In January 1997, a woman visits Akira — a freelance occult journalist — with a missing persons problem: her daughter left on a trip with friends and never came back. Akira agrees to look for her. What the woman hands him before leaving suggests this is not a standard missing persons case: a photograph of a run-down European mansion, and what appear to be images of things that should not exist. Two weeks later, Akira and his partner Angela are standing in a remote European village in front of the mansion from the photograph. The game begins there.