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 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.
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; fail the save or hit the final shock threshold and they die. 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 charge crates for resources, and Shards as the lobby currency for Masks and progression.
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. It teaches vaults, gens, and chairs without a sweaty Mask snowballing you.
- Learn the control map once: Sprint (LShift / L1), Crouch (LCtrl / left stick), Attack (M1 / R1), Ability (M2 / R2), Comm Wheel (MMB / D-Pad Up), Unlock Mouse (Y).
- Pick a starter class. Medic, Handyman, Saboteur, and Recon are open early; Enforcer, Mechanic, and Cloaker unlock through missions. 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. Hold a calm repair cadence, listen for the terror radius, and leave early if scratch marks or heartbeat spike. Mechanic exists specifically to accelerate repairs—coordinate so two people are not both wasting toolbox value on a nearly finished gen.
Health states and chairs
You cycle Healthy → Injured → Downed → Chaired. Injured survivors drip blood pools; downed survivors crawl and need a pickup. When chaired, ping with the comm wheel and hope a teammate unhooks before shock kills you. 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. 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. 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 Frenzy. Teaches map control and zone denial.
Paid options like Sin (rush downs), Pierce (gen teleport), Sheol (cards), Jammed (cuffs), Divide (vent denial), and Lens (info traps) each ask for a different patrol habit. Plague is listed as upcoming area-denial infection and should not be assumed in current alpha lobbies.
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, talent swaps, and sudden Mask reworks. Re-check updates and the tier lists after patches.
Resource management beyond the match
Shards fund Mask purchases (most cost a large Shard chunk 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.
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 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 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.
Is Murderthon still in alpha?
Yes. Chilly Creations labels it an alpha build, so expect bugs, balance swings, and Mask or class reworks. Re-check guides and tier lists after major updates instead of treating any ranking as permanent.
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.