Flesh Made Fear is a survival-horror game with fixed cameras and retro-styled gameplay. After blowing up the rubble blocking the tunnel, you will enter the Rotwood Outskirts. There are many challenges here, and you’ll have to stay on your toes and avoid wasting any unnecessary resources to survive and pave the path ahead. For more information on Flesh Made Fear, you can check out their official Steam page here.
Table of contents
Arrival In The Outskirts
As soon as you enter the outskirts, you’ll see a motel. All the rooms in the motel are locked, except for the front check-in desk room. You can head inside there to save your game.
Furthermore, you’ll also find a key to room 102 here. Take the key and head out. Go to room 102, you’ll find a corpse inside with a shotgun in its hands. You can pick the shotgun, and there will also be some extra bullets in the room alongside the room 101 key.

Make sure you’ve equipped the shotgun before you leave the room, because as soon as you leave, you’ll be ambushed by the zombies from both sides. Defeat them, but ensure that you have at least 3 shotgun bullets left, because you’ll be needing those shortly.
Go to room 101. Here, you’ll find a strange mechanism. There will also be a key to room 103. Now, head to room 103. You’ll find many large eyes poking out of the flesh on the walls. Interact with these eyes, and your character will poke them, finding a diamond-shaped object behind each eye. Once you’ve got four diamonds, it’s time to return to room 101.

Place the diamonds on the mechanism in room 101. You’ll notice that you can change the colors for each diamond depending on the riddle. You have to put the colors on the diamond in this order from left to right: Red, Blue, Green, Yellow. After you do that, you’ll be able to take the Lion Medallion out of the mechanism.
There’s still room 104 in the motel that you haven’t found the key to yet, but you’ll have to leave it alone for now. Head out of the area. There’s a gate that doesn’t open from this side and sewers in the way, but you have to keep going the other way.

Bubonic Behemoth
As you enter the next area, you’ll find the door with the Lion Medallion lock on it. Put the medallion in it, and rotate it accordingly. Right as you unlock the door and get to the other side, you’ll encounter the Bubonic monstrosity that destroyed R.I.P. squad’s jeep in the Rotwood Forest.

While the monster hits hard, it gets staggered with a single bullet from the shotgun. You have to follow the strategy where you shoot one bullet at the monster, and once it’s staggered, you’ll have to switch to your knives and keep attacking it.
Once the monster recovers, switch back to the shotgun and hit it again. You’ll have to repeat the process three times to safely kill the monster, who’ll then crash into one of the wooden walls, opening a path for you forward.

Devin’s Diner
If you keep following the path after defeating the Bubonic Behemoth, you’ll arrive at Devin’s Diner. There’s a Ripper’s tape tree in one of the corners outside of the diner.
Head inside the diner, and a cutscene will play. It’s Dr. Ripper communicating to you through the radio. Ripper will tell you that he has set the streets as a test of mind and strength, so you should expect more puzzles on the way.

Once the cutscene ends, you’ll find 4 mechanisms on the counter. Each of these mechanisms has a dial for directions, and you can adjust the pin that points in a certain direction. If you look around the diner, you’ll also find a corpse on one of the tables, and interacting with it will give you a box of .40 caliber bullets.
You can enter the office room to save your progress and access your storage. In the main hall, there’s a door behind the counter that is blocked by planks.

You’ll have to use the hammer that you got in the outskirts to remove the planks. Once you do that, enter the room behind the counter, and there will be a flesh monster inside.
The monster doesn’t do anything if you don’t get too close to it, so just bring out your handgun and shoot some bullets at it. There’s also a monument right next to the monster that you’ve just killed. Interacting with it will give you the hints for the puzzle.

Head back to the counter and point these directions on each mechanism from right to left: South, West, North, East. The box on the counter will open, revealing a key. You can use this key to unlock the door outside the diner.

Sheriff’s Office
As you make your way from the Diner, you’ll find Bill along the way. Bill will help you jump over the wall, promising to find another way ahead.
After you’ve jumped over the wall, you’ll find a parking lot to your side. There’s nothing much inside the parking lot, except a plushie and a Crafting Kit. Once you’ve picked it all up, head the other way. There will be many zombies along the way, but fighting them is not worth it. Just run through them and get to the Sheriff’s station.
You can save your game after entering the office. There are 3 gates here, excluding the one that you just entered from.

Helping Cole
If you open the door that has some blood on it in the safe room, you’ll reach the area with stairs leading down. Once you reach the bottom and enter the room, you’ll find Cole locked behind the bars.
Cole is injured and doesn’t remember much. There are keys on a corpse at the counter in front of Cole’s cell. Take the keys and head back to the safe room above.

The wide door that’s next to the bloodied door leads to the interior of the Sheriff’s office. You’ll be able to open the door here using the station keys. There will be many zombies inside, so be prepared.
You’ll find a room here with a large eye poking out of the flesh on the wall. Interact with it to get a tablet. There are three tablets in the office, and you’ll have to find all of them to unlock a door, but they are hard to miss.

Enter the office room, where you’ll find many desks. A cutscene will play here with an agile monster eating on a corpse, and then escaping into the vents. There’s a lock in this room with the spider pattern on it, as well as a pedestal for you to put a tablet on. Leave it alone and progress ahead.

Getting The Spider Key
Now, in the next room, there will be more zombies. There’s a toilet room next to the break room. You’ll find another eye with a tablet in the toilet. There’s also a locker here. The code to the locker is on one of the tapes that you will find in the office rooms.
Put the code 3 9 4 in the locker to open it, and you’ll find an old kerosene lighter inside it. Keep exploring. You’ll find the interrogation room locked with a unique mechanism. There are three cables leading to the lock on the interrogation room, each leading to a pedestal where you have to put the tablets. However, we’ve yet to find the last tablet.

You’ll find the final tablet in the restroom, much further in. Once you’ve gotten all the tablets, find the pedestals by tracing the cable and place the corresponding tablet on it. This will unlock the interrogation room, where you’ll find the lower half of the key.
Now, you have to go back to the initial safe room in the office. There’s the third door leading to another section of the office on the other side of the room. There will be zombies here. The path will lead you to what appears to be a conference room. Here, you’ll find two zombies and four statues with candles in front of them.
There’s the riddle on the left wall of the room. You have to light up the candles using the kerosene lighter, based on the animals, after reading the riddle. Light up the candles in this order to solve the puzzle: Rat, Snake, Hawk, Wolf. Once you do that, you’ll find the upper half of the spider key. Combine the lower and upper halves of the key in your inventory, and head to the office room with the spider-patterned lock.

Armory And Cole
As you enter the locked room after using the Spider Key, you’ll find the Sheriff’s computer inside. There will be some logs here detailing what exactly happened, and you can also unlock the cells, as well as the armory.

Head to the armory first; it’s near the second exit in the Sheriff’s office, near the break room. You’ll find lots of bullet crafting materials, as well as an MP5.
Pick it up and head back to Cole’s cell. You might encounter the nimble monster near the archive room, but they are quite weak, and you can easily kill them with a handgun.

Cole will be free now, but he’ll transform into a monster. Just bring out your MP5 and shoot all the bullets into Cole until he dies and explodes. He’ll then drop the key to room 104.

The Sewers
Head out from the second exit in the Sheriff’s office. The path leads straight back to the motel, but you might encounter another nimble zombie on the way.
Once you’re back at the motel, open room 104. You’ll find the tool to open the sewer here, as well as some other resources.

Use the tool on the sewer outside the motel. Once the sewer is open, you can finally say goodbye to the Rotwood Outskirts.

This concludes our walkthrough for the Rotwood Outskirts area of Flesh Made Fear. For more walkthroughs, visit the game’s hub here.
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Fahad Suleman is an avid fan of fighting games who spends most of his time writing walkthroughs and reviews for cozy indie titles or mashing around in Tekken. If he’s not writing or playing any games, you’ll often find him watching historical videos on YouTube for hours.