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Main Route Walkthrough

Quick Answer

Start by repairing the Level 0 ladder and obtaining its key, then follow the garage objectives into the Hub and Electrical Station.

Start by repairing the Level 0 ladder and obtaining its key, then follow the garage objectives into the Hub and Electrical Station. The route continues through the office, hotel, party rooms, pools and castle before reaching the flooded and suburban levels. Later, the arcade elevator leads to further challenges rather than ending the game immediately.

Use this walkthrough to identify the next required action. Puzzle values and some item locations can vary, so follow the visible clue or progress display instead of assuming every run matches a fixed sequence of screenshots.

Repair the ladder and clear the garage sequence

Level 0 ladder reaching the key alcove

In the yellow starting level, find the broken ladder and collect its nearby wooden pieces. Repair it, obtain the key above and return to the locked wooden door. Cross the pit room beyond the door. If you fall, either use a rope lowered by a teammate who stayed above or follow the painted arrows to the lower exit.

Level 1 then changes the task several times. Read the colored cars in the order the clue requests and enter their sequence at the elevator. In the next garage, collect four keys from the side rooms, place them in the four slots and turn them close enough together that they overlap.

The darker multi-floor section asks you to find an elevator, not another key set. Search the possible doors across the floors, keeping a closed-door retreat available against Skin-Stealers. Once you reach the locked gate stage, enter the Hub detour.

At its terminal, match the reference text on the right with identical selectable entries. Turn on the power beyond the unlocked door, use the note to access the computer and run Gate.exe. Return to Level 1 and open the main gate.

In the final garage, stay in the lit side areas when the open space goes dark. Cross during the lighting windows and check side doors until you find the passage into Pipe Dreams.

Reach the Station and activate nine fuse boxes

The first visit to Level 2 takes you toward the Electrical Station. Pick up a flashlight near the dark stretch if needed and avoid steam bursts. Once the Smiler chase begins, keep running and look for the Station opening on the left. Do not continue past it toward the tunnel's dead end.

In Level 3, inspect the barred exit and its fuse-status display. Activate three boxes in East Substation, three in West Substation and three in Generator. Positions can vary, so clear the possible rooms in each section and confirm completed indicators rather than visiting one remembered spot.

Normal panels require their switches turned on. Triway panels require matching adjacent colored connectors around the circuit. Wire panels require connecting each wire to its matching color.

Prepare your flashlight before entering Hound areas, use doors to break pursuit and watch the floor for electric puddles in the final section. When all nine boxes are active, return to the original gate and proceed into the office.

Count office objects and pass the cameras

In Level 4, search the opening rooms for supplies while keeping away from occupied windows. Find the room with four vending machines, read the object displayed on each and enter the number of matching objects in that room.

Beyond the counting puzzle, locate the camera reset button. Work through the four-camera area using side rooms and the cameras' turning direction. If detection locks the far exit, take a crowbar, open the vent shortcut back to the reset and try again.

The successful forward exit leads into Terror Hotel. You do not need to search the whole office for another numerical password after clearing the camera challenge.

Complete all three Terror Hotel stages

Open numbered slots in the Terror Hotel mailbox cabinet

At the lobby portraits, press the buttons from youngest to oldest. In the main halls, collect Bug Spray and use it on male Deathmoth swarms to make Moth Jelly. Trade one jelly at a time at the dumbwaiter until you have received three keys, then open the locked door and take the elevator.

The guest-room mailbox cabinet identifies which room numbers contain papers. Search those rooms while avoiding the Hound and Skin-Stealer, return the papers and read the revealed five-digit code. The documented lock candidates are 17564, 05938 and 89472; the normal letter puzzle tells you which applies.

In the Boiler Room, take the thermometer and navigate toward the signed Exit door. Rising heat warns of moth danger. Crouch past Female Deathmoths with space to spare and identify a red valve before crossing an exposed room. Activate a valve if a moth pursues you.

The Boiler Room exit returns to Pipe Dreams through another entrance. This time, take the route toward Fun and watch for the colorful ladder opening on the right during the chase.

Pass Fun and the pools, then finish The End

In the original Level Fun, crouch past Partygoers and locate tables before approaching exposed corners. Use a balloon distraction only if an entity's facing blocks the route. Hide under a table during the response, then check its new position before moving.

Reach the tiled exit area and take a slide into the Poolrooms. Follow the pale-tiled pool route toward the red-lit exit area, avoiding dangerous dark rooms and deep water. That exit leads to the Run for Your Life sequence.

Run through the red corridor without stopping, navigating around the furniture and other obstacles that block the way. The exit leads into The End, which is another playable objective area rather than the final credits.

Turn on The End's computer so you can read the tape requirement. Search the shelves and tables while using cover and the available distractions against the Scratcher. Once the required tapes are collected and the onward room opens, take its route toward Level 94.

Shelter in Level 94 and navigate Lights Out

Level 94 roller coaster with its ready indicator

In the bright village, head toward the floating castle during daylight. When sunset approaches, enter a house, switch off its lights and use the bed or wardrobe hiding spot. With a larger team, make sure everyone has a separate available hiding place. Resume the journey after morning returns.

Climb the rope into the castle. Push its four symbol blocks onto matching floor markings, then prepare for the Animated King encounter. Keep watching for him and respond with the flashlight when he appears. Survive until the coaster is ready at one hundred on its timer, then board to leave.

Level 6 starts with rooms where a flashlight is still useful. Find the flickering tool room and take a LiDAR scanner before the deeper darkness. Project dots onto the walls to find passages, read red radar markers as Wretches and crouch out of their path when they approach.

The ordinary route reaches Level 7. The card-controlled branch toward Kitty's House belongs to later access and is not required to complete the first Lights Out visit.

Cross the flooded level and cave progression

In Thalassophobia, use the boats to travel through the flooded houses and toward the lighthouse and diving equipment. Prepare for the descent, then follow the underwater cave route into Level 8.

The cave sequence uses decontamination checkpoints, Female Deathmoth avoidance and a fragile bridge. Cross the bridge carefully rather than sprinting across it. In multiplayer, cross one at a time. Later, keep track of the Skin-Stealers' lights and move between the available safe checkpoints.

The next yellow return area includes a shadow-symbol puzzle and a locker containing a chainsaw. Use the observed symbols to open the locker, cut the boards and continue into Water Damage, Level 0.11.

There, use the chainsaw to access the required rooms and activate the four timed levers. Coordinate their timing in co-op and use the available cover against the Howler. Continue to the first Level 188 courtyard visit, solve its window-pattern elevator clue and follow the returning cave route into Darkened Suburbs.

Open the suburbs, cure the Wretch and reach the fields

Emergency shower and trap in the Abandoned Outpost

At Level 9's central console, find the three red-marked houses. Visit those current targets and finish each computer interaction. Use door locks against house Wretches and avoid the Neighborhood Watch on the roads.

The computers open the central M.E.G. base. Enter its basement and prepare the emergency shower with four Almond Concentrate bottles. Once the equipment is ready, lure the Outpost Wretch into the trap, move the shower into position and activate the spray. Collect its keycard after the cure.

Return outside and use that card at the separate exit gate. Level 10 then asks you to follow the field route and activate the windmill generators. Keep to recognizable paths and fence openings while avoiding the Faceling threat, then continue through the parking area into the arcade.

Take the arcade elevator into the later main route

In Level 3999, find the elevator clue on the arcade tickets; its code is 931. Watch the elevator's instructional video because it explains the no-clipping mechanic needed next.

The paired Level 0.2 and Level 0.1 areas require you to use the transitions, open corresponding access and activate five generators. Check the progress map, then use the temporary gate protection to cross the dangerous tunnel to the exit.

Restock in the Snackrooms and open the onward route. In the Hotel Chase, use the pressure-plate and lever sequence, then escape the Clump through the correct halls and safe areas. Continue into the later Level 188 visit, where the objective is now moving three marked televisions through the elevator route.

The following pool revisit uses a floatie boat, valves and changes in water level. Avoid infected water and clear each required valve section before taking the onward slide.

Finish Fun+, the school and the photography route

Fun+ hub map marking sectors, tables and the exit mechanism

Level Fun+ has a central exit mechanism and four sectors. Clear the sector objectives and collect their keys: the firework-and-Party-Host area, the glowstick arcade area, the balloon-memory playhouse and the roaming-Partygoer balloon search. Insert the keys into their matching mechanism to open the exit.

In Level 52, follow the Partypooper and copy its movement where it changes. If it crouches at a particular section, crouch through that section too; running ahead can separate you from the guide and expose you to Partygoers.

Level 55.1 uses photography objectives across its lift-served areas. Read the note, use the camera on the required subjects and manage the lift as your return reference. Once the required pictures are complete, raise it to the onward route.

Later Hub and Bunker access opens the additional ending branches. Level 421 now precedes Overgrowth on that route; solve its container colors, flower projectors, lighthouses and four hoops before continuing. Other branches lead toward the Escherian Stairwell and Kitty's House. Complete the required endings before returning to the final arcade resolution.

If progress stops anywhere along this itinerary, identify the unfinished interaction in the current area: an incomplete terminal, missing box, unprepared shower, unfilled key mechanism or uncompleted photograph. Repeating the previous level's task rarely helps once the environment and objective have changed.