A recorded solo run completes the same finish as a group: fourth key, red RUN alert, final lock, E Escape. Nobody else can carry a key or close a door for you, so the route has to be one you can repeat from memory.
What changes when you are alone
- You still open the boards yourself. The crowbar is in the starting basement, between the green electrical cabinet and the toilet.
- You can hold one key. Deliver it before you search for the next, because a catch sends you back to the basement and the key stays at the death spot.
- There is no teammate to call a room clear. Leave lockers open for yourself so you do not reclear a wing.
- The final sprint is entirely yours. Learn the gym path back to the basement before you pick up the fourth key.
- Safe rooms still work. The basement and a closed red-lit maintenance door are the places the tutorial says Cartman cannot enter. After the RUN alert, the game tells you nowhere is safe, so do not plan to wait out the fourth key inside a safe room.
A practical solo order
- Read the four cards and start with 3 lives.
- Pry all five boards and leave the crowbar.
- Learn the walk from the hallway back to the glowing door using the theater as the far side and the maintenance room as a refuge.
- Sweep 4TH GRADE, the LOCKER ROOM, outside the NURSE room, and the COMPUTER LAB, and still check other lockers if a key is missing.
- Turn each lock before you wander. Pick up a trap on the way and set it in a hallway, not inside the safe room.
- On KEY FOUND 4/4, run. Press E Escape only after the open-door line.
Group play still uses this route. The only extra is splitting rooms and delivering whoever is already holding a key. A full group run is described as taking roughly 15 minutes. The reference escape time on the results screen was 15:34, with one catch.
