Hunker Bunker and Key Town Puzzle Solutions
Tested version: Windows 1.1.8. You know the moment: May rounds the same L-shaped hallway for the third time, the balcony creep is back, and the Fried Chicken in her bag now looks like normal municipal equipment. The Hunker Bunker is a chain of rules, not a maze. Check the prerequisite, notice what changed, and wait for the exit light before using a door.
The town's other big blockers follow the same rule. If a board, socket, or ghost will not react, check the required item, repair, power, and earlier room before changing the answer. The full spoilers sit below the smaller hints, so take only the nudge you want.
Hunker Bunker Repeating Hallway
Location: the shelter on the West Side. Unlock requirement: finish Ward and Cliff's generator requests to learn the Big Bug Battery, craft one, and install it in the socket above the shelter doors. Enter the shelter and use the house in the back area. Carry: one plate of Fried Chicken. If the recipe is missing, wake Elmer Elm at midnight, identify him, and play Chicken 'Cross The Road on the Edjukebox.
Small hint
Each copy of the hall changes one object. Read, feed, or obey that object before touching the far door.
Full answer
- In the first almost-L-shaped hall, pass the near locked door and use the far door below the balcony.
- In the first copy, approach the corner. Let the near door open, watch the figure, wait for the door to close, and use the far door.
- In the writing room, read one wall, cross the hall, and read the other. Keep alternating until the first wall says I can hear them calling to me from OHIO, the second says EL_, and the far-door light turns on.
- Use the far door. In the plain hall, round the corner, watch the figure on the balcony, and leave through the door below it.
- At the desk, listen to Chicken 'Cross The Road. Put the Fried Chicken in the open drawer. Leave only after the door light comes on.
- Cross the next plain hall while the figure walks above you.
- For the first traffic light, run without stopping.
- For the second, step in and stop completely. Move only after the light turns white.
- For the third, walk slowly without stopping. Hold LT on a controller or Left Ctrl on a keyboard. The opening blinks are a start timer, not a new rule.
- In the dark hall, wait while the figure approaches. When the lights return, use the far door.
- Answer the ringing phone, finish the conversation, and use the far door one last time. This opens the rear bunker area.
- Speak with Jilly Prepper and pick up the Shovel at the bottom of the ladder before you leave.
Reset behavior: leaving the writing room before its door lights, or failing a movement room, can scare May back to Town Hall. Re-enter and repeat the sequence. A plain-looking hall after a solved room is part of the route, not a reset.
Stomping Witch House and Birdhouse
Location: the moving house on the West Side hill. Prerequisite: learn the Birdhouse recipe through Wally Walnut's ghost chain and carry one crafted Birdhouse. The clue comes from the ghost outside, who says the lonely house needs help settling down.
Small hint
Give the large house a much smaller house for a feathered tenant. The pun has escaped containment.
Full answer
- Speak to the ghost outside and give it the Birdhouse. The stomping house settles onto the hill.
- Repair every marked wall, window, and stove, then clear all trash inside. A house ghost will not appear until the building is fully repaired and clean.
- Use the Ecto-Phone to identify Teenage Wasteland. Take the broken cauldron to Grandfather Clock so it becomes the InstaCauldron in the food truck.
- Play Teenage Wasteland's record at the Hall of Records, make Ghoulish Goulash, and bring it back to receive the Witch House Key.
Chance Mansion Clock
Location: the clock room in Chance Mansion, after the dining room. Prerequisite: put a House Battery in the mansion furnace and clear the earlier rooms. The clue is on each of the clock's three tumbler faces.
Small hint
The marks show an hour. Count what is on the active face; do not treat it as a color code.
Full answer
- Count the active tumbler's marks. A tight group of five small marks is 5; each separate large mark adds 1. A five-mark group plus two large marks means 7 o'clock.
- During that hour, interact with the mansion clock and wind it. Any minute within the matching hour works.
- Read the next active face and repeat. Wind all three at their shown hours to open the bedroom route.
If the next hour is far away, sit on a bench after obtaining the Watch and advance time one hour at a time.
Mirror Writing and Stolen Toys Board
Location: the bedroom route in Chance Mansion. Prerequisite: place a Quilt, OK Bouquet, Crate Shelf, Cheesy Secrets book, and Lantern in the outlines shown by the first mirror. This powers the string board beside it.
Variable puzzle: the clue order and board route can change between saves. Do not copy a fixed list or finished string path.
Small hint
Fog the mirror, flip the writing, and treat each silly phrase as a rebus—a word puzzle shown as a picture.
Full method
- Interact with the mirror so May breathes on it and reveals the backward writing.
- Read it right to left, or flip a phone photo horizontally.
- Separate the toy clue lines from the final taunt about Timothy. Use only the toy lines, in top-to-bottom order.
- For each line, find the board picture that matches its sounds and visible parts. For example, a clue ending in yo-yo points to the yo-yo picture, while the other word tells you which design to choose.
- Select the picture for clue 1, then clue 2, and continue in the mirror's exact order to draw one unbroken string. The completed route opens the way toward the nursery.
If the mirror will not fog or the board is dark, return to the first bedroom and check every outline. Carrying the five objects is not enough; each one must be placed.
Nursery Star Mobile
Location: the nursery in Chance Mansion. Prerequisite: finish the string board, continue upstairs, and collect the key to the neighboring Observatory House. The nursery rhyme points to the telescope in that house's top room.
Variable puzzle: the star order changes between games. Derive the circle shown in your telescope.
Small hint
One mobile cluster cannot move. Match it to the telescope view and use it as your anchor.
Full method
- Inspect the mobile and note the fixed cluster's position, number of stars, and points on each star.
- Use the Observatory House key, climb to the telescope, and find the matching cluster.
- Starting at that anchor, move clockwise. Record the star count and point count in every slot.
- Return to the nursery. Leave the fixed cluster alone and arrange every movable cluster clockwise to match your notes. The correct circle opens the next mansion door.
Use star count and point shape, not color alone. Two clusters can look alike at a glance while having different points, which is very Venn Chance: fair on paper and rude in spirit.
Other Chance Mansion Gates
Parlor and Projector
Prerequisite and clue: before entering the parlor, inspect the two picture frames at the top of the foyer stairs. They hold two needed pieces.
Small hint
The parlor pieces match frames; the projector pieces combine into black silhouettes.
Full answer
- Take the third loose piece from the completed parlor frame. Put all three pieces into the incomplete frames with matching frame colors.
- Take the cassette revealed behind the raised frame, place it in the bird player, and listen to both sides. This opens the projector room.
- At the projector, select and flip the shapes on the control bar until they cover the target and make its full silhouette black. Repeat for every target to open the kitchen route.
Kitchen Fridge
Variable puzzle: the starter dishes change. Read the kitchen cookbook and prepare three each of Paella Valenciana, Ratatouille, Pepper Steak Tartare, and Salad Nicoise.
Small hint
Treat the fridge as a 4-by-4 food Sudoku.
Full method
Keep each starter plate where it is. Fill the empty spaces so every row, every column, and every marked 2-by-2 box contains one of each dish. A correct group lights green, an incorrect group lights red, and an unfinished group stays dark. Completing the grid opens the dining room.
Dining Table
Clue location: read the dining-room letter and inspect the family pictures in the room and its side rooms.
Small hint
Seat the family first. Assign food only after the chairs are settled.
Full answer
Starting with Venn in the large chair and moving to Venn's left around the table, place Venn—Steak Tartare, Slim—Ratatouille, Fats—no plate, Baby—Paella, Nada—Salad Nicoise, and Lass—Ratatouille. This opens the clock room.
Bathroom Pipes and Venn's Final Game
Prerequisite: bring the Hammer Cam and at least 14 Pipes before turning the bathroom valve.
Small hint
The bathroom needs four repairs. Venn's last game needs a ball the table cannot control.
Full answer
- Turn the bathroom valve. When the wall breaks, repair the four pipe sections with the Hammer Cam. They consume 2, 3, 4, and 5 Pipes. The cleared bath reveals the Star Key.
- After all mansion repairs, meet Venn Chance in the attic and play his game. The third round cannot be won with his gold ball.
- Examine and take the gold ball. Put it in the trunk of the strange copying tree outside. The bug in the trunk copies the ball.
- Bring the copied bug-ball to Venn and play the third round again. Winning completes the mansion puzzle chain.
Four Houses Below Venn Chance's Mine
Location: the four-house row at the foot of the stairs to Venn Chance's Mine on the South Side. Prerequisite: fully repair and clean all four houses, then enter with the Ecto-Phone. Bobson Dugnutt knows his name and gives the record containing the logic clues.
Small hint
The youngest man is the popcorn-eating lumberjack. The oldest eats salad. The tailor was born in 1902, and the 1903 resident eats spaghetti.
Full answer
| House | Resident | Year | Job | Food |
|---|---|---|---|---|
| Dugnutt | Bobson Dugnutt | 1902 | Tailor | Fried Egg |
| McDichael | Sleve McDichael | 1904 | Lumberjack | Popcorn |
| Dorque | Scott Dorque | 1901 | Cook | Simple Salad |
| Dustice | Willie Ductice | 1903 | Carpenter | Spaghetti |
- Speak to Bobson in Dugnutt House, then play The Ballad of Bobson Dugnutt at the Hall of Records.
- In McDichael House, answer 1904 → Lumberjack → Popcorn.
- In Dorque House, answer 1901 → Cook → Simple Salad.
- In Dustice House, answer 1903 → Carpenter → Spaghetti.
- Each correct identity gives a record. Play the records, cook each ghost's named food, and deliver it to receive that house's key.
Food-Truck Power Plug
Location: the power socket on the front of the food cart on the South Side. Prerequisites: take the cat-shaped truck key from the wall just inside the first house on the right below the bridge, unlock the cart, clear its trash, and finish Ward and Cliff's chain to learn the Big Bug Battery.
Small hint
The stove's late-game power fix is outside the cart.
Full answer
- Craft and carry one spare Big Bug Battery.
- Stand at the front of the food cart and interact with its battery socket.
- Install the Big Bug Battery. The stove then stays powered instead of needing fuel for each cooking session.
If the socket has no prompt, first confirm that the Big Bug Battery is in May's carried inventory and that its recipe has been learned. An unavailable prompt is a missing dependency, not a different plug answer.
If an Interaction Is Missing
- Previous room: confirm its door or completion light triggered.
- Carried item: put the food, Birdhouse, battery, furnishing, key, Hammer Cam, or Pipes in May's active inventory.
- Repairs: scan exterior corners and indoor fixtures, then clear every trash pile.
- Dialogue: speak to the related ghost or resident again after the task update.
- Time: wait only when the puzzle calls for a matching hour or named time.
- Refresh: leave and re-enter. If a record, recipe, or mail step is due, sleep once and check again.
That little checklist saves a great deal of haunted-town jogging. May can go back to feeding ghosts, fixing windows, and pretending a battery the size of a bad civic decision belongs on a food cart.

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