#FindGus in Brawl Stars has finally reached its conclusion. All six rooms in Mortis' Mortuary are now open, covering everything from gravestone puzzles and reviving Piper to saving Spike and hunting for hidden objects in the Bedroom. Below is the complete walkthrough with codes, recipes, correct object placements, secret rewards, and the way to claim the Coffin Box. If you are stuck at a specific door, use the navigation to jump straight to the section you need.
Updated: October 11, 2026. All six rooms are open: the Entrance on October 1, the Hallway on October 3, the Laboratory on October 5, Mr. P's Parlor on October 7, Chuck's Basement on October 9, and the Bedroom on October 11. All six puzzles are covered below. Completing the full chain rewards the Coffin Box. The next phase of Brawl-O-Ween will be a separate event.
How to start the #FindGus event in Brawl Stars
Open the #FindGus tab on the game's Home screen. Look for the event icon in the lower-left corner of the lobby. It takes you to the Mortis' Mortuary map, where you can select rooms. The minigame works like a small quest: tap details in the scene, collect tools, and use them on the correct objects. Gus has disappeared somewhere, and naturally we are the ones who have to look for him.#FindGus is the first phase of the Brawl-O-Ween Halloween event and runs from October 1 to October 12, 2026. All six rooms are now available, but you need to complete them and claim the rewards before this phase ends. The story does not stop there. Another Brawl-O-Ween phase follows Mortis' Mortuary. Do not confuse it with a seventh room because this puzzle set contains exactly six.Image unavailableThe rooms are completed in order. After finishing each location, you need to win three more battles to unlock the next one. This also applies to the new Bedroom. Finish Chuck's Basement first, then fill the three win indicators beside the final door on the right side of the Mortis' Mortuary map. A completion checkmark on the previous room is not enough by itself.Use the navigation below to jump straight to your current stage:
If you do not want to scroll through the full walkthrough, here are the key combinations for every room. All required actions and secret rewards are explained in detail below.
Entrance: assemble the shovel, light up TOMAR, YOU, DYNAMIKE, dig up the three graves, and restore Gus' gravestone. Then spell GUS and retrieve the key.
Hallway: set the clock to 12:00, tune the radio to station 5. The colored safe is purple, yellow / green, red from left to right across the two rows.
Laboratory: in the first round, the chamber colors are orange, green, purple, pink. In the second round they are peach, olive green, lilac, gray-blue. Both generator sequences are individual.
Mr. P's Parlor: recreate all three crystal-ball visions. You need 14/14 matches each time. Pay special attention to candles, figures, and the stone hand.
Chuck's Basement: after the first wiring layout, enter 4321 → 2143 → 1221 on the panel, then 4231 on the fuse-box contacts. Reconnect the wires, enter 1324 on the panel, and press the large round button.
Bedroom: pop five balloons, collect the clues for the three paintings, and find 5 Stars, 5 Gems, and 3 Balloons. At the end, rotate the first three paintings 2, 1, and 1 times from their original positions.
Room 1: How to complete the Mortis' Mortuary Entrance
The main goal in the first area is to open the central door. To do that, you need Mortis' shovel, three pieces of Gus' gravestone, and the key from his grave. The letters on the sign work like switches: tapping one turns that letter on or off. Before spelling a new word, make sure the previous letters are no longer lit, otherwise the correct combination may fail to trigger.
Where to find the pieces of Mortis' shovel
Start with the lower-left pumpkin. Interact with it to reveal a hidden lantern. Then inspect the tree and the bats on the left to find the wooden part of the tool. The final piece, the metal shovel head, is connected to the mailbox on the right. Combine the pieces you found: attach the wooden part to the lantern, then add the shovel head and take the completed tool.Image unavailableSelect the shovel and smash the pumpkins along the bottom of the scene. Among the items you uncover are a key and the letter N. Next, open the side door on the left and pick up the letter K. Use the shovel on the door if necessary. Move the letters you found to the sign so they can be used in the upcoming combinations.Use the key from the pumpkin on the left chest right away. It rewards 100 Coins. You do not need to save this key for the central door because that door has its own lock and puzzle chain. The locked container on the right is a separate object. There is still no confirmed solution for it in the stages covered here, so focus first on the interactions that actually advance the search.
How to get all three pieces of Gus' gravestone
We recommend solving the graves in the order TOMAR → YOU → DYNAMIKE because it makes it easier to track which fragment you have already collected. Keep the words in Latin letters because these are the exact symbols you need to activate in the scene. When the game recognizes a combination, the corresponding grave lights up. Use the shovel on that grave. It usually takes four digs before the stone fragment appears.Complete them one by one:
TOMAR. Turn on T, O, M, A, and R on the sign. Dig up the highlighted grave and take the first gravestone piece.
YOU. Turn off the previous letters and activate Y, O, and U. Dig up the active grave again to get the next fragment.
DYNAMIKE. Clear the previous word and activate D, Y, N, A, M, I, K, and E. Dig up Dynamike's grave and collect the final piece.
The most awkward word is DYNAMIKE because the main sign does not contain every letter you need. D is hidden in the moon, N is the letter you found in the pumpkin, K is near the left entrance, and E comes from the EXIT sign on the right. Tap only the required letter rather than lighting the entire EXIT sign. If the grave does not activate, check these four locations and make sure no extra letters are still lit.
How to open Gus' grave and the main door
Place all three stone fragments onto Gus' broken gravestone. Then spell GUS. The G is near the bat-shaped light to the right of the central door, while U and S come from the main sign. DYNAMIKE should be fully turned off by this point. You cannot simply activate GUS at the beginning of the room and skip collecting the gravestone pieces.Dig up the restored grave and take the main entrance key. Use it on the large central door, finish the dialogue, and claim a Chaos Drop. The room will now be marked as completed on the map. Do not leave yet, however. The Entrance contains four more hidden rewards that are worth a couple of extra minutes.
Secret 1: Dig up Dynamike's grave again
After opening the central door, spell DYNAMIKE again. Use the shovel on his grave one more time and keep digging until the character appears. This second sequence rewards a Starr Drop. The first excavation gives you the story gravestone fragment, while the second one after opening the main door gives the secret reward.
Secret 2: MONSTER combination
Turn off the previous letters and spell MONSTER. The letters come from the main sign, the N you found earlier, and the EXIT sign. Once again, use the separate E rather than activating the whole EXIT sign. Then tap the left edge of the building near the tree and TOMAR's grave. Gene appears in a Halloween outfit and you receive another Starr Drop.
Secret 3: Unusual sign pattern
This puzzle copies the illuminated letter pattern from the event animation. You are not spelling a Brawler's name here. Turn on only MRTS on the top row and MORTAY on the bottom row. Every other symbol must be off, including the letters you found and the E in EXIT. The correct pattern rewards the third secret Starr Drop.
Secret 4: How to make Mortis appear in the window
First, make sure the central door is already open. Turn off the previous combination and spell MORTIS. Tap the left window once, then tap the right window five times. Select Mortis' hat and use it on the right window, then tap the window again to finish the interaction. Mortis appears and you receive the fourth Starr Drop.If the secret does not trigger, do not start tapping random objects around the scene. Turn every letter off, activate only MORTIS, and repeat the window sequence. Also check that the E in EXIT and the collected N and K are not still lit. This puzzle is sensitive to the exact order of interactions, so extra taps only make troubleshooting harder.
Room 2: How to complete the Hallway and open Damian's safe
After finishing the first room, complete the three-win requirement to unlock the Hallway. The main sequence here revolves around Damian. Different devices scare or anger him, and you need to calm him down with items from the room. The next step may not trigger until the current reaction has fully finished. Apparently the frying pan in this house has more uses than its manufacturer intended.Image unavailable
Screwdriver, music box, and the first scare
Pick up the screwdriver in the lower-right corner beside the pillow. Use it on the mounting of the small cabinet on the left, below the music box, to get the handle. Insert the handle into the music box and turn it several times. Four turns and the appearance of the toy are a useful reference point. When Damian reacts, take the frying pan above the table and use it on him.Next, move to the tall cabinet on the right. Open and close it several times until Damian reacts again. Use the fish on the floor on him, then open the cabinet once more. Inside are a Shade toy and a clockwork part that you need to take.If the fish cannot be used, make sure Damian has already reacted to you opening and closing the cabinet. Only then select the fish and drag it onto him. You will need the screwdriver later, after tuning the radio, so there is no reason to swap items at random. Once the reaction finishes, open the cabinet again and take the clockwork part.
How to repair the clock: Set it to 12:00
Install the clockwork part into the old clock. Use the buttons beside the clock face to set it to 12:00, with both hands pointing straight up. The clock triggers another reaction, after which Damian opens or breaks the lower compartment. Calm him down with Mortis' shovel and take the antenna from inside.Image unavailableIf the hands move but nothing else happens, make sure the part from the cabinet has been installed. Setting the clock correctly is not enough if the mechanism has not been repaired. For the main puzzle, you need exactly 12:00. The 3:00 setting is used later for a separate secret after the Laboratory.
How to repair the radio and get the skull key
Place the antenna on the radio in the center of the table, then secure it with the screwdriver. Use the selector to tune the radio to station 5. Wait for Damian's reaction. The Draco portrait falls and reveals a hidden skull key. To finish this part, use the screwdriver on Damian. If the fallen portrait is the active object in your version, use the painting itself instead.Do not skip securing the antenna. It may visually appear to be attached to the radio, but the device is not considered repaired until you use the screwdriver. First install the antenna, then secure it, and only then tune to station 5. If the key does not appear, go back to the last unfinished interaction instead of cycling through random radio stations.
How to wind up Shade's toy and finish the Hallway
Open the cabinet on the right and use the skull key on the small safe inside. Take the cymbals and give them to the Shade toy. Then tap the toy several times to wind it up and trigger the final scene. Finish the dialogue, claim the Chaos Drop, and check that the room is marked as completed on the map.Image unavailable
Secret safe: How to get Damian's Pin
There is another hidden compartment under the radio. Move the skull tablecloth aside to reveal a colored panel, then tap each section until it shows the correct color. Both the color and its position matter. Set the panel like this:
Top left - purple.
Top right - yellow.
Bottom left - green.
Bottom right - red.
When the safe opens, tap the reward and collect Damian's Pin. The top-right section needs to be yellow, not orange, which can be easy to misread. This secret is optional and is not required for the Hallway completion mark, so you can return later if necessary. If the Pin does not appear under Damian's cosmetics, check the general player Pin collection.
Room 3: How to complete the Laboratory and revive Piper
To enter the Laboratory, finish the previous rooms and complete its three-win requirement. Belle is waiting inside, and the task becomes a little more complicated. You need to assemble an electrical weapon, open four chambers, and restore Piper. The room is built around two rounds of color mixing and two generator sequences. Between those rounds, there is a convenient moment to collect a secret Pin, which we will cover as well.
Where to find all three parts of Belle's weapon
All three components are near the workbench on the right. Check the devices on the tabletop and remember to open the lower drawer. You need these parts:
A piece from the small electrical device to the left of the mixing machine.
A piece beside the tall coil on the far-right side of the table.
A piece from the drawer under the right-hand workbench.
Drag one part onto another, then attach the third and take the completed Belle lightgun. Use it on the burner beneath the hanging flask. A green flame should appear. The mixing machine is now ready. Simply collecting the three pieces is not enough. They must be combined into one working tool.Image unavailable
How to mix potions and open the chambers
There are five bottles beside the machine. From left to right, they are red, yellow, blue, white, and black. Number the chambers from left to right as well: Chamber 1 is the far-left one and Chamber 4 is the far-right one. These numbers are used both in the recipes and in Belle's clues.For a normal chamber opening, repeat the same sequence:
Drag the required bottles into the large flask.
Tap the flask to pour the mixture into the small portable tube.
Move the tube into the slot beneath the correct chamber.
Use Belle's lightgun on that chamber's generator.
Placing the correct tube into the slot is not enough to open the chamber. You still need the electrical shot afterward. If you create the wrong color, move the filled tube back to the flask to clear the mixture and prepare a new one. During the first stage, only two-color recipes are available. The machine starts accepting a third ingredient after you complete Belle's first generator sequence.
First round: Two-color recipes
Mix the potions to match the lights above the chambers. For the first part, use these combinations:
Chamber 1 - orange: red + yellow.
Chamber 2 - green: yellow + blue.
Chamber 3 - purple: red + blue.
Chamber 4 - pink: red + white.
Image unavailableAfter each mixture, use Belle's lightgun on the corresponding generator. The opened chambers contain four parts of Piper: her head, arms, legs, and torso. Move all of them to the large table on the left. Once her body is assembled, Belle gives you the generator order.
How to activate Belle's generators in the correct order
There is no universal numeric code for every player. Belle gives you a four-number sequence specifically for your run. Read it in the dialogue, select the lightgun, and shoot the green generator panels in the order she gives you. The numbering remains the same: Chamber 1 is the far left and Chamber 4 is the far right.If you forget the numbers, tap Belle or the table to see the clue again. A wrong shot resets the current sequence, so start it over from the beginning. A code from somebody else's video may happen to match yours, but you should not rely on that. After the correct input, the lights above the chambers change and three-ingredient recipes become available.
Laboratory secret: How to get Piper's Pin
Stop after the first generator sequence and before completing the normal second round. This is the best time to enter the secret combination. All four tubes must be placed in their slots at the same time, so do not shoot the generators. Prepare and load these mixtures from left to right:Image unavailable
Chamber 1 - pink: red + white.
Chamber 2 - peach: red + yellow + white.
Chamber 3 - lilac: red + blue + white.
Chamber 4 - dark blue: blue + black.
When all four mixtures are in place, Piper's Pin appears beneath the chambers. Tap it to collect the reward. If the machine still does not accept a third color, Belle's first generator sequence has not been completed yet. If the Pin does not appear, check Chamber 4. The secret recipe uses only blue and black, with no white. Firing the generators after each mixture also prevents the secret from working because the reward requires all four loaded tubes to be present at once.If you have already completed the Laboratory, you can repeat the puzzle and return to this point between the two rounds. We recommend collecting the Pin the first time, however, so you do not need to rebuild Piper again. The Pin is a bonus reward and does not replace the normal room progression.
Second round: Three-color recipes
Now follow the new lights above the chambers. To continue the Laboratory, prepare these mixtures:
Chamber 1 - peach: red + yellow + white.
Chamber 2 - olive green: yellow + blue + black.
Chamber 3 - lilac: red + blue + white.
Chamber 4 - gray-blue: blue + white + black.
The normal rule applies again: place the mixture in the slot, then shoot the generator. If you entered the secret Pin combination first, replace any tubes that do not match the story recipes. Pay particular attention to Chamber 4. For the Pin it was dark blue, but the normal second-round recipe adds white. Open all four chambers and wait for Belle's next clue.Image unavailableBelle gives you a second generator sequence. This order is also generated separately, so do not automatically repeat the first one. Enter the new sequence with the lightgun, wait for Piper to come back to life, and finish the final dialogue. You then receive the Laboratory's Chaos Drop.
Room 4: How to complete Mr. P's Parlor and solve all three visions
The fourth #FindGus room opened on October 7. To enter Mr. P's Parlor, complete the Laboratory and win another three battles. The door is above the Laboratory on the Mortis' Mortuary map. Nobody asks you to mix potions or dig up graves here. Instead, you need to rearrange the room three times so it matches the image shown in the crystal ball exactly.Bring Belle's lightgun from the Laboratory and Mortis' shovel from the first room. You need both tools, although the shovel is only used near the end. After the opening dialogue, use Belle's lightgun on the crystal ball on the table. It lights up, shows the first vision, and displays how many room details currently match. You need 14 out of 14 matches in every round.
How the candles, figures, and stone hand work
Before moving everything around, it helps to understand the room's interactions. There is a dresser on the right. Open its drawer and move the candles into the wall sconces. Belle's lightgun can light them. If you tap a burning candle, it goes out. Tap it again and the candle is removed from the sconce. An empty sconce and a sconce containing an unlit candle count as different states, which is one of the main reasons the counter can get stuck at 13/14.Image unavailableThe chairs move when tapped. They can be pushed toward the table or pulled back out. Lift the tablecloth to reach the Gus and Spooky figures. Depending on the vision, they need to stand on the tabletop, on the floor beside the table, or underneath it. The window, dresser, suitcase, and tablecloth are also tracked separately. The stone hand to the right of Mr. P can change its finger position. You can first place the skull in its palm, then remove it and bend the fingers with repeated taps.For convenience, number the four wall sconces from left to right as 1 through 4. Use the same left-to-right orientation when checking the chairs. If you are not sure whether everything is positioned correctly, tap the crystal ball again to see the current vision and the number of matching details.
First vision: Four burning candles and both figures on the table
Start with the sconces. Place all four candles and light every one of them with Belle's lightgun. Then make sure to close the dresser drawer. Lift the tablecloth and move Gus to the left side of the tabletop and Spooky to the right side. Take the skull from the dresser and place it in the open stone palm.Image unavailableBoth chairs should be pushed in toward the table. Leave the window and suitcase closed, and do not touch Mr. P's sign in the lower-left part of the room yet. Once all 14 conditions match the vision, Mr. P starts talking. Finish the dialogue before changing anything for the second setup, otherwise the next set of interactions may not register.
Second vision: Empty middle sconces and two bent fingers
Now the room should look almost like the opposite of the first vision. Move Gus off the tabletop to the floor on the left side of the table, and place Spooky on the floor on the right. Pull out the left chair and leave the right chair pushed in. Lower the tablecloth, then open the window, dresser drawer, and suitcase.Only the outer candles, 1 and 4, should be burning. Extinguish candles 2 and 3, then remove them completely. Do not leave unlit candles in the middle sconces. Take the skull out of the stone hand. Starting from the empty open palm, tap the hand two more times so that two fingers are bent. Mr. P's sign should still remain intact.Image unavailableIf the counter is stuck at 12/14 or 13/14, check the two middle sconces first, then the tablecloth and the open suitcase. Also make sure the figures are standing beside the table rather than underneath it. Once you reach 14/14, finish Mr. P's dialogue again and move on to the final image.
Third vision: Gus under the table and the broken sign
Push the left chair back toward the table and pull the right chair out. Close the window and suitcase, but leave the dresser drawer open. Lift the tablecloth, move Gus under the table near the center, and put Spooky on the tabletop. Tap the stone hand two more times relative to the second vision. In the final position, four fingers should be bent when counted from the empty open palm.The candles are easy to get wrong here, so check them carefully from left to right:
1: empty sconce with no candle.
2: candle installed but not lit.
3: candle installed but not lit.
4: candle burning.
Now use Mortis' shovel. Hit the Mr. P sign in the lower-left corner to break it. Destroying the sign would have been wrong in the previous two rounds, but it is required for this final composition. If all 14 details match, finish the dialogue and claim the fourth room's Chaos Drop.
Parlor secret: Ghosts in the mirror
There is an optional Easter egg in the room that is easy to miss while focusing on the crystal ball. Find the bell on the upper-right shelf and keep tapping it while watching the tall mirror on the left. According to published walkthroughs, a green ghost dog briefly appears in the reflection after 13 rings, while another ghostly figure appears after 99 total rings.Image unavailableThese are visual secrets only. There is no confirmed Pin, Starr Drop, or other item reward for ringing the bell, so this is not required to complete the room. If you want to see both appearances, count your taps from the beginning and keep an eye on the mirror because the ghosts do not remain visible for long.
Room 5: How to complete Chuck's Basement and save Spike
The fifth #FindGus room opened on October 9. First complete Mr. P's Parlor, then satisfy another three-win requirement. Chuck's Basement is above the Hallway on the Mortis' Mortuary map. This is the first room with a real time limit. Spike has been tied to the tracks, and the train arrives in just five minutes.Solving the puzzle rewards a Chaos Drop, but there are more rewards for finishing quickly. If you are fast enough, you can also earn 400 Bling and Chuck's Pin. We recommend reading the combinations below before finishing the opening dialogue because the timer starts immediately afterward, and reading a long walkthrough in the middle of the attempt is inconvenient.
Where to find the four shape buttons
Open the cabinet on the central control panel. On the right is a metal fuse box. Use the screwdriver from the Hallway on it. A square button appears inside or next to the opened box. The other three parts are hidden behind insects in the web on the right. Tap all three insects to reveal the triangle, circle, and pentagon buttons.Image unavailableMove all four shapes onto the central panel. They lock into fixed positions. For the rest of the puzzle, number the buttons from left to right as 1 - triangle, 2 - circle, 3 - square, 4 - pentagon. These positions do not change. Do not confuse the four shape buttons with the numbered contacts inside the fuse box. One later sequence must be entered on the contacts instead.
How to connect the wires and start the mechanism
Open the fuse box and connect each number to the corresponding shape. For the first wiring layout, use:
Contact 1 - triangle.
Contact 2 - circle.
Contact 3 - square.
Contact 4 - pentagon.
To make a connection, tap the number first and then the shape. Once all four lines are connected, pull the red lever beneath the central panel. The mechanism starts and begins requesting numerical sequences. Be careful from this point onward. A mistake usually makes you repeat the current code, while the timer continues running.Image unavailable
All Chuck's Basement codes: 4321, 2143, 1221, and 4231
The first three combinations are entered on the four shape buttons on the central panel. The numbers refer to their fixed left-to-right positions, not to the numbers inside the fuse box. Enter:
4321 - pentagon, square, circle, triangle.
2143 - circle, triangle, pentagon, square.
1221 - triangle, circle, circle, triangle.
Wait for the game to confirm each code before entering the next one. When the display shows FINAL CODE, do not enter the next sequence on the shape buttons. Move to the numbered contacts inside the fuse box and tap them in the order 4 → 2 → 3 → 1. This is the fourth code, 4231, but it is entered in a different place. This is the point where it is easiest to think the game has stopped accepting the correct answer.
Second wiring layout and the final code 1324
After entering 4231, the system short-circuits. Do not worry. This is a scripted part of the puzzle. Return to the fuse box and build a new wiring layout because the previous connections are no longer correct:
Contact 1 - pentagon.
Contact 2 - triangle.
Contact 3 - circle.
Contact 4 - square.
Now return to the central panel with the shape buttons and press 1 → 3 → 2 → 4 from left to right. On the panel, that means triangle, square, circle, and pentagon. Do not enter 1324 on the fuse-box contacts. After the short circuit, the fuse box is only used to reconnect the wires, while the code itself is entered on the same four shape buttons as before. Wait for ALL CLEAR, then press the large round button beneath them. Only that button stops the train and the timer.Image unavailable
How to get Chuck's Pin and 400 Bling
The rewards in Chuck's Basement depend not only on finishing the puzzle but also on how much time remains. You start with five minutes, so to collect every time bonus you need to finish in two minutes or less. The thresholds are:
Finish before time runs out - Chaos Drop.
At least 1 minute remaining - 100 Bling.
At least 2 minutes remaining - another 300 Bling, for 400 total.
At least 3 minutes remaining - Chuck's Pin.
The bonuses stack. After saving Spike, finish the dialogue and claim every reward that appears separately. The Pin and the two Bling rewards are not collected with one tap. If you were not fast enough on the first attempt, use the puzzle restart button and try again. You can replay the room for a missing time bonus, but rewards you already claimed should not be treated as infinitely farmable.
What to do if a code is rejected or the timer does not stop
If the shape buttons do not work from the beginning, make sure you collected all four pieces, connected the first wiring layout correctly, and pulled the red lever. If you make a mistake during one of the first three code stages, only re-enter the current combination. If the game is stuck on FINAL CODE, check the input location rather than the digits. Code 4231 must be entered on the fuse-box contacts.Image unavailableAfter the short circuit, reconnect all four wires using the second layout. The old connections will prevent 1324 from working even if the button sequence itself is correct. Finally, ALL CLEAR does not stop the train automatically. You still need to press the large round button. We recommend solving the puzzle once without rushing, then using the next attempt to chase the maximum reward.
Room 6: How to complete the Bedroom and get the Coffin Box
The final #FindGus room in Mortis' Mortuary, the Bedroom, opened on October 11. To enter it, complete Chuck's Basement and win another three battles. Select the room on the right side of the map. Unlike the Basement, there is no timer here, so you can inspect everything at your own pace. You do, however, need to pay attention to the order of interactions because some clues only appear after the previous one has been placed correctly.Your main tool is the candle, which can be moved around the room. It illuminates hidden objects and makes them available for interaction. You will also need the screwdriver from the Hallway. Do not keep tapping dark objects over and over. Move the candle close to them first, then select the required item or tool.
How to remove the balloons and reveal the first paintings
Drag the candle toward the group of balloons in front of the paintings on the wall so they become visible. Then select the screwdriver and pop all five balloons one by one. Simply tapping the balloons without the tool does not count. Once the last balloon disappears, you can start working with the paintings. For convenience, number the four pictures on the wall from left to right as 1 through 4.
First painting puzzle: Doll, collar, and balloon
You cannot simply collect these three objects in any order. Each new clue appears only after the previous one has been placed correctly, so follow the sequence:
Painting 1 - female doll. Find it on the left, near the cabinet with drawers. Illuminate it with the candle and drag it onto the first painting, which depicts a woman.
Painting 2 - dog collar. After the first match is accepted, inspect the bed. Bring the candle to the newly appeared collar and move it onto the painting with the dog.
Painting 3 - balloon. A single balloon now becomes available on the left side of the room above the television. Illuminate it and drag it onto the picture of the boy.
If the collar does not appear on the bed, check the first painting. The game needs to register the doll placement before the second clue spawns. Keep the candle near both the item you are collecting and the place where you are dropping it. If you followed the sequence correctly but the next object still does not appear, you can restart only the Bedroom with the circular-arrow button and repeat the steps in order. Players report this as a workaround, not a guaranteed bug fix.
What to do with Shade in the cage and mirror
After completing the first three paintings, look at the birdcage above the dresser on the left. Move the candle to it and tap Shade inside. Then move the light to the oval mirror and tap Shade again, this time in the reflection. The mirror breaks and the images on the wall change. The game now asks you to collect symbols hidden around the room: Stars, Gems, and Balloons.
Where to find all five Stars
The Stars are hidden in different parts of the Bedroom. Remember to illuminate each one with the candle. Moving a piece of furniture and then collecting the Star revealed behind it are two separate interactions.
On top of the left cabinet - inspect its upper section.
Under the trash bin - move the bin and tap the Star beneath it.
Inside the cuckoo clock - interact with the clock to reveal the symbol.
On the wall shelf on the right - check the shelf near the right wall.
On the chandelier - raise the candle toward the light fixture above the paintings and collect the final Star.
Where to find all five Gems
The Gems are collected separately from the Stars. If the counter does not increase, make sure you actually tapped the illuminated symbol rather than only opening its hiding place.
Inside the music box near the bed - open it.
On the desk beneath the mirror - illuminate the tabletop.
Inside the small frame above the bed - tap the picture.
Under the stool - move the stool aside.
On the bed - interact with the bedding to reveal the hidden symbol near the pillow.
Where to find all three Balloons
Do not confuse these collectible symbols with the five large balloons you popped at the beginning. You now need three small balloon symbols hidden among the furniture:
By the window - carefully inspect the wall beside it.
Inside the cabinet on the left - open the door and illuminate the interior.
Inside the dresser - open all three drawers by tapping the furniture three times, then collect the final symbol.
Check the counters: you should have 5 Stars, 5 Gems, and 3 Balloons, for 13 collectibles total. If something is missing, go through the lists again, especially the trash bin, stool, chandelier, and third drawer because those are the easiest small objects to overlook.
How to open the 553 box and find Spooky
Inspect Painting 4. Interact with the damaged picture to reveal the box hidden behind it. It opens after you collect all 13 symbols. The numbers 5-5-3 represent the number of Stars, Gems, and Balloons. You do not manually enter this as a code. Open the box to get a token with the name SPOOKY. This is a puzzle item, not a separate account reward.After that, move the candle toward the television on the left wall and tap Shade when he appears. Balloons will spawn in front of the paintings again. Just like at the beginning, use the screwdriver to pop them and reveal the pictures for the next stage.
Second painting puzzle: Boy doll and the balloon on the right
You now need to replace the objects in two paintings. The order of these two steps is less important:
Painting 1 - boy doll. Open the chest at the foot of the bed, tap Shade, and take the doll that appears. Illuminate Painting 1 and move the doll onto it.
Painting 3 - balloon on the right. Find the single balloon on the right side of the Bedroom, illuminate it with the candle, and move it onto the third painting. This is not the same balloon used during the first stage.
After both matches are accepted, open the left cabinet and tap Shade inside. This triggers the final painting-rotation puzzle. If it does not start, make sure the doll and balloon are actually attached to their pictures and that you already found Shade inside the cabinet.
How to rotate the paintings correctly: 2, 1, 1
The final step is simple, but extra taps can easily throw it off. From the original orientation of the paintings, rotate the first painting twice, the second once, and the third once. Do not touch Painting 4. The first three pictures should end up in their correct orientations, with the second painting showing the coffin vertically.If you already rotated the pictures before reading the instructions, the 2-1-1 count no longer applies from the current state. In that case, keep rotating each painting until it reaches the correct orientation and use the visual feedback from the game. Once the puzzle is solved, finish the final dialogue and move on to the reward.
How to get the Coffin Box from #FindGus
Completing the full chain of six rooms rewards the Coffin Box. After the final scene, press the reward claim button. If you receive a Chaos Drop first instead, check the Mortis' Mortuary map because one of the earlier rooms may not be marked as complete. Return to it, finish its required puzzle chain, and check the available rewards again. Player reports show different first reward screens, so the exact order should not be assumed to be identical for everyone.Reward:There are no more rooms in this phase after the Bedroom. Brawl-O-Ween itself continues, however, with the next phase involving coffins. The old locked chest on the right side of the Mortuary Entrance still does not have a reliably confirmed solution even after the Bedroom opened, so we will not invent a key for it. For now, collect the guaranteed rewards and keep an eye on the next event objectives.
How to collect the secret Hallway rewards after the Laboratory
Belle's lightgun remains in your inventory and lets you interact with objects in a room you already completed. Return to the Mortis' Mortuary map and enter the Hallway again. For these secrets, the clock and radio must already be repaired and Damian's main sequence must be complete. Old objects become useful again. In Mortis' house, even a candle comes with a trick.
Clock cache: Set the time to 3:00 for a Starr Drop
Use Belle's lightgun on the candle above the radio to light it. Set the clock to 3:00, with the short hand pointing at three and the long hand at twelve. Then tap the lit candle again to pull it and open the mechanism. A Starr Drop appears behind the clock face. Tap it to collect the reward.Do not confuse this secret with the main Hallway puzzle. The normal room required 12:00 and the clockwork part from the cabinet. This secret requires 3:00 and the tool from the Laboratory. If the candle does not react, make sure the lightgun is selected and that the flame actually appeared. Then interact with the candle again while the clock shows the correct time.
Radio station 10: Second safe and 100 Power Points
Use Belle's lightgun on the repaired radio. After the electrical shot, the radio selector can move all the way to station 10. Keep pressing the right arrow until you reach station 10 and wait for the scene. The cabinet on the right disappears and reveals a new wall safe.This is a different safe, so Damian's Pin color code will not work here. Set the colors like this:
Top left - red.
Top right - yellow.
Bottom left - purple.
Bottom right - white.
After opening the safe, tap its contents to receive 100 Power Points. If the radio cannot move beyond its previous stations, use Belle's lightgun on it first. If the radio does not work at all, check that the antenna is installed and secured with the screwdriver. Station 5 is used for the main Hallway sequence, while station 10 is used for this extra cache.
All confirmed #FindGus rewards
All six rooms are now available. Most bonuses can be collected naturally along the way, but some require secret interactions or a fast Chuck's Basement clear. Use this list to make sure you did not miss anything.Rewards:Mr. P's Parlor also contains ghosts in the mirror, but there is no confirmed item reward for seeing them. The 5 Stars, 5 Gems, and 3 Balloons collected in the Bedroom are not account currency either. They are puzzle counters used to open the box. Do not confuse them with separate event rewards.
Why the puzzle is not working
Most progression problems happen because an interaction was skipped or a character reaction has not fully finished. Before restarting a room, check the last tool you used, the currently active letters, and the exact phase of the puzzle. The most common issues can be solved like this:
The next room will not open. Finish the previous room, claim its reward, and check the separate three-win requirement beside the correct door.
A grave does not light up. Turn off the previous letters, including symbols outside the main sign, and activate only the required word. For GUS, install all three gravestone pieces first.
The pumpkin key does not fit the main door. It opens the left chest. The main entrance key is inside Gus' restored grave.
Damian ignores an item. Trigger the correct scare first using the music box, cabinet, clock, or radio. Then use the item that ends that specific reaction.
The radio does not advance the story. Install the antenna, secure it with the screwdriver, and only then tune to station 5.
A Laboratory chamber stays closed. Check the current lamp color, place the correct mixture in the slot, and shoot the generator with Belle's lightgun.
You cannot mix three colors. Finish the first round, assemble Piper on the table, and complete Belle's first generator sequence.
A generator code from a video does not work. Read Belle's clue in your own game. Both sequences are individual.
Piper's Pin does not appear. Load all four secret mixtures at the same time and do not shoot the generators. Chamber 4 must contain blue and black with no white.
The clock does not give the secret Starr Drop. Return with Belle's lightgun, light the candle, set the clock to 3:00, and pull the candle with another interaction.
Mr. P's Parlor is stuck at 13/14. Check where the vision requires an empty sconce and where it requires an unlit candle. Also verify the tablecloth, suitcase, dresser, figure positions, and stone hand fingers.
The crystal ball will not activate. Finish the opening dialogue and use Belle's lightgun from the Laboratory on the ball.
Chuck's Basement rejects code 4231. Enter this sequence on the numbered fuse-box contacts, not on the four shape buttons.
The final code 1324 does not work. After the short circuit, reconnect the wires as follows: 1 - pentagon, 2 - triangle, 3 - circle, 4 - square. Then press the shape buttons in the order 1, 3, 2, 4.
The timer keeps running after ALL CLEAR. Press the large round button beneath the shape panel, finish the dialogue, and claim the available rewards separately.
The collar does not appear in the Bedroom. First place the female doll on Painting 1 and wait for the image to change. Then illuminate the bed with the candle. If necessary, restart the room and repeat the chain without skipping steps.
The balloons in the Bedroom will not pop. Illuminate them with the candle and use the screwdriver. Simply tapping a balloon may not work.
You are missing a Star, Gem, or Balloon for the 553 box. All 13 symbols are listed in the Bedroom section. Recheck the clock, chandelier, the objects under the trash bin and stool, and all three dresser drawers.
The 553 box will not open. This is not a numeric keypad code. You need to collect 5 Stars, 5 Gems, and 3 Balloons, then interact with the box behind Painting 4.
The Bedroom paintings do not react. Move the candle closer to both the painting and the required item. Make sure the earlier matches were registered and that Shade has been found in the cage, mirror, and later the cabinet as the sequence progresses.
You did not receive the Coffin Box. Open the Mortis' Mortuary map and check that all six rooms are marked complete. If one is unfinished, complete its required puzzle chain first, then return to the rewards.
Before the event ends, check the four Entrance secrets, Damian's and Piper's Pins, the two extra Hallway caches, and the time-based rewards in Chuck's Basement. In the Bedroom, you need not only to finish the final scene but also claim the Coffin Box for completing all six rooms. Check the completion marks on the Mortis' Mortuary map and collect anything you missed before October 12 because access to these rewards may change after this phase ends.