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Chapter 4 walkthrough: mannequin lights, corridor buttons and escape

Advance toward the mannequin while its head is turned away, stop when it faces you with glowing eyes, then press the red button below its head. After the next memory scene, search the arrow-marked corridors for wall buttons, use the six-light gate to check progress, and continue through the escape and reunion scenes to Chapter 5.

Updated 2026-10-23Last checked 2026-10-23
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Stuck at another scene? Use puzzle solutions and quick fixes to find the next action and failure checks.

Choose the obstacle on your screen

What you can seeWhat to do nextVideo position
Family memory followed by grey corridorsLet the dialogue finish, then follow the lit passage and red arrows.Chapter 4 begins β€” 1:11:16
Mannequin head between eight coloured lampsApproach in stop-and-go stages and reach the pedestal's red button.Light challenge β€” 1:16:30
Television with Nokiwa's symbolAdvance the memory dialogue until the corridor returns.Television scene β€” 1:18:40
Grey corridor, red arrows and wall platesEnter side passages and activate their buttons.Corridor search β€” 1:21:00
Barred gate with green and red indicatorsA red light means the circuit is unfinished; check remaining side passages.Gate check β€” 1:24:20
Arms along the walls, then Nokiwa aheadFollow the escape route and continue when he calls you away.Escape sequence β€” 1:29:00

This guide covers At Betrayal's End in the full game. It reveals progression cues but leaves the detailed story interpretation to the ending explanation. Video positions are scene locators, not a time limit.

1. Continue through the opening memories

After Nokiwa's betrayal, the Chapter 4 title leads into a family conversation. Once the scene returns control to you, follow the grey passage under the hanging bulbs. Red arrows on the walls show turns at junctions; approach the next doorway rather than searching the living-room scene for a hidden inventory object.

A later conversation with the police officer leads into the large dark hall. The important landmark there is the head on a pedestal, with four coloured lamps on either side. That is your next playable obstacle.

2. Mannequin light puzzle: watch the head, then press the button

The room uses a stop-and-go challenge, sometimes described as a red-light/green-light puzzle. Its visible signal is more specific: the head turns, its eyes glow when facing you, and the row of coloured lamps fills. A red bulb is one member of that row, so do not use β€œa red light exists” as the whole stopping rule.

  1. Face the pedestal from the open aisle. Before advancing, identify the next clear stretch between the pillars and furniture.
  2. Move while the head faces away. Use a short advance so you can stop before the next turn.
  3. Stop as it turns toward you and the eyes light up. Leave the mouse still during the stop, too; settle the tray before the end of your movement window.
  4. Repeat until you can reach the red button on the pedestal beneath the head. Interact when you are in range and the movement window lets you finish the approach.
  5. After activating it, use the door immediately beside the pedestal to continue to the television memory.
Front-facing mannequin head with glowing eyes, eight coloured lamps and a red button on its pedestal
The head and its eyes tell you when to stop. Your destination is the red button below the head; the coloured row is separate from the later six-light gate.BENG gameplay Β· 1:18:20

If you keep being caught near the end: take one more stop instead of trying to finish the whole remaining distance in a single movement window. Use the head's orientation as the repeatable cue, not the recording's elapsed seconds. If furniture blocks your approach, change your line during the away-facing phase rather than correcting sideways while the head watches.

3. Find the corridor buttons and check the six-light gate

After the television scene, you return to grey corridors. Your new target is a barred gate with a vertical strip of six indicators, not the mannequin's horizontal eight-colour row. The small red wall buttons control this section's progress.

A no-guess route for the six-light gate

Treat each branch as checked or unchecked. The gate tells you how much progress remains; it does not identify a numbered button.

  1. 1Reset at the television corridorUse the first red-arrow junction after the memory as your starting point.
  2. 2Clear the side passage firstAt a junction, inspect the short branch before following the longer corridor.
  3. 3Find the wall plateLook at the far wall beneath a bulb for a pale plate, red button and local lamp.
  4. 4Confirm green locallyDo not count a branch as complete until its nearby lamp changes to green.
  5. 5Read the gate as a counterReturn to the vertical six-light strip to see whether an unfinished interaction remains.
  6. 6Backtrack only unchecked branchesIf red remains, revisit a branch without a confirmed green lamp instead of repeating the whole loop.

Evidence boundary: two released-game recordings show the same arrows, wall plates and six-light gate, but do not establish a one-to-one map between a particular gate light and a numbered physical button.

The reliable route is to track branches and confirm each local lamp, then use the gate to measure what remains. Two released-game runs show the same visual language, but neither proves that the six gate lights form a numbered map of six physical buttons. Do not infer a missing button's direction from which light is red.

Use this loop to search without losing track:

  1. After the television memory, use the first red-arrow junction as your anchor. Inspect its side passage before continuing down the longer corridor. Small green markings can also appear near the turn; use the corridor geometry and visible wall plates to identify the branch.
  2. Follow the branch to its far wall. Look for a white plate holding a red button and a small lamp; approach and press E.
  3. Confirm the local lamp turns green. Turn around and return to the junction you just left, then choose the next unchecked passage.
  4. Revisit the gate to read the remaining lights. Five green and one red still means one interaction is missing. The red light confirms remaining progress, not a direction; search the branch where you did not confirm a local green lamp.
  5. Once the route opens, continue into the larger hall toward the next encounter and slime scene.
Small red button and indicator on the end wall of a grey Chapter 4 corridor
Search the end wall of each side passage. This is the interactable wall plate; the arrows are navigation clues, not switches.BENG gameplay Β· 1:21:35
Landmark for finding your place againWhat to checkFootage
Red right-pointing arrow beside a small green wall markingCheck the side passage at this junction; its wall plate is under a hanging bulb.Junction and button β€” 1:21:18
Long corridor with an open door and lit wall beyondContinue through the doorway and inspect the wall plate at the end.Later corridor button β€” 1:23:30
Bars beside a vertical light stripCount the remaining red indicators before choosing another branch.Five green, one red β€” 1:24:20
Barred Chapter 4 gate with five green indicators and one red indicator at the bottom
The bottom light is still red in this example. Use the gate as a progress check and return to an unchecked corridor for the remaining button.BENG gameplay Β· 1:24:20

On a failed attempt, inspect the lamps in the restored scene before repeating your route. Checking a local button is quicker than assuming every earlier interaction either persisted or reset. Keep turns controlled around doorways: a creature encounter and a cake drop call for different retry adjustments.

4. Finish the memories and escape with Nokiwa

The slime encounter leads to another television conversation. Continue its dialogue, including the contract sequence, until the game returns to the corridor with arms along the walls. Follow the open passage to Nokiwa. When the escape instruction appears, turn into the available route and keep moving rather than waiting beside him.

The following sequence changes viewpoints and includes Nokiwa's recollection, the bright field and further memories. Let those scenes progress. Chapter 5: Until the Very Last Moment begins back in the red house; use the final chase walkthrough when that title appears.

Fast fixes for repeat failures

ProblemChange on the next attempt
Caught during the mannequin approachStop on the head-turn and glowing-eye cue earlier; shorten the next advance.
Reached the head but nothing progressesMove into interaction range of the red pedestal button, activate it, then take the adjacent door.
Gate stays closed after several buttonsRead the six-light strip and check unvisited side passages; entering a branch is not the same as pressing its button.
Cake falls during a safe corridor turnStabilise before turning, then move into the next straight. See cake-balancing controls.
Still at the televisionContinue the current dialogue until the memory ends and the corridor returns.

Sources and review

Prepared by Don't Drop The Cake Wiki, reviewed October 23, 2026. The head-and-lamp states, pedestal button, corridor plates, local green states, gate indicators and chapter transition were checked in BENG's Chapter 4 recording. The corridor sequence and six-light gate were compared with Ziggy The Adventurer's Chapter 4. Both runs support the branch-audit method above; they do not establish a fixed one-light-to-one-button location map. Screenshots are attributed BENG video frames. Short movement windows and the branch-checking method are our editorial retry recommendations, not measured timing guarantees or a claimed independent playtest.

For the whole route, return to the five-chapter walkthrough. Send corrections with your chapter, difficulty and screenshot to the wiki's corrections address.

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