Door in the Woods

Door in the Woods

58 ratings
A Beginner's Guide
By Griffirid
Tips from a beginner, for a beginner!
There aren't any guides right now so I thought I'd make a working document of things I've learned. If I got anything wrong, leave me a comment and I'll investigate. I'm not making any great effort to hide potential spoilers aside from the Notes section, so browse at your own risk.

My wife says it's a spooky game. She wanted you to know, just in case you didn't already.

Planned updates:
All flavour texts included with items
Investigate torches
3
   
Award
Favorite
Favorited
Unfavorite
Getting Started
Movement and Menu navigation:
You can use WASD to move your character around or clicking the mouse. I've found the mouse to be a little imprecise, especially with clicking on your character to Wait a turn. I suggest using WASD for movement, space for waiting a turn and the mouse for everything else.

Left click on any item in your inventory to open a context menu for that item. Right click to de-select the item and return to normal play.

Item Interaction:
All items have context menus detailing what you can use them for, even if you don't have all of the required components to make it. If you don't have the required components, the game will tell you what you're missing. It's worth reading all the options for each item you get to see what you're working with as it's not always obvious. For example - Metal Pipes can be used as a melee weapon, but can also be crafted into a pipe bomb or a pipe pistol.

Health, Stamina and Sanity
Your health bar by default is white. When you're hit by an enemy, they cause some immediate damage which takes health away from the bar AND they usually cause you to bleed, turning a portion of the bar red. If left untreated, the red portion of the bar will deplete over time until it reaches the white part, at which point it stabilizes. You can reduce the amount you will bleed by using rags or bandages.

Your stamina is a little simpler. The white bar shows available stamina which ticks down as you perform actions that consume it. A portion of the bar turns an olive green indicating how much stamina you just used. Unless you're under a negative status effect, the stamina will regenerate on it's own. Waiting regenerates stamina quicker than walking.

Your sanity is harder to regenerate. An action that reduces your sanity will show as a purple block, similar to how stamina shows sudden depletion. Damage over time to your sanity DOES NOT turn purple so you need to watch the bar when you're encountering enemies or under negative status effects.

Status Effects
There are plenty of them, and most of them bad from what I've seen. Tooltips can be found by hovering your mouse over each Status effect. Those tooltips don't necessarily tell you everything about a status effect.

Game Progression and Suicide
You unlock different starting classes and different scenarios by accumulating Experiences, which can be gained by surviving full in-game days, finding fairly rare items which give you Experiences or spending time without any Sanity. BEWARE - You WILL lose ALL of your accumulated experiences if you die while you have zero Sanity.

If your Sanity is getting dangerously low and you want to bank your progress, consider committing suicide. There is no function allowing you to continue a run or save your progress, therefor dying is the only way out. The best way to preserve your Sanity is to do it yourself.

Not all methods of suicide are instantaneous : stabbing yourself causes ALL of your health to go into Bleeding which ticks down slowly over time, potentially giving your Sanity bar enough time to deplete. Suicide with a gun is instant, including when you're wearing a motorcycle helmet.

Alternatively, you can spend your Experiences on the character you're currently using via Blank Pages. You expend Experiences and gain permanent stat increases for that character. If you die, that progress is also lost and you start again with base stats.
Basic Tips
You're going to die a lot in this game. Let's just get that out of the way right at the start. Even if you have a fair idea of the basics, you're still going to make mistakes. That's fine though, that's how you learn in these games - trial and error.

That being said, you need to take care of some basic needs to survive (aside from being killed by enemies).

Hunger
It takes roughly 12 hours for your character to become hungry from the start of your run, then another number of hours to actually start to receive health damage. Whilst you can manage quite easily to quench your thirst outdoors without having to take risks, finding food is more difficult - requiring you to either kill something or break into a building which has a chance to aggro an enemy. Food is rarely 100% safe to eat, more often than not causing you to contract diseases or give you Sanity loss.

Thirst
You become thirsty quicker than you become hungry, meaning you need to be able to source liquids more than food. The penalty for going thirsty isn't health damage, it's Sanity and Stamina damage. Thankfuly it's somewhat easier to source. You don't even need to go near civilization! The most ready source of water you can find is swamp water, now granted you've got a good chance of catching Dysentery or Parasitosis from doing it, but it's pretty abundant.

If you're brave enough to risk a venture into a building or two you're likely to run into bottled water, empty glass bottles or bottles of alcohol. All of which give you an option to indefinitely produce clean water by bottling swamp water, finding firewood, building a bonfire, then boiling your dirty water. (Fun tip - as long as there's 1 minute left of your bonfire, you can start the process of boiling the water which will complete even if the fire stops)

You cannot boil water over wild fires from molotovs or gas canisters.

Sanity
Sanity management seems the easiest of the three core needs. You regain it by reading books you find, drinking alcohol or starving (weirdly enough). The main ways your sanity is drained is from having a monster in your field of view (commonly zombies or vampires), spending time outside when it's night time or eating Elder Flesh / spoiled foods.

Having your Sanity completely depleted is dangerous. You can be stalked and killed by dangerous monsters, and you'll sometimes shout Lovecraftian words which alert nearby monsters to your whereabouts. On the plus side, you gain Experiences much quicker. Just try not to die before gaining Sanity back.

Night Time
As game-time progresses into evening, you'll notice the hue of the world shifting from white to orange then to a dark grey all the while your field of view shrinks down to little more than 3 tiles in any direction. When the game enters Night Time (approximately 21:20 to 02:40) you'll gain the status effect Dread if you're outside or in certain buildings like churches, which drains your Sanity.

You can combat the Dread status effect by making a bonfire or having a lit torch. Alternatively you can snug down in a building during night time and wait it out.

Noise
The nasty evils in the world want to kill you. They can find you a lot quicker if you make a lot of noise. Most of the time you can't help it. Every time you walk you create a small amount of noise, indicated by the tile you came from becoming white for a moment. Most enemies will meander in your general direction if they're within your field of view and you walk. This isn't a problem as long as you keep your distance.

Other actions, like forcing open doors to houses, breaking furniture, firing a weapon or accidentally dropping items while you're searching furniture all cause a large noise, indicated by an expanding white circle from the origin of the noise. If you're trying to avoid being detected, be mindful of what's around you before you do it - or be prepared to leave, pronto!

Progression
It may seem like the amount of experiences you need to unlock classes and scenarios is way too high, but it's not as unattainable as you may think!

Check out this guide by Meoman8 (who also contributed a bunch to this guide) on an easy way to get Experiences:
https://steamcommunity.com/sharedfiles/filedetails/?id=1930822646

Helpful Strategies
You can find some basics outside while it's still daytime if you're struggling :
Stones. They can be low-powered ranged or melee weapons, handy for stunning enemies and not much else. Tthrowing stones doesn't create noise so you can't use them as a distraction. They disappear once thrown.
Firewood. They can be found pretty easily and a single piece can be constructed into a bonfire, which you can light without need for any other items. Bonfires can only be made outside. They dry you if you're Wet, remove Dread caused by being outside at night time, can boil glass bottles of dirty water, or cook meats. The durability of the firewood is how long in minutes it will burn.
Swamps. You can find these pretty easily in woodland, which you can drink without bottles at the risk of Dysentery or Parasitosis. With access to a glass bottle and a bonfire, these swampy waters will be your best friend.

If you're trying to make less noise, consider making lockpicks from Metal Scrap if you find any as they provide a silent way to enter a building. Another trick is to unlock any other doors by interacting with them from the inside, you can then freely enter that door at any time without noise.

Barricading an entryway is a great option for delaying enemies. You can push or pull furniture in their context menu, use this to move it directly in front of a door (this will cause a loud noise). The time it takes for the enemy to get in depends on what it is, but a zombie can take a long time to get in. What's more is they will make a LOT of noise doing it, causing a bang every time the furniture is attacked, potentially distracting other monsters.

Landing a melee or thrown hit can stun an enemy for a few turns. It might not seem like much, but when you have a hoard of enemies chasing you and a single zombie is blocking you, it can make more sense to smack it upside the head with a brick or throw a stone at it then continue running than to turn 90 degrees and have vampires gain ground. Not all enemies can be stunned.

Damage sustained from being on fire is immediate and escalates quickly each turn, making it very dangerous. You can douse yourself with water to put yourself out, leaving you with the Wet negative status effect. If you like living life on the edge, you can stand near the fire again to dry off. It could spread onto your tile though so be careful!

The world loops around. If you continue in one direction long enough you will come full circle back to where you started.

Ammo can be used to cauterize wounds if you're desperate and don't have bandages.
Character Classes
If starting a Door In The Woods scenario you will always start with the item labelled "Door in the Woods". The damage stat shown is for the weapon you have equipped when you spawn (which is none).

Detective
"Starts with a revolver and a single bullet."
Unlock cost: None, default starting class
Health: IIIIIIIIIIIIIIIIIIII Stamina: IIIIIIIIIIIIIIIIIIII Sanity: IIIIIIIIIIIIIIIIIIII -------------------------------- Strength: 10 Agility: 10 Endurance: 10 Willpower: 10 Damage: 10 Dodge: 10%
Items: Clothes (7-15%), .44 Revolver (7-15%) with 1 ammo
Statuses: None

Not a bad class to choose even with most others unlocked. Decent stats and a loaded weapon gives you a headstart against weaker enemies, or keep the bullet in reserve for a quick suicide.


Librarian
"Starts with eyeglasses and a book.
Traits: Blurry Vision, Bookworm"

Unlock cost: 50 Experiences
Health: IIIIIIIIIIIIIIIIIIII Stamina: IIIIIIIIIIIIIIIIIIII Sanity: IIIIIIIIIIIIIIIIIIII -------------------------------- Strength: 8 Agility: 8 Endurance: 10 Willpower: 14 Damage: 8 Dodge: 8%
Items: Eyeglasses (5-10%), Clothes (7-15%), Book
Statuses: Blurry Vision, Bookworm

A strange combo of having tankier health and lower dodge chance, yet wanting to avoid taking hits to stop your eyeglasses breaking. Decent endurance and willpower gives the librarian higher health and sanity, but comes with one positive and one negative status: Bookworm allows you to use books to gain extra experiences as well as gain sanity, while blurry vision means you can't use motorcycle helmets for extra defence AND you're eventually going to have a reduced field of vision when your glasses inevitably break.

Writer
"Starts with some alcohol and paper.
Traits: Alcoholism"

Unlock cost: 50
Health: IIIIIIIIIIIIIIIIIIII Stamina: IIIIIIIIIIIIIIIIIIII Sanity: IIIIIIIIIIIIIIIIIIII -------------------------------- Strength: 10 Agility: 12 Endurance: 10 Willpower: 8 Damage: 10 Dodge: 11%
Items: Clothes (7-15%), Alcohol, Blank Paper OR a Scribbled Paper if there is one available from a previous run
Statuses: Alcoholism

Similar starting stats to the detective but with slightly buffed dodge chance and stamina, and slightly less health and sanity. You gain experiences when drunk (there's normally a fair amount of alcohol scattered around) but you lose sanity if you're not. This means you have more options to gain experiences than the detective but you'll have to modify your play style. Detectives can pretty easily stay sane through their runs, but writers are better played ignoring sanity until you want to bank your experiences by suicide.


Veteran
"Starts with a loaded rifle and a combat knife.
Traits: Shellshocked"

Unlock cost: 50
Health: IIIIIIIIIIIIIIIIIIII Stamina: IIIIIIIIIIIIIIIIIIII Sanity: IIIIIIIIIIIIIIIIIIII -------------------------------- Strength: 12 Agility: 6 Endurance: 12 Willpower: 10 Damage: 12 Dodge: 6%
Items: Clothes (7-15%), Rifle (7-15%) with a full clip of 5 bullets, Combat Knife (7-14%)
Statuses: Shellshocked

High strength and endurance with decent willpower makes this class a good start for a fighter, not to mention good starting weapons. Firing off all the ammo for the rifle will reduce you to half sanity, each bullet taking off roughly 1/10th of your bar.


Madman
"Starts insane and naked.
Traits: Second Sight"

Unlock cost: 50
Health: IIIIIIIIIIIIIIIIIIII Stamina: IIIIIIIIIIIIIIIIIIII Sanity: -------------------------------- Strength: 10 Agility: 13 Endurance: 13 Willpower: 4 Damage: 10 Dodge: 12%
Items: None
Statuses: Second Sight, Psychosis, Cold

The most rewarding class if you're familiar with how the game works. Although you start with nothing (including the Cold status from no clothes), are fairly frail and have no sanity, you will gain 1 experience every hour as long as you have no Sanity AND Second Sight allows you to see unnatural enemies without seeing them directly (e.g - through walls) This is incredibly valuable in keeping you alive. You can quickly increase your willpower if you find even one Blank paper, as you'll always be gaining sanity.

The challenge comes with banking your experiences as you'll be fighting constant sanity damage. My advice is to allow yourself to starve, stay hydrated then either take pills OR alcohol, then kill yourself once you have one bar of sanity. The linked guide in the Basic Tips section goes into more detail.
Food Sources
Bag of Chips Not stackable
"Potatoes preserved for all eternity with your favourite seasoning. This is only a snack so don't expect to get satiated from eating this. Packaging makes this impossible to eat without making a lot of noise."
Found: Inside buildings
Effects: Causes loud noise when eaten, will remove Starving and Hungry status effects, but will not give Satiated.

Bowl of Ramen
"Tasty ramen noodles ready to be eaten."
Found: In buildings
Effects: Eating either results in becoming Satiated or it causes the Horrified and Traumatized effects, causing roughly 25 Sanity damage and changing into a Bowl of Worms.

Bowl of Worms
"Disgusting worms squirming in their own slime.
Eating this is going to be a traumatic experience."

Found: Eating Bowl of Ramen
Effects: Gives Traumatized and Satiated effect, causing roughly 25 sanity damage.

Dog Meat (Raw) with durability, not stackable
"This dog would have no issue eating your flesh.
Eating raw meat will erode your sanity."

Found: Killing a Dog
Effect: Can drop near Cat which will then eat the meat. Gives you Traumatized status effect and a Sanity loss of around 25, restores hunger to Satiated.

Dog Meat
"This dog would have no issue eating your flesh."
Found: Cooking raw Dog Meat over a bonfire
Effect: Restores hunger to Satiated.

Elder Flesh with durability
"Sacrifice your sanity to become stronger.
Eating this will increase (X) by (X)"

Found: Killing Vampires, Horrors, Cats, Mimics, Presence Creatures and Centipedes.
Effects: Roughly 1/4 sanity loss, Traumatizes you,Horrifies you and makes you scream. Increases a random stat by 2 to 5 points as described in info. Cannot be cooked but restores hunger to Satiated.

Expired Dog Food
"It was barely edible when it was fresh. Now not even a dog would touch this.
Eating this is going to be a traumatic experience."

Found: Inside buildings
Effect: Gives Traumatized status, restores hunger to Satiated. Having this in your inventory / equipped used to scare off Dogs but doesn't seem to any more.

Food Ration
"An emergency food ration usually used in time of crisis."
Found: Inside buildings
Effects: Restores hunger to Satiated

Gingerbread Crumbs
"Crumbled gingerbread. Still extremely hard, but crumbs are small enough to be eaten"
Found: Breaking Stale Gingerbread
Effects: Restores hunger to Satiated, protagonist says "Merry Christmas!"

Human Meat (Raw) with durability, not stackable
Found: Killing a Cannibal
Effects: Gives Traumatized status effect, MAJOR hit to Sanity (half a bar), restores hunger to Satiated

Human Meat
"It's like good, fully developed veal, not young, but not yet beef.
Eating this is going to be a traumatic experience."

Found: Cooking raw human meat
Effects: Gives Traumatized status effect, unable to say how much damage as I was already insane when eaten, restores hunger to Satiated

Moldy Bread Not stackable
"Sliced bread still sealed in its packaging. Somehow mold managed to get inside.
Eating this is going to be a traumatic experience."

Found: Inside buildings
Effect: Gives Traumatized status, restores hunger to Satiated

Odd Fruit Stackable
"Lump fruit of unknown origin. It might save you from starving, but no matter how many of them you eat you always feel hungry."
Found: Inside buildings
Effects: Can only take you from Starving to Hungry, and from Dehydrated to Thirsty. Chance to get Parasitosis status. Used to give stat boosts but has been patched, stating "odd fruit no longer grants a random effect, now it has a chance to give experience at the cost of sanity"

Rotten Potatoes
"Bunch of lumpy, rotten potatoes.
Eating this is going to be a traumatic experience."

Found: Inside buildings
Effect: Gives Traumatized status, restores hunger to Satiated
Water Sources
Alcohol Not stackable
"Very strong alcohol. Drink it to calm your mind or settle your stomach."
Found: Inside buildings
Effects: Causes Drunk status effect, removes Dysentery status effect, kills you instantly if you're already Medicated from Pills, used in making molotovs (with a rag), gives an empty glass bottle when consumed, can be smashed to make Broken Bottle weapon but causes noise in the process.
DOES NOT help with Thirsty or Dehydrated status effects.

Bottled Water Not stackable
"Glass bottle filled with water."
Found: Inside buildings, boiling dirty water.
Effects: Takes you from Dehydrated or Thirsty to Hydrated.

Bottled Water (Dirty) Not stackable
"Glass bottle filled with water.
Drinking this is not going to be good for your health."

Found: Filling an empty glass bottle with swamp water
Effects: Same as drinking swamp water - chance to get Dysentry or Parasitosis, boil over a bonfire to purify. Wild fires from gas canisters or molotovs don't work.
(Tip - even a bonfire of 1% is enough to boil the whole bottle, just as long as you start the process before it dies)

Odd Fruit Stackable
"Lump fruit of unknown origin. It might save you from starving, but no matter how many of them you eat you always feel hungry."
Found: Inside buildings
Effects: Can only take you from Starving to Hungry, and from Dehydrated to Thirsty. Chance to get Parasitosis status. Used to give stat boosts but has been patched, stating "odd fruit no longer grants a random effect, now it has a chance to give experience at the cost of sanity"

Soda Drink Not stackable
"Can of carbonated, sugary drink. Inside is sealed the taste of a better world. The can opens with a satisfying fizzle."
Found: Inside buildings
Effects: Cause loud noise when consumed, drops tin can when used.
Items (Part 1)
Bandages Stackable
"Clean piece of fabric that can stop bleeding"
Found: In buildings, crafted from rags
Effect: Reduces the amount of bleeding you have.

Bear Trap (with durability)
"Steel jaws with a spring mechanism"
Found: In buildings
Effect: "Plant" to arm and set on the floor under your feet, lead an enemy into it to deal 100 damage. You can set this off yourself too.

Blank Paper Stackable
"Write down your experiences to reflect on them and grow. Perhaps someone else might find this later and learn from your mistake?"
Found: In buildings
Effect: Uses equivalent Experiences to raise stats, e.g - Raising Strength that is currently at 10 costs 10 Experiences, raising Agility that is currently at 15 costs 15 Experiences.
Using this enables you to find a Scribbled Note with correlating experience gain equal to what you have used.

Book (with durability)
"An old tale from a world long gone. Reading this will restore your sanity."
Found: In buildings
Effect: Cannot be read during night time, while your are Hungry, Thirsty or Bleeding. Read during the day or near a bonfire. Slow regen of Sanity while reading, expect to regain about 1/3 of your Sanity on full read. Librarians gain experiences from reading.

Chemicals Not Stackable
"Volatile chemicals. Mixing them up can produce an obscuring cloud of chocking, flammable gas."
Found: In Buildings
Effect: Creates a cloud of choking gas. that can be ignited with a match or other sources of fire. Used in creating pipe bombs.

Clothes (with durability)
"Ordinary clothes that will keep you warm while also offering miniscule protection."
Found: Starting item for most classes
Effect: Stops you from getting Cold while outdoors, can be torn into Rags which can then be made into Bandages or Molotovs (with Alcohol)

Eyeglasses (with durability) (Librarian Only)
"Fragile glasses that are absolutely essential for those with blurry vision."
Found: Starting headwear for librarian
Effect: Removing the glasses reduces your field of vision by 3 tiles.

Firewood (with durability)
"Dead wood that is dry enough to be burned."
Found: Woodland, chopping down trees with a Hatchet
Effect: Used in making a bonfire, can be added to an existing bonfire for more burn duration. The durability indicates how many minutes it will burn for. E.g - 30% durability = 30 minutes burn time.
Fire from bonfires can set bushes (but not trees), gasoline trails and even buildings (if placed near a doorway) on fire. Can also be used to craft a torch (with a rag)

Gasoline Canister (with durability)
"Metal canister with some gasoline inside. Equip it to pour gasoline on the ground. Make sure to keep it away from fire."
Found: Inside buildings
Effect: Leaves puddles of gasoline on tiles when equipped which can be lit with a match, molotov or bonfire. If a match is dropped or thrown on the canister it will burst into flames. Used to refuel Chainsaw. You can also combine gasoline canisters for easier carrying.

Glass Bottle Not Stackable
"Empty glass bottle. Throwing this is a great way to grab everyone's attention. Can be used to store water.
Base damage: 10
Strength Multiplier: 1"

Found: In buildings
Effect: Can be used to collect swamp water which can be boiled to make safe drinking water, can be thrown to make a noise and distract enemies, and also be broken to make a better melee weapon (40 damage) which can be used to commit suicide (albeit a slow one)

Leather Jacket (with durabilty)
"Skin this is made of didn't protect its original owner, but it might protect you."
Found: In buildings
Effect: Prevents Cold status effect outside. Better damage absorption than normal clothes.

Match Stackable
"Fragile and tiny. Ignite it to push back the darkness for a moment, but be careful not to drop it"
Found: In buildings
Effect: Can be dropped or thrown on gasoline puddles or choking gases to ignite.

Metal Pipe (with durability)
"You can put a round inside and hope it doesn't explode in your face... unless this is what you actually want.
Base damage: 20
Strength multiplier: 1.5"

Found: Inside buildings
Effect: Used as a fairly bad melee weapon, or used to craft a Pipe Pistol (with scrap metal) or a Pipe Bomb (with chemicals)
Items (Part 2)
Metal Scrap Not stackable
"Random metal parts. You could probably find something useful here."
Found: In buildings
Effect: Used in crafting a Shiv (untested), lockpicks (one Metal Scrap yields 3 lockpicks), Pipe Pistol (with a Metal Pipe), Nailed Bat (with a baseball bat)

Motorcycle Helmet (with durability)
"Wearing this is a great way to protect your head"
Found: In buildings
Effect: Better damage absorption. Equipped in headwear slot separate to Clothes, Leather Jacket, etc. Does not prevent instant suicide with gun.

Note Fragment Stackable
"Fragment of a hastily scribbled note on a piece of torn paper. You will need to find more of these to figure out what it actually says"
Found: In buildings
Effect: 4 are needed to assemble into a note, which gives insight into the story of the game. Check the Note section for details.

Pills
"Seemingly random assortment of pills. Some of them have labels, but you don't understand their meaning. Downing them with some alcohol will probably end badly."
Found: In buildings
Effect: Gives Medicated status. Kills you instantly if you drink alcohol with that status.
Not sure if this was a glitch, but I once was bleeding to death while Medicated. Once the bar hit 0, I didn't die then started regenerating health.

Rag Stackable
"Piece of someone's clothing. Use it to hastily stop bleeding or prepare bandages for later."
Found: In buildings, tearing up your clothes.
Effect: Used to stop some of your bleeding or used to craft into bandages, molotovs (with alcohol) or a torch (with firewood). Crafting bandages takes a little time, but yields 2 bandages for 1 rag.

Scribbled Paper (+ # EXP)
"Barely legible handwriting of an individual clearly on the brink of madness. Perhaps there is something here to learn from?"
Found: In buildings, only after a Blank Paper has been used in a previous run
Effect: Gain Experiences equivalent to what has been used on Blank Paper to improve a stat in a previous run

Severed Head
"Freshly severed human head"
Found: Kicking a soccer ball

Soccer Ball
"Just an ordinary ball, usually used to play soccer"
Found: Soccer field
When kicked, protagonist says "That's no ordinary ball!". inflicts sanity damage, gives Traumatized and Horrified statuses. Turns into "Severed Head"

Tin Can Not Stackable
"Not good for anything, but will make some noise if thrown."
Found: In buildings, drinking Soda
Effect: Makes noise if thrown, can be used in crafting a Gas Grenade (with Chemicals).

Torch (with durability)
"Carry it through the night so you can at least see what is coming for you"
Found: Crafted with firewood and a rag
Creates a light source, dispelling the Dread status of being outside at night time, also increases your field of view by 4 tiles in each direction at night. Also a source of ignition, able to light puddles of gasoline or clouds of choking gas by throwing or dropping it.

Wife (Til Death Do Us Part scenario)
"Your wife is sick. Keep her alive, hear her feverish whispers. Survive without a care in the world."
Found: In the building you spawn in.
Effect: Keep her alive. Can be equipped to move her, taking up the weapon slot when you do. Carrying her drains stamina. Cannot be harmed by throwing weapons at her. Disappears when consumed by fire.

Wooden Board (with durability)
"Piece of a wooden structure taken out of its usual context.
Base damage: 20
Strength multiplier: 1"

Found: In buildings, from destroying furniture
Effect: A fairly bad melee weapon that can be upgraded with metal scrap to become a Nailed Board. Can be added to a bonfire but cannot be used to make one, can be used to barricade doors.

Zombie Corpse (with durability)
Found: Killing Zombies
Effect: Equip a zombie corpse to Disguise yourself as one of them (weapon slot). The Disguise works as long as you don't move to an adjacent tile of a zombie or vampire. You'll be attacked if you do. Having the zombie corpse equipped gives you the Unsettled status and also drains your Stamina quickly.
Melee Weapons
A list of all melee weapons I know about. Melee weapons can also be thrown to deal some damage. Regardless of if you're using it in close quarters or you're hurling it at enemies, you can use these weapons to stun. (Some enemies are immune)
Sorted alphabetically:

Baseball Bat (with durability)
"One of the rare things that can be considered both a toy and a weapon.
Base damage: 40
Strength Modifier: 1.5"

Found: In buildings
A decent melee weapon that gets even better when adding nails (with metal scrap)

Broken Bottle (with durability)
"Remains of a broken bottle with very sharp edges.
Base damage: 40
Strength Multiplier: 1"

Found: Smashing a Glass Bottle which is found in buildings
Smashing the bottle causes a loud noise, so be careful! Can be used to commit suicide (a slow one). Disappears when thrown.

Chainsaw (with durability) (ON/OFF)
"Loud and cumbersome machine with a set of teeth that can get through almost anything. Requires gasoline to operate.
Base damage: 0
Strength Multiplier: 1"

Durability for this weapon is how much fuel it has. You need to equip the chainsaw to turn it on. It can take several tries to get the chainsaw to start. Once it does, it's damage changes from 0 to 200.
You can't cut through walls and forcing open doors functions the same as normal.

Combat Knife (with durability)
"Weapon of war or - more likely - a collectible item that was never supposed to see actual combat.
Base damage: 60
Strength multiplier: 1"

Found: In buildings
Good damage but no strength modifier makes this a good starting weapon.

Crowbar (with durability)
"Bent piece of very durable metal. Can be used to pry open locked doors.
Base damage: 40
Strength Multiplier: 2"

Found: In buildings
An excellent melee weapon and a way to silently enter buildings if equipped.

Glass Bottle
"Empty glass bottle. Throwing this is a great way to grab everyone's attention. Can be used to store water.
Base damage: 10
Strength Multiplier: 1"

Found: In buildings
Effect: Can be used to collect swamp water which can be boiled to make safe drinking water, can be thrown to make a noise and distract enemies, and also be broken to make a better melee weapon (40 damage) which can be used to commit suicide (albeit a slow one).
WARNING: The first time you hit an enemy with this, it disappears. It does not become a Broken Bottle, you need to use it's context menu for that.

Hatchet (with durability)
"Use it to cut down trees or your enemies
Damage: 60
Strength Multiplier: 1.5"

Found: In buildings
A pretty good melee weapon with the ability to cut down trees by walking into them with this equipped. Takes a few hits (each making noise) to fell the tree, making a line of firewood.

Kitchen Knife (with durability)
"Despite not being designed as a weapon it is usually used to cut flesh.
Base damage: 40
Strength Multiplier: 1"

Found: In buildings
As good as a broken glass bottle, though you generally find them with higher durability.

Metal Pipe (with durability)
"You can put a round inside and hope it doesn't explode in your face... unless this is what you actually want.
Base damage: 20
Strength multiplier: 1.5"

Found: Inside buildings
Used as a fairly bad melee weapon, or used to craft a Pipe Pistol (with scrap metal) or a Pipe Bomb (with chemicals)

Nailed Bat (with durability)
"Baseball bat riddled with sharp nails.
Damage: 80
Strength multiplier: 1.5"

The best melee weapon in the game I've found thus far

Nailed Wooden Board (with durability)
"Piece of wood riddled with halfbent nails.
Damage: 60
Strength Multiplier: 1"

Found: Adding nails to Wooden Board (with metal scrap)
Pretty good melee weapon

Ritual Dagger
"Undulating blade of this dagger is well suited for bloodletting.
Base damage: 50
Strength multiplier: 1"

Found: Killing a Witch
Has a unique action "Carve". Tried when at full Stamina, almost full health and no sanity (as a Madman), nothing happened except protagonist said "That is enough for now"

Shiv
"Small, but very sharp piece of metal that will get stuck in anyone you decide to stab with it.
Base damage: 100
Strength multiplier: 1"

Found: Crafted with Metal Scrap
Powerful one-time use melee weapon, handy for taking down an unprepared Cannibal or smaller enemies.

Shovel (with durability)
"There are things buried under the surface, but only those who have already seen too much can find them.
Base damage: 40
Strength multiplier: 1.5"

Found: In buildings
Can dig outside, takes a little time and 1-5% durability per dig. You can dig multiple times on the same tile to get items (which seem to be weapons of all types: melee or ranged with durability between 6 - 14%, and thrown)
I haven't done extensive testing, but I tried digging 5 times as a Detective with Sanity before it broke, found nothing each time, trying on different tiles each time.
I dug 9 times as a Madman with no Sanity and got 5 items, each item was a weapon.

Stale Gingerbread (with durability)
"This holiday season treat serves as a stark reminder of what was lost. You with you could eat it, but it's hard as a rock.
Base damage: 5
Strength Multiplier: 0.5"

Found: In buildings
Worst melee weapon in the game, but once the weapon breaks it becomes Gingerbread Crumbs

Stone Stackable
"Can be used as a weapon, but it's really unwieldy and has a tendency to get lost when thrown.
Base damage: 10
Strength Multiplier: 1.25"

Found: Woodland
Can be thrown but will not make sound, pretty much the worst weapon in the game. It's saving grace is that it lasts forever.

Wooden Board (with durability)
"Piece of a wooden structure taken out of its usual context.
Base damage: 20
Strength multiplier: 1"

Found: In buildings, from destroying furniture
Can be used as a fairly bad melee weapon, can be upgraded with metal scrap to become a Nailed Board, can be added to a bonfire but cannot be used to make one.
Thrown Weapons
This section is for weapons which can ONLY be thrown. All melee weapons can be thrown too, but thrown weapons cannot be used in melee.
Sorted Alphabetically:

Fragmentation Grenade
"Anti-personel fragmentation grenade"
Found: In buildings
Equip then throw. Deals a small amount of damage on direct hit to enemy, then explodes after 3 turns dealing 200 damage in a roughly 3x3 radius, destroying walls and doors with it.

Gas Grenade
"Mixed chemicals contained in a tin can."
Found: Crafting a Tin Can with Chemicals
Equip then throw. Basically a ranged version of mixing Chemicals. Explodes on impact. Zombies and Mimics appear to be resistant.

Molotov Not Stackable
"Brittle container filled with flammable liquid."
Found: Crafting Alcohol with a Rag
Equip then throw. Explodes into a couple of tiles of fire on impact which spreads.
Ranged Weapons
This is a list of weapons which require ammo of some kind and are used exclusively to shoot things until they're dead.
Sorted alphabetically:

.44 Revlover (with durability)
"Powerful handgun with a limited range.
Damage: 200
Capacity: 6"

Found: Starting weapon for Detective class, in buildings.

9mm Pistol (with durability)
"Short ranged and not very powerful.
Damage: 150
Capacity: 10"

Found: In buildings

Hunting Bow (with durability)
"Accurate and silent, but it's difficult to use at point blank range.
Damage: 100"

Found: In buildings

Rifle (with durability)
"Hunting rifle with scope. Best used at long distances.
Damage: 300
Capacity: 5"

Found: In buildings
Doesn't seem to be any more accurate at range than other guns?

Shotgun (with durability)
"Double-barrel shotgun
Damage: 300
Capacity: 2"

Found: In buildings
Status Effects (Part 1)
Alcoholism (Positive and Negative Effect) (Writer only)
"Your relationship with alcohol is complicated. While drunk you slowly gain new experiences, but while sober you gradually lose sanity."
Starting status for the writer class, impossible to remove. Just as stated, while drunk you slowly gain experiences. If you're not drunk, you slowly lose sanity.

Bewitched (Negative Effect)
"There is someone else in your head and they are trying to gouge your eyes from inside your skull. You are rapidly losing sanity."
Gained from the Witch, after they see you and say "Look at me!". Your field of view narrows to a 1-tile wide line between you and the witch. Break that line with a wall or kill the Witch to remove the status effect.

Bleeding (Negative Effect)
"Blood is flowing from a recent wound."
Indicates you are bleeding after sustaining damage. Removed by either using bandages / rags / ammo to cauterize until no red portion remains on your health bar or letting your health tick down until the red portion is consumed.

Blurry Vision (Negative Effect) (Librarian only)
"Seeing things without glasses is much harder for you"
Permanent status effect for Librarian starting class. Must wear eyeglasses to have normal field of vision, otherwise it is reduced by 3 tiles.

Bookworm (Positive Effect) (Librarian only)
"Books are for you like leaves for a caterpillar. Reading books grants experiences."
Permanent status effect for Librarian starting class. Reading books grants experiences.

Cold (Negative Effect)
"You are cold and will require more food to maintain proper body temperature"
Given If you're outside with no clothes equipped. Increased hunger.

Dehydrated (Negative Effect)
"There is barely any saliva in your mouth. You are slowly losing sanity and you are unable to regain stamina."
You stop regenerating Stamina. You also start losing Sanity at about 1 tick every 20-30 minutes. You need to drink something to alleviate this status effect. See water sources. Being Drunk does not cancel out the Sanity loss on it's own, but combined with Starving your Sanity stabilizes.

Dread (Negative Effect)
"You are slowly losing sanity. Find shelter or start a fire to push away the darkness."
Causes fairly rapid Sanity loss. Standing near a lit bonfire, lighting a match or being inside a building removes the status effect.

Drunk (Positive Effect, negative side effect)
"It doesn't make you better, but you definitely feel better. You are slowly regaining sanity."
Slow regen of Sanity at the cost of dodge (either half or 5%, every time I've been drunk it's been at default agility). May affect your aiming with ranged weapons.

Dysentery (Negative Effect)
"You won't be able to eat anything for some time and you have trouble keeping what you already ate. Drinking a strong alcohol might help"
You cannot eat while you have this status effect, trying will result in your character saying "I'm too sick to eat". Does not affect being able to drink. Drinking alcohol or removes this status effect early or you can wait it out.

Exhausted (Negative Effect)
"You are out of breath and unable to fight."
Indicates you're completely out of stamina. Dangerous when in choking gas as you lose health rapidly.

Hidden (Positive Effect)
"You are obscured from vision"
You gain this status effect from walking into bushes (the shorter asterisk tiles). Breaks visual contact enemies have with you, though some monsters can follow blood trails which could give away your location.

Hungry (Positive Effect?)
"You feel envigorated while your body prepares to devour itself."
Precursor to the Starving status effect. You get this roughly 11 to 12 hours after starting your run. I haven't experimented with stamina regen so it's possible it's a small buff.
Expect to be Starving 6 hours from now.

Hydrated (Positive Effect)
"While properly hydrated your stamina regenerates faster"
You get this effect from drinking water of any kind. Beware that if you drink dirty or swamp water, you have a chance to get the Dysentery or Parasitosis status effect. Boosted stamina regen.

Lonely (???)
"You lone to hear voice of another"
Starting status effect for protagonist in Til Death Do Us Part scenario.

Medicated (Positive Effect)
"You feel numb and distanced both from the world and the pain. You are slowly regaining health and sanity."
Slow regeneration of health and Sanity, achieved from taking Pills.
Possible way to stop yourself from dying to Bleeding. Needs more testing.

Moving (Negative Effect)
"While moving it's harder to aim and you regenerate less stamina"
You get this status any time you move. Severely slows stamina regen and makes it harder to hit with thrown or ranged weapons. If you want to regen stamina, stop moving for a few turns (as long as you're not Dehydrated).
Status Effects (Part 2)
Parasitosis (Negative Effect, positive side effect)
"You feel something moving inside and it's hungry. Your wounds heal faster, but the thing grows larger the better you feel. Fire might be the only way to get it out."
Gain health regen at the cost of increased hunger. I haven't tested if you're proportionally much hungrier if you're at full health. Other players have confirmed fire removes the status effect, just be sure to have water on hand to douse yourself after. This also means you'll have to remove the Wet status afterwards.
Patch notes indicate "parasitosis is now a death sentence as it should".

Psychosis (Positive and Negative effect)
"You can no longer discern fiction from reality. You are slowly gaining new experiences, but if you die in this state you will irreversibly lose all of them."
You gain this through losing all of your Sanity. Gaining sanity removes this status effect. While Sanity is depleted you gain 1 Experiences per hour, but you have reduced item drop rate, will sometimes shout which attracts monsters and potentially have an increased chance of being attacked by a named creature.

Satiated (Positive Effect)
"Your body is satisfied and your wounds are slowly healing."
Gained by eating food. See food sources. This status effect lasts roughly 5 hours.

Second Sight (Positive and Negative Effect) (Madman only)
"You can see what others deny even exists. You are constantly losing Sanity."
Starting, permanent status effect for Madman class. You can detect all enemies except Mannequins, Cannibals and Dogs through walls, revealing their locations. Has the unfortunately side effect of making it difficult to craft as you can't craft when enemies are near.
Constant, slow loss of Sanity.

Shellshocked (Negative effect) (Veteran only)
"Scars on your body are not the only things you brought back from the war. Whenever you fire a gun you lose some sanity"
Starting status for Veteran class, impossible to remove. Everytime you fire a weapon you lose roughly 1/10 of your sanity and gain the Traumatized status.

Starving (Negative effect, positive side effect)
"Your body is slowly devouring itself, but your thoughts become clearer."
True to what it says your health slowly ticks down while your Sanity slowly ticks up. Starving does not counteract the effects of Dread.

Stationary (Positive Effect)
"Your aim is steady and your stamina is regenerating faster."
Every time you wait a turn you gain this status effect. Noticeable increase in accuracy and stamina regen. Highly recommend waiting a turn before making a shot or throwing.
If you have the Dehydrated status effect, being stationary won't recover your stamina.

Suffocating (Negative Effect)
"Your lungs scream, but there is no sound."
Gained by being stood in choking gas, cured by moving away. You lose stamina and cannot regain it until you lose this status. If you run out of stamina and stay in the gas you quickly lose health.

Thirsty (Negative Effect)
"You need to get something to drink soon."
Precursor to the Dehydrated status effect. There are no debuffs or damage, it's just telling you that you need to secure water soon. This status effect lasts about 4 hours before progressing to Dehydration under normal conditions.

Traumatized (Negative Effect)
"You survived and now have to live with what you experienced"
Indicates you have a portion of your Sanity taken by whatever action you just took. The sanity remains missing once the status effect is over, so you need to restore it.

Unsettled (Negative Effect)
"There are things out there that defy logic by their mear existence. Your sanity fades slowly"
Every time you have unnatural enemies such as Zombies, Vampires or Centipedes in your field of view you gain this status effect. Break visual contact to return to normal.

Watched (Negative Effect?)
"You feel like someone is watching you"
Gained this status when a named presence creature spawned. Pretty sure the status is just for flavour.

Wet (Negative Effect)
"You are wet and will require more food to maintain proper body temperature. Stay near fire to dry yourself"
You get wet by moving through swamp water tiles. Building a bonfire and standing near it removes this status effect.
Enemies (Part 1)
(Organized alphabetically)

Hostile entities will follow the sound of your footsteps even when they aren't alert to you, and will investigate any loud noises you make such as forcing open doors, breaking furniture, etc. Enemies that become alert (and hostile) to your presence will have a small exclamation point appear near them, which turns to a question mark if they've lost sight of you.


? Presence, AKA Named Creatures
Health: Approx 500
Vulnerable to: Stuns
Immune: Unknown
Drops: Elder Flesh
Spawn conditions are random, with increased chances by having less sanity. Your character will remark "I feel a presence", followed by bloody footprints appearing roughly 7 tiles away walking towards you (or where you were when the creature spawned) at 1 tile per turn. When within 3 tiles the creature appears, showing their randomly generated Lovecraftian name and giving you the Horror status effect. They can spawn indoors or outdoors, day or night, while you're crafting an item or not. It has now been patched that a presence spawning will pause your crafting (phew!).

They're tough as nails, can outrun you in a straight line and can follow you indoors. It's possible to lose them. If you're indoors when they spawn, leave the building and hope you don't bump into them. If you're outdoors, try stunning them, breaking visual contact and gaining distance until they can't hear your footsteps. They do de-spawn eventually.

- c - Cat
Health: 25
Vulnerable to: Stuns
Immune: Unknown
Drops: Elder Flesh
Cats usually spawn inside buildings and tend to try and stay as far away from you as possible but still within your field of view. If they're occupying a room with you, they'll try and stay on the opposite side of a room and will avoid tiles adjacent to you at all costs. If you drop dog or human meat on the floor, the Cat will rush forwards and devour it. If you're standing on the tile with the meat on it, the Cat will attack for fairly minimal damage until you move out of the way.

The cats talk, saying "Kill the dog", "Feed me" and "I'm sorry".

- C - Cannibal
Health: 100
Vulnerable to: Stuns
Immune: Unknown
Drops: Human Corpse
Cannibals, like Horrors, live in buildings that have floors and walls haphazardly sprayed with blood. They do roughly 75 points of bleed damage with only a little immediate damage. Damage fall-off from the range between player and enemy could be factor, or it could be that Cannibals have a random gun.

A single shot from a shotgun or .44 revolver is enough to dispatch a Cannibal. A good strategy for defeating them is to catch their attention then ambush them in a doorway, blasting them as they come into view.

- C E N T I P E D E -
Health: Over 450
Vulnerable to: Unknown
Immune: Fire, stuns
Drops: 9 Elder Flesh
They are 9 tiles long and have a whole load of health. It seemed to move at the same speed I did. I've only ever seen centipedes outside.

I wouldn't recommend fighting one. It happily took the one round from the starting gun the Detective has, a 9mm round from a Pipe Pistol I'd crafted and 3 hits from a combat knife before quickly dispatching me.

- D - Dog
Health: 100
Vulnerable to: Raw Meat (charges at)
Immune: Stuns
Drops: Dog Corpse
The behaviour of dogs needs investigating. I've had dogs stay to the edge of my circle of vision and stay away, and I've had lone dogs charge at me and attack. Initially I thought it was a pack thing, that grouped together they would attack but now I'm not sure. I was also lead to believe expired dog food scared dogs but it didn't seem to help : in my inventory, equipped or dropped. I had a dog ignore it entirely in favour of chewing me.

One shot from your .44 revolver is enough to kill them. They seem to be immune to stuns, but they will back away for a few turns when they receive damage.

- H - Horror
Health: 600
Vulnerable to: Stuns
Immune: Unknown
Drops: Elder Flesh
Horrors, like Cannibals, reside in buildings that have blood splattered on the walls and floors. When the Horror enter your field of vision, you're affected by the Horrified status effect. They seem to have excellent vision as they almost always charge at you the moment you gain visual contact. They have no problem busting through barricades or doors to chase you, and they are fast. Be prepared for a tough fight.

User Dance Commander suggests: place a bonfire at the door before checking any windows then scope out the building from the outside, you'll have time to light the building on fire and get away. Always pay attention to all doors when approaching a building, if one ever opens and you haven't made any big noises its a Horror and its coming. Not 100% sure but every time I outran a Horror I always run into another a few buildings later, doesn't matter if I spent half the day zig-zaging through the woods or just a jog down the block.
Enemies (Part 2)
- M - Mannequin
Health: One hit from anything?
Vulnerable to: Choking gas
Immune: Unknown
Drops: Firewood
Mannequins seem to be found exclusively in Malls and move only when they're out of direct visual contact. They're not innately hostile - you can pass by them on adjacent tiles and they won't attack. You can see their footsteps when you're behind a wall, and they will move as close as they can without being in view.

The problem comes if they block you into a room by occupying the door hole. You can use furniture to break visual contact (making them move). They die in one hit, but will Traumatize you, deal around 25 Sanity damage, cause a loud noise and temporarily give you the Horrified status effect. Other enemies can attack the Mannequins and still give you Sanity damage.

The safest way to deal with Mannequins are to lose them or kill them with Choking Gas as they will not scream and cause Sanity damage.

- M - Mimic
Health: 100
Vulnerable to: Stuns
Immune: Choking gas
Drops: Elder Flesh
Mimics appear as furniture or items on the floor of a building, attacking the player and revealing themselves once they are in an adjacent tile. They sometimes flash up as an M, but it isn't for long so it's fairly difficult to catch. You receive the Traumatized status effect when it reveals itself, dealing around 10 Sanity damage.

It didn't seem particularly deadly, but the surprise element can prove deadly if you're unprepared and low on health or supplies.

- V - Vampire
Health: 400
Vulnerable to: Stuns, Zombie Corpse Disguise, Fire
Immune: Choking gas
Drops: Elder Flesh
Vampires have a particular pattern of movement, which is moving 1 tile per turn for 3 turns, then pausing for 1 turn. During night time their movement speed increases, removing the pause they get during the day and sometimes moving 2 tiles. If they're within 1 screen of you, they will move towards you even if they haven't actively seen you yet. Fortunately, Vampires can't enter buildings even if a door is left open.

When you're in the threshold of a house while a Vampire is alert to you, it says "Let me in" and "I can smell you". While within field of view (even if they haven't seen you yet) they say "I can hear you breathe"

They have 400 health so melee combat is not advised. They can also tank at least one shot from guns.

- W - Witch
Health: Approx 100
Vulnerable to: ???
Immune: ???
Drops: Ritual Dagger, Human Corpse
Spawns in bloodied buildings, similar to Horrors and Cannibals. Casts a spell on you when she sees you, shouting "Look at me!", gives you the [/i]Bewitched[/i] status, reducing your field of view to a straight 1-tile wide line straight to her.

- z - & - Z - Zombie
Health: Lowercase 50, upper case 200
Vulnerable to: Stuns, Fire, Zombie Corpse Disguise
Immune: Choking gas
Drops: Zombie Corpse
Zombies are by far the most common enemy, and they come in lowercase and uppercase varieties. They're not particularly fast - you can slip by them if you find yourself alone with one at a dead-end corridor 4-5 tiles wide. They have poor sight but they will generally meander towards your footsteps. Will break down doors or furniture obstructions to investigate loud noises or to chase the player.

Expect to take a few hits in a melee battle with a larger zombie unless you have a decent weapon and a fair amount of strength.

Zombies also sometimes spout Lovecraftian words, regardless of your Sanity levels.
SPOILERS : Note Fragments
As you venture into buildings you'll sometimes find Note Fragments. Assembling note fragments gives you a numbered Note which you can only read during the day or possibly near a fire, and also gives you Experiences.

The item description for the starting item "Door in the Woods" says that all of the pages are torn out except for the last one, so it can be assumed that these notes are torn pages belonging to that book.

The contents of the notes depends on which variation of the scenario your playthrough has been assigned, of which there are 8. You can only craft 3 notes, attempting to craft a fourth note results in the protagonist saying "This doesn't make any sense."

If you want to spoil the notes, I'd suggest heading over to:
https://door-in-the-woods.fandom.com/wiki/Note
Contributors
By this point, about half of the guide is info I've got from the replies so it only seems fair to acknowledge the peeps who've contributed. So, alphabetically:

andtheyheard - Alternate line for the first note, alternate versions of notes #2 and #3, info on Centipede drops.
Ash - Another name for the presence monster
Brotherman Bill - First report I got on Mannequins
Clel_Sharp - Strats on beating Cannibals, info on Chemicals and which monsters it affects, info on the stun mechanic and which monsters it affects, info on Dogs and Mimics
Dak - Reporting the existence of Ramen, promptly followed by "It's not ramen"
Dance Commander - Exact info on Blank Paper mechanics, plenty of tips and info on monsters
Door Master - Telling me Odd Fruits affect thirst too
Dr Cat - Confirmation on drunkenness, names of the presence monster
God of Darkness - Holy hell, so much info! Night-time exact timings, working theories on the named beings, enemy spawns, confirmations (and debunks) on everything to game mechanics to enemy behaviours. Thanks!
Happy Doggo - Expired dog food info, info on Vampires speaking to you.
Knight Brolaire - Info on the negative effects of Odd Fruit
(logz)TorSuperiorServers.co - Telling me sodas exist. I really hadn't seen one in about 20 games!
Meoman8 - Contents of Note #3, a strategy on gaining experiences, confirming Drunk affects dodge chance, and other strategies
Mrpants22 - Confirmation on Parasitosis and Odd Fruits having other effects
Project_Zero - More confirmations on info, tips and reports on Mannequins, info on soda
Rakhir - Confirming fire removes Parasitosis
Sniffr0st - Tips on dealing with Mannequins and Named Creatures
Spaghetti-Kun - Info on Parasitosis
SpiderBot7 - Info on Vampire movement speed increase at night
The Sly Somnambulist - Another name and more info on spawning conditions for the named creatures
Wood Man - Info on Vampires, Horrors and Starving
126 Comments
Michael The Eye Taker May 18, 2023 @ 11:30am 
I'm merely assuming this as my short encounter with the WORM ended when I threw a single fragmentation grenade at it. It's possible it has even less health than the Worm, roughly 400, but unless I conduct further testing it's currently up to guesswork. It drops four pieces of Elder Flesh when defeated. I have a screenshot if both before and after I killed it. If there's anything else you want to talk about the worm or even other creatures feel free to message me and I'll help out. Have a good day y'all!
Michael The Eye Taker May 18, 2023 @ 11:30am 
Hey, I don't know if you're still active or updating the guide, but I've encountered an entirely new enemy not seen in the guide. Granted, it's in final door but compared to the Infected in Out of Time and Wolves of Lone Wolf, I haven't seen it mentioned anywhere in the community. I'm not sure if you'll accept info from other scenarios but it's fun to catalog anyways. It's known as a WORM where, similarly to the centipede, a full word entity. As in the creature is the entire word rather than a singular letter. I’m assuming that it functions similar to the centipede where you can only kill it permanently by taking out the head.
AlienHuntinYeti May 27, 2021 @ 9:47pm 
PROTIP: Madman is overrated as a grinding class. The lack of sanity from the start makes finding items MUCH more difficult, including items necessary to regain sanity. It is MUCH, MUCH easier to start as a veteran, run out and kill some abominations for eldritch meat to eat, then shoot yourself in the face with your last bullet.
Griffirid  [author] Apr 9, 2021 @ 6:18pm 
Hah! No problem, Eyes.
Honestly I haven't updated this in.. well, over a year. I'm surprised it's still holding up. Thanks for reading though. :D
Eyes Apr 7, 2021 @ 9:42am 
ok so i somehow missed the named creature enemy article so um you know your shit, woops
Eyes Apr 7, 2021 @ 9:36am 
Ok so the presence monster can also be called BAOOTH apparently
Eyes Apr 6, 2021 @ 11:58am 
If you spend enough time outside while having no sanity left an enemy with the ASCII symbol 'I' can appear. It kills you within one hit (I know this because I had full health, was satiated and as a side-note had a large amount of experiences and good loot and supplies) followed by the message "mauled by iqmth". I almost suspect the name to be randomly generated but since its symbol is 'I' and you apparently need the 'Insane' status (one that this guide is missing; I think it's what happens when you combine Psychosis with Dread for too long) I#m calling it Insanity for the sake of pronunciation, until someone can prove me otherwise.
CtenosaurOaxacana Mar 3, 2021 @ 8:37am 
Something to note about 'Blurry Vision'. It not only affects the librarian's range of sight, it affects their ability to use books for sanity and their own special xp buff. So it's sometimes a good idea to unequip and save those eyeglasses from being destroyed.
myturtleswimssideways Jun 18, 2020 @ 3:51pm 
I just lost all my experiences for the second time. I was about to just delete the game out of anger, but now that I've found this, I'm going to try again. Thank you.
Solitaire May 28, 2020 @ 1:02pm 
Follow up: hallucinations don't hurt you, they're just there to make you waste ammo