Welcome to the third part of our walkthrough for Total Chaos.
After reaching the surface using the elevator, you find yourself heading deeper into the mystery of Fort Oasis. In this part, you’ll delve into a horrific prison and pick up a powerful new weapon for yourself.
For more information about the game, check out its Steam page here.
Table of contents
Reaching the Surface

From the elevator, head towards the save point on the table up ahead. Save your game. Use the Crafting Bench on the left to create any items you want.

When you’re ready, head along the narrow corridor on the right. You’ll find the Journal: Faces on the ground just up ahead.

Head towards the table at the center of the room. Pick up the Bricks and look at the drawing on the wall.

Walk forward, and a monster will walk in. The drawing on the wall already showed you its weakness. Throw a Brick at it the moment it opens its head to stun it. Then hit it with your weapon to take it down.


You’ll find a Craft Blueprint along with some Crafting Materials on the table on the left. Pick them up and then head through the gate where the monster came from. There are some additional items on the table on your right up ahead.

Keep moving till you reach an outside area. Walk forward and look right to spot a gate. Go through it.

You’ll find the Journal: They Left on the barrel and a Hammer Handle on the shelf. Continue through the door and drop down to the lower level.

Keep heading forward, and you’ll be ambushed by another one of the monsters that you saw earlier. Take it down.

From here, there are two paths. The path shown in the above image leads to an elevator, but you have to power it first.

Instead, head down the path with stone walls on both sides. You’ll reach a save point.
The Basement Area

From the save point, keep moving forward. You’ll eventually drop down to the basement as you step on a steel walkway.

Continue progressing and turn right to enter a small room. There’s a switch on the wall, but you need to find the Basement Key to unlock it. Pick up the Prescribed Medication from the chair.

Exit the room, and continue following the path. You’ll spot a room with a locked gate and some writing on the wall behind it. You can’t access it right now.

Keep moving till you reach a bathroom. Head inside. There’s a hole in the floor. Be careful not to fall into it. Pick up another Prescribed Medication from the shelf and the Basement Key from the sink.

Head out of the bathroom and open the gate up ahead. This lets you get back to the place where you saw the Basement Key switch faster.

Pull the switch and then return to the locked gate with writing on the wall. It will now be open. Head inside and pick up another Prescribed Medication from the table.

Open your inventory and use all three Prescribed Medications. This will cause your Madness to increase, opening paths that were previously locked.

Go forward and right to return to the room with the switch. There’s a weird hole in the wall. Head through it.

Keep running forward, and you’ll eventually make it out of the hole to a new area.

Soon you’ll reach the next save point. Use it to ground yourself and cure the Madness, and save your game.


Continue moving forward till you reach a locked gate. Pick up the Fuse on the table. Use it on the Fuse Slot on the left wall to open the gate.

Head through the gate and crawl into the vent on the left. This will take you back to the save point at the start of the basement.


Go out through the door and run all the way to the elevator. It will now be active. Use the panel to go down.
The Town Square

As you exit the elevator and turn the corner ahead, you’ll spot a Harpoon Gun along with some Harpoons on the shelf. Pick them up and use the save point to save your progress.

Continue walking till you reach back outside. Turn right and defeat the two dogs that attack you.

Then go forward to find a Crafting Bench. You’ll also spot a gate on the right that you can unlock to loop back to the last save point.

Back out of the Crafting Bench room and go up the stone path on the left.

You’ll have to take down two more dogs up ahead. Then go down the stairs to find another save point.

Return to the area where you fought the dogs and go down the big passage.

You’ll get ambushed by three more monsters here. Take them down. Then head left.

Keep moving up the path to find the next save point.

From the save point, take the narrow passage on the left.

You’ll reach a room where you have to fight two Spiders and a Nightmare. Once you defeat the enemies, the shutters in the room will open.


Continue through the zone, defeating all the enemies as you go. You’ll reach a room with a Brute and a Spider. Take them down and then head through the steel door at the end.

You’ll notice something peeking out of the door up ahead.

This is a monster that will damage you and disappear inside the door. For this next section, you need to stay as far away from doors as possible.


Continue sprinting through this section. You’ll get ambushed by a Nightmare at one point. Take it down and turn around to spot a steel gate.

Break the crates and open the gate to unlock a shortcut back to the start of the zone.

The path straight ahead leads to the elevator that will take you to the Prison, but it’s deactivated. On the right, you’ll find a Crafting Bench.

Return to the place where you fought the Nightmare and head straight ahead. You’ll soon see a signpost for the Police Station.
Keep walking and turn right. Loot the table for some useful Crafting Materials.

Continue forward to trigger a cutscene. The mysterious voice on your walkie-talkie will tell you to take the Surface Elevator in the Prison to head to the Upper District, but first, you need to head to the Police Station for a “more conventional weapon.”

Backtrack a bit to spot a set of stairs on your left leading down. Go down and use the save point on the wooden beam by the railing.

Drop down to the balcony below from the wooden planks to pick up some useful items.

Then continue moving forward to spot the door to the Police Station up ahead.

As you head towards it, three monsters will attack you from the left. Take them down. Loot the area for some items.

Then open the steel gate beside the Police Station entrance for a shortcut to an earlier save point. When you’re ready, head into the Police Station.
The Police Station

Head down the stairs to go into the Police Station. You’ll reach a room with a couple of monsters inside. Take them down.

You’ll find the Lighter and a Cassette Tape on the table. Pick them up. From now on, you can press the R (default) button to use the Lighter to better see in the dark.

Turn your Lighter on and head down the dark passage on the right. Keep walking till you go up a set of stairs to arrive at a long room.

At the end of the room, you’ll spot a hole in the floor. On your left, you should see three empty Fuse Slots. Drop down the hole.

You’ll spot a switch on the left. This will open the gate up ahead.

Turn around and head to the end of the room. You’ll find a Fuse on the table up ahead.


Use this Fuse on the Fuse Slot on the right-side wall. Activate the switch that lights up to open the gate on the left. Pick up the Fuse from the slot and head through the open gate.

You’ll find another locked gate up ahead with a switch on the right. Head down the right-side corridor.

Up ahead, you’ll spot two Fuse Slots on the wall. Go into the room on the right.

Loot the area for some useful items along with a second Fuse.

Insert both Fuses in the Fuse Slots and then pull the switch from earlier to open the locked gate. Remember to collect both Fuses before you move on through the gate.


You’ll find a save point down the stairs. Continue forward down the left path to spot an SMG locked behind a jail cell. This is what you came here for.
How to Get the SMG

On the left wall, beside the jail cell with the SMG, you’ll spot three empty Fuse Slots. That means you need to find three Fuses to unlock this weapon. Unfortunately, you only have two at the moment.

Insert the two Fuses into the two slots on the left. This will let you use a switch on the left side of the zone. Pick up both Fuses after opening the door.

Now, before you do anything else, explore this next area thoroughly and make a mental map of the place. You’ll know why in a bit.

From the gate, continue straight ahead, and turn left to spot a closed shutter. This is important.

Continue past the closed shutter to find another closed shutter with the word Salvation written on it. There’s an empty Fuse Slot next to the door. Insert a Fuse here.

Return to the first closed shutter and turn left to spot another Fuse Slot with the writing Door Power next to it. Insert the second Fuse here.

From the main gate, head to the far right corner of the zone to find a switch with the writing Door Control on it. This will open both shutters in the zone. When you’re ready and know the place well enough, pull on the switch.

This will trigger a cutscene as a monster appears in the room. None of your weapons will do any damage to it. So all you can do is run away from it. Keep your Lighter turned off to avoid detection.

If the monster starts chasing you, you can run away and hide. It’ll give up looking and start patrolling the area once again.

First things first, pick up both Fuses from their slots without getting noticed by the monster. Then head into the room through the first shutter. You’ll find two Fuse Slots on the front wall of the room. Insert both Fuses here.


Then head into the room behind the “Salvation” shutter. Activate the switch and head inside. Pick up the Fuse on the table.

Collect the two Fuses you left in the room behind the first shutter and make your way back to the jail cell with the SMG. Insert all three Fuses and open the jail cell.

Pick up the SMG and the ammo for it from the shelf. Then aim at the monster and fire with everything you’ve got. After a few rounds, the monster will disappear.
Escaping the Police Station

After defeating the monster, the shutter opposite the jail cell with the SMG will open. Collect all the Fuses and head through the door.


Turn left into the room and loot the area for some useful materials.

Go back and follow the main path. Head right from the end of the corridor.

You’ll find another one of those Madness Tunnels up ahead. Go through it to return to the upper level of the Police Station.


Continue forward and take the first left up ahead. This will take you to a room with the Police Vest. Pick it up and equip it for some armor.

Back out of the room and look for a small passage near some large pipes. Follow this path to the end.

You’ll reach the area with three Fuse Slots from the beginning of the zone. Insert all the Fuses and drop down into the hole on the right.

Pull the switch to open the gate. Head outside to escape the Police Station.
Reaching The Prison

Continue heading up the path.

You’ll face some weird-looking monsters up ahead. But your SMG should be able to take them down without any issues.

Continue moving up the path, and you’ll face more of these monsters.


Take them down and keep walking. After fighting through a few more waves, you’ll eventually find yourself in front of the Prison Elevator. Go inside and use the panel to enter the Prison.
The Flooded Prison

Wait for the elevator door to open. Head along the path. Since the Prison is flooded, you can’t dash. Keep your lighter out.


You’ll spot a vent on your left. Crouch down and head through the vent underwater.

Eventually, you’ll arrive at a room full of pipes. Head toward the pipe on the left and crouch down to see the way forward.

In the next area, dive into the water near the left wall and keep moving forward.

As you emerge on the other side, keep walking forward. The floor under you will break, and you’ll be dropped to a lower level. Keep following the lights. You have enough time to make it to the surface before you drown.

You’ll see a set of stairs leading up as you keep walking. Use it to get out of the water.

You’ll find a Wrench on the barrel up ahead. Pick it up.

Then walk forward and check the gate on the right. You’ll need to find the Prison Master Key to open it.
How to Get the Prison Master Key

Turn left and break the crate and wooden beams on the wall.

You’ll see a chain on the other side of the hole that you opened up. Shoot the chain with either your PO8 or SMG weapon.

When the chain breaks, turn back and head toward the water. Walk down the stairs and turn left immediately.

Follow this path to reach a room where you’ll find the Prison Master Key. Pick it up and return to the area upstairs.

Use the Prison Master Key to open the gate and head inside. Use the Save Point up ahead to cure the Madness.
Reaching the Boss Arena

After saving your game, loot the area. There are plenty of useful items and a Crafting Bench that you can use to make any items you’ve unlocked. But the most important item is Cora’s Bracelet that’s on the table beside the save point.

When you’re ready, head toward the gate at the far end of the room. Head through the gate.

This will take you to a locked gate. You can spot a dial on the wall beside a switch.

Rotate the dial to spell out the name Cora and use the switch to open the gate. Head through the gate and drop down into the chamber below.

After dropping down the chamber, head straight ahead. You’ll spot a Fuse Slot on the wall and a Fuse on the floor. Pick up the Fuse and slot it into place. This will trigger the final boss battle of the chapter
How to Beat the Chapter 3 Boss

Your primary target for this boss fight is to keep as much distance between you and the boss as possible. Keep running around the arena picking up SMG Ammo.

The key to beating the boss is to use the Pipes. You’ll notice that some sections of these pipes are red. When the boss gets near those sections, shoot the red sections to ignite the pipe.

If you manage to hit the boss, it’ll get stunned for a second and charge up an explosion. Use one of the pillars to avoid getting hit by the shockwave.

When the attack ends, one of the pillars will break, revealing red tendrils underneath. Shoot these tendrils down to damage the boss.

You need to repeat this four times to defeat the boss.

The shutter at the end of the room will open. Reach the end of the passage to find an Elevator that you can use to leave the area and complete this chapter.
This concludes this walkthrough for Total Chaos. For more interesting articles related to indie games, check out the links below:
- Into Indie Games Homepage
- Demonschool Complete Walkthrough
- Constance Complete Walkthrough Hub
- Winter Burrow Review
- The Berlin Apartment Review
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.