The Texas Chain Saw Massacre

The Texas Chain Saw Massacre

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A simple guide to Family abilities and options.
As the title says, this is a guide to what Family members can do, including those not playable during the Test.


Leatherface:

He has a chainsaw. When this is on, he can attack Victims and generally be destructive.
He can destroy crawlspaces that are open, doors that are closed, and barriers. (Survivors can use Barriers to escape chases with the Family without pursuit, so these are the most important to destroy. They are big barricades with hide on top and above the hide some barbed wire. Despite the barbed wire, Victims will not take damage going through the Barrier.)
Leatherface has four attack options.

1: Simply press the attack button, you'll do a sweep with your chainsaw, deals moderate damage and causes strong bleeding. This consumes some of the chainsaw Rev, but you can Rev while doing this attack to be able to repeatedly swing.
2: Rev up your chainsaw to below 50% of the red zone and attack. Deals high damage to Victims and applies strong bleeding. If this attack does not kill the Victim, your saw will stall and you'll have to turn it back on after a cooldown period.
3: Rev up your chainsaw to over 50% of the red zone and attack. During this time, Leatherface will enter a sprint, which is faster than his normal running speed (The fastest run in the game in fact). An attack while the saw is overhead will deal extreme damage and apply extreme bleeding, which can outright kill a Victim if they're below 80% health. After this attack, regardless of if it hits, kills the Victim, or misses, your saw will stall and need to be turned back on again. If this kills the Victim, the duration of the execute animation will take up the duration of the cooldown so you can get right back into the slaughtering.
4: Gap attacks. When a Victim is crawling through a gap in walls, Leatherface can shove his chainsaw into the gap to damage the Victim. This attack only works effectively if the Victim is going TOWARDS you. Deals high damage and applies strong bleeding. This attack, to my knowledge, cannot kill Victims, but will leave them Bleeding Out after they get out of the gap if they suffered fatal damage.

After doing a single sweep attack, an overhead saw attack will kill any Victim outright, even Leland, the Victim (in the test) with the most health.

Leatherface can also turn off his saw manually, increasing his ability to hear sounds. As Leatherface, you will not hear loud noise notifications with your saw on, even if they're close by, with some exceptions such as other Family Members being grappled or doors being slammed. If you're looking for survivors and have no clue where they could be, try turning off your saw and listening, it might help.

In addition to all this, Leatherface has one more special trick up his sleeves. He can carry Victims that still have blood left to bleed, but have had their initial health bar depleted. While carrying a Victim, Leatherface will see the auras of several locations on the map that he can do an environmental execution on the Victim to gain bonus XP (not useful in the test, very useful in the real game) and he will see a "Dying" bar next to himself. This is a timer for Leatherface, telling him how much time he has left to reach one of these special locations or else the Victim will die from bloodloss.
There are three ways that this can be interrupted; If another Victim has a bone knife and stabs Leatherface in the back to stun him. If Leland uses his ability to hit Leatherface to stun him. If a Victim or Family Member slams a door in his face, stunning him.
If for any reason Leatherface drops the Victim, they will be able to get up with a small amount of health left based on how close they were to dying in his arms.

Cook:

He has a Broken Broomstick Handle as his weapon. It acts as a good bludgeon, and does high direct damage, and applies light bleeding.
Cook's sense of hearing is exceptional, and he can hear even the faintest sounds through walls easily, assuming there's not loud distractions nearby.
He also comes into the slaughter with three Padlocks. These padlocks can be used to relock doors that have been unlocked by Victims, reinforce doors that already have locks to make unlocking those doors even more of a pain for the Victims, or lock doors that lack Locks in the first place.

He has one type of attack, and that's to swing his Handle. As said before, it does nice damage, but applies very little bleeding being that it's not a sharp weapon. Four hits should take down the more fragile Victims.

His power is to focus his amazing hearing to seek out Victim sounds. You will see a yellow ring that extends sharply outwards in the direction of loud sounds. Distractions can interfere with this ability, such as the sounds of a Generator. If you have spotted a Victim, your view will zoom in and begin to track that Victim's movement until they are revealed to you, granting you and only you vision of that Victim's outline through all obstructions. This lasts for about 6 seconds, and can be repeated by following the same Victim or following other Victims with the yellow circle. Doing so to the same Victim extends the duration, up to a possible 60 seconds. The outline is visible to you even after you end the power.

In addition to all this, he can also close opened crawl spaces, blocking off Victim's escape routes or stalling them out to make time for some of his more lethal Family to arrive.

Hitchhiker:

The Hitchhiker's weapon of choice is a small knife, which deals low direct damage, but applies bleeding that grows in strength with repeated hits.
He's nimble like the Victims and can use crawl spaces and gaps just like they can, and he can even crouch to both hide himself and get through certain tight spaces.
He also comes to the Slaughter with three prepared bone traps. These traps grasp onto unsuspecting Victim's legs, dealing high damage and applying strong bleeding, while also temporarily immobilizing the Victim.

If the Hitchhiker is within hearing range of the trapped Victim, he will also see their outline and know exactly which trap they got stuck in. Regardless of where he is compared to the trapped Victim, he will know his trap was triggered.
Victims can disarm his traps with Bone Knives, so they aren't an end-all-be-all tool. If placed in locations where Victims are forced to end up in the space of the trap, they will be trapped. Examples of this are:
If they jumped out of a window, and the trap is exactly where they will land and get up from, they will be trapped.
If they climb out of a hiding spot, they will be trapped.
If they fall down a well into a trap.
If they use a gap, crawl space, or barrier and there is a trap on the other side.

Traps can also be reset or picked up infinitely regardless of if a Victim triggered it or disarmed it, however you only have three so use them wisely.

Sissy:

This is where we get out of Test territory and start talking about limited knowledge.

Sissy's power allows her to create poison using Mortar and Pestles on the map. While she has poison available, she can spit a cloud of poison as a special attack, dealing damage over time to Victims and preventing healing for its duration. In addition, she can also instead use the poison to infect Victim objects such as a Toolbox or Bonepile. When they interact with these poisoned objects, they too will be poisoned.

On top of her poison ability, she is also nimble like the Hitchhiker and can follow Victims through crawlspaces and gaps. She has another ability on top of this though, and can hide inside of hiding spots to get the jump on unsuspecting Victims; these include freezers, crates, wardrobes, lockers, and other similar places that can be used as a place to hide for Victims.

Unfortunately, that's all that is known about Sissy. Her weapon most likely does not do much damage but applies nice bleeding to accent her poison, but that's just speculation.

Johnny:

The whole reason we're in this mess in the first place.
He's a hothead brute that's got more strength than every one of the Family except Leatherface. Because of this, he can barge down latched and locked doors in a single hit, and close crawl spaces like the Cook.

His attacks also disorient Victims, which at this time, has not been explained. If I'm to speculate, it will most likely blur their vision and affect their hearing for a short time, increasing the more that he hits them in succession.

His power is to be able to track Victim's recent footprints, granting him vision of their recent path. Only he can see these footprints much like Cook can see the outline of a detected Victim. This info can be used to spot even the stealthiest Victims, and reveal if they've been in areas they shouldn't be, however unlike Cook's power, you will not get an outline of the Victim.


In general:

Family can slam doors in Victim's (and other Family to comedic effect) faces to stun them.
Family can close the latch on a door, forcing Victims (and Family) to have to barge the door to open it from the non-latched side. Barging a door breaks the door permanently, and is very loud.
Family can lock and unlock doors and gates that... have locks. These also include doors that have been padlocked by the Cook. Once a door's lock has been picked, it will permanently be a broken lock with the exception of a normal lock being replaced by Cook's padlock after the fact of being picked. Once Cook's padlock is picked, that door cannot be padlocked again. Sliding doors cannot be padlocked.

Things to protect and look out for so that Victims don't escape the slaughter:

Generators and Batteries. These both do the same thing, but are activated differently.
Generators must be activated in a minigame similar to activating Leatherface's chainsaw; missing a pull will waste time and possibly allow Victims time to escape.
Batteries take a set amount of time to activate, but are simple. Just hold down a button until it is activated.
Pressure valves. There are several pressure valves across the map, they are blue pipes with a red wheel. If at least two of these have been opened, the main valve can be opened releasing the pressure keeping the Pressure Gate exit closed. All Family Members will be given a warning audio queue regardless of their location when the main valve has been opened. The Family has a short time to get to the main Valve and close the valve before all the pressure is released, otherwise the exit gate will open and stay open until the main valve fully repressurizes. The main valve can repeatedly be reopened once it is available to be opened, so keep your eye out if you can manage to close it the first time.
Fuse Box. Around the map are several fuses that Victims can take. After planting all the fuses required into the fuse box, the Fuse Box Exit will open (on the House, Basement Escape. On the Slaughterhouse, Sewer Escape.) This exit is timed, and usually is placed so that the person who placed the fuses will not have time to escape through it, but will have instead given an escape for their friends. This exit can be reactivated several times by the Victims interacting with the Fuse Box. There is nothing you, as a Family Member, can directly do about this other than killing the Victims or area denial of the Fuse Box and Exit.

In the full game, perks, stats, and grandpa abilities will dramatically change the game for better or worse.


Welp, that's it. That's all the basics for what the Family Members can do.
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Showing 1-5 of 5 comments
volcz May 29, 2023 @ 11:10pm 
Nice and informative thread. Thanks!
Godlyvexx May 30, 2023 @ 5:39pm 
What does grandpa do? That's the one thing I've been trying to find out, and seeing as there is no wiki, and no guides on steam, how do you find out what he does?
Malachite May 30, 2023 @ 6:04pm 
Originally posted by Godlyvexx:
What does grandpa do? That's the one thing I've been trying to find out, and seeing as there is no wiki, and no guides on steam, how do you find out what he does?

Grandpa is basically 'Whats the time Mr Wolf?' in progressing frequency based on how much blood he's fed, if u move during his wail you get your aura shown. When he's maxed you get one normal wail and then he shows you where they are pretty much non stop i think. 100 blood per lvl, 5 lvl's. He awakens if fed to lvl 1, a family member kills someone or a basement lock is picked. Cook can carry 100 blood but leatherface can carry only 56 i think it was, tech test numbers probs had some perks as basekit but hard to know for sure.
Happy Birthday! May 30, 2023 @ 6:54pm 
Originally posted by Godlyvexx:
What does grandpa do? That's the one thing I've been trying to find out, and seeing as there is no wiki, and no guides on steam, how do you find out what he does?

In the full game, the Family Members can apply extra powers to use in conjunction with Grandpa, which will also scale up in strength with his level.

He gains levels based on how much blood he's been fed over the course of the match. For every 100 blood, he reaches a new level of strength.
After he reaches level 1, periodically he will begin to scream, which reveals the auras of moving Victims to all Family Members. This forces Victims to slow down a bit or be revealed.
In order of levels, the effects:

1: Activates his ability to scream and reveal Victims.
2: Increases his detection range, which is related to Grandpa powers, during the test this simply gave Family more visible range when using Grandpa vision (Middle Mouse Button Ability), which reveals objectives within range. In the full game, this will be more useful.
3: Increases the frequency in which he will scream, making the amount of time between screams be reduced.
4: Victims will no longer be able to move while in deep shadowy areas, such as bushes. Normally, if you are crouched and moving in a darkly lit area you are "In Shadow", which is a stealth mechanic and will not cause you to be revealed by Grandpa's scream. This level removes that mechanic.
5: Victims can no longer hide in hiding spots to avoid detection by Grandpa, and the frequency of screams is drastically increased. Victims will have virtually nowhere to hide from his reveals, but it is still possible to avoid detection simply by not moving.

As it stands, there is no information on what a "Grandpa Power" is, but it will most likely be some sort of tracking ability for Family Members. Each unique Family Member can equip one Grandpa Ability, and all three Family Members gain the benefits from all three powers.

Blood that a Family Member can carry is based on their "Harvester" attribute, and by default Cook has the highest Harvester attribute, allowing him to carry 100 blood and gain extra blood from hitting victims. Extracting Blood from objects on the map gives you up to 20% of your maximum blood capacity, with a minimum of 10. Blood harvesting objects fill up over time, and if the same one is used repeatedly, it will only give 10%. Blood from objects does not increase, other than based on the maximum blood you can carry. (IE, you won't get 25% with more harvest, only 20% at most, but 200 blood capacity will give 40 blood compared to a 100 capacity giving 20)
Last edited by Happy Birthday!; May 30, 2023 @ 6:59pm
Godlyvexx May 30, 2023 @ 7:02pm 
Originally posted by Happy Birthday!:
Originally posted by Godlyvexx:
What does grandpa do? That's the one thing I've been trying to find out, and seeing as there is no wiki, and no guides on steam, how do you find out what he does?

In the full game, the Family Members can apply extra powers to use in conjunction with Grandpa, which will also scale up in strength with his level.

He gains levels based on how much blood he's been fed over the course of the match. For every 100 blood, he reaches a new level of strength.
After he reaches level 1, periodically he will begin to scream, which reveals the auras of moving Victims to all Family Members. This forces Victims to slow down a bit or be revealed.
In order of levels, the effects:

1: Activates his ability to scream and reveal Victims.
2: Increases his detection range, which is related to Grandpa powers, during the test this simply gave Family more visible range when using Grandpa vision (Middle Mouse Button Ability), which reveals objectives within range. In the full game, this will be more useful.
3: Increases the frequency in which he will scream, making the amount of time between screams be reduced.
4: Victims will no longer be able to move while in deep shadowy areas, such as bushes. Normally, if you are crouched and moving in a darkly lit area you are "In Shadow", which is a stealth mechanic and will not cause you to be revealed by Grandpa's scream. This level removes that mechanic.
5: Victims can no longer hide in hiding spots to avoid detection by Grandpa, and the frequency of screams is drastically increased. Victims will have virtually nowhere to hide from his reveals, but it is still possible to avoid detection simply by not moving.

As it stands, there is no information on what a "Grandpa Power" is, but it will most likely be some sort of tracking ability for Family Members. Each unique Family Member can equip one Grandpa Ability, and all three Family Members gain the benefits from all three powers.

Blood that a Family Member can carry is based on their "Harvester" attribute, and by default Cook has the highest Harvester attribute, allowing him to carry 100 blood and gain extra blood from hitting victims. Extracting Blood from objects on the map gives you up to 20% of your maximum blood capacity, with a minimum of 10. Blood harvesting objects fill up over time, and if the same one is used repeatedly, it will only give 10%. Blood from objects does not increase, other than based on the maximum blood you can carry. (IE, you won't get 25% with more harvest, only 20% at most, but 200 blood capacity will give 40 blood compared to a 100 capacity giving 20)
Thanks for the detailed information.
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Date Posted: May 29, 2023 @ 10:45pm
Posts: 5