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Run 1: The Guest House

From the new-game screen and the walk up from the car to the end of the prologue in the attic.

Run 1 is the full walk, on Normal, with every pickup on the way. This first stretch is a short prologue in the Guest House: a videotape, a flooded basement and an attic. Nothing found here can be fetched later, and of everything carried, only the Antique Coin is still yours once the prologue ends. There is no chapter select, so every file and coin counts for this save file only. Save at the tape recorder on the 2F, and save again after any pickup you care about: dying sends you back to the last save without it.

New game: choose Normal (or Easy) for the full walkQuest step
Location
Guest House · New game – Start a new game and pick Normal. Easy has the same items and enemies in the same places, with weaker enemies, so it works for this walk too. Madhouse only opens after a first clear.
Summary
The difficulty is set when a file starts and can't be changed later. Clearing Normal also counts as an Easy clear for the trophies.
Report an issue
File: Email from MiaCollectibleMissablePoint of no return
Location
Guest House · Opening drive – As soon as you control Ethan by the car, open the inventory, examine the email and read it through to the end. Read it now, before the prologue ends.
Why you can lose it
Read it at once, during the prologue: the Guest House closes for this run when the prologue ends, and the email may not stay in your inventory after that. Missing it means the file trophy waits for a full later run.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
The first of the 32 files of a run. It starts in your inventory, so it's easy to forget.
Report an issue
Reach the Guest House back yardQuest step
Location
Guest House · Back Yard – Follow the dirt path to the front gate: it's locked and the intercom is dead. Go left, down past a parked van, and through the rusted gate with the bloody sign. A man watches from the trees but doesn't attack. Crouch under the small gate hung with animal parts and drop off the ledge behind it.
Summary
The walk from the car to the back of the Guest House. The first trophy pops as the opening drive ends.
Trophies
  • Bronze · PlayStationShe's Alive
  • Achievement · XboxShe's Alive
  • Achievement · SteamShe's Alive
Report an issue
Driver's LicenseKey itemMissablePoint of no return
Location
Guest House · Back Yard – At the foot of the ledge, a woman's handbag lies by a small bonfire near the back porch. Examine it, turn it until you can look inside and take the license. Do it before you step indoors: the back door locks behind you.
Why you can lose it
Take it before going in: the back door shuts behind you, and the Guest House closes for this run when the prologue ends.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
Mia's scorched license, kept as a key item. Taking it is the easiest way to earn A-ha!.
Report an issue
A-ha!Achievement
Location
Guest House · Back Yard – Pops as you lift the license out of the handbag. If it doesn't, examine and rotate any object that hides something later on, such as the orange lock-pick boxes.
Summary
Earned by finding an item while turning an examined object.
Trophies
  • Bronze · PlayStationA-ha!
  • Achievement · XboxA-ha!
  • Achievement · SteamA-ha!
Report an issue
Behind Closed DoorsAchievement
Location
Guest House · Back Corridor – Climb the porch steps and go in by the back door, which slams on its own. Open the door straight ahead, step through, then interact with it again to shut it.
Summary
Earned by closing a door yourself.
Trophies
  • Bronze · PlayStationBehind Closed Doors
  • Achievement · XboxBehind Closed Doors
  • Achievement · SteamBehind Closed Doors
Report an issue
Save Room: Guest House 2FArea
Location
Guest House · Upstairs (2F) – Through the door, the corridor turns past the Kitchen, where one drawer is locked. Take the hallway with the staircase up to the 2F: the recorder is in the room at the top. Reached on foot.
Summary
The only tape recorder of the prologue. The Guest House has no item box.
Report an issue
Videotape: Derelict House FootageCollectible
Location
Guest House · Upstairs (2F) – Go on past the Kitchen and up the hallway staircase to the 2F. The tape sits on a chest of drawers in one corner of the room at the top, close to the tape recorder. Carry it back down, along the hallway and through the white door on the right into the Living Room, and put it in the VHS player on the TV.
Summary
The first of the four videotapes. Watching it shows how to open the way down to the basement.
Report an issue
Lock Pick: Derelict House FootageItemMissablePoint of no return
Location
Guest House · Back Yard (in the tape) – The moment the tape gives you control, take a step or two back and look down: the pick is on the ground by your feet, in the south-east corner of the back yard where the tape begins.
Why you can lose it
It is only there while the tape plays: pick it up at the very start, before following the others inside.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
A Lock Pick that exists only inside the tape. It opens the kitchen drawer that holds the first coin.
Report an issue
Locked Box: Guest House KitchenOtherMissablePoint of no return
Location
Guest House · Kitchen (in the tape) – Follow the others in through the door they break open. In the Kitchen, the blue cabinet stands in the south-west corner, across from the table. Use the Lock Pick on its drawer; inside the tape it only holds a photo.
Why you can lose it
Open it while the tape is still running: the pick can't be used once the tape ends, and the Guest House closes for this run when the prologue ends.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
The locked drawer of the blue cabinet in the Kitchen. Picking it inside the tape leaves it open for Ethan.
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Master of UnlockingAchievement
Location
Guest House · Kitchen (in the tape) – Pops when the pick opens the kitchen drawer. If it doesn't, the Main House's Laundry Room holds the next Lock Pick, with a locked drawer just outside.
Summary
Earned by using a Lock Pick on anything.
Trophies
  • Bronze · PlayStationMaster of Unlocking
  • Achievement · XboxMaster of Unlocking
  • Achievement · SteamMaster of Unlocking
Report an issue
Watch the "Derelict House Footage"Quest step
Location
Guest House · Living Room (in the tape) – Keep with the others as they search the house. In the Living Room a lever inside the fireplace opens a small hidden door; follow through it to the ladder at the far end and climb down. The tape ends soon after.
Summary
Finish the tape. It ends at the hidden way down that Ethan takes next.
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Antique Coin: Guest House KitchenCollectibleMissablePoint of no return
Location
Guest House · Kitchen – Back in control of Ethan in the Living Room, walk to the Kitchen before touching the fireplace. The drawer of the blue cabinet in the south-west corner is open now, with the coin inside.
Why you can lose it
The drawer only opens if it was picked inside the tape, and the Guest House closes for this run when the prologue ends. Missing it means the coin trophy waits for a full later run.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
One of the 18 Antique Coins of a Normal run, and the only thing from the prologue you keep. Spend them at the birdcages in the Trailer.
Report an issue
Pull the fireplace lever and go down the hidden ladderQuest step
Location
Guest House · Living Room – Back in the Living Room, pull the lever inside the fireplace and go through the small door it opens. Climb down the ladder at the far end; it gives way under you. Wade, then swim through the Flooded Passage, and walk on through the basement to a brightly lit cell.
Summary
The way into the basement the tape showed.
Report an issue
File: List of Names (Front)CollectibleMissablePoint of no return
Location
Guest House · Guard's Area (B1) – Before you free anyone, look at the workbench by the cell door: a sheet of paper lies beside the Bolt Cutters. Examine it and read this side.
Why you can lose it
Read it in the basement: the Guest House closes for this run when the prologue ends. Missing it means the file trophy waits for a full later run.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
A sheet of names on the workbench by the cell. Each side counts as its own file.
Report an issue
File: List of Names (Back)CollectibleMissablePoint of no return
Location
Guest House · Guard's Area (B1) – While examining the sheet, flip it over and read the names on the back as well.
Why you can lose it
Read both sides in the basement: the Guest House closes for this run when the prologue ends. Missing it means the file trophy waits for a full later run.
Point of no return
Climbing the ladder at the end of the 3F: the attic fight follows at once, and the prologue ends with it. The Guest House can't be revisited for the rest of the run, and everything carried except Antique Coins is lost.
Summary
The other side of the same sheet, counted as a separate file.
Report an issue
Bolt CuttersKey item
Location
Guest House · Guard's Area (B1) – On the same workbench by the cell door, next to the sheet of names.
Summary
Cuts the chain on the cell, and later the chain on a wardrobe upstairs.
Report an issue
Mia WintersHidden spoiler – activate to revealNPCMinor spoiler
Location
Guest House · Cell (B1) – Inside the cell, lying on the bed. Cut the chain on the cell door with the Bolt Cutters and walk in.
Requires
Summary
Ethan's wife, missing for three years. She is the reason he came.
Report an issue
Free Mia and follow her through the basementHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Guest House · Storage (B1) – Cut the chain on the cell door, help Mia up and follow her through the tight gap behind a shelf to a room with a lamp, where she sits down. Look at the doll on the shelf in the next room; when you go back she is gone and a doorway stands open. The stairs on its left lead up to the 1F.
Requires
Summary
Getting out of the basement together, until she disappears.
Report an issue
Guest House basement fightHidden spoiler – activate to revealBossMinor spoiler
Location
Guest House · Vacant Room (1F) – Upstairs, follow the banging to the basement door. When the struggle starts, press the attack button at each prompt to fight back, then heal with a First Aid Med (two are in the Bathroom down this hall). After a second attack you are thrown into a room with an axe: swing at her until she drops, about five or six hits.
Summary
The first fight of the game, forced on the way out of the basement.
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Zoe Baker (phone)Hidden spoiler – activate to revealNPCMinor spoiler
Location
Guest House · Hallway (1F) – Once the fight ends, the phone in the hallway rings. Answer it: the caller says the way out is the window at the top of the house, through the attic.
Summary
A voice on the phone who wants to help you escape. You only hear her for now.
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FuseKey item
Location
Guest House · Back Corridor – Pick the axe back up, then take the hallway's far door, unlocked now, and carry on to the Kitchen. The chained wardrobe stands in the corridor beside the kitchen door: cut the chain with the Bolt Cutters and take the Fuse.
Summary
Powers the switch that lowers the attic stairs.
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Restore the fuse box and lower the attic stairsHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Guest House · Upstairs (2F) – Fit the Fuse into the Living Room's fuse box. Head up to the 2F save room; Mia ambushes you on the way, so heal at once afterwards. Press the red button on the pole in the save room to drop the attic stairs, and save before you climb.
Requires
Summary
Opens the way up to the 3F.
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M19 Handgun (Guest House)Weapon
Location
Guest House · Store Room A (3F) – At the top of the attic stairs, go along the hallway and into the first room on the right. The handgun lies on the desk under the lamp, with handgun ammo and a First Aid Med. More ammo waits on a table in the room at the end of the hallway and in the small room behind its door.
Summary
Ethan's first gun, with a little ammo. Use it freely: the prologue takes it away when it ends.
Report an issue
Before you climb the attic ladder

The ladder at the end of the 3F starts the last fight of the prologue, and the Guest House closes for this run once it's over. Check that you have: the Driver's License, the Email from Mia read, the Antique Coin from the kitchen drawer (picked open with the tape's Lock Pick), and both sides of the List of Names read. Everything you carry except the coin is taken away when the prologue ends.

Guest House attic fightHidden spoiler – activate to revealBossMinor spoiler
Location
Guest House · Attic (3F) – Climb the ladder at the end of the 3F hallway. When she comes at you with a chainsaw, keep backing off and aim for her head; about ten rounds bring her down. Then walk on, back the way you came in, and the prologue ends.
Summary
The last fight of the prologue. The Guest House is left behind once it's over.
Trophies
  • Bronze · PlayStationWelcome to the Family, Son
  • Achievement · XboxWelcome to the Family, Son
  • Achievement · SteamWelcome to the Family, Son
Report an issue

Run 1: Into the Main House

From the dinner table through the west wing and the Garage to the door of the Main Hall.

You wake up in a new house with empty hands: only the Antique Coin came along. This stretch covers the west wing, from the dinner table to the Main Hall door. Jack prowls the corridors and can't be stopped for now, but he is slow and doesn't open doors, so a closed door buys time. The house stays open until much later, yet everything below is on the way, so take it as you pass.

The Baker family at dinnerHidden spoiler – activate to revealNPCMinor spoiler
Location
Main House · Dining Area – Met in the opening scene of the Main House, when you wake up tied to a chair at the Dining Area table. You get free once it ends.
Summary
Jack, Marguerite and Lucas, with an old woman in a wheelchair: the household of the Main House.
Report an issue
File: Home-improvement Store ReceiptCollectibleMissablePoint of no return
Location
Main House · Dining Area – Once you can move, turn to the wall between the dining table and the kitchen counter, on the way to the fridge. Among the sticky notes on the side of the wooden cabinet, one can be read.
Why you can lose it
Read it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the file trophy waits for a full later run.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a run, pinned up in the Dining Area.
Report an issue
File: Newspaper Article - Missing PeopleCollectibleMissablePoint of no return
Location
Main House · Living Room – Walk into the Living Room beside the Dining Area. The stack of newspapers on the coffee table holds the article. The grandfather clock here has no pendulum, which matters later.
Why you can lose it
Read it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the file trophy waits for a full later run.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a run, in the room next to the dining table.
Report an issue
Hatch KeyKey item
Location
Main House · Main Corridor – Through the Kitchen, the Pantry has a locked hatch in its floor. Leave by the door near the fridge into the long U-shaped corridor and follow it round. Jack stands in the north-east corner with a shovel; the key is on the small white table there. Grab it and lose him, closing doors behind you.
Summary
Opens the hatch in the Pantry floor, the first way out of the west wing.
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Arms in the AirAchievement
Location
Main House · Main Corridor – While Jack is after you in the corridor, hold the block button as he swings and take one hit with your arms up. Any enemy works, so the Garage fight later is another chance.
Requires
Summary
Earned by blocking one enemy attack.
Trophies
  • Bronze · PlayStationArms in the Air
  • Achievement · XboxArms in the Air
  • Achievement · SteamArms in the Air
Report an issue
Open the Pantry hatch and crawl under the houseQuest step
Location
Main House · Pantry – Run back through the Kitchen to the Pantry behind it and unlock the floor hatch with the Hatch Key. Drop down before Jack catches up; he can hurt you badly next to the hatch.
Requires
Summary
Gets you out of Jack's reach and into the first safe room of the house.
Report an issue
Antique Coin: Pantry CrawlspaceCollectibleMissablePoint of no return
Location
Main House · Crawlspace – Under the floor, keep moving along the crawl space. A big red ride-on lawnmower sits on your left; the coin lies on it.
Why you can lose it
Take it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. Missing it means the coin trophy waits for a full later run.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Save Room: Laundry RoomArea
Location
Main House · Laundry Room – The crawl space comes out in the Laundry Room. Reached on foot. Soon after you arrive, the phone rings: answer it to hear that the way out is the ornate door of the Main Hall.
Summary
The first safe room of the Main House, with a tape recorder, an item box and a phone.
Report an issue
Start the crafting trophy now

1st Place at the Science Fair asks you to craft each of the eight Chem Fluid and Strong Chem Fluid recipes at least once in this run. Make each one the first time you have its ingredients, and keep spare Supplements in the item box: they are the scarcest ingredient. The full recipe list comes near the end of the run, at the Salt Mine office.

Lock Pick: Laundry RoomItemMissablePoint of no return
Location
Main House · Laundry Room – On the shelves near the Laundry Room door sits a small orange box. Examine it and turn it until you find the flap: the Lock Pick is inside.
Why you can lose it
Take it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Opens the locked drawer just outside this room. If Master of Unlocking didn't pop in the Guest House tape, using this pick earns it.
Report an issue
Locked Box: Main Corridor DrawerOtherMissablePoint of no return
Location
Main House · Main Corridor – Leave the Laundry Room by its door into the corridor and turn right. The drawer of the small white table in the corner, opposite the way down to the Garage, opens with the Lock Pick.
Why you can lose it
Open it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A locked drawer in the corridor outside the Laundry Room. It holds a First Aid Med.
Report an issue
Deputy David AndersonNPC
Location
Main House · Main Corridor – After the Laundry Room phone call, wait in the corridor by the window near the corner table. He knocks on the glass and talks to you through it.
Summary
A deputy who turns up at a corridor window and hands you a way into the Garage.
Report an issue
Knife (from the deputy)Key item
Location
Main House · Main Corridor – The crawl space ends in the Laundry Room. Answer the phone when it rings, then step out into the corridor. The deputy appears at the window near the corner table and hands the Knife through. If he doesn't show, walk to the end of the hall, open the double door, then come back.
Summary
Ethan's knife for the rest of the run. It cuts tape, breaks boxes and smashes Mr. Everywhere statuettes.
Report an issue
Mr. Everywhere: Laundry RoomCollectibleMissablePoint of no return
Location
Main House · Laundry Room – Step back into the Laundry Room. The bobblehead sits on the shelf under the table with the tape recorder; it can't be broken until you have the Knife. Slash it once.
Why you can lose it
Break it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. The statuette count carries over, so a later run can still make up for it.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statuettes. Breaking one counts as collecting it.
Report an issue
He's Here, There, Everywhere!Achievement
Location
Main House · Laundry Room – Pops as the Laundry Room statuette shatters.
Summary
Earned by breaking the first Mr. Everywhere statuette.
Trophies
  • Bronze · PlayStationHe's Here, There, Everywhere!
  • Achievement · XboxHe's Here, There, Everywhere!
  • Achievement · SteamHe's Here, There, Everywhere!
Report an issue
G17 HandgunWeapon
Location
Main House · Garage – From the deputy's window, the way to the Garage is on the left, down a few steps. Break the wooden box in the corner for ammo, cut the tape over the electric box with the Knife and go in. As soon as the scene ends, pick up the handgun lying on the floor near the deputy.
Summary
The deputy's handgun, and your gun from here on.
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Car KeyKey item
Location
Main House · Garage – Lying on the Garage's east-side workbench. Shoot Jack in the head to stagger him if he blocks the way, then grab the key and run for the car.
Summary
The key to Ethan's car, which is your best weapon in this fight.
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Garage fightBoss
Location
Main House · Garage – Get into the car with the Car Key before Jack does, start it and ram him into the walls again and again. If he takes the car instead, dodge it and shoot his head or the tyres until it breaks down. When he climbs out burning, shoot his head until the car blows up.
Requires
Summary
Jack can't be beaten with guns here; the car does the work.
Report an issue
Ox StatuetteKey item
Location
Main House · Garage – A ladder drops in front of the workbench after the fight. Climb to the walkway above the Garage; the picture frame on the metal shelves has a screw on its back. Unscrew it to take the statuette, then push the shelf aside and drop down on the far side.
Requires
Summary
Unlocks the door from the corridor into the Main Hall.
Report an issue
Mr. Everywhere: Main CorridorCollectibleMissablePoint of no return
Location
Main House · Main Corridor – Head along the corridor to the locked Main Hall door. Past it, at the east end of the hall, a barricaded nook is piled with junk; the bobblehead stands on a table among it. Break it with the Knife.
Why you can lose it
Break it on this visit: the Main House closes for this run once both keycards open the Testing Area gate in the Yard, much later. The statuette count carries over, so a later run can still make up for it.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statuettes.
Report an issue
Open the Main Hall with the Ox StatuetteQuest step
Location
Main House · Main Corridor – Fit the Ox Statuette into the door at the end of the corridor and go through into the Main Hall.
Requires
Summary
The way out of the west wing, into the heart of the house.
Report an issue

Run 1: The Main Hall and the Processing Area

From the Main Hall to the front door: two Dog's Heads in the house, the Study, the Processing Area, the shotgun swap and the Morgue fight for the third head.

The front door of the Main Hall needs three Dog's Heads. Two are in the house; the third is down in the Processing Area, and taking it starts a fight. Every room here stays open until the Testing Area gate much later, but the route takes everything as it passes. A pickup only counts once you save or reach a checkpoint, so use the tape recorders, and read each file: picking it up is not enough.

Mr. Everywhere: Main HallCollectibleMissablePoint of no return
Location
Main House · Main Hall – Just inside the Main Hall, beside the double doors you came in by, it sits on a small half-moon table. Break it with the knife.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Antique Coin: Main HallCollectibleMissablePoint of no return
Location
Main House · Main Hall – Open the top drawer of the chest of drawers to the left of the Main Hall phone, next to the bobblehead's table.
Why you can lose it
The Main Hall coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
File: Newspaper Article - Over 20 MissingCollectibleMissablePoint of no return
Location
Main House · Main Hall – Cross the Main Hall to the grandfather clock. The newspaper lies on the small table of papers against the wall beside it, by the steps up to the alcove with the lit painting.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Clock PendulumKey item
Location
Main House · Main Hall – Examine the grandfather clock on the far side of the Main Hall from the door you came in by, just left of the alcove with the plinth, and take its pendulum.
Summary
The pendulum from the Main Hall clock. It fits the empty clock in the Living Room.
Report an issue
Nice TryAchievement
Location
Main House · Main Hall – Step into the alcove beside the clock, where a lamp throws light on a painting, and use the plinth in front of it. Choose the Clock Pendulum; once the trophy pops, back out and keep the pendulum.
Summary
Put the wrong item on a shadow plinth. The Main Hall plinth is the first chance.
Trophies
  • Bronze · PlayStationNice Try
  • Achievement · XboxNice Try
  • Achievement · SteamNice Try
Report an issue
White Dog's HeadKey item
Location
Main House · Living Room – Go back through the Ox door into the west wing and on to the Living Room by the Dining Area. Hang the pendulum in its grandfather clock, which swaps it for the White Dog's Head; you can set it in the front door now to free a slot.
Summary
The first of the three heads for the Main Hall front door.
Report an issue
Antique Coin: Recreation RoomCollectibleMissablePoint of no return
Location
Main House · Recreation Room – Back in the Main Hall, climb the stairs and follow the 2F hall round to the wooden door of the Recreation Room. Inside, the coin sits on the furniture to the left of the bronze statue, next to a wicker basket, near the door to Grandma's Room.
Why you can lose it
The Recreation Room coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Mr. Everywhere: Recreation RoomCollectibleMissablePoint of no return
Location
Main House · Recreation Room – It hides in the wicker basket right beside the coin.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
File: Jack's MemoCollectibleMissablePoint of no return
Location
Main House · Recreation Room – On the half-moon table under the mounted stag head, just left of the coin.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Jack's JournalCollectibleMissablePoint of no return
Location
Main House · Recreation Room – Go round behind the bar counter by the TV and open the drawer there.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Blue Dog's HeadKey item
Location
Main House · Recreation Room – Past the bar, a heavy orange book lies on the entertainment stand in the corner. Open it to take the Blue Dog's Head, and set it in the front door if you like.
Summary
The second of the three heads for the Main Hall front door.
Report an issue
Playing the "Mia" tape unseen

Inside the Old House, go left through the first door and cross the big room. In the short hall with the large crate, crouch behind it until Marguerite goes into the room on the right, then leave by the door she came from. In the room with the plinth, step out onto the balcony and hide to the right until she has come and gone, then turn the statuette into a spider to open a crawl space. In the room with the hole in the floor, keep the debris in the middle between you and her, then slip into the crawl space under the house on the far side. If she sees you, let her grab you: the restart doesn't count as being spotted, but running off to lose her does.

Videotape: MiaCollectibleMissablePoint of no return
Location
Main House · Recreation Room – The tape lies on the bar counter next to the VHS player. Put it in the player to start it; the tip above covers the walk.
Why you can lose it
Play it before both keycards go into the Testing Area gate, the earliest point the house may close. A later run is the fallback for the tape trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the four videotapes Be Kind, Please Rewind needs played in one run, and the one for Can't Catch Me.
Report an issue
Can't Catch MeHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Main House · Recreation Room – It pops as the tape ends in the crawl space under the house. A grab only restarts the tape from a checkpoint and doesn't spoil it; if you're seen and get away instead, replay the tape at the VHS player.
Why you can lose it
Earn it before both keycards go into the Testing Area gate, the earliest point the house may close; save before playing the tape. Run 2 or 3 is the fallback.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Finish the "Mia" videotape without Marguerite spotting you.
Trophies
  • Bronze · PlayStationCan't Catch Me
  • Achievement · XboxCan't Catch Me
  • Achievement · SteamCan't Catch Me
Report an issue
Antique Coin: 2F BathroomCollectibleMissablePoint of no return
Location
Main House · Bathroom – Leave the Recreation Room and follow the 2F hall to the Bathroom. The coin is in the toilet bowl.
Why you can lose it
The Bathroom coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Wooden StatuetteKey item
Location
Main House · Bathroom – Drain the black water from the bathtub and take the statuette. Jack attacks as you turn to leave: get round him and run to the Main Hall, shutting the doors behind you, or wait in the plinth alcove until he leaves.
Summary
The statuette for the Main Hall plinth. Taking it brings Jack.
Report an issue
Eagle shadow puzzle to the Drawing RoomQuest step
Location
Main House · Main Hall – In the alcove by the grandfather clock, set the Wooden Statuette on the plinth and turn it until its shadow fills the gap in the painting with an eagle. Crawl through the opening into the Drawing Room; Jack won't follow.
Summary
The Main Hall plinth: shape the statuette's shadow into the missing eagle.
Report an issue
Mr. Everywhere: Drawing RoomCollectibleMissablePoint of no return
Location
Main House · Drawing Room – In the Drawing Room, look in the gap of the frame beside the locked Crow door.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Open Your EyesAchievement
Location
Main House · Drawing Room – Take the yellow box of Psychostimulants from the wooden table in the Drawing Room and use it from the inventory. For a short while it marks pickups nearby.
Summary
Use Psychostimulants once. The first dose waits in the Drawing Room.
Trophies
  • Bronze · PlayStationOpen Your Eyes
  • Achievement · XboxOpen Your Eyes
  • Achievement · SteamOpen Your Eyes
Report an issue
Antique Coin: Small WorkshopCollectibleMissablePoint of no return
Location
Main House · Small Workshop – The Drawing Room's only open door leads into the Small Workshop. The coin is in the ashtray on the table.
Why you can lose it
The Small Workshop coin is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Save Room: StudyArea
Location
Main House · Study – From the Small Workshop, go through the black, moldy door; a Molded rises from the goo in the next room. Follow the corridor beyond and turn right, past the stairs down, into the Study.
Summary
A safe room with a tape recorder and an item box, beside the stairs down to the Processing Area.
Report an issue
File: Travis' Memo (Front)CollectibleMissablePoint of no return
Location
Main House · Study – From the Small Workshop, go through the moldy door past the Molded and along the corridor, right into the Study beside the basement stairs. The memo is in the drawer under the record player.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Travis' Memo (Back)CollectibleMissablePoint of no return
Location
Main House · Study – While reading the memo, turn it over to read the back. Each side counts as a file.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Incinerator Room MemoCollectibleMissablePoint of no return
Location
Processing Area · Incinerator Room – From the Study, go down the stairs and bear left; the Incinerator Room is behind the first right-hand door. Deal with the Molded inside, then read the memo on the wall above the sink.
Why you can lose it
This file is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Incinerator puzzleQuest step
Location
Processing Area · Incinerator Room – Open the far-right incinerator and the one with the red handprint, then open the far-left one and step back. A Molded with a spiked arm climbs out; it guards its face with that arm, but a few head shots and knife slashes still put it down.
Summary
Open the right incinerators to unlock the one the memo warns about.
Report an issue
Antique Coin: Tool StorageCollectibleMissablePoint of no return
Location
Processing Area · Tool Storage – Leave the Incinerator Room, head west and pull the corrugated divider aside into Tool Storage. Crouch at the small hole low in the wall beside a leaning pallet, to the left of where the Processing Area Map hangs.
Why you can lose it
The Tool Storage coin is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; spend them at the birdcages in the Trailer.
Report an issue
Scorpion KeyKey item
Location
Processing Area · Meat Storage – Go on into Meat Storage. The key is stuck in the meat on the table; breaking the crates here can drop a Molded from the ceiling.
Summary
Opens the Scorpion doors: the Main Hall shortcut and Grandma's Room upstairs.
Report an issue
Lock Pick: Meat StorageItemMissablePoint of no return
Location
Processing Area · Meat Storage – Look inside the open freezer in Meat Storage.
Why you can lose it
This Lock Pick is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A Lock Pick opens one locked drawer or toolbox, then breaks.
Report an issue
Treasure Photo (Fireplace)Key itemMissablePoint of no return
Location
Processing Area · Meat Storage – On the metal shelves near the pots and pans in Meat Storage, by a locked door. Look at it once in the inventory.
Why you can lose it
The photo is lost with the Processing Area. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A photo of the Drawing Room fireplace that reveals hidden Steroids there.
Report an issue
Mr. Everywhere: Back PassagewayCollectibleMissablePoint of no return
Location
Processing Area · Back Passageway – From Meat Storage, take the stairs down to the Back Passageway, a dead end at a locked Snake door. The bobblehead stands on the floor by the white tubs.
Why you can lose it
The house closes once both keycards go into the Testing Area gate, so break it now. A missed one can still be broken on run 2 or 3, as the count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere bobbleheads; break it with the knife or a shot. The count carries over between runs.
Report an issue
Locked boxes in the house

The Meat Storage Lock Pick is the only one in this stretch. The route spends it on the Small Workshop toolbox below. The locked tool chest at the end of the 2F balcony and the locked drawer in the Study need picks found later in the house.

Locked Box: Small Workshop ToolboxOtherMissablePoint of no return
Location
Main House · Small Workshop – Climb back to the Study and go through the corridor and the moldy room into the Small Workshop. Open the orange toolbox on the table with the Meat Storage Lock Pick.
Why you can lose it
The toolbox is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
An orange toolbox with shotgun shells inside.
Report an issue
Steroids: Drawing Room FireplaceUpgradeMissablePoint of no return
Location
Main House · Drawing Room – Step into the Drawing Room next door with the Treasure Photo seen. Press the loose stone at the upper right of the fireplace and take the Steroids from behind it.
Why you can lose it
These Steroids are lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Steroids raise Ethan's maximum health for good.
Report an issue
File: Memo About ReliefCollectibleMissablePoint of no return
Location
Main House · Grandma's Room – From the Drawing Room, go back through the Small Workshop and the moldy room to the corridor, then follow it to the Scorpion door and unlock it into the Main Hall (if you skipped the rows above, climb up from the Back Passageway to the Study and take the same corridor). Go up to the Recreation Room and unlock the Scorpion door into Grandma's Room; the memo lies on the dresser right of the door.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
File: Doctor's LetterCollectibleMissablePoint of no return
Location
Main House · Grandma's Room – Open the small drawer to the left of the door in Grandma's Room.
Why you can lose it
This file is lost with the house. The house and the Processing Area close once both keycards go into the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 32 files; reading every one in a single run earns The Devil Is in the Details.
Report an issue
Swap a shotgun for the M37 on the statueQuest step
Location
Main House · Display Room – Go down to the Main Hall and into the Display Room, where a statue holds a shotgun. Take it and put the Broken Shotgun in its place, or a gate drops and shuts you in. The attic's Model Shotgun can win the Broken Shotgun back later.
Summary
Trade the Broken Shotgun for the working M37 in the Display Room.
Report an issue
Before you take the Red Dog's Head

Taking the head starts the Morgue fight, and its trophy, Duck If You Love Life, can only be earned during it. Save at the Study first and come in with the shotgun and healing. If the trophy doesn't pop, reload that save and fight again.

Red Dog's HeadKey item
Location
Processing Area · Morgue Entry – From the Main Hall, go back through the Scorpion door and down the Study stairs, then on to the Boiler Room; Molded wait in the Washroom before it and in the Boiler Room itself. Unlock the Boiler Room's far door with the Dissection Room Key and go down to the Morgue Entry, where the head hangs among the body bags: knock the hanging body to bring it within reach.
Summary
The last of the three heads for the front door. Taking it starts the Morgue fight.
Report an issue
Morgue fightBoss
Location
Processing Area · Morgue – Shoot Jack in the head and swing the hanging bodies into him. After two knockdowns he drops his weapon for a pair of huge shears: take the Chainsaw from behind the broken fence and fight back, blocking his blows. When he wrecks the central pillar he is close to done; afterwards the Chainsaw cuts open the exit and breaks.
Summary
Jack's second fight, in the Morgue. The exit is fenced off until the end.
Report an issue
Duck If You Love LifeAchievementMissablePoint of no return
Location
Processing Area · Morgue – Once Jack has the shears, wait for the attack where he rushes in and brings them down from above, and crouch just before it lands. His other attacks still hit a crouching player.
Why you can lose it
Only the Morgue fight gives this chance in a run; save at the Study before taking the Red Dog's Head. Run 2 or 3 is the fallback.
Point of no return
The Morgue fight ends: Jack goes down and the Chainsaw cuts open the way out.
Summary
Crouch under Jack's scissor attack in the Morgue fight.
Trophies
  • Silver · PlayStationDuck If You Love Life
  • Achievement · XboxDuck If You Love Life
  • Achievement · SteamDuck If You Love Life
Report an issue
Three dog heads: open the front door to the YardQuest step
Location
Main House · Main Hall – Make your way back up to the Main Hall. Set the remaining Dog's Heads in the front door, open it and step out into the Yard.
Summary
With all three heads in place, the front door opens onto the Yard. The house stays open behind you.
Trophies
  • Bronze · PlayStationYou Ain't Gettin' Away
  • Achievement · XboxYou Ain't Gettin' Away
  • Achievement · SteamYou Ain't Gettin' Away
Report an issue

Run 1: The Yard and the Old House

From the Yard and Zoe's Trailer through the Old House and the Greenhouse to the D-Series Arm upstairs.

The Yard is quiet, and Zoe's Trailer is a save room with an item box and the coin cages. The Old House past it is where several one-time trophies sit: earn Slash Slash, Slashity Slash!, Back Off, Mrs. B! and Less is More while the Old House is being searched, and Fly Swatter in the Greenhouse fight, with a manual save before each attempt. Nothing in the Yard, the Old House or the Greenhouse can be reached again once both keycards open the Testing Area gate later on, so this walk takes everything on the way.

Lock Pick: Yard PorchItemMissablePoint of no return
Location
Yard · Courtyard – Step out of the Main Hall door you opened with the three Dog's Heads and go down the porch steps. The pick sits in a small pot on the steps; a pot on the far side holds a herb.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A Lock Pick opens one locked drawer or toolbox and breaks. Two locked boxes wait in this section.
Report an issue
Antique Coin: Yard Plant PotCollectibleMissablePoint of no return
Location
Yard · Courtyard – Step out of the Main Hall door onto the porch, go down and turn right through the bushes beside the steps. The coin lies on a stone plant pot tucked behind the porch steps on that side.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run; the Trailer's cages take them.
Report an issue
Repair Kit: Under the PorchItemMissablePoint of no return
Location
Yard · Courtyard – From the coin, walk along the front of the porch to the space between its two flights of steps. Pull away the metal sheet below the porch, squeeze into the crawl space and break the box inside.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of two Repair Kits; it mends the Broken Handgun from the Trailer or the Broken Shotgun.
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Mr. Everywhere: Trailer StepsCollectibleMissablePoint of no return
Location
Yard · Courtyard – Cross the Yard to the white trailer at the back. Crouch at its entrance steps: the statue hides under the second-to-last step.
Why you can lose it
The Yard closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues; break it with the knife or a shot.
Report an issue
Save Room: TrailerArea
Location
Yard · Trailer – Climb the steps into the trailer; it is a save room as soon as you walk in. The tape recorder and the item box are on its west side.
Summary
Zoe's trailer: a tape recorder, an item box, a VHS player and the three coin cages.
Report an issue
Antique Coin: Trailer TableCollectibleMissablePoint of no return
Location
Yard · Trailer – Inside the trailer, go to the seating area on the east side. The coin is on the table, next to the cage that costs nine coins.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run.
Report an issue
File: Zoe's Investigation NotesCollectibleMissablePoint of no return
Location
Yard · Trailer – In the trailer, the notes are pinned to the board on the right of the fridge.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
Report an issue
Broken HandgunWeaponMissablePoint of no return
Location
Yard · Trailer – On the bed in the trailer. Combine it with the porch Repair Kit if you want the handgun now; the second Repair Kit comes later in the Testing Area.
Why you can lose it
The Trailer closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A broken M19 handgun; a Repair Kit turns it into a working gun.
Report an issue
Coin Cage: Trailer, SteroidsOther
Location
Yard · Trailer – Two cages sit on the bench opposite the trailer door; the Steroids one takes three coins. Coins put in a cage stay there, and the same cages turn up later in the Swamp's Mine Office, so any cage can be finished on a later visit.
Summary
Three Antique Coins open this cage for Steroids, which raise Ethan's maximum health.
Report an issue
Coin Cage: Trailer, StabilizerOther
Location
Yard · Trailer – The second cage on the bench opposite the door. With the nine coins a full walk holds by now, open this one and the Steroids cage, or the 44 MAG cage alone; the cages keep paid coins, so finish the rest later here or at the Mine Office.
Summary
The other cage on the bench holds a Stabilizer, a permanent weapon upgrade.
Report an issue
Coin Cage: Trailer, 44 MAGOther
Location
Yard · Trailer – The cage on the table in the east seating area, beside where the trailer coin lay. The 18 coins of a Normal run pay for all three cages.
Summary
Nine Antique Coins open this cage for the 44 MAG, a heavy revolver.
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Zoe's call: search the Old House for the serumQuest step
Location
Yard · Trailer – The trailer phone rings while you are inside or as you head for the door; answer it. Then follow the path north-east across the Yard, past the dolls, to the Old House gate.
Summary
Zoe phones the trailer and sends Ethan to the Old House to look for the serum.
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Burner GripKey item
Location
Old House · Back Porch – Inside the Old House, turn left (the right side is thick with insects) and go through the Guest Room to the hall, where the Old House Map lies. Cross the Gallery with the projector and step out onto the Back Porch: the grip is in the trash bin facing the Gallery doors.
Summary
Half of the Burner, a flamethrower that clears the insect nests blocking the Old House.
Report an issue
Save Room: Old ShackArea
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the shack at the end of the walkway. It is a save room as soon as you enter; the tape recorder is on the desk opposite the door.
Requires
Summary
The Old House save room, with a tape recorder and an item box.
Report an issue
Backpack: Old ShackUpgradeMissablePoint of no return
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the Old Shack. The Backpack is on the desk beside the tape recorder.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit; don't count on a spare turning up later.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
The first of three Backpacks; each adds inventory slots.
Report an issue
In the BagAchievement
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the Old Shack and take the Backpack lying on the desk by the tape recorder; the trophy pops as it is picked up.
Requires
Summary
Trophy for picking up a Backpack.
Trophies
  • Bronze · PlayStationIn the Bag
  • Achievement · XboxIn the Bag
  • Achievement · SteamIn the Bag
Report an issue
Mr. Everywhere: Old ShackCollectibleMissablePoint of no return
Location
Old House · Old Shack – In the Old Shack, look at the shelf on the wall in the corner by the item box: the statue stands next to a picture frame.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Locked Box: Old House Dining RoomOtherMissablePoint of no return
Location
Old House · Dining Room – Go back through the Gallery to the hall and on to the Dining Room. Use a Lock Pick on the drawer by the sink; the Yard pick works, and another lies on the walkway just ahead.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A locked drawer holding a First Aid Med.
Report an issue
Lock Pick: Old House WalkwayItemMissablePoint of no return
Location
Old House · Walkway – Leave the Dining Room by its outside door onto the walkway toward the Water Station. Go to the right-hand end of the deck: the pick is inside the orange metal case on the trolley.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A second Lock Pick; the locked drawer in the Greenhouse needs one.
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Things Got PersonalAchievement
Location
Old House · Walkway – On the walkway toward the Water Station (out of the Dining Room's outside door, if you skipped the row above), large flying insects rest on the walls. Walk up to one with the knife and swing: one hit kills it, but the small swarms don't count.
Summary
Trophy for finishing an enemy with the knife.
Trophies
  • Bronze · PlayStationThings Got Personal
  • Achievement · XboxThings Got Personal
  • Achievement · SteamThings Got Personal
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Burner NozzleKey item
Location
Old House · Water Station – Follow the walkway across the water to the small shed, the Water Station. The nozzle is on the table opposite the door; combine it with the Burner Grip from the inventory.
Requires
Summary
The second Burner part; combine it with the Grip to build the Burner.
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Antique Coin: Cellar StairsCollectibleMissablePoint of no return
Location
Old House · Cellar Stairs – Back in the Dining Room, take the door into the Living Room and burn its round insect nests with the Burner. Crawl through the opening at the fireplace and follow the passage down: the coin is on the white trolley just before the Cellar door.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run.
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Mr. Everywhere: Cellar StairsCollectibleMissablePoint of no return
Location
Old House · Cellar Stairs – From the coin, turn round. The statue stands beside the wooden pallet against the wall of the stairway.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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Stone StatuetteHidden spoiler – activate to revealKey itemMinor spoiler
Location
Old House · Cellar – Go through the door into the Cellar; a scene plays. The statuette is on the workbench, and once it is taken Marguerite starts hunting Ethan through the Old House.
Summary
The figure for the shadow puzzle in the Gallery. Taking it sets Marguerite loose in the house.
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Three trophies while Marguerite roams

Marguerite now stalks the Old House. Slash Slash, Slashity Slash!, Back Off, Mrs. B! and Less is More are easiest now, and Back Off, Mrs. B! only counts while she roams, so earn it before the Crow door. Save at the Old Shack before fighting her; reloading that save afterwards gives the ammo back, but anything picked up since the save must be taken again.

Slash Slash, Slashity Slash!Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Old House · Living Room – On the way back out from the Cellar, Marguerite shuts a door ahead and covers it with insects. Equip the knife, stay just out of their reach and slash until the door is bare, crouching for the low ones. The Dining Room cabinet's bugs count too, and a Greenhouse door is the last chance.
Why you can lose it
Bug-covered doors are only met in the Old House and the Greenhouse; the last sure one is the Greenhouse door before that fight. Runs 2 and 3 replay the house if it is missed.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for knifing every insect off a bug-covered door.
Trophies
  • Bronze · PlayStationSlash Slash, Slashity Slash!
  • Achievement · XboxSlash Slash, Slashity Slash!
  • Achievement · SteamSlash Slash, Slashity Slash!
Report an issue
Back Off, Mrs. B!Hidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Old House · Dining Room – Save at the Old Shack, then find her around the Dining Room. Burn her insect swarms with the Burner and put shotgun or handgun shots into her head; when she has taken enough she shoves Ethan to the floor and flees, and the trophy pops.
Why you can lose it
Only possible while Marguerite roams the Old House; the chance is gone by the Greenhouse fight, so earn it before the Crow door. Runs 2 and 3 give another chance.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for hurting Marguerite until she knocks Ethan down and runs, during her Old House roaming.
Trophies
  • Silver · PlayStationBack Off, Mrs. B!
  • Achievement · XboxBack Off, Mrs. B!
  • Achievement · SteamBack Off, Mrs. B!
Report an issue
Less is MoreHidden spoiler – activate to revealAchievementMinor spoiler
Location
Old House · Dining Room – In the same fight, fire the shotgun into one of her insect swarms: one blast kills several. Two big flies together work as well, and later the Grenade Launcher can take out a pair of Molded.
Summary
Trophy for killing two or more enemies with a single shot.
Trophies
  • Silver · PlayStationLess is More
  • Achievement · XboxLess is More
  • Achievement · SteamLess is More
Report an issue
Spider shadow puzzleQuest step
Location
Old House · Gallery – Go to the Gallery (waiting in the Old Shack until Marguerite leaves it helps). Put the Stone Statuette on the plinth in the projector light and turn it until its shadow on the painting is a spider; a passage opens to the far side of the Dilapidated Room.
Summary
The Gallery's shadow plinth opens a hidden passage when the Stone Statuette casts a spider.
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File: Marguerite's WarningCollectibleMissablePoint of no return
Location
Old House · Dilapidated Room – Through the passage, you come out across the broken floor of the Dilapidated Room. The note is pinned by the Crow door on the west wall, the one that leads upstairs; read it now, before the key.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a Normal run.
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Mr. Everywhere: Crank CrawlspaceCollectibleMissablePoint of no return
Location
Old House · Dilapidated Room – Drop into the crawl space through the hole in the floor of this side of the room. The statue is on a metal shelf unit on the left as you crawl in.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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CrankKey item
Location
Old House · Dilapidated Room – Keep crawling to the far end of the crawl space and take the Crank from the floor. Climb out and fit it to the mechanism beside the gap in the floor: a bridge slides across toward the Entrance.
Summary
A handle for the bridge mechanisms here; it is needed again at the Boat House.
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Crow KeyKey item
Location
Old House · Outhouse – Head back through the Dining Room to the walkway by the Water Station, burning any nest in the way. Fit the Crank to the northern drawbridge, cross to the outhouse and open the white chest.
Requires
Summary
Opens the Crow doors: the stairs up to the Altar here and the Supplies room in the Main House.
Report an issue
Antique Coin: OuthouseCollectibleMissablePoint of no return
Location
Old House · Outhouse – In the outhouse, the coin sits on the toilet's cistern lid, just right of the chest.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 18 Antique Coins of a Normal run.
Report an issue
Before the Crow door

Walking up to the Crow door starts a fight. Earn Back Off, Mrs. B! and Less is More before you go, as Back Off only counts while she roams the house; Slash Slash, Slashity Slash! still has a Greenhouse door if the house's doors were missed.

Pit fight at the Crow doorHidden spoiler – activate to revealBossMinor spoiler
Location
Old House · Dilapidated Room – Walk back through the Dining Room and the hall to the Entrance, then cross the Crank bridge to the Crow door on the west side of the Dilapidated Room; a scene starts the fight. Burn her swarm first, then shoot her in the head with the handgun or shotgun until she drops, climb the ladder and unlock the Crow door.
Requires
Summary
Marguerite drags Ethan into a pit at the foot of the Altar stairs and fights him there.
Report an issue
File: Serum DocumentationCollectibleMissablePoint of no return
Location
Old House · Altar – Through the Crow door and up the stairs, the Altar is straight ahead. Open the big case on the table facing the door; the document is in its lid.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a Normal run.
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Read the serum file and take Zoe's callQuest step
Location
Old House · Altar – Answer the phone at the Altar. Then look at the door upstairs with the scale on it: it needs a counterweight, the Lantern, which comes from the Greenhouse.
Summary
Opening the case at the Altar brings a call from Zoe on the Altar phone.
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File: Marguerite's NotebookCollectibleMissablePoint of no return
Location
Old House · Piano Room – From the Altar, take the room to the north. The notebook lies on the table beside the piano.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files of a Normal run.
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Mr. Everywhere: AltarCollectibleMissablePoint of no return
Location
Old House · Altar – Go to the room with the scale on its door, lit from the hall. The statue is on the chest of drawers by a candelabra, facing the scale.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A statue missed here can still be broken on a later run, since the statue count carries over.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Antique Coin: Altar DrawersCollectibleMissablePoint of no return
Location
Old House · Altar – In the same room, open the small chest of drawers in the corner at the end: the coin is inside.
Why you can lose it
The Old House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 18 Antique Coins of a Normal run.
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Follow the tunnel to the Greenhouse and open the Yard gateQuest step
Location
Greenhouse · Old Yard – Go back down to the pit at the foot of the Altar stairs, climb down the ladder and follow the tunnel until it comes up outside by the Greenhouse. Turn round and unlock the gate to the Yard: it is a short way back to the Trailer.
Summary
The pit Marguerite fell into leads under the house to the Greenhouse, where the Lantern is.
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Treasure Photo (Toilet)Key itemMissablePoint of no return
Location
Greenhouse · Old Yard – At the foot of the outside stairs up to the Greenhouse's upper floor, the photo is tucked into the arch under the stairs. Keep it until you next check the Trailer toilet.
Why you can lose it
The Greenhouse closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A photo of a toilet that points to hidden ammo in the Trailer; it only has to be carried once.
Report an issue
Locked Box: Greenhouse Potting RoomOtherMissablePoint of no return
Location
Greenhouse · Potting Room – Climb the outside stairs into the Greenhouse's upper floor. Use a Lock Pick on the white desk drawer before you drop through the broken floor.
Why you can lose it
The Greenhouse closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A locked drawer holding Flame Rounds.
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Before the Greenhouse fight

The fight starts on the stairs after you drop through the broken floor, and it decides two trophies. Fly Swatter can only be earned in it, and Back Off, Mrs. B! is lost by now if it was not earned. Save at the Trailer through the new Yard gate before you go up. If Slash Slash, Slashity Slash! is still missing, clear the bug-covered door in the downstairs hallway first.

Fly SwatterHidden spoiler – activate to revealAchievementMissablePoint of no returnMinor spoiler
Location
Greenhouse · Greenhouse – During the fight she climbs a wall or the ceiling, stops to stare, then leaps at Ethan. Fire the shotgun the moment she jumps; she only climbs two or three times, so reload the save if she dies before the trophy pops.
Why you can lose it
Only possible in the Greenhouse fight. Save before it and reload if she dies first; runs 2 and 3 replay the fight.
Point of no return
Marguerite falls at the end of the Greenhouse fight.
Summary
Trophy for shooting Marguerite out of a leap in the Greenhouse fight.
Trophies
  • Silver · PlayStationFly Swatter
  • Achievement · XboxFly Swatter
  • Achievement · SteamFly Swatter
Report an issue
Greenhouse fightHidden spoiler – activate to revealBossMinor spoiler
Location
Greenhouse · Greenhouse – Drop through the hole in the upper floor, then head for the stairs: she bursts in through the window. Aim for her belly with the shotgun, or burn her with the Burner, as fuel lies all over the building, and keep moving when she hides in the walls.
Summary
The boss fight with Marguerite, across both floors of the Greenhouse.
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LanternKey item
Location
Greenhouse · Greenhouse – Pick it up in the Greenhouse where the fight ends, then leave by the gate in the south-east corner and take the manhole back down to the Old House pit.
Summary
The counterweight for the scale door upstairs in the Old House.
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D-Series ArmKey item
Location
Old House · Hidden Room – Climb back to the Altar, hang the Lantern on the scale door and walk through the Kid's Room and the Contaminated Room to the Detention Room at the end of the hall. Crouch and push the wall behind the bed to reach the hidden room and the arm. Molded attack on the way back, and the Altar phone rings.
Requires
Summary
The first of the two parts Zoe needs for the serum.
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Run 1: Back to the Main House

The Trailer call, a second sweep of the Main House for two keycards, the attic and the Yard's last puzzle, ending at the Testing Area gate.

With the D-Series Arm in hand, head back to the Trailer. From there the Snake Key opens the last locked rooms of the Main House: the Master Bedroom with its Storage, the Kid's Room and the attic above it. Two keycards open the gate in the Yard. That gate is the big point of no return of this run: once both cards go in, the Main House, the Processing Area, the Yard, the Old House and the Greenhouse are behind you, so use this stretch to finish anything left from earlier. A warning before the gate lists all of it.

Trailer call: back to the Dissection RoomQuest step
Location
Yard · Trailer – From the Old House, return to the Yard and step into the Trailer. The phone rings: answer it, and the call points you to the Dissection Room in the Main House basement.
Requires
Summary
Answer the Trailer phone after you take the D-Series Arm. The call sends you back to the Processing Area.
Trophies
  • Bronze · PlayStationThe Grave Will Out the Truth
  • Achievement · XboxThe Grave Will Out the Truth
  • Achievement · SteamThe Grave Will Out the Truth
Report an issue
File: Trailer Fridge MemoHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Yard · Trailer – Still in the Trailer, open the fridge and read the note inside.
Why you can lose it
The Trailer closes at the Testing Area gate, so read it before you use the keycards. A later run is the fallback for the file trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files. In game it's called "Memo on Deputy's Head", and it only appears after the Trailer call.
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Treasure: Trailer ToiletItemMissablePoint of no return
Location
Yard · Trailer – With the toilet Treasure Photo picked up earlier, check the Trailer's toilet. The ammo appears there only once the photo has been in your inventory.
Why you can lose it
The Trailer closes at the Testing Area gate, so check the toilet before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
The prize of the toilet Treasure Photo from the Greenhouse side: 44 MAG ammo.
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Open the Supplies room with the Crow KeyQuest stepMissablePoint of no return
Location
Main House · Drawing Room – Cross the Yard to the Main House front door. In the Main Hall, crawl through the eagle shadow puzzle's alcove into the Drawing Room. Its crow door, the way into the Supplies room, opens with the Crow Key.
Why you can lose it
The Main House closes for this run once both keycards open the Testing Area gate in the Yard, so open it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
The Crow Key also opens a store room in the Main House, the home of the Grenade Launcher.
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Grenade LauncherWeaponMissablePoint of no return
Location
Main House · Supplies – In the Supplies room, the launcher lies on the white tarpaulin facing the door; Flame Rounds are on the shelf. Then go on through the Drawing Room, the Small Workshop and the moldy room to the corridor and the Study.
Why you can lose it
The Main House closes for this run once both keycards open the Testing Area gate in the Yard, so take it on this visit; don't count on finding it again later.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A heavy launcher that fills two inventory slots; its rounds are scarce but hit hard.
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Snake KeyKey item
Location
Processing Area · Dissection Room – Cross the Yard into the Main House and go to the Study (on from the Supplies room, or through the Scorpion door off the Main Hall), then take its stairs down into the Processing Area and go back through the Morgue to the Dissection Room. A four-legged Molded jumps out on the way. Reach into the body on the gurney for the key, then use the Snake door at the Morgue Entry and climb the Back Passageway stairs up to Meat Storage; the Processing Area corridors lead from there back to the Study stairs and the house.
Summary
Opens the three Snake doors: the Master Bedroom, the Kid's Room and the Morgue Entry door to the Back Passageway.
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File: Clock MemoCollectibleMissablePoint of no return
Location
Main House · Master Bedroom – Climb to the 2F and open the Master Bedroom, above the Main Hall, with the Snake Key. Four-legged Molded come at you in the hall first. The memo is beside the bed, on the bedside table with the small clock.
Why you can lose it
The Main House closes at the Testing Area gate, so read it before you use the keycards. A later run is the fallback for the file trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
One of the 32 files. It holds the hint for the bedside clock.
Report an issue
Lock Pick: Master BedroomItemMissablePoint of no return
Location
Main House · Master Bedroom – In the small tin on the white dresser in the same bedroom.
Why you can lose it
Every locked box it can open is in the area that closes at the Testing Area gate, so take it and spend it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the six Lock Picks for the house's six locked boxes; each pick breaks after one use.
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Backpack: Main House StorageUpgradeMissablePoint of no return
Location
Main House · Storage – Go through the door into the Storage room behind the Master Bedroom. The Backpack sits on top of the luggage rack facing the door.
Why you can lose it
The Main House closes at the Testing Area gate, so take it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A second Backpack: more inventory space.
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Treasure Photo (Dummy Head)Key itemMissablePoint of no return
Location
Main House · Storage – In the same Storage room, on the stool in the corner. Pick it up: the prize only appears once the photo has been in your inventory.
Why you can lose it
It can't be reached once the Main House closes at the Testing Area gate, so take it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A photo of a dummy head wearing a cap. Its prize, a Repair Kit, waits in the Testing Area.
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Set the bedside clock to 10:15Quest step
Location
Main House · Master Bedroom – Back in the Master Bedroom, turn the small bedside clock to 10:15, the time every grandfather clock in the house shows. The bed slides aside to show a staircase.
Summary
The Master Bedroom's bed hides stairs down to the Processing Area Workshop.
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Keycard (Red)Key item
Location
Processing Area · Workshop – Take the hidden stairs down into the Workshop. The card lies on the middle workbench. Leave by the Workshop door into the Processing Area corridors and run for the stairs back up to the house; Molded drop in along the way.
Summary
One of the two cards for the Testing Area gate in the Yard.
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File: Lucas' JournalCollectibleMissablePoint of no return
Location
Main House · Kid's Room – On the 2F, take the door across from the Master Bedroom and follow the hall to the Kid's Room, which the Snake Key opens. The journal is on the desk by the bed, next to the row of trophies.
Why you can lose it
The Main House closes at the Testing Area gate, so read it before you use the keycards. A later run is the fallback for the file trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files. It says the attic switch is hidden in one of the trophies.
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File: Torn Page from JournalCollectibleMissablePoint of no return
Location
Main House · Kid's Room – On the white dresser near the attic ladder's hatch, in the same room.
Why you can lose it
The Main House closes at the Testing Area gate, so read it before you use the keycards. A later run is the fallback for the file trophy.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 32 files. It narrows the trophy hint down to the lamp.
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Lock Pick: Kid's RoomItemMissablePoint of no return
Location
Main House · Kid's Room – Standing at the attic hatch, turn left: the pick is in a small bronze urn on a shelf.
Why you can lose it
Every locked box it can open is in the area that closes at the Testing Area gate, so take it and spend it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the six Lock Picks for the house's six locked boxes.
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Lamp button: lower the attic ladderQuest step
Location
Main House · Kid's Room – Find the trophy-style lamp on a table in the Kid's Room, look inside it and press the button on its underside. The attic ladder comes down.
Summary
The switch for the attic ladder is hidden in a lamp shaped like a trophy.
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Mr. Everywhere: Attic LadderCollectibleMissablePoint of no return
Location
Main House · Attic – Climb the ladder and, as your head clears the hatch, turn round: the statue sits on the ledge beside the opening. Shoot it.
Why you can lose it
Left behind when the Main House closes at the Testing Area gate. The statue count carries over between runs, so a later run can still break it.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
Report an issue
Videotape: Happy BirthdayCollectibleMissablePoint of no return
Location
Main House · Attic – In the attic, open the cupboard right in front of the ladder. Take the tape now and play it later, after a save (see the trophy row below).
Why you can lose it
The attic closes with the Main House once both keycards open the Testing Area gate, so take the tape now. A later run is the fallback for Be Kind, Please Rewind.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the four videotapes, and the one Out Before Dessert is about. Watching it also shows the trick to the Testing Area's puzzle room.
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Toy AxeKey itemMissablePoint of no return
Location
Main House · Attic – Go round the corner from the cupboard to the metal shelves in the far corner of the attic. The Toy Axe is on them.
Why you can lose it
Its puzzle is in the Yard, which closes at the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A toy whose shadow makes a 7. Its only use is the optional shadow puzzle in the Yard.
Report an issue
Model ShotgunKey itemMissablePoint of no return
Location
Main House · Attic – On the same metal shelves as the Toy Axe.
Why you can lose it
The Display Room statue is in the Main House, which closes at the Testing Area gate, so take it now.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A wooden copy of a shotgun. Placed on the Display Room statue, it lets you take the gun held there.
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Executioner shadow puzzleQuest step
Location
Main House · Attic – Head to the shadow plinth at the far end of the attic. Turn the figure on it until its shadow matches the executioner raising his axe in the painting.
Summary
The attic's shadow plinth, set beside a painting of an execution. It needs no item.
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Locked Box: 2F VerandaOtherMissablePoint of no return
Location
Main House · Veranda – Back down the attic ladder, cross the 2F to the hall that runs along the outer balcony, the one looking out over the Yard. At its far end, past a breakable box, open the orange tool chest with a Lock Pick.
Why you can lose it
The Main House closes at the Testing Area gate, so open it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
An orange tool chest that a Lock Pick opens. It holds Shotgun Shells.
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Locked Box: Study DrawerOtherMissablePoint of no return
Location
Main House · Study – Go down the Main Hall stairs (answer the phone if it rings), through the Scorpion door and along the corridor to the Study, the save room by the basement stairs. Open its locked drawer with a Lock Pick.
Why you can lose it
The Main House closes at the Testing Area gate, so open it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A locked drawer in the Study save room that a Lock Pick opens; it holds a small supply.
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Swap the Model Shotgun for the Broken ShotgunQuest stepMissablePoint of no return
Location
Main House · Display Room – Back in the Main Hall, answer the phone when it rings; the call sends you to the gate beside the Trailer. Then step into the Display Room off the Main Hall, place the Model Shotgun on the statue and take the Broken Shotgun back. The door stays open.
Why you can lose it
The Main House closes at the Testing Area gate, so make the swap before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Puts the Model Shotgun on the statue in place of the Broken Shotgun you left there for the M37, so you end up with both shotguns.
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M21 ShotgunWeapon
Location
Main House · Display Room – In your inventory, combine the Broken Shotgun with a Repair Kit: the one from under the Main House porch, or the Testing Area one later if the porch kit went on the handgun.
Summary
A break-action shotgun that holds two shells but hits harder per shell than the M37. It makes the Barn fight ahead much easier.
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Out Before Dessert: the quick way through the tape

The clock runs from the moment you take control until the candle is on the cake; cut-scenes don't count. Turn round and take the candle from the clown dummy, carry it into the cake room and wait for Lucas to stop talking. Open the cabinet lock in that room (left to right: a hanged figure, a bird on a grave, a baby) and take the Straw Doll, then pull the Winding Key out of the keg. At the stove in the kitchen, burn the doll to get the Dummy Finger and relight the candle. Burn the rope off the door by the monitors, pick up the yellow balloon in the Balloon Room, and fill it at the broken gas pipe near the stove until it pops and drops a Quill Pen. At the clown, fit the finger, then the pen, then wind it with the key, and read the word it writes: LOSER. Enter it on the locked door in the Balloon Room, fit the Valve Handle from inside onto the pipe by the cake room door to stop the water, relight the candle at the stove and set it on the cake. If the lock's symbols look different, the telescope in the toilet behind the clown shows the order on the monitors once you rinse it under the cake room's water.

Out Before DessertAchievementMissablePoint of no return
Location
Yard · Trailer – From the Main Hall (answer the phone there if it hasn't rung yet), go out the front door to the Trailer. Save at its tape recorder, then play the tape on the VHS player there and follow the tip above. If you run over five minutes, load that save and try again rather than replaying the tape.
Why you can lose it
Play it before you use the keycards. The Testing Area's office may have a player too, but don't count on it; a later run is the fallback.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Finish the "Happy Birthday" videotape in under five minutes. It also counts toward Be Kind, Please Rewind.
Trophies
  • Silver · PlayStationOut Before Dessert
  • Achievement · XboxOut Before Dessert
  • Achievement · SteamOut Before Dessert
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"7" shadow puzzle with the Toy AxeQuest stepMissablePoint of no return
Location
Yard · Courtyard – Walk to the keycard gate beside the Trailer and, facing it, turn left into the patch of bushes; push through past a post with an electrical box. Set the Toy Axe on the plinth and turn it until its shadow is a 7.
Why you can lose it
The Yard closes at the Testing Area gate, so solve it before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Requires
Summary
A hidden shadow plinth in the Yard. The wall beside it reads 1, 3, 5, blank, 9, and the Toy Axe's shadow fills the gap.
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Stabilizer: Yard ChestUpgradeMissablePoint of no return
Location
Yard · Courtyard – The silver chest next to the plinth opens when the 7 is right. The Stabilizer is inside.
Why you can lose it
The Yard closes at the Testing Area gate, so open the chest before you use the keycards.
Point of no return
Both keycards go into the Testing Area gate in the Yard. The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the two Stabilizers: faster reloads.
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Before you use the keycards: the house closes for this run

Once both cards are in the gate, the Main House with its Processing Area, the Yard and Trailer, the Old House and the Greenhouse are behind you for the rest of the run. Finish these first. Files (18): in the house, the two newspaper articles (Missing People and Over 20 Missing), the Home-improvement Store Receipt, Jack's Memo and Jack's Journal, both sides of Travis' Memo, the Doctor's Letter, the Memo About Relief, the Incinerator Room Memo, the Clock Memo, Lucas' Journal and the Torn Page from Journal; outside, Zoe's Investigation Notes and the memo in the Trailer fridge; in the Old House, Marguerite's Warning, the Serum Documentation and Marguerite's Notebook. Antique Coins (11): the Pantry crawlspace, Main Hall, Recreation Room, 2F Bathroom, Small Workshop, Tool Storage, Yard plant pot, Trailer table, Cellar Stairs, Outhouse and Altar drawers. Mr. Everywhere (12): the Laundry Room, Main Corridor, Main Hall, Recreation Room, Drawing Room, Back Passageway, Trailer steps, Old Shack, Cellar Stairs, Crank crawlspace, Altar and attic ladder statues. Locked boxes: all six (Main Corridor drawer, 2F Veranda chest, Small Workshop toolbox, Study drawer, Old House Dining Room drawer, Greenhouse Potting Room drawer), and the six Lock Picks that open them (Laundry Room, Meat Storage, Yard porch, Old House walkway, Master Bedroom, Kid's Room). Tapes: take the Happy Birthday tape from the attic cupboard, and watch it and the Mia tape if you haven't yet, with their trophies, Can't Catch Me and Out Before Dessert. Backpacks: the one in the Old Shack and the one in the Storage room. Optional pickups: the Toy Axe from the attic, the Drawing Room fireplace Steroids, the Trailer toilet treasure, the Repair Kit under the porch, the Broken Handgun in the Trailer, the M37 and the Model Shotgun swap, the Grenade Launcher in the Supplies room behind the Crow door, the dummy-head Treasure Photo (its prize is ahead) and the Stabilizer in the Yard chest. The Trailer's coin cages are not lost: they turn up again later with what you've paid kept.

Open the Testing Area with both keycardsQuest step
Location
Yard · Courtyard – With the warning above done, go to the gate beside the Trailer and put in the Red and the Blue Keycards. Four-legged Molded now roam the Yard, so clear them or run past.
Summary
The gate beside the Trailer leads into Lucas's Testing Area.
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Run 1: The Testing Area

Lucas's trap-filled Testing Area: the fake passcode door, the Barn fight, the Party Room and the D-Series Head.

Lucas's Testing Area is a run of booby-trapped halls. Watch for thin wires across doorways: duck under them or shoot the small bomb at one end from a distance. Some crates are rigged to blow, so shoot a crate from range rather than breaking it up close. Before the Party Room every item you carry goes into the item box, and you get it all back on the far side.

Repair Kit: Testing Area Dummy HeadItemMissablePoint of no return
Location
Testing Area · Supply Room – Go through the gate, take a seat in front of the TV and let Lucas's message play out, then follow the hall into the tripwire rooms. In the second room, on the bend, a dummy head wearing a cap sits on top of the cages: the kit is on the shelf under it. It only appears if the Treasure Photo (Dummy Head) has been in your inventory.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
The prize of the dummy-head Treasure Photo: the second of the two Repair Kits.
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M19 Handgun (repaired)Weapon
Location
Testing Area · Supply Room – In your inventory, combine the Broken Handgun with the Repair Kit you just found. If the handgun is in the item box, take it out at the next box (in the passcode room ahead) first.
Summary
The Broken Handgun from the Trailer, made whole again with this Repair Kit.
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Passcode trap: step back, take the side doorQuest step
Location
Testing Area · Passcode Room – From the tripwire rooms (if you skipped the row above: through the gate, sit for Lucas's TV message and work through them), go down the stairs to the keypad door at the end of the hall (the room with an item box). Enter any code he offers and back away at once as the spikes drop, wait for the trap to finish, then go through the hidden door that opens to the side.
Summary
Lucas's keypad door is a trap: none of the codes he gives work, and each one brings down spikes.
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Antique Coin: Fertilizer RoomCollectibleMissablePoint of no return
Location
Testing Area · Fertilizer Room – Past the hidden door, go down the steps into the crate room (one crate is rigged; a four-legged Molded comes at the window) and on to the small room at the end of the hall, short of the Barn. It is strung with wires: open its door, step to the doorway toward the stables, look back in and shoot the wire you can see on the right, then crouch in along the left of the table. The coin is in the drawer of the green workbench.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 18 Antique Coins.
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Steroids: Fertilizer Room LockerUpgradeMissablePoint of no return
Location
Testing Area · Fertilizer Room – Still crouched, move round to face the locker in the corner and open it: the Steroids are on the bottom shelf. Leave the crate beside it alone; it is rigged.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the four Steroids: more maximum health.
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Mr. Everywhere: BarnCollectibleMissablePoint of no return
Location
Testing Area · Barn – Go on into the Barn, where three Molded wait; luring them back into the trapped hall can do the work for you. Then look to the big fence beyond the trough in the middle of the Barn: the statue is on top of one of its posts. Shoot it from the hay bales, or later from the walkway by the upstairs office.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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Save Room: Testing Area OfficeArea
Location
Testing Area · Office – Climb to the Barn's upper floor; the office is the room just off the stairs. It is open as soon as you reach it.
Summary
A save room with a tape recorder, an item box and a VHS player.
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BatteryKey item
Location
Testing Area · Platform – From the Barn's upper floor by the office, cross to where you can drop down by the elevator, then climb the stairs up to the platform: the Battery is on a barrel at the top. A crate up there is rigged.
Summary
Powers the console that runs the Barn's elevator.
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Barn elevator fightBoss
Location
Testing Area · Barn – Put the Battery into the console on the Barn's ground floor, next to the elevator. Keep your distance from the big Molded, block or step away when it spits, and aim for its head: the M21 drops it in a few shells to the face, and the Burner and handgun work too.
Requires
Summary
Powering the console sends the elevator down with a large Molded inside.
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Read the code on the burnt bodyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Testing Area · Rest Area – Ride the elevator up and follow the new hall to the Rest Area. Read the memo pinned to the burnt body in the chair: the code is 1408.
Summary
A memo pinned to a body gives the Party Room code.
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File: Rest Area MemoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Testing Area · Rest Area – The memo on the body in the Rest Area chair, the one with the code. Make sure it was opened and read, not just looked at.
Summary
One of the 32 files; in game it's called "Memo on Burnt Corpse". Reading it for the code is enough.
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Antique Coin: Southern LandingCollectibleMissablePoint of no return
Location
Testing Area · Southern Landing – Step out of the Rest Area onto the landing. The coin is on the wall shelf beside the switch that lowers the stairs.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 18 Antique Coins.
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Before you enter 1408

The Party Room door locks behind you, and the way out leads on toward the Boat House; the earlier rooms may not open again. Take the dummy-head Repair Kit, the Fertilizer Room coin and Steroids, the Barn statue and the Southern Landing coin first. If either house tape (Mia or Happy Birthday) is still unwatched, go back up to the office, save, and play it on its VHS player now. Every item has to go into the box, so there is nothing to keep back.

Store all items and enter 1408Quest step
Location
Testing Area · Passcode Room – Press the switch on the landing to lower the stairs and go down to the keypad door. Put every item you carry into the item box there, ammo and healing included, then enter 1408.
Summary
Lucas won't open the door until your inventory is empty. This is one of the story's forced item box uses.
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Solve Lucas's birthday trapQuest step
Location
Testing Area · Party Room – Take the candle from the clown dummy and light it at the kitchen stove; leave the Winding Key in the keg this time, as the tape shows why. Burn the rope off the door by the monitors, enter LOSER on the locked door inside the Balloon Room and take the Valve Handle, fit it on the pipe by the cake room door to stop the water, then relight the candle and set it on the cake. When a bomb drops in, pull the boards off the wall beside the keg and throw it into the gap.
Summary
The room from the Happy Birthday tape, this time for real.
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Save Room: Monitoring RoomArea
Location
Testing Area · Monitoring Room – Go through the hole the bomb blew and follow the new passage into Lucas's Monitoring Room. It is open as soon as you arrive.
Summary
A save room with a tape recorder, an item box and the Testing Area Map.
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D-Series HeadKey item
Location
Testing Area · Monitoring Room – Through the blasted wall, in the Monitoring Room, take everything back out of the item box, the Crank included: the walkways ahead need it. The D-Series Head is in the specimen case by the TV.
Summary
The second part Zoe needs. Taking your items back here is the second forced item box use.
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Mr. Everywhere: Monitoring Room DoorCollectibleMissablePoint of no return
Location
Testing Area · Exit Hallway – Leave the Monitoring Room by its other door into the Exit Hallway, then turn round: the statue sits above the door frame. Shoot it.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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Run 1: The Boat House

Two Crank bridges over the marsh, the Boat House shed, the serum, the fight that follows and the run 1 serum choice.

From the Monitoring Room the route leaves the Testing Area for good, over a boardwalk to the Boat House. The Crank from the item box lowers two walkway bridges on the way, and Molded climb out of the water once the second one is down. The Boat House shed is a save room stocked with supplies: save there, because going upstairs starts a long fight and a choice with no save in between.

Mr. Everywhere: Boat House WalkwayCollectibleMissablePoint of no return
Location
Boat House · Walkway – Leave the Monitoring Room through the Exit Hallway and step outside onto the boardwalk. Fit the Crank into the first pulley to lower the walkway, follow it to the fork and keep right to the small hut, across from the second pulley. The statue lies on the floor under the fishing net: knife it.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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Lower the boardwalk bridges with the CrankQuest step
Location
Boat House · Walkway – The first bridge came down on the way to the hut. From the hut, cross to the platform with the crab cages and fit the Crank into the second pulley. Molded come for you as it lowers: one climbs out of the water, more appear round the turn and on the crossing. Shotgun them or go for headshots, or simply run across to the Boat House door.
Summary
The Crank lowers the two walkway bridges between the Testing Area and the Boat House.
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Save Room: Boat HouseArea
Location
Boat House · Shed – Across the second bridge, the first room you enter is the shed, open as soon as you reach it. The item box faces the entrance and the tape recorder sits on the metal bench opposite the door. Take the supplies on the shelves, benches and crates: ammo, Flame Rounds, Psychostimulants and crafting fluids.
Summary
The shed: a tape recorder, an item box and a stash of supplies, the last save before the fight.
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Before you go upstairs in the Boat House

Once you climb the shed stairs to Zoe, the Testing Area, the walkway and the whole Baker estate stay behind for good. First take the dummy-head Repair Kit, the Fertilizer Room coin and Steroids, the Barn statue, the Southern Landing coin and the statue over the Monitoring Room door in the Testing Area, and the statue in the walkway hut. Then save in the shed. A spare save in a second slot lets you redo the fight and the choice that follow.

Make the Serum with ZoeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Boat House · Storage Entry – If the D-Series Arm or Head is in the item box, take it out first. Climb the shed stairs to the Storage Entry on the upper floor, untie Zoe and hand over both D-Series parts, the Arm and the Head: she makes two doses of Serum and gives them to you. The fight starts straight after.
Summary
Zoe needs both D-Series parts to make the Serum, and she makes two doses.
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Boss: Boat HouseHidden spoiler – activate to revealBossMinor spoiler
Location
Boat House · Boat House – It moves between both floors of the Boat House, and only the eyes on its body take damage. Keep your distance, block when it closes in, and shoot each eye out: a handgun takes a few shots per eye, and the shotgun or the Grenade Launcher work well too. Ammo lies in the corners of the rooms. When it falls and then grabs you, use the Serum at the prompt at once, or it kills you.
Summary
The fight that breaks in once the Serum is made. The story trophy for leaving the Baker home pops not long after it.
Trophies
  • Bronze · PlayStationYou Better Start Running
  • Achievement · XboxYou Better Start Running
  • Achievement · SteamYou Better Start Running
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The serum choice: pick Zoe

After the fight there is one dose left and two people to give it to. On this run, give it to Zoe. Curing Mia is the choice for run 2, the timed run. The choice can't be taken back in this file: if you pick the wrong one, load the save from the shed and play the fight again.

Serum choice at the Boat House (run 1)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnMinor spoiler
Location
Boat House · Boat House – Right after the fight a choice comes up: who gets the one dose left. Choose Zoe, and read the name before you confirm.
Why you can lose it
The choice can't be undone in this file. Make it Zoe; if you pick the other one, reload the shed save. Curing Mia is run 2's choice.
Point of no return
Confirming who gets the last dose of Serum.
Summary
This run gives the last Serum to Zoe; the other choice belongs to run 2.
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Run 1: The Wrecked Ship

A wrecked ship: two one-way coins, the Old Videotape, the broken elevator, the Corrosive locks and No. 2 Engine Room.

The run moves to a wrecked ship, and you start it with empty hands: no weapons, and an item box that isn't linked to the one you have used so far. Keep away from the Molded until weapons turn up. The first stretch, from the crawlspace to a half-flooded room, can't be walked back, and each of those rooms holds an Antique Coin. A videotape on 3F then plays a long scene of its own; nothing picked up inside it comes out with you. After that the ship opens up around a broken elevator: Corrosive melts the metal locks, and the elevator needs a fuse and a power cable. Everything still on board is lost once you enter No. 2 Engine Room.

One-way stretch: two Antique Coins

From the floor hatch onward the way back closes behind you. Take the crawlspace coin before you drop out of the crawlspace, and the coin in the half-flooded room before you climb out of it. Both count toward Pelicans in Your Pocket, which needs all 18 in one run.

Antique Coin: Ship S1 CrawlspaceCollectibleMissablePoint of no return
Location
Wrecked Ship · S1 Office – From the shore on S3, follow the path into the hull, along the hall of barred doors and up the stairs to a wide room, where a flashback plays. Drop through the floor hatch into the crawlspace, take the right-hand branch where it first splits and follow it to a dead end: the coin lies there. If it isn't at that end, check the other dead ends before you leave the crawlspace.
Why you can lose it
The crawlspace can't be re-entered once you drop out of it, and nothing else in the run replaces this coin; a later Easy or Normal run is the fallback for Pelicans in Your Pocket.
Point of no return
Climbing out of the half-flooded room on 1F; the crawlspace before it is already behind you.
Summary
One of the 18 Antique Coins.
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Antique Coin: Ship 1F Flooded RoomCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Flooded Room – Crawl on to the next level, head for the door at the far end of the corridor and go up the stairs; follow the girl round the corner, climb the ladder and drop into the half-flooded room. Keep to the wall on the left of the ladder and walk it to the far corner by the white growth: the coin is under the water, and the pick-up prompt shows when you are close.
Why you can lose it
You can't come back into this room once you climb out of it; a later Easy or Normal run is the fallback for Pelicans in Your Pocket.
Point of no return
Climbing out of the half-flooded room on 1F; the crawlspace before it is already behind you.
Summary
One of the 18 Antique Coins.
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File: Jim's LetterCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Bunk Room – On 1F the girl shuts herself behind a goo-covered door with an electric lock; leave it for now. A four-legged Molded prowls this corridor and you have no weapon, so keep clear of it. Go into the room with the bunk beds: as you come in, the letter is on the bottom bunk at the back on your left.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
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File: Giovanni's WillCollectibleMissablePoint of no return
Location
Wrecked Ship · 1F Storage – Take the bunk room's other door into the storage room next to it: the will is on the table by the south-west door, beside a crate and a Psychostimulants.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
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General Purpose FuseKey item
Location
Wrecked Ship · 1F Laundry Room – Back in the corridor, the Laundry Room is the door to the left of the stairs; a Molded waits near it. The fuse sits in the fuse box at the back of the room (south wall, with a green light), and another Molded appears as you get close. Grab it, run back and fit it in the box by the goo-covered Stairwell door; you are safe once the door shuts behind you.
Summary
Opens the electric lock on the 1F Stairwell door, and later goes into the elevator.
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Videotape: Old VideotapeCollectible
Location
Wrecked Ship · 3F Security – Climb the Stairwell all the way to 3F and go into the Security room. The tape lies on the desk next to the TV: put it in the VHS player sitting on the TV.
Summary
The last of the four videotapes; playing it is part of the story.
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Alan DroneyHidden spoiler – activate to revealNPCMinor spoiler
Location
Wrecked Ship · Old Videotape – He is with you when the tape opens in a guest room on 2F. Later he goes missing and leaves a note; you find him again upstairs on 3F near the end of the tape.
Summary
The man who travels with you through the Old Videotape.
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File: OrdersCollectibleMissablePoint of no return
Location
Wrecked Ship · Old Videotape: 2F Guest Room – Before you leave the guest room where the tape opens, check the desk in the south-east corner: the file lies next to the machine-gun ammo. If you miss it here, the same file lies on that desk in the present-day Guest Room (a save room you reach later).
Why you can lose it
If it wasn't read inside the tape, read it on the present-day Guest Room desk before you enter No. 2 Engine Room; the ship can't be boarded again after that.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
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Remote BombWeapon
Location
Wrecked Ship · Old Videotape: S2 Store Room – Follow the tape's route: through the bunk room and the Dining Room, crawl through the vent into the Kitchen and touch the black mass, then ride the elevator down to S2. In the Store Room off the corridor before No. 1 Engine Room, Remote Bombs sit on the west shelves, with a Corrosive.
Summary
A throwable bomb you set off by remote. The ones in the tape stay in the tape, but many more lie around the present-day ship and beyond.
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That's a Spicy Meat-a-ballAchievement
Location
Wrecked Ship · Old Videotape: S2 – Hold a Remote Bomb and let a Molded with two thin arms leap on you and pin you down (the kind with a blade for an arm never grabs). While it holds you, plant the bomb on it and set it off. The tape is only the first chance: the present-day ship and the mine have more bombs and more grabbing Molded.
Requires
Summary
Trophy for killing an enemy with a Remote Bomb stuck to it.
Trophies
  • Bronze · PlayStationThat's a Spicy Meat-a-ball
  • Achievement · XboxThat's a Spicy Meat-a-ball
  • Achievement · SteamThat's a Spicy Meat-a-ball
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Nothing from the tape comes out with you

The tape ends when you walk into the hall after using the Control Room laptop, and every pickup from it stays behind: its ammo, healing and Remote Bombs are yours to spend freely. No listed item is lost, as the file Orders also lies on the present-day desk.

Play the Old Videotape to its endHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Wrecked Ship · Old Videotape – On S2, melt the lock of the No. 2 Engine Room door with the Store Room's Corrosive; the Cargo Bay beside it has three more on the table behind the green gate, for the metal locks and wall panels you pass. Talk to the girl, then make your way back to the elevator, fighting as needed, and go up to 2F. Cross the Dining Room and climb through its window (or the Lounge vent) into the stairwell, and go up to 3F to rejoin Alan. Use the laptop in the Control Room and walk out into the hall.
Requires
Summary
The tape's own route, from the guest room down to S2 and back up to 3F.
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Be Kind, Please RewindAchievement
Location
Wrecked Ship · 3F Security – Pops once the Old Videotape has played, as long as the other three tapes were played earlier in this run. If it doesn't, one of the house tapes was missed, and only a later run can earn it.
Summary
Trophy for playing all four videotapes in one run.
Trophies
  • Bronze · PlayStationBe Kind, Please Rewind
  • Achievement · XboxBe Kind, Please Rewind
  • Achievement · SteamBe Kind, Please Rewind
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File: Tattered Secret DocumentCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Elevator Corridor – Leave Security by its other door into the corridor that runs to the broken elevator. The file is in a green sample case lying on the floor, in the corner by the elevator. If it isn't there, look by the elevator shaft on 4F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 32 files.
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Lug WrenchKey item
Location
Wrecked Ship · 4F Captain's Cabin – Pry open the elevator doors in that corridor and climb the ladder in the shaft to 4F. On the Bridge, the camera monitor shows where to go next. Cross to the Captain's Cabin: the Lug Wrench lies on the desk with the Ship Map. Note the locked locker in the south-east corner, and the barricaded stairs past the Bridge, whose statue waits until you have a gun.
Summary
Opens the hatch in the roof of the elevator car.
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File: Mechanic's MemoCollectibleMissablePoint of no return
Location
Wrecked Ship · Elevator – Climb back down the shaft, open the hatch in the roof of the elevator car with the Lug Wrench and drop in. The memo is pinned to the elevator wall, beside the empty slots for a fuse and a cable. Until those are fitted, the elevator only goes between 1F and 2F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Requires
Summary
One of the 32 files.
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Survival KnifeWeaponMissablePoint of no return
Location
Wrecked Ship · 2F Main Corridor – Ride the elevator to 2F and step out: the knife is stuck in the upturned table across from the elevator.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
A melee weapon that hits hard; it goes to the item box with the rest of your gear later.
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Save Room: Ship 2F Guest RoomArea
Location
Wrecked Ship · 2F Guest Room – From the knife, turn right along the corridor and slip past the Molded standing there into the Guest Room. The tape recorder is on the north-west table and the item box stands in the north-east corner. The file Orders is on the desk if you didn't read it in the tape.
Summary
A tape recorder and an item box (not linked to the one you used before the ship).
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Corrosive: Ship Guest RoomKey item
Location
Wrecked Ship · 2F Guest Room – In the Guest Room (from the elevator on 2F, turn right along the corridor and slip past the Molded), the Corrosive is on the floor by the end of the bed.
Summary
Melts a metal lock. The present-day ship has six Corrosives and five locks, and three of the locks are on the required path: the 2F door by the Bunk Room, the Control Room door and the S2 coin box.
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Captain's Cabin Locker KeyKey itemMissablePoint of no return
Location
Wrecked Ship · 2F Bunk Room – Back in the 2F corridor, the door beside the bunk room has a metal lock: melt it with the Corrosive. In the south half of the room, the key lies on the desk by the collapsed bunk, with a Remote Bomb. A Molded drops from the ceiling in the north half when you first go in.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
Opens the locker in the 4F Captain's Cabin, where the P19 Machine Gun is.
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P19 Machine GunWeaponMissablePoint of no return
Location
Wrecked Ship · 4F Captain's Cabin – Go back up the elevator shaft ladder to 4F. A four-legged Molded now prowls the Bridge and another Molded the corridor (a Remote Bomb handles the first). Open the south-east locker of the Captain's Cabin with the key: the P19 and a Remote Bomb are inside.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
A fast-firing machine gun; it goes to the item box with the rest of your gear later.
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Mr. Everywhere: Ship 4F Side StairsCollectibleMissablePoint of no return
Location
Wrecked Ship · 4F Side Stairs – On 4F, go to the barricaded stairs that lead down past the Bridge (a Remote Bomb lies on the steps). As you start down, the statue stands on the ledge behind the banister on your left. Break it with a gun: the P19 from the cabin locker, or, if you skipped it, come back with the MPM Handgun from 1F.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 20 Mr. Everywhere statues.
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Solve the Lounge painting safe (Corrosive ×3)Quest step
Location
Wrecked Ship · 2F Lounge – Back on 2F, go through the Dining Room (a Molded comes out of the vent in its corner) and the room beyond it into the Lounge. Turn the paintings on one wall until they match the paintings on the facing wall: the safe opens, with three Corrosives inside.
Summary
The painting puzzle in the 2F Lounge opens a safe with three Corrosives.
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Lock Pick: Ship 3F ShaftItemMissablePoint of no return
Location
Wrecked Ship · 3F Shaft – On 2F, go into the small room north of the bunk room (the north-east corner of the deck) and climb its ladder to the shaft above. The Lock Pick is in the small orange box on the floor by the railing; two Remote Bombs lie at the platform's south-west corner.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
The ship's only Lock Pick; it opens the toolbox with an Antique Coin in the 3F Control Room.
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Mr. Everywhere: Ship 3F ShaftCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Shaft – At the top of the ladder, turn round: the statue sits on the northern ledge across the gap. Shoot it with the P19, or come back with the MPM Handgun from 1F if you have no gun yet.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 20 Mr. Everywhere statues.
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Locked Box: Ship 3F Control RoomOtherMissablePoint of no return
Location
Wrecked Ship · 3F Control Room – Climb back down to 2F and take the stairwell off the 2F corridor up to 3F, as in the tape. Go through Security and the corridor beyond into the Control Room, where the tape's laptop is; a Molded may be waiting in its north-east corner. Open the locked orange toolbox on the bench with the Lock Pick.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
An orange toolbox that needs a Lock Pick; the Antique Coin is inside.
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Antique Coin: Ship 3F Control RoomCollectibleMissablePoint of no return
Location
Wrecked Ship · 3F Control Room – Inside the toolbox you just picked open.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 18 Antique Coins.
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Power CableKey item
Location
Wrecked Ship · 3F Sick Bay – Melt the metal lock on the Control Room's other door with a Corrosive and follow the corridor through the Shower Room into the Sick Bay. The cable hangs from the medical machine in the north-west corner. Pulling it free takes a few seconds, and a Fat Molded comes for you: take the cable first, then knock it down with a Remote Bomb or two and shoot it while it is on the floor.
Summary
The second part the elevator needs.
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Save Room: Ship 1F Maintenance RoomArea
Location
Wrecked Ship · 1F Maintenance Room – Ride the elevator down to 1F; a four-legged Molded waits as you step out, and a Remote Bomb ends it quickly. The Maintenance Room is off the 1F corridor and open: the tape recorder is on the desk.
Requires
Summary
A tape recorder, with no item box.
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MPM HandgunWeaponMissablePoint of no return
Location
Wrecked Ship · 1F Maintenance Room – In the Maintenance Room, open the desk drawer under the dead man's hand.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Requires
Summary
A handgun, loaded with two rounds when you find it; it goes to the item box with the rest of your gear later.
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Corrosive: Ship Recreation RoomKey item
Location
Wrecked Ship · 1F Recreation Room – On the 1F corridor (ride the elevator down if you skipped the row above; a four-legged Molded waits as you step out), the Recreation Room door, across from the Stairwell door you fitted the fuse to, has a metal lock: melt it with a Corrosive. The Corrosive is on the bench next to the door.
Summary
Melts a metal lock; it pays back the one the door costs.
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Backpack: Ship Recreation RoomUpgradeMissablePoint of no return
Location
Wrecked Ship · 1F Recreation Room – On the same bench by the Recreation Room door, next to the Corrosive. Two Remote Bombs are in the locker in the south-east corner.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
More inventory slots; the third of the game's Backpacks.
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Repair the elevator with the fuse and Power CableQuest step
Location
Wrecked Ship · Elevator – Take the General Purpose Fuse back out of the box by the 1F Stairwell door. In the elevator, fit the fuse and the Power Cable into the empty slots beside the memo: S2 is now on the panel.
Summary
With both parts in place the elevator reaches S2.
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Antique Coin: Ship S2 Wall BoxCollectibleMissablePoint of no return
Location
Wrecked Ship · S2 Workers Access Passage 2 – Ride down to S2. A Molded drops from the ceiling in the first corridor, another waits round the corner and a four-legged one in the next room; the Store Room on the right has Remote Bombs and ammo. In No. 1 Engine Room a Molded comes under the stairs and a Fat Molded waits at the top: use the big pillar as cover and shoot whenever it stops spitting. In the passage beyond, the wall box in the north-west corner has a metal lock: melt it with a Corrosive for the coin.
Why you can lose it
Left on the ship once you enter No. 2 Engine Room, and the ship can't be boarded again. Take it before you go through that door.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
The last of the 18 Antique Coins.
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Pelicans in Your PocketAchievementMissablePoint of no return
Location
Wrecked Ship · S2 Workers Access Passage 2 – Pops as you pick up the 18th coin, which is this wall-box one if every earlier coin was taken. If it doesn't, one was missed earlier in the run.
Why you can lose it
The last coins of the run are on this ship, which closes at No. 2 Engine Room. Coins don't carry between runs, so only another Easy or Normal run can earn it.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
Trophy for all 18 Antique Coins of an Easy or Normal run; spending them at the cages doesn't matter.
Trophies
  • Silver · PlayStationPelicans in Your Pocket
  • Achievement · XboxPelicans in Your Pocket
  • Achievement · SteamPelicans in Your Pocket
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Before you enter No. 2 Engine Room

Going through the No. 2 Engine Room door ends this part of the run, and the ship can't be boarded again. First take the 3F Control Room and S2 wall-box coins (Pelicans in Your Pocket goes with them), the statues on the 4F side stairs and in the 3F shaft, the files Jim's Letter, Giovanni's Will, Orders, Tattered Secret Document and Mechanic's Memo, the Lock Pick and its toolbox, the Survival Knife, the Captain's Cabin Locker Key and P19 Machine Gun, the MPM Handgun and the Recreation Room Backpack. A last Corrosive opens the Cargo Bay wall panel off this passage, with two Remote Bombs. What you carry goes to the item box for later.

Reach No. 2 Engine RoomHidden spoiler – activate to revealQuest stepMinor spoiler
Fight in No. 2 Engine RoomHidden spoiler – activate to revealBossMinor spoiler
Location
Wrecked Ship · S2 No. 2 Engine Room – As soon as you have control, pick up the Crowbar from the floor in the south-east corner. Block each attack, then hit back while the guard is down, and repeat until the fight ends.
Summary
A fight that starts as soon as you take over in the engine room.
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Tissue Samples (Wrecked Ship)Hidden spoiler – activate to revealKey itemMinor spoiler
Location
Wrecked Ship · S2 No. 2 Engine Room – Handed to you in No. 2 Engine Room once the fight is over. It takes one inventory slot from now on.
Summary
A small bottle the salt mine lab needs later. It can't go in the item box.
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Run 1: The Swamp and the Salt Mine

Off the wreck and through the swamp, the Mine Office, the Salt Mine and its lab, then back to the Guest House for the final fight and the credits.

This stretch runs from the swamp below the wreck to the end of run 1. The Mine Office in the swamp is the last place to spend Antique Coins, the lab deep in the mine holds the last five files, and the Exit Passage has the last tape recorder of the run. Several points on the way can't be walked back through, so each one has a warning: clear what it names first.

Take your gear from the item boxQuest step
Location
Swamp · Mine Office – Leave No. 2 Engine Room and the ship and jump down into the swamp; Into the Depths pops here. Wade to the shack and climb in from under its wooden platforms, then go through to the save room. Open the item box in its south-west corner: your earlier gear is there, with everything picked up on the ship added.
Summary
The swamp shack holds the Mine Office save room, and its item box is one of the story's three forced item box uses.
Trophies
  • Bronze · PlayStationInto the Depths
  • Achievement · XboxInto the Depths
  • Achievement · SteamInto the Depths
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Save Room: Mine OfficeArea
Location
Swamp · Mine Office – The same room: the tape recorder stands on the table in the south-west corner, by the item box. It is open as soon as you arrive.
Summary
A save room with a tape recorder, an item box and the coin cages from the Trailer.
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Coin Cage: Mine Office (spend remaining coins)OtherMissablePoint of no return
Location
Swamp · Mine Office – The cages stand in the Mine Office save room. Open any you haven't yet: Steroids takes three coins and the 44 MAG nine, and the 18 coins of a Normal run pay for all three cages. Spending coins does not cost you the coin trophy.
Why you can lose it
The Mine Office is left behind once the elevator takes you down into the mine, so open every cage you can afford before you ride it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
The Trailer's three coin cages, moved here with every coin already paid still in them. It is the last place in the run to spend Antique Coins.
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Backpack: Mine Office (only if the first two were missed)UpgradeMissablePoint of no return
Location
Swamp · Mine Office – If it spawned, it lies in a corner of the Mine Office. This walk takes the Old Shack Backpack, so expect nothing here; if one is there, take it before you ride the elevator down, as the office isn't visited again.
Why you can lose it
If it spawned, the Mine Office is left behind once the elevator takes you down into the mine, so take it before you ride.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
A spare Backpack that only turns up if both the Old Shack and the Main House Storage Backpacks were skipped.
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Mr. Everywhere: Mine OfficeCollectibleMissablePoint of no return
Location
Swamp · Mine Office – Step back out of the save room and look back at the shack: the statue stands on the windowsill, with some 44 MAG ammo below it. Shoot it from outside.
Why you can lose it
The Mine Office is left behind once the elevator takes you down into the mine. The statue count carries over between runs, so a later run can still break it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine. The Mine Office and its coin cages stay behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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Before you ride the elevator down

The Mine Office stays behind once the elevator goes down. Open every coin cage you can still afford (the 18 coins pay for all three), break the statue on the shack's window, and take the spare Backpack if one turned up. Take the weapons you want from the box: the next item box is deep in the mine. On the way, four Molded come round the corner past the mine carts and two more meet you at the elevator.

A ledge you can't climb back up

Past the tripwire room a ledge drops you into the room beyond, and it can't be climbed again. Only supplies are left behind: search the tripwire room's crates for ammo before you jump.

Push the minecart through the barricadeQuest step
Location
Salt Mine · Mine Cart Tunnel – Follow the path from the Mine Office past the mine carts and ride the elevator down. At the bottom, kill the four-legged Molded, then creep along the left wall of the tripwire room and lure the two Molded beyond back into its blasts. Drop from the ledge into the Crossroads (two Remote Bombs in the nook ahead), take the left-hand tunnel, kill two more Molded and shove the cart down the track into the barricade.
Summary
The cart breaks open the way on through the mine.
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Mr. Everywhere: Salt Mine North CavernCollectibleMissablePoint of no return
Location
Salt Mine · North Cavern – Through the hole the cart made, you reach a big cavern with metal stairs up to a walkway. Stay on the ground: go under the walkway past the carts and look up and to the left at the platform on the south wall, where the statue stands among barrels below the railing. It can only be seen from down here.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. The statue count carries over between runs, so a later run can still break it.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 20 Mr. Everywhere statues.
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File: Email LogCollectibleMissablePoint of no return
Location
Salt Mine · Cultivation Room – Climb the cavern's metal stairs, shooting the tripwires up there from a distance, and go into the Cultivation Room. The Email Log is on the laptop on the north workbench by the door.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
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Steroids: Salt Mine Cultivation RoomUpgradeMissablePoint of no return
Location
Salt Mine · Cultivation Room – In the same room, on the floor beside the boarded-up bathtubs.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
A permanent rise in Ethan's maximum health.
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File: Infection ReportCollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Go on into the lab next door. The report lies on the shelves on your right as you come in, by the books.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
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File: E-Necrotoxin DocumentCollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Open the large sample case toward the south-east of the lab: the document is inside. Read it.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
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E-NecrotoxinKey item
File: R&D Report [1 of 2]CollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – On the workbench in the lab's south-east corner, behind the sample case, next to a cat carrier.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Requires
Summary
One of the 32 files of a Normal run; a file counts once it has been read.
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File: R&D Report [2 of 2]CollectibleMissablePoint of no return
Location
Salt Mine · Storage Space – Up a few stone steps, on the desk with the stacks of binders that faces the lab's south door.
Why you can lose it
The Salt Mine stays behind once you push through the Exit Passage boards, and the drop at the top of the climb may already shut the way back, so take it before you leave the lab area. A missed file means the file trophy waits for another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
One of the 32 files of a Normal run; a file counts once it has been read. For this walk it is the last of the 32.
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The Devil Is in the DetailsAchievementMissablePoint of no return
Location
Salt Mine · Storage Space – Pops as the 32nd file is read: on this walk, the second R&D Report. If it doesn't, a file was missed earlier; the Stats screen in the pause menu shows how many you have.
Why you can lose it
All 32 must be read in this run, and the last five are in the Cultivation Room and this lab, which stay behind at the Exit Passage boards. A file missed anywhere in the run means another Easy or Normal run.
Point of no return
Pushing through the boards from the Salt Mine's Exit Passage. The Salt Mine stays behind for the rest of this run.
Summary
Trophy for reading all 32 files in one run.
Trophies
  • Silver · PlayStationThe Devil Is in the Details
  • Achievement · XboxThe Devil Is in the Details
  • Achievement · SteamThe Devil Is in the Details
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Save Room: Salt Mine OfficeArea
Location
Salt Mine · Office – Leave the lab by its south door into the office: the tape recorder is on the desk and the item box in the south-west corner. It is open as soon as you arrive. Take out the weapons, ammo and healing you want for the end: no box comes after this one.
Requires
Summary
A save room with a tape recorder and the last item box of the run.
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The eight recipes for 1st Place at the Science Fair
IngredientsMakes
Herb + Chem FluidFirst Aid Med
Herb + Strong Chem FluidStrong First Aid Med
Gunpowder + Chem FluidHandgun Ammo
Gunpowder + Strong Chem FluidEnhanced Handgun Ammo
Solid Fuel + Chem FluidBurner Fuel
Solid Fuel + Strong Chem FluidFlame Rounds
Supplements + Chem FluidPsychostimulants
Supplements + Strong Chem FluidNeuro Rounds
1st Place at the Science FairAchievementMissablePoint of no return
Location
Salt Mine · Office – In the office south of the lab, with the last item box, take out the ingredients you stored and craft every recipe in the table above that you haven't made yet; a crafted item can be thrown away at once. Supplements are the scarcest ingredient, and a Separating Agent breaks a crafted item back down if you are short.
Why you can lose it
Treat it as one run: craft all eight before the final fight ends the run. If it is missed, a later run can still earn it.
Point of no return
Going into the Guest House attic: the final fight starts, and the run ends with it.
Requires
Summary
Trophy for crafting each of the eight recipes at least once in the run.
Trophies
  • Bronze · PlayStation1st Place at the Science Fair
  • Achievement · Xbox1st Place at the Science Fair
  • Achievement · Steam1st Place at the Science Fair
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Before the flooded cave and the climb

The climb ahead ends with a drop you may not be able to climb back up, and two Fat Molded wait past it. Before you go on, break the North Cavern statue and take the Cultivation Room and lab pickups: the Email Log, the Infection Report, the E-Necrotoxin Document, both R&D Reports and the Steroids. Bring strong weapons from the box: the Grenade Launcher, the 44 MAG or Neuro Rounds.

Climb the mine through the Molded wavesHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Salt Mine · Spiralling Cavern – From the office south of the lab, go down the stairs and left into the flooded cave, then into the mine shaft on the right. Fight up the spiralling cavern as the Molded keep coming, drop down at the top and kill the two Fat Molded (Remote Bombs, the Grenade Launcher or the 44 MAG), staying clear of their wide spit. Then climb the ladder on the side they came from.
Requires
Summary
Waves of Molded come at you all the way up the mine, and two Fat Molded wait at the top.
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Save Room: Exit PassageArea
Location
Salt Mine · Exit Passage – Above the ladder, crawl through the narrow gap into the Exit Passage. The tape recorder sits on the big wooden cable spool; it is open as soon as you arrive.
Summary
The last tape recorder of the run. There is no item box.
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Before you push the boards

Pushing through the boards at the end of the passage leaves the Salt Mine behind for good. It locks the North Cavern statue, the five files of the Cultivation Room and the lab (Email Log, Infection Report, E-Necrotoxin Document and both R&D Reports), the Cultivation Room Steroids and The Devil Is in the Details. Save here: it is the last tape recorder before the end.

Mr. Everywhere: Guest House B1 StoreroomCollectibleMissablePoint of no return
Location
Guest House · Storeroom – Above the ladder, crawl on into the Exit Passage and push through the boards at its end: you come out in the Guest House basement storeroom. The statue is on a low shelf of the shelving in the middle of the room, on the far side of the central pillar from the sofa.
Why you can lose it
The final fight ends the run, so break it on the way through the basement. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going into the Guest House attic: the final fight starts, and the run ends with it.
Summary
One of the 20 Mr. Everywhere statues. The last one, and it only appears on this visit.
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Mr. NowhereAchievement
Location
Guest House · Storeroom – Pops as the 20th statue breaks; on this walk, the one in the storeroom. The count carries over between runs, so a statue missed here can still be broken on run 2 or 3.
Summary
Trophy for breaking all 20 Mr. Everywhere statues.
Trophies
  • Silver · PlayStationMr. Nowhere
  • Achievement · XboxMr. Nowhere
  • Achievement · SteamMr. Nowhere
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Return to the Guest House and climb to the atticHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Guest House · Kitchen – Go on through the basement and up into the house; the kitchen is a forced stop on the way. Then make for the stairs and keep climbing toward the attic. The figures that come at you on the way do no harm and vanish after a single shot.
Summary
The way to the final fight leads up through the Guest House.
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Before you go into the attic

The attic starts the final fight, and the credits follow it with no way back. Break the storeroom statue in the basement and craft any recipe still missing for 1st Place at the Science Fair first.

Final fightHidden spoiler – activate to revealBossMinor spoiler
Location
Guest House · Attic – Go into the attic. Raise your guard and walk into the bursts of force until you are close, then use the E-Necrotoxin. When the fight moves outside, keep shooting while you are held up; once you fall, pick up the pistol dropped to you (the Albert-01R) and fire into the open mouth until it is over.
Summary
The last fight of the run, in the Guest House attic and then outside.
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Cure Zoe (ending 2)Hidden spoiler – activate to revealEndingMinor spoiler
Just A Memory NowAchievement
Location
Guest House · Credits – Pops as this ending's credits roll.
Summary
Trophy for finishing the run with the serum given to Zoe.
Trophies
  • Silver · PlayStationJust A Memory Now
  • Achievement · XboxJust A Memory Now
  • Achievement · SteamJust A Memory Now
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Playing it Safe / The Nightmare's Finally OverAchievement
Location
Guest House · Credits – Both pop at the end of a Normal clear. On Easy only Playing it Safe does, and the Madhouse run later brings the other.
Summary
The two difficulty trophies of a first clear.
Trophies
  • Bronze · PlayStationPlaying it Safe
  • Achievement · XboxPlaying it Safe
  • Achievement · SteamPlaying it Safe
  • Bronze · PlayStationThe Nightmare's Finally Over
  • Achievement · XboxThe Nightmare's Finally Over
  • Achievement · SteamThe Nightmare's Finally Over
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A first clear opens Madhouse and adds the Albert-01R to the item box of every file; a Normal clear also adds The Secrets of Defense. Run 2 is next: a fresh file on Easy for the timed run.

Run 2: The Timed Run on Easy

A fresh Easy file played against the clock: the story in order, the three forced item box openings, the other serum choice and four trophies at the credits.

Run 2 is a new file on Easy, played for speed. Reach the credits with 4 hours or less on the in-game clock, open the item box only at the three places the story makes you, use three First Aid Meds at most and no Herbs at all, and give the serum to the other person this time. Run 1 took every collectible, so this list is the story in order and what to leave alone on the way. The four new trophies all arrive at the credits; the story trophies along the route were earned in run 1.

The rules for this run

Clock: the in-game time shows on the Stats screen in the pause menu and on every save slot. Pausing stops it, but a checkpoint retry after a death keeps the time you lost: when a death costs a lot, choose End from the pause menu and load your last manual save instead. Saving at tape recorders costs nothing on Easy, so save often. Item box: open it only at the three box rows below. Every other box stays shut, including the one beside each tape recorder and the ones on the ship; the Stats screen keeps the count. The Manage Items option on a boss's retry screen doesn't count as an opening. Healing: every First Aid Med you use counts toward the three, a Strong one included. Always carry one First Aid Med: the wound Ethan takes in the Guest House is healed with one, and a later scripted wound may need one to stop the bleeding; either may count toward the three, so take the two meds in the Guest House Bathroom. Leave every Herb where it lies. Steroids don't count and refill your health, so the two on this route are free heals. With the defense books from run 1, blocking makes most hits cheap.

Clock times from one 2.5-hour Easy clear. Anywhere near them leaves a wide margin under 4:00.
Point in the storyClock
Out of the Guest House0:22
Through the front door to the Yard0:50
The Old House's hidden room1:13
The Party Room1:31
The Boat House fight1:38
Off the ship2:16
The final fight2:24
Start a new game on Easy for the timed runQuest stepNG+1
Location
Guest House · Front gate – From the main menu start a new game and choose Easy; Madhouse is open now, but it is run 3. When you get control, head left of the house past the van, crouch under the small gate and drop off the ledge to the back of the Guest House, leaving the handbag by the fire.
Summary
A new file on Easy: the clock and the two limits accept any difficulty, and Easy forgives the most. What run 1 unlocked is already in the item box, but it stays there until the second box opening.
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Guest House and Main House to the Yard, at speedHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Main House · Guest House to the front door – In the Guest House, leave the tape upstairs and pull the lever inside the Living Room fireplace, cut Mia's cell open with the Bolt Cutters from the basement workbench, take the two First Aid Meds in the Bathroom and keep them for the wound to come, fight her off in the hallway, then cut the chained wardrobe for the Fuse, fit it in the Living Room box, lower the attic stairs and win the attic fight (the third-floor handgun room can be skipped). In the Main House, take the Hatch Key off the corner table and crawl to the Laundry Room, get the Knife from the deputy at the window, ram Jack with the car in the Garage and unscrew the loft picture for the Ox Statuette. For the dog heads, hang the Main Hall clock's pendulum in the Living Room clock and open the big book in the Recreation Room; then drain the 2F bathtub for the Wooden Statuette, make the eagle on the Main Hall plinth, go through to the Study and down to the basement, open the incinerators for the Dissection Room Key and take the Red head above the Morgue. In the fight there, grab the chainsaw behind the broken fence. Skip the Mia tape, the shotgun swap and every collectible.
Summary
The prologue and the Main House as far as the front door, picking up only what the story needs. No item box is opened in this stretch.
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Old House and MargueriteHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Old House · Old House – From the Trailer (save if you like, but leave its box), follow the path to the Old House. Build the Burner from the grip in the Back Porch bin and the nozzle at the Water Station, burn through the Living Room to the Cellar for the Stone Statuette, set it as the spider on the Gallery plinth, and take the Crank from the Dilapidated Room crawl space for both bridges and the Crow Key in the Outhouse chest. The Crow door drops you into the pit fight: shoot Marguerite until she falls, go on to the Altar, take the pit tunnel to the Greenhouse and win there for the Lantern. Set the Lantern on the scale upstairs, crawl behind the Detention Room bed for the D-Series Arm, and follow the calls to the Trailer and back into the house; skip the Supplies room the Crow Key opens.
Summary
The Old House, its two fights and the D-Series Arm, then the calls that send you back to the house.
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Snake Key, both keycards and the Testing Area gateHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Main House · Main House to the Testing Area – The last call sends you to the Dissection Room in the basement: reach into the deputy's neck for the Snake Key, then set the Master Bedroom's bedside clock to 10:15 and take the hidden stairs to the Workshop for the red keycard. Press the button on the Kid's Room lamp, climb to the attic and turn the plinth's shadow into the executioner for the blue keycard (the wardrobe's tape isn't needed), and use both cards on the gate beside the Trailer. In the Testing Area, sit through the TV message, duck or shoot the tripwires, back away from the keypad's spikes and take the side door, picking up the Steroids in the Fertilizer Room locker as a free heal. In the Barn, fit the Battery from the barrel atop the platform stairs into the console by the elevator, kill the big Molded that rides down, ride up to the Rest Area for the code on the burnt body's memo, and press the landing switch to lower the stairs to the keypad door.
Summary
Back through the house for the Snake Key and the two keycards, through the gate, and across the Testing Area to Lucas's keypad door. No item box is opened in this stretch.
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Item box use 1 of 3: before the "Happy Birthday" roomHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Testing Area · Passcode Room – At the keypad door the stairs come down to, open the item box beside it once, put in everything you carry, then enter 1408. The boxes you passed in the Laundry Room, the Study, the Trailer, the Old Shack and the Barn office all stayed shut.
Summary
The first opening the story forces: Lucas keeps the Party Room shut until your hands are empty. It is the only box you open before the Party Room.
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Item box use 2 of 3: after the "Happy Birthday" roomHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Testing Area · Monitoring Room – Clear the Party Room as in run 1, leaving the Winding Key in the keg: candle lit at the stove, the rope on the door by the monitors burnt, LOSER on the Balloon Room lock, Valve Handle on the cake-room pipe, the relit candle on the cake, and the bomb thrown into the gap behind the boards by the keg. Through the blasted wall, save at the Monitoring Room recorder, open its box once and take your weapons and ammo, the Crank and the D-Series Arm, plus the Albert-01R and the defense books run 1 unlocked if you have room. Then take the D-Series Head from the case by the TV.
Summary
The second forced opening: your gear comes back out past the Party Room. Take everything the estate still needs in this one visit.
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Testing Area to the Boat House and the serum choiceHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Boat House · Walkway to the Boat House – Leave the Monitoring Room by its far door, use the Crank on the first pulley, then go right at the fork for the second one while Molded climb out of the water. Save in the Boat House shed without touching its box, go upstairs, free Zoe and hand over the D-Series Arm and Head. In the fight, shoot the eyes on the creature's body as it moves between floors (ammo waits in the room corners) and use a Serum when the game asks.
Summary
The Boat House walkways, Zoe and the fight that follows. Save in the shed, but leave its box shut.
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Give the serum to Mia this time

Run 1's last dose went to Zoe; this run it goes to Mia. The choice can't be taken back in this file, and this run's ending and End of the Night ride on it. The shed save from just before you went upstairs is your fallback.

Serum choice at the Boat House (run 2)Hidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Boat House · Storage 2F – Straight after the Boat House fight the game asks who gets the last dose: choose Mia.
Why you can lose it
Choosing Zoe locks this file into the other ending and loses End of the Night for the run; reload the Boat House shed save if it happens.
Point of no return
Giving the last dose of Serum to one of the two at the Boat House.
Summary
Give the remaining dose to Mia. It fixes this run's ending.
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The ship as Mia, then Ethan's escapeHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Wrecked Ship · Wrecked Ship – Follow the hull up through the duct and the flooded room, take the fuse from the 1F Laundry Room fuse box for the stairwell door, and play the tape on the 3F Security desk; inside it, follow the story to the laptop and walk out into the hall. Climb the shaft to the 4F Captain's Cabin for the Lug Wrench, open the elevator's roof hatch, grab the Survival Knife across from the 2F elevator and the Corrosive on the 2F Guest Room floor, melt the 3F Control Room's north door and pull the Power Cable in the Sick Bay as a big Molded closes in. Move the fuse from the stairwell door to the elevator with the cable, ride to S2, run past the Fat Molded in No. 1 Engine Room and walk into No. 2 Engine Room, where the swamp follows.
Summary
The wrecked ship, its tape and the way down to No. 2 Engine Room. Keep every box on the ship shut.
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Item box use 3 of 3: weapons for the endHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Salt Mine · Mine Office – Drop from the ship into the swamp, wade to the shack and climb in from under its platforms. Save at the Mine Office recorder, then open the box once and take every weapon and all the ammo; the vial from the engine room can't be stored, so it never left your pockets. The Salt Mine Office box further on stays shut.
Summary
The last forced opening: Ethan's gear waits in the Mine Office box, with what was picked up on the ship. Take everything you want for the mine and the final fight.
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Salt Mine and final boss within 4 hours, 3 meds or fewerHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Salt Mine · Salt Mine to the Guest House – Clear the Molded outside and ride the elevator down; lure the next ones into the tripwire room's bombs, drop from the ledge and push the cart through the barricade. Take the Steroids on the floor by the boarded bathtubs, put the vial in the sample case in the lab next door for the toxin, fight up the spiralling cavern (leave its Herb), kill the two Fat Molded at the top, save in the Exit Passage and push through the boards. In the Guest House attic, block the blasts, get close to inject the toxin, then shoot the growths and, when you're pinned, the mouth with the pistol you're handed.
Summary
The Salt Mine and the final fight, with the clock under 4:00 and three or fewer First Aid Meds used.
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Cure Mia (ending 1)Hidden spoiler – activate to revealEndingNG+1Minor spoiler
Just Get Me Outta HereAchievementNG+1
Location
Guest House · Credits – Pops at the credits when the clock is at 4 hours or under. Check the Stats screen before the final fight; if a late death cost you time, load your last manual save rather than taking the retry.
Summary
Finish the game with 4:00:00 or less on the in-game clock, on any difficulty.
Trophies
  • Gold · PlayStationJust Get Me Outta Here
  • Achievement · XboxJust Get Me Outta Here
  • Achievement · SteamJust Get Me Outta Here
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Resource ManagerAchievementNG+1
Location
Guest House · Credits – Pops at the credits when the Stats screen shows no more than three openings: the Passcode Room, the Monitoring Room and the Mine Office.
Summary
Finish the game with the item box opened three times or fewer.
Trophies
  • Gold · PlayStationResource Manager
  • Achievement · XboxResource Manager
  • Achievement · SteamResource Manager
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Walk it OffAchievementNG+1
Location
Guest House · Credits – Pops at the credits when no more than three First Aid Meds were used. With no Herbs used either, nothing else can count against it.
Summary
Finish the game having used three First Aid Meds or fewer.
Trophies
  • Gold · PlayStationWalk it Off
  • Achievement · XboxWalk it Off
  • Achievement · SteamWalk it Off
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End of the NightHidden spoiler – activate to revealAchievementNG+1Minor spoiler
Location
Guest House · Credits – Pops with this run's credits, after the Mia choice at the Boat House.
Summary
The trophy for the ending that follows curing Mia.
Trophies
  • Silver · PlayStationEnd of the Night
  • Achievement · XboxEnd of the Night
  • Achievement · SteamEnd of the Night
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What this run leaves for run 3

A clear inside 4 hours puts the Circular Saw in the item box of every file. The X-Ray Glasses and the Walking Shoes may unlock here as well, or may already have come with run 1's 20 statues; either way, with both runs done, look for them in run 3's first box. Infinite Ammo waits on a Madhouse clear.

Run 3: Madhouse, the Guest House and Main House

A new Madhouse file from the opening walk to the Yard: the Guest House coin, the Garage's locked Car Key, the Main Hall coin cages, and ten coins through the house and the Processing Area.

Run 3 is a new file on Madhouse, the hardest difficulty, which opens after a first clear. The story and the puzzles are the ones from run 1, so each story row below points back to that run's section and says only what changes. What this run is for is the Madhouse coins: 33 of them, in new places, and Mad Pelicans wants all of them in this one file. Spending them at the coin cages doesn't hurt the count. Ten of them are in this stretch: one in the Guest House and nine in the Main House and its basement.

Saving costs a Cassette Tape

Every save at a tape recorder uses up one Cassette Tape, and you can't save without one. About 30 are spread through the run, most of them beside a recorder, and the game makes far fewer checkpoints of its own. Keep tapes for the saves that matter: before each boss fight and after a hard stretch. A coin taken since your last save is lost if you die, so it has to be picked up again.

Start a new game on MadhouseQuest stepNG+2
Location
Guest House · New game – From the main menu start a new game and choose Madhouse; it can't be changed later. The opening walk to the back of the Guest House is the one from run 1 (section 01). The Guest House has no item box, so the unlocks from runs 1 and 2 stay out of reach until the Main House Laundry Room.
Summary
A new file on Madhouse: tougher enemies in new places, fewer supplies, and saves that cost tapes. What the earlier runs unlocked waits in the item box.
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Save Room: Guest House (Madhouse, 2 Cassette Tapes)AreaNG+2
Location
Guest House · Upstairs (2F) – Through the back door, follow the corridor past the Kitchen and take the hallway stairs up to the 2F. The recorder stands on the table on the room's west side, with the two tapes beside it. Reached on foot.
Summary
The prologue's only tape recorder. Two Cassette Tapes lie on its table.
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Antique Coin: Guest House Kitchen (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Guest House · Kitchen – As in run 1, take the "Derelict House Footage" tape from the 2F room with the recorder and play it in the Living Room. As soon as the tape starts, pick up the Lock Pick on the ground at your feet, then use it on the drawer of the blue cabinet in the Kitchen's south-west corner when the group goes in. Back as Ethan, go to the Kitchen before touching the fireplace and take the coin from that drawer.
Why you can lose it
The drawer only opens if it was picked inside the tape, and the Guest House closes for this run when the prologue ends. A missed coin means another full Madhouse run.
Point of no return
The attic fight at the top of the Guest House: the prologue ends with it, the Guest House can't be revisited, and everything carried except Antique Coins is taken away.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file. The only coin of the prologue, in the same drawer as on Normal.
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Before the end of the prologue

The attic fight at the top of the Guest House ends the prologue, and the house can't be revisited afterwards. Take the Antique Coin from the kitchen drawer first. Only Antique Coins come with you into the Main House, so any Cassette Tapes still in your pocket are lost too: spend them on saves here, the last one just before you climb the attic ladder.

Escape the Guest House (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Guest House · Guest House to the attic – Walk it as in run 1 (section 01): the fireplace lever and the basement, the Bolt Cutters and the cell, the fight in the hallway, the Fuse from the chained wardrobe, the attic stairs and the 3F handgun. The attic fight is the hardest early fight on Madhouse: she cuts through the walls, which opens a loop through the handgun room to keep running round while you shoot.
Summary
The rest of the prologue, from the fireplace to the attic fight, as in run 1.
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Antique Coin: Main House Living Room (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Living Room – Once you're free of the dinner table, step into the Living Room next to the Dining Area, the room with the empty grandfather clock. On its east side, a small vase on the wooden unit where a TV would stand holds the coin.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Save Room: Main House Laundry Room (Madhouse, 2 tapes)AreaNG+2
Location
Main House · Laundry Room – As in run 1 (section 02): take the Hatch Key from the small white table in the corridor's north-east corner, open the Pantry hatch and crawl under the house. The crawl space comes out here; the two tapes lie by the recorder.
Summary
The first safe room of the Main House, with a tape recorder, the first item box of the run and two Cassette Tapes.
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The first item box: take your unlocks

The Laundry Room box is the first of the run, and it already holds what runs 1 and 2 unlocked. Take the Circular Saw (it needs no ammo and tears through bosses), both defense books (The Secrets of Defense and The Essence of Defense, which cut the damage you take while blocking) and the Albert-01R handgun. The X-Ray Glasses, if they're there, keep the item-spotting effect on all the time and make coins far easier to see; take the Walking Shoes too if you have them. Most of these only work while carried.

Lock Pick: Garage (Madhouse)ItemNG+2
Location
Main House · Garage – As in run 1 (section 02): Hatch Key, Pantry hatch, the crawl to the Laundry Room, then the Knife from the deputy at the corridor window; go down the steps to the Garage entry and cut the tape over the electric box. Inside, Jack's fight starts: run to the yellow cabinet in the Garage's south-west corner for the Lock Pick.
Summary
The Laundry Room has no Lock Pick on Madhouse; this one in the Garage is the pick for the Car Key's toolbox.
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Car Key (Madhouse toolbox)Key itemNG+2
Location
Main House · Garage – Cross to the workbench on the Garage's east side, where the key lay in run 1. Open the locked toolbox on it with the Lock Pick and take the Car Key; shoot Jack in the head to stagger him if he closes in, and pick up the deputy's handgun from the floor if you haven't.
Summary
On Madhouse the Car Key is locked in a toolbox instead of lying out on the workbench.
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Ram Jack with the car in the Garage (Madhouse)Quest stepNG+2
Location
Main House · Garage – Get into the car with the Car Key, start it and drive Jack into the walls again and again, as in run 1 (section 02). When he climbs out of the wreck, keep shooting his head until the car blows up.
Summary
The Garage fight itself is the same as in run 1: the car does the work.
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Antique Coin: Garage Walkway (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Garage – After the fight a ladder drops by the workbench. Climb to the walkway above the Garage: the coin is on the metal shelves along its north side, to your left off the ladder. Take the Ox Statuette from the back of the picture frame as in run 1, then push the shelf aside and drop down.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Jack hunts the house from here

On Madhouse Jack starts stalking the Main House right after the Garage, much earlier than in run 1, and he runs faster than you. Shut doors behind you to slow him and duck into a save room to shake him off. He can't follow you through the Scorpion door in the Main Hall.

Antique Coin: Main Hall Drawers (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Main Hall – Follow the corridor to the ornate door at its end and fit the Ox Statuette, as in run 1. In the Main Hall, the chest of drawers beside the cupboard on your left as you come in, near the phone, holds the coin.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file. It is in the same drawers as on Normal.
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Coin Cage: Main Hall Scorpion Key (Madhouse, 3 coins)OtherNG+2
Location
Main House · Main Hall – Three birdcages stand around the table in the middle of the Main Hall. The one on the blue armchair holds the Scorpion Key; you should have four coins by now, so pay three to open it.
Summary
A Madhouse-only birdcage that sells the Scorpion Key for 3 coins. This route buys it at once.
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Scorpion Key (Madhouse cage)Key itemNG+2
Location
Main House · Main Hall – Take the key from the opened cage on the blue armchair.
Summary
Opens the Main Hall's Scorpion door to the Study side, so run 1's bathtub statuette and eagle shadow puzzle can be skipped. It also opens Grandma's Room upstairs, where the Broken Shotgun lies.
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One cage reward stays unbought

Madhouse has six coin cages: these three in the Main Hall and three more in the Trailer in the Yard. Together they cost more than the 33 coins a Madhouse run holds, so one of the rewards can't be bought. The Scorpion Key is the one this route can't do without. If the Trailer has no cages on your file, every Main Hall reward can be bought.

Coin Cage: Main Hall Iron Defense Coin (Madhouse, 7 coins)OtherNG+2
Location
Main House · Main Hall – The middle cage, on the small wooden unit by the Main Hall table. You can't afford it yet: with only the Scorpion cage bought, the ten coins of this stretch leave you seven by the time you pass back through the hall for the front door. Buy it before the Testing Area gate to be safe.
Summary
A Madhouse-only birdcage that sells the Iron Defense Coin for 7 coins.
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Coin Cage: Main Hall Assault Coin (Madhouse, 8 coins)OtherNG+2
Location
Main House · Main Hall – The left-hand cage as you face the front door, on the arm of the sofa by the Main Hall table. Come back once you hold eight coins; buy it before the Testing Area gate to be safe.
Summary
A Madhouse-only birdcage that sells the Assault Coin for 8 coins.
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The three Dog's Heads

The front door still needs the three Dog's Heads of run 1 (section 03). Take the pendulum from the Main Hall's grandfather clock now and hang it in the Living Room clock back through the Ox door for the White one. The Blue one is in the big book in the Recreation Room upstairs, next to this route's next coin. The Red one hangs above the Morgue and comes last.

Antique Coin: Recreation Room Vase (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Recreation Room – Climb the Main Hall stairs and follow the 2F hall round to the Recreation Room. In the north-east corner, right beside the Scorpion door to Grandma's Room, a bench holds a small vase with the coin in it; no key is needed for it. The Blue Dog's Head is in the orange book on the corner stand, as in run 1.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Cassette Tape: Recreation RoomConsumableMissablePoint of no returnNG+2
Location
Main House · Recreation Room – On the small table in the Recreation Room's north-west corner, across the room from the coin.
Why you can lose it
Pick it up on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A loose Cassette Tape: one more save.
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Antique Coin: Behind the Leaning Painting (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Main Corridor (2F) – Back out on the 2F, follow the hall west past the Bathroom. A painting leans against the wall across from the broken staircase; the coin lies on the floor behind it.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Save Room: Main House Study (Madhouse, 2 tapes)AreaNG+2
Location
Main House · Study – Go down to the Main Hall and unlock the Scorpion door with the Scorpion Key. The corridor beyond leads to the Study, next to the stairs down; the recorder and its two tapes are on the east desk.
Summary
A safe room with a tape recorder and an item box, beside the stairs down to the Processing Area. Two Cassette Tapes lie by the recorder.
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Antique Coin: Drawing Room Toilet (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Drawing Room – Through the Main Hall's Scorpion door, follow the corridor past the Study and go on through the moldy room, where Molded can wait, and the Small Workshop into the Drawing Room. The coin is in the toilet in the room's north-west corner.
Why you can lose it
Take it on this visit: the house closes for this run once both keycards open the Testing Area gate in the Yard. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Antique Coin: Incinerator Room Dish (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Processing Area · Incinerator Room – Head back to the Study and take the stairs beside it down; a fast four-legged Molded can lurk in the hallway on the way. Bear left and take the first door on the right into the Incinerator Room: the coin is in a yellow dish under the gurney on the west side. Solve the incinerators for the Dissection Room Key as in run 1 while you're here.
Why you can lose it
Take it on this visit: the Processing Area closes with the house once both keycards open the Testing Area gate. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Cassette Tape: Meat Storage FreezerConsumableMissablePoint of no returnNG+2
Location
Processing Area · Meat Storage – Go on into Meat Storage, as in run 1. The freezer standing open in the north-west corner holds the tape, where a Lock Pick lay on Normal.
Why you can lose it
Pick it up on this visit: the Processing Area closes with the house once both keycards open the Testing Area gate.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A loose Cassette Tape in the Processing Area.
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Antique Coin: Back Passageway Trolley (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Processing Area · Back Passageway – From the Incinerator Room head west, pull the corrugated divider aside into Tool Storage and go on into Meat Storage. Take the stairs down into the narrow Back Passageway, which ends at a locked Snake door; in its north part, the coin is on the lower shelf of a small trolley.
Why you can lose it
Take it on this visit: the Processing Area closes with the house once both keycards open the Testing Area gate. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Antique Coin: Dissection Room Shelves (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Processing Area · Dissection Room – Climb back through Meat Storage and follow the Washroom corridor to the Boiler Room, as in run 1; Molded can wait on the way. Unlock its far door with the Dissection Room Key. In the room beyond, metal shelves split the space; the coin is in an open cardboard box on them, across from the body hanging in the room.
Why you can lose it
Take it on this visit: the Processing Area closes with the house once both keycards open the Testing Area gate. A missed coin means another full Madhouse run.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Antique Coins of a Madhouse run; Mad Pelicans needs every one of them in this file.
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Model Shotgun (Madhouse Dissection Room)Key itemMissablePoint of no returnNG+2
Location
Processing Area · Dissection Room – On the same metal shelves as the coin. Carry it to the Display Room off the Main Hall, now or on the way to the front door after the Morgue, and leave it in the statue's hands as you take the shotgun.
Why you can lose it
Take it on this visit: the Processing Area closes with the house once both keycards open the Testing Area gate.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
A fake shotgun to swap for the real one on the statue in the Display Room, so the trap gate never drops. On Normal it waits much later, in the attic.
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Beat Jack in the Morgue and escape to the Yard (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Processing Area · Morgue to the Yard – Save at the Study first. Go on down to the Morgue Entry and take the Red Dog's Head from among the hanging body bags; the fight follows as in run 1 (section 03). The Circular Saw from the item box ends it quickly; without it, shoot his head, swing the hanging bodies into him and take up the Chainsaw once he switches to the shears. Afterwards make your way back up to the Main Hall, set the three heads in the front door and step out into the Yard.
Summary
Jack's second fight, the same as in run 1, then out through the front door.
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Run 3: Madhouse, the Old House to the Boat House

Madhouse from the Yard through the Old House, the Main House's last rooms and Lucas's Testing Area to the Boat House: fourteen coins, the Trailer cages and five save rooms.

The walk is run 1's (sections 04 to 07): the Trailer, the Old House and the Greenhouse, back through the Main House for the two keycards, then the Testing Area and the Boat House. The puzzles and their answers are the same, so the story rows below point to run 1 and only say what plays differently on Madhouse. Fourteen of the 33 Madhouse coins are on this stretch, along with the Trailer's three coin cages. Two points close the estate behind you: the keycard gate in the Yard and the stairs up in the Boat House. A warning before each one lists what to finish.

Where to spend tapes on this stretch

Each save uses a Cassette Tape. The fights here are the pit fight at the Crow door and the Greenhouse fight in the Old House, the Barn in the Testing Area and the Boat House fight, so the Old Shack, the Trailer, the Testing Area Office and the Boat House shed are the saves worth paying for. Coins picked up since your last save have to be found again after a death or a reload.

Antique Coin: Under the Porch (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Yard · Courtyard – Leave the Main Hall by the front door and go down the porch steps. In the stretch between the two flights of steps, pull away the loose metal sheet under the porch and crawl in: the coin is at the far end of the crawl space.
Why you can lose it
The Yard closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one in this run.
Report an issue
Save Room: Trailer (Madhouse, 3 tapes)AreaNG+2
Location
Yard · Trailer – Cross the Yard to the white trailer at the back and climb in; it is a save room as soon as you enter. The recorder stands on the chest of drawers on the west side, with the three tapes beside it.
Summary
Zoe's trailer: a tape recorder, an item box, the VHS player and three of the six Madhouse coin cages. Three Cassette Tapes wait by the recorder.
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Six cages, 33 coins: one reward has to go

Madhouse has six coin cages, the three in the Main Hall and the three in this trailer, and together they cost more than the 33 coins the run holds. With the Scorpion Key cage paid, which the route needs, the 30 coins left buy any four of the other five cages but never all five, so pick the reward you can do without. If the trailer has no cages on your file, every Main Hall reward can be bought. Coins put into a cage stay there, and the Trailer's cages turn up again at the Swamp's Mine Office later, so nothing here has to be bought on this visit. Spending coins never costs you Mad Pelicans.

Coin Cage: Trailer Steroids (Madhouse, 3 coins)OtherNG+2
Location
Yard · Trailer – Two cages sit on the bench facing the trailer door; this one takes three coins. Only five of the six Madhouse cages can be paid for in one run (see the note above).
Summary
Three Antique Coins open this cage for Steroids, which raise maximum health.
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Coin Cage: Trailer Stabilizer (Madhouse)OtherNG+2
Location
Yard · Trailer – The second cage on the bench facing the trailer door. Only five of the six Madhouse cages can be paid for in one run, so it is fine to leave this one if another reward matters more.
Summary
The other cage on the bench holds a Stabilizer, a permanent weapon upgrade.
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Coin Cage: Trailer 44 MAG (Madhouse, 9 coins)OtherNG+2
Location
Yard · Trailer – This one stands on the table by the trailer's east-side seats. Only five of the six Madhouse cages can be paid for in one run; this is the dearest of them.
Summary
Nine Antique Coins open this cage for the 44 MAG, a heavy revolver.
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The Old House on Madhouse

Blade Molded show up here for the first time, and two Molded tend to wait near the Old House entrance. If you walk into a room with a bee hive, back out and shut the door at once; the Burner clears hives and swarms best in short bursts. In the pit fight at the Crow door, shoot her in the head with the handgun before the insects pile up, or stun her with the Burner and follow up with Enhanced Handgun Ammo; standing up and crouching again over and over keeps the flying insects off. In the Greenhouse fight, the Circular Saw from the timed run makes short work of the growth on her belly.

Save Room: Old House Shack (Madhouse, 2 tapes)AreaNG+2
Location
Old House · Old Shack – From the Back Porch, cross the plank bridge to the shack. The recorder and both tapes are on the desk facing the door, and the Backpack sits there too.
Summary
The Old House save room, with a tape recorder, an item box and two Cassette Tapes.
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Antique Coin: Old House Deck (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Old House · Walkway – With the Burner Grip in hand, go back from the Back Porch through the Gallery and the hall to the Dining Room and out of its outside door onto the deck that leads to the Water Station. Turn left at once: the coin lies on the boards under the house window, in the corner nearest the Dining Room.
Why you can lose it
The Old House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins.
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Antique Coin: Hidden Passage Exit (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Old House · Dilapidated Room – Follow run 1 from the deck: the Burner Nozzle at the Water Station, the Living Room nests, the Stone Statuette in the Cellar, then the spider shadow puzzle on the Gallery plinth. Go through the insect-filled passage it opens and, as you come out into the Dilapidated Room, look to your left: the coin lies on the broken floor by the west wall.
Why you can lose it
The Old House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins.
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Antique Coin: Altar Drawers (Madhouse)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
Old House · Altar – As in run 1, take the Crank from the crawl space here, the Crow Key from the outhouse, and survive the pit fight at the Crow door (tips above). Up the stairs past the Altar, go into the room with the scale on its door: the coin is in the small chest of drawers in its far corner.
Why you can lose it
The Old House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins, in the same spot as on Normal.
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Antique Coin: Old Yard Pole Box (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Greenhouse · Old Yard – After the call at the Altar, climb down into the pit at the foot of the Altar stairs and follow the tunnel until you climb out into the yard by the Greenhouse. A metal pole stands on your left as you come up: the coin rests on top of the small box fixed to it.
Why you can lose it
The Old Yard closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins.
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Before the Greenhouse fight

Turn round at the tunnel exit and unlock the gate to the Yard, as in run 1: the Trailer is then a short walk away, and saving there before you go up is worth a tape. The fight starts on the stairs once you drop through the broken floor upstairs.

Cassette Tapes: Potting Room (3)ConsumableMissablePoint of no returnNG+2
Location
Greenhouse · Potting Room – Climb the outside stairs into the Greenhouse's upper floor, as in run 1, and stop in the Potting Room before you drop through the broken floor. The tapes are on the table on its west side.
Why you can lose it
The Greenhouse closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take the tapes on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
Three Cassette Tapes, three more saves, lying loose away from any recorder.
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Antique Coin: Old Entrance Hall Workbench (Madhouse)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
Greenhouse · Old Entrance Hall – Climb the outside stairs into the Greenhouse's upper floor, drop through the broken floor and win the Greenhouse fight (tips above). Pick up the Lantern where she falls, then leave through the gate that crumbles: in the room past it the coin is on top of the green workbench, near the way out.
Why you can lose it
The Greenhouse closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins.
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Beat Marguerite and uncover the Old House secret (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Old House · Hidden Room – As in run 1, section 04: take the manhole back down to the pit, climb to the Altar and hang the Lantern on the scale door, then go through to the Detention Room at the end of the hall and crawl through the wall behind the bed to the D-Series Arm. Molded come at you on the way back, and the Altar phone sends you back to the Trailer.
Summary
The Old House story on Madhouse: the same puzzles and fights as run 1, ending with the D-Series Arm.
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Antique Coin: Supplies Room (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Supplies – From the Old House, cross the Yard (answer the Trailer phone on the way) and enter the Main House. In the Drawing Room, the room past the eagle shadow puzzle, open the crow door with the Crow Key: the coin lies on the white tarpaulin facing you as you walk in.
Why you can lose it
The Main House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins, in the room where the Grenade Launcher lies on other difficulties.
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Cassette Tape: Kid's RoomConsumableMissablePoint of no returnNG+2
Location
Main House · Kid's Room – Take the Snake Key from the body in the Dissection Room and open the Kid's Room on the 2F with it, as in run 1. The tape is on the small bedside cabinet in the corner.
Why you can lose it
The Main House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take the tape on this visit.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One loose Cassette Tape, one more save.
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Antique Coin: Attic Shelves (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Main House · Attic – From the Supplies room, go down to the Dissection Room for the Snake Key and open the Kid's Room on the 2F with it (run 1, section 05); the button in the trophy-shaped lamp lowers the attic ladder. Climb up and turn round: behind the divider, the coin is on the metal shelves to the right, a shelf above the Toy Axe.
Why you can lose it
The Main House closes for the rest of this run once both keycards open the Testing Area gate in the Yard, so take it on this visit. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Both keycards go into the Testing Area gate in the Yard (Madhouse). The Main House, the Processing Area, the Yard and Trailer, the Old House and the Greenhouse stay behind for the rest of this run.
Summary
One of the 33 Madhouse Antique Coins.
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Trailer call, Snake Key and both keycards (Madhouse)Quest stepNG+2
Location
Main House · Master Bedroom and Attic – As in run 1, section 05, with the Snake Key you already hold. On this run two Molded wait in the Main Hall by the Yard door and four-legged Molded turn up in the halls. Open the Master Bedroom, set the bedside clock to 10:15 and take the stairs under the bed to the Red Keycard in the Workshop; in the attic above the Kid's Room, match the executioner on the shadow plinth and take the Blue Keycard from the dollhouse.
Summary
The second sweep of the Main House: the Snake Key opens the last locked rooms, which hold the two cards for the Testing Area gate.
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Before you use the keycards: the estate closes for this run

Once both cards are in the gate beside the Trailer, the Main House with its Processing Area, the Yard and the Trailer, the Old House and the Greenhouse stay behind for the rest of this run. Finish these first. Antique Coins (18): in the house, the Living Room vase, the Garage walkway, the Main Hall drawers, the Recreation Room vase, the one behind the leaning painting, the Drawing Room toilet, the Supplies room and the attic shelves; in the basement, the Incinerator Room dish, the Back Passageway trolley and the Dissection Room shelves; outside, the one under the porch; in the Old House and the Greenhouse, the deck, the Gallery cabinet, the hidden passage exit, the Altar drawers, the Old Yard pole box and the Old Entrance Hall workbench. Cassette Tapes: the loose ones in the Recreation Room, the Meat Storage freezer, the Potting Room and the Kid's Room, and the ones by the Laundry Room, Study, Trailer and Old Shack recorders. Keys: the Model Shotgun on the Dissection Room shelves, which only works on the shotgun statue in the Display Room, so pick it up and make the swap now if you want it. Cages: the Trailer's cages come back at the Swamp's Mine Office with what you've paid kept; the Main Hall cages should move there too, but buy what you want from them now to be safe.

Antique Coin: Behind Lucas's TV (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Testing Area · Entrance – With both keycards, open the gate beside the Trailer and sit through Lucas's message in the first room. The coin is on the coffee table, behind the TV.
Why you can lose it
The Testing Area's first room is left behind for good once you climb the Boat House stairs to Zoe, and the Party Room door may already cut it off, so take it before you enter 1408. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One of the 33 Madhouse Antique Coins.
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Antique Coin: Northern Corridor Cage (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Testing Area · Northern Corridor – Work through the two tripwire rooms past the TV (duck under the wires or shoot their bombs from range). Leaving the second one, turn left into the dark corner short of the crate you can break halfway along the hall: the coin is on the floor by the metal cage with a mannequin head.
Why you can lose it
The upper hall is left behind for good once you climb the Boat House stairs to Zoe, and the Party Room door may already cut it off, so take it before you enter 1408. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One of the 33 Madhouse Antique Coins.
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Antique Coin: Under the Stairs (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Testing Area · Northern Corridor – Go on down the stairs toward the keypad door. Short of the keypad room (the one with an item box), carry straight on past two crates into the dark corner under the stairs: the coin is on the floor there. Take it now, as the spot may be cut off once the Barn's big Molded is beaten.
Why you can lose it
The corner under the stairs may be cut off once the Barn's big Molded is beaten, so take it before you fit the Battery to the Barn's elevator console; at the latest it is left behind when you climb the Boat House stairs to Zoe. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One of the 33 Madhouse Antique Coins.
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Antique Coin: Fertilizer Room Workbench (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Testing Area · Fertilizer Room – Try any code on the keypad, back away from the spikes and take the side door that opens, as in run 1. At the end of the hall where a four-legged Molded prowls, short of the Barn, a small room is strung with wires: duck under the one in its doorway (a crawling Molded rises behind you), shoot the wires inside, and open the green workbench drawer for the coin.
Why you can lose it
The Fertilizer Room is left behind for good once you climb the Boat House stairs to Zoe, and the Party Room door may already cut it off, so take it before you enter 1408. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One of the 33 Madhouse Antique Coins, in the same spot as on Normal.
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Cassette Tape: Fertilizer RoomConsumableMissablePoint of no returnNG+2
Location
Testing Area · Fertilizer Room – In the same room, on the middle shelf of the big shelving unit along the south wall.
Why you can lose it
Left behind for good once you climb the Boat House stairs to Zoe, so take it on this pass.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One loose Cassette Tape, one more save.
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The Barn on Madhouse

The Barn is one of the hardest stretches of the run: expect two Fat Molded here, with four-legged Molded around it. Body shots barely hurt the big ones, so aim for the head; Neuro Rounds from the Grenade Launcher stun them for a follow-up, and Enhanced Handgun Ammo makes each headshot count. Before you fit the Battery, have the coin in the dark corner under the stairs by the keypad room: that spot may be cut off once the big Molded here is beaten. Save in the Office upstairs before you power the elevator. If a pair of four-legged Molded rush you, falling back toward the keypad door can split them up.

Save Room: Testing Area Office (Madhouse, 1 tape)AreaNG+2
Location
Testing Area · Office – Go on into the Barn and climb to its upper floor; the Office opens off the top of the stairs. The tape is on the desk beside the recorder.
Summary
A save room with a tape recorder, an item box, a VHS player and one Cassette Tape.
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Antique Coin: Southern Landing Shelf (Madhouse)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
Testing Area · Southern Landing – From the Barn's upper floor, climb to the Platform for the Battery, fit it into the console beside the elevator downstairs and win the fight that follows (tips above). Ride the elevator up to the Rest Area, read the code on the burnt body in the chair, and go through the next doorway onto the landing: the coin is on the wall shelf straight ahead.
Why you can lose it
The Southern Landing is left behind for good once you climb the Boat House stairs to Zoe, and the Party Room door may already cut it off, so take it before you enter 1408. A missed coin means a new Madhouse run for Mad Pelicans.
Point of no return
Going upstairs to Zoe in the Boat House (Madhouse).
Summary
One of the 33 Madhouse Antique Coins, in the same spot as on Normal.
Report an issue
Before you enter 1408

The Party Room door locks behind you and the way out leads on to the Boat House, so the earlier rooms may not open again. Have the five Testing Area coins first: behind the TV, by the cage in the upper hall, under the stairs, in the Fertilizer Room drawer and on the landing shelf, plus the Fertilizer Room tape and the one in the Office. Every item goes into the box at the door, so there is nothing to hold back.

Finish Lucas's Testing Area (Madhouse)Quest stepNG+2
Location
Testing Area · Monitoring Room – As in run 1, section 06: press the landing switch to lower the stairs, put every item into the box by the keypad door, enter 1408 and solve the Party Room. Through the blasted wall, take everything back out of the Monitoring Room box, the Crank included, and the D-Series Head from the case by the TV.
Summary
Lucas's rooms on Madhouse, with the same puzzles as run 1. The D-Series Head here completes the two parts Zoe needs for the serum.
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Save Room: Monitoring Room (Madhouse, 1 tape)AreaNG+2
Location
Testing Area · Monitoring Room – The room you reach through the blasted wall. The tape is on the white desk beside the recorder.
Summary
A save room with a tape recorder, an item box and one Cassette Tape.
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Save Room: Boat House Shed (Madhouse, 1 tape)AreaNG+2
Location
Boat House · Shed – Leave through the Exit Hallway onto the boardwalk and lower the two walkway bridges with the Crank, as in run 1; Molded climb out of the water at the second one. The first room across is the shed, and the tape is on the metal bench by the recorder, facing the entrance.
Summary
The shed: a tape recorder, an item box, a stash of supplies and one Cassette Tape. It is the last save before the fight.
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Before you go upstairs in the Boat House

Once you climb the shed stairs to Zoe, the Testing Area and the walkway stay behind for good. Make sure you have the five Testing Area coins (behind the TV, by the cage in the upper hall, under the stairs, in the Fertilizer Room drawer and on the landing shelf) and the Fertilizer Room tape, along with the tapes by the Office and Monitoring Room recorders. Then save in the shed: the fight and the choice come with no recorder in between.

Boat House fight and the serum choice (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Boat House · Boat House – From the Monitoring Room, cross the boardwalk and its two Crank bridges to the Boat House shed, take the D-Series Arm and Head from the box if they are stored, and climb the stairs to Zoe to hand them over. Block the moment the fight starts, keep moving, and hit the orange eyes on its body with shots or the Circular Saw, then use the Serum at the prompt. Give the last dose to either one: choosing Zoe adds an extra fight on the ship later, and choosing Mia skips it.
Summary
Zoe makes the serum, a fight breaks in, and one dose decides who is cured. No trophy depends on this run's choice.
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Run 3: Madhouse, the Ship to the End

Madhouse on the ship, the swamp and the Salt Mine: the last nine coins, Mad Pelicans, the final fight and the Madhouse credits.

The last stretch of run 3 repeats run 1's ship, swamp and mine (sections 08 and 09), with the same puzzles and the same story. Eight Madhouse coins are on the ship and the 33rd lies on the swamp bank; the crawlspace and the half-flooded room at the start hold none on Madhouse, and neither does the mine. Two of the ship coins sit behind metal locks that need Corrosive, and Madhouse puts one fewer Corrosive on the ship, so read the budget below before you melt anything. Everything left on the ship is lost once you go through the No. 2 Engine Room door.

Empty hands again

The ship starts with no weapons and an item box that isn't linked to the one you have used so far. On Madhouse four-legged Molded guard two of the 1F corridors, so keep moving until you have a gun. The P19 Machine Gun is still in the 4F Captain's Cabin locker (its key is behind the Corrosive door next to the 2F Bunk Room), the MPM Handgun lies on the desk in the 3F Sick Bay instead of the Maintenance Room drawer, and the Survival Knife stands on the table-tennis table in the 1F Recreation Room, behind another Corrosive door. Each ship recorder has its own Cassette Tape beside it, and the 2F Guest Room has three.

Corrosive: one for every lock, none to spare

The ship has five Corrosives on Madhouse: one on the 2F Guest Room floor at the foot of the bed, three in the 2F Lounge painting safe and one in the 3F Sick Bay's north-east medicine cabinet (the Recreation Room spare of Easy and Normal is gone). Five metal locks take one each: the 2F door beside the Bunk Room, the 3F Control Room door, the 1F Recreation Room door, the S2 wall box with a coin, and the S2 Cargo Bay panel. The Control Room door is the way on, and the 3F railing coin lies beyond it; the S2 wall box is a coin. Keep one Corrosive in hand until that wall box is open.

Antique Coin: Ship Laundry Machine (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 1F Laundry Room – Follow run 1's way in (section 08): from the shore into the hull, down through the crawlspace and out of the half-flooded room to 1F. The Laundry Room, where the fuse for the Stairwell door is, is the door left of the stairs. The coin is in the lowest washer in the room's south-west corner (at the back on the right as you come through the double doors); if it isn't there, check the other bottom machines.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Save Room: Wrecked Ship Security (Madhouse, 1 tape)AreaNG+2
Location
Wrecked Ship · 3F Security – Fit the fuse in the Stairwell door, climb to 3F Security and play the Old Videotape there to its end, as in run 1. Back in the present, a recorder stands on the desk by the south-east door, with one Cassette Tape on that desk.
Summary
A tape recorder with no item box; it appears only once the Old Videotape has played.
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Antique Coin: Ship Side Stairs (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 4F Side Stairs – As in run 1: fit the fuse, play the Old Videotape in 3F Security, then pry open the elevator doors in the corridor beyond and climb the shaft ladder to 4F, where the Lug Wrench lies on the Captain's Cabin desk. Past the Bridge, go down the barricaded side stairs (the ones with a Mr. Everywhere statue) to their blocked bottom: the coin is next to the gas canisters.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Save Room: Wrecked Ship Guest Room (Madhouse, 3 tapes)AreaNG+2
Location
Wrecked Ship · 2F Guest Room – Climb back down the shaft, open the elevator's roof hatch with the Lug Wrench and ride to 2F, as in run 1. Turn right along the corridor into the Guest Room: the recorder is on the north-west table, the three tapes on the south-east desk, and a Corrosive lies by the end of the bed on the floor. On Madhouse two Fat Molded roam this corridor; stepping in here makes them melt away, though they can come back.
Summary
A tape recorder and an item box (not linked to your earlier one), with three Cassette Tapes.
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Antique Coin: Ship 2F Hall Table (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 2F Main Corridor – From the side stairs, climb back down the elevator shaft, open the car's roof hatch with the Lug Wrench and ride to 2F. In the west part of the corridor, outside the Guest Room save room, the coin lies on a small half-round table. Two acid-spitting Molded patrol here on Madhouse.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Antique Coin: Break Room Vase (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 2F Break Room – Go through the Dining Room into the small room off it, on the way to the Lounge. In its south-west corner by the door, a little trolley holds a vase on its lower shelf: examine the vase for the coin.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Open the Lounge painting safe (Madhouse, Corrosive ×3)Quest stepNG+2
Location
Wrecked Ship · 2F Lounge – Go on from the trolley into the Lounge. Turn the paintings on one wall until they match the paintings on the facing wall, as in run 1: the safe opens with three Corrosives inside.
Summary
The painting puzzle in the 2F Lounge opens a safe with three Corrosives: enough for the Control Room door and the S2 wall-box coin.
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Antique Coin: Ship 3F Railing (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · 3F Main Corridor – Take the stairwell off the 2F corridor up to 3F and go through Security into the Control Room, as in run 1. Melt the metal lock on its other door with a Corrosive. In the torn-open corridor beyond, pass the door on the left (it leads on to the Sick Bay) and go to the far end: the coin rests on the railing at the north-west corner.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Save Room: Wrecked Ship Maintenance Room (Madhouse, 1 tape)AreaNG+2
Location
Wrecked Ship · 1F Maintenance Room – Through the door on the left of that corridor, take the Power Cable in the Sick Bay as in run 1 (a Fat Molded comes as you pull it; the MPM Handgun is on the desk there on Madhouse). Ride the elevator down to 1F: the Maintenance Room off the corridor has the recorder on the desk, with a tape beside it.
Summary
A tape recorder with no item box, and one Cassette Tape.
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Antique Coin: S2 Corridor Corner (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · S2 Straight Corridor – With the Power Cable from the Sick Bay (if you skipped the row above: through the door on the left of the 3F corridor and the Shower Room, where a Fat Molded comes for you as you pull it), repair the elevator as in run 1: take the fuse back out of the 1F Stairwell door and fit it and the cable in the elevator. Ride down to S2, go past the cupboard and along the corridor with the big pipe, and as you enter the next corridor turn right: the coin lies on the floor of the north-east corner.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Antique Coin: S2 Wall Panel (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Wrecked Ship · S2 Workers Access Passage 2 – Go on into No. 1 Engine Room, where a Fat Molded waits on Madhouse: you can run past it up the stairs and out through the double doors. In the passage beyond, the locked wall box in the north-west corner has a metal lock: melt it with a Corrosive for the coin.
Why you can lose it
Left on the ship once you go through the No. 2 Engine Room door, and the ship can't be boarded again. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Going through the door into No. 2 Engine Room on S2.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Before you enter No. 2 Engine Room

Going through the No. 2 Engine Room door ends this part of the ship, and it can't be boarded again. First take all seven ship coins so far: the Laundry Room washer, the 4F side stairs, the 2F corridor table, the Break Room vase, the 3F railing, the S2 corridor floor and the S2 wall box. A spare Corrosive opens the Cargo Bay wall panel off this passage, with two Remote Bombs. What you carry goes to the item box for later.

Antique Coin: Pressure Gauge Room Desk (Madhouse)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnNG+2Minor spoiler
Location
Wrecked Ship · S2 Pressure Gauge Room – Go through the door to No. 2 Engine Room. If the serum went to Zoe at the Boat House, a fight starts there: pick up the Crowbar from the floor in the south-east corner, block each attack and hit back while the guard is down; otherwise you are forced out of the room with no fight. Either way you leave with the Tissue Samples. On the way off the ship you come to a room with a chain-link fence to crawl through: before you crawl, the coin is on the workbench to the right of the door.
Why you can lose it
The ship is left behind once you jump down into the swamp. Coins don't carry between runs, so a missed one means another Madhouse run for Mad Pelicans.
Point of no return
Jumping down from the ship into the swamp.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run.
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Before you jump into the swamp

The way off the ship ends with a drop into the swamp, and the ship can't be boarded again. Take the coin on the workbench of the room with the chain-link fence first.

Escape the ship (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Wrecked Ship · Way off the ship – Crawl on through the fence, follow the way out of the hull and jump down into the swamp, as at the start of run 1's section 09.
Summary
The way off the wreck and into the swamp.
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Antique Coin: Swamp Bank (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Swamp · Swamp – Wade on through the swamp toward the shack. Where a big fallen trunk blocks the way, hop over it and watch the right-hand edge of the water: the coin lies on the northern bank on your right, just past the trunk.
Why you can lose it
The swamp is left behind once the elevator takes you down into the Salt Mine; only another Madhouse run can make up a missed coin.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine.
Summary
One of the 33 Madhouse Antique Coins; Mad Pelicans needs every one of them in this run. On this walk it is the last.
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Mad PelicansAchievementMissablePoint of no returnNG+2
Location
Swamp · Swamp – Earned with all 33 coins of this run in hand; on this walk the swamp coin completes the set. If no trophy shows after it, a coin was missed earlier, and only another Madhouse run can earn it.
Why you can lose it
The last coin is lost once the elevator takes you down into the Salt Mine, and coins don't carry between runs, so only another Madhouse run can earn it.
Point of no return
Riding the elevator from the Swamp down into the Salt Mine.
Summary
Trophy for all 33 Madhouse Antique Coins in one Madhouse run; spending them at the cages doesn't matter.
Trophies
  • Silver · PlayStationMad Pelicans
  • Achievement · XboxMad Pelicans
  • Achievement · SteamMad Pelicans
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Save Room: Mine Office (Madhouse, 1 tape)AreaNG+2
Location
Swamp · Mine Office – Wade on to the shack and climb in from under its platforms, as in run 1. The recorder is on the south-west table with one tape beside it, by the item box that holds your earlier gear (opening it is part of the story). The coin cages stand here too, with anything already paid kept: the last place to spend coins, though 33 coins can't buy every cage, so one reward stays shut.
Summary
A tape recorder, an item box with your earlier gear in it, and the coin cages.
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Before you ride the elevator down

The swamp and the Mine Office stay behind once the elevator goes down. The swamp-bank coin must be in hand (Mad Pelicans goes with it), and the cages can't be paid after this. Take guns and ammo from the box: on Madhouse the mine has more Fat Molded, and bombs on the ladder near the end that you need to shoot.

Save Room: Salt Mine Office (Madhouse, 1 tape)AreaNG+2
Location
Salt Mine · Office – Down in the mine, follow run 1 past the tripwire room and the minecart to the lab where the E-Necrotoxin is made. The office through the lab's south door has the recorder on the desk with one tape beside it, and the item box in the south-west corner: no box comes after this one.
Summary
A tape recorder with one Cassette Tape, and the last item box of the run.
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Cassette Tape: Spiralling CavernConsumableNG+2
Location
Salt Mine · B1 Spiralling Cavern – From the office, go through the flooded cave into the mine shaft and fight up the spiralling cavern as in run 1. On its top level, the tape sits by the barrels in the corner of the fenced area on the east side.
Summary
A loose Cassette Tape: enough for one more save, at the Exit Passage recorder.
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Save Room: Salt Mine Exit Passage (Madhouse, 1 tape)AreaNG+2
Location
Salt Mine · B1 Exit Passage – Past the drop at the top of the climb and the two Fat Molded, climb the ladder and crawl through the gap into the Exit Passage. The recorder sits on the big wooden spool in the east part, with a tape on it. Save here before you push the boards.
Summary
The last tape recorder of the run, with one Cassette Tape and no item box.
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Beat the final boss and see the credits (Madhouse)Hidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Guest House · Attic – From the swamp, play on as in run 1 (section 09): the Mine Office box, the elevator, the lab (put the Tissue Samples in the sample case for the E-Necrotoxin), the climb and the Exit Passage boards into the Guest House, then up to the attic. On Madhouse the cave climb brings more Molded and three Fat Molded, and tripwire bombs wait on the ladder up: shoot them from range. In the final fight, block the bursts, close in and use the E-Necrotoxin, then shoot the growths with your strongest gun; once you are pinned, fire the pistol you are handed into the mouth.
Summary
The rest of run 1's last stretch, on Madhouse, to the end of the game.
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Who's Your Daddy Now?AchievementNG+2
Location
Guest House · Credits – Pops as the Madhouse credits roll. A Madhouse clear also unlocks Infinite Ammo.
Summary
Trophy for finishing the game on Madhouse.
Trophies
  • Silver · PlayStationWho's Your Daddy Now?
  • Achievement · XboxWho's Your Daddy Now?
  • Achievement · SteamWho's Your Daddy Now?
  • Platinum · PlayStationBiosplattered
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That ends the three runs of the main game, and with them every base-game trophy. The four DLC packs follow.

Not a Hero

The Normal play of the free Not a Hero campaign: the salt-mine hub and its three shutters, nine files, ten coins, two bosses and Mission Accomplished.

Not a Hero is a separate campaign with its own saves, played twice for its two trophies: this section is the Normal play, section 15 the Professional one. You start with a pistol and a shotgun. The mine is built round a hub, the Central Cavern, with three coloured shutters: the red one gives the filter you need for the green one, and the green one gives the night vision you need for the third. Nine files and ten Antique Coins are the pickups that count; two of the files are already in your inventory at the start, so examine them before you set off. Once the Shield Machine in the hub opens, the hub and everything off it are gone for this play, so clear all three shutters first.

White Molded and RAMRODs

White Molded only die to RAMROD rounds, the special pistol ammo you find around the mine; on Normal one shot to the chest drops one. The first one you meet, in the red shutter's work room, can't be killed at all: stun it with a grenade and get on with the puzzle. Shoot ordinary Molded in the head to stagger them, then punch them to save ammo.

Start Not a Hero from Extra Content (Normal)Quest stepDLC: Not A Hero
Location
Abandoned Mine – From the main menu, open Extra Content and start Not a Hero on Normal. It keeps its own save files, apart from the main game's. This route is written for Normal (Easy also counts for Mission Accomplished).
Summary
Starts the Normal play; a clear on Easy or Normal earns Mission Accomplished.
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File: Briefing DocumentCollectibleDLC: Not A Hero
Location
Abandoned Mine – Before you take a step, open the inventory and examine the Briefing Document, so the Files menu is sure to count it.
Summary
One of the nine Not a Hero files; it is in your inventory from the start.
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File: Second Starting LetterHidden spoiler – activate to revealCollectibleDLC: Not A HeroMinor spoiler
Location
Abandoned Mine – In the same inventory, examine the other document you start with, a letter, the same way.
Summary
One of the nine Not a Hero files: the second document you start with, a letter.
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Abandoned Mine: ride the lift down to the Central CavernQuest stepDLC: Not A Hero
Location
Abandoned Mine – Follow the only way on: three Molded in the first tunnel, then a big chamber with stairs and an ambush at the top. The next room fills with toxic gas and your oxygen starts to run down: cross it to the far door and run on through the gassed hallway. In the lift lobby, kill the Molded and press the red button; the lift carries you down to the Central Cavern.
Summary
The opening stretch: nothing to collect, only supplies.
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Save Room: Central CavernAreaDLC: Not A Hero
Location
Central Cavern – Off the lift, the recorder stands on a table facing the big Shield Machine, on the cavern's west side, with the item box beside it. The two coin birdcages stand on a raised platform in the south-west corner, up the stairs on the left.
Summary
The first tape recorder and item box of the play; the hub you return to between shutters.
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Antique Coin: Central CavernCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern – From the lift, go down and to the right to the big green shipping container in the north-east part of the cavern. The coin is on a barrel on its left side, by the yellow tubing.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Mining Work Area entranceCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Entrance – Open the red shutter. In the tunnel beyond, a locked cell holds your first ally on the left. Between the cell and the shutter, two barrels stand against the right wall; the coin lies on the rock ledge just beside them.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Work Sector ACollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – Take the lift at the end of the tunnel up to 2F and go into the big room on the right, Work Sector A. A swarm attacks: about a dozen Molded, then two fast four-legged ones. When it's quiet, follow the tracks right into the open area and keep to the right-hand wall: the coin is on a big white sack beside two barrels on the south wall.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Work Sector A: turn the winch for the Cell KeyQuest stepDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – At the winch beside the clown door, fit the Gear first and then the Crank, and turn it. A giant White Molded charges in while you are at it: it can't be killed here, so don't spend ammo on it. Throw a grenade to stun it and finish turning.
Requires
Summary
Brings the Cell Key's container down.
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Cell KeyKey itemDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – Take the Cell Key from the container in the middle of the room and ride the lift back down. The clown door by the winch stays shut until you have the Clown Key, much later.
Summary
Opens the cell in the tunnel below Work Sector A.
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High-Grade FilterHidden spoiler – activate to revealKey itemDLC: Not A HeroMinor spoiler
Location
Mining Work Area · Cell – Downstairs, open the cell on the left of the tunnel with the Cell Key. After the scene inside, take the filter from the gas mask.
Requires
Summary
A gas-mask filter: contaminated air no longer drains your oxygen. The green shutter needs it.
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Antique Coin: Storage Area catacombsCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (C3) – Back in the hub, open the green shutter and push on into the contaminated catacombs; the new filter keeps you breathing. A White Molded appears early: take the grenade from the slab on your left, stun it and run past. Go through the hall stacked with white boxes and turn left. At the end, by a trolley loaded with buckets and lunchboxes, the coin sits on a heap of white rubbish bags (north-east corner).
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Night Vision DeviceKey itemDLC: Not A Hero
Location
Storage Area · Backup Power Room – Keep going through the catacombs until an open metal door on the right leads into the Backup Power Room, a dead end. The device sits on a low set of metal shelves in the room's north-east corner, by the green barrels.
Summary
Lets you see in the dark; the third shutter needs it.
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File: Night Vision Device ManualCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Backup Power Room – On the same shelves, right next to the Night Vision Device.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Anti-Regen Ammo -RAMRODs- GuideCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Backup Power Room – In the same north-east corner of the Backup Power Room, on the metal cabinet where the RAMROD rounds lie.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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Sewer: set the power switches (up, down, up)Quest stepDLC: Not A Hero
Location
Storage Area · Sewer – Leave the Backup Power Room and turn right; an alarm goes off. In the pitch-dark room ahead, cut through the barrels with the knife and drop down the hole into the Sewer. By the dead lift the wall shows the pattern: left switch up, middle down, right up. Small Molded swarm in while the lift comes down; the knife handles them. Ride it up.
Summary
Powers the dead lift in the Sewer.
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Antique Coin: Storage Area past the Sewer liftCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (N3) – At the top of the lift, follow the corridor straight ahead to its end, where a small Molded leaps out. The coin is on a barrel pushed against metal bars next to a pallet, with three RAMROD rounds close by.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Storage Area crate dead endCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S1) – Carry on: the first White Molded you can kill waits in the next catacomb (one RAMROD). Crouch under the turrets in the hallway after it and let them shred the Molded. Past an unlocked gate, skip the three turrets on the right and go left. Next comes a Fat Molded that explodes (shotgun it and back off), then another White Molded; there, take the short hall on the left to two breakable crates. Past them, in the dead-end corner, the coin is on a big white sack.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Lock Pick: Storage Area crate dead endItemMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S1) – In the same dead-end corner as the coin, on a small paint bucket.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Opens the locked box in the Mine Cart Yard (RAMROD rounds).
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Antique Coin: Mine Cart Yard passageCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Passage – From the crate dead end, go back up the hall and leave by the unlocked gate toward the hub. Open the third shutter (the dark one; you haven't been through it yet). The passage beyond is dark and full of traps, which the Night Vision Device picks out. Take the first right into the side branch: behind two breakable crates, the coin is on a small white paint bucket.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Locked Box: Mine Cart Yard passageOtherMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Passage – Back in the main passage, follow the other branch (north-east) to its end: the locked container there opens with the Storage Area Lock Pick.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Holds two RAMROD rounds.
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Holding Yard: clear the way with the mine cartsQuest stepDLC: Not A Hero
Location
Mine Cart Yard · Holding Yard – Along the passage, duck under the first laser tripwire, step between the next two, and duck under the plain tripwire before the door. Its button opens a shutter. Out on the tracks, ready the shotgun and push the cart through the wooden barrier; a Fat Molded that explodes turns up. In the Holding Yard the way out is the lit wooden barrier on the right. Push the cart by the entrance first. Next roll the cart in the south-east into the south-west corner, then push the yellow cart so it stops against that one. Last, push the cart with the balloon through the lit barrier.
Summary
Breaks through to the Repair Yard and the Clown Key.
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Antique Coin: Repair YardCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Repair Yard – Through the broken barrier is the Repair Yard, with a mechanical clown puppet in the middle. Before touching the puppet, go to the south-west corner: the coin sits between two caged blue water tanks stacked one on the other.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Clown KeyKey itemDLC: Not A Hero
Location
Mine Cart Yard · Repair Yard – Take the Clown Key from the clown puppet in the middle of the Repair Yard. Fast Molded and a White Molded pour in at once: clear a path with the shotgun and get through the exit door, where the fast ones can't follow.
Summary
Opens the three clown doors and the Shield Machine's terminal.
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Ventilation Room: switch off the traps and reach the soldierHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Mine Cart Yard · Ventilation Room – Use the Clown Key on the clown door beyond the Repair Yard; past it, more laser tripwires line the way to the Ventilation Room. Don't go to the soldier yet: walk past him to the power switch and turn the traps off, then go back to him. The scene that follows starts a ten-minute countdown on the bomb on your wrist.
Requires
Summary
Starts the ten-minute countdown.
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Ten minutes on the clock

From the Ventilation Room you have ten minutes to reach the Liquid Nitrogen beyond the clown door in the red shutter's Work Sector A. Coin 9 is at the foot of the ladder you're led to, and coin 10 and a free Steroids are on the way, a short way down the tracks from that clown door. Don't detour anywhere else.

Antique Coin: foot of the Mine Cart Yard ladderCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Maintenance Passage – Follow the soldier to the ladder. In the corner at its foot, the coin is inside an open cardboard box.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Antique Coin: Mining Work Area dead endCollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Dead End – Head back to the hub with the shotgun ready (a Fat Molded that explodes waits in the trapped cavern), then through the red shutter and up the lift to Work Sector A. Unlock the clown door in the back corner with the Clown Key while Molded and White Molded close in; a grenade buys time. Past it, a White Molded stands on the right (one RAMROD) and two Incendiary Grenades lie on a crate. Through the next door turn right at the big yellow steamroller and follow the winding tracks down to the Dead End: the coin is on the tarp-covered object in the south-west corner.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Antique Coins of a Normal play; spend them at the two birdcages in the Central Cavern. All ten and a clear unlock Fast Walk.
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Steroids: Mining Work Area dead endUpgradeMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Dead End – In the Dead End with the coin, on the barrel among the ammo and RAMROD rounds.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A free Steroids, which raises your maximum health.
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Mama MoldBossDLC: Not A Hero
Location
Mining Work Area · Garage – From the Dead End, go on toward the garage where the mining machines are parked. As you get close to the Liquid Nitrogen it bursts in. Knock it down with a RAMROD round, punch its weak spot, then empty grenades and ammo into it.
Summary
A huge White Molded that guards the Liquid Nitrogen.
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Reach the Liquid Nitrogen before the timer endsHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Mining Work Area · Garage – With the Mama Mold dead, shove through the taped-off barrier and use the liquid nitrogen in the metal container. The bomb comes off and the clock stops; head back to the hub.
Requires
Summary
Gets the bomb off your wrist and stops the countdown.
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Stabilizer: Storage Area clown doorUpgradeMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Store Room West – From the hub, go back through the green shutter into the Storage Area. In the hallway past the first hatch you reach a second hatch with a clown door beside it; unlock that door with the Clown Key. In the room behind it, Store Room West, the Stabilizer is on a small round container on the floor.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A free Stabilizer, the same upgrade the five-coin birdcage sells.
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Coin Cage: Central Cavern Steroids (3 coins)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Back in the Central Cavern, climb the stairs on the left up to the south-west platform and pay 3 coins at the Steroids birdcage. You can open it any time you pass with 3 coins in hand.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding Steroids, which raise your maximum health.
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Coin Cage: Central Cavern Stabilizer (5 coins)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Beside the Steroids cage on the same platform: pay 5 coins.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and every area off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding a Stabilizer. With all ten coins you can open both cages and keep two.
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Last chance for the hub

Once the Shield Machine opens there is no way back to the Central Cavern. Before you use the Clown Key on its terminal, have all ten coins, both files from the Backup Power Room, the Storage Area Lock Pick and the Mine Cart Yard box it opens, the free Steroids in the Dead End, the free Stabilizer in Store Room West, and both birdcages (Steroids 3 coins, Stabilizer 5).

Shield Machine: open it with the Clown Key and survive the three wavesQuest stepDLC: Not A Hero
Location
Shield Machine – Use the Clown Key on the terminal left of the save point and go in; take every Med Injector and box of ammo inside first. Stand on the steps so the Molded can't surround you. Wave one brings Molded, a Fat Molded that explodes and a White Molded; wave two adds fast four-legged Molded; wave three sends two Fat Molded (stun them with Neuro-stun grenades). Keep RAMRODs loaded for the White Molded. When the last wave falls a self-destruct starts: pull off the vent cover left of the entrance door and crawl out before it hits zero.
Summary
The hardest fight of the play, then the way out to the Research Facility.
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File: Research Facility Observation LogHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · 1F Experimentation Room – The vent leads to the Research Facility. On 1F, the white experiment room next to the Monitoring Room is guarded by two White Molded. Inside, the file lies on the small metal cart behind the bed, in the north-east corner.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
An observation log from the Research Facility. One of the nine Not a Hero files the game's Files menu counts.
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File: Researcher's JournalHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Lobby 2F – Climb the stairs past the Monitoring Room to 2F and turn right. A Molded lies on a stretcher there; the journal is sticking out of a locker in the eastern alcove.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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Research Facility: cut the power and follow LucasQuest stepDLC: Not A Hero
Location
Research Facility · 2F – At the far end of the 2F hall, go into the maintenance room across from Lucas's office and cut the power. That opens the door to the right of his window. A turret watches the hallway behind it: step straight into the office on the left, the Clinical Lab.
Summary
Opens the way to the Clinical Lab.
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Save Room: Clinical LabAreaDLC: Not A Hero
Location
Research Facility · Clinical Lab – The recorder is on the operating table in the west half of the Clinical Lab, and the item box stands against the south wall.
Summary
The second tape recorder and item box; the last save before the final fight.
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File: Email LogHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – In the Clinical Lab, on the laptop on the middle table.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Lucas' JournalHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – On the table in the Clinical Lab's north-east corner.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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File: Note on the WallHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Not A HeroMinor spoiler
Location
Research Facility · Clinical Lab – Pinned to the wall in the Clinical Lab's south-west corner, to the left of the blue door.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
One of the nine Not a Hero files the game's Files menu counts.
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Lock Pick: Clinical LabItemMissablePoint of no returnDLC: Not A Hero
Location
Research Facility · Clinical Lab – In a bowl on the operating table, next to the tape recorder.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
Opens the locked toolbox in the corridor below (RAMROD rounds).
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Locked Box: Research Facility corridorOtherMissablePoint of no returnDLC: Not A Hero
Location
Research Facility · Corridor 1 – Go out through the blue door and down the stairs to Corridor 1, the hallway that joins the mine to the Research Facility. The locked toolbox there opens with the Clinical Lab pick. Climb back to the Clinical Lab afterwards.
Why you can lose it
Lost for this play once you walk into the Cultivation Lab: the fight there ends the play. Take it before leaving the Clinical Lab.
Point of no return
Walking into the Cultivation Lab at the end of the hallway behind the Clinical Lab: the final fight starts, and the play ends with it.
Summary
Holds two RAMROD rounds.
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The final fight ends the play

The hallway behind the Clinical Lab leads to the Cultivation Lab and the last fight, and the play ends when it does. First take the three Clinical Lab files (the Email Log, the Note on the Wall and Lucas' Journal), the two files from 1F and 2F if you passed them, and the Clinical Lab Lock Pick with the toolbox it opens in Corridor 1. Save at the recorder.

LucasBossDLC: Not A Hero
Location
Research Facility · Cultivation Lab – Follow the hallway behind the Clinical Lab (its turret has run dry) into the Cultivation Lab and smash every crate for supplies before the fight starts. It has two phases: aim for the head, then for the exposed chest. In the second phase the air goes bad, so watch your oxygen and top it up at the room's oxygen points only when it runs low.
Summary
The final fight of Not a Hero.
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Mission AccomplishedAchievementDLC: Not A Hero
Location
Research Facility · Cultivation Lab – Pops when the play ends after the fight with Lucas. The clear also opens Professional (section 15) and unlocks Thor's Hammer Sight B; with all ten coins it adds Fast Walk, and a clear in under an hour adds Easy Deflect. They wait in the item box of your next play.
Requires
Summary
Clear Not a Hero on Easy or Normal.
Trophies
  • Bronze · PlayStationMission Accomplished
  • Achievement · XboxMission Accomplished
  • Achievement · SteamMission Accomplished
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Not a Hero: Professional

Not a Hero again on Professional: the same mine with a knife-only start, harder fights, moved pickups and You're the Hero Now.

Professional opens after your first clear. It is the same mine, the same three shutters and the same story as section 14, but you start with only a knife, your pistol and shotgun lie somewhere in the mine, there are more Molded and more tripwires, and the timing for a block that staggers an enemy is tighter. The required rows follow section 14's route and say what changes. The Professional coins, the two birdcages, the lock pick, its box and the free upgrade are optional; most coins are in new places. The files are where they were on Normal and section 14 already lists them.

Blocking, saving and the item box

Block just before a hit lands to stagger the attacker, then punch; with only a knife early on, this is how you get past most Molded. Molded keep returning to the Central Cavern: open a shutter and step just inside it, without going far enough for it to close, and the ones nearby disappear for a moment, long enough to save. On Professional the Central Cavern is not the first item box: there is one where the Abandoned Mine's stairs end.

Start Not a Hero on Professional; take the rewards from the North Cavern item boxHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Abandoned Mine · North Cavern – From Extra Content, start Not a Hero on Professional. Deflect the first Molded and get the timing right before going on (if it hits you, it's worth restarting); kill one of the next three or slip past them. Where the stairs end in the North Cavern, an item box holds your unlocks: take Thor's Hammer Sight B and Fast Walk, and Easy Deflect if you earned it. After a bomb is strapped to your wrist, take the grenades on the desk in the next office. Then follow section 14's way down to the lift and the Central Cavern.
Summary
Starts the Professional play with only a knife; your unlocks from the Normal clear wait in the first item box.
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Antique Coin: Central Cavern white vehicle (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern – Off the lift, Molded start spawning at once (a few ordinary ones, blade-armed ones and two four-legged ones). Once they are down, look at the white vehicle parked off the tracks ahead, on the east side. Go round the left of the wooden barricade to its rear: the coin is on the back.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Professional: Cell Key and High-Grade Filter with the Mama Mold roamingQuest stepDLC: Not A Hero
Location
Mining Work Area · 2F Work Sector A – Red shutter and the lift to Work Sector A, as on Normal. About nine Molded roam with the Mama Mold: stay near the tracks on the right, pick off the small ones while keeping away from the big one, and go back to the hub to save every few kills. The Gear is safe to take, but the moment you step into the middle the Mama Mold charges you: block right before it connects to stagger it. Then grab the Crank, fit both on the winch and turn it (stagger it again if you need time). Take the Cell Key down, open the cell and take the High-Grade Filter.
Summary
Section 14's winch puzzle, with about nine Molded and the Mama Mold in the room.
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Antique Coin: Storage Area locked gate barrel (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S2) – Through the green shutter there is nothing to collect until the Night Vision Device in the Backup Power Room (as in section 14). Then break the three crates by the chute, drop into the Sewer, set the switches up, down, up and ride the lift, blocking the small jumping Molded. Follow the way round to its lowest point, where a White Molded appears: behind it, through a locked gate, the coin is on a barrel in the south-east corner.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Antique Coin: Storage Area stretcher (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Section (S1) – Past the gates, toward the middle of the area, a stretcher with a body on it holds the coin. If the turret corridor is too much on this visit, this coin and the one before it can wait until you come back for the Storage Area clown door before the Shield Machine.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Antique Coin: Mine Cart Yard passage (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Passage – Back at the hub, through the third shutter. Take the first right, as for Normal's coin there: the coin is on the white paint bucket in that branch.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Samurai Edge (Professional)WeaponDLC: Not A Hero
Location
Mine Cart Yard · Departure Yard – Follow the trapped passage beyond the third shutter to the first mine cart, in the Departure Yard: the pistol lies on a barrel in the yard's north-west corner, left of the cart. If you skipped the Storage Area coins above: the third shutter needs the Night Vision Device, so first clear the Storage Area behind the green shutter as in section 14 (the Backup Power Room, the Sewer switches up, down, up, then out through the gates; a grenade down the turret hallway takes the turrets out).
Summary
Your pistol, which Professional doesn't start you with.
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Lock Pick: Holding Yard (Professional)ItemMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Holding Yard – Before pushing the first cart, leave the door behind you open; push it, then run back through that door so the exploding Molded vanishes. In the Holding Yard the pick is on a barrel in the southern part, past the wooden barrier, which only a cart sent through it breaks, and that calls a Molded. Send the cart through, sprint back the way you came, open the door, keep running until the Molded vanishes, then return for the pick. Blocking the barrier with another cart avoids the Molded but leaves the pick behind.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Opens the locked box on the Central Cavern birdcage platform (RAMROD rounds).
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Professional: Holding Yard carts and the Clown KeyQuest stepDLC: Not A Hero
Location
Mine Cart Yard · Repair Yard – Clear the Holding Yard with the carts as in section 14. The Repair Yard's floor is strung with tripwire bombs: walk carefully to the clown puppet, and don't break the crate there (it's a trap). Take the Clown Key, then let the four-legged Molded run into the tripwires while you block; a White Molded and another four-legged one come from the door, so kill the fast one and unlock the clown door outside. Beyond it the Ventilation Room is full of lasers and jumping Molded that leap into them: shoot those with the pistol as they spawn.
Summary
Section 14's cart puzzle, then a Repair Yard strung with tripwire bombs.
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Antique Coin: Repair Yard back passage (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Back Passage – Through the clown door outside the Repair Yard, turn right and look in the corner: the coin is on the ledge there, in the north-west.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Antique Coin: Ventilation Room switch (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mine Cart Yard · Ventilation Room – In the Ventilation Room, on your way round to the switch that turns the traps off, the coin is on a box of explosives next to it.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Thor's Hammer (Professional)Hidden spoiler – activate to revealWeaponDLC: Not A HeroMinor spoiler
Location
Mine Cart Yard · Ventilation Room – In the Ventilation Room turn the traps off at the switch and free the soldier; the shotgun is on the metal shelves in the room's north-east corner. The ten-minute bomb countdown starts with this scene: head back to the hub and sort the item box (knife, the shotgun with Sight B, the pistol and your grenades). Then red shutter and lift to Work Sector A; a White Molded meets you, so block it and go the long way round to the clown door, then turn to block the two four-legged Molded once the key is in.
Summary
Your shotgun, back after the soldier in the Ventilation Room.
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Antique Coin: Mining Work Area clown door barrel (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Passage – Through the clown door in Work Sector A, turn left straight away: the coin is on a yellow barrel by the southern door.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Antique Coin: Mining Work Area dead end (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Dead End – Through the next door, go round the yellow steamroller on the right and down the winding slope to the Dead End: the coin is on the tarp-covered object, as on Normal. There's no free Steroids here on Professional.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
Report an issue
Professional: beat the Mama Mold and reach the Liquid NitrogenHidden spoiler – activate to revealQuest stepDLC: Not A HeroMinor spoiler
Location
Mining Work Area · Garage – From the Dead End, go on toward the garage and take the supplies on the way before the fight starts (if you skipped the coins above: through the clown door, past the steamroller and down the winding slope). One RAMROD round floors the Mama Mold: shotgun its cracked head, and each time it starts to rise throw a grenade to knock it back. When it bursts, use the liquid nitrogen to get the bomb off.
Summary
The timed stretch and the Mama Mold, with Professional's tighter margins.
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Antique Coin: Mining Work Area storage space (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Mining Work Area · Storage Space – With the bomb off, walk back toward the lift: in the Storage Space, the coin is on a small heap of rocks on the ground (south side).
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Antique Coin: Storage Area clown door (Professional)CollectibleMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Store Room West – Back at the hub, go through the green shutter. Past the first hatch, the hallway reaches a second hatch with a clown door beside it; unlock it with the Clown Key and look left, where the coin sits on a little rocky outcrop. Then pick up anything you left deeper in the Storage Area.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
One of the 10 Professional Antique Coins; the two Professional birdcages together cost all ten.
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Stabilizer: Storage Area clown door (Professional)UpgradeMissablePoint of no returnDLC: Not A Hero
Location
Storage Area · Store Room West – In Store Room West with the coin, sitting on the little round container on the floor, where the Normal Stabilizer was. It should be a Stabilizer; it may turn out to be Steroids instead.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A free upgrade behind the Storage Area clown door.
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Locked Box: Central Cavern birdcage platform (Professional)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Back in the Central Cavern, climb the stairs on the left to the birdcage platform in the south-west corner: the locked container there opens with the Holding Yard pick.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
Holds three RAMROD rounds.
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Coin Cage: Central Cavern Steroids (4 coins, Professional)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – On the same platform, pay 4 coins at the Steroids birdcage.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding Steroids, which raise your maximum health.
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Coin Cage: Central Cavern Thor's Hammer Sight C (6 coins, Professional)OtherMissablePoint of no returnDLC: Not A Hero
Location
Central Cavern · Birdcage platform – Beside the Steroids cage: pay 6 coins. With all ten Professional coins you can open both.
Why you can lose it
Lost for this play once the Shield Machine opens: the hub and the areas off it close behind you. Take it before using the Clown Key on the terminal by the Central Cavern save point.
Point of no return
Using the Clown Key on the terminal beside the Central Cavern save point on Professional: the Shield Machine opens, and after its fight you leave through a vent and can't return to the hub.
Summary
A birdcage holding a sight for the shotgun. It belongs to this play only, not your unlocks.
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Last chance for the hub

As on Normal, there's no way back to the Central Cavern once the Shield Machine opens. Before you use the Clown Key on its terminal, have all ten Professional coins, the Holding Yard Lock Pick and the birdcage-platform box it opens, the free upgrade in Store Room West, and both birdcages (Steroids 4 coins, Sight C 6). Then sort the item box for the fight inside.

Professional: Shield Machine waves, Research Facility and the Clinical Lab saveQuest stepDLC: Not A Hero
Location
Shield Machine – Return to the hub and put the Clown Key in the terminal beside the save point. Take the pistol with ordinary rounds and RAMRODs, the shotgun and a Neuro-stun grenade into the Shield Machine. Headshot Molded with the pistol and punch them, keeping the shotgun for when they crowd you; a punched Molded staggers any it hits. Stay on the steps in wave one and give each White Molded one RAMROD. In wave two, stand by the wall next to the stairs to catch the four-legged ones as they come. When the last two Fat Molded break in at the back, stun them with the Neuro-stun grenade and give each one RAMROD. Take the supplies at the top and crawl out through the vent. In the Research Facility, kill the three jumping Molded and the blade-armed one off the hallway, get past the Fat Molded on the stairs (stun it and run up), and deflect the four-legged Molded by the stretcher (the one lying on it stays still if you don't look at it). Throw the switch at the end of the hall, as on Normal, and save in the Clinical Lab.
Summary
The Shield Machine fight on Professional, then the Research Facility up to the last save.
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You're the Hero NowAchievementDLC: Not A Hero
Location
Research Facility · Cultivation Lab – Follow the hallway behind the Clinical Lab into the Cultivation Lab and break the crates for supplies first. Use Incendiary Grenades, the shotgun and RAMRODs. Each time Lucas lands and winds up, an Incendiary Grenade stops him; follow with shotgun blasts, and when his chest opens switch to RAMRODs. The third phase skips the wind-up, so keep alternating grenades and shots. The trophy pops with the clear, which also unlocks Infinite Ammo.
Summary
Clear Not a Hero on Professional.
Trophies
  • Silver · PlayStationYou're the Hero Now
  • Achievement · XboxYou're the Hero Now
  • Achievement · SteamYou're the Hero Now
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End of Zoe

End of Zoe on Normal with fists only: the whole route, its five files, the 13 fixed effigies, the save points and four of the pack's trophies.

End of Zoe has its own save slots and its own route through the swamps around the Baker estate, one way from area to area. Play it first on Normal and fight with your fists only: that earns Promise Kept and The Only Guns You Need in one go, and the clear opens Joe Must Die and the Extreme Challenges (section 17). The five files count toward 100%; the first one starts in your inventory. The effigies are optional: each one carried makes your punches stronger, which helps a lot on a run without weapons. Each area closes behind you, so pick everything up before the boat or the scene that ends it.

Fists only, all the way to the credits

The Only Guns You Need is lost the moment you throw a Throwing Spear or set a Stake Bomb: any thrown or placed weapon counts. The gauntlet you find on the Baker estate near the end is fine to use. Gators can't be beaten by hand, so sneak past them, lure them off and climb out of the water (some stop chasing and vanish once you are on land). The four-legged fast Molded are the hardest part: crouch, sidestep their leap, then keep punching. Sneak kills (crouch and attack from behind an enemy that hasn't seen you) save a lot of health.

Start End of Zoe on Normal; plan a no-weapons runQuest stepDLC: End Of Zoe
Location
Joe's House · Joe's House – From the main menu, open Extra Content, choose End of Zoe and start a new game on Normal. You begin inside Joe's House.
Summary
The first play of End of Zoe: Normal, fists only, for Promise Kept and The Only Guns You Need.
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File: Joe's Survival ManualCollectibleDLC: End Of Zoe
Location
Joe's House · Joe's House – Before you do anything else, open the inventory and examine Joe's Survival Manual: that adds it to the Files menu. It also explains how the punches work.
Summary
One of End of Zoe's five files. It starts in your inventory and only counts once you examine it.
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File: Joe's NoteCollectibleMissablePoint of no returnDLC: End Of Zoe
Location
Joe's House · Joe's House – Before you step outside, check the chest of drawers beside the front door of the house. When you come back later the house is on fire, so read it now.
Why you can lose it
Joe's House is left behind for good once Zoe is in the boat, and it burns before that, so read it before you first go outside.
Point of no return
Carrying Zoe out of Joe's House to the boat: it takes you down the river, away from the house.
Summary
One of End of Zoe's files, counted in the game's Files menu. It is the first one, in Joe's House.
Report an issue
Save Room: Joe's House shelterAreaDLC: End Of Zoe
Location
Joe's House · Shelter – Outside the front door, the shelter across from the house holds the recorder and the item box, with Chem Fluid on the shelf. A punching bag to the left of the box lets you practise.
Summary
A tape recorder for saving. This one also has an item box, the first of four.
Report an issue
Queensberry RulesAchievementDLC: End Of Zoe
Location
Joe's House · Clearing – Cross the bridge into the clearing: one Molded comes at you in the field and another walks outside the house. On the first, punch right, left, right, left (the four-hit knockdown combo) and stomp its head; sneak up behind the second. Do it before the gauntlet near the end replaces your bare left fist.
Summary
Trophy for a four-hit combo with bare fists.
Trophies
  • Bronze · PlayStationQueensberry Rules
  • Achievement · XboxQueensberry Rules
  • Achievement · SteamQueensberry Rules
Report an issue
Boxer Effigy: Joe's House barrierUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Joe's House · Shack Yard – Once the clearing's Molded are down, punch through the first barrier with the yellow mark. The effigy sits on the oil drum just to the left, before the shack.
Why you can lose it
Joe's House is left behind for good once Zoe is in the boat; take it before then.
Point of no return
Carrying Zoe out of Joe's House to the boat: it takes you down the river, away from the house.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Before you carry Zoe to the boat

Joe's House stays behind once Zoe is in the boat. Joe's Note (inside the house, by the front door) and the Boxer Effigy on the drum past the first barrier must be in hand first.

Take the cure from the shack and carry Zoe to the boatHidden spoiler – activate to revealQuest stepDLC: End Of ZoeMinor spoiler
Location
Joe's House · Shack – Go on into the shack and take the cure from the dead soldier at the end of its hallway. On the way back one Molded waits inside and two more come through the gate. At the burning house, walk up to Zoe, watch the scene, then pick her up and carry her out of the back door that is now open and into the boat.
Summary
The first goal: a dose of the cure, then the boat trip away from Joe's House.
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Save Room: Base boat houseAreaDLC: End Of Zoe
Location
Base · Boat House – From the landing, carry Zoe over the hill and along the outer wall of the base, keeping clear of the gator, to the couch in the boat house. The recorder is on the small metal shelves by the south door.
Summary
A tape recorder for saving. Zoe rests here while you look for the rest of the cure.
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Boxer Effigy: Base path poolUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Base · Path – Once Zoe is on the couch, walk back the way you came, keeping to the left. The effigy lies on the muddy bank at the west side of the round pool in the middle of the path.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Base tents: sneak-kill the three Molded (toward Swamp Warfare)Quest stepDLC: End Of Zoe
Location
Base · Tent Area – With Zoe resting on the couch in the boat house (carried there over the hill from the landing), go in through the camp gate and creep up behind the Molded feeding in the first green tent, then the one walking in the second (if it spots you, pull it back to the gate and fight it there). Walk through the second tent to come up behind the fast Molded outside it; leave the Throwing Spear just past it alone.
Summary
Three sneak kills in the camp, the first ones toward the five Swamp Warfare needs.
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Save Room: Base side storageAreaDLC: End Of Zoe
Location
Base · Side Storage – Punch through the next barrier and climb the wooden steps. The recorder stands on a little set of metal shelves up in the top corner, just before the drop into Medical Storage.
Summary
A tape recorder for saving.
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Boxer Effigy: Base side storageUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Base · Side Storage – In the same corner as the recorder at the top of the wooden steps, the effigy sits on a sandbag on top of an oil drum.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
File: Medical Storage OrdersCollectibleMissablePoint of no returnDLC: End Of Zoe
Location
Base · Medical Storage – Past the tents, punch through the next barrier, climb the wooden steps and drop down into Medical Storage. The file is on the bench in the south-west part of the room.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of End of Zoe's files, counted in the game's Files menu. It says where the cure is being made.
Report an issue
Swamp Man: BaseHidden spoiler – activate to revealBossDLC: End Of ZoeMinor spoiler
Location
Base · Outside Medical Storage – He appears as you leave Medical Storage. Knock him down with your combos, punch through the yellow barrier while he is on the ground, then run when he gets up and drop into the water: he gives up the chase.
Summary
The first meeting with the Swamp Man, a fight you escape rather than win.
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Save Room: Base shedAreaDLC: End Of Zoe
Location
Base · Shed – The shed just past the water where the chase ends: the recorder is on the metal bench on its north side and the item box in the south-west corner.
Summary
A tape recorder for saving. This one also has an item box.
Report an issue
Boxer Effigy: Base shedUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Base · Shed – Inside the same shed, the effigy hangs high in the shed's north-east corner, close to the recorder.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Cross the gator swamp to the Paddle Boat (no spears on this run)Quest stepDLC: End Of Zoe
Location
Base · Swamp – Past the shed where the chase ends, head out into the swamp. The first gator, right where you step off the bank, can be shaken for good: wade in until it notices you, then run back onto dry ground and it stops and vanishes. Sneak past the rest or draw them off and climb out of the water, take the mud path up on the left and run past its two Molded, and keep going to the dry mud by the paddle boat, where a door opens back toward the camp.
Summary
The swamp walk from the shed to the paddle boat, past gators that only spears can kill.
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Save Room: Paddle Boat Steering HouseAreaDLC: End Of Zoe
Location
Paddle Boat · Steering House – Climb the scaffolding ladder to the paddle boat's top deck. The recorder stands beside the big steering wheel in the Steering House.
Summary
A tape recorder for saving. A First Aid Med waits here too.
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Boxer Effigy: Paddle Boat roofUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Paddle Boat · Deck – From the Steering House, go round behind it: the effigy is on the landing at the back, on the west side of the roof.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Swamp Warfare (5 sneak kills: camp and Paddle Boat 2F)AchievementDLC: End Of Zoe
Location
Paddle Boat · 2F and 1F – Climb the scaffolding to the top deck, take the stairs down past a Double Blade Molded and punch through the 2F barrier. Turn left, wait behind the crate and sneak-kill the walking Molded, then the fast one down the hall: with the three in the camp that makes five. Spares: the Molded at the end of the vent in the small maintenance room, and the two at the 1F stairwell (drop on the walker as it passes under, then the one standing still).
Summary
Trophy for five sneak kills in End of Zoe.
Trophies
  • Bronze · PlayStationSwamp Warfare
  • Achievement · XboxSwamp Warfare
  • Achievement · SteamSwamp Warfare
Report an issue
Champion Effigy: Paddle Boat air ductUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Paddle Boat · 1F Air Duct – At the bottom of the 1F stairwell, step into the little maintenance room beside the stairs (on their left) and crawl into its vent, which is also the way on. The effigy lies halfway along the duct.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the four fixed Champion Effigies; each one carried adds a bigger boost to Joe's attack.
Report an issue
Save Room: Paddle Boat synthesizer platformAreaDLC: End Of Zoe
Location
Paddle Boat · Apparatus Platform – Out of the vent, three Molded walk around the engine room; deal with them and break the barrier. The recorder sits on a metal bench up on the raised platform, next to the cure-making machine at the top of the scaffolding.
Summary
A tape recorder for saving. The last one before a boss fight.
Report an issue
Boxer Effigy: Paddle Boat synthesizer benchUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Paddle Boat · Apparatus Platform – On the raised platform by the machine, look under the metal bench with the recorder: the effigy is on the lower shelf.
Why you can lose it
The Base and the Paddle Boat are left behind once you walk up to Zoe in the Base boat house and take the boat; take it before then.
Point of no return
Walking up to Zoe in the Base boat house: a scene follows, then the boat ride leaves the Base and the Paddle Boat behind.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Swamp Man: Paddle Boat holdHidden spoiler – activate to revealBossDLC: End Of ZoeMinor spoiler
Location
Paddle Boat · Hold – With the engine room's three Molded dealt with and its barrier broken (the vent in the little maintenance room left of the 1F stairs leads there), use the machine at the top of the scaffolding: the Swamp Man comes back in the hold. Grab the two First Aid Meds in the arena early, duck and sidestep his swings rather than blocking everything, and punch back between them until a scene ends the fight.
Summary
The second Swamp Man fight, much harder than the first.
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Before you walk up to Zoe in the boat house

Once you reach Zoe in the Base boat house, a scene plays and the boat ride after it leaves the Base and the Paddle Boat behind. The Orders file in Medical Storage must be read first. Optional: the Boxer Effigies at the path pool, the side storage, the shed, the Paddle Boat roof and the synthesizer bench, and the Champion Effigy in the 1F air duct.

Return to the Base boat house and take the boatHidden spoiler – activate to revealQuest stepDLC: End Of ZoeMinor spoiler
Location
Base · Boat House – Leave the hold through the door that leads back to the camp and follow the shortcut to the Base boat house. Walk up to Zoe, watch the scene, then board the boat.
Summary
Back to the boat house with the cure, then the boat trip into the Quarantine Area.
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The way through the Quarantine Area

The boat leaves you in Quarantine Area 1. Crawl under the old building: a toy gator surfaces first, and the real one behind it will likely land a hit when you have no spear. Cross the big lake platform by platform to the large house at the far end; its side entrance has just one gator, so come at it from the left. Stairs lead up into Quarantine Area 2: cross the rickety walkway (a fall means gators), fight off the ambush in the first house and sneak through the second, then follow the winding path and broken walkways to the end. There Molded hide behind cover, a fast Molded bursts from a shack on the right, and a Double Blade Molded guards the last yellow barrier.

Save Room: Quarantine Area 1 shedAreaDLC: End Of Zoe
Location
Quarantine Area · Quarantine Area 1 Shed – Where the boat drops you, head up the path into the first stretch of swamp. The recorder is on the table in the shack standing on stilts.
Summary
A tape recorder for saving.
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Champion Effigy: Quarantine Area 1 fridgeUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Quarantine Area · Lake Exit – Across the big lake, at the large house at its far end: to the right of the stairs up, a small walled-in pool holds an old fridge in its north corner, with the effigy inside. A gator lurks in this pool too.
Why you can lose it
The swamp is left behind once you reach Zoe in the church; take it on the way.
Point of no return
Walking up to Zoe inside the Abandoned Church: a scene ends the swamp half of the run.
Summary
One of the four fixed Champion Effigies; each one carried adds a bigger boost to Joe's attack.
Report an issue
Save Room: Quarantine Area 2 first cabinAreaDLC: End Of Zoe
Location
Quarantine Area · Stilted Cabin 1 – Take the stairs up from the lake into the first cabin on stilts. The recorder is on the metal bench on its east side, the item box in the south-east corner, and a Stake Bomb on the table: leave it in the box on this run.
Summary
A tape recorder for saving. This one also has an item box.
Report an issue
Champion Effigy: Quarantine Area 2 treeUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Quarantine Area · Northern Water Pool – Past the second house, on the winding wooden path, drop into the northern pool: the effigy is wedged in the tree in its north-east corner. Lure the gators away from it first, then double back for it.
Why you can lose it
The swamp is left behind once you reach Zoe in the church; take it on the way.
Point of no return
Walking up to Zoe inside the Abandoned Church: a scene ends the swamp half of the run.
Summary
One of the four fixed Champion Effigies; each one carried adds a bigger boost to Joe's attack.
Report an issue
Save Room: church save shackAreaDLC: End Of Zoe
Location
Abandoned Church · Shed – Past the last yellow barrier at the end of the swamp, the recorder is on the table in the shack at the foot of the climb to the cemetery.
Summary
A tape recorder for saving. The last one before the church.
Report an issue
Boxer Effigy: church save shackUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Abandoned Church · Shed – In the same shack as the recorder, the effigy is on a box that sits on top of an oil barrel, in the shack's north-west corner.
Why you can lose it
The swamp is left behind once you reach Zoe in the church; take it on the way.
Point of no return
Walking up to Zoe inside the Abandoned Church: a scene ends the swamp half of the run.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Fat Molded: cemeteryBossDLC: End Of Zoe
Location
Abandoned Church · Cemetery – From the last yellow barrier of the swamp, climb the hill past the shack, picking up critters for health. At the cemetery's yellow barrier a Fat Molded appears with Molded behind it: keep the coffin in the middle between you and them, block its acid (blocking works even with your back to it) or sidestep it, and back off when it falls, because it explodes. A First Aid Med is in the crate on the right side.
Summary
A Fat Molded with a few ordinary Molded at the cemetery barrier.
Report an issue
Boxer Effigy: church lamppostUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Abandoned Church · Church Path – Break the barrier and head up the slope toward the church. The effigy is at the foot of the right-hand metal lamppost before the steps.
Why you can lose it
The swamp is left behind once you reach Zoe in the church; take it on the way.
Point of no return
Walking up to Zoe inside the Abandoned Church: a scene ends the swamp half of the run.
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack. This one is not there on Joe Must Die.
Report an issue
Before you go up to Zoe in the church

Reaching Zoe in the church ends the swamp half: you wake up somewhere else with nothing in your pockets, and everything you carried waits in an item box much later. The swamp can't be reached again. Optional: the Champion Effigies in the Quarantine Area 1 fridge and the Quarantine Area 2 tree, and the Boxer Effigies in the church save shack and at the lamppost.

AMG-78WeaponDLC: End Of Zoe
Location
Baker Estate · Forest Path – Follow the overgrown path from the shore toward a metal door your fists can't break; when a helicopter flies over and four Molded show up, don't fight, run straight on and turn right down the winding path. In the clearing at its end, the gauntlet is in a weapons case by a wrecked raft. Hold the left punch button (L2 / LT) to charge it, then smash the metal door.
Summary
A gauntlet for the left fist, needed to break metal doors; it doesn't count as a weapon for The Only Guns You Need.
Report an issue
Save Room: Old House shackAreaDLC: End Of Zoe
Location
Baker Estate · Old Shack – Past the metal door, climb the decking into the Old House, where steel bars keep you on one path. The recorder is on the bench in the old shack. On the way in, look along the right-hand wall of the passage hung with dolls: the Old House bridge effigy may be pinned there instead.
Requires
Summary
A tape recorder for saving.
Report an issue
Champion Effigy: Old House collapsed-floor roomUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Baker Estate · Dilapidated Room – Near the end of the Old House path, step into the room whose floor has caved in and look right: the effigy is pinned to the blocked door in its north-east corner.
Why you can lose it
The run ends with the fight in the Main House hall; take it before you walk up to Zoe there.
Point of no return
Walking up to Zoe in the Main House hall: the last fight starts, and the run ends with it.
Requires
Summary
One of the four fixed Champion Effigies; each one carried adds a bigger boost to Joe's attack.
Report an issue
Boxer Effigy: Old House bridgeUpgradeMissablePoint of no returnDLC: End Of Zoe
Location
Baker Estate · Porch – Past the Fat Molded at the front door, out on the porch bridge toward the Yard, the effigy is on the mesh along the right-hand side. If it isn't there, it was on the right wall of the doll passage on the way in.
Why you can lose it
The run ends with the fight in the Main House hall; take it before you walk up to Zoe there.
Point of no return
Walking up to Zoe in the Main House hall: the last fight starts, and the run ends with it.
Requires
Summary
One of the nine fixed Boxer Effigies; each one carried adds 1% to Joe's attack.
Report an issue
Save Room: Yard military tentAreaDLC: End Of Zoe
Location
Baker Estate · Yard – Cross the bridge into the Yard. The military tent on the west side, beside the path leading to the Main House (on its right), has the recorder on its small metal shelves and the item box in its south corner, plus a First Aid Med and Chem Fluid. Take back your healing items, but don't craft spears or Stake Bombs for the last fight.
Requires
Summary
A tape recorder for saving. The last one, with the last item box: everything taken from you at the church is in it.
Report an issue
File: Analysis ReportCollectibleMissablePoint of no returnDLC: End Of Zoe
Location
Baker Estate · Yard – With the metal door broken, follow the barred path through the Old House (a Fat Molded blocks the front door; a charged punch drops it fast) and cross the bridge to the Yard. In the military tent on the west side, the report lies on the floor beside the dead soldier.
Why you can lose it
The run ends with the fight in the Main House hall; take it before you walk up to Zoe there.
Point of no return
Walking up to Zoe in the Main House hall: the last fight starts, and the run ends with it.
Requires
Summary
One of End of Zoe's files, counted in the game's Files menu.
Report an issue
File: AMG-78CollectibleMissablePoint of no returnDLC: End Of Zoe
Location
Baker Estate · Yard – In the same tent, this one is on the northern bench.
Why you can lose it
The run ends with the fight in the Main House hall; take it before you walk up to Zoe there.
Point of no return
Walking up to Zoe in the Main House hall: the last fight starts, and the run ends with it.
Requires
Summary
One of End of Zoe's files, counted in the game's Files menu. It describes the gauntlet.
Report an issue
Before you walk up to Zoe in the Main House

Walking up to Zoe in the Main House hall starts the last fight, and the run ends after it. Both files in the Yard tent (the Analysis Report and the AMG-78) must be read first. Optional: the Champion Effigy in the Old House room with the collapsed floor and the Boxer Effigy on the Old House bridge. Fists and the gauntlet only, to the end.

Swamp Man: Main HouseHidden spoiler – activate to revealBossDLC: End Of ZoeMinor spoiler
Location
Baker Estate · Main House Hall – From the Yard, go through the tunnel into the Main House and walk up to Zoe in the hall. Aim your gauntlet punches at his head; duck his sideways swings, sidestep the overhead smashes and his slow leap, and charge the gauntlet as each string of blows ends. Once he is down, walk to Zoe to finish.
Requires
Summary
The last fight of End of Zoe.
Report an issue
Promise KeptAchievementDLC: End Of Zoe
Location
Baker Estate · Credits – Pops when you finish the run after the Main House fight. The Normal clear also opens Joe Must Die and the Extreme Challenges, and puts a weaker spare gauntlet in the item box for later runs.
Summary
Trophy for finishing End of Zoe on Easy or Normal.
Trophies
  • Bronze · PlayStationPromise Kept
  • Achievement · XboxPromise Kept
  • Achievement · SteamPromise Kept
Report an issue
The Only Guns You NeedAchievementDLC: End Of Zoe
Location
Baker Estate · Credits – Pops once the credits end and the menu comes back, if no spear, Stake Bomb or other weapon was used; the AMG-78 is allowed. If it doesn't, it can still be earned on another fists-only Normal play without any unlocked bonus items.
Summary
Trophy for clearing End of Zoe without weapons; Normal and Joe Must Die both count.
Trophies
  • Silver · PlayStationThe Only Guns You Need
  • Achievement · XboxThe Only Guns You Need
  • Achievement · SteamThe Only Guns You Need
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End of Zoe: Extreme Challenge and Joe Must Die

After the Normal clear: one Extreme Challenge on a short replay, then the whole route again on Joe Must Die, where every save costs a Cassette Tape.

Two more plays finish End of Zoe. First a short replay on Normal for one Extreme Challenge, which you can quit as soon as the trophy pops. Then a full play on Joe Must Die, the hardest setting: same route, same recorders, tougher enemies and traps, and a Cassette Tape spent on every save. Weapons are fine on both, since The Only Guns You Need is already done. The files and effigies were all taken on the Normal play and aren't listed again.

Fastest Man in the SwampAchievementDLC: End Of Zoe
Location
Joe's House · Any area – From the End of Zoe menu, start a new game on Normal: after a clear, timed challenges appear, each asking you to reach the end of an area before its timer runs out, with the limits listed in the Stats menu. Pick one you can beat and use spears and Stake Bombs freely, but leave the AMG-78a in the item box, since it (like the later AMG-Dual) makes the timer run faster. Quit the replay once the trophy pops.
Requires
Summary
Trophy for beating the timer on one Extreme Challenge.
PlayStation 5
On PS5 this trophy didn't carry over from PS4 save data until the update of 30 August 2022. If you moved over a save that had already earned it, open the End of Zoe menu to make it pop.
Trophies
  • Bronze · PlayStationFastest Man in the Swamp
  • Achievement · XboxFastest Man in the Swamp
  • Achievement · SteamFastest Man in the Swamp
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Start End of Zoe on Joe Must Die (saves cost Cassette Tapes)Quest stepDLC: End Of Zoe
Location
Joe's House · Joe's House – From the End of Zoe menu, start a new game on Joe Must Die. Play the route of section 16: the 12 recorders and 4 item boxes are where they were, and the box now holds the AMG-78a from the Normal clear, so take it from the Joe's House shelter before you set out.
Requires
Summary
The hardest setting, open after a Normal clear; every save uses up one Cassette Tape.
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Save only before the hard fights

Joe Must Die has just 17 Cassette Tapes lying around, and a save without one isn't possible. Spend them before the Swamp Man fights, the cemetery and the final fight rather than at every recorder you pass.

What Joe Must Die changes

Throwing Knives are added along the route, as a new thrown weapon. The fights are harder, and there are more traps: a pressure-pad bomb sits in the Paddle Boat 1F air duct, just east of where the Champion Effigy lies, and a Double Blade Molded takes the place of the ceiling ambush in the first Quarantine Area 2 house. The effigies are in their Normal spots, except the one by the church lamppost, which isn't there.

Joe Must Die Cassette Tapes, in walking order
WhereTapesSpot
Base boat house3On the small metal shelves by the south door, with the recorder.
Base swamp, raised dock1In the hand of the dead gator on the wooden platform on the east side.
Paddle Boat deck1Atop a wooden barrel at the deck's east side.
Paddle Boat 2F, north stairwell1On the inner window ledge along the north side of the passage.
Paddle Boat synthesizer platform1On the metal bench with the recorder.
Quarantine Area 1 shed2On the cardboard boxes beside the table with the recorder.
Quarantine Area 1 lake1On the big fallen log in the lake's north-west corner.
Quarantine Area 2, central pool1On a crossbeam under the walkway on the pool's south side, below the part with the stairs.
Quarantine Area 2, third stilted cabin1Lying on the couch at the centre of the cabin.
Church save shack1On the table with the recorder.
Quarantine Area 2 path1In the leftmost of the breakable crates where the path ends to the east.
Old House shack2On the bench with the recorder.
Yard military tent1On the small metal shelves with the recorder.
Cassette Tapes: Joe Must Die spots (13 spots, 17 tapes)ConsumableDLC: End Of Zoe
Location
Joe's House · Along the route – Pick them up as you pass each spot in the table above, from the Base boat house to the Yard tent; most lie beside a recorder. Each area closes behind you, as on Normal, so take each spot's tapes as you pass. Tick this row once you have the Yard tent's tape.
Summary
The tapes that pay for saving on Joe Must Die; there are only these until the clear.
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King of the SwampAchievementDLC: End Of Zoe
Location
Baker Estate · Credits – Play the whole route to the Main House fight on Joe Must Die and walk up to Zoe after it; the trophy pops as the run ends. The clear also puts the AMG-Dual and 50 Cassette Tapes in the item box for later plays.
Summary
Trophy for finishing End of Zoe on Joe Must Die.
Trophies
  • Gold · PlayStationKing of the Swamp
  • Achievement · XboxKing of the Swamp
  • Achievement · SteamKing of the Swamp
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Banned Footage Vol. 1: Nightmare

The basement survival mode: last until dawn on Nightmare, then again on the harder Night Terror, for two trophies.

Banned Footage Vol. 1 isn't played inside the story. Owning it adds Extra Content to the title menu, between Load Game and More; Nightmare is one of its tapes. A run is five rounds, one per hour from midnight to 5 AM, locked in the Main House basement with nothing but Scrap to spend at the workbench. A run is played from midnight to dawn in one go, with no pickups to collect: every run starts fresh from the menu, so nothing here can be missed. Each run's score, a failed one included, is added to a running total that opens new workbench stock and starting bonuses for later runs, so early losses still pay.

How to keep the Scrap coming

You start with 1,000 Scrap. Compactors make more: switch each one on, then walk to it to collect, as each holds at most 1,000. Switch on every compactor at the start of each round. Every purchase raises that item's next price, so put the first Scrap into weapon damage and compactor upgrades rather than a stack of ammo. Corrosive (1,500 Scrap for the first one) opens locked rooms with extra compactors and traps; buy it early. Bonus Scrap also arrives at the end of each round. Keep moving in loops through the bigger rooms, so the Molded can't pin you in a corner.

The five rounds and a plan for each. The traps named here open as score rewards (see the rewards table below).
HourGoalPlan
MidnightKill every enemySwitch on the extra compactor in the Morgue and open the Morgue shortcut. Any weapon will do; save the traps.
1 AMBeat JackBefore he comes, upgrade the compactors, a weapon and your speed. Shotgun blasts to the head bring him down; a Nerve Gas trap makes it easy, but it is worth keeping for later.
2 AMKill every enemyEnemies get tougher and a Fat Molded joins them. Lean on the turret traps, open the 44 MAG for the Fat Molded, and finish the speed upgrade by now.
3 AMKill every enemyRaise the turrets to their second level and take the two Fat Molded down with 44 MAG headshots. Drums, tripwires and Nerve Gas help when it gets crowded.
4 AMBeat JackThird-level turrets handle the Molded around him; lure Jack himself into the Nerve Gas trap in the Morgue.
Nightmare: Survive Until DawnQuest stepDLC: Banned Footage Vol 1
Location
Nightmare · Processing Area – On the title menu choose Extra Content, then Banned Footage, then Nightmare, and pick the Nightmare game type. You wake in the Incinerator Room with 20 slots and 1,000 Scrap, the workbench right beside you. The 1 AM and 4 AM rounds end when Jack is beaten; the others end when every Molded is dead.
Summary
Last all five rounds of the standard Nightmare game type, midnight to 5 AM.
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Score rewards. The Rewards screen on the Nightmare menu keeps the running total of every run, on either game type. No trophy needs any of them.
Total scoreRewardWhat it gives
5,000Starting Scrap +250250 more Scrap at the start of every run
10,000Machine Gun Setthe machine gun, its upgrade and its ammo on the workbench
20,000Nerve Gas TrapsNerve Gas traps placed around the basement
40,000First Aid Med x3three First Aid Meds in hand when a run starts
80,000Burner Setthe Burner, its upgrade and its fuel on the workbench
100,000AdrenalineAdrenaline on the workbench
150,000Flammable Drumsexplosive drums placed around the basement
200,00044 MAG Setthe 44 MAG, its upgrade and its ammo on the workbench
300,000Circular Sawthe Circular Saw on the workbench; crafting it lowers that run's score
450,000Starting Scrap +250another 250 Scrap at the start
700,000Neuro RoundsNeuro Rounds on the workbench
1,000,000Enhanced Handgun AmmoEnhanced Handgun Ammo on the workbench
1,500,000Strong First Aid Medthe Strong First Aid Med on the workbench
2,000,000Starting Scrap +250another 250 Scrap at the start
3,000,000Remote Bomb Setthe Remote Bomb and its upgrade on the workbench
4,000,000M21 Shotgunthe M21 Shotgun on the workbench
5,000,000Albert-01Rthe Albert-01R on the workbench
7,000,000Starting Scrap +250another 250 Scrap at the start
10,000,000Infinite AmmoInfinite Ammo on the workbench; crafting it lowers that run's score
Nightmare: Reach 300,000 Total ScoreQuest stepDLC: Banned Footage Vol 1
Location
Nightmare · Processing Area – Play more Nightmare runs after the clear; each one's score adds to the total on the Rewards screen. Check there for the Circular Saw, then buy it at the workbench on the Night Terror run.
Summary
Optional: at a 300,000 total the Circular Saw goes on sale, a big help for the Night Terror clear.
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Night Terror: Survive Until DawnQuest stepDLC: Banned Footage Vol 1
Location
Nightmare · Processing Area – Back on the Nightmare menu, choose the Night Terror game type: the same basement and the same five rounds from the Incinerator Room. Compactors pay half as much, enemies have more health and attack more often, Quick Molded come in far greater numbers and the first Fat Molded arrive as a pair, but the end-of-round and Jack bonuses are larger.
Summary
Last all five rounds again on Night Terror, Nightmare's harder game type.
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Banned Footage Vol. 1: Bedroom

The escape-room tape: four puzzle breaks between the host's visits, three dead rats in one play, and the way out under the bed.

Bedroom is the second tape of Banned Footage Vol. 1, on the same Extra Content menu as Nightmare. You start cuffed to a bed in a single room with a locked side room, twelve slots and no way to guard. Each time she leaves, you get out, search and solve, and some steps make a noise that brings her back. The steps below follow the four breaks in order. Nothing here is missable, since the tape replays from the menu, but Ratcatcher needs all three rats in one play.

When she's coming back

After a noise you have about 30 seconds. Put back everything she could notice: the Lantern on its hook, the paintings where they started, the grandfather clock door shut, and the dresser. Then get into bed, close the cuff and choose to wait for her. If she spots a change she hurts you and resets the room. Three hurts end the play (a bite of her food counts as one), and so does taking too long. Never pull the dresser's right-hand drawer: it jams open. If she asks about it, answering that it wasn't you may spare you.

Bedroom: Free the CuffQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – On the title menu choose Extra Content, then Banned Footage, then Bedroom. After Marguerite's first visit (any answer will do), take the Spoon from the tray, use it on the cuff, then lift the Lantern off its hook to your left.
Summary
The first step out of bed: the Spoon undoes the cuff, and the Lantern lights the room.
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Bedroom: Grandfather Clock PaintingQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Take the Lighter from the vase on the dresser; the left drawer's note says to match all the other clocks. Snap the hand off the small clock on the bedside table, use it to open the grandfather clock, which reads 5:00, and take Untitled Painting A. It chimes: shut the clock door, hang up the Lantern and get back into bed.
Summary
The Broken Clock Hand opens the grandfather clock, which holds Untitled Painting A; taking it makes the clock chime and brings her back.
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Bedroom: Sewing Needle and the BedQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Once she leaves, free yourself and take the Lantern. Take Untitled Painting C from the wall above the shelf with the book and Painting B from the barrel, then hang the three on that wall in the order B, C, A: the book opens on a doll holding the Sewing Needle. Put B and C back where they were, fit the needle to the bedside clock and set 5:00; the bed slides away, so set the clock again to slide it back, reset and get into bed. She brings a covered pot with a Stove and a Fork.
Summary
The Sewing Needle fixes the bedside clock, and setting it to 5:00 slides the bed off a hidden hatch; this visit brings the second course.
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Dead Rat: Second-Course PotCollectibleDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Free yourself, take the Lantern, the Fork and the Stove, and open the pot. Use the Fork to take a bite; once you spit it out, examine the food again with the Lantern to find the rat.
Summary
The first of the three dead rats for Ratcatcher, hidden in the second course. Finding it costs one of your three hurts.
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Dead Rat: Behind the ShuttersCollectibleDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Go to the corner on the bed's right, where the barrel that held Painting B stands. Crouch by the radiator: the rat lies on the floor behind the torn green shutters.
Summary
The second dead rat, on the floor in a corner of the bedroom.
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Bedroom: Storage Room PadlockQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Storage Room – Read the note on the floor where the bed stood, then hang the paintings from left to right A (the blindfold), B (the crows), C (the fire): a doll with a leaf shows in the book. The tape on the Spoon shows an apple and on the Fork a snake, so set the padlock to snake, leaf, apple. Once you are in the Storage Room, search the coat hanging in the rear right-hand corner: its note sends you to a Knife hidden behind the dresser. Before the next noise, put C back on the wall and B on the barrel.
Summary
A note and the paintings give a symbol, and the tape on the Spoon and the Fork gives two more: the code for the Storage Room padlock.
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Dead Rat: Storage Room BookshelfCollectibleDLC: Banned Footage Vol 1
Location
Bedroom · Storage Room – Inside the Storage Room, look on top of the bookshelf facing the door, beside the chair hanging upside down.
Summary
The third dead rat, up on a bookshelf in the Storage Room.
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RatcatcherAchievementDLC: Banned Footage Vol 1
Location
Bedroom · Storage Room – Unlocks when you examine the third rat of the same play, right after the row above.
Summary
Trophy for finding every dead rat in Bedroom in one play.
Trophies
  • Silver · PlayStationRatcatcher
  • Achievement · XboxRatcatcher
  • Achievement · SteamRatcatcher
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Bedroom: CorkscrewQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Take the Knife from behind the dresser, then use the Fork to pry the boarded drawer of the Storage Room cabinet for Solid Fuel. Back in the bedroom, put the fuel in the Stove, lift Painting B off the barrel, set the Stove there and light it with the Lighter. When the bottles crack, take the Corkscrew, then the Stove, put Painting B back, hang up the Lantern and get into bed.
Summary
Heat from the lit stove drives the insects off the wine, freeing the Corkscrew; this is the noise that brings her back for the last time.
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All three rats before the Snake Key

Once the Snake Key is out of its cage she comes in and won't leave, and the escape ends the play. Ratcatcher counts this play only: if a rat is still unexamined, go back for it now. If one was missed, finish anyway for Like Mama Used to Make, then replay Bedroom from the menu and take all three in one go.

Snake KeyKey itemDLC: Banned Footage Vol 1
Location
Bedroom · Storage Room – Free yourself, take the Lantern and pull the cork from its hook with the Corkscrew (Lantern Hook A), then do the same to the hook in the Storage Room (Hook B) and combine the two into the Iron Statuette. Cut open the back of the projector box with the Knife and set the Lantern inside. On the front stand turn the Fork until its shadow fits the snake, on the back stand turn the statuette to Medusa's face, and the birdcage on your left as you enter the Storage Room opens.
Summary
The key for the snake hatch under the bed, locked in a birdcage in the Storage Room.
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Bedroom: Escape Through the FloorQuest stepDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – She comes in and searches the room. Equip the Knife and go at her: a scripted struggle follows. Then use the bedside clock to slide the bed aside, open the snake hatch with the Snake Key and climb down.
Requires
Summary
With the key in hand, get past her and out through the hatch under the bed.
Report an issue
Like Mama Used to MakeAchievementDLC: Banned Footage Vol 1
Location
Bedroom · Bedroom – Unlocks as you go down through the hatch, right after the row above.
Summary
Trophy for clearing Bedroom.
Trophies
  • Bronze · PlayStationLike Mama Used to Make
  • Achievement · XboxLike Mama Used to Make
  • Achievement · SteamLike Mama Used to Make
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Banned Footage Vol. 1: Ethan Must Die

The one-life challenge: through a trapped Main House to the Greenhouse Key, then the Greenhouse fight, for the hardest trophy in the pack.

Ethan Must Die is the second entry on the Extra Content menu, beside Banned Footage. You start with only the Knife, the watch and twelve slots, and two unguarded hits can kill you. There are no checkpoints: a death sends you back to the start. Weapons and healing come from crates whose contents and places change after every death, so the steps below give the route and its traps, not the loot. Enemy and trap positions stay the same, so each attempt teaches the next. A Madhouse clear of the main game first, and knowing the house well, makes it far easier.

Crates, bombs and the statue

Crates come in ranks: brown, green, purple, and a rare silver chest with the best finds. A crate wrapped in a single layer of tape that ticks is a bomb: leave it or shoot it from a distance. On this route crates that aren't green are often bombs, so break the green ones first. Each death leaves a statue where you fell; break it on the next attempt for one random item you carried then (never the Knife). Only the latest death leaves one, and dying before you reach it loses it. Close doors behind you, and blocking still cuts most damage.

Ethan Must Die: Basement Bug NestQuest stepDLC: Banned Footage Vol 1
Location
Ethan Must Die · Main House – On the title menu choose Extra Content, then Ethan Must Die; you start in the Yard by the Old House entrance. Inside the Main House, take the door beside the grandfather clock, shut it behind you and go through the watch room and the fireplace room to the small room beyond, where a crate sits behind a tripwire: crouch under it, then step back and let a Molded set it off. Then run down the basement stairs and crouch to knife the nest on the door at the bottom (about 12 slashes; no bugs come out).
Summary
The way down to the basement is blocked by a bug nest that only the Knife can clear.
PlayStation 4, PlayStation 5
Ethan Must Die can't be played in PS VR: play it on the TV.
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Ethan Must Die: Locked-Room FightQuest stepDLC: Banned Footage Vol 1
Location
Ethan Must Die · Processing Area – Past the nest, run over the first and third floor plates in the corridor, skirt the second along the left wall and take the Incinerator Room's items; on the way back, lead a Quick Molded onto that second plate. Further on a Fat Molded waits: guard its vomit, slip past on its left and go down to the Dissection Room, then up its stairs past the room where the deputy's body lay in the main game. The room after that locks until its two Molded are dead, so bring a shotgun or the Burner from the crates. The fight may instead come in the Boiler Room, against mostly Quick Molded: fire the shotgun from the hip.
Summary
A room in the Processing Area seals itself until every Molded inside is dead.
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Ethan Must Die: Second Floor to the Broken StairsQuest stepDLC: Banned Footage Vol 1
Location
Ethan Must Die · Main House 2F – Carry on up the stairs from the fight: when something clicks at the top, run back to the cobwebs as a swinging pipe trap comes down, then mind the floor plate by the hole in the master bedroom, the room of the Bedroom tape. Out on the Main Hall's upper floor, wait for a locked door to open, slip onto the balcony before the corridor's sentry gun fires and crouch past the last sentry's sensor. In the recreation room, wait between the counter and the pool table for its sentry to reset, then go on through the hallway, the shower room and past the drum barrel, and drop down the broken stairwell.
Summary
From the basement up to the Main House second floor, across it past sentry guns, and down the broken stairwell.
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Greenhouse Key (Ethan Must Die)Key itemDLC: Banned Footage Vol 1
Location
Ethan Must Die · Living Room – Below the stairwell, set off the floor plate by the laundry door and step clear, and shoot out the nearer of the two tripwires. Enter the living room by the kitchen's small door (the double doors from the Main Hall are rigged), work around its sentry guns and take the key from the shelf at the far end. The room locks: wait by the sentry gun near the key spot while it kills two Molded, and guard until the Fat Molded bursts.
Summary
The key to the Greenhouse, kept in the living room. Taking it locks the room until its attackers die.
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Marguerite (Ethan Must Die)BossDLC: Banned Footage Vol 1
Location
Ethan Must Die · Greenhouse – Leave through the Main Hall to the Yard and go round the left of the trailer, where a Fat Molded and a Molded appear; up the Greenhouse stairs, use the key on the locked door, break the safe crates in its rooms and drop into the hole. She smashes in through a window as you climb, so guard, then let her come to you and let the Greenhouse traps and sentry guns hurt her. Fire hits hardest: the Burner or Flame Rounds on her weak spot, then everything else.
Summary
The final fight, in the Greenhouse, with Marguerite weaker than in the main game and no insects or eggs.
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Banned Footage Vol. 2: 21

The card game 21: the three games of the main clear, Survival and Survival+, and the trump-card goals.

21 is a blackjack-style card game played from a chair: no walking, no shooting, and no clock on your turn. Win three games in a row for the first trophy; that opens Survival, and Survival opens Survival+. Every mode replays from the menu, so nothing in this tape can be missed, and the trump cards you unlock along the way stay unlocked for later games.

21: Finger Guillotine GameHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
21 · Card table – From the title menu choose Extra Content, then Banned Footage, then 21 (it comes with Banned Footage Vol. 2). Each turn you draw a card or stay; cards run from 1 to 11, one of each in a shared deck, and each player keeps one card face down. The total nearest 21 without going over takes the round (if both go over, the lower total wins). This first game has no trump cards: every lost round costs fingers equal to your bet, which rises by one each round, and a drawn round costs both players. Keep winning until your opponent has no fingers left.
Summary
The first of the three games that make up a clear of 21.
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21: Shock GameHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
21 · Card table – Straight after the first game. Each player now starts with two trump cards, gets one more each round and sometimes another when drawing. A lost round raises your shock level by your bet, a drawn round shocks both, and whoever reaches level 10 loses. One-Up and Two-Up add to your opponent's bet while they stay on the table, and Shield cards cut your own.
Summary
The second game: electric shocks instead of fingers, and trump cards come into play.
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21: Saw GameHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
21 · Card table – A saw starts in the middle of the table and slides toward each round's loser by that player's bet; drawn rounds don't count. Early on you are dealt Love Your Enemy, which makes your opponent draw the best card for him: hold on to it. When one more loss would finish him, he plays Perfect Draw and Desperation (both bets jump to 100 and you can't draw, not even with a trump card); play Love Your Enemy then, and the card he is forced to take sends him over 21. The other way: raise his bet in the round before, so the saw reaches him before the cheat comes.
Summary
The third and last game of the clear, and the one where the other side cheats.
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Eye in the SkyAchievementDLC: Banned Footage Vol 2
Location
21 · Card table – Pops when the saw game is won. The clear also opens Survival on the 21 menu.
Summary
Trophy for clearing 21.
Trophies
  • Bronze · PlayStationEye in the Sky
  • Achievement · XboxEye in the Sky
  • Achievement · SteamEye in the Sky
Report an issue
Card SharkHidden spoiler – activate to revealAchievementDLC: Banned Footage Vol 2Minor spoiler
Location
21 · Survival – Pick Survival on the 21 menu: five opponents in a row, fingers at stake again, and trump cards from the start. The fifth is a Molded Hoffman who opens with Curse, a card that discards a random one of your trump cards and forces you to take the highest card still in the deck. Beating him pops the trophy, opens Survival+ and adds Perfect Draw+ to your cards; a run with no torture at all also adds Ultimate Draw.
Summary
Trophy for clearing Survival in 21.
Trophies
  • Bronze · PlayStationCard Shark
  • Achievement · XboxCard Shark
  • Achievement · SteamCard Shark
Report an issue
21: Unlock Destroy+ and Destroy++Quest stepDLC: Banned Footage Vol 2
Location
21 · Survival – Every trump card you knock off the opponent's side of the table counts toward a running total across games: 10 adds Destroy+ (clears his side), 20 adds Destroy++ (clears his side and stops him playing trump cards while it stays down). Play your Destroy cards whenever he lays cards down, in Survival or in replays, until both are yours.
Summary
Two trump cards worth having before Survival+; no trophy needs them.
Report an issue
You Gotta Know When To Hold 'EmHidden spoiler – activate to revealAchievementDLC: Banned Footage Vol 2Minor spoiler
Location
21 · Survival+ – Pick Survival+ on the 21 menu: ten opponents in a row under the shock rules, and they play better. Mr. Big Head may turn up as the seventh or ninth; his Escape card makes him leave at the end of the round, so hit him with bet raises and Destroy cards at once. The tenth, Undead Hoffman, plays Dead Silence (you can't draw while it is down) and Oblivion (the round is thrown out): save Destroy++ for him, then raise his bet.
Summary
Trophy for clearing Survival+ in 21.
Trophies
  • Silver · PlayStationYou Gotta Know When To Hold 'Em
  • Achievement · XboxYou Gotta Know When To Hold 'Em
  • Achievement · SteamYou Gotta Know When To Hold 'Em
Report an issue
21: trump-card goals (they carry over between games; no trophy needs them)
GoalCard it adds
Beat 5 opponents in allGo For 24
Beat 15 opponents in allTwo-Up+
Win against 2 opponents back to back with no tortureShield+
Make exactly 21 three times in allStarting Trump Card +1
Make exactly 21 three times in a rowGo For 27
Play 10 trump cards in allExchange
Win a round in which you played 15 or more trump cardsTrump Switch+
Knock 10 of the opponent's trump cards off the table in allDestroy+
Knock 20 of the opponent's trump cards off the table in allDestroy++
Win a round while bustStarting Trump Card +1
Clear SurvivalPerfect Draw+
Clear Survival without being torturedUltimate Draw
Clear Survival+ without being torturedGrand Reward
Beat Mr. Big HeadStarting Trump Card +1
Beat Mr. Big Head twiceHarvest

Banned Footage Vol. 2: Daughters

The Daughters tape played twice: the Garage exit first, then the Trailer exit with its hidden steps.

Daughters is a short story tape set in the Baker house, with two ways out and a trophy for each. One play reaches only one of them, so play it twice: the Garage exit first (the plain path), then the Trailer exit, which needs a chain of steps done before the lights go out. The tape replays from the menu, so a play that goes wrong costs only time: finish it or quit, and start again. You have 12 slots and a Lighter, your only light.

First play: the Garage exit

Nothing has to be done early on this play. Follow the tasks the house gives you, and in the Main Hall take the double doors back into the house.

Daughters: Clothes, Rope and the Recreation RoomHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Recreation Room – From the title menu choose Extra Content, then Banned Footage, then Daughters (it comes with Banned Footage Vol. 2). Take the Change of Clothes from the laundry room up to the girl in the 2F Kids' Room and the power fails; check on Lucas on the dining-room floor, then go up to the 2F bathroom, where you are sent for rope. In the 1F garage the red button raises the shutter, and the Rope hangs by the way in. Take it back to the bathroom; when the scene ends Jack comes after you (being caught ends the play), so run into the Recreation Room, shut the door and tie it with the Rope on the hook beside it.
Summary
The opening tasks, from the change of clothes to barring the Recreation Room door.
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Daughters: Car Key DoorHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Main Hall – Take the Fork from the table in the side room, go back to the Recreation Room and pull the two nails from the boarded window, then climb out onto the veranda. Walk along it, pull away the metal sheet at the end to get back into the 2F hallway, and go down to the Main Hall. Marguerite walks the hall with a lantern: put the Lighter out and keep out of her sight. Unlock the double doors back toward the 1F hallway and living room; the scene there gives you the Car Key.
Summary
The Main Hall's double doors, where the Car Key is handed over.
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Daughters: Garage CarHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Garage – With the Car Key, run straight down the 1F hallway into the laundry room, past whoever is in the way, and drop into the crawlspace. It comes out in the pantry: go quietly through the kitchen and the dining area, down to the garage, and use the car's door. A Lock Pick lies in the crawlspace; on the pantry cupboard drawer it gives a Broken Glass Bottle that is used by itself if you are grabbed on the way (if the drawer gives nothing, try again a little later).
Summary
Getting into the family car in the garage, the end of this play.
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Butterfly EffectAchievementDLC: Banned Footage Vol 2
Second play: the Trailer exit

Start Daughters again from the menu. This time the order matters: the phone code, the Lock Pick, the bathroom drawer, the Kids' Room ladder and the laptop in the attic all come before you hand the clothes over. Until the attic is done, keep the clothes in your bag and stay away from the girl.

Daughters: Lucas's Phone CodeHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Dining room – As soon as you have control, watch Lucas: he sits down at the dining table and types his phone code, 1019. It shows only for a moment; the same code is on a note on the attic desk.
Summary
The four-digit code that unlocks the laptop in the attic.
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Lock Pick (Daughters)Key itemDLC: Banned Footage Vol 2
Location
Daughters · Pantry crawlspace – Go through the kitchen and the white door into the pantry, and look into the hatch to the crawlspace: the Lock Pick lies in the debris. Crawl on through to the laundry room, where the Change of Clothes is waiting: take them, but hold on to them for now.
Summary
The play's only Lock Pick; it opens the drawer that leads to the Trailer exit.
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One Lock Pick, two drawers

The Lock Pick opens one drawer and is gone. Use it on the 2F bathroom sink drawer; the pantry cupboard drawer only helps the Garage exit, and with the pick spent there the attic can't be reached in this play. If that happens, finish or quit the play and start Daughters again.

Small ComponentKey itemDLC: Banned Footage Vol 2
Location
Daughters · 2F Bathroom – Climb the Main Hall stairs to the 2F bathroom and open the drawer by the mirror and sink with the Lock Pick: the Small Component is inside.
Summary
The part that brings down the attic ladder in the Kids' Room.
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File: Lucas' Fuck-You ListHidden spoiler – activate to revealCollectibleDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Attic – In the 2F Kids' Room, fit the Small Component to the trophy on the armoire to the right of the door and press its button: a ladder drops from the ceiling. Climb to the attic, enter 1019 on the laptop and read the list.
Summary
A file on the laptop in the attic; reading it is what lets the red box on the veranda open later.
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Before you hand over the clothes

Giving the clothes to the girl in the Kids' Room puts the lights out and starts the chase. Have these done first: the Lock Pick spent on the bathroom sink drawer, the Small Component in the Kids' Room trophy, and the list read on the attic laptop. If the lights went out first, finish or quit the play and start Daughters again.

Daughters: Hand Over the ClothesHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Kids' Room – Climb back down from the attic into the Kids' Room and give the Change of Clothes to the girl. The power fails.
Summary
The task that ends the quiet part of the tape.
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Daughters: Rope and the Recreation Room (second play)Hidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Recreation Room – As in the first play: check on Lucas on the dining-room floor, go up to the 2F bathroom, fetch the Rope from the garage (red button for the shutter), and take it back to the bathroom. When the chase starts, run into the Recreation Room, shut the door and tie it with the Rope on the hook beside it.
Summary
The same chase as the first play, ending behind the Recreation Room door.
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Dog's Head ReliefKey itemDLC: Banned Footage Vol 2
Location
Daughters · Veranda – Take the Fork from the side room's table and pull the two nails from the Recreation Room's boarded window, then climb out onto the veranda. Turn right and walk to the dead end, squeeze through the narrow gap and open the red tackle box: the relief is inside (it opens only once the list has been read).
Summary
The relief that opens the Main Hall's front door.
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Two doors out of the Main Hall

The front door, opened with the relief, leads to the Trailer exit. The double doors back toward the 1F hallway lead to the Garage exit instead, and the trailer can't be reached in this play after them. If you went through the wrong one, finish or quit the play and start again.

Daughters: Front Door to the YardHidden spoiler – activate to revealQuest stepDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Main Hall – Go back through the gap, pry off the metal sheet by the green blinds into the 2F hallway and take the stairs down to the Main Hall. Marguerite patrols there with a lantern: put the Lighter out, wait until she heads off toward the hall by the kitchen, then use the relief on the front door, close it behind you and go out into the yard.
Summary
The way out to the yard and the trailer.
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File: Mia's Letter to the BakersHidden spoiler – activate to revealCollectibleDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Trailer – Cross the yard to the trailer and go in. The letter waits on the trailer table, beside Mia. Read it.
Summary
A letter on the trailer's table, read on the way to the Trailer ending.
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Daughters: Trailer EndingHidden spoiler – activate to revealEndingDLC: Banned Footage Vol 2Minor spoiler
Location
Daughters · Trailer – With the letter read, examine what Mia holds in her hands and the ending plays. If nothing happens, try to leave the trailer.
Summary
The tape's other ending, reached in the trailer.
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One Instinct: SurvivalAchievementDLC: Banned Footage Vol 2

Banned Footage Vol. 2: Jack's 55th Birthday

The food time attack: S ranks on all six stages, every kind of food, and a 10-minute time bonus.

Jack's 55th Birthday is a time attack across six stages: gather food from all over the stage and carry it to Jack, feeding it to him from your inventory, until his satisfaction gauge is full. Each stage starts in a Start Area with an item box of set weapons and items (you can save and load a loadout), and the clock only starts once you leave it. Hurting or killing enemies stops the main clock for a while and builds a time bonus; some doors open only when the enemy of the same colour dies, and each stage hides two short-lived super weapons. Your rank comes from the time left: C, B, A, S or SS.

Only Guest House I is open at first, and a B rank opens the next stage. A first pass at B on every stage opens them all and fills the item box with skills, which make the S runs much easier, so the S-rank rows below can be ticked on a later attempt. Every stage replays, so nothing here can be missed.

Jack's 55th Birthday: what each rank unlocks (added to every stage's item box). A skill whose English name isn't confirmed is given by its effect.
StageCBAS
Guest House IBig Gun I (attack up); Hard Body I (defence up)Clairvoyance (shows where useful items are)Time Recovery α I (more time bonus per hit)Infighter (much stronger melee, much weaker defence)
Testing Area IA skill that makes enemies stagger more easily (level I)A skill for faster reloadsTime Recovery β I (more time bonus per hit)Masochist (time bonus whenever you are hurt)
Main House IA skill for more health (level I)Speeder I (faster, weaker defence)Golden Crowbar (weapon: sets enemies alight)Regenerate (health returns while you stand still)
Guest House IIBig Gun II (much more attack, much slower reloads); Hard Body II (much more defence, enemies stagger much less)Circular Saw (weapon)Time Recovery α II (much more time bonus, much slower movement)A skill for a stronger guard
Testing Area IIThe stagger skill at level II (enemies stagger far more, much less health)A skill that makes you much faster when near deathTime Recovery β II (much more time bonus, much slower movement)Infinity (unlimited reloads, much smaller time bonus)
Main House IIThe health skill at level II (much more health, much less attack)Speeder II (much faster, much weaker defence)A skill that makes you much stronger when near deathGold Blaster (weapon: a ray gun with no ammo limit)
Jack's 55th Birthday: Guest House I S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Guest House I – From the title menu choose Extra Content, then Jack's 55th Birthday (it comes with Banned Footage Vol. 2), and pick Guest House I. Finish with 14:00 or more on the clock for S; 9:00 (B) is enough to open Testing Area I. The food here is only Cheap Wine, Chicken, Garbage?, Spice and Spicy Chicken (Spice with Chicken).
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
PlayStation 4, PlayStation 5
This mode can't be played in PS VR: play it on the TV.
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Jack's 55th Birthday: Testing Area I S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Testing Area I – Pick Testing Area I on the stage select. S needs 9:00 left; 5:00 (B) opens Main House I. Beer, Cheese, Fruit and Stew join the food here, with Fruitbeer, Cheese Fondue and Tom Yum to mix.
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
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Jack's 55th Birthday: Main House I S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Main House I – Pick Main House I on the stage select. S needs 12:30 left; 9:00 (B) opens Guest House II. Three particular enemies have to die before the whole building opens up, and every kind of food turns up from this stage on.
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
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Miracle ChefAchievementDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Main House I – Feed Jack every kind on this list at least once, plain ingredients included, each on its own: Garbage?, Spice, Sugar, Cheese, Cheap Wine, Fruit, Beer, Chicken, Stew, Cake and Dulvey Cru, plus Fruitbeer (Fruit + Beer), Spicy Chicken (Spice + Chicken), Tom Yum (Spice + Stew), Cheese Fondue (Cheese + Stew), Cheesecake (Cheese + Cake), Fruitcake (Fruit + Cake), Sugarcake (Sugar + Cake) and Baker Family Special (Sugar + Garbage?). Main House I is the first stage with every one of them, so give it a play that ignores the rank: feed each plain item as you find it, and keep spares in the item box until their partner turns up. Whether the game remembers foods between plays isn't known, so try to cover the whole list in one play.
Summary
Trophy for feeding Jack every kind of food and drink.
Trophies
  • Bronze · PlayStationMiracle Chef
  • Achievement · XboxMiracle Chef
  • Achievement · SteamMiracle Chef
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Jack's 55th Birthday: Guest House II S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Guest House II – Pick Guest House II on the stage select. The clock is tight here: S needs 4:00 left, and 1:30 (B) opens Testing Area II.
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
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Jack's 55th Birthday: Testing Area II S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Testing Area II – Pick Testing Area II on the stage select. S needs 7:00 left; 4:00 (B) opens Main House II. Its S rank adds Infinity, which is no help for time bonuses.
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
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Jack's 55th Birthday: Main House II S RankQuest stepDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Main House II – Pick Main House II on the stage select. S needs 12:30 left.
Summary
S rank or better on this stage: one of the six that Best Birthday Ever needs.
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Best Birthday EverAchievementDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Stage select – Pops when the sixth S lands. For the S runs, take attack and Time Recovery skills and a Speeder (with a Hard Body to make up the lost defence), keep inventory slots free for food, fill your bag before each trip back to Jack, and do your mixing while he is eating.
Summary
Trophy for S rank or better on all six stages.
Trophies
  • Silver · PlayStationBest Birthday Ever
  • Achievement · XboxBest Birthday Ever
  • Achievement · SteamBest Birthday Ever
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Don't Keep the Man WaitingAchievementDLC: Banned Footage Vol 2
Location
Jack's 55th Birthday · Any stage – Any stage counts. The time bonus grows as you damage and kill enemies, more for some enemies and weapons than others, and a quick run of kills builds it fastest. Smashing one of the stage's Mr. Everywhere statues doubles the bonus you have at that moment, so break them when it is high, and don't take Infinity along: it shrinks the bonus.
Summary
Trophy for clearing a stage with a time bonus of 10 minutes or more.
Trophies
  • Bronze · PlayStationDon't Keep the Man Waiting
  • Achievement · XboxDon't Keep the Man Waiting
  • Achievement · SteamDon't Keep the Man Waiting
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Trophies and Achievements

Every trophy with the section that earns it on this route, and how the lists differ between platforms.

Three runs of the main game and the DLC plays in sections 14 to 23 earn all of these. A collection trophy is listed at the section where this route finishes that collection, and the DLC trophies don't count toward the Platinum.

All 59 trophies, with the section that earns each on this route
TrophyPlayStation gradePackSection
BiosplatteredPlatinum (PlayStation only)Base game13. Run 3: Madhouse, the Ship to the End
She's AliveBronzeBase game1. Run 1: The Guest House
Welcome to the Family, SonBronzeBase game1. Run 1: The Guest House
You Ain't Gettin' AwayBronzeBase game3. Run 1: The Main Hall and the Processing Area
The Grave Will Out the TruthBronzeBase game5. Run 1: Back to the Main House
You Better Start RunningBronzeBase game7. Run 1: The Boat House
Into the DepthsBronzeBase game9. Run 1: The Swamp and the Salt Mine
End of the NightSilverBase game10. Run 2: The Timed Run on Easy
Just A Memory NowSilverBase game9. Run 1: The Swamp and the Salt Mine
Playing it SafeBronzeBase game9. Run 1: The Swamp and the Salt Mine
The Nightmare's Finally OverBronzeBase game9. Run 1: The Swamp and the Salt Mine
Who's Your Daddy Now?SilverBase game13. Run 3: Madhouse, the Ship to the End
Behind Closed DoorsBronzeBase game1. Run 1: The Guest House
Arms in the AirBronzeBase game2. Run 1: Into the Main House
A-ha!BronzeBase game1. Run 1: The Guest House
Master of UnlockingBronzeBase game1. Run 1: The Guest House
Nice TryBronzeBase game3. Run 1: The Main Hall and the Processing Area
Open Your EyesBronzeBase game3. Run 1: The Main Hall and the Processing Area
In the BagBronzeBase game4. Run 1: The Yard and the Old House
Things Got PersonalBronzeBase game4. Run 1: The Yard and the Old House
Slash Slash, Slashity Slash!BronzeBase game4. Run 1: The Yard and the Old House
Back Off, Mrs. B!SilverBase game4. Run 1: The Yard and the Old House
Duck If You Love LifeSilverBase game3. Run 1: The Main Hall and the Processing Area
Less is MoreSilverBase game4. Run 1: The Yard and the Old House
Fly SwatterSilverBase game4. Run 1: The Yard and the Old House
That's a Spicy Meat-a-ballBronzeBase game8. Run 1: The Wrecked Ship
1st Place at the Science FairBronzeBase game9. Run 1: The Swamp and the Salt Mine
Can't Catch MeBronzeBase game3. Run 1: The Main Hall and the Processing Area
Out Before DessertSilverBase game5. Run 1: Back to the Main House
Be Kind, Please RewindBronzeBase game8. Run 1: The Wrecked Ship
Pelicans in Your PocketSilverBase game8. Run 1: The Wrecked Ship
Mad PelicansSilverBase game13. Run 3: Madhouse, the Ship to the End
The Devil Is in the DetailsSilverBase game9. Run 1: The Swamp and the Salt Mine
He's Here, There, Everywhere!BronzeBase game2. Run 1: Into the Main House
Mr. NowhereSilverBase game9. Run 1: The Swamp and the Salt Mine
Just Get Me Outta HereGoldBase game10. Run 2: The Timed Run on Easy
Resource ManagerGoldBase game10. Run 2: The Timed Run on Easy
Walk it OffGoldBase game10. Run 2: The Timed Run on Easy
Dead by Dawn?BronzeBanned Footage Vol. 118. Banned Footage Vol. 1: Nightmare
Sleepless in DulveySilverBanned Footage Vol. 118. Banned Footage Vol. 1: Nightmare
Like Mama Used to MakeBronzeBanned Footage Vol. 119. Banned Footage Vol. 1: Bedroom
RatcatcherSilverBanned Footage Vol. 119. Banned Footage Vol. 1: Bedroom
Ethan Never DiesGoldBanned Footage Vol. 120. Banned Footage Vol. 1: Ethan Must Die
Eye in the SkyBronzeBanned Footage Vol. 221. Banned Footage Vol. 2: 21
Card SharkBronzeBanned Footage Vol. 221. Banned Footage Vol. 2: 21
You Gotta Know When To Hold 'EmSilverBanned Footage Vol. 221. Banned Footage Vol. 2: 21
Butterfly EffectBronzeBanned Footage Vol. 222. Banned Footage Vol. 2: Daughters
One Instinct: SurvivalSilverBanned Footage Vol. 222. Banned Footage Vol. 2: Daughters
Don't Keep the Man WaitingBronzeBanned Footage Vol. 223. Banned Footage Vol. 2: Jack's 55th Birthday
Miracle ChefBronzeBanned Footage Vol. 223. Banned Footage Vol. 2: Jack's 55th Birthday
Best Birthday EverSilverBanned Footage Vol. 223. Banned Footage Vol. 2: Jack's 55th Birthday
Promise KeptBronzeEnd of Zoe16. End of Zoe
King of the SwampGoldEnd of Zoe17. End of Zoe: Extreme Challenge and Joe Must Die
The Only Guns You NeedSilverEnd of Zoe16. End of Zoe
Fastest Man in the SwampBronzeEnd of Zoe17. End of Zoe: Extreme Challenge and Joe Must Die
Queensberry RulesBronzeEnd of Zoe16. End of Zoe
Swamp WarfareBronzeEnd of Zoe16. End of Zoe
Mission AccomplishedBronzeNot a Hero14. Not a Hero
You're the Hero NowSilverNot a Hero15. Not a Hero: Professional
How the lists differ by platform
PlatformListNotes
PS4 and PS559 trophies: 1 Platinum, 5 Gold, 19 Silver, 34 BronzePS5 has its own list with the same 59 trophies. The Platinum needs the 37 base-game trophies only.
Xbox One and Series58 achievements (1,000 Gamerscore for the base game, 620 for the DLC)The same names as PlayStation, with no Platinum.
Steam58 achievementsThe same names as PlayStation, with no Platinum.

About this guide

Three runs of the main game: a full run on Normal for every collectible, a fast run on Easy under four hours with few Item Box openings and few First Aid Meds, then Madhouse with its own coin layout. Runs 1 and 2 take different serum choices, as the guide says. The four DLC are separate modes from the main menu, playable at any time. Each area closes behind you as the story moves on, so take everything before each point of no return.

Last verified: Nov 10, 2026 · Patch Latest patch (PS4, PS5, Xbox One, Xbox Series, PC on Steam), with all four DLC · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.