Huntress on Roblox
A first-person horror escape by YamiSama18: a giant spider stalks a sealed two-story building while you search for dynamite, a detonator key and a code to blow the exit gate. Solo or with up to 3 friends.
YamiSama18
The escape needs exactly three finds: all 4 dynamite sticks, the detonator room key, and this run's 4-digit code. Attach every charge to the gate, unlock the detonator room, key in the code, fire - and walk out. You can only carry one item at a time.
The escape, step by step
Every run follows the same sequence - the only things that change are the spawns and the code.
-
1
Search both floors systematically
Dynamite, the key and the code hide in drawers, lockers, wardrobes and breakable jars across the gray-tiled lower corridors and the red-walled upper floor. Check wardrobe middle shelves and smash vases - keys regularly hide inside breakables.
-
2
Note your per-run code
The 4-digit code is written on a yellow sticky note, usually on a wardrobe door. It rerolls every attempt - codes like 4639 or 0973 only applied to their own runs. Type yours into chat so you don't forget it.
-
3
Stage dynamite at the red staircase
One-item carry means four separate trips. Drop sticks you find upstairs at the central red staircase and ferry them down together - much faster than losing your bearings between trips.
-
4
Attach all four charges to the gate
The sealed gate is in the start area. Every single charge must be planted - three dynamite does nothing.
-
5
Unlock the detonator room and fire
Use the detonator key on the locked room near the central hall, enter your 4 digits on the keypad, hit the switch, and the gate blows. Walk through.
Surviving the spider
It moves faster than you sprint - the vents are the escape plan, not your legs.
Watch the lights
Fluorescent lights flicker when the spider is on your floor and close. That's your warning to stop looting and get to a duct. In Nightmare mode, listen for footsteps instead.
Metal wall ducts = safe
Crouch into the low metal vents and stay motionless until the footsteps fade. The spider also travels across ceilings - don't assume the corridor is clear just because the floor is.
Noise draws it
Opening drawers and closets while the spider is in earshot makes it charge your position. Wait out hunts instead of speed-looting through them.
Split the search
In co-op, assign floors when sticks go missing - recorded groups only found their last dynamite after dividing an area and re-searching ground they had covered.
When the hunt starts mid-carry: drop the item and hide. A dropped dynamite or key stays where it fell - a dead run starts everything over.
Common failure points
Where most lost runs actually die.
| Problem | Fix |
|---|---|
| Can't find the last dynamite | Sticks spread across both floors - re-sweep top and bottom floors container-by-container instead of wandering the middle. |
| Detonated with a charge missing | Nothing happens without all four. Count the sticks planted on the gate before you leave for the detonator room. |
| Forgot the code | It's random per run. Paste it in chat or write it down the moment you read the sticky note. |
| Caught crossing open corridors | Never try to outrun it. Route between rooms using duct positions as checkpoints, and stop whenever lights flicker. |