Easy Mode is the shortest officially documented complete HOUSE 13 route. The enabled Survived Easy Mode Badge says you spent six nights in your own home, answered every knock, and survived. Use those six nights to learn a repeatable house routine. “Easy” does not mean you should guess at strangers or ignore threats; it is the best place to practice without committing to Medium’s twelve or Hard’s eighteen nights.
Prepare for six nights
Before starting, read the live mode screen and confirm Easy is selected. Public Badge text gives the night count but does not publish every difficulty modifier, checkpoint rule, or failure allowance. Keep the run goal simple: complete each visitor decision, preserve safe movement, and wait for the exact completion result.
Map the visitor point, interactive windows, closets, and a room recognized as lit. Walk from the door to those locations and back. The named threats require different destinations: Reacher at a window, Hitcher from darkness to a lit room, and Nester at a closet or claimed room. A short practice lap prevents location search from consuming an event’s response time.
Six-night learning plan
Use the opening night to learn current prompts and establish squad roles. During the next part of the run, keep the same visitor inspection order and callouts. By the later nights, focus on consistency: do not introduce a new shortcut simply because the group has survived so far.
Opening nights
Learn the live interaction prompts, house landmarks, and what a resolved warning looks like. Keep decisions slow enough to explain.
Middle nights
Repeat the visitor routine and note which house route feels weak. Change one position or callout, not every rule.
Final nights
Keep the proven route. Confirm room state before moving and avoid experimental visitor shortcuts.
Completion
Let the final result finish and check for Badge ID 1627812551288468 rather than assuming a quiet morning is enough.
Visitor routine
Observe each stranger before acting. Use every question or inspection the current interface offers, compare appearance, voice, and answers with the context of that run, then state the reason for the decision. The official premise says Impostors imitate shape, clothes, and voices, so one normal-looking or normal-sounding detail is not enough.
No complete first-party visitor answer table is available. If a video and your current server differ, follow the live evidence. In a squad, one caller makes the final decision after other players state observations. This avoids a vote becoming louder than the actual clues.
Threat routine
For the Reacher, close the affected window before it climbs through. For the Hitcher, return to a lit room before darkness time runs out. For the Nester, close the closet while it is inside; after it claims a room, stay out or rapidly flash your light at it. These minimum actions come from official Badges.
Do not add exact timers or flash counts from memory. Use the current visual state and prompt. After any event, announce resolution and return to the standard position. A known starting state makes the next knock easier to interpret.
Solo and squad setup
Solo players should wait where both the visitor point and a short route to light remain manageable. Finish urgent house warnings before resuming a long inspection. If the Nester changes a room, redraw the route instead of walking through it from habit.
For a squad, use a visitor caller, house watcher, and light-route player. Extra teammates confirm observations or cover another location. Call the room with the threat and confirm when it is resolved. Easy Mode is the right place to make those words automatic before longer runs increase the cost of confusion.
If the run fails
Classify the loss: visitor decision, window response, darkness route, closet or claimed room, unclear callout, or unknown event. Record the night and one action to change. Move the watcher closer to the missed window, choose a more reliable lit room, or improve the inspection order. Do not change all three at once.
If a revive is offered, note whether the run continues toward the survival Badge. The Infinite Revives pass exists, but its official description does not state whether revived runs keep completion eligibility. Check the final Badge result rather than assuming.
Moving up to Medium
Move to Medium after the six-night routine is repeatable and the group can explain failures. Medium’s matching Badge requires twelve nights, so inconsistent calls have twice as much documented run length in which to break down. A lucky Easy finish is less useful than a clear process that can be repeated.
Use the Beginner Guide for the full setup, Threats for exact minimum responses, and Medium Mode when you are ready for the longer route.
Evidence boundary
Easy Mode’s name, six-night survival target, and completion Badge ID are official. Exact visitor order, event frequency, difficulty tuning, save behavior, revives, party scaling, and final trigger remain current-game checks.