House of Guilt Full Walkthrough
Power → hatch → Teddy Escape Route overview for ALPHA clears.
This full walkthrough is the structured escape plan for House of Guilt [ALPHA] on Roblox. It assumes you already know the day-one basics from Getting Started and can survive short chases using Survive Guilt. Here we order the live fantasy: restore power, unlock the hatch, then overview the path into The Teddy Escape Route (Ending 1/3).
Because the experience is ALPHA, prop labels and exact room names can shift after patches (launch 2026-10-07, update around 2026-11-02). Use this page as a checklist mindset plus the embedded full walkthrough video mid-article for visual pacing. When endings 2/3 and 3/3 arrive, we will split new routes rather than overwrite this foundation.
Walkthrough goals and badges
| Milestone | Related badge / outcome |
|---|---|
| Join and begin investigating | Welcome to the House |
| Die to Guilt at least once while learning | First Blood |
| Hide successfully under pressure | Close Call |
| Finish power objective | Power Restored |
| Finish hatch objective | Hatch Opened |
| Escape without deaths | Untouchable |
| Escape under 17 minutes | Speedrunner |
| Escape alone | Lone Survivor |
| Complete Ending 1/3 | The Teddy Escape Route (~0.5%) |
You can clear objectives without hunting every badge in one run. Speedrunner and Untouchable are easier after a knowledge run.
Phase 0 — Loadout of habits (not items)
House of Guilt is not a looter. Your “loadout” is preparation:
- Headphones on; music ducked in Roblox settings if needed (Controls).
- Decide solo vs group. Callouts help; screaming into voice chat hurts stealth.
- Agree on a regroup room if playing with friends.
- Skim Guilt behavior so you recognize pursuit pressure as designed, non-canon storytelling—not a DoctorNowhere remake.
- Remember: no confirmed promo codes as of November 2026 (Codes).
Phase 1 — Soft explore and first hide map
Before touching major objectives, spend minutes mapping:
- Entrances between floors and any choke hallways.
- At least two hide options per wing (see Tier List for S/A/B/C thinking).
- Dead ends you should never retreat into while chased.
- Loud props or doors that advertise your position.
If Guilt forces a chase, break line of sight, then hide. Earning an early Close Call beats repeatedly sprinting into First Blood loops that teach nothing.
Phase 2 — Restore power
Power is the spine of the ALPHA escape. Without it, later spaces and interactions stay gated or unsafe.
Approach
- Search systematically—one wing at a time—rather than brownian sprinting.
- Assign roles in groups: one watcher on audio, one interactor on the objective chain.
- After each successful interaction, pause and listen before crossing open atriums.
- Expect Guilt to pressure popular objective rooms; pre-clear a hide spot nearby before you commit to long channeling/interaction times.
Success signal
- Badge Power Restored (when the objective fully completes).
- Lighting, door states, or UI prompts that previously blocked progress now open.
If the interaction fails mid-chase, leave and reset positioning. Dying on the switch teaches less than surviving and returning thirty seconds later.
Phase 3 — Unlock the hatch
With power online, push the hatch chain. This is the bridge between “surviving the house” and “leaving the house.”
Approach
- Revisit your map; hatch-related spaces may have been too dangerous pre-power.
- Keep a dedicated escape hide within a short path of the hatch interaction—ALPHA chases often spike when players cluster on a finale object.
- In public lobbies, expect contestants to body-block or make noise; create a backup approach path.
- Solo players should clear surrounding rooms first so Guilt is not already looping the hatch zone.
Success signal
- Hatch Opened badge when the unlock fully registers.
- New pathing toward the Ending 1/3 fantasy (teddy route) becomes relevant.
Do not confuse “found the hatch” with “finished the ending.” Opening it is necessary structure; the teddy route is its own disciplined sequence.
Phase 4 — Teddy Escape Route overview (light spoilers)
Spoiler preference: For the granular, labeled Ending 1/3 guide, open Teddy Escape Ending. This section only outlines the walkthrough-level idea.
After power and hatch, Ending 1/3 asks you to commit to the teddy escape fantasy—the currently live route among three planned endings. It is intentionally rare (~0.5% badge rate). Walkthrough mindset:
- Confirm prior objectives are truly complete; unfinished power/hatch states waste teddy attempts.
- Stabilize nerves with a clean hide cycle; do not enter the finale sequence while already panicked.
- Follow the teddy-associated path and interactions carefully—rushing is how Speedrunner dreams die.
- Treat every noise as a potential Guilt invite; Untouchable runs end here more often than in early rooms.
- If you wipe, note the failure room and reset. The full video embedded in this article shows a complete clear you can pause against.
Phase 5 — Extraction standards for badge hunters
- Untouchable — zero deaths the entire escape. Play slower after First Blood temptation rooms.
- Speedrunner — under 17 minutes. Knowledge routes beat raw sprint; cut redundant wing sweeps.
- Lone Survivor — solo clear. Mute distractions and accept that you must cover watcher + interactor roles yourself.
Combine badge goals only after one clean knowledge clear. Stacking Untouchable + Speedrunner + Teddy on the first serious attempt is how people burn out in ALPHA.
Mid-run recovery templates
| Problem | Recovery |
|---|---|
| Lost after a chase | Return to last known powered landmark, not random stairs |
| Team wiped | Regroup in a pre-agreed S-tier hide, then re-approach objectives |
| Soft-locked / stuck geometry | Leave server; avoid noclip on mains (ESP Survival) |
| Too dark to read props | Try legitimate brightness settings before cheats (Controls) |
| Public lobby sabotage | Switch to friends-only for the knowledge run |
What this walkthrough intentionally does not do
- It does not invent room names that may rename next patch.
- It does not claim endings 2/3 or 3/3 are playable.
- It does not recommend executors as part of the clear path (Scripts Hub).
- It does not mix DoctorNowhere canon into OP horror experiences’ non-canon ALPHA story.
Related pages
- Power & Hatch — Power Restored / Hatch Opened detail
- All Badges — rarity context while you clear
- Teddy Escape Ending — deep Ending 1/3 spoilers
- Survive Guilt — chase survival detail
- Tier List — hide and objective priority ranks
- Updates — ALPHA timeline
- Guides Hub — all tutorials
Clear power, open the hatch, then earn the teddy ending with patience. That order is the ALPHA meta until the next endings ship.
Frequently Asked Questions
Quick answers about endings, Guilt, and escaping the house.
What is the basic escape order in House of Guilt?
Learn the house and survive Guilt, restore power, unlock the hatch, then pursue The Teddy Escape Route for Ending 1/3.
Is the walkthrough video required?
No, but the embedded full walkthrough helps with pacing and visual landmarks while ALPHA room details shift.
Can I Speedrun on my first clear?
Unlikely. Do a knowledge run first, then cut pathing waste for the sub-17-minute Speedrunner badge.
Where are detailed teddy spoilers?
On the Teddy Escape Ending guide. This walkthrough only overviews that finale after power and hatch.
What if objectives seem broken after an update?
ALPHA patches can move props. Rejoin a fresh server and check the Updates Hub for known changes before assuming a soft-lock.