Read the lobby before choosing
Map and mode controls can change. Confirm the visible selection instead of assuming an older video matches your lobby.

First-run plan
The basic loop is simple: identify the exit, find five colored keys, activate two levers, recover dropped objectives, then regroup for the escape. Use the dated Manor order as a checklist—not as proof of fixed rooms or every map.
Quick orientation
Ordered plan
Map and mode controls can change. Confirm the visible selection instead of assuming an older video matches your lobby.
Before splitting up, note the route back to the escape area. This wiki does not yet publish a universal exit landmark.
One player records only confirmed key uses and lever interactions; this prevents duplicate searches.
Use pairs or overlapping areas so a death does not leave the group unsure where a carried key may have dropped.
Say the key color, holder, and last known area when it changes hands.
Once all five colors and both levers are confirmed, gather the team and return to the exit route together.
A revive mechanic exists, but its exact time window and limits still need a current test. Decide who will recover the objective first.
After a failed run, identify the lost objective, missed lever, or bad split before immediately replaying the same plan.
Multiplayer setup
Keeps the browser-local checklist and repeats the current missing objective.
Calls out the color and last known area; avoids disappearing without a handoff.
Checks a separate area while staying close enough to report a death or item location.
Remembers the return path and regroups the team after all seven objectives are confirmed.
Recovery before speed
After a failed run
Write down only three things: the last confirmed objective, the objective that was lost or disputed, and the map/mode shown in the lobby. On the next run, change the assignment around that failure instead of inventing a new route.
Current game identity and the official unlock-the-door-and-escape objective.
Five named key colors, two lever chapters, escape, and ending order.
A carried key remaining on the floor after its holder dies.
Players reviving another player during a run.