Guide
Searching a kitchen
How to work through a kitchen in R.E.P.O. without leaving anything behind, given that the room is fitted with its own counter, sink and fridge.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A way into the room
- A free hand
- Enough light to see the counter
Steps
- Start at the sink.
the sink is named for the room and carries a collider object of its own - Work along the counter before you open anything.
each piece carries its own sheet, named after the piece - Open the fridge last, once the room is quiet.
the fridge is named for the room as well, and again for the arctic version of it - Read the sign on the door before you commit to the room.
the game signs a kitchen with a metal plate of its own - Expect the arctic version of the same room to be fitted differently.
the arctic set names its own counter, sink and fridge - Do not treat a kitchen as a side room you can skip.
the game names a start room of its own for a kitchen dining room
Common mistakes
- Walking past the sink because it looks like part of the wall.
- Opening the fridge first and drawing attention to the noisiest piece.
- Assuming the arctic kitchen holds the same pieces as the manor one.
- Leaving the counter unsearched because a box was already in the way.
Related entries
Maps and levelsThe kitchens and their fittingsA kitchen is a room set of its own, with a counter, a sink and a fridge named for it.
Maps and levelsThe storage rooms and their fittingsThe museum storage room is named as a set of its own, with floors, ceilings and walls named for it.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; nothing here is estimated.