Caretakers Secrets: Hidden Locations and Confirmed Discoveries
The confirmed Caretakers secrets: a downed-only slide-under, a hidden lobby arcade and a camera hack terminal, with steps to reach and recognize each one.
Caretakers hides a handful of real secrets in plain sight, and every one below is verifiable in the current live game. The clearest is a movement rule most players never notice: low barriers that stop you cold while standing can be slid under once you're downed. The spawn lobby also holds a fully playable arcade suite beside the shop, round objectives can lead you to a hack terminal that watches the map's security cameras, and the entity breaks an assumption most players rely on — it can open doors.
This guide walks the confirmed secret locations and triggers documented in two recent sessions of the live game, one a first-time playthrough and one a multiplayer run. It is not a complete list: no hidden room, deliberate easter egg or working keypad code appears in either recording.
| Discovery | Where or when it triggers | How you know it worked |
|---|---|---|
| Downed slide-under | Mid-round, only while you are downed | Your character slides beneath the barrier and you continue on the other side |
| Lobby arcade suite | In the spawn lobby, next to the shop, after you escape a round | Named minigames open and play, with visible scores |
| Hack terminal | During a round; its objective arrow only marks it after you have seen it once | The terminal opens security-camera views of the map |
| Locker hiding | During a hunt, while your oxygen holds | The entity gives up and wanders off |
Slide under low barriers while downed
Round areas contain low barriers that block a standing character outright. The catch, which the game never advertises, is that the block only applies while you're up. The recorded player hit one mid-round and worked it out aloud: "I can't crawl under this unless I'm down. Then I can."
The sequence, exactly as documented:
- Get downed first. In the footage this happens the usual way — the entity catches the player during a live round. You can't do this while healthy.
- Move into the barrier that blocked you. The same low obstacle that stopped you while standing is the target.
- Slide under while downed. Keep moving into it and your downed character slips beneath ("Come on. Slide under... Then I can").
- Recognize success. You come out the other side with the round still live — the player went straight back to an objective: "I just got to turn one valve."
Nothing in the footage ties this maneuver to a specific map, item or purchase. The only condition shown is the downed state itself.
The arcade suite hidden in the spawn lobby
The lobby where every player spawns holds more than the shop: "We got shop here... We got an arcade here." Those cabinets are interactive, not decoration — after escaping a round, the recorded player opened five named minigames back to back and kept replaying them.
To reach the games:
- Play a round and survive until you escape (the routes out are covered in the how to escape guide).
- Head to the arcade area of the spawn lobby, next to the shop.
- Interact with the cabinets. The recordings never show which specific cabinet launches which title, so expect to try machines until the game you want opens.
One timing caveat: the suite was only ever played after escaping — "cuz we already escaped. So, why not just have fun doing this?" The footage never shows the games opening mid-round, so treat post-escape as the confirmed window.
The five confirmed minigames:
| Minigame | What the footage shows |
|---|---|
| Planet merge | The first game stumbled onto after escaping; the player worked out the merging live ("Okay, there we go. That's what I wanted") |
| The snake | Opened immediately after Planet merge |
| Flat bird | Played in the same sitting; the player's verdict: "The worst one of all" |
| Dino run | Part of the same back-to-back run |
| Cross the road | Shows scores — "Someone got a 140", the only score ever mentioned |
Scoring is visible and play repeats ("we'll do one more round of this"), so this is a genuinely replayable suite rather than a one-shot prop. What the footage never shows is any reward: no Money payout, item or progression effect follows any minigame. No purchase or unlock prompt appeared either — though the recorded player was broke and never used the shop, so a price gate can't be fully ruled out; nothing in the footage points to one.
The hack terminal that watches the cameras
Round objectives can reference a hack terminal, and from it you can view the map's security cameras ("can look at the cameras from here"). The hidden part is how the game points you at it: on a first encounter the objective arrow doesn't mark the terminal at all — "The arrow's not telling me this time because I probably haven't seen it yet." Only after you've seen it once does the arrow start helping.
That makes the terminal genuinely missable on early rounds:
- First time: find it by exploring while you work your objectives. The footage never pins it to a landmark, and the same player still didn't know where it was on a later round — learning the map as you go (map routes) is the practical answer.
- Using it: interact to open the camera views, then back out when you're done.
- Don't expect door controls. The recorded player tried opening doors from the terminal and failed: "let's see if I can open the doors then. Yeah, but I guess not."
No unlock or purchase is involved. The seen-it-once arrow behavior is a recognition quirk, not a gate.
Entity behaviors that feel like secrets until you know them
A recent multiplayer session surfaced several behaviors that change what you should do mid-hunt (more on each entity in the entities guide):
- The monster opens doors. Mid-chase, one player's discovery says it all: "YO, [ __ ] CAN OPEN DOORS." Don't count on a closed door to save you.
- Lockers work — on a timer. Hiding in a locker makes the entity give up: "you get him off if you go in the locker and hide until he gets away." But you're on oxygen while you wait — "Hold your breath" — so the hide ends when the entity wanders off or your breath runs out, whichever comes first.
- Your footsteps carry. "You make noise when you step" — against an entity one player swears runs "30 mph", switching to a quiet walk matters.
- Tapes seem to glow when you're close. "Oh, it highlights it when you're near it, I think" — the player himself wasn't certain, so treat the highlight as an apparent assist while tape-hunting, not a confirmed rule.
The number strings are not confirmed codes
During a round, players are heard repeating number strings — "3 8 6 1" and later "4 5 88" — while searching for the exit vent. That is all they are in the current evidence: spoken numbers with no keypad, input screen or payoff ever shown. This page deliberately doesn't present them as exit, vent or keypad codes. If the developers ever add working codes, they'll be tracked on the codes page.
What this guide does not claim
Neither recording shows a hidden room, a developer-labeled easter egg or any deliberate secret area, and only one map and lobby appear across both sessions — so none of the finds above is confirmed on every map. Features can also move or disappear over time; if something here stops matching what you see in game, re-verify it against the latest patch notes on the updates page.
If you'd rather have the supported reading of what the tapes, the numbers and the entity might actually mean, the lore explainer keeps its interpretation tied to evidence.
