- Anmu Chapter 1 spans five floors, from the elevator crash to the exit elevator escape.
- Key items: flashlight, two keys, lore notes — collect them in order or later floors lock you out.
- Stealth is survival: the corridor floor's Wanderer punishes sprinting; crouch and move on its back-turns.
- Two endings exist: the True Ending requires all lore notes plus the hidden side room.
- Codes are randomized: keypad digits change every run, so always read every note first.
Anmu Chapter 1 Overview
Anmu Chapter 1 is the opening act of the Roblox horror escape game by Jothem Studio — a single-player, story-driven elevator horror experience inspired by creator studiokoren. Your ride malfunctioning and crash-landing on a strange floor kicks off a chain of puzzle floors, patrolling entities, and hidden lore that ends with one of two endings. The chapter is short but dense, and knowing the route in advance is the difference between a clean escape and repeated deaths on the corridor floor.
| Floor | Type | Core Challenge | Threat Level |
|---|---|---|---|
| Floor 1 — Crash Floor | Exploration | Find flashlight and first key | None |
| Floor 2 — Code Door | Puzzle | Collect 4 notes, enter code | Low |
| Floor 3 — Corridor | Stealth | Sneak past the Wanderer | High |
| Floor 4 — Breaker Room | Mechanism | Flip switches in diagram order | Medium |
| Final Floor — Exit | Escape | Insert key, choose ending | Medium |
Nothing hostile spawns on Floor 1. Use it to practice the controls — WASD to move, Shift to sprint, E or click to interact — before the stealth sections begin.
Chapter 1 Step-by-Step Walkthrough
This route clears Anmu Chapter 1 from spawn to escape in the intended order. Follow each step and avoid backtracking until you know the floors well.
Ride the Elevator Down
Enter the elevator in the spawn lobby and press the button. The elevator malfunctions partway down and crashes onto the crash floor. You cannot take damage during the fall sequence, so stay calm and wait for it to end.
Explore the Crash Floor
Exit the wreck and search the debris. Pick up the flashlight near the wreckage, then check the shelf for the hidden first key. This key opens the stairwell door leading upward. While here, interact with the loose panel behind the shelf to open the hidden room — it holds a collectible figurine and a lore note.
Solve the Code Puzzle
On Floor 2, read the four notes scattered across the office rooms. Each note contains one digit of a four-digit code, and the code changes every playthrough, so check every room before touching the keypad. Enter the full code on the keypad next to the sealed door. Grab batteries from desks and lockers while you search.
Sneak Past the Wanderer
Opening the coded door starts a monster patrolling Floor 3's long corridor. Crouch behind crates, advance only when its back is turned, and never sprint in its line of sight. Reach the maintenance door at the far end and slip through.
Restore Power
In the breaker room, read the wall diagram first, then flip all breaker switches in the shown order. A wrong order trips the breakers and resets the puzzle. Restoring power lights up later floors and unlocks the exit elevator. Pick up the second key here.
Escape — or Find the True Ending
Climb to the final floor. Insert the exit key into the elevator panel and ride up for the standard Escape ending. For the True Ending, first collect every lore note across all floors and enter the hidden side room on this floor before using the elevator.
Sprinting makes noise and instantly triggers a chase from the Wanderer. Walk or crouch only — most Chapter 1 deaths happen on this corridor.
Chapter 1 Entities and How to Dodge Them
Chapter 1 introduces a small but distinct bestiary. Each entity follows fixed behavior rules, and every one of them can be beaten without a chase if you respect those rules.
The Wanderer
- Patrols the corridor floor on a fixed loop
- Triggered by line of sight or sprinting footsteps
- Dodge: crouch behind crates, move only on back-turns
The Listener
- Blind, tracks sound — footsteps, doors, dropped items
- Triggered by any loud noise
- Dodge: walk slowly; if it nears, stand still until it leaves
The Watcher
- Stationary guard, rotating gaze between fixed angles
- Triggered by entering its vision cone
- Dodge: time movements between rotations, hug the walls
The Stalker
- Trails you room to room on later floors
- Triggered by lingering or flashlight contact
- Dodge: keep moving forward, keep the light pointed away
| Entity | Detection Type | Chase Trigger | Best Counter |
|---|---|---|---|
| The Wanderer | Sight + sound | LOS, sprinting | Crate-hopping, crouch movement |
| The Listener | Sound only | Any loud noise | Slow walking, standing still |
| The Watcher | Sight, fixed cones | Facing you in cone | Gaze-rotation timing |
| The Stalker | Proximity | Lingering, flashlight | Constant forward progress |
The flashlight is essential on dark floors but a liability around the Stalker — never shine it directly at an entity, and turn it off when you hear one approaching.
Puzzle Solutions and Item Locations
Chapter 1's puzzles all hide their answers in the environment. Here is where every key item sits and how each puzzle logic works.
| Item / Puzzle | Location | Purpose |
|---|---|---|
| Flashlight | Floor 1, near the debris | Lights dark floors; required for the easter egg |
| First key | Floor 1, hidden behind a shelf | Unlocks the stairwell door |
| Four code notes | Floor 2, walls and desks | Each holds one digit of the randomized code |
| Batteries | Floor 2 desks/lockers, Floor 3 alcoves | Keeps the flashlight running |
| Second key | Floor 4 breaker room | Required for the exit elevator |
| Exit key panel | Final floor | Insert key to escape |
For the breaker puzzle, always read the wall diagram before flipping anything — the correct switch order is printed there, and flipping in reverse order instead opens a secret hatch near the breaker room containing a bonus item. For keypad puzzles, count objects in the room, check posters and wall writing, and look for glowing markings in dark rooms; the digits are almost always hidden in plain sight.
Shine your flashlight at the crashed elevator three times on Floor 1 to trigger a special sound cue referencing classic Roblox horror games.
Secrets, Endings and Badge Checklist
Chapter 1 hides several secrets and two endings. Tick these off as you play to unlock everything in a single run.
Chapter 1 Completion Checklist:
- Find the hidden room behind the shelf on the crash floor
- Collect all lore notes scattered across every floor
- Flip the breakers in reverse order to open the secret hatch
- Trigger the crashed-elevator flashlight easter egg
- Enter the hidden side room on the final floor (True Ending)
- Insert the exit key and ride the elevator to safety
| Ending / Secret | Requirement | Reward |
|---|---|---|
| Ending 1 — Escape | Finish all floors, skip the hidden side room | Standard ending |
| Ending 2 — True Ending | All lore notes + hidden room before escaping | Extra ending dialogue |
| Hidden room | Interact with loose panel, Floor 1 | Figurine + lore note |
| Secret hatch | Reverse breaker order, Floor 4 | Bonus item |
The True Ending is achievable in a single run — just follow the walkthrough order and grab every note before boarding the exit elevator. There is no need to replay for missed secrets unless you skip a floor's collectibles.
FAQ
Q: How long does Anmu Chapter 1 take to beat?
A first playthrough of Anmu Chapter 1 typically takes a single session, with most of the time spent searching for code notes on Floor 2 and sneaking through the corridor on Floor 3. Players who know the route can clear it much faster.
Q: Does the keypad code change in Anmu Chapter 1?
Yes. The four-digit code on Floor 2 is randomized every playthrough, with each digit hidden on a separate note. Always read all four notes before entering anything on the keypad.
Q: How do I unlock the True Ending in Anmu Chapter 1?
Collect every lore note across all floors, then enter the hidden side room on the final floor before inserting the exit key into the elevator panel. Riding up without visiting the hidden room gives the standard Escape ending instead.
Q: Is there a Part Two after Chapter 1?
Yes. Jothem Studio has confirmed Part Two is in development, continuing the horror-elevator formula with new floors and challenges. Follow the official Jothem Studio Roblox group for announcements and release news.
Anmu is actively updated by Jothem Studio, with new floors and fixes added over time. You can play Chapter 1 on the official Roblox game page and track Part Two news through the Jothem Studio group.