The Guesthouse — Lisa Trevor & the V-Jolt
Arriving at the Guesthouse
- 1
Getting Your Bearings
Blue herbs sit just past the entrance — leave them if you're full, you can grab them later. Three doors branch off this room: the left one, marked 001, is locked for now. Take the right one into a save room.
- 2
Stocking Up
Grab the First Aid Spray and a Battery here, then empty your box of anything you don't need immediately. Carry only the Handgun, its magazine, the Shotgun, and the Lighter into the next room.
The Recreation Room's Shadow Puzzle
- 3
The Giant Spider
Push through the double doors into the old Umbrella staff recreation room — a giant spider lurks here, but it's easy to simply dodge around rather than fight.
- 4
Reading the Shadows
Light the red lamp on the right with your Lighter and note the eye-shaped shadow it casts. Head downstairs to the bar area and pick up the items scattered around the tables, then light the green lamp you find there and note its shadow too. Upstairs again, examine the pool table — memorize the numbers, colors, and order of the balls, since you'll need them for a puzzle later. Finally, light the orange lamp in the corner and note its shadow as well.
- 5
Trimming Your Inventory
Return to the save room and deposit the First Aid Kit, Lighter, and the red book you picked up, keeping only a mixed herb. You'll need the free slots for the central corridor ahead.
The Central Corridor
- 6
Blocking the Pitfall Traps
Back in the hallway, you'll find a crate that slides. Push it to cover the first floor hole — skip this and the trap plant beneath it will grab and hurt you every time you pass. Climb over the crate and push it across the remaining holes until you reach the door at the far end.
- 7
The Central Corridor & Room 002
Leave the Hole AloneA locked door here reads "Gallery" — you'll need a key you don't have yet. Grab the Guesthouse Map, but don't examine the small hole in the wall; disturbing it releases a swarm of moths that's more trouble than it's worth right now.
Head to the door marked 002. As you approach, you overhear Barry talking to someone — urgently, almost desperately — about a deal and someone's family. Stepping inside, you find only Barry, who brushes it off as talking to himself. It's an unsettling moment worth remembering.
Room 001 & the Control Room Key
- 8
The Hanged Body
Beside room 002's entrance is a bathroom — grab the Room 001 Key to open the door you skipped at the start. Inside room 001, a body hangs from the ceiling. On the table you'll find a Handgun Magazine, a Self-Defense Pistol, and a Suicide Note. Discard the Room 001 key once you're inside; you won't need it again.
- 9
The Bathtub Zombie
Room 001 BathroomControl Room KeyA zombie lies in the tub — uncover it to take the Control Room Key, which triggers the zombie to rise. Deal with it or dodge past.
The Hanged Body FallsThe noise you heard on the way in was the hanged body dropping to the floor — it's now a zombie too, and can ambush you as you leave the room.
Back at the save room, deposit the Self-Defense Pistol and save your progress; the area ahead can turn deadly fast.
- 10
The Hidden Staircase
Return to room 002. Push the bookshelves at the back of the room aside to reveal a hidden opening in the floor, and descend into the tunnels beneath the estate — leading straight into the aquarium facility.
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