Chapter 1: The Shore & The Mill

Complete walkthrough for REANIMAL Chapter 1: escaping the shoreline, navigating the boat, and solving the Mill generator puzzles.

Overview

Chapter 1 introduces the brother and sister protagonists, the core co-op mechanics (boosting, dual-cranking), and the primary threat of the area: The Sniffer.

Key Objectives

  1. The Shore: Wake up and find the rowboat.
  2. The Sea: Navigate through the fog and avoid the rocks.
  3. The Mill: Restore power to the central elevator.
  4. The Escape: Evade The Sniffer in the trainyard.

Collectibles

  • Glitched Remains: 4
  • Hats: 2 (The Sou'wester, The Rusty Bucket)

Part 1: The Desoulate Shore

You begin separated slightly.

  1. Regroup: Move towards the lighthouse beam.
  2. The Ledge: Use the High Boost (hold specific interaction key close to the wall) to lift the second player up.
  3. The Lighthouse Key:
    • Inside the keeper's shack, find the Rusty Key hanging on the wall.
    • One player must distract the critters (shine flashlight) while the other grabs the key.
  4. The Gate: Use the key on the lighthouse gate. Both players must rotate the heavy wheel to open it.

Part 2: The Dark Waters

You find a small, decrepit rowboat.

  • Mechanic: Player A rows (Left stick/WASD), Player B aims the lantern (Right stick/Mouse).
  • Hazard: Jagged rocks hidden in the fog. Player B must call out directions.
  • Secret: Row slightly to the left of the main channel to find a hidden cove containing the Sou'wester Hat.

Part 3: The Mill (Industrial Zone)

The boat docks at a rotting wooden pier. Enter the Mill.

The Generator Puzzle

The central elevator is powered down. You need two fuses.

Fuse 1 (The Office):

  • Climb the crates to the upper walkway.
  • Co-op Move: One player hangs from the broken ladder to extend it; the other climbs up.
  • Retrieve the fuse from the safe (Code is scrawled on the desk: 2-4-1).

Fuse 2 (The Basement):

  • Pitch black area. Critters are infinite here.
  • Strategy: Player with the torch must create a "path of light" for the fuse carrier.
  • If the carrier steps into shadow, they drop the fuse and take damage.

The Elevator Ride

Insert both fuses. The elevator ascends but jams halfway.

  • Action: Both players must jump and grab the counterweight chain to force it loose.

Part 4: The Trainyard Chase

You exit the Mill into a foggy rail yard. The Sniffer (a grotesque, long-nosed pursuer) ambushes you.

The Chase

  1. Run towards camera: Standard chase sequence.
  2. Obstacles:
    • Crates: Jump over.
    • Pipes: Slide under (hold Crouch while running).
  3. The Split: The path forces you apart.
    • Player A (High path): Push crates down to block the Sniffer.
    • Player B (Low path): Pull the lever to extend the bridge for Player A.
  4. The Cart: Unite and push the heavy minecart down the slope to break the barricade.

Boss Encounter: The Sniffer

You cannot kill it. You must trap it.

  • Lure it onto the turntable.
  • One player acts as bait; the other operates the control booth.
  • Rotate the turntable effectively locking it in a dead-end tunnel.