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Don’t break any totems and don’t pick up any of the carved figures. There are three in the house however you need to pick up to unlock the doors.
Flashlight is a no no in this run, so turn up your brightness to max ( don’t worry, it’s still really dark ;) ) but it will still help you see the monsters and use your camera with the night vision.
It’s really easy to sneak past the monsters, just don’t get to close and don’t look at them.
When you get to the rail cart only use it to get to the log in the middle of the road. From there walk to Shed and Camp B. This is where it’s tricky, it’s really dark and it can be difficult to navigate with just the camera but just take it slow. DO NOT TURN ON THE GENS. As this will kill monsters and force you to fight. You can use the flashlight when you pass the monsters at camp B where you get the valve. But remember to turn it off when you’re about to head back to the road because the monsters are still there.
Chapter 15, this is what gets people, there are monsters on the ceiling. Take out your camera and look around from where you are standing. You will see a exit, head towards it. That is your way out. Do not kill any of the monsters on the ceiling. A lot of people get stuck here and end up killing the monsters.
In the house don’t kill the sheriff or sawmill guy. Try to exit the door, the witch will slam it in your face. Open it again and you can leave.
Extras that may count: At the beginning , go to the sheiff’s truck and get his wife’s photo, it should be on the back so flip it. The photo is inside top left. Call her when you find his dead body.
At the sawmill call the VA in your phone book when you find the dead man
Make sure you call Jess whenever you can
And if you want the good dog ending pet him lots, give him treats, don’t make him go under the tree when Carver asks, make sure he is close to you at all times. You can’t break any totems this run but you can call bullet though them and pet him lots after.