Achieving 100% completion in Damn Exam requires a single, meticulous playthrough focused on securing the “Benevolent” ending, collecting all 7 Lost Pages, and solving 4 hidden Faculty Riddles. This guide provides the optimal, step-by-step route to unlock the coveted “Valedictorian” achievement and witness the game's true conclusion in one go. There are no branching paths that lock you out of content until the final decision, making a single perfect run entirely possible.

This walkthrough is designed to be followed sequentially. Deviating from the order, especially regarding the Echo interactions, can void the requirements for the true ending. Let's begin.

The Valedictorian Run: Your 100% Completion Checklist

To earn the “Valedictorian” achievement, you must complete every single optional objective before finishing the game. This means your run isn't just about escaping the library; it's about mastering it. The most commonly missed requirement is interacting with all three Echoes before solving the final puzzle in the Head Librarian's office.

Here is the full checklist for a 100% run:

  • Secure the “Benevolent” Ending: This is the game's true ending and requires several specific actions at the story's climax.
  • Collect All 7 Lost Pages: These scattered manuscript pages from the Liber Noctua are the game's primary collectible.
  • Solve All 4 Faculty Riddles: These are optional, high-difficulty environmental puzzles hidden in four distinct wings of the library.
  • Banish All 3 Echoes: You must find and interact with the three lingering spirits of former students.
  • Open the Archivist's Safe: This master puzzle requires clues gathered from nearly every other activity in the game.
  • Earn All 5 Distinctions (Achievements):
    • Pass Grade: Finish the game once (guaranteed).
    • Summa Cum Laude: Achieve the Benevolent ending.
    • Librarian: Collect all 7 Lost Pages.
    • Honorary Fellow: Solve all 4 Faculty Riddles.
    • Valedictorian: Achieve 100% completion in a single run.

Phase 1: The Opening Bell and the First Three Pages

The initial 10 minutes of the game are about establishing your bearings and grabbing the low-hanging fruit. The stalking entity, The Proctor, has a predictable patrol route in this phase, making it relatively safe.

The Grand Reading Room: Page 1 (On Light) and the Grievance Riddle

Your first goal is the massive, cathedral-like Grand Reading Room. After the opening sequence, head straight through the double doors.

  1. Lost Page 1 (On Light): This page is sitting on the central lectern, illuminated by the only functioning overhead lamp. You can't miss it.
  2. The Grievance Riddle: Go to the far-right corner of the room, near the statue of the university's founder. You'll find a plaque with an inscription: “I have cities, but no houses. I have mountains, but no trees. I have water, but no fish. What am I?” Interact with the globe on the desk next to the statue and spin it until you find the map of the local region. Click on the map. This solves the riddle (the answer is “A Map”) and unlocks a hidden drawer containing the Monogrammed Handkerchief, a key item for a later puzzle.

Return to the main hall and enter the door marked “Main Stacks.” This area is a maze, and its layout changes subtly each time you enter a new row. The key is to follow the scuff marks on the floor.

  1. Lost Page 2 (On Shadow): Follow the scuff marks until you reach a section with flickering lights. The page is tucked inside a copy of Dante's Inferno on a half-empty shelf. The book is a slightly different shade of red than the others.
  2. The First Echo: In the same flickering section, you'll hear faint weeping. Follow the sound to a dead-end corridor. A ghostly figure—the First Echo—is sitting on the floor. You must interact with it and exhaust its dialogue. This is mandatory for the Benevolent ending. It will fade after speaking, dropping the Tarnished Silver Locket.

The Periodicals Archive: Page 3 (On Silence) and the Archivist's Key

This area is guarded by sound-based traps. Walk, don't run, and avoid knocking over the piles of newspapers. The Proctor is highly sensitive to noise here.

  1. Lost Page 3 (On Silence): Find the service desk at the back of the archive. The page is pinned to the bulletin board, hidden under a staff memo dated 1982.
  2. The Archivist's Key: Behind the service desk is a small office. On the desk is a classic desk bell. You must tap the bell in the rhythm of the S.O.S. signal (···---···). A small compartment in the wall will open, revealing the Archivist's Key. This is crucial for accessing the late-game area.

Phase 2: Unlocking the Deeper Library

With the first three pages and the Archivist's Key, you can now access the specialized wings of the library. The Proctor's patrols become more aggressive from this point forward.

The Cartography Annex and the Geometry Riddle

Use the side door in the Grand Reading Room to enter the Cartography Annex. This room is filled with oversized celestial models and survey equipment.

  1. The Geometry Riddle: A large, locked chest sits in the center of the room. The riddle is etched on its lid: “I have no voice, but I can tell you stories. I have no legs, but I travel the world.” The solution involves interacting with three objects in the room in a specific order: first, the large sextant on the table; second, the ship's compass by the window; and third, the rolled-up map of the world in the corner. This sequence unlocks the chest, which contains the Ornate Spyglass.

Finding Page 4 (On Space) and the Second Echo

From the Annex, look for a spiral staircase leading down. This takes you to the flooded storage basement. Your flashlight is essential here.

  1. Lost Page 4 (On Space): The page is floating in the water, snagged on a fallen bookshelf in the far corner. You'll have to wade through the waist-deep water to get it, which makes a lot of noise. Be prepared to hide immediately after grabbing it.
  2. The Second Echo: The second spirit is standing in the center of the flooded room, staring at a bricked-up doorway. Interact with it to hear its story. This is your second mandatory Echo interaction. It will give you the Waterlogged Diary before disappearing.

The Microfiche Room: Page 5 (On Time) and the Projectionist's Code

Back on the main floor, find the door labeled “Media & Records.” This leads to the Microfiche Room, a cramped space filled with outdated technology.

  1. The Projectionist's Code Puzzle: Your goal here is to activate a hidden projector. First, use the microfiche reader on the main desk. Scan through the slides until you find a maintenance log; the last entry is for a projector repair in 1958. This is your code. Go to the wall of card catalog drawers and find the one labeled “1950-1959.” Inside is a numeric keypad. Enter 1-9-5-8. This activates a projector that shines a pattern on the floor, revealing the location of the page.
  2. Lost Page 5 (On Time): The page is hidden inside a hollowed-out book on the shelf illuminated by the projector.
Damn Exam in-game screenshot

Damn Exam in-game screenshot

Phase 3: The Restricted Section and the Point of No Return

This is the final major area before the endgame sequence. You will need the Archivist's Key from the Periodicals Archive to proceed.

Using the Archivist's Key

The large, ornate gate at the back of the Main Stacks leads to the Restricted Section. The Archivist's Key is the only way to open it. Once you enter, the gate locks behind you, and The Proctor's presence becomes constant. You can't return to the main library.

The Philosophy Wing: Page 6 (On Thought) and the Logic Riddle

The first chamber of the Restricted Section is the Philosophy Wing, a circular room with statues and a complex celestial model on the ceiling. This is home to the game's hardest puzzle.

  1. The Logic Riddle: The riddle is found on a note clutched by a statue of Aristotle: “What can be held in the left hand, but not the right?” The solution is not an object, but an action. You must position your character so that you are physically touching the statue of Plato with your left side, then interact with a hidden switch on its base. This triggers a mechanism involving rotating rings on the ceiling. You must align them to match a star chart found in the Waterlogged Diary from the Second Echo. Solving this puzzle reveals a loose brick in the wall.
  2. Lost Page 6 (On Thought): The page is hidden in the compartment behind the loose brick.
Damn Exam in-game screenshot

Damn Exam in-game screenshot

The Final Echo and the Benevolent Choice

After the Philosophy Wing, you'll enter a long hall leading to the Head Librarian's office. The Third and Final Echo is here, looking out a barred window. Interact with it and listen to its tale. This is your final mandatory interaction. If you enter the final office before speaking to this Echo, you will be locked into the standard ending.

The Final Exam: Endings and The Last Page

Inside the Head Librarian's office, you'll find a large desk and a final, master puzzle. This is the point of no return.

Cracking the Archivist's Safe

Behind a painting in the office is the Archivist's Safe. The combination is derived from the three items given to you by the Echoes:

  1. Tarnished Silver Locket: Open it to find a tiny portrait with the year 1891 engraved on the back.
  2. Waterlogged Diary: The final entry is dated May 26th (or 05-26).
  3. Monogrammed Handkerchief: In the corner are the embroidered initials “A.F.” (the first and sixth letters of the alphabet, or 01-06).

The combination is the full date: 05-26-1891. The safe contains the final Lost Page.

How to Get the “Benevolent” Ending (True Ending)

After solving the main desk puzzle, a ledger will appear. The Proctor will manifest and command you to sign your name, trapping you in the library forever.

  • For the Standard “Pass” Ending: Sign the ledger. The Proctor will let you leave through the front doors. The cycle continues.
  • For the True “Benevolent” Ending: Refuse to sign the ledger. Having interacted with all three Echoes, their spirits will appear and hold The Proctor at bay, revealing a hidden exit behind the office's fireplace. You must have the final Lost Page from the safe for this option to appear.
Damn Exam in-game screenshot

Damn Exam in-game screenshot

The Last Secret: Page 7 (On Waking)

Lost Page 7 (On Waking): This page is found inside the Archivist's Safe in the Head Librarian's office. Collecting it is the final step for the “Librarian” achievement and is a non-negotiable prerequisite for the Benevolent ending. This page explains the origin of The Proctor and the curse on the library.

Frequently Asked Questions about 100% Completion

Can I get 100% on my first playthrough?

Yes, absolutely. Nothing is locked behind a New Game+ mode, and all collectibles, riddles, and story choices are available in a single run. This guide is designed for that exact purpose.

What happens if I miss a Lost Page or an Echo?

If you miss a Lost Page, you will miss the “Librarian” achievement. If you miss even one of the three Echo interactions, you will be completely locked out of the “Benevolent” ending and the “Summa Cum Laude” achievement for that playthrough.

Is the “Valedictorian” achievement missable?

Yes, it is the most missable achievement in the game. It requires you to do everything else in a single save file. If you finish the game without meeting all the criteria, you will need to start a new game from the beginning to attempt it again.

How long does a 100% run of Damn Exam take?

For a first-time player following a guide, it should take between 2 to 3 hours. For experienced players who know the routes and puzzle solutions, a 100% speedrun can be completed in under 45 minutes.

A Final Word

Completing Damn Exam is one thing; mastering it is another. The 100% journey transforms the game from a simple horror escape into a story about breaking a curse and freeing those trapped before you. It's a challenging but rewarding undertaking that reveals the full scope of the game's hidden narrative.