FATHOM

Guide

FATHOM Chase Mode: One Round, Start to Hatch

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Chase Mode is not a stripped-down story run: it has its own five lives, its own objective bar and its own exit. This page follows one complete round recorded on 31 October 2026, in the order the bar gave it.

What a Chase round is

Chase Mode runs as its own place with its own objective bar. Before the round starts, the game shows six CHASE panels, and the first one states the budget:

“He hunts you the whole run. Keep moving and stay out of his sight. You have 5 lives this run.”

Five more panels follow, and every step below is one of them in the order this round hit them:

  • CONTROLS — “Crawl to get under gaps and through vents. Use your flashlight when it's dark.” Keys on screen: SHIFT sprint, C crawl, F flashlight.
  • DOOR CODE — “Notes in the staff wing each show one digit of the door code. Walk up to a note to read it.”
  • KEYPAD — “Once all 5 digits are found, he knows where you are. Get to the keypad fast and enter the code.”
  • GET OUT — “Grapple the hooks and keep climbing to the hatch at the top. Falls won't kill you.”
  • RADAR — “A radar shows where he is and the code notes you still need. Get one for this run, or keep it for good.” The panel prices the two versions at 25 and 50.

The result screen labels the round “Chase on Normal”, so the mode carries at least one difficulty name. The in-run sidebar offered Infinite Lives at 175, Radar for this run at 25 and Stronger Grapple for this run at 25.

The complete Chase round this page follows

Video by ToFallToVo1d

Rules from 00:16, the staff-wing code hunt from 01:02, the completed code at 04:00, the fan running at 05:45 and the result screen at 08:15. Watch on YouTube

The bar, in order

Seven objective states ran in order, and each one names a room rather than a checklist. The line under each is the hint the game printed with it.

Objective bar Line printed under it What ends it
Find the door code (2/5) “The code is written around the wing. Your light picks out paper.” Reading the remaining staff memos
Enter the code “He knows where you are” Five digits at the keypad
Open the pressure door “MAIN VALVE 4 / OPEN SLOWLY” on the wheel Holding the valve wheel until it stops
Get to the blast shutter “The blast shutter at the far end is the way out. Look up for grapple hooks.” Reaching the deck at the far end
Take the service duct The same shutter hint Entering the duct
Get through the blast shutter “The blast shutter is closing! Get through before it shuts.” plus a countdown Pulling EXHAUST FAN 9 and riding the updraft up to BLAST DOOR 9
Climb — Get to the hatch “Don't stop climbing. A fall only costs you height.” Reaching the floor hatch on THE SURFACE

One line is missing from the table: “Find a way up” appeared for a few seconds after the first death, then the bar returned to the climb.

The five lives, and what a catch costs

A catch does not end the round. It prints “You died.” with a count under it: the first one we read said “4 lives left”, the second said “3 lives left”. That matches how the same round ended — the result screen reported “Caught twice”. Five lives means five attempts at the same route, not one.

The store sells lives back inside this mode. Chase Revive: +1 Life and Chase: Revive a Teammate were both 19 Robux in the developer-product list read on 31 October 2026, which is the cheapest revive in the game, and the in-run sidebar offered Infinite Lives at 175 for the session-wide version.

None of that is required to finish: the recorded round lost two lives and still escaped.

Step 1: Build the door code in the staff wing

You spawn in STAFF WING, LEVEL B5, and the bar already reads “Find the door code (2/5)”: two of the five digits are on the HUD before you touch anything.

Each staff memo you walk up to prints one line and fills one digit of the code on the HUD. The three readings we got were Code digit 2 is 1, Code digit 3 is 0 and Code digit 1 is 6.

The last digit is the trap. As soon as the code completes, the bar switches to “Enter the code” and a red line appears under it: “He knows where you are”. From that moment he works the map instead of patrolling it, so read the final memo as close to your exit line as you can manage.

We do not reprint the five digits. They are one round's sample, and a code copied from a page is not the code your keypad is waiting for.

Step 2: Enter it at the keypad

The keypad sits on the security door, and the 04/06 panel says the rule plainly: “Once all 5 digits are found, he knows where you are. Get to the keypad fast and enter the code.”

There is no hold here: interact with E, type the five digits, confirm. A correct entry lifts the door into the pressure works, and the bar moves on to the valve on its own.

Step 3: Turn the valve, then beat the shutter

Inside PRESSURE WORKS the bar reads “Open the pressure door”, with the plate “MAIN VALVE 4 / OPEN SLOWLY” on the wheel. This one is a hold, not a tap: keep the interact key down until the wheel finishes turning.

Then the bar turns into a race: “Get to the blast shutter — The blast shutter at the far end is the way out. Look up for grapple hooks.” A countdown line appears under it, reading “Shutter closes in 37” at one point and “17” about fifteen seconds later.

Three things make the race. You pick up a Prototype grapple on the way in, the yellow hooks overhead are the only way up, and EXHAUST FAN 9 is the lift: the hint reads “Get up on the deck at the far end. Pull the fan lever and ride the air up”, and once the lever is down it changes to “The fan's running! Ride its updraft up to the shutter”. The door above you is labelled BLAST DOOR 9.

Falls are not the danger in this section. The 05/06 panel says it directly — “Grapple the hooks and keep climbing to the hatch at the top. Falls won't kill you.” — and both deaths in this round were catches, not drops.

Step 4: Climb the vent shaft to the hatch

Past the shutter the bar goes to “Climb — Get to the hatch”, and the hint under it is the shortest line in the mode: “Don't stop climbing. A fall only costs you height.”

The shaft is a vertical loop of stairs and grapple anchors with a turning fan partway up. He climbs it too: both deaths in the recorded round happened inside this shaft, and in one of them he came down from above rather than catching up from behind.

The top is a floor hatch onto THE SURFACE, marked “KEEP HATCH SHUT”. You close it behind you, and the round is over.

What the result screen reports

The screen after the hatch printed five lines:

  • “YOU ESCAPED”
  • “Out in 8:26. Caught twice.”
  • “+180 cash”
  • “Tomorrow's daily prize: a Radar for 1 run”
  • A button reading “PLAY AGAIN (12) Chase on Normal”

Two of those matter for planning. The time and catch count are how the game scores the route, so a slower climb is still an escape. The daily prize line names tomorrow's reward before you queue again, and this round it named a Radar for 1 run — the item the store sells for 25.

What this page cannot tell you

Five things stay open after one round:

  • Whether the five digits change between rounds, or whether the two starting digits are always given.
  • What happens when the five lives run out.
  • Whether the shutter countdown is the same length every round.
  • Whether Nightmare applies to Chase or only to the story run.
  • What the bag is. A comment under a Chase video asked how to close a bag in Chase Mode, and this round has no bag objective anywhere in its bar.

If you record any of them, the useful frame is the objective bar and the result screen in the same clip, because those two carry the count and the outcome.

Where this fits

If you have not picked a mode yet, read the mode comparison first: Chase is the second session, not the first. Sound and the four survival tools decide most of a Chase round, and those are on the Grinsworth page. Before buying a revive or a radar, check the pass list, because the same items are sold both per run and permanently.

Questions

Frequently Asked Questions

How many lives do you get in FATHOM Chase Mode?

Five. The first CHASE panel says “You have 5 lives this run”, and the death screens in the same round counted down to “4 lives left” and then “3 lives left”. The round still ended in an escape after being caught twice, so a catch costs a life rather than the run.

Is there a working Chase Mode door code?

The code is built during your own round. The staff memos scattered around the staff wing each fill one digit of a five-digit code on the HUD, and the keypad then wants those five digits. We do not print the digits from the round we recorded, because a code taken from someone else's run is not what the keypad is waiting for. Whether the digits change between rounds is not confirmed.

Does Chase Mode have objectives, or is it only a chase?

It has a full objective bar: find the door code, enter it at the keypad, open the pressure door, reach and pass the blast shutter, then climb the vent shaft to the hatch. The hunt runs at the same time, so the objectives are the route and Grinsworth is the clock.

Can you finish Chase Mode without the grapple?

Not the recorded route. The blast-shutter section hands you a Prototype grapple and the only way up is the yellow hooks; the vent shaft after it is climbed the same way. The 05/06 panel states that falls will not kill you, so a missed hook costs height rather than a life.

Is Chase Mode the same map as Chapter 1?

No. Chase is a separate place in the FATHOM universe with its own build time, and its objectives are a door code, a pressure valve and a vent shaft. The story run is the fuse objective on the Chapter 1 place, so a Chapter 1 route does not transfer.