Overview
Everything you should know about the map nmo_cabin, including objectives, secrets and notable locations. (WIP)
Basic information
Difficulty: medium-hard (depends on route)
Length: medium
Respawns (In servers with “spawning: active”): 0
The cabin contains many dark and small corridors. Few zombies walk in these corridors because they are mostly either outside or in the underground. Careful not to let them block the ways outside or your group will have lots a trouble fending through the horde.
Break out of the attic
This is the first objective when you start the map.
You start in a huge and barely illuminated attic with various items scattered around. Here is a list of items that can be found in the attic:
-Beretta M92FS (common)
-Colt 1911 (Uncommon)
-Maglite (Only one)
-Chainsaw (Rare)
-Simonov SKS (Rare)
-Various melee weapons
-9mm ammos
-Hammer
-Boards
-12 gauge ammos
-Sako 85 (Rare)
Once you picked everything you deemed useful, head to the attic’s door. The door is found in a dead end near where the maglite appears and next to either some boards, a box of 12 gauge ammos or both. Some wooden planks seal the door. Break them to open it.
Break planks to proceed
After “Break out of the attic”
Once you open the door, you will fall down into a dark corridor. Once in, there is only one way to go while the other way, leading into a bright corridor, will be blocked by a table. In this corridor, you will find the following items:
-2 random melee weapons
-A sheet of paper with a code (will always display the same code)
Head down to the only way you can. You will come across a T-junction: the straight path leads to your ojbective while the one to the right will lead you to some items. Go straight toward the door blocked by the planks and break them. Once you broke all the planks, the door will open.
If you went to the right, you will enter a bright corrider. From here, you can enter a double to your right or proceed to the second T-junction. If you take door, this will lead you in a small room with the possible following items:
-Ingram MAC-10 (Common)
-MP5A3 (Rare)
-M16A4 (Rare)
-Boards
-Fuel(Uncommon)
-Winchester 1892 (Rare)
At the T-junction, you will find a revolver on a book shelve. There is also a kitchen if you take the last door to the left . There is a random melee weapon and a Beretta Perennia SV inside.
Find keys to unlock door
After “Break out of the attic”
This objective happens in the same area as the “Break planks to proceed” one. However, the first path to the bright corridor will not be blocked. The key appears in two places:
-In the small room with the boards and the MAC-10
-In the kitchen to the right once you enter it
Once you get the key, the door to unlock will be next to the kitchen one. Put the key in the keyhole and wait a few seconds until the door opens.
Release stair gate
If it is after “Find keys to open door”
After you unlocked the door, you will find yourself into a new corridor. Proceed through it and it will turn left. At this point, you will have the choice to go forward or to the right. The corridor contains the following items:
-Phalanx pills
-12 gauge ammos
Forward, there will be a big hole. If you jump into, you will land on the ground level. Here, there are only bandages. From where you fell, turn around and you will see a barricaded section at the end. To the left of the barricade, you will notice a switch. If you press it, you will see that, through the barricade, the gate that blocks the stairs will open. Head back upstairs by the ladder, go right once upstairs and turn left at the T-junction. Go down the stairs.
If it is after “Break planks to proceed”
The door will open the way to another dark corridor that turns to the right. Once you turn, you will get into a darker section of the corridor. The corridor leads to a room brithened by a fireplace. In this room, you may find either a colt or a mac-10. Exit the fireplace room through the other door. This will lead you in another corridor but you will recognize it due to the hole on the floor. Before the T-junction, You may notice a path to the right. This leads to a small living room with:
-12 gauge ammos
-Beretta perennia SV10
Once you reach the room, the procedure is the same as above.
Family is the key. Find the book.
After “Break planks to proceed”
This objective happens in the same place as “Release stair gate”. The book will be in one of the following location:
-Inside the fireplace room
-Inside the small living room just before the hole on the floor
Blast through cabin wall
After “Release stair gate”
Once you went down the stairs, you will find yourself on a corridor turning left and then right. At the end, take the door to the right which leads into a small utility room. Inside, a gas tank is placed against a wall. Shoot the tank to destroy the wall.
Caution: To survive the blast, shoot the tank from outside the room. Standing too close will kill you.
Secret: The first door to the left has a keypad. If you find the code, you may open the door and inherit the loot:
-9mm ammos
-7.62 * 39 ammos
-0.308 ammos
-Simonov SKS
-Sako 85
-Medkit
-Phalanx Pills
Place book in shelf
After “Family is the key. Find the book”
Open the safe containing the book.
Caution: The safe may open toward the inside forcing the book to clip out of bound. If this happens, tell the group that the objective gliched and start a vote to restart the round.
Take the book and jump in the hole on the floor. Once downstairs, look for the shelf highlighted in red. You will notice a spot on the shelf where the book can perfectly fit. Place the book in this spot to move the shelve.
Weld through kitchen door
If it is after “Blow up cabin wall”
The next room only has a S&W 686. The welder may also spawn here. If it doesnt, move the shelf and turn left. Take the first door to the left. This leads to a living room with a fireplace. This room has the following items:
-Beretta Perennia SV10
-Phalanx Pills
The welder will be on the table between the couches. Pick it up, exit the room and go left. You will enter the kitchen. Walk around the counter and weld the highlighted door opening it.
If it is after “Place book in shelf”
Enter the room behind the shelf. In this case, the welder will always spawn behind the shelf. Otherwise, the procedure is same as above.
Proceed through underground
After “Blast through cabin wall”
Move the shelf and go right instead.
The door will be on the wall opposed to the book shelf. Go through the door to reach a small room. This room has the following items:
-Maglite
-Random melee weapon
Turn left and you will see a double door. Once you pass it, you will find yourself in a shaft going down. Go down the stairs and jump on the planks. Careful not to miss any or you may end up dead. Once you see the ladder, jump to it and climb down. At the foot of the ladder, you will find a S&W 686. Go through the small corridor until you reach the dead body. Many melee weapons are scattered around the body.
Secret: To the right of the body, you will see a big wooden crate. Hit the top to open it. You will find:
-Medkit
-Chainsaw (uncommon)
To the left of the body, you will see a dark path. You will have to walk on planks surronded by an electrified pond. Touching the pond will kill you. If you want to deactivate the trap, the source is to the right of the pond behind a grilled wall. To reach it, cross the pond and make a U-turn to go behind the wall. You will see a generator. Interact with it to turn off the power. To go through the underground, cross the pond, turn right and go left once you reach the wall. The exit will be at the end to the right. Right after the exit, there is a small utility room with bandages if you need them. Otherwise, go to the left and climb the stairs. Once upstairs, there will be a set of circular stairs to climb.
Secret: Before climbing the second set of stairs, you can go under them. You will find a crate under the stairs. Break the top to reveal various ammos.
Reconnect the telegraph line
After “Weld through kitchen door”
Go outside. the objective will be to the left. Here, you can jump over the wooden fence. Once you left the balcony, walk around the cabin to the left. You should see a grilled fence but, before it, you will notice a ladder leaned on the cabin wall and a wire with a plug should be lying down on the ground. Grab the plug and climb up the stairs. The socket will be at the top to the right.
Find car battery. Call for rescue
If it is after “Reconnect telegraph line”
Return to the kitchen. From where you enter, take the door in front of you. This will lead you to a small room. Then, take the next door to get in the main entrance room. The following items can be found here:
-Beretta M92FS
-9mm ammos
-Random melee weapon(s)
Once you enter this room, you will see a barricaded door at the end. The room to the left is empty while the room to the right has the following items:
-Phalanx pills
-Random melee weapon
-Winchester 1892
Break the planks to open it and proceed fast as the horde outside will try to block the entrance. Outside, the car battery will be at one of the following locations:
-In a broken car in front of the main entrance near a police car
-In a broken car at the right of the main entrance, near a grilled fence. You will recognize the fence from the previous objective
Grab the car battery and go to the left of the main entrance. Stay close to the cabin to notice a generator standing near a window. The battery goes on the generator’s left side. After putting the battery, go back inside the cabin and take a front facing door to the right. Inside, you will find a radio with a key. Activate the radio that will redirect the camera inside a boathouse. The boathouse is in backyard where you can access via the kitchen entrance. Once the cutscene finishes, grab the key and go to the kitchen. Go outside from the kitchen and get to the boathouse. Unlock the door with the key and wait until the lock falls to open the door.
Note: If you still have the welder with you, you can skip grabbing the key by welding the boathouse door.
Go inside the boathouse and get at the end of the left dock. Once you reach it, you will vanish from the map and “You have escaped” will display on your screen.
If it is after “Proceed through underground”
You will directly get outside. Otherwise, procedure is the same as above.
Conclusion
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