We Escaped a Twisted Game is a two-player co-op horror escape game where the real puzzle is not only finding clues, but passing the right half of a clue to the other player before the room starts punishing you. This walkthrough is built for a real pair on voice chat: it covers the full chapter route, the ending choices, missable achievements, speedrun cleanup, and the spots where the available written references should be treated as method notes instead of exact one-size-fits-all answers.
Spoiler warning: this guide names every chapter, explains the finale, and gives the ending requirements. If you want light nudges, read the co-op rules and the chapter checklist first, then open the detailed room notes only when you are stuck.

Best Route For a First Clear
For a clean first playthrough, do not try to combine 100 percent cleanup with blind discovery. The safest plan is to clear the manor once, learn both players’ information patterns, then return for endings, role achievements, speedrun tiers, and the more specific optional achievements.
- Start with Boundary Breaker if you want the secret early. It is available at the opening gate and restarts the game after both players cross the boundary.
- Play the full route normally from The Break In through The Finale. Room completion achievements unlock along this path.
- Use short callouts. Say “row two, third symbol” or “left wall, circle painting” instead of describing the whole room.
- Save the ending branches for deliberate runs. The final shotgun choice can produce Solo Escaper, Trapped Forever, or Double Freedom.
- Do a full one-sitting run when chasing Survivor’s Triumph, Speedrun, Stacy’s Journey, or Chad’s Journey. GameFAQs notes these achievements must be done from the beginning in one sitting.
- Swap roles for completion. Chad and Stacy have different responsibilities, and the role achievements require a full playthrough as that role.
What Is Fully Verified
The main readable walkthrough source covers fifteen named chapters, from The Break In to The Finale. Separate readable ending guides confirm the three finale outcomes and Boundary Breaker. GameFAQs lists the public achievement names and several descriptions. Steam app data confirms the official title, developer, release date, co-op requirement, achievement total, and screenshots. The Steam Community page supplied for this run was readable but short, so it is used as an ending cross-check, not as a full route source.
| Topic | Confidence | How This Guide Uses It |
|---|---|---|
| Main chapter route | Good for room order and puzzle methods. | Used as the backbone for the walkthrough, with variable clues called out. |
| Final endings | Strong cross-check from TreyexGaming and the supplied Steam Community guide. | Used for exact finale branching and the best-ending route. |
| Achievement list | Good for public achievement names and several public descriptions. | Used for the cleanup checklist; hidden entries without readable descriptions are not guessed. |
| Exact randomized values | Cautious. | Only one example code sequence is included for the Trapped computer puzzle; always read your own note if it differs. |
Official Basics
Steam lists We Escaped a Twisted Game as AppID 2524930. It was developed and published by Deluded Games, released on October 24, 2025, and is listed as an Adventure game. The official categories include multiplayer, co-op, online co-op, Steam achievements, Steam Cloud, and Family Sharing.
Steam’s description matters for expectations: this is not a single-player escape room. The official store copy says the escape can only be played in co-op, with each player needing their own device and game copy. Built-in 3D voice chat is part of the design, but outside voice chat works fine if both players keep descriptions precise.
Co-op Rules That Prevent Most Wipes
Before the first timer appears, agree on a common language. Most rooms punish vague communication more than slow puzzle solving.
| Situation | Good Callout | Bad Habit |
|---|---|---|
| Symbols | “Top row, second from left, looks like a hook with a dot.” | “It is the weird one.” |
| Paintings | “Circle-marked painting: woman with red background.” | “Turn on the scary picture.” |
| Timed levers | “I need your blue lever now; hold until the elevator appears.” | “Do the thing again.” |
| Maze guidance | “Face the bear, go left one room, then close the door behind you.” | “Just go forward.” |
| Finale | “Take shotgun, upstairs, dark second-floor hall, table, key, front door.” | “There must be another way somewhere.” |
Chapter 1: The Break In
At the opening gate, look for green torches on one side and purple torches on the other. Near the purple torches is a small hut with a combined symbol: one half is green and the other half is purple. Each player should search the pressure plates near their own torch color and stand on the plate that matches their half of the symbol.
Both plates must be correct at the same time. If the gate does not open, do not run around randomly. Return to the hut, split the symbol into two parts, then have each player describe only their color and plate shape.
Boundary Breaker
The secret Boundary Breaker achievement can be done right at the start. Go to the shed on the right side of the gate, then sprint toward the broken branches and bushes leading up to the fence. When both players cross the boundary, the achievement triggers and the game restarts. The ending references describe this as a deliberate secret rather than a progression route.
Chapter 2: A-maze-ing
After the crossing, one player should go left into the garden path. Follow it until you reach a gate and lever. Pulling the lever sends light toward the opposite garden maze and opens the maze entrance.
The maze is a plate relay. One player steps on a pressure plate, which opens a nearby wall for the other player. The second player advances, finds the next plate, and returns the favor. Repeat the handoff three times. At the end, collect the key. A shortcut opens back to the start, so you do not need to reverse the whole maze.
The key opens the basement door on the left side of the house, roughly opposite the maze exit. If you feel lost here, have one player stay at the maze exit and guide the key holder back to the basement entrance.
Chapter 3: Imprisonment
Inside the next room, find the lever on the pillar and the coffin opposite it. One player holds the lever while the other retrieves the note from the coffin. After the event finishes, the next section opens.
The colored lever puzzle is a math-and-mapping room. Each player has colored levers, but color-to-number mapping may differ between players. A screen shows which number belongs to which lever on that player’s side. When both players stand in the circles, a timer starts and a target number appears. Choose one lever from each side so the two numbers add up to the target.
For example, if the target is 8, one valid answer might be 4 plus 4, but the color for 4 may not match between players. Solve three target sums, then enter the elevators before the timer expires.
Chapter 4: Trapped
The game now separates the players. The readable walkthrough names the roles Chad and Stacy for clarity, and this guide follows that convention.
Chad’s room has an electrical panel and a shotgun drawing with numbers over the table. A commonly reported number set is 1-39-11-8. Stacy’s room has a computer that becomes active only after Chad powers the panel. Near Stacy’s computer is a note with a letter order. The common example is ACBD, but you should check your own wall note because the reference warns that it may differ.
Match each letter to the number from Chad’s clue, then enter the numbers in alphabetical order. In the common example, A = 1, C = 39, B = 11, and D = 8. The computer asks for ABCD order, so the input becomes 1-11-39-8. If your note is different, rebuild the order instead of forcing this example.
Chapter 5: Deluded
Chad reaches a room with a clock and four wall plates. Stacy reaches a restroom with matching plates. Chad can interact with only one active plate at a time, while Stacy changes which plate is active for Chad.
The solution is role switching. Chad reads the time shown on the watch or clock and tells Stacy which plate needs to be active. Stacy switches the plate. Chad sets the correct time value. Repeat until the displayed values match the clock and the numbers turn green.
Do not rush this room. Call one plate at a time, confirm it is active, then enter that part of the time. If the time is 11:45 in your run, that is the value to reproduce, but the important rule is to copy your current clock, not a saved example.
Chapter 6: The Hallway
Chad has three rooms: one with an electrical panel and lettered signs, and two rooms with six paintings marked by circles or crosses. Stacy has a hallway with similar paintings and an empty frame marked with one of those symbols.
First, Stacy checks the symbol beside the empty frame: circle or cross. Chad finds the paintings with the same symbol on his side and describes them. Stacy turns on the switches beside the matching paintings in her hallway and leaves the rest off. Usually, three or four paintings are involved.
When the selection is correct, the matching paintings disappear from Chad’s frames and appear in the starting room with letters and a shield. Chad then turns off the electrical panel. In Stacy’s dark hallway, letters become visible on the paintings. Chad uses Stacy’s descriptions to match letters to pictures.
Chapter 7: Writings On The Wall
Chad sees eight colored letters on one wall and six numbered phrases on another wall. Under the phrases are colored spheres. Stacy sees six letters and a numbered list, but her list uses numbers instead of phrases. There is also a small elevator that becomes important later.
For each numbered item, Stacy tells Chad the number beside it. Chad looks at the matching numbered phrase and counts to that letter position. Then Chad checks the color of that letter on his wall and sets the matching sphere to that color. Repeat this for all six numbered items.
The result should form a six-letter English word on Stacy’s side. Readable examples include SECRET, RIDDLE, BROKEN, and LOOTER. If your word differs, the method stays the same: Stacy’s number chooses a letter position in Chad’s phrase, and Chad’s wall color becomes the sphere color.
Chapter 8: The Labyrinth
After the wall riddle, secret passages open for both players. Chad climbs through the new passage and reaches a kitchen with a small elevator on the wall. Stacy finds a green key behind her secret passage and sends it through the elevator. Chad uses the green key to open the green-framed door near the Writings On The Wall room.
Chad then enters a basement maze. Stacy has the map in the room with the green key. The map uses landmarks such as a bear, a cat, and four cells. Stacy can switch camera feeds on a nearby monitor, with the active camera marked by a green light. Chad should look up and report cameras or landmarks so Stacy can identify the current position.
Guide Chad to the red key in the center of the maze, then guide him back out. The monster is the main danger. Avoid its sightline, keep distance, and move when its back is turned. After Chad retrieves the red key, he returns to the kitchen and sends it to Stacy through the small elevator.
Chapter 9: The Puppet Show
After the key handoff, a dungeon passage opens. Chad finds a projection of sixteen rooms and can rotate the view. Stacy opens the red door and enters one of the rooms in that projected layout.
Chad must guide Stacy to a green glowing cross in another room. Stacy’s crosses can be small or awkwardly placed, so Chad should give room-to-room directions while Stacy checks walls, corners, and hanging spots. After the first cross, the Butcher appears. Stacy must collect five more crosses while Chad routes around the Butcher.
The cleanest callout style is short: forward, left, right, back, close door. Stacy should avoid unnecessary turning and close doors behind her so the Butcher does not see through doorways. After the last cross, the Butcher freezes. Stacy can approach, take the blue key, and send it to Chad through the elevator.
I’m The Butcher Now
GameFAQs lists I’m The Butcher Now as stalking the Butcher in The Puppet Show for 8 seconds without getting caught, while not breaking line of sight. Do this only after you understand the room layout, because a failed attempt can cost more time than the achievement is worth during a speedrun.
Chapter 10: The Silent Stalker
Chad opens the blue-framed door with the blue key. Stacy opens a secret passage near the elevator. Both players arrive in their own versions of a library. A copy of your partner appears, but it is not your partner. It moves when you are not looking.
Stacy has a niche with six items. Chad sees the same items on shelves around the library. Chad finds an item, then describes the shelf by its nearby candle arrangement: number of candles, regular candle, candle holder, skull stand, large candelabra, or similar landmark. Stacy finds the matching shelf and places the corresponding item on the empty plate.
A correct placement produces a brief blue glow on Chad’s side. Once all six items are placed, the monster freezes. Then look for the door marked EXIT.
Chapter 11: Into The Depths
This chapter is a set of co-op tests. Treat it as a gauntlet, not a single puzzle.
Test 1: Invisible Path
Chad sees a chasm. Stacy sees the path. Stacy must guide Chad across the invisible route. There are two route styles: a wider safer route and a narrower difficult route. GameFAQs ties Steady Freddy to choosing the difficult path in this first challenge. If you are only trying to clear the game, use the safer route. If you are achievement hunting, plan the difficult path and keep Stacy’s commands calm.
Test 2: Barrels
Chad activates the blue-lit lever to start Stacy’s challenge. Stacy approaches a platform but cannot see the barrels. Divide the platform into five tile sections. Chad calls which section Stacy should run through. The final target is the third section, where Stacy pulls the blue-glowing lever to open the next challenge.
Test 3: Moving Platform
Chad stands on a platform with a button and four sections. Stacy sees the boxes, but Chad does not. When Chad presses the button, the platform moves forward. Stacy calls which section Chad should stand in to avoid the boxes. This repeats several times, and later the boxes move, so delay becomes dangerous.
Test 4: Steering Wheels
Chad reaches balconies with steering wheels that rotate platforms below. Stacy stands on the platform without seeing the boxes. Chad rotates the platform and tells Stacy where to stand. At the grate, do not waste time trying to force it open. When the monster appears behind you, run toward it to trigger the transition to the next room.
Chapter 12: Death Room
Chad is in a room with a remote that turns on a TV. Stacy is in a corridor with a monster at one end and a symbol puzzle at the other. When Stacy approaches the puzzle, a 20-second timer starts. Four symbols appear in front of Stacy, while Chad sees the correct symbol on the TV.
Chad must describe the correct symbol accurately enough for Stacy to pick it from the four options. You need six correct symbols in a row. A mistake sets the team back by one symbol. Once the passage is open enough, Stacy runs in and presses the button.
After the button, wait for the monster to rush past the passage to the right and then return before leaving. Stacy gets a new passage farther back in the hallway, while Chad gets a door near the room entrance leading downstairs.
Chapter 13: Admiral’s Gambit
Admiral’s Gambit is a battleship room. Chad has a cannon and several clue objects. Stacy is in a connected room with a one-way window. The team needs to identify five opponent ship squares. When Chad hits a correct square, an electric shock crosses the battleship screen and Stacy’s window gradually closes, so finish confirmed ships quickly.
| Hint Type | What To Do |
|---|---|
| Room name | Stacy reads the room name above the window. If it says something like Engineroom 8, the coordinate can point to E8. |
| Dice | Chad cycles dice combinations and calls the color of the die marked with an exclamation point. Stacy sets those colors left to right, then opens the safe for a coordinate. |
| Barrels | Chad reads the cargo type and coordinate letter from the barrel note. Stacy counts that barrel type to get the number. |
| Scroll history | Names indicate coordinate letters, while directional phrases move up, down, north, south, east, or west. Solve the whole chain before firing. |
| Related items | Chad gives an object and number. Stacy finds a logically related object with a letter, such as photograph and frame or key and lock. |
After all ships are destroyed, the cannon breaks through the wall and opens the route onward.
Chapter 14: The Reunion
Both players stand in opposite rooms. Each player has three top symbols without buttons and three bottom symbols with buttons. The side marked THE BEGINNING starts.
The starting player describes the first top symbol. The partner finds that same symbol among the bottom buttons and stands next to it. The starting player stands directly opposite. Then the partner presses the button. If both positions are correct, the trap misses and the starting player’s symbol glows red.
Now the turn passes. The player whose top symbol just became relevant describes the next top symbol, and the other player presses the matching bottom button. Continue until all three top symbols on both sides are lit. The final hall opens afterward.
Chapter 15: The Finale
The finale gives the team a shotgun downstairs and a countdown. The villain presents the obvious rule: one player kills the other to open the way out. The ending references confirm three outcomes.
| Ending | Requirement | Notes |
|---|---|---|
| Solo Escaper | Use the shotgun to shoot your co-op partner. | Both players receive the achievement, but only one character escapes. |
| Trapped Forever | Do not shoot, do not escape, and let the countdown expire. | Poison gas kills both players when time runs out. |
| Double Freedom | Use the hidden shotgun-table route to escape together. | This is the best ending and keeps both players alive. |
How To Get Double Freedom
- When the countdown starts, one player takes the shotgun.
- Go back upstairs to the second floor.
- Find the hallway behind the screen that leads into the darker second-floor area.
- Look for a table with a screwdriver and wrench.
- Place the shotgun on the stand or table setup.
- Take the key that appears inside the shotgun stand.
- Run to the front door and unlock it so both players can escape.
This route is easy to miss because the game pressures you to focus on the weapon and timer. Decide who carries the shotgun before the countdown starts, then use the short callout “upstairs, dark hallway, table, key, front door.”
Achievement Cleanup Checklist
Steam app data reports 34 total achievements, and the public GameFAQs list exposes the main names and several conditions. Some hidden entries are not fully described in the readable page, so this checklist avoids inventing exact unlock steps where the source does not give them.
| Achievement | Verified Requirement Or Cleanup Note |
|---|---|
| Escape Artist | Complete all rooms. |
| Survivor’s Triumph | Finish a full playthrough without dying, from the beginning in one sitting. |
| Speedrun Bronze / Silver / Gold | Finish under 90, 60, and 45 minutes respectively, from the beginning in one sitting. |
| Chad’s Journey / Stacy’s Journey | Finish a full playthrough as that role, from the beginning in one sitting. |
| The Break In through The Finale | Room completion achievements unlock as each named chapter is completed. |
| Boundary Breaker | At the opening gate, use the shed-side branch/bush route to cross out of bounds with both players. |
| Double Freedom | Escape together through the shotgun-table key route in the finale. |
| Solo Escaper | One player shoots the other in the finale. |
| Trapped Forever | Let the final countdown expire without killing or escaping. |
| Steady Freddy | Choose the difficult path in the first Into The Depths challenge. |
| I’m The Butcher Now | Stalk the Butcher in The Puppet Show for 8 seconds without getting caught and without breaking line of sight. |
| Blabbermouth | Use ten voice lines. |
| Evil Friend | Electrocute your buddy for more than 10 seconds. |
| Gossiper, My Key is Stuck, So Close Yet So Far | Readable sources show these as hidden or secret entries but do not provide enough public detail here to state exact steps confidently. |
| Perfection | Unlock every other achievement. |
Suggested 100 Percent Order
If you want all achievements with the least confusion, separate learning, speed, endings, and role cleanup.
- Boundary Breaker warm-up: do the opening secret, accept the restart, then begin your real run.
- Learning clear: complete all chapters and take notes on any room where your pair loses time.
- Double Freedom clear: use the best-ending route so both players escape.
- Ending cleanup: replay the finale routes for Solo Escaper and Trapped Forever if they did not unlock naturally.
- Role clear: swap Chad/Stacy roles and finish a full one-sitting run as the other character.
- Speedrun route: once both players know the rooms, chase Bronze first, then Silver, then Gold.
- Specific optional tasks: add Steady Freddy, I’m The Butcher Now, Evil Friend, Blabbermouth, and any remaining hidden achievements after you are no longer learning the rooms.
Common Mistakes
- Using old example values as if they are universal. The Trapped computer note can vary. Read your own letter sequence.
- Over-describing symbols under pressure. Use position, color, row, and shape fragments. Long speeches waste timer.
- Opening doors and leaving them open in The Puppet Show. Doors can expose Stacy to the Butcher from nearby rooms.
- Shooting too early in Admiral’s Gambit. Some coordinate clues require the full chain before the final square is known.
- Forgetting one-sitting requirements. Several achievements explicitly require a full run from the beginning in one sitting.
- Panicking in the finale. The best ending does not require killing anyone. The shotgun is also a key-delivery object.
Sources And Credits
Official metadata and screenshots were checked against Steam for We Escaped a Twisted Game. Walkthrough routing, ending branches, and achievement cleanup were cross-checked against readable community walkthrough references and achievement listings. No competitor guide images are used in this article.