Damned
68 ratings
I am Monster and So can You!
By Baphled
An introductory guide for monster players. Including how-to's and basic strategy.
   
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Monster?
The Monster is the player that plays the monster. Your goal is not to escape, but to prevent the survivors from doing so with a liberal use of violence and fear.

The Monster has two 'modes'. Physical and ghost. You will start out and ghost mode, while your physical mode 'gauge' builds up slowly. When full, you can turn into a monster for up to thirty seconds.

Ghost mode is for setting traps, where physical mode is for murdering players and exploring where they have been.
Ghost Form - Traps and You
As the monster, you start the game in your ghost form. You'll see the world as blue and hazy, and be unable to see doors or players. You can go wherever and move rapidly. Players will hear you as you pass through or near them in ghost form, if they know what to listen for.

While in ghost form, you'll see various objects glowing/flashing in the same manner that keys do for the survivors. You can left click to interact with these, setting traps. You'll hear a confirmation noise when you interact with it to know the trap has been set successfully.

As a ghost, you can set as many traps as you wish; but some of them may not be available.


These traps produce loud noises when triggered by the survivors. Each type of object produces a particular sound, and you use these noises to track down the survivors; since you cannot see them as a ghost.




You might be tempted to run around and set all the traps you possibly can. However, once you turn physical, some of your traps will be reset, and new random ones will be available to be set (not sure if it's intentional). Meaning you should only set the traps that you believe the players are most likely to trigger. You also want to stick fairly close to these areas, because if you're too far when they're triggered, the players will have a chance to run and hide.


The key here is to know where the players tend to start, and where they tend to go next. For instance, in the Rose Hotel, they all start in the lobby and usually move onto the Crown and main hallway afterwards.


Be aware that some areas may be perfect bottle necks for traps that can't be avoided, while other areas will let wise players ignore your traps completely.



Besides acting as alerts to where players are, they can also let you track direction or even herd players into a particular location if they're skiddish enough. Players tend to flee from rooms where traps were triggered, often heading as far as possible or to the nearest door they can hold shut.
Physical Form - Painting the Walls Red
Know Your Limits

After getting the hang of traps and deciding where to place them, you may notice that your vision has turned yellow and helpful notice has popped up saying that you can use your physical form now. Before jumping the gun and right-clicking to go straight into physical form, be aware of your time limit.

You can only stay in physical form for up to forty seconds, and are able to end it early by right-clicking again. When in physical form, you operate under the same rules as the survivors. You can't walk through doors, you can't open locked doors, and you have trouble seeing in the dark.

The monster has a small visible area around it, but beyond that it becomes difficult to see. Which is why it's important to appear close to survivors that have set off your traps, or hope they're silly enough to use their flashlights for you to follow.

Humans can sprint much faster than you, so you have to plan your appearance times and locations very carefully to get the best chance for a kill.



The Pre-Show

Ideally you want to wait for them to set off a trap, and appear in a location that's right on top of them, or blocking their optimal escape route. This is why it's important to stay close to your traps, and not run around setting all of them.

Many players know better than to go setting off traps. So while you'll occassionally hear something go off, you'll be spending a lot of your time wondering where they are. This is the second part of going physical, poking around. You can't wait around forever, so take your best guess of where they are and appear, then start checking doors to see what's locked and what's not if they're not around.



General Hunting


The act of appearing can often spook them into running into other traps, or even running into the room you're in, in an effort to hide from you. This is because of the music that plays when the monster is around.


If you believe you cannot catch them, end your physical form as soon as possible. This will let the cooldown be shorter, allowing you to appear again sooner.


When chasing your prey, don't let them wait you out. You have a time limit, and you can't afford to be in a staring contest across a table forever. Make them run, make them panic. You walk faster than they do, and they can't sprint forever. The monster will catch them unless they manage to hide behind a door. If they do so, remember to check to see if they're actually blocking it. If they do block it, and no other targets are near, go ahead and end your physical form early. Bashing on the door for the remaining ten seconds is a wasted effort.


Now that you've appeared a few times and found out they're general locations, it's time to start planning the finishing strokes. Set some more traps in rooms you think they'll be in soon, and keep an eye out for perfect bottle necks. At this point, you should also be aware of where they tend to run when you show up. Be ready to show up there when they trigger the trap, effectively cutting them off and adding another kill.


As the game goes on longer, be aware that the players will be getting more desperate to open that exit door. They're going to be using any key they can find to open doors leading to it. Try to focus your traps around that area most, and appear randomly in that area for a chance to catch them off guard.
Tips and Tricks
  • When chasing down players in physical form, remember to listen carefully. You can hear the sound of them flicking their flashlight on and off, as well as them trying to open locked doors.

  • Try to keep a delicate balance between waiting for them to trigger traps and appearing randomly. You can't wait forever, but you also don't want to miss an opportunity to appear on their head.

  • End your physical form early whenever plausible. You don't want to waste it walking up and down the halls and be stuck on a long cooldown where they can trigger all your traps freely.

  • If you're an evil player, be aware that players tend to head to their fallen comrades shortly after they've died to retrieve the keys. You can end your form right after the kill and appear as soon as possible to take out the looters, increasing the body count.

  • When after players that like to hide behind doors, appear on the inside of rooms where the doors open inwards. Players have a harder time of holding those closed, and a harder time opening them if they happen to be in there when you appear. They also tend to flee into these kind of rooms when the music kicks in.

  • When trying to kill players, time your attacks. You can't swipe rapidly, and a miss might just be all the time they need to get their sprint back up.
Video Walkthrough
25 Comments
Brodie 1 May, 2015 @ 11:09pm 
10/10 did not read guide but was impressed by title :sr4sunglasses:
MLG NoobSauce 3 Mar, 2015 @ 4:03pm 
how do you use the voice changer?
Betty 21 Dec, 2014 @ 7:31am 
Any clue on how to set the trap with the hands that come out of the ground that slow players down?
A-Mac 13 Jul, 2014 @ 8:55pm 
I am _____ (and So can you!) is a play off of Stephen Colbert's book "I am America (and So can You!)."
Rotfuchs 29 May, 2014 @ 1:33pm 
well, thats for the orignial monsters, but what s about the new ones, especially mary? cant find any guid for them.
GrumpyKitten 30 Mar, 2014 @ 12:58pm 
I am bad grammar "and So can You!"
Miciso 23 Mar, 2014 @ 1:57pm 
add when u end early u get a faster cooldown lurker/monster
CLEANERS filter 2 Jan, 2014 @ 10:25pm 
:thumbs:
CGate 25 Dec, 2013 @ 7:46pm 
Thanks for the guide, been having trouble with players blocking doors. Now i just pop in the room they block when the trap inside goes off.
Kris 20 Dec, 2013 @ 5:15am 
good idea for monster physical form close doors that are open it confuses some players as they are not sure if i have opened them or not :D