back and finish Tara's surprised response. The protagonist keeps what he learned to himself. This closes the repair chapter and makes the pool outing the next part of the story.
Chapter 5 — A swim goes wrong¶
5-0 — Decide to go swimming¶
Where: Your Room. When: Morning or Afternoon, on a later day.
Enter your room for the short thought about visiting the pool. Although the Guide mentions swimming, this first step begins at home. Let it advance to 5-1 before traveling to the Pool.
5-1 — Meet Tara at the Pool¶
Where: Pool. When: Morning or Afternoon.
Go swimming and run into Tara. The exchange turns into another argument, and the protagonist's own phone ends up damaged. The dialogue mentions a $150 repair expense. Finish the pool sequence before looking for the next morning hallway event.
Chapter 6 — The shower encounter¶
6-0 — Pass through the morning hallway¶
Where: Upstairs Hallway. When: Morning, on a later day.
Use the hallway when Tara's shower hint is active. Complete the awkward encounter and its aftermath. This ends the early phone-and-pool sequence and moves the route toward Tara's dispute about money and work.
Chapter 7 — The supermarket job¶
7-0 — Hear the allowance argument¶
Where: Living Room. When: Morning or Afternoon, on a later day.
Tara and Janice argue about allowance, chores, and finding a job. The protagonist offers to help with the search. Finish their conversation; the next objective is asking Cass about supermarket openings.
7-1 — Ask Cass about vacancies¶
Where: Supermarket. When: Morning through Evening. Requires: Lily's route at 6-1 or later.
If the Guide says to meet Lily's friends, progress Lily's route first. Then visit Cass at work and ask about hiring. These are two parts of the same prerequisite chain, not interchangeable job-search options. Cass explains how Tara can apply.
7-2 — Tell Tara about the opening¶
Where: Tara's Room. When: Morning through Evening.
Return home and tell Tara what Cass said. The conversation establishes the online application and persuades her to try. Once Tara agrees, the route moves to her interview message.
7-3 — Receive the interview text¶
Where: Your Room. When: Morning through Evening.
Tara texts that an interview has been arranged and asks you to meet her at the Supermarket during the day. Read the short exchange completely, then travel back to the store.
7-4 — Attend the interview¶
Where: Supermarket. When: Morning through Evening.
Meet Tara and Cass for the interview conversation. Tara gets the job despite her abrasive introduction. This is the hiring event; the next step is a separate visit to see how her first shift goes.
7-5 — Check on her first shift¶
Where: Supermarket. When: Morning through Evening, on a later day.
Find Tara restocking shelves. Angus and Dweezil interrupt the shift, and the incident costs her the job. Finish the aftermath and the departure. The next chapter begins by checking on her back at home.
Chapter 8 — The library job¶
8-0 — Get Tara out of her room¶
Where: Upstairs Hallway. When: Morning through Evening, on a later day.
Knock after the supermarket setback. The protagonist suggests another opening, this time through Molly at the Library. Finish the exchange until Tara agrees to come with you.
8-1 — Speak to Molly at the Library¶
Where: Library. When: Morning through Evening.
Meet Molly and discuss work for Tara. Molly arranges the paperwork so Tara can start the next day. This is a separate hiring conversation, followed by another first-shift check.
8-2 — Visit Tara's library shift¶
Where: Library. When: Morning through Evening, on a later day.
Check on Tara in her new job. Angus and Dweezil reappear, and the situation ends with damaged shelves and another failed placement. Complete the scene before returning to the house for Chapter 9.
Chapter 9 — A fresh start at the Beach¶
9-0 — Check on Tara again¶
Where: Upstairs Hallway. When: Morning through Evening, on a later day.
Try talking through Tara's door after the second setback. She is discouraged and unwilling to come out. The protagonist decides to take a walk at the Beach while looking for a better idea.
9-1 — Meet Kaleb¶
Where: Beach. When: Morning or Afternoon.
Talk to Kaleb, who is working as a lifeguard. The conversation opens a new possibility for Tara. Finish it before returning to the house; bringing Tara to the Beach first does not replace this introductory step.
9-2 — Tell Tara about the Beach job¶
Where: Upstairs Hallway. When: Morning or Afternoon.
Return to Tara's door with the new lead. The discussion eventually persuades her to leave her room and try again. The next destination is the Beach for an introduction to Kaleb.
9-3 — Introduce Tara to Kaleb¶
Where: Beach. When: Morning through Evening.
Bring Tara to meet the lifeguard. She is skeptical of the arrangement, but agrees to give the job a chance. The introduction is followed by a separate first-day event, so allow another day before returning.
9-4 — Tara's first lifeguard shift¶
Where: Beach. When: Morning or Afternoon, on a later day.
Accompany Tara to her first shift. Angus and Dweezil turn up again, but the Beach encounter plays out differently from the failed supermarket and library jobs. Finish the full scene to complete the job-hunt arc.
Chapter 10 — An unexpected thank-you¶
10-0 — Tara wakes you¶
Where: Your Room. When: Morning, on a later day.
Tara barges in as the protagonist wakes. The scene responds to the effort spent helping her find work and offers an early sign that her attitude is changing. It is separate from the later BLT-and-tattoo outing.
Chapter 11 — The interrupted lunch and tattoo¶
11-0 — Plan a quiet meal¶
Where: Upstairs Hallway. When: Morning or Afternoon, on a later day.
The protagonist considers taking a break after the job search and decides to make a BLT. This short setup points to the Kitchen; do not go directly to the Tattoo Shop yet.
11-1 — Try to make the BLT¶
Where: Kitchen. When: Morning or Afternoon.
Enter the Kitchen for Tara to interrupt the planned meal. She recruits the protagonist to accompany her out. Finish the conversation so the Tattoo Shop becomes the active destination.
11-2 — Visit the Tattoo Shop¶
Where: Tattoo Shop. When: Morning or Afternoon.
Accompany Tara to meet Raven. The scene includes the tattoo appointment, further trouble involving the bullies, and conversation about Tara's decisions. Let the outing finish before looking for the next invitation at home.
Chapter 12 — A trip to the Mall¶
12-0 — Tara asks for company¶
Where: Your Room. When: Morning or Afternoon.
Tara tries to find someone to accompany her shopping and eventually asks the protagonist. This request activates the outing. After the conversation, head to the Mall.
12-1 — Go shopping together¶
Where: Mall. When: Morning through Evening.
Walk through the shops with Tara. The scene contains the shopping conversation, a run-in involving Tyler, and the changing-room portion of the outing. Complete the purchase and departure to move to the next chapter.
Chapter 13 — Tara's trip and the locked dresser¶
13-0 — See Tara leave with her suitcase¶
Where: Upstairs Hallway. When: Morning through Evening, on a later day.
Meet Tara as she prepares to leave for a trip. The farewell shows the warmer rapport that has developed despite her usual teasing. Complete it, then allow another day before investigating the suddenly quiet hallway.
13-1 — Notice the unlocked room¶
Where: Upstairs Hallway. When: Morning through Evening, on a later day.
Return while Tara is away. The protagonist notices that her door is unlocked and decides to investigate. This is a short setup, followed by entering the room itself.
13-2 — Discover the locked dresser¶
Where: Tara's Room. When: Morning through Evening.
Enter the room to start the dresser investigation. The protagonist finds it locked and decides the key must be somewhere among Tara's belongings. Once the objective changes to 13-3, interact with the room's objects.
13-3 — Find the key in the trophies¶
Where: Tara's Room. Action: Click the trophies.
The key is sitting in one of Tara's trophies. Selecting the trophies while this objective is active plays the discovery and advances to 13-4. Clicking the dresser repeatedly before finding the key will not complete the search.
13-4 — Unlock the dresser¶
Where: Tara's Room. Action: Click the dresser after finding the key.
Open the dresser and read the discovery scene. Its contents reveal a more sentimental side to Tara than the protagonist expected. The next chapter begins when she returns from the trip.
Chapter 14 — Tyler and the aftermath¶
14-0 — Tara returns home¶
Where: Living Room.
Greet Tara as she returns with her luggage. She is unusually withdrawn and heads upstairs rather than discussing the trip. Follow to the Upstairs Hallway for the next scene.
14-1 — Hear what happened¶
Where: Upstairs Hallway.
The protagonist hears Tara upset and learns about the conflict with Tyler. Finish the conversation. It establishes the reason for the confrontation and explicitly tells you to prepare Strength and Dexterity.
14-2 — Confront Tyler¶
Where: Park. Recommended time: Night, as directed by the Guide. Requires: Strength 8+ and Dexterity 8+.
Enter the Park after training both stats. The story checks both values, then plays the confrontation with Tyler, Angus, and Dweezil. Its later conversation with Tara is included in the same extended sequence; finish the aftermath to reach Chapter 16.
14-3 — Not ready yet (alternative)¶
Where: Park. Occurs if: Either required stat is too low.
The protagonist decides he is not ready to fight and tells himself to train. This is a postponement, not a permanent defeat or route lock. Raise both Strength and Dexterity above 7, then return to the Park to trigger 14-2.
Chapter 15 — Numbering gap¶
The successful confrontation advances the route to 16-0. There is no separate Chapter 15 objective to locate. Some dialogue labels in the extended confrontation refer to later parts of Chapter 14; those are included within the scene.
Chapter 16 — The first Blackjack night¶
The Kitchen games require clicking Tara to start the next conversation or match. Merely entering the room may show her waiting without starting play. After a loss, bring the chapter's funds and return on another night.
16-0 — Receive the late invitation¶
Where: Your Room, Upstairs Hallway, or Living Room. When: Night or Late Night.
Tara texts to ask whether the protagonist is awake and wants to play cards. Finish the invitation, then go to the Kitchen.
16-1 — Agree on the stakes¶
Where: Kitchen. When: Night or Late Night. Action: Click Tara.
Speak to Tara to establish the rules and the wager. The conversation ends with her asking for $150. This introduction is separate from the match that begins at 16-2.
16-2 — Play the $150 match¶
Where: Kitchen. When: Night or Late Night. Requires: $150.
Click Tara again with the money available to launch Blackjack. Play the match through to its result. The game then selects the loss or win sequence; neither outcome requires choosing a new destination on the map.
16-3 — Loss (16-lost)¶
If you lose, Tara collects the wager and invites you to try again tomorrow. This outcome keeps you in Chapter 16. Rebuild your funds if necessary and wait for the next night.
16-4 — Rematch (16-replay)¶
Where: Kitchen. When: Night or Late Night, on a later day. Funds: $150.
Click Tara for the rematch conversation and another game at the same stakes. The same short rematch dialogue is also reused for later Blackjack chapters. A rematch is a retry, not a new required story chapter.
16-5 — Win (16-win)¶
Return from the completed game to the Kitchen outcome scene. Tara follows through on the wager, and the conversation closes the first card night. Completing it advances the route to 17-0.
Chapter 17 — The second Blackjack night¶
17-0 — Play for $200¶
Where: Kitchen. When: Night or Late Night, on a later day. Requires: $200.
Click Tara for the new wager and second match. This chapter uses a higher stake than Chapter 16, so the previous $150 amount is no longer sufficient for the initial game.
17-1 — Loss and another attempt (17-lost / 17-replay)¶
A loss leads to Tara collecting the stake and telling you to come back tomorrow. Return with $200 on another night and click her for 17-replay. That rematch uses the shared 16-4 dialogue and stays in Chapter 17 until you win.
17-2 — Win (17-win)¶
The Kitchen win scene resolves the second wager and shows Tara becoming more open about continuing their arrangement. Finish it to reach Chapter 18. This is a separate payoff from both the first game's result and the next bedroom visit.
Chapter 18 — The third game and a visit upstairs¶
18-0 — Play for $400¶
Where: Kitchen. When: Night or Late Night, on a later day. Requires: $400.
Start the third match by clicking Tara with the higher amount available. Complete the pre-game conversation and the game itself. Winning is followed by an invitation upstairs rather than ending the chapter immediately.
18-1 — Loss and rematch (18-lost / 18-replay)¶
A loss keeps the route in Chapter 18. Return another night with $400 and use the 18-replay conversation. The shared rematch scene restarts the same chapter's game; it does not send you back to Chapter 16.
18-2 — Win and an invitation (18-win)¶
The win conversation plays in the Kitchen and advances the Guide to 18-3. Tara agrees to continue upstairs. Finish that invitation, then go to Your Room, not Tara's room.
18-3 — Follow through in your room¶
Where: Your Room. When: Night or Late Night.
Enter your room for the encounter promised after the third game. Complete the scene and its final discussion about the next card night. This additional visit is required before Chapter 19 begins.
Chapter 19 — The fourth Blackjack night¶
19-0 — Play for $600¶
Where: Kitchen. When: Night or Late Night, on a later day. Requires: $600.
Click Tara to negotiate the fourth wager and launch the match. This is the largest stake in the numbered Blackjack arc. The game has a distinct loss sequence and a win invitation leading to Tara's bedroom.
19-1 — The fourth-night loss (19-lost)¶
Losing this match produces its own longer forfeit scene, rather than only the short payout used in earlier chapters. Finish the result and follow the Guide to 19-replay. The route remains recoverable.
19-2 — Older loss follow-up¶
This older loss follow-up has Tara collect the wager before 19-replay. If your Guide already shows the rematch after 19-lost, return on another night with the stake. You do not need to complete 19-2 after winning.
19-3 — Win and Tara's invitation (19-win)¶
The fourth win scene takes place in the Kitchen. Tara invites the protagonist to her room this time. Finish the result so the Guide reaches 19-4, then follow her upstairs.
19-4 — Visit Tara's room¶
Where: Tara's Room. When: Night or Late Night.
Enter her room for the fourth wager's follow-up. The extended encounter and its morning aftermath close the Blackjack story arc. Finish the entire sequence; the relationship continues through Chapters 20–31.
If you lost: Return another night with $600 for 19-replay. Its opening uses the shared 16-4 rematch dialogue, then restarts the fourth game.
Chapter 20 — A new arrangement¶
20-0 — Tara wakes you with a request¶
Where: Your Room. When: Morning, on a later day.
Tara interrupts the protagonist's sleep and asks him to visit her room later. The conversation follows the fourth Blackjack night and changes the relationship from occasional wagers to more direct invitations.
20-1 — Keep the appointment¶
Where: Tara's Room. When: Afternoon.
Visit at the requested part of the day and complete the intimate encounter and discussion afterward. The scene leaves the protagonist considering the feelings both characters are still avoiding. Return to your own room for the next morning step.
Chapter 21 — Another wake-up visit¶
21-0 — Tara visits in the morning¶
Where: Your Room. When: Morning.
Let Tara's surprise visit play through and finish the closing conversation. This is a separate event from the previous day's appointment. Chapter 22 follows with a text message rather than another immediate visit to her room.
Chapter 22 — Messages from a night out¶
22-0 — Read Tara's texts¶
When: Morning.
Read the entire exchange. As Tara's messages become less coherent, the protagonist decides to wait for her downstairs. Head to the Living Room after the Guide changes to 23-0; there is no need to find her at a bar.
Chapter 23 — Wait for Tara to come home¶
23-0 — Meet her downstairs¶
Where: Living Room.
Enter the Living Room to wait for Tara. The story advances the time and plays her arrival after the night out. Finish the encounter, then follow the protagonist's decision to check on her upstairs.
Chapter 24 — Check upstairs¶
24-0 — The message from the bathroom¶
Where: Upstairs Hallway.
Go upstairs for Tara's follow-up text about feeling ill. The protagonist decides to let her rest and check again tomorrow. This short transition is part of the route; the care package cannot substitute for seeing it.
Chapter 25 — Plan the care package¶
25-0 — Check on Tara the next day¶
Where: Upstairs Hallway. When: A later day.
Return to check on Tara and let the protagonist assemble the shopping list. The scene names Pain Killers, a Teddy Bear, and a Water Bottle, and suggests trying the Gas Station. The next objective requires all three items together.
Chapter 26 — Bring the supplies¶
26-0 — Deliver all three items¶
Where: Upstairs Hallway or Tara's Room. Requires: Teddy Bear, Pain Killers, Water Bottle.
Buy the listed items, then return to Tara. Carry one of each in inventory; the delivery consumes them. The conversation focuses on her surprise at receiving a thoughtful gift and ends with her holding the bear. This completes the care task.
Chapter 27 — Tara gets back in touch¶
27-0 — Receive the invitation¶
Where: Your Room. When: A later day.
Return to your room for Tara's short message about unfinished business. Read it completely, then go to her room. This message is the bridge between the care-package episode and the next relationship milestone.
Chapter 28 — An open invitation¶
28-0 — Visit Tara's room¶
Where: Tara's Room. Follows: 27-0.
Complete the encounter and the conversation afterward. Tara makes it clear she wants their new arrangement to continue beyond isolated invitations. The next numbered step is a separate wake-up event in the protagonist's room.
Chapter 29 — A different morning routine¶
29-0 — Wake up in your own bed¶
Where: Your Room. When: Morning, on a later day.
Tara visits again, showing how far the relationship has moved from its opening hostility. Complete the whole morning scene before leaving for the hallway. This is not a replay of the earlier Chapter 21 visit.
Chapter 30 — Overhear Tara's conversation¶
30-0 — Cross the upstairs hallway¶
Where: Upstairs Hallway. When: Morning.
The protagonist hears Tara on the phone and learns more about how she sees their relationship. The conversation inspires him to take the initiative on the next visit. Finish it before entering Tara's room for the final numbered chapter.
Chapter 31 — Taking the initiative¶
31-0 — Visit Tara without waiting for a text¶
Where: Tara's Room.
Enter her room and let the story move into the evening encounter. Its closing conversation and shared rest complete the numbered arc. 32-0 marks completion; there is no separate Chapter 32 objective to find.
After the numbered route¶
Keep visiting Tara for regular conversations and repeatable relationship interactions. Her extra Blackjack encounters, spontaneous visits, and family events continue beyond the numbered route. Use the available conversation options and the family guide to explore them.
If progress stops¶
| Current objective | Check |
|---|---|
| Supermarket opening at 7-1 | Reach Lily 6-1, then visit Cass at the Supermarket. Both steps belong to the prerequisite chain. |
| Pool hint at 5-0 | Enter Your Room first; the Pool event itself is 5-1. |
| Locked dresser | At 13-3 click the trophies; at 13-4 click the dresser. |
| Tyler confrontation | Train both Strength and Dexterity to at least 8. The low-stat scene is a retry prompt. |
| Tara waits in the Kitchen | Click her, check the time, and carry the correct chapter's stake. |
| A card-game loss | Wait for a later night and follow the chapter's replay hint. A loss does not end the route. |
| Won Chapter 18 or 19 | Complete the visit upstairs: Your Room for 18-3, Tara's Room for 19-4. |
| Care package at 26-0 | Bring all three items together, then enter the hallway or Tara's room. |
| Guide points beyond Chapter 31 | 32-0 marks the end of the numbered arc. Continue with Tara's regular interactions and family events. |
Character bio: Tara