Inside the Main House
Dining Room
You’ll wake up in the dining room with a feast before you. After a disturbing cutscene, you’ll get out of your restraints. While you’re there, ignore the sleeping old woman. If you’re really curious as to what they were feeding you, head to the kitchen counter where there’s also some notes posted on the wall. In the trash can, there’s a green herb lying around.
When you’re done looting the dining room, head to the adjoining Living Room. There’s some Handgun Ammo in a drawer in the far corner, and be sure to note the large clock missing its pendulum. If you also check behind the speakers and theTV stand, you’ll spot a Green Herb lying around. There’s also a Newspaper Article – Missing People, that counts as File #5 and a book to check but, that’s about it for this area.
After that, head back to the kitchen. The door behind the kitchen leads to a large Pantry with a locked hatch on the floor, and in the corner you can find a boot (inspecting it will show the name “Eveline”). Remember the hatch – it’s your way out.
When you’re done, head into the long hallway. But you’ll have to watch out; Jack could be wandering around to smash your brains in. If you’re trying to lose him, the AI (Artificial Intelligence) isn’t programmed to go through doors. Nor, is he smart enough to open those doors. If he chases you, head into kitchen and slam the doors at him to lose him. There, you can make a quick U-turn especially after he’s made a hole in the wall.
At the northeast corner of the U-shaped hallway is a desk with a table lamp. Check the table and you’ll find the Hatch Key. Pick up the key, lose Jack, and enter the storage room.
Once you grab the key, watch out for Baker and head back towards the Hatch where you found the Boot. Use the key and drop down, escaping Jack Baker for now.
With you now below the floorboards, keep on moving. The first thing to look for is a large red lawnmower on the left. When you do find it, check its side to find the Antique Coin #2 lying around.
Arriving at the other end of the passage you’ll find yourself in a new Safe Room – the Laundry Room.
Fortunately for you, it has all the comforts you could want – a Tape Recorder to save, a phone, and a storage box to keep some items you can’t carry. Stash away some items but hold onto your Green Herb. After that, head towards the file cabinet to the left to find Chem Fluid and another Green Herb. Combine the two to form a First Aid Med which works better than just a Green Herb. Next to the door, look for an orange box and inspect it to find a Lockpick inside. This can be used to pick simple locks – but breaks easily. Also, smash the bobblehead in the room. That’s the Mr. Everywhere Bobblehead. When you destroy the bobbleheads, you earn a certain Collectible ad Achievement trophy for destroying them all.
While you’re scrambling around there, you’ll get a phone call. A mysterious voice tells you to escape via the Main Hall using the ornate door.
Escape to the Main Hall
Remember the locked drawer opposite of the garage entrance? Now that you have a lockpick, you can head there to grab the First Aid Med lying in the drawer. While you’re fumbling around for the First Aid Med, make your way into the Dining Room. And when you get there, you’ll hear a knocking noise.
Curious?
Okay then.
Scramble back to the window to find a police officer snooping around. You’ll be squabbling for a bit only for him to give you a Knife to get you going. It’s not the best but it works for now.
Remember the garage? Head down to the small stairway leading to the garage where you’ll find a taped up panel box. Before you do so, smash the box up for Handgun Ammo x5. When you head up to the panel box, use the knife to shred up the tape and you’ll get into the garage.
Garage
When you get there, there’s a trigger for a cutscene. With that, Jack happily shows up and prepares to smash your head in and scramble a brain omelette for dinner. While he’s going cuckoo, it gives you time to do several things. What is the first thing you do? Grab a gun.
There’s a G17 Handgun on the floor behind the officer. If you need the bullets for that, there’s some Handgun Ammo for that on the left of the door you entered. When you’re done, you’ll see your pretty car. Too bad you’re going to have to smash it though.
Since Jack is such a bullet sponge, head shot him a few times to stun him. This should give you time to scramble for your car keys lying on the work bench on the right. The moment you grab the Car Keys, bolt towards the car and angle it towards Jack. If you’re not fast enough, he’ll grab you to hurl you out of the car. He’ll go Hulk on you while tearing the roof of your car off and tries to slam you into steel bars. Be warned, if you take too long to get into the car, Jack will do it instead and things will get really bad.
However, even if he is in the car, you can still subdue him by shooting his face.
Ideally, you’re supposed to use the car to turn Jack into roadkill. Smash him again and again into the wall until Jack tries to get you to smash your face into metal pipes. However, as he tries to smash your face into the metal pipes, he didn’t really think things through. Instead, he impales his own head onto the metal bars.
If you need health, there’s Chem Fluid in one of the lockers on the far right, and a First Aid Med bottle in the other locker by the garage door. After Jack incapacitates himself, get out the car but get ready for another battle. He’ll suddenly come out on fire and try to smash you. All you need to do is shoot him in the head before the car suddenly explodes and knocks him down.
Apparently, during the entire commotion a ladder drops for you. If Jack tries to chase you, shoot him in the head and shut the panel behind you. While you’re up there in the rafters, Shotgun Shells lie on the left side. Look to the right to find a shelf with a Ox Statuette embedded in a frame. Unscrew it from the back to grab the body of the statuette – which looks a lot like the Centaur Emblem sealing the Main Hall.
For you to leave the Garage, push the metal shelf aside to drop down on the other side. Now would be a good time to save. Return to the Laundry Room to use the Tape Recorder, and don’t forget that you can now destroy Mr. Everywhere Bobblehead #1. When you’re done, head down the hallway back to the Main Hall door. Check the barricaded path past the door to destroy Mr. Everywhere Bobblehead #2, and look below in the corner to find Gunpowder. Use the Ox Statuette to open the door, and enter the Main Hall.
Main Hall
When you reach the Main Hall, you’ll have to deal with another emblem door. Since the front door is also locked with the emblem of Cerberus with missing heads, you’re going to have to put back his heads. While scrambling around, the phone will ring and your dear advisor will tell you that you have to escape as soon as possible.
After you’re done mentally screaming at your hopeless advisor, check the drawer to the left of the phone to find Antique Coin #3. When you look to your left, there’s a cabinet hiding Gunpowder. When you look to your right, there’s a Mr. Everywhere Bobblehead #3, begging to be put out of his misery. After smashing the bobblehead, grab the Green Herb. Opposite that side you’ll find a small closet under the stairs with Chem Fluid. To the left of the closet is a small table along the wall holding Newspaper Article – Over 20 Missing People, which is File #6.
There’s a lot to take in for this room asides from the locked front door with the missing Dog Heads. There’s another door nearby locked with a Scorpion Emblem, the small side room with a projection showing on a painting missing a eagle. While looking around, there’s the back room where a statue holds as shotgun that seals if you try and take it.
The upstairs is equally as puzzling. When you head up the stairs, the Master Bedroom is locked with a snake nailed to the door. Grandma Baker may even be up here watching you but, don’t worry she won’t murder you.
Yet.
While you’re scrambling around, the first thing you can do is note the clock on the first floor that looks identical to the one in the Living Room. Inspect it to grab the Pendulum, and take it to the Living Room. Place the pendulum in the clock and it will disappear to give you the White Dog’s Head, one of the three Dog Head Emblems instead. That’s one head.
Next up, head to the second floor of the Main Hall, and cross to enter into the next hallway. The longs halls circle the Recreation Room and Grandma’s room, but there’s a few things to check before heading in. The hall on the outer balcony lets you see across the front yard to a trailer and another house. While there, you’ll probably see Marguerite looking for you with a lantern.
Where you enter, look behind the lattice for a Green Herb. At the end of the balcony is a breakable box with Handgun Ammo, and a locked tool chest (it holds Shotgun Shells). Down the other hall towards the Bathroom you can find a drawer with Chem Fluid, and another drawer near the inner Rec Room door holds a Green Herb. You might be tempted to check the Bathroom first, but it’s best you save it for later.
The Rec Room is fairly large and has a few important items to check out. While Grandma’s room isn’t ideally important, the fact is – it’s got a shotgun. Grab Handgun Ammo inside a wastebasket, right next to the door.
Look to your left and you’ll notice the bronze statue. On the statue’s left side, you’ll spot Antique Coin #4 near the Mr. Everywhere Bobblehead #4 hiding in a basket. Underneath the bust of the stag is Jack’s Memo which serves as File #8.
Head over to the bar counter next to the TV to find Mia’s Tape. Before watching it, explore around the bar area. Behind the counter, look in a drawer to find Jack’s Journal – that’s File #7. Finally, check the entertainment stand in the corner. There’s a green trash bin you can open to find Gunpowder, and a heavy orange book on the table. Open it up and you’ll find the Blue Dog’s Head inside – the second of three emblems you need.
Once you’ve placed the second emblem and returned to the Rec Room, place Mia’s tape in the VHS player and get ready for another interactive experience. Unlike the previous one, you can actually screw up the experience. After all, hell hath no fury like a scorned wife. Especially a wife named Marguerite Baker.
Old House (as Mia)
From here on out, you’ll be moving around as Mia.
As soon as you are able to move, dash forward in through the double doors of the Old House. As soon as you enter, head left and enter the first door you see. After heading through the door, head right across the large room to another door on the far side. When you go through the next door,you’ll find yourself in a short hallway with a large crate on the left with a jammed door on the right. Unfortunately for you, the door left down the hall will open with Marguerite hunting you down. Look for a crate, duck behind it and wait for her. When she pauses before the door next to you and heads inside, bolt towards the door she came from and leave.
After leaving Marguerite behind, you’ll enter another large room with a light puzzle similar to the one in the Main Hall. But ain’t nobody got time for that; Marguerite will find you and kill you. Head to the balcony and quickly duck off to the right. Ignore the welding torch thing and hide behind the window when Marguerite shows up. First, she’ll pop up at the balcony entrance before turning back. Hold off for a moment as she enters the balcony again but this time from the outside. When she turns left and starts to wander up to the edge, sneak in through the door she entered and return to the hallway.
When you get to the hallway however, there are two doors that are locked shut. Hide again behind the crate until Marguerite returns and heads back through the locked door. Run back to the room with the light puzzle and this time she won’t follow, letting you finally interact with the puzzle. Twist and turn the sculpture for a bit until it forms a spider. When it aligns up (even if roughly), it’ll allow you to confirm and reveal a secret crawlspace.
When you crawl through crawlspace, you’ll find yourself in the large room you entered. But you’ll be on the other side of a large hole in the floor. Make your way to the upper right side of the room until Marguerite appears again. When you hear the crazy lady, drop down behind the debris in the middle of the room and keep them between you. It’ll keep you out her line of sight for the time being.
Stay calm and patient. Cling to the right side as she slowly works her way around the left side. As she does, make a break for the far right side where she came to find a crawlspace going under the Old House. Moving forward, the path ahead will be suddenly blocked. Unfortunately, you’ll have only a few moments to note the picture in the box on the right before the lights go out.
And with that, the tape ends with a dramatic conclusion.
Main House (as Ethan)
After watching the video tape and finding out about Mia, it’s time to find that last Dog Head Emblem. The first thing you have to do is head up to the Bathroom. When you get to the bathroom, there’s more Handgun Ammo under the sink, and you can find Antique Coin #5 in the toilet.
The bathtub is full of black goop. But no need to worry, drain it and grab the Wooden Statuette. Remember the puzzle Mia solved? You’ll need it for something similar.
As you go to leave – surprise! – guess who’s not dead and still happy to see you!
Ethan gets thrown to one side and Jack begins his attack. Corner him around the bath tub before making your way to the other side to sprint out the door. Make your way to Main Hall and close the doors behind him. By doing so, you’ll lose Jack. But if you can’t, head back to the Laundry Room to save and heal up. If he’s in the Main Hall but hasn’t spotted you, you can also try hiding in the alcove with the shadow puzzle until he eventually kicks open a door and leaves the room. With that, you can now start the puzzle.
Recall how Mia solved the Spider Silhouette Puzzle and do the same with this one. Turn and flip it around a few times into a Eagle silhouette. When you confirm it, this opens secret crawlspace letting you slide into the Drawing Room. And fortunately, Jack won’t follow.
Inside the room, there are some Psychostimulants on the table, useful for finding items easier.
Inside the fridge, there’s some Chem Fluid and a Green Herb in the plant by the corner of the room. Check for Handgun Ammo below the stuffed deer. There’s also more ammo in a drawer by the fireplace and even more in the breakable crate by the locked Crow Door. You’ll also find some Shotgun Shells behind a painting leaning against the wall. Speaking of the Crow Door, there’s a really nice looking weapon inside we can’t get to yet. But, you can still break Mr. Everywhere Bobblehead #5 in the opening by the door.
Head through the only unlocked door into a workroom. The whiteboard has an interesting drawing, as well as a note. The table has another locked toolbox holding some Shotgun Shells. After that, search for the Antique Coin #6 in the ashtray. The thin shelf trays in the corner hides Gunpowder. Check another orange tin on the shelf to the right. But, you’re only left with lots and lots of worms and maggots.
Head through the black moldy looking door into an even moldier looking room and be on guard. As you move into the room, one of The Molded will plop out of the black gunk and rise to attack you. Go for the head shots if you can to slow it down. When its stunned, take the opportunity to knife it down to save some bullets.
Leave the room to enter a hallway leading back to the Scorpion Door you found in the Main Hall with it still locked. Instead, take a right down the next hall and note the stairs down to the basement. But, check the other room instead to find your next Safe Room!
Save at the Tape Recorder, stash unwanted items and be sure to check the cabinet for Handgun Ammo. Might as well check the drawer under the vinyl player for Travis’ Memo (also known as File #9) regarding the last dog head emblem. After that, you can check the back of the note for File #10. The locked drawer that holds handgun ammo will have to wait.
Dissection Room
When you head down the stairs, you’ll find yourself in the black slimy halls that mark the start of the Processing Area. If you got your nerves of steel and a full clip of bullets then, proceed on further and take down any Molded that intends to punk you down. Retreat and stun it with a head shot before knifing it up into the next Molded Sushi delight.
After hacking/gunning down the poor soul, there’s a door around the corner that leads to the Incinerator Room. Unless you’ve got nerves of steel and you’re armed and ready, go in for some Rambo time. But if you don’t, it’s okay. You can try circling the halls and you’ll find the locked Workshop door. Ignore that for a bit and go through the unlocked door on the left before spotting a large grating. Pull the grating aside to lead back to the other room on the other side of the first locked door in the area. Unlock this side and be on your guard. On the left, grab the Processing Area Map. Smash the two crates hold Handgun Ammo, and a Herb on the bottom shelf behind some pallets.
Before going any further, check the wall to the left of where you got the map. There should be a small brown hole next to a pallet. When you crouch down, you’ll find the Antique Coin #7. Head deeper into the room and you’ll find Scorpion Key impaled on some dead person’s scarred tissue. Check the freezer for a Lockpick, the cage for a Green Herb, and a treasure photo on the shelves near some pots and pans.
When you look at the photo, it points to the fireplace in the Drawing Room upstairs. Head over to the Drawing Room where you can uncover a false rock to obtain Steroids which increase your max health permanently! Finally, there’s Chem Fluid by the stairs going down deeper into the Processing Area, leading to a locked Snake Door. But first, grab the Psychostimulants by the door, and break Mr. Everywhere Bobblehead #6. After that, look for shotgun shells on a shelf.
However, if you have the Scorpion Key, more Molded will appear. Check the Incinerator Room out to find the Incinerator Room Memo (File #11). It mentions a man kept in the leftmost incinerator. Before you leave, grab the Strong Chem Fluid lying under neath the table.
Moving into the room, watch for one of the Molded falling from above, and then check the incinerator marked “Travis” – but it’s locked. The note mentioned opening it required “three a’s and a handprint” so check all the shelves to find names attached to each. None of the names have three a’s, but if you open the far right shelf it has the name “Tamara” inside.
Keep it open, and open the incinerator with the red handprint as well. This unlocks the last shelf, and opening it reveal the newly Molded Travis. He’s a bit stronger than the rest, and uses his large arm to block attacks to its face. But like any other Molded, he’s easy to beat with a few headshots and slashes. With Travis put to rest, dig out Dissection Room Key from the incinerator, and leave.
With that Scorpion Key, it’s time to get the Shotgun. Make your way into the Main Hall while avoiding Jack. After that, head to the Rec Room on the second floor where you can use the key to open the door to Grandma’s Room. However, do note that Jack can still follow you there and can spot you via the window.
While in Grandma’s Room, check around on the dresser for the Memo About Relief (File #12). Ignore the dentures and just take the Handgun Ammo in the cabinet. Be sure to check the dresser nearby for Chem Fluid, shotgun shells on the bed, and the nearby drawer for a Doctor’s Letter (File #13). There’s also Burner Ammo stashed below the cabinet. But just stash it for now since you don’t have the Burner. After that, you can grab the Broken Shotgun. Remember that place where the Shotgun is? Head there.
Once you head through the Main Hall and into that sealed room, swap the Broken Shotgun with the real M37 Shotgun to deal some damage.
Stock up on ammo and health before heading to the Factory door to make the Boiler Room. Descend the steps cautiously and look around to the left for a bathtub with Handgun Ammo. Creep around the corner as one of the enemies is in the next hall and will soon spot you. However if you move too far up, another will appear behind you where you grabbed the handgun ammo. If you get caught, the Shotgun might be a great tool here, otherwise you can lure the first attacker back to the stairs, then trigger the second attacker at your leisure. Don’t forget the Chem Fluid in the tub by the corner, and head up the small stairs to grab a Herb before the Boiler Room.
Inside the Boiler Room, there are several more enemies. But don’t worry, no need to freak out since you now have a shotgun. Blast its brains out before the others come to its aid and use the distance to your advantage. If you run out of bullets, there should be more Shotgun Shells in the Boiler Room. Check the cabinet near the far door that has Strong Chem Fluid. When you’re done looting, use the Dissection Room Key to open up to the next hallway.
As you enter the hallway, you’ll see the unlucky police officer has been strung up here on the other side of the shelves. But forget him, you is the last emblem the Red Dog’s Head! Of course, getting it proves to be a little more complicated as Jack appears to take it first. Be sure to check the locker on the right for more much needed Shotgun Shells.
Morgue
Alright, time for operation: make Jack give back the Cerberus Head. Go down the staircase and grab the Herb and Shotgun Shells. After that, make your way through the large doors that lead you into the Morgue. When you get there, you’ll see a large chamber on the other side. Instead of heading there, head up the stairs and check the door on the right. There, you can check on the mutilated policeman before looking under a nearby shelf for some Chem Fluid. Back out of the Morgue and kick the hanging body.In doing so, you’ll see the final Red Dog’s Head right in your face. If you want to grab one more item, there’s some Gunpowder down below the stairs where the locked Snake Door is. Grab the emblem and Jack will magically poof up near you.
Boss: Jack Baker
Related article: Jack Baker Boss Guide
As Jack kicks you into the arena that makes up the morgue, there’s no way out and you’re stuck playing hide-and-try-not-to-die behind a single pillar. However, you can also use the hanging bodies as an advantage to knock down Jack every now and then. Use the hit and run strategy as he’s going to be swinging that weapon of his. There are two phases of this: one is him using his weapon to bludgeon your brains out, the second phase involves him going bananas and using his fancy, custom-made chainsaws. You can also fight him off with your own chainsaw which will be nearby his special chainsaws. Grab it before trying to fight him off.
After defeating him, let’s hope he stays down there. Permanently.
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