INDIE GAME / PLAY GUIDE
SANABI A Haunted Day Guide: Major Song's Controls, 2 Bosses, and 4 Achievements
All chapters, 8 combat/chase sections, and 17 achievements from the 2023 main game · Updated 2026-10-12
This spin-off combines midair jumps, slashes, and shotgun recoil instead of the main game's chain hook. This page covers controls, progression milestones, and responses to 2 bosses, rather than a room-by-room walkthrough of every stage.
Starting the spin-off and the covered version
A Haunted Day is free additional content requiring the main SANABI game. Steam lists November 26, 2025 as its release date, while the Japanese release announcement is dated the following day, November 27. It takes place 13 years before the main story and stars Major Song.
Select the spin-off separately from the main walkthrough's Chapters 0–5, and check your episode and difficulty. Steam's current 21 achievements include 4 spin-off additions; do not mistake the absence of achievements under the DLC's own app ID for zero spin-off achievements.
Controls that differ from the main game
You move opposite the direction you fire. Treat midair slashes and recoil as resources for reaching the next foothold.
| Action | Role | When to use it |
|---|---|---|
| Double jump | Gain height in midair | Save the final jump needed to reach the next anchor |
| Midair slash | Slash enemies or other targets to replenish aerial actions | Use drones and moving targets as the next anchor |
| Shotgun | Use recoil opposite the firing direction | Shoot downward to rise, or sideways to change course |
| Movement along walls | Link landing points after recoil | Choose a position that reaches the wall at the end of a gap |
| Burst | Remove cancellable enemy projectiles and strengthen actions | Handle barrages and lead into enhanced shots |
| Enhanced shotgun | A powerful attack and evasion opportunity | Use against large enemies or dangerous late-boss actions |
Link replenishment points across long gaps
Using both jumps and the shotgun immediately can leave you unable to continue even if you reach an enemy midway. Treat slashable enemies and cranes as replenishment points along the route.
- First identify the landing floor/wall and targets you can slash along the way.
- Approach a target with the first jump and land a midair slash.
- Use replenished aerial actions to reach the next target.
- Save the second jump and shotgun recoil for the final ledge, reaching the wall.
Specific keys and input windows differ by platform/bindings, so prioritize the in-game display.
Spin-off progression milestones
These are major confirmed progression points. Use them to identify your current scene, rather than as a complete walkthrough listing every scrapyard room and route.
| Scene | What to check first | Main action |
|---|---|---|
| Arriving at the scrapyard | These are not the main game's chain controls | Learn midair jumps and recoil |
| Airborne enemies and wide gaps | Slashable enemies/cranes and the next wall | Cross while replenishing actions with slashes |
| Barrage area | Cancellable projectiles and attacks that cannot be removed | Choose between Burst and evasion |
| Giant mech chase | Collapsing routes and the next safe surface | Keep moving into the first boss's arena |
| Recommendation of Execution | Falling scrap and additional enemies | Attack while retaining movement, and check the mechanism after depleting HP |
| Deep in the scrapyard | Aerial replenishment and enhanced shots | Organize repeated movements section by section |
| Bulgasal | Turret types and later lightning strikes | Choose shots for clearing turrets or evasion |
| Final scene | Do not stop at defeating the boss | Continue through the spin-off's ending |
First boss: Recommendation of Execution
The spin-off's first boss is a changed form of the main game's giant mechanical worm. Finish the chase, enter the arena, and attack while avoiding falling scrap and added enemies.
A bright panel is exposed on the machine's front at some points, and scrap sometimes forms high footholds. Do not assume staying on top is safe; watch the machine's destination and your next escape.
After depleting the durability gauge, check the support team's blackout message and the change to the machine's front. Continue attacking the brightly exposed frontal weak point until the machine breaks and the next scene begins. Do not mistake the displayed HP-healing action for the machine's power switch.
- During the chase, link movements to the next safe wall or floor.
- In the arena, do not remain where additional enemies or falling objects arrive.
- Separate aerial movement actions from enhanced shots, and attack the exposed front.
- After the blackout message, aim again at the bright frontal weak point. If extra enemies and projectiles remain below, approach while avoiding them.
- After attacking the weak point in midair, use the replenished jump for your next escape. See the update differences below for the old replenishment bug.
- Confirm the machine's chain of explosions and scene transition, then proceed to Prototype and the next area.
The public PC Dark Horse playthrough confirms the blackout message → frontal attacks → destruction → next area. No fixed hit count for every difficulty, or claim that only one attack type works, is asserted.
Difficult-section entrances and return points checked in progression order
This table checks entrance terrain and what to use next. Numbers indicate this guide's reading order, not in-game stage numbers. It does not list every small room in normal sections; confirmed difficult points are grouped before the chase, during it, in the depths, and near the end.
| Section / entrance landmark | Next object or action | Check before proceeding to the exit |
|---|---|---|
| Early: firing enemies and low platforms | Land a midair slash on the first enemy and reach the platform above | Read the on-screen action instructions; do not revert to main-game hook controls |
| Early: gap with vertical and horizontal platforms | Cross from the left lift platform to the right horizontally moving platform | The hazardous surface below and height to the right ledge |
| Early: enemy room with a locked exit | Handle marked targets first and check the door | Some exits return toward the entrance; do not assume you always go straight right |
| Chase start: giant machine from the left | Move right, using floating enemies and walls along the way for replenishment | Do not stop to defeat the machine behind you |
| Chase: emergence from the floor and floating enemies above | Leave the floor's warning area and link movement to the targets above | Do not stay in one ground position mashing attacks |
| Chase: horizontally moving platform and upper-right turret | Link the platform to airborne targets and continue upper-right | Save jumps/recoil until the next landing |
| Chase end: shaft beyond a small platform on the left | Check the downward passage and incoming objects before descending | Check the connection to the boss area instead of continuing upward |
| Depths: moving objects supported by angled arms | Replenish aerial actions with slashes and reach the next wall | Do not use up the shotgun and jumps before reaching it |
| Depths: large crane claw and high wall on the right | Use the claw for replenishment on the way to the right ledge | Secure enough height to reach the claw instead of simply dropping |
| End of the depths: 2 vertically moving platforms | Cross both platforms to the wide floor on the right | Pass outside the hanging obstacles above to reach the next conversation area |
| Late: horizontal and lift platforms, target on the right | Cross the platforms and handle the right-side target | Proceed through the opening without falling onto the red floor |
| Final section: crane and intersecting beams | Dodge locked-in lines of fire and link replenishment from airborne targets/claws | Do not assume Burst can remove lasers themselves |
HP-healing keys and differences from launch-period videos
Use your currently assigned healing action for the spin-off's HP-recovery prompt. Even if the PC default example shows E, not every platform or remapped input uses E.
These points differ between November 2025 gameplay and later fixes. Update numbers identify the fixes checked; they do not assert that every platform received the same build number simultaneously.
| Target / fix | Confirmed change | Treatment in this guide |
|---|---|---|
| 1.3.48/49: after defeating the first boss | Added invulnerability immediately after victory to prevent death from remaining attacks | Distinguish post-victory hazards in old videos from the current version |
| 1.3.48/49: boss forms | Fixed first and second forms appearing simultaneously | Do not treat simultaneous appearance as a normal fight requirement |
| 1.3.48/49: spin-off difficulty display | Fixed a mismatch between applied difficulty and the Dark Horse display | Do not infer an old playthrough's applied difficulty from the display alone |
| 1.3.48/49: Bulgasal | Adjusted durability downward | Do not require the same time or hit count as old videos |
| 1.3.51: HP-healing key | Fixed remapping not being reflected in the healing shortcut | Compare settings with the on-screen prompt instead of fixing the key as the old E |
| 1.3.52: first boss weak point | Fixed midair jump replenishment after weak-point attacks | Check movement replenishment after attacking and distinguish old behavior |
| 1.3.52: shotgun | Fixed cooldown on attack cancellation and repeated event triggering | Do not describe the wait after cancellation as a required input |
| 1.3.53: input settings | Fixed Linux compatibility and additional A/B/LT key-setting issues | Recheck actual bindings after configuring additional keys |
Final boss: Identify Bulgasal's turrets
Bulgasal combines turrets, electricity, and lightning strikes in the second half. Do not assume Burst removes every projectile; leave room to dodge projectiles and lasers it cannot cancel.
| Attack | How to recognize it | Response |
|---|---|---|
| Small-projectile turret | Thin turret; several projectile types | Replenish using cancellable projectiles, and attack the turret when possible |
| Large-projectile turret | Thick turret; releases projectiles or enemies | Clear early with enhanced shotgun shots during the first half |
| Missile turret | Thin fast projectiles and thick slow ones | Watch their speed and clear their paths |
| Laser turret | Long warning line; appears in the second half | Bait the tracking warning, then leave the line of fire once it locks in |
| Circular electricity | The hazard changes immediately after release and after formation | Watch the circle expand and reposition early |
| Second-half lightning strikes | Approaches from above after a brief animation | Save the evasion opportunity from enhanced shots and do not stay in place |
Conserve shots differently in Bulgasal's first and second halves
In the first half, thick turrets increase danger through projectiles and extra enemies. If enhanced shots are available, prioritize clearing them and open an aerial escape before danger builds.
The second half also requires responding to lightning. Do not immediately spend every enhanced shot purely for damage; save them for situations where you need to evade lightning. Do not predict enemy projectile patterns using fixed probabilities.
Requirements for the 4 additional achievements
Check main-game Legend completion separately from the spin-off's highest difficulty. If difficulty translations differ, identify the top mode on the spin-off selection screen.
| Achievement | Requirement | What to distinguish |
|---|---|---|
| Prototype | Defeat Recommendation of Execution | Separate from defeating Writ in the main game |
| Supernatural Phenomena | Defeat Bulgasal | Separate from the main game's Firebird/Major Song |
| An Ending Marks a New Start | Continue through the spin-off's ending | Do not stop playing at the boss defeat |
| Government-Certified Living Weapon | Complete the spin-off on its highest difficulty | Government-Certified Human Weapon mode, separate from the main game's Legend achievement |
What remains in the spin-off walkthrough
Covers aerial actions, progression milestones, 12 specific difficult points, 2 bosses, and 4 achievements. The first boss now includes frontal weak-point attacks after the blackout and the connection after destruction.
The connection order of every small room in every normal stage, and the full placement of all targets in each room, remain incomplete. Scene-by-scene viewing of public gameplay is distinguished from continuous viewing of the entire video; this is not presented as a complete spin-off walkthrough.
Frequently asked questions (FAQ)
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