Chapter 1 introduces the brother and sister protagonists, the core co-op mechanics (boosting, dual-cranking), and the primary threat of the area: The Sniffer.
- The Shore: Wake up and find the rowboat.
- The Sea: Navigate through the fog and avoid the rocks.
- The Mill: Restore power to the central elevator.
- The Escape: Evade The Sniffer in the trainyard.
- Glitched Remains: 4
- Hats: 2 (The Sou'wester, The Rusty Bucket)
You begin separated slightly.
- Regroup: Move towards the lighthouse beam.
- The Ledge: Use the High Boost (hold specific interaction key close to the wall) to lift the second player up.
- The Lighthouse Key:
- Inside the keeper's shack, find the Rusty Key hanging on the wall.
- One player must distract the critters (shine flashlight) while the other grabs the key.
- The Gate: Use the key on the lighthouse gate. Both players must rotate the heavy wheel to open it.
You find a small, decrepit rowboat.
- Mechanic: Player A rows (Left stick/WASD), Player B aims the lantern (Right stick/Mouse).
- Hazard: Jagged rocks hidden in the fog. Player B must call out directions.
- Secret: Row slightly to the left of the main channel to find a hidden cove containing the Sou'wester Hat.
The boat docks at a rotting wooden pier. Enter the Mill.
The central elevator is powered down. You need two fuses.
Fuse 1 (The Office):
- Climb the crates to the upper walkway.
- Co-op Move: One player hangs from the broken ladder to extend it; the other climbs up.
- Retrieve the fuse from the safe (Code is scrawled on the desk:
2-4-1).
Fuse 2 (The Basement):
- Pitch black area. Critters are infinite here.
- Strategy: Player with the torch must create a "path of light" for the fuse carrier.
- If the carrier steps into shadow, they drop the fuse and take damage.
Insert both fuses. The elevator ascends but jams halfway.
- Action: Both players must jump and grab the counterweight chain to force it loose.
You exit the Mill into a foggy rail yard. The Sniffer (a grotesque, long-nosed pursuer) ambushes you.
- Run towards camera: Standard chase sequence.
- Obstacles:
- Crates: Jump over.
- Pipes: Slide under (hold Crouch while running).
- The Split: The path forces you apart.
- Player A (High path): Push crates down to block the Sniffer.
- Player B (Low path): Pull the lever to extend the bridge for Player A.
- The Cart: Unite and push the heavy minecart down the slope to break the barricade.
You cannot kill it. You must trap it.
- Lure it onto the turntable.
- One player acts as bait; the other operates the control booth.
- Rotate the turntable effectively locking it in a dead-end tunnel.