Caregiver Dementia Day-by-Day Walkthrough
Morning, afternoon, and night across five days—structure first, ending spoilers later.
This walkthrough for Caregiver: Dementia focuses on the five-day / three-shift spine without dumping every finale spoiler. When a branch would reveal ending identities, we point to All Endings instead. For door panic, keep Night Survival open. For onboarding tone, skim Getting Started once.
Facts to keep straight: Ciptaria Studio; Mount Gelud Dutch colonial house; Mbah Lastri (87); wake / comb / breakfast / lock doors; saves every night; solo or co-op up to six with separate ending fates; seven endings including The Heir; seven relics.
How to read this guide
- Structure > spoiler. We describe what each day is for.
- Shifts matter. Morning proves care. Afternoon opens investigation. Night tests obedience under pressure.
- Saves are nightly. A failed night is a narrative bruise and a reload point.
- Video mid-page shows a full no-commentary clear you can pause—use it as visual pace reference, not as a mandate to rush endings.
Universal daily checklist
Copy this into voice chat:
- Morning: wake Mbah → hair → breakfast → note her mood / dialogue flags.
- Afternoon: explore one wing deeply OR finish unfinished chores → log relic candidates.
- Dusk prep: inventory who is door captain → walk unlocked doors while calm.
- Night: lock every door → survive knocking / barricade pressure → do not “just peek.”
- Sleep / save: confirm the nightly save before celebrating.
Device habits: Controls. Relic deep dive: Relics & Secrets.
Day 1 — Learn the contract
Morning: Play straight. Do not roleplay skipping care “for content.” The house is evaluating whether you are a caregiver or a tourist.
Afternoon: Map stairs, kitchen, Mbah’s room, exits, and any outbuilding-style edges the layout allows. Name doors. Optional: mark two suspicious props for later relic runs without forcing all seven.
Night: Your first real lockdown. Expect fear of the unknown more than mastery. If co-op, fewer jokes once lights drop. Survive, save, debrief which door almost got missed.
Mindset exit criteria: you can recite the chore order and lock path without looking at a guide.
Day 2 — Routine under surveillance
Morning: Watch for small changes in Mbah’s responses after Day 1 obedience. Character context: Mbah Lastri.
Afternoon: Push one lore thread—photos, locked drawers, colonial residue, folklore-adjacent objects. Still avoid ending-hunting guides if you want a clean first credit.
Night: Knocking patterns may escalate or fake familiarity. Keep the rule: locked means locked. Review Night Survival if anyone opened a door “because it sounded like a teammate.”
Exit criteria: no accidental unlocked exterior door; at least one new house secret noted.
Day 3 — Midpoint pressure
Day 3 is where lobbies tilt toward either obedience, escape planning, or inheritance curiosity—the same themes that later sort the seven endings.
Morning: Perfect the care chain; mid-run sloppiness here cascades.
Afternoon: Decide your investigation budget. Completionists schedule relic progress; speed runners shore up night routes; story hunters listen for contradictions in what Mbah needs versus what the house shows.
Night: Midweek nights punish overconfidence. If you wipe, reload and identify whether the fail was routing, communication, or temptation.
Exit criteria: your group can articulate which ending direction they are drifting toward without needing the spoiler page yet.
Day 4 — Commit to a direction
Morning / afternoon: This is the last comfortable window to gather relics, re-check sealed rooms, and align co-op expectations. If someone wants The Heir (Pewaris), they need household understanding that pure sprint runs skip—coordinate without forcing spoilers on unwilling friends.
Night: Treat Day 4 night like a dress rehearsal for Day 5. Same lock path, calmer callouts, no experimental “what if we leave one open.”
Exit criteria: roles are stable; optional collectibles are either done or consciously deferred.
Day 5 — Resolve the job
Morning: Care still matters. Players who abandon Mbah entirely on the final day often discover the story was counting that choice.
Afternoon: Execute the plan—escape logistics, inheritance path requirements, sacrifice timing, or strict obedience closing rituals. When concrete ending steps would spoil, stop this walkthrough and open All Endings. Compare feelings later on the Endings Tier List Hub.
Night / finale window: Stay disciplined until the experience hands you resolution. Co-op reminder: your fate may differ from the friend who cooked breakfast beside you all week.
Shift-specific tips (all days)
Morning
- Full interact holds; canceled comb prompts waste time and tone.
- Keep one player near Mbah while another stages kitchen if lobby size allows.
Afternoon
- Explore in loops, not random teleports of attention.
- Screenshot suspicious props on mobile if your memory melts under dread.
Night
- Door captain speaks last locks aloud.
- No split pushing into unlit wings after lockdown without a reason.
- Scripts that auto-lock steal the skill—and risk accounts; see Scripts.
Soft spoiler forks (labels only)
| If you notice yourself… | Read next |
|---|---|
| Planning to flee with medicine money intact | Escape sections in All Endings |
| Doubling down on perfect care | Obedience sections |
| Hunting lineage / household succession cues | Inheritance / The Heir |
| Offering yourself to stop something worse | Sacrifice sections |
| Failing nights on purpose for completion | Failure-state notes + Night Survival |
After credits
Log which day felt unfair, then check Updates for patch context. Grab missing relics. Replay with a new decision theme. Ignore fake Codes until the studio posts real ones.
This walkthrough’s job is pacing: five days, three shifts, nightly saves, rising pressure. The house’s job is everything else.
Frequently Asked Questions
Quick answers about endings, relics, and surviving Mount Gelud.
How many days and shifts are in Caregiver Dementia?
Five days, each with morning, afternoon, and night shifts. Progress saves when you successfully make it through the night cycle.
Does this walkthrough spoil all endings?
No. It stays structure-focused and redirects to the All Endings guide when branch specifics would spoil finales like The Heir.
What should I prioritize each afternoon?
Early days: mapping and light lore. Mid days: relics and decision direction. Final days: commit to an ending path and stop experimental door mistakes.
Can co-op players follow different walkthrough paths?
They share the house and chores, but ending fates can diverge. Align on night discipline even if inheritance versus escape goals differ.
Where do I go if nights keep failing?
Use the Night Survival guide for lock routes and knocking discipline, then return here for day pacing.