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HUNTRESS Escape Walkthrough: Dynamite, Code, and Surviving the Spider

HUNTRESS escape walkthrough: find the keys, your per-run code and all four dynamite, attach them at the exit gate, and hide in vents when the spider hunts.

To escape HUNTRESS you need three things: the keys, the detonator code, and all four dynamite sticks hidden across the building's two dark floors. The dynamite gets attached to the exit gate back in the start area, and the escape is tied to the detonator room, which you head for with your code once every charge is placed. While you search, the giant spider hunts by sound — when the lamps flicker, it's on your floor, so crouch into a metal duct and wait for it to leave.

What you have to find

The tutorial lays out the whole objective: the doors are sealed, so explore the two dark floors, "find the key, the code, and four dynamite," then blow up the gate and get out. You can run it solo or with up to three friends.

Here's what each piece looks like in practice:

What you needHow you get itWhat it's for
KeysOpen drawers and smash the little jars you find — one jar held a detonator room keyThe locked doors on your route
Detonator codeWritten somewhere in the building — the runs shown each had a different oneThe detonator room; one run had the code already entered there
Four dynamiteSpread across both floors; the runs shown found different distributionsThe exit gate in the start area

Search rooms rather than just walking through them: open drawers and smash the little jars you come across. One group only got their "detonator room key" after a player broke one of the small jars sitting around — "Like I broke one. Look. And I got a key right here." Two named keys turn up on the route, a detonator room key and a generator room key, so treat a locked door as a reason to keep looting, not a dead end. For how the floors fit together, see our building layout.

The code is the one item you can't copy from a guide. The codes seen in the runs shown all differ — 0973, 9516 and 8459 in three separate sessions — so expect to find your own code each run rather than reusing a fixed number. When you spot a four-digit number during your search, that's your code for this run.

Dynamite works the same way. The four sticks are spread across both floors, and the runs shown found different distributions — one group found two upstairs ("I found ANOTHER DYNAMITE, TOO") and reasoned the last was downstairs. Don't head for the gate until you're holding all four, because every charge is required before the escape works. Our dynamite-finding guide goes deeper on the search.

Where the dynamite goes

  1. Collect all four sticks first. Groups confirmed you need every charge in place before the final step — one team was still two charges short and knew it.
  2. Carry them to the exit gate at the start area and attach them there. One player walked the dynamite back to the start and put it on the gate: "I'm at the start area. I'm going put the dynamite on here."
  3. Head for the detonator room with your code. This is the room the escape is tied to: one group found it upstairs ("What is this? Detonator room."), a solo player ran into its locked door mid-route, and the team that finally found their last stick set off straight for it ("Oh, we got to go to the detonator room."). In one run the code had already been entered at that room.

For the exit itself, see our gate-opening walkthrough.

The spider roams the ceilings and hears anything you drop or any drawer you open when it's near. Since opening drawers is how you find loot, every search carries a little noise risk — don't toss items you don't have to.

Your warning depends on the mode:

  • Normal mode: when the lamps start flickering, the spider is on your floor and getting close.
  • Nightmare mode: the lights are out and only your flashlight works, so the spider's footsteps are your warning — hear them, and it's on your floor.

When a hunt starts, don't try to sprint away: you can't outrun it. The game's own advice is to "hide in the vents when the giant spider hunts" — crouch into a metal duct and wait for it to leave. Our vent locations and hiding guide cover the safe spots, and the spider chase guide explains the chase.

Getting caught costs one of your two tries per run. In multiplayer, a teammate can revive a caught player ("Were you in the duct? I can revive you."). If you want to know where the spider is before committing to a room, there's a purchasable radar that shows its location for 20 seconds, then needs 120 seconds to recharge — and once you buy it, it's yours permanently.

The escape run at a glance

  1. Search both floors — drawers and jars — for the keys, the code, and all four dynamite.
  2. Watch the lamps (or listen for footsteps in nightmare mode) and hide in a vent whenever the spider hunts.
  3. Attach all four dynamite at the exit gate in the start area.
  4. Head for the detonator room with your code — the room the escape is tied to.

Here's a complete recorded run of that route, from the first search to the gate blowing open:

Watch the original video on YouTube — [HORROR] HUNTRESS // ROBLOX || [Full Walkthrough]