Welcome to Oakside Park, a sprawling, disorienting zone where panic meets strategy, and survival depends on both your wits and your memory. In this guide, we’ll break down the beta version of Slender: The Arrival — the sequel to the famed Slender: The Eight Pages. Unlike the original, this iteration throws you into a more dynamic and randomized version of the Slender mythos, making every playthrough slightly different and significantly more tense.

Let’s get one thing out of the way first: if you haven’t beaten the game yet, consider attempting it blind. Part of the appeal — and fear — comes from not knowing what’s around the corner or which layout you’ll face next. That element of surprise is something special and shouldn’t be spoiled too early. But if you’re stuck or trying to optimize your runs, then this guide is exactly what you need.

The Changing Map: Navigating the Chaos

One of the most disorienting aspects of The Arrival compared to its predecessor is its randomized nature. Not only do page locations shift between each game, but the actual structures — tents, jeeps, information centers, even porta-potties — are shuffled too. Where you found a canoe last time, you might find a car, or nothing at all, the next.

To combat this, a hand-drawn map was created and used to track major landmarks. While it’s admittedly crude and not 100% accurate in scale or path layout, it serves as a critical mental framework. The map doesn’t focus on fixed locations for the pages but instead labels nine key ‘sites’ where a page might appear. Since the structures themselves move, this labeling system is far more effective than trying to memorize specific page placements.

You’ll typically spawn at one of three entry points labeled A, B, or C. These can be confusing at first — especially B and C — as they can look quite similar. For example, starting at point C puts you near sites 3 and 4, but without a reference point, you might initially misidentify where you are. Fortunately, with enough practice, you’ll develop an intuitive sense of orientation based on nearby objects or terrain features.

Sample Playthrough: The Strategic Sweep

Let’s dive into a sample run to illustrate practical gameplay. In one playthrough, the spawn point was near sites 3 and 4. Heading left, the first page was found on a canoe at site 3. From there, the path led upward to site 4, which unknowingly contained another page on the jeep — missed at first glance. This mistake caused a later backtrack, which highlights how easy it is to overlook a location under stress.

The general strategy here was to move in a clockwise circle around the map. After checking site 4, the next move was to site 2, where — thankfully — the information center was located early. This building is one of the more complex structures, housing four or five possible page spawns inside. Grabbing its page early reduces stress later in the run, especially since backtracking here under pressure is risky.

From site 2, the route continued to site 1, then swept around the southern edge of the park. Pages were collected at sites 8 and 9, although a brief detour was necessary after a close encounter with Slenderman. Running off-road can be tempting, especially when fleeing, but it’s advised to stick to the paths unless you’re extremely confident. Roads reduce the chances of Slenderman teleporting directly in your path and make orientation easier.

After picking up seven pages, the final one remained at site 4 — the one initially missed. At this point, the pressure skyrockets. Slenderman becomes relentless with each page collected. Sprinting directly to the final site through the forest was the only viable option, disregarding roads entirely to avoid any chance of losing time. It’s a high-risk move, but one that paid off — barely.

Alternate Playthrough: The Shift in Landmarks

To emphasize just how different each game can be, let’s look at another run. This time, the player spawned at point A, near site 1 — recognizable by the body of water on the right and the absence of any useful structures. Site 1 was a dead zone in this game, which meant all other eight sites would contain pages.

Interestingly, what was previously the information center at site 2 had now migrated to site 7. Recognizing this early is crucial, as this structure can be a real choke point if left for last. It’s large, has multiple rooms, and requires time and calm to search thoroughly — two things you won’t have later in the run.

Throughout this run, key structures had swapped places. A jeep that once sat at site 6 had been replaced by a porta potty. Site 9, which had previously been a mid-game visit, was tackled earlier, highlighting how you must adapt routes dynamically. Despite the sprint mechanic being unlimited in the beta — something the player hoped would change before final release — stamina management in your head still adds a layer of tension. Knowing when to run, when to stop, and when to just go becomes an instinctual rhythm.

The final portion of the playthrough involved another loop to collect the last pages. With Slenderman hot on the player’s trail, the strategy shifted from methodical navigation to all-out sprinting. It’s here that sticking to roads once again proved valuable, as weaving between trees under duress can easily lead to a dead end or a direct collision with the enemy.

Final Tips

  • Stick to the roads early on. They help maintain orientation and reduce surprise encounters.
  • Get the information center page early. It’s a maze inside and easier to tackle when you’re not being actively hunted.
  • Label sites instead of items. With randomization, structure location is less helpful than landmark proximity.
  • If lost, stop and reorient. It’s better to pause than wander aimlessly — Slenderman punishes confusion.
  • Avoid turning around once past six pages. Keep your eyes forward and trust your route.

That wraps up our look at the Slender: The Arrival beta. The fear and unpredictability are part of what makes this title an exciting evolution of the original. With practice, a solid mental map, and nerves of steel, you’ll make it through Oakside Park — or at least know how you died trying.


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