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Run 1: The Prologue and the Village

From the Winters' house through the forest and the first visit to the village, up to the crest gate in the Graveyard.

Run 1 is the full walk on Standard: every file, goat, outhouse and limited pickup in the order you reach them. This stretch covers the prologue in the Winters' house, the forest, and the first visit to the village, up to the crest gate in the Graveyard. Three things close here for this run: the house when the prologue ends, an optional fight during the first lycan attack, and Luiza's House when it burns. Each has a warning just before it. The rest of the village stays open until much later, but the walk takes it as it passes. There are no manual saves until the typewriter in the Church.

File: Fridge MemoCollectibleMissablePoint of no return
Location
Winters' House · Kitchen – As soon as you have control and are holding Rose, turn to the kitchen fridge: the memo is stuck to its door. Read it before going upstairs.
Why you can lose it
Read it before you talk to Mia in the kitchen: that conversation ends the prologue, and the house can't be visited again in this run.
Point of no return
Talking to Mia in the kitchen after Rose is in her crib. The scenes that follow end the prologue, and the Winters' house can't be visited again in this run.
Summary
One of the 47 files of a run, on the kitchen fridge where the game starts.
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Goooaaal!AchievementMissablePoint of no return
Location
Winters' House · Rose's Bedroom – Carry Rose upstairs: go left at the top of the stairs; her room is the last door on the right. Lay her in the crib first. A ball lies in this room; walk into it and nudge it out of the door and into the next room, the study with the laptop. It pops as the ball crosses the study's doorway; steer it away from furniture so it doesn't jam.
Why you can lose it
Read it before you talk to Mia in the kitchen: that conversation ends the prologue, and the house can't be visited again in this run.
Point of no return
Talking to Mia in the kitchen after Rose is in her crib. The scenes that follow end the prologue, and the Winters' house can't be visited again in this run.
Summary
Earned by pushing the ball from Rose's bedroom into the study next door. Only possible in the prologue.
Trophies
  • Bronze · PlayStationGoooaaal!
  • Achievement · XboxGoooaaal!
  • Achievement · SteamGoooaaal!
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File: Ethan's DiaryCollectibleMissablePoint of no return
Location
Winters' House · Study – In the study where the ball ended up, examine the laptop on the floor. It can be read once Rose is in her crib.
Why you can lose it
Read it before you talk to Mia in the kitchen: that conversation ends the prologue, and the house can't be visited again in this run.
Point of no return
Talking to Mia in the kitchen after Rose is in her crib. The scenes that follow end the prologue, and the Winters' house can't be visited again in this run.
Requires
Summary
One of the 47 files of a run: the diary on Ethan's laptop.
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File: Medical Checkup ReportCollectibleMissablePoint of no return
Location
Winters' House · Study – Still in the study, the report is inside the cupboard just right of the laptop.
Why you can lose it
Read it before you talk to Mia in the kitchen: that conversation ends the prologue, and the house can't be visited again in this run.
Point of no return
Talking to Mia in the kitchen after Rose is in her crib. The scenes that follow end the prologue, and the Winters' house can't be visited again in this run.
Summary
One of the 47 files of a run, in the study cupboard.
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File: Old News ClippingCollectibleMissablePoint of no return
Location
Winters' House · Upstairs Bedroom – Back in the upstairs hall, walk to the far end of the hallway that runs behind the top of the stairs. In the cluttered bedroom there, the newspaper lies on the desk beside the lamp.
Why you can lose it
Read it before you talk to Mia in the kitchen: that conversation ends the prologue, and the house can't be visited again in this run.
Point of no return
Talking to Mia in the kitchen after Rose is in her crib. The scenes that follow end the prologue, and the Winters' house can't be visited again in this run.
Summary
One of the 47 files of a run, in the cluttered room upstairs.
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Before you go back to Mia

Talking to Mia in the kitchen ends the prologue, and the house is never seen again in this run. Check that you have read the Fridge Memo, Ethan's Diary, the Medical Checkup Report and the Old News Clipping, and that Goooaaal! has popped. A photo album and a music box upstairs can be looked at too, but they count for nothing.

Put Rose to bed and talk to MiaQuest step
Location
Winters' House · Kitchen – With Rose asleep in her crib and the warning above done, go back downstairs and talk to Mia in the kitchen. The scenes that follow can't play out any other way.
Summary
Ends the prologue. The story picks up in a snowy forest.
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File: Mission BriefingCollectible
Location
The Forest · Crash Site – When you come round in the snow, turn around before walking off: the briefing lies on the ground by the overturned vehicle. Take it now: the path ahead runs one way down into the village, and the walk never comes back to the crash site.
Summary
One of the 47 files of a run, at the crash site in the forest.
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Through the forest and the abandoned house to the villageQuest step
Location
The Forest · Abandoned House – Follow the tracks up the slope where the headlights point, crouch under the barbed-wire fence and keep to the only path down to a wooden hut. Go down to its basement and open the bloodied wardrobe at the end. Back upstairs, crawl under the fallen furniture, leave by the new gap in the wall, hop the fence and follow the mountain path down into West Old Town.
Summary
The one path from the crash site to the village. Nothing to pick up on the way.
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Outhouse: West Old TownCollectibleMissablePoint of no return
Location
The Village · West Old Town – Where the path drops you by a dead horse, go through the house straight ahead and out of its right side. The outhouse stands in the yard behind it, next to a well. A locked outhouse nearby doesn't count. In the room past the horse there is also a locked drawer: examine it so the map marks it; it opens much later.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
The first of the 10 outhouses for When You Gotta Go... All 10 must be opened in the same run.
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KnifeWeaponMissablePoint of no return
Location
The Village · Old Man's House – From the well, climb the steps, go through the burned-out house and follow the path past the crashed tractor until the path ends between a locked gate and a chicken pen. The Old Man's House is the building in the middle. Just inside, the Knife is stuck in the table by the doorway to the kitchen; slash the crate by the door for a First Aid Med. Then walk on to the curtain at the back: the scene behind it hands you a LEMI handgun and leaves you in the cellar; push on through it.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Ethan's knife: it breaks crates and goats, and blocks in a pinch.
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Grigori StanNPC
Location
The Village · Old Man's House – Met when you pull the curtain at the back of the Old Man's House. The scene ends with you in the cellar; push on through it.
Requires
Summary
The villager hiding behind the curtain in the Old Man's House. The meeting gives you the LEMI.
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Push Comes to ShoveAchievement
Location
The Village · Old Man's Front Yard – At the end of the cellar a lone lycan throws you outside. Hold guard as it swings, and the moment the blow lands, press guard again quickly to push it back. Then finish it with the LEMI, aiming for the head. Any later lycan works too.
Requires
Summary
Earned by guarding an enemy's attack and then shoving it away.
Trophies
  • Bronze · PlayStationPush Comes to Shove
  • Achievement · XboxPush Comes to Shove
  • Achievement · SteamPush Comes to Shove
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CrafterAchievement
Location
The Village · Old Man's Front Yard – With the lycan dead, step into the house on the left: a Chem Fluid lies inside and an Herb round the corner. Open the inventory's Crafting tab and make a First Aid Med (one Herb and one Chem Fluid). It pops at once.
Summary
Earned by crafting any item. A First Aid Med is the first one you can make.
Trophies
  • Bronze · PlayStationCrafter
  • Achievement · XboxCrafter
  • Achievement · SteamCrafter
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PhotographerAchievement
Location
The Village · Old Man's Front Yard – While things are quiet, pause the game and open Photo Mode, then close it again. It pops when you close it; no photo needs to be taken.
Requires
Summary
Earned by opening Photo Mode once.
Trophies
  • Bronze · PlayStationPhotographer
  • Achievement · XboxPhotographer
  • Achievement · SteamPhotographer
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Bolt CuttersKey item
Location
The Village · Old Man's House – Go back into the Old Man's House to the hiding spot behind the curtain: the Bolt Cutters are on the shelves there. Outside, cut the chain on the gate facing the broken wall you were thrown through.
Requires
Summary
Cut the chained gate that leads on to East Old Town.
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Hold the house against the lycansQuest step
Location
The Village · East Old Town Barn – Cross the little bridge over the stream and go into the house ahead. Turn round and push the shelf marked with yellow tape across the door, then take the handgun ammo inside and upstairs to start the siege. Shoot lycans at the boarded windows; at least one gets in, usually by the stairs. When the radio crackles back on, it's over: move the shelf and go out.
Requires
Summary
A short siege in a house just past the gate; the radio there sends you on toward Luiza's house.
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M1897Weapon
Location
The Village · East Old Town Farmer's House – Lycans now watch from the rooftops without attacking. Walk round to the neighbouring house, climb the stairs to its wooden porch and follow it to the door. Entering starts the lycan attack: the shotgun lies on the table in the centre of the ground floor. Barricade the door with the bookcase if you need time, then take the ladder down to the yard below.
Summary
The first shotgun. If you leave it here, it later waits in the Church by the typewriter, and the Duke sells it too.
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StrategistAchievement
Location
The Village · East Old Town – During the attack, one of the huts nearby can be barricaded with a piece of furniture and holds a red explosive barrel. Wait inside until the lycans break the barricade and crowd in, then shoot the barrel. Another red barrel stands by the path to the closed gate. If three don't die at once, a gate full of lycans and barrels at the start of the Stronghold gives another chance.
Requires
Summary
Earned by killing three or more enemies with a single attack.
Trophies
  • Bronze · PlayStationStrategist
  • Achievement · XboxStrategist
  • Achievement · SteamStrategist
Report an issue
Uriaș: Lycan AttackHidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
The Village · East Old Town – Keep fighting until the big hammer lycan arrives; he can't be missed. Stay at range and keep moving (sprint never runs out), use the shotgun and set off the red barrels as he passes them. He must fall before the scene that ends the attack. Killing him here also earns Timber, which this guide plans for run 3 with stronger weapons.
Why you can lose it
He can only be killed before the scene that ends this attack; after it, this chance is gone for the run. He comes back later in the story either way.
Point of no return
The scene that ends the first lycan attack in East Old Town, when riders appear. The big hammer lycan can't be fought again until much later in the story.
Requires
Summary
A huge lycan with a war hammer who joins late in the attack. Killing him now drops 35,000 Lei, but a first run rarely has the ammo for it.
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Before the lycan attack ends

The attack ends on a timer with a scene, and you don't have to kill every lycan. Once it plays, the chance to kill the big hammer lycan, Uriaș (optional, 35,000 Lei) is gone for this run. Make sure you have the M1897 first; if not, it will be in the Church later. After the scene, pick up whatever the fallen lycans dropped.

Survive the lycan attackQuest step
Location
The Village · East Old Town – Keep the lycans off you with the shotgun, guard when one gets close and keep moving between the houses and the yard below; flour bags can be shot to blind them. Hold out until the scene with the riders ends the attack.
Requires
Summary
The first big fight of the game. It ends on its own after a while.
Trophies
  • Bronze · PlayStationNot Lycan This...
  • Achievement · XboxNot Lycan This...
  • Achievement · SteamNot Lycan This...
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The old woman at the gateNPC
Location
The Village · East Old Town – Right after the attack she waits at the gate near the red barrel that was locked during the fight. Walk up to her to talk, then follow her through.
Summary
An old woman who beckons you on through a gate after the attack and talks about your daughter.
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File: Scribbled NoteCollectibleMissablePoint of no return
Location
The Village · Chapel – After the attack, go through the gate by the red barrel that the old woman opens. The first building on your left is the chapel. The note lies on the small corner table at the back left of the main room, beside a Chem Fluid on the table along the back wall. A locked drawer in the back room can be examined now so the map marks it; it opens later.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files of a run, in the chapel at the Maiden of War.
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Lei: Maiden of War Chapel (500)ConsumableMissablePoint of no return
Location
The Village · Chapel – In the chapel's back bedroom, the Lei is under the small table at the bed's foot.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
500 Lei lying in the chapel's back bedroom.
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Crystal Fragment: Maiden of WarCollectibleMissablePoint of no return
Location
The Village · Maiden of War – Leave the chapel and turn left toward the big statue of the warrior maiden. Something glints on her shield: shoot it, then pick up the fragment where it lands. A tractor to the right of the statue holds Rusted Scrap.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A small crystal the Duke buys. Shot down from the statue, it also counts toward a Challenge.
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File: "Goats of Warding" PlacardCollectibleMissablePoint of no return
Location
The Village · Graveyard – From the Maiden of War, walk on into the Graveyard and bear right along its path to a small lit wooden kiosk with a goat figure inside. The placard is on the kiosk's front; examine it.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files of a run, on the lit wooden shrine in the Graveyard.
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Goat of Warding: GraveyardCollectibleMissablePoint of no return
Location
The Village · Graveyard – The wooden goat sits inside the same kiosk, within reach: slash it with the Knife or shoot it.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
The first of the 20 Goats of Warding. Breaking one counts as collecting it.
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CynicAchievement
Location
The Village · Graveyard – Pops as the Graveyard goat breaks.
Summary
Earned by destroying a Goat of Warding.
Trophies
  • Bronze · PlayStationCynic
  • Achievement · XboxCynic
  • Achievement · SteamCynic
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Goat of Warding: Church RoofCollectibleMissablePoint of no return
Location
The Village · Church Courtyard – Pass the big door with the carved mural (the crest gate, for later) and go through the iron gates beside it toward the large church east of the Graveyard. As you step into the Church Courtyard, look up at the roof: the goat sits up there and must be shot. Take your time aiming with the handgun.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 20 Goats of Warding, out of reach on the church roof.
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Typewriter: ChurchArea
Location
The Village · Church – Inside the church, the typewriter sits on the table in the back corner. Reached on foot. There are 20 save slots, so a fresh slot at each typewriter keeps old saves to fall back on.
Summary
The first save point of the game.
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Maiden CrestKey item
Crystal Fragment: ChurchCollectibleMissablePoint of no return
Location
The Village · Church – From the altar, look up at the arch above it: the fragment glints on the middle picture. Shoot it down and pick it up.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A small crystal the Duke buys, set high above the altar.
Report an issue
Goat of Warding: Fallow PlotCollectibleMissablePoint of no return
Location
The Village · Fallow Plot – Leave the church by its other door and go down into the field of tall grass; lycans hunt in it, so shoot a flour bag to blind them or fight them in the open. Past the field on the left, stairs lead up toward Luiza's yard. At the top, look up at the wall: the goat is out of reach and must be shot.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 20 Goats of Warding, high on a wall at the far end of the field.
Report an issue
Elena and LeonardoNPC
Location
The Village · Fallow Plot Shed – Try the big double gate to Luiza's yard: it won't open, and a scene shows people in the shed nearby. Go into the shed to meet them.
Summary
A young woman and her injured father, hiding in a shed by Luiza's gate.
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Outhouse: Luiza's YardCollectibleMissablePoint of no return
Location
The Village · Luiza's Yard – Luiza's gate is locked, so go through the shed by the gate: climb out of its window into the back yard (ammo in a crate, Gunpowder on a ledge), then through the broken section of the wall on the left. In Luiza's yard the outhouse stands in the corner right of the house's front door. Open it for a Chem Fluid before you unlock the gate.
Why you can lose it
Take it on this visit: the whole village closes for this run, with no prompt, at a story step at the Ceremony Site near the end. The walk passes it now.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
The second of the 10 outhouses for When You Gotta Go...
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Typewriter: Luiza's HouseArea
Location
The Village · Luiza's House – Open the big metal gates by the lit shrine to let Elena and her father in, then try the front door. Once inside, the typewriter stands on the big cabinet in the entrance hall. Reached on foot. Save here before going any further.
Summary
A save point in the house's entrance hall. The house burns down later in this visit.
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Luiza and the survivorsNPC
Location
The Village · Luiza's House – Trying the front door brings Luiza and the people hiding with her; the meeting plays as you step into the entrance hall.
Summary
Luiza and the villagers sheltering in her house.
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File: Dangerous CreaturesCollectibleMissablePoint of no return
Location
The Village · Luiza's House – Let Elena and her father in through the metal gates by the lit shrine, then try the front door. Once you're inside and told to wait, the file lies on the armchair in the right-hand corner of the entrance hall. Read it before going on into the guest room.
Why you can lose it
Read it before you walk into the guest room: the scenes there end with the house on fire, and the entrance hall is lost for this run.
Point of no return
The fire at Luiza's House, which starts with the scenes in the guest room. Once you climb out of the burning house, it can't be entered again in this run; only its yard stays open.
Summary
One of the 47 files of a run, in Luiza's entrance hall. Lost for this run if not read before the guest room.
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Luiza's House burns down

Walking into the guest room plays a run of scenes, then a short fight, and the house catches fire. It can't be entered again in this run; only the yard stays. Before you go in, read Dangerous Creatures on the entrance-hall armchair and save at the typewriter. During the escape, take the 500 Lei from the Luiza's House kitchen cabinet under the sink before you leave.

Lei: Luiza's House Kitchen (500)ConsumableMissablePoint of no return
Location
The Village · Luiza's House – The guest-room scenes leave you in the burning house's garage, beside a truck. Walk into the next room and turn left into the kitchen. The Lei is in the cabinet below the sink bench.
Why you can lose it
Take it during the fire: once you're out of the burning house, it can't be entered again in this run.
Point of no return
The fire at Luiza's House, which starts with the scenes in the guest room. Once you climb out of the burning house, it can't be entered again in this run; only its yard stays open.
Summary
500 Lei in the kitchen of the burning house.
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Truck Key and ScrewdriverKey item
Location
The Village · Luiza's House – When the fire starts you are in the garage, beside a truck. Walk into the next room and left into the kitchen: the Truck Key is in the drawer of the bench with the sink. Examine it in your key items and turn it until the clasp on the keyring shows, then press it to take the Screwdriver. Shotgun ammo sits on the desk across the kitchen.
Summary
The key starts the truck in the garage; the Screwdriver hidden on its keyring opens the shrine in the yard.
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Escape the burning house in the truckQuest step
Location
The Village · Luiza's House – Take the key back to the truck in the garage and use the Truck Key where the passenger door should be. Tap the accelerator repeatedly to ram the wall, then climb the only way up to the first floor (a scene plays). Climb out of the window onto the balcony and drop down into the yard.
Summary
Rams a way out of the burning garage.
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Demon CrestKey item
Open the crest gateQuest step
Location
The Village · Graveyard – Unlock the metal gates again and head back into the field (a scene plays), then go back through the Fallow Plot and the church to the Graveyard. At the door with the carved mural, fit the Maiden Crest into the left slot and the Demon Crest into the other, and turn each until its carving lines up with the door. Save at the Church typewriter before going through.
Summary
Opens the Graveyard door to the path toward the castle.
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Run 1: The Mine and Castle Dimitrescu

From the lever by the castle door through the mine and the Vineyard into the castle, up to the escape from the dungeon.

This stretch runs from the lever at the castle door, through a chase in the mine and the Vineyard where the merchant sets up shop, into Castle Dimitrescu: the Entrance Hall, the basement, the Kitchen, the Courtyard, the Hall of Ablution, the Terrace and the dungeon. The castle stays open until you set the four masks in the Hall of the Four (next section), so nothing here is lost early, but everything is on the way, so take it as you pass. Nineteen breakable windows count toward Hooligan in one run; eleven of them are on this stretch.

Pull the lever by the castle doorQuest step
Location
Castle Dimitrescu: Approach · Entrance Passage – From the open crest gate in the Graveyard, follow the path on: cross the drawbridge, go through the tunnel and climb the stairs to the castle's main door. Pull the lever taped in yellow next to it and watch the cutscenes.
Summary
The lever beside the castle door springs a trap and leads to the first meeting with the four lords.
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Lei: Mining Chamber (300)ConsumableMissablePoint of no return
Location
Castle Dimitrescu: Approach · Mining Chamber – During the mine chase, the spinning blades in a later cavern pass you by and cut your hands free. Before following the passage on, check the broken crates in that cavern: the one on its north side holds the Lei, the one on the south side handgun ammo.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
300 Lei in a crate the spinning blades smash open.
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Escape the mineQuest step
Location
Castle Dimitrescu: Approach · Mining Chamber – Run without stopping and take the left branch at the small fork, as lycans come up the right one. Pull away the planks blocking the path and drop down; a big brute knocks you down a long slide, which is scripted. Under the falling spiked ceiling, rip open the wooden barricade at the back and crawl through. When the spinning blades come at you in the next cavern, turn around and squeeze into the gap in the corner on your left: they pass by and cut your hands free. Follow the passage to a barred door, unlock it, pull the same lever again and climb the stairs into the Vineyard.
Summary
A chase with your hands tied: you can't fight until the end. Getting out earns Four Lords.
Trophies
  • Bronze · PlayStationFour Lords
  • Achievement · XboxFour Lords
  • Achievement · SteamFour Lords
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Goat of Warding: VineyardCollectibleMissablePoint of no return
Location
Castle Dimitrescu: Approach · Vineyard – Coming up into the snowy Vineyard with its scarecrows, keep to the right side. The goat sits on the rocks among the plants along the north edge of the beds, beside the scarecrow furthest to the right; listen for its sound. It is within reach, so slash it or shoot it.
Why you can lose it
Break it now: the Vineyard lies on the castle side of the drawbridge, and the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 20 Goats of Warding (Heretic).
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The DukeNPC
Location
Castle Dimitrescu: Approach · Vineyard – Walk up the path through the Vineyard toward the castle; he waits beside the path in its north-west part. Talk to him to open his shop. He is never hostile.
Summary
The travelling merchant: he buys treasures, sells supplies, recipes and upgrades, and turns up again and again on the route.
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Lockpick: The DukeConsumable
Location
Castle Dimitrescu: Approach · Vineyard – In the Duke's shop the Lockpick is listed at 0 Lei: take it. It goes on the castle's first locked drawer, a little way in.
Requires
Summary
Your first Lockpick, free at the first meeting. Each Lockpick opens one locked drawer and is used up.
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Recipe: Shotgun AmmoCollectible
Location
Castle Dimitrescu: Approach · Vineyard – Buy it from the Duke's shop. If you are short of Lei, leave it for now: the Duke sets up again in the castle's Merchant's Room soon after you get in and stays there for the whole castle visit.
Requires
Summary
One of the 11 crafting recipes (Artisan). The Duke sells it for 3,000 Lei.
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PatronAchievement
Location
Castle Dimitrescu: Approach · Vineyard – Pops on your first purchase in the Duke's shop. The recipe above does it; if the Lei doesn't stretch that far yet, a box of ammo is enough.
Requires
Summary
Earned by buying anything from the Duke.
Trophies
  • Bronze · PlayStationPatron
  • Achievement · XboxPatron
  • Achievement · SteamPatron
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Recipe: Sniper Rifle AmmoCollectible
Location
Castle Dimitrescu: Approach · Vineyard – Buy it from the Duke when you can afford it. It can wait until the Merchant's Room in the castle, where the rifle it feeds is found later on.
Requires
Summary
One of the 11 crafting recipes (Artisan). The Duke sells it for 4,000 Lei.
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File: Guest BookCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Entrance Hall – Go through the portcullis on the right of the Duke and on into the castle's Entrance Hall. Look in the hall's north-west corner: the book rests on a table there, left of the painting of three women.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Requires
Summary
One of the 47 files (Bookworm).
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Lei: Castle Elevator Room (500)ConsumableMissablePoint of no return
Location
Castle Dimitrescu · Elevator Room – From the Entrance Hall, step into the room on its right, the one with the elevator that doesn't work. The Lei is on the wooden box beside the elevator.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
500 Lei lying in the room with the dead elevator.
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Crystal Fragment: Elevator RoomCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Elevator Room – In the same room, look high up on the west wall for the glint and shoot it down.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A small crystal to sell to the Duke.
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File: The LabyrinthsCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Merchant's Room – From the Entrance Hall, take the door opposite the side room with the dead elevator and follow the corridor to its end, into the Hall of the Four. The Merchant's Room is the small room off its south side; the file is on the small round table beside the castle model, a labyrinth puzzle that needs a ball found later in the castle.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm). It explains the ball puzzle in this room, finished later.
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Typewriter: Merchant's RoomArea
Read the west door plaque (capture)Quest step
Location
Castle Dimitrescu · Hall of the Four – Go back into the Hall of the Four and examine the plaque on its west door. Cutscenes follow, and you wake up somewhere else in the castle.
Summary
Examining the plaque on the west door sets off the castle's first big scene.
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Treasure: Crimson GlassCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Bedchamber – When you come to, hanging from a hook in the Bedchamber, look up and interact to get yourself down. The glass is on the desk standing at the end of the bed, opposite the fireplace.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A treasure to sell to the Duke.
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Locked Drawer: Living RoomOtherMissablePoint of no return
Location
Castle Dimitrescu · Living Room – Once you are down from the hook, leave the Bedchamber by its door into the Living Room. The locked drawer stands in the south-west corner, on your left as you come in. Open it with the Duke's Lockpick.
Why you can lose it
Open it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A locked drawer with Shotgun Ammo inside. Opening it with a Lockpick earns Petty Thief.
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Petty ThiefAchievement
Location
Castle Dimitrescu · Living Room – Pops when the Living Room drawer opens. Any locked drawer counts, so the one in the corridor past the castle Kitchen is a second chance.
Summary
Earned by opening a lock with a Lockpick.
Trophies
  • Bronze · PlayStationPetty Thief
  • Achievement · XboxPetty Thief
  • Achievement · SteamPetty Thief
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Maroon Eye RingKey item
Location
Castle Dimitrescu · Hidden Passage – The way out of these rooms is locked, so open the Living Room fireplace and crawl through it into the Hidden Passage. The ring is at the statue of a woman holding a baby, on the passage's west side; taking it opens the way on. Examine the ring in your inventory and turn it to pull out the Maroon Eye.
Summary
Its stone, the Maroon Eye, opens the Prioress door on the Main Hall's upper floor.
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The Duke is now in the Merchant's Room

From here on, the Duke waits in the Merchant's Room off the Hall of the Four for the rest of the castle, next to the typewriter. Sell treasures there and pick up any recipe you couldn't afford in the Vineyard. The room stays safe even when Lady Dimitrescu starts walking the halls.

Crystal Fragment: Northern CorridorCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Northern Corridor – The Hidden Passage opens onto the Northern Corridor. Before you go through the door at its end into the Hall of the Four, break the glass of the display cabinet beside that door with the knife and take the fragment inside.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A small crystal to sell to the Duke.
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File: Winemaking HistoryCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Wine Room – Follow the Northern Corridor into the Hall of the Four, where four busts have now risen (they wait for later), then go on into the Main Hall and up its stairs. Go through the door straight ahead into the Wine Room. The file is on the table in the middle. Note the silver flower stand here: it matters later.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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Lei: Castle Main Hall Vase (200)ConsumableMissablePoint of no return
Location
Castle Dimitrescu · Main Hall 2F – Back out on the Main Hall's upper floor, break the small vase in its north-east part for the Lei.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
200 Lei in a small vase on the Main Hall's upper floor.
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Crystal Fragment: Main HallCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Main Hall 2F – Still on the upper floor, find the painting on the wall in the south-east part. The fragment is stuck in the top of its frame: shoot it down.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A small crystal to sell to the Duke.
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Open the Prioress doorQuest step
Location
Castle Dimitrescu · Main Hall 2F – On the south side of the Main Hall's upper balconies, use the Maroon Eye on the door with the carved face, in one of its eye sockets. One of the daughters attacks on the far side: shots only drive her off for a moment, so run. Go down the corridor and turn left, past the locked door ahead, to the Dressing Room at the end. Tear away the boards over the gap in its wall and drop through the hole into the basement.
Summary
The Maroon Eye opens the door with a carved face on the Main Hall's upper floor.
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File: A Maid's DiaryCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Cleaning Storage – In the basement room where you land, the diary sits on the low metal shelving in the room's north-east corner, to your right.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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Crystal Fragment: Tasting RoomCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Tasting Room – From the landing room, go down the steps and crawl through the low gap toward the Tasting Room. In the tunnel on its north side, look up: the fragment is set in the ceiling. Shoot it down.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A small crystal to sell to the Duke.
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Light the braziersQuest step
Location
Castle Dimitrescu · Hall of War – From the landing room, go down the steps and crawl through the low gap into the Tasting Room; Lady Dimitrescu passes through but leaves you alone. Leave it and take the stairs down to the Hall of War, the room with a burning brazier hanging in the middle. Walk into it or hit it so it swings into the two unlit torch bowls at the room's edges. When both burn, the exit opens.
Summary
A small puzzle in the Hall of War opens the way into the cells.
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File: Treatment CandidatesCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Cells – Walk straight on through the dark cells until a bloody torture table blocks the way. The file is on the small metal trolley just to its right.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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File: Observation ReportCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Cells – From the torture table, go into the cell on the left; its back wall has crumbled into the next cell. Come out on the far side of the table and walk straight into the cell opposite: the file is inside, the third cell up from the bottom along the east side.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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Treasure: Ingrid's NecklaceCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Chamber of Solace – Past the cells, the dark Chamber of Solace is full of slow, crawling Moroaică that come out of holes and gaps in the walls. Kill them rather than run past: one of them drops the necklace, so check the floor after each kill. It may instead turn up near a body in this area.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A treasure to sell to the Duke.
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Bela DimitrescuHidden spoiler – activate to revealBossMinor spoiler
Location
Castle Dimitrescu · Back Storage – Carry on past the cells into the dark Chamber of Solace, where Moroaică crawl out of the walls, and through it to the Holding Area. There you pass a locked gate with an iron insignia; it needs a key found later. Further on, the daughter appears: bullets just turn her into flies, so keep moving along the corridor to the stairs in the south-east and climb them. Turn right, then pull away the planks on your left: after a short scene the shutter breaks and cold air blows in. Fight her near that broken shutter, where she can be hurt; the shotgun works best.
Summary
The first of Lady Dimitrescu's daughters, fought in the room off the Kitchen. She drops a Crystal Torso to sell.
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Hooligan: 19 windows in one run

Castle Dimitrescu has 19 breakable windows, and Hooligan needs all of them broken in the same run. Slash or shoot each one; cold air blows in once it breaks. This section takes the eleven on its way, and the next section the rest. Every one must be broken before the last of the four masks goes on its bust in the Hall of the Four.

Castle Window: Back StorageCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Back Storage – In the room where you beat her, most windows are already broken. One is still whole: break it.
Why you can lose it
Break it now or on a later pass, but before the last mask: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust, and the window count starts again from zero in a new run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1 of the 19 castle windows. Hooligan needs all 19 castle windows broken in one run, all before the four masks.
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File: A Cook's DiaryCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Kitchen – Go through the open door into the Kitchen next to the fight room. The diary is on the shelving in the main kitchen's south-east corner, on your left.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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Sanguis VirginisKey item
Lei: Castle KitchenConsumableMissablePoint of no return
Location
Castle Dimitrescu · Kitchen – While you are in the Kitchen, break the wooden box there for a bag of Lei.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
Lei inside a breakable box in the Kitchen.
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LEMI – Recoil CompensatorUpgradeMissablePoint of no return
Location
Castle Dimitrescu · Eastern Corridor – Leave the Kitchen into the Eastern Corridor. A few steps ahead, in the alcove on the west side, a metal weapons case holds the part: open it.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A part for the LEMI handgun, one of the 22 for Veteran Gunsmith. Fitting it earns Gunsmith.
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GunsmithAchievement
Location
Castle Dimitrescu · Eastern Corridor – Open your inventory and equip the Recoil Compensator on the LEMI; parts don't fit themselves.
Summary
Earned by fitting a custom part to a gun.
Trophies
  • Bronze · PlayStationGunsmith
  • Achievement · XboxGunsmith
  • Achievement · SteamGunsmith
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Lockpick: Eastern CorridorConsumableMissablePoint of no return
Location
Castle Dimitrescu · Eastern Corridor – Walk to the far end of the Eastern Corridor. The Lockpick is on the cabinet next to the door into the Dining Room.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A single-use Lockpick for a locked drawer.
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Locked Drawer: Eastern Corridor (Wooden Angel Statue)OtherMissablePoint of no return
Location
Castle Dimitrescu · Eastern Corridor – Walk back to the Kitchen end of the corridor: the locked drawer is at its north end, on your left as you came out of the Kitchen. Open it with the Lockpick you just found.
Why you can lose it
Open it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A locked drawer holding the Wooden Angel Statue, a treasure to sell.
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Castle Windows: Dining RoomCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Dining Room – Walk to the far end of the Eastern Corridor and through the door into the Dining Room. The two windows stand either side of the double doors that lead out to the Courtyard: break both.
Why you can lose it
Break them now or on a later pass, but before the last mask: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust, and the window count starts again from zero in a new run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
2 of the 19 castle windows. Hooligan needs all 19 castle windows broken in one run, all before the four masks.
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Crystal Fragment: Dining RoomCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Dining Room – Look up at the ceiling in the north-west part of the Dining Room and shoot the fragment down.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A small crystal to sell to the Duke.
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Courtyard KeyKey item
Location
Castle Dimitrescu · Wine Room – The Courtyard doors are locked, so head from the Dining Room into the Main Hall and up the stairs to the Wine Room. Set the Sanguis Virginis on the silver flower stand: a hidden nook opens on the room's south side, and the key is in the small chest there. Take it back down to the Dining Room and unlock the double doors to the Courtyard; one of the daughters may cut across the Main Hall on the way, so dodge her.
Summary
Opens the Dining Room's double doors to the Courtyard.
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Birdcage: CourtyardCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Courtyard – The cage hangs on the Courtyard's west side, and you can hear it creak as it sways: shoot it down and pick up the Lei.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A hanging birdcage with 1,000 Lei inside.
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Castle Windows: Southern StairwellCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Southern Stairwell – Cross the Courtyard to the door on its south side (the north door doesn't open yet). Just inside, two very tall windows line the stairs going up: break both before you climb.
Why you can lose it
Break them now or on a later pass, but before the last mask: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust, and the window count starts again from zero in a new run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
2 of the 19 castle windows. Hooligan needs all 19 castle windows broken in one run, all before the four masks.
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Castle Windows: South East WingCollectibleMissablePoint of no return
Location
Castle Dimitrescu · South East Wing – Climb the stairs, go through the door at the top and turn left. Follow the long corridor round toward the Hall of Ablution door, breaking the three windows on your right as you go.
Why you can lose it
Break them now or on a later pass, but before the last mask: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust, and the window count starts again from zero in a new run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
3 of the 19 castle windows. Hooligan needs all 19 castle windows broken in one run, all before the four masks.
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Castle Map (Main)OtherMissablePoint of no return
Location
Castle Dimitrescu · South East Wing – In the same corridor, past a locked door on your left, the map hangs on the north wall halfway along.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
The map of the castle's main floors.
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Turn the four statuesQuest step
Location
Castle Dimitrescu · Hall of Ablution – Enter the Hall of Ablution off the corridor: four statues stand around a pool, with a plaque at the far end. Leave the rider on the horse as he is. Turn the poor men to face the rider, and turn the two women to face each other. The pool drains to reveal a ladder.
Summary
The statue puzzle in the Hall of Ablution drains its pool and opens the way down.
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Goat of Warding: Torture StorageCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Torture Storage – Climb down into the drained pool and take the ladder below it. At the bottom, the goat stands on the stone floor on your left, by the lit candles in the south-west corner: slash it or shoot it.
Why you can lose it
Break it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 20 Goats of Warding (Heretic).
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Typewriter: Terrace RoomArea
Location
Castle Dimitrescu · Terrace Room – Wade through the Hall of Blood and the Distillery, where Moroaică rise out of the blood; shoot them as they surface. Climb the stairs at the end, ride the pulley up to the Terrace Balcony and follow it to the left, then step into the room on your left: the typewriter is on the small round table on its west side. Reached on foot.
Summary
The second castle save point, up on the Terrace.
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Lei: Terrace Room (1,000)ConsumableMissablePoint of no return
Location
Castle Dimitrescu · Terrace Room – In the same room, look under the desk in the north-west corner.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1,000 Lei in the Terrace Room.
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File: Alcina Dimitrescu's DiaryCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Dimitrescu's Chambers – From the goat, push on through the Hall of Blood and the Distillery and ride the pulley up to the Terrace Balcony; the Terrace Room typewriter is just off it. Follow the balcony toward the ringing telephone to trigger a scene. Then go to the end of the balcony and through the door into Dimitrescu's Chambers. The diary lies on the couch facing the windows, just to your left.
Why you can lose it
Read it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files (Bookworm).
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Castle Windows: Dimitrescu's ChambersCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Dimitrescu's Chambers – Before you touch the key in this room, step back out onto the balcony and face the door: two windows sit to its left and one to its right. Break all three from out here.
Why you can lose it
Break them now or on a later pass, but before the last mask: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust, and the window count starts again from zero in a new run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
3 of the 19 castle windows. Hooligan needs all 19 castle windows broken in one run, all before the four masks.
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Dimitrescu's KeyKey item
Location
Castle Dimitrescu · Dimitrescu's Chambers – Back inside, the key hangs from a candlestick in the room's south-west corner. Take it, then open the gilded north door beside the giant dress with it. A scene follows and you end up in the dungeon below.
Summary
Opens several locked doors around the castle, starting with the way out of the dungeon.
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Lei: Castle Dungeon (1,000)ConsumableMissablePoint of no return
Location
Castle Dimitrescu · Dungeon – Leave the cell and follow the only path, crawl through the hole in the wall and pull the lever on your right to enter the Dungeon. Before you try the second lever on its east side, break the wooden crate in the south-east room for the Lei.
Why you can lose it
Take it on this visit: the whole castle, its mine and the Vineyard close for this run once the last of the four masks goes on its bust.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1,000 Lei in a crate in the dungeon.
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Escape the dungeon with Lady Dimitrescu on your heelsQuest step
Location
Castle Dimitrescu · Dungeon – From your cell, follow the only path, crawl through the hole in the wall and pull the lever on your right to enter the Dungeon. Then pull the second lever, on its east side: she arrives and the gate stays shut. Run, let her follow you around the pillars, then double back to the lever and pull it again. The gate takes a few seconds to rise, so keep circling until it's open, then run through the door next to the lever and down the corridor and stairs to a door that takes Dimitrescu's Key.
Summary
A chase you can only run from: shooting her doesn't slow her down.
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Run 1: The Castle Masks and the Tower of Worship

The four masks: the Hall of Pleasure, the Opera Hall, the Library and the roofs, then every last castle pickup, the Hall of the Four and the Tower of Worship.

This stretch gathers the four masks that open the Hall of the Four. The walk goes from the Hall of Sorrow to the Hall of Pleasure and the Armory, the Opera Hall and its piano, the Library and the Hall of Joy, the Atelier, the Attic and the roofs, where the final mask waits. Then the roof elevator takes you down for the castle's last side rooms (the labyrinth, the Special Chambers, the bathroom) before the masks go on. Break every window you pass: Hooligan needs all 19 in this run. Once the masks are placed, the castle is gone for the run, so the rows above the warning come first.

Mask of SorrowKey item
Location
Castle Dimitrescu · Hall of Sorrow – At the end of the dungeon chase, the passage beyond the second lever leads down to a door that Dimitrescu's Key unlocks. Lift the mask off the statue in the Hall of Sorrow: the chase ends and the floor carries you up to the Courtyard.
Summary
The first of the four masks for the angel busts in the Hall of the Four.
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Treasure: Silver RingCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Hall of Pleasure – Monsters now roam the Courtyard; fight or run past them. Cross the Dining Room into the Main Hall, go up to the 2F and follow the Private Corridor beyond the Prioress door, where the daughter appears again (gunfire drives her back). Dimitrescu's Key opens the door at the far end. Inside, open the drawer of the north-west desk for the ring.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
Half of a combinable treasure. Joined with the Azure Eye from the Special Chambers it becomes the Azure Eye Ring and earns Repairer, so don't sell it on its own.
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Crystal Fragment: Hall of PleasureCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Hall of Pleasure – Look up in the Hall of Pleasure: the fragment is lodged in the centre of the ceiling. Shoot it loose and pick it up.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A white mineral to sell to the Duke.
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Mask of PleasureKey item
Location
Castle Dimitrescu · Hall of Pleasure – Take the mask from the statue in the Hall of Pleasure. The doors lock behind you, so crouch into the opening under the fireplace and follow the narrow passage to the Armory.
Summary
The second mask. Taking it seals the room until something of similar weight replaces it.
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Lockpick: ArmoryConsumableMissablePoint of no return
Location
Castle Dimitrescu · Armory – At the end of the fireplace passage, the Armory's table in the north-west corner holds this Lockpick and two Pipe Bombs. Take all three: the bombs are what wins the fight that follows.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A single-use pick for a locked drawer. Keep one for the Opera Hall drawer later in this stretch.
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Cassandra DimitrescuHidden spoiler – activate to revealBossMinor spoiler
Location
Castle Dimitrescu · Armory – She attacks in the Armory; two Pipe Bombs lie on its north-west table. Push the taped shelf aside to bare a cracked wall, then throw a Pipe Bomb at it: freezing air pours in and leaves her open to bullets. Shoot her whenever she comes near the hole (the shotgun works best) and back off between volleys until she crumbles.
Summary
The second daughter, fought in the Armory. She drops a Crystal Torso, a treasure to sell.
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Mounted Animal Skull (Animal Skull)Key item
Location
Castle Dimitrescu · Armory – Take the Mounted Animal Skull from above the fireplace on the Armory's west wall. Examine it in the inventory, turn it to the back and undo the screw to get the plain Animal Skull. Crawl back to the Hall of Pleasure and set it on the statue where the mask stood: the doors unlock.
Summary
Reopens the Hall of Pleasure when it takes the mask's place on the statue.
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Lady Dimitrescu walks the halls from now on

After the Armory she starts patrolling the castle. Bullets don't stop her, so turn and take another route when you hear her coming. She can't enter the Merchant's Room, and her reach is only close range.

Castle Map (Annex)OtherMissablePoint of no return
Location
Castle Dimitrescu · Northern Stairwell – Go back down to the Courtyard and open its north door, the golden one, with Dimitrescu's Key. The map hangs on the wall facing you as you step in, before the stairs.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
Shows the north wing of the castle: the Opera Hall and the rooms around it.
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Castle Windows: Northern StairwellCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Northern Stairwell – From the Hall of Pleasure, return to the Courtyard and unlock its north door with Dimitrescu's Key. The staircase inside has three very tall windows; shoot or slash all three on the way up.
Why you can lose it
Break it now: the castle can't be entered again in this run once the last of the four masks is placed, and Hooligan only counts windows broken in a single run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
3 of the 19 castle windows for Hooligan. All 19 have to break in this run, before the last mask goes on in the Hall of the Four.
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File: Grand Chambermaid's NoticeCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Northern Stairwell 2F – At the top of the stairs, look straight ahead: the notice waits on a small clock table set between a pair of black curtains.
Why you can lose it
Read it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files for Bookworm.
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Castle Windows: Opera Hall NookCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – Of the two doors at the top of the stairs, take the left one onto the Opera Hall's upper floor. Turn right at once into the small nook: both windows are beside the table there.
Why you can lose it
Break it now: the castle can't be entered again in this run once the last of the four masks is placed, and Hooligan only counts windows broken in a single run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
2 of the 19 castle windows for Hooligan. All 19 have to break in this run, before the last mask goes on in the Hall of the Four.
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Crystal Fragment: Opera HallCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – On the south side of the upper floor, look above the small round table: the fragment is fixed to the ceiling. Shoot it down.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A white mineral to sell to the Duke.
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File: Further ObservationsCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – Carry on through to the end of the passage on this upper floor. A book sits on the cabinet there; take it, then examine it in the inventory to add the file.
Why you can lose it
Read it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files for Bookworm. It comes from a book you have to examine.
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Flower Swords BallKey itemMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – Walk the gallery along the left-hand side of the Opera Hall to the little room at its far end, where one enemy is waiting. Kill it, then open the small chest next to the castle model for the ball.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
The ball for the castle labyrinth, the model in the Merchant's Room.
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Castle Window: Flower Swords RoomCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – The same little room where the ball's chest stands has a window of its own. Break it before you walk out.
Why you can lose it
Break it now: the castle can't be entered again in this run once the last of the four masks is placed, and Hooligan only counts windows broken in a single run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1 of the 19 castle windows for Hooligan. All 19 have to break in this run, before the last mask goes on in the Hall of the Four.
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Locked Drawer: Opera HallOtherMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 2F – Cross to the far side of the balcony. The drawer in its north-east corner opens with one Lockpick (the Armory pick, if the others went into the Living Room and Eastern Corridor drawers).
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the castle's three locked drawers; it holds sniper rifle ammo.
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File: Insect Observations JournalCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Opera Hall 1F – Go down the stairs to the Opera Hall's ground floor, clearing the enemies on the way. The book is on the small round table beside the piano; take it and examine it in the inventory.
Why you can lose it
Read it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files for Bookworm. It comes from a book you have to examine.
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Iron Insignia Key (piano)Key item
Location
Castle Dimitrescu · Opera Hall 1F – Play the tune on the sheet music at the piano. A dot shows where each key lands: a key further right lifts it, one further left drops it, and a wrong press doesn't restart the tune. When the last note is right, a compartment opens with the key.
Summary
Opens the Library door, the Special Chambers gate in the castle basement, and some gates in the village later.
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Daniela DimitrescuHidden spoiler – activate to revealBossMinor spoiler
Location
Castle Dimitrescu · Library – Head back up to the top of the stairwell; Lady Dimitrescu turns up on the way, so double back and go around her. The second door at the top, next to the balcony door, takes the Iron Insignia Key. Inside, pull the lever on the central pillar when Daniela is near the middle: the glass roof opens and the cold leaves her open to the shotgun. Pull it again each time she shuts the roof.
Summary
The third daughter, fought in the Library. She drops a Crystal Torso, a treasure to sell.
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Lei: Castle LibraryConsumableMissablePoint of no return
Location
Castle Dimitrescu · Library – Once the fight is over, search the whole Library: the Lei lies among the ammo pickups in the room.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A fixed pile of Lei, the Duke's currency.
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Castle Window: Hall of JoyCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Hall of Joy – Leave the Library by its other door into the Hall of Joy. Before you reach the angel statue, a short hallway branches off and dead-ends at a window: break it.
Why you can lose it
Break it now: the castle can't be entered again in this run once the last of the four masks is placed, and Hooligan only counts windows broken in a single run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1 of the 19 castle windows for Hooligan. All 19 have to break in this run, before the last mask goes on in the Hall of the Four.
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Mask of JoyKey item
Ring the five bellsQuest step
Location
Castle Dimitrescu · Atelier – Go from the Hall of Joy into the Atelier, the room with Lady Dimitrescu's large portrait, and shoot five bells with the handgun: one on the round table by the portrait; on a pendulum swinging behind the wall full of holes (fire as it passes a gap); a small one on the big cabinet left of the door you came through; one on top of the chandelier (climb the little stairs and shoot the chandelier to swing it into view); and one outside, through the high window above the painting.
Summary
The Atelier's puzzle: shooting five hidden bells opens a passage behind the big portrait.
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Castle Window: Atelier SkylightCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Atelier – The outside bell can only be hit through the high window above the big painting, so this window breaks with that shot. Check it is broken before you leave the Atelier.
Why you can lose it
Break it now: the castle can't be entered again in this run once the last of the four masks is placed, and Hooligan only counts windows broken in a single run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
1 of the 19 castle windows for Hooligan. All 19 have to break in this run, before the last mask goes on in the Hall of the Four. It breaks as part of the bell puzzle.
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HooliganAchievementMissablePoint of no return
Location
Castle Dimitrescu · Atelier – Pops when the 19th window breaks, usually the Atelier skylight on this route. If it doesn't, the window most often missed is the one in Back Storage, the room past the Kitchen where the first daughter fell; a table blocks a knife swing there, so shoot it. Go back for it before placing the masks.
Why you can lose it
All 19 windows have to break in one run before the last mask is placed; once the castle closes, a missed window means breaking all 19 again in a later run.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
Break all 19 breakable windows of Castle Dimitrescu in one run.
Trophies
  • Bronze · PlayStationHooligan
  • Achievement · XboxHooligan
  • Achievement · SteamHooligan
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Goat of Warding: AtticCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Attic – The bells open a way behind the big painting. Follow the narrow passage to the ladder and climb into the Attic, then turn around at the top: the goat stands on the large wooden box beside the ladder. Shoot it.
Why you can lose it
Destroy it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 20 Goats of Warding; destroying all 20 earns Heretic.
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Treasure MapKey itemMissablePoint of no return
Location
Castle Dimitrescu · Attic – Lying on the middle table of the Attic's northern room.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
Marks a hidden treasure in the castle basement: the Special Chambers behind the Iron Insignia gate. The puzzle there can be solved without it.
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File: Rumors of a DaggerCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Attic – Across the same room, on the south-west corner table at the far end of the Attic.
Why you can lose it
Read it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
One of the 47 files for Bookworm.
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Lei: Castle AtticConsumableMissablePoint of no return
Location
Castle Dimitrescu · Attic – One of the breakable boxes in the Attic's northern room holds Lei. Smash the crate on the middle table, next to where the map lay, and any other box you pass.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A fixed pile of Lei, the Duke's currency.
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Lockpick: AtticConsumableMissablePoint of no return
Location
Castle Dimitrescu · Attic – Atop the pile of boxes in the room's north-east corner. The body lying on the floor there is only playing dead and gets up as you come close, so kill it first.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A single-use pick. Nothing in the castle needs it after the Opera Hall drawer, so it goes with you to the village drawers.
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F2 RifleWeapon
Location
Castle Dimitrescu · Attic – It rests on a chair in the small south-west room, right on the way out to the roof. Make space in the case first; items can be rotated to fit.
Summary
The sniper rifle. The Duke stocks it later too, but the roofs outside are the place to use it.
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Trick ShotAchievement
Location
Castle Dimitrescu · Rooftops – Step out of the Attic onto the roofs, where winged Samcas circle. Equip the F2 Rifle and drop one from far away, ideally while it is perched for a moment; the trophy pops on that kill.
Requires
Summary
Kill an enemy at long range with the sniper rifle.
Trophies
  • Bronze · PlayStationTrick Shot
  • Achievement · XboxTrick Shot
  • Achievement · SteamTrick Shot
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Crystal Fragment: RooftopsCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Rooftops – Halfway across the roofs stands a square tower; the fragment is lodged high up on its east face. Shoot it off (the rifle's scope helps).
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A white mineral to sell to the Duke.
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Mask of RageKey item
Labyrinth: Castle DimitrescuCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Merchant's Room – Back on the roof with the last mask, take the elevator in the tower on the west side of the roofs down to the Elevator Room beside the Entrance Hall, then go to the Merchant's Room off the Hall of the Four. With the last mask taken, Lady Dimitrescu may wait in the corridor by the Hall of the Four door: slip past her into the Merchant's Room, which she can't enter. Put the Flower Swords Ball into the castle model in the south-west corner and tilt it to roll the ball to the goal; falling into a hole or off the edge restarts it. The triggers turn the model for a better view.
Why you can lose it
Solve it now: the model stays behind, since the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
The first of the 4 labyrinth models. Its prize is the Crimson Skull, a treasure to sell.
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Get the Ball RollingAchievement
Location
Castle Dimitrescu · Merchant's Room – Pops when the Flower Swords Ball reaches the goal of the castle model. Sell the Crimson Skull to the Duke here if you need the Lei.
Summary
Complete a labyrinth puzzle.
Trophies
  • Bronze · PlayStationGet the Ball Rolling
  • Achievement · XboxGet the Ball Rolling
  • Achievement · SteamGet the Ball Rolling
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Treasure: Azure EyeCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Special Chambers – From the Merchant's Room, cross the Main Hall to the Dining Room, go through the Kitchen and the Back Storage where the first daughter fell, and take the stairs down. In the cellar, the gate in the north-east corner opens with the Iron Insignia Key; expect a few enemies on the way. A fence rises over the coffin as you enter. Take the Pipe Bomb from the recess in the south-west wall and blow open the cracked wall to reveal a burning torch. Shoot the nearer hanging brazier so it swings into that flame, then shoot the unlit one toward it while the lit one swings. With both burning the fence drops: the Azure Eye is in the coffin on the east side.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
The other half of the Silver Ring's pair, sealed in a coffin in the castle basement.
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Crystal Fragment: Special ChambersCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Special Chambers – In the small space behind the wall you blew open, the fragment sits on the boxes. Look in each corner of that space too; there may be more than one.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A white mineral to sell to the Duke.
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Lei: Special ChambersConsumableMissablePoint of no return
Location
Castle Dimitrescu · Special Chambers – Also in the space behind the bombed wall.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A fixed pile of Lei, the Duke's currency.
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RepairerAchievement
Location
Castle Dimitrescu · Special Chambers – Open the inventory, pick the Silver Ring or the Azure Eye and choose Combine: they become the Azure Eye Ring and the trophy pops. The ring sells for far more than the two halves.
Summary
Combine a treasure. The Silver Ring and the Azure Eye are the first pair.
Trophies
  • Bronze · PlayStationRepairer
  • Achievement · XboxRepairer
  • Achievement · SteamRepairer
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Treasure: Lady's LipstickCollectibleMissablePoint of no return
Location
Castle Dimitrescu · Dimitrescu's Bathroom – Go back up through the Kitchen and the Dining Room to the Courtyard and through the door at its south-east end. Climb the stairwell and follow the hallway to Dimitrescu's Chambers. The bathroom at the back, locked on your first visit, now opens; the lipstick is in the drawer of the cabinet.
Why you can lose it
Take it now: the castle can't be entered again in this run once the last of the four masks is placed.
Point of no return
The last of the four masks goes onto its angel bust in the Hall of the Four and the great door opens toward the Tower of Worship. The castle, the mine and the Vineyard stay behind for the rest of this run.
Summary
A treasure to sell to the Duke. Its room only opens once Lady Dimitrescu is patrolling.
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Before the last mask: finish the whole castle

Placing the fourth mask opens the way to the Tower of Worship, and from then on the castle, the mine and the Vineyard are closed for this run. Save at the Merchant's Room typewriter in a spare slot first, and make sure you have everything below. Windows (all 19, Hooligan): Back Storage, Dining Room (2), Southern Stairwell (2), South East Wing (3), Dimitrescu's Chambers (3), Northern Stairwell (3), Opera Hall nook (2), the Flower Swords room, the Hall of Joy and the Atelier skylight. Files (12): the Guest Book, The Labyrinths, Winemaking History and A Maid's Diary; Treatment Candidates, Observation Report and A Cook's Diary; Alcina Dimitrescu's Diary; and from this stretch the Grand Chambermaid's Notice, Further Observations, the Insect Observations Journal and Rumors of a Dagger. Goats: Vineyard, Torture Storage, Attic. The rest: the Silver Ring and Azure Eye, the Castle Dimitrescu labyrinth and its Flower Swords Ball, the LEMI – Recoil Compensator, Crimson Glass, Ingrid's Necklace, Lady's Lipstick, the Courtyard birdcage, both castle maps and the Treasure Map, the Living Room, Eastern Corridor and Opera Hall drawers, the Eastern Corridor, Armory and Attic Lockpicks, the Crystal Fragments (Elevator Room, Northern Corridor, Main Hall, Tasting Room, Dining Room, Hall of Pleasure, Opera Hall, Special Chambers, Rooftops) and the Lei in the Mining Chamber, the Castle Elevator Room, the Castle Main Hall Vase, the Castle Kitchen, the Terrace Room, the Castle Dungeon, the Castle Library, the Castle Attic and the Special Chambers.

Set the four masks on the bustsQuest step
Location
Castle Dimitrescu · Hall of the Four – With the last side rooms done, make your way back to the Main Hall and on to the Hall of the Four. Lady Dimitrescu now waits in the corridor next to its door: get past her. Each mask fits only one bust (facing the door, left to right: Sorrow, Pleasure, Joy, Rage). If she comes in while you work, step into the Merchant's Room, which she can't enter.
Summary
Opens the great door from the Hall of the Four to the Causeway and the Tower of Worship.
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Lady DimitrescuHidden spoiler – activate to revealBossMinor spoiler
Location
Castle Dimitrescu · Tower of Worship – Cross the Causeway into the Tower of Worship and go to the coffin to start the fight. Restock from the barrels where the north-west stairs end. Aim at the human torso sticking out of the creature: the shotgun when she is close, then fall back before she lunges or charges; when she hovers off the tower, use the rifle. Once she smashes into the tower, climb the stairs firing until she goes down. Crystal Dimitrescu, a 25,000 Lei treasure, is added automatically.
Summary
The lady of the castle, in a winged form, fought on the Tower of Worship.
Trophies
  • Bronze · PlayStationThat Sucked!
  • Achievement · XboxThat Sucked!
  • Achievement · SteamThat Sucked!
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Dirty FlaskKey item
Location
Castle Dimitrescu · Tower of Worship Crypt – It rests on the altar against the south wall of the Tower of Worship Crypt, where the fight ends. The way out beside it leads to the Castle Path.
Summary
A sealed flask from the altar under the tower. It is needed in the village later.
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Run 1: Back to the Village

From the hut outside the castle through the caves to the Altar, then one loop of the village to the red-chimney house and back.

The castle is behind you. This stretch walks out through the caves to the Altar, where a new save point and the Duke wait, and then makes one loop of the village: the Maiden of War and the house beside it, the Workshop, the tractor into West Old Town, the red-chimney house, and back past the Graveyard, the Church and the Fallow Plot. New lycans roam the streets, including one armoured kind. The village stays open for a long while yet, but every pickup below is on the loop, so take it as you pass.

Typewriter: Craftsman's HouseArea
Location
The River · Craftsman's House – Walk out of the castle grounds with the flask; the first hut on your right is the Craftsman's House. The typewriter sits on the table along its north wall and works as soon as you arrive.
Requires
Summary
A save point in the first hut on the path out of the castle.
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File: Craftsman's NoteCollectibleMissablePoint of no return
Location
The River · Craftsman's House – Lying on the same north-side table as the typewriter in the Craftsman's House. A Rusted Scrap is stored in the hut's west-corner cupboard.
Why you can lose it
Read it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 47 files of a run, in the first hut after the castle.
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Outhouse: Craftsman's Back YardCollectibleMissablePoint of no return
Location
The River · Craftsman's Back Yard – Climb out through the back window of the Craftsman's House and turn left: the outhouse stands in the small back yard. Open its door; there is Gunpowder inside.
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
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HunterAchievement
Location
The River · Cave Passage – Smash the padlock on the passage beside the Craftsman's House to enter the caves. Halfway along, three fish swim in a pool: kill one with the knife or a shot and the trophy pops. Take their meat too, for the Duke's cooking.
Summary
Earned by killing any animal in the story; the fish in the cave are the first chance.
Trophies
  • Bronze · PlayStationHunter
  • Achievement · XboxHunter
  • Achievement · SteamHunter
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Winged KeyKey item
Location
The River · Cave Altar – Follow the cave to the chamber where the old woman waits and watch the scene. Then open the little chest sitting on the central altar for the key.
Requires
Summary
Opens the Cave Altar door now and the gate from the Altar into the village later.
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Goat of Warding: Lone RoadCollectibleMissablePoint of no return
Location
The River · Lone Road – Use the Winged Key on the Cave Altar door and pull the lever at the cave exit; cross the Ceremony Site to the Lone Road, where four lycans prowl. By the drawbridge, take the wooden stairs down beside the river: the goat is in the little stone room under the bridge.
Why you can lose it
Break it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 20 Goats of Warding; it sits on the ground, so a knife swing breaks it.
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Typewriter: AltarArea
Location
The Village · Altar – Back on the Lone Road path, open the big gate at its end to reach the Altar. The typewriter is on a small table next to the Duke's wagon, in the corner by the inner gate.
Requires
Summary
The village hub's save point, beside the Duke; it stays usable until the end of the run.
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Place the Head Flask on the altarQuest step
Location
The Village · Altar – Follow the Lone Road to the big gate at its end and go through into the Altar. Arriving starts a talk with the Duke, who names the Dirty Flask as the Head Flask. Set it in the central altar; three more flasks are needed in all.
Summary
The first of four flasks for the altar; the Duke explains what the flask from the castle is.
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Recipe: Pipe Bombs (Duke)Collectible
Location
The Village · Altar – Open the Duke's shop at the Altar: the Pipe Bombs recipe is new in his stock. If the Lei is short now, he keeps selling it later in the run.
Summary
A crafting recipe from the Duke's new stock; every recipe counts toward Artisan.
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Treasure: Teddy BearCollectibleMissablePoint of no return
Location
The Village · Leonardo's House basement – Use the Winged Key on the Altar's gate to the Maiden of War and smash the red padlock behind it. At the Maiden of War square, a side door leads down into the basement of the house beside it: the bear is in a wooden box on the shelves in its south-east part.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A treasure to sell to the Duke, in a basement that opens only after the castle.
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Treasure: Vivianite (Leonardo's Kiln)CollectibleMissablePoint of no return
Location
The Village · Leonardo's House basement – In the same basement, look inside the kiln on its south side.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A gem to sell to the Duke.
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File: Leonardo's MessageCollectibleMissablePoint of no return
Location
The Village · Leonardo's House – From the Altar, the Winged Key gate (red padlock behind it) leads to the Maiden of War. Go through the blue gate at the bottom of the square, now broken open, and up the stairs into the house on your left. The message lies on the table in the room with a closet in its corner.
Why you can lose it
Read it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 47 files of a run, in the house beside the Maiden of War.
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Treasure: Wooden Animal (Body)CollectibleMissablePoint of no return
Location
The Village · Leonardo's House – On the small desk in the hallway room on the east side of Leonardo's House.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
Half of a combinable treasure; with the head from a well it becomes the Wooden Goat.
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Locked Drawer: Leonardo's HouseOtherMissablePoint of no return
Location
The Village · Leonardo's House – In the north-east room of Leonardo's House. It takes a Lockpick: the castle leaves you with one spare if you took them all there, and two more turn up later on this loop.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A locked drawer with Shotgun Ammo (7) inside.
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Outhouse: Leonardo's Back YardCollectibleMissablePoint of no return
Location
The Village · Leonardo's Back Yard – Leave Leonardo's House by its bolted back door. The outhouse stands in the corner of the back yard, with a Rusted Scrap inside.
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
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Outhouse: Shed Yard by the Maiden of WarCollectibleMissablePoint of no return
Location
The Village · Dilapidated Yard – Cross Leonardo's back yard into the barn and push aside the shelf that blocks its far side. Out through the gap, a lycan stands by a green outhouse on your right; deal with it and open the door (only a body inside).
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
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Jack Handle (locker 070408)Key item
Location
The Village · Workshop Building – Follow the path on to the Workshop yard and smash the padlock on its gate. In the hut on the yard's north side, turn over the photo on the workbench, look out of the window for the painted numbers, and enter 070408 on the locker in the corner. A lycan crashes in while you look.
Summary
Works the jack under the tractor that blocks the way into West Old Town.
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M1911WeaponMissablePoint of no return
Location
The Village · Workshop Building – In the same locker as the Jack Handle.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A handgun with slightly better base stats than the LEMI; it takes two attachments.
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Jack up the tractorQuest step
Location
The Village · West Old Town – Head west from the Workshop to the tractor and fit the Jack Handle to the yellow jack at its back. Stand between the tyres to crawl underneath into West Old Town; more lycans and an armoured one with big claws wait on the other side, so go for its head.
Summary
Opens the way into the far side of West Old Town.
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Outhouse: West Old Town Insignia GateCollectibleMissablePoint of no return
Location
The Village · West Old Town – Where the armoured lycan attacks past the tractor, the outhouse stands right in front of a gate with an Iron Insignia lock.
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
Report an issue
Outhouse: Luthier's YardCollectibleMissablePoint of no return
Location
The Village · Luthier's Yard – Leave the Iron Insignia gate for now and turn around: a blue gate carries a note about its missing owners. Break its yellow padlock; the outhouse is on your right as you walk into the yard.
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
Report an issue
Lockpick: Luthier's OuthouseConsumableMissablePoint of no return
Location
The Village · Luthier's Yard – Lying inside the outhouse you just opened in the Luthier's Yard.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A single-use Lockpick for the village's locked drawers.
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Goat of Warding: Luthier's YardCollectibleMissablePoint of no return
Location
The Village · Luthier's Yard – In the same yard, look up at the small wooden woodstore between the house and the shed beside it: the goat sits on its roof.
Why you can lose it
Shoot it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 20 Goats of Warding; it sits up on a roof, so shoot it.
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File: Note on the Luthier's HouseCollectibleMissablePoint of no return
Location
The Village · Luthier's Yard – Pinned beside the front door of the Luthier's House. The door itself stays locked until a key turns up later.
Why you can lose it
Read it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files of a run, pinned up outside a locked house.
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Treasure: Madalina (Body)CollectibleMissablePoint of no return
Location
The Village · Luthier's Shed – Step into the shed in the Luthier's Yard (a lycan lurks inside). The piece is among the stacked crates in its south-west corner, next to Handgun Ammo.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Half of a combinable treasure; the other half comes out of a well later in the run.
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Well WheelKey item
Location
The Village · Woodcutter's Shed – Back at the outhouse, open the Iron Insignia gate with the key from the castle. In the shed right behind it, the wheel lies on the barrels at the back, before the yellow ladder. A Metal Scrap is on the shed roof, up the ladder outside.
Summary
Lets you crank up the buckets of village wells, which hold treasures and supplies.
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Outhouse: Eugen's YardCollectibleMissablePoint of no return
Location
The Village · Eugen's Yard – From the Well Wheel, go up the yellow ladder and drop down into the next yard, where chickens run about. The white outhouse stands in the corner of this yard.
Why you can lose it
Open it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt. The outhouse trophy counts only doors opened in one run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 10 outhouses for When You Gotta Go..., which counts only doors opened in a single run.
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Treasure: Large Crystal (Eugen's Outhouse)CollectibleMissablePoint of no return
Location
The Village · Eugen's Yard – Inside the outhouse you just opened in Eugen's Yard.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A gem to sell to the Duke.
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File: Eugen's DiaryCollectibleMissablePoint of no return
Location
The Village · Eugen's House – From the yard, climb the ladder onto the roofs and drop through the big hole into the house with the red chimney. Deal with the lycan inside; the diary lies on the central table.
Why you can lose it
Read it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files of a run, in the house with the red chimney.
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Four-Winged KeyKey item
Location
The Village · Eugen's House – Open the jewellery box next to the diary on the middle table. The piece inside joins the Winged Key and turns it into this key. Unlock the door to the yard from inside to get out.
Requires
Summary
The upgraded Winged Key; it opens the Altar gate toward the next lord's home.
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Lockpick: Farmer's Land WellConsumableMissablePoint of no return
Location
The Village · West Old Town Farmer's Land – Out of the red-chimney house, follow its yard and shed back into West Old Town. Use the Well Wheel on the well at the centre of the West Old Town Farmer's Land; the Lockpick comes up in the bucket. A lycan now guards this field.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A single-use Lockpick for the village's locked drawers.
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Locked Drawer: West Old Town Farmer's HouseOtherMissablePoint of no return
Location
The Village · West Old Town Farmer's House – Next door, enter the West Old Town Farmer's House and go through to the room past the dead horse. The drawer there takes one Lockpick (the Luthier's or the well's).
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A locked drawer with Sniper Rifle Ammo (7) inside.
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Treasure: Perfect Crystal Skull (Old Man's Front Yard)CollectibleMissablePoint of no return
Location
The Village · Old Man's Front Yard – On the way out of West Old Town, check the yard in front of the Old Man's House, where you found the knife on your first visit. A single large lycan waits there now; kill it and pick the skull up from where it falls. It hits hard, so keep your distance.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A valuable treasure dropped once by a large lycan that appears after the castle.
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Treasure: Wooden Animal (Head)CollectibleMissablePoint of no return
Location
The Village · Maiden of War – Make your way back east past Leonardo's yards to the Maiden of War square. Use the Well Wheel on the well at its east side and combine the head with the body in your inventory.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
The other half of the Wooden Goat; combine it with the body from Leonardo's House.
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Locked Drawer: Maiden of War ChapelOtherMissablePoint of no return
Location
The Village · Chapel – On the same square, enter the Chapel, the house to the left of where the old woman stood on your first visit. The desk drawer in its back bedroom, seen then, now takes a Lockpick: use the one from the Farmer's Land well.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A locked drawer with Shotgun Ammo (7) inside, the third of the village's locked drawers.
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Squawk ShotAchievement
Location
The Village · Graveyard – At the Maiden of War square (east past Leonardo's yards from West Old Town), step through to the Altar and save at its typewriter. Then walk from the square into the Graveyard: four crows take off as you get close, and two more sit at the start of the Fallow Plot. Hit them in flight, a shotgun is easiest, and reload the save if fewer than five fall.
Requires
Summary
Earned by shooting down five crows while they are in the air.
Trophies
  • Bronze · PlayStationSquawk Shot
  • Achievement · XboxSquawk Shot
  • Achievement · SteamSquawk Shot
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Juicy Game: Graveyard Blue BirdConsumableMissablePoint of no return
Location
The Village · Graveyard – A blue bird perches in the tree to the left of the crest gate to the castle, at the north-west of the Graveyard. Shoot it down and pick up its meat.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A one-off cooking ingredient for one of the Duke's dishes.
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Goat of Warding: Crypt YardCollectibleMissablePoint of no return
Location
The Village · Crypt Yard – From the Graveyard, go to the Church Courtyard and up the steps to the gate with an Iron Insignia lock. Inside the Crypt Yard, turn right at once: the goat lies on the ground between the last crypt and the wall.
Why you can lose it
Break it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 20 Goats of Warding; it sits on the ground, so a knife swing breaks it.
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Treasure: Large Crystal (Crypt Yard Arch)CollectibleMissablePoint of no return
Location
The Village · Crypt Yard – Turn back toward the gate you came in by: the crystal is set into the arch above it. Shoot it loose.
Why you can lose it
Shoot it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A gem to sell to the Duke.
Report an issue
File: Church ComputerCollectibleMissablePoint of no return
Location
The Village · Church – Go back down into the Church Courtyard and into the Church. A laptop now stands next to the altar; examine it to read the file.
Why you can lose it
Read it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 47 files of a run, on a laptop that appears in the Church after the castle.
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Treasure: Necklace with Two HolesCollectibleMissablePoint of no return
Location
The Village · Church Courtyard – Outside again, crank the well behind the Church with the Well Wheel. Keep the necklace rather than selling it now.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A combinable treasure; two red gems found later fill its holes and raise its value.
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Quality Meat: White PigConsumableMissablePoint of no return
Location
The Village · Fallow Plot Shed Yard – From the Church Courtyard, cross the Fallow Plot (flying Samcă circle overhead now) to the shed where you met the two survivors, and climb out of its window into the yard with a well. A single white pig roams there; kill it for the meat.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A one-off cooking ingredient for one of the Duke's dishes.
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Treasure: Luiza's Heirloom (Necklace Stone)CollectibleMissablePoint of no return
Location
The Village · Luiza's Yard – From the pig's yard, or straight across the Fallow Plot from the Church Courtyard, go into Luiza's Yard. A jewellery box now sits on the porch steps of the burnt-out house: take Luiza's Necklace and examine it in the inventory to pull out the Necklace Stone.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the eight map treasures (gold chest icon); the stone from Luiza's Necklace sells for Lei.
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Luiza's Key (from Luiza's Necklace)Key itemMissablePoint of no return
Location
The Village · Luiza's Yard – Examine the necklace a second time, now with only its key left, and the key comes free.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Opens a small locked chest on the Lone Road.
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Treasure: Cesare's GobletCollectibleMissablePoint of no return
Location
The River · Lone Road – Head back through the Fallow Plot and the Maiden of War to the Altar, and through its gate onto the Lone Road. The little jewellery chest sits in the south-east inner passage off the road; Luiza's Key opens it.
Why you can lose it
Take it on this pass: the whole village closes for the rest of this run at a later story step at the Ceremony Site, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A treasure to sell to the Duke, in a small locked chest.
Report an issue
Report to the Duke (map marks lords and treasures)Quest step
Location
The Village · Altar – Back at the Altar (through the Lone Road gate; if you skipped the goblet, from Luiza's Yard via the Fallow Plot and the Maiden of War), talk to the Duke. The four lords' homes and the gold chests now show on the map, and he can cook meals from your ingredients. Save at the typewriter before the next gate.
Summary
Talking to the Duke with the Four-Winged Key marks the lords' homes and the gold treasure chests on the map and opens his kitchen.
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Run 1: House Beneviento

Through the north gate of the Altar to House Beneviento: the basement puzzles, the doll fight and the Legs Flask.

With the Four-Winged Key, the gate at the Altar beside the Duke opens on the path to House Beneviento. The walk there is quiet, and the garden buildings stay shut until you come back out. Inside the house you lose every weapon and item for a while; they return after the fight. Shoot the porch goat before you go in. Once you ride the elevator out at the end, the house can't be entered again this run.

Goat of Warding: Suspension BridgeCollectibleMissablePoint of no return
Location
Beneviento Garden · Suspension Bridge – From the Altar, open the gate next to the Duke with the Four-Winged Key and cross Potter's Field to the rope bridge. Halfway over, look left: a second, broken bridge runs alongside, and the goat sits on it out of reach. Shoot it; a sniper rifle makes it easy.
Why you can lose it
Shoot it on this trip or on the way back: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and its outskirts for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 20 Goats of Warding; shooting it counts as collecting it.
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Post the Family Photo in the letterboxQuest step
Location
Beneviento Garden · Beneviento's Grave – Past the bridge the Garden Path runs through fog; the hut on the left and the house on the hill won't open yet. Walk on past the big grave with a piece missing from its plaque to the door beyond it, and put the Family Photo from the opening of the game into the slot on the right. Ride the elevator behind the door down to the house.
Summary
Opens the way down to House Beneviento.
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Goat of Warding: House Beneviento PorchCollectibleMissablePoint of no return
Location
House Beneviento · Porch – At the house, don't go in yet. Follow the porch round to the left and down the short flight of steps to a fenced corner; the goat sits just beyond the metal fence at the cliff edge. Shoot it from your side of the fence.
Why you can lose it
Take it before you ride the elevator out after the fight: House Beneviento and its porch close for this run. Your guns are taken inside, so shoot it now; if you forgot, you pass the porch again on the way out.
Point of no return
Riding the elevator out of House Beneviento after the fight in the house.
Summary
One of the 20 Goats of Warding, outside the house by the cliff edge.
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Typewriter: Doll WorkshopArea
Location
House Beneviento · Doll Workshop – Go in through the front door, find the elevator off the ground-floor hall and take it down to the basement. The corridor ends in the Doll Workshop, where the typewriter sits on a desk in the room's south-west corner. It is usable as soon as you arrive; save before you touch the flask on the doll.
Summary
The save point inside House Beneviento.
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No weapons in the basement

Taking the flask from the doll in the Doll Workshop strips your inventory, weapons included. Nothing in the basement can be fought: the puzzles are the way out, and everything comes back after the fight upstairs.

The basement, step by step
StepWhereWhat to do
1Doll WorkshopOn the doll on the workbench: break the right arm and take the Silver Key from the shoulder, pull the ring off the left hand, and unscrew the left leg for the Winding Key.
2Medicine RoomOpen it with the Silver Key, wash the ring at the sink and turn it over in your inventory: 052911 is engraved inside. Enter it on the padlock of the workshop door.
3Storage RoomWind the music box with the Winding Key and swap the cylinders until the scratches on them line up. The full tune gives the Tweezers.
4Doll Workshop, then the StudyUse the Tweezers on the doll's mouth for the Film. On the Study projector, order the frames: toys, book, baby, music box, ring (the note on the desk hints at it).
5Secret RoomThe film opens a hidden passage. Take the Scissors from the doll at its end and cut the bandages blocking the way on.
6Doll Workshop, Sealed DoorCut open the doll's chest for the Brass Medallion. The left hand shows three closed eyes and the left eye a flying raven. Put the medallion in the empty slot of the Sealed Door and turn the other two to those symbols.
7Old WellClimb down to the bottom for the Breaker Box Key. A creature starts hunting you in the corridors from now on: run, never fight.
8Elevator HallOpen the breaker box by the elevator for the Relief of a Child, then fit it in the door in the Connecting Corridor.
9BedroomTake the Fuse from the box on the wall. Hide under the bed until the creature moves to the far side, slip out the other side, circle the long way round to the elevator, fit the fuse and ride up.
Escape the basement (doll, music box, film, Sealed Door, fuse)Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
House Beneviento · Basement – Go in, ride the elevator off the ground-floor hall down to the basement, take the flask from the doll in the Doll Workshop and work through the table above. When the creature blocks the corridor, loop round through the workshop, the Medicine Room and the Study; after fitting the fuse, back into the elevator as soon as the doors open and start it before the creature reaches you.
Summary
The puzzle chain that gets you out of the basement and back to the ground floor.
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Donna and AngieHidden spoiler – activate to revealBossMinor spoiler
Location
House Beneviento · Ground floor and upstairs – The hunt starts as the elevator brings you up: find the doll in the white wedding dress three times and grab her. The first time she is always in the Guest Room upstairs (stairs in the foyer); after that, follow the blood marks on the walls to the Living Room or the ground-floor hall, and don't linger, or the other dolls attack.
Summary
The lord of House Beneviento. You win by finding a doll three times, not with guns.
Trophies
  • Bronze · PlayStationGot No Strings
  • Achievement · XboxGot No Strings
  • Achievement · SteamGot No Strings
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Four-Winged Unborn KeyHidden spoiler – activate to revealKey itemMinor spoiler
Location
House Beneviento · Foyer – Where the fight ends, examine the object left in the remains. Your Four-Winged Key turns into this key on its own.
Summary
Opens the south gate at the Altar, the road to the next lord. Your weapons and items come back here.
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Treasure: AngieHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
House Beneviento · Foyer – The bride doll lies on the floor right next to the remains. Pick it up before you head for the door.
Why you can lose it
Take it before you ride the elevator out after the fight: House Beneviento and its porch close for this run.
Point of no return
Riding the elevator out of House Beneviento after the fight in the house.
Summary
A valuable treasure to sell to the Duke.
Report an issue
Legs FlaskKey item
Location
House Beneviento · Foyer – After the fight a pedestal appears beside the front doors of the house; the flask stands on it.
Summary
The second of the four flasks for the altar in the Altar square.
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Last look at House Beneviento

Riding the elevator back up to Beneviento's Grave closes the house and its porch for the rest of the run. Before you go, have the Goat of Warding on the House Beneviento Porch (beyond the fence, left along the porch), the Angie treasure (optional) and the Legs Flask. The garden outside stays open.

Run 1: The Garden and the Village

Back out through the Beneviento garden, then the Graveyard crypt, Beneviento's Grave, the Luthier's House and East Old Town.

Back up from the house, the garden that was shut on the way in is open: a hut, the South Garden, and the house on the hill with a labyrinth model. Then comes a lap of the village before the south gate: the Altar, the Graveyard crypt and the Luthier's House in West Old Town, back out to Beneviento's Grave, and finally East Old Town. Everything here stays open until the Ceremony Site except the crypt, which can close sooner, so the walk takes it first.

W870 TACWeaponMissablePoint of no return
Location
Beneviento Garden · Dilapidated House – From Beneviento's Grave the main Garden Path is now blocked, so take the side path into the South Garden, where Moroaică rise from the ground and drop from the trees. In the hut (the Dilapidated House), the shotgun lies on top of the metal shelves by the east window.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A stronger shotgun than the M1897, with two attachments to find or buy later.
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Lockpick: Garden HutConsumableMissablePoint of no return
Location
Beneviento Garden · Dilapidated House – In the same hut, on the south-west window sill. Two more Moroaică show up while you search the hut.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A single-use Lockpick for a locked drawer.
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Sun and Moon BallKey item
Location
Beneviento Garden · South Garden – From the hut, head for the little cluster of gravestones at the South Garden's south-east corner. The ball is in a small jewellery box among them.
Summary
The ball for the labyrinth model in the house on the hill.
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Birdcage: South Garden (2,000 Lei)CollectibleMissablePoint of no return
Location
Beneviento Garden · South Garden – Look up from the jewellery box: a birdcage hangs in the tree over the same gravestones. Shoot it down and pick up the Lei.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A birdcage holding 2,000 Lei.
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Treasure: Madalina (Head)CollectibleMissablePoint of no return
Location
Beneviento Garden · North Garden – Follow the side path round to the North Garden, below the house on the hill. Fit the Well Wheel on the well in the middle of the garden and turn it to bring the head up.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
Half of a doll treasure; join it with Madalina (Body) from the Luthier's Shed to make Miss Madalina.
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Outhouse: North GardenCollectibleMissablePoint of no return
Location
Beneviento Garden · North Garden – Climb toward the house on the hill (the Gardener's House) and go round its left side: the outhouse stands at the North Garden's north-west corner. Open its door.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 10 outhouses; When You Gotta Go... counts them only when all 10 are opened in the same run.
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Photo of a Strange BirdKey itemMissablePoint of no return
Location
Beneviento Garden · North Garden – Pinned on the inside wall of the same outhouse.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A hint photo for the blue bird in the Graveyard tree (the Juicy Game ingredient).
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Typewriter: Gardener's HouseArea
Location
Beneviento Garden · Gardener's House – Go into the Gardener's House on the hill and through to the bedroom; the typewriter is on the table beside the bed. Usable as soon as you reach it.
Summary
The save point of the garden.
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File: Gardener's DiaryCollectibleMissablePoint of no return
Location
Beneviento Garden · Gardener's House – In the Gardener's House bedroom, on the low metal shelving in the room's south-west corner.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files the Bookworm trophy counts.
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Luthier's KeyKey itemMissablePoint of no return
Location
Beneviento Garden · Gardener's House – In the same bedroom, on a little cabinet in the room's north-east corner.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Opens the Luthier's House in West Old Town, home of a golden-chest treasure and an F2 Rifle part.
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Labyrinth: Gardener's House (Onyx Skull)CollectibleMissablePoint of no return
Location
Beneviento Garden · Gardener's House – The model is in the main room, in its north-east corner. Put the Sun and Moon Ball in and tilt the board to roll it to the end; it restarts if the ball drops into a hole, and the triggers turn the model for a better view.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 4 labyrinth models; finishing it gives the Onyx Skull treasure.
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Treasure: Large Crystal (Potter's Field)CollectibleMissablePoint of no return
Location
Beneviento Garden · Potter's Field – Leave the garden by the Garden Path and cross the Suspension Bridge back to Potter's Field, where five Moroaică wait now. The crystal rests on a gravestone where the side path to the north ends.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
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Treasure: Vivianite (Potter's Field)CollectibleMissablePoint of no return
Location
Beneviento Garden · Potter's Field – Back in Potter's Field's main clearing, on the gravestone on its east side.
Why you can lose it
Take it on this visit: placing the Giant's Chalice at the Ceremony Site, much later, closes the village and the Beneviento garden for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
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Place the Legs FlaskQuest step
Location
The Village · Altar – Leave the garden by the Garden Path, the Suspension Bridge and Potter's Field; its gate brings you back to the Altar. Set the Legs Flask beside the Head Flask on the central altar of the square.
Requires
Summary
Two of the four flasks are now on the altar.
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Recipe: Explosive Rounds (Duke)Collectible
Location
The Village · Altar – The Duke beside the altar has new stock since House Beneviento. Buy this recipe for 3,000 Lei.
Summary
Lets you craft grenade-launcher rounds; one of the 11 recipes the Artisan trophy asks you to own.
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Recipe: Flashbang (Duke)Collectible
Location
The Village · Altar – From the same new stock at the Duke, for 3,000 Lei.
Summary
Lets you craft blinding grenade-launcher rounds; one of the 11 recipes the Artisan trophy asks you to own.
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Do the Graveyard crypt before the south gate

The crypt on the Graveyard's west side opens only now, after House Beneviento, and it locks again later in the story. Go there first: take the Broken Slab, then carry it back to Beneviento's Grave for Beneviento's Treasure (a brute guards it) before you open the south gate with the Four-Winged Unborn Key.

Broken SlabKey itemMissablePoint of no return
Location
The Village · Graveyard – From the Altar, take the Maiden of War gate and walk on to the Graveyard. The crypt facing the wooden Goats of Warding kiosk, left of the castle gate, now stands open: crouch inside for the slab. Two Moroaică attack, one from inside the crypt.
Why you can lose it
Do it now, before the south gate: the Graveyard crypt can lock again later in the story, and the village closes for good when the Giant's Chalice goes on the Ceremony Site.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
The missing piece of the plaque on Beneviento's Grave.
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Treasure: Maestro's CollectionCollectibleMissablePoint of no return
Location
The Village · Luthier's House – From the Graveyard, return to the Maiden of War square and go on to the Luthier's Yard in West Old Town, the way the loop after the castle took you. The note about the house is pinned by the door; the Luthier's Key opens it. A birthday picture on the wall inside gives the code 270917 for the padlocked closet in the north-west corner.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 8 map treasures: the Steel Hræsvelgr, in a padlocked closet in the Luthier's House.
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F2 Rifle – High-Capacity Mag.UpgradeMissablePoint of no return
Location
The Village · Luthier's House – In the weapon case inside the same closet.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 5 weapon parts found in the world; it enlarges the F2 Rifle's magazine.
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Treasure: Yellow Quartz (Luthier's Lute)CollectibleMissablePoint of no return
Location
The Village · Luthier's House – Look up in the north-east corner of the Luthier's House: a lute dangles from the ceiling there, with the quartz stuck to its face.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
Report an issue
Mini-boss: Uriaș Drac (Beneviento's Grave)Hidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
Beneviento Garden · Beneviento's Grave – From West Old Town, make your way back to the Altar, then through the north gate, Potter's Field and the Suspension Bridge to Beneviento's Grave. With the slab in your pack the brute waits there, leaping across the clearing, while Moroaică join in now and then. Stay out of reach of its swings and wear it down with mines around the grave and steady fire.
Why you can lose it
Do it now, before the south gate: the Graveyard crypt can lock again later in the story, and the village closes for good when the Giant's Chalice goes on the Ceremony Site.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A one-time brute with a huge axe; it drops the Giant Crystal Axe treasure.
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Treasure: Beneviento's TreasureCollectibleMissablePoint of no return
Location
Beneviento Garden · Beneviento's Grave – With the brute down, fit the Broken Slab into the gap in the grave's plaque; the grave opens and the chalice lies inside.
Why you can lose it
Do it now, before the south gate: the Graveyard crypt can lock again later in the story, and the village closes for good when the Giant's Chalice goes on the Ceremony Site.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 8 treasures the Duke marks on the map; the grave holds Berengario's Chalice.
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File: Vasile's Final TestamentCollectibleMissablePoint of no return
Location
The Village · East Old Town Stable – Back at the Altar, open the south gate with the Four-Winged Unborn Key. A short scene with a wolf leaves you inside a stable in East Old Town, the scene of the first lycan attack; turn around, and the file lies on a body on the ground floor.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files the Bookworm trophy counts.
Report an issue
Varcolac in East Old TownHidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
The Village · East Old Town – It attacks as you head into the middle of East Old Town. Duck into the nearest hut: it can't come in, so shoot it from inside, away from the door and windows its claws reach through. Mines and the sniper rifle help.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A one-time Vârcolac, a big werewolf; it drops the Crystal Beast treasure.
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Treasure: Waterwheel Weapon (GM 79)CollectibleMissablePoint of no return
Location
The Village · Water Mill – The Water Mill in East Old Town, marked as the Waterwheel Weapon on your map, opens with the Iron Insignia Key; mind the Vârcolac while you cross to it. Inside, the grenade launcher leans on the table facing the door.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 8 map treasures: the GM 79 grenade launcher.
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Lockpick: Water MillConsumableMissablePoint of no return
Location
The Village · Water Mill – In the same mill, on the north-east window sill.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A single-use Lockpick for a locked drawer.
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Run 1: Moreau's Reservoir

Down the windmill elevator to the mine tunnels, across the reservoir by boat, through the flooded houses to the sluice gate and the boss, and out through the tunnels again.

The south gate's path follows the little river from East Old Town to a windmill yard. From there an elevator goes down into mine tunnels, a boat crosses the reservoir, and a long run over sinking walkways leads to two windmills and the sluice gate. The 10th and last outhouse is here, behind the Gatehouse. Once the boss is down and you ride the elevator back up, the reservoir and its tunnels are gone for this run, so the walk sweeps every stretch as it passes; the windmill yard at the top stays open.

Typewriter: Windmill ShackArea
Location
Moreau's Reservoir · Windmill Shack – From East Old Town, follow the path beside the little river south: smash the two walls of green slime (any weapon will do) and climb the ladder into the windmill yard. Inside the windmill, the typewriter sits on a table in the room's south-east corner; usable at once.
Summary
The save point at the windmill above the reservoir tunnels.
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Photo of a Rare AnimalKey itemMissablePoint of no return
Location
Moreau's Reservoir · Windmill Shack – In the same room, on a barrel in its north corner. The labyrinth model and the mechanical door in the yard outside can't be used yet; both open up later in the run.
Why you can lose it
Take it before the Ceremony Site: placing the Giant's Chalice there, much later, closes the village and the windmill yard for this run.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A hint photo for the white pig by the Fallow Plot (the Quality Meat ingredient).
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Treasure: Crystal Fragment (Mining Cavern)CollectibleMissablePoint of no return
Location
Moreau's Reservoir · Mining Cavern – Go down the stairs inside the windmill to the Windmill Elevator and ride it down. In the Mining Cavern at the bottom, look up at the beam over the opening of the south-west passage: the fragment is lodged in it. Shoot it down.
Why you can lose it
Take it now or on the way out: riding the Windmill Elevator back up after the reservoir boss closes the mine tunnels for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
A loose treasure to sell to the Duke.
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Arms FlaskHidden spoiler – activate to revealKey itemMinor spoiler
Location
Moreau's Reservoir · Moreau's Underground Study – From East Old Town, follow the river path south, break the two slime walls and climb the ladder to the windmill yard; inside the windmill, take the stairs down to the Windmill Elevator. At the bottom, follow the tunnel with rails on the floor, climb the stairs on the west side and squeeze through the gap at the top: the flask is yours after the scene that follows.
Summary
The third of the four flasks for the altar in the village square.
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Boat KeyKey item
Location
Moreau's Reservoir · Underground Cavern – Squeeze back out and go down the stairs into the tunnels; slime walls now grow along the way, so break or skirt them. Turn left, then right up a short flight of stairs, and smash the board wrapped in yellow tape. It opens onto a big cavern with a few Lycans; the key hangs on the wall inside the shack by a tree on its east side.
Summary
Starts the motorboat at the East Jetty.
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Treasure: Perfect Crystal Skull (Underground Cavern)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Moreau's Reservoir · Underground Cavern – When you go for the key, more Lycans pour into the cavern, a large one and an armoured one among them. Kill the large Lycan and pick up the skull it drops. Pipe Bombs thin out the group.
Why you can lose it
Take it now or on the way out: riding the Windmill Elevator back up after the reservoir boss closes the mine tunnels for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
A treasure dropped by the large Lycan in this cavern; sell it to the Duke.
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File: The Reservoir and Giant FishCollectibleMissablePoint of no return
Location
Moreau's Reservoir · East Jetty – Go back the way you came and, in the first cavern, take the right-hand way out into the open. The path ends at the East Jetty, where more Lycans turn up now that you hold the key. Before you board, step into the small cabin beside the jetty: the file lies on its table.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
One of the 47 files the Bookworm trophy counts.
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Before you enter the tent at the West Jetty

The boat ends at a dark cave with a small pier. Stepping behind the curtain into the tent there starts a cut-scene, and the Water Cavern beside the pier may not open again afterwards. Take its Large Crystal (optional) first.

Treasure: Large Crystal (Water Cavern)CollectibleMissablePoint of no return
Location
Moreau's Reservoir · Water Cavern – Use the Boat Key on the motorboat and steer it through the two tunnels to the pier. Leave the tent for now and turn right into the Water Cavern: the crystal glints high on the cave's west wall, above the southern pool. Shoot it down.
Why you can lose it
Take it before you step into the tent at the West Jetty: the cave may not open again after that scene, and the whole reservoir closes when you ride the Windmill Elevator up after the boss.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
A loose treasure to sell to the Duke.
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Typewriter: GatehouseArea
Location
Moreau's Reservoir · Gatehouse – After the tent scene, the giant fish rules the water: keep to dry land and follow the snowy path up to the Gatehouse. The Duke sits in its southern room, and the typewriter stands on the small metal shelves next to him. Its Sluice Gate Controls have no power yet.
Requires
Summary
The save point of the reservoir, beside the Duke.
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Outhouse: Gatehouse Back YardCollectibleMissablePoint of no return
Location
Moreau's Reservoir · Gatehouse Back Yard – Take the boat through the two tunnels to the pier, go into the tent for the scene, then follow the path up to the Gatehouse. Walk through it and out the far side, toward the windmills, and turn right: the outhouse stands in the yard behind the building. Open its door; a Chem Fluid waits inside.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
The 10th of the 10 outhouses; When You Gotta Go... counts them only when all 10 are opened in the same run.
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When You Gotta Go...AchievementMissablePoint of no return
Location
Moreau's Reservoir · Gatehouse Back Yard – Pops as this door opens if the other nine were opened earlier in this run (West Old Town, Luiza's Yard, Craftsman's Back Yard, Leonardo's Back Yard, the shed yard by the Maiden of War, the West Old Town Insignia Gate, the Luthier's Yard, Eugen's Yard and the North Garden). If a village one was skipped, it pops when you open that one instead, any time before the Ceremony Site.
Why you can lose it
The trophy needs this outhouse opened in the same run as the other nine: open it before you ride the Windmill Elevator up after the reservoir boss, which closes the reservoir for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
Trophy: open all 10 outhouses in one run.
Trophies
  • Bronze · PlayStationWhen You Gotta Go...
  • Achievement · XboxWhen You Gotta Go...
  • Achievement · SteamWhen You Gotta Go...
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File: Changing the CranksCollectibleMissablePoint of no return
Location
Moreau's Reservoir · Gatehouse Back Yard – Further along the same yard, on the east side, a wrecked blue pick-up truck sits by the path to the windmills. The file lies on its seat.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
One of the 47 files the Bookworm trophy counts.
Report an issue
Treasure: Crystal Fragment (Gatehouse Shack)CollectibleMissablePoint of no return
Location
Moreau's Reservoir · Gatehouse Back Yard – In the wooden shack on the yard's east side, open the small treasure chest. Chickens run about here too, if you want their meat.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
A loose treasure to sell to the Duke.
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Goat of Warding: South WindmillCollectibleMissablePoint of no return
Location
Moreau's Reservoir · South Windmill – From the back yard, follow the snowy path to the first windmill (the South Windmill). Before you go inside, walk round its outer top deck, where the turntable mechanism is: the goat stands by the log pile on the west side, within reach.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
One of the 20 Goats of Warding; break it or shoot it to collect it.
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Goat of Warding: Central WalkwayCollectibleMissablePoint of no return
Location
Moreau's Reservoir · Central Walkway – Try the windmill's turntable: the crank snaps, so climb down the ladder inside to the flooded houses and cross the sinking platforms only just after the giant fish swims past, shooting the yellow-taped support to drop the next one. Push the first cart over; where the coloured lever switches stand, face back the way you came: the goat is on top of a pole of debris in the water to your left, to the north.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Requires
Summary
One of the 20 Goats of Warding; it sits out over the water, so shoot it.
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CrankKey item
Location
Moreau's Reservoir · North Windmill – Use the blue and orange switches to raise platforms over to the next building, then its switches to join the blue, orange and white platforms into one walkway; on the long sinking walkways, wait on the middle platform until the fish leaves, then run. Push the second cart, pull the switch that lifts a boat out of the water and run through it, breaking the slime fast before the fish wrecks it, then shoot the padlock to drop a ladder up to the North Windmill. The Crank is fitted to the cog mechanism at the centre of the platform.
Requires
Summary
Turns windmill gears; after the reservoir it also opens mechanical doors and lowers drawbridges in the village.
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Restore power and drain the reservoir (sluice puzzle)Quest step
Location
Moreau's Reservoir · Gatehouse – Still on the North Windmill, lower the ladder section on the ground, fit the Crank on the gears to stop the windmill, then climb to the top and ride the zipline back to the South Windmill, where the Crank on the turntable restores the power. At the Sluice Gate Controls in the Gatehouse, turn the note beside the panel a quarter turn right and copy it (top blue, white, orange; middle white, orange, black; bottom orange, blue, blue), then pull the lever.
Requires
Summary
Powers the Gatehouse's Sluice Gate Controls and empties the reservoir, opening the way to the boss.
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File: Moreau's Diary 1Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Moreau's Reservoir · Flooded House Yard – Stock up at the Duke in the Gatehouse's southern room first (mines, shotgun and grenade rounds help in the coming fight), then leave by the door to the right of the controls and follow the creature into the drained area. Before the drop into the arena, the diary is in the drawer of the small desk inside the ruined house of the Flooded House Yard.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
One of the 47 files the Bookworm trophy counts.
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M1911 – High-Capacity Mag.UpgradeMissablePoint of no return
Location
Moreau's Reservoir · Flooded House Yard – In the same house, inside the silver weapon case on the table.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
One of the 5 weapon parts found in the world; it enlarges the M1911's magazine.
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MoreauHidden spoiler – activate to revealBossMinor spoiler
Location
Moreau's Reservoir · Drowned Houses – Drop into the drained Drowned Houses, lay a mine or two by the way in, and walk toward the south-east corner to bring him up. Shoot the human body in the creature's mouth (grenade launcher and shotgun first), keep moving when he charges, and when he climbs onto a roof, shelter under a roof marked with yellow tape until the acid rain stops; red barrels and spare mines lie about. Crystal Moreau, a treasure, is added when he falls.
Summary
The lord of the reservoir, fought in the drained Drowned Houses.
Trophies
  • Bronze · PlayStationFish Out of Water
  • Achievement · XboxFish Out of Water
  • Achievement · SteamFish Out of Water
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File: Moreau's Diary 2Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Moreau's Reservoir · Moreau's Underground Study – A new passage opens at the edge of the arena. Follow it into the tunnels and back to the room where you took the Arms Flask: the diary lies on a low stool facing the TV on its east side.
Why you can lose it
Take it now or on the way out: riding the Windmill Elevator back up after the reservoir boss closes the mine tunnels for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
One of the 47 files the Bookworm trophy counts.
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Six-Winged Unborn KeyKey item
Location
Moreau's Reservoir · Moreau's Underground Study – Examine the winged piece on the table on the same side of the room: your Four-Winged Unborn Key becomes this one. Use it straight away on the winged gate in the main tunnel.
Summary
Opens the winged gates: the one in the tunnel now, and later the gate toward the Stronghold.
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Goat of Warding: Submerged BankCollectibleMissablePoint of no return
Location
Moreau's Reservoir · Submerged Bank – Through the winged gate, take the first left and go back outside to where you boarded the boat. The water is gone now: walk down into the broken windmill below the jetty and turn left past its doorway. The goat stands on a pile of rubbish bags in the west corner.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
One of the 20 Goats of Warding; break it or shoot it to collect it.
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Treasure: Silver Angel StatueCollectibleMissablePoint of no return
Location
Moreau's Reservoir · Submerged Bank – On the far side of the Submerged Bank, a rowing boat lies beside the pool in the north-east. Open the treasure chest on it. Two big fish swim in the pool, if you want their meat.
Why you can lose it
Take it before you ride the Windmill Elevator back up after the reservoir boss: the reservoir and its tunnels close behind you for this run.
Point of no return
Riding the Windmill Elevator up from the Mining Cavern after the reservoir boss. The reservoir and its tunnels stay behind for the rest of this run; the windmill yard at the top stays open.
Summary
A treasure in a chest you could see from the boat but not reach until the water drained; sell it to the Duke.
Report an issue
Last look at the reservoir

Riding the Windmill Elevator back up from the Mining Cavern closes the reservoir and its tunnels for the rest of this run. Before you go, have: the goats at the South Windmill, the Central Walkway and the Submerged Bank; the Gatehouse Back Yard outhouse (the 10th, for When You Gotta Go...); the files Changing the Cranks, The Reservoir and Giant Fish, Moreau's Diary 1 and Moreau's Diary 2; the M1911 – High-Capacity Mag.; and the optional treasures: the Crystal Fragments in the Mining Cavern and the Gatehouse shack, the Perfect Crystal Skull from the Underground Cavern, the Silver Angel Statue and, if the cave still opens, the Water Cavern's Large Crystal. The windmill yard at the top stays open.

Run 1: The River and Otto's Mill

The Crank doors and drawbridges after the reservoir: Moreau's Laboratory, East Old Town, the river by boat, the Fallow Plot and Otto's Mill.

You come back up the Windmill Elevator with the Crank and the Six-Winged Unborn Key. The Crank turns the mechanical doors and drawbridge winches you passed earlier, and the key opens a gate in the Graveyard. This stretch is one loop: the side area behind the windmill yard, back down to East Old Town, the Altar, the river by boat in both directions, the field by the Church and the mill past the Graveyard gate. Only the flask and the gate are story steps; everything else stays open until a later step at the Ceremony Site closes the village without warning, so take it all now. The Altar typewriter and the Duke sit in the middle of the loop.

Uncover the map as you go

Mapmatician wants the whole village map uncovered, and three of its areas are never on the story path: Moreau's Laboratory, the river you reach by boat (sail both ways), and Otto's Mill. Turn the Crank on every mechanical door too; the one in East Old Town opens a yard and a rooftop path. This loop covers all of them. The trophy itself only pops much later, and only if the map was finished before the village closes.

Treasure: Moreau's Hidden Weapon (M1851 Wolfsbane)CollectibleMissablePoint of no return
Location
Moreau's Reservoir · West Building – Off the elevator, walk through the Windmill Shack (typewriter) into the Windmill Yard and turn the Crank in the mechanical door on the yard's east side. Follow the path up into Moreau's Laboratory, a hillside of huts with flying Samcă and Moroaică about, to the hut marked with the golden chest. Crawl in through the hole in its back wall and deal with the lycan in there; the chest on the table holds the gun.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 8 map treasures: the M1851 Wolfsbane magnum.
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File: Moreau's Diary of ExperimentsCollectibleMissablePoint of no return
Location
Moreau's Reservoir · West Building – On the same table in the hut, next to the magnum's chest.
Why you can lose it
Read it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files the Bookworm trophy counts.
Report an issue
Mini-boss: Vârcolac (Moreau's Lab)Hidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
Moreau's Reservoir · Moreau's Laboratory – It turns up once you have taken the magnum and head back out of the hut. Stay inside a hut, where it can't follow, and shoot it from there, away from the door its claws reach through.
Why you can lose it
Kill it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A one-time Vârcolac, a big werewolf; it drops the Crystal Beast treasure.
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Mermaid BallKey item
Location
Moreau's Reservoir · Moreau's Laboratory – From the magnum's hut, take the upper path to the small wooden shrine in the far north-east corner of the area; the ball sits inside. The south-west path ends at a well that gives up Flashbangs to the Well Wheel.
Summary
The metal ball for the labyrinth model in the Windmill Yard.
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Labyrinth: Windmill Yard (Chartreuse Skull)CollectibleMissablePoint of no return
Location
Moreau's Reservoir · Windmill Yard – Leave through the Crank door and turn left: the model stands in a shack in the corner of the Windmill Yard, outside the windmill with the typewriter. Set the Mermaid Ball in and tilt the board with the left stick to roll it to the goal, turning the view with the triggers; a ball that drops into a hole starts the run again.
Why you can lose it
Solve it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 4 labyrinth models; solving it gives the Chartreuse Skull treasure.
Report an issue
Open the East Old Town mechanical door with the CrankQuest stepMissablePoint of no return
Location
The Village · East Old Town – Head back the way you came: down the ladder from the Windmill Yard and along the river path into East Old Town. In the western corner of the square, turn the Crank in the mechanical door your map marks there; it opens onto the East Old Town Farmer's House Yard.
Why you can lose it
Open it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Opens the yard behind the farmer's house and the path to a woodshed roof: one of the map areas Mapmatician needs.
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Treasure: Yellow Quartz (Milk Urn)CollectibleMissablePoint of no return
Location
The Village · East Old Town Farmer's House Yard – In the yard behind the door, a yellow arrow painted on the outhouse door points under the house. A milk urn lies on its side down there; the quartz is inside it. Two chickens run around this yard.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
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Treasure: Pigeon Blood RubyCollectibleMissablePoint of no return
Location
The Village · East Old Town Ledge – From the same yard, climb the ladder and follow the narrow path along the cliff to the roof of a woodshed. The small red chest on that roof holds the ruby.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A small ruby; with the Large Pigeon Blood Ruby it completes the Necklace with Two Holes.
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Place the Arms FlaskQuest step
Location
The Village · Altar – Cross East Old Town to the south gate you opened earlier; it leads back to the Altar. Set the Arms Flask beside the other two on the central altar. The typewriter and the Duke are right here.
Summary
Three of the four flasks are now on the altar.
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Lower the Lone Road DrawbridgeQuest stepMissablePoint of no return
Location
The River · Lone Road – From the Altar, walk out onto the Lone Road, the road you first came in on from the caves. On the wooden platform beside the river, turn the Crank in the winch: the drawbridge comes down and a motorboat waits behind it.
Why you can lose it
Lower it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Lowers the bridge on the river and frees the boat that reaches both riverbanks.
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Finest Fish: South RiverbankConsumableMissablePoint of no return
Location
The River · South Riverbank – Board the boat, turn it around and go downstream to the small jetty at the end. In the pool to the left of the jetty swim two ordinary fish and one golden one: kill the golden fish with the knife or a shot and pick up its meat.
Why you can lose it
Catch it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A one-off ingredient from a golden fish; the Duke cooks it with ordinary fish into Sarmale de Peste, a permanent boost to movement speed.
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File: Analysis ResultsCollectibleMissablePoint of no return
Location
The River · Riverbank Cave Camp – Take the boat downstream from the drawbridge (turn it around first) to the small jetty at the end. Walk into the cave beside it, past roots that move on the walls, to a camp. On the weapon crates in its north-west corner, a laptop holds the file.
Why you can lose it
Read it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files the Bookworm trophy counts.
Report an issue
W870 TAC – ForegripUpgradeMissablePoint of no return
Location
The River · Riverbank Cave Camp – In the weapon case on the same crates, to the right of the laptop.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 5 weapon parts found in the world; it steadies the W870 TAC shotgun.
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Treasure: Antique CoinCollectibleMissablePoint of no return
Location
The River · Riverbank Cave Camp – Lying on the same weapon crates, with ammo, Mines and a Flashbang. Once you have searched the crates, three Moroaică drop in by the way out.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
Report an issue
Medium RareAchievementMissablePoint of no return
Location
The River · Riverbank Treasure House – Back in the boat, sail upstream past the drawbridge to the north landing. The entrance on your right as you step off, marked with a golden chest on the map, leads into a vault under the castle. Shoot the burning brazier hanging in the middle so it swings into the torches on either side; two side rooms open and Moroaică keep crawling out of one. Shoot the brazier again as one walks beneath it, or stay by it until one brushes against it: the burning Moroaică pops the trophy.
Why you can lose it
Earn it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt. Runs 2 and 3 replay the story, so it can still be earned there.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Earned by setting a Moroaică on fire; the hanging brazier of the Riverbank Treasure House is the place.
Trophies
  • Bronze · PlayStationMedium Rare
  • Achievement · XboxMedium Rare
  • Achievement · SteamMedium Rare
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Treasure: Riverbank Treasure House (Golden Lady Statue)CollectibleMissablePoint of no return
Location
The River · Riverbank Treasure House – Don't kill the burning Moroaică yet. Let it follow you to the unlit torch at the far end of the vault; when it walks into the torch, the last door opens. The statue stands on the table in that room.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
One of the 8 map treasures: the Golden Lady Statue.
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Lei: Treasure House TableConsumableMissablePoint of no return
Location
The River · Riverbank Treasure House – The other side room, the one the Moroaică don't come from, has several stacks of Lei on its table. The creatures stop coming once the last door is open.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Requires
Summary
A few stacks of Lei, the Duke's currency, left on a table.
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Lower the second drawbridge with the CrankQuest step
Location
The River · North Riverbank – Outside again, cross the landing to the winch on its west side and turn the Crank: a second drawbridge comes down onto the path you walked out of the castle.
Summary
Links the north landing back to the castle path and the Craftsman's House.
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Lockpick: Trap ChamberConsumableMissablePoint of no return
Location
The River · Trap Chamber – Over the bridge, walk to the Craftsman's House, the first hut outside the castle, and climb out through its back window into the back yard. Turn the Well Wheel in the well there: this one opens a way down. At the foot of the ladder, the Lockpick lies in the puddle.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A single-use Lockpick for a locked drawer.
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Treasure: Large Pigeon Blood RubyCollectibleMissablePoint of no return
Location
The River · Trap Chamber – Work the panel in the chamber until every light shows green, then push the first cart aside and the second one down. In the west chamber, the chest on top of the torture bench holds the ruby. Combine both rubies with the necklace from the Church well in the Treasure tab.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
The large ruby; with the small one and the Necklace with Two Holes it makes Dimitrescu's Necklace, worth far more to the Duke.
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Varcolac AlfaHidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
The Village · Fallow Plot – Ride the boat back to the Lone Road (from the Trap Chamber, cross the second drawbridge to the boat first) and walk to the Altar. This is your last stop with the Duke before the Stronghold, which has none: buy, sell and craft now. Go through the gate beside the Duke to the Maiden of War and into the Fallow Plot, the field between the Church and Luiza's House. The Alfa stalks the tall grass. Stand in the doorway of a shed it can't get into, shoot, and step back inside when it charges; it takes many hits.
Why you can lose it
Kill it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A far tougher Vârcolac that only roams once the reservoir is done; it drops the Crystal Ancient Beast treasure.
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Leader of the PackAchievementMissablePoint of no return
Location
The Village · Fallow Plot – Pops the moment the Alfa goes down in the Fallow Plot. Pick up its Crystal Ancient Beast for the Duke.
Why you can lose it
Earn it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt. Runs 2 and 3 replay the story, so it can still be earned there.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Earned by killing the Vârcolac Alfa.
Trophies
  • Bronze · PlayStationLeader of the Pack
  • Achievement · XboxLeader of the Pack
  • Achievement · SteamLeader of the Pack
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Open the gate with the Six-Winged Unborn KeyQuest step
Location
The Village · Graveyard – From the Fallow Plot, cross the Church Courtyard into the Graveyard. The locked gate stands on the path that leaves it past the Church, under a tree with a birdcage hanging from it; the Six-Winged Unborn Key opens it.
Summary
Opens the road out of the Graveyard to Otto's Mill and the Stronghold.
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Goat of Warding: Otto's MillCollectibleMissablePoint of no return
Location
Stronghold Entry · Otto's Mill Riverbank – Past the gate, a yellow "Good Luck" sign marks a fork. Don't climb the stairs ahead (that is the Stronghold road); go left down to the stream. Wade under the wooden supports of the mill: the goat sits in a little wooden shrine there, close enough to smash with the knife.
Why you can lose it
Break it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 20 Goats of Warding; break it or shoot it to collect it.
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Treasure: Crystal Fragment (Otto's Mill Yard)CollectibleMissablePoint of no return
Location
Stronghold Entry · Otto's Mill Yard – Climb out of the stream to the yard gate and break its padlock with the knife or a shot. A black pig roams inside, and the small shed holds two Mines. The fragment sits on the little wood chipper next to the big stack of planks in the middle.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
A loose treasure to sell to the Duke.
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Mini-boss: Uriaș Drac (Otto's Mill)Hidden spoiler – activate to revealBossMissablePoint of no returnMinor spoiler
Location
Stronghold Entry · Otto's Mill Processing Room – The mill's door is at the back of the building, off the yard. The brute waits in the processing room and keeps calling flying Samcă. Hit it from range, the sniper rifle or the magnum aimed at the head, set Mines before it closes in, and use the red barrels on the floor and the upper platforms.
Why you can lose it
Kill it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
An axe-wielding brute guarding the mill; it drops the Giant Crystal Axe treasure. You can slip past it instead.
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File: Ernest's DiaryCollectibleMissablePoint of no return
Location
Stronghold Entry · Otto's Mill Meat Storage – From the stream, go up to the yard (break the gate's padlock) and enter the mill by its rear door. An axe-wielding brute holds the processing room: kill it, or shoot the three padlocks off the red door and slip through. That room is the meat store: the diary lies on the smaller table, with free meat, poultry and fish on the shelves.
Why you can lose it
Read it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 47 files the Bookworm trophy counts.
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Treasure: Cannibal's Plunder (Father Nichola's Angel)CollectibleMissablePoint of no return
Location
Stronghold Entry · Otto's Mill Back Corridor – Carry on to the corridor at the very back of the mill: the large chest in its south-east corner holds the figure. The corridor lets you out by the stream, where four lycans come down the path you arrived on; red barrels by the water help. Then climb back to the "Good Luck" sign.
Why you can lose it
Take it on this loop: placing the Giant's Chalice at the Ceremony Site, later in the story, closes the village and its outskirts for this run, with no prompt.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
One of the 8 map treasures: the Father Nichola's Angel figure.
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Run 1: The Stronghold and the Ceremony Site

Through the Forbidden Woods and the Stronghold to the last flask, then the Giant's Chalice at the Ceremony Site, which closes the village.

This stretch climbs the stairs past the yellow Good Luck sign, through the Forbidden Woods to a lycan fortress, and down through its caverns to the last flask. A boat and a ladder bring you back up into the village, where the Altar turns the four flasks into the Giant's Chalice and the Ceremony Site opens the way on. The Duke never sets up inside the Stronghold; you see him next at the Altar when you come back with the last flask. Two doors close in this section: the Stronghold once you leave it, and the whole village once the chalice is placed, with no prompt. A warning before each one lists what it locks.

Fast Reflexes: knife a flaming arrowAchievementMissablePoint of no return
Location
The Stronghold · Forbidden Woods – Back at the yellow Good Luck sign past the Graveyard gate, climb the stairs straight ahead (the left path goes to Otto's Mill) into the Forbidden Woods. Archers on the old ruins ahead loose flaming arrows at you: hold the knife and time a swing so it meets an arrow in mid-air.
Why you can lose it
Earn it on the way in: once the Giant's Chalice is placed at the Ceremony Site, the village and the roads out of it close for this run. Runs 2 and 3 replay the story, so it can still be earned there.
Point of no return
The Giant's Chalice goes onto the Stone Dais at the Ceremony Site: the platform sinks and the way to the factory opens. The whole village closes for the rest of this run, and the game asks nothing first.
Summary
Trophy for knocking a flaming arrow out of the air with the knife.
Trophies
  • Bronze · PlayStationFast Reflexes
  • Achievement · XboxFast Reflexes
  • Achievement · SteamFast Reflexes
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Pull both gate leversQuest step
Location
The Stronghold · Entrance to Stronghold – Past the ruins the road ends at a metal gate with a lever on each side: one up the stairs on the left, one up the ladder on the right. The first lever you pull sets off a big lycan fight; shoot the red barrels when several bunch up, and fall back down the road if they swarm you, since they don't keep coming forever. The second lever raises the gate.
Summary
Raises the metal gate in front of the Stronghold.
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Typewriter: Stronghold Entry HallArea
Location
The Stronghold · Entry Hall – Through the raised gate and the doors beyond, the typewriter sits on a barrel at the foot of the stairs, a Pipe Bomb beside it.
Summary
A save point just inside the Stronghold; it works as soon as you reach it.
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Treasure: Vivianite (Stronghold Entry Hall)CollectibleMissablePoint of no return
Location
The Stronghold · Entry Hall – In the Entry Hall, look up on the east side: the Vivianite is wedged in the side of the broken stone stairs above the typewriter. Shoot it loose.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Summary
A loose treasure to sell to the Duke.
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Treasure: Perfect Crystal Skull (Stronghold Main Hall)CollectibleMissablePoint of no return
Location
The Stronghold · Main Hall – Up the Entry Hall stairs, the Main Hall is full of lycans, archers on the walkways and an armoured one. A single large lycan is among them: kill it and pick up the skull where it falls.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Summary
A valuable treasure dropped once by the large lycan in the Main Hall.
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Goat of Warding: Stronghold StairsCollectibleMissablePoint of no return
Location
The Stronghold · Tower Stairs – From the gate, climb the Entry Hall stairs into the Main Hall: follow the path up, ride the zipline across, make it through the door past the lycan pack that turns up, then head back down. Enter the small round room and take the spiral stairs down. At the bottom, before the crack in the wall, the goat sits on a low wall behind some buckets on your right; it is in reach, so break it.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Summary
One of the 20 Goats of Warding; break or shoot it to collect it.
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Typewriter: Stronghold Small CavernArea
Location
The Stronghold · Small Cavern – Squeeze through the crack beside the goat into the Small Cavern. The typewriter stands on a barrel in the southern chamber's south-east corner, with ammo beside it. Save here in a spare slot: a hard fight is close.
Summary
The save point before the Stronghold's big fight; it works as soon as you reach it.
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File: Officer's DiaryCollectibleMissablePoint of no return
Location
The Stronghold · Small Cavern – Squeeze through the crack in the wall beside the goat. The diary is lying by the east wall of the southern chamber.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Summary
One of the 47 files the Bookworm trophy counts.
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Uriaș: StrongholdHidden spoiler – activate to revealBossMinor spoiler
Location
The Stronghold · Large Cavern – From the Small Cavern, follow the passage to the ledge over the Large Cavern and drop down to start the fight. It leaps down from the high ledge with hammer blows and later calls in lycans: keep moving, put the stone pillars between you and it, and lay mines while it stands on the ledge. Aim for the head with the strongest gun you have; the alcoves around the arena hold ammo and Pipe Bombs.
Summary
The Stronghold's guardian, a hulking lycan with a giant hammer; it drops the Crystal Hammer treasure.
Trophies
  • Bronze · PlayStationUp Urs!
  • Achievement · XboxUp Urs!
  • Achievement · SteamUp Urs!
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Treasure: Crystal Cave crystalsCollectibleMissablePoint of no return
Location
The Stronghold · Crystal Cave – The fight opens the way out of the Large Cavern into the Crystal Cave. Take the Large Crystal off the big crystal block in the south-east corner, then look up: four Crystal Fragments, a Vivianite and a Yellow Quartz glint in the formations overhead; shoot them down.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Summary
Seven crystal treasures in one cave, to sell to the Duke.
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Torso FlaskKey item
Location
The Stronghold · Workshop – From the Large Cavern, cross the Crystal Cave and take the Stairway Passage on to the Workshop, a room with a television switched on. The flask is on the workbench in its north-west corner; a scene follows (it may go into your pack on its own there).
Summary
The fourth and last flask for the Altar.
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Treasure: Guglielmo's PlateCollectibleMissablePoint of no return
Location
The Stronghold · Waterway – Go on from the Workshop into the next room, the Waterway. Before boarding the boat, turn left to the eastern dock: the plate sits on a small altar there, across the water from the boat.
Why you can lose it
Take it before you board the boat in the Waterway: past the boat and the ladder up into the village, the Stronghold stays shut for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Requires
Summary
One of the 8 treasures the Duke marks on the map (Treasure Under the Stronghold).
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File: Experiment NotesCollectibleMissablePoint of no return
Location
The Stronghold · Dungeon – Ride the boat to the end of the Waterway. Leave the ladder for now and take the stairs down on the left into the dungeon; the notes are on the table along its south side.
Why you can lose it
Take it before you climb the ladder out of the Waterway: the Stronghold stays shut behind you for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Requires
Summary
One of the 47 files the Bookworm trophy counts.
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Photo of a Phantom FishKey itemMissablePoint of no return
Location
The Stronghold · Dungeon – In the same dungeon, look into the south-west cell: the photo lies on a small trolley. The fish it shows lives in the pond off the south riverbank (the Finest Fish) and is there with or without the photo.
Why you can lose it
Take it before you climb the ladder out of the Waterway: the Stronghold stays shut behind you for this run.
Point of no return
You ride the boat out of the Waterway and climb the ladder by the dungeon up into the village. The Stronghold stays shut for the rest of this run.
Requires
Summary
A hint photo of the rare golden fish south of the Lone Road drawbridge.
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Before the ladder: the Stronghold closes behind you

The ladder at the end of the Waterway climbs up into the village, and the Stronghold does not open again this run. Have these first: Treasure: Vivianite (Stronghold Entry Hall) (optional), Treasure: Perfect Crystal Skull (Stronghold Main Hall) (optional), Goat of Warding: Stronghold Stairs, File: Officer's Diary, Treasure: Crystal Cave crystals (optional) and Treasure: Guglielmo's Plate, all before the boat; then File: Experiment Notes and the Photo of a Phantom Fish (optional) in the dungeon by the ladder.

Giant's ChaliceKey item
Location
The Village · Altar – The ladder brings you up through a crypt by the Graveyard. Walk back past the Maiden of War through its gate into the Altar and set the Torso Flask in the chalice's last empty slot: with all four flasks in place, you receive the Giant's Chalice.
Summary
Made at the Altar from the four flasks; it opens the way on from the Ceremony Site.
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Last chance in the village: everything below closes at the Ceremony Site

Placing the Giant's Chalice on the Stone Dais opens the way to the factory, and from then on the story runs to the credits: the village, the river, the garden, the Windmill Yard side and Otto's Mill can't be explored again this run. The game gives no prompt. Save at the Altar typewriter in a spare slot first, and buy, sell and cook with the Duke as you need. Check every row below. West Old Town: Knife; Outhouse: West Old Town; Treasure: Perfect Crystal Skull (Old Man's Front Yard); Outhouse: West Old Town Insignia Gate; Lockpick: Farmer's Land Well; Locked Drawer: West Old Town Farmer's House; Outhouse: Eugen's Yard; Treasure: Large Crystal (Eugen's Outhouse); File: Eugen's Diary; Outhouse: Luthier's Yard; Lockpick: Luthier's Outhouse; Goat of Warding: Luthier's Yard; File: Note on the Luthier's House; Treasure: Madalina (Body); Treasure: Maestro's Collection; F2 Rifle – High-Capacity Mag.; Treasure: Yellow Quartz (Luthier's Lute). Maiden of War, Leonardo's House and the Workshop: Crystal Fragment: Maiden of War; Treasure: Wooden Animal (Head); Outhouse: Shed Yard by the Maiden of War; Treasure: Teddy Bear; Treasure: Vivianite (Leonardo's Kiln); File: Leonardo's Message; Treasure: Wooden Animal (Body); Locked Drawer: Leonardo's House; Outhouse: Leonardo's Back Yard; M1911. Church, Chapel, Graveyard and Crypt Yard: File: Scribbled Note; Lei: Maiden of War Chapel (500); Locked Drawer: Maiden of War Chapel; File: "Goats of Warding" Placard; Goat of Warding: Graveyard; Juicy Game: Graveyard Blue Bird; Broken Slab; Goat of Warding: Crypt Yard; Treasure: Large Crystal (Crypt Yard Arch); Goat of Warding: Church Roof; Crystal Fragment: Church; File: Church Computer; Treasure: Necklace with Two Holes. Fallow Plot and Luiza's House: Goat of Warding: Fallow Plot; Quality Meat: White Pig; Outhouse: Luiza's Yard; Treasure: Luiza's Heirloom (Necklace Stone); Luiza's Key (from Luiza's Necklace); Varcolac Alfa; Leader of the Pack. East Old Town: File: Vasile's Final Testament; Varcolac in East Old Town; Treasure: Waterwheel Weapon (GM 79); Lockpick: Water Mill; Open the East Old Town mechanical door with the Crank; Treasure: Yellow Quartz (Milk Urn); Treasure: Pigeon Blood Ruby. Castle Path, Lone Road and the river: File: Craftsman's Note; Outhouse: Craftsman's Back Yard; Goat of Warding: Lone Road; Treasure: Cesare's Goblet; Lower the Lone Road Drawbridge; Finest Fish: South Riverbank; File: Analysis Results; W870 TAC – Foregrip; Treasure: Antique Coin; Treasure: Riverbank Treasure House (Golden Lady Statue); Medium Rare; Lei: Treasure House Table; Treasure: Large Pigeon Blood Ruby; Lockpick: Trap Chamber. Beneviento garden and Potter's Field: W870 TAC; Lockpick: Garden Hut; Birdcage: South Garden (2,000 Lei); Treasure: Madalina (Head); Outhouse: North Garden; Goat of Warding: Suspension Bridge; Photo of a Strange Bird; File: Gardener's Diary; Luthier's Key; Labyrinth: Gardener's House (Onyx Skull); Treasure: Large Crystal (Potter's Field); Treasure: Vivianite (Potter's Field); Mini-boss: Uriaș Drac (Beneviento's Grave); Treasure: Beneviento's Treasure. Windmill Yard and Moreau's Laboratory: Photo of a Rare Animal; Treasure: Moreau's Hidden Weapon (M1851 Wolfsbane); File: Moreau's Diary of Experiments; Mini-boss: Vârcolac (Moreau's Lab); Labyrinth: Windmill Yard (Chartreuse Skull). Otto's Mill: Treasure: Crystal Fragment (Otto's Mill Yard); Mini-boss: Uriaș Drac (Otto's Mill); File: Ernest's Diary; Treasure: Cannibal's Plunder (Father Nichola's Angel); Goat of Warding: Otto's Mill. The road to the Stronghold: Fast Reflexes: knife a flaming arrow. Trophies lost with the village: Leader of the Pack, Medium Rare and Fast Reflexes if not yet earned, and Mapmatician, which pops later but only if every village map area was uncovered before this point: Moreau's Laboratory behind the Windmill Yard crank door, the river both ways from the Lone Road drawbridge (the Riverbank Treasure House upstream, the cave camp and the pond downstream), Otto's Mill, and every door the Crank opens, including the roof path behind the East Old Town crank door.

Place the Giant's Chalice in the Ceremony SiteQuest step
Location
The Village · Ceremony Site – From the Altar, go through the gate onto the Lone Road and follow it to the Ceremony Site, the clearing ringed by four giant statues that you crossed coming out of the caves after the castle. Set the chalice in the middle of the stone dais: the platform sinks and a bridge rises toward the factory, and Temporary Measures pops.
Summary
Opens the way to the factory; the village closes behind you.
Trophies
  • Bronze · PlayStationTemporary Measures
  • Achievement · XboxTemporary Measures
  • Achievement · SteamTemporary Measures
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Run 1: Heisenberg's Factory

Across the bridge into the factory: the Duke's elevator, the Foundry and its molds, the power, the Grinder Shaft and the fan duct, and Heisenberg's Key.

The Giant's Chalice opens a bridge to Heisenberg's Factory, and from here the run goes straight on to the credits; the village is behind you. The factory is a stack of floors around one big cargo elevator, where the Duke and a typewriter wait. Progress comes from the casting machine in the Foundry: find a mold, cast the part, use it. Soldats, the armoured soldiers on these floors, are slow and mostly optional fights. Carry a Pipe Bomb or explosive rounds for two cracked walls. Everything in this section should be done before Heisenberg's Key goes into the door on B1, where section 11 starts.

Typewriter: Ancient BridgeArea
Lift the cloth in the Study and escape the Sturm machineHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Heisenberg's Factory · Study – From the Ceremony Site, take the passage under the sunken platform, cross the stone bridge and the empty front yard, and go in through the doors that open; go on through the next door, down the stairs, and left along the corridor to the Study. Examine the cloth on the west side of the room for a scene; afterwards a machine with a propeller on its front chases you, so run (right at the red light, up the stairs on the left, crouch under the beam) to the dead end and jump into the chute on the right.
Summary
Meeting Heisenberg in his factory, then a chase that drops you into the lower floors.
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Quit Hanging AroundAchievementMissablePoint of no return
Location
Heisenberg's Factory · B4 Walkway – From the scrap pit at the bottom of the chute, climb the metal sheet on your right, take the ladder and follow the walkway past a few Haulers; break the crate by the vent, crawl through and climb the ladder up to B4. Rows of bodies hang from a conveyor line in the big hall ahead: shoot one so it drops. Do it now, while the line is in view.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door. Runs 2 and 3 replay the story, so it can still be earned there.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
Earned by shooting down one of the bodies hanging from the factory's production line.
Trophies
  • Bronze · PlayStationQuit Hanging Around
  • Achievement · XboxQuit Hanging Around
  • Achievement · SteamQuit Hanging Around
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Typewriter: Factory Cargo ElevatorArea
Location
Heisenberg's Factory · Elevator – At the top of the ladder turn right: the Duke sits in a large cargo elevator, to the left of a door with three lights above it. The typewriter is on a small round table next to him; it travels with the elevator once you can move it between floors.
Summary
The factory's main save point, riding with the Duke on his cargo elevator.
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Soldats and their hearts

Soldats wear a glowing core: on the chest for most, on the back for those carrying a reactor, and behind a chest plate on the heavy Panzers, which need explosives first. Each one drops a mechanical-heart treasure for the Duke when it dies, but the fights are optional: they are slow and stop chasing once you get clear. Shooting an electric box on the wall while a Soldat stands by it stuns it.

Relief Mold (Relief of a Horse)Key item
Location
Heisenberg's Factory · Examination Room – At the top of the ladder, the Duke sits in a large cargo elevator on your right. Go through the three-light door to his right, go down the stairs and the red-lit corridor, shoot the red light on the round lock of the next door, and follow the stairs and walkways (past the dead Lift Controls on B3) down to the Foundry, the room with the casting machine. Climb the stairs in its far left corner as you come in, take the south door into the Examination Room, walk past the Soldat slumped in a chair, and open the large case in the small room to the east. The Soldat gets up as you leave: shoot the core on its chest or outrun it.
Summary
The first mold for the Foundry's casting machine; it makes the relief that opens the wall beside it.
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Locked Fridge: Generator Room WalkwayOtherMissablePoint of no return
Location
Heisenberg's Factory · Generator Room Walkway – Back out on the walkway at the top of the Foundry stairs, the locked fridge stands at the northern passage's north-east corner. Open it with a spare Lockpick from the village; if you have none, two more turn up in this factory and you pass this fridge again on the way to the Operating Room.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A locked fridge with a Yellow Quartz inside; it takes one Lockpick.
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Relief of a HorseKey item
Location
Heisenberg's Factory · Foundry – Back down in the Foundry, put the Relief Mold into the casting machine, on the room's east side. Fit the relief it makes into the hollow in the wall to the right of the machine; the wall opens on a staircase.
Summary
Cast from the Relief Mold; it opens the passage in the Foundry wall.
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Locked Drawer: Private PassagewayOtherMissablePoint of no return
Location
Heisenberg's Factory · Private Passageway – Up the stairs behind the relief, follow the passage round past a few Haulers. At its end a locked door (it opens later with Heisenberg's Key) faces a desk: its drawer takes a Lockpick.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A locked desk drawer with Magnum Ammo inside; it takes one Lockpick.
Report an issue
Treasure: Mechanical Part (Cylinder)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Backup Generator Room – From the passage, climb down the ladders and cross the Engine Room, shooting the glowing circles on the pistons to stop them, then climb the far ladder and crawl through the grate. Go left, then round to the right, unlock the door on your left (a shortcut to the Foundry) and blow open the wall marked with a yellow X with a Pipe Bomb or an explosive round. The case in the little room behind it holds the part, with some Shotgun Ammo.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
Half of a combinable treasure; joined with the Shaft from Heisenberg's Quarters it becomes Heisenberg's Hammer.
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Cog Mold (Large Cog)Key item
Location
Heisenberg's Factory · MB4 Storage – Through the passage behind the horse relief, cross the Engine Room (shoot the glowing circles to stop the pistons), climb the far ladder and crawl through the grate to the corridor beside the Foundry. Pass the generator missing a cog, take the stairs down in that room's corner and up in the next, and shoot the two lights on the door at the top. The mold is in the large case on the bench along the north side.
Summary
The second mold; it makes the cog the backup generator is missing.
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File: Development Note 1CollectibleMissablePoint of no return
Location
Heisenberg's Factory · MB4 Storage – In the same room, on the bench along the north side next to the mold's case. The Factory Map (Lower Levels) lies on the table in the room's south-west part.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 47 files the Bookworm trophy counts.
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Large CogKey item
Location
Heisenberg's Factory · Foundry – Leave by the room's other door for a direct way back to the Foundry; one of the Soldats standing in that passage comes to life as you go by. Put the Cog Mold into the casting machine.
Summary
Cast from the Cog Mold; it restarts the backup generator.
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Restore factory powerQuest step
Location
Heisenberg's Factory · Backup Generator Room – Leave the Foundry by the door you first came in through, turn left and take the door on your right into the generator room. Fit the Large Cog to the generator; a Soldat drops into the room straight away.
Requires
Summary
Fitting the Large Cog restarts the generator and powers the doors and lifts beyond.
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Fenced stash: Large Power Regulator RoomOtherMissablePoint of no return
Location
Heisenberg's Factory · Large Power Regulator Room – Go down the stairs in the generator room and on through the next rooms of Soldats, shooting open the door with five lights, into the Large Power Regulator Room. On its lower level a Soldat lies on a table behind a fence in the north-west room: shoot it awake and let it smash the fence (or lure the Soldat that comes out of a dropped crate upstairs), then take the Lei and Magnum Ammo inside.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
Lei and Magnum Ammo behind a fence that only a Soldat can break.
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Treasure: Yellow Quartz (Large Power Regulator Room)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Large Power Regulator Room – Still on the lower level of the Large Power Regulator Room, look up at the south wall across from the foot of the stairs: the quartz is set high in it, so shoot it down.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A loose treasure to sell to the Duke.
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Treasure: Yellow Quartz (Materials Room)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Materials Room – From the generator, push on through the Soldat rooms and their five-light doors, climb the south-west stairs of the next big room, and press the button beyond the next five-light door to lower a platform. In this Materials Room the quartz sits under the pipe above the door to the 'L' Passage, in reach once the platform is down.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A loose treasure to sell to the Duke.
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Restore the Duke's elevator at the Lift ControlsQuest step
Location
Heisenberg's Factory · B3 Walkway – From the generator, push on through the Soldat rooms and their five-light doors, climb the south-west stairs of the next big room (a crate drops at the top with a Soldat inside), and press the button beyond the next five-light door to lower a platform. Follow the corridor and stairs past a Soldat with a reactor on its back to one more five-light door, run from the propeller machine to the gate at the far end, and pull the lever at the elevator shaft on B3.
Summary
Brings the Duke's elevator up to B3, so it can carry you between floors.
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Lockpick: Construction TunnelsConsumableMissablePoint of no return
Location
Heisenberg's Factory · Construction Tunnels – From the elevator on B3, climb the ladder, follow the walkway until it gives way, climb down and go through the pipe into the mine tunnels. A side tunnel to the south has two Haulers, two Pipe Bombs in buckets and a Herb; the other way, past a birdcage, leads to the cavern with the giant drill, where the Lockpick is in the metal locker on the east side.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A single-use Lockpick for the factory's locked fridge or drawer.
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Treasure: Crystals by the Drill (Construction Tunnels)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Construction Tunnels – In the same cavern, a Crystal Fragment and a Large Crystal lie on the ground beside the giant drill.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A Crystal Fragment and a Large Crystal, loose treasures to sell to the Duke.
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Treasure: MB3 crystal cacheCollectibleMissablePoint of no return
Location
Heisenberg's Factory · MB3 Maintenance Passage – Leave the drill cavern through the crawlspace on its far side and drop down. At the bottom, blow open the wall marked with a yellow X (the tunnels' Pipe Bombs will do); the crystals lie on the rocks in the hidden space behind it.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
Two Large Crystals, a Vivianite and a Yellow Quartz behind a cracked wall.
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Stop the grinder bladeQuest step
Location
Heisenberg's Factory · Grinder Shaft – From the elevator on B3, climb the ladder and follow the walkway and the pipe into the mine tunnels, cross the cavern with the giant drill, crawl through the duct on its far side and drop down, then take the door to the south into the Grinder Shaft. Two jetpack Soldats drop in as you climb the walkways: shoot their chest cores and sidestep when a red laser marks a charge. Shoot every glowing red point on the blade, moving around beneath it to find them, then climb the ladder at the top.
Summary
The spinning blade blocks the climb up to B2 until its weak points are shot.
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File: Development Note 2CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Grinder Shaft Maintenance Room – Walk along the stopped blades, climb up, and go through the door into the next room. The file is on the lower level's south side, on the metal desk; the Factory Map (Upper Levels) is on the wooden crates under the stairs in the south-west corner.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 47 files the Bookworm trophy counts.
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Ball MoldKey itemMissablePoint of no return
Location
Heisenberg's Factory · B2 Storage – In the same room, push the cart at the foot of the next stairs aside and crawl through the gap behind it to a small storeroom. The mold is in the large case on its east side, with some ammo and crafting materials.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
The mold for the Iron Horse Ball, the ball for the factory's labyrinth model.
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Goat of Warding: Factory Ventilation DuctCollectibleMissablePoint of no return
Location
Heisenberg's Factory · Ventilation Duct – Back in the maintenance room, climb the stairs: at the top a giant fan drags you in, so shoot the glowing core at its centre before you reach it. Once you land, turn round and walk to the south edge, where yellow excavator buckets jut out like a balcony; the goat sits on one, so break it or shoot it.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 20 Goats of Warding, in the fan duct on B2.
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Treasure: Yellow Quartz (Ventilation Duct)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Ventilation Duct – From the goat's bucket, look up at the broken walkway overhead and shoot the quartz down.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A loose treasure to sell to the Duke.
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Key Mold (Heisenberg's Key)Key item
Location
Heisenberg's Factory · B1 Storage – Leave the duct north through the stopped fan, follow the pipes along the wall and work down through the smoke to a ladder; climb it, open the hatch and ride the small lift up. Follow the corridor into B1 Storage: the mold is in the large case on the west side, with Explosive Rounds on the yellow crates and a birdcage to shoot.
Summary
The mold for Heisenberg's Key, which opens the way to the rest of the factory.
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Treasure: Yellow Quartz (Walkway Access)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · Walkway Access – Step back out of B1 Storage onto the B1 Walkway and ride the zip-line from its north-west side to the upper platform of Walkway Access: the quartz sits on the west wall there.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A loose treasure to sell to the Duke.
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Small pickups on B1

Before you call the elevator, drop from the B1 Walkway onto the pipes below it for a platform with two Mines and Shotgun Ammo.

Goat of Warding: Factory Elevator ShaftHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Elevator – Climb the ladder on the walkway outside B1 Storage and pull the switch to bring the Duke's elevator up to B1. Ride it down and watch the side the doors open on: between B1 and B3 the goat slides past on a red girder for about two seconds, so have a shotgun ready. If you miss, ride between B1 and B3 again (on the way up it passes on the west side), or shoot up the shaft from the B3 walkway.
Why you can lose it
Shoot it on one of these elevator rides; if it slips by, one more chance comes later in this elevator, before the Heisenberg fight. Once that fight is over the factory is behind you for this run.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 20 Goats of Warding, on a girder in the elevator shaft; it must be shot.
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Heisenberg's KeyKey item
Location
Heisenberg's Factory · Foundry – Ride the elevator on down to B4 and walk back to the Foundry the way you first went, through the three-light door beside the elevator. The rooms are darker now and Soldats stand in new places. Put the Key Mold into the casting machine.
Summary
Cast from the Key Mold; it opens the B1 door to the next part of the factory and Heisenberg's Quarters.
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Iron Horse BallKey itemMissablePoint of no return
Location
Heisenberg's Factory · Foundry – At the same casting machine, use the Ball Mold as well.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Requires
Summary
The ball for the labyrinth model by the Duke's elevator on B4.
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M1851 Wolfsbane – Long BarrelUpgradeMissablePoint of no return
Location
Heisenberg's Factory · Operating Room – Climb the stairs in the Foundry's far left corner again to the walkway above. The door to the Operating Room, dead on your first visit, works now that the power is back (press the switch there). A Soldat bursts out of the southern room as you come near it; deal with it, then take the part from the weapons case along that room's east side.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A found part for the M1851 Wolfsbane revolver, one of the 22 parts Veteran Gunsmith needs.
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Lockpick: Operating RoomConsumableMissablePoint of no return
Location
Heisenberg's Factory · Operating Room – In the Operating Room's main room, on the workbench in its north-east corner. The locked fridge on the walkway outside and the desk drawer in the Private Passageway both take one, if still shut.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A single-use Lockpick for the factory's locked fridge or drawer.
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Treasure: Mechanical Part (Shaft)Hidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Heisenberg's Quarters – Back in the Foundry, climb the stairs behind the horse relief to the Private Passageway: Heisenberg's Key opens the locked door at its end. Clear the Haulers inside; the part sits in the big case at the room's centre.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
The other half of Heisenberg's Hammer, in Heisenberg's Quarters.
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Treasure: Heisenberg's HammerHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Heisenberg's Quarters – Combine the Mechanical Part (Shaft) with the Mechanical Part (Cylinder) in your inventory.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
The combined treasure, to sell to the Duke.
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Labyrinth: Factory (Bister Skull)CollectibleMissablePoint of no return
Location
Heisenberg's Factory · B4 Vacant Room – From the Foundry, head back toward the Duke's elevator on B4. Heavily armoured Soldat Panzers turn up on the way: break their chest plates with explosives before the core takes damage, or slip past during a slow swing. In the room across the corridor from the elevator, put the Iron Horse Ball into the model on the north side and tilt it to roll the ball to the end.
Why you can lose it
Lost for this run once the Heisenberg fight is over and the factory is behind you. The B1 door that Heisenberg's Key opens may already cut these floors off, so take it before you go through that door.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 4 labyrinth models; finishing it gives the Bister Skull treasure.
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Before Heisenberg's Key goes into the B1 door

Next, the elevator goes up to B1, where the door with the golden horse beside it takes Heisenberg's Key. Treat that door as one-way: a boss fight follows, and there may be no way back down to these floors. Before you ride up, finish the M1851 Wolfsbane – Long Barrel (Operating Room), the factory labyrinth (Bister Skull), Development Notes 1 and 2, the Goat of Warding in the Ventilation Duct and Quit Hanging Around. Optional: the Generator Room Walkway fridge, the Private Passageway drawer, both factory Lockpicks, the Mechanical Parts and Heisenberg's Hammer, the fenced stash in the Large Power Regulator Room, the MB3 crystal cache, the crystals by the drill and the Yellow Quartz in the Large Power Regulator Room, the Materials Room, the Ventilation Duct and Walkway Access. The elevator-shaft goat gets one more chance later in this factory. Upgrade your weapons with the Duke before you go through.

Run 1: The Factory Depths to the Credits

Through the B1 door to the Sturm and Heisenberg fights, across the burning village to the lab, then the last stop at the Altar, the final fight and the credits.

This stretch starts at the horse door on factory B1 and runs to the credits. Stock up and save at the Duke's elevator before you open that door: it leads straight to a boss. The walk leaves three places behind for good: the B1 control rooms when the crane lifts you out of the Cargo Bay, the factory after the Heisenberg fight, and the lab when you break the cage padlock. Each has a warning just before it. The last two goats and nine files of the run are on this stretch, and so are the last two collection trophies.

Open the B1 door with Heisenberg's KeyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Heisenberg's Factory · B1 Walkway – With Heisenberg's Key cast at the Foundry, ride the Duke's elevator up to B1. Step out onto the walkway; the door with the golden horse on it, next to the elevator, takes the key.
Summary
Opens the way to the lower factory's boss fight.
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File: SturmHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Power Room – Through the horse door, the first room you reach is the Power Room. The file sits on top of the fan unit along the room's east wall; a Mine sits in the locker and a First Aid Med on the desk.
Why you can lose it
Read it before you go on into the boss room; the factory closes for this run with the Heisenberg fight.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 47 files (Bookworm). It hints at how to beat the machine you fight next door.
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SturmHidden spoiler – activate to revealBossMinor spoiler
Location
Heisenberg's Factory · Maze – From the Power Room, take the next door into the big room of metal walls; the machine crashes in a few steps later. It charges in straight lines, so sidestep and let it smash the walls down. Each time it rams a wall and stalls, run behind it and pour your strongest guns into the glowing red turbine on its back. Once it bursts into flames it gains a fire attack: duck behind cover and keep clear of the burning patches. It drops the Complex Mechanical Heart, a treasure for the Duke.
Summary
The propeller-headed machine that chased you through the factory, fought for real this time.
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File: Heisenberg's DiaryHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Cargo Control Room – Leave the boss room by its north-east door into the small control room. The diary waits on the metal desk tucked into the north-east corner.
Why you can lose it
Take it before you ride the crane up from the Cargo Bay; the factory closes for this run with the Heisenberg fight.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 47 files (Bookworm).
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Treasure: CigarHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Cargo Control Room – On the same metal desk as the diary, in the north-east corner of the control room.
Why you can lose it
Take it before you ride the crane up from the Cargo Bay; the factory closes for this run with the Heisenberg fight.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
A small treasure to sell to the Duke.
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Goat of Warding: Factory B1 StorageHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · B1 Small Storage – In the control room, crouch through the low gap to the right of the diary's desk into a small storeroom. The goat stands on an oil drum in the room's north-west corner, within reach: knife it or shoot it. Shotgun ammo is in the desk drawer and a Herb lies by the vent.
Why you can lose it
Take it before you ride the crane up from the Cargo Bay; the factory closes for this run with the Heisenberg fight.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 20 Goats of Warding.
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Before you ride the crane

The Cargo Bay crane lifts you up to the ground floor, and the walk never comes back down to these rooms. Have File: Sturm from the Power Room, File: Heisenberg's Diary and the Cigar (optional) from the control room, and the Goat of Warding in the small storeroom behind it before you pull the crane's lever.

ChrisHidden spoiler – activate to revealNPCMajor spoiler
Location
Heisenberg's Factory · Scrapheap – From the control room, exit by the south door and drop into the Cargo Bay. Climb the ladder on its south side, walk out along the beam and pull the lever in the crane cab to be lifted up. A door on the ground floor leads to a long cutscene that leaves you in the Waste Runoff; pull the grate off the wall, crawl through, and clear the debris on the far side to meet him.
Summary
A face from the very start of the game, met again at the bottom of the factory.
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File: Chris's ComputerHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Heisenberg's Factory · Scrapheap – From the control room, take the south door down into the Cargo Bay, climb the ladder on its south side, cross the beam and pull the crane's lever. Upstairs a cutscene drops you in the Waste Runoff: pull the grate, crawl through and clear the debris. When the cutscene in the Scrapheap ends, the laptop is right in front of you in the middle of the room; read it before you climb into the vehicle on the right.
Why you can lose it
Read it before you climb into the vehicle; once you drive it into the elevator the Heisenberg fight follows, and the factory closes for this run.
Point of no return
Driving the vehicle into the Scrapheap elevator: the Heisenberg fight follows, and the factory closes for the rest of this run when it ends.
Summary
One of the 47 files (Bookworm).
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Last look at the factory

Driving the vehicle into the elevator starts the Heisenberg fight, and once it ends the factory is gone for this run. Before you board, have File: Chris's Computer from the laptop, plus the B1 rows above (File: Sturm, File: Heisenberg's Diary, the Cigar (optional) and the Factory B1 Storage goat). If the Goat of Warding: Factory Elevator Shaft is still standing, it passes by again on this ride: watch the west wall of the shaft as the elevator climbs. Everything from the floors below the B1 door goes too, if that door hasn't already cut them off: Quit Hanging Around, File: Development Note 1, File: Development Note 2, the Goat of Warding: Factory Ventilation Duct, the Ball Mold, the Iron Horse Ball and the Labyrinth: Factory (Bister Skull), the M1851 Wolfsbane – Long Barrel, and the optional Locked Fridge: Generator Room Walkway, Locked Drawer: Private Passageway, Lockpick: Construction Tunnels, Lockpick: Operating Room, Treasure: Mechanical Part (Cylinder), Treasure: Mechanical Part (Shaft), Treasure: Heisenberg's Hammer, the Fenced stash: Large Power Regulator Room, the Treasure: MB3 crystal cache, the Treasure: Crystals by the Drill (Construction Tunnels) and the Yellow Quartz in the Large Power Regulator Room, the Materials Room, the Ventilation Duct and Walkway Access.

Heisenberg (Factory Back Yard)Hidden spoiler – activate to revealBossMinor spoiler
Location
Heisenberg's Factory · Back Yard – Board the vehicle in the Scrapheap and drive it into the elevator; the fight starts when you roll out into the yard. Aim the cannon at his glowing red weak points and use the machine gun while it reloads; hold the block button to meet his chainsaw with your own, and keep moving sideways in the open ground. After the vehicle phase you fight on foot: pull the ammo out from under the metal sheets in the ground and shoot the parts his armour no longer covers. Crystal Heisenberg, a valuable treasure, is yours automatically when he falls.
Summary
The lord of the factory, in the shape of a huge machine. Beating him earns Iron Giant Down.
Trophies
  • Bronze · PlayStationIron Giant Down
  • Achievement · XboxIron Giant Down
  • Achievement · SteamIron Giant Down
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After the cutscenes the next stretch starts in the forest above the burning village. Your inventory now holds a Target Locator, which the steps below rely on. Supplies wait at spots marked by green flares, some of them off the path; take them as you go.

Mapmatician: complete the village mapHidden spoiler – activate to revealAchievementMinor spoiler
Location
The Village · Village overlook – Follow the only path out of the forest to the overlook above the village. A cutscene shows the village through a rifle scope, and the trophy pops right after it if every village area was uncovered before the Giant's Chalice went onto the Stone Dais: the side area behind the Crank door near Moreau's domain, the river by boat both ways from the Lone Road drawbridge, and Otto's Mill. If it doesn't pop, a manual save from before the Ceremony Site is the only way to earn it in this run: reload it, uncover the missing area, then play the factory again. Runs 2 and 3 cross the village again as a later chance.
Summary
Trophy for uncovering the whole village map. It is judged here, long after the village has closed.
Trophies
  • Bronze · PlayStationMapmatician
  • Achievement · XboxMapmatician
  • Achievement · SteamMapmatician
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Destroy the giant root with the Target LocatorHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Village · Village centre – From the overlook, fight down the path into the village; keep archers on the rooftops and the big lycans at range, and use a grenade on the armoured one. At the huge roots in the centre of the village, pick the Target Locator from the inventory and hold it on the roots until the bar fills; a hit resets it. Keep running and fighting until the radio says to mark again, and repeat until the third strike destroys the roots. Red barrels in the side streets help against the crowds.
Summary
Clears the way down under the village.
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Urias StrajerHidden spoiler – activate to revealBossMinor spoiler
Location
Under the Village · Underground arena – Where the roots stood, jump down the hole and collect the supplies in the green-lit area below; the fight starts in a small cave. Bullets barely hurt its front, so circle the edges, shoot its back, and dodge its leaps from the ledge. When the radio says an airstrike is ready, hold the Target Locator on it, ideally right after one of its big attacks so the bar can fill. It drops the Giant Crystal Mace, a treasure the Duke buys later.
Summary
A last giant waiting under the village, armoured at the front.
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Plant the explosive on the MegamyceteHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Under the Village · Megamycete cavern – Carry on through the underground past the arena until you reach a cavern with an enormous growth hanging from the ceiling. A cutscene plants the charge.
Summary
A story step deep under the village. The cutscene earns The Root of the Matter.
Trophies
  • Bronze · PlayStationThe Root of the Matter
  • Achievement · XboxThe Root of the Matter
  • Achievement · SteamThe Root of the Matter
Report an issue
Goat of Warding: Megamycete StatueHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Megamycete cavern – As soon as the cutscene ends, look to your right: a dark corner is fenced off by spikes you can't pass. Behind them, at the foot of a statue of a woman, the goat sits in the gloom; it is hard to see, so look for it before you move on. Shoot it through the spikes.
Why you can lose it
Shoot it before you leave the cavern: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 20 Goats of Warding, and the last one on the route.
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HereticHidden spoiler – activate to revealAchievementMinor spoiler
Location
Under the Village · Megamycete cavern – It pops as the last of the 20 goats breaks, here at the Megamycete statue if you have followed the route. If it doesn't, after the credits, check the goat count under Challenges in the pause menu: a goat you skipped is the usual cause.
Summary
Trophy for destroying all 20 Goats of Warding.
Trophies
  • Bronze · PlayStationHeretic
  • Achievement · XboxHeretic
  • Achievement · SteamHeretic
Report an issue
File: Moreau's Medical ReportHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – From the Megamycete cavern, the next room is a large laboratory. Straight ahead of the door, on the table on the left, lie four books side by side; this is the first.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm), the first of four books on one table.
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File: Dimitrescu's Medical ReportHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – The second book on the same table, beside the first one.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm).
Report an issue
File: Heisenberg's Medical ReportHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – The third book on the same table.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm).
Report an issue
File: Donna's Medical ReportHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – The fourth and last book on the same table.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm).
Report an issue
File: Letter on the Microscope TableHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – From the table of books, look for the white table where a microscope stands, also straight ahead from the door; the letter lies on it. It may instead be on the table next to the photographs.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm).
Report an issue
File: Miranda's DiaryHidden spoiler – activate to revealCollectibleMissablePoint of no returnMinor spoiler
Location
Under the Village · Lab – Walk round the big table in the middle of the lab: the diary lies among three photographs on it.
Why you can lose it
Read it in the lab before you break the cage padlock: no later step brings you back here, and the run ends with the last fight.
Point of no return
Squeezing through the branches beyond the Ceremony Site: the last fight starts, and the credits follow it.
Summary
One of the 47 files (Bookworm), the last one on the route.
Report an issue
BookwormHidden spoiler – activate to revealAchievementMinor spoiler
Location
Under the Village · Lab – It pops as you read the 47th file, the diary on the centre table if you have followed the route. If it doesn't, after the credits, check the file count under Challenges in the pause menu: a file you skipped is the usual cause. A few players report it stuck one short with every file read; reloading a save from before the last file and taking it again has fixed it for some.
Summary
Trophy for reading all 47 files.
Trophies
  • Bronze · PlayStationBookworm
  • Achievement · XboxBookworm
  • Achievement · SteamBookworm
Report an issue
Before you break the padlock

Breaking the padlock on the cage starts the cutscene that ends this stretch, and nothing later brings you back to the lab or the cavern. Have the Goat of Warding behind the spikes in the Megamycete cavern and all six lab files first: Moreau's Medical Report, Miranda's Diary, Dimitrescu's Medical Report, the Letter on the Microscope Table, Heisenberg's Medical Report and Donna's Medical Report.

Break the padlock on the cageHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Under the Village · Lab – Inside the lab, find the cage closed with a padlock and break the lock with any weapon. A cutscene follows.
Summary
Ends the stretch under the village.
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Last stop with the DukeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Village · Altar – After the cutscenes the Duke's carriage brings you to the Altar, where he now waits in the north-west corner. Sell the late treasures, buy and fit upgrades, have a last meal cooked, take the ammo and First Aid Med from the crates, and save at the Altar typewriter. Keep a separate save here.
Summary
Your last chance to shop, sell, cook and save before the final fight.
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The end of the run

Squeezing through the branches past the Ceremony Site leads straight into the last fight, and the credits follow it. Everything still open in this run is lost there, including the Goat of Warding at the Megamycete statue and the six lab files (Moreau's Medical Report, Miranda's Diary, Dimitrescu's Medical Report, the Letter on the Microscope Table, Heisenberg's Medical Report and Donna's Medical Report). Make your last purchases and your save at the Altar first.

MirandaHidden spoiler – activate to revealBossMinor spoiler
Location
The River · Beyond the Ceremony Site – From the Altar there is only one way on, down the Lone Road; shoot the weak creatures with the handgun or run past them. Past the Ceremony Site, squeeze between the branches. She changes shape through the fight: snipe from range and switch to the shotgun up close, and sprint away from her charges and leaps. Part of the fight is in darkness; keep moving and guard when she lunges. At the very end she pins you down and a big glowing orb forms: shoot the orb when the prompt shows to finish the fight.
Summary
The final fight of the story.
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EndingHidden spoiler – activate to revealEndingMinor spoiler
Location
The River · Beyond the Ceremony Site – Watch the cutscenes and the credits after the fight. The game then shows your clear time and offers a completed-story save: make it, and keep it.
Summary
The one ending of the story, then the credits.
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Great DadAchievement
Location
The River · Credits – Pops when the story ends, with the credits. On Standard it comes together with Best Dad Ever, because the difficulty trophies stack.
Summary
Trophy for finishing the story on Casual or higher.
Trophies
  • Bronze · PlayStationGreat Dad
  • Achievement · XboxGreat Dad
  • Achievement · SteamGreat Dad
Report an issue
Best Dad Ever (run 1 on Standard)Achievement
Location
The River · Credits – Pops together with Great Dad when the run was started on Standard.
Summary
Trophy for finishing the story on Standard or higher.
Trophies
  • Bronze · PlayStationBest Dad Ever
  • Achievement · XboxBest Dad Ever
  • Achievement · SteamBest Dad Ever
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After Run 1: The Extra Content Shop

After the first credits: keep the completed-story save, check the Challenges list, and spend CP in the Extra Content Shop on The Mercenaries, the figures, the concept art and two bonus weapons.

The first clear opens two things on the main menu: the Challenges list, and the Extra Content Shop under Bonuses. The shop is paid in CP, which Challenges award, not in Lei; what you did in run 1 already counts. Village of Shadows is open now too; it is run 3. Nothing here can be missed and the shop stays open, but do these steps before run 2, which needs the Karambit Knife. CP can't be refunded once spent.

Make the completed-story saveQuest step
Location
After the Credits · Save prompt – After the credits the game offers a completed-story save: accept it and put it in a new slot, so your save from before the last fight stays as it is. If you decline, the prompt comes back only after you load an older save and win the last fight again.
Summary
The save every later run starts from: New Game+ is loaded from it.
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Check the Challenges counters (Bookworm, Heretic, Veteran Gunsmith, Artisan)Quest step
Location
Main Menu · Challenges – Open Challenges from the main menu (it is also in the pause menu during the story, from now on). Heretic and Bookworm should already be complete; if one is still short, its row in section 11 covers what to try. Artisan and Veteran Gunsmith stay short for now: their last recipes and parts need New Game+ stock and the shop's weapons, and they are finished at the end of run 3 (section 14).
Summary
The Challenges list tracks the trophy counts; check them before you move on.
Report an issue
Extra Content Shop: buy The Mercenaries, figures, concept art, Karambit Knife and WCXQuest step
Location
Main Menu · Bonuses: Extra Content Shop – From the main menu, open Bonuses, then the Extra Content Shop. Buy The Mercenaries (a small sum; section 15), all 76 figures (8,900 CP), all 120 concept art (100 CP each, 12,000 in all), the Karambit Knife (10,000 CP) and the WCX rifle (30,000 CP). The two weapons aren't handed over here: the Duke stocks them in the story from now on, for Lei. If your CP falls short, buy the Karambit Knife first; keep any CP left over for the infinite-ammo bonuses of run 3.
Summary
Everything the shop must sell you before run 2: about 61,000 CP in all.
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Doll CollectorAchievement
Location
Main Menu · Bonuses: Figures – With all 76 figures bought, open Figures under Bonuses and scroll through the whole list until every new figure has lost its flashing mark. You don't need to open or enlarge any of them; the trophy pops once the last one is marked.
Summary
Trophy for viewing every character and weapon figure.
Trophies
  • Silver · PlayStationDoll Collector
  • Achievement · XboxDoll Collector
  • Achievement · SteamDoll Collector
Report an issue
Art CollectorAchievement
Location
Main Menu · Bonuses: Concept Art – With all 120 pieces bought, open Concept Art under Bonuses and stop on each thumbnail until its mark is gone; full screen isn't needed. If the trophy doesn't pop at the end, going through the whole gallery again, and restarting the game, has fixed it for some.
Summary
Trophy for viewing all the concept art.
Trophies
  • Silver · PlayStationArt Collector
  • Achievement · XboxArt Collector
  • Achievement · SteamArt Collector
Report an issue

Run 2: New Game+ on Casual, the Restricted Run

New Game+ on Casual for four trophies at once: knife only, under three hours, four heals at most and 10,000 Lei spent at most. Only the spots that need care are listed.

Run 2 replays the story from the completed-story save on Casual, the easiest difficulty, with everything run 1 earned carried over. Four trophies are judged at its credits, so play it as a speed run: the story route of run 1 (sections 01 to 11), no exploring and no pickups apart from treasures lying on your path. The rows below are the rules, the Karambit Knife and the few spots where playing as in run 1 would break a rule; everywhere else, follow run 1 and use the knife.

Start New Game+ on Casual from the completed saveQuest stepNG+1
Location
Main Menu · Load Game – From the main menu choose Load Game, pick the completed-story save from the end of run 1 and choose Casual. Nothing on screen calls it New Game+: the story simply starts again from the beginning with your gear kept. Load the completed-story save, not an ordinary one.
Summary
Your weapons, upgrades, Lei, recipes and cooked-meal bonuses carry over; key items don't.
Report an issue
Run rules: knife only, skip cutscenes, at most four heals, spend at most 10,000 Lei; watch the Challenges countersQuest stepNG+1
Location
Main Menu · Pause menu: Challenges – Knives Out: no enemy may take damage from anything but a knife; a gun, any grenade (flash grenades too), mine or Pipe Bomb on an enemy breaks it. Shooting things that aren't enemies is allowed: padlocks, the castle bells, slime walls, the reservoir board, goats, windows, and the orange points under the grinder blade and on the ventilation fan (machines, not enemies). A glowing weak point on an enemy (a Soldat's core, Sturm's back) is knife only. The only two allowed shots at an enemy are the vehicle's guns early in the Heisenberg fight and the prompted shot at the end of the last fight. In the opening lycan attack, leave the big hammer lycan alone: he is run 3's trophy. Dashing Dad: reach the credits with under 3 hours on the game clock. Pausing stops the clock; skip every cutscene from the pause menu, and if a stretch ran long, reload the save from before it. Don't Trust That Snake Oil: use four recovery items or fewer in the whole run. Carry no First Aid Meds, so none is used by mistake: craft one only when you need it. The one Ethan uses in a castle cutscene doesn't count. Health creeps back when it runs low, and the story heals you on entering the castle, in House Beneviento, and just before and after the Heisenberg fight, so keep the four for that fight and the two after it. Frugal Father: spend 10,000 Lei or less at the Duke in this run; run 1's spending doesn't count. Buy the Karambit Knife and nothing else. Selling treasures is fine: run 3's preparation needs about 2.1 million Lei, so sell every treasure on your path and bank the rest. Counters: each rule has an entry under Challenges in the pause menu; Knives Out must stay at 0.
Summary
The four limits this run is judged on, and where to check each one.
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Save in a new slot every time

There are 20 save slots: give every typewriter save its own, so you can always step back past a mistake. Save before each spot marked missable below (the Armory wall, the grinder, the Heisenberg fight, the strikes on the giant roots and the cave fight after them) and open Challenges after it. If a counter moved, load the save from before that spot; the same fixes a heal used too early or a stretch that ate the clock.

Typewriter: ChurchAreaNG+1
Location
The Village · Church – As in run 1: after the opening lycan attack, inside the church, on the table in the back corner.
Summary
A save point, at the same spot as in run 1 (section 01). Use a new slot each time.
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Typewriter: Luiza's HouseAreaNG+1
Location
The Village · Luiza's House – As in run 1: on the big cabinet in the entrance hall of Luiza's House.
Summary
A save point, at the same spot as in run 1 (section 01). Use a new slot each time.
Report an issue
Buy the Karambit Knife from the DukeQuest stepNG+1
Location
Castle Dimitrescu: Approach · Vineyard – Follow run 1's story through the village and the mine (sections 01 and 02), knife only. On the Vineyard path up to the castle the Duke waits in its north-west part: buy the Karambit Knife and use it from here on. It costs very little Lei, well inside Frugal Father's limit. (To have it from the start instead, load run 1's save from before the last fight, buy it there, win again and make a new completed-story save before you begin.)
Summary
The shop's knife, far stronger than the standard one; your weapon for the whole run.
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Typewriter: Merchant's RoomAreaNG+1
Location
Castle Dimitrescu · Merchant's Room – As in run 1: in the small room off the south side of the Hall of the Four, where the Duke keeps shop in the castle, on the corner table.
Summary
A save point, at the same spot as in run 1 (section 02). Use a new slot each time.
Report an issue
Blow the Armory wall without catching the daughter in the blastHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Castle Dimitrescu · Armory – As in run 1 (section 03), a daughter attacks in the 2F Armory, and the cracked wall behind the taped shelf must be blown open; two Pipe Bombs lie on the north-west table. Push the shelf aside, wait until she is well away from the wall, then throw. Once the cold air pours in, finish her with the knife, and check the Knives Out counter.
Why you can lose it
If the Pipe Bomb's blast catches her, that breaks Knives Out for this run. Check the counter right after; if it moved, load the save from before the Armory and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The one fight in the castle that needs an explosive; it goes on the wall, never on her.
Report an issue
Five bells: shoot bells, roof window and chandelier onlyQuest stepNG+1
Location
Castle Dimitrescu · Atelier – As in run 1 (section 03), ring the five bells in the Atelier with the handgun. Shooting the bells, the high window above the painting (for the bell outside) and the chandelier (to swing its bell into view) is allowed. Put the gun away straight after: everything else in the castle, Lady Dimitrescu included, is knife only. In her last fight, slash at her head while she is down, only dodge the insect swarm while she flies, and rush in once she breaks the tower top.
Summary
The castle puzzle that needs a gun; none of its targets is an enemy.
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Typewriter: Craftsman's HouseAreaNG+1
Location
The River · Craftsman's House – As in run 1: the first hut on your right as you walk out of the castle grounds, on the table along its north wall.
Summary
A save point, at the same spot as in run 1 (section 04). Use a new slot each time.
Report an issue
Typewriter: Doll WorkshopAreaNG+1
Location
House Beneviento · Doll Workshop – As in run 1: down the elevator off the house's ground-floor hall, on the desk in the Doll Workshop's south-west corner.
Summary
A save point, at the same spot as in run 1 (section 05). Use a new slot each time.
Report an issue
Typewriter: Gardener's HouseAreaNG+1
Location
Beneviento Garden · Gardener's House – As in run 1: a detour off the story path, open only once you are back out of House Beneviento. The typewriter is beside the bed in the Gardener's House on the hill.
Summary
A save point, at the same spot as in run 1 (section 06). Use a new slot each time.
Report an issue
Typewriter: Windmill ShackAreaNG+1
Location
Moreau's Reservoir · Windmill Shack – As in run 1: past the slime walls on the river path south of East Old Town; in the windmill, on a table in its south-east corner.
Summary
A save point, at the same spot as in run 1 (section 07). Use a new slot each time.
Report an issue
Typewriter: GatehouseAreaNG+1
Location
Moreau's Reservoir · Gatehouse – As in run 1: up the snowy path to the Gatehouse, on the small metal shelves next to the Duke in its southern room.
Summary
A save point, at the same spot as in run 1 (section 07). Use a new slot each time.
Report an issue
Shoot only the slime barriers and the far plankQuest stepNG+1
Location
Moreau's Reservoir · Central Walkway – Follow run 1 through House Beneviento and into the reservoir (sections 05 to 07). Break the green slime walls with the knife, or shoot those you can't reach. On the Central Walkway, after the giant fish appears, the sinking platforms drop only when you shoot the yellow-taped support, which is too far for the knife: that shot is allowed. Moreau himself is knife only: slash his face (or his tail end), shelter under a roof when he sprays acid from above, and keep hitting his exposed body at the end even if it costs you health.
Summary
The reservoir's two kinds of target out of knife reach; neither is an enemy.
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Uriaș in the Stronghold, knife only

The big fight at the end of the Stronghold (as in run 1, section 09) is knife only too: wait for him to land, circle to his back and sidestep his leaps, and kill the one lycan he calls first.

Typewriter: Small CavernAreaNG+1
Location
The Stronghold · Small Cavern – As in run 1: through the crack into the Small Cavern, on a barrel in the southern chamber's south-east corner.
Summary
A save point, at the same spot as in run 1 (section 09). Use a new slot each time.
Report an issue
Typewriter: Ancient BridgeAreaNG+1
Location
Heisenberg's Factory · Ancient Bridge – As in run 1: through the passage under the sunken platform at the Ceremony Site, on a barrel by the stone bridge's north-east end.
Summary
A save point, at the same spot as in run 1 (section 10). Use a new slot each time.
Report an issue
Stop the grinder by its orange points; don't shoot the two armoured enemiesHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Heisenberg's Factory · Grinder Shaft – After the Stronghold and the Giant's Chalice (section 09), follow run 1's factory route (section 10) to the Grinder Shaft. Shoot the glowing orange points under the blade to stop it, but never the two jetpack soldiers that hunt you on the walkways: run or crouch past them when they block the way.
Why you can lose it
A shot that hits one of the jetpack soldiers breaks Knives Out for this run. Check the counter right after; if it moved, load the save from the Factory Elevator typewriter and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The factory blade must be shot to stop, but the two flying soldiers there must not be.
Report an issue
Sturm with the knife onlyHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Heisenberg's Factory · B1 Maze – Follow run 1 through the factory (sections 10 and 11) to Sturm. Let him charge into a wall, which stuns him, then get behind him and slash the orange glowing point on his back; aiming the knife makes the hits land more easily. Repeat until he falls, then check the Knives Out counter.
Why you can lose it
Any shot or grenade that hits Sturm breaks Knives Out for this run. Check the counter right after; if it moved, load the save from the Factory Elevator typewriter and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The propeller machine in the factory's lower floors: no gun may touch it.
Report an issue
Typewriter: ScrapheapAreaNG+1
Location
Heisenberg's Factory · Scrapheap – As in run 1: in the middle of the Scrapheap, once the cutscene there ends. Keep this save: no typewriter follows until the Altar before the last fight.
Summary
A save point, at the same spot as in run 1 (section 11). Use a new slot each time.
Report an issue
Vehicle guns only until thrown out, then knife onlyHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Heisenberg's Factory · Back Yard – Save at the Scrapheap, then drive the vehicle into the elevator: at the top its rocket must open the gate, and its guns are allowed on Heisenberg. Once he hurls you from the vehicle, use nothing but the knife: keep slashing, and near the end stay behind him even if the hits seem to do nothing. The rocket that ends the fight is part of a cutscene.
Why you can lose it
A shot or grenade at Heisenberg once you are out of the vehicle breaks Knives Out for this run. Check the counter right after; if it moved, load the Scrapheap save and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The first of the two allowed shots at an enemy: the vehicle's guns, and only while you sit in it.
Report an issue
Backup save; three strikes on the giant roots, then check the counterHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
The Village · Village centre – Keep the Scrapheap save as your backup. In the burning village (as in run 1, section 11), run past the enemies rather than fight, and mark the giant roots in the village centre with the Target Locator three times. The strikes may also kill nearby lycans; that should not count, but check the counter straight after. If Knives Out has moved, load the backup and play the stretch again.
Why you can lose it
A shot or grenade at an enemy in the burning village breaks Knives Out for this run. Check the counter right after; if it moved, load the Scrapheap save and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The forced Target Locator strikes on the roots are allowed, but this stretch has broken the counter for some players with no gun fired.
Report an issue
Uriaș Străjer with the knife only, no target locatorHidden spoiler – activate to revealQuest stepMissablePoint of no returnNG+1Minor spoiler
Location
Under the Village · Underground arena – Drop into the hole where the target stood (as in run 1, section 11) and fight him with the knife alone. Don't call a strike on him, even when the radio says one is ready. Slash his left leg and left arm (on your right as you face him): hits on his back don't land, and a spray of blood shows a hit. Guard often; on Casual it takes 10 to 15 minutes. Use a heal here only when the screen turns red, and keep at least one for the last fight.
Why you can lose it
A shot, grenade or called strike on him breaks Knives Out for this run. Check the counter right after; if it moved, load the Scrapheap save and play the spot again.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
The cave fight under the village, knife only: the Target Locator must not touch him.
Report an issue
Miranda: knife, shoot only the prompted orbHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
The River · Beyond the Ceremony Site – Follow run 1 through the cavern and the lab (section 11; shooting the cage padlock is fine). Make a save at the Altar typewriter, then open Challenges and check all four: Knives Out at 0, under 3 hours, four heals or fewer, 10,000 Lei or less spent. Knife or run past the creatures on the Lone Road, then use the knife throughout the last fight: circle and slash her, hit the black lower body of her spider form, block and aim at her underside when she flies, and hide behind the black vines from the big energy ball. At the very end she pins you down and a big yellow orb forms: shoot the orb when the prompt shows, then switch back to the knife at once and finish her with it.
Summary
The second allowed shot at an enemy, and the last fight of the run.
Report an issue
Knives OutHidden spoiler – activate to revealAchievementMissablePoint of no returnNG+1Minor spoiler
Location
The River · Credits – Pops at the credits if the Knives Out counter under Challenges is still at 0.
Why you can lose it
Any hit on an enemy from a gun, explosive or strike, outside the two allowed shots, loses it for this run; a save from before the hit brings the counter back. With no clean save left, it takes another New Game+ run on Casual from a completed-story save.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
Trophy for finishing the story using only close-combat weapons, bar the two allowed shots.
Trophies
  • Gold · PlayStationKnives Out
  • Achievement · XboxKnives Out
  • Achievement · SteamKnives Out
Report an issue
Dashing DadAchievementMissablePoint of no returnNG+1
Location
The River · Credits – Pops at the credits if the clock is under 3:00; each save slot shows the time so far.
Why you can lose it
Reaching the credits at 3:00 or later loses it for this run; reload a save from before the slow stretch. With no such save left, it takes another New Game+ run from a completed-story save.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
Trophy for finishing the story within 3 hours.
Trophies
  • Silver · PlayStationDashing Dad
  • Achievement · XboxDashing Dad
  • Achievement · SteamDashing Dad
Report an issue
Don't Trust That Snake OilAchievementMissablePoint of no returnNG+1
Location
The River · Credits – Pops at the credits if no more than four recovery items were used in this run.
Why you can lose it
A fifth recovery item loses it for this run; reload a save from before you used it. With no such save left, it takes another New Game+ run from a completed-story save.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
Trophy for finishing the story with four or fewer recovery items used.
Trophies
  • Gold · PlayStationDon't Trust That Snake Oil
  • Achievement · XboxDon't Trust That Snake Oil
  • Achievement · SteamDon't Trust That Snake Oil
Report an issue
Frugal FatherAchievementMissablePoint of no returnNG+1
Location
The River · Credits – Pops at the credits if this run's spending at the Duke stayed at 10,000 Lei or less.
Why you can lose it
Spending past 10,000 Lei loses it for this run; reload a save from before the purchase. With no such save left, it takes another New Game+ run from a completed-story save.
Point of no return
Reaching the credits of run 2: the four restricted-run trophies are judged on this run's counters.
Summary
Trophy for finishing the story with 10,000 Lei or less spent.
Trophies
  • Silver · PlayStationFrugal Father
  • Achievement · XboxFrugal Father
  • Achievement · SteamFrugal Father
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Run 2 is judged at the credits

The four trophies pop with the credits only if every counter held, and a broken counter can be repaired only from a save made before it broke (the Altar save from before the last fight is the latest). The rows at risk are Blow the Armory wall without catching the daughter in the blast, Stop the grinder by its orange points; don't shoot the two armoured enemies, Sturm with the knife only, Vehicle guns only until thrown out, then knife only, Backup save; three strikes on the giant roots, then check the counter, Uriaș Străjer with the knife only, no target locator, and the four trophies: Knives Out, Dashing Dad, Don't Trust That Snake Oil and Frugal Father. Keep your Altar and Scrapheap saves until all four have popped.

Save a new completed-story fileQuest stepNG+1
Location
The River · Credits – After the credits, accept the completed-story save again and put it in a new slot; keep run 1's too. Keep the Altar save from before the last fight as well: run 3's preparation starts there.
Summary
Keep it: run 3's preparation starts from the Altar save before it, with the Lei this run's treasures brought in.
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Run 3: New Game+ on Village of Shadows

New Game+ on the hardest difficulty: Timber in the opening attack, the story again for the Village of Shadows trophies, then one reloaded save for the last recipes and weapon parts.

Run 3 plays the story again on Village of Shadows, the hardest difficulty, which opens once the story has been finished. It is for three things: Timber in the opening lycan attack, the Village of Shadows clear (Universe's Best Dad, with World's Best Dad alongside), and after the credits a reload of a late save from this run for the last recipes and weapon parts. Keys, puzzles, doors and collectible spots match run 1, so the story is four rows that send you back to run 1's sections and name only what changes; a handful of ammo and material spots differ, and supplies aren't listed. Enemies have more health, hit harder, come in larger numbers and drop much more Lei. The typewriters stand where they did in run 1, but the game's own checkpoints may be fewer: save by hand often, in a fresh slot each time.

Infinite-ammo prep: fully upgrade the S.T.A.K.E., buy its infinite ammo, reload; buy Dragoon infinite ammoQuest stepNG+2
Location
The Village · Altar – The Lei comes from banking: in run 1 buy only cases and recipes, and in run 2 sell every treasure and spend no more than 10,000. After the run 2 credits, load your last run 2 save at the Altar, before the final fight, sell spare treasures and weapons, have the Duke sell you the S.T.A.K.E. and save in a new slot. Buy both its parts and every Gunsmithy upgrade, save in a second slot, quit to the main menu and buy its infinite ammo in the Extra Content Shop (120,000 CP), then load the first slot: the Lei for the parts and upgrades is back, and the plain gun still fires without end. The Dragoon (30,000 CP in the shop, collected from the Duke) has no upgrades, so its infinite ammo (50,000 CP) is on sale as soon as you own it. Then win the final fight again and accept the completed-story save, so this run starts with the S.T.A.K.E. in your case. That is 200,000 CP in all; the four run 2 trophies' challenges and The Mercenaries' challenges add CP if you are short. If the Lei still falls short, start run 3 with the Dragoon and the grenade launcher on infinite ammo (both need no upgrades) and do the same trick at any Duke later in run 3, where enemies drop far more Lei.
Summary
Unlimited S.T.A.K.E. rounds: the magnum the Duke sells only in New Game+, without keeping its full upgrade. The weapon this run is planned around: it needs about 2.1 million Lei on hand, of which the 300,000 for the gun stays spent.
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Start New Game+ on Village of Shadows from the completed saveQuest stepNG+2
Location
Main Menu · Load Game – From the main menu, open Load Game and pick your newest completed-story save, then choose Village of Shadows as the difficulty; only a completed-story save carries your gear into the new run. If you bought infinite ammo, switch it on under Options, Game Settings: it doesn't block trophies.
Summary
There is no New Game+ menu entry: loading a completed-story save is how it begins.
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Stay on Village of Shadows

After a few deaths the game may offer an easier difficulty. Turn it down every time: this run's trophy wants Village of Shadows from start to finish. From the game-over screen you can also go straight to the Duke for healing items.

Village of Shadows: the opening attack

The first lycan you meet after picking up the knife and handgun hits very hard: guard at once or shoot it down fast. In the big attack that follows, the two-storey house where run 1's shotgun lay is a good place to hold out, shooting whatever comes through the door until the attack ends with a scene. For Timber the hammer lycan has to fall before that scene, so the house is the fallback once he is down.

TimberHidden spoiler – activate to revealAchievementNG+2Minor spoiler
Location
The Village · East Old Town – The attack is run 1's, in East Old Town (section 01). Late in it Uriaș, the giant lycan with the hammer, joins, and he must die before the scene that ends the attack; on this difficulty he has far more health. Keep the infinite-ammo S.T.A.K.E. on him from the moment he arrives; without it, use the grenade launcher, or the shotgun as he walks past the red barrels. No typewriter comes before the attack, so if the scene plays first, load the completed-story save and start the run again. If you begin without the S.T.A.K.E., take Timber first on a throwaway New Game+ start on Casual with the grenade launcher, quit once he is down, then begin this run.
Summary
Trophy for killing Uriaș during the first lycan attack.
Trophies
  • Bronze · PlayStationTimber
  • Achievement · XboxTimber
  • Achievement · SteamTimber
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Typewriter: ChurchAreaNG+2
Location
The Village · Church – After the attack, go through the gate the old woman opens, past the Maiden of War and through the Graveyard to the church beyond it, as in run 1. The typewriter is on the table in the back corner.
Summary
The first save point of the run.
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Typewriter: Luiza's HouseAreaNG+2
Location
The Village · Luiza's House – Take the Maiden Crest in the church and go on to Luiza's House as in run 1; on this difficulty an armoured lycan can be waiting in the field in front of it. Inside, the typewriter is on the big cabinet in the entrance hall.
Summary
A save point in the house's entrance hall.
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Typewriter: Merchant's RoomAreaNG+2
Location
Castle Dimitrescu · Merchant's Room – Through the crest gate and the mine, enter the castle as in run 1 (section 02). The typewriter is on the corner table of the Merchant's Room, where the Duke keeps shop inside the castle.
Summary
The first castle save point, beside the Duke's shop.
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Village of Shadows: the first daughter

The first of the castle's daughters to fight you brings company on this difficulty: extra blood creatures join that fight. Back off into the dungeon corridor to heal.

Typewriter: Terrace RoomAreaNG+2
Village of Shadows: the lady of the castle

When she chases you through the dungeon, one more enemy waits down there: don't get caught between the two. In the fight on the castle roof she is faster and tougher; when the swarm of insects comes, stand inside the small watchtower on the roof.

Run 3: The village and Castle DimitrescuHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Castle Dimitrescu · Castle Path – From East Old Town after the attack, play on as in run 1, sections 01 to 03: the two crests and the gate, the mine, the castle's four masks and the fight on the roof, then out onto the Castle Path with the flask. Skip the optional fights; they earn nothing this run needs. If your case holds no S.T.A.K.E., the Duke sells it in New Game+ from his stall at the Vineyard onward.
Summary
The first stretch of the story on Village of Shadows, from the village to the end of the castle.
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Typewriter: Craftsman's HouseAreaNG+2
Location
The River · Craftsman's House – Walking down the Castle Path from the castle, the first hut on your right is the Craftsman's House; the typewriter is on the table by its north wall.
Summary
A save point in the first hut on the path out of the castle.
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Typewriter: AltarAreaNG+2
Location
The Village · Altar – Follow the story on through the caves and along the Lone Road to the big gate at its end, as in run 1 (section 04). At the Altar the typewriter is on the small table next to the Duke's wagon.
Summary
The village hub's save point, beside the Duke.
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Typewriter: Doll WorkshopAreaNG+2
Location
House Beneviento · Doll Workshop – Through the garden to House Beneviento as in run 1 (section 05). Inside, ride the elevator off the ground-floor hall down to the basement; the typewriter is on the desk in the Doll Workshop's south-west corner.
Summary
The save point inside House Beneviento.
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Typewriter: Gardener's HouseAreaNG+2
Location
Beneviento Garden · Gardener's House – Once out of House Beneviento, go up to the Gardener's House on the hill above the garden; the typewriter is on the table beside the bed.
Summary
The save point of the garden.
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Typewriter: Windmill ShackAreaNG+2
Location
Moreau's Reservoir · Windmill Shack – From the Altar, open the East Old Town gate with the Four-Winged Unborn Key as in run 1 (section 07); on this difficulty a second Vârcolac roams the south-east part of East Old Town. Follow the stream south, smash the two slime walls and climb the ladder: the typewriter is on a table in the windmill's south-east corner.
Summary
The save point at the windmill above the reservoir tunnels.
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Typewriter: GatehouseAreaNG+2
Location
Moreau's Reservoir · Gatehouse – Down the Windmill Elevator and through the tunnels, take the boat out onto the reservoir as in run 1; keep to dry land and climb the snowy path to the Gatehouse. The typewriter stands on the metal shelves next to the Duke in its southern room.
Summary
The save point of the reservoir, beside the Duke.
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Run 3: House Beneviento and Moreau's ReservoirHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Moreau's Reservoir · Moreau's Reservoir – From the Castle Path, play on as in run 1, sections 04 to 07: the caves and the Lone Road to the Altar, the red-chimney house and its gate, House Beneviento, then East Old Town and the reservoir up to the fight with Moreau. House Beneviento plays as before; lycan archers watch the bridge between the Altar and the Ceremony Site, and a second Vârcolac roams the south-east of East Old Town. Moreau has far more health and deadlier acid: shelter under the roofs when it rains down.
Summary
The second stretch: the Altar, House Beneviento and the reservoir.
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Typewriter: Stronghold Entry HallAreaNG+2
Location
The Stronghold · Entry Hall – Place the Arms Flask at the Altar and open the Graveyard door with the Six-Winged Unborn Key, as in run 1 (sections 08 and 09). Past the two gate levers, the typewriter is on a barrel at the foot of the Entry Hall stairs.
Summary
A save point just inside the Stronghold.
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Village of Shadows: the Stronghold

More lycans fill the Stronghold, a second large one among them on the Main Hall's upper floor; mines and pipe bombs help. The giant at the end calls more lycans in during the fight, and this is where the grenade launcher stops being enough: switch to the S.T.A.K.E.

Typewriter: Small CavernAreaNG+2
Location
The Stronghold · Small Cavern – Through the Stronghold as in run 1, squeeze through the crack beside the goat into the Small Cavern; the typewriter rests on a barrel in the southern chamber's south-east corner. Save in a spare slot here.
Summary
The save point before the Stronghold's big fight.
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Typewriter: Ancient BridgeAreaNG+2
Location
Heisenberg's Factory · Ancient Bridge – After the Stronghold, set the Giant's Chalice in the Ceremony Site as in run 1 and follow the passage under the sunken platform out onto the stone bridge; the typewriter is on a barrel by its north-east end.
Summary
The first save point of the factory, before you go in.
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Typewriter: Factory ElevatorAreaNG+2
Location
Heisenberg's Factory · Elevator – Once the chase in the factory drops you to the lower floors, climb the ladder and turn right as in run 1 (section 10): the Duke sits in a large cargo elevator, with the typewriter on a small round table beside him.
Summary
The factory's main save point, on the Duke's cargo elevator.
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Village of Shadows: the factory

A heavily armoured Soldat guards the Foundry on this difficulty, and a few extra Soldats patrol the lower floors and walkways. Each drops a valuable crystal heart.

Typewriter: ScrapheapAreaNG+2
Location
Heisenberg's Factory · Scrapheap – With the key cast in the factory, open the B1 door and fight through to the Scrapheap as in run 1 (section 11); the typewriter stands in the middle of the room once the cutscene there ends.
Summary
The last save point before the factory's final fight.
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Run 3: The Stronghold and the factoryHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Heisenberg's Factory · Back Yard – From the reservoir, play on as in run 1, sections 08 to 11, up to the fight in the factory's Back Yard: the Arms Flask at the Altar, the Graveyard door, the Stronghold and its giant, the Giant's Chalice, then the factory. Sturm keeps the weak point on his back covered, so shoot the propeller instead, and extra enemies join that chase. Heisenberg has far more health: hit the red spots with the machine gun to stagger him and fire the rocket when he charges.
Summary
The third stretch: the Stronghold, the Ceremony Site and the factory to its last fight.
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Village of Shadows: the burning village

The stretch through the burning village after the factory is the hardest of the run, and your strongest infinite-ammo gun (the Dragoon) is the one for it. Guard while you run to the house you have to mark, and call the strikes from the ladder behind the house with the red chimney. Before you drop into the cave, take the healing items there; flash grenades buy time for each Target Locator charge against the giant below.

Run 3: The last stretch and the final fightHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
The River · Beyond the Ceremony Site – From the factory's Back Yard, play the rest of run 1's section 11: the burning village, the giant under it, the lab, the last stop at the Altar and the final fight. At the Altar, save in a slot of its own before you squeeze through: the steps after the credits load it. The final fight has far more health, its spider-like form is the dangerous one, and guarding does little on this difficulty, so carry plenty of healing. After the credits, accept the completed-story save again.
Summary
The end of the story on Village of Shadows, then the credits.
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Universe's Best DadAchievementNG+2
Location
The River · Credits – Pops with the credits when the whole run was played on Village of Shadows. Decline every offer of an easier difficulty along the way: taking it can cost this trophy for the run.
Summary
Gold trophy for finishing the story on Village of Shadows.
Trophies
  • Gold · PlayStationUniverse's Best Dad
  • Achievement · XboxUniverse's Best Dad
  • Achievement · SteamUniverse's Best Dad
Report an issue
World's Best DadAchievementNG+2
Location
The River · Credits – Pops alongside Universe's Best Dad: the difficulty trophies stack, so a Village of Shadows clear also counts for Hardcore.
Summary
Silver trophy for finishing the story on Hardcore or higher.
Trophies
  • Silver · PlayStationWorld's Best Dad
  • Achievement · XboxWorld's Best Dad
  • Achievement · SteamWorld's Best Dad
Report an issue
Extra Content Shop: buy the Rocket PistolQuest stepNG+2
Location
Main Menu · Extra Content Shop – From the main menu, open Bonuses, then the Extra Content Shop, and buy the Rocket Pistol for 80,000 CP. As with every shop weapon, you then collect it from the Duke in the game, on older saves too.
Summary
The Village of Shadows clear puts the Rocket Pistol on sale; its ammo recipe is the last one the recipe trophies need.
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Buy the Rocket Pistol, the Magnum, Rifle and Rocket Pistol Ammo recipes and the last parts; craft one of each recipeQuest stepNG+2
Location
The Village · Altar – Load the run 3 save you made at the Altar before the final fight (any run 3 save beside the Duke will do) and sell spare treasures if Lei runs short. Collect the WCX and buy any missing V61 Custom, SYG-12 or S.T.A.K.E., then the Rocket Pistol and its ammo recipe, and the Magnum Ammo and Rifle Ammo recipes, which appear once you own a magnum and the WCX. Buy every part you haven't fitted and fit each one on its gun; finally craft one of each of the 11 recipes.
Summary
Rounds off the recipes and the weapon parts on a reloaded save of this run, so no fourth run is needed.
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ArtisanAchievementNG+2
TinkererAchievementNG+2
Location
The Village · Altar – Pops once each of the 11 recipes has been crafted at least once.
Summary
Trophy for crafting every one of the 11 recipes at least once.
Trophies
  • Bronze · PlayStationTinkerer
  • Achievement · XboxTinkerer
  • Achievement · SteamTinkerer
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Veteran GunsmithAchievementNG+2
Location
The Village · Altar – Pops when the last of the 22 parts goes onto its gun; a part that is bought but not fitted doesn't count.
Summary
Trophy for fitting all 22 weapon parts on their guns.
Trophies
  • Bronze · PlayStationVeteran Gunsmith
  • Achievement · XboxVeteran Gunsmith
  • Achievement · SteamVeteran Gunsmith
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Lucky Number 7AchievementNG+2
Location
The Village · Altar – On the same save, with the shopping done, buy or sell until your Lei sits at a round thousand, such as 7,000. Then craft Rifle Ammo and sell it to the Duke at 7 Lei a round until you hold exactly 777, 7,777 or 77,777: from 7,000, 111 rounds bring you to 7,777.
Summary
Trophy for holding exactly 777, 7,777 or 77,777 Lei.
Trophies
  • Bronze · PlayStationLucky Number 7
  • Achievement · XboxLucky Number 7
  • Achievement · SteamLucky Number 7
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The Mercenaries

The eight base stages of the arcade mode, from The Village to The Mad Village II: an S rank on each for Legendary Cowboy, with Combo King on the way.

The Mercenaries is a score-attack mode of eight ranked stages. It opens once you have bought it in the Extra Content Shop after your first credits; from then on it is started from the main menu under Bonuses, The Mercenaries. Only The Village is open at first, and each stage opens the next. Two trophies live here: Combo King for a chain of 30 kills and Legendary Cowboy for an S rank on every stage. Stages can be replayed from the menu as often as you like and the best rank is kept, so nothing in this section can be missed. The rows follow the unlock order.

How a stage scores

A stage is a run of areas. In each one, kill the required number of enemies to make the goal appear, then reach it; time left on the clock and the Lei you carry both add to the score. You shop at the Duke before the first area and between areas, and the starting room's ammo refills after each area. Yellow orbs add 30 seconds; blue orbs let you pick one of three abilities that lasts for the rest of the stage. Kills close together build a combo that adds time and points, and it starts with your first kill, so take nearby orbs before firing. If you die, the score reached so far is still ranked: an S banked early stays banked.

Plan for the four stage I runs

Sell the shotgun shells and most of the handgun ammo to the Duke, buy one strong gun and spend your Lei upgrading it; the F2 Rifle is the usual pick, the SYG-12 shotgun another. Buy a capacity upgrade before you reload, because it refills the magazine. Selling what you won't use helps the score too, since Lei in hand counts, though the Duke sells items one at a time. On each of these four stages a first B adds 5,000 Lei to your starting money, so a B run before the S attempts pays off.

Which character

Every stage is planned with Ethan. With the Winters' Expansion installed, Chris Redfield can also be picked and is much stronger, but it is not confirmed that ranks earned with him count for Legendary Cowboy.

The eight base stages: what opens each one and the points for S and SS. A sheet in the Duke's room shows the targets of the stage you are on.
StageOpens withSSS
The Villageopen from the start630,000756,000
The CastleA on The Village1,470,0001,764,000
The FactoryA on The Castle1,080,0001,296,000
The Mad VillageA on The Factory1,485,0001,782,000
The Village IIA on The Mad Village516,000650,000
The Castle IIB on The Village II851,0001,073,000
The Factory IIB on The Castle II545,000690,000
The Mad Village IIB on The Factory II658,000796,000
The Village: S RankQuest step
Combo KingAchievement
Location
The Mercenaries · The Village – It pops when the combo counter reaches 30, on any stage: keep each kill close behind the last. The chains an S on The Village takes usually get you there along the way; if not, replay the stage until one does.
Summary
Trophy for a combo of 30 or more in any stage.
Trophies
  • Bronze · PlayStationCombo King
  • Achievement · XboxCombo King
  • Achievement · SteamCombo King
Report an issue
The Castle: S RankQuest step
Location
The Mercenaries · The Castle – Opens with an A on The Village. Four areas; reach 1,470,000 points. With the S, the Execution ability is in the blue-orb draws.
Summary
S rank (1,470,000 points) on the second stage; A opens The Factory.
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The Factory: S RankQuest step
Location
The Mercenaries · The Factory – Opens with an A on The Castle. Two areas; reach 1,080,000 points. With the S, the Lightning Speed ability is in the blue-orb draws.
Summary
S rank (1,080,000 points) on the third stage; A opens The Mad Village.
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The Mad Village: S RankHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Mercenaries · The Mad Village – Opens with an A on The Factory. Reach 1,485,000 points. The last area ends with a boss, so keep shotgun shells back for it instead of selling them all. With the S, the Masamune ability is in the blue-orb draws.
Summary
S rank (1,485,000 points) on the fourth stage; A opens The Village II and, with the Winters' Expansion, The Bloody Village.
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Plan for the four II stages

The II stages use the same maps and enemy spawns as stage I, but you start in a different room with a different kit, and Ethan's Duke sells no shotgun or sniper rifle. He does stock the GM 79 launcher, the Wolfsbane magnum, flashbangs, explosive rounds, mines and pipe bombs. Two plans work. Either upgrade the handgun, keep the Wolfsbane for big enemies and use mines and pipe bombs on armoured ones; or sell the handgun, carry the GM 79 and flashbangs, and fight with the knife once a blue orb offers Masamune (with Blade Master if it comes), restarting until an orb near the start offers it. Lycans with caged heads take two explosive rounds before they go down, and repeated flashes keep the daughters in check.

The Village II: S RankQuest step
Location
The Mercenaries · The Village II – Opens with an A on The Mad Village. Same map as The Village, three areas; reach 516,000 points with one of the II-stage plans above.
Summary
S rank (516,000 points) on the hard Village; B opens The Castle II.
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The Castle II: S RankQuest step
The Factory II: S RankQuest step
Location
The Mercenaries · The Factory II – Opens with a B on The Castle II. Two areas; reach 545,000 points. A long combo through the first area can bank the S before the harder second one, and dying after that keeps it.
Summary
S rank (545,000 points) on the hard Factory; B opens The Mad Village II.
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The Mad Village II: S RankQuest step
Location
The Mercenaries · The Mad Village II – Opens with a B on The Factory II. Reach 658,000 points. As on The Factory II, aim to bank the S with long combos in the first two areas, before the hard final stretch; a death afterwards still counts the score.
Summary
S rank (658,000 points) on the hard Mad Village, the last base stage.
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Legendary CowboyAchievement
Location
The Mercenaries · The Mad Village II – It pops once all eight base stages hold an S or better, here with The Mad Village II. With the Winters' Expansion installed it isn't settled whether the two Bloody stages are part of "every stage"; if it hasn't popped after the eighth S, the S ranks on The Bloody Village and The Bloody River in the Additional Orders section cover that reading.
Summary
Trophy for an S rank or better on every stage.
Trophies
  • Silver · PlayStationLegendary Cowboy
  • Achievement · XboxLegendary Cowboy
  • Achievement · SteamLegendary Cowboy
  • Platinum · PlayStationEthan Winters
Report an issue
SS Rank on Every Base StageQuest step
Location
The Mercenaries – Replay each base stage until it holds an SS; the SS scores are in the table at the top of this section. The same plans work, with longer combos and more Lei held at the end.
Summary
SS on all eight base stages opens the LZ Answerer in the Extra Content Shop; no trophy needs it.
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LZ AnswererWeapon
Location
Extra Content Shop – From the main menu, Bonuses, Extra Content Shop: it costs 70,000 CP. After buying it, the Duke stocks it in the story for a small amount of Lei. It can't be used in The Mercenaries. It is a strong pick for a knife-only run.
Summary
A melee weapon for the story, sold in the Extra Content Shop once every base stage has an SS.
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The Mercenaries: Additional Orders

The two Bloody stages of the Winters' Expansion: finish each for its trophy, then take an S rank on both.

The Winters' Expansion adds two stages to The Mercenaries, The Bloody Village and The Bloody River, each with a harder II version, plus three more playable characters. Pick them from The Mercenaries under Bonuses in the main menu. Two trophies are here, one for finishing each normal stage. The plan then takes an S rank on both normal stages as well, in case Legendary Cowboy counts them. As in the base mode, every stage replays from the menu, so nothing here can be missed.

Bring Chris

Chris Redfield is open from the start once the expansion is installed, and he is much the strongest pick for these stages. He starts with the USM-AI pistol, the Dragoon rifle on the normal stages, Tactical Gloves, the Karambit and two flash grenades, and his Duke sells the Target Locator for the biggest targets. Use the flame barrels on the first Vârcolac and on the two Uriaș, and grenades on Soldat Jets that bunch together.

The Bloody Village: A RankHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
The Mercenaries · The Bloody Village – It opens with an A on The Mad Village, which the base S ranks already give. Pick Chris and reach 745,000 points. The first area has two Uriaș; the third brings an Uriaș Strajer and armoured Soldat Panzers.
Summary
A rank (745,000 points) on the first expansion stage; it opens The Bloody River.
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Village of BloodAchievementDLC: Winters Expansion
Location
The Mercenaries · The Bloody Village – It pops when you clear the stage. Reach the last goal with B or better: the A run covers it, as long as you finish the stage rather than die after banking the rank.
Summary
Trophy for finishing The Bloody Village.
Trophies
  • Bronze · PlayStationVillage of Blood
  • Achievement · XboxVillage of Blood
  • Achievement · SteamVillage of Blood
Report an issue
The Bloody River: ClearHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
The Mercenaries · The Bloody River – It opens with an A on The Bloody Village. Four areas: the third opens with Moreau, so keep the Target Locator or your strongest gun ready for him. The fourth runs through most of Castle Dimitrescu above the basement, holds 100 enemies and ends with the three daughters in the goal room. Reach that goal with 420,000 points or more.
Summary
Finish the second expansion stage, with B (420,000 points) or better.
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River of BloodAchievementDLC: Winters Expansion
Location
The Mercenaries · The Bloody River – It pops when the run reaches the last goal. As with The Bloody Village, finish the stage with B or better rather than banking a rank and dying.
Summary
Trophy for finishing The Bloody River.
Trophies
  • Bronze · PlayStationRiver of Blood
  • Achievement · XboxRiver of Blood
  • Achievement · SteamRiver of Blood
Report an issue
Unlock Karl HeisenbergHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
The Bloody Village: S RankHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
The Mercenaries · The Bloody Village – Replay The Bloody Village with Chris and reach 1,117,500 points. Long combos and selling spare ammo to the Duke between areas (Lei in hand counts) close the gap from an A; dying after the S is banked keeps it.
Summary
S rank (1,117,500 points) on The Bloody Village, in case Legendary Cowboy counts the expansion stages.
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The Bloody River: S RankHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
The Mercenaries · The Bloody River – Replay The Bloody River with Chris and reach 1,575,000 points. The S also unlocks Alcina Dimitrescu as a character. If Legendary Cowboy still hasn't popped once both Bloody stages hold an S, the II versions of these stages may be part of it too.
Summary
S rank (1,575,000 points) on The Bloody River; it also makes Alcina Dimitrescu playable.
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The Bloody Village II: S RankQuest stepDLC: Winters Expansion
Location
The Mercenaries · The Bloody Village II – It should open once The Mad Village II is cleared with a B or better. It may count toward Legendary Cowboy's "every stage": if that trophy is still missing after the S ranks above, take an S here too.
Summary
The hard version of The Bloody Village; no trophy is known to need it.
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Shadows of Rose: The Castle

Start the expansion's story on Hardcore, gather the three masks across the castle, craft one of every item, then place the last mask and win the fight that follows.

Shadows of Rose is the story half of the Winters' Expansion, played only over the shoulder. This first chapter is a remixed Castle Dimitrescu: find the Bronze, Silver and Gold Masks for the statue in the Main Hall. There is no merchant and no Lei, ammunition is scarce, and running past enemies is often the better choice. The chapter holds 9 of the expansion's 19 files, two optional handgun parts, two Pipe Bombs and all three Rusted Scrap, so it is also where Craftsmaster is earned. Saving uses typewriters, as in the main game. Nothing here can be fetched later once the Gold Mask goes on.

Item spots are mapped on Standard

This plan plays the expansion once, on Hardcore, for all five of its trophies. The pickup spots below are the Standard ones. Files, key items, weapons and puzzles should stay where they are, but loose ammunition and crafting materials may differ on Hardcore. Save often and avoid fights the route doesn't need: two of the bosses ahead call for your guns.

Start Shadows of Rose on HardcoreQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Laboratory – From the main menu, open Bonuses and pick Shadows of Rose from the extra games; it needs the Winters' Expansion (or the Gold Edition). Choose Hardcore: the difficulty trophies stack, so one Hardcore clear also gives the Casual and Standard ones. You wake in the Laboratory under the castle.
Summary
Begins the expansion's story. One clear on Hardcore earns all three of its difficulty trophies.
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File: The Megamycete TheoremCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Laboratory – It is pinned to the small whiteboard right next to the Laboratory door, where you start. Read it before you leave the room.
Why you can lose it
Read it now, before you fit the Switch Handle: the cell block may not open again after the gate run, and the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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File: How to Preserve RabbitsCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Treatment Room – Leave the Laboratory and follow the corridor past a girl locked in a cell who begs for help. Go down the stairs through the Connecting Passage to the Treatment Room, where Rose's name is smeared on a wall. The file lies on the table in the east corner of the main north-west room.
Why you can lose it
Read it now, before you fit the Switch Handle: the cell block may not open again after the gate run, and the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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Cell KeyKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Treatment Room – Carry on round the Treatment Room through its only other exit into the south-east room. The key hangs on a hook in that room's south-east corner.
Summary
Opens the cell with the girl in it.
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Open Cell 3 and follow the girl through the crawlspaceQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Cell 3 – Go back up to the girl's cell, Cell 3, and unlock it with the Cell Key. Follow her to the Treatment Room, where she helps you lift a body bag aside; crawl through the gap it uncovers into the Cells.
Requires
Summary
The girl in the cell shows you the way on into the Cells.
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Switch HandleKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Maintenance Storage – The gate out of the Cells is shut and its handle is gone. Enter the one cell that stands open and crouch through to the Maintenance Storage: the handle sits on the old switch in the north-east room. Unlock the side door on your way out for a quick way back to the gate.
Summary
The missing lever for the gate out of the Cells.
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Open the Cells gate and run to the ParlorQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Cells – Fit the handle on the mechanism beside the gate, in the Cells' south-west corner. Face Eaters crawl out while it slowly opens and you have nothing to fight with: keep circling away from them. Once it is up, run and don't stop, through the cells, the Hall of War, the storage rooms and the Wine Cellar, until a cutscene brings you to the Parlor.
Summary
A chase with no weapon, out of the dungeons and up into the castle.
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MichaelHidden spoiler – activate to revealNPCDLC: Winters ExpansionMajor spoiler
Location
Castle (Shadows of Rose) · Parlor – After the gate run you come round in the Parlor. From here on an unseen helper guides you with messages written on the walls and leaves supplies in rooms you have cleared.
Summary
Your unseen helper in the castle and beyond.
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File: The Liquid VoidCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Bedchamber – Go through the white and gold double doors off the Parlor into the Bedchamber. The file is on the centre table; come back out the same way.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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The Masked DukeHidden spoiler – activate to revealNPCDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Main Hall – Leave the Parlor by the brown door and follow the Northern Corridor round to the Main Hall. A cutscene shows the Masked Duke, who sends Face Eaters after you.
Summary
The masked master of this castle, who sets his creatures on you.
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LEMIWeaponDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Entrance Hall – Leave the Parlor by its brown door and follow the Northern Corridor to the Main Hall. After a cutscene Face Eaters come for you: run downstairs and out through the exit left of where the Duke's shop used to be, along the Southern Corridor to the Entrance Hall. The way out through the Carriage Gate is blocked, and the cutscene that follows gives you the handgun. Shoot the Face Eater in front of you; the ammo on the small table behind it is yours.
Summary
Your first gun, a handgun handed over in a cutscene.
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Typewriter: Castle Main HallAreaDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Main Hall – Walk back along the corridor and turn left into the Main Hall. The typewriter is on a small cabinet in the ground floor's south-east corner, beside the statue that wants three masks.
Summary
Save point by the mask statue; you come back here for every mask.
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Bolt CuttersKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Kitchen – From the Entrance Hall, walk back along the Southern Corridor to the Main Hall. Its stairs are blocked for now, so take the brown double doors at the far end of the hall into the Dining Room, then its single door through the Eastern Corridor to the Kitchen. A Face Eater lurks there. The cutters sit inside a wooden box in a corner of the north-east passage, beside the locked Back Storage door.
Requires
Summary
They cut the chain on the door from the Dining Room to the Courtyard.
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Cut the chain on the Dining Room door to the CourtyardQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dining Room – Return to the Dining Room: the Bolt Cutters snap the chain on its door out to the Courtyard.
Requires
Summary
Opens the Courtyard, the castle's crossroads for all three masks.
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File: I Tried to Combine Some ThingsCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Northern Stairwell – In the Courtyard, take the single brown door on the north side into the Northern Stairwell and climb to the upper floor. The note lies on the chest of drawers facing the top of the stairs.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files. Reading it teaches the First Aid Med and Handgun Ammo recipes.
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RW-Variant Flask 1Key itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Workshop – From the top of the Northern Stairwell go into the Library (two Face Eaters), on through the Waiting Room to the Atelier. Its floor is black void: climb the stairs and push the ladder down to cross. The only way on leads through the Secret Passage and the Attic to the Workshop, where the flask sits on a small set of metal shelves along the east wall.
Summary
Lets Rose focus her power on the red cores (Sclerotia), clearing the black void they feed and freeing what they wrap.
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File: On Mutamycete DisruptionCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Workshop – It lies on the workbench along the north side of the Workshop, near the flask.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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Typewriter: Castle WorkshopAreaDLC: Winters Expansion
Break every core you pass

From now on Rose can destroy the red cores: aim with her power and focus it. Each one destroyed counts toward It's Starting to Grow on Me (20 uses of her power), and many guard ammo, crafting materials or a shortcut. The Attic on your way back down has two: the one on the wall clears the void over a gunpowder pickup, and the other is wrapped round a vase of handgun ammo.

High-Capacity Mag.UpgradeMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Waiting Room – Head back down through the Attic and the Atelier to the Waiting Room. Destroy the core in the middle of the room that walls off the seating area on the north side; the part is in the weapons case on the table there.
Why you can lose it
Take it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
A LEMI part that enlarges its magazine.
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Bronze MaskKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Courtyard – From the Workshop, go back down through the Attic, the Atelier and the Waiting Room, then the Library (more Face Eaters, and cores guarding crafting items) and the Northern Stairwell to the Courtyard. Break the new core on the Courtyard steps if it blocks you, then destroy the core wrapped round the statue in its centre and take the mask from the top.
Summary
The first of the three masks for the Main Hall statue.
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Place the Bronze Mask on the Main Hall statueQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Main Hall – Go back through the Dining Room to the Main Hall. The Bronze Mask goes on the leftmost figure of the statue next to the typewriter.
Requires
Summary
The first mask goes on the statue beside the Main Hall typewriter.
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Hand-drawn MapKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Main Hall – Destroy the core on the Antechamber doors and the one hanging off the main staircase, then climb the stairs. The map lies on the floor beside a small green armchair at the top.
Summary
A sketch that marks where the Monocular Key is kept.
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RW-Variant Flask 2Hidden spoiler – activate to revealKey itemDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Armory – Destroy the core hanging off the Main Hall staircase and go up. Over the south-west balcony hangs a core that seals the Private Corridor: break it, and the Executioner bursts in. He can't be beaten yet, so run along the corridor into the Drawing Room, read the note on its table and crawl under the fireplace to the Armory. The flask is on a table in the Armory's north-west corner.
Summary
Adds a charged burst of Rose's power that stuns enemies, using a gauge of three stocks.
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Monocular KeyKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dressing Room – Crawl back to the Drawing Room, step out and turn right along the corridor to the Dressing Room. Two Face Eaters wait inside. The key is on the desk against the north wall.
Summary
A key with one eye: it opens the red-eyed door in the Courtyard and a locked case.
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File: On Movement DisruptionCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dressing Room – It lies on the same north desk in the Dressing Room as the Monocular Key.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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File: The Masked Duke's DiaryHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Salon – Get back to the Main Hall, staying clear of the Executioner, and go down to the ground floor. Destroy the core on the Antechamber doors if it is still there, cross the Antechamber and break the core on the Salon door. The diary is on the table in the Salon's north-west corner.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files.
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CompensatorUpgradeMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Salon – In the same Salon, a locked case rests on the chair on the south side: open it with the Monocular Key. If it isn't there, check the Parlor for the case.
Why you can lose it
Take it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
A LEMI part that steadies its recoil.
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Hall of Ablution statue puzzleQuest stepDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Hall of Ablution – Of the three doors along the South East Wing, the middle one with the glass panel leads into the Hall of Ablution; the other two are locked for now. Press the four figures in this order: the hanged one, the one with the blade, the drowned one, then the one pierced by arrows. A way down opens.
Summary
Opens the way down to the cellars where the Silver Mask is kept.
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Pipe Bomb: Main Cellar vaseHidden spoiler – activate to revealWeaponMissablePoint of no returnDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Main Cellar – Go down through the Small Torture Chamber to the Main Cellar, where the Executioner patrols: stay out of his sight. A core is wrapped round a vase between the pair of pillars at the room's centre; destroy it and take the Pipe Bomb from the vase.
Why you can lose it
Take it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
A thrown explosive, one of only two lying in the castle.
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Pipe Bomb: Isolated PassageConsumableMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Isolated Passage – Break the core on the passage from the Main Cellar to the Basement, then the one on the east side of the Basement to reach the Isolated Passage. The Pipe Bomb rests on a wooden crate at the passage's far east end, beside the mask statue. Take it before the mask.
Why you can lose it
Take it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
The second Pipe Bomb lying in the castle.
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Silver MaskHidden spoiler – activate to revealKey itemDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Isolated Passage – Below the Hall of Ablution, go through the Small Torture Chamber into the Main Cellar, keeping out of the patrolling Executioner's way. Destroy the core blocking the way to the Basement, then the one on the Basement's east side, and follow the Isolated Passage to its east end. The mask is on the statue there; the Executioner rises as you take it, so run straight back up.
Summary
The second mask for the Main Hall statue.
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Typewriter: Castle Guest RoomAreaDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Guest Room – Back in the Hall of Ablution, leave and turn right: the Guest Room door now opens. A typewriter may stand here; if it is not there, save at the Main Hall on your way to the next mask.
Summary
A save point that may be here after the cellar escape; one map shows none.
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File: Shotgun Shells Should HelpCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Terrace Room – Up from the cellars, leave the Hall of Ablution and turn right into the Guest Room. Go out by its single door onto the balcony, bear right and hop over the low stone walls to the Terrace Room. The note lies on the east side of the middle table with the first Rusted Scrap; keep the scrap for Craftsmaster. Unlock the Terrace door to open the other doors along the Hall of Ablution corridor.
Why you can lose it
Read it now: the castle is left behind for the rest of this run once the Gold Mask goes on the Main Hall statue.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
One of the 19 Shadows of Rose files. Reading it teaches the Shotgun Ammo and Pipe Bomb recipes.
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Snake PaintingKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Guest Bathroom – Go back into the Guest Room and through its double doors into the Guest Bathroom. The painting is on the table on the east side, straight ahead as you enter.
Summary
The missing piece of the picture puzzle in the Gallery.
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Place the Silver Mask on the Main Hall statueHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Main Hall – Leave the Guest Bathroom by its other door and head down the Southern Stairwell to the Courtyard. The Executioner and four Face Eaters now roam it: run past them through the Dining Room to the Main Hall, then fit the Silver Mask on the rightmost figure.
Summary
The second mask goes on the statue.
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Triocular KeyKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Gallery – Solving the paintings opens the bars at the south end of the Gallery; the key is in the small chest behind them.
Summary
A three-eyed key for the shotgun cabinet and the Opera Hall door.
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M1897WeaponDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dining Room – Go back down to the Dining Room. The Triocular Key opens the locked cabinet on the south side, and the shotgun is inside.
Summary
A pump-action shotgun, Rose's second and last gun.
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Gold MaskKey itemDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Opera Hall – Cross the Courtyard to the Northern Stairwell; the three-eyed door on the right opens with the Triocular Key into the Opera Hall, its floor drowned in void. Destroy the core between the north pillars (four Face Eaters rise), cross the new platform to break the core over the fireplace, then go upstairs. The small north-west room holds two Face Eaters and the second Rusted Scrap (keep it, or craft the Shotgun Ammo and a Pipe Bomb now); from the balcony, break the core hanging in the north-west corner to drop a bridge. The mask waits on the statue in the ground floor's north-west corner.
Summary
The last of the three masks. Taking it springs a trap.
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Escape the Duke's cage: destroy the three real coresHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Special Chambers – Taking the Gold Mask lands you in a cage in the Special Chambers, with a timer running. Messages on the walls give the hints: first the core lower than the barrel, third from the left in the bottom row; then the big core in the broken-wall alcove on your right, once you have shot the Face Eater that comes out; last, the one in the middle of the ceiling.
Requires
Summary
A timed puzzle: of the many cores around the cage, only three are real.
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It's Starting to Grow on MeAchievementDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Special Chambers – Each core destroyed counts. The route's own cores come to about 13 by the cage, so also smash the vase and birdcage cores you pass: two in the Courtyard, the Main Hall balcony, the Small Torture Chamber, the Isolated Passage, two in the Opera Hall and the Dungeon's east cell. With those the castle gives you more than 20 by the time the cage opens; if the trophy is still missing, keep breaking cores: there are more ahead.
Summary
Trophy for using Rose's power 20 times.
Trophies
  • Bronze · PlayStationIt's Starting to Grow on Me
  • Achievement · XboxIt's Starting to Grow on Me
  • Achievement · SteamIt's Starting to Grow on Me
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Typewriter: Castle DungeonAreaDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dungeon – Follow the passage out of the Special Chambers into the Dungeon. The typewriter is on a wooden table in the Dungeon's north-east corner, and fresh ammo waits on the box beside it.
Summary
Save point just past the cage.
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CraftsmasterAchievementMissablePoint of no returnDLC: Winters Expansion
Location
Castle (Shadows of Rose) · Dungeon – The third Rusted Scrap lies on the floor of the Dungeon's south-west cell. Now craft one of each: a First Aid Med (Herb and Chem Fluid), Handgun Ammo (Gunpowder and Chem Fluid), Shotgun Ammo (Gunpowder and Rusted Scrap) and a Pipe Bomb (Gunpowder, Herb and Rusted Scrap). These are the only three scrap mapped in the expansion, so never spend two on one recipe before both scrap recipes are done.
Why you can lose it
Craft all four before the Gold Mask goes on: all the Rusted Scrap mapped in the expansion is in the castle, and the two scrap recipes need it. Another run of Shadows of Rose would still earn it.
Point of no return
The Gold Mask goes on the Main Hall statue and you examine the lantern beside it. You are dragged away to the Execution Yard, and the castle stays behind for the rest of this run.
Summary
Trophy for crafting every type of item: First Aid Med, Handgun Ammo, Shotgun Ammo and Pipe Bomb.
Trophies
  • Bronze · PlayStationCraftsmaster
  • Achievement · XboxCraftsmaster
  • Achievement · SteamCraftsmaster
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Before the Gold Mask: finish the castle

Placing the Gold Mask and examining the lantern ends the chapter: you are carried off to a fight and the castle is gone for the rest of the run. Save at the Dungeon typewriter first, and make sure you have everything below. Files (9): The Megamycete Theorem (Laboratory), How to Preserve Rabbits (Treatment Room), The Liquid Void (Bedchamber), I Tried to Combine Some Things (Northern Stairwell), On Mutamycete Disruption (Workshop), On Movement Disruption (Dressing Room), The Masked Duke's Diary (Salon), The Gallery of Despair (South East Wing) and Shotgun Shells Should Help (Terrace Room). Trophy: Craftsmaster, with one of each of the four crafts done. Optional: the High-Capacity Mag. and the Compensator for the LEMI, and both Pipe Bombs (Main Cellar vase and Isolated Passage).

Place the Gold Mask and take the crystalHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
Castle (Shadows of Rose) · Main Hall – From the Dungeon, go up through the Back Storage into the Kitchen and on through the Dining Room to the Main Hall. Fit the Gold Mask on the bottom figure of the statue, then examine the lantern beside it.
Summary
The last mask completes the statue; what waits in the lantern is not what it seems.
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RW-Variant Flask 3Key itemDLC: Winters Expansion
Location
Execution Yard (Shadows of Rose) · Execution Yard – You wake in the Execution Yard and the Executioner fight starts at once. When its second stage ends, another gate drops. Run through to the north-west passage: the flask hangs on the wall in its north-west corner. Take it before the last stage: the refilled gauge pays for the stuns that finish him.
Summary
Adds a stock to Rose's power gauge and fills it up.
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ExecutionerHidden spoiler – activate to revealBossDLC: Winters ExpansionMinor spoiler
Location
Execution Yard (Shadows of Rose) · Execution Yard – The fight starts as soon as you wake in the yard. First stage: he walks after you to slam or grab; let the blow miss, or stun him with your power, and shoot the glowing spot on his chest. Second stage: Face Eaters pour through a gate (shotgun or Pipe Bomb), he sprints and swings wildly, and the weak spot moves to his leg; shoot it while he is mid-attack, and grab RW-Variant Flask 3 (above) when the next gate drops. Third stage: the spot is on his back; stun him and fire the shotgun at close range.
Summary
The castle's hulking enforcer, fought at last in a walled yard, in three stages.
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Shadows of Rose: The House

From the snowy garden path to the house basement: the doll puzzles without weapons, the run for the fuse, the stretch at doll size, a quiet memory of a home, and the fight in the Foyer.

The second chapter is mostly puzzles and stealth. Early on your guns and items are taken, but Rose's power stays, and nothing in the basement is meant to be fought. Four files here count toward the 19: one in the basement's first hall and three in the quiet home you reach later, which closes once you open its study drawer. The fight in the Foyer ends the chapter for good. Item spots are the Standard ones; supplies may differ on Hardcore.

Typewriter: House Elevator HallAreaDLC: Winters Expansion
Location
House (Shadows of Rose) · Elevator Hall B1 – You wake on a snowy path by the house garden with the bridge behind you down. Follow the path to the large grave, go through the red doors behind it and ride the elevator down; in the hall where it stops, the typewriter sits on a cabinet in the hall's south-east corner, on your left.
Summary
The first save point of the House chapter.
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File: Little Girl's DiaryCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
House (Shadows of Rose) · Elevator Hall B1 – When the castle chapter ends you wake on a snowy path by a house garden. Follow it to the large grave, go through the red doors behind it and ride the elevator down. The diary lies on the small desk in the north-west part of the hall where the elevator stops, across from its doors.
Why you can lose it
Read it on this first visit: the House closes for this run once the fight in the Foyer is over.
Point of no return
Going through the Living Room door into the Foyer and finishing the fight there.
Summary
One of the 19 Shadows of Rose files.
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No guns in the basement

Examining the caged crystal takes every weapon and item you carry. Rose's power still works, so cores can be destroyed, but the basement is solved with puzzles, not fights.

Examine the crystal in the Workshop (gear is taken)Quest stepDLC: Winters Expansion
Location
House (Shadows of Rose) · Workshop – The other doors of the first hall are locked, one of them waiting for a relief. Go on through the Main Corridor to the Workshop, the room full of stuffed toys, and examine the crystal in the cage. The lights go out and a stitched-up stuffed toy appears on the workbench.
Summary
Starts the basement puzzles; your weapons and items are taken here.
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ScissorsKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Study – From the Workshop, go left through the Medicine Room into the next corridor, past its locked door and through the broken wall; turn over the drawing you can pick up on the right-hand wall. It names the code spots in order (first the stuffed locker, next the bookshelf picture, last the cluttered desk): in the Study, the padlocked cupboard in the west corner opens with 024466.
Summary
Cuts open the stuffed toy on the Workshop bench.
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Relief of a ChildKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Workshop – Go back to the Workshop the way you came and use the Scissors on the stuffed toy on the workbench; the relief is inside. The lights go out again and a display with four empty slots takes the toy's place.
Requires
Summary
Opens the locked door in the Main Corridor.
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Doll (Pose 1)Key itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Workshop – Once the relief is out, the doll appears with a note on the little desk against the Workshop's east side, by the door to the Medicine Room.
Summary
The doll labelled Lucy, the first of four for the display puzzles.
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Doll (Pose 2)Key itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Storage Room – Go back into the Main Corridor and fit the Relief of a Child in the locked door to open the Storage Room. The doll stands on the three-slot display in the middle of the room.
Summary
The doll labelled Catherine.
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Jimmy's Room KeyKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Medicine Room – Take both dolls to the two-slot display in the middle of the Medicine Room: Lucy (Pose 1) on the left, Catherine (Pose 2) on the right. The key drops into the display's drawer; pick both dolls back up before you leave.
Summary
Opens the red door marked Jimmy's Room, off the Workshop.
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Doll (Pose 3)Key itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Old Well – In the Workshop, open the red door with Jimmy's Room Key. Destroy the core on the north side of the room, then climb down the well: the doll is at the bottom.
Summary
The unlabelled third doll.
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Black-haired DollKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Storage Room – Back on the Storage Room display, put Pose 3 on the left beside the present, Lucy up on the ladder's top and Catherine beneath her on the right. The doll comes out of the drawer; take all four with you.
Summary
The fourth doll, from the Storage Room display.
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Breaker Box KeyKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Workshop – On the four-slot display that replaced the toy in the Workshop, place from left to right: Lucy, Catherine, Pose 3, the Black-haired Doll. The key is in the drawer. A phone rings afterwards; answer it, then head back toward the elevator.
Summary
Opens the breaker box by the elevator.
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Fuse MapKey itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Elevator Hall B1 – Open the breaker box beside the elevator in the first hall with the Breaker Box Key. The fuse is missing; only this map is inside, marking the way to the Bedroom.
Summary
Shows the way to the missing fuse.
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FuseHidden spoiler – activate to revealKey itemDLC: Winters ExpansionMinor spoiler
Location
House (Shadows of Rose) · Bedroom – From the breaker box, go back through the Workshop and the Medicine Room to the Study. There a mannequin creeps closer whenever you look away, and its touch kills. Keep it in view while you back through the broken wall to the corridor door that is now open, down the short stairs and in at the first door; in the Kitchen, break the ceiling core with it in sight. The fuse is in the panel in the south corner of the Bedroom beyond.
Requires
Summary
The missing fuse for the elevator's breaker box.
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Fit the Fuse and ride the elevatorHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
House (Shadows of Rose) · Elevator Hall B1 – Taking the fuse brings the mannequin through the Bedroom door. Walk back past it facing it, then return the way you came; more mannequins join, so turn and stop them whenever they close in. In the Study the last one blocks the door: look away briefly to draw it aside, slip past, fit the fuse in the box and press the elevator button.
Summary
Gets you out of the basement.
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Typewriter: House Elevator Hall, shrunkAreaDLC: Winters Expansion
Location
House (Shadows of Rose) · Elevator Hall B1 – After the elevator ride you are tiny. The oversized typewriter stands on the floor of the hall's south corner, on your left as you start.
Summary
A save point for the stretch at doll size.
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The stretch at doll size, step by step
StepWhereWhat to do
1First corridorThe dolls see along a beam of light but can't hear you. A hit hurts but doesn't kill. Slip past the first doll by following it round the pillar.
2First doll roomGet past the pacing doll and the one circling the middle desk (hide under it if needed) to the ramp on the far side. At the top, wait for the upper doll to turn its back, cross the beam to the desk top and break the core.
3The corridor againDestroy the ceiling core: its birdcage falls and holds the dolls' attention. Hide in the alcove ahead, break the core behind you for a second cage and go on once they pass.
4Large roomClimb the ramp and drop down, then move round the room's edge from cover to cover. Under the central desk, break the core in front of you for a cage, then the core above the desk to clear the way out.
5Medicine RoomA giant mannequin breaks in. Stay hidden under the desk until it passes, then leave by the door it used.
6Connecting CorridorSage in the bin restores your power. Wait for the pacing doll to turn away and freeze the doll guarding the exit.
7KitchenMore sage under the bench. The giant mannequin bursts in by the core: circle round it, freeze the doll if needed, break the core and leave by the nearby door.
8Toward the BedroomWatch the doll circling at the corner. After the scene in the Bedroom, run: up the ramp and through the door, then destroy the core above and behind you, and keep going to the exit.
Sneak past the dolls to the Bedroom and escape the chaseHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
House (Shadows of Rose) · Basement (doll size) – After the elevator ride you are tiny. Crawl under the desk ahead, then follow the step-by-step table above: stay out of the dolls' light, drop birdcages with cores to distract them, and hide from the giant mannequin. The chase after the Bedroom scene ends once the core above the door is gone.
Summary
The stealth stretch at doll size, ending in a chase.
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Typewriter: Winters HomeAreaDLC: Winters Expansion
Location
Home (Shadows of Rose) · Entrance hall – After the chase you arrive in a family home with no enemies and no time limit. The typewriter is on the small table in the entrance hall, by the front door.
Summary
The save point in the quiet home.
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File: To-do ListCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Home (Shadows of Rose) · Living room – After the chase you arrive in a quiet family home with no enemies and no time limit. Downstairs, look on the small round table beside the living-room couch. If it isn't there, it may instead be the glowing note on a nightstand.
Why you can lose it
Read it before you open the study drawer with the Drawer Key: the drawer ends the visit to the home, and it can't be entered again this run.
Point of no return
Opening the study drawer in the home with the Drawer Key and reading the letter inside.
Summary
One of the 19 Shadows of Rose files.
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File: Mia's LetterCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Home (Shadows of Rose) · Upstairs landing – Go upstairs: the letter is on a round table where the landing ends, by the spare room's door.
Why you can lose it
Read it before you open the study drawer with the Drawer Key: the drawer ends the visit to the home, and it can't be entered again this run.
Point of no return
Opening the study drawer in the home with the Drawer Key and reading the letter inside.
Summary
One of the 19 Shadows of Rose files.
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File: Rose's Half BirthdayCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Home (Shadows of Rose) · Upstairs study – From the landing, pass through the parents' bedroom and by the crib into the small study. Examine the laptop on the desk to read it.
Why you can lose it
Read it before you open the study drawer with the Drawer Key: the drawer ends the visit to the home, and it can't be entered again this run.
Point of no return
Opening the study drawer in the home with the Drawer Key and reading the letter inside.
Summary
One of the 19 Shadows of Rose files; it hints at where the Drawer Key is.
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Drawer KeyKey itemDLC: Winters Expansion
Last look at the home

Opening the study drawer ends the visit, and the home can't be entered again this run. Before you use the Drawer Key, read the three files here: File: To-do List (living room), File: Mia's Letter (upstairs landing) and File: Rose's Half Birthday (the study laptop). The Typewriter: Winters Home (optional) by the front door closes with it, so save first if you like.

Open the study drawer and read the letterQuest stepDLC: Winters Expansion
Location
Home (Shadows of Rose) · Upstairs study – Use the Drawer Key on the drawer of the study desk and read the letter inside; a scene follows and the home is gone.
Requires
Summary
Ends the visit to the home.
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Outrun the spreading mold to the elevatorHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
House (Shadows of Rose) · Basement – Run ahead to the core at the end of the corridor, destroy it, then turn back up the stairs and go left. A Bunch of White Sage waits on the Medicine Room table; freeze the dolls thrown at you, and stun the mannequins that chase you. Clear the two cores facing each other at the corner of the Main Corridor and ride the elevator up.
Summary
A run back through the basement at full size, up to the ground floor.
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RW-Variant Flask 4Key itemDLC: Winters Expansion
Location
House (Shadows of Rose) · Living Room – The elevator opens on the ground floor; go into the Living Room. The flask stands on the central table of the room beside a First Aid Med.
Summary
The last power upgrade: one more stock on Rose's power gauge.
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Typewriter: House Living RoomAreaDLC: Winters Expansion
The Foyer ends the House

Going through the door from the Living Room starts the fight in the Foyer, and once it is over you leave the House for good. Have the File: Little Girl's Diary from the first basement hall and the RW-Variant Flask 4 from the Living Room table, and save at the Typewriter: House Living Room (optional) first.

Boss: The House FoyerHidden spoiler – activate to revealBossDLC: Winters ExpansionMinor spoiler
Location
House (Shadows of Rose) · Foyer – Go through the Living Room door into the Foyer. Stay low behind cover through each burst of blasts (usually three), then hit the boss with your power; when it vanishes, look for its blue glow. Near the end two cores appear by the stairs (follow the red veins): destroy them, climb to the landing behind cover, and after the last burst the guiding voice steps in for the final blow.
Summary
The chapter's boss; beaten with Rose's power, not guns.
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Shadows of Rose: The Deep Stratum

From the village path down into the pit: six files on the way to the Purifying Crystal, then the last fight, the ending and the three difficulty trophies.

The last chapter is short. A path through the village leads to a giant core, and below it lie the six files of this chapter, all on the way down. The scene at the Purifying Crystal closes the chapter, and from there it runs straight through a chase and the final fight to the credits, so read every file before you reach it. Item spots are the Standard ones; supplies may differ on Hardcore.

Typewriter: Deep Stratum, Behind a HouseAreaDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Behind a House – You come to behind a house in the village. The typewriter rests on a fallen cabinet beside the path, on its south side.
Summary
The first save point of the last chapter.
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Destroy the giant core in the Clearing and drop into the pitHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
Deep Stratum (Shadows of Rose) · Clearing – From where you wake, follow the path through the forest and the small yard toward the giant core you can see in the distance; a dark copy of Rose leads the way. On the Village Path and in the Clearing, bodies rise as Face Eaters, more as you near the core on the north side: stun them in groups, destroy the core and drop through the opening it leaves.
Summary
Opens the way down into the pit.
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Typewriter: Pit LaboratoryAreaDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Pit Laboratory – At the bottom of the drop, the laboratory's typewriter is by the main workbench, on its south side. The room also holds plenty of ammo, a First Aid Med and a Bunch of White Sage: take them before you go on.
Summary
The last save point before the final fight.
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File: On This Realm and Its LawsCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Pit Laboratory – Drop down from the Clearing into the Pit Laboratory; the file is on the small table in its south-west corner, next to a box of handgun ammo.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
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File: On the Recreation and Manipulation of MemoryCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Pit Laboratory – From the south-west table, go to the main workbench in the middle of the lab: the file lies on its east side.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
Report an issue
File: Recently Written ReportCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Pit Laboratory – Also on the main workbench's east side, beside the previous file.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
Report an issue
File: On Vessel SynthesisCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Pit Laboratory – From the workbench, look in the south-east corner of the lab: the file sits on the collapsed furniture there, with shotgun ammo.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
Report an issue
File: Wearily Scrawled NoteCollectibleMissablePoint of no returnDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Passageway – Leave the Pit Laboratory by the passage in its north-west corner. The note lies on the floor in the Passageway's north-east corner.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
Report an issue
File: Ritual TextHidden spoiler – activate to revealCollectibleMissablePoint of no returnDLC: Winters ExpansionMinor spoiler
Location
Deep Stratum (Shadows of Rose) · Cavern – The Passageway opens into the Cavern. At the monument of two goat-masked priests, the text lies on the pedestal.
Why you can lose it
Read it before you follow the path on to the Purifying Crystal: the scene there closes the Deep Stratum for this run, and the last fight and the ending follow.
Point of no return
Following the Cavern path to the Purifying Crystal and its scene.
Summary
One of the 19 Shadows of Rose files.
Report an issue
No way back from the crystal

Following the Cavern path to the Purifying Crystal starts a scene that closes the Deep Stratum for this run; a chase, the last fight and the credits come straight after. Before you go on, read the six files of this chapter: in the Pit Laboratory, File: On This Realm and Its Laws, File: On Vessel Synthesis, File: Recently Written Report and File: On the Recreation and Manipulation of Memory; then File: Wearily Scrawled Note (Passageway) and File: Ritual Text (Cavern pedestal). The Typewriter: Pit Laboratory (optional) is the last save; restock there too.

Reach the Purifying CrystalHidden spoiler – activate to revealQuest stepDLC: Winters ExpansionMinor spoiler
Location
Deep Stratum (Shadows of Rose) · Cavern – From the monument, follow the path on through the Cavern to the crystal; a scene plays as you reach it.
Summary
The goal of the whole chapter; the scene there leads into the last fight.
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Boss: Memories' EdgeHidden spoiler – activate to revealBossDLC: Winters ExpansionMinor spoiler
Location
Deep Stratum (Shadows of Rose) · Memories' Edge – After the crystal scene, follow the figure ahead through the Cavern and keep clear of the Face Eaters; the chase ends at Memories' Edge. You can now dodge, catch the glowing projectiles to refill your power, and use a strong power attack that stuns the boss (best after its spin attack): shoot it with the M1897 only while it is stunned, and pick up the handgun ammo that keeps appearing on the floor; near the end, help arrives for the last blow.
Summary
The final boss of Shadows of Rose.
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Green TeenAchievementDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Credits – Pops at the credits of any clear. On this Hardcore run it comes together with Serene Teen and Supreme Teen, since Hardcore is above both lower difficulties.
Summary
Trophy for finishing Shadows of Rose on Casual or higher.
Trophies
  • Bronze · PlayStationGreen Teen
  • Achievement · XboxGreen Teen
  • Achievement · SteamGreen Teen
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Serene TeenAchievementDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Credits – Pops at the same credits, as Hardcore counts as Standard or higher.
Summary
Trophy for finishing Shadows of Rose on Standard or higher.
Trophies
  • Silver · PlayStationSerene Teen
  • Achievement · XboxSerene Teen
  • Achievement · SteamSerene Teen
Report an issue
Supreme TeenAchievementDLC: Winters Expansion
Location
Deep Stratum (Shadows of Rose) · Credits – Pops at the same credits when the run was played on Hardcore.
Summary
Trophy for finishing Shadows of Rose on Hardcore.
Trophies
  • Gold · PlayStationSupreme Teen
  • Achievement · XboxSupreme Teen
  • Achievement · SteamSupreme Teen
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Trophies and Achievements

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

Three runs of the main game, The Mercenaries and the Winters' Expansion in sections 1 to 19 earn all of these. A collection trophy is listed at the section where this route finishes that collection, and the Winters' Expansion trophies don't count toward the Platinum.

All 57 trophies, with the section that earns each on this route
TrophyPlayStation gradePackSection
Ethan WintersPlatinum (PlayStation only)Base game15. The Mercenaries
Not Lycan This...BronzeBase game1. Run 1: The Prologue and the Village
Four LordsBronzeBase game2. Run 1: The Mine and Castle Dimitrescu
That Sucked!BronzeBase game3. Run 1: The Castle Masks and the Tower of Worship
Got No StringsBronzeBase game5. Run 1: House Beneviento
Fish Out of WaterBronzeBase game7. Run 1: Moreau's Reservoir
Up Urs!BronzeBase game9. Run 1: The Stronghold and the Ceremony Site
Temporary MeasuresBronzeBase game9. Run 1: The Stronghold and the Ceremony Site
Iron Giant DownBronzeBase game11. Run 1: The Factory Depths to the Credits
The Root of the MatterBronzeBase game11. Run 1: The Factory Depths to the Credits
Great DadBronzeBase game11. Run 1: The Factory Depths to the Credits
Best Dad EverBronzeBase game11. Run 1: The Factory Depths to the Credits
World's Best DadSilverBase game14. Run 3: New Game+ on Village of Shadows
Universe's Best DadGoldBase game14. Run 3: New Game+ on Village of Shadows
CrafterBronzeBase game1. Run 1: The Prologue and the Village
PatronBronzeBase game2. Run 1: The Mine and Castle Dimitrescu
Petty ThiefBronzeBase game2. Run 1: The Mine and Castle Dimitrescu
RepairerBronzeBase game3. Run 1: The Castle Masks and the Tower of Worship
HunterBronzeBase game4. Run 1: Back to the Village
Get the Ball RollingBronzeBase game3. Run 1: The Castle Masks and the Tower of Worship
Goooaaal!BronzeBase game1. Run 1: The Prologue and the Village
Squawk ShotBronzeBase game4. Run 1: Back to the Village
When You Gotta Go...BronzeBase game7. Run 1: Moreau's Reservoir
HooliganBronzeBase game3. Run 1: The Castle Masks and the Tower of Worship
Quit Hanging AroundBronzeBase game10. Run 1: Heisenberg's Factory
Push Comes to ShoveBronzeBase game1. Run 1: The Prologue and the Village
Trick ShotBronzeBase game3. Run 1: The Castle Masks and the Tower of Worship
StrategistBronzeBase game1. Run 1: The Prologue and the Village
Medium RareBronzeBase game8. Run 1: The River and Otto's Mill
Fast ReflexesBronzeBase game9. Run 1: The Stronghold and the Ceremony Site
Leader of the PackBronzeBase game8. Run 1: The River and Otto's Mill
TimberBronzeBase game14. Run 3: New Game+ on Village of Shadows
PhotographerBronzeBase game1. Run 1: The Prologue and the Village
Lucky Number 7BronzeBase game14. Run 3: New Game+ on Village of Shadows
MapmaticianBronzeBase game11. Run 1: The Factory Depths to the Credits
CynicBronzeBase game1. Run 1: The Prologue and the Village
HereticBronzeBase game11. Run 1: The Factory Depths to the Credits
GunsmithBronzeBase game2. Run 1: The Mine and Castle Dimitrescu
Veteran GunsmithBronzeBase game14. Run 3: New Game+ on Village of Shadows
TinkererBronzeBase game14. Run 3: New Game+ on Village of Shadows
ArtisanBronzeBase game14. Run 3: New Game+ on Village of Shadows
BookwormBronzeBase game11. Run 1: The Factory Depths to the Credits
Don't Trust That Snake OilGoldBase game13. Run 2: New Game+ on Casual, the Restricted Run
Dashing DadSilverBase game13. Run 2: New Game+ on Casual, the Restricted Run
Frugal FatherSilverBase game13. Run 2: New Game+ on Casual, the Restricted Run
Knives OutGoldBase game13. Run 2: New Game+ on Casual, the Restricted Run
Combo KingBronzeBase game15. The Mercenaries
Legendary CowboySilverBase game15. The Mercenaries
Doll CollectorSilverBase game12. After Run 1: The Extra Content Shop
Art CollectorSilverBase game12. After Run 1: The Extra Content Shop
Green TeenBronzeWinters' Expansion: Shadows of Rose19. Shadows of Rose: The Deep Stratum
Serene TeenSilverWinters' Expansion: Shadows of Rose19. Shadows of Rose: The Deep Stratum
Supreme TeenGoldWinters' Expansion: Shadows of Rose19. Shadows of Rose: The Deep Stratum
It's Starting to Grow on MeBronzeWinters' Expansion: Shadows of Rose17. Shadows of Rose: The Castle
CraftsmasterBronzeWinters' Expansion: Shadows of Rose17. Shadows of Rose: The Castle
Village of BloodBronzeWinters' Expansion: The Mercenaries Additional Orders16. The Mercenaries: Additional Orders
River of BloodBronzeWinters' Expansion: The Mercenaries Additional Orders16. The Mercenaries: Additional Orders
How the lists differ by platform
PlatformListNotes
PS4 and PS557 trophies: 1 Platinum, 4 Gold, 7 Silver, 45 BronzePS4 and PS5 each have their own list with the same 57 trophies. The Platinum needs the 49 base-game trophies only; the 7 Winters' Expansion trophies sit in their own group.
Xbox One and Series56 achievements (1,000 Gamerscore for the base game)The same names as PlayStation, with no Platinum. The 7 Winters' Expansion achievements come on top.
Steam56 achievementsThe same names as PlayStation, with no Platinum, in one list.

About this guide

Three runs of the main game: a full run for every collectible, a fast New Game+ run on Casual with only the knife, few healing items and little Lei spent, then New Game+ on Village of Shadows with the bonus weapons. The Mercenaries opens after the first credits. Shadows of Rose is a separate story from the main menu, played once on Hardcore. Each domain closes behind you as the story moves on, and the whole village closes before the last stretch, 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 the Winters' Expansion · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.