Until Dawn/Chapter 5

Mike
For the first totem, head left of the fountain, toward the front gate. This is Fortune Totem #2. Now head right of the fountain towards the sanatorium, where you saw the mysterious figure enter (take a left at the front doors and head down the stairs to find the secret entrance into the basement). Pull the board out of the way and Mike will drop into the basement. From here, head towards the screen and the camera angle will change. Through the gate, you should see a barrel, but don't interact with it just yet. Pick up the totem a short distance behind it. This is Loss Totem #4. You can now push the barrel and climb it to reach the upper deck. At the end of this path is a hole in the floor above that Mike can climb through. If you missed either totem, don't worry; you can just exit through the front door and go around to the basement again.

Head through a door to the left of the screen (Mike's right) to find a long staircase, but before descending it, head around it. By the windows are some well-hidden collectibles: Death Totem #3 to the left and 1952 Clue #7 to the right. After picking those up, make the trip down the stairs. Follow the path forward and make a turn around a corner to find a locked gate and a barrel. Interact with the barrel to move it, then shoot the lock. The following scene concludes Mike's segment of the chapter.

The perspective will now switch to Matt, accompanied by Emily, as he makes the trip to the cable car station.

Matt
Follow Emily down the path, but before heading toward the station, make a left toward the table. A short walk from here, right by the fence, is Death Totem #2. Now follow Emily toward the station and yank the axe, Mystery Man Clue #16, out of the door. You are then presented with a choice: help Emily through the window or smash open the door. The outcome is the same either way, but choosing to smash the door will slightly improve your relationship with Emily.

Continue to follow Emily towards the edge of the cliff, then turn back to trigger a scene. The perspective then switches once more.

Sam
Feel free to examine the lone sock to the right; aside from this, Sam's clothes are all gone. Exit the bathroom, then proceed to follow the balloons through the double doors and down a narrow hall. This will lead you back to the mansion's main area, where balloons have been scattered all about in order to lead Sam to the basement. Head down a couple of flights of stairs to make it to the mansion's main floor, but before following the balloons all the way down, head into a room to the right. On a small table is Mystery Man Clue #14, a business card. You can now return to the main room and follow the balloons down into the basement.

Head toward the open theater room and Sam will pick up a flashlight before entering. After a scene, a chase sequence begins. Note that you can only be successful if you follow all choices indicated, hit all buttons successfully, and chose not to shoot the squirrel as Chris in the first chapter. Escaping will allow you to collect all mystery man clues. To escape successfully, do the following: If you did not perform this sequence correctly, you will be locked out of the clues, but Sam will still have a chance to escape in one of the following chapters. A session with Dr. Hill in which you are given no choices concludes the chapter.
 * Throw vase (aim with psx: neutral rstick and throw with psx: R2).
 * Jump (press psx: T to avoid falling on the stairs).
 * Run. If you choose to hide, press psx: T to cover the flashlight and don't move, then choose to run. If Sam picked up the baseball bat in the second chapter, she'll be able to use it with psx: S.
 * Pull (psx: right rstick to lock the door). Afterward, push through the door (psx: up rstick). You can take your time here.
 * Hide (press psx: T to hide the flashlight, then don't move).