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WALKTHROUGH: PART 1 OF 5

Find Sunny to the Genesis Configuration

Find Sunny, Escape the Cult, Take Back the Genesis Configuration

No Chapter Select: Save by Hand

There is no chapter select, and no free roam once the story is over. The game is linear: once you leave an area you cannot walk back to it, so anything optional you skip there (a keypad cabinet, a pillar, a trophy condition) is gone for that playthrough. The only way back is a save file.
Save points: the game saves by hand at save points, odd marks in the wall, and there is usually one close to anything this walkthrough flags as missable. Before each MISSABLE marked on these pages, make a fresh manual save in a new slot and keep it until the trophy has popped. On the harder settings the rules for saving change; see Getting started.

How This Walkthrough Is Split

The game has no numbered chapters. What it does have is an Objectives menu, and the headings on these pages are the objectives it shows, in the order you get them. The campaign is split here into five parts of a few objectives each.
Objectives on this page: Find Sunny, Escape the Cult, Take Back the Genesis Configuration.
What to watch for: the first two keypad cabinets (both count towards Codebreaker), the knife that starts Wetwork, and the Pistol, the first of the five firearms for Guns, Lots of Guns.

Find Sunny

The prologue. Aidan follows his girlfriend Sunny into the Labyrinth, the Cenobites' realm, and learns the basics on the way: sprinting, sliding, crouching and the Genesis Configuration, the puzzle box that moves fire and objects. Nothing here can be missed.

  • 1

    Through the first Labyrinth

    Some passages loop back on themselves; keep going and the game steers you onto the right one. On the bridge, stand on the pressure plate and sprint for the doorway before it shuts; at the second plate, run and slide under the closing gate. When you reach a barred doorway, crawl through the low gap beside it.

  • 2

    The apartment that repeats

    You come out in what looks like Aidan's apartment, and walking forward only brings you back into the same room. Turn round and go back the way you came; the passage behind you now leads to a pedestal. Take the heart from it.

  • 3

    The Genesis Configuration

    The first puzzles with the box: pull fire from one pillar and carry it to the next, then move blocks and a platform along the directions marked on them to make a path across. The prologue ends with the Cenobites, Pinhead among them, taking Sunny, and Aidan waking up as the cult's prisoner.

    • Story trophies here: We Have Such Sights to Show You (enter the Labyrinth), What’s in the Box?! (use the Genesis Configuration), Not Leaving Us so Soon, Are You? (escape the Labyrinth) and The Box. You Opened it. We Came (complete the prologue). All automatic.

Escape the Cult

Aidan starts this objective strapped to a chair in the cult's building, unarmed. The first half is about not being seen; weapons arrive in stages, the knife first and then the Pistol. Search drawers and cabinets as you go: coins, crafting materials and lockpicks are all limited, and you will want the coins for the shop later on.

  • 1

    Free yourself

    Look down at your arms and work through the restraints in order: the nail in your hand, then the hook, then use the hook on the stitches. Out in the corridor, a door needs two pieces before it opens. Each is inside a mutilated body in a nearby room; bring both back and fit them.

    • Story trophy: A Waste of Good Suffering (escape confinement).
  • 2

    The nailed skull: Tongue Key

    Past a stretch where you crawl and stay out of the cultists' sight, you reach an office with a strange fleshy door. The key is inside the skull on the desk, which has nails you can press, four of them: one on each side, one at the back and one on top. The order is a side, the back, the other side, then the top; the jaw then opens with the Tongue Key, which goes in the fleshy door. Which side comes first depends on the guide: PowerPyx and VGTimes turn the skull to face away from you and start with the left temple; GameSpew starts with the nail on the right without saying which way the skull faces, and NoobFeed starts with the skull’s right side. If one order does nothing, try the mirror: right, back, left, top.

  • 3

    Sneak past Bruno

    Downstairs is Bruno, with a woman strapped to a table in the middle of the room. Crouch, keep to the dark edges and work round behind him. The door out needs a keycard, and it is lying next to his victim: wait until Bruno turns to look at a painting, take it, and slip through the door.

  • 4

    Keypad cabinet: 9901 — MISSABLE (Codebreaker)

    Right after the keycard door is a hallway hung with paintings and a locked cabinet. Two of the paintings have numbers on their plaques; together they make 9901. Every keypad you open counts towards Codebreaker (five needed), and none of them can be reached again once you move on, so open each one as you pass it.

  • 5

    First Chatterer chase

    Down the stairs at the end of the hallway is a save point; use it. The corridor that appears behind you starts the first chase. The Chatterer cannot be fought, and it keeps cutting you off: whenever it appears ahead, turn and take another way, and keep sprinting. If it catches you, the chase restarts.

    • Story trophy: No Time for Argument (escape from the Chatterer).
  • 6

    The knife, and Wetwork — MISSABLE

    Behind the green doors after the chase, pull the knife out of the hanging body. From now on you can kill from behind while crouched. Wetwork asks for 10 stealth kills on cultists without alerting anyone, counted across the game, and the rooms right after this hold several cultists you can take from behind. Start counting here.

  • 7

    Keypad cabinet: 9891 — MISSABLE (Codebreaker)

    After the cultist kneeling by the bathtub, the next room has the second cabinet. The code, 9891, is tattooed on the back of the body in the tub.

  • 8

    Room 206 and the Pistol

    Pick up the flashlight beside the door marked Exit and read the note on it: the power has to come back on first, from Room 206 down the corridor. Restore it there, then go through the Exit door. The dead detective beyond it has the Pistol, your first firearm (1 of 5 for Guns, Lots of Guns). Picking it up also gives you the Pistol Ammo crafting recipe; the Bandage recipe you have from the start. Those are 2 of the 12 recipes for Librarian, and the other 10 are bought from Zora. Armed cultists wait in the next rooms: aim for the head, because ammunition stays scarce all game.

  • 9

    The Leviathan statuette: S&M Duckie

    You drop into a large chapel-like room full of cultists; clear it. In the security office off it there is an inventory capacity upgrade and the Leviathan Tip. Take the Tip back through the large door to the painting hallway, fit it on top of the diamond-shaped statuette and turn its sections until the lines form one unbroken pattern. It opens and gives you the S&M Duckie, which opens the locked door near the security office.

The Club and the VIP Area

Upstairs is the cult's club. The way on is the VIP area, and its key belongs to a woman in white in one of the rooms off the dance floor.

  • 1

    Three items for the woman in white

    She wants a paddle, a spreader bar and a dildo. Each one is in a different side room around the dance floor. Bring all three back and go through the scene with her; she gives you the Bunny Toy, the key to the VIP door.

  • 2

    The VIP area

    Use the Bunny Toy on the VIP door and follow the corridor to the end. The scene there turns this objective into the next one.

Take Back the Genesis Configuration

A short objective. Head back through the club: the room where the cultists were gathered is open now. There is a save point past it. Put on the cultist clothes you find there to disguise yourself and go through the door into the ritual chamber; the cutscene starts the next objective, Escape Charlotte, on the next page.

Stretch Completion

What this page does not cover

Exact positions of ammunition, health and crafting materials: what you find in crates is not fixed, so no guide can list it. Notes and recordings are left out too; they add story but count for no trophy.

✅ Before Moving On to Escape Charlotte...

Cross-checked

Cross-checked on 20 October 2026 against the walkthroughs of PowerPyx, GameSpew and VGTimes, PowerPyx’s and FandomWire’s trophy guides, the recipe lists of PowerPyx, AllThings.how and GMTreks, TheGamer’s keypad code, VIP key and rubber duck key guides, NoobFeed’s skull puzzle guide, and Game Rant’s objective list. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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