How to Open the Exit Gate in HUNTRESS – Dynamite, Key and Code
Blow open HUNTRESS's sealed exit gate: place four dynamite charges on the gate, then use the detonator room key and the per-run code to set them off and escape.
To open the sealed exit gate in HUNTRESS, you need three things: four sticks of dynamite, the detonator room key, and the detonator code. Plant the dynamite on the gate itself, then set the charges off from the detonator room. The building's regular doors are sealed, so this gate is the only way out — when it blows open, walk through it and get out.
What the gate needs
- Four sticks of dynamite — the charges that blow the gate open
- The detonator room key — unlocks the room where the detonation is triggered
- The detonator code — the number you enter at the detonator itself
All three hide somewhere in the building on every run, and the code is different each playthrough — 0973, 9516 and 8459 have each shown up in separate runs — so there's no fixed code to memorize. You have to find the current one every time. For the explosives, the guide on how to find dynamite covers the search itself.
How to blow the gate open
- Place the dynamite on the gate. The gate sits at the start area, so bring your sticks back there. The dynamite is planted directly on the gate — in one run, a player carried a stick to the start area, set it on the gate, and the charge was in place.
- Plant every charge before trying to detonate. One charge does nothing on its own. That same group placed their first stick and still needed two more, then gathered the remainder from the second floor and other areas before setting anything off. The gate only blows once the full set of charges is on it.
- Unlock the detonator room. The charges aren't triggered at the gate — there's a separate detonator room elsewhere in the building, and it's locked. Use the detonator room key to get inside.
- Enter the code and detonate. Key in the code you found this run at the detonator, and the charges fire. The gate blows open — that's your success signal. In the one finish on record, the player found the gate standing open and called to get out.
If the gate won't blow
A stalled detonation attempt means something is still missing. Groups that rushed the ending kept discovering they were a charge or a code short, and the escape doesn't finish until everything is gathered: all the charges placed on the gate, plus the code that belongs to the current run.
Getting to the gate alive
The spider hunts the whole time you're doing this. You can't outrun it — when the lamps flicker or you hear it getting close, crouch into a metal duct and wait for it to leave. The spider chase guide and hiding guide cover that side of the game, and the full escape walkthrough puts the gate into the context of an entire run.

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.
How to Hide in Vents (and When It's Safe)
Read the flickering-lamp warning, pick a real metal duct, and judge when the spider has gone so it's safe to move.
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.
