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Residence Massacre Night 3 — Lakeview Camp

Lodge cutscene, gas cans, Shotgun defense, and the Soldier ending at sunrise.

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Night 3 Walkthrough — Lakeview Camp

Night 3 of Residence Massacre takes place on the Lakeview Camp map — a remote, forested holiday site introduced on August 31, 2025. You arrive in a car out of fuel alongside The Worker, find a Lodge with a Shotgun on the table, collect all the Gas Cans, watch The Worker mutate into The Mutated Worker, and survive from 12 AM to 6 AM while his head — The Spider — and his body — The Husk — attack the cabins. At sunrise a military tank arrives with Soldiers who interrogate you about the factory. This page covers the whole walkthrough; the Lakeview Camp map deep-dives the camp itself, and Shotgun covers the only ranged tool. Place 14437001043, online co-op, PvP removed January 9, 2026.

Win condition

Survive the night from 12 AM to 6 AM while collecting every Gas Can before nightfall. There is no item to interact with at the end — only endurance and communication.

Phase 1 — Driving into camp (12 PM – 4 PM)

You spawn next to a car that has run out of fuel. The Worker is standing near a road fence and says: “Hey, you’re finally awake… Seems like there’s no one around to pick us up… I saw a sign ahead, we should check it out.” Both of you walk to a large wooden sign that reads Lakeview Camp. The Worker adds: “Lakeview Camp… Maybe we’ll find something to fix our ride.”

Inside the camp, The Worker says: “I wonder if there’s anyone left” and then: “Mmh… There’s a lodge ahead. Let’s check it out.”

Phase 2 — The Lodge (4 PM – 5 PM)

The Lodge’s main door is locked. The Key is on the left side of the Lodge’s porch — pick it up, unlock the main door, and both characters enter. Inside the Lodge’s central room, The Worker says: “We should check out the cabins once you’re ready.” The objective updates to “Find gas cans”.

Phase 3 — Gas can hunt (5 PM – 9 PM)

Around the cabin area you can find 2–4 Gas Cans, with the exact count depending on the round. The Worker wanders the cabin area with you — sometimes he coughs and splits blood under him, hinting that something is wrong with him. You must find every Gas Can before the night proper starts.

Phase 4 — The mutation cutscene (around 9 PM)

Once you collect the last Gas Can, The Worker heads back to the Lodge on his own. Weird sounds begin to come from the Lodge. You follow him back. A previously locked room in the Lodge has its door open. The Worker is inside, pale with veins visible on his arms, leaning on a chair that has blood stains on it. He notices you and says:

“Oh… It’s just you.” “I’m…” “Not feeling too well…”

His chest splits in half revealing sharp teeth — the Worker has mutated into the Mutated Worker anomaly. You close the door, grab the Shotgun from the central room, and run to the cabins area. The Worker breaks down the door and follows. That is the moment 12 AM hits and the night timer begins.

Phase 5 — Defend the cabins (12 AM – 6 AM)

From 12 AM to 6 AM you survive in one of Cabins 1, 2, 3, or 4. Each cabin has 4 windows, 2 beds, a fuse box, a light switch, and shutters. The Shotgun gives you 2 shells; you refill at the cabin ammo boxes. Trail Cameras (4 of them) plus the Camera Tablet let you scout The Mutated Worker before leaving a cabin for ammo.

Detailed cabin rules, shotgun priorities, and Spider mark handling live on Lakeview Camp, Shotgun, and The Spider. Modifiers on Night 3 are documented on Night 3 Modifiers.

Phase 6 — The Soldiers arrive (6 AM)

When the night ends at 6 AM, the sun rises over the forest. The Player is carrying a Gas Can to refill the car. A sound of another engine comes from behind — a green tank with two Soldiers rolls into view. One soldier holds a gun, the other operates the tank. They confront you with the line:

“You were at that factory, weren’t you?”

The tank operator pulls out a photograph of several factory workers — The Worker is in the middle, identified as the Lead Factory Worker position. The soldier says:

“I assume you’ve seen the man in the middle before. If you know anything, I recommend you speak…”

The scene cuts to the Lead Factory Worker’s mansion and pans to the basement’s massive three-claw scar on the wall:

“It seems as if… something got to him before us.” “However, we didn’t find any body at his residence.”

Back to the Soldier:

“I’m afraid you’re gonna have to follow us.” “And no funny business.”

The screen fades to black and a popup appears: “Survived Night 3”.

Marshmallows and the campfire

Marshmallows are a Night 3-only consumable you can find while looting. Touching the campfire near Cabin 3 while holding a marshmallow cooks it. A perfectly cooked marshmallow is your best heal-and-stamina buff (the Perfect Cook badge). An overcooked or burnt marshmallow gives a partial buff plus the Hell’s Kitchen gag badge, which rewards the Cheese Hat.

Co-op roles recap

RoleNight 3 job
CallerRead Trail Camera tablet, call Spider marks and Husk approach
Shotgun mainHold the Shotgun, scare Spider first, refill at ammo crates
Gas runnerFetch gas cans during daylight
Cabin guardRepair shutters, watch fuse box, manage light switch

Common Night 3 failures

  • Forgetting the Key on the Lodge porch and missing the cutscene.
  • Spending the first Shotgun shell on the wrong target — first shell is for Spider, not Husk.
  • Not refilling the Shotgun before nightfall — running out of shells mid-night is a wipe.
  • Letting Bloodmoon speed up Spider marks past your call cadence.
  • Walking outside during Blizzard without a planned route — freeze damage kills gas runners.
FAQ

Frequently Asked Questions

Quick answers for Residence Massacre survivors.

When does Night 3 start in Residence Massacre?

Night 3 begins after you beat Night 2. You arrive at Lakeview Camp in a car out of fuel, and The Worker leads you into the camp.

Where is the Shotgun on Night 3?

On one of the tables in the centre room of the Lodge. When someone picks it up, every player in the lobby gets a copy. The Lodge door is locked until you grab the Key from the porch.

What happens to The Worker on Night 3?

After you collect every Gas Can, The Worker returns to the Lodge and mutates inside a locked room. His chest splits in half revealing sharp teeth. He chases you from the Lodge to the cabins area, where his head separates into The Spider.

How do you survive the cabins on Night 3?

Stay in your assigned cabin, call Spider marks early, keep one Shotgun shell for Spider and the second as panic, refill ammo boxes in pairs with a teammate luring The Mutated Worker, and never double-shot inside a cabin.

What happens at sunrise on Night 3?

A green military tank with two Soldiers rolls into view. They ask "You were at that factory, weren't you?" and force the player to follow them for further questioning, ending with a "Survived Night 3" popup and a cut to the mansion basement.