Dissolution
The Dredge
A manifestation of the dark thoughts of a once-vibrant community, the Dredge is able to teleport between lockers and summon an overwhelming darkness. Its personal perks, Dissolution, Darkness Revealed, and Septic Touch allow it to destroy pallets, spot Survivors near lockers, and afflict healing Survivors with Blindness and Exhausted.
"Like a dark thought, The Dredge is difficult to shake. And when night falls, it is nearly impossible." SPECIAL ABILITY: DELUGE OF FEAR The Dredge starts the Trial with 3 Tokens. Press and hold the Power button to activate The Gloaming while leaving a Remnant behind: • Reduces its Movement speed to 3.8 m/s. • Removes the ability to attack or interact with Survivors or interact with Props. SPECIAL LOCOMOTION: THE GLOAMING While roaming the environment in this state, the Auras of all Lockers are revealed to The Dredge Press the Secondary Power button to consume -1 Token and teleport into any Locker at a speed of 19 m/s. Press it again while inside a Locker to teleport into another Locker until all Tokens are consumed. Press the Attack button to cancel The Gloaming and instantly return to the Remnant, if it is still available. The Remnant is removed after the first teleport or when a Survivor collides with it. The Gloaming has a cool-down of 10 seconds during Daytime and 4 seconds during Nightfall. SPECIAL INTERACTION: HIDING INSIDE LOCKERS After teleporting to a Locker The Dredge sits inside it and can observe the environment outside. While there is no time limit to this, nearby Survivors will hear a warning sound after 8 seconds have elapsed. Press the Interaction button to exit the Locker. If The Dredge teleports into a Locker already occupied by a Survivor, it will trap the Survivor and emerge from the Locker carrying them. This also happens when a Survivor interacts with a Locker in any way that is already occupied by The Dredge. SPECIAL INTERACTION: LOCKING LOCKERS All Lockers spawn with an open latch on their door that Survivors can interact with to close it and lock the door. Locked Lockers cannot be entered by Survivors and take priority when The Dredge teleports to them. The Dredge takes 2.25 seconds to open a Locked Locker from the inside, making a lot of noise in the process. Once The Dredge emerges from a Locked Locker, its lock is broken permanently. The Dredge can also break the lock from the outside by hitting it with a Basic Attack. SPECIAL AFFLICTION: NIGHTFALL The Nightfall Meter fills passively at a rate of +0.25 c/s during Daytime. The fill rate is accelerated whenever The Dredge uses its Power and when Survivors are injured or hooked: • Teleporting to the Remnant grants +10 Charges. • Hooking a Survivor or injuring them with a Basic Attack grants +20 Charges. • Hiding inside a Locker grants +6 c/s. • Each injured Survivor grants a stack-able +1 c/s, up to a maximum of +4 c/s. Once the Nightfall Meter is full at 300 Charges, Nightfall begins and lasts for 60 seconds, forcing Survivors to navigate the environment in near-total darkness while The Dredge benefits from clearer vision and several effects: • Grants the Undetectable Status Effect. • Increases its Teleporation speed to 38 m/s. • Reduces the Cool-down duration of The Gloaming to 4 seconds. • Survivors trigger Killer Instinct within 16 metres of Lockers occupied by The Dredge or The Remnant upon returning to it. Power Trivia[] Movement Speeds: Main Article • Charging/Holding Reign of Darkness: 3.8 m/s • Walking: 4.6 m/s • Teleportation speed during Daytime: 19 m/s • Teleportation speed during Nightfall: 38 m/s Gloaming Ability: • Initial Charge time: 10 seconds • This refers to how long it takes for the Power to become available after loading into a Trial. • Cool-down time during Daytime: 10 seconds • Cool-down time during Nightfall: 4 seconds • Activation time: 0.5 seconds • Fade-in / Fade-out time for Remnant: 0.25 seconds • Grabbing Survivor in teleported-to Locker: 3 seconds Restrictions: • Minimum distance to hooked Survivors: 12 metres • Minimum distance to Locker: 3 metres Lockers: • Exit Locked Locker duration: 2.25 seconds • Inside Locker FOV: 120 ° • Killer Instinct radius during Nightfall: 16 metres • Killer Instinct Linger duration: 3 seconds • Warning Sound threshold: 8 seconds • This refers to how long The Dredge can hide in a Locker before the warning sound triggers. • Prevent Locker-Search cool-down: 1.25 seconds Nightfall Activation: • Activation threshold: 300 Charges • This refers to how many Charges must be accumulated for Nightfall to start. • Automatic Charge rate: 0.25 c/s • Nightfall automatically charges at this default rate during Daytime. The value can be increased by The Dredge in various ways, accelerating the progression towards Nightfall: • Hiding inside a Locker adds +6 c/s • Each injured Survivors adds a stack-able +1 c/s each for a maximum of: • +1 c/s for 1 injured Survivor. • +2 c/s for 2 injured Survivors. • +3 c/s for 3 injured Survivors. • +4 c/s for 4 injured Survivors. • Injuring a Survivor with a Basic Attack adds +20 Charges • Hooking a Survivor adds +20 Charges • Teleporting back to the Remnant adds +10 Charges • Imminent Nightfall Warning threshold: 85 % charged • This refers to the percentage Nightfall must be charged to when it gives a global sound cue warning to all Players that Nightfall is imminent. • Transition time from Daytime to Nightfall: 3 seconds Nightfall Discharging: • Discharging threshold: 60 Charges • This refers to how many Charges must be discharged in order for Nightfall to end. • Discharge rate: -1 c/s • Transition time from Nightfall to Daytime: 1.5 seconds Nightfall VFX: During Nightfall, to counteract the darkness, the Survivors show special visual effects on their model, akin to an Aura, which cannot be read through objects, however. This effect has the following requirements for it to be seen: • Survivor to other Survivor: up to 54 metres • Killer to Survivors: up to 20 metres Locker Priorities[] • When teleporting to a pair of Lockers, there is a distinct hierarchy The Dredge follows when choosing which of the two Lockers it will teleport into: • The Locker a Survivor is either hiding in or interacting with (i.e. locking). • The Locker that is locked (in case of just one of them being locked). • Any of the two Lockers if both have the same state (i.e. both are either unlocked or locked).
The Dredge
The Dredge
The Dredge
The Fold was founded on a private American island in the 1960s by a group of anonymous philanthropists. Their goal was to establish a peaceful society free of dark thoughts and emotions, attracting the dismayed, disenchanted, and disillusioned from all over the country. This peace-loving community thrived over the years, and members freely followed the dictates of its charismatic leader Otto Stamper who taught his followers the secret of maintaining happiness through joy-talk, meditation, and the endless reciting of ‘good-thinking’ mantras. But not all was bliss within The Fold, and Otto swiftly banished anyone who confessed to having dark thoughts or speaking dark words. Those he appointed as guardians of The Fold were quick to root out malcontents, banishing anyone who thought or spoke against the almost perfect community he had established. In this way, Otto had conditioned Ottomarians to believe dark thoughts were the root of all discontent. He spoke of an ancient god called, Druanee, telling them how this god fed on dark memories and desires and how they needed to expel any and all manifestations of darkness from their hearts for fear of summoning this horror from the Land of Shadows. Life was more or less a Utopian dream on the island until, that is, the darkness began to slowly leak through the cracks of their spiritual dam and members began to mysteriously disappear. It wasn’t long before fear closed its septic jaws on the island and refused to let go. The once happy community now gathered in a few homes chanting all the ‘good-thinking’ mantras in a desperate attempt to rid their lives of this formless creature that seemed to stalk them in the shadows and consume them in their sleep. Otto tried to quell his followers, telling them that there were malcontents among their ranks and that they alone had summoned the Druanee to their Garden of Joy. As The Fold bleated fear, Otto evoked desperate measures. Ottomarians were restricted to their homes to prevent the spread of rumors and dark-talk while sleep was forbidden to prevent anyone from releasing dark dreams into the world. Freedom and sleep would return just as soon as the Druanee was no longer upon them. But when Ottomarians continued to disappear, Otto assembled his followers near the beach where he placed a screaming woman on a wooden stage. There, in the rain, Otto explained to his drenched, alienated, and sleep-deprived congregation that the woman was a journalist here to destroy everything they had created. As the guardians held the trembling woman, she screamed that Otto wasn’t the savior he claimed to be. He belonged to an ancient cult, an exclusive club of billionaires that took pleasure in corrupting and sacrificing people, towns and even countries to an Elder God. The journalist told them Otto hadn't banished anyone! He had tortured and sacrificed them and that they would all be next. Without hesitation, Otto slit her throat before she could continue to spread lies. As she collapsed to her knees with her hands clasped around her neck, he told his confused and terrified herd that she was working with others within their ranks and that they needed to find the impostors before the Druanee came for them all. Otto’s words shot over the congregation and reached into the murky recesses of their hearts and dredged up dark and fearful things. Years of suppressed emotions began to bubble up as a thick fog pushed through restless legs and feet. Whispers began, and the whispers became panicked mantras, and the mantras became screams and curses as each member accused the next of malthinking and malspeaking. Over the howling wind and pounding rain, the screams and curses grew louder and louder as everyone desperately tried to contain the darkness within. But the harder they tried, the quicker they failed, and within moments the dam burst to release a torrent of hell. Otto watched his once blissful and joyful herd suddenly erupt into violence unlike anything he had ever seen before. The Fold bleated accusations and tore each other to bits and pieces with hands and teeth and never once did they look up to see their kind and charismatic shepherd smiling down upon them with eyes that were cold, bleak and without pity. When it was all over, Otto felt the creaking, wooden stage shake as a murder of crows circled above. Suddenly, the ground rose and then sank into a thick, oozing black mud like molasses. Moments later, a formless mass squelched out of the muck and rose like a rearing horse to feed upon the writhing mass of butchered humanity. It was everywhere and nowhere at once as it slowly picked its way through the carnage, absorbing the darkness, savoring the misery, trailing terrible noises. Shrieks. Cries. Whimpers. Pops. Cracks. Feasting sounds. Death sounds. Dark sounds. Otto watched the creature as it slowly began to manifest into the very thing he had imagined--the very thing he had made them all imagine. It turned slowly to look at Otto for a long silent moment, then the Druanee trudged away through the thick black sludge, disappearing into the shadows from which it had come.
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