FATHOM

Guide

FATHOM Chapter 2 Walkthrough

Prerequisites:
FATHOM Story Mode with Chapter 2 available
Checked

Chapter 2 asks for machine work rather than walking: a brake you time, a fuel line you prime in three passes, three relays you switch while he sits on them, and a substation door that relocks on a visible countdown.

Everything below comes from one complete Chapter 2 run published on 5 November 2026, checked against two more runs published the same day. Quoted wording is what the objective bar printed, so you can match it against your own screen.

Before you start: the build this walkthrough describes

Roblox returns four places for this universe, and the main one is now named [CHAPTER 2] FATHOM. Its description opens with CHAPTER 2 IS OUT NOW and later reminds you that progress saves automatically. We read both on 5 November 2026 at 19:48 UTC, and the Chapter 2 place was rebuilt at 19:57 UTC the same evening, then again at 21:59 UTC. Chapter 1 moved at 11:27 UTC that day and Chase at 03:34 UTC.

The event listing that carried the countdown ended its last window at 17:00 UTC on 5 November; loaded with the clock set to UTC it read 03:30 to 17:00 UTC. That same listing still ends its description with Coming soon!. The game page and the event page disagree, and the game page is the one that changed.

There is no Chapter 2 badge yet. The badge list on 5 November at 20:04 UTC held the same five awards as before: Welcome, Chapter 1 Complete, Go Deeper, Go Home and Untouchable.

How the chapter is reached is now readable, and it is not through a server list. Roblox returns four places for this universe; read on 8 November 2026, the experience itself listed 51 public servers and the Chapter 1, Chapter 2 and Chase places each listed none, so none of the chapter places is something you join by picking it. Two full-game recordings published on 5 November show the same handover from the player's side: Chapter 2 continues straight out of Chapter 1's phone-call cut-scene, with no chapter menu in between, and the 2160p one shows the FATHOM loading screen at the switch. Players still report trouble: two comments under a 5 November walkthrough say the chapter did not appear, and one of them adds that it would not show on public servers and a private server worked. We have not played the lobby ourselves, so those reports stay reports.

One more date matters below. The Chapter 2 place was rebuilt on 8 November 2026 at 17:43 UTC, Chapter 1 at 18:39 UTC and the experience at 18:45 UTC, and nothing published says what changed. Everything on this page was read from the 5 November builds, so if an objective line differs from your screen, your screen is the newer one.

One limit on everything below: the run this page follows is a public recording, not a run we played. A countdown value or a price is one build at one moment, and the objective wording is what that build printed.

Stage 0: pack your bag

Every run opens on a PACK YOUR BAG screen. The line at the top is explicit: “Cash buys supplies straight into your pockets for this run.” Each supply shows how many you already hold under its price, and the panel carries a cash balance: 73 in the recording re-read on 12 November 2026. Cash is not only earned during a run either. The store sells four packs, 100 cash for 25 Robux up to 2,000 for 375, and the developer-product list on 12 November 2026 described each one as “Adds N cash”.

Item Price What the card says
Stamina Drink 20 cash Fills stamina
Bandage 25 cash +30 health
Medkit 75 cash Full heal
Camera Flash 40 cash Extra flash
Starter Pack 99 Robux Free every run: 2 drinks, a bandage, a medkit and 2 flashes
Radar (this run) 25 Robux Per-run boost
Night Vision (this run) 15 Robux Per-run boost
Stronger Grapple (this run) 25 Robux Per-run boost

The panel prices two currencies with two different icons, and the 12 November 2026 re-read makes the split visible. The four supply rows carry a round coin, the same one beside the 73 balance, and those are the prices the header sentence calls cash. The Starter Pack card and the three THIS RUN cards carry the hexagonal Robux icon, and their numbers are the store rows exactly: Starter Pack 99, Radar: This Run 25, Night Vision: This Run 15 and Stronger Grapple: This Run 25, which the developer-product list returned on the same day. The Medkit price printed in red at that 73 balance, which is the whole reason the four supply prices read as the ones drawn from it.

The Camera Flash is the item with the clearest use in this chapter: the gate objective itself says He's held back by the light, and a later hint is Your light shows you to him.

A READY counter waits for everyone in the group — 1/2 in the recorded run — before “The story starts in 5…”.

Stage 1: Run, then open the main gate

The first bar reads Run. Two lines sit under it: Get to the dome and Grapple a dead tree's hook and hold to pull it down in his way. In the recording the grapple is a route step rather than a shortcut: he is already behind you while you pull, so the pull and the run are one movement.

At the gate the bar becomes Open the door. It starts with Find the override code and the line He's held back by the light, then switches to Enter the code at the keypad once you are at the panel. The gate intercom explains where the code comes from: Night staff says the door is on lockdown and that the day guy always leaves the override code on a sticky note out by the gate.

The code is per session. Two recordings typed different five-digit strings into the same panel — 4 6 3 8 9 in one and 9 5 6 2 7 in the other — so the note is the thing worth finding, not a number to memorise.

How you know it worked: the door opens and the bar moves to the control tower.

Stage 2: The control tower, the phone and the brake

Past the gate the bar reads Get to the control tower, then Answer the phone with By the lift under it. The call is an objective of its own, and the station names for later stages arrive on the intercom around it.

Work the brake follows, with Pull it when it slips as the only instruction. The screen gives you a circular dial with a green arc and a needle, plus a BRAKE meter under the crosshair. The green arc is the window; the meter is the progress. Nothing in the bar tells you how many good pulls the job needs, so watch the meter rather than the objective text.

The brake is not the last beat in this stretch. Two short objectives sit between it and the hide, and both are easy to walk past. First the bar reads Keep him out with Lights on the hatch and the doors; both recordings we read for this beat show a death on it, with You died. on screen and the same objective back after the restart. Then the bar reads Force the doors, and the lift on Sublevel B answers [E] Lift doors / Force the doors.

How you know it worked: the brake meter fills, Keep him out clears, the lift doors give, and the bar moves on to Hide.

Stage 3: Hide, then prime the fuel line

When he closes in, the bar switches to Hide with Get in a locker and The staff locker room, down the corridor. Standing in the locker changes the bar to Stay hidden.

The locker is not a place you wait out. While Stay hidden is running, the screen prints Hold [C] to hold still and the control list swaps C Crawl for C Hold still. Inside, the tool line reads Press [F]: your light shows through the slats. He works the locker while you wait: Peggy Network’s run has him at the slats saying “Not yet. I’ll come back for you.”, and codeshunterx4’s catches “Help isn’t coming.” on the same objective. Peggy Network’s run also prints the toy line, Hold to pull the toy’s string, let go to throw it, under this objective, so the throw is worth having before the hide. Nothing on screen says what holding C changes, so this page leaves that open.

The same objective returns later with different furniture: under the specimen hall the sub-line reads An empty tank or a cabinet instead of a locker, so read the line rather than looking for a locker bank. That is the hide where he counts at you: the recording catches “I'll give you five seconds” and a large 5 on screen.

Then the phone rings again (Answer the phone, By the lift) and the bar moves to Prime the fuel line. This one runs three sub-lines with counters: Pump the primer (0/3), then Open the line valves (0/3), then Open the DOME FEED valve. Night staff places it, with a warning that every stroke is loud: “The fuel comes first. Go into the generator hall and find the primer pump on the fuel line.”

How you know it worked: the DOME FEED wheel finishes turning and the bar switches to the gas main.

Stage 4: Open the gas main and reach the security office

Open the gas main puts you under his perch: The wheel under his perch, with the line Turn it slowly to stay quiet. Cranking it is faster, and louder. Night staff gives the position: “The gas main's down on the floor, right under that catwalk.”

He is directly above the wheel, so the slow turn is the cheaper mistake. The fast crank buys seconds and spends the thing that gives you away, which is noise.

After the wheel the bar drops back to Hide (An empty tank or a cabinet) and then to Reach the security office. Night staff describes the wing as you arrive: the cameras cover the whole floor, and the shutters come down once lockdown starts.

How you know it worked: you are standing at the security desk with the door release in front of you.

Stage 5: Release the substation door, then switch three relays

Release the substation door with The release is on the security desk, and the line under it explains the tool: Hold to pull the toy's string, let go to throw it. Its tune draws it away. The desk faces a wall of monitors — FATHOM SECURE LINK, REMOTE VIEW: 1 CONNECTED and a live camera grid — so the throw is a distraction rather than a lock.

Get the power back then counts relays: Relay 1 of 3, Relay 2 of 3, Relay 3 of 3. Two hints cut in during the count: He's on the relay with Draw him off, and later Your light shows you to him. Whichever hint is on the bar is the job at that moment, and the relay count does not move until he is off it.

Turn the power back on sends you back to the desk — The release on the security desk again — and that starts Open the substation door, which prints a clock: It locks again in 37 s, then 33 s a few frames later. The number is the objective's only time pressure in the chapter.

How you know it worked: the substation door stays open behind you and the bar hands over to the igniters.

Stage 6: Arm the igniters in the Deep

Arm the igniters hands you the breakers one at a time: Breaker II is in Prep, then Breaker III is across the lab, and the last line is Throw the main. The cabinets carry DANGER 11.2kV signs and the main is marked HIGH VOLTAGE - AUTHORISED ONLY, which in a Roblox horror game is flavour text, not a permission gate.

Night staff ties the whole lower route together in one call: “You prime the fuel line in the Works, you open the gas main under the specimen hall, and you arm the igniters down in the Deep.”

How you know it worked: the main throws and the bar switches to the freight lift.

Stage 7: The freight lift, the forest and the terrarium

Call the freight lift comes next, and then the chapter's last multi-step job: The forest's too wet to burn. Its sub-lines run Run the fuel line to a mist tower, then Pick up the fuel line, then Put the mist towers on fuel (1/3) through (3/3). You are dragging the fuel line between towers, so the counter is the only progress readout you get.

Get to the freight lift interrupts once the towers are fuelled, and then Burn the terrarium starts. Two sub-lines, in this order: Open the dampers, then Pull the burn-off lever by the window. Night staff cuts in if you get ahead of it — “not yet! The dome's sealed, and a sealed dome chokes a fire” — so the dampers are the gate, not a suggestion.

How you know it worked: the terrarium burns and the last objective appears.

Stage 8: Lure him out the window and finish

The last bar reads Lure him out the window with He jumps at you under it. Clear it and the chapter ends on a cut-scene, not a prompt: the voice you have followed all chapter is relabelled UNKNOWN, admits it opened every door for you, and Grinsworth takes the last line over the fire. Then the card: FATHOM, Chapter 2 complete, +100 cash, six polaroids, and Chapter 3 coming soon.

The card is the only completion record for now. The badge list held five awards on 5 November 2026 at 20:04 UTC and none of them is a Chapter 2 badge; a re-read on 6 November 2026 still returned the same five, so finishing does not move a badge count yet. The cut-scene itself, line by line, is on its own page.

How you know it worked: the cash line and the Chapter 3 line appear. The game description says progress saves automatically, so a finished chapter is not something you have to redo in one sitting.

Where a Chapter 2 run stalls

Five things stop groups in this chapter, and each one has a tell on the bar:

  1. The code will not take. It is a per-session override from the sticky note by the gate, not a fixed string. If the panel rejects what a video used, go back out and read the note.
  2. The brake will not finish. Pull it when it slips is the whole instruction, and the dial's green arc is the window. The objective text does not change while you miss; only the BRAKE meter tells you whether the pull counted.
  3. Keep him out. The beat straight after the brake is where runs end: both recordings we read show a death on it, and the banner prints You died.. The sub-line names the job, Lights on the hatch and the doors, so finish that before you look for the way on.
  4. The lockers and the cabinet. Hide asks for a different piece of furniture in different rooms — a locker in the staff corridor, an empty tank or a cabinet under the specimen hall. Walk past the line and you will hunt for a locker that is not there.
  5. The substation door. The release is on the security desk inside, and the door relocks on the countdown it prints. A group still outside when the number reaches zero is back to the release.

One thing we left as recorded rather than explained: how many good brake pulls the job takes. The recording shows the meter, not a required count.

What to read next

If you have not cleared the first chapter, the Chapter 1 walkthrough covers the fuse objective and the gate that leads down here. If he keeps finding you between objectives, Grinsworth explains the three channels that give you away and the tools that answer them. For what the end card does and does not confirm, read endings.

Questions

Frequently Asked Questions

Is Chapter 2 out in FATHOM?

Yes. The game itself renamed to [CHAPTER 2] FATHOM and its description opens with “CHAPTER 2 IS OUT NOW”; we read both on 5 November 2026 at 19:48 UTC. The event listing that carried the countdown still ends its description with “Coming soon!”, which is stale copy on that page.

What is the FATHOM Chapter 2 door code?

There is no fixed code. The gate panel takes a five-digit override that the game leaves on a sticky note by the gate, and two recorded runs typed different strings (4 6 3 8 9 in one, 9 5 6 2 7 in the other). Read the note in your own session instead of copying a number from a video.

Is there a Chapter 2 badge in FATHOM?

Not as of 5 November 2026. The badge list still returned five awards — Welcome, Chapter 1 Complete, Go Deeper, Go Home and Untouchable — and the chapter ends on a cut-scene followed by a “Chapter 2 complete” card with +100 cash and “Chapter 3 coming soon” instead of an award.

Why can't I find Chapter 2 in the server list?

Because it is not a server you pick. Roblox returns four places for this universe, and on 8 November 2026 only the experience itself listed public servers, 51 of them, while the Chapter 1, Chapter 2 and Chase places each listed none. Two full-game recordings show Chapter 2 starting by itself after Chapter 1's phone-call cut-scene, with the FATHOM loading screen in between and no chapter menu. Players still report the confusion: two comments under a 5 November walkthrough say the chapter did not appear, and one adds that a private server worked. We have not tested a save that has already finished Chapter 1, so whether you can re-enter the chapter without replaying it is still open.

How do you hide from Grinsworth in FATHOM Chapter 2?

When the bar switches to Hide with “Get in a locker”, use the staff locker room down the corridor. Inside, the objective becomes “Stay hidden”, the screen prints “Hold [C] to hold still”, the control list swaps C Crawl for C Hold still, and the tool line reads “Press [F]: your light shows through the slats”. He can stand at the slats while you wait — one recording catches “Not yet. I’ll come back for you.” — and nothing on screen says what holding C changes.

Sources and checked dates