1. Register every arrival
Creator videoA toy reaches your counter with a ticket. The tutorial is explicit: 'Stamp their ticket to log them in.' The ticket names the toy and lists its reported problems, for example 'covered in dirt and torn seams' or a missing foot. The ticket is your baseline — what you are promised, and what the toy should look like.
2. Walk it to the workshop
Creator videoRegistered toys move to the workshop, where each repair bench sits. Watch the walk: several walkthroughs show anomalous toys already behaving strangely — a lurching gait, floating, or a face that does not match the ticket — before they ever reach a bench.
3. Fix what the ticket lists
Creator videoEach reported problem maps to a bench action: brush off dirt, sew torn seams, restuff flattened toys, loosen stiff joints with oil, wind clockwork keys. If a part is missing — a foot, a hand, a leg — you order and pay for the replacement, and the game rejects the wrong piece.
4. Photograph the suspicious ones
Community clipsShort-form community clips under 'How to Know the Anomalies' show the workshop camera/TV setup photographing the current toy. Players compare the photo with the toy on the bench: a photo that shows missing eyes, a changed face, or nothing at all marks the toy as an anomaly. It is the cheapest proof check before you commit.
5. Purify what is not right
Creator videoThe tutorial hands you the purifier and says to use it on toys that 'aren't quite right... Don't hesitate to use it.' Purifying an innocent toy is a mistake the game calls out ('That was an innocent toy'), and accepting an anomaly instead comes back at the end of the shift — footage shows the accepted anomaly returning to attack.
6. Survive breach events
Creator videoMid-shift alerts interrupt the queue: 'Warning. Breach detected. Eliminate infiltrator as soon as possible.' A creature is loose in the shop; the purifier is the answer. Multiple walkthroughs treat breaches as the main mid-shift health risk.
7. Close the shift and go home
Creator videoAt shift end you leave the shop, walk home through the dark, and sleep. The house interludes carry their own scares — footsteps in your room, new music, and dialogue that foreshadows the ending — and then the next shift begins.