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A Handy Guide To Beating Pressure

Summary:

Exactly what it says on the tin. Have fun.

Chapter 1: Welcome to the Hadal Blacksite!

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So, you're a prisoner, and in exchange for your freedom you have been selected for the Expendable program to fetch a really powerful crystal from the Hadal Blacksite.

 

Problem is, it's crawling with monsters, and your leader forgor 💀 to inform you beforehand, and you don't feel like dying today.

 

Well, you've come to the right place! As someone who's actively working on beating Pressure, this guide serves as a handy compilation of every strategy you need to know when in the Blacksite, whether it's dealing with the monsters or taking on challenges.

 

Have fun!

 

UPDATE: Almost forgor 💀 to mention this, but I beat Pressure last month, just before December! This means my guide will be more certified than ever! :D

Chapter 2: Part I: Puddles of Void-Mass

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  • The very first threat you will encounter in the game. They hide in lockers, and if you open a locker with one of them inside they will grab you and pull you inside.
  • If you are on a solo run, you're toast. Instant death.
  • If you are on a multiplayer run, you will slowly take damage while in the locker, and there will be time for a teammate to pull you out and rescue you.
  • So, how do you avoid them? Simple: Stand back and check to see if there are glowing rings in the locker. Those are the Puddles of Void-Mass' eyes, and once you see them just back off and look for a locker without them.

Chapter 3: Part II: Squiddles

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  • These fellas like to show up in dark rooms -- whether it's because an Angler broke the lights or the room is dark in the first place. Note that this doesn't always apply -- sometimes they won't spawn at all in a dark room, but if an Angler variant (excluding Pinkie) attacks they are VERY likely to spawn.
  • They are also quite common in the Ridge, where practically every room is dark.
  • If you shine a light source on them or stand too close, they will get angry -- this is indicated by them lighting up their faces and making a weird noise. If deaf mode is on, a white fog will appear on your screen when you aggravate a Squiddle.
  • Keep a Squiddle angry for too long, and it will attack and take away a chunk of your health.
  • So how do you avoid angering a Squiddle? Simple -- mind the personal space (aka keep a distance from them), and turn off any light sources when you spot a Squiddle with them.
  • To quickly turn off your light source, just select the corresponding inventory key to unequip the light source in question -- this turns it off immediately.
  • Alternatively, you can wait for the emergency lights (red lights) to turn on, which causes the Squiddles to despawn.
  • Bonus points if you have the Blacklight, since it won't even trigger Squiddles at all.
  • Be VERY careful if a Squiddle spawns in front of your locker when you're hiding in it -- get out of its space immediately (I learnt this the hard way after I got out of a locker and heard weird noises before a Squiddle shoved its face in mine).

Chapter 4: Part III: Wall Dwellers

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  • They are literally in the walls.
  • You won't notice them at first, but once you leave a room with them in it they will hop out of the wall and start stalking you until they get close enough to attack.
  • To repel them, all you need to do is look at them -- they will get startled and flee.
  • Before you do that though, you need to listen for their footsteps. I recommend turning on Deaf Mode, then staying still after a few rooms to check if the footstep cues stop appearing. If they don't stop even after you stop walking, that means a Wall Dweller is approaching you. Note that this is most effective in solo runs, unlike in multiplayer runs where a teammate who's lagging behind may give a false positive with this method.
  • Also, I consider this to be way more reliable than using your ears to listen for their footsteps. The official wiki states that their footsteps are not in sync unlike that of yours, but it can be hard to tell with all the ambient noise and being too focused on fucking off from the Blacksite as quickly as possible to notice. And don't get me started on that one ambient noise where you hear fast and LOUD footsteps closing in before cutting off.
  • If you're THAT paranoid, you may notice the rough outline of a Wall Dweller in its hiding spot, and sometimes Wall Dwellers may poke out from their hiding spot. Keep your eyes on them when that happens, and you are guaranteed to scare them off when they jump out to stalk you.
  • Don't let your guard down after that, though -- they may return and attempt to eat you again, and this time they'll move faster. Watch your six!
  • That said, they shouldn't be too much of a threat -- they are fairly uncommon, and if an Angler variant attacks while they're out in the open they'll die; likewise, Turrets will gun them down the second they enter a Turret room. When this happens, feel free to backtrack and take a chunk of Wall Dweller to eat -- it gives you health regeneration!
  • Cool stories of mine regarding them: I've never died to a Wall Dweller before; I got the badge for scaring them off for the first time by complete accident; another run I was looting a room when I remembered that there was something interesting in the room, and when I turned around to look at said something I scared off a Wall Dweller in the process.