Beat Terror Hotel in three stages: press the portraits from youngest to oldest, trade three Moth Jellies for the keys to the elevator, then solve the guest-room letter puzzle and escape the Boiler Room. In the final maze, use the thermometer to anticipate Female Deathmoths, crouch past them and activate a red valve if one chases you.
The guest-room lock and the Boiler Room exit solve different problems. Opening the number lock gets you into the maze; it does not finish the hotel.
Follow the hotel's three-stage progression
| Stage | Required objective | Main danger |
|---|---|---|
| Lobby and main halls | Portrait order, then three jelly-for-key trades | Missing the required jelly or trade step |
| Guest rooms | Find the letters indicated by open mailboxes and reveal the lock code | Hound and Skin-Stealer encounters |
| Boiler Room | Navigate to the signed exit | Female Deathmoths and dangerous side rooms |
Keep the current objective clear when the setting changes. A hallway full of guest rooms is the letter-search stage; a large industrial maze with pipes, heat and valves is the final navigation stage.
Press the portraits from youngest to oldest

The opening doors are controlled by the portraits around the lobby. Each has a button beneath it. Compare the people depicted and press the buttons in age order, beginning with the youngest and ending with the oldest.
Use the portraits themselves to establish the sequence. Instructions such as “the second one on the left” are easy to misread when you are facing a different wall. The age rule remains useful even if you approach the paintings from another direction.
When the doors open, leave the lobby and begin searching the main halls. Pick up Bug Spray if you have not already taken it. The next locked door requires three keys, and the nearby dumbwaiter or food chute provides them in exchange for a specific item.
Make and trade three Moth Jellies

Search the rooms for swarms of small male Deathmoths. These are the moths you spray to produce Moth Jelly. They are distinct from the much larger Female Deathmoths encountered later in the Boiler Room.
Use Bug Spray on a swarm and collect the jelly it drops. Swarm locations can differ, so search the surrounding rooms rather than relying on one video's exact order of doors. Return to the dumbwaiter at the end of the hall when you have jelly ready.
The trade sequence is straightforward:
- Equip or hold Moth Jelly for the interaction.
- Put one jelly into the dumbwaiter using its prompt.
- Collect the key provided in return.
- Repeat until you have received three keys.
- Use the keys on the locked door in the hallway and take the elevator onward.
The chute wants Moth Jelly, so giving it an unrelated food or sanity item will not replace this step. If you have trouble depositing jelly, check that it is the active item before interacting.
Jelly is also a useful consumable, which makes accidentally eating the objective item an understandable mistake. Reserve the three portions needed for the trade first. Male moth swarms can respawn, so an accidental meal does not require treating the level as permanently blocked; search for another swarm and complete the remaining trade.
Use open mailboxes to select guest rooms

After the elevator, inspect the mailbox cabinet in the small lobby. The open slots identify the room numbers worth checking for pieces of paper. Record those numbers before searching the corridors so you do not need to enter every room indiscriminately.
Go to a marked room, find its paper and bring it back to the cabinet. Continue until the required papers have been returned. The completed letter arrangement reveals the number-lock solution; check the ceiling when the puzzle is complete.
Treat the open slots as your search list. If a walkthrough checks rooms in a different order, your own mailbox state is more useful than its sequence. You are solving the current room set, not reproducing somebody else's collection path.
A Hound and a Skin-Stealer threaten the hotel corridors. Before focusing on a room's furniture, identify its door and any actual hiding spot. You can shut a guest-room door to separate yourself from a pursuing Skin-Stealer, or use a bed or wardrobe to hide. Keep your flashlight available for the Hound rather than assuming all hotel enemies respond to the same tool.
Do not stand in a hallway manipulating your inventory while an entity approaches. Complete the immediate escape or hiding action first, then resume the letter search once the route is clear.
Open the five-digit lock
The guest-room exit lock has three documented combinations: 17564, 05938 and 89472. Use the code your letter puzzle reveals. If you choose to try the known combinations, enter all five digits and preserve the leading zero in 05938.
One combination belongs to your current lock state; all three are not a sequence that must be entered together. The letters are the normal method for identifying which value applies, while the three candidates offer a shorter attempt when the lock is accessible and you understand that distinction.
Opening the door takes you to the Boiler Room. Before proceeding, make sure you have your useful equipment and sanity supplies ready. The next area replaces room-number searching with a maze and a different moth threat.
Use the thermometer to anticipate danger

Pick up the thermometer in the Boiler Room and read the nearby note. Rising temperature warns that a moth or hive area is close. Use that warning to slow down, crouch or choose a clearer passage.
The thermometer is a proximity aid, not a direction arrow to the exit. A hotter room is not evidence that you are closer to finishing the level. It may be an area you should avoid.
Female Deathmoths cling to walls and can begin a chase when you approach carelessly. Crouch near them, keep your distance and avoid shining a flashlight directly at them. Crouching reduces the chance of drawing attention but does not make physical contact safe.
Before moving through a room with a visible moth, look for a red valve and the passage you will use if it reacts. This gives you a response that is based on something you can reach, rather than a vague plan to run deeper into the maze.
Recover with a valve and find the signed exit

The large red valves activate nearby pipes and drive a pursuing moth away. When chased, move to a valve you have identified and activate it. Do not expect to outrun the moth indefinitely through unknown corridors.
The Boiler Room also contains dangerous rooms that resemble possible destinations. Confirm the Exit sign before entering what you believe is the final door. An ordinary side-room doorway is not equivalent to the signed exit.
Use a maze map alongside visible landmarks such as large boilers, corridor junctions and valves. Reorient at a known landmark if you lose the route. A chain of remembered turns stops being useful once you are no longer sure which junction you reached.
Keep crouching until you have cleared a nearby moth rather than standing the moment its body leaves the center of your view. In multiplayer, teammates should approach the same dangerous room with the same understanding of where the moth and valve are; a sudden sprint from behind can undermine a careful pass.
The signed Boiler Room exit returns you to Pipe Dreams. That familiar tunnel is the next stage of progression toward Level Fun, so you do not need to go back into the hotel to find another set of letters or keys.