Enter from Utility or the showers
Miraheze gives two ways in: crouch through the door marked Utility in the lobby, or touch the black cross in the showers near the Sector 1 entrance. Fandom's description adds landmarks. From the spawn area, head right instead of walking into the room where you change class; of the two doors there, take the one with black liquid seeping under it and a note telling you not to interact with it, and walk or crouch-walk into it. The cross is upside down, on a wall of the room marked DECONTAMINATION. Either way, 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, and a map is painted on the wall near the start of both. A different starting point does not mean the layout was randomly generated. The wall is dark, so point your light at it; Cipher BZJ's guide also suggests raising Graphics Quality to 6 to read the tunnels more easily.

Photo uploaded to Fandom by UnquestionableSeal103 on August 30, 2026, the day after the Tunnels rework, and reproduced unchanged from the file page under CC BY-SA. The red “badge” label and arrow look like marks added to the photo; they are not part of the painted map.
Reading the map: in Cipher BZJ's guide, an orange ! marks a room where a keycard can spawn (the door itself carries a ? sign), rooms labeled by name need a keycard, and a ? marks the A-FAMILIAR-FACE room, which needs a key. The photo shows the first layer's pump controls; use the Layer 2 map below for the lower coolant loop.
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.
Search the rooms marked ?. Inside this pump room, collect the yellow card from the table.
Search the rooms marked ?. Use the blue reader and pull the control lever.
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.
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.
Tunnels Layer 2 map & coolant loop
Miraheze's community map below shows the lower loop and marks exits, the lever and the key. It is a temporary reference, not an independently verified route. After you descend, the bulkheads lock behind you; follow the in-game signs for Coolant Loop Subcontrol.
Map by Festive, uploaded October 21, 2026, reproduced unchanged from Miraheze's file page under CC BY-SA 4.0. Miraheze labels it a placeholder for a better map. We have not checked its corridors in game; use the room signs if the sketch differs from your run.
- Red — exits: the sketch's exit markers are on Layer 2. Returning to Layer 1 is still followed by the exit-staircase step.
- Orange — lever: pull the Coolant Loop Subcontrol lever to restore auxiliary power and reopen the bulkheads.
- Purple — key: the key on the control-room table opens the optional rat room in Layer 1; picking it up does not replace pulling the lever.
Repair the loop, then return upstairs
- LAYER 1Drain all three pumps
- DESCENDOpen a bulkhead
- LAYER 2Coolant Loop Subcontrol
- RETURNExit staircase
This strip shows objective order. It does not trace turns through the map. Reach Coolant Loop Subcontrol, pull its lever, then return through an unlocked bulkhead to Layer 1.
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.
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 the wall map near your spawn for exact corridors.
Watch a full Tunnels run
These are community runs credited to their creators. We have not replayed them in game, so treat the written objectives above as the checklist and the videos as a way to see the corridors.
“Examination: Tunnels Guide - All badges” · August 30, 2026, the day after the rework. It sets out to earn all three Tunnels badges and explains the wall map in its first minutes. The YouTube player loads only after you press play. Watch on YouTube ↗
Newer run: Keno, September 25, 2026 (6:12), a GEAR-FEAR attempt that leaves the A9 behind.
Sources & verification
First checked September 23, 2026. The first-layer wall map, video walkthroughs and Fandom's entrance landmarks were added September 29. Updated October 26 with Festive's temporary Layer 2 map from Miraheze's October 21 revision, its legend and the distinction between the lever, key and exits. No independent in-game run was performed.
- Miraheze: Tunnels, October 21 revision — cards, pump rooms, layers, equipment, coolant repair, safe rooms and related badges.
- Miraheze: Festive’s temporary Layer 2 map — original 303 × 293 sketch, uploaded October 21, 2026; reproduced unchanged under CC BY-SA 4.0.
- Fandom: Tunnels and Locations — entrances, starting maps, rework and D-Zero behavior.
- Fandom: File:New tunnels.jpg — the wall-map photo reproduced above, uploaded August 30, 2026 (CC BY-SA).
- Cipher BZJ: Tunnels Guide - All badges and Keno: New Tunnels Guide — August 30 and September 25, 2026 walkthroughs; map legend and graphics tip from Cipher BZJ’s on-screen notes.
- Roblox: TEMPORAL_ANOMALY — official badge and rank reward.
