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What Is Matties Solution to Never Having to Leave Ethan Again

The first few minutes of this department is dedicated to a lot of sightseeing. You'll pass a number of grey railcars, an abandoned platform, and a small tower. The only interaction you'll get is a passing remark past Paul who observes how Blood-red Creek Valley has been long forgotten by the remainder of the world. Finally, you'll get to the span. On this span there are three places where y'all can stay and look the sea. If y'all got the grenade from the wood, yous can throw the grenade in the sea. And so afterward you pass the bridge, you reach a side puzzle in the tilted house.

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In this one-time dwelling, you lot'll detect a very strange annotation. After reading it, a blueish doorway will announced. Hither, yous'll have to walk upwards to each of the xi doorways and choose their true interiors. If you approximate the wrong interior, the screen will flash red. You'll be given one second take a chance to guess the correct door. If yous get information technology wrong over again, when yous become through the door it transports you to the archway of the house. The rooms revealed through each doorway is randomized. The correct layout can exist found in the house that's just next door.

Offset flooring

Door on the left: the room with the long kitchen table and a toppled over chair.

Door on the right: The room with the short set of stairs and closed door.  In  this room, the door to the left is the room with the spiderweb and the topped over chair. It looks like a kitchen. The door upwards the stairs is the room with the long table and small-scale boarded up window.

Second floor

Door to the left of the stairs: big room with a desk, small chair, and a rug. The side by side door is the room with a wardrobe and a side tabular array sitting adjacent to it. The room later on that is the path that leads back to the stairway. It's the room with the rubble and painted symbol on the wall.

Door on the long wall: the hallway with a small ramp with ii other doors inside. The first door on the left is the room with the horse painting. The second door is the bright room with three boarded up windows.

Top floor

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The 1 door is the long attic-looking room that has a desk and a chair.

One time yous've correctly chosen all the correct interiors, the last doorway you chose will lead you lot to a small-scale secret room. In here you'll observe a annotation from Ethan. He describes yet another story. This fourth dimension, it'due south about a magician who had the power to mash potions that let him see into the future. When the villagers demanded he share the potions with him, he refused. They set his business firm on burn down, simply using his ability to run into the future, the magician bandage a spell on his potion room so it did not burn.

A man named Chad scolds Ethan for leaving his stories around. Chad tells Ethan non to get out his stupid stories around. The magical room so transforms into a pocket-size, ruined moonshine distillery. A newspaper clipping on one of the pots reveals that a cigarette barrel likely caused a burn in the house, which exposed the moonshine operation to regime.

Ethancarterfamilyphoto.jpg


Every bit noted earlier, the large business firm adjacent door has all the answers for the puzzle. Additionally, a photo of the Carter family tin can also exist establish on the first floor of the house. It shoes the Carter family outside of the edifice and has this written on the back:

"On the day the photo was accept… Dad was sad; Travis was loud; Uncle Chad was mean; Mom was mad; Gramp was quiet."

Though there's no puzzle in this house, walking through information technology does reveal some dialogue from the Carter family. They discuss "the sleeper."

Up Next: Scene 5 - The Witch's House

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Source: https://www.ign.com/wikis/the-vanishing-of-ethan-carter/Scene_4_-_Fake_Interiors