Make sure this is actually the step you are on. If an item or prompt is missing, backtrack one room and check the inventory first.
Solve the Office Puzzles and Camera Hall
Level 4 requires observation. You need to count objects to unlock doors and use stealth to avoid security alarms. For a visual reference to this route, see Level 4 Map.
1. The Windows (Trap Warning)
As you enter the office hallways, you will see windows with rain/darkness outside.
- DANGER: Do not approach the windows. There are Window Entities hidden behind the glass. If you get too close, they will grab you and kill you instantly. Stay in the middle of the hallway.
2. The Vending Machine Puzzle
To progress, you will encounter locked doors controlled by Vending Machines with keypads.
- The Mechanic: Look around the immediate room. You need to count specific objects: Chairs (Stools), Tables, or Water Dispensers.
- Solving the Code:
- Check the icon on the vending machine (e.g., a picture of a Table).
- Count how many of that item are in the room.
- Press the corresponding number on the keypad.
- Pro Tip: Sometimes objects are hidden behind pillars. If you can't find the exact number, just brute-force it! Try the most likely numbers (usually between 3 and 8) until the door opens.
3. Navigation: The Right-Hand Rule
The office maze is repetitive.
- Strategy: Just like previous levels, sticking to the Right-Hand Rule (hugging the right wall) is the most effective way to navigate through the random rooms without getting disoriented.
4. The Return Door
You may find a door labeled "The Hub".
- Warning: Do NOT enter The Hub unless you want to backtrack. It is not the exit for this level yet.
- How to Escape: If you accidentally enter The Hub, look for a door marked with the number "4". This will take you back to the start of Level 4 so you can try again.
5. The Security Cameras
The final section involves a long hallway monitored by security cameras.
- The Threat: If a camera spots you, it turns red, an alarm sounds, and the exit door locks.
- Stealth: Move carefully. Stick to the walls (blind spots).
- Reset Button: If you trigger the alarm, don't panic. Run to the end of the hall or look for a room with a "Reset Camera" Button. Press it to turn the alarm off and unlock the door again.
6. The Exit & Crowbar Secret
After passing the cameras, you will find a room with an Exit Door and a Vent on the wall.
- The Exit: Go through the door to proceed to the next level (The Terror Hotel).
- Easter Egg: If you still have the Crowbar (found in earlier levels or lockers), you can pry open the vent near the floor for a secret shortcut/Easter egg that loops you back to the start (optional).
Level 4 Counting and Camera Mistakes
- Almond Water: Loot the vending machines! After you input the code, the machine often dispenses Almond Water. Stock up here, as you will need Sanity for Level 5.
- Listen: The ambient noise is low. Listen for the buzzing of cameras to know when you are approaching the security sector.
- Don't Rush: Unlike the Pipe Dreams level, you have time here. Count carefully and check corners for loot.
Count the Room, Not the Example Code
The four vending-machine values are generated from the props in your room. We count one category at a time, write the result down, and only then touch the machines. Chairs and stools are the easiest items to miss because legs overlap and small furniture can sit behind plants or desks. If the door stays shut, rotate around the room and recount the category with the messiest silhouettes instead of changing every digit at random.
- Use one counter per category: in co-op, give books, tables, seats, and water dispensers to different players, then have a fifth check any disputed number.
- Camera hall: there are four monitored rooms. Move on the sweep, use the side-room cover, and stop the next player from entering if somebody has already turned a camera red.
- Locked exit: a detection closes the route for the group. Return to the reset control and run the section again; crowding the final door does not override the alarm.
What the Crowbar Route Is Actually For
The crowbar in the security area opens the vent route back toward the earlier office. It is useful for a retry or for players deliberately checking the optional path, but it is not a substitute for clearing the camera sequence. We leave it until the main exit is understood so nobody disappears into the vent while the rest of the team waits at the locked door.
Level 4 Walkthrough Video
We use this as the quick “don’t make the same mistake twice” checklist. If your room, spawn, or prompt does not match the video, stop and check the normal route first—patches and co-op timing can make an old shortcut look tempting when it simply will not work.
Look around slowly before guessing. Props can hide chairs, switches, notes, and pickups; a second camera angle is usually faster than brute force.
Call out what was pressed, collected, or opened. It prevents the classic “we all thought somebody did it” reset.
If a skip behaves inconsistently, leave it and take the intended route. A clean run beats getting stuck in geometry.
For the camera hall, have one player watch the camera sweep while the others use the side rooms. If the exit locks after a sighting, regroup at the reset point instead of trying to force the final door.
Entities in this level
What each entity does on this route, and the move that keeps the encounter under control.
Window
Windows turn parts of the Abandoned Office into a spacing check: a figure and knock can draw the group to the dangerous edge of the hallway.
Stay in the hall centre or the opposite side, do not approach the glass, and keep moving to the next confirmed room.

