Murderthon Getting Started Guide
Roles, objectives, codes, and first-match habits for Chilly Creations' 4v1 alpha.
Murderthon is a Roblox asymmetrical horror game by Chilly Creations: four survivors repair generators and escape while one Mask hunts them down and chairs them. The loop is deliberately close to Dead by Daylight—terror radius, scratch marks, skill checks, limited pallets—but the maps, gadgets, and electric-chair pressure give it its own pace. This guide gets you through lobby setup, your first trial, and the habits that stop you from throwing early games.
If you only have five minutes before queueing, redeem codes, pick a free class or Mask, skim controls, and remember the win conditions below. Everything else builds on those basics.
What you are trying to do
Survivors win by repairing five of seven generators, opening an exit gate, and walking out. There are more gens on the map than you need, so the Mask cannot camp every objective at once. If you are the last survivor alive, watch for a hatch spawn—escaping through it still counts as a win. Hatch no longer spawns at start of game; it only appears when 1 survivor remains.
Masks win by downing survivors (two basic hits: healthy to injured, injured to downed), carrying them to an electric chair, and letting the chair finish the job. Chaired survivors gain shock states with a skill check minigame on the second chair state; fail the skill check and you get +5% death progress. Wipe the team before the fifth gen powers the gates.
Both sides share the same map language: pallets (scarce—do not waste them), vents (chase breakers and mind-game tools), chests and crates for resources, and Shards as the lobby currency for Masks and progression.
New mechanics to know
Killer Lunge: Masks now have a lunge attack that increases reach. Missing an attack causes 60% slowness for 3 seconds (increased from 50% for 2s). This changes pallet timing significantly— Mask swinging with no hit or hitting a wall is now slowed more.
Deep Wound: A status effect that applies a bleed-out timer. The timer depletes when not mending, pauses while sprinting, and will down the survivor if it fully depletes. Survivors must stop and mend to remove Deep Wound. This is separate from the normal downed state.
Bloodlust: Tiered status effect to help catch up to survivors who evade for prolonged periods. Speeds up the killer if you are in a chase for a while. Lost if the killer breaks a pallet, successfully hits any survivor, or uses their ability. Speed boost per tier decreased from 5% to 4%, and bloodlust linger time reduced from 3s to 2s.
Interrupt/Catch Mechanic: Masks can interrupt survivor actions during vents, lockers, and pallet vaults by hitting M1 at the right timing window.
Lobby checklist before your first match
- Redeem every working code. Current staples include Vestige, 200KVISITS, DIVIDE, and FROST—full steps live on the codes page. Shards buy Masks and speed unlocks.
- Finish the survivor tutorial when you can. New players are automatically teleported to the tutorial.
- Learn the control map once: Sprint (LShift / L1), Crouch (LCtrl / left stick), Attack (M1 / R1), Ability (M2 / R2), Pallet/Locker (Space / A), Pickup/Chair (E / X), Comm Wheel (MMB / D-Pad Up), Unlock Mouse (Y), Taunt (2 / D-Pad Right).
- Pick a starter class. Medic, Handyman, Saboteur, and Recon are open early; Enforcer, Mechanic, and Cloaker unlock through missions (Missions 1 & 2 are now free, Mission 3 at level 10). Details live under classes and the classes tier list.
- If you queue Mask, start on Ripe or Fate—both are free and teach stealth and traps without Shard investment. Compare kits on masks and the masks tier list.
Survivor fundamentals
Generators and skill checks
Gens are your clock. Commit in pairs when safe, solo when the Mask is busy elsewhere, and kick progress only when you must leave. Skill checks punish greed: miss them and you scream information. The generator minigame now uses 4 letters/numbers instead of 5. Each survivor disconnect gives +5% repair speed to generators. Generator max repair reduced from 100 to 90.
Mechanic exists specifically to accelerate repairs—coordinate so two people are not both wasting toolbox value on a nearly finished gen.
Health states, Deep Wound, and chairs
You cycle Healthy → Injured → Downed → Chaired. Deep Wound is a separate bleed-out timer that requires mending. If a survivor with Deep Wound doesn’t mend, they go into dying state. Injured survivors drip blood pools every 2 seconds (stay for 15 seconds); downed survivors crawl and need a pickup. When chaired, ping with the comm wheel and hope a teammate unhooks before shock kills you. Second chair state now has a skill check minigame—if you mess up, you get +5% death progress.
Saboteur can sabotage chairs to buy save windows—use that when the Mask tunnels hard. Do not body-block the chair path unless you can actually force a drop; otherwise you feed a second down.
Pallets, vents, and resource discipline
Pallets are limited. Pre-dropping every tile teaches the Mask free map control. Hold drops for real pressure, stun when the Mask commits, and leave fragile or broken pallets for a Handyman to rebuild. Note: pallet drop key changed from E to Space.
Vents break line of sight: sprint angle matters—shallow approaches give slower vaults, committed sprint angles give faster vents and slides. Crouch to scrub scratch marks when you leave chase. Survivors can no longer spawn right next to the Killer at trial start.
Anti-camp mechanic to vents: vents close if you sit in them for 5 seconds. Survivor venting close duration increased from 12s to 30s.
For the full loop language, graduate to the looping guide.
First class picks that forgive mistakes
- Medic — Self-heal and faster altruistic heals. Perfect when teammates take greedy hits.
- Handyman — Rebuilds broken pallets. Turns a dead tile into a second life and teaches pallet economy.
- Recon — Pings the Mask. Information wins more alpha games than raw chase skill.
- Saboteur — Chair pressure relief. Strong when the Mask tunnels or face-camps.
- Mechanic / Enforcer / Cloaker — Unlock later; Mechanic for gen races, Enforcer for blind peels, Cloaker for stealth resets.
Check current rankings on the tier list hub before locking a mission grind—alpha patches swing numbers fast.
Mask fundamentals
Read the full killer guide after a few games. The short version:
- Patrol unfinished gens in a path that never leaves two high-progress gens alone.
- Respect Bloodlust: long chases eventually favor you, but four survivors repairing while you tunnel one often loses the trial.
- Down, chair, then leave if gates are not imminent. Proxy the chair from a nearby tile instead of staring at it.
- Track scratch marks, blood, missed skill checks, and vent audio. Info beats raw speed.
- Tunnel when the team is stacked on one save, when a survivor is on death hook, or when a gen is about to pop next to the chair—otherwise spread pressure.
Starter Masks:
- Ripe — Madness spit, hallucinations, Undetectable after hits. Teaches stealth ambushes.
- Fate — Bear traps and area denial. Teaches map control and zone denial.
Paid options like Sin (rush downs), Pierce (gen teleport), Sheol (cards), Jammed (cuffs), Divide (vent denial), Lens (camera info/teleport), and Plague (infection) each ask for a different patrol habit.
First-match tips that actually matter
Do not sprint everywhere as survivor. Scratch marks are free GPS for the Mask. Sprint in chase or to beat a kick timer; crouch-walk between safe gens when the terror radius is quiet.
Do call with the comm wheel. Alpha voice chat is inconsistent; pings for Mask location, need heal, and chair save carry more games than typed chat.
Do split gens early, then collapse for heals and saves. Four people on one gen is how you lose three other objectives.
Do respect pallet economy even if you are not Handyman. Every wasted stun is a tile the Mask never has to respect again.
Do leave the lobby with Shards spent on something useful. Unlock a Mask you enjoy or bank for the next sale—idle currency teaches nothing.
Do not expect polished balance. Murderthon is an alpha: expect bugs, balance swings, and Mask or class reworks. Re-check updates and the tier lists after patches.
Resource management beyond the match
Shards fund Mask purchases (most cost ~5K Shards once you leave the free duo) and progression cosmetics. Codes are the fastest early injection—redeem them the same day you join. In-trial resources are separate: medkit charges, Handyman hammer charges, Sheol cards, Fate traps. Treat charges like limited ammo. A Medic who burns the entire kit on selfish heals mid-match often has nothing left for the clutch gate heal.
Crates spawn 4 at a time now (up from 2), and you can get gadget charges from opening crates. Shard crates are purple, gadget crates are orange.
Chests and crates refill some of that economy. Sweep them when the Mask is occupied, not when you hear heartbeat.
How to practice without tilting
Play five survivor games focused only on not wasting pallets, then five focused on leaving gens early when pressure arrives. Separately, play Mask games where you refuse to tunnel until three gens remain. That split practice builds the two skills beginners lack: resource patience and macro pressure.
When you want mechanical depth, move to looping for survivor pathing and the killer guide for gen patrol. Use tools for any wiki calculators or helpers as they come online, and keep the guides hub bookmarked for new walkthroughs.
Quick reference
| Goal | Survivor habit | Mask habit |
|---|---|---|
| Early game | Split gens, crouch travel | Soft patrol, find first hit |
| Mid game | Heal efficiently, save smart | Spread downs, kick high gens |
| End game | Gate commits, hatch awareness | Tunnel death hook, deny hatch |
| Resources | Save pallets / gadget charges | Spend ability on real pressure |
Murderthon rewards players who treat every pallet, vent, and chair like a timed resource. Learn that language first; flashy Mask tech and perfect loops come after. Redeem your codes, lock a forgiving class, queue a trial, and build from the mistakes you can actually name.
Frequently Asked Questions
Quick answers for Murderthon survivors and Masks.
How many generators do survivors need in Murderthon?
Survivors must complete five of seven generators, then open an exit gate and escape. Extra gens exist on the map so the Mask cannot guard every objective. Last survivor alive can also win through the hatch (which only spawns when 1 survivor remains).
Which class should beginners pick first?
Medic and Handyman forgive the most mistakes: Medic stabilizes health, Handyman restores wasted pallets. Recon is excellent if you prefer information over chase. Unlock Enforcer, Mechanic, and Cloaker after you understand macro play.
What are the current Murderthon codes?
Redeem Vestige, 200KVISITS, DIVIDE, and FROST for Shards and related rewards. Codes rotate—confirm the live list and redemption steps on the codes page before each session.
What is Deep Wound?
Deep Wound is a status effect with a bleed-out timer. Survivors must stop and mend to remove it. If the timer depletes, the survivor goes into dying state. The timer pauses while sprinting.
What is the Killer Lunge?
Masks now have a lunge attack with increased reach. Missing an attack causes 60% slowness for 3 seconds. This makes pallet timing more important than ever.
Where do I learn looping and Mask macro next?
Read the looping guide for pallet and vent pathing, then the killer guide for gen patrol, tunneling decisions, and chair defense. Pair those with the classes and masks roster pages.