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By this point yet another supernatural occurrence shouldn’t come as a surprise. A moving house has been spotted, landing people in odd situations, including Jeremiah, who you’ll meet near Tall Grass Inn. His theory is that a Deviation is responsible.
As always, there’s some loot to score and a fun little mystery to unravel in the Strange Empty House quest. We’ll walk you through all four locations. While you’re in Tall Grass Inn, it’s worth wrapping up the Lost in Madness side quest and finding all the nearby Lucky Cat locations.

How to start the Strange Empty House quest
To start the Strange Empty House quest, head to the edge of the lake just northwest of Tall Grass Inn in the Chalk Peak. As you approach, you’ll see a blue diamond quest marker appear on the map. When you get near the spot, you’ll trigger the quest. You’ll spot two chaps having a chin wag by the water, including one called Jeremiah, the quest giver.
Chat with Jeremiah to learn that there’s a curious moving house going walkabout, the work of a Deviation. Jeremiah saw this first hand when he fell asleep in a villa only to wake up in an empty field. Jeremiah reckons the house has been popping up in different locations, something backed up by similar stories from other Mayfly members. Jeremiah will kindly pinpoint four locations on the map where the house has been sighted.
Strange Empty House locations
The strange house appears randomly in one of four locations, marked in the image above. They are in the following locations:
- On a dirt road east of the Evergreen Vineyard and north of the Furnace Lair in the very north of Chalk Peak.
- On a dirt road just southwest of Greywater Camp in Iron River.
- On a hill southwest of Citrus County and Deadsville in the Dayton Wetlands.
- On the beach south of Sunbury in the Broken Delta.
As the locations are randomised, you’ll need to select one, cross your fingers, and hope for the best. If the house isn’t there, you’ll need to go to the next spot and so on. Luckily, all the locations are pretty close to Teleportation Towers so it shouldn’t be too taxing travelling between them.
Hale’s Moving House
Finding the house and shooting the arms jutting out of the ground near the front door will kickstart a Public Crisis Event dubbed Hale’s Moving House (a pretty on-the-nose Ghibli reference). The first objective is to shoot the painting on the wall in the lobby (it’s called a mural in-game) next to where the arms were.
From there you’ll need to track down two objects in the house and destroy them. The first is a fridge in the kitchen. You can track it either by following the audio queues or using Q to trigger Spacetime. The second item is a red cardboard box in the lounge room next to the kitchen. The box is to the left of the TV.
Head back to the lobby and you’ll find a crate resting on the three arms. Loot it to get a Disco Ball Deviation, x80 Stardust Source, x210 Acid, and x7 Controller. Leave the house to complete the Hale’s Moving House event. If you fancy it, you can repeat the event once a week in any of the same four locations.
Head to Tall Grass Inn and report back to Jeremiah with your findings. After warning Jeremiah that it’s probably best to stay away from the house, you’ll complete the quest and get x1100 Energy Link, x2310 Exp, x12 Stellar Planula, and x1 Eclipse Cortex Lv. 2.