The clearest documented demo solution is to craft a firebomb and use it to burn through an obstruction. PCGamesN describes a bandage-and-flask combination, while separate demo reports corroborate Molotov crafting and a burnable barricade. The collected material does not establish a complete puzzle list, keypad-code sheet, or campaign-wide solution sequence.
Coverage: One documented historical demo interaction plus official access-system descriptions.

The documented firebomb obstacle
PCGamesN describes an early demo interaction involving a bandage and a flask. The combination produces a firebomb that can be used to burn past a blockage. This is the most concrete obstacle-and-solution pairing established by the collected material.
The account explains the connection between crafting and environmental access. It does not name a universally applicable room or supply a complete pickup route for the ingredients. Keep the solution tied to its historical demo context when comparing it with your played version.
How the Molotov interaction is corroborated
A Steam discussion explicitly identifies Molotov crafting in the demo tutorial. NeverMore Niche independently reports using a Molotov against a barricade. These sources corroborate the interaction from different accounts rather than relying only on a broad marketing description.
The combined evidence supports the role of a crafted incendiary item in clearing an obstacle. It does not supply exact ingredient quantities or a complete control sequence. Those operational details are therefore left to the interaction shown by the version being played.
Read the recipe in the game you are playing
The published example identifies a combination involving a bandage and a flask. The tutorial discussion separately establishes that the crafting interaction is present in the demo. Neither collected account is a complete recipe table for every release.
Use the displayed recipe and controls rather than adding assumptions about ingredient states or amounts. A recipe example and an exact current instruction have different levels of detail. Keeping them separate preserves the useful interaction without inventing the missing steps.
Distinguish crafting from other access systems
The official game overview lists hacking computers, opening doors, and refueling machines as ways of reaching new paths. These are documented categories of environmental interaction. They show that access problems can involve more than the firebomb example.
The categories do not all imply the same solution. A hacking description cannot establish a numerical keypad code, and a refueling description cannot establish a switch order. Treat each interaction according to what the actual environment presents.
Separate an optional approach from mandatory progression
The collected material describes an interactive game with more than one way to approach situations. That context matters when interpreting a demonstrated obstacle solution. Seeing one successful approach does not automatically establish that it is the only required route.
The firebomb example supports a usable interaction in the reported demo. It does not establish the mandatory order of all campaign obstacles. The walkthrough keeps the broader progression question separate from the specific example explained here.
Keep historical obstacle reports version-specific
The independent firebomb accounts were published during different demo periods. They describe what their writers encountered in those contexts. They do not independently establish a complete solution sequence for a later campaign build.
Use the version context when comparing the obstacle in an article with the obstacle in your game. The same broad system can be described without every placement being documented. A confirmed interaction should not be expanded into an assumed room-by-room puzzle route.
Why this page contains no invented code list
The collected sources describe interactions rather than a complete sheet of numerical answers. They do not supply a verified keypad-code list or switch sequence. Adding those values would create puzzle instructions with no supporting evidence.
The useful answer is therefore the documented firebomb interaction and the officially described access systems. Those provide a real starting point for understanding environmental obstacles. They are presented without claiming that every puzzle in the game has been solved here.
Choose the next guide by the obstacle you face
Use map context when you need to understand the difference between route descriptions and an actual facility plan. Use the walkthrough when you need the documented opening progression approach. Use the systems guide when the question is how crafting, equipment, and exploration fit together.
For this specific search, the supported answer remains the early-demo firebomb obstruction. Its crafting context is independently corroborated, while its exact current placement and full operating sequence are not established by the collected material. Keeping that scope clear provides a real solution example without manufacturing an exhaustive puzzle guide.
Sources and version context
- PCGamesN: demo systems and interactionsKen Allsop, updated August 31, 2024. Demo examples and developer-design coverage.
- Steam: Molotov tutorial discussionPlayer report about the demo tutorial; corroborates the crafting interaction, not final controls.
- NeverMore Niche: hands-on demo impressionsNoir Mouse, August 28, 2025. Demo equipment, threats, and environmental interactions.
- Official Steam game overviewDeveloper-supplied overview and Early Access plans; checked October 16, 2026.