You may have played other anomaly games, but The Cabin Factory is a little different. The premise is that you work in a factory that makes cabins for horror attractions, and your job is to check if the cabins are "haunted." If the cabin is truly "haunted," you press the red button on your inspection platform. If everything is fine, you select the green button.
The Cabin Factory Walkthrough
The peculiarity of the game is that the arrangement of the mannequins and other objects in the cabin can change. For example, you can enter and find that the mannequins are staring right at you, baring their teeth. Although this can be considered strange, it is not yet proof that the cabin is "possessed". In this case, you must press the green button.
In fact, you need to look for evidence that something is moving or was moving while you were in the cabin. These are the same "ghost" anomalies, because of which you should press the big red "Danger" button. If there is no such evidence, you select the green "Clear" button. If you correctly determine the state of the cabin eight times in a row, you will get one of the endings. However, if you are wrong or one of the "possessed" anomalies kills you, you will start all over again from the beginning. If the screen turns red, this means that you are taking damage - immediately move to the side or run away.
You need to carefully inspect every corner of the cabin, including the second floor, as many of the "ghost" anomalies activate there. Some of them are so subtle that they are easy to miss, so before you declare the cabin safe, do the following:
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- Stand in the far right corner of the cabin and look around.
- Note the mug on the table.
- Look at the stuffed animal on the chair above.
- Inspect the bed below.
- Look to the right of the table.
- Note the remote control by the TV.
- Look at the painting "Mother".
What might you have missed? Read on and I will explain.
All Ghost Anomalies
There are 25 Ghost Anomalies in The Cabin Factory. Unlike other games where the anomalies are randomly generated, there is a specific order in which they appear. This is most likely due to an attempt to tell a story: for example, first you see the Girl being locked in the bathroom, and then you see the events surrounding the fire.
In this guide to The Cabin Factory, I will refer to the girl as the Daughter, the boy as the Son, the father as the Father, and the mother as the Mother. Below is a list of all the Ghost Anomalies.
- The Son at the top is moving his legs. This is always the first Ghost Anomaly.
- DANGER: There is a model of the cabin next to the door. The small figures represent the invisible spirits of the family and enter through the door. Stand on the opposite side of the table from the model until the moving figure (the Father) passes through the door (he will head towards the model). Then quickly run out. If the spirit touches you for too long, the game will end. This is always the second anomaly.
- The door to the basement is ajar, and as you go up, you hear the Daughter singing. As you go down, you see her slam the door shut from the inside.
- DANGER: As you go down, the Daughter blocks your exit. You need to go into the basement, and then into the bathroom. When the bathroom door finally opens, go upstairs, avoiding the Mother, and run outside. This anomaly occurs early in the game.
- The Daughter's arm can be seen moving from under the bed.
- The cabin is filled with stuffed animals, and as you go up and then down, the toys move around, with some peeking out from around corners.
- The Father is sitting at the table, looking straight ahead. But as you go down, his gaze follows you.
- DANGER: The Mother is standing in front of the now empty portrait. As you get closer, you only have a few seconds to run out the door before she gets you.
- The mug on the table is moving slowly.
- DANGER: The Father is walking behind the back window of the elevator. Run out the door immediately, past the stairs to the right of the elevator, and out the door of the elevator again.
- DANGER: The Son's orange blanket is on the stairs, and as you go down, he swings in his chair. He won't chase you, but if you get too close, he'll take fatal damage.
- DANGER: You hear giggling as you go down, and the door to the basement is open. The Daughter suddenly appears, so run out the front door to avoid being caught.
- You see a body (one of the children) being carried away.
- The Mother is watching you from a painting. She appears to be standing in the room behind the frame, her gaze following you.
- DANGER: On the top floor, everything turns orange and you see that the cabin is on fire. Go down, run out the door, run across the field and leave through another door. No one is chasing you, but you can die if you walk into the fire.
- If you look to the right corner, you will notice your doppelganger watching you from behind a wooden support. Previously, you had to stand in the corner to activate this anomaly, but this seems to have been fixed. However, to avoid missing anything, we recommend standing in the corner, Blair Witch style.
- The doppelganger is standing to the right of the table, watching you.
- As you pass Father's table, you see him throw all the pots at you.
- The stuffed frog at the top gradually gets bigger if you look at it.
- DANGER: On the second floor, the phone rings. If you answer, Father will flash at the bottom of the stairs and then disappear. However, soon he and Mother will start appearing and disappearing all over the cabin. Avoid them and exit quickly. Or just press the red button immediately when you hear the bell.
- DANGER: The cabin model appears again on the second floor. This time you need to time it correctly to avoid all the moving spirits. The best way is to wait until the Daughter reaches the top of the stairs, then jump down, run to the rocking chair and wait for the Father's footsteps to become quieter, then run out the door. This anomaly occurs near the end.
- The TV remote levitates next to the frog at the top.
- As you go down, the Woman disappears from the painting and then appears outside as you exit the cabin.
- The Son is kneeling and watching TV. His reflection in the screen turns to you with an unnatural smile.
- The Father is sitting at the table and looks at you as soon as you enter the cabin, not waiting for you to go down. His gaze follows you. The father stands outside the cabin window, and as you approach, the glass breaks.
All Non-Anomalies in The Cabin Factory
In addition to the possessed anomalies, you will also encounter situations where something seems wrong with the cabin, but this is only due to the wishes of the owner. Even if the cabin interior is upside down, you must still press the "Safe" button. Here is a list of non-anomalies we have found in The Cabin Factory:
- A voice on the radio talks about the death of the Mother and Father.
- The cabin is filled with stuffed animals that remain motionless when you go downstairs.
- The Mother has disappeared from the painting and is sitting at the table, eating. The Son and Daughter (located under the stairs) each have a piece of bread on their plate.
- The Daughter is located under the stairs.
- The Father is looking through the back window of the cabin, but does not move. The glass does not break, even when you get closer.
- The Son is kneeling and watching TV, remaining motionless.
- The entire interior of the cabin is upside down.
- The daughter hangs upside down over the stairs.
- The woman in the painting smiles.
- The entire family stands together with eerie, unnatural smiles.
How to Get All Endings in The Cabin Factory
Ending 1
To get the first ending, you need to correctly process eight cabins in a row. This will trigger the end credits and hint that something is wrong with you. This can be considered the "correct" ending. Wait for the credits to roll while in your house. Just wander around and after a few minutes, you will notice that the closet/pantry doors have opened, revealing a cabin inside. Enter it to return to the factory.
Ending 2
After getting this ending, you will be returned to work, where your next task is to process enough cabins to see all the remaining anomalies and every possible variation of the cabin. There are 40 cabins in the game: 25 with possessed anomalies, 15 with bizarre variations (as described above), and 5 in the standard configuration. This ending also unlocks the "Random" mode, allowing you to continue the game with randomized anomalies.
The Cabin Factory Story
The game hints that the Mother and Father were abusive to their children (their real names were Hansel and Gretel, an obvious reference to the fairy tale "Hansel and Gretel"), and that the children burned down the house with their parents inside. However, in a normal playthrough, you will never know whether this story is true or just part of a marketing campaign. However, the Steam achievements give a little more information.
How to unlock all achievements in The Cabin Factory
There are seven achievements in the game. Thanks to Steam user MadouSawada, who shared a few that we missed:
- Cabin Inspector - Complete a workday. Correctly classify eight cabins in a row as "Dangerous" or "Safe".
- Employee of the Month - Complete all cabins. Correctly classify all the houses in the game, including anomalies and non-anomalies.
- Boo! - Find an optional jumpscare. In the game, press Escape to open the main menu, go to the settings and turn on "screamers". You will be scared, the button will disappear, and you will get an achievement. This does not affect the game and is just a joke.
- Face your past: Mother - Encounter Mother. When Mother disappears from the painting and stands outside, look at her for 10-15 seconds to get a line of dialogue.
- Face your past: Greta - Look at the silent Greta. When you see the Girl under the stairs, look at her to hear more dialogue.
- Face your past: Father - Look at the absent Father. When Father stands outside the window of the house, look at him to get another line of dialogue.
- Face your past: Hans - Encounter hungry Hans. When Mother and Father are sitting at the table "eating", go upstairs and look at Hans to hear the last line.
Judging by the achievements "meet your past", the main character is either an adult Greta or he had a childhood similar to this family's story. The end credits support the first theory, as they mention the character Older Greta.