Slender The Arrival Walkthrough

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One of the most iconic horror games of all time got an update to celebrate its 10th anniversary. Read this Slender: The Arrival walkthrough to see what's old and what's new.

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All Slender: The Arrival Chapters Guide

My love for horror games started with the original Slender: Eight Pages game, and the Slenderman story has only grown since then. Apart from the updated lore with the new chapter, this remake also brings us a stunning graphics update on Unreal Engine 5, which you can't help but admire.

Running around scared is par the course in Slenderman games, but you don't need to be lost the entire time. This walkthrough will help you get through the game efficiently while still keeping your blood pumping.

Slender: The Arrival - Prologue Walkthrough

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Related: Where to find Slenderman in Phasmophobia

The remake starts on a bright and sunny day but won't stay that way for long. You play as Lauren, who is looking for her friend Kate.

Follow the beaten path down the hill to get to Kate's house. You can find a Missing child poster for Charlie on a tree to the right of the road. The poster is a collectible, which you can always find in the exact same location.

Once inside the house, explore the bottom floor first to find a flashlight, as you will need it on the second floor. The flashlight can spawn in randomized locations on the ground floor (so far, I've seen it in the kitchen, laundry room, and dining room).

All usable items randomly spawn in or near the area where you need to use them, so you don't have to run everywhere looking for them.

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When you grab the flashlight, head up the stairs. To the right is a hallway with a locked door. The key to the door usually spawns somewhere in the rooms to the left, so go there first. After you have the key, head down the opposite way and to the door at the end of the hall.

Unlocking it, you will reveal a room filled with Slenderman drawings all over the walls and even one on the table. This drawing you can pick up and trigger a blood-curdling scream you're now supposed to investigate in the backyard.

The back door is locked, but just go out the front and round the back instead. Head out the gate and go straight down the path towards a generator.

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The generator lights up an area below where you will find a collectible on a barrel but not much else. Head to the left past the barrel and up the hill to find a second generator area. Light this one up, too, and cross the river towards a house.

As you can see in the image below (which I didn't notice in-game), Slenderman will keep showing up in the distance on top hills. This is the perfect chance to have a stare-off with him and win as he always disappears.

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You can approach a creepy figure inside the house, but it knocks you back and disappears. It seems like nothing can finish you off during the prologue. If you stay inside the house long enough, you'll see an image of a family flashing before your eyes.

After you're done in the house, turn on the third and final generator, explore the construction area for collectibles, and then head to the Oakside gate up the hill.

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Enter the right structure first and make your way over to the left one. In it, you will find Kate's message on the wall asking you to find her. There's also a book of Kate's scribbles you can pick up from the table, ending this chapter.

Slender: The Arrival - The Eight Pages Walkthrough

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This chapter has the same mechanic of collecting pages as the original Slender. I have to admit my adrenaline was pumping while playing this level.

The notes and some structures are randomized, but the terrain (all paths and placements of sites) stays the same. This chapter won't be too difficult if you can remember where you've checked and where to go next.

Here are some tips to survive Slenderman:

  • If you see him, look away and walk in a different direction. If he's blocking your path, try to strife around him while putting your back towards him (it is as scary as it sounds but effective).
  • You can run, but remember you need stamina to escape if Slenderman starts chasing you.

Once you collect the pages, Slenderman will catch you, but you won't die. You'll start running through the forest without control and then pass out.

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Slender: The Arrival - Into the Abyss Walkthrough

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You'll wake up in a new area at the start of the Into the Abyss chapter. Explore the outside for collectibles before entering the building, as you won't be coming back out this way.

After walking a bit, you'll reach a big room with an elevator. Your goal is to turn on six generators and get out. The generators are randomly spawned throughout the map on two floors.

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Here are some tips to survive the mines:

  • You have to watch out for the Chaser and Slenderman.
  • The Chaser appears once you turn on the second generator, so be strategic about which ones you go for first.
  • Slenderman appears once you have several turned on, and all of the tips from the previous chapter apply to him.
  • The hallways circle the central area. Start with the first hallway to the left in the central area and cover the lower floor before climbing up.
  • The Chaser can outrun you, so use the right click to stun them with your flashlight for a few seconds. The range is long, so you can keep a considerable distance between you.

Once you get the last generator, sprint towards the main room and turn on the elevator. It will take you back above ground and into the new chapter.

Slender: The Arrival - Flashback Walkthrough

Flashback is primarily a transition chapter containing four items that will take you to four other chapters. Follow the path down the edge of the cliff to find them all. You can do any of these chapters in whatever order, but remember, the Nightmare chapter leads to an ending.

The first on the cliff's edge is Charlie's teddy bear, which takes you to the chapter Memories.

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Go past the teddy a few steps and look to the right. You will see a building with an item that takes you to the Nightmare chapter.

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Either continue down the cliff's edge path or pass the Nightmare building to find a tunnel. It takes you to another abandoned building with a TV and two VCR tapes. One takes you to the chapter Escape, and the other to Homestead.

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Finishing the tapes opens the building door for you and starts the chapter Arrival.

Slender: The Arrival - Memories Walkthrough

Memories is a short chapter where you play as Charlie, the missing child. You walk along the beach searching for toys while your parents are talking.

Soon, they notice you are missing and start to get increasingly frantic, yelling out your name, but there is nothing you can do other than go further into the woods and into Slenderman's hands.

Slender: The Arrival - Escape Walkthrough

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Escape is another shorter chapter, opening with Kate in her room drawing. She jumps up when she realizes Slenderman will enter the house. Your goal is to close all of the windows, but even if you close all of them, Slenderman will still enter.

Once you get the prompt to hide, run to your room, where he, unknowingly to you, waits to throw you out of the window. This explains the broken window we see in the prologue, and we also now recognize the scream was Kate.

Slender: The Arrival - Homestead Walkthrough

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In the second tape, you are CR investigating Charlie's disappearance. You can head inside the house and find an open attic hole in a room to the left. There is no way to climb up, but keep it in mind for later in the chapter.

Go back outside and to the shed on the right. Climb the upper floor and interact with the lever to lift the crates blocking the exit. Now make your way out to the silos and the generator.

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Approach the generator on the right side just to activate the quest for fuel, but don't enter the door next to it as you need light. Instead, go through the shed on the left into the fields.

Head down the path next to the scarecrow until you find a sign to go to either the chapel or the cellar. The chapel is locked, so you must head to the cellar first to find fuel.

You can go down either of the two cellar entrances as they are connected. The fuel spawns randomly in one of the rooms, like all usable items. Watch out for Charlie, who will keep scaring you, but he can't hurt you just yet.

He will chase you once you leave the cellar, so make a run for the shed. Refuel and turn on the generator, lighting the area inside. The exit on the other side of the now-lit room leads you to the backyard, where you find the key to the chapel.

Retrace your steps back into the fields when you find the key and head to the chapel. Charlie will chase you again, so be fast.

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Inside, you'll find toy trains and a doll on the floor in front of the altar. Pick them all up, but save the doll for last, as it will trigger Charlie into breaking the door and chasing you. When you're ready, pick it up, run back down the pews, and go through the door on the right leading to the altar.

When Charlie breaks the door, he will go the same way you did to get to the alter, so you can wait for him to head down the pews and run for the door with a head start.

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When you get to the house (the same one from the beginning of the chapter), run up the stairs and explore the area, as there are some collectibles.

After finding everything, jump down the attic hole and try to escape Charlie again. He inevitably catches up to you once you are outside and the tape and the level end here.

Slender: The Arrival - Arrival Walkthrough

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The building door is now open after you’ve watched both tapes. Head outside and climb towards the radio tower in the Arrival chapter. At the top of the path, you'll reach Historic Kullman mines.

You head down and see a wall full of drawings and a note stating things have to end with you, which is not intimidating in the slightest.

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After leaving the tunnel, you will see a forest set ablaze. The goal is to navigate your way as burning trees, and Slenderman block your way.

If Slenderman blocks the way you need to go, turn back and trigger him to teleport and block a different path. Use this opportunity to sprint the way you want to go. Don’t try to go around him, as his tentacles have a wide range.

Enter the building once you make it through the fire. Find a key for the locked door down the hall and go through it. Your flashlight will stop working, so you'll have to follow the burning fires. At the end of the hallway, you will find the body of CR and hear a recording that tells us Kate ran away. This is the end of CR's story.

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Once the recording ends, you get teleported into another room where Charlie is guarding a set of stairs. Pick up a note in the room so Charlie will move, and you can go up to investigate the cries of a woman.

You find the crying woman in the corner after running around blindly in the dark (it took me a minute). As you approach her, you realize it’s Kate. When she jumps at you, she transforms into the Chaser from Into the Abyss chapter, so we now know how Kate ended up, too.

The camera falls to the ground and shows a pair of legs being dragged away, ending the game. This is the True ending.

Related: Amnesia The Bunker endings explained 

Slender: The Arrival - Genesis Walkthrough

In Genesis, you have to go around collecting pages, just like in the Eight Pages chapter, except this time, the map is from the original Slender: Eight Pages game.

If you've played it as much as I did, you'll know what to do by heart. But if you're confused about how to evade Slenderman and survive, check out the tips in the Eight Pages chapter above.

Slender: The Arrival - Nightmare Walkthrough

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One extra chapter was added with the 10th anniversary update, called The Nightmare. You can find how to access the chapter in the Flashback chapter walkthrough.

This chapter starts off in a room, looking at Charlie through a window and getting scared by Slenderman before the world fades. Seconds later, you wake up in an abandoned hospital, and your goal is to get out.

The door is locked, so you need to look around the room and find where the key randomly spawned. Once you're out, keep exploring the hospital. It's pretty intuitive where to go with pathways and doors often blocked to lead you where you need to be.

Go through the rooms and hallways until you find a flashlight. Explore all other rooms in that hallway and then go through the door the flashlight pointed at, as that’s the only way to progress. Eventually, you'll run into Charlie and enjoy the world twisting itself.

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Keep going and enter a room bathed in red light with a body bag and drawings all over the walls. Just your standard, run-of-the-mill hospital room. Exit the room, but a bed will fall and block your path as you progress, so you'll have to turn back around.

This is the perfect opportunity to check in on the red room again and see the body bag floating. This is the only door you can open, but everything is back to normal once you go in. Go back out across to the door that is now unblocked.

You’ll reach a drop-down ledge to enter a new area, the main lobby. The exit doors are open, but as you approach them, they shut in your face and blast an alarm.

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Follow the flashing red light to the security room, where you will turn the alarm off. Once you do, you will hear a monstrous scream. The door is now broken and not opening, so it's time to look for a different exit.

With perfect timing, one of the elevators will crash and open a vent you can climb into. As you move through it, Charlie will start chasing you. Don’t look back and keep crawling!

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Drop down into a new area and what looks like an exit, but don't get your hopes up. The door turns into a wall as soon as you interact with it, and Slenderman shows up to give you a quick scare. Once he's gone, you can go back down the hallway to an actual open door.

Go down the stairs into a flooded morgue (water levels instill major fear in me since Amnesia), find a key, and unlock the door. You’ll enter a maze-like area flooded with water and something roaming it.

Follow the sound of the alarm to progress, but watch out. If the thing in the water catches you, it will teleport you back to the beginning of the area.

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Start going through the first opening on the left to get to the security override room. Once you finish the override, head out to the left, up the stairs, and onto the roof. The vents are your method of transport again, except Charlie won't be chasing you this time. You'll just drop down into the main lobby.

Because of the override, the doors are now open, and you can go outside to see Charlie in front of a tree. His jumpscare will teleport you into a room full of Slenderman before waking up in the hospital room from the beginning of the chapter.

As you go down the hallway, the hospital burns, and a shadow creature approaches the camera. The Nightmare chapter leads to the Nightmare ending.

For more horror game walkthroughs, check out our How to complete Grind The Bad Apples Program in Outlast Trials – Full Walkthrough on Pro Game Guides.

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About the Author

Hristina has been a full-time Staff Writer at Pro Game Guides since October 2023. She has a Master's degree in English Language, Literature and Culture from the University of Belgrade. She's used her love of English to write blogs, anime quizzes, books as well as work as a Content Editor before starting at PGG. She lives for the horror genre and you'll often find her playing Dead by Daylight, Lethal Company, and Phasmophobia. Hristina's comfort games are Outlast, Last of Us, and Until Dawn, which she has played or watched other people play more than 10 times each.

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Slender The Arrival Walkthrough

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