Biolabs Entrance
Solve Fishbone’s escape room and activate the sewer route. The permit, the completed escape and the third-floor level check are separate milestones.
Pack for the whole quest
- Base Level 60 or higher.
- Floor 3 additionally needs Base Level 95, or Base Level 90 for a transcendent character.

The escape-room tools are puzzle state, not ordinary tradable items. Type their names exactly when the objects ask for an input.
- Laboratory Permit and permanent sewer access to Biolabs floors 1–2.
- Floor 3 passage once its separate level requirement is met.
One step at a time
Click a location to copy its command, then paste it into the game chat.
Reach Fishbone in the slums
Talk to the city guard until you can pass into the slums. During a city security alert, the ordinary passage may be blocked until the alert ends. A Friendship Pass provides a separate reliable crossing.
Find Fishbone and keep asking about the laboratory until he offers to help.
Locations in this step
2 locationsMap preview lighthalzen
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1. City guardlighthalzen · 267, 200
Open full mapGive Fishbone twenty Jellopy
Hand over 20 Jellopy and ask to enter the maze. This buys the puzzle attempt, not dungeon access.
Locations in this step
1 locationMap preview lighthalzen
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1. Fishbonelighthalzen · 341, 224
Open full mapFollow the cube-room map
Type /where immediately after Fishbone sends you into the maze. Find your coordinates in one of the three green starting rooms. The diamonds follow the 45° room layout: each red cross is a portal, and the label beside it tells you where that portal sends you.
R means a random return to one of the green rooms. Choose your starting room to highlight the five correct exits in blue and show their copying commands below. The last exit leads to the puzzle room at 248 / 184.
Follow the numbered moves in order. If you take a random exit, run /where again and select the new starting room. Use the exact /navi commands when your camera angle makes a doorway hard to identify.
Possible start?PortalRRandom green room1Your route
The label beside each portal names its destination. All three correct routes finish through the Lab exit. Open full-size map ? lhz_cube in the database
Start near 67 / 193 5 moves
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1Room 67 / 193Next room: 10 / 136
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2Room 10 / 136Next room: 10 / 74
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3Room 10 / 74Next room: 66 / 18
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4Room 66 / 18Next room: 123 / 18
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5Room 123 / 18Puzzle room: 248 / 184
Start near 66 / 136 5 moves
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1Room 66 / 136Next room: 10 / 193
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2Room 10 / 193Next room: 66 / 18
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3Room 66 / 18Next room: 10 / 18
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4Room 10 / 18Next room: 123 / 18
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5Room 123 / 18Puzzle room: 248 / 184
Start near 66 / 74 5 moves
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1Room 66 / 74Next room: 10 / 18
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2Room 10 / 18Next room: 10 / 193
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3Room 10 / 193Next room: 10 / 74
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4Room 10 / 74Next room: 123 / 18
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5Room 123 / 18Puzzle room: 248 / 184
Combine the sticks and retrieve the Cube
Search under the Bed for a Short Stick, then under the Desk for the second piece; the two combine into a Long Stick. Search under the Bed again and enter “Long Stick” to retrieve the Cube.
Locations in this step
2 locationsMap preview lhz_cube
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1. Bedlhz_cube · 247, 198
Open full mapFollow the Rusty Key and Green Key chain
Examine the Goblet to obtain a Rusty Key. At Chemicals, enter “Rusty Key” to obtain a Green Key. At the Cabinet, enter “Green Key” to receive the Polygon.
Locations in this step
3 locationsMap preview lhz_cube
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1. Gobletlhz_cube · 229, 184
Open full mapFind the Jackknife and reveal your code
Search the Bundle of Files for a Red Key. At the Drawer, enter “Red Key” to get the Jackknife. Look behind the Picture and enter “Jackknife”. Record the nine digits exactly as shown.
Locations in this step
3 locationsMap preview lhz_cube
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1. Bundle of Fileslhz_cube · 237, 198
Open full mapUse the Axe and enter your nine digits
Open the Chest and take the utility Axe. Examine the Barrel and enter “Axe”. Examine it again and enter the nine digits from your picture, one digit per prompt. Receive the Yellow Key.
Possible sequences in this version are 4 3 2 9 1 6 8 2 7, 3 6 4 1 2 8 7 1 5, or 4 9 3 7 6 2 8 6 6. Use the sequence assigned to you.
Locations in this step
2 locationsMap preview lhz_cube
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1. Chestlhz_cube · 248, 179
Open full mapPower the generator and retrieve the Oval
Enter “Yellow Key” at the Power Generator. Smash the Status Light to get a Black Key. At the Experiment Tube, enter “Black Key” to obtain the Oval.
Locations in this step
3 locationsMap preview lhz_cube
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1. Power Generatorlhz_cube · 224, 192
Open full mapPlace all three shapes in the Box
At the Box, choose each matching hole and enter “Oval”, “Cube” and “Polygon”. Inspect it again and open it to receive the Laboratory Permit. Stay in the room: you have one more required action to activate access.
Locations in this step
1 locationMap preview lhz_cube
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1. Boxlhz_cube · 248, 193
Open full mapUse the Laboratory Permit in the Experiment Tube
Return to the Experiment Tube, enter “Laboratory Permit” and choose Go downstairs. This action records the completed escape and opens the sewer route. Walk north through the passage to return outside.
Locations in this step
1 locationMap preview lhz_cube
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1. Experiment Tubelhz_cube · 224, 197
Open full mapBiolabs floors 1–2
Permanent sewer access is recorded when you descend through the Experiment Tube with the permit. Receiving the permit without this descent is not enough.
Enter through the sewer pipe
Click the Sewer Pipe in the slums and choose Enter. Walk north in the tunnel to enter floor 2. Use the connecting portals from floor 2 to explore floor 1.
Locations in this step
1 locationMap preview lighthalzen
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1. Sewer Pipelighthalzen · 313, 301
Open full mapUse the separate level-gated floor 3 passage
Go to the central passage on floor 2. The guard check accepts Base Level 95 or higher, or 90 or higher for a transcendent character. Below that level, you keep your first- and second-floor access but cannot descend here.
Locations in this step
1 locationMap preview lhz_dun02
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1. Floor 3 passagelhz_dun02 · 149, 149
Open full mapFloor 3 - additional level check
Floor 3 opens only when you meet the level requirement at this passage. This guide does not grant access to later Biolabs expansions or instances.
Close Fishbone’s remaining journal entry
If Fishbone still has a quest entry in your journal, return after the escape and finish his acknowledgement. The sewer route is already active; this visit completes the remaining journal conversation.
Locations in this step
1 locationMap preview lighthalzen
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1. Fishbonelighthalzen · 341, 224
Open full mapGuide notes & sources
Written as a walkthrough for Renewal. Linked items, monsters and maps stay in that database. Server-specific quest changes can differ.