Dark Trip room 1 walkthrough: the box code, the key and the way out
Quick answer
The box on the table needs a key and a 4-digit code, and both are in the room. The code is on a note in the envelope on the cabinet under the left wall lamp, and it was different in each of our four new games, so use the number on your own note. The key is on the small side table beside the oil lamp. Put the key in the box's top keyhole and turn it, then type your code on the keypad. Take the journal and the pill bottle from the open box, take a pill with Q, and walk out through the door beside the clock wall. On launch build 1.0.149, walking into that door and clicking it did nothing before we took a pill.
Open marked sections to reveal solutions or story details.
Before you start
Know how to aim and grab: hold right mouse, then left-click
1
Hint 1: what the room wants
Look at the metal box on the table. It has a keypad with four digit windows and, on top, a keyhole between two red lights. Two things are missing: a key and a code. Check the furniture near the two lamps.
The code is on a note inside the envelope lying on the cabinet under the wall lamp on the left. The key is on the small round side table with the oil lamp, by the window on the right; it lies beside the lamp base.
We turned the key before entering the code; we didn't test the code without the key.
Optional: pick up the small radio on the table. It's the settings menu you open with Esc.
Go to the cabinet under the left wall lamp and open the envelope on it. Inside is a note with a 4-digit number. It was different in each of our four new games (8514, 7395, 0428, 9876), so read your own.
Go to the side table with the oil lamp by the window and pick up the key beside the lamp.
With the key in hand, the keyhole on top of the box glows. Click it to put the key in, then click again to turn it: one of the two lights beside it turns from red to green.
Go to the keypad side of the box and crouch with Ctrl so the buttons face you. Enter the number from your note. The box opens.
Take the journal and the pill bottle from the open box.
Press Q to take a pill. On launch build 1.0.149, the exit door beside the clock wall did nothing when we walked into it and clicked it before the pill.
Once the key was turned (one light green), the keypad took our digits. The keypad is on one long side of the box, facing the side of the room where you start. Each click enters one digit and BS deletes the last one. A wrong four-digit code stays on the display without opening anything, so clear it with BS. Crouching right at the table gave us a straight view of the buttons, which made the clicks land.
When the box opens, text in the room tells you to take the journal. It's the first entry of an experiment journal about a drug called Denpa; it had a new entry by the time we'd taken a pill in room 2, so keep it. Next to it in the box is the pill bottle.
Text in the room then says to take the pills because they let you see the truth. With the bottle in hand, press Q. The room turns green and, on pre-release build 1.0.147, vines grew over the furniture. After the pill the door beside the clock wall let us through. A sign says to leave by walking to the door or by aiming at it and clicking. Clicking didn't work for us on either build; walking straight into the doorway did.
Leaving shows ROOM 1 COMPLETE with evidence found, total evidence, whether you used pills, pills remaining and time spent. All four of our runs read 0 of 3 evidence, pills used, 9 pills left.
Room 1 has 3 pieces of evidence we didn't find on any run. The cabinet drawers didn't react to aiming and clicking, the clipboard on the wall can be read but not taken, and the shelf by the clock and the wardrobe by the door didn't react when we tried them once under a pill. So where the evidence is isn't listed here yet.
Sources · 2Walkthrough · checked 31 Oct 2026 · Research checked 31 Oct 2026
Kingy test run: build 1.0.147, controls, settings, room 1 three times and room 2 ↗Kingy's own sessions in the pre-release Steam build on Windows 11, October 26, 2026: in-game Build Version 1.0.147 v147, Steam build 26145217, flat mode with mouse and keyboard (no headset). Covered the launcher, the TV menu and the lab, every settings screen, room 1 from three new games (box codes 8514, 7395 and 0428), the journal, the pill bottle, pills and all three results screens, and five attempts at room 2 with and without a pill. No evidence was found, room 2 wasn't solved, and VR and controller weren't tested. Screenshots, including full-resolution captures, were taken from the game during those sessions. Room 2 and the evidence search were not repeated on launch build 26303776.Walkthrough ·
Kingy test run: launch build 1.0.149, room 1 ↗Kingy's own session on the released Steam game on Windows 11, October 31, 2026 UTC: in-game Build Version 1.0.149 v149, Steam build 26303776, flat mode with mouse and keyboard. Covered Steam's launch-options dialog, the launcher, the TV menu and the room 1 solution path from a new game (box code 9876), including walking into and clicking the exit door before taking a pill. Results: 0 of 3 evidence, pills used, 9 pills left, 7:48. The photo pad, the lab refund, room 2, the evidence search, controller and VR were not covered.Walkthrough ·
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