How a run works
- Open doors in order. Collect gold, keys and items along the way.
- Some rooms need a key to open the next door, so search drawers and tables.
- Die and you're out, unless you use a revive. Your group keeps going without you.
- Gold buys items from Jeff's shop in the middle of the run. Knobs are spent in the pre-run shop and earned by playing.
How to survive the main entities
| Entity | Warning sign | What to do |
|---|---|---|
| Rush | Lights flicker, loud rushing noise | Hide in a closet or under a bed right away |
| Ambush | Like Rush, but louder and returns several times | Hide, then leave and re-enter the closet as it passes back and forth |
| Screech | A "psst" in a dark room | Turn and look at it quickly |
| Eyes | A glowing purple light in a room | Don't look at it. Look away and walk past |
| Halt | A long blue corridor | Walk forward, and turn around when the screen tells you to |
| Seek | Eyes appear on the walls, then a chase | Run, follow the lit path, and avoid the grabbing hands and falling objects |
| Figure | Blind giant in the library and near the end | Crouch and move quietly. Find the hints for the library padlock code |
Hiding the right way
Don't stay in a closet too long. If you hear a warning voice while hiding, step out for a moment and hide again. Watch drawers for small surprises too.
What to buy with Knobs
- A flashlight or lighter helps in dark rooms, where Screech appears.
- Lockpicks save time when you can't find a key.
- Vitamins give a short speed boost, useful during a chase.
Beginner tips
- Play with friends. More eyes means more found keys and books.
- Listen carefully. Most entities have a sound cue before they hurt you.
- Save revives for deep runs. Get them from codes when available.
- Keep moving in the library, but quietly.