Curse of Resthaven Investigation and Endings Guide: Interrogation, Favor, Three Timelines and the True Ending

Curse of Resthaven investigation guide: interrogation basics, favor, investigating across loops, the three timelines, the true ending, and spoiler-light play.

Curse of Resthaven Investigation and Endings Guide: Interrogation, Favor, Three Timelines and the True Ending
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Investigation is the first of the three responsibilities in Curse of Resthaven, and it is also the one that makes the time loop matter. You are Ambrose, newly appointed governor of Resthaven, searching for his missing niece Amalia, and the residents you question are the people who know what happened on the island, what they want, and what they are hiding. This guide explains interrogation basics, how to investigate across loops when knowledge carries over but residents forget, what the three timelines and the true ending mean in structure, and how to play spoiler-light. No villains are named here, and no late-game story detail or hidden-achievement solution is given.

Ambrose and a bearded man standing over a shrouded body outdoors. Official screenshot.

At a glance

  • You play Ambrose, newly appointed governor of Resthaven, searching for his missing niece Amalia

  • Single-player narrative roguelite; hand-drawn graphic-novel art; English only for interface, full audio and subtitles

  • $19.99 list, $17.99 with the 10% introductory offer ending November 12, 2026

  • Last verified: October 30, 2026

  • Interrogate over 25 fully voiced characters, each with motives, secrets and shifting allegiances

  • Three main story paths, three timelines; the true ending unlocks only after three timelines are concluded

1. Interrogation basics

The store setup gives interrogation its job: question residents, win favor, and uncover motives and secrets. Over 25 fully voiced characters can be interrogated, each with motives, secrets and shifting allegiances, played by 11 actors. That last detail matters when a voice sounds familiar: the cast is small, the character list is not, and a familiar voice is not proof that two characters share a motive or a secret. Treat every resident as a separate case, even when the voice reminds you of someone else.

Dialogue with General Oliver Bolingbroke in town. This is a demo build screenshot, from build v0.9.1381 [DEMO]. Official screenshot, demo build.

Favor is the concept that sits between a question and an answer. This guide does not invent a favor meter, number or threshold, because none is verified in that form. The safe reading is behavioral: a resident who trusts you will tell you more, and favor is earned through how you handle conversations across the days of a loop, not by a single correct line. Keep notes on who opened up after which approach, because that pattern, not a guessed number, is what you can carry into the next loop. Shifting allegiances are why one interrogation is never the whole story: do not lock a resident into a single label after one talk.

2. How to investigate across loops

The loop rule is the investigation rule. Six days after arrival, a cosmic cataclysm destroys the island, and at the moment of destruction the island's fading guardian and goddess intervenes and sends Ambrose back to the moment of his arrival with all memories and experiences intact. Everyone else forgets. What carries over is memories and knowledge, permanent skill upgrades, and temporary Boon Cards from the island's goddess, while what resets is the six days, residents' memories, and the day-to-day town state. For investigation, the asymmetry is the whole advantage: you remember, they do not.

Use that asymmetry deliberately. In a first loop, ask widely and note who knows what, who refuses what, and who changes their story on a different day. In the next loop, you do not need to rediscover the basics: go straight to the person, question or day that mattered, and test whether an answer changes when you approach with knowledge the resident does not know you have. Keep one page per resident, with motives, secrets and allegiances as working notes marked by loop and day, and when a resident forgets, re-ask, re-earn favor, and compare the new answer with your note. A disagreement between your own notes is itself a lead.

3. The three timelines and the true ending

The game has three main story paths and three timelines, and the full game requires concluding three separate timelines before the true, ultimate ending unlocks. The achievements give that structure its names without giving its story away: And In the End, Part 1 for the first timeline, And In the End, Part 2 for the second timeline, and The Final Countdown for the ultimate ending. This guide states only that structure. It does not describe what happens in any timeline, what distinguishes one path from another in story terms, or what the ultimate ending contains.

Playtime reporting fits the same structure and should be read with it. Media coverage puts a first playthrough at about 8 hours according to Ophelia Payne, and at about 10 hours according to PixelByte, with the note that three timelines are needed. Write that as a range with attribution, as this guide does, never as a single official number. Loops and timelines are not the same thing: loops are the repeated six days, with knowledge carrying over and residents forgetting, while timelines are the three separate paths that must each be concluded. A loop problem is usually missing knowledge or favor; a timeline problem is usually an unconcluded path.

4. Spoiler-light guidance

This section is deliberately spoiler-light, and that choice is part of the guide, not a gap in it. It names no villains, gives no late-game specifics, and offers no hidden-achievement solutions, because in an investigation game a named villain or late-game detail is the answer to the question the game asks you to investigate. Play spoiler-light by keeping questions structural: ask who benefits, who changes their story, and who you have not yet met, rather than asking a guide to confirm a suspect. Use the three-timeline structure as your map, and use favor as your tool: if a resident will not talk, the next step is usually a better approach across days and loops, not a spoiler.

Ambrose at the Resthaven town gate on Day 3 talking with residents. Official screenshot.

5. People Person and miscellaneous pointers

People Person is awarded for meeting all of Resthaven's residents, and it rewards exactly the habit this guide recommends: meet everyone. The town has four town zones, so a systematic sweep matters more than a lucky conversation: meet residents zone by zone, note who you have met and who you have only heard about, and treat a resident heard about but not met as an open task. No resident total is given here, because no verified total beyond over 25 interrogatable characters is available, and meeting all residents is not the same claim as interrogating over 25 characters.

Three miscellaneous achievements are pointed to here without story spoilers, using only their official descriptions. Master of Puppets is awarded for answering all of the puppets' questions correctly within the same loop, and the same-loop condition is the part to remember. Blackout is awarded for passing out from drinking, and NO Roomates for exiling Evelyn from Resthaven. Those descriptions are stated as they appear in the official list, with no added story, steps, or explanation of why or when you might do them. Use them as a checklist, not a route, and let the game supply the context when you reach them.

FAQ

Do residents remember me between loops? No. Ambrose keeps his memories, but everyone else forgets, and the six days, residents' memories and town state reset.

Do I need all three timelines for the true ending? Yes, in structure. Three separate timelines must be concluded before the ultimate ending unlocks.

Does this guide name villains or give late-game answers? No, by design, so the investigation stays yours to solve.

  • Curse of Resthaven Beginner's Guide: First Loop, Trading, Expeditions and the Three Timelines

  • Curse of Resthaven Time Loop Guide: What Carries Over, Boons, Skills and Loop Strategy

  • Curse of Resthaven Trading and Town Management Guide: Prices, Merchant Secrets, Ships and Upgrades

  • Curse of Resthaven Expeditions and Cards Guide: Map, Companions, Campsites and Deck Building

  • Curse of Resthaven Investigation and Endings Guide: Interrogation, Favor, Three Timelines and the True Ending

  • Curse of Resthaven Achievements Guide: All 41 Achievements and How to Unlock Them

Next: the expeditions guide covers the map, companions and campsites, and the achievements guide lists all 41 achievements.