Find residents before loot

The official multiplayer overview makes residents the center of the Hero loop: find them, convince them of the threat, and guide them to one of several possible escapes. A full inventory is useless if the town’s people are still unaccounted for.

Use containers to solve the next obstacle. Weapons, distractions, and key items exist to create a route or a rescue window, so mark where you found them and keep one item for the fallback.

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Give every Hero a job

A scout calls out the next house and escape. The escort stays near the residents. The loot runner searches only the containers on that route. The watcher listens for Michael and keeps the team from walking into a dead end. This division is faster and quieter than four players crowding one room.

If one player is grabbed, the closest teammate uses the weapon or rescue interaction to buy space; everyone else continues toward the next safe landmark. Do not turn a rescue into a group chase.

Noise is a resource

Starting an escape sequence generates a tremendous amount of noise and alerts Michael to your location. Finish preparation before interacting: know the exit, the fallback, and who is watching the approach.

Police calls and resident commands can add support, but they also change the match’s pressure. Use them when the extra time or patrol coverage protects a resident, not simply because the button is available.

After a teammate is lost

A dead Civilian can still support the match and may return as a Sheriff’s Deputy or Dr. Loomis, according to the official multiplayer overview. Keep communicating what the living team has already found so the returning role can act immediately.

The same source says enough community resistance, equipment, and manpower can detain Michael and send him back to Smith’s Grove. Treat detention as a team conversion of time and resources, not a reason to abandon the resident route.