The 0/5 counter belongs to Level Devil Part 1. It is not the total for the current Steam game. In the July 22, 2026 evidence snapshot, Steam has one achievement for finding five hidden keys and a separate achievement for finding ten hidden keys in Part 2. This route solves the first job only: turn the Part 1 counter to 5/5, then use the route that those five keys expose.
Match the door name before the stage number
Level Devil reuses small stage numbers inside themed doors. “Level 5” by itself is therefore unsafe directions. The useful coordinate has two parts: the named door on the Part 1 map and the stage inside that door. The five coordinates supported by the captured community references are Pits 4, Coins 5, Springs 5, Gravity 1, and Wraparound 5.

| Door and stage | Action that reveals the key | Do not do this first |
|---|---|---|
| Pits, stage 4 | Cross the key pit, turn back, and jump into the wall-side route. | Do not keep running to the exit after the first successful crossing. |
| Coins, stage 5 | Reach the final staircase, then continue left into the floor-side hiding place. | Do not assume the coin line or the visible exit is the collectible route. |
| Springs, stage 5 | Ride the spring route all the way right, then reverse toward the start. | Do not turn around before the far-right route state has been triggered. |
| Gravity, stage 1 | Finish the rightward traversal, avoid exiting, and land to the right of the portal. | Do not enter the apparent finish as soon as it becomes reachable. |
| Wraparound, stage 5 | Pass the last large saw, then move left through the screen edge and back into the hidden floor route. | Do not treat the edge of the screen as a wall. |
After every pickup, stop and confirm that the Part 1 key count increased. The route is built around triggers and backtracking; merely standing near the illustrated location is not the same as completing the reveal action. If the count does not move, replay that stage before starting another search. This keeps one failed trigger from becoming a five-door guessing problem.
Pits 4 makes the safe side of the hole the starting point
Enter the Pits door and advance to stage 4. Clear the pit that appears to be the stage’s main obstacle. The crossing is not the end of the search; it sets up the return. Once the character is safely beyond it, reverse direction instead of continuing toward the ordinary exit.
Approach the wall beside the pit from the far side and jump into the wall-side space. The captured Steam guide describes the key as being “in” or “on” that wall route. The important detector is the sequence, not a pixel coordinate: cross first, return second, test the wall third. Jumping at the wall before the outbound trigger may leave the hiding place inert.
If the return jump drops you into the pit, separate discovery from execution. On one attempt, identify the exact safe landing after the outbound crossing. On the next, stop there, face back, and use one committed wall jump. Repeatedly changing run-up distance and jump timing at the same time makes it impossible to tell which input caused the miss.
Coins 5 hides left of the final staircase, not on the reward line
Open Coins and reach stage 5. Progress until the last staircase in the stage. A second captured guide calls this the third staircase, which is a useful visual check: if more stairs remain ahead, you have stopped too soon. The key route continues to the left of that final stair structure and into the floor-side space.
Coins are bait here because they pull attention along the obvious path. Ignore whether every visible coin has been collected; the five-key objective is independent of the separate Steam achievement for collecting all coins on the first Coins stage. At stage 5, use the stair itself as the landmark, then probe the low left side rather than chasing the next shiny object.
A failed search has two likely causes. If the area contains another staircase beyond your position, continue until the actual last one. If the stage transitions, you committed to the normal exit before moving left. Re-enter Coins 5 and make the turn as soon as the final stair is confirmed.
Springs 5 remembers whether you reached the far side
The Springs key uses a deliberate out-and-back route. In stage 5, take the spring chain all the way to the right. The community references agree that the return begins only after completing the outbound spring sequence. One describes reaching the right-side door; the other simply says to finish the route, then go back.
Do not enter an exit that would close the stage. Reverse and use the springs to travel back toward the starting side. The key appears in the floor on that return. Because springs convert a small horizontal correction into a large landing change, decide the landing before each launch. A recovery input made at the top of the arc can move the character past the floor section that holds the pickup.
If no key appears, diagnose the trigger before blaming the landing:
- If you reversed early, repeat the outbound route and touch or reach the far-right endpoint before returning.
- If you entered the door, the stage has already handed off; replay Springs 5.
- If the key was visible but missed, repeat the same return line with less horizontal input rather than inventing a new route.
Gravity 1 puts the pickup beyond the apparent finish
The Gravity key is in stage 1, which makes it easy to dismiss as tutorial scenery. Traverse the level to the right until the portal or exit area is available. Do not use it. The longer Steam guide places the key in the wall to the right of the portal; the shorter corroborating guide says to reach the end without exiting.
Treat the portal as a boundary marker. Set up the last gravity change so the character lands on the right side of it, then test the wall-side alcove. The failure signal is immediate: if the screen transitions, the landing intersected the exit instead of passing it. On the next attempt, change only the final horizontal alignment and keep the earlier gravity sequence identical.
This is not a search for a random spawn. The route asks the player to refuse the normal completion trigger. Once the key counter ticks up, leave by the ordinary route; there is no reason to keep probing the wall.
Wraparound 5 turns the left edge into a doorway
In Wraparound stage 5, continue until the last large saw has been avoided. That saw is the landmark shared by the more detailed route. Do not leave the stage. Move left through the edge of the screen and let the wrap mechanic carry the character into the concealed return line.
The key is described as sitting in the floor on this back route. This stage punishes the normal assumption that an edge ends navigation. If the character refuses to wrap, you are probably testing the wrong edge or have not passed the final saw state. Return to the large-saw landmark, finish that interaction cleanly, and then commit to the left edge without jumping away from it.
Wraparound should be the last cleanup stop if you are following the five-key list, because its route makes the core rule explicit: each key is found by violating the action the normal exit encourages. Pits asks for a return across danger, Coins asks for a turn away from the reward line, Springs asks for a full backtrack, Gravity asks you not to exit, and Wraparound asks you to walk through the screen boundary.
Fix a missing counter tick before looking for the secret door
The ending route is not the place to discover which pickup failed. Use the 5/5 display as a gate and audit the five themes in a fixed order. The most useful clues are action states, not screenshots:
- Pits 4: did you cross the pit before returning to the wall?
- Coins 5: did you reach the actual final staircase before moving left?
- Springs 5: did you reach the far-right endpoint before reversing?
- Gravity 1: did you land beyond the portal without entering it?
- Wraparound 5: did you pass the final large saw before walking through the left edge?
When one answer is uncertain, replay only that door and watch the counter immediately after the pickup. Do not run all five again in one session and check at the end; that erases the evidence needed to isolate a bad trigger. The Steam achievement named Unlocked! is another confirmation layer, but the in-game 5/5 counter is the faster detector for this route.
At 5/5, invisible space becomes the route
Return to the Part 1 ending area only after the counter reads 5/5. A recovered 2025 community guide shows the newly available route leading into an invisible-platform section. The platforms are not reliably readable from the background, so do not attempt one long leap. Use short horizontal tests, wait for the character to settle on each landing, and preserve the last known safe position before testing the next gap.
The route’s next visible detector is a cloud. Reach it and jump onto it; the community guide then shows a door becoming available. Enter that door to reach a secret level. Steam’s current achievement list supports the separation between the five-key achievement and It Is a Secret to Everyone, awarded for finding one of the secret levels. In other words, 5/5 proves the collection job is done; the invisible traversal and spawned door are a second job.
If the secret door does not appear, check states in this order:
- Counter below 5/5: leave the ending area and repair the missing Part 1 key.
- Counter at 5/5, no climb: probe from the last solid ledge with smaller steps; the route uses invisible platforms.
- Cloud reached, no door: make sure the character actually lands on the cloud rather than brushing its edge during a fall.
- A different purple or themed map is open: return to Part 1; the later Part 2 key task is separate.
Part 2’s ten keys are a different cleanup job

The current official achievement description for Unlocked-er! says to find ten hidden keys in Part 2. That makes fifteen hidden keys across the two documented quotas, but it does not turn every old five-key guide into a fifteen-key guide. The supplied current Steam Community page mentions fifteen in total yet gives no locations; the readable precise sources cover only the original five.
For that reason, this article stops at the Part 1 secret door. It does not promote an uncorroborated list of Part 2 locations, assign keys to Part 3, or treat user-made beta editor levels as campaign stages. If the live client changes a door label, counter, or secret trigger after July 22, 2026, use the current achievement description and in-game counter as the authority, then treat these five routes as checkpoints to re-test.
Sources & credits
Identity, release, and build boundaries were checked against Level Devil’s Steam store page and the AppID 3242750 appdetails response. Together they attribute development and publishing to Unept, date the release to March 25, 2025, list roughly 240 levels and 19 achievements, and provide the three 1920×1080 JPG screenshots used here. Steam’s news feed dates Part 3 completion to March 19, 2026 and the level-editor beta to July 9, 2026; the developer’s Level Devil post separately corroborates the creator identity.
Five Part 1 locations were reconciled across two readable Steam Community key guides and the supplied 2025 key video page. All of those Steam items display incompatible-item warnings, so the route is presented as limited community evidence with explicit action detectors rather than as official documentation. The supplied 16-level page was excluded because it describes a different build and says keys are unnecessary there. A separate ten-key article was also excluded because it conflicts with Steam’s current requirement of ten keys in Part 2. No community screenshot, competitor GIF, or YouTube embed is republished.