Threadville How to Beat Act 1
Complete Act 1 checklist from prologue through Oliver's chase: minigame rewards, seven fuses, market code, lunchbox lure, and gate key.
Act 1 Structure Overview
Beating Act 1 means completing the full objective chain from the garden prologue through Oliver's basement chase. The chapter is linear at its core but allows optional exploration and minigame rewards during daytime segments. SUPER SKELETON STUDIO designed Act 1 as a tutorial in horror pacing: friendly puppet aesthetics, a sudden shift when Rocky turns hostile, then escalating puzzle complexity and a sprint finale.
Use this guide as a checklist alongside the chapter walkthrough. If you are stuck on a specific segment, jump to the matching walkthrough page for step-by-step directions without repeating entire puzzle solutions here.
Phase 1: Prologue and Labyrinth
Wake Rocky in the garden and follow prompts into the labyrinth. Navigate hedge corridors until you reach the hive and collect honey. This triggers Rocky's antagonist behavior and the town hub opens for exploration. Do not rush past NPCs—Oliver, Charlotte, and Veena each offer minigames that reward items needed for smoother later sections.
The Worm appears in early town exploration and connects to Pierre's market storyline. Accept side dialogue when offered; it often hints at item locations without spoiling randomized codes.
Phase 2: Minigames and Preparation
Complete Oliver's vegetable matching for the Carrot, Charlotte's tetherball for the Camera, and Veena's honey defense for Tea before nightfall if possible. The Camera stun is the single biggest advantage during fuse collection. Practice sprint-crouch transitions in town square so you can execute them under pressure when Rocky's purple aura appears nearby.
Locate the hopscotch drawing in town square and mentally map colors to numbers—you will need that relationship at the market door after power returns. Because codes randomize per player, write down your board instead of searching YouTube for digits.
Phase 3: Seven Fuses and Power
At night, collect seven fuses from HUD-marked locations around the lake, town square, and power box perimeter. Equip each fuse and install them at the power box. If inventory is full, make two trips rather than dropping story items. Hide when footstep audio spikes and Rocky's aura fills the screen edge.
Restoring power unlocks the market interior sequences and the four-digit hopscotch door code puzzle. Enter colors on the keypad in the same order they appear on your hopscotch board, mapping each color to its numbered square.
Phase 4: Lunchbox, Gate Key, and Chase
Gather sixteen lunchbox puzzle pieces scattered while Rocky patrols. Assemble the image to reveal a six-digit code unique to your session. Obtain the fish lure, place it to distract Rocky, and steal his gate key from the hook. Open the town gate and proceed to Oliver's house for the basement sequence.
Survive Oliver's chase by learning obstacle layout on the first attempt, then executing clean turns without camera over-rotation. Act 1 completes when the finale cutscene plays and you receive credit for beating the chapter.