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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.
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
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
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.
Report an issue
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
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.
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Run 1: Into the Main House

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

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