The Dark Pictures Anthology: The Devil in Me is packed with details, many of which aren’t always directly in your path. When the Lonnit Entertainment crew gets invited to an H.H. Holmes-inspired hotel, they end up facing much more than they bargained for.

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Documents, recordings, photos, and other information can be found all over the island and at the docks. But with dark lighting and winding hallways, it’s easy to miss important information and Easter eggs, and the terrifying situation may make you rush through areas. Everything you can find on the island provides insight into whom the antagonist is and the history of the architecture. These are nine things everyone completely missed in The Dark Pictures Anthology: The Devil in Me.

This article contains plot spoilers.

9 Connie And Conrad

Remember Conrad? The first game in the Dark Pictures Anthology, Man of Medan, has five playable characters, one of which is named Conrad. The charismatic character is affectionately referred to as Connie.

In The Devil in Me, a dog named Connie lives on the island. You can befriend Connie while you try to survive the night, and Connie can join you in your escape. In one rare ending, Connie arrives at the docks alone if none of the other characters survive.

8 Du’met Made A Discreet Order For His Mask

While exploring the hotel, you may find a letter correspondence between Du’Met and a mask maker. Du’Met paid to have this custom H.H. Holmes mask made for his murders; he even asks for the seller’s discretion when ordering it.

Because he is so elusive, Du’Met probably ensured the sale wouldn’t be traced back to him, but the fact that he explicitly asked for discretion suggests he may not have been too cautious. Perhaps this letter occurred earlier in his career, so he may have had less experience.

7 A Note And Book From T.S.

It’s possible that these are two separate people, but it’s too much of a coincidence to see T.S. before arriving at the ferry and then in the hotel room. T.S. signs off on shifts and provides updates to his team members.

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In the hotel room, you’ll find a book written by T.S. Hartley, who may or may not be the same person. Either way, it’s interesting that the same initials were used here twice. Perhaps the content of the book correlates to the fate of the people working at the docks.

6 Erin’s Electrocardiogram

If you’ve managed to lose Erin during The Blackout scene, you’ll later find her in the aftermath of one of Du’Met’s monstrous experiments, clinging to life. As you move closer to her, you can see her ECG shift between 100 over 78 and 79. The current number in the lobby is 178, likely the number of current murders.

Once Erin’s heart finally gives out, it stops at 100 over 79, affirming any body-count suspicions. Now that she’s dead, she’s number 179 on Du’Met’s list.

5 Rooms 175-182

The next time you see the number in the lobby, it may read as 182. While navigating the constantly-changing hallways, you may also notice that the five characters are typically in the wing marked 175-182.

Outside your main playable characters, three others have been killed: Joseph Morello, his daughter, and a groundskeeper. If you’ve lost a playable character by then, you’ll have four characters dead, adding up to 182. Given Erin’s electrocardiogram results, these numbers are significant in the story.

4 Du’Met’s Guest Tracking Board

Du’Met’s control room is one of the most revealing areas in the story. Here, you’ll see how Du’Met operates when killing his guests. A whiteboard in the control room has each of the five playable characters’ names written.

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Du’Met keeps track of where each character is and crosses them off the list once they’re dead. If you manage to evade Charlie’s death, you’ll notice that Du’Met crosses his name out anyway, suggesting that he believes Charlie is dead.

3 Particular Victim Choices

There are plenty of clues to be found throughout the property, some of which are from Du’Met’s own hand. You can find documents that detail potential victims. He’s canvasing these people to check if they can bring four other guests and if they’re estranged from their families.

In his control room, you can find additional insight into his process, as he has a journal with a page dedicated to each crew member, detailing important factors like personality traits, physical ailments, allergies, medication, and next of kin, as well as Du’Met’s personal observations.

2 SS Cassiopeia

Kicking off the second season of The Dark Pictures Anthology is Directive 8020, a game with a setting unlike any of its predecessors. The next game will take place in outer space, and there are a few hints about it before you get to the trailer at the end of the game.

Early in the game, the SS Cassiopeia is mentioned on a plaque in memoriam of the ship after a storm. There’s also a photo on the wall that triggers a premonition. In it, you’ll see people walking in space suits.

1 Du’Met’s Charlie Recording

In the Silver Ash Institute, Erin can find a recording that plays Charlie’s voice telling Du’Met that he wants his team dead. This can convince Erin that Charlie is the killer, or at least set up some level of suspicion against him.

The recording is fake, but you won’t know that until you get to the lighthouse, where you’ll find the editing process. Du’Met clearly stitches the words together from his phone call with Charlie, making it obvious that the recording is fake.

Next: Lingering Questions We Have After The End Of The Dark Pictures Anthology: The Devil In Me