
Version 0.51.2: the Research Floor remains the current endpoint. The most-used combinations are 2015 for the room 204 safe, 6359 for the Medical Wing, 5062 for the Utility Room, 1360 for the coffee cabinet, 4597 for the Maintenance cabinet, and 0197 for the Laboratory Power Unit. If a number fails after a later patch, use the clue method beside it in the table below: the game has changed at least one story-year code before.
What is Lunar Eclipse?
Lunar Eclipse is a story-driven survival-horror puzzle-adventure from Black Rabbit's Tales, in Early Access on Steam since June 4, 2025. Despite the soft art style, this is not a cozy game: you explore a dark research-and-medical facility, work through mechanical lock-and-box puzzles, and fight or evade zombies with melee weapons.
You play a young woman named EALISH in the diaries. She wakes in an incubation pod with no memory of how she got there. The plot arrives through diaries, audio logs, and staff reports. The game is single-player and supports controllers. Version 0.51.2, released July 23, 2026, keeps the Research Floor as the current endpoint while changing several controls, clues, collectible locations, and puzzle details.
Use the code list with the clues
The room 204 safe changed from 2005 to 2015 when the game's story timeline moved. Rooms and collectible locations have changed too. That makes the clue beside a code important: count the constellation stars, apply the green/red arithmetic, or read the year below the matching painting. If a future build changes a lock, the nearby clue lets you solve the new value without starting the floor again.

The core loop on every floor
The facility is divided into floors/zones, and each one is the same shape: explore, read clues, solve a lock, fight your way to the elevator, descend. Concretely, on each floor you will:
- Open rooms. Most door keys are hidden inside boxes, lockers, or other rooms, so expect light backtracking. Open every available room before settling in to solve the puzzles.
- Read the clues. Posters, sticky notes, diaries, a painted ceiling, pipe labels, a greeting card: every lock's answer is derived from something nearby, never arbitrary.
- Solve the lock or box to get the next key (or a collectible).
- Fight or evade the zombies between you and the exit, managing healing items and stamina.
- Take the elevator down to the next floor.

Learn how each clue produces its code
The same clue types recur throughout the game. Once you know how to read them, you can solve a lock even if a patch changes its answer.
Constellation star-count: the signature lock
A wall (or, in the opening, the ceiling above your incubation pod) shows several constellations. Count the stars in each constellation, left to right, and those counts are your digits. This single mechanic produces more codes than any other: 7459 on the incubation door, 4597 on both the basement “Locker 5” and the research-layer Maintenance cabinet, and the 0.50 safe labelled “Star No. 4.” “Star No. N” means the Nth constellation puzzle, so find that constellation and count its stars.

Green-plus / red-minus arithmetic
The facility is papered with AI-style posters of a green figure and a red figure. On a lit-number panel, those colours are operators: green = add, red = subtract. The basement Staff-Room panel reads 2 + 1 = 3, 4 + 3 = 7, 6 − 5 = 1, 8 − 7 = 1 → 3711.
Painting years
A box with a small screen cycles through paintings; the code is the year printed under each painting on the surrounding walls. On the residential floor, the years are 1872 / 1879 / 1898. A year label may be peeled off its painting and placed on a nearby empty stand, so include it in the sequence.
ID-card last four, and the birthday safe
Two of the most common locks:
- ID-card last four. A plastic key/ID card shows a long number; a nearby combo cabinet wants its last four digits (e.g. the women's-locker code 6239).
- The birthday safe. The protagonist's-room safe wants her birth year. Read the “age 16” greeting card (its back shows a date such as 09.06.2021) and subtract 16 → 2015. The lock previously used 2005, but the calculation method stayed the same when the number changed.
Box puzzles: fairy tales, Latin-square rings, and carved tokens
The ornate wooden boxes are the game's set-piece puzzles, and they share a visual logic:
- Fairy-tale cylinders: rotate each cylinder so its face matches the lit tale: Wolf = Little Red Riding Hood, mirror/poison apple = Snow White, long hair/tower = Rapunzel, pumpkin carriage/glass slipper = Cinderella.
- Latin-square rings + Roman numerals: the small ring-boxes solve like a Latin square (no symbol repeats in any row or column). The assembled dial then wants the inner ring numbers to SUM to the outer number, written in Roman numerals (Ⅰ Ⅱ Ⅲ Ⅴ Ⅹ L C D M); a “·” means no digit, i.e. 0.
- Carved-token matching: an “Old Painting” names three animals; find the three matching wall paintings (Eagle / Lion / Leopard), which point to three weapon boxes (bow / spear / sword). Place each carved plaque on its matching weapon box and select the weapon, flower and headdress carved on it to release a star token.

Colored switch diagrams and circuit wiring
Two electrical-puzzle types recur:
- Colored switch diagram. A panel has Blue and Red switches; a small picture in the top-left corner tells you each colour's up/down pattern. Follow the colour and order while ignoring the printed numbers. The same solution opens the residential kitchen door and the research-layer camera box: Blue ↑↓↓↑↑, Red ↑↓↑↓↑.
- Circuit / match-up wiring. In the later electrical puzzles, keep adjusting the circuit until every connector is mated. Green lights or linked corners alone do not complete it. On the lever match-up, read the colours as green = ON, gray/red = OFF.
Floor-by-floor walkthrough
Below is the progression with the current known codes. Where a code is patch-fragile, the derivation is given first so you can re-solve it. (A consolidated, version-stamped table follows this section.)
1) Incubation Layer: the prologue
You wake in an incubation pod; this zone teaches the loop and ends at a dead elevator.
- Incubator door = 7459: count the stars in the constellations on the ceiling directly above the pod. (The nearby red switch is a red herring; it does nothing.)
- Second password door = 9956: a sticky note on the innermost old computer in the Incubation Observation Room.
- Control-room access card: on a table in the lounge outside the Control Room, but the game only lets you find it after you walk to the Exit and trigger the zombie cutscene first.
- Control-room breaker: work the four switches until both needles land on their marks; that restores power and opens the two side doors. Follow the needles instead of a copied switch sequence, which may not match your build.
- File cabinet = 5-3-2-2: the order shown in a childhood drawing; holds one of the puzzle pillars.
- Wolf-warning cabinet = 9428: a sticky note on the PC tower that carries the same dog/wolf warning label, over in the Observation Room.
- Mechanism box: insert all four pillars, then set the icons to Dragon → Sword → Shield → Knight to get the wardrobe key. Important: pick up the three drawings BEFORE you go hunting for pillars, or the game won't let you collect the pillars.
- Critical tool: the wooden stick in the recovery-room bathroom. It's how you reach the 4th pillar (the cylinder on the pipe above the pod).
- Weapon: the fruit knife (search the two bookshelves, then the blanket at the foot of the bed). Then pull the red lever by the big door and fight out.
2) Basement: the combat tutorial
Dark and zombie-heavy; this is where the fight system is taught. The route runs Central Staircase → Basement → Control / Rest / Staff / Storage / Supplies / Elevator-Control / Technical rooms.
- Control Room: pull all four levers to ON to restore power and open the power-locked door.
- Staff-Room cabinet = 3711: green-plus / red-minus from the figure posters (2+1=3, 4+3=7, 6−5=1, 8−7=1). Gives the Storage key.
- Power-module shuffle: a six-door logic puzzle whose goal is to carry a 2V yellow, 4V blue and 6V green module to the Elevator-Control door. (One 8V module is mis-slotted in a 2V slot; move it to its correct slot.)
- Elevator-Control switches = ON-ON-OFF-OFF-ON-OFF: from the doodle on the box beside the levers (MARK BENTLEY's diary #2 points you to it).
- Technical-Room cabinet = 2458: read the numbers on the RED pipes left to right (the cabinet's yellow label matches the red pipe). Gives a costume book.
- Weapon: the Old Knife (Elevator Control Room), the chapter's strongest melee weapon.

3) Residential Floor: solve each lock from its nearby clue
This floor has only one combat encounter the whole time (the game warns you), so it's where the puzzle density peaks. Apartments are numbered 101-104 and 201-206; the 0.44 rework moved functional rooms into the open and finally opened the men's changing-room door.
- Women's changing-room cabinet = 6239: the last four digits of the number on the plastic ID card found in the showers. Gives the apt-201 key.
- Men's changing-room lockers = 1234 / 0000 / 4321: the hint log “Silly Girl” calls them “simple”; enter top-to-bottom as shown.
- Electrical panel (opens the kitchen) = Blue ↑↓↓↑↑ / Red ↑↓↑↓↑: from the top-left diagram.
- Cafeteria piano = White 1 → Black 1 → White 7 → Black 4 → White 1: read off the poem “Five Stars,” found on the piano in apt 104.
- Three rotating-ring boxes (Cafeteria, TV Room, apt 201): each a Latin square; then assemble the dial so the three inner ring numbers sum to the outer number (Roman numerals; “·” = 0).
- Eight-pointed-star box (apt 101): the Old-Painting → three wall paintings (Eagle/Lion/Leopard) → three weapon boxes (bow/spear/sword) → three star tokens chain; the final input is derived by treating the flower-vases displayed at 104's door as stars.
- Four-digit painting box (by General Storage): needs two batteries (apt 206 and Library level 2), then the painting years 1872 / 1879 / 1898.
- Cylinder fairy-tale box (Library level 2): install all four wooden cylinders (one from each box puzzle) and match Red Riding Hood / Snow White / Rapunzel / Cinderella. Gives the Gallery Storage key.
- 204 safe = 2015: EALISH's birth year, from the greeting-card date 09.06.2021 minus age 16. (The lock read 2005 before the timeline shift, showing why the clue matters more than an old code list.) Inside is the access card for the next floor.
- Weapons: the Short Blade (Gallery Storage) and the Kitchen Knife (apt 204).

4) Research Floor: the current end of Early Access (0.51.2)
You can only reach it with the access card from the 204 safe (code 2015). The floor splits into Laboratory, Medical and Technical wings; a ladder drops from the Lab into the Technical area. Combat is heavy, so save often. The combinations below were documented for the Research Floor introduced in 0.50.0; the official 0.51.2 notes describe clue and puzzle fixes but do not list replacement combinations:
- Medical-Wing keypad = 6359: the pattern on “Technical Record 2” (Observation room; its key hides inside the CT machine).
- Camera box (CCTV room) = Blue ↑↓↓↑↑ / Red ↑↓↑↓↑: identical to the residential kitchen panel; it disables the Lab camera so you can proceed.
- Utility-Room keypad = 5062: the pattern on “Technical Record 1” (the Analytical room's inner store). Inside is a hatch needing a handle from the restroom toolbox: install it and climb down to the Technical layer.
- Coffee-machine cabinet = 1360: decode the “Stained Coffee Notes” against the coffee machine's option chart (add milk → 1, add sugar → 3, instant → 6, large cup → 0), then confirm by trial (it's 1360, not 1350). Gives the Maintenance Room key.
- Maintenance star-cabinet = 4597: count the stars in the four constellations on the wall facing the room's door. (Same number, same method, as the basement “Locker 5.”) Gives costume book Issue 10.
- Electric chain-cylinder circuit: insert the cylinder, then rotate the chain until every connector is mated. An all-green display or a corner-to-corner link is incomplete. It powers the Immunology Room.
- Blood-analyzer sequence = Orange · Orange · Orange · Green · Red · Yellow: from the Analysis Flowchart in the drawer beside the body. Run it to 100%, then take the “zombie's hand” from the Virology body to open that door.
- Laboratory Power-Unit keypad = 0197: the pattern on “Technical Record 3” (Staff Room; the high-HP zombie at the corridor's end drops the Staff-Room key: kite it).
- Power-Unit match-up = G G R R G G R R G G (i.e. ON ON OFF OFF ON ON OFF OFF ON ON): G means green/ON and R means red/OFF. It opens the barrier door to the Pump-Station key, where the chapter ends.

Code table for the Research Floor era (0.50.0-0.51.2)
Use these as shortcuts and check the derivation whenever the keypad rejects a value. The 0.51.2 patch notes do not announce replacement combinations, but Early Access updates can alter clues or room layouts.
| Lock | Code / answer | Derivation |
|---|---|---|
| Residential 204 safe | 2015 | birth year: card 09.06.2021 − age 16 (was 2005) |
| Women's combo cabinet | 6239 | last 4 of the shower ID card |
| Men's lockers | 1234 / 0000 / 4321 | “simple” brute order |
| Kitchen / camera panel | Blue ↑↓↓↑↑ · Red ↑↓↑↓↑ | top-left switch diagram |
| Cafeteria piano | W1 B1 W7 B4 W1 | poem “Five Stars” |
| Painting box | 1872 / 1879 / 1898 | years under the paintings |
| Medical keypad | 6359 | Technical Record 2 |
| Utility room | 5062 | Technical Record 1 |
| Coffee cabinet | 1360 | coffee-note decode |
| Maintenance cabinet | 4597 | four constellations' star counts |
| Power-unit keypad | 0197 | Technical Record 3 |
| Blood analyzer | O·O·O·G·R·Y | Analysis Flowchart |
| Power-unit match-up | G G R R G G R R G G | green = ON, gray = OFF |
| Basement Staff cabinet | 3711 | green-plus / red-minus poster math |
| Basement Technical cabinet | 2458 | red-pipe numbers |
| Basement elevator switches | ON ON OFF OFF ON OFF | box doodle |
| Incubation door | 7459 | ceiling constellation stars |
| Incubation 2nd door | 9956 | sticky note |
| Incubation file cabinet | 5-3-2-2 | childhood drawing order |
| Incubation wolf cabinet | 9428 | sticky note on the PC tower |
| Incubation mechanism box | Dragon·Sword·Shield·Knight | box carving |
Combat & survival
The fighting is deliberate and punishing, not a power fantasy. Use these habits to avoid losing a long stretch of puzzle progress:
- It takes about eight hits to kill one zombie. Don't rush a crowd; bait them into one-on-one fights.
- The melee combo is four strikes: two short horizontal slashes, a longer thrust, then a sheathing draw-slash with a weak hitbox (your body dips on that last one, which can luck you out of a sweeping attack).
- Dodge early. The back-dodge (Spacebar) has invincibility frames but no start-up i-frames, so if you wait until the zombie is already swinging you're too late. Version 0.50 improved these frames.
- Punish a back-turned zombie. There's no backstab, but crouch-approaching one lets you land a full four-hit combo before you retreat and kite.
- Know your heals. Chocolate / energy bars heal fast; Band-Aids heal slowly. Supplies are tight (and partly randomised) in 0.50, so heal only when you need to.
- Rest = full heal, no respawns. Resting at a save point restores all HP and does not bring zombies back, so lure one out, kill it, then rest. And save often: dying sends you back to the last save and you re-do the puzzles in between.


Collectibles
Every floor scatters five kinds of collectibles, and they're what carry the story:
- Diaries: mostly EALISH's, organised by her age; reading them in order is how the plot lands.
- Audio recordings and reports / notes, left by the named staff (EVELINA LYMONT, MARK BENTLEY, LUCIA CARVALHO, SOPHIA ALVAREZ, DAVID NOLAN, LEON HAYNES).
- Plush toys: version 0.51.2 added two toys to the Research Floor and moved the Caterpillar and Crocodile there. A location checklist made for 0.50.0 or earlier is therefore no longer reliable for those four entries.
- “Your Workshop” costume-design books: numbered issues, several of them locked inside the very cabinets above (e.g. the residential men's-locker book behind 1234, the research Issue 10 behind the 4597 star-cabinet).
Many collectibles sit off the main path. Open every room first, then make a dedicated collectible lap instead of trying to grab everything during your first pass through a zombie-filled wing.
Controls & practical tips
- Full controller support is built in, and the back-dodge is mapped to a single button (Spacebar on keyboard): learn its timing early, it's your main defensive tool.
- Use Interact (E) to climb. Version 0.51.2 moved climbing over obstacles from Spacebar to the normal Interact key. Spacebar remains the keyboard dodge, so old control advice can send you into a roll instead of over an obstacle.
- Read before you wander. When you enter a room, scan the walls and computer towers for posters, sticky notes and labels before you touch anything: that's where the next lock's answer is.
- Pick up clue items in the right order. Some puzzles (the incubation mechanism box especially) won't let you collect the pieces unless you've grabbed the prerequisite drawing first, and a full inventory can block you from receiving a plaque: keep a free slot.
- It's Early Access. Expect occasional jank: an elevator door that needs you to re-interact with its panel, the odd code changed by a patch. When a number here is wrong, fall back on the derivation and re-solve.
Watch it in motion
Official game and update links
Check the official Steam page for the Early Access description and the game's official announcements for changes after version 0.51.2. The embedded video records the 0.50.0 Research Floor route; later patch notes take priority where controls, clues, or collectible locations differ.