Mr. Meat is a horror game created by Keplerians, who also created Evil Nun 2 and Ice Scream 4: Rod's Factory. The game takes place in the home of the titular butcher, and Amelia Clark, a student who applied for an internship at Mr. Meat's butcher business, has gone missing. You've chosen to go into Mr. Meat's land in search of her, but what you'll discover is far more than a simple kidnapping.
Mr. Meat, like most of Keplerian's prior games, incorporates stealth features to keep you hidden from the butcher while you conduct your investigation. These include hiding in cabinets and chests, as well as discovering hidden pathways between the walls to avoid having to use the doors and risk running into Mr. Meat as he patrols his home. There are several ways to defend yourself, but when you're being followed, your best bet is to flee and hide.
Mr. Meat has three different endings that you can unlock according on your choices, each with its own set of tasks to accomplish. The first third of the game, which essentially consists of acquiring access to the remainder of the map, will be covered in our Mr. Meat walkthrough guide. Then, as we progress, we'll provide you steps to assist you accomplish each conclusion. Stay a while and figure out how to witness all of Mr. Meat's endings!
As previously said, Mr. Meat takes place at the butcher's house, where you must sneak about looking for clues on Amelia's whereabouts while avoiding the butcher's gaze. Mr. Meat is the only major threat you have to contend with while he patrols his property, except from an enraged pig in the backyard barn. You have only three nights to save Amelia before your current run is over.
Mr. Meat has five difficulty levels to pick from when you first start the game: four standard ones and one called "Ghost." The speed at which Mr. Meat walks and the number of locks you encounter during a game are adjusted by these difficulty levels. The flooring of Mr. Meat's house may squeak when stepped on in the harder difficulties, alerting Mr. Meat to your whereabouts.
Mr. Meat's ability to capture you is disabled in Ghost difficulty, so he can only patrol the area and move towards suspicious sounds. This difficulty, on the other hand, plays an ad every few minutes, which can cause gameplay to be disrupted. By shutting off your device's internet connection before playing the game, you can prevent the advertising. You are restricted to three nights, regardless of difficulty.
You can only have one item in your inventory at a time, and most objects spawn in one of two locations. Knowing where these objects might spawn can help you spend less time out in the open and avoid being captured by Mr. Meat. You can toss things away if you don't need them, but if they fall to the ground, they will create a lot of noise, and Mr. Meat has excellent hearing.
Fortunately for you, you can crouch and squeeze into places where Mr. Meat won't be able to see you. You aren't completely defenceless, though; you start the game with a shotgun that can paralyse Mr. Meat for two minutes if he's hit, but it can only contain one bullet at a time. There are a few more rounds in one of the buildings on the lot, but you can also earn a free reload by watching an ad.
To obtain access to the house, we'll need the shotgun's starter shell, which we'll go through later in the book. Unless you enjoy watching commercials, don't turn it off right away. Advertisements can also be watched for hints on your next goal, as well as any unlocked hints that are saved for further watching.
You can skip the game's beginning by using a toggle in the starting choices when choosing difficulties. In any case, any playthrough will begin at the front door. You can't go through the door since it's boarded shut. Turn left and look for a door with a window. To open the door from the inside, fire your shotgun at the window. Both the shot and the broken glass will draw Mr. Meat's notice, so locate a safe location to hide right once.
You can either hide behind a nearby shed or dash inside and crawl through a small hole in the wall that leads to the workshop. Close to the side door you just entered, there should be a washing machine, which may or may not have a pair of pliers on top. If they aren't there, they might be next to a vice on one of the workshop's worktables. Pick it up in any case because you'll need it later.
Aside from the hole in the wall, the workshop should have three doors: one in the opposite corner that can't be opened until later, one in the same corner as the hole that goes to a small spare bedroom, and the third door across the second door that leads to the living area.
Before moving on, look for the front entrance, which should be closed with a board. Remove the board to get access to the house via the front entrance.
After that, take the adjoining stairs to the second floor and turn left to reach the loft. There should be a boarded-up window in the loft, and you can remove the nails keeping the boards in place. You'll be able to climb onto the roof, and Mr. Meat won't be able to follow you since he's too big.
Interact with the neighbouring tree limb and hop to the shed roof while on the roof. You can obtain entry to the shed by falling through a hole, and you can unlock the door by removing another board. Shotgun rounds and a radio featured in one of the endings are the only things that consistently spawn in the shed. If you don't drop anything inside that Mr. Meat can hear, the shed can be used as a hiding area.
The yard, which contains a well, some outhouses, and a barn with a pig "guarding" the area, is the last location we should unlock. The yard entrance is secured with a green padlock, so all that remains is to locate the green key. The green key can spawn in the following locations: the kitchen to the right of the house, where it is taped to the side of the refrigerator; or the kitchen to the left of the house, where it is taped to the side of the refrigerator; or the kitchen to the left of the house, where it is taped to the side of the refrigerator
The workshop is located in the basement, which is accessible by a door in the room directly across from the workshop. The key should be placed on a table in this situation.
Pick up the key and use it to unlock the yard door, but be careful since there is a camera just behind the door that scans the area and will alert Mr. Meat every time you pass by it, so you must shatter it. Fortunately, we have a hammer to shatter the camera with.
It generally spawns beneath the table with the vice in the workshop, but it can also appear inside a dresser on the second level, to the right of the stairs. Bring the hammer to bear on the camera and smash it to bits. There is a point where you can destroy the camera without it detecting you, but it is difficult to find.
You'll be able to enter the yard if the camera is destroyed, though the pig will attack you if it notices you. You could notice a neighbouring well with its contents blazing red as you walk through the yard. Later on, this will be crucial.
You should have free access to Mr. Meat's house, shed, and yard from here. We'll begin by locating and recovering Amelia, as this is the first ending.
Another shed, similar to the loft window, should be boarded up across the yard. Remove the nails with the pliers, however we recommend removing the top board first. Removing the bottom board first will result in both pieces of wood landing in front of the entryway, obstructing entrance. Even when you remove the boards, there is still an electronic lock to overcome before you can open the door.
We'll need to cut the cables that are attached to the lock, as well as another set of wires at the shed, to disable it. Unfortunately, the pliers we have aren't up to the task. Mr. Meat has a pair of wire cutters stashed in one of three places:
Take the wire cutters and go to the shed first. A wire box should be found here. Simply walk over to it to "remove" the cover, and you'll discover wires that look exactly like the ones connected to the yard lock. With the cutters, snip the wires, and one of the lights should change from red to green. Cut the cables at the lock, and you'll have complete access to the shed.
The backyard shed hides a lot more than meets the eye; it serves as a cover for a subterranean lab. Two chambers, as well as a sealed door at the further end of the hall, should be found if you continue down the hall. Aside from a bag carrying a tranquillizer pistol, the first door is mostly empty. There are only two darts in the gun, however they can be reused as long as they don't hit a wall. Mr. Meat will be knocked out for a minute if you use it on him, making it far inferior than the shotgun.
The second room, on the other hand, is secured with three locks. Mr. Meat has Amelia imprisoned in this room! To rescue her out of Mr. Meat's grasp, all she has to do now is unlock all three locks. From top to bottom, we'll take care of each lock
The first lock requires a crimson key, which is kept in the house's second-floor bathroom. Bring the hammer into the bathroom and smash the mirror above the sink, revealing a safe with a keypad.
There is no need to remember the safe combination because it has been written down on a sheet of paper that you only need to carry to the safe. There are two places where you can get the paper:
Pick up the paper and take it to the bathroom safe, then insert the red key into the lock.
The next lock is a deadbolt with a "round key," which looks to be the deadbolt's main knob in the game. This can be found in the bathroom, in a tub filled with filthy water. This explains Mr. Meat's bad hygiene, and you're not going into that tub with your bare hands.
Gloves are required. A pair of gloves can be found in the home shed, possibly on the same rack as the pliers. If it isn't there, go to the yard and look for a small chamber with two wooden doors, keeping an eye out for the pig. Gloves may be resting on the upper nesting boxes because it's a chicken coop. You can take the "key" from the bathtub and use it to unlock the deadbolt once you have the gloves.
The last lock requires a blue key, which, mercifully, only appears once. There are outhouses in the yard where you can hide from Mr. Meat or his pig. One outhouse near Mr. Meat's house is special; it can't be entered, has a menacing red glow, and has a heart-shaped cutout on the door instead of the moon cutouts on the other outhouses. A matching piece of wood has been hidden in the yard with the cutout.
The heart block may be discovered in the coop, near the nesting boxes where the gloves can be located. Check the crates lying beneath the barn if it isn't there. Just keep an eye out for the pig while searching the barn. Bring the block to the outhouse and place it in the door cutout once you've found it.
This will appear to open the outhouse door, leading to the toilet. When you lift the toilet seat, you'll notice a considerably larger hole than you expected. There are no evidence of recent "usage," which is a relief.
A shoddy-looking slab of wood sits at the bottom of the hole, ready to fall apart at any minute. Pick up the block and go through the adjoining tunnel; at the other end, there should be a ladder. The ladder leads to a metal cover that may be pushed aside, revealing you in Mr. Meat's refrigerator, with the cover serving as a false bottom.
You can get to the outhouse pit early if you open the false bottom ahead of time, but leave enough space for the cover to fully open; otherwise, your body may prevent the cover from fully opening, making admission impossible.
Once you've returned home, go to the workshop and put the shoddy block in the vice. The block will be broken apart by the vice, revealing the blue key. Bring the key to Amelia's cell, drive her to your car, and out of Mr. Meat's grasp, and you've completed the first ending.
You may have observed what appears to be a page torn from a diary when visiting the weird outhouse from earlier. Mr. Meat's daughter, a girl younger than Amelia, appears to have written the letter.
Rebecca is currently being held captive in her father's garage, and this is the first of four pages she has written. Apart from bringing you through the ending, we'll also talk about the remaining three pages that you can read if you want to.
The garage is locked, and both the main door and the back entry leading to the workshop are locked. We recommend that you first obtain access to the shed and yard before proceeding with this ending. The underground lab will be less frequented, but the barn and the shed will play a larger role in the conclusion.
We need to reassemble a music box in order to gain entrance to the garage. Once we've set it off, Mr. Meat will store it in the garage. The music box is located on the second floor, immediately across the stairwell, and consists of three parts: two half of a ballerina statue and the box's wind-up key. One of Rebecca's journal pages is kept in the room with the music box; read it if you can.
The wind-up key is the "closest" thing we can find, spawning in either a dresser on the second-floor corridor just outside the music box chamber, or a dresser in Mr. Meat's bedroom. For the third ending, there is a phone on the dresser that you can use to call the cops; you can ignore it for now.
If the pliers do not spawn in the above indicated locations, they may be found on surrounding shelves. Take the wind-up key and place it into the music box. You can begin your hunt for the ballerina statue's halves, which can be located in any sequence.
The top half of the ballerina can spawn in the dresser in the second-floor corridor, or on a wall-mounted shelf in the spare bedroom next to the workshop. Meanwhile, the lower half of the ballerina can be discovered in one of the kitchen cupboards or on a wall-mounted shelf across the entrance in the loft.
If any of the parts are on the first level, look underneath the pizza box on the coffee table in front of the television for the third diary page.
Use the music box to play a tune once it has been built. Mr. Meat will be drawn to the music box, so hide in the cabinet and wait for him to take it up and bring it to the garage via the workshop door. This opens the garage for future trips, but you must wait for Mr. Meat to exit the area before entering.
Rebecca will be found confined in a cage, her father having supposedly converted her into a human-pig hybrid. She will scream if she sees Mr. Meat, in addition to warning you about him. Take note of the following items while you're in the garage:
Pick up the plank and take it to the workshop first. A table saw should be placed next to the vice and table. Using the plank in hand, cut a wooden pulley with the saw and store it in the garage.
Next, find Mr. Meat's key and take it to his chamber. Take the rope from the end table and bring it to the garage. Place the pulley on the rope after threading it through the top of Rebecca's cage and tying it to the garage door. With the pulley system in place, press the garage door opener to open the door, which will lift the cage up and free Rebecca.
Rebecca is apprehensive about following a stranger around for obvious reasons, but she loves apples in her current state. Rebecca will follow you around as long as you have the basket of apples in your hands and are close by. She will remain in position until you return if you get too far away from her. If Mr. Meat is nearby, Rebecca will fear and escape inside the garage, where you'll have to lure her out with the basket once more.
With that stated, take Rebecca to the home shed, and once you're both secure inside, you can put the basket away for now. If you're having difficulties with this phase, you can use the shotgun to take out Mr. Meat; the garage isn't far from the shed, and two minutes should be enough if you keep near to Rebecca.
A scientist will react to the radio within the shed, requesting that you bring Rebecca to him. The scientist will appear in the yard, hidden behind the main gate, and you will only have a short time to stop him before he flees. To summon him again, use the radio to contact him.
Bring Rebecca carefully to the scientist, who says that he needs a secure location to examine her. Fortunately, the shed next to the house is ideal for this. Regrettably, you'll now have to accompany both Rebecca and the scientist to the location.
If Mr. Meat spots him, the scientist, like Rebecca, will retreat to the gate. Unlike Rebecca, you won't need anything to entice the scientist to the shed; as long as you're nearby, he'll walk there on his own. If you're having trouble with this phase, which is likely, you can keep Rebecca in the shed by placing the basket in the designated spot.
She'll gladly nibble on the apples and remain in the shed, her father oblivious to the sound of her meal, supposing she's been following you about. In that situation, all you have to do is keep an eye on the scientist as he walks toward the shed. If Mr. Meat is proving to be uncooperative, you can always knock him out in this part. You don't have to be concerned about the scientist or Rebecca once he arrives to the shed.
After examining Rebecca, the scientist promises that he can create a treatment to convert her back into a human. He'll need two unique ingredients: a strange "red potion" and mutant pig droppings. Remember that laxatives bottle in the garage? Pick them up and bring them to the barn, where the laxatives will be sprinkled in the pig's trough. The laxatives will take some time to work, so we may concentrate on getting the red potion first.
The leaking bucket we found in the garage is ideal for collecting the potion, but we must first find a means to seal all of the holes. There is a blowtorch in the basement that we can use, and you can see it on the way down. It is, however, on an out-of-reach shelf. Assuming you have access to the underground section, go there and retrieve the tranquillizer pistol, which you should load with a dart. Take the tranquillizer gun to the basement and fire it at the blowtorch, knocking it off the shelf and onto the ground. Pick up the blowtorch and proceed to the garage, where you'll use it to seal the holes in the bucket.
We may collect the potion now that the bucket has been restored. Carry the bucket to the well and secure it to the rope, then use the well to extract some of the potion. Bring the potion to the shed and pour it into one of the beakers set up on the neighbouring table by the scientist.
The pig has eaten the laxative-rich diet and is now pooping all around the barn, providing you with plenty of pig excrement. You must, unfortunately, pick up the poop with your bare hands; donning gloves will prevent you from collecting a sample. As we carry some mutant pig droppings to the shed, we hope the scientist has some hand sanitizer with him.
With both ingredients on hand, the scientist concocts a potion that returns Rebecca to her former self, and the three of you escape Mr. Meat's house in your automobile, leaving Amelia to an unknown fate.
You may have noticed that we only mentioned three of the four diary pages, so you're probably wondering where the fourth is. Climb onto the roof and turn left to get to the fourth page. You might spot a broken window leading to a secret room being used as a darkroom to develop film along the route. Crouch to enter the window and look for the last page of Rebecca's diary tacked to a bulletin board.
Unfortunately, collecting all four pages will result in Mr. Meat threatening to pursue Rebecca to the ends of the earth, but the above-mentioned finale will remain unchanged.
You realise you're in much over your head at this point, and you'd be better off calling the cops to deal with the matter.
You may have spotted a massive door next to Amelia's prison cell that you can't access by any means back underground. If you're curious about what's beyond that door, we'll have to find a means to pry it open. You may have spotted a thermometer on a neighbouring wall when you entered the underground section. That thermometer will be used to open the door.
Get the blowtorch and use it on the thermometer as indicated previously. The quick increase in heat will fool the door into thinking the place is on fire, and it will respond by opening up. The door, fortunately, remains open, allowing you to peer inside.
A secret laboratory was hidden beyond the door, with pigs suspended in glass jars and in various stages of mutation. In addition, immediately beneath the well above lies a cauldron of crimson potion. At the very least, Mr. Meat's trials have not poisoned the groundwater.
You can now contact the cops via the phone in Mr. Meat's room, and a cop will appear at the main door. The cop will not investigate without visual evidence, and if you take too long, he will leave the area, forcing you to make another call.
We will require a camera in order to save time. A camera is kept in a locked end table in the darkroom where the journal entry is kept, and the key, labelled "secret drawer key," can be discovered in the following locations:
Go to the darkroom and unlock the end table to reveal the camera after you have the key. Take out the camera and use it to photograph the underground lab. You can contact the cops right now, but we urge that you reload your shotgun and store it near the lab for later. Give the photos to the cop when he's been summoned, and he'll instantly make his way to the lab to take a look.
Mr. Meat is now aware that he has been detected and is en route to the lab to quiet you both. Take the shotgun and accompany the cop to the laboratory. When the cop has had enough, he will attempt to catch Mr. Meat, so locate the butcher and start fire on him.
Mr. Meat is knocked out cold, so the cop restrains him and asks for backup. The lab will be closed off and Amelia will be freed in this ending, but Rebecca's fate is unknown. At the very least, Mr. Meat is imprisoned and cannot harm anyone else.
That brings us to the end of our Mr. Meat walkthrough! We hope this provides you with enough information to enable you figure out the endings on your own. Please let us know if you have any additional suggestions and techniques that we may have overlooked in the comments section! Have a good time and play some games!