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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
"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.
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.
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.