The documented route has a finish line. Join, land a sale, put the cash back into the kitchen, live through the 8:00 p.m. nights, find the hidden key, and use it to open the locked area and step inside. Two recorded playthroughs reach that entrance. One of them does it on day 7 of that run. Day 7 is an observation from that recording, not a schedule you should expect.
The recordings stop at the entrance. What the game shows after you go through is not part of the documented route, so this guide stops there too.
Checkpoints
- Spawn. You are at your own fry shop after team select.
- First sale. Cash is in your balance. The steps are in the first-sale guide. Recorded openers paid 20 and 22 cash.
- Reinvest. Early tools, then the machines that take peeling, frying, or serving off your hands.
- First morning after 8:00 p.m. You are still in the run, and the new day offers its free upgrade.
- Key in hand. You found it in the piles, or an entity handed it over.
- Locked area open. You used the key and went in.
The day, in three blocks
Morning, 8:00 a.m. The shop opens for essential items, and a new day means one free upgrade. Pick the option that speeds the job you are actually doing. Watch cars every time you cross between the shop and the potato piles.
Selling hours. Run potato, peel, fry, collect, serve. Prefer gold and blue potatoes. Fry a bigger batch while a customer's patience is still long, then sell that handful at once. Details and the reported later payout are in how cash is earned.
Night, from 8:00 p.m. Anomalies can start appearing. Outside, a dark filter creeping over the screen is the warning to go in. At the shop, close the shutter the moment a dark figure shows up. Ghosts that reach the counter eat fries. Some recorded nights also cut the power, and in one multi-day run the ghost count grew on later nights while another awaited night produced no ghosts at all. The responses are in survive the night and the anomaly notes.
A cleared day is simple to recognize: the clock reaches the next 8:00 a.m., you are still in the run, and you take the free upgrade.
Ways the recordings lose product or the run
- Road traffic can kill you.
- Staying outside after the screen darkens draws an anomaly.
- A late shutter lets the dark figure in.
- Ghosts eat fries that were ready to sell.
- A customer can leave. About 50 seconds is the patience figure from one recording.
Deaths happen on camera, including a rough stretch at the end of the multi-day run. The player kept going afterward. The recordings do not document a death penalty or a respawn rule, so plan around avoiding the hazards. The same narrator calls the game hard solo, because you are running the shop and hunting the key at the same time, and recommends a friend.
A buying route that worked once
Only the hidden key is stated as required. The purchases below are one narrator's order. He skips some tools on purpose to save for the peeling machine.
| Stage | Purchase | What it changed in that run |
|---|---|---|
| Early | Bigger potato peeler and bucket | Faster, easier opening loop |
| Early | Peeling-amount upgrade | More potatoes peeled at once |
| After saving | Potato peeling machine | Hand peeling stops |
| Mid | Helper robots | Hauling is automated; more robots or robot levels add cash and make the shop easier to run |
| Mid | Cash boost | Raises cash earnings; no percentage is published |
| Mid to late | Automatic fryer | Frying stops being a manual job |
| Late | Fries shooter | Serves waiting customers so you can stay on the piles |
| Late | Shop clock | Skips nighttime and jumps to morning, so the next free upgrade arrives sooner |
| Last | One more helper robot | That run called the setup complete and moved spare cash to shop items |
Exact prices from caption tracks conflict and are not listed here. Use the in-game cost. The decision version of this table is the upgrade order.
The key
The game page tags the goal Find The Key. Keep selling and search the piles between customers. It can take a long time. One player spotted the key while a customer was eating. In the other recording, days of searching failed and on day 7 an entity simply handed the key over. The recordings do not explain how those two arrivals relate. Search anyway, and take the key if it is offered.
Then open the lock and enter. In the day-7 run the last minutes are chaotic and the player dies repeatedly around the area, then still opens the lock and jumps in. That unlock-and-enter moment is the last documented checkpoint.
The hidden key page collects what is known about the item itself.
