The server cap is not the party size
The official page calls this a game you play together, recommends headphones and voice chat, and sets the server size at 30. Recorded nights are much smaller. Squads of about five are shown, and solo clears exist. Do not wait for a full server before you assign jobs.
Roles that match the loop
Assign these before the alert ends:
| Role | Job | Hand-off |
|---|---|---|
| Upstairs guard | Main bedroom door and upper windows | Calls the opening on that floor |
| Downstairs guard | Front, side, and glass doors, lower windows | Does not leave the floor to chase a sound |
| Breaker runner | Knows the outdoor box | Goes only after the creature has left the house |
| Totem carrier | Picks up the first world totem and keeps it | Revives only while still alive |
A recorded team posted two players upstairs and three downstairs, one player per opening. If the breaker runner leaves, someone else inherits their door. The cut is when downstairs windows get jumped. Entrance names are on Keep Doors and Windows Shut.
Voice helps, and the creature is also associated with noise warnings. Keep callouts short: which opening, who is on the breaker, who is hiding. Do not investigate a footstep by running to it. The sound can point at the wrong wall.
When someone dies
Death does not end the round. The fallen player becomes a ghost. Ghosts in recorded sessions can move, look for a totem, and sometimes open a door for the living. One ghost could open only a single door and could not use game chat, so they had to speak on the recording rather than in the match. Do not assume a ghost can do every interaction.
The world totem
Revive totems spawn as pickups. A living player picks one up and carries it. While everyone is alive it sits idle: the totem answers that there is nobody to bring back. When someone dies, the carrier is the one who acts. Dead players ask. They do not use it themselves.
Seen or reported spots include near a pantry, elsewhere inside, and outside after a spent totem did not return to the pantry. A shed report was never collected because the shed would not open. Sweep. Do not memorize one crate. The item page is Revive Totem.
Each totem is used up. The next one has to be found again. The item text says it revives all fallen teammates. The rescues players actually lined up named one teammate. Whether one pickup revives every body, or only the person the carrier can reach, is not shown. The final button, whether you walk up to the body or use the item from inventory, is also not shown. What is consistent is who acts: a living holder.
The paid prompt
A second route is a purchase. The on-screen line is "Revive all fallen teammates. Buy the totem for 24." Players in the same sessions say a revive costs Robux, and a dead player was told the buyer did not have the money. The "24" on the prompt is not printed with a currency name. Read your own prompt before you spend. One purchase is described as covering every fallen teammate, which is wider than a single world totem.
There is also a paid line about running, phrased as paying with Robux. What that purchase changes is not shown. It is not a survival plan.
Solo
If you are alone, avoidance is the only recovery. A world totem still needs a living teammate to use it on you. Do not pick up a totem expecting it to self-revive. Play the entrance loop tighter, and prefer the place-swap over a closet you have not found. The swap is described on Survive After It Gets Inside.
