Murderthon Frost Guide
Mount Fuji rework layout, door mechanics, and how to survive the cold.
Frost is Murderthon’s winter-themed trial map, featuring a Mount Fuji rework that completely changed the original layout. This guide covers the new Frost architecture, the doorway gimmick system, generator routing in the cold, chase tiles that actually burn time, and how specific Masks exploit the environment. The map has undergone multiple reworks with door nerfs in recent patches, so this reflects the current state.
Use this guide alongside the West Park guide for map comparison, looping for chase fundamentals, and the killer guide for Mask-specific angles.
Map overview
Frost is an outdoor winter map centered around a Mount Fuji theme. The environment features snow-covered terrain, strategic cover points, and the signature doorway gimmick system that adds a unique strategic layer to the trial.
Key characteristics:
- Open sightlines similar to West Park but with different tile structures
- Doorway gimmick system that survivors and Mask can interact with
- Dense vent network (venting close duration increased to 30s for survivors, 16s for Mask)
- Cold atmosphere with holiday decorations during events
- Multiple generator islands spread across the terrain
Doorway gimmick system
Frost introduced a unique doorway mechanic that affects how survivors rotate and how Masks pressure:
How doors work:
- Doors can be opened and closed by both survivors and Mask
- Close duration: 10 seconds (reduced from 20s in recent nerf)
- Crouched players cannot trigger doors
- If a doorway has not been touched in 10 seconds, the pass count resets with a ticking audio cue
- A cooldown of 10 seconds activates after doors open
Strategic use for survivors:
- Block Mask rotation paths during chase
- Create safe rotation windows between generator islands
- Deny the Mask easy proxy camping positions
- Use doors to split up when the Mask is chasing a teammate
Strategic use for Mask:
- Close doors to cut off survivor escape routes
- Time door closures to trap survivors in dead zones
- Use door audio cues to predict survivor movement
- Block key rotations during endgame
Best door practices:
- Do not prep doors indefinitely—the timer resets with audio warning
- Communicate with the comm wheel about door states
- Treat door positions like pallet positions: limited resource
Generator routing
Survivors still need five of seven generators on Frost. The layout affects routing decisions:
Early game priorities
- Identify the safest generator clusters first
- Split between two islands when possible to deny Pierce teleport value
- Watch door positions before committing to a long repair
Mid-game decisions
- Protect high-progress gens during Mask pressure
- Use doors to create safe repair windows
- Avoid triple-stacking gens where Sheol ranged pressure or Lens camera coverage is strong
Late game
- Two gens remaining: use doors to block Mask rotation
- Gate phase: prefer the gate with better door coverage for retreat
- Last survivor: play for hatch, not vanity generator progress
Chase tiles and looping
Frost has several strong chase structures:
Snow-covered structures:
- Short walls with good vault angles
- Natural cover that breaks line of sight
- Multiple exit paths for survivors
Indoor sections:
- Tight corridors that benefit the Mask in close range
- Lockers available for stealth repositioning
- Generator rooms with partial cover
Open ground:
- Sprint across open snow only when necessary
- Crouch-walk to reduce scratch mark visibility
- Use terrain features for camera breaks
Mask-specific strategies
| Mask | Frost angle |
|---|---|
| Pierce | Teleport cuts cold open ground crossings |
| Divide | Vent denial is strong; doors add another control layer |
| Sheol | Ranged cards shine in open Frost sightlines |
| Jammed | Cuffed survivors in open cold lose time walking |
| Fate | Trap door approaches and gen islands |
| Sin | Rush through doorways quickly; wall running removed |
| Ripe | Madness in open areas can scatter survivors |
| Lens | Camera coverage of open gens and doorways |
| Plague | Zone denial in generator clusters |
Anti-camp and vent changes
Anti-camp to vents: vents close if you sit in them for 5 seconds. This affects both survivor and Mask vent usage.
Survivor venting close duration: 30 seconds (increased from 12s) Mask venting close duration: 16 seconds (increased from 12s)
This means:
- Survivors cannot abuse vents as heavily for escape
- Divide’s Lingering effect is even more punishing
- Mask can close vents more frequently
Common Frost mistakes
- Preppng doors too early without understanding the reset timer
- Sprinting across open snow (scratch marks light up)
- Ignoring door cooldown when rotating
- Triple-stacking generators in visible positions
- Not communicating door states with teammates
- Trying to loop in tight corridors against rush Masks
Practice checklist
- Play two survivor matches focusing on door timing
- Play one match noting which door positions matter most
- Play one Mask match using Pierce to cut Frost crossings
- Practice using doors strategically, not reactively
Related reading
- West Park — comparison map guide
- Looping — chase fundamentals
- Killer Guide — Mask pressure basics
- Controls — keybind reminders
Frost rewards players who respect the doorway gimmick, use open ground strategically, and communicate door states. Learn when to close doors for pressure and when to leave them open for rotation—the decision wins or loses matches.
Frequently Asked Questions
Quick answers for Murderthon survivors and Masks.
What is the doorway gimmick on Frost?
Frost has interactive doors that both survivors and Mask can open/close. Doors have a 10-second close duration, reset pass counts after 10 seconds of no interaction, and have a 10-second cooldown after opening.
Is Frost survivor-sided or killer-sided?
Frost's open sightlines and door system create dynamic gameplay. Survivors can use doors for rotation denial, but Masks like Pierce and Sheol thrive in the open terrain. Outcome depends heavily on Mask pick and survivor coordination.
How do vents work on Frost?
Survivor vent close duration is 30 seconds, Mask vent close is 16 seconds. Vents auto-close if someone sits in them for 5 seconds (anti-camp). Divide's Lingering is especially punishing on Frost.
What Mask is best on Frost?
Pierce excels due to open crossings that teleport cuts effectively. Sheol's ranged cards work well in sightlines. Divide controls both vents and doors. However, any Mask can perform well with proper macro play.
How should survivors approach generators on Frost?
Split early between islands, communicate door states, avoid triple-stacking visible gens, and use doors to create safe repair windows. The cold open ground makes crouch movement valuable between safe gens.