Level 14 — Upper Floors
Video Walkthrough
Objective
Break out of the derelict Room B Cell X annex by exhausting every locker and cable chase: strip the opening bay of pry bar, tape, and the first prismatic key column, teach the security CRT your routing skill, fabricate a torch from cells, cutters, and a driver so you can loot the ** shadowed sofa** pocket for Door Key 1, splice the fried PCB to wake a sliding tile safe and Key Column 2, loop back for the harder trace jobs, pop the concealed fascia with a knife to liberate Key Column 3 and the Cell X master, align the trio under a slant beam to read CUA off the plaster, raid the timber strongbox for Door Key 2, then stage all three bitted tools on the Cell X bulkhead until the mag-bolts roll back.
Step-by-Step Solution
Locker haul. In the starter industrial cell, empty the metal locker for a crowbar, adhesive tape, and Key Column 1 (the first tall, pegged cylinder). Carry them to the wall monitor and complete the introductory path-drawing or circuit trace minigame that only accepts the first column as its token.
Torch build. Scour benches and debris for a battery, scissors, and screwdriver; combine per the inventory recipe until the flashlight toggles on. You need the cone of light before you can interact with the murky sofa alcove.
Door key one. Sweep the drawer tucked beside the couch while the beam highlights hotspots. Pocket Door Key 1—it is mandatory for the finale alongside its twin.
PCB triage. Open the damaged circuit board interaction: trim leads with the scissors, bridge the gap with tape, and snap the cover home. Power returns long enough to unlock a sliding block or panel shuffle puzzle adjacent to the bench.
Second column. Finish the sliding challenge to earn Key Column 2. Return to the monitor station and clear the second trace puzzle, which typically layers longer paths or dual endpoints.
Hidden bayonet. Use the small knife on the flush panel or vent seam the walkthrough highlights. Behind it sits Key Column 3; slotting it triggers the final CRT trial and awards the Cell X key once the animation resolves.
Shadow cipher. Stand tall objects together: line up all three key columns shoulder to shoulder on the marked floor strip, aim the flashlight so their silhouettes merge on the opposing wall, and read the projected letter outlines—together they spell CUA.
Wooden lockbox. Spin the alphabet dial or letter wheels on the crate to C-U-A and lift the lid for Door Key 2. Mis-ordered letters usually reset the tumblers, so enter in one confident pass.
Triple entry. Approach the blast door stenciled Cell X. Insert Door Key 1 and Door Key 2 in the order the keyholes imply, finish with the Cell X key on the central pin, and throw the lever or touchplate once the UI shows three greens.
Exit roll. Step through as the Upper Floors episode resolves—inventory should be clean aside from spent consumables, confirming every prior branch fed this last bottleneck.
💡 Tips & Tricks
If the monitor rejects input, verify the matching key column is both collected and selected; many builds gray out paths until the peg is active in the hotbar.
Flashlight batteries in this series are single-use—burn the beam on the sofa and the shadow stage back-to-back before any cutscene drains the cell.
Tape the PCB only after stripping excess wire; skipping the trim step often leaves slack that the puzzle logic treats as a fault.
When reading CUA, nudge columns a few centimeters until the kerning aligns; half-shadows resemble O or Q if the tripod wobbles.
⚠️ Common Mistakes
Clearing the slide puzzle before repairing the board, which leaves Key Column 2 unpickable on some ports.
Forgetting Door Key 1 in the sofa rush and reaching the finale with only the Cell X cylinder.
Entering CAU or AUC on the crate after misreading mirrored silhouettes.
Partially inserting Door Key 2 while Door Key 1 is upside-down—both blanks are keyed directionally in the video replay.