Head to Scoops Ahoy for a cutscene with Steve and Robin. stranger things 3 game murray's warehouse buttons. We're nearly done with the backtracking gnomes. Clear them out and head NE to rescue Steve and Robin, netting you: Head the only other way SE, past some cages with loot and through a door with a bunch of Bad Dudes. Just proceed along the path and deal with the flamethrower enemies. Cut through the chained door in the back, and go through a dark area with many rats. Funhouse Floor 2[Randomized Chest/Destructible Loot Table: Sneakers, Brass Knuckle, Toy Robot, Gauze, Binoculars, Rag, Foot Spikes, Fancy Shampoo, Duct Tape, Spark Plug, Gauze, Chewing Gum, Ground Coffee, Pocket Knife, Coke]. First, head SE until you reach a big clown face. While you need to hit both floor pressure plates to continue, make sure you grab Gnome #26: Huey first. Inside the next hallway a wooden door and a gold door. Let's take care of the side quest before continuing. Now lets head back over to the newly opened up area of Starcourt. At the end of the hall is a door you can enter, kill the flayed, and then hack a box to open another door (this leads back to the start of this floor). Keep heading NE and you'll see a series of rocks you can blow up, past which are more Bad Dudes who will drop a combination once defeated. Youll need 10 tickets to enter the Funhouse. You're going to want to grab your last Gnome by following the path shown below (you'll need to unlock the door via switch first). If you go SE, NE, SE, NE, SE, youll find Gnome #48: Slash. That's about it, really. You can clear out the base as you wish, but you'll find the golden bears SE of your position (the door opened by the pressure plate has some goodies but you're going to need to come back with cranks to get most of the stuff here). Now, before heading along the previously mentioned path opened by the pressure plate, go all the way to the NE and use the cranks you made to open these doors. After a cutscene he'll join your party, getting you: Now you'll need to find an umbrella, duct tape, and tin foil in the house. Seeing as how Lawn Darts usually cost 5$, and Plush Toys cost 3$, the Lawn Darts are the more cost-effective purchase. Just let the timer run out and move forward for now. Using your energy for damaging chain attacks is a great idea to maximize your damage during these limited windows of opportunity. Find Billy by following the clues, and Eleven will insist you head to Max's house (in the Suburbs, at the far NW corner of the map). Now head to the northern room across from here on the map. 0:58. The order of the switches, from left to right, is 2, 4, 1, 3. Tuna. In the next clown room, enter the bolted door to find another Medkit. Use Erica to get through the vent to open the path forward; in this room with the alarm there are a bunch of Russians with the "awareness cones" you'll probably be familiar from stealth games. Funhouse Floor 5On this floor, you need to talk to the clown figures on the wall and input answers. As you try and leave there will be a cutscene. Also among them is Murray Bauman, played hilariously by Brett Gelman. Easy enough, and it's followed by getting some sugar from the fridge and filling the sugar bowl. Stranger Things is the best streamed view show of 2022. Hoppers CabinThe doors are closed again. She will prep you your special shake, so head back to the Pool. Enter the bolted door to find the golden Rat. Go with Steve to the button, and press F (he won't move). Now head through the door to your east, and youll come across a chest containing x3 Random Items. This is a dumpster maze. Make your way over to Flayed Billy, while fighting a group of flayed along the way. Follow the clues, find Heather and fight off the goo monsters (Eleven's Nuke ability works great here). Orient the far left/NW rat to the picture of space, the second rat down to the power lever, and the last towards the bookshelf. In the main room, the two left breakers control the left-hand/NW side of the basement, and the right-side/SE controlled by the two others. Tentacle arms will drop from the ceiling during this, but youll see a glass window animation appear on the floor spot where its about to strike, so its easy to avoid. Upstairs you'll fight what's left of Granny Perkins, and finish the quest for: Head back to the Lower Starcourt Corridors and finish up Ivan's quest. After a bit of boarding up windows, you'll hit a cutscene and head to the mall. Talk to Chet to get access to the back staff room, then either smash the boxes or hack the nearby controls to access the shed. Start with the Codebreakers quest, which will send you back to Scoops Ahoy for another translation session. Now, youll find some Dough in the back room. Next to Karen is Susan, who has a quest for you; you need to get her a new hair dryer, starting the Revenge of the Geeks quest. Pan-O-Rama Pizza Parlor[Randomized Chest/Destructible Loot Table: Sneakers]. After the Flayer's incapacitated you'll head back to the Russian base. Murray Bauman.--- Errands ---30 Minutes Or Less Gather ingredients to make a pizza for Anton Anton is missing the pizza of his motherland. Next, lets continue the Scoops Troop mission, so head to Starcourt. They can also overheat so you'll have to wait for a cool down. Now talk to Murray to continue the story. You will be hitting the lever switches around the perimeter of the room in order to get a gnome though, in this order: (starting the count from the NW corner of the room: 1, 2, 3, 5, and 8). Again, the map resets and you continue forward until you find another Medkit. He might have hints on where to find the ingredients. Funhouse ExitGrigori will run, so kill all the Russians he sends at you, then walk over to the slide to exit. In the next area you'll encounter explosive monsters; at this point I recommend a ranged character. Now, head to Hawkins Square and the hardware store. Give them back to Steve and enter the Lower Starcourt Corridors. You don't actually have to talk to him to start his quest, just break into the nearby Foreclosed Shop and start smashing and fighting enemies as you proceed through the rooms. You'll eventually find a purse with some of the info you need. To the NW with your other character it's tougher, because you've got a five-lever sequence to do. The trick here is you can't turn the power on for every single place at once, or you'll trip the breakers. Home; About; Program; FAQ; Registration; Sponsorship; Contact; Home; About; Program; FAQ; Registration; Sponsorship . Now head back to the Scoops Ahoy. Rewards: Unlocked Door, Access to exit east of the Weathertop Shack, Gnome #50: Jareth, locked door requiring a Secret Badge (revisit later). Nondescript HouseOpen the 40 gnome chest for a Beaker and Promethium. Time to head to Hawkins Lab. You'll need to hit two breakers to make the path forward, but follow the "blood" southeast of the second breaker to find a few rooms with a chest and various destructible objects to loot. If you take the wooden door in the other area, youll find a lone Medkit. You'll need everyone's player manuals: Mike's is in his house, on the ground floor in the SW room; Dustin's is in his house's bathroom; and Lucas' manual is in the clearing NW of Max's house. Then turn off the power here. Here clear out the area, making sure not to go into the metal door with the caution tape on the ground first. Inside is a puzzle. Just clear out the enemies, fire the cannons, and then avoid the tentacles while you keep pointing and firing the cannons at the Flayer. In the room with the power switch is another Gnome #22: Rutger. Clear out the next room of enemies and hit the button to open the door. Youll be forced in through the Garage. This next room, as crazy as it looks, is impossible to win. In the chest is the Lv2 keycard you need. Then, quickly turn on the power, hit the pressure plates, and then go into the adjoining room to enable access to proceed. The switch on the right-hand side of the room reset the grid. At one point during this season, Murray's phone number of 618-625-8313 is revealed. If the various posters and computer in here didn't give you enough of a hint *** Spoiler - click to reveal ***Make the statues face the digits of pi, aka 3, 1, and then 4 chairs, buckets, whatever. If you don't want more body armour, you can skip most of the enemies in these areas, working your way SE and then NW. Make sure the golden bear is pointed towards the plants, then head down to the SE and wrap around to where the chest and vent were in the back. The clue you're looking for is the shoe store on the upper level. Instead of going down it, head back NE to where there's a hack panel, and behind it, some destructible rocks, some rats and Gnome #32: Charlene. The Ventilation Shaft HuntSame deal as last time, the order of appearance and not the closest current proximity. Dustin can open locked areas like the one leading to his room with a timed but trivial button-matching prompt. Completing the mission nets you: Before you leave, grab Gnome #13: Marty from the SE wall of the main room. So this walkthrough guide will help . Venture across state lines to Murray's Warehouse. Lets over to the Town Hall when ready to start a sidequest. With that done, switch to the Rat, Paper, Scissors quest. Talk to a man in a convertible, who will need his keys back. Here you'll need to talk to the receptionist, and then head to the NW and slip by the doctor. You'll see a cutscene, and then need to fight some Bad Dudes. Your reward will be some more choice in offensive or defensive gear. After you've taken about a third of his health off, he'll retreat to the next area. ALL RIGHTS RESERVED. You'll end up back at the elevator; hit the button to exit the base and return to Starcourt Mall. To turn off the alarm, walk on the switches in the order of (left to right/SW to NE) 3, 1, 2, 4. She will join your party, granting you: Before you head to the conference room, perform the usual tossing and smashing of the premises (and ruin Jonathan's photos.) In the upper area with the rat's nest, you'll see a golden bear; remember this place for later. Now talk to the scientist and try to head inside. Next you'll enter the next unlocked area, turn off the lights here, and then you're thankfully done. After another cutscene, you'll end the chapter. Head inside to Petal Pushers. Now head through the door at the end of the hallway to reach The Device. Hidden back here is Gnome #25: Kitt. In the back will be a vent, which you should remember for later. Head back to the showers to re-enter the Void. Gnome #35: Falken - Murray's Warehouse - This one is in the 2nd room, the one with all the pressure plates, levers and statues.