Lost Records: Bloom & Rage Walkthrough Guide

Lost Records: Bloom & Rage is a new adventure game from the creators of Life of Strange, divided into two episodes. It tells a 27-year-old story from the perspective of characters meeting in the present. We explain how to complete various tasks and choose the most appropriate phrases for dialogue responses.
The Car
The game begins with a short cutscene in the main character's car. She is talking on the phone with her mom, and almost immediately, we are given a choice between two response phrases as a small tutorial. There is also a third option — if you don't choose anything, your character remains silent.
Around you, there is a mask, a cup, and a brochure, and on the neighboring seat, there is syrup, a receipt, and personal items. Examine them while your mom stubbornly refuses to hang up. It's time for one of the first choices with consequences. We need to answer what our cat's name was, as the color of the animal in the memory depends on the answer:
- Ginger (orange color).
- Snowball (white color).
- Smokey (black color).
First, be sure to turn off the engine, and then exit the car by opening the door. Here we unexpectedly find ourselves in some memory. Mentally search for the flashlight, which is to the right of us. Pick it up and return to reality.
Entering the Bar
Now we can move around. While we are being taught basic mechanics, we can recall other memory fragments. To do this, you need to interact with the following objects located nearby:
- Motorcycle (located to the left of the entrance, next to the protagonist's car).
- Sign with the establishment's name.
- Beer can (on the ground, near the entrance steps).
- Payphone (to the left of the stairs).
- Someone's car (in front of the facade, specifically under the building's sign).
- Truck (next to the right corner of the building).
- Boat (upper right part of the parking lot).
- Motel advertisement (opposite the bar).
- Employee parking sign (wooden fence to the left of the building).
- Hunters' emblem (wooden fence to the left of the building).
- Advertising flyers (on the bulletin board in front of the entrance door).
Morning Preparations
Enter the bar and return to memories of the 1995 holidays, in your room from that time. We are in a hurry to go outside, so we must quickly explore the room's contents and rush to the fresh air. First, take the treat left on our table by mom. However, some actions can be performed in any order.
Don't forget to approach and pet the cat — it's lying next to the window. If you do both actions fairly quickly, you can approach the clock by the bed and press it. If the time stops at 10:10, you will receive an achievement. You can try to catch this value in other ways.
Let's examine the white box to the right of the bed. There is a movie cassette inside, which we were looking for. Now we just need to find its original packaging to take it to the store. The packaging is to the left of the cat.
Our next stop is the wardrobe. Here you can dress up your character.
To pack all these items, we will, of course, need a backpack. It is lying by the table and waiting for us.
During the search for items, the video camera will charge and become ready for use. Let's take it, lying to the left of the TV, and learn the filming process using the cat as an example: capture it on the chest and on the bed. Along with the video, we will unlock memories of various animals and objects, which will help us understand the essence of what is happening.
Capture the interiors of your room for memory: you need to take four shots from any angle. After that, cheer up the cat, who suddenly notices a bird outside the window. Pay attention to it as well.
Now we can leave, but first, we will start filling the scale for other memories by filming:
- The cat was looking out the window.
- Its scratching post to the right of the door.
- A small ball lying there as well.
- Scratches on the entrance door.
- The water tower is visible in the left part of the window.
- The mantis in the terrarium.
- The ceiling fan (activate it beforehand).
- Newton's cradle (you need to start it in advance, it is on the nightstand by the bed).
In the establishment, there is a lone customer and a bartender who leaves briefly. While waiting for him, let's study the items around. Above is a deer's head: press it.
This will take us to another memory. First, capture the deer behind the fence: although it will run away the first time, wait for it to approach and take the coveted shot. At the same time, capture the treehouse.
The next scene is not very diverse in plot but is filled with objects for filming. Let's list them all:
- Geese (in the middle of the river).
- Frog (right in front of you, on a small cliff by the water).
- Squirrel (opposite you, on the other side of the river).
- Deer (slightly to the left of the squirrel, on the other side of the water).
- Sky.
After finishing observing nature, take your backpack and move on. Along the way, we will encounter moments that can be captured for memory:
- Drawing on the fence (to the right of your character at the beginning of the location).
- Arrows (lying by the same painted part of the fence).
- Bird (on the log ahead of you).
- Bones (instead of heading towards the log, turn sharply and go down the side path, away from the tree).
- Two squirrels (on the branch of a tree behind the post with signs).
Let's go through the broken tree trunk to return to the bustling part of the settlement — and at the same time leave the memory.
Meeting Autumn and Nora
Finally, the bartender returns, whose name is Gus. After a brief heart-to-heart talk, he mentions that a girl of the main character's age recently visited him and asks how he can help us. You need to look at your phone on the counter and ask about a charger for it. Gus will find the charger, and you should decline any drinks and head to the restroom.
But first, go to the corner table of the bar, on the opposite side of the restroom, where you need to look at the left bag for a few seconds to receive the corresponding achievement. Then we head to the restroom.
Entering inside, we once again dive into a memory. The main character approaches the record store, but it turns out to be closed as evening has arrived. However, we can return the cassette by dropping it into the appropriate box. While filming ants eating a fallen ice cream cone, we notice an ice cream truck has opened across the street. Autumn and Nora are sitting there. Capture the insects on camera, and let's go explore the location.
First, let's climb onto the roof of the building. This can be done via the ladder on the right side of the entrance. Firstly, there will be a table with a board game laid out in the middle. We'll take a die and keep rolling it until we get a 20. This will earn us an achievement. Secondly, immediately capture the fan located on the left, on the wooden ledge. Note that it needs to be turned on beforehand.
Approaching the upper left corner, we can watch a young couple. If you focus the lens on them one by one, you'll have the opportunity to mimic their behavior. Let's use this, recording it simultaneously. Then approach the other corner and repeat everything similar with Autumn and Nora. In return, we will be awarded a special achievement. Note that it's better not to linger at the top: otherwise, Autumn will close the truck, and we won't have time to buy ice cream. This won't greatly affect the playthrough, but it's better not to miss this process.
Let's head to the truck. You can first talk to Nora, who is sitting on the bench, and only then order ice cream. This will strengthen your relationship with your new friend during a short dialogue.
If you manage to start a conversation with Autumn before the cafe closes, she will offer you a choice of one of three ice creams:
- From Beyond.
- Rainbow Snow (improves relationship with Autumn).
- Sweet Grump (strengthens friendship with Nora).
After a brief dialogue, the game returns us to the present. There we encounter a grown-up Autumn. If you want to get closer to her, hug her when you meet instead of just saying hello. The heroine's friend sits at a table in the corner of the bar, and we still go to the restroom and find ourselves in fragments of memory again.
If you manage to place an order before closing, you will find yourself at the table with your drink. Press any of the standard photos to get up. While there's free time, let's continue shooting the surroundings with our camera:
- Shop windows.
- Crow's head (can be found on a car by the doors).
- Flag (on the roof).
- Water tower (visible in the distance).
- Bird (sitting on the edge of the roof).
- Painted sign (above the hole in the fence).
- Inscription on the trash can (located on the right side of the green container).
- Yin and Yang symbol (same place, but on the front).
- Drawing of a dog (opposite the trash can, right side of the truck).
- Snail (on a pot located under the previous collectible spot).
- Landscape (trees and mountains opposite the shop).
- Inscriptions on tables and chairs (to the left of the ice cream, you won't need all of them).
- Tied shoes (hanging on wires to the right of the shop).
If you have fully collected the memory, you can stop shooting similar objects.
We can also approach the girls who are chatting at the back of the cafe and exchange a few words. However, be careful: don't get too close, or Autumn will be scared that her boss will scold her for the presence of strangers.
Thank the new acquaintance and give her another compliment: point the video camera at her and say she looks cool.
Now let's head to the payphone and call mom. It's already late, so we should head home. Note that the choices in this dialogue do not affect your progress.
Conflict with the Bullies
We plan to exit through the hole in the fence — and suddenly stumble upon a balloon that fits beautifully into the landscape. The heroine captures this moment on camera when suddenly a girl named Diana attacks us, believing we were filming her.
Diana demands an explanation: you can either apologize or explain what you were doing, but it won't matter, as the girl still won't believe you and will ask you to leave. Then you will have a choice:
- Leave.
- Record a video with Diana.
There's no significant difference, but in the second case, you will be able to start filling a new memory about the bully.
At this moment, Diana's boyfriend named Cory arrives. He tries to figure out the situation. You can either argue or agree with him: it won't affect the progress. Cory argues with the girl, and at this moment, you can offer to capture them.
Note that this choice will affect future events. However, this way you will add memories to the bully collection. The guy offers to be captured with his motorcycle. Cory starts gradually insulting the heroine.
If you refuse to do it the first time — he will offer again. If you agree immediately or later, you will be able to add memories to the same collection.
At this moment, Kat, Diana's sister, comes to your defense. They start a verbal skirmish.
Autumn joins the conversation, inviting us to watch movies with them. If you ask if you can really join, you will strengthen your friendship.
The sisters continue their verbal skirmish, and at some point, you will have the following choices:
- Laugh at the girls' rude words (improve relationship with her).
- Sigh (on the contrary, lower the defender's trust level).
- Remain silent (do not affect the closeness percentage).
After Kat's words, the bullies leave, throwing the taken keys to the truck away. And we return to the present.
After the restroom, go to the table where Autumn is already sitting. If you want to increase your relationship level with her, respond to her words with the following phrases in the correct order:
- “Thank you! And you look stunning!”.
- Remain silent, not mentioning that you are not strangers.
- “I'm ready to face the past”.
- “Me too”.
Now it's time to dive into that very unfortunate night where it all began.
Key Search
Newly minted friends continue their search for the van keys, which Corey threw away, as night falls. Finally, a dialogue ensues between them, and the heroines get to know each other.
- Then you will have to make a choice about whom to increase the relationship level with. To do this, at the stage of searching for the encrypted answer, look at each of the friends. By doing this, you will unlock the following phrases:
- Thanks for the help, Cat.
- Corey owes you for the movie, Nora.
- It's a pity he stole your keys, Autumn.
It's easy to guess who each phrase refers to by the name at the end of each sentence.
- The next question is no less important. Cat is interested in what filming means to us:
- I'm filming a memoir (this answer will increase Nora's trust).
- It's just a hobby (this option, on the contrary, will lower you in Nora's eyes).
And again, a question with consequences, similar to the previous one: just like before, look at the friends one by one to unlock new phrases and strengthen relationships with each of them accordingly:
- Do you like horror movies, Autumn?
- Nora is right: I need to film you.
- I love filming in nature (for Cat).
Nora shares that she and Autumn have their own punk band. Here you can bond with these girls again, as you will be offered the following responses:
- Can I film you playing? (positive reaction from Nora).
- Punk? My parents hate that... (negative words for Cat).
- What a rebel? (if you wait a few seconds without doing anything, this option will appear. Although the dialogue will continue on the same path anyway, this answer will satisfy Cat).
The girls are startled by the sudden sound of motorcycle engines, and Autumn decides to continue the search after a short break. We face the question: tell Nora that it's time to go help with the keys or agree to stay and film her:
- Let's look for Autumn's keys (positive for Autumn, negative for Nora).
- Next time I'll film you, I promise! (only decreases Nora's trust).
- Of course, I'll film you (greatly strengthens the bond with Nora).
The first two answers only lead to us going to search for the lost item. If you chose the last line, we take out the video camera and capture some shots for memory. At the same time, we begin to fill in the corresponding memory and be sure to compliment, "You look very cool!". And we also go to help Autumn.
So, it's time to capture the next area around for progress in memories. Don't forget to turn on the flash, which will be mentioned in a service message:
- Nora (take ten random shots with the girl. If you haven't unlocked her collection in the previous step, it will become available now).
- Autumn (similarly).
- Cat (just like in the previous points).
- Reservoir (located at a height nearby, hence visible).
- Birds (an owl sits on an unusual round structure, to the right of the tower).
- Flags (if you stand with your back to the reservoir, you will see a rocket with flags hanging on it).
- Swings (nearby there is a spinning swing. Start them first).
Let's walk through the abandoned playground and separately capture some of its objects, such as lonely rocking animals, drawn hopscotch, a ruined slide, that very rocket, sandbox, regular swings. To fill in the memory, you will need any 6 of them or other local structures.
During this time, any of the girls may call you over to help illuminate dark corners with the flash. You can approach them at this moment to also increase the relationship level. Here's the sequence for each of the friends:
- "See anything?" -> "Scratch the motorcycle with keys?" (improves trust with Cat).
- "Found anything?" -> "I sometimes go to the movies... Usually alone" (positive for Nora).
- "How is it?" -> "Like video games?" (pleases Autumn).
In addition, you can simply approach Nora to start a longer conversation with her, which will significantly bring you closer if you choose the following phrases in order:
- You look great on camera.
- What if we make our own movie?
- Boyfriend? How disgusting?
- Would you kiss me?!
Other options will either worsen her opinion of you or not affect it. So, if you're not interested in Nora's storyline, it's better not to engage in this dialogue unnecessarily.
All other phrases and small interactions before moving to the next phase have almost no impact on the passage, or are linear and slightly improve your relationships.
Let's get closer to the rocket and pay attention to its top. Keys will be hanging there, so let's call the guys over. Here we briefly return to the present, where we answer Autumn's question with one of two variations:
- I felt the same... I knew we would become close friends (we get approval).
- Now it doesn't matter... (we provoke the opposite reaction).
We return to memories. Attempts to drop the keys practically led to nothing: we only lowered them. they fell slightly, catching on a new obstacle.
A small but unusual detail. Next to the rocket is a hatch — if you pay attention to it, you can cover it with a box lying nearby. Then the keys will be better preserved later: they will fall on the boxes, not into the hatch. However, if we don't do this, we will get an achievement a bit later.
Now let's approach Cat if you're interested in strengthening your relationship with her. She will head to the sewer hatch: let's examine it. We will need the following statements to avoid worsening her opinion of us:
- She thinks highly of herself!
- Guys like Corey always date loose girls.
- Will you come over to my place tonight?
Inside, by the end of the cutscene, we will find a troll toy. Don't forget to capture it as a memory to unlock a new memory of scary toys.
It's time to help Autumn: let's approach the fence and talk to her. Together, we crawl through the pipe and set off to explore this mysterious area. To improve your relationship with her, during the dialogue, express regret for not being able to stop Corey, and be sure to remain silent when it comes to filming.
To the right of the graffiti that your friend pointed out, there is another passage under a wooden structure. Let's use it. There, at the entrance to the makeshift tent, lies another scary toy: an old doll. Let's fill the corresponding slot in the memory with it.
If you stay near this hidden tent for a while or pay attention to the dog bowl nearby, you will exchange a few phrases with Autumn, which will only bring you closer. When we're ready to leave, pick up one of the bricks behind the awning and trigger a small cutscene.
To make your friend trust you more on the way back, choose the following phrases for your response:
- Will it help if I hug you?
- Maybe a raccoon.
- I'm glad we talked for a bit longer.
Approaching the rocket, you have a small variability in the subsequent events: you can illuminate Autumn, and then she will hit the keys. Or don't turn on the flash, causing your friend to miss, and you'll have to return the brick to her each time, and after three failures, Cat will successfully take over. Insignificant actions to strengthen friendship with one character or another.
Despite the rocket falling afterward, the girls can finally relax. Nora calls the guys to their rehearsal with Autumn. And we return from memories to the bar.
Interview with Autumn
Our friend from the past got distracted by a message from her boss. If you want to improve your communication, reply that everything is fine. otherwise, the second option will suit you.
After that, be sure to examine the keys lying on the table to the right, more precisely, study the keychain. If you didn't cover the hatch to the right of the rocket, you'll receive a special achievement. Now you can explore the windowsill and the view from the window a bit, and then, at Autumn's suggestion, go for a drink.
Back in the past, we are filming an interview with the heroine. To maintain a good relationship with her, respond in a specific order with these phrases:
- What do you do to make yourself happy?
- "You're doing great!" or "You look great on camera!".
- No, seriously!.
- "How was it being the new girl?" or "Who's that friend?" (for this option to appear, you need to wait for Autumn to finish speaking).
- "What's it like being friends with Nora?" or "How did you meet Nora?".
- Is she like a sister to you?
- What do you dream about most in the world?.
Ordering Drinks
The bartender is a bit busy, so he only responds the second time, saying he'll come to us a little later. While waiting for the order to be taken, you can earn an achievement: for this, you need to eat the peanuts in front of you several times, despite the heroine's objections.
Finally, we can place an order. To improve the relationship with Autumn, we'll order her a rum and coke, which she mentioned in the interview. To choose a drink for ourselves, either look at the cocktail ads behind the bartender and to his left, or wait for him to speak to get another option.
While our drinks are being prepared, we need to interact with the radio at the top left to find ourselves back in the past.
Filming the Start of the Documentary
After choosing a name for the show, we need to say something about each of the friends. There will be three options, one of which is neutral, another friendly, and the third with a romantic undertone. Let's list them in the corresponding order for each of the girls:
- "Nora annoys me", "Nora is very funny", "Nora is so beautiful".
- "Autumn is a bit nervous", "Autumn is so cool", "I'm drawn to Autumn".
- "Cat is a bit of a show-off", "Cat is so smart", "Cat is so passionate".
It's better to stay positive, so hope at the end of the program that you will become friends.
Picking Up Cocktails
When we pick up the drinks, an elderly woman named Pam sits at the bar and starts questioning the heroine. We can answer the questions or say goodbye at any point in the dialogue and go to Autumn.
However, each of your answers to the questions will be taken into account and will be useful in further communication.
Returning to Autumn, our dialogue will initially follow one of three scenarios:
- Autumn will be grateful for the rum and coke.
- She will calmly accept whiskey and coke and other options, except for beer.
- The friend will be upset because of the beer.
Our next choice affects the further progression. The following options are available:
- I've always liked drinking (in flashbacks, the main character will consume strong drinks).
- I used to hate alcohol... (Swan won't drink alcohol in memories).
And traditionally, we can respond neutrally or increase the level of trust with Autumn. We'll enhance the communication with these words, using them in the same order:
- "To us, old hags!" or "To our meeting!".
- I missed you.
- Sorry. I understand you. It's not easy.
- I tried to remember that summer.
- I live on the opposite shore of the lake.
- "You can escape from society" or "I've always liked living in a small town".
- You have a son! That's great.
All other responses are neutral and do not affect the progression. When you exit the dialogue, Autumn will show you an unusual package, which led her to contact us. To move further, press the designated button.
Rehearsal in Nora's Garage
We find ourselves in front of the garage entrance. Knock several times because the girls won't hear you right away due to the loud music. Don't forget to compliment the appearance of this place if you want to improve Nora's opinion of you.
While the friends are warming up, we can approach the animal toy machine on the right of the entrance. If you remove it, you'll again fill the memory of the toys. Also, spin the small box to make it work and play a mooing sound: first turn it upside down, then spin it to the right. This way, we'll earn a special achievement.
As in previous times, capture any five objects around to remember this place.
Ask Cat to move so you can relocate the console standing on the table to the left. It's not necessary to interact with the console: you can just approach Cat and ask her to do it. Meanwhile, the girls will discuss various issues, but almost all your responses will evoke a positive reaction, or at worst, a neutral one.
After Cat has moved, we can approach and talk to her. If you've already filled the memory of Nora's lair, you can head straight to the guitarist. When talking to Cat, choose the following options to get closer to her:
- "I filmed a used condom at the campsite" or "I filmed two squirrels mating" (the second option will appear if you captured these animals in the memory at the very beginning of the game).
- "He's an exhibitionist!".
After talking to Nora, we'll continue the passage.
The girl will ask us to bring her pick. For this, head to the TV tower standing to the left of the TV. Take The Vortex Club disc and inside, grab the Tarp pick if you want to please Nora, or any other pick if you don't need to improve the relationship.
And if you open the Shadow Legions disc, you'll find a stash of weed inside. Be sure to exclaim that Nora despises the law.
The guitarist will tell us how she got the Tarp pick. Compliment her makeup and agree with her opinion about shopping malls, or even invite her for a joint trip there.
Sit in the chair to watch the performance of the budding band. Answer Cat's question about your band honestly, saying you're more into films.
Briefly find yourself back in the bar, where you'll answer Autumn's question about what genre of films you like. This will determine which movie will be discussed at the beginning of the next scene:
- I still love horror movies.
- I still love science fiction.
Swan will volunteer to help the friends by sitting at the drums, but will awkwardly trip. Be sure to apologize to Autumn, then follow this chain of responses if you want to stay on good terms:
- "I'd try too if I knew how to balance" or "I'd watch you skateboard, Autumn!".
- "Thanks, Autumn" or "I have no idea what I'm doing!".
After playing with the beats, capture four frames of the girls' performance. Cat will come up with a name for the band: "Flowers and Fury." This is the name written on the box Autumn received. Let's take a closer look by activating the memory from the Trailside Light name.
In the Forest
Our recent choice may affect the outcome here: if you don't mention that you haven't drunk alcohol before, Swan will drink beer with Nora, which will affect the camera's image effect. After the cutscene, we'll reach the shore and be sure to fill the memory dedicated to the friends in the forest by filming them with the camera, paying special attention to Autumn's wheel. Don't forget to respond to small phrases to strengthen your friendship.
As always, capture other objects as well:
- Birds (sitting on the rocks of the opposite shore).
- Scenic view (raise the camera to the sky above the water).
- Hunting tips (lying on the broken fence in front of the water).
When we're ready, turn away from the shore and approach the gap between two rocks. Asking Autumn in the present if she wants to talk about her case, we'll dive into memories.
It turns out that this fence belongs to Cat's dad. She mentions that it's not even electric.
The girls will have fun: playing imaginary guitar, fighting mosquitoes, and bonding with nature. The peculiarity of this part of the passage is that many actions will strengthen friendship and not affect the future.
However, one choice is important: if you decide to act out a scene with a motorcycle, Cat and Nora will play Cory and his girlfriend, after which the performance will take on a romantic undertone. Regardless of further actions, Cat will feel very awkward, and Nora will be pleased. So it's better to just play imaginary instruments and not find the old motorcycle near the fence.
We'll capture the aftermath of the hunt, located in front of Autumn and at the beginning of the clearing where the girls stopped. If we look forward in this same place, a bird will sit on one of the birches.
Running forward, past the girls and the clearing, we'll reach the water again. There will be a small pile of stones on the right, with a missing one nearby. Place it, and you'll earn an achievement. After that, film the island ahead as another scenic view.
When we're ready to leave, we'll simply exit through the path Cat leads us to. Before the log bridge, descend to the right to the water, where we'll be sure to capture three moments: a doll on the edge of the shore in front of you, a scenic view ahead, and a bird on the tree to your right.
Return to the girls to cross the log and take two shots with them.
Now we face an important choice: which of the three girls to go further with at the fork. Any choice will improve your relationships, and the number of positive responses will depend on previous events in the passage:
- If you went with Autumn, bring up the topic of the imaginary guitar, compliment her, or talk about your cat, adding that she would have liked him.
- If you stayed with Cat, criticize the motorcycle story, laugh about the guitars, or say you'd like to stay longer with your friend today.
- Walking with Nora, be sure to praise her for the imaginary performance or for playing the scene with the motorcycle, or tell her that together you'll be safe.
Upon reaching the cliff, be sure to mention that you are happy because you've never had such friends.
Movie Night
First, you need to connect the correct channel for the camera to the TV. Simply use the plus and minus buttons on the TV until you reach the desired value.
Before playing the video, fast forward the tape until you find the necessary frames, otherwise, your documentary film shot earlier will accidentally play. If questioned about it, simply reply that it's personal.
Nora will ask who we think is the best actress. Choose the friend you value the most. However, the girls won't hear the answer: the light will unexpectedly go out, and other frames will appear on the TV.
Previous Night
We are transported to the moment that appeared on the TV. After a general shot on the platform, the friends head to the parking lot but can't find it. Cat thinks you're lost, to which you reply:
- Yes… I'm lost (scares Nora, but doesn't embarrass Kate).
- Don't worry! The main thing is not to stop (completely opposite effect).
- In this scene, we are left to wander through the forest until our camera flash goes out. If you managed to notice a tree with unusual roots on the left, zoom in and capture the crow for memory. Eventually, we'll return to the bar.
Abandoned Cabin
Swan tells Autumn that she's currently writing a book about teenagers who ended up in the forest at night. And we're transported back to 1995, where the girls in the forest stumble upon an old cabin. Zoom in on the roof with the camera to capture another crow in the frame.
Cat tries to break down the door but fails. While Nora and Autumn are hesitant about the idea of getting inside, the main character examines the building.
We'll find a shard, attempt to move it, but behind it, there's only a boarded-up window. We search for a tool to open it. As usual, timely press on single-option phrases to improve relationships.
Neither sticks nor stones will suit us. There will only be a frightening desolation around: even a broken bridge. Joke that a bear did it to make Cat trust you more.
Let's pay attention to the hook on the wall of the structure located a little further away. If you want to reach it alone, you will successfully do so, but you will fall and hurt yourself. The best choice would be to reach it by cooperating with Cat.
Capture another crow on the roof of the outhouse.
Now you can open the window and get inside. First, open the entrance door and take the camera from Cat on the other side to illuminate everything around you. However, there are problems with the door: it's locked from the inside with a strange code lock.
Opposite the door hangs a sheet with a hint about finding the code. You need to find symbols related to the depicted items. The first, the door symbol, is already indicated on the lock.
As you examine everything around, you'll be asked what you see. You can answer with any of the options as most will elicit a positive or, at worst, neutral reaction.
Be sure to get to the attic: the doll lying on the floor there is needed for memories of toys, a crow is visible from the hole, and behind you on the wall, there's a moon symbol depicted.
The third symbol — clover leaves — can be found by turning the leftmost tin can.
The last symbol is visible behind the bear trap.
Once the code is fully gathered, unlock the lock and let the friends in. They decide to make a hideout here and return in a couple of days. This time, the way home is found quite quickly.