I Hate This Place Walkthrough: Bunkers, Ghost Stories, and Both Endings

Elena fighting a giant spider with a pump action shotgun at night in I Hate This Place

Three tools control most of Elena’s route through I Hate This Place: the Rope gets her into both later bunkers, the Taser turns dead panels into doors, and Mining Explosives clear the Coal Mine and Project AEON. None comes from the area where it becomes most important. If a marker seems unreachable, the usual answer is not more wandering; it is a tool, conversation, or time-of-day job left in the previous region.

Spoilers begin immediately. The route runs from the Prototype Bunker through Project AEON, using exact solutions only where the readable references agree. The overworld is organized as a series of reliable handoffs instead of a transcription of every turn. The May update added signposts, more save points, and clearer quest markers, so the current map is the better authority for the last few meters to an objective.

Pack for the next lock, not the room you just cleared

Rutherford Ranch is the campaign’s reset point. Before every long interior, collect finished resources, unload spare materials into the barn, eat, repair or upgrade weapons, and create a fresh save. Four supplies repeatedly prevent forced backtracking:

Carry First decisive use Failure signal
Rope Flooded Bunker entrance, then the hole north of the Fields The interaction point exists, but Elena cannot descend.
Taser and charges Flooded Bunker electrical panels; later the Northern Bunker and Coal Mine A red electrical panel stays inert after ordinary attacks.
Molotovs or other explosives Parasite nests and barricades; Mining Explosives become mandatory in the Coal Mine Rubble or a nest absorbs bullets without changing the route.
Fuel Coal Mine elevator and a Project AEON minecart generator The machine accepts an interaction but has no power source.
Flares Spider-heavy routes and the Broodmother approach Shotgun ammunition disappears faster than the spider health bar.

Do not use one combat rule for every enemy. The large bunker creatures introduced early are blind and track sound, so crouching, closing doors, and throwing junk are more valuable than damage. Mutated Cultists can see Elena and should be removed before they box her into a corridor. Red parasites can reanimate a fallen cultist; destroy the parasite or its spawning pod rather than repeatedly killing the same host. Hands react to noise, while spiders justify the Flare Gun. The distinction saves ammunition and explains why a route that worked in one room collapses in the next.

Prototype Bunker: leave with a gun, a saw, and someone else’s hand

Follow the red growth north from the opening camp and enter the metal bunker. After meeting Adam, crawl under the beam to the Lab. The immediate route is vent, generator, computer: crawl through the wall vent beside the red door, start the generator from the sealed room, exit through the now-powered door, and use the terminal. Before crossing the newly opened main door, use the side safe room and save at its television.

The first sound room establishes the campaign’s stealth grammar. Crouch past the moving tendrils. In the following room, take the Snub Nose blueprint, read the note beside the body across the bridge, then open the weapon cabinet with 1111. Shoot the yellow weak point on the blind creature only if it blocks the exit; it cannot follow Elena through the next loading door.

The Westwing Key sits in the container near the Sawed Off and ammunition blueprints beyond the next vent route. It reopens the way to the bunker’s starting section. Craft the shotgun at the workbench if ammunition allows, then enter Staff. Two separate locks matter there:

  • The gate code is 0451. Its clue is on the body reached through the vent behind the safer of the two corridor doors.
  • Beyond that gate, power the section at the terminal and take the Hand Saw from the nearby container.

Use the saw on the body in the room reached through the upper-right vent to obtain the Sawed-Off Hand. Back in the multi-monster room, manipulate the breaker, throw a can through the broken window to pull the creatures away, and close the divider again. The hand opens the fingerprint reader. Crawl beneath the wreckage, speak to Adam, take the ladder out, and follow the green trail to Rutherford Ranch.

If the bunker turns into a shooting gallery, reset from the television instead of spending every round. The important lesson is that sound changes enemy position while doors and vents break pursuit. The game will ask for that same judgment in the Coal Mine and Project AEON, where ammunition is more valuable.

Make Rutherford Ranch produce while Elena solves Eddie’s death

After speaking with Aunt Marilyn and resting, collect the blueprint set inside the house; it includes the Backpack. Start the basic resource buildings at the outdoor construction bench before leaving. Scrapyards, Chopping Blocks, and Water Pumps matter first because their output feeds later ammunition, bridge repairs, food, and explosives. The projects mature while Elena is away, so an early investment shortens every later supply stop.

Uncle Spencer waits west of the main gate. Speak to him and repair the bridge beside him with 7 Wood. Track A Wounded Deer Leaps the Highest and continue west to Eddie’s hut. The glowing trophy begins the first Ghost Story. In this mode the flashlight is the weapon: hold its beam on antlered apparitions until they dissolve, search each branch for notes, and do not try to tank a charge.

The locked door uses a date from the collected notes. Enter 0721, read the last clue inside, then return to the judgment door and identify Walter. The final note is a real state check; the answer will not be available if Elena skipped it. Back in the hut, collect the newly revealed Spear Launcher and Greenhouse blueprints, then report to Spencer.

At the ranch, collect finished production, craft Molotovs, burn the rubble that blocks building space, and burn the barricade north of the river route. Open the dock as soon as practical. Boat travel later turns the Church, Fields, Flooded Bunker, and Cultist Town handoffs into short supply loops instead of repeated night crossings.

The I Hate This Place journal open to a sketch of the Man of the Horns
The diary separates quests, notes, sketches, and the map. When an answer is missing, the fix is often another clue, not another attempt at the lock. Official Rock Square Thunder screenshot.

Finish both Swamp investigations before spending the Rope

Leave through the ranch’s east gate, repair the next bridge with another 7 Wood, and follow the road to the Church. The cabin near the dock is the safe stop; the Church’s side room adds another save and the First Aid Kit blueprint. Speak with Father Matthew before searching the swamp, because his conversation advances Where the Bell Tolls.

For the missing cultist, leave the Church, pass the marked warning rock, angle left into the swamp, cross the wooden bridges, and keep to the left edge of the dry island. At the bridge fork, turn left to the spider-filled cabin. Clear the eggs, descend through the trapdoor, take the Submachine Gun blueprint from the table, and send the survivor back to the Church.

Return to the earlier bridge and take the water path toward the sawmill. Before touching the glowing table saw, take the Spiked Bat blueprint from the west-side table. This Ghost Story is available at night. Reveal the first passage with the flashlight, inspect the clues on both west and east branches, and use the beam to clear the charging ghosts and invisible obstructions. After inspecting the distiller, horned mask, and revolver, return to the judgment door and choose The Gang Shot Him. The reward cache contains the Buzz Saw and Distillery blueprints.

Back at the Church, exhaust the new conversations with Matthew and the rescued cultist, Terry. Matthew supplies the Rope and points toward Doctor Vermer; Terry opens the investigation into his wife’s disappearance. Save at the Church, but do not start roaming for the wife yet. The Flooded Bunker supplies the Taser and Key Card that define the next part of the campaign.

Flooded Bunker: build a loop through three elevator floors

From behind the Church, head northeast past the bridge, then north through the swamp to the bunker opening. Use the Rope and save in the elevator lobby. Floor -1 is the only initial selection. The correct order is not simply -1, -2, -3; it is -1 for the Taser, drop to -2 for the pumps, return to 0 and -1 with the Key Card, then unlock -3.

Recover the Taser before chasing locked panels

On -1, remove the hazmat enemy quickly, take the upper corridor, and follow the long loop through the workbench room to the nursery save. The central red button opens the body room where the Taser and charges are found. Test it on the red-lit panel rather than wasting ammunition on the door.

In the next chambers, kill red parasites before they reach downed Cultists. At the far end of the loop, destroy the pod that keeps producing them. Use the Taser on the panel beside the double doors to reopen a route to the elevator side. Before dropping down, clear the small locked sequence near the start of -1: vent around the sealed door, energize the panel, kill the Hand beside the electrical box, and take the Electric Grenade blueprint from the opened room.

Floor -2 is a key-and-pump circuit

Drop through the hatch to -2. The elevator remains unusable here because the floor is flooded. At the tendril-filled side room, remove the Hand, crawl through its vent, and inspect the body for the Generator Room Key. Use that key on the earlier locked generator room and start its machine.

Continue to the pump area. The body in the corner holds the Key Card. Start the second generator on the far side of the pipe, then operate the pump. Only after both generators are running will the water clear and the elevator become useful.

The Key Card creates the return trip that unlocks -3

Ride to Floor 0 and use the card on the lobby room for supplies. Return to -1, open the monitor room with the same card, and either sneak around or kill the blind Mob inside. The body there carries the Elevator Master Key. That key enables Floor -3.

On -3, search the office, inspect the television, and note the safe near the monitors. It cannot be finished yet. Leave it alone, return to the Church, and report to Matthew. The next main objective points north of the farm. The safe becomes a clean return job after the Northern Bunker gives Elena Vermer’s Safe Key.

Elena crossing an electrified bunker floor while a mutant approaches in I Hate This Place
Electricity is both hazard and tool. Follow wires before pulling switches, and turn a charged floor off before crossing it for loot. Official Rock Square Thunder screenshot.

The Fields require one morning handoff and one night investigation

Enter the Fields through the cleared north barricade. Meet Cassie and Nat by the unfinished pyre in the eastern side of the region. Give the pyre 5 Wood, then accept the Black Goat job. Cassie also opens Twin’s Fate, which points toward the hole north of the Fields.

Before completing either quest, establish the region:

  • The Treehouse is a save, bed, and nearby dock.
  • The Harvester cache supplies the Parts blueprint.
  • The fenced goat area contains the Flare Gun and Flare blueprints.
  • The Railway Building provides a save, bed, stove, and workbench near both remaining objectives.

Interact with Philip in the goat pen, survive the ambush, then take the other goat. Sleep at the Railway Building until morning before reporting to Nat. The launch walkthrough recorded a progression failure when this handoff occurred at night. Later patches include general quest fixes, so that defect may no longer reproduce, but morning remains the evidence-backed low-risk sequence. The ritual encounter rewards the Mining Explosives blueprint and opens the later mine objective.

Terry’s wife is the night job. Use the Railway bed to advance to night, follow her apparition south to the ringing telephone, and enter the Ghost Story. The opening chase is an escape: follow the arrows and sprint to the house instead of fighting the giant spider shapes. Inside, answer the phones in order, use the elevator as floors become available, and collect every note. At the final door choose the conclusion that identifies the ghost as a dead actress and the victim. Report to Terry at the Church with the options that say someone held her captive and reveal the house’s location.

Return to the Railway Building, then go north through the grain field to the large hole. Bring the Rope. This is the Northern Bunker entrance; the eastern Fields dock is worth activating before the descent.

Northern Bunker pays off the Taser, then sends Elena back to Floor -3

Enter with healing, Molotovs, and a close-range weapon. The shotgun cabinet beside the entrance opens with 2022, but first follow the Mess Hall route, use the Taser on its panel, break the crates hiding the vent, and read the note beside the body beyond it. Open the return gate before collecting the Pump Action Shotgun so the cabinet becomes a short detour.

Save before taking the elevator to -1. Cassie’s transformed brothers occupy the electrified arena. Approach quietly and pull the nearby lever to charge the central puddle while the target is standing in it. Do not step into the water yourself. Molotovs and the Pump Action Shotgun or Submachine Gun finish the fight; the broken pillar on the right can break the monster’s charge path. Turn the electricity off after the kill.

The door with three red indicators is connected to three generators around the arena. Follow each wire and start all three. In the laboratory beyond, take Vermer’s Safe Key and the Pump Action Shotgun blueprint. The bunker then loops to its first section.

The safe key is not for this bunker. Fast-travel to the Swamp, re-enter the Flooded Bunker, ride directly to Floor -3, and open the safe beside the red monitors. Report the evidence to Father Matthew afterward. This is a useful model for the whole game: if an item name is more specific than the room around it, check the earlier unresolved object rather than searching the current floor for a second lock.

Coal Mine codes become a story handoff at Cultist Town

Restock at the ranch, bring Fuel, Mining Explosives, the Taser, and flares, then cross the repaired western bridge into the Forest. Track Less Than Chaff in the Breeze. Mining Explosives clear the mine entrance.

On Floor 0, turn on the lights and collect Miner Tape #1 plus the numbered note beside it. The locked door near the entrance remains a cleanup target. Blow either rubble branch to reach the lift, search the side room for Fuel, power the generator, and descend to -1. The safe room there holds another tape and a recorder.

The lower tunnels are easier to solve by collecting the numbered notes rather than memorizing every fork. One is at the altar in the tendril chamber, one lies near an electrified-water section, and the last is farther along the upper tunnel after the Taser gate. Disable live water before crossing, and use flares on the ambushing spiders. When the set reads 0, 5, 1, 3, return to the entrance door on Floor 0 and enter 0513. Listen to the remaining tapes before leaving for Cultist Town.

Travel by boat to the Swamp and cross the stone bridge to the town gate. After meeting Maggie, explore The Crooked Moose and speak with Nat. Her investigation of Derek begins at the glowing microphone. During that Ghost Story, inspect the poster and all three graves before answering:

  • The singer is Vulture.
  • The animal that does not belong is Eagle.
  • Bat is usually seen with Fawn.
  • The final conclusion is Adam killed Derek.

The reward adds Auto Rifle and Stun Grenade blueprints. Complete the burial handoff with Father Matthew, return to Nat, and save inside The Crooked Moose before entering her room. The launch walkthrough marks that room as the campaign’s point of no return. The current version has additional save points and autosaves, but a manual save here still protects unfinished Ghost Stories, blueprints, building projects, and exploration.

Elena approaching Father Matthew inside the Swamp church in I Hate This Place
The Church is the narrative relay between bunker evidence, Terry’s investigation, Derek’s burial, and the final Project AEON route. Official Rock Square Thunder screenshot.

Project AEON is five machines connected by shortcuts

After the Shedding sequence, enter Maggie’s newly accessible house. The bird-note chest code is 3569; it yields Maggie’s Key, which opens the trapdoor to Lou. Collect the nearby blueprints before leaving. Back at the ranch, take Adam’s porch note and confirm the Department Outpost Key is in inventory.

Bring flares, healing, explosives, at least one Electrical Grenade, and spare Fuel. Cross the western bridge into the Forest, unlock the Department gate, and fight the Broodmother. The supported route uses the Flare Gun against the spider and clears its hatchlings before advancing to the metal Project AEON gate.

Brake Lever, Fuel, and the security gate

Open the first save-point shortcut near the tunnel entrance. On the left-hand track route, clear rubble, unlock the gate back toward the entrance, and take Fuel from the container beside the interior door. Disable the electrified puddle at the panel and recover the Minecart Brake Lever from the damaged cart.

Install the lever on the working minecart and put Fuel into the generator behind it. Open the adjacent gate and save. Ride the cart back toward the earlier mutant chamber; the powered system now opens the upper security gate. This is why Fuel should be collected before moving the cart.

The Crank opens the large door from above

Beyond the security gate, pass the next save and follow the right branch when the tunnel forks. Note the ladder near a Jumping Spider but remain on the lower route. Open the shortcut on the far side, descend through the hatch, and keep right at the lower fork to obtain the Crank.

Exit by the hatch and return to the remembered ladder. On the upper level, cross the wooden bridge and hold the interaction at the machine to raise the large door below. Backtrack down the ladder, pass through that door, and climb outside to the Druid’s Hut.

An Electrical Grenade is the shortcut, not the only solution

The Druid’s trapdoor has no power. Leave the hut, follow the red wire north, and enter the bunker at its end. An Electrical Grenade thrown near the vent energizes the panel and opens the generator room. If none remains, clear the two Mobs in the northern room, crawl through its vent, and loot an Electric Grenade from the container. Start the generator, return through the changed forest, and activate the panel beside the Druid’s trapdoor.

The code is the verse number on Adam’s note: 322. Enter it to reach Project AEON: Core.

The last save can show both endings

Inside the Core, use the left corridor to reach the first save before going through the central door. Continue through the dormitory, destroy Hands and parasite nests, and follow the vent route into the green-tube rooms. At the next tunnel fork, take the upper branch, blow the barricade, remove the Mob and nest, then speak with Adam. The newly cleared wall in the green-tube room exposes the route to the final save.

Keep Matthew’s Dog Tag when it appears. The immediate choice presented beside Doctor Vermer does not decide the achievement ending; Father Matthew shoots him in either case. The actual fork comes afterward:

  • Goodbye ending: inspect the Dog Tag, enter 19051938 at the sealed door, and interact with Elena’s mother. Elena or Matthew can perform the final action.
  • Forever ending: after the doctor scene, leave through the door used to enter instead of opening the Dog Tag door.

Use the final manual save to take one route, reload, and take the other. Do not overwrite the pre-fork save until both ending achievements have registered. The readable written sources support these two endings; they do not support a claim that every other achievement can be cleaned up after the point of no return.

When a marker stalls, identify the missing state

What Elena sees Likely missing state Reliable recovery
Eddie’s judgment answer is absent The last note behind code 0721 was not read Re-enter the hut in the Ghost Story and inspect the final clue before returning to the door.
Flooded Bunker elevator skips -2 or -3 The pumps are still off, or the Elevator Master Key is still in the -1 monitor room Start both -2 generators, operate the pump, then use the Key Card on -1.
The Floor -3 safe will not open Northern Bunker boss route is incomplete Activate the three arena generators and take Vermer’s Safe Key from the lab.
The Coal Mine lift has no power Fuel was not collected from the side tunnel Search the branch beyond the elevator room, then return to its generator.
Nat’s Fields handoff does not advance Launch-version time-of-day issue or incomplete goat step Confirm the other goat was selected, sleep until morning at the Railway Building, and report again on the current patched client.
The Druid’s trapdoor remains dead The wire-end bunker generator is off Use an Electrical Grenade at the vent panel, or recover one through the northern-room vent, then start the generator.
The final eight-digit door rejects input Matthew’s Dog Tag is not being checked Verify the tag in inventory and use 19051938; returning through the entrance deliberately selects the other ending.

The campaign is ready for its last stretch when the ranch is producing supplies, all three Ghost Story conclusions have been recorded, the Flooded Bunker safe has been revisited, the Coal Mine tapes have been heard, Derek’s burial is complete, and a manual save exists before Nat’s room. Those checks protect the long dependency chain without pretending that every optional sketch, blueprint, and achievement has been verified for post-story cleanup.

What was verified, and what was left out

The official Steam listing supplied AppID 2604490, Rock Square Thunder and Feardemic credits, the January 29, 2026 release date, feature metadata, the sound-driven survival premise, and the four untouched 1920×1080 JPG screenshots used above. The official Broken Mirror Games page independently confirms the game and its campaign setup. The May 26 version boundary comes from the official Steam news feed.

Campaign order, route dependencies, codes, Ghost Story answers, point-of-no-return warning, and ending branch were reconciled across eight readable Into Indie Games chapters; the separate hub confirmed their order. Ten supplied Neoseeker pages stopped at Cloudflare 403 challenges. Separate reader requests also failed with HTTP 401, leaving those pages unusable as evidence. The two supplied Steam Community guide pages exposed titles and video timelines but no equivalent written route, so they were kept only as limited cross-check records and were not embedded.