Co-op

Squad cash-out and co-op jobs

List pickups are shared. The exit is not. Split the aisles, then get every survivor into the safe zone before anyone readies up.

Squad cash-out and co-op jobs

List pickups are shared. The exit is not. Split the aisles, then get every survivor into the safe zone before anyone readies up.

Public lobbies in recorded play run from a duo to a four-player crew, and one squad queued into a mode they called violent difficulty. People leave before the round starts. The two rules that change co-op from a solo trip are simple.

Shared versus yours

Piece Who owns it What to do
Grocery pickups and the counter Shared One grab counts for everyone. Call the gaps: someone still needs the cereal.
Exit gate Shared The day waits for the last survivor. A solo dash to the door wastes time.
A dead player's remaining items Survivors If someone drops, their uncollected groceries fall to the people still up.
Lives Personal in co-op recordings Three, two, or a Robux extra. Ask. A written walkthrough also calls three Normal lives a shared pool.
Ready button Personal Everyone clicks ready. One group was auto-readied after about 20 seconds.
Shop upgrades Personal Agree who is buying quiet, stamina, or payout before you ready.
Red pepper and most tools Personal Eat your own pepper. A walkie-talkie is the exception players bought for the whole team.
Revive Unreliable Teammates have picked friends up, and squads have also found revive missing mid-run. Do not plan on it.

How to split

The store is large enough that walking in a pack loses the list. Assign before you spread. Give the far item to whoever is already close. Turn back when the counter says the rest is covered. Name the Locust when it is near a pair of teammates, and give the all-clear when it leaves.

When the counter is full, call everyone to the entrance. If someone is still deep, go get them. Inside the zone, recorded players say the Locust cannot take you. One squad counted about 10 seconds of holding the zone. Cash out together.

Squad threats

  • Gunfire and screaming pull the Locust onto people who were shopping. Hold fire around the group.
  • A noise maker can pull the Locust onto one player so the others finish the list. Plain noise works as bait too.
  • Landmines can be bait. The runner has to know where the mine is. Some mines kill the Locust. At least one clip shows a Locust step on a mine and stay up, so it is not a guaranteed kill.
  • Do not push, punch, or ram teammates. One shoved player was taken by the Locust seconds later.
  • An AFK teammate stalls the ready and the gate. A disconnect can turn the rest of the day into an unplanned solo.

Day one is not the game. Spend as if the list will grow, because recorded lists do.

FAQ

Frequently Asked Questions

Are there codes?

No working code and no expired code has been recorded, and no redemption screen has been documented. Progress comes from shopping days, quests, and the between-day shop.

How many groceries does each day ask for?

Recorded normal runs ask for 8 items on day one, 12 on day two, and 16 on a later day. The names change every run. Press M and follow the marked items. Do not memorize one fixed list.

How do you finish a shopping day?

Bring the marked groceries to the front checkout and cash out inside the entrance safe zone. In co-op the day does not close until the surviving players are in that zone together. Then each player readies up. One squad was auto-readied after about 20 seconds.

What should you do when you hear clicking?

Written guides treat nearby clicking as the Locust being close: turn the flashlight fully off and stand still. Recorded runs also stop on a scream and move once if a heartbeat continues. Do both. There is no documented number of seconds to wait.

Does clearing day three beat the game?

Not confirmed. The HUD can say 3 days to fill the order, and some groups call a cash-out a win, but no recording shows a win screen. Other runs continue to day five and describe an endless loop. The access-card ending is a separate unverified written route.

Do you have to pay for the flashlight?

Recorded runs receive a flashlight when the store goes dark. It is not shown as a shop purchase. The beam is described as weak. One session lost the flashlight after a death. A paid lamp has not been documented.