HOUSE 13 How to Survive the Night
The four-step loop that turns Easy's six nights into a habit instead of a wipe.
How to survive the night in HOUSE 13 is not a boss pattern. It is a repeated order. Players who “know the lore” still die because they service the porch and forget the hull. This page is the loop you run after every knock and between knocks. It sits between how to play and the named threat guides. Print it into your head, then use the verification checklist as the physical list.
The order (do not remix)
1. Door. If someone is there, identify and press. Identify Impostors is the skill. Close Door if unsure. Do not start a window tour while a visitor waits if you are the assigned door person. In co-op, only one survivor is the door person.
2. Windows. The Reacher climbs through glass. Shut every pane you can reach. The badge says you can close it until the climb has already started. Late is late. Side rooms and the dining-room windows in the official gallery are not decoration.
3. Lights. The Hitcher settles in darkness. Move through lit rooms. If you must cross a dark stair, have a lit destination and do not stop. Headphones and high graphics help you see which spaces are actually black.
4. Closets. The Nester wants wardrobes open. Close them. If a room is already claimed, stay out or strobe the light. Do not hide in a claimed bedroom because the knock scared you.
Then return to 1. That is a night. Easy asks you to do this for six cycles. Medium twelve. Hard eighteen. The mode ranking is just how many times you refuse to shuffle the order.
Why people shuffle anyway
- The door is cinematic, so they camp it.
- A closet is “quick,” so they open it during a Hitcher timer.
- A window is far, so they sprint a dark hall and pick up the Hitcher to save a Reacher — and lose both.
- Chat argues about Let In while a pane is open.
The threat ranking exists to stop that shuffle. S is the knock. A is window and dark. B is closet. C is panic routing. Survive the night means you play S then A then B and you do not invent a D.
Solo versus a full house
Solo: you are all four jobs. Walk a fixed route so you do not skip a wing. Start at the door, sweep clockwise, end at the door. If the house layout in your seed differs, still pick a circle and keep it.
Co-op: split jobs, not the order. The door person still calls “clear” before window people wander out of voice range. Thirty-two players is enough to cover everything and still fail if eight people spectate the porch. Assign. Mute grief Let Ins.
Night length and fatigue
Night five of Easy is where beginners get cute. Night eleven of Medium is where veterans get cute. Cute is Let In. Cute is a dark shortcut. Survive the night means you play night eleven like night one. If you need a break, leave the server between nights when the game allows, or play Easy until the loop is boring. Boring survivors see morning.
What this page is not
It is not a codes farm. It is not a script route. It is not a Terminal 13 shift schedule. It is the HOUSE 13 hull. After you can run the order without thinking, the named guides become small. Until then, every wipe is an order break. Log it, queue Easy, run the circle again.
HOUSE 13 is released and online. The night does not pause because you opened this wiki on a second monitor. Read it in the lobby. In the house, you only have the four steps and the two buttons.
Frequently Asked Questions
Quick answers to the most common HOUSE 13 questions.
What is the survive-the-night order?
Door, windows, lights, closets. Repeat. Do not remix under pressure.
Who should watch the door in co-op?
One assigned player. Everyone else covers windows and closets. See co-op.
Can I clear closets first because they are close?
No. Reacher and Hitcher punish delay harder. Nester is local. Rankings are on the threat hub.
Does the loop change on Hard?
No. Hard is more nights of the same order. See modes.