Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.
Welcome to Part 1 of our walkthrough for OFF. This is the 2025 remaster of the cult-classic RPG from 2008, and for those unfamiliar with it, this is the very title that helped inspire the ever-popular Undertale.
Part 1 of this walkthrough covers the first two zones of the game. While Zone 0 serves as a tutorial, Zone 1 is where the action really kicks in.
If you want to know more about OFF, check out the official website here.
This walkthrough contains spoilers for Zone 0 and Zone 1 of OFF.
Table of contents
Zone 0 Tutorial Section

After selecting a new game, you’ll get a brief disclaimer. Enter your name and choose your gender to begin. You’re then introduced to The Batter, the protagonist of the story, and your journey starts in Zone 0.
Once you gain control, use the directional keys to move. Head north into the next section.

A short cutscene will play where a weird cat approaches you. This is The Judge, a mysterious and talkative feline who knows that The Batter is being controlled by you, the player.
The Judge breaks the fourth wall often and helps guide you through the story. Once the conversation ends, he walks off.

Up ahead, you’ll see a door. There’s a chest containing a Luck Ticket to the left. You won’t be able to reach the chest on the right just yet.

Go through the door in front of you. You’ll find a sequence of numbers displayed on the wall in a keypad-like pattern. Make a note of them as they’ll be important later. Exit the room.

Climb the ladder beside the door and speak to the Judge again.

He’ll guide you through the basics of combat. After finishing the tutorial battle, he walks off once more.

Take the ladder up and use the stairs to go inside the building.

Inside, you’ll see four numbers on the wall (1,2,3,4) and several floating stone blocks. Talk to the Judge again, and he’ll explain the puzzle mechanics.
The solution is tied to the numbers on the wall, which represent the correct order to interact with the blocks. Touch the top-left block first, then the bottom-left, then the top-right, and finally the bottom-right. Solving the puzzle opens the path around the stairs. Follow the Judge through to the next room.

Here, you’ll find another puzzle with a similar concept. Again, follow the number clues on the wall to figure out which blocks to interact with. Use the clues and visuals carefully, then head up the stairs once you’re done.

You’ll now reach a room with a keypad layout on the floor.
This is where the numbers from earlier come into play. The correct code is 4-4-8-2-8-7-C, where “C” represents the single block at the bottom. Enter the sequence correctly, and the block in front of the door will disappear.

Go through the door at the bottom to return to the starting section of Zone 0. Now that the barrier is gone, you can access the chest on the right, which contains a piece of Silver Flesh.
Once you’ve grabbed the item, head back inside and take the other door.

You’ll find a floating Red Cube outside. The Judge appears once more and explains that this is the game’s primary save point. It also allows fast travel between zones.
After the conversation ends, you’ll receive the Leo Card, which unlocks access to Zone 1.
Interact with the Red Cube to save your game. Then select “Return to the Nothingness” to complete Zone 0.

You’ll find the Batter in a dark area called the Nothingness. This is OFF’s version of a world map. The red spots inside green patches indicate separate zones. You just came from Zone 0. You can now access Zone 1 thanks to the Leo Card that the Judge gave you. The rest of the zones will have their own respective cards that you’ll have to find.
For now, interact with Zone 1 and choose to enter the world.
Arriving at Zone 1

You find yourself in a green area. Interact with the Red Cube to save your game and go north.

This area is called Elsen, as you can see from the sign. Interestingly, the inhabitants of the zones are also called Elsens. Talk to the Elsen on your left to learn that the Tramway connects all the areas in Zone 1. You can’t talk to the NPC on the other side of the track.
Get on the tram and select Damien as your destination.

After getting off the tram, head south into the next section. You’ll be intercepted by an Elsen. During the conversation, you mention that you’re here to purify impure spirits. The NPC will proceed to explain your assignment via a cutscene.
At the end of the conversation, he asks you to eliminate the specters in the tunnels down south.

Instead of heading down, go through the doors inside the building to the north. Open the chest to collect a Luck Ticket.

Go back outside and take the stairs down to the tunnels.


Head down the hallway to find the Judge waiting for you up ahead. Let the conversation play out, and then interact with the round object behind him.

This is Alpha, your first Add-On. Add-Ons in this game are party members who join you in battle. There are two more to find over the course of your adventure. For now, head back out and talk to the Elsen NPC.

He’ll grant you access to the primary Smoke Mines to the west. There are two more Elsen NPCs in the area. Talk to them before heading down to the main Smoke Mine using the stairs.
Exploring the Primary Smoke Mine

As you go down, the first room will contain three NPCs. Talk to them and then loot the nearby chest for the Zone 1 Pillar Art. Head through to the next room.

You’ll see a Yellow Cube to your north. It works the same way as a Red Cube, serving as a save point. The only difference is that you can’t use it to return to Nothingness. Head towards the Yellow Cube.


Just before you reach it, the Batter suddenly stops and starts calling out to the spirits. You get surrounded by specters and thrown into battle.
This is a straightforward fight against a group of Common Specters. With Alpha now in your party, you shouldn’t have any trouble taking them down.

Use the Yellow Cube to save and heal before moving on. The path above is blocked, so take the right-side exit to get to the next room.

In the next room, start heading south. Take the first path going left to find a Joker item.

Continue south along the main path to reach an area with an NPC.

From here, go east until you reach a crossroad with a ladder leading down. The ladder takes you to a corridor with a locked door at the end.

Go north from the crossroad, and at the end of the path, you’ll find a chest containing two pieces of Belial’s Meat.

Return to the crossroad and continue east to reach the next section of the map.

You’ll find three blocks ahead and a ladder going up. Take the ladder to exit the Smoke Mine.
Purifying the Big Barns

An Elsen approaches you as soon as you take a few steps into the new section. He’s surprised that you fought through the specters. A short cutscene will play, and he’ll then ask you to purify the Big Barns quickly, as the Queen’s Inspector is about to arrive.

After the conversation, head east to reach the Big Barns. Use the Yellow Cube outside to save and heal, then go inside the building.


This is a straightforward quest where you need to fight and purify five specters. You’ll find four of them floating around the lower levels. Bump into them to start each battle.

After defeating the four specters, head to the top-left corner of the barn and go up the stairs to reach the next room.

You’ll spot the final specter on the other side of the room. To reach it, you’ll need to solve a simple puzzle. Bump into the rocks to push them and clear a path to the specter.

Once you’ve cleared the way, defeat the final specter. Then step on the grey tile to teleport back to the entrance. With the job done, exit the building.

A cutscene plays next, where you see the Queen’s Inspector, Dedan, yelling at an Elsen. This is the guardian of Zone 1, and you’ll be facing him at the end of this chapter.
Use the Yellow Cube again to save and heal. Then return to the area where you first exited the Smoke Mines.

On the left, there’s a building with two Elsens inside. You can talk to them for a bit of flavor dialogue, but nothing essential.

The path to the north is now open. You’ll pass a few NPCs extracting metal from inside cows.

Keep heading north, and you’ll find the Tramway. You can use it to travel to Elsen and Damien, but for now, head back down into the Smoke Mines.
Return to The Smoke Mines

Dropping back into the Smoke Mines, you’ll notice that the path to the east is now open. But before you go in, there’s a secret that you’ll want to pick up. Make your way back to the area with the Yellow Cube in the Smoke Mines. You’ll see that the path north that was blocked earlier is now open. Take the path to the next section.


This is a straightforward area, and each time the path splits off, you’ll find a treasure chest at the end. The chests contain Star Sign items that increase your one of your stats permanently. Each of these chests is guarded by a group of Specters. Go through the area to collect all six chests.

Once you’re done collecting all six Star Sign items, return to the exit of the Smoke Mines and head through the now-open path to the east.

This section of the mine has no working lights. As you progress, the area around the Batter gets darker, making it harder to navigate. You’ll also begin encountering random specters in this area, like before.
Move forward and take the first left. You’ll find a chest containing a piece of Silver Flesh.

Return to the entrance and continue heading east. Take the next path north.
Turn right at the first opportunity to find another chest. This one contains two Luck Tickets.

Get back on the main path and keep heading north. Eventually, you’ll reach a section where the path splits into three directions.

Go north to grab a chest with a piece of Abaddon’s Meat.

Next, take the eastern path. You’ll find three stone blocks blocking your progress.

Backtrack and take the western path. Head south at the fork to reach a room with a switch. The switch is flipped on by default. Interact with it to flip it off.

This removes the block on the eastern path. Go back and head through it to access the next section.

As you move forward, you’ll find a Yellow Cube. Use it to save and heal. Next to the cube is a new NPC named Zacharie.

Zacharie is the item merchant in the game. You’ll run into him frequently at important points. He sells both offensive and defensive gear for the Batter and your Add-Ons, along with some consumables. Check out his inventory and buy any useful upgrades you can afford. Once you’re done, head into the next room.

You’ll find yourself in a small room with an elevator and an NPC nearby. Talk to the NPC to trigger a cutscene. You’ll learn that the specters are coming from the Postal Service office, but no one seems to remember what floor it’s on.
Once the scene ends, interact with the elevator. You’re currently on floor 00000 (the basement). The top floor is 99999. Set the elevator to floor 00001 to reach the Ground Floor.
To access the Postal Service office, you’ll have to figure out the correct floor number.
The Postal Service Office

On the ground floor, you’ll find four cubicles, each with groups of Elsen muttering numbers. There’s also a southern door that leads to the Tramway, but for now, stay inside the building.

Speak to each cubicle of Elsens. Most just give you random numbers, but the group in the bottom-left cubicle all repeat the same phrase: “Form 2584, stamp 10258.” Hmm… this seems important.

Head back to the lift and enter 02584. This takes you to the Lost Service floor.

There are two chests here. The one on the left contains a piece of Abaddon’s Meat. Opening the right chest triggers a battle against three specters. Win the fight to receive a Luck Ticket.

Return to the lift and now enter 10258. This will bring you to the Postal Service Office.

Head toward the right side of the room. Near the staircase, you’ll encounter an Elsen. After asking for help, he suddenly attacks you.

This is your first encounter with a Burnt, an Elsen who has been corrupted by specters. Defeat the Burnt to purify him and move forward.

Go to the stairs to reach the next floor. You’ll find a note on a table. It reads “First version: They lie six feet under, surrounded by hot metal and liquid plastic.” This is an important clue that you’ll need to solve a puzzle later on. The two important things to note here are “First”, and “Six.”

Keep moving toward the central section of the room. There’s another note here with the clue: Second, and Eight. Take the stairs in this area to reach the next floor.

You’ll spot two more notes in this room. The one on the right says Third, and A Single, while the one on the left says Fourth, and Four.

Take the stairs on the right side of the room to climb up once again. On this floor, you’ll see an Elsen standing behind a desk, though you can’t reach him just yet. Check the nearby table for a fifth note: Fifth, and Five.

Backtrack to the previous floor and take the stairs in the left section to loop around and reach the Elsen.
Before speaking with him, inspect the final note on the table nearby: Last, Two.

Now talk to the Elsen. He’ll ask for a password. Using the clues you gathered, arrange the numbers in order based on the note sequence:
- First – 6
- Second – 8
- Third – 1
- Fourth – 4
- Fifth – 5
- Last – 2
So the password is 681452.

Entering the password correctly triggers a battle against another Burnt. After defeating him, go through the door to reach the Director’s Office.
You’ll find a Yellow Cube to save and heal up. Once you’re ready, head through the door to the south.

A cutscene will play out, showing Dedan ruthlessly purging the remaining specters. Let the dialogue run its course. Once it’s over, the Tramway to Alma becomes available.

Head back to the lift and return to the Ground Floor. Exit the building through the southern door and interact with the tram. Select Alma as your next destination to continue your purification journey.
Exploring Alma

After getting off the tram, go through the only door that’s available.

You’ll find a lone Elsen blocking your path. He’ll ask you a couple of weird questions that you’ll have to answer in order to progress.

Check the three posters on the wall beside him. Observing the posters closely will give you the answer to all his questions.
For those struggling, we’ll list out the answers below:
Quiz #1: Two of them come from Jerusalem and ….
Ans: The third from Orta
Quiz #2: The Holy Trinity is made of…
Ans: Roses
Quiz #3: Our Lady wears jersey number…
Ans: Six
Quiz #4: How many threes are there in June
Ans: 22
Quiz #5: Cyrille, Kevin, and…
Ans: Jonas
Quiz #6: If you turn the month of March upside-down, what two-digit number can you read?
Ans: 87

After answering all six questions correctly, the Elsen transforms into a Burnt. Defeat it and continue through the door to officially enter Alma.
You’ll be greeted by another Elsen, and a short cutscene will play out. Like before, the Elsen becomes corrupted, and you’ll need to purify it.

Up north, you’ll find a Yellow Cube on your left. Use it to heal and save. On the right, you’ll find Zacharie again with a fresh set of items.

Since the path ahead is blocked, go west into the next area.

Talk to the Elsen standing in front of a sign on the wall. Unsurprisingly, he turns into another Burnt.


Defeat him and interact with the sign. This is the Pedalo Recovery Point where you can call a Pedalo, a duck-shaped vehicle that you’ll use to cross the red lakes of meat in Alma.
Call the Pedalo and hop on.

As you move north across the river, you’ll start spotting black and white number pairs like “1 4”. These are part of a puzzle you’ll solve soon. The white number indicates the sequence, and the black number is the digit. Make sure to note them all down as you go.

Continue moving up the rivers. After a short ride, you’ll find another Elsen standing beside a second Pedalo Recovery Point. Defeat him and move east.

There’s another Burnt Elsen waiting in the next area. Defeat him and head past him to find another keypad puzzle. You’re not done collecting numbers yet, so keep going east.

Defeat the Burnt Elsen near another Pedalo Recovery Point, then call a Pedalo and continue south.

Along the way, you’ll find two more number pairs. Be sure to jot them down.

In the next southern section, stop at the small island with a chest containing a Silver Flesh.

Now return to the keypad puzzle area. Use the Pedalo Recovery Point to call a Pedalo. Based on the clues you’ve collected, enter the digits in the order specified by the white numbers.
The correct password is: 498265
After inputting the code, all of the blocks you touched turn transparent, except for 9. Click it again, and then click the bottom center block to complete the puzzle.

Head back to where Zacharie is stationed. The previously locked north door is now open. Heal and save using the Yellow Cube, then enter the building to press deeper into Alma.
Defeating Dedan, the Guardian of Zone 1

Entering Dedan’s building, you’ll come to a room with four doors. Head through the northern door to find the Judge waiting for you. He’ll speak in his usual cryptic language, but he drops one important hint: before entering any door, you should linger at the doorsteps.
This is your key to solving the puzzle.
Return to the room with the four doors. You’ll notice that walking through the wrong door simply loops you back to the Judge.

Instead of rushing in, approach each doorway and listen to the music. The correct door is the one where the background music is the loudest. The others will be quieter, or fade out entirely.
Pass through the door with the strongest music cue to reach another identical room with four doors. You’ll have to repeat this process multiple times.

Eventually, you’ll arrive in a new area with a Red Cube on the left and a chest on the right. Open the chest to collect a Joker, then heal and save your game using the cube.
When you’re ready, head north through the large doorway.

Climb the stairs and proceed down the hallway. At the top, the game will ask you if you’re sure about passing through the gate. Select Yes to continue.

This leads you to the final room of Zone 1, where Dedan, the guardian of this zone, is waiting.

Despite all the lead-up, the boss fight with Dedan is not as difficult as you’d expect. If you’ve been levelling up and buying upgraded equipment from Zacharie, he should go down without any problem.

Once Dedan is purified, you’ll be treated to a short, surreal cutscene featuring a child in a red-tinted room. After the scene ends, you’ll find yourself back on the world map in Nothingness. You’ll unlock the Pillar Art Dedan as a reward for defeating the boss.
This concludes part 1 of our walkthrough for OFF. For other parts, be sure to check out our walkthrough hub for the game.
If you want to read more interesting articles on indie games, check out the links below.
- Into Indie Games Homepage
- Ritual of Raven Review
- Primal Planet Review
- Luto Walkthrough
- Tiny Bookshop: 8 Beginner Tips & Tricks
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.