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system combined with restricted crafting. If you can't find a specific location on your map, prioritize Trader Quests ; they will eventually lead you to the Tier 5 POIs like the Umbrella Corp custom mansions where the best loot resides If you'd like, I can help you with: Finding specific schematics (like the Water Filtration or Tungsten tools). A guide on the Class System (which one should you pick first?). Tips for managing the Stamina and Food mechanics in the early game. Which part of the mod are you currently stuck on?

However, they are always located in specific "rooms" (scenes). Use this list to check off which rooms you have cleared.

The key locations of Ravenhearst are a masterclass in environmental storytelling. They follow a deliberate narrative arc: The (entrapment), the Foyer (fragmentation), the Schoolroom (control), the Laboratory (perversion of science), and the Attic (pathos). Each location is a locked gear in Dalimar’s infernal device, and the player is the key. We do not simply find hidden objects in these rooms; we excavate the history of a crime. Ultimately, Ravenhearst Manor succeeds not because of its jump scares, but because every nail, every portrait, and every broken toy tells the same tragic story: this is not a home. It is a mausoleum built to keep one woman trapped forever.

Obtained after solving the pipe puzzle and interacting with the doll at the Cottage. Garden Key:

: The Panic Room and the Secret Room house Level Two of Dalimar’s machinery. This area features human pods and an automated resurrection console. To progress, solve the magnet and acid puzzle on the auxiliary power box to drop the security gates. Part 2: 7 Days to Die (Ravenhearst Mod) Key POIs

, the narrative expands beyond the original mansion into complex subterranean and psychological landscapes. Ravenhearst Wiki Core Landmarks of Ravenhearst Manor

A rusted, art-nouveau greenhouse where Charles Ravenhearst grew memory-altering flora. The plants still produce pheromones that show you false versions of history. You must navigate using a gas-mask device that lets you see “emotional residue” instead of physical objects.

The sprawling, 30+ room mansion is the central location of the series and will be your primary environment for exploration and puzzle-solving. Here are its key floors:

Beneath the manor’s genteel Victorian surface lies the Laboratory. Accessible through a hidden bookshelf or a coal chute, this location is the heart of the machine. Unlike the dusty rooms above, the laboratory is unnervingly active. Brass pipes hiss with steam, Tesla coils spark with uncontrolled energy, and a large,iron maiden-like device (the “Soul Transference Engine”) dominates the center. The walls are covered in alchemical symbols and blueprints that blur the line between science and sorcery. This is the location where Dalimar literally dissected the boundary between life and death. The puzzles here are the most complex, requiring the player to calibrate frequencies, align prisms, and reroute soul-energy—forcing you to temporarily become the mechanic of Dalimar’s nightmare.

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If you’ve ever stepped foot into the fog-drenched grounds of the Queen’s estate, you know that Ravenhearst is not just a mansion—it is a character in itself. It breathes, groans, and holds its secrets tighter than a miser holds gold.

As new key locations are discovered, we'll be updating this article to reflect the latest information. Follow us for more Ravenhearst news, guides, and walkthroughs. Happy gaming!

Found in the Palace hallway; essential for progressing through Lady Morwyn’s boudoir in the later stages. Elevator Lock Codes

The represents the mod's ultimate high-density, multi-tier urban point of interest. It acts as a massive commercial labyrinth where multiple stores are packed under one roof.

Do not attempt these locations without a steady supply of infection cures or high-quality melee weapons. The vertical layouts make it easy to get cornered in tight corridors. 2. Folsom Prison

Mina must travel to each location not to destroy them, but to “attune” them—to force each Anchor Site to record Emma’s true death, not her idealized revenge. In the Iron Bower, she replants a wilted rose that witnessed the murder. In the Chrono-Reflectory, she lets a younger Emma’s echo finish a diary entry she never got to write. On the ghost train, she convinces one workman to leave his loop, breaking the engine’s paradox.