Guides

Residence Massacre Night 1 — The Mutant

Prep routes, window lights, indoor roam, and closet QTE for the August 2026 house.

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Night 1 Walkthrough — Mutant

Night 1 introduces the Mutant (community name Larry) — a quadruped attacker who tests whether your afternoon prep was real or cosmetic. This page matches the Night 1 Rework of August 21, 2026. If your muscle memory is from 2025, read Closet QTE before you treat wardrobes as a free pause. The walkthrough video above shows a full rework clear on Roblox Place 14437001043. Treat Night 1 as a training exam for systems you will reuse on Night 2 and Night 3. If you are brand new, read Getting Started and Controls before loading in.

Night 1 win condition

Survive until the night timer ends without the team wiping. You do not need to kill the Mutant — you need doors, windows, power, and camera intel to outlast it. Coins payout scales with clean clears, so fixing barricades early matters even when victory feels inevitable.

Pre-night checklist (daylight)

Complete these before the sky darkens:

  1. Four cameras online — follow Camera Setup for ladder placement and sight lines toward long hall approaches.
  2. Priority barricades — front entry, kitchen side window, and piano-room window first; details in Barricades & Generator.
  3. Generator fueled — at least one full gas can poured; second can staged nearby.
  4. Fuse box default state — flip any tripped breakers during prep; verify lights stay on when cameras activate.
  5. Radio on — audio telegraphs the Mutant’s first roar earlier than visual spawns.
  6. Flashlights equipped — power dips are gentler on Night 1 but still happen.

Assign roles now: camera caller, hammer main, fuel runner, floater for planks.

Mutant behavior after the rework

Larry becomes active at 12 AM, approaching from the bushes toward a window (or the front door if you left it open). At a window he breaks glass, then planks. Turn that room’s lights on to scare him away. Once he is inside, lights only flicker. Indoors he roams toward the nearest player, then chases the first person he sees. After a chase he can spit a trap; hide or the chase becomes endless. If he sees you in a closet, play the QTE — win and he leaves the house. Keep the front door shut on generator runs after 4 AM. Unlike the Night 2 Stalker, window-phase Larry is readable if lights and hammer timing are honest.

Door and window priority order

When daylight is short, barricade in this order:

OrderLocationWhy
1Main front doorFirst Mutant pathing test
2Kitchen exterior windowWide breach angle
3Piano / living room windowAudio bait during radio events
4Garage or side hallway doorSecondary flank
5Interior closet doorsonly if extra planks remain

Interior doors are traps for new teams — they split hammer time while the Mutant still targets exterior weak points.

Phase-by-phase timeline

Phase A — First roar (0–25% night)

Mutant patrols exterior. Camera player calls compass direction (“east treeline”). Hammer player pre-positions at main door without over-repairing — one solid plank layer per slot is enough until first hit.

Phase B — First breach attempt (25–50%)

Expect smashes on main door or kitchen window. Floater fetches spare planks while hammer player holds interact repair. Fuel runner checks generator — Mutant phases sometimes dip power when cameras overload.

Phase C — Flank window (50–75%)

Mutant redirects to piano window if main door held. This is where teams without Camera Setup lose — caller must announce flank before planks pop.

Phase D — Final pressure (75–100%)

Double-taps on weakest remaining barricade. Dump second gas can if lights flicker. Everyone with a free hand equips flashlight for interior line-of-sight if a window breaks.

Co-op roles in practice

  • Camera caller — only person who narrates Mutant position; avoid hammer unless caller is down.
  • Hammer main — lives at the active door; calls “need planks” not “help.”
  • Fuel runner — owns generator and fuse box; see Barricades & Generator.
  • Floater — planks, ladder rescue, radio toggle if audio glitches.

Solo players: camera check every 20 seconds, hammer between checks, fuel only when lights dip — brutal but teaches timing.

Economy and first-night Coins

First clears award Coins (formerly TIX until August 2026 rename) toward cosmetics and upgrades. Repeat Night 1 twice if teammates are learning — consistency beats rushing Night 3 for payout. No promo codes apply; Codes is empty until Tea Studio drops rewards.

Common Night 1 failures

  • Camera player hammering — Mutant enters unnoticed from unmonitored side.
  • Split repairs — two half-fixed windows instead of one full fix.
  • Generator neglect — fuse trips look like Mutant breaches.
  • Ignoring radio — late rotate to flank window.
  • Ignoring closet QTE — treating hide as a free pause after the 2026 rework.
  • Open front door after 4 AM — Larry skips windows and forces a QTE.
  • PvP habits — PvP was removed January 2026; do not expect duel tools.

After clearing Night 1

  1. Re-run cameras with intentional angles from Camera Setup.
  2. Study Night 2 before queueing — Stalker punishes sloppy audio.
  3. Drill Closet QTE until a won minigame feels automatic.
  4. Optional lore: Spirit Helper memory triggers are friendly for second-session players.
  5. Track patches on Updates — start with Night 1 Rework.

Night 1 is not “easy” — it is readable. Learn the Mutant’s rhythm here so later nights feel like variations, not roulette.

FAQ

Frequently Asked Questions

Quick answers for Residence Massacre survivors.

Can you kill the Mutant on Night 1?

Night 1 is a survival timer. Scare him with room lights at windows, hide and win closet QTE if he gets inside, and repair until dawn.

Which door should I barricade first on Night 1?

Main front door first, then kitchen exterior window, then piano-room window. That order covers the Mutant's earliest pathing and flank attempts.

How many gas cans do I need for Night 1?

Pour one full gas can before nightfall and stage a second near the generator. Night 1 power dips are lighter than Night 2 or Night 3 but still happen during camera load.

Is Night 1 required before Night 2?

Lobbies may let you pick nights directly, but you should clear Night 1 twice for muscle memory before Stalker audio mechanics in Night 2.

When should I use closets on Night 1?

When The Mutant is inside and chasing or after a spit trap. Winning the closet QTE forces him back outside. Lights still scare him only at windows.