Damned
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Newbie to Pro: Quick Tips for Damned
由 SCPantera 制作
You'll be tryharding in no time at all!
   
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Survivors
  • First thing's first: the ultimate goal of the game is to find either a hammer or crowbar and a silver key and then exit the map. The hammer/crowbar removes the boards to the exit door, which the silver key unlocks. Exit doors are usually different from others and are typically easy to spot because they'll be boarded up. The forest map is an exception; the exit at the lake is not boarded up.

  • Second, you need to be aware of what monster you're dealing with so you know how to behave. You can see what monster you are up against by checking the scoreboard.
    • Lurker
      • Lurkers are normally invisible and set traps to locate you by sound. After a delay, they can transform to a physical form during which they are a threat to you.
      • Traps are objects that have a chance to activate when you pass by them and will make a noise alerting monsters to your location. Identifying traps by their appearance and sound take a little experience. When one goes off, realize the monster MAY know where you are now.
      • Lurkers that pass through you in an invisible form cause a strange noise that sounds similar to many of the noises associated with hallucinations.
      • Lurkers move very slowly in physical form; when one spawns (you should know via the musical cue) immediately examine your surrounding area to determine your escape and/or kiting options.
      • If you can do so safely, you can hide and turn off your flashlight (which they can see to locate you). Hiding inside rooms behind a closed door is a good strategy but be aware that they CAN open doors. Holding down your door interaction button on the door can prevent them from moving it.
      • The best option is to simply watch for them and escape on foot some distance away if you spot them. Since they walk slowly, they can also be kited around tables or other objects.
      • Lurkers can manually end their physical form. The length of the delay before they can enter physical form again depends on how long they were in their previous physical form.
    • Phantom
      • Phantoms are always visible to the player but they cannot see you except under several, primarily sound-dependent circumstances.
      • Leave your light on at all times, unless you're trying to conserve battery; the Phantom cannot see your flashlight. Resist any temptation to turn off your flashlight if you spot the Phantom--turning your flashlight on or off will trigger his vision of you if you're near him.
      • Phantoms don't see and pass through all doors, so leave them open to denote where you've already searched.
      • When playing against a phantom, traps across the entire map will automatically and frequently arm themselves. Triggering a trap will give the Phantom vision of you if he is nearby.
      • Most actions that generate noise, such as running, will also give the Phantom vision of you. Touching the Phantom will also give him vision, and it's his primary active method of seeking you out.
      • When you've spotted a Phantom, avoid running unless you think he's spotted you. You can try to hide, but don't hide in places that may be obvious to the Phantom player (corners of rooms, directly behind boxes, etc.).
      • There are separate musical cues for when you have spotted a Phantom and when he has spotted you; if the latter kicks in it's time to run.
      • If you're spotted or cornered, sprint THROUGH the Phantom (if he's in your way)--this may disorient him enough to keep him from killing you--and keep running until there's a LONG distance between you and him and then stop generating noise. If done correctly he'll have lost vision on you some ways away. Be wary that he'll still be well aware which direction you ran in though.
      • Inexperienced Phantoms may run around constantly swiping, in which case you can usually hear them well before you see them via the swiping noise.
    • Mary
      • Mary is similar to the Lurker but is always in a physical form. Normally she moves slowly and is not a direct threat until she enters her frenzy form, in which she moves quickly and can kill you.
      • Mary can teleport around the map and can do so both randomly and manually.
      • Mary gathers energy for teleporting and frenzy form by being seen by the players. If you spot her, leave the area ASAP and use the time to explore other areas, periodically checking near where she was found to listen for her tell-tale crying sound--if you hear that, she's nearby.
      • Be much more conservative with your flashlight--she can tell where you are by seeing it.
      • Traps are active in a manner similar to the Phantom but toned down. They're generally not very useful to the Mary player. In fact, they're probably more useful to you; traps only arm and trigger if Mary is nearby and they can be the first sign that Mary is close (especially after a new teleport). If you hear one go off, be extra wary.
      • If you suspect she has energy for frenzy (i.e. it's been a long time since she's used it or you suspect other players have been peeking at her) be extra careful not to be seen by her; she is very fast in frenzy mode and it's typically difficult to avoid a moderately skilled player.
      • Mary CAN open unlocked doors, but she may be trapped behind ones that are locked. Pay extra attention to whether you can hear her crying behind any doors you are about to unlock.

  • The basic game flow goes like this: you'll find keys that unlock single rooms or new areas which in turn will have new rooms and may lead to keys to other new map areas until you find everything you need to get out.
    • Rusty keys will usually open one or a few doors to small rooms, often near where they're found.
    • Iron keys, steel keys, old keys, or keys that name a particular location generally open up either new areas of the map or "next tier" sets of doors. The areas that these lead to will USUALLY always have more important objects such as keys to further areas or that lead to other important objects such as the hammer/crowbar.
    • Try to keep track of what doors you've checked that are locked and rotate through them again when you find a new key.

  • Give each new area a thorough search, if your team finds itself hitting a dead end you probably missed a major key or object in a room you've already been to.

  • There's no implicit advantage to sticking together as a group aside from having more eyes to search a location more thoroughly. If you're not confident in your ability to progress on your own, stick with someone who is. If you are, don't feel obliged to stay with everyone all the time.
Monsters
  • Lurker
    • If you know the map well, you can sometimes pick up several kills by simply bee-lining to the starting area.
    • Set traps like crazy and learn to recognize when and where they're triggered.
    • If you're having trouble you can play dirty by camping important areas.
    • Since you're very easy to avoid in physical form it's in your best interest to enter it as close to survivors as possible.

  • Phantom
    • A lot of people will be turned off by how difficult it is to win against a Phantom but ironically a phantom's ability to kill a team relies entirely on them screwing up (granted it's awfully easy to do so).
    • You can maximize your chances of spotting a survivor by frequenting highly trafficked areas or chokes and areas that survivors must pass through.
    • Drift through corners and spots that you would think of as obvious hiding places, and some places that you might think of that are less obvious.
    • Resist the urge to spam your swipe, survivors can hear it.

    * Mary
    • Since monsters usually spawn as far from survivors as possible, it's best to teleport once manually as soon as it's available.
    • Use your energy wisely, sometimes it's a good idea to manually teleport if you're stuck behind a locked door or if survivors have already spotted you and booked it, but weigh that against the possibility of being behind another locked door.
    • Teleporting manually uses energy, random teleports do not.
    • Try not to pull the frenzy trigger unless you're assured at least one kill.
    • You can gauge your energy via the shrinking black-and-white spot in the middle of your screen which begins covering the whole screen and shrinks until you see entirely in color.
    • Energy is not zero-sum; once you have enough to frenzy you continue gathering energy that you can use teleport and still immediately enter frenzy mode. Frenzy does seem to use up all energy, however.
    • You can actually teleport during frenzy mode; pop it if you've ganked your target(s) and there's nobody else around.
1 条留言
Meteor 2015 年 1 月 9 日 下午 8:15 
Good tips! Would have been nice to see when I girst started playing :)