Anmu Part 1: Step-by-Step Walkthrough & Survival Guide - Gameplay

Anmu Part 1: Step-by-Step Walkthrough & Survival Guide

Anmu Part 1 walkthrough: survive the elevator crash, clear every floor, dodge monsters, solve puzzles, and unlock both endings with this full guide.

2026-10-05
anmu Wiki Team
Quick Guide
  • Anmu Part 1 is a single-player story horror escape game on Roblox built around a malfunctioning elevator.
  • Core loop: survive the crash, clear strange floors one by one, and ride the exit elevator to escape.
  • Biggest threats: noise-triggered monsters — sprinting is the number one cause of deaths.
  • Two endings: standard Escape and a True Ending tied to collecting every lore note.
  • Part Two is currently in development by Jothem Studio.

Anmu Part 1 Overview: What You're Getting Into

Anmu Part 1 is a horror escape experience on Roblox inspired by creator studiokoren's elevator-horror formula. You board an elevator, it crashes onto a strange floor, and from there you work upward through a series of floors — each with its own puzzles, hazards, and entities — until you reach the exit elevator on the final level. The game launched on September 11, 2026 and has already passed 899K visits with over 24K favorites, so plenty of players are currently working through Part 1 for the first time.

StatValue (Oct 2026)
Total Visits899,847
Favorites24,318
Concurrent Players~1,569
Launch Date2026-09-11
Last Update2026-10-05
DeveloperJothem Studio

The layout of Part 1 follows a fixed sequence after the crash. Knowing the order of floors in advance is the single biggest advantage you can give yourself:

FloorThemeMain Challenge
Floor 1Crash FloorFind flashlight and first key
Floor 2Code Door FloorFour-digit randomized keypad code
Floor 3Corridor FloorStealth past the Wanderer
Floor 4Breaker FloorSwitch-order power puzzle
FinalExit FloorKey panel and escape route
Before You Start

Play with sound on. Anmu Part 1 telegraphs danger through audio — monster footsteps, door creaks, and sound cues warn you before anything appears on screen. Players who run the game muted die far more often on Floor 3 and beyond.

Anmu Part 1 Step-by-Step Walkthrough

This is the complete route through Anmu Part 1, from the lobby to the exit elevator. Follow the steps in order — each one builds on items collected in the previous floor.

1

Ride the Elevator Down

Enter the elevator in the spawn lobby and press the button. Partway down, the elevator malfunctions and crashes. Stay calm during the fall — you cannot take damage in this sequence.

2

Explore the Crash Floor

Exit the wrecked elevator and search the debris. Pick up the flashlight on the floor, then find the first key hidden behind a shelf. This key unlocks the stairwell door leading upward.

3

Solve the Code Puzzle

On Floor 2, read the notes scattered around the office rooms. Each note contains one digit of a four-digit code. The code is randomized every playthrough, so check all four notes before touching the keypad.

4

Sneak Past the Wanderer

Opening the coded door wakes a patrolling monster on Floor 3. Crouch behind crates, move only when it faces away, and never sprint in its line of sight. Slip through the maintenance door at the far end.

5

Restore Power

In the breaker room on Floor 4, flip the switches in the exact order shown on the wall diagram. Wrong order resets the puzzle. Powering the building lights up later floors and unlocks the exit elevator.

6

Escape Through the Exit Elevator

Climb to the final floor, insert the exit key into the elevator panel, and ride up. If you collected all lore notes and visited the hidden side room, you'll trigger the True Ending instead.

Floor 3 Is the Wall

Most first deaths happen on the Corridor Floor. The Wanderer hears sprinting from a distance — if you must move while it's nearby, walk or crouch only. One sprint step can start a chase you cannot outrun.

Monster Behaviors and How to Beat Them

Anmu Part 1 doesn't rely on jump-scare spam — each entity follows readable rules. Learn them once and every dangerous floor becomes a timing exercise.

The Wanderer

  • Patrols a fixed looping route
  • Triggered by line of sight or sprint noise
  • Beat it: crouch behind crates, move when its back is turned

The Listener

  • Blind — tracks sound only
  • Triggered by sprinting, slamming doors, dropped items
  • Beat it: walk slowly; if it nears, stand still and stay silent

The Watcher

  • Stationary guard rotating its gaze
  • Triggered by entering its vision cone
  • Beat it: time movement between rotations, hug the walls

The Stalker

  • Trails you room to room on later floors
  • Triggered by lingering or flashlight aimed at it
  • Beat it: keep moving forward, flashlight pointed away
MonsterSensesDanger LevelCore Counter
The WandererSight + Sound★★★Crate cover, no sprinting
The ListenerSound only★★★★Total silence when close
The WatcherSight (cone)★★Time gaze rotations
The StalkerTracking★★★Keep objectives moving fast
Flashlight Discipline

Your flashlight is essential on dark floors but a liability around the Stalker — shining it directly at the entity triggers pursuit. Keep the beam pointed at the floor or walls except when actively searching for clues.

Puzzle Solutions for Every Floor Type

Part 1 mixes code puzzles, lever mechanisms, item combinations, and timing hazards. Here's how each type works and the fastest way through:

Puzzle TypeWhere It AppearsSolution Logic
Keypad codesFloor 2 and variantsDigits hidden in notes, wall writing, object counts
Lever sequencesBreaker floorMatch the order on the wall diagram or carvings
Item combinationsMultiple floorsFuse to fuse box, valve to pipe, key to marked door
Hidden buttonsSecret roomsLook for crooked paintings, protruding books, off-color bricks
Timing hazardsLater floorsWatch one full cycle, move only in the safe window

For the breaker puzzle specifically, note that flipping the switches in reverse order of the diagram opens a secret hatch near the breaker room containing a bonus item — worth doing if you're chasing the True Ending.

Code Puzzle Rule of Thumb

If a room is dark, look for glowing markings. Anmu Part 1 almost always highlights the 3–4 digit answer with faint luminescence rather than hiding it in plain text you can't read.

Secrets, Endings, and Completion Checklist

Anmu Part 1 has two endings and several secrets most players miss on a first run. If you want the full experience, tick these off as you play:

Anmu Part 1 Completion Goals:

  • Find the hidden room behind the shelf on the crash floor
  • Collect all lore notes across every floor
  • Flip the breakers in reverse order for the secret hatch
  • Shine your flashlight at the crashed elevator three times
  • Enter the hidden side room on the final floor
  • Trigger the True Ending before riding the exit elevator
EndingRequirementHow to Get It
Ending 1 — EscapeFinish all floorsInsert key into exit elevator and ride up
Ending 2 — True EndingAll lore notes + hidden roomVisit the exit-floor side room before using the elevator
Easter Egg

Shining your flashlight at the crashed elevator three times on the first floor plays a special sound cue referencing classic Roblox horror games. It doesn't affect gameplay, but completionists shouldn't skip it.

FAQ

Q: Is Anmu Part 1 single-player or multiplayer?

Anmu Part 1 is a single-player story horror escape game. You experience the elevator crash, floors, and monsters alone, which is part of what makes the atmosphere so effective.

Q: How long does Anmu Part 1 take to beat?

A focused first run through Part 1 typically takes under an hour. Chasing the True Ending — collecting every lore note and finding each secret room — will add extra time for exploration and a second attempt if you miss anything.

Q: Is there an Anmu Part 2?

Yes. Part Two is currently in development by Jothem Studio, continuing the story and the horror elevator formula with new floors and challenges. Follow the official Jothem Studio Roblox group for reveal posts and release news.

Q: What is the most common way players die in Anmu Part 1?

Sprinting. Noise from sprinting triggers both the Wanderer and the Listener, and lingering too long in one room draws the Stalker. Walking or crouching through dangerous floors prevents the majority of deaths.