A few steps past the metal EXIT door in the Scarlet Church, the power dies and the heavy security door ahead locks shut. Getting through it means finding a flashlight, hitting an override button in Room 206, and collecting a pistol off a dying man just beyond. Here is exactly where everything sits and the order to do it in as Aidan Lynch.
Quick answer: Pick up the Flashlight from the table on the right, read the note on the locked door, go to Room 206, and press the green override button beside the observation window. The door opens, and the detective slumped past it hands you the Pistol.
Where the power outage happens
This comes while the objective reads “Escape the cult,” after the shrine room and the workshop with the table saw. You leave that butchery area through a side corridor and the metal door under the green EXIT sign using the “F Open” prompt. Grab the +1 Gunpowder from the open bin in that side corridor before you go through.
The lights go out shortly after you enter the next hallway. Ahead, a locked security door stands beside a line of numbered rooms; one of them contains what you need to open it.
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On a wooden workbench to your right, lit by a dim red light, pick up +1 Scraps and the Flashlight. Use the “X Turn on Flashlight” prompt to switch it on so you can actually see the corridor.
Approach the shut security door and inspect the handwritten note attached to it. The note directs you to override the door at the fuse box in Room 206. Inspecting it also puts “Post-it Notes” in your collection.

You don’t need to search for an actual fuse. Although the note mentions a “fuse box,” the override in Room 206 is just one button.
What’s in Rooms 208, 207 and 206
The numbered rooms line this corridor, and all three are worth opening before you flip the override. Only Room 206 is required, but the repair kit in 208 is easy to miss.
| Room | What’s inside |
|---|---|
| 208 | Basic Repair Kit in an open metal case, plus +1 Scraps in a corner crate |
| 207 | +6 Coins in a small wooden box on a chair |
| 206 | The override button, +1 Herbs in a drawer, and a mesh medicine cabinet needing a Lockpick |
The Basic Repair Kit slightly extends the durability of a melee weapon. To use it, open the inventory, bring up the item menu on the kit with [RMB], and choose Repair, then pick the damaged weapon.
Press the override in Room 206
In Room 206, a pale metal box with a round button is attached to the wall just to the right of the large window into the next room. Walk up to it and activate it using the “F” prompt.

Pressing the button lifts the metal shutter covering the window, revealing a tall figure in black leather walking through the room beyond. No attack follows. The corridor’s security door is now open, so return there and pass through.
You know it worked when the shutter lifts and the corridor’s heavy door is open. The figure behind the glass is scripted and will not come after you.
Take the Pistol from the detective
Beyond the door, a suited man is slumped against the wall, a spiked metal cage secured around his head. He is a police detective who entered the cult with his partner, and you’ll get your first firearm from him.
Beside him, pick up +1 Pistol Ammo and his police badge; inspecting the badge adds a collection entry bearing his name. There is also a cassette recorder you can play. The Pistol is in his hand.
Take the Pistol with “F Equip.” Its inventory description says it is simple to handle and deadly against targets at close range. It uses .45 ACP. The weapon starts nearly empty, with only a round or two in the chamber, so make more ammunition before entering a serious fight.

Craft Pistol Ammo and save your Gunpowder
Taking the gun also hands you a recipe, “Ammo Pack .45 ACP.” One craft costs 1 Scraps and 1 Gunpowder and produces 7 rounds. Hold F in the Crafting tab to make it.
This is why the Gunpowder you passed earlier matters. The keypad cabinet in the painting hall holds 2, the cabinet behind the secret bookshelf holds 1, and the bin by the EXIT door holds 1. With Scraps from Room 208 and the workbench, you can craft roughly 14 rounds on the spot. After equipping the gun you also pick up new controls: number keys switch weapons, R reloads, and [RMB] aims while [LMB] shoots.
If the game says “Inventory Full”
The Pistol takes up a 2×2 block in the inventory grid, which is 4 wide by 10 tall. If you are already carrying three melee weapons, a codex and a repair kit, the pickup is refused with an “INVENTORY FULL” message.
To make space, open your inventory, select an item you can spare, and choose Drop from its menu. Alternatively, use the repair kit first to remove it, then pick up the Pistol. Use “Ctrl Auto sort” to arrange the grid; dropped weapons remain on the floor and can be collected again later.
What comes after the door
Past the red fire alarm, a green door opens into a storeroom filled with stacked boxes, where two cultists are talking. A cart and the shelves hold more Scraps, Gunpowder, and loose Pistol Ammo. Farther on are the cult’s living quarters, and some of the cultists there carry guns.
In the outside hallway, a red gas cylinder can set the corridor and anyone in it ablaze if you shoot it. Gunfire still draws everyone to your location, so staying stealthy is the safer option. A well-aimed headshot can also penetrate armor that would otherwise shrug off shots to the body.






