
Let me talk about the conclusion first: This game looks scary, but in fact the numerical logic is quite straightforward. I have measured more than 30 games and have a rough idea of the monster patrol speed, hearing radius, and key refresh rules. I will break it down for you today, and I guarantee that you can save half the time next time when running a map.
The monster's basic patrol speed is 1.2 meters/second, the player's default walking speed is 1.5 meters/second, and the crouching speed is only 0.8 meters/second. Does crouching sound bad? However, the monster's hearing radius is 5 meters. When you run normally, the noise radius directly doubles to 10 meters. In other words, as long as the monster hears your running footsteps within ten meters directly in front of you, it will instantly switch to the pursuit state. In the pursuit state, the speed will directly reach 2.5 meters/second, and you will not be able to escape at all. Therefore, the most cost-effective numerical value is: walk normally when the distance to the monster is more than 8 meters, crouch immediately when it is less than 8 meters, and maintain a silent speed of 0.8 meters/second. Although it is slow, the monster's field of view is only 6 meters in a straight line. If you crouch and add a wall card to the field of view, it is basically blind.
The key refresh points are not completely random. I counted six fixed points on the map, and the probability weights vary greatly. Point A (the gap between the sofa in the living room on the first floor) has the highest refresh rate, accounting for 28%, point B (the bookshelf in the corridor on the second floor) accounts for 22%, point C (under the kitchen stove) accounts for 18%, and the remaining three points total only 32%. The optimal strategy is very simple: go straight to point A and point B at the beginning, switch between running and crouching, and control the entire process to check these two points within 45 seconds. If it doesn't come out, consider point C again, because the kitchen is close to the monster's spawn point, so the risk is high, but the benefits are also great. If all three points are unavailable, it is most likely to be at D (behind the wine barrel in the basement) or E (wooden box in the attic). These two points have a low refresh rate but are in a remote location, and the monster patrol coverage is weak. Just crouch and touch slowly.
Let's focus on the sound mechanism. The monster patrol route is a fixed ring, and each circle takes about 90 seconds. If you make a loud noise (running or hitting a prop), the monster will detect the direction of the noise source for 3 seconds, then give up tracking and return to the original route. But be careful, if you make noise twice in a row within 10 seconds, the monsters will directly lock on the area you are in, ignore the sight and rush over directly. This wave will kill you. So the strategy is: take advantage of the moment when the monster turns its back to you, and use sprint to jump over the open area in the middle corridor. The sprint distance is 8 meters, and the noise radius covers the entire corridor. But as long as the monster is patrolling the far end, you will have already got into the cabinet or under the bed before it turns back. The cabinets and under the bed are absolutely safe areas. Monsters will not investigate when passing by, but you have 3 seconds of breathing recovery time, which is just enough to calculate the next path.
I have summarized the optimal running rhythm into a set of formulas. At the beginning, observe the direction in which the monster is born, go in the opposite direction, and finish point A first, which takes about 18 seconds. If point A fails, immediately crouch and take the stairs to the second floor. Point B is behind the bookshelf and needs to move a box. This action makes a slight noise, but the range is only 3 meters. Monsters usually patrol the stairs. As long as you don't get stuck at the moment when its vision turns, it is safe. After clicking B, check the time. If the monster is more than 12 meters away from you, go directly to kitchen point C. There is broken glass at the door of the kitchen. You must run and jump over. The noise radius of the jumping landing is 7 meters, but the monster in the kitchen area will not pass by. Just look back and make sure it is not nearby. If point C is empty, stop fighting and go directly to the basement. Pay attention to the two patrol overlapping points on the way. One is at the end of the corridor and the other is at the door of the storage room. These two points have 5 seconds of overlapping vision in each circle. You must crouch and block the time window.
In terms of props, the old radio is a fetish. When placed on the ground, it will make a continuous noise with a radius of 6 meters, which can attract monsters to check, lasting for 15 seconds. But note that after the monster reaches the noise point, it will stay in a daze for 5 seconds and will not move during these 5 seconds. Using this mechanism, you can place the radio diagonally away from your target point. For example, if you want to go to the basement at point D, place the radio at the stairwell of the first floor. The monster will be lured there, and you have a full 20-second safety period. I have measured this data and found that 20 seconds is enough to run from point D to point E in the basement without any stress.
Finally, let's talk about death penalty. Each time you are caught, the key refresh rate will be reset, but there is a hidden incremental mechanism - if you fail three times in a row, the refresh rate of point A will be increased to 35%, and the refresh rate of point B will be increased to 25%. So if you miss twice in a row, you might as well give it once intentionally and directly send the key to the first two points to avoid running around the map. This mechanism is not officially written, but the probability statistics are very stable. I tested it for ten rounds, and the first two points will definitely come out after three times.
To sum up the optimal process: run in reverse at the beginning to point A → point B → use the radio to clear point C → underground point D → attic point E. The whole process is controlled within 4 and a half minutes. If the key appears at the last two points, the total time will not exceed 6 minutes. Remember, crouching is not about cowardice, it is about maximizing the benefits of the mechanism. The numerical balance of this game is quite reasonable, and mastering the rhythm is a waste. Don't be afraid of terror. The monster is just a paper tiger. If you see through its patrol list, it won't be able to do anything to you. 👻🔑Let's run.