HUNTRESS Building Layout: How to Orient Yourself and Track the Spider's Floor
A practical orientation guide to HUNTRESS's two-floor building: the named areas that anchor you, the lamp-flicker and footstep cues that reveal which floor the spider is on, and how to sweep both floors for dynamite.
HUNTRESS takes place inside one enclosed, two-floor building where dark corridors can all start to look alike. The fastest way to stay oriented is to anchor yourself to its named areas — the front start area with the sealed gate, the Generator room, and the Detonator room — clear one floor at a time while you hunt for dynamite, and read the lighting: when the lamps start flickering, the spider is on your floor and getting close.
How the building is laid out
You explore the whole building in first person, alone or with up to 3 friends, and the goal is to find the dynamite, survive the giant spider hunting you, and blow the sealed gate at the end.
The building has two dark levels — a ground floor and an upper floor — and the spider travels between both while you search. It's dark but not fully dark, and not everywhere is lit, which gives you just enough to navigate by. A few areas have names you can use as waypoints:
- The start area (front): where you begin and where the sealed gate sits. This is the endpoint of the escape — the dynamite gets placed here at the gate.
- Generator room: a recognizable named room to navigate by.
- Detonator room: another named landmark. You may find it on the second floor — treat that as a hint rather than a guarantee, and trust the room's label when you reach it.
Which floor the spider is on
Rooms look alike in the dark, so your two most important coordinates are which named area you're near and which floor you're standing on. The floor matters most for survival:
- In the standard mode, the in-game tutorial tells you to watch the lamps. When the lights start flickering, the spider is on your floor and closing in.
- That warning is floor-specific. If the spider is on the other floor, you'll hear nothing near you — silence is good news, but it tells you nothing about where the spider actually is. You only ever get a read on your own floor.
- The spider moves up and down throughout the run, so a quiet floor can turn loud fast. In co-op, call out "he went upstairs" or "he's coming downstairs" — for teammates on the other floor, your callout is often the only warning they'll get.
- On the Nightmare lights-out variant, the plan changes: only your flashlight works, and the cue is sound instead — when you hear its steps, it's on your floor and getting close.
Searching both floors for dynamite
Dynamite and keys come out of the building's containers: open drawers and break the vases and jars scattered around as you clear each area. They turn up in different containers on both floors, so don't fixate on where you found the last one — sweep each area methodically instead. Once a floor is cleared, go back and sweep both floors again for any dynamite you missed. For a focused hunt, see how to find dynamite.
Three things to keep in mind while you search:
- Watch the noise you make. The tutorial warns that the spider hears anything you drop or any drawer you open when it's near. If your floor's warning hits mid-search, stop looting and get to a hiding spot.
- Use your flashlight. You'll need it to actually spot containers in the dark, and some players switch it off while the spider is close. On Nightmare it's your only light source.
- Note the nearest vent. Metal ducts around the building are your hiding spots — crouch inside and wait for the spider to leave. Not every room has one, so know your way back to the closest vent before the lamps start flickering. The hiding guide and vent locations cover this in detail.
Once you have what you need, bring the dynamite back to the gate at the start area. The gate walkthrough covers the detonation, and the full escape walkthrough ties the whole run together.
Related Guides
How to Find All Four Dynamite Sticks
Where the four dynamite sticks spawn across both floors, and how to carry every stick back to the start area.
Vent Locations: Finding Real Cover
Not every vent works: the crouch-in test that separates real cover from decoration, and the reliable generator-room vent.
