You Cleared the Hotel. The Mines Is a Different Game.

The Hotel taught you that every room has closets, Figure is the only boss that matters, and Guiding Light will always show you the way. The Mines breaks all three assumptions within the first 10 rooms. Open caverns have zero hiding spots. Grumble is a roaming threat from Room 3 onward. Guiding Light’s sparkles are sparser — you navigate by environment or you don’t navigate at all.

This walkthrough covers the entire Mines floor, room by room, with the new entity encounters, environmental hazards, and survival protocols that the Hotel never prepared you for.


Rooms 1-10: The Shock Phase

These first 10 rooms are designed to humble Hotel veterans. Everything you trusted is questioned.

Room 1-2: Tutorial-esque. Standard Mine corridors. Closets exist. Familiar. Don’t get comfortable.

Room 3: Your first Grumble encounter. Grumble hangs from the ceiling in this room. The glow is above you, not ahead. Look UP when entering. If you see the green glow, freeze. Grumble tracks movement. Wait for it to move to another position before proceeding.

Room 5-6: First open cavern. No closets. No beds. No hiding spots. When you enter, immediately note that this room has no cover. If Rush screeches here, you must sprint back to Room 4’s closet or use a Sprint Potion. Track where the last closet was at all times in The Mines.

Room 8-9: First Giggle swarm. Small creatures that chip damage. You’ll hear wet splashing sounds. Sprint through — don’t fight. Giggles are slow but numerous. Fighting wastes time and health.


Rooms 11-25: The Adaptation Phase

By now you’ve seen all three new Mines entities. The challenge shifts from “what is that?” to “can I handle multiple threats?”

Room 14-16: First flooded chamber. Water slows your movement by 30%. Rush’s screech gives you the same 3.5 seconds, but you cover less ground. Adjust: identify the closet and start moving toward it EARLIER in flooded rooms.

Room 19-22: Grumble + Giggle combination rooms. Grumble on the ceiling, Giggles on the floor. Freeze for Grumble. Sprint past Giggles. Don’t try to handle both simultaneously — deal with Grumble’s sightline first (freeze), then sprint through the Giggle swarm.


Rooms 26-50: The Gauntlet

Room 30-35: First Seek chase in The Mines. The chase now includes a minecart segment. Approach the cart straight-on. Walk in, don’t jump. Duck IMMEDIATELY upon entering — every minecart segment starts with a low-hanging beam. Stay ducked until the cart stops.

Room 42-48: Grumble nest rooms. Multiple Grumbles patrol simultaneously. The strategy shifts from “wait for one to look away” to “move only during the 2-second gap when all Grumbles are looking away.” Patience is survival. These rooms can take 5+ minutes each.

Room 50: First major checkpoint. You’ve adapted to The Mines. The back half mirrors the front half but with higher entity density.



Rooms 51-100: The Endurance Phase

The back half of The Mines mirrors Rooms 1-50 but with higher entity density and faster patrol cycles. If you’ve survived to Room 50, you have the protocols. What kills players here isn’t lack of knowledge — it’s fatigue.

Rooms 51-65: Grumble patrols are faster. The 11-second Hotel cycle is now 8-9 seconds in The Mines. Your movement windows are shorter. Shorten your walking bursts accordingly — 4-5 steps per walk phase instead of 8.

Rooms 66-80: Second Seek chase in The Mines. Longer than the first. Two minecart segments instead of one. The second cart segment has side obstacles — lean left or right during the ride to avoid them. Don’t stay centered.

Rooms 81-99: Maximum entity density. Rush and Ambush can alternate within 10 seconds of each other. Giggles appear in every other room. Grumble patrols cover 80% of caverns. The final stretch is brutal but short.

Room 100: The exit. After the last door, the surface tunnel appears. Sprint through — no entities in the final tunnel. You’ve cleared The Mines.