Look inside
Four pages as they appear in the Dossier. Select one to open the Dossier on that page.
What's inside
- Proven live tested in the running game, with numbers
- From the files read from the game data or its compiled code
- Ruled out a claim I checked and found false
- 1The ABP poster and its linkp. 3
- 2When CatNap Takeover happensp. 4
- 3Strikes, retries and the resetp. 5
- 4The shift clock, the fog and the red gasp. 5
- 5Quota and the death penaltyp. 5
- 6Run modifiers: all 11, and how they are pickedp. 6
- 7How every map is generatedp. 7
- 8"Hallways to nowhere", explainedp. 7
- 9Barry's round tripp. 8
- 10Collectables: VHS tapes and Limónp. 8
- 11Loot rarity by shiftp. 8
- 12The Last Chance Pit and its prizep. 9
- 13The lobby computer lies about unlocksp. 9
- 14Unlocks, codes and skinsp. 9
- 15Boxy and the enemies that never spawnp. 10
- 16The Nightmare Critters as playersp. 10
- 17Unused zones: Mansion, Factory, Game Stationp. 11
- 18The Voice: two vocabulariesp. 11
- 19The Voice: 121 lines never recordedp. 11
- 20Cardboard cut-outs that talkp. 12
- 21The arcade loop's hidden framesp. 12
- 22Speeds and staminap. 13
- 23Leftovers, dev tools and old namesp. 13
- 24Two wiki gaps from the lobby computerp. 13
- 25The pre-launch ARG, connectedp. 14
- 26Ruled outp. 15
- 27Custom seeds, shown workingp. 15
- 28Creditsp. 15
Appendices
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.



