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- I'd like to create a small guide to help people through Ethan Must Die mode. I'll preface by saying that a large portion
- of the difficulty of EMD comes from the fact that item boxes are randomized -- I'll try to cover situational options that can
- and do arise, but because of the nature of the beast, sometimes the answer will simply be "Restart."
- -------
- You start in the backyard, outside of the Baker mansion. The high level goal is to get the key from the second floor of the mansion,
- so you can return to the greenhouse and fight and kill Marguerite. Easier said than done.
- Step 1) Head into the mansion through the dog-head door.
- Options) There can be a two star box outside here, containing likely a pistol. This is good RNG, but there's no need to reset if it doesn't spawn here. There is also likely to be at least one additional box outside that is 1 star. A health item is always nice, but don't expect much here.
- Step 2) You'll want to immediately head to the scorpion door here. Note that there's not a direct route -- you will need to move forward and to the right, steering right around a falling molded. Make for the scorpion door.
- Options) This room is dangerous, but there can be a 2 star box either near the entrance to the shotgun/statue room, or on the table in the room with the shadow puzzle. The one in the shadow room is a bit safer to get, but you'll need to successfully dodge a molded who will be making it into that room. If you had good RNG outside, I'd pass up this box. Otherwise, it may be necessary to get it. Don't bother with 1 star boxes in this room
- Step 3) After opening the scorpion door, immediately run down the hallway and proceed to the drawing room (the room with the deer in it). Your immediate goal will be to take care of the molded that spawns in this room, which is thankfully easy. Just walk under the tripmine attached to the door going to the room where the grenade launcher normally is, and the molded will follow, killing it without you needing to fire a shot.
- Options) After killing the molded, all the items available here are easy to loot without any immediate danger.
- Warning) If you're not fast enough getting to this room, it is possible that you will have to face off against two enemies and not just one. The strategy in this case is basically the same, except you may not be able to kill both molded with the tripmine explosion. Hopefully, you'll at least knock down the other and can make a break for it out of the room.
- Additional) In the event you only killed the one molded, the other will still technically spawn, and you'll have just enough time to run to the bottom of the stairs and knife the goo at the bottom of the steps.
- Step 4) You want to go downstairs now. Depending on your health, you'll have an extra option available to you. If you aren't damaged to the point where you are slow walking, take a left once you get down stairs and run to the incinerator room. No enemies will attack you here, and there can be some good items (generally a 3 star box which usually has a defense item, which could be useful for the next section if RNG has screwed you).
- If your health is low, you want to proceed right at the base of the stairs instead, hugging the wall on the left to avoid the traps on the ground that will surely kill you at slow movement speed. In both cases, you'll head to the door in this hallway.
- Warning) If you chose the left path, on your way back there will be an enemy spawn, but it is *not* dangerous if you keep moving. Make sure to run over the traps, which will generally kill whatever is chasing you.
- Always be sure to close the door behind you just in case.
- Step 5) This is a difficult room for a lot of reasons. First, a molded will spawn here. If you had decent RNG, you're either packing a handgun with a few rounds, possibly a shotgun, or (most likely in my experience) a flamethrower. You *must* kill the molded who spawns in this room -- it's really been non-negotiable for me with how I've handled the next part. If you have only a knife at this point, check for a 2 star box in the corner of the room. You may need to bait the molded out of its way to get it.
- After you've killed the molded, the door here heading downstairs to the morgue must be opened. Look away from the door and walk backwards into it, as soon as you hear it open and the molded behind it, immediately run to the counter and crouch behind it. The goal here is to bait the fat molded to the right of the counter, so you can run on the left side and get past it, closing the door behind you as you go. It will likely take you a try or two to get a feel for the timing of this, and in even optimal scenarios, it is
- possible to get hit by the barf once which will leave you staggered but still alive.
- Warning) Take your time with this part. So far, it's easily one of the hardest parts I've encountered on the run so far.
- Step 6) Once you're in the morgue, you'll walk up the stairs. Depending on your RNG, one of two things need to be done here, but more on that later. Do *not* open the door on the second floor (where the dead cop is on a normal playthrough). Just head past that room, down the stairs, and slowly take a left. You'll see 3 tripmines, all of which you can pass under by crouching. At the end of the hallway will be a molded. You want to bait him to follow you, and go back, letting him hit 2 of the 3 tripmines. That will
- reliably kill him, allowing you to pass. Now, if you have the pistol, look into the room through the shelving towards where the dead cop would be. You should see a tripmine there, cleverly placed to kill you upon entering the room. Shoot it, and backtrack to that room. If you're lucky, you'll find a 4 star box, and a 3 star box in the corner, but this room is very RNG dependent. Normally, it has good stuff, but I've seen it have nothing more than a health potion.
- Options) If you don't have a pistol, but do have a flamethrower, you can still get the items in this room. Simply go to the entrance, and fire the flamethrower towards the right side of the door frame. The AOE of the flame should trigger the mine to explode.
- Warning) If you don't have a weapon at all at this point (possible), I'd consider restarting because the next part requires you to kill two molded.
- Step 7) Enter the next room on the way with all of the machinary. Once you try to open to door at the other side, the game will inform you that both doors have locked, and you need to kill the enemies to proceed. I found this easiest to do with a shotgun, but it is more than doable with just a handgun. As soon as the doors have unlocked and you go to leave, you need to *immediately* close the door behind you! There will be a nasty 4-legged molded who spawns just behind you, and if the door isn't shut fast enough
- will kill you in one hit!
- Options) Should be an item box in here. Sometimes 1 star, sometimes 2.
- Step 8) You'll now proceed to the workshop room. In here, you'll likely see some 1 star item boxes. Hopefully they can help you out. You'll be heading up the secret passageway to the bedroom, but beware! There is a trap in the wooden hall here (it is hanging from the ceiling, you can see it easily). The trick here is to walk backwards into it, listening for the sound cue that you've activated the trap. As soon as you hear it, run forward and you'll easily dodge it. Now, before you head up into the next room, read the next
- part.
- Step 9) From what I can tell, all the item boxes in the bedroom explode with the exception of the one in the side room where the backpack normally is. You'll want to walk into the side room, and angle yourself so you can shoot the trip mine in this room -- exploding everything else. The item box in this room, which is the only one not normally booby-trapped, is *usually* a machine gun.
- Step 10) At this point, exit the bedroom, and walk to the other side of the main hall. You'll hear Jack get gun-downed by a turret as you near the door. The objective here is to open the door until the machine gun is activated, and then place yourself to the right side of the doorway so it can waste all of its ammo shooting the wall.
- Step 11) Once the turret is out of juice, you'll proceed to the right. A molded will spawn behind you, and you *can* turn and shoot it, but the better call is to head to outside hallway on the right and crouch down. There is another turret all the way at the end of the hall, and it should activate and shoot the molded behind you.
- Warning) Don't stand up after the molded is killed! The only thing keeping you alive at this moment is a cleverly placed box.
- Step 12) Sneak into the next room through the door, but be careful! This room has two turrets on either end of it! You'll want to make a dash to the very middle of the room where the bar counter is to your back, and the pool table is to your front. From there, you'll want to run to where the dog-head book normally is, and then to the other side of the bar (don't worry, the turret closest to you won't turn to kill you even though you're pretty close to it). If you stand up, the turret across the room will see you and should start firing. You can crouch quickly, and let it fire away until it is out of ammo.
- Options (I believe grandma's room here can have some item boxes, but can't immediately recall)
- More to come, but hopefully this gives people a place to start?
- (Spoo) -- Feel free to add to this, upload your own version, add your name, etc.
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