| ManorInterior house: patterned wallpaper, pillars, rugs, and a chained exit door with indicator lights above it. | KEYS 0/6 · LEVERS 0/4 | OPEN THE EXIT DOOR once all six keys and four levers are done.Escape: Unlock the chained door and step outside.Read the Manor escape walkthrough → | Where the six keys and four levers spawn. The door shows one indicator light per lever, so count the lights to check lever progress. |
| BackroomsYellow patterned corridors, damp carpet, drawer cabinets, a STOP sign and standing water. | KEYS 0/5 | OPEN THE EXIT DOOR once all five keys are collected.Escape: Unlock the chained emergency exit door and walk through. | No recording analysed here establishes a fixed room order or key locations, so none is published. |
| Pool RoomsWhite tile, shallow water, columns, and wall pipes carrying red valves. | STATUES 0/3 · VALVES 0/3 | ESCAPE THE GATE! once three statues and three valves are done.Escape: Turn the valves, set the statues on their bases, and cross the raised gate. | Valve and statue positions, and whether draining the water is required or only a side effect. |
| The EndLibrary-like shelf maze with "THE END IS NEAR" painted across the beams. | Six colour-and-digit notes | FIND THE 6 NUMBERS : OPEN THE DOORS.Escape: Enter the six digits on the keypad in the colour order the keypad shows. | The digits themselves are run-specific: the two dated recordings collected different sets, so no fixed code is published here. |
| ForestNight woods with campsite tents, campfires, abandoned cars and log cabins. It is the only outdoor map in the 2026-10-17 all-maps run. | FUELED 0/5 · REPAIRED 0/5 | POWER UP THE GENERATORS, then RUN TO THE EXIT.Escape: Fuel and wire five generators, then reach the lit exit gate. | Generator and fuel-can spawn points, and what finishing the minigame pays. The wiring step appears as CONNECT THE WIRES with colour-matched pairs in the 2026-10-17 run and as a CONNECT THE CABLES timing input in the 2026-09-21 run, so read the live prompt. |
| SchoolClassrooms, lockers, corridors and a gym. Its monster is Cat in the hat. | LOCKS 0/4 · GENERATORS 0/6 | THE EXIT IS OPEN : RUN! once four locks and six generators are done.Escape: Unlock four locks, repair six generators, then run through the main doors. | Key and generator positions, and whether the generator step is the same wiring minigame as Forest. |