The 25-ditch loop

Sessions open with a ditch counter at zero of twenty-five. Each successful knock cycle advances the run. Difficulty options include easy, medium and extreme. You can change maps between attempts — hotel, school, house, bunker and caves are named.

Success is not a single puzzle solve. It is economy plus positioning across many short chases. If you die early without shop progress, restarting on easy is faster than forcing extreme.

Phase plan

  1. Prep

    Buy glue + bear trap. Place on the exit path before knocking.

  2. Knock

    Trigger the ditch, leave immediately, watch the killer announce.

  3. Chase management

    Circle prepared traps; stay close enough to earn; do not corner yourself.

  4. Shop reset

    When the timer ends, restock before the next knock. Buy revive if deaths are climbing.

Hard rounds and special killers

Chef rounds teach the glue-immunity lesson: glue pads can be worthless while bear traps still work. Mimic rounds teach identity distrust. Librarian/school rounds reward map knowledge (faculty areas, vents). Treat “boss feel” as higher pressure within the same ditch loop, not a separate questline, unless a future verified caption set says otherwise.

Not covered yet

Basement key routes, badge conditions (including Ka boom!), bazooka secret ending steps, and Fye Gang destroy-house room order are not verified in this batch. Keep those as later pages once captions or screenshots exist.