Escape from Playtime, second edition: builds 26094514 and 26173455

The Secrets Dossier

Everything I found by reading the game's own files, decompiling its code and testing it live with two players. Each secret says what it is, where it lives in the files, and how I know. Updated for the October 23 patch, with 11 new sections and the earlier ones corrected where later work changed them.

57 pages: 39 sections and 6 appendices. Every entry in its contents is a link.

Look inside

Four pages as they appear in the Dossier. Select one to open the Dossier on that page.

What's inside

  1. 1The ABP poster and its linkp. 3From the files
  2. 2When CatNap Takeover happensp. 4Proven liveFrom the files
  3. 3Strikes, retries and the resetp. 5Proven live
  4. 4The shift clock, the fog and the red gasp. 5Proven liveFrom the files
  5. 5Quota and the death penaltyp. 5Proven liveFrom the files
  6. 6Run modifiers: all 11, and how they are pickedp. 6Proven liveFrom the files
  7. 7How every map is generatedp. 7Proven liveFrom the files
  8. 8"Hallways to nowhere", explainedp. 7From the files
  9. 9Barry's round tripp. 8From the files
  10. 10Collectables: VHS tapes and Limónp. 8Proven live
  11. 11Loot rarity by shiftp. 8Proven live
  12. 12The Last Chance Pit, its prize, King of the Losersp. 9Proven liveFrom the files
  13. 13The lobby computer lies about unlocksp. 9From the files
  14. 14Unlocks, codes and skinsp. 10Proven liveFrom the files
  15. 15Boxy and the enemies that never spawnp. 11From the files
  16. 16Player tags: Nightmare Critters, Poppy, Huggy, Yarnabyp. 12From the files
  17. 17The unused zones: Mansion, Factory, Game Stationp. 13Proven liveFrom the files
  18. 18The Voice: two vocabulariesp. 14From the files
  19. 19The Voice: 124 lines never recordedp. 14From the files
  20. 20Cardboard cut-outs that talkp. 15From the files
  21. 21The arcade loop's hidden framesp. 15From the files
  22. 22Speeds and staminap. 16From the files
  23. 23Leftovers, dev tools and old namesp. 16From the files
  24. 24Two wiki gaps from the lobby computerp. 16From the files
  25. 25The pre-launch ARG, connectedp. 17Proven liveFrom the files
  26. 26The October 23 patch, read from the filesp. 18Proven liveFrom the files
  27. 27New lore for the 12 lounge rewardsp. 19From the files
  28. 28Who is "She"? (theory)p. 20From the files
  29. 29Chapter 6 in Mob's bug tool (theory)p. 20From the files
  30. 30Cut content still in the filesp. 21From the files
  31. 31The Mansion and Factory, generatedp. 22Proven liveFrom the files
  32. 32The Mansion's spooks, wallpaper and curtainsp. 23Proven liveFrom the files
  33. 33Feed the Teacher: the first quota loopp. 24Proven liveFrom the files
  34. 34The first School and the old lobbyp. 25Proven liveFrom the files
  35. 35The roadmap, checked against the filesp. 26Proven liveFrom the files
  36. 36Where do the bad toys go? (theory)p. 27Proven liveFrom the files
  37. 37Ruled outp. 28Ruled out
  38. 38Custom seeds, shown workingp. 29Proven live
  39. 39Creditsp. 29

Appendices

  1. AEvery line The Voice hasp. 30
  2. BEvery cardboard cut-out linep. 38
  3. CAll 73 end-of-shift badgesp. 40
  4. DEvery item: worth, shop price, drop chancep. 44
  5. EThe lobby computer's filesp. 48
  6. FEnemy spawning, shift by shiftp. 54

How this was done

The game's packages were opened with its AES key and read with CUE4Parse (the library FModel is built on). Unreal Engine 5 stores packages without type information, so a mappings file was generated from the running game with UE4SS. Values that live only in the C++ code (like the shift length) were read from the running game. The rules that only exist as compiled code (special shifts, run modifiers, the map seed) were disassembled from the shipping executable and then confirmed in the game, with two players in one lobby.

Every claim in the Dossier comes from that work. Where something is a reading rather than a fact, it says so.