- We Are So Dead walkthrough: Clear each haunted-house floor by coordinating the living and dead.
- Ghost role: Identify dangers, locate relics, and communicate through lights, doors, screams, and the séance board.
- Living role: Carry relics, interpret messages, avoid hidden threats, and complete the banishment ritual.
- Progression route: Gather the required relics, spell the demon’s true name, then descend to the next floor.
- Current scope: The 2026 version includes one world, nine floors, nine unique demons, and online co-op for two to six players.
We Are So Dead walkthrough: How Each Floor Works
We Are So Dead is a co-op séance horror game built around an uneven-information system. One player starts dead and can see the demon, dangerous objects, safe routes, and the exit. The living players cannot hear that ghost directly, so every successful run depends on deliberate communication.
Your objective is consistent across the house: explore the current floor, locate the relics needed for the ritual, bring them back to the séance board, discover the demon’s true name, and spell it correctly before sunrise. Each floor changes the pressure through procedural layouts and different demon rules, so treat this as a repeatable strategy rather than a fixed puzzle solution.
The current 2026 release contains one world with nine floors and nine unique demons. The developer estimates roughly four to ten hours for a first stretch through the available content, while procedural layouts and different friend groups add replay value.
| Run Phase | Living Players | Dead Players | Main Risk |
|---|---|---|---|
| Orientation | Stay near the séance area and learn the layout | Scout rooms, corridors, relics, and threats | Splitting up too early |
| Search | Retrieve ritual objects one at a time | Mark safe routes and warn about dangers | Carrying an item into a trap |
| Communication | Interpret signals and confirm directions | Send short, repeatable instructions | Misreading a warning |
| Ritual | Place relics and spell the name | Reveal the demon’s name and guide the team | Incorrect spelling |
| Escape | Follow the safe route to the exit | Continue scouting and warning | Running out of time |
Video Highlights:
- The listed video source is not embedded because its title does not contain “We Are So Dead” and discusses a different horror game.
- This guide instead focuses on the confirmed séance, ghost, relic, demon-name, and nine-floor systems.
- No fixed room code or floor-specific solution should be assumed because the house uses procedural layouts.
The Living
- Carry relics and interact with objects
- Read the séance board
- Avoid threats they cannot see
The Dead
- See the demon and hidden dangers
- Find relic locations
- Communicate through supernatural signals
The Demon
- Uses changing rules each session
- Controls the danger pattern
- Must be banished by its true name
Do not rush into unexplored rooms. Establish a signal language first, then use short directions such as “left,” “stop,” “back,” and “safe.”
Communication Setup for the Ghost and Living Team
Communication is the most important mechanic in the entire walkthrough. The dead can see information that the living need, but the living cannot hear ordinary ghost speech. The séance board is the only stable method for sending complete words, while flickering lights, doors, movement through players, and screams can provide faster but less precise signals.
Before searching, agree on a compact vocabulary. A ghost should not attempt to communicate a long explanation while a player is being chased. Use the board for names, item descriptions, and important route details. Use simple signals for immediate danger.
A good team separates information into three categories:
- Navigation: left, right, forward, return, door, stairs, exit.
- Threats: stop, hide, run, behind you, do not enter.
- Objectives: relic, board, name, ritual, missing item.
| Signal | Best Use | Limitation | Living Response |
|---|---|---|---|
| Séance board | Full words, names, item descriptions | Takes time and requires interpretation | Repeat the message aloud |
| Flickering lights | Attention, direction, urgency | Meaning is limited | Stop and ask for clarification |
| Door movement | Marking a route or room | Can be mistaken for environmental activity | Confirm the destination |
| Ghost passing through | Immediate presence or warning | Not a precise message | Pause before moving |
| Scream | Emergency danger | Easily causes panic | Stop, regroup, and check the board |
The living team should repeat every important instruction. For example, if the ghost spells “RIGHT DOOR,” the team should say “Right door confirmed” before moving. This prevents two players from interpreting the same message differently.
The dead should scout ahead whenever possible. Do not reveal every detail at once. Prioritize the next safe route, then the nearest relic, then the threat pattern. Overloading the living team with multiple rooms and symbols can cause more mistakes than silence.
Long messages are dangerous during a chase. Use the séance board for permanent information and emergency signals for immediate movement only.
| Message Priority | Example | Why It Matters |
|---|---|---|
| Immediate danger | “STOP,” “RUN,” “HIDE” | Prevents an instant mistake |
| Safe movement | “LEFT,” “BACK,” “DOOR” | Keeps the carrier on route |
| Objective location | “RELIC,” “BOARD,” “KEY” | Advances the ritual |
| Demon information | True name or rule | Enables banishment |
| Optional detail | Lore or room description | Can wait until the team is safe |
A microphone is required for the online co-op experience, so voice discipline matters. Keep one player responsible for repeating board messages while another carries the relic. This creates a simple information chain and reduces accidental miscommunication.
Step-by-Step Relic and Ritual Route
Use this process on every floor. The exact room order can change, but the objective loop remains stable: scout, retrieve, return, identify, banish, and descend.
Secure the Séance Area
Start by identifying the séance board and the safest nearby room. Keep at least one living player close enough to return quickly, while the ghost checks the surrounding paths. This area becomes your regroup point whenever a carrier gets lost or a threat appears.
Scout Before Carrying
Send the dead player ahead to locate visible relics, hazards, locked routes, and the likely exit. The living should wait until the ghost reports a usable path. Avoid sending multiple players into unknown rooms without a reason.
Move One Relic at a Time
Assign one carrier to each relic trip. The carrier should announce the route aloud and return immediately after collecting the item. Other living players can act as escorts, but avoid unnecessary exploration while someone is carrying an objective.
Confirm the Ritual Requirements
Place the gathered relics at the séance area and check whether the floor has supplied everything needed. If the ritual cannot begin, ask the ghost to search for a missing object rather than scattering the entire team.
Spell the Demon’s True Name
The dead can read the demon’s true name after the relics are collected. The living must reproduce that name on the séance board. Spell slowly, repeat each letter, and confirm the completed word before finalizing the banishment.
| Objective | Recommended Player Assignment | Completion Check |
|---|---|---|
| Scout the route | One ghost with one living listener | Safe path is repeated aloud |
| Retrieve a relic | One carrier with optional escort | Carrier returns to the board |
| Search for missing items | Ghost scouts, living team regroups | New location is confirmed |
| Read the demon name | Ghost observes, living player writes | Every letter is repeated |
| Descend | Living team follows the safe route | Exit or next-floor path is reached |
The strongest route is usually the shortest confirmed route, not the most thoroughly explored route. Optional rooms may contain atmosphere, hazards, or additional information, but they should not distract from the active ritual objective.
If a player dies, the situation changes rather than ending immediately. Dead players can join the ghost side, adding more voices and more scouting capacity. The remaining living players still need to interpret those signals, so assign one person to coordinate the dead team.
Before spelling the demon’s name, repeat the relic count, confirm the board location, and have one player read each letter back to the ghost.
Survival Tactics for Procedural Floors
Every session can develop differently because the demon’s rules and the floor layout are not fixed. A successful team adapts its route instead of relying on a memorized map. The ghost has the information advantage, while the living have the ability to carry and interact with objects. Neither side can complete the floor alone.
Use these principles when the team encounters a new demon:
- Let the ghost observe the threat before the living approach.
- Treat unusual sounds, doors, and environmental changes as possible warnings.
- Keep the carrier’s route short and clearly marked.
- Regroup at the séance area after every successful delivery.
- Do not assume a route is safe simply because it worked earlier.
- When a player dies, immediately update the communication plan.
Route Discipline
Keep carriers on confirmed paths and avoid unnecessary detours.
Threat Reading
Let the ghost identify danger rules before the living investigate.
Team Roles
Separate carrier, navigator, board reader, and scout responsibilities.
Recovery
If someone dies, regroup and add the new ghost to the warning network.
| Situation | Poor Response | Better Response |
|---|---|---|
| A carrier loses direction | Keep moving and hope for the board | Stop, return to the last confirmed landmark |
| A demon appears | Scatter without a plan | Follow the ghost’s shortest safe route |
| The board message is unclear | Guess the meaning | Ask for a shorter repeated message |
| A relic is missing | Search every room together | Ghost scouts while living players regroup |
| A player dies | Continue with the old plan | Reassign ghost communication immediately |
The living should preserve a stable formation when carrying an important item. One player leads, one carries, and one follows if the group has enough members. This creates a simple fallback: if the carrier becomes confused, the escort can guide them back to the last known safe point.
The ghost should avoid wasting signals. Door movement and flickering lights are valuable when used consistently, but random activity can make the team ignore a genuine warning. Establish whether one flicker means “look,” two means “danger,” and a door opening means “route,” then keep those meanings consistent for the entire floor.
When the threat pattern is unclear, information is more valuable than speed. Pause, scout, and make the next trip shorter.
Nine-Floor Progression and Team Checklist
The 2026 version is structured around nine floors beneath the haunted house. Each successful banishment unlocks the next descent, with new locations and demon behavior creating additional pressure. The game supports two to six players, so the best assignment depends on group size.
| Team Size | Suggested Roles | Recommended Focus |
|---|---|---|
| 2 players | One living carrier, one ghost navigator | Short routes and constant board checks |
| 3 players | Carrier, escort, ghost coordinator | Safe relic deliveries |
| 4 players | Two-person carrier team, board reader, ghost | Faster searches without losing control |
| 5–6 players | Multiple living pairs, dedicated coordinator, ghosts | Strict communication hierarchy |
Use the checklist below to track a clean progression run. It does not replace floor-specific adaptation, but it helps prevent teams from skipping the essential ritual steps.
Essential Floor Goals:
- Identify the séance board and establish a regroup point
- Scout the current floor before sending a living player for a relic
- Return every required relic to the ritual area
- Confirm the demon’s true name letter by letter
- Banish the demon and reach the route to the next floor
A floor is not truly solved when the team finds a relic. It is solved when the item reaches the ritual area and the players understand what to do next. Keep a verbal progress count, such as “two relics returned, one missing,” so the group always knows whether it is searching, preparing, or escaping.
The descent also changes the risk calculation. Early floors are useful for practicing signals and role assignments. Later floors should be approached with the same discipline, because additional demons and more complicated routes can punish improvised decisions.
The current release contains nine floors in one world. Future content plans may expand the game, but this walkthrough covers the available 2026 structure without assuming unreleased floors.
For the most reliable long session, designate a permanent coordinator. That player does not need to carry every relic or read every board message; their job is to decide who moves, who waits, and when the team regroups. Clear leadership becomes increasingly valuable when several dead players are sending warnings at once.
FAQ
Q: What is the main objective in the We Are So Dead walkthrough?
On each floor, the team must locate the required relics, return them to the séance board, discover the demon’s true name, spell it correctly, banish the demon, and descend before sunrise.
Q: How can the ghost communicate with living players?
The ghost cannot be heard directly by the living. The most reliable method is the séance board, while flickering lights, door movement, passing through players, and screams provide shorter or emergency signals.
Q: What should the team do when a player dies?
The player joins the dead side and can help locate relics, observe threats, and warn the remaining living players. Regroup first, then add the new ghost to the established communication system.
Q: How many floors are available in the 2026 version?
The current version includes one world with nine floors and nine unique demons. The developer describes the available content as roughly four to ten hours, with procedural layouts adding replay value.
Do not treat a failed relic trip as a reason to restart immediately. Regroup, update the route, and use the dead team’s improved visibility to plan the next attempt.