03. Missing Persons - Rose Heights Cemetery and the Junkyard
So the Shepherd house has easy access to the cemetery. Nothing weird there. Follow the path, grabbing the ROSE HEIGHTS CEMETERY MAP on your way. Alex can comment on any and all tombs here if you want to read them; he will also note the extreme number of deaths for such a small town. There's a guy digging up graves in the Bartlett plot, but we can't reach him. Drop down into the East Garden, prepared for a Feral attack. All you need for these guys is the knife. Do a combo. Wait and dodge. Enter another combo. Rinse. Repeat. Check the fountain in the center of the garden for an OLD STONE PLATE. Then climb up to your right.
There's a HEALTH DRINK by the gazebo, and the Bartlett Family Mausoleum is locked. Enter the family crypts to the west. In the north block, the second crypt on your right (second gate) has a save point. The third crypt on your left (second gate) has a hole in the wall you can squeeze through to get to the middle block. Here, the first crypt on your left (second gate) has a HEALTH DRINK in it. Right across from you in the crypt opposite, there is another hole to squeeze through to your left. Still in the middle block, make your way as far east as you can and look in the last crypt on the right (second gate) to find a hole to crawl through to Founders Row.
A Feral will jump you as you head south. Take care of it or run past it as far south as you can. Look to your left for a gate to run through and a hole to jump into. Follow the spiders until you are on the outer ring of the Founders Garden. There is a Feral chowing down in the center of this area, but you can completely avoid it by walking around the outside to the northeast corner of the garden. However, Ferals are good at sensing Alex's presence, so it may see you regardless when you try to leave. Check to the left of the exit in the north for a HEALTH DRINK; the exit is on the ground floor, but the drink is up the stairs to the left.
The path splits up to the West Garden, but both stairs lead to the same place. On the landing of either staircase is a plaque with a hint that something needs to be made whole. Perhaps it has to do with our stone plate? Check the fountain in this garden for a STRANGE STONE PLATE, just what we need. Use both plates at the gate on the north side of the West Garden to unlock it.
You'll emerge into what used to pass for civilization. Head west towards the police station. Go to the front of the S.G.P.D. and head to your right for a FIRST AID KIT. Continue west to run into Elle posting missing persons flyers. She'll give you a WALKIE TALKIE. Check behind her billboard for a CHILD'S DRAWING. Head down to the southwest corner of your map. Look to your right for a covered bridge. Follow the path to a door. Once inside, head right and look for a hole to crawl through. There are no items in the junk yard, so head around the heaps of scrap to the back of the house to squeeze through a hole in the shed. You should be able to get into the house on this side.
Try talking to Curtis. Alex will trade the broken revolver he got from his mother for information, but we'll also get the MK 23 HANDGUN. You can talk to Curtis again if you want. Beware: he's a dick. But he also gives us a hot tip about the clocks in town. 206 is an important, recurring number. Remember it. Check behind Curtis for a brochure on ranged combat and PISTOL AMMUNITION. Raid his back room for a JUNKYARD MAP, more PISTOL AMMUNITION, a HEALTH DRINK by the fridges, a save point, and the exit. Leave the junkyard the way you came in, but beware of a Feral attack. You can kill it or run past it to get to the streets.
Alex will get a call on the radio and then come under a coughing spell. Meet the Smog, a nasty looking creature but easily dispatched. Run away from it and break out the pistol. Let it get close to you and wait for it to growl and reveal its glowing lungs. Shoot the lungs once and wait for it to expose them again. Two or three pistol shots should be enough. If you want to fight up close, it's a little harder since they can lunge, but just dodge your way around to its blind spot and combo. Or you can just run right past the thing. It's too slow to give chase.
Make your way all the way back to the cemetery. Go east down main street and enter by way of the parking lot which will be on your left. You can run past any Smogs you might see, but kill any Ferals after you, just in case. In the cemetery, you need to backtrack all the way to the Bartlett Mausoleum, which means going through the West Garden, Founders Garden, Founders Row, and the family crypts. Smogs will appear along the way, but as long as you run and follow the arrows on your map from your previous run, you can avoid fighting. Military training has done Alex well: he never tires while running.
Mayor Bartlett is gone, but his family tomb is open. Examine the middle casket for a lock puzzle.
Unlocking the Bartlett Family Tomb
The purpose here is to pull out the locking piece in the upper left. Use the right analog stick to select pieces to move and use the left analog stick to actually move them. It's basically a sliding puzzle, so just move the pieces around until the spaces underneath the locking piece are free.
If you haven't touched the puzzle yet and want a straightforward answer, here it is. To make this easy, I'm going to refer to the pieces as if they were on a table. For example, the uppermost square piece would be at row 1, column 3. Basically, you need to make sure column 2 is empty. To do this, move these pieces in these directions:
row 1, col 3: move left twice
row 3/4, col 4: move up twice
row 3/4, col 3: move up twice
row 3, col 1/2: move right twice, then down once
row 2, col 1/2: move down once, then right twice
That should do it. Select the locking piece and pull it down.
Alex will pull out a watch which gives him a headache.