Damned
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Survival - Advanced Tips and Tricks
By JimJam
Once you've learned the basics, it's time to learn to think like a survivor!
   
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Introduction


Hey Guys~! :D


Welcome to my survival guide. Because of how much I love this game after 80+ hours of gameplay (and partly due to my boredom at work), I've written a guide to help players, both old and new, learn how think and act like a seasoned survivor. Damned can get pretty damn scary, but with the right tips and tricks, you can be resilient and increase your chances of survival!




Because of the way content is released, I originally had written this guide tailored to the first monster of the game: the Lurker. I have since then decided to keep my original format, and, as such, the majority of the guide is written with the Lurker mechanics in mind. The best way to utilize this guide is to go through it and understanding most of the tips and how they work against the Lurker. Once you have the mindset of how evade the Lurker, jump down the last addition for tips and tricks on newer monsters to come. The mechanics on these newer monsters may be completely opposite to many of the tips that apply to the Lurker. Keep this in mind.

I will continue updating this guide as newer maps and monsters are added to the game, but in the meantime, I hope you enjoy what I have presented below.

Anyways, enjoy!
- Mr. Mojito


Current Guide Updated: Patch 0.50a
[[---UPDATE---]] 10/28/2013: Map Knowledge
[[---UPDATE---]] 10/29/2013: The Phantom
Table of Contents
Lesson 1. Learn Your Keys
Lesson 2. The Lurker
Lesson 3. Use Your Ears
Lesson 4. Breathing and Swinging
Lesson 5. Learn to Hide
Lesson 6. Conserving Sprint
Lesson 7. Close the Door
Lesson 8. Mastering the Door
Lesson 9. When to Use Flashlights
Lesson 10. Be Quiet!
Lesson 11. Avoid Hallways
Lesson 12. Map Knowledge
----- Black Lake Psychiatric Ward
----- Bodom Hotel
----- Pines Grill Restaurant
----- Rose Crimson Hostel
----- Warehouse
Lesson 13. Friends that Stick Together, Die Together
Lesson 14. Teamwork and Strategy
Lesson 15. The Bestiary - New Monsters!
Lesson 1. Learn Your Keys
General knowledge of keys and tools is important to determine what is needed to open/access certain things on the map. Afterall, it's silly to wail on a safe if you don't have the code.

Rusty key / Metal key - General doors.


Steel Key - Opens office doors in the Psychiatric Ward.


Old Key - Opens hallway doors in the Psychiatric Ward.


Bar Key - Opens doorway to the Bar.


Kitchen Key - Opens one of two doorways to the Kitchen.


Depot Key - Opens the Depot room in the Crown room behind the Lobby.


Silver Key - Exit key.


Small Metal Key - Exit key.


Crowbar / Hammer - Needed to pry off wooden planks to the exit.


Numeric code - Used to access one of the safes on the map.


If at any point in time you have the crowbar or hammer AND at least 1 exit key, you can escape. Maps like the Pines Grill Diner will spawn two silver keys. Don't risk dying looking for more keys unless it plays in your favor, e.g. the monster is staying at one exit and it's safer to find the other key. If you have 1 exit key and think you can get out, do it!
Lesson 2. The Lurker
Ghost Form
It can't see you, it can't hear you, but it can hear the traps you set off. It can move through the house very fast in ghost form and it can go through doors. You can't see it, but you can hear it when it walks through you.

Physical Form
It can materialize anywhere. It's faster than you and it can kill you. It can reach over objects to kill you if you're close enough, but it has difficulty seeing in the dark and it can miss if you move fast enough. You can sprint faster than it, but you only can sprint for a few seconds.


It takes time to charge up physical form. Generally if it spawns and despawns instantly, it can materialize again in about 15 seconds, but if it takes up its full 40 seconds time in physical form, you will have about 50 seconds of safety. Use it wisely.
Lesson 3. Use Your Ears
Your ears tell you more than your eyes in this game. If you hear the music change, chances are... you're hearing danger nearby.

Suspenseful Melody
If you're walking forward and suddenly you hear the suspenseful music (screeching violin followed by slow piano music), turn around, run away, hide behind a door and barricade the door. The monster is somewhere close in the flesh even if it's too dark to see or you don't see him anywhere in the room. You can even hear this music if he's on the other side of the wall or other side of the door. Hide and wait for it to go away.

Terror-ridden Melody
You know what this sounds like. He's looking directly at you! Turn off the flashlight and RUN.


If you are not familiar with these sounds, all the sounds in the game can be previewed from the game folder:
C:/Program Files/Steam/SteamApps/common/Damned/DamnedData/Resources/Sounds

List of Important Sounds
Monster Nearby Music: monster_close
Monster Chase Music: monster_closer
Lesson 4. Breathing and Swinging
Breathing and Heartbeats
Sometimes you will notice a deep haunting breath as if something or someone was just on top of you, or you might suddenly hear your heartbeating. STOP. This is what it sounds like when the monster walks through you in ghost form. Think where he might be going. Did a sound go off? Where does he think everyone is heading? Don't run aimlessly. You might be running in the direction he expects you to run.

Spawn Rumble
Suddenly you hear a deep, low rumble. This is a very subtle and deep sound and you might miss it if you're making a lot of noise. This means he spawned somewhere on the map. If you don't hear suspenseful music, it's obviously not nearby. Be wary of advancing forward... he might be around the corner.

Swinging
If you hear swishes like something is swinging, this means that the monster is in physical form and in another room. Listen for this and stop moving for a couple seconds. He may be chasing someone down or swinging his claws aimlessly. Don't start going out into the hallway to wander around if you hear this sound.


If you are not familiar with these sounds, all the sounds in the game can be previewed from the game folder:
C:/Program Files/Steam/SteamApps/common/Damned/DamnedData/Resources/Sounds

List of Important Sounds
Breathing Ghost Form: breath1 & breath2
Heartbeat Ghost Form: heart & one_heart
Spawn Sound: monster_spawn, monster_spawn2, monster_spawn3
Swinging Claws: attack_spectrum
Lesson 5. Learn to Hide
Generally, you want to keep moving. Moving means you're making progress and making it hard for him to track you. If you do have to hide, never hide in a dead end or an inescapable corner. You are asking for death. When you want to hide, find an open corner or a desk. Know where you are going to run if he appears. Between a dead end lobby and an open dining room, always pick the open dining room. Pick locations that are more obscure. A great example of a good hiding spot is in the back of the storage room. If he spawns inside, you have two routes of escape and it's not likely for him to go in there. Make sure your flashlight is off if you decide to hide... don't be a fool.
Lesson 6. Learn to Sprint
Running away is one of the few things survivors can do to keep themselves alive. As such, it is critical to keep this trump card when you need it most.

What most people know is that you can only sprint for so long before you can get tired. What they don't know is that you can sprint for much longer if you save it instead of spending it continuously. When fully rested, you can sprint for a total of 8 seconds. That's enough time to make it through the entire hallway in the Crimson Rose! When exhausted, the next burst of sprint will only last you 2 seconds. Essentially, it takes 5 seconds of rest to gain 2 seconds of sprint... a grand total of 20 full seconds to be fully rested.








If you do run out of sprint in a life-or-death situation though, keep moving and keep hitting your Shift key. You will get a 2 second burst every 5 seconds. That 2 second burst can save your life.

Sprinting is good for three things: saving time between destinations, escaping, and juking. All other times, it should be saved in case of an emergency. Sprinting aimlessly can lead to death... especially if your monster is smart and setting good traps. So when should you sprint?

Saving time
If you know the monster has spent a long time in physical form and suddenly disappeared, now is a good time to use some sprint. Good places for this is the Pines Grill Diner. You know he's in ghost form and you got valuable time. Hurry to that next destination. Get as many keys as you can, but start resting soon. You may need it.

Escaping
The most important reason to run. Remember, he is faster than you unless you are sprinting. Break your sprints down if you need to, say, sprint from pool table to pool table, but remember, you can't run forever. If it's a fight for stamina, the monster will always win. You want to get out of sight or behind a door. Make him search for you and pray he will disappear soon.

Juking
There will always be that pantry, that dead end, that inescapable hallway where you've been found and backed into a corner. The monster is actually really easy to juke if you time it right and catch it off guard. Use your flashlight to disorient it, and sprint past when the timing is right. Switching the flashlight off and sprinting works often because it will usually take a second to readjust your eyes to the darker room. Use this to your advantage when juking.
Lesson 7. Close the Door
Generally, you always want to close doors behind you. This keeps the monster guessing which rooms you've been in and keeps you safe. Leaving a door open is likely in invite unwanted guests... and this can be really bad. It also allows you to use your flashlight in the room without being detected. Be careful though, he can still hear you if he's in the flesh. The only time you want to leave a door open is after the room is of no use any longer or to allow a quick escape if you are in a dead end.

Doors can be both a blessing or a curse... like everything else in this game. Practice opening and closing them. Generally you want to click and use an inward arc to open or click and walk backwards to close, or, for inward doors, click and walk back to drag open or get behind the door hinge and click and use and outward arc to close. It takes practice.
Lesson 8. Mastering the Door
Once you're good at using doors, start using them as safe havens. Memorize which doors open inward... these will save your life. If you walk down a hallway, keep track of the closest inward opening door. If the monster spawns, you want to run to this door, slam it shut and stand behind it to brace it shut. For double doors, only unlock one and keep track of which one is unlocked. If only one door is unlocked, you can still use it to brace shut. If both double doors are unlocked, you need to keep running UNLESS you have a friend who knows how to brace the door shut. In situations where the door swings outwards and you're trapped (think bathroom or toilet stall), keep a hold on the door and fight for dear life to keep it shut. If you're lucky, he will run out of time, otherwise, he will be able to eventually win and pry it open.





Here's an image of someone bracing the door shut from the inside.

Doors with windows are excellent for bracing shut. It keeps you safely inside while observing anything walking by outside and allowing you to safely open the door for fellow survivors.
Remember: This only works on doors swinging towards you!

More Tips on Doors
  • If there are two people checking a room, it's smart to keep one person on door-duty while the other person searches. Two way rooms, you can have a person on each door. Their job is to hold the door shut, alert members when the Lurker walks through in ghost form, open door for anyone outside, and open the door if you need to rush out.

  • Don't leave doors WIDE open when playing against Lurkers. Have it open just wide enough that you can squeeze through; this way, if you have to run back through to brace it shut, it takes little to no time to swing it shut. When you panic and running, you want all the help you can get.
Lesson 9. When to Use Flashlights
Flashlights are great in moderation. A quick way to see if the door at the end of the hallway is barricaded. A quick way to find figure out where the monster is if you need a solid escape. A quick way to see where the grandfather clocks are and if they've been opened. Otherwise, it is always safer to wander in the dark. Sure you might run into walls or stoves in the hallway, but it beats waving a sign saying, "HEY! I'm right here!" It's also --easier-- to see keys, crowbars, numeric codes in the dark. They glow! Think of the open kitchen to the hallway at the Bodom Hotel... searching in darkness here is key. And definitely never wave blaring flashlights at the doorways out into the hall. The clicking is also really loud, but it's a pretty common signal among players to rapidly click the flashlight if a monster is on the chase or nearby. If you hear rapid clicking, someone is telling you to get the hell out!
Lesson 10. Be Quiet!
Don't aimlessly spam your flashlight. Don't try both doors when you know you don't have a key after the first one. Don't aimlessly pull on the planks without a crowbar. Don't juggle the safe if you don't have a numeric code. Don't walk by the grandfather clock every single time you need to go through the hallway. Some traps are louder than others... pianos, grandfather clocks, ouija boards, broken toilets fall into that category. Risk a hiss from the steam heater... it's quieter and it doesn't carry through the entire house!

Remember, the monster cannot hear you in ghost form, but in physical form, it can hear everything you hear. That means walking and sprinting, flashlights clicking, door checking, and anything else that makes a sound.
Lesson 11. Avoid Hallways
Avoiding high traffic areas and bottlenecks will increase your chances of survival significantly. High traffic areas include hallways for the hotel and hostel and the storage room for the diner. Potential bottleneck areas include one-way rooms or dead ends such as the pantry. The monster will typically try to spawn at these locations to check for survivors. Hallways are very common spawn points, especially early game.

Say you need to get to the exit at the other end of the hostel. The easy path may be straight through the hallway, but all you need to do is set off one clock, one lamp, one radiator and the monster is right on top of you. The safest way to go through rooms that connect into one another. Know which rooms are open and which doors are locked. Use this to keep on the back roads. And if you do need to check a dead end for keys, time it right and always have an exit strategy.
Lesson 12. Map Knowledge
As you play more games, you'll begin to memorize the layout of the maps and typical spawn locations of keys. This will aid you in your search and survival.

As of update Patch 0.44a, there are 5 maps total, as follows:
  • Black Lake Psychiatric Ward
  • Bodom Hotel
  • Pines Grill Restaurant
  • Rose Crimson Hostel
  • Warehouse
----- Black Lake Psyciatric Ward
Number of Exits: 1











Perhaps the creepiest map, you'll want to move forward at a steady pace and spread out keys to increase chances of survival. There are a lot of keys and locked rooms on this map.



Exit: End of Hallway
Exit Requirements: Silver Key, Hammer


Early Game
Check sinks and tables for Steel Keys. These go to one of the 3 smaller offices. Your first priority is to get these offices open. Then, you'll want a Kitchen Key and an Old Key to open the kitchen and visiting area.

Death Traps
  • Physical Therapy Room: The room with the beds on the right prior to the visiting area is a dead end. Hide here at your own risk.
  • Kitchen: Don't walk through here unless necessary. These traps go off all the time.
  • Unlocked Storage Rooms: Found in the kitchen.
    These doors swing outwards and are NOT safe hiding spots.

"Safe" Havens
  • Any office: All offices on this map swing inward. This includes the spawn location. Run to one of these offices and brace the door shut when you need to get away. They are you only hope, early game.

Important Locations
  • Small Offices: Early game, you will want to open these ASAP.
  • Key Cubby: Found in the visiting area, it usually houses 4 keys.
  • Larger Offices: You'll need to open the larger offices adjacent to the kitchen mid-game.
  • Main Office: The office at the very back end of the map past the spacious visiting room and pool room is your main goal. The Silver Key will almost always be in this room. Check all the drawers on both desks.

Specific Keys
  • Steel Keys - Always opens an office.
  • Old Keys - Always opens a hallway path.
  • Kitchen Key - Opens the Kitchen.
  • Rusty Key - Miscellaneous rooms.
----- Bodom Hotel
Number of Exits: 2


One of the scarier maps only because you will be isolated at the start. This map tends to be one of the ones people have trouble with the most, just because of how keys are divided between both sections of the map. There are also two possible exits on this map, depending on which Silver Key(s) you get and if you have a Crowbar. It is possible to get both Silver Keys on this map, depending on how lucky you are.


Exits
Exit A: The Crown
Exit Requirements: Silver Key
Exit B: Pantry
Exit Requirements: Silver Key, Crowbar


Early Game
You want to find the key to your room, ASAP. Right now you are trapped and potentially dead in about a minute's time if the Lurker spawns in your room. Find your key and get moving. Try searching without the flashlight and look for the glowing color. The girl's side will have more breathing room, but the boy's side will want to open the Dining Room or Game Room, immediately to increase places to run and hide.

Once you are out and about, begin searching for the Rusty Key to the Game Room. If you didn't get it immediately at the start, you will have to search around for it.

Death Traps
  • Lobby Hallway: Deadiest place in the game, early on.
  • Games Room: Both games rooms have radios and grandfather clocks. Be careful.
  • Main Hallway: Don't linger for too long. Typical spawn location.
  • Kitchen: Possible to juke around tables here, but sketchy.
  • Locked Ladies Room: Until you get the other side open, be wary of this restroom. Also note that the stalls in this room open outward.
  • Pantry: Traps in the location go off all the time, especially late game. Beware of the piano and grandfather clock at the entry and ouiji board and timers inside.

"Safe" Havens
  • The Crown
  • Laundry Room
  • Storage Room
  • Men's Room
  • Men's Room Stalls
[/b]
[/list]
These are all locations where doors swing inward. There are many other potential locations too depending on which side of the door you're on and if both double doors are unlocked.

Important Locations
  • Safes: Found in Laundry Room and Storage Area behind Ladies Room
  • Pantry: You will almost always have to visit this room at least once for a key.
  • Back Door in Employee's Room: Typical location of Crowbar, Silver Key(s), Numeric Code
----- Pines Grill Restaurant
Number of Exits: 2

Very fast-paced and linear map with several dangerous rooms, this map is all about moving forward and finding keys as fast as you can. There is also two exits on this map and it's very common to find both Silver Keys. Choose wisely if you have both keys, otherwise, you only need one Silver Key and a Crowbar to exit.

Exits
Exit A: Lobby
Exit Requirements: Silver Key, Crowbar
Exit B: Pantry
Exit Requirements: Silver Key, Crowbar


Early Game
Grab the Rusty Key and get into the Dining Room. Find the next Rusty Key ASAP. It will either be in that room or contain a Numeric Code to the safe in the Lobby.

Game Progression

Lobby > Dining > Storage > Pool Room > Kitchen > Pantry
Rusty Key > Rusty Key > Metal Key > Kitchen Key > Kitchen Key

This is the general progression broken up with Numeric Codes throughout. Note that you will have to back track a lot to open safes. Also note that it may not be necessary to go into the pantry if you have Silver Key(s) and Crowbar.

Location of Safes
  • (2) Lobby
  • (2) Storage Room
  • (1) Kitchen

Crowbar

You will have to find this along the way. It will typically be in the second Dining Room, Storage Room, Kitchen or Pantry.

Death Traps
  • Storage Room: Never stay in this room too long. High traffic location that any monster will utilize along with a dead end that is necessary to access two safes.
  • Pantry: This is the most likely place for 1-2 survivors to die. There is only one way out and a long narrow path. Don't stay in here too long.

"Safe" Havens
There are no safe havens on this map unless you've only unlocked a single double door to the Lobby, Pool Room, or Kitchen. If both doors are unlocked, just run and hide.
----- Rose Crimson Hostel
Number of Exits: 2


A popular favorite among Damned players, this map is well-balanced and even-paced with lots of exploration and wandering. There are also two exits on this map depending on which key is given. You will not get both keys, so checking is the only way to find out.

Exits
Exit A: Elevators
Exit Requirements: Small Metal Key OR Silver Key, Crowbar
Exit B: Laundry
Exit Requirements: Silver Key, Crowbar


Early Game
Early game is a rush to find keys and get out of the Lobby, the Crown and main hallway, obvious locations for the monster to start spawning. Check desks, cabinets, drawers, grandfather clocks, everything; you want keys ASAP to begin door checking. Get out of the main hallway as soon as you can.

Death Traps
  • Main Hallway: Very common spawn location. Also comes to dead ends early game due to lack of opened doors.
  • Pantry: Very deadly when the Kitchen and Laundry doors are still locked
  • Elevators: Aside from the grandfather clock right there, the doors also open outwards. It's not safe sitting in this exit waiting for your friends. The planks on the ground are a dead giveaway.

"Safe" Havens
  • The Bar: Crouching behind the bar is a nice way to hide. If the monster does see you, you can do a quick game of ring-around-the-rosy before bolting out of the room.
  • Bathroom Stalls: You can go AFK in any stalls on this map and be okay for a while... until he finds out you're in there. Door open inwards so just stand on the door. Don't stink it up too bad in there.
  • All Hallway Doors: Every single hallway door opens inward away from the hallway. This means that, as long as only a single double door is unlocked, all doors can be safely braced to avoid intruders from the hallway. This will save your life more than once if used properly.

Important Locations
Oddly enough, this map is so balanced that there are no *KEY* locations, for certain. Keys are scattered throughout, so search every room thoroughly. The only other important detail to mention is that the safe is located in the Pantry.

Pro Tips:
  • Use open rooms to move around. Late game, you want to spend little to no time at all in the hallway, if at all possible. Do this by utilizing all open doorways.

  • Avoid opening rooms from the hallway until all rooms are searched. This makes it more difficult for the Lurker to door check from the hallway to determine progress. Ex: I opened the Dining Room > the Bar > Men's Room > Ladies Room from the inside. Checking the Bar and both restrooms from outside would appear to be locked. Once done searching, unlock all doors to maximize escape routes.
----- Warehouse
Number of Exits: 1



This map is a nightmare. It's impossible to avoid traps on this map, afterall... they are numerous and everywhere. Futhermore, almost all doors on the map are double doors and unlocked from the get-go. This means you cannot use them to hold the Lurker at bay. At best, they can be closed to slow him down. There is also only 1 exit.

Exit: Crate Storage
Exit Requirements: Two Silver Keys, Crowbar


Early Game
Split up and start looking for Numeric Codes. This map is all about codes and safes. Look everywhere: tables, cabinets, stoves, pool tables, and, worst of all, grandfather clocks. You will have to set them all off, but it's a necessary evil.

Death Traps
While there are no obvious death traps on this map, it important to note that the visibility in the grandfather clock room is the worst due to the clocks being so high. It's also a very awkward path in this room, which makes it dangerous to navigate. Add that to all the loud clocks going off, and you have the worst location on the map.

"Safe" Havens
None. The safest location on the map is perhaps the piano room, due to good visiblity and a large loop around the pianos. This map is all about utilizing furniture and storage items to play ring-around-the-rosy. Double doors can be braced shut only if you have two people holding each door, but this is not going to happen often, if at all. Save your sprint and use all of it when you see the Lurker spawn.

Important Locations
  • Piano Room: Aside from all the safes stacked up in this room, it's also very common for the Crowbar and a Silver Key to be found in this room.
  • Grandfather Clock Room: Most dangerous room, but also most important. There are lots of Numeric Codes in this room and three crucial safes.
  • Crates and Ladders: This final storage room is necessary to access the exit. You will need a Rusty Key to access this room. Remember, you will need a Crowbar and 2 Silver Keys to escape this map.
Lesson 13. Friends that Stick Together, Die Together
Don't cluster together too tightly. Take into account of the size of the room and the risks involved. If the room is undiscovered, if you teammates are smart and quiet, if you've closed the door, then yes, it might be okay and reduce the odds of being found, but generally, friendly collision kills. Just remember, you can't all get through that door at once.

For small rooms, 1-2 people is generally safe. For larger dining rooms, it's not really an issue, but try to divide the tasks and spread out. Inform others when you found or unlocked something or know the monster is nearby. Communication is important!
Lesson 14. Teamwork and Strategy
Teamwork and clever use of traps and trickery can be your only tools in some areas... especially against a smart monster that knows the exit. Deliberately set off traps as decoys to investigate high risk areas. Use the same room 2-3 times to escape only to dart to a different room the next time it happens. Run in to trigger a trap while someone holds the flashlight to pull attention off you while you dig around for keys. Set off as many traps as you can after he goes back to ghost form. You'll need this and more if you want to survive.

Teamwork can make survival a lot easier. Try to divide up keys and tasks. If someone is checking a room, have the other person be on door-duty. Have one person on lookout if you're in a bathroom. If the monster is camping a certain spot, have the person without keys play bait. Get two people to run around while one person sneaks in and grabs keys. Chances of survival are better when everyone is working together.

Think like the monster. Figure out how much he knows and where he will focus or try to strike next. If you can anticipate what will happen, you can manage the risks up ahead!
Lesson 15. The Bestiary - New Monsters!
Phantom
Released: Oct. 14, 2013

The Phantom, one of the newer monsters of Damned, has a much different play style from the Lurker. Playing against it is very unintuitive and can be frustrating for beginners new to the game and unacquianted. Phantom games also tend to not be very scary, but instead more tense and on edge.

----- The Phantom
Mechanics

The Phantom does not have a different forms, but rather only one ghostly form that is always visible wherever he goes. He can attack indefinitely as he moves, swiping corners and doorways. He cannot, however, see, aside from static objects that make up the map.

Things the Phantom cannot see:
  • Living Players
  • Keys, Numeric Codes, Tools
  • Doors, locked or opened
  • Planks


He cannot set up traps. Instead, traps randomly go off as you approach them.




He can, however, hear very well. Traps that go off in rooms further away can be easily heard and traps set off nearby will display a visible outline of the player for several seconds. Other sounds, such as running, door checking, clicking flashlights, etc, will also make players visible for a few seconds, if nearby.



He can also feel the ambiant body heat of a living player, which is just a fancy way of saying, if he touches you, he knows you're there!

The Phantom also has zero collision, being a ghost. This means he walks through all doorways and players without pause.

Strengths:
  • Always ready to attack
  • Can spam attacks indefinitely
  • Can walk through all doorways without pause
  • Can "camp" dead players or doorways/exits

Weaknesses:
  • Cannot see players for long durations
  • Cannot see objectives or progress
  • Is always visible to players
  • Cannot set specific traps to determine progress


Evading the Phantom

The first step is to determine which monster is on the field if the game is set to randomized picks. Usually, it's pretty easy to assume the Phantom is chosen if traps go off immediately after a game is started. Depending on the map, monsters will typically spawn as far away from the survivor starting room as possible, meaning quick trap triggering is only possible if traps are randomized due to Phantom mechanics.

Rule #1. Flashlights On
Once you've determined that the monster is the Phantom, keep your flashlights on. Because the Phantom is blind, light plays no difference. He cannot see it. However, because of how translucent and difficult to see the Phantom is, flashlights are essential to keeping track of where he is at all times. Having your flashlight off can be deadly.

Rule #2. Walk, Don't Run
Running is very loud and should only be performed for escapes. In Damned, there are 4 different modes of travel:

Ctrl + ASWD = Crawling - The slowest mode of travel.
Alt + ASWD = Tip-Toeing - Slow advance, slightly quieter than a walk
ASWD = Normal Walking - Average pace.
Shift + ASWD = Sprinting - Loudest and fastest pace.

While the two slowest modes of travel may be slightly quieter, they creep so slow that making progress and getting away from the area the Phantom is patrolling very slow, and thus, dangerous. Walking normally is relatively safe when advancing and is the quickest way to manuveur around the Phantom. If you see the Phantom, keep walking and try to keep your distance. He should not detect you unless you trigger a trap, make noise or walk directly into him. Always look at him as you make your way around him. Back away as you go by. You never know if he decides to turn around.

Rule #3. Listen to the Music
Dealing with Close Quarters

Question 1: What happens when he gets really close?

Freezing
Don't panic. Listen to the music and keep walking. Once he is almost on top of you, STOP. This is where you don't move at all. If you're lucky, he will walk right by you. Remember, just because he is walking towards you, doesn't mean he SEES you. He may walk towards you and change his mind or walk completely around you. Don't panic. Stop, then as he gets around you, walk away from him.

Question 2: I'm trapped and he's walking right at me. I can't avoid a collision. What do I do?

Juking
When you know you are going to run into him and it's unavoidable, STOP. Look directly at him and when you collide, SPRINT, but do this right through him. When this happens, it gives the Phantom the least amount of time to react and he must turn a complete 180 to chase you. By this point, you have some lead on the chase. This tactic works A LOT, but never try this unless you are directly on top of him.

Rule #4. Open All Doors

Unlike the Lurker, you cannot brace doors to save your life. In fact, doors are death traps against the Phantom. He will always be walking through them without pause and you cannot SEE through the door if it has no window. Doors are cumbersome as it is, so open all doors to allow maximum mobility. Open both double doors and have the wide open. Every unlocked door should be open. This will put you on equal ground with the Phantom as far as mobility goes but gives you the advantage of increased visibility.

Rule #5. Avoid Death Traps

Many of the rules for the Phantom are inverted when compared to the Lurker. Doorways, safe havens for the Lurker, are death traps for the Phantom. Hallways, deadly corridors for the Lurker, are actually safer locations for the Phantom due to being a wide, spacious open area. Here is a list of places not to stand for too long:
  • Doorways (especially locked doorways)
  • Objectives (Safes, Sinks, Ovens, Cabinets, Drawers, Cubbies, etc.)
  • Corners (very poor hiding spots and very obvious)

These are all locations the Phantom will definitely check (usually with a blind swipe) to see if a survivor is busy checking or hiding in that location. Do your business and move away.

Rule #6. Use Communication and Teamwork

Just like the Lurker, teamwork and communication will make survival tremendously easier. Divide up keys and tasks. Instead of having someone on door duty, split up and have sentries in every room. Keep tabs on where the Phantom is at all times and call out to teammates where he is currently heading. If you avoid making sounds, take pathways through the room that evade most traps, and make use of the Phantom's biggest weakness, being always 100% visible, playing against the Phantom will be a joke.


28 Comments
The_Marshal 14 Apr, 2022 @ 8:47pm 
I like it keep it up.
Barracuba444 8 Mar, 2017 @ 10:08pm 
я тоже ищу друзей в Damned
twerk for elsword 25 Jun, 2016 @ 9:59am 
lul this game is old
RoboRexton 25 Jun, 2016 @ 12:33am 
I'm pretty sure the guy who made this guide died. He hasn't been online in 59 days.
Kisma 3 Jun, 2016 @ 4:31pm 
XD
俊古呀 11 Mar, 2016 @ 8:55am 
I forgot the account and password in the game! QAQ
BOBBY 10 Mar, 2016 @ 4:27am 
The problem with serial number T^T
wAnG'ss 29 Feb, 2016 @ 2:59am 
Thank you~
Onahara 5 Aug, 2015 @ 7:51pm 
You can use the small metal key to escape the hotel
Cyanine 21 Oct, 2014 @ 1:44pm 
Very helpfull! Thank you! :)