MOLE Walkthrough: Every Puzzle Solved — Fusebox, Phone, Engine, Hospital, Torpedo, Gun Case & Mosaic

The amber CRT monitor wall aboard the drilling vessel in MOLE, showing ship-atmosphere and temperature gauges, a large MESSAGE screen reading UNREAD ORDER AVAILABLE IN TERMINAL, a 12 Nov 1982 date readout and a depth meter
The amber CRT monitor wall aboard the drilling vessel in MOLE, showing ship-atmosphere and temperature gauges, a large MESSAGE screen reading UNREAD ORDER AVAILABLE IN TERMINAL, a 12 Nov 1982 date readout and a depth meter
Every puzzle in MOLE is something you read off the vessel itself. Learn to read the machine and the codes give themselves up. (Official Steam screenshot.)

Source basis: the solutions below are built from Neoseeker's full Day 1–4 walkthrough (the most detailed source, with exact mechanics), cross-checked against Destructoid's “All MOLE puzzles” and allthings.how, plus the official Steam page for the game's details and screenshots. Where sources disagreed they were reconciled to the in-game mechanic — for example, the phone asks for the cassette ID, age and date but not a separate “hospital ID,” and “317” is a room number you assemble, not a code you type. Every code in MOLE is diegetic (read off an in-world object), so the post explains where each number comes from rather than asking you to take a digit on faith. Nothing here is invented.


What is MOLE?

MOLE is a psychological-horror game released on 15 June 2026 by Off Black Creations (their first game), published by Oro Interactive. You play the Navigator aboard a deep-bore vessel — a colossal, retro, post-war drilling machine grinding its way down through the soil. The catch: the crew is gone, the vessel is silent, and a Signal keeps calling from below. Your job is to keep the machine alive, system by system, while fragments of your own memory surface around you.

Mechanically it sits next to games like Iron Lung and Mouthwashing, with a System Shock-flavoured “operate the machine by hand” loop — and on Steam it's sitting at Overwhelmingly Positive (97%). The important thing for a walkthrough is this: MOLE has no inventory of generic keys and no menu of hints. Almost every puzzle is a piece of the vessel's machinery, and every code is written down somewhere in the world — on a passport, a sticky note, a hospital monitor. So this guide does two things: it gives you the answer, and it tells you where that answer lives, so the solution makes sense instead of feeling pulled from nowhere.

A dead crewmember in a uniform marked GEO lying in dried blood on the floor of a lounge in MOLE, a BECOME A GEONAUT recruitment poster visible on the wall
The crew is gone, but they left things behind — notes, codes, and the reasons each puzzle exists. (Official Steam screenshot.)

A note on structure. MOLE plays out over four “days” — and part of the horror is that each one begins the same way, waking to the same alarm clock, as if you're reliving the same morning on a loop. Across those four days you keep the M-12 vessel drilling while the story of the Navigator and his son Petro surfaces in pieces. This guide is organised by system/puzzle rather than strictly by day, because several puzzles (the fusebox, the phone, course-correction) recur across days with small changes; tackle each one as the vessel throws it at you. There are 17 achievements, almost all earned just by progressing.


How MOLE plays: the vessel is the puzzle

Before the codes, understand the loop. You move through the drilling vessel's cramped rooms — the Rec room, the Engine room, crew quarters, the bridge — and each one houses a machine you have to operate physically: flip the right switches, place the right part, turn the dial to the right number. Reading the monitors is half the game; the message wall literally tells you when there are unread orders to review. When you're stuck, the answer is almost always an object you haven't inspected yet.

The navigation and autopilot console in MOLE, a circular sonar-style screen reading COURSE CONNECTED and AUTO PILOT ENGAGED, a red-striped PULL lever, rpm and temperature gauges and a depth scale
The navigation console — course, depth, rpm and a PULL lever. You drive this machine; you don't just ride it. (Official Steam screenshot.)

The quick-reference code box

If you just want the numbers, here they are. Each is explained in full further down.

  • Fusebox / power: place the fuse(s) in the sector you want, set the dial to the fuse count, hold the button until it turns green, flip switches 1, 3, 6, 7, then pull the left lever.
  • Phone (VOSTOK): dial 8 273 6409, then enter the cassette ID 51# (press 1 to confirm), age 6#, and date 020179# (press 1 to confirm payment).
  • Hospital “317”: reveal the three digits at three locations, collect the key, open room 317, then turn the life-support off — the OFF switch, the sliders, and the switches in the order 2-4-3-5-1.
  • Gun-case combination: 8 3 5 7 (digits found on notes around the dorms).
  • Mosaic: arrange the tiles into the White Rabbit's story order (six panels), one tile at a time.

1. The fusebox — restoring power

The first real puzzle is the power system. You can only light one sector of the vessel at a time, so the puzzle is to keep moving fuses and re-completing the circuit for whichever sector you need. The fixed solve, confirmed across all three guides:

  1. Move a fuse into the sector you want to power (take one out of a sector you don't need — e.g. the Dorms — and slot it into REC, Deck, Engines, etc.).
  2. Turn the numbered dial so it matches the number of fuses you placed — 1 for one fuse, 2 for two.
  3. Hold the button until it turns green.
  4. Flip switches 1, 3, 6 and 7; leave the rest alone.
  5. Pull the left lever to send power through.

That switch pattern — 1, 3, 6, 7 — never changes; only the dial does, to match how many fuses you've slotted. You'll re-run this exact dance every time a new sector needs power (the first time uses a single fuse for REC; later you'll juggle two), and the Engine repair below sends you back here for a spare. Burn the routine into memory.

A bulkhead doorway in MOLE plastered with green pixel-arrow signs pointing the way, opening onto the Rec room with desks and CRT monitors, a first-person hand holding a small pegged circuit board
Power restored, the signs point you on. The Rec room's fusebox is also where the Engine room's spare fuse comes from. (Official Steam screenshot.)

2. The phone — calling VOSTOK

This is a flashback at the office phone, and it's where you make the VOSTOK bank transaction. First put the coin in the slot, then read the card with the phone number and dial it. Everything else you need is on the items in the booth — a passport, a hospital paper, a parking check and a polaroid — and you enter each value followed by the # key.

The full sequence:

  • Dial: 8 273 6409
  • Cassette ID (on the hospital paper): 51# — then press 1 to confirm it's correct.
  • Age (work it out from the passport date of birth and the date on the parking check): 6#
  • Date of the happiest memory (the birthdate on the passport plus the year on the polaroid): 020179#
  • Press 1 again to confirm payment.

These are fixed story values, so the digits above will match your game — but the puzzle wants you to derive them from the objects in the booth, so it's worth glancing at the passport, paper, check and polaroid to see how each number is built. (One widely-copied guide also lists a “hospital ID 12#” step here; the detailed Neoseeker walkthrough does not — the booth only asks for the cassette ID, the age and the date, so don't go hunting for a fourth code.)

A comms and radio nook in MOLE with a radio receiver and frequency dial, a wire antenna, a speaker, a circuit board on the desk and several hand-written notes pinned to the wall
The comms gear. MOLE hides its codes on notes and documents like these — always read before you dial. (Official Steam screenshot.)

3. The engine — three repairs

The Engine room is a three-part job; the engine won't run until all three sub-systems are fixed. Work through them one at a time:

Ventilation

Grab the fan from the equipment area, then take a screwdriver and use it to replace the broken fan in the back-right corner of the room.

Fuses (the power feed)

Crouch under the engine (there's a gap you can crawl into) to reach the fuse sockets. You'll find one good fuse on the floor there; take it, plus the spare from the REC fusebox (puzzle 1), and use the two of them to replace the two bad fuses. When the readout shows 100v, that part's done.

Coolant / pressure

Take the wrench from the workbench. Head around the back of the engine, duck under the pipes, and tighten the valve with the wrench — keep tightening until the pressure meter is out of the red. With ventilation, the fuses and the coolant all sorted, the engine roars back to life.

A sonar and scanning panel in MOLE showing two radar arcs labelled Y:28 and X:27 with red direction arrows, a STRATA no-loaded-cassette screen and a terrain density readout of 4.00 grams per cubic centimetre
With the engine running, the vessel keeps reporting its surroundings — sonar coordinates and terrain density as you bore deeper. (Official Steam screenshot.)

4. The hospital — a memory puzzle

One of MOLE's memory sequences drops you into a hospital, and it builds toward a single room number: 317. But you don't just type 317 in — you have to reveal each digit by visiting three places, then use the key to open the room.

Start at the reception desk: look at the monitors behind it for hints, then interact with the stretcher in front of the desk to trigger a memory and light up the first number. The monitors then point you to two more spots down the hall:

  • The waiting-area TV.
  • Room 311 (next to a creepy picture on the wall).

Interact with both, return to reception, and the monitors now read the full number — 317. Wait for the wheelchair to roll up to the desk and take the key it brings, then unlock room 317.

Inside, you turn off Petro's life support in three steps:

  1. Flip the switch on the left to OFF.
  2. On the metal box below it, push all the sliders to the lowest position.
  3. On the device on the trolley to the left, flip the switches in this order (counting left to right): 2nd, 4th, 3rd, 5th, 1st — i.e. 2 – 4 – 3 – 5 – 1.

With all three turned off, grab the cassette above Petro to finish the sequence.

A surreal daylit memory in MOLE, a lone tree standing in a golden wheat field with a ring of pink flowers and small gravestones at its base
MOLE's memories surface as you descend. The hospital is one of them — part puzzle, part backstory. (Official Steam screenshot.)

5. The torpedo

The torpedo puzzle is all about operating the launch machine in the right order. Take it slowly:

  1. Spin the wheel / hold the left button to move the top of the capsule machine out of the way.
  2. Work the handle / arrow controls to remove the lock mechanism, then lift the pod and slide it open.
  3. Place the torpedo inside. The screen's “FIRE — NOT READY” warning clears once it's loaded.
  4. Reverse the steps to seal the pod, then crank the wheel to prime the machine.
  5. Watch the depth / track meter. Pick up the hand remote beside the right-hand screen, press it once to start the sequence, and press it again the moment the mark lines up on the target to detonate.
First-person view in MOLE loading a torpedo into the launch machine, a screen reading FIRE NOT READY beside a crank wheel and a canister with two orange arrow buttons
“FIRE — NOT READY” until the torpedo is fully seated. Load it, seal it, prime it, then time the remote. (Official Steam screenshot.)

6. The gun case

On the final day, a locked gun case on a bed needs a four-digit code, and the digits are written on red notes scattered around the dorms:

  • The note in your own bedroom gives digit 2 = 3.
  • The note on the gun case itself gives digit 3 = 5.
  • The whiteboard in the closed bedroom across from Stepan's gives digit 1 = 8.

That leaves only the fourth digit, which you can cycle through until the lock gives. The full combination is 8 – 3 – 5 – 7 — set it and take the gun. It's a tidy example of MOLE's whole design: the lock is right here, but its answer is scattered across the rooms of the people who used to live aboard.

A crew cabin in MOLE with a bunk, a chair, a CRT monitor, a desk fan, a wall calendar, a green bottle, a family photo and a rifle leaning in the corner
A crew dorm. The gun-case digits are written on red notes around rooms like this one. (Official Steam screenshot.)

7. The religious mosaic — the White Rabbit's tale

After you follow the white rabbit down the hole, you reach a door that won't open until you arrange six picture tiles in the order of the scriptures written behind them — the rise and fall of an angel. The pictures start scattered (some hung in the wrong spot, some leaning against the cave wall, one face-down on the ground); here is the order they belong in, matched to the scripture each one illustrates:

  1. An angel descending from an open doorway above a baby wrapped in cloth in a basket — “an angel descended onto the earth, the first witness lay wrapped in swaddling cloth.”
  2. An angel holding a book with a kneeling figure below — “the angel taught truth and secrets; only she truly understood.”
  3. A grave with a child in it — “all flesh withers; some flowers are cut before they bloom; the people mourned.”
  4. A skeletal figure floating in front of an angel — “the angel refused the cruelty of fate; he shattered the boundaries between life and death.”
  5. An angel falling off a cliff with three figures standing above it — “they feared a world unaligned with their dogma; the angel was condemned and cast down.”
  6. An angel imprisoned below the ground — “the angel was imprisoned beneath the earth; the knowledge he gave became his chains.”

Read together that's the whole arc — birth → teaching → death → defiance → rejection → burial — so if a tile is ambiguous, place it by the scripture, not the picture. One practical warning: the puzzle is a little fiddly and effectively swaps one tile at a time, so plan the whole order before you start moving pieces. Get it right and the door opens onto a church; at the altar, pick up the pitcher and use it to move on.

A glowing white rabbit sitting under a lone lit streetlamp among pink flowers and rocks at night in MOLE
The White Rabbit. Its tale is the key to ordering the mosaic. (Official Steam screenshot.)

Watch a full run

Indie Theorist's full secrets-and-walkthrough showcase — useful for seeing any puzzle solved in its room, in context. A clean no-commentary full run is linked at the end if you prefer to watch the whole game uncut.

A few tips before you descend

  • Read everything before you act. MOLE's codes are diegetic — passports, invoices, sticky notes, monitors. If a lock has no obvious number, you simply haven't found the object that holds it yet.
  • The fusebox is a recurring tool, not a one-off. You re-run the 1-3-6-7 / two-fuse routine whenever a sector needs power, and the engine repair sends you back to the Rec fusebox for a spare. Keep the pattern in your head.
  • Mind the content. Steam's own warning notes the game “depicts death, killing and suicide.” It's a heavy, psychological horror — go in expecting that tone.
  • When a puzzle feels buggy, slow down. The mosaic in particular swaps one tile at a time; plan first.

Frequently asked questions

What are the fusebox switches in MOLE?

Flip switches 1, 3, 6 and 7 down and leave the rest up, with two fuses placed in the sector you want to power. Then set the dial to the number of fuses, hold the button until it glows, and pull the left lever.

What is the phone number / VOSTOK code?

Dial 8 273 6409, then enter the cassette ID 51# and press 1 to confirm, the age 6#, and the date 020179#, then press 1 again to confirm payment. (There is no separate “hospital ID” step — the booth only asks for the cassette ID, the age and the date.)

What is the hospital code (317) in MOLE?

317 is a room number, not something you type in. Reveal the three digits by interacting with the stretcher at reception, the waiting-area TV, and room 311; then take the key the wheelchair brings and open room 317. Inside, turn off the life support: the OFF switch, the sliders to the bottom, and the trolley switches in the order 2-4-3-5-1.

What is the gun-case combination?

8 3 5 7. Three of the digits are on red notes (your bedroom = 2nd digit 3, the gun case = 3rd digit 5, the whiteboard across from Stepan's room = 1st digit 8); cycle the last digit to land on 7.

How do you solve the mosaic puzzle?

Arrange the tiles to tell the White Rabbit's story in order — the Angel's creation, offering, worship, rejection and burial (six panels). It swaps one tile at a time and can be buggy, so plan the order before you start.

How long is MOLE and what kind of game is it?

It's a first-person psychological-horror puzzle game about operating a giant drilling vessel by hand, from Off Black Creations (released 15 June 2026). It's a tightly-designed, atmospheric experience in the vein of Iron Lung and Mouthwashing, sitting at 97% positive on Steam.

How does MOLE end? (mild spoiler)

The final stretch swaps puzzles for set-pieces — loading a single bullet into the gun to put down the monster, piloting the M-12 one last time, and following the white rabbit and your son Petro. At the very end you play four tapes to witness what happened to the crew, then a final Petro tape. When you load that last tape the game appears to crash — that is intentional and means you've finished; it isn't a bug.

Is there a full video walkthrough?

Yes — the embedded video above is Indie Theorist's full secrets-and-walkthrough showcase. For an uncut, no-commentary playthrough with the ending, see Zhain Gaming's full run. You can find more puzzle and escape-room walkthroughs over at 9puz.com.