How To Get Through The Barn And Lighthouse In Chapter Three Of Reanimal

You’re thoroughly into the thick of things by now in Reanimal now that you’ve fled from Sniffer and landed back at the beach outside the factory from the very first chapter, but there’s still much ahead for you to see, do, solve, and fight.

The third chapter of Reanimal shares its title with a prominent trailer that the game’s developers, Little Nightmares developer Tarsier Studios, used to tease fans ahead of launch: After the Flood. Hop back into your boat and set sail once more to proceed into the next chapter of Reanimal to keep working toward solving the mystery.

Solve Another Puzzle And Set Sail

Landing back on the factory beach in Reanimal.

Landing back on the beach in the crashed ice cream truck you stole from Sniffer as you fled last chapter marks the beginning of the third chapter of Reanimal, titled After the Flood. To begin, you’ll resume control of the male orphan once more, and your first move should be opening the gate beside the door you entered back in the game’s first chapter, now that you’re able to do so.

Little Nightmares 1 2 and 3 key art faded into each other.

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Despite being back to the beginning of the factory, you cannot go further than the entryway if you try the door; be sure to collect items as you play if you’re looking for trophies!

On the other side of this gate is a series of platforms that lead you to the first puzzle of the chapter: you’ll need to think carefully on how to open both gates blocking the path to the right from the factory as you try to sail away.

Your friend stays on the beach as you climb the platforms and ladder at the end and head over into the small office in the bottom-left corner of this area. The first room is kind of spooky, but there’s no danger here for the moment, so proceed into the back room here and grab the wheel from where it leans against the wall.

Leave this office room and go back toward the ladder, where you’ll see you can interact with a control panel. You’ll affix the wheel to it, which you can then use to manually turn the wheel you just attached to open the first oversized gate.

Opening the gate partway in the third chapter of Reanimal to sail the boat through.

However, don’t open it all the way just yet, since the control panel for the second gate in this security system is on the other side of this upper platform, and the only way to get there from where you are is to open the first gate halfway and use the large doors as a platform to carefully jump across the stone gates to access the second panel on the other side. Using it will open the secondary gate, so jump back to the first one you just used and then finish opening the first gate when you get back.

After both gates are open, climb back down the ladder and return to the shore outside the factory. Hop back into the wooden boat with your friends and sail through the gates you just opened to head out into what feels more like open waters.

Watch For Naval Mines And Get The Harpoon

You won’t need to deal with any enemies in the waters as you proceed, but the biggest hurdle here to kick off the third chapter of Reanimal are the oversized naval mines littered in the water, each of which will explode if touched as you’re sailing. Hopefully you mastered that sailing tutorial the game gave you right at the start, since they’re fairly sensitive.

That said, you do get an achievement in Reanimal for expertly navigating your way through 20 naval mines in one playthrough without being blown up!

Sailing in the dark at the start of chapter three of Reanimal.

Not having a map can be a little tricky here, where every area looks the same, but use the walls to get around as much as needed without hitting the mines, and try to use broken road sections and cars as landmarks to make your way across the water here. Sail to the right of the first car and left from the second, then go straight until you see a white light in the distance. Navigate the thickening mines until you reach the entrance to a building in the water past the mines.

You’ll eventually sail into a narrow corridor of what used to be a supermarket, once again made to use the female orphan’s light to look around. Just be mindful when the skin suits in the water here start moving, since you’re entering another skin suit chase scene here in the corridors on the boat.

Pass a bloated one in the water and watch more slither out, then go straight through the door. The game uses this as a chance to teach you how to speed up while boating, which will help you get out of this chase sequence in the claustrophobic hallway with your lives. Go straight, then left, and avoid the bodies to speed through the door past two more mines.

Once you emerge, there are several paths blocked by mines. Sail around and find an open path through the ruins of a building, and dock the boat at the ruins to the left of where you exit.

The first poster for chapter three is hung on a doorway on the left side of the platform on which you dock the boat.

Getting the harpoons in Reanimal.

The solution to this naval mine problem lies in the lap of a body on the second floor of the ruined building here, which you can reach by jumping up the rubble and heading inside using the orphan’s hoist technique atop the dumpster, then running left. Interact with the body here to grab the harpoons from them, and bring them back down to your boat.

You’ll now learn to throw harpoons at the naval mines to explode it from a safe distance and create a path forward for the boat. Your stock seems to be unlimited, so fire at will! Sail through the passages blocked by the mines, using your harpoons not only on the mines in your way, but on the enemies that emerge from the water and give chase.

Before continuing to your end goal at the hotel, double back and blow up the two mines side by side in the water, dock the boat, and sneak through the crack ahead to find one of the pieces required to unlock the secret ending of Reanimal.

Between your expert sailing and her taking up arms, you’ll make quick work of sailing toward the opening in the wall of the hotel nearby to proceed with the chapter.

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Through The Hotel

Sailing into the hotel in Reanimal.

Sail into the path you cleared through this run-down hotel, and you’ll find there’s really only one path to follow through extremely narrow corridors to navigate through. Watch out for the occasional bloater attack while you’re moving, being ready with the harpoon at all times, just in case. If you see one moving, it’s almost certainly going to be coming your way, so keep an eye out.

You’ll soon reach a large open dining room area that’s loaded with monsters. Throw a harpoon at the one on the right immediately inside the door, and prepare for two more to charge at you, shooting them as well.

Move forward slowly after taking out the first three monsters and slowly approach the second set of three. Fire at the left, center, then right monsters to prevent them from advancing too close to you, and sail through the door when you’re ready to go.

There are more narrow halls on the other side, but eventually, you’ll see one of your friends standing on a beam on an upper level, waving. They’ll be taken before you can get to them, though, and you’ll see that they’ve been taken to the Lighthouse in the distance by the oversized seagull.

When you regain control over the boat, sail toward the upper right section of the screen, and you’ll get a glimpse at a monster in the water. Do not follow it, since you can’t fight it right now and will be killed. Instead, go left from here and follow the buoy in the water.

Seeing your next friend in the third chapter of Reanimal.

It leads you to a beach where you’ll see a knocked-over buoy, so dock the boat there. Run to the right, where you’ll find a ladder surrounded by a flock of seagulls, and the game will remind you to use your crowbar to hit the birds and stop them from attacking your group.

Once the birds have been dispatched, climb the three ladders up the side of the cliff, with the final one being quite long, until you reach your next primary location: a barn.

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The Barn And The Lighthouse

The entrance of the barn in the orange flower field in Reanimal.

When you reach the top of the cliff, you’ll be among a vibrant field of plants. Run through them away from the camera and you’ll come upon a fairly run-down barn in the distance.

Before you go, there’s a scarecrow towards the left side of the field, by the fence. Hit it with your crowbar to make a critter jump from its head, and then hit the critter a few times. You’ll get progress toward the Critter Kill Hit achievement in Reanimal, as well as one of the 18 hidden masks.

Approach the barn when you arrive, and peek through the steel slats to see inside before heading to the left and sneaking through a fence to find a door. It’s locked, but when you head back toward the front of the barn where you just were, you’ll see seagulls attacking a barrel that’d been right-side up until now. Kill the seagulls and grab the key from the barrel, then use it to unlock the barn door past the fence.

Make your way through the barn and speak to the oversized pig at the back, who tells you in no uncertain terms to leave. Go back, and you’ll find your friend sitting still on the ground among the pigs, unwilling to move with you. For now, leave them and head out the door.

Before you go, make your way back toward the steel slats where you peeked inside earlier – there’s a prayer statue here.

The big in the barn in the third chapter of Reanimal.

Outside, make your way along the cliffs, staying ready at all times to dispatch birds with your crowbar when you’re attacked by a few seagulls on the way. You make it to a secondary barn before long, so sneak into the slats here.

There’s a poster on the wall just behind the tractor, if you’re collecting for the achievement!

When you’re ready, leave through the far door on the left and start the journey up to the lighthouse itself.

Lighthouse Seagull Puzzle

When you’ve finally reached the lighthouse, you’ll notice it’s a very far walk back to the barn from there, and it’s for a reason. You saw the seagull take your friend here, though, so enter the lighthouse and climb the ladder to the top floor. Your friend is hanging in a cage, so stand beneath the cage to interact with it and set them free.

This wakes up the seagull nearby, though, and it’s not happy you’re trying to free its prey. The oversized bird immediately begins to chase you back through the lighthouse, so as soon as it wakes up, get ready to run all the way back to the barn. Though it looks like there are brief periods of respite, do not stop running until you’re back outside the barn on the other side with the pigs.

The orphans talking at the end of After the Flood in Reanimal.

From the lighthouse, run down the ladder, down the stairs, and out the door to speed back along the cliffs toward the farm. Without pause, dash to the other side and sneak back through the paneling here to get back to the path to the barn, and run back to the main farm building with the pigs. Don’t stop yet, though – run with the pigs when they flee out a previously blocked door, and make it to safety outside.

Once the barn door is sealed shut, head away from the camera and into the dark past the barn until you see a bus stop. You’ll see a brief cinematic with the orphans before the bus comes, and getting on is the final thing you’ll do before beginning the fourth chapter of Reanimal.

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