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Entering a mysterious cabin you find deep in the woods at night: good fun or horrible idea? The girls are split inLost Records: Bloom & Rage’s 13th chapter, straightforwardly titled Cabin in the Woods.
Though Nora and Autumn are against it, this isn’t one of the decisions you need to make as the player — Swann wants to explore. But first she’ll need to break in. In this guide, we’ll go over how to enter the cabin, what dialogue options will get positive, negative, and neutral results, and how to solve one of Tape 1’s only mandatory (and surprisingly difficult) puzzles.

As usual,staying silent is an option, and prompts neutral reactions from your friends, but may mean missing out on dialogue options.
Breaking And Entering
Before you can break into the cabin in 1995,Swann has a choice to make in the present.As the chapter begins, she tells Autumn that she’s writing a book.The novel can be about a cryptid or it can be psychological horror.This choice will be remembered, butAutumn is neutral on either option.
Back in the woods, Swann, Nora, Autumn, and Kat have arrived at the cabin.Nora and Autumn express hesitanceabout it, butSwann wants to go in. She can be sympathetic about this or not,with different results.

The game isn’t especially clear about who, exactly, is reacting which way to this decision, so we’ve added our best estimate based on the context.
Who cares? This is awesome?

Negative (Nora and Autumn).
Don’t worry, we’ll go fast.
Positve (Nora) and Negative (Autumn).
Sometimes (roughly every other time we played through this chapter) Autumn can express frustration that Swann isn’t giving up on exploring the cabin.Swann has two response options:

What’s the rush?
Negative.
This chapter is an opportunity forSwann to bond with Kat.As you explore,Kat will express gratitude that she finally has friendsshe can “do stuff like this with.“Swann has two response options:
I like doing things alone.
Neutral.
Approach the side of the cabin and move the wood.This will reveal awindow that’s boarded shut,prompting Kat and Swann to beginsearching for a toolthey can use to open it.
When Kat wondershow long the cabin has been uninhabited, Swann can suggest it’solder than their parents,which gets a positive response.

If you look at thebroken bridge at the back of the cabin, Swann has two possiblesuggestionsabout what might have broken it:
A troll?
A bear?
Positive.
Kat says that, if she ran away, the cabin would be a cool place to hide.Swann can offer to run away with Kat, which gets a positive response.
WhenSwann sees windchimes,she says that her mom would probably like them, whichprompts Kat to think about her mom’s religiosity.When she says her mom will probably drag her to church this Sunday,Swann has two dialogue options:
We can hang out after!
Kat can bring up herfamiliar dislike of Dylan’s boyfriend, Corey,who she says is often sent to check on her when she’s out of the house.Swann has two responses:
Screw them.
When you see anold decaying outhouse, Swann can make a crack about using it to go to the bathroom, and Kat responds that she wouldn’t be bothered if she had to use it.Swann can say:
Perfect for seven minutes in heaven.
Standing by the outhouse puts Swann in position tosee a device hanging from its roof.She can offer toboost Kat upso she can get it or attempt tojump for the object herself.
IfKat helps, they get the item easily.If Swann does it herself, she knocks it down, butfalls on her back.
With the object in hand,return to the cabin and break and enter your way in.
Unlocking The Cabin Door
Once you get inside the cabin,head to the front door to retrieve your camcorder(and more importantly, its flashlight). Once you have it, you can begincracking the strange combination lockon the door.
As you search for the answer, the other girls will ask you what you see.You have three options that are unlocked by pointing the camcorder around the cabin.
There’s a lot of old stuff.
If youinvestigate the bear trapon the back wall, it will go off.You have two explanations:
(jokingly cry for help)
Positive (Kat) and Negative (Nora and Autumn)
There are alsoswirls on the walls.When Swann tells the other girls this,Nora thinks it’s weird.Swann has two response options:
Maybe you’re right. It’s weird.
There aresymbols all around the cabin,and you need to find out which ones are actually necessary for the lock. This is one of the game’s toughest puzzles, especially if you miss the immersion-breakingcheat sheet that’s hanging on the cabin’s pillar near the door. It shows thelocations of the symbols and which order they need to be entered.
If you want to do it the hard way, look at the cabin through Swann’s camcorder.The symbols you need will cause the camera’s picture to malfunction.
The symbols you need areby the door, ladder, cans, and bear trap. The cheat sheet gives you the order to plug it into the lock:Eye - Moon - Leaf - Stars.
Once you unlock the door, you’vecompleted everything you need to in the cabin in the woodsand are ready to head home.