The Mailroom how to find hell's exit is not a door you walk through from your desk. The locked door in the basement mailroom marks the edge of the mailroom, and the way out is the same elevator that brought you down in the morning: it will not move until you cast the spell to unlock it, which is the fourth item on your last errand list. Ride up with your keycard and the building opens in front of you.
The locked door
The locked door in the basement mailroom is not something you open from your desk. It marks the edge of the mailroom, and the rest of the building is where the secrets are. The goal is set out plainly: uncover the secrets of your surroundings and find your way to hell's exit before you are trapped for eternity.
The office you work for is the Mephisto building at 666 5th Street, Modesto, CA 95350 — the same Modesto Inc. basement you clock into every morning. Everything above the basement belongs to the same address, which is why the elevator is the exit rather than a side door.
The Mailroom how to find hell's exit: the last errand list
The last errand list you are given runs to four items, and the fourth one is the way out:
- Get a cigarette.
- Get some junk mail.
- Get some toilet paper.
- Cast spell to unlock the elevator.
Finishing that list is what takes you out of the mailroom and into the building. The other errands run through your shifts alongside the mail, and they are covered in the shift walkthrough.
The book that holds the spell
The spell comes from the same occult shelf you work from all shift, because the book on the bench is Modern Necromancy for Animating Industrial Machinery, 1773, 3rd Ed., with an animating sigil drawn on the facing page. That is the book the elevator unlock comes from, so the spell is cast from your desk rather than found somewhere else in the building.
Riding the elevator up
Once the elevator is unlocked you ride up with a keycard in your hand, and the building opens in front of you: corridors of red doors under wall lamps, framed pictures on the walls, mail spilled across the floor, and oversized frogs sitting in the hallways. A framed sign reads The MEPHISTO bldg, 666 5th Street.
A board in the corridor lists the building's residents with their home addresses, and one of them lives at 666 5th Street, Apartment 3A. The doors are numbered and none of them open by hand: you use the keycard at the door, which gives an Unlock prompt, and once the door is unlocked it gives an Open prompt. Door 34 has a HELP!! envelope stuffed into the mail slot, so the mailroom's story follows you upstairs.
Behind one of the doors is an apartment with a red curtain, a bed, a portrait of three figures on the wall above a MAIL box, and a kitchen counter with a radio and a stack of envelopes on it. A crow perched on a cabinet can be looked at, with the word Crowfriend painted on the wall behind it. The office is not a normal one either: there is a security camera in the toilets, a swinging chandelier of skulls and fire over the work table, and an intercom your boss speaks through.
What the ending leaves you with
Two things are worth expecting at the end. The ending is deliberately open rather than conclusive, and a lot of the building is never explained, including the names that get crossed out of the directory as the story goes on. Hell's exit is not a door you walk through to a victory screen either: the last sequence leaves you inside the building.
The official continuation is Endless Mode, where you keep sorting forever — how to unlock it and what changes is in endless mode.