Enemies: 2 Slow Shamblers (weak, melee only)
Actions:
Pitfall: Do not use the shotgun yet. Save it for wave 3.
You can’t win the game if you don’t set up the board correctly. a very full house walkthrough
Before the first suitcase crosses the threshold, you need to redefine your space. A guest room isn't just a guest room anymore; it’s a micro-apartment.
Enemies: 6 Armored Brutes + 1 "Tall Man" (mini-boss)
This is where most guides stop, but here is the real trick: Enemies: 2 Slow Shamblers (weak, melee only) Actions:
Result: All 6 Brutes die in the fire. The Kitchen becomes unusable for 60 seconds (worth it).
A "full house" fails when everyone tries to use the same door. You must create micro-zones.
This guide is a polished, reader-friendly walkthrough for a feature article or long-form online publication about experiencing and managing a fully occupied home—covering practical tips, emotional considerations, space planning, scheduling, and example routines. It’s designed for homeowners, hosts, and property managers dealing with short-term surges in occupancy (guests, family visits, housemates, rentals). Pitfall: Do not use the shotgun yet
In A Very Full House, the biggest enemy isn't hunger—it's Environment. The "Cramped" and "Dirty" moodlets stack into a depression spiral.
The Three Pillars of Sanity: