Guides

One More Night Guides

Deep walkthroughs for the office loop, threat votes, endings, and late-game bosses.

Last updated:

Guides Hub

Start here

One More Night expects you to fail. The wiki’s guide lane turns those failures into a plan: learn the lobby, stabilize the office, vote smarter threats, then push toward Night 20 routes. If you are brand new, open Getting Started before anything else.

Beginner path

  1. Getting Started — lobby elevators, Night 0 tutorial with Grïd, first threat votes.
  2. Controls — doors, cameras, flashlight, mask, sprint, and menu shortcuts.
  3. Office Power — door heat curves, power drain, stamina, and shop priorities.
  4. Threat Tier List — which early threats keep a run alive.

Play Solo or a quiet 2-player lobby for your first clears. Solo softens some threat pressure so you can learn camera habits without six people yelling conflicting calls.

Systems that brick runs

  • Penalties — every-other-night votes that buff threats or cut stamina. Read before Night 10.\n- States of Mind — Calm, Guilty, Devastated, plus Scorched / Soaked / Puppeteered unlocks after endings.\n- Co-op Tips — door/cam/floater roles, Big Lobby aggression, callout language.\n\n## Mid-game survival

Once nights 1–10 feel readable, focus on coin economy and upgrade sequencing. Upgrades Tier List explains stamina drinks, batteries, tarot cards, and shadow deals. Pair that with Threats Overview so you know whether a new vote is a door threat, camera threat, vent threat, or office pressure tool.

Keep communication simple in co-op: call door side, call camera name, call mask now. Big Lobby (5+ via the BIG LOBBY teleporter) raises aggression — do not jump there until your team already clears Standard runs cleanly.

Endgame and endings

  • How to Beat Night 20 — Myself camera list, multi-attack pressure, flashlight holds.
  • Endings & Routes — TitN, Burning It Down, Paint the World Purple, False Savior, and setup deadlines before Night 5.
  • Myself boss page — dedicated notes on the TitN final threat and Scorched Myself for BiD.

Most players should clear Trapped in the Nightmare first. Alternate routes require items or interactions before Night 5 and permanently change the threat board.

Sandbox practice

Use Sandbox Challenges to rehearse Constant QTE, Lights Out, Lost Music Box, and other presets without burning a twenty-night campaign. Sandbox is also the best place to test weird threat combos before you vote them in a serious elevator.

How these guides are structured

Each guide aims for practical callouts, not lore dumps. You will see cross-links to Codes when rewards matter, Updates when a patch changes timings, and Scripts only for safety context. Prefer official Discord patch notes after every recode.

  • One tutorial refresh if you have not played in weeks
  • Two Standard co-op runs focused on coin efficiency
  • One Sandbox preset for a weak mechanic (doors, mask, or QTE)
  • One ending attempt only after your team can stabilize Night 15+

When you are ready, jump back to the Guides Hub chips or browse Official Links for Discord help. Survive the chaos, learn the failure, and queue for one more night.

FAQ

Frequently Asked Questions

Quick answers for One More Night survivors.

Which guide should I read first?

Start with Getting Started, then Controls and Office Power.

Do I need a guide for every threat?

Begin with the Threat Tier List and Threats Overview. Add boss pages when you reach Night 20.

Can I practice without losing a long run?

Yes. Use Sandbox Challenges to drill presets and custom AI levels.

Where are ending requirements listed?

See Endings & Routes for TitN, BiD, PtWP, False Savior, and Night 5 deadlines.

Where do I learn penalties and States of Mind?

See Penalties and States of Mind. For squad roles, read Co-op Tips.