Dungeon

The Dungeon is one of the multiple maps in-game. Its appearance is based off of Amnesia: The Dark Decent as well as Terrorift, which fittingly, is also one of the darkest maps in the game.
==Layout https://youtu.be/93WNmjMntCo?t=679==
File:Dungeon-map.png|Map / Objectives layout. Orange = Chests and Blue = Notes.
== Appearance==
The Dungeon is a labyrinth-like map with many crossroads and dead ends for survivors to get trapped inside. It is a completely flat map having no elevated structures that can be climbed onto.
There are many "point of interest" rooms such as a piano room with a Note on its seat. A room with a well with another Note on top of it. A room full of pillars where another Note can be found on a box closest to the hallway. A room with 2 Chests next to a big hallway that has dead ends at both sides. A single room with a Chest at the end of a hall. And a room with a ladder into the ceiling which also contains a Chest and a Note on a table.
==Objectives ==
=== Loot Chests(0/8)===
*Opposite to the empty shelf with a note, down the wide hallway and to the right is a chest behind a door.
*A room has 2 chests, and 2 doors opposite to each other next to a big hallway.
*Between the well room and the grand-piano room is a room with 2 doors and a chest next to a note.
*Up the hallway of the pillar room, there is a room to the right which contains a chest.
*To the left of the empty shelf in the three-way hallway is a small room with a chest.
*Adjacent to the room with two chests, down the hallway is another larger room with a chest.
*Next to the large room with a note on a table is a hallway which leads up to a room on the left with a chest in it.
===Collect Notes(0/6)===
*There is a note on the bricks of a well in an open-space room.
*Opposite to the well room is another open room with a note on a table in the corner.
*There is a note on the bench of a grand-piano.
*There is a note in a room full of pillars, on a box next to a hallway.
*There is a note on an empty shelf in the middle of a three-way hallway.
*Between the well room and the grand-piano room is a room with 2 doors and a note on a table next to a chest.
==Strategies==
Killer 
*The Dungeon has slow opening doors making for its own dead ends if you are chasing a survivor.
*The Dungeon's doors also have a chance swinging open really fast and playing a loud jumpscare sound when opened
*You, the monster, spawn directly on the main objective route (which follows the notes). This allows you to have easy access to where knowledgeable survivors will be headed to. Alternatively, you can take the side path and come in from a flanking route, catching unaware survivors off-guard.
*With its connected halls try and cut off survivors by taking alternate routes.
*On smaller servers, there will be less survivors to open doors, so early chases will be easier due to survivors having less escape routes.
*Monsters that can highlight players on command or frequently such as Ao Oni or EXE have an advantage on this map, as it will be much harder for Survivors to hide from you.
Survivors 
*The Dungeon is a large map, so if the killer has bad mobility take advantage of it.
*The notes task is fairly easy to memorize despite the maps convoluted layout, and can be achieved rather quickly, assuming you do not encounter the monster. If you are looking to get your monster chance as high as possible quickly, it may even be advised to completely ignore the chests until you have all the notes, as only one chest is on the direct path of the notes.
*Due to the map's many hallways, it is fairly easy to avoid traps (such as Thorny Grave or Lurking Facade), unless they are placed in one of the many one-door rooms.
*Monsters without reliable ways to highlight will struggle to find players, so as a last resort, hiding in a dead end can help you survive the round.
*The large, dark room with pillars at the start of the notes path can be used to juke out hitboxes.
==Gallery==
File:The Dungeon1.png|The Dungeon map from pillar chase 1
== References ==
Category:Maps
Category:Maps with 2 objectives