West Wood Remake Houses
The town is a numbered argument. House 1 is the burned scar by the store. House 2 has a reputation for getting entered and showed a pong TV in remake peeks. Far plots like 11 and 12 are where Jerry often starts his manners. Red-roof interiors that used to be houses 8 and 3 got a pool-table room. A new turret house is two floors of sneak space. The yellow house was rebuilt in Environment 1. Interiors exist so long-time players feel like they moved back onto a real street.
Call houses by number on the radio. “I’m at the brown one” is how squads die. The teaser itself has players asking whether they are in five or eleven. Be the person who knows. Pair this list with looting so you are not describing cabinets as “that room.”
The brown-house sneak peek is the small-house tour: tight rooms, new furniture, the kind of layout that punishes sprint and rewards someone who already walked it in daylight.
Field notes
| House | Note | Night advice |
|---|---|---|
| 1 | Burned, store-adjacent landmark | Good beacon, bad long camp |
| 2 | Frequent break-in stories | Do not default here |
| 3 / 8 | Remake interiors, pool table / red roof language | Learn furniture, watch windows |
| 5 / 11 | Common radio call-outs in the teaser | Confirm the number before you loot |
| 9 | Infamous lockout in the bash peek | Do not seal teammates |
| 12 and far plots | Early Jerry checks in original pathing | Daylight only unless you like him |
| Turret house | New remake build, two floors, sneak space | Walk it at dusk; do not discover stairs at night |
| Yellow house | Rebuilt in Environment 1 | Learn the new footprint; it is not the 2023 copy |
If you need a hide, pick an interior without a spine-to-window problem and put the beartrap on your tile, not on a porch. Then stay off the lights. That sentence is the house meta. For civic buildings that are not homes, keep reading key locations.
Call the number or die in the furniture
The gameplay teaser has players asking whether they are in five or eleven. Be the person who knows. “I’m at the brown one” is how squads die. Walk interiors in daylight so night is recall. Remake furniture was rebuilt so long-time players would feel like they moved back into a real street: pool tables, tighter small houses, red-roof language on plots that used to be 8 and 3. Learn the chairs so you can move in the dark.
Field notes worth treating as prior, not scripture: House 1 burned store-adjacent beacon, bad long camp. House 2 frequent break-in stories, do not default. 3 and 8 remake interiors, watch windows. 5 and 11 common radio call-outs. 9 lockout fame from the bash peek. 12 and far plots early Jerry checks in original pathing, daylight only unless you like him. Hide with a wall at your back, trap on your tile, lights under four. Civic buildings that are not homes continue on key locations.
If you need a hide, pick an interior without a spine-to-window problem. Bathroom corners failed the original because Jerry searches. The remake discussion around closets is still live; do not bet a badge on a rumor. Pair this list with looting so you are not describing cabinets as “that room,” and with door bashing so House 9 never happens to your friends again.
Frequently asked questions
Short answers before you queue.
Which house is safest?
The one the squad rehearsed, with two exits, low lights, and no window-back hiding. The shop interior can be strong if unseen.
Is House 8 special?
Red-roof / pool-table interiors were showcased in remake peeks along with House 3. Learn the furniture so you can move in the dark.
Should I live on the edge of the map?
Far houses get early patrols. Pretty is not safe.
Can I hide under a bed or in a closet?
Players begged. Until a patch prints it, do not assume furniture is a hide. Quiet dark rooms with exits still win.
Is the shop interior a house?
It can be a strong camp if Jerry did not see you enter. It is not a cutscene safe room.