How to use these guides
Start with Getting Started and the controls page if the flashlight prompt is new. Then Night 1, the closet page, and the prep checklist. Night 2 and Night 3 assume those habits. Shop and pass prices live on one page so the night guides do not repeat the table.
Which Residence Massacre guides are published?
Getting started in Residence Massacre
What the lobby is for, what to buy first with Coins, and the daylight checklist before The Mutant arrives.
Controls and callouts
The bindings the game page actually names, where fan sheets disagree, and the words to use in voice chat.
Night 1 after the house rework
Cameras, window lights, the shed generator, and what changes when The Mutant gets inside.
Closet QTE and spit traps
When hiding resets The Mutant, when lights still work, and why stacking three people in one closet fails.
Night 2 factory shift
Floodlights, Pest cables, the 2 AM Stalker, and why indoor lights do not scare The Mutant here.
Night 3 at Lakeview Camp
The lodge key, every gas can, the shotgun, and how The Worker becomes the Husk and the Spider.
Night modifiers after the 2026 rebalance
What Thunderstorm, Bloodmoon, Party, Graves, Blizzard, and House Chaos change, and the extra Coins they pay.
Coins Shop, quests, and passes
September 2026 prices, which badges gate the weapons, and what VIP no longer does.
Endless mode and True Survivor
How the house loops after 6 AM, what each weather pays, and the day 7 badge.
Memories: Spirit Helper, Mansion, and the Bunker
The three optional lore nights, with full Spirit Helper breach steps and what the other two gate in the shop.
Night prep checklist
One daylight list for the house, the factory, and the camp, plus the modifier extra each list picks up.
