Enter from Utility or the showers

Crouch through the door marked Utility in the lobby, or touch the black cross in the showers near the Sector 1 entrance. You enter a separate mode as Lazaro Duarte, tasked with repairing the plant's coolant system.

You can spawn at either of two exit locations. Use the posted map near your starting area to orient yourself; a different starting point does not mean the whole layout was randomly generated.

Choose the handgun or the torch

You begin with an MX-21 Hand Torch. Interacting with the A9 Brigadier crate on the staircase replaces it with the handgun. The A9 has only one reserve magazine, so conserve ammunition. The torch has red light and can jam; the community guide says to repeatedly press T or console D-Pad Down to clear it.

For a first navigation attempt, the A9 gives you a way to create space. For the community-documented GEAR-FEAR condition, leave the A9 behind and escape using the torch. Leaning, sliding and night vision are unavailable in this mode.

Layer 1: find the cards and drain the flood

The bulkhead doors to Layer 2 begin locked. You must pull the lever in all three pump control rooms to drain the sludge and open the descent.

RED KEYCARDFeedwater Pump

Search the rooms marked ?. Inside this pump room, collect the yellow card from the table.

BLUE KEYCARDCondensate Pump

Search the rooms marked ?. Use the blue reader and pull the control lever.

YELLOW KEYCARDAuxiliary Feedwater Pump

Take the card from the red pump room, then open this room and pull its lever.

Red and blue cards are randomized among six lootable rooms marked with a ? sign. The yellow card has a fixed source: the table inside Feedwater Pump. Colored arrows help locate loot rooms; named direction signs point toward pump controls. Match the reader's light to the card, not merely the color of a nearby loot-room sign.

The community guide describes a white outline highlighting a keycard if the search takes a long time. It does not give a reliable time threshold, so do not plan around a precise countdown.

0 / 4 done

When the sludge drains, use the valve on a bulkhead door to open the way down. The guide lists seven such doors, including one connected to the yellow pump room.

Layer 2: restore the coolant system

  1. LAYER 1Drain all three pumps
  2. DESCENDOpen a bulkhead
  3. LAYER 2Coolant Loop Subcontrol
  4. RETURNExit staircase

This is an objective diagram, not a corridor map. After you descend, the bulkheads lock behind you. Follow signs for Coolant Loop Subcontrol through the loop to reach the control room.

Hidden Lurkers activate as you approach parts of the sewage path, and D-Zero becomes more aggressive. The community guide says these submerged Lurkers do not stagger when shot and disappear after a short lifetime. Keep moving toward the signed route rather than assuming every shot will stop a pursuer.

In Coolant Loop Subcontrol, pull the lever to restore auxiliary power. That unlocks the bulkheads again. A key on the room's table serves the optional rat room; it is not the switch that restores power.

Return to Layer 1 and take an exit

Retrace the signed route to an unlocked bulkhead and return to Layer 1. Head for either exit location and walk up its staircase. D-Zero remains aggressive during this return, so know your exit route before leaving the control room.

The current community guide names the two exit rooms, the rat room and Auxiliary Feedwater Pump as spaces D-Zero cannot physically enter. It also describes enemy activity ending once you reach an exit room or the rat room after the repair. Use these as landmarks, while still following the actual completion prompt.

Which badge are you finishing?

  • TEMPORAL_ANOMALY: complete the repair and escape the Tunnels, according to the community mode guide. The official badge describes travel to an unknown dimension and a rank advancement.
  • GEAR-FEAR: the community guide adds the condition of escaping without taking the A9 Brigadier.
  • A-FAMILIAR-FACE: an optional rat-room visit, distinct from the normal escape. The key is in Coolant Loop Subcontrol.

Do not stop after finding the cards or entering the second layer. The repair and the final return are both part of the documented escape route.

Survive D-Zero without wasting the run

The Tunnels objective is to repair and leave, not defeat D-Zero. Listen for movement, keep enough stamina to reposition and watch for the static that signals a chase. His pressure increases later in the route.

If you took the A9, use ammunition to create distance rather than emptying both magazines into him. Contact can trigger a quick-time event; follow the displayed prompts. A single memorized key sequence is not a safe substitute for reading the screen.

Ignore the old two-card escape route. Older guides describe a smaller map with a blue room and red exit. Current documentation adds three pump controls, a lower coolant layer and a return trip. Use a map posted in your run for exact corridors.

Fandom links a reworked Tunnels map, but its image was not available for inspection during this edition's source check. It is linked as an external reference rather than reproduced as a verified current floor plan.

Sources & verification

Checked September 23, 2026. This edition uses the current two-layer community documentation retrieved directly from the wiki. No independent in-game run was performed.