MONOCHROME Part 2 Walkthrough - New Floor Escape Chain Guide
A MONOCHROME Part 2 walkthrough for the new floor: pry barriers with the crowbar, find the screwdriver and keys, disarm the control panel and ride the elevator out.
FAQ
How do you beat the new floor in MONOCHROME Part 2?
Is there a code on the MONOCHROME Part 2 floor?
How many keys does the MONOCHROME Part 2 elevator need?
Which difficulty should you pick in MONOCHROME Part 2?
Can you revive in MONOCHROME Part 2?
What did MONOCHROME Part 2 add?
Part 2 launched on October 2, 2026 as the event “The next floor ..”, and it is exactly what the title promised: a second, much larger floor with its own objective landmarks and its own escape chain. The experience was renamed ”{ Pt. 2 } MONOCHROME👁️”, active players more than doubled within the launch day, and the update also shipped system-wide changes — a hint mechanic, a difficulty selector, reworked hiding and detection, and per-player lives. The full launch history and signal table live on the Part 2 tracker; this page walks the new floor itself.
5 Idiots Beat Monochrome Part Two.. (captioned launch-window run, October 3, 2026)
One build caveat before the steps: the two runs this page is documented from were recorded on October 3, 2026, right after the launch-night hotfix, and the game has been patched since — its Roblox page carried an October 11, 2026 update stamp when we last checked. Treat every specific below as a snapshot of the launch build, not a permanent atlas.
How does the Part 2 escape chain work?
The new floor does not reuse the base game’s keys-plus-keypad loop. Its escape is its own chain, and the captioned launch-window runs recorded on October 3, 2026 show it in the same order every time.
| Step | What you do |
|---|---|
| 1 | Pry barriers open with the crowbar to open up the floor |
| 2 | Search the same style of dresser drawers for a screwdriver and elevator keys |
| 3 | Restore the control panel |
| 4 | Disarm the control panel |
| 5 | Ride the elevator out |
The rhythm will feel familiar: it is still a search problem wrapped around an exit routine, with drawers as the containers and the monster interrupting the sweep. What changed is the lock logic — no four-digit code anywhere in the chain, and a control panel where the keypad used to be. The base game’s route, for comparison, is laid out step by step in the complete walkthrough.
Where do you find the crowbar, screwdriver and keys?
In the dresser drawers, the same way the base game’s keys spawn. Both recorded runs show the screwdriver and the elevator keys coming out of the same style of openable drawers that held the four base-game keys, so the sweep habits transfer directly: open every drawer you pass, leave opened drawers open as markers, and stop searching the moment the monster’s audio starts. The drawer-sweep system is explained in detail in the keys guide.
The exact interaction point of the screwdriver inside the chain is not spelled out by the runs’ captions — the tools and the panel are visible, but which step consumes which tool beyond the crowbar’s barriers is not documented in the footage we verified. Follow the in-game hint prompt if you stall; it exists for exactly this.
Is there a code on the Part 2 floor?
Not in anything we verified. Neither captioned launch-window run shows a four-digit keypad or any code-entry UI on the new floor — its escape chain runs on the crowbar, the screwdriver, the keys and the control panel instead. If you came here looking for a “Part 2 code”, that is why you cannot find one: the door code guide explains the base game’s keypad, which remains part of the base floor only. The full evidence breakdown lives in the Part 2 code FAQ.
How do hiding and detection work after Part 2?
The update reworked both sides of the hiding game, and the in-game update notes — read back in captioned launch-window footage — spell out the rules both runs confirm. Crouching now reduces the noise you make, and the monster’s detection factors in your lamp and the light falling on you, so shadowed corners are the better cover. Sprint lasts longer to compensate for hiding being slightly harder, and the new floor’s hiding spots include openable lockers alongside the base game’s wardrobes. The monster itself is the same unnamed stalker as before — it patrols the maze and kills on contact — and its baseline behavior is unchanged; the monster guide has the full counter-play.
Launch footage adds two survival details worth knowing before you play: a shove action, and a short minigame when the monster catches you inside a locker — you get a chance to slip away rather than dying instantly. Both are visible in the second recorded run below.
ROBLOX MONOCHROME CHAPTER 2... (captioned launch-window run, October 3, 2026)
How do lives and revive work in Part 2?
Launch-window footage shows per-player lives with a visible counter and a paid revive option — a change from the base game, where a death simply respawned you at the lobby at no cost. Two boundaries matter. First, the starting number of lives is not documented: the recorded runs show different counts across players and attempts. Second, deaths on the new floor otherwise behave like the base game — you lose time and momentum, not the run. What you have already restored or unlocked is not wiped by a catch in either recorded run.
Which difficulty should you pick for the new floor?
Part 2 added a difficulty selector, and the in-game update notes themselves recommend Easy for the new floor — sensible advice, because hiding was reworked to be slightly harder at the same time. Neither recorded run documents what the higher difficulties change, so the honest starting point is the one the game suggests: Easy on a first run, then decide. The map guide covers how the new floor extends the game’s space if you want the layout context before diving in.
What is still unknown about the new floor?
Coverage of the new floor is two captioned runs deep, so a few questions have no verified answer yet. We would rather list them than guess.
| Question | Status |
|---|---|
| How do you reach the new floor from the base game? | Not documented in the verified footage — both runs join straight into the new floor’s area |
| How many keys does the elevator need? | One run explicitly says two; whether that holds every run is unverified |
| What exactly does the screwdriver interact with? | Visible in the chain, not pinned to a step by the captions |
| Has anything changed since the launch build? | The game carries an October 11, 2026 update stamp; post-launch patch contents are undocumented |
This page and the Part 2 tracker update as more footage lands. If the new floor follows the base game’s pattern, drawer contents and panel positions will move between runs even before any patch — re-learn rather than memorize.
Sources
- 5 Idiots Beat Monochrome Part Two.. by PlayBoiKobe — captioned launch-window run uploaded October 3, 2026; documents the crowbar, screwdriver, control-panel and elevator chain, the hint system and the difficulty selector.
- ROBLOX MONOCHROME CHAPTER 2… by UnoTwo — captioned launch-window run uploaded October 3, 2026; the second independent record of the new floor’s escape chain, lockers and survival changes.
- Official MONOCHROME page on Roblox — experience renamed ”{ Pt. 2 } MONOCHROME👁️”, the description still unchanged, and the October 11, 2026 update stamp read from the public games API on October 11, 2026.
We recheck this page after every update to the game — the homepage always reflects the current state of the escape route, and the endings page tracks whether Part 2 ever adds a second ending (the launch-window runs show none).
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