HUNTED Maps

HUNTED Maps

Browse all six official HUNTED story places with stage goals, badge objectives, threat names, walkthrough status, and current verification limits.

6 guides
3 start here
Maps guide hub
ProductRoblox experience universe 7229780065 VersionUniverse places and badges checked October 30, 2026 PlatformRoblox on PC, mobile, and console

HUNTED’s Roblox universe currently contains six named story-stage places: Monkey Business, Elementary Evil, Stranger Sewers, Mascot Mayhem, Bearly Buried, and Pillar Pursuit. The official Places API proves that each belongs to universe 7229780065. Official badges add clear stage goals, while current walkthroughs help illustrate layout and pacing. Exact shard locations, checkpoints, monster counts, AI, and S Rank formulas remain version-sensitive.

Stage Dex

How to choose a map guide

Use the stage page for the question that blocks your run. A normal clear needs route orientation, objective order, recovery points, and the exit condition. An S Rank attempt needs the live scoring screen and repeatable thresholds, which the public badge list does not reveal. A challenge badge needs its exact official condition, then a route built around that single condition.

Do not assume the six place IDs are a permanent chapter order or that every account can open every portal. Read the current lobby labels and unlock state. Portal Pass is marketed as instant access to every portal, but normal progression and future portal boundaries still need an in-game check.

A route method that works across stages

At entry, find the objective UI, map, return point, and one stable landmark. Divide the level into loops around junctions instead of chasing the closest shard. Clear one branch, reconnect to a known corridor, and then start the next branch. Mark gates, cameras, StunOrb interactions, or other stage-specific objects separately from ordinary collection.

When a threat enters the route, move toward a junction with options rather than deeper into an unexplored branch. Use audio at a safe volume, and check the map when the corridor allows it. If a walkthrough’s geometry differs from the live build, trust the current map and prompts.

Official badges as map markers

Monkey Business has Shard Enthusiast for a streak of 100 shards and Monkey King for S Rank. Elementary Evil has School Bully for S Rank. Stranger Sewers has Sewer Master for completion, Open Gate Policy for opening all gates, and Ducky Boss for S Rank.

Mascot Mayhem has FunPlace Master for completion, Camera Shy for avoiding every camera while completing the level, and The Luckiest for S Rank. Bearly Buried has GOT OUT for completion, Problem Child for S Rank, and Teddy Defuser for exploding 15 Teddies in one gameplay. Pillar Pursuit has a completion badge, Pillar S Rank, and Illusion Breaker for destroying 10 illusions with the StunOrb.

Those statements are official. They do not reveal the number of zones, shard total, scoring threshold, death allowance, or whether a challenge can be combined with S Rank.

Walkthrough video

The following full-run video is useful for seeing how the named stages look and how a player moves through them. It was published before the October 2026 check date, so use it as visual orientation rather than a current guarantee.

Compare the video's route with the live objective, geometry, and monster behavior before copying a turn sequence.

Normal clear before challenge clear

On the first visit, learn where the main loop reconnects and what ends the stage. On the second, reduce route overlap and identify the dangerous branches. Only then add an optional condition. Trying to learn a map while protecting a perfect camera run, Teddy count, or illusion count makes it hard to tell which failure mattered.

If the level offers difficulty or team choices, hold them constant while testing a route. A route that works with a group may not transfer directly to solo, and a current build may not match an older video.

Verification boundary

The place IDs and listed badge conditions are official as of October 30, 2026. Stage route, shard placement, threat count, spawn behavior, checkpoints, difficulty changes, escape sequence, and full S Rank scoring still need current in-game testing. Pages describe safe preparation and observable objectives without importing original Dark Deception statistics.

A practical first-session notebook

Keep a short record beside the game instead of trying to memorize a whole walkthrough. For each stage, write one entry landmark, the first major junction, the safest known loop, the unfinished branch, and the exact wording of the current objective. Add the mode, difficulty, group size, and date. Those details make a route reproducible after an update and help separate a map change from a navigation mistake.

When the objective changes, start a new line rather than overwriting the old one. A route that was correct during collection may not be the route for an escape or final interaction. If a gate, camera, Teddy, illusion, or event door matters, record the nearest stable landmark and the visible state before and after using it. Do not record a guessed count as complete.

After the run, mark only three things: the branch that caused the most backtracking, the location where pressure removed your options, and the next route change to test. This keeps the next attempt focused. Once two runs reproduce the same path under the same settings, it is reasonable to use that path as a personal baseline—but it is still not proof of a universal spawn, scoring, or AI rule.

Official sources

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