FAQ
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No. The Fog Guide is an independent fan guide and is not affiliated with Behaviour Interactive.
It can be, as long as you learn one role, one build, and a small set of maps at a time. Trying to master every killer and perk at once is the hard path.
Repair generators, learn safe rescues, and use information perks. Do not hide for the whole match unless hiding creates a specific rescue or escape opportunity.
Learn how to find survivors, when to leave chase, and how to protect active generators. Advanced mindgames matter after those basics.
Copying a build is fine, but a learning build is usually better at first. You need perks that explain the match before you need perfect optimization.
Play survivor first if you want to learn maps and objectives with less pressure. Add killer early, though, because understanding both roles makes every guide easier to apply.
Spend more time on useful actions. Repair when safe, rescue with timing, leave crowded generators, and practice camera control in chase instead of hiding for entire matches.
Review every long chase. Ask whether it protected important generators, used too much time, or pulled you into an empty corner. Better chase selection improves new killers quickly.
Teachable perks are character perks that can become available more widely through progression. New players should target a few useful perk paths instead of spreading Bloodpoints everywhere.
Solo queue means playing survivor without a coordinated group or voice communication. Information perks are especially useful because they replace some of the missing team communication.
Tunneling usually means repeatedly chasing the same recently unhooked survivor to remove them from the match quickly. It can be effective, but new killers should still learn broader map pressure.
Camping means staying close to a hooked survivor instead of pressuring the map. It can happen in endgame or rescue-heavy moments, but default camping often gives other survivors repair time.
A three-gen is a late-game layout where the remaining generators are close enough for the killer to defend efficiently. Survivors should avoid completing only one side of the map too early.
Start with Exposed, Deep Wound, Broken, Endurance, and Haste because they change immediate decisions around hits, healing, mending, rescue timing, and chase distance.
Exposed means a healthy survivor can go down from a basic attack while the effect applies. Survivors should avoid casual protection hits and create distance before risky rescues.
Deep Wound is a dangerous state that requires mending. Mending removes the immediate timer danger, but it does not heal the survivor to healthy.
Broken means the survivor cannot be healed while the effect is active. Beginners should stop trying to reset and choose safer objectives until healing becomes available again.
Haste increases movement speed while it applies. Use it to reach a real resource or route, not to run blindly into a dead zone.
Scratch marks usually show where a survivor recently ran. Killers should use them with blood, sound, crows, and objectives instead of following every mark blindly.
Break line of sight first, then walk or crouch only long enough to make the killer guess wrong. Hiding tracks should create a reset, not replace objectives.
Start from active generators, recent hooks, injured paths, scratch marks, blood pools, crows, and sound cues. Leave trails that pull you away from important objectives.
Crows show recent movement, not guaranteed current location. They are strongest when they match other clues like generator progress, scratch marks, or injured sounds.
Listen for generator repair, injured survivor audio, vaults, lockers, pallet drops, footsteps, and chase music direction. Sound often confirms what vision missed.
Drop when not dropping likely gives the killer a hit, down, or body block. Beginners should learn to create distance first, then refine which pallets can be saved.
An unsafe pallet is a pallet where the killer can threaten a hit quickly because the sides are short, cover is weak, or there is no good next route.
You may be vaulting too late, approaching from a poor angle, repeating a predictable route, or vaulting into a path the killer is already cutting off.
A dead zone is an area with few useful pallets, windows, or blockers left. Survivors should avoid starting chases there, and killers should push survivors toward those areas.
Survivors need to complete five generators to power the exit gates. The team still needs to open a gate and escape after that.
Create one real escape path first. Check teammate health, hook state, and killer position, then decide whether to open a gate, prepare a save, take a protection hit, or leave.
It means opening an exit gate almost all the way, then stopping before it completes. This can delay Endgame Collapse for a planned save, but it can backfire in solo queue if nobody finishes the gate.
Endgame Collapse starts when an exit gate opens or when the killer closes hatch. From that point, survivors need a clear escape or rescue plan before the timer ends.
Pick one realistic pressure point: defend a hook, patrol the gates with short checks, or commit to an injured survivor who cannot safely reach an exit. Wandering between every option usually gives survivors time.
You do not need perfect looping to help your team. Basic pathing, early rotation, safe pallets, and not leading the killer into teammates already make a big difference.
Start with patterns: main building, shack, generator clusters, strong pallets, windows, and dead zones. Exact map memory matters later; useful decisions matter first.
No. DLC can add strong perks and fun killers, but beginners can learn core survivor and killer fundamentals with the base roster and a simple build plan.
Good rescue timing means rescuing when the killer is not directly controlling the hook or when the hook timer creates urgency. If another teammate is already closer and safe, stay productive on a generator instead of creating a crowd around the hook.
Start with safe generators, but avoid finishing every generator on one side of the map. Leave the team with a spread of objectives so the killer cannot defend the final generators too easily.
Most fast downs come from running into dead zones, looking backward too long, wasting pallets late, or not planning the next window or pallet before the killer reaches you.
Use the hook timer to read the match, then reset into a safer job. After rescue, leave the hook lane, avoid healing in danger, and choose a generator or route with a known escape path.
New killers often chase one survivor for too long or patrol empty areas. Find active generators, leave bad chases sooner, and use hooks to move into the next useful pressure point.
Treat the first hook as a decision point. Check nearby generators, watch likely rescuer paths, and leave the hook if survivors are repairing elsewhere for free.
Unlock perks that teach repeated decisions before chasing narrow combos. Information, generator awareness, rescue information, and simple killer tracking usually help new players fastest.
Notice tight generator clusters early, pressure one risky generator before the final objective, and avoid finishing only safe edge generators on one side of the map.
The biggest mistakes are sending multiple survivors to the same hook, unhooking while the killer is still controlling the area, and healing under hook before the team has safely left the danger lane.
Use Kindred to decide who should rescue and who should stay on generators. If another teammate is closer and safe, keep repairing; if nobody is moving and the timer matters, take the rescue route.
Use Deja Vu to identify generator clusters before they become a late-game problem. Repair a highlighted generator when it safely breaks a future three-gen, not just because it is glowing.
Check likely rescuer paths briefly, then move toward active generators, injured survivor routes, or the generator cluster that still matters. Do not patrol empty corners just because they are on the map.
Learn repeatable landmarks first: main building, shack, generator clusters, strong windows, and dead zones. Exact tile names matter less than knowing where safety and objectives are.