Hotline Miami walkthrough: choose steps by chapter and room
Major sections of the original PC game, organized by starting position, first danger, actions and completion checks. Open only the special-scene instructions you need.
Edition: Original PC Steam game, app 219150, mainly Windows Updated. Covers normal story progress. Distinguishes save and display differences from Original; excludes Hotline Miami 2, port-exclusive features and mods.
Verification scope: Public sources checked on 2026-10-04. The game was not launched; the current build number, frame counts and reproducible timings have not been tested.
Sources checked: 2026-10-04
31 / 31 rows
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Match chapter names with room landmarks
Check your chapter in chapter selection. Below is an example of normal progress from the beginning to the end, not the fastest route through every room. Patrols, held items and masks can change the result of the same action.
- Open only the section matching the chapter name and room landmarks.
- Read the success check first, then try the route from the restart point to the first danger.
- Separate high-score and collectible attempts from practice at clearing the story.
To avoid later content, open only your current section. Check enemy positions and available weapons before the next action.
Answer 01
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Answer 01: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Prelude: The Metro / subway | The entrance enemy and patrol around the corner | Finish the enemy knocked down by the door and secure a weapon. Meet enemies at the corner one at a time, then collect the briefcase farther inside | Deal with remaining enemies on the return trip, then finish in the order car, designated dumpster, car |
| Chapter 1: No Talk / small building | Lines of fire from gunmen and patrolling enemies | Get a weapon from a nearby enemy first. Use corners and doors to separate targets instead of running straight at a distant gunman | Check for enemies getting up from the floor, then return to the exit |
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Answer 02
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Answer 02: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 2: Overdose / stairs in two directions | An entrance visible to the enemy patrolling above | Deal with the entrance after the patrol looks away. Secure a weapon in the next room, check beyond the windows and continue upstairs | The upstairs starting position depends on the stairs chosen; do not assume the same direction |
| Small upstairs rooms | An enemy near the door and another farther inside | After knocking one enemy down with the door, handle the standing enemy first. Finish the downed enemy once the line of fire is blocked | Check the remaining rooms and head for the stairs. On a retry, check doors that were open as well |
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Answer 03
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Answer 03: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 3: Decadence / large house | Gunfire reaching in from outside the room | Secure a weapon from a small room. Check gunmen before crossing windows and long corridors, then clear upstairs | Before going down, prepare a shotgun with ammunition |
| A large opponent on the return route | Its approach speed and response when getting up | Shoot from a distance and do not approach carelessly after it falls. Keep shooting until it is in a state where you can finish it, then do so | Carry the person from farther inside back to the car. Sources differ on shot counts, so no fixed number is given |
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Answer 04
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Answer 04: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 4: Tension / long corridor and dogs | Dog patrols and enemies beyond windows | Wait for dogs at corners with a weapon. Upstairs, clear corridors separately and keep your body away from the wired door | Secure a loaded shotgun and shoot from well away from the door. Enter after the explosion ends |
| Chapter 5: Full House / house of connected small rooms | Dogs and patrols crossing corridors | Get a weapon from a nearby enemy and lure patrols to a corner. If throwing at a distant gunman, deal with the other enemies first | Clear upstairs, check the return-route message and go back to the car |
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Answer 05
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Answer 05: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 6: Clean Hit / open venue | Distant gunmen | Use a gun while keeping the entrance wall as cover. Do not run into the center; reduce lines of fire one at a time while changing guns as ammunition runs low | Upstairs, follow the indicated passage to the balcony, check remaining enemies and return |
| Chapter 7: Neighbors / areas linked by stairs | Large enemies, dogs and normal enemies drawn by gunfire | Get a gun from a nearby normal enemy to handle the large one, then meet followers at a corner. Look for dogs before advancing on the next floor too | Inspect the final telephone and travel where directed. For the confrontation there, see Answer 13 |
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Answer 06
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Answer 06: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 8: Push It / club and branching stairs | The central crowd and uncleared areas beyond the other stairs | Use the first small room as a retreat point while handling the center. After clearing one staircase route, return to the entrance floor and check the other side | Do not assume one upstairs area is the end; check the return-route message |
| Chapter 9: Crackdown / building with many windows | Red sniper lines and SWAT after normal combat | Clear normal enemies, then switch to escaping when the raid starts. Wait behind a wall before crossing a red line | Downstairs, do not try to kill every officer in your path. Knock them down if needed, pass beside them and reach the car |
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Answer 07
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Answer 07: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 10: Hot & Heavy / entrance and three branches | Lines of fire through windows from other rooms | Secure a nearby enemy's weapon from the entrance. Use perimeter corridors instead of rushing through the central shortcut | Take the northwest, east and southeast routes from the entrance area. Remember which stairs you used |
| The four eastern rooms | The long line of fire facing the entrance | Meet enemies gathering at the entrance with a loaded gun. Once quiet, move to the outside and handle gunmen through windows | Check as far as the southwest room, then return to the entrance |
| Northwest and southeast routes | Dogs, large enemies and gunmen in adjacent rooms | Use melee to reduce corner patrols and save a gun for large enemies. Face the path a dog could charge along when changing weapons | Check all branches, then return to the car. Cleared branches do not need to be cleared again |
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Answer 08
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Answer 08: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 11: Deadline / building with elevators | Upstairs gunmen and windows | In the area where an entrance enemy provides a silenced gun, handle nearby patrols first. In the next area, stay by the wall and reduce lines of fire through windows | Before going down, carry a gun with plenty of ammunition |
| The return route where a vehicle enters the entrance | Molotov cocktails and reinforcements leaving the vehicle | Wait behind the entrance wall and shoot enemies approaching from the vehicle. Do not advance toward a Molotov landing point | Once reinforcements stop and the exit is available, head for the car. If out of ammunition, pick up a nearby weapon |
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Answer 09
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Answer 09: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 12: Trauma / hospital | Sightlines and stopping after walking too long | Leave the hospital room and wait for an opponent to focus on the newspaper or for a patrol to turn away. Use places without windows as rest points | If needed, go through the room with the card, open the door and reach the elevator |
| Lower floor and after returning home | Guards in corridors and beyond windows | Make short moves after patrols pass and head for the exit on the left. This is not a scene for eliminating enemies by attacking | After returning home, inspect the laundry basket with clothes and continue. Do not immediately treat pauses along the way as bugs |
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Answer 10
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Answer 10: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 13: Assault / police station | The entrance group and gunmen farther inside | Get a weapon from enemies near the entrance, then use the wall while dealing with incoming enemies. Save ammunition for large enemies that require a gun | Check the upstairs key, holding room and documents in sequence, then return to the car. Not everyone in the station has to be defeated under the same conditions |
| Chapter 14: Vengeance / reception and truck display | Large enemies reacting to gunfire | Get a gun from a nearby enemy and meet them at the entrance. Secure the next gun before going upstairs | At the top, check dog patrols and guns beyond windows. Advance the conversation farther inside and move to the next location |
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Answer 11
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Answer 11: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 15: Showdown / first entrance | Large enemies approaching from both sides | Defeat normal enemies at the entrance to secure a gun, then cover both sides. Watch ammunition and avoid wasted shots | Climb the stairs farther inside to enter the dedicated encounter |
| Dedicated encounter: approaching animals | The trophy on the right and the fountain | Take the trophy, use the fountain to separate their approaches and strike. Confirm each opponent is fully down | After both are handled, watch for the next opponent approaching |
| Dedicated encounter: approaching bodyguard | The opponent's straight approach | Throw the trophy to knock the opponent down, then finish them. They escape partway through, so approach again and complete the finishing action | Leave yourself a route from the finishing position to the fountain |
| Dedicated encounter: shooting opponent | Breaks in gunfire and knives on the floor | Take a knife and hide behind the fountain. Throw during a break in shooting, then repeat with the next knife | Check the telephone and gun on the desk, then head to the elevator. Do not wait for the ending sequence beside the opponent |
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Answer 12
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Answer 12: progress by section
Wide tables scroll horizontally.
| Chapter / scene landmark | First danger | Action order | Completion check and recovery |
|---|---|---|---|
| Chapter 16: Safehouse / a different playable character | You cannot switch to picked-up weapons | Use the fixed melee weapon and three knives. Use melee for enemies you can lure around corners and save throws for distant gunmen | Advance the conversation in the back room |
| Chapter 17: Fun & Games / arcade machines and upstairs | Gunmen separated by windows | Handle downstairs with melee and save knives for upstairs. Deal with patrols arriving at corners before throwing through windows | Do not throw every knife immediately; keep some for enemies you cannot approach later |
| Chapter 18: Prank Call / office with terminals | The confrontation farther inside | You do not need to kill every unarmed NPC nearby. Inspect the person and terminal farther inside, then use melee on the appearing opponent before they reach the club | Finish the conversation and return route |
| Chapter 19: Resolution / final visit | Normal progress versus extra requirements | For normal progress, use the manhole farther inside, advance the conversation and leave. Special terminal requirements are separated into Answer 09 of the collectibles article | Do not treat killing the opponents as mandatory. Return to the motorcycle after the conversation |
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Answer 13
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Answer 13: the special encounter along the way
This is the confrontation in the room with the club, in the latter part of Neighbors.
Wide tables scroll horizontally.
| Special encounter | Behavior cue | Response | Recovery after failure |
|---|---|---|---|
| Biker | The opponent throws a weapon after a series of close-range attacks | Keep your distance and take the golf club in the lower left. Dodge the throw, then strike while the opponent goes to retrieve the weapon | Do not assume you started with a normal room's weapon. Retry by locating the club and choosing your retreat direction |
| The opponent remains standing after your attack | They retrieve their weapon and approach again | Again wait for the throw before attacking. Do not chase recklessly and mash attacks | If trapped in a corner, make a wider circuit on the next attempt |
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Frequently asked questions
I cannot leave even though no enemies are visible
Check downed enemies, areas beyond other staircases and small rooms beyond windows. Some chapters also require a conversation or interaction, so read your current section's completion check.
My entrance is different from the guide's
In areas with multiple staircases, your starting position depends on the one used. Match the room's shape and previous entrance instead of copying compass directions alone.
Normal attacks suddenly stopped working
Some dedicated scenes change controls or objectives. Check the collapsed answer for the current chapter and distinguish that situation from repeatedly failing with normal combat inputs.
Do I need a high-score mask to finish?
This example route does not require a specific mask. Prioritize enemy-type exceptions and special encounters; collectibles and high-score challenges can be handled separately later.