Dead by Daylight

Dead by Daylight

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The Scriptures of Evil Dwight -aka- The Definitive Guide to Selfish Survival -aka- How to Become Killers and Praise the Entity
By Evil Dwight
Hearken, loyal Dwights, the downtrodden, the abandoned, the forsaken. Time and time again, it happens: you finish the generators and watch your teammates' icons turn to exit signs as you hang. This seems to be our fate- The Fog is a fickle host. But not many know of Its corruptive powers. Those who spend too long within Its clutches are prone to sinister transformations, and the line between human and monster is easily blurred through pain. If you find yourself seething with contempt for your fellow survivors, wishing for more variety in your matches, equipping a Black Silk Cord, and feeling strangely comfortable around killers, The Entity may have already touched you. This is a dangerous time for you, Dwight- you may either lose your mind and soul and succumb to the darkness, or learn to elegantly surf the waves of your dark descent. This guide is for accomplishing the latter- for tainted souls who are simply trying to keep their heads above the water. Well, The Prophet has good news for you: it is much easier to float in blood than in water.

DISCLAIMER: This guide is for experienced players interested in the game's theoretical potential for variety and RPing. Never do anything described within this guide. Sandbagging is unsportsmanlike and working with the killer is reportable with "proof".

I would like to mention, however, that everything put forth in this guide is derived entirely from the vanilla content of the game and has not been explicitly specified as an exploit by the devs. Like face camping and pallet looping, I assert that it should be considered valid gameplay/strategy. Regardless, parts of the guide that are exceptionally questionable will be hidden by spoilers.

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Read between the dividers in the Table of Contents for just the strictly game-relevant sections.
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The perk Sole Survivor is currently broken, having a heavy impact on the in-game relevance of this guide's contents. It will recover its viability once the perk is repaired.

This guide will no longer be updated in favor of its sequels. However, it is still largely applicable and forms the conceptual antecedent for such. Praise the Entity.
   
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Benedict's Journal: Entry 17
"...With each “death” I feel myself weaker, a little piece of my soul devoured by the darkness before I awake. I fear, eventually that I will lose hope. I wonder... what this dark entity will do with me then. I want to find out, but I fear the answer..."
from the Dead by Daylight lore page[www.deadbydaylight.com]
Genesis
In the beginning, there was Dwight.
And The Entity loved him. His proclivity for hope shone like a succulent beacon to Its tastes. His lack of self-preservation made him a ready vessel. But it was not the Entity that filled him with darkness. This was the doing of mankind, for darkness flows through us like molasses, and hardens like clay. Countless layers encrust the soul after repeated betrayal. A soul so encrusted finds itself exuding the darkness before long. This darkness must be expressed periodically, lest one be overcome by it.

But within the Darkness is also power. In the fog, he who controls the flow of Hope acts as a Servant of The Entity that is our Master and commands everything. Most wield implements of violence in Its service. All are granted gifts. To provide more than your share of hope is to gain Its Favor. None are more poised to harvest this Hope than the Bespectacled Servant.

In the Age before Pallet Looping, Dwight was innocent. He always feared the killer, recklessly helped his fellows, and hoped to open the exit gates. He only wished for one thing- to be granted the perks Iron Will and Quick and Quiet on the bloodweb. Time and time again, he was denied. Prestige 3 came in the season of Hallow's Eve, and The Entity touched Dwight, setting his skin afire with Its brand. Still Dwight was denied his reward, and was instead given Object of Obsession and Sole Survivor from an orphan woman. This was a sign from The Entity: a directive that if Dwight could not have what he wants, he must serve It with what he has.

Dwight's anger turned from his deity to his fellow survivors, and he released all of his contempt for being denied his prize into his malice for the "innocent" fog dwellers. He acted as guide and prophet to the killers, flitting between teammates using his empathic Bond with them, and offering fleeting hints and gestures to the killer as an Object of Obsession. Some reacted positively, appreciating the break from monotony, while many condemned Dwight for his actions. It mattered not- each delay of his prize was another log on the acrid flames of his vengeance. Any killer who showed kindness to Dwight was treated to a display of sandbagging and betrayal the likes of which are rarely witnessed outside of the pages of a novel.

He began to carry a scroll of scriptures, bound in a cord of Black Silk. The scriptures would guide him to salvation when his deed was done. He grew ashamed of his radiant affliction, and used a secondhand shirt inscribed with the holy phrase, "Pizzawhat!" to hide his blemishes. It wasn't enough- the lesions soon shone from his legs and face as well. It mattered little, as many unsuspecting survivors fell victim to his treachery nonetheless.

Once the final innocent soul was claimed and the blood price paid, a prophetic trance would befall the Sole Survivor Dwight, infusing him with all the Entity's knowledge and revealing the killer to him as a translucent beacon. In this moment, the sacrifice he had made of his teammates was repaid. Once he was Left Behind, generators became pointless trivia. The killer, who had at first thought they found themselves an easy trial, would suddenly be greeted by a wall of silence- left with naught but The Entity for company. Enlightened, Dwight had long since descended another level down through the Black Lock, whose tumblers were greased with blood.

Praise was granted to the Evilest of Dwights, and so in return he offers Praise to all who befall him, for he is the Prophet and Servant of The Entity, sent to set others upon the path to darkness. His spectacles are as crystal, unsmirched by the bloodied mud of the Fog. In his vision, all becomes clear, a portrait of perfection in the service of The Entity.

Praise to The Entity, and Its Servant Dwight
Praise to the Survivors, who are Its fruit, salty and ripe for harvest
Praise to the Killers, for they are Its harvesters, wielders of death
Praise to all in the Fog, participating in Its pristine carnival of holy despair
Praise.
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Mathieu Cote's words on the topic[clips.twitch.tv]

From the Dead by Daylight Steam page:
"Key Features
• Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?"
Evil 101 - Introduction & Basic Concepts
This section is dedicated to basic game philosophies and conclusions that can be drawn without participating in any questionable activity. These ideas are "safe evil", and will not necessarily get you in trouble on their own*.

Dead by Daylight is a Horror Survival game. This classification carries implications, one of which is that players are motivated to survive. More importantly, the 'Horror' part implies that players should try to survive in any way that they can. Look at the old intro sequence- the one from when the game was released. She meets a trapped survivor, but makes the conscious decision to leave him there. We cannot know for certain what her intentions were- was the killer too close? didn't seem so, since she paused for a full five seconds before making the decision. Was she hoping the killer would be distracted by the other victim? Did she have a personal vendetta against that survivor? Or did the Entity tell her to?

The point is, ingrained in the foundation of the game is the concept that survivors have as much opportunity to look out for themselves as they do to work as a team. Most players take it for granted that team play is the best strategy, right up until the moment where failure seems inevitable. Then they will gladly forsake their teammates and seek the hatch. Evil is just the full realization of this latter state of mind, one we are all familiar with. And with some forethought, we are capable of putting some or all our chips into this phase from the start. Think about it- especially around rank reset time, how much can you actually trust your teammates to get you out? It's safe to simply assume they are going to be worse at avoiding the killer than you, running around and doing conspicuous actions, and they probably won't unhook you anyway if you do put yourself on the line.

The Black Lock and Skeleton Keys
So now we have established that the necessity of our teammates is flexible. Once we make this jump, we can suddenly make several more inferences about some seldom-discussed mechanics in the game: The Black Lock (aka the hatch) and the skeleton key. For those who are unaware, the Black Lock works as follows:
If 0 or 1 generators are done, the hatch will not appear unless 3 people are dead.
If 2 generators are done, the hatch will appear when 3 people are dead.
If 3 generators are done, the hatch will appear when 2 or more people are dead.
If 4 generators are done, the hatch will appear when 1 or more people are dead.
If 5 generators are done, the hatch will appear.
Reducing this to an equation: the hatch appears when (gens done) + (people dead) >= 5.
In other words, you must have a total of 5 of either generators finished, or teammates dead. Each dead teammate can "replace" one generator. But then we come to a second problem: The hatch may appear, but it is closed by default unless 3 survivors are gone. One answer is to wait for your team to escape, but that would be pointless since that means the gates are available. Another option, (assuming you wish absolutely no direct malice on your teammates,) is to bring a skeleton key.

This poses 2 more problems: finding the hatch, and keeping your precious key safe. The best answer is to have a teammate bring a map with a Black Silk Cord, but now your fate will be tied to theirs, risking your item. Under this strategy, you and your friend must favor each other's lives above all others, and bide your time as much as possible to maximize the chance of the hatch appearing- The longer you wait and play safe, the more likely your teammates are to be targeted indirectly. Instead of using the hefty hook bleedout time to rescue the rando, you and your friend should focus on finishing 3 generators in preparation for escape. Once the math adds up, and the hatch appears, it's game over since your friend knows exactly where to go and the killer suspects nothing.

I call this strategy of seeking the hatch with a friend: a "Hail Entity"

Befriending Killers
*A warning before continuing: Befriending killers is an exercise in psychology, and is far more art than science. It is also questionable behavior if filmed and used as evidence for working with the killer.
One assumption commonly made in the minds of players of both sides is that killers are heartless, soulless, cold-blooded murderers who have nothing going on in their heads besides killing any survivor they can reach. The game does such a good job of convincing us of this that we forget that the killer is actually being played by a real person, fully capable of experiencing confusion, laughter, and wtf moments. These betray the killer to the existence of a conscience. And it is here that you must target if you hope to break down the killer's walls and secure yourself a safe game. This is commonly mis-referred to as "Meme-ing", but I prefer to think of it as the manifestation of the in-character desire for mercy and relationship. Why shouldn't a survivor seek any possible reprieve from their seemingly perpetual fate? Why shouldn't a killer take to a specific survivor just to keep them alive a little longer for the novel amusement, or to generate false hope, after encountering an endless sea of uncooperative victims?

The original "Cult of Dwight" video as featured on an early dev stream

Popularizations of the strategy at first appear to be hapless attempts to destroy the atmosphere of the game. But pulling off the feat consistently requires many practiced steps. There are situations where a killer is likely to behave non-aggressively, and situations where your mere presence will provoke violence. It is our job to feel out these situations, and learn which approaches are least likely to trigger a killer. For example, if you play the same as you have been, avoiding the killer and doing gens, the killer will have no cause to treat you differently. But if you behave as unusually as possible, the killer may be intrigued by your actions and hesitate. The instant you sense that hesitation is your chance- the murderous haze is lifted for just a moment, long enough for you to make a social connection. Approach the killer in that moment- If you get any kind of reaction, (like if the killer downs you but does not hook you), you have succeeded.

At this point, it is a matter of grooming your good relationship with the killer until you meet your desired fate. Some killers are very disapproving of sandbaggers as well as body blockers, and may begin targeting you if you interfere in chases in any way. Try to find un-obtrusive ways to earn BP and rank: break totems, open chests, etc... One novel way to appeal to a killer is to bring the perk Plunderer's Instinct, and very visibly begin building a stash of loot as tribute. This will encourage the killer to leave you be as you continue your work scavenging for him. If you last the entire match, remember to come back and grab the best one, but avoid upsetting the killer when doing so. Remember to leave gracefully once the exit is available- you can wait at the exit to bow some more and give an extra hit, or camp the hatch, but don't hold the game hostage. The Entity frowns upon this.

Remember that, at any time, if the winds of favor shift, you can use your unusual position to take advantage of many opportunities, but "Working with the opposite team to gain an advantage" is technically reportable. It is very conceptually difficult to prove this is the case, but being too brazen will not help your cause. Think of mercy as a fragile resource, not a free win.
Forbidden Chapter - Advanced Evil
This section details the specific strategies and concepts that are deemed the most Evil. It is the natural marrying of the concepts defined in the previous section. Under no circumstances should any sound-minded survivor pursue these conceptually valid tactics below.




















Object of Obsession
Sole Survivor


Think about this combination of perks for a second. If you are under the protection of Sole Survivor, you have the ability to see the killer's aura without revealing your own. This is exactly as powerful as it sounds. The main problem is that it carries the risk of revealing you to the killer if you mess up, making you meet your fate far earlier than the other survivors. So here is my proposition: What if we had no cause to fear the killer at all? Employing the tactics laid out in the previous section, we can use Object of Obsession to communicate with the killer. By showing respect and introducing ourselves, we win a not-so-slim chance at being spared till last.

In practice, this strategy alone is not so effective. More than half of killers will kill you outright. The strategy is still missing something- some source of influence over the killer. You must bring something shiny to the table, in order to spark that hesitation in the killer. This is where the Dwightiest evil perk comes in:

Bond.

Survivors have been using Bond for centuries to tag out of chases, to the dismay of their generator-focused teammates. This is not only considered non-reportable, it has been hailed by the devs as a valid and creative use of the perk. It is an uncannily perfect perk for our needs, and upon seeing these perks alongside the Black Lock mechanic, I had a dark realization:


Together, these three perks produce an inherently evil build with an inherent evil strategy-in order to make Sole Survivor proc as soon as possible, (as well as buy yourself mercy before it does,) you must use Bond to locate your teammates and feed them to the killer. This is your replacement for completing generators (a.k.a. "meat generators"). Using all the skill you have garnered manipulating killers, introduce yourself with Object of Obsession. Then, immediately indicate a teammate, creatively using a combination of Bond, Object of Obsession, and gestures. As your teammates fall, the killer's opinion of you should grow - and if not, Sole Survivor's protection will. Pay close attention to the perk icons lighting up in your HUD to optimally control when and where the killer can see you with Object. Have patience with the killers, as it will take a lot of practice to get them to dance to your tune. Try to conceal your actions from your teammates as long as possible before reveling in their anguish. If it is safe, watch them struggle up close and bathe in their blood as they are lifted into the sky. By the time the killer decides you have outlived your usefulness, you should have at least some aura protection built up and will have a massive stealth advantage. But once Sole Survivor has 3 tokens, your true reward is earned. You will be granted an unbelievably easy time navigating around the killer with full aura-reading capabilities and a virtually free hatch escape.

In my eyes, nothing about this strategy is bannable- every action is the natural result of the mechanics. Any person forced to use only those three perks, given enough time, will inexorably begin using the strategy above- or at the very least, begin to avoid saving their teammates. This is because when using this build, every teammate that dies fills you with a sensation of growing relief, naturally begging the question: should you save this teammate, or choose to increase your build's power? This question can easily lead a Dwight to the epiphany that betrayal is a valid strategy for survival, as suggested in the game's very own store page description.

What's more, if played right, there can be no logical way to prove whether a Dwight is using the Evil strategy, or if they are just very clumsy and bad. That is, until the perk screen- and at that point, you are calling equipping certain perks a reportable offense, which is ridiculous.
In all honesty, it is never really up to the survivor to "work with the opposite team to gain an advantage." The killer is the one who is burdened with the decision to cooperate with a survivor or kill them. On the flip side, a survivor who is presented with a "merciful" killer is all but expected to take advantage of it by playing in a more overtly brazen way.


I have dubbed the state of fully proc'd Sole Survivor plus Object of Obsession: Prophet Mode.

Black Silk Cord - The Scriptures of Salvation
This may be obvious, but the goal of the Evil Dwight is to descend as many levels through the Black Lock as possible. The primary tool for this is the Black Silk Cord addon for the map (henceforth referred to as a scroll of scriptures). Using this addon in combination with Prophet Mode, escape becomes trivial. The Scriptures are superior to the skeleton key in that they are not consumed if you succeed, but more importantly, they do not require a second person. By extension, this makes the key-holder in any evil duo technically disposable.

Crows - The Entity's Servants
One great way to simultaneously sell out your team and show the killer that you REALLY aren't doing anything is to stand somewhere highly visible but inaccessible, like on top of a hill or at a balcony, until you get a good loud following of carrion pidgeons. Your intentions become clear as you build the crows up, flashing Object and pointing towards survivors, and you lose them as you run around trying to intercept teammates during chases. But be cautious as the victims won't have trouble catching on.
Build Variations
Build Variations
So now we have arrived at the culmination of the Evil Build: Object of Obsession, Sole Survivor, Bond. This is the core of every Evil Dwight strategy, and all are based around the ideas outlined above. But we have 4 perk slots. Here we will explore some options for the last slot.

Open-Handed
This perk is not useful in most practical situations, which further convinces me that this is exactly where the perk was intended to go. It gives you a surprising boost to Bond (earning the perk the nickname "Bond IV"), in addition to affecting Object of Obsession. Be aware that you run the risk of pushing your Object range so far that even Sole Survivor 3 may be unreliable at the outer rim. Keep an eye on SS to ensure you are protected while spying.

We're Gonna Live Forever
For doing the obvious. Farming this perk will greatly expedite the procc'ing of Sole Survivor. Unfortunately, using this combo is highly questionable behavior to other survivors. Meaning you CAN take a 4 perk build such that, when used optimally, could be a large factor in getting you reported; On the flip side, it can be a good choice under the Emblem system, as it will remind you to do all the actions necessary to earn a pip as well as remind you to convince your victims you are altruistic.

Left Behind
This perk gives your Prophet Mode a real kick and is an ideal choice for when you are fairly certain all of your teammates will die very quickly. If the killer needs no help eliminating everyone at 5 gens, and certainly won't show you any mercy, this perk turns you into a god in the endgame. It also gives you an easy alternative to the hatch in the event that you don't have a map, and/or the killer is camping the trapdoor. Even finishing one or two gens very quickly can be enough to stop the killer hatch camping- use Prophet mode to make the best possible call.

Decisive Strike
This perk slides naturally into the Evil build for several reasons. One, it is an Obsession perk, granted to us by St. Strode, and you are likely to get the good version since disciples are often the Obsession. Two, it allows a disciple to feel safe when first approaching a potentially aggressive killer, serving as a backup plan. In general, a good 4th choice if you have no idea what to expect from the killer.

Plunderer's Instinct
This perk is for more peaceful use of the Evil Build. You still refrain from generators, and you still target the hatch. But you spend more time avoiding action than participating. Gather up items and pick the best one as your teammates fall. Gather crows to make it clear that you are doing nothing helpful. If the killer finds you, try to explain what you're doing.At the end, employ Prophet Mode as usual. You may even forego Bond to take Ace in the Hole, to spice up your loot since you won't be sandbagging. Scriptures are prime treasure.

Spine Chill
As previously mentioned, a solid choice in conjunction with Object of Obsession. However, with the latest change to Sole Survivor, having one or two tokens may make it feel obsolete. There is some playing room, for example, at 1 token when you are very nervous to use Object against a wraith, Spine chill may inform your decision to look or not. Remember that it is safe to look in the killer's direction whenever you hear heartbeats.

Diversion
The results from this perk are so undeniably uncanny, it would almost seem as if The Entity has seen fit to bless the efforts of The Prophet- in the form of an excellent new option for manipulating potentially hostile killers. The main application of this perk should be obvious, but its potential for malice is so great that the second guide focuses heavily on this perk. Make no mistake though, properly employing this perk to its fullest potential requires Praiseworthy finesse.


The following is a successful result of the Evil Dwight strategy in its formative stages, when I was forced to use the perks- a proof of concept from before the Cult of Dwight phenomenon and legacy skins. (Sole Survivor not yet unlocked.) I referred to the build as "Demon Dwight" and wore all blood and my old screen name was CaNibal777. Apologies for quality.

The Evil Dwight build requires much practice and dedication, as well as a significant amount of skill. But I have no doubt that a devout servant can accomplish it, given time. I have been employing variations of this build with fluctuating success since the release of Laurie Strode. Prime opportunities include Rank reset as well as during events.
How to Not Be a Griefer
The main issue with getting banned as a disciple (which has never happened to my knowledge) is this:

In order to be banned, a victim must provide proof that the killer and survivor were working together to "grief" the other survivors.

Due to the nature of the mechanics/build described above, there is virtually no way to prove that a real Evil survivor is "working with the killer" to grief, and not sandbagging to survive.

Any situation involving a genuinely random killer and an Evil survivor queueing up solo can be described in terms of survival, mistakes, and generally accepted non-bannable actions. A killer has the right to choose not to hit a survivor any time during the match- borrowed time, STBFL, and general map control concepts dictate this. Survivors often spend time trying to interact with the killer overtly for many reasons as well- they may be trying to proc BT, or take heat from teammates, or farm pallet stun points. A killer may choose to ignore, chase, and switch targets at any time. And a survivor who finds themselves being ignored by the killer has every right to take advantage of the situation for their own survival.

Emergency/accidental sandbagging is widely accepted as not bannable. And all the things that make emergency sandbagging legal can be extended to all types of strategic sandbagging, because causing a teammate to die now vs later does not change the moral value of the decision when the goal is your own survival. The simple fact is, so long as your actions are legitimately in pursuit of desperately trying to survive, no argument can be made that you are just griefing.

And sandbagging/farming/betraying your teammates is undeniably the easiest way to acquire tokens for Sole Survivor, a highly underrated, powerful, and recently updated perk. Coupled with Object of Obsession, (a perk not only undeniably in sore need of the type of protection Sole Survivor offers but in fact one that comes from the same character's teachables,) it's easy to see the perks were literally made to go together. I can say from experience that survival-wise, Prophet Mode is a good enough incentive once you use it once to convince you that your strategy must ultimately revolve around your team dying- one way or another- in order to capitalize on this power. Simply equipping the perks is enough justification for sandbagging and really, nobody should be faulted for it. It was The Entity's will all along, as indicated by the store page, the Black Lock, and the "Meat generator" concept, truths which have remained unchanged since release.

BUT

All of the above assumes you ARE a genuine, legitimate, solo sandbagger simply looking to practice alternative survival strategies and perk combinations. Actions that fall outside of the realm of trying to get Sole Survivor tokens can be dangerous. The issues will begin when:

-you only sandbag specific people by steam-name, and do it in more than one game. (Try to scare these people off in pre-game lobby.)
-you metagame by hopping lobbies to find specific players to sandbag, or look for/play with killers on your friend list. (This is an actual problem in the community and the devs hate it the most. If you happen to have your killer on your friends list, LEAVE or do not do anything evil.)
-you metagame by adding the killer during/before the match, or communicate using out-of-game means. (This means do not add or talk to killers at all in steam during or before the match.)
-you sandbag a lot of twitch streamers and make no effort to temper your intentions (aka: make sure to piss off the killer too.)

The strategy is meant to push the line between being helpful to the other players and taking advantage of their trust. This will net maximum survival chance vs report chance for the Evil player. While it may be irresistable to have some fun with your power, remember to feel at least a little sorry for your victims, and try to make it seem not so one-sided by getting hurt or being altruistic every now and then. It may seem that you are trying to convince the killer to work with you, but actually accomplishing this means The Entity has primed your killer for the double-cross, which is why the reverse-praise is just as pleasing to The Entity as a full betrayal. By pushing the line and keeping everyone guessing, you will avoid appearing as a pointless troll, and instead make everyone feel like you had the entire game in the palm of your hand the whole time. It's more realistic to behave initially, and decisively take advantage of evil situations as the opportunities naturally arise later in the match. In these cases the build will maximize the frequency of said opportunities. Hopefully this will impress your opponents enough that you will receive Praise instead of reports.


At high ranks, the Evil strategy (adjusted to avoid getting banned) usually boils down to one of 2 approaches:
immediately signal the killer. Get hooked, then when you get rescued hope the killer switches focus to your teammates. When this happens, immediately abandon your heroes. Quietly finish gens as they bleed and thereby trigger a hook-spiral very early in the game. This usually means game over for altruism-minded teams. (If the killer won't hook you, attempt to give away teammates without exposing yourself too much and prioritize your own safety.)
OR
follow your team around, flashing Object, and play rock-paper-machete with your teammates once the killer shows up. Be ready to juke the killer AND sandbag (!!! dangerous, requires skill !!!). The match then becomes 3v1v1. If the killer starts being too nice to you, do something to piss him off. This is the hardcore option, and the most impressive way to serve The Entity. It is also not considered "working with the killer", as by the end they should be exactly as salty as the victims.

- A Word on Killer-Based Strategy Selection -
As a servant of The Entity, I must suggest employing this strategy only so long as the killer is merely tentatively on board- a killer who is too friendly is a recipe for reports and needs to be double-crossed. The ideal subject is a killer who simply attacks the easiest target. You can still easily manipulate a hostile killer. Conversely, as a killer, I would always recommend that you plan to kill the evil survivor at some point, instead of letting them have the trap door in a clear display of gratitude.
Notes on Sole Survivor Changes
Sole Survivor should be functioning properly again, as of patch 4.1.0! Praise the Entity

- Up-to-date notes on Sole Survivor use -

My first major note: Sole Survivor now indicates when it is blocking an aura.
This is a major buff for the Evil strategy, particularly concerning its "Skill Floor". New players will find the build easier to use due to this fact, and experienced users can now be 100% confident of their aura protection like never before. On this fact alone, I can wholeheartedly say The Prophet approves of the change. But there is more.


Second note: Sole Survivor STILL BLOCKS Object 3 at max ranges with 3 tokens.
This is a really huge deal- the big question with the change was whether it would invalidate the strategy thanks to the numbers suggesting that Sole Survivor would no longer grant full immunity to the range of Object at max rank. Fortunately, as of 10/16/2018, Sole Survivor was updated to have the exact same range as Object of Obsession at max power (72m). Have no fear using Prophet mode, as you can always be certain you are safe from the killer's gaze thanks to the previous note.

Third note: Sole Survivor grows incrementally FROM you, instead of TOWARDS you.
This is the most killer-specific aspect of the change. For large terror-radius killers, this is a straight negative change. You will need many dead teammates to see it begin to work. Not so terrible, as giving yourself away at long range isn't too scary of a scenario.

There are so many cheeky little quirks and evil opportunities hidden in the edges of the fog once you start to get comfortable with this build, and these are just a couple of them. The best way to learn them is to try the build out for yourself, and make it a personal challenge, similar to making yourself run No Mither. Necessity sparks innovation; I know this because this guide is a product of my own experience of being forced to run these perks.
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This concludes the gameplay-relevant portion of the guide. Once you have developed your skills some, I recommend you proceed to the next installment: The New Testament of Evil Dwight for even more advanced details, tips, and devious tidbits geared toward Servants of The Entity.

"With each passing death a little of the survivor's soul is lost. Eventually as all hope evaporates, the survivor becomes less and less useful to the Entity, slowly devolving into a cold and emotionless shell. These lost survivors, whose hope has long since left them, eventually become what they once feared so much: the very killers that hunted them."
From The Entity's lore page[deadbydaylight.gamepedia.com]
Customs & Traditions
And the disciples went about their work thusly, offering Praise to the Entity and all that they met. Soon, they grew to adhere to a set of customs and strictures, so they could be identified and all would know of the glory of The Entity and Its Prophet.

"Eventually, everyone embraces It..."[clips.twitch.tv]

Once the decision has been made to become a servant of The Entity, a Dwight should take certain steps to ensure they remain in The Entity's favor. Performing these steps will signal your devotion to The Entity and help lead more to walk the path. It will also help persuade The Entity to pit you against more merciful killers.

Vestments
The traditional garb for the Prophet of The Entity is a pizza or red L4D shirt with legacy head and pants. This outfit is reserved for truly penitent and observant servants, and is likely to be unavailable to all but the most dedicated. This outfit is meant to appear as a Dwight who was "ashamed of his affliction" and tried to cover it up with a red shirt- but unfortunately it spread. And with the Fog's distinct lack of mirrors, plus his own fading sanity, he is unaware.

Red is the color of an Enlightened, Entity-serving survivor, because it is said having a "Red Stain" signifies you as a killer (i.e. a servant of The Entity). There are many interesting options in the survivors' wardrobes, and I encourage you to find the most evil looking combinations. Recently, I have taken to appearing as a bloodred jehovah's witness, spreading the word of The Entity.

In lieu of holy blemishes, a Dwight seeking to display their devotion can use the "Dwearder" head. For everyone else, as long as you wear something very red, most outfits are acceptable. But you must never wear sunglasses- Sunglasses are the sign of the Argentinian Deceiver, and are a sin against Dwight and The Entity.


Strictures
Failure to adhere to these practices will lose you Favor, and decrease your chances of encountering merciful killers in the future.

1) Before every match, you must proclaim your Praise to The Entity. Quote some part of the scriptures (The poem at the end of Genesis would work great) so the other survivors may have the opportunity to avoid your wrath (and your lobby), given that they are knowledgable of the scriptures. Or, come up with your own tipoffs which can range from subtle to not-so-subtle. This has the added benefit of encouraging salty repeat-victims to leave the lobby before falling prey to your scheme, decreasing the number of reports you will receive.

2) Never allow an Ace Visconti to live. Ace is the Argentinian Deceiver, and his spectacles are black as The Entity. Aces breed darkness in a reckless way, and they are an affront to all Dwighthood. To rely on luck is to spit directly in the face of The Entity's will. All survivors must die, but Aces should die first. If an Ace escapes, proceed directly to the basement to await union with your master and seek penance.

3) you must not share a fate with any other survivor. If any survivors succeed in opening a gate despite your efforts, you must not walk out it. It is tainted by your failure to serve The Entity. If ALL survivors escape, you must await execution in the basement- this is the price of sin and is the only way to retain favor. A killer who refuses to sacrifice at least you offers you and The Entity the greatest insult. If escape is the only reasonable option, pay respects to The Entity as you leave out the hatch. Pray that the killer gains more skill soon.

4) Find intriguing ways to spend your time. Watch the action from a nearby hill. Sabotage totems. Perform bizarre gestures at the killer and survivors. Gaze into a barrel fire or static TV screen for a good long while. Once you attract several crows, sprint around the map with your head turned all the way up towards The Entity. Bow to the killer every chance you get, and pretend to spy on the survivors from behind a tree. Whenever someone is hooked, stand at a distance and point.

5) If you have kept all the strictures all match, type "Praise" into post-game chat. Do this whenever you successfully escape out the hatch, or any time you are the only one to die. Both of these results are equally pleasing to The Entity. If all other survivors live, you must die. If all other survivors die, you must escape. You can have any post game chats you want, but "Praise" should be the first thing you say. Try to remain respectful of The Entity and all Fog dwellers to show the most devotion and discipline.

6) If you have broken a stricture and must sacrifice yourself, proceed to the basement and circle the hooks. Look towards The Entity's light as you await your punishment. Get the killer's attention by slamming lockers and using Object of Obsession. If he refuses to kill you and carries you towards an exit, try to break free and defiantly return to the basement. Never wiggle when being carried under any other circumstances. This will burn the memory of The Entity's servant into the the other players' minds.
Enlightenment
Within the Flames, the Prophet witnessed many truths pertaining to the Darkness and its workings. The Entity gave him signs, and the path was grimly illuminated. Silhouette cast in the flickering light, epiphany flooded The Prophet as he came to understand the purpose of all things within The Fog.

The Fog is the part of The Entity that makes up everything we can see and interact with- the generators, the buildings, the hooks, the exit gates, even the ground we walk upon. It is far more than simply the vapor that swirls around our feet. And just like everything else, it exists to serve The Entity's never-ending thirst for hope.

Survivors, Killers, and The Entity are all one.
The Entity eats people. If you are in The Fog, you are essentially already inside The Entity's stomach, being digested. The nutrients are your soul/hope, and the waste is your body and mind. There is no way out- "escape" is a cruel joke.

Killers have no soul. They are a mind and a body, being used to digest the undigested food. They are essentially a digestive organ of The Entity- part of Its "body" that is performing an essential function. Once the nutrients are drained from a survivor, the husk is repurposed into this digestive system.

Essentially, The Entity has already eaten you, and there is no hope for escape. Your only hope is to be digested as quickly as possible, so you can be pooped out as a killer and become one with The Entity. If you are truly benevolent, you will help all your fellow survivors do the same- even if they do not know that it is only for the best. And if you are truly devout, you will let this realization fill you with hope so strong that your descent extends indefinitely, while our master perpetually feeds off of you. In doing so, you will have avoided your fate by accepting it.

All escape is meaningless...
but Death is not an escape.

Bluffing and Manipulation
Once a Dwight has spent a good while getting used to the Evil build, some new truths begin to appear. You start to recognize when a killer is friend-able, and when the other survivors have caught on to what you're doing. This opens up yet another strategic plane- taking advantage of the other players' expectations.

Many a time, I have found myself knee deep in a betrayal standoff. The killer is not friendly, but I have been clearly identified as a sandbagger. I will often find myself wounded and in need of help. Naturally, any survivor I approach will refuse healing. My solution at this point is to threaten the survivor by pretending to signal the killer- stand at a wall and wave. If he realizes I have Object of Obsession, he will be quick to meet my demands, even if the killer does not respond to my beckoning.

Conversely, these powers can be used for good. A befriended killer will trust you and leave themself open to betrayal. If altruism is your desire, try to build a facade of cooperation with the killer by betraying one person, while secretly helping your team in your down time. If he comes to you for more leads, point to an empty corner and then run the other way. Earn your team as much generator time as possible by keeping him occupied.
Be aware that this will damage your Favor.

The Mercy Debt Phenomenon

Many killers have very strange reactions to meeting a servant of The Entity. This is what I call the "Mercy Debt Phenomenon". It goes like this:
When a survivor decides to become a traitor, they are imbalancing the "forces of yin and yang" within the match- rather than 4 people working against 1 evil, as it should be, you have 3 people working against 2 evils. The effects of this imbalance are oftentimes picked up on by the other players in the match. There are two ways this can happen. First, is where the killer accepts the offer of betrayal, killing the three good survivors. Since you are on the killer's side he likely repays the debt by showing you mercy. The Mercy Debt has just saved one life when previously it was likely all would die as mercy was never a question.

But the second and slightly more common manifestation is when the killer rejects the offer. In these scenarios, you will probably die immediately. But the moral imbalance created by your treachery has a high chance of triggering the humanity in the killer, causing him to "Break" and spare some or all of your teammates. The Mercy debt has just saved another several lives- The mark of a truly powerful Evil survivor is having an effect on the minds of those who encounter them. This image is an example of a "Broken" killer.

If a killer destroys you using a yellow Memento Mori, consider yourself highly blessed. You were always meant to meet this poetic fate. This is the just and holy resolution of your Mercy Debt- give Praise as though you have succeeded, for you did not strictly share a fate with any survivor.

A Conversation between Disciple and Prophet
Disciple: Prophet, I have some questions.
Prophet: Sure
Disciple: Sunglasses are the sign of the Argentinian Deceiver... What does this mean and why?
Prophet: Well, you see- A long time ago, Ace stole some of The Entity's... darkness... and used it to make his sunglasses. He uses this stolen power to do things other than what the Entity has planned, which comes across as being very "lucky". His sunglasses are like a hack against The Entity, granting him favor when he doesn't deserve it.
Disciple: ohhhh. And since he is so lucky this is why... How come we are allowed to use his perk Open-Handed? Is it because it isn't luck-related?
Prophet: It is because all must be returned under The Entity's power, even Ace's perks. They will also be Its tools in time- Reclaiming.
Disciple: Damn. I bought the Ace DLC cus I wanted to use him XD just looks like a cool character to play :D
Prophet: lol you can do whatever you want, just be aware that you will lose favor. ;)
Disciple: 1 more question, with Dwight's appearance, must it be the pizza shirt? and what things must you not use, or are not allowed to?
Prophet: The point of the guide and the shirt is to create a movement of people who are easily recognizable as "evil cultists." If you want to help, then yes wear the pizza shirt and do the things in the "Customs" section. But otherwise, the guide is just a guide, and you can do any version/amount of it you want (at your own risk ;) ). I saw a group of yellow-shirt cultists once.
Disciple: Prophet, this is a dumb question and you probably don't know, but when did Ace make the glasses, and how?
Prophet: Nobody knows but him. In fact, nobody even knows if it's true because the story can only come from one place: the Deceiver's lips. He was the only possible witness.
Disciple: What about The Entity?
Prophet: It doesn't tell me. I think It doesn't want more people to know how to cheat Its power. That's why Ace must be contained, and why Millenial Dwights are worse than Ace- they are a bad sign.
Disciple: Did the Entity warn you about Millenial Dwight?
Prophet: The Deceiver is called such for a reason- his deception runs deep. His glasses shield him from the Entity's "sight" to a certain extent... so no. No warning.
Disciple: I know you might not answer this truthfully... But did you make this up?
Prophet: ...Sometimes I can't tell whether I'm making it up, or I really am a Prophet. I mean, how would you know... know when the voices are real?
Disciple: ...

If you wish to further your relationship with The Entity, you must leave a friend request AND a comment below and The Prophet will determine your worthiness to become an acknowledged member of the Cult of Evil Dwight.
http://gtm.steamproxy.vip/groups/cultofevildwight

-Praise-
General Evil - Lessons & Tips for non-Devouts
And The Prophet wandered The Fog, preaching the lessons of The Entity. Many turned away from his message. A few flocked to him. Some took the lessons to heart, newly enlightened by the experience they had endured. Even if they did not follow him, they learned what they could in order to survive.

So you made it all the way to the end of the scriptures, but you still aren't convinced to commit to the Path of the Evil Dwight? What can you take away from all of this? What tactics can you now employ without fully turning to the dark side?

The most important thing to remember is to always consider the options available to you. You may not enter a match with evil intentions, but evil opportunities will still arise. Bond is commonly used for desperate attempts to shake off a killer, by hopefully switching his attention to someone else. A survivor carrying a valuable item may prove more helpful to you if you avoid rescuing them in favor of the item. And always keep the Black Lock in mind- don't narrow your options for escape by rescuing when you shouldn't.

One thing survivors often do to condemn themselves is to go for the hook rescue too early. This is the time when the killer is most likely to be near the hook, and least likely to be near generators. A survivor can take upwards of 60 seconds to die on a hook. This is easily plenty of time for you to make enough generator progress to decide the game. This is an entire side of the game that many players rarely understand- the tranquility of playing aginst a camping killer.

Seldom used and often under-appreciated is the skeleton key (or broken key) with the aura reading addons. If you don't have any evil perks, but would still like to take advantage of The Entity's Favor, a broken key with blood amber and/or a coin will work as a discount evil build. You should have plenty to spare. This comes with the benefit of never revealing you to the killer, but the drawback of having limited usage. Prayer beads are ideal, but a scratched pearl is desirable when using the rarest key type. (So is a weaved ring. You can't have both.)

It is always possible and helpful* to try and befriend a killer, whatever the goal. In my experience, around 25-35% of killers are open to being befriended. Even if you do nothing else, one effort to make peace with the killer can leave you feeling much less pressure, as the killer potentially ignores you any time they find you. Imagine 25% of your matches, the killer leaves you to your generator. This is easily as good as a 5th perk. (*Be careful, as the other 75% of the time things will go south. Have a backup plan like DS or SWF.)

And lastly, anyone but Ace may gain Favor, if they adhere to the Strictures.

Praise.
140 Comments
The Local Gay Dwight 20 Mar @ 2:17pm 
This guide, to this day, is still amazing.
SPOOKY_ 10 Apr, 2022 @ 11:38am 
Yes praise it
karlach appreciator 10 Apr, 2022 @ 6:06am 
Praise be too the Entity! Bend to its will!
Candy Borowski 7 Apr, 2022 @ 6:53pm 
Praise the entity!
Kourosh (2) 2 Mar, 2021 @ 12:56pm 
When I use this strat, I ascend past the normal boundaries of the entity
SPOOKY_ 8 Jan, 2021 @ 12:44am 
Praise...
Evil Dwight  [author] 8 Jan, 2021 @ 12:00am 
noted, thanks
Dr. Smith 6 Jan, 2021 @ 8:54pm 
"My first major note: Sole Survivor now indicates when it is blocking an aura."
Now it doesn't.
SPOOKY_ 25 Dec, 2020 @ 7:49am 
Indeed....
Kourosh (2) 24 Dec, 2020 @ 6:56pm 
evil dwight strikes again!