You slipped out of reality and ended up somewhere else: damp carpet, yellow wallpaper, and the constant buzz of fluorescent lights, going on for miles in every direction.
You aren't alone down here. Collect what you need, get the power back on and reach the exit elevator — and try not to make any noise.
Headphones recommended
v3.3.0
You only need a few keys, and nothing is timed. Staying alive comes down to where you go and how much noise you make.
Each level has a different creature, but the same rules work on all of them.
You respawn. What you keep depends on the level, and the death screen tells you. Deaths are counted but never end your run.
Endless yellow rooms, and something that has been down here a lot longer than you.
It sleeps until you pick up the first bottle. After that it roams the halls, and it can see a long way down a straight corridor. When it spots you it stops and screams before it chases — use that moment to get out of sight. Sometimes it knocks on a wall to listen for you. It gets faster with every objective you complete, and eventually it starts teleporting short distances, with a puff of dark smoke where it leaves and where it arrives.
Use corners and distance. If you crouch where it can't see you, it goes to where it last saw you, searches, and gives up. Once the power is back on your stamina is unlimited, which is what gets you to the elevator.
Reach this level to unlock this page.
A huge, dim library, and a spider the size of a horse. It's blind.
It hunts by sound and notices movement. If you stand completely still it can't find you, even standing up and looking around. Every disk you pick up makes a noise it will come to check, and grabbing several quickly makes it faster. It can also climb the walls and cross the ceiling. When it's above you it drops straight down — you'll see it coming, so move out of the way. Crouching won't save you from a drop.
Crouch under the reading tables. It can't reach you there and will eventually give up. About two minutes after you pick up your first disk the lights dim and things get more dangerous, so plan your route from table to table.
Reach this level to unlock this page.
A cave lit by glowing blue fungus. The spider lives down here — and so do its young.
While it's lit, the hatchlings back away from the light and can't hear you. But it runs down, winding it up (R) is noisy and slows you to a walk, and the mother can see the light from a long way off. The light keeps the small ones away and draws the big one in.
Hatchlings guard their own areas and hunt by sound. If one grabs onto you, your stamina drains and its screaming leads its mother to you. Shake it off by moving the mouse quickly, or burn it off with the lantern. The mother patrols between her clutches. Webbed ground near the nests carries your footsteps twice as far, wading through the stream hides them, and loose rocks are loud. Each clutch you burn sends her into a frenzy, dims the fungus nearby, and causes a rockfall that changes the tunnels.
The crawlspaces. You can get through them crouched, and she can't follow. Wading through the stream is worth it to stay quiet. Don't fall into the chasm.