What Anne Co-op Is: An AnneHappy Primer
Anne co-op is not just more SI. Pressure tracks the team. Keeping people up and saving kits matters more than aim.
How Anne co-op differs from the vanilla campaign
AnneHappy is Anne's own coop config. The campaign is still the base; a server plugin takes over when SI spawn, where they spawn, and how they fight.
Vanilla mostly watches progress and events. Anne also counts downs, black-and-white, low HP, and long stalls, so later waves get worse.
Which config to start with
- Standard AnneHappy (annehappy):The 4-player coop baseline. Start here.
- Hardcore (annehappy_hardcore):Tighter limits, less room to recover. Come back when you know the mode.
- Shotgun Hardcore (annehappy_shotgun):Primary guns are mostly shotguns. Control SI up close.
- Solo (alone) and 1vHT (hunters):Solo challenge and Hunter training. Not a first stop.
Witch Party and All Charger are joke variants. The SI theme changed, so the play has to change too.
Don't burn meds and throwables early
If movement and focus fire can handle it, do not dump kits and throwables first. Waves tighten with the team. Empty packs are hard to recover from.
Kits go to people already black-and-white or about to be. Eating at 80 HP leaves nothing for the next down. Save molotovs for Boomer piles or a Tank at a door. A lone Hunter in a hallway is a gun fight.
Pressure follows the team's condition
This is the biggest difference from vanilla and the hardest thing for newcomers to adjust to: difficulty is not fixed at the start. It becomes whatever your play makes it.
Someone down, someone on black-and-white, the team stuck in place — all of these count. So "just wing it and adjust when it gets hard" does not work here: by the time you notice it is hard, the reason is already something you created.
- Pick people up the moment they go down. Do not "finish this wave first".
- Black-and-white players take the medkit first. Leaving it unresolved drags into the next chapter.
- Being stuck is worse than moving slowly. If you stop, say how long for.
- One player falling behind stalls the whole team's progress check.
Check Boss progress before you commit
!tank shows boss progress. Anne modes can vote a change with !voteboss. Check before a finale or a custom-map puzzle. Do not eat a Tank in the choke.
While a Tank is out, the normal spawn countdown stops pushing you, so you can slow down and deal with it properly. Conversely, the pace resumes the instant the Tank dies — do not stand around catching your breath.
Habits to unlearn when coming from vanilla
Some things that work in vanilla actively create problems here. Change these and the experience shifts immediately.
- Scouting ahead
- Scouting saves time in vanilla. Here, progress is measured by the team's lower-median flow, so running ahead alone achieves nothing and drops you into the isolation check.
- Resting in place after a wave
- A healthy, grouped team standing still triggers the stall check; once the countdown expires it enters an unbounded hold, and the wave releases the moment you take a step. If you stop, finish topping up and move immediately.
- Healing as soon as health drops
- 80 health still counts as healthy. Medkits are for black-and-white players; using one early just wastes an inventory slot.
- Chasing every special you see
- Chasing means leaving the team. Let it come into range, or ignore it and stay with the group.
- All four reviving at once
- The team is in a vulnerable state during a revive and the next wave releases immediately. One person revives, the others watch directions.
In one sentence: in vanilla you gauge pressure by how many enemies are on the field; in AnneHappy you gauge it by what state your team is in.
Type !xx when you join
Two Anne co-op rooms can be completely different configs. In a strange room, !xx or !x is faster than asking what mode this is.