HUNTRESS Multiplayer Guide: How to Play with Friends and Escape Together
HUNTRESS is playable solo or with up to 3 friends in one shared escape attempt. Here's what the group works toward: the key, the code, four dynamite, revives and the gate.
HUNTRESS is a solo game or a group game: one player plus up to three friends — four in total — can take on the same escape attempt together. Your whole squad explores the same two dark floors of the sealed building, and everyone works toward one shared goal: find the room key, the door code and four dynamite charges, then blow the gate and get out before the giant spider hunts you down.

What the group is working toward
The escape goal is identical whether you play alone or with friends. In a group run, the squad collectively needs:
- The room key — hidden somewhere on the building's two floors.
- The door code — a new number every run; one group found 0973, another 9516, so only a code discovered in your own attempt counts.
- Four dynamite charges — enough to blow the gate.
Items belong to whoever finds them, but players can hand things to each other. That's the heart of multiplayer HUNTRESS: pass dynamite to the teammate heading for the gate, or carry a key over to whoever's stuck at a locked door. Once the group has placed its charges at the gate and detonated them, the escape is done.
How to coordinate a group run
Group sessions live or die on callouts. Habits that work in group runs:
- Split the search. Cover both floors at once by dividing areas — "you check that side, I'll take the other." Knowing the building layout makes it much easier to tell teammates where to look.
- Call the spider's movement. The flickering-lamp warning only tells you the spider is on your floor and closing in — it doesn't pinpoint it. So when someone sees it change floors, say so: "he's coming downstairs," "he went upstairs." Voice chat makes this far easier.
- Treat flickering lights as a hide signal. When the lamps on your floor start flickering, the spider is near — get into a vent or duct and wait it out rather than trying to outrun it. The spider chase guide and hiding guide cover surviving those hunts in detail.
Downed friends aren't gone
A group's biggest safety net is revives. If a teammate dies, any living player who reaches them can bring them back, and revived players return alive — in one session that meant walking back to the duct where a friend had been caught. Before you write off a downed teammate, check whether someone nearby can get to them in time.
Before your first group run
Party size doesn't change the rules, so everything covered so far applies to your squad too. For the specific pieces a group has to pull together, see the dynamite locations guide, the vent locations and the gate-opening walkthrough. And if you'd rather practice the escape alone first, the same run works solo — just without anyone to revive you.
Related Guides
Escape Walkthrough: Dynamite, Code, and the Spider
The full escape route: collect the keys, your per-run code and four dynamite, place them at the gate, and survive spider hunts.
How to Open the Exit Gate
The complete gate-opening sequence: planting charges, finding the detonator room key, and using your per-run code to blow the exit.
