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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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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.
Report an issue
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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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.