The Tool Desk
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How to reach the AUX Room
- Continue the Remote Systems Control sequence until the CCTV objective directs you to auxiliary systems.
- Enter 0825 on the locker beside the Remote Systems Control console and take the AUX Key.
- Use the elevator to reach Level 1, then unlock the AUX Room.
- Take the AUX Disk from the cabinet and insert it into the room’s computer to display the Auxiliary Lines document.
Independent walkthroughs describe this route, code, disk, and the green-light completion signal; the steps below are corroborated by multiple guides, not official publisher documentation. Walkthrough 1 and Walkthrough 2.
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Read the Auxiliary Lines clue correctly
Use the white stripe marks on the pipes to identify each switch group: one stripe is Line 1, two stripes is Line 2, and three stripes is Line 3. Set the switches in the stated physical order and direction. The document is a sequence, not a literal map of the wall, so do not interpret it as showing pipes ahead of or behind your viewpoint.
In the table, “Up” corresponds to a vertical mark in the document and “Down” to a horizontal mark.
#1 Best Overall
- Experienced entirely in first person, explore, evade, and survive using a limited set of weapons and tools, including a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged.
- SILENT HILL: Townfall is a full-length, self-contained psychological horror set against the cold, isolated backdrop of Scotland, 1996
| Line | Identify the switches | Starting point and direction | Switch pattern |
|---|---|---|---|
| 1 | One white stripe; 9 switches | Cabinet side, right to left | Up, Down, Up, Up, Down, Up, Down, Up, Up |
| 2 | Two white stripes; 9 switches | Cabinet side, right to left | Up, Down, Down, Down, Up, Down, Down, Up, Up |
| 3 | Three white stripes; 8 switches | Door side, left to right | Down, Up, Up, Up, Down, Up, Down, Up |
The stripe groups, directions, and patterns match across three independent walkthroughs, including one guide that reports checking the sequence against an in-game terminal image. Walkthrough 1, Walkthrough 2, and Walkthrough 3.
What to do if a line stays red
- Check only the switches bearing the stripe count for the red line; avoid including neighboring switches from another group.
- Return to that line’s specified starting end and verify each switch in order. Lines 1 and 2 begin at the cabinet side and run right to left; Line 3 begins at the door side and runs left to right.
- Compare each position with the Auxiliary Lines document, treating vertical marks as Up and horizontal marks as Down—not as a map of the wall.
- Leave groups whose indicators are already green unchanged while correcting the remaining line.
When all three indicators are green, the AUX Room puzzle is complete and you can return to the Remote Systems console sequence.
Rank #2
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- Returning to an island town to ‘put things right’, Simon Ordell descends into a world of tense evasion, explosive confrontations, and mind-bending puzzles that slowly surface the truth of St. Amelia
- Simon Ordell is called back to the island of St. Amelia to ‘put things right’, encountering a town lying quiet beneath a heavy fog, seemingly abandoned but not at rest
- Venturing deeper, and driven to understand his connection to the place and its inhabitants, Simon begins to discover fragments of a past rising to the surface
- Experienced entirely in first person, Simon must explore, evade, and survive using a limited set of weapons and tools, including the CRTV, a pocket television used to tune into unstable signals. Evasion is tense; combat is frenetic, while narrative driven puzzles reveal a truth that refuses to stay submerged
Version note
The guides describing these patterns were published in September 2026. One presents its checked sequence as launch-version evidence, not a guarantee for every future patch. If the document shown on your in-game computer differs, follow that displayed clue while using the stripe counts and direction rules to read it. Walkthrough 3.
Quick Recap
Best Value
Rank #4
- RE-PLAYABLE NARRATIVE BOARD GAME: Tile by tile, terror by terror, build their own haunted mansion and then try to escape it alive. The game is for 3-6 players and takes about 60 minutes to play
- MODULAR BOARD PIECES: The Betrayal at House on the Hill tabletop game features 50 blood-curdling scenarios. Each trip to the house promises fresh horrors and a new story is created every time you play
- HAUNTED HOUSE TRAITOR GAME: Players must work together to survive the nightmare…but beware! The house turns one player against the others in this cooperative strategy game
- MINIATURES BOARD GAME: This second edition of Betrayal at House on the Hill includes 6 pre-painted plastic explorer figures, 80 cards, 149 tokens, 44 room tiles, 2 haunt books, and more
- IMMERSIVE NARRATIVE: Get ready for an unpredictable and thrilling exploration of the haunted house. Encounter witches, dragons, zombies, and other spooky and bizarre B-movie horror clichés
Rank #3
- Day One Edition Bonus: CRTV Style: Rusted, CRTV Style: Beach Edition
- When Simon Ordell is called back to the island of St. Amelia to "put things in order", he meets a city lying quietly in dense fog, seemingly abandoned, yet anything but dormant
- After venturing further to understand his connection to this place and its inhabitants, he gradually discovers fragments of the past rising to the surface
- Simon must explore, evade and survive from a first-person perspective. It uses a limited arsenal of weapons and tools, including the CRTV: a portable TV to receive unstable signals
- The dodging is tension, the battles are hectic and the story-based puzzles reveal a truth that does not want to remain hidden
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