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Original game · Independent guide

Get everyone into the same co-op run

Pick your hero first, then use Co-op beside Enter. Host a room or join by code; the host enters the zone after everyone arrives. Current client text supports a party of up to five.[1]

Megabonk.org editors · 2 November 2026 · Selected original-client v0.139.0 strings rechecked; earlier sections retain their dated scope · Source research, not a gameplay or all-rank test

The original Host panel before creating a room. No public lobby or multiplayer run was created for this inspection.

When a hero misses the run or a card is selected automatically

Checked 11 November 2026 against original v0.143.2. A new message says a hero that took too long to enter sits out this run and is in for the next one. If you see it, coordinate the next start with the host and check that your selected hero is ready before they enter.

The client also distinguishes a hero already in the party, a rejected host request with a stated reason, and a card taken for a hero that was too slow to choose. Read the actual party-chat message before retrying a join or interpreting a changed card as lost progress. Save the exact host-error reason when asking for help.

These prompts support the next checks above. They do not establish a universal reconnect timeout or recovery guarantee.

Source for this section · Aethus’s original client ↗ (opens in a new tab). Displayed text checked in v0.143.2 on 11 November 2026.

Host or join, in order

  1. Open the original wow.aethus.pl directly; choose the hero and zone you intend to use.
  2. Open Co-op → Host. Enter an allowed lobby name; choose public discovery or private code-only access, player limit and an optional password.
  3. Send friends the code and password yourself. Joining players bring the hero selected on their own picker.
  4. For a public room, inspect the zone, no-password and unlocked-zone filters. An empty filtered list does not prove that the service is offline.
  5. When everyone has arrived, the host closes the window and enters the zone. The current client requires at least two players for a co-op run.

We inspected the lobby and Host panels but did not create a public room or complete a multiplayer session. Browser menu evidence does not establish parity with an older Windows archive.[1]

Match the refusal to the next check

ProblemNext check
Different versionCompare each player’s displayed game build; a similar download name does not prove matching versions.
Locked zone or difficultyCheck the selected class’s zone progress and the room’s difficulty. A lobby code does not bypass progression requirements.
Wrong password / no room with codeRecheck the supplied code and password with the host.
Full room / run already startedAsk the host to confirm capacity and run state.
Service or relay unreachableRecord the exact error and try the original host later; do not clear your save to fix a relay problem.

These branches interpret actual client messages. They are not a guarantee that reconnecting or reloading repairs every connection.[1]

Downed friends, reconnects and chat

The game instructs a living friend to stand beside a downed player to revive them; progress messages indicate who is bringing them back. Withering difficulty changes make revives slower and weaker, so do not assume one universal revive duration. Client text distinguishes a disconnected host, a disconnected player and a restored connection. Reconnection messages are not evidence of host migration or recovery after every party ends. Party chat is present in current text. We have not tested message delivery, shared loot/XP rules or a full revive cycle; those remain outside this workflow.[1]

Read a ready check before changing zones

The v0.139 client includes a host-requested zone ready check with ready, not ready, no answer and called off states. A pending answer is different from a network refusal; a cancelled check is not proof that your save is broken.[1]

  1. Read the named host and destination before responding.
  2. If you are not prepared to leave, choose not ready rather than relying on silence.
  3. If the check is called off, ask the host whether to try again; use the connection-error table above only when that error actually appears.

This verifies the client’s prompts, not a completed multiplayer session, permission rules or reconnect behaviour in v0.139.[1]

Sources & checks

  1. Aethus · original v0.130.0 ↗ (external website, opens in a new tab) · Original co-op menu and lobby rules, v0.130.0, 30 Oct 2026.