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.
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.
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.
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).
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.
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.
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.
Antique Coin: Gallery Cabinet (Madhouse)CollectibleMissablePoint of no returnNG+2
Location
Old House · Gallery – From the Trailer, answer Zoe's call and follow the path past the dolls to the Old House. Inside, go left through the Guest Room to the hall and into the Gallery with the projector. The coin is on the empty bottom shelf of the low cabinet piled with boxes that splits the room, near the shadow plinth; it is easiest to reach from the plinth side. Then step out of the Gallery onto the Back Porch and take the Burner Grip from the trash bin facing the Gallery doors, as in run 1.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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).
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).
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).
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.
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).
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.
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.
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.