Guide · Act 1 Walkthrough
Act 1: The First Lie, scene by scene
The full release rebuilds the demo’s opening into a proper first act: a cold-open narration, the A.A.R.C. contract, five girls in one room, an arrest — and a lie-detection collar that cracks. This walkthrough follows Act 1 scene by scene, the same beats you’ll hit reading the Scenario Timeline, with the unlock moments marked.
Sources
- [In Falsus] Stream Day 1 | Welcome to In Falsus — TrappyTheDemon
Screenshots are frames from the linked launch-day stream, credited above. Story lines are quoted as read on screen; expect small transcription differences.
Prologue & day one
- 1
The prologue: the witch and the requiem
Before any UI appears, the game reads a narration over near-black: “This is it. Let her hear it. A requiem for a world bound by ‘truth.’” A white-haired witch faces a shattering sky while the text asks, “Are you still scared? Like a child?” Let it play — it’s short, and it’s the thesis of the whole story.

The witch, the shattered sky and the opening narration.Watch source clip - 2
Day one: the staff-room ultimatum
The story proper starts with a classroom nap and a summons: grades slipping, absences piling up, and the higher-ups asking whether the two of them should keep attending at all. Mr. Keats hands over the way out — an address, a form, and a meeting “in under an hour.”

Keats sends the girls off with an address and a deadline.Watch source clip - 3
Sign the A.A.R.C. leaflet
The paper is thin on details: a government scheme, “an extra avenue for student progress,” an adviser named Freya Turner and an address. Nia signs to avoid expulsion; the other girl barely hesitates. Sign when prompted — the Timeline unlock follows immediately.

Reading the scheme: “a government scheme that is to be see—”Watch source clip - 4
The Timeline opens — and locks its doors
The Scenario Timeline lays each girl’s story on its own row of dated tiles. Some tiles are wide open; others carry ACCESS REQUIREMENTS — “Read: Nia, 27 8, Noon / Read: Mei, 27 8, Noon.” The structure is the game’s pacing: to move one girl’s day forward, you may have to live someone else’s first.

Nia and Mei rows, with the next scene’s access requirements.Watch source clip
The first A.A.R.C. meeting
- 5
Five girls in one room
The first meeting gathers the cast: Nia, the chattiest fan of stage-fiend music; Mei, polite and careful; Iris, the truant who already met the adviser; Ayame, who talks a mile a minute; and Story, the mute exchange student who introduces herself by holding up a phone — “My name is Story.”

“My name is Story.” — the group assembles.Watch source clip - 6
Freya’s icebreaker: your deepest secret
Adviser Freya Turner’s first exercise has every girl write their deepest secret, then reads the papers aloud for the group to match secret to owner. Refusal isn’t an option — she’s explicit that life gets worse for anyone who sits out, and the binds around their necks make lying expensive.

Mei touches her bind as the secrets exercise ends.Watch source clip
The arrest & the assignment
- 7
The arrest by the river
The meeting recesses to the waterfront and plainclothes police walk straight to Story: hacking accusations, a detective, and a mute girl who can only answer by lifting her phone. Ayame steps toward the officers; Story goes quietly — “I don’t want people I just met getting hurt on my account.”

Story lifts her phone as the officers close in.Watch source clip - 8
Freya drops the protest in one move
When Iris physically blocks the arrest, Freya appears behind her — no warning, no sound — and locks her arm before anyone reacts. “Why did you let that happen!?” earns only a flat “It’s unfair, yes.” It’s the first proof the adviser is far more than a bureaucrat.

Freya ends the protest with one armlock.Watch source clip - 9
The assignment: prove Story innocent
Freya’s first assignment comes with a threat attached: prove Story’s innocence, find the real culprit — and don’t let anyone else close the case first, or the program ends. She leaves a key to the meeting room and a mailbox combination, then walks off reading her book.

“Here is your first assignment.”Watch source clip
Visitation, the first dive & the broken bind
- 10
Visitation: the Death and Summer file
Saturday, the police station: the girls do the talking at reception and meet Story in the visitation room, where she explains the case through a messaging app — a hacker collective called Death and Summer (41072) that leaks and vandalizes. She admits nothing, and one careful question hints she has hacked before.

Story, the Death and Summer accusation, and the visitation room.Watch source clip - 11
The Dive: into the detective’s heart
After the visitation, one girl stays behind — and panicking at a station computer, she’s caught by the detective. The panic turns into something new: the world dissolves into pale light and she falls into his heart. Dives are In Falsus’s story-driven encounters — memories and emotions laid out as a playable field — and this first one spawns the ZFC encounter.

The world falls away into the first dive.Watch source clip - 12
The bind cracks — and lying becomes possible
After the dive, she checks her palm for a heart-check: “It’s glowing yellow, the triangles fading into my skin.” Her lie-detection bind has broken. For the first time she can lie — she talks the detective into reopening the computer, then practices in a bathroom stall (“I can speak ten languages” — it works twice in ten tries).

Talking her way past the detective — the bind no longer binds.Watch source clip - 13
Iris’s timeline: the recruitment
Act 1 keeps intercutting side timelines. Iris’s entry rewinds to her recruitment: a government representative finds her mid-truancy, denies being a gang scout, and offers the A.A.R.C. — “Now listen. I am an Advisor of the AARC initiative. I’d like you to join it.” Reading timelines like this one is what unlocks characters (see the unlock guide).

“I am an Advisor of the AARC initiative.”Watch source clip
The plaza broadcast & May’s song
- 14
The alley fight — and Iris’s first dive
Iris’s timeline also holds Act 1’s best action scene: a shakedown in an alley, a thrown phone, a knife — and a corkscrew takedown the streamer had to look up. Mid-fight, Iris experiences an involuntary dive: she sees through her attacker’s hesitation and makes it real. The girls’ abilities are multiplying.

The alley shakedown, answered with a corkscrew takedown.Watch source clip - 15
41072 hijacks the plaza
The investigation pays off when every monitor in the Amachi plaza lights up: the hacker collective — “Death and Summer” — broadcasts five masked personas, leaks buried documents, and promises hours of traffic-light chaos. The girls watch a live demonstration of exactly what Story was accused of.

“Voice A” — the Death and Summer broadcast, live.Watch source clip - 16
May’s studio night becomes a song
Act 1’s first stretch closes on May: a hospital phone call, an empty apartment, and a studio session where she builds a track out of pure frustration. The scene becomes her first dive, and the track — Memories in Noise by Nyolfen — lands in the song select with difficulties from 2 to 11. Every girl’s story, it turns out, ends in a chart.

Memories in Noise, from May’s first dive to the song list.Watch source clip
Act 1 FAQ
Is the full release story the same as the demo’s?
It’s an expansion, not a repeat: the full game adds the cold-open narration, the full A.A.R.C. meeting with all five girls, the arrest storyline, the visitation and the dives. The demo’s classroom and timeline beats are still there — they just lead somewhere bigger.
Do story choices in Act 1 change the plot?
Act 1 plays mostly as a linear visual novel with occasional prompt choices (like who does the talking at the police station). The launch-day stream shows one path; branch differences, if any, come later in the story.
How long is Act 1 of In Falsus?
The launch-day stream covered the prologue through May’s first song in roughly five and a half hours of full-read pacing — skimmers move much faster. The story continues well beyond Act 1.
Do I have to clear the story encounters to progress?
Dive encounters are the story’s playable beats, and clearing them adds their song to free play permanently. If one is too hard, the game offers a give-up button and an assist-mode option when it starts.
Related pages
Written for infalsustips.com from our own demo testing and community research. Fact-checked against: In Falsus Wiki (Miraheze) (CC BY-SA 4.0) · In Falsus Wiki (Fandom) (CC BY-SA)
Data reflects demo v0.3.1 · pre-release · Unofficial fan site — In Falsus © lowiro